<?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=MoogleDan</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=MoogleDan"/>
	<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php/Special:Contributions/MoogleDan"/>
	<updated>2026-05-12T12:59:28Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.35.11</generator>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:MoogleDan&amp;diff=239019</id>
		<title>User:MoogleDan</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:MoogleDan&amp;diff=239019"/>
		<updated>2019-01-14T04:16:09Z</updated>

		<summary type="html">&lt;p&gt;MoogleDan: User page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hmm?&lt;br /&gt;
&lt;br /&gt;
What are you doing here?&lt;br /&gt;
&lt;br /&gt;
Shoo, shoo! This page isn't anything important.&lt;br /&gt;
&lt;br /&gt;
I'm just some casual Fortress-playing schlub who occasionally gets ''really'' into cleaning up pages that I think are disorganized messes.&lt;br /&gt;
&lt;br /&gt;
Now go get back to DF. Or RimWorld. Or whatever your current favorite time vortex happens to be.&lt;/div&gt;</summary>
		<author><name>MoogleDan</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Cloth&amp;diff=238975</id>
		<title>Cloth</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Cloth&amp;diff=238975"/>
		<updated>2019-01-12T17:01:53Z</updated>

		<summary type="html">&lt;p&gt;MoogleDan: Added a brief Storage section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|02:07, 8 July 2013 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Cloth''' is a versatile crafting and [[health care|medical]] good, vital to the long-term health of almost any fort.&lt;br /&gt;
&lt;br /&gt;
==Uses==&lt;br /&gt;
Cloth can be used to produce [[clothing]], [[bag]]s, and [[rope]]s at a [[clothier's workshop]]. While a fort's need for bags varies based on the particular industries it pursues, and [[chain]]s can accomplish anything a rope can, ''every'' fort will find itself in need of new clothes for its inhabitants if they wish to avoid the negative [[thought]]s associated with nudity. The other material that fits this need is [[leather]], which is arguably a less automated, more complex industry to get running.&lt;br /&gt;
&lt;br /&gt;
Additionally, cloth is the ''only'' material which can be used in [[hospital]]s as [[wound dresser|wound dressings]]. Dwarfs will store a small supply of cloth in an active hospital zone for this purpose if any is available. Each cloth item brought in adds 10,000 'cloth units' to the hospital's inventory.&lt;br /&gt;
&lt;br /&gt;
At a [[craftsdwarf's workshop]], cloth can be used to make [[trade goods]]. Empty bags, [[quiver]]s, cloth crafts, and clothing can be decorated with cloth as well.&lt;br /&gt;
&lt;br /&gt;
You can [[dye]] cloth before working with it in order to increase its [[value]]. Producing masterwork items from masterfully woven and dyed cloth can lead to remarkably high value items, especially when using rarer, more valuable dyes.&lt;br /&gt;
&lt;br /&gt;
==Production==&lt;br /&gt;
Cloth is produced by [[weaver]]s, who will take plant fiber, yarn, or silk [[thread]] (but not [[hair]] thread) to a [[loom]] and weave it into usable cloth. This means that a fort can produce its own cloth in a number of ways. For a detailed breakdown of the process, see the [[textile industry]] and [[clothing industry]] pages.&lt;br /&gt;
&lt;br /&gt;
===Silk===&lt;br /&gt;
[[Silk]] cloth is produced from [[web]]s, whether they're from a [[vermin]] [[cave spider]] or a rampaging [[forgotten beast]]. If you have an idle loom, it will automatically generate Gather Web jobs for your weavers to carry out. They will seek out webs, convert them into thread upon picking them up, and then haul the thread to a loom to weave into silk cloth.&lt;br /&gt;
&lt;br /&gt;
===Plants===&lt;br /&gt;
Beside the ubiquitous [[pig tail]]s that nearly all forts have access to, there are seven above-ground crops which can be [[farm]]ed and used to produce cloth. All of these are processed at a [[farmer's workshop]] before being brought to the loom for weaving.&lt;br /&gt;
&lt;br /&gt;
===Yarn===&lt;br /&gt;
[[Sheep]], [[llama]]s, and [[alpaca]]s can be sheared for their wool at a [[farmer's workshop]], which can then be processed at a loom into cloth. Alternatively, [[butcher]]ing these creatures will produce wool as one of its products. Although [[troll]]s are also woolly, dwarfs can neither shear nor butcher them.&lt;br /&gt;
&lt;br /&gt;
==Trade==&lt;br /&gt;
Cloth is a common trade good brought by all [[civilization]]s. [[Elf|Elves]] tend to bring [[rope reed]] cloth, [[human]]s bring [[wool]], and [[dwarf|dwarves]] bring [[pig tail]]. It is entirely possible to run your clothing industry off of the cloth imports brought by these [[caravan]]s, but it can be rather expensive.&lt;br /&gt;
&lt;br /&gt;
==Storage==&lt;br /&gt;
Normally, cloth will be stored in designated Cloth [[stockpile]]s, with multiple units of cloth fitting into [[bin]]s if any are available. [[Hospital]]s will instead store cloth in [[chest]]s or [[bag]]s if you build those within its boundaries, though you may instead use Cloth stockpiles if you prefer.&lt;br /&gt;
&lt;br /&gt;
{{Minorspoiler}}&lt;br /&gt;
&lt;br /&gt;
Additionally, you may also make cloth by weaving [[adamantine]] thread. However, this is generally seen as a wasteful practice; adamantine clothing wears out just as quickly as mundane clothing, while adamantine wound dressings offer no additional health benefits.&lt;br /&gt;
&lt;br /&gt;
Note that while other metals can be made into cloth in the same fashion as adamantine, the cloth cannot be further worked without adding new reactions.&lt;br /&gt;
&lt;br /&gt;
{{Category|Materials}}&lt;br /&gt;
[[ru:Cloth]]&lt;/div&gt;</summary>
		<author><name>MoogleDan</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Cloth&amp;diff=238974</id>
		<title>Cloth</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Cloth&amp;diff=238974"/>
		<updated>2019-01-12T16:56:48Z</updated>

		<summary type="html">&lt;p&gt;MoogleDan: Organized for readability, moved candy information to a spoiler section. I also removed a large block of loosely organized cloth data, as it was better represented in the Textile Industry page and we don't really need that level of detail displayed twice.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|02:07, 8 July 2013 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Cloth''' is a versatile crafting and [[health care|medical]] good, vital to the long-term health of almost any fort.&lt;br /&gt;
&lt;br /&gt;
==Uses==&lt;br /&gt;
Cloth can be used to produce [[clothing]], [[bag]]s, and [[rope]]s at a [[clothier's workshop]]. While a fort's need for bags varies based on the particular industries it pursues, and [[chain]]s can accomplish anything a rope can, ''every'' fort will find itself in need of new clothes for its inhabitants if they wish to avoid the negative [[thought]]s associated with nudity. The other material that fits this need is [[leather]], which is arguably a less automated, more complex industry to get running.&lt;br /&gt;
&lt;br /&gt;
Additionally, cloth is the ''only'' material which can be used in [[hospital]]s as [[wound dresser|wound dressings]]. Dwarfs will store a small supply of cloth in an active hospital zone for this purpose if any is available. Each cloth item brought in adds 10,000 'cloth units' to the hospital's inventory.&lt;br /&gt;
&lt;br /&gt;
At a [[craftsdwarf's workshop]], cloth can be used to make [[trade goods]]. Empty bags, [[quiver]]s, cloth crafts, and clothing can be decorated with cloth as well.&lt;br /&gt;
&lt;br /&gt;
You can [[dye]] cloth before working with it in order to increase its [[value]]. Producing masterwork items from masterfully woven and dyed cloth can lead to remarkably high value items, especially when using rarer, more valuable dyes.&lt;br /&gt;
&lt;br /&gt;
==Production==&lt;br /&gt;
Cloth is produced by [[weaver]]s, who will take plant fiber, yarn, or silk [[thread]] (but not [[hair]] thread) to a [[loom]] and weave it into usable cloth. This means that a fort can produce its own cloth in a number of ways. For a detailed breakdown of the process, see the [[textile industry]] and [[clothing industry]] pages.&lt;br /&gt;
&lt;br /&gt;
===Silk===&lt;br /&gt;
[[Silk]] cloth is produced from [[web]]s, whether they're from a [[vermin]] [[cave spider]] or a rampaging [[forgotten beast]]. If you have an idle loom, it will automatically generate Gather Web jobs for your weavers to carry out. They will seek out webs, convert them into thread upon picking them up, and then haul the thread to a loom to weave into silk cloth.&lt;br /&gt;
&lt;br /&gt;
===Plants===&lt;br /&gt;
Beside the ubiquitous [[pig tail]]s that nearly all forts have access to, there are seven above-ground crops which can be [[farm]]ed and used to produce cloth. All of these are processed at a [[farmer's workshop]] before being brought to the loom for weaving.&lt;br /&gt;
&lt;br /&gt;
===Yarn===&lt;br /&gt;
[[Sheep]], [[llama]]s, and [[alpaca]]s can be sheared for their wool at a [[farmer's workshop]], which can then be processed at a loom into cloth. Alternatively, [[butcher]]ing these creatures will produce wool as one of its products. Although [[troll]]s are also woolly, dwarfs can neither shear nor butcher them.&lt;br /&gt;
&lt;br /&gt;
==Trade==&lt;br /&gt;
Cloth is a common trade good brought by all [[civilization]]s. [[Elf|Elves]] tend to bring [[rope reed]] cloth, [[human]]s bring [[wool]], and [[dwarf|dwarves]] bring [[pig tail]]. It is entirely possible to run your clothing industry off of the cloth imports brought by these [[caravan]]s, but it can be rather expensive.&lt;br /&gt;
&lt;br /&gt;
{{Minorspoiler}}&lt;br /&gt;
&lt;br /&gt;
Additionally, you may also make cloth by weaving [[adamantine]] thread. However, this is generally seen as a wasteful practice; adamantine clothing wears out just as quickly as mundane clothing, while adamantine wound dressings offer no additional health benefits.&lt;br /&gt;
&lt;br /&gt;
Note that while other metals can be made into cloth in the same fashion as adamantine, the cloth cannot be further worked without adding new reactions.&lt;br /&gt;
&lt;br /&gt;
{{Category|Materials}}&lt;br /&gt;
[[ru:Cloth]]&lt;/div&gt;</summary>
		<author><name>MoogleDan</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Magma_glass_furnace&amp;diff=238863</id>
		<title>Magma glass furnace</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Magma_glass_furnace&amp;diff=238863"/>
		<updated>2019-01-03T05:11:42Z</updated>

		<summary type="html">&lt;p&gt;MoogleDan: Magma doesn't evaporate if at operational depth&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|03:09, 11 July 2013 (UTC)}}&lt;br /&gt;
{{Furnace|name=Magma glass furnace|key=a|job=[[Glassmaking]]&lt;br /&gt;
|construction=&lt;br /&gt;
* [[Magma-safe]] [[building material]] (non-[[economic]])&lt;br /&gt;
|construction_job=&lt;br /&gt;
* [[Architecture]]&lt;br /&gt;
* [[Masonry]] or [[Metalsmithing]]&lt;br /&gt;
|use=&lt;br /&gt;
* [[Sand]] [[bag]]&lt;br /&gt;
* [[Pearlash]]&lt;br /&gt;
* Rough [[rock crystal]]s&lt;br /&gt;
|production=&lt;br /&gt;
* Raw green [[glass]]&lt;br /&gt;
* Raw clear [[glass]]&lt;br /&gt;
* Raw crystal [[glass]]&lt;br /&gt;
* [[Vial]]s&lt;br /&gt;
* [[Trap]] [[weapon|weapons]]&lt;br /&gt;
* [[Window|Windows]]&lt;br /&gt;
* [[Furniture]]&lt;br /&gt;
* [[Toy|Toys]]&lt;br /&gt;
* [[Instrument|Instruments]]&lt;br /&gt;
* [[Goblet|Goblets]]&lt;br /&gt;
* [[Block|Blocks]]&lt;br /&gt;
* [[Instrument|Instruments]]{{version|0.42.01}}&lt;br /&gt;
* [[Instrument piece|Instrument Pieces]]{{version|0.42.01}}&lt;br /&gt;
* [[Bookcase|Bookcases]]{{version|0.42.01}}&lt;br /&gt;
* [[Book binding|Book bindings]]{{version|0.42.01}}&lt;br /&gt;
* [[Scroll rollers]]{{version|0.42.01}}&lt;br /&gt;
}}{{av}}&lt;br /&gt;
&lt;br /&gt;
A '''magma glass furnace''' is a specialized form of [[furnace]] designed for use in the [[glass industry]]. It is functionally identical to a [[glass furnace]], but operates through use of [[magma]] instead of [[fuel]]&lt;br /&gt;
&lt;br /&gt;
==Uses==&lt;br /&gt;
Dwarfs with the [[glassmaking]] labor enabled can use a magma glass furnace to produce a wide array of objects. Almost all furniture can be made here ([[bed]]s, [[millstone]]s, [[quern]]s, and [[slab]]s are the exceptions), as can [[block]]s, [[trade good]]s, [[gem]]s (in the form of raw glass), and a few items which can ''only'' be made of glass:&lt;br /&gt;
*[[Vial]]s - These are necessary for acquiring certain [[extract]]s at a [[farmer's workshop]], and can also be used in place of [[flask]]s or [[waterskin]]s.&lt;br /&gt;
*[[Window]]s - These function much like [[gem window]]s, but are also necessary inputs in the production of [[display case]]s.&lt;br /&gt;
*[[Instrument]]s - Depending on the specific outcome of your particular world gen, you may be able to produce unique instruments and instrument pieces here. Produced glass instruments will always be made of green glass, but [[caravan]]s may bring clear and crystal glass instruments for trade.&lt;br /&gt;
&lt;br /&gt;
Some glass items are functionally identical to items of different materials, but have different names. A glass [[door]] is called a &amp;quot;[[door|portal]],&amp;quot; a glass [[coffer]] is called a &amp;quot;[[Container|box]],&amp;quot; a glass [[pipe section]] is called a &amp;quot;tube,&amp;quot; and a glass [[cage]] is called a &amp;quot;terrarium&amp;quot; or &amp;quot;aquarium.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Magma glass furnaces can also be used to issue the &amp;quot;Collect Sand&amp;quot; order. Doing so requires an empty [[bag]], an Item Hauler, and a [[Activity zone|zone]] designated for sand collection. As the &amp;quot;Collect Sand&amp;quot; order will prevent other furnace tasks from being started until the sand is collected, it is often wise to build several additional furnaces, magma or otherwise, to use for the collection of sand. Not all maps will have a source of sand, but sand may be imported in small quantities. [[Caravan]]s can also bring raw glass [[gem]]s for trade, which can be particularly useful for dealing with [[strange mood]]s.&lt;br /&gt;
&lt;br /&gt;
Finally, as with all buildings that require an [[architect]], passing dwarfs may admire magma glass furnaces and receive a good [[thought]].&lt;br /&gt;
&lt;br /&gt;
==Inputs==&lt;br /&gt;
Producing glass items requires working with raw materials, though the specific materials are determined by the kind of glass you wish to produce. [[Green glass]] goods are simple, requiring only a single [[bag]] of [[sand]] - the color of the sand makes no difference on the finished product. [[Clear glass]] goods are more complicated, requiring a [[bar]] of [[pearlash]] in addition to the sand. [[Crystal glass]] replaces the sand with an uncut [[rock crystal]] [[gem]], while still requiring the bar of pearlash. Rock crystal is not present in most regions, and is very limited on those maps it does generate on, making production of crystal glass goods a rarity.&lt;br /&gt;
&lt;br /&gt;
Unlike traditional glass furnaces, reactions at a magma glass furnace do not consume [[fuel]], but do require the presence of [[magma]]. This magma is not consumed during production of glass goods; a single tile of magma will last forever.&lt;br /&gt;
&lt;br /&gt;
==Construction==&lt;br /&gt;
Magma glass furnaces only become available for construction after discovering a source of magma on your map, and can only be built in places where one of its eight border tiles is above a [[channel]] filled with at least 4/7 height of magma. If this supply of magma becomes unavailable, the magma glass furnace will immediately become inoperable, even for such unfueled tasks as collecting sand.&lt;br /&gt;
&lt;br /&gt;
Magma glass furnaces can be built from any [[fire-safe]] material. Once you designate a spot for your furnace to be built, a [[building designer]] will bring the material to the site and design the building before the actual [[mason]] (for stone and glass furnaces) or [[Metalsmith#Metalsmith_profession|metalworker]] (for metal furnaces) comes along and builds it. Strangely enough, [[charcoal]] and [[coke]] are valid mason's materials for building a magma glass furnace, since their ignition point is above the cutoff for fire safety.&lt;br /&gt;
&lt;br /&gt;
The overall value of the furnace building helps determine the strength of the good thought dwarfs receive when admiring it. This value is determined by both the value of the material used in its construction, as well as the quality of both the architect's and builder's efforts.&lt;br /&gt;
&lt;br /&gt;
{{Workshops}}&lt;br /&gt;
[[Ru:Magma glass furnace]]&lt;/div&gt;</summary>
		<author><name>MoogleDan</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Glass_furnace&amp;diff=238862</id>
		<title>Glass furnace</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Glass_furnace&amp;diff=238862"/>
		<updated>2019-01-03T05:08:46Z</updated>

		<summary type="html">&lt;p&gt;MoogleDan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|09:45, 18 May 2015 (UTC)}}&lt;br /&gt;
{{Furnace|name=Glass furnace|key=g|job=[[Glassmaking]]&lt;br /&gt;
|construction=&lt;br /&gt;
* [[Fire-safe]] [[building material]] (non-[[economic]])&lt;br /&gt;
|construction_job=&lt;br /&gt;
* [[Architecture]]&lt;br /&gt;
* [[Masonry]] or [[Metalsmithing]]&lt;br /&gt;
|use=&lt;br /&gt;
* [[Coke]] or [[Charcoal]] ([[Fuel]])&lt;br /&gt;
* [[Sand]] [[bag]]&lt;br /&gt;
* [[Pearlash]]&lt;br /&gt;
* Raw [[rock crystal]]&lt;br /&gt;
|production=&lt;br /&gt;
* Raw crystal [[glass]]&lt;br /&gt;
* Raw clear [[glass]]&lt;br /&gt;
* Raw green [[glass]]&lt;br /&gt;
* [[Block]]s&lt;br /&gt;
* [[Vial]]s&lt;br /&gt;
* [[Toy]]s&lt;br /&gt;
* [[Instrument]]s&lt;br /&gt;
* [[Goblet]]s&lt;br /&gt;
* [[Trap]] [[weapon]]s&lt;br /&gt;
* [[Window]]s&lt;br /&gt;
* [[Furniture]]&lt;br /&gt;
* [[Instrument|Instruments]]{{version|0.42.01}}&lt;br /&gt;
* [[Instrument piece|Instrument Pieces]]{{version|0.42.01}}&lt;br /&gt;
* [[Bookcase|Bookcases]]{{version|0.42.01}}&lt;br /&gt;
* [[Book binding|Book bindings]]{{version|0.42.01}}&lt;br /&gt;
* [[Scroll rollers]]{{version|0.42.01}}&lt;br /&gt;
}}{{av}}&lt;br /&gt;
&lt;br /&gt;
A '''glass furnace''' is a specialized form of [[furnace]] designed for use in the [[glass industry]].&lt;br /&gt;
&lt;br /&gt;
==Uses==&lt;br /&gt;
Dwarfs with the [[glassmaking]] labor enabled can use a glass furnace to produce a wide array of objects. Almost all furniture can be made here ([[bed]]s, [[millstone]]s, [[quern]]s, and [[slab]]s are the exceptions), as can [[block]]s, [[trade good]]s, [[gem]]s (in the form of raw glass), and a few items which can ''only'' be made of glass:&lt;br /&gt;
*[[Vial]]s - These are necessary for acquiring certain [[extract]]s at a [[farmer's workshop]], and can also be used in place of [[flask]]s or [[waterskin]]s.&lt;br /&gt;
*[[Window]]s - These function much like [[gem window]]s, but are also necessary inputs in the production of [[display case]]s.&lt;br /&gt;
*[[Instrument]]s - Depending on the specific outcome of your particular world gen, you may be able to produce unique instruments and instrument pieces here. Produced glass instruments will always be made of green glass, but [[caravan]]s may bring clear and crystal glass instruments for trade.&lt;br /&gt;
&lt;br /&gt;
Some glass items are functionally identical to items of different materials, but have different names. A glass [[door]] is called a &amp;quot;[[door|portal]],&amp;quot; a glass [[coffer]] is called a &amp;quot;[[Container|box]],&amp;quot; a glass [[pipe section]] is called a &amp;quot;tube,&amp;quot; and a glass [[cage]] is called a &amp;quot;terrarium&amp;quot; or &amp;quot;aquarium.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Glass furnaces are also needed to issue the &amp;quot;Collect Sand&amp;quot; order. Doing so requires an empty [[bag]], an Item Hauler, and a [[Activity zone|zone]] designated for sand collection. As the &amp;quot;Collect Sand&amp;quot; order will prevent other furnace tasks from being started until the sand is collected, it is often wise to build several additional glass furnaces, [[magma glass furnace|magma]] or otherwise, to use for the collection of sand. Not all maps will have a source of sand, but sand may be imported in small quantities. [[Caravan]]s can also bring raw glass [[gem]]s for trade, which can be particularly useful for dealing with [[strange mood]]s.&lt;br /&gt;
&lt;br /&gt;
Finally, as with all buildings that require an [[architect]], passing dwarfs may admire glass furnaces and receive a good [[thought]].&lt;br /&gt;
&lt;br /&gt;
==Inputs==&lt;br /&gt;
Producing glass items requires working with raw materials, though the specific materials are determined by the kind of glass you wish to produce. [[Green glass]] goods are simple, requiring only a single [[bag]] of [[sand]] - the color of the sand makes no difference on the finished product. [[Clear glass]] goods are more complicated, requiring a [[bar]] of [[pearlash]] in addition to the sand. [[Crystal glass]] replaces the sand with an uncut [[rock crystal]] [[gem]], while still requiring the bar of pearlash. Rock crystal is not present in most regions, and is very limited on those maps it does generate on, making production of crystal glass goods a rarity.&lt;br /&gt;
&lt;br /&gt;
Additionally, all reactions at a glass furnace consume one unit of [[fuel]].&lt;br /&gt;
&lt;br /&gt;
==Construction==&lt;br /&gt;
Glass furnaces can be built from any [[fire-safe]] material. Once you designate a spot for your furnace to be built, a [[building designer]] will bring the material to the site and design the building before the actual [[mason]] (for stone and glass furnaces) or [[Metalsmith#Metalsmith_profession|metalworker]] (for metal furnaces) comes along and builds it. Strangely enough, [[charcoal]] and [[coke]] are valid mason's materials for building a glass furnace, since their ignition point is above the cutoff for fire safety.&lt;br /&gt;
&lt;br /&gt;
The overall value of the glass furnace building helps determine the strength of the good thought dwarfs receive when admiring it. This value is determined by both the value of the material used in its construction, as well as the quality of both the architect's and builder's efforts.&lt;br /&gt;
&lt;br /&gt;
{{Workshops}}&lt;br /&gt;
[[Ru:Glass furnace]]&lt;/div&gt;</summary>
		<author><name>MoogleDan</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Magma_glass_furnace&amp;diff=238861</id>
		<title>Magma glass furnace</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Magma_glass_furnace&amp;diff=238861"/>
		<updated>2019-01-03T05:07:34Z</updated>

		<summary type="html">&lt;p&gt;MoogleDan: Major rewrite with better organization and reference to display cases&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|03:09, 11 July 2013 (UTC)}}&lt;br /&gt;
{{Furnace|name=Magma glass furnace|key=a|job=[[Glassmaking]]&lt;br /&gt;
|construction=&lt;br /&gt;
* [[Magma-safe]] [[building material]] (non-[[economic]])&lt;br /&gt;
|construction_job=&lt;br /&gt;
* [[Architecture]]&lt;br /&gt;
* [[Masonry]] or [[Metalsmithing]]&lt;br /&gt;
|use=&lt;br /&gt;
* [[Sand]] [[bag]]&lt;br /&gt;
* [[Pearlash]]&lt;br /&gt;
* Rough [[rock crystal]]s&lt;br /&gt;
|production=&lt;br /&gt;
* Raw green [[glass]]&lt;br /&gt;
* Raw clear [[glass]]&lt;br /&gt;
* Raw crystal [[glass]]&lt;br /&gt;
* [[Vial]]s&lt;br /&gt;
* [[Trap]] [[weapon|weapons]]&lt;br /&gt;
* [[Window|Windows]]&lt;br /&gt;
* [[Furniture]]&lt;br /&gt;
* [[Toy|Toys]]&lt;br /&gt;
* [[Instrument|Instruments]]&lt;br /&gt;
* [[Goblet|Goblets]]&lt;br /&gt;
* [[Block|Blocks]]&lt;br /&gt;
* [[Instrument|Instruments]]{{version|0.42.01}}&lt;br /&gt;
* [[Instrument piece|Instrument Pieces]]{{version|0.42.01}}&lt;br /&gt;
* [[Bookcase|Bookcases]]{{version|0.42.01}}&lt;br /&gt;
* [[Book binding|Book bindings]]{{version|0.42.01}}&lt;br /&gt;
* [[Scroll rollers]]{{version|0.42.01}}&lt;br /&gt;
}}{{av}}&lt;br /&gt;
&lt;br /&gt;
A '''magma glass furnace''' is a specialized form of [[furnace]] designed for use in the [[glass industry]]. It is functionally identical to a [[glass furnace]], but operates through use of [[magma]] instead of [[fuel]]&lt;br /&gt;
&lt;br /&gt;
==Uses==&lt;br /&gt;
Dwarfs with the [[glassmaking]] labor enabled can use a magma glass furnace to produce a wide array of objects. Almost all furniture can be made here ([[bed]]s, [[millstone]]s, [[quern]]s, and [[slab]]s are the exceptions), as can [[block]]s, [[trade good]]s, [[gem]]s (in the form of raw glass), and a few items which can ''only'' be made of glass:&lt;br /&gt;
*[[Vial]]s - These are necessary for acquiring certain [[extract]]s at a [[farmer's workshop]], and can also be used in place of [[flask]]s or [[waterskin]]s.&lt;br /&gt;
*[[Window]]s - These function much like [[gem window]]s, but are also necessary inputs in the production of [[display case]]s.&lt;br /&gt;
*[[Instrument]]s - Depending on the specific outcome of your particular world gen, you may be able to produce unique instruments and instrument pieces here. Produced glass instruments will always be made of green glass, but [[caravan]]s may bring clear and crystal glass instruments for trade.&lt;br /&gt;
&lt;br /&gt;
Some glass items are functionally identical to items of different materials, but have different names. A glass [[door]] is called a &amp;quot;[[door|portal]],&amp;quot; a glass [[coffer]] is called a &amp;quot;[[Container|box]],&amp;quot; a glass [[pipe section]] is called a &amp;quot;tube,&amp;quot; and a glass [[cage]] is called a &amp;quot;terrarium&amp;quot; or &amp;quot;aquarium.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Magma glass furnaces can also be used to issue the &amp;quot;Collect Sand&amp;quot; order. Doing so requires an empty [[bag]], an Item Hauler, and a [[Activity zone|zone]] designated for sand collection. As the &amp;quot;Collect Sand&amp;quot; order will prevent other furnace tasks from being started until the sand is collected, it is often wise to build several additional furnaces, magma or otherwise, to use for the collection of sand. Not all maps will have a source of sand, but sand may be imported in small quantities. [[Caravan]]s can also bring raw glass [[gem]]s for trade, which can be particularly useful for dealing with [[strange mood]]s.&lt;br /&gt;
&lt;br /&gt;
Finally, as with all buildings that require an [[architect]], passing dwarfs may admire magma glass furnaces and receive a good [[thought]].&lt;br /&gt;
&lt;br /&gt;
==Inputs==&lt;br /&gt;
Producing glass items requires working with raw materials, though the specific materials are determined by the kind of glass you wish to produce. [[Green glass]] goods are simple, requiring only a single [[bag]] of [[sand]] - the color of the sand makes no difference on the finished product. [[Clear glass]] goods are more complicated, requiring a [[bar]] of [[pearlash]] in addition to the sand. [[Crystal glass]] replaces the sand with an uncut [[rock crystal]] [[gem]], while still requiring the bar of pearlash. Rock crystal is not present in most regions, and is very limited on those maps it does generate on, making production of crystal glass goods a rarity.&lt;br /&gt;
&lt;br /&gt;
Unlike traditional glass furnaces, reactions at a magma glass furnace do not consume [[fuel]], but do require the presence of [[magma]]. This magma is not consumed during production of glass goods, though it will naturally evaporate over a long period of time.&lt;br /&gt;
&lt;br /&gt;
==Construction==&lt;br /&gt;
Magma glass furnaces only become available for construction after discovering a source of magma on your map, and can only be built in places where one of its eight border tiles is above a [[channel]] filled with at least 4/7 height of magma. If this supply of magma becomes unavailable, the magma glass furnace will immediately become inoperable, even for such unfueled tasks as collecting sand.&lt;br /&gt;
&lt;br /&gt;
Magma glass furnaces can be built from any [[fire-safe]] material. Once you designate a spot for your furnace to be built, a [[building designer]] will bring the material to the site and design the building before the actual [[mason]] (for stone and glass furnaces) or [[Metalsmith#Metalsmith_profession|metalworker]] (for metal furnaces) comes along and builds it. Strangely enough, [[charcoal]] and [[coke]] are valid mason's materials for building a magma glass furnace, since their ignition point is above the cutoff for fire safety.&lt;br /&gt;
&lt;br /&gt;
The overall value of the furnace building helps determine the strength of the good thought dwarfs receive when admiring it. This value is determined by both the value of the material used in its construction, as well as the quality of both the architect's and builder's efforts.&lt;br /&gt;
&lt;br /&gt;
{{Workshops}}&lt;br /&gt;
[[Ru:Magma glass furnace]]&lt;/div&gt;</summary>
		<author><name>MoogleDan</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Glass_furnace&amp;diff=238855</id>
		<title>Glass furnace</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Glass_furnace&amp;diff=238855"/>
		<updated>2019-01-03T04:52:31Z</updated>

