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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Clothing&amp;diff=239825</id>
		<title>Clothing</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Clothing&amp;diff=239825"/>
		<updated>2019-02-12T08:33:03Z</updated>

		<summary type="html">&lt;p&gt;AnthonyQBachler: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Masterwork|08:58, 4 August 2018 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
:''For making clothes, see [[Textile industry]]''&lt;br /&gt;
:''For clothing coverage, see [[Armor#Types of Protection]]''&lt;br /&gt;
&lt;br /&gt;
'''Clothes''' are items made out of [[cloth]] or [[leather]] which are worn by sentient [[creature]]s to protect them from the elements, from damage, and to cover themselves.  Articles of clothing work similarly to [[armor]], but are distinguished by the fact that they are ''owned'' by your dwarves, and [[wear|wear out]] over time.  Technically, clothing is simply [[armor]] with an armor level of 0.  In particular, boots (low or high) are armor, and not clothing.&lt;br /&gt;
&lt;br /&gt;
In theory, clothing provides less protection against attacks than &amp;quot;real&amp;quot; armor, but some players claim that leather cloaks and hoods offer significant protection from attacks.  Also, there have been humorous bugs in the past where animal teeth were not hard enough to bite through silk shirts and artifact glass serrated disks could not pierce [[goblin]] clothes.&lt;br /&gt;
&lt;br /&gt;
Currently clothing provides no protection from cold environments, but adult dwarves get bad [[thought]]s if they are naked, or wearing tattered clothes. Babies do not wear clothes, but all adult and child dwarves will claim and wear clothing automatically. Dwarves may incur several different clothing-related bad thoughts from:&lt;br /&gt;
* Total nudity&lt;br /&gt;
* Missing upper body covering (shirt, vest, dress, robe, cloak, or coat)&lt;br /&gt;
* Missing lower body covering (trousers or skirts)&lt;br /&gt;
* Missing footwear (shoes, sandals, or socks)&lt;br /&gt;
* Wearing [[wear|tattered]] clothing (items with &amp;quot;X&amp;quot; or &amp;quot;XX&amp;quot; wear, but not &amp;quot;x&amp;quot; wear)&lt;br /&gt;
&lt;br /&gt;
Clothing rots away while worn. Dwarves will replace degraded clothing themselves, if appropriate clothing is available in the fortress. [http://www.bay12forums.com/smf/index.php?topic=124350.msg4133470#msg4133470 supporting bay12 forum post]&lt;br /&gt;
&lt;br /&gt;
Clothing thoughts are quite strong, and they stack with each other. &amp;lt;s&amp;gt;Downward spirals of dumbness and great [[fun]]&amp;lt;/s&amp;gt; [[Tantrum spiral]]s are likely unless you produce sufficient footwear, upper-, and lower-body-covering items.  Thankfully, [[armor]] can also prevent most negative thoughts, making a citizen-militia somewhat more advantageous.&lt;br /&gt;
&lt;br /&gt;
A particular benefit of footwear is keeping your dwarves from stepping barefoot in the [[syndrome|poisonous]] blood left by some [[forgotten beast]]s.&lt;br /&gt;
&lt;br /&gt;
Clothes are considered [[finished goods]], and may be stored in [[bin]]s.  Dwarves will store their personal clothing in their rooms, either directly on the floor, or in [[cabinet]]s. Dwarves will rarely relinquish their tattered clothing, instead accumulating a large collection of worn clothes in their rooms.&lt;br /&gt;
&lt;br /&gt;
Dye cannot be applied to clothing.  In order to make dyed clothes, it is necessary to dye the cloth used to make clothes first.  It is also possible to dye the thread used to make the cloth used to make the clothes.&lt;br /&gt;
&lt;br /&gt;
While in a (non-refuse) stockpile (or a dwarf's personal quarters), clothing will degrade very slowly (one [[wear]] level per century, automatically corrected to one wear level per 20 years by [[DFHack]]), but as soon as a dwarf puts on an item of clothing it begins to degrade much more quickly. Clothing that is owned but which is not being worn and not in a dwarf's quarters will eventually revert to unowned status, eligible to be picked up by some desperate, rag-clad (or unclad) boor.  Clothing which is in a [[stockpile#Refuse|refuse stockpile]] degrades very quickly, which helps lower the number of in-game items by destroying old clothing that won't see further use; one way to take advantage of this is designating a [[Activity_zone#Garbage_Dump|garbage dump activity zone]] over a refuse stockpile, and then marking all the discarded clothing for dumping.&lt;br /&gt;
&lt;br /&gt;
Because of the multiple [[quality]] modifiers that apply to finished clothing, clothes can be quite useful as a [[trade good]]. Even tattered clothing can fetch a fair price, and your dwarves will ensure there is no shortage of supply. To maximize [[value]], use a custom stockpile to collect high-quality [[dye]]d cloth and link it to a [[clothier's workshop]] producing dresses or robes.&lt;br /&gt;
&lt;br /&gt;
== Size ==&lt;br /&gt;
Clothing and armor all have a size associated with them, and equipment made for one size of creature cannot be worn by sufficiently larger or smaller creatures. The acceptable range is between ±1/7th of the creature's size. [http://www.bay12forums.com/smf/index.php?topic=140544.msg6843526#msg6843526 FotF Reply] For dwarves, this applies to clothes and armor worn by [[human]]s and [[troll]]s (which will appear to be &amp;quot;'''large'''&amp;quot;(*) as well as [[kobold]]s (which will appear to be &amp;quot;'''small'''&amp;quot;); [[goblin]]s and [[elf|elves]] are the same size as dwarves, so their clothing and armor can be equipped rather than being limited to [[Melt item|melt]]ing (in the case of metal armor) or using as [[trade]] goods (especially once [[Decoration|decorate]]d).&lt;br /&gt;
&lt;br /&gt;
Any clothing/armor that isn't ''small'' or ''large'' is one-size-fits-all, and can be worn by any dwarf, from the smallest child to the biggest adult.&lt;br /&gt;
&lt;br /&gt;
:''(*) With one exception: Items made from leather from [[large rat]]s will appear as &amp;quot;large rat leather ______&amp;quot;.  Human-sized gloves made from large rat leather would be &amp;quot;large large rat leather gloves.&amp;quot;  (There are no &amp;quot;rats&amp;quot; that provide leather, so while confusing, this is unambiguous.)''&lt;br /&gt;
