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	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Morlark</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=Morlark"/>
	<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php/Special:Contributions/Morlark"/>
	<updated>2026-04-04T00:52:58Z</updated>
	<subtitle>User contributions</subtitle>
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		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Morlark&amp;diff=308168</id>
		<title>User talk:Morlark</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Morlark&amp;diff=308168"/>
		<updated>2025-03-09T02:23:41Z</updated>

		<summary type="html">&lt;p&gt;Morlark: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to this wiki! Dwarf Fortress rapidly becomes more complicated, and we're always glad to have new writers.&amp;lt;br&amp;gt;&lt;br /&gt;
Since we prefer that you try to follow our wiki's standards, we've made a list of basic guidelines. Note that this is an impersonal template, so some may not apply to you.&lt;br /&gt;
* To let us know who you are, please sign your posts on discussion pages by typing &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;--~~~~&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; after your posts. This can also be inserted with the [[Image:Button sig756222.png]] button if JavaScript is enabled.&lt;br /&gt;
* Never, ever, put a question mark in the title of a page. This is not an undoable mistake. The rule list elaborates.&lt;br /&gt;
* When making comments on a talk page, use one more colon before each line in your comment than was used in the comment you reply to. Put exactly one empty line between comments by different users but do not use blank lines inside of a comment. If your comment has no indents, use &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;br&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; after each line.&lt;br /&gt;
* Avoid making many small edits to a page. Instead, try to make one large edit. This makes the history of the page a lot easier to read.&lt;br /&gt;
* Don't edit the user page of another user. If you want to tell them something, add the comment to their talk page.&lt;br /&gt;
* If you put a comment at the bottom of a talk page with section headers, you've probably put it in a section. Don't put things in the wrong sections. If necessary, create a section.&lt;br /&gt;
* Most importantly, [[Dwarf Fortress Wiki:Community Portal#We_are_doing_this.21_Let_us_do_it_right.|read and follow the rules.]] Really. Read them.&lt;br /&gt;
&amp;lt;div align=center&amp;gt;&amp;lt;div style=&amp;quot;width: 28em; padding: 0.5em; margin-bottom: 0.5em; margin-top: 0.5em; border: 1px solid #ccc; background: #eee; text-align: center&amp;quot;&amp;gt;''&amp;quot;You have been processed! Go forth, now, and edit!&amp;quot; --[[User:Savok|Savok]]''&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;--[[User:Savok|Savok]] 00:11, 25 June 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Morlark</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki_talk:Centralized_Discussion&amp;diff=223926</id>
		<title>Dwarf Fortress Wiki talk:Centralized Discussion</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki_talk:Centralized_Discussion&amp;diff=223926"/>
		<updated>2016-03-03T22:43:15Z</updated>

		<summary type="html">&lt;p&gt;Morlark: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== C++ Symbols ==&lt;br /&gt;
Hi, Im try using &amp;quot;windows debugging tools&amp;quot; to get some useful information about some crashs since windows 7 doesnt have the so called &amp;quot;dr watson&amp;quot; anymore (which creates a dump useful for toady).&lt;br /&gt;
For the debug info to be more useful, there is an option to use symbols file (*.pdb)&lt;br /&gt;
I found some c++ symbols in the wiki but is it possible to make a real pdb file out of that?&lt;br /&gt;
copypasta into a new txt file and renaming the extension doesnt seem to work.&lt;br /&gt;
&lt;br /&gt;
== Clarification on &amp;quot;Verification&amp;quot; of content ==&lt;br /&gt;
The policy is that all content from 40d must be verified before making it to the 2010 namespace. Whould confirming with the changelog that something hasn't changed be good enough to meet this requirement? If not, does this means that each feature must be tested in game? [[User:bongotastic|bongotastic]] #11:05, 27 May 2010 (UTC)&lt;br /&gt;
:In general the changelog is not sufficient.  For example, the changelog doesn't say that the [[DF2010:Archery Target]] is now broken, but if you tried it out personally before moving it then you would know that simply copy-pasting this is a bad idea.  Not a small task I know, but long-term this is far more valuable.  Any article in particular you were thinking about? [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 12:45, 30 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Thoughts? ==&lt;br /&gt;
Any thoughts on this page?  Any potentially useful organizing ideas? [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 16:58, 23 April 2010 (UTC)&lt;br /&gt;
:I think this is a great idea. --[[User:Briess|Briess]] 17:03, 23 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Missing discussions? ==&lt;br /&gt;
Are there any important discussions I've missed, or anything you'd like to discussion that you'd like a location to discuss? [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 16:58, 23 April 2010 (UTC)&lt;br /&gt;
:Will any articles be pruned away or merged?  In the jump from 40D to v31 a lot of articles that used to be served well by tables seem to have become their own articles, which really clutters the place up and scatters information all over unfindably.  Stones, ores, and gems are the most obvious, they really only need three tables instead of hundreds of articles. --[[User:Corona688|Corona688]] 19:53, 23 April 2010 (UTC)&lt;br /&gt;
::Might I suggest responses go to the just created [[Dwarf Fortress Wiki talk:Article Consolidation|Dwarf Fortress Wiki:Article Consolidation talk page]]. I think this is a big issue worth discussing, and so it deserves to be discussed there. [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 21:34, 23 April 2010 (UTC)&lt;br /&gt;
:I wonder, is there a place here for a Future Versions Ideas page?  I have many ideas for things that could be used in future versions of Dwarf Fort, but there's no way to get the word to Toady that I'm aware of, aside from straight e-mailing him...--[[User:Aescula|Aescula]] 20:55, 25 April 2010 (UTC)&lt;br /&gt;
::I'm not really sure if the wiki is the right place for something like that.  I mostly say that because I don't think that he will look at what we set up for the wiki either.  There is a [http://www.bay12forums.com/smf/index.php?board=5.0 Suggestions Forum] that seems to be the best place for that kind of thing.  I imagine if he looks anywhere he looks there.  [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 19:53, 3 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Template madness ==&lt;br /&gt;
Okay I was looking at [[DF2010:Native platinum]] and wanted to make the changes but the arrangement of templates make editing the sidebar incredibly complicated even for the fairly good amount of knowledge I have of the wiki.&lt;br /&gt;
&lt;br /&gt;
This really doesn't need to be this complicated.  Could someone explain how it works and more importantly why it needs to be so complicated. [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 21:12, 24 April 2010 (UTC)&lt;br /&gt;
:I agree, we need a short tutorial on templates. This is shutting out IPs (and probably the majority of editors) through the backdoor. --[[User:Birthright|Birthright]] 00:32, 7 May 2010 (UTC)&lt;br /&gt;
::[http://www.mediawiki.org/wiki/Help:Template Here] [http://www.mediawiki.org/wiki/Help:Parser_functions you] [http://www.mediawiki.org/wiki/Help:Parser_functions_in_templates go.] [[User:VengefulDonut|VengefulDonut]] 14:20, 7 May 2010 (UTC)&lt;br /&gt;
:::Right. You make it obvious that excessive use of templates will make the wiki unusable for all but a small aristocracy. Plus we would still need a central place frequently visited by editors that links to those pages. Maybe link to the -still missing- ''short'' tutorial next to every template in the articles? --[[User:Birthright|Birthright]] 20:57, 7 May 2010 (UTC)&lt;br /&gt;
::You seem confident that you will get what you want. [[User:VengefulDonut|VengefulDonut]] 23:52, 7 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Magmawiki skin feedback ==&lt;br /&gt;
I just decided to try out the new skin. I am using it for ten minutes and I already can't imagine using anything different, it's great!--[[User:SanDiego|SanDiego]] 13:54, 25 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== If not consolidation, then what? ==&lt;br /&gt;
&lt;br /&gt;
I don't seem to have a lot of support for article consolidation, and have abruptly been relieved of the time I had to try and help.  Fine.  I still insist the clutter of pages remains troublesome.  Whenever your search is slightly off, instead of returning few to no results, it returns hundreds of irrelevant results.  When I search for BODY_SIZE I don't want creature_standard.txt, grimeling size, mud man size, olmman size, fire man size, insert-material-here-man size or anything else's tags, I'm looking for info on the tags themselves.  Same when I search &amp;quot;raws&amp;quot;, I don't mean those of beetles, whales, walruses, sturgeon, stingray, etc, etc, etc.  Redirects won't fix this until we redirect every possible thing that needs to be redirected, at all, ever, but that seems an even more exhaustive task than tables.&lt;br /&gt;
&lt;br /&gt;
Is it possible to prevent the search from indexing these stub articles, or at least giving them less priority?  The 'whale' page is going to be irrelevant to anyone not searching for whales...  --[[User:Corona688|Corona688]] 17:02, 1 May 2010 (UTC)&lt;br /&gt;
:I agree with you that there isn't the support for consolidation.  I do understand what you're saying.  It seems like there are two possible solutions to your problem.&lt;br /&gt;
:*Better organization: This is entirely possible, but very complicated.  I've been trying to improve this but it is very difficult.  If you don't have the time to work on this and improve it you'll have to rely on my inconsistent free time to make some improvements.  If you have some good ideas besides &amp;quot;make it better&amp;quot; I'm all ears.&lt;br /&gt;
:*Better search:  This is much more difficult, and probably not exactly possible given the extreme constraints that is the mediawiki software.  You'd be pleased to know that we ([[User:Briess]] and [[User:Emi]]) are working on developing a new wiki software specifically for DF.  Details can be found [[Dwarf_Fortress_Wiki:Magmawiki|here]] and [http://www.bay12forums.com/smf/index.php?topic=55613.60 here].  I can only assume that they will make sure to provide improved searching as one of their goals, but if you want to post in the forum thread your wishes that would probably be useful.&lt;br /&gt;
:[[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 20:10, 3 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Yeah, it's not the wiki that sucks, the search function is limited. You are simply asking too much. --[[User:Birthright|Birthright]] 00:29, 7 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Gamelog Template? ==&lt;br /&gt;
We should add a &amp;quot;gamelog&amp;quot; template, so that bored players (like me) can easily locate other player's gamelogs about the fun adventures they are getting up to. I'd do it myself, but I have no idea how to. -[[User:Romeofalling|Romeofalling]] 21:25, 18 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
I don't know about a template, but I have been wanting a way to find other users who are &amp;quot;logging&amp;quot; their games on the wiki for weeks.  Can we have a page listing such things, and feature a link to that page on the Main page? -- [[User:Maunder|Maunder]] 21:49, 18 November 2010 (UTC) (now heading to look at Romeofalling's page)&lt;br /&gt;
&lt;br /&gt;
Okay I added a [[Stories#Game_Diaries|new section]] to [[Stories]].  Anyone who is chronicling their fortress on the wiki, please add a link to your story [[Stories#Game_Diaries|here]]! -- [[User:Maunder|Maunder]] 22:27, 18 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Bloodline ==&lt;br /&gt;
Currently there is a [[bloodline|bloodline page]], a [http://df.magmawiki.com/index.php/Bloodline_games bloodline category] and a [http://df.magmawiki.com/index.php?title=Special:PrefixIndex&amp;amp;from=&amp;amp;namespace=100 bloodline namespace]. I understand that community stuff is currently lower priority than getting the other content ready for players, but this should all be consolidated and made easily accessible. I'd be willing to do it, but should we go with the category or namespace? [[User:Calite|Calite]] 00:36, 9 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Community Portal ==&lt;br /&gt;
&lt;br /&gt;
Why was the [[Dwarf Fortress Wiki:Community Portal|Community Portal]] link dropped from the sidebar? We kind of need to have a '''reachable''' list of editing guidelines, especially given the &amp;quot;dwarfs/dwarves&amp;quot; conflict that's going on (where said page states that the proper term would be &amp;quot;dwarves&amp;quot; due to being used in-game). --[[User:Quietust|Quietust]] 17:16, 13 June 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== crayon art rewards-donation drive to illustrate the wiki ==&lt;br /&gt;
&lt;br /&gt;
I found [http://www.bay12forums.com/smf/index.php?topic=77360.0 this topic on forums] and as experiment added image to [[DF2010:Gorlak]]. Is it a great/good/acceptable idea? Is it possible that there is certain licence problem? Maybe it should go to infobox? I prefer to ask before uploading 30+ images. [[User:Kogut|Kogut]] 17:14, 15 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Adding pictures from commons==&lt;br /&gt;
Hello, I am trying to add a picture of a [[DF2014:Kiwi man|Kiwiman]] I draw and [https://commons.wikimedia.org/wiki/File:DF-Kiwiman.jpg put on Wikimedia Commons] but I dont seem to be having any luck in being able to put that image on the Kiwiman article page using Wikimedia syntax.  How can I add this picture from Wikimedia Commons?  I am not authorised to create new articles on this Wiki so uploading the image directly here is not an option for me right now.  --[[User:Discott|Discott]] ([[User talk:Discott|talk]]) 12:12, 12 October 2015 (UTC)&lt;br /&gt;
&lt;br /&gt;
:It shows up for me below the column on the right. (You should be able to create new pages now, since Briess changed the requirement to 3 edits, but it doesn't matter in this case since this wiki can pull images from Commons.) &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 02:00, 13 October 2015 (UTC)&lt;br /&gt;
&lt;br /&gt;
::It is showing up for me as well now, I suspect I just needed to refresh my browser or it was due to some sort of lag between the DFwiki server and Commons... or some thing like that.  --[[User:Discott|Discott]] ([[User talk:Discott|talk]]) 20:22, 14 October 2015 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Randomly deleted files? ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;strike&amp;gt;I had uploaded sheet music for the two ingame tracks, and displayed them [[Soundtrack|here]]. Mysteriously, almost all of them disappeared. For instance, if you try going to [[:File:Song title2.png]], and checking the history you can see I ''did'' upload it on Feb 17, so I'm not crazy. Is this as server problem or something?  [[User:Brightgalrs|Brightgalrs]] ([[User talk:Brightgalrs|talk]])&lt;br /&gt;
:And actually something similar happened with [[:File:Intro_movie_1.gif]] as well. [[User:Brightgalrs|Brightgalrs]] ([[User talk:Brightgalrs|talk]]) 04:41, 22 October 2015 (UTC)&amp;lt;/strike&amp;gt;&lt;br /&gt;
Nevermind, a quick ?action=purge and everything is fine. [[User:Brightgalrs|Brightgalrs]] ([[User talk:Brightgalrs|talk]]) 04:43, 22 October 2015 (UTC)&lt;br /&gt;
&lt;br /&gt;
== .SVG problems? ==&lt;br /&gt;
&lt;br /&gt;
[[:File:Translation Icon.svg]]&lt;br /&gt;
Does anyone else see the errors in this file page? [[User:Brightgalrs|Brightgalrs]] ([[User talk:Brightgalrs|talk]]) 03:54, 15 November 2015 (UTC)&lt;br /&gt;
:I do.[[User:CLA|CLA]] ([[User talk:CLA|talk]]) 17:06, 16 November 2015 (UTC)&lt;br /&gt;
::Briess says this is fixed: https://github.com/DF-Wiki/DF-Wiki/issues/6. That's probably a good place to report issues in the future since all of us should notice (and email notifications aren't broken). &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 00:04, 22 November 2015 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Multiple redirects leads to incorrect namespace ==&lt;br /&gt;
&lt;br /&gt;
There appears to be an issue wherein navigating to a page by means of multiple redirects puts you on the wrong namespace. For example, when going to [[Herbalist]] this correctly automatically redirects to [[DF2014:Herbalist]]. Whereas if you go to [[Herbalism]], that page appears to be a manual redirect to [[Herbalist]] (which should take you to the DF2014 namespace) but instead you end up being taken to [[v0.34:Herbalist]]. The behaviour of the automatic redirect is not consistent when reached via an intermediate manual redirect page. The same problem affects [[Sweet_Pod]] and probably many other pages. --[[User:Morlark|Morlark]] ([[User talk:Morlark|talk]]) 22:43, 3 March 2016 (UTC)&lt;/div&gt;</summary>
		<author><name>Morlark</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki_talk:Centralized_Discussion&amp;diff=223925</id>
		<title>Dwarf Fortress Wiki talk:Centralized Discussion</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki_talk:Centralized_Discussion&amp;diff=223925"/>
		<updated>2016-03-03T22:42:19Z</updated>

		<summary type="html">&lt;p&gt;Morlark: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== C++ Symbols ==&lt;br /&gt;
Hi, Im try using &amp;quot;windows debugging tools&amp;quot; to get some useful information about some crashs since windows 7 doesnt have the so called &amp;quot;dr watson&amp;quot; anymore (which creates a dump useful for toady).&lt;br /&gt;
For the debug info to be more useful, there is an option to use symbols file (*.pdb)&lt;br /&gt;
I found some c++ symbols in the wiki but is it possible to make a real pdb file out of that?&lt;br /&gt;
copypasta into a new txt file and renaming the extension doesnt seem to work.&lt;br /&gt;
&lt;br /&gt;
== Clarification on &amp;quot;Verification&amp;quot; of content ==&lt;br /&gt;
The policy is that all content from 40d must be verified before making it to the 2010 namespace. Whould confirming with the changelog that something hasn't changed be good enough to meet this requirement? If not, does this means that each feature must be tested in game? [[User:bongotastic|bongotastic]] #11:05, 27 May 2010 (UTC)&lt;br /&gt;
:In general the changelog is not sufficient.  For example, the changelog doesn't say that the [[DF2010:Archery Target]] is now broken, but if you tried it out personally before moving it then you would know that simply copy-pasting this is a bad idea.  Not a small task I know, but long-term this is far more valuable.  Any article in particular you were thinking about? [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 12:45, 30 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Thoughts? ==&lt;br /&gt;
Any thoughts on this page?  Any potentially useful organizing ideas? [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 16:58, 23 April 2010 (UTC)&lt;br /&gt;
:I think this is a great idea. --[[User:Briess|Briess]] 17:03, 23 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Missing discussions? ==&lt;br /&gt;
Are there any important discussions I've missed, or anything you'd like to discussion that you'd like a location to discuss? [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 16:58, 23 April 2010 (UTC)&lt;br /&gt;
:Will any articles be pruned away or merged?  In the jump from 40D to v31 a lot of articles that used to be served well by tables seem to have become their own articles, which really clutters the place up and scatters information all over unfindably.  Stones, ores, and gems are the most obvious, they really only need three tables instead of hundreds of articles. --[[User:Corona688|Corona688]] 19:53, 23 April 2010 (UTC)&lt;br /&gt;
::Might I suggest responses go to the just created [[Dwarf Fortress Wiki talk:Article Consolidation|Dwarf Fortress Wiki:Article Consolidation talk page]]. I think this is a big issue worth discussing, and so it deserves to be discussed there. [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 21:34, 23 April 2010 (UTC)&lt;br /&gt;
:I wonder, is there a place here for a Future Versions Ideas page?  I have many ideas for things that could be used in future versions of Dwarf Fort, but there's no way to get the word to Toady that I'm aware of, aside from straight e-mailing him...--[[User:Aescula|Aescula]] 20:55, 25 April 2010 (UTC)&lt;br /&gt;
::I'm not really sure if the wiki is the right place for something like that.  I mostly say that because I don't think that he will look at what we set up for the wiki either.  There is a [http://www.bay12forums.com/smf/index.php?board=5.0 Suggestions Forum] that seems to be the best place for that kind of thing.  I imagine if he looks anywhere he looks there.  [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 19:53, 3 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Template madness ==&lt;br /&gt;
Okay I was looking at [[DF2010:Native platinum]] and wanted to make the changes but the arrangement of templates make editing the sidebar incredibly complicated even for the fairly good amount of knowledge I have of the wiki.&lt;br /&gt;
&lt;br /&gt;
This really doesn't need to be this complicated.  Could someone explain how it works and more importantly why it needs to be so complicated. [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 21:12, 24 April 2010 (UTC)&lt;br /&gt;
:I agree, we need a short tutorial on templates. This is shutting out IPs (and probably the majority of editors) through the backdoor. --[[User:Birthright|Birthright]] 00:32, 7 May 2010 (UTC)&lt;br /&gt;
::[http://www.mediawiki.org/wiki/Help:Template Here] [http://www.mediawiki.org/wiki/Help:Parser_functions you] [http://www.mediawiki.org/wiki/Help:Parser_functions_in_templates go.] [[User:VengefulDonut|VengefulDonut]] 14:20, 7 May 2010 (UTC)&lt;br /&gt;
:::Right. You make it obvious that excessive use of templates will make the wiki unusable for all but a small aristocracy. Plus we would still need a central place frequently visited by editors that links to those pages. Maybe link to the -still missing- ''short'' tutorial next to every template in the articles? --[[User:Birthright|Birthright]] 20:57, 7 May 2010 (UTC)&lt;br /&gt;
::You seem confident that you will get what you want. [[User:VengefulDonut|VengefulDonut]] 23:52, 7 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Magmawiki skin feedback ==&lt;br /&gt;
I just decided to try out the new skin. I am using it for ten minutes and I already can't imagine using anything different, it's great!--[[User:SanDiego|SanDiego]] 13:54, 25 April 2010 (UTC)&lt;br /&gt;
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== If not consolidation, then what? ==&lt;br /&gt;
&lt;br /&gt;
I don't seem to have a lot of support for article consolidation, and have abruptly been relieved of the time I had to try and help.  Fine.  I still insist the clutter of pages remains troublesome.  Whenever your search is slightly off, instead of returning few to no results, it returns hundreds of irrelevant results.  When I search for BODY_SIZE I don't want creature_standard.txt, grimeling size, mud man size, olmman size, fire man size, insert-material-here-man size or anything else's tags, I'm looking for info on the tags themselves.  Same when I search &amp;quot;raws&amp;quot;, I don't mean those of beetles, whales, walruses, sturgeon, stingray, etc, etc, etc.  Redirects won't fix this until we redirect every possible thing that needs to be redirected, at all, ever, but that seems an even more exhaustive task than tables.&lt;br /&gt;
&lt;br /&gt;
Is it possible to prevent the search from indexing these stub articles, or at least giving them less priority?  The 'whale' page is going to be irrelevant to anyone not searching for whales...  --[[User:Corona688|Corona688]] 17:02, 1 May 2010 (UTC)&lt;br /&gt;
:I agree with you that there isn't the support for consolidation.  I do understand what you're saying.  It seems like there are two possible solutions to your problem.&lt;br /&gt;
:*Better organization: This is entirely possible, but very complicated.  I've been trying to improve this but it is very difficult.  If you don't have the time to work on this and improve it you'll have to rely on my inconsistent free time to make some improvements.  If you have some good ideas besides &amp;quot;make it better&amp;quot; I'm all ears.&lt;br /&gt;
:*Better search:  This is much more difficult, and probably not exactly possible given the extreme constraints that is the mediawiki software.  You'd be pleased to know that we ([[User:Briess]] and [[User:Emi]]) are working on developing a new wiki software specifically for DF.  Details can be found [[Dwarf_Fortress_Wiki:Magmawiki|here]] and [http://www.bay12forums.com/smf/index.php?topic=55613.60 here].  I can only assume that they will make sure to provide improved searching as one of their goals, but if you want to post in the forum thread your wishes that would probably be useful.&lt;br /&gt;
:[[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 20:10, 3 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Yeah, it's not the wiki that sucks, the search function is limited. You are simply asking too much. --[[User:Birthright|Birthright]] 00:29, 7 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Gamelog Template? ==&lt;br /&gt;
We should add a &amp;quot;gamelog&amp;quot; template, so that bored players (like me) can easily locate other player's gamelogs about the fun adventures they are getting up to. I'd do it myself, but I have no idea how to. -[[User:Romeofalling|Romeofalling]] 21:25, 18 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
I don't know about a template, but I have been wanting a way to find other users who are &amp;quot;logging&amp;quot; their games on the wiki for weeks.  Can we have a page listing such things, and feature a link to that page on the Main page? -- [[User:Maunder|Maunder]] 21:49, 18 November 2010 (UTC) (now heading to look at Romeofalling's page)&lt;br /&gt;
&lt;br /&gt;
Okay I added a [[Stories#Game_Diaries|new section]] to [[Stories]].  Anyone who is chronicling their fortress on the wiki, please add a link to your story [[Stories#Game_Diaries|here]]! -- [[User:Maunder|Maunder]] 22:27, 18 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Bloodline ==&lt;br /&gt;
Currently there is a [[bloodline|bloodline page]], a [http://df.magmawiki.com/index.php/Bloodline_games bloodline category] and a [http://df.magmawiki.com/index.php?title=Special:PrefixIndex&amp;amp;from=&amp;amp;namespace=100 bloodline namespace]. I understand that community stuff is currently lower priority than getting the other content ready for players, but this should all be consolidated and made easily accessible. I'd be willing to do it, but should we go with the category or namespace? [[User:Calite|Calite]] 00:36, 9 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Community Portal ==&lt;br /&gt;
&lt;br /&gt;
Why was the [[Dwarf Fortress Wiki:Community Portal|Community Portal]] link dropped from the sidebar? We kind of need to have a '''reachable''' list of editing guidelines, especially given the &amp;quot;dwarfs/dwarves&amp;quot; conflict that's going on (where said page states that the proper term would be &amp;quot;dwarves&amp;quot; due to being used in-game). --[[User:Quietust|Quietust]] 17:16, 13 June 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== crayon art rewards-donation drive to illustrate the wiki ==&lt;br /&gt;
&lt;br /&gt;
I found [http://www.bay12forums.com/smf/index.php?topic=77360.0 this topic on forums] and as experiment added image to [[DF2010:Gorlak]]. Is it a great/good/acceptable idea? Is it possible that there is certain licence problem? Maybe it should go to infobox? I prefer to ask before uploading 30+ images. [[User:Kogut|Kogut]] 17:14, 15 December 2011 (UTC)&lt;br /&gt;
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==Adding pictures from commons==&lt;br /&gt;
Hello, I am trying to add a picture of a [[DF2014:Kiwi man|Kiwiman]] I draw and [https://commons.wikimedia.org/wiki/File:DF-Kiwiman.jpg put on Wikimedia Commons] but I dont seem to be having any luck in being able to put that image on the Kiwiman article page using Wikimedia syntax.  How can I add this picture from Wikimedia Commons?  I am not authorised to create new articles on this Wiki so uploading the image directly here is not an option for me right now.  --[[User:Discott|Discott]] ([[User talk:Discott|talk]]) 12:12, 12 October 2015 (UTC)&lt;br /&gt;
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:It shows up for me below the column on the right. (You should be able to create new pages now, since Briess changed the requirement to 3 edits, but it doesn't matter in this case since this wiki can pull images from Commons.) &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 02:00, 13 October 2015 (UTC)&lt;br /&gt;
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::It is showing up for me as well now, I suspect I just needed to refresh my browser or it was due to some sort of lag between the DFwiki server and Commons... or some thing like that.  --[[User:Discott|Discott]] ([[User talk:Discott|talk]]) 20:22, 14 October 2015 (UTC)&lt;br /&gt;
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== Randomly deleted files? ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;strike&amp;gt;I had uploaded sheet music for the two ingame tracks, and displayed them [[Soundtrack|here]]. Mysteriously, almost all of them disappeared. For instance, if you try going to [[:File:Song title2.png]], and checking the history you can see I ''did'' upload it on Feb 17, so I'm not crazy. Is this as server problem or something?  [[User:Brightgalrs|Brightgalrs]] ([[User talk:Brightgalrs|talk]])&lt;br /&gt;
:And actually something similar happened with [[:File:Intro_movie_1.gif]] as well. [[User:Brightgalrs|Brightgalrs]] ([[User talk:Brightgalrs|talk]]) 04:41, 22 October 2015 (UTC)&amp;lt;/strike&amp;gt;&lt;br /&gt;
Nevermind, a quick ?action=purge and everything is fine. [[User:Brightgalrs|Brightgalrs]] ([[User talk:Brightgalrs|talk]]) 04:43, 22 October 2015 (UTC)&lt;br /&gt;
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== .SVG problems? ==&lt;br /&gt;
&lt;br /&gt;
[[:File:Translation Icon.svg]]&lt;br /&gt;
Does anyone else see the errors in this file page? [[User:Brightgalrs|Brightgalrs]] ([[User talk:Brightgalrs|talk]]) 03:54, 15 November 2015 (UTC)&lt;br /&gt;
:I do.[[User:CLA|CLA]] ([[User talk:CLA|talk]]) 17:06, 16 November 2015 (UTC)&lt;br /&gt;
::Briess says this is fixed: https://github.com/DF-Wiki/DF-Wiki/issues/6. That's probably a good place to report issues in the future since all of us should notice (and email notifications aren't broken). &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 00:04, 22 November 2015 (UTC)&lt;br /&gt;
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== Multiple redirects leads to incorrect namespace ==&lt;br /&gt;
&lt;br /&gt;
There appears to be an issue wherein navigating to a page by means of multiple redirects puts you on the wrong namespace. For example, when going to [[Herbalist]] this correctly automatically redirects to [[DF2014:Herbalist]]. Whereas if you go to [[Herbalism]], that page appears to be a manual redirect to [[Herbalist]] (which should take you to the DF2014 namespace) but instead you end up being taken to [[v0.34:Herbalist]]. The behaviour of the automatic redirect is not consistent when reached via an intermediate manual redirect page. The same problem affects [[Sweet_Pod]] and probably many other pages. --22:42, 3 March 2016 (UTC)&lt;/div&gt;</summary>
		<author><name>Morlark</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Whip&amp;diff=208389</id>
		<title>Whip</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Whip&amp;diff=208389"/>
		<updated>2014-07-29T03:25:04Z</updated>

		<summary type="html">&lt;p&gt;Morlark: Grammar&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Migrated_article}}&lt;br /&gt;
{{quality|unrated}}{{av}}&lt;br /&gt;
&lt;br /&gt;
:''For a comparison of different weapons, see [[Weapon]].''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:NAMA Fouet votif.jpg|right|thumb|250px|''A [[bronze]] '''whip''''']]&lt;br /&gt;
A '''whip''' is a [[attack types|blunt]] [[weapon]] that consists of a flexible length of [[material]] that can be swung with great speed. Whips have the lowest contact area and highest velocity multiplier in the game, making them amazingly effective, even against [[armor]]ed opponents; this behavior has been reported as a [[#Bugs|bug]]. Whips are similar to [[scourge]]s, though the scourge is an edge weapon with a larger contact area.&lt;br /&gt;
&lt;br /&gt;
Whips use and train the [[lasher]] skill. As foreign weapons whips cannot be [[forge|forged]] by dwarves, limiting supply to whatever low-[[quality]] specimens can be traded from human [[caravan]]s and scavenged from invaders. All dwarves may equip a whip.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
* Whips cut through steel armor like butter. While this is very beneficial(given that it is not being used against you), it is still a bug, and is bound to be fixed sometime. {{bug|2712}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Gamedata}}&lt;br /&gt;
{{Weapons}}&lt;br /&gt;
{{Category|Weapons}}&lt;/div&gt;</summary>
		<author><name>Morlark</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Cage&amp;diff=208358</id>
		<title>Cage</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Cage&amp;diff=208358"/>
		<updated>2014-07-28T22:57:02Z</updated>

