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		<id>http://dwarffortresswiki.org/index.php?title=Intelligent_undead&amp;diff=295713</id>
		<title>Intelligent undead</title>
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		<updated>2023-10-24T10:51:37Z</updated>

		<summary type="html">&lt;p&gt;Lazyhead: minor spelling corrections, also removed reference to &amp;quot;quicksave&amp;quot; as there is no vanilla quicksave function&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
[[File:intelligent_undead_sprite_preview.png|right]]'''Intelligent undead''' {{Tile|Ñ|3:1}} is a generalized name for all undead [[night creature]]s that are sentient (not [[zombie]]s), yet don’t fit into the molds for [[vampire]]s, [[necromancer]]s, [[ghost]]s or [[mummy|mummies]]. &lt;br /&gt;
&lt;br /&gt;
Intelligent undead are former [[historical figure]]s, raised by [[necromancer]]s to serve as lieutenants in their undead armies. Unlike zombies, intelligent undead retain their [[soul]], and much of their original personality once revived. &lt;br /&gt;
&lt;br /&gt;
Intelligent undead all belong to a type, dependent on the secret known by the one who raised them. Each type is assigned a unique name and a set of magic powers, making no two types truly alike.&lt;br /&gt;
&lt;br /&gt;
They are relatively common – if you set your [[tavern]] to be open to all visitors, you are very likely to host a few guests of the intelligent undead variety. Despite their scary-sounding names, these are not hostile and will behave as any guest would. In the [[object testing arena]], when choosing what type of condition the creature can be spawned as (such as a [[werebeast]], necromancer, etc.), two intelligent undead choices are among them, albeit randomized. For example, loading the arena may have the choices as &amp;quot;raised sallow hunter&amp;quot; and &amp;quot;raised crypt hunter&amp;quot; in one playthrough, but they could change to &amp;quot;raised dark corpse&amp;quot; and &amp;quot;raised interred ghoul&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Graphically, sprites of intelligent undead will show as humanoids with light blue skin. [[Animal people]] will appear as they are, with no color palette changes.&lt;br /&gt;
==Naming==&lt;br /&gt;
[[File:Lily-abdullina-faded-hunter-web.jpg|thumb|300px|right|Rosmo Queenales was a faded hunter, slayer of [[werebeast|weregiraffes]] and savior of puppies. ([https://old.reddit.com/r/dwarffortress/comments/hle4lf/the_human_poet_faded_hunter_who_used_undead_magic/ story])&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;''Art by Sarasti''&amp;lt;/small&amp;gt;]]The phrase &amp;quot;intelligent undead&amp;quot; does not actually appear within the game. Instead, each kind of intelligent undead receives a procedurally-generated name, composed of two parts. The first part alludes to it being undead (e.g. &amp;quot;putrid&amp;quot;, &amp;quot;risen&amp;quot;, &amp;quot;grave&amp;quot;) or its nature as a night creature (e.g. &amp;quot;night&amp;quot;, &amp;quot;grim&amp;quot;). The second part is always a noun, and sometimes describes it as being undead (e.g. &amp;quot;zombie&amp;quot;, &amp;quot;ghoul&amp;quot;) but just as often simply makes it sound threatening (e.g. &amp;quot;one&amp;quot;, &amp;quot;slayer&amp;quot;, &amp;quot;butcher&amp;quot;, &amp;quot;stalker&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
==Powers==&lt;br /&gt;
Each type of intelligent undead is given a set of 1-5 [[magic]]al powers, with the possibility of acquiring more if they are raised multiple times by different necromancers. Undead may target themselves with their own powers, which has niche applications. The following powers have been reported:&lt;br /&gt;
&lt;br /&gt;
*'''Blisters''' – Causes the target to grow blisters all over their bodies. Does not hamper fighting ability, making it mostly useless in a fight.&lt;br /&gt;
*'''Dizziness''' – The target is affected by dizziness, possibly inconveniencing them in combat.&lt;br /&gt;
*'''Pain''' – The target is afflicted with pain, to the point of being stunned by it.&lt;br /&gt;
*'''Suffocate''' – Causes the target to become winded. Does not last long enough to kill by suffocation, but will make the target take longer to take actions.&lt;br /&gt;
*'''Bleeding''' – The target suffers [[blood]] damage across the body. Can stack, leading to death by blood loss if multiple undead use it on the same target.&lt;br /&gt;
*'''Sicken''' – The target becomes nauseated and starts [[vomit]]ing, leaving them vulnerable.&lt;br /&gt;
*'''Blind''' – The undead deprives its victim of sight temporarily, making them appear as if blind. In adventurer mode, it appears to have a typo, giving the message &amp;quot;You your sight is fading!&amp;quot;{{bug|11858}} Creatures with {{token|EXTRAVISION}} are immune to this power.&lt;br /&gt;
*'''Rot''' – A random body part of the target will suffer minor necrosis. Can lead to extreme [[fun]] if the body part ends up being your adventurer's eyes.&lt;br /&gt;
*'''Paralysis''' – The target is completely paralyzed. Generally leads to near-instant death in most creatures, as paralysis of the diaphragm leads to suffocation.&lt;br /&gt;
*'''Raise Fog''' – The undead changes the weather to create a temporary fog, limiting vision.&lt;br /&gt;
*'''Ice Bolt''' – The undead launches a sharpened bolt of [[ice]] at the target, causing varying physical harm.&lt;br /&gt;
*'''Vanish''' – The undead immediately enters stealth, becoming invisible. Players are unable to retaliate, block, or dodge against the undead's attacks, due to not being able to target them, but may hit them with [[Thrower|thrown]] items. Creatures with {{token|EXTRAVISION}} can see the undead normally, negating the power. &lt;br /&gt;
*'''Propel Away''' – The undead blasts the target with force, launching them away from it. Effect varies on the foe's weight; smaller creatures can be seriously injured if they impact with a surface, while heavier targets can resist or flat-out shrug off the blow. Can be used to free the undead from a grapple.&lt;br /&gt;
&lt;br /&gt;
== Getting intelligent undead citizens ==&lt;br /&gt;
If you happen to have a [[necromancer]] among your citizens, they may very well revive some of your recently fallen dwarves as intelligent undead if they are nearby and involved in combat. Unlike run-of-the-mill zombies, they will not be hostile and will eventually re-petition for citizenship in your fortress. Intelligent undead are impervious to stress and emotions – any event in their Thoughts and Preferences screen will cause them to &amp;quot;not feel anything&amp;quot;. However, they inevitably become [[DF2014:Need#Focus|Distracted]] due to unmet needs, despite performing most of the jobs (Worship, Socialize, Read etc.) that should fulfill those needs. Intelligent undead children are immune to this distraction. &lt;br /&gt;
&lt;br /&gt;
The intelligent undead can still make friends and be involved in relationships and will retain the ones they had when they died. (The only exception is that [[marriage]]s do end upon the death of one spouse, and if resurrected their [[relationship]] status will be reset to &amp;quot;Friend&amp;quot;.). If, for some reason, an intelligent undead was pregnant at the time of its death, the baby will be lost, as pregnancy is reset at the death of the creature.&lt;br /&gt;
&lt;br /&gt;
Intelligent undead do not need to eat, drink, or sleep and can function normally despite very severe damage, such as a brain and skull &amp;quot;mangled beyond recognition&amp;quot;, providing excellent practice for your medical dwarves.&lt;br /&gt;
They do not age, reproduce, or gain or rust physical attributes (but do still gain or rust skills), and count as {{token|NOT_LIVING}}, so other undead will be neutral to them. They also have many of the immunities undead have, such as {{token|NOEXERT}}, {{token|NOPAIN}}, {{token|NOBREATHE}}, {{token|NOSTUN}}, {{token|NONAUSEA}}, {{token|NO_DIZZINESS}}, {{token|NO_FEVERS}}, {{token|PARALYZEIMMUNE}}, {{token|NOFEAR}}, {{token|NO_THOUGHT_CENTER_FOR_MOVEMENT}}, {{token|NO_CONNECTIONS_FOR_MOVEMENT}} and {{token|EXTRAVISION}}. They also cannot bleed to death. This, in addition to the magical powers granted to them when they were raised, makes them very useful assets to your fortress. Lastly, as a consequence of them not aging, any intelligent undead child will remain a child for eternity (even after becoming 18 years old, the in-game trigger will not remove the [[DF2014:Unit_type_token#CHILD|Child token]])&lt;br /&gt;
&lt;br /&gt;
Like all undead, intelligent undead dwarves cannot enter trances anymore, and intelligent undead gremlins are no longer {{token|MISCHIEVOUS}}.&lt;br /&gt;
&lt;br /&gt;
It is possible for those who have contracted a were-curse to be resurrected as intelligent undead; those that do will retain the curse on their undeath and will transform on a monthly basis according to the date they were originally bitten/turned.&lt;br /&gt;
&lt;br /&gt;
If corpse is intact but the soul of a dwarf is haunting the fortress, the body cannot be resurrected as an Intelligent Undead. To make it possible, you need to engrave a memorial slab for deceased dwarf, and after placing it, resurrecting your dead citizen as an Intelligent Undead becomes possible.&lt;br /&gt;
&lt;br /&gt;
Also, if you save before your Necromancer raises a corpse, if they resurrect your citizen as a zombie, reload the game and try again - this time there's a chance they'd become Intelligent Undead.&lt;br /&gt;
&lt;br /&gt;
== Intelligent undead mechanics ==&lt;br /&gt;
Intelligent undead only require a center of mass. Therefore, you can raise headless creatures or butchered skin as intelligent undead. You can also raise your own severed head as a zombie, if you are playing as an intelligent undead necromancer – bonus points if you pet it once in a while and wonder &amp;quot;to be or not to be&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
Necromancers may also raise invaders as intelligent undead. They may be hostile, even against the necromancer who created them, or marked as &amp;quot;Friendly&amp;quot; and sit around doing nothing – this is because many of the [[faction|loyalty]] links the creature had are retained. For this reason, ''do not attempt to raise an enemy you have slain in adventure mode as an intelligent undead – they will remember they're your foe, and will attack you.'' To avoid this in adventure mode, you can destroy someone's soul by first raising a corpse as a non-intelligent undead. This rewrites their faction and soul traits, and any subsequent resurrection will raise them as a soulless creature loyal to you. This is very useful when you are in mass combat.&lt;br /&gt;
&lt;br /&gt;
[[File:Necro King 3.jpg|thumb|right|A necromancer animates the corpses of some invading elves as intelligent undead, with the procedural name &amp;quot;pale slayer&amp;quot;. They immediately turn on him.]]&lt;br /&gt;
&lt;br /&gt;
== Notes and exploits ==&lt;br /&gt;
[[File:Nogood-undead-smallhands.png|thumb|right|Goden Dedukoshur, ''the undying overseer'', was a forlorn ghoul raised in 153, legendary warrior and militia commander, it participated in many raids until it faded away, haunting the fort in 158. Eventually, dwarven ingenuity brought it back to a fleshy form, and it rules Smallhands' military since then ([http://www.bay12forums.com/smf/index.php?topic=175473/ full story]). &amp;lt;br&amp;gt;''Art by Nogoodgames'']]&lt;br /&gt;
&lt;br /&gt;
* It is possible for a civilized intelligent undead to turn into a [[ghost]]. In order to be ghostified, the creature needs to leave the map. Assigning the undead to a [[squad]] and sending it on [[Mission|raids]] seems to do the trick as, eventually, the intelligent undead's ghost will rise. The risen ghost will not be interactable, but will still be part of the military.  This behavior can be exploited further to resurrect the undead back into its original creature form. Here's how to do it: keep the undead's ghost in a squad, and send this squad on another mission. While the squad is off-map, engrave a [[Memorial|memorial slab]] to the ghost and place it down – when the squad comes back, your undead should now be alive, and its skills will have persisted. It is unknown if a creature brought back to life this way can be raised as undead again.&lt;br /&gt;
*In adventure mode, it seems to be possible to animate mangled corpses as intelligent undead. Whether this is a bug or an intentional effect of using more powerful magic is unclear.&lt;br /&gt;
*You can interrogate criminals after killing them, at least intelligent undead.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Night creature]]&lt;br /&gt;
* [[Necromancer]]&lt;br /&gt;
* [[Zombie]]&lt;br /&gt;
&lt;br /&gt;
{{gamedata|title=Example raws (as extracted from world.sav in version [[Release_information/0.47.04|0.47.04]])|[INTERACTION:SECRET_UNDEAD_RES_1]&lt;br /&gt;
	[GENERATED]&lt;br /&gt;
	[I_TARGET:A:CORPSE]&lt;br /&gt;
		[IT_LOCATION:CONTEXT_ITEM]&lt;br /&gt;
		[IT_AFFECTED_CLASS:GENERAL_POISON]&lt;br /&gt;
		[IT_REQUIRES:FIT_FOR_RESURRECTION]&lt;br /&gt;
		[IT_REQUIRES:CAN_LEARN]&lt;br /&gt;
		[IT_FORBIDDEN:NOT_LIVING]&lt;br /&gt;
		[IT_MANUAL_INPUT:corpses]&lt;br /&gt;
		[IT_CANNOT_HAVE_SYNDROME_CLASS:WERECURSE]&lt;br /&gt;
		[IT_CANNOT_HAVE_SYNDROME_CLASS:VAMPCURSE]&lt;br /&gt;
		[IT_CANNOT_HAVE_SYNDROME_CLASS:DISTURBANCE_CURSE]&lt;br /&gt;
		[IT_CANNOT_HAVE_SYNDROME_CLASS:RAISED_UNDEAD]&lt;br /&gt;
		[IT_CANNOT_HAVE_SYNDROME_CLASS:RAISED_GHOST]&lt;br /&gt;
		[IT_CANNOT_HAVE_SYNDROME_CLASS:GHOUL]&lt;br /&gt;
	[I_EFFECT:RESURRECT]&lt;br /&gt;
		[IE_TARGET:A]&lt;br /&gt;
		[IE_IMMEDIATE]&lt;br /&gt;
		[SYNDROME]&lt;br /&gt;
		[SYN_CONCENTRATION_ADDED:1000:0]&lt;br /&gt;
		[SYN_CLASS:RAISED_UNDEAD]&lt;br /&gt;
		[CE_DISPLAY_TILE:TILE:165:3:0:1:START:0:ABRUPT]&lt;br /&gt;
		[CE_DISPLAY_NAME:NAME:cold one:cold ones:cold one:START:0:ABRUPT]&lt;br /&gt;
		[CE_PHYS_ATT_CHANGE:STRENGTH:200:1000:TOUGHNESS:200:1000:START:0:ABRUPT]&lt;br /&gt;
		[CE_ADD_TAG:NO_AGING:NOT_LIVING:STERILE:EXTRAVISION:NOEXERT:NOPAIN:NOBREATHE:NOSTUN:NONAUSEA:NO_DIZZINESS:NO_FEVERS:NOEMOTION:PARALYZEIMMUNE:NOFEAR:NO_EAT:NO_DRINK:NO_SLEEP:NO_PHYS_ATT_GAIN:NO_PHYS_ATT_RUST:NOTHOUGHT:NO_THOUGHT_CENTER_FOR_MOVEMENT:NO_CONNECTIONS_FOR_MOVEMENT:START:0:ABRUPT]&lt;br /&gt;
		[CE_REMOVE_TAG:HAS_BLOOD:TRANCES:MISCHIEVOUS:START:0:ABRUPT]&lt;br /&gt;
		[CE_CAN_DO_INTERACTION:START:0:ABRUPT]&lt;br /&gt;
			[CDI:ADV_NAME:Vanish]&lt;br /&gt;
			[CDI:INTERACTION:SECRET_RES_POWER_1_1]&lt;br /&gt;
			[CDI:TARGET:A:SELF_ONLY]&lt;br /&gt;
			[CDI:BP_REQUIRED:BY_TYPE:GRASP]&lt;br /&gt;
			[CDI:USAGE_HINT:DEFEND]&lt;br /&gt;
			[CDI:USAGE_HINT:FLEEING]&lt;br /&gt;
			[CDI:VERB:vanish:vanishes:NA]&lt;br /&gt;
			[CDI:MAX_TARGET_NUMBER:C:1]&lt;br /&gt;
			[CDI:WAIT_PERIOD:50]&lt;br /&gt;
&lt;br /&gt;
[INTERACTION:SECRET_RES_POWER_1_1]&lt;br /&gt;
	[GENERATED]&lt;br /&gt;
	[I_TARGET:A:CREATURE]&lt;br /&gt;
		[IT_LOCATION:CONTEXT_CREATURE]&lt;br /&gt;
	[I_EFFECT:HIDE]&lt;br /&gt;
		[IE_TARGET:A]&lt;br /&gt;
		[IE_IMMEDIATE]&lt;br /&gt;
&lt;br /&gt;
[INTERACTION:SECRET_UNDEAD_RES_6]&lt;br /&gt;
	[GENERATED]&lt;br /&gt;
	[I_TARGET:A:CORPSE]&lt;br /&gt;
		[IT_LOCATION:CONTEXT_ITEM]&lt;br /&gt;
		[IT_AFFECTED_CLASS:GENERAL_POISON]&lt;br /&gt;
		[IT_REQUIRES:FIT_FOR_RESURRECTION]&lt;br /&gt;
		[IT_REQUIRES:CAN_LEARN]&lt;br /&gt;
		[IT_FORBIDDEN:NOT_LIVING]&lt;br /&gt;
		[IT_MANUAL_INPUT:corpses]&lt;br /&gt;
		[IT_CANNOT_HAVE_SYNDROME_CLASS:WERECURSE]&lt;br /&gt;
		[IT_CANNOT_HAVE_SYNDROME_CLASS:VAMPCURSE]&lt;br /&gt;
		[IT_CANNOT_HAVE_SYNDROME_CLASS:DISTURBANCE_CURSE]&lt;br /&gt;
		[IT_CANNOT_HAVE_SYNDROME_CLASS:RAISED_UNDEAD]&lt;br /&gt;
		[IT_CANNOT_HAVE_SYNDROME_CLASS:RAISED_GHOST]&lt;br /&gt;
		[IT_CANNOT_HAVE_SYNDROME_CLASS:GHOUL]&lt;br /&gt;
	[I_EFFECT:RESURRECT]&lt;br /&gt;
		[IE_TARGET:A]&lt;br /&gt;
		[IE_IMMEDIATE]&lt;br /&gt;
		[SYNDROME]&lt;br /&gt;
			[SYN_CONCENTRATION_ADDED:1000:0]&lt;br /&gt;
			[SYN_CLASS:RAISED_UNDEAD]&lt;br /&gt;
			[CE_DISPLAY_TILE:TILE:165:3:0:1:START:0:ABRUPT]&lt;br /&gt;
			[CE_DISPLAY_NAME:NAME:night ghoul:night ghouls:night ghoul:START:0:ABRUPT]&lt;br /&gt;
			[CE_PHYS_ATT_CHANGE:STRENGTH:200:1000:TOUGHNESS:200:1000:START:0:ABRUPT]&lt;br /&gt;
			[CE_ADD_TAG:NO_AGING:NOT_LIVING:STERILE:EXTRAVISION:NOEXERT:NOPAIN:NOBREATHE:NOSTUN:NONAUSEA:NO_DIZZINESS:NO_FEVERS:NOEMOTION:PARALYZEIMMUNE:NOFEAR:NO_EAT:NO_DRINK:NO_SLEEP:NO_PHYS_ATT_GAIN:NO_PHYS_ATT_RUST:NOTHOUGHT:NO_THOUGHT_CENTER_FOR_MOVEMENT:NO_CONNECTIONS_FOR_MOVEMENT:START:0:ABRUPT]&lt;br /&gt;
			[CE_REMOVE_TAG:HAS_BLOOD:TRANCES:MISCHIEVOUS:START:0:ABRUPT]&lt;br /&gt;
			[CE_CAN_DO_INTERACTION:START:0:ABRUPT]&lt;br /&gt;
				[CDI:ADV_NAME:Launch ice bolt]&lt;br /&gt;
				[CDI:INTERACTION:SECRET_RES_POWER_6_1]&lt;br /&gt;
				[CDI:MATERIAL:WATER:SHARP_ROCK]&lt;br /&gt;
				[CDI:TARGET:C:LINE_OF_SIGHT]&lt;br /&gt;
				[CDI:TARGET_RANGE:C:25]&lt;br /&gt;
				[CDI:BP_REQUIRED:BY_TYPE:GRASP]&lt;br /&gt;
				[CDI:USAGE_HINT:ATTACK]&lt;br /&gt;
				[CDI:VERB:clench a fist:clenches a fist:NA]&lt;br /&gt;
				[CDI:MAX_TARGET_NUMBER:C:1]&lt;br /&gt;
				[CDI:WAIT_PERIOD:50]&lt;br /&gt;
			[CE_CAN_DO_INTERACTION:START:0:ABRUPT]&lt;br /&gt;
				[CDI:ADV_NAME:Vanish]&lt;br /&gt;
				[CDI:INTERACTION:SECRET_RES_POWER_6_2]&lt;br /&gt;
				[CDI:TARGET:A:SELF_ONLY]&lt;br /&gt;
				[CDI:BP_REQUIRED:BY_TYPE:GRASP]&lt;br /&gt;
				[CDI:USAGE_HINT:DEFEND]&lt;br /&gt;
				[CDI:USAGE_HINT:FLEEING]&lt;br /&gt;
				[CDI:VERB:vanish:vanishes:NA]&lt;br /&gt;
				[CDI:MAX_TARGET_NUMBER:C:1]&lt;br /&gt;
				[CDI:WAIT_PERIOD:50]&lt;br /&gt;
			[CE_CAN_DO_INTERACTION:START:0:ABRUPT]&lt;br /&gt;
