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	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Tomato</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=Tomato"/>
	<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php/Special:Contributions/Tomato"/>
	<updated>2026-04-15T11:32:16Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.35.11</generator>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Siege_engine&amp;diff=27350</id>
		<title>40d Talk:Siege engine</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Siege_engine&amp;diff=27350"/>
		<updated>2008-03-15T17:29:06Z</updated>

		<summary type="html">&lt;p&gt;Tomato: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The fact that siege engines only hit things in their same z-level is probably going to change in a new version (or it may have already, I haven't checked the newest version that came out the 16th). Someone may want to make a note of it.&lt;br /&gt;
&lt;br /&gt;
== catapults don't always destroy ammo when shooting (0.27.169.33b) ==&lt;br /&gt;
&lt;br /&gt;
I have a couple of catapults to train my siege operators. After a while I noticed dwarves going far away from fortress to pick up stone. It turned out that the stones after being fired from catapult just fall on the ground. The ground is mostly sand - may be this is the reason.--[[User:BlackboX|BlackboX]] 22:56, 24 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I've investigated this a bit further in my newest fortress, and apparently any shot that hits the edge of the map, from a ballista or catapult, falls to the ground undamaged and can be recovered. While this is particularly useful for ballistae as it means the three metal bars going into each arrowhead aren't consumed when the bolt is fired, it also means haulers will run out of the fortress all the way to the map edge to recover the used ammo. Catapult shots that hit a wall destroy their ammo as before, I am about to test wether the same is true for ballistae. --[[User:TangoThree|TangoThree]] 13:15, 28 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
: Just tested it, ballista arrows impacting a wall are destroyed like catapult shot. Also, ballista arrows stay within the Z-level on which they were fired as far as I can tell, but catapult shot will drop as it reaches the end of its arc and I have seen it hit targets on lower z-levels. I am not sure if these shots were aimed at the slugmen who got splattered because I was simply firing stone out of my fortress to train siege operators, but they were a couple of z-levels down by the map edge the catapults were firing towards. --[[User:TangoThree|TangoThree]] 13:21, 28 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Minimum Shooting Range ==&lt;br /&gt;
&lt;br /&gt;
I had several shots (&amp;gt; 30) fired upon a group of goblins by a legendary siege operator, but all stones flew over them&lt;br /&gt;
and hit an area behind them. The distance was 30 tiles (+- 4).&lt;br /&gt;
&lt;br /&gt;
I am on 27.176.38b [[User:Drahflow|Drahflow]] 09:33, 2 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Quality of parts that the catapult was made of? If it wasn't exceptional or masterful, it should have been expected. --[[User:Tomato|Tomato]] 13:29, 15 March 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Tomato</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Template_talk:Seeded_World&amp;diff=32114</id>
		<title>Template talk:Seeded World</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Template_talk:Seeded_World&amp;diff=32114"/>
		<updated>2008-03-15T01:35:19Z</updated>

		<summary type="html">&lt;p&gt;Tomato: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Good template, but it's been proven that Operating system has no effect on world gen.--[[User:Heliopios|Heliopios]] 18:36, 14 December 2007 (EST)&lt;br /&gt;
:Thanks for the constructive criticism! I am still looking at this. Hoping to make the result look more like the templates for creatures &amp;amp;c. --[[User:Gauteamus|Gauteamus]]&lt;br /&gt;
&lt;br /&gt;
Your comment says you want to add a #if structure to the template, but our wiki doesnt use parser functions afaik. [[User:VengefulDonut|VengefulDonut]] 18:34, 17 December 2007 (EST)&lt;br /&gt;
