<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Mhyder</id>
	<title>Dwarf Fortress Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Mhyder"/>
	<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php/Special:Contributions/Mhyder"/>
	<updated>2026-05-16T16:48:17Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.35.11</generator>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Known_bugs_and_issues&amp;diff=159684</id>
		<title>v0.31 Talk:Known bugs and issues</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Known_bugs_and_issues&amp;diff=159684"/>
		<updated>2012-02-03T00:15:03Z</updated>

		<summary type="html">&lt;p&gt;Mhyder: /* Full-screen Problem */ reclassified bug due to further information&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Submerged fortifications==&lt;br /&gt;
Submerged fortifications will not block the passage of aquatic (or amphibious) creatures. I didn't check .17 but it's still present in .16 The bug was present in 40d as well. Strangely enough it's not listed here. Is it reported on bugtracker? --[[User:HYBRID BEING|HYBRID BEING]] 22:16, 21 November 2010 (UTC)&lt;br /&gt;
:I've already mentioned this on the page for [[fortification]] - incidentally, it's already reported on the bug tracker ({{bug|3327}}). --[[User:Quietust|Quietust]] 23:01, 21 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==bug tracker is confusing==&lt;br /&gt;
please explain how to use it.&lt;br /&gt;
&lt;br /&gt;
==Cleanup Edit==&lt;br /&gt;
Ok, I just cleaned up the main page as best I could.  Merged duplicate reports, made formatting consistent, found a bunch of mantis links, tried to combine comments, etc.  I'm sorry I removed a lot of comments, but I don't have the time to copy them all to the talk page myself.  If you would like to continue a previous discussion, I'd suggest opening the older version and copy-pasting the relevant part onto the '''talk''' page so that it won't clutter up the main page.  Also, it's probably a good idea to keep most of the bug discussion on the Bug Tracker itself, and merely provide a link to the tracker entry.  That way people can still look deeper into a particular bug, but they'll be able to have an overview of the bugs on this page.&lt;br /&gt;
&lt;br /&gt;
Just my two cents, if the community feels that this cleanup was uneeded or overzealous you are welcome to revert (though I did find a lot of mantis links, so you may want to merge those in.)  --[[User:Kyle Solo|Kyle Solo]] 17:25, 8 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Guidelines?==&lt;br /&gt;
What exactly are the guidelines for editing this page?  It's a mess of rumors, speculation, and not-bugs.  Anyone trying to see if the behavior they are encountering is a bug has to wade through user comments.  It's really messy the way it is now, and it's only going to get worse as more versions are released.&lt;br /&gt;
My suggestions:&lt;br /&gt;
*Remove/condense the comments and add a (Fixed in (df version that the bug was fixed in) (mantis/forum link)) after them.&lt;br /&gt;
*The Not Bugs section should only contain behaviors which MANY players think are bugs, but are actually intended features or merely difficult to understand.  They shouldn't contain discussions or lengthy decriptions, instead, link them to the relevant article that explains the behavior.&lt;br /&gt;
*Move/keep the discussion of the bugs on the talk page and have the main page contain only descriptions of the bugs and workarounds.&lt;br /&gt;
&lt;br /&gt;
Sound like a plan?  --[[User:Kyle Solo|Kyle Solo]] 14:48, 7 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
I suggest putting all fixed bugs in a separate page or separate the active bugs and fixed bugs in 2 parts on the same page.&lt;br /&gt;
This will make it easier to check what the active bugs are. --[[Special:Contributions/81.240.222.87|81.240.222.87]] 22:44, 8 March 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Where to Report Crashes?==&lt;br /&gt;
It's been a long while since I used this wiki... where can I report a crash bug other than the official site (which is down)? The details: Opened the new version of Dwarf Fortress fullscreen, and it froze up during the opening sequence, when the dwarf at the end is peering through the hole. [[User:Alfador|Alfador]] 15:19, 1 April 2010 (UTC)&lt;br /&gt;
* Further information: started it in non-fullscreen mode and it worked fine. Now seeing if the fullscreen crash happens again or if it was just the fact that I was posting a Livejournal comment in the background... or possibly a first-time initialization that I'll be unable to reproduce. :P [[User:Alfador|Alfador]] 15:27, 1 April 2010 (UTC)&lt;br /&gt;
* And it did NOT reproduce. Great. [[User:Alfador|Alfador]] 15:29, 1 April 2010 (UTC)&lt;br /&gt;
*http://www.bay12games.com/dwarves/mantisbt/login_page.php is the new bug reporting tool. [[User:Enjia2000|Enjia2000]] 15:31, 1 April 2010 (UTC)&lt;br /&gt;
* Just putting this down here while the above site is non-responsive:&lt;br /&gt;
** World gen roads are off, sometimes they'll have floor above ramps, which prevent passage&lt;br /&gt;
** Vermin remains do not decay [[User:Todestool|Todestool]] 19:53, 1 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Acid Rain Bug==&lt;br /&gt;
Rarely, it will rain, and any dwarves caught outside in that rain will start MELTING, and bleed to death very quickly. There are no messages before &amp;quot;______ has bled to death&amp;quot;, so it seems like they just start melting and don't even care. This happens to animals and dwarves.&lt;br /&gt;
http://img407.imageshack.us/img407/964/iwillsurvive.png&lt;br /&gt;
Unknown cause.&lt;br /&gt;
:I managed to catch one of my dwarves just before it died of blood loss.  It looks like it only happens to their fingers?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:By rarely you mean 'not every time it rains'?  I'm in a jungle, it's raining half the time, but I haven't seen these issues.  Could it be a new 'feature'?  Could it be a reaction between the water and something your dwarves are playing in?  (Do your other dwarves have contaminents listed on their hands, and does soaking them by other means cause issues?) Just some thoughts [[User:Granite26|Granite26]] 13:16, 9 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::I've read that in 'Scorching' climates the rain will reach boiling temperatures as it falls, melting the dwarves/creatures as it hits them. Seems to be a part of the new steam/frost addition Toady mentioned.&lt;br /&gt;
&lt;br /&gt;
:::I think I was only in a 'Warm' climate though.&lt;br /&gt;
&lt;br /&gt;
==Labor Menu Bug==&lt;br /&gt;
Sometimes only four categories will show up under {{k|v}},{{k|p}},{{k|l}}. If this occurs the game is very unplayable since dwarves cannot be assigned most labors. I have seen this bug myself but am so far unable to reliably reproduce it. With the bug I saw the following list. [[User:Doctorzuber|Doctorzuber]] 20:55, 1 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
*Mining&lt;br /&gt;
*Healthcare&lt;br /&gt;
*Hauling&lt;br /&gt;
*Other Jobs&lt;br /&gt;
&lt;br /&gt;
The correct list should be. &lt;br /&gt;
&lt;br /&gt;
*Mining&lt;br /&gt;
*Woodworking&lt;br /&gt;
*Stoneworking&lt;br /&gt;
*Hunting/Related&lt;br /&gt;
*Healthcare&lt;br /&gt;
*Farming/Related&lt;br /&gt;
*Fishing/Related&lt;br /&gt;
*Metalsmithing&lt;br /&gt;
*Jewelry&lt;br /&gt;
*Crafts&lt;br /&gt;
*Engineering&lt;br /&gt;
*Hauling&lt;br /&gt;
*Other Jobs&lt;br /&gt;
&lt;br /&gt;
Most of these menus also have sub-menus now as well. I am unsure if it is relevant but when I only saw four labor groups I also saw absolutely nothing in the nobles menu. If anyone can figure out how to reproduce this one please speak up. [[User:Doctorzuber|Doctorzuber]] 20:55, 1 April 2010 (UTC)&lt;br /&gt;
*I'm not sure if this helps, but I've just suffered from the same bug. Can't assign any jobs except those catagories. If you give them skills in the embark screen they still do it fine. Also, as you said, my nobles screen is completely blank too. Not too sure what I did to produce this though, unfortunately, but I'll see if I can reproduce it.--[[User:Sepheris|Sepheris]] 10:00, 28 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Couple things. In legends, there's a skin monster who's called the [adjective] of , skin monster. Need to fill that in.&lt;br /&gt;
Also, undiscovered items can be seen in the stocks menu.&lt;br /&gt;
&lt;br /&gt;
== Clarifications ==&lt;br /&gt;
* When you see the Pets twice on the embark menu, I believe this is due to the fact the game is showing the difference between male and female. Therefore you can purchase 1male dog and 4 female dogs if you wish. This may be the same reason that fish show up twice but I cannot determine if this is the case or not. [[User:Kataklistika|Kataklistika]] 06:09, 2 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
*Added a note that animal bones work for the &amp;quot;body parts&amp;quot; request from fey dwarves. Seems to be a summary of material types and not quite as shocking as it sounds, and suggest this to be changed to &amp;quot;not a bug&amp;quot; if there are no further problems. --[[User:Ashmore|Ashmore]] 19:54, 4 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Minor points and addition ==&lt;br /&gt;
&lt;br /&gt;
Hi!&lt;br /&gt;
&lt;br /&gt;
So, we are not supposed to edit the article directly, or how are we to interpret the screening.&lt;br /&gt;
:Feel free to add new bugs to the main page with &amp;quot;(confirm)&amp;quot; after it.  Confirmations could (should?) be kept to the talk page, but people seem to be filling in the main page instead, which works.  This page will need some reformatting eventually anyway. --[[User:Squirrelloid|Squirrelloid]] 08:01, 4 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Anyway, there are a few things I feel need to be added/corrected:&lt;br /&gt;
&lt;br /&gt;
Farming on soil is only broken for underground farming. Surface farming gets an unnecessary warning but works fine.&lt;br /&gt;
:I like how it's broken. It actually makes some sense from a biological standpoint... Above-ground tiles get enough water from rain for plants to grow, but underground soil never gets water unless it's irrigated, after which the silt left behind dries out slowly (if at all) due to being confined underground. In fact, it could be chalked up to the quirky subterranean biome that grows underground... the biome evolved to use excess water and reactions between chemicals present in runoff as a substitute for sunlight. They can't even grow in any location that's ever been touched by sunlight, because poisonous sunlight-adapted spores and molds will set up shop and devour the seeds of anything edible you plant. As for why your dwarves will track in wild subterranean nethercap spores but not the outdoor spores, or why water and magma evaporate but mud never dries... hey, it's just a game.&lt;br /&gt;
&lt;br /&gt;
Vermin remains do not decay because they are made of chitin or bone which do not rot. Footkerchief explained that in some thread (sorry, I forgot to mark that).&lt;br /&gt;
&lt;br /&gt;
Skeletons can be turned into bones and skulls at the butcher shop. I have automatic butcher shop activated, and suddenly, my butcher dragged off a deer corpse that had decayed into the butcher shop and do the conversion. Unfortunately, I forgot to check what the job was called. I have not found a way to order that (nothing in the butcher shop menu seems to work). Animals slaughtered do not yield skeletons but bones and skulls as always.&lt;br /&gt;
&lt;br /&gt;
I have also found butchering wild animals for meat to be impossible. At least deers and foxes not killed by a hunter have been left to rot without any butcher animal job spawned in the butchery and any manual butcher job gets a standard error message.&lt;br /&gt;
&lt;br /&gt;
Deathworks&lt;br /&gt;
:Previously (40d) you had to train wild animals and then have them butchered.  If you tried to butcher them without training them, the dwarf would release the creature from the cage and then run away because the animal was wild. Also, if the animal was killed elsewhere (say by a caravan) then the refuse orders need to be modified to collect refuse from outside.  Then the dwarfs will bring it to a refuse pile, which will spawn a &amp;quot;butcher animal&amp;quot; job.  In 40d I was being attacked by Orcs on beak dogs, and the dogs were butchered after every battle.&lt;br /&gt;
:Currently, I am not able to train wild animals at all. I haven't checked the other posts yet, but I assume it has been noted. Also, don't lock your dwarfs in. I had one that got locked in mining.  I noticed he was dehydrated, so I let him out.  But, he never got a &amp;quot;drink&amp;quot; job and ended up dieing.  Too bad, legendary jem cutter!&lt;br /&gt;
:I have also found that previously kittens yielded bones/skull/1meat but now they don' yield bones/skulls.  I need to check the raws on that.--[[User:Kwieland|Kwieland]] 14:57, 13 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Distance==&lt;br /&gt;
Not sure what's causing it but I have, under &amp;quot;distance&amp;quot; in the &amp;quot;selecting material&amp;quot; dialogue for constructing a wall, a distance of -66870.  Yeah, negative.  No idea what's causing it and it doesn't seem to be causing any problems, but it *is* a bug.&lt;br /&gt;
:have this problem right after cave in, some seconds later distances return to normal...&lt;br /&gt;
&lt;br /&gt;
== Mantis ==&lt;br /&gt;
&lt;br /&gt;
Since DF now uses mantis bugtracker, maybe it is better to put link to mantis ticket at each 'known' bug, so it would be possible to track progress and make sure it is actually known by Toady? - [[User:RusAnon|RusAnon]] 09:55, 5 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Talk == &lt;br /&gt;
*What's going on with this page guys?  Is this a list of unconfirmed bugs, or should all this be on the actual known bugs page? If this is unconfirmed bugs, should the ones on the page be moved here? --[[User:StrongAxe|StrongAxe]] 12:09, 5 April 2010 (UTC)&lt;br /&gt;
*There are a lot of people editing this page who don't seem to understand the formatting or linking standards (how to create bullets, link to same namespace pages). --[[User:StrongAxe|StrongAxe]] 12:09, 5 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Craftsdwarf's Workshop ==&lt;br /&gt;
&lt;br /&gt;
I'm putting this here just to get it out there, please edit to be in the proper format and tuff. Obviously it all needs confirmation.  I seem to be getting wooden swords from a craftsdwarf's workshop after adding create stone swords tasks.  I didn't see if they were actually grabbing wood, or made wooden swords from stone. Also, setting a &amp;quot;create shell crafts&amp;quot; task causes the craftsdwarf to just sit in the workshop with a piece of shell, but not ever completing the job.  If I have a repeating shell crafts and a repeating stone crafts, it looks like it still cycles through, but no shell crafts are ever created.&lt;br /&gt;
&lt;br /&gt;
:I encountered the same problem with shell crafts: made my Legendary Bone Crafter useless, or so I thought -- decorating with shell still works.&lt;br /&gt;
&lt;br /&gt;
== Food Stockpiles ==&lt;br /&gt;
&lt;br /&gt;
Has anybody noticed a bug with food stockpiles with barrels?  I had a stockpile with lots of booze, plants, etc and then I changed it to have a maximum of ZERO barrels.  The dwarfs proceeded to empty out all the barrels to empty places in the area, even the booze ones!&lt;br /&gt;
&lt;br /&gt;
Also, my kitchen screen doesn't list any meat that I embark with.  You cannot use them for cooking?--[[User:Kwieland|Kwieland]] 17:03, 7 April 2010 (UTC)&lt;br /&gt;
:Have you tried butchering it? Just curious. [[Special:Contributions/68.43.43.52|68.43.43.52]] 05:57, 8 April 2010 (UTC)&lt;br /&gt;
::I'm not sure how to butcher meat.  But, no matter, the bug was fixed in 40.02--[[User:Kwieland|Kwieland]] 15:02, 13 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Unknown Military Crash ==&lt;br /&gt;
&lt;br /&gt;
I've got an odd issue here.  I have a single squadron led by (and only populated by) the militia commander, and when I open the military screen, it works fine; however, when my immigrant wave comes and I bolster the ranks with some of the newcomers, the next time I try opening the Military screen, the program crashes.  Any ideas?  I'll keep testing in the meantime, and see if changing uniform / squad leadership / etc. will fix it.  --[[User:Eddie|Eddie]] 16:20, 8 April 2010 (UTC)&lt;br /&gt;
EDIT-Found that deleting and remaking the squad fixed this.  I haven't saved yet, if anyone wants my save to take a crack at figuring this bug out.  --[[User:Eddie|Eddie]] 16:27, 8 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Masterwork food Bug==&lt;br /&gt;
&lt;br /&gt;
When [[cook]]s make [[masterwork]] [[food]] they suffer art defacement if someone eats it. Has ended 2 fortresses in [[tantrum]] spiral so far.--[[User:Mrdudeguy|Mrdudeguy]] 17:07, 8 April 2010 (UTC)&lt;br /&gt;
:That's not actually what's happening - others have reported that it's actually due to trying to make food entirely from liquid components (e.g. cooking booze or dwarven syrup and nothing else) and the roasts (with their masterfully minced ingredients) spontaneously melting back into their components, often when a dwarf claims one of them for a meal. --[[User:Quietust|Quietust]] 17:12, 8 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Req for Comments - 'Buggy' template ==&lt;br /&gt;
&lt;br /&gt;
I've created a template that shows a warning like so:&lt;br /&gt;
{{buggy}}&lt;br /&gt;
I would like to include this template in articles for features that are currently buggy. I would also like to create a section called 'Bugs' or something similar at the bottom of each article on a currently buggy feature. Example of an article I've done this with:  [[Ambusher]].&lt;br /&gt;
&lt;br /&gt;
The template has one parameter, 'bugsection', which is to be the section heading containing the bugs. In the case of the ambusher article, the section is called &amp;quot;Bugs&amp;quot;, but this is inconsistent across the entire wiki, which is why I've included the parameter. [[User:Garanis|Garanis]] 03:34, 9 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
: I also think the bugs section should contain references to specific bug tracker entries. This way, if a person comes to the wiki after finding a bug, they can see at a glance that it has already been reported, or they can add a note, or watch the bug in the tracker if they want. [[User:Garanis|Garanis]] 03:38, 9 April 2010 (UTC)&lt;br /&gt;
	&lt;br /&gt;
:This is Dwarf Fortress. ''All'' bugs are outstanding. -Anonymous (until I overcome laziness and get an account)&lt;br /&gt;
&lt;br /&gt;
==Dead Dwarf keeps task and building locked==&lt;br /&gt;
&lt;br /&gt;
I can't get on the forum now, so this'll have to do.  I have a Mason's Workshop with a Construct Rock Table task that is both repeating and currently active.  If I go to the (u) screen, there is no dwarf listed with this task.  Going to (j)obs, there is a dwarf, one Dumat Tatloshakrul, a Mason.  It turns out this dwarf is dead.  [[User:Granite26|Granite26]] 13:28, 9 April 2010 (UTC)&lt;br /&gt;
:Although, it'd be cool if the partial corpse was crawling around trying to finish the job.&lt;br /&gt;
::That's not a bug, that's a feature. Now workshops can be haunted! JK. [[User:Garanis|Garanis]] 13:53, 9 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Bedrooms ==&lt;br /&gt;
&lt;br /&gt;
My dwarves don't seem to prefer their bedrooms anymore.  Sometimes they sleep in the barracks (not assigned to squad, and barracks not assigned for sleeping), or the hospital, or a dorm when they have a room assigned, or dont have a room assigned but there are free rooms.  Sometimes they even sleep in someone else's bedroom even though they don't have a relationship with that dwarf.&lt;br /&gt;
&lt;br /&gt;
:I think that when dwarves are particularly tired, they sleep in the closest bed they can find as soon as they finish what they're doing.  My hunters often end up sleeping on the ground next to the butcher shop, apparently because they've been out hunting so long they're too tired to take another step after they return their kills.&lt;br /&gt;
&lt;br /&gt;
== Pathing ==&lt;br /&gt;
There seems to be an issue in my &amp;quot;stockpile&amp;quot; z-level where dwarves building walls and placing doors will become completely stuck next to the wall or inside the room where they just replaced the door, unless i deconstruct a wall near them. I had a row of 4 dwarves unable to drink or eat because they had all recently placed a wall in a row, refusing to move until i deconstructed each of their walls. Additionally, upon trying to reconstruct the wall, it will show something along the lines of&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;quot;material     distance&amp;quot;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;quot;diorite      -184900&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Forging creates different item ==&lt;br /&gt;
When I go to forge copper goblets (as right now all I have is copper), the reaction uses the materials like normal but produces gold goblets instead.--[[Special:Contributions/184.59.128.146|184.59.128.146]] 05:21, 25 April 2010 (UTC)&lt;br /&gt;
    UPDATE: This bug seems to occur with all metals, not just copper.  Tried with lead, tin, nickel silver, copper, and electrum.--[[Special:Contributions/184.59.128.146|184.59.128.146]] 21:23, 26 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Goblin attackers don't cause dwarves to interrupt their jobs ==&lt;br /&gt;
I've had this with both ambushes and seiges, but strangely not with individual thieves. I'd be interested to know if this happens with everyone, or if it's just me. It seems a little ridiculous that a lone fox or groundhog will frighten every dwarf within a square mile, but they will all happily stroll into a group of goblins. [8/5/2010]&lt;br /&gt;
&lt;br /&gt;
== Named (or Legendary) Weapon bug ==&lt;br /&gt;
&lt;br /&gt;
This has happened to me twice: someone gets attached to their weapon and much later names it. The first instance was a cave swallowman spearwoman who fought an unkillable forgotten beast (that also couldn't attack) for something like 5 years. At the end, she started naming the spear, but she did it over and over again until another beast killed her. I figured it was a one time thing until recently my swordmaster named his adamantine short sword (the blade has help kill 100 creatures). Again, he's doing it every 2 minutes. I don't see the bug listed anywhere on this page or on the Names page and I wanted to see if anyone has had a similar issue before I report it. --[[Special:Contributions/69.149.72.238|69.149.72.238]] 02:50, 16 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== alt-tab causes program lockup ==&lt;br /&gt;
&lt;br /&gt;
in 31.04 if I alt-tab to another window and then come back to DF, the game is locked up and I have to kill the process, losing all my work.--[[Special:Contributions/208.81.12.34|208.81.12.34]] 15:12, 21 May 2010 (UTC)&lt;br /&gt;
:I tried this in .10 without trouble, but that doesn't prove much.  I ''have'' had the .08 version I think lock up shortly after starting it up (no commands like designate would work) but save still worked.  Before version 31 I sometimes had lockups that could be fixed by hitting F11 twice to reinitialize the screen.  Perhaps a page with general advice for lockups would be good to have here. [[User:Dorf and Dumb|Dorf and Dumb]] 19:12, 16 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Mantis? ==&lt;br /&gt;
&lt;br /&gt;
Big headline about please use mantis bugtracker, with link, but I can't get the system to send me the email to make my account.  What gives?  I've tried a couple different email addresses, checked spam folders, etc.[[Special:Contributions/98.212.62.219|98.212.62.219]] 23:07, 1 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Smelter Fuel issue ==&lt;br /&gt;
&lt;br /&gt;
I seem to be having some issues with the smelter. The workshop gets locked up as if I have no fuel if the coal is just one z level below the smelter. When I put the fuel on the same z level it works fine.--[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 16:17, 14 June 2010 (UTC)&lt;br /&gt;
:Are you sure it's the FUEL that's the problem?  Remember, [[bituminous coal]] is not fuel - it has to be smelted into [[coke]] to make it into fuel.  Also keep in mind that the smelter isn't able to use bars of fuel if they're already in use for a different task, like being moved to a stockpile.   'Cuz I just fired up DF, and I can't recreate your problem. --[[User:DeMatt|DeMatt]] 17:47, 14 June 2010 (UTC)&lt;br /&gt;
::I am sure, I had charcoal sitting in a stockpile doing nothing a z lvl under the smelter and the smelter said I had no fuel. Maybe it was just a one time bug.--[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 19:03, 14 June 2010 (UTC)&lt;br /&gt;
::I can't recreate it. Seems to been a one time error, possibly caused by pathing.--[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 19:12, 14 June 2010 (UTC)&lt;br /&gt;
:::This problem just arose for me. A pathing issue occured when all of my fuel was placed in bins on a different floor. Moving my smelter to the same floor as my stockpile allowed it to work.--[[User:lvlobius|lvlobius]] 19:29, 27 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Cat having kittens with no mate ==&lt;br /&gt;
&lt;br /&gt;
My one female Cat that I embarked with just had kittens... there are no male cats and it is my fifth year in the fortress. &lt;br /&gt;
Unless there can be cross-species mating I have no clue how this could have come about. &lt;br /&gt;
I bought some cougers from the elves but they are both female. I have plenty of Dogs and a mating pair of foxs (from the elves).&lt;br /&gt;
Any Ideas as to why the stupid cat had kids?--[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 15:21, 17 June 2010 (UTC)&lt;br /&gt;
:Both kittens are female as well.... Have cats found a viable way of reproducing with no males? This could be the end of the dwarven rain over the blasted felines!--[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 15:25, 17 June 2010 (UTC)&lt;br /&gt;
::Did one of the previous merchants have a male cat up for sale?  Just 'cuz you didn't buy it doesn't mean it couldn't fertilize your cats.  I think.  Certainly works that way for pack animals.  And then it just took this long for your females to give birth. --[[User:DeMatt|DeMatt]] 04:15, 19 June 2010 (UTC)&lt;br /&gt;
:::No Cats came my way in trade caravans, I had just Elves and Humans show up neither bringing Cats. The Dwarven caravan didn't come because the civilization had been practically wiped out by Mega-beasts during world gen and there where no rulers, just two tiny settlements and some abandoned forts. I want to know if anyone could duplicate it. Would involve putting a female cat in a locked room for many years. :D--[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 05:39, 19 June 2010 (UTC)&lt;br /&gt;
::::Something to note, is that animals can be impregnated through walls or anywhere, a cat in the bottom of the caverns could impregnate your newest purchased cat regardless of pathing/walls/z levels/ect.&lt;br /&gt;
:::::Thats just messed up :P --[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 02:16, 23 June 2010 (UTC)&lt;br /&gt;
::::::We've seen dorfen hygiene.  A cat humps someone's leg, and before long the whole fortress is &amp;quot;pollinated&amp;quot;... ;) [[User:Dorf and Dumb|Dorf and Dumb]] 19:14, 16 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Fish really fixed? ==&lt;br /&gt;
&lt;br /&gt;
I downloaded the .06 version and noticed lifeless lakes and a lifeless ocean, except for sea nettles.  The fishermen never catch anything, nettles included, and announce every season or so that there is nothing to catch in either place.  But this page says the bug was fixed... [[User:Dorf and Dumb|Dorf and Dumb]] 07:29, 18 June 2010 (UTC)&lt;br /&gt;
:Well the rivers are fixed for sure, its just that the fish seem to stay submerged for long periods of time. It might be something like that with the ocean, the fish not coming to the surface or the shore. Some of my recent forts have been over feed by one fisherman who decided to go all legendary and catch a ton of fish.--[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 10:57, 18 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Zone -&amp;gt; flow -&amp;gt; ESC = crash ==&lt;br /&gt;
&lt;br /&gt;
This seems reproducible in .06, but I'm not sure where there's detailed information to see if it's fixed yet.  You hit &amp;quot;i&amp;quot; for zone, choose the flow option with &amp;quot;e&amp;quot;, then hit ESC to cancel... crashes every time. [[User:Dorf and Dumb|Dorf and Dumb]] 19:07, 24 June 2010 (UTC)&lt;br /&gt;
:Well... since .31.0'''8''' is out... download the new version.  I can't trigger a crash like that, and I'm using .08. --[[User:DeMatt|DeMatt]] 20:18, 24 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
I'm getting this reproducibly in 31.10 in Windows Vista, not inclined to create a bug tracker.&lt;br /&gt;
&lt;br /&gt;
This happens to me in the newest version(I'm using W7 if it matters)[[Special:Contributions/24.121.0.194|24.121.0.194]] 05:48, 24 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Ecological devastation by cats: complete lack of vermin ==&lt;br /&gt;
&lt;br /&gt;
On version .08, with a map started on .06, I've encountered a weird problem: a handful of cats have been so effective in exterminating every last vermin, that nothing rots.  I have fresh forgotten beast meat that's a year old, the &amp;quot;partial skeletons&amp;quot; of creatures I can't remember fighting that have never turned into bones; I've had to dump old withered produce into piles because it filled up hundreds and hundreds of squares; even the corpses of the migrants who came in right over the high moat where the elks were grazing... nothing rots, except corpses put up a miasma before turning into partial skeletons.  I think the cats must have cleaned out every last creature that rots stuff, though every once in a while I spot them dragging in another vermin corpse (which won't rot either).  I see this page says that a bug with vermin not rotting was fixed in .04. [[User:Dorf and Dumb|Dorf and Dumb]] 14:57, 28 June 2010 (UTC)&lt;br /&gt;
:Vermin corpses WILL rot and vanish if they're on the surface.  If they're underground, then they'll stop at &amp;quot;Rotten remains&amp;quot;.  Bones tend to last a very very long time - bone doesn't rot easily, and that's why vermin-rotting needed the change in .04 (they were mostly bone, so they didn't rot).  Vermin do encourage stuff to rot (food outside of barrels will get nibbled on much more easily), but AFAIK are not necessary for the process.  If you're really having problems with unwanted stuff, you can always use a [[Dwarven atom smasher]] or [[Magma]] to permanently remove things. --[[User:DeMatt|DeMatt]] 18:15, 28 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Bugs/Features ==&lt;br /&gt;
&lt;br /&gt;
I just tried version .10 for a bit of a battle with a Blind Cave Ogre.  But the Blind Cave Ogre wouldn't fight - all the dorfs kept cancelling their tasks, running right past it, with no conflict.  Well, it ''is'' blind... but I think it had more to do with the plump helmet spawn a scared dorf dropped in the doorway.  The ogre was two squares away... I think it kept trying and trying to break down the door, but since the seed kept it jammed open, he couldn't close it, so he couldn't break it down.  ;)  Well, it ''is'' an ogre...&lt;br /&gt;
&lt;br /&gt;
So I drafted almost every dorf in the fortress in three squads of 10, and with most of them clustered in a terrified huddle by the up-stair, I was actually able to get them to attack it more or less at once.  Two were gravely wounded, one of whom went straight from a nobody to an Elite Wrestler as far as I could tell... they almost immediately got it down to yellow, and soon down to unconscious.  Unfortunately, an unarmed dorf cannot harm an ''unconscious'' ogre, no matter how long he tries, except for prying ears, nose, and fingers down to red.  To avoid death by hunger and thirst, I rotated the squads on the ogre, specifying a few specific weapons manually (with 30+ dorfs, no arsenal dorf position was available).  Somehow the rotated squads got up the stairs to drink, even though the civilians had previously clustered downstairs.  Eventually some dorf somehow got hold of an axe - not sure if it was just by accident to chop down a tree - and the unconscious overexerted winded ogre finally gurgled his last.&lt;br /&gt;
&lt;br /&gt;
Though it looks like a properly &amp;quot;seeded&amp;quot; door can apparently serve as a secure barrier against building destroyers, there is a price... the frightened dorfs spammed thirty-plus screens of red ink announcements, which makes it harder to look up those lucky mineral strikes for mining purposes.&lt;br /&gt;
&lt;br /&gt;
Another odd &amp;quot;feature&amp;quot; is that once an area is designated in brown for mining, the brown carries over to ''anything'' later discovered in the spot.  So you get herbalists who can't find the path to a bush that starts blinking in the middle of the long corridor you designated.  (choppers work the same way with trees).  Though they will collect them if they can get to them. [[User:Dorf and Dumb|Dorf and Dumb]] 19:03, 16 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Another flask bug? ==&lt;br /&gt;
&lt;br /&gt;
A game started and played in .10 has dorfs using plain &amp;quot;flasks&amp;quot; made from assorted leather.  They display in the equipment list on one line as &amp;quot;flask, (rope reed fabric X)&amp;quot;, where the second item is whatever is worn on the Upper Body of that dorf.  I suppose it might be an odd way of classifying it, but it smells like a data structure problem. [[User:Dorf and Dumb|Dorf and Dumb]] 03:35, 20 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Individual Combat Training Fixation==&lt;br /&gt;
&lt;br /&gt;
Hey! Sorry if I'm doing anything horribly wrong in posting this here like this; I'm rather new at this. I know that the main bug page already lists this glitch, where training tasks never finish or cancel, so even after leaving the military, many dwarves continue to train. The main page suggests destroying the barracks where they train. I found more success blocking access to the barracks; by preventing them from getting close enough to a designated training location, one can get the game to cancel the annoying task. My theory is that they have to at some point not have any tasks to do, like drinking, so that the combat drill task kicks in, and then, upon realization of no possible path, is &amp;lt;s&amp;gt;severely beaten to death by a large raccoon&amp;lt;/s&amp;gt; removed by the game. The task, that is; not the dwarves. There is no announcement of cancellation however, although the barrier can be removed afterwords, and assuming dwarves aren't set to start training again, all should be good. Obviously, dwarves need to be on the side of the barrier that the barracks is not on. I don't know if this method is new or people already know it. Please confirm bug fix if new, and add mention on main page if good.&lt;br /&gt;
--[[User:Peglegpenguin|Peglegpenguin]] 18:34, 31 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Infinite blood ==&lt;br /&gt;
&lt;br /&gt;
By allowing water to wash over a large number of animals, it is possible for pools of a single dorf's blood to appear all over the floor and walls of a very large room. (v .10-.12) [[User:Dorf and Dumb|Dorf and Dumb]] 15:07, 4 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== lockup in points/routes interface ==&lt;br /&gt;
&lt;br /&gt;
Using v. .12, it seems the route submenu can get the UI stuck. Accessing notes via 'N', then routes via 'r', if no route exists, 'n' (and 'd', etc) is greyed out, however typing 'n' causes the UI to behave like it's trying to rename a seleced -point- rather than a route, i.e. flashing underbar cursor at the end of the existing name. However from that point it's stuck - typing/backspace doesn't respond, 'enter' doesn't finish editing, 'esc' does nothing - the only key i've found that still does something is 'tab'. Wound up there by accident a couple of times trying to edit names or note text with an unresponsive 'n' or 't' key. Can't find a way out of it other than kill/restart (and hopefully autosave was on..) Known issue? [[Special:Contributions/202.156.10.234|202.156.10.234]] 01:13, 1 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:This happened to me as well;  in addition to the tab, the F1-F8 hot keys worked as well, load macro worked, and the mouse scroll wheel zoomed the view.  However, I found no way to escape the text entry. [[Special:Contributions/69.49.40.42|69.49.40.42]] 00:44, 10 February 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== 'make vial' at glass furnace ==&lt;br /&gt;
&lt;br /&gt;
in v. .12, noticed my (ordinary, non-magma) glass furnace was cluttered. Had previously ordered a few green glass vials, and had noticed the glassmaker happily dragging sand and fuel into the workshop. On checking the clutter, I find.. not glass vials, but flasks.. flasks made of coal...(!). Methinks the fuel and the item to be heated got swapped around. Raw glass still works fine in the same furnace, not sure whether other item production is affected. Workaround seems to be to use magma, which I've previously seen working correctly.&lt;br /&gt;
:nvm, this is fixed in the current version (v. .31.16)&lt;br /&gt;
&lt;br /&gt;
== cages ==&lt;br /&gt;
some of my cages have plump helmet spawn in them and it seems like they aren't being recognized as non-furnature and empty -- is this a bug?&lt;br /&gt;
&lt;br /&gt;
== Plants growing on tiles occupied by trees ==&lt;br /&gt;
&lt;br /&gt;
I've been suffering from a serious bug - some of my underground trees have been transmogrifying into underground plants and tree saplings. This wouldn't be a big deal or even noticed if trees weren't part of my anti-forgotten beast barrier. There are plenty of workarounds, but man is it annoying. Anyone else suffering from this? --[[User:Peglegpenguin|Peglegpenguin]] 23:57, 13 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Suggestion for total cleanup ==&lt;br /&gt;
&lt;br /&gt;
What is the point in listing bugs here?&lt;br /&gt;
&lt;br /&gt;
There are over 1500 reported bugs, everybody can use Mantis to view them. Serious are explained in &amp;quot;Bug&amp;quot; sections. And keeping fixed ones is even more useless.&lt;br /&gt;
&lt;br /&gt;
Suggestion:&lt;br /&gt;
keep: general information, link to mantis, not-a-bug&lt;br /&gt;
add link to mantis guide, or copy it here ( http://www.bay12forums.com/smf/index.php?topic=52185.0 ).&lt;br /&gt;
&lt;br /&gt;
And part of discussion may be moved to archive talk page.&lt;br /&gt;
&lt;br /&gt;
[[Special:Contributions/149.156.96.15|149.156.96.15]] 11:13, 26 January 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Has anyone found a way to actually ''search'' the Mantis database?  Because I haven't. [[Special:Contributions/69.49.40.42|69.49.40.42]] 00:46, 10 February 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Guide available in this link: http://www.bay12forums.com/smf/index.php?topic=52185.0 (available also few lines above) [[Special:Contributions/213.134.175.225|213.134.175.225]] 20:56, 23 February 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== More equipment stuff ==&lt;br /&gt;
&lt;br /&gt;
I was setting up my (so far, fairly pathetic) military for training, giving them steel breastplates, shields, &amp;amp; battle axes, when I noticed my dwarves equipping wooden equipment I (accidentally) stole from some elves, plus some other non-steel stuff. It happened after I made them equip ''metal'' equipment, then saw I had the resources to make a ton of steel. I got them to equip the right equipment by making them get rid of everything, then making them get it back. Not too much of a problem, but still annoying and hard to notice.&lt;br /&gt;
&lt;br /&gt;
== Map caverns by designating ramp removal ==&lt;br /&gt;
&lt;br /&gt;
I discovered that you can designate ramp removal over an entire z-level that you know has unexplored caverns in it, and the unrevealed ramps will be highlighted with the designation colour. The net effect is that you can figure out the layout of caverns by looking at several z-levels of ramp-removal designations, which is an interesting exploit. I haven't tried it with undiscovered caverns yet, only the unrevealed parts of already-discovered caverns. (And I've [http://bay12games.com/dwarves/mantisbt/view.php?id=4177 reported it] to the bug-tracker.) [[User:Eggdropsoap|Eggdropsoap]] 23:56, 9 March 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Is this a bug? ==&lt;br /&gt;
&lt;br /&gt;
If you have a setup like this:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
xxx&lt;br /&gt;
x&amp;lt;x&lt;br /&gt;
xxx&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
z&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
xxx&lt;br /&gt;
x.x&lt;br /&gt;
xxx&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
z-1&lt;br /&gt;
(x = wall, &amp;lt;&amp;gt; up/down stairs, . open space)&lt;br /&gt;
and you try to channel out the center top square, the person will fall...&lt;br /&gt;
&lt;br /&gt;
== stray bunny kills 4 dogs ==&lt;br /&gt;
&lt;br /&gt;
Not sure if it's a bug, but I had one of my (baby, tame) rabbits go rogue and take out a pack of (adult, tame) stray dogs awaiting training in my new (7 day old) fortress. I'm not sure if it was a bug or not.&lt;br /&gt;
&lt;br /&gt;
I'm still trying to parse the reports to find out who started it. There was only one wild animal (a buck rabbit), on the surface, and I hadn't reached any caverns yet... Not sure if it's related. &lt;br /&gt;
&lt;br /&gt;
I only realized what was going on when I got the first &amp;quot;stray dog bled to death&amp;quot; notice, and the other three repeated the act before I honestly believed they were fighting the bunny.  The bunny, btw, has a dented paw and a bruised mouth, but otherwise seems fine. Just to be sure, his inventory showed that he wasn't carrying a switchblade.&lt;br /&gt;
&lt;br /&gt;
Any clue why this happened, or where I should look to see?       - [[User:Teres Draconis|jaz]] 22:34, 1 April 2011 (UTC)&lt;br /&gt;
:;&amp;quot;Follow only if ye be men of valour, for the entrance to this cave is guarded by a creature so foul, so cruel that no man yet has fought with it and lived. Bones of full fifty men lie strewn about its lair. So, brave dwarves, if you do doubt your courage or your strength, come no further, for death awaits you all with nasty, big, pointy teeth.&amp;quot;&lt;br /&gt;
:That aside, animals get ornery in 0.31.19+ if they're overcrowded. --[[User:Quietust|Quietust]] 00:55, 2 April 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Black Space Problem ==&lt;br /&gt;
&lt;br /&gt;
I have searched all over the site but was unable to find an answer to my problem. For some reason, full-screen stopped working properly after 31.11 All versions after that failed to scale the view properly leaving a box in the top corner and the rest of the screen black. If anyone has had this problem or knows a fix to it, feel free to chime in. -- Correction: the newest version now shows the screen in full, but the characters making it up are rather small, about the same size as they are in the windowed mode&lt;br /&gt;
--[[User:Mhyder|Mhyder]] 22:17, 29 May 2011 (UTC)&lt;br /&gt;
:I have identified the real problem with my game. It turns out that I prefer to play at a lower resolution than my screen is. The real problem here is that the black space option in the init file does not work. This means that when I reset the resolution, it just takes up less of the screen rather than stretching like it should.--[[User:Mhyder|Mhyder]] 00:15, 3 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Rock Bars ==&lt;br /&gt;
&lt;br /&gt;
This isn't about dwarves requesting these in fey moods, but I have a dwarven caravan asking for them in trade agreements. What does it mean? [[Special:Contributions/70.231.250.12|70.231.250.12]] 07:18, 27 June 2011 (UTC)&lt;br /&gt;
:Are you using older version? I believe it's because of rock being classified under metal, and so rock bar really means metal bars, if they're using process to identify things as moods does. I suspect it's been fixed in most recent version (Not sure on this, I haven't tested ). [[User:AutomataKittay|AutomataKittay]] 07:59, 27 June 2011 (UTC)&lt;br /&gt;
::I'm pretty sure I'm using the current version. Has it been updated within the last couple of weeks? [[Special:Contributions/70.231.250.12|70.231.250.12]] 17:32, 27 June 2011 (UTC)&lt;br /&gt;
:::Nope, I'm still using .18, I heard that the stockpile setting was fixed by .25. If fey mood's still asking for rock bar and goes to get metal bars, it's probably still the same. [[User:AutomataKittay|AutomataKittay]] 10:29, 28 June 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Room View reveals Item in Unexplored Rock ==&lt;br /&gt;
&lt;br /&gt;
I can see a room listed as &amp;quot;Upright (*adamantine short sword*)&amp;quot; that is 30 levels or so below my excavations. --[[User:Llamalama|Llamalama]] 19:12, 6 July 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Fixed bugs ==&lt;br /&gt;
&lt;br /&gt;
I went ahead and moved all fixed bugs into separate page: [[Recently fixed bugs and issues]]. I think it is safe to move them there to remove clutter for people who play current versions. [[User:Zwei|Zwei]] 12:44, 12 January 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>Mhyder</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Known_bugs_and_issues&amp;diff=159683</id>
		<title>v0.31 Talk:Known bugs and issues</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Known_bugs_and_issues&amp;diff=159683"/>
		<updated>2012-02-02T23:06:13Z</updated>

