<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=2128</id>
	<title>Dwarf Fortress Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=2128"/>
	<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php/Special:Contributions/2128"/>
	<updated>2026-05-11T08:50:46Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.35.11</generator>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Dwarven_milk&amp;diff=229667</id>
		<title>Dwarven milk</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Dwarven_milk&amp;diff=229667"/>
		<updated>2017-03-17T22:56:47Z</updated>

		<summary type="html">&lt;p&gt;2128: purring maggot bug seems to only apply to tame ones, not wild ones&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine|07:13, 17 May 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
:'' If cow cheese is made from cow's milk, what is dwarven cheese made of? ''-- Anon&lt;br /&gt;
&lt;br /&gt;
'''Dwarven milk''' is an [[extract]] obtained from having a [[milker]] milk a [[purring maggot]], and has a value of 2☼. Dwarven milk can be cooked or made into dwarven [[cheese]] (worth 20☼ per unit) by a [[cheese maker]] at a [[Farmer's workshop]]. Using dwarven cheese as an ingredient thus creates incredibly valuable prepared meals. Further, some dwarves prefer dwarven milk or cheese and will get a [[Thought#Happy_Thoughts|happy thought]] from it.&lt;br /&gt;
&lt;br /&gt;
Purring maggots are native to the second and third layers of the [[caverns]] and are not available from the [[embark|embark screen]]. Currently, only wild purring maggots can be milked; if tamed they become useless for milk production.{{Bug|3670}}. [[Modding]] them to inhabit the first cavern layer will make dwarven milk available in embark and in dwarven [[caravan]]s.&lt;br /&gt;
&lt;br /&gt;
{{Category|Food}}&lt;br /&gt;
{{Category|Extracts}}&lt;/div&gt;</summary>
		<author><name>2128</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Relationship&amp;diff=229636</id>
		<title>DF2014 Talk:Relationship</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Relationship&amp;diff=229636"/>
		<updated>2017-03-14T00:21:49Z</updated>

		<summary type="html">&lt;p&gt;2128: Relationship forming mechanics update for temples and taverns&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Can dwarves who were once friends stop caring about each other?&lt;br /&gt;
I have two miners, great buddy's, until i sent one to channel out a system, and he fell out of the bottom, a 2z level drop into a cavern.&lt;br /&gt;
&lt;br /&gt;
Is it safe to send the other guy in? or will it spiral?&lt;br /&gt;
&lt;br /&gt;
*What are you, an elf? WHen a real dwarf doesn't know something, he'll grab his pickaxe and churn the magmapumps until he's found out! Bringing doom and destruction upon the world in the name of !!SCIENCE!! all day, every day!--[[User:Guardian of Silverybearded|Guardian of Silverybearded]] ([[User talk:Guardian of Silverybearded|talk]]) 13:45, 11 December 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Friendly Acquaintance == &lt;br /&gt;
&lt;br /&gt;
I'm noticing a &amp;quot;Friendly Terms&amp;quot; that is different from &amp;quot;Friend&amp;quot;.  Anyone know how this fits into the relationship hierarchy?  --[[User:Squirrelloid|Squirrelloid]] ([[User talk:Squirrelloid|talk]]) 22:49, 9 March 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
: Do &amp;quot;long-term acquaintances&amp;quot; still exist?  I don't see any in my fort's relationships on a cursory look in v43.05.  I do see a lot of &amp;quot;friendly terms&amp;quot;.  Did the name get changed from &amp;quot;long-term acquaintance&amp;quot; to &amp;quot;friendly terms&amp;quot; in this version?  Does the dead of a &amp;quot;friendly terms&amp;quot; dwarf cause negative thoughts? At any rate, &amp;quot;friendly acquaintance&amp;quot; is now included in the list of relationships, but I think the article could use more information about this. --[[User:2128|2128]] ([[User talk:2128|talk]]) 00:10, 14 March 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Second lover ==&lt;br /&gt;
&lt;br /&gt;
I'm not quite sure how this happened.&lt;br /&gt;
&lt;br /&gt;
[[File:Dwarven_serial_monogamy_in_v43.05.png]]&lt;br /&gt;
&lt;br /&gt;
By the time I noticed, the husband and lover were both dead.  There was a time after her husband died that her lover was a ghost, and they interacted for a while before he was put to rest.  It's possible the lover romance began after he was already a ghost.  Again, not sure exactly what happened since I didn't notice their relationships earlier. --[[User:2128|2128]] ([[User talk:2128|talk]]) 22:57, 13 March 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
== More than one master at a time? ==&lt;br /&gt;
&lt;br /&gt;
Is it possible for a dwarf to study under more than one master at the same time? --[[User:2128|2128]] ([[User talk:2128|talk]]) 00:10, 14 March 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Relationship forming mechanics update for temples and taverns ==&lt;br /&gt;
&lt;br /&gt;
I don't think I've ever seen any of my dwarves doing a &amp;quot;chat&amp;quot; activity in my v43.05 fortress.  They do &amp;quot;Socialize&amp;quot;, they sing music, they listen to poetry, they tell stories, and I don't know quite how all of these activities affect their relationships.  The ones that spend a lot of time in the taverns seem to get to know each other. --[[User:2128|2128]] ([[User talk:2128|talk]]) 00:21, 14 March 2017 (UTC)&lt;/div&gt;</summary>
		<author><name>2128</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Relationship&amp;diff=229635</id>
		<title>Relationship</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Relationship&amp;diff=229635"/>
		<updated>2017-03-14T00:19:21Z</updated>

		<summary type="html">&lt;p&gt;2128: relationship forming mechanics may need an update now that we have taverns and temples&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|20:55, 20 September 2016 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{old}}&lt;br /&gt;
[[Dwarves]] have '''relationships''' amongst each other. These can be seen in detail by going to the dwarf's [[profile]] and then pressing {{k|r}} to take you to their relationships screen. Relationships are usually formed by spending time with another dwarf.  Often, the strongest relationship are between dwarves from the same [[migrant]] wave, despite time spent with dwarves from other waves. Relationships are important because their presence or absence has an important effect on the dwarf in question. Note that when it comes to familial relationships, the dwarves in question do not have to be in your fortress.&lt;br /&gt;
&lt;br /&gt;
Making and talking to friends gives happy [[thought]]s while the death of a [[pet]], friend, parent, [[children|child]] or [[marriage|spouse]] gives unhappy ones. A network of friends and families are happier than individual dwarves, but are more likely to make [[children]], and will be much harder-hit when a familiar dwarf dies in an [[ambush]] or whatnot. Getting [[ghost|haunted]] by a familiar dwarf produces a strong negative thought as well.&lt;br /&gt;
(Note that the relationships screen is mouse-enabled.)&lt;br /&gt;
&lt;br /&gt;
== Types ==&lt;br /&gt;
The following is a list of known relationships, listed in the order they will appear on the screen (and thus their importance):&lt;br /&gt;
* Kin relationships&lt;br /&gt;
**'''Spouse''' - [[Marriage|Married]] dwarves are spouses of one another, and will share a [[bed]]. Heterosexual couples will produce children (the happier the couple, the more ([[Marriage|often?]]) children). Dwarves only ever marry once.&lt;br /&gt;
**'''Lover''' - Lovers are basically dwarven pairs, unmarried but getting there. Like spouses, dwarves will only ever have one lover, and do not switch lovers even if their lover dies. Dwarves who are lovers and marriage-compatible (as per their {{token|ORIENTATION|c}} token) and that spend enough time chatting may marry, at which point they will begin using the same bed and start producing children if belonging to opposite genders.&lt;br /&gt;
**'''Child''' - Any [[child]]ren that the dwarf parents are the object of their attention. Babies are absolutely useless in fortresses (and a burden if the dwarf in question is a good candidate for the [[military|draft]]), and children do little besides [[Location|socialize]] and distract their parents, but their death causes a very strong bad thought. Note that adult children are still children in the eyes of their parents, and that children do not necessarily appear in your fortress.&lt;br /&gt;
**'''Parent''' - If the dwarf has known parents, they will appear here.&lt;br /&gt;
**'''Grandparent''' - Like known parents. They're separated into &amp;quot;paternal&amp;quot; and &amp;quot;maternal&amp;quot;. (In listing order may be mixed with siblings)&lt;br /&gt;
**'''Sibling''' - If the dwarf in question has siblings, they will appear here. Like children, they do not necessarily have to be in the fortress.&lt;br /&gt;
**'''Aunt/Uncle''' - If the has known aunts or uncles, they will appear here.  Often these don't live in the same fortress.&lt;br /&gt;
**'''Niece/Nephew''' - If the dwarf has known nieces or nephews, they will appear here.  Again, nieces and nephews often don't live at the same fortress.&lt;br /&gt;
**'''Cousin''' - If the dwarf has known cousins, they will appear here.  Cousins often don't live in the fortress. &lt;br /&gt;
* Spiritual relationships&lt;br /&gt;
**'''Deity''' - Ye old dwarven [[deity|god]]s are the most important non-familial relationships for a dwarf. Dwarves can have different levels of worship (&amp;quot;ardent&amp;quot;, &amp;quot;faithful&amp;quot;, &amp;quot;casual&amp;quot;, and &amp;quot;dubious&amp;quot;). Note that cursed creatures are ''always'' dubious worshipers of their deities, making this relationship an important sign of a [[vampire]]. Some dwarves don't worship any deities. A [[temple]] may be designated as a [[location]] from a [[meeting area]]. Worshiping at a temple reduces [[stress]] by a large amount, but not being able to worship causes further stress to develop.{{version|0.42.01}}&lt;br /&gt;
**'''Object of Worship''' - Dwarves tend to worship [[megabeast]]s that have attacked a settlement, most likely out of fear. This relationship is for now only aesthetic purposes, and does not change the behavior of the dwarf and the megabeast if the worshipper meets the worshipped.&lt;br /&gt;
* Professional relationships&lt;br /&gt;
**'''Apprentice''' - [[Scholar|Scholars]], [[Performer|performers]], and [[Necromancer|necromancers]] can take apprentices, who they will teach what they know.  Apprentices sometimes don't live in the fortress.  One master can have many apprentices.&lt;br /&gt;
**'''Master''' - Master to an apprentice.  Sometimes migrants and visitors have a master that doesn't live in the fortress.&lt;br /&gt;
**'''Former Master''' - A creature can have more than one former master.&lt;br /&gt;
**'''Former Apprentice''' - A creature that once learned from this one.&lt;br /&gt;
* Non-kin personal relationships&lt;br /&gt;
**'''Friend''' - Dwarves that idle near other dwarves and/or have high [[social skill]]s tend to develop [[friend]]s. Making a friend takes some effort on the part of the dwarf, and happens most often within individual waves. [[Personality|Personalities]] play a part as well. Making friends causes a happy thought, as can be expected, and the death of friends causes unhappy ones. Lovers develop from a dwarf's pool of friends.&lt;br /&gt;
**'''Grudge''' - [[Grudge]]s are the opposite of friendships, and tend to develop between dwarves of conflicting personality traits. Sometimes it is possible to have your starting dwarves form grudges even before they arrive at the new fortress location. Making a grudge causes an unhappy thought, but ironically, the death of a grudgee actually causes a bad thought as well.&lt;br /&gt;
**'''Friendly Terms''' - More than an acquaintance, less than a friend.{{verify}}&lt;br /&gt;
**'''Long-term Acquaintance''' - Long-term acquaintances are dwarves that are familiar with one another, but not yet friends. The death of an acquaintance does not produce a fun thought however the loss's occurrence. At [[embark]], the seven starting dwarves will each be long-term acquaintances or friends with each other.{{verify}}&lt;br /&gt;
**'''Passing Acquaintance''' - Passing acquaintances are dwarves that are familiar with one another, but just barely. As long term acquaintances do not produce a bad thought, passing ones do not either. If an acquaintance does not make contact with the dwarf over a time, they will be forgotten, absent from the relationships screen.&lt;br /&gt;
&lt;br /&gt;
==Other familial relationships==&lt;br /&gt;
Dwarves can have '''Uncles''', '''Aunts''', '''Nieces''', '''Nephews''' and '''Cousins''' listed as relationships. They do not appear to take special interest in the wellbeing of such relations. Migrants with long lists of such &amp;quot;extended family&amp;quot; are typically well-connected historical personalities, but expansive relative lists of this type also commonly appear when children in a fort manage to grow up to adulthood, marry and have children of their own. &lt;br /&gt;
As historical personages of special importance, [[monarch]]s frequently immigrate with a large number of distant relatives listed.&lt;br /&gt;
&lt;br /&gt;
==Making friends==&lt;br /&gt;
Over time, dwarves who spend time idling near each other will begin to form friendships and grudges. This happens through 'chats'.&lt;br /&gt;
&lt;br /&gt;
Two dwarves who are standing on the same tile, or adjacent tiles, may decide to chat if they are idle. Dwarves who are busy eating, drinking, or doing any job, will not chat with one another. This has the &amp;lt;s&amp;gt;interesting&amp;lt;/s&amp;gt; amusingly realistic effect that two dwarves who work side by side for years may barely know each other, or even not at all.&lt;br /&gt;
&lt;br /&gt;
As two dwarves accumulate these chats, they will form opinions of each other, based on a 'compatibility' score. Dwarves who like similar things (such as [[elephant]]s), have the same skills (such as two miners), or who have similar personalities will form friendships. These begin as passing acquaintances, who will then become long-term acquaintances (if the two aren't too compatible, but not too incompatible) or friends (if the two dwarves are compatible enough). Dwarves who are too incompatible may instead form grudges. Currently, only vastly different [[personality|personalities]] (such as a confident, selfless dwarf vs. a nervous but arrogant one) cause this, as differences in likes or skills don't hurt a dwarf's opinion of another. Changes in a dwarf's skill set can thus cause their opinions of another dwarf to change, potentially removing old grudges. Dwarves who don't chat enough may lose acquaintances over time.&lt;br /&gt;
&lt;br /&gt;
Dwarves who are compatible enough, and who chat enough, can become lovers. In order to be eligible for this, a dwarf has to be an adult, not have a age difference higher than ten years, be orientation-compatible, not be too closely related to their new friend, and have no other spouse or lover (even dead!). (However, it might be possible for a widow/widower dwarf to end up taking a new lover or spouse in very rare situations.){{verify}}. Lovers who continue to have enough opportunities to chat and are willing to commit will eventually get married.&lt;br /&gt;
&lt;br /&gt;
It is unknown how much of a role [[social skill]]s such as [[broker skills|conversationalist]], [[intimidator]], [[pacifier]], [[comedian]], [[negotiator]], [[flatterer]], [[consoler]], [[persuader]], or [[judge of intent]] play a role in relationships. In tests, idling dwarves with high social skills made friends (and grudges) a good deal quicker than unskilled dwarves.&lt;br /&gt;
&lt;br /&gt;
It is possible for two dwarves to have different opinions about each other. For example Urist can treat Bomrek as a long-term acquainted buddy while Bomrek counts Urist as a barely recognised person.&lt;br /&gt;
&lt;br /&gt;
{{Category|Relationships| }}&lt;/div&gt;</summary>
		<author><name>2128</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Performer&amp;diff=229634</id>
		<title>DF2014 Talk:Performer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Performer&amp;diff=229634"/>
		<updated>2017-03-14T00:17:13Z</updated>

		<summary type="html">&lt;p&gt;2128: masters/apprentices?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Performer apprenticeships? ==&lt;br /&gt;
&lt;br /&gt;
I've seen several visiting Bards that have masters, who are listed as bards when I look in legends.  Has anyone seem performers form new master/apprentice relationships once they arrived at a fortress?  Has anyone seen skill transfer from such a master/apprentice relationship? --[[User:2128|2128]] ([[User talk:2128|talk]]) 00:17, 14 March 2017 (UTC)&lt;/div&gt;</summary>
		<author><name>2128</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Relationship&amp;diff=229633</id>
		<title>DF2014 Talk:Relationship</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Relationship&amp;diff=229633"/>
		<updated>2017-03-14T00:10:52Z</updated>

		<summary type="html">&lt;p&gt;2128: some questions&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Can dwarves who were once friends stop caring about each other?&lt;br /&gt;
I have two miners, great buddy's, until i sent one to channel out a system, and he fell out of the bottom, a 2z level drop into a cavern.&lt;br /&gt;
&lt;br /&gt;
Is it safe to send the other guy in? or will it spiral?&lt;br /&gt;
&lt;br /&gt;
*What are you, an elf? WHen a real dwarf doesn't know something, he'll grab his pickaxe and churn the magmapumps until he's found out! Bringing doom and destruction upon the world in the name of !!SCIENCE!! all day, every day!--[[User:Guardian of Silverybearded|Guardian of Silverybearded]] ([[User talk:Guardian of Silverybearded|talk]]) 13:45, 11 December 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Friendly Acquaintance == &lt;br /&gt;
&lt;br /&gt;
I'm noticing a &amp;quot;Friendly Terms&amp;quot; that is different from &amp;quot;Friend&amp;quot;.  Anyone know how this fits into the relationship hierarchy?  --[[User:Squirrelloid|Squirrelloid]] ([[User talk:Squirrelloid|talk]]) 22:49, 9 March 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
: Do &amp;quot;long-term acquaintances&amp;quot; still exist?  I don't see any in my fort's relationships on a cursory look in v43.05.  I do see a lot of &amp;quot;friendly terms&amp;quot;.  Did the name get changed from &amp;quot;long-term acquaintance&amp;quot; to &amp;quot;friendly terms&amp;quot; in this version?  Does the dead of a &amp;quot;friendly terms&amp;quot; dwarf cause negative thoughts? At any rate, &amp;quot;friendly acquaintance&amp;quot; is now included in the list of relationships, but I think the article could use more information about this. --[[User:2128|2128]] ([[User talk:2128|talk]]) 00:10, 14 March 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Second lover ==&lt;br /&gt;
&lt;br /&gt;
I'm not quite sure how this happened.&lt;br /&gt;
&lt;br /&gt;
[[File:Dwarven_serial_monogamy_in_v43.05.png]]&lt;br /&gt;
&lt;br /&gt;
By the time I noticed, the husband and lover were both dead.  There was a time after her husband died that her lover was a ghost, and they interacted for a while before he was put to rest.  It's possible the lover romance began after he was already a ghost.  Again, not sure exactly what happened since I didn't notice their relationships earlier. --[[User:2128|2128]] ([[User talk:2128|talk]]) 22:57, 13 March 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
== More than one master at a time? ==&lt;br /&gt;
&lt;br /&gt;
Is it possible for a dwarf to study under more than one master at the same time? --[[User:2128|2128]] ([[User talk:2128|talk]]) 00:10, 14 March 2017 (UTC)&lt;/div&gt;</summary>
		<author><name>2128</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Relationship&amp;diff=229632</id>
		<title>Relationship</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Relationship&amp;diff=229632"/>
		<updated>2017-03-14T00:02:34Z</updated>

		<summary type="html">&lt;p&gt;2128: /* Other familial relationships */ semantic agreement with previous update&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|20:55, 20 September 2016 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
[[Dwarves]] have '''relationships''' amongst each other. These can be seen in detail by going to the dwarf's [[profile]] and then pressing {{k|r}} to take you to their relationships screen. Relationships are usually formed by spending time with another dwarf.  Often, the strongest relationship are between dwarves from the same [[migrant]] wave, despite time spent with dwarves from other waves. Relationships are important because their presence or absence has an important effect on the dwarf in question. Note that when it comes to familial relationships, the dwarves in question do not have to be in your fortress.&lt;br /&gt;
&lt;br /&gt;
Making and talking to friends gives happy [[thought]]s while the death of a [[pet]], friend, parent, [[children|child]] or [[marriage|spouse]] gives unhappy ones. A network of friends and families are happier than individual dwarves, but are more likely to make [[children]], and will be much harder-hit when a familiar dwarf dies in an [[ambush]] or whatnot. Getting [[ghost|haunted]] by a familiar dwarf produces a strong negative thought as well.&lt;br /&gt;
(Note that the relationships screen is mouse-enabled.)&lt;br /&gt;
&lt;br /&gt;
== Types ==&lt;br /&gt;
The following is a list of known relationships, listed in the order they will appear on the screen (and thus their importance):&lt;br /&gt;
* Kin relationships&lt;br /&gt;
**'''Spouse''' - [[Marriage|Married]] dwarves are spouses of one another, and will share a [[bed]]. Heterosexual couples will produce children (the happier the couple, the more ([[Marriage|often?]]) children). Dwarves only ever marry once.&lt;br /&gt;
**'''Lover''' - Lovers are basically dwarven pairs, unmarried but getting there. Like spouses, dwarves will only ever have one lover, and do not switch lovers even if their lover dies. Dwarves who are lovers and marriage-compatible (as per their {{token|ORIENTATION|c}} token) and that spend enough time chatting may marry, at which point they will begin using the same bed and start producing children if belonging to opposite genders.&lt;br /&gt;
**'''Child''' - Any [[child]]ren that the dwarf parents are the object of their attention. Babies are absolutely useless in fortresses (and a burden if the dwarf in question is a good candidate for the [[military|draft]]), and children do little besides [[Location|socialize]] and distract their parents, but their death causes a very strong bad thought. Note that adult children are still children in the eyes of their parents, and that children do not necessarily appear in your fortress.&lt;br /&gt;
**'''Parent''' - If the dwarf has known parents, they will appear here.&lt;br /&gt;
**'''Grandparent''' - Like known parents. They're separated into &amp;quot;paternal&amp;quot; and &amp;quot;maternal&amp;quot;. (In listing order may be mixed with siblings)&lt;br /&gt;
**'''Sibling''' - If the dwarf in question has siblings, they will appear here. Like children, they do not necessarily have to be in the fortress.&lt;br /&gt;
**'''Aunt/Uncle''' - If the has known aunts or uncles, they will appear here.  Often these don't live in the same fortress.&lt;br /&gt;
**'''Niece/Nephew''' - If the dwarf has known nieces or nephews, they will appear here.  Again, nieces and nephews often don't live at the same fortress.&lt;br /&gt;
**'''Cousin''' - If the dwarf has known cousins, they will appear here.  Cousins often don't live in the fortress. &lt;br /&gt;
* Spiritual relationships&lt;br /&gt;
**'''Deity''' - Ye old dwarven [[deity|god]]s are the most important non-familial relationships for a dwarf. Dwarves can have different levels of worship (&amp;quot;ardent&amp;quot;, &amp;quot;faithful&amp;quot;, &amp;quot;casual&amp;quot;, and &amp;quot;dubious&amp;quot;). Note that cursed creatures are ''always'' dubious worshipers of their deities, making this relationship an important sign of a [[vampire]]. Some dwarves don't worship any deities. A [[temple]] may be designated as a [[location]] from a [[meeting area]]. Worshiping at a temple reduces [[stress]] by a large amount, but not being able to worship causes further stress to develop.{{version|0.42.01}}&lt;br /&gt;
**'''Object of Worship''' - Dwarves tend to worship [[megabeast]]s that have attacked a settlement, most likely out of fear. This relationship is for now only aesthetic purposes, and does not change the behavior of the dwarf and the megabeast if the worshipper meets the worshipped.&lt;br /&gt;
* Professional relationships&lt;br /&gt;
**'''Apprentice''' - [[Scholar|Scholars]], [[Performer|performers]], and [[Necromancer|necromancers]] can take apprentices, who they will teach what they know.  Apprentices sometimes don't live in the fortress.  One master can have many apprentices.&lt;br /&gt;
**'''Master''' - Master to an apprentice.  Sometimes migrants and visitors have a master that doesn't live in the fortress.&lt;br /&gt;
**'''Former Master''' - A creature can have more than one former master.&lt;br /&gt;
**'''Former Apprentice''' - A creature that once learned from this one.&lt;br /&gt;
* Non-kin personal relationships&lt;br /&gt;
**'''Friend''' - Dwarves that idle near other dwarves and/or have high [[social skill]]s tend to develop [[friend]]s. Making a friend takes some effort on the part of the dwarf, and happens most often within individual waves. [[Personality|Personalities]] play a part as well. Making friends causes a happy thought, as can be expected, and the death of friends causes unhappy ones. Lovers develop from a dwarf's pool of friends.&lt;br /&gt;
**'''Grudge''' - [[Grudge]]s are the opposite of friendships, and tend to develop between dwarves of conflicting personality traits. Sometimes it is possible to have your starting dwarves form grudges even before they arrive at the new fortress location. Making a grudge causes an unhappy thought, but ironically, the death of a grudgee actually causes a bad thought as well.&lt;br /&gt;
**'''Friendly Terms''' - More than an acquaintance, less than a friend.{{verify}}&lt;br /&gt;
**'''Long-term Acquaintance''' - Long-term acquaintances are dwarves that are familiar with one another, but not yet friends. The death of an acquaintance does not produce a fun thought however the loss's occurrence. At [[embark]], the seven starting dwarves will each be long-term acquaintances or friends with each other.{{verify}}&lt;br /&gt;
**'''Passing Acquaintance''' - Passing acquaintances are dwarves that are familiar with one another, but just barely. As long term acquaintances do not produce a bad thought, passing ones do not either. If an acquaintance does not make contact with the dwarf over a time, they will be forgotten, absent from the relationships screen.&lt;br /&gt;
&lt;br /&gt;
==Other familial relationships==&lt;br /&gt;
Dwarves can have '''Uncles''', '''Aunts''', '''Nieces''', '''Nephews''' and '''Cousins''' listed as relationships. They do not appear to take special interest in the wellbeing of such relations. Migrants with long lists of such &amp;quot;extended family&amp;quot; are typically well-connected historical personalities, but expansive relative lists of this type also commonly appear when children in a fort manage to grow up to adulthood, marry and have children of their own. &lt;br /&gt;
As historical personages of special importance, [[monarch]]s frequently immigrate with a large number of distant relatives listed.&lt;br /&gt;
&lt;br /&gt;
==Making friends==&lt;br /&gt;
Over time, dwarves who spend time idling near each other will begin to form friendships and grudges. This happens through 'chats'.&lt;br /&gt;
&lt;br /&gt;
Two dwarves who are standing on the same tile, or adjacent tiles, may decide to chat if they are idle. Dwarves who are busy eating, drinking, or doing any job, will not chat with one another. This has the &amp;lt;s&amp;gt;interesting&amp;lt;/s&amp;gt; amusingly realistic effect that two dwarves who work side by side for years may barely know each other, or even not at all.&lt;br /&gt;
&lt;br /&gt;
As two dwarves accumulate these chats, they will form opinions of each other, based on a 'compatibility' score. Dwarves who like similar things (such as [[elephant]]s), have the same skills (such as two miners), or who have similar personalities will form friendships. These begin as passing acquaintances, who will then become long-term acquaintances (if the two aren't too compatible, but not too incompatible) or friends (if the two dwarves are compatible enough). Dwarves who are too incompatible may instead form grudges. Currently, only vastly different [[personality|personalities]] (such as a confident, selfless dwarf vs. a nervous but arrogant one) cause this, as differences in likes or skills don't hurt a dwarf's opinion of another. Changes in a dwarf's skill set can thus cause their opinions of another dwarf to change, potentially removing old grudges. Dwarves who don't chat enough may lose acquaintances over time.&lt;br /&gt;
&lt;br /&gt;
Dwarves who are compatible enough, and who chat enough, can become lovers. In order to be eligible for this, a dwarf has to be an adult, not have a age difference higher than ten years, be orientation-compatible, not be too closely related to their new friend, and have no other spouse or lover (even dead!). (However, it might be possible for a widow/widower dwarf to end up taking a new lover or spouse in very rare situations.){{verify}}. Lovers who continue to have enough opportunities to chat and are willing to commit will eventually get married.&lt;br /&gt;
&lt;br /&gt;
It is unknown how much of a role [[social skill]]s such as [[broker skills|conversationalist]], [[intimidator]], [[pacifier]], [[comedian]], [[negotiator]], [[flatterer]], [[consoler]], [[persuader]], or [[judge of intent]] play a role in relationships. In tests, idling dwarves with high social skills made friends (and grudges) a good deal quicker than unskilled dwarves.&lt;br /&gt;
&lt;br /&gt;
It is possible for two dwarves to have different opinions about each other. For example Urist can treat Bomrek as a long-term acquainted buddy while Bomrek counts Urist as a barely recognised person.&lt;br /&gt;
&lt;br /&gt;
{{Category|Relationships| }}&lt;/div&gt;</summary>
		<author><name>2128</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Relationship&amp;diff=229631</id>
		<title>Relationship</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Relationship&amp;diff=229631"/>
		<updated>2017-03-14T00:01:02Z</updated>

		<summary type="html">&lt;p&gt;2128: /* Types */  updated and reorganized a bit&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|20:55, 20 September 2016 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
[[Dwarves]] have '''relationships''' amongst each other. These can be seen in detail by going to the dwarf's [[profile]] and then pressing {{k|r}} to take you to their relationships screen. Relationships are usually formed by spending time with another dwarf.  Often, the strongest relationship are between dwarves from the same [[migrant]] wave, despite time spent with dwarves from other waves. Relationships are important because their presence or absence has an important effect on the dwarf in question. Note that when it comes to familial relationships, the dwarves in question do not have to be in your fortress.&lt;br /&gt;
&lt;br /&gt;
Making and talking to friends gives happy [[thought]]s while the death of a [[pet]], friend, parent, [[children|child]] or [[marriage|spouse]] gives unhappy ones. A network of friends and families are happier than individual dwarves, but are more likely to make [[children]], and will be much harder-hit when a familiar dwarf dies in an [[ambush]] or whatnot. Getting [[ghost|haunted]] by a familiar dwarf produces a strong negative thought as well.&lt;br /&gt;
(Note that the relationships screen is mouse-enabled.)&lt;br /&gt;
&lt;br /&gt;
== Types ==&lt;br /&gt;
The following is a list of known relationships, listed in the order they will appear on the screen (and thus their importance):&lt;br /&gt;
* Kin relationships&lt;br /&gt;
**'''Spouse''' - [[Marriage|Married]] dwarves are spouses of one another, and will share a [[bed]]. Heterosexual couples will produce children (the happier the couple, the more ([[Marriage|often?]]) children). Dwarves only ever marry once.&lt;br /&gt;
**'''Lover''' - Lovers are basically dwarven pairs, unmarried but getting there. Like spouses, dwarves will only ever have one lover, and do not switch lovers even if their lover dies. Dwarves who are lovers and marriage-compatible (as per their {{token|ORIENTATION|c}} token) and that spend enough time chatting may marry, at which point they will begin using the same bed and start producing children if belonging to opposite genders.&lt;br /&gt;
**'''Child''' - Any [[child]]ren that the dwarf parents are the object of their attention. Babies are absolutely useless in fortresses (and a burden if the dwarf in question is a good candidate for the [[military|draft]]), and children do little besides [[Location|socialize]] and distract their parents, but their death causes a very strong bad thought. Note that adult children are still children in the eyes of their parents, and that children do not necessarily appear in your fortress.&lt;br /&gt;
**'''Parent''' - If the dwarf has known parents, they will appear here.&lt;br /&gt;
**'''Grandparent''' - Like known parents. They're separated into &amp;quot;paternal&amp;quot; and &amp;quot;maternal&amp;quot;. (In listing order may be mixed with siblings)&lt;br /&gt;
**'''Sibling''' - If the dwarf in question has siblings, they will appear here. Like children, they do not necessarily have to be in the fortress.&lt;br /&gt;
**'''Aunt/Uncle''' - If the has known aunts or uncles, they will appear here.  Often these don't live in the same fortress.&lt;br /&gt;
**'''Niece/Nephew''' - If the dwarf has known nieces or nephews, they will appear here.  Again, nieces and nephews often don't live at the same fortress.&lt;br /&gt;
**'''Cousin''' - If the dwarf has known cousins, they will appear here.  Cousins often don't live in the fortress. &lt;br /&gt;
* Spiritual relationships&lt;br /&gt;
**'''Deity''' - Ye old dwarven [[deity|god]]s are the most important non-familial relationships for a dwarf. Dwarves can have different levels of worship (&amp;quot;ardent&amp;quot;, &amp;quot;faithful&amp;quot;, &amp;quot;casual&amp;quot;, and &amp;quot;dubious&amp;quot;). Note that cursed creatures are ''always'' dubious worshipers of their deities, making this relationship an important sign of a [[vampire]]. Some dwarves don't worship any deities. A [[temple]] may be designated as a [[location]] from a [[meeting area]]. Worshiping at a temple reduces [[stress]] by a large amount, but not being able to worship causes further stress to develop.{{version|0.42.01}}&lt;br /&gt;
**'''Object of Worship''' - Dwarves tend to worship [[megabeast]]s that have attacked a settlement, most likely out of fear. This relationship is for now only aesthetic purposes, and does not change the behavior of the dwarf and the megabeast if the worshipper meets the worshipped.&lt;br /&gt;
* Professional relationships&lt;br /&gt;
**'''Apprentice''' - [[Scholar|Scholars]], [[Performer|performers]], and [[Necromancer|necromancers]] can take apprentices, who they will teach what they know.  Apprentices sometimes don't live in the fortress.  One master can have many apprentices.&lt;br /&gt;
**'''Master''' - Master to an apprentice.  Sometimes migrants and visitors have a master that doesn't live in the fortress.&lt;br /&gt;
**'''Former Master''' - A creature can have more than one former master.&lt;br /&gt;
**'''Former Apprentice''' - A creature that once learned from this one.&lt;br /&gt;
* Non-kin personal relationships&lt;br /&gt;
**'''Friend''' - Dwarves that idle near other dwarves and/or have high [[social skill]]s tend to develop [[friend]]s. Making a friend takes some effort on the part of the dwarf, and happens most often within individual waves. [[Personality|Personalities]] play a part as well. Making friends causes a happy thought, as can be expected, and the death of friends causes unhappy ones. Lovers develop from a dwarf's pool of friends.&lt;br /&gt;
**'''Grudge''' - [[Grudge]]s are the opposite of friendships, and tend to develop between dwarves of conflicting personality traits. Sometimes it is possible to have your starting dwarves form grudges even before they arrive at the new fortress location. Making a grudge causes an unhappy thought, but ironically, the death of a grudgee actually causes a bad thought as well.&lt;br /&gt;
**'''Friendly Terms''' - More than an acquaintance, less than a friend.{{verify}}&lt;br /&gt;
**'''Long-term Acquaintance''' - Long-term acquaintances are dwarves that are familiar with one another, but not yet friends. The death of an acquaintance does not produce a fun thought however the loss's occurrence. At [[embark]], the seven starting dwarves will each be long-term acquaintances or friends with each other.{{verify}}&lt;br /&gt;
**'''Passing Acquaintance''' - Passing acquaintances are dwarves that are familiar with one another, but just barely. As long term acquaintances do not produce a bad thought, passing ones do not either. If an acquaintance does not make contact with the dwarf over a time, they will be forgotten, absent from the relationships screen.&lt;br /&gt;
&lt;br /&gt;
==Other familial relationships==&lt;br /&gt;
Dwarves can also have '''Uncles''', '''Aunts''', '''Nieces''', '''Nephews''' and '''Cousins''' listed as relationships. They do not appear to take special interest in the wellbeing of such relations. Migrants with long lists of such &amp;quot;extended family&amp;quot; are typically well-connected historical personalities, but expansive relative lists of this type also commonly appear when children in a fort manage to grow up to adulthood, marry and have children of their own. &lt;br /&gt;
As historical personages of special importance, [[monarch]]s frequently immigrate with a large number of distant relatives listed.&lt;br /&gt;
&lt;br /&gt;
==Making friends==&lt;br /&gt;
Over time, dwarves who spend time idling near each other will begin to form friendships and grudges. This happens through 'chats'.&lt;br /&gt;
&lt;br /&gt;
Two dwarves who are standing on the same tile, or adjacent tiles, may decide to chat if they are idle. Dwarves who are busy eating, drinking, or doing any job, will not chat with one another. This has the &amp;lt;s&amp;gt;interesting&amp;lt;/s&amp;gt; amusingly realistic effect that two dwarves who work side by side for years may barely know each other, or even not at all.&lt;br /&gt;
&lt;br /&gt;
As two dwarves accumulate these chats, they will form opinions of each other, based on a 'compatibility' score. Dwarves who like similar things (such as [[elephant]]s), have the same skills (such as two miners), or who have similar personalities will form friendships. These begin as passing acquaintances, who will then become long-term acquaintances (if the two aren't too compatible, but not too incompatible) or friends (if the two dwarves are compatible enough). Dwarves who are too incompatible may instead form grudges. Currently, only vastly different [[personality|personalities]] (such as a confident, selfless dwarf vs. a nervous but arrogant one) cause this, as differences in likes or skills don't hurt a dwarf's opinion of another. Changes in a dwarf's skill set can thus cause their opinions of another dwarf to change, potentially removing old grudges. Dwarves who don't chat enough may lose acquaintances over time.&lt;br /&gt;
&lt;br /&gt;
Dwarves who are compatible enough, and who chat enough, can become lovers. In order to be eligible for this, a dwarf has to be an adult, not have a age difference higher than ten years, be orientation-compatible, not be too closely related to their new friend, and have no other spouse or lover (even dead!). (However, it might be possible for a widow/widower dwarf to end up taking a new lover or spouse in very rare situations.){{verify}}. Lovers who continue to have enough opportunities to chat and are willing to commit will eventually get married.&lt;br /&gt;
&lt;br /&gt;
It is unknown how much of a role [[social skill]]s such as [[broker skills|conversationalist]], [[intimidator]], [[pacifier]], [[comedian]], [[negotiator]], [[flatterer]], [[consoler]], [[persuader]], or [[judge of intent]] play a role in relationships. In tests, idling dwarves with high social skills made friends (and grudges) a good deal quicker than unskilled dwarves.&lt;br /&gt;
&lt;br /&gt;
It is possible for two dwarves to have different opinions about each other. For example Urist can treat Bomrek as a long-term acquainted buddy while Bomrek counts Urist as a barely recognised person.&lt;br /&gt;
&lt;br /&gt;
{{Category|Relationships| }}&lt;/div&gt;</summary>
		<author><name>2128</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Performer&amp;diff=229628</id>
		<title>Performer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Performer&amp;diff=229628"/>
		<updated>2017-03-13T23:30:06Z</updated>