:Haha, ok, then that is out of the question :-) --[[User:Gauteamus|Gauteamus]] 18:43, 17 December 2007 (EST)&lt;br /&gt;
:Hasn't that changed recently? --[[User:Tomato|Tomato]] 21:23, 14 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
It seems to me that you don't need the world-gen name, since it doesn't affect world generation anymore. The &amp;quot;missing features&amp;quot; doesn't seem useful, either. And a download link is only useful for pregen worlds, not seeds. I think we should have a different template for pregenerated/downloadable worlds. A link doesn't need to go in the template, it can be added to the comments if needed.&lt;br /&gt;
:Exact biome listing along with neighboring civilisations would be nice too --[[User:Tomato|Tomato]] 21:23, 14 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
As for locations, since we don't have conditionals maybe we could have a template for each number of locations...so Seeded World would be for 1 location, Seeded World2 for 2 locations, Seeded World3 for 3 locations, etc. That's not ideal, though, since it would take up a lot of space. I'm thinking the best way to do it would be to have the user add them manually. Just have a place for |locations = and the user would type in the images and features of each location as necessary. Hopefully we could get everyone to stick to the same format for the locations. Anyway, it looks good. --[[User:Turgid Bolk|Turgid Bolk]] 18:23, 23 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
We need world size too in the template, I'm not good with wiki syntax, so can't make it myself. --[[User:Tomato|Tomato]] 21:35, 14 March 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Tomato</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Template_talk:Seeded_World&amp;diff=32113</id>
		<title>Template talk:Seeded World</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Template_talk:Seeded_World&amp;diff=32113"/>
		<updated>2008-03-15T01:23:43Z</updated>

		<summary type="html">&lt;p&gt;Tomato: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Good template, but it's been proven that Operating system has no effect on world gen.--[[User:Heliopios|Heliopios]] 18:36, 14 December 2007 (EST)&lt;br /&gt;
:Thanks for the constructive criticism! I am still looking at this. Hoping to make the result look more like the templates for creatures &amp;amp;c. --[[User:Gauteamus|Gauteamus]]&lt;br /&gt;
&lt;br /&gt;
Your comment says you want to add a #if structure to the template, but our wiki doesnt use parser functions afaik. [[User:VengefulDonut|VengefulDonut]] 18:34, 17 December 2007 (EST)&lt;br /&gt;
:Haha, ok, then that is out of the question :-) --[[User:Gauteamus|Gauteamus]] 18:43, 17 December 2007 (EST)&lt;br /&gt;
:Hasn't that changed recently? --[[User:Tomato|Tomato]] 21:23, 14 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
It seems to me that you don't need the world-gen name, since it doesn't affect world generation anymore. The &amp;quot;missing features&amp;quot; doesn't seem useful, either. And a download link is only useful for pregen worlds, not seeds. I think we should have a different template for pregenerated/downloadable worlds. A link doesn't need to go in the template, it can be added to the comments if needed.&lt;br /&gt;
:Exact biome listing along with neighboring civilisations would be nice too --[[User:Tomato|Tomato]] 21:23, 14 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
As for locations, since we don't have conditionals maybe we could have a template for each number of locations...so Seeded World would be for 1 location, Seeded World2 for 2 locations, Seeded World3 for 3 locations, etc. That's not ideal, though, since it would take up a lot of space. I'm thinking the best way to do it would be to have the user add them manually. Just have a place for |locations = and the user would type in the images and features of each location as necessary. Hopefully we could get everyone to stick to the same format for the locations. Anyway, it looks good. --[[User:Turgid Bolk|Turgid Bolk]] 18:23, 23 December 2007 (EST)&lt;/div&gt;</summary>
		<author><name>Tomato</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Immigration&amp;diff=10843</id>