				[CDI:ADV_NAME:Cause pain]&lt;br /&gt;
				[CDI:INTERACTION:SECRET_RES_POWER_6_3]&lt;br /&gt;
				[CDI:TARGET:A:LINE_OF_SIGHT]&lt;br /&gt;
				[CDI:TARGET_RANGE:A:25]&lt;br /&gt;
				[CDI:BP_REQUIRED:BY_TYPE:GRASP]&lt;br /&gt;
				[CDI:USAGE_HINT:ATTACK]&lt;br /&gt;
				[CDI:VERB:gesture:gestures:NA]&lt;br /&gt;
				[CDI:TARGET_VERB:feel intense pain:grimaces]&lt;br /&gt;
				[CDI:MAX_TARGET_NUMBER:A:1]&lt;br /&gt;
				[CDI:WAIT_PERIOD:50]&lt;br /&gt;
&lt;br /&gt;
[INTERACTION:SECRET_RES_POWER_6_1]&lt;br /&gt;
	[GENERATED]&lt;br /&gt;
	[I_TARGET:A:MATERIAL]&lt;br /&gt;
		[IT_MATERIAL:CONTEXT_MATERIAL]&lt;br /&gt;
	[I_TARGET:B:LOCATION]&lt;br /&gt;
		[IT_LOCATION:CONTEXT_LOCATION]&lt;br /&gt;
	[I_TARGET:C:LOCATION]&lt;br /&gt;
		[IT_LOCATION:CONTEXT_CREATURE_OR_LOCATION]&lt;br /&gt;
		[IT_MANUAL_INPUT:target]&lt;br /&gt;
	[I_EFFECT:MATERIAL_EMISSION]&lt;br /&gt;
		[IE_TARGET:A]&lt;br /&gt;
		[IE_TARGET:B]&lt;br /&gt;
		[IE_TARGET:C]&lt;br /&gt;
		[IE_IMMEDIATE]&lt;br /&gt;
&lt;br /&gt;
[INTERACTION:SECRET_RES_POWER_6_2]&lt;br /&gt;
	[GENERATED]&lt;br /&gt;
	[I_TARGET:A:CREATURE]&lt;br /&gt;
		[IT_LOCATION:CONTEXT_CREATURE]&lt;br /&gt;
	[I_EFFECT:HIDE]&lt;br /&gt;
		[IE_TARGET:A]&lt;br /&gt;
		[IE_IMMEDIATE]&lt;br /&gt;
&lt;br /&gt;
[INTERACTION:SECRET_RES_POWER_6_3]&lt;br /&gt;
	[GENERATED]&lt;br /&gt;
	[I_TARGET:A:CREATURE]&lt;br /&gt;
		[IT_LOCATION:CONTEXT_CREATURE]&lt;br /&gt;
		[IT_MANUAL_INPUT:victim]&lt;br /&gt;
	[I_EFFECT:ADD_SYNDROME]&lt;br /&gt;
		[IE_TARGET:A]&lt;br /&gt;
		[IE_IMMEDIATE]&lt;br /&gt;
		[SYNDROME]&lt;br /&gt;
			[SYN_CONCENTRATION_ADDED:1000:0]&lt;br /&gt;
			[CE_PAIN:SEV:500:PROB:100:START:0:PEAK:0:END:3:RESISTABLE]&lt;br /&gt;
&lt;br /&gt;
[INTERACTION:SECRET_UNDEAD_RES_7]&lt;br /&gt;
	[GENERATED]&lt;br /&gt;
	[I_TARGET:A:CORPSE]&lt;br /&gt;
		[IT_LOCATION:CONTEXT_ITEM]&lt;br /&gt;
		[IT_AFFECTED_CLASS:GENERAL_POISON]&lt;br /&gt;
		[IT_REQUIRES:FIT_FOR_RESURRECTION]&lt;br /&gt;
		[IT_REQUIRES:CAN_LEARN]&lt;br /&gt;
		[IT_FORBIDDEN:NOT_LIVING]&lt;br /&gt;
		[IT_MANUAL_INPUT:corpses]&lt;br /&gt;
		[IT_CANNOT_HAVE_SYNDROME_CLASS:WERECURSE]&lt;br /&gt;
		[IT_CANNOT_HAVE_SYNDROME_CLASS:VAMPCURSE]&lt;br /&gt;
		[IT_CANNOT_HAVE_SYNDROME_CLASS:DISTURBANCE_CURSE]&lt;br /&gt;
		[IT_CANNOT_HAVE_SYNDROME_CLASS:RAISED_UNDEAD]&lt;br /&gt;
		[IT_CANNOT_HAVE_SYNDROME_CLASS:RAISED_GHOST]&lt;br /&gt;
		[IT_CANNOT_HAVE_SYNDROME_CLASS:GHOUL]&lt;br /&gt;
	[I_EFFECT:RESURRECT]&lt;br /&gt;
		[IE_TARGET:A]&lt;br /&gt;
		[IE_IMMEDIATE]&lt;br /&gt;
		[SYNDROME]&lt;br /&gt;
			[SYN_CONCENTRATION_ADDED:1000:0]&lt;br /&gt;
			[SYN_CLASS:RAISED_UNDEAD]&lt;br /&gt;
			[CE_DISPLAY_TILE:TILE:165:3:0:1:START:0:ABRUPT]&lt;br /&gt;
			[CE_DISPLAY_NAME:NAME:dark butcher:dark butchers:dark butcher:START:0:ABRUPT]&lt;br /&gt;
			[CE_PHYS_ATT_CHANGE:STRENGTH:200:1000:TOUGHNESS:200:1000:START:0:ABRUPT]&lt;br /&gt;
			[CE_ADD_TAG:NO_AGING:NOT_LIVING:STERILE:EXTRAVISION:NOEXERT:NOPAIN:NOBREATHE:NOSTUN:NONAUSEA:NO_DIZZINESS:NO_FEVERS:NOEMOTION:PARALYZEIMMUNE:NOFEAR:NO_EAT:NO_DRINK:NO_SLEEP:NO_PHYS_ATT_GAIN:NO_PHYS_ATT_RUST:NOTHOUGHT:NO_THOUGHT_CENTER_FOR_MOVEMENT:NO_CONNECTIONS_FOR_MOVEMENT:START:0:ABRUPT]&lt;br /&gt;
			[CE_REMOVE_TAG:HAS_BLOOD:TRANCES:MISCHIEVOUS:START:0:ABRUPT]&lt;br /&gt;
			[CE_CAN_DO_INTERACTION:START:0:ABRUPT]&lt;br /&gt;
				[CDI:ADV_NAME:Rot]&lt;br /&gt;
				[CDI:INTERACTION:SECRET_RES_POWER_7_1]&lt;br /&gt;
				[CDI:TARGET:A:LINE_OF_SIGHT]&lt;br /&gt;
				[CDI:TARGET_RANGE:A:25]&lt;br /&gt;
				[CDI:BP_REQUIRED:BY_TYPE:GRASP]&lt;br /&gt;
				[CDI:USAGE_HINT:ATTACK]&lt;br /&gt;
				[CDI:VERB:raise a hand:raises a hand:NA]&lt;br /&gt;
				[CDI:TARGET_VERB:feel death come over you:grimaces]&lt;br /&gt;
				[CDI:MAX_TARGET_NUMBER:A:1]&lt;br /&gt;
				[CDI:WAIT_PERIOD:50]&lt;br /&gt;
&lt;br /&gt;
[INTERACTION:SECRET_RES_POWER_7_1]&lt;br /&gt;
	[GENERATED]&lt;br /&gt;
	[I_TARGET:A:CREATURE]&lt;br /&gt;
		[IT_LOCATION:CONTEXT_CREATURE]&lt;br /&gt;
		[IT_MANUAL_INPUT:victim]&lt;br /&gt;
	[I_EFFECT:ADD_SYNDROME]&lt;br /&gt;
		[IE_TARGET:A]&lt;br /&gt;
		[IE_IMMEDIATE]&lt;br /&gt;
		[SYNDROME]&lt;br /&gt;
			[SYN_CONCENTRATION_ADDED:1000:0]&lt;br /&gt;
			[CE_NECROSIS:SEV:500:PROB:100:START:0:PEAK:0:END:3:VASCULAR_ONLY:BP:BY_CATEGORY:ALL:ALL:RESISTABLE]}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
[[ru:Intelligent undead]]&lt;/div&gt;</summary>
		<author><name>Lazyhead</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Ghost&amp;diff=295712</id>
		<title>Ghost</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Ghost&amp;diff=295712"/>
		<updated>2023-10-24T10:43:19Z</updated>

		<summary type="html">&lt;p&gt;Lazyhead: adding &amp;quot;or a dwarf&amp;quot; after &amp;quot;intelligent creature&amp;quot; as a joke makes it seem like theyre two distinct categories&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{minorspoiler}}&lt;br /&gt;
{{DFtext|Urist McGhost, Ghostly Cheesemaker has risen and is haunting the fortress!|4:1}}&lt;br /&gt;
[[File:ghost_v50_preview.png|right]]&lt;br /&gt;
'''Ghosts''' {{Tile|Ñ|7:1}} are a type of [[night creature]] and the spiritual essence of an intelligent [[creature]]. After the death of an intelligent creature who is a member of your [[civilization]], its soul may come back as a ghost, who will proceed to haunt the place of its death. In a dwarven fortress, dead dwarves have a chance of returning as ghosts if they are not properly [[coffin|buried]] or [[memorial|memorialized]] after their death. Ghosts often take to haunting their relatives and friends, following them around on the same tile, as well as lingering wistfully near areas they frequented in life or the spot they died. Some even continue to perform their jobs.{{bug|6354}} However, not all ghosts bear their anguish calmly. When a spirit has finally been calmed, the following message appears:&amp;lt;br&amp;gt;&lt;br /&gt;
{{DFtext|Urist McGhost, Ghostly Cheesemaker has been put to rest.|5:1}}&lt;br /&gt;
&lt;br /&gt;
[[File:ghost_announcement_icon.png|left]]Ghosts are able to pass through walls, doors, floors, and other impassable tiles. They can open [[hatch]]es (even when [[mechanism|mechanically-linked]]{{bug|8458}}) and unlock any locked [[door]]s that they happen to pass through{{bug|4773}}. Ghosts may block [[building]] construction{{bug|6417}} and [[immigrant]] arrival.{{bug|5568}}&lt;br /&gt;
&lt;br /&gt;
Ghosts are generally immune to harm (except for a few [[#Science on Ghosts|bugs]]). They can be targeted in the Squad kill screen ({{K|s}},{{K|k}}) even though they won't actually be attacked. Ghosts can be dismissed by burying the remains or by constructing, engraving and building [[slab]]s in memory of the deceased. Ghosts of [[visitor]]s will eventually choose to &amp;quot;leave&amp;quot; the site once their &amp;quot;visit&amp;quot; timer expires.&lt;br /&gt;
&lt;br /&gt;
Graphically, ghost sprites will appear as transparent individuals with green skin.&lt;br /&gt;
==Paranormal Activity==&lt;br /&gt;
Ghosts haunting the fortress will occasionally perform some of the following actions, based on their temperament:&lt;br /&gt;
* ''&amp;lt;ghost&amp;gt; sucks the wind out of &amp;lt;dwarf&amp;gt;''&lt;br /&gt;
* ''&amp;lt;ghost&amp;gt; raises a high fever in &amp;lt;dwarf&amp;gt;''&lt;br /&gt;
* ''&amp;lt;ghost&amp;gt; makes &amp;lt;dwarf&amp;gt; convulse and retch''&lt;br /&gt;
* ''&amp;lt;ghost&amp;gt; inflicts excruciating pain upon &amp;lt;dwarf&amp;gt;''&lt;br /&gt;
* ''&amp;lt;ghost&amp;gt; causes a spell of dizziness in &amp;lt;dwarf&amp;gt;''&lt;br /&gt;
* ''&amp;lt;ghost&amp;gt; paralyzes &amp;lt;dwarf&amp;gt;''&lt;br /&gt;
* ''&amp;lt;ghost&amp;gt; stuns &amp;lt;dwarf&amp;gt;''&lt;br /&gt;
* ''&amp;lt;ghost&amp;gt; batters &amp;lt;dwarf&amp;gt;''&lt;br /&gt;
* ''&amp;lt;dwarf&amp;gt; is throwing a tantrum, possessed by &amp;lt;ghost&amp;gt;''&lt;br /&gt;
* ''&amp;lt;ghost&amp;gt; is following &amp;lt;dwarf&amp;gt;''&lt;br /&gt;
* ''&amp;lt;item&amp;gt; has been misplaced. No doubt &amp;lt;ghost&amp;gt; is to blame!''&lt;br /&gt;
* ''&amp;lt;ghost&amp;gt; is throwing objects around the fortress!''&lt;br /&gt;
* ''&amp;lt;ghost&amp;gt; can be heard howling throughout the fortress!''&lt;br /&gt;
&lt;br /&gt;
The ghost's activities may be determined by the nature of its death and its [[personality trait]]s using the following table, ''in order'':&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; align=&amp;quot;left&amp;quot; width=&amp;quot;17%&amp;quot; | Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; align=&amp;quot;left&amp;quot; width=&amp;quot;17%&amp;quot; | Cause&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; align=&amp;quot;left&amp;quot; width=&amp;quot;66%&amp;quot; | Effect&lt;br /&gt;
|-&lt;br /&gt;
|Murderous Ghost&lt;br /&gt;
|Had a [[Strange_mood#Fell|fell mood]], had low [[Personality_trait#ALTRUISM|ALTRUISM]], or slab/grave was deconstructed&lt;br /&gt;
|Murders dwarves.&lt;br /&gt;
|-&lt;br /&gt;
|Sadistic Ghost&lt;br /&gt;
|Had a [[Strange_mood#Macabre|macabre mood]], or had low [[Personality_trait#ALTRUISM|ALTRUISM]]&lt;br /&gt;
|Batters, scares and paralyses dwarves. Capable of scaring a dwarf to death.&lt;br /&gt;
|-&lt;br /&gt;
|Violent Ghost&lt;br /&gt;
|Was [[insanity|berserk]], or had high [[Personality_trait#ANGER_PROPENSITY|ANGER_PROPENSITY]]&lt;br /&gt;
|Batters dwarves, often but not always removing limbs.&lt;br /&gt;
|-&lt;br /&gt;
|Moaning Spirit&lt;br /&gt;
|Was [[insanity|melancholic]], or had high [[Personality_trait#DEPRESSION_PROPENSITY|DEPRESSION_PROPENSITY]]&lt;br /&gt;
|Troubles one unfortunate dwarf at a time.&lt;br /&gt;
|-&lt;br /&gt;
|Howling Spirit&lt;br /&gt;
|Was [[insanity|stark raving mad]], or had high [[Personality_trait# STRESS_VULNERABILITY|STRESS_VULNERABILITY]]&lt;br /&gt;
|Makes sleeping difficult.&lt;br /&gt;
|-&lt;br /&gt;
|Angry Ghost&lt;br /&gt;
|Was [[Strange_mood#Possessed|possessed]]&lt;br /&gt;
|Will possess dwarves, causing them to throw tantrums. May still be capable of battering dwarves.&lt;br /&gt;
|-&lt;br /&gt;
|Energetic Poltergeist&lt;br /&gt;
|Was in a [[Strange_mood#Fey|fey mood]], or had high [[Personality_trait#ACTIVITY_LEVEL|ACTIVITY_LEVEL]]&lt;br /&gt;
|Topples furniture, such as chairs.&lt;br /&gt;
|-&lt;br /&gt;
|Secretive Poltergeist&lt;br /&gt;
|Was in a [[Strange_mood#Secretive|secretive mood]], or had high [[Personality_trait#BASHFUL|BASHFUL]]&lt;br /&gt;
|''Misplaces'' items.&lt;br /&gt;
|-&lt;br /&gt;
|Troublesome Poltergeist&lt;br /&gt;
|Had high [[Personality_trait#IMMODERATION|IMMODERATION]]&lt;br /&gt;
|''Misplaces'' items, may topple furniture and pull levers.{{Verify|test}}&lt;br /&gt;
|-&lt;br /&gt;
|Restless Haunt&lt;br /&gt;
|Had [[Personality_trait#GREGARIOUSNESS| &lt;br /&gt;
GREGARIOUSNESS]] at least as high as [[Personality_trait#DUTIFULNESS|DUTIFULNESS]], or never completed any jobs&lt;br /&gt;
|Drifts around place of death and frequented locations. Also haunts dwarves, causing unhappy thoughts.&lt;br /&gt;
|-&lt;br /&gt;
|Forlorn Haunt&lt;br /&gt;
|Did not satisfy any of the above checks&lt;br /&gt;
|Drifts around place of death and frequented locations.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A &amp;quot;high&amp;quot; trait check will succeed 20% of the time for value of 76-90, 50% of the time for 91-99, and is guaranteed for 100. Similarly, a &amp;quot;low&amp;quot; trait check will succeed 20% of the time for 10-24, 50% of the time for 1-9, and always for 0. Because the Murderous Ghost check has higher priority, having zero ALTRUISM will always result in a Murderous Ghost, never a Sadistic Ghost.&lt;br /&gt;
&lt;br /&gt;
If a ghost is put to rest and subsequently re-raised (by deconstructing its coffin or slab), it will eventually return as a Murderous Ghost.&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
Dwarven ghosts would likely be classified as Wraiths by modern ghost hunters, as they can travel through walls and they are not known to leave fingerprints, reduce the ambient temperature around them, or write disturbing messages in nearby books.&lt;br /&gt;
&lt;br /&gt;
==Adventurer mode==&lt;br /&gt;
If you revisit your fortress during [[adventurer mode]], the ghosts found previously will still remain. Take care! The ghosts may attempt to 'scare you to death' almost instantly. Note that creatures with [[Creature token#NOFEAR|NOFEAR]] are immune to this attack.&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Ghostly&amp;quot; Dwarves==&lt;br /&gt;
When a dwarf dies and becomes a ghost, its Legends mode entry lists it as a &amp;quot;ghostly&amp;quot; dwarf. All actions taken by the dwarf during both life and death will then be attributed to the ghostly dwarf. This will generate messages like &amp;quot;the ghostly dwarf Urist McHauntypants arrived in Cagesyrups&amp;quot; even when the dwarf was obviously not a ghost yet when it immigrated{{bug|5276}}.&lt;br /&gt;
&lt;br /&gt;
== Science on Ghosts ==&lt;br /&gt;
[[File:ghost_preview.png|200px|right]]&lt;br /&gt;
*[[Cave-in]]s do not kill ghosts, perhaps because they can walk through walls already.&lt;br /&gt;
*Ghosts can suffer bruises and even organ rupture if struck by a minecart.&lt;br /&gt;
*Ghosts are put to rest when any part of their body is put in a burial receptacle.{{verify}} For example, should a dwarf lose a toe in a fight before dying in such a way that the rest of them is unrecoverable, the toe can be recovered to put its ghost to rest.&lt;br /&gt;
*Ghosts can open [[door]]s, even forbidden ones (leaving them unlocked).&lt;br /&gt;
*Ghosts can and will grow up (if they came back as a child) and die of old age.&lt;br /&gt;
*Ghosts can be frozen in [[water]].&lt;br /&gt;
*Ghosts can be murdered by dwarves taken by [[Strange mood|fell moods]] - the ghost's body is used to create the artifact. This is also amusing because when you look at a ghost's wounds with {{k|v}}, all body parts are listed grey, meaning that they are gone. The affected dwarf will then kill another dwarf, because they didn't get the materials they needed for the construction.{{bug|4681}}&lt;br /&gt;
*It is possible for a ghost to become the [[outpost liaison]] of a civilization.&lt;br /&gt;
*Ghostly [[Fisherdwarf|fisherdwarves]] will keep fishing in the afterlife, and ghostly [[animal trainer]]s [http://www.bay12forums.com/smf/index.php?topic=127659 will gladly train your captured animals for you.]&lt;br /&gt;
*When a ghost rises, their entry in the Dead/Missing list will change accordingly. So, should a dead [[cook]] return as a ghost, their profession in the Dead/Missing list will turn into &amp;quot;Ghostly Cook&amp;quot;.&lt;br /&gt;
*If a dwarf goes missing, is not memorialized, and returns as a ghost, the entry for the dwarf in the Dead/Missing list will become &amp;quot;Deceased&amp;quot;.&lt;br /&gt;
*Ghosts may disappear suddenly, and if they do, their entry in the Dead/Missing list will disappear as well. When they are put to rest in this state, their entry will reappear.&lt;br /&gt;
*Ghosts will occasionally claim built burial receptacles as tombs for themselves. These tombs must be unassigned before anything can be placed within them.&lt;br /&gt;
*Male ghosts are considered [[gelder|geld]]ed.&lt;br /&gt;
*Ghosts can go [[insane]].&lt;br /&gt;
*It is possible for a civilised [[intelligent undead]] to turn into a ghost. In order to be ghostified, the creature needs to leave the map. Assigning the undead to a squad and sending it on raids seems to do the trick, as eventually, the intelligent undead's ghost will rise. The risen ghost will not be interactable, but will still be part of the military. This behaviour can be exploited further to resurrect the undead back into its original creature form. Here's how to do it: keep the undead's ghost in a squad, and send this squad on another mission. While the squad is off-map, engrave a memorial slab to the ghost and place it down - when the squad comes back, your undead should now be alive, and its skills will have persisted.&lt;br /&gt;
*It is possible for ghosts to be captured in a (lead?) cage.&lt;br /&gt;
&lt;br /&gt;
== Playing as a ghost ==&lt;br /&gt;
{{mod}}&lt;br /&gt;
Using external utilities like [[DFHack]]'s &amp;lt;code&amp;gt;ghostly&amp;lt;/code&amp;gt; command, it is possible to turn your [[adventure mode|adventurer]] into a ghost. When playing as a ghost, you will be able to pass through walls, but only if you have no items in inventory. Other creatures will ignore you, as they can't harm you and you will be unable to attack them, either. However, you will be capable of harming others if your character can perform a suitable [[interaction token|interaction]], like poison gas, fire breath, or a directly applied [[syndrome]]. Flying as a ghost seems to have some issues, because your ghostly adventurer will become stuck in mid-air forever, unless they are a creature that can normally fly. Other aspects of the game seem to work as usual.&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = ngotol&lt;br /&gt;
| elvish  = oreme&lt;br /&gt;
| goblin  = engror&lt;br /&gt;
| human   = tacnu&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{category|Creatures}}&lt;br /&gt;
[[ru:Ghost]]&lt;/div&gt;</summary>
		<author><name>Lazyhead</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=User:Lazyhead&amp;diff=295211</id>
		<title>User:Lazyhead</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=User:Lazyhead&amp;diff=295211"/>
		<updated>2023-09-20T13:33:24Z</updated>

		<summary type="html">&lt;p&gt;Lazyhead: Created page with &amp;quot;forf dwartress&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;forf dwartress&lt;/div&gt;</summary>