		<summary type="html">&lt;p&gt;Morlark: /* Bugs */ - Removing issues fixed in v0.40.05.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Migrated_article}}&lt;br /&gt;
{{quality|unrated}}{{av}}&lt;br /&gt;
&lt;br /&gt;
{{furniture|name=Cage&lt;br /&gt;
|tile=‼|col=0:6:0&lt;br /&gt;
|wood=y&lt;br /&gt;
|metal=y&lt;br /&gt;
|glass=y&lt;br /&gt;
|rooms=&lt;br /&gt;
* [[Jail]] (if metal)&lt;br /&gt;
}}&lt;br /&gt;
:''For information on cage traps, see [[Trap#Cage_Trap|traps]].''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Cages''' are used in [[cage trap]]s, [[jail]]s, [[zoo]]s, [[pit]]s and aquariums. &lt;br /&gt;
A glass cage is called a terrarium or, if filled with water for holding [[Captured live fish|captured]] live vermin [[fish]], an aquarium.&lt;br /&gt;
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Cages are stored on the Animal Stockpile (unless they have been [[Wear|worn]] out somehow, in which case they are stored in a Refuse Stockpile). Dwarves will attempt to collect and store cages in stockpiles if the {{k|o}}rders - dwarves haul {{k|a}}nimals option is set.&lt;br /&gt;
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To set a pile to accept ''only'' empty cages, set up an animal pile (or a custom pile) and in its settings {{k|b}}lock all and use {{k|u}} to enable empty cages. Similarly, to block empty cages, use {{k|u}} to disable them. ({{k|j}} toggles [[animal trap]]s.)&lt;br /&gt;
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==Building and using a cage==&lt;br /&gt;
A cage can be constructed from a log of [[wood]] at a [[carpenter's workshop]], from three bars of [[metal]] at a [[metalsmith's forge]], and from [[glass]] at a [[glass furnace]].&lt;br /&gt;
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You can then either build them on a tile via {{k|b}} - {{k|j}} (this is needed for linking a lever to them, or assigning a tame animal to it) or simply keep them stockpiled so they can be used to load cage [[trap]]s.&lt;br /&gt;
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When building a cage, you can choose a cage that already has something inside. To precisely select which cage to use, you can expand the list of cages with {{k|x}}.&lt;br /&gt;
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===Creature containment===&lt;br /&gt;
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To assign creatures to a (built) cage, assign the cage to the location you want using {{k|b}}-{{k|j}}. Then press {{k|q}} and move the cursor over the cage. Use {{k|+}} and {{k|-}} to scroll up and down the list of [[creatures]], and {{k|Enter}} to assign them to the cage. Creatures currently assigned to the cage are listed at the top; the rest of the creatures are listed in order of arrival on the map (including any inaccessible creatures). Note that tame grazing creatures will starve if left in cages, though pet owners may feed their pets. Instead of caging grazers, assign them to a [[zone|pasture]] that has plenty of tasty [[grass]] and/or [[cave moss]].&lt;br /&gt;
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Multiple creatures can be assigned to the same cage with no penalty. It is apparently possible to fit hundreds of [[dog|puppies]] in a cage with dozens of [[blind cave ogre]]s with no ill effects or a [[dragon]], a thousand [[cat]]s, and whatever else is on hand, leading some players to conclude that cages include some sort of hidden &amp;quot;cage space&amp;quot; that allows infinitely tight packing of creatures.&lt;br /&gt;
&lt;br /&gt;
There is no particular labor for releasing creatures from (built) cages.  Use {{k|q}} to examine the cage (it must first be &amp;quot;built,&amp;quot; not just stored - use {{k|b}}-{{k|j}} to build cages, and {{k|x}} to be sure to get the right cage), {{k|a}} to assign, and then use {{k|enter}} to toggle the animal(s) currently inside (animals assigned to the cage will have a green &amp;quot;+&amp;quot; next to them).  Any available dwarf will perform the job, so beware of pitting untamed or hostile creatures with a weak dwarf.&lt;br /&gt;
&lt;br /&gt;
You can get details about the creatures which are in a built cage by pressing {{k|t}} and then {{k|enter}}. There, you can scroll the list of creatures and get details, for example, you can tell whether a creature is male or female, which is useful if you are preparing a breeding program.&lt;br /&gt;
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[[Vermin]] can also be assigned to cages, to save space or [[animal trap]]s. However, if you try to release them ({{k|q}} and then {{k|a}}), the dwarf will pickup an animal trap and put the poor creature back in a stock cage.  To explicitly release an animal, instead &amp;quot;pull&amp;quot; the animal somewhere else: either assign the animal to a [[pit]] (which could simply be a hillside outside your fortress), or a pasture.  This has the benefit of making it clear where the animal is being released.  However keep in mind the dwarf will uncage the animal first and then lead it to the release, so large/dangerous animals may escape en route.  Consider using the [[dump]] command to move the cage before release, or assign the animal stockpile next to the pit/pasture.&lt;br /&gt;
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Bees shows up in the list of creatures that can be assigned to a cage, but dwarfs will not start the task, and it will not be shown in the {{k|j}}obs list.&lt;br /&gt;
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Creatures in cages cannot be attacked (though any existing attack orders will '''not''' automatically cancel, leaving your military dwarves milling around the cage uselessly). Most caged creatures are also unable to attack, although some special attacks (such as gaseous noxious secretions) can still be used. Creatures in cages are also immune to damage from falling, and falling objects. [[Breeding]] creatures are unable to get pregnant if caged, although they will give birth while caged if they were already pregnant. Also creatures in cages age, so [[kitten]]s in a cage will eventually become adult cats. Creatures in cages are affected by extreme temperatures, and [[dwarven atom smasher|atom smashing]] the cage will also obliterate the occupants, even if they are normally immune to smashing. Casting a cage in [[obsidian]] will not harm the occupants (though the temperature might if the cage is subjected to magma for very long).&lt;br /&gt;
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===Prisons===&lt;br /&gt;
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To set a cage as a [[jail]], {{k|q}}uery the cage, designate it as a {{k|r}}oom, and then set it to be used for {{k|j}}ustice. Only [[metal]] cages may be used in this way, despite [[wood]]en cages being strong enough to hold [[dragon]]s.&lt;br /&gt;
&lt;br /&gt;
If you want your prisoners to survive their sentences, it is strongly recommended '''not''' to use cages but [[rope|chains or ropes]] for your prisons, with drink and food placed directly adjacent to the chains. Caged dwarves must be given water and drink by others, and the required jobs are almost never generated. Dwarves caged in the name of justice will ''normally'' die of thirst or starvation, due to a bug preventing prisoner care jobs from being queued up in many cases {{Bug|2606}}.&lt;br /&gt;
&lt;br /&gt;
===Remotely Opening Cages===&lt;br /&gt;
&lt;br /&gt;
A built cage can be linked to a [[lever]] to remotely open it.  When the cage opens, the occupant(s) inside are released, the cage and [[mechanism]] deconstruct and can be returned to their respective stockpiles. Note that you have to use a &amp;quot;built&amp;quot; cage as described above, it won't work with cages on your stockpile.  Also note that the mechanism attached to the lever will '''not''' automatically deconstruct; you have to manually deconstruct the lever to get back the mechanism used to open the cage.&lt;br /&gt;
&lt;br /&gt;
===Alternate way of Opening Cages===&lt;br /&gt;
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When traders are around, you can select &amp;quot;move good to trading depot&amp;quot; and select the cage of choice. When a hauler takes the cage, any untameable creatures inside will be released. Be sure to disarm the creature beforehand...&lt;br /&gt;
&lt;br /&gt;
A way to release creatures from stockpiled cages (which have not been built) is to assign the creatures to a [[pasture]] (which is possible for any living thing except dwarves).  The same precautions as for trading the cage should be taken first.&lt;br /&gt;
&lt;br /&gt;
Another way is to use [[container]] spilling effect: cages [[Trap_design#Shotgun|hurled from a colliding minecart]] ''also'' spill their contents upon collision (see [http://www.bay12forums.com/smf/index.php?topic=109460.msg3340230#msg3340230 this forum message]). Possibly works when [[Bridge#Raising_and_Retracting_Bridges|flung by a raising bridge]] as well{{verify}}, but minecarts are easier to load via stockpiles. This combines timing control of a lever or pressure plate with reusability of pitting. If you want to deliver Goblin snatchers into your target practice room despite [[Thief|thieves]]' ability to wriggle out of normal pitting, or a bunch of [[Cave floater]]s toward invaders, this method may be preferable.&lt;br /&gt;
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===Cages and Fluids===&lt;br /&gt;
&lt;br /&gt;
A cage will protect a creature inside it from [[swimmer|drowning]], so if you want to drown a creature in a cage, you must open it remotely, as explained in the above section (as a corollary, if your fortress is drowning in water, you can cage your dwarves and rescue them later). However, built cages will not protect caged creatures from [[magma]], making this a somewhat faster option, as it doesn't require linking each cage to a lever. Cages which are not [[magma-safe]] will be degraded and/or destroyed by this process, and cages which are made of flammable materials (such as wood) may be set on [[fire]]. Any items the creature had equipped will teleport {{verify}} to wherever the creature was caged, typically a tile with a [[cage trap]] on it. These items may or may not be on fire; no case of teleporting !!large cave spider silk sock!!s have yet been observed, but this doesn't prove it can't happen. Exercise caution.&lt;br /&gt;
&lt;br /&gt;
It's also possible to cage fluids(done by pushing uncaged animals/invaders over armed cage traps with water.) The cage containing the liquid must be built to remove the liquid. *magma not tested (yet)&lt;br /&gt;
&lt;br /&gt;
===Buying Cages ===&lt;br /&gt;
Traders may bring cages for sale. If these cages contain a [[tame]]d [[creature]], the item will be listed as (creature) cage, and the material will only be mentioned in parentheses behind the item name, e.g. Wolf Cage (Oaken).&lt;br /&gt;
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===Selling caged creatures ===&lt;br /&gt;
If you want to sell an animal, you need to assign it to a constructed cage first (see above) and then deconstruct the cage by {{K|q}}uerying it and pressing {{K|x}}. You can then select the cage in the trading menu.&lt;br /&gt;
&lt;br /&gt;
Note that only tamed animals can be traded safely. The dwarf assigned to hauling a container will look through its contents and chuck out anything that can't be traded. In the case of cages, this means anything sentient - including such nasties as [[cyclops|cyclopes]].{{Bug|4065}} Letting such monsters loose in the middle of your fort is good [[fun]].&lt;br /&gt;
&lt;br /&gt;
=== How to disarm hostiles in cages ===&lt;br /&gt;
An easy way to take away all prisoner-held armor and clothing is via the mass designation tool.  Designate an area with {{K|d}}-{{K|b}}-{{K|c}} to claim and {{K|d}}-{{K|b}}-{{K|d}} to dump an area (i.e. your animal [[stockpile]], filled with caged prisoners).  Afterwards, hit {{K|k}}, and go over each cage and press {{K|d}} for each of them - this stops the dumping on the cages themselves. You will need a [[DF2012:Activity zone#Garbage Dump|garbage dump]] set up already for the dwarves to take the dumped items to. The dwarves will strip the prisoners naked and haul the items away. The cages themselves (and the creatures within) will remain in place.  The items will end up in the garbage dump zone. If you want to reuse the items, you need only to designate claim {{K|d}}-{{K|b}}-{{K|c}} on your garbage dump zone to reclaim the items after they are dumped there. If your animal stockpile is outdoors, you need to have the &amp;quot;Dwarves Gather Refuse from Outside&amp;quot; {{K|o}}-{{K|r}}-{{K|o}} order set.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
An easier way to selectively disarm prisoners is to designate mass forbid {{K|d}}-{{K|b}}-{{K|f}} and mass dump {{K|d}}-{{K|b}}-{{K|d}} on all of the caged prisoner stockpile. You will need a [[bookkeeper]] for this. Press {{K|z}} and go to the [[stocks]] screen. Find an item category with items marked '''F''' and '''D'''. Press {{K|f}} to remove the '''F''' for those items, but don't remove the '''D'''. This will unforbid them, but they will remain marked for dumping. When you exit the stocks screen, the dwarves will haul those items from the cages and drop them into the garbage dump. When the dwarves have finished the hauling tasks, designate a mass claim {{K|d}}-{{K|b}}-{{K|c}} and mass undump {{K|d}}-{{K|b}}-{{K|D}} on the same area as earlier to remove the forbid and dump designations from the cages and the rest of the contents. &lt;br /&gt;
&lt;br /&gt;
This method can be used to confiscate specific items from caged prisoners, like weapons, armor or bags containing stolen property or kidnapped children. It can be more useful to just remove their weapons if you want to use your caged prisoners for target practice;  they will be more durable with their clothes and armor equipped, but not very dangerous without their weapons.&lt;br /&gt;
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=== Emptying refuse ===&lt;br /&gt;
If you [[animal trainer|tame an animal]] while it is inside a cage (a process which involves feeding a plant to the caged animal), you may leave seeds inside the cage.  To get these out, you must mark them for [[activity zone#Garbage_Dump|dumping]], designate a garbage zone, and wait for a dwarf to dump the seeds in the garbage zone.  Then you can reclaim them.&lt;br /&gt;
&lt;br /&gt;
Animals that expire in a cage (built in a [[zoo]], or just sitting in an animal stockpile) also clutter up the cage until removed. If the cage is unbuilt and the animal is [[butcher]]able, your dwarves may haul the animal, cage included, to the butcher shop for processing. If not, you will need to manually clean the cage by dumping the corpse and any other items.&lt;br /&gt;
&lt;br /&gt;
Marking refuse for dumping can be done by pressing {{k|k}} for an unbuilt cage ({{k|t}} for a built cage), then selecting the cage and pressing {{k|Enter}}, then selecting the item and pressing {{k|Enter}} again, and finally pressing {{k|d}} to mark the item (rather than the cage) for dumping.  Or if there is a lot of refuse, you can use {{k|d}}-{{k|b}}-{{k|d}} to mass-dump everything in the tile, and then un-mark the cage itself.&lt;br /&gt;
&lt;br /&gt;
=== How to quickly empty out many cages ===&lt;br /&gt;
If you have many [[Trap#Cage_Trap|cage traps]] then you may have trouble emptying out cages quickly enough at times. See [[Mass pitting]] for suggestions on how to quickly recycle cages.&lt;br /&gt;
&lt;br /&gt;
Another easy way to quickly empty cages is to simply send the imprisoned creatures to a pasture, where your squad can slaughter them.&lt;br /&gt;
(Your dwarfs can drag every goblin except thieves).&lt;br /&gt;
The easiest way is to place the pasture right next to the cages and let our dwarfs shoot them down. This way you can kill the thieves and monsters too.&lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
&lt;br /&gt;
* Creatures in cages that come from dead merchants can only be freed by assigning them to a [[Zone#Pen/Pasture|pen/pasture zone]] and then when they have been put there, deassigning them from the pen/pasture.&lt;br /&gt;
* When bringing a cage to the Trade Depot in order to trade it, any untameable creatures inside the cage will be freed.  Tamed (and presumably also wild but tameable) animals can be safely traded. {{Bug|4065}}&lt;br /&gt;
* Aquariums cannot be used to store large fish (they will drown), though vermin fish work just fine. {{Bug|1590}}&lt;br /&gt;
* Dwarves caged in the name of justice will often die of thirst or starvation, due to prisoner care jobs not being queued up in many cases {{Bug|2606}}.&lt;br /&gt;
* Dwarves trapped in cages cannot be directly freed. They can only be released by building the cage and connecting a [[lever]] to it, or ordering the cage be brought to a trade depot.&lt;br /&gt;
&lt;br /&gt;
{{Category|Justice}}&lt;br /&gt;
{{Category|Buildings}}&lt;/div&gt;</summary>
		<author><name>Morlark</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Creature_texture_token&amp;diff=173772</id>
		<title>v0.34:Creature texture token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Creature_texture_token&amp;diff=173772"/>
		<updated>2012-06-26T11:03:23Z</updated>

		<summary type="html">&lt;p&gt;Morlark: ZOMBIE/SKELETON tags verified non-functional. ANIMATED/GHOST tags taken from graphics_example.txt.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Fine}}&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Tokens}}&lt;br /&gt;
&lt;br /&gt;
These are tokens used when adding entries under [CREATURE_GRAPHICS] in the graphics.txt file.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| DEFAULT&lt;br /&gt;
| Standard creature&lt;br /&gt;
|-&lt;br /&gt;
| ADVENTURER&lt;br /&gt;
| Used when playing the creature as an adventurer(?)&lt;br /&gt;
|-&lt;br /&gt;
| LAW_ENFORCE&lt;br /&gt;
| Believed to replace GUARD from 40d&lt;br /&gt;
|-&lt;br /&gt;
| TAX_ESCORT&lt;br /&gt;
| Believed to replace ROYALGUARD from 40d&lt;br /&gt;
|-&lt;br /&gt;
| ANIMATED&lt;br /&gt;
| Animated (zombie/skeleton) version of the creature&lt;br /&gt;
|-&lt;br /&gt;
| GHOST&lt;br /&gt;
| Ghostly version of the creature&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Morlark</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Syndrome_tokens&amp;diff=173734</id>
		<title>Syndrome tokens</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Syndrome_tokens&amp;diff=173734"/>
		<updated>2012-06-25T09:48:54Z</updated>

		<summary type="html">&lt;p&gt;Morlark: More appropriate redirect&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[cv:Syndrome#Creature_effect_tokens]]&lt;/div&gt;</summary>
		<author><name>Morlark</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Metal&amp;diff=136361</id>
		<title>v0.31:Metal</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Metal&amp;diff=136361"/>
		<updated>2011-02-17T05:06:41Z</updated>

		<summary type="html">&lt;p&gt;Morlark: /* List of metals */ Made asterisk explanation more immediately visible&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|08:00, 22 May 2010 (UTC)}}{{av}}&lt;br /&gt;
'''Metal''' is a {{L|material}} extracted from {{L|ore}} at a {{L|smelter}}, turning the ore into '''bars''' of pure metal. (One {{L|adamantine|special metal}} becomes wafers instead of bars.) It is sometimes combined with other materials to form an '''alloy''' metal, which is also measured by the bar. An alloy usually improves on the properties of its components to give more uses or increased {{L|Item value|value}}. The metal bars resulting from {{L|smelting}} are used to make items such as {{L|weapon}}s, {{L|armor}}, {{L|furniture}}, and {{L|crafts}} at a {{L|Metalsmith's forge|forge}}. &lt;br /&gt;
&lt;br /&gt;
Smelting pure ores into the corresponding bars raises the base value from that of stone (3) to that of bars (5). This value is then multiplied against the {{L|value#Material multipliers|material multiplier}} of the metal to give the final value for the bar.&lt;br /&gt;
&lt;br /&gt;
==Alloys==&lt;br /&gt;
There are only eleven pure metals in Dwarf Fortress (plus a twelfth {{L|Adamantine|special metal}}).  Many of these can be mixed together to create '''alloys''' of one type or another, of which there are another fourteen.  In some cases making alloys will result in an overall increase in value, or the resultant alloy will be more powerful when used to forge weapons or armor, though many alloys result in no overall increase in utility or {{L|Wealth|created wealth}}. (These increases in value can be compared in the &amp;quot;Difference&amp;quot; column of the below table.)&lt;br /&gt;
&lt;br /&gt;
The main use of these alloys is to allow you to stretch any useful metals you have too few of or to create items with distinct colors (for instance, {{L|rose gold}} is {{L|Color schemes|magenta}}) for furniture, color-coding rooms or levers, or artistic constructions (including {{L|floor}} mosaics). In some cases ({{L|bronze}}, for example) an additional benefit is reduced fuel consumption, as you can create multiple bars of some alloys directly from raw ores with only one {{L|smelter}} task, bypassing the need to first make bars of the pure metals (and thus using only one fuel unit to produce multiple bars).  The number of bars used to create an alloy always equals the number of bars produced: the number of bars input equals the number of bars of output.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- 40d article's section on maximizing value not copied over, as it doesn't seem so relevant in DF2010 with increased utility for some alloys and general increases in metal abundance --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== List of metals ==&lt;br /&gt;
&lt;br /&gt;
===Pure Metals===&lt;br /&gt;
&lt;br /&gt;
{{DF2010 metal table head}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 metal table row|name=Adamantine|color={{Tile|≡|3:1}}{{Tile|‼|3:3:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;3:3:1&amp;lt;/span&amp;gt;|source={{L|Raw adamantine}}|notes=Can be used to forge anything except beds; &amp;lt;br/&amp;gt; Blades are 10x sharper than any other material|soliddensity=0.200|mp=25000|val=300|valinc=+50|impactyield=5.00|impactfracture=5.00|impactelasticity=0|shearyield=5000|shearfracture=5000|shearelasticity=0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 metal table row|name=Aluminum|color={{Tile|≡|7:1}}{{Tile|‼|7:7:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:7:1&amp;lt;/span&amp;gt;|source={{L|Native aluminum}}|notes=|soliddensity=2.70|mp=11188|val=40|valinc=+0|impactyield=1.08|impactfracture=1.08|impactelasticity=1421|shearyield=20|shearfracture=50|shearelasticity=77&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 metal table row|name=Bismuth|color={{Tile|≡|5:1}}{{Tile|‼|5:5:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;5:5:1&amp;lt;/span&amp;gt;|source={{L|Bismuthinite}}|notes=Only useful for alloying into {{L|bismuth bronze}}|soliddensity=9.78|mp=10488|val=2|valinc=+1|impactyield=1.08|impactfracture=1.08|impactelasticity=3484|shearyield=30|shearfracture=50|shearelasticity=250&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 metal table row|name=Copper|color={{Tile|≡|6:0}}{{Tile|‼|6:4:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:4:0&amp;lt;/span&amp;gt;|source={{L|Native copper}}, {{L|Malachite}}, {{L|Tetrahedrite}}|notes=Can be used to forge all weapons, armor, ammunition, and picks|soliddensity=8.93|mp=11952|val=2|valinc=+0, +0, -1*|impactyield=1.08|impactfracture=1.08|impactelasticity=771|shearyield=70|shearfracture=220|shearelasticity=145&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 metal table row|name=Gold|color={{Tile|≡|6:1}}{{Tile|‼|6:6:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:6:1&amp;lt;/span&amp;gt;|source={{L|Native gold}}|notes=|soliddensity=19.32|mp=11915|val=30|valinc=+0|impactyield=1.08|impactfracture=1.08|impactelasticity=600|shearyield=50|shearfracture=100|shearelasticity=185&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 metal table row|name=Iron|color={{Tile|≡|0:1}}{{Tile|‼|0:7:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0:7:1&amp;lt;/span&amp;gt;|source={{L|Hematite}}, {{L|Limonite}}, {{L|Magnetite}}|notes=Can be used to forge all weapons, armor, ammunition, picks, and {{L|anvil}}s|soliddensity=7.85|mp=12768|val=10|valinc=+2|impactyield=1.08|impactfracture=1.08|impactelasticity=635|shearyield=130|shearfracture=200|shearelasticity=159&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 metal table row|name=Lead|color={{Tile|≡|0:1}}{{Tile|‼|0:7:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0:7:1&amp;lt;/span&amp;gt;|source={{L|Galena}}|notes=|soliddensity=11.34|mp=10589|val=2|valinc=-3*|impactyield=1.08|impactfracture=1.08|impactelasticity=2348|shearyield=10|shearfracture=12|shearelasticity=179&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 metal table row|name=Nickel|color={{Tile|≡|7:0}}{{Tile|‼|7:3:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:3:0&amp;lt;/span&amp;gt;|source={{L|Garnierite}}|notes=|soliddensity=8.80|mp=12619|val=2|valinc=+0|impactyield=1.08|impactfracture=1.08|impactelasticity=660|shearyield=20|shearfracture=160|shearelasticity=26&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 metal table row|name=Platinum|color={{Tile|≡|7:1}}{{Tile|‼|7:7:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:7:1&amp;lt;/span&amp;gt;|source={{L|Native platinum}}|notes=|soliddensity=21.40|mp=13182|val=40|valinc=+0|impactyield=1.08|impactfracture=1.08|impactelasticity=470|shearyield=100|shearfracture=200|shearelasticity=164&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 metal table row|name=Silver|color={{Tile|≡|7:1}}{{Tile|‼|7:7:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:7:1&amp;lt;/span&amp;gt;|source={{L|Native silver}}, {{L|Horn silver}},&amp;lt;br /&amp;gt;{{L|Galena}} (50%), {{L|Tetrahedrite}} (20%) |notes=Can be used to forge melee weapons and ammunition|soliddensity=10.49|mp=11731|val=10|valinc=+0, +0,&amp;lt;br /&amp;gt;+5*, +7*|impactyield=1.08|impactfracture=1.08|impactelasticity=1080|shearyield=100|shearfracture=170|shearelasticity=333&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 metal table row|name=Tin|color={{Tile|≡|7:0}}{{Tile|‼|7:3:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:3:0&amp;lt;/span&amp;gt;|source={{L|Cassiterite}}|notes=|soliddensity=7.28|mp=10417|val=2|valinc=+0|impactyield=1.08|impactfracture=1.08|impactelasticity=1862|shearyield=12|shearfracture=100|shearelasticity=66&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 metal table row|name=Zinc|color={{Tile|≡|7:0}}{{Tile|‼|7:3:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:3:0&amp;lt;/span&amp;gt;|source={{L|Sphalerite}}|notes=|soliddensity=7.13|mp=10755|val=2|valinc=+0|impactyield=1.08|impactfracture=1.08|impactelasticity=1542|shearyield=50|shearfracture=150|shearelasticity=116&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Alloys===&lt;br /&gt;
''(Unless specified, ores of the ingredients may be used instead of bars for alloy reactions)''&lt;br /&gt;
{{DF2010 metal table head}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 metal table row|name=Billon|color={{Tile|≡|7:0}}{{Tile|‼|7:3:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:3:0&amp;lt;/span&amp;gt;|source={{L|Silver}} + {{L|Copper}}|notes=Can be made with {{L|Tetrahedrite}} or {{L|Galena}} instead of {{L|Silver}} for a high value reaction. |soliddensity=8.93|val=6|valinc=+0|mp=11952|impactyield=1.08|impactfracture=1.08|impactelasticity=771|shearyield=70|shearfracture=220|shearelasticity=145&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 metal table row|name=Bismuth bronze|color={{Tile|≡|6:1}}{{Tile|‼|6:6:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:6:1&amp;lt;/span&amp;gt;|source=1 {{L|Tin}} + 2 {{L|Copper}} + 1 {{L|Bismuth}} '''!'''|notes=Can be used to forge all weapons, armor, ammunition, and picks|soliddensity=8.25|val=6|valinc=+4|mp=11868|impactyield=1.08|impactfracture=1.08|impactelasticity=600|shearyield=137|shearfracture=241|shearelasticity=200&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 metal table row|name=Black bronze|color={{Tile|≡|5:0}}{{Tile|‼|5:6:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;5:6:0&amp;lt;/span&amp;gt;|source=2 {{L|Copper}} + 1 {{L|Silver}} + 1 {{L|Gold}} '''!'''|notes=|soliddensity=8.93|val=11|valinc=+0|mp=11952|impactyield=1.08|impactfracture=1.08|impactelasticity=771|shearyield=70|shearfracture=220|shearelasticity=145&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 metal table row|name=Brass|color={{Tile|≡|6:1}}{{Tile|‼|6:6:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:6:1&amp;lt;/span&amp;gt;|source={{L|Zinc}} + {{L|Copper}}|notes=|soliddensity=8.55|val=7|valinc=+5|mp=11656|impactyield=1.08|impactfracture=1.08|impactelasticity=600|shearyield=200|shearfracture=550|shearelasticity=200&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 metal table row|name=Bronze|color={{Tile|≡|6:0}}{{Tile|‼|6:4:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:4:0&amp;lt;/span&amp;gt;|source={{L|Tin}} + {{L|Copper}}|notes=Can be used to forge all weapons, armor, ammunition, and picks|soliddensity=8.25|val=5|valinc=+3|mp=11868|impactyield=1.08|impactfracture=1.08|impactelasticity=600|shearyield=137|shearfracture=241|shearelasticity=200&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 metal table row|name=Electrum|color={{Tile|≡|6:1}}{{Tile|‼|6:6:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:6:1&amp;lt;/span&amp;gt;|source={{L|Silver}} + {{L|Gold}}|notes=Can be made with {{L|Tetrahedrite}} or {{L|Galena}} instead of  {{L|Silver}} for a high value reaction.|soliddensity=8.65|val=20|valinc=+0|mp=11828|impactyield=1.08|impactfracture=1.08|impactelasticity=600|shearyield=50|shearfracture=100|shearelasticity=185&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 metal table row|name=Fine pewter|color={{Tile|≡|7:1}}{{Tile|‼|7:7:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:7:1&amp;lt;/span&amp;gt;|source=3 {{L|Tin}} + 1 {{L|Copper}}|notes=|soliddensity=7.28|val=5|valinc=+3|mp=10417|impactyield=1.08|impactfracture=1.08|impactelasticity=1862|shearyield=12|shearfracture=100|shearelasticity=66&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 metal table row|name=Lay pewter|color={{Tile|≡|3:0}}{{Tile|‼|3:7:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;3:7:0&amp;lt;/span&amp;gt;|source=2 {{L|Tin}} + 1 {{L|Copper}} + 1 {{L|Lead}} '''!'''|notes=|soliddensity=7.28|val=3|valinc=+1|mp=10417|impactyield=1.08|impactfracture=1.08|impactelasticity=1862|shearyield=12|shearfracture=100|shearelasticity=66&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 metal table row|name=Nickel silver|color={{Tile|≡|7:1}}{{Tile|‼|7:7:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:7:1&amp;lt;/span&amp;gt;|source= 2 {{L|Nickel}} + 1 {{L|Copper}} + 1 {{L|Zinc}} '''!'''|notes=|soliddensity=8.65|val=3|valinc=+1|mp=11620|impactyield=1.08|impactfracture=1.08|impactelasticity=600|shearyield=20|shearfracture=160|shearelasticity=26&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 metal table row|name=Pig iron|color={{Tile|≡|0:1}}{{Tile|‼|0:7:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0:7:1&amp;lt;/span&amp;gt;|source={{L|Iron}} + {{L|flux}} stone + {{L|fuel}} '''!'''|notes=Only used to make {{L|steel}}|soliddensity=7.85|val=10|valinc=+0|mp=12106|impactyield=1.08|impactfracture=1.08|impactelasticity=635|shearyield=130|shearfracture=200|shearelasticity=159&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 metal table row|name=Rose gold|color={{Tile|≡|5:1}}{{Tile|‼|5:5:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;5:5:1&amp;lt;/span&amp;gt;|source=3 {{L|Gold}} + 1 {{L|Copper}} '''!'''|notes=|soliddensity=19.32|val=23|valinc=+0|mp=11915|impactyield=1.08|impactfracture=1.08|impactelasticity=600|shearyield=50|shearfracture=100|shearelasticity=185&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 metal table row|name=Steel|color={{Tile|≡|0:1}}{{Tile|‼|0:7:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0:7:1&amp;lt;/span&amp;gt;|source={{L|Iron}} + {{L|Pig iron}} + {{L|flux}} stone + {{L|fuel}} '''!'''|notes=Can be used to forge all weapons, armor, ammunition, picks, and {{L|anvil}}s|soliddensity=7.85|val=30|valinc=+20|mp=12718|impactyield=1.08|impactfracture=1.08|impactelasticity=675|shearyield=520|shearfracture=860|shearelasticity=500&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 metal table row|name=Sterling silver|color={{Tile|≡|7:1}}{{Tile|‼|7:7:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:7:1&amp;lt;/span&amp;gt;|source=3 {{L|Silver}} + 1 {{L|Copper}} '''!'''|notes=|soliddensity=10.49|val=8|valinc=+0|mp=11602|impactyield=1.08|impactfracture=1.08|impactelasticity=1080|shearyield=100|shearfracture=170|shearelasticity=333&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 metal table row|name=Trifle pewter|color={{Tile|≡|7:0}}{{Tile|‼|7:3:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:3:0&amp;lt;/span&amp;gt;|source=2 {{L|Tin}} + 1 {{L|Copper}}|notes=|react=|soliddensity=7.28|val=4|valinc=+2|mp=10417|impactyield=1.08|impactfracture=1.08|impactelasticity=1862|shearyield=12|shearfracture=100|shearelasticity=66&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
''Legend:''&lt;br /&gt;
:* '''Tile Color''' corresponds to how items made from that metal are displayed in game, foreground and background colors.&lt;br /&gt;
:*'''Reaction''' indicates the basic recipe for an alloy - this does not include the {{L|fuel}} used in that creation.  See the article for that alloy or {{L|smelting}} for possible alternatives.&lt;br /&gt;
::'''!''' - ''You can use only {{L|bar}}s of metal in this reaction, not ores.&lt;br /&gt;
:*'''Density''' is used to determine the different weight of finished objects.&lt;br /&gt;
:*'''Melting point''' is used to determine if a material is {{L|magma-safe}} or not: magma is 12000°U.&lt;br /&gt;
:*'''{{L|Material value}}''' is what the base value of an object made of this metal is multiplied by to determine its worth.&lt;br /&gt;
:*'''Value difference''' indicates the difference between the average {{L|value}} of the required bars of metals vs. the value of the resulting bars of alloy - what went in vs. what comes out, measured per bar. &amp;quot;+0&amp;quot; indicates that the resulting alloy is a perfectly average value of the component metals. For pure metals, this indicates the difference in value between the metal and the ore, separated with commas in cases where multiple ore values differ.&lt;br /&gt;
::'''*''' - Values marked with an asterisk denote ores that can yield multiple metals. For metals that have a less than 100% chance of production, the stated value increase is for occasions on which metal is produced; on average, the difference in value from smelting either {{L|tetrahedrite}} or {{L|galena}} is +1.&lt;br /&gt;
&lt;br /&gt;
== Weapon &amp;amp; Armor Quality ==&lt;br /&gt;
&lt;br /&gt;
{{DF2010 material metal table head}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 material metal table row|name=Adamantine|color={{Tile|/|3:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;3:3:1&amp;lt;/span&amp;gt;|source={{L|Raw adamantine}}|notes=Can be used to forge anything except beds; &amp;lt;br/&amp;gt; Blades are ten times as sharp as any other material aside from obsidian|soliddensity=0.200|mp=25000|val=300|valinc=+50|impactyield=5000|impactfracture=5000|impactelasticity=0|shearyield=5000|shearfracture=5000|shearelasticity=0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 material metal table row|name=Steel|color={{Tile|/|0:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0:7:1&amp;lt;/span&amp;gt;|source={{L|Iron}} + {{L|Pig iron}} + {{L|flux}} stone + {{L|fuel}} '''!'''|notes=Can be used to forge all weapons, armor, ammunition, picks, and {{L|anvil}}s|soliddensity=7.85|val=30|valinc=+20|mp=12718|impactyield=1505|impactfracture=2520|impactelasticity=940|shearyield=430|shearfracture=720|shearelasticity=215&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 material metal table row|name=Bismuth bronze|color={{Tile|/|6:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:6:1&amp;lt;/span&amp;gt;|source=2 {{L|Copper}} + 1 {{L|Tin}} + 1 {{L|Bismuth}} '''!'''|notes=Can be used to forge all weapons, armor, ammunition, and picks|soliddensity=8.25|val=6|valinc=+4|mp=11868|impactyield=602|impactfracture=843|impactelasticity=547|shearyield=172|shearfracture=241|shearelasticity=156&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 material metal table row|name=Bronze|color={{Tile|/|6:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:4:0&amp;lt;/span&amp;gt;|source={{L|Tin}} + {{L|Copper}}|notes=Can be used to forge all weapons, armor, ammunition, and picks|soliddensity=8.25|val=5|valinc=+3|mp=11868|impactyield=602|impactfracture=843|impactelasticity=547|shearyield=172|shearfracture=241|shearelasticity=156&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 material metal table row|name=Iron|color={{Tile|/|0:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0:7:1&amp;lt;/span&amp;gt;|source={{L|Hematite}}, {{L|Limonite}}, {{L|Magnetite}}|notes=Can be used to forge all weapons, armor, ammunition, picks, and {{L|anvil}}s|soliddensity=7.85|mp=12768|val=10|valinc=+2|impactyield=542|impactfracture=1080|impactelasticity=319|shearyield=155|shearfracture=310|shearelasticity=189&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 material metal table row|name=Copper|color={{Tile|/|6:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:4:0&amp;lt;/span&amp;gt;|source={{L|Native copper}}, {{L|Malachite}}, {{L|Tetrahedrite}}|notes=Can be used to forge all weapons, armor, ammunition, and picks|soliddensity=8.93|mp=11952|val=2|valinc=+0, +0, -1*|impactyield=245|impactfracture=770|impactelasticity=175|shearyield=70|shearfracture=220|shearelasticity=145&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{DF2010 material metal table row|name=Silver|color={{Tile|/|7:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:7:1&amp;lt;/span&amp;gt;|source={{L|Native silver}}, {{L|Horn silver}},&amp;lt;br /&amp;gt;{{L|Galena}} (50%), {{L|Tetrahedrite}} (20%) |notes=Can be used to forge melee weapons and ammunition|soliddensity=10.49|mp=11731|val=10|valinc=+0, +0,&amp;lt;br /&amp;gt;+5*, +7*|impactyield=350|impactfracture=595|impactelasticity=350|shearyield=100|shearfracture=170|shearelasticity=333&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 material metal table row|name=Bone|color={{Tile|/|7:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:7:1&amp;lt;/span&amp;gt;|source=Creatures|notes=Can be used to forge crossbows, ammunition and some armor|soliddensity=0.50|mp=NONE(burn at 10250)|val=1|valinc=+?, +?,&amp;lt;br /&amp;gt;+?, +?|impactyield=200|impactfracture=200|impactelasticity=100|shearyield=115|shearfracture=130|shearelasticity=100&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 material metal table row|name=Wood|color={{Tile|/|7:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:7:1&amp;lt;/span&amp;gt;|source=Trees|notes=Can be used to forge crossbows, ammunition and some armor and weapons|soliddensity=0.50|mp=NONE(burn at 10250)|val=1|valinc=+?, +?,&amp;lt;br /&amp;gt;+?, +?|impactyield=10|impactfracture=10|impactelasticity=1000|shearyield=40|shearfracture=40|shearelasticity=1000&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 material metal table row|name=Shell|color={{Tile|/|7:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:7:1&amp;lt;/span&amp;gt;|source=Creatures|notes=Can be used to forge some armor|soliddensity=0.50|mp=NONE(burn at 10250)|val=1|valinc=+?, +?,&amp;lt;br /&amp;gt;+?, +?|impactyield=200|impactfracture=200|impactelasticity=100|shearyield=115|shearfracture=130|shearelasticity=100&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 material metal table row|name=Plant cloth|color={{Tile|/|7:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:7:1&amp;lt;/span&amp;gt;|source=Plants|notes=Can be used to make clothing|soliddensity=1.52|mp=NONE(burn at 10250)|val=1|valinc=+?, +?,&amp;lt;br /&amp;gt;+?, +?|impactyield=10|impactfracture=10|impactelasticity=100000|shearyield=600|shearfracture=600|shearelasticity=100000&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 material metal table row|name=Silk cloth|color={{Tile|/|7:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:7:1&amp;lt;/span&amp;gt;|source=Silk|notes=Can be used to make clothing|soliddensity=0.50|mp=NONE(burn at 10250)|val=1|valinc=+?, +?,&amp;lt;br /&amp;gt;+?, +?|impactyield=10|impactfracture=10|impactelasticity=100000|shearyield=1150|shearfracture=1200|shearelasticity=100000&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 material metal table row|name=Leather|color={{Tile|/|7:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:7:1&amp;lt;/span&amp;gt;|source=Creatures|notes=Can be used to make armor|soliddensity=0.50|mp=NONE(burn at 10250)|val=1|valinc=+?, +?,&amp;lt;br /&amp;gt;+?, +?|impactyield=10|impactfracture=10|impactelasticity=50000|shearyield=25|shearfracture=25|shearelasticity=50000&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
*''Combat information'' is used internally by the game to determine the combat properties of weapons and armor made from this metal:&lt;br /&gt;
:'''Density''': Used in conjunction with other factors - heavier weapons (higher numbers) hit with more force, light weapons tend to have less penetration.  Value shown here is g/cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;, which is the raw value divided by 10&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
:'''Impact yield''': Used for blunt-force combat; ''higher'' is better. This is the raw value divided by 10&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; (i.e., kPa).&lt;br /&gt;
:'''Impact fracture''': Used for blunt-force combat; ''higher'' is better. This is the raw value divided by 10&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; (i.e., kPa).&lt;br /&gt;
:'''Impact elasticity''': Used for blunt-force combat; ''lower'' is better. This is the raw value.&lt;br /&gt;
:'''Shear yield''': Used for cutting calculations in combat; ''higher'' is better. This is the raw value divided by 10&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; (i.e., kPa).&lt;br /&gt;
:'''Shear fracture''': Used for cutting calculations in combat; ''higher'' is better. This is the raw value divided by 10&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; (i.e., kPa).&lt;br /&gt;
:'''Shear elasticity''': Used for cutting calculations in combat; ''lower'' is better. This is the raw value.&lt;br /&gt;
&lt;br /&gt;
*General Term Explanations (From Wikipedia)&lt;br /&gt;
:'''Yield Strength''' - The stress at which material strain changes from elastic deformation to plastic deformation, causing it to deform permanently.&lt;br /&gt;
:'''Fracture Strength''' - The stress coordinate on the stress-strain curve at the point of rupture.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:'''Stress''' - Force per area = F/A&lt;br /&gt;
:'''Strain''' - Deformation of a solid due to stress = Stress/Young's Modulus&lt;br /&gt;
&lt;br /&gt;
So...&lt;br /&gt;
:Explanations!&lt;br /&gt;
::'''Yield Strength''' is the amount of stress required to permanently deform (bend) a material (plastic deformation)&lt;br /&gt;
::'''Fracture Strength''' is the amount of stress required to permanently break (rupture) a material &lt;br /&gt;
::'''Elasticity''' (or ''IMPACT_STRAIN_AT_YIELD'' in RAWs) is the amount of deformation (bending) that occurs at the yield point&lt;br /&gt;
:Implications to Dwarf Fortress Combat&lt;br /&gt;
::Yield combined with Elasticity can tell what a material will do under stress (be it from a hammer, axe, or arrow)&lt;br /&gt;
::Higher yield means that it takes more stress to deform&lt;br /&gt;
::Lower elasticity means that it will deform less when stress is applied&lt;br /&gt;
&lt;br /&gt;
'''Preliminary Combat Testing &amp;amp; Analysis'''&lt;br /&gt;
&lt;br /&gt;
Adamantine and Steel take first and second place respectively, with Iron the third best material in the game. Beyond which, bronze is in a close tie with copper as to being the second worst material. As in older versions, silver continues to hold steady as the worst material available (no longer beneficial with wooden training weapons being available now) in regards to edged weaponry. Additionally, with regards to blunt weapons almost all of the non-adamantine materials perform equally well, with a very slight edge towards steel and silver. Here is the thread with the details:&lt;br /&gt;
&lt;br /&gt;
http://www.bay12forums.com/smf/index.php?topic=53571.0&lt;br /&gt;
&lt;br /&gt;
Keep in mind with how unbelievably complicated this system is nothing should be taken as word of law yet. &lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#999999&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
! Best&lt;br /&gt;
! Better&lt;br /&gt;
! Good&lt;br /&gt;
! Fair&lt;br /&gt;
! Poor&lt;br /&gt;
! Terrible&lt;br /&gt;
! Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Armor&lt;br /&gt;
| Adamantine&lt;br /&gt;
| Steel&lt;br /&gt;
| Iron&lt;br /&gt;
| Bronze, Bismuth Bronze&lt;br /&gt;
| Copper&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Edge Damage&lt;br /&gt;
| Adamantine  &amp;lt;p&amp;gt;(worst for missiles)&lt;br /&gt;
| Steel&lt;br /&gt;
| Iron&lt;br /&gt;
| Bronze, Bismuth Bronze&lt;br /&gt;
| Copper&lt;br /&gt;
| Silver&lt;br /&gt;
| For piercing iron armor, copper is better than bronze.  For piercing copper or bronze armor, bronze is better than copper.&lt;br /&gt;
|-&lt;br /&gt;
| Blunt Damage&lt;br /&gt;
| Steel, Silver&lt;br /&gt;
| Copper, Bismuth Bronze, Bronze, Iron&lt;br /&gt;
| ---&lt;br /&gt;
| ---&lt;br /&gt;
| ---&lt;br /&gt;
| Adamantine&lt;br /&gt;
| All six non-adamantine metals perform nearly identically. Steel has a slightly higher rate of critical wounds, while silver is slightly more likely to penetrate armor.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
{{Category|Metals}}{{Category|Materials}}&lt;/div&gt;</summary>
		<author><name>Morlark</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Morlark/Plant_mod&amp;diff=118187</id>
		<title>User:Morlark/Plant mod</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Morlark/Plant_mod&amp;diff=118187"/>
		<updated>2010-06-12T01:09:07Z</updated>

