https://dwarffortresswiki.org/api.php?action=feedcontributions&user=Kalon&feedformat=atomDwarf Fortress Wiki - User contributions [en]2024-03-28T08:32:43ZUser contributionsMediaWiki 1.35.11https://dwarffortresswiki.org/index.php?title=v0.34:Clean_self&diff=172753v0.34:Clean self2012-06-05T23:53:15Z<p>Kalon: Military happily put up with a rain of goo.</p>
<hr />
<div>{{quality|Exceptional|01:23, 24 May 2012 (UTC)}}<br />
{{av}}<br />
<br />
The '''clean self''' [[job]] is a special job in that it is enabled automatically and cannot be disabled. Dwarves that have been [[Contaminant|contaminated]], be it by dirt, grime, or goblin blood, will take a bit of time off a some point to clean themselves off if possible; dwarves that haven't had a bath in a while will do so as well on occasion. They can do this with access to a water source, be it a [[murky pool]], a [[brook]], or a [[well]] (but not rivers as they will be swept away). In the absence of such an area, or if the water source(s) are [[forbid]]den, they will not perform this job.<br />
<br />
Cleaning oneself gets rid of anything anything on the dwarf, and doing so with a bar of [[soap]] in addition to some water has a good chance of providing a happy [[thought]]. It is most useful as preventative medicine: dwarves that clean themselves lower their internal dirtiness levels (even more when they use soap) and thus dramatically lower chances of an [[infection]] in case they are wounded. Many fortresses, especially ones in [[evil]] biomes, include a bathhouse in their design. This is important, because a non-military dwarf caught in a rain of repulsive goo will immediately run to clean themselves, usually in to the various rotting limbs of an undead creature.</div>Kalonhttps://dwarffortresswiki.org/index.php?title=v0.34:Clean_self&diff=172752v0.34:Clean self2012-06-05T23:50:56Z<p>Kalon: Added *WHY* a bathhouse is important</p>
<hr />
<div>{{quality|Exceptional|01:23, 24 May 2012 (UTC)}}<br />
{{av}}<br />
<br />
The '''clean self''' [[job]] is a special job in that it is enabled automatically and cannot be disabled. Dwarves that have been [[Contaminant|contaminated]], be it by dirt, grime, or goblin blood, will take a bit of time off a some point to clean themselves off if possible; dwarves that haven't had a bath in a while will do so as well on occasion. They can do this with access to a water source, be it a [[murky pool]], a [[brook]], or a [[well]] (but not rivers as they will be swept away). In the absence of such an area, or if the water source(s) are [[forbid]]den, they will not perform this job.<br />
<br />
Cleaning oneself gets rid of anything anything on the dwarf, and doing so with a bar of [[soap]] in addition to some water has a good chance of providing a happy [[thought]]. It is most useful as preventative medicine: dwarves that clean themselves lower their internal dirtiness levels (even more when they use soap) and thus dramatically lower chances of an [[infection]] in case they are wounded. Many fortresses, especially ones in [[evil]] biomes, include a bathhouse in their design. This is important, because a dwarf caught in a rain of repulsive goo will immediately run to clean themselves, usually in to the various rotting limbs of an undead creature.</div>Kalonhttps://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki:Spamreport&diff=172683Dwarf Fortress Wiki:Spamreport2012-06-03T22:58:22Z<p>Kalon: Removed spam posted by Lovekids</p>
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<div>=Use this page to notify the administrators of any spamming account.=<br />
* On the off chance it wasn't noticed.... [[User talk:Xiatian110]] --[[User:Ral|Ral]] 06:44, 26 April 2011 (UTC)<br />
::Ral - anyone can blank spam when they come across it. Don't need to be an admin to do that much. [[User:Bognor|Bognor]] 09:28, 26 April 2011 (UTC)<br />
:::Ok, will do that next time. Wasn't sure if I was supposed to do that. --[[User:Ral|Ral]] 21:01, 26 April 2011 (UTC)<br />
* Rolled back three page edits by [[User:Meigui]] --[[User:Ral|Ral]] 05:16, 28 April 2011 (UTC)<br />
* Removed spam posted by [[User talk:Myhealthcare]] --[[User:Cali|Cali]] 11:04, 6 May 2011 (UTC)<br />
* Removed spam posted by [[User talk:Hy220]] on 4 pages --[[User:Cali|Cali]] 04:49, 1 June 2011 (UTC)<br />
* Removed spam posted by [[User talk:SunshineMcfadden]] and [[User talk:DaisyBarrett]] on 2 pages --[[User:Cali|Cali]] 09:25, 15 July 2011 (UTC)<br />
* Found more spam on the [[Soil]] page by [[Special:Contributions/112.205.197.43|112.205.197.43]] --[[User:Cali|Cali]] 09:35, 15 July 2011 (UTC)<br />
*Removed spam posted by [[User:David1981]] --[[User:Cali|Cali]] 10:28, 25 November 2011 (UTC)<br />
* Persistantly recreating and posting spam to its own talk page [[User talk:Neutin1109]] --[[User:Kalon|Kalon]] 05:02, 12 January 2012 (UTC)<br />
* Removed spam posted by [[Special:Contributions/110.139.49.179|110.139.49.179]] --[[User:Cali|Cali]] 01:08, 23 January 2012 (UTC)<br />
* Removed spam posted by [[Special:Contributions/202.152.205.15|202.152.205.15]] --[[User:Cali|Cali]] 12:57, 10 March 2012 (UTC)<br />
* Removed spam posted by [[User talk:Bruce|Bruce]] --[[User:Cali|Cali]] 22:49, 3 April 2012 (UTC)<br />
* Removed spam posted by [[ User talk:Scottierusso1026|Scottierusso1026]] --[[User:Cali|Cali]] 01:13, 4 April 2012 (UTC)<br />
* Spam post by [[User talk:Tbbulllweb|Tbbulllweb]] still exists on his talk page. --[[User:Timrem|Timrem]] 21:51, 4 April 2012 (UTC)<br />
* Removed spam posted by [[User talk:Dent12312|Dent12312]] --[[User:Cali|Cali]] 11:11, 5 April 2012 (UTC)<br />
* Spam on [[User talk:S4n1j31]] --[[User:Timrem|Timrem]] 18:47, 5 April 2012 (UTC)<br />
* Removed spam posted by [[User talk:Ddab314|Ddab314]] --[[User:Cali|Cali]] 11:35, 9 April 2012 (UTC)<br />
* Removed spam posted by [[User talk:Hscladff|Hscladff]] --[[User:Cali|Cali]] 22:47, 9 April 2012 (UTC)<br />
* Spam posted by [[User talk:Dj3hi1h|Dj3hi1h]]. [[User:Timrem|Timrem]] blanked the page and marked it for deletion, but I thought posting it here would make it easier to be taken care of. --[[User:Cali|Cali]] 23:43, 14 April 2012 (UTC)<br />
* Removed spam posted by [[Special:Contributions/Elina_Schroder|Elina Schroder]] on 2 pages --[[User:Cali|Cali]] 11:04, 17 April 2012 (UTC)<br />
* Spam on [[User talk:Alysebedoka]]. --[[User:Timrem|timrem]] 23:03, 17 April 2012 (UTC)<br />
* Removed spam posted by [[User_talk:Troymurph77|Troymurph77]] --[[User:Cali|Cali]] 01:54, 19 April 2012 (UTC)<br />
* Removed spam posted by [[User talk:Vroomvroom1970|Vroomvroom1970]] --[[User:Cali|Cali]] 08:41, 21 April 2012 (UTC)<br />
* Removed spam posted by [[User talk:MikePlane1971|MikePlane1971]] --[[User:Cali|Cali]] 09:30, 21 April 2012 (UTC)<br />
* Removed spam posted by [[User talk:Meetcheese123|Meetcheese123]]; also, I noticed that the user I reported on April 21, [[User talk:Vroomvroom1970|Vroomvroom1970]], hasn't been blocked yet. --[[User:Cali|Cali]] 02:45, 24 April 2012 (UTC)<br />
* Removed spam posted by [[User talk:Ahdcmaeras|Ahdcmaeras]] --[[User:Cali|Cali]] 08:12, 25 April 2012 (UTC)<br />
* Removed spam posted by [[User talk:Arielefon800|Arielefon800]] --[[User:Cali|Cali]] 01:37, 3 May 2012 (UTC)<br />
* Removed spam posted by [[User talk:PressRTbox|PressRTbox]] --[[User:Cali|Cali]] 08:24, 5 May 2012 (UTC)<br />
* Removed spam posted by [[User talk:Janiseiml5235|Janiseiml5235]] --[[User:Cali|Cali]] 08:27, 5 May 2012 (UTC)<br />
* Removed spam posted by [[User talk:Branchd77|Branchd77]] --[[User:Cali|Cali]] 09:17, 5 May 2012 (UTC)<br />
* Removed spam posted by [[User talk:Garybucnannon12|Garybucnannon12]] --[[User:Cali|Cali]] 05:12, 6 May 2012 (UTC)<br />
* Removed spam posted by [[User talk:KidsShoes|KidsShoes]] --[[User:Cali|Cali]] 01:54, 8 May 2012 (UTC)<br />
* Removed spam posted by [[User talk:DypeniWang|DypeniWang]] --[[User:Cali|Cali]] 05:38, 8 May 2012 (UTC)<br />
* Removed spam posted by [[User talk:Algore938|Algore938]] --[[User:Dree12|Dree12]] ([[User Talk:Dree12|talk]]) 22:14, 8 May 2012 (UTC)<br />
* Removed spam posted by [[User talk:Hanaqdk6253|Hanaqdk6253]] --[[User:Cali|Cali]] 23:23, 8 May 2012 (UTC)<br />
* Removed spam posted by [[User talk:Fionaoua8752|Fionaoua8752]] --[[User:Cali|Cali]] 01:25, 9 May 2012 (UTC)<br />
* Removed spam posted by [[User talk:Birthdaypartytime|Birthdaypartytime]] --[[User:Dree12|Dree12]] ([[User Talk:Dree12|talk]]) 21:10, 9 May 2012 (UTC)<br />
* Removed spam posted by [[User talk:Klirza443|Klirza443]] --[[User:Dree12|Dree12]] ([[User Talk:Dree12|talk]]) 21:10, 9 May 2012 (UTC)<br />
* Removed spam posted by [[User talk:Af345v4|Af345v4]] --[[User:Dree12|Dree12]] ([[User Talk:Dree12|talk]]) 02:03, 10 May 2012 (UTC)<br />
* Removed spam posted by [[User talk:Lcswsalary|Lcswsalary]] --[[User:Cali|Cali]] 23:06, 10 May 2012 (UTC)<br />
* Removed spam posted by [[User talk:Mariobyrnes514|Mariobyrnes514]] --[[User:Dree12|Dree12]] ([[User Talk:Dree12|talk]]) 17:54, 12 May 2012 (UTC)<br />
* Removed spam posted by [[User talk:Kinslowbzb4443|Kinslowbzb4443]] --[[User:Cali|Cali]] 10:37, 14 May 2012 (UTC)<br />
* Removed spam posted by [[User talk:Ipanw5432|Ipanw5432]] --[[User:Cali|Cali]] 04:40, 15 May 2012 (UTC)<br />
* Removed spam posted by [[User talk:Portavoce2012|Portavoce2012]] --[[User:Dree12|Dree12]] ([[User Talk:Dree12|talk]]) 03:44, 17 May 2012 (UTC)<br />
* Removed spam posted by [[User talk:Justinakmw7640|Justinakmw7640]] --[[User:Cali|Cali]] 01:45, 19 May 2012 (UTC)<br />
* Removed spam posted by [[User talk:FixToolbox|FixToolbox]] --[[User:Cali|Cali]] 01:47, 19 May 2012 (UTC)<br />
* Removed spam posted by [[User talk:Harry123|Harry123]] --[[User:Cali|Cali]] 01:18, 25 May 2012 (UTC)<br />
* Removed spam posted by [[User talk:Ronnieaumiller7|Ronnieaumiller7]] --[[User:Cali|Cali]] 05:10, 26 May 2012 (UTC)<br />
* Removed spam posted by [[User talk:Spedd|Spedd]] --[[User:Cali|Cali]] 02:50, 28 May 2012 (UTC)<br />
* Removed spam posted by [[User talk:Gutiresjhg64|Gutiresjhg64]] --[[User:Cali|Cali]] 10:14, 28 May 2012 (UTC)<br />
* Removed spam posted by [[User talk:Lblsrvwsup949|Lblsrvwsup949]] --[[User:Cali|Cali]] 21:02, 31 May 2012 (UTC)<br />
* Removed spam posted by [[User talk:Hugodomebo940|Hugodomebo940]] -- [[User:HiEv|<span style="color:#E05858;font-weight:bold;">Hi</span>]][[User talk:HiEv|<span style="color:#C06060;font-weight:bold;">Ev</span>]] 22:11, 1 June 2012 (UTC)<br />
* Removed spam posted by [[User talk:Pamship3373|Pamship3373]] --[[User:Cali|Cali]] 09:55, 3 June 2012 (UTC)<br />
* Removed spam posted by [[User talk:Lovekids|Lovekids]] --[[User:Kalon|Kalon]] 22:58, 3 June 2012 (UTC)<br />
[[Category:Wiki]]<br />
{{Archive|<br />
# [[Dwarf Fortress Wiki:Spamreport/archive|Archive]]<br />
}}</div>Kalonhttps://dwarffortresswiki.org/index.php?title=v0.34_Talk:Fire-safe&diff=172419v0.34 Talk:Fire-safe2012-05-29T02:42:15Z<p>Kalon: I say no, and give my reasons</p>
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<div>I believe this page should be merged into the [[Fire|Fire]] page as a subsection, leaving only the appropriate redirect. Reasons are:<br />
* This page is rather small, as there is not much to be said. Since Fire is not a huge article, merging would result in a single, medium-sized article with all relevant information in one place.<br />
* The only bits of info it is lacking are already present in the Fire page, and adding more to this article would only increase the amount of redundant information.<br />
* It would also help to keep the information consistent if both pages were a single one.<br />
I'd make the merge right now, but it's a pretty big change and I'm quite green in this wiki; to prevent controversy and newbie-bashing, I'll leave this here, if this message receives no (negative) answer in a few days, I'll merge the pages.<br><br />
--[[User:Seikatsukan|Seikatsukan]] 22:26, 28 May 2012 (UTC)<br />
: I like the fact you are asking, but in my opinion I'd say no, actually (just my 2 Dwarfbucks). There are specific requirements for "fire-safe" materials noted in-game, and I know that searching for the SPECIFIC in-game term has helped me many times. Fire and Fire-safe may seem integral but in fact the property of fire-safe is very useful to know, enough to warrant a separate page -- [[User:Kalon|Kalon]] 02:42, 29 May 2012 (UTC)</div>Kalonhttps://dwarffortresswiki.org/index.php?title=List_of_Dwarf_Fortress_references&diff=172366List of Dwarf Fortress references2012-05-27T23:40:55Z<p>Kalon: Spelling and putting in correct alphabetical order.</p>
<hr />
<div>As the popularity of Dwarf Fortress has grown, many references to it have shown up in other video games. This is a list of the ones which have been discovered.<br />
== Confirmed DF References ==<br />
These are confirmed to be references to Dwarf Fortress. Unless otherwise noted, they are considered to be confirmed because they reference Dwarf Fortress so directly that coincidence is inconceivable, rather than due to any official confirmation from developers.<br />
==== Blue Planet ====<br />
In the [http://www.hard-light.net/forums/index.php?topic=70168.0 back story] of the popular mod of Freespace 2 called "Blue Planet", there is a mention of Dwarf Fortress:<br />
<blockquote>"In the mainstream, the colonies developed very advanced models to predict societal development and to maximize their productivity. There are rumours that these simulations were based on a 21st century program that simulated dwarves living in fortresses; however, these are only unsubstantiated rumours, no more. Regardless of their origins, these models were very accurate and effective, and some claim that they formed a significant backbone to the models used by Ubuntu to guide the development of the society and economy throughout the Sol system."</blockquote><br />
==== Diablo 3 ====<br />
In Diablo 3, one of the unique weapons you can find is called "[http://us.battle.net/d3/en/item/the-burning-axe-of-sankis The Burning Axe of Sankis]". This is a direct reference to the Dwarf Fortress succesion game "[[Boatmurdered]]" where one of the rulers, Sankis, went mad and killed many of his dwarves, though he did not use an axe to do it.<br />
<br />
The description is<br />
"''An obsidian axe wielded by the mad Sankis as he turned on his own men inside their fortress. Even as he burned to death himself, he would not stop his attacks on those he had once ruled.''"<br />
<br />
==== DoomRL ====<br />
In the roguelike DoomRL, picking up a chainsaw results in the message "BLOOD! BLOOD FOR ARMOK, GOD OF BLOOD!" and puts the player in berserk state.<br />
==== Runescape ====<br />
In the MMORPG Runescape, there is a quest called [http://runescape.wikia.com/wiki/From_Tiny_Acorns From Tiny Acorns] in which players must steal a Ruby Toy Dragon from a crafting stall tended by a Dwarf named [http://runescape.wikia.com/wiki/Urist_Loric Urist Loric]. When it is stolen, Urist remarks that he "might tantrum". The examine text on a talisman that you steal to distract him reads "A gem in a gold setting. All craftsdwarfship is of the highest quality".<br />
<br />
==== Scribblenauts Remix ====<br />
In the iOS (iPhone) title Scribblenaughts Remix, typing in the word "Urist" will also create a dwarf. In-game Dwarves are afraid of carp. It is debatable, but the fact that Dwarves are also afraid of elephants and try to fight demons and elves could also be a reference.<br />
<br />
==== Super Scribblenauts ====<br />
In the DS title Super Scribblenauts, typing in the word "Urist" produces a Dwarf onscreen. In-game Dwarves share the same fears and debatable fighting tendencies as Scribblenaughts Remix.<br />
<br />
==== World of Warcraft ====<br />
In the MMORPG World of Warcraft (WoW) there is a quest called [http://www.wowhead.com/quest=24685 Dwarf Fortress] in which the player must retrieve the schematics to the Dwarven Fortress Bael'Dun. Bael'Dun "is erected around a giant cannon," possibly a reference to a [[Stupid dwarf trick#Magma_Cannon|magma cannon]]. The description of the item says: "A depiction of the fortress using [http://en.wikipedia.org/wiki/Code_page_437 primitive icons] to represent essential structures." There is also an NPC in the quest named [http://www.wowhead.com/npc=38183 Haggis Boatmurder] guarding the plans.<br />
In the same area, but unrelated to the Dwarf Fortress quest, there are two Dwarves sitting on sandbags in a town:<br />
<blockquote>'''Hargin Mundar says:''' Flood's not so bad. Not as bad as the ones we've had in Ironforge.<br /><br />
'''Junder Brokk says:''' Aye, you mean the one you caused?<br /><br />
'''Hargin Mundar says:''' You watch your tongue, ya blootered chuff! That was an honest mistake!<br /><br />
'''Junder Brokk says:''' You put a floodgate on a channel from the inside and trapped yerself!<br /><br />
'''Hargin Mundar says:''' An honest mistake!<br /><br />
'''Junder Brokk says:''' An' then you tunneled from the channel straight into a dining hall!<br /><br />
'''Junder Brokk says:''' We were findin' carp behind the furniture for weeks!<br /><br />
'''Hargin Mundar says:''' Well, at least the ale was safe.</blockquote><br />
Hargin Mundar will also throw up when he goes outside. It is likely a reference to [[Cave Adaptation]].<br />
<br />
== Debated DF References ==<br />
These are possible references, but have not been confirmed.<br />
==== Tibia ====<br />
In the MMORPG Tibia, there is a Dwarven city called Kazordoon. In an inaccessible area there is a [http://map.tibiaml.com/?p=32650,31892,11:9 giant] [http://map.tibiaml.com/?p=32574,31894,12:9 fortress] [http://map.tibiaml.com/?p=32570,31927,10:9 built] [http://map.tibiaml.com/?p=32570,31927,10:9 in] [http://map.tibiaml.com/?p=32577,31909,13:9 the shape of] [http://static.tibia.com/images/news/colossus_after.jpg a giant Dwarf]. There is a comment by some inhabitant NPCs that it may be able to defend itself better if it could walk and shoot magma.<br />
<br />
<br />
==Related Pages==<br />
<br />
* [[Dwarf Fortress webcomics]]<br />
* [[Developer interviews]]</div>Kalonhttps://dwarffortresswiki.org/index.php?title=List_of_Dwarf_Fortress_references&diff=172365List of Dwarf Fortress references2012-05-27T23:38:47Z<p>Kalon: Added iPhone game Scribblenaughts Remix</p>
<hr />
<div>As the popularity of Dwarf Fortress has grown, many references to it have shown up in other video games. This is a list of the ones which have been discovered.<br />
== Confirmed DF References ==<br />
These are confirmed to be references to Dwarf Fortress. Unless otherwise noted, they are considered to be confirmed because they reference Dwarf Fortress so directly that coincidence is inconceivable, rather than due to any official confirmation from developers.<br />
==== Blue Planet ====<br />
In the [http://www.hard-light.net/forums/index.php?topic=70168.0 back story] of the popular mod of Freespace 2 called "Blue Planet", there is a mention of Dwarf Fortress:<br />
<blockquote>"In the mainstream, the colonies developed very advanced models to predict societal development and to maximize their productivity. There are rumours that these simulations were based on a 21st century program that simulated dwarves living in fortresses; however, these are only unsubstantiated rumours, no more. Regardless of their origins, these models were very accurate and effective, and some claim that they formed a significant backbone to the models used by Ubuntu to guide the development of the society and economy throughout the Sol system."</blockquote><br />
==== Diablo 3 ====<br />
In Diablo 3, one of the unique weapons you can find is called "[http://us.battle.net/d3/en/item/the-burning-axe-of-sankis The Burning Axe of Sankis]". This is a direct reference to the Dwarf Fortress succesion game "[[Boatmurdered]]" where one of the rulers, Sankis, went mad and killed many of his dwarves, though he did not use an axe to do it.<br />
<br />
The description is<br />
"''An obsidian axe wielded by the mad Sankis as he turned on his own men inside their fortress. Even as he burned to death himself, he would not stop his attacks on those he had once ruled.''"<br />
<br />
==== DoomRL ====<br />
In the roguelike DoomRL, picking up a chainsaw results in the message "BLOOD! BLOOD FOR ARMOK, GOD OF BLOOD!" and puts the player in berserk state.<br />
==== Runescape ====<br />
In the MMORPG Runescape, there is a quest called [http://runescape.wikia.com/wiki/From_Tiny_Acorns From Tiny Acorns] in which players must steal a Ruby Toy Dragon from a crafting stall tended by a Dwarf named [http://runescape.wikia.com/wiki/Urist_Loric Urist Loric]. When it is stolen, Urist remarks that he "might tantrum". The examine text on a talisman that you steal to distract him reads "A gem in a gold setting. All craftsdwarfship is of the highest quality".<br />
<br />
==== Super Scribblenauts ====<br />
In the DS title Super Scribblenauts, typing in the word "Urist" produces a Dwarf onscreen. In-game Dwarves are also deathly afraid of carp. It is debatable, but the fact that Dwarves are also afraid of elephants and try to fight demons and elves could also be a reference.<br />
<br />
==== Scribblenauts Remix ====<br />
In the iOS (iPhone) title Scribblenaughts Remix, Urist will also create a dwarf. In-ggame Dwarves are again afraid of carp.<br />
<br />
==== World of Warcraft ====<br />
In the MMORPG World of Warcraft (WoW) there is a quest called [http://www.wowhead.com/quest=24685 Dwarf Fortress] in which the player must retrieve the schematics to the Dwarven Fortress Bael'Dun. Bael'Dun "is erected around a giant cannon," possibly a reference to a [[Stupid dwarf trick#Magma_Cannon|magma cannon]]. The description of the item says: "A depiction of the fortress using [http://en.wikipedia.org/wiki/Code_page_437 primitive icons] to represent essential structures." There is also an NPC in the quest named [http://www.wowhead.com/npc=38183 Haggis Boatmurder] guarding the plans.<br />
In the same area, but unrelated to the Dwarf Fortress quest, there are two Dwarves sitting on sandbags in a town:<br />
<blockquote>'''Hargin Mundar says:''' Flood's not so bad. Not as bad as the ones we've had in Ironforge.<br /><br />
'''Junder Brokk says:''' Aye, you mean the one you caused?<br /><br />
'''Hargin Mundar says:''' You watch your tongue, ya blootered chuff! That was an honest mistake!<br /><br />
'''Junder Brokk says:''' You put a floodgate on a channel from the inside and trapped yerself!<br /><br />
'''Hargin Mundar says:''' An honest mistake!<br /><br />
'''Junder Brokk says:''' An' then you tunneled from the channel straight into a dining hall!<br /><br />
'''Junder Brokk says:''' We were findin' carp behind the furniture for weeks!<br /><br />
'''Hargin Mundar says:''' Well, at least the ale was safe.</blockquote><br />
Hargin Mundar will also throw up when he goes outside. It is likely a reference to [[Cave Adaptation]].<br />
<br />
== Debated DF References ==<br />
These are possible references, but have not been confirmed.<br />
==== Tibia ====<br />
In the MMORPG Tibia, there is a Dwarven city called Kazordoon. In an inaccessible area there is a [http://map.tibiaml.com/?p=32650,31892,11:9 giant] [http://map.tibiaml.com/?p=32574,31894,12:9 fortress] [http://map.tibiaml.com/?p=32570,31927,10:9 built] [http://map.tibiaml.com/?p=32570,31927,10:9 in] [http://map.tibiaml.com/?p=32577,31909,13:9 the shape of] [http://static.tibia.com/images/news/colossus_after.jpg a giant Dwarf]. There is a comment by some inhabitant NPCs that it may be able to defend itself better if it could walk and shoot magma.<br />
<br />
<br />
==Related Pages==<br />
<br />
* [[Dwarf Fortress webcomics]]<br />
* [[Developer interviews]]</div>Kalonhttps://dwarffortresswiki.org/index.php?title=v0.34:Sea_foam&diff=172215v0.34:Sea foam2012-05-24T03:15:42Z<p>Kalon: Created page about the temporary tile</p>
<hr />
<div>{{av}}<br />