		<summary type="html">&lt;p&gt;MoogleDan: Major rewrite with better organization and reference to display cases&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|09:45, 18 May 2015 (UTC)}}&lt;br /&gt;
{{Furnace|name=Glass furnace|key=g|job=[[Glassmaking]]&lt;br /&gt;
|construction=&lt;br /&gt;
* [[Fire-safe]] [[building material]] (non-[[economic]])&lt;br /&gt;
|construction_job=&lt;br /&gt;
* [[Architecture]]&lt;br /&gt;
* [[Masonry]] or [[Metalsmithing]]&lt;br /&gt;
|use=&lt;br /&gt;
* [[Coke]] or [[Charcoal]] ([[Fuel]])&lt;br /&gt;
* [[Sand]] [[bag]]&lt;br /&gt;
* [[Pearlash]]&lt;br /&gt;
* Raw [[rock crystal]]&lt;br /&gt;
|production=&lt;br /&gt;
* Raw crystal [[glass]]&lt;br /&gt;
* Raw clear [[glass]]&lt;br /&gt;
* Raw green [[glass]]&lt;br /&gt;
* [[Block]]s&lt;br /&gt;
* [[Vial]]s&lt;br /&gt;
* [[Toy]]s&lt;br /&gt;
* [[Instrument]]s&lt;br /&gt;
* [[Goblet]]s&lt;br /&gt;
* [[Trap]] [[weapon]]s&lt;br /&gt;
* [[Window]]s&lt;br /&gt;
* [[Furniture]]&lt;br /&gt;
* [[Instrument|Instruments]]{{version|0.42.01}}&lt;br /&gt;
* [[Instrument piece|Instrument Pieces]]{{version|0.42.01}}&lt;br /&gt;
* [[Bookcase|Bookcases]]{{version|0.42.01}}&lt;br /&gt;
* [[Book binding|Book bindings]]{{version|0.42.01}}&lt;br /&gt;
* [[Scroll rollers]]{{version|0.42.01}}&lt;br /&gt;
}}{{av}}&lt;br /&gt;
&lt;br /&gt;
A '''glass furnace''' is a specialized form of [[furnace]] designed for use in the [[glass industry]].&lt;br /&gt;
&lt;br /&gt;
==Uses==&lt;br /&gt;
Dwarfs with the [[glassmaking]] labor enabled can use a glass furnace to produce a wide array of objects. Almost all furniture can be made here ([[bed]]s, [[millstone]]s, [[quern]]s, and [[slab]]s are the exceptions), as can [[block]]s, [[trade good]]s, [[gem]]s (in the form of raw glass), and a few items which can ''only'' be made of glass:&lt;br /&gt;
*[[Vial]]s - These are necessary for acquiring certain [[extract]]s at a [[farmer's workshop]], and can also be used in place of [[flask]]s or [[waterskin]]s.&lt;br /&gt;
*[[Window]]s - These function much like [[gem window]]s, but are also necessary inputs in the production of [[display case]]s.&lt;br /&gt;
*[[Instrument]]s - Depending on the specific outcome of your particular world gen, you may be able to produce unique instruments and instrument pieces here. Produced glass instruments will always be made of green glass, but [[caravan]]s may bring clear and crystal glass instruments for trade.&lt;br /&gt;
&lt;br /&gt;
Some glass items are functionally identical to items of different materials, but have different names. A glass [[door]] is called a &amp;quot;[[door|portal]],&amp;quot; a glass [[coffer]] is called a &amp;quot;[[Container|box]],&amp;quot; a glass [[pipe section]] is called a &amp;quot;tube,&amp;quot; and a glass [[cage]] is called a &amp;quot;terrarium&amp;quot; or &amp;quot;aquarium.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Glass furnaces are also needed to issue the &amp;quot;Collect Sand&amp;quot; order. Doing so requires an empty [[bag]], an Item Hauler, and a [[Activity zone|zone]] designated for sand collection. As the &amp;quot;Collect Sand&amp;quot; order will prevent other glass furnace tasks from being started until the sand is collected, it is often wise to build several additional glass furnaces, [[magma glass furnace|magma]] or otherwise, to use for the collection of sand. Not all maps will have a source of sand, but sand may be imported in small quantities. [[Caravan]]s can also bring raw glass [[gem]]s for trade, which can be particularly useful for dealing with [[strange mood]]s.&lt;br /&gt;
&lt;br /&gt;
Finally, as with all buildings that require an [[architect]], passing dwarfs may admire glass furnaces and receive a good [[thought]].&lt;br /&gt;
&lt;br /&gt;
==Inputs==&lt;br /&gt;
Producing glass items requires working with raw materials, though the specific materials are determined by the kind of glass you wish to produce. [[Green glass]] goods are simple, requiring only a single [[bag]] of [[sand]] - the color of the sand makes no difference on the finished product. [[Clear glass]] goods are more complicated, requiring a [[bar]] of [[pearlash]] in addition to the sand. [[Crystal glass]] replaces the sand with an uncut [[rock crystal]] [[gem]], while still requiring the bar of pearlash. Rock crystal is not present in most regions, and is very limited on those maps it does generate on, making production of crystal glass goods a rarity.&lt;br /&gt;
&lt;br /&gt;
Additionally, all reactions at a glass furnace consume one unit of [[fuel]].&lt;br /&gt;
&lt;br /&gt;
==Construction==&lt;br /&gt;
Glass furnaces can be built from any [[fire-safe]] material. Once you designate a spot for your glass furnace to be built, a [[building designer]] will bring the material to the site and design the building before the actual [[mason]] (for stone and glass glass furnaces) or [[Metalsmith#Metalsmith_profession|metalworker]] (for metal glass furnaces) comes along and builds it. Strangely enough, [[charcoal]] and [[coke]] are valid mason's materials for building a glass furnace, since their ignition point is above the cutoff for fire safety.&lt;br /&gt;
&lt;br /&gt;
The overall value of the glass furnace building helps determine the strength of the good thought dwarfs receive when admiring it. This value is determined by both the value of the material used in its construction, as well as the quality of both the architect's and builder's efforts.&lt;br /&gt;
&lt;br /&gt;
{{Workshops}}&lt;br /&gt;
[[Ru:Glass furnace]]&lt;/div&gt;</summary>
		<author><name>MoogleDan</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Bone_carver&amp;diff=238498</id>
		<title>Bone carver</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Bone_carver&amp;diff=238498"/>
		<updated>2018-11-15T14:41:08Z</updated>

		<summary type="html">&lt;p&gt;MoogleDan: Added adventure mode info&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|00:35, 12 June 2010 (UTC)}}&lt;br /&gt;
{{Skill&lt;br /&gt;
| color      = 1:1&lt;br /&gt;
| skill      = Bone Carver&lt;br /&gt;
| profession = [[Craftsdwarf]]&lt;br /&gt;
| job name   = [[Bone carving]]&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Decorate with [[Bone]]&lt;br /&gt;
* Decorate with [[Shell]]&lt;br /&gt;
* Make [[Bone]] [[Craft]]s&lt;br /&gt;
* Make [[Shell]] [[Craft]]s&lt;br /&gt;
* Make [[Bone]] [[Bolt]]s&lt;br /&gt;
* Make [[Bone]] [[Armor]]&lt;br /&gt;
* Make [[Totem]]&lt;br /&gt;
| workshop   =&lt;br /&gt;
* [[Craftsdwarf's workshop]]&lt;br /&gt;
| attributes =&lt;br /&gt;
* Agility&lt;br /&gt;
* Creativity&lt;br /&gt;
* Spatial Sense&lt;br /&gt;
* Kinesthetic Sense&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Bone carver''' is the skill related to the processing of [[bone]]s, [[skull]]s, and other non-[[food]] animal products.&lt;br /&gt;
&lt;br /&gt;
==Fortress mode==&lt;br /&gt;
In fortress mode, bone carvers make [[bone]], [[shell]], [[ivory|ivory/tooth]], [[horn]] and [[pearl]] [[finished goods|goods]] at a [[craftsdwarf's workshop]]. These include bone [[bolt]]s for [[crossbow]]s, lightweight bone and shell [[armor]], and [[totem]]s from [[skull]]s. Bone carvers can also [[decorate]] [[furniture]] and goods with these materials.&lt;br /&gt;
&lt;br /&gt;
==Adventure mode==&lt;br /&gt;
Your adventurer can practice bone carving without a workshop simply by standing over a pile of bone, pressing {{k|x}} to open the crafting menu, choosing &amp;quot;Carve Bone,&amp;quot; and selecting an item to produce. This process requires you to be holding an edged tool or weapon. Only [[jewelry]], [[figurine]]s, and cut bone &amp;quot;[[gem]]s&amp;quot; can be produced this way, none of which have any major use except for trading. However, doing so does train [[attributes|agility, spatial sense, and kinesthetic sense]], all of which are useful combat attributes.&lt;br /&gt;
&lt;br /&gt;
{{skills}}&lt;/div&gt;</summary>
		<author><name>MoogleDan</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Calcium_carbonate&amp;diff=238492</id>
		<title>Calcium carbonate</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Calcium_carbonate&amp;diff=238492"/>
		<updated>2018-11-15T12:42:47Z</updated>

		<summary type="html">&lt;p&gt;MoogleDan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine|19:39, 30 January 2018 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{new in v0.42}}&lt;br /&gt;
&lt;br /&gt;
'''Calcium carbonate''' [[stone]] is a subcategory of stone which is useful in the production of [[quicklime]]. The following stones fall under this reaction class:&lt;br /&gt;
&lt;br /&gt;
:* {{Raw Tile|&amp;quot;|7:7:1}} {{Raw Tile|•|7:1}} [[Calcite]] &lt;br /&gt;
:* {{Raw Tile|░|7:7:1}} {{Raw Tile|•|7:1}} [[Chalk]]&lt;br /&gt;
:* {{Raw Tile|▓|7:7:1}} {{Raw Tile|•|7:1}} [[Limestone]]&lt;br /&gt;
:* {{Raw Tile|▓|7:7:1}} {{Raw Tile|•|7:1}} [[Marble]]&lt;br /&gt;
&lt;br /&gt;
==Obtaining calcium carbonate stone==&lt;br /&gt;
These stones can be mined out just like any other, but only form under certain conditions. Chalk and limestone form in [[sedimentary layer]]s near the surface, while marble is [[metamorphic layer|metamorphic]], making it a common find in the deeper Z-levels. Calcite only forms in clusters within layers of limestone and marble. &lt;br /&gt;
&lt;br /&gt;
Layers of calcium carbonate can often be spotted at [[embark]] by looking for &amp;quot;Flux Layer(s)&amp;quot; in the site description. So long as the flux stone in question is not [[dolomite]], you'll have access to calcium carbonate very close to the surface.&lt;br /&gt;
&lt;br /&gt;
[[Dwarf|Dwarven]] [[caravan]]s can bring any of the calcium carbonate stones as trade goods, but will not bring them in very large quantities.&lt;br /&gt;
&lt;br /&gt;
==Uses==&lt;br /&gt;
The one unique trait of calcium carbonate stone is that it can be converted to [[quicklime]] powder at a [[kiln]] or [[magma kiln]]. This reaction requires an empty bag, as well as whatever [[fuel]] is necessary to operate the kiln.&lt;br /&gt;
&lt;br /&gt;
However, all calcium carbonate stone also qualifies as [[flux]], a crucial element in [[steel]] production. Steel is unarguably the more valuable and practical product to pursue, as quicklime can only be used to produce [[milk of lime]] and [[parchment]], but generally speaking, access to multiple layers of calcium carbonate stone will provide your fort with enough material to operate both industries.&lt;br /&gt;
&lt;br /&gt;
Additionally, all calcium carbonate stone has a [[value]] twice that of most stone, making it a good candidate for use in stone [[furniture]] or [[crafts]].&lt;br /&gt;
&lt;br /&gt;
{{Category|Materials}}&lt;br /&gt;
[[ru:Calcium carbonate]]&lt;/div&gt;</summary>
		<author><name>MoogleDan</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Calcium_carbonate&amp;diff=238491</id>
		<title>Calcium carbonate</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Calcium_carbonate&amp;diff=238491"/>
		<updated>2018-11-15T12:42:28Z</updated>

		<summary type="html">&lt;p&gt;MoogleDan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine|19:39, 30 January 2018 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{new in v0.42}}&lt;br /&gt;
&lt;br /&gt;
'''Calcium carbonate''' [[stone]] is a subcategory of stone which is useful in the production of [[quicklime]]. The following stones fall under this reaction class:&lt;br /&gt;
&lt;br /&gt;
:* {{Raw Tile|&amp;quot;|7:7:1}} {{Raw Tile|•|7:1}} [[Calcite]] &lt;br /&gt;
:* {{Raw Tile|░|7:7:1}} {{Raw Tile|•|7:1}} [[Chalk]]&lt;br /&gt;
:* {{Raw Tile|▓|7:7:1}} {{Raw Tile|•|7:1}} [[Limestone]]&lt;br /&gt;
:* {{Raw Tile|▓|7:7:1}} {{Raw Tile|•|7:1}} [[Marble]]&lt;br /&gt;
&lt;br /&gt;
==Obtaining calcium carbonate stone==&lt;br /&gt;
These stones can be mined out just like any other, but only form under certain conditions. Chalk and limestone form in [[sedimentary layer]]s near the surface, while marble is [[metamorphic layer|metamorphic]], making it a common find in the deeper Z-levels. Calcite only forms in clusters within layers of limestone and marble. &lt;br /&gt;
&lt;br /&gt;
Layers of calcium carbonate can often be spotted at [[embark]] by looking for &amp;quot;Flux Layer(s)&amp;quot; in the site description. So long as the flux stone in question is not [[dolomite]], you'll have access to calcium carbonate very close to the surface.&lt;br /&gt;
&lt;br /&gt;
[[Dwarf|Dwarven]] [[caravan]]s can bring any of the calcium carbonate stones as trade goods, but will not bring them in very large quantities.&lt;br /&gt;
&lt;br /&gt;
==Uses==&lt;br /&gt;
The one unique trait of calcium carbonate stone is that it can be converted to [[quicklime]] powder at a [[kiln]] or [[magma kiln]]. This reaction requires an empty bag, as well as whatever [[fuel]] is necessary to operate the kiln.&lt;br /&gt;
&lt;br /&gt;
However, all calcium carbonate stone also qualifies as [[flux]], a crucial element in [[steel]] production. Steel is unarguably the more valuable and practical product to pursue, as quicklime can only be used to produce [[milk of lime]] and [[parchment]], but generally speaking, access to multiple layers of calcium carbonate stone will provide your fort with enough material to operate both industries.&lt;br /&gt;
&lt;br /&gt;
Additionally, all calcium carbonate stone has a [[value]] twice that of most stone, making it a good candidate for use at in stone [[furniture]] or [[crafts]].&lt;br /&gt;
&lt;br /&gt;
{{Category|Materials}}&lt;br /&gt;
[[ru:Calcium carbonate]]&lt;/div&gt;</summary>
		<author><name>MoogleDan</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Calcium_carbonate&amp;diff=238490</id>
		<title>Calcium carbonate</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Calcium_carbonate&amp;diff=238490"/>
		<updated>2018-11-15T12:40:13Z</updated>

		<summary type="html">&lt;p&gt;MoogleDan: Thorough rewrite, feel free to add more&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine|19:39, 30 January 2018 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{new in v0.42}}&lt;br /&gt;
&lt;br /&gt;
'''Calcium carbonate''' [[stone]] is a subcategory of stone which is useful in the production of [[quicklime]]. The following stones fall under this reaction class:&lt;br /&gt;
&lt;br /&gt;
:* {{Raw Tile|&amp;quot;|7:7:1}} {{Raw Tile|•|7:1}} [[Calcite]] &lt;br /&gt;
:* {{Raw Tile|░|7:7:1}} {{Raw Tile|•|7:1}} [[Chalk]]&lt;br /&gt;
:* {{Raw Tile|▓|7:7:1}} {{Raw Tile|•|7:1}} [[Limestone]]&lt;br /&gt;
:* {{Raw Tile|▓|7:7:1}} {{Raw Tile|•|7:1}} [[Marble]]&lt;br /&gt;
&lt;br /&gt;
==Obtaining calcium carbonate stone==&lt;br /&gt;
These stones can be mined out just like any other, but only form under certain conditions. Chalk and limestone form in [[sedimentary layer]]s near the surface, while marble is [[metamorphic layer|metamorphic]], making it a common find in the deeper Z-levels. Calcite only forms in clusters within layers of limestone and marble. &lt;br /&gt;
&lt;br /&gt;
Layers of calcium carbonate can often be spotted at [[embark]] by looking for &amp;quot;Flux Layer(s)&amp;quot; in the site description. So long as the flux stone in question is not [[dolomite]], you'll have access to calcium carbonate very close to the surface.&lt;br /&gt;
&lt;br /&gt;
[[Dwarf|Dwarven]] [[caravan]]s can bring any of the calcium carbonate stones as trade goods, but will not bring them in very large quantities.&lt;br /&gt;
&lt;br /&gt;
==Uses==&lt;br /&gt;
The one unique trait of calcium carbonate stone is that it can be converted to [[quicklime]] powder at a [[kiln]] or [[magma kiln]]. This reaction requires an empty bag, as well as whatever [[fuel]] is necessary to operate the kiln.&lt;br /&gt;
&lt;br /&gt;
However, all calcium carbonate stone also qualifies as [[flux]], a crucial element in [[steel]] production. Steel is unarguably the more valuable and practical product to pursue, as quicklime can only be used to produce [[milk of lime]] and [[parchment]], but generally speaking, access to multiple layers of calcium carbonate stone will provide your fort with enough material to operate both industries.&lt;br /&gt;
&lt;br /&gt;
{{Category|Materials}}&lt;br /&gt;
[[ru:Calcium carbonate]]&lt;/div&gt;</summary>
		<author><name>MoogleDan</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Bone&amp;diff=238429</id>
		<title>Bone</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Bone&amp;diff=238429"/>
		<updated>2018-11-10T21:58:31Z</updated>

		<summary type="html">&lt;p&gt;MoogleDan: Thorough rewrite, added Adventure mode details. Feel free to add more.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|20:54, 31 July 2013 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{buggy}}&lt;br /&gt;
'''Bones''' are a common form of [[animal]] remains, as well as a handy [[craft]]ing material.&lt;br /&gt;
&lt;br /&gt;
==Fortress mode==&lt;br /&gt;
===Acquiring bones===&lt;br /&gt;
Any time you [[butcher]] an animal with a skeleton at a [[butcher's shop]], you will produce bones along with several other products. This applies to full corpses, severed body parts, and even fully [[wear|decomposed]] skeletons. Alternatively, if a severed body part is allowed to fully rot, it may leave behind a stack of usable bones without ever needing to be butchered. Note that many civilizations (like dwarves) consider it [[ethics|unethical]] to butcher certain skeletons {{bug|1180}}.&lt;br /&gt;
&lt;br /&gt;
Bones are never imported in [[caravan]]s, and must be acquired locally.&lt;br /&gt;
&lt;br /&gt;
===Uses for bone===&lt;br /&gt;
The majority of the uses for bone are handled at a [[craftsdwarf's workshop]] using the [[bone carving]] [[labor]]:&lt;br /&gt;
*Bone [[craft]]s, for sale to visiting merchants. Although low [[value]], their only input is easy to acquire in vast amounts for most forts.&lt;br /&gt;
*Bone [[leggings]], [[greaves]], [[gauntlet]]s, and [[helm]]s. These [[armor]] pieces are far less effective in serious combat than [[metal]] armor, but better than nothing. Dwarfs treat bone armor as &amp;quot;metal&amp;quot; when equipping their [[military]] [[uniform]]s. When crafting bone armor that requires more than one unit of bone, the crafter may take single bones from multiple bone stacks. The first stack selected determines the material of the resulting armor.&lt;br /&gt;
*Bone [[decoration]]s. Any decoratable item can be decorated with bone, adding to the item's [[value]].&lt;br /&gt;
*Bone [[bolt]]s for use in [[crossbow]]s. Each work order will consume one unit of bone to produce a stack of five bolts. This renders the process for carving bone bolts very slow. In spite of this limitation, some players still consider bone bolts suitable for [[hunting]] animals, mainly because the remnants of animals killed become bones, allowing more bone bolts to be made. Bone bolts are an excellent substitute for wood bolts if there is a shortage of wood. Like wooden bolts, they are mostly good for hunting and [[archery]] [[archery target|training]], but of limited use against armored invaders.&lt;br /&gt;
*Some [[instruments]] and instrument parts may be made from bone, though this depends entirely on your specific [[world gen]] results.&lt;br /&gt;
&lt;br /&gt;
At a [[bowyer's workshop]], using the [[crossbow-making]] labor:&lt;br /&gt;
*Bone [[crossbow]]s. These are one of the few weapons available without access to [[wood]] or [[metal]]. Although they are nearly useless when used in melee, they are just as deadly as a metal crossbow when firing bolts and weigh significantly less.&lt;br /&gt;
&lt;br /&gt;
Apart from the manufacture of leggings and greaves, each bone-using job consumes only one bone from a stack. Greaves consume three bones per job, making it ideal to craft greaves from lower value bones and everything else out of higher value bones if you plan to export the non-masterworks. The difference is only about 25% in value, but it adds up after making hundreds of items.&lt;br /&gt;
&lt;br /&gt;
Bone greaves are among the best items to make because metal gauntlets and high boots give a positive return for melting while greaves do not. Metal greaves are also very heavy. Bone greaves can be combined with a metal helm, gauntlets, high boots, and [[leather]] armor (with optional mail shirt) to make a relatively light-weight, full-coverage uniform for an all-civilian military.&lt;br /&gt;
&lt;br /&gt;
====Moods====&lt;br /&gt;
Dwarves in [[strange mood]]s will occasionally require bones, sometimes even multiple stacks of them. These dwarves will always take an entire stack independent of the number of bones in it.&lt;br /&gt;
&lt;br /&gt;
As the number of bones per stack has no influence on the value of the resulting [[artifact]], it may be worth ''guiding'' your moody dwarf to use smaller stacks. This may be achieved by creating stacks of single bones '''before''' a strange mood happens and forbidding all other stacks of bones when you get the notice of the dwarf having claimed a workshop.&lt;br /&gt;
&lt;br /&gt;
(Note that while it is not directly possible to ''unstack'' bones, it is possible to use bigger stacks to craft goods until only one bone remains.)&lt;br /&gt;
&lt;br /&gt;
===Storing bones===&lt;br /&gt;
While bones are counted as &amp;quot;[[body parts]]&amp;quot; in the [[stocks]] menu, they have their own subcategory in the [[stockpile|refuse stockpile]] menu. Be aware that stockpiles with &amp;quot;refuse&amp;quot; enabled automatically degrade some items (clothes and armor) quite quickly; refuse should not be enabled in a multi-purpose stockpile. Refuse stockpiles also cause the degradation of stored body parts (such as bones and shells), though at a much slower pace. Bones stored in a refuse stockpile will decompose even more quickly if subjected to [[vermin]] such as [[rat]]s; consider [[pasture|pasturing]] a [[cat]] over the stockpile to minimize decay.&lt;br /&gt;
&lt;br /&gt;
===Bugs===&lt;br /&gt;
*Dwarves will not butcher corpses or skeletons of tame creatures that died to causes other than hunting and workshop slaughtering {{bug|1180}}; this can be partly fixed by changing their ethics.&lt;br /&gt;
*Butchered bone stacks from hostile creatures cause a &amp;quot;seeing a ___ die&amp;quot; thought.{{bug|8813}} &lt;br /&gt;
*Limbless torsos can rot to bone stacks which cannot be used for bone decorations, returning a misleading &amp;quot;needs improvable item&amp;quot; error.{{bug|2540}}&lt;br /&gt;
&lt;br /&gt;
==Adventure mode==&lt;br /&gt;
Adventurers will come across bones every time they butcher the corpse of a creature with a skeletal structure, and can use them to create wearable jewelry and salable trade goods. To do so, equip an item with a sharp edge, stand over a stack of bones on the ground, press {{k|x}}, choose &amp;quot;Create,&amp;quot; choose &amp;quot;Carve Bone,&amp;quot; choose the item you wish to make, and finally select the bone type you wish to use. You will produce the item instantly, no [[workshop]] required.&lt;br /&gt;
&lt;br /&gt;
So long as you're successfully hunting animals, this will net you a significant amount of wealth to trade, especially once your [[bone carving]] skill rises and you start producing higher quality items. If you have enough strength to handle a little extra weight, the jewelry is also worthwhile, acting as a very minor form of armor and potentially deflecting enemy attacks. It is not currently possible to produce ''actual'' bone armor in adventure mode, however.&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = osod&lt;br /&gt;
| elvish  = one&lt;br /&gt;
| goblin  = mudo&lt;br /&gt;
| human   = sut&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Materials}}&lt;br /&gt;
{{Category|Body parts}}&lt;br /&gt;
[[ru:Bone]]&lt;/div&gt;</summary>
		<author><name>MoogleDan</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Wood_furnace&amp;diff=238419</id>
		<title>Wood furnace</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Wood_furnace&amp;diff=238419"/>
		<updated>2018-11-09T13:01:27Z</updated>

		<summary type="html">&lt;p&gt;MoogleDan: Oops, yeah, I forgot about glazing. Merged that use in with the others.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Furnace|name=Wood furnace|key=w|job=[[Wood burner]]&lt;br /&gt;
|construction=&lt;br /&gt;
* [[Fire-safe]] [[building material]] (non-[[economic]])&lt;br /&gt;
|construction_job=&lt;br /&gt;
* [[Architecture]]&lt;br /&gt;
* [[Masonry]] or [[Metalsmithing]] or [[Carpentry]]&lt;br /&gt;
|use=&lt;br /&gt;
* [[Wood]]&lt;br /&gt;
|production=&lt;br /&gt;
* [[Ash]]&lt;br /&gt;
* [[Charcoal]]}}&lt;br /&gt;
{{av}}{{Quality|Fine|05:48, 14 June 2010 (UTC)}}&lt;br /&gt;
&lt;br /&gt;
A '''wood furnace''' is a specialized form of [[furnace]] designed to burn fresh [[wood]]. Unlike the other non-[[magma]] furnaces, a wood furnace does not require fuel to operate.&lt;br /&gt;
&lt;br /&gt;
==Uses==&lt;br /&gt;
Any dwarf with the [[wood burner]] [[labor]] enabled can burn a single log in order to produce either [[ash]] or [[charcoal]]. While it's hardly efficient, charcoal serves as the most ubiquitous form of [[fuel]] available to run a [[metal industry]] on. Ash sees use in multiple industries, such as [[glazing]] [[earthenware]] items, advanced [[glassmaking]], [[farm plot|crop fertilization]], and [[soap production]].&lt;br /&gt;
&lt;br /&gt;
As with all buildings that require an [[architect]], passing dwarfs may admire wood furnaces and receive a good [[thought]].&lt;br /&gt;
&lt;br /&gt;
==Construction==&lt;br /&gt;
Wood furnaces can be built from any [[fire-safe]] material. Once you designate a spot for your wood furnace to be built, a [[building designer]] will bring the material to the site and design the building before the actual [[mason]] (for stone or glass furnaces) or [[Metalsmith#Metalsmith_profession|metalworker]] (for metal furnaces) comes along and builds it. Strangely enough, [[charcoal]] and [[coke]] are valid mason's materials for building a wood furnace, since their ignition point is above the cutoff for fire safety. A [[carpenter]] will be necessary if you choose to make a literal wood furnace out of the one fire-safe wood, [[nether-cap]].&lt;br /&gt;
&lt;br /&gt;
The overall value of the wood furnace building helps determine the strength of the good thought dwarfs receive when admiring it. This value is determined by both the value of the material used in its construction, as well as the quality of both the architect's and builder's efforts.&lt;br /&gt;
&lt;br /&gt;
==Minimalist start==&lt;br /&gt;
For players trying to maximize the value of their embark points, you may wish to avoid bringing finished [[battle axe]]s or [[pick]]s, favoring instead to bring metal ore and fuel with you to so you can forge them yourself. Including a wood furnace can be extremely useful here, allowing you to turn logs into fuel much more cheaply than bringing coke, while bars of ash are inexplicably magma-safe building &amp;quot;materials.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
{{Translation| dwarven = lolum sarvesh | elvish = ave lethari | goblin = dôr usmza | human = pado nganiz}}&lt;br /&gt;
&lt;br /&gt;
{{Workshops}}&lt;br /&gt;
[[Ru:Wood furnace]]&lt;/div&gt;</summary>
		<author><name>MoogleDan</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Lye_maker&amp;diff=238412</id>
		<title>Lye maker</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Lye_maker&amp;diff=238412"/>
		<updated>2018-11-08T23:29:55Z</updated>