		<summary type="html">&lt;p&gt;Morlark: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{mod}}&lt;br /&gt;
{{Modification&lt;br /&gt;
|name = Morlark's Plant Mod&lt;br /&gt;
|version = 1.4&lt;br /&gt;
|df version = 0.31.06&lt;br /&gt;
|last update = 04/06/2010&lt;br /&gt;
|download = http://morlark.uwcs.co.uk/misc/df/plant_standard.txt&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
My plant mod, updated for 0.31.01. This version introduces 11 new plants (3 underground crops, 7 outdoor crops, and a rare herb). Unlike previous versions of this mod, dyes can be farmed as normal. In total, this will give you four new dye colours, three new, alcohols, a new type of cloth, and various processed foodstuffs.&lt;br /&gt;
&lt;br /&gt;
Some of these plants are restricted to certain biomes, so don't be surprised if you can't find all of them in your location. Some of them are not very common, so it may take a while to find them even if you're in the right place.&lt;br /&gt;
&lt;br /&gt;
This new version (v1.4) updates the mod for compatibility with DF v0.31.01.&lt;br /&gt;
&lt;br /&gt;
[http://morlark.uwcs.co.uk/misc/df/plant_standard.txt Morlark's Plant Mod (v1.4)] (Save this to your '\raw\objects' directory. Generate a new world for it to take effect. Make sure to backup your default plant_standard.txt somewhere else, in case you ever wish to revert the changes this mod makes.)&lt;/div&gt;</summary>
		<author><name>Morlark</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Cook&amp;diff=92318</id>
		<title>v0.31:Cook</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Cook&amp;diff=92318"/>
		<updated>2010-04-13T19:06:28Z</updated>

		<summary type="html">&lt;p&gt;Morlark: Spelling/readability&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Skill&lt;br /&gt;
| color      = #770&lt;br /&gt;
| skill      = Cook&lt;br /&gt;
| speciality = Cook&lt;br /&gt;
| profession = {{L|Farmer}}&lt;br /&gt;
| job name   = Cooking&lt;br /&gt;
| workshop = {{L|Kitchen}}&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Prepare Easy Meal&lt;br /&gt;
* Prepare Fine Meal&lt;br /&gt;
* Prepare Lavish Meal&lt;br /&gt;
* Render Fat&lt;br /&gt;
 &lt;br /&gt;
}}&lt;br /&gt;
A kitchen is used to cook meals. For a dwarf to use the kitchen they must have the cooking labor enabled. There are three kinds of meals- easy, fine, and lavish. An easy meal uses two components; a fine meal three components, and a lavish meal four components.&lt;br /&gt;
 &lt;br /&gt;
=='Bugged' Boozecooking==&lt;br /&gt;
When you cook only alcohol (or other liquid item - dwarven syrup has the same problem), the cook decides to pull the alcohol out of the barrels, cluttering the kitchen, but then doesn't make a purely alcohol meal, leaving units of alcohol which turn into a pool if you remove the kitchen. This is possibly intentional (boozecooking is an exploit) but your cook will merrily proceed at starting meals he can't finish, ruining your alcohol and grinding your kitchen to a halt.&lt;/div&gt;</summary>
		<author><name>Morlark</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Wagon_(embark)&amp;diff=91349</id>
		<title>v0.31:Wagon (embark)</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Wagon_(embark)&amp;diff=91349"/>
		<updated>2010-04-12T18:02:29Z</updated>

		<summary type="html">&lt;p&gt;Morlark: Re-adding information that is confirmed to be correct.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{elven}}&lt;br /&gt;
&lt;br /&gt;
'''DO NOT ADD UNCONFIRMED INFORMATION TO THIS ARTICLE.'''&lt;br /&gt;
''(For information on wagons as they pertain to {{L|caravan}}s, see {{L|Trading#Wagons|Trading}}.)''&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In {{L|Fortress Mode}}, you start with a single ''immobile'' '''wagon''' that represents the transportation vehicle for all your supplies.  A wagon is not a real vehicle, and never moves or serves any other purpose - it simply sits there at the start of the game, representing where your dwarves decided to stop.  Any and all supplies were selected at {{L|embark}} by you and bought with points; supplies cannot be bought later, but your dwarves can (try to) {{L|trade}} for whatever the seasonal {{L|caravan}}s bring.&lt;br /&gt;
&lt;br /&gt;
To empty a wagon, your dwarves need the appropriate {{L|hauling}} {{L|labor}} enabled (all are enabled by default at embark), no other jobs to distract them, an appropriate {{L|stockpile}} designated, and a valid {{L|path}} between the stockpile and the items.  And, depending on how many items you brought, patience.&lt;br /&gt;
&lt;br /&gt;
You can can break down your wagon into three {{L|log}}s by pressing {{K|q}}, highlighting the wagon, and pressing {{K|x}}.  A dwarf with the {{L|Carpentry}} labor enabled will then deconstruct the wagon into its component logs.  The items will then be scattered in a slightly wider pattern in that same location.  A wagon cannot be used for ''any'' other purpose - might as well break it down for the lumber, now or later.&lt;br /&gt;
&lt;br /&gt;
If that dis-assembly is finished while a dwarf is returning to the wagon to {{L|haul}} an item to a stockpile, the dwarf will cancel that {{L|job}}.  An {{L|announcement}} will be generated, to the effect of &amp;quot;Job Item lost or misplaced&amp;quot;. Don't panic - nothing has been lost, except that dwarf's train of thought, as the item they were retrieving is no longer in the wagon but instead on the ground.  They may adopt another hauling job, that same or a different one, and sooner or later that item will get hauled, but that particular job is cancelled for that moment.&lt;br /&gt;
&lt;br /&gt;
In rare cases you might start on a level or spot that doesn't have a 3x3 square (e.g. mountain peak). In this case your wagon will be missing/inaccessible via the {{K|k}} or {{K|q}} menu, but your goods will still be there (all?).&lt;br /&gt;
&amp;lt;!-- logs may not be relevant &lt;br /&gt;
In Addition if you require the logs from the wagon when dismantled, they will not be there (like the wagon never existed).&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- has this been confirmed?&lt;br /&gt;
Dismantling the wagon when its very near (1-2 tiles) the edge of the map or a {{L|river}} vent can cause you to lose part of your embark equipment if it lands where your dwarves can't go.  If it's within a couple tiles of such a location, it's recommended you wait until the wagon is 100% empty before dismantling it.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Unless/until you formally designate a new one, your Wagon is a default {{L|Activity zone#Meeting Area|Meeting Area}} or {{L|Meeting hall|Meeting Hall}}.  A meeting zone is where any {{L|domestic animal}}s or {{L|On break|idle}} dwarves will congregate in their spare time, and also provide some measure of defense for your possessions from any {{L|rhesus macaque}}s or {{L|kobold}} {{L|thief|thieves}} before you finish securing your valuables. If you deconstruct your wagon but do not define a new meeting area, your dwarves and animals will wander aimlessly.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- this has not been confirmed.&lt;br /&gt;
Tantruming dwarves can topple wagons.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
{{Buildings}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Buildings]]&lt;br /&gt;
[[Category:Fortress mode]]&lt;/div&gt;</summary>
		<author><name>Morlark</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Morlark/Plant_mod&amp;diff=87725</id>
		<title>User:Morlark/Plant mod</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Morlark/Plant_mod&amp;diff=87725"/>
		<updated>2010-04-09T03:13:02Z</updated>

		<summary type="html">&lt;p&gt;Morlark: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{mod}}&lt;br /&gt;
{{Modification&lt;br /&gt;
|name = Morlark's Plant Mod&lt;br /&gt;
|version = 1.4&lt;br /&gt;
|df version = 0.31.02&lt;br /&gt;
|last update = 04/06/2010&lt;br /&gt;
|download = http://morlark.uwcs.co.uk/misc/df/plant_standard.txt&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
My plant mod, updated for 0.31.01. This version introduces 11 new plants (3 underground crops, 7 outdoor crops, and a rare herb). Unlike previous versions of this mod, dyes can be farmed as normal. In total, this will give you four new dye colours, three new, alcohols, a new type of cloth, and various processed foodstuffs.&lt;br /&gt;
&lt;br /&gt;
Some of these plants are restricted to certain biomes, so don't be surprised if you can't find all of them in your location. Some of them are not very common, so it may take a while to find them even if you're in the right place.&lt;br /&gt;
&lt;br /&gt;
This new version (v1.4) updates the mod for compatibility with DF v0.31.01.&lt;br /&gt;
&lt;br /&gt;
[http://morlark.uwcs.co.uk/misc/df/plant_standard.txt Morlark's Plant Mod (v1.4)] (Save this to your '\raw\objects' directory. Generate a new world for it to take effect. Make sure to backup your default plant_standard.txt somewhere else, in case you ever wish to revert the changes this mod makes.)&lt;/div&gt;</summary>
		<author><name>Morlark</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Food&amp;diff=86682</id>
		<title>v0.31 Talk:Food</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Food&amp;diff=86682"/>
		<updated>2010-04-08T03:45:31Z</updated>

		<summary type="html">&lt;p&gt;Morlark: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Changes== &lt;br /&gt;
Ok, I'm wondering what has changed about food in 31.01? I know that there are some relevant bugs, but is there anything new? [[User:Garanis|Garanis]] 03:31, 8 April 2010 (UTC)&lt;br /&gt;
:Aside from the bugs, the main difference is that when you butcher an animal, you can now eat all of the organs instead of just the meat.--[[User:Morlark|Morlark]]&lt;/div&gt;</summary>
		<author><name>Morlark</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Vial&amp;diff=85633</id>
		<title>40d:Vial</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Vial&amp;diff=85633"/>
		<updated>2010-04-06T22:02:58Z</updated>

		<summary type="html">&lt;p&gt;Morlark: Un-redlinking&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
'''Vials''' are used to make [[40d:extracts|extracts]]. Clear [[40d:glass|glass]] vials are also needed to build an [[40d:alchemist's laboratory|alchemist's laboratory]]. [[40d:Metal|Metal]] vials are called flasks, but cannot be used for making extracts.&lt;br /&gt;
&lt;br /&gt;
Three green glass vials are made at the [[40d:glass furnace|glass furnace]] by a [[40d:glassmaker|glassmaker]] from one [[40d:sand|sand]] [[40d:bag|bag]], other glass vials additionally require a unit of [[40d:pearlash|pearlash]]. Three flasks are made at the [[40d:metalsmith's forge|metalsmith's forge]] from one metal [[40d:bar|bar]] by a [[40d:metal crafter|metal crafter]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Finished Goods]][[Category: Items]]&lt;/div&gt;</summary>
		<author><name>Morlark</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Mandate&amp;diff=85632</id>
		<title>40d:Mandate</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Mandate&amp;diff=85632"/>
		<updated>2010-04-06T22:02:38Z</updated>

		<summary type="html">&lt;p&gt;Morlark: Un-redlinking&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
A '''mandate''' is a [[40d:noble|noble]]'s request that your [[40d:dwarves|dwarves]] produce a certain item or type of item.  Starting nobles such as the [[40d:expedition leader|expedition leader]] will not make mandates, upgraded nobles like the [[40d:mayor|mayor]] will. Fulfilling the mandate gives the noble a happy [[40d:thought|thought]].&lt;br /&gt;
&lt;br /&gt;
Mandates should not be confused with [[40d:demand|demand]]s.&lt;br /&gt;
&lt;br /&gt;
The [[40d:King|King]] and consort, [[40d:advisor|advisor]], [[40d:philosopher|philosopher]], [[40d:hammerer|hammerer]], and [[40d:dungeon master|dungeon master]] make no mandates. The [[40d:Baron|Baron]], [[40d:Baron consort|Baron consort]], [[40d:mayor|mayor]], and [[40d:tax collector|tax collector]] can have one active mandate. The [[40d:Count|Count]] and [[40d:Count consort|Count consort]] can have two simultaneous mandates each, while the the [[40d:Duke|Duke]] and consort can each have up to three.&lt;br /&gt;
&lt;br /&gt;
There are two types of mandates: production mandates and export bans.&lt;br /&gt;
&lt;br /&gt;
== Production Mandate ==&lt;br /&gt;
&lt;br /&gt;
When a noble makes a production mandate, you will have about a year to fulfill it.  These mandates for the production of goods, and can specify type or material, just like export bans.  Note that a single [[40d:mug|mug]] is counted as 1 item although 3 are produced from one raw material, so if you are short of the mandated material producing mugs is favorable.  Getting the required items from a [[caravan]] will not fulfill a mandate, but traded metal ore and bars can be used for further processing. Making metal items includes smelting [[ore]] to create metal [[40d:bar|bar]]s of that type, notable for metals that have the brittle tag and thus can't be made into anything: [[40d:pig iron|pig iron]] and [[40d:bismuth|bismuth]]. Due to the mechanics of smelting, one job can produce up to 4 metal bars ([[40d:bismuth bronze|bismuth bronze]], [[40d:fine pewter|fine pewter]], [[40d:rose gold|rose gold]]...), these will count as 4 items. &lt;br /&gt;
&lt;br /&gt;
If you are on a map without [[40d:flux|flux]] and a noble is requesting pig iron products, order some flux stones from the dwarven caravan. If the trade liaison isn't offering any, see below. &lt;br /&gt;
&lt;br /&gt;
If you are on a map without [[40d:sand|sand]] and a noble is requesting windows, the recommended procedure is to arrange an [[40d:unfortunate accident|unfortunate accident]]. Outbalancing the odd, or even regular, unsatisfied mandate with other happy thoughts is not that hard though.&lt;br /&gt;
&lt;br /&gt;
If a production mandate expires without being fulfilled, the noble will get an unhappy [[40d:thought|thought]], and one or more dwarves will be sentenced to punishment for the 'violation of production order' [[40d:Justice|crime]]. The dwarf chosen tends to have a skill appropriate to the mandate, but random dwarves may be chosen as well. If the noble can't sentence any dwarves for punishment because of noble or legendary status, or the sentenced dwarves can't be punished because no officer is assigned, he will get another unhappy thought.&lt;br /&gt;
&lt;br /&gt;
== Export Bans ==&lt;br /&gt;
&lt;br /&gt;
Export bans forbid the export of some goods, and can be for either goods of a certain type, like [[40d:armor|chain mail]], or goods of a certain material, like [[40d:copper|copper]] items.&lt;br /&gt;
&lt;br /&gt;
Violating an export ban by [[40d:trade|trading]] any of the item away is a [[40d:Justice|crime]] for each of the haulers who brought a prohibited item (that was sold) to the [[40d:trade depot|trade depot]] - each dwarf will be incriminated the instant the item is carried off the map (whether by a pack animal or a wagon). While selecting goods to be brought to the depot, the &amp;quot;culling on mandates&amp;quot; option will prevent banned objects from being selected, though if a finished goods bin contains a single banned object, the entire bin will be excluded. Items that are subject to export bans are displayed in purple text in the trade window. Note that if an item is traded to a caravan and is subsequently placed under an export ban, dwarves '''will''' be punished even though the trade took place before the ban went into effect, so if the caravan hasn't already left, any banned goods should be immediately purchased back from the traders; if a good was ''offered'', then nothing can be done (aside from exploiting various oddities in the trade system, or murdering the mandater). Oddly, trading banned items which were carried to the depot in [[40d:bin|bin]]s (but not the bins themselves) does ''not'' result in any perceived crimes, perhaps because only the bin was brought to the depot, not the items inside it{{version|0.28.181.40d}}.&lt;br /&gt;
&lt;br /&gt;
'''NOTE''': Because of [http://www.bay12games.com/dwarves/dev_bugs.html#Bug91 Bug91], &amp;quot;ban on exporting item blah&amp;quot; actually means &amp;quot;ban on letting the caravan leave while carrying item blah&amp;quot;.  For example, if there's a ban on exporting cages, and a caravan comes in loaded up with 30 cages, ''you'll have to buy every single damn cage'' in order to keep the noble happy.  If you let the caravan leave with any cages then the noble will continually get unhappy thoughts because there will be no one to punish for the mandate being violated.&lt;br /&gt;
&lt;br /&gt;
== Mandates &amp;amp; preferences ==&lt;br /&gt;
Personal [[40d:preference|preference]]s have a strong influence on what type of items and what type of [[40d:material|material]]s a noble bans for export or wants to have produced via mandates. Nobles with a preference for a specific item will often either ban that item or mandate its production; nobles with a preference for a specific material will, likewise, either ban the export of items made from that material, or mandate similar production.&lt;br /&gt;
&lt;br /&gt;
Nobles with extraordinary preferences or preferences for items or materials that are either unavailable on your map or are just too hard to produce (a judgment call) will be a problem for your fortress.  You only have (limited) control over choosing one noble who makes mandates, and that is your (future) [[40d:mayor|mayor]]. When you start a new fortress, in the [[40d:embark|embark]] screen, choose your [[40d:expedition leader|expedition leader]] wisely, as it is most likely that they will become your Mayor (even if they don't stay that way in the long term).  Take a look at their preferences, and decide if they might be a problem - while you can import many materials via [[40d:trade|trade]], producing [[40d:dragon|dragon]] [[40d:bone|bone]] or [[40d:glass|glass]] items to meet a mandate may be impossible, depending on your game map, and even producing [[40d:pig iron|pig iron]] or [[40d:steel|steel]] items, or banning an export on all [[40d:obsidian|obsidian]] items or [[40d:mug|mug]]s could be problematic, depending on your playstyle and fortress.  If unavoidable, such nobles may be destined for an [[40d:unfortunate accident|unfortunate accident]] - for the good of the fortress as a whole.&lt;br /&gt;
&lt;br /&gt;
== Viewing Mandates ==&lt;br /&gt;
Mandates are announced at the bottom of the screen, but if you miss the message, you can see if a noble is mandating anything on the [[40d:nobles screen|noble's screen]].  If the uppercase bracketed word '[MANDATE]' next to a noble's name is grey, he is making no mandates.  If brown, he is making a production mandate, and you have a lot of time to complete it.  If yellow, you have a couple seasons before the mandate expires.  If red, the mandate will expire very soon.  If white, then it is an export ban.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Nobles]]&lt;br /&gt;
[[Category:Fortress mode]]&lt;/div&gt;</summary>
		<author><name>Morlark</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Workshop&amp;diff=85630</id>
		<title>40d:Workshop</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Workshop&amp;diff=85630"/>
		<updated>2010-04-06T22:02:04Z</updated>

		<summary type="html">&lt;p&gt;Morlark: /* Building */ Capitalisation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
[[Image:Production_chain.gif|thumb|400px|'''Production chain for all workshops'''.&amp;lt;br /&amp;gt; Simplified or out of date - many arrows missing!&amp;lt;br /&amp;gt;''(Click to enlarge)'']]&lt;br /&gt;
'''Workshops''' are where materials are processed by dwarves into more valuable or useful items.  Anything that is created, refined, cooked, altered, or decorated, or generally &amp;quot;produced&amp;quot; is processed at a workshop.  There are many different types of workshops, for different purposes and different finished products.  Just as they have specific products associated with them, they have specific [[40d:labor|labor]]s that are required by dwarves who build them or work there, and dwarfs with more of the appropriate [[40d:skill|skill]] tend to produce higher [[40d:quality|quality]] objects*, and/or produce them faster.&lt;br /&gt;
&lt;br /&gt;
:''(* If the finished product has any quality modifiers - not all do.  Processed [[40d:milk|milk]] is just cheese, a stone [[40d:block|block]] is just a stone block, and a tanned [[40d:skin|hide]] is just [[40d:leather|leather]], etc.)''&lt;br /&gt;
&lt;br /&gt;
Almost all workshops measure 3 tiles square, 3x3, but a few are 5x5, or even a single tile.  &lt;br /&gt;
&lt;br /&gt;
'''Be Aware!''' - Most workshops have one or more  ''inaccessible tiles'' - locations within them that block movement over that one tile.  These are different with different workshops, are visible as ''dark'' green tiles when placing the workshop, and are also shown in the sidebar of every wiki article on any particular workshop.  You cannot &amp;quot;spin&amp;quot; a workshop - its orientation is fixed, every time the same.  Don't build a workshop to then realize that it blocks the only door in and out!  (If you do, you can use {{k|q}}, {{k|x}} and give the order to tear it down, recover the building material, and try a different plan.)&lt;br /&gt;
&lt;br /&gt;
A workshop's inaccessible tiles do ''not'' block fluids.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Building ==&lt;br /&gt;
&lt;br /&gt;
Most workshops are quick and easy to build, requiring only a single piece of [[40d:stone|stone]], [[40d:wood|wood]], or other common materials (although there are a few exceptions).  &lt;br /&gt;
&lt;br /&gt;
Workshops must be built on clear ground, by a dwarf with an appropriate* [[40d:labor|labor]] designated, and use (usually one) building material, which can be stone or ore, wood, or [[40d:block|block]]s of any kind.  Some workshops also require additional items, such as [[40d:barrel|barrel]]s or [[40d:bucket|bucket]]s.  &lt;br /&gt;
&lt;br /&gt;
:''(* The labor is listed once the workshop has been placed, and varies from workshop to workshop, but is usually related to what the workshop processes or produces. Use {{k|q}} to query the unbuilt shop and make sure at least one of your dwarves has that labor.)''&lt;br /&gt;
&lt;br /&gt;
To build a workshop, open the {{key|b}}uild menu and select {{key|w}}orkshop, then choose which workshop you would like to build and the materials you would like to use in its construction.  Your cursor will now change into a floor plan of the workshop. &lt;br /&gt;
&lt;br /&gt;
The menu will ask you to select them when you are placing the workshop, and you can choose specific items by hitting {{k|x}}.  Some workshops (ones that deal with fire) require [[40d:fire-safe|fire-safe]] building materials.  &lt;br /&gt;
&lt;br /&gt;
Attention: '''dark green locations in the plan will be impassable ''' in the completed workshop, while passable locations will be a bright green.  Plans cannot be rotated, so it is important to ensure that the impassable squares do not block a door or otherwise cut off access to the workshop. The [[40d:Jeweler's workshop|jeweler's workshop]] and [[40d:Bowyer's workshop|bowyer's workshop]] block off a whole side of the workshop, and ''many'' block off one or more corner doors. ''Look at diagram in the main article on a specific workshop before walling your dwarfs into a dead-end!''&lt;br /&gt;
&lt;br /&gt;
Once the plan has been placed in a satisfactory location, you must have a [[40d:dwarf|dwarf]] with the appropriate [[40d:labor|labor]] enabled to build the workshop ({{k|v}}iew dwarf-{{k|p}}references-{{k|l}}abors).  For instance, to build a a [[40d:carpenter's workshop|carpenter's workshop]], you must have a dwarf with the &amp;quot;[[40d:Carpentry|Carpentry]]&amp;quot; labor enabled.  Some workshops (such as the [[40d:Furnace|furnaces]]) must first be designed by a dwarf with the [[40d:architecture|architecture]] labor enabled.  To see what labor is needed to build a particular workshop, press {{key|q}} and move the cursor over its floor plan.&lt;br /&gt;
&lt;br /&gt;
When performing the actual construction, a dwarf must first clean the area of loose rock and other items lying on the ground by moving them to neighboring, non-diagonal squares.  Items already claimed by other tasks (such as &amp;quot;Bring Item to Stockpile&amp;quot; cannot be moved and will cause the dwarf to suspend construction of the workshop. If this happens, you will need to wait until the interfering tasks are finished (for instance, rock has been cleared away to a stockpile), and then manually un-suspend construction with the {{key|q}} menu. The dwarf will also suspend the construction when he can't find a proper neighboring square to move the items to. This is usually caused by active construction sites on neighboring tiles.&lt;br /&gt;
&lt;br /&gt;
Workshops can be quickly and easily be torn down ({{k|q}}, {{k|x}}) and all building material and items recovered.&lt;br /&gt;
&lt;br /&gt;
== Use==&lt;br /&gt;
&lt;br /&gt;
Once a workshop has been constructed, you will need to assign a queue of tasks at which the dwarves with that workshop's skill will henceforth toil.  To edit the queue, hit {{key|q}} and move the cursor over the workshop.  Jobs are completed in order from top to bottom; a job set to 'repeat' will be labeled {{Raw Tile|R|#0FF|#000}} in the list, and will be be sent back to the bottom after it is done.  This allows you to set a workshop to do a series of tasks repeatedly.  The job labeled {{Raw Tile|A|#0F0|#000}}, if any, is the currently active project. Any jobs which have been manually suspended will be labeled {{Raw Tile|S|#F00|#000}}.&lt;br /&gt;
&lt;br /&gt;
Alternatively, the [[40d:manager|manager]] can assign jobs to workshops. This is a more efficient way of allocating jobs when the fortress becomes larger.&lt;br /&gt;
&lt;br /&gt;
Most jobs require materials. Any dwarf that starts a job in a workshop will automatically retrieve the necessary materials from the appropriate source (even if they don't have the appropriate [[40d:hauling|hauling]] job set). Dwarves work more efficiently if the materials for their workshop are [[40d:stockpile|stockpile]]d nearby.&lt;br /&gt;
&lt;br /&gt;
Beware of workshop '''[[40d:clutter|clutter]]'''! Dwarves will ''not'' automatically haul things away from workshops once the job is completed. Note that there is no way to notice a cluttered workshop without looking specifically inside the workshop ({{key|t}} or {{key|q}}) until a cloud of [[40d:miasma|miasma]] erupts from your [[40d:kitchen|kitchen]].&lt;br /&gt;
&lt;br /&gt;
==Profiles==&lt;br /&gt;
&lt;br /&gt;
Once you have assigned a manager, each workshop will have a profile menu ({{key|q}}-{{key|P}}) which allows you to specify which dwarves are allowed to use the workshop (either by name or by a range of [[40d:skill|skill]]s).  [[40d:Lever|Lever]]s have identical profiles, allowing you to choose a specific dwarf to respond to an order to &amp;quot;Pull this Lever&amp;quot;, which can be handy for a variety of purposes.&lt;br /&gt;
&lt;br /&gt;
== Variations==&lt;br /&gt;
&lt;br /&gt;
The workshops used in the game include the following:{{Workshops}}&lt;br /&gt;
&lt;br /&gt;
* [[40d:Alchemist's laboratory|Alchemist's laboratory]]: Used to make [[40d:soap|soap]].&lt;br /&gt;
* [[40d:Ashery|Ashery]]: Used to make [[40d:lye|lye]] and [[40d:potash|potash]].&lt;br /&gt;
* [[40d:Bowyer's workshop|Bowyer's workshop]]: Used to make [[40d:bone|bone]] or wooden [[40d:crossbow|crossbow]]s.&lt;br /&gt;
* [[40d:Butcher's shop|Butcher's shop]]: Used to turn some corpses and [[40d:animals|livestock]] into [[40d:meat|meat]] and usable materials.&lt;br /&gt;
* [[40d:Carpenter's workshop|Carpenter's workshop]]: Used to make [[40d:furniture|furniture]] from [[40d:wood|wood]]. Also some [[40d:trap|trap]] components. &lt;br /&gt;
* [[40d:Clothier's shop|Clothier's shop]]: Used to make numerous items from [[40d:cloth|cloth]].&lt;br /&gt;
* [[40d:Craftsdwarf's workshop|Craftsdwarf's workshop]]: Used to make a [[40d:crafts|number of items]] from a plethora of materials for trading purposes. Also useful to make [[40d:bolts|bolts]] cheaply from bone and wood.&lt;br /&gt;
* [[40d:Dyer's shop|Dyer's shop]]: Used to [[40d:dye|dye]] [[40d:cloth|cloth]] or [[40d:thread|thread]].&lt;br /&gt;
* [[40d:Farmer's workshop|Farmer's workshop]]: Used to make [[40d:thread|thread]], [[40d:milk|milk]], [[40d:syrup|syrup]], and [[40d:quarry bush|leaves]].&lt;br /&gt;
* [[40d:Fishery|Fishery]]: Used to process raw [[40d:fish|fish]] and make them edible.&lt;br /&gt;
* [[40d:Jeweler's workshop|Jeweler's workshop]]: Used to cut and encrust with [[40d:gems|gems]].&lt;br /&gt;
* [[40d:Kitchen|Kitchen]]: Used to cook [[40d:food|food]] to decrease needed storage space, and expand the types of edible food.&lt;br /&gt;
* [[40d:Leather works|Leather works]]: Used to make [[40d:leather|leather]] into [[40d:armor|armor]], [[40d:clothes|clothes]] and other items, like [[40d:container|container]]s.&lt;br /&gt;
* [[40d:Loom|Loom]]: Used to make [[40d:cloth|cloth]] from [[40d:thread|thread]].&lt;br /&gt;
* [[40d:Mason's workshop|Mason's workshop]]: Used to make [[40d:furniture|furniture]] from [[40d:stone|stone]].&lt;br /&gt;
* [[40d:Mechanic's workshop|Mechanic's workshop]]: Used only to make [[40d:mechanism|mechanism]]s from [[40d:stone|stone]].&lt;br /&gt;
* [[40d:Metalsmith's forge|Metalsmith's forge]]: Used to make a plethora of items from trading items to [[40d:furniture|furniture]] and [[40d:trap|trap]] components from [[40d:metal|metal]] [[40d:bar|bar]]s and [[40d:fuel|fuel]]. &lt;br /&gt;
** [[40d:Magma forge|Magma forge]]: Same as above, but with no [[40d:fuel|fuel]] consumption (except for the [[40d:steel|steel]] industry).&lt;br /&gt;
* [[40d:Millstone|Millstone]]: Used to make [[40d:dye|dye]], [[40d:flour|flour]], and [[40d:sugar|sugar]].&lt;br /&gt;
** [[40d:Quern|Quern]]: Same as above, but with muscle power instead of water- or [[40d:windmill|windmill]]&lt;br /&gt;
* [[40d:Siege workshop|Siege workshop]]: Used to make [[40d:ballista|ballista]] arrows and [[40d:catapult|catapult]] and ballista parts.&lt;br /&gt;
* [[40d:Still|Still]]: Used to make [[40d:alcohol|alcohol]] drinks from [[40d:plants|plants]].&lt;br /&gt;
* [[40d:Tanner's shop|Tanner's shop]]: Used to tan [[40d:raw hide|raw hide]]s into [[40d:leather|leather]].&lt;br /&gt;
&lt;br /&gt;
=== Furnaces &amp;amp; Forges===&lt;br /&gt;
&lt;br /&gt;
Furnaces and forges are essentially workshops, except that they need some form of [[40d:fuel|fuel]] ([[40d:charcoal|charcoal]] or [[40d:coke|coke]]) or [[40d:magma|magma]]) to operate.  Furnaces transform raw material ([[40d:wood|wood]], [[40d:ore|ore]] or [[40d:sand|sand]]) to either a [[40d:bar|bar]] or [[40d:block|block]] (of [[40d:glass|glass]], [[40d:metal|metal]], [[40d:fuel|fuel]], [[40d:ash|ash]] or [[40d:potash|potash]]). Forges turn metal bars into metal products, such as [[40d:weapons|weapons]], [[40d:armour|armour]], [[40d:furniture|furniture]] or [[40d:craft|craft]]s.  To build a furnace, open the {{key|b}}uild menu and select {{key|e}}.  Forges are under the normal workshop menu.&lt;br /&gt;
&lt;br /&gt;
Furnaces must be built from [[40d:fire-safe|fire-safe]] material, usually stone or stone blocks.&lt;br /&gt;
&lt;br /&gt;
* [[40d:Glass furnace|Glass furnace]]: Used to make [[40d:glass|glass]] items from [[40d:sand|sand]] and [[40d:fuel|fuel]].&lt;br /&gt;
** [[40d:Magma glass furnace|Magma glass furnace]]: Same as above, but without the [[40d:fuel|fuel]] consumption.*&lt;br /&gt;
* [[40d:Kiln|Kiln]]: Used to make [[40d:pearlash|pearlash]] from [[40d:potash|potash]] and [[40d:fuel|fuel]].&lt;br /&gt;
** [[40d:Magma kiln|Magma kiln]]: Same as above, but without [[40d:fuel|fuel]] consumption.*&lt;br /&gt;
* [[40d:Smelter|Smelter]]: Used to make [[40d:metal|metal]] [[40d:bar|bar]]s from [[40d:ore|ore]], and smelt [[40d:coke|coke]], which is [[40d:fuel|fuel]].&lt;br /&gt;
** [[40d:Magma smelter|Magma smelter]]: Same as above, but without [[40d:fuel|fuel]] consumption.* (However, see [[40d:smelting|smelting]] [[40d:pig iron|pig iron]] &amp;amp; [[40d:steel|steel]])&lt;br /&gt;
* [[40d:Wood furnace|Wood furnace]]: Used to make [[40d:charcoal|charcoal]], which is [[40d:fuel|fuel]], from [[40d:wood|wood]]&lt;br /&gt;
&lt;br /&gt;
:''(* Conventional fuels cannot be used at a magma version of a furnace or forge if it loses its magma source.)''&lt;br /&gt;
&lt;br /&gt;
==Workshop Design==&lt;br /&gt;
Since workshops are where much of your fortress's day to day work happens, it is important to plan them as carefully as you do your [[40d:Bedroom Design|bedrooms]].  Workshop designs have a couple key considerations:&lt;br /&gt;
* Workshops should be as close as possible to the raw materials needed to do their job. The only dwarf who hauls the needed materials into the workshop is the one who works in it. Placing a [[40d:stockpile|stockpile]] with the corresponding materials right next to the workshop will save the precious time of your craftsdwarf by leaving the tedious material transportation to less qualified laborers.&lt;br /&gt;
* There should be room to put in duplicate workshops, to accommodate spikes in demand for things like beds and barrels (carpentry) or stone furniture (masons). Workshop construction and deconstruction is cheap and quick in most cases, so do not hesitate do create and remove temporary workshops when the need arises.&lt;br /&gt;
* Certain (but not all) workshops should be lockable by forbidding the [[40d:door|door]]s that lead into them.  This is important for making sure that specific material can be forced to be used for specific production orders ([[40d:bauxite|bauxite]] [[40d:mechanisms|mechanisms]] for example, or [[40d:native aluminum|native aluminum]] furniture for your nobles), or that the desired items get decorated with exactly what you want (you don't want rubies on a -mudstone table- while you have a ☼[[40d:platinum|platinum]] statue☼ around). Also for locking away a dangerous dwarf in a failing [[40d:strange mood|strange mood]] so they won't hurt a useful worker.  Not all workshops are subject to being claimed by [[40d:mood|mood]]y dwarfs, and not all workshops need be concerned with specific items - a [[40d:farmer's workshop|farmer's workshop]], for instance, in both cases.&lt;br /&gt;
* The design should be expandable.  There will ALWAYS be another specialty workshop you'd find useful, whether it be a single-task, lockable Jeweler, a Legendary-only Carpenter's Workshop for beds, a floor of Dabbling to Proficient-only Masonry workshops for a [[40d:Military#Cross-training_.28starting_a_Reserves_program.29|reserves program]], the list goes on.  Never assume you'll never need another workshop.  You'll always find SOMETHING.&lt;br /&gt;
* The design should have good traffic throughput.  Workshop complexes are pretty high-traffic areas, so you'll need to keep this in mind.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A couple things that may seem like big deals, but really aren't:&lt;br /&gt;
* Being close to where the finished good will go.  You will definitely need to think of where your chairs, tables, prepared meals, and the like will go after they're done being made, but an average fortress has a lot of spare labor and untrained peasants that are qualified for little more than hauling finished goods.  Don't be afraid of putting the prepared food and booze larder 100 steps away from the kitchen and still; just turn off food hauling on your cooks and let the peasants handle it.&lt;br /&gt;
* Setting up resource stockpiles somewhat near where the resource is produced.  Again, the peasants will handle this.&lt;br /&gt;
&lt;br /&gt;
Specific design ideas are at [[40d:Design_strategies#Workshop_Logistics|Design Strategies]].&lt;br /&gt;
&lt;br /&gt;
==== Isolating workshops &amp;amp; furnaces ====&lt;br /&gt;
&lt;br /&gt;
As touched on above, some workshops should be lockable, with [[40d:door|door]]s (or [[40d:hatch|hatch]]es) that can be sealed to keep dwarfs in or out, as the need arises.  This &amp;quot;need&amp;quot; could be a mood, the desire to work specific items, or simply forcing a specific dwarf to have no other option but to do the work you desire from them.  Some other workshops are prone to causing [[40d:miasma|miasma]], and steps should be taken to prevent that from spreading to your fortress in general.  Still others never attract miasma-causing items, are never be claimed by a [[40d:mood|mood]]y dwarf, and rarely invite specialized materials (or at least materials that can be easily stockpiled inside a lockable room. &lt;br /&gt;
&lt;br /&gt;
The two ways to stop miasma are to build the workshop above-ground, or have all access via diagonal entries, with or without doors.  [[40d:Orthogonal|Orthogonal]]ly designed entrances with doors can still let miasma waft out as a dwarf enters or leaves.&lt;br /&gt;
&lt;br /&gt;
When designing a room to be locked, it's important that the doors do not isolate other, active workshops or parts of the fortress.  Some players build mood-able workshops out in the open, but leave enough room to [[40d:construction|construct]] a [[40d:wall|wall]] around them should the need arise - there's certainly enough time.&lt;br /&gt;
&lt;br /&gt;
:''Only your own playstyle will determine where and how you want to build your workshops, and which to build with existing walls and which to stand free, but these are some rough guidelines:''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:::::{| border = 1 cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; &lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|'''[[40d:Mood#Skills_and_workshops|Moodable]]'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|'''[[40d:Miasma|Miasma]]-prone'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|'''&amp;quot;Open&amp;quot; &amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;'''&lt;br /&gt;
|-&lt;br /&gt;
| [[40d:Bowyer's workshop|Bowyer's workshop]]&amp;lt;br /&amp;gt;[[40d:Carpenter's workshop|Carpenter's workshop]]&amp;lt;br /&amp;gt;[[40d:Clothier's shop|Clothier's shop]]&amp;lt;br /&amp;gt;[[40d:Craftsdwarf's workshop|Craftsdwarf's workshop]] &amp;lt;br /&amp;gt;[[40d:Glass furnace|Glass furnace]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&amp;lt;br /&amp;gt;[[40d:Jeweler's workshop|Jeweler's workshop]]&amp;lt;br /&amp;gt;[[40d:Leatherworks|Leatherworks]]&amp;lt;br /&amp;gt;[[40d:Mason's workshop|Mason's workshop]]&amp;lt;br /&amp;gt;[[40d:Mechanic's workshop|Mechanic's workshop]]&amp;lt;br /&amp;gt;[[40d:Metalsmith's forge|Metalsmith's forge]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&amp;lt;br /&amp;gt;[[40d:Tanner's shop|Tanner's shop]] || [[40d:Alchemist's laboratory|Alchemist's laboratory]]&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&amp;lt;br /&amp;gt;[[40d:Butcher's shop|Butcher's shop]]&amp;lt;br /&amp;gt;[[40d:Farmer's workshop|Farmer's workshop]]&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&amp;lt;br /&amp;gt;[[40d:Fishery|Fishery]]&amp;lt;br /&amp;gt;[[40d:Kitchen|Kitchen]]&amp;lt;br /&amp;gt;[[40d:Millstone|Millstone]]&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&amp;lt;br /&amp;gt;[[40d:Quern|Quern]]&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&amp;lt;br /&amp;gt;[[40d:Still|Still]]&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&amp;lt;br /&amp;gt;[[40d:Tanner's shop|Tanner's shop]] || [[40d:Alchemist's laboratory|Alchemist's laboratory]]&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&amp;lt;br /&amp;gt; [[40d:Ashery|Ashery]]&amp;lt;br /&amp;gt; [[40d:Dyer's shop|Dyer's shop]]&amp;lt;br /&amp;gt; [[40d:Farmer's workshop|Farmer's workshop]]&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&amp;lt;br /&amp;gt;[[40d:Jeweler's workshop|Jeweler's workshop]]&amp;lt;br /&amp;gt; [[40d:Kennel|Kennel]]&amp;lt;br /&amp;gt;[[40d:Kiln|Kiln]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&amp;lt;br /&amp;gt;[[40d:Loom|Loom]]&amp;lt;br /&amp;gt;[[40d:Millstone|Millstone]]&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&amp;lt;br /&amp;gt;[[40d:Quern|Quern]]&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&amp;lt;br /&amp;gt;[[40d:Siege workshop|Siege workshop]]&amp;lt;br /&amp;gt;[[40d:Smelter|Smelter]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&amp;lt;br /&amp;gt;[[40d:Still|Still]]&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&amp;lt;br /&amp;gt;[[40d:Trade Depot|Trade Depot]]&amp;lt;br /&amp;gt;[[40d:Wood furnace|Wood furnace]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
:1) Or the magma versions.&lt;br /&gt;
:2) These are low risk for miasma, but not zero.  [[40d:chunks|Waste]] from [[40d:butcher|butcher]]ing is the worst culprit, raw skins and unhauled [[40d:prepared meal|prepared meal]]s are also common causes. Raw plants can certainly rot, but are slower to do so, so it would require that a project be started, abandoned (with the plant item left in the workshop), and then not cleaned up for the weeks it takes for plants or tallow to eventually rot.  So it is uncommon but not impossible for these to produce miasma unless occasionally serviced by haulers.&lt;br /&gt;
:3) There is no need for walls except to force the use of specific materials, or for personal preference.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
:*[[40d:Noise|Noise]]&lt;br /&gt;
:*[[40d:Labor|Labor]]&lt;br /&gt;
&lt;br /&gt;
[[40d:Category:Workshops|Category:Workshops]]&lt;/div&gt;</summary>
		<author><name>Morlark</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Workshop&amp;diff=85629</id>
		<title>40d:Workshop</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Workshop&amp;diff=85629"/>
		<updated>2010-04-06T22:01:23Z</updated>