'''Sea foam''' is a feature of [[Ocean|beach]] maps that is temporarily produced when ocean waves reach the shore. Sea foam ({{tile|≈|7:1}}) looks similar to a white-coloured water square, although the water itself is temporary and cannot be used as a water source in any way or moved by a [[screw pump]]. The base rock type remains present before, during and after the sea foam is temporarily produced.<br />
<br />
In the loo{{K|k}} view, sea foam appears in bright magenta, similar to other transient entities such as [[Mist]].<br />
<br />
[[Category:Ocean]]<br />
[[Category:Map tiles]]</div>Kalonhttps://dwarffortresswiki.org/index.php?title=v0.31_Talk:Channel&diff=159662v0.31 Talk:Channel2012-02-01T22:08:42Z<p>Kalon: /* Channeling bi-layered quarries. */ Enough space for a dragon and giant swallow...</p>
<hr />
<div>==Channels and Ramps==<br />
channeling creates ramps now. Is this intentional? [[User:Doctorzuber|Doctorzuber]] 22:28, 1 April 2010 (UTC)<br />
:Think about it, nobody can dig a perfect block from on top ;). --[[User:Tarran|Tarran]] 03:01, 3 April 2010 (UTC)<br />
::I always assumed the dwarves different anatomy allowed them to dig like that. --Guest<br />
:::This changes defence construction significantly. Unless I'm missing something, you can no longer dig moats and pits without sending someone down and leaving an exit. This makes bridge pits in corridors virtually useless, no? --[[User:Njero|Njero]] 00:32, 5 April 2010 (UTC)<br />
::::If you channel a tile that has already been dug from below, it'll disappear just like it used to, but yes, dwarves are only able to dig out half a natural wall from above now (thus leaving the ramped other half). So you can dig pits and the like, but you'll have to get the dwarf out through a side exit or similar if you want the ramps removed. I liked the old way too but I'm sure we'll all adapt quickly enough. --[[User:Retro|Retro]] 00:52, 5 April 2010 (UTC)<br />
::::What troubles me more is, wouldn't channeling into lava now be accesible to dwarves?! Waaaaaay too much [[Fun]]. [[User:Greep|Greep]] 02:30, 17 April 2010 (UTC)<br />
GRRRRR... well lava overflows on channels unless you remove the ramps. On the plus side no more pumps needed, on the bad side, really dangerous! Dwarves WILL move zip in and out of a long channel even if there's lava inside [[User:Greep|Greep]] 04:37, 17 April 2010 (UTC)<br />
:*facepalm* nvm, I'm just being really dumb [[User:Greep|Greep]] 10:16, 17 April 2010 (UTC)<br />
I've dug a channel in the new version all around my fortress entrance and filled it with 7/7 water flowing from a brook. Once the channel is full the dwarves can not cross it without a bridge and they never zip into it (I've tested by giving them jobs outside of the moat and they simply can not cross it) The water never over flows from the channel and it serves as a total barrier to anything that can not fly or swim so far. It is worth noting that several of my dwarves have the ability to swim and they still won't cross it on their own without a bridge. It has kept out Elephants who walk along it like a wall and a Jaguar that stalks up and down across the channel from my dwarves licking his lips. Just to make it clear, this is with the ramp still being there. Before the water is flowing they have no problem running in it though so no more empty moats unless you remove the ramp. I'm just putting this here as a bit of info for anyone who wants to use it to write the wiki article. ~ Railick Stonemane<br />
<br />
==Injuries==<br />
as amusing as it may be watching a dwarf repeatedly stun himself as he falls down a z-level after channelling the 1-tile squares left by the previously un-cut trees, is there any way to prevent it from happening (apart from wholesale, time-consuming micro-management)? there were only minor cuts here and there for that, but i had to save-scum yesterday 'cause instead of channeling across z-level by z-level and into the mountainside (i'm in a valley, digging a moat), they started at the higher-most point of the mountainside and channelled DOWN, through all the z-levels at once, before restarting at the top on the next destination. this would have been fine (minus the few cuts and bruises as stated above), if the first guy to do it didnt have to channel the lowest designation to escape from his self-made 1-tile cave, resulting in all those after him sustaining major injuries... --[[User:DJ Devil|DJ Devil]] 16:55, 19 May 2010 (UTC)<br />
:doesnt matter, i've descovered that micro-management is necessary :] it could also be done with only one channeller (miner), and only going from left to right on-screen (west to east, presumably?), and only layer by layer. but apart from that, it's impossible without micromanagement.--[[User:DJ Devil|DJ Devil]] 18:40, 23 May 2010 (UTC)<br />
<br />
== Channeling bi-layered quarries. ==<br />
<br />
I recently discovered I could save time with massive stone-based projects by channeling whole Z levels, rather than digging. Although it is convenient, I think channeling should give only one stone. Opinions aside, should this be considered a bug? --01:02, 1 February 2012 (UTC)<br />
* My two dwarfbucks: No. You are removing significant amounts of rock from two layers - enough room for a dragon and a giant cave swallow to be on the same x,y and across two z-levels to comfortably exist. This is not a bug. -- [[User:Kalon|Kalon]] 22:08, 1 February 2012 (UTC)</div>Kalonhttps://dwarffortresswiki.org/index.php?title=v0.31_Talk:Forgotten_beast&diff=159423v0.31 Talk:Forgotten beast2012-01-15T22:38:47Z<p>Kalon: FB don't trigger pressure plates</p>
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<div>I've found all the forgotten beasts I've found so far have been pretty easy to take down. Heavily armoured dwarfs helps a lot here - with how overpowered armour is currently, the forgotten beasts cheerfully mince my civilians but die to raw recruits. Which is amusing. My two least experienced soldiers are the ones with forgotten beast kills. <br />
ADVICE: Use edged weapons. Against unarmoured targets these are lethal.--[[User:Nimblewright|Nimblewright]] 19:24, 19 April 2010 (UTC)<br />
<br />
When I looked at the materials section of the ammunition screen, there were 171 different types of forgotten beast bones listed. Is this number constant across all worlds? Does everyone have the same 171 beasts? [[User:BoilingSpecter|BoilingSpecter]] 00:58, 6 April 2010 (UTC)<br />
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The number of Forgotten beasts is a world-gen parameter, if you wanted you could make a world with no forgotten beasts or hundreds of them, And they are randomly generated so it's pretty unlikely anyone will have the same beast. But man these things are WEIRD I saw a humanoid green haired panther that SECRETED FROZEN POISON, And it was in charge of a goblin civ, there was also A MONSTER MADE OF STEAM IT'S WAS AWESOME. [[Special:Contributions/24.255.86.193|24.255.86.193]]<br />
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Thanks for adding the info to the main article. I had to fight a few demons made of steam (Boiling Specters). My dwarves couldn't kill them, and they couldn't hurt my dwarves, so they attacked each other until my dwarves died of thirst. [[User:BoilingSpecter|BoilingSpecter]] 04:47, 6 April 2010 (UTC)<br />
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That certainly lowers the awesome, should I add that to the known bugs and issues page? [[Special:Contributions/24.255.86.193|24.255.86.193]]<br />
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Encountered my first forgotten beast today. Wandered near the stairs that went through a cavern. Soon afterward, I sealed that staircase so it couldn't get close. I'm somewhat afraid of getting near it. It appears to be nothing but a shell rolling around in the water. --[[User:Kuroneko|Kuroneko]] 13:25, 7 April 2010 (UTC) Update: Oh shi-- Apparently it's a !!Forgotten Beast!!. It took a swim through the cavern and turned the entire water supply to steam in a few minutes --[[User:Kuroneko|Kuroneko]] 17:00, 7 April 2010 (UTC)<br />
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You did well, I heard of this guy who had a four legged vomit monster, and his dwarfs cut of it's legs, but it managed to BUMP them to death, along with a caravan. [[Special:Contributions/24.255.86.193|24.255.86.193]]<br />
Fire eh? don't wrestle it. [[Special:Contributions/24.255.86.193|24.255.86.193]]<br />
<br />
I've also found indestructible forgotten beasts, guessing it's a bug. I had one where every single part of its body was considered both broken and smashed open, but it kept hitting back for probably 20 minutes before I finally forcequit the game. It had a single 'body' section instead of the traditional upper and lower halves, and it lacked arms/legs/heads to disable its attacks so that might have resulted in it being effectively impossible to cause true damage to.[[Special:Contributions/97.90.193.201|97.90.193.201]] 10:24, 9 April 2010 (UTC)<br />
:Just had one of those today, it was made of salt apparently. Also had two tails, which my Axe Lords chopped off quickly. However, they spent about 10 mins hacking at it to no effect. The 'body' section was red, but it kept bumping my dwarves to death. Lost about half my force before I gave up. Decided to seal the cavern to prevent it from destroying the rest of my fortress.--[[Special:Contributions/67.163.255.238|67.163.255.238]] 22:17, 17 April 2010 (UTC)<br />
::Had one of those indestructible titans today as well. Just a shell and a body, made out of mud, evidently. On the upside, it kept my goblin seigers occupied for 3 months (until they got bored and left), more than enough time to build a collapsible pit trap and drop it in a hole. Now, if I can get my dwarfs to stop freaking out within 20 tiles of it, I can hopefully seal it up and call it a day. --[[Special:Contributions/98.185.244.59|98.185.244.59]] 23:09, 8 June 2010 (UTC)<br />
<br />
Just had an Indestructible forgotten beast myself. This one was made of mud... Mud with wings. It excreted a paralysing vapour. I had 2 legendary swordsdwarves and 2 legendary axedwarves hacking it for some time. It only had one body piece besides the wings. It just wouldnt die. Glob quit are me. A previous fortress found a mauve crab that breathed fire. Gotta love the random gen. <br />
:I ran into a similar one; it was just a blob of snow with a pair of wings. I think it got bored or something, because after awhile it disappeared from the units list. Can Forgotten Beasts wander off the edge of the map and disappear like any other creature? --[[User:JonTheRed|JonTheRed]] 16:39, 26 June 2010 (UTC)<br />
::More likely it just wandered to undiscovered part of caverns. Don't worry, when you'll show some activity at that cavern, it'll come back, hehe... Web collectors are perfect for that. =) [[User:Peregarrett|Peregarrett]] 06:33, 28 June 2010 (UTC)<br />
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I've got two beast wandering at the caverns. First one was made of vomit, and first thing it did when appeared - ran to the bunch of batmen - 5 blowgunners and an elite wrestler. It was funny to watch them. Batmen (i think it was wrestler's work) injured '''all''' beast's body parts to red condition, all limbs were broke open. But somehow the beast killed all of them. Now it wanders at the darkness, all broken and unhappy. That's good that cavern is isolated from our domain<br /><br />
Second one passed cage traps and destroyed hatch hover that was closing the passage down to the caverns. I hardly had time to build a floor above the stairs closely to the fortress itself. Pheeewww... --[[User:Peregarrett|Peregarrett]] 14:17, 21 April 2010 (UTC)<br />
<br />
I had a beast in my caverns. I tried to attack it with several full armored soldiers, it minced them apart. I reloaded, sealed the cave and it got killed by a miserable snakeman naked and armed with a wooden spear and a blowgun... --[[Special:Contributions/79.3.172.1|79.3.172.1]] 09:30, 14 August 2010 (UTC)<br />
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Few days ago I generated a world, started up adventure mode and chose forgotten beast as race.. The game immediately crashed and I restarted it and decided to play DF instead (with the genned world), chose Play Now, and now for some reason all my units are forgotten beasts xD<br />
The screen is being spammed with "Urist McForgottenBeast, peasant cancels Pickup equipment: Too injured" probably because they don't have any arms..<br />
Hilarious but can't do anything with them xD <br />
I haven't reported it to bugtracker though.. --[[Special:Contributions/84.245.25.61|84.245.25.61]] 20:46, 29 August 2010 (UTC)<br />
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ONE Forgotten Beast may showup when you reclaim a fortress? ONE? I had at least half a dozen show up on one large reclaim I had. The 1st showed up instantly, I had 4 on the map before the 1st migrant wave came. I just gave up when 7 or 8 arrived. Well, some were Titans, but same thing.<br />
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If FBs are immune to traps, do they trigger pressure plates? Or maybe destroy them? Since at the current version(.35) archers are bugged, I'm thinking of replacing them with balistas with pressure plates. Will they work? [[User:Trepach|Trepach]] 17:32, 13 January 2012 (UTC)<br />
* They don't trigger pressure plates, so that is unfortunately not a suitable way to deal with them. How were you going to use a pressure plate and balista? One can't "trigger" the other... -- [[User:Kalon|Kalon]] 22:38, 15 January 2012 (UTC)<br />
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==Magma/Drowning Immune==<br />
Beware, I got one today that was immune to both magma and drowning. Or rather, drowning in magma. Oddly enough, the beast was 'composed of snow.' Weird. [[User:Garanis|Garanis]] 05:16, 12 April 2010 (UTC)<br />
:There are some circumstances making creatures quite immune.<br />
:A [[blizzard man]] for example will be hurt by magma, fire and dragonfire, (skin and fat will be destroyed) but will not die. I think it has something to do with its temperature. --[[User:Kami|Kami]] 14:46, 20 April 2010 (UTC)<br />
:I had one made of snow - dispatched it quite easily with 'training swords'. Snow is weak to severs, apparently.--[[User:Zombiejustice|Zombiejustice]] 14:41, 21 April 2010 (UTC)<br />
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== Worldgen parameter ==<br />
<br />
The article says that there's a worldgen parameter that changes the number of forgotten beasts. Is this one of the cave-related options? Changing "Titan number" and "Number of Demon Types" to zero didn't get rid of Forgotten Beasts; is this a bug? -- [[Special:Contributions/141.154.159.229|141.154.159.229]] 16:34, 21 April 2010 (UTC)<br />
: I guess it's the number of mountain caves for outdoor titans and megabeasts. Read the "exported" regionXX-world_sites_and_pops.txt. --[[User:TomiTapio|TomiTapio]] 20:59, 15 July 2010 (UTC)<br />
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== Common properties ==<br />
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It's possible to extract the raws for all of the forgotten beasts, titans, and demons out of the "world" file for the region. I've written a short PHP script which seems to work reasonably well on uncompressed regions with no active saves - see my user page. --[[User:Quietust|Quietust]] 21:24, 23 April 2010 (UTC)<br />
:Based on a sample size of 75 forgotten beasts (extracted from a single world), forgotten beasts appear to all have the following properties:<br />
<nowiki><br />
[GENERATED]<br />
[FEATURE_BEAST]<br />
[ATTACK_TRIGGER:0:0:50000]<br />
[NAME:forgotten beast:forgotten beasts:forgotten beast]<br />
[CASTE_NAME:forgotten beast:forgotten beasts:forgotten beast]<br />
[NO_GENDER]<br />
[CARNIVORE]<br />
[NATURAL]<br />
[AMPHIBIOUS]<br />
Either [BIOME:SUBTERRANEAN_CHASM] or [BIOME:SUBTERRANEAN_WATER]<br />
[PETVALUE:2000]<br />
[GRASSTRAMPLE:20]<br />
[BUILDINGDESTROYER:2]<br />
[ALL_ACTIVE]<br />
[SWIMS_INNATE]<br />
[SWIM_SPEED:2500]<br />
[TRAPAVOID]<br />
[NOPAIN]<br />
[NOSTUN]<br />
[NONAUSEA]<br />
[NOFEAR]<br />
[NOEXERT]<br />
[NO_DIZZINESS]<br />
[NO_FEVERS]<br />
[LARGE_PREDATOR]<br />
[BODY_SIZE:0:0:10000000]</nowiki><br />
:Given these properties, it would appear to be utterly impossible to capture one in a cage (as was possible in 40d with frog demons and tentacle demons by using cave-in dust to knock them unconscious). --[[User:Quietust|Quietust]] 19:38, 26 April 2010 (UTC)<br />
::If that are the raws of forgotten beasts, there is a [GENERATED] tag. Does that mean.... I can make a species with that tag? ''Niggy grins evil'' EDIT: Nope does not work :/ the [GENERATED] tag doesn't do anything. --[[User:Niggy|Niggy]] 18:01, 14 June 2010 (UTC)<br />
:::It's just silly that vanilla megabeasts can be cagetrapped. --[[User:TomiTapio|TomiTapio]] 20:59, 15 July 2010 (UTC)<br />
::::I had one stand on a cage trap in order to destroy the workshop right next to the cage trap. The trap was never triggered. I took it out with marksdwarves. (I had heard a rumor that cage traps would capture them, but I had also heard that they don't trigger traps. Had to see for myself.) -[[User:Greycat|Greycat]] 23:06, 29 August 2010 (UTC)<br />
:I was just looking in my world.dat, wondering if anybody else had noticed the commonalities. Other things I notice is that all combat skills are at level 6, and that all syndromes have SEV:100 and PROB:100. Secretions, dust, etc seem to fall into liquid, gas, or solid categories; gaseous secretions melt at 9800 and boil at 9900; solid secretions melt at 10200 and boil at 10400. Not sure about liquid. This is just from noodling around within the .dat of one world. However, I see that some of my FBs lack BUILDINGDESTROYER, which is probably a recent development. Any counterexamples to the commonalities I see?[[Special:Contributions/98.203.173.56|98.203.173.56]] 04:19, 8 August 2011 (UTC) <br />
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== Modding ==<br />
<br />
Is it possible to either mod or edit the properties of Forgotten Beasts (eg, adding new types or new qualities) in the raws, or is it hard-coded into the game?<br />
--[[Special:Contributions/121.44.11.37|121.44.11.37]] 06:22, 2 May 2010 (UTC)<br />
:Actually, no. But it would be awesome to give forgotten beasts genders and making them able to cage and tameable. God, now I want to make a giant snail with huge wings that fizzles that spits poison farm. --[[User:Niggy|Niggy]] 20:15, 14 June 2010 (UTC)<br />
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== Fire beast in water ==<br />
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I think a similar beast is already brought up on this page, but I got a fire beast to appear in my underground lake. It came from off of the explored part of the lake, and immediately began converting it to steam. I'd love to know if it was destroying water off-screen (but I sadly did not know to check for changing water levels.) It would be interesting to see if DF treats off-screen stuff like this differently. I left my beast for a while and when I came back I found him stuck in a dry section, with trees blocking the water from getting in, and the beast from getting out. My theory is that he swam over one of the trees, and then got rid of the water on the trees, trapping himself between them. Can creatures swim over trees that grow under water-filled squares?<br />
<br />
EDIT: Just looked at my beast, and it turns out he has wings. Also, I forgot to do this:--[[User:Peglegpenguin|Peglegpenguin]] 21:46, 24 September 2010 (UTC)<br />
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== No longer enraged ==<br />
<br />
I just got the message "Thefin Tomoicmi, Forgotten Beast is no longer enraged."<br />
<br />
I confess I hadn't released that it previously ''was'' enraged: it spawned a couple of years ago in the cavern I'd stumbled upon and then closed up, and it has been stomping around there ever since. I just assumed stomping was its thing.<br />
<br />
So what does it mean? Has Thefin been trying desperately to find a way to my dwarves all this time, and now has calmed down enough that it will no longer bother? Do all FBs start off enraged, and then calm down later? [[User:Hv|Hv]] 12:37, 4 October 2010 (UTC)<br />
:'Enraged' means that the forgotten beast was probably fighting something and went into a berserk fury. Most (all?) animals including goblins will do that, with the exception of dwarves who go into martial trances. Theoretically, enraged enemies hit harder while the fury lasts, while martial trances increase combat prowess by an absurd amount. Don't try to make friends with the FB.[[User:JohnnyMadhouse|JohnnyMadhouse]] 13:47, 4 October 2010 (UTC)<br />
:: I heard that martial trance just allows to ignore a number of slowing and weakening effects while it lasts. Like Pain, Winded, Exerted, maybe Stunned. Normally each non-positive status effect (for combat calculations only Enraged is positive) cumulatively slows the creature down.--[[User:Another|Another]] 14:19, 4 October 2010 (UTC)<br />
:::Check your corpses listing in your z-stocks screen. You might find new dead members of an underground civ off your known map of the caverns. I've noticed, in my current fortress, every time I'm getting that message, there's a new dead antman or antwoman. I know where they lived, now anyways.--[[User:Fancy Admiral|Fancy Admiral]] 18:15, 11 November 2010 (UTC)<br />
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==Grime and Filth beasts==<br />
The article gives an impression that forgotten beasts made of grime and filth might be hard to kill. The thing is, one of my dwarves (Adequate in almost all military skills) single-handedly defeated such FB BY THROWING IT AGAINST A WALL. Maybe crashing into an obstacle is their only weakness?<br />
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==Deadly Webs==<br />
As far as I know, all the FBs with "deadly webs" don't produce webs at all. I was hoping they would produce webs.....Forgotten Beast Silk sounds cool. Is this another bug? --[[User:Stinhad Limarezum|Stinhad Limarezum]] 03:57, 10 May 2011 (UTC)<br />
:Yes, [http://www.bay12games.com/dwarves/mantisbt/view.php?id=3149 it's a bug] - specifically, it's a syntax error in their generated raws ("[WEBBER]" instead of "[USE_MATERIAL_TEMPLATE:SILK:SILK_TEMPLATE] [WEBBER:LOCAL_CREATURE_MAT:SILK]"). --[[User:Quietust|Quietust]] 12:46, 10 May 2011 (UTC)<br />
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==Building Destroyers==<br />
It says that all of FB's appear to be building destroyers. Mine was not. I had a forbidden door separeting it from the rest of my fortress, and it just stood behind it for a few months. Then I just decided to confront it. Would a door hold it for so long if it was a building destroyer ? --[[User:Pirate|Pirate]] 01:58, 6 November 2010 (UTC)<br />
:By any chance was the door an artifact? --[[User:Quietust|Quietust]] 00:42, 30 November 2010 (UTC)<br />
::Odd... I ran into one that either couldn't or didn't feel like attacking any of my buildings... I offered it doors, supports, bridges... none of them artifacts. It seems to enjoy tearing up my dwarfs and bait animals just fine though<br />
:::All my FBs would first run and destroy the door I baited my cage traps with. Was your door open? Any object on the door preventing it from closing? I read on the exploits page that if you have something on your door (stones, monarch butterflies, anything) that keeps it open, building destroyers will wait for it to close before proceeding to smash it to bits, so if you have a forbidden stone on it, a FB would be permanently prevented from entering.--[[User:Stinhad Limarezum|Stinhad Limarezum]] 03:41, 10 May 2011 (UTC)<br />
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==Stockpiling of FB parts==<br />