		<summary type="html">&lt;p&gt;2128: Lots of my visiting bards have existing masters.  They're also authors though.  But their masters are also called &amp;quot;bard&amp;quot; when I look through legends.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Tattered}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
{{new in v0.42}}&lt;br /&gt;
&lt;br /&gt;
:''&amp;quot;Music&amp;quot; redirects here. For in-game music, see [[Soundtrack]].''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Performer''' is an [[occupation]]. Performers will perform for idle visitors at your fort's [[tavern]]s and [[temple]]s, through such mediums as stories, dance, poetry, and music. You may assign any number of your fortress' dwarves to serve as performers at the tavern and temple locations, and performers from other civilizations will regularly visit your fort's taverns to entertain tavern goers or petition for long-term residency.&lt;br /&gt;
&lt;br /&gt;
Performers serve little practical purpose as they mostly just duplicate the behavior of other tavern goers. However, a skilled performer can significantly boost the mood of any dwarves who observe their work.&lt;br /&gt;
&lt;br /&gt;
Performers can take apprentices and pass on their skills to them.{{verify}}&lt;br /&gt;
&lt;br /&gt;
==Music==&lt;br /&gt;
There are four instrument skills: [[Keyboardist]], [[Percussionist]], [[Stringed instrumentalist]], and [[Wind instrumentalist]]. There is also one general skill, [[Musician]].&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12games.com/dwarves/early_musical_forms.html Early examples of musical forms].&lt;br /&gt;
&lt;br /&gt;
==Poetry==&lt;br /&gt;
There is a [[poet]] skill.&lt;br /&gt;
Toady commenting on poetic forms:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Poetic, musical and dance forms will be generated by culture. There will be both knowledge and skill-based components to this -- so you can't compose a poem of a variety you aren't familiar with, no matter how good you are, but once you learn the rules, the quality will depend on your skills/atts. It'll start with the poet's general skill, and they'll also develop specific skill with the form...&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12games.com/dwarves/early_poetic_forms.html Early examples of poetic forms].&lt;br /&gt;
&lt;br /&gt;
==Dance==&lt;br /&gt;
There is a [[dancer]] skill.&lt;br /&gt;
Toady commenting on dancing:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Every dance is associated to a musical form, and the dances respect the rhythm, tempo and some other elements of the music. I didn't reproduce the rhythm patterns below, but it tries to make elements like the number of steps in a basic movement align with the rhythm and so forth. All of the forms below were generated for humanoid forms, but I'm working toward some support for varied creature bodies -- so you'll see stuff below like &amp;quot;left leg&amp;quot; even though that text doesn't appear in the dwarf raws, and you also won't see useful words like &amp;quot;hips&amp;quot; -- it's a work in progress, but it won't necessarily need to progress on that score before the release. There also aren't certain fundamentals like costumes, and I don't expect to get them in for this time. There will be some further restrictions based on entity character that aren't in yet.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
[http://www.bay12games.com/dwarves/early_dance_forms.html Early examples of dance forms].&lt;/div&gt;</summary>
		<author><name>2128</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Relationship&amp;diff=229627</id>
		<title>DF2014 Talk:Relationship</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Relationship&amp;diff=229627"/>
		<updated>2017-03-13T22:57:46Z</updated>

		<summary type="html">&lt;p&gt;2128: dwarf has had two romantic relationships&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Can dwarves who were once friends stop caring about each other?&lt;br /&gt;
I have two miners, great buddy's, until i sent one to channel out a system, and he fell out of the bottom, a 2z level drop into a cavern.&lt;br /&gt;
&lt;br /&gt;
Is it safe to send the other guy in? or will it spiral?&lt;br /&gt;
&lt;br /&gt;
*What are you, an elf? WHen a real dwarf doesn't know something, he'll grab his pickaxe and churn the magmapumps until he's found out! Bringing doom and destruction upon the world in the name of !!SCIENCE!! all day, every day!--[[User:Guardian of Silverybearded|Guardian of Silverybearded]] ([[User talk:Guardian of Silverybearded|talk]]) 13:45, 11 December 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
------------&lt;br /&gt;
&lt;br /&gt;
I'm noticing a &amp;quot;Friendly Terms&amp;quot; that is different from &amp;quot;Friend&amp;quot;.  Anyone know how this fits into the relationship hierarchy?  --[[User:Squirrelloid|Squirrelloid]] ([[User talk:Squirrelloid|talk]]) 22:49, 9 March 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Second lover ==&lt;br /&gt;
&lt;br /&gt;
I'm not quite sure how this happened.&lt;br /&gt;
&lt;br /&gt;
[[File:Dwarven_serial_monogamy_in_v43.05.png]]&lt;br /&gt;
&lt;br /&gt;
By the time I noticed, the husband and lover were both dead.  There was a time after her husband died that her lover was a ghost, and they interacted for a while before he was put to rest.  It's possible the lover romance began after he was already a ghost.  Again, not sure exactly what happened since I didn't notice their relationships earlier. --[[User:2128|2128]] ([[User talk:2128|talk]]) 22:57, 13 March 2017 (UTC)&lt;/div&gt;</summary>
		<author><name>2128</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Dwarven_serial_monogamy_in_v43.05.png&amp;diff=229626</id>
		<title>File:Dwarven serial monogamy in v43.05.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Dwarven_serial_monogamy_in_v43.05.png&amp;diff=229626"/>
		<updated>2017-03-13T22:51:45Z</updated>

		<summary type="html">&lt;p&gt;2128: This dwarf had two romantic relationships.  At the time of this screenshot, sadly, her husband, son, and lover had all died.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This dwarf had two romantic relationships.  At the time of this screenshot, sadly, her husband, son, and lover had all died.&lt;/div&gt;</summary>
		<author><name>2128</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Relationship&amp;diff=229625</id>
		<title>Relationship</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Relationship&amp;diff=229625"/>
		<updated>2017-03-13T22:44:11Z</updated>

		<summary type="html">&lt;p&gt;2128: /* Making friends */ I have a dwarf with both a dead spouse and a dead lover.... not sure how it happened though.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|20:55, 20 September 2016 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
[[Dwarves]] have '''relationships''' amongst each other. These can be seen in detail by going to the dwarf's [[profile]] and then pressing {{k|r}} to take you to their relationships screen. Relationships are usually formed by spending time with another dwarf.  Often, the strongest relationship are between dwarves from the same [[migrant]] wave, despite time spent with dwarves from other waves. Relationships are important because their presence or absence has an important effect on the dwarf in question. Note that when it comes to familial relationships, the dwarves in question do not have to be in your fortress.&lt;br /&gt;
&lt;br /&gt;
Making and talking to friends gives happy [[thought]]s while the death of a [[pet]], friend, parent, [[children|child]] or [[marriage|spouse]] gives unhappy ones. A network of friends and families are happier than individual dwarves, but are more likely to make [[children]], and will be much harder-hit when a familiar dwarf dies in an [[ambush]] or whatnot. Getting [[ghost|haunted]] by a familiar dwarf produces a strong negative thought as well.&lt;br /&gt;
(Note that the relationships screen is mouse-enabled.)&lt;br /&gt;
&lt;br /&gt;
== Types ==&lt;br /&gt;
The following is a list of known relationships, listed in the order they will appear on the screen (and thus their importance):&lt;br /&gt;
*'''Spouse''' - [[Marriage|Married]] dwarves are spouses of one another, and will share a [[bed]]. Heterosexual couples will produce children (the happier the couple, the more ([[Marriage|often?]]) children). Dwarves only ever marry once.&lt;br /&gt;
*'''Lover''' - Lovers are basically dwarven pairs, unmarried but getting there. Like spouses, dwarves will only ever have one lover, and do not switch lovers even if their lover dies. Dwarves who are lovers and marriage-compatible (as per their {{token|ORIENTATION|c}} token) and that spend enough time chatting may marry, at which point they will begin using the same bed and start producing children if belonging to opposite genders.&lt;br /&gt;
*'''Child''' - Any [[child]]ren that the dwarf parents are the object of their attention. Babies are absolutely useless in fortresses (and a burden if the dwarf in question is a good candidate for the [[military|draft]]), and children do little besides [[Location|socialize]] and distract their parents, but their death causes a very strong bad thought. Note that adult children are still children in the eyes of their parents, and that children do not necessarily appear in your fortress.&lt;br /&gt;
*'''Parents''' - If the dwarf has known parents, they will appear here.&lt;br /&gt;
*'''Grandparents''' - Like known parents. They're separated into &amp;quot;paternal&amp;quot; and &amp;quot;maternal&amp;quot;.&lt;br /&gt;
*'''Sibling''' - If the dwarf in question has siblings, they will appear here. Like children, they do not necessarily have to be in the fortress.&lt;br /&gt;
*'''Deity''' - Ye old dwarven [[deity|god]]s are the most important non-familial relationships for a dwarf. Dwarves can have different levels of worship (&amp;quot;ardent&amp;quot;, &amp;quot;faithful&amp;quot;, &amp;quot;casual&amp;quot;, and &amp;quot;dubious&amp;quot;). Note that cursed creatures are ''always'' dubious worshipers of their deities, making this relationship an important sign of a [[vampire]]. Some dwarves don't worship any deities. A [[temple]] may be designated as a [[location]] from a [[meeting area]]. Worshiping at a temple reduces [[stress]] by a large amount, but not being able to worship causes further stress to develop.{{version|0.42.01}}&lt;br /&gt;
*'''Object of Worship''' - Dwarves tend to worship [[megabeast]]s that have attacked a settlement, most likely out of fear. This relationship is for now only aesthetic purposes, and does not change the behavior of the dwarf and the megabeast if the worshipper meets the worshipped.&lt;br /&gt;
*'''Friend''' - Dwarves that idle near other dwarves and/or have high [[social skill]]s tend to develop [[friend]]s. Making a friend takes some effort on the part of the dwarf, and happens most often within individual waves. [[Personality|Personalities]] play a part as well. Making friends causes a happy thought, as can be expected, and the death of friends causes unhappy ones. Lovers develop from a dwarf's pool of friends.&lt;br /&gt;
*'''Grudge''' - [[Grudge]]s are the opposite of friendships, and tend to develop between dwarves of conflicting personality traits. Sometimes it is possible to have your starting dwarves form grudges even before they arrive at the new fortress location. Making a grudge causes an unhappy thought, but ironically, the death of a grudgee actually causes a bad thought as well.&lt;br /&gt;
*'''Long-term Acquaintance''' - Long-term acquaintances are dwarves that are familiar with one another, but not yet friends. The death of an acquaintance does not produce a fun thought however the loss's occurrence. At [[embark]], the seven starting dwarves will each be long-term acquaintances or friends with each other.&lt;br /&gt;
*'''Passing Acquaintance''' - Passing acquaintances are dwarves that are familiar with one another, but just barely. As long term acquaintances do not produce a bad thought, passing ones do not either. If an acquaintance does not make contact with the dwarf over a time, they will be forgotten, absent from the relationships screen.&lt;br /&gt;
*'''Master/Apprentice''' - Scholars can serve as masters and apprentices to one another to improve certain skills.&lt;br /&gt;
&lt;br /&gt;
==Other familial relationships==&lt;br /&gt;
Dwarves can also have '''Uncles''', '''Aunts''', '''Nieces''', '''Nephews''' and '''Cousins''' listed as relationships. They do not appear to take special interest in the wellbeing of such relations. Migrants with long lists of such &amp;quot;extended family&amp;quot; are typically well-connected historical personalities, but expansive relative lists of this type also commonly appear when children in a fort manage to grow up to adulthood, marry and have children of their own. &lt;br /&gt;
As historical personages of special importance, [[monarch]]s frequently immigrate with a large number of distant relatives listed.&lt;br /&gt;
&lt;br /&gt;
==Making friends==&lt;br /&gt;
Over time, dwarves who spend time idling near each other will begin to form friendships and grudges. This happens through 'chats'.&lt;br /&gt;
&lt;br /&gt;
Two dwarves who are standing on the same tile, or adjacent tiles, may decide to chat if they are idle. Dwarves who are busy eating, drinking, or doing any job, will not chat with one another. This has the &amp;lt;s&amp;gt;interesting&amp;lt;/s&amp;gt; amusingly realistic effect that two dwarves who work side by side for years may barely know each other, or even not at all.&lt;br /&gt;
&lt;br /&gt;
As two dwarves accumulate these chats, they will form opinions of each other, based on a 'compatibility' score. Dwarves who like similar things (such as [[elephant]]s), have the same skills (such as two miners), or who have similar personalities will form friendships. These begin as passing acquaintances, who will then become long-term acquaintances (if the two aren't too compatible, but not too incompatible) or friends (if the two dwarves are compatible enough). Dwarves who are too incompatible may instead form grudges. Currently, only vastly different [[personality|personalities]] (such as a confident, selfless dwarf vs. a nervous but arrogant one) cause this, as differences in likes or skills don't hurt a dwarf's opinion of another. Changes in a dwarf's skill set can thus cause their opinions of another dwarf to change, potentially removing old grudges. Dwarves who don't chat enough may lose acquaintances over time.&lt;br /&gt;
&lt;br /&gt;
Dwarves who are compatible enough, and who chat enough, can become lovers. In order to be eligible for this, a dwarf has to be an adult, not have a age difference higher than ten years, be orientation-compatible, not be too closely related to their new friend, and have no other spouse or lover (even dead!). (However, it might be possible for a widow/widower dwarf to end up taking a new lover or spouse in very rare situations.){{verify}}. Lovers who continue to have enough opportunities to chat and are willing to commit will eventually get married.&lt;br /&gt;
&lt;br /&gt;
It is unknown how much of a role [[social skill]]s such as [[broker skills|conversationalist]], [[intimidator]], [[pacifier]], [[comedian]], [[negotiator]], [[flatterer]], [[consoler]], [[persuader]], or [[judge of intent]] play a role in relationships. In tests, idling dwarves with high social skills made friends (and grudges) a good deal quicker than unskilled dwarves.&lt;br /&gt;
&lt;br /&gt;
It is possible for two dwarves to have different opinions about each other. For example Urist can treat Bomrek as a long-term acquainted buddy while Bomrek counts Urist as a barely recognised person.&lt;br /&gt;
&lt;br /&gt;
{{Category|Relationships| }}&lt;/div&gt;</summary>
		<author><name>2128</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Statue&amp;diff=229590</id>
		<title>Statue</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Statue&amp;diff=229590"/>
		<updated>2017-03-09T15:49:24Z</updated>

		<summary type="html">&lt;p&gt;2128: tried to use a statue to visually block an area where I was keeping an invader behind fortifications: it didn't work and my dwarves were frequently getting &amp;quot;interrupted&amp;quot; until I used a wall instead.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Exceptional}}&lt;br /&gt;
&lt;br /&gt;
{{furniture|name=Statue&lt;br /&gt;
|tile=Ω&lt;br /&gt;
|stone=y&lt;br /&gt;
|metal=y&lt;br /&gt;
|glass=y&lt;br /&gt;
|ceramic=y&lt;br /&gt;
|rooms=&lt;br /&gt;
* [[Sculpture garden]]&lt;br /&gt;
|value=25&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Statues''' are decorative buildings which can be built from the {{k|b}}uild menu under {{k|s}}tatue. They can be created from one [[stone]] at the [[mason's workshop]], 3 [[metal]] at a [[metalsmith's forge]], [[sand]] or [[rock crystal]]s at a [[glass furnace]], or [[clay]] at a [[kiln]].&lt;br /&gt;
&lt;br /&gt;
Statues, like [[engraving]]s, depict people, places, things and events drawn from the game's generated history. Unlike engravings they do not display random geometric shapes, such as diamonds. Statues will often depict creatures that the artisan [[preferences|likes or loathes]], or other dwarves surrounded by the creatures they like or loathe. &lt;br /&gt;
&lt;br /&gt;
Because of their high base [[value]], statues can be quite valuable when crafted from valuable [[material]]s, such as precious [[metal]]s, or when crafted by a highly [[skill]]ed dwarf.  This makes them a good choice for raising the value of a [[room]] to create a legendary dining room, for instance, or to meet [[noble]]s' requirements for rooms of a certain value.&lt;br /&gt;
&lt;br /&gt;
You can create a [[sculpture garden]] from a statue's {{k|q}}uery menu. Dwarves with no job will spend time at a communal (non-assigned) statue garden appreciating the statues (which generates a happy [[thought]]). If the sculpture garden is private (assigned) then the owner will hang out there when there's no job to do. In addition to normal [[decoration]]s, a stone or ceramic statue can be glazed by a [[glazer]].&lt;br /&gt;
&lt;br /&gt;
Be careful when placing statues, because dwarves cannot normally move into the tile they occupy. (This also prevents dwarves from smoothing or engraving the floor underneath a statue.) A poorly placed statue can potentially seal off parts of your fortress. One can place a statue instead of a wall on a built floor, which leads to another possible use of statues: you may build a statue on a tile you don't want your dwarves to stand at. That makes an intentional [[cave-in]] much safer to carry out. Statues do not impede the flow of liquids ([[water]], [[magma]]). Creatures can see past statues as they do not completely block line of sight.&lt;br /&gt;
&lt;br /&gt;
During combat, [[dodging]] creatures can move into a statue tile. Dwarves will immediately step out of the statue tile once they recover their bearings. This detail can make statues useful in a [[danger room]], by providing more space for training dwarves to practice dodging without requiring massive numbers of [[spear|training spear]]s and [[mechanism]]s. Statues may also prove useful in archer emplacements to control where your dwarves normally stand, but still allow them a chance to dodge incoming fire.&lt;br /&gt;
&lt;br /&gt;
[[Building destroyer]]s will topple statues (deconstructing them, but not destroying them). This can make statues a useful delaying tactic while your crack military dwarves are finally collecting the [[weapon|arms]] and [[armor]] assigned to them months ago. &lt;br /&gt;
&lt;br /&gt;
A killed [[iron man]] or [[bronze colossus]] will transform into a masterwork statue upon death (made of [[iron]] and [[bronze]] respectively). The image is randomly generated upon creation, so it probably won't be a statue depicting the actual creature.&lt;br /&gt;
&lt;br /&gt;
In [[adventurer mode]], you can topple statues by pressing {{key|u}} to interact with them. Doing so will cause you to be cursed into either a [[werebeast]] or a [[vampire]], if these statues are in a [[temple]].&lt;br /&gt;
&lt;br /&gt;
{{Buildings}}&lt;br /&gt;
{{Category|Furniture}}&lt;/div&gt;</summary>
		<author><name>2128</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Farming&amp;diff=229515</id>
		<title>DF2014 Talk:Farming</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Farming&amp;diff=229515"/>
		<updated>2017-03-06T15:31:18Z</updated>

		<summary type="html">&lt;p&gt;2128: /* Too many crops! */ note fixed bug&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;We should probably figure out what all the new crops do! --[[User:Lawman0|Lawman0]] ([[User talk:Lawman0|talk]]) 04:13, 9 July 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Too many crops! ==&lt;br /&gt;
&lt;br /&gt;
I don't know exactly where to put this, but I have so many crops available for above ground farming that I can't see all the options. Some of them are covered up by the other options, such as the option to remove the farm plot. For example, rice is listed so far down the menu that I cannot see it. &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:50.29.204.94|50.29.204.94]]&amp;lt;/small&amp;gt;&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=6706 Known bug]. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 14:10, 21 July 2014 (UTC)&lt;br /&gt;
:: This bug has been now been fixed, see the Mantis link above. --[[User:2128|2128]] ([[User talk:2128|talk]]) 15:31, 6 March 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
== outdoor plants growing indoors ==&lt;br /&gt;
&lt;br /&gt;
I have one indoor plot that shows outdoor seed options... I have done nothing that I know of to make light come in. The other plots with normal options are 7 squares away. There is a a fungi wood trunk about 9 squares away, though it is a different room, maybe some how the light is getting in around the trunk...? This is the level immediately below the surface.{{unsigned|68.62.94.57}}&lt;br /&gt;
&lt;br /&gt;
:Trees are known to grow up through soil layers, and collapsing tree branches are known to punch through floors (both issues are on the bug tracker). You can examine the top-leftmost tile of your farm with the loo{{k|k}} command to see that the game thinks it is sunlit. There is currently no way to remove the sunlit status from a tile; once it is exposed to the sun it is forever light. Note also that farm plots consisting of light and dark tiles perform poorly, so you're best off deconstructing the farm and building an entirely light or dark farm instead.--[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 07:00, 26 July 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Re: Yield and Fertilization ==&lt;br /&gt;
&lt;br /&gt;
Removed from article:&lt;br /&gt;
&lt;br /&gt;
:''Each seed occupies one tile on the plot when planted. 1 to 5 plants are produced by each seed depending on the skill of the planter. Fertilizing a farm plot results in 1 additional plant produced per seed. So for example, with unskilled planters, yield is doubled with the use of fertilizer.''&lt;br /&gt;
&lt;br /&gt;
These numbers can't be right.; I have unfertilized stacks of 6 plants, and fertilized stacks of 8 plants.--[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 15:35, 2 August 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Red Crops ==&lt;br /&gt;
&lt;br /&gt;
It appears that when you store subterranean crop seeds in a light/above ground stockpile, the seeds are not available for planting. (Above ground crop seeds seem unaffected.) Can anyone confirm? Is this a bug? If it's a known part of farming, can it be added to the page? I'm using v0.42.06. --Guest [[Special:Contributions/208.52.112.70|208.52.112.70]] 13:06, 23 April 2016 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Nevermind...it appears this is more likely a repeat of [[40d:Farming#Red_crops]]...can the red crops information be added to the page again if it is still relevant? --Guest [[Special:Contributions/208.52.112.70|208.52.112.70]] 16:47, 23 April 2016 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: It looks like it was just never copied over from the 40d article into the more current ones, presumably because it would need to be verified again for the new version.  I don't see why this would have changed, and I think it could help people, so I'm going to copy it over with a verify note.  I don't know how to do a copy between versions properly, so if someone knows how to do that maybe they can revert this and do it the right way. (and mention how it's properly done if you want.) And I'll add a link here to the [[40d Talk:Farming#Red crops|somewhat in-depth v40d discussion about this]] --[[User:2128|2128]] ([[User talk:2128|talk]]) 23:29, 3 March 2017 (UTC)&lt;/div&gt;</summary>
		<author><name>2128</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Farming&amp;diff=229493</id>
		<title>Farming</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Farming&amp;diff=229493"/>
		<updated>2017-03-03T23:43:55Z</updated>

		<summary type="html">&lt;p&gt;2128: /* Bugs */  from the talk page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Masterwork|23:04, 8 April 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
[[Image:Df-crops-diagram.png|thumb|200px|General farming flowchart.]]&lt;br /&gt;
&lt;br /&gt;
'''Farming''' is the act of growing [[crop|crops]] for [[food]], [[alcohol]] production, [[cloth]] manufacturing, and [[paper]] making. While small forts can easily be sustained by plant gathering, [[hunting]] and trading, farming is vital to large settlements.&lt;br /&gt;
&lt;br /&gt;
Farming is done at a '''farm plot''' building ({{k|b}}-{{k|p}}, resize with {{k|u}}{{k|m}}{{k|k}}{{k|h}}). Building uses no resources, and can only be done on [[soil]] or [[Irrigation|muddied rock]]. Mud-free stone will not allow the building of a farm plot on top. Farming requires the &amp;quot;Farming (Fields)&amp;quot; [[labor]], and uses the [[Grower]] skill. Farm plots only display the kind of crops that they are able to grow when selected with the {{k|q}}uery key.&lt;br /&gt;
&lt;br /&gt;
Depending on [[Tile attributes|where the farm plot is constructed]], different crops may be planted. Farm plots built {{DFtext|Above Ground|2:1}} are not suitable for {{DFtext|Subterranean|0:1}} crops and vice versa. Note that the attributes {{DFtext|Inside|6:0:0}}, {{DFtext|Outside|3:0:1}} are of no relevance. You can grow surface plants indoors by channeling out the roof above the desired plot and then constructing a floor ({{k|b}}-{{k|C}}-{{k|f}}) over the open space. Doing this changes the tile from {{DFtext|Dark|0:0:1}} to {{DFtext|Light|6:0:1}}, despite there being a roof (you do '''not''' need to make the roof out of [[glass]] for this to work). A plot with mixed light and dark tiles may show plants as &amp;quot;available&amp;quot; when only a tiny fraction of the tiles in the farm are valid for planting them.&lt;br /&gt;
&lt;br /&gt;
Note that although you can construct a farm plot anywhere there is either a soil floor or a mud covering, this does not always mean the seeds you have — especially imported ones — can be planted there. Not all crops can be grown in a given [[biome]], and some biomes will prevent the planting of '''all''' above-ground crops.&lt;br /&gt;
&lt;br /&gt;
The yellow warning message, {{DFtext|No mud/soil for farm, Mud is left by water|6:0:1}}, is displayed on all above-ground tiles, regardless of whether the farm will function.{{version|0.34.11}}  This warning may be ignored.  Tiles that actually lack mud or soil are excluded from the construction entirely with a red warning message (either {{DFtext|Blocked|4:0:1}} or {{DFtext|Needs soil or mud|4:0:1}}).&lt;br /&gt;
&lt;br /&gt;
See the article on [[crop]]s for details on the conditions needed to grow the available plants. &lt;br /&gt;
&lt;br /&gt;
== Introduction to Farming ==&lt;br /&gt;
&lt;br /&gt;
First, build a farm plot &amp;quot;building&amp;quot; ({{k|b}}-{{k|p}}, resize with {{k|u}}{{k|m}}{{k|k}}{{k|h}}) on [[soil]] or [[irrigation|muddy]] rock.  Keep your farms ''small'' — 2x2 up to 4x4 or so.  Farms are surprisingly productive.  You can always make more farms later if you run low on plants, and having several small farms lets you diversify your crops.  (Each farm plot can only grow one kind of plant per season.)&lt;br /&gt;
&lt;br /&gt;
Once the farm plot has been built, you must select which crops to grow.  Press {{k|q}} and move the cursor over the farm.  You will see a list of crops you can select to grow in the local biome and current season.  You can change which season is displayed by pressing {{k|a}},{{k|b}},{{k|c}}, or {{k|d}}.  Move the blue selector up and down with {{k|-}} and {{k|+}}, and press {{k|Enter}} to choose a crop to plant during that season (highlighted in white). Crops displayed in red cannot be grown at the moment, either due to a lack of seeds, or a lack of growing days left before the crop goes out of season.&lt;br /&gt;
&lt;br /&gt;
You must have the appropriate [[seed]]s to plant a crop on a plot.  To easily see how many of each seed you have, you can go to the Kitchen menu ({{k|z}} {{k|right}} {{k|Enter}}).&lt;br /&gt;
&lt;br /&gt;
Since your dwarves require food, booze and clothing, you should set up a combination of plants that will supply all of these.  [[Plump helmet]]s are a good beginning crop for a first cave farm, and [[Strawberry|strawberries]] are a good choice for outdoor fields — both can be eaten raw, or brewed.  [[Pig tail]]s produce cloth, which will become important once your clothing starts to [[wear]].  Check the [[crop]]s page for details on different seeds.&lt;br /&gt;
&lt;br /&gt;
Cooking plants destroys their seeds, so you should disable the cooking of plants in the Kitchen menu.  Eating them, brewing them, or processing them through a farmer's workshop, quern or millstone will produce seeds.&lt;br /&gt;
&lt;br /&gt;
Instructing a plot to remain fallow ({{k|z}}) during a particular season will tell dwarves not to plant in that plot during that season. Note that, unlike in real life, crop rotation is not necessary; soil productivity is only affected by fertilizing, and the same crop may be grown indefinitely without a decrease in performance, even without fertilizer.&lt;br /&gt;
&lt;br /&gt;
=== Yield and Fertilization ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin: 1em&amp;quot;&lt;br /&gt;
! Farm Size !! Potash !! Per Square&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 1 || 1.000&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 1 || 0.500&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 1 || 0.333&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 2 || 0.500&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 2 || 0.400&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 2 || 0.333&lt;br /&gt;
|-&lt;br /&gt;
| 7 || 2 || 0.286&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 3 || 0.375&lt;br /&gt;
|-&lt;br /&gt;
| 11 || 3 || 0.272&lt;br /&gt;
|-&lt;br /&gt;
| 15 || 4 || 0.266&lt;br /&gt;
|-&lt;br /&gt;
| 19 || 5 || 0.263&lt;br /&gt;
|-&lt;br /&gt;
| 23 || 6 || 0.260&lt;br /&gt;
|-&lt;br /&gt;
| 27 || 7 || 0.259&lt;br /&gt;
|}&lt;br /&gt;
Each farm tile requires a single seed to be planted. Unfertilized farm tiles can produce a stack of 0-6 plants when harvested, depending upon the [[Grower|skill]] of the planter and random chance. Experimentally, fertilizing a farm plot boosts production by 1-3 additional plants per stack each harvest, though the exact mechanism is unknown. For unskilled planters, yield can be effectively doubled with the use of fertilizer. This can be particularly important early on, when your fortress's seed supply is limited, because those extra plants mean more seeds for planting next season. Many crops, like quarry bushes, are impossible to farm effectively in the beginning without fertilizer. Larger harvest stack sizes can also dramatically increase the efficiency of downstream industries; see the [[grower]] article for more discussion.&lt;br /&gt;
&lt;br /&gt;
To fertilize a farm plot, one needs [[potash]], which is produced by processing [[ash]]. Each plot must be re-fertilized each season, and the fertilizer must be in place at the time the seeds reach maturity.  It does not matter whether the plot is fertilized at the time of planting. {{cite forum|139382/5375231}}&lt;br /&gt;
&lt;br /&gt;
Fertilizing a farm plot requires ''floor(plot_size / 4) + 1'' potash.  The table on the right illustrates the efficiency of potash as a function of plot size.  Generally, larger farms use less, approaching a limit of 1/4 bar per square.  The worst yields per tile are multiples of 4; if one plants to optimize harvest yield, it's most efficient to have plots of size ''4n - 1'', where n is the number of potash used.  Suitable sizes are 1x3, 1x7, 3x5, 3x9, 5x7, and 7x9. If one plans to optimize farmer experience, plots of size 2 or 4 can fertilized and seeded quickest, and experience can be distributed among more farmers. This ensures that if a bounty of crop is needed in the future, your farmers can yield more without potash, can plant and harvest quicker, and will have more time for other jobs in between.&lt;br /&gt;
&lt;br /&gt;
Fertilizer may be applied to a plot by pressing {{k|f}} while viewing the plot.  Only dwarves with the Farming (Fields) labor will apply fertilizer; this grants 30 XP of farming experience for each unit of potash used.  Pressing {{k|s}} toggles seasonal fertilization.  This does nothing until the next [[season]], at which time the plot will be automatically fertilized.  Note that if you do not have a potash stockpile near your farm plots, your legendary farmers may spend all of their time hauling single bars of potash from all the way on the other side of your fortress, rather than growing food.  &lt;br /&gt;
&lt;br /&gt;
'''Potash Production Chain:'''&lt;br /&gt;
Wood [[Stockpile]] &amp;gt; Wood [[Furnace]] produces [[Ash]] (as [[bars]]) &amp;gt; [[Ashery]] produces [[potash]] (as [[bars]]).&lt;br /&gt;
Note:  5 bars are stored in a [[bin]].  An [[Ashery]] requires a [[block]], barrel, and bucket as components.&lt;br /&gt;
&lt;br /&gt;
=== Subterranean Farming ===&lt;br /&gt;
&lt;br /&gt;
To grow the six &amp;quot;dwarven&amp;quot; plants, you will need an underground farm plot.  The seeds and spawn available to your dwarves at embark will only grow underground. Underground farm plots must be placed on soil or [[mud]]dy stone.&lt;br /&gt;
&lt;br /&gt;
Muddying a stone floor requires temporarily covering it with water; common methods include a [[Irrigation#via_Buckets|bucket brigade]] or '''controlled''' [[flood]]ing (see: [[Irrigation]]) by temporarily diverting a river or pool, using a [[floodgate]] or [[door]] to stop the flow. You may also find a muddied area in a [[cavern]], but note that each tile underneath the farm plot must be muddied. Most caverns have entire open areas which will be permanently covered in mud, but if you dig into the walls of a cavern or chisel away a pillar, the freshly cut floor area will not be muddied until you get it wet.  Underground caverns are dirty, and frequently contain [[Mud|piles of mud]] that are perfect for quickly setting up farms. However, given the wide variety of creatures found in caverns, you may want to take precautions.  Consider keeping a [[squad]] close at hand to guard the farm, or walling off a muddied area for your dwarves' exclusive use.&lt;br /&gt;
&lt;br /&gt;
Underground farming is not restricted to soil layers and caverns; underground floor of any material — rough stone, smoothed stone, ore, gem — can support subterranean farm plots once there is a layer of mud covering it.  See [[irrigation]] for tips on getting the right amount of water to the farm plots.&lt;br /&gt;
&lt;br /&gt;
=== Above Ground Farming ===&lt;br /&gt;
Farming of above ground crops is only possible on tiles that lie in a biome supporting their growth. Which crops are farmable depends on the biome - only plants &amp;quot;native&amp;quot; to a biome can actually be grown in a location: you cannot farm yams in a [[taiga]], or [[hemp]] in a [[tropical]] rainforest. There are also biomes where aboveground farming is entirely impossible, since no crops are native to them: these are the notoriously cold [[Glacier]] and [[Tundra]], but also all [[Mountain]] and [[Ocean]] [[biome]]s. The most widespread crops can be farmed in all land biomes with the exceptions mentioned above; this ubiquitous availability uses the internal reference NOT_FREEZING, but that label is somewhat misleading, since it's a [[Biome token|shorthand]] for a group of specific biomes and doesn't imply anything about the actual temperature - mountains and oceans are generally infertile, no matter what temperature range the embark screen lists, and a [[Taiga]] with &amp;quot;freezing&amp;quot; temperatures allows farming above ground plants.&lt;br /&gt;
&lt;br /&gt;
Above ground farming is basically the same as underground farming, with the simplifying distinction that above ground plots typically do not require preparatory work. However, there are some complications.&lt;br /&gt;
&lt;br /&gt;
The first complication is that seeds cannot be chosen at embark, as dwarven civilizations do not have access to those sort of plants.  They can be bought from [[Elves|elven]] and [[human]] caravans; above-ground plants can be gathered using the [[Plant gathering]] designation, and then [[brewer|brewed]], [[miller|milled]], [[thresher|threshed]] or [[food|eaten]] directly (depending on the plant) to produce seeds.&lt;br /&gt;
&lt;br /&gt;
The second complication is that the farming must be done on [[soil]] or muddied rock, which is [[above ground]].  Typically, it is done on the surface, which is dangerous (due to aggressive animals, ambushes and sieges).  However, any land which has ever been exposed to sunlight becomes permanently marked as &amp;quot;above ground&amp;quot;.  So, if you have multiple Z-layers of soil, you can channel some above-ground land, remove the resulting ramps, then construct a floor above, where the surface once was.  The (now inside and protected) lower soil will still be suitable for farming outdoor plants like [[strawberry|strawberries]], [[longland grass]], [[rope reed]], and anything else you may find. If your soil is not thick enough, you may still get a secure above ground farm by doing the same with any stone and muddying it. Alternatively, you may build a greenhouse by [[wall]]ing around some soil.&lt;br /&gt;
&lt;br /&gt;
The various crops require particular environments to grow. On an embark which crosses multiple biomes, it's not unusual for aboveground farms in different biomes to have different lists of available crops. &lt;br /&gt;
&lt;br /&gt;
Note that when creating an above ground plot, the interface may incorrectly display &amp;quot;No mud/soil for farm&amp;quot;, even though mud is present. {{bug|249}} The message can be ignored.&lt;br /&gt;
&lt;br /&gt;
== Farm plots in action ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right;margin:1em;width:35%&amp;quot;&lt;br /&gt;
|+ Growth duration for subterranean crops&lt;br /&gt;
|-&lt;br /&gt;
! Crops !! Game [[Time|ticks]] until harvest !! Days until harvest&lt;br /&gt;
|-&lt;br /&gt;
| Plump helmet, pig tail || 30000 || 25 days&lt;br /&gt;
|-&lt;br /&gt;
| Cave wheat, sweet pod, quarry bush, dimple cup || 50000 || 41.666 days&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Once a farm plot has been built and crops have been selected for the current season, dwarves with the &amp;quot;[[Grower|Farming (Fields)]]&amp;quot; labor enabled will begin planting the selected seeds.  One seed is used per tile.  The higher a Dwarf's grower skill in planting, the more plants will be harvested from each seed planted. The farming labor is fairly low in priority, so if you want a full-time farmer, it is best to disable all other labors.&lt;br /&gt;
&lt;br /&gt;
Plants take time to grow, depending on their type. Once a plant is fully grown, a dwarf will harvest it. By default, any dwarf will do this. Harvesting plants is not affected by any skill, although it provides a small amount of grower experience. So it's a good idea to set only your planters to harvest, not anyone. To do that, set option &amp;quot;Only Farmers Harvest&amp;quot; {{k|o}}{{k|h}}. This is useful only to train your planter faster; once they're skilled enough, everyone can be allowed to harvest again so the haulers can take care of half the farming work.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border-spacing: 0&amp;quot;&lt;br /&gt;
|{{RT|≈|6:0}}||{{RT|`|0:1}}||{{RT|τ|6:1}}||{{RT|═|6:0}}||{{RT|≈|6:0}}&lt;br /&gt;
|-&lt;br /&gt;
|{{RT|≈|6:0}}||{{RT|≈|6:0}}||{{RT|τ|6:1}}||{{RT|═|6:0}}||{{RT|≈|6:0}}&lt;br /&gt;
|-&lt;br /&gt;
|{{RT|≈|6:0}}||{{RT|≈|6:0}}||{{RT|τ|6:1}}||{{RT|═|6:0}}||{{RT|≈|6:0}}&lt;br /&gt;
|-&lt;br /&gt;
|{{RT|≈|6:0}}||{{RT|τ|6:1}}||{{RT|═|6:0}}||{{RT|≈|6:0}}||{{RT|≈|6:0}}&lt;br /&gt;
|-&lt;br /&gt;
|{{RT|≈|6:0}}||{{RT|τ|6:1}}||{{RT|═|6:0}}||{{RT|≈|6:0}}||{{RT|≈|6:0}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
In the farm plot shown on the right, {{Tile|≈|6:0}} indicates tiles awaiting planting, {{Tile|═|6:0}} indicates tiles that have been planted and are now growing, and {{Tile|τ|6:1}} indicates [[longland grass]] plants that are ready for harvesting.&lt;br /&gt;
&lt;br /&gt;
If harvested plants are not moved to a stockpile in time, they will wither. These plants will eventually [[rot]] away. There's no use for withered plants. If, when the seasons change, the previous crop can not grow anymore, all immature plants will be destroyed yielding neither seed nor plant. If the farmers are &amp;quot;aware&amp;quot; of this limitation, they will automatically stop planting crops that haven't enough time to ripen, but you might lose a few seeds in your first year when growers of insufficient skill plant seeds too close to the cutoff.&lt;br /&gt;
&lt;br /&gt;
Depending on the number of growers and their experience and the rate at which the plant grows, not all squares of large plots may be used.&lt;br /&gt;
&lt;br /&gt;
Any farm plot that has both Above Ground and Subterranean tile attributes within the plot will only be partially planted, if at all. Verify using {{k|k}} over each square of the plot and remake as needed to follow the proper attributes.&lt;br /&gt;
&lt;br /&gt;
== Management ==&lt;br /&gt;
&lt;br /&gt;
Create a custom [[stockpile]] near your [[farm]] which only accepts [[seed]]s. This will consolidate your seeds into one place, instead of having them littered all through the [[dining room]]. As a single barrel can hold up to 10 seed [[bag]]s (each of which can hold 100 seeds of a specific type), and there is a maximum of 200 seeds of each type in the whole fortress, this stockpile need only be three or four tiles. (For DF2014 the theoretical maximum is 31 tiles for 200 seeds of each of 155 crops, but the actual maximum needed is much less because no fort will be situated in the right place to grow all of those. Four tiles gives enough space for 20 different crops.) Unfortunately, due to an outstanding bug, consolidating your seeds will increase the amount of planting job cancellation spam; see the [[#Bugs|Bugs]] section below for workarounds.&lt;br /&gt;
&lt;br /&gt;
It may also be a good idea to set aside a few seeds from each type of crop and [[forbid]] them, as a seed bank in case of [[fun|fun times]].&lt;br /&gt;
&lt;br /&gt;
You can also create a custom stockpile that will only accept [[plant]]s, to avoid having it all mixed up with your [[meat]] and [[drink]]s. It would be a good idea to have this stockpile near your [[still]], [[farmer's workshop]], [[kitchen]], etc. If you suffer from plump helmet overflow, create a plump-helmet-only stockpile, forbid plump helmets from all other food stockpiles, and let the crops in the field die if they can't be picked. It is worth noting that withering crops in the field do not produce miasma.&lt;br /&gt;
&lt;br /&gt;
Use the [[stocks]] menu, and go to the Kitchen tab. From here you can see how many of each kind of food you have. If you're running out of a certain kind of seed, toggle the corresponding plant &amp;quot;Cook&amp;quot; setting to red. [[Cooking]] plants doesn't leave a seed. If you have too many of a certain kind of seed, or of plump helmet, as noted above, toggle the seed &amp;quot;Cook&amp;quot; setting to blue. Just make sure you check on the stocks and toggle it back before you run out, or use the seed bank idea above.&lt;br /&gt;
&lt;br /&gt;
===Managing Seeds===&lt;br /&gt;
[[Seed]]s are used to grow [[crop]]s. You may begin the game with a certain number of seeds, [[trade]] for them, or [[plant gathering|gather]] them. In addition to this, eating, [[milling]] and [[brewing]] plants often yield a seed (assuming your fortress hasn't hit the seed cap for that plant). [[Cooking]] plants does not yield seeds, and cooking seeds makes them unusable for planting, so you may want to watch out and make sure you don't convert the last of your plants into +strawberry roast+ without the ability to make more.&lt;br /&gt;
&lt;br /&gt;
You can create a custom [[stockpile]] near your [[farm]] which will only accept [[seed]]s. This will consolidate your seeds into one place, instead of having them littered all through the [[dining room]]. Seeds are stored in [[bag]]s (up to 100 seeds per bag), and seed bags can be stored in barrels. It is recommended not to use barrels on seeds stockpiles, however, since the hauling habits of the current version lead to barrels getting carted around to collect each and every loose seed, interrupting the planting work.&lt;br /&gt;
&lt;br /&gt;
Each plant has a seed cap set at 200 (this value can be adjusted in [[d_init.txt]]). [[Brewing]], [[milling]], and [[food|eating]] raw plants will not generate additional seeds once the cap is reached, although you may still get additional seed bags via [[trading]] and thus exceed this limit. Once the count of seeds falls below 200, new seeds will again be generated.&lt;br /&gt;
&lt;br /&gt;
There is also a fortress-wide total seed cap, initially set at 3000 (also configurable in [[d_init.txt]]). Once your fortress reaches this cap new seeds will still be generated, but the oldest seeds on the map will disappear. Unfortunately, this cap counts all seeds on the map, including those carried by traders {{bug|8108}}, and removes old seeds even if they have already been planted {{bug|8107}}. Finally, because the two caps behave differently, they can cause undesirable behavior when both are in operation {{bug|8091}}. &lt;br /&gt;
&lt;br /&gt;
Seeds may be toggled for [[cooking]] on the Kitchen tab of the [[stocks]] menu. Disabling seed cooking will keep your seeds safe from starving dwarves. Although the item properties label them as EDIBLE_RAW, [[quarry bush|rock nuts]], like all other seeds, are ''not'' consumed as-is.&lt;br /&gt;
&lt;br /&gt;
===Managing Crops===&lt;br /&gt;
When your [[crop]]s are ripe, your dwarves will harvest them from the farm plots. This will yield one or more [[stack]]s of [[plant]]s, which will be [[hauling|hauled]] to the appropriate [[stockpile]]. It is generally a good idea to have sufficient [[barrel]]s to hold the food, as [[food]] is subject to [[wear|withering]] and the predation of [[vermin]]. [[Metal]] barrels are especially effective against vermin.&lt;br /&gt;
&lt;br /&gt;
You can create a custom stockpile that will only accept [[plant]]s, to avoid having it all mixed up with your [[meat]] and [[drink]]s. It would be a good idea to have this stockpile near your [[still]], [[farmer's workshop]], [[kitchen]], etc. You may also choose to make more specialized stockpiles, for instance if your [[windmill]] is located far away from your farms, you might have small nearby stockpiles dedicated solely to millable plants and [[flour]] so as to save on hauling.&lt;br /&gt;
&lt;br /&gt;
The Kitchen tab on the [[stocks]] menu allows you to control which crops, if any, your dwarves will use as ingredients when cooking. Be careful when you are cultivating new crops or running low on others, and make sure you don't cook the last of them instead of recovering the valuable seeds. Note that experienced [[farmer]]s and crop [[fertilize|fertilization]] significantly increase the return on planted seeds, and can be quite useful when attempting to build your seed stockpile.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;Store item in container&amp;quot; jobs block access to items already in the container. This causes stored seeds to become unavailable, spamming job cancellations. {{bug|9004}}&lt;br /&gt;
** Workaround #1: set your seed stockpile to only take from links ({{k|a}}). When seed supplies run low, toggle it back to &amp;quot;anywhere&amp;quot; temporarily to gather up all the loose seeds.&lt;br /&gt;
** Workaround #2: disable barrels ({{k|E}}) in the seed stockpile.  This means making the stockpile larger, as only one seed bag will be stored per tile. However, at 100 seeds per bag and with the 200 seed cap per seed type (cf. [[seed]]), this still only amounts to 12 tiles for a full underground-crop seed stockpile, assuming each seed type is only stored in 2 bags. Haulers will still lock a whole bag to gather individual seeds, but this is better than locking a whole barrel full of seed bags.&lt;br /&gt;
** Workaround #3: create two custom [[stockpile]]s which only accept [[seed]]s. Disable barrels in the first stockpile, and set it to give to the second stockpile. Set the second to only take from links. &lt;br /&gt;
** Workaround #4: disable seeds in all stockpiles and recruit a few extra farmers. No hauled seeds means no planting job cancellation spam.&lt;br /&gt;
&lt;br /&gt;
* Fortress-wide seed cap counts seeds carried by traders {{bug|8108}}&lt;br /&gt;
* Fortress-wide seed cap removes seeds that have already been planted {{bug|8107}}&lt;br /&gt;
* Conflict between seed caps can cause all seeds for a crop to disappear {{bug|8091}}&lt;br /&gt;
* Some crops can't be processed, and so can't be used or replanted {{bug|6940}}&lt;br /&gt;
** [http://www.bay12forums.com/smf/index.php?topic=162231.msg7321878#msg7321878 partial workaround] by editing the raws for bitter vetch (possibly works for other crops too)&lt;br /&gt;
&lt;br /&gt;
* The farm plot crop menu can't display all of the crop names if there are too many crops it's possible to grow {{bug|6706}}&lt;br /&gt;
&lt;br /&gt;
== Troubleshooting and FAQ ==&lt;br /&gt;
&lt;br /&gt;
=== Red crops ===&lt;br /&gt;
&lt;br /&gt;
Crops will sometimes be displayed as red in the field listing. This is believed to mean:{{verify}}&lt;br /&gt;
* Your farmers do have the required seeds to plant this, ''but''&lt;br /&gt;
* There is not enough time left this season for the crop to grow before next season, ''and''&lt;br /&gt;
** This crop can not be grown next season, ''or''&lt;br /&gt;
** It is winter, because crops don't wrap around year to year.&lt;br /&gt;
See [[DF2014 Talk:Farming#Red Crops|the discussion on the talk page]] for more details.&lt;br /&gt;
&lt;br /&gt;
{{Farming FAQ}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Irrigation]]&lt;br /&gt;
* [[Tile attributes]]&lt;br /&gt;
* [[Crops]]&lt;br /&gt;
* [[How large a farm do i need|How large a farm do I need?]] &lt;br /&gt;
&lt;br /&gt;
{{Category|Buildings}}&lt;br /&gt;
{{Industry}}&lt;/div&gt;</summary>
		<author><name>2128</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Farming&amp;diff=229492</id>
		<title>Farming</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Farming&amp;diff=229492"/>
		<updated>2017-03-03T23:30:31Z</updated>

