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	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Khelek</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=Khelek"/>
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	<updated>2026-09-10T04:43:03Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.35.11</generator>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Age&amp;diff=144890</id>
		<title>v0.31:Age</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Age&amp;diff=144890"/>
		<updated>2011-04-07T18:44:31Z</updated>

		<summary type="html">&lt;p&gt;Khelek: Fixed some typos resulting in redlinks from my last edit.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|15:46, 30 September 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
For world generation Ages, see {{l|Calendar#Ages|Calendar - Ages}}&lt;br /&gt;
&lt;br /&gt;
Age is how long a creature has existed (including before year 0).  All creatures have an age, but only your own {{l|dwarf|dwarves}} will have their ages observable.  &lt;br /&gt;
&lt;br /&gt;
Age is important because it determines the life stages of a creatures and their average body sizes over the year. For example, when your {{L|dwarf|dwarves}} have a {{L|children|baby}} it will remain a baby from age 0 to 1 then become a {{L|children|child}}. Once it reaches age 12, it becomes a full-fledged dwarven adult. This is also true for the animals in your fortress. Many pets like {{L|cat|cats}}, {{L|cow|cows}}, {{L|sheep}} and {{L|horse|horses}} will be in their respective child states for 1 year after birth before becoming an adult but if you manage to capture, tame and breed {{L|elephant|elephants}}, they will be children for 10 years after birth. &lt;br /&gt;
&lt;br /&gt;
Another aspect that is controlled be age is lifespan. Many creatures, like dwarves and {{l|human|humans}}, can eventually grow old and die of old age, but others, such as {{l|elf|elves}}, {{l|goblin|goblins}}, and most unintelligent or unnatural creatures, will live until killed.&lt;br /&gt;
&lt;br /&gt;
These attributes are defined in the raws, life stage through the use of the &amp;lt;tt&amp;gt;[BABY:#]&amp;lt;/tt&amp;gt; and &amp;lt;tt&amp;gt;[CHILD:#]&amp;lt;/tt&amp;gt; tags and old age death through the use of &amp;lt;tt&amp;gt;[MAXAGE:#:#]&amp;lt;/tt&amp;gt;. &amp;lt;tt&amp;gt;[BABY:#]&amp;lt;/tt&amp;gt; defines at what year the given creature grows from a baby into a child and &amp;lt;tt&amp;gt;[CHILD:#]&amp;lt;/tt&amp;gt; defines at what year it will grow from a child to an adult. The first number given in &amp;lt;tt&amp;gt;[MAXAGE:#:#]&amp;lt;/tt&amp;gt; is the minimum age the creature will live to barring death from some other source while the second number is the absolute maximum age of the creature.&lt;/div&gt;</summary>
		<author><name>Khelek</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Age&amp;diff=143413</id>
		<title>v0.31:Age</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Age&amp;diff=143413"/>
		<updated>2011-04-01T13:49:56Z</updated>