After my FB was butchered, its hair and chitin was put in my outdoor "useless refuse" stockpile (where hair/wool and fresh raw hides were forbidden). I had other stockpiles for raw hides and hair/wool. Another strange thing is that the hair could be spun into thread, but the chitin could not be tanned. --[[User:Stinhad Limarezum|Stinhad Limarezum]] 04:03, 10 May 2011 (UTC)<br />
:That's a combination of multiple known bugs - [http://www.bay12games.com/dwarves/mantisbt/view.php?id=2762 2762] and [http://www.bay12games.com/dwarves/mantisbt/view.php?id=1160 1160]. --[[User:Quietust|Quietust]] 12:49, 10 May 2011 (UTC)</div>Kalonhttps://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki:Spamreport&diff=159360Dwarf Fortress Wiki:Spamreport2012-01-12T05:02:01Z<p>Kalon: Spam == User talk:Neutin1109</p>
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<div>=Use this page to notify the administrators of any spamming account.=<br />
* On the off chance it wasn't noticed.... [[User talk:Xiatian110]] --[[User:Ral|Ral]] 06:44, 26 April 2011 (UTC)<br />
::Ral - anyone can blank spam when they come across it. Don't need to be an admin to do that much. [[User:Bognor|Bognor]] 09:28, 26 April 2011 (UTC)<br />
:::Ok, will do that next time. Wasn't sure if I was supposed to do that. --[[User:Ral|Ral]] 21:01, 26 April 2011 (UTC)<br />
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* Rolled back three page edits by [[User:Meigui]] --[[User:Ral|Ral]] 05:16, 28 April 2011 (UTC)<br />
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* Removed spam posted by [[User talk:Myhealthcare]] --[[User:Cali|Cali]] 11:04, 6 May 2011 (UTC)<br />
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* Removed spam posted by [[User talk:Hy220]] on 4 pages --[[User:Cali|Cali]] 04:49, 1 June 2011 (UTC)<br />
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* Removed spam posted by [[User talk:SunshineMcfadden]] and [[User talk:DaisyBarrett]] on 2 pages --[[User:Cali|Cali]] 09:25, 15 July 2011 (UTC)<br />
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* Found more spam on the [[Soil]] page by [[Special:Contributions/112.205.197.43|112.205.197.43]] --[[User:Cali|Cali]] 09:35, 15 July 2011 (UTC)<br />
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*Removed spam posted by [[User:David1981]] --[[User:Cali|Cali]] 10:28, 25 November 2011 (UTC)<br />
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* Persistantly recreating and posting spam to its own talk page [[User talk:Neutin1109]] --[[User:Kalon|Kalon]] 05:02, 12 January 2012 (UTC)<br />
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[[Category:Wiki]]<br />
{{Archive|<br />
# [[Dwarf Fortress Wiki:Spamreport/archive|Archive]]<br />
}}</div>Kalonhttps://dwarffortresswiki.org/index.php?title=v0.31:Animal_trainer&diff=159343v0.31:Animal trainer2012-01-10T03:36:27Z<p>Kalon: Rated article "Exceptional" using the rating script</p>
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<div>{{quality|Exceptional|03:36, 10 January 2012 (UTC)}}<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 />
* Tame large animal<br />
* Tame small animal<br />
| workshop = [[Kennel]]<br />
| attributes =<br />
* Agility<br />
* Toughness<br />
* Endurance<br />
* Intuition<br />
* Patience<br />
* Empathy<br />
}}<br />
{{av}}<br />
<br />
'''Animal trainer''' is the skill associated with the '''animal training''' [[labor]]. An animal trainer works at a [[kennel]], taming certain animals (with food), and turning some [[tame animals]] into war or hunting animals.<br />
<br />
==Notes==<br />
<br />
The kennel offers the option 'train a war animal'. There is a wide range of animals can be trained. Also note that the queued task indeed is named 'train war animal'. The same goes for 'train a hunting dog'. Also, many exotic animals (signified by the [[Creature token#P|[PET_EXOTIC]]] tag in their [[raw file]]) require a [[Dungeon master]] in the fortress to allow animal trainers to train them.<br />
<br />
The animal to be trained is selected randomly from the list of unrestrained, uncaged, and unpastured trainable animals. Animals within a pasture can only be trained by a kennel built within that pasture, again unrestrained and unchained. The only ways to choose which animal gets trained is by ensuring no other trainable animal can get to the kennels, e.g. by tying them up or caging them, or building a kennel surrounded by a small pasture with only a single trainable animal within it and issuing the train command from that kennel.<br />
<br />
== Trainable Animals ==<br />
Giant versions of these animals are also trainable.<br />
<br />
* [[Dog]]*<br />
* [[Leopard]]<br />
* [[Lion]]<br />
* [[Tiger]]<br />
* [[Jaguar]]<br />
* [[Cheetah]]<br />
* [[Mandrill]]<br />
* [[Gorilla]]<br />
* [[Grizzly bear]]*<br />
* [[Polar bear]]<br />
* [[Giant eagle]]<br />
* [[Elephant]]*<br />
* [[Giant bat]] (hunting only)<br />
* [[Giant cave swallow]] (hunting only)<br />
* [[Dragon]]<br />
<br />
If you trade for one of these animals, and they are already tame then they will remain tame when they become yours.<br />
<br />
<nowiki>*</nowiki> These animals do not require a Dungeon Master to be tamed.<br />
<br />
When taming an animal, the animal trainer does not in fact work in the kennel, but rather, brings food to the animal. If the animal is caged, and the food leaves seeds, this will result in a [[cage]] containing seeds -- which leaves the cage unusable for some purposes, such as loading [[trap#Cage Trap|cage traps]]. Currently, the only known way to remove seeds from a cage is to dump the seeds (without dumping the cage).<br />
<br />
== Bugs ==<br />
* Wild animals can't be tamed with food bought from the embark screen or from caravans. If no home-grown food is available, you'll get a "needs unrotten item" error. {{Bug|3667}}<br />
<br />
{{skills}}</div>Kalonhttps://dwarffortresswiki.org/index.php?title=40d:Animal_trainer&diff=15934240d:Animal trainer2012-01-10T00:25:36Z<p>Kalon: Fixed mangled link</p>
<hr />
<div>{{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 />
* Tame a large animal<br />
* Tame a small animal<br />
| workshop = [[Kennel]]}}<br />
{{av}}{{Quality|Fine|07:58, 2 June 2010 (UTC)}}<br />
<br />
'''Animal trainers''' train [[dog]]s at the [[kennel]] to be [[war dog]]s or [[hunting dog]]s. They also tame certain captured wild [[animals]] and [[vermin]], though exotic [[creatures]] (such as [[Dragon]]s) can only be tamed once you have a [[Dungeon master]]. Higher skill only allows faster training of animals.<br />
<br />
Large animal taming allows you to select the exact creature you wish to tame, while small animal taming and large animal '''training''' will simply use the nearest available creature.<br />
<br />
Taming a wild animal requires a small amount of [[food]], which is consumed by the animal. Any [[seed]]s, [[bone]]s or [[shell]]s are left in the animal's [[cage]]. Since the cage isn't empty, it can't be used to load a cage trap]]. Currently, the only way to clean items out a cage is to [[dump]] them. To do so, press {{k|k}}, move over to the cage with refuse in it, select it, hit {{k|Enter}}, select a refuse object, press {{k|Enter}} and {{k|d}}. Do not press {{k|d}} while in the cage but not the refuse &ndash; such will label the whole cage for dumping.<br />
<br />
If the tame task is put on repeat, your animal trainer will continue to 'tame' the same animal over and over. The result is a cage filled with many seeds, bones, and shells.<br />
<br />
Currently the food for taming is picked somewhat randomly and herbivores may be tamed with [[fish]] or other [[meat]].<br />
<br />
Training an animal for hunting or war does not require any food, just the animal's undivided attention (and ability to walk to the kennel). Once the animal is trained, it will tend to follow whomever trained them around until assigned to another person.<br />
<br />
Additionally, only dwarves with Animal Training labor enabled will transfer hostile creatures between cages.<br />
<br />
{{Skills}}</div>Kalonhttps://dwarffortresswiki.org/index.php?title=v0.31_Talk:Thought&diff=158763v0.31 Talk:Thought2011-12-19T22:57:06Z<p>Kalon: /* defacement */ Short answer: Yes.</p>
<hr />
<div>== Effects of Thoughts==<br />
As of [[DF2010]], some negative thoughts make the dwarf work much more slowly. The dwarf will<br />
continue to work for a time, presumably until the negative thought becomes unbearable, and <br />
then will go attempt to resolve the thought by eating, sleeping, drinking, or some other action.<br />
Um... no. The thoughts do not cause the dwarf to slow down - the thoughts are a result of the pre-existing [[40d:Status icons|status]], which is what both slows them down and causes the thought. That is, they get hungry or tired or whatever, and then they both slow down and have the bad thought about the cause. This is like saying that if a dwarf has a bad thought about losing their foot to magma, the bad thought is what burned their foot off.--[[User:Albedo|Albedo]] 20:22, 6 April 2010 (UTC)<br />
:Hmm. I was just going by observation... I hadn't even seen this string dump business. I saw there was no new article, and sought to get one started. Also, why not fix the mistake instead of making nice big comments detailing the error on the talk pages for both me and the article? [[User:Garanis|Garanis]] 21:07, 6 April 2010 (UTC)<br />
:Also, there are some ''very strange'' unhappy thoughts in that string dump. Gems such as: "has been attacked by a dead and still annoying acquaintance lately" and "had a terrifying nightmare about an army of the dead." I've never seen these, even in some terrifying fortresses. I don't think theres an reason to include everything in the string dump in these lists.[[User:Garanis|Garanis]] 21:20, 6 April 2010 (UTC)<br />
::"By observation" is not a recommended nor perfectly reliable approach, especially not without independent confirmation. Adding "something" to a blank page is, actually, ''not'' better than if it's flawed and misleading, not for the newbie who's relying on it for their information. And I did fix it - I deleted it. And just now I fixed what you put in its place. <br />As for unusual thoughts, the wiki doesn't care so much what one individual has or hasn't seen, it only cares about what is useful to the community - and that's up to the users. I was just tossing it out as a suggestion. (And how many "terrifying fortresses" have you had so far in the new version? nm - rhetorical question - but one that leads us back to "independent confirmation", or the lack of it.) --[[User:Albedo|Albedo]] 21:35, 6 April 2010 (UTC)<br />
<br />
:::Regardless of the semantic issues, the way dwarves handle thirst, hunger, and fatigue has changed. Unlike 40d, dwarves now wait to fulfill their needs. This fact should be represented somewhere. Maybe [[Thought]] isn't the best place for it. Should I wait for someone to independently verify that dwarves need food before I go start that article? Where is the best place to ask for independent verification?[[User:Garanis|Garanis]] 21:54, 6 April 2010 (UTC)<br />
<br />
Well I do remember something in the dev plans about bringing back the old zombie attacks from the 2D version, I think that will be part of whatever he has planned, and that first thought was hilarious [[Special:Contributions/24.255.86.193|24.255.86.193]]<br />
<br />
One of the Happy Thoughts is "took someone to bed recently"? Surely this is a reference to carrying out healthcare duties and not truly as scandalous the article currently suggests. Should we amend?<br />
<br />
There are much more thoughts than those in that list. We should make that list bigger. --[[User:Niggy|Niggy]] 19:47, 22 May 2010 (UTC)<br />
<br />
Anyone thought about finding the values for each thought? I know that some vary based on preferences, but having a base value would be helpful. Also, Defacement now is a huge hit on happiness and is no longer divided by the number of masterworks. Every dwarf that has had a defacement in my games goes to miserable(0) until the thought goes away. With some having nearly a thousand master works, I doubt the old system of 1000/# of masterworks still applies. Can I get a Verification?<br />
<br />
==Personal Hygiene==<br />
I've also noticed the positive thought "had a nice bath recently", but I'm not sure where the dwarf could have possibly had it. Perhaps at my pond? Definitively not ''in'' the pond, there is no ramp or stairs in it.--[[User:Doub|Doub]] 08:14, 1 May 2010 (UTC)<br />
:Outdoor ponds are definitely good for this (I've seen dwarfs do it), not sure about brooks or rivers w/o ramps. Further investigation required. I'm also not sure whether the dwarf needs to be able to physically get into the pond to take a bath.--[[User:Nimblewright|Nimblewright]] 11:36, 24 May 2010 (UTC)<br />
::Maybe it used Soap?--[[Special:Contributions/186.124.211.173|186.124.211.173]] 22:00, 17 September 2010 (UTC)<br />
<br />
==Filling in the blank spaces ===<br />
* "Was upset that a criminal could not be properly punished": A noble's mandate was not met, but the offender was able to avoid punishment<br />
* "Was irritated at having to haul somebody to bed lately": Dwarf doing the hauling has the trait "Doesn't like helping others"<br />
* "Was irritated at having to give somebody (food/water) lately": Dwarf doing the hauling has the trait "Doesn't like helping others"<br />
<br />
21:50, 31 July 2010 (UTC)<br />
<br />
"Complained about the draft lately." ?? I see this in early forts a lot, even if I have doors in place. Related to a dwarf who doesn't like it having to go outside but not being cave adapted yet? [[Special:Contributions/173.65.198.35|173.65.198.35]]<br />
:In this case, "draft" refers to [http://en.wikipedia.org/wiki/Draft_%28conscription%29 conscription] into the military. --[[User:Quietust|Quietust]] 22:58, 6 September 2010 (UTC)<br />
<br />
tired of drinking the same old booze lately why???<br />
<br />
recieved water today -- I'm not sure if this happens every time.<br />
<br />
also, does a dorm not count for the beds within for not sleeping in a bedroom?<br />
<br />
==Miscarriages Caused By Moods?==<br />
In a recent fortress(one which has already crumbled), a melancholic female dwarf had the 'had a miscarriage recently' thought. I do not believe she was in the military, and even so the military had seen no greater threats than the occasional kobold. I believe this means that moods can cause miscarriages, or at least merits investigation. [[User:Calite|Calite]] 01:27, 8 October 2010 (UTC)<br />
* Is it possible that the reverse is what happened? The dwarf had a miscarriage and that caused the melancholy? --[[User:Twilightdusk|Twilightdusk]] 05:07, 20 November 2010 (UTC)<br />
<br />
== Military thoughts ==<br />
<br />
Two unhappy thoughts I currently have that are not in the list:<br />
<br />
*Was grumbling about long patrol duty lately<br />
*:My one-squad military is on a continuous training cycle, requiring 7 of 10 dwarves at all times (but they've seen no action yet). I guess this can be brought on by being required to serve 2 months in succession, since 5 or 6 of the 10 are complaining, but I don't know what else might modify it.<br />
<br />
*Has complained about the draft lately<br />
*:Just one of the 10 has complained, no idea what makes him so special - maybe in part that he has a non-military skill higher than any of his military skills?<br />
<br />
What quality criteria must be met to include these in the list? [[User:Hv|Hv]] 08:14, 11 October 2010 (UTC)<br />
<br />
== defacement ==<br />
<br />
"She has suffered the travesty of art defacement." This related to the announcement "a masterwork of Urist McWeaponsmith has been lost" - I'd marked all the copper and bronze weapons to be melted, to encourage the reactionaries to pick up something better. [[User:Hv|Hv]] 23:28, 24 October 2010 (UTC)<br />
<br />
Melting/Atom Smashing/!!Magma!!ing masterwork items of any sort pisses off the creator from what I've experimented with. Best thing to do is either forbid the item from being used or trade it off at the depot to get rid of it. If you have a problem with thefts, throw the masterwork (junk) in a pit and build a wall over it. Just remember to keep it forbidden so some military dwarf doesn't want to equip it.[[Special:Contributions/74.192.98.80|74.192.98.80]] 19:21, 30 November 2010 (UTC)<br />
<br />
<br />
:Just got the Message that something from Urist McBonecarver was lost but all he ever made that could have been stolen or got destroyed are bone bolts. Does this really give an unhappy thought when a stack of masterwork bone bolts gets destroyed/stolen? Did this happen to somebody else before? [[User:Ashameron|Ashameron]] 17:11, 19 December 2011 (UTC)<br />
::Most likely a masterwork bone bolt was fired at a target, missed and left the map without dropping to the ground. This counts as if it had been "stolen" and does generate a bad thought. I am unsure if a stack of 5 masterwork bolts can generate 5 bad thoughts if they *ALL* miss... but I have seen this. --[[User:Kalon|Kalon]] 22:57, 19 December 2011 (UTC)<br />
<br />
== Rescue ==<br />
<br />
One of my militia dwarves was injured to the point where he couldn't move (the idiot fell asleep when I sent him to kill a cougar), and he had to be dragged back to the hospital. He now has the thought "was rescued recently", which seems to be missing from the list. I assume it's positive.<br />
<br />
== Decay of pet/loved one ==<br />
<br />
From my habit of atomsmashing any and all immigrant pets on arrival I've noticed that anyone who thus lost a pet gets the "forced to endure the decay of a pet" thought. I've not experimented with treating dwarves thus, but this suggests that the scope of the "forced to endure decay" thought is broader than merely being exposed (or even there being present) a rotten body.t</div>Kalonhttps://dwarffortresswiki.org/index.php?title=v0.31:Food&diff=158762v0.31:Food2011-12-19T22:51:21Z<p>Kalon: Added some detail about preferentially eating, then getting hungry on long tasks</p>
<hr />
<div>{{quality|Fine|23:06, 25 April 2011 (UTC)}}{{av}}<br />
'''Food''' is anything [[dwarves]] eat to ward off starvation. If dwarves are not able to attain sustenance then they will get hungry, have bad thoughts, and eventually die. Dwarves can withstand hunger for a while in order to continue working, but will gain bad thoughts from doing so. If food is available at the time, dwarves will preferentially eat before starting a task, but will try to finish their active task to the point of starvation once actually started. If tasks are very long (for example, inexperienced strand extraction, interactions with large stacks such as bones etc), this can leave the dwarf Hungry and they will eat after finishing their task. To combat the negative thoughts of this common situation, a high quality dining room is recommended.<br />
<br />
Dwarves require 2 units of food and 4 units of drink each season. <br />
<br />
Eating good food will make your dwarves happy, so a good [[cook]] is an excellent investment. Also, each dwarf has a [[Preferences|preference]] for certain foods. Both starting dwarves and immigrants only have preferences for "dwarven" food (basically underground crops and meat the dwarven caravan brings). They will however gain new favorites if you present them with human and elven products (above ground crops e.g.) If you want a colorful game or need any food you can get, fire away. If however you want to optimize happiness from food but still keep stock menues small and tidy, be cautious about what you trade with caravans. For example, presumably, expensive meat makes your dwarves happier than cheap mule meat, but any plants the elves bring are not more valuable than your own.<br />
<br />
==Sources==<br />
<br />
The possible sources of food are [[farming]], [[plant gathering]], [[fishing]], [[trading]], [[butcher's shop|butchering animals]], [[ambusher|hunting]], [[Milk|milking]], [[egg|eggs]] and [[bee|beekeeping]].<br />
<br />
Farming is the most renewable. On maps where they are highly accessible, fishing and hunting can provide large quantities of food quickly, but tend to be less reliable than farming. Butchering animals is often the best option in a pinch.<br />
<br />
When starving, dwarves will catch and consume [[vermin]] to survive, resulting in an unhappy thought.<br />
<br />
==Processes==<br />
<br />
Some food is inedible raw, and needs processing first. For example:<br />
* [[Fat]] must be rendered ([[kitchen]]) into [[tallow]] and then cooked ([[kitchen]])<br />
* Raw [[fish]] must be [[fish cleaner|cleaned]] ([[fishery]])<br />
* [[Sweet pod|Sweet pods]] must be either milled into [[dwarven sugar]] ([[Millstone|mill]]/[[quern]]), processed to barrels of [[dwarven syrup]] ([[farmer's workshop]]), or brewed into barrels of [[Alcohol|dwarven rum]] ([[Still|brewery]]) before they can finally be cooked ([[kitchen]])<br />
* [[Cave wheat]], [[Whip vine]] and [[Longland grass]] must be milled into their respective flours and cooked.<br />
* [[Milk]] has to be cooked or turned into [[cheese]].<br />
* [[Honeycomb]] has to be pressed into [[honey]] ([[screw press]])<br />
* [[Egg]]s have to be cooked ([[kitchen]])<br />
* [[Quarry bush]]es must be processed to [[bag]] in a [[farmer's workshop]]. <br />
<br />
Unprocessed food and non-food [[crop|crops]] will be stored in a food stockpile and take up barrel space; the [[bookkeeper]] can tell you how much of each type of "food" you have in the [[stocks]] screen.<br />
<br />
[[Prepared organs|Organs]] are edible without cooking.<br />
<br />
[[Category:Food]]</div>Kalonhttps://dwarffortresswiki.org/index.php?title=v0.31:Glumprong&diff=158534v0.31:Glumprong2011-12-14T06:17:31Z<p>Kalon: Sparring doesn't cause injuries any more</p>
<hr />
<div>{{Quality|Exceptional|09:46, 8 August 2010 (UTC)}}<br />
{{Buggy}}{{Treelookup/0|wiki=no}}<br />
{{av}}<br />
'''Glumprongs''' are a type of [[above ground]] [[tree]]. They are found only in [[Surroundings#Evil|evil]] regions, and are notable for their unique purple color and high density [[wood]]. Because of this high density, they can be detrimental when used to make items that need to be hauled frequently.<br />
==Bugs==<br />
*Good/evil plants/trees don't appear ([[feather tree]]s, glumprongs, [[sliver barb]]s, and [[Sun berry|sun berries]]){{Bug|4133}}<br />
{{gamedata}}<br />
{{Plants}}<br />
{{Category|Surface trees}}</div>Kalonhttps://dwarffortresswiki.org/index.php?title=v0.31:Obsidian&diff=158382v0.31:Obsidian2011-12-13T23:43:34Z<p>Kalon: /* Rock short sword */ Elves will be offended - slight grammatic correction. T</p>
<hr />
<div>{{buggy}}<br />
{{layerlookup/0}}{{av}}{{Quality|Exceptional|21:08, 8 June 2010 (UTC)}}<br />
<br />
'''Obsidian''' is one of the types of <span title="or technically, volcanic glass">[[stone]]</span> that forms entire [[Stone#Stones forming entire layers|layer]]s. Obsidian is also found surrounding magma pools and volcanoes, exactly 1 tile thick.<br />
<br />
"Obsidian" is the also name of the twelfth month of the dwarven [[calendar]], covering late Winter.<br />
<br />
==Rock short sword==<br />
Obsidian can also be made into obsidian shortswords with one log at the craftsdwarf's workshop. If you embark on an obsidian [[mountain]] or manage to reach [[magma]] before finding metallic ores, these are good at first to defend your fort from early wolf and giant eagle attacks, but weak in comparison to any metal, having difficulty cutting even mundane animal hides. Note that with the use of wood (presumably used in the handle), [[Elf|Elves]] will be be offended if you trade obsidian swords and refuse the trade.<br />
<br />
Obsidian is the only rock that can be used to make stone-based weapons.<br />
<br />
==Obsidian formation==<br />
<br />
Obsidian can be formed by mixing [[water]] and [[magma]]. This results in any tiles containing both [[water]] and [[magma]] to be replaced with obsidian, and produces a large amount of [[steam]]. When dumping water via a pond zone onto magma, the water has to fall free for at least one z-level (i.e. the pond zone must be two or more z-levels above the magma). Otherwise only steam will be produced.<br />