		<author><name>Lazyhead</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Names_and_symbols&amp;diff=295196</id>
		<title>Names and symbols</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Names_and_symbols&amp;diff=295196"/>
		<updated>2023-09-18T11:51:34Z</updated>

		<summary type="html">&lt;p&gt;Lazyhead: added a note about a method for placing words in categories they normally cant go when using the naming menu. unsure if it should go in a &amp;quot;bugs&amp;quot; section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Superior}}&lt;br /&gt;
&lt;br /&gt;
Many things generated by the game, such as [[site]]s, [[artifacts]], [[symbol of office|symbols of office]] and [[citizenship|citizens]] of a [[civilization]], are given individual names by the game. Along with also getting generated names, many [[Army|creature groups]] are also given references to individual symbols, in the form of descriptive text.&lt;br /&gt;
&lt;br /&gt;
== Names ==&lt;br /&gt;
&lt;br /&gt;
Unlike pre-defined content, such as most [[creature]] types, [[Stone|inorganic]] [[material]]s, and standard [[item]]s, much of the content generated by the game is also given a generated name of some form. These are generally chosen from a combination of sources. Depending on context, and the possible combinations, many will be unique within each newly generated world. Some examples of this include the individual names of: [[megabeast]]s and [[forgotten beast]]s, [[Names and symbols#Symbols|group symbols]], [[Legendary artifact|artifacts]], and [[Book|written content]].&lt;br /&gt;
&lt;br /&gt;
Probably the most obvious example is [[Name#Dwarven_first_names|dwarf names]]; although each main [[civilization]] has their own set of criteria for generating their [[Citizenship|citizens']] names.&lt;br /&gt;
&lt;br /&gt;
== Symbols ==&lt;br /&gt;
&lt;br /&gt;
One of the features created during [[world generation]], or during [[World_activities|world activity]], that are also given generated names, are group symbols. These are assigned to various categories of individually simulated creatures and civilization [[army|groups]]. These symbols all have descriptions of images, with references taken from a comprehensive selection of concepts, entities, and items. Usually this includes how these subjects are interacting with each other, within the symbol description. &lt;br /&gt;
[[Image:Menu_embark_symbol_v50.07_03.png|600px|thumb|right|A particularly mundane, [[Names_and_symbols#Custom_symbols|custom group symbol]] description.]]&lt;br /&gt;
The references can vary from mundane and pre-determined, such as [[cheese]] and [[cat]]s, to other generated content, such as [[historical figure]]s and [[legendary artifact|artifacts]].&lt;br /&gt;
&lt;br /&gt;
==Fortress mode==&lt;br /&gt;
&lt;br /&gt;
Every [[fortress]] has a name. If you forget what that name is, in [[Dwarf fortress mode|fortress mode]], the name of your fortress is displayed in the top left corner of the game's [[interface]]. When starting a new fortress, or one is being generated, the game will assign that fortress a semi-random name automatically. These fortress names are often compounds of two dwarven [[Language#Vocabulary|words]]. If you choose to, you may craft a more elaborate fortress name than one chosen by the name generator. You can also can create a custom name for your expedition group, as well as a custom symbol. All of these can be referenced in the game, most commonly in the descriptions of images created as [[decoration]]s, in [[engraving]]s, and described in [[Books|other works]] of [[art]].&lt;br /&gt;
&lt;br /&gt;
=== Custom names ===&lt;br /&gt;
&lt;br /&gt;
Custom names have only a cosmetic effect on gameplay, but they allow a lot of variation and complexity. Most (all?){{verify}} opportunities to choose a custom name are offered when [[embark]]ing (and selecting [[Embark#Prepare Carefully|prepare carefully]]), in the [[fortress mode]] [[interface]] (when choosing a [[symbol of office]]), or after a citizen in a [[strange mood]] crafts an artifact.&lt;br /&gt;
[[Image:Menu_embark_customization-buttons_v50.07.png|300px|thumb|Embark menu custom name/symbol buttons]]&lt;br /&gt;
&lt;br /&gt;
==== Fortress and group ====&lt;br /&gt;
&lt;br /&gt;
When you reach the stage where you are deciding on your founders' [[skill]]s and starting items, select &amp;quot;Fortress Name&amp;quot; or &amp;quot;Group Name&amp;quot;, at the bottom of the screen, to choose your fortress or group name. You will be given a semi-random name automatically.&lt;br /&gt;
&lt;br /&gt;
Fortress and group names have this format: &lt;br /&gt;
&lt;br /&gt;
'''[Front][Rear] the [Adj 1] [Adj 2] [hyphen compound]-[&amp;quot;the&amp;quot; Noun] of [&amp;quot;of&amp;quot; noun]'''&lt;br /&gt;
&lt;br /&gt;
The front compound forms the first half of your fortress's name.  Choose from an [[Language#Vocabulary|extremely long list]] of words. Select clear, to clear a word selection &amp;amp;mdash;your fortress can have '''none''' of these words chosen (i.e. be a blank name) and still be accepted. At the top of the screen, you can search for a word (in English).&lt;br /&gt;
[[Image:Menu_embark_fortress-name_search_v50.07.png|300px|thumb|right|Searching for &amp;quot;war&amp;quot; for a custom fortress name]]&lt;br /&gt;
&lt;br /&gt;
The rear compound forms the second half of your fortress's name, which is combined with no spaces (&amp;quot;Foobar&amp;quot; instead of &amp;quot;Foo Bar&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
[[Language#Adjectives|Adjectives]], at first glance, appear to do nothing, but they give up to two words after your compound word (above), separated by spaces, that are the adjectives to &amp;quot;The&amp;quot; ''X'' or &amp;quot;Of&amp;quot; ''X'' word choice (see below).&lt;br /&gt;
&lt;br /&gt;
The hyphen command adds a third word, joined by a hyphen, to your &amp;quot;The&amp;quot; ''X'' or &amp;quot;Of&amp;quot; ''X'' word:&lt;br /&gt;
&lt;br /&gt;
*Foobar the Great&lt;br /&gt;
*Foobar of Death&lt;br /&gt;
&lt;br /&gt;
With Adjectives and Hyphen compound:&lt;br /&gt;
*Foobar the Great Moral Thraal-Generals&lt;br /&gt;
*Foobar the Goblin-Chunks of Exploding&lt;br /&gt;
&lt;br /&gt;
With no front &amp;amp; rear compounds:&lt;br /&gt;
*The Great Deadly Foobar&lt;br /&gt;
*The Foobar of Foobars&lt;br /&gt;
*Of Foobars&lt;br /&gt;
&lt;br /&gt;
Some words may only be available in certain categories (for example, the word &amp;quot;reasoning&amp;quot; is normally only available in the &amp;quot;Of X&amp;quot; category) but there is a method to slot words from other categories into categories where they would not normally be allowed. To do this, select the category where the word is allowed, type the word in the search box so that it (and any words containing it) appears in the search results, then hit the &amp;quot;random&amp;quot; button next to the category you want to apply the word to. This allows for names such as &amp;quot;Reasoningreasoning the Reasoning Reasoning Reasoning-Reasoning of Reasoning&amp;quot;. Hitting the &amp;quot;random&amp;quot; button a few times may be necessary if the desired word is also contained within any longer words.&lt;br /&gt;
&lt;br /&gt;
====Artifact and symbol====&lt;br /&gt;
&lt;br /&gt;
Though the chance to select symbol or artifact names occur in different menu screens than for a [[Names_and_symbols#Fortress and group|fortress or group name]], the options and processes involved in doing so, are practically identical when choosing custom artifact or symbol names ([[Names_and_symbols#Symbols|descriptive symbols]] ''or'' [[symbol of office|symbols of office]]).&lt;br /&gt;
&lt;br /&gt;
===Custom symbols===&lt;br /&gt;
&lt;br /&gt;
[[Image:Menu_embark_symbol_v50.07_02.png|100px|thumb|right|Custom group symbol options]]&lt;br /&gt;
&lt;br /&gt;
When [[embark]]ing, if you choose to [[Embark#Prepare Carefully|prepare carefully]], you will be given the option to customize your group symbol. The options for doing this are similar to choosing a custom name, but have the capacity to be even more elaborate and long-winded than even custom names allow; giving you choices for representing nearly all named entities in the game and deciding their relationship(s) to each other.&lt;br /&gt;
&lt;br /&gt;
==== Action and relation list ====&lt;br /&gt;
{| class = &amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid #444466; padding:5px 15px;&amp;quot; | &amp;lt;span style=&amp;quot;font-weight: bold;&amp;quot;&amp;gt;Possible actions or relationships&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | action&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | relation&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| X is admiring Y&lt;br /&gt;
|-&lt;br /&gt;
| X is being flayed&lt;br /&gt;
| X is being flayed by Y&lt;br /&gt;
|-&lt;br /&gt;
| X is being mutilated&lt;br /&gt;
| X is being mutilated by Y&lt;br /&gt;
|-&lt;br /&gt;
| X is being shot&lt;br /&gt;
| X is shooting Y&lt;br /&gt;
|-&lt;br /&gt;
| X is being tortured&lt;br /&gt;
| X is torturing Y&lt;br /&gt;
|-&lt;br /&gt;
| X is burning&lt;br /&gt;
| X is burning Y&lt;br /&gt;
|-&lt;br /&gt;
| X is contemplating&lt;br /&gt;
| X is contemplating Y&lt;br /&gt;
|-&lt;br /&gt;
| X is cooking&lt;br /&gt;
| X is cooking Y&lt;br /&gt;
|-&lt;br /&gt;
| X is cringing&lt;br /&gt;
|-&lt;br /&gt;
| X is dead&lt;br /&gt;
| X is devouring Y&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| X is embracing Y&lt;br /&gt;
|-&lt;br /&gt;
| X is engraving&lt;br /&gt;
| X is engraving Y&lt;br /&gt;
|-&lt;br /&gt;
| X is falling&lt;br /&gt;
| X is fighting with Y&lt;br /&gt;
|-&lt;br /&gt;
| X is in a fetal position&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| X is greeting Y&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| X is hanging from Y&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| X is hiding Y&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| X is impaled on Y&lt;br /&gt;
|-&lt;br /&gt;
| X is laboring&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| X is laughing&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| X is making a plaintive gesture&lt;br /&gt;
| X is massacring Y&lt;br /&gt;
|-&lt;br /&gt;
| X is making a submissive gesture&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| X is melting&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| X is praying&lt;br /&gt;
| X is praying to Y&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| X is prostrating itself before Y&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| X is raising Y&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| X is refusing Y&lt;br /&gt;
|-&lt;br /&gt;
| X is screaming&lt;br /&gt;
| X is speaking with Y&lt;br /&gt;
|-&lt;br /&gt;
| X is smeared out into a spiral&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| X is striking a menacing pose&lt;br /&gt;
| X is striking down Y&lt;br /&gt;
|-&lt;br /&gt;
| X is striking a triumphant pose&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| X is suffering&lt;br /&gt;
| X is surrounded by Y&lt;br /&gt;
|-&lt;br /&gt;
| X is traveling&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| X is unnaturally contorted&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| X is weeping&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| X is withering away&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| X looks confused&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| X looks dejected&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| X looks offended&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| X looks terrified&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
&lt;br /&gt;
*&amp;quot;Symbol&amp;quot; is arguably one of the most ambiguous words referenced by the game, having at least three meanings in reference to the interface and functions, and two for distinct in-universe concepts.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
&lt;br /&gt;
*[[Name]]&lt;br /&gt;
*[[Symbol]] disambiguation&lt;br /&gt;
&lt;br /&gt;
{{Category|Fortress mode}}&lt;br /&gt;
{{Category|Interface}}&lt;br /&gt;
{{Category|Language}}&lt;br /&gt;
{{Category|Legends mode}}&lt;br /&gt;
{{Category|Lore}}&lt;br /&gt;
{{Category|Symbol}}&lt;br /&gt;
{{Category|World}}&lt;br /&gt;
[[ru:Fortress name]]&lt;/div&gt;</summary>
		<author><name>Lazyhead</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Stockpile&amp;diff=295194</id>
		<title>Stockpile</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Stockpile&amp;diff=295194"/>
		<updated>2023-09-17T05:38:01Z</updated>

		<summary type="html">&lt;p&gt;Lazyhead: undid an earlier edit i did about wheelbarrows being exclusively for rocks which was flat out wrong. removed a sentence saying wheelbarrows are buggy enough to decrease stockpile efficiency since that only happens if you have as many wheelbarrows as you have tiles in your stockpile&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
{{For/see|exploits related to stockpiling|[[Quantum stockpile]]}}&lt;br /&gt;
&lt;br /&gt;
'''Stockpiles''' are where [[dwarf|dwarves]] store items of various types, usually in a safer, closer or more convenient place for the consumers. Dwarves with the corresponding &amp;quot;[[hauling]]&amp;quot; job will seek out items that are not already on a stockpile that accepts them and carry them to an appropriate stockpile, if available. It's important to place your stockpiles carefully to minimize the amount of time spent carrying items back-and-forth. Items in a stockpile may be stored in [[container]]s such as [[bag|bags]], [[barrel|barrels]] or [[bin|bins]] (see [[Using bins and barrels]]). Seed bags, flour bags, and dye bags can go inside barrels. Empty bags, however, cannot be stacked.&lt;br /&gt;
[[Image:StockpilesMenu2010.png|right]]&lt;br /&gt;
== Creating and Removing Stockpiles == &lt;br /&gt;
&lt;br /&gt;
To create a stockpile, click the {{Menu icon|p}}Stockpile button. At this point, you can click on any existing stockpile to inspect it, but to create a new one, you must click the button that appears immediately above the original stockpile button. When you click to create a new stockpile, you can draw a rectangle with the mouse. Clicking &amp;quot;Accept&amp;quot; in the top left pop-up finalizes the stockpile, or you can continue drawing rectangles to make the stockpile bigger. Non-contiguous regions are possible, but could be confusing to manage later for little benefit. If the chosen area has parts that cannot be made into a stockpile, like a [[wall]], a [[workshop]], or an already existing stockpile, a stockpile will be created but they will not be part of it. After clicking &amp;quot;accept&amp;quot;, a new menu pane opens up with a list of pre-set stockpile rules, of which you must select one or else select &amp;quot;Custom&amp;quot; to define your own rules.&lt;br /&gt;
&lt;br /&gt;
When creating a stockpile, any movable items (e.g. loose [[stone]], unbuilt [[furniture]], etc.) currently occupying the designated tiles will automatically be considered part of the stockpile, even if the stockpile settings disallow those particular items. These items also mark the tile as &amp;quot;full&amp;quot;, so no new items will be stored in that tile until all the original items in the tile are moved. To handle unwanted items, you can specify that the stockpile &amp;quot;gives&amp;quot; to a workshop or stockpile that will accept those items, or use a [[dump]] command to have them carried off to a garbage [[zone]]. &lt;br /&gt;
&lt;br /&gt;
To edit a stockpile, click the &amp;quot;Stockpile&amp;quot; button in the main menu, then click on the stockpile. The suite of buttons (mouse over to see their tooltips to determine what each button does) can be used to edit the name, edit its boundaries, set which stockpiles or workshops give to or receive from this stockpile, delete the stockpile, or set the amount of wheelbarrows and containers that can be used.&lt;br /&gt;
&lt;br /&gt;
When you click to repaint the stockpile, note that a secondary toolbar appears at the bottom of the screen, which you can use to switch to eraser mode.&lt;br /&gt;
&lt;br /&gt;
== Using stockpiles ==&lt;br /&gt;
&lt;br /&gt;
Once a stockpile has been allocated, by default dwarves will automatically move items to the stockpile when they are available, as long as the stockpile has available space. Note that the dwarves will place the item into the empty spot that is nearest to the item, ''not counting any obstructions''{{verify}}. Dwarves will stockpile the ''newest'' item first, which may not necessarily be the nearest item to the stockpile. Tiles within a stockpile which contain only forbidden items are considered available space, and can accumulate another item without exploiting [[Quantum_stockpile#Quantum_stockpiles|quantum stockpiling]].&lt;br /&gt;
&lt;br /&gt;
One method to ensure a workshop has raw material on hand is to place a small stockpile of its input materials next to the workshop. This will speed up production as the crafter only has to take a few steps to obtain the material, preventing them from dragging material across the entire map. Whenever a crafter picks up material from the stockpile, your hauling dwarves will automatically fetch more material to refill the stockpile. This speeds up a queue of jobs, as other dwarves perform the time-consuming distant haul whilst the crafter concentrates on actually making items.&lt;br /&gt;
&lt;br /&gt;