		<summary type="html">&lt;p&gt;Khelek: Adding more information about age from what certain things in the raws define.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|15:46, 30 September 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
For world generation Ages, see {{l|Calendar#Ages|Calendar - Ages}}&lt;br /&gt;
&lt;br /&gt;
Age is how long a creature has existed (including before year 0).  All creatures have an age, but only your own {{l|dwarf|dwarves}} will have their ages observable.  &lt;br /&gt;
&lt;br /&gt;
Age is important because it determines the life stages of a creatures and their average body sizes over the year. For example, when your {{L|dwarf|dwarves}} have a {{L|children|baby}} it will remain a baby from age 0 to 1 then become a {{L|children|child}}. Once it reaches age 12, it becomes a full-fledged dwarven adult. This is also true for the animals in your fortress. Many pets like {{L|cat|cats}}, {{L|caw|cows}}, {{L|sheep}} and {{L|horse|horses}} will be in their respective child states for 1 year after birth before becoming an adult but if you manage to capture, tame and breed {{L|elephants}}, they will be children for 10 years after birth. &lt;br /&gt;
&lt;br /&gt;
Another aspect that is controlled be age is lifespan. Many creatures, like dwarves and {{l|human|humans}}, can eventually grow old and die of old age, but others, such as {{l|elf|elves}}, {{l|goblin|goblins}}, and most unintelligent or unnatural creatures, will live until killed.&lt;br /&gt;
&lt;br /&gt;
These attributes are defined in the raws, life stage through the use of the &amp;lt;tt&amp;gt;[BABY:#]&amp;lt;/tt&amp;gt; and &amp;lt;tt&amp;gt;[CHILD:#]&amp;lt;/tt&amp;gt; tags and old age death through the use of &amp;lt;tt&amp;gt;[MAXAGE:#:#]&amp;lt;/tt&amp;gt;. &amp;lt;tt&amp;gt;[BABY:#]&amp;lt;/tt&amp;gt; defines at what year the given creature grows from a baby into a child and &amp;lt;tt&amp;gt;[CHILD:#]&amp;lt;/tt&amp;gt; defines at what year it will grow from a child to an adult. The first number given in &amp;lt;tt&amp;gt;[MAXAGE:#:#]&amp;lt;/tt&amp;gt; is the minimum age the creature will live to barring death from some other source while the second number is the absolute maximum age of the creature.&lt;/div&gt;</summary>
		<author><name>Khelek</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Still&amp;diff=143297</id>
		<title>v0.31:Still</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Still&amp;diff=143297"/>
		<updated>2011-03-31T19:08:42Z</updated>

		<summary type="html">&lt;p&gt;Khelek: Fleshed the page out a bit, added information about making mead.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine}}{{Workshop&lt;br /&gt;
|name = Still&lt;br /&gt;
|key = l&lt;br /&gt;
|job = Brewer&lt;br /&gt;
|construction =&lt;br /&gt;
*{{L|Stone}}&lt;br /&gt;
*{{L|Wood}}&lt;br /&gt;
|construction_job = &lt;br /&gt;
*{{L|Brewing}} or {{L|Plant gathering}}&lt;br /&gt;
|use = &lt;br /&gt;
*{{L|Barrel}}&lt;br /&gt;
*{{L|Alcohol#Brewable plants|Brewable Plant}}&lt;br /&gt;
*{{L|Honey}}&lt;br /&gt;
*{{L|kobold bulb|Kobold Bulbs}}&lt;br /&gt;
*{{L|vial|Vial}}&lt;br /&gt;
|production = &lt;br /&gt;
*{{L|Alcohol}}&lt;br /&gt;
*{{L|Gnomeblight}}&lt;br /&gt;
}}{{av}}&lt;br /&gt;
&lt;br /&gt;
The '''still''' is the source of all home-made {{l|alcohol}} for a fort and is an essential workshop for any fortress. A still also allows dwarves to extract {{L|Gnomeblight}} from {{L|kobold bulb|Kobold Bulbs}} into a {{L|glass}} {{L|vial}}. A dwarf must have the {{l|brewer}} {{l|labor}} activated in order to use a still.&lt;br /&gt;
&lt;br /&gt;
The three tasks available at a still are:&lt;br /&gt;
* {{K|b}} Brew Drink&lt;br /&gt;
* {{K|e}} Extract from Plants&lt;br /&gt;
* {{K|m}} Make mead&lt;br /&gt;
&lt;br /&gt;
Brewing {{L|alcohol}} requires an available empty {{L|barrel}} and something to brew, either a {{L|Alcohol#Brewable plants|brewable plant}} or {{L|honey}}. You may set specific plants to be used or not used through the Status menu under Kitchen. ({{K|z}}-{{K|k}}) Note that you are unable to set {{L|honey|Honey Bee honey}} to be brewed or not brewed because making mead is a different task than brewing.&lt;br /&gt;
&lt;br /&gt;
Every unit of plant or honey brewed at a still produces 5 units of alcohol. A single {{L|stack}} of plants will be brewed for each task, and the resulting booze will be placed into a single barrel - a stack of ''Plump helmet [5]'' will produce ''Dwarven wine [25]'' and will only occupy a single barrel. Skilled {{L|grower}}s, who tend to plant {{L|seed}}s  more skillfully and produce larger stacks, can therefore reduce the number of barrels required to store alcohol, which in turn minimizes the required stockpile size.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Workshops}}&lt;/div&gt;</summary>
		<author><name>Khelek</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Ghost&amp;diff=133774</id>
		<title>v0.31 Talk:Ghost</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Ghost&amp;diff=133774"/>
		<updated>2010-12-19T04:43:03Z</updated>

