<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Jellosnark</id>
	<title>Dwarf Fortress Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Jellosnark"/>
	<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php/Special:Contributions/Jellosnark"/>
	<updated>2026-09-17T21:22:06Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.35.11</generator>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Finished_goods&amp;diff=134093</id>
		<title>v0.31:Finished goods</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Finished_goods&amp;diff=134093"/>
		<updated>2010-12-27T18:49:45Z</updated>

		<summary type="html">&lt;p&gt;Jellosnark: /* Goblets */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|08:00, 22 May 2010 (UTC)}}{{av}}&lt;br /&gt;
'''Finished goods''' are items that go to a finished goods {{L|stockpile}} when made. Many of these items are frequently referred to as trade goods as they are lightweight and only useful for {{L|trading}} until after the {{L|dwarven economy}} begins, when they will become wanted trinkets among some {{L|dwarves}}.  They include '''crafts''', '''goblets''', '''instruments''', '''toys''', '''large gems''', and '''totems''', some of which have several sub-types.  &lt;br /&gt;
&lt;br /&gt;
There is no way to issue a job order for a specific subtype of a good with multiple subtypes.  If you have a mandate to make piccolos, the best you can do is to order instruments and hope for the best.&lt;br /&gt;
&lt;br /&gt;
Some types of trade goods can be produced in multiples.  It is possible to get up to three crafts from a single resource.  The chance of multiples is increased with more {{L|experience}} in the craftsdwarf skill.  Mugs will ''always'' be made in threes, so they are more productive in terms of value than other trade goods (unless an import agreement offers a high price for another type of trade good).&lt;br /&gt;
&lt;br /&gt;
==Types of trade goods==&lt;br /&gt;
&lt;br /&gt;
===Crafts===&lt;br /&gt;
Crafts include '''figurines''', {{L|jewelry|'''rings''', '''earrings''', '''amulets''', '''bracelets''', '''crowns'''}}, and '''scepters'''.  They are the only type of trade good that appears on its own page in the Trade Depot menu.&lt;br /&gt;
&lt;br /&gt;
===Goblets===&lt;br /&gt;
Goblets have no subtypes, but have different names depending on the material from which they are made: rock goblets are called '''mugs''', and wooden goblets are called '''cups'''. Dwarfs would rather die than be forced to use a mug.&lt;br /&gt;
&lt;br /&gt;
===Instruments===&lt;br /&gt;
Instruments include '''drums''', '''flutes''', '''harps''', '''trumpets''', and '''piccolos'''.&lt;br /&gt;
&lt;br /&gt;
===Toys===&lt;br /&gt;
Toys include '''mini-forges''', '''toy hammers''', '''toy axes''', '''toy boats''', and '''puzzleboxes'''.&lt;br /&gt;
&lt;br /&gt;
===Totems===&lt;br /&gt;
Totems are made from skulls by a {{L|bone carver}} at a {{L|craftsdwarf's workshop}}. Totems cannot be built as permanent structures, but careful management of custom {{L|stockpile}}s will allow the player to place totems at artistically pleasing locations around the fortress.&lt;br /&gt;
&lt;br /&gt;
Although totems have the same base {{L|value}} as all other crafts, totems made from the skulls of more valuable animals like {{L|unicorn}}s will fetch a hefty price.&lt;br /&gt;
&lt;br /&gt;
===Large gems===&lt;br /&gt;
Large gems have no subtypes.  It is not possible to issue a job order for large gems; instead, cutting any {{L|gem}} or raw {{L|glass}} has a chance to produce a large gem instead of ordinary cut gems.  Gems and glass also have a chance to be cut into crafts this way. In fact, glass crafts cannot be made directly at a {{L|glass furnace}}, and must be acquired through the processing of raw glass by a gem cutter.&lt;br /&gt;
&lt;br /&gt;
==Materials==&lt;br /&gt;
Most materials can be used to make trade goods.  On occasion, a {{L|dwarf}} in a {{L|strange mood}} will make a trade good out of a material not normally suited for it (e. g., a cloth instrument).&lt;br /&gt;
&lt;br /&gt;
{| border = 1 cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; &lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|'''Material'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|'''Labor'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|'''Workshop'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|'''Crafts'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|'''Goblets'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|'''Instruments'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|'''Toys'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|'''Large Gems'''&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Stone}}||{{L|Stone_crafter|Stonecrafting}}||{{L|Craftsdwarf's workshop}}||Y||Y||Y||Y||N&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Wood}}||{{L|Woodcrafting}}||{{L|Craftsdwarf's workshop}}||Y||Y||Y||Y||N&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Leather}}||{{L|Leatherworking}}||{{L|Craftsdwarf's workshop}}||Y||N||N||N||N&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Cloth}}||{{L|Clothier|Clothesmaking}}||{{L|Craftsdwarf's workshop}}||Y||N||N||N||N&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Bone}}&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;||{{L|Bone carving}}||{{L|Craftsdwarf's workshop}}||Y||N||N||N||N&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Shell}}||{{L|Bone carving}}||{{L|Craftsdwarf's workshop}}||Y||N||N||N||N&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Metal}}||{{L|Metalcrafting}}||{{L|Metalsmith's forge}} or {{L|Magma forge}}||Y||Y||Y||Y||N&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Glass}}||{{L|Glassmaking}}||{{L|Glass furnace}} or {{L|Magma glass furnace}}||Y&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;||Y||Y||Y||Y&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Gems}}||{{L|Gem cutting}}||{{L|Jeweler's workshop}}||Y&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;||N||N||N||Y&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Skull totems, like bone crafts, are also made by a bone carver at a craftsdwarf's workshop.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; See {{L|Trade good#Large gems|Large gems}} above.  Large glass gems are cut at a jeweler's workshop, not a glass furnace.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Category:Items}}&lt;/div&gt;</summary>
