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	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Jode</id>
	<title>Dwarf Fortress Wiki - User contributions [en]</title>
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	<updated>2026-05-08T21:12:57Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Shell&amp;diff=266135</id>
		<title>Shell</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Shell&amp;diff=266135"/>
		<updated>2022-09-09T01:13:56Z</updated>

		<summary type="html">&lt;p&gt;Jode: Fix headings&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|12:08, 18 May 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
[[File:Shells.jpg|thumb|right|Assorted shells]]&lt;br /&gt;
{{catbox}}&lt;br /&gt;
A '''shell''' is a hard external covering used by certain creatures for defense.&lt;br /&gt;
&lt;br /&gt;
==Acquiring shells==&lt;br /&gt;
In most cases, they are acquired as part of your [[fishing]] industry: dwarves may catch shelled [[vermin]] critters such as [[turtle]]s, [[oyster]]s, and [[mussel]]s, which produce a shell when processed at a [[fishery]]. Alternatively, a few larger land animals ([[giant snail]]s, some [[forgotten beast]]s) also produce shells when their corpses are processed at a [[butcher's shop]].&lt;br /&gt;
&lt;br /&gt;
Be aware that shells cannot be acquired via [[trading]] -- any turtles, crustaceans, or shellfish purchased from traders have already been processed and had their shells removed. As a result, fortresses with no naturally occurring above ground fishing sites usually never acquire shells. This can cause problems if a shell-preferring [[strange mood|moody]] dwarf requests shells as a material. To avoid the risk of dwarves attempting to make impossible artifacts, you can catch pond turtles by having [[fisherdwarf|fisherdwarves]] fish in an outdoor [[pond]]. As long as there is a population of pond turtles in the area, your fisherdwarves will eventually catch some, which can be shelled in a [[fishery]]. This process takes time, however, so make sure you do it ''before'' the strange mood strikes. Alternatively, you could use an adventurer to import shells from another location.&lt;br /&gt;
&lt;br /&gt;
==Uses==&lt;br /&gt;
Shells can be worked by a dwarf with the [[bone carver]] [[skill]]. They can be used for many of the same purposes as [[bone]], such as in making [[crafts]], [[decoration]]s, and cheap, lightweight, low-defense [[armor]] ([[leggings]], [[greaves]], [[gauntlet]]s, and [[helm]]s only). Notably, unlike bones, they cannot be used to produce [[bolt]]s.&lt;br /&gt;
&lt;br /&gt;
Shells can be stored in a [[stockpile#Refuse|refuse stockpile]]. Stored shells will decay over time due to [[vermin]], but even a small fishing industry can produce many shells very quickly. As such, having a bone carver on hand to convert them to trade goods can be an effective way to generate wealth early on; even though shells have a low innate material value, quantity can win out over quality here. Also, shell armor is better than nothing and doesn't slow down your military like metal armor does -- consider producing some early on if you can't immediately acquire metal armor.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Modding ==&lt;br /&gt;
{{mod|section}}&lt;br /&gt;
In previous versions, shells were frequently requested by [[strange mood|moody]] dwarves, and difficult if not impossible to obtain. As of the current version, only dwarves with a [[preference]] for shells will demand them for artifacts. Shells are still hard to come by, though, so players occasionally mod the game to make sure their fortress will have shells available.&lt;br /&gt;
&lt;br /&gt;
=== Adding shells to existing creatures ===&lt;br /&gt;
The combination of the common requirement for shells during Strange Moods, the bug that causes shell-producing fish to be unavailable in many maps, and the inability to trade for shells may lead to unresolvable Strange Moods.  It is possible to modify the raws to allow other creatures to produce shells, if the player is so inclined:&lt;br /&gt;
&lt;br /&gt;
#In raw/objects/creature_domestic.txt, find &amp;quot;[CREATURE:COW]&amp;quot;&lt;br /&gt;
#Alter the [BODY] section to include &amp;quot;:SHELL&amp;quot; i.e., [BODY:QUADRUPED_HOOF:TAIL:2EYES:SHELL:BRAIN...]&lt;br /&gt;
#Add the [USE_MATERIAL_TEMPLATE:SHELL:SHELL_TEMPLATE] tag to the [BODY_DETAIL_PLAN:STANDARD_MATERIALS] section&lt;br /&gt;
#Add the [USE_TISSUE_TEMPLATE:SHELL:SHELL_TEMPLATE] tag to the [BODY_DETAIL_PLAN:STANDARD_TISSUES] section&lt;br /&gt;
#Add the [BODY_DETAIL_PLAN:SHELL_POSITIONS] tag to the creature&lt;br /&gt;
#If you wish to apply this change to a game in progress, remember to also alter the copy of creature_domestic.txt contained in your saves folder, as each game has its own copies of the raws.&lt;br /&gt;
&lt;br /&gt;
Slaughtering a cow should now produce a &amp;quot;Stray Cow shell&amp;quot; usable by dwarves stuck in strange moods.&lt;br /&gt;