&lt;br /&gt;
{{new in v0.42}}&lt;br /&gt;
&lt;br /&gt;
As of version 0.42.01, your dwarves can create clothing and armor in any size to accommodate the needs of non-dwarf fortress residents. To do so, request the clothing or armor to be made from their respective workshops as usual. Afterwards, go back to the main workshop menu and look at the {{k|d}}etails of the issued job. {{k|f}}ilter for the race you want to make clothing for and press {{k|enter}} twice.&lt;br /&gt;
&lt;br /&gt;
== Uniforms and clothing thoughts ==&lt;br /&gt;
Currently armor is just as effective at keeping your dwarves happy as normal clothing, and have the advantages of not being subject to wear, in addition to affording better protection. If you tell your militia-dwarves to replace normal clothes with their uniform, make sure you have armor to spare when conscripting &amp;lt;s&amp;gt;cannon fodder&amp;lt;/s&amp;gt; legendary [[cheese maker]]s, as they'll happily strip naked even if you don't have a uniform waiting for them. You can also include a layer of cloth &amp;quot;armor&amp;quot;, leggings, and especially socks in the mix to prevent nudity unhappiness in case of a shortage of real armor, but be warned: your dwarves will not automatically replace worn uniform-assigned clothing, leading to a different set of unhappy thoughts.&lt;br /&gt;
&lt;br /&gt;
If you find it easier to produce plenty of armor instead of clothing, you can also group all your civilian dwarves into squads and assign them a uniform covering the basics. This not only ensures you don't have to offer them replacement clothes, but also ensures your entire population is at least slightly better protected. Having everybody grouped up into squads also might come in handy &amp;lt;s&amp;gt;if&amp;lt;/s&amp;gt; when something nasty shows up in the midst of your civilians while your soldiers are busy elsewhere. The disadvantage of this is that the heavier armor will slow the civilian dwarves down.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
&lt;br /&gt;
*Dwarves drop worn clothing wherever they happen to be when they decide to pick up replacements. These discarded clothes can interfere with stockpiles, workshops, build orders, etc.{{bug|6048}}, and are owned items so they can't be easily moved.{{bug|4403}} Dwarves will return later to collect the clothing, which can be particularly dangerous around [[trap design|traps]], battlefields and [[minecart]] tracks.&lt;br /&gt;
*Dwarves amass a large collection of discarded clothing in their rooms, filling all [[cabinet]]s and covering every available tile.{{bug|7680}} [[Utility:DFHack|DFHack]] provides a &amp;quot;cleanowned&amp;quot; command to help clean up the clutter.&lt;br /&gt;
*Worn clothing issued by a military uniform is not replaced. {{bug|6039}}&lt;br /&gt;
&lt;br /&gt;
==Sock Obsession==&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
&lt;br /&gt;
This was the beginning of the dwarven obsession with socks.  Long ago, socks were plentiful in dwarven kingdoms across the land, and the bearded ones paid little heed to what adorned their feet.  But after the proud citadel of Nogrithog destroyed itself in a terrible civil war over a dispute concerning sock shortages, the production of which they were completely and utterly ignorant, the entire dwarf race everywhere in the universe vowed to never let this happen again.  Dwarves made sure to stockpile woolen, silken, and even cloth footwear against the unthinkable happening ever again.  Children were frightened with the story of the Great Sock War even before they stopped suckling at their mothers' breasts to indoctrinate them in proper sock hoarding behavior, and to get unruly children to behave: &amp;quot;If you don't stop pulling Catten's braids, Sibrek, all the socks will disappear!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
So great is the dwarves' fear of a sock shortage that they will sacrifice their own well-being and even their very lives to make sure that not a single sock will go overlooked.  It is unknown how dwarves everywhere could possibly know how one dwarven civilization in a remote and utterly unimportant continent on a forgotten minor world destroyed itself.  Most believe that this is once more the touch of Armok on their sodden, constantly intoxicated brains.&lt;br /&gt;
&lt;br /&gt;
[[Image:deadly sock.png|thumb|right|Minotaurs like socks too.]]The bond between a dwarf and his socks is both wondrous and terrible.  The most hardened warrior finds his socks so warm and comforting that he is frequently seen wearing but a single boot -- why should he need steel to protect his other foot?  He already has a sock on it!  Upon losing his unarmored foot to a goblin's blade, he will console himself in the knowledge that at least his foot still has its sock on.&lt;br /&gt;
&lt;br /&gt;
{{Category|Items}}&lt;br /&gt;
{{Category|Adventurer mode}}&lt;br /&gt;
{{Category|Clothing| }}&lt;br /&gt;
[[ru:Clothing]]&lt;/div&gt;</summary>
		<author><name>AnthonyQBachler</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Mechanical_logic&amp;diff=177921</id>
		<title>v0.34:Mechanical logic</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Mechanical_logic&amp;diff=177921"/>
		<updated>2012-09-26T17:14:54Z</updated>

		<summary type="html">&lt;p&gt;AnthonyQBachler: /* Example */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|21:42, 4 April 2012 (UTC)}}&amp;lt;!-- &lt;br /&gt;
***************************&lt;br /&gt;
* WORKING IN PROGRESS !!! *&lt;br /&gt;
***************************&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
Mechanical logic is one discipline of [[computing]] using mechanical [[power]] to perform logical operations. In this case powered or unpowered [[machine component|machine components]] represent the binary information.&lt;br /&gt;
&lt;br /&gt;
The principles of mechanical logic are simple. [[Gear assembly|Gear assemblies]] linked to [[lever]]s or [[pressure plate]]s will be toggled between disengaged and engaged when they receive an on/off signal. In this manner, you can conditionally attach power supply from [[windmill]]s or [[water wheel]]s to specially arranged gears to build logic gates.&lt;br /&gt;