		<summary type="html">&lt;p&gt;MoogleDan: Added milk of lime info&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|23:30, 11 June 2010 (UTC)}}&lt;br /&gt;
{{Skill&lt;br /&gt;
| color      = 6:0&lt;br /&gt;
| skill      = Lye Maker&lt;br /&gt;
| profession = [[Farmer]]&lt;br /&gt;
| job name   = [[Lye making]]&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Make [[Lye]]&lt;br /&gt;
* Make [[milk of lime]]&lt;br /&gt;
| workshop = [[Ashery]]&lt;br /&gt;
| attributes =&lt;br /&gt;
* Strength&lt;br /&gt;
* Toughness&lt;br /&gt;
* Endurance&lt;br /&gt;
* Kinesthetic Sense&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Lye maker''' is the skill associated with the [[lye making]] [[labor]].&lt;br /&gt;
&lt;br /&gt;
Lye makers are capable of operating an [[ashery]] to turn [[ash]] into [[lye]] or [[quicklime]] into [[milk of lime]]. While milk of lime is almost entirely unnecessary, lye is a crucial component of any fort's [[soap]]-making operation. As soap cannot be purchased from caravans, this would seem to make lye makers somewhat desirable. However, while highly skilled lye-makers can operate an ashery faster than dwarves without the skill, neither lye nor milk of lime have quality levels. This makes the skill mostly worthless. As a result, lye makers tend to be used as haulers, military dwarves, [[Trap|or]] [[Unfortunate accident|worse]]...&lt;br /&gt;
&lt;br /&gt;
{{Skills}}&lt;/div&gt;</summary>
		<author><name>MoogleDan</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Milk_of_lime&amp;diff=238410</id>
		<title>Milk of lime</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Milk_of_lime&amp;diff=238410"/>
		<updated>2018-11-08T23:18:01Z</updated>

		<summary type="html">&lt;p&gt;MoogleDan: Thorough rewrite, feel free to add more&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|19:45, 30 January 2018 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
{{new in v0.42}}&lt;br /&gt;
&lt;br /&gt;
'''Milk of lime''' is a [[stone]]-derived liquid product used in the production of [[parchment]].&lt;br /&gt;
&lt;br /&gt;
==Producing milk of lime==&lt;br /&gt;
Milk of lime is produced at an [[ashery]]. Any dwarf with the [[lye maker]] [[labor]] enabled can convert one bag of [[quicklime]] into ten units of milk of lime. You must have an empty [[bucket]] available to do so.&lt;br /&gt;
&lt;br /&gt;
==Uses==&lt;br /&gt;
Milk of lime's sole use is in the production of parchment. A dwarf with the [[tanner]] labor enabled can bring a [[tanned hide]] and a bucket of milk of lime to a [[tanner's shop]] to produce a sheet of parchment.&lt;br /&gt;
&lt;br /&gt;
==Hazard==&lt;br /&gt;
Creating milk of lime is an exothermic reaction, producing a cloud of smoke and releasing significant heat. Nearby flammable objects may catch on fire.&lt;br /&gt;
&lt;br /&gt;
==Real world==&lt;br /&gt;
Milk of lime (or ''limewater'') is a milky solution of calcium hydroxide in water. It has had a wide variety of uses since ancient times, including fresco painting, food preparation, and personal hygiene.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Category|Materials}}&lt;br /&gt;
[[ru:Milk of lime]]&lt;/div&gt;</summary>
		<author><name>MoogleDan</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Quicklime&amp;diff=238383</id>
		<title>Quicklime</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Quicklime&amp;diff=238383"/>
		<updated>2018-11-08T13:29:32Z</updated>

		<summary type="html">&lt;p&gt;MoogleDan: Thorough rewrite, feel free to add more&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine|13:05, 11 February 2016 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
{{new in v0.42}}&lt;br /&gt;
&lt;br /&gt;
'''Quicklime''' is a [[stone]]-derived product used in the production of [[parchment]].&lt;br /&gt;
&lt;br /&gt;
==Producing quicklime==&lt;br /&gt;
Quicklime can be produced at a [[kiln]] or [[magma kiln]] by cooking any of the [[calcium carbonate]] stones ([[calcite]], [[chalk]], [[limestone]], or [[marble]]). A dwarf must have the [[furnace operator]] [[labor]] active to do this. If you're using a standard kiln the process will consume one unit of [[fuel]], and in either case you'll need an empty [[bag]] to store the finished product.&lt;br /&gt;
&lt;br /&gt;
==Uses==&lt;br /&gt;
On its own, a bag of quicklime has no practical use. However, it can be further processed at an [[ashery]] into [[milk of lime]], which is a crucial ingredient in the production of [[parchment]]. Much like [[lead|certain]] [[cinnabar|other]] [[pitchblende|entertaining]] real-world materials, in-game quicklime does not pose any health hazard to your dwarfs and can't be weaponized for its [[Fun]] reaction with water.&lt;br /&gt;
&lt;br /&gt;
==Storage==&lt;br /&gt;
Quicklime is stored under &amp;quot;Boxes and Bags&amp;quot; in [[furniture]] [[stockpile]]s, which makes it difficult to separate from empty bags. One workaround is to set up a kiln dedicated to producing quicklime and a furniture stockpile set to take only from that kiln. Quicklime produced at this kiln will then be accepted only by the aforementioned stockpile, which can in turn serve as a feeder stockpile for your milk of lime ashery. This approach will not remove existing quicklime bags from circulation among your other &amp;quot;Boxes and Bags&amp;quot; stockpiles, and purchased quicklime will not be accepted there.&lt;br /&gt;
&lt;br /&gt;
==Real world==&lt;br /&gt;
Quicklime (also known as ''burnt lime'' or ''calcium oxide'') is a caustic, alkaline crystal that forms a fine white powder. While its use in ''Dwarf Fortress'' is very limited, in reality it is a common industrial product, with usage dating back to ancient times in roles as varied as production of plaster for homes to use as a primitive chemical weapon.&lt;br /&gt;
&lt;br /&gt;
{{Translation| dwarven = bukèt-rômab | elvish = emi-quidole | goblin = slonân-xar | human = nelti-vuli}}&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Category|Materials}}&lt;br /&gt;
[[ru:Quicklime]]&lt;/div&gt;</summary>
		<author><name>MoogleDan</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Kiln&amp;diff=238381</id>
		<title>Kiln</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Kiln&amp;diff=238381"/>
		<updated>2018-11-07T22:49:13Z</updated>

		<summary type="html">&lt;p&gt;MoogleDan: Thorough rewrite, feel free to add more&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|18:46, 21 November 2016 (UTC)}}&lt;br /&gt;
{{Furnace|name=Kiln|key=k&lt;br /&gt;
|job=&lt;br /&gt;
*[[Furnace operator]]&lt;br /&gt;
*[[Potter]]&lt;br /&gt;
*[[Glazer]]&lt;br /&gt;
|construction=&lt;br /&gt;
* [[Fire-safe]] [[building material]] (non-[[economic]])&lt;br /&gt;
|construction_job=&lt;br /&gt;
* [[Architecture]]&lt;br /&gt;
* [[Masonry]] or [[Metalsmithing]] or [[Carpentry]]&lt;br /&gt;
|use=&lt;br /&gt;
* [[Coke]] or [[Charcoal]] ([[Fuel]])&lt;br /&gt;
* [[Potash]]&lt;br /&gt;
* [[Gypsum]]&lt;br /&gt;
* [[Alabaster]]&lt;br /&gt;
* [[Selenite]]&lt;br /&gt;
* [[Satinspar]]&lt;br /&gt;
* [[Kaolinite]]&lt;br /&gt;
* [[Clay]]&lt;br /&gt;
* [[Silty clay]]&lt;br /&gt;
* [[Sandy clay]]&lt;br /&gt;
* [[Clay loam]]&lt;br /&gt;
* [[Fire clay]]&lt;br /&gt;
* [[Ash]]&lt;br /&gt;
* [[Cassiterite]]&lt;br /&gt;
|production=&lt;br /&gt;
* [[Pearlash]]&lt;br /&gt;
* [[Gypsum plaster]]&lt;br /&gt;
* [[Ceramic]] [[Jug]]&lt;br /&gt;
* [[Ceramic]] [[Block|Brick]]s&lt;br /&gt;
* [[Ceramic]] [[Statue]]&lt;br /&gt;
* [[Ceramic]] [[Large pot|Large Pot]]&lt;br /&gt;
* [[Ceramic]] [[Trade_good#Crafts|Crafts]]&lt;br /&gt;
* [[Glaze]]d clay/stone items&lt;br /&gt;
* [[Ceramic]] [[Hive]]&lt;br /&gt;
* [[Quicklime]]{{version|0.42.01}}&lt;br /&gt;
* [[Instruments]]{{version|0.42.01}}&lt;br /&gt;
* [[Instrument piece|Instrument pieces]]{{version|0.42.01}}&lt;br /&gt;
}}{{av}}&lt;br /&gt;
&lt;br /&gt;
A '''kiln''' is a specialized form of [[furnace]] designed for use in the [[ceramic industry]].&lt;br /&gt;
&lt;br /&gt;
==Uses==&lt;br /&gt;
Kilns are central to a surprisingly broad array of [[labor]]s, the most obvious of which is the making of [[pottery]] and [[clay]] goods. All clay and porcelain items are produced at a kiln. This includes [[brick]]s, [[jug]]s, [[large pot]]s, [[hive]]s, [[statue]]s, and general [[trade goods|crafts]], as well as [[instrument]]s and instrument pieces if your particular [[world gen]] happens to generate them. You can enhance the value of these [[earthenware]] products by [[glazing]] them at a kiln, though this requires [[ash]] or [[cassiterite]]. Fresh clay can be acquired for use at a kiln with the &amp;quot;Collect Clay&amp;quot; order, assuming you have [[activity zone#Clay_Collection|clay collection zones]] assigned.&lt;br /&gt;
&lt;br /&gt;
Although kilns are not used in the production of [[glass]] itself, they are necessary for converting [[potash]] into [[pearlash]], a necessary ingredient for making [[clear glass|clear]] and [[crystal glass]] goods. Likewise, your [[hospital]] can benefit from a kiln's ability to turn [[gypsum]], [[alabaster]], [[selenite]], or [[satinspar]] into [[plaster powder]], though this also requires you possess an empty [[bag]] for each unit you wish to produce. If you want to make [[parchment]] for [[codex]] and [[scroll]] production, the [[calcium carbonate]] stones ([[calcite]], [[chalk]], [[limestone]], and [[marble]]) may be processed into [[quicklime]] at a kiln, though this also requires spare bags.&lt;br /&gt;
&lt;br /&gt;
Each action taken at a kiln consumes one unit of [[fuel]]. The specific skill used depends on the action taken. Creating earthenware items requires the [[potter]] skill. Glazing those items instead uses the [[glazer]] skill. Producing pearlash, plaster powder, and quicklime all use [[furnace operator]]. Collecting clay can be done by any dwarf with the [[DF2014:Hauling|item hauling]] labor active.&lt;br /&gt;
&lt;br /&gt;
Finally, as with all buildings that require an [[architect]], passing dwarfs may admire kilns and receive a good [[thought]].&lt;br /&gt;
&lt;br /&gt;
==Construction==&lt;br /&gt;
Kilns can be built from any [[fire-safe]] material. Once you designate a spot for your kiln to be built, a [[building designer]] will bring the material to the site and design the building before the actual [[mason]] (for stone and glass kilns), [[Metalsmith#Metalsmith_profession|metalworker]] (for metal kilns), or [[carpenter]] (for [[nether-cap]] kilns) comes along and builds it. Strangely enough, [[charcoal]] and [[coke]] are valid mason's materials for building a kiln, since their ignition point is above the cutoff for fire safety.&lt;br /&gt;
&lt;br /&gt;
The overall value of the kiln building helps determine the strength of the good thought dwarfs receive when admiring it. This value is determined by both the value of the material used in its construction, as well as the quality of both the architect's and builder's efforts.&lt;br /&gt;
&lt;br /&gt;
{{Workshops}}&lt;br /&gt;
[[Ru:Kiln]]&lt;/div&gt;</summary>
		<author><name>MoogleDan</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Wood_furnace&amp;diff=238371</id>
		<title>Wood furnace</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Wood_furnace&amp;diff=238371"/>
		<updated>2018-11-07T02:42:20Z</updated>

		<summary type="html">&lt;p&gt;MoogleDan: Thorough rewrite, feel free to add more. Also, I found nothing anywhere suggesting &amp;quot;dragon tallow soap&amp;quot; would be more fire-safe than any other soap. Confirmation on that?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Furnace|name=Wood furnace|key=w|job=[[Wood burner]]&lt;br /&gt;
|construction=&lt;br /&gt;
* [[Fire-safe]] [[building material]] (non-[[economic]])&lt;br /&gt;
|construction_job=&lt;br /&gt;
* [[Architecture]]&lt;br /&gt;
* [[Masonry]] or [[Metalsmithing]] or [[Carpentry]]&lt;br /&gt;
|use=&lt;br /&gt;
* [[Wood]]&lt;br /&gt;
|production=&lt;br /&gt;
* [[Ash]]&lt;br /&gt;
* [[Charcoal]]}}&lt;br /&gt;
{{av}}{{Quality|Fine|05:48, 14 June 2010 (UTC)}}&lt;br /&gt;
&lt;br /&gt;
A '''wood furnace''' is a specialized form of [[furnace]] designed to burn fresh [[wood]]. Unlike the other non-[[magma]] furnaces, a wood furnace does not require fuel to operate.&lt;br /&gt;
&lt;br /&gt;
==Uses==&lt;br /&gt;
Any dwarf with the [[wood burner]] [[labor]] enabled can burn a single log in order to produce either [[ash]] or [[charcoal]]. While it's hardly efficient, charcoal serves as the most ubiquitous form of [[fuel]] available to run a [[metal industry]] on. Ash has no real use on its own, but is a crucial ingredient in [[soap]] production, [[farm plot|crop fertilization]], and advanced [[glassmaking]].&lt;br /&gt;
&lt;br /&gt;
As with all buildings that require an [[architect]], passing dwarfs may admire wood furnaces and receive a good [[thought]].&lt;br /&gt;
&lt;br /&gt;
==Construction==&lt;br /&gt;
Wood furnaces can be built from any [[fire-safe]] material. Once you designate a spot for your wood furnace to be built, a [[building designer]] will bring the material to the site and design the building before the actual [[mason]] (for stone or glass furnaces) or [[Metalsmith#Metalsmith_profession|metalworker]] (for metal furnaces) comes along and builds it. Strangely enough, [[charcoal]] and [[coke]] are valid mason's materials for building a wood furnace, since their ignition point is above the cutoff for fire safety. A [[carpenter]] will be necessary if you choose to make a literal wood furnace out of the one fire-safe wood, [[nether-cap]].&lt;br /&gt;
&lt;br /&gt;
The overall value of the wood furnace building helps determine the strength of the good thought dwarfs receive when admiring it. This value is determined by both the value of the material used in its construction, as well as the quality of both the architect's and builder's efforts.&lt;br /&gt;
&lt;br /&gt;
==Minimalist start==&lt;br /&gt;
For players trying to maximize the value of their embark points, you may wish to avoid bringing finished [[battle axe]]s or [[pick]]s, favoring instead to bring metal ore and fuel with you to so you can forge them yourself. Including a wood furnace can be extremely useful here, allowing you to turn logs into fuel much more cheaply than bringing coke, while bars of ash are inexplicably magma-safe building &amp;quot;materials.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
{{Translation| dwarven = lolum sarvesh | elvish = ave lethari | goblin = dôr usmza | human = pado nganiz}}&lt;br /&gt;
&lt;br /&gt;
{{Workshops}}&lt;br /&gt;
[[Ru:Wood furnace]]&lt;/div&gt;</summary>
		<author><name>MoogleDan</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Potash_maker&amp;diff=238370</id>
		<title>Potash maker</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Potash_maker&amp;diff=238370"/>
		<updated>2018-11-07T01:46:08Z</updated>

		<summary type="html">&lt;p&gt;MoogleDan: Expanded for increased readability&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|23:57, 29 May 2013 (UTC)}}&lt;br /&gt;
{{Skill&lt;br /&gt;
| color      = 6:0&lt;br /&gt;
| skill      = Potash Maker&lt;br /&gt;
| profession = [[Farmer]]&lt;br /&gt;
| job name   = [[Potash making]]&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Make [[Potash]] from [[lye]]&lt;br /&gt;
* Make Potash from [[ash]]&lt;br /&gt;
| workshop = [[Ashery]]&lt;br /&gt;
| attributes =&lt;br /&gt;
* Strength&lt;br /&gt;
* Toughness&lt;br /&gt;
* Endurance&lt;br /&gt;
* Kinesthetic Sense&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Potash maker''' is a skill associated with the '''potash making''' [[labor]].&lt;br /&gt;
&lt;br /&gt;
Any dwarf with the potash maker labor enabled can use a unit of either [[ash]] or [[lye]] to produce [[potash]] at an [[ashery]], which can then be used to [[grower|fertilize]] [[crop]]s or to contribute to the [[glass industry]] after further refining to [[pearlash]] at a [[kiln]].&lt;br /&gt;
&lt;br /&gt;
As potash does not carry a quality level, increasing one's potash maker skill level only affects production speed. Skilled potash makers are often associated with uselessness; when referring to expendable peons, players will often refer to them as &amp;quot;Urist McPotashmaker.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
{{Skills}}&lt;/div&gt;</summary>
		<author><name>MoogleDan</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Pearlash&amp;diff=238369</id>
		<title>Pearlash</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Pearlash&amp;diff=238369"/>
		<updated>2018-11-07T01:39:40Z</updated>

		<summary type="html">&lt;p&gt;MoogleDan: Thorough rewrite, feel free to add more&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;
{{infostart|}}&lt;br /&gt;
{{infoheader|Properties}}&lt;br /&gt;
{{infocell|&lt;br /&gt;
* [[Material value]] 4&lt;br /&gt;
{{firemagmasafe|yes|yes}}&lt;br /&gt;
* [[Melting point]] None&lt;br /&gt;
* [[Boiling point]] None&lt;br /&gt;
* [[Ignition point]] None&lt;br /&gt;
* [[Solid density]] 1200&lt;br /&gt;
* [[Specific heat]] 800&lt;br /&gt;
}}&lt;br /&gt;
{{infoend}}&lt;br /&gt;
&lt;br /&gt;
'''Pearlash''' is a [[wood industry|wood-based]] product which is used primarily in the manufacture of [[clear glass|clear]] and [[crystal glass]].&lt;br /&gt;
&lt;br /&gt;
==Producing pearlash==&lt;br /&gt;
Pearlash can be created at a [[kiln]] or [[magma kiln]] by a dwarf with the [[furnace operator]] labor enabled. Doing so requires one unit of [[potash]], as well as whatever [[fuel]] is necessary to run the kiln. Pearlash is actually one of the most labor intensive products in the game to produce, requiring you to burn one unit of [[wood]] to [[ash]] at a [[wood furnace]], then convert the ash to potash at an [[ashery]] just to acquire the input material used in its creation.&lt;br /&gt;
&lt;br /&gt;
Pearlash is produced in [[bars]] with no quality level. These bars can be stored in bar [[stockpile]]s, and are viewable in the stocks screen under &amp;quot;bars.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Uses==&lt;br /&gt;
Pearlash's primary use is to allow the production of [[clear glass]] (also requires [[sand]]) and [[crystal glass]] (also requires [[rock crystal]]) at a [[glass furnace]] or [[magma glass furnace]].&lt;br /&gt;
&lt;br /&gt;
Alternatively, pearlash is a [[magma-safe]] (though eccentric) building material, and can be used in any [[construction]]s.&lt;br /&gt;
&lt;br /&gt;
==Real world==&lt;br /&gt;
[http://en.wikipedia.org/wiki/Pearlash Pearlash] (or salt of tartar) is a more refined form of potash. Historically, this fine white powder was produced by burning away potash's impurities in a kiln. It was used in glassmaking, china, and soap production, and has many widespread uses today.&lt;br /&gt;
&lt;br /&gt;
{{Translation| dwarven = kovest-ibruk | elvish = amayi-imeri | goblin = obasp-usmdas | human = kima-cish}}&lt;br /&gt;
&lt;br /&gt;
{{gamedata|{{raw|DF2014:hardcoded_materials.txt|MATERIAL|PEARLASH}}}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Materials}}&lt;br /&gt;
[[ru:Pearlash]]&lt;/div&gt;</summary>
		<author><name>MoogleDan</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Potash&amp;diff=238368</id>
		<title>Potash</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Potash&amp;diff=238368"/>
		<updated>2018-11-06T23:58:44Z</updated>

		<summary type="html">&lt;p&gt;MoogleDan: Thorough rewrite, feel free to add more&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;
{{infostart|}}&lt;br /&gt;
{{infoheader|Properties}}&lt;br /&gt;
{{infocell|&lt;br /&gt;
* [[Material value]] 3&lt;br /&gt;
{{firemagmasafe|yes|yes}}&lt;br /&gt;
* [[Melting point]] None&lt;br /&gt;
* [[Boiling point]] None&lt;br /&gt;
* [[Ignition point]] None&lt;br /&gt;
* [[Solid density]] 1200&lt;br /&gt;
* [[Specific heat]] 800&lt;br /&gt;
}}&lt;br /&gt;
{{infoend}}&lt;br /&gt;
&lt;br /&gt;
'''Potash''' is a [[wood industry|wood-based]] product which has applications in [[farming]], as well as production of mid- and high-end [[glass industry|glass]] products.&lt;br /&gt;
&lt;br /&gt;
==Producing potash==&lt;br /&gt;
Potash can be created at an [[ashery]] by a [[dwarf]] with the [[potash maker]] labor enabled. This process requires one unit of either [[ash]] or [[lye]], though as lye is produced from ash, going that route is less efficient with no added benefit. As ash must be produced by [[wood burner|burning logs]] at a [[wood furnace]], production of one unit of potash requires one unit of wood and two (ash route) or three (lye route) actions.&lt;br /&gt;
&lt;br /&gt;
Potash is produced in [[bars]] with no quality level. These bars can be stored in bar [[stockpile]]s, and are viewable in the stocks screen under &amp;quot;bars.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Uses==&lt;br /&gt;
Potash can be used to [[Farming#Yield and Fertilization|fertilize]] a [[farm plot]], increasing the stack size of harvested plants. Doing so can help cut down on the need for large farms, which may result in less labor overall.&lt;br /&gt;
&lt;br /&gt;
Alternatively, potash can be further processed into [[pearlash]] at a [[kiln]] or [[magma kiln]]. This material is necessary if you wish to produce [[glass]] products of [[clear glass|clear]] or [[crystal glass|crystal]] quality.&lt;br /&gt;
&lt;br /&gt;
Finally, potash is a [[magma-safe]] (though low-[[value]] and eccentric) building material, and can be used in any [[construction]]s.&lt;br /&gt;
&lt;br /&gt;
==Real world==&lt;br /&gt;
[[Wikipedia:Potash|Potash]] refers to a wide variety of potassium bearing salts, first produced in roughly 500 CE. In modern times, they are used primarily in production of fertilizer, though they were once part of glass and soap production. While modern production methods have developed, this substance was once produced by soaking plant ash in a pot full of water, thus the name ''pot-ash''.&lt;br /&gt;
&lt;br /&gt;
{{Translation| dwarven = tezad-ibruk | elvish = momo-imeri | goblin = ag-usmdas | human = utag-cish}}&lt;br /&gt;
&lt;br /&gt;
{{gamedata|{{raw|DF2014:hardcoded_materials.txt|MATERIAL|POTASH}}}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Materials}}&lt;br /&gt;
{{category|Agriculture}}&lt;br /&gt;
[[ru:Potash]]&lt;/div&gt;</summary>
		<author><name>MoogleDan</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Forgotten_beast&amp;diff=238296</id>
		<title>Forgotten beast</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Forgotten_beast&amp;diff=238296"/>
		<updated>2018-10-28T00:00:03Z</updated>