		<title>40d Talk:Immigration</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Immigration&amp;diff=10843"/>
		<updated>2008-03-10T20:13:47Z</updated>

		<summary type="html">&lt;p&gt;Tomato: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Don't know how much of this info is still valid. For example, the line &amp;quot;Notably, the incredibly useful Manager requires at least twenty dwarves.&amp;quot; is a hold-over from the previous wiki. In fact, most of the noble-related info is outdated.&lt;br /&gt;
I'm going to edit out anything that I ''know'' to be wrong. Get rid of the wrong stuff, and we can start getting correct stuff in instead.[[User:Thexor|Thexor]] 19:07, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:The validation abilities of the manager still only appear after you have 20 dwarfs. But you can access the screen before that happens. Don't know if this validation has any additional effect or if the managers even work before that.--[[User:Soyweiser|Soyweiser]] 16:58, 8 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::Yes, the manager will work just fine when you have less than 20 dwarfs. He will need an office if you have more than 20 dwarfs.--[[User:Tomato|Tomato]] 16:13, 10 March 2008 (EDT) &lt;br /&gt;
&lt;br /&gt;
I have a nagging sense from playing a year or two in a few different areas that the number of migrants is a bit more random now. I have one decently wealthy young outpost located far from it's civilization on the map which has gotten very few immigrants in the first two years. Perhaps with groups now moving on the overall map, it is more important to be close to your civilization's area so immigrant groups arrive more quickly and are less likely to get ambushed on the way? Pure conjecture on my part and not backed by any real evidence, but an interesting idea nonetheless. --[[User:Janus|Janus]] 16:15, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Well, my first throw-away fortress got gigantic immigration crowds every single season. Then I abandoned, rerolled the world, and started a new fortress. It produces worlds more wealth than my first fortress, but I have only gotten one immigration wave on the second Spring, bringing my numbers to 24. I then received my second immigration on the start of the third Spring, bringing me up to 48 dwarves. I was very worried up until I got that first wave in the spring... I almost thought I was going to have to scrap the fortress and start again. For reference, I receive elf, human, and dwarf traders. No sieges yet. I have no deaths so far. It would seem that the MAXIMUM immigration amount is 24 for one season. [[User:FFLaguna|FFLaguna]] 23:33, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::I've gotten 25 immigrants in one wave, but one of these was a child, which may ironically go into the 'pets' category rather than 'dwarf' category.  Do children have parents when they come with immigrants?  -Gotthard&lt;br /&gt;
::: I've had a family of four come in one wave-Husband and Wife and 2 children. The children were very sad when their mother got killed by a goblin. I also had a dwarf born from parents in my first immigration wave. Has anyone every had two dwarfs marry? Not arrive married but get married at your fort. Just wondering if it's possible.  --[[User:Angus|Angus]] 18:22, 17 February 2008 (EST)&lt;br /&gt;
::::With this latest version release (0.27.176.38a), dwarves can indeed marry each other at your fortress. --[[User:Janus|Janus]] 04:19, 18 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::Update: On the summer of my third year, I finally received some migrants! Woooo. I received about 12 immigrants. [[User:FFLaguna|FFLaguna]] 01:35, 4 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Happend to me sometimes to, you have to wait for immigrants sometimes. --[[User:Soyweiser|Soyweiser]] 16:58, 8 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
One point of conflict in this article.  It states that once the immigration limit is reached normal immigration is ceased. It then encourages a method of editing the init file to curb immigration.  It says to just reedit it when you want more dwarfs.  In my findings when I use this tactic as soon as my limit is hit I get no more dwarfs, even after reediting the init file to a higher number.&lt;br /&gt;