		<summary type="html">&lt;p&gt;Mhyder: /* Full-screen Problem */ fixed my own misspelling&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Submerged fortifications==&lt;br /&gt;
Submerged fortifications will not block the passage of aquatic (or amphibious) creatures. I didn't check .17 but it's still present in .16 The bug was present in 40d as well. Strangely enough it's not listed here. Is it reported on bugtracker? --[[User:HYBRID BEING|HYBRID BEING]] 22:16, 21 November 2010 (UTC)&lt;br /&gt;
:I've already mentioned this on the page for [[fortification]] - incidentally, it's already reported on the bug tracker ({{bug|3327}}). --[[User:Quietust|Quietust]] 23:01, 21 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==bug tracker is confusing==&lt;br /&gt;
please explain how to use it.&lt;br /&gt;
&lt;br /&gt;
==Cleanup Edit==&lt;br /&gt;
Ok, I just cleaned up the main page as best I could.  Merged duplicate reports, made formatting consistent, found a bunch of mantis links, tried to combine comments, etc.  I'm sorry I removed a lot of comments, but I don't have the time to copy them all to the talk page myself.  If you would like to continue a previous discussion, I'd suggest opening the older version and copy-pasting the relevant part onto the '''talk''' page so that it won't clutter up the main page.  Also, it's probably a good idea to keep most of the bug discussion on the Bug Tracker itself, and merely provide a link to the tracker entry.  That way people can still look deeper into a particular bug, but they'll be able to have an overview of the bugs on this page.&lt;br /&gt;
&lt;br /&gt;
Just my two cents, if the community feels that this cleanup was uneeded or overzealous you are welcome to revert (though I did find a lot of mantis links, so you may want to merge those in.)  --[[User:Kyle Solo|Kyle Solo]] 17:25, 8 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Guidelines?==&lt;br /&gt;
What exactly are the guidelines for editing this page?  It's a mess of rumors, speculation, and not-bugs.  Anyone trying to see if the behavior they are encountering is a bug has to wade through user comments.  It's really messy the way it is now, and it's only going to get worse as more versions are released.&lt;br /&gt;
My suggestions:&lt;br /&gt;
*Remove/condense the comments and add a (Fixed in (df version that the bug was fixed in) (mantis/forum link)) after them.&lt;br /&gt;
*The Not Bugs section should only contain behaviors which MANY players think are bugs, but are actually intended features or merely difficult to understand.  They shouldn't contain discussions or lengthy decriptions, instead, link them to the relevant article that explains the behavior.&lt;br /&gt;
*Move/keep the discussion of the bugs on the talk page and have the main page contain only descriptions of the bugs and workarounds.&lt;br /&gt;
&lt;br /&gt;
Sound like a plan?  --[[User:Kyle Solo|Kyle Solo]] 14:48, 7 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
I suggest putting all fixed bugs in a separate page or separate the active bugs and fixed bugs in 2 parts on the same page.&lt;br /&gt;
This will make it easier to check what the active bugs are. --[[Special:Contributions/81.240.222.87|81.240.222.87]] 22:44, 8 March 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Where to Report Crashes?==&lt;br /&gt;
It's been a long while since I used this wiki... where can I report a crash bug other than the official site (which is down)? The details: Opened the new version of Dwarf Fortress fullscreen, and it froze up during the opening sequence, when the dwarf at the end is peering through the hole. [[User:Alfador|Alfador]] 15:19, 1 April 2010 (UTC)&lt;br /&gt;
* Further information: started it in non-fullscreen mode and it worked fine. Now seeing if the fullscreen crash happens again or if it was just the fact that I was posting a Livejournal comment in the background... or possibly a first-time initialization that I'll be unable to reproduce. :P [[User:Alfador|Alfador]] 15:27, 1 April 2010 (UTC)&lt;br /&gt;
* And it did NOT reproduce. Great. [[User:Alfador|Alfador]] 15:29, 1 April 2010 (UTC)&lt;br /&gt;
*http://www.bay12games.com/dwarves/mantisbt/login_page.php is the new bug reporting tool. [[User:Enjia2000|Enjia2000]] 15:31, 1 April 2010 (UTC)&lt;br /&gt;
* Just putting this down here while the above site is non-responsive:&lt;br /&gt;
** World gen roads are off, sometimes they'll have floor above ramps, which prevent passage&lt;br /&gt;
** Vermin remains do not decay [[User:Todestool|Todestool]] 19:53, 1 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Acid Rain Bug==&lt;br /&gt;
Rarely, it will rain, and any dwarves caught outside in that rain will start MELTING, and bleed to death very quickly. There are no messages before &amp;quot;______ has bled to death&amp;quot;, so it seems like they just start melting and don't even care. This happens to animals and dwarves.&lt;br /&gt;
http://img407.imageshack.us/img407/964/iwillsurvive.png&lt;br /&gt;
Unknown cause.&lt;br /&gt;
:I managed to catch one of my dwarves just before it died of blood loss.  It looks like it only happens to their fingers?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:By rarely you mean 'not every time it rains'?  I'm in a jungle, it's raining half the time, but I haven't seen these issues.  Could it be a new 'feature'?  Could it be a reaction between the water and something your dwarves are playing in?  (Do your other dwarves have contaminents listed on their hands, and does soaking them by other means cause issues?) Just some thoughts [[User:Granite26|Granite26]] 13:16, 9 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::I've read that in 'Scorching' climates the rain will reach boiling temperatures as it falls, melting the dwarves/creatures as it hits them. Seems to be a part of the new steam/frost addition Toady mentioned.&lt;br /&gt;
&lt;br /&gt;
:::I think I was only in a 'Warm' climate though.&lt;br /&gt;
&lt;br /&gt;
==Labor Menu Bug==&lt;br /&gt;
Sometimes only four categories will show up under {{k|v}},{{k|p}},{{k|l}}. If this occurs the game is very unplayable since dwarves cannot be assigned most labors. I have seen this bug myself but am so far unable to reliably reproduce it. With the bug I saw the following list. [[User:Doctorzuber|Doctorzuber]] 20:55, 1 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
*Mining&lt;br /&gt;
*Healthcare&lt;br /&gt;
*Hauling&lt;br /&gt;
*Other Jobs&lt;br /&gt;
&lt;br /&gt;
The correct list should be. &lt;br /&gt;
&lt;br /&gt;
*Mining&lt;br /&gt;
*Woodworking&lt;br /&gt;
*Stoneworking&lt;br /&gt;
*Hunting/Related&lt;br /&gt;
*Healthcare&lt;br /&gt;
*Farming/Related&lt;br /&gt;
*Fishing/Related&lt;br /&gt;
*Metalsmithing&lt;br /&gt;
*Jewelry&lt;br /&gt;
*Crafts&lt;br /&gt;
*Engineering&lt;br /&gt;
*Hauling&lt;br /&gt;
*Other Jobs&lt;br /&gt;
&lt;br /&gt;
Most of these menus also have sub-menus now as well. I am unsure if it is relevant but when I only saw four labor groups I also saw absolutely nothing in the nobles menu. If anyone can figure out how to reproduce this one please speak up. [[User:Doctorzuber|Doctorzuber]] 20:55, 1 April 2010 (UTC)&lt;br /&gt;
*I'm not sure if this helps, but I've just suffered from the same bug. Can't assign any jobs except those catagories. If you give them skills in the embark screen they still do it fine. Also, as you said, my nobles screen is completely blank too. Not too sure what I did to produce this though, unfortunately, but I'll see if I can reproduce it.--[[User:Sepheris|Sepheris]] 10:00, 28 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Couple things. In legends, there's a skin monster who's called the [adjective] of , skin monster. Need to fill that in.&lt;br /&gt;
Also, undiscovered items can be seen in the stocks menu.&lt;br /&gt;
&lt;br /&gt;
== Clarifications ==&lt;br /&gt;
* When you see the Pets twice on the embark menu, I believe this is due to the fact the game is showing the difference between male and female. Therefore you can purchase 1male dog and 4 female dogs if you wish. This may be the same reason that fish show up twice but I cannot determine if this is the case or not. [[User:Kataklistika|Kataklistika]] 06:09, 2 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
*Added a note that animal bones work for the &amp;quot;body parts&amp;quot; request from fey dwarves. Seems to be a summary of material types and not quite as shocking as it sounds, and suggest this to be changed to &amp;quot;not a bug&amp;quot; if there are no further problems. --[[User:Ashmore|Ashmore]] 19:54, 4 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Minor points and addition ==&lt;br /&gt;
&lt;br /&gt;
Hi!&lt;br /&gt;
&lt;br /&gt;
So, we are not supposed to edit the article directly, or how are we to interpret the screening.&lt;br /&gt;
:Feel free to add new bugs to the main page with &amp;quot;(confirm)&amp;quot; after it.  Confirmations could (should?) be kept to the talk page, but people seem to be filling in the main page instead, which works.  This page will need some reformatting eventually anyway. --[[User:Squirrelloid|Squirrelloid]] 08:01, 4 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Anyway, there are a few things I feel need to be added/corrected:&lt;br /&gt;
&lt;br /&gt;
Farming on soil is only broken for underground farming. Surface farming gets an unnecessary warning but works fine.&lt;br /&gt;
:I like how it's broken. It actually makes some sense from a biological standpoint... Above-ground tiles get enough water from rain for plants to grow, but underground soil never gets water unless it's irrigated, after which the silt left behind dries out slowly (if at all) due to being confined underground. In fact, it could be chalked up to the quirky subterranean biome that grows underground... the biome evolved to use excess water and reactions between chemicals present in runoff as a substitute for sunlight. They can't even grow in any location that's ever been touched by sunlight, because poisonous sunlight-adapted spores and molds will set up shop and devour the seeds of anything edible you plant. As for why your dwarves will track in wild subterranean nethercap spores but not the outdoor spores, or why water and magma evaporate but mud never dries... hey, it's just a game.&lt;br /&gt;
&lt;br /&gt;
Vermin remains do not decay because they are made of chitin or bone which do not rot. Footkerchief explained that in some thread (sorry, I forgot to mark that).&lt;br /&gt;
&lt;br /&gt;
Skeletons can be turned into bones and skulls at the butcher shop. I have automatic butcher shop activated, and suddenly, my butcher dragged off a deer corpse that had decayed into the butcher shop and do the conversion. Unfortunately, I forgot to check what the job was called. I have not found a way to order that (nothing in the butcher shop menu seems to work). Animals slaughtered do not yield skeletons but bones and skulls as always.&lt;br /&gt;
&lt;br /&gt;
I have also found butchering wild animals for meat to be impossible. At least deers and foxes not killed by a hunter have been left to rot without any butcher animal job spawned in the butchery and any manual butcher job gets a standard error message.&lt;br /&gt;
&lt;br /&gt;
Deathworks&lt;br /&gt;
:Previously (40d) you had to train wild animals and then have them butchered.  If you tried to butcher them without training them, the dwarf would release the creature from the cage and then run away because the animal was wild. Also, if the animal was killed elsewhere (say by a caravan) then the refuse orders need to be modified to collect refuse from outside.  Then the dwarfs will bring it to a refuse pile, which will spawn a &amp;quot;butcher animal&amp;quot; job.  In 40d I was being attacked by Orcs on beak dogs, and the dogs were butchered after every battle.&lt;br /&gt;
:Currently, I am not able to train wild animals at all. I haven't checked the other posts yet, but I assume it has been noted. Also, don't lock your dwarfs in. I had one that got locked in mining.  I noticed he was dehydrated, so I let him out.  But, he never got a &amp;quot;drink&amp;quot; job and ended up dieing.  Too bad, legendary jem cutter!&lt;br /&gt;
:I have also found that previously kittens yielded bones/skull/1meat but now they don' yield bones/skulls.  I need to check the raws on that.--[[User:Kwieland|Kwieland]] 14:57, 13 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Distance==&lt;br /&gt;
Not sure what's causing it but I have, under &amp;quot;distance&amp;quot; in the &amp;quot;selecting material&amp;quot; dialogue for constructing a wall, a distance of -66870.  Yeah, negative.  No idea what's causing it and it doesn't seem to be causing any problems, but it *is* a bug.&lt;br /&gt;
:have this problem right after cave in, some seconds later distances return to normal...&lt;br /&gt;
&lt;br /&gt;
== Mantis ==&lt;br /&gt;
&lt;br /&gt;
Since DF now uses mantis bugtracker, maybe it is better to put link to mantis ticket at each 'known' bug, so it would be possible to track progress and make sure it is actually known by Toady? - [[User:RusAnon|RusAnon]] 09:55, 5 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Talk == &lt;br /&gt;
*What's going on with this page guys?  Is this a list of unconfirmed bugs, or should all this be on the actual known bugs page? If this is unconfirmed bugs, should the ones on the page be moved here? --[[User:StrongAxe|StrongAxe]] 12:09, 5 April 2010 (UTC)&lt;br /&gt;
*There are a lot of people editing this page who don't seem to understand the formatting or linking standards (how to create bullets, link to same namespace pages). --[[User:StrongAxe|StrongAxe]] 12:09, 5 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Craftsdwarf's Workshop ==&lt;br /&gt;
&lt;br /&gt;
I'm putting this here just to get it out there, please edit to be in the proper format and tuff. Obviously it all needs confirmation.  I seem to be getting wooden swords from a craftsdwarf's workshop after adding create stone swords tasks.  I didn't see if they were actually grabbing wood, or made wooden swords from stone. Also, setting a &amp;quot;create shell crafts&amp;quot; task causes the craftsdwarf to just sit in the workshop with a piece of shell, but not ever completing the job.  If I have a repeating shell crafts and a repeating stone crafts, it looks like it still cycles through, but no shell crafts are ever created.&lt;br /&gt;
&lt;br /&gt;
:I encountered the same problem with shell crafts: made my Legendary Bone Crafter useless, or so I thought -- decorating with shell still works.&lt;br /&gt;
&lt;br /&gt;
== Food Stockpiles ==&lt;br /&gt;
&lt;br /&gt;
Has anybody noticed a bug with food stockpiles with barrels?  I had a stockpile with lots of booze, plants, etc and then I changed it to have a maximum of ZERO barrels.  The dwarfs proceeded to empty out all the barrels to empty places in the area, even the booze ones!&lt;br /&gt;
&lt;br /&gt;
Also, my kitchen screen doesn't list any meat that I embark with.  You cannot use them for cooking?--[[User:Kwieland|Kwieland]] 17:03, 7 April 2010 (UTC)&lt;br /&gt;
:Have you tried butchering it? Just curious. [[Special:Contributions/68.43.43.52|68.43.43.52]] 05:57, 8 April 2010 (UTC)&lt;br /&gt;
::I'm not sure how to butcher meat.  But, no matter, the bug was fixed in 40.02--[[User:Kwieland|Kwieland]] 15:02, 13 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Unknown Military Crash ==&lt;br /&gt;
&lt;br /&gt;
I've got an odd issue here.  I have a single squadron led by (and only populated by) the militia commander, and when I open the military screen, it works fine; however, when my immigrant wave comes and I bolster the ranks with some of the newcomers, the next time I try opening the Military screen, the program crashes.  Any ideas?  I'll keep testing in the meantime, and see if changing uniform / squad leadership / etc. will fix it.  --[[User:Eddie|Eddie]] 16:20, 8 April 2010 (UTC)&lt;br /&gt;
EDIT-Found that deleting and remaking the squad fixed this.  I haven't saved yet, if anyone wants my save to take a crack at figuring this bug out.  --[[User:Eddie|Eddie]] 16:27, 8 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Masterwork food Bug==&lt;br /&gt;
&lt;br /&gt;
When [[cook]]s make [[masterwork]] [[food]] they suffer art defacement if someone eats it. Has ended 2 fortresses in [[tantrum]] spiral so far.--[[User:Mrdudeguy|Mrdudeguy]] 17:07, 8 April 2010 (UTC)&lt;br /&gt;
:That's not actually what's happening - others have reported that it's actually due to trying to make food entirely from liquid components (e.g. cooking booze or dwarven syrup and nothing else) and the roasts (with their masterfully minced ingredients) spontaneously melting back into their components, often when a dwarf claims one of them for a meal. --[[User:Quietust|Quietust]] 17:12, 8 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Req for Comments - 'Buggy' template ==&lt;br /&gt;
&lt;br /&gt;
I've created a template that shows a warning like so:&lt;br /&gt;
{{buggy}}&lt;br /&gt;
I would like to include this template in articles for features that are currently buggy. I would also like to create a section called 'Bugs' or something similar at the bottom of each article on a currently buggy feature. Example of an article I've done this with:  [[Ambusher]].&lt;br /&gt;
&lt;br /&gt;
The template has one parameter, 'bugsection', which is to be the section heading containing the bugs. In the case of the ambusher article, the section is called &amp;quot;Bugs&amp;quot;, but this is inconsistent across the entire wiki, which is why I've included the parameter. [[User:Garanis|Garanis]] 03:34, 9 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
: I also think the bugs section should contain references to specific bug tracker entries. This way, if a person comes to the wiki after finding a bug, they can see at a glance that it has already been reported, or they can add a note, or watch the bug in the tracker if they want. [[User:Garanis|Garanis]] 03:38, 9 April 2010 (UTC)&lt;br /&gt;
	&lt;br /&gt;
:This is Dwarf Fortress. ''All'' bugs are outstanding. -Anonymous (until I overcome laziness and get an account)&lt;br /&gt;
&lt;br /&gt;
==Dead Dwarf keeps task and building locked==&lt;br /&gt;
&lt;br /&gt;
I can't get on the forum now, so this'll have to do.  I have a Mason's Workshop with a Construct Rock Table task that is both repeating and currently active.  If I go to the (u) screen, there is no dwarf listed with this task.  Going to (j)obs, there is a dwarf, one Dumat Tatloshakrul, a Mason.  It turns out this dwarf is dead.  [[User:Granite26|Granite26]] 13:28, 9 April 2010 (UTC)&lt;br /&gt;
:Although, it'd be cool if the partial corpse was crawling around trying to finish the job.&lt;br /&gt;
::That's not a bug, that's a feature. Now workshops can be haunted! JK. [[User:Garanis|Garanis]] 13:53, 9 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Bedrooms ==&lt;br /&gt;
&lt;br /&gt;
My dwarves don't seem to prefer their bedrooms anymore.  Sometimes they sleep in the barracks (not assigned to squad, and barracks not assigned for sleeping), or the hospital, or a dorm when they have a room assigned, or dont have a room assigned but there are free rooms.  Sometimes they even sleep in someone else's bedroom even though they don't have a relationship with that dwarf.&lt;br /&gt;
&lt;br /&gt;
:I think that when dwarves are particularly tired, they sleep in the closest bed they can find as soon as they finish what they're doing.  My hunters often end up sleeping on the ground next to the butcher shop, apparently because they've been out hunting so long they're too tired to take another step after they return their kills.&lt;br /&gt;
&lt;br /&gt;
== Pathing ==&lt;br /&gt;
There seems to be an issue in my &amp;quot;stockpile&amp;quot; z-level where dwarves building walls and placing doors will become completely stuck next to the wall or inside the room where they just replaced the door, unless i deconstruct a wall near them. I had a row of 4 dwarves unable to drink or eat because they had all recently placed a wall in a row, refusing to move until i deconstructed each of their walls. Additionally, upon trying to reconstruct the wall, it will show something along the lines of&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;quot;material     distance&amp;quot;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;quot;diorite      -184900&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Forging creates different item ==&lt;br /&gt;
When I go to forge copper goblets (as right now all I have is copper), the reaction uses the materials like normal but produces gold goblets instead.--[[Special:Contributions/184.59.128.146|184.59.128.146]] 05:21, 25 April 2010 (UTC)&lt;br /&gt;
    UPDATE: This bug seems to occur with all metals, not just copper.  Tried with lead, tin, nickel silver, copper, and electrum.--[[Special:Contributions/184.59.128.146|184.59.128.146]] 21:23, 26 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Goblin attackers don't cause dwarves to interrupt their jobs ==&lt;br /&gt;
I've had this with both ambushes and seiges, but strangely not with individual thieves. I'd be interested to know if this happens with everyone, or if it's just me. It seems a little ridiculous that a lone fox or groundhog will frighten every dwarf within a square mile, but they will all happily stroll into a group of goblins. [8/5/2010]&lt;br /&gt;
&lt;br /&gt;
== Named (or Legendary) Weapon bug ==&lt;br /&gt;
&lt;br /&gt;
This has happened to me twice: someone gets attached to their weapon and much later names it. The first instance was a cave swallowman spearwoman who fought an unkillable forgotten beast (that also couldn't attack) for something like 5 years. At the end, she started naming the spear, but she did it over and over again until another beast killed her. I figured it was a one time thing until recently my swordmaster named his adamantine short sword (the blade has help kill 100 creatures). Again, he's doing it every 2 minutes. I don't see the bug listed anywhere on this page or on the Names page and I wanted to see if anyone has had a similar issue before I report it. --[[Special:Contributions/69.149.72.238|69.149.72.238]] 02:50, 16 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== alt-tab causes program lockup ==&lt;br /&gt;
&lt;br /&gt;
in 31.04 if I alt-tab to another window and then come back to DF, the game is locked up and I have to kill the process, losing all my work.--[[Special:Contributions/208.81.12.34|208.81.12.34]] 15:12, 21 May 2010 (UTC)&lt;br /&gt;
:I tried this in .10 without trouble, but that doesn't prove much.  I ''have'' had the .08 version I think lock up shortly after starting it up (no commands like designate would work) but save still worked.  Before version 31 I sometimes had lockups that could be fixed by hitting F11 twice to reinitialize the screen.  Perhaps a page with general advice for lockups would be good to have here. [[User:Dorf and Dumb|Dorf and Dumb]] 19:12, 16 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Mantis? ==&lt;br /&gt;
&lt;br /&gt;
Big headline about please use mantis bugtracker, with link, but I can't get the system to send me the email to make my account.  What gives?  I've tried a couple different email addresses, checked spam folders, etc.[[Special:Contributions/98.212.62.219|98.212.62.219]] 23:07, 1 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Smelter Fuel issue ==&lt;br /&gt;
&lt;br /&gt;
I seem to be having some issues with the smelter. The workshop gets locked up as if I have no fuel if the coal is just one z level below the smelter. When I put the fuel on the same z level it works fine.--[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 16:17, 14 June 2010 (UTC)&lt;br /&gt;
:Are you sure it's the FUEL that's the problem?  Remember, [[bituminous coal]] is not fuel - it has to be smelted into [[coke]] to make it into fuel.  Also keep in mind that the smelter isn't able to use bars of fuel if they're already in use for a different task, like being moved to a stockpile.   'Cuz I just fired up DF, and I can't recreate your problem. --[[User:DeMatt|DeMatt]] 17:47, 14 June 2010 (UTC)&lt;br /&gt;
::I am sure, I had charcoal sitting in a stockpile doing nothing a z lvl under the smelter and the smelter said I had no fuel. Maybe it was just a one time bug.--[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 19:03, 14 June 2010 (UTC)&lt;br /&gt;
::I can't recreate it. Seems to been a one time error, possibly caused by pathing.--[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 19:12, 14 June 2010 (UTC)&lt;br /&gt;
:::This problem just arose for me. A pathing issue occured when all of my fuel was placed in bins on a different floor. Moving my smelter to the same floor as my stockpile allowed it to work.--[[User:lvlobius|lvlobius]] 19:29, 27 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Cat having kittens with no mate ==&lt;br /&gt;
&lt;br /&gt;
My one female Cat that I embarked with just had kittens... there are no male cats and it is my fifth year in the fortress. &lt;br /&gt;
Unless there can be cross-species mating I have no clue how this could have come about. &lt;br /&gt;
I bought some cougers from the elves but they are both female. I have plenty of Dogs and a mating pair of foxs (from the elves).&lt;br /&gt;
Any Ideas as to why the stupid cat had kids?--[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 15:21, 17 June 2010 (UTC)&lt;br /&gt;
:Both kittens are female as well.... Have cats found a viable way of reproducing with no males? This could be the end of the dwarven rain over the blasted felines!--[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 15:25, 17 June 2010 (UTC)&lt;br /&gt;
::Did one of the previous merchants have a male cat up for sale?  Just 'cuz you didn't buy it doesn't mean it couldn't fertilize your cats.  I think.  Certainly works that way for pack animals.  And then it just took this long for your females to give birth. --[[User:DeMatt|DeMatt]] 04:15, 19 June 2010 (UTC)&lt;br /&gt;
:::No Cats came my way in trade caravans, I had just Elves and Humans show up neither bringing Cats. The Dwarven caravan didn't come because the civilization had been practically wiped out by Mega-beasts during world gen and there where no rulers, just two tiny settlements and some abandoned forts. I want to know if anyone could duplicate it. Would involve putting a female cat in a locked room for many years. :D--[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 05:39, 19 June 2010 (UTC)&lt;br /&gt;
::::Something to note, is that animals can be impregnated through walls or anywhere, a cat in the bottom of the caverns could impregnate your newest purchased cat regardless of pathing/walls/z levels/ect.&lt;br /&gt;
:::::Thats just messed up :P --[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 02:16, 23 June 2010 (UTC)&lt;br /&gt;
::::::We've seen dorfen hygiene.  A cat humps someone's leg, and before long the whole fortress is &amp;quot;pollinated&amp;quot;... ;) [[User:Dorf and Dumb|Dorf and Dumb]] 19:14, 16 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Fish really fixed? ==&lt;br /&gt;
&lt;br /&gt;
I downloaded the .06 version and noticed lifeless lakes and a lifeless ocean, except for sea nettles.  The fishermen never catch anything, nettles included, and announce every season or so that there is nothing to catch in either place.  But this page says the bug was fixed... [[User:Dorf and Dumb|Dorf and Dumb]] 07:29, 18 June 2010 (UTC)&lt;br /&gt;
:Well the rivers are fixed for sure, its just that the fish seem to stay submerged for long periods of time. It might be something like that with the ocean, the fish not coming to the surface or the shore. Some of my recent forts have been over feed by one fisherman who decided to go all legendary and catch a ton of fish.--[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 10:57, 18 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Zone -&amp;gt; flow -&amp;gt; ESC = crash ==&lt;br /&gt;
&lt;br /&gt;
This seems reproducible in .06, but I'm not sure where there's detailed information to see if it's fixed yet.  You hit &amp;quot;i&amp;quot; for zone, choose the flow option with &amp;quot;e&amp;quot;, then hit ESC to cancel... crashes every time. [[User:Dorf and Dumb|Dorf and Dumb]] 19:07, 24 June 2010 (UTC)&lt;br /&gt;
:Well... since .31.0'''8''' is out... download the new version.  I can't trigger a crash like that, and I'm using .08. --[[User:DeMatt|DeMatt]] 20:18, 24 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
I'm getting this reproducibly in 31.10 in Windows Vista, not inclined to create a bug tracker.&lt;br /&gt;
&lt;br /&gt;
This happens to me in the newest version(I'm using W7 if it matters)[[Special:Contributions/24.121.0.194|24.121.0.194]] 05:48, 24 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Ecological devastation by cats: complete lack of vermin ==&lt;br /&gt;
&lt;br /&gt;
On version .08, with a map started on .06, I've encountered a weird problem: a handful of cats have been so effective in exterminating every last vermin, that nothing rots.  I have fresh forgotten beast meat that's a year old, the &amp;quot;partial skeletons&amp;quot; of creatures I can't remember fighting that have never turned into bones; I've had to dump old withered produce into piles because it filled up hundreds and hundreds of squares; even the corpses of the migrants who came in right over the high moat where the elks were grazing... nothing rots, except corpses put up a miasma before turning into partial skeletons.  I think the cats must have cleaned out every last creature that rots stuff, though every once in a while I spot them dragging in another vermin corpse (which won't rot either).  I see this page says that a bug with vermin not rotting was fixed in .04. [[User:Dorf and Dumb|Dorf and Dumb]] 14:57, 28 June 2010 (UTC)&lt;br /&gt;
:Vermin corpses WILL rot and vanish if they're on the surface.  If they're underground, then they'll stop at &amp;quot;Rotten remains&amp;quot;.  Bones tend to last a very very long time - bone doesn't rot easily, and that's why vermin-rotting needed the change in .04 (they were mostly bone, so they didn't rot).  Vermin do encourage stuff to rot (food outside of barrels will get nibbled on much more easily), but AFAIK are not necessary for the process.  If you're really having problems with unwanted stuff, you can always use a [[Dwarven atom smasher]] or [[Magma]] to permanently remove things. --[[User:DeMatt|DeMatt]] 18:15, 28 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Bugs/Features ==&lt;br /&gt;
&lt;br /&gt;
I just tried version .10 for a bit of a battle with a Blind Cave Ogre.  But the Blind Cave Ogre wouldn't fight - all the dorfs kept cancelling their tasks, running right past it, with no conflict.  Well, it ''is'' blind... but I think it had more to do with the plump helmet spawn a scared dorf dropped in the doorway.  The ogre was two squares away... I think it kept trying and trying to break down the door, but since the seed kept it jammed open, he couldn't close it, so he couldn't break it down.  ;)  Well, it ''is'' an ogre...&lt;br /&gt;
&lt;br /&gt;
So I drafted almost every dorf in the fortress in three squads of 10, and with most of them clustered in a terrified huddle by the up-stair, I was actually able to get them to attack it more or less at once.  Two were gravely wounded, one of whom went straight from a nobody to an Elite Wrestler as far as I could tell... they almost immediately got it down to yellow, and soon down to unconscious.  Unfortunately, an unarmed dorf cannot harm an ''unconscious'' ogre, no matter how long he tries, except for prying ears, nose, and fingers down to red.  To avoid death by hunger and thirst, I rotated the squads on the ogre, specifying a few specific weapons manually (with 30+ dorfs, no arsenal dorf position was available).  Somehow the rotated squads got up the stairs to drink, even though the civilians had previously clustered downstairs.  Eventually some dorf somehow got hold of an axe - not sure if it was just by accident to chop down a tree - and the unconscious overexerted winded ogre finally gurgled his last.&lt;br /&gt;
&lt;br /&gt;
Though it looks like a properly &amp;quot;seeded&amp;quot; door can apparently serve as a secure barrier against building destroyers, there is a price... the frightened dorfs spammed thirty-plus screens of red ink announcements, which makes it harder to look up those lucky mineral strikes for mining purposes.&lt;br /&gt;
&lt;br /&gt;
Another odd &amp;quot;feature&amp;quot; is that once an area is designated in brown for mining, the brown carries over to ''anything'' later discovered in the spot.  So you get herbalists who can't find the path to a bush that starts blinking in the middle of the long corridor you designated.  (choppers work the same way with trees).  Though they will collect them if they can get to them. [[User:Dorf and Dumb|Dorf and Dumb]] 19:03, 16 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Another flask bug? ==&lt;br /&gt;
&lt;br /&gt;
A game started and played in .10 has dorfs using plain &amp;quot;flasks&amp;quot; made from assorted leather.  They display in the equipment list on one line as &amp;quot;flask, (rope reed fabric X)&amp;quot;, where the second item is whatever is worn on the Upper Body of that dorf.  I suppose it might be an odd way of classifying it, but it smells like a data structure problem. [[User:Dorf and Dumb|Dorf and Dumb]] 03:35, 20 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Individual Combat Training Fixation==&lt;br /&gt;
&lt;br /&gt;
Hey! Sorry if I'm doing anything horribly wrong in posting this here like this; I'm rather new at this. I know that the main bug page already lists this glitch, where training tasks never finish or cancel, so even after leaving the military, many dwarves continue to train. The main page suggests destroying the barracks where they train. I found more success blocking access to the barracks; by preventing them from getting close enough to a designated training location, one can get the game to cancel the annoying task. My theory is that they have to at some point not have any tasks to do, like drinking, so that the combat drill task kicks in, and then, upon realization of no possible path, is &amp;lt;s&amp;gt;severely beaten to death by a large raccoon&amp;lt;/s&amp;gt; removed by the game. The task, that is; not the dwarves. There is no announcement of cancellation however, although the barrier can be removed afterwords, and assuming dwarves aren't set to start training again, all should be good. Obviously, dwarves need to be on the side of the barrier that the barracks is not on. I don't know if this method is new or people already know it. Please confirm bug fix if new, and add mention on main page if good.&lt;br /&gt;
--[[User:Peglegpenguin|Peglegpenguin]] 18:34, 31 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Infinite blood ==&lt;br /&gt;
&lt;br /&gt;
By allowing water to wash over a large number of animals, it is possible for pools of a single dorf's blood to appear all over the floor and walls of a very large room. (v .10-.12) [[User:Dorf and Dumb|Dorf and Dumb]] 15:07, 4 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== lockup in points/routes interface ==&lt;br /&gt;
&lt;br /&gt;
Using v. .12, it seems the route submenu can get the UI stuck. Accessing notes via 'N', then routes via 'r', if no route exists, 'n' (and 'd', etc) is greyed out, however typing 'n' causes the UI to behave like it's trying to rename a seleced -point- rather than a route, i.e. flashing underbar cursor at the end of the existing name. However from that point it's stuck - typing/backspace doesn't respond, 'enter' doesn't finish editing, 'esc' does nothing - the only key i've found that still does something is 'tab'. Wound up there by accident a couple of times trying to edit names or note text with an unresponsive 'n' or 't' key. Can't find a way out of it other than kill/restart (and hopefully autosave was on..) Known issue? [[Special:Contributions/202.156.10.234|202.156.10.234]] 01:13, 1 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:This happened to me as well;  in addition to the tab, the F1-F8 hot keys worked as well, load macro worked, and the mouse scroll wheel zoomed the view.  However, I found no way to escape the text entry. [[Special:Contributions/69.49.40.42|69.49.40.42]] 00:44, 10 February 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== 'make vial' at glass furnace ==&lt;br /&gt;
&lt;br /&gt;
in v. .12, noticed my (ordinary, non-magma) glass furnace was cluttered. Had previously ordered a few green glass vials, and had noticed the glassmaker happily dragging sand and fuel into the workshop. On checking the clutter, I find.. not glass vials, but flasks.. flasks made of coal...(!). Methinks the fuel and the item to be heated got swapped around. Raw glass still works fine in the same furnace, not sure whether other item production is affected. Workaround seems to be to use magma, which I've previously seen working correctly.&lt;br /&gt;
:nvm, this is fixed in the current version (v. .31.16)&lt;br /&gt;
&lt;br /&gt;
== cages ==&lt;br /&gt;
some of my cages have plump helmet spawn in them and it seems like they aren't being recognized as non-furnature and empty -- is this a bug?&lt;br /&gt;
&lt;br /&gt;
== Plants growing on tiles occupied by trees ==&lt;br /&gt;
&lt;br /&gt;
I've been suffering from a serious bug - some of my underground trees have been transmogrifying into underground plants and tree saplings. This wouldn't be a big deal or even noticed if trees weren't part of my anti-forgotten beast barrier. There are plenty of workarounds, but man is it annoying. Anyone else suffering from this? --[[User:Peglegpenguin|Peglegpenguin]] 23:57, 13 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Suggestion for total cleanup ==&lt;br /&gt;
&lt;br /&gt;
What is the point in listing bugs here?&lt;br /&gt;
&lt;br /&gt;
There are over 1500 reported bugs, everybody can use Mantis to view them. Serious are explained in &amp;quot;Bug&amp;quot; sections. And keeping fixed ones is even more useless.&lt;br /&gt;
&lt;br /&gt;
Suggestion:&lt;br /&gt;
keep: general information, link to mantis, not-a-bug&lt;br /&gt;
add link to mantis guide, or copy it here ( http://www.bay12forums.com/smf/index.php?topic=52185.0 ).&lt;br /&gt;
&lt;br /&gt;
And part of discussion may be moved to archive talk page.&lt;br /&gt;
&lt;br /&gt;
[[Special:Contributions/149.156.96.15|149.156.96.15]] 11:13, 26 January 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Has anyone found a way to actually ''search'' the Mantis database?  Because I haven't. [[Special:Contributions/69.49.40.42|69.49.40.42]] 00:46, 10 February 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Guide available in this link: http://www.bay12forums.com/smf/index.php?topic=52185.0 (available also few lines above) [[Special:Contributions/213.134.175.225|213.134.175.225]] 20:56, 23 February 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== More equipment stuff ==&lt;br /&gt;
&lt;br /&gt;
I was setting up my (so far, fairly pathetic) military for training, giving them steel breastplates, shields, &amp;amp; battle axes, when I noticed my dwarves equipping wooden equipment I (accidentally) stole from some elves, plus some other non-steel stuff. It happened after I made them equip ''metal'' equipment, then saw I had the resources to make a ton of steel. I got them to equip the right equipment by making them get rid of everything, then making them get it back. Not too much of a problem, but still annoying and hard to notice.&lt;br /&gt;
&lt;br /&gt;
== Map caverns by designating ramp removal ==&lt;br /&gt;
&lt;br /&gt;
I discovered that you can designate ramp removal over an entire z-level that you know has unexplored caverns in it, and the unrevealed ramps will be highlighted with the designation colour. The net effect is that you can figure out the layout of caverns by looking at several z-levels of ramp-removal designations, which is an interesting exploit. I haven't tried it with undiscovered caverns yet, only the unrevealed parts of already-discovered caverns. (And I've [http://bay12games.com/dwarves/mantisbt/view.php?id=4177 reported it] to the bug-tracker.) [[User:Eggdropsoap|Eggdropsoap]] 23:56, 9 March 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Is this a bug? ==&lt;br /&gt;
&lt;br /&gt;
If you have a setup like this:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
xxx&lt;br /&gt;
x&amp;lt;x&lt;br /&gt;
xxx&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
z&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
xxx&lt;br /&gt;
x.x&lt;br /&gt;
xxx&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
z-1&lt;br /&gt;
(x = wall, &amp;lt;&amp;gt; up/down stairs, . open space)&lt;br /&gt;
and you try to channel out the center top square, the person will fall...&lt;br /&gt;
&lt;br /&gt;
== stray bunny kills 4 dogs ==&lt;br /&gt;
&lt;br /&gt;
Not sure if it's a bug, but I had one of my (baby, tame) rabbits go rogue and take out a pack of (adult, tame) stray dogs awaiting training in my new (7 day old) fortress. I'm not sure if it was a bug or not.&lt;br /&gt;
&lt;br /&gt;
I'm still trying to parse the reports to find out who started it. There was only one wild animal (a buck rabbit), on the surface, and I hadn't reached any caverns yet... Not sure if it's related. &lt;br /&gt;
&lt;br /&gt;
I only realized what was going on when I got the first &amp;quot;stray dog bled to death&amp;quot; notice, and the other three repeated the act before I honestly believed they were fighting the bunny.  The bunny, btw, has a dented paw and a bruised mouth, but otherwise seems fine. Just to be sure, his inventory showed that he wasn't carrying a switchblade.&lt;br /&gt;
&lt;br /&gt;
Any clue why this happened, or where I should look to see?       - [[User:Teres Draconis|jaz]] 22:34, 1 April 2011 (UTC)&lt;br /&gt;
:;&amp;quot;Follow only if ye be men of valour, for the entrance to this cave is guarded by a creature so foul, so cruel that no man yet has fought with it and lived. Bones of full fifty men lie strewn about its lair. So, brave dwarves, if you do doubt your courage or your strength, come no further, for death awaits you all with nasty, big, pointy teeth.&amp;quot;&lt;br /&gt;
:That aside, animals get ornery in 0.31.19+ if they're overcrowded. --[[User:Quietust|Quietust]] 00:55, 2 April 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Full-screen Problem ==&lt;br /&gt;
&lt;br /&gt;
I have searched all over the site but was unable to find an answer to my problem. For some reason, full-screen stopped working properly after 31.11 All versions after that failed to scale the view properly leaving a box in the top corner and the rest of the screen black. If anyone has had this problem or knows a fix to it, feel free to chime in. -- Correction: the newest version now shows the screen in full, but the characters making it up are rather small, about the same size as they are in the windowed mode&lt;br /&gt;
--[[User:Mhyder|Mhyder]] 22:17, 29 May 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Rock Bars ==&lt;br /&gt;
&lt;br /&gt;
This isn't about dwarves requesting these in fey moods, but I have a dwarven caravan asking for them in trade agreements. What does it mean? [[Special:Contributions/70.231.250.12|70.231.250.12]] 07:18, 27 June 2011 (UTC)&lt;br /&gt;
:Are you using older version? I believe it's because of rock being classified under metal, and so rock bar really means metal bars, if they're using process to identify things as moods does. I suspect it's been fixed in most recent version (Not sure on this, I haven't tested ). [[User:AutomataKittay|AutomataKittay]] 07:59, 27 June 2011 (UTC)&lt;br /&gt;
::I'm pretty sure I'm using the current version. Has it been updated within the last couple of weeks? [[Special:Contributions/70.231.250.12|70.231.250.12]] 17:32, 27 June 2011 (UTC)&lt;br /&gt;
:::Nope, I'm still using .18, I heard that the stockpile setting was fixed by .25. If fey mood's still asking for rock bar and goes to get metal bars, it's probably still the same. [[User:AutomataKittay|AutomataKittay]] 10:29, 28 June 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Room View reveals Item in Unexplored Rock ==&lt;br /&gt;
&lt;br /&gt;
I can see a room listed as &amp;quot;Upright (*adamantine short sword*)&amp;quot; that is 30 levels or so below my excavations. --[[User:Llamalama|Llamalama]] 19:12, 6 July 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Fixed bugs ==&lt;br /&gt;
&lt;br /&gt;
I went ahead and moved all fixed bugs into separate page: [[Recently fixed bugs and issues]]. I think it is safe to move them there to remove clutter for people who play current versions. [[User:Zwei|Zwei]] 12:44, 12 January 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>Mhyder</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Known_bugs_and_issues&amp;diff=149731</id>
		<title>v0.31 Talk:Known bugs and issues</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Known_bugs_and_issues&amp;diff=149731"/>
		<updated>2011-05-29T22:21:30Z</updated>