		<summary type="html">&lt;p&gt;2128: /* Red Crops */ capitalization&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Masterwork|23:04, 8 April 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
[[Image:Df-crops-diagram.png|thumb|200px|General farming flowchart.]]&lt;br /&gt;
&lt;br /&gt;
'''Farming''' is the act of growing [[crop|crops]] for [[food]], [[alcohol]] production, [[cloth]] manufacturing, and [[paper]] making. While small forts can easily be sustained by plant gathering, [[hunting]] and trading, farming is vital to large settlements.&lt;br /&gt;
&lt;br /&gt;
Farming is done at a '''farm plot''' building ({{k|b}}-{{k|p}}, resize with {{k|u}}{{k|m}}{{k|k}}{{k|h}}). Building uses no resources, and can only be done on [[soil]] or [[Irrigation|muddied rock]]. Mud-free stone will not allow the building of a farm plot on top. Farming requires the &amp;quot;Farming (Fields)&amp;quot; [[labor]], and uses the [[Grower]] skill. Farm plots only display the kind of crops that they are able to grow when selected with the {{k|q}}uery key.&lt;br /&gt;
&lt;br /&gt;
Depending on [[Tile attributes|where the farm plot is constructed]], different crops may be planted. Farm plots built {{DFtext|Above Ground|2:1}} are not suitable for {{DFtext|Subterranean|0:1}} crops and vice versa. Note that the attributes {{DFtext|Inside|6:0:0}}, {{DFtext|Outside|3:0:1}} are of no relevance. You can grow surface plants indoors by channeling out the roof above the desired plot and then constructing a floor ({{k|b}}-{{k|C}}-{{k|f}}) over the open space. Doing this changes the tile from {{DFtext|Dark|0:0:1}} to {{DFtext|Light|6:0:1}}, despite there being a roof (you do '''not''' need to make the roof out of [[glass]] for this to work). A plot with mixed light and dark tiles may show plants as &amp;quot;available&amp;quot; when only a tiny fraction of the tiles in the farm are valid for planting them.&lt;br /&gt;
&lt;br /&gt;
Note that although you can construct a farm plot anywhere there is either a soil floor or a mud covering, this does not always mean the seeds you have — especially imported ones — can be planted there. Not all crops can be grown in a given [[biome]], and some biomes will prevent the planting of '''all''' above-ground crops.&lt;br /&gt;
&lt;br /&gt;
The yellow warning message, {{DFtext|No mud/soil for farm, Mud is left by water|6:0:1}}, is displayed on all above-ground tiles, regardless of whether the farm will function.{{version|0.34.11}}  This warning may be ignored.  Tiles that actually lack mud or soil are excluded from the construction entirely with a red warning message (either {{DFtext|Blocked|4:0:1}} or {{DFtext|Needs soil or mud|4:0:1}}).&lt;br /&gt;
&lt;br /&gt;
See the article on [[crop]]s for details on the conditions needed to grow the available plants. &lt;br /&gt;
&lt;br /&gt;
== Introduction to Farming ==&lt;br /&gt;
&lt;br /&gt;
First, build a farm plot &amp;quot;building&amp;quot; ({{k|b}}-{{k|p}}, resize with {{k|u}}{{k|m}}{{k|k}}{{k|h}}) on [[soil]] or [[irrigation|muddy]] rock.  Keep your farms ''small'' — 2x2 up to 4x4 or so.  Farms are surprisingly productive.  You can always make more farms later if you run low on plants, and having several small farms lets you diversify your crops.  (Each farm plot can only grow one kind of plant per season.)&lt;br /&gt;
&lt;br /&gt;
Once the farm plot has been built, you must select which crops to grow.  Press {{k|q}} and move the cursor over the farm.  You will see a list of crops you can select to grow in the local biome and current season.  You can change which season is displayed by pressing {{k|a}},{{k|b}},{{k|c}}, or {{k|d}}.  Move the blue selector up and down with {{k|-}} and {{k|+}}, and press {{k|Enter}} to choose a crop to plant during that season (highlighted in white). Crops displayed in red cannot be grown at the moment, either due to a lack of seeds, or a lack of growing days left before the crop goes out of season.&lt;br /&gt;
&lt;br /&gt;
You must have the appropriate [[seed]]s to plant a crop on a plot.  To easily see how many of each seed you have, you can go to the Kitchen menu ({{k|z}} {{k|right}} {{k|Enter}}).&lt;br /&gt;
&lt;br /&gt;
Since your dwarves require food, booze and clothing, you should set up a combination of plants that will supply all of these.  [[Plump helmet]]s are a good beginning crop for a first cave farm, and [[Strawberry|strawberries]] are a good choice for outdoor fields — both can be eaten raw, or brewed.  [[Pig tail]]s produce cloth, which will become important once your clothing starts to [[wear]].  Check the [[crop]]s page for details on different seeds.&lt;br /&gt;
&lt;br /&gt;
Cooking plants destroys their seeds, so you should disable the cooking of plants in the Kitchen menu.  Eating them, brewing them, or processing them through a farmer's workshop, quern or millstone will produce seeds.&lt;br /&gt;
&lt;br /&gt;
Instructing a plot to remain fallow ({{k|z}}) during a particular season will tell dwarves not to plant in that plot during that season. Note that, unlike in real life, crop rotation is not necessary; soil productivity is only affected by fertilizing, and the same crop may be grown indefinitely without a decrease in performance, even without fertilizer.&lt;br /&gt;
&lt;br /&gt;
=== Yield and Fertilization ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin: 1em&amp;quot;&lt;br /&gt;
! Farm Size !! Potash !! Per Square&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 1 || 1.000&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 1 || 0.500&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 1 || 0.333&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 2 || 0.500&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 2 || 0.400&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 2 || 0.333&lt;br /&gt;
|-&lt;br /&gt;
| 7 || 2 || 0.286&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 3 || 0.375&lt;br /&gt;
|-&lt;br /&gt;
| 11 || 3 || 0.272&lt;br /&gt;
|-&lt;br /&gt;
| 15 || 4 || 0.266&lt;br /&gt;
|-&lt;br /&gt;
| 19 || 5 || 0.263&lt;br /&gt;
|-&lt;br /&gt;
| 23 || 6 || 0.260&lt;br /&gt;
|-&lt;br /&gt;
| 27 || 7 || 0.259&lt;br /&gt;
|}&lt;br /&gt;
Each farm tile requires a single seed to be planted. Unfertilized farm tiles can produce a stack of 0-6 plants when harvested, depending upon the [[Grower|skill]] of the planter and random chance. Experimentally, fertilizing a farm plot boosts production by 1-3 additional plants per stack each harvest, though the exact mechanism is unknown. For unskilled planters, yield can be effectively doubled with the use of fertilizer. This can be particularly important early on, when your fortress's seed supply is limited, because those extra plants mean more seeds for planting next season. Many crops, like quarry bushes, are impossible to farm effectively in the beginning without fertilizer. Larger harvest stack sizes can also dramatically increase the efficiency of downstream industries; see the [[grower]] article for more discussion.&lt;br /&gt;
&lt;br /&gt;
To fertilize a farm plot, one needs [[potash]], which is produced by processing [[ash]]. Each plot must be re-fertilized each season, and the fertilizer must be in place at the time the seeds reach maturity.  It does not matter whether the plot is fertilized at the time of planting. {{cite forum|139382/5375231}}&lt;br /&gt;
&lt;br /&gt;
Fertilizing a farm plot requires ''floor(plot_size / 4) + 1'' potash.  The table on the right illustrates the efficiency of potash as a function of plot size.  Generally, larger farms use less, approaching a limit of 1/4 bar per square.  The worst yields per tile are multiples of 4; if one plants to optimize harvest yield, it's most efficient to have plots of size ''4n - 1'', where n is the number of potash used.  Suitable sizes are 1x3, 1x7, 3x5, 3x9, 5x7, and 7x9. If one plans to optimize farmer experience, plots of size 2 or 4 can fertilized and seeded quickest, and experience can be distributed among more farmers. This ensures that if a bounty of crop is needed in the future, your farmers can yield more without potash, can plant and harvest quicker, and will have more time for other jobs in between.&lt;br /&gt;
&lt;br /&gt;
Fertilizer may be applied to a plot by pressing {{k|f}} while viewing the plot.  Only dwarves with the Farming (Fields) labor will apply fertilizer; this grants 30 XP of farming experience for each unit of potash used.  Pressing {{k|s}} toggles seasonal fertilization.  This does nothing until the next [[season]], at which time the plot will be automatically fertilized.  Note that if you do not have a potash stockpile near your farm plots, your legendary farmers may spend all of their time hauling single bars of potash from all the way on the other side of your fortress, rather than growing food.  &lt;br /&gt;
&lt;br /&gt;
'''Potash Production Chain:'''&lt;br /&gt;
Wood [[Stockpile]] &amp;gt; Wood [[Furnace]] produces [[Ash]] (as [[bars]]) &amp;gt; [[Ashery]] produces [[potash]] (as [[bars]]).&lt;br /&gt;
Note:  5 bars are stored in a [[bin]].  An [[Ashery]] requires a [[block]], barrel, and bucket as components.&lt;br /&gt;
&lt;br /&gt;
=== Subterranean Farming ===&lt;br /&gt;
&lt;br /&gt;
To grow the six &amp;quot;dwarven&amp;quot; plants, you will need an underground farm plot.  The seeds and spawn available to your dwarves at embark will only grow underground. Underground farm plots must be placed on soil or [[mud]]dy stone.&lt;br /&gt;
&lt;br /&gt;
Muddying a stone floor requires temporarily covering it with water; common methods include a [[Irrigation#via_Buckets|bucket brigade]] or '''controlled''' [[flood]]ing (see: [[Irrigation]]) by temporarily diverting a river or pool, using a [[floodgate]] or [[door]] to stop the flow. You may also find a muddied area in a [[cavern]], but note that each tile underneath the farm plot must be muddied. Most caverns have entire open areas which will be permanently covered in mud, but if you dig into the walls of a cavern or chisel away a pillar, the freshly cut floor area will not be muddied until you get it wet.  Underground caverns are dirty, and frequently contain [[Mud|piles of mud]] that are perfect for quickly setting up farms. However, given the wide variety of creatures found in caverns, you may want to take precautions.  Consider keeping a [[squad]] close at hand to guard the farm, or walling off a muddied area for your dwarves' exclusive use.&lt;br /&gt;
&lt;br /&gt;
Underground farming is not restricted to soil layers and caverns; underground floor of any material — rough stone, smoothed stone, ore, gem — can support subterranean farm plots once there is a layer of mud covering it.  See [[irrigation]] for tips on getting the right amount of water to the farm plots.&lt;br /&gt;
&lt;br /&gt;
=== Above Ground Farming ===&lt;br /&gt;
Farming of above ground crops is only possible on tiles that lie in a biome supporting their growth. Which crops are farmable depends on the biome - only plants &amp;quot;native&amp;quot; to a biome can actually be grown in a location: you cannot farm yams in a [[taiga]], or [[hemp]] in a [[tropical]] rainforest. There are also biomes where aboveground farming is entirely impossible, since no crops are native to them: these are the notoriously cold [[Glacier]] and [[Tundra]], but also all [[Mountain]] and [[Ocean]] [[biome]]s. The most widespread crops can be farmed in all land biomes with the exceptions mentioned above; this ubiquitous availability uses the internal reference NOT_FREEZING, but that label is somewhat misleading, since it's a [[Biome token|shorthand]] for a group of specific biomes and doesn't imply anything about the actual temperature - mountains and oceans are generally infertile, no matter what temperature range the embark screen lists, and a [[Taiga]] with &amp;quot;freezing&amp;quot; temperatures allows farming above ground plants.&lt;br /&gt;
&lt;br /&gt;
Above ground farming is basically the same as underground farming, with the simplifying distinction that above ground plots typically do not require preparatory work. However, there are some complications.&lt;br /&gt;
&lt;br /&gt;
The first complication is that seeds cannot be chosen at embark, as dwarven civilizations do not have access to those sort of plants.  They can be bought from [[Elves|elven]] and [[human]] caravans; above-ground plants can be gathered using the [[Plant gathering]] designation, and then [[brewer|brewed]], [[miller|milled]], [[thresher|threshed]] or [[food|eaten]] directly (depending on the plant) to produce seeds.&lt;br /&gt;
&lt;br /&gt;
The second complication is that the farming must be done on [[soil]] or muddied rock, which is [[above ground]].  Typically, it is done on the surface, which is dangerous (due to aggressive animals, ambushes and sieges).  However, any land which has ever been exposed to sunlight becomes permanently marked as &amp;quot;above ground&amp;quot;.  So, if you have multiple Z-layers of soil, you can channel some above-ground land, remove the resulting ramps, then construct a floor above, where the surface once was.  The (now inside and protected) lower soil will still be suitable for farming outdoor plants like [[strawberry|strawberries]], [[longland grass]], [[rope reed]], and anything else you may find. If your soil is not thick enough, you may still get a secure above ground farm by doing the same with any stone and muddying it. Alternatively, you may build a greenhouse by [[wall]]ing around some soil.&lt;br /&gt;
&lt;br /&gt;
The various crops require particular environments to grow. On an embark which crosses multiple biomes, it's not unusual for aboveground farms in different biomes to have different lists of available crops. &lt;br /&gt;
&lt;br /&gt;
Note that when creating an above ground plot, the interface may incorrectly display &amp;quot;No mud/soil for farm&amp;quot;, even though mud is present. {{bug|249}} The message can be ignored.&lt;br /&gt;
&lt;br /&gt;
== Farm plots in action ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right;margin:1em;width:35%&amp;quot;&lt;br /&gt;
|+ Growth duration for subterranean crops&lt;br /&gt;
|-&lt;br /&gt;
! Crops !! Game [[Time|ticks]] until harvest !! Days until harvest&lt;br /&gt;
|-&lt;br /&gt;
| Plump helmet, pig tail || 30000 || 25 days&lt;br /&gt;
|-&lt;br /&gt;
| Cave wheat, sweet pod, quarry bush, dimple cup || 50000 || 41.666 days&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Once a farm plot has been built and crops have been selected for the current season, dwarves with the &amp;quot;[[Grower|Farming (Fields)]]&amp;quot; labor enabled will begin planting the selected seeds.  One seed is used per tile.  The higher a Dwarf's grower skill in planting, the more plants will be harvested from each seed planted. The farming labor is fairly low in priority, so if you want a full-time farmer, it is best to disable all other labors.&lt;br /&gt;
&lt;br /&gt;
Plants take time to grow, depending on their type. Once a plant is fully grown, a dwarf will harvest it. By default, any dwarf will do this. Harvesting plants is not affected by any skill, although it provides a small amount of grower experience. So it's a good idea to set only your planters to harvest, not anyone. To do that, set option &amp;quot;Only Farmers Harvest&amp;quot; {{k|o}}{{k|h}}. This is useful only to train your planter faster; once they're skilled enough, everyone can be allowed to harvest again so the haulers can take care of half the farming work.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border-spacing: 0&amp;quot;&lt;br /&gt;
|{{RT|≈|6:0}}||{{RT|`|0:1}}||{{RT|τ|6:1}}||{{RT|═|6:0}}||{{RT|≈|6:0}}&lt;br /&gt;
|-&lt;br /&gt;
|{{RT|≈|6:0}}||{{RT|≈|6:0}}||{{RT|τ|6:1}}||{{RT|═|6:0}}||{{RT|≈|6:0}}&lt;br /&gt;
|-&lt;br /&gt;
|{{RT|≈|6:0}}||{{RT|≈|6:0}}||{{RT|τ|6:1}}||{{RT|═|6:0}}||{{RT|≈|6:0}}&lt;br /&gt;
|-&lt;br /&gt;
|{{RT|≈|6:0}}||{{RT|τ|6:1}}||{{RT|═|6:0}}||{{RT|≈|6:0}}||{{RT|≈|6:0}}&lt;br /&gt;
|-&lt;br /&gt;
|{{RT|≈|6:0}}||{{RT|τ|6:1}}||{{RT|═|6:0}}||{{RT|≈|6:0}}||{{RT|≈|6:0}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
In the farm plot shown on the right, {{Tile|≈|6:0}} indicates tiles awaiting planting, {{Tile|═|6:0}} indicates tiles that have been planted and are now growing, and {{Tile|τ|6:1}} indicates [[longland grass]] plants that are ready for harvesting.&lt;br /&gt;
&lt;br /&gt;
If harvested plants are not moved to a stockpile in time, they will wither. These plants will eventually [[rot]] away. There's no use for withered plants. If, when the seasons change, the previous crop can not grow anymore, all immature plants will be destroyed yielding neither seed nor plant. If the farmers are &amp;quot;aware&amp;quot; of this limitation, they will automatically stop planting crops that haven't enough time to ripen, but you might lose a few seeds in your first year when growers of insufficient skill plant seeds too close to the cutoff.&lt;br /&gt;
&lt;br /&gt;
Depending on the number of growers and their experience and the rate at which the plant grows, not all squares of large plots may be used.&lt;br /&gt;
&lt;br /&gt;
Any farm plot that has both Above Ground and Subterranean tile attributes within the plot will only be partially planted, if at all. Verify using {{k|k}} over each square of the plot and remake as needed to follow the proper attributes.&lt;br /&gt;
&lt;br /&gt;
== Management ==&lt;br /&gt;
&lt;br /&gt;
Create a custom [[stockpile]] near your [[farm]] which only accepts [[seed]]s. This will consolidate your seeds into one place, instead of having them littered all through the [[dining room]]. As a single barrel can hold up to 10 seed [[bag]]s (each of which can hold 100 seeds of a specific type), and there is a maximum of 200 seeds of each type in the whole fortress, this stockpile need only be three or four tiles. (For DF2014 the theoretical maximum is 31 tiles for 200 seeds of each of 155 crops, but the actual maximum needed is much less because no fort will be situated in the right place to grow all of those. Four tiles gives enough space for 20 different crops.) Unfortunately, due to an outstanding bug, consolidating your seeds will increase the amount of planting job cancellation spam; see the [[#Bugs|Bugs]] section below for workarounds.&lt;br /&gt;
&lt;br /&gt;
It may also be a good idea to set aside a few seeds from each type of crop and [[forbid]] them, as a seed bank in case of [[fun|fun times]].&lt;br /&gt;
&lt;br /&gt;
You can also create a custom stockpile that will only accept [[plant]]s, to avoid having it all mixed up with your [[meat]] and [[drink]]s. It would be a good idea to have this stockpile near your [[still]], [[farmer's workshop]], [[kitchen]], etc. If you suffer from plump helmet overflow, create a plump-helmet-only stockpile, forbid plump helmets from all other food stockpiles, and let the crops in the field die if they can't be picked. It is worth noting that withering crops in the field do not produce miasma.&lt;br /&gt;
&lt;br /&gt;
Use the [[stocks]] menu, and go to the Kitchen tab. From here you can see how many of each kind of food you have. If you're running out of a certain kind of seed, toggle the corresponding plant &amp;quot;Cook&amp;quot; setting to red. [[Cooking]] plants doesn't leave a seed. If you have too many of a certain kind of seed, or of plump helmet, as noted above, toggle the seed &amp;quot;Cook&amp;quot; setting to blue. Just make sure you check on the stocks and toggle it back before you run out, or use the seed bank idea above.&lt;br /&gt;
&lt;br /&gt;
===Managing Seeds===&lt;br /&gt;
[[Seed]]s are used to grow [[crop]]s. You may begin the game with a certain number of seeds, [[trade]] for them, or [[plant gathering|gather]] them. In addition to this, eating, [[milling]] and [[brewing]] plants often yield a seed (assuming your fortress hasn't hit the seed cap for that plant). [[Cooking]] plants does not yield seeds, and cooking seeds makes them unusable for planting, so you may want to watch out and make sure you don't convert the last of your plants into +strawberry roast+ without the ability to make more.&lt;br /&gt;
&lt;br /&gt;
You can create a custom [[stockpile]] near your [[farm]] which will only accept [[seed]]s. This will consolidate your seeds into one place, instead of having them littered all through the [[dining room]]. Seeds are stored in [[bag]]s (up to 100 seeds per bag), and seed bags can be stored in barrels. It is recommended not to use barrels on seeds stockpiles, however, since the hauling habits of the current version lead to barrels getting carted around to collect each and every loose seed, interrupting the planting work.&lt;br /&gt;
&lt;br /&gt;
Each plant has a seed cap set at 200 (this value can be adjusted in [[d_init.txt]]). [[Brewing]], [[milling]], and [[food|eating]] raw plants will not generate additional seeds once the cap is reached, although you may still get additional seed bags via [[trading]] and thus exceed this limit. Once the count of seeds falls below 200, new seeds will again be generated.&lt;br /&gt;
&lt;br /&gt;
There is also a fortress-wide total seed cap, initially set at 3000 (also configurable in [[d_init.txt]]). Once your fortress reaches this cap new seeds will still be generated, but the oldest seeds on the map will disappear. Unfortunately, this cap counts all seeds on the map, including those carried by traders {{bug|8108}}, and removes old seeds even if they have already been planted {{bug|8107}}. Finally, because the two caps behave differently, they can cause undesirable behavior when both are in operation {{bug|8091}}. &lt;br /&gt;
&lt;br /&gt;
Seeds may be toggled for [[cooking]] on the Kitchen tab of the [[stocks]] menu. Disabling seed cooking will keep your seeds safe from starving dwarves. Although the item properties label them as EDIBLE_RAW, [[quarry bush|rock nuts]], like all other seeds, are ''not'' consumed as-is.&lt;br /&gt;
&lt;br /&gt;
===Managing Crops===&lt;br /&gt;
When your [[crop]]s are ripe, your dwarves will harvest them from the farm plots. This will yield one or more [[stack]]s of [[plant]]s, which will be [[hauling|hauled]] to the appropriate [[stockpile]]. It is generally a good idea to have sufficient [[barrel]]s to hold the food, as [[food]] is subject to [[wear|withering]] and the predation of [[vermin]]. [[Metal]] barrels are especially effective against vermin.&lt;br /&gt;
&lt;br /&gt;
You can create a custom stockpile that will only accept [[plant]]s, to avoid having it all mixed up with your [[meat]] and [[drink]]s. It would be a good idea to have this stockpile near your [[still]], [[farmer's workshop]], [[kitchen]], etc. You may also choose to make more specialized stockpiles, for instance if your [[windmill]] is located far away from your farms, you might have small nearby stockpiles dedicated solely to millable plants and [[flour]] so as to save on hauling.&lt;br /&gt;
&lt;br /&gt;
The Kitchen tab on the [[stocks]] menu allows you to control which crops, if any, your dwarves will use as ingredients when cooking. Be careful when you are cultivating new crops or running low on others, and make sure you don't cook the last of them instead of recovering the valuable seeds. Note that experienced [[farmer]]s and crop [[fertilize|fertilization]] significantly increase the return on planted seeds, and can be quite useful when attempting to build your seed stockpile.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;Store item in container&amp;quot; jobs block access to items already in the container. This causes stored seeds to become unavailable, spamming job cancellations. {{bug|9004}}&lt;br /&gt;
** Workaround #1: set your seed stockpile to only take from links ({{k|a}}). When seed supplies run low, toggle it back to &amp;quot;anywhere&amp;quot; temporarily to gather up all the loose seeds.&lt;br /&gt;
** Workaround #2: disable barrels ({{k|E}}) in the seed stockpile.  This means making the stockpile larger, as only one seed bag will be stored per tile. However, at 100 seeds per bag and with the 200 seed cap per seed type (cf. [[seed]]), this still only amounts to 12 tiles for a full underground-crop seed stockpile, assuming each seed type is only stored in 2 bags. Haulers will still lock a whole bag to gather individual seeds, but this is better than locking a whole barrel full of seed bags.&lt;br /&gt;
** Workaround #3: create two custom [[stockpile]]s which only accept [[seed]]s. Disable barrels in the first stockpile, and set it to give to the second stockpile. Set the second to only take from links. &lt;br /&gt;
** Workaround #4: disable seeds in all stockpiles and recruit a few extra farmers. No hauled seeds means no planting job cancellation spam.&lt;br /&gt;
&lt;br /&gt;
* Fortress-wide seed cap counts seeds carried by traders {{bug|8108}}&lt;br /&gt;
* Fortress-wide seed cap removes seeds that have already been planted {{bug|8107}}&lt;br /&gt;
* Conflict between seed caps can cause all seeds for a crop to disappear {{bug|8091}}&lt;br /&gt;
* Some crops can't be processed, and so can't be used or replanted {{bug|6940}}&lt;br /&gt;
** [http://www.bay12forums.com/smf/index.php?topic=162231.msg7321878#msg7321878 partial workaround] by editing the raws for bitter vetch (possibly works for other crops too)&lt;br /&gt;
&lt;br /&gt;
== Troubleshooting and FAQ ==&lt;br /&gt;
&lt;br /&gt;
=== Red crops ===&lt;br /&gt;
&lt;br /&gt;
Crops will sometimes be displayed as red in the field listing. This is believed to mean:{{verify}}&lt;br /&gt;
* Your farmers do have the required seeds to plant this, ''but''&lt;br /&gt;
* There is not enough time left this season for the crop to grow before next season, ''and''&lt;br /&gt;
** This crop can not be grown next season, ''or''&lt;br /&gt;
** It is winter, because crops don't wrap around year to year.&lt;br /&gt;
See [[DF2014 Talk:Farming#Red Crops|the discussion on the talk page]] for more details.&lt;br /&gt;
&lt;br /&gt;
{{Farming FAQ}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Irrigation]]&lt;br /&gt;
* [[Tile attributes]]&lt;br /&gt;
* [[Crops]]&lt;br /&gt;
* [[How large a farm do i need|How large a farm do I need?]] &lt;br /&gt;
&lt;br /&gt;
{{Category|Buildings}}&lt;br /&gt;
{{Industry}}&lt;/div&gt;</summary>
		<author><name>2128</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Farming&amp;diff=229491</id>
		<title>Farming</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Farming&amp;diff=229491"/>
		<updated>2017-03-03T23:29:58Z</updated>