--[[User:Angus|Angus]] 18:17, 17 February 2008 (EST)&lt;br /&gt;
== Equipment ==&lt;br /&gt;
&lt;br /&gt;
(This should probably go on the Migrant talk page, but this page seems to be busier)&lt;br /&gt;
&lt;br /&gt;
Will an immigrant always arrive with the necessary equipment to perform his skills? ie, will a hunter always arrive with a crossbow, armour and bolts? [[User:Runspotrun|Runspotrun]] 16:08, 8 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:nope, sometimes you get an immigrant who doesn't have the right equipment. (Had woodworkers with carpentry and wood cutting skills withouth an axe). --[[User:Soyweiser|Soyweiser]] 07:46, 9 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Combat Immigrants ==&lt;br /&gt;
&lt;br /&gt;
I have yet to have any of my immigrants to show up as military types, even though I've at least produced crossbows in every fort I've run so far.  Had one fort reach it's 6th year and have crafted every type of weapon available without a single dwarf showing up with combat skills.  Anyone {{verify}} that this is still true?    --[[User:TheUbie|TheUbie]] 04:49, 19 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
You were just unlucky. I have forged some hammers and axes and a hammer and a axe soldier showed up at my fort [[Doler 12]], 18:11 19 November 2007 (GMT+1)&lt;br /&gt;
&lt;br /&gt;
:Did you maybe create a military and train dwarves in hammers and axes?  --[[User:Geekwad|Geekwad]] 14:19, 19 November 2007 (EST)&lt;br /&gt;
:: The one and only military migrant (a Marksdwarf) I got so far came after I had someone advance to Champion level. Is this just a coincidence or have other people noticed this?  --[[User:Angus|Angus]] 23:44, 19 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Immigration Rate ==&lt;br /&gt;
&lt;br /&gt;
Has anyone noticed there seems to be a logarithmic curve associated with immigration?  In the beginning, it doesn't matter what I do to keep my wealth down (including only building 7 beds and a small wooden 'shack' to put them above ground, and not mining out any squares) I seem to get a ton of immigrants.  However, going from 1.1M to 1.4M resulted in only 5 immigrants or so the whole year.  Either there might be a 'minimum' baseline for forts (and 7 isn't it, seems closer to 25-40 or so, doesn't matter what your wealth is you will grow to that) or it is logarithmic.  I don't think it is related to deaths in my large fortress, I've had one elite marksdwarf die to a hydra, and 6-7 more (in 6 years) to goblins, moods, etc.  I don't have the economy, perhaps this slows it down around 100?  --Gotthard 11:18, 10 December 2007 (EST)&lt;br /&gt;
:Heh, I'm about to test that: my first winter killed six of my dwarves so we'll see how many migrants I get. I'm currently outnumbered by dogs about 10:1... unfortunately I also lost my only mare so I've got two male horses, may as well kill both of them as soon as I need a quick snack! [[User:GarrieIrons|GarrieIrons]] 01:05, 11 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Military immigrants without weapons ==&lt;br /&gt;
&lt;br /&gt;
I started a game with just one dwarf.  The first immigration wave, in the next spring, I got a recruit as one of my immigrants.  This recruit had NO military skills, and no armor or weapons.  What confuses me is that I had never created any weapons.  The only remotely military thing I ever made was a single leather armor.  If it matters, I hadn't created hardly anything else before that point either--a bed, basic furniture, less than ten stone crafts, no cooking, and that armor.  Anyone else seen this?  It throws a kink into the &amp;quot;weapons bring military dwarves&amp;quot; thing.  Oh, and I also have pits as a feature in this map if it matters (as yet unrevealed). --[[User:Sowelu|Sowelu]] 09:28, 12 January 2008 (EST)&lt;br /&gt;
: Did the recruit have any skills? Otherwise he's basically the same as a peasant.  How many dwarfs were in your military at the time.  That might also have been a factor. --[[User:Angus|Angus]] 23:47, 19 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Seasons and Immigration ==&lt;br /&gt;
&lt;br /&gt;