		<summary type="html">&lt;p&gt;Mhyder: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Submerged fortifications==&lt;br /&gt;
Submerged fortifications will not block the passage of aquatic (or amphibious) creatures. I didn't check .17 but it's still present in .16 The bug was present in 40d as well. Strangely enough it's not listed here. Is it reported on bugtracker? --[[User:HYBRID BEING|HYBRID BEING]] 22:16, 21 November 2010 (UTC)&lt;br /&gt;
:I've already mentioned this on the page for {{L|fortification}} - incidentally, it's already reported on the bug tracker ({{bug|3327}}). --[[User:Quietust|Quietust]] 23:01, 21 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
===bug tracker is confusing==&lt;br /&gt;
please explain how to use it.&lt;br /&gt;
&lt;br /&gt;
==Cleanup Edit==&lt;br /&gt;
Ok, I just cleaned up the main page as best I could.  Merged duplicate reports, made formatting consistent, found a bunch of mantis links, tried to combine comments, etc.  I'm sorry I removed a lot of comments, but I don't have the time to copy them all to the talk page myself.  If you would like to continue a previous discussion, I'd suggest opening the older version and copy-pasting the relevant part onto the '''talk''' page so that it won't clutter up the main page.  Also, it's probably a good idea to keep most of the bug discussion on the Bug Tracker itself, and merely provide a link to the tracker entry.  That way people can still look deeper into a particular bug, but they'll be able to have an overview of the bugs on this page.&lt;br /&gt;
&lt;br /&gt;
Just my two cents, if the community feels that this cleanup was uneeded or overzealous you are welcome to revert (though I did find a lot of mantis links, so you may want to merge those in.)  --[[User:Kyle Solo|Kyle Solo]] 17:25, 8 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Guidelines?==&lt;br /&gt;
What exactly are the guidelines for editing this page?  It's a mess of rumors, speculation, and not-bugs.  Anyone trying to see if the behavior they are encountering is a bug has to wade through user comments.  It's really messy the way it is now, and it's only going to get worse as more versions are released.&lt;br /&gt;
My suggestions:&lt;br /&gt;
*Remove/condense the comments and add a (Fixed in (df version that the bug was fixed in) (mantis/forum link)) after them.&lt;br /&gt;
*The Not Bugs section should only contain behaviors which MANY players think are bugs, but are actually intended features or merely difficult to understand.  They shouldn't contain discussions or lengthy decriptions, instead, link them to the relevant article that explains the behavior.&lt;br /&gt;
*Move/keep the discussion of the bugs on the talk page and have the main page contain only descriptions of the bugs and workarounds.&lt;br /&gt;
&lt;br /&gt;
Sound like a plan?  --[[User:Kyle Solo|Kyle Solo]] 14:48, 7 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
I suggest putting all fixed bugs in a separate page or separate the active bugs and fixed bugs in 2 parts on the same page.&lt;br /&gt;
This will make it easier to check what the active bugs are. --[[Special:Contributions/81.240.222.87|81.240.222.87]] 22:44, 8 March 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Where to Report Crashes?==&lt;br /&gt;
It's been a long while since I used this wiki... where can I report a crash bug other than the official site (which is down)? The details: Opened the new version of Dwarf Fortress fullscreen, and it froze up during the opening sequence, when the dwarf at the end is peering through the hole. [[User:Alfador|Alfador]] 15:19, 1 April 2010 (UTC)&lt;br /&gt;
* Further information: started it in non-fullscreen mode and it worked fine. Now seeing if the fullscreen crash happens again or if it was just the fact that I was posting a Livejournal comment in the background... or possibly a first-time initialization that I'll be unable to reproduce. :P [[User:Alfador|Alfador]] 15:27, 1 April 2010 (UTC)&lt;br /&gt;
* And it did NOT reproduce. Great. [[User:Alfador|Alfador]] 15:29, 1 April 2010 (UTC)&lt;br /&gt;
*http://www.bay12games.com/dwarves/mantisbt/login_page.php is the new bug reporting tool. [[User:Enjia2000|Enjia2000]] 15:31, 1 April 2010 (UTC)&lt;br /&gt;
* Just putting this down here while the above site is non-responsive:&lt;br /&gt;
** World gen roads are off, sometimes they'll have floor above ramps, which prevent passage&lt;br /&gt;
** Vermin remains do not decay [[User:Todestool|Todestool]] 19:53, 1 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Acid Rain Bug==&lt;br /&gt;
Rarely, it will rain, and any dwarves caught outside in that rain will start MELTING, and bleed to death very quickly. There are no messages before &amp;quot;______ has bled to death&amp;quot;, so it seems like they just start melting and don't even care. This happens to animals and dwarves.&lt;br /&gt;
http://img407.imageshack.us/img407/964/iwillsurvive.png&lt;br /&gt;
Unknown cause.&lt;br /&gt;
:I managed to catch one of my dwarves just before it died of blood loss.  It looks like it only happens to their fingers?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:By rarely you mean 'not every time it rains'?  I'm in a jungle, it's raining half the time, but I haven't seen these issues.  Could it be a new 'feature'?  Could it be a reaction between the water and something your dwarves are playing in?  (Do your other dwarves have contaminents listed on their hands, and does soaking them by other means cause issues?) Just some thoughts [[User:Granite26|Granite26]] 13:16, 9 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::I've read that in 'Scorching' climates the rain will reach boiling temperatures as it falls, melting the dwarves/creatures as it hits them. Seems to be a part of the new steam/frost addition Toady mentioned.&lt;br /&gt;
&lt;br /&gt;
:::I think I was only in a 'Warm' climate though.&lt;br /&gt;
&lt;br /&gt;
==Labor Menu Bug==&lt;br /&gt;
Sometimes only four categories will show up under {{k|v}},{{k|p}},{{k|l}}. If this occurs the game is very unplayable since dwarves cannot be assigned most labors. I have seen this bug myself but am so far unable to reliably reproduce it. With the bug I saw the following list. [[User:Doctorzuber|Doctorzuber]] 20:55, 1 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
*Mining&lt;br /&gt;
*Healthcare&lt;br /&gt;
*Hauling&lt;br /&gt;
*Other Jobs&lt;br /&gt;
&lt;br /&gt;
The correct list should be. &lt;br /&gt;
&lt;br /&gt;
*Mining&lt;br /&gt;
*Woodworking&lt;br /&gt;
*Stoneworking&lt;br /&gt;
*Hunting/Related&lt;br /&gt;
*Healthcare&lt;br /&gt;
*Farming/Related&lt;br /&gt;
*Fishing/Related&lt;br /&gt;
*Metalsmithing&lt;br /&gt;
*Jewelry&lt;br /&gt;
*Crafts&lt;br /&gt;
*Engineering&lt;br /&gt;
*Hauling&lt;br /&gt;
*Other Jobs&lt;br /&gt;
&lt;br /&gt;
Most of these menus also have sub-menus now as well. I am unsure if it is relevant but when I only saw four labor groups I also saw absolutely nothing in the nobles menu. If anyone can figure out how to reproduce this one please speak up. [[User:Doctorzuber|Doctorzuber]] 20:55, 1 April 2010 (UTC)&lt;br /&gt;
*I'm not sure if this helps, but I've just suffered from the same bug. Can't assign any jobs except those catagories. If you give them skills in the embark screen they still do it fine. Also, as you said, my nobles screen is completely blank too. Not too sure what I did to produce this though, unfortunately, but I'll see if I can reproduce it.--[[User:Sepheris|Sepheris]] 10:00, 28 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Couple things. In legends, there's a skin monster who's called the [adjective] of , skin monster. Need to fill that in.&lt;br /&gt;
Also, undiscovered items can be seen in the stocks menu.&lt;br /&gt;
&lt;br /&gt;
== Clarifications ==&lt;br /&gt;
* When you see the Pets twice on the embark menu, I believe this is due to the fact the game is showing the difference between male and female. Therefore you can purchase 1male dog and 4 female dogs if you wish. This may be the same reason that fish show up twice but I cannot determine if this is the case or not. [[User:Kataklistika|Kataklistika]] 06:09, 2 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
*Added a note that animal bones work for the &amp;quot;body parts&amp;quot; request from fey dwarves. Seems to be a summary of material types and not quite as shocking as it sounds, and suggest this to be changed to &amp;quot;not a bug&amp;quot; if there are no further problems. --[[User:Ashmore|Ashmore]] 19:54, 4 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Minor points and addition ==&lt;br /&gt;
&lt;br /&gt;
Hi!&lt;br /&gt;
&lt;br /&gt;
So, we are not supposed to edit the article directly, or how are we to interpret the screening.&lt;br /&gt;
:Feel free to add new bugs to the main page with &amp;quot;(confirm)&amp;quot; after it.  Confirmations could (should?) be kept to the talk page, but people seem to be filling in the main page instead, which works.  This page will need some reformatting eventually anyway. --[[User:Squirrelloid|Squirrelloid]] 08:01, 4 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Anyway, there are a few things I feel need to be added/corrected:&lt;br /&gt;
&lt;br /&gt;
Farming on soil is only broken for underground farming. Surface farming gets an unnecessary warning but works fine.&lt;br /&gt;
:I like how it's broken. It actually makes some sense from a biological standpoint... Above-ground tiles get enough water from rain for plants to grow, but underground soil never gets water unless it's irrigated, after which the silt left behind dries out slowly (if at all) due to being confined underground. In fact, it could be chalked up to the quirky subterranean biome that grows underground... the biome evolved to use excess water and reactions between chemicals present in runoff as a substitute for sunlight. They can't even grow in any location that's ever been touched by sunlight, because poisonous sunlight-adapted spores and molds will set up shop and devour the seeds of anything edible you plant. As for why your dwarves will track in wild subterranean nethercap spores but not the outdoor spores, or why water and magma evaporate but mud never dries... hey, it's just a game.&lt;br /&gt;
&lt;br /&gt;
Vermin remains do not decay because they are made of chitin or bone which do not rot. Footkerchief explained that in some thread (sorry, I forgot to mark that).&lt;br /&gt;
&lt;br /&gt;
Skeletons can be turned into bones and skulls at the butcher shop. I have automatic butcher shop activated, and suddenly, my butcher dragged off a deer corpse that had decayed into the butcher shop and do the conversion. Unfortunately, I forgot to check what the job was called. I have not found a way to order that (nothing in the butcher shop menu seems to work). Animals slaughtered do not yield skeletons but bones and skulls as always.&lt;br /&gt;
&lt;br /&gt;
I have also found butchering wild animals for meat to be impossible. At least deers and foxes not killed by a hunter have been left to rot without any butcher animal job spawned in the butchery and any manual butcher job gets a standard error message.&lt;br /&gt;
&lt;br /&gt;
Deathworks&lt;br /&gt;
:Previously (40d) you had to train wild animals and then have them butchered.  If you tried to butcher them without training them, the dwarf would release the creature from the cage and then run away because the animal was wild. Also, if the animal was killed elsewhere (say by a caravan) then the refuse orders need to be modified to collect refuse from outside.  Then the dwarfs will bring it to a refuse pile, which will spawn a &amp;quot;butcher animal&amp;quot; job.  In 40d I was being attacked by Orcs on beak dogs, and the dogs were butchered after every battle.&lt;br /&gt;
:Currently, I am not able to train wild animals at all. I haven't checked the other posts yet, but I assume it has been noted. Also, don't lock your dwarfs in. I had one that got locked in mining.  I noticed he was dehydrated, so I let him out.  But, he never got a &amp;quot;drink&amp;quot; job and ended up dieing.  Too bad, legendary jem cutter!&lt;br /&gt;
:I have also found that previously kittens yielded bones/skull/1meat but now they don' yield bones/skulls.  I need to check the raws on that.--[[User:Kwieland|Kwieland]] 14:57, 13 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Distance==&lt;br /&gt;
Not sure what's causing it but I have, under &amp;quot;distance&amp;quot; in the &amp;quot;selecting material&amp;quot; dialogue for constructing a wall, a distance of -66870.  Yeah, negative.  No idea what's causing it and it doesn't seem to be causing any problems, but it *is* a bug.&lt;br /&gt;
:have this problem right after cave in, some seconds later distances return to normal...&lt;br /&gt;
&lt;br /&gt;
== Mantis ==&lt;br /&gt;
&lt;br /&gt;
Since DF now uses mantis bugtracker, maybe it is better to put link to mantis ticket at each 'known' bug, so it would be possible to track progress and make sure it is actually known by Toady? - [[User:RusAnon|RusAnon]] 09:55, 5 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Talk == &lt;br /&gt;
*What's going on with this page guys?  Is this a list of unconfirmed bugs, or should all this be on the actual known bugs page? If this is unconfirmed bugs, should the ones on the page be moved here? --[[User:StrongAxe|StrongAxe]] 12:09, 5 April 2010 (UTC)&lt;br /&gt;
*There are a lot of people editing this page who don't seem to understand the formatting or linking standards (how to create bullets, link to same namespace pages). --[[User:StrongAxe|StrongAxe]] 12:09, 5 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Craftsdwarf's Workshop ==&lt;br /&gt;
&lt;br /&gt;
I'm putting this here just to get it out there, please edit to be in the proper format and tuff. Obviously it all needs confirmation.  I seem to be getting wooden swords from a craftsdwarf's workshop after adding create stone swords tasks.  I didn't see if they were actually grabbing wood, or made wooden swords from stone. Also, setting a &amp;quot;create shell crafts&amp;quot; task causes the craftsdwarf to just sit in the workshop with a piece of shell, but not ever completing the job.  If I have a repeating shell crafts and a repeating stone crafts, it looks like it still cycles through, but no shell crafts are ever created.&lt;br /&gt;
&lt;br /&gt;
:I encountered the same problem with shell crafts: made my Legendary Bone Crafter useless, or so I thought -- decorating with shell still works.&lt;br /&gt;
&lt;br /&gt;
== Food Stockpiles ==&lt;br /&gt;
&lt;br /&gt;
Has anybody noticed a bug with food stockpiles with barrels?  I had a stockpile with lots of booze, plants, etc and then I changed it to have a maximum of ZERO barrels.  The dwarfs proceeded to empty out all the barrels to empty places in the area, even the booze ones!&lt;br /&gt;
&lt;br /&gt;
Also, my kitchen screen doesn't list any meat that I embark with.  You cannot use them for cooking?--[[User:Kwieland|Kwieland]] 17:03, 7 April 2010 (UTC)&lt;br /&gt;
:Have you tried butchering it? Just curious. [[Special:Contributions/68.43.43.52|68.43.43.52]] 05:57, 8 April 2010 (UTC)&lt;br /&gt;
::I'm not sure how to butcher meat.  But, no matter, the bug was fixed in 40.02--[[User:Kwieland|Kwieland]] 15:02, 13 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Unknown Military Crash ==&lt;br /&gt;
&lt;br /&gt;
I've got an odd issue here.  I have a single squadron led by (and only populated by) the militia commander, and when I open the military screen, it works fine; however, when my immigrant wave comes and I bolster the ranks with some of the newcomers, the next time I try opening the Military screen, the program crashes.  Any ideas?  I'll keep testing in the meantime, and see if changing uniform / squad leadership / etc. will fix it.  --[[User:Eddie|Eddie]] 16:20, 8 April 2010 (UTC)&lt;br /&gt;
EDIT-Found that deleting and remaking the squad fixed this.  I haven't saved yet, if anyone wants my save to take a crack at figuring this bug out.  --[[User:Eddie|Eddie]] 16:27, 8 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Masterwork food Bug==&lt;br /&gt;
&lt;br /&gt;
When [[cook]]s make [[masterwork]] [[food]] they suffer art defacement if someone eats it. Has ended 2 fortresses in [[tantrum]] spiral so far.--[[User:Mrdudeguy|Mrdudeguy]] 17:07, 8 April 2010 (UTC)&lt;br /&gt;
:That's not actually what's happening - others have reported that it's actually due to trying to make food entirely from liquid components (e.g. cooking booze or dwarven syrup and nothing else) and the roasts (with their masterfully minced ingredients) spontaneously melting back into their components, often when a dwarf claims one of them for a meal. --[[User:Quietust|Quietust]] 17:12, 8 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Req for Comments - 'Buggy' template ==&lt;br /&gt;
&lt;br /&gt;
I've created a template that shows a warning like so:&lt;br /&gt;
{{buggy}}&lt;br /&gt;
I would like to include this template in articles for features that are currently buggy. I would also like to create a section called 'Bugs' or something similar at the bottom of each article on a currently buggy feature. Example of an article I've done this with:  [[Ambusher]].&lt;br /&gt;
&lt;br /&gt;
The template has one parameter, 'bugsection', which is to be the section heading containing the bugs. In the case of the ambusher article, the section is called &amp;quot;Bugs&amp;quot;, but this is inconsistent across the entire wiki, which is why I've included the parameter. [[User:Garanis|Garanis]] 03:34, 9 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
: I also think the bugs section should contain references to specific bug tracker entries. This way, if a person comes to the wiki after finding a bug, they can see at a glance that it has already been reported, or they can add a note, or watch the bug in the tracker if they want. [[User:Garanis|Garanis]] 03:38, 9 April 2010 (UTC)&lt;br /&gt;
	&lt;br /&gt;
:This is Dwarf Fortress. ''All'' bugs are outstanding. -Anonymous (until I overcome laziness and get an account)&lt;br /&gt;
&lt;br /&gt;
==Dead Dwarf keeps task and building locked==&lt;br /&gt;
&lt;br /&gt;
I can't get on the forum now, so this'll have to do.  I have a Mason's Workshop with a Construct Rock Table task that is both repeating and currently active.  If I go to the (u) screen, there is no dwarf listed with this task.  Going to (j)obs, there is a dwarf, one Dumat Tatloshakrul, a Mason.  It turns out this dwarf is dead.  [[User:Granite26|Granite26]] 13:28, 9 April 2010 (UTC)&lt;br /&gt;
:Although, it'd be cool if the partial corpse was crawling around trying to finish the job.&lt;br /&gt;
::That's not a bug, that's a feature. Now workshops can be haunted! JK. [[User:Garanis|Garanis]] 13:53, 9 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Bedrooms ==&lt;br /&gt;
&lt;br /&gt;
My dwarves don't seem to prefer their bedrooms anymore.  Sometimes they sleep in the barracks (not assigned to squad, and barracks not assigned for sleeping), or the hospital, or a dorm when they have a room assigned, or dont have a room assigned but there are free rooms.  Sometimes they even sleep in someone else's bedroom even though they don't have a relationship with that dwarf.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Pathing ==&lt;br /&gt;
There seems to be an issue in my &amp;quot;stockpile&amp;quot; z-level where dwarves building walls and placing doors will become completely stuck next to the wall or inside the room where they just replaced the door, unless i deconstruct a wall near them. I had a row of 4 dwarves unable to drink or eat because they had all recently placed a wall in a row, refusing to move until i deconstructed each of their walls. Additionally, upon trying to reconstruct the wall, it will show something along the lines of&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;quot;material     distance&amp;quot;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;quot;diorite      -184900&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Forging creates different item ==&lt;br /&gt;
When I go to forge copper goblets (as right now all I have is copper), the reaction uses the materials like normal but produces gold goblets instead.--[[Special:Contributions/184.59.128.146|184.59.128.146]] 05:21, 25 April 2010 (UTC)&lt;br /&gt;
    UPDATE: This bug seems to occur with all metals, not just copper.  Tried with lead, tin, nickel silver, copper, and electrum.--[[Special:Contributions/184.59.128.146|184.59.128.146]] 21:23, 26 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Goblin attackers don't cause dwarves to interrupt their jobs ==&lt;br /&gt;
I've had this with both ambushes and seiges, but strangely not with individual thieves. I'd be interested to know if this happens with everyone, or if it's just me. It seems a little ridiculous that a lone fox or groundhog will frighten every dwarf within a square mile, but they will all happily stroll into a group of goblins. [8/5/2010]&lt;br /&gt;
&lt;br /&gt;
== Named (or Legendary) Weapon bug ==&lt;br /&gt;
&lt;br /&gt;
This has happened to me twice: someone gets attached to their weapon and much later names it. The first instance was a cave swallowman spearwoman who fought an unkillable forgotten beast (that also couldn't attack) for something like 5 years. At the end, she started naming the spear, but she did it over and over again until another beast killed her. I figured it was a one time thing until recently my swordmaster named his adamantine short sword (the blade has help kill 100 creatures). Again, he's doing it every 2 minutes. I don't see the bug listed anywhere on this page or on the Names page and I wanted to see if anyone has had a similar issue before I report it. --[[Special:Contributions/69.149.72.238|69.149.72.238]] 02:50, 16 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== alt-tab causes program lockup ==&lt;br /&gt;
&lt;br /&gt;
in 31.04 if I alt-tab to another window and then come back to DF, the game is locked up and I have to kill the process, losing all my work.--[[Special:Contributions/208.81.12.34|208.81.12.34]] 15:12, 21 May 2010 (UTC)&lt;br /&gt;
:I tried this in .10 without trouble, but that doesn't prove much.  I ''have'' had the .08 version I think lock up shortly after starting it up (no commands like designate would work) but save still worked.  Before version 31 I sometimes had lockups that could be fixed by hitting F11 twice to reinitialize the screen.  Perhaps a page with general advice for lockups would be good to have here. [[User:Dorf and Dumb|Dorf and Dumb]] 19:12, 16 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Mantis? ==&lt;br /&gt;
&lt;br /&gt;
Big headline about please use mantis bugtracker, with link, but I can't get the system to send me the email to make my account.  What gives?  I've tried a couple different email addresses, checked spam folders, etc.[[Special:Contributions/98.212.62.219|98.212.62.219]] 23:07, 1 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Smelter Fuel issue ==&lt;br /&gt;
&lt;br /&gt;
I seem to be having some issues with the smelter. The workshop gets locked up as if I have no fuel if the coal is just one z level below the smelter. When I put the fuel on the same z level it works fine.--[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 16:17, 14 June 2010 (UTC)&lt;br /&gt;
:Are you sure it's the FUEL that's the problem?  Remember, [[bituminous coal]] is not fuel - it has to be smelted into [[coke]] to make it into fuel.  Also keep in mind that the smelter isn't able to use bars of fuel if they're already in use for a different task, like being moved to a stockpile.   'Cuz I just fired up DF, and I can't recreate your problem. --[[User:DeMatt|DeMatt]] 17:47, 14 June 2010 (UTC)&lt;br /&gt;
::I am sure, I had charcoal sitting in a stockpile doing nothing a z lvl under the smelter and the smelter said I had no fuel. Maybe it was just a one time bug.--[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 19:03, 14 June 2010 (UTC)&lt;br /&gt;
::I can't recreate it. Seems to been a one time error, possibly caused by pathing.--[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 19:12, 14 June 2010 (UTC)&lt;br /&gt;
:::This problem just arose for me. A pathing issue occured when all of my fuel was placed in bins on a different floor. Moving my smelter to the same floor as my stockpile allowed it to work.--[[User:lvlobius|lvlobius]] 19:29, 27 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Cat having kittens with no mate ==&lt;br /&gt;
&lt;br /&gt;
My one female Cat that I embarked with just had kittens... there are no male cats and it is my fifth year in the fortress. &lt;br /&gt;
Unless there can be cross-species mating I have no clue how this could have come about. &lt;br /&gt;
I bought some cougers from the elves but they are both female. I have plenty of Dogs and a mating pair of foxs (from the elves).&lt;br /&gt;
Any Ideas as to why the stupid cat had kids?--[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 15:21, 17 June 2010 (UTC)&lt;br /&gt;
:Both kittens are female as well.... Have cats found a viable way of reproducing with no males? This could be the end of the dwarven rain over the blasted felines!--[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 15:25, 17 June 2010 (UTC)&lt;br /&gt;
::Did one of the previous merchants have a male cat up for sale?  Just 'cuz you didn't buy it doesn't mean it couldn't fertilize your cats.  I think.  Certainly works that way for pack animals.  And then it just took this long for your females to give birth. --[[User:DeMatt|DeMatt]] 04:15, 19 June 2010 (UTC)&lt;br /&gt;
:::No Cats came my way in trade caravans, I had just Elves and Humans show up neither bringing Cats. The Dwarven caravan didn't come because the civilization had been practically wiped out by Mega-beasts during world gen and there where no rulers, just two tiny settlements and some abandoned forts. I want to know if anyone could duplicate it. Would involve putting a female cat in a locked room for many years. :D--[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 05:39, 19 June 2010 (UTC)&lt;br /&gt;
::::Something to note, is that animals can be impregnated through walls or anywhere, a cat in the bottom of the caverns could impregnate your newest purchased cat regardless of pathing/walls/z levels/ect.&lt;br /&gt;
:::::Thats just messed up :P --[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 02:16, 23 June 2010 (UTC)&lt;br /&gt;
::::::We've seen dorfen hygiene.  A cat humps someone's leg, and before long the whole fortress is &amp;quot;pollinated&amp;quot;... ;) [[User:Dorf and Dumb|Dorf and Dumb]] 19:14, 16 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Fish really fixed? ==&lt;br /&gt;
&lt;br /&gt;
I downloaded the .06 version and noticed lifeless lakes and a lifeless ocean, except for sea nettles.  The fishermen never catch anything, nettles included, and announce every season or so that there is nothing to catch in either place.  But this page says the bug was fixed... [[User:Dorf and Dumb|Dorf and Dumb]] 07:29, 18 June 2010 (UTC)&lt;br /&gt;
:Well the rivers are fixed for sure, its just that the fish seem to stay submerged for long periods of time. It might be something like that with the ocean, the fish not coming to the surface or the shore. Some of my recent forts have been over feed by one fisherman who decided to go all legendary and catch a ton of fish.--[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 10:57, 18 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Zone -&amp;gt; flow -&amp;gt; ESC = crash ==&lt;br /&gt;
&lt;br /&gt;
This seems reproducible in .06, but I'm not sure where there's detailed information to see if it's fixed yet.  You hit &amp;quot;i&amp;quot; for zone, choose the flow option with &amp;quot;e&amp;quot;, then hit ESC to cancel... crashes every time. [[User:Dorf and Dumb|Dorf and Dumb]] 19:07, 24 June 2010 (UTC)&lt;br /&gt;
:Well... since .31.0'''8''' is out... download the new version.  I can't trigger a crash like that, and I'm using .08. --[[User:DeMatt|DeMatt]] 20:18, 24 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
I'm getting this reproducibly in 31.10 in Windows Vista, not inclined to create a bug tracker.&lt;br /&gt;
&lt;br /&gt;
This happens to me in the newest version(I'm using W7 if it matters)[[Special:Contributions/24.121.0.194|24.121.0.194]] 05:48, 24 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Ecological devastation by cats: complete lack of vermin ==&lt;br /&gt;
&lt;br /&gt;
On version .08, with a map started on .06, I've encountered a weird problem: a handful of cats have been so effective in exterminating every last vermin, that nothing rots.  I have fresh forgotten beast meat that's a year old, the &amp;quot;partial skeletons&amp;quot; of creatures I can't remember fighting that have never turned into bones; I've had to dump old withered produce into piles because it filled up hundreds and hundreds of squares; even the corpses of the migrants who came in right over the high moat where the elks were grazing... nothing rots, except corpses put up a miasma before turning into partial skeletons.  I think the cats must have cleaned out every last creature that rots stuff, though every once in a while I spot them dragging in another vermin corpse (which won't rot either).  I see this page says that a bug with vermin not rotting was fixed in .04. [[User:Dorf and Dumb|Dorf and Dumb]] 14:57, 28 June 2010 (UTC)&lt;br /&gt;
:Vermin corpses WILL rot and vanish if they're on the surface.  If they're underground, then they'll stop at &amp;quot;Rotten remains&amp;quot;.  Bones tend to last a very very long time - bone doesn't rot easily, and that's why vermin-rotting needed the change in .04 (they were mostly bone, so they didn't rot).  Vermin do encourage stuff to rot (food outside of barrels will get nibbled on much more easily), but AFAIK are not necessary for the process.  If you're really having problems with unwanted stuff, you can always use a [[Dwarven atom smasher]] or [[Magma]] to permanently remove things. --[[User:DeMatt|DeMatt]] 18:15, 28 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Bugs/Features ==&lt;br /&gt;
&lt;br /&gt;
I just tried version .10 for a bit of a battle with a Blind Cave Ogre.  But the Blind Cave Ogre wouldn't fight - all the dorfs kept cancelling their tasks, running right past it, with no conflict.  Well, it ''is'' blind... but I think it had more to do with the plump helmet spawn a scared dorf dropped in the doorway.  The ogre was two squares away... I think it kept trying and trying to break down the door, but since the seed kept it jammed open, he couldn't close it, so he couldn't break it down.  ;)  Well, it ''is'' an ogre...&lt;br /&gt;
&lt;br /&gt;
So I drafted almost every dorf in the fortress in three squads of 10, and with most of them clustered in a terrified huddle by the up-stair, I was actually able to get them to attack it more or less at once.  Two were gravely wounded, one of whom went straight from a nobody to an Elite Wrestler as far as I could tell... they almost immediately got it down to yellow, and soon down to unconscious.  Unfortunately, an unarmed dorf cannot harm an ''unconscious'' ogre, no matter how long he tries, except for prying ears, nose, and fingers down to red.  To avoid death by hunger and thirst, I rotated the squads on the ogre, specifying a few specific weapons manually (with 30+ dorfs, no arsenal dorf position was available).  Somehow the rotated squads got up the stairs to drink, even though the civilians had previously clustered downstairs.  Eventually some dorf somehow got hold of an axe - not sure if it was just by accident to chop down a tree - and the unconscious overexerted winded ogre finally gurgled his last.&lt;br /&gt;
&lt;br /&gt;
Though it looks like a properly &amp;quot;seeded&amp;quot; door can apparently serve as a secure barrier against building destroyers, there is a price... the frightened dorfs spammed thirty-plus screens of red ink announcements, which makes it harder to look up those lucky mineral strikes for mining purposes.&lt;br /&gt;
&lt;br /&gt;
Another odd &amp;quot;feature&amp;quot; is that once an area is designated in brown for mining, the brown carries over to ''anything'' later discovered in the spot.  So you get herbalists who can't find the path to a bush that starts blinking in the middle of the long corridor you designated.  (choppers work the same way with trees).  Though they will collect them if they can get to them. [[User:Dorf and Dumb|Dorf and Dumb]] 19:03, 16 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Another flask bug? ==&lt;br /&gt;
&lt;br /&gt;
A game started and played in .10 has dorfs using plain &amp;quot;flasks&amp;quot; made from assorted leather.  They display in the equipment list on one line as &amp;quot;flask, (rope reed fabric X)&amp;quot;, where the second item is whatever is worn on the Upper Body of that dorf.  I suppose it might be an odd way of classifying it, but it smells like a data structure problem. [[User:Dorf and Dumb|Dorf and Dumb]] 03:35, 20 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Individual Combat Training Fixation==&lt;br /&gt;
&lt;br /&gt;
Hey! Sorry if I'm doing anything horribly wrong in posting this here like this; I'm rather new at this. I know that the main bug page already lists this glitch, where training tasks never finish or cancel, so even after leaving the military, many dwarves continue to train. The main page suggests destroying the barracks where they train. I found more success blocking access to the barracks; by preventing them from getting close enough to a designated training location, one can get the game to cancel the annoying task. My theory is that they have to at some point not have any tasks to do, like drinking, so that the combat drill task kicks in, and then, upon realization of no possible path, is &amp;lt;s&amp;gt;severely beaten to death by a large raccoon&amp;lt;/s&amp;gt; removed by the game. The task, that is; not the dwarves. There is no announcement of cancellation however, although the barrier can be removed afterwords, and assuming dwarves aren't set to start training again, all should be good. Obviously, dwarves need to be on the side of the barrier that the barracks is not on. I don't know if this method is new or people already know it. Please confirm bug fix if new, and add mention on main page if good.&lt;br /&gt;
--[[User:Peglegpenguin|Peglegpenguin]] 18:34, 31 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Infinite blood ==&lt;br /&gt;
&lt;br /&gt;
By allowing water to wash over a large number of animals, it is possible for pools of a single dorf's blood to appear all over the floor and walls of a very large room. (v .10-.12) [[User:Dorf and Dumb|Dorf and Dumb]] 15:07, 4 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== lockup in points/routes interface ==&lt;br /&gt;
&lt;br /&gt;
Using v. .12, it seems the route submenu can get the UI stuck. Accessing notes via 'N', then routes via 'r', if no route exists, 'n' (and 'd', etc) is greyed out, however typing 'n' causes the UI to behave like it's trying to rename a seleced -point- rather than a route, i.e. flashing underbar cursor at the end of the existing name. However from that point it's stuck - typing/backspace doesn't respond, 'enter' doesn't finish editing, 'esc' does nothing - the only key i've found that still does something is 'tab'. Wound up there by accident a couple of times trying to edit names or note text with an unresponsive 'n' or 't' key. Can't find a way out of it other than kill/restart (and hopefully autosave was on..) Known issue? [[Special:Contributions/202.156.10.234|202.156.10.234]] 01:13, 1 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:This happened to me as well;  in addition to the tab, the F1-F8 hot keys worked as well, load macro worked, and the mouse scroll wheel zoomed the view.  However, I found no way to escape the text entry. [[Special:Contributions/69.49.40.42|69.49.40.42]] 00:44, 10 February 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== 'make vial' at glass furnace ==&lt;br /&gt;
&lt;br /&gt;
in v. .12, noticed my (ordinary, non-magma) glass furnace was cluttered. Had previously ordered a few green glass vials, and had noticed the glassmaker happily dragging sand and fuel into the workshop. On checking the clutter, I find.. not glass vials, but flasks.. flasks made of coal...(!). Methinks the fuel and the item to be heated got swapped around. Raw glass still works fine in the same furnace, not sure whether other item production is affected. Workaround seems to be to use magma, which I've previously seen working correctly.&lt;br /&gt;
:nvm, this is fixed in the current version (v. .31.16)&lt;br /&gt;
&lt;br /&gt;
== cages ==&lt;br /&gt;
some of my cages have plump helmet spawn in them and it seems like they aren't being recognized as non-furnature and empty -- is this a bug?&lt;br /&gt;
&lt;br /&gt;
== Plants growing on tiles occupied by trees ==&lt;br /&gt;
&lt;br /&gt;
I've been suffering from a serious bug - some of my underground trees have been transmogrifying into underground plants and tree saplings. This wouldn't be a big deal or even noticed if trees weren't part of my anti-forgotten beast barrier. There are plenty of workarounds, but man is it annoying. Anyone else suffering from this? --[[User:Peglegpenguin|Peglegpenguin]] 23:57, 13 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Suggestion for total cleanup ==&lt;br /&gt;
&lt;br /&gt;
What is the point in listing bugs here?&lt;br /&gt;
&lt;br /&gt;
There are over 1500 reported bugs, everybody can use Mantis to view them. Serious are explained in &amp;quot;Bug&amp;quot; sections. And keeping fixed ones is even more useless.&lt;br /&gt;
&lt;br /&gt;
Suggestion:&lt;br /&gt;
keep: general information, link to mantis, not-a-bug&lt;br /&gt;
add link to mantis guide, or copy it here ( http://www.bay12forums.com/smf/index.php?topic=52185.0 ).&lt;br /&gt;
&lt;br /&gt;
And part of discussion may be moved to archive talk page.&lt;br /&gt;
&lt;br /&gt;
[[Special:Contributions/149.156.96.15|149.156.96.15]] 11:13, 26 January 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Has anyone found a way to actually ''search'' the Mantis database?  Because I haven't. [[Special:Contributions/69.49.40.42|69.49.40.42]] 00:46, 10 February 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Guide available in this link: http://www.bay12forums.com/smf/index.php?topic=52185.0 (available also few lines above) [[Special:Contributions/213.134.175.225|213.134.175.225]] 20:56, 23 February 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== More equipment stuff ==&lt;br /&gt;
&lt;br /&gt;
I was setting up my (so far, fairly pathetic) military for training, giving them steel breastplates, shields, &amp;amp; battle axes, when I noticed my dwarves equipping wooden equipment I (accidentally) stole from some elves, plus some other non-steel stuff. It happened after I made them equip ''metal'' equipment, then saw I had the resources to make a ton of steel. I got them to equip the right equipment by making them get rid of everything, then making them get it back. Not too much of a problem, but still annoying and hard to notice.&lt;br /&gt;
&lt;br /&gt;
== Map caverns by designating ramp removal ==&lt;br /&gt;
&lt;br /&gt;
I discovered that you can designate ramp removal over an entire z-level that you know has unexplored caverns in it, and the unrevealed ramps will be highlighted with the designation colour. The net effect is that you can figure out the layout of caverns by looking at several z-levels of ramp-removal designations, which is an interesting exploit. I haven't tried it with undiscovered caverns yet, only the unrevealed parts of already-discovered caverns. (And I've [http://bay12games.com/dwarves/mantisbt/view.php?id=4177 reported it] to the bug-tracker.) [[User:Eggdropsoap|Eggdropsoap]] 23:56, 9 March 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Is this a bug? ==&lt;br /&gt;
&lt;br /&gt;
If you have a setup like this:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
xxx&lt;br /&gt;
x&amp;lt;x&lt;br /&gt;
xxx&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
z&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
xxx&lt;br /&gt;
x.x&lt;br /&gt;
xxx&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
z-1&lt;br /&gt;
(x = wall, &amp;lt;&amp;gt; up/down stairs, . open space)&lt;br /&gt;
and you try to channel out the center top square, the person will fall...&lt;br /&gt;
&lt;br /&gt;
== stray bunny kills 4 dogs ==&lt;br /&gt;
&lt;br /&gt;
Not sure if it's a bug, but I had one of my (baby, tame) rabbits go rogue and take out a pack of (adult, tame) stray dogs awaiting training in my new (7 day old) fortress. I'm not sure if it was a bug or not.&lt;br /&gt;
&lt;br /&gt;
I'm still trying to parse the reports to find out who started it. There was only one wild animal (a buck rabbit), on the surface, and I hadn't reached any caverns yet... Not sure if it's related. &lt;br /&gt;
&lt;br /&gt;
I only realized what was going on when I got the first &amp;quot;stray dog bled to death&amp;quot; notice, and the other three repeated the act before I honestly believed they were fighting the bunny.  The bunny, btw, has a dented paw and a bruised mouth, but otherwise seems fine. Just to be sure, his inventory showed that he wasn't carrying a switchblade.&lt;br /&gt;
&lt;br /&gt;
Any clue why this happened, or where I should look to see?       - [[User:Teres Draconis|jaz]] 22:34, 1 April 2011 (UTC)&lt;br /&gt;
:;&amp;quot;Follow only if ye be men of valour, for the entrance to this cave is guarded by a creature so foul, so cruel that no man yet has fought with it and lived. Bones of full fifty men lie strewn about its lair. So, brave dwarves, if you do doubt your courage or your strength, come no further, for death awaits you all with nasty, big, pointy teeth.&amp;quot;&lt;br /&gt;
:That aside, animals get ornery in 0.31.19+ if they're overcrowded. --[[User:Quietust|Quietust]] 00:55, 2 April 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Full-screen Problem ==&lt;br /&gt;
&lt;br /&gt;
I have searched all over the site but was unable to find an answer to my problem. For some reason, full-screen stopped working properly after 31.11 All versions after that failed to scale the view properly leaving a box in the top corner and the rest of the screen black. If anyone has had this problem or knows a fix to it, feel free to chime in. -- Correction: the newest version now shows the scree in full, but the characters making it up are rather small, about the same size as they are in the windowed mode&lt;br /&gt;
--[[User:Mhyder|Mhyder]] 22:17, 29 May 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>Mhyder</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Known_bugs_and_issues&amp;diff=149730</id>
		<title>v0.31 Talk:Known bugs and issues</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Known_bugs_and_issues&amp;diff=149730"/>
		<updated>2011-05-29T22:17:41Z</updated>