<br />
Most non-[[magma-safe]] objects that were in the [[water]] or [[magma]] prior to the formation of obsidian are completely destroyed, which can be an effective method of removing unwanted items or enemies although long exposure times to magma are suggested to ensure destruction. All [[magma-safe]] items will be entombed in the tile, and can be regained by mining it along with some magma-unsafe items if they happen to survive the process. The survival rate of magma-unsafe items is believed to depend on the exposure time to magma being short enough to not cause the item in question to melt before obsidian formation occurs. No instances of globs of molten metal surviving obsidian formation have been noted and also the survival seems to be occurring only on hard items (items made of metal/rock) as no clothing has as of yet survived obsidian casting. {{Verify}}<br />
[[Main:Obsidian farming|Obsidian farming]] can be used to produce large amounts of obsidian for masonry, making crafts, or construction.<br />
<br />
==Bugs==<br />
* Obsidian is not currently listed as an economic stone ({{key|z}} > stone). You cannot switch between "use" and "not use", so you can only use obsidian for constructions if you embark in a biome with an obsidian layer. See the discussion page for a workaround. {{version|0.31.03}}<br />
<gallery><br />
Image:Obsidian.jpg|Obsidian<br />
File:ObsidianDomeCA.JPG|Obsidian rock face<br />
File:Teotihuacán - Obsidianklinge.jpg|Obsidian blade<br />
File:Snowflake_obsidian.jpg|Snowflake obsidian & an obsidian arrowhead<br />
</gallery><br />
<br />
{{gamedata}}<br />
{{stones}}<br />
{{Category|Economic Stone}}</div>Kalonhttps://dwarffortresswiki.org/index.php?title=v0.31:Nest_box&diff=155121v0.31:Nest box2011-12-06T23:14:02Z<p>Kalon: Added bug link</p>
<hr />
<div>{{quality|Exceptional|18:13, 28 April 2011 (UTC)}}<br />
{{av}}{{Buggy}}<br />
{{Building|name=Nest box|key=N|job={{L|Food hauling}}<br />
|construction=<br />
* Nest box<br />
* Adult, female, tame, egg producing animal<br />
* ''(Optional)'' Any male animal of the same species<br />
|construction_job=<br />
* {{L|Food hauling}}<br />
|use=<br />
* {{L|Nest box}}<br />
|purpose=<br />
* Producing {{L|egg}}s<br />
* Producing {{L|Domestic_animal#Comparison_of_domestic_poultry|poultry}} (with male present)<br />
}}<br />
<br />
A '''nest box''' is a 1x1 building that, once created and placed, a tame, {{L|egg}} laying creature will claim and use to lay eggs in.<br />
<br />
== Creation ==<br />
A nest box is created using a single piece of {{L|wood}} at a {{L|craftsdwarf's workshop}}, a single bag of {{L|sand}} (and optional crystal/pearlash) at a {{L|glass furnace}} or {{L|magma glass furnace}}, or a single bar of {{L|metal}} at a {{L|metalsmith's forge}} or {{L|magma forge}}. Unplaced nest boxes are stored in the {{L|tool}} section of a finished goods {{L|stockpile}}.<br />
<br />
* To create one at a Craftdwarf's workshop, {{K|q}}uery the workshop, select {{K|w}}ood products, then use {{K|+}}/{{K|-}} to manually highlight "Make wooden Nest Box".<br />
* For a glass nest box, {{K|q}}uery the workdshop, select {{K|g}}reen/{{K|c}}lear/{{K|k}} crystal glass, then use {{K|+}}/{{K|-}} to manually highlight "Make ''type'' glass Nest Box".<br />
* For either forge, {{K|q}}uery the forge, select {{K|o}}ther objects, then use {{K|+}}/{{K|-}} to manually highlight the metal and then use {{K|+}}/{{K|-}} to manually highlight "Make ''metal'' Nest Box".<br />
<br />
== Construction and use ==<br />
Once created, the nest box is then {{k|b}}uilt using {{K|Shift}} + {{K|n}} and will not block movement. The box will then be claimed by an egg laying animal when it is ready to lay eggs. The animal that claims the nest box will periodically lay {{L|egg}}s into the nest. This process is very quick (<1 day) and the eggs are ready to be collected immediately if they are to be cooked, but require time to hatch if you wish to start a breeding program.<br />
<br />
If dwarves have access to the nest, a dwarf with the {{L|food hauling}} labor enabled will then remove the eggs and take them to a food stockpile and the animal will vacate the nest until it is ready to lay again. If a dwarf does not collect the eggs, the animal will remain on the nest box until the eggs hatch, after which it will also vacate the nest box until it is ready to lay again. In either situation, the nest box remains claimed by the animal. To free the nest for rapid turn around of eggs from a single box, deconstruct the nest after the eggs are collected or hatched and rebuild it - a different animal, ready to lay, will claim the nest box and immediately lay a clutch of eggs.<br />
<br />
== Fertilised eggs ==<br />
<br />
A nested female will lay eggs regardless of the presence of a male of the same species, however the eggs will not be fertilized and will not hatch unless a male is present. If a male is present, the eggs may be fertilized and hatch if the dwarves can be prevented from collecting them out of the nest box and hauling them to be eaten. To achieve this, eggs can be {{L|forbidden}}, or access to the nest box can be blocked with locked doors, or eggs can be forbidden as a cooking ingredient in the kitchen menu. There may be no way of telling whether or not eggs have been fertilized, but if they sit in a nest box for more than two seasons, they are unlikely to ever hatch. Eggs do not appear to go rotten and can be collected and cooked after two or more seasons without generating {{L|miasma}}.<br />
<br />
== Bugs ==<br />
It should be noted that most domestic birds have tremendous reproductive potential, and a few species of breeding birds can cause a population explosion that rivals even the deadliest of {{L|catsplosion}}s. Entire fortresses can be fed with {{L|egg production}}, although eggs are currently bugged and can cause instant maximum {{L|clutter}} in your kitchen.{{Bug|3994}}<br />
<br />
[[category:buildings]]</div>Kalonhttps://dwarffortresswiki.org/index.php?title=v0.31:Nest_box&diff=155120v0.31:Nest box2011-12-06T23:09:08Z<p>Kalon: Changed Notes to Bugs to ensure link validity</p>
<hr />
<div>{{quality|Exceptional|18:13, 28 April 2011 (UTC)}}<br />
{{av}}{{Buggy}}<br />
{{Building|name=Nest box|key=N|job={{L|Food hauling}}<br />
|construction=<br />
* Nest box<br />
* Adult, female, tame, egg producing animal<br />
* ''(Optional)'' Any male animal of the same species<br />
|construction_job=<br />
* {{L|Food hauling}}<br />
|use=<br />
* {{L|Nest box}}<br />
|purpose=<br />
* Producing {{L|egg}}s<br />
* Producing {{L|Domestic_animal#Comparison_of_domestic_poultry|poultry}} (with male present)<br />
}}<br />
<br />
A '''nest box''' is a 1x1 building that, once created and placed, a tame, {{L|egg}} laying creature will claim and use to lay eggs in.<br />
<br />
== Creation ==<br />
A nest box is created using a single piece of {{L|wood}} at a {{L|craftsdwarf's workshop}}, a single bag of {{L|sand}} (and optional crystal/pearlash) at a {{L|glass furnace}} or {{L|magma glass furnace}}, or a single bar of {{L|metal}} at a {{L|metalsmith's forge}} or {{L|magma forge}}. Unplaced nest boxes are stored in the {{L|tool}} section of a finished goods {{L|stockpile}}.<br />
<br />
* To create one at a Craftdwarf's workshop, {{K|q}}uery the workshop, select {{K|w}}ood products, then use {{K|+}}/{{K|-}} to manually highlight "Make wooden Nest Box".<br />
* For a glass nest box, {{K|q}}uery the workdshop, select {{K|g}}reen/{{K|c}}lear/{{K|k}} crystal glass, then use {{K|+}}/{{K|-}} to manually highlight "Make ''type'' glass Nest Box".<br />
* For either forge, {{K|q}}uery the forge, select {{K|o}}ther objects, then use {{K|+}}/{{K|-}} to manually highlight the metal and then use {{K|+}}/{{K|-}} to manually highlight "Make ''metal'' Nest Box".<br />
<br />
== Construction and use ==<br />
Once created, the nest box is then {{k|b}}uilt using {{K|Shift}} + {{K|n}} and will not block movement. The box will then be claimed by an egg laying animal when it is ready to lay eggs. The animal that claims the nest box will periodically lay {{L|egg}}s into the nest. This process is very quick (<1 day) and the eggs are ready to be collected immediately if they are to be cooked, but require time to hatch if you wish to start a breeding program.<br />
<br />
If dwarves have access to the nest, a dwarf with the {{L|food hauling}} labor enabled will then remove the eggs and take them to a food stockpile and the animal will vacate the nest until it is ready to lay again. If a dwarf does not collect the eggs, the animal will remain on the nest box until the eggs hatch, after which it will also vacate the nest box until it is ready to lay again. In either situation, the nest box remains claimed by the animal. To free the nest for rapid turn around of eggs from a single box, deconstruct the nest after the eggs are collected or hatched and rebuild it - a different animal, ready to lay, will claim the nest box and immediately lay a clutch of eggs.<br />
<br />
== Fertilised eggs ==<br />
<br />
A nested female will lay eggs regardless of the presence of a male of the same species, however the eggs will not be fertilized and will not hatch unless a male is present. If a male is present, the eggs may be fertilized and hatch if the dwarves can be prevented from collecting them out of the nest box and hauling them to be eaten. To achieve this, eggs can be {{L|forbidden}}, or access to the nest box can be blocked with locked doors, or eggs can be forbidden as a cooking ingredient in the kitchen menu. There may be no way of telling whether or not eggs have been fertilized, but if they sit in a nest box for more than two seasons, they are unlikely to ever hatch. Eggs do not appear to go rotten and can be collected and cooked after two or more seasons without generating {{L|miasma}}<br />
<br />
== Bugs ==<br />
It should be noted that most domestic birds have tremendous reproductive potential, and a few species of breeding birds can cause a population explosion that rivals even the deadliest of {{L|catsplosion}}s. Entire fortresses can be fed with {{L|egg production}}, although eggs are currently bugged and can cause instant maximum {{L|clutter}} in your kitchen.<br />
<br />
[[category:buildings]]</div>Kalonhttps://dwarffortresswiki.org/index.php?title=v0.31:Nest_box&diff=155119v0.31:Nest box2011-12-06T23:02:56Z<p>Kalon: Reordered page and added {{Buggy}}</p>
<hr />
<div>{{quality|Exceptional|18:13, 28 April 2011 (UTC)}}<br />
{{av}}{{Buggy}}<br />
{{Building|name=Nest box|key=N|job={{L|Food hauling}}<br />
|construction=<br />
* Nest box<br />
* Adult, female, tame, egg producing animal<br />
* ''(Optional)'' Any male animal of the same species<br />
|construction_job=<br />
* {{L|Food hauling}}<br />
|use=<br />
* {{L|Nest box}}<br />
|purpose=<br />
* Producing {{L|egg}}s<br />
* Producing {{L|Domestic_animal#Comparison_of_domestic_poultry|poultry}} (with male present)<br />
}}<br />
<br />
A '''nest box''' is a 1x1 building that, once created and placed, a tame, {{L|egg}} laying creature will claim and use to lay eggs in.<br />
<br />
== Creation ==<br />
A nest box is created using a single piece of {{L|wood}} at a {{L|craftsdwarf's workshop}}, a single bag of {{L|sand}} (and optional crystal/pearlash) at a {{L|glass furnace}} or {{L|magma glass furnace}}, or a single bar of {{L|metal}} at a {{L|metalsmith's forge}} or {{L|magma forge}}. Unplaced nest boxes are stored in the {{L|tool}} section of a finished goods {{L|stockpile}}.<br />
<br />
* To create one at a Craftdwarf's workshop, {{K|q}}uery the workshop, select {{K|w}}ood products, then use {{K|+}}/{{K|-}} to manually highlight "Make wooden Nest Box".<br />
* For a glass nest box, {{K|q}}uery the workdshop, select {{K|g}}reen/{{K|c}}lear/{{K|k}} crystal glass, then use {{K|+}}/{{K|-}} to manually highlight "Make ''type'' glass Nest Box".<br />
* For either forge, {{K|q}}uery the forge, select {{K|o}}ther objects, then use {{K|+}}/{{K|-}} to manually highlight the metal and then use {{K|+}}/{{K|-}} to manually highlight "Make ''metal'' Nest Box".<br />
<br />
== Construction and use ==<br />
Once created, the nest box is then {{k|b}}uilt using {{K|Shift}} + {{K|n}} and will not block movement. The box will then be claimed by an egg laying animal when it is ready to lay eggs. The animal that claims the nest box will periodically lay {{L|egg}}s into the nest. This process is very quick (<1 day) and the eggs are ready to be collected immediately if they are to be cooked, but require time to hatch if you wish to start a breeding program.<br />
<br />
If dwarves have access to the nest, a dwarf with the {{L|food hauling}} labor enabled will then remove the eggs and take them to a food stockpile and the animal will vacate the nest until it is ready to lay again. If a dwarf does not collect the eggs, the animal will remain on the nest box until the eggs hatch, after which it will also vacate the nest box until it is ready to lay again. In either situation, the nest box remains claimed by the animal. To free the nest for rapid turn around of eggs from a single box, deconstruct the nest after the eggs are collected or hatched and rebuild it - a different animal, ready to lay, will claim the nest box and immediately lay a clutch of eggs.<br />
<br />
== Fertilised eggs ==<br />
<br />
A nested female will lay eggs regardless of the presence of a male of the same species, however the eggs will not be fertilized and will not hatch unless a male is present. If a male is present, the eggs may be fertilized and hatch if the dwarves can be prevented from collecting them out of the nest box and hauling them to be eaten. To achieve this, eggs can be {{L|forbidden}}, or access to the nest box can be blocked with locked doors, or eggs can be forbidden as a cooking ingredient in the kitchen menu. There may be no way of telling whether or not eggs have been fertilized, but if they sit in a nest box for more than two seasons, they are unlikely to ever hatch. Eggs do not appear to go rotten and can be collected and cooked after two or more seasons without generating {{L|miasma}}<br />
<br />
== Note ==<br />
It should be noted that most domestic birds have tremendous reproductive potential, and a few species of breeding birds can cause a population explosion that rivals even the deadliest of {{L|catsplosion}}s. Entire fortresses can be fed with {{L|egg production}}, although eggs are currently bugged and can cause instant maximum {{L|clutter}} in your kitchen.<br />
<br />
[[category:buildings]]</div>Kalonhttps://dwarffortresswiki.org/index.php?title=v0.31_Talk:Nest_box&diff=155118v0.31 Talk:Nest box2011-12-06T22:54:49Z<p>Kalon: /* Building template */ I answered my own question. And taught myself how to fish! Now, where's that anvil?</p>
<hr />
<div>==Clogs Up Food Stockpiles==<br />
Hrm... upon finding a reasonably well-endowed site, I embarked with a couple of these. When I designated a food stockpile, to hold my harvested plants, I discovered that my dwarves plonked one nest box down in the first square of the stockpile, and then refused to add empty barrels to hold crops, instead filling the remainder of the stockpile with already-filled barrels (with plants) and other stacks of plants. Once I dumped out the nest box, they returned to normal behaviour, adding empty barrels and reshuffling the plant stacks into them. Apparently the dwarven mind considers a nest box to be a container, but not one that can hold plants, so they'll add it to a stockpile, refuse to stuff plants in it, and then refuse to add more barrels because there's an empty container already on the stockpile. Annoying. --[[User:DeMatt|DeMatt]] 23:50, 20 February 2011 (UTC)<br />
==Won't claim nest boxes?==<br />
I've build 2 boxes, one for each of my turkey hens, but they won't claim them! Not even if I remove then replace the boxes. Anyone else have this problem?<br />
:My (limited) experience is that a bird will claim the nest box only briefly to lay an egg, then it is no longer claimed once they lay their egg (they then leave). It does not appear to be like a bedroom or item, which is assigned or can be claimed.--[[User:Dwarvenjames|Dwarvenjames]] 22:29, 4 April 2011 (UTC)<br />
:Check your stockpiles for eggs. If they lay a clutch of eggs, and those eggs get transported to the stockpile, they'll abandon the nest box. They won't reclaim it for about 2 seasons, when they'll need to lay another clutch of eggs. [[User:Gentgeen|Gentgeen]] 22:31, 4 April 2011 (UTC)<br />
::Might consider adding that to the main article. I also couldn't figure out why my nest boxes were going unclaimed. [[User:Gatherer818|Gatherer818]] 03:28, 27 April 2011 (UTC)<br />
:::Good idea. Thanks. And done. [[User:Gentgeen|Gentgeen]] 08:34, 27 April 2011 (UTC)<br />
==Materials and Skill==<br />
The article doesn't say what material nest boxes are made of (though I'm assuming it's just wood/metal) or what skill it uses (is it carpentry, or woodcrafting?) - I'm on the embark screen now trying to plan my next fortress out :P [[Special:Contributions/90.218.171.35|90.218.171.35]]<br />
<br />
<br />
You can make nest boxes out of a few different things -- metal and glass I know, I think also ceramic, not sure as to the whole list. My main question is whether or not the quality of the nest box makes any difference as to laying time.<br />
<br />
== Location ==<br />
<br />
I've determined that you poultry doesn't graze, but can be adequately penned using pastures. My next question for the purposes of the wiki is: does it matter where the nest is? Does it have to be somewhere the animal can actually reach? Can it be adjacent to the pasture, or does it have to actually be IN the pasture? (I'm testing now, but maybe somebody already knows the answer to this?) --[[User:Romeofalling|Romeofalling]] 00:54, 20 October 2011 (UTC)<br />
<br />
:Did you ever figure out an answer to this? I'm wondering this myself. --[[User:Limb|Limb]] 16:59, 30 October 2011 (UTC)<br />
<br />
== Building template ==<br />
I've added the infobox using Template:Building but can't get the picture or light green X for "freely passable" to display. My wiki-fu is weak - I'd like to learn how to do that. I've looked at the raw of the template, and can see that it refers to Template:Building/picture but can't figure it out past that. I'm a firm believer in teaching an entity to fish, and all that. Suggestions? --[[User:Kalon|Kalon]] 04:12, 5 December 2011 (UTC)<br />
* I, uh, '''Be bold!''' and figured it out, but the floor plan I used was 3x3. I've corrected it to 1x1 using the Quern Floor Plan template as a guide but it is still showing the 3x3 plan. Hopefully it is just a caching issue, but at least it LOOKS like it should...</div>Kalonhttps://dwarffortresswiki.org/index.php?title=Template:Floor_Plan_Nest_box&diff=155117Template:Floor Plan Nest box2011-12-06T22:52:23Z<p>Kalon: Capitalisation? Does it really matter?</p>
<hr />
<div>{|style="font-family: monospace; font-weight: bold; font-size: 135%; border: 1px solid #0b0; background: #dfd"<br />
|-<br />
|style="color: {{fgcolor|2:1}}; padding: 0"|X<br />
|}<br />
<noinclude>[[Category:Floor Plan Templates|Nest box]]</noinclude></div>Kalonhttps://dwarffortresswiki.org/index.php?title=Template:Floor_Plan_Nest_box&diff=155116Template:Floor Plan Nest box2011-12-06T22:50:24Z<p>Kalon: Hmmm, template that I... uh... "used for inspiration" was 3x3...</p>
<hr />
<div>{|style="font-family: monospace; font-weight: bold; font-size: 135%; border: 1px solid #0b0; background: #dfd"<br />
|-<br />
|style="color: {{fgcolor|2:1}}; padding: 0"|X<br />
|}<br />
<noinclude>[[Category:Floor Plan Templates|Nest Box]]</noinclude></div>Kalonhttps://dwarffortresswiki.org/index.php?title=Template:Picture_Nest_box&diff=155115Template:Picture Nest box2011-12-06T22:47:32Z<p>Kalon: Oops, must remember to not copy and paste!</p>
<hr />
<div>{| style="border-spacing: 0; background: black; border: 2px solid black"<br />
|-<br />
| style="padding: 0; line-height: 1.25em" | {{Raw Tile|◘|7:0:0}}<br />
|}<br />
<noinclude>[[Category:Picture Templates|Nest box]]</noinclude></div>Kalonhttps://dwarffortresswiki.org/index.php?title=Template:Floor_Plan_Nest_box&diff=155114Template:Floor Plan Nest box2011-12-06T22:47:05Z<p>Kalon: Created floor plan for Nest box</p>
<hr />
<div>{{Floor Plan|2:1}}<br />
<noinclude>[[Category:Floor Plan Templates|Nest box]]</noinclude></div>Kalonhttps://dwarffortresswiki.org/index.php?title=Template:Picture_Nest_box&diff=155113Template:Picture Nest box2011-12-06T22:44:26Z<p>Kalon: Created picture entry for Nest box</p>
<hr />
<div>{| style="border-spacing: 0; background: black; border: 2px solid black"<br />
|-<br />
| style="padding: 0; line-height: 1.25em" | {{Raw Tile|◘|7:0:0}}<br />
|}<br />
<noinclude>[[Category:Picture Templates|Archery target]]</noinclude></div>Kalonhttps://dwarffortresswiki.org/index.php?title=v0.31:Nest_box&diff=155097v0.31:Nest box2011-12-05T04:32:17Z<p>Kalon: More detail...</p>
<hr />
<div>{{quality|Exceptional|18:13, 28 April 2011 (UTC)}}{{av}}<br />
{{Building|name=Nest box|key=N|job={{L|Food hauling}}<br />
|construction=<br />
* Nest box<br />
* Adult, female, tame, egg producing animal<br />
* ''(Optional)'' Any male animal of the same species<br />
|construction_job=<br />
* {{L|Food hauling}}<br />
|use=<br />
* {{L|Nest box}}<br />
|purpose=<br />
* Producing {{L|egg}}s<br />
* Producing {{L|Domestic_animal#Comparison_of_domestic_poultry|poultry}} (with male present)<br />
}}<br />
<br />
A '''nest box''' is a 1x1 building that, once created and placed, a tame, {{L|egg}} laying creature will claim and use to lay eggs in.<br />
<br />
== Creation ==<br />
A nest box is created using a single piece of {{L|wood}} at a {{L|craftsdwarf's workshop}}, a single bag of {{L|sand}} (and optional crystal/pearlash) at a {{L|glass furnace}} or {{L|magma glass furnace, or a single bar of {{L|metal}} at a {{L|metalsmith's forge}} or {{L|magma forge}}. Unplaced nest boxes are stored in the {{L|tool}} section of a finished goods {{L|stockpile}}.<br />
<br />
* To create one at a Craftdwarf's workshop, {{K|q}}uery the workshop, select {{K|w}}ood products, then use {{K|+}}/{{K|-}} to manually highlight "Make wooden Nest Box".<br />
* For a glass nest box, {{K|q}}uery the workdshop, select {{K|g}}reen/{{K|c}}lear/{{K|k}} crystal glass, then use {{K|+}}/{{K|-}} to manually highlight "Make ''type'' glass Nest Box".<br />
* For either forge, {{K|q}}uery the forge, select {{K|o}}ther objects, then use {{K|+}}/{{K|-}} to manually highlight the metal and then use {{K|+}}/{{K|-}} to manually highlight "Make ''metal'' Nest Box".<br />
<br />
== Construction and use ==<br />
Once created, the nest box is then {{k|b}}uilt using {{K|Shift}} + {{K|n}} and will not block movement. The box will then be claimed by an egg laying animal when it is ready to lay eggs. The animal that claims the nest box will periodically lay {{L|egg}}s into the nest. This process is very quick (<1 day) and the eggs are ready to be collected immediately if they are to be cooked, but require time to hatch if you wish to start a breeding program.<br />
<br />
If dwarves have access to the nest, a dwarf with the {{L|food hauling}} labor enabled will then remove the eggs and take them to a food stockpile and the animal will vacate the nest until it is ready to lay again. If a dwarf does not collect the eggs, the animal will remain on the nest box until the eggs hatch, after which it will also vacate the nest box until it is ready to lay again. In either situation, the nest box remains claimed by the animal. To free the nest for rapid turn around of eggs from a single box, deconstruct the nest after the eggs are collected or hatched and rebuild it - a different animal, ready to lay, will claim the nest box and immediately lay a clutch of eggs.<br />