		<author><name>Jellosnark</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Finished_goods&amp;diff=134092</id>
		<title>v0.31:Finished goods</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Finished_goods&amp;diff=134092"/>
		<updated>2010-12-27T18:49:31Z</updated>

		<summary type="html">&lt;p&gt;Jellosnark: /* Goblets */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|08:00, 22 May 2010 (UTC)}}{{av}}&lt;br /&gt;
'''Finished goods''' are items that go to a finished goods {{L|stockpile}} when made. Many of these items are frequently referred to as trade goods as they are lightweight and only useful for {{L|trading}} until after the {{L|dwarven economy}} begins, when they will become wanted trinkets among some {{L|dwarves}}.  They include '''crafts''', '''goblets''', '''instruments''', '''toys''', '''large gems''', and '''totems''', some of which have several sub-types.  &lt;br /&gt;
&lt;br /&gt;
There is no way to issue a job order for a specific subtype of a good with multiple subtypes.  If you have a mandate to make piccolos, the best you can do is to order instruments and hope for the best.&lt;br /&gt;
&lt;br /&gt;
Some types of trade goods can be produced in multiples.  It is possible to get up to three crafts from a single resource.  The chance of multiples is increased with more {{L|experience}} in the craftsdwarf skill.  Mugs will ''always'' be made in threes, so they are more productive in terms of value than other trade goods (unless an import agreement offers a high price for another type of trade good).&lt;br /&gt;
&lt;br /&gt;
==Types of trade goods==&lt;br /&gt;
&lt;br /&gt;
===Crafts===&lt;br /&gt;
Crafts include '''figurines''', {{L|jewelry|'''rings''', '''earrings''', '''amulets''', '''bracelets''', '''crowns'''}}, and '''scepters'''.  They are the only type of trade good that appears on its own page in the Trade Depot menu.&lt;br /&gt;
&lt;br /&gt;
===Goblets===&lt;br /&gt;
Goblets have no subtypes, but have different names depending on the material from which they are made: rock goblets are called '''mugs''', and wooden goblets are called '''cups''' Dwarfs would rather die than be forced to use a mug.&lt;br /&gt;
&lt;br /&gt;
===Instruments===&lt;br /&gt;
Instruments include '''drums''', '''flutes''', '''harps''', '''trumpets''', and '''piccolos'''.&lt;br /&gt;
&lt;br /&gt;
===Toys===&lt;br /&gt;
Toys include '''mini-forges''', '''toy hammers''', '''toy axes''', '''toy boats''', and '''puzzleboxes'''.&lt;br /&gt;
&lt;br /&gt;
===Totems===&lt;br /&gt;
Totems are made from skulls by a {{L|bone carver}} at a {{L|craftsdwarf's workshop}}. Totems cannot be built as permanent structures, but careful management of custom {{L|stockpile}}s will allow the player to place totems at artistically pleasing locations around the fortress.&lt;br /&gt;
&lt;br /&gt;
Although totems have the same base {{L|value}} as all other crafts, totems made from the skulls of more valuable animals like {{L|unicorn}}s will fetch a hefty price.&lt;br /&gt;
&lt;br /&gt;
===Large gems===&lt;br /&gt;
Large gems have no subtypes.  It is not possible to issue a job order for large gems; instead, cutting any {{L|gem}} or raw {{L|glass}} has a chance to produce a large gem instead of ordinary cut gems.  Gems and glass also have a chance to be cut into crafts this way. In fact, glass crafts cannot be made directly at a {{L|glass furnace}}, and must be acquired through the processing of raw glass by a gem cutter.&lt;br /&gt;
&lt;br /&gt;
==Materials==&lt;br /&gt;
Most materials can be used to make trade goods.  On occasion, a {{L|dwarf}} in a {{L|strange mood}} will make a trade good out of a material not normally suited for it (e. g., a cloth instrument).&lt;br /&gt;
&lt;br /&gt;
{| border = 1 cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; &lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|'''Material'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|'''Labor'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|'''Workshop'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|'''Crafts'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|'''Goblets'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|'''Instruments'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|'''Toys'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|'''Large Gems'''&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Stone}}||{{L|Stone_crafter|Stonecrafting}}||{{L|Craftsdwarf's workshop}}||Y||Y||Y||Y||N&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Wood}}||{{L|Woodcrafting}}||{{L|Craftsdwarf's workshop}}||Y||Y||Y||Y||N&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Leather}}||{{L|Leatherworking}}||{{L|Craftsdwarf's workshop}}||Y||N||N||N||N&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Cloth}}||{{L|Clothier|Clothesmaking}}||{{L|Craftsdwarf's