&lt;br /&gt;
== Mechanical logic versus fluid logic ==&lt;br /&gt;
* Mechanical logic is very fast. Gears don't have a reaction delay of 100 steps like most other components used by [[fluid logic]]. So if a gear is toggled the flow of power will change immediately.&lt;br /&gt;
* Mechanical logic is very flexible. Gears can toggle, so inverting signals is easy and you don't have to deal with different machine components.&lt;br /&gt;
* Mechanical logic is very reconfigurable. You don't have to deal with [[creature|creatures]] or fluid before changing anything.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Mechanical logic needs a substantial amount of wood to create and transmit power. (So what?)&lt;br /&gt;
* Mechanical logic still needs [[water|fluid]] to build converter to trigger something else than machine components. (If you really want to be fluid free you'll have to stick to [[creature logic]].) (but what about [[minecart logic]]?)&lt;br /&gt;
* &amp;lt;s&amp;gt;Mechanical logic needs a substantial amount of mechanism.&amp;lt;/s&amp;gt; (Only if you stick to [[mechanical logic#Load based|load based mechanical logic]].)&lt;br /&gt;
&lt;br /&gt;
== General concepts ==&lt;br /&gt;
There are two general concepts. The older and inadvisable one is the so called load-based mechanical logic. The other one is the so called toggle-based mechanical logic.&lt;br /&gt;
&lt;br /&gt;
=== Load based ===&lt;br /&gt;
Load based mechanical logic uses single logic gates with a defined amount of power. They have an additional amount of load in terms of mechanism or other machine components, consuming all of the power if connected. The gates are designed in a way that the load is disconnected while the output shall be true, and connected when the output shall be false. Every logic gate has to have its own power supply. Compact complex logic gates are very hard to design, utterly impossible.&lt;br /&gt;
&lt;br /&gt;
=== Toggle based ===&lt;br /&gt;
Toggle based mechanical logic works more like [[fluid logic]], not controlling the flow of fluid but the flow of power. It uses the fact that gears don't have a defined state when receiving an on or an off signal, but toggle between connected and disengaged, independent of the type of signal. It normally uses a central power supply. It is quite easy to create very complex gates with multiple output signals such as, for example, a binary to decimal converter.&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
The first example shows a load based XOR gate. It takes input signals from two different triggers. It's output gear (&amp;lt;span style=&amp;quot;color:#FFFF44&amp;quot;&amp;gt;O&amp;lt;/span&amp;gt;) is powered when exactly one of the two input triggers is on and the other one is off. This is done as follows:&amp;lt;br /&amp;gt;The power will be connected to the gear with the &amp;lt;span style=&amp;quot;color:#44FF44&amp;quot;&amp;gt;P&amp;lt;/span&amp;gt; (from the bottom of the diagram or another z-level). One input is linked to gear &amp;lt;span style=&amp;quot;color:#FF44FF&amp;quot;&amp;gt;1&amp;lt;/span&amp;gt; the other to gear &amp;lt;span style=&amp;quot;color:#FF44FF&amp;quot;&amp;gt;2&amp;lt;/span&amp;gt;. This way power will flow from &amp;lt;span style=&amp;quot;color:#44FF44&amp;quot;&amp;gt;P&amp;lt;/span&amp;gt; to &amp;lt;span style=&amp;quot;color:#FFFF44&amp;quot;&amp;gt;O&amp;lt;/span&amp;gt; if either one of the input signals is off. Additionally both inputs are linked to gear &amp;lt;span style=&amp;quot;color:#FF44FF&amp;quot;&amp;gt;3&amp;lt;/span&amp;gt;, that is connected to the load &amp;lt;span style=&amp;quot;color:#FF4444&amp;quot;&amp;gt;L&amp;lt;/span&amp;gt;. Since gears toggle the gear will be active if both signals where off (or on), and the load will stop any flow of power then. You can build this on top of a [[Mechanical logic#Power to signal converter|power to signal converter]] as shown on this page.&amp;lt;br /&amp;gt;As you can see you will need many mechanisms to build this gate. 5 for the gears, 8 to connect to the input in addition to all the components needed for the converter and the load.&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:1px; white-space:nowrap;&amp;quot;&amp;gt;&lt;br /&gt;
'''load based XOR'''&lt;br /&gt;
{| cellpadding=&amp;quot;0&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;border-spacing:0; border-style:solid; border-width:thin; border-color:#000000;&amp;quot;&lt;br /&gt;
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|-&lt;br /&gt;
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|{{RTL|#444|*|#DDD||||1|#F4F|right}}&lt;br /&gt;
|{{RTL|#222|*|#BBB||||O|#FF4|right}}&lt;br /&gt;
|{{RTL|#FFF}}&lt;br /&gt;
|{{RTL|#FFF}}&lt;br /&gt;
|-&lt;br /&gt;
|{{RTL|#FFF|&amp;amp;nbsp;|#FFF|L|#F44|right}}&lt;br /&gt;
|{{RTL|#444|*|#DDD||||3|#F4F|right}}&lt;br /&gt;
|{{RTL|#444|*|#DDD||||P|#4F4|right}}&lt;br /&gt;
|{{RTL|#444|*|#DDD||||2|#D4D|right}}&lt;br /&gt;
|{{RTL|#FFF}}&lt;br /&gt;
|{{RTL|#FFF}}&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;A toggle based XOR gate looks much simpler:&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:1px; white-space:nowrap;&amp;quot;&amp;gt;&lt;br /&gt;
'''toggle based XOR'''&lt;br /&gt;
{| cellpadding=&amp;quot;0&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;border-spacing:0; border-style:solid; border-width:thin; border-color:#000000;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
{| cellpadding=&amp;quot;0&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;border-spacing:0; padding:0; margin:0; vertical-align:middle;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|{{RTL|#FFF}}&lt;br /&gt;
|{{RTL|#FFF}}&lt;br /&gt;
|{{RTL|#FFF}}&lt;br /&gt;
|{{RTL|#FFF}}&lt;br /&gt;
|{{RTL|#FFF}}&lt;br /&gt;
|{{RTL|#FFF}}&lt;br /&gt;
|-&lt;br /&gt;
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|{{RTL|#222|*|#BBB}}&lt;br /&gt;
|{{RTL|#FFF}}&lt;br /&gt;
|{{RTL|#FFF}}&lt;br /&gt;
|-&lt;br /&gt;
|{{RTL|#FFF}}&lt;br /&gt;
|{{RTL|#FFF}}&lt;br /&gt;
