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		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Pasture&amp;diff=184522</id>
		<title>v0.34:Pasture</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Pasture&amp;diff=184522"/>
		<updated>2013-04-21T14:26:36Z</updated>

		<summary type="html">&lt;p&gt;Koltom: /* List of grazing animals */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|17:59, 25 February 2011 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
Pastures are [[activity zone]]s that the player creates to hold tame animals, especially grazing animals.  Herbivorous animals require [[grass]], [[cave moss]], or [[floor fungus]] to graze upon, and larger herbivores need a greater amount of these to feed themselves. [[Panda]]s and their relatives require bamboo rather than other types of grass. Using pastures allows herbivorous animals to be restricted to areas where they will have plenty to eat.&lt;br /&gt;
&lt;br /&gt;
A pasture is defined using {{K|i}}-{{K|n}} to draw a rectangle, and then animals are selected to graze. Having pressed {{K|i}} to define a zone, highlight the pasture and press {{K|N}} ({{K|Shift}}+{{K|n}}), select the animal(s) you wish to pasture using {{K|+}}/{{K|-}}, and press {{K|Enter}}. Once all animals are selected, finish by pressing {{K|Esc}} and idle dwarves will lead the animals to pasture. Contrary to a common misconception, this task is '''not''' an animal hauling job and will be performed by any adult civilian regardless of labors enabled. &lt;br /&gt;
&lt;br /&gt;
Any tame animal may be assigned to a pasture. You can also create pastures inside (on rock) and use them to confine animals that do not need to eat (like pigs) in certain areas. If there is fungus or moss on your indoor floors (e.g. on soil after breaching the caverns), the animals will consume that in place of grass. &lt;br /&gt;
&lt;br /&gt;
[[Grass]] on your pastures will replenish at different speeds, depending on [[biome]]; If on embark the biome read &amp;quot;Thick&amp;quot; on &amp;quot;Other Vegetation&amp;quot; it will regrow fast, if it read &amp;quot;Scarce&amp;quot;, it may not regenerate at all.&lt;br /&gt;
&lt;br /&gt;
Baby animals born to pastured mothers will automatically be assigned to their mother's pasture.&lt;br /&gt;
&lt;br /&gt;
==Grazing animals and pasture size==&lt;br /&gt;
Grazing animals use the [GRAZER:&amp;lt;value&amp;gt;] token to signify how much grass they need to eat.  This is an inverse number - the value in grazer signifies how much hunger is reduced when eating a unit of grass.  A creature with ten times the grazer value needs one tenth the amount of grass (and hence, pasture land) as a creature with a small grazer value. If you started your fortress in an undead biome, you may need to assign more space for a pasture as much of the grass is dead. Animals will not eat dead grass and will only eat the still living patches.&lt;br /&gt;
&lt;br /&gt;
Animals which graze are typically good livestock candidates, as many of them can be [[milk]]ed and 3 also can be [[shear]]ed for [[wool]]. Creatures with larger sizes consume more grass, but also produce more meat when [[butcher]]ed.&lt;br /&gt;
&lt;br /&gt;
Each [[time]] unit adds one point to hunger.  An animal takes an average of one turn per ten time units, and takes one time unit to eat grass. If there were an unlimited amount of grass on a tile, even animals with [GRAZER:1] would be able to feed themselves, however, there are at most 4 bunches of grass. Therefore, a creature of standard speed and agility with [GRAZER:3] would not be able to survive, and creatures with [GRAZER:4] require a constant source of grass (in other words infinite sized pastures) to survive. In practice, anything with [GRAZER:20] or less is completely incapable of feeding itself. Because of this, the larger creatures like [[draltha]]s are virtually impossible to keep fed, and [[elephant]]s are incapable of feeding themselves fast enough to stave off starvation.{{verify}}&lt;br /&gt;
&lt;br /&gt;
If grazing animals consume all the grass on a tile, the tile will be reverted to the base layer material. This may be [[sand]], [[clay]] or [[soil]]. In this way you receive a visual clue as to the size of the pasture required.&lt;br /&gt;
&lt;br /&gt;
==[[Overcrowding]]==&lt;br /&gt;
When a pasture is overcrowded, animals may become enraged and start fights. This behavior is similar to a dwarf throwing a [[tantrum]], and can be prevented by enlarging your pasture or keeping fewer animals in it.&lt;br /&gt;
&lt;br /&gt;
Another possibility is to split a large pasture which holds many animals into several smaller pastures, with the pasture size reflecting the amount of grazing the animal needs to survive. Animals will only fight each other if their pasture is sharing the same tiles as the creature they are fighting with.&lt;br /&gt;
&lt;br /&gt;
==Other Applications==&lt;br /&gt;
A pasture can serve as a quite limited replacement for a [[rope]] or [[restraint]], as it allows you to &amp;quot;tie&amp;quot; multiple animals to the same spot and even allows you to place [[pet]]s and animals assigned to dwarves. It does however not actually tie animals; see below.&lt;br /&gt;
&lt;br /&gt;
This can be used to (not very safely) get rid of immigrant pets or cat infestations by pasturing them outside the fortress to serve as an early warning system and meatshield or by pasturing them inside a room that then gets accidentally filled with [[magma]]. This procedure will cause unhappy thoughts in owners and spam &amp;quot;assign to pasture&amp;quot; jobs when you want them least: When the animals are running away from invaders or even a meager [[thief]], most of them escaping death:&lt;br /&gt;
&lt;br /&gt;
While a pasture is a quick way of placing animals exactly in one defined area, it does not restrict the movement of an animal--if they are threatened by an enemy, the animal will flee as normal, and will trigger a task to re-pasture the animal once it leaves the border of the pasture. This is important as the announcement of an ambush may trigger a flood of civilians rushing to the pasture and into the face of the enemy. Since the labor has no associated skill, you cannot govern who will take such a job, but you can cancel those jobs by e.g. temporarily deactivating the pasture zone.&lt;br /&gt;
&lt;br /&gt;
==List of grazing animals==&lt;br /&gt;
&lt;br /&gt;
Take the following numbers with a grain of salt; they ignore the differing abilities of various biomes to replenish grass. Usually you can get along with way smaller pastures. Nevertheless, a fairly large herd can cause overgrazing fast, keep an eye out for hungry animals and desolate [[grass]]less areas.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:right&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Animal&lt;br /&gt;
! Grazer&amp;lt;br&amp;gt;value&lt;br /&gt;
! Creature&amp;lt;br&amp;gt;Size&lt;br /&gt;
! [[Milking|Milkable]]&lt;br /&gt;
! [[Shearing|Shearable]]&lt;br /&gt;
! Minimal Pasture Size&amp;lt;br&amp;gt;per individual&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| [[Elephant]]&lt;br /&gt;
| 12 || 5,000,000 || ||&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| Cannot Self Feed (Graze Value &amp;lt;= 20)&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| [[Rhinoceros]]&lt;br /&gt;
| 20 || 3,000,000 || ||&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| Cannot Self Feed (Graze Value &amp;lt;= 20)&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| [[Giant moose|Giant bull moose]]&lt;br /&gt;
| 23 || 4,257,750 || ||&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| 29 x 29&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| [[Draltha]]&lt;br /&gt;
| 24&lt;br /&gt;
| 2,500,000&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| 29 x 29&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| [[Giant moose|Giant moose cow]]&lt;br /&gt;
| 38&lt;br /&gt;
| 2,554,650&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| 28 x 28&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| [[Water buffalo]]&lt;br /&gt;
| 60&lt;br /&gt;
| 1,000,000&lt;br /&gt;
| Yes&lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| 18 x 18&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| [[Giraffe]]&lt;br /&gt;
| 60&lt;br /&gt;
| 1,000,000&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| 18 x 18&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| [[Yak]]&lt;br /&gt;
| 85&lt;br /&gt;
| 700,000&lt;br /&gt;
| Yes&lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| 16 x 16&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| [[Gigantic panda]]&lt;br /&gt;
| 92&lt;br /&gt;
| 1,160,900&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| N/A (only eat bamboo, will starve without it)&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| [[Cow]]&lt;br /&gt;
| 100&lt;br /&gt;
| 600,000&lt;br /&gt;
| Yes&lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| 14 x 14&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| [[Unicorn]]&lt;br /&gt;
| 100&lt;br /&gt;
| 600,000&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| 14 x 14&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| [[Moose|Bull moose]]&lt;br /&gt;
| 114&lt;br /&gt;
| 525,000&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| 14 x 14&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| [[Horse]]&lt;br /&gt;
| 120&lt;br /&gt;
| 500,000&lt;br /&gt;
| Yes&lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| 13 x 13&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| [[Camel]] (both)&lt;br /&gt;
| 120&lt;br /&gt;
| 500,000&lt;br /&gt;
| Yes&lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| 13 x 13&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| [[Giant capybara]]&lt;br /&gt;
| 133&lt;br /&gt;
| 523,350&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| 13 x 13&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| [[Mule]]&lt;br /&gt;
| 150&lt;br /&gt;
| 400,000&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| 12 x 12&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| [[Moose|Cow moose]]&lt;br /&gt;
| 190&lt;br /&gt;
| 315,000&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| 11 x 11&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| [[Donkey]]&lt;br /&gt;
| 200&lt;br /&gt;
| 300,000&lt;br /&gt;
| Yes&lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| 10 x 10&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| [[Elk]]&lt;br /&gt;
| 200&lt;br /&gt;
| 300,000&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| 10 x 10&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| [[Muskox]]&lt;br /&gt;
| 210&lt;br /&gt;
| 285,000&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| 10 x 10&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| [[Giant red panda]]&lt;br /&gt;
| 255&lt;br /&gt;
| 235,100&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| N/A (only eat bamboo, will starve without it)&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| [[Tapir]]&lt;br /&gt;
| 300&lt;br /&gt;
| 200,000&lt;br /&gt;
| Yes&lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| 9 x 9 ?&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| [[Llama]]&lt;br /&gt;
| 333&lt;br /&gt;
| 180,000&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| 8 x 8&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| [[Deer]]&lt;br /&gt;
| 428&lt;br /&gt;
| 140,000&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| 7 x 7&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| [[Reindeer]]&lt;br /&gt;
| 461&lt;br /&gt;
| 130,000&lt;br /&gt;
| Yes&lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| 7 x 7&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| [[Panda]]&lt;br /&gt;
| 462&lt;br /&gt;
| 130,000&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| N/A (only eat bamboo, will starve without it)&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| [[Warthog]]&lt;br /&gt;
| 600&lt;br /&gt;
| 100,000&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| 6 x 6&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| [[Elk bird]]&lt;br /&gt;
| 600&lt;br /&gt;
| 100,000&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| 6 x 6&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| [[Kangaroo]]&lt;br /&gt;
| 667&lt;br /&gt;
| 90,000&lt;br /&gt;
| Yes&lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| 6 x 6&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| [[Alpaca]]&lt;br /&gt;
| 857&lt;br /&gt;
| 70,000&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| 5 x 5&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| [[Goat]]&lt;br /&gt;
| 1,200&lt;br /&gt;
| 50,000&lt;br /&gt;
| Yes&lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| 4 x 4&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| [[Mountain goat]]&lt;br /&gt;
| 1,200&lt;br /&gt;
| 50,000&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| 4 x 4&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| [[Ibex]]&lt;br /&gt;
| 1,200&lt;br /&gt;
| 50,000&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| 4 x 4&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| [[Impala]]&lt;br /&gt;
| 1,200&lt;br /&gt;
| 50,000&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| 4 x 4&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| [[Sheep]]&lt;br /&gt;
| 1,200&lt;br /&gt;
| 50,000&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| 4 x 4&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| [[Capybara]]&lt;br /&gt;
| 1,333&lt;br /&gt;
| 45,000&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| 4 x 4&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| [[Wombat]]&lt;br /&gt;
| 2,308&lt;br /&gt;
| 25,000&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| 3 x 3 ?&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| [[Gazelle]]&lt;br /&gt;
| 3,000&lt;br /&gt;
| 20,000&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| 3 x 3&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| [[Hoary marmot]]&lt;br /&gt;
| 6,000&lt;br /&gt;
| 10,000&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| 2 x 2&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| [[Red panda]]&lt;br /&gt;
| 12,000&lt;br /&gt;
| 5,000&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| N/A (only eat bamboo, will starve without it)&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| [[Hare]]&lt;br /&gt;
| 17,143&lt;br /&gt;
| 3,500&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| 1 x 1 ?&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| [[Groundhog]]&lt;br /&gt;
| 20,000&lt;br /&gt;
| 3,000&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| 1 x 1&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| [[Cavy]]&lt;br /&gt;
| 75,000&lt;br /&gt;
| 800&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| 1 x 1 (can feed up to 3 cavies)&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| [[Rabbit]]&lt;br /&gt;
| 120,000&lt;br /&gt;
| 500&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| 1 x 1 (can feed up to 5 rabbits)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The following giant animals do not modify the grazer token inherited from their parents and are bugged to eat less than their size would indicate.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:right&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Animal&lt;br /&gt;
! Grazer&amp;lt;br&amp;gt;value&lt;br /&gt;
! Creature&amp;lt;br&amp;gt;Size&lt;br /&gt;
! [[Milking|Milkable]]&lt;br /&gt;
! [[Shearing|Shearable]]&lt;br /&gt;
! Minimal Pasture Size&amp;lt;br&amp;gt;per individual&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| [[Giant tapir]]&lt;br /&gt;
| 300&lt;br /&gt;
| 1,700,000&lt;br /&gt;
| Yes&lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| 9 x 9 ?&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| [[Giant kangaroo]]&lt;br /&gt;
| 667&lt;br /&gt;
| 857,700&lt;br /&gt;
| Yes&lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| 6 x 6&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| [[Giant ibex]]&lt;br /&gt;
| 1,200&lt;br /&gt;
| 560,000&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| 4 x 4&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| [[Giant impala]]&lt;br /&gt;
| 1,200&lt;br /&gt;
| 560,000&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| 4 x 4&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| [[Giant wombat]]&lt;br /&gt;
| 2,308&lt;br /&gt;
| 377,750&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| 3 x 3 ?&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| [[Giant hare]]&lt;br /&gt;
| 17,143&lt;br /&gt;
| 224,560&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| 1 x 1 ?&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Koltom</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Pasture&amp;diff=184521</id>
		<title>v0.34:Pasture</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Pasture&amp;diff=184521"/>
		<updated>2013-04-21T14:25:11Z</updated>

		<summary type="html">&lt;p&gt;Koltom: /* Grazing animals and pasture size */  has someone actually tried this?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|17:59, 25 February 2011 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
Pastures are [[activity zone]]s that the player creates to hold tame animals, especially grazing animals.  Herbivorous animals require [[grass]], [[cave moss]], or [[floor fungus]] to graze upon, and larger herbivores need a greater amount of these to feed themselves. [[Panda]]s and their relatives require bamboo rather than other types of grass. Using pastures allows herbivorous animals to be restricted to areas where they will have plenty to eat.&lt;br /&gt;
&lt;br /&gt;
A pasture is defined using {{K|i}}-{{K|n}} to draw a rectangle, and then animals are selected to graze. Having pressed {{K|i}} to define a zone, highlight the pasture and press {{K|N}} ({{K|Shift}}+{{K|n}}), select the animal(s) you wish to pasture using {{K|+}}/{{K|-}}, and press {{K|Enter}}. Once all animals are selected, finish by pressing {{K|Esc}} and idle dwarves will lead the animals to pasture. Contrary to a common misconception, this task is '''not''' an animal hauling job and will be performed by any adult civilian regardless of labors enabled. &lt;br /&gt;
&lt;br /&gt;
Any tame animal may be assigned to a pasture. You can also create pastures inside (on rock) and use them to confine animals that do not need to eat (like pigs) in certain areas. If there is fungus or moss on your indoor floors (e.g. on soil after breaching the caverns), the animals will consume that in place of grass. &lt;br /&gt;
&lt;br /&gt;
[[Grass]] on your pastures will replenish at different speeds, depending on [[biome]]; If on embark the biome read &amp;quot;Thick&amp;quot; on &amp;quot;Other Vegetation&amp;quot; it will regrow fast, if it read &amp;quot;Scarce&amp;quot;, it may not regenerate at all.&lt;br /&gt;
&lt;br /&gt;
Baby animals born to pastured mothers will automatically be assigned to their mother's pasture.&lt;br /&gt;
&lt;br /&gt;
==Grazing animals and pasture size==&lt;br /&gt;
Grazing animals use the [GRAZER:&amp;lt;value&amp;gt;] token to signify how much grass they need to eat.  This is an inverse number - the value in grazer signifies how much hunger is reduced when eating a unit of grass.  A creature with ten times the grazer value needs one tenth the amount of grass (and hence, pasture land) as a creature with a small grazer value. If you started your fortress in an undead biome, you may need to assign more space for a pasture as much of the grass is dead. Animals will not eat dead grass and will only eat the still living patches.&lt;br /&gt;
&lt;br /&gt;
Animals which graze are typically good livestock candidates, as many of them can be [[milk]]ed and 3 also can be [[shear]]ed for [[wool]]. Creatures with larger sizes consume more grass, but also produce more meat when [[butcher]]ed.&lt;br /&gt;
&lt;br /&gt;
Each [[time]] unit adds one point to hunger.  An animal takes an average of one turn per ten time units, and takes one time unit to eat grass. If there were an unlimited amount of grass on a tile, even animals with [GRAZER:1] would be able to feed themselves, however, there are at most 4 bunches of grass. Therefore, a creature of standard speed and agility with [GRAZER:3] would not be able to survive, and creatures with [GRAZER:4] require a constant source of grass (in other words infinite sized pastures) to survive. In practice, anything with [GRAZER:20] or less is completely incapable of feeding itself. Because of this, the larger creatures like [[draltha]]s are virtually impossible to keep fed, and [[elephant]]s are incapable of feeding themselves fast enough to stave off starvation.{{verify}}&lt;br /&gt;
&lt;br /&gt;
If grazing animals consume all the grass on a tile, the tile will be reverted to the base layer material. This may be [[sand]], [[clay]] or [[soil]]. In this way you receive a visual clue as to the size of the pasture required.&lt;br /&gt;
&lt;br /&gt;
==[[Overcrowding]]==&lt;br /&gt;
When a pasture is overcrowded, animals may become enraged and start fights. This behavior is similar to a dwarf throwing a [[tantrum]], and can be prevented by enlarging your pasture or keeping fewer animals in it.&lt;br /&gt;
&lt;br /&gt;
Another possibility is to split a large pasture which holds many animals into several smaller pastures, with the pasture size reflecting the amount of grazing the animal needs to survive. Animals will only fight each other if their pasture is sharing the same tiles as the creature they are fighting with.&lt;br /&gt;
&lt;br /&gt;
==Other Applications==&lt;br /&gt;
A pasture can serve as a quite limited replacement for a [[rope]] or [[restraint]], as it allows you to &amp;quot;tie&amp;quot; multiple animals to the same spot and even allows you to place [[pet]]s and animals assigned to dwarves. It does however not actually tie animals; see below.&lt;br /&gt;
&lt;br /&gt;
This can be used to (not very safely) get rid of immigrant pets or cat infestations by pasturing them outside the fortress to serve as an early warning system and meatshield or by pasturing them inside a room that then gets accidentally filled with [[magma]]. This procedure will cause unhappy thoughts in owners and spam &amp;quot;assign to pasture&amp;quot; jobs when you want them least: When the animals are running away from invaders or even a meager [[thief]], most of them escaping death:&lt;br /&gt;
&lt;br /&gt;
While a pasture is a quick way of placing animals exactly in one defined area, it does not restrict the movement of an animal--if they are threatened by an enemy, the animal will flee as normal, and will trigger a task to re-pasture the animal once it leaves the border of the pasture. This is important as the announcement of an ambush may trigger a flood of civilians rushing to the pasture and into the face of the enemy. Since the labor has no associated skill, you cannot govern who will take such a job, but you can cancel those jobs by e.g. temporarily deactivating the pasture zone.&lt;br /&gt;
&lt;br /&gt;
==List of grazing animals==&lt;br /&gt;
&lt;br /&gt;
Take the following numbers with a grain of salt; they ignore the differing abilities of various biomes to replenish grass. Usually you can get along with way smaller pastures. Nevertheless, a fairly large herd can cause overgrazing fast, keep an eye out for hungry animals and desolate [[grass]]y areas.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:right&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Animal&lt;br /&gt;
! Grazer&amp;lt;br&amp;gt;value&lt;br /&gt;
! Creature&amp;lt;br&amp;gt;Size&lt;br /&gt;
! [[Milking|Milkable]]&lt;br /&gt;
! [[Shearing|Shearable]]&lt;br /&gt;
! Minimal Pasture Size&amp;lt;br&amp;gt;per individual&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| [[Elephant]]&lt;br /&gt;
| 12 || 5,000,000 || ||&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| Cannot Self Feed (Graze Value &amp;lt;= 20)&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| [[Rhinoceros]]&lt;br /&gt;
| 20 || 3,000,000 || ||&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| Cannot Self Feed (Graze Value &amp;lt;= 20)&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| [[Giant moose|Giant bull moose]]&lt;br /&gt;
| 23 || 4,257,750 || ||&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| 29 x 29&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| [[Draltha]]&lt;br /&gt;
| 24&lt;br /&gt;
| 2,500,000&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| 29 x 29&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| [[Giant moose|Giant moose cow]]&lt;br /&gt;
| 38&lt;br /&gt;
| 2,554,650&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| 28 x 28&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| [[Water buffalo]]&lt;br /&gt;
| 60&lt;br /&gt;
| 1,000,000&lt;br /&gt;
| Yes&lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| 18 x 18&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| [[Giraffe]]&lt;br /&gt;
| 60&lt;br /&gt;
| 1,000,000&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| 18 x 18&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| [[Yak]]&lt;br /&gt;
| 85&lt;br /&gt;
| 700,000&lt;br /&gt;
| Yes&lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| 16 x 16&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| [[Gigantic panda]]&lt;br /&gt;
| 92&lt;br /&gt;
| 1,160,900&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| N/A (only eat bamboo, will starve without it)&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| [[Cow]]&lt;br /&gt;
| 100&lt;br /&gt;
| 600,000&lt;br /&gt;
| Yes&lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| 14 x 14&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| [[Unicorn]]&lt;br /&gt;
| 100&lt;br /&gt;
| 600,000&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| 14 x 14&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| [[Moose|Bull moose]]&lt;br /&gt;
| 114&lt;br /&gt;
| 525,000&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| 14 x 14&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| [[Horse]]&lt;br /&gt;
| 120&lt;br /&gt;
| 500,000&lt;br /&gt;
| Yes&lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| 13 x 13&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| [[Camel]] (both)&lt;br /&gt;
| 120&lt;br /&gt;
| 500,000&lt;br /&gt;
| Yes&lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| 13 x 13&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| [[Giant capybara]]&lt;br /&gt;
| 133&lt;br /&gt;
| 523,350&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| 13 x 13&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| [[Mule]]&lt;br /&gt;
| 150&lt;br /&gt;
| 400,000&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| 12 x 12&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| [[Moose|Cow moose]]&lt;br /&gt;
| 190&lt;br /&gt;
| 315,000&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| 11 x 11&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| [[Donkey]]&lt;br /&gt;
| 200&lt;br /&gt;
| 300,000&lt;br /&gt;
| Yes&lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| 10 x 10&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| [[Elk]]&lt;br /&gt;
| 200&lt;br /&gt;
| 300,000&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| 10 x 10&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| [[Muskox]]&lt;br /&gt;
| 210&lt;br /&gt;
| 285,000&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| 10 x 10&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| [[Giant red panda]]&lt;br /&gt;
| 255&lt;br /&gt;
| 235,100&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| N/A (only eat bamboo, will starve without it)&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| [[Tapir]]&lt;br /&gt;
| 300&lt;br /&gt;
| 200,000&lt;br /&gt;
| Yes&lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| 9 x 9 ?&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| [[Llama]]&lt;br /&gt;
| 333&lt;br /&gt;
| 180,000&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| 8 x 8&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| [[Deer]]&lt;br /&gt;
| 428&lt;br /&gt;
| 140,000&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| 7 x 7&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| [[Reindeer]]&lt;br /&gt;
| 461&lt;br /&gt;
| 130,000&lt;br /&gt;
| Yes&lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| 7 x 7&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| [[Panda]]&lt;br /&gt;
| 462&lt;br /&gt;
| 130,000&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| N/A (only eat bamboo, will starve without it)&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| [[Warthog]]&lt;br /&gt;
| 600&lt;br /&gt;
| 100,000&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| 6 x 6&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| [[Elk bird]]&lt;br /&gt;
| 600&lt;br /&gt;
| 100,000&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| 6 x 6&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| [[Kangaroo]]&lt;br /&gt;
| 667&lt;br /&gt;
| 90,000&lt;br /&gt;
| Yes&lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| 6 x 6&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| [[Alpaca]]&lt;br /&gt;
| 857&lt;br /&gt;
| 70,000&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| 5 x 5&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| [[Goat]]&lt;br /&gt;
| 1,200&lt;br /&gt;
| 50,000&lt;br /&gt;
| Yes&lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| 4 x 4&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| [[Mountain goat]]&lt;br /&gt;
| 1,200&lt;br /&gt;
| 50,000&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| 4 x 4&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| [[Ibex]]&lt;br /&gt;
| 1,200&lt;br /&gt;
| 50,000&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| 4 x 4&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| [[Impala]]&lt;br /&gt;
| 1,200&lt;br /&gt;
| 50,000&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| 4 x 4&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| [[Sheep]]&lt;br /&gt;
| 1,200&lt;br /&gt;
| 50,000&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| 4 x 4&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| [[Capybara]]&lt;br /&gt;
| 1,333&lt;br /&gt;
| 45,000&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| 4 x 4&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| [[Wombat]]&lt;br /&gt;
| 2,308&lt;br /&gt;
| 25,000&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| 3 x 3 ?&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| [[Gazelle]]&lt;br /&gt;
| 3,000&lt;br /&gt;
| 20,000&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| 3 x 3&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| [[Hoary marmot]]&lt;br /&gt;
| 6,000&lt;br /&gt;
| 10,000&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| 2 x 2&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| [[Red panda]]&lt;br /&gt;
| 12,000&lt;br /&gt;
| 5,000&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| N/A (only eat bamboo, will starve without it)&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| [[Hare]]&lt;br /&gt;
| 17,143&lt;br /&gt;
| 3,500&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| 1 x 1 ?&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| [[Groundhog]]&lt;br /&gt;
| 20,000&lt;br /&gt;
| 3,000&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| 1 x 1&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| [[Cavy]]&lt;br /&gt;
| 75,000&lt;br /&gt;
| 800&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| 1 x 1 (can feed up to 3 cavies)&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| [[Rabbit]]&lt;br /&gt;
| 120,000&lt;br /&gt;
| 500&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| 1 x 1 (can feed up to 5 rabbits)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The following giant animals do not modify the grazer token inherited from their parents and are bugged to eat less than their size would indicate.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:right&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Animal&lt;br /&gt;
! Grazer&amp;lt;br&amp;gt;value&lt;br /&gt;
! Creature&amp;lt;br&amp;gt;Size&lt;br /&gt;
! [[Milking|Milkable]]&lt;br /&gt;
! [[Shearing|Shearable]]&lt;br /&gt;
! Minimal Pasture Size&amp;lt;br&amp;gt;per individual&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| [[Giant tapir]]&lt;br /&gt;
| 300&lt;br /&gt;
| 1,700,000&lt;br /&gt;
| Yes&lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| 9 x 9 ?&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| [[Giant kangaroo]]&lt;br /&gt;
| 667&lt;br /&gt;
| 857,700&lt;br /&gt;
| Yes&lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| 6 x 6&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| [[Giant ibex]]&lt;br /&gt;
| 1,200&lt;br /&gt;
| 560,000&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| 4 x 4&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| [[Giant impala]]&lt;br /&gt;
| 1,200&lt;br /&gt;
| 560,000&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| 4 x 4&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| [[Giant wombat]]&lt;br /&gt;
| 2,308&lt;br /&gt;
| 377,750&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| 3 x 3 ?&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| [[Giant hare]]&lt;br /&gt;
| 17,143&lt;br /&gt;
| 224,560&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| 1 x 1 ?&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Koltom</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Pasture&amp;diff=184520</id>
		<title>v0.34 Talk:Pasture</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Pasture&amp;diff=184520"/>
		<updated>2013-04-21T14:21:25Z</updated>