		<summary type="html">&lt;p&gt;MoogleDan: /* Forgotten Beast Threat Analysis */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|21:18, 30 September 2016 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{minorspoiler}}&lt;br /&gt;
{{random image|location=right|size=300px}}&lt;br /&gt;
&lt;br /&gt;
''In the deep, there are beasts so fell and terrible, that only they know what they are, for none who have met them have lived to tell of it... they are the Forgotten Beasts, born of the chaos from before the world's birth... they have waited, brooding in the dark places of the world... and now... by digging too deep... we have awakened them.''&lt;br /&gt;
&lt;br /&gt;
'''Forgotten beasts''' are large, monstrous, procedurally generated [[megabeast]]s that spawn in the [[caverns]] beneath your fortress, [[path]]ing through to your fort and seeding destruction amongst your [[dwarves]]. They are the subterranean equivalent of [[titan]]s. &lt;br /&gt;
&lt;br /&gt;
Forgotten beasts are attracted by [[wealth]] and population size. They start coming from breached caverns once the population reaches 20. Additionally, one may randomly appear when you reclaim a fortress. When a forgotten beast becomes visible onscreen, the game automatically pauses and displays a message.&lt;br /&gt;
&lt;br /&gt;
== Generation ==&lt;br /&gt;
Forgotten beasts are procedurally randomized, and may be of any form, and be made of any sort of material. Multiple forgotten beasts may come to attack your fortress, each coming at different times. Most take the form of an animal, some not found in vanilla DF, with extra features (e.g. extra eyes, feathers) or removed body parts (e.g. skinless cobras) and unusual colours. However, a forgotten beast can also take more generic forms, such as shelled blobs, quadrupeds, and humanoid golems. Materials range from flesh and blood, to flimsy things like [[ash]] and [[steam]], to truly scary monsters of pure [[rock]], [[gem]], or [[metal]]. They may get a special attack, ranging from anything between venomous stings, poisoned blood, explosive dust clouds, to flame breath.&lt;br /&gt;
&lt;br /&gt;
If a forgotten beast has a venomous attack of some sort, it is randomly generated as are the resulting [[symptoms]]. The beast's [[Syndrome#Breath_attacks|breath attack]] is also randomly generated, if it has one. Venom attacks come in a variety of forms, from boiling ichor to trailing dust, and the effects can range from mild pain to complete and instantaneous necrosis or paralysis. Some forms of venom can spread from spatters and contact with your dwarves, eventually infecting your entire fort. Decontaminating your soldiers in shallow running water is one way to deal with this problem. Some beasts breathe fire or shoot [[web]] in lieu of any syndrome-bearing attacks. Web-shooters are immune to the effects of webs they, or any other creature, create and will shoot web even at targets they lack a proper path to. Forgotten beasts based on spiders may be capable of shooting webs in addition to any other special abilities.&lt;br /&gt;
&lt;br /&gt;
The number of forgotten beasts cannot be controlled directly, but is influenced by the size of the world and is directly proportional to the number of cavern layers, as exactly one beast is spawned per each underground region. All are [[building destroyer]]s, and are almost entirely immune to [[trap]]s (they are trapavoid and nostun but non-webspinners will trigger a trap that has been webbed). [[Bridge]]s are also less useful, as they cannot be raised or lowered as long as the beast is standing on (or under) them, preventing the traditional [[magma]] pit / [[dwarven atom smasher]] designs from working. This is probably one of [[Main:Toady One|Toady One]]'s ways of making the encounters even more [[fun]].&lt;br /&gt;
&lt;br /&gt;
[[Image:DF2010ForgottenBeast1.png|thumb|center|500px]]&lt;br /&gt;
&lt;br /&gt;
== Death and application ==&lt;br /&gt;
{{random image|location=right|size=300px}}&lt;br /&gt;
If you need to kill a forgotten beast, order your military to attack. Some beasts, however, are content not to path to your fortress and will stay dormant underground. Most &amp;quot;fleshy&amp;quot; forgotten beasts can be butchered; some are quite massive and may leave you with hundreds of meat and bone units and dozens of prepared organ units. Forgotten beast [[shell]]s may prove valuable during a [[strange mood]], particularly on a map without other sources of shells. Unfortunately, all forgotten beasts have a value multiplier of 1. &lt;br /&gt;
&lt;br /&gt;
Some forgotten beasts whose bodies are made of liquid, gas, fire, or powder will die or lose limbs on the first hit. Other forgotten beasts are extremely difficult to kill due to being made of very hard materials or having an amorphous shape. When confronted with such near-invulnerable creatures the only option is usually to use your brain and try to lock it away (the beast; dwarven brains are locked away by default) somehow. Walls and raised [[bridge|draw bridges]] stop them. Since they are [[building destroyer]]s, you can use installed [[furniture]] to lure them to a particular location. If you can put it in a pit, a clever trapmaker can feed it invaders. If a near-indestructible beast isn't in a position to threaten your dwarves, it can be used to train marksdwarves.&lt;br /&gt;
&lt;br /&gt;
One method of defeating nearly combat-invulnerable forgotten beasts (those whose bodies are made of rock, for instance) is to cause a [[Cave-in]] on top of them. They'll be killed by dropping either natural or constructed walls or floors on them. It is also possible to capture some forgotten beasts in cage traps by using [[giant cave spider]] webs (or similar).&lt;br /&gt;
&lt;br /&gt;
You can prevent forgotten beasts from appearing by editing [[d_init.txt]] to change [INVADERS:YES] to [INVADERS:NO], though that will also prevent [[ambush]]es and [[siege]]s.&lt;br /&gt;
&lt;br /&gt;
== Forgotten Beast Threat Analysis==&lt;br /&gt;
'''If you do not want your [[fun]] spoiled, do not look below!'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{clear|both}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Forgotten beasts pose different levels of threat to your fortress, based on their composition, body shape, movements or special attacks. This list also works with [[titan]]s and [[demon]]s.&lt;br /&gt;
&lt;br /&gt;
Of course, general threat must be appraised after all categories. A giant blob made of smoke with webs is still pretty harmless and very fragile, despite it having webs, and a no-frills humanoid made of steel with no special attack will cause dangerously large amounts of [[fun]], being essentially a far more resilient bronze colossus.&lt;br /&gt;
&lt;br /&gt;
'''Material Composition'''&lt;br /&gt;
*''Water, Grime, Filth, Salt, Steam, Smoke, Snow'': Liquids, gasses, and powders are incredibly fragile, and most of them don't do any damage either. In fact, they usually die to kittens playfully scratching them or babies punching them. Unless paired with a dangerous attack method, these should not be a threat at all.&lt;br /&gt;
*''Fire'': While very fragile, [[fire]] is incredibly !![[fun]]!!. This type of forgotten beast will usually stay at the edge of the map and may burn large parts of the cavern when it first enters. Engagement should be avoided if it does not path to your fortress (and into a trap) as it could cause casualties with fire spread, contact, and fireballs (passive ability). Dropping an unarmed goblin or two (or a ceiling) on top of it should kill it as it will die as easily as any other gas beast. Upon death, beasts made of fire tend to explode in a large fireball which will kill all units within range, so keep your melee fighters away!&lt;br /&gt;
*''Flesh'': Most forgotten beasts are fleshy. It's about the standard level of threat for a forgotten beast. Invertebrates are generally more fragile than vertebrates, due to lack of bones.&lt;br /&gt;
*''Rock or Mineral'': Quite difficult, but not unbeatable. Can be damaged with metallic weapons. Beasts may be made of native copper or silver ore; see below for those.&lt;br /&gt;
*''Glass or Gem'': They are generally pretty tough, though not quite as much as being made of diamond might imply. If you have poorly equipped dwarves, military action is not advised. &lt;br /&gt;
*''Non-weapon grade metal'': Similar to rock forgotten beasts. Most weapons-grade metal can damage it.&lt;br /&gt;
*''Copper/Silver'': If you've got a good military and weapons as good as bronze, it should at least be beatable. Don't expect an easy fight by any means, however.&lt;br /&gt;
*''Bronze'': If you have encountered a [[bronze colossus]] before, this beast should be comparable in how dangerous it is. Whether it is more or less dangerous will depend on various features such as size, body type, whether it can fly, material emissions and whatever syndromes it may possess.&lt;br /&gt;
*''Iron'': Are you having [[fun]] yet? Do not send anything against it that has less than steel weapons; it will be pointless. Magma also does nothing against these.&lt;br /&gt;
*''Steel'': While exceedingly rare, these are fortress-ending threats on the level of [[HFS]]. These can be beaten only with cave-in traps, falling traps, obsidian/ice traps or adamantine weapons. Be sure to post &amp;lt;s&amp;gt;how your fortress ended horribly&amp;lt;/s&amp;gt; the epic story of your struggle with it on the Bay12 forums !&lt;br /&gt;
&lt;br /&gt;
'''Body Shape'''&lt;br /&gt;
[[File:Forgotten_Beast_Size.png|frame|Estimated size comparison between a forgotten beast and a dwarf.]]&lt;br /&gt;
*''Blob'': Depends on material - fleshy blobs having only a single body part. All attacks will target it, causing it to accumulate damage rapidly until it explodes into gore.{{verify}} Has only a blunt push attack, which at an FB's size is deadly. However, ''inorganic'' blobs are a whole other story, and ''metal'' blobs are a sign that the game hates your guts.&lt;br /&gt;
*''Worm, Slug, Nematode'': Quite slow, and have one huge body part with internal organs (including brain) easily reachable. Unless paired with some dangerous special attack, these should be easy.&lt;br /&gt;
*''Quadruped, Humanoid'': about the average for FBs. Try and use cutting weapons to cripple them. Or spears.&lt;br /&gt;
*''Insect, Spider'': Obnoxious because of the large number of redundant limbs. The large majority of spiders (not &amp;quot;tarantulas&amp;quot;, apparently) will be guaranteed to have a webbing attack and should thus be treated with extreme care.&lt;br /&gt;
&lt;br /&gt;
'''Movement'''&lt;br /&gt;
*''Walking'': Normal movement. All FBs are also amphibious.&lt;br /&gt;
*''Flying'': More dangerous than walking, for obvious mobility reasons. Be sure you only have one entry for your caverns.&lt;br /&gt;
&lt;br /&gt;
'''Special attack'''&lt;br /&gt;
*''None'': Consider yourself lucky—most forgotten beasts have some kind of [[syndrome]]-based effect. However, certain kinds of beasts have inherent abilities, like fire balls for a beast composed of fire, or webs for a spider-based beast.&lt;br /&gt;
*''Noxious Secretions'': Every single part of the creature's body is covered in extract. If it's in liquid or solid form and any of your dwarves touch this extract, they will receive the syndrome effects. Curiously enough, [[biter|biting]] does not qualify as touching. Usually not a threat since dwarves are often well clothed, your military even more so. If the secretions are in gas form, treat the FB as if it has a toxic breath attack. Note that, unlike other attacks, gaseous noxious secretions are effective even if the beast is [[cage]]d.&lt;br /&gt;
*''Hunger for warm blood'': When the creature stabs the opponent, some blood will be drawn. Additionally, its ability to detect any creature with blood will let it &amp;quot;see&amp;quot; dwarves through walls and other solid objects.&lt;br /&gt;
*''Poisonous bite or sting'': Not dangerous by FB standards. &lt;br /&gt;
*''Spitting glob'': Generally not dangerous, unless you forgot shields and shield use on your military for some reason.&lt;br /&gt;
*''Fire breath'': By itself not threatening if you have shields and decent shield skill. However, [[Fun]] is always where fire is—a burst of flame is quite likely to start a cavern wildfire. Amusingly, fire-breathing organic FBs are not immune to fire and may even burn themselves to death, though this usually takes some time.&lt;br /&gt;
*''Toxic blood, vapor, or gas'': Threat depends of the syndrome's effects. Can be harmless or kill your entire military. You may want to sacrifice something for seeing what the FB's extract does.&lt;br /&gt;
*''Webs'': Webs are incredibly deadly in melee, but do not help much at range. It will slaughter your whole melee squad with incredible ease, but not your ranged squad as long as the ranged squad is out of reach. Engage it with marksdwarves or kill it with a cunning trap.&lt;br /&gt;
*''Deadly dust'': Possibly the most [[fun]] attack a FB can come with. Deadly dust acts like [[cave-in]] dust with syndromes. Dust coming from all directions (as opposed to a breath attack) is even more [[fun]]. If the material of the FB is weak (like flesh), or if it has articulations or organs to be damaged, it will harm itself with its own deadly dust. However if it is made of stronger material, it will be immune to this effect. Deadly dust is generally a very effective defense against melee and marksdwarves, but is a liability if the FB is fleshy and not a blob.&lt;br /&gt;
&lt;br /&gt;
==Applications==&lt;br /&gt;
Forgotten beasts are hard to catch, being both [[Creature token#T|[TRAPAVOID]]] and [[Creature token#N|[NOSTUN]]]; however trapping them is not impossible. All webbed creatures become vulnerable to [[trap]]s, except for the ones that have a [[web]]bing attack of their own: having a [[giant cave spider]] shoot web on your cage traps will render them into perfect FB-proof nets. Your new prizes can be put to various uses; the most obvious ones consist in dropping them onto various invaders - forgotten beasts are hostile toward each other and will attack any [[Surroundings|wildlife]] or [[Civilization|civilized]] creature they may encounter - but with careful micromanagement, the opportunities are limitless. &lt;br /&gt;
&lt;br /&gt;
===Silk farm===&lt;br /&gt;
Web-shooting forgotten beasts are notoriously hard to catch and you'll only get your hands on one of these through ''very'' careful micromanagement, such as building a 'trap room' with retractable bridges and some random animal at the center to attract the beast. The set-up is otherwise the same as that of a [[silk farm]], except that forgotten beast silk is only as valuable as mere [[cave spider]] silk. Note that some beasts have special attacks ''in addition'' to their web-shooting ability (in the case of beasts based on spider-like anatomy resembling that of the [[giant cave spider]]), which may make them more difficult to capture and use (as they may kill their targets rather than simply covering them with webs).&lt;br /&gt;
&lt;br /&gt;
===Weapon coating===&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12forums.com/smf/index.php?topic=91084 Syndrome-bearing poison can and will affect any creature it can spread to and infect.] While there is no formal job or workshop related to poison coating in vanilla DF (although it does exist in some [http://dwarffortresswiki.org/index.php/Masterwork:Main_Page mods]), poisoning your weapons is still possible thanks to the impossibly infinite metabolism of your caged guests. Pit them in a similar set-up to that of a [[silk farm]] (you may want to set up a pit from above the farm so you can regularly replace the bait used for the silk farm, or just use a syndrome-immune creature, e.g. a [[zombie]]) and put your weapons (and ammo) stockpiles in the farm so your beast will shoot syndrome-inducing dust/spittle on them. '''Make sure your military dwarves wear gloves when they equip your newly poisoned weapons,''' unless you actually want them to vomit or rot themselves in the middle of the battlefield. You also want them to wear cloaks so they don't contaminate each other while sparring. Some poisons can be '''extremely fun'''; dwarves equipped with poisoned weapons can one-shot most creatures - well, most creatures with functioning organs, at least - through the infliction of superficial wounds. If you can prevent your dwarves from infecting themselves, that is.&lt;br /&gt;
&lt;br /&gt;
===Getting rid of cavern creatures===&lt;br /&gt;
&lt;br /&gt;
Forgotten beasts will actively seek and attack any other [[creature]]s, including cavern wildlife. Sealing the FB in a cavern will make it continuously kill wild inhabitants of the cavern, as these keep coming until their local populations are extinct. You can later obtain a decent supply of [[bone]]s from the skeletons of the creatures the FB killed, when the beast accidentally dies or after you manage to deal with it.&lt;br /&gt;
&lt;br /&gt;
==[http://www.reddit.com/r/dwarffortress/comments/19083j/what_makes_forgotten_beasts_forgotten/c8jlvg7 On The Origins of Forgotten Beasts] ==&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
&lt;br /&gt;
In the time before time, when Armok himself was not part of the great machine beast framework, the idea itself of ALL-dom, dwarf dom, elf dom, tools and valueless, remained in the greater unknowable realm of hard possibility called &amp;lt;HARDDISKSPACE&amp;gt;; all was concept data idiosyncratic.&lt;br /&gt;
&lt;br /&gt;
Thence came the being of the &amp;lt;flesh machine&amp;gt; and the &amp;lt;machine beast framework&amp;gt; and thence Armok was, is, and ever will be.&lt;br /&gt;
&lt;br /&gt;
Armok hands moved, and invoked the commands of the ur-&amp;lt;plane/realm?&amp;gt;, and raised the possibility of all worlds that can be, of the-blessed-who-can-know-Armok.&lt;br /&gt;
&lt;br /&gt;
Thence Armok exhaled his vaporous breath and said &amp;quot;CREATE NEW WORLD&amp;quot; and the &amp;lt;machine beast framework&amp;gt; began his dire task.&lt;br /&gt;
&lt;br /&gt;
Legions of empires, battalions of timelines, and civilizations of worlds were born, lost, and discarded, as the will of Armok angered in wait.&lt;br /&gt;
&lt;br /&gt;
Finally World Acceptance was allowed.&lt;br /&gt;
&lt;br /&gt;
Yet, the &amp;lt;Flesh Machine Beast Framework&amp;gt; has failed Armok. For Armok knows of the world behind the worlds, of the '''Intent''' of his dimension, of the destination of the unmoving stone.&lt;br /&gt;
&lt;br /&gt;
He knows that the beasts of &amp;lt;null result un-parseable&amp;gt;, those ideas from the time before the rules, exist not.&lt;br /&gt;
&lt;br /&gt;
The Pen-Factor of Armok, the Toady One, foresaw this failure. He knew that the Armok transcended the very power of the universe vessel, the &amp;lt;Machine Beast Framework&amp;gt;, and to please our god, to let him revel in the glory that is the knowing of himself, he forced the existence of the beasts...&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
* If a beast has a dust attack, the dust will behave like it was from a [[cave-in]], flinging dwarves away (causing further damage if they hit a wall) and knocking them out. {{Bug|3133}}&lt;br /&gt;
* forgotten beasts will hide in trees in an attempt to ambush dwarves and woodcutters without ever coming down.&lt;br /&gt;
&lt;br /&gt;
==Art==&lt;br /&gt;
View a [[Forgotten beast/gallery|gallery]] of artwork from the [http://www.bay12forums.com/smf/index.php?topic=124312.0 forums].&lt;br /&gt;
&lt;br /&gt;
{{random image|location=left|size=600px}}&lt;br /&gt;
{{clear}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Megabeasts}}&lt;br /&gt;
{{Category|Trapavoid}}&lt;br /&gt;
{{Category|Building destroyer}}&lt;br /&gt;
{{Category|No Stun}}&lt;br /&gt;
{{Category|Flying}}&lt;br /&gt;
{{Category|Syndrome}}&lt;br /&gt;
{{Category|Webs}}&lt;br /&gt;
{{Category|Shell}}&lt;br /&gt;
[[ru:DF2012:Forgotten beast]]&lt;/div&gt;</summary>
		<author><name>MoogleDan</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Bone_meal&amp;diff=238292</id>
		<title>Bone meal</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Bone_meal&amp;diff=238292"/>
		<updated>2018-10-27T18:45:17Z</updated>

		<summary type="html">&lt;p&gt;MoogleDan: Separated content by play mode&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|01:24, 10 July 2013 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Bone meal''' is the resulting powder one winds up with after grinding up [[bone]]s.&lt;br /&gt;
&lt;br /&gt;
==Fortress Mode==&lt;br /&gt;
At present, bone meal cannot be acquired in fortress mode. The only sign of its existence is the custom [[Stockpile#Food|food stockpile]] option for bone meal that does not actually do anything except confuse the occasional wayward player; perhaps that is how you ended up at this page in the first place.&lt;br /&gt;
&lt;br /&gt;
However, [http://www.bay12forums.com/smf/index.php?topic=13513.msg123926#msg123926 Toady has suggested] that it may eventually be used as a [[farming|fertilization component]], much like [[potash]]. Producing it in a future version of ''Dwarf Fortress'' would be simplicity itself: simply [[miller|mill]] leftover [[bone]]s at a [[millstone]] or [[quern]].&lt;br /&gt;
&lt;br /&gt;
==Adventure Mode==&lt;br /&gt;
Bone meal frequently appears in [[night troll]] lairs in [[adventurer mode]]. It currently has no use and appears to be nothing more than a prop. Although obviously made of bone, {{token|BONECARN}} creatures have never yet been observed consuming it.&lt;br /&gt;
&lt;br /&gt;
==Real Life==&lt;br /&gt;
In real life, bone meal is a primitive food supplement made by grinding bones into a fine powder.&lt;br /&gt;
&lt;br /&gt;
{{Translation| dwarven = osod inob | elvish = one thethéfa | goblin = mudo xanë | human = sut pode}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Items}}&lt;br /&gt;
[[ru:Bone meal]]&lt;/div&gt;</summary>
		<author><name>MoogleDan</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Giant_cave_swallow&amp;diff=238149</id>
		<title>Giant cave swallow</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Giant_cave_swallow&amp;diff=238149"/>
		<updated>2018-10-24T02:53:15Z</updated>

		<summary type="html">&lt;p&gt;MoogleDan: &amp;quot;turned&amp;quot; &amp;gt; &amp;quot;trained&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine|20:12, 5 July 2010 (UTC)}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|skin=hide&lt;br /&gt;
|skull=1&lt;br /&gt;
|bone=24&lt;br /&gt;
|meat=17&lt;br /&gt;
|brain=1&lt;br /&gt;
|heart=1&lt;br /&gt;
|lung=2&lt;br /&gt;
|liver=1&lt;br /&gt;
|intestines=1&lt;br /&gt;
|tripe=1&lt;br /&gt;
|sweetbread=1&lt;br /&gt;
|spleen=1&lt;br /&gt;
|kidney=1&lt;br /&gt;
|wiki=no&lt;br /&gt;
|contrib=no&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
'''Giant cave swallows''' are the much larger cousins of the common [[cave swallow]], who are a quite common sight at the first and second layer of the [[caverns]]. Nearly as big as [[troll]]s, these birds appear individually and will meander the underground aimlessly, and despite being carnivorous, they are benign and will rarely fight back if provoked by [[Dwarf|dwarves]], making them easy prey for your [[Crossbowman|marksdwarves]].&lt;br /&gt;
&lt;br /&gt;
Giant cave swallows can be captured in [[cage]] [[trap]]s and [[Animal trainer|trained]] into valuable [[pet]]s. They can further be trained into hunting beasts (but not war ones) and assigned to your [[hunter]]s, where their great size will really shine. The birds can also be put on a [[nest box]] for them to lay a meager amount of [[egg]]s or simply [[butcher]]ed for a nice quantity of returns - products made from giant cave swallows are [[Item value|worth]] twice as much as those made from common animals. Giant cave swallows are exotic [[mount]]s and may used by [[goblin]]s during [[siege]]s, allowing them to fly over any [[moat]] or similar obstacle put between them and your fortress.&lt;br /&gt;
&lt;br /&gt;
Some dwarves [[Preferences|like]] giant cave swallows for their ''coloration''.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>MoogleDan</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Fluffy_wambler&amp;diff=238024</id>
		<title>Fluffy wambler</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Fluffy_wambler&amp;diff=238024"/>
		<updated>2018-10-23T11:52:42Z</updated>

		<summary type="html">&lt;p&gt;MoogleDan: Typo fix&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|07:02, 17 May 2015 (UTC)}}&lt;br /&gt;
{{verminlookup/0|wiki=no}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
'''Fluffy wamblers''' are humanoid [[vermin]] that can be found the world over in [[good]] regions. They are round, white creatures with singular arms and legs devoid of toes, claws, or other extremities. They possess two black eyes and a nose, but lack any other distinguishing features. Their entire bodies are covered in white fur known as 'fluff', while their equivalent of [[fat]] is called 'pudge'. They can be captured by [[trapper]]s and turned into low-value [[pet]]s. They are tied with the [[fox squirrel]] as the largest of all vermin, being only a little smaller than a [[dwarf]] baby.&lt;br /&gt;
&lt;br /&gt;
Fluffy wamblers have no organs, bones or blood, with the entirety of their interior being composed of purple pudge. Despite this, they will sometimes attempt to eat [[food]] out of [[stockpile]]s similar to other vermin like [[rat]]s, and like them, it only takes a [[cat]] to solve the problem. Their raws note an immunity to fevers, which vermin aren't known to be affected by to begin with. In [[adventurer mode]], fluffy wamblers can only be found during the day.&lt;br /&gt;
&lt;br /&gt;
Some dwarves [[Preferences|like]] fluffy wamblers for their ''warm heart'', their ''gentle nature'' and their ''stumble bumbling''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Nightwing.jpeg|thumb|center|300px|A fluffy wambler being ambushed by a [[nightwing]], drawn in crayon by [[Main:Bay 12 Games|Bay 12 Games]].]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
&lt;br /&gt;
Fluffy wamblers are surprisingly dense when traveling at high velocities.  There was {{f|56935.0|at least one}} reported slaying of a [[bronze colossus]] using a thrown fluffy wambler as a [[weapon]]. News of this incident has served to increase the wambler's popular appeal. Despite their status as agricultural pests, it's rare to find a being that actually finds them offensive. They are widely held to be &amp;quot;adorable&amp;quot;, and many dwarves consider them to be [[food|a delicacy]].&lt;br /&gt;
&lt;br /&gt;
Wamblers are not wholly benign and may in fact display aggression when threatened, an act which is almost always futile, as they have power to harm only the feeblest of creatures. Civilizations that use 'good' animals and animal materials (and have no qualms about killing animals) can make clothes out of wambler fluff, a prized, yet inexpensive, insulating fabric.&lt;br /&gt;
&lt;br /&gt;
Wamblers maintain a body temperature slightly higher than that of dwarves. They appear to be immune to sickness and are not known to suffer infection of any kind. There is no specific term for any hypothetical wambler offspring; a live wambler birthing has never been seen. One case exists of a wambler possibly resurrecting itself deep under ground. The corpse was carried many levels underground by a cat into an active mining area well away from any sort of entrance. Then later the corpse was missing and a live wambler was wandering around down in the mining area 13 floors down underground. Up to that point, no other live wamblers had been seen anywhere within the tunnels.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{vermin}}&lt;/div&gt;</summary>
		<author><name>MoogleDan</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Mission&amp;diff=237808</id>
		<title>Mission</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Mission&amp;diff=237808"/>
		<updated>2018-10-14T00:57:17Z</updated>

		<summary type="html">&lt;p&gt;MoogleDan: /* Artifact/Citizen recovery */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|04:43, 3 December 2017 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{New in|0.44.01}}&lt;br /&gt;
{{old}}&lt;br /&gt;
'''Missions''' are commands in [[Fortress mode]] that send one or more of your [[squad|squads]] to visit [[site|sites]] outside of your fortress. They are created in the [[Civilization/World Info]] screen (accessed by pressing {{k|c}} in the main fortress view). There are multiple types of missions, such as raids, explorations, artifact recovery, and citizen recovery.&lt;br /&gt;
&lt;br /&gt;
== Raids and explorations ==&lt;br /&gt;
&lt;br /&gt;
A '''raid''' is a general mission to an occupied, foreign site, usually in the name of pillaging artifacts and death-dealing (although artifact looting seems to be the primary focus of most raids). An '''exploration''' is a general mission to ''unoccupied'' sites, including those previously inhabited by your civilization, and these missions focus almost entirely upon finding artifacts that might be held at these locations.&lt;br /&gt;
&lt;br /&gt;
Raids and explorations are created by selecting a site on the Civilization/World Info map. If the site you're viewing holds or is rumored to hold artifacts or prisoners, these will be listed. At the bottom of the screen, a prompt gives you information about the type of mission you're creating (i.e. 'r: Raid/Explore this site'). If a site is unable to be visited, the prompt will appear grayed out, and the text will explain why you cannot create the mission. Missions cannot be sent to occupied sites that are members of your civilization, but can be sent to unoccupied/abandoned sites, as stated above. They also cannot be sent to locations that are impossible for your squads to reach (i.e. across oceans/glaciers). If all is well, you can then press {{k|r}} to create the mission and move into [[squad]] selection.&lt;br /&gt;
&lt;br /&gt;
Raids come in multiple flavors, these being the standard &amp;quot;'''raid'''&amp;quot;, &amp;quot;'''pillage'''&amp;quot; and &amp;quot;'''raze'''&amp;quot;, &amp;quot;'''demand tribute'''&amp;quot;, &amp;quot;'''conquer'''&amp;quot;, and &amp;quot;'''demand surrender'''&amp;quot;. In a raid, your dwarves will sneak in and attempt to steal items from the site, especially if it's an [[artifact]]. It will usually train your [[ambusher]] [[skill]], so it may be useful if you want to raise that particular skill quickly. On a pillaging mission, your dwarves will openly attack the site, and if successful will result in your dwarves stealing livestock and loot if you have those options selected in the [d]etails menu. When razing a site, your dwarves will both openly attack and attempt to destroy the site, resulting in a more prolonged attack. If you are sure that your army will win against the opposing one, and you want that site gone, a razing mission is probably what you want to perform. Your dwarves will still bring home loot and livestock if you have these options selected. Demanding tribute (one-time or ongoing) may result in the site providing goods to your fortress (if successful). Conquering a site relies on military force, while demanding surrender relies on negotiation under the threat of military force. If successful, occupying a site will make it one of your fortress's [[holding]]s (your forces will remain on-site as administrators and occupiers).&lt;br /&gt;
&lt;br /&gt;
The pillaging and razing options both use the [[military tactics]] skill of each army's highest-leveled tactician, giving the side with a better one major advantages in the battle. Standard sneaky raids, however, will use the [[ambusher]] skill.&lt;br /&gt;
&lt;br /&gt;
'''Note:''' Raiding a site of a civilization you are at Peace with, for any reason, could cause them to declare [[war]] on your civilization. Act with care when choosing sites to pillage.&lt;br /&gt;
&lt;br /&gt;
== Artifact/Citizen recovery == &lt;br /&gt;
&lt;br /&gt;
An '''artifact recovery''' mission sets a specific artifact as the objective of a mission. This usually involves traveling to the last known or rumored location of said artifact. If your squad manages to encounter a bit of [[fun]] on any form of mission, members of those parties can be captured as prisoners by the inhabitants of the site you attempted to raid. When this happens, you can create a '''citizen recovery''' mission, whereupon the assigned squads will attempt to rescue the prisoner from whatever site they are held at.&lt;br /&gt;
&lt;br /&gt;
You can also instruct your squad to free members of other civilizations you find at your destination. These other prisoners you rescue will come back with your squad and seek sanctuary at your fortress. Sometimes, even uninhabited [[tombs]] can contain &amp;quot;prisoners&amp;quot; that you can rescue. If you accept their request, these prisoners will become partial citizens. These units will have all basic labors enabled (such as hauling, construction, and the like), and will have any labors they are skilled in set to active with no way to deactivate them. Consider setting your workshop profiles a little more aggressively than normal if you don't want them filling orders reserved for more capable hands.&lt;br /&gt;
&lt;br /&gt;
Artifact recovery and citizen recovery missions are created by selecting the desired recoverable from either the missing citizens menu (accessible with {{k|p}}) or the artifact menu (accessible with {{k|a}}). Once you've selected something, press {{k|r}} to create a new mission, and move into squad selection. Although you can technically select recoverables that belong to sites of your civilization, squads on these missions will almost instantaneously return, and will deliver no report data.&lt;br /&gt;
&lt;br /&gt;
== Squad selection ==&lt;br /&gt;
&lt;br /&gt;
Squad selection, as the name implies, simply involves selecting a squad (or multiple squads) to be sent out on the mission. Even if you do not select any squads by exiting the selection, the created mission will remain extant and active, albeit with no squads assigned to it.&lt;br /&gt;
&lt;br /&gt;
Once an active mission has one or more squads assigned to it, the dwarfs in those squads will automatically prepare themselves and leave the map's edge.&lt;br /&gt;
&lt;br /&gt;
== Other notes ==&lt;br /&gt;
&lt;br /&gt;
* Pressing {{k|m}} on the Civilization/World Info screen will show a list of active missions. You can reassign squads and delete missions on this screen.&lt;br /&gt;
&lt;br /&gt;
* When a squad returns from a mission, an announcement to the effect of &amp;quot;&amp;lt;squad name&amp;gt; has returned&amp;quot; will be generated, and a mission [[report]] will be visible in the {{k|r}}eport menu. In the report, the path the squad took is traced on the map, and the events that took place along the way are revealed.&lt;br /&gt;
&lt;br /&gt;
* Pets and other animals on missions can be killed or injured.&lt;br /&gt;
&lt;br /&gt;
* The mission will NOT start until all dwarves assigned to the mission exit the fortress. This includes military dwarves that are imprisoned and dwarves that get hospitalized before leaving. This can be fixed by removing the problem dwarves from the assigned squads.&lt;br /&gt;
&lt;br /&gt;
* The mission will also NOT start if any assigned war animals have not left the fortress. Ensure no assigned animals are caged, chained, or roosting if your squad is gone for a long time.&lt;br /&gt;
&lt;br /&gt;
=== Mission reports ===&lt;br /&gt;
[[DF2014:Reports|Mission reports]] have an animated map on the left side of the screen. A path is traced out from your fortress to the destination and events are &amp;quot;revealed&amp;quot; on the right side of the screen.&lt;br /&gt;
&lt;br /&gt;
[[File:Mission report example.png|center|700px]]&lt;br /&gt;
&lt;br /&gt;
=== Mission events ===&lt;br /&gt;
:''This list is incomplete and might contain errors, please feel free to contribute''&lt;br /&gt;
* Found nothing&lt;br /&gt;
* Slipped into (settlement) undetected&lt;br /&gt;
* Searched (settlement)&lt;br /&gt;
* Stole (artifact)&lt;br /&gt;
* Asked about (artifact)&lt;br /&gt;
* Caroused in (site)&lt;br /&gt;
* Freed the (species and name of prisoner)&lt;br /&gt;
* Confronted the (species and name of confrontee)&lt;br /&gt;
* The (species and name of combattee) fought with...&lt;br /&gt;
* (Name)'s (body part) was torn out/ripped off/crushed&lt;br /&gt;
* (Name) was struck down&lt;br /&gt;
* (Item/Artifact) was looted from (former person holding it)&lt;br /&gt;
&lt;br /&gt;
===Bugs===&lt;br /&gt;
Dwarves sent on artifact retrieval missions sometimes don't return. {{bug|0010545}} {{bug|0010426}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Fortress mode}}&lt;br /&gt;
{{Category|World}}&lt;/div&gt;</summary>
		<author><name>MoogleDan</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Book&amp;diff=237790</id>
		<title>Book</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Book&amp;diff=237790"/>
		<updated>2018-10-11T02:00:26Z</updated>