		<summary type="html">&lt;p&gt;Mhyder: /* Full-screen Problem */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Submerged fortifications==&lt;br /&gt;
Submerged fortifications will not block the passage of aquatic (or amphibious) creatures. I didn't check .17 but it's still present in .16 The bug was present in 40d as well. Strangely enough it's not listed here. Is it reported on bugtracker? --[[User:HYBRID BEING|HYBRID BEING]] 22:16, 21 November 2010 (UTC)&lt;br /&gt;
:I've already mentioned this on the page for {{L|fortification}} - incidentally, it's already reported on the bug tracker ({{bug|3327}}). --[[User:Quietust|Quietust]] 23:01, 21 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
===bug tracker is confusing==&lt;br /&gt;
please explain how to use it.&lt;br /&gt;
&lt;br /&gt;
==Cleanup Edit==&lt;br /&gt;
Ok, I just cleaned up the main page as best I could.  Merged duplicate reports, made formatting consistent, found a bunch of mantis links, tried to combine comments, etc.  I'm sorry I removed a lot of comments, but I don't have the time to copy them all to the talk page myself.  If you would like to continue a previous discussion, I'd suggest opening the older version and copy-pasting the relevant part onto the '''talk''' page so that it won't clutter up the main page.  Also, it's probably a good idea to keep most of the bug discussion on the Bug Tracker itself, and merely provide a link to the tracker entry.  That way people can still look deeper into a particular bug, but they'll be able to have an overview of the bugs on this page.&lt;br /&gt;
&lt;br /&gt;
Just my two cents, if the community feels that this cleanup was uneeded or overzealous you are welcome to revert (though I did find a lot of mantis links, so you may want to merge those in.)  --[[User:Kyle Solo|Kyle Solo]] 17:25, 8 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Guidelines?==&lt;br /&gt;
What exactly are the guidelines for editing this page?  It's a mess of rumors, speculation, and not-bugs.  Anyone trying to see if the behavior they are encountering is a bug has to wade through user comments.  It's really messy the way it is now, and it's only going to get worse as more versions are released.&lt;br /&gt;
My suggestions:&lt;br /&gt;
*Remove/condense the comments and add a (Fixed in (df version that the bug was fixed in) (mantis/forum link)) after them.&lt;br /&gt;
*The Not Bugs section should only contain behaviors which MANY players think are bugs, but are actually intended features or merely difficult to understand.  They shouldn't contain discussions or lengthy decriptions, instead, link them to the relevant article that explains the behavior.&lt;br /&gt;
*Move/keep the discussion of the bugs on the talk page and have the main page contain only descriptions of the bugs and workarounds.&lt;br /&gt;
&lt;br /&gt;
Sound like a plan?  --[[User:Kyle Solo|Kyle Solo]] 14:48, 7 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
I suggest putting all fixed bugs in a separate page or separate the active bugs and fixed bugs in 2 parts on the same page.&lt;br /&gt;
This will make it easier to check what the active bugs are. --[[Special:Contributions/81.240.222.87|81.240.222.87]] 22:44, 8 March 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Where to Report Crashes?==&lt;br /&gt;
It's been a long while since I used this wiki... where can I report a crash bug other than the official site (which is down)? The details: Opened the new version of Dwarf Fortress fullscreen, and it froze up during the opening sequence, when the dwarf at the end is peering through the hole. [[User:Alfador|Alfador]] 15:19, 1 April 2010 (UTC)&lt;br /&gt;
* Further information: started it in non-fullscreen mode and it worked fine. Now seeing if the fullscreen crash happens again or if it was just the fact that I was posting a Livejournal comment in the background... or possibly a first-time initialization that I'll be unable to reproduce. :P [[User:Alfador|Alfador]] 15:27, 1 April 2010 (UTC)&lt;br /&gt;
* And it did NOT reproduce. Great. [[User:Alfador|Alfador]] 15:29, 1 April 2010 (UTC)&lt;br /&gt;
*http://www.bay12games.com/dwarves/mantisbt/login_page.php is the new bug reporting tool. [[User:Enjia2000|Enjia2000]] 15:31, 1 April 2010 (UTC)&lt;br /&gt;
* Just putting this down here while the above site is non-responsive:&lt;br /&gt;
** World gen roads are off, sometimes they'll have floor above ramps, which prevent passage&lt;br /&gt;
** Vermin remains do not decay [[User:Todestool|Todestool]] 19:53, 1 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Acid Rain Bug==&lt;br /&gt;
Rarely, it will rain, and any dwarves caught outside in that rain will start MELTING, and bleed to death very quickly. There are no messages before &amp;quot;______ has bled to death&amp;quot;, so it seems like they just start melting and don't even care. This happens to animals and dwarves.&lt;br /&gt;
http://img407.imageshack.us/img407/964/iwillsurvive.png&lt;br /&gt;
Unknown cause.&lt;br /&gt;
:I managed to catch one of my dwarves just before it died of blood loss.  It looks like it only happens to their fingers?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:By rarely you mean 'not every time it rains'?  I'm in a jungle, it's raining half the time, but I haven't seen these issues.  Could it be a new 'feature'?  Could it be a reaction between the water and something your dwarves are playing in?  (Do your other dwarves have contaminents listed on their hands, and does soaking them by other means cause issues?) Just some thoughts [[User:Granite26|Granite26]] 13:16, 9 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::I've read that in 'Scorching' climates the rain will reach boiling temperatures as it falls, melting the dwarves/creatures as it hits them. Seems to be a part of the new steam/frost addition Toady mentioned.&lt;br /&gt;
&lt;br /&gt;
:::I think I was only in a 'Warm' climate though.&lt;br /&gt;
&lt;br /&gt;
==Labor Menu Bug==&lt;br /&gt;
Sometimes only four categories will show up under {{k|v}},{{k|p}},{{k|l}}. If this occurs the game is very unplayable since dwarves cannot be assigned most labors. I have seen this bug myself but am so far unable to reliably reproduce it. With the bug I saw the following list. [[User:Doctorzuber|Doctorzuber]] 20:55, 1 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
*Mining&lt;br /&gt;
*Healthcare&lt;br /&gt;
*Hauling&lt;br /&gt;
*Other Jobs&lt;br /&gt;
&lt;br /&gt;
The correct list should be. &lt;br /&gt;
&lt;br /&gt;
*Mining&lt;br /&gt;
*Woodworking&lt;br /&gt;
*Stoneworking&lt;br /&gt;
*Hunting/Related&lt;br /&gt;
*Healthcare&lt;br /&gt;
*Farming/Related&lt;br /&gt;
*Fishing/Related&lt;br /&gt;
*Metalsmithing&lt;br /&gt;
*Jewelry&lt;br /&gt;
*Crafts&lt;br /&gt;
*Engineering&lt;br /&gt;
*Hauling&lt;br /&gt;
*Other Jobs&lt;br /&gt;
&lt;br /&gt;
Most of these menus also have sub-menus now as well. I am unsure if it is relevant but when I only saw four labor groups I also saw absolutely nothing in the nobles menu. If anyone can figure out how to reproduce this one please speak up. [[User:Doctorzuber|Doctorzuber]] 20:55, 1 April 2010 (UTC)&lt;br /&gt;
*I'm not sure if this helps, but I've just suffered from the same bug. Can't assign any jobs except those catagories. If you give them skills in the embark screen they still do it fine. Also, as you said, my nobles screen is completely blank too. Not too sure what I did to produce this though, unfortunately, but I'll see if I can reproduce it.--[[User:Sepheris|Sepheris]] 10:00, 28 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Couple things. In legends, there's a skin monster who's called the [adjective] of , skin monster. Need to fill that in.&lt;br /&gt;
Also, undiscovered items can be seen in the stocks menu.&lt;br /&gt;
&lt;br /&gt;
== Clarifications ==&lt;br /&gt;
* When you see the Pets twice on the embark menu, I believe this is due to the fact the game is showing the difference between male and female. Therefore you can purchase 1male dog and 4 female dogs if you wish. This may be the same reason that fish show up twice but I cannot determine if this is the case or not. [[User:Kataklistika|Kataklistika]] 06:09, 2 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
*Added a note that animal bones work for the &amp;quot;body parts&amp;quot; request from fey dwarves. Seems to be a summary of material types and not quite as shocking as it sounds, and suggest this to be changed to &amp;quot;not a bug&amp;quot; if there are no further problems. --[[User:Ashmore|Ashmore]] 19:54, 4 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Minor points and addition ==&lt;br /&gt;
&lt;br /&gt;
Hi!&lt;br /&gt;
&lt;br /&gt;
So, we are not supposed to edit the article directly, or how are we to interpret the screening.&lt;br /&gt;
:Feel free to add new bugs to the main page with &amp;quot;(confirm)&amp;quot; after it.  Confirmations could (should?) be kept to the talk page, but people seem to be filling in the main page instead, which works.  This page will need some reformatting eventually anyway. --[[User:Squirrelloid|Squirrelloid]] 08:01, 4 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Anyway, there are a few things I feel need to be added/corrected:&lt;br /&gt;
&lt;br /&gt;
Farming on soil is only broken for underground farming. Surface farming gets an unnecessary warning but works fine.&lt;br /&gt;
:I like how it's broken. It actually makes some sense from a biological standpoint... Above-ground tiles get enough water from rain for plants to grow, but underground soil never gets water unless it's irrigated, after which the silt left behind dries out slowly (if at all) due to being confined underground. In fact, it could be chalked up to the quirky subterranean biome that grows underground... the biome evolved to use excess water and reactions between chemicals present in runoff as a substitute for sunlight. They can't even grow in any location that's ever been touched by sunlight, because poisonous sunlight-adapted spores and molds will set up shop and devour the seeds of anything edible you plant. As for why your dwarves will track in wild subterranean nethercap spores but not the outdoor spores, or why water and magma evaporate but mud never dries... hey, it's just a game.&lt;br /&gt;
&lt;br /&gt;
Vermin remains do not decay because they are made of chitin or bone which do not rot. Footkerchief explained that in some thread (sorry, I forgot to mark that).&lt;br /&gt;
&lt;br /&gt;
Skeletons can be turned into bones and skulls at the butcher shop. I have automatic butcher shop activated, and suddenly, my butcher dragged off a deer corpse that had decayed into the butcher shop and do the conversion. Unfortunately, I forgot to check what the job was called. I have not found a way to order that (nothing in the butcher shop menu seems to work). Animals slaughtered do not yield skeletons but bones and skulls as always.&lt;br /&gt;
&lt;br /&gt;
I have also found butchering wild animals for meat to be impossible. At least deers and foxes not killed by a hunter have been left to rot without any butcher animal job spawned in the butchery and any manual butcher job gets a standard error message.&lt;br /&gt;
&lt;br /&gt;
Deathworks&lt;br /&gt;
:Previously (40d) you had to train wild animals and then have them butchered.  If you tried to butcher them without training them, the dwarf would release the creature from the cage and then run away because the animal was wild. Also, if the animal was killed elsewhere (say by a caravan) then the refuse orders need to be modified to collect refuse from outside.  Then the dwarfs will bring it to a refuse pile, which will spawn a &amp;quot;butcher animal&amp;quot; job.  In 40d I was being attacked by Orcs on beak dogs, and the dogs were butchered after every battle.&lt;br /&gt;
:Currently, I am not able to train wild animals at all. I haven't checked the other posts yet, but I assume it has been noted. Also, don't lock your dwarfs in. I had one that got locked in mining.  I noticed he was dehydrated, so I let him out.  But, he never got a &amp;quot;drink&amp;quot; job and ended up dieing.  Too bad, legendary jem cutter!&lt;br /&gt;
:I have also found that previously kittens yielded bones/skull/1meat but now they don' yield bones/skulls.  I need to check the raws on that.--[[User:Kwieland|Kwieland]] 14:57, 13 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Distance==&lt;br /&gt;
Not sure what's causing it but I have, under &amp;quot;distance&amp;quot; in the &amp;quot;selecting material&amp;quot; dialogue for constructing a wall, a distance of -66870.  Yeah, negative.  No idea what's causing it and it doesn't seem to be causing any problems, but it *is* a bug.&lt;br /&gt;
:have this problem right after cave in, some seconds later distances return to normal...&lt;br /&gt;
&lt;br /&gt;
== Mantis ==&lt;br /&gt;
&lt;br /&gt;
Since DF now uses mantis bugtracker, maybe it is better to put link to mantis ticket at each 'known' bug, so it would be possible to track progress and make sure it is actually known by Toady? - [[User:RusAnon|RusAnon]] 09:55, 5 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Talk == &lt;br /&gt;
*What's going on with this page guys?  Is this a list of unconfirmed bugs, or should all this be on the actual known bugs page? If this is unconfirmed bugs, should the ones on the page be moved here? --[[User:StrongAxe|StrongAxe]] 12:09, 5 April 2010 (UTC)&lt;br /&gt;
*There are a lot of people editing this page who don't seem to understand the formatting or linking standards (how to create bullets, link to same namespace pages). --[[User:StrongAxe|StrongAxe]] 12:09, 5 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Craftsdwarf's Workshop ==&lt;br /&gt;
&lt;br /&gt;
I'm putting this here just to get it out there, please edit to be in the proper format and tuff. Obviously it all needs confirmation.  I seem to be getting wooden swords from a craftsdwarf's workshop after adding create stone swords tasks.  I didn't see if they were actually grabbing wood, or made wooden swords from stone. Also, setting a &amp;quot;create shell crafts&amp;quot; task causes the craftsdwarf to just sit in the workshop with a piece of shell, but not ever completing the job.  If I have a repeating shell crafts and a repeating stone crafts, it looks like it still cycles through, but no shell crafts are ever created.&lt;br /&gt;
&lt;br /&gt;
:I encountered the same problem with shell crafts: made my Legendary Bone Crafter useless, or so I thought -- decorating with shell still works.&lt;br /&gt;
&lt;br /&gt;
== Food Stockpiles ==&lt;br /&gt;
&lt;br /&gt;
Has anybody noticed a bug with food stockpiles with barrels?  I had a stockpile with lots of booze, plants, etc and then I changed it to have a maximum of ZERO barrels.  The dwarfs proceeded to empty out all the barrels to empty places in the area, even the booze ones!&lt;br /&gt;
&lt;br /&gt;
Also, my kitchen screen doesn't list any meat that I embark with.  You cannot use them for cooking?--[[User:Kwieland|Kwieland]] 17:03, 7 April 2010 (UTC)&lt;br /&gt;
:Have you tried butchering it? Just curious. [[Special:Contributions/68.43.43.52|68.43.43.52]] 05:57, 8 April 2010 (UTC)&lt;br /&gt;
::I'm not sure how to butcher meat.  But, no matter, the bug was fixed in 40.02--[[User:Kwieland|Kwieland]] 15:02, 13 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Unknown Military Crash ==&lt;br /&gt;
&lt;br /&gt;
I've got an odd issue here.  I have a single squadron led by (and only populated by) the militia commander, and when I open the military screen, it works fine; however, when my immigrant wave comes and I bolster the ranks with some of the newcomers, the next time I try opening the Military screen, the program crashes.  Any ideas?  I'll keep testing in the meantime, and see if changing uniform / squad leadership / etc. will fix it.  --[[User:Eddie|Eddie]] 16:20, 8 April 2010 (UTC)&lt;br /&gt;
EDIT-Found that deleting and remaking the squad fixed this.  I haven't saved yet, if anyone wants my save to take a crack at figuring this bug out.  --[[User:Eddie|Eddie]] 16:27, 8 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Masterwork food Bug==&lt;br /&gt;
&lt;br /&gt;
When [[cook]]s make [[masterwork]] [[food]] they suffer art defacement if someone eats it. Has ended 2 fortresses in [[tantrum]] spiral so far.--[[User:Mrdudeguy|Mrdudeguy]] 17:07, 8 April 2010 (UTC)&lt;br /&gt;
:That's not actually what's happening - others have reported that it's actually due to trying to make food entirely from liquid components (e.g. cooking booze or dwarven syrup and nothing else) and the roasts (with their masterfully minced ingredients) spontaneously melting back into their components, often when a dwarf claims one of them for a meal. --[[User:Quietust|Quietust]] 17:12, 8 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Req for Comments - 'Buggy' template ==&lt;br /&gt;
&lt;br /&gt;
I've created a template that shows a warning like so:&lt;br /&gt;
{{buggy}}&lt;br /&gt;
I would like to include this template in articles for features that are currently buggy. I would also like to create a section called 'Bugs' or something similar at the bottom of each article on a currently buggy feature. Example of an article I've done this with:  [[Ambusher]].&lt;br /&gt;
&lt;br /&gt;
The template has one parameter, 'bugsection', which is to be the section heading containing the bugs. In the case of the ambusher article, the section is called &amp;quot;Bugs&amp;quot;, but this is inconsistent across the entire wiki, which is why I've included the parameter. [[User:Garanis|Garanis]] 03:34, 9 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
: I also think the bugs section should contain references to specific bug tracker entries. This way, if a person comes to the wiki after finding a bug, they can see at a glance that it has already been reported, or they can add a note, or watch the bug in the tracker if they want. [[User:Garanis|Garanis]] 03:38, 9 April 2010 (UTC)&lt;br /&gt;
	&lt;br /&gt;
:This is Dwarf Fortress. ''All'' bugs are outstanding. -Anonymous (until I overcome laziness and get an account)&lt;br /&gt;
&lt;br /&gt;
==Dead Dwarf keeps task and building locked==&lt;br /&gt;
&lt;br /&gt;
I can't get on the forum now, so this'll have to do.  I have a Mason's Workshop with a Construct Rock Table task that is both repeating and currently active.  If I go to the (u) screen, there is no dwarf listed with this task.  Going to (j)obs, there is a dwarf, one Dumat Tatloshakrul, a Mason.  It turns out this dwarf is dead.  [[User:Granite26|Granite26]] 13:28, 9 April 2010 (UTC)&lt;br /&gt;
:Although, it'd be cool if the partial corpse was crawling around trying to finish the job.&lt;br /&gt;
::That's not a bug, that's a feature. Now workshops can be haunted! JK. [[User:Garanis|Garanis]] 13:53, 9 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Bedrooms ==&lt;br /&gt;
&lt;br /&gt;
My dwarves don't seem to prefer their bedrooms anymore.  Sometimes they sleep in the barracks (not assigned to squad, and barracks not assigned for sleeping), or the hospital, or a dorm when they have a room assigned, or dont have a room assigned but there are free rooms.  Sometimes they even sleep in someone else's bedroom even though they don't have a relationship with that dwarf.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Pathing ==&lt;br /&gt;
There seems to be an issue in my &amp;quot;stockpile&amp;quot; z-level where dwarves building walls and placing doors will become completely stuck next to the wall or inside the room where they just replaced the door, unless i deconstruct a wall near them. I had a row of 4 dwarves unable to drink or eat because they had all recently placed a wall in a row, refusing to move until i deconstructed each of their walls. Additionally, upon trying to reconstruct the wall, it will show something along the lines of&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;quot;material     distance&amp;quot;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;quot;diorite      -184900&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Forging creates different item ==&lt;br /&gt;
When I go to forge copper goblets (as right now all I have is copper), the reaction uses the materials like normal but produces gold goblets instead.--[[Special:Contributions/184.59.128.146|184.59.128.146]] 05:21, 25 April 2010 (UTC)&lt;br /&gt;
    UPDATE: This bug seems to occur with all metals, not just copper.  Tried with lead, tin, nickel silver, copper, and electrum.--[[Special:Contributions/184.59.128.146|184.59.128.146]] 21:23, 26 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Goblin attackers don't cause dwarves to interrupt their jobs ==&lt;br /&gt;
I've had this with both ambushes and seiges, but strangely not with individual thieves. I'd be interested to know if this happens with everyone, or if it's just me. It seems a little ridiculous that a lone fox or groundhog will frighten every dwarf within a square mile, but they will all happily stroll into a group of goblins. [8/5/2010]&lt;br /&gt;
&lt;br /&gt;
== Named (or Legendary) Weapon bug ==&lt;br /&gt;
&lt;br /&gt;
This has happened to me twice: someone gets attached to their weapon and much later names it. The first instance was a cave swallowman spearwoman who fought an unkillable forgotten beast (that also couldn't attack) for something like 5 years. At the end, she started naming the spear, but she did it over and over again until another beast killed her. I figured it was a one time thing until recently my swordmaster named his adamantine short sword (the blade has help kill 100 creatures). Again, he's doing it every 2 minutes. I don't see the bug listed anywhere on this page or on the Names page and I wanted to see if anyone has had a similar issue before I report it. --[[Special:Contributions/69.149.72.238|69.149.72.238]] 02:50, 16 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== alt-tab causes program lockup ==&lt;br /&gt;
&lt;br /&gt;
in 31.04 if I alt-tab to another window and then come back to DF, the game is locked up and I have to kill the process, losing all my work.--[[Special:Contributions/208.81.12.34|208.81.12.34]] 15:12, 21 May 2010 (UTC)&lt;br /&gt;
:I tried this in .10 without trouble, but that doesn't prove much.  I ''have'' had the .08 version I think lock up shortly after starting it up (no commands like designate would work) but save still worked.  Before version 31 I sometimes had lockups that could be fixed by hitting F11 twice to reinitialize the screen.  Perhaps a page with general advice for lockups would be good to have here. [[User:Dorf and Dumb|Dorf and Dumb]] 19:12, 16 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Mantis? ==&lt;br /&gt;
&lt;br /&gt;
Big headline about please use mantis bugtracker, with link, but I can't get the system to send me the email to make my account.  What gives?  I've tried a couple different email addresses, checked spam folders, etc.[[Special:Contributions/98.212.62.219|98.212.62.219]] 23:07, 1 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Smelter Fuel issue ==&lt;br /&gt;
&lt;br /&gt;
I seem to be having some issues with the smelter. The workshop gets locked up as if I have no fuel if the coal is just one z level below the smelter. When I put the fuel on the same z level it works fine.--[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 16:17, 14 June 2010 (UTC)&lt;br /&gt;
:Are you sure it's the FUEL that's the problem?  Remember, [[bituminous coal]] is not fuel - it has to be smelted into [[coke]] to make it into fuel.  Also keep in mind that the smelter isn't able to use bars of fuel if they're already in use for a different task, like being moved to a stockpile.   'Cuz I just fired up DF, and I can't recreate your problem. --[[User:DeMatt|DeMatt]] 17:47, 14 June 2010 (UTC)&lt;br /&gt;
::I am sure, I had charcoal sitting in a stockpile doing nothing a z lvl under the smelter and the smelter said I had no fuel. Maybe it was just a one time bug.--[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 19:03, 14 June 2010 (UTC)&lt;br /&gt;
::I can't recreate it. Seems to been a one time error, possibly caused by pathing.--[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 19:12, 14 June 2010 (UTC)&lt;br /&gt;
:::This problem just arose for me. A pathing issue occured when all of my fuel was placed in bins on a different floor. Moving my smelter to the same floor as my stockpile allowed it to work.--[[User:lvlobius|lvlobius]] 19:29, 27 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Cat having kittens with no mate ==&lt;br /&gt;
&lt;br /&gt;
My one female Cat that I embarked with just had kittens... there are no male cats and it is my fifth year in the fortress. &lt;br /&gt;
Unless there can be cross-species mating I have no clue how this could have come about. &lt;br /&gt;
I bought some cougers from the elves but they are both female. I have plenty of Dogs and a mating pair of foxs (from the elves).&lt;br /&gt;
Any Ideas as to why the stupid cat had kids?--[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 15:21, 17 June 2010 (UTC)&lt;br /&gt;
:Both kittens are female as well.... Have cats found a viable way of reproducing with no males? This could be the end of the dwarven rain over the blasted felines!--[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 15:25, 17 June 2010 (UTC)&lt;br /&gt;
::Did one of the previous merchants have a male cat up for sale?  Just 'cuz you didn't buy it doesn't mean it couldn't fertilize your cats.  I think.  Certainly works that way for pack animals.  And then it just took this long for your females to give birth. --[[User:DeMatt|DeMatt]] 04:15, 19 June 2010 (UTC)&lt;br /&gt;
:::No Cats came my way in trade caravans, I had just Elves and Humans show up neither bringing Cats. The Dwarven caravan didn't come because the civilization had been practically wiped out by Mega-beasts during world gen and there where no rulers, just two tiny settlements and some abandoned forts. I want to know if anyone could duplicate it. Would involve putting a female cat in a locked room for many years. :D--[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 05:39, 19 June 2010 (UTC)&lt;br /&gt;
::::Something to note, is that animals can be impregnated through walls or anywhere, a cat in the bottom of the caverns could impregnate your newest purchased cat regardless of pathing/walls/z levels/ect.&lt;br /&gt;
:::::Thats just messed up :P --[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 02:16, 23 June 2010 (UTC)&lt;br /&gt;
::::::We've seen dorfen hygiene.  A cat humps someone's leg, and before long the whole fortress is &amp;quot;pollinated&amp;quot;... ;) [[User:Dorf and Dumb|Dorf and Dumb]] 19:14, 16 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Fish really fixed? ==&lt;br /&gt;
&lt;br /&gt;
I downloaded the .06 version and noticed lifeless lakes and a lifeless ocean, except for sea nettles.  The fishermen never catch anything, nettles included, and announce every season or so that there is nothing to catch in either place.  But this page says the bug was fixed... [[User:Dorf and Dumb|Dorf and Dumb]] 07:29, 18 June 2010 (UTC)&lt;br /&gt;
:Well the rivers are fixed for sure, its just that the fish seem to stay submerged for long periods of time. It might be something like that with the ocean, the fish not coming to the surface or the shore. Some of my recent forts have been over feed by one fisherman who decided to go all legendary and catch a ton of fish.--[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 10:57, 18 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Zone -&amp;gt; flow -&amp;gt; ESC = crash ==&lt;br /&gt;
&lt;br /&gt;
This seems reproducible in .06, but I'm not sure where there's detailed information to see if it's fixed yet.  You hit &amp;quot;i&amp;quot; for zone, choose the flow option with &amp;quot;e&amp;quot;, then hit ESC to cancel... crashes every time. [[User:Dorf and Dumb|Dorf and Dumb]] 19:07, 24 June 2010 (UTC)&lt;br /&gt;
:Well... since .31.0'''8''' is out... download the new version.  I can't trigger a crash like that, and I'm using .08. --[[User:DeMatt|DeMatt]] 20:18, 24 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
I'm getting this reproducibly in 31.10 in Windows Vista, not inclined to create a bug tracker.&lt;br /&gt;
&lt;br /&gt;
This happens to me in the newest version(I'm using W7 if it matters)[[Special:Contributions/24.121.0.194|24.121.0.194]] 05:48, 24 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Ecological devastation by cats: complete lack of vermin ==&lt;br /&gt;
&lt;br /&gt;
On version .08, with a map started on .06, I've encountered a weird problem: a handful of cats have been so effective in exterminating every last vermin, that nothing rots.  I have fresh forgotten beast meat that's a year old, the &amp;quot;partial skeletons&amp;quot; of creatures I can't remember fighting that have never turned into bones; I've had to dump old withered produce into piles because it filled up hundreds and hundreds of squares; even the corpses of the migrants who came in right over the high moat where the elks were grazing... nothing rots, except corpses put up a miasma before turning into partial skeletons.  I think the cats must have cleaned out every last creature that rots stuff, though every once in a while I spot them dragging in another vermin corpse (which won't rot either).  I see this page says that a bug with vermin not rotting was fixed in .04. [[User:Dorf and Dumb|Dorf and Dumb]] 14:57, 28 June 2010 (UTC)&lt;br /&gt;
:Vermin corpses WILL rot and vanish if they're on the surface.  If they're underground, then they'll stop at &amp;quot;Rotten remains&amp;quot;.  Bones tend to last a very very long time - bone doesn't rot easily, and that's why vermin-rotting needed the change in .04 (they were mostly bone, so they didn't rot).  Vermin do encourage stuff to rot (food outside of barrels will get nibbled on much more easily), but AFAIK are not necessary for the process.  If you're really having problems with unwanted stuff, you can always use a [[Dwarven atom smasher]] or [[Magma]] to permanently remove things. --[[User:DeMatt|DeMatt]] 18:15, 28 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Bugs/Features ==&lt;br /&gt;
&lt;br /&gt;
I just tried version .10 for a bit of a battle with a Blind Cave Ogre.  But the Blind Cave Ogre wouldn't fight - all the dorfs kept cancelling their tasks, running right past it, with no conflict.  Well, it ''is'' blind... but I think it had more to do with the plump helmet spawn a scared dorf dropped in the doorway.  The ogre was two squares away... I think it kept trying and trying to break down the door, but since the seed kept it jammed open, he couldn't close it, so he couldn't break it down.  ;)  Well, it ''is'' an ogre...&lt;br /&gt;
&lt;br /&gt;
So I drafted almost every dorf in the fortress in three squads of 10, and with most of them clustered in a terrified huddle by the up-stair, I was actually able to get them to attack it more or less at once.  Two were gravely wounded, one of whom went straight from a nobody to an Elite Wrestler as far as I could tell... they almost immediately got it down to yellow, and soon down to unconscious.  Unfortunately, an unarmed dorf cannot harm an ''unconscious'' ogre, no matter how long he tries, except for prying ears, nose, and fingers down to red.  To avoid death by hunger and thirst, I rotated the squads on the ogre, specifying a few specific weapons manually (with 30+ dorfs, no arsenal dorf position was available).  Somehow the rotated squads got up the stairs to drink, even though the civilians had previously clustered downstairs.  Eventually some dorf somehow got hold of an axe - not sure if it was just by accident to chop down a tree - and the unconscious overexerted winded ogre finally gurgled his last.&lt;br /&gt;
&lt;br /&gt;
Though it looks like a properly &amp;quot;seeded&amp;quot; door can apparently serve as a secure barrier against building destroyers, there is a price... the frightened dorfs spammed thirty-plus screens of red ink announcements, which makes it harder to look up those lucky mineral strikes for mining purposes.&lt;br /&gt;
&lt;br /&gt;
Another odd &amp;quot;feature&amp;quot; is that once an area is designated in brown for mining, the brown carries over to ''anything'' later discovered in the spot.  So you get herbalists who can't find the path to a bush that starts blinking in the middle of the long corridor you designated.  (choppers work the same way with trees).  Though they will collect them if they can get to them. [[User:Dorf and Dumb|Dorf and Dumb]] 19:03, 16 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Another flask bug? ==&lt;br /&gt;
&lt;br /&gt;
A game started and played in .10 has dorfs using plain &amp;quot;flasks&amp;quot; made from assorted leather.  They display in the equipment list on one line as &amp;quot;flask, (rope reed fabric X)&amp;quot;, where the second item is whatever is worn on the Upper Body of that dorf.  I suppose it might be an odd way of classifying it, but it smells like a data structure problem. [[User:Dorf and Dumb|Dorf and Dumb]] 03:35, 20 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Individual Combat Training Fixation==&lt;br /&gt;
&lt;br /&gt;
Hey! Sorry if I'm doing anything horribly wrong in posting this here like this; I'm rather new at this. I know that the main bug page already lists this glitch, where training tasks never finish or cancel, so even after leaving the military, many dwarves continue to train. The main page suggests destroying the barracks where they train. I found more success blocking access to the barracks; by preventing them from getting close enough to a designated training location, one can get the game to cancel the annoying task. My theory is that they have to at some point not have any tasks to do, like drinking, so that the combat drill task kicks in, and then, upon realization of no possible path, is &amp;lt;s&amp;gt;severely beaten to death by a large raccoon&amp;lt;/s&amp;gt; removed by the game. The task, that is; not the dwarves. There is no announcement of cancellation however, although the barrier can be removed afterwords, and assuming dwarves aren't set to start training again, all should be good. Obviously, dwarves need to be on the side of the barrier that the barracks is not on. I don't know if this method is new or people already know it. Please confirm bug fix if new, and add mention on main page if good.&lt;br /&gt;
--[[User:Peglegpenguin|Peglegpenguin]] 18:34, 31 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Infinite blood ==&lt;br /&gt;
&lt;br /&gt;
By allowing water to wash over a large number of animals, it is possible for pools of a single dorf's blood to appear all over the floor and walls of a very large room. (v .10-.12) [[User:Dorf and Dumb|Dorf and Dumb]] 15:07, 4 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== lockup in points/routes interface ==&lt;br /&gt;
&lt;br /&gt;
Using v. .12, it seems the route submenu can get the UI stuck. Accessing notes via 'N', then routes via 'r', if no route exists, 'n' (and 'd', etc) is greyed out, however typing 'n' causes the UI to behave like it's trying to rename a seleced -point- rather than a route, i.e. flashing underbar cursor at the end of the existing name. However from that point it's stuck - typing/backspace doesn't respond, 'enter' doesn't finish editing, 'esc' does nothing - the only key i've found that still does something is 'tab'. Wound up there by accident a couple of times trying to edit names or note text with an unresponsive 'n' or 't' key. Can't find a way out of it other than kill/restart (and hopefully autosave was on..) Known issue? [[Special:Contributions/202.156.10.234|202.156.10.234]] 01:13, 1 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:This happened to me as well;  in addition to the tab, the F1-F8 hot keys worked as well, load macro worked, and the mouse scroll wheel zoomed the view.  However, I found no way to escape the text entry. [[Special:Contributions/69.49.40.42|69.49.40.42]] 00:44, 10 February 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== 'make vial' at glass furnace ==&lt;br /&gt;
&lt;br /&gt;
in v. .12, noticed my (ordinary, non-magma) glass furnace was cluttered. Had previously ordered a few green glass vials, and had noticed the glassmaker happily dragging sand and fuel into the workshop. On checking the clutter, I find.. not glass vials, but flasks.. flasks made of coal...(!). Methinks the fuel and the item to be heated got swapped around. Raw glass still works fine in the same furnace, not sure whether other item production is affected. Workaround seems to be to use magma, which I've previously seen working correctly.&lt;br /&gt;
:nvm, this is fixed in the current version (v. .31.16)&lt;br /&gt;
&lt;br /&gt;
== cages ==&lt;br /&gt;
some of my cages have plump helmet spawn in them and it seems like they aren't being recognized as non-furnature and empty -- is this a bug?&lt;br /&gt;
&lt;br /&gt;
== Plants growing on tiles occupied by trees ==&lt;br /&gt;
&lt;br /&gt;
I've been suffering from a serious bug - some of my underground trees have been transmogrifying into underground plants and tree saplings. This wouldn't be a big deal or even noticed if trees weren't part of my anti-forgotten beast barrier. There are plenty of workarounds, but man is it annoying. Anyone else suffering from this? --[[User:Peglegpenguin|Peglegpenguin]] 23:57, 13 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Suggestion for total cleanup ==&lt;br /&gt;
&lt;br /&gt;
What is the point in listing bugs here?&lt;br /&gt;
&lt;br /&gt;
There are over 1500 reported bugs, everybody can use Mantis to view them. Serious are explained in &amp;quot;Bug&amp;quot; sections. And keeping fixed ones is even more useless.&lt;br /&gt;
&lt;br /&gt;
Suggestion:&lt;br /&gt;
keep: general information, link to mantis, not-a-bug&lt;br /&gt;
add link to mantis guide, or copy it here ( http://www.bay12forums.com/smf/index.php?topic=52185.0 ).&lt;br /&gt;
&lt;br /&gt;
And part of discussion may be moved to archive talk page.&lt;br /&gt;
&lt;br /&gt;
[[Special:Contributions/149.156.96.15|149.156.96.15]] 11:13, 26 January 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Has anyone found a way to actually ''search'' the Mantis database?  Because I haven't. [[Special:Contributions/69.49.40.42|69.49.40.42]] 00:46, 10 February 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Guide available in this link: http://www.bay12forums.com/smf/index.php?topic=52185.0 (available also few lines above) [[Special:Contributions/213.134.175.225|213.134.175.225]] 20:56, 23 February 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== More equipment stuff ==&lt;br /&gt;
&lt;br /&gt;
I was setting up my (so far, fairly pathetic) military for training, giving them steel breastplates, shields, &amp;amp; battle axes, when I noticed my dwarves equipping wooden equipment I (accidentally) stole from some elves, plus some other non-steel stuff. It happened after I made them equip ''metal'' equipment, then saw I had the resources to make a ton of steel. I got them to equip the right equipment by making them get rid of everything, then making them get it back. Not too much of a problem, but still annoying and hard to notice.&lt;br /&gt;
&lt;br /&gt;
== Map caverns by designating ramp removal ==&lt;br /&gt;
&lt;br /&gt;
I discovered that you can designate ramp removal over an entire z-level that you know has unexplored caverns in it, and the unrevealed ramps will be highlighted with the designation colour. The net effect is that you can figure out the layout of caverns by looking at several z-levels of ramp-removal designations, which is an interesting exploit. I haven't tried it with undiscovered caverns yet, only the unrevealed parts of already-discovered caverns. (And I've [http://bay12games.com/dwarves/mantisbt/view.php?id=4177 reported it] to the bug-tracker.) [[User:Eggdropsoap|Eggdropsoap]] 23:56, 9 March 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Is this a bug? ==&lt;br /&gt;
&lt;br /&gt;
If you have a setup like this:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
xxx&lt;br /&gt;
x&amp;lt;x&lt;br /&gt;
xxx&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
z&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
xxx&lt;br /&gt;
x.x&lt;br /&gt;
xxx&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
z-1&lt;br /&gt;
(x = wall, &amp;lt;&amp;gt; up/down stairs, . open space)&lt;br /&gt;
and you try to channel out the center top square, the person will fall...&lt;br /&gt;
&lt;br /&gt;
== stray bunny kills 4 dogs ==&lt;br /&gt;
&lt;br /&gt;
Not sure if it's a bug, but I had one of my (baby, tame) rabbits go rogue and take out a pack of (adult, tame) stray dogs awaiting training in my new (7 day old) fortress. I'm not sure if it was a bug or not.&lt;br /&gt;
&lt;br /&gt;
I'm still trying to parse the reports to find out who started it. There was only one wild animal (a buck rabbit), on the surface, and I hadn't reached any caverns yet... Not sure if it's related. &lt;br /&gt;
&lt;br /&gt;
I only realized what was going on when I got the first &amp;quot;stray dog bled to death&amp;quot; notice, and the other three repeated the act before I honestly believed they were fighting the bunny.  The bunny, btw, has a dented paw and a bruised mouth, but otherwise seems fine. Just to be sure, his inventory showed that he wasn't carrying a switchblade.&lt;br /&gt;
&lt;br /&gt;
Any clue why this happened, or where I should look to see?       - [[User:Teres Draconis|jaz]] 22:34, 1 April 2011 (UTC)&lt;br /&gt;
:;&amp;quot;Follow only if ye be men of valour, for the entrance to this cave is guarded by a creature so foul, so cruel that no man yet has fought with it and lived. Bones of full fifty men lie strewn about its lair. So, brave dwarves, if you do doubt your courage or your strength, come no further, for death awaits you all with nasty, big, pointy teeth.&amp;quot;&lt;br /&gt;
:That aside, animals get ornery in 0.31.19+ if they're overcrowded. --[[User:Quietust|Quietust]] 00:55, 2 April 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Full-screen Problem ==&lt;br /&gt;
&lt;br /&gt;
I have searched all over the site but was unable to find an answer to my problem. For some reason, full-screen stopped working properly after 31.11 All versions after that failed to scale the view properly leaving a box in the top corner and the rest of the screen black. If anyone has had this problem or knows a fix to it, feel free to chime in.&lt;br /&gt;
--[[User:Mhyder|Mhyder]] 22:17, 29 May 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>Mhyder</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Ash&amp;diff=124026</id>
		<title>v0.31:Ash</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Ash&amp;diff=124026"/>
		<updated>2010-08-07T10:13:40Z</updated>