I've had immigrants arrive in spring, summer and fall but never winter.  Has anyone had immigrants arrive in winter?  Or does whether immigrants arrive in winter depend on your fort's climate? [[User:Bouchart|Bouchart]] 22:45, 29 January 2008 (EST)&lt;br /&gt;
: I just had a group of dwarves migrate during winter right after reading this. I am in a warm climate though.  What was strange was in the following Summer I had another wave of migrants. Two in one year. --[[User:Angus|Angus]] 23:49, 19 February 2008 (EST)&lt;/div&gt;</summary>
		<author><name>Tomato</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Duke_consort&amp;diff=38877</id>
		<title>40d:Duke consort</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Duke_consort&amp;diff=38877"/>
		<updated>2008-03-10T01:27:44Z</updated>

		<summary type="html">&lt;p&gt;Tomato: New page: {{Noble | noble=Baron Consort | quarters=Grand Bedroom | dining=Grand Dining Room | tomb=Grand Mausoleum | stands=3 | racks=3 | chests=5 | cabinets=3 | arrival= * Arrives with duke | f...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Noble&lt;br /&gt;
| noble=Baron Consort&lt;br /&gt;
| quarters=Grand Bedroom&lt;br /&gt;
| dining=Grand Dining Room&lt;br /&gt;
| tomb=Grand Mausoleum&lt;br /&gt;
| stands=3&lt;br /&gt;
| racks=3&lt;br /&gt;
| chests=5&lt;br /&gt;
| cabinets=3&lt;br /&gt;
| arrival=&lt;br /&gt;
* Arrives with [[duke]]&lt;br /&gt;
| function=&lt;br /&gt;
* Making babies&lt;br /&gt;
}}&lt;br /&gt;
The consort is the [[duke]]'s spouse.  He/She has the same requirements, but do not requires an [[office]] or throne room.&lt;br /&gt;
&lt;br /&gt;
[[Category:Nobles]]&lt;/div&gt;</summary>
		<author><name>Tomato</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Duke&amp;diff=38870</id>
		<title>40d:Duke</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Duke&amp;diff=38870"/>
		<updated>2008-03-10T01:24:51Z</updated>

		<summary type="html">&lt;p&gt;Tomato: New page: {{Noble | noble=Duke | quarters=Grand Bedroom | dining=Grand Dining Room | office=Opulent Throne Room | tomb=Grand Mausoleum | stands=3 | racks=3 | chests=5 | cabinets=3 | arrival= * Wealt...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Noble&lt;br /&gt;
| noble=Duke&lt;br /&gt;
| quarters=Grand Bedroom&lt;br /&gt;
| dining=Grand Dining Room&lt;br /&gt;
| office=Opulent Throne Room&lt;br /&gt;
| tomb=Grand Mausoleum&lt;br /&gt;
| stands=3&lt;br /&gt;
| racks=3&lt;br /&gt;
| chests=5&lt;br /&gt;
| cabinets=3&lt;br /&gt;
| arrival=&lt;br /&gt;
* Wealth{{verify}}&lt;br /&gt;
| function=&lt;br /&gt;
* Promote [[fortress]] to Duchy capital&lt;br /&gt;
}}&lt;br /&gt;
Your [[duke]] (or Duchess) arrives with her/his [[Duke_Consort|consort]].&lt;br /&gt;
A [[count]] who is resident in the fortress may be promoted to duke instead.&lt;br /&gt;
&lt;br /&gt;
[[Category:Nobles]]&lt;/div&gt;</summary>
		<author><name>Tomato</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Captured_creatures&amp;diff=34521</id>
		<title>40d:Captured creatures</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Captured_creatures&amp;diff=34521"/>
		<updated>2008-03-03T08:02:47Z</updated>

		<summary type="html">&lt;p&gt;Tomato: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;You can capture creatures in a variety of ways, including [[animal trap]]s for [[vermin]], [[Traps#Cage_Trap|cage traps]] for wild [[animal]]s and hostiles (like goblins), forcibly caging tame animals (see below), and you can also buy caged animals from traders. Caged animals do not require food or nourishment{{v|0.27.176.38c}}. The only case when a caged creature is fed is during its taming.&lt;br /&gt;
&lt;br /&gt;
Below is a collection of some things you can do with creatures in [[cage]]s or other holding devices.&lt;br /&gt;
&lt;br /&gt;
===Training and taming===&lt;br /&gt;
A dwarf with the [[Animal Training]] labor enabled will train dogs in a [[kennel]] to become [[hunting dog]]s and [[war dog]]s.&lt;br /&gt;
Vermin and other animals can also be tamed. A tame animal has the tag (Tame) after its name and is safe to be released into the fortress. According to a forum post, a tamed tiger purchased from the elves will act as a guard, attacking hostile creatures. This is supposedly also true for other animals.&lt;br /&gt;