<br />
== Fertilised eggs ==<br />
<br />
A nested female will lay eggs regardless of the presence of a male of the same species, however the eggs will not be fertilized and will not hatch unless a male is present. If a male is present, the eggs may be fertilized and hatch if the dwarves can be prevented from collecting them out of the nest box and hauling them to be eaten. To achieve this, eggs can be {{L|forbidden}}, or access to the nest box can be blocked with locked doors, or eggs can be forbidden as a cooking ingredient in the kitchen menu. There may be no way of telling whether or not eggs have been fertilized, but if they sit in a nest box for more than two seasons, they are unlikely to ever hatch. Eggs do not appear to go rotten and can be collected and cooked after two or more seasons without generating {{L|miasma}}<br />
<br />
== Note ==<br />
It should be noted that most domestic birds have tremendous reproductive potential, and a few species of breeding birds can cause a population explosion that rivals even the deadliest of {{L|catsplosion}}s. Entire fortresses can be fed with {{L|egg production}}, although eggs are currently bugged and can cause instant maximum {{L|clutter}} in your kitchen.<br />
<br />
[[category:buildings]]</div>Kalonhttps://dwarffortresswiki.org/index.php?title=v0.31:Nest_box&diff=155096v0.31:Nest box2011-12-05T04:23:02Z<p>Kalon: Added glass construction details, broke up messy text</p>
<hr />
<div>{{quality|Exceptional|18:13, 28 April 2011 (UTC)}}{{av}}<br />
{{Building|name=Nest box|key=N|job={{L|Food hauling}}<br />
|construction=<br />
* Nest box<br />
* Adult, female, tame, egg producing animal<br />
* ''(Optional)'' Any male animal of the same species<br />
|construction_job=<br />
* {{L|Food hauling}}<br />
|use=<br />
* {{L|Nest box}}<br />
|purpose=<br />
* Producing {{L|egg}}s<br />
* Producing {{L|Domestic_animal#Comparison_of_domestic_poultry|poultry}} (with male present)<br />
}}<br />
<br />
A '''nest box''' is a 1x1 building that, once created and placed, a tame, {{L|egg}} laying creature will claim and use to lay eggs in.<br />
<br />
== Creation ==<br />
A nest box is created using a single piece of {{L|wood}} at a {{L|craftsdwarf's workshop}}, a single bag of {{L|sand}} (and optional crystal/pearlash) at a {{L|glass furnace}} or {{L|magma glass furnace, or a single bar of {{L|metal}} at a {{L|metalsmith's forge}} or {{L|magma forge}}. Unplaced nest boxes are stored in the {{L|tool}} section of a finished goods {{L|stockpile}}.<br />
<br />
* To create one at a Craftdwarf's workshop, {{K|q}}uery the workshop, select {{K|w}}ood products, then use {{K|+}}/{{K|-}} to manually highlight "Make wooden Nest Box".<br />
* For a glass nest box, {{K|q}}uery the workdshop, select {{K|g}}reen/{{K|c}}lear/{{K|k}} crystal glass, then use {{K|+}}/{{K|-}} to manually highlight "Make ''type'' glass Nest Box".<br />
* For either forge, {{K|q}}uery the forge, select {{K|o}}ther objects, then use {{K|+}}/{{K|-}} to manually highlight the metal and then use {{K|+}}/{{K|-}} to manually highlight "Make ''metal'' Nest Box".<br />
<br />
== Construction and use ==<br />
Once created, the nest box is then {{k|b}}uilt using {{K|Shift}} + {{K|n}} and will not block movement. The box will then be claimed by an egg laying animal when it is ready to lay eggs. The animal that claims the nest box will periodically lay {{L|egg}}s into the nest. If dwarves have access to the nest, a dwarf with the {{L|food hauling}} labor enabled will then remove the eggs and take them to a food stockpile.<br />
<br />
A nested female will lay eggs regardless of the presence of a male of the same species, however the eggs will not be fertilized and will not hatch unless a male is present. If a male is present, the eggs may be fertilized and hatch if the dwarves can be prevented from collecting them out of the nest box and hauling them to be eaten. To achieve this, eggs can be {{L|forbidden}}, or access to the nest box can be blocked with locked doors, or eggs can be forbidden as a cooking ingredient in the kitchen menu. There may be no way of telling whether or not eggs have been fertilized, but if they sit in a nest box for more than two seasons, they are unlikely to ever hatch. Eggs do not appear to go rotten and can be collected and cooked after two or more seasons without generating {{L|miasma}}<br />
<br />
== Note ==<br />
It should be noted that most domestic birds have tremendous reproductive potential, and a few species of breeding birds can cause a population explosion that rivals even the deadliest of {{L|catsplosion}}s. Entire fortresses can be fed with {{L|egg production}}, although eggs are currently bugged and can cause instant maximum {{L|clutter}} in your kitchen.<br />
<br />
[[category:buildings]]</div>Kalonhttps://dwarffortresswiki.org/index.php?title=v0.31_Talk:Nest_box&diff=155095v0.31 Talk:Nest box2011-12-05T04:12:41Z<p>Kalon: How to shot web? Uh, I mean create the Template:Building/picture entry?</p>
<hr />
<div>==Clogs Up Food Stockpiles==<br />
Hrm... upon finding a reasonably well-endowed site, I embarked with a couple of these. When I designated a food stockpile, to hold my harvested plants, I discovered that my dwarves plonked one nest box down in the first square of the stockpile, and then refused to add empty barrels to hold crops, instead filling the remainder of the stockpile with already-filled barrels (with plants) and other stacks of plants. Once I dumped out the nest box, they returned to normal behaviour, adding empty barrels and reshuffling the plant stacks into them. Apparently the dwarven mind considers a nest box to be a container, but not one that can hold plants, so they'll add it to a stockpile, refuse to stuff plants in it, and then refuse to add more barrels because there's an empty container already on the stockpile. Annoying. --[[User:DeMatt|DeMatt]] 23:50, 20 February 2011 (UTC)<br />
==Won't claim nest boxes?==<br />
I've build 2 boxes, one for each of my turkey hens, but they won't claim them! Not even if I remove then replace the boxes. Anyone else have this problem?<br />
:My (limited) experience is that a bird will claim the nest box only briefly to lay an egg, then it is no longer claimed once they lay their egg (they then leave). It does not appear to be like a bedroom or item, which is assigned or can be claimed.--[[User:Dwarvenjames|Dwarvenjames]] 22:29, 4 April 2011 (UTC)<br />
:Check your stockpiles for eggs. If they lay a clutch of eggs, and those eggs get transported to the stockpile, they'll abandon the nest box. They won't reclaim it for about 2 seasons, when they'll need to lay another clutch of eggs. [[User:Gentgeen|Gentgeen]] 22:31, 4 April 2011 (UTC)<br />
::Might consider adding that to the main article. I also couldn't figure out why my nest boxes were going unclaimed. [[User:Gatherer818|Gatherer818]] 03:28, 27 April 2011 (UTC)<br />
:::Good idea. Thanks. And done. [[User:Gentgeen|Gentgeen]] 08:34, 27 April 2011 (UTC)<br />
==Materials and Skill==<br />
The article doesn't say what material nest boxes are made of (though I'm assuming it's just wood/metal) or what skill it uses (is it carpentry, or woodcrafting?) - I'm on the embark screen now trying to plan my next fortress out :P [[Special:Contributions/90.218.171.35|90.218.171.35]]<br />
<br />
<br />
You can make nest boxes out of a few different things -- metal and glass I know, I think also ceramic, not sure as to the whole list. My main question is whether or not the quality of the nest box makes any difference as to laying time.<br />
<br />
== Location ==<br />
<br />
I've determined that you poultry doesn't graze, but can be adequately penned using pastures. My next question for the purposes of the wiki is: does it matter where the nest is? Does it have to be somewhere the animal can actually reach? Can it be adjacent to the pasture, or does it have to actually be IN the pasture? (I'm testing now, but maybe somebody already knows the answer to this?) --[[User:Romeofalling|Romeofalling]] 00:54, 20 October 2011 (UTC)<br />
<br />
:Did you ever figure out an answer to this? I'm wondering this myself. --[[User:Limb|Limb]] 16:59, 30 October 2011 (UTC)<br />
<br />
== Building template ==<br />
I've added the infobox using Template:Building but can't get the picture or light green X for "freely passable" to display. My wiki-fu is weak - I'd like to learn how to do that. I've looked at the raw of the template, and can see that it refers to Template:Building/picture but can't figure it out past that. I'm a firm believer in teaching an entity to fish, and all that. Suggestions? --[[User:Kalon|Kalon]] 04:12, 5 December 2011 (UTC)</div>Kalonhttps://dwarffortresswiki.org/index.php?title=v0.31:Nest_box&diff=155094v0.31:Nest box2011-12-05T04:09:25Z<p>Kalon: Minor adjustments, added infobox</p>
<hr />
<div>{{quality|Exceptional|18:13, 28 April 2011 (UTC)}}{{av}}<br />
{{Building|name=Nest box|key=N|job={{L|Food hauling}}<br />
|construction=<br />
* Nest box<br />
* Adult, female, tame, egg producing animal<br />
* ''(Optional)'' Any male animal of the same species<br />
|construction_job=<br />
* {{L|Food hauling}}<br />
|use=<br />
* {{L|Nest box}}<br />
|purpose=<br />
* Producing {{L|egg}}s<br />
* Producing {{L|Domestic_animal#Comparison_of_domestic_poultry|poultry}} (with male present)<br />
}}<br />
<br />
A '''nest box''' is a 1x1 building that, once created and placed, a tame, {{L|egg}} laying creature will claim and use to lay eggs in. A nest box is created using a single piece of {{L|wood}} at a {{L|craftsdwarf's workshop}} or a single bar of {{L|metal}} at a {{L|metalsmith's forge}} or {{L|magma forge}}. Unplaced nest boxes are stored in the {{L|tool}} section of a finished goods {{L|stockpile}}.<br />
<br />
To create one at a Craftdwarf's workshop, {{K|q}}uery the workshop, select {{K|w}}ood products, then use {{K|+}}/{{K|-}} to manually highlight "Make wooden Nest Box". For either forge, {{K|q}}uery the forge, select {{K|o}}ther objects, then use {{K|+}}/{{K|-}} to manually highlight the metal and then use {{K|+}}/{{K|-}} to manually highlight "Make ''metal'' Nest Box".<br />
<br />
Once created, the nest box is then {{k|b}}uilt using {{K|Shift}} + {{K|n}} and will not block movement. The box will then be claimed by an egg laying animal when it is ready to lay eggs. The animal that claims the nest box will periodically lay {{L|egg}}s into the nest. If dwarves have access to the nest, a dwarf with the {{L|food hauling}} labor enabled will then remove the eggs and take them to a food stockpile.<br />
<br />
A nested female will lay eggs regardless of the presence of a male of the same species, however the eggs will not be fertilized and will not hatch unless a male is present. If a male is present, the eggs may be fertilized and hatch if the dwarves can be prevented from collecting them out of the nest box and hauling them to be eaten. To achieve this, eggs can be {{L|forbidden}}, or access to the nest box can be blocked with locked doors, or eggs can be forbidden as a cooking ingredient in the kitchen menu. There may be no way of telling whether or not eggs have been fertilized, but if they sit in a nest box for more than two seasons, they are unlikely to ever hatch. Eggs do not appear to go rotten and can be collected and cooked after two or more seasons without generating {{L|miasma}}<br />
<br />
It should be noted that most domestic birds have tremendous reproductive potential, and a few species of breeding birds can cause a population explosion that rivals even the deadliest of {{L|catsplosion}}s. Entire fortresses can be fed with {{L|egg production}}, although eggs are currently bugged and can cause instant maximum {{L|clutter}} in your kitchen.<br />
<br />
[[category:buildings]]</div>Kalonhttps://dwarffortresswiki.org/index.php?title=v0.31:Nest_box&diff=155093v0.31:Nest box2011-12-05T03:56:29Z<p>Kalon: Much more informative and factual</p>
<hr />
<div>{{quality|Exceptional|18:13, 28 April 2011 (UTC)}}{{av}}<br />
<br />
A '''nest box''' is an item that, once created and placed, an {{L|egg}} laying creature will claim and use to lay eggs in. A nest box is created using a single piece of {{L|wood}} at a {{L|craftsdwarf's workshop}} or a single bar of {{L|metal}} at a {{L|metalsmith's forge}} or {{L|magma forge}}. Unplaced nest boxes are stored in the {{L|tool}} section of a finished goods {{L|stockpile}}.<br />
<br />
To create one at a Craftdwarf's workshop, {{K|q}}uery the workshop, select {{K|w}}ood products, then use {{K|+}}/{{K|-}} to manually highlight "Make wooden Nest Box". For either forge, {{K|q}}uery the forge, select {{K|o}}ther objects, then use {{K|+}}/{{K|-}} to manually highlight the metal and then use {{K|+}}/{{K|-}} to manually highlight "Make ''metal'' Nest Box".<br />
<br />
Once created, the nest box is then {{k|b}}uilt using {{K|Shift}} + {{K|n}} and will not block movement. The box will then be claimed by an egg laying animal when it is ready to lay eggs. The animal that claims the nest box will periodically lay {{L|egg}}s into the nest. If dwarves have access to the nest, a dwarf with the {{L|food hauling}} labor enabled will then remove the eggs and take them to a food stockpile.<br />
<br />
A nested female will lay eggs regardless of the presence of a male of the same species, however the eggs will not be fertilized and will not hatch unless a male is present. If a male is present, the eggs may be fertilized and hatch if the dwarves can be prevented from collecting them out of the nest box and hauling them to be eaten. To achieve this, eggs can be {{L|forbidden}}, or access to the nest box can be blocked with locked doors, or eggs can be forbidden as a cooking ingredient in the kitchen menu. There may be no way of telling whether or not eggs have been fertilized, but if they sit in a nest box for more than two seasons, they are unlikely to ever hatch. Eggs do not appear to go rotten and can be collected and cooked after two or more seasons without generating {{L|miasma}}<br />
<br />
It should be noted that most domestic birds have tremendous reproductive potential, and a few species of breeding birds can cause a population explosion that rivals even the deadliest of {{L|catsplosion}}s. Entire fortresses can be fed with {{L|egg production}}, although eggs are currently bugged and can cause instant maximum {{L|clutter}} in your kitchen.<br />
<br />
[[category:buildings]]</div>Kalonhttps://dwarffortresswiki.org/index.php?title=v0.31:Ore&diff=155092v0.31:Ore2011-12-05T03:25:39Z<p>Kalon: Slight gramatical clean up and clarifications</p>
<hr />
<div>{{av}}{{Quality|Exceptional}}<br />
'''Ores''' are left behind after {{L|mining}} certain varieties of {{l|stone}}. Ore can be {{L|smelter|smelted}} to create {{l|bar}}s of pure {{l|metal}} or combined to create {{l|alloy}}s. Many ores are quite valuable as mined without being refined, and a {{l|mason}} or {{l|stone crafter}} can work them the same as any stone. However, ores fall into the {{l|economic stone}} category, and so must be designated for non-restricted use in the {{k|z}}-{{l|Status|stone}} menu. Others can be combined when initially smelted into alloys, while others must first be made into bars of pure metal and then ''those'' combined to create the desired alloy - see the {{L|alloy}} article for details.<br />
<br />
All ores are {{l|fire-safe}} material. Some are also {{l|magma-safe}}.<br />
<br />
Note that in some cases ore {{l|value#material value|value}} (given below) and {{l|metal}} value are not the same (Bismuth, Iron ores). Alloys, too, often have a higher value than the ores/metals they are made of. In most cases furniture made from the ore is as valuable as furniture made from a pure (non-alloy) metal, while requiring one-third the raw materials and significantly less processing.<br />
<br />
Metal ores with two possible metals listed below always create the first metal when {{l|smelting}}, but have a chance of creating the second metal as well. Different rules apply to creating alloys.<br />
<br />
Nearly all unmined ores are represented by the {{Raw Tile|£|7:1}} symbol. Exceptions are native aluminum, bismuthinite, and magnetite (which appear as {{Raw Tile|^|7:1}}, {{Raw Tile|%|7:1}}, and {{Raw Tile|~|7:1}}, respectively), as well as {{L|cinnabar}} and {{L|cobaltite}} (which appear as {{Raw Tile|£|7:1}} but cannot be refined into mercury or cobalt as they would be in real life).<br />
<br />
{| class="wikitable" cellspacing="0" border="1" cellpadding="5"<br />
|-<br />
! Appearance<br />
! Ore<br />
! Found in<br />
! Metal created<br />
! Value<br />
! Metal value<br />
|-<br />
|{{Raw Tile|£|3:7:1}}||{{l|Raw adamantine|Adamantine, raw}}<sup>1</sup>||The depths||{{l|Adamantine}}<sup>1</sup>||250||300<br />
|-<br />
|{{Raw Tile|^|7:7:1}}||{{l|Native aluminum|Aluminum, native}}||All {{l|Igneous extrusive layer|Igneous Extrusive}}'''(S)'''||{{l|Aluminum}}||40||40<br />
|-<br />
|{{Raw Tile|%|7:7:1}}||{{l|Bismuthinite}}||{{l|Granite}}'''(S)'''||{{l|Bismuth}}||1||2<br />
|-<br />
|{{Raw Tile|£|6:7:0}}||{{l|Cassiterite}}||All {{l|Alluvial layer|Alluvial}}'''(S)''', {{l|Granite}}'''(V)'''||{{l|Tin}}||2||2<br />
|-<br />
|{{Raw Tile|£|6:7:0}}||{{l|Native copper|Copper, native}}||All {{l|Igneous extrusive layer|Igneous Extrusive}}'''(V)''', {{l|Sandstone}}'''(V)'''||{{l|Copper}}||2||2<br />
|-<br />
|{{Raw Tile|£|7:7:1}}||{{l|Galena}}||All {{l|Igneous extrusive layer|Igneous extrusive}}'''(V)''', All {{l|Metamorphic layer|Metamorphic}}'''(V)''', {{l|Granite}}'''(V)''', {{l|Limestone}}'''(V)'''||{{l|Lead}}, {{l|Silver|Silver (50%)}}||5||2 (10)<br />
|-<br />
|{{Raw Tile|£|2:7:1}}||{{l|Garnierite}}||{{l|Gabbro}}'''(V)'''||{{l|Nickel}}||2||2<br />
|-<br />
|{{Raw Tile|£|6:7:1}}||{{l|Native gold|Gold, native}}||All {{l|stone|Igneous}}'''(V)''', All {{l|Alluvial layer|Alluvial}}'''(S)'''||{{l|Gold}}||30||30<br />
|-<br />
|{{Raw Tile|£|4:7:0}}||{{l|Hematite}}||All {{l|Sedimentary layer|Sedimentary}}'''(V)''', All {{l|Igneous extrusive layer|Igneous extrusive}}'''(V)'''||{{l|Iron}}||8||10<br />
|-<br />
|{{Raw Tile|£|7:7:1}}||{{l|Horn silver}}||{{l|Native silver}}'''(S)'''||{{l|Silver}}||10||10<br />
|-<br />
|{{Raw Tile|£|6:7:1}}||{{l|Limonite}}||All {{l|Sedimentary layer|Sedimentary}}'''(V)'''||{{l|Iron}}||8||10<br />
|-<br />
|{{Raw Tile|~|0:7:1}}||{{l|Magnetite}}||All {{l|Sedimentary layer|Sedimentary}}'''(L)'''||{{l|Iron}}||8||10<br />
|-<br />
|{{Raw Tile|£|2:7:0}}||{{l|Malachite}}||{{l|Limestone}}'''(V)''', {{l|Marble}}'''(V)'''||{{l|Copper}}||2||2<br />
|-<br />
|{{Raw Tile|£|7:7:1}}||{{l|Native platinum|Platinum, native}}||All {{l|Alluvial layer|Alluvial}}'''(S)''', {{l|Olivine}}'''(V)'''<sup>2</sup>, {{l|Magnetite}}'''(V)''', {{l|Chromite}}'''(S)'''||{{l|Platinum}}||40||40<br />
|-<br />
|{{Raw Tile|£|7:7:1}}||{{l|Native silver|Silver, native}}||{{l|Granite}}'''(V)''', {{l|Gneiss}}'''(V)'''||{{l|Silver}}||10||10<br />
|-<br />
|{{Raw Tile|£|0:7:1}}||{{l|Sphalerite}}||All {{l|Metamorphic layer|Metamorphic}}'''(V)'''||{{l|Zinc}}||2||2<br />
|-<br />
|{{Raw Tile|£|0:7:1}}||{{l|Tetrahedrite}}||All {{l|Stone}}'''(V)'''||{{l|Copper}}, {{l|Silver|Silver (20%)}}||3||2 (10)<br />
|}<br />
:'''(L)''' - occurs in large clusters<br />
:'''(V)''' - occurs in veins<br />
:'''(S)''' - occurs in small clusters<br />
<br />
:''1 - Note that {{l|raw adamantine}}/{{l|adamantine}} does not follow all the usual rules for an ore/metal in several respects - see article for full discussion.''<br />
:''2 - Due to a bug, native platinum actually occurs in olivine as small clusters rather than veins.''<br />
<br />
===See Also:===<br />
<br />
:* {{l|Smelting}}<br />
:* {{l|Metal}}s<br />
:* {{l|Vein|Clusters and veins}}<br />
:* {{l|Exploratory mining}}<br />
:* {{l|The Non-Dwarf's Guide to Rock}}<br />
:* {{l|Stone}}s<br />
:* {{l|Gem}}s<br />
<br />
{{stones}}<br />
{{Category|Ore| }}<br />
{{Category|Materials}}</div>Kalonhttps://dwarffortresswiki.org/index.php?title=v0.31:Golden_salve&diff=155091v0.31:Golden salve2011-12-04T23:09:04Z<p>Kalon: Added necessity of a glass vial to start the job</p>
<hr />
<div>{{quality|Fine|19:47, 21 October 2010 (UTC)}}{{av}}<br />
<br />
'''Golden salve''' is an {{L|extract}} made from {{L|valley herb}}s, prepared by a {{L|Thresher}} at a {{L|Farmer's workshop}} using the "Process plants (to {{L|vial}})" job and a glass {{L|vial}}. Currently, golden salve has no use, save as a {{L|trade good}}. 1 Valley herb will yield 5 units of golden salve, worth 100☼ each, for a total of 500☼ per vial; processing valley herbs purchased from caravans (and thus coming in stacks of 5) will fill each vial with 25 units of salve, worth a total of 2500☼.<br />
<br />
[[Category:Extracts]]</div>Kalonhttps://dwarffortresswiki.org/index.php?title=v0.31:Kitchen&diff=155090v0.31:Kitchen2011-12-04T23:05:58Z<p>Kalon: A couple of minor changes for completeness</p>
<hr />
<div>{{quality|Exceptional|22:33, 23 October 2010 (UTC)}}{{Workshop<br />
|name=Kitchen<br />
|key=z<br />
|construction_job=<br />
*{{L|Cooking}}<br />
|construction=<br />
* {{L|Building material}} (non-{{L|economic}})<br />
|job=<br />
*{{L|Cooking}}<br />
|use=<br />
* {{L|Alcohol}}<br />
* {{L|Cheese}}<br />
* {{L|Dwarven sugar}}<br />
* {{L|Dwarven syrup}}<br />
* {{L|Egg}}<br />
* {{L|Fat}}<br />
* {{L|Fish}}<br />
* {{L|Flour}}<br />
* {{L|Food}}<br />
* {{L|Honey}}<br />
* {{L|Meat}}<br />
* {{L|Milk}}<br />
* {{L|Plants}}<br />
* {{L|Prepared organs}}<br />
* {{L|Seeds}}<br />
* {{L|Tallow}}<br />
|production =<br />
*{{L|Food|Prepared meals}}<br />
*{{L|Tallow}}<br />
}}{{av}}<br />
<br />
A kitchen is operated by a dwarf with the {{L|Cook|cooking}} {{L|labor}} enabled. It is used to cook meals and render fat from {{L|Butcher's shop|butchered}} animals into {{L|tallow}}. Cooking meals applies a {{L|quality}} modifier to the sum of the input products, which may drastically increase the food's value. Cooked meals {{L|rot}} more slowly when placed in a stockpile, but any {{L|seed}}s from raw crops are lost.<br />
<br />
If you cook 15 {{L|plump helmet|plump helmets}} worth 60, and your cook creates a masterpiece, you will receive 15 meals worth 2640.<br />
<br />
==Types of meals==<br />
There are three different types of food to be cooked:<br />
*'''Easy meal''' will use two ingredients and will result in '''biscuits'''.<br />
*'''Fine meal''' uses three ingredients and will result in '''stew'''.<br />
*'''Lavish meal''' uses four ingredients and will result in '''roasts'''.<br />
<br />
Better meals result in larger stacks of food, but require more hauling, take longer to produce and provide slower experience gains for your cook. Also, with a greater variety of materials in the prepared meal, there is a higher probability a dwarf will get something he {{L|Preferences|likes}}, giving the eater a happy {{L|thought}}.<br />
<br />
==Using Liquid Ingredients==<br />
At least one stack going into a prepared meal must be a solid item. If you have only {{L|Alcohol|booze}}, {{L|milk}}, and {{L|Dwarven syrup|syrup}}, your cooking jobs will get cancelled. However, a single {{L|plump helmet}} can be cooked with ten dwarven wine, ten dwarven milk, and ten dwarven syrup to make 31 +Plump Helmet Roast+ without issue.<br />
<br />
==What to cook==<br />
You may want to adjust what your dwarves are allowed to cook. For example, your dwarves may happily cook away all the seeds you need for planting, or use all your booze as part of the ingredients, a good way to create {{L|fun}} in the early stages of the fortress. To suppress the cooking of certain items (such as booze, seeds or tallow) go to the status screen ({{k|z}} key) and then go to ''Kitchen''. Every cookable and/or brewable item in your fortress will be listed. Once you allow or forbid the cooking or brewing of some kind of product, it will be used accordingly.<br />
<br />
==Storage==<br />