		<summary type="html">&lt;p&gt;Mhyder: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Fine|09:38, 9 June 2010 (UTC)}}&lt;br /&gt;
&lt;br /&gt;
'''Ash''' is created from a {{L|wood|wood log}} at a {{l|wood furnace}} by a dwarf with the {{l|Wood burner|wood burning}} labor enabled. Ash is an intermediate good only used to make potash or {{l|lye}}.&lt;br /&gt;
&lt;br /&gt;
'''Potash''' is created from ash or lye at an {{l|ashery}} by a dwarf with the {{l|potash maker|potash making}} labor enabled. It is used mainly for fertilizing crops.&lt;br /&gt;
&lt;br /&gt;
'''Pearlash''' is baked from potash at a {{l|kiln}} (uses 1 {{l|fuel}}) or {{l|magma kiln}} by a dwarf with the {{l|furnace operator}} labor enabled. Its sole use is in the manufacture of {{l|clear glass}} and {{l|crystal glass}} items.&lt;br /&gt;
&lt;br /&gt;
Ash, potash and pearlash are {{l|bar|bars}}, stored in a bar stockpile and viewable in the stocks screen under &amp;quot;bars&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Ash also seems to dissolve in water.&lt;br /&gt;
&lt;br /&gt;
{{L|Ash (tree)|Ash}} is also a type of {{L|tree}}.&lt;/div&gt;</summary>
		<author><name>Mhyder</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Mhyder&amp;diff=124004</id>
		<title>User talk:Mhyder</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Mhyder&amp;diff=124004"/>
		<updated>2010-08-06T23:59:05Z</updated>

		<summary type="html">&lt;p&gt;Mhyder: &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 prefer that you try to follow our wiki's standards, we've made a list of basic guidelines. Note that this is an impersonal template, so some may not apply to you.&lt;br /&gt;
* To let us know who you are, please sign your posts on discussion pages by typing &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;--~~~~&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; after your posts. This can also be inserted with the [[Image:Button sig756222.png]] button if JavaScript is enabled.&lt;br /&gt;
* Avoid making many small edits to a page. Instead, try to make one large edit. This makes the history of the page a lot easier to read.&lt;br /&gt;
* When making comments on a talk page, use one more colon before each line in your comment than was used in the comment you reply to. Put an empty line between comments by different users but do not use blank lines inside of a comment. If your comment has no indents, use &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;br&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; after each line.&lt;br /&gt;
* Never, ever, put a question mark in the title of a page. This is not an undoable mistake. The rule list elaborates.&lt;br /&gt;
* Most importantly, [[DwarfFortressWiki:Community_Portal#We_are_doing_this.21_Let_us_do_it_right.|read and follow the rules.]] Really. Read them.&lt;br /&gt;
&amp;lt;div align=center&amp;gt;&amp;lt;div style=&amp;quot;width: 28em; padding: 0.5em; margin-bottom: 0.5em; margin-top: 0.5em; border: 1px solid #ccc; background: #eee; text-align: center&amp;quot;&amp;gt;''&amp;quot;You have been processed! Go forth, now, and edit!&amp;quot; --[[User:Savok|Savok]]''&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Mhyder</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Material_definition_token&amp;diff=118251</id>
		<title>v0.31:Material definition token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Material_definition_token&amp;diff=118251"/>
		<updated>2010-06-12T16:39:42Z</updated>