&lt;br /&gt;
Beware, creatures that have killed dwarves (or other creatures?, see talk page) before being tamed are &amp;quot;un-tamable&amp;quot;; a &amp;quot;tame&amp;quot; creature that has killed a dwarf prior to its taming will go dwarf-killing as soon as they are released, with the added bonus of being immune to cage and weapon traps.&lt;br /&gt;
&lt;br /&gt;
Dragons and other megabeasts may also be tamed, but this requires a [[Dungeon master]].  Specifically, any vermin or creature with the [PET_EXOTIC] flag requires a dungeon master.&lt;br /&gt;
&lt;br /&gt;
Tamed vermin and animals may be adopted as [[pet]]s by the dwarves, and animals may also be [[slaughter]]ed for food. A colony of Muskoxen or some other peaceful animal can be used as a food source, by allowing them to breed, waiting for them to grow and then cutting down some of them in a [[Butchery]].&lt;br /&gt;
&lt;br /&gt;
===Holding===&lt;br /&gt;
You can restrain creatures by fitting them in [[chain]]s/[[rope]]s, putting them in cages, or throwing them in [[pit]]s or ponds to reduce [[lag]] or prevent adoption as pets (so they remain slaughterable without tantruming owners).&lt;br /&gt;
&lt;br /&gt;
* '''Cages''': An indefinite number of animals might be locked into one single cage. If you wish to fit your own tame animals into cages, you can do this by building a cage, and assigning some animals to it via the Building properties window (accessible by {{k|q}}). &amp;quot;Large animal caging&amp;quot; jobs will then be created, and dwarves will lock the hapless animals into the cage. Any offspring they give birth to is also born in the cage (but is not ''assigned'' to the cage, so if the cage isn't behind forbidden doors, your dwarves will immediately free it). There is some doubt whether animals do breed in cages; analysis is hindered by the fact that an already pregnant animal will give birth and little animals will grow up.&lt;br /&gt;
&lt;br /&gt;
:Caveat &amp;amp;mdash; When an animal captured via a [[cage trap]] and then assigned to an existing cage, the dwarf moving the animal will tend to let it go. This can be avoided by building the cage the animal is in.{{v|0.27.173.38a}}&lt;br /&gt;
&lt;br /&gt;
* '''Chains/ropes''': Build chains as buildings and assign animals to them. They'll be able to move one tile in any direction (including up/down) but will not be able to leave.&lt;br /&gt;
&lt;br /&gt;
* '''Pits/ponds''': You can designate an area as pit or pond by creating an activity zone, designating it as pit/pond and setting its properties by pressing {{k|P}}. The pit or pond area has to have some level tiles, and some tiles that are one or more Z-levels below. Ponds will be filled with water by your dwarves, using buckets. Beware that land animals generally do not like to remain in a dark pit instead of your magnificent fortress, so they'll break free at the earliest opportunity.&lt;br /&gt;
&lt;br /&gt;
===Zoo===&lt;br /&gt;
[[Zoo]] areas may be defined from cages via the {{k|q}} menu for the enjoyment of your dwarves. Be aware that dwarves will receive unhappy thoughts from seeing an animal they dislike in a zoo, but will also gain happy thoughts if they can go to view a loved animal. Owning the cage containing a loved animal is even better.&lt;br /&gt;
&lt;br /&gt;
===Execution===&lt;br /&gt;
Imaginative methods have been discovered for the abuse of caged creatures. &lt;br /&gt;
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* '''Execution tower''': One method is the execution tower; the caged critter is brought on top of a very tall (~10 Z-levels) tower or to the edge of a chasm; the the edge of the tower (some of the tower and some of the abyss) is designated as a Pit/Pond; the animal in the cage is assigned to be in the pit/pond and unassigned from the cage. A dwarf will run up to the tower, pull the creature out of its cage and throw it down into the depth.&lt;br /&gt;