		<summary type="html">&lt;p&gt;MoogleDan: /* Usage */ Added a few notes on literary combat.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|17:01, 17 July 2017 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
A '''book''' is an item that can be written on and store historical events, [[knowledge]], and art. Books use [[sheet]]s made from [[plant fiber]] (paper), parchment, or papyrus. Books are created by historical figures in [[world generation]], by the [[adventurer mode|adventurer]], and by [[scholar]]s and visitors in [[fortress mode]]. They can also be copied by [[scribe]]s. Travelers and [[trading|traders]] carry books to different sites and [[library|libraries]], spreading information as a result. There are two forms of books: '''codices''' {{Tile|◘|7:1}} (sing. ''codex'') and '''scrolls''' {{Tile|∞|7:1}}. Both forms have different methods of creation, but they are identical in function. Codices are known as '''quires''' {{Tile|≡|7:1}} prior to being bound. Written books are treated as [[artifact]]s, with the exception of copies. Original written works are recorded in the [[legends]] and appear in the {{k|L}} Artifacts screen in fortress mode. Books are titled based on their subject matter, with copies identified by &amp;quot;(copy)&amp;quot; at the end of their title.&lt;br /&gt;
&lt;br /&gt;
Quires and scrolls are found under &amp;quot;tools&amp;quot; in the {{k|z}} Stocks screen, and codices can be found under &amp;quot;codices&amp;quot;. Written and unwritten books are stored in [[stockpile]]s with Finished Goods enabled. Original written works can be separated from copied and unwritten books in stockpiles by toggling the stockpile's settings to accept only artifact-level [[core quality|core or total quality]] items. If a library with available space is present, written and unwritten books will be stored in [[bookcase]]s and [[container]]s instead, respectively.&lt;br /&gt;
&lt;br /&gt;
== Forms ==&lt;br /&gt;
&lt;br /&gt;
=== Scroll ===&lt;br /&gt;
&lt;br /&gt;
Scrolls are made from sheets and [[scroll rollers]]. Scrolls can be written on and stored right after being made.&lt;br /&gt;
&lt;br /&gt;
=== Quire and codex ===&lt;br /&gt;
&lt;br /&gt;
Unlike scrolls, codices require a two-step process to be made. The initial form of a codex is known as a quire. Quires can be written on, be read, and be used as a copy, similar to scrolls. Once something is written on, quires can be combined with a [[book binding]] and a [[thread]] to create a codex.&lt;br /&gt;
&lt;br /&gt;
Codices, being made of more materials, should have their [[wealth]] increased. However, this transformation currently discards some of the quire's properties (text length, material value, etc.), so it is recommended to leave your scholars' works in quire form.{{bug|9409}} The final product of binding a codex tends to actually be worth much less than the combined value of its constituent parts, making codices a terrible way to generate wealth.&lt;br /&gt;
&lt;br /&gt;
== Production ==&lt;br /&gt;
&lt;br /&gt;
:''See also: [[Paper industry]]''&lt;br /&gt;
&lt;br /&gt;
Quires are made from [[sheet]]s at a [[craftsdwarf's workshop]] by a dwarf with the [[bookbinding]] labor. Only a single sheet is needed per quire. Codices are then created from one thread, one book binding, and a written-on quire at a craftsdwarf's workshop by a bookbinder.&lt;br /&gt;
&lt;br /&gt;
A scroll is made from a single sheet and a scroll roller at a craftsdwarf's workshop by a bookbinder. Both book bindings and scroll rollers can be made out of wood, stone, metal, or glass. Components made of wood and stone are produced at a craftsdwarf's workshop, metal at a [[metalsmith's forge]], and glass at a [[glass furnace]].&lt;br /&gt;
&lt;br /&gt;
[[Decoration]]s such as gems and ivory can be added in unwritten scrolls. Codices cannot be normally decorated, with the exception of untitled codices. Book bindings or scroll rollers cannot be decorated.&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
&lt;br /&gt;
=== Reading ===&lt;br /&gt;
&lt;br /&gt;
Written books can be read. Readers will gain information of the subject they read about in a book. Contents in a book cannot impact specific [[ethics]], although one particular subject can have profound, ''physical'' effects on the reader. Reading a book will satisfy the reader's [[need]] to self-examine and think abstractly.&lt;br /&gt;
&lt;br /&gt;
Adventurers can read books in their possession by pressing {{k|I}} then selecting them from their inventory. Characters must possess a [[reader]] skill of at least novice level in order to read a book. This skill can only be leveled up in game by reading books, which is impossible to do without any reader skill to begin with. Raising the reader skill in advance during character creation is therefore crucial.&lt;br /&gt;
&lt;br /&gt;
Fortress citizens and visitors will read available books in a library at their leisure. [[Bookkeeper]]s do not require a book to update stockpile records, oddly enough.&lt;br /&gt;
&lt;br /&gt;
=== Writing ===&lt;br /&gt;
&lt;br /&gt;
Unwritten quires and scrolls stocked in a library as writing material will be used periodically by scholars and scribes to write original works and copy existing works, respectively.&lt;br /&gt;
&lt;br /&gt;
Adventurers can write their own books. First, have an unwritten scroll or quire wielded in hand or on the tile where you stand. Press {{k|x}} then select {{k|w}}rite, and choose the object you want to write on. You will be given a list of memorized content and prose to write about, which includes guides, essays, manuals, chronicles, letters, short stories, novels, plays, poems, choreographs, and musical compositions. For prose options, a random known subject will be used. Writing a book will take up several hours in game. If you are interrupted by enemies, writing will stop and the writing material will be unused.&lt;br /&gt;
&lt;br /&gt;
=== Combat ===&lt;br /&gt;
&lt;br /&gt;
Although hardly ideal for the purpose, creatures carrying books have been known to use them in combat with varying results. The combat effectiveness of the written word is determined in large part by the materials used in the book's construction. Books are blunt weapons, so heavy metal books will be infinitely more effective than light wooden ones. Fighting with a book trains the [[Macedwarf]] skill.&lt;br /&gt;
&lt;br /&gt;
== Subjects == &lt;br /&gt;
&lt;br /&gt;
=== Art ===&lt;br /&gt;
&lt;br /&gt;
Art books describe poems, choreographs, and musical compositions. Art books are titled after their art piece's name.&lt;br /&gt;
&lt;br /&gt;
=== Knowledge ===&lt;br /&gt;
&lt;br /&gt;
[[Knowledge]] books include [[topic]]s on mathematics, philosophy, history, geography, medical science, natural science, astronomy, engineering, and chemistry. They are referred to as ''manuals''.&lt;br /&gt;
&lt;br /&gt;
Civilizations practice different forms of scholarship. Dwarves practice all forms of scholarship (while still preferring craftsdwarfship to books), elves do elfy stuff, and for humans it is randomized for each instance of civilization (scholar types are based on the civilization's values and jobs).&lt;br /&gt;
&lt;br /&gt;
=== Secrets ===&lt;br /&gt;
&lt;br /&gt;
Books containing &amp;quot;secrets of life and death&amp;quot; are occasionally written during world generation by [[necromancer]]s and various [[demon]]ic rulers. Any mortal creature who reads one will immediately learn the secrets to [[immortality]] and the ability to raise the [[undead|dead]]. Necromancy books can be found in a necromancer's [[tower (necromancy)|tower]] among other types of books, including the original [[slab]] of which the secrets originated from.&lt;br /&gt;
&lt;br /&gt;
Necromancers [[siege|invading]] the fortress may bring their books along, which could be necromancy books. Looting a necromancy book and storing it in a library will cause all of the fortress population to gradually become immortal masters of death every time one of them reads the book, and this process can be accelerated by creating copies of the book. Adventurers who have learned the secrets of life and death can also write their own necromancy books (by random chance) and share it to the world by placing them in a library for people to read.&lt;br /&gt;
&lt;br /&gt;
=== Other ===&lt;br /&gt;
&lt;br /&gt;
Books may be autobiographies, or about other historical characters or locations the author has had contact with. Presumably the relevant &amp;quot;Form&amp;quot; topics must have been discovered by an individual's civilization for biographies, autobiographies, etc. to be written. [[Topic#History|Autobiographical adventure]], for example, presumably unlocks autobiographies. Most forms are part of the [[Topic#history|history]] branch, but creation of [[Topic#Geography|atlases]], [[Topic#Philosophy|dictionaries]] and [[Topic#Astronomy|star charts]] require other disciplines.  Books may also be commentaries on other books.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
&lt;br /&gt;
* The description of manufactured scrolls mentions two roller materials, with the first described as a random stone.{{bug|9249}}&lt;br /&gt;
* Quires targeted by any active jobs (e.g. being read) are unavailable for binding.{{bug|9269}}&lt;br /&gt;
* Binding a quire into a codex destroys the material definition and value.{{bug|9409}} This loss of information also results in the book being a single page long. Written works can be left in their quire form to retain their properties.&lt;br /&gt;
* In adventure mode, placing and removing books from a bookcase can duplicate them, resulting in &amp;quot;phantom&amp;quot; books.{{bug|10245}}&lt;br /&gt;
* Codices will sometimes appear without a title. These codices are not considered as artifacts; they do not appear in the Artifacts list menu and are not stored in artifact-specified stockpiles. Since all codices must be derived from a written-on quire, all codices (except copies) should in theory be an artifact and possess a title.&lt;br /&gt;
&lt;br /&gt;
{{Gamedata|{{raw|DF2014:item_tool.txt|ITEM_TOOL|ITEM_TOOL_QUIRE}}}}&lt;br /&gt;
{{Gamedata|{{raw|DF2014:item_tool.txt|ITEM_TOOL|ITEM_TOOL_SCROLL}}}}&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = thîkut&lt;br /&gt;
| elvish  = soya&lt;br /&gt;
| goblin  = zosto&lt;br /&gt;
| human   = thothil&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Items}}&lt;br /&gt;
[[Ru:Book]]&lt;/div&gt;</summary>
		<author><name>MoogleDan</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Mission&amp;diff=237761</id>
		<title>Mission</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Mission&amp;diff=237761"/>
		<updated>2018-10-08T04:38:05Z</updated>

		<summary type="html">&lt;p&gt;MoogleDan: /* Artifact/Citizen recovery */ Details on how refugees function once rescued.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|04:43, 3 December 2017 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{New in|0.44.01}}&lt;br /&gt;
{{old}}&lt;br /&gt;
'''Missions''' are commands in [[Fortress mode]] that send one or more of your [[squad|squads]] to visit [[site|sites]] outside of your fortress. They are created in the [[Civilization/World Info]] screen (accessed by pressing {{k|c}} in the main fortress view). There are multiple types of missions, such as raids, explorations, artifact recovery, and citizen recovery.&lt;br /&gt;
&lt;br /&gt;
== Raids and explorations ==&lt;br /&gt;
&lt;br /&gt;
A '''raid''' is a general mission to an occupied, foreign site, usually in the name of pillaging artifacts and death-dealing (although artifact looting seems to be the primary focus of most raids). An '''exploration''' is a general mission to ''unoccupied'' sites, including those previously inhabited by your civilization, and these missions focus almost entirely upon finding artifacts that might be held at these locations.&lt;br /&gt;
&lt;br /&gt;
Raids and explorations are created by selecting a site on the Civilization/World Info map. If the site you're viewing holds or is rumored to hold artifacts or prisoners, these will be listed. At the bottom of the screen, a prompt gives you information about the type of mission you're creating (i.e. 'r: Raid/Explore this site'). If a site is unable to be visited, the prompt will appear grayed out, and the text will explain why you cannot create the mission. Missions cannot be sent to occupied sites that are members of your civilization, but can be sent to unoccupied/abandoned sites, as stated above. They also cannot be sent to locations that are impossible for your squads to reach (i.e. across oceans/glaciers). If all is well, you can then press {{k|r}} to create the mission and move into [[squad]] selection.&lt;br /&gt;
&lt;br /&gt;
Raids come in multiple flavors, these being the standard &amp;quot;'''raid'''&amp;quot;, &amp;quot;'''pillage'''&amp;quot; and &amp;quot;'''raze'''&amp;quot;, &amp;quot;'''demand tribute'''&amp;quot;, &amp;quot;'''conquer'''&amp;quot;, and &amp;quot;'''demand surrender'''&amp;quot;. In a raid, your dwarves will sneak in and attempt to steal items from the site, especially if it's an [[artifact]]. It will usually train your [[ambusher]] [[skill]], so it may be useful if you want to raise that particular skill quickly. On a pillaging mission, your dwarves will openly attack the site, and if successful will result in your dwarves stealing livestock and loot if you have those options selected in the [d]etails menu. When razing a site, your dwarves will both openly attack and attempt to destroy the site, resulting in a more prolonged attack. If you are sure that your army will win against the opposing one, and you want that site gone, a razing mission is probably what you want to perform. Your dwarves will still bring home loot and livestock if you have these options selected. Demanding tribute (one-time or ongoing) may result in the site providing goods to your fortress (if successful). Conquering a site relies on military force, while demanding surrender relies on negotiation under the threat of military force. If successful, occupying a site will make it one of your fortress's [[holding]]s (your forces will remain on-site as administrators and occupiers).&lt;br /&gt;
&lt;br /&gt;
The pillaging and razing options both use the [[military tactics]] skill of each army's highest-leveled tactician, giving the side with a better one major advantages in the battle. Standard sneaky raids, however, will use the [[ambusher]] skill.&lt;br /&gt;
&lt;br /&gt;
'''Note:''' Raiding a site of a civilization you are at Peace with, for any reason, could cause them to declare [[war]] on your civilization. Act with care when choosing sites to pillage.&lt;br /&gt;
&lt;br /&gt;
== Artifact/Citizen recovery == &lt;br /&gt;
&lt;br /&gt;
An '''artifact recovery''' mission allows for a specific artifact to be selected as the objective of a mission. This usually involves traveling to the last known or rumored location of said artifact. If your squad manages to encounter a bit of [[fun]] on any form of mission, members of those parties can be captured as prisoners by the inhabitants of the site you attempted to raid. When this happens, you can create a '''citizen recovery''' mission, whereupon the assigned squads will attempt to rescue the prisoner from whatever site they are held at. Other prisoners you rescue can come back with your squad and seek sanctuary at your fortress. If you accept their request, these prisoners will become partial citizens, and can be assigned basic labors such as hauling, construction, and the like. Sometimes, even uninhabited [[tombs]] can contain &amp;quot;prisoners&amp;quot; that you can rescue.&lt;br /&gt;
&lt;br /&gt;
Artifact recovery and citizen recovery missions are created by selecting the desired recoverable from either the missing citizens menu (accessible with {{k|p}}) or the artifact menu (accessible with {{k|a}}). Once you've selected something, press {{k|r}} to create a new mission, and move into squad selection. Although you can technically select recoverables that belong to sites of your civilization, squads on these missions will almost instantaneously return, and will deliver no report data.&lt;br /&gt;
&lt;br /&gt;
== Squad selection ==&lt;br /&gt;
&lt;br /&gt;
Squad selection, as the name implies, simply involves selecting a squad (or multiple squads) to be sent out on the mission. Even if you do not select any squads by exiting the selection, the created mission will remain extant and active, albeit with no squads assigned to it.&lt;br /&gt;
&lt;br /&gt;
Once an active mission has one or more squads assigned to it, the dwarfs in those squads will automatically prepare themselves and leave the map's edge.&lt;br /&gt;
&lt;br /&gt;
== Other notes ==&lt;br /&gt;
&lt;br /&gt;
* Pressing {{k|m}} on the Civilization/World Info screen will show a list of active missions. You can reassign squads and delete missions on this screen.&lt;br /&gt;
&lt;br /&gt;
* When a squad returns from a mission, an announcement to the effect of &amp;quot;&amp;lt;squad name&amp;gt; has returned&amp;quot; will be generated, and a mission [[report]] will be visible in the {{k|r}}eport menu. In the report, the path the squad took is traced on the map, and the events that took place along the way are revealed.&lt;br /&gt;
&lt;br /&gt;
* Pets and other animals on missions can be killed or injured.&lt;br /&gt;
&lt;br /&gt;
* The mission will NOT start until all dwarves assigned to the mission exit the fortress. This includes military dwarves that are imprisoned and dwarves that get hospitalized before leaving. This can be fixed by removing the problem dwarves from the assigned squads.&lt;br /&gt;
&lt;br /&gt;
* The mission will also NOT start if any assigned war animals have not left the fortress. Ensure no assigned animals are caged, chained, or roosting if your squad is gone for a long time.&lt;br /&gt;
&lt;br /&gt;
=== Mission reports ===&lt;br /&gt;
[[DF2014:Reports|Mission reports]] have an animated map on the left side of the screen. A path is traced out from your fortress to the destination and events are &amp;quot;revealed&amp;quot; on the right side of the screen.&lt;br /&gt;
&lt;br /&gt;
[[File:Mission report example.png|center|700px]]&lt;br /&gt;
&lt;br /&gt;
=== Mission events ===&lt;br /&gt;
:''This list is incomplete and might contain errors, please feel free to contribute''&lt;br /&gt;
* Found nothing&lt;br /&gt;
* Slipped into (settlement) undetected&lt;br /&gt;
* Searched (settlement)&lt;br /&gt;
* Stole (artifact)&lt;br /&gt;
* Asked about (artifact)&lt;br /&gt;
* Caroused in (site)&lt;br /&gt;
* Freed the (species and name of prisoner)&lt;br /&gt;
* Confronted the (species and name of confrontee)&lt;br /&gt;
* The (species and name of combattee) fought with...&lt;br /&gt;
* (Name)'s (body part) was torn out/ripped off/crushed&lt;br /&gt;
* (Name) was struck down&lt;br /&gt;
* (Item/Artifact) was looted from (former person holding it)&lt;br /&gt;
&lt;br /&gt;
===Bugs===&lt;br /&gt;
Dwarves sent on artifact retrieval missions sometimes don't return. {{bug|0010545}} {{bug|0010426}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Fortress mode}}&lt;br /&gt;
{{Category|World}}&lt;/div&gt;</summary>
		<author><name>MoogleDan</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Giant_cave_spider&amp;diff=237753</id>
		<title>Giant cave spider</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Giant_cave_spider&amp;diff=237753"/>
		<updated>2018-10-06T22:54:14Z</updated>

		<summary type="html">&lt;p&gt;MoogleDan: A dwarf of mine was bitten, became paralyzed, and recovered in time to murder the GCS.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|18:29, 23 August 2014 (UTC)}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|wiki=no&lt;br /&gt;
|contrib=no&lt;br /&gt;
|meat=19&lt;br /&gt;
|fat=18&lt;br /&gt;
|heart=1&lt;br /&gt;
|intestine=1&lt;br /&gt;
|brain=1&lt;br /&gt;
|skin=chitin&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
'''Giant cave spiders''' (also known as GCS) are far different from your regular [[cave spider]]s; those are just treats for your [[cat]]. Giant cave spiders are as big as [[grizzly bear]]s and will make treats ''of'' cats, [[dwarves]], and the occasional careless adventurer. You can find giant cave spiders in, obviously, caves, [[caverns]] and most underground areas. They are '''the''' most dangerous creature in the caverns, excluding some [[forgotten beast]]s, as they [[No Pain|feel no pain]], [[No Stun|cannot be stunned]], can [[syndrome|poison]] creatures and have the ability to shoot [[web]]bing to ensnare their prey, with a range of 5 squares. If you see a giant cave spider in [[adventurer mode]], an announcement, &amp;quot;You've spotted a Giant Cave Spider!&amp;quot; will appear.&lt;br /&gt;
&lt;br /&gt;
Giant cave spiders are not a rarity with dozens present in the underground caverns, deep below the surface. They can be extremely hard to kill. They do not pose a big threat to a fortress when undisturbed, but when a dwarf ''does'' disturb one, [[Main:Armok|Armok]] bless the soul of the unlucky dwarf. On occasion, however, a lucky dwarf might pound one to death within a few attacks by punching its skull into its brain, which can be a godsend after an unfortunate cavern breaching exercise.&lt;br /&gt;
&lt;br /&gt;
Webs are quite useful when they aren't being used in an attack against you. Giant cave spider [[silk]] is worth twice as much as plant-derived textile and, given the [[silk farming|proper setup]] and victims, can be produced in endless amounts. Giant cave spiders are [[building destroyer]]s and will topple [[wood]]en [[furniture]] on sight.&lt;br /&gt;
&lt;br /&gt;
Some dwarves [[Preferences|like]] giant cave spiders for their ''mystery''.&lt;br /&gt;
&lt;br /&gt;
==Fighting==&lt;br /&gt;
Giant cave spiders fight by throwing impressively large amounts of web at their enemies and biting them. Once an enemy is webbed, the spider goes for the head.&lt;br /&gt;
&lt;br /&gt;
Giant cave spider venom appears to be a neurotoxin which causes progressive [[syndrome|paralysis]] and is usually fatal due to suffocation as the victim's diaphragm succumbs and ceases to function. The poison's effects set in relatively quickly, with complete paralysis after 720 seconds (10 [[time|time units]]). Larger dwarfs will sometimes recover from this poison and resume breathing, assuming they are only bitten once. If not, death usually occurs after 1300 seconds (19 time units). In terms of Fortress mode, and depending on the speed of the victim, the venom will paralyze an infected dwarf within two steps and cause death by suffocation soon after.&lt;br /&gt;
&lt;br /&gt;
Giant cave spider venom is only deadly on relatively small creatures, unlike [[giant desert scorpion]] venom. It only tends to induce mild paralysis of members on large creatures such as giants, meaning a giant cave spider cannot typically kill large creatures. However, it will incapacitate and exhaust them very well.&lt;br /&gt;
&lt;br /&gt;
In older versions, a lone giant cave spider could take on and fight equally with all of the [[semi-megabeast]]s and most of the [[megabeast]]s (with the notable exception of [[dragon]]s, due to [[Dragonfire|!!giant cave spider!!]] syndrome). They couldn't kill them, but not even a [[bronze colossus]] is immune to webs. They were ''more'' dangerous than [[cave dragon]]s and the only thing in the caverns that could reliably win against them is a forgotten beast with webs or ranged attack. However, as of the latest version, a [[cyclops]] or an [[ettin]] will reliably kill a GCS one-on-one. &lt;br /&gt;
&lt;br /&gt;
==Killing a GCS==&lt;br /&gt;
Due to giant cave spiders only attacking the head of a webbed dwarf, a few dwarves armored with [[steel]] helmets should be a match for a lone GCS. The coding for all creatures sets headshots as the number one priority if possible, and the web ensures that a headshot is indeed always possible. You may want to avoid using untrained dwarves for this though, because the spider will still counterattack if the dwarf misses, potentially landing a blow on an unprotected area of the dwarf. One way to minimize this problem is to make the dwarf wear full armour (the GCS will still latch on with her bite however, helm or no, and can still kill a dwarf by shaking them by the head).&lt;br /&gt;
&lt;br /&gt;
Fortunately (or unfortunately...), giant cave spiders tend to take time to kill their prey, giving you time to kill the GCS and save the dwarf, if you are so inclined of course. You may however not be able to save the dwarf from the GCS' poison.&lt;br /&gt;
&lt;br /&gt;
Another strategy is to use large [[Animal trainer|trained]] animals to kill the GCS; two [[giant black bear]]s, [[giant grizzly bear]]s, or [[giant polar bear]]s will usually kill a GCS. The giant grizzly bears have the advantage that they can be trained for war, further increasing their strength. Other animals that can kill a GCS very effectively include:&lt;br /&gt;
*[[Giant alligator]]s &lt;br /&gt;
*[[Giant lion]]s &lt;br /&gt;
*[[Giant tiger]]s&lt;br /&gt;
&lt;br /&gt;
==Capturing==&lt;br /&gt;
Due to the considerable value of giant cave spider silk, many players attempt to capture a live spider and set up a silk farm to boost their fortress's economy. While simply opening a path to the caverns and lining it with [[cage]] [[trap]]s may eventually work, a much more effective method is to take advantage of one peculiar behavior of building destroyers: simply build a '''wooden''' [[door]] within the caverns and surround it with cage traps (to a distance of at least 2 tiles), and any giant cave spider (or [[giant cave toad]], [[giant olm]], [[cave crocodile]], etc.) that wanders relatively close enough to the door will immediately charge toward it and be captured. Or, if you have enough [[mechanism]]s, cages and dwarfpower to spare, cage trap all of the cavern exits.&lt;br /&gt;
&lt;br /&gt;
Another thing that can be done with a captured giant cave spider is turn it into a [[pet]]. They possess a pet value of 2,500, being the most valuable animals in the game who aren't cave dragons or megabeasts. It's wasteful to simply [[butcher]] them for meat, as multiple spiders can be captured and bred in order to create a very formidable [[fortress defense]] force. GCSs are born adults and as such cannot be turned fully tame, but a skilled animal trainer will ensure they never revert back into hostility.&lt;br /&gt;
&lt;br /&gt;
Raiding [[kobold]] caves for livestock is an easy way to get tame giant cave spiders.&lt;br /&gt;
&lt;br /&gt;
==Farming silk==&lt;br /&gt;
{{main|Silk farming}}&lt;br /&gt;
&lt;br /&gt;
Giant cave spiders can be a very lucrative and nearly-inexhaustible source of [[silk]] [[thread]] for your [[weaver]]s. The general idea is to expose the spider to a target, causing it to spew [[web]]s which can later be collected. Well-designed silk farms can maximize safety and production, and greatly increase fortress [[wealth]].&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;br /&gt;
[[ru:Giant Cave Spider]]&lt;/div&gt;</summary>
		<author><name>MoogleDan</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Cave_adaptation&amp;diff=237664</id>
		<title>DF2014 Talk:Cave adaptation</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Cave_adaptation&amp;diff=237664"/>
		<updated>2018-10-01T12:22:07Z</updated>

		<summary type="html">&lt;p&gt;MoogleDan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Cave Adaptation and Missions===&lt;br /&gt;
Does a dorf's cave adaptation come into play on missions? If I send out a fully cave adapted dorf squad to raze a location, will the cave adaptation discomfort influence the outcome, or is off-site combat abstract enough that it ignores those kinds of details? Also, will time spent traveling the world count as time spent outside in order to reduce cave adaptation? Sending a group of cave adapted dorfs on a 9 week holiday seems like a pretty reasonable treatment if it works. [[User:MoogleDan|MoogleDan]] ([[User talk:MoogleDan|talk]]) 12:22, 1 October 2018 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To decrease a dwarf's cave adaptation, should a tile be &amp;quot;Outside&amp;quot; or &amp;quot;Light&amp;quot;? I have roofed over some outdoor areas (with glass) and the tiles become &amp;quot;Inside Light Above ground&amp;quot;; will they still reduce cave adaptation?&amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:99.192.89.151|99.192.89.151]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Only &amp;quot;Outside&amp;quot; tiles reduce cave adaption; &amp;quot;Inside Light&amp;quot; tiles neither increase nor decrease cave adaption.--[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 19:51, 24 March 2015 (UTC)&lt;br /&gt;
&lt;br /&gt;
Rain doesn't eliminate nausea from cave adaptation in 44.09. [[User:Leonidas|Leonidas]] ([[User talk:Leonidas|talk]]) 20:22, 6 May 2018 (UTC)&lt;/div&gt;</summary>
		<author><name>MoogleDan</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Slab&amp;diff=237647</id>
		<title>Slab</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Slab&amp;diff=237647"/>
		<updated>2018-09-30T02:17:48Z</updated>

		<summary type="html">&lt;p&gt;MoogleDan: Major rewrite with better organization and reference to fortress mode artifact slab raids&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|20:11, 25 April 2013 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
{{furniture|name=Slab&lt;br /&gt;
|tile=∩&lt;br /&gt;
|stone=y&lt;br /&gt;
|metal=n&lt;br /&gt;
|glass=n&lt;br /&gt;
|rooms=&lt;br /&gt;
* [[Memorial hall]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Slabs''' are buildings which serve primarily to commemorate the dead. Unlike [[coffin]]s, slabs do not require any body part of the deceased to function, allowing you to prevent the appearance of [[ghost]]s of dwarfs whose bodies are no longer recoverable. Engraved slab [[memorial]]s are usually made for your fort's citizens, but can be made in remembrance of any historical figure which dies on your lands.&lt;br /&gt;
&lt;br /&gt;
A slab must first be constructed at a [[mason's workshop]] ({{k|Alt}}+{{k|s}}lab) from a single [[stone]], and can then be turned into a [[memorial]] at a [[craftsdwarf's workshop]] by an [[engraver]] (using {{k|Alt}}+{{k|s}}:Engrave memorial slab). After it has been engraved, the slab may be built from the {{k|b}}uilding menu under {{k|Alt}}+{{k|s}}. In order to prevent placing slabs which have not yet been engraved, make sure to e{{k|x}}pand the list when selecting which slab should be placed.&lt;br /&gt;
&lt;br /&gt;
You can use an engraved slab to create a [[memorial hall]] from the slab's {{k|q}} menu. This is functionally identical to a [[sculpture garden]]. Engraved slabs can be read in fortress mode using {{k|t|Enter|v}}, revealing information on the arrival and death of the creature. If the subject slew any important figures or fortress dwarfs, this may also be noted on the slab. If you're not sure how a dwarf or creature died, engraving a slab in their memory may reveal the killer.&lt;br /&gt;
&lt;br /&gt;
Slabs, whether blank or engraved, can also be built solely to increase a [[room]]'s [[value]]. They aren't terribly valuable, but don't block movement.&lt;br /&gt;
&lt;br /&gt;
{{minorspoiler}}&lt;br /&gt;
&lt;br /&gt;
[[Artifact]] slabs can be found in [[vault]]s throughout the world. Although extremely well-guarded, your dwarfs can perform raid [[mission]]s to capture them and bring them back to your fortress.&lt;br /&gt;
&lt;br /&gt;
== Adventurer mode ==&lt;br /&gt;
In [[adventurer mode]], slabs are occasionally used as signs. They also appear in two particularly interesting places. If you manage to infiltrate or conquer a [[necromancer]]'s [[Tower (necromancy)|tower]], you may find an engraved slab which contains the secrets of life and death. To read this, you need to pick it up with {{k|g}}, enter advanced interaction menu with {{k|Shift}}+{{k|I}}, select the slab, select {{k|a}} to read it, and voila! You can now raise the dead too. Basic [[reader|reading]] [[skill]]s are required to do this, so make sure to start your adventurer with some reading skill.&lt;br /&gt;
&lt;br /&gt;
A slab is also found in the bottom of sealed [[vault]]s, which contains a different kind of secret. See the [[Vault]] article for further details.&lt;br /&gt;
&lt;br /&gt;
{{Buildings}}&lt;br /&gt;
{{Category|Furniture}}&lt;/div&gt;</summary>
		<author><name>MoogleDan</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Cave_adaptation&amp;diff=237644</id>
		<title>Cave adaptation</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Cave_adaptation&amp;diff=237644"/>
		<updated>2018-09-29T12:43:19Z</updated>