		<summary type="html">&lt;p&gt;Mhyder: correction in density explanation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
&lt;br /&gt;
=Material Tokens=&lt;br /&gt;
&lt;br /&gt;
The following tokens can be used in material templates, as well as materials defined in other raw files.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MATERIAL_TEMPLATE&lt;br /&gt;
|&lt;br /&gt;
*id&lt;br /&gt;
| The name of the material template. Used when defining a template in material template files; the id is used as an argument when calling for material templates elsewhere.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| STATE_COLOR&lt;br /&gt;
|&lt;br /&gt;
*state&lt;br /&gt;
*color&lt;br /&gt;
| The state may be SOLID, LIQUID, GAS, POWDER, SOLID_POWDER, ALL_SOLID, or ALL.&lt;br /&gt;
Color comes from descriptor_color_standard.txt and is used to describe the color of the material.&lt;br /&gt;
[STATE_COLOR:ALL_SOLID:GREY]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| STATE_NAME&lt;br /&gt;
|&lt;br /&gt;
*state&lt;br /&gt;
*name&lt;br /&gt;
| The name of the material as displayed in-game.&lt;br /&gt;
[STATE_COLOR:ALL_SOLID:stone]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| STATE_ADJ&lt;br /&gt;
|&lt;br /&gt;
*state&lt;br /&gt;
*adjective&lt;br /&gt;
| Like STATE_NAME, but used in different situations. Equipment made from the material uses the adjective.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| STATE_NAME_ADJ&lt;br /&gt;
|&lt;br /&gt;
*state&lt;br /&gt;
*name/adjective&lt;br /&gt;
| Sets both STATE_NAME and STATE_ADJ at the same time.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DISPLAY_COLOR&lt;br /&gt;
|&lt;br /&gt;
*foreground color&lt;br /&gt;
*background color&lt;br /&gt;
*forground brightness&lt;br /&gt;
| The on-screen color of the material. Uses a standard 3-digit {{L|Color token}}&lt;br /&gt;
[DISPLAY_COLOR:7:0:0]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MATERIAL_VALUE&lt;br /&gt;
|&lt;br /&gt;
*value&lt;br /&gt;
| Value modifier for the material.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPEC_HEAT&lt;br /&gt;
|&lt;br /&gt;
*specific heat capacity&lt;br /&gt;
| See {{L|SPEC HEAT}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IGNITE_POINT&lt;br /&gt;
|&lt;br /&gt;
*temperature&lt;br /&gt;
| Temperature at which the material will catch fire. May be set to NONE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MELTING_POINT&lt;br /&gt;
|&lt;br /&gt;
*temperature&lt;br /&gt;
| Temperature at which the material melts. May be set to NONE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BOILING_POINT&lt;br /&gt;
|&lt;br /&gt;
*temperature&lt;br /&gt;
| Temperature at which the material boils. May be set to NONE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HEATDAM_POINT&lt;br /&gt;
|&lt;br /&gt;
*temperature&lt;br /&gt;
| Temperature at which the material takes heat damage. May be set to NONE. If the material has an ignite point but no heatdam point it may burn for very long time.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| COLDDAM_POINT&lt;br /&gt;
|&lt;br /&gt;
*temperature&lt;br /&gt;
| Temperature at which the material takes cold damage. May be set to NONE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MAT_FIXED_TEMP&lt;br /&gt;
|&lt;br /&gt;
*temperature&lt;br /&gt;
| Constant temperature of the material. May be set to NONE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SOLID_DENSITY&lt;br /&gt;
|&lt;br /&gt;
*density&lt;br /&gt;
| Affects the weight of the material. Also affects combat calculations; affects blunt-force damage and ability of edged weapons to pierce tissue layers.{{verify}}&lt;br /&gt;
It is displayed as a 4 or more digit number such as 11340 for lead. 11.34 g·cm−3 = 11340 (The last three digits are for after the decimal point.)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LIQUID_DENSITY&lt;br /&gt;
|&lt;br /&gt;
*density&lt;br /&gt;
| It works the same as above, except it is for the liquid state.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MOLAR_MASS&lt;br /&gt;
|&lt;br /&gt;
*n&lt;br /&gt;
| Supposedly not used.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IMPACT_YIELD&lt;br /&gt;
|&lt;br /&gt;
*n&lt;br /&gt;
| used for blunt-force combat.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IMPACT_FRACTURE&lt;br /&gt;
|&lt;br /&gt;
*n&lt;br /&gt;
| used for blunt-force combat.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IMPACT_ELASTICITY&lt;br /&gt;
|&lt;br /&gt;
*n&lt;br /&gt;
| used for blunt-force combat.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| COMPRESSIVE_YIELD&lt;br /&gt;
|&lt;br /&gt;
*n&lt;br /&gt;
| [http://www.bay12forums.com/smf/index.php?topic=30026.msg1007133;topicseen#msg1007133 Supposedly used only during wrestling.]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| COMPRESSIVE_FRACTURE&lt;br /&gt;
|&lt;br /&gt;
*n&lt;br /&gt;
| [http://www.bay12forums.com/smf/index.php?topic=30026.msg1007133;topicseen#msg1007133 Supposedly used only during wrestling.]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| COMPRESSIVE_ELASTICITY&lt;br /&gt;
|&lt;br /&gt;
*n&lt;br /&gt;
| [http://www.bay12forums.com/smf/index.php?topic=30026.msg1007133;topicseen#msg1007133 Supposedly used only during wrestling.]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TENSILE_YIELD&lt;br /&gt;
|&lt;br /&gt;
*n&lt;br /&gt;
| [http://www.bay12forums.com/smf/index.php?topic=30026.msg1007133;topicseen#msg1007133 Supposedly used only during wrestling.]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TENSILE_FRACTURE&lt;br /&gt;
|&lt;br /&gt;
*n&lt;br /&gt;
| [http://www.bay12forums.com/smf/index.php?topic=30026.msg1007133;topicseen#msg1007133 Supposedly used only during wrestling.]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TENSILE_ELASTICITY&lt;br /&gt;
|&lt;br /&gt;
*n&lt;br /&gt;
| [http://www.bay12forums.com/smf/index.php?topic=30026.msg1007133;topicseen#msg1007133 Supposedly used only during wrestling.]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TORSION_YIELD&lt;br /&gt;
|&lt;br /&gt;
*n&lt;br /&gt;
| [http://www.bay12forums.com/smf/index.php?topic=30026.msg1007133;topicseen#msg1007133 Supposedly used only during wrestling.]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TORSION_FRACTURE&lt;br /&gt;
|&lt;br /&gt;
*n&lt;br /&gt;
| [http://www.bay12forums.com/smf/index.php?topic=30026.msg1007133;topicseen#msg1007133 Supposedly used only during wrestling.]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TORSION_ELASTICITY&lt;br /&gt;
|&lt;br /&gt;
*n&lt;br /&gt;
| [http://www.bay12forums.com/smf/index.php?topic=30026.msg1007133;topicseen#msg1007133 Supposedly used only during wrestling.]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SHEAR_YIELD&lt;br /&gt;
|&lt;br /&gt;
*n&lt;br /&gt;
| Used for cutting calculations.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SHEAR_FRACTURE&lt;br /&gt;
|&lt;br /&gt;
*n&lt;br /&gt;
| Used for cutting calculations.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SHEAR_ELASTICITY&lt;br /&gt;
|&lt;br /&gt;
*n&lt;br /&gt;
| Used for cutting calculations.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BENDING_YIELD&lt;br /&gt;
|&lt;br /&gt;
*n&lt;br /&gt;
| [http://www.bay12forums.com/smf/index.php?topic=30026.msg1007133;topicseen#msg1007133 Supposedly used only during wrestling.]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BENDING_FRACTURE&lt;br /&gt;
|&lt;br /&gt;
*n&lt;br /&gt;
| [http://www.bay12forums.com/smf/index.php?topic=30026.msg1007133;topicseen#msg1007133 Supposedly used only during wrestling.]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BENDING_ELASTICITY&lt;br /&gt;
|&lt;br /&gt;
*n&lt;br /&gt;
| [http://www.bay12forums.com/smf/index.php?topic=30026.msg1007133;topicseen#msg1007133 Supposedly used only during wrestling.]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MAX_EDGE&lt;br /&gt;
|&lt;br /&gt;
*n&lt;br /&gt;
| How sharp the material is. Used in cutting calculations. Applying a value of at least 10000 to a stone will allow weapons made from that stone.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ABSORPTION&lt;br /&gt;
|&lt;br /&gt;
*n&lt;br /&gt;
| Supposedly not used.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ITEMS_HARD&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ITEMS_QUERN&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ITEMS_WEAPON&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ITEMS_WEAPON_RANGED&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ITEMS_AMMO&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ITEMS_DIGGER&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ITEMS_ANVIL&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ITEMS_ARMOR&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ITEMS_SIEGE_ENGINE&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ITEMS_BARRED&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ITEMS_SCALED&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ITEMS_LEATHER&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ITEMS_SOFT&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ITEMS_DELICATE&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IS_STONE&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IS_METAL&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IS_GLASS&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IS_GEM&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IMPLIES_ANIMAL_KILL&lt;br /&gt;
|&lt;br /&gt;
| Makes the elves angry if you try to trade something made from this material&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ALCOHOL_PLANT&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ALCOHOL_CREATURE&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHEESE_PLANT&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHEESE_CREATURE&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| POWDER_MISC_PLANT&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| POWDER_MISC_CREATURE&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| STOCKPILE_GLOB&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LIQUID_MISC_PLANT&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LIQUID_MISC_CREATURE&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LIQUID_MISC_OTHER&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| STRUCTURAL_PLANT_MAT&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SEED_MAT&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LEAF_MAT&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BONE&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| THREAD_PLANT&lt;br /&gt;
|&lt;br /&gt;
|&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;
| HORN&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SHELL&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SILK&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GENERATES_MIASMA&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ROTS&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BLOOD_MAP_DESCRIPTOR&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ICHOR_MAP_DESCRIPTOR&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GOO_MAP_DESCRIPTOR&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SLIME_MAP_DESCRIPTOR&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PUS_MAP_DESCRIPTOR&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EDIBLE_VERMIN&lt;br /&gt;
|&lt;br /&gt;
| Can be eaten by vermin.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EDIBLE_RAW&lt;br /&gt;
|&lt;br /&gt;
| Can be eaten raw.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EDIBLE_COOKED&lt;br /&gt;
|&lt;br /&gt;
| Can be cooked and then eaten.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CRYSTAL_GLASSABLE&lt;br /&gt;
|&lt;br /&gt;
| Can be used in the production of crystal glass&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| STONE_NAME&lt;br /&gt;
|&lt;br /&gt;
| Name of stones mined out if material is a stone.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LAVA&lt;br /&gt;
|&lt;br /&gt;
| Causes the material to seal magma pipes, be produced by the magma + water reaction and be used in the construction of Dark Fortresses&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| OVERWRITE_SOLID&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TEMP_DIET_INFO&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SLIME&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ICHOR&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GOO&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FILTH&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| POWDER_DYE&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ITEM_SYMBOL&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IF_EXISTS_SET_HEATDAM_POINT&lt;br /&gt;
|&lt;br /&gt;
*temperature&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IF_EXISTS_SET_COLDDAM_POINT&lt;br /&gt;
|&lt;br /&gt;
*temperature&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IF_EXISTS_SET_IGNITE_POINT&lt;br /&gt;
|&lt;br /&gt;
*temperature&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IF_EXISTS_SET_MELTING_POINT&lt;br /&gt;
|&lt;br /&gt;
*temperature&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IF_EXISTS_SET_BOILING_POINT&lt;br /&gt;
|&lt;br /&gt;
*temperature&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IF_EXISTS_SET_MAT_FIXED_TEMP&lt;br /&gt;
|&lt;br /&gt;
*temperature&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_STORAGE&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BUTCHER_SPECIAL&lt;br /&gt;
|&lt;br /&gt;
*item type&lt;br /&gt;
*NONE&lt;br /&gt;
| All instances in the material templates have NONE as the second argument. Possibly subtype?&lt;br /&gt;
[BUTCHER_SPECIAL:MEAT:NONE]&lt;br /&gt;
[BUTCHER_SPECIAL:GLOB:NONE]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MEAT_NAME&lt;br /&gt;
|&lt;br /&gt;
*prefix&lt;br /&gt;
*name&lt;br /&gt;
*adjective?&lt;br /&gt;
| When the creature is butchered, its organs will be named via this token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MATERIAL_REACTION_PRODUCT&lt;br /&gt;
|&lt;br /&gt;
*reaction reference&lt;br /&gt;
*LOCAL_CREATURE_MAT&lt;br /&gt;
*material&lt;br /&gt;
| Used with reaction raws to preserve material source from reagent to product. First argument comes from HAS_MATERIAL_REACTION_PRODUCT in reaction raws. Second argument is always LOCAL_CREATURE_MAT in templates but could be others.&lt;br /&gt;
[MATERIAL_REACTION_PRODUCT:TAN_MAT:LOCAL_CREATURE_MAT:LEATHER]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HARDENS_WITH_WATER&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SOAP_LEVEL&lt;br /&gt;
|&lt;br /&gt;
*n&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MULTIPLY_VALUE&lt;br /&gt;
|&lt;br /&gt;
*value&lt;br /&gt;
| Multiplies the value of the selected material. Seen in local creature materials.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SYNDROME&lt;br /&gt;
|&lt;br /&gt;
| Begins defining a {{L|Syndrome}}. Supposedly does not work with templates.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Tokens}}&lt;/div&gt;</summary>
		<author><name>Mhyder</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Liquid_fire&amp;diff=118247</id>
		<title>40d:Liquid fire</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Liquid_fire&amp;diff=118247"/>
		<updated>2010-06-12T16:25:30Z</updated>

		<summary type="html">&lt;p&gt;Mhyder: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{Quality|Fine}}&lt;br /&gt;
&lt;br /&gt;
'''Liquid fire''' is an {{L|extract}} derived from {{L|fire snake}}s at a {{L|butcher's shop}} by a dwarf with the {{L|animal dissector}} labor enabled. It has no known use except as a trade good, worth 500☼ per vial (plus the value of the vial itself). A glass vial is required because, for some reason, metal flasks will not be used.&lt;br /&gt;
&lt;br /&gt;
{{Category|Extracts}}&lt;/div&gt;</summary>
		<author><name>Mhyder</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Fire_snake&amp;diff=118246</id>
		<title>40d:Fire snake</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Fire_snake&amp;diff=118246"/>
		<updated>2010-06-12T16:21:41Z</updated>

		<summary type="html">&lt;p&gt;Mhyder: added mention to liquid fire&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|08:00, 22 May 2010 (UTC)}}{{VerminInfo|name=Fire snake|symbol=∙|color=6:0:1|biome=* Subterranean Lava|wiki=no|&lt;br /&gt;
spring=1|summer=1|autumn=1|winter=1}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
Fire snakes are fire-proof {{L|vermin}}. They spawn only around {{L|magma}} sites, which are defined as the original {{L|biomes}}, not channels that carry magma away from {{L|magma pipe}}s or {{L|magma pool}}s. They may start fires, so don't locate {{L|booze}} (or {{L|coal}} or {{L|graphite}}) stockpiles near magma (or passages leading to magma) unless you have ample {{L|cats}} {{verify}} (Cats ignore snakes?  See talk page). &lt;br /&gt;
&lt;br /&gt;
Fire snakes may be safely caught in animal traps made from wood or metal, though attempting to capture a live fire snake from a {{L|kennel}} seems to fail (with &amp;quot;live fire snake has burned its way out of confinement!&amp;quot;) if the animal trap was made from an unusual material as the result of a {{L|strange mood}}. Captured fire snakes can be used to make {{L|Liquid fire}} extract.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Vermin}}&lt;/div&gt;</summary>
		<author><name>Mhyder</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Material_definition_token&amp;diff=118245</id>
		<title>v0.31:Material definition token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Material_definition_token&amp;diff=118245"/>
		<updated>2010-06-12T16:15:04Z</updated>

		<summary type="html">&lt;p&gt;Mhyder: Fixed table so that third row is uniform, added information on density&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
&lt;br /&gt;
=Material Tokens=&lt;br /&gt;
&lt;br /&gt;
The following tokens can be used in material templates, as well as materials defined in other raw files.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MATERIAL_TEMPLATE&lt;br /&gt;
|&lt;br /&gt;
*id&lt;br /&gt;
| The name of the material template. Used when defining a template in material template files; the id is used as an argument when calling for material templates elsewhere.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| STATE_COLOR&lt;br /&gt;
|&lt;br /&gt;
*state&lt;br /&gt;
*color&lt;br /&gt;
| The state may be SOLID, LIQUID, GAS, POWDER, SOLID_POWDER, ALL_SOLID, or ALL.&lt;br /&gt;
Color comes from descriptor_color_standard.txt and is used to describe the color of the material.&lt;br /&gt;
[STATE_COLOR:ALL_SOLID:GREY]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| STATE_NAME&lt;br /&gt;
|&lt;br /&gt;
*state&lt;br /&gt;
*name&lt;br /&gt;
| The name of the material as displayed in-game.&lt;br /&gt;
[STATE_COLOR:ALL_SOLID:stone]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| STATE_ADJ&lt;br /&gt;
|&lt;br /&gt;
*state&lt;br /&gt;
*adjective&lt;br /&gt;
| Like STATE_NAME, but used in different situations. Equipment made from the material uses the adjective.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| STATE_NAME_ADJ&lt;br /&gt;
|&lt;br /&gt;
*state&lt;br /&gt;
*name/adjective&lt;br /&gt;
| Sets both STATE_NAME and STATE_ADJ at the same time.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DISPLAY_COLOR&lt;br /&gt;
|&lt;br /&gt;
*foreground color&lt;br /&gt;
*background color&lt;br /&gt;
*forground brightness&lt;br /&gt;
| The on-screen color of the material. Uses a standard 3-digit {{L|Color token}}&lt;br /&gt;
[DISPLAY_COLOR:7:0:0]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MATERIAL_VALUE&lt;br /&gt;
|&lt;br /&gt;
*value&lt;br /&gt;
| Value modifier for the material.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPEC_HEAT&lt;br /&gt;
|&lt;br /&gt;
*specific heat capacity&lt;br /&gt;
| See {{L|SPEC HEAT}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IGNITE_POINT&lt;br /&gt;
|&lt;br /&gt;
*temperature&lt;br /&gt;
| Temperature at which the material will catch fire. May be set to NONE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MELTING_POINT&lt;br /&gt;
|&lt;br /&gt;
*temperature&lt;br /&gt;
| Temperature at which the material melts. May be set to NONE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BOILING_POINT&lt;br /&gt;
|&lt;br /&gt;
*temperature&lt;br /&gt;
| Temperature at which the material boils. May be set to NONE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HEATDAM_POINT&lt;br /&gt;
|&lt;br /&gt;
*temperature&lt;br /&gt;
| Temperature at which the material takes heat damage. May be set to NONE. If the material has an ignite point but no heatdam point it may burn for very long time.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| COLDDAM_POINT&lt;br /&gt;
|&lt;br /&gt;
*temperature&lt;br /&gt;
| Temperature at which the material takes cold damage. May be set to NONE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MAT_FIXED_TEMP&lt;br /&gt;
|&lt;br /&gt;
*temperature&lt;br /&gt;
| Constant temperature of the material. May be set to NONE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SOLID_DENSITY&lt;br /&gt;
|&lt;br /&gt;
*density&lt;br /&gt;
| Affects the weight of the material. Also affects combat calculations; affects blunt-force damage and ability of edged weapons to pierce tissue layers.{{verify}}&lt;br /&gt;
It is displayed as a 5 digit number such as 11340 for lead. 11.34 g·cm−3 = 11340 First two digits are before decimal, last three are after.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LIQUID_DENSITY&lt;br /&gt;
|&lt;br /&gt;
*density&lt;br /&gt;
| It works the same as above, except it is for the liquid state.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MOLAR_MASS&lt;br /&gt;
|&lt;br /&gt;
*n&lt;br /&gt;
| Supposedly not used.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IMPACT_YIELD&lt;br /&gt;
|&lt;br /&gt;
*n&lt;br /&gt;
| used for blunt-force combat.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IMPACT_FRACTURE&lt;br /&gt;
|&lt;br /&gt;
*n&lt;br /&gt;
| used for blunt-force combat.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IMPACT_ELASTICITY&lt;br /&gt;
|&lt;br /&gt;
*n&lt;br /&gt;
| used for blunt-force combat.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| COMPRESSIVE_YIELD&lt;br /&gt;
|&lt;br /&gt;
*n&lt;br /&gt;
| [http://www.bay12forums.com/smf/index.php?topic=30026.msg1007133;topicseen#msg1007133 Supposedly used only during wrestling.]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| COMPRESSIVE_FRACTURE&lt;br /&gt;
|&lt;br /&gt;
*n&lt;br /&gt;
| [http://www.bay12forums.com/smf/index.php?topic=30026.msg1007133;topicseen#msg1007133 Supposedly used only during wrestling.]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| COMPRESSIVE_ELASTICITY&lt;br /&gt;
|&lt;br /&gt;
*n&lt;br /&gt;
| [http://www.bay12forums.com/smf/index.php?topic=30026.msg1007133;topicseen#msg1007133 Supposedly used only during wrestling.]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TENSILE_YIELD&lt;br /&gt;
|&lt;br /&gt;
*n&lt;br /&gt;
| [http://www.bay12forums.com/smf/index.php?topic=30026.msg1007133;topicseen#msg1007133 Supposedly used only during wrestling.]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TENSILE_FRACTURE&lt;br /&gt;
|&lt;br /&gt;
*n&lt;br /&gt;
| [http://www.bay12forums.com/smf/index.php?topic=30026.msg1007133;topicseen#msg1007133 Supposedly used only during wrestling.]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TENSILE_ELASTICITY&lt;br /&gt;
|&lt;br /&gt;
*n&lt;br /&gt;
| [http://www.bay12forums.com/smf/index.php?topic=30026.msg1007133;topicseen#msg1007133 Supposedly used only during wrestling.]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TORSION_YIELD&lt;br /&gt;
|&lt;br /&gt;
*n&lt;br /&gt;
| [http://www.bay12forums.com/smf/index.php?topic=30026.msg1007133;topicseen#msg1007133 Supposedly used only during wrestling.]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TORSION_FRACTURE&lt;br /&gt;
|&lt;br /&gt;
*n&lt;br /&gt;
| [http://www.bay12forums.com/smf/index.php?topic=30026.msg1007133;topicseen#msg1007133 Supposedly used only during wrestling.]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TORSION_ELASTICITY&lt;br /&gt;
|&lt;br /&gt;
*n&lt;br /&gt;
| [http://www.bay12forums.com/smf/index.php?topic=30026.msg1007133;topicseen#msg1007133 Supposedly used only during wrestling.]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SHEAR_YIELD&lt;br /&gt;
|&lt;br /&gt;
*n&lt;br /&gt;
| Used for cutting calculations.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SHEAR_FRACTURE&lt;br /&gt;
|&lt;br /&gt;
*n&lt;br /&gt;
| Used for cutting calculations.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SHEAR_ELASTICITY&lt;br /&gt;
|&lt;br /&gt;
*n&lt;br /&gt;
| Used for cutting calculations.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BENDING_YIELD&lt;br /&gt;
|&lt;br /&gt;
*n&lt;br /&gt;
| [http://www.bay12forums.com/smf/index.php?topic=30026.msg1007133;topicseen#msg1007133 Supposedly used only during wrestling.]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BENDING_FRACTURE&lt;br /&gt;
|&lt;br /&gt;
*n&lt;br /&gt;
| [http://www.bay12forums.com/smf/index.php?topic=30026.msg1007133;topicseen#msg1007133 Supposedly used only during wrestling.]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BENDING_ELASTICITY&lt;br /&gt;
|&lt;br /&gt;
*n&lt;br /&gt;
| [http://www.bay12forums.com/smf/index.php?topic=30026.msg1007133;topicseen#msg1007133 Supposedly used only during wrestling.]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MAX_EDGE&lt;br /&gt;
|&lt;br /&gt;
*n&lt;br /&gt;
| How sharp the material is. Used in cutting calculations. Applying a value of at least 10000 to a stone will allow weapons made from that stone.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ABSORPTION&lt;br /&gt;
|&lt;br /&gt;
*n&lt;br /&gt;
| Supposedly not used.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ITEMS_HARD&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ITEMS_QUERN&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ITEMS_WEAPON&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ITEMS_WEAPON_RANGED&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ITEMS_AMMO&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ITEMS_DIGGER&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ITEMS_ANVIL&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ITEMS_ARMOR&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ITEMS_SIEGE_ENGINE&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ITEMS_BARRED&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ITEMS_SCALED&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ITEMS_LEATHER&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ITEMS_SOFT&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ITEMS_DELICATE&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IS_STONE&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IS_METAL&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IS_GLASS&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IS_GEM&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IMPLIES_ANIMAL_KILL&lt;br /&gt;
|&lt;br /&gt;
| Makes the elves angry if you try to trade something made from this material&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ALCOHOL_PLANT&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ALCOHOL_CREATURE&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHEESE_PLANT&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHEESE_CREATURE&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| POWDER_MISC_PLANT&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| POWDER_MISC_CREATURE&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| STOCKPILE_GLOB&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LIQUID_MISC_PLANT&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LIQUID_MISC_CREATURE&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LIQUID_MISC_OTHER&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| STRUCTURAL_PLANT_MAT&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SEED_MAT&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LEAF_MAT&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BONE&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| THREAD_PLANT&lt;br /&gt;
|&lt;br /&gt;
|&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;
| HORN&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SHELL&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SILK&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GENERATES_MIASMA&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ROTS&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BLOOD_MAP_DESCRIPTOR&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ICHOR_MAP_DESCRIPTOR&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GOO_MAP_DESCRIPTOR&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SLIME_MAP_DESCRIPTOR&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PUS_MAP_DESCRIPTOR&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EDIBLE_VERMIN&lt;br /&gt;
|&lt;br /&gt;
| Can be eaten by vermin.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EDIBLE_RAW&lt;br /&gt;
|&lt;br /&gt;
| Can be eaten raw.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EDIBLE_COOKED&lt;br /&gt;
|&lt;br /&gt;
| Can be cooked and then eaten.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CRYSTAL_GLASSABLE&lt;br /&gt;
|&lt;br /&gt;
| Can be used in the production of crystal glass&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| STONE_NAME&lt;br /&gt;
|&lt;br /&gt;
| Name of stones mined out if material is a stone.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LAVA&lt;br /&gt;
|&lt;br /&gt;
| Causes the material to seal magma pipes, be produced by the magma + water reaction and be used in the construction of Dark Fortresses&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| OVERWRITE_SOLID&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TEMP_DIET_INFO&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SLIME&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ICHOR&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GOO&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FILTH&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| POWDER_DYE&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ITEM_SYMBOL&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IF_EXISTS_SET_HEATDAM_POINT&lt;br /&gt;
|&lt;br /&gt;
*temperature&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IF_EXISTS_SET_COLDDAM_POINT&lt;br /&gt;
|&lt;br /&gt;
*temperature&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IF_EXISTS_SET_IGNITE_POINT&lt;br /&gt;
|&lt;br /&gt;
*temperature&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IF_EXISTS_SET_MELTING_POINT&lt;br /&gt;
|&lt;br /&gt;
*temperature&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IF_EXISTS_SET_BOILING_POINT&lt;br /&gt;
|&lt;br /&gt;
*temperature&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IF_EXISTS_SET_MAT_FIXED_TEMP&lt;br /&gt;
|&lt;br /&gt;
*temperature&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_STORAGE&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BUTCHER_SPECIAL&lt;br /&gt;
|&lt;br /&gt;
*item type&lt;br /&gt;
*NONE&lt;br /&gt;
| All instances in the material templates have NONE as the second argument. Possibly subtype?&lt;br /&gt;
[BUTCHER_SPECIAL:MEAT:NONE]&lt;br /&gt;
[BUTCHER_SPECIAL:GLOB:NONE]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MEAT_NAME&lt;br /&gt;
|&lt;br /&gt;
*prefix&lt;br /&gt;
*name&lt;br /&gt;
*adjective?&lt;br /&gt;
| When the creature is butchered, its organs will be named via this token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MATERIAL_REACTION_PRODUCT&lt;br /&gt;
|&lt;br /&gt;
*reaction reference&lt;br /&gt;
*LOCAL_CREATURE_MAT&lt;br /&gt;
*material&lt;br /&gt;
| Used with reaction raws to preserve material source from reagent to product. First argument comes from HAS_MATERIAL_REACTION_PRODUCT in reaction raws. Second argument is always LOCAL_CREATURE_MAT in templates but could be others.&lt;br /&gt;
[MATERIAL_REACTION_PRODUCT:TAN_MAT:LOCAL_CREATURE_MAT:LEATHER]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HARDENS_WITH_WATER&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SOAP_LEVEL&lt;br /&gt;
|&lt;br /&gt;
*n&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MULTIPLY_VALUE&lt;br /&gt;
|&lt;br /&gt;
*value&lt;br /&gt;
| Multiplies the value of the selected material. Seen in local creature materials.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SYNDROME&lt;br /&gt;
|&lt;br /&gt;
| Begins defining a {{L|Syndrome}}. Supposedly does not work with templates.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Tokens}}&lt;/div&gt;</summary>
		<author><name>Mhyder</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Liquid_fire&amp;diff=118240</id>
		<title>v0.31:Liquid fire</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Liquid_fire&amp;diff=118240"/>
		<updated>2010-06-12T15:33:20Z</updated>

		<summary type="html">&lt;p&gt;Mhyder: rated &amp;quot;fine&amp;quot; (is a stub)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Liquid fire''' is an extract derived from {{L|fire snake}}s at a {{l|butcher's shop}} by a {{l|dwarf}} with the {{l|animal dissector}} {{l|labor}} enabled. It has no known use except as a {{l|trade}} good. 1 Fire snake will yield 5 units of liquid, worth 100☼ each, for a total of 500☼ per {{l|vial}}. Extraction kills the fire snake.&lt;br /&gt;
&lt;br /&gt;
[[Category:Extracts]]&lt;br /&gt;
{{Quality|Fine}}&lt;/div&gt;</summary>
		<author><name>Mhyder</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Temperature&amp;diff=118239</id>
		<title>v0.31:Temperature</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Temperature&amp;diff=118239"/>
		<updated>2010-06-12T15:28:34Z</updated>

		<summary type="html">&lt;p&gt;Mhyder: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{AV}}&lt;br /&gt;
{{Quality|Fine}}&lt;br /&gt;
==Temperature scale==&lt;br /&gt;
Dwarf Fortress uses its own temperature scale in most cases, often called &amp;quot;Degrees Urist&amp;quot; on this wiki.&lt;br /&gt;
So if you see something like [HOMEOTHERM:10067], don't be amazed.&lt;br /&gt;
&lt;br /&gt;
===Conversion===&lt;br /&gt;
&lt;br /&gt;
[DF scale] = [FAHRENHEIT] + 9968&lt;br /&gt;
&lt;br /&gt;
[DF scale] = [CELSIUS] * 9/5 + 10000&lt;br /&gt;
&lt;br /&gt;
[DF scale] = [KELVIN] * 9/5 + 9508.33&lt;br /&gt;
&lt;br /&gt;
[DF scale] = [RANKINE] + 10427.67&lt;br /&gt;
&lt;br /&gt;
==Melting point==&lt;br /&gt;
&lt;br /&gt;
This is the temperature at which an object will melt.&lt;br /&gt;
&lt;br /&gt;
==Boiling point==&lt;br /&gt;
&lt;br /&gt;
This is the temperature at which an object will evaporate.&lt;br /&gt;
&lt;br /&gt;
==Ignition point==&lt;br /&gt;
&lt;br /&gt;
This is the temperature at which an object will catch fire.&lt;br /&gt;
&lt;br /&gt;
==Specific heat==&lt;br /&gt;
&lt;br /&gt;
This determines how long it takes an object to heat up or cool down. An object with high specific heat will change temperature more slowly.&lt;/div&gt;</summary>
		<author><name>Mhyder</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Creepy_crawler&amp;diff=111989</id>
		<title>v0.31:Creepy crawler</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Creepy_crawler&amp;diff=111989"/>
		<updated>2010-05-21T02:12:18Z</updated>

		<summary type="html">&lt;p&gt;Mhyder: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{VerminInfo|name=Creepy crawler|symbol=&amp;amp;#x2a;|color=6:0:0|biome=* Subterranean chasm (3)&lt;br /&gt;
|spring=1|summer=1|autumn=1|winter=1}}&lt;br /&gt;
{{av}}{{Quality|Tattered}}&lt;br /&gt;
:''A tiny underground creature made of a mass of appendages resembling human fingers.  It creeps across the ground like a starfish and eats with a mouth on the bottom of its body.''&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{vermin}}&lt;/div&gt;</summary>
		<author><name>Mhyder</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Captured_live_fish&amp;diff=111988</id>
		<title>40d:Captured live fish</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Captured_live_fish&amp;diff=111988"/>
		<updated>2010-05-21T02:09:46Z</updated>