It's not necessary to place stockpiles for all types of objects. If no storage is available for a certain item type, dwarves will seek out items wherever they might lie as mentioned earlier. This can be advantageous—if you don't have a stockpile for [[gem]]s, your [[jeweler]] will go pick up fresh gems without waiting for them to be carried to a pile first. However, this also means your jeweler has to spend a lot of time fetching the gems. If you have enough haulers available, it's generally more advantageous to designate stockpiles than not. Also remember that your workshops will get [[clutter]]ed and suffer production slowdowns if you let ridiculous numbers of items pile up in them, so it's important to occasionally clear out workshops if they get cluttered. This can be done either by having a stockpile available so that haulers will remove the items, by [[DF2012:Exploit#Quantum_stockpiles|quantum stockpiling]] the accumulation, or by removing and rebuilding the workshop, which will empty its contents onto the ground.&lt;br /&gt;
&lt;br /&gt;
== Take from a stockpile/workshop ==&lt;br /&gt;
{{migrated section}}&lt;br /&gt;
Another feature of stockpiles allows you to tell dwarves to transfer items from one stockpile to another. To specify such a flow, use the {{k|q}} menu, and highlight the ''destination'' stockpile. Press {{k|t}}, and, using the cursor, highlight another stockpile and press {{k|Enter}}. Your chosen stockpile will now list the stockpile it will take from. This will cause items in the second stockpile to be hauled to the first stockpile. To stop the first stockpile from taking items from the second, use the {{K|q}} menu on the first one, highlight the unneeded stockpile in the list using {{K|+}} and {{K|-}} and press {{K|d}}'''elete Selected'''.&lt;br /&gt;
&lt;br /&gt;
Each stockpile can take from any number of other stockpiles.  You can't make two stockpiles feed into each other, although larger loops (e.g. three stockpiles that feed into each other in a circle) are allowed.&lt;br /&gt;
&lt;br /&gt;
Stockpiles may also take from a workshop, using the same interface ({{k|q}}-{{k|t}}, then select a workshop instead of a second stockpile). In this setup, any items produced inside the workshop (visible with {{k|t}}) become eligible to move to the stockpile. Be aware that any items produced in the workshop that ''aren't'' accepted by the linked stockpile will not be moved anywhere at all. They will sit inside the workshop until a linked stockpile accepts them.&lt;br /&gt;
&lt;br /&gt;
Enough micromanagement will allow for effective and (relatively) streamlined supply chains. Here are some examples:&lt;br /&gt;
&lt;br /&gt;
*Speeding up [[wood cutting|lumber harvesting]], [[carpentry]], ''and'' [[ash]] and [[charcoal]] production by putting several wood stockpiles near the various [[Chop_down_trees|tree-felling areas]], then one large &amp;quot;primary&amp;quot; stockpile near the [[carpenter's workshop]] that takes from those small ones, and then finally, a small stockpile near the [[wood furnace]] that takes from the primary one.&lt;br /&gt;
*A smallish [[plant]] stockpile near your farms, disallowing barrels, will allow harvesters to spend very little time stockpiling the crops they just picked. A larger stockpile near the [[still]] (this one possibly allowing barrels), taking from the smaller stockpile, lets your general-purpose haulers do most of the grunt work of getting plants in place for the brewer. The larger stockpile should be set to &amp;quot;take from links only&amp;quot;, so the harvesters do not waste their time.&lt;br /&gt;
*A [[clothier's shop]] produces high-quality new [[clothing]]. There is currently no way to stockpile ''only'' new clothing, as opposed to [[wear|worn]] clothing, except for the fact that the new clothing is sitting in its workshop. A stockpile can be set to take from the clothier's shop (and to &amp;quot;take from links only&amp;quot;), so that it only gets new clothing produced in that workshop. If another stockpile with &amp;quot;take from anywhere&amp;quot; and no links is created, that one will accept all the worn clothing - it will never take from the linked clothier's shop. This worn-clothing stockpile may be placed near the [[trade depot]], if you plan to sell the used clothing, or near the [[magma|garbage disposal]], if you do not.&lt;br /&gt;
&lt;br /&gt;
== Give to a stockpile/workshop ==&lt;br /&gt;
{{migrated section}}&lt;br /&gt;
Conversely, the {{k|g}} key allows a pile to give [[item]]s to another pile, or to a workshop.  When giving to a stockpile, an equal and opposite &amp;quot;take from stockpile&amp;quot; is created in the other direction (and vice versa). Deleting one of these inter-stockpile links also deletes the other link.&lt;br /&gt;
&lt;br /&gt;
Specifying that a workshop or furnace will only get its materials from a certain stockpile provides a way to make sure everything that the workshop produces is of a specific material.  For example, setting a granite stockpile to give to a mason's workshop ensures that the workshop will only use granite as its material. This is also extremely important when the workshop's input materials are heavy (e.g. [[stone]]s); linking a nearby stone stockpile to the workshop prevents the mason from hauling an enormous rock from hundreds of tiles away.&lt;br /&gt;
&lt;br /&gt;
This option is quite powerful, but should be used '''very''' carefully as the linked workshop will now ''only'' take from the stockpiles set to give to that workshop.  Make sure that the workshop gets ''all'' of the materials needed for its jobs there if you use this feature.  For example, if you link your ore stockpile to a non-magma [[smelter]], but don't also link a stockpile that includes a [[fuel]] source, then the dwarves will be unable to smelt ores at that smelter due to a lack of fuel.  If you set a fuel stockpile to give that smelter, it will still be unable to [[melt]] down items marked for melting, because it only takes from the ore and fuel stockpiles.  Another common mistake is setting a plant stockpile to give to a [[still]], but forgetting to also link a [[furniture]] stockpile to the still so that it has access to [[barrel]]s.&lt;br /&gt;
&lt;br /&gt;
==Max bin/barrel ==&lt;br /&gt;
{{migrated section}}&lt;br /&gt;
The ''max bin'' and ''max barrel'' settings control the number of barrels and bins that are used for the organisation of items inside the stockpile. It can be useful to disallow bins and barrels from some stockpiles, for example stockpiles used to store seeds or for [[Exploit#Quantum stockpiles|quantum stockpiles]], by reducing this setting to 0. &lt;br /&gt;
&lt;br /&gt;
Increasing these numbers is not usually needed - they are set to the number of tiles in the stockpile when it is created, which is the maximum number of bins or barrels the stockpile can hold anyway. Which of bins or barrels is turned on is determined by the item type selected when the stockpile is designated - food stockpiles allow barrels, for example, and bar stockpiles allow bins. However, these settings are not updated if the types of items allowed in the stockpile are changed. If you change the types of items allowed in the stockpile, it may also be useful to change the number of bins and barrels that are allowed in it to allow your dwarves to store those items more efficiently.&lt;br /&gt;
&lt;br /&gt;
== Max wheelbarrows ==&lt;br /&gt;
&lt;br /&gt;
''Main page: [[Wheelbarrow]]''&lt;br /&gt;
&lt;br /&gt;
Another feature of the stockpile system, the ''max wheelbarrows'' setting allows the player to control the number of [[wheelbarrow]]s assigned to the stockpile. This limit can be set anywhere from 0 to the total number of tiles in the stockpile.&lt;br /&gt;
&lt;br /&gt;
If set to non-zero, then that number of wheelbarrows will be brought to the stockpile. Items weighing exactly 75Γ or more will be hauled via wheelbarrow, significantly faster than if they had been hauled by hand. Items weighing under 75Γ will be hauled by hand.&lt;br /&gt;
&lt;br /&gt;
[[Minecart]]s can also be used for efficient hauling, although they require a much greater infrastructure investment.&lt;br /&gt;
&lt;br /&gt;
== Will take from anywhere ==&lt;br /&gt;
&lt;br /&gt;
{{migrated section}}&lt;br /&gt;
&lt;br /&gt;
A stockpile that will take from anywhere does not restrict the source of its goods. Stockpiles with &amp;quot;take from links only&amp;quot; enabled will only accept goods from their assigned [[workshop]]s and linked stockpiles. You can use {{k|q}} {{k|a}} to toggle this setting on a stockpile. &lt;br /&gt;
&lt;br /&gt;
Setting your [[seed]] stockpiles to &amp;quot;take from links only&amp;quot; will prevent your haulers from carrying your vital seeds back and forth across the map to pick up each new seed in the [[dining room]]. When your stockpiled seeds run low you can temporarily toggle to &amp;quot;anywhere&amp;quot; to collect the loose seeds in bulk.&lt;br /&gt;
&lt;br /&gt;
The new &amp;quot;will take from anywhere&amp;quot; control is a toggle-button whose interpretation is as follows:&lt;br /&gt;
&lt;br /&gt;
In classical ASCII mode:&lt;br /&gt;
&lt;br /&gt;
* *️⃣➡️ - Expressing the concept &amp;quot;anywhere&amp;quot; (asterisk) and &amp;quot;will be accepted&amp;quot; (green arrow)&lt;br /&gt;
* *️⃣❌ - Expressing the concept &amp;quot;anywhere&amp;quot; (asterisk) and &amp;quot;will not be accepted&amp;quot; (red/orange &amp;quot;X&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
In vanilla graphics mode:&lt;br /&gt;
&lt;br /&gt;
* Highlighted Green - means the stockpile will give/take items from anywhere&lt;br /&gt;
* Not Highlighted Green - means the stockpile will NOT give/take items from anywhere (and will only give/take items to other stockpiles or workshops you manually designate)&lt;br /&gt;
&lt;br /&gt;
Citizens may still have leftover &amp;quot;haul item to the stockpile&amp;quot; tasks to a particular stockpile even after &amp;quot;will take from anywhere&amp;quot; has been turned off for it, or even setting its desired items to &amp;quot;none&amp;quot;, resulting in a batch of already-queued-up objects filling up the stockpile for quite some time. Smaller stockpiles will have significantly less of those delayed/queued up tasks.&lt;br /&gt;
&lt;br /&gt;
== Stockpile categories ==&lt;br /&gt;
{{migrated section}}&lt;br /&gt;
===[[Ammo]]===&lt;br /&gt;
This stockpile contains ammo for all forms of ammunition-requiring weaponry (except [[siege engine]]s). It can use [[bin]]s to consolidate stacks.&lt;br /&gt;
&lt;br /&gt;
===[[Animal]]===&lt;br /&gt;
[[Creature|Animals]] stored in [[cage|cages]] that are not affixed to a location will be stored in these stockpiles. [[Animal trap|Traps]] used for capturing wild animals and empty [[cage|cages]] are also stored here.&lt;br /&gt;
&lt;br /&gt;
This type of stockpile cannot use bins or barrels.&lt;br /&gt;
&lt;br /&gt;
===[[Armor]]===&lt;br /&gt;
Armor of all types is stored here. There is no preference for specific body parts, but usable/unusable armor may be specified. All types of armor can be stored in [[bin]]s.&lt;br /&gt;
&lt;br /&gt;
Note that if refuse is enabled on the stockpile, armor and clothing will [[wear]] at an accelerated rate.&lt;br /&gt;
&lt;br /&gt;
===[[Bar]]/[[Block]]===&lt;br /&gt;
Bars of smelted [[metal]] and blocks of cut stone and [[glass]] are kept here after being processed by the [[smelter]], [[mason's workshop|mason's workshops]], and [[glass furnace|glass furnaces]], before being used for other purposes. Weirdly, [[ash|ashes]], [[potash]], [[soap]], [[charcoal]], and [[coke]] from the [[wood furnace]], [[ashery]], [[soap maker's workshop]] and [[smelter]] will also be stored here. As with all stockpiles, this can be changed to allow for specific blocks and bars to be stored with custom settings. [[Bin]]s can be used to consolidate up to 10 bars/blocks.&lt;br /&gt;
&lt;br /&gt;
===[[Cloth]]===&lt;br /&gt;
Woven cloth and [[thread]] are stored here (plant fiber, animal hair, and silk). [[Bin]]s can be used to consolidate items.&lt;br /&gt;
&lt;br /&gt;
===[[Currency|Coins]]===&lt;br /&gt;
Minted coins are kept here, several thousand of them fitting into a single bin.&lt;br /&gt;
&lt;br /&gt;
===[[Corpse|Corpses]]===&lt;br /&gt;
Dead sentient beings (dwarves, goblins, trolls, etc.) and [[pet|pets]] that have no burial location will be placed here. Other corpses are considered part of the ''refuse'' category.&lt;br /&gt;
&lt;br /&gt;
If placed indoors, decaying bodies will generate [[miasma]], but [[bone]]s will not be removed at the end of the season. Rotting [[pet]]s or [[friend]]s give dwarves unhappy [[thought]]s unless they are given a proper burial in a [[Coffin|burial receptacle]].&lt;br /&gt;
&lt;br /&gt;
===[[Finished goods|Finished Goods]]===&lt;br /&gt;
Finished goods created by the [[craftsdwarf's workshop]], as well as the [[clothier's shop]] and the [[leather works]], are placed here before being used in trade or other uses. This type of stockpile can use [[bin|bins]] to consolidate items, over a hundred objects can fit into a bin.&lt;br /&gt;
&lt;br /&gt;
Since this stockpile can also contain supplies that the player might not want to trade away ([[splint]]s, [[crutch]]es, [[rope]]s, [[waterskin]]s...), it is wise to make separate custom stockpiles for these goods.&lt;br /&gt;
&lt;br /&gt;
Note that if refuse is enabled on the stockpile, clothes and armor will [[wear]] at an accelerated rate.&lt;br /&gt;
&lt;br /&gt;
=== [[Food]] ===&lt;br /&gt;
As one would assume based on the name, food is stored here, in addition to a wide variety of inedible plant and animal products  -- [[seed]]s, [[lye]], [[giant desert scorpion]] venom, bags of [[dye]], and [[liquid fire]], to name a few. Raw [[Creature#Aquatic|fish]] is brought here, before being processed by a [[fishery]] and turned into edible [[meat]]. Drinks are always stored in [[barrel]]s or [[large pot]]s. Seeds are stored in [[bag]]s (which may in turn be stored in barrels/pots); other food items can be stored in barrels or pots.&lt;br /&gt;
&lt;br /&gt;
Barrels and pots can hold, at most, 60 [[prepared meal]]s. Stacks larger than that (☼Dwarven Beer Roast [200]☼ is possible) will not fit in a barrel, but will still only take up one tile of stockpile space. To free up barrels, you may decide to have separate prepared food stockpiles that do not accept barrels - if you cook larger meals, this shouldn't be a problem.&lt;br /&gt;
&lt;br /&gt;
Food will never [[wear|spoil]] while in a stockpile, although it may attract and be eaten by [[vermin]].  Food stockpiles should, in most cases, be restricted to desired types (e.g. [[seed]] stockpiles or meat stockpiles or unprepared fish stockpiles); there are simply too many things that go in them.&lt;br /&gt;
&lt;br /&gt;
Fat and tallow go in the same list and are listed by animal, meaning that manual separation of fat and tallow takes a ''long'' time. Because fat will only ever enter your fortress at a butcher's shop, it is possible to link a general fat/tallow stockpile to the butchers' and have it take only from links. It may be necessary to link the butchers' to the stockpile you want the other butchery products to end up in. If you are playing with [[Utility:DFHack|DFHack]], you can use the search function to show only fat or tallow- the permit and forbid keys to toggle only those visible in the list.&lt;br /&gt;
&lt;br /&gt;
===[[Furniture]] Storage===&lt;br /&gt;
Completed items from the [[carpenter's workshop]], [[mason's workshop]], and [[mechanic's workshop]] will be stored here, along with furniture created from other shops, until placed or used in another building. Bags filled with [[sand]] can also be stored in furniture stockpiles, and in fact will appear in any furniture stockpile unless expressly forbidden, regardless of materials permitted.&lt;br /&gt;
&lt;br /&gt;
Since this is a very broad category, it may be useful to create stockpiles for a specific type of item (like barrels, bags, bins, mechanisms)  via the stockpile settings.&lt;br /&gt;
&lt;br /&gt;
Furniture cannot be stored in barrels or bins.&lt;br /&gt;
&lt;br /&gt;
If you choose to apply advanced stockpiling of furniture e.g. &amp;quot;make a stockpile for only [[Furniture]]&amp;gt;[[Bed]]s.&amp;quot; Merely selecting &amp;quot;beds&amp;quot; under the &amp;quot;Type&amp;quot; category will not suffice. In this case one also needs to ensure the required qualities are selected! Should you want to store all quality beds, just make sure you select &amp;quot;all&amp;quot; on the categories: [[#Core Quality|Core Quality]] as well as [[#Total Quality|Total Quality]].&lt;br /&gt;
&lt;br /&gt;
===[[Gem]]===&lt;br /&gt;
This stockpile stores gems and raw [[glass]], both cut and uncut, along with [[gizzard stone]]s. It can use [[bin]]s to consolidate gems.&lt;br /&gt;
&lt;br /&gt;
===[[Leather]]===&lt;br /&gt;
Leather, which is produced at a [[tanner's shop]], will be kept here. Like most stockpiles, it can use [[bin]]s to consolidate items.&lt;br /&gt;
&lt;br /&gt;
===[[Refuse]]===&lt;br /&gt;
Since dwarves hate rot, because of the [[miasma]] it spreads when in an enclosed place like a [[cave]], any garbage item that can rot will be stored in a refuse stockpile. Also, any [[wear|XXdamaged itemsXX]] will be moved to the refuse stockpile. Many players prefer to place this stockpile outside their cavern, usually a small distance from the entrance, as rottable items on tiles that are {{DFtext|Outside |3:1}}{{DFtext|Light |6:1}}{{DFtext|Above Ground|2:1}} do not generate miasma.&lt;br /&gt;
&lt;br /&gt;
If placed on a {{DFtext|Subterranean|0:1}} tile, decaying items will generate miasma, which will spread through your fortress and generate a small unhappy thought in any dwarf passing through it. For this reason, it is sensible to build [[door|doors]] (preferably several, separated by a few tiles to create an airlock) to all of your indoor refuse stockpiles. Miasma won't spread through a closed door, so only dwarves with business in the room will be bothered by the rot. &lt;br /&gt;