|{{RTL|#FFF}}&lt;br /&gt;
|{{RTL|#FFF}}&lt;br /&gt;
|{{RTL|#FFF}}&lt;br /&gt;
|{{RTL|#FFF}}&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
In stark contrast to the load-based XOR, you'll need only one gear. This is how it works:&amp;lt;br /&amp;gt;Connect it to your source of power, and link it to one of your input triggers. Build a temporary lever anywhere and connect it, too. Pull the lever once. You can deconstruct the temporary lever now. Now the gear is disengaged, and you link the second input trigger to it. Since gears toggle, every time your trigger changes state and sends a signal the gear will change state. Initially both triggers are off, and the gear is disengaged. When one trigger changes state, it will activate the gear. Independent of which trigger changes next, both will have the same state afterwards, and the gear will be disengaged again. So the gear will transport power when both input triggers are at different state: XOR. You can build this on top of a [[Mechanical logic#Power to signal converter|power to signal converter]] as shown on this page.&amp;lt;br /&amp;gt;As you can see, you won't need many mechanisms to build this gate. 1 for the gear, 4 to connect to the input and 1 will be lost after disconnecting the temporary lever (that needs 3 temporarily). And of course you will need all the components for the converter, but no load.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''toggle based XNOR'''&lt;br /&gt;
* Use a singe gear as for the XOR, but omit the temporary lever step.&lt;br /&gt;
&lt;br /&gt;
'''toggle based NOR'''&lt;br /&gt;
* Multiple gears in series, with one (and only one) input connected to each gear.  Any single ON(signal) input will produce an OFF(power) output.&lt;br /&gt;
* Can be converted to OR by adding an [[inverter]] to the output&lt;br /&gt;
* No temporary levers, so it uses fewer mechanisms.&lt;br /&gt;
&lt;br /&gt;
'''toggle based AND'''&lt;br /&gt;
* Same as the NOR except use temporary levers to pre-toggle each input gear. For large logic arrays it is probably best to convert your Boolean equations to NOR logic, as that is the quickest simplest and least expensive (in mechanisms) to implement.  With the added benefit that all mechanisms can be recovered from gears.&lt;br /&gt;
&lt;br /&gt;
'''toggle based NAND'''&lt;br /&gt;
* A 3x1 gear assembly for each input.  Input goes to the center (signal) gear.  Power goes to either one of the other gears (the power gear), output is the other outer gear (output gear).  Can be expanded indefinitely by adding additional 3x1 arrays in parallel (i.e. 3x2 for a 2 input, 3x5 for 5 input).  The theory is that power is transmitted across all of the power gears (which are all connected to each other in parallel.  Any single signal gear which has an OFF state (gear engaged) will allow power through to the output gears.  It requires every input gear to be disengaged (ON signal) in order to produce an OFF (unpowered) output.&lt;br /&gt;
&lt;br /&gt;
'''toggle based OR'''&lt;br /&gt;
* Same as the NAND except pre-toggle each signal gear.&lt;br /&gt;
{{Verify}}&lt;br /&gt;
&lt;br /&gt;
== Power to signal converter ==&lt;br /&gt;
When you are dealing with mechanical logic, you'll finally want or have to trigger something else than machine components like doors or bridges. Currently, there exists no trigger in dwarf fortress that reacts on the working state of machine components, thus power on/off. So, you'll have to convert power via pressure plates, screw pumps and fluid into an on/off signal.&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:1px; white-space:nowrap;&amp;quot;&amp;gt;&lt;br /&gt;
'''Z 0'''&lt;br /&gt;
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|&lt;br /&gt;
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|-&lt;br /&gt;
|{{RTL|#DDD}}&lt;br /&gt;
|{{RTL|#DDD}}&lt;br /&gt;
|{{RTL|#DDD}}&lt;br /&gt;
|{{RTL|#222}}&lt;br /&gt;
|{{RTL|#222}}&lt;br /&gt;
|{{RTL|#222}}&lt;br /&gt;
|-&lt;br /&gt;
|{{RTL|#DDD}}&lt;br /&gt;
|{{RTL|#222|·|#BBB}}&lt;br /&gt;
|{{RTL|#444|÷|#DDD}}&lt;br /&gt;
|{{RTL|#444|÷|#DDD|►|#00A|center|►|#00A|center}}&lt;br /&gt;
|{{RTL|#222|·|#BBB}}&lt;br /&gt;
|{{RTL|#222}}&lt;br /&gt;
|-&lt;br /&gt;
|{{RTL|#DDD}}&lt;br /&gt;
|{{RTL|#DDD}}&lt;br /&gt;
|{{RTL|#DDD}}&lt;br /&gt;
|{{RTL|#222}}&lt;br /&gt;
|{{RTL|#222}}&lt;br /&gt;
|{{RTL|#222}}&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:1px; white-space:nowrap;&amp;quot;&amp;gt;&lt;br /&gt;
'''Z-1'''&lt;br /&gt;
{| cellpadding=&amp;quot;0&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;border-spacing:0; border-style:solid; border-width:thin; border-color:#000000;&amp;quot;&lt;br /&gt;
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|{{RTL|#00A|^|#DDD||||7|#88F|left}}&lt;br /&gt;
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&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
When the pump is connected to power, it will suck water from the pressure plate and pump it to the right. The water level on the pressure plate will fall to 0. The plate can be constructed to react on 0&amp;amp;hellip;3 water. You can invert it to get an off signal instead setting it to 4&amp;amp;hellip;7. In both cases the ''off signal'' will have a delay of about 100 steps. This gate is fluid conserving.&lt;br /&gt;
&lt;br /&gt;
Since the introduction of minecarts, fluid is no longer necessary. See http://www.bay12forums.com/smf/index.php?topic=114923.0 for various designs.&lt;br /&gt;
&lt;br /&gt;
==Load based Mechanical signal-input power-output gates==&lt;br /&gt;
* These gates can be used either by adding a power -&amp;gt; link signal converter (also known as a &amp;quot;rotation sensor&amp;quot;), or directly used to control pumps, such as in other logic gates (the unsourced fluid logic gates use these, for instance). The conventional &amp;quot;rotation sensor&amp;quot; consists of a pump powered by the gate's OUTPUT gear, pumping an infinite supply of water onto a water-sensing pressure plate with an infinite drain.&lt;br /&gt;
* There are certain things important to all the gates:&lt;br /&gt;
* Each gate has an OUTPUT gear, which will be placed next to a pump which the gate will control.&lt;br /&gt;