		<summary type="html">&lt;p&gt;Mhyder: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{Quality|Fine}}&lt;br /&gt;
'''A captured live fish''' is caught using the &amp;quot;capture live fish&amp;quot; command given at a {{L|fishery}}.  A {{L|dwarf}} with the {{L|fishing}} labor will then attempt to catch a {{L|fish}} live using an available {{L|animal trap}}. The fish will then be placed into an available {{L|Aquarium|aquarium}}. Unlike normal fishing, which will be done at any suitable location, the &amp;quot;capture live fish&amp;quot; command will '''only''' capture fish from an explicitly designated {{L|activity zone#Fishing|fishing zone}}.&lt;br /&gt;
&lt;br /&gt;
Captured {{L|turtle}}s and {{L|moghopper}}s can then be used as {{L|pet}}s. However, a captured {{L|moghopper}} is also used to make five units of {{L|mog juice}} using the {{L|fishery}}'s &amp;quot;extract from live fish&amp;quot; command as well as being a {{L|pet}} candidate. This {{L|extract}} can now be used for {{L|cooking}} and {{L|trading}}.{{v|0.28.181.40d}}&lt;br /&gt;
&lt;br /&gt;
Note: A constructed {{L|animal trap|trap}} can not be used unless it is deconstructed. ({{k|q}}-&amp;gt;{{k|x}}).&lt;br /&gt;
&lt;br /&gt;
{{Expand Topic}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>Mhyder</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Captured_live_fish&amp;diff=111987</id>
		<title>v0.31:Captured live fish</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Captured_live_fish&amp;diff=111987"/>
		<updated>2010-05-21T02:09:22Z</updated>

		<summary type="html">&lt;p&gt;Mhyder: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Tattered}}&lt;/div&gt;</summary>
		<author><name>Mhyder</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Crafts&amp;diff=111986</id>
		<title>v0.31:Crafts</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Crafts&amp;diff=111986"/>
		<updated>2010-05-21T02:06:43Z</updated>

		<summary type="html">&lt;p&gt;Mhyder: nothing here, down rated it&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{Quality|Tattered}}&lt;/div&gt;</summary>
		<author><name>Mhyder</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Drunk&amp;diff=111985</id>
		<title>v0.31:Drunk</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Drunk&amp;diff=111985"/>
		<updated>2010-05-21T02:05:16Z</updated>

		<summary type="html">&lt;p&gt;Mhyder: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Tattered}}&lt;br /&gt;
This is the normal condition for {{L|Dwarf|dwarves}}.&lt;/div&gt;</summary>
		<author><name>Mhyder</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Ettin&amp;diff=111984</id>
		<title>v0.31:Ettin</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Ettin&amp;diff=111984"/>
		<updated>2010-05-21T02:03:53Z</updated>

		<summary type="html">&lt;p&gt;Mhyder: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CreatureInfo v0.31&lt;br /&gt;
|name=Ettin&lt;br /&gt;
|symbol=E&lt;br /&gt;
|color=6:0:0&lt;br /&gt;
|biome=&lt;br /&gt;
* Any land&lt;br /&gt;
|butcher=no&lt;br /&gt;
}}&lt;br /&gt;
{{av}}{{Quality|Tattered}}&lt;br /&gt;
&lt;br /&gt;
:''A giant humanoid monster with two heads.''&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Humanoids}}&lt;br /&gt;
{{Category|Semi-megabeasts}}&lt;/div&gt;</summary>
		<author><name>Mhyder</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Chert&amp;diff=111983</id>
		<title>v0.31:Chert</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Chert&amp;diff=111983"/>
		<updated>2010-05-21T02:02:32Z</updated>

		<summary type="html">&lt;p&gt;Mhyder: revised rating&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{layerlookup/0}}{{av}}{{Quality|Tattered}}&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Rocks}}&lt;/div&gt;</summary>
		<author><name>Mhyder</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Bat&amp;diff=111982</id>
		<title>v0.31:Bat</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Bat&amp;diff=111982"/>
		<updated>2010-05-21T01:56:58Z</updated>

		<summary type="html">&lt;p&gt;Mhyder: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{VerminInfo|name=Bat|symbol=∙|color=0:0:1|biome=* Subterranean chasm (1-2)&lt;br /&gt;
* Not freezing|&lt;br /&gt;
spring=1|summer=1|autumn=1}}&lt;br /&gt;
{{av}}{{Quality|Fine}}&lt;br /&gt;
:''A tiny winged creature that hunts at night and rests in caves during the day.''&lt;br /&gt;
This is a subterranean creature that moves around in cave of both your and other origin. They are quickly and easily cleared-out buy cats leaving many decaying corpses to sink up your fortress. They are not active or visible in the winter.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Vermin}}&lt;/div&gt;</summary>
		<author><name>Mhyder</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Grass&amp;diff=111980</id>
		<title>v0.31:Grass</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Grass&amp;diff=111980"/>
		<updated>2010-05-21T01:47:44Z</updated>

		<summary type="html">&lt;p&gt;Mhyder: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Tattered}}&lt;br /&gt;
Grass is green.&lt;/div&gt;</summary>
		<author><name>Mhyder</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Skeleton&amp;diff=111979</id>
		<title>v0.31:Skeleton</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Skeleton&amp;diff=111979"/>
		<updated>2010-05-21T01:43:28Z</updated>

		<summary type="html">&lt;p&gt;Mhyder: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Tattered}}&lt;br /&gt;
Takes less damage from slashing weapons.  Have been known to be assaulted by numerous slashing dwarves with slashing weapons.  Have reached mangled on all parts and survived for extended battles.  Haven't been known to be killed by slashing weapons.  Splints are used to repair broken bones.&lt;/div&gt;</summary>
		<author><name>Mhyder</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Manager&amp;diff=110862</id>
		<title>v0.31:Manager</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Manager&amp;diff=110862"/>
		<updated>2010-05-17T22:45:58Z</updated>

		<summary type="html">&lt;p&gt;Mhyder: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{Quality|Fine}}&lt;br /&gt;
{{Noble&lt;br /&gt;
|noble=Manager&lt;br /&gt;
|office=Meager Office&lt;br /&gt;
|function = *Allows large production orders&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The manager is a {{L|noble}} that allows you to create multiple production orders. To use the manager, you must go to the manager screen {{k|u}}{{k|m}} or {{k|j}}{{k|m}}. If your fortress has 20 or more dwarfs the manager will have to approve every work order you set. To see if an order is approved you can check the manager screen. Approved orders will have a green check mark, while unapproved orders will have a red X.&lt;br /&gt;
The manager also allows you to change a workshop's profile. To edit a workshop's profile, select a workshop with {{k|q}} and press {{k|P}}.&lt;br /&gt;
The workshop profile will allow you to select which dwarves can use it and the minimum and maximum skill level required to use the workshop. You can choose who can use the workshop by pressing enter on their name to permit/forbid their use of the workshop.&lt;br /&gt;
==Note to modders==&lt;br /&gt;
It seems that without an office the manager will never approve production requests because he does it only in his office. An office is a must when making work orders with a manager.&lt;br /&gt;
{{Nobles}}&lt;/div&gt;</summary>
		<author><name>Mhyder</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Strange_mood&amp;diff=109990</id>
		<title>v0.31 Talk:Strange mood</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Strange_mood&amp;diff=109990"/>
		<updated>2010-05-15T16:07:57Z</updated>

		<summary type="html">&lt;p&gt;Mhyder: /* I think we need to do complete rearrange on mood materials */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I never had any of the moods that required dwarves to be depressed in 40d but I have a high master milker in a fey mood asking for body parts. will commit Dorfcide for science[[User:Cpad|Cpad]]&lt;br /&gt;
:'''''SCIENCE!!!'''''--[[User:Albedo|Albedo]] 01:19, 5 April 2010 (UTC)&lt;br /&gt;
man dwarves are hard to shred.killed a bunch of dwarves but the only parts that came off were teeth(Note use more violence next time) and the milker just sat in the craft shop then went beserk.Interestingly a dwarves &amp;quot;z&amp;quot; screen loses all the personality info when they go insane[[User:Cpad|Cpad]]&lt;br /&gt;
&lt;br /&gt;
For what it's worth, I've seen a couple moods, saved to attempt different methods of reacting to them, and have noticed that Fey and Secretive work exactly as they did in 40d, apart from dwarves now requesting more different kinds of things. Perhaps we can update the 2010 page with some of the stuff from the 40d page at this point? --[[User:AzureShadow|AzureShadow]] 02:09, 5 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
according to the bone article bones are now counted as body parts so I'm assuming thats what he was after [[User:Cpad|Cpad]] 13:15, 7 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
A fey dwarf of mine just grabbed a shell that was laying about. So apparently those count too. (NINJAEDIT: Yes, he was screaming for body parts and not specifically shell)[[Special:Contributions/81.225.92.197|81.225.92.197]] 13:44, 10 April 2010 (UTC)&lt;br /&gt;
::Yes, bone and shell as category are gone, they are now 'body parts'. Asking for them is common in a fey mood and you won't have to kill a dwarf for that. In fact, it wont even help you satisfy his needs. --[[User:Confused|Confused]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I think most of my dwarves were unhappy about one of my starting swarves dying, but I didn't check at the time. I've now got someone in a mood who has collected 3 large roach remains, and 1 firefly remains. She's brooding darkly, and the message is &amp;quot;Leave me. I need things... certain things&amp;quot;--[[Special:Contributions/78.151.176.4|78.151.176.4]] 15:59, 10 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== I think we need to do complete rearrange on mood materials ==&lt;br /&gt;
&lt;br /&gt;
I got fey mood and dorf kept screaming for &amp;quot;rock bars&amp;quot; and logs. He picked up logs, but not rock blocks. This is either bug, or new stuf I haven't figured out yet.&lt;br /&gt;
--[[Special:Contributions/94.237.66.205|94.237.66.205]] 08:16, 7 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Rock bars means metal bars, I think. That what satisfied my fey dorf.&lt;br /&gt;
&lt;br /&gt;
:Are you sure it's not charcoal (edit: I meant coke) that they want? They could easily be considered 'rock' bars. I'm going to see now, I haven't got either now that he's collected my steel bars, so can check what he wants.--[[Special:Contributions/92.29.248.178|92.29.248.178]] 15:12, 11 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:My fey dwarf was not satisfied by my massive stockpile of metal bars, or the large amounts of (ore and not-ore) uncut stone, or the stone blocks I demanded produced en masse.  I think rock bars are actually what he is looking for, and as they cannot be produced, I was forced to lose a metalsmith in a craftsdwarf's to a berserk rage, followed by two wrestlers and a pack of dogs. Tell him that it's a typo. --[[User:Aescula|Aescula]] 03:15, 20 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Shame. Armoursmith only wanted one bar. If anyone else gets a chance, I'd love to see a charcoal / coke armoured wrestler take on a magma man ;P  &amp;lt;sup&amp;gt;92.29.248.178, 18:39, 11 April 2010&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I had a strange mood (possessed) with 17 dwarves, so the 'atleast 20 dwarves' condition should be removed. Also, the dwarf was struck with the mood right after he migrated to my fort. Right after, as in he was still 2 tiles away from the edge of the map.  &amp;lt;sup&amp;gt;78.23.137.83, 15:32, 20 April 2010 &amp;lt;/sup&amp;gt;&lt;br /&gt;
:I can confirm, 20 dwarfs are not needed for a mood.-[[User:Mhyder|mhyder]]&lt;br /&gt;
:So it does appear that mood trigger conditions have changed.  I'll try to do some disassembly and report what I find.  &amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 20:56, 20 April 2010 (UTC)&lt;br /&gt;
::(If anyone can find Truth, it's 0x5. He is personally responsible for 75%+ of the 40d info. You da man!)--[[User:Albedo|Albedo]] 21:05, 20 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Saving &amp;amp; reloading not changing mood type ==&lt;br /&gt;
&lt;br /&gt;
Thanks to a crash, I had to reload my fortress, saved about a month before a strange mood. It occured at roughly the same time, with the same dwarf, with the same type of mood. The item was different however.-[[User:Studoku|Studoku]] 14:06, 22 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I believe that's expected behavior. The mood type, if I recall, is based on happiness of the dwarf, and thus should be consistent over loads. The type of craft is determined by their highest skill, unless they have no quality-based skill, in which case it's a toss up between useless woodcrafting, near-useless stonecrafting, and sweet sweet bonecarving. --[[User:Zombiejustice|Zombiejustice]] 14:20, 22 April 2010 (UTC)&lt;br /&gt;
::Mood types are ''generally'' not based on happiness and also not that hardwired to the state of the fort, meaning they are likely to change on reload. There are higher probabilities for some skills to get a mood and that makes it likely the same dwarf is chosen, esp. if the fort is small. There is a chance counter running down, usually resulting in a mood in the same time window on reload. What in fact has changed is that the item produced is determined on completion now, not on start out, allowing for even more &amp;lt;s&amp;gt;exploit&amp;lt;/s&amp;gt; tweaking. --[[Special:Contributions/92.202.66.218|92.202.66.218]] 16:03, 28 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Body Parts ==&lt;br /&gt;
&lt;br /&gt;
Just got a fey mood dwarf sking for them. -[[User:Studoku|Studoku]] 00:22, 26 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:He means bones or turtle shells. Get him some. --[[User:Zombiejustice|Zombiejustice]] 02:01, 26 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I think the word here is &amp;quot;or&amp;quot;, I have a dwarf shouting for body parts while bones pile high around him, so I'm guessing it really is Bones '''or''' shell, not either. -The Anon&lt;br /&gt;
&lt;br /&gt;
== Possible Bug ==&lt;br /&gt;
&lt;br /&gt;
I'm having an issue where occasionally a dwarf won't collect items I'm 100% sure I have available, i.e. he'll get leather and then ask for more even when more is clearly there, he'll ask for bones/wood when there's a stockpile right next to him, etc. I've tried just about everything including manually dumping the needed supplies on the Craftdwarf's workshop. Nothing seems to work and since it's happened to me many times, I'm thinking bug.--[[Special:Contributions/69.149.72.106|69.149.72.106]] 05:45, 28 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Dwarves in moods will continue to ask for the same list they started out asking for, regardless of which items they've already collected. They also collect them in order. So if he asks for:&lt;br /&gt;
&lt;br /&gt;
*leather&lt;br /&gt;
*body parts&lt;br /&gt;
*plant cloth&lt;br /&gt;
*rough gems&lt;br /&gt;
*leather&lt;br /&gt;
&lt;br /&gt;
:and he already has leather, bones, and plant cloth, he'll keep repeating the same list until rough gems are available, then go get them, then get more leather, then begin a mysterious construction.--[[User:Zombiejustice|Zombiejustice]] 12:19, 28 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::I may be seeing the same issue as above. I have a dwarf in a possessed mood locked in a workshop looking for:&lt;br /&gt;
::*rough...colour&lt;br /&gt;
::*stone...rock (has bauxite)&lt;br /&gt;
::*gems...shining (has indigo tourmalines)&lt;br /&gt;
::*tree...life (has palm logs)&lt;br /&gt;
::*bones...yes (has mule bones. I liked that mule)&lt;br /&gt;
&lt;br /&gt;
::I'm unsure of the order they originally came up in, but of course I have uncut gems lying all over the place (including a store pile of cut and uncut gems about ten tiles away.)&lt;br /&gt;
&lt;br /&gt;
::I'm also very new to DF, so I could be missing something. I'm going to save a copy of it as it is currently. [[User:Eddy the lip|Eddy the lip]] 19:25, 30 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::He may want rough glass, instead of normal gems. Dwarves can be picky. --[[User:Zombiejustice|Zombiejustice]] 19:27, 30 April 2010 (UTC)&lt;br /&gt;
::::If he wanted raw glass, he should've been mumbling &amp;quot;raw... [green/clear/crystal]&amp;quot;. It was only in the old 2D version where &amp;quot;rough gems&amp;quot; (and its secretive/possessed equivalents) could occasionally mean &amp;quot;raw glass&amp;quot;. --[[User:Quietust|Quietust]] 19:54, 30 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::Yeah, rough glass didn't do it. I suppose there's the possibility that he requires a specific kind of rough gem. He has a preference for moss opals (I only have jelly opals.) If I can find some, and that works, I'll post back. Otherwise, I'll have to get work on the catacombs! [[User:Eddy the lip|Eddy the lip]] 20:18, 30 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::Burrows also affect moody dwarves. If you have only a rock stockpile designated for the poor guy, he's trying to find bones and gems from within that burrow (stockpile).&lt;br /&gt;
&lt;br /&gt;
== Magma Workshops ==&lt;br /&gt;
So, I just a had a Glassmaker be possessed and be unwilling (unable?) to claim a Magma glass furnace.  When I built a regular furnace, he claimed it just fine and went on about his business.  Not sure if this applies to all other magma disciplines, but if you're having this problem, try building a regular one (then deconstruct it afterwards, I guess). [[User:Rodya mirov|Rodya mirov]]&lt;br /&gt;
: A magma forge worked for me. Just make sure it doesn't get unpowered after it has been claimed because the dwarf immediately ran amok when this happened. [[Special:Contributions/84.46.87.224|84.46.87.224]] 11:45, 9 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Obsidian Farming SCIENCE ==&lt;br /&gt;
Someone needs to figure out definitely whether obsidian farming allows more moods.&lt;br /&gt;
&lt;br /&gt;
== 'Nother Possible Bug ==&lt;br /&gt;
Today I was tending the fortress when my bookkeeper went into a secretive mood while on break in the dining hall. He did not claim a workshop, he did not sketch anything. He just sat there, slowly losing his mind until he finally went insane. I'm not sure what I did wrong. Right now the game is paused with the still-insane dwarf just sitting amongst all the others. I'm afraid to unpause it because I really don't want to see what's going to happen to the little bastard. [[User:PurelyAtomic|PurelyAtomic]]&lt;br /&gt;
&lt;br /&gt;
::Maybe you didn't have the workshop he needed? The symptoms seem to match. --[[User:Speed112|Speed112]] 01:01, 12 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Later that year a different dwarf, a Stonecrafter, was possessed. He holed himself up in his workshop and made a Claystone scepter called the Stin Shadmal. It's worth a ridiculous amount. [[User:PurelyAtomic|PurelyAtomic]] 00:57, 12 May 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Mhyder</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Turtle&amp;diff=58636</id>
		<title>40d:Turtle</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Turtle&amp;diff=58636"/>
		<updated>2009-11-25T00:02:35Z</updated>

		<summary type="html">&lt;p&gt;Mhyder: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Turtles''' exist on most maps, and wander in [[water]] sources, and along shoreline areas as well.  Raw turtles caught by [[fisherdwarf|fisherdwarves]] must be processed at a [[fishery]] by someone with the [[fish cleaner|fish cleaning]] [[skill]] before they can be consumed; turtles brought in the [[wagon]] on embarkation or bought from a [[caravan]] do not require cleaning. Consumption, but not cooking, of a turtle leaves behind a turtle [[shell]] and turtle [[bone]]s. Shells are commonly demanded by dwarves who enter a [[Strange mood]], and as such, it may be a good idea to bring a stock of turtles with you upon embark.  Like most [[fish]], they can be harvested too aggressively, and become depleted until the next repopulating of [[vermin]]. When caught, [[captured live fish|live turtles]] can be kept in a terrarium or aquarium.&lt;br /&gt;
&lt;br /&gt;
If your [[dwarves]] are not eating your turtles fast enough for your preferences you can always delegate them to a dedicated stockpile in a sealed room, and remove the stockpile and lock the door to let them rot away, or [[forbid]] all other foodstuffs.&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:TURTLE]&lt;br /&gt;
	[NAME:turtle:turtles:turtle]&lt;br /&gt;
	[TILE:15][COLOR:2:0:0]&lt;br /&gt;
	[VERMIN_FISH][FISHITEM]&lt;br /&gt;
	[POPULATION_NUMBER:25:50]&lt;br /&gt;
	[AMPHIBIOUS][SMALL_REMAINS][NO_WINTER]&lt;br /&gt;
	[SPEED:2900]&lt;br /&gt;
	[PETVALUE:10][NATURAL][PET]&lt;br /&gt;
	[NOT_BUTCHERABLE][HASSHELL]&lt;br /&gt;
	[PREFSTRING:beauty]&lt;br /&gt;
	[DIURNAL]&lt;br /&gt;
	[BIOME:ANY_POOL]&lt;br /&gt;
	[STANDARD_FLESH]&lt;br /&gt;
	[SWIMS_INNATE][SWIM_SPEED:2500]&lt;br /&gt;
	[POPULATION_NUMBER:250:500]&lt;br /&gt;
	[MUNDANE]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Vermin]]&lt;/div&gt;</summary>
		<author><name>Mhyder</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Mog_juice&amp;diff=58635</id>
		<title>40d:Mog juice</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Mog_juice&amp;diff=58635"/>
		<updated>2009-11-24T23:59:36Z</updated>

		<summary type="html">&lt;p&gt;Mhyder: mention of how to obtain&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Mog juice''' is an [[extract]] from [[moghopper]]s, a type of [[fish]]. To obtain it you must use the &amp;quot;extract from live fish&amp;quot; command at the [[fishery]]. This requires a [[captured live fish|captured live moghopper]]. Mog juice can be used for [[cooking]], and has a [[value]] of 50☼ per unit.&lt;br /&gt;
&lt;br /&gt;
[[Category:Food]][[Category:Extracts]]&lt;/div&gt;</summary>
		<author><name>Mhyder</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Fat&amp;diff=20285</id>
		<title>40d:Fat</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Fat&amp;diff=20285"/>
		<updated>2009-03-25T20:13:05Z</updated>

		<summary type="html">&lt;p&gt;Mhyder: Grammer fix&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Most animals, when butchered, produce a few units ('''globs''') of '''fat''', usually a little less than half of the unit's size.  Fat is placed in food stockpiles. It can go rancid only outside, even when stored in barrels{{verify}}.  [[Tallow]] is rendered from fat in the [[kitchen]].&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Meat industry]]&lt;/div&gt;</summary>
		<author><name>Mhyder</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Captured_live_fish&amp;diff=26181</id>
		<title>40d:Captured live fish</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Captured_live_fish&amp;diff=26181"/>
		<updated>2008-05-14T22:15:10Z</updated>

		<summary type="html">&lt;p&gt;Mhyder: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A captured live fish is caught using the &amp;quot;capture live fish&amp;quot; command given at a [[fishery]].  A dwarf with the [[fishing]] labor will then attempt to catch a [[fish]] live using an available [[animal trap]]. The fish will then be placed into an available [[Aquarium|aquarium]].&lt;br /&gt;
&lt;br /&gt;
Captured [[turtle]]s and [[moghopper]]s can then be used as [[pet]]s. However, a captured [[moghopper]] is also used to make five units of [[mog juice]] using the [[fishery]]'s &amp;quot;extract from live fish&amp;quot; command as well as being a [[pet]] candidate. This [[extract]] can now be used for [[cooking]] and [[trading]].{{v|0.27.176.38c}}&lt;br /&gt;
&lt;br /&gt;
Note: A constructed [[animal trap|trap]] can not be used unless it is reclaimed. ({{k|q}}-&amp;gt;{{k|x}}).&lt;br /&gt;
&lt;br /&gt;
{{Expand Topic}}&lt;br /&gt;
[[Category:animals]]&lt;/div&gt;</summary>
		<author><name>Mhyder</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Cage&amp;diff=18600</id>
		<title>40d:Cage</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Cage&amp;diff=18600"/>
		<updated>2008-05-10T16:12:27Z</updated>

		<summary type="html">&lt;p&gt;Mhyder: added link to captured live fish page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A '''cage''' is a holding device. Cages cannot be made of [[stone]], but can be made of [[wood]], [[metal]] and [[glass]] (terrarium). Cages can hold an unlimited number of [[animals]] and captured [[vermin]] at once. Placing animals in a cage can reduce lag and [[traffic]] in your hallways.  Both empty and occupied cages can - and will - be stored only in an animal [[stockpile]].&lt;br /&gt;
&lt;br /&gt;
The cage can be used in a few ways:&lt;br /&gt;
&lt;br /&gt;
* If made of metal, as a [[jail]], where you designate its location to be used for [[justice]], and a [[sheriff]] will detain any unruly dwarves.&lt;br /&gt;
* As animal restraining device, where you simply plant it and allocate any animals (except [[pet]]s) you want in it. Particularly handy for keeping track of mating animals. It is unsure if animals in a cage will mate, but animals can bear children when caged.&lt;br /&gt;
** This is also how you go about making a makeshift [[zoo]] for [[trapped]] animals.&lt;br /&gt;
** A glass cage (Terrarium) can be designated an [[aquarium]] for holding captured [[fish]]. (see [[captured live fish]])&lt;br /&gt;
* A [[Traps#Cage_Trap|cage trap]] needs a cage as one of its components.&lt;br /&gt;
&lt;br /&gt;
If you buy your first animals via the traders, you may be unsure how to extract them. To remove an animal from a cage, it first needs to be placed via the Build menu ({{K|b}}-{{K|j}}). Once it's placed, use {{K|q}} to examine it, {{K|a}} to assign, and then use {{K|Enter}} to toggle the animal(s) currently inside. A dwarf will come along and let the animal out of the cage, after which it can be butchered, moved, et cetera.&lt;br /&gt;
&lt;br /&gt;
You can find a list of imaginative ideas to do with captured creatures [[captured creatures|here]].&lt;br /&gt;
&lt;br /&gt;
== How to disarm hostiles in cages ==&lt;br /&gt;
You can find the items carried by caged goblins, kobolds, etc. in the [[stocks]] menu and designate them for dumping, then dwarves will come to the cage and take them off. You can verify that you are targeting the right items by using the zoom function; it should point you to the cage.&lt;br /&gt;
&lt;br /&gt;
== Arena ==&lt;br /&gt;
If you link a [[lever]] to a (built) cage with trapped hostiles, you can release them by pulling the lever and let animals or your soldiers have fun with them. Make sure you have disarmed them first. The design of this &amp;quot;arena&amp;quot; is really up to you but a somewhat contained area or room is advisable. This is also a creative way to get rid of unwanted pets, if you can manage to trap them in the arena. Make sure your dwarves won't [[tantrum]] from unhappy thoughts!&lt;br /&gt;
&lt;br /&gt;
{{Buildings}}&lt;/div&gt;</summary>
		<author><name>Mhyder</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Coffin&amp;diff=34004</id>
		<title>40d Talk:Coffin</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Coffin&amp;diff=34004"/>
		<updated>2008-05-10T16:09:48Z</updated>

		<summary type="html">&lt;p&gt;Mhyder: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Where to put them==&lt;br /&gt;
Do I build these on a stockpile, or is the stockpile &amp;quot;next to&amp;quot; where I want to &amp;quot;inter&amp;quot; dwarves?[[User:GarrieIrons|GarrieIrons]] 20:48, 5 January 2008 (EST)&lt;br /&gt;
:You build them wherever you want to put your dead. I'm not too sure what stockpile you're talking about. If you have the coffin built prior to dwarven-death, the bloke that has to haul the departed should put them directly into the coffin. I could be wrong, but I personally haven't seen a dwarf moved from graveyard &amp;quot;stockpile&amp;quot; to a coffin, and believe that if a place of burial isn't available upon death, that they won't be buried, simply hauled. I could easily be wrong on this, but that's what my experience showed me, the one time I had a dead dwarf in a graveyard that hadn't started rotting when a coffin was newly built. --[[User:N9103|Edward]] 03:17, 6 January 2008 (EST)&lt;br /&gt;
::I believe he referring to the graveyard stockpile where dead things will be dumped if the do not have use of a coffin. Also note that coffins must be built underground(or in a room?).--[[User:Mhyder|Mhyder]] 12:09, 10 May 2008 (EDT)&lt;br /&gt;
== Deceased ==&lt;br /&gt;
&lt;br /&gt;
OK, so I can build a Tomb and asign it to ''live citizens''.&lt;br /&gt;
&lt;br /&gt;
What about my poor dead woodcutter sitting outside in the dead animal repository... how do I get him appropriately '''interred'''?[[User:GarrieIrons|GarrieIrons]] 20:55, 5 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Open up the {{k|q}} menu and press the key for 'use for burial', {{k|r}} I believe. The 'make tomb' option is just  to make the stuck-up nobles happy about their burial arrangements. --[[User:Valdemar|Valdemar]] 21:11, 5 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Allow Citizens ==&lt;br /&gt;
So I know that if you &amp;quot;q&amp;quot; over the built burial receptacle, you can &amp;quot;Allow Pets&amp;quot; and &amp;quot;Allow Citizens&amp;quot;. I understand if you don't want pets beside your dwarves, but what is the &amp;quot;allow citizens&amp;quot; option used for? Turning it off does not seem to affect the ability to bury my dwarves. --[[User:Langdon|Langdon]] 02:43, 25 April 2008 (EDT)&lt;br /&gt;
::Neither of these options forbids citizens. The allow pets one will allow a pet or a citizen to be buried there. [[User:Rkyeun|Rkyeun]] 14:20, 9 May 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Mhyder</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Mhyder&amp;diff=41432</id>
		<title>User talk:Mhyder</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Mhyder&amp;diff=41432"/>
		<updated>2008-05-10T16:04:22Z</updated>

		<summary type="html">&lt;p&gt;Mhyder: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[[Fishery|fishery's]]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt; achieves the same result as &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[[fishery]]'s&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;, but the latter is actually proper wiki formatting. --[[User:GreyMario|GreyMario]] 22:44, 7 May 2008 (EDT)&lt;br /&gt;
:Also, have the newbie template. --[[User:GreyMario|GreyMario]]&lt;br /&gt;
&lt;br /&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 prefer that you try to follow our wiki's standards, we've made a list of basic guidelines. Note that this is an impersonal template, so some may not apply to you.&lt;br /&gt;
* To let us know who you are, please sign your posts on discussion pages by typing &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;--~~~~&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; after your posts. This can also be inserted with the [[Image:Button sig756222.png]] button if JavaScript is enabled.&lt;br /&gt;
* Avoid making many small edits to a page. Instead, try to make one large edit. This makes the history of the page a lot easier to read.&lt;br /&gt;
* When making comments on a talk page, use one more colon before each line in your comment than was used in the comment you reply to. Put an empty line between comments by different users but do not use blank lines inside of a comment. If your comment has no indents, use &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;br&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; after each line.&lt;br /&gt;
* Never, ever, put a question mark in the title of a page. This is not an undoable mistake. The rule list elaborates.&lt;br /&gt;
* Most importantly, [[DwarfFortressWiki:Community_Portal#We_are_doing_this.21_Let_us_do_it_right.|read and follow the rules.]] Really. Read them.&lt;br /&gt;
&amp;lt;div align=center&amp;gt;&amp;lt;div style=&amp;quot;width: 28em; padding: 0.5em; margin-bottom: 0.5em; margin-top: 0.5em; border: 1px solid #ccc; background: #eee; text-align: center&amp;quot;&amp;gt;''&amp;quot;You have been processed! Go forth, now, and edit!&amp;quot; --[[User:Savok|Savok]]''&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:As an addendum, please don't modify other people's comments on talk pages that aren't on your own talk page, it's kinda bad form. --[[User:GreyMario|GreyMario]] 22:48, 7 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sorry about that, I wanted the whole word to be a part of the link. Also note that I have been constantly watching the captured fish page, and re wording it to sound better. sorry for the annoyance. --[[User:Mhyder|Mhyder]] 12:04, 10 May 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Mhyder</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Farm_plot&amp;diff=18668</id>
		<title>40d:Farm plot</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Farm_plot&amp;diff=18668"/>
		<updated>2008-05-08T01:18:17Z</updated>

		<summary type="html">&lt;p&gt;Mhyder: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A '''farm''' is a building that allows [[dwarf|dwarves]] to grow [[plant]]s from [[seed]]s. Plants can be used for [[food]] or to [[brew]] [[alcohol]]. Farms built [[outside]] have completely different crops to farms built inside. &lt;br /&gt;
&lt;br /&gt;
In large fortresses, a farm is the most compact way of producing food. Early forts can subsist with [[herbalist]]s collecting plants from [[bush]]es outside  but that is  insufficient to support large populations. (Note that plants gathered by herbalist can be processed for the seeds necessary to set up an outside farm.)&lt;br /&gt;
&lt;br /&gt;
See the article on [[crops]] for details on the conditions needed to grow the available plants.&lt;br /&gt;
&lt;br /&gt;
== Building the farm plot ==&lt;br /&gt;
Farm plots must be built on a suitable location and require a dwarf with the [[grower|farming (fields)]] skill enabled to prepare.&lt;br /&gt;
*Farms can be built on [[soil]], [[sand]], [[Soil|silt]], [[clay]] or [[loam]]. &lt;br /&gt;
*To build a farm on [[rock]] you must first make it [[mud|muddy]] by [[irrigation]].&lt;br /&gt;
To place a farm plot enter the {{K|b}}uild menu and select farm {{K|p}}lots. Use the {{K|u}} and {{K|k}} keys to expand the width and height of the plot, and {{K|m}} and {{K|h}} to decrease the size. When the plot is the desired size, and in the right position, pressing {{K|Enter}} will place it. A free dwarf with the [[grower]] skill should then start clearing out any rubble or other impediments away from the farm plot.&lt;br /&gt;
&lt;br /&gt;
==Growing plants==&lt;br /&gt;
See [[Farming#Planting|farming]].&lt;br /&gt;
&lt;br /&gt;
== Suggested size ==&lt;br /&gt;
A 10x20 plot should, with several dedicated farmers, provide enough food to feed a full 200-dwarf fortress. Much smaller plots can serve smaller forts, and if you supplement them with [[herbalist|plant gathering]], [[hunting]], [[fishing]], or [[trade|trading]] they can become smaller to the point of non-existence. &lt;br /&gt;
&lt;br /&gt;
Try to leave a little extra space in [[underground]] farm rooms for farmers to stack spare boulders. Stones that get moved under [[door]]s in a farm will keep them open, causing potential flooding problems when you [[irrigation|irrigate]].&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Farming]], for a complete guide&lt;br /&gt;
* [[Irrigation]]&lt;br /&gt;
&lt;br /&gt;
{{Farming FAQ}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Buildings]]&lt;br /&gt;
[[Category:Agriculture]]&lt;/div&gt;</summary>
		<author><name>Mhyder</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Mog_juice&amp;diff=41348</id>
		<title>40d:Mog juice</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Mog_juice&amp;diff=41348"/>
		<updated>2008-05-08T01:14:26Z</updated>