		<summary type="html">&lt;p&gt;2128: copied from 40d:Farming&amp;amp;oldid=155536 as discussed in talk page.  It seems like copy-pasting between versions is not the right way to do this, if anyone knows how this is supposed to be done this change should probably be corrected.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Masterwork|23:04, 8 April 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
[[Image:Df-crops-diagram.png|thumb|200px|General farming flowchart.]]&lt;br /&gt;
&lt;br /&gt;
'''Farming''' is the act of growing [[crop|crops]] for [[food]], [[alcohol]] production, [[cloth]] manufacturing, and [[paper]] making. While small forts can easily be sustained by plant gathering, [[hunting]] and trading, farming is vital to large settlements.&lt;br /&gt;
&lt;br /&gt;
Farming is done at a '''farm plot''' building ({{k|b}}-{{k|p}}, resize with {{k|u}}{{k|m}}{{k|k}}{{k|h}}). Building uses no resources, and can only be done on [[soil]] or [[Irrigation|muddied rock]]. Mud-free stone will not allow the building of a farm plot on top. Farming requires the &amp;quot;Farming (Fields)&amp;quot; [[labor]], and uses the [[Grower]] skill. Farm plots only display the kind of crops that they are able to grow when selected with the {{k|q}}uery key.&lt;br /&gt;
&lt;br /&gt;
Depending on [[Tile attributes|where the farm plot is constructed]], different crops may be planted. Farm plots built {{DFtext|Above Ground|2:1}} are not suitable for {{DFtext|Subterranean|0:1}} crops and vice versa. Note that the attributes {{DFtext|Inside|6:0:0}}, {{DFtext|Outside|3:0:1}} are of no relevance. You can grow surface plants indoors by channeling out the roof above the desired plot and then constructing a floor ({{k|b}}-{{k|C}}-{{k|f}}) over the open space. Doing this changes the tile from {{DFtext|Dark|0:0:1}} to {{DFtext|Light|6:0:1}}, despite there being a roof (you do '''not''' need to make the roof out of [[glass]] for this to work). A plot with mixed light and dark tiles may show plants as &amp;quot;available&amp;quot; when only a tiny fraction of the tiles in the farm are valid for planting them.&lt;br /&gt;
&lt;br /&gt;
Note that although you can construct a farm plot anywhere there is either a soil floor or a mud covering, this does not always mean the seeds you have — especially imported ones — can be planted there. Not all crops can be grown in a given [[biome]], and some biomes will prevent the planting of '''all''' above-ground crops.&lt;br /&gt;
&lt;br /&gt;
The yellow warning message, {{DFtext|No mud/soil for farm, Mud is left by water|6:0:1}}, is displayed on all above-ground tiles, regardless of whether the farm will function.{{version|0.34.11}}  This warning may be ignored.  Tiles that actually lack mud or soil are excluded from the construction entirely with a red warning message (either {{DFtext|Blocked|4:0:1}} or {{DFtext|Needs soil or mud|4:0:1}}).&lt;br /&gt;
&lt;br /&gt;
See the article on [[crop]]s for details on the conditions needed to grow the available plants. &lt;br /&gt;
&lt;br /&gt;
== Introduction to Farming ==&lt;br /&gt;
&lt;br /&gt;
First, build a farm plot &amp;quot;building&amp;quot; ({{k|b}}-{{k|p}}, resize with {{k|u}}{{k|m}}{{k|k}}{{k|h}}) on [[soil]] or [[irrigation|muddy]] rock.  Keep your farms ''small'' — 2x2 up to 4x4 or so.  Farms are surprisingly productive.  You can always make more farms later if you run low on plants, and having several small farms lets you diversify your crops.  (Each farm plot can only grow one kind of plant per season.)&lt;br /&gt;
&lt;br /&gt;
Once the farm plot has been built, you must select which crops to grow.  Press {{k|q}} and move the cursor over the farm.  You will see a list of crops you can select to grow in the local biome and current season.  You can change which season is displayed by pressing {{k|a}},{{k|b}},{{k|c}}, or {{k|d}}.  Move the blue selector up and down with {{k|-}} and {{k|+}}, and press {{k|Enter}} to choose a crop to plant during that season (highlighted in white). Crops displayed in red cannot be grown at the moment, either due to a lack of seeds, or a lack of growing days left before the crop goes out of season.&lt;br /&gt;
&lt;br /&gt;
You must have the appropriate [[seed]]s to plant a crop on a plot.  To easily see how many of each seed you have, you can go to the Kitchen menu ({{k|z}} {{k|right}} {{k|Enter}}).&lt;br /&gt;
&lt;br /&gt;
Since your dwarves require food, booze and clothing, you should set up a combination of plants that will supply all of these.  [[Plump helmet]]s are a good beginning crop for a first cave farm, and [[Strawberry|strawberries]] are a good choice for outdoor fields — both can be eaten raw, or brewed.  [[Pig tail]]s produce cloth, which will become important once your clothing starts to [[wear]].  Check the [[crop]]s page for details on different seeds.&lt;br /&gt;
&lt;br /&gt;
Cooking plants destroys their seeds, so you should disable the cooking of plants in the Kitchen menu.  Eating them, brewing them, or processing them through a farmer's workshop, quern or millstone will produce seeds.&lt;br /&gt;
&lt;br /&gt;
Instructing a plot to remain fallow ({{k|z}}) during a particular season will tell dwarves not to plant in that plot during that season. Note that, unlike in real life, crop rotation is not necessary; soil productivity is only affected by fertilizing, and the same crop may be grown indefinitely without a decrease in performance, even without fertilizer.&lt;br /&gt;
&lt;br /&gt;
=== Yield and Fertilization ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin: 1em&amp;quot;&lt;br /&gt;
! Farm Size !! Potash !! Per Square&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 1 || 1.000&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 1 || 0.500&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 1 || 0.333&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 2 || 0.500&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 2 || 0.400&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 2 || 0.333&lt;br /&gt;
|-&lt;br /&gt;
| 7 || 2 || 0.286&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 3 || 0.375&lt;br /&gt;
|-&lt;br /&gt;
| 11 || 3 || 0.272&lt;br /&gt;
|-&lt;br /&gt;
| 15 || 4 || 0.266&lt;br /&gt;
|-&lt;br /&gt;
| 19 || 5 || 0.263&lt;br /&gt;
|-&lt;br /&gt;
| 23 || 6 || 0.260&lt;br /&gt;
|-&lt;br /&gt;
| 27 || 7 || 0.259&lt;br /&gt;
|}&lt;br /&gt;
Each farm tile requires a single seed to be planted. Unfertilized farm tiles can produce a stack of 0-6 plants when harvested, depending upon the [[Grower|skill]] of the planter and random chance. Experimentally, fertilizing a farm plot boosts production by 1-3 additional plants per stack each harvest, though the exact mechanism is unknown. For unskilled planters, yield can be effectively doubled with the use of fertilizer. This can be particularly important early on, when your fortress's seed supply is limited, because those extra plants mean more seeds for planting next season. Many crops, like quarry bushes, are impossible to farm effectively in the beginning without fertilizer. Larger harvest stack sizes can also dramatically increase the efficiency of downstream industries; see the [[grower]] article for more discussion.&lt;br /&gt;
&lt;br /&gt;
To fertilize a farm plot, one needs [[potash]], which is produced by processing [[ash]]. Each plot must be re-fertilized each season, and the fertilizer must be in place at the time the seeds reach maturity.  It does not matter whether the plot is fertilized at the time of planting. {{cite forum|139382/5375231}}&lt;br /&gt;
&lt;br /&gt;
Fertilizing a farm plot requires ''floor(plot_size / 4) + 1'' potash.  The table on the right illustrates the efficiency of potash as a function of plot size.  Generally, larger farms use less, approaching a limit of 1/4 bar per square.  The worst yields per tile are multiples of 4; if one plants to optimize harvest yield, it's most efficient to have plots of size ''4n - 1'', where n is the number of potash used.  Suitable sizes are 1x3, 1x7, 3x5, 3x9, 5x7, and 7x9. If one plans to optimize farmer experience, plots of size 2 or 4 can fertilized and seeded quickest, and experience can be distributed among more farmers. This ensures that if a bounty of crop is needed in the future, your farmers can yield more without potash, can plant and harvest quicker, and will have more time for other jobs in between.&lt;br /&gt;
&lt;br /&gt;
Fertilizer may be applied to a plot by pressing {{k|f}} while viewing the plot.  Only dwarves with the Farming (Fields) labor will apply fertilizer; this grants 30 XP of farming experience for each unit of potash used.  Pressing {{k|s}} toggles seasonal fertilization.  This does nothing until the next [[season]], at which time the plot will be automatically fertilized.  Note that if you do not have a potash stockpile near your farm plots, your legendary farmers may spend all of their time hauling single bars of potash from all the way on the other side of your fortress, rather than growing food.  &lt;br /&gt;
&lt;br /&gt;
'''Potash Production Chain:'''&lt;br /&gt;
Wood [[Stockpile]] &amp;gt; Wood [[Furnace]] produces [[Ash]] (as [[bars]]) &amp;gt; [[Ashery]] produces [[potash]] (as [[bars]]).&lt;br /&gt;
Note:  5 bars are stored in a [[bin]].  An [[Ashery]] requires a [[block]], barrel, and bucket as components.&lt;br /&gt;
&lt;br /&gt;
=== Subterranean Farming ===&lt;br /&gt;
&lt;br /&gt;
To grow the six &amp;quot;dwarven&amp;quot; plants, you will need an underground farm plot.  The seeds and spawn available to your dwarves at embark will only grow underground. Underground farm plots must be placed on soil or [[mud]]dy stone.&lt;br /&gt;
&lt;br /&gt;
Muddying a stone floor requires temporarily covering it with water; common methods include a [[Irrigation#via_Buckets|bucket brigade]] or '''controlled''' [[flood]]ing (see: [[Irrigation]]) by temporarily diverting a river or pool, using a [[floodgate]] or [[door]] to stop the flow. You may also find a muddied area in a [[cavern]], but note that each tile underneath the farm plot must be muddied. Most caverns have entire open areas which will be permanently covered in mud, but if you dig into the walls of a cavern or chisel away a pillar, the freshly cut floor area will not be muddied until you get it wet.  Underground caverns are dirty, and frequently contain [[Mud|piles of mud]] that are perfect for quickly setting up farms. However, given the wide variety of creatures found in caverns, you may want to take precautions.  Consider keeping a [[squad]] close at hand to guard the farm, or walling off a muddied area for your dwarves' exclusive use.&lt;br /&gt;
&lt;br /&gt;
Underground farming is not restricted to soil layers and caverns; underground floor of any material — rough stone, smoothed stone, ore, gem — can support subterranean farm plots once there is a layer of mud covering it.  See [[irrigation]] for tips on getting the right amount of water to the farm plots.&lt;br /&gt;
&lt;br /&gt;
=== Above Ground Farming ===&lt;br /&gt;
Farming of above ground crops is only possible on tiles that lie in a biome supporting their growth. Which crops are farmable depends on the biome - only plants &amp;quot;native&amp;quot; to a biome can actually be grown in a location: you cannot farm yams in a [[taiga]], or [[hemp]] in a [[tropical]] rainforest. There are also biomes where aboveground farming is entirely impossible, since no crops are native to them: these are the notoriously cold [[Glacier]] and [[Tundra]], but also all [[Mountain]] and [[Ocean]] [[biome]]s. The most widespread crops can be farmed in all land biomes with the exceptions mentioned above; this ubiquitous availability uses the internal reference NOT_FREEZING, but that label is somewhat misleading, since it's a [[Biome token|shorthand]] for a group of specific biomes and doesn't imply anything about the actual temperature - mountains and oceans are generally infertile, no matter what temperature range the embark screen lists, and a [[Taiga]] with &amp;quot;freezing&amp;quot; temperatures allows farming above ground plants.&lt;br /&gt;
&lt;br /&gt;
Above ground farming is basically the same as underground farming, with the simplifying distinction that above ground plots typically do not require preparatory work. However, there are some complications.&lt;br /&gt;
&lt;br /&gt;
The first complication is that seeds cannot be chosen at embark, as dwarven civilizations do not have access to those sort of plants.  They can be bought from [[Elves|elven]] and [[human]] caravans; above-ground plants can be gathered using the [[Plant gathering]] designation, and then [[brewer|brewed]], [[miller|milled]], [[thresher|threshed]] or [[food|eaten]] directly (depending on the plant) to produce seeds.&lt;br /&gt;
&lt;br /&gt;
The second complication is that the farming must be done on [[soil]] or muddied rock, which is [[above ground]].  Typically, it is done on the surface, which is dangerous (due to aggressive animals, ambushes and sieges).  However, any land which has ever been exposed to sunlight becomes permanently marked as &amp;quot;above ground&amp;quot;.  So, if you have multiple Z-layers of soil, you can channel some above-ground land, remove the resulting ramps, then construct a floor above, where the surface once was.  The (now inside and protected) lower soil will still be suitable for farming outdoor plants like [[strawberry|strawberries]], [[longland grass]], [[rope reed]], and anything else you may find. If your soil is not thick enough, you may still get a secure above ground farm by doing the same with any stone and muddying it. Alternatively, you may build a greenhouse by [[wall]]ing around some soil.&lt;br /&gt;
&lt;br /&gt;
The various crops require particular environments to grow. On an embark which crosses multiple biomes, it's not unusual for aboveground farms in different biomes to have different lists of available crops. &lt;br /&gt;
&lt;br /&gt;
Note that when creating an above ground plot, the interface may incorrectly display &amp;quot;No mud/soil for farm&amp;quot;, even though mud is present. {{bug|249}} The message can be ignored.&lt;br /&gt;
&lt;br /&gt;
== Farm plots in action ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right;margin:1em;width:35%&amp;quot;&lt;br /&gt;
|+ Growth duration for subterranean crops&lt;br /&gt;
|-&lt;br /&gt;
! Crops !! Game [[Time|ticks]] until harvest !! Days until harvest&lt;br /&gt;
|-&lt;br /&gt;
| Plump helmet, pig tail || 30000 || 25 days&lt;br /&gt;
|-&lt;br /&gt;
| Cave wheat, sweet pod, quarry bush, dimple cup || 50000 || 41.666 days&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Once a farm plot has been built and crops have been selected for the current season, dwarves with the &amp;quot;[[Grower|Farming (Fields)]]&amp;quot; labor enabled will begin planting the selected seeds.  One seed is used per tile.  The higher a Dwarf's grower skill in planting, the more plants will be harvested from each seed planted. The farming labor is fairly low in priority, so if you want a full-time farmer, it is best to disable all other labors.&lt;br /&gt;
&lt;br /&gt;
Plants take time to grow, depending on their type. Once a plant is fully grown, a dwarf will harvest it. By default, any dwarf will do this. Harvesting plants is not affected by any skill, although it provides a small amount of grower experience. So it's a good idea to set only your planters to harvest, not anyone. To do that, set option &amp;quot;Only Farmers Harvest&amp;quot; {{k|o}}{{k|h}}. This is useful only to train your planter faster; once they're skilled enough, everyone can be allowed to harvest again so the haulers can take care of half the farming work.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border-spacing: 0&amp;quot;&lt;br /&gt;
|{{RT|≈|6:0}}||{{RT|`|0:1}}||{{RT|τ|6:1}}||{{RT|═|6:0}}||{{RT|≈|6:0}}&lt;br /&gt;
|-&lt;br /&gt;
|{{RT|≈|6:0}}||{{RT|≈|6:0}}||{{RT|τ|6:1}}||{{RT|═|6:0}}||{{RT|≈|6:0}}&lt;br /&gt;
|-&lt;br /&gt;
|{{RT|≈|6:0}}||{{RT|≈|6:0}}||{{RT|τ|6:1}}||{{RT|═|6:0}}||{{RT|≈|6:0}}&lt;br /&gt;
|-&lt;br /&gt;
|{{RT|≈|6:0}}||{{RT|τ|6:1}}||{{RT|═|6:0}}||{{RT|≈|6:0}}||{{RT|≈|6:0}}&lt;br /&gt;
|-&lt;br /&gt;
|{{RT|≈|6:0}}||{{RT|τ|6:1}}||{{RT|═|6:0}}||{{RT|≈|6:0}}||{{RT|≈|6:0}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
In the farm plot shown on the right, {{Tile|≈|6:0}} indicates tiles awaiting planting, {{Tile|═|6:0}} indicates tiles that have been planted and are now growing, and {{Tile|τ|6:1}} indicates [[longland grass]] plants that are ready for harvesting.&lt;br /&gt;
&lt;br /&gt;
If harvested plants are not moved to a stockpile in time, they will wither. These plants will eventually [[rot]] away. There's no use for withered plants. If, when the seasons change, the previous crop can not grow anymore, all immature plants will be destroyed yielding neither seed nor plant. If the farmers are &amp;quot;aware&amp;quot; of this limitation, they will automatically stop planting crops that haven't enough time to ripen, but you might lose a few seeds in your first year when growers of insufficient skill plant seeds too close to the cutoff.&lt;br /&gt;
&lt;br /&gt;
Depending on the number of growers and their experience and the rate at which the plant grows, not all squares of large plots may be used.&lt;br /&gt;
&lt;br /&gt;
Any farm plot that has both Above Ground and Subterranean tile attributes within the plot will only be partially planted, if at all. Verify using {{k|k}} over each square of the plot and remake as needed to follow the proper attributes.&lt;br /&gt;
&lt;br /&gt;
== Management ==&lt;br /&gt;
&lt;br /&gt;
Create a custom [[stockpile]] near your [[farm]] which only accepts [[seed]]s. This will consolidate your seeds into one place, instead of having them littered all through the [[dining room]]. As a single barrel can hold up to 10 seed [[bag]]s (each of which can hold 100 seeds of a specific type), and there is a maximum of 200 seeds of each type in the whole fortress, this stockpile need only be three or four tiles. (For DF2014 the theoretical maximum is 31 tiles for 200 seeds of each of 155 crops, but the actual maximum needed is much less because no fort will be situated in the right place to grow all of those. Four tiles gives enough space for 20 different crops.) Unfortunately, due to an outstanding bug, consolidating your seeds will increase the amount of planting job cancellation spam; see the [[#Bugs|Bugs]] section below for workarounds.&lt;br /&gt;
&lt;br /&gt;
It may also be a good idea to set aside a few seeds from each type of crop and [[forbid]] them, as a seed bank in case of [[fun|fun times]].&lt;br /&gt;
&lt;br /&gt;
You can also create a custom stockpile that will only accept [[plant]]s, to avoid having it all mixed up with your [[meat]] and [[drink]]s. It would be a good idea to have this stockpile near your [[still]], [[farmer's workshop]], [[kitchen]], etc. If you suffer from plump helmet overflow, create a plump-helmet-only stockpile, forbid plump helmets from all other food stockpiles, and let the crops in the field die if they can't be picked. It is worth noting that withering crops in the field do not produce miasma.&lt;br /&gt;
&lt;br /&gt;
Use the [[stocks]] menu, and go to the Kitchen tab. From here you can see how many of each kind of food you have. If you're running out of a certain kind of seed, toggle the corresponding plant &amp;quot;Cook&amp;quot; setting to red. [[Cooking]] plants doesn't leave a seed. If you have too many of a certain kind of seed, or of plump helmet, as noted above, toggle the seed &amp;quot;Cook&amp;quot; setting to blue. Just make sure you check on the stocks and toggle it back before you run out, or use the seed bank idea above.&lt;br /&gt;
&lt;br /&gt;
===Managing Seeds===&lt;br /&gt;
[[Seed]]s are used to grow [[crop]]s. You may begin the game with a certain number of seeds, [[trade]] for them, or [[plant gathering|gather]] them. In addition to this, eating, [[milling]] and [[brewing]] plants often yield a seed (assuming your fortress hasn't hit the seed cap for that plant). [[Cooking]] plants does not yield seeds, and cooking seeds makes them unusable for planting, so you may want to watch out and make sure you don't convert the last of your plants into +strawberry roast+ without the ability to make more.&lt;br /&gt;
&lt;br /&gt;
You can create a custom [[stockpile]] near your [[farm]] which will only accept [[seed]]s. This will consolidate your seeds into one place, instead of having them littered all through the [[dining room]]. Seeds are stored in [[bag]]s (up to 100 seeds per bag), and seed bags can be stored in barrels. It is recommended not to use barrels on seeds stockpiles, however, since the hauling habits of the current version lead to barrels getting carted around to collect each and every loose seed, interrupting the planting work.&lt;br /&gt;
&lt;br /&gt;
Each plant has a seed cap set at 200 (this value can be adjusted in [[d_init.txt]]). [[Brewing]], [[milling]], and [[food|eating]] raw plants will not generate additional seeds once the cap is reached, although you may still get additional seed bags via [[trading]] and thus exceed this limit. Once the count of seeds falls below 200, new seeds will again be generated.&lt;br /&gt;
&lt;br /&gt;
There is also a fortress-wide total seed cap, initially set at 3000 (also configurable in [[d_init.txt]]). Once your fortress reaches this cap new seeds will still be generated, but the oldest seeds on the map will disappear. Unfortunately, this cap counts all seeds on the map, including those carried by traders {{bug|8108}}, and removes old seeds even if they have already been planted {{bug|8107}}. Finally, because the two caps behave differently, they can cause undesirable behavior when both are in operation {{bug|8091}}. &lt;br /&gt;
&lt;br /&gt;
Seeds may be toggled for [[cooking]] on the Kitchen tab of the [[stocks]] menu. Disabling seed cooking will keep your seeds safe from starving dwarves. Although the item properties label them as EDIBLE_RAW, [[quarry bush|rock nuts]], like all other seeds, are ''not'' consumed as-is.&lt;br /&gt;
&lt;br /&gt;
===Managing Crops===&lt;br /&gt;
When your [[crop]]s are ripe, your dwarves will harvest them from the farm plots. This will yield one or more [[stack]]s of [[plant]]s, which will be [[hauling|hauled]] to the appropriate [[stockpile]]. It is generally a good idea to have sufficient [[barrel]]s to hold the food, as [[food]] is subject to [[wear|withering]] and the predation of [[vermin]]. [[Metal]] barrels are especially effective against vermin.&lt;br /&gt;
&lt;br /&gt;
You can create a custom stockpile that will only accept [[plant]]s, to avoid having it all mixed up with your [[meat]] and [[drink]]s. It would be a good idea to have this stockpile near your [[still]], [[farmer's workshop]], [[kitchen]], etc. You may also choose to make more specialized stockpiles, for instance if your [[windmill]] is located far away from your farms, you might have small nearby stockpiles dedicated solely to millable plants and [[flour]] so as to save on hauling.&lt;br /&gt;
&lt;br /&gt;
The Kitchen tab on the [[stocks]] menu allows you to control which crops, if any, your dwarves will use as ingredients when cooking. Be careful when you are cultivating new crops or running low on others, and make sure you don't cook the last of them instead of recovering the valuable seeds. Note that experienced [[farmer]]s and crop [[fertilize|fertilization]] significantly increase the return on planted seeds, and can be quite useful when attempting to build your seed stockpile.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;Store item in container&amp;quot; jobs block access to items already in the container. This causes stored seeds to become unavailable, spamming job cancellations. {{bug|9004}}&lt;br /&gt;
** Workaround #1: set your seed stockpile to only take from links ({{k|a}}). When seed supplies run low, toggle it back to &amp;quot;anywhere&amp;quot; temporarily to gather up all the loose seeds.&lt;br /&gt;
** Workaround #2: disable barrels ({{k|E}}) in the seed stockpile.  This means making the stockpile larger, as only one seed bag will be stored per tile. However, at 100 seeds per bag and with the 200 seed cap per seed type (cf. [[seed]]), this still only amounts to 12 tiles for a full underground-crop seed stockpile, assuming each seed type is only stored in 2 bags. Haulers will still lock a whole bag to gather individual seeds, but this is better than locking a whole barrel full of seed bags.&lt;br /&gt;
** Workaround #3: create two custom [[stockpile]]s which only accept [[seed]]s. Disable barrels in the first stockpile, and set it to give to the second stockpile. Set the second to only take from links. &lt;br /&gt;
** Workaround #4: disable seeds in all stockpiles and recruit a few extra farmers. No hauled seeds means no planting job cancellation spam.&lt;br /&gt;
&lt;br /&gt;
* Fortress-wide seed cap counts seeds carried by traders {{bug|8108}}&lt;br /&gt;
* Fortress-wide seed cap removes seeds that have already been planted {{bug|8107}}&lt;br /&gt;
* Conflict between seed caps can cause all seeds for a crop to disappear {{bug|8091}}&lt;br /&gt;
* Some crops can't be processed, and so can't be used or replanted {{bug|6940}}&lt;br /&gt;
** [http://www.bay12forums.com/smf/index.php?topic=162231.msg7321878#msg7321878 partial workaround] by editing the raws for bitter vetch (possibly works for other crops too)&lt;br /&gt;
&lt;br /&gt;
== Troubleshooting and FAQ ==&lt;br /&gt;
&lt;br /&gt;
=== Red Crops ===&lt;br /&gt;
&lt;br /&gt;
Crops will sometimes be displayed as red in the field listing. This is believed to mean:{{verify}}&lt;br /&gt;
* Your farmers do have the required seeds to plant this, ''but''&lt;br /&gt;
* There is not enough time left this season for the crop to grow before next season, ''and''&lt;br /&gt;
** This crop can not be grown next season, ''or''&lt;br /&gt;
** It is winter, because crops don't wrap around year to year.&lt;br /&gt;
See [[DF2014 Talk:Farming#Red Crops|the discussion on the talk page]] for more details.&lt;br /&gt;
&lt;br /&gt;
{{Farming FAQ}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Irrigation]]&lt;br /&gt;
* [[Tile attributes]]&lt;br /&gt;
* [[Crops]]&lt;br /&gt;
* [[How large a farm do i need|How large a farm do I need?]] &lt;br /&gt;
&lt;br /&gt;
{{Category|Buildings}}&lt;br /&gt;
{{Industry}}&lt;/div&gt;</summary>
		<author><name>2128</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Farming&amp;diff=229490</id>
		<title>DF2014 Talk:Farming</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Farming&amp;diff=229490"/>
		<updated>2017-03-03T23:29:45Z</updated>

		<summary type="html">&lt;p&gt;2128: /* Red Crops */  noting copying over old content as suggested&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;We should probably figure out what all the new crops do! --[[User:Lawman0|Lawman0]] ([[User talk:Lawman0|talk]]) 04:13, 9 July 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Too many crops! ==&lt;br /&gt;
&lt;br /&gt;
I don't know exactly where to put this, but I have so many crops available for above ground farming that I can't see all the options. Some of them are covered up by the other options, such as the option to remove the farm plot. For example, rice is listed so far down the menu that I cannot see it. &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:50.29.204.94|50.29.204.94]]&amp;lt;/small&amp;gt;&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=6706 Known bug]. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 14:10, 21 July 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
== outdoor plants growing indoors ==&lt;br /&gt;
&lt;br /&gt;
I have one indoor plot that shows outdoor seed options... I have done nothing that I know of to make light come in. The other plots with normal options are 7 squares away. There is a a fungi wood trunk about 9 squares away, though it is a different room, maybe some how the light is getting in around the trunk...? This is the level immediately below the surface.{{unsigned|68.62.94.57}}&lt;br /&gt;
&lt;br /&gt;
:Trees are known to grow up through soil layers, and collapsing tree branches are known to punch through floors (both issues are on the bug tracker). You can examine the top-leftmost tile of your farm with the loo{{k|k}} command to see that the game thinks it is sunlit. There is currently no way to remove the sunlit status from a tile; once it is exposed to the sun it is forever light. Note also that farm plots consisting of light and dark tiles perform poorly, so you're best off deconstructing the farm and building an entirely light or dark farm instead.--[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 07:00, 26 July 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Re: Yield and Fertilization ==&lt;br /&gt;
&lt;br /&gt;
Removed from article:&lt;br /&gt;
&lt;br /&gt;
:''Each seed occupies one tile on the plot when planted. 1 to 5 plants are produced by each seed depending on the skill of the planter. Fertilizing a farm plot results in 1 additional plant produced per seed. So for example, with unskilled planters, yield is doubled with the use of fertilizer.''&lt;br /&gt;
&lt;br /&gt;
These numbers can't be right.; I have unfertilized stacks of 6 plants, and fertilized stacks of 8 plants.--[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 15:35, 2 August 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Red Crops ==&lt;br /&gt;
&lt;br /&gt;
It appears that when you store subterranean crop seeds in a light/above ground stockpile, the seeds are not available for planting. (Above ground crop seeds seem unaffected.) Can anyone confirm? Is this a bug? If it's a known part of farming, can it be added to the page? I'm using v0.42.06. --Guest [[Special:Contributions/208.52.112.70|208.52.112.70]] 13:06, 23 April 2016 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Nevermind...it appears this is more likely a repeat of [[40d:Farming#Red_crops]]...can the red crops information be added to the page again if it is still relevant? --Guest [[Special:Contributions/208.52.112.70|208.52.112.70]] 16:47, 23 April 2016 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: It looks like it was just never copied over from the 40d article into the more current ones, presumably because it would need to be verified again for the new version.  I don't see why this would have changed, and I think it could help people, so I'm going to copy it over with a verify note.  I don't know how to do a copy between versions properly, so if someone knows how to do that maybe they can revert this and do it the right way. (and mention how it's properly done if you want.) And I'll add a link here to the [[40d Talk:Farming#Red crops|somewhat in-depth v40d discussion about this]] --[[User:2128|2128]] ([[User talk:2128|talk]]) 23:29, 3 March 2017 (UTC)&lt;/div&gt;</summary>
		<author><name>2128</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Soil&amp;diff=229487</id>
		<title>Soil</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Soil&amp;diff=229487"/>
		<updated>2017-03-03T22:40:01Z</updated>

		<summary type="html">&lt;p&gt;2128: minor update; removed redundant info already present in other articles on suggestion of in-line comment&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Exceptional}}&lt;br /&gt;
'''Soil''' is the name for the various kinds of ground that can be [[farming|planted]] on (both above and below ground) without [[irrigation]] using [[water]].  In DF, the category of &amp;quot;Soil&amp;quot; includes all types of sand, clay, ooze and any &amp;quot;non-stone&amp;quot; layer equally, even if you or I generally don't associate that substance with &amp;quot;growing plants&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
! Topsoil&lt;br /&gt;
! Tile&lt;br /&gt;
|-&lt;br /&gt;
|[[Loam]]||{{Raw Tile|░|6:7:0}}{{Raw Tile|.|6:0}} {{Raw Tile|≈|1:1:1}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Loamy sand]]||{{Raw Tile|▒|6:6:1}}{{Raw Tile|.|6:1}} {{Raw Tile|≈|1:1:1}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Peat]]||{{Raw Tile|░|0:6:1}}{{Raw Tile|.|0:1}} {{Raw Tile|≈|1:1:1}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Sandy clay loam]]||{{Raw Tile|░|4:6:0}}{{Raw Tile|.|4:0}} {{Raw Tile|≈|1:1:1}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Sandy loam]]||{{Raw Tile|░|6:6:1}}{{Raw Tile|.|6:1}} {{Raw Tile|≈|1:1:1}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Silt]]||{{Raw Tile|▓|6:7:0}}{{Raw Tile|.|6:0}} {{Raw Tile|≈|1:1:1}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Silty clay loam]]||{{Raw Tile|░|4:7:0}}{{Raw Tile|.|4:0}} {{Raw Tile|≈|1:1:1}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Silt loam]]||{{Raw Tile|▒|6:7:0}}{{Raw Tile|.|6:0}} {{Raw Tile|≈|1:1:1}}&lt;br /&gt;
|-&lt;br /&gt;
! Ocean Floor&lt;br /&gt;
! Tile&lt;br /&gt;
|-&lt;br /&gt;
|[[Pelagic clay]]||{{Raw Tile|░|4:6:0}}{{Raw Tile|.|4:0}} {{Raw Tile|≈|1:1:1}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Siliceous ooze]]||{{Raw Tile|▒|4:7:0}}{{Raw Tile|.|4:0}} {{Raw Tile|≈|1:1:1}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Calcareous ooze]]||{{Raw Tile|▒|4:7:0}}{{Raw Tile|.|4:0}} {{Raw Tile|≈|1:1:1}}&lt;br /&gt;
|-&lt;br /&gt;
! [[Sand]]&lt;br /&gt;
! Tile&lt;br /&gt;
|-&lt;br /&gt;
|[[Sand (tan)]]||{{Raw Tile|░|6:4:1}}{{Raw Tile|≈|6:1}} {{Raw Tile|≈|1:1:1}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Black sand]]||{{Raw Tile|▓|0:6:1}}{{Raw Tile|≈|0:1}} {{Raw Tile|≈|1:1:1}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Red sand]]||{{Raw Tile|░|4:4:1}}{{Raw Tile|≈|4:1}} {{Raw Tile|≈|1:1:1}}&lt;br /&gt;
|-&lt;br /&gt;
|[[White sand]]||{{Raw Tile|▓|7:6:1}}{{Raw Tile|≈|7:1}} {{Raw Tile|≈|1:1:1}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Yellow sand]]||{{Raw Tile|▓|6:6:1}}{{Raw Tile|≈|6:1}} {{Raw Tile|≈|1:1:1}}&lt;br /&gt;
|-&lt;br /&gt;
! Clay&lt;br /&gt;
! Tile&lt;br /&gt;
|-&lt;br /&gt;
|[[Clay]]||{{Raw Tile|▓|4:6:0}}{{Raw Tile|.|4:0}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Clay loam]]||{{Raw Tile|▒|4:7:0}}{{Raw Tile|.|4:0}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Sandy clay]]||{{Raw Tile|▒|4:6:0}}{{Raw Tile|.|4:0}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Silty clay]]||{{Raw Tile|▓|4:7:0}}{{Raw Tile|.|4:0}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Fire clay]]||{{Raw Tile|▓|4:6:0}}{{Raw Tile|.|4:0}}&lt;br /&gt;
|}&lt;br /&gt;
'''Notes:'''&lt;br /&gt;
* The &amp;quot;topsoil&amp;quot; types listed in the upper part of the table do '''not''' count as [[sand]] for [[glass]]making, even if their names include the word &amp;quot;sand&amp;quot; - only those in the &amp;quot;Sand&amp;quot; section are usable for this purpose.&lt;br /&gt;
* The 3 &amp;quot;ocean floor&amp;quot; layers are only found under deep [[ocean]] tiles, usually far out from any embarkable site. Thus, they can rarely, if ever, be encountered in either [[fortress mode]] or [[adventurer mode]].&lt;br /&gt;
* Soil layers marked with {{Raw Tile|≈|1:1:1}} are capable of supporting an [[aquifer]].&lt;br /&gt;
* The [[clay]] types listed at the bottom can be used for making ceramic items. Fire clay produces [[stoneware]], while the other types produce [[earthenware]].&lt;br /&gt;
&lt;br /&gt;
In previous versions, types and quantities of available soils were listed at the bottom right of the fortress location selection screen; in the current version, however, it will only indicate the presence of soil and whether it can be used as [[clay]].&lt;br /&gt;
&lt;br /&gt;
Digging into soil does not generate any byproduct materials, unlike digging in [[stone|rock]], and also is a much faster process which makes it much easier to create storerooms and other large areas of empty space, and to train [[miner]]s.&lt;br /&gt;
&lt;br /&gt;
Soil cannot be [[Smoothing|smooth]]ed, so it is more difficult to make high value rooms, or pierce [[aquifer]]s.  Also, since soil cannot be smoothed, soil cannot be used to make [[fortification]]s.&lt;br /&gt;
&lt;br /&gt;
Building a [[farm plot]] or [[road]] or removing a [[construction]] on top of soil will cause it to become &amp;quot;furrowed&amp;quot;, making it appear with the {{Tile|≈|6:0}} and {{Tile|~|6:0}} tiles. Furrowed soil — including furrowed subterranean soil — will gradually smooth itself out, at which point grass and other vegetation will begin to grow. Sand always appears as {{Tile|≈|6:0}} and {{Tile|~|6:0}} and cannot become furrowed - as such, sand roads do not last as long as those made on ordinary soil.&lt;br /&gt;
&lt;br /&gt;
'''Trees and Shrubs'''&lt;br /&gt;
&lt;br /&gt;
Once you discover the [[caverns]], subterranean trees and shrubs will begin to grow on any subterranean soil.&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = adur&lt;br /&gt;
| elvish  = avi&lt;br /&gt;
| goblin  = snustrok&lt;br /&gt;
| human   = ocul&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2014 soil}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Soil Layers|*}}&lt;/div&gt;</summary>
		<author><name>2128</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Tile_attributes&amp;diff=229486</id>
		<title>Tile attributes</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Tile_attributes&amp;diff=229486"/>
		<updated>2017-03-03T22:39:48Z</updated>

		<summary type="html">&lt;p&gt;2128: /* Light vs. Dark and Above Ground vs. Subterranean */  moved to farming article&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|22:32, 7 January 2017 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Every tile in Dwarf Fortress is described as {{DFtext|Outside|3:1}} or {{DFtext|Inside|6:0}}, {{DFtext|Light|6:1}} or {{DFtext|Dark|0:1}}, and {{DFtext|Above Ground|2:1}} or {{DFtext|Subterranean|0:1}}. These attributes can be observed from the {{k|k}} menu, when the cursor is located over any single tile. &lt;br /&gt;
&lt;br /&gt;
There are 8 different combinations, and only 4 of them occur naturally:&lt;br /&gt;
* {{DFtext|Outside |3:1}}{{DFtext|Light |6:1}}{{DFtext|Above Ground|2:1}} - Outdoors, or within outdoor like conditions (such as being indoors but with no roof above the tile, providing direct access to sunlight.)&lt;br /&gt;
* {{DFtext|Outside |3:1}}{{DFtext|Light |6:1}}{{DFtext|Subterranean|0:1}} - Impossible&lt;br /&gt;
* {{DFtext|Outside |3:1}}{{DFtext|Dark |0:1}}{{DFtext|Above Ground|2:1}} - Impossible&lt;br /&gt;
* {{DFtext|Outside |3:1}}{{DFtext|Dark |0:1}}{{DFtext|Subterranean|0:1}} - Impossible&lt;br /&gt;
* {{DFtext|Inside |6:0}}{{DFtext|Light |6:1}}{{DFtext|Above Ground|2:1}} - Constructed buildings on the surface, below-ground-level chambers with ice or glass floors (possibly walls also{{verify}}) above them&lt;br /&gt;
* {{DFtext|Inside |6:0}}{{DFtext|Light |6:1}}{{DFtext|Subterranean|0:1}} - Impossible&lt;br /&gt;
* {{DFtext|Inside |6:0}}{{DFtext|Dark |0:1}}{{DFtext|Above Ground|2:1}} - Possible in arena, does not occur Adventure mode. It can Occur in Fortress mode.&lt;br /&gt;
* {{DFtext|Inside |6:0}}{{DFtext|Dark |0:1}}{{DFtext|Subterranean|0:1}} - Underground tunnels, including most of your fortress&lt;br /&gt;
&lt;br /&gt;
Being in the dark increases [[cave adaptation]], and being outside causes it to decrease (along with stunning/nausea if the sun is out). &lt;br /&gt;
&lt;br /&gt;
The entire [[Location|fortress site]] starts out as {{DFtext|Inside |6:0}}{{DFtext|Dark Subterranean|0:1}}. After that, a ray for {{DFtext|Outside|3:1}} and a ray for {{DFtext|Light |6:1}}{{DFtext|Above Ground|2:1}} falls straight down from the highest [[z-level]] for every (x,y) position on the local map, changing each tile's modifiers until something that blocks that particular &amp;quot;ray&amp;quot; is encountered. Due to this behavior, any of the previous three tile combinations will never be encountered in the same (x,y) position on a lower z-level than a higher numbered combination.&lt;br /&gt;
&lt;br /&gt;
== Outside vs. Inside ==&lt;br /&gt;
&lt;br /&gt;
This attribute is determined by whether there is a roof of some kind over a tile. Weather only affects tiles which are ''Outside''. Almost any kind of geometry will block the ''Outside'' ray including natural and constructed [[wall]]s, [[floor]]s, [[stair]]s, and [[fortification]]s, and open and closed [[bridge]]s, [[grate|floor grates]], [[bars|floor bars]], and [[hatch]]es. A tile which is ''Outside'' will always be ''Light Above Ground'', but an ''Inside'' tile may be either ''Light Above Ground'' or ''Dark Subterranean''.&lt;br /&gt;
&lt;br /&gt;
== Light vs. Dark and Above Ground vs. Subterranean ==&lt;br /&gt;
&lt;br /&gt;
Currently these two attributes are determined in exactly the same way. Once an area is exposed to the outside world, it is ''Above Ground'' and ''Light'' (and thus channeling this tile will make the tile below it also ''Above Ground'' and ''Light''). Even after being covered up again, it will remain this way. This allows growing outdoor crops inside safely.&lt;br /&gt;
&lt;br /&gt;
{{Category|Map tiles|*}}&lt;/div&gt;</summary>
		<author><name>2128</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Farming&amp;diff=229485</id>
		<title>Farming</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Farming&amp;diff=229485"/>
		<updated>2017-03-03T22:39:37Z</updated>