		<summary type="html">&lt;p&gt;MoogleDan: Major rewrite, clarifying some missing points and advising the player as to when cave adaptation is worth worrying about&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|19:36, 29 January 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Cave adaptation''' is a mechanic that causes [[Dwarf|dwarves]] who spend too much time underground with insufficient exposure to outdoor sunlight to grow sick when finally exposed to it. It is controlled by the {{token|CAVE_ADAPT}} [[creature token|token]].&lt;br /&gt;
&lt;br /&gt;
Exposure of cave-adapted dwarves to outdoor sunlight can cause two negative [[thought]]s: &amp;quot;irritated by the sun&amp;quot; and &amp;quot;nauseated by the sun&amp;quot;. The latter results from more severe cave adaptation and triggers profuse [[vomit]]ing, which can leave an otherwise capable soldier momentarily defenseless. Cave adaptation causes no problems if the affected dwarfs simply remain [[Tile attributes|underground]].&lt;br /&gt;
&lt;br /&gt;
== Prevention and treatment==&lt;br /&gt;
First and foremost, be aware that cave adaptation requires much more effort to fully eradicate than it's worth. Most dwarfs can spend their entire lives lurking in the dark with no negative consequences. Cave adaptation is only a major concern for your military dwarfs, as they are the only ones who really need to be functioning at full capacity when outside. Menial labor dwarfs sent out to build roads or structures can endure the unpleasant aspects of cave adaptation just fine, while dwarfs you regularly send out to fish or gather plants will quickly lose their cave adaptation entirely. Also, note that only dwarves suffer from cave adaptation. If this process sounds like too much effort, you might just want to recruit a few non-dwarven [[mercenary|mercenaries]] for outdoor combat.&lt;br /&gt;
&lt;br /&gt;
Treatment of cave adaptation is accomplished by exposing your dwarfs to outdoor sunlight for an extended period of time. Any tile with the {{DFtext|Outside|3:1}} and {{DFtext|Light|6:1}} traits will suffice, gradually reducing the cave adaptation of any dwarf standing there. This can't be cheated - even seemingly transparent roofs made of [[grate]]s or [[glass]] still cause the tile to be treated as {{DFtext|Inside|6:0}}. The progress of treating severe cave adaptation can be observed through a dwarf's '''Thoughts and Preferences''', as limited exposure to sunlight will first convert severe cave adaptation into mild cave adaptation; see [[Personality trait#Personality-Trait-Like Characteristics|personality traits]] for details.&lt;br /&gt;
&lt;br /&gt;
It takes a lot of sunlight to undo any serious amount of adaptation; a fully cave-adapted dwarf requires 9 weeks of exposure to be fully cured. As such, you'll need to devise entertaining and well-decorated [[Activity zone#Meeting Area|meeting area]]s to lure your dwarfs to the surface and keep them there. Make sure there are plenty of high-value decorations in place, or the negative thoughts associated with being in sunlight will cause your dwarfs a lot of stress. Also, be aware that any such zone is ripe for attack by invaders; make sure there are soldiers nearby, surround the site with high walls, and consider building a retractable [[bridge]] above it so you can quickly block out the outside world as needed.&lt;br /&gt;
&lt;br /&gt;
For your military, a cheap and sloppy solution is to simply send them outdoors a lot. Attacking the local wildlife is a low-risk exercise that gives your soldiers valuable military training alongside their cave adaptation treatment. Unfortunately, this is not an automated process; letting your dwarves return to the darkness will gradually reestablish their adaptation, and micromanaging your dwarfs that much quickly becomes annoying. If you can prevent the reestablishment of cave adaptation, however, this process is much more effective.&lt;br /&gt;
&lt;br /&gt;
Cave adaptation can be ''prevented'' by keeping your dwarfs out of {{DFtext|Dark|0:1}} tiles as much as possible. Every moment spent in the dark slightly increases your dwarfs' cave adaptation, eradicating the benefits of your surface garden parties, but fortunately these tiles can be converted to harmless {{DFtext|Light|6:1}} tiles with nothing more expensive than time, effort, and a large supply of rock [[block]]s. Any tile that has had all its roofing removed becomes an {{DFtext|Outside|3:1}} {{DFtext|Light|6:1}} tile, the sort which is useful for treating cave adaptation. Building a roof over these tiles replaces the {{DFtext|Outside|3:1}} trait with {{DFtext|Inside|6:0}}, but leaves the {{DFtext|Light|6:1}} trait untouched. These sunlit indoor tiles neither cure nor cause cave adaptation, making them perfect for housing those dwarfs who will be heading to the surface often. Once you have a sizable workforce and some well-trained miners, it shouldn't take too long to channel away the top few floors of your fortress and reconstruct them with blocks. Doing this for your entire fortress, however, is almost certainly more work than it's worth. If you have a dedicated squad of soldiers for surface threats and convert their training and living areas to {{DFtext|Light|6:1}} tiles, they should be safe from cave adaptation going forward, especially if you are regularly treating them to wildlife hunts and [[mission]]s abroad.&lt;br /&gt;
&lt;br /&gt;
=== Cave adaptation mechanics ===&lt;br /&gt;
* If a dwarf is in a {{DFtext|Dark|0:1}} tile, cave adaptation increases by 1 every tick to a maximum of 800,000 (403,200 ticks is one year, so the maximum is just short of 2 years).&lt;br /&gt;
* If a dwarf is in an {{DFtext|Outside|3:1}} tile, cave adaptation decreases by 10 every tick.&lt;br /&gt;
* If a dwarf is in an {{DFtext|Outside|3:1}} tile while the sun is out (i.e. not [[Weather|raining or snowing]]), the following happens:&lt;br /&gt;
** If cave adaptation is between 403,200 and 604,800 (between 1 and 1.5 years), the dwarf will become dizzy and experience minor pain and fatigue. The dwarf will also receive the unhappy thought &amp;quot;was irritated by the sun recently&amp;quot;.&lt;br /&gt;
** If cave adaptation is at 604,800 or higher (1.5 years), the dwarf will experience nausea, dizziness, pain, and fatigue. The dwarf will start vomiting profusely and will also receive the unhappy thought &amp;quot;was nauseated by the sun recently&amp;quot;.&lt;br /&gt;
** Otherwise, nothing bad happens.&lt;br /&gt;
&lt;br /&gt;
== Explanation ==&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
'''A [http://www.bay12forums.com/smf/index.php?topic=85908.msg2321608#msg2321608 scientific explanation] of cave adaptation by Deus Machina.'''&lt;br /&gt;
&lt;br /&gt;
Underground has low levels of light and very little air circulation.&lt;br /&gt;
&lt;br /&gt;
Dwarves develop low-light vision (plump helmets are ''packed'' with beta carotene!) and their facial follicles become sensitive to the motions that a breeze produces against their beards, which allows them to tell where tunnels turn.&lt;br /&gt;
&lt;br /&gt;
As they go deeper, their eyes become less relied upon, and they adapt further to rely on their whisker-based follication.&lt;br /&gt;
&lt;br /&gt;
These eventually become so sensitive that, should a dwarf venture outside, the wind is the equivalent of multicolored and varying strobe lights. This is as aggravating to a dwarf's follication as a Pink Floyd show seen while sober is to our sight, up to the point of causing nausea.&lt;br /&gt;
&lt;br /&gt;
While some have proposed beard shaving as a method of treating hyperfollication, these people are believed to be elf spies, and drafted to cavern exploring instead.&lt;br /&gt;
{{Category|Dwarves}}&lt;/div&gt;</summary>
		<author><name>MoogleDan</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Shell&amp;diff=237616</id>
		<title>Shell</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Shell&amp;diff=237616"/>
		<updated>2018-09-27T12:33:53Z</updated>

		<summary type="html">&lt;p&gt;MoogleDan: Organized for readability&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|12:08, 18 May 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
[[File:Shells.jpg|thumb|right|Assorted shells]]&lt;br /&gt;
{{catbox}}&lt;br /&gt;
A '''Shell''' is a hard external covering used by certain creatures for defense.&lt;br /&gt;
&lt;br /&gt;
===Acquiring shells===&lt;br /&gt;
In most cases, they are acquired as part of your [[fishing]] industry: dwarves may catch shelled [[vermin]] critters such as [[turtle]]s, [[oyster]]s, and [[mussel]]s, which produce a shell when processed at a [[fishery]]. Alternatively, a few larger land animals ([[giant snail]]s, some [[forgotten beast]]s) also produce shells when their corpses are processed at a [[butcher's shop]].&lt;br /&gt;
&lt;br /&gt;
Be aware that shells cannot be acquired via [[trading]] -- any turtles, crustaceans, or shellfish purchased from traders have already been processed and had their shells removed. As a result, fortresses with no naturally occurring above ground fishing sites usually never acquire shells. This can cause problems if a shell-preferring [[strange mood|moody]] dwarf requests shells as a material. To avoid the risk of dwarfs attempting to make impossible artifacts, you can channel an outdoor [[pond]]. This will eventually generate [[pond turtle]]s, which can be caught by [[fisherdwarf]]s and shelled in a [[fishery]]. This process takes time, however, so make sure you do it ''before'' the strange mood strikes.&lt;br /&gt;
&lt;br /&gt;
===Uses===&lt;br /&gt;
Shells can be worked by a dwarf with the [[bone carver]] [[skill]]. They can be used for many of the same purposes as [[bone]], such as in making [[crafts]], [[decoration]]s, and cheap, lightweight, low-defense [[armor]] ([[leggings]], [[greaves]], [[gauntlet]]s, and [[helm]]s only). Notably, they cannot be used to produce [[bolt]]s.&lt;br /&gt;
&lt;br /&gt;
Shells can be stored in a [[stockpile#Refuse|refuse stockpile]]. Stored shells will decay over time due to [[vermin]], but even a small fishing industry can produce many shells very quickly. As such, having a bone carver on hand to convert them to trade goods can be an effective way to generate wealth early on; even though shells have a low innate material value, quantity can win out over quality here. Also, shell armor is better than nothing and doesn't slow down your military like metal armor does -- consider producing some early on if you can't immediately acquire metal armor.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Modding ==&lt;br /&gt;
{{mod|section}}&lt;br /&gt;
In previous versions, shells were frequently requested by [[strange mood|moody]] dwarves, and difficult if not impossible to obtain. As of the current version, only dwarves with a [[preference]] for shells will demand them for artifacts. Shells are still hard to come by, though, so players occasionally mod the game to make sure their fortress will have shells available.&lt;br /&gt;
&lt;br /&gt;
=== Adding shells to existing creatures ===&lt;br /&gt;
The combination of the common requirement for shells during Strange Moods, the bug that causes shell-producing fish to be unavailable in many maps, the inability to trade for shells may lead to unresolvable Strange Moods.  It is possible to modify the raws to allow other creatures to produce shells if the player is so inclined:&lt;br /&gt;
&lt;br /&gt;
#In raw/objects/creature_domestic.txt, find &amp;quot;[CREATURE:COW]&amp;quot;&lt;br /&gt;
#Alter the [BODY] section to include &amp;quot;:SHELL&amp;quot; i.e., [BODY:QUADRUPED_HOOF:TAIL:2EYES:SHELL:BRAIN...]&lt;br /&gt;
#Add the [USE_MATERIAL_TEMPLATE:SHELL:SHELL_TEMPLATE] tag to the [BODY_DETAIL_PLAN:STANDARD_MATERIALS] section&lt;br /&gt;
#Add the [USE_TISSUE_TEMPLATE:SHELL:SHELL_TEMPLATE] tag to the [BODY_DETAIL_PLAN:STANDARD_TISSUES] section&lt;br /&gt;
#Add the [BODY_DETAIL_PLAN:SHELL_POSITIONS] tag to the creature&lt;br /&gt;
#If you wish to apply this change to a game in progress, remember to also alter the copy of creature_domestic.txt contained in your saves folder, as each game has its own copies of the raws.&lt;br /&gt;
&lt;br /&gt;
Slaughtering a cow should now produce a &amp;quot;Stray Cow shell&amp;quot; usable by dwarves stuck in strange moods.&lt;br /&gt;
Pay attention, that editing creature after creating world may cause later crashes when changing game's version. In fact, after porting the save to the modified version, the game will crash every time your dwarves try picking up the skeleton that previously had shell. It's '''strongly''' recommended to use the second way, as it doesn't add any new body part to creatures, but only add new way of using already existing body part, which is much less crash provoking.&lt;br /&gt;
&lt;br /&gt;
=== Enabling other materials to be used in moods ===&lt;br /&gt;
If you don't want to add shells to existing creatures, you can enable other materials, like [[hoof|hooves]] or [[ivory]] to be used in strange moods instead of shells. The only effect is that the materials will be available for moods, you won't be able to e.g. make shell crafts of them.&lt;br /&gt;
&lt;br /&gt;
#In raw/objects/material_template_default.txt look up the material you want to enable, for example [MATERIAL_TEMPLATE:HOOF_TEMPLATE]&lt;br /&gt;
#Add the [SHELL] to the material&lt;br /&gt;
#If you wish to apply this change to a game in progress, remember to also alter the copy of material_template_default.txt contained in your saves folder. The change won't affect body parts that are already lying around, but will affect newly created body parts from butchered creatures.&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = kerlîg&lt;br /&gt;
| elvish  = caraca&lt;br /&gt;
| goblin  = åtsnusm&lt;br /&gt;
| human   = luthi&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Creature attributes}}&lt;br /&gt;
{{Category|Body parts}}&lt;/div&gt;</summary>
		<author><name>MoogleDan</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Giant_grasshopper&amp;diff=237477</id>
		<title>Giant grasshopper</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Giant_grasshopper&amp;diff=237477"/>
		<updated>2018-09-11T12:16:26Z</updated>

		<summary type="html">&lt;p&gt;MoogleDan: Organized for readability, added preferences.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|20:32, 29 October 2013 (UTC)}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|meat=21-42&lt;br /&gt;
|fat=15-17&lt;br /&gt;
|heart=0-1&lt;br /&gt;
|intestine=8&lt;br /&gt;
|brain=2&lt;br /&gt;
|eye=0-2&lt;br /&gt;
|skin=chitin&lt;br /&gt;
|contrib=no&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
'''Giant grasshoppers''' are giant versions of the insect [[grasshopper]]. By giant creature standards, they are unimpressive. Usually benign, if forced into combat they have no [[attack]]s apart from [[push]]ing and [[wrestling]], and unlike their real world counterparts they cannot fly or jump. Even with their size maxing out at 200,007 cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;, this makes them little threat; consider using them as combat dummies for your military.&lt;br /&gt;
&lt;br /&gt;
Giant grasshoppers cannot be [[animal trainer|tamed]] in Fortress Mode, as they are born adults. Tame versions may be obtained from [[elf|elven]] [[caravan]]s or in [[mission|raid]]s on elven sites, but they cannot be trained for [[animal trainer|war]] or [[animal trainer|hunting]]. Like most giant insects, they only have a maximum age of one year, making these rare tame specimens very poor choices as pets anyway. If you happen to acquire one, you may as well just [[butcher]] it.&lt;br /&gt;
&lt;br /&gt;
Some dwarves [[Preferences|like]] giant grasshoppers for their ''chirping'' and ''great leaps''.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;/div&gt;</summary>
		<author><name>MoogleDan</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Monster_slayer&amp;diff=237431</id>
		<title>Monster slayer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Monster_slayer&amp;diff=237431"/>
		<updated>2018-09-06T11:55:49Z</updated>

		<summary type="html">&lt;p&gt;MoogleDan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine|11:29, 6 July 2018 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{New in|0.44.01}}&lt;br /&gt;
&lt;br /&gt;
'''Monster slayers''' are [[visitor]]s that will visit and [[petition]] to stay in order to slay creatures in your [[cavern]]s. They arrive with their own weapons and armor, as well as some degree of basic combat skill. If you accept their service, they will live among your dwarves like regular citizens, although they will spend all of their time either loitering around [[meeting hall]]s or prowling any breached caverns on your map they have access to, searching for cavern creatures to fight. Monster slayers cannot be assigned any labors, will not haul anything, and cannot be given orders or controlled by burrows or other means.&lt;br /&gt;
&lt;br /&gt;
Monster slayers are less helpful than they might initially seem. Allowing these visitors to regularly rampage through your caverns will occasionally produce free meat, bone, and hides, but they are sloppy in their work - because you can't direct them to kill particular units, they'll often wipe out half a pack of [[troglodyte]]s while ignoring the other half entirely, and they will rush headlong into battle with that [[giant cave spider]] you'd been hoping to cage and farm. They are also often poorly suited to life in combat. Monster slayers may arrive who hate all things military and panic at the first sign of violence. Consider exiling monster slayers who seem like they're destined for tantrums, or arrange &amp;quot;accidents&amp;quot; for them if they happen to be carrying interesting equipment. [[Steel]] is steel, after all.&lt;br /&gt;
&lt;br /&gt;
Leaving caverns open is always an invitation to trouble, and monster slayers only reduce this risk slightly. Be sure to keep whatever access routes they use well-guarded with [[trap]]s, [[door]]s, and dwarven guards in order to intercept the [[jabberer]] or [[cave dragon]] that will inevitably slip on in. Also, be aware that closing off that cavern without sealing in some wandering monster slayers will take some effort on your part; barricading them in their bedrooms while they sleep until they've all safely left the cavern is pretty much the only way (unless you don't mind leaving them to fight to the death down below). Finally, don't even think about playing with monster slayers until you have a functional [[hospital]] up and running. Both the slayers and the civilians that play around down there are at risk of injury at any time. Strongly consider keeping the caverns walled off until you have a proper medical facility in place. Worst case scenario, you leave your poor slayers wandering bored around your [[tavern]] for a few years. There are far worse things in life.&lt;br /&gt;
&lt;br /&gt;
{{Category|Occupation}}&lt;/div&gt;</summary>
		<author><name>MoogleDan</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Monster_slayer&amp;diff=237428</id>
		<title>DF2014 Talk:Monster slayer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Monster_slayer&amp;diff=237428"/>
		<updated>2018-09-05T22:56:05Z</updated>

		<summary type="html">&lt;p&gt;MoogleDan: Created page with &amp;quot;I've noticed that monster slayer crossbowmen and archers tend to run out of ammo and never restock. Is there a setting in Military / Ammo that handles that?  ~~~~&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I've noticed that monster slayer crossbowmen and archers tend to run out of ammo and never restock. Is there a setting in Military / Ammo that handles that?&lt;br /&gt;
&lt;br /&gt;
[[User:MoogleDan|MoogleDan]] ([[User talk:MoogleDan|talk]]) 22:56, 5 September 2018 (UTC)&lt;/div&gt;</summary>
		<author><name>MoogleDan</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Monster_slayer&amp;diff=237427</id>
		<title>Monster slayer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Monster_slayer&amp;diff=237427"/>
		<updated>2018-09-05T22:54:56Z</updated>

		<summary type="html">&lt;p&gt;MoogleDan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine|11:29, 6 July 2018 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{New in|0.44.01}}&lt;br /&gt;
&lt;br /&gt;
'''Monster slayers''' are [[visitor]]s that will visit and [[petition]] to stay in order to slay creatures in your [[cavern]]s. They arrive with a random assortment of weapons and armor, as well as some degree of basic combat skill. If you accept their service, they will live among your dwarves like regular citizens, although they will spend all of their time either loitering around [[meeting hall]]s or exploring any breached caverns on your map they have access to. They will then attack any cavern creatures they encounter during their exploration. Monster slayers cannot be assigned any labors, will not haul anything, and cannot be given orders or controlled by burrows or other means.&lt;br /&gt;
&lt;br /&gt;
Monster slayers are less helpful than they might initially seem. Allowing these visitors to regularly rampage through your caverns will occasionally produce free meat, bone, and hides, but they are sloppy in their work - because you can't direct them to kill particular units, they'll often wipe out half a pack of [[troglodyte]]s while ignoring the other half entirely, and they will rush headlong into battle with that [[giant cave spider]] you'd been hoping to cage and farm. They are also often poorly suited to life in combat. Monster slayers may arrive who hate all things military and panic at the first sign of violence. Consider exiling monster slayers who seem like they're destined for tantrums, or arrange &amp;quot;accidents&amp;quot; for them if they happen to be carrying interesting equipment. [[Steel]] is steel, after all.&lt;br /&gt;
&lt;br /&gt;
Leaving caverns open is always an invitation to trouble, and monster slayers only reduce this risk slightly. Be sure to keep whatever access routes they use well-guarded with [[trap]]s, [[door]]s, and dwarven guards in order to intercept the [[jabberer]] or [[cave dragon]] that will inevitably slip on in. Also, be aware that closing off that cavern without sealing in some wandering monster slayers will take some effort on your part; barricading them in their bedrooms while they sleep until they've all safely left the cavern is pretty much the only way (unless you don't mind leaving them to fight to the death down below). Finally, don't even think about playing with monster slayers until you have a functional [[hospital]] up and running. Both the slayers and the civilians that play around down there are at risk of injury at any time. Strongly consider keeping the caverns walled off until you have a proper medical facility in place. Worst case scenario, you leave your poor slayers wandering bored around your [[tavern]] for a few years. There are far worse things in life.&lt;br /&gt;
&lt;br /&gt;
{{Category|Occupation}}&lt;/div&gt;</summary>
		<author><name>MoogleDan</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Cavern&amp;diff=237426</id>
		<title>Cavern</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Cavern&amp;diff=237426"/>
		<updated>2018-09-05T22:23:53Z</updated>