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* '''Death chambers''': A cage can be opened remotely by attaching a [[lever]] to it. This allows for some horrible traps, such as the drowning chamber or magma death chamber. A room is set up next to a water or magma pool, separated from it by a [[floodgate]]; a cage is put into the room, and a lever is attached to it; doors leading into the chamber are locked down; the cage and the floodgate are opened remotely. The creatures will then drown or burn. (The cage must be opened for this to work, as animals in cages do not drown. I don't currently know whether magma will melt non-magma-resistant cages along with it's owner.)&lt;br /&gt;
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* '''Arenas''': Remote cage opening can also be used to set up arenas; a tame animal such as a tiger or dogs is locked into the arena; a cage containing a hostile animal, such as a goblin (presumably stripped of its weapons and armor) is also brought in the arena; doors are locked down and the cage is opened. The animals will shred the goblin (or in a worse case, the creatures will kill off your animals - therefore it is wise to assign some guards to the doorways to put down any breakout attempts).&lt;br /&gt;
You can strip a captured creature of its equipment by accessing the Stocks screen, finding its possessions (you can zoom on items and see if you're pointed to the holding cage, if in doubt), and ordering them dumped from there. Dwarves will come and force the items off your captives.&lt;br /&gt;
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===Other uses===&lt;br /&gt;
* '''Usage as executor''': Instead of executing the trapped creature, one could execute a noble by placing a caged megabeast in its quarters and release the beast.&lt;br /&gt;
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[[Category:Creatures]]&lt;/div&gt;</summary>
		<author><name>Tomato</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Captured_creatures&amp;diff=34593</id>
		<title>40d Talk:Captured creatures</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Captured_creatures&amp;diff=34593"/>
		<updated>2008-03-03T07:58:29Z</updated>

		<summary type="html">&lt;p&gt;Tomato: &lt;/p&gt;
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&lt;div&gt;== Taming ==&lt;br /&gt;
It looks like animals that killed any &amp;quot;good&amp;quot; creatures (such as elves or humans) can't be tamed (will go rampart as soon as they are released from cages).&lt;br /&gt;
I've got my whole fortress sealed off, a dragon came, after being hit by few stone traps and killing whole elven caravan, it fell into a cage trap. I tamed him (I do have a Dungeon Master) but when I tried to chain him before the entrance he started to kill dwarfs as soon as he was released from cage. I'm 100% sure it didn't kill any dwarfs (only a war dog) before falling in to a trap, and I'm certain it killed at least one elf. I'm using 27.176.38c, not modded in any way. --[[User:Tomato|Tomato]] 02:58, 3 March 2008 (EST)&lt;br /&gt;
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== magma ==&lt;br /&gt;
Initial questions: will cages melt and its inhabitants be killed if magma is released onto it and the cage is non-magma-resistant?&lt;br /&gt;
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== breed in cages?==&lt;br /&gt;
I've done the cages to massive herds idea, but it doesn't work. They'll give birth just fine while in the cage (and the babies *won't* be locked in the cage, btw) but I've gone three years without a birth until a couple seasons after I released them all to presumably breed again. If you ask me, the ideal herd would be contained in a pit that's had access walled off, since (I believe) pathfinding lag isn't a factor when it's a wall, not a locked door.&lt;br /&gt;
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Yea, I'm feeling a bit lazy right now, or I'd have edited this stuff into the article myself. Feel free to add it in and remove this, assuming I haven't just ended up in some weird situation where they just happen to have been pregnant for 3 years... --[[User:N9103|Edward]] 22:56, 10 January 2008 (EST)&lt;br /&gt;
: I am not exactly sure, but i think both a cow and a dog have given birth inside a cage after being in there for more than a year. So i toned down the statement in the article.--[[User:Koltom|Koltom]] 10:02, 27 February 2008 (EST)&lt;br /&gt;