		<summary type="html">&lt;p&gt;Morlark: Un-redlinking&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
[[Image:Production_chain.gif|thumb|400px|'''Production chain for all workshops'''.&amp;lt;br /&amp;gt; Simplified or out of date - many arrows missing!&amp;lt;br /&amp;gt;''(Click to enlarge)'']]&lt;br /&gt;
'''Workshops''' are where materials are processed by dwarves into more valuable or useful items.  Anything that is created, refined, cooked, altered, or decorated, or generally &amp;quot;produced&amp;quot; is processed at a workshop.  There are many different types of workshops, for different purposes and different finished products.  Just as they have specific products associated with them, they have specific [[40d:labor|labor]]s that are required by dwarves who build them or work there, and dwarfs with more of the appropriate [[40d:skill|skill]] tend to produce higher [[40d:quality|quality]] objects*, and/or produce them faster.&lt;br /&gt;
&lt;br /&gt;
:''(* If the finished product has any quality modifiers - not all do.  Processed [[40d:milk|milk]] is just cheese, a stone [[40d:block|block]] is just a stone block, and a tanned [[40d:skin|hide]] is just [[40d:leather|leather]], etc.)''&lt;br /&gt;
&lt;br /&gt;
Almost all workshops measure 3 tiles square, 3x3, but a few are 5x5, or even a single tile.  &lt;br /&gt;
&lt;br /&gt;
'''Be Aware!''' - Most workshops have one or more  ''inaccessible tiles'' - locations within them that block movement over that one tile.  These are different with different workshops, are visible as ''dark'' green tiles when placing the workshop, and are also shown in the sidebar of every wiki article on any particular workshop.  You cannot &amp;quot;spin&amp;quot; a workshop - its orientation is fixed, every time the same.  Don't build a workshop to then realize that it blocks the only door in and out!  (If you do, you can use {{k|q}}, {{k|x}} and give the order to tear it down, recover the building material, and try a different plan.)&lt;br /&gt;
&lt;br /&gt;
A workshop's inaccessible tiles do ''not'' block fluids.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Building ==&lt;br /&gt;
&lt;br /&gt;
Most workshops are quick and easy to build, requiring only a single piece of [[40d:stone|stone]], [[40d:wood|wood]], or other common materials (although there are a few exceptions).  &lt;br /&gt;
&lt;br /&gt;
Workshops must be built on clear ground, by a dwarf with an appropriate* [[40d:labor|labor]] designated, and use (usually one) building material, which can be stone or ore, wood, or [[40d:block|block]]s of any kind.  Some workshops also require additional items, such as [[40d:barrel|barrel]]s or [[40d:bucket|bucket]]s.  &lt;br /&gt;
&lt;br /&gt;
:''(* The labor is listed once the workshop has been placed, and varies from workshop to workshop, but is usually related to what the workshop processes or produces. Use {{k|q}} to query the unbuilt shop and make sure at least one of your dwarves has that labor.)''&lt;br /&gt;
&lt;br /&gt;
To build a workshop, open the {{key|b}}uild menu and select {{key|w}}orkshop, then choose which workshop you would like to build and the materials you would like to use in its construction.  Your cursor will now change into a floor plan of the workshop. &lt;br /&gt;
&lt;br /&gt;
The menu will ask you to select them when you are placing the workshop, and you can choose specific items by hitting {{k|x}}.  Some workshops (ones that deal with fire) require [[40d:fire-safe|fire-safe]] building materials.  &lt;br /&gt;
&lt;br /&gt;
Attention: '''dark green locations in the plan will be impassable ''' in the completed workshop, while passable locations will be a bright green.  Plans cannot be rotated, so it is important to ensure that the impassable squares do not block a door or otherwise cut off access to the workshop. The [[40d:Jeweler's workshop|Jeweler's workshop]] and [[40d:Bowyer's workshop|Bowyer's workshop]] block off a whole side of the workshop, and ''many'' block off one or more corner doors. ''Look at diagram in the main article on a specific workshop before walling your dwarfs into a dead-end!''&lt;br /&gt;
&lt;br /&gt;
Once the plan has been placed in a satisfactory location, you must have a [[40d:dwarf|dwarf]] with the appropriate [[40d:labor|labor]] enabled to build the workshop ({{k|v}}iew dwarf-{{k|p}}references-{{k|l}}abors).  For instance, to build a a [[40d:carpenter's workshop|carpenter's workshop]], you must have a dwarf with the &amp;quot;[[40d:Carpentry|Carpentry]]&amp;quot; labor enabled.  Some workshops (such as the [[40d:Furnace|furnaces]]) must first be designed by a dwarf with the [[40d:architecture|architecture]] labor enabled.  To see what labor is needed to build a particular workshop, press {{key|q}} and move the cursor over its floor plan.&lt;br /&gt;
&lt;br /&gt;
When performing the actual construction, a dwarf must first clean the area of loose rock and other items lying on the ground by moving them to neighboring, non-diagonal squares.  Items already claimed by other tasks (such as &amp;quot;Bring Item to Stockpile&amp;quot; cannot be moved and will cause the dwarf to suspend construction of the workshop. If this happens, you will need to wait until the interfering tasks are finished (for instance, rock has been cleared away to a stockpile), and then manually un-suspend construction with the {{key|q}} menu. The dwarf will also suspend the construction when he can't find a proper neighboring square to move the items to. This is usually caused by active construction sites on neighboring tiles.&lt;br /&gt;
&lt;br /&gt;
Workshops can be quickly and easily be torn down ({{k|q}}, {{k|x}}) and all building material and items recovered.&lt;br /&gt;
&lt;br /&gt;
== Use==&lt;br /&gt;
&lt;br /&gt;
Once a workshop has been constructed, you will need to assign a queue of tasks at which the dwarves with that workshop's skill will henceforth toil.  To edit the queue, hit {{key|q}} and move the cursor over the workshop.  Jobs are completed in order from top to bottom; a job set to 'repeat' will be labeled {{Raw Tile|R|#0FF|#000}} in the list, and will be be sent back to the bottom after it is done.  This allows you to set a workshop to do a series of tasks repeatedly.  The job labeled {{Raw Tile|A|#0F0|#000}}, if any, is the currently active project. Any jobs which have been manually suspended will be labeled {{Raw Tile|S|#F00|#000}}.&lt;br /&gt;
&lt;br /&gt;
Alternatively, the [[40d:manager|manager]] can assign jobs to workshops. This is a more efficient way of allocating jobs when the fortress becomes larger.&lt;br /&gt;
&lt;br /&gt;
Most jobs require materials. Any dwarf that starts a job in a workshop will automatically retrieve the necessary materials from the appropriate source (even if they don't have the appropriate [[40d:hauling|hauling]] job set). Dwarves work more efficiently if the materials for their workshop are [[40d:stockpile|stockpile]]d nearby.&lt;br /&gt;
&lt;br /&gt;
Beware of workshop '''[[40d:clutter|clutter]]'''! Dwarves will ''not'' automatically haul things away from workshops once the job is completed. Note that there is no way to notice a cluttered workshop without looking specifically inside the workshop ({{key|t}} or {{key|q}}) until a cloud of [[40d:miasma|miasma]] erupts from your [[40d:kitchen|kitchen]].&lt;br /&gt;
&lt;br /&gt;
==Profiles==&lt;br /&gt;
&lt;br /&gt;
Once you have assigned a manager, each workshop will have a profile menu ({{key|q}}-{{key|P}}) which allows you to specify which dwarves are allowed to use the workshop (either by name or by a range of [[40d:skill|skill]]s).  [[40d:Lever|Lever]]s have identical profiles, allowing you to choose a specific dwarf to respond to an order to &amp;quot;Pull this Lever&amp;quot;, which can be handy for a variety of purposes.&lt;br /&gt;
&lt;br /&gt;
== Variations==&lt;br /&gt;
&lt;br /&gt;
The workshops used in the game include the following:{{Workshops}}&lt;br /&gt;
&lt;br /&gt;
* [[40d:Alchemist's laboratory|Alchemist's laboratory]]: Used to make [[40d:soap|soap]].&lt;br /&gt;
* [[40d:Ashery|Ashery]]: Used to make [[40d:lye|lye]] and [[40d:potash|potash]].&lt;br /&gt;
* [[40d:Bowyer's workshop|Bowyer's workshop]]: Used to make [[40d:bone|bone]] or wooden [[40d:crossbow|crossbow]]s.&lt;br /&gt;
* [[40d:Butcher's shop|Butcher's shop]]: Used to turn some corpses and [[40d:animals|livestock]] into [[40d:meat|meat]] and usable materials.&lt;br /&gt;
* [[40d:Carpenter's workshop|Carpenter's workshop]]: Used to make [[40d:furniture|furniture]] from [[40d:wood|wood]]. Also some [[40d:trap|trap]] components. &lt;br /&gt;
* [[40d:Clothier's shop|Clothier's shop]]: Used to make numerous items from [[40d:cloth|cloth]].&lt;br /&gt;
* [[40d:Craftsdwarf's workshop|Craftsdwarf's workshop]]: Used to make a [[40d:crafts|number of items]] from a plethora of materials for trading purposes. Also useful to make [[40d:bolts|bolts]] cheaply from bone and wood.&lt;br /&gt;
* [[40d:Dyer's shop|Dyer's shop]]: Used to [[40d:dye|dye]] [[40d:cloth|cloth]] or [[40d:thread|thread]].&lt;br /&gt;
* [[40d:Farmer's workshop|Farmer's workshop]]: Used to make [[40d:thread|thread]], [[40d:milk|milk]], [[40d:syrup|syrup]], and [[40d:quarry bush|leaves]].&lt;br /&gt;
* [[40d:Fishery|Fishery]]: Used to process raw [[40d:fish|fish]] and make them edible.&lt;br /&gt;
* [[40d:Jeweler's workshop|Jeweler's workshop]]: Used to cut and encrust with [[40d:gems|gems]].&lt;br /&gt;
* [[40d:Kitchen|Kitchen]]: Used to cook [[40d:food|food]] to decrease needed storage space, and expand the types of edible food.&lt;br /&gt;
* [[40d:Leather works|Leather works]]: Used to make [[40d:leather|leather]] into [[40d:armor|armor]], [[40d:clothes|clothes]] and other items, like [[40d:container|container]]s.&lt;br /&gt;
* [[40d:Loom|Loom]]: Used to make [[40d:cloth|cloth]] from [[40d:thread|thread]].&lt;br /&gt;
* [[40d:Mason's workshop|Mason's workshop]]: Used to make [[40d:furniture|furniture]] from [[40d:stone|stone]].&lt;br /&gt;
* [[40d:Mechanic's workshop|Mechanic's workshop]]: Used only to make [[40d:mechanism|mechanism]]s from [[40d:stone|stone]].&lt;br /&gt;
* [[40d:Metalsmith's forge|Metalsmith's forge]]: Used to make a plethora of items from trading items to [[40d:furniture|furniture]] and [[40d:trap|trap]] components from [[40d:metal|metal]] [[40d:bar|bar]]s and [[40d:fuel|fuel]]. &lt;br /&gt;
** [[40d:Magma forge|Magma forge]]: Same as above, but with no [[40d:fuel|fuel]] consumption (except for the [[40d:steel|steel]] industry).&lt;br /&gt;
* [[40d:Millstone|Millstone]]: Used to make [[40d:dye|dye]], [[40d:flour|flour]], and [[40d:sugar|sugar]].&lt;br /&gt;
** [[40d:Quern|Quern]]: Same as above, but with muscle power instead of water- or [[40d:windmill|windmill]]&lt;br /&gt;
* [[40d:Siege workshop|Siege workshop]]: Used to make [[40d:ballista|ballista]] arrows and [[40d:catapult|catapult]] and ballista parts.&lt;br /&gt;
* [[40d:Still|Still]]: Used to make [[40d:alcohol|alcohol]] drinks from [[40d:plants|plants]].&lt;br /&gt;
* [[40d:Tanner's shop|Tanner's shop]]: Used to tan [[40d:raw hide|raw hide]]s into [[40d:leather|leather]].&lt;br /&gt;
&lt;br /&gt;
=== Furnaces &amp;amp; Forges===&lt;br /&gt;
&lt;br /&gt;
Furnaces and forges are essentially workshops, except that they need some form of [[40d:fuel|fuel]] ([[40d:charcoal|charcoal]] or [[40d:coke|coke]]) or [[40d:magma|magma]]) to operate.  Furnaces transform raw material ([[40d:wood|wood]], [[40d:ore|ore]] or [[40d:sand|sand]]) to either a [[40d:bar|bar]] or [[40d:block|block]] (of [[40d:glass|glass]], [[40d:metal|metal]], [[40d:fuel|fuel]], [[40d:ash|ash]] or [[40d:potash|potash]]). Forges turn metal bars into metal products, such as [[40d:weapons|weapons]], [[40d:armour|armour]], [[40d:furniture|furniture]] or [[40d:craft|craft]]s.  To build a furnace, open the {{key|b}}uild menu and select {{key|e}}.  Forges are under the normal workshop menu.&lt;br /&gt;
&lt;br /&gt;
Furnaces must be built from [[40d:fire-safe|fire-safe]] material, usually stone or stone blocks.&lt;br /&gt;
&lt;br /&gt;
* [[40d:Glass furnace|Glass furnace]]: Used to make [[40d:glass|glass]] items from [[40d:sand|sand]] and [[40d:fuel|fuel]].&lt;br /&gt;
** [[40d:Magma glass furnace|Magma glass furnace]]: Same as above, but without the [[40d:fuel|fuel]] consumption.*&lt;br /&gt;
* [[40d:Kiln|Kiln]]: Used to make [[40d:pearlash|pearlash]] from [[40d:potash|potash]] and [[40d:fuel|fuel]].&lt;br /&gt;
** [[40d:Magma kiln|Magma kiln]]: Same as above, but without [[40d:fuel|fuel]] consumption.*&lt;br /&gt;
* [[40d:Smelter|Smelter]]: Used to make [[40d:metal|metal]] [[40d:bar|bar]]s from [[40d:ore|ore]], and smelt [[40d:coke|coke]], which is [[40d:fuel|fuel]].&lt;br /&gt;
** [[40d:Magma smelter|Magma smelter]]: Same as above, but without [[40d:fuel|fuel]] consumption.* (However, see [[40d:smelting|smelting]] [[40d:pig iron|pig iron]] &amp;amp; [[40d:steel|steel]])&lt;br /&gt;
* [[40d:Wood furnace|Wood furnace]]: Used to make [[40d:charcoal|charcoal]], which is [[40d:fuel|fuel]], from [[40d:wood|wood]]&lt;br /&gt;
&lt;br /&gt;
:''(* Conventional fuels cannot be used at a magma version of a furnace or forge if it loses its magma source.)''&lt;br /&gt;
&lt;br /&gt;
==Workshop Design==&lt;br /&gt;
Since workshops are where much of your fortress's day to day work happens, it is important to plan them as carefully as you do your [[40d:Bedroom Design|bedrooms]].  Workshop designs have a couple key considerations:&lt;br /&gt;
* Workshops should be as close as possible to the raw materials needed to do their job. The only dwarf who hauls the needed materials into the workshop is the one who works in it. Placing a [[40d:stockpile|stockpile]] with the corresponding materials right next to the workshop will save the precious time of your craftsdwarf by leaving the tedious material transportation to less qualified laborers.&lt;br /&gt;
* There should be room to put in duplicate workshops, to accommodate spikes in demand for things like beds and barrels (carpentry) or stone furniture (masons). Workshop construction and deconstruction is cheap and quick in most cases, so do not hesitate do create and remove temporary workshops when the need arises.&lt;br /&gt;
* Certain (but not all) workshops should be lockable by forbidding the [[40d:door|door]]s that lead into them.  This is important for making sure that specific material can be forced to be used for specific production orders ([[40d:bauxite|bauxite]] [[40d:mechanisms|mechanisms]] for example, or [[40d:native aluminum|native aluminum]] furniture for your nobles), or that the desired items get decorated with exactly what you want (you don't want rubies on a -mudstone table- while you have a ☼[[40d:platinum|platinum]] statue☼ around). Also for locking away a dangerous dwarf in a failing [[40d:strange mood|strange mood]] so they won't hurt a useful worker.  Not all workshops are subject to being claimed by [[40d:mood|mood]]y dwarfs, and not all workshops need be concerned with specific items - a [[40d:farmer's workshop|farmer's workshop]], for instance, in both cases.&lt;br /&gt;
* The design should be expandable.  There will ALWAYS be another specialty workshop you'd find useful, whether it be a single-task, lockable Jeweler, a Legendary-only Carpenter's Workshop for beds, a floor of Dabbling to Proficient-only Masonry workshops for a [[40d:Military#Cross-training_.28starting_a_Reserves_program.29|reserves program]], the list goes on.  Never assume you'll never need another workshop.  You'll always find SOMETHING.&lt;br /&gt;
* The design should have good traffic throughput.  Workshop complexes are pretty high-traffic areas, so you'll need to keep this in mind.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A couple things that may seem like big deals, but really aren't:&lt;br /&gt;
* Being close to where the finished good will go.  You will definitely need to think of where your chairs, tables, prepared meals, and the like will go after they're done being made, but an average fortress has a lot of spare labor and untrained peasants that are qualified for little more than hauling finished goods.  Don't be afraid of putting the prepared food and booze larder 100 steps away from the kitchen and still; just turn off food hauling on your cooks and let the peasants handle it.&lt;br /&gt;
* Setting up resource stockpiles somewhat near where the resource is produced.  Again, the peasants will handle this.&lt;br /&gt;
&lt;br /&gt;
Specific design ideas are at [[40d:Design_strategies#Workshop_Logistics|Design Strategies]].&lt;br /&gt;
&lt;br /&gt;
==== Isolating workshops &amp;amp; furnaces ====&lt;br /&gt;
&lt;br /&gt;
As touched on above, some workshops should be lockable, with [[40d:door|door]]s (or [[40d:hatch|hatch]]es) that can be sealed to keep dwarfs in or out, as the need arises.  This &amp;quot;need&amp;quot; could be a mood, the desire to work specific items, or simply forcing a specific dwarf to have no other option but to do the work you desire from them.  Some other workshops are prone to causing [[40d:miasma|miasma]], and steps should be taken to prevent that from spreading to your fortress in general.  Still others never attract miasma-causing items, are never be claimed by a [[40d:mood|mood]]y dwarf, and rarely invite specialized materials (or at least materials that can be easily stockpiled inside a lockable room. &lt;br /&gt;
&lt;br /&gt;
The two ways to stop miasma are to build the workshop above-ground, or have all access via diagonal entries, with or without doors.  [[40d:Orthogonal|Orthogonal]]ly designed entrances with doors can still let miasma waft out as a dwarf enters or leaves.&lt;br /&gt;
&lt;br /&gt;
When designing a room to be locked, it's important that the doors do not isolate other, active workshops or parts of the fortress.  Some players build mood-able workshops out in the open, but leave enough room to [[40d:construction|construct]] a [[40d:wall|wall]] around them should the need arise - there's certainly enough time.&lt;br /&gt;
&lt;br /&gt;
:''Only your own playstyle will determine where and how you want to build your workshops, and which to build with existing walls and which to stand free, but these are some rough guidelines:''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:::::{| border = 1 cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; &lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|'''[[40d:Mood#Skills_and_workshops|Moodable]]'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|'''[[40d:Miasma|Miasma]]-prone'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|'''&amp;quot;Open&amp;quot; &amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;'''&lt;br /&gt;
|-&lt;br /&gt;
| [[40d:Bowyer's workshop|Bowyer's workshop]]&amp;lt;br /&amp;gt;[[40d:Carpenter's workshop|Carpenter's workshop]]&amp;lt;br /&amp;gt;[[40d:Clothier's shop|Clothier's shop]]&amp;lt;br /&amp;gt;[[40d:Craftsdwarf's workshop|Craftsdwarf's workshop]] &amp;lt;br /&amp;gt;[[40d:Glass furnace|Glass furnace]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&amp;lt;br /&amp;gt;[[40d:Jeweler's workshop|Jeweler's workshop]]&amp;lt;br /&amp;gt;[[40d:Leatherworks|Leatherworks]]&amp;lt;br /&amp;gt;[[40d:Mason's workshop|Mason's workshop]]&amp;lt;br /&amp;gt;[[40d:Mechanic's workshop|Mechanic's workshop]]&amp;lt;br /&amp;gt;[[40d:Metalsmith's forge|Metalsmith's forge]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&amp;lt;br /&amp;gt;[[40d:Tanner's shop|Tanner's shop]] || [[40d:Alchemist's laboratory|Alchemist's laboratory]]&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&amp;lt;br /&amp;gt;[[40d:Butcher's shop|Butcher's shop]]&amp;lt;br /&amp;gt;[[40d:Farmer's workshop|Farmer's workshop]]&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&amp;lt;br /&amp;gt;[[40d:Fishery|Fishery]]&amp;lt;br /&amp;gt;[[40d:Kitchen|Kitchen]]&amp;lt;br /&amp;gt;[[40d:Millstone|Millstone]]&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&amp;lt;br /&amp;gt;[[40d:Quern|Quern]]&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&amp;lt;br /&amp;gt;[[40d:Still|Still]]&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&amp;lt;br /&amp;gt;[[40d:Tanner's shop|Tanner's shop]] || [[40d:Alchemist's laboratory|Alchemist's laboratory]]&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&amp;lt;br /&amp;gt; [[40d:Ashery|Ashery]]&amp;lt;br /&amp;gt; [[40d:Dyer's shop|Dyer's shop]]&amp;lt;br /&amp;gt; [[40d:Farmer's workshop|Farmer's workshop]]&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&amp;lt;br /&amp;gt;[[40d:Jeweler's workshop|Jeweler's workshop]]&amp;lt;br /&amp;gt; [[40d:Kennel|Kennel]]&amp;lt;br /&amp;gt;[[40d:Kiln|Kiln]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&amp;lt;br /&amp;gt;[[40d:Loom|Loom]]&amp;lt;br /&amp;gt;[[40d:Millstone|Millstone]]&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&amp;lt;br /&amp;gt;[[40d:Quern|Quern]]&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&amp;lt;br /&amp;gt;[[40d:Siege workshop|Siege workshop]]&amp;lt;br /&amp;gt;[[40d:Smelter|Smelter]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&amp;lt;br /&amp;gt;[[40d:Still|Still]]&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&amp;lt;br /&amp;gt;[[40d:Trade Depot|Trade Depot]]&amp;lt;br /&amp;gt;[[40d:Wood furnace|Wood furnace]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
:1) Or the magma versions.&lt;br /&gt;
:2) These are low risk for miasma, but not zero.  [[40d:chunks|Waste]] from [[40d:butcher|butcher]]ing is the worst culprit, raw skins and unhauled [[40d:prepared meal|prepared meal]]s are also common causes. Raw plants can certainly rot, but are slower to do so, so it would require that a project be started, abandoned (with the plant item left in the workshop), and then not cleaned up for the weeks it takes for plants or tallow to eventually rot.  So it is uncommon but not impossible for these to produce miasma unless occasionally serviced by haulers.&lt;br /&gt;
:3) There is no need for walls except to force the use of specific materials, or for personal preference.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
:*[[40d:Noise|Noise]]&lt;br /&gt;
:*[[40d:Labor|Labor]]&lt;br /&gt;
&lt;br /&gt;
[[40d:Category:Workshops|Category:Workshops]]&lt;/div&gt;</summary>
		<author><name>Morlark</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Woodworker&amp;diff=85628</id>
		<title>40d:Woodworker</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Woodworker&amp;diff=85628"/>
		<updated>2010-04-06T22:00:34Z</updated>

		<summary type="html">&lt;p&gt;Morlark: Un-redlinking&lt;/p&gt;
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'''Woodworker''' is a category profession for dwarves that work with wood, both harvesting and its subsequent processing into [[40d:furniture|furniture]] or other items.  Note that some wood-related skills, such as [[40d:wood burner|burning wood]] or [[40d:wood crafter|crafting]] it, fall under the [[40d:Farmer|Farmer]] or [[40d:Craftsdwarf|Craftsdwarf]] category of professions instead.&lt;br /&gt;
&lt;br /&gt;
An adult [[40d:dwarf|dwarf]] whose best [[40d:skill|skill]] is in this category, and who has accumulated ranks in one or more other woodworker skills (exactly how much is not clear) will be known as a &amp;quot;Woodworker&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Once he has achieved &amp;quot;grand master&amp;quot; skill in one of these skills, but not in the others, he will be known by this skill.&lt;br /&gt;
&lt;br /&gt;
If a dwarf has experience in only one woodworker skill he will be known by his or her highest skill.&lt;br /&gt;
&lt;br /&gt;
The woodworker skills are:&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|Woodworker|#ff2|#ff6|&lt;br /&gt;
* [[40d:Bowyer|Bowyer]]&lt;br /&gt;
* [[40d:Carpenter|Carpenter]]&lt;br /&gt;
* [[40d:Wood cutter|Wood cutter]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
:* [[40d:Skill#Professions.2C_colors.2C_.26_skill_categories|Skill categories]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Professions]]&lt;/div&gt;</summary>
		<author><name>Morlark</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Wood_cutter&amp;diff=85627</id>
		<title>40d:Wood cutter</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Wood_cutter&amp;diff=85627"/>
		<updated>2010-04-06T22:00:19Z</updated>

		<summary type="html">&lt;p&gt;Morlark: Un-redlinking&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Skill&lt;br /&gt;
| color      = rgb(255,255,0)&lt;br /&gt;
| skill      = Wood Cutter&lt;br /&gt;
| speciality = Woodcutter&lt;br /&gt;
| profession = [[40d:Woodworker|Woodworker]]&lt;br /&gt;
| job name   = Wood Cutting&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Chop down trees&lt;br /&gt;
}}&lt;br /&gt;
A '''wood cutter''' cuts down [[40d:tree|tree]]s to create [[40d:wood|wood]] logs.&lt;br /&gt;
&lt;br /&gt;
To employ a wood cutter, give him the [[40d:wood cutting|wood cutting]] [[40d:labor|labor]], and [[40d:Designations|designate]] some trees for logging using the keys {{key|d}}-{{key|t}}.  &lt;br /&gt;
&lt;br /&gt;
A wood cutter also requires an available [[40d:axe|axe]].  The quality or material of the axe has no effect on any aspect of woodcutting - a [[40d:quality|no-quality]] [[40d:copper|copper]] axe is the same as a [[40d:quality|masterwork]] [[40d:steel|steel]] or [[40d:adamantine|adamantine]] one.  (The same is not true for axes in [[40d:weapon|combat]].)&lt;br /&gt;
&lt;br /&gt;
This skill increases rapidly. With an ample supply of trees, a dedicated wood cutter who does not do his own wood [[40d:hauling|hauling]] can reach legendary status in well under a year, and can singlehandedly meet the lumber needs of most types of fortresses. A single [[40d:dwarf|dwarf]] can also function well as a dedicated wood cutter ''and'' [[40d:Plant gathering|plant gatherer]], provided that this dwarf is not your sole food provider.&lt;br /&gt;
&lt;br /&gt;
A dwarf cannot have both the [[40d:Mining|Mining]] and Wood Cutting labors enabled, as doing so would require them to dual-wield an axe and a pick. &lt;br /&gt;
&lt;br /&gt;
Woodcutters are working outdoors where they are in constant danger of being [[40d:ambush|ambush]]ed by invaders or attacked by wild animals (unless, of course, you are the proud owner of an [[40d:Tower-cap#Underground_tree_farm|underground tree farm]]), but they are also one of the few civilian professions which carry [[40d:weapons|weapons]] with them. Thus, it can be helpful to teach them how to use their axes to defend themselves (and others) properly by making them spend a few months as [[40d:axedwarf|axedwarf]]s in your [[40d:military|military]]. &lt;br /&gt;
&lt;br /&gt;
Setting all dwarves which must work outside to Wood Cutting can be a good idea, as it means they will carry axes with them at all times - though this also means that they will usually interrupt anything they're doing to go chop trees.&lt;br /&gt;
&lt;br /&gt;
Also see [[40d:Axeman|Axeman]]&lt;br /&gt;
&lt;br /&gt;
{{Skills}}&lt;br /&gt;
[[Category:Jobs]]&lt;/div&gt;</summary>
		<author><name>Morlark</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Wood_burner&amp;diff=85626</id>
		<title>40d:Wood burner</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Wood_burner&amp;diff=85626"/>
		<updated>2010-04-06T22:00:03Z</updated>

		<summary type="html">&lt;p&gt;Morlark: Un-redlinking&lt;/p&gt;
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{{Skill&lt;br /&gt;
| color      = #770&lt;br /&gt;
| skill      = Wood Burner&lt;br /&gt;
| specialty  = Wood burning&lt;br /&gt;
| profession = [[40d:Farmer|Farmer]]&lt;br /&gt;
| job name   = Wood Burner&lt;br /&gt;
| tasks      =&lt;br /&gt;
* turn wood into ash&lt;br /&gt;
* turn wood into charcoal&lt;br /&gt;
| workshop   = [[40d:Wood furnace|Wood furnace]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[40d:Dwarves|Dwarves]] with the wood burning skill turn [[40d:wood|wood]] into either [[40d:ash|ash]] or [[40d:charcoal|charcoal]] at a [[40d:wood furnace|wood furnace]].  Dwarves with high skill level accomplish these tasks more quickly.&lt;br /&gt;
&lt;br /&gt;
{{Skills}}&lt;br /&gt;
[[Category:Skills]]&lt;br /&gt;
[[Category:Jobs]]&lt;/div&gt;</summary>
		<author><name>Morlark</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Sand&amp;diff=85624</id>
		<title>40d:Sand</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Sand&amp;diff=85624"/>
		<updated>2010-04-06T21:59:25Z</updated>

		<summary type="html">&lt;p&gt;Morlark: Un-redlinking&lt;/p&gt;
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:''(For any type of &amp;quot;sand&amp;quot; as a [[40d:layer|layer]], see [[40d:Soil|Soil]])''&lt;br /&gt;
&lt;br /&gt;
'''Sand''' is one of the many specific types of [[40d:soil|soil]] that can be found in Dwarf Fortress.  As all sand types are [[40d:soil|soil]]s, [[40d:farm plot|farm plot]]s can be built on them without need for irrigation.  Sand can also be used to make [[40d:glass|glass]] (see below).&lt;br /&gt;
&lt;br /&gt;
There are five different colors of sand – yellow, white, black, red, and plain (no color) – but their only difference is their appearance on the ground, as there is no difference between them for purposes of [[40d:Glass industry|glassmaking]]. Sand typically appears in [[40d:desert|desert]]s and along [[40d:ocean|ocean]] beaches, but is occasionally found in other [[40d:biome|biome]]s as well.&lt;br /&gt;
&lt;br /&gt;
Sandy clay, sandy clay loam, sandy loam, and loamy sand are '''not''' considered sand by the game and thus cannot be used for glassmaking.&lt;br /&gt;
&lt;br /&gt;
When an underground plant grows on a muddy stone floor tile (after finding an [[40d:underground river|underground river]] or pool), the floor tile turn into a soil type appropriate to the [[40d:biome|biome]] - for biomes which lack soil layers altogether (such as mountains and glaciers), a random soil type will be selected, which might sometimes be sand.&lt;br /&gt;
&lt;br /&gt;
Sand, unlike normal soil, is always depicted using the {{Tile|≈|#880}} and {{Tile|~|#880}} symbols and it cannot be furrowed, thus causing unpaved sand [[40d:road|road]]s to be covered in vegetation much more quickly.&lt;br /&gt;
&lt;br /&gt;
== Glass ==&lt;br /&gt;
&lt;br /&gt;
Sand is used in the production of [[40d:glass|green and clear glass]] items at a [[40d:glass furnace|glass furnace]] ([[40d:glass|crystal glass]] items require [[40d:rock crystal|rock crystal]] in its place). To collect sand, first locate some appropriate sand tiles. They will appear as &amp;quot;[Color] Sand [Tile]&amp;quot; when inspected with the loo{{k|k}} tool. Next, set an [[40d:activity zone|activity zone]] over the sand tiles by pressing {{k|i}} and then designating the sand tiles as an activity zone (note that sand cannot be collected from sand walls). Once you've done this, activate sand collection by pressing {{k|s}}; however, this will not yet result in any sand being collected. You must build a [[40d:glass furnace|glass furnace]] and activate the collect sand task. Each Dwarf collecting sand will require a [[40d:bag|bag]], only one dwarf will collect sand per furnace, and no other tasks can be performed at the furnace while sand is being collected. Sand collection requires the &amp;quot;Item Hauling&amp;quot; [[40d:labor|labor]].&lt;br /&gt;
&lt;br /&gt;
Filled bags of sand are considered [[40d:furniture|furniture]], and as such require the &amp;quot;Furniture Hauling&amp;quot; labor to move. Sand bags are stored in furniture [[40d:stockpile|stockpile]]s with &amp;quot;sand bags&amp;quot; enabled. Collected sand is listed under [[40d:powder|powder]] on the [[40d:stocks|stocks]] menu.&lt;br /&gt;
&lt;br /&gt;
To get bags to fill with sand for your fortress, create a [[40d:leather|leather]] bag at a [[40d:leather works|leather works]] or a [[40d:cloth|cloth]] bag at a [[40d:clothier's shop|clothier's shop]], or buy the bags from a caravan. To have sand bags stored near your glass furnace, create a furniture [[40d:stockpile|stockpile]] with only &amp;quot;sand bags&amp;quot; enabled (this is selected via the {{k|u}} key in the furniture/siege ammo submenu of the stockpile settings menu) but with all materials and quality levels still permitted. It may be useful to construct several glass furnaces so that you can have several &amp;quot;collect sand&amp;quot; jobs queued on them at the same time, which helps ensure that you have enough filled sand bags on hand to keep your glassmaker(s) supplied.&lt;br /&gt;
&lt;br /&gt;
==Strange Moods==&lt;br /&gt;
An immigrant glass maker will occasionally request glass on a sand-less map.{{verify}} The best way to deal with this is to train them higher in another [[Strange_mood#Skills_and_workshops|applicable skill]] to avoid moody glass makers or you can just let the dwarf die.  Or you could just draft them, as a glassmaker without sand is more worthless than a Soaper. Cheating would help too: Add [SOIL_SAND] to any soil you do have, in the object [[40d:raws|raws]].&lt;br /&gt;
&lt;br /&gt;
==Nobles==&lt;br /&gt;
[[40d:Nobles|Nobles]] will sometimes request the production of glass items on sand-free maps. The only way to fulfill that request is by [[40d:cheating|cheating]]. Should it happen too often (it will, since it is triggered by the nobles [[40d:likes|likes]]), an [[40d:unfortunate accident|unfortunate accident]] may be advisable. Another way to deal is to not have a [[40d:justice|justice]] system at all, which will also neutralize the [[40d:hammerer|hammerer]] (40d).&lt;br /&gt;
&lt;br /&gt;
[[Category:Materials]]&lt;/div&gt;</summary>
		<author><name>Morlark</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Slate&amp;diff=85620</id>
		<title>40d:Slate</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Slate&amp;diff=85620"/>
		<updated>2010-04-06T21:57:51Z</updated>