Individual types of prepared meals are not listed in the middle column or right column of the stockpile menu for the Food category. The switch for allowing or banning prepared meals in a stockpile is displayed underneath the right column and toggled by pressing the {{k|u}} key. <br />
<br />
The size of a prepared food stack varies, and with the proper inputs and skill, your kitchen will create a stack that is too big to fit into a barrel. If you want to designate a stockpile as the destination for your kitchen's output, be sure that the number of barrels allowed in the stockpile is lower than the number of squares in the stockpile. That way there will be a few non-barrel squares for your haulers to deposit overly large stacks of prepared meals.<br />
<br />
{{Workshops}}<br />
{{Category|Food}}</div>Kalonhttps://dwarffortresswiki.org/index.php?title=v0.31:Draltha&diff=155089v0.31:Draltha2011-12-04T23:00:53Z<p>Kalon: Minor sentence construction clean up</p>
<hr />
<div>{{Quality|Exceptional|19:18, 5 July 2010 (UTC)}}<br />
{{Creaturelookup/0<br />
|wiki=no<br />
|contrib=no<br />
|bone=28-40<br />
|meat=25-108<br />
|fat=12-36<br />
|eye=2<br />
|lung=4-6<br />
|heart=1<br />
|intestine=7-10<br />
|liver=2-3<br />
|tripe=2-3<br />
|sweetbread=1<br />
|spleen=1<br />
|kidney=2<br />
|brain=2-3<br />
|skull=1<br />
|skin=hide<br />
|ivory=1<br />
}}<br />
{{av}}<br />
{{creaturedesc}}<br />
<br />
'''Dralthas''' typically dwell on the first and second underground layers. They don't actively seek fights but are huge and able to kill a dwarf with ease, often ripping them in half in the process. It is advisable to herd them into cage traps, or keep dwarves away from them if they make their way into commonly used pathways, as they will attack if Dwarves brush by them enough.<br />
<br />
Once captured, Dralthas can only be tamed if your fortress has a {{L|dungeon master}}, and have a high pet value of 500. Draltha products are worth three times as much as those from domestic animals, and they are common enough to make capturing a breeding herd easy.<br />
<br />
However, they are grazing creatures, with an extremely large requirement for grass. With a grazer value of 24, they are the most difficult domesticated creatures to keep alive for which it is possible to do so ([[rhinoceros]] and [[elephant]] herds require more, but that amount is impossible for them to eat in time to prevent starvation). If you seek to create a sizable draltha herd, be prepared to maintain an extremely large area of {{L|pasture}} for them.<br />
<br />
{{gamedata}}<br />
{{Creatures}}<br />
{{Category|Animals}}</div>Kalonhttps://dwarffortresswiki.org/index.php?title=v0.31:Giant_capybara&diff=154895v0.31:Giant capybara2011-11-24T23:05:54Z<p>Kalon: Wild giant capybara are more than capable of surviving without a pasture...</p>
<hr />
<div>{{Quality|Tattered}}<br />
{{Creaturelookup/0<br />
|biome={{biomelist/aux|{{DF2010:Capybara/raw}}}}<br />
|contrib=no<br />
|bone=21<br />
|hair=1<br />
|skull=1<br />
|tooth=4<br />
|nail=1<br />
|cartilage=1<br />
|wiki=no<br />
}}<br />
{{av}}<br />
{{creaturedesc}}<br />
A tame '''giant capybara''' would require a {{l|pasture}} to live.<br />
<br />
==See also==<br />
{{L|Capybara}}<br />
<br />
{{Gamedata}}<br />
{{Creatures}}<br />
{{Category|Animals}}</div>Kalonhttps://dwarffortresswiki.org/index.php?title=v0.31_Talk:Undead&diff=154872v0.31 Talk:Undead2011-11-23T03:22:23Z<p>Kalon: No zombie miners as yet... Yet.</p>
<hr />
<div>== Ghostly Miner ==<br />
<br />
I ran out of drink and had a tantrum spiral (I'm still not very good at this, ok?). I started recovering (yay!) and I found a dead miner in my farm as a ghost. I'ts labeled ''Ghostly Miner''. What is this?<br />
:It's a {{L|ghost}}. --[[User:Quietust|Quietust]] 01:31, 28 January 2011 (UTC)<br />
<br />
<br />
Are critters and dwarfs killed/bite by a zombie turned into a zombie eventually? It's not a syndrome or something?<br />
Lord Baal<br />
:No, not in this version. Toady One is working on just this idea as part of the next release, however --[[User:Kalon|Kalon]] 03:22, 23 November 2011 (UTC)</div>Kalonhttps://dwarffortresswiki.org/index.php?title=v0.31:Reclaim_fortress_mode&diff=154807v0.31:Reclaim fortress mode2011-11-18T05:27:05Z<p>Kalon: Added much more information.</p>
<hr />
<div>{{Quality|Exceptional}}<br />
{{av}}{{buggy}}<br />
Sometimes, a favorite fort in a remarkably wonderful location is [[Fun|extinguished]] for one reason or another. Sometimes, you just have to go back and try again. Thankfully, this mechanic has been built into the game in the form of Reclaim Fortress Mode.<br />
<br />
==How to reclaim a fortress==<br />
In order to reclaim a fortress, you must first have lost a fortress site somehow, whether by starvation, abandonment or violence. At the embark screen, press {{k|R}} in order to bring up a list of potential reclaim locations. From there, reclaiming a fortress is little different than a normal embark. The prepare for journey screen is identical to a normal embark, with the same number of points for item selection.<br />
<br />
==What you will find==<br />
On arrival at your old fortress location, the player's initial impression will be one of untidiness.<br />
* All items that existed at the lost fortress will be {{L|forbid|forbidden}} and randomly strewn across the map and all accessible levels<br />
* Dwarves that were present during the fall of the last fortress will be scattered across the map along with the rotten [[corpse|carcasses]] of whatever [[livestock]] was left behind<br />
* There will not be any {{L|pick}}s - so ensure you bring one from the embark points or materials to construct at least one<br />
* If you have reclaimed the same fortress more than once, there may also be {{L|ghost}}s of citizens from attempts prior to the most recently lost fortress. These tortured souls will have no corresponding bodies - these poor spirits of repeated failed attempts must be {{L|slab|memorialised}}<br />
* {{L|Food}} ingredients in {{L|barrel}}s rot away for the reclaim and all {{L|alcohol}} barrels will be empty, however any {{L|prepared meal}}s are still dwarf-edible and will be scattered everywhere (and initially forbidden as above)<br />
* Enemies that existed during abandonment will still be there if you reclaim the fortress immediately afterwards and may be lurking in {{L|ambush}}<br />
* Enemy invasion forces like {{L|goblin}} ambush parties may have changed to be peaceful, for some reason<br />
* If your fortress fell to a {{L|tantrum}} spiral, there may be berserk dwarves lurking in ambush for your embark party. Be prepared to deal with whatever destroyed your fortress before<br />
* Constructed buildings will have remained standing, including small buildings like {{L|cage}}s and {{L|bed}}s. [[Buildings]], like items, must be reclaimed before they can be used<br />
* {{L|Stockpile}}s will no longer exist, and anything held within them will have been scattered and forbidden along with everything else<br />
<br />
== Reclaiming buildings ==<br />
<br />
In order to reclaim a building for your dwarves to use, say a {{L|smelter}}, you will need to reclaim all of the items that make up that {{L|workshop}}. You can do this two ways. First, you can hit {{key|t}} and move the cursor over the building, which will show all of the items within the building. This includes the materials used to build it. Hit {{key|f}} on each one to reclaim those items. <br />
<br />
It is also possible to designate multiple items and workshops by using {{key|d}}-{{key|b}}-{{key|c}}. <br />
<br />
==Time==<br />
Each time a fortress is reclaimed, the year is incremented and moved to the first day of Spring.<br />
<br />
==Bugs==<br />
<br />
* The [[mud]] normally found in [[cave]] systems is gone on reclaim. {{Bug|133}} This may interfere with your [[farming]] and/or wood cutting plans (depending if you rely on the [[underground forest]]s for [[wood]]).<br />
* If for whatever reason you walled off a section of your fort (to wall a very unhappy dwarf in their bedroom, for example) the walled off section will be invisible on reclaim. On removal of the wall, the section will still be blacked out, and can be designated for [[mining]]. Miners will attempt to dig, fail, and walk away only to try again a few seconds later. To get around this, mine a tile adjacent to the invisible room and it will be revealed, allowing you to continue as normal. {{Bug|1871}} (verified still in 31.25)<br />
* When a dwarf changes jobs and tried to store an item it will constantly say: "Item is misplaced and can't be stored" forever.<br />
* Scattered items seem to only be placed on walkable paths from the edge of the map. Walls and raising drawbridges (in the up position) block the scattering of objects. This can be exploited to concentrate reclaimed items in a small area (verified in versions 31.18 - 31.21). This does not seem to work for artifacts in v31.25.<br />
<br />
{{Category|Fortress mode}}</div>Kalonhttps://dwarffortresswiki.org/index.php?title=v0.31_Talk:Siege&diff=154758v0.31 Talk:Siege2011-11-13T21:36:41Z<p>Kalon: Yes, Goblins can be ruled by demons</p>
<hr />
<div>== Isolation ==<br />
> If you want to make sure that a certain civilization will be capable of laying siege to you, then look at the "neighbors" view of the Embark site finder when selecting your fortress site. <br />
<br />
I embarked once in a valley surrounded by mountains on three sides and ocean on one. Embark screen showed dwarves only. To my surprise, goblins eventually turned up, although it took far longer than usual. I'm not sure the embark screen is 100% honest (it would be no surprise, it isn't with metals/flux).<br />
<br />
== Siege Issues ==<br />
My local human civ sent a diplomat. I was ecstatic, as this was the first time I'd had a fort live this long. He died immediately. Probably due to old age, just like what happened the first time I tried Adventurer mode...<br />
<br />
A year or two later, the humans sent a squad or two to "besiege" me; they have a campfire on the map border and are just sitting there. They aren't taking any bait I throw at them, and they aren't entering via my industrial strength siege entrance. I guess this means their siege behavior from 40d is still there.<br />
<br />
By the way, the announcement I received when they arrived was different from the "vile force of darkness" text. I don't remember what it was, exactly, as I immediately went to work scrambling my defenses and populating my burrows. I'm sure they'll send another siege later, in which case I can transcribe it.<br />
<br />
I will happily tick off the Elves to get them to send a siege if that'd be helpful, since I have a food economy and they don't want my plant barrels... While they don't seem to mind when their caravans die in a freak flooding accident that only affects my trade depot, I'm sure I can be a bit more offensive if I put my mind to it.<br />
<br />
--[[User:Solra Bizna|Solra Bizna]] 07:49, 8 July 2010 (UTC)<br />
:The message you got was probably "The enemy have come and are laying siege to the fortress", the same as in 40d. --[[User:Quietust|Quietust]] 12:40, 8 July 2010 (UTC)<br />
::Yes, that was it, more or less exactly. --[[User:Solra Bizna|Solra Bizna]] 18:17, 8 July 2010 (UTC)<br />
<br />
I just had a human siege, they idled at the corner of the map for quite some time (not exactly sure, roughly a full season), then they started moving. EDIT: They just patrolled around a bit, now they have returned to the edge and are idling, again.--[[Special:Contributions/92.231.165.116|92.231.165.116]] 01:16, 4 August 2010 (UTC)<br />
:I have a goblin siege exhibiting the same behavior. Little bastards are just sitting there, watching me...<br />
<br />
Probably not very important - I had a siege, and an enemy on a retracting bridge landed on a tree. Couldn't build to it (interrupted by goblin spearman), and gave up on figuring out how to use rangers, so I left it. Because the goblin didn't leave, the siege tag didn't either. Then another siege started, and ended, finally deleting the siege tag. Kind of normal method of tracking sieges - turn on when starts, turn off when ends. Turn on when on does nothing. There are never two sieges. Sieges can start while others are still going (although I don't know if there is any other mechanism, like a minimum time delay between sieges).--[[User:Peglegpenguin|Peglegpenguin]] 04:43, 12 August 2010 (UTC)<br />
:"There are never two sieges." About two weeks ago I had a human and goblin siege going on at once. At first I just figured it was the humans starting while the goblins ended, but I waited it out for a full season and they both were still there, and even intermingled without fighting.[[User:Psychobones|Psychobones]] 00:13, 29 August 2010 (UTC)<br />
::Are you sure that the humans weren't part of the goblin civilization? Often goblins kidnap human children, raise them, and then put them in their military. Also, when I said there were never two sieges, I meant that the game acts like there's one siege, regardless of how many are occurring at once. When any one siege ends, the siege tag goes away, even if ten other sieges are still going on. Also, sieges are probably always separated out in the legends, just with overlapping dates if sieges occur simultaneously.--[[User:Peglegpenguin|Peglegpenguin]] 17:05, 31 August 2010 (UTC)<br />
:::I'm positive that this happened to me. In a perfect storm, I had a goblin siege, a giant, multiple kobold ambushes, and humans siege all at the same time. The humans arrived first and gave a different message than "A vile force of darkness has arrived!" Instead it was "The enemy have come and are laying siege to the fortress." Ten real-minutes later I got the usual "A vile force of darkness has arrived!" when the goblins showed. As Psychobones reports, they coexisted peacefully. The siege tag was not lifted until the humans had been dealt with, though the goblin siege had been broken long before that. This was in a vanilla .12 game. --[[User:Jwest23|Jwest23]] 19:44, 31 August 2010 (UTC)<br />
::::I've also had multiple sieges (human and goblin) at the same time, coexisting peacefully. They also seem to ignore ambushers and thieves. However, when I had a Hydra show up in the middle of a human siege, the humans attacked the Hydra. [[Special:Contributions/71.192.119.21|71.192.119.21]] 17:42, 20 October 2010 (UTC) <br />
:::::Confirmation on having active human and goblin sieges. Except in my case, they're killing each other.<br />
::::::The limit is per entity, FYI. So you can ''can'' have an Elven, Goblin and Human siege all at once. --[[User:Naros|Naros]] 15:54, 22 March 2011 (UTC)<br />
Not sure if it's an bug or just new siege behavior, but I'm not getting goblin sieges since 31.21, only multiple ambushes - 3-4 goblin squads appear from different entry points at the same time. Somebody getting this as well? --[[User:Dunenkoff|Dunenkoff]] 14:52, 25 March 2011 (UTC)<br />
:::::::After experimenting (savescumming :P) a bit (in 31.25), I found that on a certain dwarven day, I had a chance to get either an ambush with several squads or a full-fledged siege with trolls. Maybe you just got (un)lucky and got an ambush instead. I only got the siege twice, while i got the ambush about 6-7 times, so I deduced that the chance of getting an ambush is much higher than getting a siege. I'm not too sure though, my fort is pretty young, so maybe the chance of getting a siege gets higher when you piss them off more.... --[[Special:Contributions/202.156.13.10|202.156.13.10]] 10:22, 10 May 2011 (UTC)<br />
<br />
== Killing Their Young ==<br />
Just now I observed something pretty peculiar. One of the humans' mounts in a long term siege, a war grizzly bear, gave birth to a cub... Then the entire group proceeded to tear it apart! As soon as it was born, the siege jumped the poor newborn cub. Presumably, even the mother joined in the melee. I'd assume that because the cub was born on my map, it registered as one of my animals? Or perhaps they didn't want to bring a newborn grizzly back with them? Either way, very interesting behavior. UPDATE: They've killed 4 camel calves and 2 bears now. It seems like all of their mounts are pregnant. --[[User:Aussiemon|Aussiemon]] 01:06, 18 September 2010 (UTC)<br />
<br />
== Ramping Up Numbers? ==<br />
Does anybody know about the increases in the besieging army size over time? With goblins, there have been more each time. Is it a linear increase or exponential? I just barely held off 85 goblins and trolls (my army had been decimated by suffocation for unknown reasons and all I had was 10 military and weak front door defenses) and I'm wondering if the next time will be 100 or 150. (Currently the dwarves are working on a drawbridge next to the archers tower, which should work, unless the goblins learn to fly on mounts or bring building destroyers. Fun for all!) --[[User:Dwarvenjames|Dwarvenjames]] 20:16, 13 November 2010 (UTC)<br />
:Eh, ok it didn't ramp up too much at all (thank Toady for drawbridges!). But I did get a second goblin siege in the middle of the first. I have no functioning military anymore, and over 20% of the dwarves are in the hospital... Oh, Urist McInjured, grow some new legs like cave lobsters do already!--[[User:Dwarvenjames|Dwarvenjames]] 01:31, 15 November 2010 (UTC)<br />
:The intensity seems to have gone up. I got three snatching attempts, two ambushes, and a siege in the same month. All Goblins.17:22, 26 February 2011 (UTC)~<br />
<br />
== Waiting for the sieges ==<br />
I've been playing for about 5-6 years, and, although several caravans, and kobold thieves have come and go, I've never seen a single goblin snatcher or any siege at all. Elves also apparently do not exist. Is this because goblins were not in my world in worldgen or something? I'm sure I created it with "INVADERS:ON" <small>&ndash; [[template:unsigned|unsigned]] comment by [[User:201.29.167.214|201.29.167.214]]</small><br />
::It's possible you embarked in an area that just doesn't have Elves/Goblins. This frequently happens if you embark on a smaller island with no connection to the mainland. --[[User:MisterB777|MisterB777]] 00:10, 18 December 2010 (UTC)<br />
::I've even seen it on large continents where some areas are cut off by 'impassible' mountains.17:21, 26 February 2011 (UTC)<br />
::Isn't that how actual seiges are? Starve them out? Either it's a bug of the AI from your map, or Toady is going full out on us<br />
<br />
== Goblin mutinee ==<br />
<br />
I just had a goblin siege with about 4 squads, 40 goblins or so and I noticed that their leader showed up to the siege commanding a squad of archers. Strangely enough though, they turned around straight away and killed him. Anyone else get similar behaviour?<br />
--[[Special:Contributions/121.218.43.234|121.218.43.234]] 09:11, 27 March 2011 (UTC)<br />
:That apparently happened sometimes in .22, but has been fixed in .23. [[Special:Contributions/99.251.236.39|99.251.236.39]] 10:28, 27 March 2011 (UTC)<br />
::I've seen it in .24. IIRC the release notes mentioned that the behavior had been reduced, not removed. Still, it was nice to Goblin law giver whipped to pieces by his own gobbos.--[[User:Mirthmanor|Mirthmanor]] 03:07, 7 April 2011 (UTC)<br />
<br />
== List of mounts ==<br />
<br />
Should there be an absolute list of mounts to expect in the main article for each army?<br />
<br />
== Civilization leaders disappear after a siege ==<br />
<br />
This has happened as lately as 31.24. Whenever a leader comes to lead the fight, he could live and leave the site, but he doesn't appear in the civilization list anymore. Is this a bug, or does his civilization oust him for failing?<br />
:Legends (31.25) show, what a civilization will get a new king/queen and a new general after any siege.<br />
::er, i've not got as far as ^ that, but it's similar - the goblin leader ("an enormous pangolin twisted into humanoid form blah blah. beware it's deadly blood!") has come in a siege (i didnt know this was possible - i've never noticed before (possibly 'cause this guy isnt goblin, but w/e)), and after beating a few dwarves with 'dwarf bone crown's and such, has run inside my fort and is basically just interrupting everyone from doing their work. i have 3 squads of somewhat trained dwarves chasing him, and everytime they stab/spike/shoot/hammer/whatever him for a few seconds, he manages to escape, and then starts healing his wounds! he's also managing to dodge absolutely countless attacks, and thus isnt going to be dying anytime soon. is this a bug? or is my military just not up to the job of killing him (despite killing almost everyone who came with him)? i dont even think, if i left him, he'd disappear out the door.. has anyone managed to kill him before? what happens? i'm curious ;(--[[User:DJ Devil|DJ Devil]] 15:35, 10 May 2011 (UTC)<br />
::dm.. i left it running whilst i went afk, they killed him eventually (after no-less than 97 pages of report.. lol), and it simply says 'this land has no important leaders' under 'goblin' on the 'civilisation' screen. not sure when he'll be replaced, but it isnt immediately.--[[User:DJ Devil|DJ Devil]] 16:15, 10 May 2011 (UTC)<br />
:soo.. i save-scummed after ^ that, and got another siege. this time though, the leader was on a cave croc who walked him into a pond where he sat for a while (he wasnt drowning. not sure why), and let everyone else (apart from his own troupe) get killed. after the third group (out of 3, not including the 'law-givers' group), he decided to run off screen with the rest of his men, and the siege ended. the same 'this land has no important leaders' is now in the 'goblin' sub-menu in the 'civilisation' screen. i'll try to check regularly, and see when it changes.--[[User:DJ Devil|DJ Devil]] 16:00, 13 May 2011 (UTC)<br />
<br />
== Demon Lord (?) in Goblin Siege ==<br />
<br />
I have a fortress right next to a 'sinister' area (and a goblin civ) that's been going pretty strong: Only Barony yet, but 129 Pop. and over 4 million in created wealth. A goblin siege just showed up with two packs of trolls, and four packs of goblins, two of which are riding giant rats or rutherers. The first three goblin packs are lead by Elite Spearsmen and a swordsman, but on group is being led by a Demon Lord (I can only presume - he's a legendary demon who has the title of "The Ultimate Master.") I need to check the legends page for this, but is he the demon lord ''leader'' of that civ? And does this happen very often?<br />
:Yes, if you trawl through Legends, you'll find that the demon has indeed worked its way up to dominate that Goblin civilization --[[User:Kalon|Kalon]] 21:36, 13 November 2011 (UTC)</div>Kalonhttps://dwarffortresswiki.org/index.php?title=v0.31_Talk:Sand&diff=154645v0.31 Talk:Sand2011-11-09T00:24:39Z<p>Kalon: ...or a floor grate</p>
<hr />
<div>== Trees/Moss growing over sand ==<br />
I was wonder if its possible to prevent trees and moss from growing on top of my sand collection area. I havent tested to see if this prevents collection, but I still dont want it there. [[User:Pfifo|Pfifo]] 19:41, 8 November 2011 (UTC)<br />
:Build a {{L|paved road}}. Also, please '''sign your comments'''. --[[User:Quietust|Quietust]] 19:36, 8 November 2011 (UTC)<br />
:: For collection, put down a floor grate. You can happily collect sand without anything growing on it. --[[User:Kalon|Kalon]] 00:24, 9 November 2011 (UTC)</div>Kalonhttps://dwarffortresswiki.org/index.php?title=v0.31:Fire&diff=154419v0.31:Fire2011-11-08T03:43:28Z<p>Kalon: Added note about not igniting floor fungus and cave moss (more's the pity)</p>
<hr />
<div>{{av}}{{Quality|Fine}}<br />
<br />
'''Fire''', like its real-life counterpart, is an immensely {{L|fun|destructive}} force. In-game, entities on the map which are on fire flash red and yellow. In item lists, anything which is on fire will also be surrounded by double exclamation marks, like ‼THIS‼. Fire will burn {{L|grass}}, {{L|shrub}}s, {{L|log}}s, wooden {{L|furniture}}, wooden {{L|building}}s and wooden {{L|road}}s, mined out {{L|lignite}} and {{L|coal}}, and bars of {{L|charcoal}} and {{L|coke}}. Except for dragonfire, fire won't burn rock, metal, trees, unmined lignite or coal, constructions made from wood (wall, floor, etc), or floor {{L|bars}}, vertical bars made from charcoal, or ignite floor fungus and cave moss in the {{L|cavern}}s.<br />