		<summary type="html">&lt;p&gt;2128: a few updates and edits; moved text from other pages&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Masterwork|23:04, 8 April 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
[[Image:Df-crops-diagram.png|thumb|200px|General farming flowchart.]]&lt;br /&gt;
&lt;br /&gt;
'''Farming''' is the act of growing [[crop|crops]] for [[food]], [[alcohol]] production, [[cloth]] manufacturing, and [[paper]] making. While small forts can easily be sustained by plant gathering, [[hunting]] and trading, farming is vital to large settlements.&lt;br /&gt;
&lt;br /&gt;
Farming is done at a '''farm plot''' building ({{k|b}}-{{k|p}}, resize with {{k|u}}{{k|m}}{{k|k}}{{k|h}}). Building uses no resources, and can only be done on [[soil]] or [[Irrigation|muddied rock]]. Mud-free stone will not allow the building of a farm plot on top. Farming requires the &amp;quot;Farming (Fields)&amp;quot; [[labor]], and uses the [[Grower]] skill. Farm plots only display the kind of crops that they are able to grow when selected with the {{k|q}}uery key.&lt;br /&gt;
&lt;br /&gt;
Depending on [[Tile attributes|where the farm plot is constructed]], different crops may be planted. Farm plots built {{DFtext|Above Ground|2:1}} are not suitable for {{DFtext|Subterranean|0:1}} crops and vice versa. Note that the attributes {{DFtext|Inside|6:0:0}}, {{DFtext|Outside|3:0:1}} are of no relevance. You can grow surface plants indoors by channeling out the roof above the desired plot and then constructing a floor ({{k|b}}-{{k|C}}-{{k|f}}) over the open space. Doing this changes the tile from {{DFtext|Dark|0:0:1}} to {{DFtext|Light|6:0:1}}, despite there being a roof (you do '''not''' need to make the roof out of [[glass]] for this to work). A plot with mixed light and dark tiles may show plants as &amp;quot;available&amp;quot; when only a tiny fraction of the tiles in the farm are valid for planting them.&lt;br /&gt;
&lt;br /&gt;
Note that although you can construct a farm plot anywhere there is either a soil floor or a mud covering, this does not always mean the seeds you have — especially imported ones — can be planted there. Not all crops can be grown in a given [[biome]], and some biomes will prevent the planting of '''all''' above-ground crops.&lt;br /&gt;
&lt;br /&gt;
The yellow warning message, {{DFtext|No mud/soil for farm, Mud is left by water|6:0:1}}, is displayed on all above-ground tiles, regardless of whether the farm will function.{{version|0.34.11}}  This warning may be ignored.  Tiles that actually lack mud or soil are excluded from the construction entirely with a red warning message (either {{DFtext|Blocked|4:0:1}} or {{DFtext|Needs soil or mud|4:0:1}}).&lt;br /&gt;
&lt;br /&gt;
See the article on [[crop]]s for details on the conditions needed to grow the available plants. &lt;br /&gt;
&lt;br /&gt;
== Introduction to Farming ==&lt;br /&gt;
&lt;br /&gt;
First, build a farm plot &amp;quot;building&amp;quot; ({{k|b}}-{{k|p}}, resize with {{k|u}}{{k|m}}{{k|k}}{{k|h}}) on [[soil]] or [[irrigation|muddy]] rock.  Keep your farms ''small'' — 2x2 up to 4x4 or so.  Farms are surprisingly productive.  You can always make more farms later if you run low on plants, and having several small farms lets you diversify your crops.  (Each farm plot can only grow one kind of plant per season.)&lt;br /&gt;
&lt;br /&gt;
Once the farm plot has been built, you must select which crops to grow.  Press {{k|q}} and move the cursor over the farm.  You will see a list of crops you can select to grow in the local biome and current season.  You can change which season is displayed by pressing {{k|a}},{{k|b}},{{k|c}}, or {{k|d}}.  Move the blue selector up and down with {{k|-}} and {{k|+}}, and press {{k|Enter}} to choose a crop to plant during that season (highlighted in white). Crops displayed in red cannot be grown at the moment, either due to a lack of seeds, or a lack of growing days left before the crop goes out of season.&lt;br /&gt;
&lt;br /&gt;
You must have the appropriate [[seed]]s to plant a crop on a plot.  To easily see how many of each seed you have, you can go to the Kitchen menu ({{k|z}} {{k|right}} {{k|Enter}}).&lt;br /&gt;
&lt;br /&gt;
Since your dwarves require food, booze and clothing, you should set up a combination of plants that will supply all of these.  [[Plump helmet]]s are a good beginning crop for a first cave farm, and [[Strawberry|strawberries]] are a good choice for outdoor fields — both can be eaten raw, or brewed.  [[Pig tail]]s produce cloth, which will become important once your clothing starts to [[wear]].  Check the [[crop]]s page for details on different seeds.&lt;br /&gt;
&lt;br /&gt;
Cooking plants destroys their seeds, so you should disable the cooking of plants in the Kitchen menu.  Eating them, brewing them, or processing them through a farmer's workshop, quern or millstone will produce seeds.&lt;br /&gt;
&lt;br /&gt;
Instructing a plot to remain fallow ({{k|z}}) during a particular season will tell dwarves not to plant in that plot during that season. Note that, unlike in real life, crop rotation is not necessary; soil productivity is only affected by fertilizing, and the same crop may be grown indefinitely without a decrease in performance, even without fertilizer.&lt;br /&gt;
&lt;br /&gt;
=== Yield and Fertilization ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin: 1em&amp;quot;&lt;br /&gt;
! Farm Size !! Potash !! Per Square&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 1 || 1.000&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 1 || 0.500&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 1 || 0.333&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 2 || 0.500&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 2 || 0.400&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 2 || 0.333&lt;br /&gt;
|-&lt;br /&gt;
| 7 || 2 || 0.286&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 3 || 0.375&lt;br /&gt;
|-&lt;br /&gt;
| 11 || 3 || 0.272&lt;br /&gt;
|-&lt;br /&gt;
| 15 || 4 || 0.266&lt;br /&gt;
|-&lt;br /&gt;
| 19 || 5 || 0.263&lt;br /&gt;
|-&lt;br /&gt;
| 23 || 6 || 0.260&lt;br /&gt;
|-&lt;br /&gt;
| 27 || 7 || 0.259&lt;br /&gt;
|}&lt;br /&gt;
Each farm tile requires a single seed to be planted. Unfertilized farm tiles can produce a stack of 0-6 plants when harvested, depending upon the [[Grower|skill]] of the planter and random chance. Experimentally, fertilizing a farm plot boosts production by 1-3 additional plants per stack each harvest, though the exact mechanism is unknown. For unskilled planters, yield can be effectively doubled with the use of fertilizer. This can be particularly important early on, when your fortress's seed supply is limited, because those extra plants mean more seeds for planting next season. Many crops, like quarry bushes, are impossible to farm effectively in the beginning without fertilizer. Larger harvest stack sizes can also dramatically increase the efficiency of downstream industries; see the [[grower]] article for more discussion.&lt;br /&gt;
&lt;br /&gt;
To fertilize a farm plot, one needs [[potash]], which is produced by processing [[ash]]. Each plot must be re-fertilized each season, and the fertilizer must be in place at the time the seeds reach maturity.  It does not matter whether the plot is fertilized at the time of planting. {{cite forum|139382/5375231}}&lt;br /&gt;
&lt;br /&gt;
Fertilizing a farm plot requires ''floor(plot_size / 4) + 1'' potash.  The table on the right illustrates the efficiency of potash as a function of plot size.  Generally, larger farms use less, approaching a limit of 1/4 bar per square.  The worst yields per tile are multiples of 4; if one plants to optimize harvest yield, it's most efficient to have plots of size ''4n - 1'', where n is the number of potash used.  Suitable sizes are 1x3, 1x7, 3x5, 3x9, 5x7, and 7x9. If one plans to optimize farmer experience, plots of size 2 or 4 can fertilized and seeded quickest, and experience can be distributed among more farmers. This ensures that if a bounty of crop is needed in the future, your farmers can yield more without potash, can plant and harvest quicker, and will have more time for other jobs in between.&lt;br /&gt;
&lt;br /&gt;
Fertilizer may be applied to a plot by pressing {{k|f}} while viewing the plot.  Only dwarves with the Farming (Fields) labor will apply fertilizer; this grants 30 XP of farming experience for each unit of potash used.  Pressing {{k|s}} toggles seasonal fertilization.  This does nothing until the next [[season]], at which time the plot will be automatically fertilized.  Note that if you do not have a potash stockpile near your farm plots, your legendary farmers may spend all of their time hauling single bars of potash from all the way on the other side of your fortress, rather than growing food.  &lt;br /&gt;
&lt;br /&gt;
'''Potash Production Chain:'''&lt;br /&gt;
Wood [[Stockpile]] &amp;gt; Wood [[Furnace]] produces [[Ash]] (as [[bars]]) &amp;gt; [[Ashery]] produces [[potash]] (as [[bars]]).&lt;br /&gt;
Note:  5 bars are stored in a [[bin]].  An [[Ashery]] requires a [[block]], barrel, and bucket as components.&lt;br /&gt;
&lt;br /&gt;
=== Subterranean Farming ===&lt;br /&gt;
&lt;br /&gt;
To grow the six &amp;quot;dwarven&amp;quot; plants, you will need an underground farm plot.  The seeds and spawn available to your dwarves at embark will only grow underground. Underground farm plots must be placed on soil or [[mud]]dy stone.&lt;br /&gt;
&lt;br /&gt;
Muddying a stone floor requires temporarily covering it with water; common methods include a [[Irrigation#via_Buckets|bucket brigade]] or '''controlled''' [[flood]]ing (see: [[Irrigation]]) by temporarily diverting a river or pool, using a [[floodgate]] or [[door]] to stop the flow. You may also find a muddied area in a [[cavern]], but note that each tile underneath the farm plot must be muddied. Most caverns have entire open areas which will be permanently covered in mud, but if you dig into the walls of a cavern or chisel away a pillar, the freshly cut floor area will not be muddied until you get it wet.  Underground caverns are dirty, and frequently contain [[Mud|piles of mud]] that are perfect for quickly setting up farms. However, given the wide variety of creatures found in caverns, you may want to take precautions.  Consider keeping a [[squad]] close at hand to guard the farm, or walling off a muddied area for your dwarves' exclusive use.&lt;br /&gt;
&lt;br /&gt;
Underground farming is not restricted to soil layers and caverns; underground floor of any material — rough stone, smoothed stone, ore, gem — can support subterranean farm plots once there is a layer of mud covering it.  See [[irrigation]] for tips on getting the right amount of water to the farm plots.&lt;br /&gt;
&lt;br /&gt;
=== Above Ground Farming ===&lt;br /&gt;
Farming of above ground crops is only possible on tiles that lie in a biome supporting their growth. Which crops are farmable depends on the biome - only plants &amp;quot;native&amp;quot; to a biome can actually be grown in a location: you cannot farm yams in a [[taiga]], or [[hemp]] in a [[tropical]] rainforest. There are also biomes where aboveground farming is entirely impossible, since no crops are native to them: these are the notoriously cold [[Glacier]] and [[Tundra]], but also all [[Mountain]] and [[Ocean]] [[biome]]s. The most widespread crops can be farmed in all land biomes with the exceptions mentioned above; this ubiquitous availability uses the internal reference NOT_FREEZING, but that label is somewhat misleading, since it's a [[Biome token|shorthand]] for a group of specific biomes and doesn't imply anything about the actual temperature - mountains and oceans are generally infertile, no matter what temperature range the embark screen lists, and a [[Taiga]] with &amp;quot;freezing&amp;quot; temperatures allows farming above ground plants.&lt;br /&gt;
&lt;br /&gt;
Above ground farming is basically the same as underground farming, with the simplifying distinction that above ground plots typically do not require preparatory work. However, there are some complications.&lt;br /&gt;
&lt;br /&gt;
The first complication is that seeds cannot be chosen at embark, as dwarven civilizations do not have access to those sort of plants.  They can be bought from [[Elves|elven]] and [[human]] caravans; above-ground plants can be gathered using the [[Plant gathering]] designation, and then [[brewer|brewed]], [[miller|milled]], [[thresher|threshed]] or [[food|eaten]] directly (depending on the plant) to produce seeds.&lt;br /&gt;
&lt;br /&gt;
The second complication is that the farming must be done on [[soil]] or muddied rock, which is [[above ground]].  Typically, it is done on the surface, which is dangerous (due to aggressive animals, ambushes and sieges).  However, any land which has ever been exposed to sunlight becomes permanently marked as &amp;quot;above ground&amp;quot;.  So, if you have multiple Z-layers of soil, you can channel some above-ground land, remove the resulting ramps, then construct a floor above, where the surface once was.  The (now inside and protected) lower soil will still be suitable for farming outdoor plants like [[strawberry|strawberries]], [[longland grass]], [[rope reed]], and anything else you may find. If your soil is not thick enough, you may still get a secure above ground farm by doing the same with any stone and muddying it. Alternatively, you may build a greenhouse by [[wall]]ing around some soil.&lt;br /&gt;
&lt;br /&gt;
The various crops require particular environments to grow. On an embark which crosses multiple biomes, it's not unusual for aboveground farms in different biomes to have different lists of available crops. &lt;br /&gt;
&lt;br /&gt;
Note that when creating an above ground plot, the interface may incorrectly display &amp;quot;No mud/soil for farm&amp;quot;, even though mud is present. {{bug|249}} The message can be ignored.&lt;br /&gt;
&lt;br /&gt;
== Farm plots in action ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right;margin:1em;width:35%&amp;quot;&lt;br /&gt;
|+ Growth duration for subterranean crops&lt;br /&gt;
|-&lt;br /&gt;
! Crops !! Game [[Time|ticks]] until harvest !! Days until harvest&lt;br /&gt;
|-&lt;br /&gt;
| Plump helmet, pig tail || 30000 || 25 days&lt;br /&gt;
|-&lt;br /&gt;
| Cave wheat, sweet pod, quarry bush, dimple cup || 50000 || 41.666 days&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Once a farm plot has been built and crops have been selected for the current season, dwarves with the &amp;quot;[[Grower|Farming (Fields)]]&amp;quot; labor enabled will begin planting the selected seeds.  One seed is used per tile.  The higher a Dwarf's grower skill in planting, the more plants will be harvested from each seed planted. The farming labor is fairly low in priority, so if you want a full-time farmer, it is best to disable all other labors.&lt;br /&gt;
&lt;br /&gt;
Plants take time to grow, depending on their type. Once a plant is fully grown, a dwarf will harvest it. By default, any dwarf will do this. Harvesting plants is not affected by any skill, although it provides a small amount of grower experience. So it's a good idea to set only your planters to harvest, not anyone. To do that, set option &amp;quot;Only Farmers Harvest&amp;quot; {{k|o}}{{k|h}}. This is useful only to train your planter faster; once they're skilled enough, everyone can be allowed to harvest again so the haulers can take care of half the farming work.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border-spacing: 0&amp;quot;&lt;br /&gt;
|{{RT|≈|6:0}}||{{RT|`|0:1}}||{{RT|τ|6:1}}||{{RT|═|6:0}}||{{RT|≈|6:0}}&lt;br /&gt;
|-&lt;br /&gt;
|{{RT|≈|6:0}}||{{RT|≈|6:0}}||{{RT|τ|6:1}}||{{RT|═|6:0}}||{{RT|≈|6:0}}&lt;br /&gt;
|-&lt;br /&gt;
|{{RT|≈|6:0}}||{{RT|≈|6:0}}||{{RT|τ|6:1}}||{{RT|═|6:0}}||{{RT|≈|6:0}}&lt;br /&gt;
|-&lt;br /&gt;
|{{RT|≈|6:0}}||{{RT|τ|6:1}}||{{RT|═|6:0}}||{{RT|≈|6:0}}||{{RT|≈|6:0}}&lt;br /&gt;
|-&lt;br /&gt;
|{{RT|≈|6:0}}||{{RT|τ|6:1}}||{{RT|═|6:0}}||{{RT|≈|6:0}}||{{RT|≈|6:0}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
In the farm plot shown on the right, {{Tile|≈|6:0}} indicates tiles awaiting planting, {{Tile|═|6:0}} indicates tiles that have been planted and are now growing, and {{Tile|τ|6:1}} indicates [[longland grass]] plants that are ready for harvesting.&lt;br /&gt;
&lt;br /&gt;
If harvested plants are not moved to a stockpile in time, they will wither. These plants will eventually [[rot]] away. There's no use for withered plants. If, when the seasons change, the previous crop can not grow anymore, all immature plants will be destroyed yielding neither seed nor plant. If the farmers are &amp;quot;aware&amp;quot; of this limitation, they will automatically stop planting crops that haven't enough time to ripen, but you might lose a few seeds in your first year when growers of insufficient skill plant seeds too close to the cutoff.&lt;br /&gt;
&lt;br /&gt;
Depending on the number of growers and their experience and the rate at which the plant grows, not all squares of large plots may be used.&lt;br /&gt;
&lt;br /&gt;
Any farm plot that has both Above Ground and Subterranean tile attributes within the plot will only be partially planted, if at all. Verify using {{k|k}} over each square of the plot and remake as needed to follow the proper attributes.&lt;br /&gt;
&lt;br /&gt;
== Management ==&lt;br /&gt;
&lt;br /&gt;
Create a custom [[stockpile]] near your [[farm]] which only accepts [[seed]]s. This will consolidate your seeds into one place, instead of having them littered all through the [[dining room]]. As a single barrel can hold up to 10 seed [[bag]]s (each of which can hold 100 seeds of a specific type), and there is a maximum of 200 seeds of each type in the whole fortress, this stockpile need only be three or four tiles. (For DF2014 the theoretical maximum is 31 tiles for 200 seeds of each of 155 crops, but the actual maximum needed is much less because no fort will be situated in the right place to grow all of those. Four tiles gives enough space for 20 different crops.) Unfortunately, due to an outstanding bug, consolidating your seeds will increase the amount of planting job cancellation spam; see the [[#Bugs|Bugs]] section below for workarounds.&lt;br /&gt;
&lt;br /&gt;
It may also be a good idea to set aside a few seeds from each type of crop and [[forbid]] them, as a seed bank in case of [[fun|fun times]].&lt;br /&gt;
&lt;br /&gt;
You can also create a custom stockpile that will only accept [[plant]]s, to avoid having it all mixed up with your [[meat]] and [[drink]]s. It would be a good idea to have this stockpile near your [[still]], [[farmer's workshop]], [[kitchen]], etc. If you suffer from plump helmet overflow, create a plump-helmet-only stockpile, forbid plump helmets from all other food stockpiles, and let the crops in the field die if they can't be picked. It is worth noting that withering crops in the field do not produce miasma.&lt;br /&gt;
&lt;br /&gt;
Use the [[stocks]] menu, and go to the Kitchen tab. From here you can see how many of each kind of food you have. If you're running out of a certain kind of seed, toggle the corresponding plant &amp;quot;Cook&amp;quot; setting to red. [[Cooking]] plants doesn't leave a seed. If you have too many of a certain kind of seed, or of plump helmet, as noted above, toggle the seed &amp;quot;Cook&amp;quot; setting to blue. Just make sure you check on the stocks and toggle it back before you run out, or use the seed bank idea above.&lt;br /&gt;
&lt;br /&gt;
===Managing Seeds===&lt;br /&gt;
[[Seed]]s are used to grow [[crop]]s. You may begin the game with a certain number of seeds, [[trade]] for them, or [[plant gathering|gather]] them. In addition to this, eating, [[milling]] and [[brewing]] plants often yield a seed (assuming your fortress hasn't hit the seed cap for that plant). [[Cooking]] plants does not yield seeds, and cooking seeds makes them unusable for planting, so you may want to watch out and make sure you don't convert the last of your plants into +strawberry roast+ without the ability to make more.&lt;br /&gt;
&lt;br /&gt;
You can create a custom [[stockpile]] near your [[farm]] which will only accept [[seed]]s. This will consolidate your seeds into one place, instead of having them littered all through the [[dining room]]. Seeds are stored in [[bag]]s (up to 100 seeds per bag), and seed bags can be stored in barrels. It is recommended not to use barrels on seeds stockpiles, however, since the hauling habits of the current version lead to barrels getting carted around to collect each and every loose seed, interrupting the planting work.&lt;br /&gt;
&lt;br /&gt;
Each plant has a seed cap set at 200 (this value can be adjusted in [[d_init.txt]]). [[Brewing]], [[milling]], and [[food|eating]] raw plants will not generate additional seeds once the cap is reached, although you may still get additional seed bags via [[trading]] and thus exceed this limit. Once the count of seeds falls below 200, new seeds will again be generated.&lt;br /&gt;
&lt;br /&gt;
There is also a fortress-wide total seed cap, initially set at 3000 (also configurable in [[d_init.txt]]). Once your fortress reaches this cap new seeds will still be generated, but the oldest seeds on the map will disappear. Unfortunately, this cap counts all seeds on the map, including those carried by traders {{bug|8108}}, and removes old seeds even if they have already been planted {{bug|8107}}. Finally, because the two caps behave differently, they can cause undesirable behavior when both are in operation {{bug|8091}}. &lt;br /&gt;
&lt;br /&gt;
Seeds may be toggled for [[cooking]] on the Kitchen tab of the [[stocks]] menu. Disabling seed cooking will keep your seeds safe from starving dwarves. Although the item properties label them as EDIBLE_RAW, [[quarry bush|rock nuts]], like all other seeds, are ''not'' consumed as-is.&lt;br /&gt;
&lt;br /&gt;
===Managing Crops===&lt;br /&gt;
When your [[crop]]s are ripe, your dwarves will harvest them from the farm plots. This will yield one or more [[stack]]s of [[plant]]s, which will be [[hauling|hauled]] to the appropriate [[stockpile]]. It is generally a good idea to have sufficient [[barrel]]s to hold the food, as [[food]] is subject to [[wear|withering]] and the predation of [[vermin]]. [[Metal]] barrels are especially effective against vermin.&lt;br /&gt;
&lt;br /&gt;
You can create a custom stockpile that will only accept [[plant]]s, to avoid having it all mixed up with your [[meat]] and [[drink]]s. It would be a good idea to have this stockpile near your [[still]], [[farmer's workshop]], [[kitchen]], etc. You may also choose to make more specialized stockpiles, for instance if your [[windmill]] is located far away from your farms, you might have small nearby stockpiles dedicated solely to millable plants and [[flour]] so as to save on hauling.&lt;br /&gt;
&lt;br /&gt;
The Kitchen tab on the [[stocks]] menu allows you to control which crops, if any, your dwarves will use as ingredients when cooking. Be careful when you are cultivating new crops or running low on others, and make sure you don't cook the last of them instead of recovering the valuable seeds. Note that experienced [[farmer]]s and crop [[fertilize|fertilization]] significantly increase the return on planted seeds, and can be quite useful when attempting to build your seed stockpile.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;Store item in container&amp;quot; jobs block access to items already in the container. This causes stored seeds to become unavailable, spamming job cancellations. {{bug|9004}}&lt;br /&gt;
** Workaround #1: set your seed stockpile to only take from links ({{k|a}}). When seed supplies run low, toggle it back to &amp;quot;anywhere&amp;quot; temporarily to gather up all the loose seeds.&lt;br /&gt;
** Workaround #2: disable barrels ({{k|E}}) in the seed stockpile.  This means making the stockpile larger, as only one seed bag will be stored per tile. However, at 100 seeds per bag and with the 200 seed cap per seed type (cf. [[seed]]), this still only amounts to 12 tiles for a full underground-crop seed stockpile, assuming each seed type is only stored in 2 bags. Haulers will still lock a whole bag to gather individual seeds, but this is better than locking a whole barrel full of seed bags.&lt;br /&gt;
** Workaround #3: create two custom [[stockpile]]s which only accept [[seed]]s. Disable barrels in the first stockpile, and set it to give to the second stockpile. Set the second to only take from links. &lt;br /&gt;
** Workaround #4: disable seeds in all stockpiles and recruit a few extra farmers. No hauled seeds means no planting job cancellation spam.&lt;br /&gt;
&lt;br /&gt;
* Fortress-wide seed cap counts seeds carried by traders {{bug|8108}}&lt;br /&gt;
* Fortress-wide seed cap removes seeds that have already been planted {{bug|8107}}&lt;br /&gt;
* Conflict between seed caps can cause all seeds for a crop to disappear {{bug|8091}}&lt;br /&gt;
* Some crops can't be processed, and so can't be used or replanted {{bug|6940}}&lt;br /&gt;
** [http://www.bay12forums.com/smf/index.php?topic=162231.msg7321878#msg7321878 partial workaround] by editing the raws for bitter vetch (possibly works for other crops too)&lt;br /&gt;
&lt;br /&gt;
{{Farming FAQ}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Irrigation]]&lt;br /&gt;
* [[Tile attributes]]&lt;br /&gt;
* [[Crops]]&lt;br /&gt;
* [[How large a farm do i need|How large a farm do I need?]] &lt;br /&gt;
&lt;br /&gt;
{{Category|Buildings}}&lt;br /&gt;
{{Industry}}&lt;/div&gt;</summary>
		<author><name>2128</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki:Community_Portal&amp;diff=229484</id>
		<title>Dwarf Fortress Wiki:Community Portal</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki:Community_Portal&amp;diff=229484"/>
		<updated>2017-03-03T22:08:51Z</updated>

		<summary type="html">&lt;p&gt;2128: added some links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{shortcut|DF:CP}}&lt;br /&gt;
&lt;br /&gt;
:''See the [[Help]] page for technical information. See the [[Frequently Asked Questions#Using DF Wiki (Editing_policies)|Wiki Introduction and Editing FAQ]] for an introduction to editing this wiki.''&lt;br /&gt;
&lt;br /&gt;
This page is for organizing the war effort against entropy.__NOTOC__ Also, please check out the [[Dwarf_Fortress_Wiki:Improvement_Drive|Dwarf Fortress Wiki Improvement Drive]]!&lt;br /&gt;
&lt;br /&gt;
{| id=&amp;quot;toc&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
* [[#We are doing this! Let us do it right.|We are doing this! Let us do it right.]]&lt;br /&gt;
** [[#A|A]] [[#B|B]] [[#C|C]] [[#D|D]] [[#E|E]] [[#F|F]] [[#G|G]] [[#H|H]] [[#I|I]] [[#J|J]] [[#K|K]] [[#L|L]] [[#M|M]]&lt;br /&gt;
** [[#N|N]] [[#O|O]] [[#P|P]] [[#Q|Q]] [[#R|R]] [[#S|S]] [[#T|T]] [[#U|U]] [[#V|V]] [[#W|W]] [[#X|X]] [[#Y|Y]] [[#Z|Z]]&lt;br /&gt;
** [[#More rules|More]]&lt;br /&gt;
* [[#Notice Templates|Notice Templates]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== We are doing this! Let us do it right. ==&lt;br /&gt;
&lt;br /&gt;
=====A=====&lt;br /&gt;
* '''A'''lphabet: Okay, the first rule is that there must be a rule for each letter of the alphabet. Thanks to the community, we now have all twenty-six rules (plus [[#More rules|a few more]])! (Inspired by [[User:Peristarkawan|Peristarkawan]]'s [[wikipedia:nomic|nomic]] instincts)&lt;br /&gt;
&lt;br /&gt;
=====B=====&lt;br /&gt;
* '''B'''e bold! So says Wikipedia. If you see a mistake, be it a fact or a typo, change it. Don't leave it to someone else to clean up mistakes. Feel free to make changes. If you think an article needs a major rewrite, and you think you can do it, go ahead and do it! You can also use the discussion (talk) page to post suggestions.&lt;br /&gt;
* For help getting started, see the [[Frequently Asked Questions#Using DF Wiki (Editing_policies)|Wiki Introduction and Editing FAQ]].&lt;br /&gt;
&lt;br /&gt;
=====C=====&lt;br /&gt;
* '''C'''ategories: When editing a page, stop to think about what categories it should be included in, and add them if necessary. Don't forget to consider categories that don't yet exist. Capitalize the tag like &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[[Category:Stub]]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;. (However, if the page and category are version-specific, you should use &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;{{Category|CategoryName}}&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt; instead).&lt;br /&gt;
* See also [[Help:Categories|Categories Help]] and [[Special:AllPages/Category:|List of All Existing Categories]]&lt;br /&gt;
&lt;br /&gt;
=====D=====&lt;br /&gt;
* '''D'''iscussion: Use the discussion page to voice suggestions and to ask questions. Try to limit inline comments. Before editing, check the discussion page to see if there are any changes being planned. The [[DF:CD|centralized discussion]] page is being used to announce such discussions to the general population, so as to make them findable for those who do not religiously keep up with Recent Changes. Please add your own discussions to it. &lt;br /&gt;
* See [[Help:Talk pages]] and [[wikipedia:WP:TPG|Wikipedia:Talk page guidelines]] for talk page conventions and a more in-depth explanation.&lt;br /&gt;
&lt;br /&gt;
=====E=====&lt;br /&gt;
* '''E'''liminate fluff. This includes redirects that aren't linked to and wouldn't be typed in the search box. The {{[[Template:deletion|deletion]]}} or {{[[Template:deletion|del]]}} template is your friend. (See also the [[Dwarf Fortress Wiki:Deletion Policy|Deletion Policy]].)&lt;br /&gt;
&lt;br /&gt;
=====F=====&lt;br /&gt;
* '''F'''acts: Keep your information factual. If you haven't confirmed something, post it on the discussion page. Don't create linkless one-liner pages. Add as much pertinent information as you can and avoid conjecture (possibly, maybe, could be, likely) by providing concrete examples from the game or links to other parts of the wiki.&amp;lt;!-- redundant with V? --&amp;gt;&amp;lt;!-- aye, tis semi-redundant: they need to be merged. Personally, I like facts better than verify --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====G=====&lt;br /&gt;
* '''G'''ameterms: To avoid confusion, use the terms the game uses whenever possible. For example, the game refers to &amp;quot;armor&amp;quot; and &amp;quot;aluminum&amp;quot; rather than &amp;quot;armour&amp;quot; or &amp;quot;aluminium&amp;quot;, and the plural forms of &amp;quot;dwarf&amp;quot; and &amp;quot;bronze colossus&amp;quot; should be &amp;quot;dwarves&amp;quot; and &amp;quot;bronze colossuses&amp;quot; rather than &amp;quot;dwarfs&amp;quot; or &amp;quot;bronze colossi&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=====H=====&lt;br /&gt;
* '''H'''eadings: Organize the content of each page into sections of related information. After the introduction, use appropriate headings for each section, and follow the '''N'''aming style of this guide. Keep headings to a minimum; consider a list or a table if you have many repetitive facts.&lt;br /&gt;
&lt;br /&gt;
=====I=====&lt;br /&gt;
* '''I'''mages: Images and [[screenshot]]s should clearly depict the subject. Small diagrams can be constructed with &amp;amp;lt;[[DF:Diagram|diagram]]&amp;gt; or {{tl|RT}}, for easy editing, and to save on space. When uploading images, give them a name that is descriptive and unlikely to be duplicated. Names like &amp;quot;1&amp;quot;, &amp;quot;screenshot&amp;quot;, and &amp;quot;untitled&amp;quot; should be avoided. PNG images are preferred over JPEG where possible, as they don't lose visual quality during compression (and tend to be smaller anyways).&lt;br /&gt;
&lt;br /&gt;
=====J=====&lt;br /&gt;
* '''J'''ealousy: Don't be shocked if someone rewrites or removes your article; your hard work is not lost. Post suggestions on the discussion page and talk about the issue. All versions are stored in the history, so your material can be reused or merged with existing content if the rewriter left something out.&lt;br /&gt;
&lt;br /&gt;
=====K=====&lt;br /&gt;
* '''K'''eys: This wiki is about a game that uses nearly 100% keyboard input, so we have a template to improve the display of keys: {{tl|k}} (abbreviation of {{tl|key}}). For example, the syntax &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{k|q}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; will generate {{k|q}}, a standardized and visually pleasing representation of the &amp;quot;q&amp;quot; key. The enter key should be done as &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{k|Enter}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; ({{k|Enter}}), for example, and the arrow keys use arrow characters, found at [[CP437|this handy code page]]. The right arrow key, for example, appears as {{k|→}}. {{tl|k-}} can be used for sequences of keys - for example, &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{k-|a|b}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; produces {{k-|a|b}}.&lt;br /&gt;
&lt;br /&gt;
=====L=====&lt;br /&gt;
* '''L'''osing is [[fun]]! &amp;lt;!-- If something made you lose, include information about it. Others may want to try it out, or you may help someone avoid flooding their ☼fortress☼. --&amp;gt;&lt;br /&gt;
&amp;lt;!-- personally, I think that this will encourage people to add more pointless than useful --Savok --&amp;gt;&lt;br /&gt;
=====M=====&lt;br /&gt;
* '''M'''ore people should use the raw files (found in your 'install dir\raw\objects') to get information about creatures and objects. They have loads of good information that the game actually uses.&lt;br /&gt;
&lt;br /&gt;
=====N=====&lt;br /&gt;
* '''N'''aming: The titles of new pages should be &amp;lt;u&amp;gt;singular&amp;lt;/u&amp;gt; nouns, with &amp;lt;u&amp;gt;only the first word capitalized&amp;lt;/u&amp;gt;. Example: [[Screw pump]], [[Metalsmith's forge]], [[Gear assembly]]. Exceptions are proper nouns and terms that are always plural. Getting the wrong name can mean extra redirects and always means a page move. Screw pump is not the same as Screw Pump. Exceptions may be made in cases where two very different things would otherwise have the same page name, such as [[bar]] versus [[bars]]. Do not put question marks in the names of articles: due to the way they are handled in URIs it messes things up, though not irreversibly.&lt;br /&gt;
&lt;br /&gt;
=====O=====&lt;br /&gt;
* '''O'''riginal research is good! Forget what you've seen on That Other Wiki; personal experience is perfectly fine here. Without original research, this wiki would be a tiny fraction of its current self &amp;amp;ndash; so if you see something that seems wrong, needs verification, or just lacks information, load up the current edition and check for yourself (but please, say you've done so on the talk page).&lt;br /&gt;
&lt;br /&gt;
=====P=====&lt;br /&gt;
* '''P'''review: Use the preview button to check for typos. Avoid cluttering the history of a page with multiple edits. Mark small changes as 'minor' so they can be (optionally) hidden from the recent changes page.&lt;br /&gt;
&lt;br /&gt;
=====Q=====&lt;br /&gt;
* '''Q'''ueue: Check the special pages for work still to be done! There are lists of [[Special:Deadendpages|Dead end pages]]. [[Special:Uncategorizedcategories|Uncategorized categories]], [[Special:BrokenRedirects|Broken redirects]], and [[Special:Specialpages|others]] that all need work occasionally. Or try looking up pages by [[Dwarf_Fortress_Wiki:Quality|quality]] and trying to improve lower-quality ones to a higher quality level.&lt;br /&gt;
* If you feel more like writing content than maintaining the wiki, the list of [[:Category:Stubs|stub pages]] is a good place for you to start, followed by the [[Special:ShortPages|short pages]] that exist.&lt;br /&gt;
* If you feel like doing research about how the game works, have a look at [[#V|Rule V]].&lt;br /&gt;
&lt;br /&gt;
=====R=====&lt;br /&gt;
* '''R'''edundancy: Before creating a new page, do a search to find out if the topic is already discussed in detail somewhere else. If you find that redundant pages already exist, merge their content and have one redirect to the other. This rule also refers to redundant material inside pages.&lt;br /&gt;
&lt;br /&gt;
=====S=====&lt;br /&gt;
* '''S'''tyle: In general, try to follow the [http://en.wikipedia.org/wiki/Wikipedia:Manual_of_Style Wikipedia Manual of Style] when writing articles. For example, introduce keyword articles by highlighting the first keyword in bold, such as '''Rules'''.&lt;br /&gt;
* Also see [[DF:Manual of Style]] for information specific to this wiki.&lt;br /&gt;
&lt;br /&gt;
=====T=====&lt;br /&gt;
* '''T'''imelessness: The wiki is intended as a guide for all players, even new ones. As such, references to differences from or similarities to old major versions of DF should be moved to the appropriate version page. Avoid phrases like &amp;quot;now marble can be used to make steel&amp;quot; or &amp;quot;before, farms required two floodgates&amp;quot;, etc. Specific references to minor versions in the same namespace are acceptable - for example, &amp;quot;minecarts were added in v0.34.08&amp;quot;, or &amp;quot;creatures do not breed by spores as of v0.40.19&amp;quot;. For facts that are likely to change in the future, or placeholder features, use the {{tl|Version}} template, and for bugs that have yet to be fixed, use the {{tl|Bug}} template. Note that references to differences from or similarities to ''newer'' versions of DF may be acceptable on pages for old versions.&lt;br /&gt;
&lt;br /&gt;
=====U=====&lt;br /&gt;
* '''U'''ser pages: Introduce yourself, let the community know who you are. If you have a comment on someone's actions on the wiki, praise or otherwise, post it on their talk page, and they'll get notified next time they log in. Avoid editing other users' user pages unless it's absolutely necessary (for example, removing a user page from an inappropriate category). Keep this place civilized; avoid flame wars, personal attacks and insults.&lt;br /&gt;
&lt;br /&gt;
=====V=====&lt;br /&gt;
* '''V'''erify: Many loosely based assumptions are floating around. Verify your information and check [[:Category:Articles needing further verification]] if you think you can help verify others. If you have something that is not verified, use the &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{verify}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; tag right after it.&lt;br /&gt;
&lt;br /&gt;
=====W=====&lt;br /&gt;
*'''W'''it can be hard to recognise once it has been written down. It is best if it is used on clearly humour/story-related pages, talk pages, or user pages, but kept to a minimum in fact-based articles like [[Dwarf]] or [[Summer]]. Use an appropriate template such as {{tl|D for Dwarf}} if there might be confusion.&lt;br /&gt;
&lt;br /&gt;
=====X=====&lt;br /&gt;
* '''X'''eniality: Be nice to people who are new to Dwarf Fortress.&lt;br /&gt;
&lt;br /&gt;
=====Y=====&lt;br /&gt;
* '''Y'''e Olde Info: It's outdated - update it. Keep the wiki up to date. Remember, sieges were only buggy in a few old versions! Also make sure you're looking at the correct version of a page, especially when editing - if you're playing the latest released version, the information present in the &amp;quot;v0.34&amp;quot;, &amp;quot;v0.31&amp;quot;, &amp;quot;40d&amp;quot;, or &amp;quot;23a&amp;quot; pages is likely to be outdated and incorrect for you, but people playing those old versions will want information that is accurate for them.&lt;br /&gt;
&lt;br /&gt;
=====Z=====&lt;br /&gt;
* '''Z''': the mark of '''Z'''orro. Sign each of your 'Talk' entries with your own --&amp;lt;nowiki&amp;gt;~~~~&amp;lt;/nowiki&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==== More rules ====&lt;br /&gt;
* '''[[DF:REDIR|Redirects]]:''' Redirects should almost always be created in a versioned namespace (e.g. {{DF:Current}}). For example, instead of creating a redirect from [[Kitten]] to [[Cat]], create a redirect from [[{{DF:Current}}:Kitten]] to [[{{DF:Current}}:Cat]]. Doing this makes links to [[Kitten]] work from both {{DF:Current}} pages and pages in the main namespace. Redirects should almost never be created in the main namespace. See [[DF:REDIR]] for more information.&lt;br /&gt;
* '''[[DF:MOS|Spelling]]:''' American and British spellings are both acceptable, unless they violate [[#G|Rule G]].&lt;br /&gt;
&lt;br /&gt;
== Notice Templates ==&lt;br /&gt;
&lt;br /&gt;
There are templates available for marking pages needing improvement. Ideally, you should make appropriate changes and move on, but if you are unable to access the required information, post a notice to flag an issue up. Using template notices provides a consistent way of flagging a page. Notices in use can be tracked through category pages. Notices based on rules from this page should all use the [[:Category:Pages that break Community Portal rules]] category.&lt;br /&gt;
&lt;br /&gt;
This section is far from complete.&lt;br /&gt;
&lt;br /&gt;
=== Template for Notice Templates ===&lt;br /&gt;
&lt;br /&gt;
{{Colored Notice Box|#0000FF|Contents of the message.&lt;br /&gt;
Second value is sidebar colour in HTML hex, RR GG BB, e.g. #FF0000 (red), #009900 (dark green), #0088FF, (light blue), #000000 (black)}}&lt;br /&gt;
&amp;lt;nowiki&amp;gt;{{Colored Notice Box|#FF00FF|Contents of the message}}&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Image Rules Notice ===&lt;br /&gt;
&lt;br /&gt;
{{Image Rules Notice|cat=no}}&lt;br /&gt;
{{tl|Image Rules Notice}}&lt;br /&gt;
&lt;br /&gt;
=== Timelessness Notice ===&lt;br /&gt;
&lt;br /&gt;
{{Timelessness Notice|cat=no}}&lt;br /&gt;
{{tl|Timelessness Notice}}&lt;br /&gt;
&lt;br /&gt;
=== New Notices ===&lt;br /&gt;
&lt;br /&gt;
If several pages arise that break the same rule, create a new template based off one of the above templates. Remember to include the [[:Category:Pages that break Community Portal rules]] tag at the bottom, or some other appropriate category so that other users can track pages that need reworking. To create a new template, type &amp;lt;nowiki&amp;gt;[[Template:Rule name notice]]&amp;lt;/nowiki&amp;gt; into an article, or directly into the address bar of your browser.&lt;br /&gt;
&lt;br /&gt;
[[category:wikiprojects]]&lt;/div&gt;</summary>
		<author><name>2128</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki:Manual_of_Style&amp;diff=229483</id>
		<title>Dwarf Fortress Wiki:Manual of Style</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki:Manual_of_Style&amp;diff=229483"/>
		<updated>2017-03-03T22:08:08Z</updated>

		<summary type="html">&lt;p&gt;2128: added some links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;:''See the [[Help]] page for technical help. See the [[Dwarf Fortress Wiki:Community Portal|Community Portal]] for editing rules.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This is a placeholder page for the end result of the discussion at the [[DF Talk:Manual of Style|talk page]].&lt;br /&gt;
&lt;br /&gt;
In general, try to follow the [http://en.wikipedia.org/wiki/Wikipedia:Manual_of_Style Wikipedia Manual of Style].  This guide is for guidelines specific to this wiki.&lt;br /&gt;
&lt;br /&gt;
==Spelling (draft proviso)==&lt;br /&gt;
We do not prefer American English over British English (or the reverse) ''except'' when the word in question is an in game concept -- then we follow the in game spelling.  Also, editing an article to change all the spellings from one form to another is inappropriate.  However, if something is misspelled in both British and American English, then we reserve the right to &amp;lt;s&amp;gt;mercilessly taunt you&amp;lt;/s&amp;gt; encourage you to invest in a spellchecker.&lt;/div&gt;</summary>
		<author><name>2128</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Help:Contents&amp;diff=229482</id>
		<title>Help:Contents</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Help:Contents&amp;diff=229482"/>
		<updated>2017-03-03T22:06:17Z</updated>

		<summary type="html">&lt;p&gt;2128: moved to/from other help pages&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;: ''For a list of all help pages, see [[Special:PrefixIndex/Help:|this page]]. For a general introduction to editing on this wiki, see [[Frequently Asked Questions#Using DF Wiki (Editing_policies)|Wiki Introduction and Editing FAQ]].''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* See [[wikipedia:mw:Help:Contents|This Page]] for most wiki-related technical help.&lt;br /&gt;
* [[Help:Editing|Editing Help]]&lt;br /&gt;
* The wiki rules are at [[Dwarf Fortress Wiki:Community Portal|Community Portal]].&lt;br /&gt;
** See [[DF:CP#D|Rule D]] for discussion etiquette and how to use talk pages.&lt;br /&gt;
* [[User:Briess|Briess]] is the wiki admin. Contact him with account problems.&lt;/div&gt;</summary>
		<author><name>2128</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Help:Editing&amp;diff=229481</id>
		<title>Help:Editing</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Help:Editing&amp;diff=229481"/>
		<updated>2017-03-03T22:05:55Z</updated>