		<summary type="html">&lt;p&gt;Morlark: Un-redlinking&lt;/p&gt;
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{{Stone_layer|name=Slate|tile=%|color=#888|basic_color=#888&lt;br /&gt;
|properties=&lt;br /&gt;
* [[40d:Metamorphic layer|Metamorphic layer]]&lt;br /&gt;
* [[40d:Material value|Material value]] 1&lt;br /&gt;
|contains=&lt;br /&gt;
{{list|metamorphic ore}}&lt;br /&gt;
* Cinnabar (Veins)&lt;br /&gt;
{{list|metamorphic stone}}&lt;br /&gt;
{{list|metamorphic gem}}&lt;br /&gt;
}}&lt;br /&gt;
'''Slate''' is one of the types of [[40d:stone|stone]] that forms entire [[40d:stone#Stones forming entire layers |layer]]s.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Slate&amp;quot; is also the name of the second month of the dwarven [[40d:calendar|calendar]], covering mid Spring.&lt;br /&gt;
{{Rocks}}&lt;br /&gt;
[[Category:Stone]]&lt;br /&gt;
[[Category:Metamorphic Stone Layers]]&lt;/div&gt;</summary>
		<author><name>Morlark</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Web&amp;diff=85618</id>
		<title>40d:Web</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Web&amp;diff=85618"/>
		<updated>2010-04-06T21:57:17Z</updated>

		<summary type="html">&lt;p&gt;Morlark: Un-redlinking&lt;/p&gt;
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'''Webs''' are the source of [[40d:silk|silk]], and appear randomly in fortress areas that are near [[40d:chasm|chasm]] tiles or [[40d:underground river|underground river]]s.  The web itself looks like a light-grey [[40d:gem|gem]], and is most often labeled as being from [[40d:cave spider|cave spider]]s, but the presence of the actual [[40d:vermin|vermin]] is not necessary for the web to be formed on a given spot (though cave spiders will appear in the general [[40d:biome|biome]] where the webs are found). Similar webs can be found in a biome inhabited by [[40d:giant cave spider|giant cave spider]]s; an actual [[40d:GCS|GCS]] will be present if these are found.  &lt;br /&gt;
&lt;br /&gt;
Webs will be collected ''automatically'' by dwarves with the [[40d:weaving|weaving]] labor enabled, but not until the fortress has a [[40d:loom|loom]].  A ''collect web'' task will be triggered at the loom as long as webs are on the map and in reach. This can be comfortably deactivated with {{k|o}}-{{k|W}}-{{k|w}}. An important option since webs often occur in dangerous places you might want to secure first.  The [[40d:weaver|weaver]] will then drop the collected thread in the loom and, depending on the loom setting ({{k|o}}-{{k|W}}-{{k|l}}) and availability of a stockpile, either leave it there, immediately weave it to cloth, or put it on a stockpile. Other ways to prevent collecting are preventing any dwarf from using the loom (e.g. with the {{k|P}} menu), deactivating the weaving [[40d:labor|labor]] on all dwarves or removing all looms. (Lack of stockpiles alone will ''not'' prevent this!)  An easier alternative is just to suspend the collect webs task in each loom. ({{k|q}}-{{k|s}})  If the webs are outside, or it requires an above-ground journey to [[40d:path|path]] to them, changing {{k|o}}rders to &amp;quot;Dwarves stay {{k|i}}ndoors&amp;quot; will also prevent collecting. &lt;br /&gt;
&lt;br /&gt;
Webs become [[40d:thread|silk thread]] the moment they are picked up.  Cave spider silk webs and thread are worth 12[[40d:currency|☼]]; giant cave spider silk webs and thread are worth 120[[40d:currency|☼]].  &lt;br /&gt;
&lt;br /&gt;
[[40d:Giant cave spider|Giant cave spider]]s leave similar, individual webs behind, but also shoot long strings of dangerous entangling webs at targets prior to attacking - this behaviour can be used to create giant cave spider silk farms. It is not advised to allow weavers to randomly gather webs on maps where giant cave spiders might be lurking nearby.&lt;br /&gt;
&lt;br /&gt;
Webs are delicate, and can be destroyed by contact with any creature (except a dwarf that is gathering that web), or by any other rough treatment such as [[40d:irrigate|irrigating]], etc.&lt;br /&gt;
It also appears that if open to the outside, [[40d:rain|rain]] will destroy the webs remarkably fast&lt;br /&gt;
&lt;br /&gt;
[[40d:Vermin|Vermin]] that come into contact with a web will immediately turn into remains. For sanity reasons, cave spiders themselves are immune to this effect.&lt;br /&gt;
&lt;br /&gt;
[[Category:Items]]&lt;/div&gt;</summary>
		<author><name>Morlark</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Irrigate&amp;diff=85617</id>
		<title>40d:Irrigate</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Irrigate&amp;diff=85617"/>
		<updated>2010-04-06T21:56:59Z</updated>

		<summary type="html">&lt;p&gt;Morlark: Redirected page to 40d:Irrigation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[40d:Irrigation]]&lt;/div&gt;</summary>
		<author><name>Morlark</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Weaving&amp;diff=85616</id>
		<title>40d:Weaving</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Weaving&amp;diff=85616"/>
		<updated>2010-04-06T21:56:39Z</updated>

		<summary type="html">&lt;p&gt;Morlark: Redirected page to 40d:Weaver&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[40d:Weaver]]&lt;/div&gt;</summary>
		<author><name>Morlark</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:GCS&amp;diff=85615</id>
		<title>40d:GCS</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:GCS&amp;diff=85615"/>
		<updated>2010-04-06T21:56:06Z</updated>

		<summary type="html">&lt;p&gt;Morlark: Redirected page to 40d:Giant cave spider&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[40d:Giant cave spider]]&lt;/div&gt;</summary>
		<author><name>Morlark</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki_talk:Manual_of_Style&amp;diff=85608</id>
		<title>Dwarf Fortress Wiki talk:Manual of Style</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki_talk:Manual_of_Style&amp;diff=85608"/>
		<updated>2010-04-06T21:47:30Z</updated>

		<summary type="html">&lt;p&gt;Morlark: /* in-article Capitalization */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Discuss points of style, a few &amp;quot;threads&amp;quot; have been started to hit on some major issues. Please feel free to add new topics.&lt;br /&gt;
:Links to those threads would be helpful, since you're apparently referring to pre-existing discussions.--[[User:Albedo|Albedo]] 05:34, 3 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Spelling ==&lt;br /&gt;
Do we use British or American spellings? Whichever we use, we should at the least be consistent. [[User:Emi|Emi]] 04:14, 3 April 2010 (UTC)&lt;br /&gt;
:No, we shouldn't. This is neither a specifically British nor American game, it's an ''international'' game and so an international site. The ''only'' time such spelling needs be consistent is when it matches (or conflicts with) a game-term, or such that it's consistent within a single page. &lt;br /&gt;
&lt;br /&gt;
:I don't feel it's the job of the Admin to tell users to read and write either American or British exclusively, and thus alienate the other to any degree (however unintentionally that may be!).  Quite the opposite, we should welcome all - [[Dwarf_Fortress_Wiki:Community_Portal#X|X is for Xeniality]]! More, it's no editor's job either - as that can lead to cultural edit wars and just plain, dull petty jingoism.  I know that color and colour, flavour and flavor, and all the rest are the same - it's a wide, wide web - it's time we all get used to it. ; ) --[[User:Albedo|Albedo]] 05:34, 3 April 2010 (UTC)&lt;br /&gt;
:By consistency, I was referring to how the game uses Armor, thus we probably shouldn't use Armour. [[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;]] 05:47, 3 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Repetitive Intensifiers ==&lt;br /&gt;
Does &amp;quot;very, very yellow&amp;quot; offer any useful information over &amp;quot;very yellow&amp;quot;? [[User:Emi|Emi]] 04:14, 3 April 2010 (UTC)&lt;br /&gt;
:Does asking this question offer any, any useful information over not asking?  A rather specific question for a &amp;quot;Manual of Style&amp;quot;, especially without a specific reference or more general point to be made.  But I would hazard the guess that that particular editor found that particular phrasing both useful and mildly entertaining in that context - this wiki is not as sterile as some, nor as formal.--[[User:Albedo|Albedo]] 05:34, 3 April 2010 (UTC)&lt;br /&gt;
::These questions were mainly a starting point, to give people an idea of the sort of things that we mean when we say 'style'. And you're right, it is very specific, but I think it's a decent thing to consider, along with the use of 'literally' as a generic intensifier, etc... [[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;]] 05:52, 3 April 2010 (UTC)&lt;br /&gt;
:::I know what you're saying, but to try to regulate such would be a literally endless deathmarch. &amp;quot;Style&amp;quot; is personal, and some works and some doesn't, and some very cludgey stuff works when it shouldn't. I have a very wordy style, others have a very pithy, terse one, and neither is better or more or less &amp;quot;appropriate&amp;quot;. Any literally unclear or broken usage will get cleaned up on its own without our enforcement, but very, very personal style should simply be overlooked so long as it works in context.  (We have better things to do, really!) ; D  --[[User:Albedo|Albedo]] 06:01, 3 April 2010 (UTC)&lt;br /&gt;
::::Well, not right now I don't, EmiBot's current tagging job is going to take all night I think. She has to go to each page, load every link until she reaches a no page exception and then tag the page. She'll end up loading lots of pages per each actual page processed. [[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;]] 06:06, 3 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Humor ==&lt;br /&gt;
Does humor belong in informative articles? Where is humor acceptable? Is humor (or &amp;quot;humorous prose&amp;quot;) within an article like [[40d:carp]] useful, or does it only serve to confuse and make solid information harder to find? [[User:Emi|Emi]] 04:14, 3 April 2010 (UTC)&lt;br /&gt;
:Yes, depending. So long as the humour is ''either'' separate or clearly a side-product, it's fine. When a user decides to rewrite an article as their own stand-up routine, that's usually not acceptable. Adding the '''&amp;lt;nowiki&amp;gt;{{D for Dwarf}}&amp;lt;/nowiki&amp;gt;''' template above a comedic rant is often acceptable, but not if the sole purpose seems to be for the amusement of the editor, rather than the reader, or if it's just not relevant.  In the end, it's no diff than any other edit - some efforts are generally appreciated and accepted, and some are just &amp;quot;wrong-o&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
:In short, you can't define it, you can only know it when you see it.  But Carp, in specific, have a long and highly honoured history in DF culture. And cheese. And fire, and magma, and beards, and microcline, and elephants, and cats, and migrants, and nobles, and losing, and... --[[User:Albedo|Albedo]] 05:34, 3 April 2010 (UTC)&lt;br /&gt;
::I know that all those things have such a history, but if you're a new player reading the article on carp, you are very likely to be confused and come out unsure of what was solid info and what was hyperbole, or comedic. I think in general, the sort of stuff {{tl|D for Dwarf}} describes is what shouldn't be in informative articles, or at least not such a broad marking -- perhaps it would be better used in sections rather than at the top of an article like it often is placed? [[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;]] 05:56, 3 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::Actually, the current community standards suggest that &amp;quot;Wit&amp;quot; be kept to a minimum. Missed that.--[[User:Albedo|Albedo]] 21:09, 3 April 2010 (UTC)&lt;br /&gt;
::It should be fairly easy to distinguish fact from hyperbole/rant etc. if you use the '''&amp;lt;nowiki&amp;gt;{{D for Dwarf}}&amp;lt;/nowiki&amp;gt;''' tag correctly though, for example, adding the 'humorous'&amp;lt;!--SPELLING?--&amp;gt; bit at the bottom of a page, preceded by the tag. If used correctly, I believe it's acceptable. I started playing after the carp days, and still found those types of articles hilarious. --[[User:Ramperkash|Ramperkash]]&lt;br /&gt;
&lt;br /&gt;
== Page Format ==&lt;br /&gt;
We should have some sort of general format for pages, so that like-information appears consistently in the same spots on different pages. This might be a little harder to figure out. [[User:Emi|Emi]] 04:14, 3 April 2010 (UTC)&lt;br /&gt;
:We currently do within like pages. Every creature, every stone, every workshop, every skill... um... pro'ly some other stuff, is parallel.  Truly parallel items ( [[40d:armor piece]], [[40d:trade good]]s ) are grouped under a single umbrella article, and some (like [[40d:gem]]) even listed in a table.  If an editor gets excited and confident, they can suggest/establish a format for a new category of page.  But a stone and a workshop do not have the same sort of information that needs to be communicated, so trying to establish a single format for all seems counter-productive. &lt;br /&gt;
&lt;br /&gt;
:When formating a page, you want:&lt;br /&gt;
:* A clear Intro (if the article is long).&lt;br /&gt;
:* '''Bold key words''' - anything that redirects to that article should be clearly noticeable early in the article. If in a lower section, mention it and add an internal subsection link.&lt;br /&gt;
:* Use a Table of Contents if necessary&lt;br /&gt;
:* Use graphics - tables, images, templates - ''especially'' if templates exist for that page type! (spec creatures, workshops, etc.)&lt;br /&gt;
:: --[[User:Albedo|Albedo]] 05:34, 3 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Image Use ==&lt;br /&gt;
Where should we use images, and how should we include them (where on a page)? [[User:Emi|Emi]] 04:14, 3 April 2010 (UTC)&lt;br /&gt;
:Wherever they are helpful, and however they look best. Again, no single rule fits all.  On the right, usually (but not always), and matched up with relevant text as much as possible. Thumbnailed down to a reasonable size (big enough to be visible/useful - if still too big, then that requires either a new pic or a text that encourages the user to &amp;quot;click to expand&amp;quot;). &lt;br /&gt;
&lt;br /&gt;
:The guidelines for image use are simple:&lt;br /&gt;
:* Use .PNG format.&lt;br /&gt;
:* Use one of the default graphics packages, the tileset or ascii. ''(Note that the Mayday download is NOT one of these!)''&lt;br /&gt;
:* Use the default [[colour scheme]].&lt;br /&gt;
:* Make it look good.&lt;br /&gt;
:* No copyrighted material, etc etc.&lt;br /&gt;
:That's it.--[[User:Albedo|Albedo]] 05:34, 3 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::No copyrighted material, is a hard thing to do though. Because in theory, any screenshots of the game are considered copyrighted, or are at the very least, in a very gray zone. [[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;]] 05:53, 3 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::I assume it means no material that cannot be freely reproduced, i.e, either you own the copyright or it is under a creative commons license, etc. --[[User:Bombcar|Bombcar]] 20:11, 3 April 2010 (UTC)&lt;br /&gt;
::::Let's please NOT get into an amateur discussion of copyright laws.  Put 50 experienced copyright lawyers in a room, and you'll have ''more'' than 50 opinions on what the law actually states for any particular situation - and we're amateurs, and from different nations with diff laws, and this is international and national issues. Common practice is that screenshots are kosher on this wiki. And we can leave it at that.--[[User:Albedo|Albedo]] 21:09, 3 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Handling template breaking of redirects? ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;How do we want to handle this? For example, {{L|Furnace Operator}} doesn't work; nor does {{L|pearlash}} - you have to use {{L|ash|pearlash}} to get it to go to the right place. Note that these examples don't work on this page; see [[40d:kiln]] for examples.&amp;lt;/s&amp;gt; --[[User:Bombcar|Bombcar]] 17:56, 3 April 2010 (UTC)&lt;br /&gt;
:''(This is not a style question - reposting on Current Events.)''--[[User:Albedo|Albedo]] 21:09, 3 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Vanity articles ==&lt;br /&gt;
&lt;br /&gt;
What to do about pages like [[Asax|this]], which have no value to the game or to any other player, only to the one player (or a very few at most)?  Almost like a [[bloodline]] page.  On one hand, not hurting anything, ''and'' it's good practice if that editor ever wants to actually contribute something, you know, &amp;quot;useful&amp;quot;. But on the other, it is hurting, because it's more bandwidth for the next version change.  Meh.  Maybe just not worth the trouble to worry about either way, cost/benefit-wise. Thoughts?--[[User:Albedo|Albedo]] 01:16, 5 April 2010 (UTC)&lt;br /&gt;
:I was actually thinking about this the other day but didn't know where to discuss it. I'm all for a Community Legends category or something similar, as I believe there's a [[Cacame_Awemedinade|Cacame]] page, [[Tholtig]], [[Morul]], and I imagine Ironblood or Nist Akath will get their own page sooner or later considering their massive reputation. Obviously we'd have to watch for people arbitrarily adding tons of stuff, but I'm certainly not against it so long as it's patrolled and kept 'rare' so to speak. --[[User:Retro|Retro]] 01:33, 5 April 2010 (UTC)&lt;br /&gt;
:Oh, and for reference, the Asax page spawned from [http://www.bay12games.com/forum/index.php?topic=52295.90 here]. --[[User:Retro|Retro]] 01:42, 5 April 2010 (UTC)&lt;br /&gt;
::This page exists and can exist for the same reason that [[Boatmurdered]] can have a page.  The community decides that some things are epic - those things become community lore and thus part of the meta-game.  This is the kind of thing that the D is for Dwarf tag is for. (Also, no extra bandwidth because he should remain unversioned, and thus never need to be moved). --[[User:Squirrelloid|Squirrelloid]] 02:29, 5 April 2010 (UTC)&lt;br /&gt;
:::While there's nothing inherently unacceptable about vanity articles, and the occasional well written vanity article now and then can be a good thing (within reason), well... the Asax article in particular is just not very good. There's nothing there that's extraordinarily interesting, and there's certainly no actual content worthy of including on the wiki. It needs to be either significantly expanded (if there even is any more material to expand it with - I've not yet read the forum thread), or else deleted entirely. And I'm leaning distinctly towards the latter, as it stands. This article feels to me like the aforementioned &amp;quot;arbitrarily adding tons of stuff&amp;quot;, and that's certainly not something to be encouraged. --[[User:Morlark|Morlark]] 09:04, 6 April 2010 (UTC)&lt;br /&gt;
Well, it seems these are natural expansions from the [[forums]] - an area that I've largely dropped due to time constraints, and so remain (blissfully?) ignorant of.  And even then, some of the subforums were always of far less interest than others for me, or for any reader.  Unfortunately, there is no fair-handed way to legislate what is &amp;quot;interesting&amp;quot; and what is not.  When [[planepacked]] hit the wiki, I was bored beyond description - someone had a glitch in their game (or maybe abused the hell out an exploit for personal bragging rights), so effin what?!  But here we are.  So, looks like they stay, and the only option is to add &amp;lt;nowiki&amp;gt;{{D for Dwarf}}&amp;lt;/nowiki&amp;gt; and/or edit them so they read better. : \  --[[User:Albedo|Albedo]] 16:02, 6 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== in-article Capitalization ==&lt;br /&gt;
&lt;br /&gt;
Articles are all capitalized - but that doesn't mean that they're all Capitalized. In an article, we should refer to a dwarf's [[armor]], not to their [[Armor]].  This gets exceptionally annoying in, for example, lists of plants, like [[Plump helmet]]s and [[Pig tail]]s, but also when suddenly [[Gold]] appears as if it's become some sort of sports team, or perhaps we're referring to someone's lawyer by last name.  Even the &amp;quot;see also&amp;quot; at the bottom of a page? Altho' on one level it just doesn't matter, it reinforces that capitalization twitch. For example:&lt;br /&gt;
&lt;br /&gt;
:'''See Also:''' &lt;br /&gt;
:*[[DF2010:Plaster powder|Plaster powder]]&lt;br /&gt;
&lt;br /&gt;
vs. &lt;br /&gt;
&lt;br /&gt;
:'''See Also:''' &lt;br /&gt;
:*[[DF2010:Plaster powder|plaster powder]]&lt;br /&gt;
&lt;br /&gt;
I'd rather use the latter. It's not a proper noun (not even as an article name), and we're not speaking German (which does capitalize random nouns).--[[User:Albedo|Albedo]] 20:55, 6 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Links should be capitalized according to standard grammatical practices. So don't link [[Like this]], link [[like this]]. [[Of course]], if the word should be capitalized, like if it's at the start of a sentence, capitalize it. Proper nouns, like [[Urist]] or [[Toady]], should of course also be capitalized. Plant names aren't proper, unless it's the plump helmet Vendorblood the Menace of Crafting, and so shouldn't be capitalized.&lt;br /&gt;
&lt;br /&gt;
:Since we can't have any simple rules, though, I think your '''See also''' example should be the former. Items in a list are treated grammatically like a sentence, and a '''See also''' section is a list of other articles to visit, even if it's only one item long. So it should be &lt;br /&gt;
:*[[DF2010:Plaster powder|Plaster powder]]&lt;br /&gt;
: not &lt;br /&gt;
:*[[DF2010:Plaster powder|Plaster Powder]] &lt;br /&gt;
: or &lt;br /&gt;
:*[[DF2010:Plaster powder|plaster powder]]&lt;br /&gt;
: or, god forbid, &lt;br /&gt;
:*[[DF2010:Plaster powder|plaster Powder]].&lt;br /&gt;
&lt;br /&gt;
:Also to further complicate things and draw this conversation into areas it probably shouldn't go, section headers should only have the first word capitalized, so it should be '''See also''', not '''See Also'''. This is neither here nor there, however, and is just a rule I picked up from Wikipedia. In general, I defer to Wikipedia practices when editing any wiki, since that's kind of the norm. --[[User:Mikaka|Mikaka]] 21:43, 6 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:It's generally considered correct for bulletted/numbered lists and tabular data to be capitalised. Obviously, if people are capitalising article titles in non-lists, or in in-line lists within a sentence then that isn't correct. But for the specific example you gave, the correct capitalisation would be:&lt;br /&gt;
&lt;br /&gt;
:'''See also:'''&lt;br /&gt;
:[[DF2010:Plaster powder|Plaster powder]]&lt;br /&gt;
&lt;br /&gt;
:--[[User:Morlark|Morlark]]&lt;/div&gt;</summary>
		<author><name>Morlark</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Crop&amp;diff=85522</id>
		<title>40d:Crop</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Crop&amp;diff=85522"/>
		<updated>2010-04-06T20:17:01Z</updated>

		<summary type="html">&lt;p&gt;Morlark: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
[[Image:Df-crops-diagram.png|thumb|100px|Flowchart - ''click to englarge'']]&lt;br /&gt;
'''Crops''' are [[40d:plant|plant]]s that may be grown at [[40d:Farming|farm plots]].  There are two basic types of crops: above ground (AG) and subterranean (or underground, UG).  The [[40d:seed|seeds]] of [[40d:subterranean crops|subterranean crops]] may be brought from the starting [[40d:embark|embark]] screen or, with some small luck, purchased from dwarven [[40d:caravan|caravan]]s.  Above ground crops and seeds may be purchased from [[40d:human|human]] or [[40d:elf|elven]] caravans or gathered by dwarves with the [[40d:plant gathering|plant gathering]] labor enabled. Seeds may also be collected by processing the plants or eating them (but ''not'' by cooking!).&lt;br /&gt;
&lt;br /&gt;
A few of the plants listed below are not strictly crops as such as they have no seeds and can't be planted (see note &amp;quot;&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&amp;quot;, below.)&lt;br /&gt;
&lt;br /&gt;
Most plants can be [[40d:brew|brew]]ed into [[40d:alcohol|alcohol]]s, each plant type producing a different variation, and dwarves do prefer some variety in their drink.  Some plants may be eaten raw, others must be cooked first, others must be processed first (by [[40d:milling|milling]] or [[40d:plant processing|plant processing]]) before they are edible, and still others are inedible, producing only non-food products.  All drinks may be cooked into meals.&lt;br /&gt;
&lt;br /&gt;
Plants, drinks and products have their values multiplied by how many items are created from a single plant [[40d:stack|stack]].&lt;br /&gt;
&lt;br /&gt;
All drinks require a spare [[40d:barrel|barrel]] for storage, and some other products also require specific [[40d:container|container]]s for storage.  Plants can be stored in barrels or individually; seeds are stored individually or in bags which can then be put into barrels.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Habitat note''': In the following table, &amp;quot;(Dry)&amp;quot; means that the plant does not grow within two squares of any natural water source (pond/river/etc), and &amp;quot;(Wet)&amp;quot; means that it only grows within two squares of any natural water source.  Thus [[40d:bloated tuber|bloated tuber]]'s &amp;quot;Wetland (Dry)&amp;quot; means that it grows in wetlands, but just not right next to water.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style=&amp;quot;background:#dddddd&amp;quot;&lt;br /&gt;
! Crop&amp;lt;br /&amp;gt;Name &lt;br /&gt;
! !! Seasons !! Habitat !! Plant&amp;lt;br /&amp;gt;Value !! Drink !! Drink&amp;lt;br /&amp;gt;Value&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; !! Eat !! Cook&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Products/&amp;lt;br /&amp;gt;extracts !! Extract&amp;lt;br /&amp;gt;Value&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! [[40d:Cave wheat|Cave&amp;lt;br /&amp;gt; wheat]] &lt;br /&gt;
| {{display_tile|τ|{{color|7|1}}}} || {{seasons2||1|1|}} || &amp;lt;font color=&amp;quot;brown&amp;quot;&amp;gt;Subterranean&amp;lt;/font&amp;gt; || 4 || [[40d:Dwarven beer|Dwarven&amp;lt;br /&amp;gt; beer]] || 10 || {{no}} || {{P}} || [[40d:Dwarven wheat flour|Dwarven wheat&amp;lt;br /&amp;gt; flour]] (m)&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt; || 20&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! [[40d:Pig tail|Pig&amp;lt;br /&amp;gt; tail]]&lt;br /&gt;
| {{display_tile|τ|{{color|7|0}}}} || {{seasons2||1|1|}} || &amp;lt;font color=&amp;quot;brown&amp;quot;&amp;gt;Subterranean&amp;lt;/font&amp;gt; || 4 || [[40d:Dwarven ale|Dwarven&amp;lt;br /&amp;gt; ale]] || 10 || {{no}} || {{no}} || [[40d:Pig tail|Pig tail]] [[40d:thread|thread]] (p)&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;|| 12&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! [[40d:Plump helmet|Plump&amp;lt;br /&amp;gt; helmet]]&lt;br /&gt;
| {{display_tile|♠|{{color|5|0}}}}  || {{seasons2|1|1|1|1}} || &amp;lt;font color=&amp;quot;brown&amp;quot;&amp;gt;Subterranean&amp;lt;/font&amp;gt; || 4 || [[40d:Dwarven wine|Dwarven &amp;lt;br /&amp;gt;wine]] || 10 || {{yes}} || {{yes}} || ''None'' || -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! [[40d:Quarry bush|Quarry&amp;lt;br /&amp;gt; bush]]&lt;br /&gt;
| {{display_tile|♣|{{color|7|0}}}}  || {{seasons2|1|1|1|}}  || &amp;lt;font color=&amp;quot;brown&amp;quot;&amp;gt;Subterranean&amp;lt;/font&amp;gt; || 4 || ''None'' || - || {{no}} || {{P}} || [[40d:Quarry bush|Quarry bush&amp;lt;br /&amp;gt;leaves]]  (b)&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt; || 25&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! [[40d:Sweet pod|Sweet&amp;lt;br /&amp;gt; pod]]&lt;br /&gt;
| {{display_tile|Φ|{{color|4|1}}}}  || {{seasons2|1|1||}} || &amp;lt;font color=&amp;quot;brown&amp;quot;&amp;gt;Subterranean&amp;lt;/font&amp;gt; || 4 || [[40d:Dwarven rum|Dwarven&amp;lt;br /&amp;gt; rum]] || 10 || {{no}} || {{P}} || [[40d:Dwarven syrup|Dwarven syrup]] (l)&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;&amp;lt;br /&amp;gt;[[40d:Dwarven sugar|Dwarven sugar]] (m)&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt; || 100&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&amp;lt;br /&amp;gt;20&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! [[40d:Dimple cup|Dimple cup]]&lt;br /&gt;
| {{display_tile|♥|{{color|1|1}}}} || {{seasons2|1|1|1|1}} || &amp;lt;font color=&amp;quot;brown&amp;quot;&amp;gt;Subterranean&amp;lt;/font&amp;gt; || 4 || ''None'' || - || {{no}} || {{no}} || Dimple [[40d:dye|dye]] (m)&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt; || 20&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:#dddddd&amp;quot;&lt;br /&gt;
! Crop&amp;lt;br /&amp;gt;Name &lt;br /&gt;
! !! Seasons !! Habitat !! Plant&amp;lt;br /&amp;gt;Value !! Drink !! Drink&amp;lt;br /&amp;gt;Value&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Eat !! Cook&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Products/&amp;lt;br /&amp;gt;extracts  !! Extract&amp;lt;br /&amp;gt;Value&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! [[40d:Bloated tuber|Bloated&amp;lt;br /&amp;gt; tuber]]&lt;br /&gt;
| {{display_tile|Φ|{{color|6|0}}}} || {{seasons2|1|1|1|1}} || &amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;Wetland&amp;lt;br /&amp;gt; (Dry)&amp;lt;/font&amp;gt; || 4 || [[40d:Tuber beer|Tuber beer]] || 10 || {{yes}} || {{yes}} || ''None'' || -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! [[40d:Fisher berry|Fisher&amp;lt;br /&amp;gt; berry]]&lt;br /&gt;
| {{display_tile|:|{{color|7|0}}}}  || {{seasons2|1|1|1|1}} || Not Freezing&amp;lt;br /&amp;gt; (Wet) || 4 || [[40d:Fisher berry wine|Fisher berry&amp;lt;br /&amp;gt; wine]] || 10 || {{yes}} || {{yes}} || ''None'' || -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! [[40d:Longland grass|Longland&amp;lt;br /&amp;gt; grass]]&lt;br /&gt;
| {{display_tile|τ|{{color|6|1}}}} || {{seasons2|1|1|1|1}} || Not Freezing&amp;lt;br /&amp;gt; (Dry) || 4 || [[40d:Longland beer|Longland&amp;lt;br /&amp;gt; beer]] || 10 || {{no}} || {{P}} || [[40d:Longland flour|Longland flour]] (m)&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt; || 20&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! [[40d:Muck root|Muck&amp;lt;br /&amp;gt; root]]&lt;br /&gt;
| {{display_tile|τ|{{color|0|1}}}} || {{seasons2|1|1|1|1}} || &amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;Wetland&amp;lt;br /&amp;gt; (Wet)&amp;lt;/font&amp;gt; || 2 || [[40d:Swamp whiskey|Swamp&amp;lt;br /&amp;gt; whiskey]] || 5 || {{yes}} || {{yes}} || ''None'' || -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! [[40d:Prickle berry|Prickle&amp;lt;br /&amp;gt; berry]]&lt;br /&gt;
| {{display_tile|:|{{color|2|0}}}} || {{seasons2|1|1|1|1}} || Not Freezing&amp;lt;br /&amp;gt; (Dry) || 2 || [[40d:Prickle berry wine|Prickle berry&amp;lt;br /&amp;gt; wine]] || 5 || {{yes}} || {{yes}} || ''None'' || -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! [[40d:Rat weed|Rat&amp;lt;br /&amp;gt; weed]]&lt;br /&gt;
| {{display_tile|τ|{{color|2|0}}}} || {{seasons2|1|1|1|1}} || Not Freezing&amp;lt;br /&amp;gt; (Wet)|| 2 || [[40d:Sewer brew|Sewer brew]] || 5 || {{yes}} || {{yes}} || ''None'' || -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! [[40d:Rope reed|Rope&amp;lt;br /&amp;gt; reed]]&lt;br /&gt;
| {{display_tile|ƒ|{{color|2|0}}}} || {{seasons2|1|1|1|1}} || Not Freezing&amp;lt;br /&amp;gt; (Wet) || 4 || [[40d:River spirits|River spirits]] || 10 || {{no}} || {{no}} || [[40d:Rope reed|Rope reed&amp;lt;br /&amp;gt;thread]] (p)&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt; || 12&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! [[40d:Sliver barb|Sliver&amp;lt;br /&amp;gt; barb]]&lt;br /&gt;
| {{display_tile|τ|{{color|0|1}}}} || {{seasons2|1|1|1|1}} || Not Freezing&amp;lt;br /&amp;gt; (Dry) (Evil) || 2 || [[40d:Gutter cruor|Gutter cruor]] || 5 || {{no}} || {{no}} || Black [[40d:dye|dye]] (m)&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt; || 20&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! [[40d:Sun berry|Sun&amp;lt;br /&amp;gt; berry]]&lt;br /&gt;
| {{display_tile|:|{{color|6|1}}}} || {{seasons2|1|1|1|1}} || Not Freezing&amp;lt;br /&amp;gt; (Wet) (Good) || 2 || [[40d:Sunshine|Sunshine]] || 25 || {{yes}} || {{yes}} || ''None'' || -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! [[40d:Valley herb|Valley&amp;lt;br /&amp;gt; herb]]&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
| {{display_tile|ÿ|{{color|2|1}}}} || {{seasons2|1|||}} || &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Temperate&amp;lt;br /&amp;gt; Grassland (Dry)&amp;lt;/font&amp;gt; || 10 || ''None'' || - || {{no}} || {{yes}} || [[40d:Golden salve|Golden salve]] (v)&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt; || 100&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! [[40d:Whip vine|Whip&amp;lt;br /&amp;gt; vine]]&lt;br /&gt;
| {{display_tile|§|{{color|3|1}}}} || {{seasons2|1|1|1|1}} || Not Freezing&amp;lt;br /&amp;gt; (Dry) (Savage) ||  4 || [[40d:Whip wine|Whip&amp;lt;br /&amp;gt; wine]] || 15 || {{no}} || {{P}} || [[40d:Whip vine flour|Whip vine flour]] (m)&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;|| 25&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! [[40d:Wild strawberry|Wild&amp;lt;br /&amp;gt; strawberry]]&lt;br /&gt;
| {{display_tile|:|{{color|4|0}}}} || {{seasons2|1|1|1|1}} || Not Freezing&amp;lt;br /&amp;gt; (Dry) ||  4 || [[40d:Strawberry wine|Strawberry&amp;lt;br /&amp;gt; wine]] || 10 || {{yes}} || {{yes}} || ''None'' || -&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:#dddddd&amp;quot;&lt;br /&gt;
! ''non-food''&amp;lt;br /&amp;gt;Crops&amp;lt;br /&amp;gt;Name &lt;br /&gt;
! !! Seasons !! Habitat !! Plant&amp;lt;br /&amp;gt;Value !! Drink !! Drink&amp;lt;br /&amp;gt;Value&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; !! Eat !! Cook&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Products/&amp;lt;br /&amp;gt;extracts  !! Extract&amp;lt;br /&amp;gt;Value &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! [[40d:Blade weed|Blade&amp;lt;br /&amp;gt; weed]]&lt;br /&gt;
| {{display_tile|τ|{{color|2|0}}}} || {{seasons2|1|1|1|1}} || Not Freezing&amp;lt;br /&amp;gt; (Dry) || 4 || ''None'' || - || {{no}} || {{no}} || Emerald [[40d:dye|dye]] (m)&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt; || 20&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! [[40d:Hide root|Hide&amp;lt;br /&amp;gt; root]]&lt;br /&gt;
| {{display_tile|τ|{{color|6|0}}}} || {{seasons2|1|1|1|1}} || Not Freezing&amp;lt;br /&amp;gt; (Dry) || 2 || ''None'' || - || {{no}} || {{no}} || Redroot [[40d:dye|dye]] (m)&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt; || 10&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! [[40d:Kobold bulb|Kobold&amp;lt;br /&amp;gt; bulb]]&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
| {{display_tile|Φ|{{color|0|1}}}} || {{seasons2|1|1|1|1}} || &amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;Wetland&amp;lt;br /&amp;gt; (Wet)&amp;lt;/font&amp;gt; || 10 || ''None'' || - || {{no}} || {{no}} || [[40d:Gnomeblight|Gnomeblight]] (e)&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt; || 100&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:#dddddd&amp;quot;&lt;br /&gt;
! Crop&amp;lt;br /&amp;gt;Name &lt;br /&gt;
! !! Seasons !! Habitat !! Plant&amp;lt;br /&amp;gt;Value !! Drink !! Drink&amp;lt;br /&amp;gt;Value&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; !! Eat !! Cook&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Products/&amp;lt;br /&amp;gt;extracts  !! Extract&amp;lt;br /&amp;gt;Value&lt;br /&gt;
|}&lt;br /&gt;
'''Notes:'''&lt;br /&gt;
:1) The value of five units of drink/syrup, for comparison with [[40d:flour|flour]], [[40d:extract|extract]]s, etc.  A [[40d:stack|stack]] of a plant produces 5x its size in drink/syrup.&lt;br /&gt;
:2) Anything that can be [[40d:cook|cook]]ed is edible afterwards. Cooking leaves no [[40d:seed|seed]]s for re-planting.&lt;br /&gt;
:3) These plants cannot be grown on a [[40d:farm plot|farm plot]].  They can only be acquired through [[40d:plant gathering|plant gathering]] (in season only) or [[40d:trade|trade]].&lt;br /&gt;
:4) These plants cannot be eaten until they are further processed, either by [[40d:milling|milling]] or by [[40d:plant processing|plant processing]], or (for [[40d:sweet pod|sweet pod]]) either; see &amp;quot;products&amp;quot; column for final product and necessary [[40d:labor|labor]]:&lt;br /&gt;
::*'''b''': process to bag ([[40d:quarry bush|quarry bush]])&lt;br /&gt;
::*'''l''': process to barrel ([[40d:sweet pod|sweet pod]])&lt;br /&gt;
::*'''m''': mill ([[40d:cave wheat|cave wheat]], [[40d:sweet pod|sweet pod]], [[40d:longland grass|longland grass]], and [[40d:whip vine|whip vine]] are edible; [[40d:dimple cup|dimple cup]], [[40d:blade weed|blade weed]], [[40d:hide root|hide root]], and [[40d:sliver barb|sliver barb]] make only [[40d:dye|dye]].)&lt;br /&gt;
::*'''p''': process plant ([[40d:pig tail|pig tail]], [[40d:rope reed|rope reed]])&lt;br /&gt;
::*'''v''': process to (glass) [[40d:vial|vial]] ([[40d:valley herb|valley herb]])&lt;br /&gt;
::*'''e''': extract plant essence ([[40d:kobold bulb|kobold bulb]])&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[40d:Farming|Farming]]&lt;br /&gt;
* [[40d:Farm plot|Farm plot]]&lt;br /&gt;
* [[40d:Shrub|Shrub]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Farming FAQ}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Agriculture]]&lt;br /&gt;
[[Category:Crops]]&lt;/div&gt;</summary>
		<author><name>Morlark</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Crop&amp;diff=85512</id>
		<title>v0.31:Crop</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Crop&amp;diff=85512"/>
		<updated>2010-04-06T20:11:04Z</updated>