&lt;br /&gt;
An alternative to this is to dig [[channel|channels]] down from the surface, creating an area of tiles considered to be {{DFtext|Light |6:1}}{{DFtext|Above Ground|2:1}}, yet still located within your fortress. You can place your refuse stockpile here, and although it will be in your fort, rotten items on those tiles will not generate miasma. If you choose to cover them with walls or floors for security and/or aesthetic reasons, it will convert them to {{DFtext|Inside|6:0}}, but they will remain {{DFtext|Light |6:1}}{{DFtext|Above Ground|2:1}} tiles, which again do not generate miasma in rotten items. (For even more creative methods to restrict the spread of foul rotting stench, see the [[miasma]] page.)&lt;br /&gt;
&lt;br /&gt;
[[Bone]]s, [[skull]]s, and [[shell]]s are also stored here, whether from defeated enemies or raw food processing - if left in an area with high [[vermin]] levels, these will randomly disappear. Refuse stockpiles can be restricted to store only [[bone]]s, [[skull]]s, [[shell]]s, teeth, and horns/hooves.&lt;br /&gt;
&lt;br /&gt;
Note that a refuse stockpile is not the same as a [[Activity_zone#Garbage_Dump|garbage dump]]. A garbage dump is only for things manually marked to be dumped. Additionally, refuse types specifically marked as '''Dwarves Dump '''''refuse type'' in {{k|o}}-{{k|r}} will be hauled to the garbage dump instead of the refuse stockpile.&lt;br /&gt;
&lt;br /&gt;
Note that all armor and clothing stored in a refuse stockpile will suffer [[wear]] at an accelerated rate. This is a &amp;quot;feature&amp;quot; intended to dispose of unwanted armor.{{bug|5711}}&lt;br /&gt;
&lt;br /&gt;
Be careful on evil biomes, since some can reanimate dead creatures and body parts.  If your fort is located on a map where part is evil and part is not, it is best to put your refuse stockpile on the part that is not evil.&lt;br /&gt;
&lt;br /&gt;
The corpses of sentient beings (goblins, trolls, etc.) are no longer stored in refuse stockpiles, [[Stockpile#Corpses|but in a corpse stockpile instead]].  If your dwarves are not cleaning up bodies, this is probably why.&lt;br /&gt;
&lt;br /&gt;
===[[Sheets]]===&lt;br /&gt;
This stockpile stores sheets, including paper and parchment. Like most stockpiles, it can use bins to consolidate items.&lt;br /&gt;
&lt;br /&gt;
===[[Stone]]===&lt;br /&gt;
Rough stone will be stored here, as well as [[ore]].  These stockpiles cannot use bins or barrels, but the use of [[wheelbarrow]]s is strongly advised.&lt;br /&gt;
&lt;br /&gt;
[[Stone management]] is a complex topic; in the simplest terms, most stones are extremely heavy, so you want to minimize the distance they are [[hauling|hauled]] by hand (e.g. from the stone [[stockpile]] to the [[mason's workshop]] or [[smelter]]) by putting such stockpiles very close to the workshops that they feed.&lt;br /&gt;
&lt;br /&gt;
===[[Weapon|Weapons]]===&lt;br /&gt;
Weapons of all types are stored here by default, including picks, trap components, and weapons too large for dwarves to use. [[Bin]]s can be used to consolidate weapons of any type.&lt;br /&gt;
&lt;br /&gt;
===[[Wood]]===&lt;br /&gt;
Chopped trees are brought to the wood stockpile before being used by carpenter's workshop, a wood furnace or siege workshop. Because wood takes a long time to haul and tends to travel a long way, the stockpile should be rather close to a fortress entrance (which does not necessarily mean on the upper z-levels - moving down one z-level is only one tile), unless you have an [[Tower-cap|underground tree farm]]. It is a good idea to position this stockpile close to your carpenter's workshop (or the other way round) since he is likely to be the main &amp;quot;customer&amp;quot;.  Wood stockpiles will also accept &amp;quot;grown&amp;quot; wood logs that elves bring.&lt;br /&gt;
&lt;br /&gt;
This type of stockpile cannot use bins or barrels.&lt;br /&gt;
&lt;br /&gt;
===Additional Options===&lt;br /&gt;
The options are &amp;quot;Allow Plant/Animal&amp;quot; (organic goods) and &amp;quot;Allow Non-Plant/Animal (non-organic goods). Unlike all the other categories, the Additional Options settings apply to all other active categories. A stockpile that allows neither organic nor non-organic goods will never receive any items. Disabling &amp;quot;Additional Options&amp;quot; is a common cause of stockpile problems, and these options generally aren't useful anyway.&lt;br /&gt;
&lt;br /&gt;
=== Custom stockpiles ===&lt;br /&gt;
&lt;br /&gt;
With custom stockpiles, you can change which types of materials, goods, etc., can be stored in that stockpile. Any type of things can be mixed, so you could have a stockpile that will hold raw [[turtle]], [[mechanism|mechanisms]] and all stone types apart from [[onyx]] if you wanted, or only high-quality steel crossbow bolts (Ammo), all quivers (a Finished Good), and metal crossbows (a Weapon) - the combinations are endless, and can be finely tuned. Highlighting a stockpile with {{key|q}}, then pressing {{key|s}} will allow you to adjust the stockpile settings or in the {{key|p}} menu you can press {{key|t}} to adjust a custom stockpiles settings before placing it with {{key|c}}. Note that many sub-menus consist of several pages ( the 'other' menu of stone e.g. consists of several pages while 'metal [[ore|ores]]' and 'economic' consist of only one ).&lt;br /&gt;
&lt;br /&gt;
Note that any custom stockpile that accepts any type of [[refuse]] will cause automatic [[wear|degradation]] to all [[clothing]] and [[armor]] stored in that stockpile. It is highly advisable to store your [[shell]]s and [[bone]]s in a separate stockpile.&lt;br /&gt;
&lt;br /&gt;
== Stockpile Settings ==&lt;br /&gt;
{{migrated section}}&lt;br /&gt;
The '''Stockpile Settings''' screen is weird to use. In the first column are the major categories. In the second column there may or may not be subcategories. In the third you will see the individual items. The second and third columns are only visible when a category is enabled and selected.&lt;br /&gt;
&lt;br /&gt;
You navigate this screen with {{key|+}} and {{key|-}}, and left and right on the arrow keys. {{key|e}} and {{key|d}} are used to enable and disable the categories. {{key|a}} and {{key|b}} are used to allow or disallow all the subcategories. {{key|p}} and {{key|f}} will permit or forbid individual subcategories. These six keys work no matter which column you have selected, though the last four will not always be available.&amp;lt;br&amp;gt;{{key|Enter}} will toggle individual item types.&lt;br /&gt;
&lt;br /&gt;
Be careful when selecting 'block all' on the subcategories as it can make your stockpiles useless. For example, if you block all the furniture subcategories and then re-enable beds under types, the stockpile won't actually accept anything because it still registers all materials and all quality levels as forbidden. The correct way would be to 'forbid types' and then re-enable beds.&lt;br /&gt;
&lt;br /&gt;
=== Core Quality ===&lt;br /&gt;
&lt;br /&gt;
Core quality means the quality of the ''craftsdwarfship of the item''. A masterfully crafted armor (made from qualityless metal bars) has masterful core quality. A finely-crafted dress (made from an exceptional pig tail fiber cloth) has fine core quality (because the craftsdwarfship ''of the item'' is fine).&lt;br /&gt;
&lt;br /&gt;
=== Total Quality ===&lt;br /&gt;
&lt;br /&gt;
Total quality means the highest between the craftsdwarfship of the item and the craftsdwarfship of its components (or decorations). The finely-crafted dress from our previous example has a fine core quality, but its total quality is exceptional because its component — a pig tail fiber cloth — is of exceptional quality. Likewise, a superior quality steel gauntlet, masterfully studded with copper is of masterful total quality (and superior core quality).&lt;br /&gt;
&lt;br /&gt;
A more complex example: A rope reed fiber sock is superiorly decorated with pond turtle shell. Is masterfully crafted from a rope reed fiber cloth which was finely dyed with redroot dye. Core quality: masterful, Total quality: masterful. (Remember, for total quality, the best of either the item's quality, the quality of its components, or the quality of its decorations is chosen.)&lt;br /&gt;
&lt;br /&gt;
See also [http://www.bay12forums.com/smf/index.php?topic=96501.msg2765710 Crafting Skills, Quality and Statistics research].&lt;br /&gt;
&lt;br /&gt;
=== Notes ===&lt;br /&gt;
Some categories will have a special extra type of item(s) that can be toggled with {{key|u}} and sometimes {{key|j}}.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;4&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
! Categories&lt;br /&gt;
! Item type&lt;br /&gt;
|-&lt;br /&gt;
| Animals &lt;br /&gt;
| Empty cages and Empty animal traps&lt;br /&gt;
|-&lt;br /&gt;
| Food  &lt;br /&gt;
| Prepared food&lt;br /&gt;
|-&lt;br /&gt;
| Weapons &lt;br /&gt;
| Usable and unusable&lt;br /&gt;
|-&lt;br /&gt;
| Armor &lt;br /&gt;
| Usable and unusable&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you disable an item or items that are already sitting in a stockpile then they become loose items and your dwarves will move them to a more suitable stockpile should one exist. All existing stockpiles (and zones) are listed under {{key|R}}ooms.&lt;br /&gt;
&lt;br /&gt;
== Custom Stockpile Uses ==&lt;br /&gt;
A custom stockpile is most useful for food, furniture, and bar/block stockpiles, to prevent your lye and venom sitting next to the [[kitchen|kitchens]], your [[floodgate|floodgates]] and mechanisms near the [[room|rooms]] that need [[statue|statues]] and doors, your stone blocks next to the forges, and your metal bars by the farms.&lt;br /&gt;
&lt;br /&gt;
When setting up a custom stockpile to hold more than one type of raw material, it is often best to set up multiple custom stockpiles, one for each type. Otherwise your stockpile will invariably fill up with lesser-used items, rendering your custom stockpile nearly useless.&lt;br /&gt;
&lt;br /&gt;
One use for this is to have an outdoor stockpile next to your gate that will accept all refuse except bones, shells, skins and skulls, and then one or more indoor pile(s) near your craftsdwarf's workshop that will '''only''' accept these things. If you have set the option for dwarves to gather refuse from outside, the bones will be brought in once all the meat has rotted off of any carcasses outside. This means added risk to your dwarves if they try to gather refuse that is far from your gate, and additional hauling.&lt;br /&gt;
&lt;br /&gt;
Another effective use of custom stockpiles is Elven trading. Make a stockpile just for elf-safe trade goods: most categories where it is relevant have a 'materials' option. Note, however, that items with [[wood]]en [[decoration]]s will '''not''' be excluded. Similarly, [[noble]]s who frequently [[mandate]] restricted trading can have their preferred goods stored separately, far away from the [[trade depot]].&lt;br /&gt;
&lt;br /&gt;
A highly efficient method is to have wood burning furnaces feeding into a '[[charcoal]] only' bar/blocks stockpile, which in turn is near the smelting furnaces and forges. Bonus points if you also place a small wood stockpile near the wood furnaces.&lt;br /&gt;
&lt;br /&gt;
Other good uses:&lt;br /&gt;
* Planter's stock: [[seed|seeds]] and [[potash]]. If your [[ashery]] is nearby, include ashes and lye.  &lt;br /&gt;
* Smelter stock: [[ore|ores]], [[flux]] and, unless you're using [[Magma smelter]], [[coal]].&lt;br /&gt;
* Sandpile: [[sand]] bags.&lt;br /&gt;
* Dyer's stock: a food stockpile that only includes [[dye|dyes]]. &lt;br /&gt;
* Food Plus: a food stockpile that includes barrels. This spares your dwarves from carrying empty barrels to and from the furniture stores.&lt;br /&gt;
* Skins: a refuse stockpile limited to [[skin|skins]], a bit like the bone &amp;amp; shell stockpile above. Place near the tannery. &lt;br /&gt;
* Brewer's stock: [[List of crops|brewable plants]].&lt;br /&gt;
* Miller's stock: [[List of crops|millable plants]]. (An empty [[bag]] stockpile will also speed up milling.) &lt;br /&gt;
* Refreshment stand: Since dwarves drink twice as often as they eat, having several small food stockpiles that only accept [[Alcohol|drinks]] scattered strategically through your fort can minimize [http://en.wikipedia.org/wiki/Smoko smoko breaks]. The usefulness of this kind of stockpile is often disputed as dwarves go to the fullest barrel first, so if you can't keep your stockpile constantly filled with new full barrels of alcohol your masons might decide to run all the way over to the alcohol stockpile you have set up for your brewers or your metalsmiths. If you can keep each stockpile constantly filled with fresh supplies of full barrels of alcohol then this can increase productivity greatly. A simple way of doing this is by keeping a brewery near each separate alcohol stockpile, or [[burrow]]ing dwarves so that local stockpile is the only one they can [[path]] to.&lt;br /&gt;
* Artifact materials: The massive value and effectiveness of [[artifact|artifacts]] mean the materials used in them can have drastic effects, sometimes even into the ''[[Value|millions]]''.  Having special stockpiles for high-value metals, stones, gems, and other such materials will make it that much easier to ensure that you will get the most out of each [[strange mood]].  (However, even with materials-specific stockpiles, it can take a fair amount of micromanagement to get a moody dwarf to use a specific material.)&lt;br /&gt;
* Artifact storage: Artifacts add a great deal to the created wealth of the fortress. Keep valuable artifacts safe in a special &amp;quot;treasure&amp;quot; stockpile.&lt;br /&gt;
* Ingredients: Store things that are cookable but not edible, like milk and quarry bush leaves, near [[kitchen]]s. Also, more [[rot|volatile]] foods (such as [[meat]]) can be stored closer to your kitchen to encourage your cooks to use them quickly.&lt;br /&gt;
* [[Stone carver]]'s stone: Linking a single- or limited-type stone stockpile to a [[stoneworker's workshop]] allows you to specify exactly which [[stone]] your stone carvers will use, providing consistent output (and increased [[value]] if using [[economic stone]]). Additionally, if your stone carver has a [[preference]] for a particular stone, you can increase output [[quality]] by having him work with that stone.&lt;br /&gt;
* Finished goods stockpiles near a Trade Depot that includes crafts that you want to sell, but excludes ordinary clothing, backpacks, waterskins, splints and crutches that you want your dwarves to use.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
* Gem stockpiles' material option for clay is hidden in the UI {{Bug|9749}}.&lt;br /&gt;
* [[Hauling]] blocks access to items stored in [[container]]s; consider creating container-less &amp;quot;feeder&amp;quot; stockpiles linked to your storage stockpiles.&lt;br /&gt;
* [http://www.bay12forums.com/smf/index.php?topic=92241.msg3276117#msg3276117 Research] has suggested that stockpiles are a significant cause of [[Maximizing framerate|lag]]; see [[Exploit#Quantum_stockpiles|Quantum Stockpiles]] for designs that minimize stockpile tiles. &lt;br /&gt;
* Disabling &amp;quot;Additional Options&amp;quot; in the stockpile menu is a common source of stockpile problems.&lt;br /&gt;
&lt;br /&gt;
==Troubleshooting==&lt;br /&gt;
Getting dwarves to haul items to a stockpile is a frequent source of frustration. Here are some things to check:&lt;br /&gt;
&lt;br /&gt;
* Do you have idle dwarves?&lt;br /&gt;
** Do the idle dwarves have the appropriate hauling labors enabled?&lt;br /&gt;
** Are the idle dwarves constantly taking and cancelling other jobs? &lt;br /&gt;
* Do you have a stockpile that wants this item?&lt;br /&gt;
** Is there an empty spot in the stockpile?&lt;br /&gt;
*** Note that hidden items and wheelbarrows tie up stockpile tiles.&lt;br /&gt;
** Can the idle dwarves path to the stockpile and the item?&lt;br /&gt;
** Is the stockpile set to accept from anywhere, not just links?&lt;br /&gt;
** Check both the item's type and its material, in stockpiles that can filter materials.&lt;br /&gt;
** Check that the armor/weapon stockpile setting is &amp;quot;usable&amp;quot; and/or &amp;quot;unusable&amp;quot; as appropriate.&lt;br /&gt;
** Check that &amp;quot;Additional Options&amp;quot; are set correctly to allow the desired items.&lt;br /&gt;
* Is the item unforbidden?&lt;br /&gt;
* Is the item accessible (no civilian alert, burrows, etc.)?&lt;br /&gt;
* Is the item not owned by any dwarf?&lt;br /&gt;
* Is the item not tasked for a job?&lt;br /&gt;
* Is the item not assigned for use in any buildings/constructions?&lt;br /&gt;
* Check your standing orders (o), and make sure this kind of item can be gathered.&lt;br /&gt;
** For refuse, make sure dwarves are allowed to gather refuse that is &amp;quot;outside&amp;quot; (o r).&lt;br /&gt;
* Does the stockpile have wheelbarrows assigned?  If so, are they all in use?&lt;br /&gt;
* If the item normally goes in a container, do you have suitable unused containers?&lt;br /&gt;
* Is the item claimed by a location (hospital, tavern, library, temple)?&lt;br /&gt;
&lt;br /&gt;
{{V50 menus}}&lt;br /&gt;
{{Category|Stockpiles|*}}&lt;br /&gt;
{{Category|Items}}&lt;br /&gt;
[[ru:Stockpile]]&lt;/div&gt;</summary>
		<author><name>Lazyhead</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Wheelbarrow&amp;diff=295193</id>