<br />
A few ways in which fires can be started:<br />
*{{L|Dragon}}s breathe dragonfire, which can set things on fire, at anything hostile they see. The fire spreads out in a conical shape and burns anything it touches.<br />
*A {{L|Fire imp}} can throw fireballs, which may set things alight.<br />
*{{L|Magma}} can and will burn anything flammable it touches. However, any item set alight by this method will likely just be doused in magma until it is completely destroyed.<br />
*Some {{L|titan}}s, {{L|forgotten beast}}s, and {{L|demon}}s can breathe fire/throw fireballs, too.<br />
*{{L|Fire man|Fire men}} and {{L|magma man|magma men}}, as well as other beasts composed of flame, have high fixed body temperatures, causing them to spread fires (and [[fun]]) in their path.<br />
<br />
Note that it is currently difficult to safely start (and then control) a fire. Fire is most easily started by either [[magma]] or a fire breathing attack. An area enclosed by [[water]], metal, stone or Z-level difference can be used to start a fire which can be used as a way of increasing [[FPS]] by removing objects or can be used as part of a complex trap, though this may lead to [[fun]] when something comes out burning which then sets the rest of the fort on fire. Players of modded DF can have fire-breathing (fire spell casting) [[goblin]] castes.<br />
<br />
Fire does not spread up or down z-levels by itself. The only way for a fire to move from one z-level to another is if something mobile (such as a ‼{{L|Dwarf}}‼) catches on fire and then moves up or down. Digging channels, therefore, is one way to stop the spread of fire in fortress mode. Walls with trapped passages block the fire too. Trees and shrubs will not catch fire, but you can set them on fire in Adventure Mode.<br />
<br />
One thing to note is that dwarves that burn to death do not leave remains and will produce ghosts even if buried in a coffin. Be sure to engrave a memorial to all dwarves that burn to ashes, unless of course you want a ghost infestation.</div>Kalonhttps://dwarffortresswiki.org/index.php?title=v0.31_Talk:Immigration&diff=154417v0.31 Talk:Immigration2011-11-08T01:25:26Z<p>Kalon: /* Negative created wealth scares away migrants */ Additional annoumcements are missing</p>
<hr />
<div>== Population Limit ==<br />
<br />
"Immigrant waves will not exceed the maximum number of dwarves you have specified in d_init.txt, but instead will match up exactly.Verify (or, of course, stay below)"<br />
<br />
I had my pop set to 7. The following migrant waves were 2, 8, and '''18'''. I'm not sure why. [[User:Richards|Richards]] 22:56, 10 July 2010 (UTC)<br />
<br />
Same here... my pop cap settings seem to have no effect. [[User:Schm0|Schm0]] 00:44, 24 July 2010 (UTC)<br />
<br />
:With default population cap of 200, I received a wave of migrants pushing me to 208, and then later received another wave of migrants (from 210, after children born) to 215. Population cap appears to be nonfunctional. [[User:RSOG|RSOG]] 11:49, 23 January 2011 (UTC)<br />
<br />
Cephalo said: "It has been reported that the first caravan has to leave safely in order to have the cap set itself. I have found this to be true. " --[[User:TomiTapio|TomiTapio]] 01:02, 26 July 2010 (UTC)<br />
<br />
Does the population cap also affect important dwarves as dungeon master and other nobles? --[[User:Blur|Blur]] 20:20, 26 December 2010 (UTC)<br />
<br />
<br />
I have the same problem.<br />
I attended "Hermit" challenge, when i left only 2 dwarves from starter 7. I turned also the pop.cap to 2, so population doesn't grow. I also DON'T trade with any caravan. But these imigrants just blow up the challenge. Even without trading they keep coming every season (even with pop.capped at 2) about 4-7 dwarves per wave. I am forced to put them into DAS to get rid of them. But only get ghosts, for which i must build memorials to get rid of spirits. And here it is: a bunch of memorials and never ending imigrants and ghosts. Also suffer drop in FPS. Problem is - migrants don't stop to come even after 5 years. Can't manage to build much memorials to all of them... --[[User:Akirasip|Akirasip]] 23:48, 19 March 2011 (UTC)<br />
<br />
Okay, at least ghosts don't tend to make massive lag, but migrants are main problem... --[[User:Akirasip|Akirasip]] 23:05, 27 March 2010 (UTC)<br />
<br />
The first two waves are hardcoded, and you must have >10 dwarves (I think I'll put the first one in keep the other one with a verify) But overall the population limit exceeds slightly, nor does it effect the baby limit. --[[User:IT 000|IT 000]] 10:37, 23 June 2011 (UTC)<br />
<br />
==skills==<br />
First migrant wave, 3 migrants, 1st summer. One migrant, a "stoneworker", had:<br />
:* Competent (3) Armor User<br />
:* Novice (1) Siege Operator<br />
:* Competent (3) Fighter<br />
:* Competent (3) Wrestler<br />
:* Competent (3) Dodger<br />
:* Expert (8) Engraver<br />
:* Expert (8) Mason<br />
:* Novice (1) Animal Dissector<br />
:* Adequate* (2) Tanner ''(* the new term for the old "no label" level 2 experience slot)''<br />
We ain't in Kansas any more!--[[User:Albedo|Albedo]] 07:49, 5 April 2010 (UTC)<br /><br />
Another (rerun via seasonal save, same season as above):<br />
:* one w/ High Master (13) Furnace Operator and Talented (6) Appraiser.<br />
:* one with Talented (6) Cheese Maker, Adequate (2) Gem Cutter and Novice Archer, Dodger, Armor User and (yes) Blowgunner.<br />
:* and a very familiar level 2 (Adequate) Dyer.<br />
<br />
I had one with *two* Grand Master (14) medical skills show up. (anon)<br />
GM is 1 short of Legendary. It seems at least two things are true: 1) experience can be quite high, and 2) skills are no longer grouped by "profession", nor have to make any "sense" re matching up.--[[User:Albedo|Albedo]] 19:43, 5 April 2010 (UTC)<br />
<br />
==size of waves==<br />
:For what it's worth, I've noticed on two separate forts that giving the first Dwarf caravan a good deal (100% profit or thereabouts) tends to produce a massive migrant wave the following spring. One fortress had 19 show, the other had ~20 (can't quite remember). These were varying in skill from the virtually-nothing to a jeweller with Grand Master Gem Cutter and Grand Master Gem Setter...<br />
<br />
:For relatively new players like me, it might be worth noting here that you can get a migrant wave in the first spring after embark that literally doubles the size of your fortress and can prove a serious headache to manage if not anticipated. --[[User:Nimblewright|Nimblewright]] 09:11, 6 April 2010 (UTC)<br />
<br />
::And that's why there are talk pages. In 40d, it's not the trade % that matters, it's the increase in your Created Wealth - and if you had the wealth to trade, that's 100% consistent with the old paradigm. Not that things might not have changed in this version, but there are many, MANY variables in DF - which makes it that much harder to parse out. A LOT of our hard info comes from the RAW files, and from folk who can analyze the game code, but the rest comes from a combo of observation, confirmation and consensus. For now, keep an eye on Trade %, but watch Created Wealth as well. --[[User:Albedo|Albedo]] 17:55, 6 April 2010 (UTC)<br />
<br />
Just had a new migrant wave turn up. 25 dwarfs - including several with Grand Master skill levels, and some with jack all - plus 8 animals. Have updated main page to reflect this. Has anyone else experienced such a large migration? (this is the third spring of the fort) --[[Special:Contributions/131.111.254.209|131.111.254.209]] 12:45, 6 April 2010 (UTC)<br />
:::25 used to be the max(iirc?) migration wave (plus children). I've had over 20, but haven't seen that many total to get any sense of what's "typical". <br />Has anyone had OVER 25 (not including children)?--[[User:Albedo|Albedo]] 17:55, 6 April 2010 (UTC)<br />
<br />
It seem that now immigration is a lot less random and more wealth dependant. E.g. in the old version, your first year wave was entirely random and unless you never made a single item you would get exactly 8-10 sometime before spring (or not at all). Unless you never got a first immigration in which case you'd get the first mandatory one at your first new spring, which was up to 25.<br />
<br />
Now I ALWAYS get a first summer immigration, with sizes so far from 2-8, the one with two in a fort without any craftsmen. It's pretty clear you can reliably get immigrants as long as you have enough wealth. I'm willing to wager that a fort with X wealth by summer is guaranteed an immigration, but I'd need to test further. [[User:Greep|Greep]] 01:55, 17 April 2010 (UTC)<br />
<br />
<br />
I just got 26 (70 dwarves from 44, including at least 1 new child) on my 3rd Spring, after 2 (maybe 3?) seasons with 0 migrant. -- Cheshire<br />
:Perhaps he only evened out the first year? I guess the question to ask is, has anyone missed a summer immigration with 20k wealth? [[User:Greep|Greep]] 09:44, 18 April 2010 (UTC)<br />
<br />
Contrary to what is said in this wiki page, limiting the max population in the init.txt does NOT guarantee you will never get more than that number. In fact I would say 75 percent of the time it goes way over that number and in several waves after that number is reached. I believe the population cap doesn't kick in until the next year after the population cap is reached. For people trying to keep a low population I would recommend maintaining a low wealth and limit trade until after you start getting the "no migrants this season" message. Otherwise that 30 population you were shooting for can turn into 50 real quick. -- Lemunde<br />
:In previous versions, the population cap would only be respected once the Dwarven caravan arrived and departed. Even then, childbirth will completely ignore it, which is quite annoying. --[[User:Quietust|Quietust]] 02:58, 14 June 2010 (UTC)<br />
<br />
Just got 29 few minutes ago, and its only the 2nd year of my fortress (Late Spring) -- [User:Nephelos] (20:49 GMT+1, 14 June 2010)<br />
<br />
Okay, I started embarking with a dwarf with the appraisal skill and I assign him to be broker as soon as the map loads the first time. Sure enough two of the maps I embarked to gave me an initial wealth of 100k. This is a known bug but it is definitely what is causing the insane amount of immigrants early on. I can only suggest that if you want to keep your population small, embark with an appraiser, check the value as soon as the map loads and if your wealth is an insane value, abandon(or save scum) and choose another location. -- Lemunde<br />
<br />
I've had 27. http://imgur.com/P32a8.png<br />
13:32, 8 August 2010<br />
<br />
<br />
Just had 21 migrants. Up to now I had NO wealth created, never traded and only two dwarves survived till that point. Half the fortress flooded, Ogres everywhere. Don't know what they even want here... --[[Special:Contributions/194.156.172.203|194.156.172.203]] 10:07, 26 August 2010 (UTC)<br />
<br />
(Spoiler Alert) Could the 100k+ initial wealth be caused by starting your fortress in a location that includes a Demonic fortress? The fortress includes a masterpiece adamantine weapon, which seams like it might be in the right value range to cause 100k of extra wealth. I seem to remember seeing it in my stocks screens once or twice so it would seem that the game thinks that it is part of your fortress from the get go. -- MozeeToby<br />
00:38, 17 September 2010<br />
<br />
I have played for 3 years now a fortress where I refused to dig, and therefore almost everything was made of wood (so low created wealth). I did make some glass things to trade so my trade rates were normal(ish), but my migrant waves were tiny (I've had about seven waves now, never more than 5 dwarfs). So I think it might be based on created wealth.<br />
--Mr. Jim 18/7/11<br />
<br />
== labor turned on ==<br />
Just a hunch, but does the game actually check if a dwarf (before that wave?) is present with higher skill and only ''if not'' turns on the labor? I can't check any more, but I think it fits and it's the only reasonable explanantion I can come up with for now. That would be nifty. --[[User:Confused|Confused]] 12:56, 11 April 2010 (UTC)<br />
:I think dwarves are just assigned a history of jobs (like NPCs), and their "latest" one is the active one, even if they're far better suited at another job. I've seen lower-skill miners and woodcutters arrive with their jobs on, although I cannot confirm if jobs like those are merely exceptions from your hypothesized rule or not. [[User:Trorbes|Trorbes]] 18:44, 11 April 2010 (UTC)<br />
::I had the same thought as Trorbes here. I think this bug/feature would easily make sense in light of how dwarves will change their professions over time in Legends mode. But the immigrant dwarves are not pulled from existing creatures right? Are they still created on the spot to be immigrants? Either way, I would argue that arriving with multiple skills but only the most recent ones enabled is a fair simulation of world gen dwarves. [[User:Coaldiamond|-Coaldiamond]] 13:26, 28 April 2010 (UTC)<br />
<br />
== pattern with military skills? ==<br />
<br />
It seems like immigrants arrive either completely without military skills, or they have quite a few. In particular, if they have X weapon they almost always have some fighting, armor user, etc to go with it. In addition, it seems like those non-weapon military skills are always smaller or equal to the highest weapon skill. Can anyone confirm this? [[User:Greep|Greep]] 20:36, 16 April 2010 (UTC)<br />
:I was noticing a different pattern - posted as such, with {verify} tag.--[[User:Albedo|Albedo]] 18:42, 20 April 2010 (UTC)<br />
::I just got a guy w/ 6 in knife, 5 in pike, and 8 in dodger, fighter, shield, and armor. I then looked over my 38 total dorfs in DT. None of my dorfs has had to fight so far, and I only gave skills to one at the start. With the exception of that one, they all followed a few patterns:<br /><br />
::1.) A weapon-combat skill with x experience means they also get x in dodge, fight, shield and armor.<br /><br />
::2.) A nonweapon-combat skill (I only have a couple biters -- someone check w/ wrestler, please) comes with equal experience in dodge, fight, and armor -- Not shield!<br /><br />
::3.) If a dorf comes in with x experience in one weapon and y experience in another (Like that guy with 6 in knife and 5 in pike) they get x+y in dodge, fight, armor, and shield. That one guy had 4500 in knife, and 3500 in pike -- and 8000 in the other 4.<br /><br />
::4.) Nonmilitary combat/postcombat skills (Ambusher, crutchwalker, siege, etc) are not related to the above.<br />
::Can someone get these data:<br /><br />
::1.) Dorf with weapon skill and nonweapon skill (Like biter and lasher, or wrestler and axedwarf) and check to see what skills those match to? I _think_ they'll have exp from both in fighter, dodger, and armor, but only the weapon in shield.<br /><br />
::2.) Wrestler data in general -- I think it'll follow the biter rules I'm sure of, but I don't know this.<br /> Need data!<br /><br />
::--[[User:Waladil|Waladil]] 19:47, 30 July 2010 (UTC)<br />
<br />
:::Just got a new migrant with the following mil skills:<br />
<br />
:::novice knife user<br />
:::novice shield user<br />
:::skilled armor user<br />
:::proficient bowdwarf<br />
:::novice fighter<br />
:::proficient archer<br />
:::skilled dodger<br />
<br />
:::.. which looks to me like "archer+related skills" (armor+dodge) added on top of "melee+related skills" (shield+armor+fighter+dodge). Still odd though.. I remember seeing a few bowdwarfs coming with armor+dodge skills, but don't remember them being -less- than their bow/archer skill levels. [[Special:Contributions/202.156.10.234|202.156.10.234]] 01:15, 29 August 2010 (UTC)<br />
<br />
== More military skill patterns ==<br />
<br />
The section on military skils clearly needs some fixing. It's OK with regard to melee skills, but doesn't even mention the ranged skill combinations (ranged weapon + archer + armor + dodge (no shield)). Plus the archer patterns seem to only grant partial armor and dodge skill (something like 2/3 of the main skill?). Also, there is at least one civilian(ish) skillset which can mess with the patterns. For example, I've got an immigrant just now with the following skills:<br />
<br />
:novice swordsdwarf<br />
:novice hammerdwarf<br />
:talented marksdwarf<br />
:adequate shield user<br />
:proficient armor user<br />
:proficient fighter<br />
:competent striker<br />
:professional(?!) dodger<br />
:proficient observer<br />
<br />
..which caused me some headscratching until I noticed he also had "accomplished ambusher" and figured out the patterns were<br />
<br />
:novice melee (sword, shield, armor, fighter, dodger, observer)<br />
:novice melee (hammer, shield, armor, fighter, dodger, observer)<br />
:competent hand-to-hand (armor, fighter, striker, dodger, observer)<br />
:accomplished hunter (ambusher, marksdwarf(2/3), dodger(2/3?))<br />
<br />
Also, as of some recent version (.14? .16?), observer skill is included in all the military skillsets. (up to .12, it was only included in the ranged skillsets).<br />
<br />
As far as I've seen, ''any'' combination of patterns is possible, leading to some pretty strange assortments of skills. [[Special:Contributions/202.156.10.234|202.156.10.234]] 05:54, 24 November 2010 (UTC)<br />
<br />
== HA! ==<br />
<br />
Oh this is funny... so I get this blacksmith immigrant, with no blacksmithing skills o.O. His only skill? Competent Liar XD [[User:Greep|Greep]] 01:42, 17 April 2010 (UTC)<br />
:nvm, prolly had labor skills turned off. Bum :/ [[User:Greep|Greep]] 03:57, 17 April 2010 (UTC)<br />
<br />
== Crash bug ==<br />
<br />
Encountering repeated crash bug when recieving 3rd immigrant in second spring. Tired of reloading. No idea about the cause.<br />
<br />
== Never Legendary? ==<br />
<br />
So far I have seen quite a few high masters but not a single legendary. Has anyone seen a legendary immigrant yet? [[User:Greep|Greep]] 00:45, 14 May 2010 (UTC)<br />
:Huh! There just arrived a legendary glassmaker! (He's also a competent record keeper.) I'm playing version .06 --[[User:Doub|Doub]] 13:10, 14 June 2010 (UTC)<br />
<br />
: I just received a legendary gem cutter. --[[User:Falldog|Falldog]] 21:55, 23 June 2010 (UTC)<br />
Second wave brought a legendary leatherworker today. I play quite a bit and this is definitely a rare occurrence. -=[[User:Uninvited Guest|Uninvited Guest]]<br />
<br />
: Legendary weaponsmith. what a roll THAT was.--[[Special:Contributions/75.6.235.84|75.6.235.84]] 04:24, 24 November 2010 (UTC)<br />
<br />
== Odd thingy ==<br />
<br />
I think it may be worth mentioning that I just got an immigrant with some medical skills, and Adequate skill level in both Archer AND Bowman. A second one had some skill in Marksdwarf -- it seems that there are a few too many bow-skills around. --[[Special:Contributions/97.121.181.207|97.121.181.207]] 05:38, 12 June 2010 (UTC)<br />
:Archer seems to be the general ranged weapon skill, just like all melee combatants learn the fighter skill. Bowman uses bows, Marksdwarf uses Crossbows ect ect--[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 00:31, 24 June 2010 (UTC)<br />
<br />
== No Migrants After first year ==<br />
<br />
My fort is in the mid-summer of its third year and I have not gotten any migrants except in the first year where I only got 7. My Fort in not in a remote location, and in the civ screen my parent civ has no notable dwarfs. I also haven't gotten a dwarven caravan ever. Does this mean my parent civ is too small, or have they been eradicated? <br />
<br />
I'm creating as much wealth as I can with 14 dwarves... looks like this one is going to be fun if it keeps going this way. --[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 14:21, 16 June 2010 (UTC)<br />
:Hate to break it to ye... your civ is DEAD! [[User:Speed112|Speed112]] 16:46, 16 June 2010 (UTC)<br />
::No... it shall live on in my 15 dwarves!! I will repopulate this fortress and make a Dwarven empire! I wonder if I can appoint a king... hmmm--[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 18:23, 16 June 2010 (UTC)<br />
::How appropriate.. the Fort is called Kingdomgranite, off to forge a dwarven civalization! --[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 18:28, 16 June 2010 (UTC)<br />
:::They all died :( --[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 00:32, 24 June 2010 (UTC)<br />
<br />
Ouch playing my first Game and im aproaching the summer of my 3rd year and only had 5 migrants in the first summer. Since then nothing. Im guessing i am in the same boat as you. I'm allready mourning my dwarfsies. We even build an extra 20 bedrooms with chests and cabinets and decorations. and now noone will come.--- Eviltane--<br />
<br />
Wow, I sure get a medal for noobiness. Basically, mid third year of overground fortress and no migrants have arrived, nor dwarven caravans. I have only received the visit of elves, kobolds and macaques... --- Jacques ---<br />
<br />
I am having a similar problem, but I doubt my civ has been eradicated; On the civ screen it still says I have a general and a queen. But I get no immigrants, and the caravan from home won't leave. --[[User:HugoLuman|HugoLuman]] 06:36, 9 April 2011 (UTC)<br />
<br />
== Worldgen Immigrants ==<br />
<br />
Any information? Are the (virtually useless) 'proffesioned' immigrants specific to .13 or do they include .14 and beyond? Any workarounds to make them useful? Can they function as useful nobles?<br />
[[User:Shabang50|Shabang50]] 19:56, 27 September 2010 (UTC)<br />
<br />
:fixed in .31.14 [[Special:Contributions/202.156.10.234|202.156.10.234]] 23:46, 18 October 2010 (UTC)<br />
<br />
== Worried Immigrants ==<br />
<br />
I have a fortress that has managed to survived for 16 years. Now it's been made a capital and I have a king, I've gotten a message saying "Some Migrants have arrived, despite the danger.", which I think is the first time in a few years I've had immigrants arrive. I'm not sure what this danger is that is being referred to, but it seems that it could dissuade immigrants from coming.<br />
<br />
: The more dwarves that die in your fortress, the more dangerous it is perceived to be by migrants. At worst it can say "Some migrants have arrived, knowing that this place may be their grave", I think. It's likely that over the years your fortress has been around you've racked up enough deaths to be considered a dangerous place. [[User:Calite|Calite]] 18:48, 11 October 2010 (UTC)<br />
<br />
::hmm, I don't think it's <i>just</i> based on number of deaths. I got the message a few times once after losing ~45 out of ~55 dwarves in an early (unprepared) fort to an FB, but it went away after 2-3 migrant waves. Could be <i>recent</i> deaths, or maybe <i>net</i> deaths (i.e. deaths - births, my repopulating migrants turned out to be babymaking fiends), or maybe X # of deaths gives you a <i>one time</i> danger message. Or something else, I dunno. But your (presumably) large, "dangerous" fort does make it sound like the threshold calculation doesn't consider total population or casualty percentages when calculating the danger level. [[Special:Contributions/202.156.10.234|202.156.10.234]] 23:46, 18 October 2010 (UTC)<br />
<br />
:::I've had zero deaths, set up a healthy fortress in a calm area, yet I got the "No one even considered making the journey to such an accursed death-trap." I think there are two possibilities: 1) There were a ton of carp in the river, but they all died in last winter's freeze. 2) I might be next to a hostile civ, but I'm not sure.--[[Special:Contributions/128.120.206.169|128.120.206.169]] 04:53, 26 October 2010 (UTC)<br />