		<summary type="html">&lt;p&gt;Koltom: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Identification==&lt;br /&gt;
I have all my dogs assigned to a pasture. Now I want to assign some to a chain but can't determine which one I have chosen and need to remove from the pasture. So far my attempts leads to a constant circle of put on chain&amp;lt;-&amp;gt;put back to pasture.&lt;br /&gt;
&lt;br /&gt;
How does one solve this? Or is there no point in using chains anymore and I should just use a one-tile pasture? --[[User:Old Ancient|Old Ancient]] 18:38, 30 March 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;s&amp;gt;Unfortunately, there doesn't seem to be any easy way to identify animals currently. From the list, all you can see is their species, gender, and training status. If you wanted to, you could mark the animal you want for adoption, which will eventually give it a name, but then you end up with owners' responsibilities too. Hopefully we can assign animals nicknames in the next version :) --{{User:Lethosor/sig}} 20:14, 30 March 2013 (UTC)&amp;lt;/s&amp;gt; Sorry, I read that question completely wrong. --{{User:Lethosor/sig}} 13:40, 2 April 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
:From [[Restraint]]: Animals assigned to a restraint are not automatically de-assigned from a [[pasture]], leaving your dwarves to drag the animal back and forth repeatedly.{{bug|4475}} &lt;br /&gt;
:To workaround this bug, you can try:&lt;br /&gt;
:*manually removing the creature from the pasture (it will be shown with a restraint icon near the top of the pasture list menu)&lt;br /&gt;
:*only assigning non-pastured creatures to restraints&lt;br /&gt;
:*assigning your pastured creature to a cage first, then reassigning it to a restraint (cages of different colors can help assign the correct creature for a specific location)&lt;br /&gt;
:This bug ''is'' annoying; despite being familiar with it I still find my dwarves hauling animals back and forth on occasion.--[[User:Loci|Loci]] 19:38, 1 April 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
::I decided to go with one tile pastures. I don't even mind that the dogs will chase after the thieves. Probably will change my mind once they have all run off and allowed entry to yet ''more'' thieves ;) --[[User:Old Ancient|Old Ancient]] 02:23, 2 April 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Exceptions ==&lt;br /&gt;
&lt;br /&gt;
For most of these animals, total suggested grazing area is just 20,000/GRAZER, but there are a few that don't fit in, like the giant moose cow. What's the difference with these? Do they walk at a different speed than normal or something?--[[User:Zzedar|Zzedar]] ([[User talk:Zzedar|talk]]) 20:29, 17 April 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
:There have always been two factions in editors: Those who read raws and those who actually play. Both can be wrong. My guess is this list was made by a raw-er and adapted to experience by players. --[[User:Old Ancient|Old Ancient]] ([[User talk:Old Ancient|talk]]) 10:18, 19 April 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Well, the reason I ask is that if you're right, that might indicate that the 20,000/GRAZER formula is completely wrong, so the ones that do follow this formula would be wrong. Contrariwise, it's possible that it's just a typo or something. Either way, it would indicate that some of the values here are wrong.--[[User:Zzedar|Zzedar]] ([[User talk:Zzedar|talk]]) 19:33, 19 April 2013 (UTC)&lt;br /&gt;
::: Anyone who has 2 biomes with different &amp;quot;grass characteristics&amp;quot; will quickly realize that the needed pasture size also depends on biome. So yes, the recommended pasture sizes are probably all wrong. --[[User:Koltom|Koltom]] ([[User talk:Koltom|talk]]) 14:21, 21 April 2013 (UTC)&lt;/div&gt;</summary>
		<author><name>Koltom</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Pasture&amp;diff=184519</id>
		<title>v0.34:Pasture</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Pasture&amp;diff=184519"/>
		<updated>2013-04-21T14:15:21Z</updated>

		<summary type="html">&lt;p&gt;Koltom: on grass&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|17:59, 25 February 2011 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
Pastures are [[activity zone]]s that the player creates to hold tame animals, especially grazing animals.  Herbivorous animals require [[grass]], [[cave moss]], or [[floor fungus]] to graze upon, and larger herbivores need a greater amount of these to feed themselves. [[Panda]]s and their relatives require bamboo rather than other types of grass. Using pastures allows herbivorous animals to be restricted to areas where they will have plenty to eat.&lt;br /&gt;
&lt;br /&gt;
A pasture is defined using {{K|i}}-{{K|n}} to draw a rectangle, and then animals are selected to graze. Having pressed {{K|i}} to define a zone, highlight the pasture and press {{K|N}} ({{K|Shift}}+{{K|n}}), select the animal(s) you wish to pasture using {{K|+}}/{{K|-}}, and press {{K|Enter}}. Once all animals are selected, finish by pressing {{K|Esc}} and idle dwarves will lead the animals to pasture. Contrary to a common misconception, this task is '''not''' an animal hauling job and will be performed by any adult civilian regardless of labors enabled. &lt;br /&gt;
&lt;br /&gt;
Any tame animal may be assigned to a pasture. You can also create pastures inside (on rock) and use them to confine animals that do not need to eat (like pigs) in certain areas. If there is fungus or moss on your indoor floors (e.g. on soil after breaching the caverns), the animals will consume that in place of grass. &lt;br /&gt;
&lt;br /&gt;
[[Grass]] on your pastures will replenish at different speeds, depending on [[biome]]; If on embark the biome read &amp;quot;Thick&amp;quot; on &amp;quot;Other Vegetation&amp;quot; it will regrow fast, if it read &amp;quot;Scarce&amp;quot;, it may not regenerate at all.&lt;br /&gt;
&lt;br /&gt;
Baby animals born to pastured mothers will automatically be assigned to their mother's pasture.&lt;br /&gt;
&lt;br /&gt;
==Grazing animals and pasture size==&lt;br /&gt;
Grazing animals use the [GRAZER:&amp;lt;value&amp;gt;] token to signify how much grass they need to eat.  This is an inverse number - the value in grazer signifies how much hunger is reduced when eating a unit of grass.  A creature with ten times the grazer value needs one tenth the amount of grass (and hence, pasture land) as a creature with a small grazer value. If you started your fortress in an undead biome, you may need to assign more space for a pasture as much of the grass is dead. Animals will not eat dead grass and will only eat the still living patches.&lt;br /&gt;
&lt;br /&gt;
Animals which graze are typically good livestock candidates, as many of them produce [[wool]] or [[milk]], and the only creatures which can produce both wool and milk are grazers. Creatures with larger sizes consume more grass, but also produce more meat when [[butcher]]ed.&lt;br /&gt;
&lt;br /&gt;
Each [[time]] unit adds one point to hunger.  An animal takes an average of one turn per ten time units, and takes one time unit to eat grass. If there were an unlimited amount of grass on a tile, even animals with [GRAZER:1] would be able to feed themselves, however, there are at most 4 bunches of grass. Therefore, a creature of standard speed and agility with [GRAZER:3] would not be able to survive, and creatures with [GRAZER:4] require a constant source of grass (in other words infinite sized pastures) to survive. In practice, anything with [GRAZER:20] or less is completely incapable of feeding itself. Because of this, the larger creatures like [[draltha]]s are virtually impossible to keep fed, and [[elephant]]s are incapable of feeding themselves fast enough to stave off starvation.&lt;br /&gt;
&lt;br /&gt;
If grazing animals consume all the grass on a tile, the tile will be reverted to the base layer material. This may be [[sand]], [[clay]] or [[soil]]. In this way you receive a visual clue as to the size of the pasture required.&lt;br /&gt;
&lt;br /&gt;
==[[Overcrowding]]==&lt;br /&gt;
When a pasture is overcrowded, animals may become enraged and start fights. This behavior is similar to a dwarf throwing a [[tantrum]], and can be prevented by enlarging your pasture or keeping fewer animals in it.&lt;br /&gt;
&lt;br /&gt;
Another possibility is to split a large pasture which holds many animals into several smaller pastures, with the pasture size reflecting the amount of grazing the animal needs to survive. Animals will only fight each other if their pasture is sharing the same tiles as the creature they are fighting with.&lt;br /&gt;
&lt;br /&gt;
==Other Applications==&lt;br /&gt;
A pasture can serve as a quite limited replacement for a [[rope]] or [[restraint]], as it allows you to &amp;quot;tie&amp;quot; multiple animals to the same spot and even allows you to place [[pet]]s and animals assigned to dwarves. It does however not actually tie animals; see below.&lt;br /&gt;
&lt;br /&gt;
This can be used to (not very safely) get rid of immigrant pets or cat infestations by pasturing them outside the fortress to serve as an early warning system and meatshield or by pasturing them inside a room that then gets accidentally filled with [[magma]]. This procedure will cause unhappy thoughts in owners and spam &amp;quot;assign to pasture&amp;quot; jobs when you want them least: When the animals are running away from invaders or even a meager [[thief]], most of them escaping death:&lt;br /&gt;
&lt;br /&gt;
While a pasture is a quick way of placing animals exactly in one defined area, it does not restrict the movement of an animal--if they are threatened by an enemy, the animal will flee as normal, and will trigger a task to re-pasture the animal once it leaves the border of the pasture. This is important as the announcement of an ambush may trigger a flood of civilians rushing to the pasture and into the face of the enemy. Since the labor has no associated skill, you cannot govern who will take such a job, but you can cancel those jobs by e.g. temporarily deactivating the pasture zone.&lt;br /&gt;
&lt;br /&gt;
==List of grazing animals==&lt;br /&gt;
&lt;br /&gt;
Take the following numbers with a grain of salt; they ignore the differing abilities of various biomes to replenish grass. Usually you can get along with way smaller pastures. Nevertheless, a fairly large herd can cause overgrazing fast, keep an eye out for hungry animals and desolate [[grass]]y areas.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:right&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Animal&lt;br /&gt;
! Grazer&amp;lt;br&amp;gt;value&lt;br /&gt;
! Creature&amp;lt;br&amp;gt;Size&lt;br /&gt;
! [[Milking|Milkable]]&lt;br /&gt;
! [[Shearing|Shearable]]&lt;br /&gt;
! Minimal Pasture Size&amp;lt;br&amp;gt;per individual&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| [[Elephant]]&lt;br /&gt;
| 12 || 5,000,000 || ||&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| Cannot Self Feed (Graze Value &amp;lt;= 20)&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| [[Rhinoceros]]&lt;br /&gt;
| 20 || 3,000,000 || ||&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| Cannot Self Feed (Graze Value &amp;lt;= 20)&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| [[Giant moose|Giant bull moose]]&lt;br /&gt;
| 23 || 4,257,750 || ||&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| 29 x 29&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| [[Draltha]]&lt;br /&gt;
| 24&lt;br /&gt;
| 2,500,000&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| 29 x 29&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| [[Giant moose|Giant moose cow]]&lt;br /&gt;
| 38&lt;br /&gt;
| 2,554,650&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| 28 x 28&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| [[Water buffalo]]&lt;br /&gt;
| 60&lt;br /&gt;
| 1,000,000&lt;br /&gt;
| Yes&lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| 18 x 18&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| [[Giraffe]]&lt;br /&gt;
| 60&lt;br /&gt;
| 1,000,000&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| 18 x 18&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| [[Yak]]&lt;br /&gt;
| 85&lt;br /&gt;
| 700,000&lt;br /&gt;
| Yes&lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| 16 x 16&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| [[Gigantic panda]]&lt;br /&gt;
| 92&lt;br /&gt;
| 1,160,900&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| N/A (only eat bamboo, will starve without it)&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| [[Cow]]&lt;br /&gt;
| 100&lt;br /&gt;
| 600,000&lt;br /&gt;
| Yes&lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| 14 x 14&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| [[Unicorn]]&lt;br /&gt;
| 100&lt;br /&gt;
| 600,000&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| 14 x 14&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| [[Moose|Bull moose]]&lt;br /&gt;
| 114&lt;br /&gt;
| 525,000&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| 14 x 14&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| [[Horse]]&lt;br /&gt;
| 120&lt;br /&gt;
| 500,000&lt;br /&gt;
| Yes&lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| 13 x 13&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| [[Camel]] (both)&lt;br /&gt;
| 120&lt;br /&gt;
| 500,000&lt;br /&gt;
| Yes&lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| 13 x 13&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| [[Giant capybara]]&lt;br /&gt;
| 133&lt;br /&gt;
| 523,350&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| 13 x 13&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| [[Mule]]&lt;br /&gt;
| 150&lt;br /&gt;
| 400,000&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| 12 x 12&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| [[Moose|Cow moose]]&lt;br /&gt;
| 190&lt;br /&gt;
| 315,000&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| 11 x 11&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| [[Donkey]]&lt;br /&gt;
| 200&lt;br /&gt;
| 300,000&lt;br /&gt;
| Yes&lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| 10 x 10&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| [[Elk]]&lt;br /&gt;
| 200&lt;br /&gt;
| 300,000&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| 10 x 10&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| [[Muskox]]&lt;br /&gt;
| 210&lt;br /&gt;
| 285,000&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| 10 x 10&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| [[Giant red panda]]&lt;br /&gt;
| 255&lt;br /&gt;
| 235,100&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| N/A (only eat bamboo, will starve without it)&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| [[Tapir]]&lt;br /&gt;
| 300&lt;br /&gt;
| 200,000&lt;br /&gt;
| Yes&lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| 9 x 9 ?&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| [[Llama]]&lt;br /&gt;
| 333&lt;br /&gt;
| 180,000&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| 8 x 8&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| [[Deer]]&lt;br /&gt;
| 428&lt;br /&gt;
| 140,000&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| 7 x 7&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| [[Reindeer]]&lt;br /&gt;
| 461&lt;br /&gt;
| 130,000&lt;br /&gt;
| Yes&lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| 7 x 7&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| [[Panda]]&lt;br /&gt;
| 462&lt;br /&gt;
| 130,000&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| N/A (only eat bamboo, will starve without it)&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| [[Warthog]]&lt;br /&gt;
| 600&lt;br /&gt;
| 100,000&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| 6 x 6&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| [[Elk bird]]&lt;br /&gt;
| 600&lt;br /&gt;
| 100,000&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| 6 x 6&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| [[Kangaroo]]&lt;br /&gt;
| 667&lt;br /&gt;
| 90,000&lt;br /&gt;
| Yes&lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| 6 x 6&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| [[Alpaca]]&lt;br /&gt;
| 857&lt;br /&gt;
| 70,000&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| 5 x 5&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| [[Goat]]&lt;br /&gt;
| 1,200&lt;br /&gt;
| 50,000&lt;br /&gt;
| Yes&lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| 4 x 4&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| [[Mountain goat]]&lt;br /&gt;
| 1,200&lt;br /&gt;
| 50,000&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| 4 x 4&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| [[Ibex]]&lt;br /&gt;
| 1,200&lt;br /&gt;
| 50,000&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| 4 x 4&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| [[Impala]]&lt;br /&gt;
| 1,200&lt;br /&gt;
| 50,000&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| 4 x 4&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| [[Sheep]]&lt;br /&gt;
| 1,200&lt;br /&gt;
| 50,000&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| 4 x 4&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| [[Capybara]]&lt;br /&gt;
| 1,333&lt;br /&gt;
| 45,000&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| 4 x 4&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| [[Wombat]]&lt;br /&gt;
| 2,308&lt;br /&gt;
| 25,000&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| 3 x 3 ?&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| [[Gazelle]]&lt;br /&gt;
| 3,000&lt;br /&gt;
| 20,000&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| 3 x 3&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| [[Hoary marmot]]&lt;br /&gt;
| 6,000&lt;br /&gt;
| 10,000&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| 2 x 2&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| [[Red panda]]&lt;br /&gt;
| 12,000&lt;br /&gt;
| 5,000&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| N/A (only eat bamboo, will starve without it)&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| [[Hare]]&lt;br /&gt;
| 17,143&lt;br /&gt;
| 3,500&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| 1 x 1 ?&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| [[Groundhog]]&lt;br /&gt;
| 20,000&lt;br /&gt;
| 3,000&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| 1 x 1&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| [[Cavy]]&lt;br /&gt;
| 75,000&lt;br /&gt;
| 800&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| 1 x 1 (can feed up to 3 cavies)&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| [[Rabbit]]&lt;br /&gt;
| 120,000&lt;br /&gt;
| 500&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| 1 x 1 (can feed up to 5 rabbits)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The following giant animals do not modify the grazer token inherited from their parents and are bugged to eat less than their size would indicate.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:right&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Animal&lt;br /&gt;
! Grazer&amp;lt;br&amp;gt;value&lt;br /&gt;
! Creature&amp;lt;br&amp;gt;Size&lt;br /&gt;
! [[Milking|Milkable]]&lt;br /&gt;
! [[Shearing|Shearable]]&lt;br /&gt;
! Minimal Pasture Size&amp;lt;br&amp;gt;per individual&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| [[Giant tapir]]&lt;br /&gt;
| 300&lt;br /&gt;
| 1,700,000&lt;br /&gt;
| Yes&lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| 9 x 9 ?&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| [[Giant kangaroo]]&lt;br /&gt;
| 667&lt;br /&gt;
| 857,700&lt;br /&gt;
| Yes&lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| 6 x 6&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| [[Giant ibex]]&lt;br /&gt;
| 1,200&lt;br /&gt;
| 560,000&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| 4 x 4&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| [[Giant impala]]&lt;br /&gt;
| 1,200&lt;br /&gt;
| 560,000&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| 4 x 4&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| [[Giant wombat]]&lt;br /&gt;
| 2,308&lt;br /&gt;
| 377,750&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| 3 x 3 ?&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| [[Giant hare]]&lt;br /&gt;
| 17,143&lt;br /&gt;
| 224,560&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| 1 x 1 ?&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Koltom</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Head&amp;diff=107539</id>
		<title>v0.31:Head</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Head&amp;diff=107539"/>
		<updated>2010-05-08T18:41:05Z</updated>

		<summary type="html">&lt;p&gt;Koltom: Redirected page to DF2010:Body parts&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#redirect[[DF2010:body parts]]&lt;/div&gt;</summary>
		<author><name>Koltom</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Tail&amp;diff=107538</id>
		<title>v0.31:Tail</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Tail&amp;diff=107538"/>
		<updated>2010-05-08T18:40:31Z</updated>

		<summary type="html">&lt;p&gt;Koltom: Redirected page to DF2010:Body parts&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#redirect[[DF2010:body parts]]&lt;/div&gt;</summary>
		<author><name>Koltom</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Beak&amp;diff=107536</id>
		<title>v0.31:Beak</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Beak&amp;diff=107536"/>
		<updated>2010-05-08T18:39:22Z</updated>