		<title>Wheelbarrow</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Wheelbarrow&amp;diff=295193"/>
		<updated>2023-09-17T05:01:30Z</updated>

		<summary type="html">&lt;p&gt;Lazyhead: changed words around in the intro where it was being implied that wheelbarrows are only for hauling rocks&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|20:09, 17 February 2023 (CST)}}&lt;br /&gt;
{{av}}{{buggy}}&lt;br /&gt;
&lt;br /&gt;
[[File:wheelbarrow_sprite_preview.png|right]]A '''wheelbarrow''' is a [[tool]] used to increase the speed of [[hauling]] heavy items. Wheelbarrows can be made of [[metal]] or [[wood]] at a [[metalsmith's forge]] or [[carpenter's workshop]], and can carry a single item (or stack of items, e.g. [[prepared meals]]). This is equivalent to one fifth of a [[minecart]]'s capacity.&lt;br /&gt;
&lt;br /&gt;
== Construction ==&lt;br /&gt;
Wheelbarrows are constructed of either wood or metal:&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;margin:1em 1em 1em 0; background:#F9F9F9; border:1px #AAA solid&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background: #F9F9F9&amp;quot;&lt;br /&gt;
! Material !! Worker !! Workshop&lt;br /&gt;
|- style=&amp;quot;background: #F2F2F2&amp;quot;&lt;br /&gt;
| [[Wood]] (1 log) || [[Carpenter]] || [[Carpenter's workshop]]&lt;br /&gt;
|- style=&amp;quot;background: #F2F2F2&amp;quot;&lt;br /&gt;
| [[Metal]] (2 bars) || [[Metal crafter]] || [[Metalsmith's forge]] or [[Magma forge]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Utility ==&lt;br /&gt;
[[File:De re metallica 1556-085.png|thumb|Dwarven wheelbarrows are sturdy and practical.]]&lt;br /&gt;
Stone stockpiles have 1 wheelbarrow automatically assigned upon designation, though any stockpile can have wheelbarrows assigned in the stockpile ({{k|p}}) settings menu in the &amp;quot;Storage and tools&amp;quot; submenu (barrel icon). Wheelbarrows will be stored in their assigned stockpile when not in use; when used to haul an item to that stockpile, the item and the wheelbarrow will both be dropped onto the same tile.  A stockpile's wheelbarrows are only used to carry items ''to'' that stockpile; they will not be used to carry items away ''from'' it. &lt;br /&gt;
&lt;br /&gt;
Dwarves carrying items in wheelbarrows will ignore both the weight of the wheelbarrow's contents and the weight of the wheelbarrow itself, moving always at their top speed. This makes them particularly useful for hauling heavy items like stone, which slow haulers a lot.&lt;br /&gt;
&lt;br /&gt;
Dwarves will haul any items weighing exactly 75Γ or more via wheelbarrow if their destination stockpile has wheelbarrows enabled and available. All stone boulders (with the exception of [[raw adamantine]]) weigh significantly more than 75Γ - these are the most common heavy items most players will find themselves needing to haul during normal gameplay. Any items weighing less than 75Γ will not be hauled via wheelbarrow, even if there are empty wheelbarrows available. Once again, the weight of wheelbarrows is ignored for this condition, meaning that a dwarf will not haul a 50Γ object with a 50Γ wheelbarrow, despite how the combined weight would be greater than the 75Γ threshold.&lt;br /&gt;
&lt;br /&gt;
Wheelbarrows carry less stuff than [[minecart]]s, but do not require a track to be preconstructed, and can go up and down stairs.&lt;br /&gt;
&lt;br /&gt;
== Forging and Melting ==&lt;br /&gt;
* Metal wheelbarrows cost '''two''' [[metal]] bars or '''six''' [[adamantine]] wafers to forge.&lt;br /&gt;
* When a metal wheelbarrow is melted down, it will return '''1.8''' metal bars for an efficiency of '''90%''', or '''1.8''' wafers for an efficiency of '''30%'''.&lt;br /&gt;
&lt;br /&gt;
== Bugs == &lt;br /&gt;
* If all of a stockpile's tiles are occupied by wheelbarrows, it will stop requesting new items even though the tiles under the wheelbarrows have no stockpiled item.  Consequently, stockpiles need to have more tiles than wheelbarrows to work correctly.{{bug|8861}}&lt;br /&gt;
&lt;br /&gt;
* Items can occasionally be left inside a wheelbarrow, causing the wheelbarrow to become unusable. This can cause a stockpile to stop collecting stone if all of its wheelbarrows end up in this state{{bug|6074}} You can work around this by marking the contents of the wheelbarrow for dumping.&lt;br /&gt;
&lt;br /&gt;
* Dwarves carry wheelbarrows instead of pushing them when the wheelbarrows themselves are being hauled.{{bug|6008}}&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
When they push an empty wheelbarrow, any dwarf walking by will jump in and demand a ride. To avoid this, the decision was made long ago that empty wheelbarrows must be carried to avoid elvish-type laziness.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Gamedata|{{raw|DF2014:item_tool.txt|ITEM_TOOL|ITEM_TOOL_WHEELBARROW}}}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Items}}&lt;br /&gt;
&lt;br /&gt;
[[ru:Wheelbarrow]]&lt;/div&gt;</summary>
		<author><name>Lazyhead</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Wheelbarrow&amp;diff=295192</id>
		<title>Wheelbarrow</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Wheelbarrow&amp;diff=295192"/>
		<updated>2023-09-17T04:52:28Z</updated>

		<summary type="html">&lt;p&gt;Lazyhead: some experiments today (as well as a condition found in the game's code) have verified that the cutoff for when dwarves start hauling heavy objects with wheelbarrows is exactly 75Γ&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|20:09, 17 February 2023 (CST)}}&lt;br /&gt;
{{av}}{{buggy}}&lt;br /&gt;
&lt;br /&gt;
[[File:wheelbarrow_sprite_preview.png|right]]A '''wheelbarrow''' is a [[tool]] used to increase the speed of [[hauling]] stone. Wheelbarrows can be made of [[metal]] or [[wood]] at a [[metalsmith's forge]] or [[carpenter's workshop]], and can carry a single [[boulder]] left behind from mining. This is equivalent to one fifth of a [[minecart]]'s capacity.&lt;br /&gt;
&lt;br /&gt;
== Construction ==&lt;br /&gt;
Wheelbarrows are constructed of either wood or metal:&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;margin:1em 1em 1em 0; background:#F9F9F9; border:1px #AAA solid&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background: #F9F9F9&amp;quot;&lt;br /&gt;
! Material !! Worker !! Workshop&lt;br /&gt;
|- style=&amp;quot;background: #F2F2F2&amp;quot;&lt;br /&gt;
| [[Wood]] (1 log) || [[Carpenter]] || [[Carpenter's workshop]]&lt;br /&gt;
|- style=&amp;quot;background: #F2F2F2&amp;quot;&lt;br /&gt;
| [[Metal]] (2 bars) || [[Metal crafter]] || [[Metalsmith's forge]] or [[Magma forge]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Utility ==&lt;br /&gt;
[[File:De re metallica 1556-085.png|thumb|Dwarven wheelbarrows are sturdy and practical.]]&lt;br /&gt;
Stone stockpiles have 1 wheelbarrow automatically assigned upon designation, though any stockpile can have wheelbarrows assigned in the stockpile ({{k|p}}) settings menu in the &amp;quot;Storage and tools&amp;quot; submenu (barrel icon). Wheelbarrows will be stored in their assigned stockpile when not in use; when used to haul an item to that stockpile, the item and the wheelbarrow will both be dropped onto the same tile.  A stockpile's wheelbarrows are only used to carry items ''to'' that stockpile; they will not be used to carry items away ''from'' it. &lt;br /&gt;
&lt;br /&gt;
Dwarves carrying items in wheelbarrows will ignore both the weight of the wheelbarrow's contents and the weight of the wheelbarrow itself, moving always at their top speed. This makes them particularly useful for hauling heavy items like stone, which slow haulers a lot.&lt;br /&gt;
&lt;br /&gt;
Dwarves will haul any items weighing exactly 75Γ or more via wheelbarrow if their destination stockpile has wheelbarrows enabled and available. All stone boulders (with the exception of [[raw adamantine]]) weigh significantly more than 75Γ - these are the most common heavy items most players will find themselves needing to haul during normal gameplay. Any items weighing less than 75Γ will not be hauled via wheelbarrow, even if there are empty wheelbarrows available. Once again, the weight of wheelbarrows is ignored for this condition, meaning that a dwarf will not haul a 50Γ object with a 50Γ wheelbarrow, despite how the combined weight would be greater than the 75Γ threshold.&lt;br /&gt;
&lt;br /&gt;
Wheelbarrows carry less stuff than [[minecart]]s, but do not require a track to be preconstructed, and can go up and down stairs.&lt;br /&gt;
&lt;br /&gt;
== Forging and Melting ==&lt;br /&gt;
* Metal wheelbarrows cost '''two''' [[metal]] bars or '''six''' [[adamantine]] wafers to forge.&lt;br /&gt;
* When a metal wheelbarrow is melted down, it will return '''1.8''' metal bars for an efficiency of '''90%''', or '''1.8''' wafers for an efficiency of '''30%'''.&lt;br /&gt;
&lt;br /&gt;
== Bugs == &lt;br /&gt;
* If all of a stockpile's tiles are occupied by wheelbarrows, it will stop requesting new items even though the tiles under the wheelbarrows have no stockpiled item.  Consequently, stockpiles need to have more tiles than wheelbarrows to work correctly.{{bug|8861}}&lt;br /&gt;
&lt;br /&gt;
* Items can occasionally be left inside a wheelbarrow, causing the wheelbarrow to become unusable. This can cause a stockpile to stop collecting stone if all of its wheelbarrows end up in this state{{bug|6074}} You can work around this by marking the contents of the wheelbarrow for dumping.&lt;br /&gt;
&lt;br /&gt;
* Dwarves carry wheelbarrows instead of pushing them when the wheelbarrows themselves are being hauled.{{bug|6008}}&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
When they push an empty wheelbarrow, any dwarf walking by will jump in and demand a ride. To avoid this, the decision was made long ago that empty wheelbarrows must be carried to avoid elvish-type laziness.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Gamedata|{{raw|DF2014:item_tool.txt|ITEM_TOOL|ITEM_TOOL_WHEELBARROW}}}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Items}}&lt;br /&gt;
&lt;br /&gt;
[[ru:Wheelbarrow]]&lt;/div&gt;</summary>
		<author><name>Lazyhead</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Stockpile&amp;diff=295185</id>
		<title>Stockpile</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Stockpile&amp;diff=295185"/>
		<updated>2023-09-15T18:08:08Z</updated>

		<summary type="html">&lt;p&gt;Lazyhead: updated with v50 wheelbarrow behavior&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
{{For/see|exploits related to stockpiling|[[Quantum stockpile]]}}&lt;br /&gt;
&lt;br /&gt;
'''Stockpiles''' are where [[dwarf|dwarves]] store items of various types, usually in a safer, closer or more convenient place for the consumers. Dwarves with the corresponding &amp;quot;[[hauling]]&amp;quot; job will seek out items that are not already on a stockpile that accepts them and carry them to an appropriate stockpile, if available. It's important to place your stockpiles carefully to minimize the amount of time spent carrying items back-and-forth. Items in a stockpile may be stored in [[container]]s such as [[bag|bags]], [[barrel|barrels]] or [[bin|bins]] (see [[Using bins and barrels]]). Seed bags, flour bags, and dye bags can go inside barrels. Empty bags, however, cannot be stacked.&lt;br /&gt;
[[Image:StockpilesMenu2010.png|right]]&lt;br /&gt;
== Creating and Removing Stockpiles == &lt;br /&gt;
&lt;br /&gt;
To create a stockpile, click the {{Menu icon|p}}Stockpile button. At this point, you can click on any existing stockpile to inspect it, but to create a new one, you must click the button that appears immediately above the original stockpile button. When you click to create a new stockpile, you can draw a rectangle with the mouse. Clicking &amp;quot;Accept&amp;quot; in the top left pop-up finalizes the stockpile, or you can continue drawing rectangles to make the stockpile bigger. Non-contiguous regions are possible, but could be confusing to manage later for little benefit. If the chosen area has parts that cannot be made into a stockpile, like a [[wall]], a [[workshop]], or an already existing stockpile, a stockpile will be created but they will not be part of it. After clicking &amp;quot;accept&amp;quot;, a new menu pane opens up with a list of pre-set stockpile rules, of which you must select one or else select &amp;quot;Custom&amp;quot; to define your own rules.&lt;br /&gt;
&lt;br /&gt;
When creating a stockpile, any movable items (e.g. loose [[stone]], unbuilt [[furniture]], etc.) currently occupying the designated tiles will automatically be considered part of the stockpile, even if the stockpile settings disallow those particular items. These items also mark the tile as &amp;quot;full&amp;quot;, so no new items will be stored in that tile until all the original items in the tile are moved. To handle unwanted items, you can specify that the stockpile &amp;quot;gives&amp;quot; to a workshop or stockpile that will accept those items, or use a [[dump]] command to have them carried off to a garbage [[zone]]. &lt;br /&gt;
&lt;br /&gt;
To edit a stockpile, click the &amp;quot;Stockpile&amp;quot; button in the main menu, then click on the stockpile. The suite of buttons (mouse over to see their tooltips to determine what each button does) can be used to edit the name, edit its boundaries, set which stockpiles or workshops give to or receive from this stockpile, delete the stockpile, or set the amount of wheelbarrows and containers that can be used.&lt;br /&gt;
&lt;br /&gt;
When you click to repaint the stockpile, note that a secondary toolbar appears at the bottom of the screen, which you can use to switch to eraser mode.&lt;br /&gt;
&lt;br /&gt;
== Using stockpiles ==&lt;br /&gt;
&lt;br /&gt;
Once a stockpile has been allocated, by default dwarves will automatically move items to the stockpile when they are available, as long as the stockpile has available space. Note that the dwarves will place the item into the empty spot that is nearest to the item, ''not counting any obstructions''{{verify}}. Dwarves will stockpile the ''newest'' item first, which may not necessarily be the nearest item to the stockpile. Tiles within a stockpile which contain only forbidden items are considered available space, and can accumulate another item without exploiting [[Quantum_stockpile#Quantum_stockpiles|quantum stockpiling]].&lt;br /&gt;
&lt;br /&gt;
One method to ensure a workshop has raw material on hand is to place a small stockpile of its input materials next to the workshop. This will speed up production as the crafter only has to take a few steps to obtain the material, preventing them from dragging material across the entire map. Whenever a crafter picks up material from the stockpile, your hauling dwarves will automatically fetch more material to refill the stockpile. This speeds up a queue of jobs, as other dwarves perform the time-consuming distant haul whilst the crafter concentrates on actually making items.&lt;br /&gt;
&lt;br /&gt;
It's not necessary to place stockpiles for all types of objects. If no storage is available for a certain item type, dwarves will seek out items wherever they might lie as mentioned earlier. This can be advantageous—if you don't have a stockpile for [[gem]]s, your [[jeweler]] will go pick up fresh gems without waiting for them to be carried to a pile first. However, this also means your jeweler has to spend a lot of time fetching the gems. If you have enough haulers available, it's generally more advantageous to designate stockpiles than not. Also remember that your workshops will get [[clutter]]ed and suffer production slowdowns if you let ridiculous numbers of items pile up in them, so it's important to occasionally clear out workshops if they get cluttered. This can be done either by having a stockpile available so that haulers will remove the items, by [[DF2012:Exploit#Quantum_stockpiles|quantum stockpiling]] the accumulation, or by removing and rebuilding the workshop, which will empty its contents onto the ground.&lt;br /&gt;
&lt;br /&gt;
== Take from a stockpile/workshop ==&lt;br /&gt;
{{migrated section}}&lt;br /&gt;
Another feature of stockpiles allows you to tell dwarves to transfer items from one stockpile to another. To specify such a flow, use the {{k|q}} menu, and highlight the ''destination'' stockpile. Press {{k|t}}, and, using the cursor, highlight another stockpile and press {{k|Enter}}. Your chosen stockpile will now list the stockpile it will take from. This will cause items in the second stockpile to be hauled to the first stockpile. To stop the first stockpile from taking items from the second, use the {{K|q}} menu on the first one, highlight the unneeded stockpile in the list using {{K|+}} and {{K|-}} and press {{K|d}}'''elete Selected'''.&lt;br /&gt;
&lt;br /&gt;
Each stockpile can take from any number of other stockpiles.  You can't make two stockpiles feed into each other, although larger loops (e.g. three stockpiles that feed into each other in a circle) are allowed.&lt;br /&gt;
&lt;br /&gt;
Stockpiles may also take from a workshop, using the same interface ({{k|q}}-{{k|t}}, then select a workshop instead of a second stockpile). In this setup, any items produced inside the workshop (visible with {{k|t}}) become eligible to move to the stockpile. Be aware that any items produced in the workshop that ''aren't'' accepted by the linked stockpile will not be moved anywhere at all. They will sit inside the workshop until a linked stockpile accepts them.&lt;br /&gt;
&lt;br /&gt;
Enough micromanagement will allow for effective and (relatively) streamlined supply chains. Here are some examples:&lt;br /&gt;