Pay attention, that editing creature after creating world may cause later crashes when changing game's version. In fact, after porting the save to the modified version, the game will crash every time your dwarves try picking up the skeleton that previously had shell. It's '''strongly''' recommended to use the second way, as it doesn't add any new body part to creatures, but only add new way of using already existing body part, which is much less crash provoking.&lt;br /&gt;
&lt;br /&gt;
=== Enabling other materials to be used in moods ===&lt;br /&gt;
If you don't want to add shells to existing creatures, you can enable other materials, like [[hoof|hooves]] or [[ivory]], to be used in strange moods instead of shells. The only effect is that the materials will be available for moods, you won't be able to e.g. make shell crafts of them.&lt;br /&gt;
&lt;br /&gt;
#In raw/objects/material_template_default.txt look up the material you want to enable, for example [MATERIAL_TEMPLATE:HOOF_TEMPLATE]&lt;br /&gt;
#Add the [SHELL] tag to the material&lt;br /&gt;
#If you wish to apply this change to a game in progress, remember to also alter the copy of material_template_default.txt contained in your saves folder. The change won't affect body parts that are already lying around, but will affect newly created body parts from butchered creatures.&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = kerlîg&lt;br /&gt;
| elvish  = caraca&lt;br /&gt;
| goblin  = åtsnusm&lt;br /&gt;
| human   = luthi&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{materials}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Body parts}}&lt;br /&gt;
{{Category|Creature attributes}}&lt;br /&gt;
{{Category|Materials}}&lt;br /&gt;
[[ru:Shell]]&lt;/div&gt;</summary>
		<author><name>Jode</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Mist&amp;diff=256399</id>
		<title>Mist</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Mist&amp;diff=256399"/>
		<updated>2021-01-20T00:58:33Z</updated>

		<summary type="html">&lt;p&gt;Jode: Fixed headings&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|12:00, 5 September 2019 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
[[File:mist_example.jpg|thumb|170px|right|Feels good on the skin, maybe.]]&lt;br /&gt;
'''Mist''' is created by [[water]] [[Waterfall|falling]] from one [[Z-level]] to another, from [[DF2014:Ocean#Ocean_waves|ocean waves]], items or creatures skipping across water or just standard splashing. The mist is generated on levels below the top level (from which the water drops), but spreads out similarly to [[miasma]] and, therefore, can appear even on the top level, and lingers and spreads for a short time after any water stops falling.  Walking through mist generates a happy [[thought]] for a dwarf, and can act to [[Cleaning|clean]] various contaminants off of dwarves.  &lt;br /&gt;
&lt;br /&gt;
Mist is separate from [[magma mist]] and [[steam]].&lt;br /&gt;
&lt;br /&gt;
[[File:mist_preview.png|thumb|120px|right|Rampant [[screw pump]]s are a great mist source.]]&lt;br /&gt;
&lt;br /&gt;
==Generating Mist==&lt;br /&gt;
=== Constructed waterfall ===&lt;br /&gt;
The easiest method is simply to use a constant source of water ([[Screw pump|pumped]] or [[channel]]ed) and let it fall more than 1 z-level next to a path that dwarves use regularly. The actual tile (you only need one) that the water drops should not be part of the path, as dwarves will believe they are in 7/7 water and cancel jobs - a statue on that tile will prevent this nicely, or place the fall itself to the side of the path and make that a [[Traffic#Setting Traffic Areas|restricted traffic]] tile. &lt;br /&gt;
&lt;br /&gt;
[[Floor grate]]s or [[bars]] on every* tile adjacent to the water flow should be used as part of the drainage system (which should be larger than the intake system, just to be safe!), and to avoid [[mud]] on adjacent tiles.  Use a door, hatch, floodgate or bridge linked to a [[lever]] to turn off the flow if/when desired.&lt;br /&gt;
&lt;br /&gt;
: (* when designing this, remember that grates/bars [[Cave-in|do not support]] floor tiles!)&lt;br /&gt;
&lt;br /&gt;
The problem with this setup is that this amount of constantly falling/flowing water can have a negative impact on your fps rate.  Using a [[repeater]] to allow a non-constant flow, or linking the flow to a [[pressure plate]], where it will only fall when dwarves approach, will help this.&lt;br /&gt;
&lt;br /&gt;
=== Ring generator ===&lt;br /&gt;
AncientEnemy [http://www.bay12forums.com/smf/index.php?topic=34407.0] devised a convenient way to generate mist. This method relies on the fact that [[screw pump|screw pumps]] pump [[water]] faster than water spreads out.[[Image:newmist.jpg|thumb|AncientEnemy's original simple mist generator.]]&lt;br /&gt;
&lt;br /&gt;