		<summary type="html">&lt;p&gt;2128: moved some things from Help page since this is the page that pops up in the little &amp;quot;Editing help&amp;quot; window&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Basic ==&lt;br /&gt;
* See [http://meta.wikimedia.org/wiki/Help:Editing Meta-Wiki's Help:Editing] for basic wiki editing help.&lt;br /&gt;
* [[Help:Formatting|Formatting]]&lt;br /&gt;
* [[Help:Categories|Categories]]&lt;br /&gt;
* [[Help:Templates|Templates]]&lt;br /&gt;
** [[Help:Useful templates]] lists some commonly-used templates available on this wiki.&lt;br /&gt;
&lt;br /&gt;
== Advanced ==&lt;br /&gt;
* See [[DF:Versions]] and [[Help:Namespace]] for an explanation of namespaces (e.g. &amp;quot;{{DF:Current}}&amp;quot;) and redirects on this wiki.&lt;br /&gt;
* Here's a [[wikipedia:Web colors|resource]] for identifying HTML colors in the wiki.&lt;br /&gt;
&lt;br /&gt;
== Conventions and Rules ==&lt;br /&gt;
* See the [[Dwarf Fortress Wiki:Manual of Style|DF Wiki Manual of Style]] for style conventions.&lt;/div&gt;</summary>
		<author><name>2128</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Template:Welcome_user&amp;diff=229480</id>
		<title>Template:Welcome user</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Template:Welcome_user&amp;diff=229480"/>
		<updated>2017-03-03T22:05:15Z</updated>

		<summary type="html">&lt;p&gt;2128: moved to Help page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to the Dwarf Fortress Wiki, {{{user|{{&amp;lt;includeonly&amp;gt;subst:&amp;lt;/includeonly&amp;gt;PAGENAME}}}}}! Here are some helpful links to get you started:&lt;br /&gt;
* If you're new to editing wikis, the [[Help:Contents|Help]] page has some useful technical information.&lt;br /&gt;
* The [[DF:Community portal|Community portal]] has a collection of rules, many of them unique to this wiki. {{Rule|G}}, {{Rule|N}}, and {{Rule|Z}} are three of the more important ones to keep in mind.&lt;br /&gt;
* The [[DF:announcements|announcements]] (usually) contain current, important information&amp;amp;mdash;be sure to check them periodically.&lt;br /&gt;
* [[Special:RecentChanges]] shows all of the recent activity on the wiki. There isn't always a lot going on, but feel free to take a look and see what's happening around the wiki. (The &amp;quot;diff&amp;quot; link on the left shows what changed in an edit.)&lt;br /&gt;
* See [[DF:Versions]] for an explanation of namespaces (e.g. &amp;quot;{{DF:Current}}&amp;quot;) and redirects on this wiki.&lt;br /&gt;
* [[Help:Useful templates]] lists some commonly-used templates available on this wiki.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=center&amp;gt;&amp;lt;div style=&amp;quot;width: 28em; padding: 0.5em; margin-bottom: 0.5em; margin-top: 0.5em; border: 1px solid #ccc; background: #eee; text-align: center&amp;quot;&amp;gt;''&amp;quot;You have been processed! Go forth, now, and edit!&amp;quot; --Savok''&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;This message is a template - the original can be found at {{tl|welcome user}}. This message was left &amp;lt;includeonly&amp;gt;by {{user|{{subst:REVISIONUSER}}}}&amp;lt;/includeonly&amp;gt; at ~~&amp;lt;noinclude/&amp;gt;~~&amp;lt;noinclude/&amp;gt;~.&amp;lt;/small&amp;gt;&lt;/div&gt;</summary>
		<author><name>2128</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Help:Categories&amp;diff=229479</id>
		<title>Help:Categories</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Help:Categories&amp;diff=229479"/>
		<updated>2017-03-03T21:17:57Z</updated>

		<summary type="html">&lt;p&gt;2128: I want to be able to find the list of categories quickly, and I think I'm probably not the only one. But I'm still very new at this, so please revert if this seems an unhelpful edit.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Categories, a software feature of MediaWiki, provide automatic indexes that are useful as tables of contents.&lt;br /&gt;
&lt;br /&gt;
You can categorize pages and files by adding one or more '''Category''' {{#ifeq:Category|{{ns:category}}||'''({{ns:category}})'''}} tags to the content text. These tags create links at the bottom of the page that take you to the list of all pages in that category, which makes it easy to browse related articles.&lt;br /&gt;
&lt;br /&gt;
== Basics ==&lt;br /&gt;
* To add a page to a category manually:&lt;br /&gt;
** If the category relates to '''a specific version of DF''' (for example, [[:Category:40d:Animals]]), add &amp;lt;code&amp;gt;{&amp;lt;nowiki/&amp;gt;{Category|''Category Name''}}&amp;lt;/code&amp;gt; to the end of the article.&lt;br /&gt;
** If the category relates to '''DF in general''', or unlikely to change in other versions (for example, [[:Category:Disambiguation]]), add &amp;lt;code&amp;gt;[&amp;lt;nowiki/&amp;gt;[Category:''Category Name'']]&amp;lt;/code&amp;gt; to the end of the article.&lt;br /&gt;
&lt;br /&gt;
:Note that many categories are automatically included with templates; the list of an article's categories is displayed at the bottom of the page. You only need to add categories manually if they don't appear in the ''generated'' page, even though they may not appear in the page's source.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Each of the pages in the '''Category''' [[Help:Namespace|namespace]] represents a so-called '''category''', a grouping of related pages, and contains an index for the pages of its category. For example, this page belongs to &amp;quot;[[:Category:Help]]&amp;quot;. If you open the &amp;quot;[[:Category:Help]]&amp;quot; page, you will see a link to this page there.&lt;br /&gt;
&lt;br /&gt;
When a page belongs to one or more categories, these categories appear at the bottom of the page (or in the upper-right corner, depending on the [[wikipedia:mw:Help:Preferences|skin]] being used).&lt;br /&gt;
&lt;br /&gt;
The category pages themselves contain 2 parts :&lt;br /&gt;
* at their beginning, an optional part may contain text that can be edited, like any other page,&lt;br /&gt;
* at their end, an ever present, automatically generated, alphabetical list of all pages in that category, in the form of links. (In fact, in ASCII order. See [[wikipedia:mw:Help:Special page|Special page]]).&lt;br /&gt;
&lt;br /&gt;
To assign a category to a page:&lt;br /&gt;
*If the page is a '''generic''' page (not version-specific, e.g. [[Character table]]) Add the link &amp;quot;&amp;lt;nowiki&amp;gt;[[&amp;lt;/nowiki&amp;gt;Category:''Category name'']]&amp;quot; to the page's wikitext. &lt;br /&gt;
*If the page is about a specific version of Dwarf Fortress, use &amp;lt;nowiki&amp;gt;{{Category|&amp;lt;/nowiki&amp;gt;''Caregory name''}} instead. This places the page into a ''sub-category'', which contains pages specific to the same version.&lt;br /&gt;
&lt;br /&gt;
The usual place to add a category is at the bottom of the page.&lt;br /&gt;
&lt;br /&gt;
To link a category page within a page as a normal wiki link (without adding the page to the category), prefix the link name with a colon.  For example: &amp;lt;nowiki&amp;gt;[[&amp;lt;/nowiki&amp;gt;:Category:''Category name'']]&lt;br /&gt;
&lt;br /&gt;
New categories can be [[DF:PR|created]] before assigning any page to it, in the same way as any other regular page.&lt;br /&gt;
&lt;br /&gt;
Individual wikis may have their own top-level categories, such as [[wikipedia:Category:Contents|Category:Contents]] in Wikipedia.&lt;br /&gt;
&lt;br /&gt;
== List of Categories ==&lt;br /&gt;
For a complete list of all categories which have at least one page, see [[Special:Categories]].&lt;br /&gt;
&lt;br /&gt;
For a complete list of all created/edited categories, including the ones that don't have any page, see [[Special:Allpages/Category:]] (note the colon at the end).&lt;br /&gt;
&lt;br /&gt;
==Adding a page to a category==&lt;br /&gt;
To add a page or uploaded file to a category, simply edit the page and add the following text (where '''''Name''''' is the name of the category you want to add it to).&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;[[&amp;lt;/nowiki&amp;gt;{{ns:category}}:'''''Name''''']] (generic pages)&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;{{&amp;lt;/nowiki&amp;gt;{{ns:category}}|'''''Name'''''}} (version-specific pages)&lt;br /&gt;
&lt;br /&gt;
Any number of {{ns:category}} tags may be added to the page and the page will be listed in all of them. {{ns:category}} tags, along with [[Manual:Interwiki#Interwiki_links_to_other_languages|interwiki language links]] placed in the sidebar, are usually added at the very bottom of the page for the convenience of other editors. &lt;br /&gt;
&lt;br /&gt;
On a categorised page, categories are displayed in the Categories: box strictly in the order they appear in the wikitext. &lt;br /&gt;
&lt;br /&gt;
===Sort key===&lt;br /&gt;
By default, a page is sorted within a category under the first letter of its name — ''without the namespace''. Also, MediaWiki groups accented characters separately from their unaccented version, so pages starting by À, Á, Ä, will be listed under separate headings, instead of under heading A.&lt;br /&gt;
&lt;br /&gt;
A ''sort key'' specifies under which letter heading, and where in the category list, the page will appear. You can add a sort key by placing it inside the tag after a pipe character. For example, the tag below will add the page under heading &amp;quot;S&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;[[&amp;lt;/nowiki&amp;gt;{{ns:category}}:'''''Name'''''|'''''Sort''''']] (generic pages)&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;{{&amp;lt;/nowiki&amp;gt;{{ns:category}}|'''''Name'''''|'''''Sort'''''}} (version-specific pages)&lt;br /&gt;
&lt;br /&gt;
'''Sort keys are case-sensitive, and spaces and other characters are also valid.''' (Spaces will place the page at the beginning of the list.) The order of the sections within a category follows the Unicode sort order. The sort key does not change the page title displayed in the category.&lt;br /&gt;
&lt;br /&gt;
See [[wikipedia:Help:Sorting|Help:Sorting]] on Wikipedia for further information on category sorting.&lt;br /&gt;
&lt;br /&gt;
==Creating a category page==&lt;br /&gt;
Categories exist even if their page has not been created, but these categories are isolated from others and serve little purpose for organization or navigation.&lt;br /&gt;
&lt;br /&gt;
A category is created by creating a page in the '''''Category:''''' namespace. A category page can be created the same way as other wiki pages; just add &amp;quot;&amp;lt;code&amp;gt;{{ns:category}}:&amp;lt;/code&amp;gt;&amp;quot; before the page title.&lt;br /&gt;
&lt;br /&gt;
If you are unable to create a category, [[DF:PR|post a request here!]]&lt;br /&gt;
&lt;br /&gt;
To avoid extra work, try [[Special:search|search]]ing in this wiki before creating a new category. The list of all categories can be found in &amp;quot;{{int:specialpages}}&amp;quot; in the &amp;quot;{{lcfirst:{{int:toolbox}}}}&amp;quot; box of the [[Wikipedia:mw:Help:Navigation#Sidebar|sidebar]].&lt;br /&gt;
&lt;br /&gt;
Unlike other wiki pages, it is ''not'' possible to rename (move) a category. Instead, it is necessary to create a new category and change the {{ns:category}} tag on every page (ideally using [[Special:WhatLinksHere]] to locate pages, or making a bot request for widely-used categories). The new category will ''not'' have the older category's page history, which is undesirable if there are many revisions.&lt;br /&gt;
&lt;br /&gt;
==Managing the category hierarchy==   &lt;br /&gt;
Categories may belong to other categories in a hierarchy. Since category pages are much like any other page, a {{ns:category}} tag may be added to the bottom of a category page. &lt;br /&gt;
&lt;br /&gt;
It is a good idea to organize all categories into a hierarchy with a single top level category. The category structure can take the form of a tree with separate branches, but more often will have a graph structure. Generally, there should be a contiguous chain of parent-child links between each category and the top level category. &lt;br /&gt;
&lt;br /&gt;
==Hidden categories==&lt;br /&gt;
The categories that a page is in are normally listed at the bottom of the page. &lt;br /&gt;
In Mediawiki 1.13+,&lt;br /&gt;
a category can be hidden from this list by adding the [[Help:Magic words|magic word]] &amp;quot;&amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;__HIDDENCAT__&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;&amp;quot; to the category page. Hidden categories are not hidden from category pages ({{bugzilla|15550}}).&lt;br /&gt;
&lt;br /&gt;
Users can choose to see hidden categories in a separate &amp;quot;{{int:hidden-categories}}&amp;quot; list, by checking &amp;quot;{{int:tog-showhiddencats}}&amp;quot; in the &amp;quot;{{int:prefs-rendering}}&amp;quot; section of [[Special:Preferences]].&lt;br /&gt;
&lt;br /&gt;
Hidden categories are automatically added to [[:Category:{{mediawiki:hidden-category-category}}]]. This category is specified in the system message [[MediaWiki:Hidden-category-category]].&lt;br /&gt;
&lt;br /&gt;
''See also:'' [[wikipedia:m:Help:Category#Hidden_categories|hidden categories]]&lt;br /&gt;
&lt;br /&gt;
==Linking to a category==&lt;br /&gt;
To create a link to a category, use a leading colon before the category name (without this colon, the current page would be added to the category):&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;[[&amp;lt;/nowiki&amp;gt;:{{ns:category}}:Help]]&amp;lt;/code&amp;gt; &amp;amp;rarr; '''[[:{{ns:category}}:Help]]''' &lt;br /&gt;
&lt;br /&gt;
To change the link text, write the text inside the link tag after a pipe:&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;[[&amp;lt;/nowiki&amp;gt;:{{ns:category}}:Help|Help category]]&amp;lt;/code&amp;gt; &amp;amp;rarr; '''[[:{{ns:category}}:Help|Help category]]'''&lt;br /&gt;
 &lt;br /&gt;
[[Help:Redirects|Redirect pages]] that redirect to categories must also use the colon, otherwise they will be added to the category instead of redirecting.&lt;br /&gt;
&lt;br /&gt;
==Redirecting a category==&lt;br /&gt;
Like normal wiki pages, category pages can be redirected to other normal or category pages. ''However'', this is not recommended, as pages categorised in redirected categories do ''not'' get categorised in the target category ([[wikipedia:bugzilla:3311|bugzilla:3311]]). Some Wikimedia sites use a &amp;quot;category redirect&amp;quot; template to mark redirected categories, allowing manual or automated cleanup of pages categorised there.&lt;br /&gt;
&lt;br /&gt;
[[Category:Help]]&lt;/div&gt;</summary>
		<author><name>2128</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Frequently_Asked_Questions&amp;diff=229478</id>
		<title>Frequently Asked Questions</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Frequently_Asked_Questions&amp;diff=229478"/>
		<updated>2017-03-03T18:51:22Z</updated>

		<summary type="html">&lt;p&gt;2128: /* Using DF Wiki (Editing policies) */ style/wording&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|21:44, 11 May 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This page documents commonly asked questions and answers. Some of these questions were taken from the Bay12 Gameplay Questions page.&lt;br /&gt;
&lt;br /&gt;
==General==&lt;br /&gt;
{{Game_Basics FAQ}}&lt;br /&gt;
{{Game_Interface FAQ}}&lt;br /&gt;
{{Starting FAQ}}&lt;br /&gt;
==Environment==&lt;br /&gt;
{{Magma FAQ}}&lt;br /&gt;
{{Wood FAQ}}&lt;br /&gt;
{{Water FAQ}}&lt;br /&gt;
==Fortress==&lt;br /&gt;
{{Buildings FAQ}}&lt;br /&gt;
{{Moods FAQ}}&lt;br /&gt;
{{Workshops FAQ}}&lt;br /&gt;
{{Errors FAQ}}&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
{{Farming FAQ}}&lt;br /&gt;
{{Military FAQ}}&lt;br /&gt;
{{Mining FAQ}}&lt;br /&gt;
{{Smithing FAQ}}&lt;br /&gt;
&lt;br /&gt;
==Gameplay: Uncategorized==&lt;br /&gt;
&lt;br /&gt;
'''Water Questions'''&lt;br /&gt;
&lt;br /&gt;
Q: ''If you drain water into naturally flooded caverns, will it flow off the map? Or will they eventually start to fill up?''&lt;br /&gt;
&lt;br /&gt;
A: It will flow off the edge of the map.&lt;br /&gt;
&lt;br /&gt;
'''Bones'''&lt;br /&gt;
&lt;br /&gt;
Q: ''I've got someone in a mood and he wants bones. Well, there's a dead bear skeleton just outside the fort, and I've got lots of tame animals tethered or wandering around.''&lt;br /&gt;
&lt;br /&gt;
A: First off, make sure you've got a butcher's shop, and a dwarf with butchering labour enabled.&lt;br /&gt;
Then go to the &amp;quot;animals screen&amp;quot;(from {z} screen), and toggle &amp;quot;ready for slaughter&amp;quot; for those you want to kill.&lt;br /&gt;
Your butcher will also automatically butcher every dead animal in the refuse stockpile. This includes extracting bones from &amp;quot;partial skeletons&amp;quot;. Make a refuse stockpile by the butcher's, and enable refuse gathering from the outside(o-&amp;gt;r-&amp;gt;o, iirc).&lt;br /&gt;
&lt;br /&gt;
'''Mining'''&lt;br /&gt;
&lt;br /&gt;
Q: ''I have 3 miners in my fort, 1 is a migrant (He's the working miner) the other 2 came on embark. The original 2 won't mine anything. (I checked and they're holding picks) The new guy is steady mining all the time. What gives?''&lt;br /&gt;
&lt;br /&gt;
A: If you're mining a tunnel which is only 1 square in width, only 1 Dwarf will mine. Ensure they all have picks equipped. &lt;br /&gt;
Did you perchance assign mining through Dwarf Therapist?&lt;br /&gt;
Either way, unassign, unpause, and then reassign mining labour. Could be all that's required.&lt;br /&gt;
In some of my own tests, it wasn't even necessary to unpause - just going into v-p-l, selecting Mining (or Wood Cutting) and hitting Enter twice was enough to fix it.&lt;br /&gt;
&lt;br /&gt;
'''Immigrants'''&lt;br /&gt;
&lt;br /&gt;
Q: ''Is there any way to edit the frequency or max/min amount of migrants that join your fortress? I keep keeping double digit migrations and I hate being forced to expand quickly. I know I can just draft some into military positions, but I have a picky principle on better to not have labor than to waste labor.''&lt;br /&gt;
&lt;br /&gt;
A: See [[Immigration]]&lt;br /&gt;
&lt;br /&gt;
'''Groups'''&lt;br /&gt;
&lt;br /&gt;
Q: ''I've recently noticed while browsing Legends that some of my dwarves started a group, &amp;quot;The Noiseless Thing&amp;quot;. It doesn't say it worships anything/anyone, but dwarves entered it ''en masse'' (though I don't think all of them). Should I be worried? I also have not found anything when searching for &amp;quot;group&amp;quot; on the subject on this wiki.&lt;br /&gt;
&lt;br /&gt;
==Using DF Wiki (Editing policies)==&lt;br /&gt;
While browsing the wiki, users are encouraged to contribute by adding information, correcting mistakes, improving links between articles, and researching unconfirmed or incomplete facts.  If you're new to the game, you are even more likely to encounter errors, be confused by inconsistencies or phrasing, or have unanswered questions that should be answered here.  While you gather your answers — from the [[::Forums|forums]], on [[::IRC|IRC]], through playing and testing, or by other means — and figure things out, you're in a unique position to improve the information here for the next person.&lt;br /&gt;
&lt;br /&gt;
A good wiki is not just about quality information, but also quality presentation and accessibility.  There are many editing customs which contribute to quality and consistency of the wiki.  Please take a few minutes to read the [[DF:Community_Portal|Rules]].  You can also look through the [[DF_talk:Manual_of_Style|Style Manual]] and some of the other discussions on the [[DF:Centralized_Discussion|centralized discussion page]] found through navigation panel on the left.  For technical help with editing features, such as linking and formatting, click the [[Help:Contents|Help link]], also on the left navigation panel.&lt;br /&gt;
&lt;br /&gt;
Facts should be verified to be complete and accurate, preferably in game, before adding to the wiki.  When in doubt, but you think it's useful information, just add it and someone will fix it later.  If an item of information is not verified, it should be [[:Category:Verify|labeled for verification]].&lt;br /&gt;
&lt;br /&gt;
Each topic has a Talk page where you can ask questions, discuss your ideas and reasoning with others until the facts are worked out, or say anything that doesn't belong in the actual topic page.  Remember this is not a forum, so don't expect replies or even to be noticed if you didn't use a verify label in the topic page.  Always [http://en.wikipedia.org/wiki/Wikipedia:Signatures sign] your talk page comments with &amp;lt;nowiki&amp;gt;~~~~&amp;lt;/nowiki&amp;gt;, and read the [[Wikipedia:Talk_page_guidelines|talk page guidelines]].  Note that not all topics have an existing Talk page.  Clicking a verify link or the Discussion tab on the topic's main page will create one (see Starting a New Page below).&lt;br /&gt;
&lt;br /&gt;
Starting a New Page: There are various ways to [http://www.mediawiki.org/wiki/Help:Starting_a_new_page start a new page].  However, only the &amp;quot;Autoconfirmed&amp;quot; [[Special:ListGroupRights|user group]] may do so.  You will be automatically added to this group once you have contributed a reasonable number of edits (currently 3). Until then, you may request the creation of new pages on [[DF:Page request|this request page]].&lt;br /&gt;
&lt;br /&gt;
==Writing answers policy==&lt;br /&gt;
If you know of a page on the wiki that answers a question already, '''Don't''' just redirect to it. Edit the FAQ and change the link to point to it directly.&lt;br /&gt;
&lt;br /&gt;
Whether you link to a page, or create a new page to answer the question, '''don't forget''' to add the template code! That would be:&lt;br /&gt;
:&amp;lt;nowiki&amp;gt;{{Name of FAQ}}&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Getting Started}}&lt;/div&gt;</summary>
		<author><name>2128</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Monarch&amp;diff=229473</id>
		<title>Monarch</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Monarch&amp;diff=229473"/>
		<updated>2017-03-03T16:01:12Z</updated>

		<summary type="html">&lt;p&gt;2128: a few small updates&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|17:29, 19 August 2014 (UTC)}}&lt;br /&gt;
{{old}}&lt;br /&gt;
&lt;br /&gt;
{{Noble&lt;br /&gt;
| noble= Monarch&lt;br /&gt;
| office= Royal Throne Room&lt;br /&gt;
| quarters= Royal Bedroom&lt;br /&gt;
| dining= Royal Dining Room&lt;br /&gt;
| tomb= Royal Mausoleum &lt;br /&gt;
| chests=10&lt;br /&gt;
| cabinets=5&lt;br /&gt;
| racks=5&lt;br /&gt;
| stands=5&lt;br /&gt;
| mandates=5&lt;br /&gt;
| demands=10&lt;br /&gt;
| arrival=&lt;br /&gt;
* 10,000☼ wealth in Architecture&lt;br /&gt;
* 7,500☼ in offerings to Dwarven [[caravan]]&lt;br /&gt;
* [[Fortress|Metropolis]] rank&lt;br /&gt;
}}{{av}}&lt;br /&gt;
&lt;br /&gt;
The '''monarch''' is the highest level [[noble]], and also the noble of the highest precedence.  Rather than being promoted from within, like the [[baron]], [[count]], and [[duke]], the existing monarch arrives as an immigrant from the previous capital. However, one of your fortress residents may become monarch if the previous monarch was killed or the position was vacant. A male monarch is known as a &amp;quot;king&amp;quot; and a female as a &amp;quot;queen&amp;quot;. Either may arrive with a &amp;quot;[[king consort]]&amp;quot; or &amp;quot;queen consort&amp;quot;, as well as an entourage that can include the [[outpost liaison]], [[general]], elite military dwarves, and ordinary workers.&lt;br /&gt;
&lt;br /&gt;
Requirements for a monarch's arrival can be checked by pressing {{k|n}} {{k|c}} after a [[fortress]] has reached a certain [[wealth]]. It is unclear exactly what these requirements are, but usually a fortress must be a [[Fortress|metropolis]], and has appointed a  [[baron]]. These requirement notably do not apply when one of your fortress residents is elevated to monarch.&lt;br /&gt;
&lt;br /&gt;
With the presence of the monarch, a fortress becomes the capital of its [[civilization]]. As a result, it can no longer receive visits from a dwarven [[liaison]] (and so can no longer negotiate trade agreements with the dwarven caravans), nor can it give goods to dwarven caravans as offerings.&lt;br /&gt;
&lt;br /&gt;
The monarch arrives at the same time as an [[immigration]] wave, but has an entirely separate entourage that can spawn from a different part of the map.  The monarch's entourage includes a &amp;quot;royal guard&amp;quot; consisting of dwarves with Legendary +5 skill in a random weapon (but no skill in Fighter), Accomplished skill in Dodger, Shield User, and Armor User, and the &amp;quot;doesn't really care about anything anymore&amp;quot; trait. The monarch will arrive even if you have exceeded your [[Immigration|population cap]]s, though the entourage may be limited by the caps.&lt;br /&gt;
&lt;br /&gt;
It may be that your monarch is an ancient [[vampire]] with thousands of kills to his name before arriving at your fortress. Some monarchs have been known to drop dead as soon as they enter the map, especially in older worlds. Monarchs may also be of a different race, such as [[Main:Cacame Awemedinade|an elven king]].&lt;br /&gt;
&lt;br /&gt;
Random dwarves in [[dwarf fortress mode]] can become monarchs if the current monarch dies or if the position was vacant (common in dying civilizations). If the position no longer exists (i.e. the civilization is truly [[extinct]]) then no monarch will be appointed until the civilization is &amp;quot;resurrected&amp;quot; (by unretiring a fortress, for example).&lt;br /&gt;
&lt;br /&gt;
{{gamedata|	[POSITION:MONARCH]&lt;br /&gt;
		[NAME_MALE:king:kings]&lt;br /&gt;
		[NAME_FEMALE:queen:queens]&lt;br /&gt;
		[NUMBER:1]&lt;br /&gt;
		[SPOUSE_MALE:king consort:kings consort]&lt;br /&gt;
		[SPOUSE_FEMALE:queen consort:queens consort]&lt;br /&gt;
		[SUCCESSION:BY_HEIR]&lt;br /&gt;
		[RESPONSIBILITY:LAW_MAKING]&lt;br /&gt;
		[RESPONSIBILITY:RECEIVE_DIPLOMATS]&lt;br /&gt;
		[RESPONSIBILITY:MILITARY_GOALS]&lt;br /&gt;
		[PRECEDENCE:1]&lt;br /&gt;
		[SPECIAL_BURIAL]&lt;br /&gt;
		[RULES_FROM_LOCATION]&lt;br /&gt;
		[MENIAL_WORK_EXEMPTION]&lt;br /&gt;
		[MENIAL_WORK_EXEMPTION_SPOUSE]&lt;br /&gt;
		[SLEEP_PRETENSION]&lt;br /&gt;
		[PUNISHMENT_EXEMPTION]&lt;br /&gt;
		[FLASHES]&lt;br /&gt;
		[BRAG_ON_KILL]&lt;br /&gt;
		[CHAT_WORTHY]&lt;br /&gt;
		[DO_NOT_CULL]&lt;br /&gt;
		[KILL_QUEST]&lt;br /&gt;
		[EXPORTED_IN_LEGENDS]&lt;br /&gt;
		[DETERMINES_COIN_DESIGN]&lt;br /&gt;
		[COLOR:5:0:1]&lt;br /&gt;
		[ACCOUNT_EXEMPT]&lt;br /&gt;
		[DUTY_BOUND]&lt;br /&gt;
		[DEMAND_MAX:10]&lt;br /&gt;
		[MANDATE_MAX:5]&lt;br /&gt;
		[REQUIRED_BOXES:10]&lt;br /&gt;
		[REQUIRED_CABINETS:5]&lt;br /&gt;
		[REQUIRED_RACKS:5]&lt;br /&gt;
		[REQUIRED_STANDS:5]&lt;br /&gt;
		[REQUIRED_OFFICE:10000]&lt;br /&gt;
		[REQUIRED_BEDROOM:10000]&lt;br /&gt;
		[REQUIRED_DINING:10000]&lt;br /&gt;
		[REQUIRED_TOMB:10000]}}&lt;br /&gt;
{{nobles}}&lt;br /&gt;
{{Category|Aristocrats}}&lt;/div&gt;</summary>
		<author><name>2128</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Monarch&amp;diff=229471</id>
		<title>DF2014 Talk:Monarch</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Monarch&amp;diff=229471"/>
		<updated>2017-03-03T15:42:07Z</updated>

		<summary type="html">&lt;p&gt;2128: /* Entourage */ monarch, spouse, + liaison might be minimal entourage due to population cap&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I just had a king appear in my fort with a migrant wave that brought me from 13 dwarves to 24.  I haven't discovered adamantine, have only traded a few rough gems (appraiser said they were worth less than 200 total), haven't made ANY offerings to caravans, haven't smelted a single bar worth of ore, and the only craft I made was an artifact my jeweler made while possessed.  I haven't even made beds yet.  Can someone explain to me how this is possible? -[[User:Elvenchakra|Elvenchakra]] ([[User talk:Elvenchakra|talk]]) 14:29, 30 July 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
:It might be that your fortress is the only site left. Make a copy, retire and check in Legends what happened to the rest of your civ.--[[User:Afghani84|Afghani84]] ([[User talk:Afghani84|talk]]) 04:47, 1 April 2015 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Additional Notes: ==&lt;br /&gt;
&lt;br /&gt;
this page should mention somewhere that the liaison comes along with the monarch. &amp;lt;br&amp;gt;  &lt;br /&gt;
perhaps also aproximately how long before the monarch to arrives, though the time probably varies. in my case the monarch came in late spring.[[User:Disacorns|Disacorns]] ([[User talk:Disacorns|talk]]) 20:10, 4 January 2015 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Dead Civ ==&lt;br /&gt;
I think it should be added what happens if you embark with all other sites of your civilization being gone. Usually one of your dwarves will soon be declared king/queen and be completely obnoxious and useless from then on.--[[User:Afghani84|Afghani84]] ([[User talk:Afghani84|talk]]) 04:47, 1 April 2015 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Happened to me as well (my weaponsmith ;-;). The highest positioned dwarf in the civ atm was a baroness afaik, but I'm not sure if I checked it properly. --[[User:Abkaal|Abkaal]] ([[User talk:Abkaal|talk]]) 13:58, 13 August 2016 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Entourage==&lt;br /&gt;
I had the king arrive after I hit the absolute population cap and he only came with the queen consort and the liason. I didn't get any other entourage like the wiki says - might be worth updating to reflect that only the consort and liason will definitely show up [[Special:Contributions/103.39.136.65|103.39.136.65]] 03:03, 2 April 2015 (UTC)chipathingy&lt;br /&gt;
&lt;br /&gt;
: Just adding a note that the same thing happened to me.  I was at or near the population cap and when the monarch arrived, the entourage was only the queen, king consort, and outpost liaison. No general, no royal guard, and none of the existing royal children.  --[[User:2128|2128]] ([[User talk:2128|talk]]) 15:42, 3 March 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Metropolis? ==&lt;br /&gt;
I only have a Fortress Rank of City, and yet I am able to see the &amp;quot;Becoming the Capital&amp;quot; tab and check it, and presumably summon the king. Are we absolutely sure the fortress needs to be a Metropolis? I can provide screenshots if requested.&lt;/div&gt;</summary>
		<author><name>2128</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Inheritance&amp;diff=229469</id>
		<title>Inheritance</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Inheritance&amp;diff=229469"/>
		<updated>2017-03-03T15:33:50Z</updated>

		<summary type="html">&lt;p&gt;2128: this was the first search term I tried when I wanted to know how noble titles are passed down&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Inheritance''' may refer to:&lt;br /&gt;
* [[Genetics|Genetic inheritance]]&lt;br /&gt;
* Noble title inheritance (also called succession): see [[baron]] or [[monarch]] and [[world activities]]&lt;br /&gt;
&lt;br /&gt;
{{Disambig}}&lt;/div&gt;</summary>
		<author><name>2128</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Keeping_your_dwarves_unstressed&amp;diff=229468</id>
		<title>Keeping your dwarves unstressed</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Keeping_your_dwarves_unstressed&amp;diff=229468"/>
		<updated>2017-03-03T14:51:01Z</updated>

		<summary type="html">&lt;p&gt;2128: /* Fortress Improvements */ waterfall -&amp;gt; waterfall or mist generator&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine|12:20, 1 February 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
Some tips on how to keep your dwarves [[stress]]-free, thus reducing the chances of [[tantrum]]ing and tantrum spirals:&lt;br /&gt;
&lt;br /&gt;
==Specific Dwarves==&lt;br /&gt;
* Using a tool such as Dwarf Therapist, you can sort dwarves by stress level. There you can hold the mouse over the stress square to see the reasons why the dwarves are stressed and address them. Look up their preferences and assign the dwarves jobs that match their preferences, and build stuff they like especially in their rooms.&lt;br /&gt;
* Dwarves that are highly prone to stress, i.e. a high [[Personality trait|STRESS_VULNERABILITY]] trait, are not suitable for the military or as [[nobles]]. You will have to remove them from these duties and in extreme cases isolate them with burrows to insulate them from [[Thought|stress-inducing stimuli]]. You might be able to get away with giving high-stress dwarves a &amp;quot;vacation&amp;quot; or demote them for example from a Captain to a mere soldier.  Also don't give high-stress dwarves the Refuse Hauling labor, since they often handle dead bodies.&lt;br /&gt;
&lt;br /&gt;
==Food and Drink==&lt;br /&gt;
* Make the community [[dining room]] your non-[[noble]] dwarves dine in high [[room#quality|quality]].  You can increase its quality by making the room bigger, putting in more [[chair]]s and [[throne]]s, [[smoothing]] and [[engraving]] it, and putting in valuable [[furniture]] like [[gold]] [[statue]]s.&lt;br /&gt;
* [[Embark]] with or train up a [[cook]], so your dwarves can enjoy high [[quality]] [[food|meals]].&lt;br /&gt;
* Make sure you never run out of [[booze]], since a sober dwarf is a stressed dwarf.&lt;br /&gt;
** Make sure to have at least two different kinds of booze on hand, since dwarves will get bored if there's no variety in their drinks.&lt;br /&gt;
** Try to have all different varieties of booze on hand, since dwarves get a happy thought when they drink their [[preference|preferred]] booze.&lt;br /&gt;
&lt;br /&gt;
==Living Quarters==&lt;br /&gt;
* Give your dwarves individual [[bedroom]]s rather than making them live in a communal [[dormitory]].  Not only will they get a good thought from sleeping in their own bedroom, they'll get good thoughts from admiring the furniture they own.&lt;br /&gt;
** In the beginning, you may want to not spend time doing this until you have a self-sustaining fort established, and keep this for later.&lt;br /&gt;
* Improve the bedrooms by making them of respectable size, smoothing/engraving the ground, and adding basic furniture such as coffers.&lt;br /&gt;
* If you still wish to use a communal bedroom to protect your dwarves from [[vampire]]s, designate each bed as a room itself.  This way dwarves can keep an eye on each other and still have their own rooms.&lt;br /&gt;
** Overlapping the bedrooms will reduce the overall value of each &amp;quot;room&amp;quot; but a high enough overall room value can overcome this.&lt;br /&gt;
** You can also make the shared suites large enough that the bedroom designations do not overlap.&lt;br /&gt;
** Overlapping won't create an additional reduction in value after a certain point; it is quite easy to give everyone a royal-bedroom this way.&lt;br /&gt;
&lt;br /&gt;
==Fortress Improvements==&lt;br /&gt;
* Place highly valuable [[furniture]], if possible artifacts, in a high traffic area of your fort, since dwarves get a positive thought if they pass right next to or over expensive furniture.&lt;br /&gt;
* Dwarves who [[cave adaptation|spend most of their time underground]] will become stressed when exposed to sunlight.  If the dwarves who need to work outside aren't already regularly exposed to sunlight, put some combination of these high traffic areas on the surface:&lt;br /&gt;
** [[activity zone#Meeting Area|Meeting area]] or [[sculpture garden|Statue garden]] - Won't catch dwarves that never idle.&lt;br /&gt;
** [[Dining room]] - Will need to ensure nobles that have private dining rooms have another means.&lt;br /&gt;
** [[Booze]] stockpile - Requires a custom stockpile but otherwise very reliable.&lt;br /&gt;
** Note that dwarves don't like to be out in rain or snow, regardless.&lt;br /&gt;
* Keep at least a few [[cat]]s around to hunt down irritating [[vermin]].  [[Pasture]] some in with your food stockpiles.  Note that this will create vermin remains, which need to be hauled to a refuse stockpile or dumped.  Alternatively, use a [[trapper]] or two.&lt;br /&gt;
* Put a [[cage]] in a high traffic area (like the meeting area) and stuff it full of (non-[[pasture|grazing]]) tame animals so your dwarves can enjoy seeing their [[preferences|favorite]] type of animal.&lt;br /&gt;
** The [[elf|elven]] [[caravan]]s bring random animals, and you can request specific domestic animals from the [[dwarven]] caravan.&lt;br /&gt;
** You can use [[cage trap]]s to capture wild animals, [[Animal trainer|train them]].&lt;br /&gt;
* Create a [[waterfall]] or [[mist|mist generator]] in a location all dwarves frequent regularly.&lt;br /&gt;
* Keep your fortress clean and avoid [[miasma]], or at least confine it to your refuse stockpile if it is underground.&lt;br /&gt;
* Keep your refuse stockpile somewhere infrequently traveled, enclosed by doors so that dwarves do not see dead bodies, especially those of sentient creatures.&lt;br /&gt;
&lt;br /&gt;
==Miscellaneous==&lt;br /&gt;
* Keep your dwarves [[clothes|clothed]]. A naked dwarf is a stressed dwarf. Specifically, they will need something to cover the upper body, such as a shirt, something to cover the lower body, such as trousers, and something on each foot, such as a sock or shoe.&lt;br /&gt;
* If a dwarf dies, [[coffin|bury him]] or [[memorial|engrave a memorial in his name]]. This will prevent even more stress for his friends, and [[ghost]]s to haunt your dwarves or your FPS.&lt;br /&gt;
* [[Pasture]] all dwarf [[pet]]s somewhere safe.  Wandering pets are likely to die from goblins or construction accidents.&lt;br /&gt;
* Instead of [[Dwarven atom smasher|vaporising]] old dwarven clothes, rather sell them to the caravan. Otherwise every destroyed masterpiece sock will stress its creator.&lt;br /&gt;
* Be careful with cooking masterpiece dishes. Dwarves tend to drop their ☼dog intestines roast☼ somewhere, and if it withers the cook becomes agitated. &lt;br /&gt;
{{Category|Thoughts}}&lt;/div&gt;</summary>
		<author><name>2128</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Smoke&amp;diff=229467</id>
		<title>Smoke</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Smoke&amp;diff=229467"/>
		<updated>2017-03-03T14:46:40Z</updated>