workshop}}||Y||N||N||N||N&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Bone}}&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;||{{L|Bone carving}}||{{L|Craftsdwarf's workshop}}||Y||N||N||N||N&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Shell}}||{{L|Bone carving}}||{{L|Craftsdwarf's workshop}}||Y||N||N||N||N&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Metal}}||{{L|Metalcrafting}}||{{L|Metalsmith's forge}} or {{L|Magma forge}}||Y||Y||Y||Y||N&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Glass}}||{{L|Glassmaking}}||{{L|Glass furnace}} or {{L|Magma glass furnace}}||Y&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;||Y||Y||Y||Y&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Gems}}||{{L|Gem cutting}}||{{L|Jeweler's workshop}}||Y&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;||N||N||N||Y&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Skull totems, like bone crafts, are also made by a bone carver at a craftsdwarf's workshop.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; See {{L|Trade good#Large gems|Large gems}} above.  Large glass gems are cut at a jeweler's workshop, not a glass furnace.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Category:Items}}&lt;/div&gt;</summary>
		<author><name>Jellosnark</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Unfortunate_accident&amp;diff=132289</id>
		<title>v0.31:Unfortunate accident</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Unfortunate_accident&amp;diff=132289"/>
		<updated>2010-11-23T22:23:34Z</updated>

		<summary type="html">&lt;p&gt;Jellosnark: /* Speartiful */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Exceptional|08:26, 18 July 2010 (UTC)}}&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
{{l|Noble}}s are fragile, delicate, put-upon beings, burdened with responsibilities which are far more taxing than any lowly commoner could ever hope to wrap their {{l|Alcohol|booze}}-soaked brains around. However, your dear friends at Happy Fun Surprises Incorporated (or  HFS Inc., for those of you who insist on abbreviation) have prepared a wide variety of {{l|Fun}} activities to help your administrators unwind.&lt;br /&gt;
&lt;br /&gt;
==Lever Of Mystery==&lt;br /&gt;
What activity could be more fit for nobility than the investigation of mysterious levers? Will it collapse the roof? Will it flood the world with magma? Will it simply lure the duchess into an enclosed space so the unwashed masses can barricade her in and flood it? Any noble -- no matter where they happen to be -- will surely come running to the lever's location to savor the thrill of the unknown!&lt;br /&gt;
&lt;br /&gt;
Be sure to use the Workshop Profile screen to restrict the lever to the noble in need of some down time. After all, it just wouldn't do to have some filthy commoner pull it instead.&lt;br /&gt;
&lt;br /&gt;
==Underground Safari==&lt;br /&gt;
The {{l|Forgotten beast|fantastic beasts}} lurking in the darkness of the underground {{l|caverns}} would surely captivate any noble with an appreciation for nature. Why not send them out into the darkness so they can experience these {{l|Giant cave spider|wonders}} for themselves? While your noble is out and about, make sure to keep an eye on the entryway in case any unruly commoners should attempt to wall it off. After all, what would happen if your baron got hungry, or was attacked by {{l|giant cave swallow}}s, or had his face melted by a {{l|forgotten beast}}'s venom, and there was no way for him to return to the safety of the fortress? The horror!&lt;br /&gt;
&lt;br /&gt;
==Throne Room Over Troubled Magma==&lt;br /&gt;
Aside from being the home of many strange and wonderful beasts, the deepest places of the earth also give access to vast {{l|Magma sea|seas of magma}}.  Imagine the powerful and intimidating effect of a {{l|Office|throne room}} suspended over the sizzling surface of the abyssal plains!  Such a throne room would befit only the greatest of nobles, of course.  Common dwarves would have no place in such a suite.  Therefore, be sure to build a retractable {{l|bridge}} from the shore to the throne room, with the associated {{l|lever}} placed ''inside'' the room.&lt;br /&gt;
&lt;br /&gt;
==The Situation Room==&lt;br /&gt;
Your ever-loyal cadre of nobles have to make hard decisions every day that affect the economic and social future of your fortress.  Debating psychosocial theory in front of the less-gifted working class may frighten and demoralize them.  For this reason, place your {{l|Nobles|Magenta Magnates}} inside a room with plenty of seating.  Once all of your people are inside, lock the door behind them while they hash out a plan.  To assist in the discussion, you may wish to place a bin of {{l|Weapons|debating tools}} in the room with them.  Nobles under pressure think quickly, particularly on an empty stomach.&lt;br /&gt;
&lt;br /&gt;
==Speartiful==&lt;br /&gt;
Your wonderful nobles love the beautiful weapons that come out of your forges, why else would they ask for weapon racks? Maybe you should make them happy and give them some weapons, simply lay a bunch of upright spears or {{L|Trap_component#Menacing_spike|other beautiful things}} on the floor of their room and they'll come begging for more. Now, you may want to link those spears to a lever and pull it so they can actually walk around their room, remember to leave it on repeat so they'll be able to see the wonders that your {{L|Weaponsmith|weaponsmiths}} made every passing second. Just make sure they '''are'''n't in the room while the spears are in motion, or your nobles may become dwarven Swiss cheese and die before their their screams can even be heard. And, if possible, whatever you do, '''do'''n't use Adamantine spears!&lt;br /&gt;