<br />
== Immigrant war dogs? ==<br />
<br />
Just had a migrant wave arrive with a "Stray war Dog (tame)". Don't recall having had that happen before. Anyone else seen a war dog (or hunting dog) arrive with migrants? (v. .31.16) [[Special:Contributions/202.156.10.234|202.156.10.234]] 00:09, 19 October 2010 (UTC)<br />
<br />
== Negative created wealth scares away migrants ==<br />
<br />
While doing some SCIENCE on migration, I found that if I modded my raws so that the fortress' created wealth was negative, then I'd get the message {{DFtext|Migrants were too nervous to make the journey this season|red}}. Interesting. -- [[User:Khym Chanur|Khym Chanur]] 01:17, 12 June 2011 (UTC)<br />
* There are many migration announcement messages that aren't listed on this (DF2010) page. I have just received the message that some migrants have arrived "despite the danger", which according to the 40d version is due to the large amount of death my fortress has encountered (from population of 175 to 5, thanks to a forgotten beast and a vile force of darkness at the same time). Can we confirm the messages that are in 2010 and include them? I thought it added to the mood of my fortress incredibly! -- [[User:Kalon|Kalon]] 01:25, 8 November 2011 (UTC)<br />
<br />
== Max immigrant wave ==<br />
<br />
The page states the maximum number of migrants in a wave as 10 or so. Help me. I've been swarmed by a total of 110 immigrants over 6 years, and I think I've seen waves of 15 or more in that time.<br />
First of all, I'm a noob and I can't handle all of these useless morons standing around. Second of all, WHY AM I GETTING SO MANY MIGRANTS? It's not as if my fortress is even secured at all- The only reason I've survived is that for whatever reason I've never been attacked. Has anyone else had such an experience? [[Special:Contributions/74.98.229.82|74.98.229.82]] 02:11, 16 July 2011 (UTC)<br />
:10 is the max for the first two waves which appear in the fortress's first summer and first autumn. Immigration waves after that can be larger. -- [[User:Khym Chanur|Khym Chanur]] 16:23, 16 July 2011 (UTC)</div>Kalonhttps://dwarffortresswiki.org/index.php?title=v0.31:Pasture&diff=154214v0.31:Pasture2011-11-07T01:06:58Z<p>Kalon: Added much more information</p>
<hr />
<div>{{quality|Fine|17:59, 25 February 2011 (UTC)}}<br />
{{av}}<br />
<br />
Pastures are a feature that was released with version 0.31.19 and are {{L|activity zone}}s that the player creates to hold tame animals, especially grazing animals. Herbivorous animals now require {{L|grass}}, cave moss or floor fungus to graze upon, and larger herbivores require a greater amount of grass to feed themselves. Some {{L|Panda|animals}} require special dietary needs (bamboo etc) rather than grass to graze. Using pastures allows herbivorous animals to be restricted to areas that they will have access to graze.<br />
<br />
A pasture is def{{K|i}}ned using {{K|i}}-{{K|n}} to draw a rectangle, and then animals are selected to graze. Having pressed {{K|i}} to define a zone, highlight the pasture and press {{K|N}} ({{K|Shift}}+{{K|n}}), select the animal(s) you wish to pasture using {{K|+}}/{{K|-}} and pressing {{K|Enter}}. Once all animals are selected, finish by pressing {{K|Esc}} and idle dwarves with {{L|animal hauling}} will lead the animals to pasture.<br />
<br />
Any tame animal may be assigned to a pasture. You can also assign pastures inside and use them to put animals that do not need to eat in certain areas. If there is fungus or moss on your indoor floors the animals will consume that in place of grass.<br />
<br />
==Grazing animals and pasture size==<br />
Grazing animals use the [GRAZER:<value>] token to signify how much grass they need to eat. This is an inverse number - the value in grazer signifies how much hunger is reduced when eating a unit of grass. A creature with ten times the grazer value needs one tenth the amount of grass (and hence, pasture land) as a creature with a small grazer value. If you started your fortress in an undead biome you may need to assign more space for a pasture as much of the grass is dead. Animals will not eat dead grass and will only eat the still living patches.<br />
<br />
Animals which graze are typically good livestock candidates, and the larger the creature, the more meat they produce, but the more grass they need to consume.<br />
<br />
Each {{L|time}} unit adds one point to hunger. An animal takes an average of one turn per ten time units, and takes one time unit to eat grass. If there were an unlimited amount of grass on a tile, even animals with [GRAZER:1] would be able to feed themselves, however there are at most 4 bunches of grass. Therefore, a creature of standard speed and agility with [GRAZER:3] would not be able to survive, and creatures with [GRAZER:4] require a constant source of grass (in other words infinite sized pastures) to survive. In practice, anything with [GRAZER:20] or less is completely incapable of feeding itself. Because of this, the larger creatures like dralthas are virtually impossible to keep fed, and elephants are incapable of feeding themselves fast enough to stave off starvation.<br />
<br />
If grazing animals consume all the grass on a tile, the tile will be reverted to the base layer material. This may be {{L|sand}}, {{L|clay}} or {{L|soil}} In this way you receive a visual clue as to the size of the pasture required.<br />
<br />
==Overcrowding==<br />
It is possible to overcrowd a pasture. Animals may become enraged and start fights. This is similar to a dwarf throwing a {{L|tantrum}} and can be solved by enlarging your pasture or keeping fewer animals in it.<br />
<br />
Another possibility is to split a large pasture which holds many animals into several smaller pastures, with the pasture size reflecting the amount of grazing the animal needs to survive. Animals will only fight each other if their pasture is sharing the same tiles as the creature they are fighting with{{Verify}}.<br />
<br />
==Other Applications==<br />
Pasture can serve as more advanced replacement for {{L|rope}} which allows you to "tie" multiple animals to same spot and even allows you to place pets and animals assigned to dwarves.<br />
<br />
This can be used to safely get rid of immigrant pets or cat infestation (pasture them outside fortress to serve as early warning system and meatshield or pasture them inside room that then gets accidentally filled with {{L|magma}}).<br />
<br />
Note that while a pasture is a quick way of placing animals exactly in one defined area, it does not restrict the movement of an animal if they are threatened by an enemy - the animal will flee as normal, and will trigger an animal hauling task to re-pasture the animal once it leaves the border of the pasture. This is important as the announcement of an ambush may trigger a flood of animal haulers rushing to the pasture and in to the face of the enemy.<br />
<br />
==List of grazing animals==<br />
{| class="wikitable sortable"<br />
|-<br />
! Animal<br />
! Grazer Amount<br />
! Creature Size<br />
! Milkable<br />
! Shearable<br />
! Suggested Pasture Size<br />
|-<br />
| {{L|Elephant}}<br />
| 12<br />
| 5,000,000<br />
|<br />
|<br />
| Cannot Self Feed (Graze Value <= 20)<br />
|-<br />
| {{L|Rhinoceros}}<br />
| 20<br />
| 3,000,000<br />
|<br />
|<br />
| Cannot Self Feed (Graze Value <= 20)<br />
|-<br />
| {{L|Giant moose|Giant Bull Moose}}<br />
| 23<br />
| 4,257,750<br />
|<br />
|<br />
| 29 x 29<br />
|-<br />
| {{L|Draltha}}<br />
| 24<br />
| 2,500,000<br />
|<br />
|<br />
| Cannot Self Feed (Graze Value <= 20)<br />
|-<br />
| {{L|Giant moose|Giant Moose Cow}}<br />
| 38<br />
| 2,554,650<br />
|<br />
|<br />
|28 x 28<br />
|-<br />
| {{L|Water buffalo}}<br />
| 60<br />
| 1,000,000<br />
| Yes<br />
|<br />
| 18 x 18<br />
|-<br />
| {{L|Giraffe}}<br />
| 60<br />
| 1,000,000<br />
|<br />
|<br />
| 18 x 18<br />
|-<br />
| {{L|Yak}}<br />
| 85<br />
| 700,000<br />
| Yes<br />
|<br />
| 16 x 16<br />
|-<br />
| {{L|Gigantic panda}}<br />
| 92 (see below)<br />
| 1,160,900<br />
| <br />
|<br />
| N/A<br />
|-<br />
| {{L|Cow}}<br />
| 100<br />
| 600,000<br />
| Yes<br />
|<br />
| 14 x 14<br />
|-<br />
| {{L|Unicorn}}<br />
| 100<br />
| 600,000<br />
|<br />
|<br />
| 14 x 14<br />
|-<br />
| {{L|Moose|Bull Moose}}<br />
| 114<br />
| 525,000<br />
|<br />
|<br />
| 14 x 14<br />
|-<br />
| {{L|Horse}}<br />
| 120<br />
| 500,000<br />
| Yes<br />
|<br />
| 13 x 13<br />
|-<br />
| {{L|Camel}} (both)<br />
| 120<br />
| 500,000<br />
| Yes<br />
|<br />
| 13 x 13<br />
|-<br />
| {{L|Giant capybara}}<br />
| 133<br />
| 523,350<br />
|<br />
|<br />
| 13 x 13<br />
|-<br />
| {{L|Mule}}<br />
| 150<br />
| 400,000<br />
|<br />
|<br />
| 12 x 12<br />
|-<br />
| {{L|Moose|Cow Moose}}<br />
| 190<br />
| 315,000<br />
|<br />
|<br />
| 11 x 11<br />
|-<br />
| {{L|Donkey}}<br />
| 200<br />
| 300,000<br />
| Yes<br />
|<br />
| 10 x 10<br />
|-<br />
| {{L|Elk}}<br />
| 200<br />
| 300,000<br />
|<br />
|<br />
| 10 x 10<br />
|-<br />
| {{L|Muskox}}<br />
| 210<br />
| 285,000<br />
|<br />
|<br />
| 10 x 10<br />
|-<br />
| {{L|Llama}}<br />
| 333<br />
| 180,000<br />
| Yes<br />
| Yes<br />
| 8 x 8<br />
|-<br />
| {{L|Deer}}<br />
| 428<br />
| 140,000<br />
|<br />
|<br />
| 7 x 7<br />
|-<br />
| {{L|Reindeer}}<br />
| 461<br />
| 130,000<br />
| Yes<br />
|<br />
| 7 x 7<br />
|-<br />
| {{L|Panda}}<br />
| 462 (see below)<br />
| 130,000<br />
| <br />
|<br />
| N/A<br />
|-<br />
| {{L|Warthog}}<br />
| 600<br />
| 100,000<br />
|<br />
|<br />
| 6 x 6<br />
|-<br />
| {{L|Elk bird}}<br />
| 600<br />
| 100,000<br />
|<br />
|<br />
| 6 x 6<br />
|-<br />
| {{L|Alpaca}}<br />
| 857<br />
| 70,000<br />
| Yes<br />
| Yes<br />
| 5 x 5<br />
|-<br />
| {{L|Pig}}<br />
| 1,000<br />
| 60,000<br />
| Yes<br />
|<br />
| 5 x 5<br />
|-<br />
| {{L|Sheep}}<br />
| 1,200<br />
| 50,000<br />
| Yes<br />
| Yes<br />
| 4 x 4<br />
|-<br />
| {{L|Goat}}<br />
| 1,200<br />
| 50,000<br />
| Yes<br />
|<br />
| 4 x 4<br />
|-<br />
| {{L|Mountain goat}}<br />
| 1,200<br />
| 50,000<br />
|<br />
|<br />
| 4 x 4<br />
|-<br />
| {{L|Capybara}}<br />
| 1,333<br />
| 45,000<br />
|<br />
|<br />
| 4 x 4<br />
|-<br />
| {{L|Gazelle}}<br />
| 3,000<br />
| 20,000<br />
|<br />
|<br />
| 3 x 3<br />
|-<br />
| {{L|Hoary marmot}}<br />
| 6,000<br />
| 10,000<br />
|<br />
|<br />
| 2 x 2<br />
|-<br />
| {{L|Groundhog}}<br />
| 20,000<br />
| 3,000<br />
|<br />
|<br />
| 1 x 1<br />
|-<br />
| {{L|Cavy}}<br />
| 75,000<br />
| 800<br />
|<br />
|<br />
| 1 x 1<br />
|-<br />
| {{L|Rabbit}}<br />
| 120,000<br />
| 500<br />
|<br />
|<br />
| 1 x 1<br />
|}<br />
<br />
Notes:<br />
* Panda only eat bamboo. They will starve without it.</div>Kalonhttps://dwarffortresswiki.org/index.php?title=%CE%93&diff=154211Γ2011-11-06T23:49:02Z<p>Kalon: Created redirect if searching for the symbol, like I just did</p>
<hr />
<div>#REDIRECT [[cv:Weight]]]</div>Kalonhttps://dwarffortresswiki.org/index.php?title=v0.31_Talk:Container&diff=154006v0.31 Talk:Container2011-11-01T04:39:24Z<p>Kalon: Tile is only Æ, should include δ</p>
<hr />
<div>==Adamantine==<br />
I'm pretty sure it's not actually possible to make adamantine bags, just like it's not possible to make adamantine ropes - attempting to do so will just give you chests and chains, respectively. --[[User:Quietust|Quietust]] 21:10, 29 April 2011 (UTC)<br />
::Yeah, I wasn't sure about that, and couldn't check at the moment, I forgot to put a verify :P--[[User:Kaos|Kaos]] 12:53, 6 May 2011 (UTC)<br />
::Hang on a second!!.... Adamantine can be made into thread and bars, right? you use the bar to make a chest/chain at the metalsmith's, and you use the thread to make adamantine cloth at the clothier's and that cloth when fashioned at the clothier's into bags/ropes give you chains/chests??--[[User:Kaos|Kaos]] 13:21, 6 May 2011 (UTC)<br />
<br />
==Bags and separate entries==<br />
I think bags should have a separate entry, the "Yes & No" in the furniture column is to say that they can be placed as furniture or can be used as is like barrels, bins...<br />
<br />
The main reason I went with separate entries was because some items wouldn't behave the same when made of one material or other:<br />
<br />
Like flasks, glass vials are the only ones that can be used as reagents for extracts, I haven't seen the others used and caravans bring barrels with the extracts not flasks...<br />
<br />
In the case of bags to clarify that if you make adamantine bag/chest/box/etc you'll get a chest (i think) not a bag or anything else...--[[User:Kaos|Kaos]] 12:53, 6 May 2011 (UTC)<br />
<br />
==Capacities==<br />
Why did you reverted the capacities to their liquid capacity in all cases but barrels/bins/etc??<br />
<br />
Isn't the solid capacity equal to the liquid capacity divided by ten?--[[User:Kaos|Kaos]] 12:53, 6 May 2011 (UTC)<br />
<br />
In the case of the Large Pots the raws say it has a 60.000 capacity (liquid) so the solid capacity should be 6.000, right?--[[User:Kaos|Kaos]] 12:55, 6 May 2011 (UTC)<br />
<br />
==Stockpiles==<br />
Large pots appear to be stored in furniture stockpiles for me.<br />
<br />
==Multiple tiles representing containers?==<br />
The tile listed in the description (Æ) is not the only tile used - what about the bag (δ)? How do we add the second symbol (short of creating a new infobox template)?</div>Kalonhttps://dwarffortresswiki.org/index.php?title=v0.31_Talk:Calendar&diff=153849v0.31 Talk:Calendar2011-10-26T05:13:49Z<p>Kalon: Couldn't it just be the age of a single megabeast and it happens to be a dragon?</p>
<hr />
<div>== Stopping at years other than 1050 ==<br />
I think that's a worldgen option now: the history of the world or something. Can someone edit the article to show this?<br />
-[[User:SirAaronIII|SirAaronIII]] 19:46, 23 November 2010 (UTC)<br />
<br />
== "Golden Age" "Twilight Age" "Age of Myth" what do these mean? ==<br />
<br />
I was searching for information on how the worldgen determines what "age" it is in the world, and my search came up with only this stub of a segment on this page stating that "the history of the world during world generation is divided into several different ages, depending on the condition of the world during that time." Is there no further information about this? I really want to know how worldgen determines the various ages.<br />
:I think 40d has info on that. but basicly an Age is a term used to describe a period of history ex: the Bronze Age, when humanity mostly used bronze for metal. In DF Ages are named by how many megabeasts still live ex: Age of Myth is when most megabeasts are still alive, and by how many intelegent creatures are still alive ex: Twilight Age civilizations are dying out.<br />
<br />
=="All worlds start in the Age of Myths" ==<br />
<br />
This isn't true if you generate a world that doesn't have any mega beasts.<br />
<br />
== The wet season has begun ==<br />
I started playing a game in v0.31.20 and embarked on a map with a good mountain biome and a tropical broadleaf forrest. While watching the seasons pass, I saw messages like "The wet season has begun" , "The dry season has begun", "Winter has arrived on the calendar" or "Autumn has arrived on the calendar". This seemed new to me, since I don't recall seeing this in any of my 40d games. Can anyone confirm if this is a new set of messages? -Coaldiamond [[Special:Contributions/207.96.13.12|207.96.13.12]]<br />
<br />
== Draconic Age ==<br />
<br />
Don't ask me how, but I 'discovered' an additional game Age while testing world generation parameters. I'm not interested enough to devote much time to researching this, but anyone wanting to know more can use the code below to generate a world which initializes during this period. It is cluttered, but as this is a infrequently-viewed specialist page I see little consequence to leaving it here. Significantly, the world has a minimum elevation of 80 and an x-variance of 150, meaning lots of mountains.. and dragons? Tasty. [[User:Rep|Rep]] 10:24, 25 October 2011 (UTC)<br />
* Could this not just be an age where there is only one "power" (megabeast v titan etc), and it happens to be a dragon? [[User:Kalon|Kalon]] 05:13, 26 October 2011 (UTC)<br />
<br />
<pre><br />
[WORLD_GEN]<br />
[TITLE:DRACONIC ODDNESS]<br />
[SEED:4294967295]<br />
[HISTORY_SEED:4294967295]<br />
[NAME_SEED:4294967295]<br />
[CREATURE_SEED:4294967295]<br />
[DIM:33:33]<br />
[EMBARK_POINTS:1274]<br />
[END_YEAR:500]<br />
[BEAST_END_YEAR:50:90]<br />
[REVEAL_ALL_HISTORY:1]<br />
[CULL_HISTORICAL_FIGURES:0]<br />
[ELEVATION:80:350:100:15]<br />
[RAINFALL:10:100:51:51]<br />
[TEMPERATURE:25:75:0:0]<br />
[DRAINAGE:33:100:51:51]<br />
[VOLCANISM:0:100:51:51]<br />
[SAVAGERY:0:0:51:51]<br />
[ELEVATION_FREQUENCY:1:1:1:1:1:1]<br />
[RAIN_FREQUENCY:1:1:1:1:1:1]<br />
[DRAINAGE_FREQUENCY:1:1:1:1:1:1]<br />
[TEMPERATURE_FREQUENCY:1:0:0:0:0:0]<br />
[SAVAGERY_FREQUENCY:1:1:1:1:1:1]<br />
[VOLCANISM_FREQUENCY:1:1:1:1:2:4]<br />
[MINERAL_SCARCITY:500]<br />
[MEGABEAST_CAP:1]<br />
[SEMIMEGABEAST_CAP:2]<br />
[TITAN_NUMBER:0]<br />
[TITAN_ATTACK_TRIGGER:120:0:200000]<br />
[DEMON_NUMBER:0]<br />
[NIGHT_CREATURE_NUMBER:52]<br />
[GOOD_SQ_COUNTS:1:16:0]<br />
[EVIL_SQ_COUNTS:0:0:0]<br />
[PEAK_NUMBER_MIN:0]<br />
[PARTIAL_OCEAN_EDGE_MIN:1]<br />
[COMPLETE_OCEAN_EDGE_MIN:0]<br />
[VOLCANO_MIN:20]<br />
[REGION_COUNTS:SWAMP:0:0:0]<br />
[REGION_COUNTS:DESERT:0:0:0]<br />
[REGION_COUNTS:FOREST:0:0:0]<br />
[REGION_COUNTS:MOUNTAINS:0:0:0]<br />
[REGION_COUNTS:OCEAN:0:0:0]<br />
[REGION_COUNTS:GLACIER:0:0:0]<br />
[REGION_COUNTS:TUNDRA:0:0:0]<br />
[REGION_COUNTS:GRASSLAND:0:0:0]<br />
[REGION_COUNTS:HILLS:0:0:0]<br />
[EROSION_CYCLE_COUNT:250]<br />
[RIVER_MINS:40:40]<br />
[PERIODICALLY_ERODE_EXTREMES:1]<br />
[OROGRAPHIC_PRECIPITATION:1]<br />
[SUBREGION_MAX:2750]<br />
[CAVERN_LAYER_COUNT:3]<br />
[CAVERN_LAYER_OPENNESS_MIN:80]<br />
[CAVERN_LAYER_OPENNESS_MAX:100]<br />
[CAVERN_LAYER_PASSAGE_DENSITY_MIN:80]<br />
[CAVERN_LAYER_PASSAGE_DENSITY_MAX:100]<br />
[CAVERN_LAYER_WATER_MIN:0]<br />
[CAVERN_LAYER_WATER_MAX:20]<br />
[HAVE_BOTTOM_LAYER_1:1]<br />
[HAVE_BOTTOM_LAYER_2:1]<br />
[LEVELS_ABOVE_GROUND:10]<br />
[LEVELS_ABOVE_LAYER_1:5]<br />
[LEVELS_ABOVE_LAYER_2:1]<br />
[LEVELS_ABOVE_LAYER_3:1]<br />
[LEVELS_ABOVE_LAYER_4:1]<br />
[LEVELS_ABOVE_LAYER_5:2]<br />
[LEVELS_AT_BOTTOM:1]<br />
[CAVE_MIN_SIZE:5]<br />
[CAVE_MAX_SIZE:25]<br />
[MOUNTAIN_CAVE_MIN:1]<br />
[NON_MOUNTAIN_CAVE_MIN:3]<br />
[ALL_CAVES_VISIBLE:1]<br />
[SHOW_EMBARK_TUNNEL:2]<br />
[TOTAL_CIV_NUMBER:5]<br />
[TOTAL_CIV_POPULATION:15000]<br />
[SITE_CAP:5]<br />
[PLAYABLE_CIVILIZATION_REQUIRED:1]<br />
[ELEVATION_RANGES:0:0:0]<br />
[RAIN_RANGES:0:0:0]<br />
[DRAINAGE_RANGES:0:0:0]<br />
[SAVAGERY_RANGES:0:0:0]<br />
[VOLCANISM_RANGES:0:0:0]<br />
</pre><br />
:"Draconic" is just the adjective form of {{L|dragon}}, and it's what you get when the '''only''' megabeast in the world is a dragon. If it was any other megabeast, you would've gotten "Age of the Bronze Colossus", "The Roc Age", etc. - in other words, it's just an instance of "Age of (Megabeast's/Demon's name/title)". --[[User:Quietust|Quietust]] 12:58, 25 October 2011 (UTC)</div>Kalonhttps://dwarffortresswiki.org/index.php?title=Talk:Swarm_of_flies&diff=153694Talk:Swarm of flies2011-10-17T02:45:56Z<p>Kalon: Answered my own question</p>
<hr />
<div>== Swarms as opposed to singular vermin? ==<br />
Swarms of flies are very apparent in most of the games I have played - springing in to existence whenever I butcher a corpse, for example. They appear in the standard tileset as a hatched tile (▒) and having a bright green name when you loo{{K|k}} at them. I haven't been observant enough to see an individual fly as vermin but I believe they are similar enough to warrant it, so in the meantime I am creating a redirect to the Fly page. I can see that we will need to resolve the following:<br />
* <s>Does a cat killing a fly (singular) leave a vermin corpse (fly remains)?</s> Answered on the Fly page - no corpse [[User:Kalon|Kalon]] 02:45, 17 October 2011 (UTC)<br />
* Does a dwarf get a bad thought from a swarm, a singular fly or both?<br />
* With two tiles, if we do treat them as one vermin, how do we display the difference between a fly (singular) and a swarm, short of customising the infobox template?<br />
My ☼2. [[User:Kalon|Kalon]] 02:33, 17 October 2011 (UTC)</div>Kalonhttps://dwarffortresswiki.org/index.php?title=Talk:Swarm_of_flies&diff=153693Talk:Swarm of flies2011-10-17T02:33:41Z<p>Kalon: Swars as opposed to singular vermin?</p>
<hr />
<div>== Swarms as opposed to singular vermin? ==<br />
Swarms of flies are very apparent in most of the games I have played - springing in to existence whenever I butcher a corpse, for example. They appear in the standard tileset as a hatched tile (▒) and having a bright green name when you loo{{K|k}} at them. I haven't been observant enough to see an individual fly as vermin but I believe they are similar enough to warrant it, so in the meantime I am creating a redirect to the Fly page. I can see that we will need to resolve the following:<br />
* Does a cat killing a fly (singular) leave a vermin corpse (fly remains)?<br />
* Does a dwarf get a bad thought from a swarm, a singular fly or both?<br />
* With two tiles, if we do treat them as one vrmin, how do we display the difference between a fly (singular) and a swarm, short of customising the infobox template?<br />
My ☼2. [[User:Kalon|Kalon]] 02:33, 17 October 2011 (UTC)</div>Kalonhttps://dwarffortresswiki.org/index.php?title=Swarm_of_flies&diff=153692Swarm of flies2011-10-17T02:27:15Z<p>Kalon: Added redirect</p>
<hr />
<div>#REDIRECT[[DF2010:Fly]]</div>Kalonhttps://dwarffortresswiki.org/index.php?title=v0.34_Talk:Trading/Flowchart&diff=153642v0.34 Talk:Trading/Flowchart2011-10-14T05:01:11Z<p>Kalon: I thought it was noble, not trader...</p>
<hr />
<div>Flowchart Quality<br />
This should be cleaned up if possible. --[[User:Briess|Briess]] 17:59, 11 April 2010 (UTC)<br />
<br />
== Dangerous liaisons ==<br />
Doesn't the liaison talk to the highest ranking noble (such as expedition leader, mayor, baron, duke), rather than the trader? Yes, they may often be one-and-the-same dwarf, but in the current state, this chart is incorrect. If we add "expedition leader" it will also badly screw up the formatting of this table - suggestions? [[User:Kalon|Kalon]] 05:01, 14 October 2011 (UTC)</div>Kalonhttps://dwarffortresswiki.org/index.php?title=40d:Siege_operator&diff=15364140d:Siege operator2011-10-14T04:41:39Z<p>Kalon: Fixed redlink</p>
<hr />
<div>{{Quality|Exceptional}}<br />
{{Skill<br />
| color = 4:1<br />
| skill = Siege Operator<br />
| profession = {{L|Engineer}}<br />
| job name = {{L|Siege operating}}<br />
| tasks =<br />
* Load a {{L|siege engine}}<br />
* Fire a siege engine<br />
| workshop = <br />
*{{L|Ballista}}<br />
*{{L|Catapult}}}}<br />
{{av}}<br />
<br />
'''Siege operators''' load and fire {{L|siege engine}}s. Higher skill levels improve the firing rate and accuracy, but exactly to what extent is not clear.{{verify}}<br />
<br />
Each shot from a catapult earns the operator 60 experience points (30 to load, 30 to fire), or 300 total stones flung to become legendary.<br />
<br />
The main problem with this job is that, since it is not a military job, dwarves operating the devices are civilians and so will frequently be scared away by threats that they're supposed to be firing at. If they have certain {{L|hauling}} {{L|labor}}s turned on, they also will leave their post to participate in corpse-looting, which usually results in a horrible death. More importantly, the unmanned equipment will consistently fail to fire on its own.<br />
<br />
See {{L|siege weapon}} for a discussion of planning and placement.<br />
<br />
{{Skills}}</div>Kalon