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Actually, the babies born in cages thing is true, but it works this way: the baby is born in the cage but is not ''assigned'' in the cage. So when it's born, a dwarf will immediately rush to free it. (Tried this by building a cage behind forbidden doors and the baby remained in the cage.)&lt;br /&gt;
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By the way, how do you put a timestamp behind your edit? This timestamp below I have manually typed in. --[[User:ShunterAlhena]] 09:12, 11 January 2008 (EST)&lt;br /&gt;
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:use &amp;lt;nowiki&amp;gt;--~~~~&amp;lt;/nowiki&amp;gt; or the button that looks like a signature ;) --[[User:N9103|Edward]] 08:04, 11 January 2008 (EST)&lt;br /&gt;
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== STOP HIM!!! ==&lt;br /&gt;
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How am I supposed to put a captured goblin in an arena without letting the little bastard go? [[User:Patarak|Patarak]] 00:05, 25 January 2008 (EST)&lt;br /&gt;
:A lever based enter/exit door for the arena so you can lock it, His combatent will probably have to be the one to let him go in that case. Or use a pit of some kind. --[[User:Shades|Shades]] 04:01, 25 January 2008 (EST)&lt;br /&gt;
My problem more lies with transporting the goblins from an animal stockpile to my arena/pit, which simply had the goblin released from his cage. [[User:Patarak|Patarak]] 04:32, 25 January 2008 (EST)&lt;br /&gt;
:Is there a problem with building a cage using the cage the gobbo's in? As for releasing... you do know levers work on cages too, right? --[[User:N9103|Edward]] 05:37, 25 January 2008 (EST)&lt;br /&gt;
Just to clarify, I have a problem transporting the goblin, not releasing him. When I attempted to move him, the goblin was released in the animal stockpile. I'm not sure how to specify build the cage that the goblin is using, but that would probably work, yes. [[User:Patarak|Patarak]] 05:52, 25 January 2008 (EST)&lt;br /&gt;
::You would {{k|b}}uild ca{{k|j}}e (yes its j to build a cage) [[User:Jikor|Jikor]] 06:51, 25 January 2008 (EST)&lt;br /&gt;
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IIRC, in order to assign a creature to an existing cage, it first has to be taken out of the cage it's in and carried over to the new cage. However, the dwarf moving it in this way may suddenly realise they are carrying a dangerous 'thing' and drop it. This can be avoided by building the cage directly, which does not require taking the creature out. [[User:VengefulDonut|VengefulDonut]] 07:59, 25 January 2008 (EST)&lt;br /&gt;
:I know for certian this behavior held in 0.23.130.23a. I imagine it probably hasn't changed since 0.27.169.33g. I tagged the article with 0.23.130.23a, so if someone knows better, please change it. [[User:VengefulDonut|VengefulDonut]] 08:09, 25 January 2008 (EST)&lt;br /&gt;
Whenever I build the cage, the dwarves just bring an empty one. I still haven't figured out a way to build exactly the cage the goblins are in. [[User:Patarak|Patarak]] 14:11, 25 January 2008 (EST)&lt;br /&gt;
:{{k|b}}uild menu -&amp;gt; ca{{k|j}}e [sic], then press e{{k|x}}pand list to see the indivudial cages with quality levels instead of a broader category list. Pick the one that's called &amp;quot;Goblin Cage(''materialname'')&amp;quot; and the dwarves will construct the cage with the gobbo still inside. Then link it up to a lever, station your executioner in a locked room with it, and yank the lever to start your pitfight. --[[User:TangoThree|TangoThree]] 10:23, 26 January 2008 (EST)&lt;br /&gt;
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== RE: Arenas section ==&lt;br /&gt;
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Is it actually possible to strip the weapons and armour off a captured creature as suggested here? --[[User:TangoThree|TangoThree]] 11:15, 26 January 2008 (EST)&lt;br /&gt;
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: Yep, Check out the talk page for cages, under &amp;quot;Captured thieves&amp;quot; someone should probably integrate that info this article. --[[User:The Flying Febe|The Flying Febe]] 23:20, 3 February 2008 (EST)&lt;/div&gt;</summary>
		<author><name>Tomato</name></author>
	</entry>
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