		<summary type="html">&lt;p&gt;2128: artifacts can burn (&amp;amp; generate smoke) forever&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|12:03, 18 May 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
Where there's '''smoke''', there's [[fire]]. When items burn, they release smoke into the surrounding area. The presence of smoke means that it is reasonably close to a source of fire, which can cause [[fun]] times. Like miasma, smoke can easily cross z-levels up or down through openings. If you see smoke, you have (or very recently had) a fire burning somewhere nearby and should take action. (Since fire is deadly and can easily spread, this is bad enough by itself.)&lt;br /&gt;
&lt;br /&gt;
Dwarves that inhale smoke will get unhappy thoughts. They also may get internal injuries or become unconscious.&lt;br /&gt;
&lt;br /&gt;
Most materials have boiling points, and you will occasionally see things like steam or boiling clouds of copper, especially if you're playing with [[magma]]. If you accidentally drop some coal or coke into magma, you get generic smoke.&lt;br /&gt;
&lt;br /&gt;
Minor testing has indicated that smoke, from the moment the source disappears, takes approximately 7 seconds to dissipate. This dissipation is noticeable as the smoke tile will change many times throughout this interval, indicating the smoke's drop in density. If smoke seems to persist for more than this time it is possible there is an unseen source or that a [[Bug]] has been encountered.{{verify}}  [[Artifact|Artifacts]] that catch fire will [[Fire#Artifacts|burn and generate smoke forever]] unless extinguished.&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = mezum&lt;br /&gt;
| elvish  = thafa&lt;br /&gt;
| goblin  = uspsast&lt;br /&gt;
| human   = ipan&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Fortress mode}}&lt;br /&gt;
{{Category|Physics}}&lt;/div&gt;</summary>
		<author><name>2128</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Fire&amp;diff=229466</id>
		<title>Fire</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Fire&amp;diff=229466"/>
		<updated>2017-03-03T14:42:23Z</updated>

		<summary type="html">&lt;p&gt;2128: /* Artifacts */ linked text&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|17:12, 29 January 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
[[Image:Running around on fire.gif|thumb|250px|''(click to enlarge)''&amp;lt;br /&amp;gt;'''‼'''Dwarves'''‼''' on fire (flashing red/yellow), and trailing [[smoke]].]]&lt;br /&gt;
'''Fire''', like its real-life counterpart, is an immensely [[fun|destructive]] force. In-game, entities on the map which are on fire flash red and yellow. In item lists, anything which is on fire will also be surrounded by double exclamation marks, like ‼THIS‼. Fire will burn [[grass]], [[shrub]]s, [[log]]s, [[clothes]], [[dwarves]], multi-tile trees (and generally all creatures that are not composed of [[fire-safe]] materials), wooden [[furniture]], wooden [[building]]s and wooden [[road]]s, [[lignite]] and [[bituminous coal]] rocks, and bars of [[charcoal]] and [[coke]].  Except for dragonfire, fire won't burn rock or metal. Constructions (wall, floor, etc.) will never burn, no matter what.&lt;br /&gt;
&lt;br /&gt;
Despite [[fire-safe]]ty being defined as stability at a [[temperature]] of {{ct|11000}}, actual burning items rapidly heat up to 200 degrees above their ignition point (but stay slightly below that, because the surrounding air cools them a bit).&lt;br /&gt;
&lt;br /&gt;
== Cause ==&lt;br /&gt;
&lt;br /&gt;
A fire can stem from several sources, for example:&lt;br /&gt;
*[[Dragon]]s breathe [[dragonfire]], which can set most organic things on fire and melt fire-safe stone, at anything hostile they see. The dragonfire spreads out in a conical shape and ignites anything it touches. It is not the same as regular fire.&lt;br /&gt;
*[[Fire imp]]s can throw fireballs, which may set things alight.&lt;br /&gt;
*[[Magma crab]]s can spit globs of liquid basalt which may set grass or cave moss alight, causing fires.&lt;br /&gt;
*[[Magma]] will burn anything flammable it touches. However, any item set alight by this method will likely just be doused in magma until it is completely destroyed.&lt;br /&gt;
*[[Magma mist]] burns stuff just as well as magma.&lt;br /&gt;
*Some [[titan]]s, [[forgotten beast]]s, and [[demon]]s can breathe fire/throw fireballs, too.&lt;br /&gt;
*[[Fire man|Fire men]] and [[magma man|magma men]], as well as other procedurally generated beasts composed of flame, have high fixed body temperatures, causing them to spread fires (and [[fun]]) in their path.&lt;br /&gt;
&lt;br /&gt;
Note that it is currently difficult to safely start (and then control) a fire. Fire is most easily started by either [[magma]] or a fire breathing attack. An area enclosed by [[water]], metal, stone or Z-level difference can be used to start a fire which can be used as a way of increasing [[FPS]] by removing objects or can be used as part of a complex trap, though this may lead to [[fun]] when something comes out burning which then sets the rest of the fort on fire.  Players of modded DF can have fire-breathing (fire spell casting) [[goblin]] castes.&lt;br /&gt;
&lt;br /&gt;
== Spread ==&lt;br /&gt;
Fire will not spread across Z-Levels by itself. Walls with trapped passages block the fire too. Both shrubs and trees can catch fire, and burning branches can potentially spread fires uphill. When aboveground, fire spreading can cause trees to collapse, and if it spreads too much, this can cause spam as the game repeatedly announces &amp;quot;Something outside has collapsed!&amp;quot; and pauses.&lt;br /&gt;
&lt;br /&gt;
== Ghosts ==&lt;br /&gt;
&lt;br /&gt;
One thing to note is that dwarves that burn to death do not leave remains and will produce ghosts even if buried in a coffin. Be sure to engrave a memorial to all dwarves that burn to ashes, unless of course you want a ghost infestation.&lt;br /&gt;
&lt;br /&gt;
== Dragonfire ==&lt;br /&gt;
:''Main article: [[Dragonfire]]&lt;br /&gt;
Dragonfire is a very powerful form of fire that is capable of igniting or melting many fire-safe materials. Specifically, organic materials ignite (including [[nether-cap]]), and non-flammable stones and metals melt and boil away. Objects ignited by dragonfire burn at their standard combustion temperature - only the initial blast of dragonfire is able to destroy [[fire-safe]] materials.&lt;br /&gt;
&lt;br /&gt;
Dragonfire can only naturally be emitted by [[dragon]]s.&lt;br /&gt;
&lt;br /&gt;
== Artifacts ==&lt;br /&gt;
&lt;br /&gt;
[[Artifact|Artifacts]] constructed from a flammable base material can burn. As Artifacts don't wear away fire does no damage. Artifacts will burn endlessly without being destroyed. So long as the artifact is not stored in a bin water will extinguish it. If a flammable artifact is used as part of a building it can still burn.&lt;br /&gt;
&lt;br /&gt;
== Dangers ==&lt;br /&gt;
&lt;br /&gt;
In recent versions of Dwarf Fortress dwarves see fire as a danger to themselves and try to avoid becoming ‼Dwarves‼. However, burning dwarves will carry out typical dwarven activities despite the fact the dwarf is burning to death, and will spread the fiery destruction to his peers. {{verify}} This will not only kill your dwarves but more importantly, it will also incinerate a good many useful items. Dwarves will not path through smoke reliably, so if you see a bunch of job cancellations due to pathing issues, a fiery dwarf is probably running around (or other [[fun]] is afoot).  Alternatively, sometimes the smoke on the burning dwarf's tile prevents them from pathing anywhere, forcing them to be stationary while they burn.  And don't, for Armok's sake, let the flaming dwarves anywhere near the booze. Contrary to popular belief, it doesn't ''explode'' (and never did), but it ''will'' boil away into nothing, which is always [[fun#No_Booze|fun]].&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = ziril&lt;br /&gt;
| elvish  = inira&lt;br /&gt;
| goblin  = zedan&lt;br /&gt;
| human   = usmok&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Physics}}&lt;/div&gt;</summary>
		<author><name>2128</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Cleaning&amp;diff=229465</id>
		<title>Cleaning</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Cleaning&amp;diff=229465"/>
		<updated>2017-03-03T14:31:21Z</updated>

		<summary type="html">&lt;p&gt;2128: /* Dwarven Bathtub */ linked some text&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|22:20, 9 June 2010 (UTC)}}&lt;br /&gt;
{{Labor&lt;br /&gt;
| labor = Cleaning&lt;br /&gt;
| tasks =&lt;br /&gt;
* Clean&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{buggy}}&lt;br /&gt;
'''Cleaning''' is a type of [[labor]] used by dwarves in order to clean tiles. In order for dwarves to perform this task, it must be enabled inside the labor menu's Other Jobs tab. Cleaning is enabled by default in all dwarves.&lt;br /&gt;
&lt;br /&gt;
Though dwarves clean interior, subterranean floors of [[Contaminant|contaminants]] other than mud, they will not clean outside, and can track [[blood]], ichor, and various hostile extracts across floors (though tracking is disabled in fortress mode by default in v43.05). Dwarves do clean melted ice off the beautiful [[ice|frozen]] (Inside) ground when ice melts in places where ice does melt. [[Rain]] will clean any tiles exposed to it (typically outdoors tiles,) and natural or generated [[mist]] will clean any creature passing through it and gradually wash the tile it is in.&lt;br /&gt;
&lt;br /&gt;
Defining a meeting area might get the dwarves to clean that area more often.  An effective way to get an area clean is to select a dwarf for the task, remove all their professions except Cleaning, and assign them to a small [[burrow]] designated around the area to be cleaned.  Burrowing a dwarf with only Cleaning assigned will keep an area much cleaner than it would remain on its own.&lt;br /&gt;
&lt;br /&gt;
Dwarves occasionally clean themselves, using any water source, and [[soap]] if available (see bug below.) They will do so even if they are restricted from the cleaning labor.  Any blood and other substances will be washed to the floor to spread to other dwarves and animals; barefoot creatures, like animals, children, and many dwarves, can become afflicted with possibly poisonous substances washed off another's body, clothing or weapons. A grating beneath the dwarf will permit washed substances to drain.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
*There is currently a bug leading to spam of messages &amp;quot;cannot clean self&amp;quot; whenever soap is available; the only known workaround is to ensure that all of your soap is stored in chests in your hospital.&lt;br /&gt;
*Cleaning labor is not working{{bug|425}}&lt;br /&gt;
&lt;br /&gt;
==Cleaning Your Dwarves==&lt;br /&gt;
&lt;br /&gt;
[[File:Dwarven_Bathtub.PNG|thumb|right|A simple Dwarven Bathtub constructed out of [[microcline]].  For style points, construct the ramps out of soap.]]&lt;br /&gt;
&lt;br /&gt;
Given the number of diseases carried by forgotten beasts and the risks of infection, and the threat of evil [[weather]] in evil biomes, it's a good idea to try to keep your dwarves clean.  However, this might be a little less important if tracking contaminants is disabled, which is is by default in v43.05 in fortress mode.  Even without tracking, dirty dwarves are more likely to get infected if they're injured.&lt;br /&gt;
&lt;br /&gt;
While dwarves do a decent job of keeping themselves clean with a water source and soap, they don't always bathe immediately and pets and livestock can't wash themselves. Fortress cleanliness can be helped along in a few ways, such as by setting up a Dwarven Bathtub a described below, by creating a [[waterfall]] in an area that your dwarves will walk through, or using complex [http://www.bay12forums.com/smf/index.php?topic=34407.0 mist generation schemes].&lt;br /&gt;
&lt;br /&gt;
===Dwarven Bathtub===&lt;br /&gt;
&lt;br /&gt;
A simple method to clean your denizens is the [[User:Uristocrat/Dwarven_Bathtub|Dwarven Bathtub]], but note that while these will remove and contain infectious contaminants, the contaminants themselves remain dangerous.  Because of this, Dwarven Bathtubs set up without complex sealing, washing, and draining functions will keep the contagion inside them, potentially exposing dwarves and objects to contaminants and contaminated water each time they pass through.  A single &amp;quot;pile of forgotten beast extract&amp;quot;, sitting inside a Dwarven Bathtub in a high traffic area, can easily infect your entire fort as each dwarf walks through it. &lt;br /&gt;
&lt;br /&gt;
Combine a Dwarven Bathtub with a [[mist|mister]] suspended above it to form a Dwarven Shower.  The tub ensures that visitors are clean, while the mist destroys contaminants in the tub and gives happy thoughts.&lt;br /&gt;
&lt;br /&gt;
To set up a basic Dwarven Bathtub, just make a [[channel]] and fill it with 3/7 water via a [[Activity_zone#Pit.2FPond|pond zone]], being careful to remove or deactivate the zone before it gets too full.  If you do it outdoors in one of the warmer biomes, build a roof over it so that the water tiles become {{DFtext|Inside|6:0}} to prevent evaporation.  Be careful not to put these outside in any biome which freezes, because freezing water will kill anyone in the tub when it freezes over.  They should be safe from freezing so long as all the tiles with water show up as {{DFtext|Subterranean|0:1}} when you look at them. Because [[Noble|nobody]] would want that to happen!  The warmer biomes don't have this worry.&lt;br /&gt;
&lt;br /&gt;
One of these across each fortress entrance, each cavern entrance and the hospital entrance will go a long way towards keeping contamination under control.  If you need to clean specific civilian dwarves, create a lever that does nothing at the end of a hallway on the far side of a Dwarven Bathtub, assign the lever to that dwarf (this part requires a [[Manager]] noble), and order the lever to be pulled.  This also works to clean contaminated pets, if you find the pet owner and order them to pull the lever. Unowned animals, of course, can just be butchered or thrown into the tub (change your pond zone to a pit zone and drop them in). Military dwarves can simply be stationed on the other side of the tub.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{labors}}&lt;/div&gt;</summary>
		<author><name>2128</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Keeping_your_dwarves_unstressed&amp;diff=229464</id>
		<title>Keeping your dwarves unstressed</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Keeping_your_dwarves_unstressed&amp;diff=229464"/>
		<updated>2017-03-03T14:21:22Z</updated>

		<summary type="html">&lt;p&gt;2128: /* Specific Dwarves */ added link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine|12:20, 1 February 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
Some tips on how to keep your dwarves [[stress]]-free, thus reducing the chances of [[tantrum]]ing and tantrum spirals:&lt;br /&gt;
&lt;br /&gt;
==Specific Dwarves==&lt;br /&gt;
* Using a tool such as Dwarf Therapist, you can sort dwarves by stress level. There you can hold the mouse over the stress square to see the reasons why the dwarves are stressed and address them. Look up their preferences and assign the dwarves jobs that match their preferences, and build stuff they like especially in their rooms.&lt;br /&gt;
* Dwarves that are highly prone to stress, i.e. a high [[Personality trait|STRESS_VULNERABILITY]] trait, are not suitable for the military or as [[nobles]]. You will have to remove them from these duties and in extreme cases isolate them with burrows to insulate them from [[Thought|stress-inducing stimuli]]. You might be able to get away with giving high-stress dwarves a &amp;quot;vacation&amp;quot; or demote them for example from a Captain to a mere soldier.  Also don't give high-stress dwarves the Refuse Hauling labor, since they often handle dead bodies.&lt;br /&gt;
&lt;br /&gt;
==Food and Drink==&lt;br /&gt;
* Make the community [[dining room]] your non-[[noble]] dwarves dine in high [[room#quality|quality]].  You can increase its quality by making the room bigger, putting in more [[chair]]s and [[throne]]s, [[smoothing]] and [[engraving]] it, and putting in valuable [[furniture]] like [[gold]] [[statue]]s.&lt;br /&gt;
* [[Embark]] with or train up a [[cook]], so your dwarves can enjoy high [[quality]] [[food|meals]].&lt;br /&gt;
* Make sure you never run out of [[booze]], since a sober dwarf is a stressed dwarf.&lt;br /&gt;
** Make sure to have at least two different kinds of booze on hand, since dwarves will get bored if there's no variety in their drinks.&lt;br /&gt;
** Try to have all different varieties of booze on hand, since dwarves get a happy thought when they drink their [[preference|preferred]] booze.&lt;br /&gt;
&lt;br /&gt;
==Living Quarters==&lt;br /&gt;
* Give your dwarves individual [[bedroom]]s rather than making them live in a communal [[dormitory]].  Not only will they get a good thought from sleeping in their own bedroom, they'll get good thoughts from admiring the furniture they own.&lt;br /&gt;
** In the beginning, you may want to not spend time doing this until you have a self-sustaining fort established, and keep this for later.&lt;br /&gt;
* Improve the bedrooms by making them of respectable size, smoothing/engraving the ground, and adding basic furniture such as coffers.&lt;br /&gt;
* If you still wish to use a communal bedroom to protect your dwarves from [[vampire]]s, designate each bed as a room itself.  This way dwarves can keep an eye on each other and still have their own rooms.&lt;br /&gt;
** Overlapping the bedrooms will reduce the overall value of each &amp;quot;room&amp;quot; but a high enough overall room value can overcome this.&lt;br /&gt;
** You can also make the shared suites large enough that the bedroom designations do not overlap.&lt;br /&gt;
** Overlapping won't create an additional reduction in value after a certain point; it is quite easy to give everyone a royal-bedroom this way.&lt;br /&gt;
&lt;br /&gt;
==Fortress Improvements==&lt;br /&gt;
* Place highly valuable [[furniture]], if possible artifacts, in a high traffic area of your fort, since dwarves get a positive thought if they pass right next to or over expensive furniture.&lt;br /&gt;
* Dwarves who [[cave adaptation|spend most of their time underground]] will become stressed when exposed to sunlight.  If the dwarves who need to work outside aren't already regularly exposed to sunlight, put some combination of these high traffic areas on the surface:&lt;br /&gt;
** [[activity zone#Meeting Area|Meeting area]] or [[sculpture garden|Statue garden]] - Won't catch dwarves that never idle.&lt;br /&gt;
** [[Dining room]] - Will need to ensure nobles that have private dining rooms have another means.&lt;br /&gt;
** [[Booze]] stockpile - Requires a custom stockpile but otherwise very reliable.&lt;br /&gt;
** Note that dwarves don't like to be out in rain or snow, regardless.&lt;br /&gt;
* Keep at least a few [[cat]]s around to hunt down irritating [[vermin]].  [[Pasture]] some in with your food stockpiles.  Note that this will create vermin remains, which need to be hauled to a refuse stockpile or dumped.  Alternatively, use a [[trapper]] or two.&lt;br /&gt;
* Put a [[cage]] in a high traffic area (like the meeting area) and stuff it full of (non-[[pasture|grazing]]) tame animals so your dwarves can enjoy seeing their [[preferences|favorite]] type of animal.&lt;br /&gt;
** The [[elf|elven]] [[caravan]]s bring random animals, and you can request specific domestic animals from the [[dwarven]] caravan.&lt;br /&gt;
** You can use [[cage trap]]s to capture wild animals, [[Animal trainer|train them]].&lt;br /&gt;
* Create a [[waterfall]] in a location all dwarves frequent regularly.&lt;br /&gt;
* Keep your fortress clean and avoid [[miasma]], or at least confine it to your refuse stockpile if it is underground.&lt;br /&gt;
* Keep your refuse stockpile somewhere infrequently traveled, enclosed by doors so that dwarves do not see dead bodies, especially those of sentient creatures.&lt;br /&gt;
&lt;br /&gt;
==Miscellaneous==&lt;br /&gt;
* Keep your dwarves [[clothes|clothed]]. A naked dwarf is a stressed dwarf. Specifically, they will need something to cover the upper body, such as a shirt, something to cover the lower body, such as trousers, and something on each foot, such as a sock or shoe.&lt;br /&gt;
* If a dwarf dies, [[coffin|bury him]] or [[memorial|engrave a memorial in his name]]. This will prevent even more stress for his friends, and [[ghost]]s to haunt your dwarves or your FPS.&lt;br /&gt;
* [[Pasture]] all dwarf [[pet]]s somewhere safe.  Wandering pets are likely to die from goblins or construction accidents.&lt;br /&gt;
* Instead of [[Dwarven atom smasher|vaporising]] old dwarven clothes, rather sell them to the caravan. Otherwise every destroyed masterpiece sock will stress its creator.&lt;br /&gt;
* Be careful with cooking masterpiece dishes. Dwarves tend to drop their ☼dog intestines roast☼ somewhere, and if it withers the cook becomes agitated. &lt;br /&gt;
{{Category|Thoughts}}&lt;/div&gt;</summary>
		<author><name>2128</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Giant_king_cobra&amp;diff=229434</id>
		<title>Giant king cobra</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Giant_king_cobra&amp;diff=229434"/>
		<updated>2017-03-01T21:07:00Z</updated>

		<summary type="html">&lt;p&gt;2128: some editing; added preferences from raws&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|19:04, 15 February 2017 (UTC)}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|bone=10&lt;br /&gt;
|tooth=2&lt;br /&gt;
|meat=10&lt;br /&gt;
|scale=1&lt;br /&gt;
|skull=1&lt;br /&gt;
|brain=1&lt;br /&gt;
|kidney=2&lt;br /&gt;
|spleen=1&lt;br /&gt;
|sweetbread=1&lt;br /&gt;
|tripe=1&lt;br /&gt;
|liver=1&lt;br /&gt;
|intestine=2&lt;br /&gt;
|heart=1&lt;br /&gt;
|lung=2&lt;br /&gt;
|cartilage=1&lt;br /&gt;
|eye=2&lt;br /&gt;
|fat=3&lt;br /&gt;
&lt;br /&gt;
|contrib=no}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
This is one brutal cobra. It will dismember your dwarves, beware!&lt;br /&gt;
&lt;br /&gt;
While almost 1/4 larger than the formidable [[grizzly bear]], '''giant king cobras''' provide only slightly more meat than a [[pig]]; however, this doesn't affect their viability for a meat industry as their products are still worth 2x value, they have a considerable clutch size of 10-30, and they are mature at birth, meaning that despite low returns per butcher, after just a couple of generations you could potentially have a cobra-splosion. &lt;br /&gt;
&lt;br /&gt;
Their true value, though, lies more in their use as guard animals, thanks to their incredibly powerful [[syndrome]], which causes complete full body paralysis. Despite being considerably less sturdy than bears, due to both their long, slender bodies and their inability to be trained for war, the giant cobra's viability as a war animal far exceeds many mammals, as they are also incredibly expendable due to maturing instantly and laying large amounts of eggs, while their lack of other limbs means they rely almost entirely on biting, increasing the chance of inflicting their syndrome.&lt;br /&gt;
&lt;br /&gt;
Some dwarves [[Preferences|like]] giant king cobras for their ''charming hoods''.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;/div&gt;</summary>
		<author><name>2128</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Embark&amp;diff=229433</id>
		<title>Embark</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Embark&amp;diff=229433"/>
		<updated>2017-03-01T20:25:28Z</updated>

		<summary type="html">&lt;p&gt;2128: /* Layers */  sand isn't always reported when present in 43.05, see talk page note&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Masterwork|22:49, 20 September 2016 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Embark''' is the time at the very beginning of [[Fortress mode]] before actual game play begins (but after [[World generation|generating a world]]), when you and your initial 7 dwarves:&lt;br /&gt;
# Choose a site.&lt;br /&gt;
# Assign starting [[skill]]s to each dwarf.&lt;br /&gt;
# Select an initial load of [[Embark#Supplies|supplies and equipment]].&lt;br /&gt;
# Arrive at the site with your wagon full of supplies.&lt;br /&gt;
&lt;br /&gt;
==Choosing a Site==&lt;br /&gt;
The main considerations to keep in mind when choosing a site are the presence of aquifers, the availability of wood, ores, &amp;amp; soil, the climate, and your neighbors.&lt;br /&gt;
There is just ONE BIG RULE: when your home civilization is too small, you will recognize after the second winter that you won't get any more [[Immigration|immigrants]], which can be [[Fun|extremely fun]]. To avoid this situation, select a home civilization with ''at least'' two dwarven sites on the map.&lt;br /&gt;
&lt;br /&gt;
[[File:Embark.jpg|center|Choose Fortress Location screen (v0.31.19)]]&lt;br /&gt;
&lt;br /&gt;
The Choose Fortress Location screen shows four separate sections, with three of them being views of the land at different levels of magnification: Local, Region, and World. A section of highlighted tiles in the Local view indicates the current embark location within the region. The local view constitutes a 16x16 grid of embark area tiles (each representing 48x48 tiles when you are playing the game) that is within a single region tile.  The world map cannot be directly controlled, and exists only to give you the overall view of where, relative to the rest of the features of the world, the region map is focused on.&lt;br /&gt;
&lt;br /&gt;
The arrow keys control the X cursor in the center &amp;quot;Region&amp;quot; view while {{k|u}}, {{k|m}}, {{k|k}}, and {{k|h}} move the embark location around within the Local view. {{k|U}}, {{k|M}}, {{k|K}}, and {{k|H}} will resize the embark location.  &lt;br /&gt;
&lt;br /&gt;
The size of the embark location directly affects how much data about a map the game will have to store in your computer's memory and the size of your save files. This may correspondingly make pathfinding more resource-intensive, generally [[Frames per second|slow your game down]], and have a dramatic effect on the save and load times for your map. As such, smaller maps are recommended, especially for less powerful computers. Remember that each tile on your embark screen is 48x48 tiles large.&lt;br /&gt;
&lt;br /&gt;
On the far right of the screen is a list of local features in the dominant biome. Individual biomes, which form at least one map-tile of your embark location, can be cycled with the {{k|F#}}-keys; for example, an area with 3 biomes present can be cycled using {{k|F1}}, {{k|F2}} and {{k|F3}}. The selected biome will be highlighted with flashing Xs on the Local Map, and the biome's information will be displayed on the right side of the screen.&lt;br /&gt;
&lt;br /&gt;
===Biomes===&lt;br /&gt;
{{Main|Biome}}&lt;br /&gt;
&lt;br /&gt;
A '''biome''' is a biotic area with homogeneous features, characterized by distinctive [[plant]]s, [[creature|animal species]] and [[climate]]. &lt;br /&gt;
&lt;br /&gt;
In the above image, the biome is &amp;quot;Temperate Savanna&amp;quot;, and the region the biome is part of is given a specific name: &amp;quot;The Velvety Hill&amp;quot;, part of the continent &amp;quot;The Jade Horn-Land&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
Biomes will also contain only one set of stone layers, though these usually expand beyond a single biome. Your [[dwarf|dwarves]] will find different resources depending on which biomes they select when starting a fort.&lt;br /&gt;
&lt;br /&gt;
Biomes are important when choosing a fortress location in order to understand your [[surroundings]].&lt;br /&gt;
&lt;br /&gt;
====Climate====&lt;br /&gt;
{{Main|Climate}}&lt;br /&gt;
&lt;br /&gt;
Climate determines the maximum temperature range of the region, which in turn impacts the severity of exposure to the outside, whether water will freeze in winter, and how quickly water evaporates. &lt;br /&gt;
&lt;br /&gt;
The climate is displayed as &amp;quot;Temperature: Warm&amp;quot; in the above image.&lt;br /&gt;
&lt;br /&gt;
Very hot and very cold biomes bring their own challenges which may be further compounded with overlapping features, such as a glacier being frozen for half the year, and being devoid of trees, and lacking a river. Very hot climates may see all its surface water quickly evaporate, making finding a water supply more dangerous, as underground caves filled with hostile creatures may be the only supply of water.&lt;br /&gt;
&lt;br /&gt;
====Plant Life====&lt;br /&gt;
{{Main|Tree|Shrub}}&lt;br /&gt;
&lt;br /&gt;
Seen in the above image as &amp;quot;Trees: Sparse&amp;quot; and &amp;quot;Other Vegetation: Moderate&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Trees are useful for the [[wood]] they provide, and wood is a basic building material, important for being the only material that can be used to create beds. Also, because creating bins and barrels from metal is an involved process involving more steps, less common resources, and fuel, wood is often preferred for making these items as well. Wood is also a source of [[fuel|charcoal]], one possible [[fuel]] used to make metal products in standard smelters and forges and required for making steel even when you have magma forges. Wood is also useful in making [[potash]], for soap or fertilizing farms.&lt;br /&gt;
&lt;br /&gt;
Despite wood's many uses, it is entirely possible to play without any trees in your biomes. Due to the inexpensive nature of wood, it is possible to simply embark with a large quantity and rely on trade caravans from the elves, humans, and dwarves for your wood needs. Also, at a certain point, trees can be farmed in muddied underground areas regardless of how barren the surface is.&lt;br /&gt;
&lt;br /&gt;
Shrubs can provide some quick food through the [[herbalist]] skill, [[still|brewable materials]], and [[seeds]] for some very helpful above-ground [[crops]] which are generally only available through trading with Elves.&lt;br /&gt;
&lt;br /&gt;
====Surroundings====&lt;br /&gt;
{{Main|Surroundings}}&lt;br /&gt;
&lt;br /&gt;
Surroundings affect how powerful and hostile local wildlife will be, and some forms of plants are available only in specific types of surroundings.&lt;br /&gt;
&lt;br /&gt;
The surroundings of the example image are listed as &amp;quot;Surroundings: Wilderness&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Any biome can have any set of surroundings; for example a glacier could be haunted, wilderness or mirthful. However, a named region (which is a contiguous area of one category of biomes, such as forests or wetlands) will be either good, neutral, or evil.&lt;br /&gt;
&lt;br /&gt;
There are two axes for surroundings: savagery and alignment. Calm and neutral savagery are functionally identical. Savage lands are like normal lands, except they will frequently have giant or hostile humanoid versions of normal animals. For example, you might have a [[Tigerman]] instead of &amp;quot;merely&amp;quot; a [[tiger]] in a savage jungle.&lt;br /&gt;
&lt;br /&gt;
Good biomes are similar to neutral biomes, except have more fanciful (and generally benign) creatures like [[pixie]]s, [[fluffy wambler]]s, or [[unicorn]]s, and are generally no more dangerous than neutral biomes. Evil biomes are home to many dangerous creatures, often dead vegetation and even including undead versions of normal creatures, making for a far more hostile environment specifically for players who want to face a greater challenge to stay alive, especially early on. Trees might not grow in an evil area.&lt;br /&gt;
&lt;br /&gt;
It is possible to start a fortress that overlaps multiple alignment types (for example good, evil, savage, and benign). Some players consider this desirable, as it provides diversity in your little corner of the world, but it also has its dangers in the form of more ferocious wildlife.&lt;br /&gt;
&lt;br /&gt;
====Layers====&lt;br /&gt;
{{Main|Layer|Ore|Stone}}&lt;br /&gt;
&lt;br /&gt;
At the bottom right of the biome view, some of the main features of the site are reported. You will be told whether the biome has a layer of soil on top of it (and how thick it is), and whether that soil includes [[clay]]. Deep soil layers make underground farming extremely quick to set up, as no [[irrigation]] will be needed. If there are metal ores, ''Shallow metal(s)'' and/or ''Deep metal(s)'' are reported. [[Flux]] is also reported if present.&lt;br /&gt;
&lt;br /&gt;
The depth of the soil layers is indicated by light brown text: ''Little soil'', ''Some soil'', ''Deep soil'' or ''Very deep soil''. Clay is reported as either ''Shallow Clay'' or ''Clay''. [[Sand]] may sometimes, but not always, be reported here if present.{{verify}} (Embarking on a Sand Desert will ensure the presence of sand.)&lt;br /&gt;
&lt;br /&gt;
You won't be told which kinds of metals are present. Your best bet for finding the raw materials for making [[steel]] is to look for a site with ''Shallow metals'' (note the plural) and ''Flux''. A biome with shallow metals listed has an extremely high chance of containing [[iron]]-bearing ores in a sedimentary layer near the surface. Failing that, you're practically guaranteed to get some [[copper]] ore (tetrahedrite).&lt;br /&gt;
&lt;br /&gt;
====Aquifer====&lt;br /&gt;
{{Main|Aquifer}}&lt;br /&gt;
&lt;br /&gt;
An aquifer is a layer of soil or stone saturated with water, and a biome may contain up to 3 aquifer layers (theoretically more, but such would be rare to say the least). Embarking on an aquifer brings up a warning before embark as an aquifer can significantly raise the difficulty of starting a fort. For specific tactics on working with an aquifer, see ''[[Aquifer]]''.&lt;br /&gt;
&lt;br /&gt;
===Changing Views===&lt;br /&gt;
Pressing {{k|Tab}} will cycle the presented information through a variety of different views and panels.&lt;br /&gt;
*Neighbors - other civilizations that are closest to your current location. Proximity increases the chance of interaction, though at present this largely means &amp;quot;nearby goblins are more likely to attack you.&amp;quot; If any race is not represented on this page, it means that the civilization cannot reach you if you are in that location. Embarking on an [[island]], or a location completely surrounded by mountains will make it impossible for any civilization but your own dwarven civilization to reach you, as world map travel across oceans or mountains is impossible. If not even &amp;quot;Dwarves&amp;quot; appears, it means that your home civilization is dead, and there will be no [[immigration]] waves or [[Trading#Caravans|trade caravans]] from your home civilization. If this is the case, it is recommended you change to a still-existent civilization unless you want the challenge of having no support from the mountainhomes. Races that are hostile to you are represented by a series of red &amp;quot;-&amp;quot; marks or &amp;quot;WAR&amp;quot;. The latter means you will get sieged by that race, while &amp;quot;------&amp;quot; stands only for diplomatic hostility (usually from baby snatching in worldgen). They'll still siege (eventually), and the first time they do will constitute a declaration of war{{verify}}. In vanilla DF, goblins are always hostile, but humans or elves may also be at war with particular dwarven civilizations.&lt;br /&gt;
*Your Civilization - indicates all Dwarven civilizations in the world. {{k|+}} and {{k|-}} will cycle through the civilizations allowing you to choose which your settlers will be embarking from. Civilization choice will affect who is at war with you, what goods are available for trade and at embark, who your regent will be (considering [[Main:Cacame Awemedinade|one might be surprised by who turns out to be one's regent]]), and if there are any surviving members of your civilization left to migrate to or trade with your fort. Some of this information is only viewable in [[Legends]] Mode, but you can view accessible goods and materials after hitting {{k|e}}mbark by looking at what items you can choose to embark with. If you don't like the options, simply {{k|Esc}} to get the main menu and choose Abort Game. You will have to find the site again, but it saves you from needing to abandon the fortress.&lt;br /&gt;
*Relative Elevation - Shows the land height relative to the lowest point in the region.&lt;br /&gt;
*Cliff Indicator - Shows the severity of cliffs. With the exception of rivers that cut through mountains, even apparently very steep cliffs will still have ramps that make it perfectly accessible for any creature or even the wagons in caravans (unless you have turned erosion off).&lt;br /&gt;
&lt;br /&gt;
===Reclaiming a fortress===&lt;br /&gt;
{{Main|Reclaim fortress mode}}&lt;br /&gt;
If you [[Reclaim fortress mode|reclaim the site]] of an abandoned fortress, upon arrival you may see goods, materials, and corpses left from the previous effort. These items will initially be [[forbid|forbidden]] and you will have to [[Reclaim|reclaim items]] before your dwarves will acknowledge their existence, for example to haul them to a graveyard or refuse [[stockpile]].&lt;br /&gt;
&lt;br /&gt;
==Creating Your Settlers==&lt;br /&gt;
===Play Now!===&lt;br /&gt;
You can forgo the process of assigning skills and supplies and instead select '''Play Now!''' This option will give you a selection of Dwarves with the following profiles:&lt;br /&gt;
&amp;lt;!--Note: Last Updated for v0.31.13--&amp;gt;&lt;br /&gt;
* Miner: Adequate Miner&lt;br /&gt;
* Woodworker: Novice Carpenter, Bowyer&lt;br /&gt;
* Woodcutter: Novice Wood Cutter, Furnace Operator, Wood Burner, Grower, Herbalist, Brewer, Cook, Lye Maker, and Potash Maker&lt;br /&gt;
* Stoneworker: Novice Mason, Engraver, Building Designer, and Mechanic&lt;br /&gt;
* Jeweler: Novice Stone Crafter, Wood Crafter, Bone Carver, Gem Cutter, and Gem Setter&lt;br /&gt;
* Fisherdwarf: Novice Fisherdwarf&lt;br /&gt;
* Fish Cleaner: Novice Weaver, Clothier, Butcher, Tanner,  Leatherworker, and Fish Cleaner&lt;br /&gt;
One of these will be randomly flagged as Expedition Leader at the start.&lt;br /&gt;
&amp;lt;!--Note: Last Updated for v0.31.12--&amp;gt;&lt;br /&gt;
The default embark value for a custom embark is 1274: 974 in pre-chosen goods and 300 unassigned. The Play Now! embark only uses 1038 points. While a Play Now! embark is no more doomed than any other embark, it is always better to Prepare Carefully once you know what you're doing with the set up of an early fort.&lt;br /&gt;
&lt;br /&gt;
===Prepare Carefully===&lt;br /&gt;
Preparing allows the player to customize their embarking party and supplies by spending a pool of points which is shared between skills and equipment, with each skill rank and equipment item having a set value. The total value of embarking is set at 1,274 points, though all but 300 of these are pre-spent on an array of basic equipment (the same equipment Play Now! uses). It stands that one should try to maximize the value of their embark by spending all available points. By preparing carefully it is also possible to [[Fortress name|name]] your fortress and your embark group.&lt;br /&gt;
&lt;br /&gt;
====Using the menu====&lt;br /&gt;
Use {{k|Tab}} to switch between selecting Skills and Items. Use the 4 directional keys or number pad to navigate to highlight the different choices/columns, and {{k|+}} or {{k|-}} to choose more or less of the highlighted item or skill. When viewing items, hit {{k|n}} to go to a menu for any &amp;quot;new&amp;quot; items, that are not currently listed, including any you removed by reducing the number to 0; select the item, hit {{k|Enter}}, then increase the number desired as above ({{k|+}} or {{k|-}}) in the main menu.&lt;br /&gt;
&lt;br /&gt;
If you cannot buy additional skill levels, you are out of points and must return some items for additional points. Higher-priced items will automatically be removed from view when selecting new items if you do not have enough points for those selections, showing only what you can afford with your current points.&lt;br /&gt;
&lt;br /&gt;
====Skills====&lt;br /&gt;
{{Main|Skill}}&lt;br /&gt;
&lt;br /&gt;
The seven settlers you begin with can be assigned up to ten skill ranks picked from the entire Dwarven skill list, including military, though only a maximum of 5 ranks can be bought in any one skill (for a maximum starting rank of &amp;quot;Proficient&amp;quot;). Skill ranks are bought from the shared pool at a cost of 5 for the first rank, 6 for the second, 7 for the third, and so on. Maxing out a skill thus costs a total of 35 points. Although this is already fairly involved, between the long skill list and the floating cost, the value of a rank is subject to further scrutiny given the early-game value, or lack thereof, of certain skills as well as the relative ease or difficulty of training ranks in a given skill. Many skills are performed just as well by a Novice (skill level 1) or even a Dabbler (level 0) as they are by a Legendary (level 15+). A Novice Furnace Operator won't produce Coke as fast as a Legendary Furnace Operator, but they will produce it fast enough to keep their neighbor smelting hematite until the cows come home.&lt;br /&gt;
&lt;br /&gt;
For a more complex example, there is much overlap between what can be produced out of wood and what can be produced out of metal, but wood is plentiful in the early game (often throughout, if a tree farm is established, and caravans will bring in several pages worth of wood if you request it) while metalworking can take much longer to establish, or would take several times longer to produce a given product in the early game due to the multiple steps required. Metalworking skills also train slower than woodworking, and metal products have a longer base production time than wood products.&lt;br /&gt;
&lt;br /&gt;
From one point of view, the Woodworking skills would be of more immediate use in producing quick goods of higher value in the early game, especially given the high volume needed; however furniture quality is of little concern in the early game, and the high volume of value-independent goods (such as barrels which you won't be trading away on their own or using to furnish chambers) will cause your carpenter to train his skills fairly quickly. Even on a strictly functional level, a Novice carpenter can produce beds, barrels, and bins fast enough to keep up with a fledgling base. Lastly, once metal production is up and running, it can be agonizingly slow if a Farmer or Peasant has to be re-assigned to learn from scratch, thus a proficient Metalsmith stands to pay off much more in time than starting with a proficient Carpenter. Consider as well that you may receive a highly skilled Metalsmith during an [[immigration]] wave, if you care to take that chance.&lt;br /&gt;
&lt;br /&gt;
====Supplies====&lt;br /&gt;
The default array of supplies covers a broad range of foodstuffs, seeds, drink, tools, and medical equipment, and is reasonable, though extra food and drink never hurt anyone. &lt;br /&gt;
&lt;br /&gt;
:* 2 Copper [[pick]]s (or bronze picks if your home civilization has no access to copper)&lt;br /&gt;
:* 2 Copper [[battle axe]]s (or bronze battle axes if your home civilization has no access to copper)&lt;br /&gt;
:* 1 Iron [[anvil]] (or Steel [[anvil]] if your home civilization has no access to iron)&lt;br /&gt;
:* 1 Wheelbarrow (if possible)&lt;br /&gt;
:* 60 units alcohol (at least 20 each of up to 3 random types, in 12 barrels)&lt;br /&gt;
:* 6 bags containing 5 each of dimple cup, cave wheat, plump helmet, sweet pods, pig tail, and quarry bush [[seed]]s&lt;br /&gt;
:* 15 units of meat (one random type, 10 + 5 units in 2 barrels)&lt;br /&gt;
:* 15 units of fish (one random type, 10 + 5 units in 2 barrels) &lt;br /&gt;
:* 15 units of plump helmets (10 + 5 units in 2 barrels)&lt;br /&gt;
:* 5 pig tail fiber thread&lt;br /&gt;
:* 5 pig tail fiber cloth&lt;br /&gt;
:* 5 pig tail fiber bags&lt;br /&gt;
:* 3 pig tail fiber ropes&lt;br /&gt;
:* 3 wooden buckets&lt;br /&gt;
:* 3 wooden splints&lt;br /&gt;
:* 3 wooden crutches&lt;br /&gt;
:* 2 dogs (both female)&lt;br /&gt;
:* 2 cats (both female)&lt;br /&gt;
:* 2 random of horse, yak, or water buffalo (random sex)&lt;br /&gt;
&lt;br /&gt;
When settling on a site with few trees, one should definitely consider bringing extra logs to cover the early demand for beds and such.&lt;br /&gt;
&lt;br /&gt;
Cats and dogs are only included in the Play Now! package, you have to go into the pets list and add them when you Prepare Carefully.&lt;br /&gt;
&lt;br /&gt;
Do not overlook the value of bringing animals. Dogs in particular can provide an excellent early warning system, good fighters against kobolds and other thieves, and a healthy supply of meat and bones. Cats are useful for controlling the vermin population, but beware the [[Fun|dangers]] of a [[catsplosion]].&lt;br /&gt;
&lt;br /&gt;
You may also want to consider replacing the pig tail fiber items with much cheaper cave spider silk items (regular, not giant).&lt;br /&gt;
&lt;br /&gt;
Note that the types of supplies available can vary depending on what materials are available at the nearest capital of your civilization.  For example, certain types of stone or bars may not be listed at all if they are not available at your Mountainhome.&lt;br /&gt;
&lt;br /&gt;
If your civilization lacks copper or iron (or both), the increased costs for standard-issue metal equipment can eat up the embark point advantage Prepare Carefully has over Play Now!, but the option to customise point allocation still gives careful preparation an edge.&lt;br /&gt;
&lt;br /&gt;
====Saving a starting mix====&lt;br /&gt;
Once you have the mix of items and skills that you like, you can hit {{k|s}} and save it to a template with a custom name. In a later game, you can pick that profile when you embark. If your selected civilization does not have some of the desired items in your template, this is announced clearly, and a different civilization can be tried as described above, or you can continue and change your mix.&lt;br /&gt;
&lt;br /&gt;
If you match skills to the [[preferences]] and [[personality|personalities]] of your dwarves, it may be an idea not to include any skills in such a template, as they will simply be applied in the original order to the current dwarves as they appear on the list.&lt;br /&gt;
&lt;br /&gt;
If you find additional items that you wish to add (perhaps another type of cheap meat, or an ore not previously available), you can edit those in by hitting {{k|s}}, overwriting your old template. You can also go into the .txt file, located at data/init/embark_profiles, and edit in the SKILLS or ITEMS as you want - the syntax is fairly straightforward.&lt;br /&gt;
&lt;br /&gt;
==Embark Strategies==&lt;br /&gt;
{{Main|Starting build}}&lt;br /&gt;
&lt;br /&gt;
The strategies below are suggestions. They are not universal, and many are even contradictory. This is because there is no one true way to play Dwarf Fortress. Some may not work for you because of unstated assumptions about priority, value, fun, or procedure. However, since Losing is Fun, it's always worth it to try something out, even if it doesn't go well.&lt;br /&gt;
&lt;br /&gt;
===Picking the Right Location===&lt;br /&gt;
'''Need More Dirt''' - three layers of soil before the stone layers begin provides a very large area that can be used to quickly carve out efficient storage rooms, as well as easy construction of large farms and tree farms without the need to flood/muddy large areas of stone.&lt;br /&gt;
&lt;br /&gt;
'''Flowing Water (and Its Inverse)''' - flowing water (river or stream) is a must have for the infinite power it supplies for working machinery and because underground water supplies are too dangerous to tap into. There is no guarantee of infinite water underground, you could embark on a map with completely dry caverns. However, rainier climates will always have murky pools, which with careful management can be refilled from the rain. Infinite power for working machinery can be created using a limited amount of water in a perpetual motion machine. Although, being limited in quantity, murky pools simply do not have the capacity to permanently flood your fortress, while a single mistake with an infinite source can easily do so.&lt;br /&gt;
&lt;br /&gt;
===Preparation Strategies===&lt;br /&gt;
'''Free Barrels''' - many products are stored in bins, barrels, or bags and do not stack with other items even if they're in the same broad classification. Plump Helmets and Horse Meat come in separate barrels even though they're both food. Purchasing a single item of food (or increasing the number to one above the storage limit of the barrel i.e. 11, 21, 31) will also produce a free barrel for it to be stored in. As barrels have a cost of 10 to buy empty, buying a single unit of cost 2 foodstuffs gets you a value of 5. Anything above cost 2 bought for the express purpose of getting barrels would be better off just buying barrels empty or raw logs. This concept can be extended to many different goods, and for any stored good you were &amp;quot;going to buy anyway&amp;quot; you should avoid buying exactly a containerful. Do not get 20, get 21. One unit of milk comes in a single barrel.&lt;br /&gt;
* Note that meat products from the same animal will store in the same barrel, thus 1 unit of Horse Meat and 1 unit of Horse Tripe will only get you one barrel, not two.&lt;br /&gt;
* Upon arrival you can build a kitchen and prepare lavish meals out of all those single units of meat. This will &amp;quot;compress&amp;quot; your food, and free up some barrels for brewing. Size of stacks of food from cooking is equal to sum of stack sizes of ingredients, so you lose nothing.&lt;br /&gt;
&lt;br /&gt;
'''Cheaper food''' - you can bring lots of [[milk]] (worth 1 embark point each), build a [[farmer's workshop]], and make [[cheese]] out of that milk. Combine this with the trick for free barrels, cook lavish meals out of that cheese and meat, and you will get some free barrels, and good quality food for cheap. Making milk into cheese is very fast and requires no skill, you just need to enable cheese making on your cook or brewer.&lt;br /&gt;
* To save on alcohol (you should probably still bring some of it, though) get plump helmets for 4 embark point each. Remember to disable cooking them in z -&amp;gt; Kitchen menu. Build a still, and brew them all, each will make 5 units of alcohol. You can supplement this with gathering and brewing local plants.&lt;br /&gt;
* Cooking lavish meals out of 1 unit of meat, and full barrels of alcohol made on the spot from plump helmets (known as booze cooking) can produce even more food, but only if one knows how to do it.&lt;br /&gt;
* When choosing all that different food, be smart. Press &amp;quot;n&amp;quot; Go to &amp;quot;Meat&amp;quot; section, press &amp;quot;e&amp;quot;, and search for one particular kind of food, &amp;quot;meat&amp;quot;, for example. Press enter, rinse and repeat. This way, you can quickly add food from different animals and be sure you don't have any 2 foods from the same species. Also, it's good to make a template so you won't have to do the whole thing all over again when you start another fortress.&lt;br /&gt;
&lt;br /&gt;
'''Cheap Bags''' - while even the cheapest bags (made from cave spider silk and low-value leather) cost 10 points each, you can instead simply bring several units of [[sand]] costing 1 point each, as each unit of sand will be stored in its own bag made from a randomly selected material (including giant cave spider silk and valuable creature leather).&lt;br /&gt;
&lt;br /&gt;
'''Don't Really Need That''' - unless you have tailored your embark for metal production quick and early, an anvil is typically unnecessary and the 100 points you get from refunding it can be better spent on skills or additional foodstuffs (can't really have enough foodstuffs). By the time the Dwarven caravan arrives in the fall, a 100☼ iron anvil, or even a 300☼ steel anvil, should be little more than an inconvenience. This can sometimes be &amp;lt;s&amp;gt;problematic&amp;lt;/s&amp;gt; [[Fun]] if you are unlucky and the caravan does not bring an anvil.&lt;br /&gt;
&lt;br /&gt;
'''REALLY Don't Need That''' - For players more familiar with the game. Bring no pre-constructed goods (weapons, buckets, etc.), just the materials to make them with. This requires several (3-10, though you're likely to bring way more) logs, some fire-safe stone (ores are fine if you don't mind some micromanagment), a few nuggets of copper ore, and an anvil. Upon arrival, build a Wood Furnace and a Forge, make charcoal, then picks for the [[miner]]s and an axe for [[wood cutter]]s. Medical supplies should be unnecessary to start with, because if you need them &amp;lt;s&amp;gt;you're screwed&amp;lt;/s&amp;gt; you'll have [[Fun]]. You may want to bring some [[rope]] (or just [[thread]]) along though. You can start your fortress with just 106☼ worth of items (iron anvil - 100☼, 1 copper nuggets for 1 pick - 6☼, logs can be gathered from deconstructing the wagon and made into 1 training axe - 0☼, fire-safe building material = ash - 0☼, everything else can be made with the raw materials you get from wood-cutting and mining.).&lt;br /&gt;
&lt;br /&gt;
'''Yes, I Do Need That''' - &amp;lt;s&amp;gt;never&amp;lt;/s&amp;gt; &amp;lt;s&amp;gt;don't&amp;lt;/s&amp;gt; &amp;lt;s&amp;gt;NEVER&amp;lt;/s&amp;gt; DON'T EVER leave without alcohol unless you have a [[brewer]] and a way to gather plants early (untrained [[herbalist]]s designated after embarking are enough) or a safe water source (preferably flowing).&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*New players may find the [[Quickstart guide]] useful.&lt;br /&gt;
*The [[Starting build]] article has more detailed embark strategies.&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
* [http://www.youtube.com/watch?v=r9yQiHCEGUI&amp;amp;feature=plcp Tutorial on how to embark]&lt;br /&gt;
&lt;br /&gt;
{{Category|Guides}}&lt;br /&gt;
{{Category|Fortress mode}}&lt;br /&gt;
{{Category|Interface}}&lt;/div&gt;</summary>
		<author><name>2128</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Embark&amp;diff=229432</id>
		<title>DF2014 Talk:Embark</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Embark&amp;diff=229432"/>
		<updated>2017-03-01T20:15:27Z</updated>