		<summary type="html">&lt;p&gt;Koltom: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}} {{Quality|Fine}}&lt;br /&gt;
A '''beak''' is a {{l|body parts|body part}} that can be generated from killing an animal, but not from {{l|butcher}}ing. Also, beaks, unlike {{l|tail}}s or {{l|head}}s, can not be butchered or used in any way, but will be stored on {{l|refuse stockpile}}s.&lt;/div&gt;</summary>
		<author><name>Koltom</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Beak&amp;diff=107535</id>
		<title>v0.31:Beak</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Beak&amp;diff=107535"/>
		<updated>2010-05-08T18:39:05Z</updated>

		<summary type="html">&lt;p&gt;Koltom: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}} {{Quality|Fine}}&lt;br /&gt;
A '''beak''' is a {{l|body parts|body part}} that can be generated from killing an animal, but not from {{l|butcher}}ing. Also, beaks, unlike {{l|tail}} s or {{l|head}} s, can not be butchered or used in any way, but will be stored on {{l|refuse stockpile}} s.&lt;/div&gt;</summary>
		<author><name>Koltom</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Beak&amp;diff=107534</id>
		<title>v0.31:Beak</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Beak&amp;diff=107534"/>
		<updated>2010-05-08T18:37:59Z</updated>

		<summary type="html">&lt;p&gt;Koltom: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}} {{Quality|Fine}}&lt;br /&gt;
A '''beak''' is a {{l||body parts|body part}} that can be generated from killing an animal, but not from {{l|butcher}}ing. Also, beaks, unlike {{l|tail}} s or {{l|head}} s, can not be butchered or used in any way, but will be stored on {{l|refuse stockpile}} s.&lt;/div&gt;</summary>
		<author><name>Koltom</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Beak&amp;diff=107533</id>
		<title>v0.31:Beak</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Beak&amp;diff=107533"/>
		<updated>2010-05-08T18:37:40Z</updated>

		<summary type="html">&lt;p&gt;Koltom: dude, it's a feature, not a bug&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}} {{Quality|Fine}}&lt;br /&gt;
A '''beak''' is a {{l||body parts|body part}} that can be generated from killing an animal, but not from {{l|butcher}} ing. Also, beaks, unlike {{l|tail}} s or {{l|head}} s, can not be butchered or used in any way, but will be stored on {{l|refuse stockpile}} s.&lt;/div&gt;</summary>
		<author><name>Koltom</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Corpse&amp;diff=107528</id>
		<title>v0.31:Corpse</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Corpse&amp;diff=107528"/>
		<updated>2010-05-08T17:42:52Z</updated>

		<summary type="html">&lt;p&gt;Koltom: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Fine}}&lt;br /&gt;
A '''corpse''' is what is left of a creature once dead. The corpses of vermin are called '''remains'''.&lt;br /&gt;
&lt;br /&gt;
A corpse has several levels of decay, it will begin as &amp;quot;(creature or name) corpse&amp;quot;, progress to &amp;quot;rotten (creature or name) corpse&amp;quot;, then to &amp;quot;(creature or name) partially decayed corpse&amp;quot;, and finally become &amp;quot;(creature or name) skeleton&amp;quot;.  Alternatively, if the creature had had parts ripped or cut off before death, the corpse will be described as &amp;quot;mutilated corpse&amp;quot; and &amp;quot;partial skeleton&amp;quot; in respective descriptions, and the parts (if still on the map) will decay in a similar fashion.  Remains, however, simply progress from &amp;quot;(vermin) remains&amp;quot; to &amp;quot;rotten (vermin) remains&amp;quot; before simply vanishing.&lt;br /&gt;
&lt;br /&gt;
Butchering a corpse produces quantities of {{l|meat}}, {{l|prepared organs}}, {{l|bones}}, a {{l|skull}}, {{l|skin}}, and nails/hoofs, as well as cartilage, nervous tissue, and other types of useless byproducts.  Body parts can be butchered, presumably for whatever tissues/organs were in the part. &amp;quot;Butchering&amp;quot; a skeleton produces only a skull, bones, cartilage and other non-decaying tissues.&lt;br /&gt;
&lt;br /&gt;
Corpses will produce {{l|miasma}} in subterranean areas, but not above ground.&lt;br /&gt;
&lt;br /&gt;
Note that it's possible to view the corpse's description, like that of a living creature's, through the {{k|u}}nits menu, but it will always report that the creature's upper body is gone, regardless of it's true conditions.&lt;/div&gt;</summary>
		<author><name>Koltom</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Refuse_stockpile&amp;diff=107527</id>
		<title>v0.31:Refuse stockpile</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Refuse_stockpile&amp;diff=107527"/>
		<updated>2010-05-08T17:39:50Z</updated>

		<summary type="html">&lt;p&gt;Koltom: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Fine}}&lt;br /&gt;
&lt;br /&gt;
'''Refuse stockpiles''' are used to store {{l|remains}}, {{l|body parts}} and {{l|corpse}}s (more?). These will mostly stem from {{l|hunting}}, {{l|butcher}}ing, {{l|trap}}s and {{l|combat}}, but remains generate from {{l|vermin}} dying on their own or being killed by a {{l|cat}}.&lt;br /&gt;
&lt;br /&gt;
Refuse stockpiles require particular care because they fill rapidly and their contents tend to create {{l|miasma}} (dwarves hate). They should either be outside (where no miasma is created), in an enclosed space (to minimize exposure), or only accept non-miasma items (impossible with currently available settings{{version|0.31.03}}).&lt;/div&gt;</summary>
		<author><name>Koltom</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Refuse_stockpile&amp;diff=107526</id>
		<title>v0.31:Refuse stockpile</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Refuse_stockpile&amp;diff=107526"/>
		<updated>2010-05-08T17:39:29Z</updated>

		<summary type="html">&lt;p&gt;Koltom: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Fine}}&lt;br /&gt;
&lt;br /&gt;
'''Refuse stockpiles''' are used to store {{l|remains}}, {{l|body parts}} and {{l|corpses}} (more?). These will mostly stem from {{l|hunting}}, {{l|butcher}}ing, {{l|trap}}s and {{l|combat}}, but remains generate from {{l|vermin}} dying on their own or being killed by a {{l|cat}}.&lt;br /&gt;
&lt;br /&gt;
Refuse stockpiles require particular care because they fill rapidly and their contents tend to create {{l|miasma}} (dwarves hate). They should either be outside (where no miasma is created), in an enclosed space (to minimize exposure), or only accept non-miasma items (impossible with currently available settings{{version|0.31.03}}).&lt;/div&gt;</summary>
		<author><name>Koltom</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Refuse_stockpile&amp;diff=107525</id>
		<title>v0.31 Talk:Refuse stockpile</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Refuse_stockpile&amp;diff=107525"/>
		<updated>2010-05-08T17:37:05Z</updated>

		<summary type="html">&lt;p&gt;Koltom: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Specialized refuse stockpiles ==&lt;br /&gt;
How can I make them? I don't see bones, shells and so on at stockpile item types. There are only '''remains''' entry, and also '''fresh raw hide''' and '''rotten raw hide'''. Is it bug or new feature? --[[User:Peregarrett|Peregarrett]] 06:45, 19 April 2010 (UTC)&lt;br /&gt;
:You can't. They're all &amp;quot;body parts&amp;quot;. [[User:Immibis|Immibis]] 07:00, 19 April 2010 (UTC)&lt;br /&gt;
::You can probably still sort out the shells, but bones can't be effectively sorted out now. You should be able to make a shell stockpile by disabling everything except 'Turtles' and 'Cave Lobsters' under Body Parts, since I was able to keep shells out of a stockpile by disabling those two but leaving everything else on. --[[User:Lightning4|Lightning4]] 07:14, 19 April 2010 (UTC)&lt;br /&gt;
::: Better than nothing. Since fishing became so low efficient, shells are very rare items. Bones are much more common --[[User:Peregarrett|Peregarrett]] 07:06, 20 April 2010 (UTC)&lt;br /&gt;
:::Doesn't work as expected. Turtles and lobsters stockpile totally filled with remains of turtles, caught by cats as vermins. And they don't rot. Is there any way to tramsform turtle remains into raw turtle fish?&lt;br /&gt;
:::There's a workaround. 'Vermin' turtles are caught close to water pools and rivers. So, if you set order &amp;quot;ignore refuse from outside&amp;quot; dwarves won't carry it to stockpile. But you should build fishery and butchery '''inside''' then - so bones and shells will be counted as inside refuse and will be transfered to stockpile --[[User:Peregarrett|Peregarrett]] 10:15, 25 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::Just disable remains? --[[User:Koltom|Koltom]] 17:37, 8 May 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Koltom</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Refuse_stockpile&amp;diff=107524</id>
		<title>v0.31:Refuse stockpile</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Refuse_stockpile&amp;diff=107524"/>
		<updated>2010-05-08T17:35:36Z</updated>

		<summary type="html">&lt;p&gt;Koltom: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Fine}}&lt;br /&gt;
&lt;br /&gt;
'''Refuse stockpiles''' are used to store remains, body parts and corpses (more?). These will mostly stem from hunting, butchering, traps and combat, but remains generate from vermin dying on their own or being killed by a cat.&lt;br /&gt;
&lt;br /&gt;
Refuse stockpiles require particular care because they fill rapidly and their contents tend to create miasma (dwarves hate). They should either be outside (where no miasma is created), in an enclosed space (to minimize exposure), or only accept non-miasma items (impossible with currently available settings{{version|0.31.03}}).&lt;/div&gt;</summary>
		<author><name>Koltom</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Refuse_stockpile&amp;diff=107523</id>
		<title>v0.31:Refuse stockpile</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Refuse_stockpile&amp;diff=107523"/>
		<updated>2010-05-08T17:31:36Z</updated>

		<summary type="html">&lt;p&gt;Koltom: a start&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Fine}}&lt;br /&gt;
&lt;br /&gt;
'''Refuse stockpiles''' are used to store remains, body parts and corpses. These will mostly stem from hunting and butchering, but remains generate from vermin dying on their own or being killed by a cat.&lt;br /&gt;
&lt;br /&gt;
Refuse stockpiles require particular care because their contents tend to create miasma (dwarves hate) and fill rapidly. They should either be outside (where no miasma is created), in an enclosed space (to minimize exposure), or only accept non-miasma items (this requires detailed settings).&lt;/div&gt;</summary>
		<author><name>Koltom</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Body_parts&amp;diff=107522</id>
		<title>v0.31:Body parts</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Body_parts&amp;diff=107522"/>
		<updated>2010-05-08T17:25:11Z</updated>

		<summary type="html">&lt;p&gt;Koltom: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}} {{Quality|Fine}}&lt;br /&gt;
'''Body parts''' is a {{l|category}} in the z-stocks menu. Listed under this are such diverse items as {{l|shell}}s, {{l|bone}}s, {{l|hoof|hoove}}s, heads, legs, arms, skeletons and about any other part of a {{l|corpse}} or {{l|butcher}}ing product that is not edible, rotten or not.&lt;/div&gt;</summary>
		<author><name>Koltom</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Body_parts&amp;diff=107521</id>
		<title>v0.31:Body parts</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Body_parts&amp;diff=107521"/>
		<updated>2010-05-08T17:24:27Z</updated>

		<summary type="html">&lt;p&gt;Koltom: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}} {{Quality|Fine}}&lt;br /&gt;
'''Body parts''' is a {{l|category}} in the z-stocks menu. Listed under this are such diverse items as {{l|shell}}s, {{l|bone}}s, {{l|hoove}}s, heads, legs, arms, skeletons and about any other part of a {{l|corpse}} or {{l|butcher}}ing product that is not edible, rotten or not.&lt;/div&gt;</summary>
		<author><name>Koltom</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Beak&amp;diff=107520</id>
		<title>v0.31:Beak</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Beak&amp;diff=107520"/>
		<updated>2010-05-08T17:23:32Z</updated>

		<summary type="html">&lt;p&gt;Koltom: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}} {{Quality|Fine}}&lt;br /&gt;
A '''beak''' is a {{l|body parts|body part}} that can be generated from killing an animal, but not from {{l|butcher|butchering}}. Also, beaks, unlike {{l|tail|tails}} or {{l|head|heads}}, can not be butchered or used in any way, but will be stored on {{l|refuse stockpile|refuse stockpiles}}.&lt;/div&gt;</summary>
		<author><name>Koltom</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Body_parts&amp;diff=107519</id>
		<title>v0.31:Body parts</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Body_parts&amp;diff=107519"/>
		<updated>2010-05-08T17:22:19Z</updated>

		<summary type="html">&lt;p&gt;Koltom: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}} {{Quality|Fine}}&lt;br /&gt;
'''Body parts''' is a category in the z-stocks menu. Listed under this are such diverse items as shells, bones, hooves, heads, legs, arms, skeletons and about any other part of a corpse or butchering product that is not edible, rotten or not.&lt;/div&gt;</summary>
		<author><name>Koltom</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Body_parts&amp;diff=107518</id>
		<title>v0.31:Body parts</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Body_parts&amp;diff=107518"/>
		<updated>2010-05-08T17:21:48Z</updated>

		<summary type="html">&lt;p&gt;Koltom: Created page with ''''Body parts''' is a category in the z-stocks menu. Listed under this are such diverse items as shells, bones, hooves, heads, legs, arms, skeletons and about any other part of a…'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Body parts''' is a category in the z-stocks menu. Listed under this are such diverse items as shells, bones, hooves, heads, legs, arms, skeletons and about any other part of a corpse or butchering product that is not edible, rotten or not.&lt;/div&gt;</summary>
		<author><name>Koltom</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Beak&amp;diff=107514</id>
		<title>v0.31:Beak</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Beak&amp;diff=107514"/>
		<updated>2010-05-08T17:15:37Z</updated>

		<summary type="html">&lt;p&gt;Koltom: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}} {{Quality|Fine}}&lt;br /&gt;
A '''beak''' is a {{l|body part}} that can be generated from killing an animal, but not from {{l|butcher}} ing. Also, beaks, unlike {{l|tail}} s or {{l|head}} s, can not be butchered or used in any way, but will be stored on {{l|refuse stockpile}} s.&lt;/div&gt;</summary>
		<author><name>Koltom</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Beak&amp;diff=107513</id>
		<title>v0.31:Beak</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Beak&amp;diff=107513"/>
		<updated>2010-05-08T17:15:01Z</updated>

		<summary type="html">&lt;p&gt;Koltom: Created page with 'A '''beak''' is a {{l|body part}} that can be generated from killing an animal, but not from {{l|butcher}} ing. Also, beaks, unlike {{l|tail}} s or {{l|head}} s, can not be butch…'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A '''beak''' is a {{l|body part}} that can be generated from killing an animal, but not from {{l|butcher}} ing. Also, beaks, unlike {{l|tail}} s or {{l|head}} s, can not be butchered or used in any way, but will be stored on {{l|refuse stockpile}} s.&lt;/div&gt;</summary>
		<author><name>Koltom</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Tooth&amp;diff=107511</id>
		<title>v0.31:Tooth</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Tooth&amp;diff=107511"/>
		<updated>2010-05-08T17:02:27Z</updated>

		<summary type="html">&lt;p&gt;Koltom: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{Quality|Fine}}&lt;br /&gt;
Teeth are a resource obtained from butchering certain animals at the [[butcher's shop]]. The game only knows the singular '''tooth'''. &lt;br /&gt;
&lt;br /&gt;
== Animals Which Yield Teeth ==&lt;br /&gt;
&lt;br /&gt;
*some uninvited guests&lt;/div&gt;</summary>
		<author><name>Koltom</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Tooth&amp;diff=107510</id>
		<title>v0.31:Tooth</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Tooth&amp;diff=107510"/>
		<updated>2010-05-08T17:01:27Z</updated>

		<summary type="html">&lt;p&gt;Koltom: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{Quality|Fine}}&lt;br /&gt;
Teeth are a resource obtained from [[butchering]] certain animals at the [[butcher's shop]]. The game only knows the singular '''tooth'''. &lt;br /&gt;
&lt;br /&gt;
== Animals Which Yield Teeth ==&lt;br /&gt;
&lt;br /&gt;
*some uninvited guests&lt;/div&gt;</summary>
		<author><name>Koltom</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Butcher%27s_shop&amp;diff=107509</id>
		<title>v0.31:Butcher's shop</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Butcher%27s_shop&amp;diff=107509"/>
		<updated>2010-05-08T16:54:07Z</updated>

		<summary type="html">&lt;p&gt;Koltom: tooth&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{Quality|Fine}}&lt;br /&gt;
{{workshop|name=Butcher's shop|key=u|job=Butchery&lt;br /&gt;
|construction=&lt;br /&gt;
1 of&lt;br /&gt;
* {{L | Block}}&lt;br /&gt;
* {{L | Stone}}&lt;br /&gt;
* {{L | Wood}}&lt;br /&gt;
|construction_job=&lt;br /&gt;
1 of&lt;br /&gt;
* {{L | Butchery}}&lt;br /&gt;
* {{L | Small animal dissection}}&lt;br /&gt;
* {{L | Trapping}}&lt;br /&gt;
|use=&lt;br /&gt;
* {{L | Tame animals}}&lt;br /&gt;
* Corpses of untamed non-sentient animals&lt;br /&gt;
|production=&lt;br /&gt;
* {{L | Skin}}&lt;br /&gt;
* {{L | Fat}}&lt;br /&gt;
* {{L | Meat}}&lt;br /&gt;
* {{L | Bone}}&lt;br /&gt;
* {{L | Prepared organs}}&lt;br /&gt;
* {{L | Skull}}&lt;br /&gt;
* {{L | Scale}}&lt;br /&gt;
* {{L | Hooves}}&lt;br /&gt;
* {{L | Ivory}}&lt;br /&gt;
* {{L | Tooth}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The butcher's shop is used to butcher {{L|Tame animals}} and corpses of some slain animals as well as to process skeletons (of wild animals only). Tame animals can be designated for butchering either by pressing {{key|v}}, moving the curser over the animal and pressing {{key|s}}, or by going into the animal list by pressing {{key|z}}, {{key|Enter}} and then by choosing the animal(s) for butchering by pressing {{key|b}} while they are highlighted. It can also be used to butcher already dead animals, but only if their corpses have been placed in a refuse stockpile nearby (something like 10 tiles?) beforehand.&lt;br /&gt;
&lt;br /&gt;
A butcher's shop is operated by any dwarf with the 'butchery' {{L|profession}} enabled.&lt;br /&gt;
&lt;br /&gt;
An butchered animal results into various items with different uses:&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1px solid black&amp;quot;&lt;br /&gt;
!Item&lt;br /&gt;
!Uses&lt;br /&gt;
|-&lt;br /&gt;
|{{L|meat}}&lt;br /&gt;
| food&lt;br /&gt;
|-&lt;br /&gt;
|prepared eyes&lt;br /&gt;
| food&lt;br /&gt;
|-&lt;br /&gt;
|prepared lungs&lt;br /&gt;
| food&lt;br /&gt;
|-&lt;br /&gt;
|prepared heart&lt;br /&gt;
| food&lt;br /&gt;
|-&lt;br /&gt;
|prepared intestines&lt;br /&gt;
| food&lt;br /&gt;
|-&lt;br /&gt;
|chopped liver&lt;br /&gt;
| food&lt;br /&gt;
|-&lt;br /&gt;
|tripe&lt;br /&gt;
| food&lt;br /&gt;
|-&lt;br /&gt;
|sweetbread&lt;br /&gt;
| food&lt;br /&gt;
|-&lt;br /&gt;
|prepared spleen&lt;br /&gt;
| food&lt;br /&gt;
|-&lt;br /&gt;
|prepared kidneys&lt;br /&gt;
| food&lt;br /&gt;
|-&lt;br /&gt;
|prepared brain&lt;br /&gt;
| food&lt;br /&gt;
|-&lt;br /&gt;
|fat&lt;br /&gt;
| can be {{L|cook|cooked}} to {{L|tallow}}&lt;br /&gt;
|-&lt;br /&gt;
|{{L|skull}} (may vary for critters with more than one head)&lt;br /&gt;
| crafting skull {{L|totem||totems}}&lt;br /&gt;
|-&lt;br /&gt;
|{{L|bone|bones}}&lt;br /&gt;
| can be crafted into bone {{L|bolt|bolts}}, bone {{L|craft|crafts}}, or used as a {{L|decoration}} material&lt;br /&gt;
|-&lt;br /&gt;
|{{L|Hoof|Hooves}}&lt;br /&gt;
| can be used for {{L|crafts}}&lt;br /&gt;
|-&lt;br /&gt;
|{{L|horn|horns}}&lt;br /&gt;
| can be used for {{L|crafts}}&lt;br /&gt;
|-&lt;br /&gt;
||Nervous tissue&lt;br /&gt;
| ??&lt;br /&gt;
|-&lt;br /&gt;
|skin &lt;br /&gt;
| can be tanned into {{L|leather}}&lt;br /&gt;
|-&lt;br /&gt;
|scale&lt;br /&gt;
| ??&lt;br /&gt;
|-&lt;br /&gt;
|{{L|Hair}}&lt;br /&gt;
| ??&lt;br /&gt;
|-&lt;br /&gt;
|{{L|Cartilage}}&lt;br /&gt;
| ??&lt;br /&gt;
|-&lt;br /&gt;
|{{L|nail}}&lt;br /&gt;
| ??&lt;br /&gt;
|-&lt;br /&gt;
|Feather (if bird)&lt;br /&gt;
| ??&lt;br /&gt;
|-&lt;br /&gt;
|Tooth&lt;br /&gt;
| ??&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The purpose of {{L|hair}}, {{L|nervous tissue}}, tusks, and other creature specific body parts and {{L|cartilage}} is not yet known.&lt;br /&gt;
&lt;br /&gt;
Corpses left to rot will become skeletons. Only those of wild animals (typically killed from hunting or traps) can be processed at the butcher's shop. Products will be only bone, skull, hoof, horn and the like (no meat, no fat, no skin).&lt;br /&gt;
&lt;br /&gt;
Note that results may vary from creature to creature as, for example, a creature without {{L|horn|horns}} will not produce any.&lt;br /&gt;
&lt;br /&gt;
As can be expected, partial corpses as well as mutilated corpses do not provide the &amp;quot;full set&amp;quot;; the number of bones may be lower, organs may be missing.&lt;br /&gt;
&lt;br /&gt;
== Hauling and stockpile considerations ==&lt;br /&gt;
&lt;br /&gt;
One thing to beware of is that butchered creatures will practically explode into piles of meat, bones, fat, organs and more; this can quickly clutter up a butchers shop or risk rotting the entire pile if not enough haulers and a suitable stockpile are available. Refuse also can not be stored in containers, so every item will use up one stockpile tile.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Workshops}}&lt;/div&gt;</summary>
		<author><name>Koltom</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Tooth&amp;diff=107507</id>
		<title>v0.31:Tooth</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Tooth&amp;diff=107507"/>
		<updated>2010-05-08T16:51:32Z</updated>

		<summary type="html">&lt;p&gt;Koltom: Created page with '{{av}}{{Quality|Fine}} Teeth are a resource obtained from butchering certain animals at the butcher's shop. The game only knows the singular tooth.   == Animals Which Yie…'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{Quality|Fine}}&lt;br /&gt;
Teeth are a resource obtained from [[butchering]] certain animals at the [[butcher's shop]]. The game only knows the singular tooth. &lt;br /&gt;
&lt;br /&gt;
== Animals Which Yield Teeth ==&lt;br /&gt;
&lt;br /&gt;
*some uninvited guests&lt;/div&gt;</summary>
		<author><name>Koltom</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Kiln&amp;diff=105021</id>
		<title>v0.31:Kiln</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Kiln&amp;diff=105021"/>
		<updated>2010-05-06T19:28:09Z</updated>