		<summary type="html">&lt;p&gt;Mhyder: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Mog juice''' is an [[extract]] from [[moghopper]]s, a type of [[fish]]. It can be used for [[cooking]], and has a [[value]] of 50☼ per unit.&lt;/div&gt;</summary>
		<author><name>Mhyder</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Mog_juice&amp;diff=41347</id>
		<title>40d:Mog juice</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Mog_juice&amp;diff=41347"/>
		<updated>2008-05-08T01:13:17Z</updated>

		<summary type="html">&lt;p&gt;Mhyder: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Mog juice''' is an [[extract]] from [[moghopper]]s, a type of [[fish]]. Mog juice can be used for [[cooking]], and has a value of 50☼ per unit.&lt;/div&gt;</summary>
		<author><name>Mhyder</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Captured_live_fish&amp;diff=26178</id>
		<title>40d:Captured live fish</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Captured_live_fish&amp;diff=26178"/>
		<updated>2008-05-08T01:12:41Z</updated>

		<summary type="html">&lt;p&gt;Mhyder: fixing the links, + adding new ones&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A captured live fish is caught using the &amp;quot;capture live fish&amp;quot; command given at a [[fishery]].  A dwarf with the [[fishing]] labor will then attempt to catch a [[fish]] live using an available [[animal trap]]. The fish will then be placed into an [[Aquarium|aquarium]].&lt;br /&gt;
&lt;br /&gt;
Captured [[turtle]]s and [[moghopper]]s can then be used as [[pet]]s. However, a captured [[moghopper]] is also used to make five units of [[mog juice]] using the [[fishery|fishery's]]'s &amp;quot;extract from live fish&amp;quot; command as well as being a [[pet]] candidate. This extract can now be used for [[cooking]] and [[trading]].{{v|0.27.176.38c}}&lt;br /&gt;
&lt;br /&gt;
Note: A constructed [[animal trap|trap]] can not be used unless it is reclaimed. ({{k|q}}-&amp;gt;{{k|x}}).&lt;br /&gt;
&lt;br /&gt;
[[Category:stub]][[Category:animals]]&lt;/div&gt;</summary>
		<author><name>Mhyder</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Captured_live_fish&amp;diff=26177</id>
		<title>40d:Captured live fish</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Captured_live_fish&amp;diff=26177"/>
		<updated>2008-05-08T01:08:00Z</updated>

		<summary type="html">&lt;p&gt;Mhyder: please don't mess with the links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A captured live fish is caught using the &amp;quot;capture live fish&amp;quot; command given at a [[fishery]].  A dwarf with the [[fishing]] labor will then attempt to catch a [[fish]] live using an available [[animal trap]]. The fish will then be placed into an [[Aquarium|aquarium]].&lt;br /&gt;
&lt;br /&gt;
Captured [[turtle]]s and [[moghopper]]s can then be used as [[pet]]s. However, a captured [[moghopper]] is also used to make five units of [[mog juice]] using the [[fishery|fishery's]] &amp;quot;extract from live fish&amp;quot; command as well as being a pet candidate. This extract can now be used for cooking{{v|0.27.176.38c}}.&lt;br /&gt;
&lt;br /&gt;
Note: A constructed trap can not be used unless it is reclaimed ({{k|q}}-&amp;gt;{{k|x}}).&lt;br /&gt;
&lt;br /&gt;
[[Category:stub]][[Category:animals]]&lt;/div&gt;</summary>
		<author><name>Mhyder</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Smoothing&amp;diff=17499</id>
		<title>40d Talk:Smoothing</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Smoothing&amp;diff=17499"/>
		<updated>2008-05-08T01:05:15Z</updated>

		<summary type="html">&lt;p&gt;Mhyder: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;What job designation is smoother? Mason? Stonecrafting? Stoneworking? [[User:Schm0|Schm0]] 17:23, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Stone Detailing, I believe --[[User:Tracker|Tracker]] 17:44, 3 November 2007 (EDT)&lt;br /&gt;
== buildings==&lt;br /&gt;
will they not smoth stone if there is a construction there? they havenst smoethed the stone that have traps, or doors on it --[[User:Corhen|Corhen]]&lt;br /&gt;
== rubble ==&lt;br /&gt;
&lt;br /&gt;
Does smoothing remove the rubble?[[User:GarrieIrons|GarrieIrons]] 02:06, 4 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:No, dwarves don't clear the tile of any objects before smoothing it.--[[User:Maximus|Maximus]] 02:25, 4 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== [[trade depot]] ==&lt;br /&gt;
&lt;br /&gt;
the trade depot article suggests smoothing stone for the human caravan is necessary - only inside i hope? Also, this article says nothing bout smoothing ''floor'' anyway - i would appreciate some info - is room value raised? --[[User:Koltom|Koltom]] 01:30, 10 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*gasp* &amp;lt;/nowiki&amp;gt;I really hade to smooth &amp;lt;s&amp;gt;pebbles&amp;lt;/s&amp;gt; boulders *outside* my fort to make room! Sending my poor defenseless dwarf far into hostile envronment..  --[[User:Koltom|Koltom]] 22:54, 10 February 2008 (EST)&lt;br /&gt;
::It's referring to smoothing boulders, since those block wagons. regular pebbles and grass are fine&lt;br /&gt;
:::yeah, i should have been more precise - its only the boulders that matter --[[User:Koltom|Koltom]] 07:35, 11 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Which side?==&lt;br /&gt;
Does smoothing a wall add value to the rooms on both sides, or just the side the engraver stood on while he was doing it? --[[User:Juckto|Juckto]] 08:43, 4 May 2008 (EDT)&lt;br /&gt;
:All eight directions that do not cross Z levels. --[[User:GreyMario|GreyMario]] 11:47, 4 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Floor ==&lt;br /&gt;
&lt;br /&gt;
Is there a way to smooth a floor?-Mhyder&lt;br /&gt;
:Designate it to be smoothed --[[User:Juckto|Juckto]] 18:54, 4 May 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Mhyder</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Captured_live_fish&amp;diff=26176</id>
		<title>40d:Captured live fish</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Captured_live_fish&amp;diff=26176"/>
		<updated>2008-05-08T01:03:28Z</updated>

		<summary type="html">&lt;p&gt;Mhyder: added trade option back, moved {{v|0.27.176.38c}}&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A captured live fish is caught using the &amp;quot;capture live fish&amp;quot; command given at a [[fishery]].  A dwarf with the [[fishing]] labor will then attempt to catch a [[fish]] live using an available [[animal trap]]. The fish will then be placed into an [[Aquarium|aquarium]].&lt;br /&gt;
&lt;br /&gt;
Captured [[turtle]]s and [[moghopper]]s can then be used as [[pet]]s. However, a captured [[moghopper]] is also used to make five units of [[mog juice]] using the [[fishery]]'s &amp;quot;extract from live fish&amp;quot; command as well as being a pet candidate. This extract can now be used for cooking and trading.{{v|0.27.176.38c}}&lt;br /&gt;
&lt;br /&gt;
Note: A constructed trap can not be used unless it is reclaimed ({{k|q}}-&amp;gt;{{k|x}}).&lt;br /&gt;
&lt;br /&gt;
[[Category:stub]][[Category:animals]]&lt;/div&gt;</summary>
		<author><name>Mhyder</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Kennel&amp;diff=18935</id>
		<title>40d:Kennel</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Kennel&amp;diff=18935"/>
		<updated>2008-05-08T01:01:31Z</updated>

		<summary type="html">&lt;p&gt;Mhyder: all dogs can be placed in cages&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Building|name=Kennel|key=k&lt;br /&gt;
|job= &lt;br /&gt;
1 of&lt;br /&gt;
* [[Animal training]]&lt;br /&gt;
* [[Trapping]]&lt;br /&gt;
|construction=&lt;br /&gt;
1 of&lt;br /&gt;
* [[Block]]&lt;br /&gt;
* [[Stone]]&lt;br /&gt;
* [[Wood]]&lt;br /&gt;
|construction_job=&lt;br /&gt;
1 of&lt;br /&gt;
* [[Animal training]]&lt;br /&gt;
* [[Small animal dissection]]&lt;br /&gt;
* [[Trapping]]&lt;br /&gt;
|purpose=&lt;br /&gt;
* Train [[Hunting dog]]s&lt;br /&gt;
* Train [[War dog]]s&lt;br /&gt;
* Capture [[Vermin]]&lt;br /&gt;
* [[Tame]] [[Vermin]]&lt;br /&gt;
* [[Tame]] [[cage]]d wild [[creature]]s &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A '''Kennel''' is a large 5x5 [[workshop]] for an [[animal trainer]]. To build a kennel you need one building material ([[wood]], [[stone]], [[metal]] [[bar]]) and a dwarf who has the [[animal training]], [[Animal dissector|small animal dissection]] and/or [[trapping]] [[skills]] enabled.&lt;br /&gt;
&lt;br /&gt;
===Kennel Tasks===&lt;br /&gt;
====Train a Hunting Dog====&lt;br /&gt;
Requires: [[Cage|Uncaged]] [[Dog|stray dog]] and an [[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 can not be unassigned.&lt;br /&gt;
&lt;br /&gt;
====Train a War Dog====&lt;br /&gt;
Requires: [[Cage|Uncaged]] [[Dog|stray dog]] and an [[Animal trainer]].&lt;br /&gt;
&lt;br /&gt;
A war animal is a powerful fighter. [[War dog]]s 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: [[Animal Trap]] and a [[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 [[stockpile]]. Dwarves can eat vermin, or adopt them after they have been tamed.&lt;br /&gt;
&lt;br /&gt;
====Tame a Small Animal====&lt;br /&gt;
Requires: Trapped vermin and an [[Animal trainer]].&lt;br /&gt;
&lt;br /&gt;
This is used to tame vermin for adoption as pets.&lt;br /&gt;
&lt;br /&gt;
====Tame a Large Animal====&lt;br /&gt;
Requires: [[Traps#Cage_Trap|Caged wild animal]] and an [[Animal trainer]].&lt;br /&gt;
&lt;br /&gt;
The animal trainer uses it to tame wild [[creatures|animals]] not already domesticated, such as [[wolf|wolves]] and [[tiger]]s that have been caught in cage traps.&lt;br /&gt;
&lt;br /&gt;
{{Buildings}}&lt;/div&gt;</summary>
		<author><name>Mhyder</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Smoothing&amp;diff=17497</id>
		<title>40d Talk:Smoothing</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Smoothing&amp;diff=17497"/>
		<updated>2008-05-04T20:27:00Z</updated>

		<summary type="html">&lt;p&gt;Mhyder: Floor&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;What job designation is smoother? Mason? Stonecrafting? Stoneworking? [[User:Schm0|Schm0]] 17:23, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Stone Detailing, I believe --[[User:Tracker|Tracker]] 17:44, 3 November 2007 (EDT)&lt;br /&gt;
== buildings==&lt;br /&gt;
will they not smoth stone if there is a construction there? they havenst smoethed the stone that have traps, or doors on it --[[User:Corhen|Corhen]]&lt;br /&gt;
== rubble ==&lt;br /&gt;
&lt;br /&gt;
Does smoothing remove the rubble?[[User:GarrieIrons|GarrieIrons]] 02:06, 4 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:No, dwarves don't clear the tile of any objects before smoothing it.--[[User:Maximus|Maximus]] 02:25, 4 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== [[trade depot]] ==&lt;br /&gt;
&lt;br /&gt;
the trade depot article suggests smoothing stone for the human caravan is necessary - only inside i hope? Also, this article says nothing bout smoothing ''floor'' anyway - i would appreciate some info - is room value raised? --[[User:Koltom|Koltom]] 01:30, 10 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*gasp* &amp;lt;/nowiki&amp;gt;I really hade to smooth &amp;lt;s&amp;gt;pebbles&amp;lt;/s&amp;gt; boulders *outside* my fort to make room! Sending my poor defenseless dwarf far into hostile envronment..  --[[User:Koltom|Koltom]] 22:54, 10 February 2008 (EST)&lt;br /&gt;
::its referring to smoothing boulders, since those block wagons. regular pebbles and grass are fine&lt;br /&gt;
:::yeah, i should have been more precise - its only the boulders that matter --[[User:Koltom|Koltom]] 07:35, 11 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Which side?==&lt;br /&gt;
Does smoothing a wall add value to the rooms on both sides, or just the side the engraver stood on while he was doing it? --[[User:Juckto|Juckto]] 08:43, 4 May 2008 (EDT)&lt;br /&gt;
:All eight directions that do not cross Z levels. --[[User:GreyMario|GreyMario]] 11:47, 4 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Floor ==&lt;br /&gt;
&lt;br /&gt;
Is there a way to smooth a floor?-Mhyder&lt;/div&gt;</summary>
		<author><name>Mhyder</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Aquarium&amp;diff=26121</id>
		<title>40d:Aquarium</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Aquarium&amp;diff=26121"/>
		<updated>2008-05-01T21:28:08Z</updated>

		<summary type="html">&lt;p&gt;Mhyder: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;An '''aquarium''' holds [[Fish|fish]] and is made of [[Glass|glass]]. To construct one, a [[terrarium]] must first be built. Then this building may be switched to an aquarium by pressing {{K|q}} then {{K|w}}.&lt;br /&gt;
&lt;br /&gt;
It also must be filled with water from a designated water source, using a [[bucket]].&lt;br /&gt;
&lt;br /&gt;
You place [[captured live fish]] into an aquarium.&lt;br /&gt;
&lt;br /&gt;
[[category:Items]]&lt;br /&gt;
[[category:Stub]]&lt;/div&gt;</summary>
		<author><name>Mhyder</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Captured_live_fish&amp;diff=26174</id>
		<title>40d:Captured live fish</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Captured_live_fish&amp;diff=26174"/>
		<updated>2008-05-01T21:19:24Z</updated>

		<summary type="html">&lt;p&gt;Mhyder: Recoded the links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A captured live fish is caught using the &amp;quot;capture live fish&amp;quot; command given at a [[fishery]].  A dwarf with the [[fishing]] labor will then attempt to catch a [[fish]] live using an available [[animal trap]]. The fish will then be placed into an [[Aquarium|aquarium]].&lt;br /&gt;
&lt;br /&gt;
Captured [[turtle|turtles]] and [[moghopper|moghoppers]] can then be used as [[pet]]s. However, a captured [[moghopper]] is also used to make five units of [[mog juice]] using the [[fishery|fishery's]] &amp;quot;extract from live fish&amp;quot; command as well as being a pet candidate. This extract is not currently known to have any use other than trading.&lt;br /&gt;
&lt;br /&gt;
Note: A constructed trap can not be used unless it is reclaimed({{k|q}}-&amp;gt;{{k|x}}).&lt;br /&gt;
&lt;br /&gt;
[[Category:stub]][[Category:animals]]&lt;/div&gt;</summary>
		<author><name>Mhyder</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Skill&amp;diff=2316</id>
		<title>40d:Skill</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Skill&amp;diff=2316"/>
		<updated>2008-05-01T20:53:57Z</updated>

		<summary type="html">&lt;p&gt;Mhyder: Changed job management so that it will be more usefull.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''skill''' a person has in an area determines how well that person accomplishes tasks in that area. Skills increase in rank with [[experience]]: every time a person completes a task successfully, the corresponding skill will increase by an amount of [[experience]] points (XP). Once the XP reach the amount required for the next level, the rank will increase.&lt;br /&gt;
&lt;br /&gt;
The highest skill or skills of a dwarf determines their profession.&lt;br /&gt;
&lt;br /&gt;
== Skill ranks ==&lt;br /&gt;
&lt;br /&gt;
To reach Novice level in any skill requires 500 XP. Reaching each successive level requires an additional 100 XP, so to go from Novice to ''No label'' requires 600 XP; ''No label'' to Competent requires 700 XP, and so on. The following figures are the ''cumulative'' XP needed to go from unskilled to any given skill level.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin: 0 auto; border: 1px solid black; border-spacing: 0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; style=&amp;quot;border-right: 1px solid black&amp;quot; |&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! Level        !! XP&lt;br /&gt;
|-&lt;br /&gt;
| Dabbling     || align=&amp;quot;right&amp;quot; | 1&lt;br /&gt;
|-&lt;br /&gt;
| Novice       || align=&amp;quot;right&amp;quot; | 500&lt;br /&gt;
|-&lt;br /&gt;
| ''No label'' || align=&amp;quot;right&amp;quot; | 1100&lt;br /&gt;
|-&lt;br /&gt;
| Competent    || align=&amp;quot;right&amp;quot; | 1800&lt;br /&gt;
|-&lt;br /&gt;
| Skilled      || align=&amp;quot;right&amp;quot; | 2600&lt;br /&gt;
|-&lt;br /&gt;
| Proficient   || align=&amp;quot;right&amp;quot; | 3500&lt;br /&gt;
|-&lt;br /&gt;
| Talented     || align=&amp;quot;right&amp;quot; | 4500&lt;br /&gt;
|-&lt;br /&gt;
| Adept        || align=&amp;quot;right&amp;quot; | 5600&lt;br /&gt;
|}&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; |&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! Level        !! XP&lt;br /&gt;
|-&lt;br /&gt;
| Expert       || align=&amp;quot;right&amp;quot; | 6800&lt;br /&gt;
|-&lt;br /&gt;
| Professional || align=&amp;quot;right&amp;quot; | 8100&lt;br /&gt;
|-&lt;br /&gt;
| Accomplished || align=&amp;quot;right&amp;quot; | 9500&lt;br /&gt;
|-&lt;br /&gt;
| Great        || align=&amp;quot;right&amp;quot; | 11000&lt;br /&gt;
|-&lt;br /&gt;
| Master       || align=&amp;quot;right&amp;quot; | 12600&lt;br /&gt;
|-&lt;br /&gt;
| High Master  || align=&amp;quot;right&amp;quot; | 14300&lt;br /&gt;
|-&lt;br /&gt;
| Grand Master || align=&amp;quot;right&amp;quot; | 16100&lt;br /&gt;
|-&lt;br /&gt;
| Legendary    || align=&amp;quot;right&amp;quot; | 18000&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== List of fortress mode skills ==&lt;br /&gt;
&lt;br /&gt;
The following list of skills is grouped by the professions they fall in.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Professions&amp;quot; determine only the color of the [[dwarf]] and their profession name if you haven't set it yourself.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin: 0 auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| valign='top' |&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|Miner|#bbb|#bbb|&lt;br /&gt;
* [[Miner]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|Woodworker|#ff2|#ff6|&lt;br /&gt;
* [[Bowyer]]&lt;br /&gt;
* [[Carpenter]]&lt;br /&gt;
* [[Wood cutter]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|Stoneworker|#fff|#fff|&lt;br /&gt;
* [[Engraver]]&lt;br /&gt;
* [[Mason]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|Ranger|#282|#484|&lt;br /&gt;
* [[Ambusher]]&lt;br /&gt;
* [[Animal caretaker]]&lt;br /&gt;
* [[Animal dissector]]&lt;br /&gt;
* [[Animal trainer]]&lt;br /&gt;
* [[Trapper]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|Metalsmith|#888|#888|&lt;br /&gt;
* [[Armorsmith]]&lt;br /&gt;
* [[Furnace operator]]&lt;br /&gt;
* [[Metal crafter]]&lt;br /&gt;
* [[Blacksmith]]&lt;br /&gt;
* [[Weaponsmith]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|Jeweler|#2f2|#6f6|&lt;br /&gt;
* [[Gem cutter]]&lt;br /&gt;
* [[Gem setter]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|Craftsdwarf|#22f|#66f|&lt;br /&gt;
* [[Bone carver]]&lt;br /&gt;
* [[Clothier]]&lt;br /&gt;
* [[Glassmaker]]&lt;br /&gt;
* [[Leatherworker]]&lt;br /&gt;
* [[Stone crafter]]&lt;br /&gt;
* [[Weaver]]&lt;br /&gt;
* [[Wood crafter]]&lt;br /&gt;
* [[Strand extractor]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
| valign='top' |&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|Administrator|#828|#848|&lt;br /&gt;
* [[Appraiser]]&lt;br /&gt;
* [[Building designer]]&lt;br /&gt;
* [[Organizer]]&lt;br /&gt;
* [[Record keeper]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|Fishery Worker|#228|#448|&lt;br /&gt;
* [[Fish cleaner]]&lt;br /&gt;
* [[Fish dissector]]&lt;br /&gt;
* [[Fisherdwarf]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|Farmer|#882|#884|&lt;br /&gt;
* [[Brewer]]&lt;br /&gt;
* [[Butcher]]&lt;br /&gt;
* [[Cheese maker]]&lt;br /&gt;
* [[Cook]]&lt;br /&gt;
* [[Dyer]]&lt;br /&gt;
* [[Grower]]&lt;br /&gt;
* [[Herbalist]]&lt;br /&gt;
* [[Lye maker]]&lt;br /&gt;
* [[Milker]]&lt;br /&gt;
* [[Miller]]&lt;br /&gt;
* [[Potash maker]]&lt;br /&gt;
* [[Soaper]]&lt;br /&gt;
* [[Tanner]]&lt;br /&gt;
* [[Thresher]]&lt;br /&gt;
* [[Wood burner]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|Engineer|#f22|#f66|&lt;br /&gt;
* [[Mechanic]]&lt;br /&gt;
* [[Pump operator]]&lt;br /&gt;
* [[Siege engineer]]&lt;br /&gt;
* [[Siege operator]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
| valign='top' |&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|''No profession''|#288|#488|&lt;br /&gt;
* [[Swimmer]]&lt;br /&gt;
&lt;br /&gt;
''Military skills''&lt;br /&gt;
* [[Armor user]]&lt;br /&gt;
* [[Axedwarf]]&lt;br /&gt;
* [[Hammerdwarf]]&lt;br /&gt;
* [[Macedwarf]]&lt;br /&gt;
* [[Marksdwarf]]&lt;br /&gt;
* [[Shield user]]&lt;br /&gt;
* [[Speardwarf]]&lt;br /&gt;
* [[Swordsdwarf]]&lt;br /&gt;
* [[Wrestler]]&lt;br /&gt;
* [[Thrower]]&lt;br /&gt;
&lt;br /&gt;
''Social skills''&lt;br /&gt;
* [[Comedian]]&lt;br /&gt;
* [[Consoler]]&lt;br /&gt;
* [[Conversationalist]]&lt;br /&gt;
* [[Flatterer]]&lt;br /&gt;
* [[Intimidator]]&lt;br /&gt;
* [[Judge of intent]]&lt;br /&gt;
* [[Liar]]&lt;br /&gt;
* [[Negotiator]]&lt;br /&gt;
* [[Pacifier]]&lt;br /&gt;
* [[Persuader]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Job Management ==&lt;br /&gt;
To view a list of every [[dwarf]] and significant creature ([[Elf]],[[Goblin]],[[dog]],livestock,ext.) and the job they are currently performing, press {{k|u}}. To see a list of all jobs and [[dwarf|dwarfs]] doing them press {{k|j}}.&lt;/div&gt;</summary>
		<author><name>Mhyder</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Captured_live_fish&amp;diff=26171</id>
		<title>40d:Captured live fish</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Captured_live_fish&amp;diff=26171"/>
		<updated>2008-04-22T22:14:13Z</updated>

		<summary type="html">&lt;p&gt;Mhyder: Repaired the page and removed the {{del}}&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A captured live fish is caught using the &amp;quot;capture live fish&amp;quot; command given at a [[fishery]].  A dwarf with the [[fishing]] labor will then attempt to catch a [[fish]] live using an available [[animal trap]]. The fish will then be placed into an [[Aquarium|aquarium]].&lt;br /&gt;
&lt;br /&gt;
Captured turtles and moghoppers can then be used as pets. However, a captured moghopper is also used to make five units of mog juice using the fishery's &amp;quot;extract from live fish&amp;quot; command as well as being a pet candidate. This extract is not currently known to have any use other than trading.&lt;br /&gt;
&lt;br /&gt;
Note: a constructed trap can not be used unless it is reclaimed   &lt;br /&gt;
&lt;br /&gt;
[[Category:stub]][[Category:animals]]&lt;/div&gt;</summary>
		<author><name>Mhyder</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Aquarium&amp;diff=26120</id>
		<title>40d:Aquarium</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Aquarium&amp;diff=26120"/>
		<updated>2008-04-22T21:52:54Z</updated>

		<summary type="html">&lt;p&gt;Mhyder: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;An '''aquarium''' holds [[Fish|fish]] and is made of [[Glass|glass]]. To construct one a [[terrarium]] must first be built, then this building may be switched to an aquarium with {{K|q}} then {{K|w}}.&lt;br /&gt;
&lt;br /&gt;
It also must be filled with water from a designated water source, using a [[bucket]].&lt;br /&gt;
&lt;br /&gt;
You place [[captured live fish]] into an aquarium.&lt;br /&gt;
&lt;br /&gt;
[[category:Items]]&lt;br /&gt;
[[category:Stub]]&lt;/div&gt;</summary>
		<author><name>Mhyder</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Aquarium&amp;diff=26119</id>
		<title>40d:Aquarium</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Aquarium&amp;diff=26119"/>
		<updated>2008-04-22T21:48:36Z</updated>

		<summary type="html">&lt;p&gt;Mhyder: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;An '''aquarium''' holds [[Fish|fish]] and is made of [[Glass|glass]].  First a [[terrarium]] must be built, then this building may be switched to an aquarium with {{K|q}} then {{K|w}}.&lt;br /&gt;
&lt;br /&gt;
It also must be filled with water from a designated water source, using a [[bucket]].&lt;br /&gt;
&lt;br /&gt;
You can place [[captured live fish]] into an [[Aquarium|aquarium]].&lt;br /&gt;
&lt;br /&gt;
Capture live fish is a command given at a [[fishery]].  A dwarf using the [[fishing]] skill will attempt to catch a live fish using any [[animal traps]] available.&lt;br /&gt;
&lt;br /&gt;
[[category:Items]]&lt;br /&gt;
[[category:Stub]]&lt;/div&gt;</summary>
		<author><name>Mhyder</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Thrower&amp;diff=29336</id>
		<title>40d:Thrower</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Thrower&amp;diff=29336"/>
		<updated>2008-04-21T23:46:13Z</updated>

		<summary type="html">&lt;p&gt;Mhyder: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Throwing is a skill used primarily in Adventure Mode.  The thrower skill determines the accuracy and damage of thrown objects.  Note that any object can cause serious damage- including socks, bugs, and water.&lt;br /&gt;
&lt;br /&gt;
== Throwing in Fortress Mode ==&lt;br /&gt;
In Fortress Mode a dwarf who is [[tantrum]]ing may pick up and throw an object.  Doing so gives the dwarf experience towards throwing.  Otherwise, dwarves will never use throwing in Fortress Mode.&lt;br /&gt;
== Throwing in Adventure Mode ==&lt;br /&gt;
In Adventure mode throwing is an excellent way to roll the dice before close-combat. Essentially giving the chance for the opponent's vital organs or extremities to be damaged and thus any bonus that may come with the damage, (sightless monsters, or weaponless guards for example). Furthermore anything can be used as a weapon. Silt, pebbles, and vomit have been witnessed colliding into opponents with forcible results.&lt;br /&gt;
&lt;br /&gt;
At the moment an excellent way to level up your throwing skill is to collect many items and throw them directly under you. This, combined with an endless supply of vomit can increase your warrior's attributes and your throwing skill to Legendary in about ten minutes. It is unknown whether this will be tweaked in coming releases.&lt;/div&gt;</summary>
		<author><name>Mhyder</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Floor_hatch&amp;diff=3658</id>
		<title>40d:Floor hatch</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Floor_hatch&amp;diff=3658"/>
		<updated>2008-04-21T23:23:18Z</updated>

		<summary type="html">&lt;p&gt;Mhyder: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Requires a [[hatch cover]].&lt;br /&gt;
&lt;br /&gt;
A Floor Hatch is [[door]] based on the Z-axis. When you create a stairway between two floors (both an upwards staircase on the lower floor and a downwards staircase on the upper floor) the Floor Hatch, when put on the upper floor staircase, acts like a door. If you lock it, the dwarves will not use that staircase. A closed floor hatch will block the passage of fluids onto the lower floor, and will stop falling creatures. They can also be used on ramps. Floor hatches can also be placed on open space, provided they have support.&lt;br /&gt;
&lt;br /&gt;
== Uses ==&lt;br /&gt;
Floor Hatches could possibly have another use:&lt;br /&gt;
*Trap doors when hooked to pressure plates?&lt;br /&gt;
*For use over pits and ponds?&lt;br /&gt;
*Preventing water and magma from flowing down stairs or ramps - useful for aquifer levels&lt;br /&gt;
&lt;br /&gt;
== Testing ==&lt;br /&gt;
Testing shows that in a nutshell:&lt;br /&gt;
*Two Floor Hatches (one on each staircase going up and down) is ineffective. You only need to put one on top.&lt;br /&gt;
*They work just like doors. Only on the Z-axis.&lt;br /&gt;
*The hatch will be flashing&lt;br /&gt;
*A dwarf falling down a multiple floor stairway will be stopped by a closed floor hatch.&lt;br /&gt;
&lt;br /&gt;
More testing is required.&lt;br /&gt;
&lt;br /&gt;
{{Buildings}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Furniture]]&lt;/div&gt;</summary>
		<author><name>Mhyder</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Pregenerated_worlds/0.27.176.38a&amp;diff=37588</id>
		<title>40d:Pregenerated worlds/0.27.176.38a</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Pregenerated_worlds/0.27.176.38a&amp;diff=37588"/>
		<updated>2008-04-21T23:10:23Z</updated>

		<summary type="html">&lt;p&gt;Mhyder: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= For  v0.27.176.38a =&lt;br /&gt;
==Seed 2482151243==&lt;br /&gt;
&lt;br /&gt;
Not bad. Has lava, sand, chalk (for flux and iron ore), adamantium, and plenty of trees in the south, lots of Z-levels in the north. No obsidian, unfortunately, and the only water is in the underground lake.&lt;br /&gt;
&lt;br /&gt;
Kinda large area, unfortunately.&lt;br /&gt;
&lt;br /&gt;
[[Image:TNDP_start2.jpg]]&lt;br /&gt;
&lt;br /&gt;
==Seed 3052540962==&lt;br /&gt;
As found by Tragedian: Region 59, 217 on Latitudes | Seed: 3052540962&amp;lt;br /&amp;gt;&lt;br /&gt;
3x3 Area, magma, sand, limestone, soil, an aquifier in the middle, stream to the west, all four kinds of rock.&amp;lt;br /&amp;gt;&lt;br /&gt;
Temperate/Cold Untamed Wilds.&amp;lt;br /&amp;gt;&lt;br /&gt;
Could you ask for anything more? (Besides HFS or a chasm?)&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Image:Ste.png|700px|Picture taken by Trukkle]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Seed 1381742286==&lt;br /&gt;
Terrifying 3x3 Glacier: Sand, magama pool and volcano.&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Image:1381742286-1.PNG]]&lt;br /&gt;
{{del}}&lt;/div&gt;</summary>
		<author><name>Mhyder</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:VengefulDonut&amp;diff=17571</id>
		<title>User:VengefulDonut</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:VengefulDonut&amp;diff=17571"/>
		<updated>2008-04-21T22:10:29Z</updated>

		<summary type="html">&lt;p&gt;Mhyder: sorry hit a wrong butten&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I've developed a pump method to penetrate an n-level aquifer digging the same size squares on each level. However, it seems there are very many publicized methods for aquifer penetration already. Is anyone interested?&lt;br /&gt;
&lt;br /&gt;
If it's a generally simple one, yes, very much so!&lt;br /&gt;
I haven't found a published method that is my ideal. That being start size = end size, and each layer is identical.&lt;br /&gt;
--[[User:N9103|Edward]] 16:22, 12 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Currently, I think I'm the only person here fiddling around with templates. If you have any questions/requests/grand schemes, feel free to put them on [[user talk:VengefulDonut|my talk page]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The world generation changes from 0.27.176.38a to 0.27.176.38b have made my world generate as 'The Realm of Cyclones' instead of 'The Realm of Soul'. My dwarves can no longer sing the blues.&lt;br /&gt;
&lt;br /&gt;
[http://mkv25.net/dfma/movie-120-aquifercmv Getting past an aquifer with pumps]&lt;br /&gt;
{{Quote Box|{{:Main Page/Quote}}}}&lt;br /&gt;
*[[User:VengefulDonut/f]]&lt;br /&gt;
*[[User:VengefulDonut/g]]&lt;br /&gt;
*[[User:VengefulDonut/r]]&lt;br /&gt;
*[[User:VengefulDonut/t]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
{{Item Block|title=Trees&lt;br /&gt;
  |background=#000|&lt;br /&gt;
  |♣|red|¶|yellow|♣|green|♠|yellow|&lt;br /&gt;
  |╕|brown|♠|green|¶|red|╕|brown|&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Mhyder</name></author>
	</entry>
</feed>