		<summary type="html">&lt;p&gt;MoogleDan: /* Methods of exploration */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Exceptional}}&lt;br /&gt;
{{minorspoiler}}&lt;br /&gt;
[[File:Cavern 2014.png‎|thumb|350px|A cavern found underground.]]&lt;br /&gt;
&lt;br /&gt;
''Not to be confused with [[Cave]].''&lt;br /&gt;
&lt;br /&gt;
'''Caverns''' are ''huge'' natural underground tunnel systems, inhabited by strange and dangerous creatures. They go up, down, left, right, and about anywhere else. Vanilla worlds provide three cavern layers. Number, size and z-position can be altered in the [[world generation]] parameters.&lt;br /&gt;
&lt;br /&gt;
The caverns will usually have open map edges, allowing all sorts of [[creatures]] to migrate into and from the cavern. By exploring the caverns in adventure mode it is possible to travel large distances below the surface - the caverns effectively connect all sites that access them.&lt;br /&gt;
&lt;br /&gt;
Upon reclaiming a fort, all mud in the caverns is removed.&lt;br /&gt;
&lt;br /&gt;
''In subterranean biomes, Chasm, water, and lava mean land, water (pool), and magma (pipes) respectively.''&lt;br /&gt;
&lt;br /&gt;
==Geography==&lt;br /&gt;
The top of the first cavern usually resides about 10-11 z-levels below the surface.&lt;br /&gt;
Each cavern layer spans multiple z-levels, and is filled with [[water]] to a certain degree. This can range from a few pools at the bottom level to the whole layer being submerged, forming a gigantic underground sea, including [[fish]] and possibly camps of [[olm man|olm men]] and other [[fun]] aquatic creatures.&lt;br /&gt;
&lt;br /&gt;
The average amount of water cavern layers feature depends on your world generation settings, specifically&lt;br /&gt;
&lt;br /&gt;
	[CAVERN_LAYER_WATER_MIN:0]&lt;br /&gt;
&lt;br /&gt;
	[CAVERN_LAYER_WATER_MAX:100]&lt;br /&gt;
&lt;br /&gt;
Beneath the third layer lies the [[magma sea]].&lt;br /&gt;
&lt;br /&gt;
If you hit caverns too often then you can create a custom world with a higher number for 'Z Levels Above Layer 1' - Levels of stone above the first cavern layer. Making this higher will guarantee at least this many levels to build your fortress, but will have no impact on how many z-levels thick the surface layer is. Also, the top of a cavern may be higher than the rest of a cavern, so in practice there will be more levels than this.&lt;br /&gt;
&lt;br /&gt;
===Features===&lt;br /&gt;
Exploring the underground world, you may find a variety of special geographical features. When your dwarves discover a feature, an announcement window will let you know of it.&lt;br /&gt;
&lt;br /&gt;
'''[[Deep pit]]s:''' Deep pits are... deep pits, that connect one cavern level to the next. They have a fixed shape. The top z-level, where the pit meets the next cavern level, is un-muddied rough rock floor where the normal space of the deep pit and the random rock spires of the cavern collide.&lt;br /&gt;
&lt;br /&gt;
If your map has an unseen [[cave-in]] at the beginning of embark, the caverns may have a deep pit somewhere. This occurs because some stone in the cavern above the deep pit is unsupported and falls down. This may be a bug.&lt;br /&gt;
&lt;br /&gt;
'''[[Magma pool]]s:''' Despite the name, magma pools are not actual pools, but tubes extending up from the [[magma sea]]. Their shape is fixed and their presence random. A magma tube might extend all the way to the top cavern, or merely a few z-levels. Magma pools can be distinguished from the magma sea even if they are only a single Z-level high due to two important features: they will always be walled by obsidian as opposed to the standard stone of the layer and, more importantly, will (very slowly) refill to their top if any magma is drained.&lt;br /&gt;
&lt;br /&gt;
'''[[Passage]]s:'''&lt;br /&gt;
Passages are natural tunnels connecting two layers by ramps and short, twisted tunnel sections. The announcement window will let you know you've found a downward passage even if you happen to discover it from the bottom.&lt;br /&gt;
&lt;br /&gt;
==Wildlife==&lt;br /&gt;
A number of [[vermin]] and [[creature]]s can only be found in subterranean biomes, at certain cavern levels. Cavern creatures seem to follow different rules from above-ground creatures - their population numbers are usually far more than their [[Raw file|raws]] imply, and alignment plays no role in whether they can be found in the map or not. Good creatures like the [[gorlak]], evil creatures like the [[troll]] and savage creatures like the [[giant cave spider]] can be found in any cavern, regardless if the fortress is settled in good/evil/savage [[surroundings]] or not.&lt;br /&gt;
&lt;br /&gt;
[[Forgotten beast]]s are a special type of procedurally-generated [[megabeast]] found only in caverns, and may invade your map from any of the three cavern levels.&lt;br /&gt;
&lt;br /&gt;
===Creatures===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! Level 1 !! Level 2 !! Level 3 !! Level 4&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|M|5:1}} [[Amethyst man]]&lt;br /&gt;
|   ||   || X || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|a|6:0}} [[Amphibian man]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
| X || X || X || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|a|0:1}} [[Antman]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
| X || X || X || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|b|0:1}} [[Bat man]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
| X || X ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|B|7:1}} [[Blind cave bear]]&lt;br /&gt;
| X || X ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|O|7:1}} [[Blind cave ogre]]&lt;br /&gt;
|   || X || X || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|M|4:0}} [[Blood man]]&lt;br /&gt;
|   ||   || X || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|b|5:0}} [[Bugbat]]&lt;br /&gt;
|   || X || X || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|o|6:1}} [[Cave blob]]&lt;br /&gt;
|   ||   || X || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|C|7:0}} [[Cave crocodile]]&lt;br /&gt;
| X || X ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|D|7:1}} [[Cave dragon]]&lt;br /&gt;
|   ||   || X || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|f|7:1}} [[Cave fish man]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
| X || X ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|f|6:1}} [[Cave floater]]&lt;br /&gt;
|   || X || X || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|s|0:1}} [[Cave swallow man]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
| X || X ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|e|7:1}} [[Creeping eye]]&lt;br /&gt;
|   ||   || X || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|c|4:0}} [[Crundle]]&lt;br /&gt;
|   || X || X || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|D|6:1}} [[Draltha]]&lt;br /&gt;
| X || X ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|d|7:0}} [[Drunian]]&lt;br /&gt;
| X || X ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|E|6:0}} [[Elk bird]]&lt;br /&gt;
| X || X || X || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|i|6:1}} [[Fire imp]]&lt;br /&gt;
| X || X || X || X&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|M|4:1}} [[Fire man]]&lt;br /&gt;
|   ||   || X || X&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|o|6:0}} [[Flesh ball]]&lt;br /&gt;
|   ||   || X || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|%|7:0}} [[Floating guts]]&lt;br /&gt;
|   || X || X || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|M|0:1}} [[Gabbro man]]&lt;br /&gt;
|   ||   || X || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|B|0:1}} [[Giant bat]]&lt;br /&gt;
| X || X ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|S|7:0}} [[Giant cave spider]]&lt;br /&gt;
| X || X ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|C|0:1}} [[Giant cave swallow]]&lt;br /&gt;
| X || X ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|T|7:0}} [[Giant cave toad]]&lt;br /&gt;
| X || X ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|W|6:0}} [[Giant earthworm]]&lt;br /&gt;
| X || X ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|m|6:0}} [[Giant mole]]&lt;br /&gt;
| X || X ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|O|7:1}} [[Giant olm]]&lt;br /&gt;
| X || X ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|R|6:0}} [[Giant rat]]&lt;br /&gt;
| X || X ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|g|6:1}} [[Gorlak]]&lt;br /&gt;
| X || X || X || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|G|2:1}} [[Green devourer]]&lt;br /&gt;
|   || X || X || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|g|2:1}} [[Gremlin]]&lt;br /&gt;
| X || X || X || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|s|7:1}} [[Helmet snake]]&lt;br /&gt;
| X || X ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|h|0:1}} [[Hungry head]]&lt;br /&gt;
|   ||   || X || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|M|0:1}} [[Iron man]]&lt;br /&gt;
|   ||   || X || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|J|5:1}} [[Jabberer]]&lt;br /&gt;
|   || X || X || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|r|6:0}} [[Large rat]]&lt;br /&gt;
| X ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|C|0:1}} [[Magma crab]]&lt;br /&gt;
|   ||   || X || X&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|M|4:1}} [[Magma man]]&lt;br /&gt;
|   ||   || X || X&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|m|6:0}} [[Manera]]&lt;br /&gt;
|   || X ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|M|4:1}} [[Molemarian]]&lt;br /&gt;
|   || X || X || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|M|6:0}} [[Mud man]]&lt;br /&gt;
|   ||   || X || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|n|4:1}} [[Naked mole dog]]&lt;br /&gt;
| X ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|o|7:1}} [[Olm man]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
| X || X ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|m|5:0}} [[Plump helmet man]]&lt;br /&gt;
|   || X || X || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|p|1:1}} [[Pond grabber]]&lt;br /&gt;
| X || X ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|R|7:0}} [[Reacher]]&lt;br /&gt;
|   || X || X || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|r|2:0}} [[Reptile man]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
| X || X || X || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|r|0:1}} [[Rodent man]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
| X || X || X || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|R|7:0}} [[Rutherer]]&lt;br /&gt;
|   || X || X || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|s|7:1}} [[Serpent man]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
| X || X || X || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|t|6:0}} [[Troglodyte]]&lt;br /&gt;
| X || X ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|T|0:1}} [[Troll]]&lt;br /&gt;
| X || X || X || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|C|1:0}} [[Voracious cave crawler]]&lt;br /&gt;
|   || X || X || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; [[Animal people#Subterranean animal people|Subterranean animal people]] live in pre-existing &amp;quot;camps&amp;quot; and do not move in/out of caverns like other creatures. If they weren't there from the start, they will never be encountered, and if every animal men present are killed, they will ''not'' reappear from the edge of the map.&lt;br /&gt;
&lt;br /&gt;
===Vermin===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! Level 1 !! Level 2 !! Level 3 !! Level 4&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|∙|0:1}} [[Bat]]&lt;br /&gt;
| X || X ||  || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|∙|2:0}} [[Cap hopper]]&lt;br /&gt;
| X || X ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|α|7:1}} [[Cave fish]]&lt;br /&gt;
| X || X ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|¥|7:1}} [[Cave lobster]]&lt;br /&gt;
| X || X ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|∙|7:0}} [[Cave spider]]&lt;br /&gt;
| X || X ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|∙|0:1}} [[Cave swallow]]&lt;br /&gt;
| X || X ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|*|6:0}} [[Creepy crawler]]&lt;br /&gt;
|   ||   || X || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|∙|6:1}} [[Fire snake]]&lt;br /&gt;
|   || X || X || X&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|∙|7:1}} [[Olm]]&lt;br /&gt;
| X || X ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|{|7:1}} [[Purring maggot]]&lt;br /&gt;
|   || X || X || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Vegetation==&lt;br /&gt;
Any cavern layer without a pool of water will have only muddy dense floor fungus and no plants or trees except for blood thorns.&lt;br /&gt;
&lt;br /&gt;
Removing a layer will cause the layer above to randomly pick from trees that the now removed layer could have handled and that the layer above can handle.&lt;br /&gt;
&lt;br /&gt;
===Shrubs===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! Level 1 !! Level 2 !! Level 3&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|:|7:1}} [[Cave wheat]]&lt;br /&gt;
| X || X || X&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|:|1:1}} [[Dimple cup]]&lt;br /&gt;
| X || X || X&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|:|7:0}} [[Pig tail]]&lt;br /&gt;
| X || X || X&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|:|5:0}} [[Plump helmet]]&lt;br /&gt;
| X || X || X&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|:|7:0}} [[Quarry bush]]&lt;br /&gt;
| X || X || X&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|:|4:1}} [[Sweet pod]]&lt;br /&gt;
| X || X || X&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Trees===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! Level 1 !! Level 2 !! Level 3&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|♠|7:1}} [[Tower-cap]]&lt;br /&gt;
| X || X || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|♣|6:1}} [[Fungiwood]]&lt;br /&gt;
| X || X || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|♠|4:1}} [[Goblin-cap]]&lt;br /&gt;
|   || X || X&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|♣|3:0}} [[Spore tree]]&lt;br /&gt;
|   || X || X&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|♠|0:1}} [[Black-cap]]&lt;br /&gt;
|   || X || X&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|│|5:1}} [[Tunnel tube]]&lt;br /&gt;
|   || X || X&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|♠|1:0}} [[Nether-cap]]&lt;br /&gt;
|   ||   || X&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|╡|4:0}} [[Blood thorn]]&lt;br /&gt;
|   ||   || X&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Grasses===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! Level 1 !! Level 2 !! Level 3&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|.|3:1}} [[Cave moss]]&lt;br /&gt;
| X || X || X&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|.|7:1}} [[Floor fungus]]&lt;br /&gt;
| X || X || X&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Dangers==&lt;br /&gt;
There are many, many &amp;lt;s&amp;gt;dangerous&amp;lt;/s&amp;gt; [[fun]] [[animal]]s in a cavern, including [[giant cave spider]]s, [[giant olm]]s, [[troll]]s and [[cave crocodile]]s, but even the seemingly [[gremlin|harmless ones]] can provide great [[Stupid_dwarf_trick#Self_Destruct_Lever|fun]].&lt;br /&gt;
&lt;br /&gt;
Cavern level one is as good as things get, and the following levels will [[Cave dragon|only]] [[Voracious cave crawler|be]] [[Magma crab|worse]]. If you can't stand level one, you won't be able to stand level two or three.&lt;br /&gt;
&lt;br /&gt;
[[Hungry head|Flying creatures]] can &amp;lt;s&amp;gt;ruin your day&amp;lt;/s&amp;gt; [[Fun|provide some fun]] if your main stairwell leads directly into the cavern (the bottom of up-down/down stairs can be passed by flying creatures). Also, any cavern of sufficient size will be inhabited by [[giant cave spider]]s, which can be both a [[Silk|benefit]] and a hazard.&lt;br /&gt;
&lt;br /&gt;
Opening the caverns will make it possible for your fortress to be attacked by [[forgotten beast]]s, which range in lethality from &amp;quot;not much&amp;quot; to &amp;quot;nigh unkillable&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
One thing you really have to watch out for is having your main stairwell lead into a cavern. It doesn't have to be so walking creatures can get in, but just so there's an open hole. Any hostile creature sitting under your open stairway will spook any dwarves trying to use it, causing a flood of job cancellation messages as they keep trying to reach their destination. When this happens it can lead to all your dwarves starving themselves to death. Only build stairs on the side, preferably with a hatch.&lt;br /&gt;
&lt;br /&gt;
And of course, digging too deep will lead the player to encounter certain [[Demon|overwhelmingly fun things]].&lt;br /&gt;
&lt;br /&gt;
==Benefits==&lt;br /&gt;
Caverns provide ever-regenerating resources in the form of underground [[wood|forests]], animals to hunt, and fish. On breaching a cavern layer, a variety of [[ore]]s and [[gem]]s lining its walls will be revealed. The cavern floors are always [[Farming#Underground Farming|muddied]], providing soil to a variety of underground [[plant]]s. Also, underground caverns and the [[water]] they provide can be used in constructions and traps. In places like [[glacier]]s, caverns will provide the only source of [[water]] and [[farming|farmable]] land. Throwing your prisoners into a damp hellhole filled with ravaging beasts is a nice addition, too. Additionally, creating a world without caverns will result in no subterranean plants, plant products (plump helmets/spawn/wine etc.) or fish available on embark. However this is a moot point, as without mods, dwarven civilizations only use indoor farming, and so will never form. Worldgen will stall without a usable dwarven civilization.&lt;br /&gt;
&lt;br /&gt;
Once an underground cavern has been discovered, shrubs and trees will spontaneously grow on any subterranean [[soil]] or [[mud]]died [[rock]] on every embark site that accesses the cavern. This means that if you find a cavern in one embark site and embark in another site accessing the same cavern, plants will start growing there even before you discover the branch of the cavern that lies under the site. This allows you to construct underground tree farms and avoid sending dwarves to the surface to harvest wood, or just to get wood in environments without above-ground forests.&lt;br /&gt;
&lt;br /&gt;
As walls can be built right up to the map edge below ground, it is possible to prevent land creatures from spawning by turning all the spawn points into walls. A single level of wall is sufficient to halt most non-fliers, who will appear on the wall and be unable to get down into the cavern itself. Creatures with the ability to climb or jump, however, tend to eventually figure out a way down, so prepare for these accordingly. Fliers can be stopped only by building walls up to the ceiling, and swimmers can't be prevented from spawning without obsidianising the water tiles on the map edge. The next best thing is to block off access, which can be achieved by dropping a layer of natural stone wall into the water.&lt;br /&gt;
&lt;br /&gt;
NOTE: walls come with floors above them, which means that creatures may still spawn on top of the wall and interrupt jobs, or not spawn where you want them to (if you are trying to wall off most entrances and leave a few designated entrances with cage traps). So fortifications without floors on top of them should be built instead to seal an entrance from ground creatures. Also avoid completely walling off all ground creatures with only 1 floor of walls; the game will spawn flying creatures if ground creatures cannot be spawned.&lt;br /&gt;
&lt;br /&gt;
===Creatures===&lt;br /&gt;
[[Cage trap]]s placed in the caverns can capture wild animals to potentially [[animal trainer|tame]]. As with above-ground creatures, subterranean groups of creatures are limited to one group at a time. Many of the more interesting creatures appear in groups of one and have small populations, so you'll have to clear out a lot of bugbats and crundles before being able to grab every giant cave spider or jabberer your site can produce.&lt;br /&gt;
&lt;br /&gt;
These small populations may result in all spawned individuals being of the same sex, making breeding programs impossible even for creatures that have the necessary tags. Adding the [CHILD:1] to a creature is a relatively easy mod, but sex changes require the application of a transformational syndrome, and possibly changing the creature from an egg-layer to a live-birther.&lt;br /&gt;
&lt;br /&gt;
==When should I start exploring?==&lt;br /&gt;
One standard approach is to wait until you have a working military. The first cavern usually has few hazardous monsters, apart from the occasional [[giant olm]] or [[giant toad|toad]] and [[giant cave spider]]s, but just one giant bat can destroy an early fort, and [[Forgotten beast|uninvited guests]] will wander in sooner or later. The subsequent caverns will become increasingly [[fun]], so don't dig too deep without making adequate preparation. A decent military should be able to handle the cavern fauna, assuming they're not busy dealing with surface [[invader]]s.&lt;br /&gt;
&lt;br /&gt;
Alternatively, you might want to breach the caverns as early as possible, then wall off the entrance. Doing so has several benefits: it will allow you to plan your fortress layout around the underground features, release the spores necessary for an underground [[tree farm]], prevent a calamitous discovery later when [[forgotten beast|powerful enemies]] lie in wait, and minimize the amount of time invested if the caverns prove unsuitable. You can of course continue to explore a cavern without a military, but you will likely get a bunch of dwarves killed.&lt;br /&gt;
&lt;br /&gt;
Not all parts of a cavern are immediately visible; a good portion of a cavern is revealed once you breach it, but other parts remain hidden until your dwarves explore them. Since you often don't know what you'll find in a cavern, they can be exciting places, but also &lt;br /&gt;
very &amp;lt;s&amp;gt;dangerous&amp;lt;/s&amp;gt; fun.&lt;br /&gt;
&lt;br /&gt;
==Methods of exploration==&lt;br /&gt;
:''This section covers methods to explore already-discovered caverns; if you're having trouble finding the caverns, check [[Exploratory mining]] for tips.''&lt;br /&gt;
&lt;br /&gt;
There are many different methods of exploring, some less [[fun]] than others.&lt;br /&gt;
&lt;br /&gt;
'''Military squads''': You can order your [[squads]] into the cavern with move orders. This way you can have dwarves manually explore the cavern by foot. The caverns are dangerous and unpredictable; well equipped dwarves will live longer. The {{k|s}}quad:{{k|a}}ttack:{{k|l}}ist command will help you find and kill enemy creatures which may be located on many different z-levels inside the cavern.&lt;br /&gt;
&lt;br /&gt;
Note that creatures may wander into the cavern from the edges, so, if you want to start collecting silk, gems, ore and the other valuable loot in a cavern, and you want to do so safely, you should first kill or capture the creatures in the cavern, then wall off the edges to keep new creatures from wandering in. Note that, if you want to keep flying creatures out, your walls will need to cover the edge of the cavern from the floor to the ceiling. If you'd still like to fight or capture wandering creatures, but don't want them killing your workers, you can leave some room for creatures to get in, and build doors or cages as necessary.&lt;br /&gt;
&lt;br /&gt;
'''Monster slayers''': Once you've discovered a cavern, a steady stream of wandering [[monster slayer]]s will come to your fort, [[petition]]ing you for the right to live there and kill the awful horrors that live beneath your feet. While it's best not to rely on them to actually keep your fort safe from deep trouble, they actually do a pretty solid job of mapping out your caverns for you. Just be sure to keep [[cage trap]]s and sane armed guards at whatever access route you choose to leave open so your slayers can reach their tasty slayables.&lt;br /&gt;
&lt;br /&gt;
'''Lone woodcutter''': Most cavern creatures are not faster than a normal dwarf, so it may be safer to send out a civilian woodcutter to cut 1 tree at where you want to explore. Unlike exploring with an early unarmed military team that will suicide against [[jabberer]]s, a woodcutter will actually run away when confronted by hostile creatures. Cavern creatures also tend to give up the chase after a while, provided you can dodge the few hits they rarely get in if they catch up (not a problem if your explorer has moderate dodging skill).&lt;br /&gt;
&lt;br /&gt;
'''Fortifications''': as dwarves can see through [[fortification]]s, you can carve out a fortification near the edge of the explored area to safely discover more of the cavern. This prevents wildlife and [[megabeast]]s from entering your fort, as an added benefit. This method does not work for exploring the magma layers - or rather, it ''does'' work, but for a very, very brief time during which there is much [[fun]].&lt;br /&gt;
&lt;br /&gt;
'''Digging and walling''': Instead of [[smoothing]] a wall and then carving a fortification, it can be quicker to just dig out the wall and then blocking off the opening with a [[construction|constructed]] wall. The disadvantage over the fortification method is that if any dangerous creatures are lurking unseen near edge of the explored area they might get to your dwarf before the wall can be put up.&lt;br /&gt;
&lt;br /&gt;
'''Digging from above''': The only method that works in the magma layers, this method requires you to dig a hole from above the caverns into the cavern. It is advisable to seal the hole afterwards if you wish to prevent flying or magma creatures from entering your fort.&lt;br /&gt;
&lt;br /&gt;
'''Autonomous Dwarven Cavern Rover''': [[Activity_zone#Pit.2FPond|Pit]] an animal into the cavern through an access tunnel above the cavern floor, walling it up afterward if you wish. The animal will wander the cavern, revealing more of it, and possibly stumble across things you would prefer your dwarves not encounter unaware. If the animal is tame, its movement can be somewhat controlled by creating a [[Activity zone#Meeting Area|meeting zone]] in the place you would like it to move to.&lt;br /&gt;
&lt;br /&gt;
'''Suicide mission''': Ideal for exploring the bottom of a deep pit or magma pool. Knock a dwarf or animal into the pit, and they will rapidly plummet. Despite being unconscious, they will report everything they see for as long as they are alive. [[Noble]]s, [[cat]]s and [[vampire]]s make excellent geonauts.&lt;br /&gt;
&lt;br /&gt;
'''Separate tunnels''': Digging exploration tunnels from within your fortress will result in a direct path from the caverns to your fortress- this can result in enormous volumes of fun. Players seeking to avoid fun may instead choose to start their exploration tunnels from elsewhere on the surface, outside the fortress. This guarantees that any threats released through exploration must pass through the same entrance utilized by surface threats, such as goblins or elephants, before they can access the fortress.&lt;br /&gt;
&lt;br /&gt;
This method works in conjunction with the &amp;quot;Digging from above&amp;quot; method. Placing the tunnels as close as possible to the edges of the map will reduce obstruction to the fortress. The Dwarf Fortress Wiki assumes no liability for any potential damage to lesser surface races resulting from the release of subterranean monsters directly into the surface world.&lt;br /&gt;
&lt;br /&gt;
==Adventurer mode==&lt;br /&gt;
You can enter a cavern with an [[Adventurer_mode|adventurer]] and explore it. The dangers are obvious; Nasty creatures, pitfalls, etc. But you also have to watch out because you can't fast-travel underground. That means no easy healing, so you have to be very careful. Make sure you stock up on food, water and (if you use it) ammunition before you head in, though, as caverns are quite massive and it can be difficult to find your way back. Worse, there are tribes of animal men underground, and unlike in the good old days they'll attack on sight. If you're lucky, you'll find a [[gremlin]] or other non-hostile intelligent wildlife, and those can potentially be recruited. Since you can't fast-travel, you have to rely on sleeping to heal, which can be dangerous due to the [[Giant cave spider|nature]] of caverns. You're on your own against [[Forgotten beast|whatever]] [[Troll|shows]] [[Blind cave ogre|up]], unless you brought or find allies. Escaping from the caverns by the same route used as an entrance can be very difficult, though if you manage to reach a cavern area immediately underneath a town you will be able to fast-travel to the surface.&lt;br /&gt;
&lt;br /&gt;
==Caravan and embark item availability==&lt;br /&gt;
[[Embark]]ation and dwarven [[caravan]]s will only provide resources available in the first cavern level. Since [[purring maggot]]s don't appear in the first cavern level, unlike in 40d, you can't buy dwarven [[cheese]] or dwarven [[milk]] {{Bug|1449}}. A workaround is to edit the global [[raw file]]s to make purring maggots appear on level one, [[world generation|generate a new world]], then edit the raws of the new world to change the maggots back to normal before embark.&lt;br /&gt;
&lt;br /&gt;
{{Translation| dwarven = kor | elvish = nunòre | goblin = aspâd | human = rushan}}&lt;br /&gt;
&lt;br /&gt;
{{World|Biomes}}&lt;/div&gt;</summary>
		<author><name>MoogleDan</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Holding&amp;diff=237294</id>
		<title>DF2014 Talk:Holding</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Holding&amp;diff=237294"/>
		<updated>2018-08-27T13:28:39Z</updated>

		<summary type="html">&lt;p&gt;MoogleDan: Created page with &amp;quot;In my most recent fort, I almost immediately had several tiny goblin pits economically link themselves to me. Can anyone expand this page with information on what that actuall...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In my most recent fort, I almost immediately had several tiny goblin pits economically link themselves to me. Can anyone expand this page with information on what that actually DOES? Will those sites no longer be hostile? Will they send me presents and migrants? Will they now view my citizens and possessions as EXTRA-tantalizing? I did very quickly achieve a barony, so that aspect is working correctly, but it seems odd for nobility elevation to be the only concrete effect.&lt;/div&gt;</summary>
		<author><name>MoogleDan</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Iron_man&amp;diff=180286</id>
		<title>v0.34:Iron man</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Iron_man&amp;diff=180286"/>
		<updated>2013-01-15T13:57:01Z</updated>

		<summary type="html">&lt;p&gt;MoogleDan: Minor clean-up&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|03:12, 20 October 2010 (UTC)}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|wiki=no&lt;br /&gt;
|contrib=no&lt;br /&gt;
|death=item&lt;br /&gt;
|item=☼[[iron]] [[statue]]☼ (worth 3000☼)&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
[[File:Iron_golem.png|thumb|left|Admired for its stern appearance.]]&lt;br /&gt;
'''Iron men''' have the same average size as an adult human and can [[building destroyer|destroy buildings]]. Upon 'death' iron men become a random masterwork iron [[statue]]. Parts like thumbs and noses removed from the statue during combat may be [[melt item|melted]] at a [[smelter]] in order to produce a small amount of [[iron]].&lt;br /&gt;
&lt;br /&gt;
Iron men are not as tough as you could expect, most likely because iron men are hollow: they have an iron exterior layer and an interior gas layer, making them far more fragile than a fully metallic creature such as the bronze colossus, and even dwarf nails can damage the iron. Being made of iron and being more than seven times heavier than a human, they are vulnerable to falling damage, four Z-levels being enough to cripple or kill most iron men. Iron men are unharmed by fire and magma, but can be damaged by [[dragonfire]] just like regular iron items.&lt;br /&gt;
&lt;br /&gt;
Much like iron golems in other games, iron men breathe a poisonous gas. When inhaled, this poison gas causes a [[syndrome]] called &amp;quot;iron man cough&amp;quot;, consisting of coughing up blood. Dwarves with standard disease resistance will experience a peak in coughing shortly (100 [[time|time units]]) after infection, and will recover in less than a game day (1000 time units out of a full day's 1200 time units). These periods will vary according to the disease resistance of the infected dwarf, but the disease is not life-threatening. Unless, of course, [[thought|being sick]] is the straw that breaks the camel's back of your dwarf's [[insanity|sanity]].&lt;br /&gt;
&lt;br /&gt;
===Creature behavior and origin===&lt;br /&gt;
{{D for Dwarf}}Surprisingly, the Iron Man does not deplete your fortress' [[alcohol|booze]] supplies, nor does it woo nearly all of your female dwarves. On rare occasions humans who exhibit strange moods may sometimes [http://www.youtube.com/watch?v=lfWPDzvWNds turn into one of these]. However, dwarves have been unable to duplicate this process, even given the finest workshops and crafting materials, leading most dwarven scholars to declare it impossible for a human to do so in a cave, with a box of scraps. =Edit= The scholars are now running around naked, on account of losing a bet.&lt;br /&gt;
&lt;br /&gt;
Another amazing capability of the iron man is that just like the [[bronze colossus]], the iron man will nearly always polymorph into the form of another standard, non-randomly generated creature upon death, the post-death statue is almost never a statue of a man. Maybe the energy released upon death somehow shapes the iron into another creature's shape.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Humanoids}}&lt;/div&gt;</summary>
		<author><name>MoogleDan</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Miasma&amp;diff=176347</id>
		<title>v0.34 Talk:Miasma</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Miasma&amp;diff=176347"/>
		<updated>2012-08-03T14:56:47Z</updated>

		<summary type="html">&lt;p&gt;MoogleDan: /* To The Anonymous Guy Who &amp;quot;What? No&amp;quot; Deleted My Mention of Magma Mist */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Eggs==&lt;br /&gt;
Currently the article assumes that eggs rot and produce miasma, but this needs to be verified.  -- [[User:HiEv|&amp;lt;span style=&amp;quot;color:#E05858;font-weight:bold;&amp;quot;&amp;gt;Hi&amp;lt;/span&amp;gt;]][[User talk:HiEv|&amp;lt;span style=&amp;quot;color:#C06060;font-weight:bold;&amp;quot;&amp;gt;Ev&amp;lt;/span&amp;gt;]] 01:33, 27 May 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
==To The Anonymous Guy Who &amp;quot;What? No&amp;quot; Deleted My Mention of Magma Mist==&lt;br /&gt;
Dumping enormous objects into magma DOES generate clouds of [[magma mist]] around the dump site! I just noticed it the other day after dumping a [[cyclops]] corpse into magma one z-level beneath where he was standing. Fortunately he fled before it triggered, but I could see it accidentally catching innocent bystanders (on fire). It's not a LIKELY situation, but I feel it bears mentioning. I'm not sure what the dumped item size requirement is to trigger this, but cyclopes definitely aren't the biggest horrors out there. --[[User:MoogleDan|MoogleDan]] 13:21, 3 August 2012 (UTC)&lt;br /&gt;
:This is probably a result of the changes to projectile behavior. --[[User:Quietust|Quietust]] 14:43, 3 August 2012 (UTC)&lt;br /&gt;
::Can anyone else confirm seeing this before I add it back in? --[[User:MoogleDan|MoogleDan]] 14:56, 3 August 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>MoogleDan</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Miasma&amp;diff=176345</id>
		<title>v0.34 Talk:Miasma</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Miasma&amp;diff=176345"/>
		<updated>2012-08-03T13:26:23Z</updated>

		<summary type="html">&lt;p&gt;MoogleDan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Eggs==&lt;br /&gt;
Currently the article assumes that eggs rot and produce miasma, but this needs to be verified.  -- [[User:HiEv|&amp;lt;span style=&amp;quot;color:#E05858;font-weight:bold;&amp;quot;&amp;gt;Hi&amp;lt;/span&amp;gt;]][[User talk:HiEv|&amp;lt;span style=&amp;quot;color:#C06060;font-weight:bold;&amp;quot;&amp;gt;Ev&amp;lt;/span&amp;gt;]] 01:33, 27 May 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
==To The Anonymous Guy Who &amp;quot;What? No&amp;quot; Deleted My Mention of Magma Mist==&lt;br /&gt;
Dumping enormous objects into magma DOES generate clouds of [[magma mist]] around the dump site! I just noticed it the other day after dumping a [[cyclops]] corpse into magma one z-level beneath where he was standing. Fortunately he fled before it triggered, but I could see it accidentally catching innocent bystanders (on fire). It's not a LIKELY situation, but I feel it bears mentioning. I'm not sure what the dumped item size requirement is to trigger this, but cyclopes definitely aren't the biggest horrors out there. --[[User:MoogleDan|MoogleDan]] 13:21, 3 August 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>MoogleDan</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Miasma&amp;diff=176344</id>
		<title>v0.34 Talk:Miasma</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Miasma&amp;diff=176344"/>
		<updated>2012-08-03T13:21:14Z</updated>

		<summary type="html">&lt;p&gt;MoogleDan: Defense of Magma-Mist from dumping&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Eggs==&lt;br /&gt;
Currently the article assumes that eggs rot and produce miasma, but this needs to be verified.  -- [[User:HiEv|&amp;lt;span style=&amp;quot;color:#E05858;font-weight:bold;&amp;quot;&amp;gt;Hi&amp;lt;/span&amp;gt;]][[User talk:HiEv|&amp;lt;span style=&amp;quot;color:#C06060;font-weight:bold;&amp;quot;&amp;gt;Ev&amp;lt;/span&amp;gt;]] 01:33, 27 May 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
==To The Guy Who &amp;quot;What? No&amp;quot; Deleted My Mention of Magma Mist==&lt;br /&gt;
Dumping enormous objects into magma DOES generate clouds of [[magma mist]] around the dump site! I just noticed it the other day after dumping a [[cyclops]] corpse into magma one z-level beneath where he was standing. Fortunately he fled before it triggered, but I could see it catching innocent bystanders. I'm not sure what the dumped item size requirement is to trigger this, but cyclopes definitely aren't the biggest horrors out there. --[[User:MoogleDan|MoogleDan]] 13:21, 3 August 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>MoogleDan</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Miasma&amp;diff=176328</id>
		<title>v0.34:Miasma</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Miasma&amp;diff=176328"/>
		<updated>2012-08-02T13:25:31Z</updated>