		<summary type="html">&lt;p&gt;Morlark: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
:''(This article is about farmable plants. If you want information about trees, see {{L|Tree}}.)''&lt;br /&gt;
&lt;br /&gt;
{{plant table head}}&lt;br /&gt;
&amp;lt;!--Blank row template is: {{plant table row|name=|tile=|color=|color2=|seasons={{seasons3||||}}|biome=|align=|value=|drink=|drinkv=|eat=|cook=|prod=|prodv=}}--&amp;gt;&lt;br /&gt;
{{plant table row|name=Plump helmet|tile=♠|color=5|biome=sub water|value=4|drink=Dwarven&amp;lt;br /&amp;gt; wine|drinkv=10|eat=y|cook=y}}&lt;br /&gt;
{{plant table row|name=Pig tail|tile=τ|seasons={{seasons3||1|1|}}|biome=sub water|value=4|drink=Dwarven&amp;lt;br /&amp;gt; ale|drinkv=10|prod=Pig tail thread (p)|prodv=2}}&lt;br /&gt;
{{plant table row|name=Cave wheat|tile=τ|color2=1|seasons={{seasons3||1|1|}}|biome=sub water|value=4|drink=Dwarven&amp;lt;br /&amp;gt; beer|drinkv=10|cook=p|prod=Dwarven wheat flour (m)|prodv=20}}&lt;br /&gt;
{{plant table row|name=Sweet pod|tile=Φ|color=4|color2=1|seasons={{seasons3|1|1||}}|biome=sub water|value=4|drink=Dwarven&amp;lt;br /&amp;gt; rum|drinkv=10|eat=p|cook=p|prod=Dwarven sugar (m)&amp;lt;br&amp;gt;Dwarven syrup (l)|prodv=20☼&amp;lt;br&amp;gt;100&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;}}&lt;br /&gt;
{{plant table row|name=Quarry bush|tile=♣|seasons={{seasons3|1|1|1|}}|biome=sub water|value=4|cook=p|prod=Quarry bush leaves (b)|prodv=25}}&lt;br /&gt;
{{plant table row|name=Muck root|tile=τ|color=0|color2=1|biome=wet wetland|value=1|drink=Swamp&amp;lt;br /&amp;gt;whiskey|drinkv=5|eat=y|cook=y}}&lt;br /&gt;
{{plant table row|name=Bloated tuber|tile=Φ|color=6|biome=dry wetland|value=2|drink=Tuber&amp;lt;br /&amp;gt; beer|drinv=10|eat=y|cook=y}}&lt;br /&gt;
{{plant table row|name=Kobold bulb&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt;|tile=Φ|color=0|color2=1|biome=wet wetland|value=5|prod=Gnomeblight (e)|prodv=100}}&lt;br /&gt;
{{plant table row|name=Prickle berry|tile=:|color=2|biome=dry nf|value=1|drink=Prickle&amp;lt;br /&amp;gt;berry wine|drinkv=5|eat=y|cook=y}}&lt;br /&gt;
{{plant table row|name=Wild strawberry|tile=:|color=4|biome=dry nf|value=4|drink=Strawberry&amp;lt;br /&amp;gt;wine|drinkv=10|eat=y|cook=y}}&lt;br /&gt;
{{plant table row|name=Longland grass|tile=τ|color=6|color2=1|biome=dry nf|value=4|drink=Longland&amp;lt;br /&amp;gt;beer|drinkv=10|cook=p|prod=Longland flour (m)|prodv=20}}&lt;br /&gt;
{{plant table row|name=Valley herb&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt;|tile=ÿ|color=2|color2=1|seasons={{seasons3|1|||}}|biome=dry temperate grassland|value=25|cook=y|prod=Golden salve (l)|prodv=100}}&lt;br /&gt;
{{plant table row|name=Rat weed|tile=τ|color=2|biome=wet nf|value=1|drink=Sewer&amp;lt;br /&amp;gt; brew|drinkv=5|eat=y|cook=y}}&lt;br /&gt;
{{plant table row|name=Fisher berry|tile=:|biome=wet nf|value=4|drink=Fisher&amp;lt;br /&amp;gt;berry wine|drinkv=10|eat=y|cook=y}}&lt;br /&gt;
{{plant table row|name=Rope reed|tile=ƒ|color=2|biome=wet nf|value=4|drink=River&amp;lt;br /&amp;gt; spirits|prod=Rope reed thread (p)|prodv=2}}&lt;br /&gt;
{{plant table row|name=Dimple cup|tile=♥|color=1|color2=1|biome=sub water|value=4|prod=Dimple dye (m)|prodv=20}}&lt;br /&gt;
{{plant table row|name=Blade weed|tile=τ|color=2|biome=dry nf|value=4|prod=Emerald dye (m)|prodv=20}}&lt;br /&gt;
{{plant table row|name=Hide root|tile=τ|color=6|biome=dry nf|value=1|prod=Redroot dye (m)|prodv=10}}&lt;br /&gt;
{{plant table row|name=Sliver barb|tile=τ|color=0|color2=1|biome=dry nf|align=Evil|value=1|drink=Gutter&amp;lt;br /&amp;gt; cruor|drinkv=5|prod=Sliver dye (m)|prodv=20}}&lt;br /&gt;
{{plant table row|name=Sun berry|tile=:|color=6|color2=1|biome=wet nf|align=Good|value=9|drink=Sunshine|drinkv=25|eat=y|cook=y}}&lt;br /&gt;
{{plant table row|name=Whip vine|tile=§|color=3|color2=1|biome=dry nf|align=Savage|value=1|drink=Whip wine|drinkv=15|cook=p|prod=Whip vine flour (m)|prodv=25}}&lt;br /&gt;
|}&lt;br /&gt;
:''Notes''&lt;br /&gt;
:''&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; This is the value for a stack of 5 drink units, which is the number rendered from a single plant.''&lt;br /&gt;
:''&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; Anything that can be cooked is edible afterwards. [[DF2010_Talk:Cook#No_Seeds|Cooking leaves no seeds for re-planting.]]''&lt;br /&gt;
:''&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; These plants cannot be eaten/cooked until they are further processed, either by milling or extracting; see &amp;quot;products&amp;quot; column for process product.''&lt;br /&gt;
:''&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt; This is the value for a stack of 5 processing products, which is the number rendered from a single plant.''&lt;br /&gt;
:''&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt;These plants cannot be grown on a farm plot. They can only be acquired through plant gathering (in season only) or trade.''&lt;/div&gt;</summary>
		<author><name>Morlark</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Crop&amp;diff=85504</id>
		<title>v0.31:Crop</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Crop&amp;diff=85504"/>
		<updated>2010-04-06T20:03:31Z</updated>

		<summary type="html">&lt;p&gt;Morlark: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
:''(This article is about farmable plants. If you want information about trees, see {{L|Tree}}.)''&lt;br /&gt;
&lt;br /&gt;
{{plant table head}}&lt;br /&gt;
&amp;lt;!--Blank row template is: {{plant table row|name=|tile=|color=|color2=|seasons={{seasons3||||}}|biome=|align=|value=|drink=|drinkv=|eat=|cook=|prod=|prodv=}}--&amp;gt;&lt;br /&gt;
{{plant table row|name=Plump helmet|tile=♠|color=5|biome=sub water|value=4|drink=Dwarven&amp;lt;br /&amp;gt; wine|drinkv=10|eat=y|cook=y}}&lt;br /&gt;
{{plant table row|name=Pig tail|tile=τ|seasons={{seasons3||1|1|}}|biome=sub water|value=4|drink=Dwarven&amp;lt;br /&amp;gt; ale|drinkv=10|prod=Pig tail thread (p)|prodv=2}}&lt;br /&gt;
{{plant table row|name=Cave wheat|tile=τ|color2=1|seasons={{seasons3||1|1|}}|biome=sub water|value=4|drink=Dwarven&amp;lt;br /&amp;gt; beer|drinkv=10|cook=p|prod=Dwarven wheat flour (m)|prodv=20}}&lt;br /&gt;
{{plant table row|name=Sweet pod|tile=Φ|color=4|color2=1|seasons={{seasons3|1|1||}}|biome=sub water|value=4|drink=Dwarven&amp;lt;br /&amp;gt; rum|drinkv=10|eat=p|cook=p|prod=Dwarven sugar (m)&amp;lt;br&amp;gt;Dwarven syrup (l)|prodv=20☼&amp;lt;br&amp;gt;100&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;}}&lt;br /&gt;
{{plant table row|name=Quarry bush|tile=♣|seasons={{seasons3|1|1|1|}}|biome=sub water|value=4|cook=p|prod=Quarry bush leaves (b)|prodv=25}}&lt;br /&gt;
{{plant table row|name=Muck root|tile=τ|color=0|color2=1|biome=wet wetland|value=1|drink=Swamp&amp;lt;br /&amp;gt;whiskey|drinkv=5|eat=y|cook=y}}&lt;br /&gt;
{{plant table row|name=Bloated tuber|tile=Φ|color=6|biome=dry wetland|value=2|drink=Tuber&amp;lt;br /&amp;gt; beer|drinv=10|eat=y|cook=y}}&lt;br /&gt;
{{plant table row|name=Kobold bulb|tile=Φ|color=0|color2=1|biome=wet wetland|value=5|prod=Gnomeblight (e)|prodv=100}}&lt;br /&gt;
{{plant table row|name=Prickle berry|tile=:|color=2|biome=dry nf|value=1|drink=Prickle&amp;lt;br /&amp;gt;berry wine|drinkv=5|eat=y|cook=y}}&lt;br /&gt;
{{plant table row|name=Wild strawberry|tile=:|color=4|biome=dry nf|value=4|drink=Strawberry&amp;lt;br /&amp;gt;wine|drinkv=10|eat=y|cook=y}}&lt;br /&gt;
{{plant table row|name=Longland grass|tile=τ|color=6|color2=1|biome=dry nf|value=4|drink=Longland&amp;lt;br /&amp;gt;beer|drinkv=10|cook=p|prod=Longland flour (m)|prodv=20}}&lt;br /&gt;
{{plant table row|name=Valley herb|tile=ÿ|color=2|color2=1|seasons={{seasons3|1|||}}|biome=dry temperate grassland|value=25|cook=y|prod=Golden salve (l)|prodv=100}}&lt;br /&gt;
{{plant table row|name=Rat weed|tile=τ|color=2|biome=wet nf|value=1|drink=Sewer&amp;lt;br /&amp;gt; brew|drinkv=5|eat=y|cook=y}}&lt;br /&gt;
{{plant table row|name=Fisher berry|tile=:|biome=wet nf|value=4|drink=Fisher&amp;lt;br /&amp;gt;berry wine|drinkv=10|eat=y|cook=y}}&lt;br /&gt;
{{plant table row|name=Rope reed|tile=ƒ|color=2|biome=wet nf|value=4|drink=River&amp;lt;br /&amp;gt; spirits|prod=Rope reed thread (p)|prodv=2}}&lt;br /&gt;
{{plant table row|name=Dimple cup|tile=♥|color=1|color2=1|biome=sub water|value=4|prod=Dimple dye (m)|prodv=20}}&lt;br /&gt;
{{plant table row|name=Blade weed|tile=τ|color=2|biome=dry nf|value=4|prod=Emerald dye (m)|prodv=20}}&lt;br /&gt;
{{plant table row|name=Hide root|tile=τ|color=6|biome=dry nf|value=1|prod=Redroot dye (m)|prodv=10}}&lt;br /&gt;
{{plant table row|name=Sliver barb|tile=τ|color=0|color2=1|biome=dry nf|align=Evil|value=1|drink=Gutter&amp;lt;br /&amp;gt; cruor|drinkv=5|prod=Sliver dye (m)|prodv=20}}&lt;br /&gt;
{{plant table row|name=Sun berry|tile=:|color=6|color2=1|biome=wet nf|align=Good|value=9|drink=Sunshine|drinkv=25|eat=y|cook=y}}&lt;br /&gt;
{{plant table row|name=Whip vine|tile=§|color=3|color2=1|biome=dry nf|align=Savage|value=1|drink=Whip wine|drinkv=15|cook=p|prod=Whip vine flour (m)|prodv=25}}&lt;br /&gt;
|}&lt;br /&gt;
:''Notes''&lt;br /&gt;
:''&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; This is the value for a stack of 5 drink units, which is the number rendered from a single plant.''&lt;br /&gt;
:''&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; Anything that can be cooked is edible afterwards. [[DF2010_Talk:Cook#No_Seeds|Cooking leaves no seeds for re-planting.]]''&lt;br /&gt;
:''&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; These plants cannot be eaten/cooked until they are further processed, either by milling or extracting; see &amp;quot;products&amp;quot; column for process product.''&lt;br /&gt;
:''&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt; This is the value for a stack of 5 processing products, which is the number rendered from a single plant.''&lt;br /&gt;
''Bloated tuber, Kobold bulb, Muck root, Valley herb: These plants cannot be grown on a farm plot. They can only be acquired through plant gathering (in season only) or trade.''&lt;/div&gt;</summary>
		<author><name>Morlark</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Crop&amp;diff=85497</id>
		<title>v0.31 Talk:Crop</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Crop&amp;diff=85497"/>
		<updated>2010-04-06T19:52:16Z</updated>

		<summary type="html">&lt;p&gt;Morlark: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I had the entries sorted by RAW order, for easier editing. As it so happens, it's also a rough order of importance, too. If someone wants to order it by any particular attribute, that's what the little icons at the top of the table are for. --[[User:Eagle0600|Eagle0600]] 19:15, 6 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Product Value ==&lt;br /&gt;
&lt;br /&gt;
Where did those product values come from? The material values of dwarven syrup and dwarven sugar are both 20, dwarven syrup is listed as 100. I realise that it probably has something to do with stack size, but that is not made clear. Also, is it verified for this version? This is why I was hesitant to add those values. --[[User:Eagle0600|Eagle0600]] 19:35, 6 April 2010 (UTC)&lt;br /&gt;
:The product value given is the value of the products created from processing one plant. As you surmised, it's the stack size. A single plant will process to a stack of five syrups, hence the value of 100. This is consistent with how the wiki has presented it in previous versions, since it's more useful for comparisons that way. You're right that it does need a footnote, or something. --[[User:Morlark|Morlark]]&lt;/div&gt;</summary>
		<author><name>Morlark</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Blade_weed&amp;diff=85481</id>
		<title>v0.31:Blade weed</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Blade_weed&amp;diff=85481"/>
		<updated>2010-04-06T19:39:58Z</updated>

		<summary type="html">&lt;p&gt;Morlark: Information verified current&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Crop|color={{color|2|0}}|seed_color={{color|0|1}}|character=τ|name=Blade weed|spring=1|summer=1|autumn=1|winter=1|habitat=Not freezing (dry)|other_products=&lt;br /&gt;
* {{L|Dye|Emerald dye}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Blade weed''' is a plant used only to make emerald {{L|dye|dye}} at a {{L|millstone|mill}} or {{L|quern|quern}}.  They can be planted outdoors any time of year and can be collected by {{L|gather plants|gathering plants}} in any non-freezing {{L|biome|biome}}.&lt;br /&gt;
&lt;br /&gt;
* Grow time: 500&lt;br /&gt;
* Plant value: 4&lt;br /&gt;
* Mill value: 20&lt;br /&gt;
* Dye color: Emerald&lt;br /&gt;
* Seasons: All&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*{{L|List of crops|List of crops}}&lt;br /&gt;
*{{L|The clothing industry|The clothing industry}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{gamedata|[PLANT:WEED_BLADE]&lt;br /&gt;
[NAME:blade weed][NAME_PLURAL:blade weed][ADJ:blade weed]&lt;br /&gt;
[USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]&lt;br /&gt;
	[MATERIAL_VALUE:2]&lt;br /&gt;
[BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]&lt;br /&gt;
[PICKED_TILE:231][PICKED_COLOR:2:0:0]&lt;br /&gt;
[DRY][BIOME:NOT_FREEZING]&lt;br /&gt;
[VALUE:2]&lt;br /&gt;
[USE_MATERIAL_TEMPLATE:MILL:PLANT_POWDER_TEMPLATE]&lt;br /&gt;
	[STATE_NAME_ADJ:ALL_SOLID:emerald dye]&lt;br /&gt;
	[STATE_COLOR:ALL_SOLID:EMERALD]&lt;br /&gt;
	[DISPLAY_COLOR:2:0:0]&lt;br /&gt;
	[MATERIAL_VALUE:20]&lt;br /&gt;
	[POWDER_DYE:EMERALD]&lt;br /&gt;
	[PREFIX:NONE]&lt;br /&gt;
[MILL:LOCAL_PLANT_MAT:MILL]&lt;br /&gt;
[SPRING][SUMMER][AUTUMN][WINTER]&lt;br /&gt;
[FREQUENCY:25]&lt;br /&gt;
[CLUSTERSIZE:5]&lt;br /&gt;
[PREFSTRING:stiff, triangular leaves]&lt;br /&gt;
[USE_MATERIAL_TEMPLATE:SEED:SEED_TEMPLATE]&lt;br /&gt;
[SEED:blade weed seed:blade weed seeds:0:0:1:LOCAL_PLANT_MAT:SEED]}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Surface crops]]&lt;br /&gt;
[[Category:Non-brewable plants]]&lt;br /&gt;
[[Category:Inedible plants]]&lt;/div&gt;</summary>
		<author><name>Morlark</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:List_of_crops&amp;diff=85473</id>
		<title>v0.31:List of crops</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:List_of_crops&amp;diff=85473"/>
		<updated>2010-04-06T19:36:59Z</updated>

		<summary type="html">&lt;p&gt;Morlark: Redirected page to DF2010:Crop&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[DF2010:Crop]]&lt;/div&gt;</summary>
		<author><name>Morlark</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=New_Hats&amp;diff=85440</id>
		<title>New Hats</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=New_Hats&amp;diff=85440"/>
		<updated>2010-04-06T19:07:17Z</updated>

		<summary type="html">&lt;p&gt;Morlark: moved New Hats to 40d:New Hats:&amp;amp;#32;Namespace migration&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[40d:New Hats]]&lt;/div&gt;</summary>
		<author><name>Morlark</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Modification:New_hats&amp;diff=85439</id>
		<title>Modification:New hats</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Modification:New_hats&amp;diff=85439"/>
		<updated>2010-04-06T19:07:17Z</updated>

		<summary type="html">&lt;p&gt;Morlark: moved New Hats to 40d:New Hats:&amp;amp;#32;Namespace migration&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Just paste into your objects folder&lt;br /&gt;
19 new hats, 2 of which are [[armor]].&lt;br /&gt;
&lt;br /&gt;
===New===&lt;br /&gt;
Widebrim hat&lt;br /&gt;
&lt;br /&gt;
Pointy hat&lt;br /&gt;
&lt;br /&gt;
Headband&lt;br /&gt;
&lt;br /&gt;
Bowler Hat&lt;br /&gt;
&lt;br /&gt;
Headdress&lt;br /&gt;
&lt;br /&gt;
Tophat&lt;br /&gt;
&lt;br /&gt;
Tricorner hat&lt;br /&gt;
&lt;br /&gt;
Mortarboard&lt;br /&gt;
&lt;br /&gt;
Skullcap-chain level head armor&lt;br /&gt;
&lt;br /&gt;
Greathelm-plate level head armor&lt;br /&gt;
&lt;br /&gt;
Conical Hat&lt;br /&gt;
&lt;br /&gt;
Fez&lt;br /&gt;
&lt;br /&gt;
Frontier Cap&lt;br /&gt;
&lt;br /&gt;
Coif&lt;br /&gt;
&lt;br /&gt;
Bonnet&lt;br /&gt;
&lt;br /&gt;
Beer Helm&lt;br /&gt;
&lt;br /&gt;
Goggle&lt;br /&gt;
&lt;br /&gt;
Lense&lt;br /&gt;
&lt;br /&gt;
Trilby&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
http://rapidshare.com/files/75829663/item_helm_mod.txt.html&lt;br /&gt;
&lt;br /&gt;
Add this to entity default.txt of your chosen race and generate a new world-make sure there are no dupplicates.&lt;br /&gt;
&lt;br /&gt;
           [HELM:ITEM_HELM_HELM:COMMON]&lt;br /&gt;
           [HELM:ITEM_HELM_SKULLCAP:COMMON]&lt;br /&gt;
           [HELM:ITEM_HELM_GREAT:COMMON]&lt;br /&gt;
           [HELM:ITEM_HELM_BEER:UNCOMMON]&lt;br /&gt;
           [HELM:ITEM_HELM_CAP:COMMON]&lt;br /&gt;
           [HELM:ITEM_HELM_TRILBY:COMMON]&lt;br /&gt;
           [HELM:ITEM_HELM_GOGGLES:UNCOMMON]&lt;br /&gt;
           [HELM:ITEM_HELM_LENS:UNCOMMON]&lt;br /&gt;
           [HELM:ITEM_HELM_BAND:COMMON]&lt;br /&gt;
           [HELM:ITEM_HELM_TOP:COMMON]&lt;br /&gt;
           [HELM:ITEM_HELM_POINTY:COMMON]&lt;br /&gt;
           [HELM:ITEM_HELM_BONNET:COMMON]&lt;br /&gt;
           [HELM:ITEM_HELM_WIDEBRIM:COMMON]&lt;br /&gt;
           [HELM:ITEM_HELM_BOWLER:COMMON]&lt;br /&gt;
           [HELM:ITEM_HELM_COIF:COMMON]&lt;br /&gt;
           [HELM:ITEM_HELM_FRONTIER:COMMON]&lt;br /&gt;
           [HELM:ITEM_HELM_HOOD:COMMON]&lt;br /&gt;
           [HELM:ITEM_HELM_FEZ:UNCOMMON]&lt;br /&gt;
           [HELM:ITEM_HELM_TRICORNER:COMMON]&lt;br /&gt;
           [HELM:ITEM_HELM_DRESS:RARE]&lt;br /&gt;
           [HELM:ITEM_HELM_MORTARBOARD:RARE]&lt;br /&gt;
           [HELM:ITEM_HELM_CONICAL:UNCOMMON]&lt;br /&gt;
&lt;br /&gt;
[[Category:Mods]]&lt;/div&gt;</summary>
		<author><name>Morlark</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=New_creatures&amp;diff=85437</id>
		<title>New creatures</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=New_creatures&amp;diff=85437"/>
		<updated>2010-04-06T19:06:45Z</updated>

		<summary type="html">&lt;p&gt;Morlark: moved New creatures to 40d:New creatures:&amp;amp;#32;Namespace migration&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[40d:New creatures]]&lt;/div&gt;</summary>
		<author><name>Morlark</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Modification:New_creatures&amp;diff=85436</id>
		<title>Modification:New creatures</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Modification:New_creatures&amp;diff=85436"/>
		<updated>2010-04-06T19:06:45Z</updated>

		<summary type="html">&lt;p&gt;Morlark: moved New creatures to 40d:New creatures:&amp;amp;#32;Namespace migration&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{mod}}&lt;br /&gt;
&lt;br /&gt;
==[[User:Chariot|Zoo Mod]]==&lt;br /&gt;
&lt;br /&gt;
Created by Chariot, you can find more details on his [[User:Chariot|user page]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Teldin's Mod==&lt;br /&gt;
&lt;br /&gt;
Not just for creatures, this mod adds several new items, foods, and playable races too.&lt;br /&gt;
&lt;br /&gt;
[http://teldin.wikispaces.com/space/showimage/teldin%27s+mod.zip Teldin's Mod]&lt;br /&gt;
&lt;br /&gt;
==[[User:Pathos|Dire Animals]]==&lt;br /&gt;
&lt;br /&gt;
creature_dire&lt;br /&gt;
&lt;br /&gt;
[OBJECT:CREATURE]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[CREATURE:APE_DIRE]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[NAME:dire ape:dire apes:dire ape]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[TILE:'a'][COLOR:1:0:1]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[LARGE_ROAMING][FREQUENCY:5]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[POPULATION_NUMBER:2:3]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[CLUSTER_NUMBER:1:1]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[PETVALUE:350]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[CURIOUSBEAST_ITEM]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[DAMBLOCK:1]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[MODVALUE:10]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[GRASSTRAMPLE:0][NATURAL][PET_EXOTIC][LARGE_PREDATOR]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[PREFSTRING:brute strength][NOPAIN][NOSTUN][NONAUSEA][NOEMOTION][RECKLESS]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[BODY:QUADRUPED:TAIL:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:MOUTH]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[SIZE:9]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[MAXAGE:15:25]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[ATTACK:MAIN:BYTYPE:MOUTH:bite:bites:1:6:GORE][ATTACKFLAG_CANLATCH]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[CHILD:1]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[FAT:3]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[DIURNAL][SAVAGE]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[BIOME_ANY_TROPICAL]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[STANDARD_FLESH]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[CHILD:1][CHILDNAME:dire ape baby:dire ape babies]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[HOMEOTHERM:10069]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[LAYERING:100]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[SWIMS_INNATE][SWIM_SPEED:2500]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[CREATURE:BEAR_DIRE]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[NAME:dire bear:dire bears:dire bear]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[TILE:'B'][COLOR:1:0:0]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[MODVALUE:10]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[LARGE_ROAMING][FREQUENCY:2]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[POPULATION_NUMBER:2:3]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[CLUSTER_NUMBER:1:1]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[CURIOUSBEAST_GUZZLER]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[LARGE_PREDATOR]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[NO_WINTER][MEANDERER]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[DAMBLOCK:1]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[GENPOWER:3]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[PETVALUE:1000]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[GRASSTRAMPLE:0][NATURAL][SAVAGE][PET_EXOTIC]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[PREFSTRING:great strength][NOPAIN][NOSTUN][NONAUSEA][NOEMOTION][RECKLESS]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[BODY:QUADRUPED:TAIL:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:MOUTH]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[BODYGLOSS:PAW]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[SIZE:15]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[MAXAGE:20:30]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[ATTACK:MAIN:BYTYPE:MOUTH:bite:bites:1:6:GORE][ATTACKFLAG_CANLATCH]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[CHILD:1][CHILDNAME:dire bear cub:dire bear cubs]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[FAT:7]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[DIURNAL]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[BIOME_FOREST_TAIGA]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[BIOME_ANY_TEMPERATE_FOREST]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[STANDARD_FLESH]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[HOMEOTHERM:10067]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[LAYERING:300]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[SWIMS_INNATE][SWIM_SPEED:2500]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[CREATURE:FOX_DIRE]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[NAME:dire fox:dire foxes:dire fox]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[TILE:'f'][COLOR:6:0:0]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[LARGE_ROAMING][FREQUENCY:5]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[POPULATION_NUMBER:2:3]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[CLUSTER_NUMBER:1:1]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[BENIGN][SAVAGE]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[DAMBLOCK:1]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[MODVALUE:10]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[PETVALUE:250]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[GRASSTRAMPLE:0][NATURAL][PET_EXOTIC][LARGE_PREDATOR]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[BONECARN]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[PREFSTRING:primeval cunning][NOPAIN][NOSTUN][NONAUSEA][NOEMOTION][RECKLESS]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[BODY:QUADRUPED:TAIL:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:MOUTH]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[BODYGLOSS:PAW]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[SIZE:6]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[MAXAGE:10:20]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[ATTACK:MAIN:BYTYPE:MOUTH:bite:bites:1:6:GORE][ATTACKFLAG_CANLATCH]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[CHILD:1][CHILDNAME:dire fox pup:dire fox pups]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[FAT:1]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[DIURNAL]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[BIOME_FOREST_TAIGA]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[BIOME_ANY_TEMPERATE_FOREST]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[STANDARD_FLESH]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[HOMEOTHERM:10067]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[LAYERING:100]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[SWIMS_INNATE][SWIM_SPEED:2500]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[CREATURE:WOLF_DIRE]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[NAME:dire wolf:dire wolves:dire wolf]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[TILE:'w'][COLOR:7:0:4]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[MODVALUE:10]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[LARGE_ROAMING][FREQUENCY:10]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[POPULATION_NUMBER:10:20]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[CLUSTER_NUMBER:3:7][PET_EXOTIC]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[LARGE_PREDATOR][SAVAGE][MEANDERER][LARGE_PREDATOR]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[PETVALUE:500]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[GRASSTRAMPLE:0]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[BONECARN]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[DAMBLOCK:1]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[PREFSTRING:primordial howls][NOPAIN][NOSTUN][NONAUSEA][NOEMOTION][RECKLESS]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[BODY:QUADRUPED:TAIL:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:MOUTH]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[BODYGLOSS:PAW]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[SIZE:10]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[MAXAGE:10:20]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[ATTACK:MAIN:BYTYPE:MOUTH:bite:bites:1:6:GORE][ATTACKFLAG_CANLATCH]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[CHILD:2][CHILDNAME:dire wolf pup:dire wolf pups]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[FAT:1]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[ALL_ACTIVE]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[BIOME_GLACIER]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[BIOME_TUNDRA]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[STANDARD_FLESH]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[HOMEOTHERM:10067]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[LAYERING:300]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[SWIMS_INNATE][SWIM_SPEED:2500]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[CREATURE:SHARK_DIRE]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[NAME:dire shark:dire sharks:dire shark]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[TILE:'S'][COLOR:7:0:7]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[LARGE_ROAMING]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[AQUATIC][UNDERSWIM][IMMOBILE_LAND]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[MODVALUE:15]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[GENPOWER:3]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[DAMBLOCK:3]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[PREFSTRING:ability to make one afraid to go into the water][NOPAIN][NOSTUN][NONAUSEA][NOEMOTION][RECKLESS]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[ALL_ACTIVE]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[POPULATION_NUMBER:15:30]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[LARGE_PREDATOR][NATURAL][SAVAGE][PET_EXOTIC]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[PETVALUE:500]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[BODY:BASIC_2PARTBODY:BASIC_HEAD:SIDE_FINS:DORSAL_FIN:TAIL:2EYES:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:MOUTH]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[ATTACK:MAIN:BYTYPE:MOUTH:bite:bites:1:6:GORE][ATTACKFLAG_CANLATCH]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[ATTACK:SECOND:BYTOKEN:TAIL:slap:slaps:1:2:BLUDGEON][ATTACKFLAG_WITH]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[SIZE:20]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[MAXAGE:20:30]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[NO_DRINK]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[CHILD:1][CHILDNAME:dire shark pup:dire shark pups]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[FAT:6]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[BIOME_OCEAN_TEMPERATE]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[BIOME_OCEAN_TROPICAL]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[STANDARD_FLESH]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[HOMEOTHERM:10067]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[SWIMS_INNATE][SWIM_SPEED:300]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[CREATURE:ELEPHANT_DIRE]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[NAME:dire elephant:dire elephants:dire elephant]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[TILE:'E'][COLOR:5:0:0]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[LARGE_ROAMING][SAVAGE]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[MODVALUE:15]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[GENPOWER:3]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[PREFSTRING:strength][NOPAIN][NOSTUN][NONAUSEA][NOEMOTION][RECKLESS]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[IVORY]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[DIURNAL]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[FREQUENCY:5]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[DAMBLOCK:2]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[POPULATION_NUMBER:2:3]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[CLUSTER_NUMBER:1:1]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[BENIGN][MEANDERER][NATURAL][PET_EXOTIC][LARGE_PREDATOR]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[PETVALUE:5000]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[BODY:QUADRUPED:TAIL:2EYES:2EARS:TRUNK:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:MOUTH:2TUSKS]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[SIZE:32]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[MAXAGE:50:70]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[ATTACK:MAIN:BYTYPE:STANCE:kick:kicks:1:2:BLUDGEON][ATTACKFLAG_WITH]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[ATTACK:SECOND:BYTOKEN:RTUSK:tusk:tusks:1:6:GORE]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[ATTACK:SECOND:BYTOKEN:LTUSK:tusk:tusks:1:6:GORE]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[CHILD:1][CHILDNAME:dire elephant calf:dire elephant calves]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[FAT:20]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[BIOME_ANY_TROPICAL_FOREST]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[BIOME_SHRUBLAND_TROPICAL]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[STANDARD_FLESH]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[HOMEOTHERM:10066]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[SWIMS_INNATE][SWIM_SPEED:2500]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[CREATURE:OLIPHAUNT]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[NAME:oliphaunt:oliphaunts:oliphaunt]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[TILE:'E'][COLOR:7:0:0]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[LARGE_ROAMING][SAVAGE]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[MODVALUE:40]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[GENPOWER:3]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[PREFSTRING:strength][NOPAIN][NOSTUN][NONAUSEA][NOEMOTION][RECKLESS]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[IVORY][LARGE_PREDATOR]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[DIURNAL]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[FREQUENCY:1]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[DAMBLOCK:3]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[POPULATION_NUMBER:2:3]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[CLUSTER_NUMBER:1:1]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[BENIGN][MEANDERER][NATURAL][PET_EXOTIC]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[PETVALUE:5000]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[BODY:QUADRUPED:TAIL:2EYES:2EARS:TRUNK:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:MOUTH:2TUSKS]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[SIZE:60]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[MAXAGE:50:70]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[ATTACK:MAIN:BYTYPE:STANCE:kick:kicks:1:2:BLUDGEON][ATTACKFLAG_WITH]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[ATTACK:SECOND:BYTOKEN:RTUSK:tusk:tusks:1:6:GORE]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[ATTACK:SECOND:BYTOKEN:LTUSK:tusk:tusks:1:6:GORE]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[CHILD:1][CHILDNAME:oliphaunt calf:oliphaunt calves]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[FAT:20]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[BIOME_ANY_TROPICAL_FOREST]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[BIOME_SHRUBLAND_TROPICAL]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[STANDARD_FLESH]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[HOMEOTHERM:10066]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[SWIMS_INNATE][SWIM_SPEED:2500]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[CREATURE:FISH_CARP_DIRE]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[NAME:dire carp:dire carp:dire carp]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[TILE:224][COLOR:5:0:0]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[LARGE_ROAMING]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[AQUATIC][UNDERSWIM][IMMOBILE_LAND]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[MODVALUE:10]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[GENPOWER:3]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[PREFSTRING:wicked protruding mouths][NOPAIN][NOSTUN][NONAUSEA][NOEMOTION][RECKLESS]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[ALL_ACTIVE]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[BENIGN][MEANDERER][NATURAL]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[PETVALUE:500]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[BODY:BASIC_2PARTBODY:BASIC_HEAD:SIDE_FINS:DORSAL_FIN:TAIL:2EYES:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:MOUTH]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[ATTACK:MAIN:BYTYPE:MOUTH:bite:bites:1:6:GORE][ATTACKFLAG_CANLATCH]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[ATTACK:SECOND:BYTOKEN:TAIL:slap:slaps:1:2:BLUDGEON][ATTACKFLAG_WITH]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[SIZE:10]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[MAXAGE:20:30]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[NO_DRINK]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[CHILD:1][CHILDNAME:dire carp fry:dire carp fry]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[FAT:1]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[BIOME_RIVER_TEMPERATE_FRESHWATER]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[BIOME_RIVER_TROPICAL_FRESHWATER]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[BIOME_LAKE_TEMPERATE_FRESHWATER]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[BIOME_LAKE_TROPICAL_FRESHWATER]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[STANDARD_FLESH]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[HOMEOTHERM:10067]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[SWIMS_INNATE][SWIM_SPEED:500]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[SAVAGE][PET_EXOTIC]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[LARGE_PREDATOR][FREQUENCY:5]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[POPULATION_NUMBER:2:3]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[CLUSTER_NUMBER:1:1]&amp;lt;br /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Morlark</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Moghopper&amp;diff=85416</id>
		<title>40d:Moghopper</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Moghopper&amp;diff=85416"/>
		<updated>2010-04-06T18:38:39Z</updated>

		<summary type="html">&lt;p&gt;Morlark: Un-redlinking&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
A '''Moghopper''' is a type of fish, from which [[40d:mog juice|mog juice]] can be extracted. &lt;br /&gt;
&lt;br /&gt;
It is one of the few fish that can be [[40d:Captured live fish|captured alive]], and the '''only''' one that produces an [[40d:extract|extract]]. Some dwarves like them for their cute round tummies.&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:MOGHOPPER]&lt;br /&gt;
	[NAME:moghopper:moghoppers:moghopper]&lt;br /&gt;
	[TILE:249][COLOR:6:0:0]&lt;br /&gt;
	[MODVALUE:3]&lt;br /&gt;
	[NATURAL][PET]&lt;br /&gt;
	[VERMIN_GROUNDER][FISHITEM][FREQUENCY:10]&lt;br /&gt;
	[AMPHIBIOUS][SMALL_REMAINS][NO_SPRING][NO_AUTUMN][NO_WINTER][SAVAGE]&lt;br /&gt;
	[POPULATION_NUMBER:250:500]&lt;br /&gt;
	[EXTRACT:mog juice:2:0:1]&lt;br /&gt;
	[EXTRACT_VALUE:50][EXTRACT_COOKABLE]&lt;br /&gt;
	[SPEED:2900]&lt;br /&gt;
	[GENPOWER:2]&lt;br /&gt;
	[PETVALUE:20]&lt;br /&gt;
	[NOT_BUTCHERABLE]&lt;br /&gt;
	[PREFSTRING:round tummies]&lt;br /&gt;
	[CREPUSCULAR]&lt;br /&gt;
	[BIOME:ANY_POOL]&lt;br /&gt;
	[STANDARD_FLESH]&lt;br /&gt;
	[SWIMS_INNATE][SWIM_SPEED:2500]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Vermin]]&lt;/div&gt;</summary>
		<author><name>Morlark</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Millstone&amp;diff=85415</id>
		<title>40d:Millstone</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Millstone&amp;diff=85415"/>
		<updated>2010-04-06T18:38:14Z</updated>