		<summary type="html">&lt;p&gt;Koltom: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{human}}&lt;br /&gt;
{{Furnace|name=Kiln|key=k|job={{L|Furnace operator}}&lt;br /&gt;
|construction=&lt;br /&gt;
1 of&lt;br /&gt;
* {{L|Stone}}&lt;br /&gt;
* {{L|Wood}}&lt;br /&gt;
* {{L|Block}}&lt;br /&gt;
|construction_job=&lt;br /&gt;
* {{L|Building designer|Architecture}}&lt;br /&gt;
* {{L|mason|Masonry}}&lt;br /&gt;
|use=&lt;br /&gt;
* {{L|Coke}} or {{L|Charcoal}}&lt;br /&gt;
* {{L|Potash}}&lt;br /&gt;
* {{L|Gypsum}}&lt;br /&gt;
* {{L|Alabaster}}&lt;br /&gt;
* {{L|Selenite}}&lt;br /&gt;
* {{L|Satinspar}}&lt;br /&gt;
|production=&lt;br /&gt;
* {{L|Ash|Pearlash}}&lt;br /&gt;
* {{L|Plaster powder}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A '''kiln''' is a specific type of {{L|furnace}} used to create {{L|ash|pearlash}} (for clear and crystal glass) from {{L|potash}}. It requires {{L|fuel}} and uses the {{L|Furnace operator}} skill. It also produces {{L|plaster powder}} from {{L|gypsum}}, {{L|alabaster}}, {{L|selenite}} or {{L|satinspar}}, an empty {{L|bag}}, and {{L|fuel}}. &lt;br /&gt;
&lt;br /&gt;
The appropriate tasks will only show up in the workshop if you have the required ingredients ready.&lt;br /&gt;
&lt;br /&gt;
Building a kiln requires a dwarf with the {{L|Building designer|architecture}} {{L|labor}} enabled, after which construction will be completed by a {{L|mason}} or {{L|metalsmith}}, depending on the material used.&lt;br /&gt;
&lt;br /&gt;
{{Workshops}}&lt;/div&gt;</summary>
		<author><name>Koltom</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Quartzite&amp;diff=105020</id>
		<title>v0.31:Quartzite</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Quartzite&amp;diff=105020"/>
		<updated>2010-05-06T19:27:43Z</updated>

		<summary type="html">&lt;p&gt;Koltom: human&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{layerlookup/0}}{{av}}&lt;br /&gt;
{{human}}&lt;br /&gt;
&lt;br /&gt;
'''Quartzite''' is a type of metamorphic stone.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Quartzite 2 jpg.jpg|A piece of quartzite&lt;br /&gt;
File:Quartzite_Mine_in_Kakwa_Park.JPG|A quartzite mine&lt;br /&gt;
File:Quartzite masi - no.jpg|A kind of quartzite&lt;br /&gt;
File:HatshepsutSarcophagus-ReinscribedForHerFather MuseumOfFineArtsBoston.png|&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;«☼quartzite coffin☼»*&lt;br /&gt;
File:EgyptMuseumBerlin2007029.JPG|A quartzite bust&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Rocks}}&lt;/div&gt;</summary>
		<author><name>Koltom</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Magma_sea&amp;diff=105018</id>
		<title>v0.31:Magma sea</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Magma_sea&amp;diff=105018"/>
		<updated>2010-05-06T19:25:52Z</updated>

		<summary type="html">&lt;p&gt;Koltom: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{elven}}&lt;br /&gt;
{{Minorspoiler}}&lt;br /&gt;
&lt;br /&gt;
The '''Magma sea''' is a large, multi-level 'sea' of [[magma]] that expands across the entire world. These can typically be found by around Z level -120 (though this seems to vary wildly (minimum -5 maximum -450 z level){{verify}}. The '''magma sea''' is always found below the last [[Cavern|Cavern]] level. &lt;br /&gt;
&lt;br /&gt;
It is not uncommon to find multiple z-levels of pillars of {{L|Raw adamantine}} in the magma sea (in fact, it's almost guaranteed in a 2x2 embark square).&lt;br /&gt;
&lt;br /&gt;
In addition, around and under the magma sea is {{L|semi-molten rock}}. Which is impassible. There is {{l|Curious_structure|a catch}} however; {{l|Hidden_Fun_Stuff|two}}, actually.&lt;br /&gt;
&lt;br /&gt;
Any natural rock walls collapsed onto the magma sea (I believe onto the semi-molten rock, to be precise) vanishes{{verify}}, as if it fell out of the bottom of the map.  Gone.  Forever.  Only thing that's left is some dust and magma mist.&lt;/div&gt;</summary>
		<author><name>Koltom</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Olm_man&amp;diff=104988</id>
		<title>v0.31:Olm man</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Olm_man&amp;diff=104988"/>
		<updated>2010-05-06T18:42:02Z</updated>

		<summary type="html">&lt;p&gt;Koltom: no, not half. they r also either agressive or not - no &amp;quot;can&amp;quot; in DF&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{elven}}&lt;br /&gt;
::''An animal person with the head of the amphibious olm.  It lives underground near water.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:OLM_MAN]&lt;br /&gt;
	[COPY_TAGS_FROM:OLM]&lt;br /&gt;
	[APPLY_CREATURE_VARIATION:ANIMAL_PERSON]&lt;br /&gt;
	[APPLY_CURRENT_CREATURE_VARIATION]&lt;br /&gt;
	[GO_TO_END]&lt;br /&gt;
	[SELECT_CASTE:MALE]&lt;br /&gt;
		[CASTE_NAME:olm man:olm men:olm man]&lt;br /&gt;
	[SELECT_CASTE:FEMALE]&lt;br /&gt;
		[CASTE_NAME:olm woman:olm women:olm woman]&lt;br /&gt;
	[GO_TO_START]&lt;br /&gt;
	[NAME:olm man:olm men:olm man]&lt;br /&gt;
	[DESCRIPTION:An animal person with the head of the amphibious olm.  It lives underground near water.]&lt;br /&gt;
	[POPULATION_NUMBER:30:50]&lt;br /&gt;
	[CLUSTER_NUMBER:5:10]&lt;br /&gt;
	[MAXAGE:60:80]&lt;br /&gt;
	[CREATURE_TILE:'o']&lt;br /&gt;
	[COLOR:7:0:1]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Creatures}}&lt;/div&gt;</summary>
		<author><name>Koltom</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Main_Page&amp;diff=104973</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Main_Page&amp;diff=104973"/>
		<updated>2010-05-06T18:38:49Z</updated>

		<summary type="html">&lt;p&gt;Koltom: doesn't make sense to link from the main page as the new page is quite empty and the old vrs. only helps when you play 40d&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;h1 style=&amp;quot;text-align: center;&amp;quot;&amp;gt;The Dwarf Fortress Wiki&amp;lt;/h1&amp;gt;&lt;br /&gt;
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***************************************************************************************************&lt;br /&gt;
- Edit the part of [[Template:current/version]] before the noinclude tag to reflect the appropriate version&lt;br /&gt;
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&lt;br /&gt;
That will update the version info for every page on the wiki that uses these templates (including the main page)&lt;br /&gt;
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&lt;br /&gt;
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 &amp;lt;p style=&amp;quot;text-align: center; font-weight: bold;&amp;quot;&amp;gt;[[40d:Main_Page|Click here to view the main page for Dwarf Fortress version 40d.]]&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;max-width: 48em; margin: 0 auto 0em;&amp;quot;&amp;gt;&lt;br /&gt;
Welcome to the Dwarf Fortress Wiki. This is a collection of user-submitted guides, information and advice for &amp;lt;!-- the [http://en.wikipedia.org/wiki/Roguelike Roguelike] game --&amp;gt; [http://www.bay12games.com/dwarves/ &amp;quot;Dwarf Fortress&amp;quot;]. Dwarf Fortress is a game for Windows, Linux and Mac, developed by [http://www.bay12games.com/ Bay 12 Games] featuring two modes of play, distinct, randomly-generated worlds (complete with terrain, wildlife and legends), gruesome combat mechanics and alcohol dependency. The wiki currently has '''{{TEMPLATE:NUMBEROFARTICLES}} articles'''.&lt;br /&gt;
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/--&amp;gt;&lt;br /&gt;
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{| style=&amp;quot;width: 100%; background: #fdc; border: 1px solid #a44; border-left-color:#faa; border-top-color:#faa; text-align: center&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;color: #fff; background: #d66; border: 1px solid #a44; border-left-color:#faa; border-top-color:#faa; padding: 0.2em 0.5em&amp;quot; | '''New to Dwarf Fortress?'''&lt;br /&gt;
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| style=&amp;quot;width: 33%&amp;quot; | [[:Dwarf Fortress:About|About Dwarf Fortress]]&lt;br /&gt;
| style=&amp;quot;width: 33%&amp;quot; | '''[[:Category:Guides|Tutorials and guides]]''' &amp;lt;!-- this is here since no good page has been written for it yet, but it should be replaced by a non-category page eventually once the list of tutorials and guides is more complete --&amp;gt;&lt;br /&gt;
| style=&amp;quot;width: 33%&amp;quot; |  &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 33%&amp;quot; | [[Frequently Asked Questions]]&lt;br /&gt;
| style=&amp;quot;width: 33%&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width: 33%&amp;quot; |      &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 33%&amp;quot; | [[Important advice]]&lt;br /&gt;
| style=&amp;quot;width: 33%&amp;quot; | *&amp;amp;nbsp;[[Indecisive's_illustrated_fortress_mode_tutorial|Indecisive's Illustrated Tutorial (40d)]]&amp;amp;nbsp;*&lt;br /&gt;
| style=&amp;quot;width: 33%&amp;quot; | [[IRC|Get help from online chat]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 33%&amp;quot; |  [[Game development]]&lt;br /&gt;
| style=&amp;quot;width: 33%&amp;quot; | *&amp;amp;nbsp;[[The Non-Dwarf's Guide to Rock|Non-Dwarf's Guide to Rock]]&amp;amp;nbsp;* &lt;br /&gt;
| style=&amp;quot;width: 33%&amp;quot; |  [[Starting build]]s&lt;br /&gt;
| style=&amp;quot;width: 33%&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 50%; vertical-align: top&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 100%; background: #ccf; border: 1px solid #24a; border-left-color:#79f; border-top-color:#79f; text-align: center; margin-bottom: 1em&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;color: #fff; background: #46c; border: 1px solid #24a; border-left-color:#79f; border-top-color:#79f; padding: 0.2em 0.5em&amp;quot; | '''Playing Dwarf Fortress'''&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Dwarf fortress mode|Fortress mode]]&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Adventurer mode]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Reclaim fortress mode|Reclaim fortress]]&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Legends]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Design strategies]]&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Local map features]]&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[:Category:Bloodline_Games|Bloodline games]]&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Stories]]&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[DF2010:Arena|The Arena]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 100%; background: #ccf; border: 1px solid #24a; border-left-color:#79f; border-top-color:#79f; text-align: center; margin-bottom: 1em&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;color: #fff; background: #46c; border: 1px solid #24a; border-left-color:#79f; border-top-color:#79f; padding: 0.2em 0.5em&amp;quot; | '''Gameplay elements'''&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Activity zone]]s&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Farming]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Building]]&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Combat]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Creatures]]&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[:Category:Designations|Designations]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Military]]&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Noble]]s&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Rooms]]&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Skill]]s&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Stockpile]]s&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Workshop]]s&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Economics]]&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Mining]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Location]]&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Fun]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;width: 50%; vertical-align: top&amp;quot; |&lt;br /&gt;
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{| style=&amp;quot;width: 100%; background: #ccf; border: 1px solid #24a; border-left-color:#79f; border-top-color:#79f; text-align: center; margin-bottom: 1em&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;color: #fff; background: #46c; border: 1px solid #24a; border-left-color:#79f; border-top-color:#79f; padding: 0.2em 0.5em&amp;quot; | '''Wiki articles by category'''&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[:Category:Dwarves|Dwarves]]&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[:Category:World|World]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[:Category:Buildings|Buildings]]&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[:Category:Mods|Mods]]&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;width:50%&amp;quot; | [[:Category:Items|Items]]&lt;br /&gt;
| style=&amp;quot;width:50%&amp;quot; | [[:Category:Interface|Interface]]&lt;br /&gt;
|- &lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | [[Special:Categories|All Categories]]&lt;br /&gt;
|}&lt;br /&gt;
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{| style=&amp;quot;width: 100%; background: #ccf; border: 1px solid #24a; border-left-color:#79f; border-top-color:#79f; text-align: center&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;color: #fff; background: #46c; border: 1px solid #24a; border-left-color:#79f; border-top-color:#79f; padding: 0.2em 0.5em&amp;quot; | '''Metagame editing and advice'''&lt;br /&gt;
|-&lt;br /&gt;
| [[World generation]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Technical tricks]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Utilities]]&lt;br /&gt;
|- &lt;br /&gt;
| '''[[Known bugs and issues]]'''&lt;br /&gt;
|- &lt;br /&gt;
| [[System requirements]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Cheating]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Maximizing framerate]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Tilesets]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Modding Guide]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;vertical-align: top&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 100%; background: #ddd; border: 1px solid #777; border-left-color:#bbb; border-top-color:#bbb;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;color: #fff; background: #999; border: 1px solid #777; border-left-color:#bbb; border-top-color:#bbb; padding: 0.2em 0.5em; text-align: center&amp;quot; | '''Links'''&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;text-align: left; padding: 0.1em 0.5em&amp;quot; | Forums:&lt;br /&gt;
| [http://www.bay12games.com/forum/index.php Official Forums], [http://forums.xkcd.com/viewtopic.php?f=21&amp;amp;t=19469&amp;amp;start=0&amp;amp;st=0&amp;amp;sk=t&amp;amp;sd=a xkcd Thread], [http://www.gamingsteve.com/blab/index.php?topic=6350.0 GamingSteve Thread], [http://www.cracked.com/forums/topic/28476/dwarf-fortress Cracked Thread], [http://forums.penny-arcade.com/showthread.php?t=116092 Penny-Arcade Thread], [http://dwarvenpassion.smfforfree3.com/index.php Dwarves with a Passion], [http://www.facepunch.com/showthread.php?t=908019 Facepunch Studios Thread], [http://forum.team17.com/showthread.php?t=30824 Team17 Forum Thread], [http://www.reddit.com/r/dwarffortress/ Reddit], [http://forums.somethingawful.com/showthread.php?threadid=3293395 Something Awful], [http://www.xspore.com/community/dwarf-fortress/ xSpore], [http://episteme.arstechnica.com/eve/forums/a/tpc/f/39309975/m/943000156931/p/1 Ars Technica], [http://www.gamerswithjobs.com/node/42890 GamersWithJobs Thread], [http://forums.librejeu.fr/index.php?page=Board&amp;amp;boardID=3 French forum] ,[http://forum.canardpc.com/showthread.php?t=3652 Canard PC Thread (Fr)]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left; padding: 0.1em 0.5em&amp;quot; | Blogs:&lt;br /&gt;
| [http://jreengusoccurring.blogspot.com/ Jreengus Occuring: A Dwarf Fortress blog], [http://dfc.smackjeeves.com/ Strike the Earth!]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left; padding: 0.1em 0.5em&amp;quot; | [[IRC|IRC Channels]]:&lt;br /&gt;
| [irc://irc.newnet.net/bay12games #bay12games] on newnet.net, [irc://irc.synirc.net/df #df] on synirc.net, [irc://irc.quakenet.org/DwarfFortress #DwarfFortress] on quakenet.org, [irc://irc.tellaerad.net/DF #DF] on tellaerad.net and [irc://irc.rizon.net/brofortress #brofortress] on rizon.net.&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left; padding: 0.1em 0.5em&amp;quot; | Other Wikis:&lt;br /&gt;
| [http://www.dwarffortress.fr/wiki Le Wiki Français ], [http://dwarffortress.if.land.to/ The Japanese (日本語) Wiki ], [http://www.dfwk.ru The Russian Wiki ], [[Dwarf_Fortress_Italia| Wiki Italiano]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left; padding: 0.1em 0.5em&amp;quot; | Useful Links:&lt;br /&gt;
| [http://mkv25.net/dfma/ Dwarf Fortress Map Archive], [http://dffd.wimbli.com/ Dwarf Fortress File Depot (DFFD)]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left; padding: 0.1em 0.5em&amp;quot; | Archives:&lt;br /&gt;
| [[23a:Main Page|v0.23.130.23a Wiki]]&amp;lt;sup&amp;gt;[http://web.archive.org/web/20080221163738rn_1/archive.dwarffortresswiki.net/index.php/Main_Page (archive.org snapshot)]&amp;lt;/sup&amp;gt;, [[40d:Main Page|v0.28.181.40d Wiki]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;small&amp;gt;&lt;br /&gt;
[https://www.projectwonderful.com/advertisehere.php?id=48251&amp;amp;type=2 Advertise on the wiki!]&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
[[Category:Wiki]]&lt;br /&gt;
&lt;br /&gt;
	&lt;br /&gt;
[[ru:Заглавная_страница]]&lt;br /&gt;
[[fr:Accueil]]&lt;/div&gt;</summary>
		<author><name>Koltom</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Quickstart_guide&amp;diff=104966</id>
		<title>v0.31:Quickstart guide</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Quickstart_guide&amp;diff=104966"/>
		<updated>2010-05-06T18:37:04Z</updated>

		<summary type="html">&lt;p&gt;Koltom: until someone does a new save game or rather a start from scratch, this page as well as linking to the old page is rather useless. I also find it weird to claim the game got more stable??&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{elven}}&lt;br /&gt;
Much of the information in the [[40d:Quickstart_guide|guide for the previous version]] still applies. However, the save game is no longer of use and information on the [[military]] and [[healthcare]], as well as almost everything to do with the underground is most likely to be deprecated.&lt;br /&gt;
&lt;br /&gt;
One noteworthy change is that Anvils now only cost 100, and battle axes on the embark screen can be made of copper rather than steel (cheaper).&lt;/div&gt;</summary>
		<author><name>Koltom</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Quickstart_guide&amp;diff=104964</id>
		<title>v0.31:Quickstart guide</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Quickstart_guide&amp;diff=104964"/>
		<updated>2010-05-06T18:32:09Z</updated>

		<summary type="html">&lt;p&gt;Koltom: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{elven}}&lt;br /&gt;
Much of the information in the [[40d:Quickstart_guide|guide for the previous version]] still applies. However, information on the [[military]] and [[healthcare]], as well as almost everything to do with the underground is likely to be deprecated. Since 0.31.01, it has become more stable, but there are still many bugs and it can be difficult for a new player to determine whether they have done some procedure incorrectly or if they have encountered one of the new version's numerous [[bug]]s.&lt;br /&gt;
&lt;br /&gt;
One noteworthy change is that Anvils now only cost 100, and battle axes on the embark screen can be made of copper rather than steel (cheaper).&lt;/div&gt;</summary>
		<author><name>Koltom</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Strange_mood&amp;diff=100576</id>
		<title>v0.31:Strange mood</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Strange_mood&amp;diff=100576"/>
		<updated>2010-04-28T14:48:22Z</updated>