&lt;br /&gt;
*Speeding up [[wood cutting|lumber harvesting]], [[carpentry]], ''and'' [[ash]] and [[charcoal]] production by putting several wood stockpiles near the various [[Chop_down_trees|tree-felling areas]], then one large &amp;quot;primary&amp;quot; stockpile near the [[carpenter's workshop]] that takes from those small ones, and then finally, a small stockpile near the [[wood furnace]] that takes from the primary one.&lt;br /&gt;
*A smallish [[plant]] stockpile near your farms, disallowing barrels, will allow harvesters to spend very little time stockpiling the crops they just picked. A larger stockpile near the [[still]] (this one possibly allowing barrels), taking from the smaller stockpile, lets your general-purpose haulers do most of the grunt work of getting plants in place for the brewer. The larger stockpile should be set to &amp;quot;take from links only&amp;quot;, so the harvesters do not waste their time.&lt;br /&gt;
*A [[clothier's shop]] produces high-quality new [[clothing]]. There is currently no way to stockpile ''only'' new clothing, as opposed to [[wear|worn]] clothing, except for the fact that the new clothing is sitting in its workshop. A stockpile can be set to take from the clothier's shop (and to &amp;quot;take from links only&amp;quot;), so that it only gets new clothing produced in that workshop. If another stockpile with &amp;quot;take from anywhere&amp;quot; and no links is created, that one will accept all the worn clothing - it will never take from the linked clothier's shop. This worn-clothing stockpile may be placed near the [[trade depot]], if you plan to sell the used clothing, or near the [[magma|garbage disposal]], if you do not.&lt;br /&gt;
&lt;br /&gt;
== Give to a stockpile/workshop ==&lt;br /&gt;
{{migrated section}}&lt;br /&gt;
Conversely, the {{k|g}} key allows a pile to give [[item]]s to another pile, or to a workshop.  When giving to a stockpile, an equal and opposite &amp;quot;take from stockpile&amp;quot; is created in the other direction (and vice versa). Deleting one of these inter-stockpile links also deletes the other link.&lt;br /&gt;
&lt;br /&gt;
Specifying that a workshop or furnace will only get its materials from a certain stockpile provides a way to make sure everything that the workshop produces is of a specific material.  For example, setting a granite stockpile to give to a mason's workshop ensures that the workshop will only use granite as its material. This is also extremely important when the workshop's input materials are heavy (e.g. [[stone]]s); linking a nearby stone stockpile to the workshop prevents the mason from hauling an enormous rock from hundreds of tiles away.&lt;br /&gt;
&lt;br /&gt;
This option is quite powerful, but should be used '''very''' carefully as the linked workshop will now ''only'' take from the stockpiles set to give to that workshop.  Make sure that the workshop gets ''all'' of the materials needed for its jobs there if you use this feature.  For example, if you link your ore stockpile to a non-magma [[smelter]], but don't also link a stockpile that includes a [[fuel]] source, then the dwarves will be unable to smelt ores at that smelter due to a lack of fuel.  If you set a fuel stockpile to give that smelter, it will still be unable to [[melt]] down items marked for melting, because it only takes from the ore and fuel stockpiles.  Another common mistake is setting a plant stockpile to give to a [[still]], but forgetting to also link a [[furniture]] stockpile to the still so that it has access to [[barrel]]s.&lt;br /&gt;
&lt;br /&gt;
==Max bin/barrel ==&lt;br /&gt;
{{migrated section}}&lt;br /&gt;
The ''max bin'' and ''max barrel'' settings control the number of barrels and bins that are used for the organisation of items inside the stockpile. It can be useful to disallow bins and barrels from some stockpiles, for example stockpiles used to store seeds or for [[Exploit#Quantum stockpiles|quantum stockpiles]], by reducing this setting to 0. &lt;br /&gt;
&lt;br /&gt;
Increasing these numbers is not usually needed - they are set to the number of tiles in the stockpile when it is created, which is the maximum number of bins or barrels the stockpile can hold anyway. Which of bins or barrels is turned on is determined by the item type selected when the stockpile is designated - food stockpiles allow barrels, for example, and bar stockpiles allow bins. However, these settings are not updated if the types of items allowed in the stockpile are changed. If you change the types of items allowed in the stockpile, it may also be useful to change the number of bins and barrels that are allowed in it to allow your dwarves to store those items more efficiently.&lt;br /&gt;
&lt;br /&gt;
== Max wheelbarrow ==&lt;br /&gt;
&lt;br /&gt;
Another feature of the stockpile system, ''max wheelbarrow'' allows the player to control the number of [[wheelbarrow]]s assigned to the stockpile. This limit can be set anywhere from 0 to the total number of tiles in the stockpile.&lt;br /&gt;
&lt;br /&gt;
If set to 0 (which is the default for all stockpiles other than stone stockpiles), the stockpile will generate a separate hauling job for each item that needs to be placed in it -- potentially one job per tile in the stockpile, simultaneously.&lt;br /&gt;
&lt;br /&gt;
If set to non-zero, then that number of wheelbarrows will be brought to the stockpile. If that stockpile is set to only accept stone, then stone will only be hauled to that stockpile via wheelbarrow; essentially, this means that the number of wheelbarrows in that stockpile will act as a limit on the number of simultaneous hauling jobs. If wheelbarrows are assigned to a stockpile that accepts both stone AND other items, then wheelbarrows will be used to haul stone whereas other items will be hauled by hand.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, wheelbarrows are currently rather buggy, and may actually reduce the efficiency of your stockpiles; see [[Wheelbarrow]] for more information.&lt;br /&gt;
&lt;br /&gt;
[[Minecart]]s can also be used for efficient hauling, although they require a much greater infrastructure investment.&lt;br /&gt;
&lt;br /&gt;
== Will take from anywhere ==&lt;br /&gt;
&lt;br /&gt;
{{migrated section}}&lt;br /&gt;
&lt;br /&gt;
A stockpile that will take from anywhere does not restrict the source of its goods. Stockpiles with &amp;quot;take from links only&amp;quot; enabled will only accept goods from their assigned [[workshop]]s and linked stockpiles. You can use {{k|q}} {{k|a}} to toggle this setting on a stockpile. &lt;br /&gt;
&lt;br /&gt;
Setting your [[seed]] stockpiles to &amp;quot;take from links only&amp;quot; will prevent your haulers from carrying your vital seeds back and forth across the map to pick up each new seed in the [[dining room]]. When your stockpiled seeds run low you can temporarily toggle to &amp;quot;anywhere&amp;quot; to collect the loose seeds in bulk.&lt;br /&gt;
&lt;br /&gt;
The new &amp;quot;will take from anywhere&amp;quot; control is a toggle-button whose interpretation is as follows:&lt;br /&gt;
&lt;br /&gt;
In classical ASCII mode:&lt;br /&gt;
&lt;br /&gt;
* *️⃣➡️ - Expressing the concept &amp;quot;anywhere&amp;quot; (asterisk) and &amp;quot;will be accepted&amp;quot; (green arrow)&lt;br /&gt;
* *️⃣❌ - Expressing the concept &amp;quot;anywhere&amp;quot; (asterisk) and &amp;quot;will not be accepted&amp;quot; (red/orange &amp;quot;X&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
In vanilla graphics mode:&lt;br /&gt;
&lt;br /&gt;
* Highlighted Green - means the stockpile will give/take items from anywhere&lt;br /&gt;
* Not Highlighted Green - means the stockpile will NOT give/take items from anywhere (and will only give/take items to other stockpiles or workshops you manually designate)&lt;br /&gt;
&lt;br /&gt;
Citizens may still have leftover &amp;quot;haul item to the stockpile&amp;quot; tasks to a particular stockpile even after &amp;quot;will take from anywhere&amp;quot; has been turned off for it, or even setting its desired items to &amp;quot;none&amp;quot;, resulting in a batch of already-queued-up objects filling up the stockpile for quite some time. Smaller stockpiles will have significantly less of those delayed/queued up tasks.&lt;br /&gt;
&lt;br /&gt;
== Stockpile categories ==&lt;br /&gt;
{{migrated section}}&lt;br /&gt;
===[[Ammo]]===&lt;br /&gt;
This stockpile contains ammo for all forms of ammunition-requiring weaponry (except [[siege engine]]s). It can use [[bin]]s to consolidate stacks.&lt;br /&gt;
&lt;br /&gt;
===[[Animal]]===&lt;br /&gt;
[[Creature|Animals]] stored in [[cage|cages]] that are not affixed to a location will be stored in these stockpiles. [[Animal trap|Traps]] used for capturing wild animals and empty [[cage|cages]] are also stored here.&lt;br /&gt;
&lt;br /&gt;
This type of stockpile cannot use bins or barrels.&lt;br /&gt;
&lt;br /&gt;
===[[Armor]]===&lt;br /&gt;
Armor of all types is stored here. There is no preference for specific body parts, but usable/unusable armor may be specified. All types of armor can be stored in [[bin]]s.&lt;br /&gt;
&lt;br /&gt;
Note that if refuse is enabled on the stockpile, armor and clothing will [[wear]] at an accelerated rate.&lt;br /&gt;
&lt;br /&gt;
===[[Bar]]/[[Block]]===&lt;br /&gt;
Bars of smelted [[metal]] and blocks of cut stone and [[glass]] are kept here after being processed by the [[smelter]], [[mason's workshop|mason's workshops]], and [[glass furnace|glass furnaces]], before being used for other purposes. Weirdly, [[ash|ashes]], [[potash]], [[soap]], [[charcoal]], and [[coke]] from the [[wood furnace]], [[ashery]], [[soap maker's workshop]] and [[smelter]] will also be stored here. As with all stockpiles, this can be changed to allow for specific blocks and bars to be stored with custom settings. [[Bin]]s can be used to consolidate up to 10 bars/blocks.&lt;br /&gt;
&lt;br /&gt;
===[[Cloth]]===&lt;br /&gt;
Woven cloth and [[thread]] are stored here (plant fiber, animal hair, and silk). [[Bin]]s can be used to consolidate items.&lt;br /&gt;
&lt;br /&gt;
===[[Currency|Coins]]===&lt;br /&gt;
Minted coins are kept here, several thousand of them fitting into a single bin.&lt;br /&gt;
&lt;br /&gt;
===[[Corpse|Corpses]]===&lt;br /&gt;
Dead sentient beings (dwarves, goblins, trolls, etc.) and [[pet|pets]] that have no burial location will be placed here. Other corpses are considered part of the ''refuse'' category.&lt;br /&gt;
&lt;br /&gt;
If placed indoors, decaying bodies will generate [[miasma]], but [[bone]]s will not be removed at the end of the season. Rotting [[pet]]s or [[friend]]s give dwarves unhappy [[thought]]s unless they are given a proper burial in a [[Coffin|burial receptacle]].&lt;br /&gt;
&lt;br /&gt;
===[[Finished goods|Finished Goods]]===&lt;br /&gt;
Finished goods created by the [[craftsdwarf's workshop]], as well as the [[clothier's shop]] and the [[leather works]], are placed here before being used in trade or other uses. This type of stockpile can use [[bin|bins]] to consolidate items, over a hundred objects can fit into a bin.&lt;br /&gt;
&lt;br /&gt;
Since this stockpile can also contain supplies that the player might not want to trade away ([[splint]]s, [[crutch]]es, [[rope]]s, [[waterskin]]s...), it is wise to make separate custom stockpiles for these goods.&lt;br /&gt;
&lt;br /&gt;
Note that if refuse is enabled on the stockpile, clothes and armor will [[wear]] at an accelerated rate.&lt;br /&gt;
&lt;br /&gt;
=== [[Food]] ===&lt;br /&gt;
As one would assume based on the name, food is stored here, in addition to a wide variety of inedible plant and animal products  -- [[seed]]s, [[lye]], [[giant desert scorpion]] venom, bags of [[dye]], and [[liquid fire]], to name a few. Raw [[Creature#Aquatic|fish]] is brought here, before being processed by a [[fishery]] and turned into edible [[meat]]. Drinks are always stored in [[barrel]]s or [[large pot]]s. Seeds are stored in [[bag]]s (which may in turn be stored in barrels/pots); other food items can be stored in barrels or pots.&lt;br /&gt;
&lt;br /&gt;
Barrels and pots can hold, at most, 60 [[prepared meal]]s. Stacks larger than that (☼Dwarven Beer Roast [200]☼ is possible) will not fit in a barrel, but will still only take up one tile of stockpile space. To free up barrels, you may decide to have separate prepared food stockpiles that do not accept barrels - if you cook larger meals, this shouldn't be a problem.&lt;br /&gt;
&lt;br /&gt;
Food will never [[wear|spoil]] while in a stockpile, although it may attract and be eaten by [[vermin]].  Food stockpiles should, in most cases, be restricted to desired types (e.g. [[seed]] stockpiles or meat stockpiles or unprepared fish stockpiles); there are simply too many things that go in them.&lt;br /&gt;
&lt;br /&gt;
Fat and tallow go in the same list and are listed by animal, meaning that manual separation of fat and tallow takes a ''long'' time. Because fat will only ever enter your fortress at a butcher's shop, it is possible to link a general fat/tallow stockpile to the butchers' and have it take only from links. It may be necessary to link the butchers' to the stockpile you want the other butchery products to end up in. If you are playing with [[Utility:DFHack|DFHack]], you can use the search function to show only fat or tallow- the permit and forbid keys to toggle only those visible in the list.&lt;br /&gt;
&lt;br /&gt;
===[[Furniture]] Storage===&lt;br /&gt;
Completed items from the [[carpenter's workshop]], [[mason's workshop]], and [[mechanic's workshop]] will be stored here, along with furniture created from other shops, until placed or used in another building. Bags filled with [[sand]] can also be stored in furniture stockpiles, and in fact will appear in any furniture stockpile unless expressly forbidden, regardless of materials permitted.&lt;br /&gt;
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Since this is a very broad category, it may be useful to create stockpiles for a specific type of item (like barrels, bags, bins, mechanisms)  via the stockpile settings.&lt;br /&gt;
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Furniture cannot be stored in barrels or bins.&lt;br /&gt;
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If you choose to apply advanced stockpiling of furniture e.g. &amp;quot;make a stockpile for only [[Furniture]]&amp;gt;[[Bed]]s.&amp;quot; Merely selecting &amp;quot;beds&amp;quot; under the &amp;quot;Type&amp;quot; category will not suffice. In this case one also needs to ensure the required qualities are selected! Should you want to store all quality beds, just make sure you select &amp;quot;all&amp;quot; on the categories: [[#Core Quality|Core Quality]] as well as [[#Total Quality|Total Quality]].&lt;br /&gt;
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===[[Gem]]===&lt;br /&gt;
This stockpile stores gems and raw [[glass]], both cut and uncut, along with [[gizzard stone]]s. It can use [[bin]]s to consolidate gems.&lt;br /&gt;
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===[[Leather]]===&lt;br /&gt;
Leather, which is produced at a [[tanner's shop]], will be kept here. Like most stockpiles, it can use [[bin]]s to consolidate items.&lt;br /&gt;
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===[[Refuse]]===&lt;br /&gt;
Since dwarves hate rot, because of the [[miasma]] it spreads when in an enclosed place like a [[cave]], any garbage item that can rot will be stored in a refuse stockpile. Also, any [[wear|XXdamaged itemsXX]] will be moved to the refuse stockpile. Many players prefer to place this stockpile outside their cavern, usually a small distance from the entrance, as rottable items on tiles that are {{DFtext|Outside |3:1}}{{DFtext|Light |6:1}}{{DFtext|Above Ground|2:1}} do not generate miasma.&lt;br /&gt;
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If placed on a {{DFtext|Subterranean|0:1}} tile, decaying items will generate miasma, which will spread through your fortress and generate a small unhappy thought in any dwarf passing through it. For this reason, it is sensible to build [[door|doors]] (preferably several, separated by a few tiles to create an airlock) to all of your indoor refuse stockpiles. Miasma won't spread through a closed door, so only dwarves with business in the room will be bothered by the rot. &lt;br /&gt;
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An alternative to this is to dig [[channel|channels]] down from the surface, creating an area of tiles considered to be {{DFtext|Light |6:1}}{{DFtext|Above Ground|2:1}}, yet still located within your fortress. You can place your refuse stockpile here, and although it will be in your fort, rotten items on those tiles will not generate miasma. If you choose to cover them with walls or floors for security and/or aesthetic reasons, it will convert them to {{DFtext|Inside|6:0}}, but they will remain {{DFtext|Light |6:1}}{{DFtext|Above Ground|2:1}} tiles, which again do not generate miasma in rotten items. (For even more creative methods to restrict the spread of foul rotting stench, see the [[miasma]] page.)&lt;br /&gt;
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[[Bone]]s, [[skull]]s, and [[shell]]s are also stored here, whether from defeated enemies or raw food processing - if left in an area with high [[vermin]] levels, these will randomly disappear. Refuse stockpiles can be restricted to store only [[bone]]s, [[skull]]s, [[shell]]s, teeth, and horns/hooves.&lt;br /&gt;