&lt;br /&gt;
==Exotic Housing==&lt;br /&gt;
What more could your nobles want than some truly imaginary housing to call their own? Maybe you can build them a huuuuge tower, balancing on a single support as a miracle of dwarven engineering? Or perhaps a house made of glass, which is then flooded over? No door required, that'd just ruin the view. Maybe even a palace down a great hole, where you could throw new {{L|Goblin|friends}} that have come to visit your fortress?&lt;/div&gt;</summary>
		<author><name>Jellosnark</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Cage&amp;diff=132288</id>
		<title>v0.31:Cage</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Cage&amp;diff=132288"/>
		<updated>2010-11-23T22:09:19Z</updated>

		<summary type="html">&lt;p&gt;Jellosnark: /* Remotely Opening Cages */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|22:24, 10 November 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{furniture|name=Cage&lt;br /&gt;
|tile=‼|col=0:6:0&lt;br /&gt;
|wood=y&lt;br /&gt;
|metal=y&lt;br /&gt;
|glass=y&lt;br /&gt;
|rooms=&lt;br /&gt;
* {{L|Jail}} (if metal)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Cages''' are used in {{L|cage trap}}s, {{L|jail}}s, and zoos, {{L|pit}}s and aquariums.&lt;br /&gt;
&lt;br /&gt;
A glass cage is called a terrarium or, if filled with water for holding {{L|Captured live fish|captured}} live {{L|fish}}, an aquarium.&lt;br /&gt;
&lt;br /&gt;
Cages are stored on the Animal Stockpile.&lt;br /&gt;
&lt;br /&gt;
==Building and using a cage==&lt;br /&gt;
Cages can be constructed from {{L|wood}} at a {{L|carpenter's workshop}}, from {{L|metal}} at a {{L|metalsmith's forge}}, and from {{L|glass}} at a {{L|glass furnace}}.&lt;br /&gt;
&lt;br /&gt;
You can then either build them to a tile via {{k|b}} - {{k|j}} (this is needed for linking a lever to them, or assigning a pet to it) or simply keep them stockpiled so they can be used to load cage {{L|trap}}s.&lt;br /&gt;
&lt;br /&gt;
When building a cage, you can use a cage that already has something inside. To precisely choose which cage to use, you can expand the list of the cages of a certain type via {{k|x}}.&lt;br /&gt;
&lt;br /&gt;
===Creature containment===&lt;br /&gt;
&lt;br /&gt;
To assign creatures to a cage, press {{k|q}} and move the cursor over the cage. Use {{k|+}} and {{k|-}} to scroll up and down the list of {{L|creatures}}, and {{k|Enter}} to assign them to the cage.&lt;br /&gt;
&lt;br /&gt;
Multiple creatures can be assigned to the same cage with no penalty. It is completely possible to fit hundreds of {{L|dog|puppies}} in a cage with dozens of {{L|blind cave ogre}}s with no ill effects, leading some players to conclude that cages include some sort of hidden &amp;quot;cage space&amp;quot; that allows infinitely tight packing of creatures.&lt;br /&gt;
&lt;br /&gt;
There is no particular labor for releasing creatures in cages.  Use {{k|q}} to examine the cage, {{k|a}} to assign, and then use {{k|enter}} to toggle the animal(s) currently inside (animals assigned to the cage will have a green &amp;quot; + &amp;quot; next to them). Any available dwarf will perform the job, so beware of pitting untamed or hostile creatures with a weak dwarf. For more information, see {{L|captured creatures}}.&lt;br /&gt;
&lt;br /&gt;
Cages are the infinite stone stockpiles of the animal world, you can hold a {{L|dragon}}, a thousand cats plus more.&lt;br /&gt;
&lt;br /&gt;
You can get details about the creatures which are in a built cage by pressing {{k|t}} and then {{k|enter}}. There, you can scroll the list of creatures and get details, for example, you can tell whether a Donkey is male or female, which is interesting if your intention is to keep milkable animals near a farmer's workshop.&lt;br /&gt;
&lt;br /&gt;
===Prisons===&lt;br /&gt;
&lt;br /&gt;
To set a cage as a {{L|jail}}, {{k|q}}uery the cage, designate it as a {{k|r}}oom, and then set it to be used for {{k|j}}ustice. Only {{L|metal}} cages may be used in this way, despite {{L|wood}}en cages being strong enough to hold {{L|dragon}}s.&lt;br /&gt;
&lt;br /&gt;
Dwarves in cages must be fed by other dwarves.&lt;br /&gt;
&lt;br /&gt;
===Remotely Opening Cages===&lt;br /&gt;
&lt;br /&gt;
A built cage can be linked to a {{L|lever}} to remotely open it.  When the cage opens, the occupant(s) inside are released, the cage and {{L|mechanism}} deconstruct and can be returned to their respective stockpiles. Note that you have to use a &amp;quot;built&amp;quot; cage as described above, it won't work with cages on your stockpile.&lt;br /&gt;
&lt;br /&gt;
===Alternate way of Opening Cages===&lt;br /&gt;
&lt;br /&gt;
When traders are around, you can select &amp;quot;move good to trading depot&amp;quot; and select the cage of choice.&lt;br /&gt;
When a hauler takes the cage, the creature inside will be released. be sure to disarm the creature beforehand...&lt;br /&gt;
&lt;br /&gt;
===Cages and Fluids===&lt;br /&gt;
&lt;br /&gt;
A cage will protect a creature inside it from {{L|swimmer|drowning}}, so if you want to drown a creature in a cage, you must open it remotely, as explained in the above section (as a corollary, if your fortress is drowning in water, you can cage your dwarves and rescue them later). However, built cages will not protect caged creatures from {{L|magma}}, making this a somewhat faster option, as it doesn't require linking each cage to a lever. Cages which are not {{L|magma-safe}} will be degraded and/or destroyed by this process, and cages which are made of flammable materials (such as wood) may be set on {{L|fire}}. Any items the creature had equipped will teleport to wherever the creature was caged, typically a tile with a {{L|cage trap}} on it. These items may or may not be on fire; no case of teleporting !!large cave spider silk sock!!s have yet been observed, but this doesn't prove it can't happen. Exercise caution.&lt;br /&gt;