		<summary type="html">&lt;p&gt;Koltom: /* Bugs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{human}}&lt;br /&gt;
{{buggy|bugsection=Bugs}}&lt;br /&gt;
Periodically, individual dwarves are struck with an idea for a [[legendary artifact]] and enter a '''strange mood'''. Dwarves which enter a strange mood will stop whatever they are doing and pursue the construction of this artifact to the exclusion of all else.  They will not stop to eat, drink, sleep, or even run away from dangerous creatures. If they do not manage to begin construction of the artifact within a handful of months, they will go [[#Failure|insane]] and die soon afterward.&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
# The conditions necessary for a strange mood to occur: ''fill in here''&lt;br /&gt;
# The game will pause, center on a dwarf, and announce that the dwarf has entered one of five different types of strange moods.  The [[#Types|types of mood]] are listed below.  While in a mood, a dwarf will display a blinking exclamation point (see [[status icons]]).&lt;br /&gt;
# For the duration of the mood, the dwarf will claim a workshop related to the skill that the mood affects (not all skills are eligible), kick out any dwarf who was using it, and render it otherwise unusable until the mood has been resolved. If a moody dwarf does not claim a workshop, it is because the appropriate workshop does not exist.  (See [[#Skills and workshops|skills and workshops]] below to determine which workshop(s) might be required.) A moody dwarf will ''not'' be available to build a needed workshop; another dwarf with the appropriate [[labor]] designation must do so for them, if one is necessary.&lt;br /&gt;
# After claiming a workshop, the dwarf will set about collecting the required materials for their artifact.  If the dwarf remains idle inside the workshop, it's because they cannot find the right material. Reference the [[#Demands|demands]] section to determine what may be required.&lt;br /&gt;
# Once all materials have been gathered, the game will once again pause and center, and the moody dwarf will begin construction.  Upon completion the dwarf will create a semi-random artifact related to the skill affected and gain [[legendary]] (or higher) status in that skill (unless the mood type is [[#Possessed|possessed]]).  See the [[#Skills and workshops|skills and workshops]] for information on which skills can be gained, or the [[#Artifacts created|artifacts created]] section for more details on the artifacts themselves.&lt;br /&gt;
&lt;br /&gt;
== Types of moods ==&lt;br /&gt;
For each of the following types of moods, the first message is how the mood is [[40d:Announcement|announced]]; the second message appears in the dwarf's profile when he or she is viewed with the {{K|v}} key.  All moody dwarves will have &amp;quot;Strange Mood&amp;quot; listed as their active task.&lt;br /&gt;
&lt;br /&gt;
=== Fey ===&lt;br /&gt;
* {{Gametext|&amp;lt;dwarf&amp;gt; is taken by a fey mood!|#fff}}&lt;br /&gt;
: ''Has the aspect of one fey!''&lt;br /&gt;
&lt;br /&gt;
This is the most basic strange mood.  Fey dwarves will clearly state their demands when the workshop they are in is examined.&lt;br /&gt;
&lt;br /&gt;
A fey dwarf's happiness is automatically set to 'quite content'.&lt;br /&gt;
&lt;br /&gt;
=== Secretive ===&lt;br /&gt;
* {{Gametext|&amp;lt;dwarf&amp;gt; withdraws from society...|#ccc}}&lt;br /&gt;
: ''Peculiarly secretive...''&lt;br /&gt;
&lt;br /&gt;
Secretive moods are the same as fey moods, except a secretive dwarf will sketch pictures of their required materials instead of clearly stating their demands if they cannot find what they need.   Descriptions of all these [[#Demands|secretive requirements]] can be seen only by viewing the workshop that the moody dwarf has claimed, with {{k|q}}, and then only while the dwarf is waiting inside it.  More than one &amp;quot;picture&amp;quot; is likely; these will cycle through the entire list automatically if any one is not available.  (Since materials are gathered ''in order'', it's quite possible that only one of a long list is needed to allow the moody dwarf to continue on their project.  If the dwarf has gathered some of the materials (seen as &amp;quot;tasked&amp;quot; when looking at the workshop with {{k|t}}), then the next in the list is what they are looking for.)&lt;br /&gt;
&lt;br /&gt;
A secretive dwarf's happiness is automatically set to 'quite content'.&lt;br /&gt;
&lt;br /&gt;
=== Possessed ===&lt;br /&gt;
* {{Gametext|&amp;lt;dwarf&amp;gt; has been possessed!|#f0f}}&lt;br /&gt;
: ''Possessed by unknown forces!''&lt;br /&gt;
&lt;br /&gt;
Possessed dwarves have cryptic material requests, and have the unfortunate distinction of not receiving any experience upon successful construction of an artifact.  It is unknown if controllable circumstances lead to a possessed mood instead of one of the more desirable fey or secretive moods. Possessed dwarves will mutter the name of the artifact they are working on once they have all the materials they need.&lt;br /&gt;
&lt;br /&gt;
A possession is the only mood that does ''not'' result in a jump in [[experience]].&lt;br /&gt;
&lt;br /&gt;
A possessed dwarf's happiness is automatically set to 'quite content'.&lt;br /&gt;
&lt;br /&gt;
=== Fell {{verify}} ===&lt;br /&gt;
* {{Gametext|&amp;lt;dwarf&amp;gt; looses a roaring laughter, fell and terrible!|#a0a}}&lt;br /&gt;
: ''Has a horrible fell look!''&lt;br /&gt;
&lt;br /&gt;
A dwarf that goes into a fell mood will always take over a [[40d:butcher's shop|butcher's shop]] or a [[40d:tanner's shop|tanner's shop]]. If neither are available, any other workshop will be used instead. The dwarf will then ''murder'' the nearest dwarf, drag the corpse into the shop and make some sort of object out of dwarf [[40d:leather|leather]] or [[40d:bone|bone]]. Once the artifact is completed, the fell dwarf will become a legendary [[40d:bone carver|bone carver]] or [[40d:leatherworker|leatherworker]]. Strangely, none of the other dwarves seem to mind the murder. Only unhappy dwarves may enter a fell mood.&lt;br /&gt;
&lt;br /&gt;
Aside from the potential loss of an important dwarf in the wrong place at the wrong time, there doesn't seem to be any downside to a fell mood. The end result is always an artifact and a legendary craftsdwarf. Since the only ingredient used (a dwarf) is available in abundance, a fell mood will only fail if the fell dwarf is completely isolated from other dwarves, or if the proper workshop does not exist.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Macabre ===&lt;br /&gt;
* {{Gametext|&amp;lt;dwarf&amp;gt; begins to stalk and brood...|#777}}&lt;br /&gt;
: ''Brooding darkly...''&lt;br /&gt;
&lt;br /&gt;
Macabre moods are similar to fell moods, but the dwarf will not murder a fellow dwarf.  A macabre dwarf may require bones{{verify}}, skulls{{verify}} or remains; if you do not happen to have any, you will have to make some, e.g. by butchering an animal{{verify}}, or let the moody dwarf go insane.  Like fell moods, only unhappy dwarves can enter macabre moods.&lt;br /&gt;
&lt;br /&gt;
==Caveats==&lt;br /&gt;
* Shells are a common request in moods and are only produced from preparing raw turtles or lobsters at a fishery. That is, you must be able to fish them at your site, there is no way of trading for them.&lt;br /&gt;
* Dwarves may request &amp;quot;rock bars&amp;quot; -- This is satisfied by metal bars.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
{{version|0.31.03}}&lt;br /&gt;
* There are bugs reported related to moody dwarves. As has been the case in 40d, most turned out to be (understandable) failures of the player to grasp the mechanics of artifact creation and demands. Bug tracker: [http://bay12games.com/dwarves/mantisbt/view_all_bug_page.php]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
&lt;br /&gt;
== Demands ==&lt;br /&gt;
Once a workshop is claimed, the dwarf will begin collecting materials.  Each artifact will require between one and ten materials to complete.  If the moody dwarf remains idle, then the necessary materials are not available.  [[Forbidden]] items must be reclaimed ({{K|d}} - {{K|b}} - {{K|c}}) before they may be used, but moody dwarves will ignore settings regarding [[economic stone]]. Press {{K|q}} and highlight the workshop to receive a series of clues about what the dwarf needs.  Hints that stay active for longer than 2 seconds mean that multiple pieces of that material will be required; each single demand will be displayed for 2 seconds, so if it says &amp;quot;gems... shining&amp;quot; for 6 seconds, 3 gems are demanded. Materials will always be fetched ''in order'', so if at least one item has already been retrieved (the items will show up with &amp;quot;TSK&amp;quot; (&amp;quot;task&amp;quot;) next to them when the workshop is viewed with the {{K|t}} context menu), it will usually be possible to tell what item is required next.&lt;br /&gt;
&lt;br /&gt;
If you want your dwarves to construct their artifacts out of valuable materials instead of whatever useless thing happens to be close at hand, you can selectively forbid types of material through the stocks screen so that only the material you want them to use is available; though this might interfere with the normal crafting operations of your fortress, the disruption is generally short-lived (as long as you remember to unforbid them again afterwards!). You can even forbid something a moody dwarf is carrying (which may be necessary sometimes, since while they are not waiting in the workshop they will not tell you what they need); the dwarf will finish hauling it to the workshop, but then immediately go searching for another. This trick can mean the difference between a bauxite statue decorated with moss agates and a native platinum statue encrusted with diamonds.&lt;br /&gt;
&lt;br /&gt;
The various demands are translated here:&lt;br /&gt;
&lt;br /&gt;
:{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left;width:90%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Material&lt;br /&gt;
! Fey&lt;br /&gt;
! Secretive&lt;br /&gt;
! Possessed&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| &amp;lt;dwarf&amp;gt; screams &amp;quot;I must have &amp;lt;demand&amp;gt;!&amp;quot;&lt;br /&gt;
| &amp;lt;dwarf&amp;gt; sketches pictures of &amp;lt;demand&amp;gt;.&lt;br /&gt;
| &amp;lt;dwarf&amp;gt; mutters &amp;quot;&amp;lt;artifact&amp;gt; needs &amp;lt;demand&amp;gt;...&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[Stone]]&lt;br /&gt;
| rock&lt;br /&gt;
| a quarry&lt;br /&gt;
| stone... rock&lt;br /&gt;
|-&lt;br /&gt;
| Stone [[block]]&lt;br /&gt;
| rock blocks&lt;br /&gt;
| square blocks&lt;br /&gt;
| blocks... bricks&lt;br /&gt;
|-&lt;br /&gt;
| [[Wood]]&lt;br /&gt;
| wood logs&lt;br /&gt;
| a forest&lt;br /&gt;
| tree... life&lt;br /&gt;
|-&lt;br /&gt;
| Metal [[bar]]&lt;br /&gt;
| metal bars&lt;br /&gt;
| shining bars of metal&lt;br /&gt;
| bars... metal&lt;br /&gt;
|-&lt;br /&gt;
| [[Gem]]s (cut)&lt;br /&gt;
| cut gems&lt;br /&gt;
| cut gems&lt;br /&gt;
| gems... shining&lt;br /&gt;
|-&lt;br /&gt;
| [[Gem]]s (raw)&lt;br /&gt;
| rough gems&lt;br /&gt;
| rough gems&lt;br /&gt;
| rough... color&lt;br /&gt;
|-&lt;br /&gt;
| [[Glass]] (green)&lt;br /&gt;
| raw green glass&lt;br /&gt;
| glass&lt;br /&gt;
| raw... green&lt;br /&gt;
|-&lt;br /&gt;
| [[Glass]] (clear)&lt;br /&gt;
| clear glass{{verify}}&lt;br /&gt;
| glass and burning wood&lt;br /&gt;
| raw... clear&lt;br /&gt;
|-&lt;br /&gt;
| [[Glass]] (crystal)&lt;br /&gt;
| crystal glass{{verify}}&lt;br /&gt;
| rough gems and glass&lt;br /&gt;
| raw... crystal&lt;br /&gt;
|-&lt;br /&gt;
| [[Bone]]&lt;br /&gt;
| bones&lt;br /&gt;
| skeletons&lt;br /&gt;
| bones... yes&lt;br /&gt;
|-&lt;br /&gt;
| [[Shell]]&lt;br /&gt;
| shells&lt;br /&gt;
| a shell&lt;br /&gt;
| a shell...&lt;br /&gt;
|-&lt;br /&gt;
| [[Leather]]&lt;br /&gt;
| tanned hides&lt;br /&gt;
| stacked leather&lt;br /&gt;
| leather... skin&lt;br /&gt;
|-&lt;br /&gt;
| [[Cloth]] (plant)&lt;br /&gt;
| plant fiber cloth&lt;br /&gt;
| stacked cloth&lt;br /&gt;
| cloth... thread&lt;br /&gt;
|-&lt;br /&gt;
| [[Cloth]] (silk)&lt;br /&gt;
| silk cloth&lt;br /&gt;
| stacked cloth&lt;br /&gt;
| cloth... thread&lt;br /&gt;
|-&lt;br /&gt;
| [[Bones]] or [[Shell]]&lt;br /&gt;
| body parts&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Fey dwarves will sometimes ask for rock bars. This is just a typographical error, and they are actually asking for metal bars. &amp;lt;sup&amp;gt;(Disputed -- [[DF2010 Talk:Strange mood|Discuss]])&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Skills and workshops ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=&amp;quot;4&amp;quot; style=&amp;quot;border:1px solid black;border-collapse:collapse;text-align:left;float:right;margin:0 0 20px 30px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#eee;border-bottom:1px solid black;text-align:center;&amp;quot; | Artifact Skill Rewards&lt;br /&gt;
|- &lt;br /&gt;
! Highest skill&lt;br /&gt;
! Workshop used&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| {{L|Armorsmith}}&lt;br /&gt;
| {{L|Magma forge}} or {{L|Metalsmith's forge}}&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| {{L|Bone carver}}&lt;br /&gt;
| {{L|Craftsdwarf's workshop}}&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| {{L|Bowyer}}&lt;br /&gt;
| {{L|Bowyer's workshop}}&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| {{L|Carpenter}}&lt;br /&gt;
| {{L|Carpenter's workshop}}&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| {{L|Clothier}}&lt;br /&gt;
| {{L|Clothier's shop}}&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| {{L|Engraver}}&lt;br /&gt;
| {{L|Craftsdwarf's workshop}} or {{L|Mason's workshop}}&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| {{L|Gem cutter}}&lt;br /&gt;
| {{L|Jeweler's workshop}}&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| {{L|Gem setter}}&lt;br /&gt;
| {{L|Jeweler's workshop}}&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| {{L|Glassmaker}}&lt;br /&gt;
| {{L|Glass furnace}} or {{L|Magma glass furnace}}&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| {{L|Leatherworker}}&lt;br /&gt;
| {{L|Leatherworks}}&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| {{L|Mason}}&lt;br /&gt;
| {{L|Mason's workshop}}&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| {{L|Mechanic}}&lt;br /&gt;
| {{L|Mechanic's workshop}}&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| {{L|Metal crafter}}&lt;br /&gt;
| {{L|Magma forge}} or {{L|Metalsmith's forge}}&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| {{L|Metalsmith}}&lt;br /&gt;
| {{L|Magma forge}} or {{L|Metalsmith's forge}}&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| {{L|Miner}}&lt;br /&gt;
| {{L|Craftsdwarf's workshop}} or {{L|Mason's workshop}}&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| {{L|Stone crafter}}&lt;br /&gt;
| {{L|Craftsdwarf's workshop}}&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| {{L|Tanner}}&lt;br /&gt;
| {{L|Tanner's shop}} or {{L|Leather works}}&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| {{L|Weaponsmith}}&lt;br /&gt;
| {{L|Magma forge}} or {{L|Metalsmith's forge}}&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| {{L|Weaver}}&lt;br /&gt;
| {{L|Clothier's shop}}&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| {{L|Wood crafter}}&lt;br /&gt;
| {{L|Craftsdwarf's workshop}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Artifacts created ==&lt;br /&gt;
The type of artifact created will depend on the dwarf's highest skill.  Masons will always create some kind of stone object, usually furniture; bone Carvers, a bone or shell object; carpenters, a wood object, etc. Miners and engravers will usually turn out a stone craft or piece of furniture; metalworkers, metal crafts, weapons, or armor (depending on the type of metalworker); weavers, an article of clothing; tanners, a leather armor or object. If a dwarf has no moodable skills, they will take over a [[craftsdwarf's workshop]] and create a bone, stone or wood craft of some type. The precise type of craft created is usually somewhat random but if a dwarf has a personality preference for a particular thing, such as gauntlets or floodgates or crowns, and that thing is an available choice given the dwarf's profession, they will generally create an object of that type.&lt;br /&gt;
&lt;br /&gt;
The first object grabbed by the dwarf will be the &amp;quot;primary&amp;quot; substance; all other materials will be used to decorate the artifact. If a dwarf grabs a piece of [[chalk]] and makes a statue, for instance, it will be a &amp;quot;chalk statue&amp;quot;, but an artifact can potentially be composed of bone, cloth, gems, leather, metal, shell, stone, and wood all at once.  In some cases, a moody dwarf will produce an item which normally cannot be made from that material, leading to such odd constructions as an [[obsidian]] [[bed]], [[ruby]] [[floodgate]], or turtle [[shell]] [[cage]].&lt;br /&gt;
&lt;br /&gt;
Once created, most [[artifact]]s will be available for use just like a normal item of its type.  Artifact furniture is useful for high value [[noble]] rooms. Artifact weapons in [[weapon trap]]s can also boost a room's value considerably, as in the case of artifact trap components.&lt;br /&gt;
&lt;br /&gt;
== Failure ==&lt;br /&gt;
If you can't provide the desired workshop and all the required component materials within a couple of months, the dwarf will go {{L|insanity|insane}}, which cancels the mood and the artifact.  As if that's not bad enough, any dwarf who goes insane will soon die, one way or another.&lt;br /&gt;
&lt;br /&gt;
A dwarf who is '''stark raving mad''' or '''melancholy''' is harmless to others (until they die and start a {{L|tantrum}} spiral), but a '''berserk''' dwarf will attack other dwarfs and possibly pull levers at random.  You may want to station a squad nearby or assign a few war dogs to the dwarf on the chance that they will lash out.  If you build your workshops inside enclosed rooms with doors you can also lock the moody dwarf in the room until he or she starves.  In extreme cases, building a wall around an open workshop is the best precaution.&lt;/div&gt;</summary>
		<author><name>Koltom</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Strange_mood&amp;diff=100575</id>
		<title>v0.31:Strange mood</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Strange_mood&amp;diff=100575"/>
		<updated>2010-04-28T14:46:22Z</updated>

		<summary type="html">&lt;p&gt;Koltom: /* Bugs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{human}}&lt;br /&gt;
{{buggy|bugsection=Bugs}}&lt;br /&gt;
Periodically, individual dwarves are struck with an idea for a [[legendary artifact]] and enter a '''strange mood'''. Dwarves which enter a strange mood will stop whatever they are doing and pursue the construction of this artifact to the exclusion of all else.  They will not stop to eat, drink, sleep, or even run away from dangerous creatures. If they do not manage to begin construction of the artifact within a handful of months, they will go [[#Failure|insane]] and die soon afterward.&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
# The conditions necessary for a strange mood to occur: ''fill in here''&lt;br /&gt;
# The game will pause, center on a dwarf, and announce that the dwarf has entered one of five different types of strange moods.  The [[#Types|types of mood]] are listed below.  While in a mood, a dwarf will display a blinking exclamation point (see [[status icons]]).&lt;br /&gt;
# For the duration of the mood, the dwarf will claim a workshop related to the skill that the mood affects (not all skills are eligible), kick out any dwarf who was using it, and render it otherwise unusable until the mood has been resolved. If a moody dwarf does not claim a workshop, it is because the appropriate workshop does not exist.  (See [[#Skills and workshops|skills and workshops]] below to determine which workshop(s) might be required.) A moody dwarf will ''not'' be available to build a needed workshop; another dwarf with the appropriate [[labor]] designation must do so for them, if one is necessary.&lt;br /&gt;
# After claiming a workshop, the dwarf will set about collecting the required materials for their artifact.  If the dwarf remains idle inside the workshop, it's because they cannot find the right material. Reference the [[#Demands|demands]] section to determine what may be required.&lt;br /&gt;
# Once all materials have been gathered, the game will once again pause and center, and the moody dwarf will begin construction.  Upon completion the dwarf will create a semi-random artifact related to the skill affected and gain [[legendary]] (or higher) status in that skill (unless the mood type is [[#Possessed|possessed]]).  See the [[#Skills and workshops|skills and workshops]] for information on which skills can be gained, or the [[#Artifacts created|artifacts created]] section for more details on the artifacts themselves.&lt;br /&gt;
&lt;br /&gt;
== Types of moods ==&lt;br /&gt;
For each of the following types of moods, the first message is how the mood is [[40d:Announcement|announced]]; the second message appears in the dwarf's profile when he or she is viewed with the {{K|v}} key.  All moody dwarves will have &amp;quot;Strange Mood&amp;quot; listed as their active task.&lt;br /&gt;
&lt;br /&gt;
=== Fey ===&lt;br /&gt;
* {{Gametext|&amp;lt;dwarf&amp;gt; is taken by a fey mood!|#fff}}&lt;br /&gt;
: ''Has the aspect of one fey!''&lt;br /&gt;
&lt;br /&gt;
This is the most basic strange mood.  Fey dwarves will clearly state their demands when the workshop they are in is examined.&lt;br /&gt;
&lt;br /&gt;
A fey dwarf's happiness is automatically set to 'quite content'.&lt;br /&gt;
&lt;br /&gt;
=== Secretive ===&lt;br /&gt;
* {{Gametext|&amp;lt;dwarf&amp;gt; withdraws from society...|#ccc}}&lt;br /&gt;
: ''Peculiarly secretive...''&lt;br /&gt;
&lt;br /&gt;
Secretive moods are the same as fey moods, except a secretive dwarf will sketch pictures of their required materials instead of clearly stating their demands if they cannot find what they need.   Descriptions of all these [[#Demands|secretive requirements]] can be seen only by viewing the workshop that the moody dwarf has claimed, with {{k|q}}, and then only while the dwarf is waiting inside it.  More than one &amp;quot;picture&amp;quot; is likely; these will cycle through the entire list automatically if any one is not available.  (Since materials are gathered ''in order'', it's quite possible that only one of a long list is needed to allow the moody dwarf to continue on their project.  If the dwarf has gathered some of the materials (seen as &amp;quot;tasked&amp;quot; when looking at the workshop with {{k|t}}), then the next in the list is what they are looking for.)&lt;br /&gt;
&lt;br /&gt;
A secretive dwarf's happiness is automatically set to 'quite content'.&lt;br /&gt;
&lt;br /&gt;
=== Possessed ===&lt;br /&gt;
* {{Gametext|&amp;lt;dwarf&amp;gt; has been possessed!|#f0f}}&lt;br /&gt;
: ''Possessed by unknown forces!''&lt;br /&gt;
&lt;br /&gt;
Possessed dwarves have cryptic material requests, and have the unfortunate distinction of not receiving any experience upon successful construction of an artifact.  It is unknown if controllable circumstances lead to a possessed mood instead of one of the more desirable fey or secretive moods. Possessed dwarves will mutter the name of the artifact they are working on once they have all the materials they need.&lt;br /&gt;
&lt;br /&gt;
A possession is the only mood that does ''not'' result in a jump in [[experience]].&lt;br /&gt;
&lt;br /&gt;
A possessed dwarf's happiness is automatically set to 'quite content'.&lt;br /&gt;
&lt;br /&gt;
=== Fell {{verify}} ===&lt;br /&gt;
* {{Gametext|&amp;lt;dwarf&amp;gt; looses a roaring laughter, fell and terrible!|#a0a}}&lt;br /&gt;
: ''Has a horrible fell look!''&lt;br /&gt;
&lt;br /&gt;
A dwarf that goes into a fell mood will always take over a [[40d:butcher's shop|butcher's shop]] or a [[40d:tanner's shop|tanner's shop]]. If neither are available, any other workshop will be used instead. The dwarf will then ''murder'' the nearest dwarf, drag the corpse into the shop and make some sort of object out of dwarf [[40d:leather|leather]] or [[40d:bone|bone]]. Once the artifact is completed, the fell dwarf will become a legendary [[40d:bone carver|bone carver]] or [[40d:leatherworker|leatherworker]]. Strangely, none of the other dwarves seem to mind the murder. Only unhappy dwarves may enter a fell mood.&lt;br /&gt;
&lt;br /&gt;
Aside from the potential loss of an important dwarf in the wrong place at the wrong time, there doesn't seem to be any downside to a fell mood. The end result is always an artifact and a legendary craftsdwarf. Since the only ingredient used (a dwarf) is available in abundance, a fell mood will only fail if the fell dwarf is completely isolated from other dwarves, or if the proper workshop does not exist.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Macabre ===&lt;br /&gt;
* {{Gametext|&amp;lt;dwarf&amp;gt; begins to stalk and brood...|#777}}&lt;br /&gt;
: ''Brooding darkly...''&lt;br /&gt;
&lt;br /&gt;
Macabre moods are similar to fell moods, but the dwarf will not murder a fellow dwarf.  A macabre dwarf may require bones{{verify}}, skulls{{verify}} or remains; if you do not happen to have any, you will have to make some, e.g. by butchering an animal{{verify}}, or let the moody dwarf go insane.  Like fell moods, only unhappy dwarves can enter macabre moods.&lt;br /&gt;
&lt;br /&gt;
==Caveats==&lt;br /&gt;
* Shells are a common request in moods and are only produced from preparing raw turtles or lobsters at a fishery. That is, you must be able to fish them at your site, there is no way of trading for them.&lt;br /&gt;
* Dwarves may request &amp;quot;rock bars&amp;quot; -- This is satisfied by metal bars.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
{{version|0.31.03}}&lt;br /&gt;
* There are bugs reported related to moody dwarves. As has been the case in 40d most turned out to be (understandably) failure of the player unbderstanding the mechanics of artifact creation and demands. Bug tracker: [http://bay12games.com/dwarves/mantisbt/view_all_bug_page.php]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
&lt;br /&gt;
== Demands ==&lt;br /&gt;
Once a workshop is claimed, the dwarf will begin collecting materials.  Each artifact will require between one and ten materials to complete.  If the moody dwarf remains idle, then the necessary materials are not available.  [[Forbidden]] items must be reclaimed ({{K|d}} - {{K|b}} - {{K|c}}) before they may be used, but moody dwarves will ignore settings regarding [[economic stone]]. Press {{K|q}} and highlight the workshop to receive a series of clues about what the dwarf needs.  Hints that stay active for longer than 2 seconds mean that multiple pieces of that material will be required; each single demand will be displayed for 2 seconds, so if it says &amp;quot;gems... shining&amp;quot; for 6 seconds, 3 gems are demanded. Materials will always be fetched ''in order'', so if at least one item has already been retrieved (the items will show up with &amp;quot;TSK&amp;quot; (&amp;quot;task&amp;quot;) next to them when the workshop is viewed with the {{K|t}} context menu), it will usually be possible to tell what item is required next.&lt;br /&gt;
&lt;br /&gt;
If you want your dwarves to construct their artifacts out of valuable materials instead of whatever useless thing happens to be close at hand, you can selectively forbid types of material through the stocks screen so that only the material you want them to use is available; though this might interfere with the normal crafting operations of your fortress, the disruption is generally short-lived (as long as you remember to unforbid them again afterwards!). You can even forbid something a moody dwarf is carrying (which may be necessary sometimes, since while they are not waiting in the workshop they will not tell you what they need); the dwarf will finish hauling it to the workshop, but then immediately go searching for another. This trick can mean the difference between a bauxite statue decorated with moss agates and a native platinum statue encrusted with diamonds.&lt;br /&gt;
&lt;br /&gt;
The various demands are translated here:&lt;br /&gt;
&lt;br /&gt;
:{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left;width:90%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Material&lt;br /&gt;
! Fey&lt;br /&gt;
! Secretive&lt;br /&gt;
! Possessed&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| &amp;lt;dwarf&amp;gt; screams &amp;quot;I must have &amp;lt;demand&amp;gt;!&amp;quot;&lt;br /&gt;
| &amp;lt;dwarf&amp;gt; sketches pictures of &amp;lt;demand&amp;gt;.&lt;br /&gt;
| &amp;lt;dwarf&amp;gt; mutters &amp;quot;&amp;lt;artifact&amp;gt; needs &amp;lt;demand&amp;gt;...&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[Stone]]&lt;br /&gt;
| rock&lt;br /&gt;
| a quarry&lt;br /&gt;
| stone... rock&lt;br /&gt;
|-&lt;br /&gt;
| Stone [[block]]&lt;br /&gt;
| rock blocks&lt;br /&gt;
| square blocks&lt;br /&gt;
| blocks... bricks&lt;br /&gt;
|-&lt;br /&gt;
| [[Wood]]&lt;br /&gt;
| wood logs&lt;br /&gt;
| a forest&lt;br /&gt;
| tree... life&lt;br /&gt;
|-&lt;br /&gt;
| Metal [[bar]]&lt;br /&gt;
| metal bars&lt;br /&gt;
| shining bars of metal&lt;br /&gt;
| bars... metal&lt;br /&gt;
|-&lt;br /&gt;
| [[Gem]]s (cut)&lt;br /&gt;
| cut gems&lt;br /&gt;
| cut gems&lt;br /&gt;
| gems... shining&lt;br /&gt;
|-&lt;br /&gt;
| [[Gem]]s (raw)&lt;br /&gt;
| rough gems&lt;br /&gt;
| rough gems&lt;br /&gt;
| rough... color&lt;br /&gt;
|-&lt;br /&gt;
| [[Glass]] (green)&lt;br /&gt;
| raw green glass&lt;br /&gt;
| glass&lt;br /&gt;
| raw... green&lt;br /&gt;
|-&lt;br /&gt;
| [[Glass]] (clear)&lt;br /&gt;
| clear glass{{verify}}&lt;br /&gt;
| glass and burning wood&lt;br /&gt;
| raw... clear&lt;br /&gt;
|-&lt;br /&gt;
| [[Glass]] (crystal)&lt;br /&gt;
| crystal glass{{verify}}&lt;br /&gt;
| rough gems and glass&lt;br /&gt;
| raw... crystal&lt;br /&gt;
|-&lt;br /&gt;
| [[Bone]]&lt;br /&gt;
| bones&lt;br /&gt;
| skeletons&lt;br /&gt;
| bones... yes&lt;br /&gt;
|-&lt;br /&gt;
| [[Shell]]&lt;br /&gt;
| shells&lt;br /&gt;
| a shell&lt;br /&gt;
| a shell...&lt;br /&gt;
|-&lt;br /&gt;
| [[Leather]]&lt;br /&gt;
| tanned hides&lt;br /&gt;
| stacked leather&lt;br /&gt;
| leather... skin&lt;br /&gt;
|-&lt;br /&gt;
| [[Cloth]] (plant)&lt;br /&gt;
| plant fiber cloth&lt;br /&gt;
| stacked cloth&lt;br /&gt;
| cloth... thread&lt;br /&gt;
|-&lt;br /&gt;
| [[Cloth]] (silk)&lt;br /&gt;
| silk cloth&lt;br /&gt;
| stacked cloth&lt;br /&gt;
| cloth... thread&lt;br /&gt;
|-&lt;br /&gt;
| [[Bones]] or [[Shell]]&lt;br /&gt;
| body parts&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Fey dwarves will sometimes ask for rock bars. This is just a typographical error, and they are actually asking for metal bars. &amp;lt;sup&amp;gt;(Disputed -- [[DF2010 Talk:Strange mood|Discuss]])&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Skills and workshops ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=&amp;quot;4&amp;quot; style=&amp;quot;border:1px solid black;border-collapse:collapse;text-align:left;float:right;margin:0 0 20px 30px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#eee;border-bottom:1px solid black;text-align:center;&amp;quot; | Artifact Skill Rewards&lt;br /&gt;
|- &lt;br /&gt;
! Highest skill&lt;br /&gt;
! Workshop used&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| {{L|Armorsmith}}&lt;br /&gt;
| {{L|Magma forge}} or {{L|Metalsmith's forge}}&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| {{L|Bone carver}}&lt;br /&gt;
| {{L|Craftsdwarf's workshop}}&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| {{L|Bowyer}}&lt;br /&gt;
| {{L|Bowyer's workshop}}&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| {{L|Carpenter}}&lt;br /&gt;
| {{L|Carpenter's workshop}}&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| {{L|Clothier}}&lt;br /&gt;
| {{L|Clothier's shop}}&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| {{L|Engraver}}&lt;br /&gt;
| {{L|Craftsdwarf's workshop}} or {{L|Mason's workshop}}&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| {{L|Gem cutter}}&lt;br /&gt;
| {{L|Jeweler's workshop}}&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| {{L|Gem setter}}&lt;br /&gt;
| {{L|Jeweler's workshop}}&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| {{L|Glassmaker}}&lt;br /&gt;
| {{L|Glass furnace}} or {{L|Magma glass furnace}}&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| {{L|Leatherworker}}&lt;br /&gt;
| {{L|Leatherworks}}&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| {{L|Mason}}&lt;br /&gt;
| {{L|Mason's workshop}}&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| {{L|Mechanic}}&lt;br /&gt;
| {{L|Mechanic's workshop}}&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| {{L|Metal crafter}}&lt;br /&gt;
| {{L|Magma forge}} or {{L|Metalsmith's forge}}&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| {{L|Metalsmith}}&lt;br /&gt;
| {{L|Magma forge}} or {{L|Metalsmith's forge}}&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| {{L|Miner}}&lt;br /&gt;
| {{L|Craftsdwarf's workshop}} or {{L|Mason's workshop}}&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| {{L|Stone crafter}}&lt;br /&gt;
| {{L|Craftsdwarf's workshop}}&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| {{L|Tanner}}&lt;br /&gt;
| {{L|Tanner's shop}} or {{L|Leather works}}&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| {{L|Weaponsmith}}&lt;br /&gt;
| {{L|Magma forge}} or {{L|Metalsmith's forge}}&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| {{L|Weaver}}&lt;br /&gt;
| {{L|Clothier's shop}}&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| {{L|Wood crafter}}&lt;br /&gt;
| {{L|Craftsdwarf's workshop}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Artifacts created ==&lt;br /&gt;
The type of artifact created will depend on the dwarf's highest skill.  Masons will always create some kind of stone object, usually furniture; bone Carvers, a bone or shell object; carpenters, a wood object, etc. Miners and engravers will usually turn out a stone craft or piece of furniture; metalworkers, metal crafts, weapons, or armor (depending on the type of metalworker); weavers, an article of clothing; tanners, a leather armor or object. If a dwarf has no moodable skills, they will take over a [[craftsdwarf's workshop]] and create a bone, stone or wood craft of some type. The precise type of craft created is usually somewhat random but if a dwarf has a personality preference for a particular thing, such as gauntlets or floodgates or crowns, and that thing is an available choice given the dwarf's profession, they will generally create an object of that type.&lt;br /&gt;
&lt;br /&gt;
The first object grabbed by the dwarf will be the &amp;quot;primary&amp;quot; substance; all other materials will be used to decorate the artifact. If a dwarf grabs a piece of [[chalk]] and makes a statue, for instance, it will be a &amp;quot;chalk statue&amp;quot;, but an artifact can potentially be composed of bone, cloth, gems, leather, metal, shell, stone, and wood all at once.  In some cases, a moody dwarf will produce an item which normally cannot be made from that material, leading to such odd constructions as an [[obsidian]] [[bed]], [[ruby]] [[floodgate]], or turtle [[shell]] [[cage]].&lt;br /&gt;
&lt;br /&gt;
Once created, most [[artifact]]s will be available for use just like a normal item of its type.  Artifact furniture is useful for high value [[noble]] rooms. Artifact weapons in [[weapon trap]]s can also boost a room's value considerably, as in the case of artifact trap components.&lt;br /&gt;
&lt;br /&gt;
== Failure ==&lt;br /&gt;
If you can't provide the desired workshop and all the required component materials within a couple of months, the dwarf will go {{L|insanity|insane}}, which cancels the mood and the artifact.  As if that's not bad enough, any dwarf who goes insane will soon die, one way or another.&lt;br /&gt;
&lt;br /&gt;
A dwarf who is '''stark raving mad''' or '''melancholy''' is harmless to others (until they die and start a {{L|tantrum}} spiral), but a '''berserk''' dwarf will attack other dwarfs and possibly pull levers at random.  You may want to station a squad nearby or assign a few war dogs to the dwarf on the chance that they will lash out.  If you build your workshops inside enclosed rooms with doors you can also lock the moody dwarf in the room until he or she starves.  In extreme cases, building a wall around an open workshop is the best precaution.&lt;/div&gt;</summary>
		<author><name>Koltom</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Legendary_artifact&amp;diff=100574</id>
		<title>v0.31:Legendary artifact</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Legendary_artifact&amp;diff=100574"/>
		<updated>2010-04-28T14:39:29Z</updated>