Simply put, screw pumps are daisy-chained (output to input) in a circle and then water is added to the system.  Water is typically added by designating one of the inputs to the pump as a [[Pond]] and having dwarves fill it up. Once water is dropped from the floor above it is immediately sucked up by the next pump. Since there is falling water, mist is generated. Ahh, lovely waterfalls!&lt;br /&gt;
&lt;br /&gt;
Below is an example of a simple mist generator.  The Z=0 level can be anything, a booze stockpile, [[barracks]] or even your [[Dwarven_atom_smasher|atom smasher]]. The z=-1 layer can also be identical to the z=0 level. Mist will also be generated there.  Because the water never touches the floor there, you don't have to worry about muddy tiles.&lt;br /&gt;
&lt;br /&gt;
 Pump Floor (z=1)&lt;br /&gt;
 ▒▒▒▒▒▒&lt;br /&gt;
 ▒.÷÷.▒&lt;br /&gt;
 ▒÷  ÷▒ The water can go clockwise or counter clockwise.&lt;br /&gt;
 ▒÷  ÷▒ Make sure your pumps are correctly aligned.&lt;br /&gt;
 ▒.÷÷.▒&lt;br /&gt;
 ▒▒▒▒▒▒&lt;br /&gt;
&lt;br /&gt;
A movie [http://mkv25.net/dfma/movie-1292-ubermistgenerator] best illustrates the operation. &lt;br /&gt;
&lt;br /&gt;
=== Stack generator ===&lt;br /&gt;
&lt;br /&gt;
A two-pump-stack can be used to lift a single tile of water and drop it back into the reservoir, generating mist (and [[Cleaning#Dwarven_Shower|cleaning dwarves]], if desired).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;diagram&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 sideview &lt;br /&gt;
  &lt;br /&gt;
   [#2:0]%%[#]_&lt;br /&gt;
   [#6:0]%%[#]_&lt;br /&gt;
 ░░░░[#1:0]▄[#]░░░&lt;br /&gt;
 ░░░░░░░░&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/diagram&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The lower (brown) pump (pumping right to left) raises the water from the reservoir on the right to floor level on the left, then the upper (green) pump (pumping left to right) raises that water to the air +2 z-levels above the reservoir. The water then falls through the floor grates ( _ ) into the reservoir, and the cycle can be repeated. Pump build order is important; build the green pump first, then the brown pump, to ensure the water is raised in a single tick. Since the water never sits at floor level, no containment walls are necessary (though mud will be created in the tile left of the brown pump). You can toggle power to the pumps as often as desired to provide happy thoughts without constant lag. If used for dwarf-cleaning, a water level of 2/7 or 3/7 will avoid job cancellations.&lt;br /&gt;
&lt;br /&gt;
=== Light aquifer ===&lt;br /&gt;
If your embark location has a light aquifer, it is possible to build an unpowered mist generator-plus-bathing unit combination. You need two floors under the aquifer - lowest floor is for dwarves, second floor is for water to fall a z-level to create mist and to control the amount of water flow. It is also possible to dig out more of the aquifer to increase water flow if needed. You can use this water elsewhere or let it evaporate.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
== General comments ==&lt;br /&gt;
&amp;lt;!-- The extra spaces are for ease of editing only, and do not change the appearance of the page layout.--&amp;gt;&lt;br /&gt;
* Evaporation is nonexistent as long as the pumps are working and the water is moving, even above ground.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
* Job cancellation spam is possible if the water is filled to 4/7 or greater and a dwarf walks where the water falls. Even then, this can be greatly reduced by setting them as [[traffic#Setting Traffic Areas|restricted traffic]] areas, or completely prevented by blocking access to these tiles without blocking the water, such as by placing a [[statue]] underneath.&lt;br /&gt;
&lt;br /&gt;
* Mud will form wherever the water falls. Subterranean [[tree]]s can sprout up and clog the system. Solutions to this problem include: [[statue]]s, [[road|paved roads]], constructed floors or [[fortification]]s, or to simply channel out the space once the mist generator is running.&lt;br /&gt;
&lt;br /&gt;
* These systems work best with a single tile of water (7/7, at most) due to the way water descends z-levels. Any additional water will overflow into nearby tiles.&lt;br /&gt;
&lt;br /&gt;
* Automated mist generators may significantly lower your [[Frames per second|FPS]], particularly if multiple generators are used.{{Verify}} This might be remedied by triggering via a [[repeater]] with a long delay or by one or more [[pressure plate]]s (perhaps set to activate by a passing dwarf).{{Verify}}&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = sôd&lt;br /&gt;
| elvish  = enure&lt;br /&gt;
| goblin  = guslo&lt;br /&gt;
| human   = sitsu&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Thoughts}}&lt;br /&gt;
{{Category|World}}&lt;br /&gt;
{{Category|Physics}}&lt;br /&gt;
[[Ru:Mist]]&lt;/div&gt;</summary>
		<author><name>Jode</name></author>
	</entry>
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