&lt;br /&gt;
===Buying Cages ===&lt;br /&gt;
Traders may bring cages for sale. If these cages contain a {{L|tame}}d {{L|creature}}, the item will be listed as (creature) cage, and will not describe the material the cage is made out of. However, the cage may contain a tamed {{L|vermin}}, in which case it will be listed in the trading dialogue as by the material the cage is made out of. In such cases, the expanded cage description will list the contents of the cage.&lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
&lt;br /&gt;
Creatures in cages that come from dead merchants cannot be freed. They can only be transferred between cages.&lt;/div&gt;</summary>
		<author><name>Jellosnark</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki:Request_for_Adminship/Mason11987&amp;diff=69668</id>
		<title>Dwarf Fortress Wiki:Request for Adminship/Mason11987</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki:Request_for_Adminship/Mason11987&amp;diff=69668"/>
		<updated>2010-03-09T18:26:52Z</updated>

		<summary type="html">&lt;p&gt;Jellosnark: /* Oppose */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Administrator Candidacy Questionnaire==&lt;br /&gt;
===Why would I be a good Administrator?===&lt;br /&gt;
&lt;br /&gt;
I understand the wiki system, setting up and manageing templates/categories.  I understand the system messages (which sysops have default access to modifying).  I ran the sporewiki for a year+ prior to it's launch [http://spore.wikia.com/wiki/SporeWiki] and am still a bureaucrat there even though I haven't edited in a while.  I'm also an admin at sagan4wiki, which is a conceptual offshoot inspired by the spore game [http://wiki.mydigiview.com/index.php?title=Main_Page], I didn't create any of the content but the background organization/templates/messages are almost completely my work and the community decided to name the planet's moon after me because of how much I helped :D.  I'm also still a sysop at cybernations wiki [http://cybernations.wikia.com/wiki/Main_Page] and did a lot of organization there, though I'm inactive in that game/wiki as well now.&lt;br /&gt;
&lt;br /&gt;
Basically, there are a lot of things that can be done to improve a wiki that take a lot of testing and deleting of testing pages, moving over redirects, and modifications to system messages.  The people who have admin powers now are awesome &amp;quot;leaders&amp;quot; but without a lot of time describing things that can be done, those sort of changes can't be easily completed.&lt;br /&gt;
&lt;br /&gt;
There are three philosophies for &amp;quot;admins&amp;quot;, or sysops which have developed over time on wikipedia.&lt;br /&gt;
&lt;br /&gt;
#People who should get the position are people who deserve to be rewarded for maintenance stuff or content creation stuff&lt;br /&gt;
#People who should get the position are people who are good leaders, and should be &amp;quot;in charge&amp;quot;&lt;br /&gt;
#People who should get the position are people who could do good without the tools, but who could do more good with them.&lt;br /&gt;
&lt;br /&gt;
I think #1 is unnecessary, assigning sysop as a reward system is not the right thing to do, because it shouldn't be about a &amp;quot;title&amp;quot;.  This leads nicely into #2, sysops shouldn't be in charge, they should be as accountable as anyone else, and if people think they are doing badly they should remove their power or have it removed.  If we need &amp;quot;leaders&amp;quot; they should be bueracrats, and should recognize that the only types of people who get sysop would be #3.  #3 is where I think I fall, and I think it makes the most sense.  The community at large would be best helped by people contributing exactly as much as they are capable to contribute.  I feel that if people can contribute to the wiki more if they could do a couple more things, then they should have it.  The key point is that ''most people who are content-creators or typograpical-editors do not need these powers''.  This shouldn't make them feel less important, because they aren't.  But people shouldn't feel like they are more important just because they have the powers either.&lt;br /&gt;
&lt;br /&gt;
====Supporting Evidence====&lt;br /&gt;
*[http://df.magmawiki.com/index.php/Special:Contributions/Mason11987 Contributions].  But here are some additional logs of work I've done at other wikis just to make it clear that I am not a person who comes to wikis to screw with them. [http://spore.wikia.com/index.php?title=Special%3ALog&amp;amp;type=delete&amp;amp;user=Mason11987&amp;amp;page=&amp;amp;year=&amp;amp;month=-1&amp;amp;hide_patrol_log=1], [http://cybernations.wikia.com/index.php?title=Special:Log&amp;amp;user=Mason11987] [http://wiki.mydigiview.com/index.php?title=Special:Contributions&amp;amp;limit=500&amp;amp;target=Mason11987]&lt;br /&gt;
*[[DF2010]]&lt;br /&gt;
&lt;br /&gt;
==Public Q&amp;amp;A==&lt;br /&gt;
*'''Q''':In the next few months the next version of DF will be released.  This will make a lot of information here obsolete.  How do you see yourself as an admin dealing with this? --[[User:Kwieland|Kwieland]] 15:55, 26 February 2010 (UTC)&lt;br /&gt;