		<summary type="html">&lt;p&gt;MoogleDan: Suggested magma disposal&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|06:14, 1 April 2011 (UTC)}}&lt;br /&gt;
[[File:Dwarf fort tut miasma.jpg|500px|right]]&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Miasma''' is a cloud of purple stench that makes your [[dwarves]] unhappy. It only occurs in subterranean areas, and is caused by rotting items. It does not pass through doors.&lt;br /&gt;
&lt;br /&gt;
== Rotten items ==&lt;br /&gt;
&lt;br /&gt;
A '''rotten''' [[item]] is a corpse, body part or an item of food that has spoiled, either from not being in a stockpile (if food) or just over time (if a corpse or body part).&lt;br /&gt;
&lt;br /&gt;
Often a job in a [[kitchen]], [[still]] or [[farmer's workshop]] will be canceled with the announcement &amp;quot;''...needs '''unrotten''' (item)''&amp;quot;.  That doesn't mean you only have rotten ones, it means there is not an appropriate item that is available. Items that are [[forbid]]den, marked for [[dump]]ing, or that have no [[path]] will be disregarded for workshop tasks.&lt;br /&gt;
&lt;br /&gt;
Body parts of living dwarves may also be marked as &amp;quot;rotten&amp;quot;. This has been observed to occur after exposure to the blood of certain [[forgotten beast]]s, [[titan]]s, or other randomly generated creatures due to a [[syndrome]]. The afflicted body part produces miasma from time to time.&lt;br /&gt;
&lt;br /&gt;
== Food rot ==&lt;br /&gt;
&lt;br /&gt;
Prepared food will rot the same as [[meat]], plants, cheese, eggs, and prepared fish, though plants will wither instead of producing miasma.  The only places where food will not rot are in a stockpile, in a trade depot, in the embark wagon, when used as a reaction component, or while being carried by a dwarf, caravan pack animal, or wagon.  Additionally, eggs will not rot in a [[nest box]].  It does not matter if the food is in a container; a barrel or pot full of meat left in a corridor will eventually rot.&lt;br /&gt;
&lt;br /&gt;
While you'd expect milk and tallow to rot, it seems that they do not.  Nor do any of the other categories of food, including flours, drinks, seeds, and rock nut paste.  Fat and raw fish will rot no matter where they are, which is why it's important to render fat to tallow and prepare fish as quickly as possible.&lt;br /&gt;
&lt;br /&gt;
== Avoiding miasma ==&lt;br /&gt;
&lt;br /&gt;
To avoid miasma, either keep anything rotten outside or alternatively have an inside [[refuse]] pile on its own in a room with several [[door]]s; this should halt the miasma's advance (although the room itself will still stink up). It will also not spread diagonally, so one possible solution is to have the only entrance be diagonal.&lt;br /&gt;
&lt;br /&gt;
Another option is to have a long garbage chute where refuse is [[dump]]ed down. If it is long enough the miasma will not be able to reach all the way to the top, preventing your dwarves from getting unhappy thoughts.&lt;br /&gt;
&lt;br /&gt;
A creative way of constructing garbage chutes is to separate the garbage area and dumping area (where dwarves are) with [[hatch]]es linked to a [[pressure plate]]. That way garbage will land on the hatch, which will open (triggered by dwarf returning to his duties stepping on a plate), letting it fall down and then close, keeping all the miasma inside. This allows one to construct a short, yet non-smelly chute.&lt;br /&gt;
&lt;br /&gt;
Another option for a short non-smelly chute is to let the chute be seperated diagonally from the dumping square(s). Since miasma does not travel &lt;br /&gt;
across corners, this allows a chute stretching across 2 z-levels to be completly miasma free, without needing additional mechanisms.&lt;br /&gt;
&lt;br /&gt;
 Example #1&lt;br /&gt;
 &lt;br /&gt;
 WWWWWWW   W=Wall&lt;br /&gt;
 WWWWWOW   .=Floor&lt;br /&gt;
 ....-WW   O=Channel&lt;br /&gt;
 WWWWWWW   -=Floor with dumping zone&lt;br /&gt;
&lt;br /&gt;
 Example #2&lt;br /&gt;
 &lt;br /&gt;
 WWWWWWW   W=Regular Wall                         .=Regular floor&lt;br /&gt;
 WWWWMQW   M=Wall with dumping zone&lt;br /&gt;
 ....--W   Q=Channel with dumping zone&lt;br /&gt;
 WWWWWWW   -=Floor with dumping zone&lt;br /&gt;
&lt;br /&gt;
Of course, if you have easy access to [[magma]], you can simply dump any unwanted garbage in there, destroying it before it has a chance to rot. Be aware that dumping extremely large corpses will cause the magma to splash, however, creating deadly [[magma mist]].&lt;br /&gt;
&lt;br /&gt;
== Related bugs ==&lt;br /&gt;
&lt;br /&gt;
Note that dwarves interrupted in the middle of a meal will abandon their food. Food abandoned in this manner can never be interacted with (picked up, stored, or dumped) by any dwarf ever again, including the dwarf who abandoned it. {{Bug|1299}} If the food is abandoned underground, it will eventually rot and generate miasma. This is an especially frequent occurrence with soldiers, who will often be interrupted while consuming their rations when a training class begins.  One workaround for soldiers is to use the military supplies tab to prevent them from carrying food.&lt;br /&gt;
&lt;br /&gt;
The utility [[Utilities#DFHack|DFHack]] includes a command line tool, dfcleanowned, to clear ownership and dump all owned items that are on the floor or rotting. This can help if you're dealing with miasma from this bug.&lt;/div&gt;</summary>
		<author><name>MoogleDan</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki_talk:Spambot_attacks&amp;diff=175741</id>
		<title>Dwarf Fortress Wiki talk:Spambot attacks</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki_talk:Spambot_attacks&amp;diff=175741"/>
		<updated>2012-07-23T16:40:54Z</updated>

		<summary type="html">&lt;p&gt;MoogleDan: A suggestion from another fellow victim&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===One Possible Solution===&lt;br /&gt;
&lt;br /&gt;
The spambots are really getting out of hand.  Do we know if they're targeting us specifically?  If not, it might help to put something like a nonce on the signup page:  just a text box where it forces you to type &amp;quot;magma&amp;quot; to sign up or something else unique to this site to thwart bots.  The spammers won't adapt their software to spam us unless it's worth the effort, and if they're just hunting down random wikis to spam, it's probably not worth their effort and they'll go away.  [[User:Uristocrat|Uristocrat]] 04:09, 31 January 2011 (UTC)&lt;br /&gt;
: I've already added several things to help deter spambots, which has stemmed a large percentage (we're actually only seeing about .5% of the attacks make it to an actual account registration and post).  I'll see about incorporating that as well here in the near future. --[[User:Briess|Briess]] 05:02, 31 January 2011 (UTC)&lt;br /&gt;
:: Good to know.  I saw another thread about a different spam attack on this wiki when I was looking around and I sent a contact at Google's anti-spam division some ideas about how to combat wiki-spam like what happened here, given that it apparently made it into Google's index at one point.  No clue if they'll do anything, but they did make an algorithm change recently, so you never know.  And anything that kills their incentive for spamming us is good.  I've heard good things about making your site unique (even via dead-simple tests, so long as too many people aren't using the exact same thing), so hopefully that helps get rid of that last 0.5%.  I see that we're already using rel=nofollow and such, so best of luck combating the spambot menace.  [[User:Uristocrat|Uristocrat]] 05:26, 31 January 2011 (UTC)&lt;br /&gt;
: I mentioned several possible solutions here: [[Dwarf_Fortress_Wiki_talk:Spamreport]], but nobody seemed to notice. Even though ''actual'' SPAM has been practically eliminated, all this SPAM and (Deletion log) / (Block log) ''really'' clutters up the Recent changes list. In addition, have you considered restricting new members (those that seem to pass the spambot tests) so that they must make at least a few content edits before they (automatically) get permission to start a new page? --[[User:Thundercraft|Thundercraft]] 07:14, 9 February 2011 (UTC)&lt;br /&gt;
::You're right about the clutter.  I read your suggestions and while the general ideas are good, one problem is that we want our solutions to be as unique as possible.  So it's not just a matter of using a new captcha or something, it's a matter of using a technique *not* used (or solvable) by the same means as those on every other site.  The idea is that, if everyone is using the same few anti-spam plugins/captchas/whatever, they'll take the time to make a program (or trick people into) bypassing them.  But the more unique we can make our signup pages and such, the less likely they'll be able to do anything on this one site (because we're not big enough for them to bother with).  Right now, I've traced the spam to see that they mostly target MediaWikis.  I think we'd get a lot of mileage out of changing even trivial things, like the id fields on the forms (input id=&amp;quot;wpSave&amp;quot; name=&amp;quot;wpSave&amp;quot; type=&amp;quot;submit&amp;quot;).  Even a rename of a few fields on, say, the sign up page might confuse them enough to make signups fail more often.  Parsing HTML is a pain in the rear and if we have nice, *unique* stuff, we'll make it not worth their time to change their code just to spam one small wiki, when they have zillions of others that they can attack.  [[User:Uristocrat|Uristocrat]] 08:32, 9 February 2011 (UTC)&lt;br /&gt;
:::We have considered the whole new page thing, I told Briess to do it, I'm not sure if he actually set it up or not. Also, like he said above, only about 0.5% of the registration attempts have been successful. There've been around 17000 attempts, and around 100 have made it through. We're not going to do much better than that unfortunately. Hopefully they give up attacking us once they realize its not doing them any good. [[user:Emi|&amp;lt;span style=&amp;quot;color:#8a4e4e&amp;quot;&amp;gt;Emi&amp;lt;/span&amp;gt;]] [[user_talk:Emi|&amp;lt;span style=&amp;quot;color:#6a3e4e&amp;quot;&amp;gt;[T]&amp;lt;/span&amp;gt;]] 08:46, 9 February 2011 (UTC)&lt;br /&gt;
::::Well, one problem is that they'll probably never realize it's not doing them any good, unless perhaps the whole system of theirs is undermined.  My real point, though, was to focus on simple, unique ways of making the site different, rather than adding complex solutions like a new captcha module that a lot of sites might use.  The more people that do that, the more work we create for the spambot's owner. [[User:Uristocrat|Uristocrat]] 19:16, 9 February 2011 (UTC)&lt;br /&gt;
:::::Just make a trickier question. Like &amp;quot;The most famous dwarf name in Dwarf Fortress&amp;quot;, or best metal for swords etc. I've seen websites use these slightly trickier questions, and they seem to be very effective. Not everyone is interested in registering on the wiki anyway so I don't think we'll have that many people asking &amp;quot;What's the answer to the question? =(((&amp;quot;. OH and btw, are you guys able to edit the HTML of this website at all, considering it's not your web host? --[[User:Qvazzler|- qvazzler]] 09:59, 22 July 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Anything we can do?===&lt;br /&gt;
&lt;br /&gt;
I'm watching some spambots attack right now and you guys don't appear to be online to banish them at the moment.  I've blanked out the spam I could find and replaced it with the deletion template.  I also marked the two user pages for the confirmed spammers with the same template.  I don't really know if that helps or not, but is there anything we normal users can do to help kick these spammers out?  [[User:Uristocrat|Uristocrat]] 07:12, 7 February 2011 (UTC)&lt;br /&gt;
:What you are doing is extremely helpful (marking them, marking pages for deletion, etc.)  Remember that we're only seeing less than .5% of the spam attacks attempted against the wiki, we're working on solutions to kick out the last few successful attacks (we are under rather heavy attack at the moment.) --[[User:Briess|Briess]] 12:39, 7 February 2011 (UTC)&lt;br /&gt;
::I assume you want us to use the AIV page that I now see in announcements as a place to report this stuff?  Also, I traced the spam from here to a bunch of other MediaWiki/Drupal sites.  They're building an entire web of spam links across random pages as a sort of blackhat SEO trick.  Most of the links in their spam pages point to compromised Wikis and such; you can follow them via that.  I can't trace this by hand any more.  There are too many dead wikis out there and only maybe one in ten or twenty appears to be fighting back.  A quick check of &amp;quot;recent changes&amp;quot; on most of them shows that all recent edits are spam.  As near as I can tell, the attacks started around 27 JAN 2011, but I only looked at a few sites, so maybe I didn't go far enough back.  If you can, check the logs to see if there are any suspicious search queries; that might tell us how they found us.  Anyhow, I'll keep tagging them if I find them.  [[User:Uristocrat|Uristocrat]] 20:42, 7 February 2011 (UTC)&lt;br /&gt;
:::Yeah listing accounts to be blocked/deleted on AIV is the idea. Still mark pages with &amp;lt;nowiki&amp;gt;{{del|spam}}&amp;lt;/nowiki&amp;gt; though. [[user:Emi|&amp;lt;span style=&amp;quot;color:#8a4e4e&amp;quot;&amp;gt;Emi&amp;lt;/span&amp;gt;]] [[user_talk:Emi|&amp;lt;span style=&amp;quot;color:#6a3e4e&amp;quot;&amp;gt;[T]&amp;lt;/span&amp;gt;]] 00:13, 8 February 2011 (UTC)&lt;br /&gt;
::::I'm seeing lots of users joining (probably spambots), but I'm not seeing more spam pages.  That's good.  Except for the fact that they're still trying to break in, I guess you have it under control now?  [[User:Uristocrat|Uristocrat]] 10:52, 8 February 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== IP bans ==&lt;br /&gt;
&lt;br /&gt;
Can you ban IP addresses, instead of waiting for the accounts to be made?  Or are they too random, or shared with actual users? --[[User:DeMatt|DeMatt]] 03:28, 9 February 2011 (UTC)&lt;br /&gt;
:When we block the accounts, we've been also disabling account creation on the IPs associated with the account. They've just got a ton of IPs. [[user:Emi|&amp;lt;span style=&amp;quot;color:#8a4e4e&amp;quot;&amp;gt;Emi&amp;lt;/span&amp;gt;]] [[user_talk:Emi|&amp;lt;span style=&amp;quot;color:#6a3e4e&amp;quot;&amp;gt;[T]&amp;lt;/span&amp;gt;]] 03:41, 9 February 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== A fellow victim ==&lt;br /&gt;
&lt;br /&gt;
I hope you do not regard this as spam but I run a wiki at www dot livingcontrol dot com slash wiki and we have just seen an increase in spambot attacks.  I hope you do not mind if I join in here to help find ways to defeat them. [[Special:Contributions/2.102.214.196|2.102.214.196]] 09:38, 6 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
Hey, I'm an admin from the Dungeon Crawl: Stone Soup wiki. Last year we were getting hammered with nearly a hundred spam accounts and posts a day, and eventually we just turned off account registration to the public entirely. Now, to get an account, they simply send the admins an email and we make the account for 'em. It's much less work than constantly deleting spam and blocking accounts, and we haven't seen a single instance of the stuff since. You could even remove the obnoxious CAPTCHA images entirely. Just a suggestion... --[[User:MoogleDan|MoogleDan]] 16:40, 23 July 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>MoogleDan</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki_talk:Spamreport&amp;diff=175369</id>
		<title>Dwarf Fortress Wiki talk:Spamreport</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki_talk:Spamreport&amp;diff=175369"/>
		<updated>2012-07-16T14:45:31Z</updated>

		<summary type="html">&lt;p&gt;MoogleDan: /* SPAM: Some Suggestions &amp;amp; Observations */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The last three spambots registered were within 3 days of each other. Quietust dealt with them rather quickly, but it seems we should watch for more spam activity; apparently we've attracted some spamming system's attention. [[User:Calite|Calite]] 01:21, 10 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
One should block the registration of new Accounts for a while and disallow editiong without registration. At the moment a bot is attacking the wikiw. There seem to be some more accounts registered not having done something by now, but the registration-log look suspicious. --[[User:Kami|Kami]] 08:27, 27 January 2011 (UTC)&lt;br /&gt;
:If I could, I would, but I can't - you'll have to talk to Briess about that. --[[User:Quietust|Quietust]] 20:40, 27 January 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== SPAM: Some Suggestions &amp;amp; Observations ==&lt;br /&gt;
The latest example of SPAM here was titled &amp;quot;2006 Exploration In Job Oil State United&amp;quot;. Compare that with the countless legitimate articles starting with &amp;quot;DF2010&amp;quot;. And exploration is a large part of playing DF. That seems ''almost'' clever. Do computers learn and become smarter? This suggests to me that there might be a human who occasionally posts SPAM here and oversees his spambots.&lt;br /&gt;
&lt;br /&gt;
All this SPAM and (Deletion log) / (Block log) really clutters up the ''Recent changes'' list, which makes it difficult to follow what's being changed. Perhaps the (Deletion log) and (Block log) could be reported in a separate list?&lt;br /&gt;
&lt;br /&gt;
I do see that account creation uses ReCAPTCHA to (in theory) block spambots. But perhaps a more sophisticated form of CAPTCHA is needed? Some types of CAPTCHA combine words with background noise and multiple colors. And, in addition, perhaps the answer to a simple question could be required? (What color is the sky? What color is grass?) This Q&amp;amp;A requirement could even be randomized.&lt;br /&gt;
&lt;br /&gt;
Finally, would it be possible to set up a list of websites which automatically blocks links from such sites from appearing? In theory, it should be possible to have such a list auto-trigger account suspension of a few days or something. (Sort of like how some forums and guest books are coded to automatically deal with profanity.) And perhaps new links to off-site content (aside from a short list of exceptions, including the official bay12 sites, dffd.wimbli dot com and wikipedia) should be forbidden/blocked for a few weeks or so? I just feel that dealing with SPAM with creative solutions might send the culprit a message and end the SPAM for a while.&lt;br /&gt;
&lt;br /&gt;
BTW: It was my understanding that a majority of SPAM comes from 3rd world countries and other nations where labor is dirt cheap. They often have grammar and spelling errors as English may not be their first language. That, and it seems some types of bots combine words pseudo-randomly. --[[User:Thundercraft|Thundercraft]] 09:34, 2 February 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
You don't need a captcha, you just need the signup to ask an obvious Dwarf Fortress question. That would be 100% effective against any spambot, unless it was programmed and targeted specifically at us. --[[User:Devek|Devek]] 14:36, 26 April 2011 (UTC)&lt;br /&gt;
:And it would be 99% less irritating [[Special:Contributions/213.134.175.225|213.134.175.225]] 16:54, 26 April 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
I know this is completely late, but this is a pet peeve of mine.  &amp;quot;SPAM&amp;quot; is potted meat, not the crap that fills up your inbox.  Please don't conflate &amp;quot;SPAM&amp;quot; with &amp;quot;spam&amp;quot;, as the latter is entirely undeserving of the capitalization.  Thanks.  -- [[User:HiEv|&amp;lt;span style=&amp;quot;color:#E05858;font-weight:bold;&amp;quot;&amp;gt;Hi&amp;lt;/span&amp;gt;]][[User talk:HiEv|&amp;lt;span style=&amp;quot;color:#C06060;font-weight:bold;&amp;quot;&amp;gt;Ev&amp;lt;/span&amp;gt;]] 17:11, 4 July 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
Hey, I'm an admin from the Dungeon Crawl: Stone Soup wiki. Last year we were getting hammered with nearly a hundred spam accounts and posts a day, and eventually we just turned off account registration to the public entirely. Now, to get an account, they simply send the admins an email and we make the account for 'em. It's much less work than constantly deleting and blocking spam, and we haven't seen a single instance of the stuff since. You could even remove the obnoxious CAPTCHA images entirely. Just a suggestion... --[[User:MoogleDan|MoogleDan]] 14:43, 16 July 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>MoogleDan</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki_talk:Spamreport&amp;diff=175367</id>
		<title>Dwarf Fortress Wiki talk:Spamreport</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki_talk:Spamreport&amp;diff=175367"/>
		<updated>2012-07-16T14:43:40Z</updated>

		<summary type="html">&lt;p&gt;MoogleDan: /* SPAM: Some Suggestions &amp;amp; Observations */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The last three spambots registered were within 3 days of each other. Quietust dealt with them rather quickly, but it seems we should watch for more spam activity; apparently we've attracted some spamming system's attention. [[User:Calite|Calite]] 01:21, 10 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
One should block the registration of new Accounts for a while and disallow editiong without registration. At the moment a bot is attacking the wikiw. There seem to be some more accounts registered not having done something by now, but the registration-log look suspicious. --[[User:Kami|Kami]] 08:27, 27 January 2011 (UTC)&lt;br /&gt;
:If I could, I would, but I can't - you'll have to talk to Briess about that. --[[User:Quietust|Quietust]] 20:40, 27 January 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== SPAM: Some Suggestions &amp;amp; Observations ==&lt;br /&gt;
The latest example of SPAM here was titled &amp;quot;2006 Exploration In Job Oil State United&amp;quot;. Compare that with the countless legitimate articles starting with &amp;quot;DF2010&amp;quot;. And exploration is a large part of playing DF. That seems ''almost'' clever. Do computers learn and become smarter? This suggests to me that there might be a human who occasionally posts SPAM here and oversees his spambots.&lt;br /&gt;
&lt;br /&gt;
All this SPAM and (Deletion log) / (Block log) really clutters up the ''Recent changes'' list, which makes it difficult to follow what's being changed. Perhaps the (Deletion log) and (Block log) could be reported in a separate list?&lt;br /&gt;
&lt;br /&gt;
I do see that account creation uses ReCAPTCHA to (in theory) block spambots. But perhaps a more sophisticated form of CAPTCHA is needed? Some types of CAPTCHA combine words with background noise and multiple colors. And, in addition, perhaps the answer to a simple question could be required? (What color is the sky? What color is grass?) This Q&amp;amp;A requirement could even be randomized.&lt;br /&gt;
&lt;br /&gt;
Finally, would it be possible to set up a list of websites which automatically blocks links from such sites from appearing? In theory, it should be possible to have such a list auto-trigger account suspension of a few days or something. (Sort of like how some forums and guest books are coded to automatically deal with profanity.) And perhaps new links to off-site content (aside from a short list of exceptions, including the official bay12 sites, dffd.wimbli dot com and wikipedia) should be forbidden/blocked for a few weeks or so? I just feel that dealing with SPAM with creative solutions might send the culprit a message and end the SPAM for a while.&lt;br /&gt;
&lt;br /&gt;
BTW: It was my understanding that a majority of SPAM comes from 3rd world countries and other nations where labor is dirt cheap. They often have grammar and spelling errors as English may not be their first language. That, and it seems some types of bots combine words pseudo-randomly. --[[User:Thundercraft|Thundercraft]] 09:34, 2 February 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
You don't need a captcha, you just need the signup to ask an obvious Dwarf Fortress question. That would be 100% effective against any spambot, unless it was programmed and targeted specifically at us. --[[User:Devek|Devek]] 14:36, 26 April 2011 (UTC)&lt;br /&gt;
:And it would be 99% less irritating [[Special:Contributions/213.134.175.225|213.134.175.225]] 16:54, 26 April 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
I know this is completely late, but this is a pet peeve of mine.  &amp;quot;SPAM&amp;quot; is potted meat, not the crap that fills up your inbox.  Please don't conflate &amp;quot;SPAM&amp;quot; with &amp;quot;spam&amp;quot;, as the latter is entirely undeserving of the capitalization.  Thanks.  -- [[User:HiEv|&amp;lt;span style=&amp;quot;color:#E05858;font-weight:bold;&amp;quot;&amp;gt;Hi&amp;lt;/span&amp;gt;]][[User talk:HiEv|&amp;lt;span style=&amp;quot;color:#C06060;font-weight:bold;&amp;quot;&amp;gt;Ev&amp;lt;/span&amp;gt;]] 17:11, 4 July 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
Hey, I'm an admin from the Dungeon Crawl: Stone Soup wiki. Last year we were getting hammered with nearly a hundred spam accounts and posts a day, and eventually we just turned off account registration to the public entirely. Now, to get an account, they simply send the admins an email and we make the account for 'em. It's much less work than constantly deleting and blocking spam, and we haven't seen a single instance of the stuff since. Just a suggestion... --[[User:MoogleDan|MoogleDan]] 14:43, 16 July 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>MoogleDan</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Glob&amp;diff=173399</id>
		<title>v0.34:Glob</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Glob&amp;diff=173399"/>
		<updated>2012-06-15T17:10:57Z</updated>

		<summary type="html">&lt;p&gt;MoogleDan: Cleaned up&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|18:20, 14 June 2012 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
'''Glob''' is a classification in the [[stocks]] menu, consisting of three items: [[quarry bush|rock nut paste]], [[fat]], and [[tallow]] (processed fat).&lt;/div&gt;</summary>
		<author><name>MoogleDan</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Animal_trainer&amp;diff=170159</id>
		<title>v0.34 Talk:Animal trainer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Animal_trainer&amp;diff=170159"/>
		<updated>2012-04-17T17:35:38Z</updated>

		<summary type="html">&lt;p&gt;MoogleDan: /* Training hunting/war animals */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Page out of date ==&lt;br /&gt;
&lt;br /&gt;
This page needs to be rewritten, as training was completely revamped in today's release (34.06)&lt;br /&gt;
&lt;br /&gt;
[[User:Tharwen|Tharwen]] 00:58, 24 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Moved the info from Kennel over. I corrected what I noticed was out of date; I think I got it all. Apologies if I missed anything. --[[User:Zombiejustice|Zombiejustice]] 18:59, 5 April 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Added content about the domestication of wild animals. If anybody knows the effects training quality has, please feel free to add it in. The effects of civilization knowledge of animal training would be nice too. I'd also like confirmation on training young animals becoming &amp;quot;domesticated&amp;quot; and forever tame: I read that somewhere but can't seem to find it anymore, nor have I actually tested that out. Does it work on fully wild young animals? Only young animals born from trained animals? If the latter, does the parent have to have a particular quality of training? --[[User:Reilwin|Reilwin]] 03:28, 10 April 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::Added what I've learned so far.  Training quality absolutely affects the time it takes to revert.  I've gotten into the second generation of [[Wild boar]] training, and, so far, it seems that the training quality of the mother gets passed on to the offspring.  By assigning a trainer, you are then adding to that initial training quality, thus allowing for domestication.  So, something like this:  Urist McTrainer tames a breeding pair of wild boar.  Boar gets +Trained+ while sow gets *Trained*.  For the Sow, that means that it went from wild (say, training level 0, to level 4) Urist McTrainer reinforces the training, and eventually a Piglette *Trained* is born, with no trainer assigned.  By assigning Urist McTrainer to the Piglette, which starts at level 4, you then have the option to adding to the training level up to Urist's training ability.  Thus, Piglette can go from level 4 to level 7, domesticated, since Urist can add up to 4 levels, and domesticated is the highest we can go.  I think.  --[[User:MisterB777|MisterB777]] 18:37, 10 April 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Training hunting/war animals ==&lt;br /&gt;
&lt;br /&gt;
Does anybody know how to train a tame animal into hunting/war with the new Animal training zone? When the taining still worked at the kennel, you could choose the wanted animal directly, but from the zone, I have no idea how to start the actual training process. I do have some animal trainers and a lot of dogs that are &amp;quot;waiting to be trained&amp;quot; but I can't assign the dogs to the trainers like a work animal and the only thing I can do with the dog directly is marking it ready for butchering.&lt;br /&gt;
I've also tried putting them into a restraint inside the training zone and making the training zone the meeting hall, so the dogs would wander around in it.&lt;br /&gt;
&lt;br /&gt;
:You handle all training assignments from the &amp;quot;z&amp;quot; screen. Go to the Animals menu and set training duties from there. --[[User:MoogleDan|MoogleDan]] 17:35, 17 April 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>MoogleDan</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Children&amp;diff=170157</id>
		<title>v0.34:Children</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Children&amp;diff=170157"/>
		<updated>2012-04-17T16:03:06Z</updated>

		<summary type="html">&lt;p&gt;MoogleDan: /* Babies */ Deleted a doubled &amp;quot;that&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|20:06, 26 December 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
Most creatures, including [[Dwarves]], start out as infants, then after a certain number of years become children, and then finally become adults. For [[Dwarves]], childhood starts after reaching 1 year of age, and continues until they are 12 years old.&lt;br /&gt;
&lt;br /&gt;
In fortress mode, some migrant dwarves are married and may bring children. Children who immigrate to your [[fortress]] might be any age from 2 to 12. You can determine the age of any child by viewing their thoughts screen, which will give you the child's exact age as well as their date of birth. You can see this information regardless if the child was born in your fortress or came to it as a migrant with its parents.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Resident&amp;quot; female dwarves may also give birth to children. This can be stopped or reduced by editing the BABY_CHILD_CAP setting in the init file. Dwarves even can have miscarriages, which causes an unhappy thought for the mother but not for the father. Talking to a child causes a good thought. Children are known to start parties, being idle much of the time.&lt;br /&gt;
&lt;br /&gt;
Much of [[goblin]] society is centered around [[snatcher|stealing the children]] of other races. The appropriate response to a baby-snatcher appearing on the map is the judicious use of a [[war hammer]].&lt;br /&gt;
&lt;br /&gt;
==Babies==&lt;br /&gt;
Babies do not have to be born in [[bed]]s, but are born wherever the mother happens to be. The birth will interrupt the mother's current action (even sleep). The game will pause and announce the arrival of the baby. The mother will cancel whatever task she was in the middle of to seek her infant, and then will immediately resume whatever task she was doing before the child was born.&lt;br /&gt;
&lt;br /&gt;
Dwarven mothers can also give birth to twins or triplets. Babies are looked after by their mother, who will continue working while carrying the baby.&lt;br /&gt;
&lt;br /&gt;
Babies usually share a tile with their mother. If the mother is [[sleep]]ing, hospitalized, or imprisoned, however, the baby will be free to roam as it pleases. An emancipated baby acts in a similar manner to a [[insane|raving mad]] adult, wandering freely over the map without any sense of self-preservation. It will be fed and watered{{verify}} as requested (rather like a semi-mobile injured dwarf), and as long as it's not within reach of a hostile creature, then no harm will be done to it. &amp;quot;Job cancellation spam&amp;quot; can be generated as the baby is seen by the game to be &amp;quot;insane&amp;quot; (example: &amp;quot;Urist McBabyname, Dwarven baby, cancels Clean Self: Too Insane&amp;quot;), but once it reaches childhood (at 12 months), that will stop, and they shall go about their business like any other dwarven child.&lt;br /&gt;
&lt;br /&gt;
The gender of a baby is determined upon birth. Reloading a save might get a baby of the other gender.&lt;br /&gt;
&lt;br /&gt;
After giving birth it is possible (nay, mandatory) for the mother to become pregnant again immediately, and give birth to another child nine months later.&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}Much like chinchillas who are born fully furred, Dwarven babies are born fully bearded. One may assume that this is a bug, but instead may be intended. The booze running through the mother's systems helps to promote beard growth, and in fact, while fetal alcohol syndrome exists in humans and elves, alcohol serves only to strengthen the Dwarven baby. Plump helmets in particular are known for promoting healthy beard growth. This, in turn, has given rise to the belief that dwarves just spring out of holes in the ground! Which is, of course, ridiculous.&lt;br /&gt;
&lt;br /&gt;
==Labor==&lt;br /&gt;
In [[fortress mode]], children cannot be assigned any labor, but they will perform a few simple tasks on their own:&lt;br /&gt;
&lt;br /&gt;
* socializing like starting [[party|parties]];&lt;br /&gt;
* removing [[construction]]s (such as [[wall]]s, [[floor]]s, [[ramp]]s);&lt;br /&gt;
* eating, drinking, and sleeping as necessary;&lt;br /&gt;
* [[Farming|harvesting]] [[crops]], if the 'All dwarves harvest' order is on. This will also increase their [[grower]] skill. Naturally, almost all children will grow up with at least proficient in growing.&lt;br /&gt;
* when they want to, storing their items.  Yelling at them to clean their room has no effect.&lt;br /&gt;
* filling designated [[pond|ponds]];{{verify}}&lt;br /&gt;
* children can enter [[strange mood]]s.&lt;br /&gt;
&lt;br /&gt;
Children may not be assigned to the [[noble|nobility]]. However, they ''can'' be assigned bedrooms.&lt;br /&gt;
&lt;br /&gt;
==Dwarven parenthood== &amp;lt;!-- Confirmed by Toady in Talk 8 --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As an oversight in programming, children's parents can become so preoccupied with finding their children that they can die of thirst.&lt;/div&gt;</summary>
		<author><name>MoogleDan</name></author>
	</entry>
</feed>