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Note that a refuse stockpile is not the same as a [[Activity_zone#Garbage_Dump|garbage dump]]. A garbage dump is only for things manually marked to be dumped. Additionally, refuse types specifically marked as '''Dwarves Dump '''''refuse type'' in {{k|o}}-{{k|r}} will be hauled to the garbage dump instead of the refuse stockpile.&lt;br /&gt;
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Note that all armor and clothing stored in a refuse stockpile will suffer [[wear]] at an accelerated rate. This is a &amp;quot;feature&amp;quot; intended to dispose of unwanted armor.{{bug|5711}}&lt;br /&gt;
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Be careful on evil biomes, since some can reanimate dead creatures and body parts.  If your fort is located on a map where part is evil and part is not, it is best to put your refuse stockpile on the part that is not evil.&lt;br /&gt;
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The corpses of sentient beings (goblins, trolls, etc.) are no longer stored in refuse stockpiles, [[Stockpile#Corpses|but in a corpse stockpile instead]].  If your dwarves are not cleaning up bodies, this is probably why.&lt;br /&gt;
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===[[Sheets]]===&lt;br /&gt;
This stockpile stores sheets, including paper and parchment. Like most stockpiles, it can use bins to consolidate items.&lt;br /&gt;
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===[[Stone]]===&lt;br /&gt;
Rough stone will be stored here, as well as [[ore]].  These stockpiles cannot use bins or barrels, but the use of [[wheelbarrow]]s is strongly advised.&lt;br /&gt;
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[[Stone management]] is a complex topic; in the simplest terms, most stones are extremely heavy, so you want to minimize the distance they are [[hauling|hauled]] by hand (e.g. from the stone [[stockpile]] to the [[mason's workshop]] or [[smelter]]) by putting such stockpiles very close to the workshops that they feed.&lt;br /&gt;
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===[[Weapon|Weapons]]===&lt;br /&gt;
Weapons of all types are stored here by default, including picks, trap components, and weapons too large for dwarves to use. [[Bin]]s can be used to consolidate weapons of any type.&lt;br /&gt;
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===[[Wood]]===&lt;br /&gt;
Chopped trees are brought to the wood stockpile before being used by carpenter's workshop, a wood furnace or siege workshop. Because wood takes a long time to haul and tends to travel a long way, the stockpile should be rather close to a fortress entrance (which does not necessarily mean on the upper z-levels - moving down one z-level is only one tile), unless you have an [[Tower-cap|underground tree farm]]. It is a good idea to position this stockpile close to your carpenter's workshop (or the other way round) since he is likely to be the main &amp;quot;customer&amp;quot;.  Wood stockpiles will also accept &amp;quot;grown&amp;quot; wood logs that elves bring.&lt;br /&gt;
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This type of stockpile cannot use bins or barrels.&lt;br /&gt;
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===Additional Options===&lt;br /&gt;
The options are &amp;quot;Allow Plant/Animal&amp;quot; (organic goods) and &amp;quot;Allow Non-Plant/Animal (non-organic goods). Unlike all the other categories, the Additional Options settings apply to all other active categories. A stockpile that allows neither organic nor non-organic goods will never receive any items. Disabling &amp;quot;Additional Options&amp;quot; is a common cause of stockpile problems, and these options generally aren't useful anyway.&lt;br /&gt;
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=== Custom stockpiles ===&lt;br /&gt;
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With custom stockpiles, you can change which types of materials, goods, etc., can be stored in that stockpile. Any type of things can be mixed, so you could have a stockpile that will hold raw [[turtle]], [[mechanism|mechanisms]] and all stone types apart from [[onyx]] if you wanted, or only high-quality steel crossbow bolts (Ammo), all quivers (a Finished Good), and metal crossbows (a Weapon) - the combinations are endless, and can be finely tuned. Highlighting a stockpile with {{key|q}}, then pressing {{key|s}} will allow you to adjust the stockpile settings or in the {{key|p}} menu you can press {{key|t}} to adjust a custom stockpiles settings before placing it with {{key|c}}. Note that many sub-menus consist of several pages ( the 'other' menu of stone e.g. consists of several pages while 'metal [[ore|ores]]' and 'economic' consist of only one ).&lt;br /&gt;
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Note that any custom stockpile that accepts any type of [[refuse]] will cause automatic [[wear|degradation]] to all [[clothing]] and [[armor]] stored in that stockpile. It is highly advisable to store your [[shell]]s and [[bone]]s in a separate stockpile.&lt;br /&gt;
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== Stockpile Settings ==&lt;br /&gt;
{{migrated section}}&lt;br /&gt;
The '''Stockpile Settings''' screen is weird to use. In the first column are the major categories. In the second column there may or may not be subcategories. In the third you will see the individual items. The second and third columns are only visible when a category is enabled and selected.&lt;br /&gt;
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You navigate this screen with {{key|+}} and {{key|-}}, and left and right on the arrow keys. {{key|e}} and {{key|d}} are used to enable and disable the categories. {{key|a}} and {{key|b}} are used to allow or disallow all the subcategories. {{key|p}} and {{key|f}} will permit or forbid individual subcategories. These six keys work no matter which column you have selected, though the last four will not always be available.&amp;lt;br&amp;gt;{{key|Enter}} will toggle individual item types.&lt;br /&gt;
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Be careful when selecting 'block all' on the subcategories as it can make your stockpiles useless. For example, if you block all the furniture subcategories and then re-enable beds under types, the stockpile won't actually accept anything because it still registers all materials and all quality levels as forbidden. The correct way would be to 'forbid types' and then re-enable beds.&lt;br /&gt;
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=== Core Quality ===&lt;br /&gt;
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Core quality means the quality of the ''craftsdwarfship of the item''. A masterfully crafted armor (made from qualityless metal bars) has masterful core quality. A finely-crafted dress (made from an exceptional pig tail fiber cloth) has fine core quality (because the craftsdwarfship ''of the item'' is fine).&lt;br /&gt;
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=== Total Quality ===&lt;br /&gt;
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Total quality means the highest between the craftsdwarfship of the item and the craftsdwarfship of its components (or decorations). The finely-crafted dress from our previous example has a fine core quality, but its total quality is exceptional because its component — a pig tail fiber cloth — is of exceptional quality. Likewise, a superior quality steel gauntlet, masterfully studded with copper is of masterful total quality (and superior core quality).&lt;br /&gt;
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A more complex example: A rope reed fiber sock is superiorly decorated with pond turtle shell. Is masterfully crafted from a rope reed fiber cloth which was finely dyed with redroot dye. Core quality: masterful, Total quality: masterful. (Remember, for total quality, the best of either the item's quality, the quality of its components, or the quality of its decorations is chosen.)&lt;br /&gt;
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See also [http://www.bay12forums.com/smf/index.php?topic=96501.msg2765710 Crafting Skills, Quality and Statistics research].&lt;br /&gt;
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=== Notes ===&lt;br /&gt;
Some categories will have a special extra type of item(s) that can be toggled with {{key|u}} and sometimes {{key|j}}.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;4&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
! Categories&lt;br /&gt;
! Item type&lt;br /&gt;
|-&lt;br /&gt;
| Animals &lt;br /&gt;
| Empty cages and Empty animal traps&lt;br /&gt;
|-&lt;br /&gt;
| Food  &lt;br /&gt;
| Prepared food&lt;br /&gt;
|-&lt;br /&gt;
| Weapons &lt;br /&gt;
| Usable and unusable&lt;br /&gt;
|-&lt;br /&gt;
| Armor &lt;br /&gt;
| Usable and unusable&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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If you disable an item or items that are already sitting in a stockpile then they become loose items and your dwarves will move them to a more suitable stockpile should one exist. All existing stockpiles (and zones) are listed under {{key|R}}ooms.&lt;br /&gt;
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== Custom Stockpile Uses ==&lt;br /&gt;
A custom stockpile is most useful for food, furniture, and bar/block stockpiles, to prevent your lye and venom sitting next to the [[kitchen|kitchens]], your [[floodgate|floodgates]] and mechanisms near the [[room|rooms]] that need [[statue|statues]] and doors, your stone blocks next to the forges, and your metal bars by the farms.&lt;br /&gt;
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When setting up a custom stockpile to hold more than one type of raw material, it is often best to set up multiple custom stockpiles, one for each type. Otherwise your stockpile will invariably fill up with lesser-used items, rendering your custom stockpile nearly useless.&lt;br /&gt;
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One use for this is to have an outdoor stockpile next to your gate that will accept all refuse except bones, shells, skins and skulls, and then one or more indoor pile(s) near your craftsdwarf's workshop that will '''only''' accept these things. If you have set the option for dwarves to gather refuse from outside, the bones will be brought in once all the meat has rotted off of any carcasses outside. This means added risk to your dwarves if they try to gather refuse that is far from your gate, and additional hauling.&lt;br /&gt;
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Another effective use of custom stockpiles is Elven trading. Make a stockpile just for elf-safe trade goods: most categories where it is relevant have a 'materials' option. Note, however, that items with [[wood]]en [[decoration]]s will '''not''' be excluded. Similarly, [[noble]]s who frequently [[mandate]] restricted trading can have their preferred goods stored separately, far away from the [[trade depot]].&lt;br /&gt;
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A highly efficient method is to have wood burning furnaces feeding into a '[[charcoal]] only' bar/blocks stockpile, which in turn is near the smelting furnaces and forges. Bonus points if you also place a small wood stockpile near the wood furnaces.&lt;br /&gt;
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Other good uses:&lt;br /&gt;
* Planter's stock: [[seed|seeds]] and [[potash]]. If your [[ashery]] is nearby, include ashes and lye.  &lt;br /&gt;
* Smelter stock: [[ore|ores]], [[flux]] and, unless you're using [[Magma smelter]], [[coal]].&lt;br /&gt;
* Sandpile: [[sand]] bags.&lt;br /&gt;
* Dyer's stock: a food stockpile that only includes [[dye|dyes]]. &lt;br /&gt;
* Food Plus: a food stockpile that includes barrels. This spares your dwarves from carrying empty barrels to and from the furniture stores.&lt;br /&gt;
* Skins: a refuse stockpile limited to [[skin|skins]], a bit like the bone &amp;amp; shell stockpile above. Place near the tannery. &lt;br /&gt;
* Brewer's stock: [[List of crops|brewable plants]].&lt;br /&gt;
* Miller's stock: [[List of crops|millable plants]]. (An empty [[bag]] stockpile will also speed up milling.) &lt;br /&gt;
* Refreshment stand: Since dwarves drink twice as often as they eat, having several small food stockpiles that only accept [[Alcohol|drinks]] scattered strategically through your fort can minimize [http://en.wikipedia.org/wiki/Smoko smoko breaks]. The usefulness of this kind of stockpile is often disputed as dwarves go to the fullest barrel first, so if you can't keep your stockpile constantly filled with new full barrels of alcohol your masons might decide to run all the way over to the alcohol stockpile you have set up for your brewers or your metalsmiths. If you can keep each stockpile constantly filled with fresh supplies of full barrels of alcohol then this can increase productivity greatly. A simple way of doing this is by keeping a brewery near each separate alcohol stockpile, or [[burrow]]ing dwarves so that local stockpile is the only one they can [[path]] to.&lt;br /&gt;
* Artifact materials: The massive value and effectiveness of [[artifact|artifacts]] mean the materials used in them can have drastic effects, sometimes even into the ''[[Value|millions]]''.  Having special stockpiles for high-value metals, stones, gems, and other such materials will make it that much easier to ensure that you will get the most out of each [[strange mood]].  (However, even with materials-specific stockpiles, it can take a fair amount of micromanagement to get a moody dwarf to use a specific material.)&lt;br /&gt;
* Artifact storage: Artifacts add a great deal to the created wealth of the fortress. Keep valuable artifacts safe in a special &amp;quot;treasure&amp;quot; stockpile.&lt;br /&gt;
* Ingredients: Store things that are cookable but not edible, like milk and quarry bush leaves, near [[kitchen]]s. Also, more [[rot|volatile]] foods (such as [[meat]]) can be stored closer to your kitchen to encourage your cooks to use them quickly.&lt;br /&gt;
* [[Stone carver]]'s stone: Linking a single- or limited-type stone stockpile to a [[stoneworker's workshop]] allows you to specify exactly which [[stone]] your stone carvers will use, providing consistent output (and increased [[value]] if using [[economic stone]]). Additionally, if your stone carver has a [[preference]] for a particular stone, you can increase output [[quality]] by having him work with that stone.&lt;br /&gt;
* Finished goods stockpiles near a Trade Depot that includes crafts that you want to sell, but excludes ordinary clothing, backpacks, waterskins, splints and crutches that you want your dwarves to use.&lt;br /&gt;
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==Bugs==&lt;br /&gt;
* Gem stockpiles' material option for clay is hidden in the UI {{Bug|9749}}.&lt;br /&gt;
* [[Hauling]] blocks access to items stored in [[container]]s; consider creating container-less &amp;quot;feeder&amp;quot; stockpiles linked to your storage stockpiles.&lt;br /&gt;
* [http://www.bay12forums.com/smf/index.php?topic=92241.msg3276117#msg3276117 Research] has suggested that stockpiles are a significant cause of [[Maximizing framerate|lag]]; see [[Exploit#Quantum_stockpiles|Quantum Stockpiles]] for designs that minimize stockpile tiles. &lt;br /&gt;
* Disabling &amp;quot;Additional Options&amp;quot; in the stockpile menu is a common source of stockpile problems.&lt;br /&gt;
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==Troubleshooting==&lt;br /&gt;
Getting dwarves to haul items to a stockpile is a frequent source of frustration. Here are some things to check:&lt;br /&gt;
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* Do you have idle dwarves?&lt;br /&gt;
** Do the idle dwarves have the appropriate hauling labors enabled?&lt;br /&gt;
** Are the idle dwarves constantly taking and cancelling other jobs? &lt;br /&gt;
* Do you have a stockpile that wants this item?&lt;br /&gt;
** Is there an empty spot in the stockpile?&lt;br /&gt;
*** Note that hidden items and wheelbarrows tie up stockpile tiles.&lt;br /&gt;
** Can the idle dwarves path to the stockpile and the item?&lt;br /&gt;
** Is the stockpile set to accept from anywhere, not just links?&lt;br /&gt;
** Check both the item's type and its material, in stockpiles that can filter materials.&lt;br /&gt;
** Check that the armor/weapon stockpile setting is &amp;quot;usable&amp;quot; and/or &amp;quot;unusable&amp;quot; as appropriate.&lt;br /&gt;
** Check that &amp;quot;Additional Options&amp;quot; are set correctly to allow the desired items.&lt;br /&gt;
* Is the item unforbidden?&lt;br /&gt;
* Is the item accessible (no civilian alert, burrows, etc.)?&lt;br /&gt;
* Is the item not owned by any dwarf?&lt;br /&gt;
* Is the item not tasked for a job?&lt;br /&gt;
* Is the item not assigned for use in any buildings/constructions?&lt;br /&gt;
* Check your standing orders (o), and make sure this kind of item can be gathered.&lt;br /&gt;
** For refuse, make sure dwarves are allowed to gather refuse that is &amp;quot;outside&amp;quot; (o r).&lt;br /&gt;
* Does the stockpile have wheelbarrows assigned?  If so, are they all in use?&lt;br /&gt;
* If the item normally goes in a container, do you have suitable unused containers?&lt;br /&gt;
* Is the item claimed by a location (hospital, tavern, library, temple)?&lt;br /&gt;
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{{V50 menus}}&lt;br /&gt;
{{Category|Stockpiles|*}}&lt;br /&gt;
{{Category|Items}}&lt;br /&gt;
[[ru:Stockpile]]&lt;/div&gt;</summary>
		<author><name>Lazyhead</name></author>
	</entry>
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