*'''A''': Fantastic question, hopefully [[Dwarf Fortress Wiki:Versions|this]] explains my idea succintcly enough.  Basically I propose not only making it up to date as of the new version, but updating the wiki so that obsolete articles are easily identified and organized. [[User:Mason11987|Mason11987]] 20:41, 28 February 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
*I'm intending to work towards this goal regardless of the outcome of this administration request.  And while I don't intend to use my administration in any way to inflate my opinion on what the wiki should do '''at all''' I think the inevitable implentation of large scale projects like this requires a few of the tools that administrators have and I think if I had them I could be a lot more useful. [[User:Mason11987|Mason11987]] 20:41, 28 February 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Public Discussion==&lt;br /&gt;
:'''I know that a lot of people don't know me well enough to make a judgement.  I respectfully ask that you come back in a month and evaluate again, instead of making an uninformed statement.  Also, if others don't mind, I don't care if this stays open until everyone gets enough information to state their opinion.'''&lt;br /&gt;
&lt;br /&gt;
:I think that this RfA thing was setup because of my comments on Briess's pages and yet I'm the only one without any comments --&amp;gt; :(. [[User:Mason11987|Mason11987]] 04:06, 24 February 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::I don't know enough about you to form a worthwhile opinion one way or the other. [[User:VengefulDonut|VengefulDonut]] 21:52, 26 February 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::: PUblic Q&amp;amp;A section? [[User:Mason11987|Mason11987]] 22:19, 27 February 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::That would only tell me how you would answer the questions I aksked you (: [[User:VengefulDonut|VengefulDonut]] 22:58, 27 February 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Votes==&lt;br /&gt;
===Support===&lt;br /&gt;
# '''SUPPORT''': Honestly?  You sound like a very knowledgeable person, and experienced.  The one and only reason this isn't a &amp;quot;Strong Support&amp;quot; is because of the username.  Call me prejudiced, but &amp;quot;Mason11987&amp;quot; is pretty hard to say, and to remember.  Especially because I think out every word I read and type in my head, as if spoken.  Anyways, still supporting, on merit of knowledge and helpfulness. --[[User:Aescula|Aescula]] 00:44, 1 March 2010 (UTC)&lt;br /&gt;
#:&amp;lt;small&amp;gt;Really?  Aescula sounds like the hardest name to read out loud I've ever seen.  You can just call me &amp;quot;Mason&amp;quot; if you like.  Also, I would hope we aren't opponents.  In my opinion we're each getting judged independently and if we're all useful as admins I would hope we'd all become one.  Also, thanks. :D [[User:Mason11987|Mason11987]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 00:54, 1 March 2010 (UTC)&amp;lt;/small&amp;gt;&lt;br /&gt;
#::&amp;lt;small&amp;gt;I always pronounced her name &amp;quot;Ayz-cool-ah&amp;quot;. Anyhow, I'll happily vote for you once I know just a leetle bit more about ya. Though, again, your name. Eet has too many numbers in eet. --[[User:DarthCloakedDwarf|DarthCloakedDwarf]] 02:44, 1 March 2010 (UTC)&amp;lt;/small&amp;gt;&lt;br /&gt;
#:::&amp;lt;small&amp;gt;There's no such thing as an &amp;quot;opponent&amp;quot; in these votes, your RfA stands on entirely its own merits and is either passed or declined based on its own merits. --[[User:Briess|Briess]] 09:34, 1 March 2010 (UTC)&amp;lt;/small&amp;gt;&lt;br /&gt;
#::::&amp;lt;small&amp;gt;It's &amp;quot;ESS-coo-lah&amp;quot;.  Just relax as you say it.  I was only commenting on if I needed to link to you, &amp;quot;11987&amp;quot; is a seemingly random string of numbers, and thus hard to remember, that's all.  And as for the &amp;quot;opponent&amp;quot; bit, Briess, I didn't know if there were limited slots or not.  I'll strike that part.--[[User:Aescula|Aescula]] 10:42, 1 March 2010 (UTC) &amp;lt;/small&amp;gt;&lt;br /&gt;
#:::::&amp;lt;small&amp;gt;Just for you Aescula [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 11:43, 1 March 2010 (UTC) &amp;lt;/small&amp;gt;&lt;br /&gt;
# '''SUPPORT''': You are undoubtedly the best qualified candidate. Your love for the wiki knows no bounds. In fact, it might cross into some sort of weird, taboo area. --[[User:Barrel Roll|Barrel_Roll]]&lt;br /&gt;
&lt;br /&gt;
===Oppose===&lt;br /&gt;
# '''OPPOSE''': Blah blah blah, here's why, signature&lt;br /&gt;
# '''OPPOSE''': Blah blah blah, here's why, signature&lt;br /&gt;
&lt;br /&gt;
===Neutral===&lt;br /&gt;
# '''NEUTRAL'''| blah blah blah here's why signature&lt;/div&gt;</summary>
		<author><name>Jellosnark</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Losing&amp;diff=63549</id>
		<title>40d:Losing</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Losing&amp;diff=63549"/>
		<updated>2010-02-22T21:55:44Z</updated>

		<summary type="html">&lt;p&gt;Jellosnark: /* Autopsy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;span style=&amp;quot;background-color: #000; color: #0f0; font-family: FixedSys, monospace&amp;quot;&amp;gt;Losing is fun!&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Either way, it keeps you busy.&lt;br /&gt;
&lt;br /&gt;
Most new players will lose their first few forts; &amp;lt;s&amp;gt;if&amp;lt;/s&amp;gt; when you lose a [[fortress]], don't feel like you don't understand the game.  Dwarf Fortress has a steep learning curve, and part of the appeal is discovering things for yourself.  However, this Wiki serves as an excellent place to speed up the learning process.&lt;br /&gt;