		<summary type="html">&lt;p&gt;Morlark: Un-redlinking&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Workshop|name=Millstone|key=M|job=[[40d:Miller|Milling]]&lt;br /&gt;
|construction=&lt;br /&gt;
* [[40d:Millstone|Millstone]]&lt;br /&gt;
|construction_job=&lt;br /&gt;
* [[40d:Mechanic|Mechanic]]&lt;br /&gt;
|use=&lt;br /&gt;
* [[40d:Blade weed|Blade weed]]&lt;br /&gt;
* [[40d:Cave wheat|Cave wheat]]&lt;br /&gt;
* [[40d:Dimple cup|Dimple cup]]&lt;br /&gt;
* [[40d:Hide root|Hide root]]&lt;br /&gt;
* [[40d:Longland grass|Longland grass]]&lt;br /&gt;
* [[40d:Sliver barb|Sliver barb]]&lt;br /&gt;
* [[40d:Sweet pod|Sweet pod]]&lt;br /&gt;
* [[40d:Whip vine|Whip vine]]&lt;br /&gt;
|production=&lt;br /&gt;
* [[40d:Emerald dye|Emerald dye]]&lt;br /&gt;
* [[40d:Dwarven wheat flour|Dwarven wheat flour]]&lt;br /&gt;
* [[40d:Dimple dye|Dimple dye]]&lt;br /&gt;
* [[40d:Redroot dye|Redroot dye]]&lt;br /&gt;
* [[40d:Longland flour|Longland flour]]&lt;br /&gt;
* [[40d:Sliver dye|Sliver dye]]&lt;br /&gt;
* [[40d:Dwarven sugar|Dwarven sugar]]&lt;br /&gt;
* [[40d:Whip vine flour|Whip vine flour]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A '''millstone''' is used to grind up certain [[40d:plant|plant]]s to make [[40d:flour|flour]] and [[40d:dye|dye]]. To operate, it needs to be connected to a mechanical [[40d:power|power]] source such as a [[40d:water wheel|water wheel]] or [[40d:windmill|windmill]] that supplies it with 10 power units. If none is available, a [[40d:quern|quern]] can be used instead. Before they can be placed as a building, you must first build the millstone at a [[40d:Mason's Workshop|Mason's Workshop]].&lt;br /&gt;
&lt;br /&gt;
If the power to the millstone is interrupted, any jobs must be requeued when power is returned. Therefore it is best to have uninterrupted power or at least the ability to run it for a long period of time.&lt;br /&gt;
&lt;br /&gt;
''For a basic overview of how the different machine parts work and work together, see [[40d:machinery|machinery]].''&lt;br /&gt;
&lt;br /&gt;
{|style=&amp;quot;border: 1px solid #0b0; background: #dfd&amp;quot;&lt;br /&gt;
|+'''Basic watermill design'''&lt;br /&gt;
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|}&lt;br /&gt;
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{|&lt;br /&gt;
|+ '''Basic windmill design'''&lt;br /&gt;
! Level 0&lt;br /&gt;
! Level 1&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
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|-&lt;br /&gt;
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|}&lt;br /&gt;
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&lt;br /&gt;
Here, the windmill is built &amp;quot;hanging&amp;quot; on top of the millstone. You can build walls around the millstone if you like, but they're not required. Once the windmill is built, the access stairwell can be deconstructed. Since the windmill is &amp;quot;hanging&amp;quot; in midair, removing the millstone will cause the windmill to fall down.&lt;br /&gt;
&lt;br /&gt;
(Alternatively, the whole operation can be shifted down one level, so the windmill is built on a stable surface on the ground level and the millstone is underground.  Be sure to build the windmill first, then the millstone, or your millstone will not be powered!)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|+ '''Stylish windmill design'''&lt;br /&gt;
! Level -2&lt;br /&gt;
! Level -1&lt;br /&gt;
! Level 0&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
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|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Level -2 has the millstone built beside a gear assembly. &amp;lt;br /&amp;gt;&lt;br /&gt;
Level -1 has a vertical axle built over the gear assembly (first remove the floor by designating a channel). You can skip this level if you want a millstone right below the surface, or you can repeat it multiple times to take power deep inside the mountain.&amp;lt;br /&amp;gt;&lt;br /&gt;
Level 0 has the windmill (the center tile is above the vertical axle).&lt;br /&gt;
&lt;br /&gt;
{{Buildings}}&lt;br /&gt;
{{Workshops}}&lt;br /&gt;
[[Category:Machine components]]&lt;/div&gt;</summary>
		<author><name>Morlark</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Milker&amp;diff=85411</id>
		<title>40d:Milker</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Milker&amp;diff=85411"/>
		<updated>2010-04-06T18:36:17Z</updated>

		<summary type="html">&lt;p&gt;Morlark: Un-redlinking&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Skill&lt;br /&gt;
| color      = rgb(128,128,0)&lt;br /&gt;
| skill      = Milker&lt;br /&gt;
| speciality = Milker&lt;br /&gt;
| profession = [[40d:Farmer|Farmer]]&lt;br /&gt;
| job name   = Milking&lt;br /&gt;
| tasks      =&lt;br /&gt;
* {{k|m}} [[40d:Milk|Milk]] Creature&lt;br /&gt;
| workshop = &lt;br /&gt;
* [[40d:Farmer's workshop|Farmer's workshop]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A '''milker''' is a dwarf that will [[40d:milk|milk]] [[40d:creature|creature]]s in a [[40d:Farmer's workshop|Farmer's workshop]]. Currently{{version|0.28.181.40d}}, the only milkable creatures are [[40d:purring maggot|purring maggot]]s (to milk something it has to be carryable, and the only milkable thing you can carry is a purring maggot), though [[40d:civilization|civilization]]s seem to milk other  creatures off-screen (and [[40d:trade|trade]] the milk with you).&lt;br /&gt;
&lt;br /&gt;
Unless you embark on a suitable [[chasm]], milkers tend to be only as useful as [[peasant]]s. Suggested tasks include:&lt;br /&gt;
* Military&lt;br /&gt;
* Stone hauler&lt;br /&gt;
* Any other task almost&lt;br /&gt;
&lt;br /&gt;
{{Skills}}&lt;br /&gt;
[[Category:Skills]]&lt;br /&gt;
[[Category:Jobs]]&lt;/div&gt;</summary>
		<author><name>Morlark</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Eerie_glowing_pit&amp;diff=85409</id>
		<title>40d:Eerie glowing pit</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Eerie_glowing_pit&amp;diff=85409"/>
		<updated>2010-04-06T18:35:58Z</updated>

		<summary type="html">&lt;p&gt;Morlark: Un-redlinking&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
''This page is about the mountain feature. You may be looking for the [[CV:Activity_zone#Pit.2FPond|pit/pond designation]] for activity zones, or for [[CV:Chasm#Bottomless pit|bottomless pits]], a form of chasm - or if you searched for Hidden Fun Stuff, you may have been looking for [[easter eggs]].''&lt;br /&gt;
&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
&lt;br /&gt;
''&amp;quot;Listen well, young Urist! Mighty Armok demands payment for the gifts he grants us. By the toil of our miners we are granted metal ores, and by the toil of our metalsmiths we are granted armor, weapons and *Platinum Statue*s. But there is one gift so great that we must pay an even greater price...&amp;quot;''&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
A '''glowing pit''' is a small impassable [[40d:chasm|chasm]] found in the center of [[40d:adamantine|adamantine]] deposits deep in the earth. There is at most one glowing pit per Local [[40d:Embark|Embark]] map (that is, any game map, even 16x16,  will have, at most, one), and can be located by searching for 'other features' in the [[40d:site finder|site finder]]. They are surrounded by mysterious rooms, and are dangerous enough to lead to the destruction of even a well-prepared fortress.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you dig deep enough in the right place, perhaps following that vein of glorious [[40d:adamantine|adamantine]], you might break into a peculiar chamber with strange glowing pits at the bottom.  The veins of adamantine radiate straight outward from the pit, and can be used to triangulate its position - it is much safer to have a disposable miner trapped in a walled space look for it on purpose than to risk running into it by accident.&lt;br /&gt;
&lt;br /&gt;
[[Image:000008 - Peculiar chamber.png]]&lt;br /&gt;
&lt;br /&gt;
Because pre-existing architecture shows up as an asset of your outpost, you can check the {{k|z}} status screen as soon as you strike the earth; demon pits will typically show up as 4000☼ of total wealth.&lt;br /&gt;
&lt;br /&gt;
In the bottom chamber, there will be [[40d:Restraint|chain]]ed and [[40d:cage|cage]]d [[40d:humanoid|humanoid]]s, body parts, upright [[40d:spear|spear]]s and [[40d:Pike (weapon)|pike]]s, bones and skulls, and horrifying (masterwork) engravings of death and suffering. '''These are a warning.''' If you do not take drastic measures such as immediately rewalling the chamber to seal it, the glowing pits will unleash a horde of demons upon your fortress. The bottom chamber itself is home to a single [[40d:Demon|Demon]] leader, though he is not alone...&lt;br /&gt;
&lt;br /&gt;
Above this chamber will be 2-3 additional rooms, varying depending on what type of demons happen to inhabit it. Muddy chambers filled with vermin and surrounded by pools of water are inhabited by [[40d:frog demon|frog demon]]s, while filthy chambers decorated with depraved engravings and filled with additional humanoids are the lairs of [[40d:tentacle demon|tentacle demon]]s. Those unlucky enough to discover plain chambers filled with [[40d:charcoal|charcoal]] and [[40d:ash|ash]]es and surrounded by pools of magma will soon be confronted by the dreaded [[40d:spirit of fire|spirits of fire]]. Each upper chamber is home to 10 demon minions, and all upper chambers will be of the same type.&lt;br /&gt;
&lt;br /&gt;
The lower pits contain a very small amount of [[40d:magma|magma]], usually only enough for a handful of [[40d:smelter|smelter]]s or [[40d:forge|forge]]s, but sometimes enough small deposits for a good-sized industry.  Remember that a level of only 4/7 (but no less) is needed for operation, and ordinary arithmetic works when it spreads into newly channeled spaces, preferably on diagonals from the original deposit.&lt;br /&gt;
&lt;br /&gt;
Of course, you'll have to deal with the demons first... &lt;br /&gt;
&lt;br /&gt;
The squares actually labeled &amp;quot;glowing pit&amp;quot; work like a chasm for draining water and magma, and can be floored and provided with a lever-controlled hatch to the underworld if you please.  The &amp;quot;glowing pit&amp;quot; designation and # symbol radiate upward from the bottommost level of the mine - if a hatch is placed on a square there, the open squares on levels above it will become &amp;quot;open space&amp;quot; whenever it is closed.  Caged dwarfs dumped into the glowing pit generate a &amp;quot;--- died in a cage&amp;quot; message, and caged goblins pass without comment.  So far no demons have risen up to encourage further sacrifices or escorting flying trade caravans, but hope springs eternal (except for the dumped creatures, that is).&lt;br /&gt;
&lt;br /&gt;
There can be a few levels of &amp;quot;glowing pit&amp;quot; which are only open space without rooms, engravings, occupants, or any adamantine on the levels below the lowest chamber with engravings and cages.  This means that miners on the lowest two levels (at least) can break directly into the pit without having the faintest idea that adamantine is present beforehand.&lt;br /&gt;
&lt;br /&gt;
[[Image:000009 - Elf bone meal.png]]&lt;br /&gt;
&lt;br /&gt;
{{World}}&lt;br /&gt;
[[Category:Spoilers]]&lt;br /&gt;
[[Category:World]]&lt;/div&gt;</summary>
		<author><name>Morlark</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Pike_(weapon)&amp;diff=85408</id>
		<title>40d:Pike (weapon)</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Pike_(weapon)&amp;diff=85408"/>
		<updated>2010-04-06T18:35:31Z</updated>

		<summary type="html">&lt;p&gt;Morlark: Redirected page to 40d:Other weapon#Pike&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[40d:Other_weapon#Pike]]&lt;/div&gt;</summary>
		<author><name>Morlark</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Volcano&amp;diff=85407</id>
		<title>40d:Volcano</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Volcano&amp;diff=85407"/>
		<updated>2010-04-06T18:32:53Z</updated>

		<summary type="html">&lt;p&gt;Morlark: Un-redlinking&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
'''Volcanoes''' are named [[40d:mountain|mountain]]s that additionally provide a source of [[40d:magma|magma]].&lt;br /&gt;
&lt;br /&gt;
== Locating volcanoes ==&lt;br /&gt;
[[Image:Volcanoes-located.gif|thumb|400px|right|In order to begin on the volcano the starting plot must cover the ≈. Also note the volcano's name displayed under the biome information - this will be shown even if your plot isn't over the caldera. Click on this image to see the larger version.]]&lt;br /&gt;
&lt;br /&gt;
During world generation, areas of the map have a &amp;quot;volcanism&amp;quot; rating, (see [[40d:advanced world generation|advanced world generation]] for more information) much like they have a rainfall or drainage rating. In areas with high volcanism, volcanoes and magma have a higher chance of rising to the surface. A tile with 100 volcanism may become a volcano.&lt;br /&gt;
&lt;br /&gt;
To start on a map that includes a volcano, you will have to search for one on the fortress location selection screen. Most of the time they are not visible on the world map. Scroll around the world looking for a red ^ in the regional map. Select that space, and in the local map, move your starting area to include the square with a dark red ≈, which is the caldera. A volcano is ''not'' a bright red ≈ - those tiles indicate red sand. There may also be additional local [[40d:magma vent|magma vent]]s in nearby tiles around the volcano. Using the [[40d:site finder|site finder]] utility that comes with the latest version of Dwarf Fortress assists in finding volcanoes; see its page for more information.&lt;br /&gt;
&lt;br /&gt;
Sometimes a [[40d:magma vent|magma vent]] will exist in an area with no volcanoes nearby.&lt;br /&gt;
&lt;br /&gt;
== Living on a volcano ==&lt;br /&gt;
&lt;br /&gt;
Volcanoes provide ready access to [[40d:obsidian|obsidian]], which a [[40d:craftsdwarf|craftsdwarf]] can form into a rock short [[40d:sword|sword]]; these are as strong as steel shortswords. It can also be used to make more valuable rock [[40d:craft|craft]]s and [[40d:furniture|furniture]], as obsidian has a value of 3, compared to 2 for [[40d:flux|flux]] stones and 1 for other ordinary stones. It's possible to divert [[40d:water|water]] into magma to form your own obsidian, although obsidian is often already present in great quantities.&lt;br /&gt;
&lt;br /&gt;
The volcanic activity also leads to an abundance of heavy [[igneous extrusive layer|extrusive igneous]] rock (such as [[basalt]], [[felsite]] and [[andesite]]) under a layer of farmable materials. The nature of these rock layers also provides for many useful [[ore]]s such as [[iron]] (through [[hematite]] or other means), [[gold]], [[galena]], and other non-precious [[metal]]s. The rock also provides useful [[gem]]s such as [[turquoise]]s and [[gem|zircons]], and occasionally [[gem|diamonds]]. Genuine volcanoes sometimes have other interesting features, similar to named mountains: they are frequently sites for [[40d:cave|cave]]s, often have a wider than usual variety of [[40d:stone|stone]] and [[40d:ore|ore]], and may include unusual features such as [[40d:cave river|cave river]]s, [[40d:chasm|chasm]]s or [[40d:bottomless pit|bottomless pit]]s.&lt;br /&gt;
&lt;br /&gt;
Because of the natural tendency for Magma to turn into obsidian when coming in contact with water, digging alongside the magma chamber may provide an easy route underneath an [[40d:aquifer|aquifer]] and into the perfectly dry stone and ore deep below.&lt;br /&gt;
&lt;br /&gt;
Due to the random nature of map generation, occasionally your group may end up embarking directly over [[40d:magma|lava]], and it will shortly be time to select a new fort location. Other times a message about the cavern collapsing may occur the instant you embark - this is because the volcano is inserted into the already existing landscape, and it can cut through a supporting wall.&lt;br /&gt;
&lt;br /&gt;
Creatures like fire imps can and maybe will climb out of volcanos, where they'll attack everything they see, which may leads to a deadly and nearly unstoppable forestfire, so it's possibly a good idea to dig a channel around open volcanos in fortress mode as soon as possible.&lt;br /&gt;
&lt;br /&gt;
== Real world ==&lt;br /&gt;
A volcano, in the real world, is a vent in the planet's crust through which lava and pyroclastic materials are expelled. They're usually created through plate tectonics in subduction zones, but they can form anywhere [[40d:magma|magma]] is capable of breaking through to the surface.&lt;br /&gt;
&lt;br /&gt;
{{World}}&lt;br /&gt;
&lt;br /&gt;
[[Category:World]]&lt;/div&gt;</summary>
		<author><name>Morlark</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Sasquatch&amp;diff=85406</id>
		<title>40d:Sasquatch</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Sasquatch&amp;diff=85406"/>
		<updated>2010-04-06T18:32:16Z</updated>

		<summary type="html">&lt;p&gt;Morlark: Un-redlinking&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{CreatureInfo|name=Sasquatch|biome=*[[40d:Savage|Savage]] [[40d:mountain|mountain]]&lt;br /&gt;
*Savage [[40d:glacier|glacier]]&lt;br /&gt;
*Savage [[tundra]]|symbol=S|color={{COLOR:7:0:1}}&lt;br /&gt;
|butcher=no|bones=9|chunks=9|meat=9|fat=5|skulls=1|skin=Yes}}&lt;br /&gt;
A '''sasquatch''', evidently based on the mythical yeti, is a large humanoid with white fur that is found in [[40d:savage|savage]] tundra, glacier and mountainous [[40d:biome|biome]]s. These predators can pose a real danger to [[40d:dwarves|dwarves]] despite being solitary [[40d:creatures|creatures]]. Sasquatches are also incredibly long-lived, living for 800-1000 years.&lt;br /&gt;
Sasquatches cannot be tamed unless you manually mod its game data files to include: [PET] or [PET_EXOTIC].&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:SASQUATCH]&lt;br /&gt;
	[NAME:sasquatch:sasquatches:sasquatch]&lt;br /&gt;
	[TILE:'S'][COLOR:7:0:1]&lt;br /&gt;
	[MODVALUE:10]&lt;br /&gt;
	[POPULATION_NUMBER:5:10]&lt;br /&gt;
	[CLUSTER_NUMBER:1:1]&lt;br /&gt;
	[LARGE_ROAMING][SAVAGE][DIFFICULTY:2][FREQUENCY:1]&lt;br /&gt;
	[LARGE_PREDATOR][MEANDERER]&lt;br /&gt;
	[FANCIFUL]&lt;br /&gt;
	[GENPOWER:4]&lt;br /&gt;
	[GRASSTRAMPLE:0]&lt;br /&gt;
	[BONECARN]&lt;br /&gt;
	[LIKES_FIGHTING]&lt;br /&gt;
	[CANOPENDOORS]&lt;br /&gt;
	[PREFSTRING:white fur]&lt;br /&gt;
	[BODY:HUMANOID:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:MOUTH]&lt;br /&gt;
	[SIZE:9]&lt;br /&gt;
	[MAXAGE:800:1000]&lt;br /&gt;
	[ATTACK:MAIN:BYTYPE:GRASP:punch:punches:1:2:BLUDGEON][ATTACKFLAG_WITH]&lt;br /&gt;
	[ATTACK:SECOND:BYTYPE:MOUTH:bite:bites:1:2:GORE][ATTACKFLAG_CANLATCH]&lt;br /&gt;
	[EQUIPS]&lt;br /&gt;
	[FAT:5]&lt;br /&gt;
	[ALL_ACTIVE]&lt;br /&gt;
	[BIOME:MOUNTAIN]&lt;br /&gt;
	[BIOME:GLACIER]&lt;br /&gt;
	[BIOME:TUNDRA]&lt;br /&gt;
	[STANDARD_FLESH]&lt;br /&gt;
	[HOMEOTHERM:10067]&lt;br /&gt;
	[LAYERING:300]&lt;br /&gt;
	[SWIMS_INNATE][SWIM_SPEED:2500]&lt;br /&gt;
}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Humanoids]]&lt;/div&gt;</summary>
		<author><name>Morlark</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Gray_squirrel&amp;diff=85404</id>
		<title>40d:Gray squirrel</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Gray_squirrel&amp;diff=85404"/>
		<updated>2010-04-06T18:31:40Z</updated>

		<summary type="html">&lt;p&gt;Morlark: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
'''Gray squirrels''' are little [[40d:wood|wood]]-climbing [[40d:vermin|vermin]]s that live in all [[40d:temperate|temperate]] [[40d:forest|forests]]. Some of your [[40d:dwarves|dwarves]] like them for their tails, but your [[40d:cat|cat]]s will kill them all (that is until next spawning of vermins...). Like many other vermin, [[40d:elves|elves]] may bring them in trading, in seemingly empty cages (use {{K|v}}iew to see them). &lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:SQUIRREL_GRAY]&lt;br /&gt;
	[NAME:gray squirrel:gray squirrels:gray squirrel]&lt;br /&gt;
	[TILE:249][COLOR:7:0:0]&lt;br /&gt;
	[FREQUENCY:100][VERMIN_GROUNDER]&lt;br /&gt;
	[SMALL_REMAINS][NATURAL][PET][NO_WINTER]&lt;br /&gt;
	[SPEED:900]&lt;br /&gt;
	[PETVALUE:10]&lt;br /&gt;
	[NOT_BUTCHERABLE]&lt;br /&gt;
	[PREFSTRING:tails]&lt;br /&gt;
	[DIURNAL]&lt;br /&gt;
	[BIOME:ANY_TEMPERATE_FOREST]&lt;br /&gt;
	[STANDARD_FLESH]&lt;br /&gt;
	[HOMEOTHERM:10067]&lt;br /&gt;
	[LAYERING:100]&lt;br /&gt;
	[SWIMS_INNATE][SWIM_SPEED:2500]&lt;br /&gt;
	[POPULATION_NUMBER:250:500]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Vermin]]&lt;/div&gt;</summary>
		<author><name>Morlark</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Sphere&amp;diff=85402</id>
		<title>40d:Sphere</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Sphere&amp;diff=85402"/>
		<updated>2010-04-06T18:30:50Z</updated>