* In diagrams, the OUTPUT gear is below the 'O' gear, connected to it by gears or vertical axles. The P indicates where you should hook power up, and L indicates where load (gears or pumps that don't have a water source) should be connected, and ¦ and - are horizontal axles. The Is are gears linked to INPUTs (some gates have one input, but most have two).&lt;br /&gt;
* Gates which incorporate a NOT will have the power network branch off from the 'O' gear, and have a train of power-draining stuff connected to the input gears, whereas gates which do not incorporate a NOT will have the power connected to the input gears instead. The principle behind normal gates is that when the INPUTs are ON, power is connected. The principle behind the NOT gates is that power is always connected, but when the INPUTs are ON, a large enough power requirement is connected to send the power requirements above the power supply, shutting down the system.&lt;br /&gt;
* If your windmills produce no power, you'll have to come up with some way to use water wheels for power instead.&lt;br /&gt;
* You should build only enough windmills (or water wheels) to power the system, and should not connect the network for one gate to another gate's network, since that would both gates up.&lt;br /&gt;
* The gates' instructions will explain how much load and power you need to have at each P and L in the more complicated gates.&lt;br /&gt;
&lt;br /&gt;
===Legend===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Symbol&lt;br /&gt;
! Meaning&lt;br /&gt;
|-&lt;br /&gt;
| {{diagram|[#ff0]O}}&lt;br /&gt;
| A gear which connects to your OUTPUT gear, which outputs power when the gate is producing an ON output.&lt;br /&gt;
|-&lt;br /&gt;
| {{diagram|[#aaf]I}}&lt;br /&gt;
| A gear connected to an INPUT. In most gates you will have two Is, with each one connected to a different input.&lt;br /&gt;
|-&lt;br /&gt;
| {{diagram|-}} and {{diagram|¦}}&lt;br /&gt;
| Horizontal axles&lt;br /&gt;
|-&lt;br /&gt;
| {{diagram|[#0f0]P}}&lt;br /&gt;
| Power goes here&lt;br /&gt;
|-&lt;br /&gt;
| {{diagram|[#aaf]i}}&lt;br /&gt;
| Two more gears, each connected to the two different inputs.&lt;br /&gt;
|-&lt;br /&gt;
| {{diagram|[#f00]L}}&lt;br /&gt;
| a chain of gears or pumps which serve to add load to the system, generally shutting it off when connected.&lt;br /&gt;
|-&lt;br /&gt;
| {{diagram|*}}&lt;br /&gt;
| A gear which isn't linked to any inputs or outputs and just serves to connect the power or whatever.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Mechanical identity gate ===&lt;br /&gt;
 {{diagram|&lt;br /&gt;
 [#ff0]O[#aaf]I--[#0f0]P}}&lt;br /&gt;
 &lt;br /&gt;
* This takes an linked input signal and converts it to power without changing it.&lt;br /&gt;
* Connected to the input gear, such that they will only be connected to the system if the input gear is receiving an ON signal, are gears with windmills on top of them. Build only enough windmills to power the devices that the gate's OUTPUT gear are connected to (and the gears/axles).&lt;br /&gt;
* When the INPUT is ON, the INPUT gear will be active, and the network will provide power to the OUTPUT. When the INPUT is OFF, it will not provide power to the OUTPUT.&lt;br /&gt;
&lt;br /&gt;
===Mechanical NOT gate===&lt;br /&gt;
 {{diagram|&lt;br /&gt;
 [#ff0]O[#aaf]I[#f00]L&lt;br /&gt;
 ¦&lt;br /&gt;
 ¦&lt;br /&gt;
 [#0f0]P}}&lt;br /&gt;
 &lt;br /&gt;
* When the INPUT is ON, the INPUT gear will be active, and the network should need more power than is available. The devices connected to OUTPUT should shut down. When INPUT is OFF, the devices should have power since the INPUT gear will be disconnected.&lt;br /&gt;
&lt;br /&gt;
===Mechanical NAND gate===&lt;br /&gt;
 {{diagram|&lt;br /&gt;
 [#ff0]O[#aaf]I[#aaf]I[#f00]L&lt;br /&gt;
 ¦&lt;br /&gt;
 ¦&lt;br /&gt;
 [#0f0]P}}&lt;br /&gt;
 &lt;br /&gt;
* This works just like the NOT gate, except that there are two inputs and both have to be active to shut down the system instead of one. Make sure you have enough power to run the system when one of the input gears is active.&lt;br /&gt;
&lt;br /&gt;
===Mechanical AND gate===&lt;br /&gt;
 {{diagram|&lt;br /&gt;
 [#ff0]O[#aaf]I[#aaf]I[#0f0]P}}&lt;br /&gt;
 &lt;br /&gt;
* This works like the identity gate, except that there are two inputs and both have to be active for the system to get power.&lt;br /&gt;
&lt;br /&gt;
===Mechanical OR gate===&lt;br /&gt;
 {{diagram|&lt;br /&gt;
 [#ff0]O[#aaf]I&lt;br /&gt;
 [#aaf]I*[#0f0]P}}&lt;br /&gt;
&lt;br /&gt;
* This works like the identity gate, except that there are two inputs, and if either is active, the system receives power. Note that the entire power network is connected to both inputs, such that if either input is active the entire power network is powering the system.&lt;br /&gt;
&lt;br /&gt;
===Mechanical NOR gate===&lt;br /&gt;
 {{diagram|&lt;br /&gt;
 [#aaf]I*[#f00]L&lt;br /&gt;
 [#ff0]O[#aaf]I&lt;br /&gt;
 ¦&lt;br /&gt;
 ¦&lt;br /&gt;
 [#0f0]P}}&lt;br /&gt;
 &lt;br /&gt;
* This works like the NOT gate, except that there are two inputs, and if either is active, the gear train or pump stack signified by the 'L' will be connected to the system. You need to have enough load to push power requirements above the amount of power produced by the power supply, shutting the system down.&lt;br /&gt;
&lt;br /&gt;
===Mechanical XOR gate===&lt;br /&gt;
{{diagram|&lt;br /&gt;
[#ff0]O[#aaf]I&lt;br /&gt;
[#aaf]I*-[#0f0]P&lt;br /&gt;
[#000].[#aaf]i&lt;br /&gt;
[#000].[#aaf]i&lt;br /&gt;
[#000].[#f00]L}}&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
* Except for the 'i's and 'L', this gate is identical to the OR gate. The additional components add the 'exclusive' part of the 'XOR' to the gate.&lt;br /&gt;
*The 'i's are additional gears connected to each of your inputs, and the L is additional load (large enough to stop the system, of course).&lt;br /&gt;
&lt;br /&gt;
===Mechanical XNOR gate===&lt;br /&gt;
{{diagram|&lt;br /&gt;
[#000].[#000].[#aaf]I*[#f00]L&lt;br /&gt;
[#000].[#000].[#ff0]O[#aaf]I&lt;br /&gt;
[#000].[#000].¦&lt;br /&gt;
[#0f0]P[#aaf]-*&lt;br /&gt;
[#000].[#000].[#aaf]i&lt;br /&gt;
[#000].[#000].[#aaf]i&lt;br /&gt;