		<summary type="html">&lt;p&gt;Koltom: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{elven}}&lt;br /&gt;
&lt;br /&gt;
Dwarves in {{L|strange mood|strange moods}} will create '''legendary artifacts''', unique, &amp;quot;named&amp;quot; items which are of unsurpassable quality (and often {{L|value}} as well). An artifact is the ultimate expression of a {{L|dwarf|dwarf's}} desires, fears, memories and hopes in art form, and each dwarf will produce at most only one in their lives (or {{L|insane|die}} trying).  Dwarves that create an artifact immediately gain enough {{L|experience}} to boost them to {{L|legendary}} level in the affected {{L|Strange_mood#Skills_and_workshops|skill}} unless they were {{L|Strange_mood#Possessed|possessed}}.&lt;br /&gt;
 &lt;br /&gt;
Dwarves drop artifacts in the {{L|workshop}} as soon as they are made. They cannot be traded, but most can be used just like any item of its type.  A list of all artifacts that the fortress has created can be seen by pressing {{k|l}}.&lt;/div&gt;</summary>
		<author><name>Koltom</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Butcher%27s_shop&amp;diff=97224</id>
		<title>v0.31 Talk:Butcher's shop</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Butcher%27s_shop&amp;diff=97224"/>
		<updated>2010-04-22T13:38:28Z</updated>

		<summary type="html">&lt;p&gt;Koltom: /* beak */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Article Quality==&lt;br /&gt;
I'm sorry, but this page doesn't come close to Human quality. It's highly incomplete, lacking several conclusive bits of information. It also has broken links and is terribly organized. I do not see how we can possible pass this on as Human; it needs to be prioritized back to Elven and given ''much'' more attention.[[User:The Architect|The Architect]] 06:34, 22 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Parts Yielded==&lt;br /&gt;
It seems that creatures now do not give the same thing when butchered. For example I butchered some Hydras in arena mode and none of the Hydras gave the same yield of parts. There seems to be a range in what you get from butchering, or is this just a side effect of now having fatness and size? In one case I got more livers from one Hydra than from a different one, how would this either of these effect major organs?&lt;br /&gt;
&lt;br /&gt;
I was using a drowning tank just to see what these animals would yield. There are some things that stayed the same, like the Hydras always had 7 skulls and 14 eyes. &lt;br /&gt;
&lt;br /&gt;
If the above is the case then the creature pages might need to show a range of values one could expect when butchering a certain animal.&lt;br /&gt;
--[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 15:56, 7 April 2010 (UTC)&lt;br /&gt;
:I have also noticed this while butchering kittens. Is it possible that the yield is related to butchering skill? --[[User:Soronhen|Soronhen]] 16:03, 7 April 2010 (UTC)&lt;br /&gt;
::Maybe related to both considering that in arena mode you have either no skill or max skill. --[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 17:09, 7 April 2010 (UTC)&lt;br /&gt;
:One thing I've noticed, after having my Swordsdwarf hunt down a Leopard and him killing it by severing its lower body, was that both the mutilated corpse and the lower body were butcherable, and it might be that some, if not all, parts are duplicated then, as I received two skins from the butchering in total. Unless Leopards generally yield two skins (or can). Correct me if I'm wrong... --[[User:Ramperkash|Ramperkash]] 17:36, 7 April 2010 (UTC)&lt;br /&gt;
::Not all the parts are duplicated, when destroying Hydras with a Swordsdwarf it put body parts every where, and most of them were butcher-able and gave respective cut up things, further testing would have to be done to see if the lower and upper-body give duplicates if separated. I'd say if that happens again compare the body parts and see if the total is similar to one you drown (which should have everything normal).--[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 18:42, 7 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
'''Fat, intestines, meat'''&lt;br /&gt;
&lt;br /&gt;
I seem to remember a forum post saying that the amount of fat you get depends on the fat descriptor (with a creature that's incredibly skinny giving less than one that's behung with rolls of lard), the amount of meat depending on the muscle descriptor (very strong vs. incredibly weak) and the amount of intestines depending on the size descriptor. I'll test that to verify it once I get my fort running, butchery is usually a later-game side project for me.&lt;br /&gt;
--[[User:Syndic|Syndic]] 16:24, 13 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Parts with Unknown Uses==&lt;br /&gt;
Wouldn't tusks be used for crafts as well? I see there are '''Decorate with Ivory/Tooth''' and '''Make Ivory/Tooth Crafts''' commands at the craftsdwarf workshop, and I'd guess that tusks would be considered Ivory, if not Teeth. We'd have to check whether they actually do use tusks for those though.&lt;br /&gt;
&lt;br /&gt;
==Revamping Templates==&lt;br /&gt;
The (apparently hardcoded) templates on creature pages (which previously listed butchery products) need to be made more flexible. For that purpose, we need to list possible parts here. Afaik, there is no such thing as a &amp;quot;chunk&amp;quot; anymore. That was only a placeholder, after all. Here is the beginning of a list; please expand on it and move/reformat it to the main page when you feel it is complete.&lt;br /&gt;
* Inedible&lt;br /&gt;
** Skulls&lt;br /&gt;
** Bones&lt;br /&gt;
** Teeth&lt;br /&gt;
** Tusks&lt;br /&gt;
** Hooves&lt;br /&gt;
** Skins&lt;br /&gt;
** Scales&lt;br /&gt;
** Nervous Tissue&lt;br /&gt;
* Edible&lt;br /&gt;
** Meat&lt;br /&gt;
*** Prepared Organs&lt;br /&gt;
*** Tripe, Sweetbread&lt;br /&gt;
** Fat&lt;br /&gt;
&lt;br /&gt;
Prepared Organs need their own page, rather than just Intestines. Various preparations (such as Tripe) and organs (Intestines, Brains) belong on such a page. I'll be working on that right now, of course... --[[User:The Architect|The Architect]] 05:38, 8 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==None of these seem to show up in the kitchen menu?==&lt;br /&gt;
Not even meat - anyone else have this too? --[[User:Confused|Confused]] 21:06, 8 April 2010 (UTC)&lt;br /&gt;
:I might be misinterpriting the situation, but I believe this is because you no longer have the option not to cook meat. I mean, why would you not? --[[User:Zombiejustice|Zombiejustice]] 03:22, 9 April 2010 (UTC)&lt;br /&gt;
::Nope. Is Fixed in 31.02 - back to normal --[[User:Confused|Confused]] 14:16, 9 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Feathers and scales==&lt;br /&gt;
Ok, so I KNOW I saw a cave crocodile scale. Is this the reptilian version of skin?&lt;br /&gt;
Also, the article says something about feathers. Can we get verification on either of these? --[[User:Zombiejustice|Zombiejustice]] 17:03, 13 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Ask [[User:Soronhen]] who added feathers (?); i can vouch for alligator and cave croc giving scale but not skin. A look at the raws:&lt;br /&gt;
&lt;br /&gt;
donkey:&lt;br /&gt;
&lt;br /&gt;
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]&lt;br /&gt;
	&lt;br /&gt;
&lt;br /&gt;
cave croc:&lt;br /&gt;
&lt;br /&gt;
[BODY_DETAIL_PLAN:STANDARD_MATERIALS]&lt;br /&gt;
		[REMOVE_MATERIAL:SKIN]&lt;br /&gt;
		[REMOVE_MATERIAL:LEATHER]&lt;br /&gt;
		[REMOVE_MATERIAL:HAIR]&lt;br /&gt;
		[USE_MATERIAL_TEMPLATE:SCALE:SCALE_TEMPLATE]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_TISSUES]&lt;br /&gt;
		[REMOVE_TISSUE:SKIN]&lt;br /&gt;
		[REMOVE_TISSUE:HAIR]&lt;br /&gt;
		[USE_TISSUE_TEMPLATE:SCALE:SCALE_TEMPLATE]&lt;br /&gt;
	[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SCALE:FAT:MUSCLE:BONE:CARTILAGE]&lt;br /&gt;
&lt;br /&gt;
giant eagle is less obvious though:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[REMOVE_MATERIAL:HAIR]&lt;br /&gt;
		[USE_MATERIAL_TEMPLATE:FEATHER:FEATHER_TEMPLATE]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_TISSUES]&lt;br /&gt;
		[REMOVE_TISSUE:HAIR]&lt;br /&gt;
		[USE_TISSUE_TEMPLATE:FEATHER:FEATHER_TEMPLATE]&lt;br /&gt;
	[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]&lt;br /&gt;
	[BODY_DETAIL_PLAN:BODY_HAIR_TISSUE_LAYERS:FEATHER]&lt;br /&gt;
&lt;br /&gt;
I would read that as giving leather and feather, but I'm surely not trying to check in game ;) --[[User:Confused|Confused]] 17:48, 13 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::I've tried to stay away from the raws for fear of misinterpreting them. Others who are more confident in their abilities are of course welcome to verify things in this way. I'll edit the article to reflect the scale/skin swap. --[[User:Zombiejustice|Zombiejustice]] 18:45, 13 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== beak ==&lt;br /&gt;
A buzzard was killed by a trap and now i have 'corpse' and 'beak'. I would expect a beak is also the result of butchering birds, then. --[[User:Old Ancient|Old Ancient]] 16:18, 16 April 2010 (UTC)&lt;br /&gt;
:But it is not. Butchering does not produce beaks. --[[User:Old Ancient|Old Ancient]] 00:04, 17 April 2010 (UTC)&lt;br /&gt;
::I deleted it from the talk page because no one could confirm, but I wrote a while back about getting a beak as well. I had both buzzards and vultures on the map. Perhaps this warrants further looking into, rather than outright dismissal. --[[User:Zombiejustice|Zombiejustice]] 22:59, 17 April 2010 (UTC)&lt;br /&gt;
:::Especially when you consider the variability of butchery products. A reasonable correlation needs to be established between the RAWs and the possible products, and that needs to be our test for information included on this page and creature pages. [[User:The Architect|The Architect]] 02:34, 19 April 2010 (UTC)&lt;br /&gt;
::::Well its quite simple. you can have noses(!) as you can have beaks, from killing creatures, but you can't from butchering. There is no variability of butchery products, except by animal. I have tested butchering a lot (hundreds of animals), and since it is easy to test, just go ahead instead of speculating! --[[User:Koltom|Koltom]] 13:38, 22 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Koltom</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Butcher%27s_shop&amp;diff=97222</id>
		<title>v0.31:Butcher's shop</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Butcher%27s_shop&amp;diff=97222"/>
		<updated>2010-04-22T13:34:47Z</updated>

		<summary type="html">&lt;p&gt;Koltom: /* Hauling and stockpile considerations */ and there they rot - not a solution - might as well stop hunting then&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{elven}}&lt;br /&gt;
{{workshop|name=Butcher's shop|key=u|job=Butchery&lt;br /&gt;
|construction=&lt;br /&gt;
1 of&lt;br /&gt;
* {{L | Block}}&lt;br /&gt;
* {{L | Stone}}&lt;br /&gt;
* {{L | Wood}}&lt;br /&gt;
|construction_job=&lt;br /&gt;
1 of&lt;br /&gt;
* {{L | Butchery}}&lt;br /&gt;
* {{L | Small animal dissection}}&lt;br /&gt;
* {{L | Trapping}}&lt;br /&gt;
|use=&lt;br /&gt;
* {{L | Tame animals}}&lt;br /&gt;
* Corpses of untamed non-sentient animals&lt;br /&gt;
|production=&lt;br /&gt;
* {{L | Skin}}&lt;br /&gt;
* {{L | Fat}}&lt;br /&gt;
* {{L | Meat}}&lt;br /&gt;
* {{L | Bone}}&lt;br /&gt;
* {{L | Prepared organs}}&lt;br /&gt;
* {{L | Skull}}&lt;br /&gt;
* {{L | Scale}}&lt;br /&gt;
* {{L | Hooves}}&lt;br /&gt;
* {{L | Ivory}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The butcher's shop is used to butcher {{L|Tame animals}} and corpses of some slain animals as well as to process skeletons (of wild animals only). Tame animals can be designated for butchering either by pressing {{key|v}}, moving the curser over the animal and pressing {{key|s}}, or by going into the animal list by pressing {{key|z}}, {{key|Enter}} and then by choosing the animal(s) for butchering by pressing {{key|b}} while they are highlighted. It can also be used to butcher already dead animals, but only if their corpses have been placed in a refuse stockpile nearby (something like 10 tiles?) beforehand.&lt;br /&gt;
&lt;br /&gt;
A butcher's shop is operated by any dwarf with the 'butchery' {{L|profession}} enabled.&lt;br /&gt;
&lt;br /&gt;
An butchered animal results into various items as are:&lt;br /&gt;
&lt;br /&gt;
*A {{L|skull}} (may vary for critters with more than one head)&lt;br /&gt;
*An associated number of {{L|bone|bones}}&lt;br /&gt;
*Various {{L|prepared organs}}&lt;br /&gt;
**An associated number of prepared eyes&lt;br /&gt;
**Prepared lungs&lt;br /&gt;
**A prepared heart&lt;br /&gt;
**Prepared intestines&lt;br /&gt;
**Chopped liver&lt;br /&gt;
**Tripe&lt;br /&gt;
**Sweetbread&lt;br /&gt;
**A prepared spleen&lt;br /&gt;
**A pair of prepared kidneys&lt;br /&gt;
**Prepared brain&lt;br /&gt;
*An associated number of fat&lt;br /&gt;
*{{L|Nervous tissue}}&lt;br /&gt;
*A skin (to be tanned into {{L|leather}})&lt;br /&gt;
*{{L|Hair}}&lt;br /&gt;
*{{L|Cartilage}}&lt;br /&gt;
*{{L|Hoof|Hooves}}&lt;br /&gt;
*{{L|horn|horns}}&lt;br /&gt;
*{{L|nail}}&lt;br /&gt;
*Feather in place of hair (if bird) {{verify}}&lt;br /&gt;
*An associated number of {{L|meat}}&lt;br /&gt;
*A Scale in place of (raw) Skin (if reptile)&lt;br /&gt;
&lt;br /&gt;
Corpses left to rot will become skeletons. Only those of wild animals (typically killed from hunting or traps) can be processed at the butcher's shop. Products will be only bone, skull, hoof, horn and the like (no meat, no fat, no skin).&lt;br /&gt;
&lt;br /&gt;
The {{L|skull}}, {{L|bone|bones}}, {{L|horn|horns}} and {{L|Hoof|hooves}} can be used for {{L|crafts}}.&lt;br /&gt;
The fat can be rendered into {{L|tallow}} at a {{L|kitchen}} and then serve various purposes.&lt;br /&gt;
The purpose of {{L|hair}}, {{L|nervous tissue}}, tusks, and other creature specific body parts and {{L|cartilage}} is not yet known.&lt;br /&gt;
The skin can be made into {{L|leather}} at a {{L|tanner's shop}}&lt;br /&gt;
&lt;br /&gt;
All other remains can be eaten and/or cooked.&lt;br /&gt;
&lt;br /&gt;
Note that results may vary from creature to creature as, for example, a creature without {{L|horn|horns}} will not produce any.&lt;br /&gt;
&lt;br /&gt;
Partial corpses as well as mutilated corpses seem to provide not the expected &amp;quot;full set&amp;quot;; the number of bones may be lower, organs may be missing.&lt;br /&gt;
&lt;br /&gt;
== Hauling and stockpile considerations ==&lt;br /&gt;
&lt;br /&gt;
One thing to beware of is that butchered creatures will practically explode into piles of meat, bones, fat, organs and more; this can quickly clutter up a butchers shop or risk rotting the entire pile if not enough haulers and a suitable stockpile are available. Refuse also can not be stored in containers, so every item will use up one stockpile tile.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Workshops}}&lt;/div&gt;</summary>
		<author><name>Koltom</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Kennel&amp;diff=97215</id>
		<title>v0.31:Kennel</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Kennel&amp;diff=97215"/>
		<updated>2010-04-22T13:22:22Z</updated>