		<summary type="html">&lt;p&gt;Khelek: /* Ghost Types */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Judging from the string dump, ghosts can do the following things to the living:&lt;br /&gt;
* &amp;lt;ghost&amp;gt; sucks the wind out of &amp;lt;dwarf&amp;gt;&lt;br /&gt;
* &amp;lt;ghost&amp;gt; raises a high fever in &amp;lt;dwarf&amp;gt;&lt;br /&gt;
* &amp;lt;ghost&amp;gt; makes &amp;lt;dwarf&amp;gt; convulse and retch&lt;br /&gt;
* &amp;lt;ghost&amp;gt; inflicts excruciating pain upon &amp;lt;dwarf&amp;gt;&lt;br /&gt;
* &amp;lt;ghost&amp;gt; causes a spell of dizziness in &amp;lt;dwarf&amp;gt;&lt;br /&gt;
* &amp;lt;ghost&amp;gt; paralyzes &amp;lt;dwarf&amp;gt;&lt;br /&gt;
* &amp;lt;ghost&amp;gt; stuns &amp;lt;dwarf&amp;gt;&lt;br /&gt;
* &amp;lt;dwarf&amp;gt; is throwing a tantrum, possessed by &amp;lt;ghost&amp;gt;&lt;br /&gt;
* &amp;lt;ghost&amp;gt; has risen and is haunting the fortress!&lt;br /&gt;
* &amp;lt;ghost&amp;gt; is following &amp;lt;dwarf&amp;gt;&lt;br /&gt;
* &amp;lt;item&amp;gt; has been misplaced. No doubt &amp;lt;ghost&amp;gt; is to blame!&lt;br /&gt;
* &amp;lt;ghost&amp;gt; is throwing objects around the fortress!&lt;br /&gt;
* &amp;lt;ghost&amp;gt; can be heard howling throughout the fortress!&lt;br /&gt;
--[[User:Quietust|Quietust]] 17:26, 14 November 2010 (UTC)&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
I would love to read here, what ghosts actually DO! Do they harm our dorfs, are they just annoying? Please add to it :) --[[User:Lesconrads|Lesconrads]] 17:21, 1 December 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Ghost Types ==&lt;br /&gt;
&lt;br /&gt;
I had a dwarf go insane after a mood, melancholy to be specific. He can back as a moaning spirit. Has anyone noticed Melancholy dwarfs turning into moaning ghosts?  Possible that's one cause for that kind of ghost. Thematically it would make sense.--[[User:Khelek|Khelek]] 04:43, 19 December 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Khelek</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Windmill&amp;diff=131797</id>
		<title>v0.31 Talk:Windmill</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Windmill&amp;diff=131797"/>
		<updated>2010-11-17T14:40:34Z</updated>