[#000].[#000].[#0f0]P}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! A&lt;br /&gt;
! B&lt;br /&gt;
! Drain&lt;br /&gt;
! Power&lt;br /&gt;
! Extra Power&lt;br /&gt;
! Result&lt;br /&gt;
|-&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| No&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| 1&lt;br /&gt;
|}		 &lt;br /&gt;
&lt;br /&gt;
* The XNOR gate is an equality gate: The output is ON when both inputs are equal, and OFF when they are not equal.&lt;br /&gt;
* This gate may be '''even more complicated''' to build than the XOR gate!&lt;br /&gt;
* First, your 'i's are again gears connected to your two inputs. The extra P below them is additional power source, ideally only one windmill.&lt;br /&gt;
* Here's where it gets complicated. The load has to be sufficient to shut down the system when additional power supply is disconnected. However, when BOTH inputs are on, there needs to be enough power from additional P to bring the system back online.&lt;br /&gt;
* Thus our gate does what it is supposed to: Produce enough power to have the OUTPUT gear be ON when both A and B are either 0 or 1, but not when they are not equal.&lt;br /&gt;
&lt;br /&gt;
{{Category|Computing}}&lt;/div&gt;</summary>
		<author><name>AnthonyQBachler</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Tantrum&amp;diff=177866</id>
		<title>v0.34:Tantrum</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Tantrum&amp;diff=177866"/>
		<updated>2012-09-23T17:43:21Z</updated>

		<summary type="html">&lt;p&gt;AnthonyQBachler: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|10:29, 8 May 2011 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
When a dwarf has been [[Thought|unhappy]] enough, he'll decide that enough is enough and he'll throw a tantrum.  Tantruming dwarves will cancel any job they may be doing at the moment and will start misbehaving, which includes throwing items around, starting fist fights (with the possibility of severely [[Wound|injuring]] other dwarves), toppling and destroying buildings or hurting [[pet]]s. This is of course [[Justice|illegal]], and they will be imprisoned or flogged for their behaviour. But even though they are punished, if their punishment is [[Hammerer|more harsh than usual]], their death (or the results of their misbehaviour) can cause another wave of tantrums, and your dwarves will begin a process known as a &amp;lt;s&amp;gt;downward spiral of dumbness&amp;lt;/s&amp;gt; tantrum spiral which will almost certainly result in [[fun]].&lt;br /&gt;
&lt;br /&gt;
Tantruming may be a warning that the certain dwarf may go [[insane]] unless something makes the dwarf happy.&lt;br /&gt;
&lt;br /&gt;
To make tantrums less likely, see the article on [[keeping your dwarves happy]].&lt;br /&gt;
&lt;br /&gt;
==Example==&lt;br /&gt;
&lt;br /&gt;
(This requires lots of friends, married couples, and the oh so common &amp;lt;s&amp;gt;bad luck&amp;lt;/s&amp;gt; fun.)&lt;br /&gt;
&lt;br /&gt;
* Dwarf A, a [[craftsdwarf]], gets the [[Strange mood|urge]] to build a mysterious construction, but unfortunately there are no bones or shells to be had.&lt;br /&gt;
* A goes [[Insanity|berserk]], kills dwarf B, and wounds dwarf C. A is then struck down by dwarf H, making a unhappy thought for A's friend dwarf E.&lt;br /&gt;
* B's loved one dwarf D, and friends E and F, get a strong unhappy thought.&lt;br /&gt;
* D, going to help C, throws a tantrum. He kills C in his rage, giving another unhappy thought to C's friend F.&lt;br /&gt;
* F, now horribly unhappy from the death of two of his friends, throws a tantrum destroying E and D's beds.&lt;br /&gt;
* E, now ''very unhappy'' from two of her friends dying as well as losing her bed, goes [[Insanity|melancholy]] and commits suicide by jumping down the well, giving an unhappy thought for D and J; and contaminating the only water source.&lt;br /&gt;
* D, despite the happy thought for fighting (and killing) C, is overwhelmed by unhappy thoughts and tantrums again.  This time he destroys a bridge, drowning F in the moat (as it has no ramps), and then attacks dwarf G.&lt;br /&gt;
* F's friends, I and J, both get an unhappy thought.&lt;br /&gt;
* E's body, inaccessable. rots, causing J to tantrum. He punches G, hospitalizing him.&lt;br /&gt;
* D once again punches someone, this time I - cutting his lip.&lt;br /&gt;
* Without fresh water, G dies a slow death of dehydration.&lt;br /&gt;
* I, even more angry due to being punched, punches D back.&lt;br /&gt;
* D, finally being overwhelmed, goes stark raving mad.&lt;br /&gt;
* I, angry about being D's punching bag, punches J, and J punches H.&lt;br /&gt;
* I, Unable to wash his lip with clean water combined with all of the rotting corpses, succumbs to infection.&lt;br /&gt;
* D dives into magma, creating a unhappy thought for D's friend, H.&lt;br /&gt;
* H, a skilled warrior, in the wake of death and [[Miasma]] finally goes berserk and finishes the fortress off.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- The results, (by date).&lt;br /&gt;
B - dead (by A)&lt;br /&gt;
A - dead (by H)&lt;br /&gt;
C - dead (by D)&lt;br /&gt;
E - dead (suicide)&lt;br /&gt;
F - dead (by D, via drowning, rots with body inaccessible)&lt;br /&gt;
G - dead (dehydration)&lt;br /&gt;
D - dead (Stark raving mad, falling into magma)&lt;br /&gt;
H - berserk (because of all the Miasma, and D)&lt;br /&gt;
I - dead (infection)&lt;br /&gt;
J - dead (by H)&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&amp;lt;!-- The results, (by letter).&lt;br /&gt;
A - dead (by H)&lt;br /&gt;
B - dead (by A)&lt;br /&gt;
C - dead (by D)&lt;br /&gt;
D - dead (Stark raving mad, falling into magma)&lt;br /&gt;
E - dead (suicide)&lt;br /&gt;
F - dead (drowning via D)&lt;br /&gt;
G - dead (dehydration)&lt;br /&gt;
H - berserk (because of all the Miasma, and D)&lt;br /&gt;
I - dead (infection)&lt;br /&gt;
J - dead (by H)&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
===Summary===&lt;br /&gt;
&lt;br /&gt;
Fortress at the start:  10 &amp;quot;normal&amp;quot; dwarves. &lt;br /&gt;
&lt;br /&gt;
Fortress after tantrum spiral:  9 dead dwarves, 1 berserk dwarf (likely soon to die from starvation/dehydration). Causing fortress-stopping [[Losing|Fun]].&lt;br /&gt;