&lt;br /&gt;
If you lose, you can always [[reclaim fortress mode|reclaim fortress]] or go visit it in [[adventurer mode]].&lt;br /&gt;
&lt;br /&gt;
If you're looking for more ways to &amp;lt;s&amp;gt;die horribly&amp;lt;/s&amp;gt; test yourself, try either the [[Mega Constructions]], or the [[Challenges]] pages.&lt;br /&gt;
&lt;br /&gt;
== Autopsy ==&lt;br /&gt;
&lt;br /&gt;
Various things can cause you to lose a fortress.&lt;br /&gt;
&lt;br /&gt;
=== Losing your miners ===&lt;br /&gt;
&lt;br /&gt;
If your [[miner]]s are killed in a [[cave-in|collapse]] and their equipment destroyed, chances are good that you will no longer be able to continue your efforts.  Consider abandoning your fortress.  Alternatively, you can try to keep your fortress running long enough to request additional [[pick]]s from your Outpost [[Liaison]], who will arrive with the next dwarven trade [[caravan]].  It will take another year before they will return.&amp;lt;br/&amp;gt;&lt;br /&gt;
Also consider the tedious but fun option of making [[buildings]] outside! If your [[woodcutter]]s with [[axe]]s are still available, then you can build structures of [[wood]]. This is not recommended for very new players though, as it is intensely resource-demanding and takes a lot of managing to get right. (Also not recommended if you don't understand the z-axis system yet.)&lt;br /&gt;
&lt;br /&gt;
Also known as Diggor Mortis.&lt;br /&gt;
Diggor Mortis: Defined as when a Dorf with a pickaxe decides that digging up into Fun causing material (Water/Magma/once supported rock) is a good bloody idea.&lt;br /&gt;
&lt;br /&gt;
=== Starvation ===&lt;br /&gt;
&lt;br /&gt;
A serious danger, generally in the more inhospitable [[climate]]s, is the loss of your [[dwarves]] due to starvation; if you are in the heart of a [[mountain]] with no [[soil]] to build on, it is possible you will not be able to establish [[farm]]s.  As dwarves begin to starve, they will become Hungry, then Starving.  This will cause them to become very angry.  When they die, their friends will become upset and will become even angrier, potentially causing the remainder of your fortress to break out in a terminal brawl.&lt;br /&gt;
&lt;br /&gt;
Don't forget your alternative sources of [[food]].  Try [[butchering]] your [[animals]], [[plant gathering|gathering plants]], or resorting to [[hunting]] of local wildlife.&lt;br /&gt;
&lt;br /&gt;
===No water===&lt;br /&gt;
&lt;br /&gt;
This can be one of the biggest problems with a fortress that has no [[brook]], [[river]], or other source of fresh [[water]].  Any available standing water must be rapidly gathered from stagnant pools and stored into an indoor basin or water tower, with sufficient depth before it [[evaporate]]s.  If this fails, all of the water on the map can quickly evaporate and your dwarves will be left without any water.&lt;br /&gt;
&lt;br /&gt;
Healthy dwarves will not die of thirst as long as they have alcohol, which in the current version can be [[Brewing|brewed]] without the use of water.  However, injured dwarves must be given water, not alcohol, or they will die of dehydration.&lt;br /&gt;
&lt;br /&gt;
In the current version{{version|0.28.181.40d}} rain will refill stagnant pools of water slowly.  In a hot [[climate]], this may evaporate almost immediately. What's more, if the map is in a dry [[climate]], such as a desert (hot or cold), then there can be long periods of time with no water anywhere - in extreme cases, none ever.  Snow will not refill pools, so you can also have a lack of water in very cold [[climate]]s.  Also, if weather has been turned off in the [[init.txt]] file then there will be no rain and no water will accumulate, though it may be there at the beginning of the game.&lt;br /&gt;
&lt;br /&gt;
===Flooding accidents===&lt;br /&gt;
&lt;br /&gt;
The opposite side of the dehydration spectrum is having too ''much'' water.  Remember that water can [[flow]] in 10 directions (the 8 horizontal ones as well as up and down, to the level of its source.) &lt;br /&gt;
&lt;br /&gt;
If your fortress is beginning to flood from [[Water#Sourced Water|sourced water]], abandon all of the levels the water can reach immediately&amp;amp;mdash;drafting dwarves into the [[military]] and stationing them onto the surface if need be.  You will never be able to recover those areas unless you can manage to [[pump]] out the water faster than it floods in, which can take over a year or two of game time to establish a functioning automated pump system.  Generally, a flooding accident spells doom for your fortress.&lt;br /&gt;
&lt;br /&gt;
Sometimes a fortress is flooded with [[magma]].  This is even more [[fun]], and even harder to recover from.  Most doors will stop magma, it doesn't rise as aggressively (via [[pressure]]) as water, and magma can be pumped out with the right equipment. Read up on it. Good luck.&lt;br /&gt;
&lt;br /&gt;
===Ambush===&lt;br /&gt;
The [[goblin]]s first come with about half a dozen soldiers, then a dozen. Then they come again with about two dozen. Occasionally, they are accompanied by trolls. Since they arrive stealthy it may already be too late when you detect them. Soon enough your [[trap]]s are all sprung, and your dwarves are dead. If not, the [[siege]]s will start. Without some sort of [[Defense guide|defense]]s, such as a [[moat]] or [[trap]]s, a horde of goblins on your doorstep can be deadly. &lt;br /&gt;
 &lt;br /&gt;
See Also:&lt;br /&gt;
:* [[Defense guide]]&lt;br /&gt;
:* [[Defense design]]&lt;br /&gt;
:* [[Trap design]]&lt;br /&gt;