		<summary type="html">&lt;p&gt;Koltom: /* Tame a Large Animal */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{elven}}&lt;br /&gt;
&lt;br /&gt;
{{Building|name=Kennel|key=k&lt;br /&gt;
|job= &lt;br /&gt;
1 of&lt;br /&gt;
* {{L|Animal training}}&lt;br /&gt;
* {{L|Trapping}}&lt;br /&gt;
|construction=&lt;br /&gt;
1 of&lt;br /&gt;
* {{L|Block}}&lt;br /&gt;
* {{L|Stone}}&lt;br /&gt;
* {{L|Wood}}&lt;br /&gt;
|construction_job=&lt;br /&gt;
1 of&lt;br /&gt;
* {{L|Animal training}}&lt;br /&gt;
* {{L|Small animal dissection}}&lt;br /&gt;
* {{L|Trapping}}&lt;br /&gt;
|purpose=&lt;br /&gt;
* Train {{L|Hunting dog}}s&lt;br /&gt;
* Train {{L|War dog}}s&lt;br /&gt;
* Capture {{L|Vermin}}&lt;br /&gt;
* {{L|Tame}} {{L|Vermin}}&lt;br /&gt;
* {{L|Tame}} {{L|cage}}d wild {{L|creature}}s &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A '''Kennel''' is a large 5x5 {{L|workshop}} for an {{L|animal trainer}}. To build a kennel you need one building material ({{L|wood}}, {{L|stone}}, {{L|metal}} {{L|bar}}) and a dwarf who has the {{L|animal training}}, {{L|Animal dissector|small animal dissection}} and/or {{L|trapping}} {{L|skills}} enabled. &lt;br /&gt;
&lt;br /&gt;
''(Note that the '''{{L|labor}}''' associated with the {{L|skill}} &amp;quot;{{L|small animal dissection}}&amp;quot; (namely &amp;quot;Extract from a dead animal&amp;quot;) is used solely at a {{L|butcher's shop}}.  But that '''skill''' is one of the three that can build a kennel, and is listed as such.  Just accept it.)''&lt;br /&gt;
&lt;br /&gt;
Training dogs and taming vermin will automatically select an appropriate creature, while taming a caged wild animal will allow you to choose exactly which animal you wish to tame.&lt;br /&gt;
&lt;br /&gt;
While the kennel's menu only offers the option 'train a war dog', in fact a wide range of animals can be trained. Also note that the queued task indeed is named 'train war animal'. The same goes for 'train a hunting dog'.&lt;br /&gt;
&lt;br /&gt;
==Kennel Tasks==&lt;br /&gt;
===Train a Hunting Dog===&lt;br /&gt;
Requires: An {{L|Cage|Uncaged}} '''tame''' animal with [TRAINABLE] or [TRAINABLE_HUNTING] and an {{L|Animal trainer}}.&lt;br /&gt;
&lt;br /&gt;
Hunting animals can be assigned ({{K|v}}-select dwarf-{{K|p}}-{{K|e}}) to follow a hunter and assist in the hunting process. They are faster and more agile than a regular tamed animal, but not as strong as a war animal and cannot be unassigned.&lt;br /&gt;
&lt;br /&gt;
===Train a War Dog===&lt;br /&gt;
Requires: {{L|Cage|Uncaged}} '''tame''' animal with [TRAINABLE] (or [TRAINABLE_WAR], of which there are none) and an {{L|Animal trainer}}.&lt;br /&gt;
&lt;br /&gt;
A war animal is stronger than its untrained counterpart. War dogs make excellent companions when starting a fortress, when you can't spare many dwarves for fighting.&lt;br /&gt;
&lt;br /&gt;
===Capture a Live Land Animal===&lt;br /&gt;
Requires: {{L|Animal Trap}} and a {{L|Trapper}}.&lt;br /&gt;
&lt;br /&gt;
Direct animal trappers to attempt to capture vermin in an animal trap. The trapper will carry an animal trap around the fortress and look for vermin to pounce on; then the trap will be hauled to an animal {{L|stockpile}}. Vermin caught through this job can be eaten or transferred to cages; they can be tamed now.&lt;br /&gt;
&lt;br /&gt;
===Tame a Small Animal===&lt;br /&gt;
Requires: An {{L|Animal trainer}} and trapped vermin.&lt;br /&gt;
&lt;br /&gt;
This is used to tame vermin for adoption as pets or eaten if left alone.&lt;br /&gt;
&lt;br /&gt;
===Tame a Large Animal===&lt;br /&gt;
Requires: {{L|Trap#Cage_Trap|Caged wild animal}} and an {{L|Animal trainer}}.&lt;br /&gt;
&lt;br /&gt;
The animal trainer uses it to tame wild {{L|creatures|animals}} not already domesticated, such as those caught in cage traps. Note that the taming of some creatures requires the presence of the dungeon master.&lt;br /&gt;
&lt;br /&gt;
==Trainable Animals==&lt;br /&gt;
The following creatures can be trained into war animals or hunting animals:&lt;br /&gt;
* {{L|Cheetah}}&lt;br /&gt;
* {{L|Dog}}&lt;br /&gt;
* {{L|Dragon}}&lt;br /&gt;
* {{L|Elephant}}&lt;br /&gt;
* {{L|Giant bat}} (hunting only)&lt;br /&gt;
* {{L|Giant cave swallow}} (hunting only)&lt;br /&gt;
* {{L|Giant cheetah}}&lt;br /&gt;
* {{L|Giant eagle}}&lt;br /&gt;
* {{L|Giant jaguar}}&lt;br /&gt;
* {{L|Giant leopard}}&lt;br /&gt;
* {{L|Giant lion}}&lt;br /&gt;
* {{L|Giant tiger}}&lt;br /&gt;
* {{L|Gorilla}}&lt;br /&gt;
* {{L|Grizzly bear}}&lt;br /&gt;
* {{L|Jaguar}}&lt;br /&gt;
* {{L|Leopard}}&lt;br /&gt;
* {{L|Lion}}&lt;br /&gt;
* {{L|Mandrill}}&lt;br /&gt;
* {{L|Polar bear}}&lt;br /&gt;
* {{L|Tiger}}&lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;/div&gt;</summary>
		<author><name>Koltom</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Trap&amp;diff=97214</id>
		<title>v0.31 Talk:Trap</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Trap&amp;diff=97214"/>
		<updated>2010-04-22T13:20:07Z</updated>

		<summary type="html">&lt;p&gt;Koltom: /* Cage Traps? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I have had goats, goblins and alligators happily walk right through a stone trap bomb carpet of 3-5 layers (per person) and walk away wounded, but still walking. This certainly seems new.&lt;br /&gt;
&lt;br /&gt;
Experiences with this? --[[User:Birthright|Birthright]] 19:42, 14 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Maybe that´s because they deal only blunt damage (I think), which has been severely nerfed (because it seldom deals critical wounds and bleeding). I had the same experience with a goblin siege in year 2, which then also doomed my entire fortress (because I only got mildly trained soldiers with leather armor and copper weapons and marksdwarfs are bugged). &amp;lt;br&amp;gt; I think they will regain their usefulness, when damage types get balanced again. On the other hand, they really were quite overpowered before, considering the needed setup-time and material. ~ [[User:Felcis|Felcis]] 20:34, 14 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Makes sense. I'm not even complaining - I like a challenge. The wooden spears, bows and arrows in my weapon traps btw may be a bit overpowered now.&lt;br /&gt;
&lt;br /&gt;
== Stonefall ==&lt;br /&gt;
&lt;br /&gt;
It's my recollection that stonefall traps outright destroy the stone when they are triggered, so they always need to be reloaded with a fresh rock from somewhere else. --[[User:Quietust|Quietust]] 20:56, 14 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Well, try it out? Certainly not the case here, and never was IIRC. --[[User:Birthright|Birthright]] 21:20, 14 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::I second that. I always have the stone of the trap lying on it after it was triggered, so it was not destroyed. I´m not even sure if the dwarfes always need a different one, but I never payed close attention to that. ~ [[User:Felcis|Felcis]] 21:26, 14 April 2010 (UTC)&lt;br /&gt;
:::I think the wisdom of the old ages on that was that the reloader picks the closest stone at the time he is tasked with the job. So if one guy reloads 6 traps he might well pick some of the stones right there - never checked really. --[[Special:Contributions/92.202.32.216|92.202.32.216]] 02:02, 15 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Weapon ==&lt;br /&gt;
&lt;br /&gt;
Hi guys, been playing DF for a long while but the improvements in the latest versions have inspired me to try to contribute a bit to the wiki for the first time. If you think any information is incorrect then feel free to shout out about it. [[User:Akkie|Akkie]] 18:23, 15 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Cage Traps? ==&lt;br /&gt;
&lt;br /&gt;
are they still as effective as in 40d?  the current article doesn't have anything on them  .-Slothen--[[Special:Contributions/99.96.100.228|99.96.100.228]] 21:29, 18 April 2010 (UTC)&lt;br /&gt;
: Yes they are: Dragons as well as colossi are no threat as long as you have cage traps at your entrance - wooden cages are still sufficient to contain them savely. --[[User:Doub|Doub]] 21:47, 18 April 2010 (UTC)&lt;br /&gt;
::I was attempting to test all this in my latest fort. Can someone else please verify that this is still the case by writing in here that they've seen it happen. I know that titans(not sure about traditional megabeasts) have &amp;quot;trap avoid&amp;quot; tags and are not affected by stone-fall or weapon traps (I've tested that myself in a previous fort) but have yet to try to cage them.  -- [[User:Akkie|Akkie]] 15:01, 19 April 2010 (UTC)&lt;br /&gt;
::Forgotten beast safely traveled through a corridor with two cage traps in it. I hardly had time to build a floor above the stairway to the caverns, pheeew... Damn it was such a brilliant idea to get a Beast for my zoo! --[[User:Peregarrett|Peregarrett]] 13:52, 21 April 2010 (UTC)&lt;br /&gt;
:::Ok thanks, I think I'll just say &amp;quot;Some rare creatures&amp;quot; are immune to cage traps to avoid any spoiler action. People can put all that spoilery stuff in the forgotten beast section! [[User:Akkie|Akkie]] 18:32, 21 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==taming==&lt;br /&gt;
I'm not sure who put the &amp;quot;taming isn't working&amp;quot; notice up, but I have tamed mountain goats caught in a trap in my latest fort. What evidence are you basing this on? Has anyone else not been able to tame creatures? Remember '''some''' creatures (with [PET_EXOTIC]) require the dungeonmaster (who seems to never turn up at the moment) to tame.&lt;/div&gt;</summary>
		<author><name>Koltom</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Trap&amp;diff=97213</id>
		<title>v0.31:Trap</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Trap&amp;diff=97213"/>
		<updated>2010-04-22T13:17:00Z</updated>

		<summary type="html">&lt;p&gt;Koltom: /* Cage Trap */ yeah, doubt ther's a bug - added dungeon master&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{elven}}&lt;br /&gt;
&lt;br /&gt;
'''Traps''' are a comparatively quick and easy method for defending a fortress. Unlike {{L|soldier}}s, they're always on duty, and, once set up, need less management. On the other hand, they are immobile and can only lie in wait for foes to walk over them. To build a trap, go to the {{k|b}}uild-&amp;gt;{{k|T}}raps/Levers menu. You'll generally need one {{L|mechanism}}, a dwarf with the {{L|mechanic}} labor designated (ranks in this {{L|skill}} reduce the time to place a trap), and at least one other component depending on the type of trap - a stone, a cage, or one or more weapons. They can be built indoors or outdoors, and require a level ground square with no other constructions in them.&lt;br /&gt;
&lt;br /&gt;
Stone-fall, weapon and cage traps will be triggered by most hostile entities entering their tile, with the possible exception of {{L|thief|thieves}}, flying creatures and other occasional nasty surprises.   &lt;br /&gt;
&lt;br /&gt;
Note that, in combat situations, {{L|Mechanic}}s have a nasty habit of wanting to reload (or clean) traps when they are triggered, regardless of who or what might be out there as well. {{L|Forbid}}ding traps after they are built will keep [[Urist|Urist McSuicide]] from deciding to reload a stone trap in the middle of a {{L|siege}}. Just remember to unforbid them when things calm down, so the traps are all ready for next time. Alternatively, simply order your dwarves to stay within a safe {{L|burrow}} until any threats have been dealt with.&lt;br /&gt;
&lt;br /&gt;
==Stone-fall Trap==&lt;br /&gt;
The simplest trap to construct, a stone-fall trap is essentially a {{L|stone}} suspended up in the air which is dropped on intruders when the trap is triggered. These are a popular defensive measure early on, as the components needed are readily available as soon as you start mining. A single stone trap will usually '''not''' severely wound or kill most animals and enemies, to the extent that this may be a bug. After being used they need to be reloaded with another stone by any {{L|dwarf}} with {{L|mechanic}} {{L|skill}} enabled, a task which your dwarves will see to automatically. The dwarf will generally not use the stone that just dropped, but a new one (would you want to put your hands on that gory mess?). Being that stonefall traps do &amp;lt;em&amp;gt;not&amp;lt;/em&amp;gt; alert you of ambushes when triggered by hidden invaders{{verify}}, this can frequently lead your mechanics into peril. &lt;br /&gt;
&lt;br /&gt;
:*Shortcut {{k|b}} {{k|T}} {{k|s}}&lt;br /&gt;
:*Components used: {{L|mechanism}} and an ordinary {{L|stone}}&lt;br /&gt;
&lt;br /&gt;
==Weapon Trap==&lt;br /&gt;
Weapon traps are similar in nature to stone-fall traps, and are triggered when any hostile creature stands on the trap. They tend to be a much more reliable trap for outright killing or critically injuring invading creatures. Before you write off stone-fall traps as worse versions of weapon traps, it's important to note that weapon traps require you to have previously made {{L|Weapon}}s to put inside the trap, making them more of an option somewhat later in the game. Any weapon can be used, including human ones, bows, traded weapons and presents from goblins, as well as specialist &amp;quot;trap only&amp;quot; weapons. (Think of it as fair retribution when goblins are sliced in pieces by their own axes!)&lt;br /&gt;
&lt;br /&gt;
The specialist weapons can be built in 3 workshops:&lt;br /&gt;
&lt;br /&gt;
{{L|Metalsmith's forge}} (menacing &amp;lt;metal&amp;gt; spike / large, serrated &amp;lt;metal&amp;gt; disc / spiked &amp;lt;metal&amp;gt; ball / enormous &amp;lt;metal&amp;gt; corkscrew / giant &amp;lt;metal&amp;gt; axe blade)&lt;br /&gt;
 &lt;br /&gt;
or &lt;br /&gt;
&lt;br /&gt;
{{L|Carpenter's workshop}} (menacing &amp;lt;wooden&amp;gt; spike / spiked &amp;lt;wooden&amp;gt; ball / enormous &amp;lt;wooden&amp;gt; corkscrew)&lt;br /&gt;
&lt;br /&gt;
or&lt;br /&gt;
&lt;br /&gt;
{{L|Glass furnace}} (menacing &amp;lt;glass&amp;gt; spike / large, serrated &amp;lt;glass&amp;gt; disc / spiked &amp;lt;glass&amp;gt; ball / enormous &amp;lt;glass&amp;gt; corkscrew / giant &amp;lt;glass&amp;gt; axe blade)&lt;br /&gt;
&lt;br /&gt;
Don't know which to make? -&amp;gt; '''Detailed {{L|Trap component}} information'''&lt;br /&gt;
&lt;br /&gt;
These weapons have all the material property advantages and disadvantages that normal weapons have. It should be noted that the trap weapons are larger than normal dwarf weapons meaning they should be more effective in the new combat system than normal weapons made of equivalent materials (this is all subject to change in future revisions of the combat system). When triggered, this trap will &amp;quot;attack&amp;quot; the creature with all the weapons available to it, normally doing massive damage.&lt;br /&gt;
&lt;br /&gt;
Weapon traps do not cause slightly suicidal mechanics to reset them after each triggering but instead reset automatically in a period of time (unknown time period). However it is possible for the traps to jam when the unfortunate victim gets stuck in the mechanism (use &amp;quot;t&amp;quot; to check the trap) but the body can be removed by a dwarf. When the trap jams, the mechanic will automatically attempt to clean it, so forbidding the body may be necessary to save him from the victim's friends.&lt;br /&gt;
&lt;br /&gt;
When placing the trap you will be asked for a type of mechanism as normal, then asked to select weapons to use. At this point you will get a list of all stockpiled weapons in your fortress. +- will select different weapons and pressing &amp;quot;Enter/Return&amp;quot; adds 1 of the selected weapon to the trap. Up to 10 weapons can be put in each trap and all weapons in the trap will attack at once when it is triggered(10 large serrated disks normally results in the unfortunate triggering creature leaving with less limbs than it came in with). When happy with your weapon selection press &amp;quot;d&amp;quot; to set the trap.&lt;br /&gt;
&lt;br /&gt;
:*Shortcut {{k|b}} {{k|T}} {{k|w}}&lt;br /&gt;
:*Components used: {{L|mechanism}} and between 1 and 10 weapons.&lt;br /&gt;
&lt;br /&gt;
==Cage Trap==&lt;br /&gt;
Cage traps are different to the other trap types in that they do not directly kill or injure invaders. Instead, they capture the unfortunate creature that triggers them in a {{L|cage}}. Despite the lack of violence, this is still very effective as it completely neutralises the target so that they can be dealt with later. After a creature is captured, it's stored in an animal {{L|stockpile}}. The trap must then be reset by hauling an empty cage to the traps location (this is automated). '''Most''' captured creatures do not require any nourishment and will survive being in a cage indefinitely (submerging them in water also appears to have no effect on the captured creature). Cage traps will also alert you to ambushes when triggered by hidden invaders, making them a useful forward defense mechanism.&lt;br /&gt;
&lt;br /&gt;
It is possible for dwarves to bring {{L|water}} to cages, but this will only occur if you have someone friendly also locked in the cage - like a dwarf child snatched by a goblin. In this case remove the poor fellow using the goblin's inventory screen.&lt;br /&gt;
&lt;br /&gt;
'''Cage traps cannot capture every creature in the game''', so you will need alternative defences.&lt;br /&gt;
&lt;br /&gt;
Cage traps are also useful for catching animals. This can be done by simply placing traps in areas where wild animals roam (this does '''not''' require a dwarf with the {{L|Trapping}} labor enabled). The captured animals can be used to fuel your meat industry, or can be tamed (and sometimes trained into war animals!) at the {{L|kennel|kennels}}. Note that many animals require the presence of the dungeon master to be tameable.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:*Shortcut {{k|b}} {{k|T}} {{k|c}}&lt;br /&gt;
:*Components used: {{L|mechanism}} and a {{L|cage}}.&lt;br /&gt;
:*If the trap is a Dark Green, then it does not have a cage in it.&lt;br /&gt;
:*If the trap is a Light Green, Then it does have a cage in it.&lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;/div&gt;</summary>
		<author><name>Koltom</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Steel&amp;diff=97209</id>
		<title>v0.31:Steel</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Steel&amp;diff=97209"/>
		<updated>2010-04-22T12:54:17Z</updated>

		<summary type="html">&lt;p&gt;Koltom: a very weird way of recommending steel export, which i would not recommend&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{elven}}&lt;br /&gt;
{{Alloy3&lt;br /&gt;
|name=Steel&lt;br /&gt;
|color={{COLOR:0:0:1}}&lt;br /&gt;
|bgcolor={{COLOR:0:7:0}}&lt;br /&gt;
|color1={{COLOR:0:0:1}} &amp;lt;!-- base metal 1 fg color --&amp;gt;&lt;br /&gt;
|color2={{COLOR:0:0:1}} &amp;lt;!-- base metal 2 fg color --&amp;gt;&lt;br /&gt;
|color3={{COLOR:0:0:1}} &amp;lt;!-- base metal 3 fg color --&amp;gt;&lt;br /&gt;
|uses=&lt;br /&gt;
* {{L|weapon|Melee Weapons}}&lt;br /&gt;
* {{L|Crossbow}}s&lt;br /&gt;
* {{L|Bolt}}s&lt;br /&gt;
* {{L|Pick}}s&lt;br /&gt;
* {{L|Armor}}&lt;br /&gt;
* {{L|Anvil}}&lt;br /&gt;
* {{L|Metalsmith's forge|Metal crafting}}&lt;br /&gt;
|recipe=&lt;br /&gt;
* 1 {{L|pig iron}} {{L|bar}} &lt;br /&gt;
* 1 {{L|iron}} {{L|bar}} &lt;br /&gt;
* 1 {{L|fuel|coal}} {{L|bar}} &lt;br /&gt;
* 1 {{L|flux}} {{L|stone}}&lt;br /&gt;
|properties=&lt;br /&gt;
* {{L|Material value}} 30&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Steel''' is one of the best materials for smithing weapons and armor. Products made with steel have a very high value, equal to that of {{L|gold}}.&lt;br /&gt;
&lt;br /&gt;
Steel can be smelted at a {{L|smelter}} by a {{L|dwarf}} with the {{L|furnace operator}} labor activated.&lt;br /&gt;
&lt;br /&gt;
==Recipe==&lt;br /&gt;
Starting from raw ores, in all you need:&lt;br /&gt;
*two iron ore&lt;br /&gt;
*two flux&lt;br /&gt;
*two fuel&lt;br /&gt;
Without {{L|magma}}, you need a total of 5 fuel.&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|&lt;br /&gt;
[INORGANIC:STEEL]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:METAL_TEMPLATE]&lt;br /&gt;
	[STATE_NAME_ADJ:ALL_SOLID:steel]&lt;br /&gt;
	[STATE_NAME_ADJ:LIQUID:molten steel]&lt;br /&gt;
	[STATE_NAME_ADJ:GAS:boiling steel]&lt;br /&gt;
	[DISPLAY_COLOR:0:7:1]&lt;br /&gt;
	[MATERIAL_VALUE:30]&lt;br /&gt;
	[SPEC_HEAT:500]&lt;br /&gt;
	[MELTING_POINT:12718]&lt;br /&gt;
	[BOILING_POINT:14968]&lt;br /&gt;
	[ITEMS_WEAPON][ITEMS_WEAPON_RANGED][ITEMS_AMMO][ITEMS_DIGGER][ITEMS_ARMOR][ITEMS_ANVIL]&lt;br /&gt;
	[SOLID_DENSITY:7850]&lt;br /&gt;
	[LIQUID_DENSITY:6980]&lt;br /&gt;
	[MOLAR_MASS:55845]&lt;br /&gt;
	[IMPACT_YIELD:1080000]&lt;br /&gt;
	[IMPACT_FRACTURE:1080000]&lt;br /&gt;
	[IMPACT_ELASTICITY:675]&lt;br /&gt;
	[COMPRESSIVE_YIELD:1080000]&lt;br /&gt;
	[COMPRESSIVE_FRACTURE:1080000]&lt;br /&gt;
	[COMPRESSIVE_ELASTICITY:675] 160&lt;br /&gt;
	[TENSILE_YIELD:520000]&lt;br /&gt;
	[TENSILE_FRACTURE:860000]&lt;br /&gt;
	[TENSILE_ELASTICITY:260] 200&lt;br /&gt;
	[TORSION_YIELD:520000]&lt;br /&gt;
	[TORSION_FRACTURE:860000]&lt;br /&gt;
	[TORSION_ELASTICITY:500]&lt;br /&gt;
	[SHEAR_YIELD:520000]&lt;br /&gt;
	[SHEAR_FRACTURE:860000]&lt;br /&gt;
	[SHEAR_ELASTICITY:500]&lt;br /&gt;
	[BENDING_YIELD:520000]&lt;br /&gt;
	[BENDING_FRACTURE:860000]&lt;br /&gt;
	[BENDING_ELASTICITY:260]&lt;br /&gt;
	[MAX_EDGE:10000]&lt;br /&gt;
	[ITEMS_HARD]&lt;br /&gt;
	[ITEMS_METAL]&lt;br /&gt;
	[ITEMS_BARRED]&lt;br /&gt;
	[ITEMS_SCALED]}}&lt;br /&gt;
&lt;br /&gt;
{{category|metals}}&lt;/div&gt;</summary>
		<author><name>Koltom</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Stockpile&amp;diff=97194</id>
		<title>v0.31:Stockpile</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Stockpile&amp;diff=97194"/>
		<updated>2010-04-22T12:01:22Z</updated>