		<summary type="html">&lt;p&gt;Khelek: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Currently playing 0.31.16, using the Civilization Forge mod but I doubt that matters. Playing on a Glacier and I have a windmill producing 20 Power.--[[User:Khelek|Khelek]] 01:44, 17 November 2010 (UTC)&lt;br /&gt;
: Hrmph.  Well, after figuring out that you were talking about that note about &amp;quot;windmills not working in freezing temperatures&amp;quot;... I started testing.  It would appear that machines built on top of natural ice floors are considered &amp;quot;frozen&amp;quot;, irregardless of whether they actually were frozen into the ice, or were built on top of it afterwards.  Obviously, if the ice forms a wall, the machine is also frozen.  Constructed ice block floors don't have this effect, and machines will spin away quite happily on top of those.  Since windmills cover nine squares, eight of which are passable... I guess the gent who added that note had a windmill be frozen because he had ice under it. --[[User:DeMatt|DeMatt]] 04:27, 17 November 2010 (UTC)&lt;br /&gt;
:: That makes sense, my windmills are built over soil, not on the ice of the glacier itself. Sorry about not being a little more clear about what I meant.--[[User:Khelek|Khelek]] 14:40, 17 November 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Khelek</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Windmill&amp;diff=131774</id>
		<title>v0.31 Talk:Windmill</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Windmill&amp;diff=131774"/>
		<updated>2010-11-17T01:44:02Z</updated>

		<summary type="html">&lt;p&gt;Khelek: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Currently playing 0.31.16, using the Civilization Forge mod but I doubt that matters. Playing on a Glacier and I have a windmill producing 20 Power.--[[User:Khelek|Khelek]] 01:44, 17 November 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Khelek</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Windmill&amp;diff=131773</id>
		<title>v0.31 Talk:Windmill</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Windmill&amp;diff=131773"/>
		<updated>2010-11-17T01:43:51Z</updated>

		<summary type="html">&lt;p&gt;Khelek: Created page with 'Currently playing 0.31.16, using the Civilization Forge mod but I doubt that matters. Playing on a Glacier and I have a windmill producing 20 Power.'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Currently playing 0.31.16, using the Civilization Forge mod but I doubt that matters. Playing on a Glacier and I have a windmill producing 20 Power.&lt;/div&gt;</summary>
		<author><name>Khelek</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Windmill&amp;diff=131772</id>
		<title>v0.31:Windmill</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Windmill&amp;diff=131772"/>
		<updated>2010-11-17T01:42:21Z</updated>

		<summary type="html">&lt;p&gt;Khelek: See the discussion page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Fine}}&lt;br /&gt;
{{Machine_component|name=Windmill|key=m&lt;br /&gt;
|construction=&lt;br /&gt;
* 4 {{L|Wood}}&lt;br /&gt;
|construction_job=&lt;br /&gt;
# {{L|Architecture}}&lt;br /&gt;
# {{L|Carpentry}}&lt;br /&gt;
|power=Generates 40, 20, or 0 power, depending on wind level&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A '''windmill''' is a {{L|machine component}} that provides {{L|power}} via wind on the surface of a fortress map.  The power produced by each windmill depends on your fortress location.  Windmills generate power from their central tile, which can power most items like {{l|gear assembly|gear assemblies}} and {{l|screw pump|pumps}} directly underneath that tile through the floor without channeling (one exception is a {{l|axle|vertical axle}}, which seems to require the floor between the windmill's central axis and the axle be removed in order to receive power). &amp;lt;br /&amp;gt;Windmills don't work in freezing temperatures (&amp;quot;Frozen here&amp;quot;){{verify}}.&lt;br /&gt;
&lt;br /&gt;
''For a basic overview of how the different machine parts work and work together, see {{L|machinery}}.''&lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;/div&gt;</summary>
		<author><name>Khelek</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:BaronW&amp;diff=59281</id>
		<title>User talk:BaronW</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:BaronW&amp;diff=59281"/>
		<updated>2009-12-05T20:07:51Z</updated>

		<summary type="html">&lt;p&gt;Khelek: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is without doubt the most mind-blowing DF construction I have ever witnessed, good sir. Bravao! [[User:Kelu|Kelu]] 08:28, 4 December 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
I completely agree, amazing. --[[User:Khelek|Khelek]] 20:07, 5 December 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Khelek</name></author>
	</entry>
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