&lt;br /&gt;
As a result of not having the right bones or any shells, your fortress falls. The main thing that started this mess was Dwarf B's death. And bad luck. Isn't losing [[Losing|Fun]]?&lt;br /&gt;
&lt;br /&gt;
==Damage Control==&lt;br /&gt;
It is possible to survive a tantrum spiral, but it's going to take some serious damage control.&lt;br /&gt;
*Prioritze making [[alcohol]], [[coffin]]s, and [[food]] over everything else. Stop any unnecessary work.&lt;br /&gt;
*Bury all that die, burial lessens the unhappiness of death, and prevents miasma and [[ghost]]s.&lt;br /&gt;
*Handle the most unhappy dwarves with special care. Giving them additional rooms and furniture could slow down their happiness decrease. Relieve them from work and let them meet their friends, pets and relatives if they have any. Expedition leader/Mayor/Baron etc. could sometimes give them consolations, or be yelled at, so make him available for meetings. If situation around a certain dwarf seems unresolvable, try to isolate him while you can, preferably with walls.&lt;br /&gt;
*Move military inside to kill anyone that berserks. You'll die if an ambush hits you during the spiral anyway.&lt;br /&gt;
*Create Jails by placing rope or chains in small rooms. Under Build (b) Restraint (v), then select the restraint using (q) and select Use for Justice (j), much like you would when placing a bed and making a bedroom. This will place people misbehaving or throwing tantrums in jail. Then if they do go berserk, they will be restrained away from everyone else till they calm down. When a fortress starts Tantrum spiraling make as many Jails as needed. &lt;br /&gt;
*Also, if, by a stroke of luck, some already-happy migrants come, then they will add to population and you will now have dwarfs who will do work without being interrupted by the need to destroy everything.&lt;br /&gt;
&lt;br /&gt;
== Prevention ==&lt;br /&gt;
[[Keeping your dwarves happy]] is an important task. While it's easy enough to keep everyone happy under normal circumstances, trying times, like the aftermath of bloody goblin [[ambush]]es, will push any fortress dangerously close to a spiral.&lt;br /&gt;
&lt;br /&gt;
Having a high overall happiness helps, but the best on-the-spot prevention is [[solitary confinement]]. Lavish room and board arrangements into which the dwarves can be locked will prevent their aggravation from spreading, as their upturning of chairs will not affect any of the other fortress occupants, as well as working wonders for even the most hardened of prima domas.&lt;br /&gt;
&lt;br /&gt;
{{Category|Dwarves}}&lt;br /&gt;
{{Category|Thoughts}}&lt;br /&gt;
{{Category|Justice}}&lt;/div&gt;</summary>
		<author><name>AnthonyQBachler</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Catsplosion&amp;diff=177865</id>
		<title>v0.34:Catsplosion</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Catsplosion&amp;diff=177865"/>
		<updated>2012-09-23T17:38:09Z</updated>

		<summary type="html">&lt;p&gt;AnthonyQBachler: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Exceptional}}&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
&lt;br /&gt;
[[File:catsplosion before.png|left|thumb|Before.]]&lt;br /&gt;
[[File:catsplosion after.png|right|thumb|After.]]&lt;br /&gt;
The '''catsplosion''' is a mighty force of nature and a serious concern at the Mountainhome.  Much like the captain of a popular starship and his ''Trouble with Tribbles'', dwarves fall prey to the fecund habits of the furry, lovable creatures known as &amp;lt;s&amp;gt;furiously fornicating fantastically fecund felines&amp;lt;/s&amp;gt; [[cat]]s.&lt;br /&gt;
&lt;br /&gt;
== Conventional catsplosion ==&lt;br /&gt;
&lt;br /&gt;
A '''conventional catsplosion''' is an uncontrolled overpopulation of cats.&lt;br /&gt;
&lt;br /&gt;
Conventional catsplosions are an insidious poison which operate by using a lethal psychological attack known as &amp;quot;Cuddly Wuddly Syndrome&amp;quot;.  Dwarves, ordinarily content to manage an overpopulation of cats by employing [[butcher]]s, [[tanner]]s, [[soaper]]s, [[leatherworker]]s, and [[cook]]s, may suddenly find themselves appropriated by a cat who employs mind control waves in order to take the dwarf hostage.  The dwarf, now considering the cat its pet (when in fact the opposite is true), is no longer able to butcher the cat and will absolutely not tolerate anyone butchering his &amp;quot;bewuv'ed cuddlebug&amp;quot;.  Through this psychological technique, an insurgent is thereby successfully implanted into the fortress.&lt;br /&gt;
&lt;br /&gt;
Over time, the number of insurgents grows so large that the dwarves must respond with open violence to protect their homes and (other) loved ones.  [[Magma]], [[water]], and [[bridge]]s are considered particularly effective countermeasures.  Sadly, this results in significant unhappy thoughts and even open [[tantrum]]s due to dwarves losing their &amp;quot;pets&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Dealing with conventional catsplosions ===&lt;br /&gt;
==== Part 1: Keeping &amp;quot;Cuddly Wuddly Syndrome&amp;quot; (CWS) under control ====&lt;br /&gt;
One word: [[cage]].&lt;br /&gt;
&lt;br /&gt;
Do not leave stray cats wandering around or they will surely appropriate one of your citizens as a pet.  Before your cat population gets out of control, quickly build a [[cage]] and assign all stray cats to it.  If you do want some cat breeding in the long run, just leave a breeding pair outside and they will sooner or later become &amp;quot;pets&amp;quot;.  From then on, the moment you get&lt;br /&gt;
an announcement that says &amp;quot;(SomePetName), Cat (Tame) has given birth to kitten(s)&amp;quot;, quickly assign all new kittens to the cage.  If they stay in the cage, they cannot mind control your dwarves.  If you manage to assign the cats quick enough and even if they manage to adopt someone prior to be put in the cage, they still will be put in it.&lt;br /&gt;
&lt;br /&gt;
==== Part 2: Getting rid of the unwanted cats ====&lt;br /&gt;
[[File:Catmeat.png|left|thumb|Desperate times call for desperate measures.]]&lt;br /&gt;
&lt;br /&gt;
The options are as follows:&lt;br /&gt;