:* [[Military design]]&lt;br /&gt;
&lt;br /&gt;
===War===&lt;br /&gt;
The [[goblin]]s may not be your only enemy; remember that time you &amp;quot;accidentally&amp;quot; pulled the [[lever]] and flung that poor [[elf]] trader into the sky? Well turns out they got pretty annoyed, prepare for an elven [[war]]! It may only take a simple accident (like killing a preachy hippy elf) to start a war you can't possibly win. War is especially difficult to overcome when your fort is taking its first steps, but it is easy to prevent unless you really hate elves. The usual goblin skirmishes and sieges do not even count as war - a proper war will be signaled on the embark screen and will be denoted in-game on the {{k|c}}ivilization screen. (NOTE: You cannot be at war with your own race, so no epic dwarf showdowns.)&lt;br /&gt;
&lt;br /&gt;
===Wildlife===&lt;br /&gt;
&lt;br /&gt;
Goblins aren't the only creatures that want you dead. Be it [[unicorn|unicorns]], [[hippo|hippos]], [[undead]] [[elephant|elephants]] or a [[giant cave spider]], a sudden wildlife attack can quickly cripple or destroy an unprepared fortress.&lt;br /&gt;
&lt;br /&gt;
===Volcanic Death===&lt;br /&gt;
&lt;br /&gt;
{{Colored Notice Box|#00f|There is dispute over whether volcanoes actually erupt or if this behavior is the product of a bug where a [[bottomless pit]] and volcano are placed on top of each other.}}&lt;br /&gt;
&lt;br /&gt;
[[Volcano]]es (read: '''''not''''' [[magma]] vents, actual ''volcanoes'') can and will erupt unexpectedly.{{verify}} If you've got front doors to your fort, don't forget to lock them during an eruption... and make sure you've got some way to remove excess magma, too.&lt;br /&gt;
&lt;br /&gt;
Oh, that's right, you never installed any front doors. You were hoping that you could just dump the invaders into the volcano as they walked up to your front entrance, which is (conveniently) right on the edge of the lava. Whoops. Say goodbye to half your fort.&lt;br /&gt;
&lt;br /&gt;
It should be noted that ''this was &amp;lt;s&amp;gt;his sled&amp;lt;/s&amp;gt; a bug'' that had to do with 2 layers of magma being placed (in the air) above bottomless pits.&lt;br /&gt;
&lt;br /&gt;
This advice also applies if you're trying to pull a [[Boatmurdered]] (i.e. flood the world with magma) or if you just want to roast those sieges sitting at your front door.&lt;br /&gt;
&lt;br /&gt;
===General Unhappiness===&lt;br /&gt;
&lt;br /&gt;
Think it's no big deal to leave your dwarves with a mediocre [[dining room]], living room, and a generally inadequate fortress?&lt;br /&gt;
&lt;br /&gt;
If there is little in a fortress to give your dwarves happy [[thoughts]] and enough to give them unhappy [[thoughts]], then your dwarves will start to throw [[tantrum]]s, go melancholy, and destroy your [[civilization]]. Unhappiness is more likely to occur if your fortress is suffering other kinds of downfall.&lt;br /&gt;
&lt;br /&gt;
===Siege===&lt;br /&gt;
[[Siege]]s can be quite devastating to a fortress, but unlike most of the other ways of losing they are unlikely to occur early on, even if you do something stupid to piss off another civilization. Goblin sieges, for example, will only occur if you have 80 or more dwarves.&lt;br /&gt;
&lt;br /&gt;
Should hosts of goblins besiege your gates and drive your peasantry inside, trolls beat down your doors and force you to seal off from the outside world, you may have already lost the game. Even if you have built an utterly impenetrable fortress with drawbridges and moats, siegers may stick around for a long time. Although a dwarven fortress can be made self-contained, with [[list of crops|crops]], [[metal]] and [[fuel]] readily available, underground [[tree farm|wood source]] and your own [[livestock]], a fortress may not sustain such a state indefinitely. For example, [[trade]] with the outside world has now been shut off, leaving you only what [[ore]]s are on your map for the production of mandate goods. In the (very) long run even those will run out. This can result in a breakdown of social order if you do not prevent your [[Hammerer]] from killing or maiming your dwarves. [[Shell]], [[bone]], and [[leather]] commonly acquired by [[hunting]] and [[fishing]] need to be supplied by previously established livestock, an [[underground river]] and a sealed off channel from a murky pool or river. If these resources are no longer available to your workers, moody [[craftsdwarf|craftsdwarves]] will be driven into suicide or worse. Rotten [[vermin]] [[corpse]]s begin to heap in your food supply, forcing you to dump these into inside [[refuse|refuse pile]]s, generating [[miasma]]. One small miscalculation of your [[fuel]] reserves may leave you without [[coke]] to refine further coal, and without a supply of timber for your wood burning [[furnace]] this can end your vital [[weapon]]s and [[armor]] production for a future counterattack. Unless an [[well|interior watersupply]] was established your wounded will die of dehydration.&lt;br /&gt;
&lt;br /&gt;
With all these critical industries unproductive, dwarves dying, and friends mourning over the rotting heaps of slain loved ones, it's important to remember your dwarves have nothing to do but throw funeral receptions, grief counseling sessions, and the occasional keg stand. This means they've all become one big happy family of friends, manically depressed from the loss of any dwarf.&lt;br /&gt;
&lt;br /&gt;
In short, the attacking army can simply wait until your dwarves emo themselves to death.&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Jellosnark</name></author>
	</entry>
</feed>