		<summary type="html">&lt;p&gt;Koltom: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{AV}}&lt;br /&gt;
{{elven}}&lt;br /&gt;
&lt;br /&gt;
== Bugs==&lt;br /&gt;
The taking from stockpile function is currently bugged.{{version|0.31.03}}&lt;/div&gt;</summary>
		<author><name>Koltom</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Koltom&amp;diff=97193</id>
		<title>User talk:Koltom</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Koltom&amp;diff=97193"/>
		<updated>2010-04-22T11:48:34Z</updated>

		<summary type="html">&lt;p&gt;Koltom: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to this wiki! Dwarf Fortress rapidly becomes more complicated, and we're always glad to have new writers.&amp;lt;br&amp;gt;&lt;br /&gt;
Since we request that you try to follow our wiki's standards, we've made a list of basic guidelines to follow. Note that '''this is a template''', so some may not apply to you.&amp;lt;br&amp;gt;&lt;br /&gt;
* To let us know who you are, please sign your posts on discussion pages by typing &amp;quot;&amp;lt;nowiki&amp;gt;--~~~~&amp;lt;/nowiki&amp;gt;&amp;quot; after your posts. This can also be inserted with the [[Image:Button sig756222.png]] button if JavaScript is enabled.&lt;br /&gt;
* Avoid making a dozen small edits to a page, instead making one large edit. This makes the history of the page a lot easier to read and avoids cluttering the Recent changes page.&lt;br /&gt;
* When making comments on a talk page, if you are replying to a comment, use one more indent than the comment you are replying to. Since indents are created with :'s at the beginning of line, you'd use ::::: at the beginning if you were replying to a 4-indent comment. Put an empty line between comments by others and you but not in the middle of your own comment.&lt;br /&gt;
* Most importantly, [[DwarfFortressWiki:Community_Portal#We_are_doing_this.21_Let_us_do_it_right.|read and follow the rules.]]&lt;br /&gt;
--[[User:Savok|Savok]] 11:40, 11 March 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Koltom</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Koltom&amp;diff=97192</id>
		<title>User:Koltom</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Koltom&amp;diff=97192"/>
		<updated>2010-04-22T11:47:48Z</updated>

		<summary type="html">&lt;p&gt;Koltom: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;If it wasnt for this wiki i would probably have deleted the game after 15 minutes...that is, 1 hour for the world creation, 15+ minutes for the starting location, lots of time for getting even a slight idea of outfitting and ''then'' 15 minutes. On the other hand i was already heavily using the wiki when outfitting..&lt;br /&gt;
----☼&lt;/div&gt;</summary>
		<author><name>Koltom</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Water_pressure&amp;diff=55020</id>
		<title>40d:Water pressure</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Water_pressure&amp;diff=55020"/>
		<updated>2009-10-14T03:08:10Z</updated>

		<summary type="html">&lt;p&gt;Koltom: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There are several mechanisms at work that try to simulate '''water pressure''' in game. While on the whole amazingly accurate, there are several unexpected quirks concerning speed and displacement. Never think you are on the safe side, especially when trying to trick the game.&lt;br /&gt;
&lt;br /&gt;
==Hydrostatic water pressure==&lt;br /&gt;
Dwarf Fortress attempts to replicate [http://en.wikipedia.org/wiki/Fluid_statics#Pressure_in_fluids_at_rest hydrostatic water pressure].&lt;br /&gt;
&lt;br /&gt;
This is probably one of the most prominent components, as Toady discussed it at length in an interview with [http://www.gamasutra.com/view/feature/3549/interview_the_making_of_dwarf_.php?page=10 gamasutra].&lt;br /&gt;
&lt;br /&gt;
In layman's terms, if you have a body of water that is higher than an open space below it (such as a tall tower full of water and a hose from it, or a [[lake]] over a mine), and an open route between them, then the water at the lowest [[z-level]] will be 'pressed' by the weight of the water above it. &lt;br /&gt;
&lt;br /&gt;
As a simple model, think of a pipe shaped like a &amp;quot;J&amp;quot;. If you pour water in the taller end of the pipe, it will come &amp;quot;up&amp;quot; out of the lower end until the water levels on both sides are equal.  If you put your thumb over the lower end and fill the taller end, then release your thumb, the water will move with remarkable speed, and water will continue to come &amp;quot;up&amp;quot; out that lower end until all the water in the taller part is at the same level as the lower part.  This is one part of Dwarf Fortress &amp;quot;water pressure&amp;quot; -  that if the source is higher, water can come up [[stair]]s, up [[ramp]]s, and over [[channel]], and will continue flowing until it runs out of space or runs out of water above it.&lt;br /&gt;
&lt;br /&gt;
Note that DF water pressure does not ''exactly'' match natural hydrostatic water pressure - it fills to a [[z-level]] ''one level lower'' than the source.  (This is for reasons of CPU time-saving, as stated by [[Toady]]), the game stops not when all ends of the system are on the same level, but the far levels are one-lower than the source.) The above behaviour does only apply to finite water sources like murky pools, artificially created reservoirs and any body of water connected to an infinite water source only diagonally. More to the point, it applies always, but is in many cases not the final mechanism causing equilibrium.  &lt;br /&gt;
&lt;br /&gt;
== Pressure from infinite water sources ==&lt;br /&gt;
Different from the above, a river that pushes water into a tunnel system will fill it up to the z-level of the river itself, but not higher (again, unless only connected by diagonal flow, see below).&lt;br /&gt;
&lt;br /&gt;
When the water source is a [[river]] which is allowed to drain off the edge of the map, the final Z-level will never fill - however, if a [[dam]] prevents the river from draining, it will continue to fill up to its own Z-level.&lt;br /&gt;
&lt;br /&gt;
== Other/Missing mechanisms==&lt;br /&gt;
Dwarf Fortress does not model surface friction nor air pressure, so the water will not slow in transit nor will 'trapped air bubbles' form. Unless pumped, magma does not have pressure (it cannot flow up, and doesn't appear to move at greater speeds).&lt;br /&gt;
&lt;br /&gt;
As can be expected, if water is continuously pushed into a room, either by an unlimited water source like a river or by means of a [[pump]], the water will not stop when the room is filled, but search for an outlet, even on higher z-levels. If there is an outlet, but it can not take all the water coming in, the water will look for further outlets. &lt;br /&gt;
&lt;br /&gt;
It's possible for dwarf-built [[pump]]s to pick liquid up and lift it higher, possibly back to the source and thus creating a closed cycle. Beware that operating pumps obey the same pressure rules as infinite water sources, capable of pushing both water '''and''' magma down through tunnels and back up to the original Z-level of the pump's output tile.&lt;br /&gt;
&lt;br /&gt;
== Dangers ==&lt;br /&gt;
It is easy to flood your fortress accidentally by not accounting for water pressure. For example:&lt;br /&gt;
* It is safe to dig out a [[cistern]] one level below a murky pool, and to channel above a few tiles of the [[cistern]] so that your dwarves can get water from it without having to go outside.&lt;br /&gt;
* It is safe to refill a murky pool with water from a pump or brook/river/etc on the same level.&lt;br /&gt;
* It is not safe to do both to the same pool! The water from the pump/brook/river/whatever will fill the pool to 7/7, and will then pressurize the water in the [[cistern]], which will then flow up out of your channels and flood your fort.&lt;br /&gt;
&lt;br /&gt;
===Waterfalls===&lt;br /&gt;
Waterfalls are of special concern.  If you tap river section ''downstream'' from a waterfall, the water will be under additional pressure as it is coming from above the river's surface. It is absolutely critical to reduce the pressure in such a system if you do not wish flooding, the easiest way being diverting the water diagonally - although if used solely for a complex drowning trap or other purpose, flooding may be desirable.&lt;br /&gt;
&lt;br /&gt;
== Mitigating dangers ==&lt;br /&gt;
=====Diagonal Flow=====&lt;br /&gt;
Obviously the game treats water connected only by a diagonal tile as ''not'' connected in terms of &amp;quot;pressure&amp;quot; but ''only'' in terms of &amp;quot;diffusion&amp;quot;. A common adaption of this behaviour is feeding water through a diagonal tile &amp;quot;to take the pressure out&amp;quot;:  &lt;br /&gt;
&lt;br /&gt;
Pressure cannot push water through diagonal gaps between tiles - instead, it will merely flow through if the water level on the other side is low enough.&lt;br /&gt;
&lt;br /&gt;
 '''Top View'''&amp;lt;br /&amp;gt; &lt;br /&gt;
                 ######&lt;br /&gt;
         #########&amp;lt;font color=&amp;quot;#2FB6FF&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#2FB6FF&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#2FB6FF&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#2FB6FF&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;########&lt;br /&gt;
  &amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;'''Direction-&amp;gt;'''&amp;lt;/font&amp;gt; &amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;#&amp;lt;font color=&amp;quot;#2FB6FF&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#2FB6FF&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#2FB6FF&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#2FB6FF&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#2FB6FF&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#2FB6FF&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt; &amp;lt;font color=&amp;quot;#2FB6FF&amp;quot;&amp;gt;-&amp;gt;&amp;lt;/font&amp;gt;&lt;br /&gt;
  &amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;'''   of    -&amp;gt;''' &amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;#&amp;lt;font color=&amp;quot;#2FB6FF&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#2FB6FF&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#2FB6FF&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#2FB6FF&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#2FB6FF&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt; &amp;lt;font color=&amp;quot;#2FB6FF&amp;quot;&amp;gt;-&amp;gt;&amp;lt;/font&amp;gt;&lt;br /&gt;
  &amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;'''  Flow   -&amp;gt;'''&amp;lt;/font&amp;gt; &amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;#&amp;lt;font color=&amp;quot;#2FB6FF&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#2FB6FF&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#2FB6FF&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#2FB6FF&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt; &amp;lt;font color=&amp;quot;#2FB6FF&amp;quot;&amp;gt;-&amp;gt;&amp;lt;/font&amp;gt;&lt;br /&gt;
         ###########&amp;lt;font color=&amp;quot;#2FB6FF&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;#########&lt;br /&gt;
                   ###&amp;lt;br /&amp;gt;&lt;br /&gt;
  # = wall, constructed or undug&lt;br /&gt;
  &amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt; = pressurized water&lt;br /&gt;
  &amp;lt;font color=&amp;quot;#2FB6FF&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt; = neutral/normal water pressure&lt;br /&gt;
&lt;br /&gt;
This does not work on a vertical basis - water only travels vertically to a different z-level, never diagonally.  &lt;br /&gt;
&lt;br /&gt;
A result of this is that a tunnel system that spans several z-levels, but is connected to a river only by a diagonal tile, will fill only to one z-level lower than the river, but if an ortogonal connection is created, it will fill up another level. &lt;br /&gt;
&lt;br /&gt;
If you wish to maintain the rate of flow after de-pressurizing, it's recommended that you have more diagonals than water tiles - that is, if the source is 3-tiles wide, you may wish 4 or more diagonal passages.&lt;br /&gt;
&lt;br /&gt;
=====Hatches=====&lt;br /&gt;
[[Hatch]]es can be placed over [[channel]]s, [[stair]]s, [[ramp]]s etc to prevent [[water]] moving vertically but still allow the tile to be used, even as a water source (and possibly still for fishing too).&lt;br /&gt;
&lt;br /&gt;
=====Pumps=====&lt;br /&gt;
Water pressure does not propagate through pumps, so it is possible to fill a pool using a screw pump without it having the same pressure as its source. Of course, there is a downside - you still have to run the pumps and due to the source water's pressure, the pump must be [[power]]ed instead of [[pump operator|run by a dwarf]], as the tile the dwarf needs to stand on is filled by water. Furthermore, the pump will likely need to be powered from above or below (as water would simply flow around a gear or axle placed next to the pump), though creative setups are still possible by using additional screw pumps to transmit power.&lt;br /&gt;
&lt;br /&gt;
Your vertical [[axle]]s or gear assemblies need to be placed above the unwalkable tile of the pump, and there must not be a channel over the walkable pump tile. (Water can only flow straight upward, not up and to the side at the same time.) Multiple adjacent pumps will also [[Power#Power transfer|transfer power]] between themselves automatically.&lt;br /&gt;
&lt;br /&gt;
 Side view&lt;br /&gt;
                       &lt;br /&gt;
     Power  Water      Key&lt;br /&gt;
       ↓    ↓↓↓↓↓      # = Normal wall&lt;br /&gt;
 ######&amp;lt;font color=&amp;quot;brown&amp;quot;&amp;gt;║&amp;lt;/font&amp;gt;###&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;#&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&amp;lt;b&amp;gt;≈≈≈≈≈&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;      &amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;#&amp;lt;/font&amp;gt; = Wall that pressurised water would flow into if it were to be dug out&lt;br /&gt;
 ######&amp;lt;font color=&amp;quot;brown&amp;quot;&amp;gt;║&amp;lt;/font&amp;gt;###&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;##&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&amp;lt;b&amp;gt;≈≈≈≈&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;      &amp;lt;font color=&amp;quot;#2FB6FF&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt; = Regular water&lt;br /&gt;
 _ ___#&amp;lt;font color=&amp;quot;brown&amp;quot;&amp;gt;║&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;#######&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&amp;lt;b&amp;gt;≈≈&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;      &amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&amp;lt;b&amp;gt;≈&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt; = Pressurised water&lt;br /&gt;
 #&amp;lt;font color=&amp;quot;#2FB6FF&amp;quot;&amp;gt;≈≈≈≈≈&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&amp;lt;b&amp;gt;%%&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&amp;lt;b&amp;gt;≈≈≈≈≈≈≈≈&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;      &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&amp;lt;b&amp;gt;%%&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt; = Pump&lt;br /&gt;
 ######&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;##&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&amp;lt;b&amp;gt;≈&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;#######&amp;lt;/font&amp;gt;      &amp;lt;font color=&amp;quot;brown&amp;quot;&amp;gt;║&amp;lt;/font&amp;gt; = Axle&lt;br /&gt;
 #######&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;###&amp;lt;/font&amp;gt;######      _ = Floor&lt;br /&gt;
&lt;br /&gt;
Do note that the water output from the screw pump '''will''' be pressurized according to the &amp;quot;infinite water source&amp;quot; behavior, but said pressure will be independent of the source and can be subsequently 'reset' by additional pumps or diagonal gaps.&lt;br /&gt;
&lt;br /&gt;
== Overall behavior ==&lt;br /&gt;
&lt;br /&gt;
* If a tile contains water which is floating on top of another tile of 7/7 water (and apparently only if there is no water above it{{verify}}), the water in the upper Z-level will be pushed downward and moved to the nearest orthogonal (not diagonal) tile on the lowest available Z-level, up to the Z-level just below the top. Each tile of liquid performs this check once every few steps. This type of pressure applies only to water, and is what causes large bodies of water multiple Z-levels deep to rapidly drain when opened.&lt;br /&gt;
* If a liquid source (river/brook source, underground river waterfall tile, map edge, or [[screw pump]] output) attempts to create liquid in its output tile but cannot due to it being full already, the liquid will be created in the nearest orthogonal (not diagonal) tile on the lowest available Z-level, up to the ''same'' Z-level as the source. This applies to both water and magma, and can be observed by damming a river.&lt;br /&gt;
* Liquids adjacent (both orthogonally and diagonally) to non-full tiles will flow into them and average their depths, pushing lightweight objects and creating flow (which will power [[water wheel]]s) if the depth difference was 2 or more.&lt;br /&gt;
&lt;br /&gt;
See [http://www.gamasutra.com/view/feature/3549/interview_the_making_of_dwarf_.php?page=9] and [http://www.gamasutra.com/view/feature/3549/interview_the_making_of_dwarf_.php?page=10] for more info from Toady.&lt;br /&gt;
&lt;br /&gt;
===Movies of pressure experiments===&lt;br /&gt;
* [http://mkv25.net/dfma/movie-283-grandwaterpressureexperiment] - Showing that pumps output 0-pressure water even from a high-pressure source, that water will not flow up and to the side at the same time (has to flow straight up), and a few other things&lt;br /&gt;
* [http://mkv25.net/dfma/movie-284-firstwaterpressureexperimentreproduced] - Showing that pressure is not transmitted through non-7/7 tiles.&lt;br /&gt;
* [http://mkv25.net/dfma/movie-285-waterpressureinriverexperiment] - Pump turned into infinite water generator, but still provided useful information on how overpressure causes upward flooding. The infinite water generation behavior has since been fixed.&lt;br /&gt;
* [http://mkv25.net/dfma/movie-288-waterpressureexperiment4] - Uses three pumps connected to different tunnel layouts to test a few of these rules: One tunnel has three accessible z-levels. The second tunnel has one accessible z level and periodic shafts up. The third has only one accessible z level with no shafts. The bottom level of all three filled first, and the shafts did not fill until the bottom was filled. The second level of the three-high tunnel did not begin filling until the first was full. They did not all fill the bottom at once, but this is believed to be due to the order in which their pumps are placed on the river.&lt;br /&gt;
&lt;br /&gt;
===Possible future experiments===&lt;br /&gt;
* Have a pump pumping water into a 3-wide tunnel with a 1-wide tunnel below it. Have another pump pumping water into a 1-wide tunnel with a 3-wide tunnel below it. Observe whether the bottom tunnel's water spreads faster in both cases or just in the smaller tunnel.&lt;br /&gt;
* From a pump, fill a cistern which is several levels lower. Shut off the pump and the higher level tiles with hatches once the whole thing is 7/7. Open other hatches above the cistern, combine water with unpressurized water, and see what happens.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== See Also==&lt;br /&gt;
:* [[flow]]&lt;br /&gt;
:* [[flood]]ing&lt;br /&gt;
:* [[magma]]&lt;br /&gt;
:* [[water]]&lt;br /&gt;
:* [[pump]]&lt;br /&gt;
:* [[losing]]&lt;br /&gt;
&lt;br /&gt;
{{Water FAQ}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Physics]]&lt;/div&gt;</summary>
		<author><name>Koltom</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Shared_cage&amp;diff=55015</id>
		<title>Shared cage</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Shared_cage&amp;diff=55015"/>
		<updated>2009-10-14T02:14:12Z</updated>

		<summary type="html">&lt;p&gt;Koltom: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A [[cage]] containing more than one [[animal]] will be called a '''shared cage''' and can be understood as ''zoo''. [[Dwarves]] like to hang out at a [[room]] made from a built cage (without an owner) and will be comforted by any animals in the cage they like (&amp;quot;she was comforted by a wonderful creature in a cage recently&amp;quot;). They will also throw [[party|parties]] there. Take care not to cage animals inside which one of your dwarves finds disgusting! &lt;br /&gt;
&lt;br /&gt;
The happy thought will also be triggered if no room is made from the cage.&lt;br /&gt;
&lt;br /&gt;
A [[restraint]], while holding only one creature, works much the same, except not giving the happy thought from seing a favored creature.&lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;br /&gt;
[[Category:Rooms]]&lt;br /&gt;
[[Category:Stub]]&lt;/div&gt;</summary>
		<author><name>Koltom</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Shared_cage&amp;diff=55014</id>
		<title>Shared cage</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Shared_cage&amp;diff=55014"/>
		<updated>2009-10-14T02:13:05Z</updated>

		<summary type="html">&lt;p&gt;Koltom: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A [[cage]] containing more than one [[animal]] will be called a '''shared cage''' and can be understood as ''zoo''. [[Dwarves]] like to hang out at a room made from a built cage (without an owner) and will be comforted by any [[animals]] in the cage they like (&amp;quot;she was comforted by a wonderful creature in a cage recently&amp;quot;). They will also throw [[party|parties]] there. Take care not to cage animals inside which one of your dwarves finds disgusting! &lt;br /&gt;
&lt;br /&gt;
The happy thought will also be triggered if no room is made from the cage.&lt;br /&gt;
&lt;br /&gt;
A [[restraint]], while holding only one creature, works much the same, except not giving the happy thought from seing a favored creature.&lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;br /&gt;
[[Category:Rooms]]&lt;br /&gt;
[[Category:Stub]]&lt;/div&gt;</summary>
		<author><name>Koltom</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Shared_cage&amp;diff=55013</id>
		<title>Shared cage</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Shared_cage&amp;diff=55013"/>
		<updated>2009-10-14T02:11:45Z</updated>

		<summary type="html">&lt;p&gt;Koltom: adapted to move&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A [[cage]] containing more than one [[animal]] will be called a '''shared cage''' and can be understood as ''zoo''. [[Dwarves]] like to hang out at a built cage without an owner and will be comforted by any [[animals]] in the cage they like (&amp;quot;she was comforted by a wonderful creature in a cage recently&amp;quot;). They will also throw [[party|parties]] there. Take care not to cage animals inside which one of your dwarves finds disgusting! &lt;br /&gt;
&lt;br /&gt;
The happy thought will also be triggered if no room is made from the cage.&lt;br /&gt;
&lt;br /&gt;
A [[restraint]], while holding only one creature, works much the same, except not giving the happy thought from seing a favored creature.&lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;br /&gt;
[[Category:Rooms]]&lt;br /&gt;
[[Category:Stub]]&lt;/div&gt;</summary>
		<author><name>Koltom</name></author>
	</entry>
</feed>