* [[Butcher|Butchering]]. This still has a certain risk that the cat will infect a worker dwarf with CWS (although he may still butcher ''other'' cats) on the way to the [[Butcher's shop]], so care must be taken to ensure that the distance is short.  It is highly recommended  that the cage intended for stray cat containment is built right next to a couple of [[Butcher's shop|butcher's shops]]. You can quickly assign any newborn kittens to be slaughtered through the animals section of the ({{k|z}})status menu.&lt;br /&gt;
* [[Trading]].  This is the only 100% safe way to get rid of stray cats in a cage.  When a trader approaches your fortress, de-construct the cat cage to move it to the animal stockpile.  Then set the cat cage for trading at the depot to move it there.  Once at the depot, convert the cats into cash, or even just offer it outright to get rid of it.  WARNING: there are confirmed bugs with trading creatures in cages.  See the [[cage]] article for further details.&lt;br /&gt;
* [[Trap#Other_traps|Execution Traps]].  A deep drop into magma, water, or a very hard floor will usually do the job.&amp;lt;br /&amp;gt;Since the introduction of [[Activity_zone#Pen/Pasture|pen/pasture zones]] a cat owner will happily place their cat in the pen/pasture, pull the adjacent lever and walk away while the soft splat of a kitten's cruel end is lost in a sound of thunder.&lt;br /&gt;
* As cats appear to be attracted to vermin inside a food stockpile, putting a pet impassable door in the entrance of the food stockpile and constructing a upright spike on either side of this door and then connecting a lever to these spikes can kill the already &amp;quot;pet&amp;quot; cats in a relatively safe manner. NOTE: Be sure to check the door for dwarves before pulling the lever or they might be harmed. A really fun way to kill cats is to put a [[Activity_zone#Pit/Pond|pit]] over a volcano or other deadly fall and simply assign a kitten to the pit. A group of unsuspecting dwarves will drag your cuddly pets and drop them straight into the mouth of the volcano, or even your very own moat! With magma, you get to see a large flare of smoke to assure the destruction of your cuddly friends. *sadistic laughs*&lt;br /&gt;
* [[Modding]].  Removing the [[creature token]] [ADOPTS_OWNER] will, yes, stop cats from adopting owners.  If you're feeling vindictive, however, you can instead remove one or more of the cats vital organs, causing them all to cease being alive. Note that this solution will most likely be the start of a [[Tantrum|tantrum spiral]].&lt;br /&gt;
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==== Part 3: Sexism ====&lt;br /&gt;
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This solution requires micromanagement every 10 years, but solves it for all time!&lt;br /&gt;
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* Cage all cats. Sort the female cats in a walled in room with no access. Release enough male cats to cover pet and vermin-eating needs of dwarves for 10 years or so. Let every dwarf have one without the possibility of breeding!&lt;br /&gt;
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Once every 10 years or so, breed another batch after insuring all your dwarves have a pet already (if out of male cats, distribute some dogs or something). Cage kittens as they come out.&lt;br /&gt;
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This is better done as an all-male than an all-female population in case a single wrong-gender cat straying from the plan - only one cat pregnant then in generation 1 instead of potentially most of them.&lt;br /&gt;
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This means you keep all aspects of cats, except the breeding is confined to once per 10 years!&lt;br /&gt;
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You could theorically put all pets in walled-in rooms. No pet deaths, no tantrums, no miasma!&lt;br /&gt;
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P.S.: if you manage to put all the female cats in a walled in room, remember that kittens will appear only there - a good spot for a butcher shop and some kind of item drop chutes for ready food and junk disposal. Cats keeps your butcher shop free of vermin, too!&lt;br /&gt;
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P.P.S.: Every time you use a cage on a cat the blood god is deprived from killing seven generations of kitten; so for the love of God, remember to sacrifice him some goblins in extra creative ways to compensate! Such as having a pit with all the female cats in the bottom attacking them...&lt;br /&gt;
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== Thermonuclear catsplosion ==&lt;br /&gt;
Thanks to the [[Main:Scamps|Scamps]] Conventions of 0.28.181.40d and 0.31.03, the number of Thermonuclear Catsplosions has been drastically reduced, for the ignition keys are now by law hidden in a very [[Fun]] place after worldgen.  They are, therefore, unavailable to prospective &amp;lt;s&amp;gt;modders&amp;lt;/s&amp;gt; elf-fondling terrorists to use after then without causing drastic, system-wide instability to their computer networks.&lt;br /&gt;
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As a warning, here's [http://www.mkv25.net/dfma/movie-518-nuclearcatsplosion the only video footage ever recovered from the horrible aftermath of a thermonuclear catsplosion.]&lt;br /&gt;
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== Birdsplosion ==&lt;br /&gt;
Many domestic animals, such as chickens, ducks and geese, use the [[Nest box]] to lay eggs. The huge number of eggs they lay means that, if fertilized by a male, they tend to create their own Birdsplosion, in which millions of fuzzy ducklings take over your fort. Although this is not as a concern as the catsplosion, due to not being adopted as pets, there are still FPS concerns. The best known method to prevent a birdsplosion is to run a campaign on the benefits of eggs for your Dwarves. Also? Battery farms. One cage is enough. Don't tell &amp;lt;s&amp;gt;P&amp;lt;/s&amp;gt;EETA.&lt;/div&gt;</summary>
		<author><name>AnthonyQBachler</name></author>
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