		<summary type="html">&lt;p&gt;Morlark: Un-redlinking&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
[[40d:deity |Deities]], [[40d:demons|demons]], and [[40d:megabeast|megabeast]]s are aligned in spheres. A '''sphere''' is an aspect where a being has influence.  [[40d:Civilization|Civilizations]] have sphere alignments as well.&lt;br /&gt;
&lt;br /&gt;
=== Understanding spheres ===&lt;br /&gt;
&lt;br /&gt;
A being such as a deity, demon and occasionally megabeast may come to represent or epitomize certain things like emotions, qualities, terrain, and items. They are called &amp;quot;spheres&amp;quot;. As an example from real-world mythology, the Greek goddess [http://en.wikipedia.org/wiki/Athena Athena] is goddess in the &amp;quot;spheres&amp;quot; of wisdom, warfare, handicrafts and reason. She is therefore the goddess of wisdom.&lt;br /&gt;
&lt;br /&gt;
Dwarves and other creatures will come to worship certain &amp;quot;powerful beings&amp;quot; and as such will follow that religion, and have a relationship with that &amp;quot;deity&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The following is according to Toady:&lt;br /&gt;
&lt;br /&gt;
:''Spheres have a parent/child list, a friend list, and a preclude list.  A deity has either one or two base spheres, and then they pick friends of those spheres, while never choosing a precluded or parent/child sphere of any of the spheres they already have.  I tried to be pretty lax with the preclude list so that interesting relationships could pop up.  There will obviously be problems and omissions and things here, since I had to match 100+ spheres together several times and no doubt made mistakes.  Feel free to discuss.''&lt;br /&gt;
&lt;br /&gt;
Parent/child relationships (note that a sphere can have more than one parent):&lt;br /&gt;
      SPHERE_NATURE&lt;br /&gt;
         SPHERE_ANIMALS&lt;br /&gt;
            SPHERE_FISH&lt;br /&gt;
         SPHERE_PLANTS&lt;br /&gt;
            SPHERE_TREES&lt;br /&gt;
      SPHERE_ART&lt;br /&gt;
         SPHERE_DANCE&lt;br /&gt;
         SPHERE_MUSIC&lt;br /&gt;
         SPHERE_PAINTING&lt;br /&gt;
         SPHERE_POETRY&lt;br /&gt;
         SPHERE_SONG&lt;br /&gt;
      SPHERE_BOUNDARIES&lt;br /&gt;
         SPHERE_COASTS&lt;br /&gt;
      SPHERE_COURAGE&lt;br /&gt;
         SPHERE_VALOR&lt;br /&gt;
      SPHERE_EARTH&lt;br /&gt;
         SPHERE_METALS&lt;br /&gt;
         SPHERE_MINERALS&lt;br /&gt;
         SPHERE_SALT&lt;br /&gt;
      SPHERE_WATER&lt;br /&gt;
         SPHERE_LAKES&lt;br /&gt;
         SPHERE_OCEANS&lt;br /&gt;
         SPHERE_RIVERS&lt;br /&gt;
         SPHERE_RAIN&lt;br /&gt;
      SPHERE_WEATHER&lt;br /&gt;
         SPHERE_LIGHTNING&lt;br /&gt;
         SPHERE_RAIN&lt;br /&gt;
         SPHERE_RAINBOWS&lt;br /&gt;
         SPHERE_STORMS&lt;br /&gt;
         SPHERE_THUNDER&lt;br /&gt;
         SPHERE_WIND&lt;br /&gt;
&lt;br /&gt;
Friend relationships:&lt;br /&gt;
      SPHERE_AGRICULTURE&lt;br /&gt;
         SPHERE_FOOD&lt;br /&gt;
         SPHERE_FERTILITY&lt;br /&gt;
         SPHERE_RAIN&lt;br /&gt;
      SPHERE_ANIMALS&lt;br /&gt;
         SPHERE_PLANTS&lt;br /&gt;
      SPHERE_ART&lt;br /&gt;
         SPHERE_INSPIRATION&lt;br /&gt;
         SPHERE_BEAUTY&lt;br /&gt;
      SPHERE_BEAUTY&lt;br /&gt;
         SPHERE_ART&lt;br /&gt;
      SPHERE_BIRTH&lt;br /&gt;
         SPHERE_CHILDREN&lt;br /&gt;
         SPHERE_CREATION&lt;br /&gt;
         SPHERE_FAMILY&lt;br /&gt;
         SPHERE_MARRIAGE&lt;br /&gt;
         SPHERE_PREGNANCY&lt;br /&gt;
         SPHERE_REBIRTH&lt;br /&gt;
         SPHERE_YOUTH&lt;br /&gt;
      SPHERE_BLIGHT&lt;br /&gt;
         SPHERE_DISEASE&lt;br /&gt;
         SPHERE_DEATH&lt;br /&gt;
      SPHERE_CAVERNS&lt;br /&gt;
         SPHERE_MOUNTAINS&lt;br /&gt;
         SPHERE_EARTH&lt;br /&gt;
      SPHERE_CHAOS&lt;br /&gt;
         SPHERE_WAR&lt;br /&gt;
      SPHERE_CHARITY&lt;br /&gt;
         SPHERE_GENEROSITY&lt;br /&gt;
         SPHERE_SACRIFICE&lt;br /&gt;
      SPHERE_CHILDREN&lt;br /&gt;
         SPHERE_BIRTH&lt;br /&gt;
         SPHERE_FAMILY&lt;br /&gt;
         SPHERE_YOUTH&lt;br /&gt;
         SPHERE_PREGNANCY&lt;br /&gt;
      SPHERE_COASTS&lt;br /&gt;
         SPHERE_LAKES&lt;br /&gt;
         SPHERE_OCEANS&lt;br /&gt;
      SPHERE_CRAFTS&lt;br /&gt;
         SPHERE_CREATION&lt;br /&gt;
         SPHERE_LABOR&lt;br /&gt;
         SPHERE_METALS&lt;br /&gt;
      SPHERE_CREATION&lt;br /&gt;
         SPHERE_CRAFTS&lt;br /&gt;
         SPHERE_BIRTH&lt;br /&gt;
         SPHERE_PREGNANCY&lt;br /&gt;
         SPHERE_REBIRTH&lt;br /&gt;
      SPHERE_DANCE&lt;br /&gt;
         SPHERE_FESTIVALS&lt;br /&gt;
         SPHERE_MUSIC&lt;br /&gt;
         SPHERE_REVELRY&lt;br /&gt;
      SPHERE_DARKNESS&lt;br /&gt;
         SPHERE_NIGHT&lt;br /&gt;
      SPHERE_DAWN&lt;br /&gt;
         SPHERE_SUN&lt;br /&gt;
         SPHERE_TWILIGHT&lt;br /&gt;
      SPHERE_DAY&lt;br /&gt;
         SPHERE_LIGHT&lt;br /&gt;
         SPHERE_SUN&lt;br /&gt;
      SPHERE_DEATH&lt;br /&gt;
         SPHERE_BLIGHT&lt;br /&gt;
         SPHERE_DISEASE&lt;br /&gt;
         SPHERE_MURDER&lt;br /&gt;
         SPHERE_REBIRTH&lt;br /&gt;
         SPHERE_SUICIDE&lt;br /&gt;
         SPHERE_WAR&lt;br /&gt;
      SPHERE_DEFORMITY&lt;br /&gt;
         SPHERE_DISEASE&lt;br /&gt;
      SPHERE_DEPRAVITY&lt;br /&gt;
         SPHERE_LUST&lt;br /&gt;
      SPHERE_DISCIPLINE&lt;br /&gt;
         SPHERE_LAWS&lt;br /&gt;
         SPHERE_ORDER&lt;br /&gt;
      SPHERE_DISEASE&lt;br /&gt;
         SPHERE_BLIGHT&lt;br /&gt;
         SPHERE_DEATH&lt;br /&gt;
         SPHERE_DEFORMITY&lt;br /&gt;
      SPHERE_DREAMS&lt;br /&gt;
         SPHERE_NIGHT&lt;br /&gt;
         SPHERE_NIGHTMARES&lt;br /&gt;
      SPHERE_DUSK&lt;br /&gt;
         SPHERE_TWILIGHT&lt;br /&gt;
      SPHERE_DUTY&lt;br /&gt;
         SPHERE_ORDER&lt;br /&gt;
      SPHERE_EARTH&lt;br /&gt;
         SPHERE_CAVERNS&lt;br /&gt;
         SPHERE_MOUNTAINS&lt;br /&gt;
         SPHERE_VOLCANOS&lt;br /&gt;
      SPHERE_FAMILY&lt;br /&gt;
         SPHERE_BIRTH&lt;br /&gt;
         SPHERE_CHILDREN&lt;br /&gt;
         SPHERE_MARRIAGE&lt;br /&gt;
         SPHERE_PREGNANCY&lt;br /&gt;
      SPHERE_FAME&lt;br /&gt;
         SPHERE_RUMORS&lt;br /&gt;
      SPHERE_FERTILITY&lt;br /&gt;
         SPHERE_AGRICULTURE&lt;br /&gt;
         SPHERE_FOOD&lt;br /&gt;
         SPHERE_RAIN&lt;br /&gt;
      SPHERE_FESTIVALS&lt;br /&gt;
         SPHERE_DANCE&lt;br /&gt;
         SPHERE_MUSIC&lt;br /&gt;
         SPHERE_REVELRY&lt;br /&gt;
         SPHERE_SONG&lt;br /&gt;
      SPHERE_FIRE&lt;br /&gt;
         SPHERE_METALS&lt;br /&gt;
         SPHERE_SUN&lt;br /&gt;
         SPHERE_VOLCANOS&lt;br /&gt;
      SPHERE_FISH&lt;br /&gt;
         SPHERE_OCEANS&lt;br /&gt;
         SPHERE_LAKES&lt;br /&gt;
         SPHERE_RIVERS&lt;br /&gt;
         SPHERE_WATER&lt;br /&gt;
         SPHERE_FISHING&lt;br /&gt;
      SPHERE_FISHING&lt;br /&gt;
         SPHERE_FISH&lt;br /&gt;
         SPHERE_HUNTING&lt;br /&gt;
      SPHERE_FOOD&lt;br /&gt;
         SPHERE_AGRICULTURE&lt;br /&gt;
         SPHERE_FERTILITY&lt;br /&gt;
      SPHERE_FORGIVENESS&lt;br /&gt;
         SPHERE_MERCY&lt;br /&gt;
      SPHERE_FORTRESSES&lt;br /&gt;
         SPHERE_WAR&lt;br /&gt;
      SPHERE_GAMBLING&lt;br /&gt;
         SPHERE_GAMES&lt;br /&gt;
         SPHERE_LUCK&lt;br /&gt;
      SPHERE_GAMES&lt;br /&gt;
         SPHERE_GAMBLING&lt;br /&gt;
         SPHERE_LUCK&lt;br /&gt;
      SPHERE_GENEROSITY&lt;br /&gt;
         SPHERE_CHARITY&lt;br /&gt;
         SPHERE_SACRIFICE&lt;br /&gt;
      SPHERE_HAPPINESS&lt;br /&gt;
         SPHERE_REVELRY&lt;br /&gt;
      SPHERE_HUNTING&lt;br /&gt;
         SPHERE_FISHING&lt;br /&gt;
      SPHERE_INSPIRATION&lt;br /&gt;
         SPHERE_ART&lt;br /&gt;
         SPHERE_PAINTING&lt;br /&gt;
         SPHERE_POETRY&lt;br /&gt;
      SPHERE_JEWELS&lt;br /&gt;
         SPHERE_MINERALS&lt;br /&gt;
         SPHERE_WEALTH&lt;br /&gt;
      SPHERE_JUSTICE&lt;br /&gt;
         SPHERE_LAWS&lt;br /&gt;
      SPHERE_LABOR&lt;br /&gt;
         SPHERE_CRAFTS&lt;br /&gt;
      SPHERE_LAKES&lt;br /&gt;
         SPHERE_COASTS&lt;br /&gt;
         SPHERE_FISH&lt;br /&gt;
         SPHERE_OCEANS&lt;br /&gt;
         SPHERE_RIVERS&lt;br /&gt;
      SPHERE_LAWS&lt;br /&gt;
         SPHERE_DISCIPLINE&lt;br /&gt;
         SPHERE_JUSTICE&lt;br /&gt;
         SPHERE_OATHS&lt;br /&gt;
         SPHERE_ORDER&lt;br /&gt;
      SPHERE_LIES&lt;br /&gt;
         SPHERE_TREACHERY&lt;br /&gt;
         SPHERE_TRICKERY&lt;br /&gt;
      SPHERE_LIGHT&lt;br /&gt;
         SPHERE_DAY&lt;br /&gt;
         SPHERE_RAINBOWS&lt;br /&gt;
         SPHERE_SUN&lt;br /&gt;
      SPHERE_LIGHTNING&lt;br /&gt;
         SPHERE_RAIN&lt;br /&gt;
         SPHERE_STORMS&lt;br /&gt;
         SPHERE_THUNDER&lt;br /&gt;
      SPHERE_LONGEVITY&lt;br /&gt;
         SPHERE_YOUTH&lt;br /&gt;
      SPHERE_LOYALTY&lt;br /&gt;
         SPHERE_OATHS&lt;br /&gt;
      SPHERE_LUCK&lt;br /&gt;
         SPHERE_GAMBLING&lt;br /&gt;
         SPHERE_GAMES&lt;br /&gt;
      SPHERE_LUST&lt;br /&gt;
         SPHERE_DEPRAVITY&lt;br /&gt;
      SPHERE_MARRIAGE&lt;br /&gt;
         SPHERE_BIRTH&lt;br /&gt;
         SPHERE_FAMILY&lt;br /&gt;
         SPHERE_OATHS&lt;br /&gt;
         SPHERE_PREGNANCY&lt;br /&gt;
      SPHERE_MERCY&lt;br /&gt;
         SPHERE_FORGIVENESS&lt;br /&gt;
      SPHERE_METALS&lt;br /&gt;
         SPHERE_CRAFTS&lt;br /&gt;
         SPHERE_FIRE&lt;br /&gt;
         SPHERE_MINERALS&lt;br /&gt;
      SPHERE_MINERALS&lt;br /&gt;
         SPHERE_JEWELS&lt;br /&gt;
         SPHERE_METALS&lt;br /&gt;
      SPHERE_MISERY&lt;br /&gt;
         SPHERE_TORTURE&lt;br /&gt;
      SPHERE_MOON&lt;br /&gt;
         SPHERE_NIGHT&lt;br /&gt;
         SPHERE_SKY&lt;br /&gt;
      SPHERE_MOUNTAINS&lt;br /&gt;
         SPHERE_CAVERNS&lt;br /&gt;
         SPHERE_EARTH&lt;br /&gt;
         SPHERE_VOLCANOS&lt;br /&gt;
      SPHERE_MURDER&lt;br /&gt;
         SPHERE_DEATH&lt;br /&gt;
      SPHERE_MUSIC&lt;br /&gt;
         SPHERE_DANCE&lt;br /&gt;
         SPHERE_FESTIVALS&lt;br /&gt;
         SPHERE_REVELRY&lt;br /&gt;
         SPHERE_SONG&lt;br /&gt;
      SPHERE_NATURE&lt;br /&gt;
         SPHERE_RAIN&lt;br /&gt;
         SPHERE_SUN&lt;br /&gt;
         SPHERE_WATER&lt;br /&gt;
         SPHERE_WEATHER&lt;br /&gt;
      SPHERE_NIGHT&lt;br /&gt;
         SPHERE_DARKNESS&lt;br /&gt;
         SPHERE_DREAMS&lt;br /&gt;
         SPHERE_MOON&lt;br /&gt;
         SPHERE_NIGHTMARES&lt;br /&gt;
         SPHERE_STARS&lt;br /&gt;
      SPHERE_NIGHTMARES&lt;br /&gt;
         SPHERE_DREAMS&lt;br /&gt;
         SPHERE_NIGHT&lt;br /&gt;
      SPHERE_OATHS&lt;br /&gt;
         SPHERE_LAWS&lt;br /&gt;
         SPHERE_LOYALTY&lt;br /&gt;
         SPHERE_MARRIAGE&lt;br /&gt;
      SPHERE_OCEANS&lt;br /&gt;
         SPHERE_COASTS&lt;br /&gt;
         SPHERE_FISH&lt;br /&gt;
         SPHERE_LAKES&lt;br /&gt;
         SPHERE_RIVERS&lt;br /&gt;
         SPHERE_SALT&lt;br /&gt;
      SPHERE_ORDER&lt;br /&gt;
         SPHERE_DISCIPLINE&lt;br /&gt;
         SPHERE_DUTY&lt;br /&gt;
         SPHERE_LAWS&lt;br /&gt;
      SPHERE_PAINTING&lt;br /&gt;
         SPHERE_INSPIRATION&lt;br /&gt;
      SPHERE_PERSUASION&lt;br /&gt;
         SPHERE_POETRY&lt;br /&gt;
         SPHERE_SPEECH&lt;br /&gt;
      SPHERE_PLANTS&lt;br /&gt;
         SPHERE_ANIMALS&lt;br /&gt;
         SPHERE_RAIN&lt;br /&gt;
      SPHERE_POETRY&lt;br /&gt;
         SPHERE_INSPIRATION&lt;br /&gt;
         SPHERE_PERSUASION&lt;br /&gt;
         SPHERE_SONG&lt;br /&gt;
         SPHERE_WRITING&lt;br /&gt;
      SPHERE_PREGNANCY&lt;br /&gt;
         SPHERE_BIRTH&lt;br /&gt;
         SPHERE_CHILDREN&lt;br /&gt;
         SPHERE_CREATION&lt;br /&gt;
         SPHERE_FAMILY&lt;br /&gt;
         SPHERE_MARRIAGE&lt;br /&gt;
      SPHERE_RAIN&lt;br /&gt;
         SPHERE_AGRICULTURE&lt;br /&gt;
         SPHERE_FERTILITY&lt;br /&gt;
         SPHERE_LIGHTNING&lt;br /&gt;
         SPHERE_NATURE&lt;br /&gt;
         SPHERE_PLANTS&lt;br /&gt;
         SPHERE_RAINBOWS&lt;br /&gt;
         SPHERE_STORMS&lt;br /&gt;
         SPHERE_THUNDER&lt;br /&gt;
         SPHERE_TREES&lt;br /&gt;
      SPHERE_RAINBOWS&lt;br /&gt;
         SPHERE_LIGHT&lt;br /&gt;
         SPHERE_RAIN&lt;br /&gt;
         SPHERE_SKY&lt;br /&gt;
      SPHERE_REBIRTH&lt;br /&gt;
         SPHERE_BIRTH&lt;br /&gt;
         SPHERE_CREATION&lt;br /&gt;
         SPHERE_DEATH&lt;br /&gt;
      SPHERE_REVELRY&lt;br /&gt;
         SPHERE_DANCE&lt;br /&gt;
         SPHERE_FESTIVALS&lt;br /&gt;
         SPHERE_HAPPINESS&lt;br /&gt;
         SPHERE_MUSIC&lt;br /&gt;
         SPHERE_SONG&lt;br /&gt;
      SPHERE_RIVERS&lt;br /&gt;
         SPHERE_FISH&lt;br /&gt;
         SPHERE_LAKES&lt;br /&gt;
         SPHERE_OCEANS&lt;br /&gt;
      SPHERE_RUMORS&lt;br /&gt;
         SPHERE_FAME&lt;br /&gt;
      SPHERE_SACRIFICE&lt;br /&gt;
         SPHERE_CHARITY&lt;br /&gt;
         SPHERE_GENEROSITY&lt;br /&gt;
      SPHERE_SALT&lt;br /&gt;
         SPHERE_OCEANS&lt;br /&gt;
      SPHERE_SCHOLARSHIP&lt;br /&gt;
         SPHERE_WISDOM&lt;br /&gt;
         SPHERE_WRITING&lt;br /&gt;
      SPHERE_SKY&lt;br /&gt;
         SPHERE_MOON&lt;br /&gt;
         SPHERE_RAINBOWS&lt;br /&gt;
         SPHERE_SUN&lt;br /&gt;
         SPHERE_STARS&lt;br /&gt;
         SPHERE_WEATHER&lt;br /&gt;
         SPHERE_WIND&lt;br /&gt;
      SPHERE_SONG&lt;br /&gt;
         SPHERE_FESTIVALS&lt;br /&gt;
         SPHERE_MUSIC&lt;br /&gt;
         SPHERE_POETRY&lt;br /&gt;
         SPHERE_REVELRY&lt;br /&gt;
      SPHERE_SPEECH&lt;br /&gt;
         SPHERE_PERSUASION&lt;br /&gt;
      SPHERE_STARS&lt;br /&gt;
         SPHERE_NIGHT&lt;br /&gt;
         SPHERE_SKY&lt;br /&gt;
      SPHERE_STORMS&lt;br /&gt;
         SPHERE_LIGHTNING&lt;br /&gt;
         SPHERE_RAIN&lt;br /&gt;
         SPHERE_THUNDER&lt;br /&gt;
      SPHERE_SUICIDE&lt;br /&gt;
         SPHERE_DEATH&lt;br /&gt;
      SPHERE_SUN&lt;br /&gt;
         SPHERE_DAWN&lt;br /&gt;
         SPHERE_DAY&lt;br /&gt;
         SPHERE_FIRE&lt;br /&gt;
         SPHERE_LIGHT&lt;br /&gt;
         SPHERE_NATURE&lt;br /&gt;
         SPHERE_SKY&lt;br /&gt;
      SPHERE_THUNDER&lt;br /&gt;
         SPHERE_LIGHTNING&lt;br /&gt;
         SPHERE_RAIN&lt;br /&gt;
         SPHERE_STORMS&lt;br /&gt;
      SPHERE_TORTURE&lt;br /&gt;
         SPHERE_MISERY&lt;br /&gt;
      SPHERE_TRADE&lt;br /&gt;
         SPHERE_WEALTH&lt;br /&gt;
      SPHERE_TREACHERY&lt;br /&gt;
         SPHERE_LIES&lt;br /&gt;
         SPHERE_TRICKERY&lt;br /&gt;
      SPHERE_TREES&lt;br /&gt;
         SPHERE_RAIN&lt;br /&gt;
      SPHERE_TRICKERY&lt;br /&gt;
         SPHERE_LIES&lt;br /&gt;
         SPHERE_TREACHERY&lt;br /&gt;
      SPHERE_TWILIGHT&lt;br /&gt;
         SPHERE_DAWN&lt;br /&gt;
         SPHERE_DUSK&lt;br /&gt;
      SPHERE_VALOR&lt;br /&gt;
         SPHERE_WAR&lt;br /&gt;
      SPHERE_VICTORY&lt;br /&gt;
         SPHERE_WAR&lt;br /&gt;
      SPHERE_VOLCANOS&lt;br /&gt;
         SPHERE_EARTH&lt;br /&gt;
         SPHERE_FIRE&lt;br /&gt;
         SPHERE_MOUNTAINS&lt;br /&gt;
      SPHERE_WAR&lt;br /&gt;
         SPHERE_CHAOS&lt;br /&gt;
         SPHERE_DEATH&lt;br /&gt;
         SPHERE_FORTRESSES&lt;br /&gt;
         SPHERE_VALOR&lt;br /&gt;
         SPHERE_VICTORY&lt;br /&gt;
      SPHERE_WATER&lt;br /&gt;
         SPHERE_FISH&lt;br /&gt;
         SPHERE_NATURE&lt;br /&gt;
      SPHERE_WEALTH&lt;br /&gt;
         SPHERE_JEWELS&lt;br /&gt;
         SPHERE_TRADE&lt;br /&gt;
      SPHERE_WEATHER&lt;br /&gt;
         SPHERE_NATURE&lt;br /&gt;
         SPHERE_SKY&lt;br /&gt;
      SPHERE_WIND&lt;br /&gt;
         SPHERE_SKY&lt;br /&gt;
      SPHERE_WISDOM&lt;br /&gt;
         SPHERE_SCHOLARSHIP&lt;br /&gt;
      SPHERE_WRITING&lt;br /&gt;
         SPHERE_POETRY&lt;br /&gt;
         SPHERE_SCHOLARSHIP&lt;br /&gt;
      SPHERE_YOUTH&lt;br /&gt;
         SPHERE_BIRTH&lt;br /&gt;
         SPHERE_CHILDREN&lt;br /&gt;
         SPHERE_LONGEVITY&lt;br /&gt;
&lt;br /&gt;
Preclude relationships:&lt;br /&gt;
      SPHERE_BEAUTY&lt;br /&gt;
         SPHERE_BLIGHT&lt;br /&gt;
         SPHERE_DEFORMITY&lt;br /&gt;
         SPHERE_DISEASE&lt;br /&gt;
         SPHERE_MUCK&lt;br /&gt;
      SPHERE_BLIGHT&lt;br /&gt;
         SPHERE_BEAUTY&lt;br /&gt;
         SPHERE_FOOD&lt;br /&gt;
         SPHERE_FERTILITY&lt;br /&gt;
         SPHERE_HEALING&lt;br /&gt;
      SPHERE_CHAOS&lt;br /&gt;
         SPHERE_DISCIPLINE&lt;br /&gt;
         SPHERE_ORDER&lt;br /&gt;
         SPHERE_LAWS&lt;br /&gt;
      SPHERE_CHARITY&lt;br /&gt;
         SPHERE_JEALOUSY&lt;br /&gt;
      SPHERE_CONSOLATION&lt;br /&gt;
         SPHERE_MISERY&lt;br /&gt;
      SPHERE_DARKNESS&lt;br /&gt;
         SPHERE_DAWN&lt;br /&gt;
         SPHERE_DAY&lt;br /&gt;
         SPHERE_LIGHT&lt;br /&gt;
         SPHERE_TWILIGHT&lt;br /&gt;
         SPHERE_SUN&lt;br /&gt;
      SPHERE_DAWN&lt;br /&gt;
         SPHERE_NIGHT&lt;br /&gt;
         SPHERE_DAY&lt;br /&gt;
         SPHERE_DARKNESS&lt;br /&gt;
      SPHERE_DAY&lt;br /&gt;
         SPHERE_DARKNESS&lt;br /&gt;
         SPHERE_NIGHT&lt;br /&gt;
         SPHERE_DAWN&lt;br /&gt;
         SPHERE_DUSK&lt;br /&gt;
         SPHERE_DREAMS&lt;br /&gt;
         SPHERE_NIGHTMARES&lt;br /&gt;
         SPHERE_TWILIGHT&lt;br /&gt;
      SPHERE_DEATH&lt;br /&gt;
         SPHERE_HEALING&lt;br /&gt;
         SPHERE_LONGEVITY&lt;br /&gt;
         SPHERE_YOUTH&lt;br /&gt;
      SPHERE_DEFORMITY&lt;br /&gt;
         SPHERE_BEAUTY&lt;br /&gt;
      SPHERE_DEPRAVITY&lt;br /&gt;
         SPHERE_LAWS&lt;br /&gt;
      SPHERE_DISCIPLINE&lt;br /&gt;
         SPHERE_CHAOS&lt;br /&gt;
      SPHERE_DISEASE&lt;br /&gt;
         SPHERE_BEAUTY&lt;br /&gt;
         SPHERE_HEALING&lt;br /&gt;
      SPHERE_DREAMS&lt;br /&gt;
         SPHERE_DAY&lt;br /&gt;
      SPHERE_DUSK&lt;br /&gt;
         SPHERE_NIGHT&lt;br /&gt;
         SPHERE_DAY&lt;br /&gt;
      SPHERE_FAME&lt;br /&gt;
         SPHERE_SILENCE&lt;br /&gt;
      SPHERE_FATE&lt;br /&gt;
         SPHERE_LUCK&lt;br /&gt;
      SPHERE_FERTILITY&lt;br /&gt;
         SPHERE_BLIGHT&lt;br /&gt;
      SPHERE_FESTIVALS&lt;br /&gt;
         SPHERE_MISERY&lt;br /&gt;
      SPHERE_FIRE&lt;br /&gt;
         SPHERE_WATER&lt;br /&gt;
         SPHERE_OCEANS&lt;br /&gt;
         SPHERE_LAKES&lt;br /&gt;
         SPHERE_RIVERS&lt;br /&gt;
      SPHERE_FOOD&lt;br /&gt;
         SPHERE_BLIGHT&lt;br /&gt;
      SPHERE_FORGIVENESS&lt;br /&gt;
         SPHERE_REVENGE&lt;br /&gt;
      SPHERE_FREEDOM&lt;br /&gt;
         SPHERE_ORDER&lt;br /&gt;
      SPHERE_HAPPINESS&lt;br /&gt;
         SPHERE_MISERY&lt;br /&gt;
      SPHERE_HEALING&lt;br /&gt;
         SPHERE_DISEASE&lt;br /&gt;
         SPHERE_BLIGHT&lt;br /&gt;
         SPHERE_DEATH&lt;br /&gt;
      SPHERE_JEALOUSY&lt;br /&gt;
         SPHERE_CHARITY&lt;br /&gt;
      SPHERE_LAKES&lt;br /&gt;
         SPHERE_FIRE&lt;br /&gt;
      SPHERE_LAWS&lt;br /&gt;
         SPHERE_CHAOS&lt;br /&gt;
         SPHERE_DEPRAVITY&lt;br /&gt;
         SPHERE_MURDER&lt;br /&gt;
         SPHERE_THEFT&lt;br /&gt;
      SPHERE_LIES&lt;br /&gt;
         SPHERE_TRUTH&lt;br /&gt;
      SPHERE_LIGHT&lt;br /&gt;
         SPHERE_DARKNESS&lt;br /&gt;
         SPHERE_TWILIGHT&lt;br /&gt;
      SPHERE_LONGEVITY&lt;br /&gt;
         SPHERE_DEATH&lt;br /&gt;
      SPHERE_LOYALTY&lt;br /&gt;
         SPHERE_TREACHERY&lt;br /&gt;
      SPHERE_LUCK&lt;br /&gt;
         SPHERE_FATE&lt;br /&gt;
      SPHERE_MERCY&lt;br /&gt;
         SPHERE_REVENGE&lt;br /&gt;
      SPHERE_MISERY&lt;br /&gt;
         SPHERE_CONSOLATION&lt;br /&gt;
         SPHERE_FESTIVALS&lt;br /&gt;
         SPHERE_REVELRY&lt;br /&gt;
         SPHERE_HAPPINESS&lt;br /&gt;
      SPHERE_MUCK&lt;br /&gt;
         SPHERE_BEAUTY&lt;br /&gt;
      SPHERE_MURDER&lt;br /&gt;
         SPHERE_LAWS&lt;br /&gt;
      SPHERE_MUSIC&lt;br /&gt;
         SPHERE_SILENCE&lt;br /&gt;
      SPHERE_NIGHT&lt;br /&gt;
         SPHERE_DAY&lt;br /&gt;
         SPHERE_DAWN&lt;br /&gt;
         SPHERE_DUSK&lt;br /&gt;
         SPHERE_TWILIGHT&lt;br /&gt;
      SPHERE_NIGHTMARES&lt;br /&gt;
         SPHERE_DAY&lt;br /&gt;
      SPHERE_OATHS&lt;br /&gt;
         SPHERE_TREACHERY&lt;br /&gt;
      SPHERE_OCEANS&lt;br /&gt;
         SPHERE_FIRE&lt;br /&gt;
      SPHERE_ORDER&lt;br /&gt;
         SPHERE_CHAOS&lt;br /&gt;
         SPHERE_FREEDOM&lt;br /&gt;
      SPHERE_REVELRY&lt;br /&gt;
         SPHERE_MISERY&lt;br /&gt;
      SPHERE_REVENGE&lt;br /&gt;
         SPHERE_FORGIVENESS&lt;br /&gt;
         SPHERE_MERCY&lt;br /&gt;
      SPHERE_RIVERS&lt;br /&gt;
         SPHERE_FIRE&lt;br /&gt;
      SPHERE_SACRIFICE&lt;br /&gt;
         SPHERE_WEALTH&lt;br /&gt;
      SPHERE_SILENCE&lt;br /&gt;
         SPHERE_FAME&lt;br /&gt;
         SPHERE_MUSIC&lt;br /&gt;
      SPHERE_SUN&lt;br /&gt;
         SPHERE_DARKNESS&lt;br /&gt;
      SPHERE_THEFT&lt;br /&gt;
         SPHERE_LAWS&lt;br /&gt;
         SPHERE_TRADE&lt;br /&gt;
      SPHERE_TRADE&lt;br /&gt;
         SPHERE_THEFT&lt;br /&gt;
      SPHERE_TREACHERY&lt;br /&gt;
         SPHERE_LOYALTY&lt;br /&gt;
         SPHERE_OATHS&lt;br /&gt;
      SPHERE_TRICKERY&lt;br /&gt;
         SPHERE_TRUTH&lt;br /&gt;
      SPHERE_TRUTH&lt;br /&gt;
         SPHERE_LIES&lt;br /&gt;
         SPHERE_TRICKERY&lt;br /&gt;
      SPHERE_TWILIGHT&lt;br /&gt;
         SPHERE_LIGHT&lt;br /&gt;
         SPHERE_DARKNESS&lt;br /&gt;
         SPHERE_DAY&lt;br /&gt;
         SPHERE_NIGHT&lt;br /&gt;
      SPHERE_WATER&lt;br /&gt;
         SPHERE_FIRE&lt;br /&gt;
      SPHERE_WEALTH&lt;br /&gt;
         SPHERE_SACRIFICE&lt;br /&gt;
      SPHERE_YOUTH&lt;br /&gt;
         SPHERE_DEATH&lt;br /&gt;
&lt;br /&gt;
=== Basic list of Sphere tokens ===&lt;br /&gt;
&lt;br /&gt;
 AGRICULTURE&lt;br /&gt;
 ANIMALS&lt;br /&gt;
 ART&lt;br /&gt;
 BALANCE&lt;br /&gt;
 BEAUTY&lt;br /&gt;
 BIRTH&lt;br /&gt;
 BLIGHT&lt;br /&gt;
 BOUNDARIES&lt;br /&gt;
 CAVERNS&lt;br /&gt;
 CHAOS&lt;br /&gt;
 CHARITY&lt;br /&gt;
 CHILDREN&lt;br /&gt;
 COASTS&lt;br /&gt;
 CONSOLATION&lt;br /&gt;
 COURAGE&lt;br /&gt;
 CRAFTS&lt;br /&gt;
 CREATION&lt;br /&gt;
 DANCE&lt;br /&gt;
 DARKNESS&lt;br /&gt;
 DAWN&lt;br /&gt;
 DAY&lt;br /&gt;
 DEATH&lt;br /&gt;
 DEFORMITY&lt;br /&gt;
 DEPRAVITY&lt;br /&gt;
 DISCIPLINE&lt;br /&gt;
 DISEASE&lt;br /&gt;
 DREAMS&lt;br /&gt;
 DUSK&lt;br /&gt;
 DUTY&lt;br /&gt;
 EARTH&lt;br /&gt;
 FAMILY&lt;br /&gt;
 FAME&lt;br /&gt;
 FATE&lt;br /&gt;
 FERTILITY&lt;br /&gt;
 FESTIVALS&lt;br /&gt;
 FIRE&lt;br /&gt;
 FISH&lt;br /&gt;
 FISHING&lt;br /&gt;
 FOOD&lt;br /&gt;
 FORGIVENESS&lt;br /&gt;
 FORTRESSES&lt;br /&gt;
 FREEDOM&lt;br /&gt;
 GAMBLING&lt;br /&gt;
 GAMES&lt;br /&gt;
 GENEROSITY&lt;br /&gt;
 HAPPINESS&lt;br /&gt;
 HEALING&lt;br /&gt;
 HOSPITALITY&lt;br /&gt;
 HUNTING&lt;br /&gt;
 INSPIRATION&lt;br /&gt;
 JEALOUSY&lt;br /&gt;
 JEWELS&lt;br /&gt;
 JUSTICE&lt;br /&gt;
 LABOR&lt;br /&gt;
 LAKES&lt;br /&gt;
 LAWS&lt;br /&gt;
 LIES&lt;br /&gt;
 LIGHT&lt;br /&gt;
 LIGHTNING&lt;br /&gt;
 LONGEVITY&lt;br /&gt;
 LOVE&lt;br /&gt;
 LOYALTY&lt;br /&gt;
 LUCK&lt;br /&gt;
 LUST&lt;br /&gt;
 MARRIAGE&lt;br /&gt;
 MERCY&lt;br /&gt;
 METALS&lt;br /&gt;
 MINERALS&lt;br /&gt;
 MISERY&lt;br /&gt;
 MIST&lt;br /&gt;
 MOON&lt;br /&gt;
 MOUNTAINS&lt;br /&gt;
 MUCK&lt;br /&gt;
 MURDER&lt;br /&gt;
 MUSIC&lt;br /&gt;
 NATURE&lt;br /&gt;
 NIGHT&lt;br /&gt;
 NIGHTMARES&lt;br /&gt;
 OATHS&lt;br /&gt;
 OCEANS&lt;br /&gt;
 ORDER&lt;br /&gt;
 PAINTING&lt;br /&gt;
 PEACE&lt;br /&gt;
 PERSUASION&lt;br /&gt;
 PLANTS&lt;br /&gt;
 POETRY&lt;br /&gt;
 PREGNANCY&lt;br /&gt;
 RAIN&lt;br /&gt;
 RAINBOWS&lt;br /&gt;
 REBIRTH&lt;br /&gt;
 REVELRY&lt;br /&gt;
 REVENGE&lt;br /&gt;
 RIVERS&lt;br /&gt;
 RULERSHIP&lt;br /&gt;
 RUMOR&lt;br /&gt;
 SACRIFICE&lt;br /&gt;
 SALT&lt;br /&gt;
 SCHOLARSHIP&lt;br /&gt;
 SEASONS&lt;br /&gt;
 SILENCE&lt;br /&gt;
 SKY&lt;br /&gt;
 SONG&lt;br /&gt;
 SPEECH&lt;br /&gt;
 STARS&lt;br /&gt;
 STORMS&lt;br /&gt;
 STRENGTH&lt;br /&gt;
 SUICIDE&lt;br /&gt;
 SUN&lt;br /&gt;
 THEFT&lt;br /&gt;
 THRALLDOM&lt;br /&gt;
 THUNDER&lt;br /&gt;
 TORTURE&lt;br /&gt;
 TRADE&lt;br /&gt;
 TRAVELERS&lt;br /&gt;
 TREACHERY&lt;br /&gt;
 TREES&lt;br /&gt;
 TRICKERY&lt;br /&gt;
 TRUTH&lt;br /&gt;
 TWILIGHT&lt;br /&gt;
 VALOR&lt;br /&gt;
 VICTORY&lt;br /&gt;
 VOLCANOS[sic]&lt;br /&gt;
 WAR&lt;br /&gt;
 WATER&lt;br /&gt;
 WEALTH&lt;br /&gt;
 WEATHER&lt;br /&gt;
 WIND&lt;br /&gt;
 WISDOM&lt;br /&gt;
 WRITING&lt;br /&gt;
 YOUTH&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;/div&gt;</summary>
		<author><name>Morlark</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Spirit_of_fire&amp;diff=85401</id>
		<title>40d:Spirit of fire</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Spirit_of_fire&amp;diff=85401"/>
		<updated>2010-04-06T18:27:28Z</updated>

		<summary type="html">&lt;p&gt;Morlark: Un-redlinking&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
''(If looking for &amp;quot;river spirits&amp;quot;, an alcoholic drink, see [[40d:alcohol|alcohol]])''&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{spoiler}}&lt;br /&gt;
&lt;br /&gt;
{{CreatureInfo|name=Spirit of Fire|biome=*  [[Glowing pits]]|symbol=&amp;amp;|color={{COLOR:6:0:1}}|bones=N/A|chunks=0|meat=0|fat=N/A|skulls=0|skin=N/A|butcher=no}}&lt;br /&gt;
&lt;br /&gt;
'''Spirits of Fire''' are one of the possible [[40d:creatures|creatures]] that will attack your [[40d:Dwarf|dwarves]] if you discover [[40d:Glowing_pits|glowing pits]] in Fortress Mode.&lt;br /&gt;
&lt;br /&gt;
These creatures are the greatest of the three lesser [[40d:Demon|demons]]. They will burn or boil everything that they come in contact with except [[40d:adamantine|adamantine]], and throw giant fireballs at dwarves. Spirits of fire cannot feel pain or bleed to death, and like all demons they are immune to [[40d:trap|trap]]s. Their one weakness is that their limbs sever instead of breaking. Spirits of Fire are immune to fire, so [[40d:magma|magma]] traps won't save your Fortress. Drowning chambers are completely ineffective due to the spirits' innate heat boiling water away from several tiles away. [[40d:Moat|Moats]] remain effective despite the spirits' ability to fly due to pathfinding quirks.  When they die, they leave a pile of [[40d:ash|ash]] behind, that can be used to make [[40d:lye|lye]] or [[40d:potash|potash]].&lt;br /&gt;
&lt;br /&gt;
Spirits will rapidly move toward any dwarf they can reach, and chances are that the dwarf that opens a glowing pit will never live to wall it back up again.  (Unless you've sought it on purpose knowing what to expect, the odds are, ''none'' of your dwarves...)  A partially completed wall will be destroyed with the message &amp;quot;Wall toppled by Spirit of Fire&amp;quot;, but this is a misdirection - a completed wall, [[40d:fortification|fortification]] or other [[40d:construction|construction]] is the ''only'' thing that can stop the Spirits from spreading out and rapidly destroying the fortress.  So surviving with the Spirits involves first avoiding the lowermost levels until adamantine is spotted, then carefully locating the veins and tracing their pattern to its center to locate the chamber, then using a disposable dwarf to wall himself up and dig down into the chamber.  Note that a downward stairway is an open invitation to entry for any Spirit in any ''adjacent'' square, even if there is solid rock beneath the downward stairway.  After the first dwarf is dead, the battle can begin in earnest by using some &amp;quot;picador&amp;quot; to breach the chamber from a large chamber you've prepared lined with fortifications and archers and partially filled with water (about 2/7) with an up-ramp to a place with a diagonal passage so that a wall can be built without ambiguity about which side the dwarf will be left standing on.  You can choose either a picador skilled in mining and masonry to have some versatility and possibly survive one round of attack while the archers open fire, or else use one you won't miss.  The Spirits rarely (if ever) manage to get an attack through a row of fortifications no matter how close they are to them, and once revealed they make easy prey for archers.&lt;br /&gt;
&lt;br /&gt;
Combat is complicated by the problem that the Spirits are [[40d:ambush|ambush]]ers that cannot be attacked until they attack a dwarf or animal (directly or by fireball).  The spirits can effectively be ''detected'' by partially flooding a chamber and watching where steam rises.  Only some sacrifice can reveal them, such as [[40d:pets|pets]] or other animals (cats work nicely).  Animals can be placed in cages which the Spirits may break on occasion, but it is just as likely that they will die from the heat without revealing the creature.  [[40d:Babies|Babies]] that crawl out through fortifications when their mothers conscientiously by dwarven custom bring them to the firing line work particularly well, since the Spirits seem to show surprisingly little interest in claiming them for the underworld but will pause to cripple them with desultory attacks while following some other dwarves you'd prefer to keep.&lt;br /&gt;
&lt;br /&gt;
Once the Spirits have thinned out enough so that you can enter the glowing pit it is important not to confuse them with an even more fearsome enemy, lumps of glowing [[40d:charcoal|charcoal]].  Dwarves that will abort any job to avoid shallow water won't hesitate to stride across these insidious enemies, and as soon as one burns its little finger it will cancel whatever job brought it there and stand on the spot moaning until its masterwork armor is burning atop a pile of its bones.  Spirits of fire can set the charcoal on fire as they move toward your dwarves, so it's important to forbid everything that ends up in the pit (and the mommy of the baby above will still run in if allowed to find her infant on the pile, on duty or not).  The charcoal can be put out with water, though doing so will likely also destroy the pools of [[40d:magma|magma]] and wash away any items below you might want to claim. If left alone long enough (between 9 months and 1 year), it will burn out completely, gradually passing through the x‼(charcoal)‼x, X‼(charcoal)‼X, and XX‼(charcoal)‼XX stages, but don't hold your breath.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;collapsible collapsed infobox&amp;quot; style=&amp;quot;border: 1px solid #aaa; font-size: 90%; margin: 1em 0em 0em; padding: 2px; text-align: center; width: 30%;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;border: 1px solid #aaa; font-weight:bold; background-color: #aaa; padding-left: 1em; padding-right: 1em;&amp;quot; | FIRE IN THE HOLE!&lt;br /&gt;
|-&lt;br /&gt;
|[[image:sof_pit.png]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:SPIRIT_OF_FIRE]&lt;br /&gt;
	[NAME:spirit of fire:spirits of fire:spirit of fire]&lt;br /&gt;
	[TILE:'&amp;amp;'][COLOR:6:0:1]&lt;br /&gt;
	[FLIER]&lt;br /&gt;
	[MODVALUE:20]&lt;br /&gt;
	[FANCIFUL][DEFENDER]&lt;br /&gt;
	[TRAPAVOID][CAN_LEARN][CAN_SPEAK]&lt;br /&gt;
	[FIREBREATH][FIREIMMUNE][LIKES_FIGHTING][MAGMA_VISION]&lt;br /&gt;
	[GENPOWER:5]&lt;br /&gt;
	[BLOODTYPE:0]&lt;br /&gt;
	[CANOPENDOORS]&lt;br /&gt;
	[NOT_BUTCHERABLE][EVIL]&lt;br /&gt;
	[NOPAIN][EXTRAVISION][NOBREATHE][NOBLEED][NOSTUN][NONAUSEA][NOEMOTION]&lt;br /&gt;
		[NOSTUCKINS][SEVERONBREAKS][NOSKULL][NOSKIN][NOBONES][NOMEAT][NOTHOUGHT][NOEXERT]&lt;br /&gt;
	[BUILDINGDESTROYER:2]&lt;br /&gt;
	[NOFEAR][NOEXERT]&lt;br /&gt;
	[PREFSTRING:firey glow]&lt;br /&gt;
	[ITEMCORPSE:BAR:NO_SUBTYPE:ASH:NO_MATGLOSS]&lt;br /&gt;
	[NOSMELLYROT]&lt;br /&gt;
	[BODY:HUMANOID_SIMPLE]&lt;br /&gt;
	[SIZE:11]&lt;br /&gt;
	[ATTACK:MAIN:BYTYPE:GRASP:punch:punches:1:6:BURN][ATTACKFLAG_WITH]&lt;br /&gt;
	[NO_DRINK][NO_EAT][NO_SLEEP]&lt;br /&gt;
	[ALL_ACTIVE]&lt;br /&gt;
	[NO_GENDER]&lt;br /&gt;
	[FIXED_TEMP:25000]&lt;br /&gt;
	[PERSONALITY:FRIENDLINESS:0:0:0]&lt;br /&gt;
	[PERSONALITY:CHEERFULNESS:0:0:0]&lt;br /&gt;
	[PERSONALITY:TRUST:0:0:0]&lt;br /&gt;
	[PERSONALITY:STRAIGHTFORWARDNESS:0:0:0]&lt;br /&gt;
	[PERSONALITY:ALTRUISM:0:0:0]&lt;br /&gt;
	[PERSONALITY:COOPERATION:0:0:0]&lt;br /&gt;
	[PERSONALITY:SYMPATHY:0:0:0]&lt;br /&gt;
	[SPHERE:FIRE]&lt;br /&gt;
}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
[[Category:Humanoids]]&lt;br /&gt;
[[Category:Creatures]]&lt;/div&gt;</summary>
		<author><name>Morlark</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Immigration&amp;diff=85394</id>
		<title>v0.31:Immigration</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Immigration&amp;diff=85394"/>
		<updated>2010-04-06T18:21:55Z</updated>

		<summary type="html">&lt;p&gt;Morlark: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;It seems as though immigration can occur at the first part of any season, often in the very first few days.&lt;br /&gt;
&lt;br /&gt;
Smaller migrant waves (of ~3) seem typical in early seasons, followed by a large wave (low double digits) in the second Spring (one year after embark).  Be prepared with adequate {{l|food}}, {{l|alcohol|drink}}, and {{l|bed}}s, among other things.  Max wave size reported to date is 25{{verify}}.&lt;br /&gt;
&lt;br /&gt;
Migrants each can arrive with a wide collection of (often unrelated) skills, far greater than possible with one of the {{L|starting build|starting 7 dwarves}}, and {{L|experience}} levels (at least*) as high as Legendary.&lt;br /&gt;
&lt;br /&gt;
Any and all skills might be represented, including obscure military skills (like {{l|blowgunner}}, high levels of one or more {{l|social skill}}s, {{l|crutch walker}}, {{l|concentration}} and others.&lt;br /&gt;
&lt;br /&gt;
Migrants also often bring animals with them.  These do not seem to necessarily be pets of the migrants, but can instead be food or farm animals.&lt;/div&gt;</summary>
		<author><name>Morlark</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Fine_pewter&amp;diff=84981</id>
		<title>40d:Fine pewter</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Fine_pewter&amp;diff=84981"/>
		<updated>2010-04-06T09:37:44Z</updated>

		<summary type="html">&lt;p&gt;Morlark: Un-redlinking&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Alloy|name=Fine pewter|color=#FFF|bgcolor=#CCC|color1=#CCC|color2=#880&lt;br /&gt;
|recipe=&lt;br /&gt;
* 3 [[40d:tin|tin]] [[40d:bar|bar]]s&lt;br /&gt;
* 1 [[40d:copper|copper]] [[40d:bar|bar]]&lt;br /&gt;
- or -&lt;br /&gt;
* 3 [[40d:cassiterite|cassiterite]]&lt;br /&gt;
* 1 [[40d:copper|copper]] [[40d:ore|ore]]&lt;br /&gt;
|properties=&lt;br /&gt;
* [[40d:Material value|Material value]] 5&lt;br /&gt;
}}&lt;br /&gt;
'''Fine pewter''' is not a [[metal]] that can be smelted directly from a single ore but an alloy; it must be smelted at a [[Smelter]] with one of the following recipes:&lt;br /&gt;
&lt;br /&gt;
*3x [[40d:Tin|Tin]] + [[40d:Copper|Copper]]&lt;br /&gt;
*3x [[40d:cassiterite|cassiterite]] + 1 [[40d:copper|copper]] [[40d:ore|ore]] (like [[40d:malachite|malachite]])&lt;br /&gt;
&lt;br /&gt;
Fine Pewter has a value of 5. This is far more preferable for making object of value than its component parts which all have a value of 2. If you have an abundance of tin this is the best form of pewter to make (but know that [[40d:bronze|bronze]] is worth the same, and [[40d:bismuth bronze|bismuth bronze]] even more).&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[MATGLOSS_METAL:PEWTER_FINE]&lt;br /&gt;
[NAME:fine pewter][ADJ:fine pewter][COLOR:7:7:1]&lt;br /&gt;
[VALUE:5]&lt;br /&gt;
[SPEC_HEAT:210]&lt;br /&gt;
[MELTING_POINT:10417]&lt;br /&gt;
[BOILING_POINT:14684]&lt;br /&gt;
[SOLID_DENSITY:7280]}}&lt;br /&gt;
&lt;br /&gt;
[[category:metals]]&lt;/div&gt;</summary>
		<author><name>Morlark</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Gray_squirrel&amp;diff=84980</id>
		<title>40d:Gray squirrel</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Gray_squirrel&amp;diff=84980"/>
		<updated>2010-04-06T09:36:12Z</updated>

		<summary type="html">&lt;p&gt;Morlark: Un-redlinking&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
'''Gray squirrels''' are little [[40d:wood|wood]]-climbing [[40d:vermin|vermin]]s that live in all [[40d:temperate|temperate]] [[40d:forests|forests]]. Some of your [[40d:dwarves|dwarves]] like them for their tails, but your [[40d:cat|cat]]s will kill them all (that is until next spawning of vermins...). Like many other vermin, [[40d:elves|elves]] may bring them in trading, in seemingly empty cages (use {{K|v}}iew to see them). &lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:SQUIRREL_GRAY]&lt;br /&gt;
	[NAME:gray squirrel:gray squirrels:gray squirrel]&lt;br /&gt;
	[TILE:249][COLOR:7:0:0]&lt;br /&gt;
	[FREQUENCY:100][VERMIN_GROUNDER]&lt;br /&gt;
	[SMALL_REMAINS][NATURAL][PET][NO_WINTER]&lt;br /&gt;
	[SPEED:900]&lt;br /&gt;
	[PETVALUE:10]&lt;br /&gt;
	[NOT_BUTCHERABLE]&lt;br /&gt;
	[PREFSTRING:tails]&lt;br /&gt;
	[DIURNAL]&lt;br /&gt;
	[BIOME:ANY_TEMPERATE_FOREST]&lt;br /&gt;
	[STANDARD_FLESH]&lt;br /&gt;
	[HOMEOTHERM:10067]&lt;br /&gt;
	[LAYERING:100]&lt;br /&gt;
	[SWIMS_INNATE][SWIM_SPEED:2500]&lt;br /&gt;
	[POPULATION_NUMBER:250:500]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Vermin]]&lt;/div&gt;</summary>
		<author><name>Morlark</name></author>
	</entry>
</feed>