		<summary type="html">&lt;p&gt;2128: is sand reported on the embark screen?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Is the presence of sand reported on the embark screen? ==&lt;br /&gt;
&lt;br /&gt;
There was a recent edit that strongly suggests someone's seen sand reported on their embark screen.  Yet, I've just tried to make an embark in a sand desert (using v43.05 vanilla, though I've fiddled with the init files a bit but not the raws), and there was no sand reported.  I embarked and can confirm there is actually sand there, and lots of it. ([https://imgur.com/a/HRzrA images@imgur]) What's going on? Also, what about sand in caverns? If someone's seen surface sand reported, is cavern sand also reported for you? --[[User:2128|2128]] ([[User talk:2128|talk]]) 20:15, 1 March 2017 (UTC)&lt;/div&gt;</summary>
		<author><name>2128</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki:Improvement_Drive&amp;diff=229431</id>
		<title>Dwarf Fortress Wiki:Improvement Drive</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki:Improvement_Drive&amp;diff=229431"/>
		<updated>2017-03-01T19:47:11Z</updated>

		<summary type="html">&lt;p&gt;2128: link to the Q (queue) rule for improvement ideas&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Wikiprojects]]&lt;br /&gt;
&lt;br /&gt;
*For just low-level page improvements, see the [[Dwarf_Fortress_Wiki:Community_Portal#Q|Q(ueue) rule]] for some suggestions for pages to edit.&lt;br /&gt;
*New Player Experience&lt;br /&gt;
**Perhaps the tutorials should be reworked a bit, and made more prominent on the main page.  Agree / Disagree?&lt;br /&gt;
** I'm working on the QuickStart guide for 31.16, all feedback appreciated. Maybe someone could try following my instructions, see where it gets them and what I've forgotten? [[User:GhostDwemer|GhostDwemer]] 00:01, 28 October 2010 (UTC)&lt;br /&gt;
**Should we include a link to Mayday's graphical compilation on the main page?  The default tileset can be more than intimidating for some.&lt;br /&gt;
&lt;br /&gt;
*Overall Site Improvements&lt;br /&gt;
**What should we improve?&lt;br /&gt;
***A CSS to compactly display the wiki on mobile devices with small screens is missing… Please? Something like what Wikipedia has would be most welcome. &lt;br /&gt;
**There may be odd kinks to work out still on the website, as I do not program / have experience in PHP  (Ruby on Rails is what I do my web programming in).&lt;br /&gt;
**With new versions its becomes difficult to to find the topic pages for older versions. A lot of the v0.34.04 pages are empty while there is plenty of information on the v0.31.25 pages or older. Searching on a topic often gives a redirect to an empty 2012 page with no link or other easy way to get to the older version. The bot that is making the redirect pages need to include a link to the older wiki's when a page is empty or simply redirect directly to newest version that actually have content. --[[User:Hostergaard|Hostergaard]] 12:40, 29 February 2012 (UTC)&lt;br /&gt;
***This is a pretty serious impediment to basic usage of the site. There are many many common search topics that lead to these DF2012 dead end pages. A first time user of the wiki will be lost and frustrated, and even more experienced users will become grumpy. I think the best option is to have the redirect pages go to the newest version that has content, or to have all non-existant v0.34.* pages created as copies of the existing v0.31.25 page. --[[User:777|-777]] 04:53, 25 March 2012 (UTC)&lt;br /&gt;
**We should probably update the wiki (currently [[Special:Version|v1.17.0]]) to the latest version ([http://lists.wikimedia.org/pipermail/mediawiki-announce/2012-June/000118.html v1.19.1]), or at the very least, get the latest security release for our version ([http://lists.wikimedia.org/pipermail/mediawiki-announce/2012-June/000116.html v1.17.5]). I have weird issues with creating new pages, where I'll get permission errors sometimes, but if I reload the page and try again a few times, then I can create the page.  Hopefully updating will fix that.  Also, we might want to look into other anti-spammer extensions (e.g. [http://www.mediawiki.org/wiki/Extension:Poseidon Poseidon]) and updating the [http://www.mediawiki.org/wiki/Extension:ConfirmEdit ConfirmEdit] extension to the current version (v1.1).  -- [[User:HiEv|&amp;lt;span style=&amp;quot;color:#E05858;font-weight:bold;&amp;quot;&amp;gt;Hi&amp;lt;/span&amp;gt;]][[User talk:HiEv|&amp;lt;span style=&amp;quot;color:#C06060;font-weight:bold;&amp;quot;&amp;gt;Ev&amp;lt;/span&amp;gt;]] 03:35, 22 July 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
*Verify Time!&lt;br /&gt;
** [[:Category:Verify]] has a lot of stuff we need to verify.&lt;br /&gt;
&lt;br /&gt;
==Recent Stuffs==&lt;br /&gt;
*Favicon replaced. 23:16, 18 September 2009 (UTC)&lt;br /&gt;
*Caching enabled. 09:11, 24 September 2009 (UTC)&lt;br /&gt;
*Compression enabled. 09:11, 24 September 2009 (UTC)&lt;br /&gt;
*Captcha plugin 'upgraded' to reCaptcha, which is a stronger captcha than what we were using. 01:46, 27 September 2009 (UTC)&lt;br /&gt;
*Anonymous user edits enabled - we'll see how this goes. 01:46, 27 September 2009 (UTC)&lt;br /&gt;
*We have block templates, woohoo! 10:28, 28 September 2009 (UTC)&lt;br /&gt;
*SVG images are now enabled. Caveat: the on the fly svg -&amp;gt; png converter is stupid when it comes to transparent backgrounds.10:34, 28 September 2009 (UTC)&lt;br /&gt;
*Ported to postreSQL, installed a parser extension. 12:51, 8 October 2009 (UTC)&lt;br /&gt;
*I don't update this nearly as often as I should.  Integration with wikimedia's commons has been enabled, as of a while ago.  Also, we have namespaces for Modifications and Utilities now! 09:12, 9 February 2010 (UTC)&lt;br /&gt;
*This page is not updated often enough.  We've updated the {{tl|av}} template to be a bit more user friendly. 00:53, 9 April 2010 (UTC)&lt;br /&gt;
*Starting work on a &amp;lt;nowiki&amp;gt;{{&amp;lt;/nowiki&amp;gt;[[Template:Factual|Factual]]&amp;lt;nowiki&amp;gt;}}&amp;lt;/nowiki&amp;gt; template for things that pertain to real life, but not necessarily DF.  Feel free to contribute! 11:55, 20 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>2128</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki_talk:Improvement_Drive&amp;diff=229430</id>
		<title>Dwarf Fortress Wiki talk:Improvement Drive</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki_talk:Improvement_Drive&amp;diff=229430"/>
		<updated>2017-03-01T19:39:09Z</updated>

		<summary type="html">&lt;p&gt;2128: Is this Improvement Drive still active?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Is this page still active/useful? ==&lt;br /&gt;
&lt;br /&gt;
This page was last updated almost 3 years ago.  Is this page still relevant?  Is there another space to collectively organize things we think could use improvement? Wikipedia's &amp;quot;help out&amp;quot; section of their community portal page makes it very easy to start diving in.  Maybe we could have something like that, if it's worth the trouble, wouldn't end up being a clutter, and would be appropriate for this wiki. --[[User:2128|2128]] ([[User talk:2128|talk]]) 19:39, 1 March 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Advertisements == &lt;br /&gt;
Instead of pursuing this kind of thing, why not go with paypal and ask for donation? I'm curious, why are you forking that much money for a simple wiki ? 60$ a month seems a lot. Could you provide stats about bandwidth usage and stuff like that ? --[[User:Karl|Karl]] 22:59, 18 September 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I'd rather not ask for donation, as I feel if the ads are focused properly, they shouldn't be too intrusive and more than cover the bills.  Also, we have the issue that since this is on my company's server, the hosting provider is technically the company I co-own; as that is the case, donations to a company raise all kinds of weird legal issues that I'd rather not spend time trying to figure out.  Ad units are legally able to be accounted as &amp;quot;revenues,&amp;quot; so it makes it significantly simpler to just go with that.  If I had a cheaper server that could handle the load, sure, I would move it there - unfortunately, I tried that, which resulted in about an hour of downtime yesterday.  Oops.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once my company is making enough money that it's no longer draining money from my savings (and is paying me, instead of me paying it), I'll gladly and quite quickly drop the ads.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Server usage statistics:&lt;br /&gt;
*3gb downstream / day used on average (peak: 3.3gb)&lt;br /&gt;
*322mb upstream / day used on average (peak 7.4gb, but I was uploading some stuff not related to the wiki)&amp;lt;&lt;br /&gt;
*Apache stats: (only the wiki is using Apache, and it's set to manage new instances of apache based on load)&lt;br /&gt;
*Average: 7 instances of Apache running at 2.0% processor utilization each, 20 mb of memory each&lt;br /&gt;
*Peak: 22 instances of Apache running at 3.2% processor utilization each, 23 mb of memory each&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The above are moving averages. [[User:Briess|Briess]] 23:12, 18 September 2009 (UTC)&lt;br /&gt;
:Do you have any stats on, the amount of traffic from wikignomes like me who hang around and mess with articles, vs n00bs the wiki actually thinks it is here to help? I guess that &amp;quot;logged-in vs IP&amp;quot; would be the easiest stat to look at, how much that gets rid of editors who don't automatically log in I don't know.&lt;br /&gt;
:Re: the adds, I personally find it funny to get ads for real-world &amp;quot;Rock Retaining Walls&amp;quot; by visiting a wiki about a game in which your @'s build, rock retaining walls. How to target that is an amusing problem for someone. The ads don't bother me at all though - but obviously no adds would be nicer. &lt;br /&gt;
:Maybe if you disabled the ads for users with more than.... 500 edits (ie, me!)?&lt;br /&gt;
:I'm all for a project to improve articles BTW, sign me up.&amp;lt;font face=&amp;quot;FixedSys&amp;quot; color=&amp;quot;#00FFFF&amp;quot;&amp;gt;[[User:GarrieIrons|Gar]]&amp;lt;/font&amp;gt;[[User Talk:GarrieIrons|rie]] 03:46, 19 September 2009 (UTC)&lt;br /&gt;
:: I don't have access to stats like that, as unfortunately Mediawiki was not designed with that level of logging detail in mind. Best I can do is estimated time on pages in particular namespaces. [[User:Briess|Briess]] 05:57, 19 September 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
: did you tweak your appache setting so you could use maybe a bit less bandwidth ? Mainly compression on the fly ? Else... I was looking at some redundant template, like the rocks template, you have ~700bytes of inline CSS. Not a lot by itself, but every bytes count when you want to save bandwidth. It could be easy to add classes and CSS rules in a file that will be cached anyway. There's some compression tools for Javascript and CSS files that could give you a couple kbytes too. --[[User:Karl|Karl]] 11:29, 23 September 2009 (UTC)&lt;br /&gt;
::Karl's got a good point, I just looked at the site stats using YSlow and noticed a few things that might help and should be easy (in theory) to do:  1.  Add expires headers: this means that browsers won't be constantly reloading files that aren't changed much like many of the graphics files and script files.  Having an expiration date of about a week or two is often enough to drastically improve bandwidth.  2. Compress components with gzip (or deflate.) This is easy to do in IIS but I don't know how easy it is to do in Apache; I've only dabbled in Apache before. [[User:3lB33|3lB33]] 13:41, 23 September 2009 (UTC)&lt;br /&gt;
::: It was on the todo list; and is now done.  The primary cost of the server hosting is not in bandwidth, but is instead in memory and cpu usage. However, I want to try to keep all page serves under 500 ms. [[User:Briess|Briess]] 07:57, 24 September 2009 (UTC)&lt;br /&gt;
:::: I must say, I'm really curious about what kind of hosting solution you might have. If you have to pay by memory/cpu time, you might want to tone down the compression setting or remote it instead, since compression always use more cpu time. One thing is sure, the caching will probably help a lot --[[User:Karl|Karl]] 12:11, 24 September 2009 (UTC)&lt;br /&gt;
::::: I have a dedicated server that this wiki is on, cost here is an estimate of the amount of utilization taken by the wiki.  Basically, bandwidth is limitless, but my company's applications require so much memory and cpu time. [[User:Briess|Briess]] 19:30, 24 September 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Non-vanilla ==&lt;br /&gt;
&lt;br /&gt;
          o Should we include a link to Mayday's graphical compilation on the main page?&amp;lt;br /&amp;gt; The default tileset can be more than intimidating for some. &lt;br /&gt;
&lt;br /&gt;
The problem is that MM's download is far from vanilla, and conflicts rear up regularly with newbies who have downloaded that and then refer to this wiki - which isn't the same interface in many respects.  If we were to do something like that, we'd want to approach it with those problems in mind.--[[User:Albedo|Albedo]] 23:24, 18 September 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
* Makes sense.  The only gameplay differences I can recall off the top of my head are the stone control mod and the 'cat cancels store item in stockpile: too injured' 'fix'.  What other changes are there that we would need to account for?  [[User:Briess|Briess]] 23:30, 18 September 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Verify this == &lt;br /&gt;
    * Verify Time!&amp;lt;br /&amp;gt;&lt;br /&gt;
          o Category:Verify has a lot of stuff we need to verify. &lt;br /&gt;
To &amp;quot;verify&amp;quot; sometimes requires &amp;quot;more research&amp;quot;, and sometimes that research is either obscure, time consuming, random, tedious or a combination of the above.  Do we need it? Yeah.  Are we excited about it?... &amp;lt;looks around&amp;gt;--[[User:Albedo|Albedo]] 23:24, 18 September 2009 (UTC)&lt;br /&gt;
* True.  Once I get a few upgraded wiki modules up though, I'll probably start cracking at it. [[User:Briess|Briess]] 23:29, 18 September 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
* I did some research on [[DF2012:Farming]] and found that, in the fertilization section, assuming the formula (4n-1) is accurate then the suitable sizes for farm plots are, 1x3, 1x7, 3x5, 3x9, 5x7 and 7x9. According to this math, however, the listed size 9x9=81 81!=4n-1 82 only factors by 2 one time. I'm a new user though and I don't want to start wrecking things up by changing them. This change is important to me because I had been using the 9x9 size to mass produce plump helmets.[[User:Bogamol|Bogamol]] 22 May, 2013&lt;br /&gt;
&lt;br /&gt;
== New Player Experience ==&lt;br /&gt;
On the topic of tutorials, I think tutorials should be prominent on the main page. I think the wiki should also have a few different 'series' of tutorials. Dwarf Fort encourages all sorts of thinking, and all types of thinkers are brought into it. I think, then, that there needs to be different tutorials for different types of thinkers.&lt;br /&gt;
Maybe something like:&lt;br /&gt;
*Example Based - Example fortress, walk players through step by step&lt;br /&gt;
*Visual - Flowcharts and other charts to explain visually&lt;br /&gt;
*Graphical - Mayday and other ways to make the game easier to get into&lt;br /&gt;
*Minimal - Only explain what is needed to survive, and how to do things(no step-by-step guidance)&lt;br /&gt;
[[User:Calite|Calite]] 20:46, 2 October 2010 (UTC)&lt;br /&gt;
*As a new player myself, I recognize the importance of good tutorials.  I haven't fully delved through all of the tutorials, but I also suggest trying to incorporate as much how-to advice in the actual pages themselves.  As an example, I am working through all of the workshop pages and adding as much information as I can.  Help in this area from more experienced players would be greatly appreciated!  [[User:DwarfNuke|Dwarf Nuke]] 16:17, 1 March 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
=== Tutorials and Reference Doc ===&lt;br /&gt;
I've been thinking about this issue myself lately. Recently I've redone the tutorial and reference doc for [[Adventurer mode]] and I've started messing around with fortress-related stuff on my user subpages. Right now I'm working on a sort of reference guide to help tie everything together and help people put everything together the way they might in a printed manual. --[[User:Ral|Ral]] 07:05, 20 April 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Search: exclude 40d/23a by default == &lt;br /&gt;
A logged-in user can set their search preferences to ignore 40d and 23 a pages, but anonymous users can't use this, and new user might not be aware of the preference.  I think that the default should be to exclude these, and if someone wants to search for 40d/23a pages they can use advanced search. -- [[User:Khym Chanur|Khym Chanur]] 19:56, 20 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== New Article? ==&lt;br /&gt;
&lt;br /&gt;
I've just had a dwarf enter a strange mood and grab a beak. I'm presuming that this means that beaks can be used in place of bones, at least for artifacts. However, there's no article for &amp;quot;beak&amp;quot; in the DF2012 content, and I dont have an account. Could someone create that page and include that information please? Thank you. &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:82.20.61.192|82.20.61.192]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:I created [[DF2012:Beak]] and added a note; please add whatever details you can. Thanks! --[[User:Loci|Loci]] 19:25, 22 March 2013 (UTC)&lt;/div&gt;</summary>
		<author><name>2128</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki:Community_Portal&amp;diff=229429</id>
		<title>Dwarf Fortress Wiki:Community Portal</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki:Community_Portal&amp;diff=229429"/>
		<updated>2017-03-01T19:32:01Z</updated>

		<summary type="html">&lt;p&gt;2128: /* Q */ fix link, wording&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{shortcut|DF:CP}}&lt;br /&gt;
This page is for organizing the war effort against entropy.__NOTOC__&lt;br /&gt;
Also, please check out the [[Dwarf_Fortress_Wiki:Improvement_Drive|Dwarf Fortress Wiki Improvement Drive!]]&lt;br /&gt;
&lt;br /&gt;
{| id=&amp;quot;toc&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
* [[#We are doing this! Let us do it right.|We are doing this! Let us do it right.]]&lt;br /&gt;
** [[#A|A]] [[#B|B]] [[#C|C]] [[#D|D]] [[#E|E]] [[#F|F]] [[#G|G]] [[#H|H]] [[#I|I]] [[#J|J]] [[#K|K]] [[#L|L]] [[#M|M]]&lt;br /&gt;
** [[#N|N]] [[#O|O]] [[#P|P]] [[#Q|Q]] [[#R|R]] [[#S|S]] [[#T|T]] [[#U|U]] [[#V|V]] [[#W|W]] [[#X|X]] [[#Y|Y]] [[#Z|Z]]&lt;br /&gt;
** [[#More rules|More]]&lt;br /&gt;
* [[#Notice Templates|Notice Templates]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== We are doing this! Let us do it right. ==&lt;br /&gt;
&lt;br /&gt;
=====A=====&lt;br /&gt;
* '''A'''lphabet: Okay, the first rule is that there must be a rule for each letter of the alphabet. Thanks to the community, we now have all twenty-six rules (plus [[#More rules|a few more]])! (Inspired by [[User:Peristarkawan|Peristarkawan]]'s [[wikipedia:nomic|nomic]] instincts)&lt;br /&gt;
&lt;br /&gt;
=====B=====&lt;br /&gt;
* '''B'''e bold! So says Wikipedia. If you see a mistake, be it a fact or a typo, change it. Don't leave it to someone else to clean up mistakes. Feel free to make changes. If you think an article needs a major rewrite, and you think you can do it, go ahead and do it! You can also use the discussion (talk) page to post suggestions.&lt;br /&gt;
&lt;br /&gt;
=====C=====&lt;br /&gt;
* '''C'''ategories: When editing a page, stop to think about what categories it should be included in, and add them if necessary. Don't forget to consider categories that don't yet exist. Capitalize the tag like &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[[Category:Stub]]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;. (However, if the page and category are version-specific, you should use &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;{{Category|CategoryName}}&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt; instead).&lt;br /&gt;
&lt;br /&gt;
=====D=====&lt;br /&gt;
* '''D'''iscussion: Use the discussion page to voice suggestions and to ask questions. Try to limit inline comments. Before editing, check the discussion page to see if there are any changes being planned. The [[DF:CD|centralized discussion]] page is being used to announce such discussions to the general population, so as to make them findable for those who do not religiously keep up with Recent Changes. Please add your own discussions to it. &lt;br /&gt;
* See [[Help:Talk pages]] for talk page conventions and a more in-depth explanation.&lt;br /&gt;
&lt;br /&gt;
=====E=====&lt;br /&gt;
* '''E'''liminate fluff. This includes redirects that aren't linked to and wouldn't be typed in the search box. The {{[[Template:deletion|deletion]]}} or {{[[Template:deletion|del]]}} template is your friend. (See also the [[Dwarf Fortress Wiki:Deletion Policy|Deletion Policy]].)&lt;br /&gt;
&lt;br /&gt;
=====F=====&lt;br /&gt;
* '''F'''acts: Keep your information factual. If you haven't confirmed something, post it on the discussion page. Don't create linkless one-liner pages. Add as much pertinent information as you can and avoid conjecture (possibly, maybe, could be, likely) by providing concrete examples from the game or links to other parts of the wiki.&amp;lt;!-- redundant with V? --&amp;gt;&amp;lt;!-- aye, tis semi-redundant: they need to be merged. Personally, I like facts better than verify --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====G=====&lt;br /&gt;
* '''G'''ameterms: To avoid confusion, use the terms the game uses whenever possible. For example, the game refers to &amp;quot;armor&amp;quot; and &amp;quot;aluminum&amp;quot; rather than &amp;quot;armour&amp;quot; or &amp;quot;aluminium&amp;quot;, and the plural forms of &amp;quot;dwarf&amp;quot; and &amp;quot;bronze colossus&amp;quot; should be &amp;quot;dwarves&amp;quot; and &amp;quot;bronze colossuses&amp;quot; rather than &amp;quot;dwarfs&amp;quot; or &amp;quot;bronze colossi&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=====H=====&lt;br /&gt;
* '''H'''eadings: Organize the content of each page into sections of related information. After the introduction, use appropriate headings for each section, and follow the '''N'''aming style of this guide. Keep headings to a minimum; consider a list or a table if you have many repetitive facts.&lt;br /&gt;
&lt;br /&gt;
=====I=====&lt;br /&gt;
* '''I'''mages: Images and [[screenshot]]s should clearly depict the subject. Small diagrams can be constructed with &amp;amp;lt;[[DF:Diagram|diagram]]&amp;gt; or {{tl|RT}}, for easy editing, and to save on space. When uploading images, give them a name that is descriptive and unlikely to be duplicated. Names like &amp;quot;1&amp;quot;, &amp;quot;screenshot&amp;quot;, and &amp;quot;untitled&amp;quot; should be avoided. PNG images are preferred over JPEG where possible, as they don't lose visual quality during compression (and tend to be smaller anyways).&lt;br /&gt;
&lt;br /&gt;
=====J=====&lt;br /&gt;
* '''J'''ealousy: Don't be shocked if someone rewrites or removes your article; your hard work is not lost. Post suggestions on the discussion page and talk about the issue. All versions are stored in the history, so your material can be reused or merged with existing content if the rewriter left something out.&lt;br /&gt;
&lt;br /&gt;
=====K=====&lt;br /&gt;
* '''K'''eys: This wiki is about a game that uses nearly 100% keyboard input, so we have a template to improve the display of keys: {{tl|k}} (abbreviation of {{tl|key}}). For example, the syntax &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{k|q}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; will generate {{k|q}}, a standardized and visually pleasing representation of the &amp;quot;q&amp;quot; key. The enter key should be done as &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{k|Enter}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; ({{k|Enter}}), for example, and the arrow keys use arrow characters, found at [[CP437|this handy code page]]. The right arrow key, for example, appears as {{k|→}}. {{tl|k-}} can be used for sequences of keys - for example, &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{k-|a|b}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; produces {{k-|a|b}}.&lt;br /&gt;
&lt;br /&gt;
=====L=====&lt;br /&gt;
* '''L'''osing is [[fun]]! &amp;lt;!-- If something made you lose, include information about it. Others may want to try it out, or you may help someone avoid flooding their ☼fortress☼. --&amp;gt;&lt;br /&gt;
&amp;lt;!-- personally, I think that this will encourage people to add more pointless than useful --Savok --&amp;gt;&lt;br /&gt;
=====M=====&lt;br /&gt;
* '''M'''ore people should use the raw files (found in your 'install dir\raw\objects') to get information about creatures and objects. They have loads of good information that the game actually uses.&lt;br /&gt;
&lt;br /&gt;
=====N=====&lt;br /&gt;
* '''N'''aming: The titles of new pages should be &amp;lt;u&amp;gt;singular&amp;lt;/u&amp;gt; nouns, with &amp;lt;u&amp;gt;only the first word capitalized&amp;lt;/u&amp;gt;. Example: [[Screw pump]], [[Metalsmith's forge]], [[Gear assembly]]. Exceptions are proper nouns and terms that are always plural. Getting the wrong name can mean extra redirects and always means a page move. Screw pump is not the same as Screw Pump. Exceptions may be made in cases where two very different things would otherwise have the same page name, such as [[bar]] versus [[bars]]. Do not put question marks in the names of articles: due to the way they are handled in URIs it messes things up, though not irreversibly.&lt;br /&gt;
&lt;br /&gt;
=====O=====&lt;br /&gt;
* '''O'''riginal research is good! Forget what you've seen on That Other Wiki; personal experience is perfectly fine here. Without original research, this wiki would be a tiny fraction of its current self &amp;amp;ndash; so if you see something that seems wrong, needs verification, or just lacks information, load up the current edition and check for yourself (but please, say you've done so on the talk page).&lt;br /&gt;
&lt;br /&gt;
=====P=====&lt;br /&gt;
* '''P'''review: Use the preview button to check for typos. Avoid cluttering the history of a page with multiple edits. Mark small changes as 'minor' so they can be (optionally) hidden from the recent changes page.&lt;br /&gt;
&lt;br /&gt;
=====Q=====&lt;br /&gt;
* '''Q'''ueue: Check the special pages for work still to be done! There are lists of [[Special:Deadendpages|Dead end pages]]. [[Special:Uncategorizedcategories|Uncategorized categories]], [[Special:BrokenRedirects|Broken redirects]], and [[Special:Specialpages|others]] that all need work occasionally. If you feel more like writing content than maintaining the wiki, the list of [[:Category:Stub|stub pages]] is a good place for you to start, followed by the [[Special:ShortPages|short pages]] that exist.  Or try looking up pages by [[Dwarf_Fortress_Wiki:Quality|quality]] and trying to improve lower-quality ones to a higher quality level.&lt;br /&gt;
&lt;br /&gt;
=====R=====&lt;br /&gt;
* '''R'''edundancy: Before creating a new page, do a search to find out if the topic is already discussed in detail somewhere else. If you find that redundant pages already exist, merge their content and have one redirect to the other. This rule also refers to redundant material inside pages.&lt;br /&gt;
&lt;br /&gt;
=====S=====&lt;br /&gt;
* '''S'''tyle: In general, try to follow the [http://en.wikipedia.org/wiki/Wikipedia:Manual_of_Style Wikipedia Manual of Style] when writing articles. For example, introduce keyword articles by highlighting the first keyword in bold, such as '''Rules'''.&lt;br /&gt;
* Also see [[DF:Manual of Style]] for information specific to this wiki.&lt;br /&gt;
&lt;br /&gt;
=====T=====&lt;br /&gt;
* '''T'''imelessness: The wiki is intended as a guide for all players, even new ones. As such, references to differences from or similarities to old major versions of DF should be moved to the appropriate version page. Avoid phrases like &amp;quot;now marble can be used to make steel&amp;quot; or &amp;quot;before, farms required two floodgates&amp;quot;, etc. Specific references to minor versions in the same namespace are acceptable - for example, &amp;quot;minecarts were added in v0.34.08&amp;quot;, or &amp;quot;creatures do not breed by spores as of v0.40.19&amp;quot;. For facts that are likely to change in the future, or placeholder features, use the {{tl|Version}} template, and for bugs that have yet to be fixed, use the {{tl|Bug}} template. Note that references to differences from or similarities to ''newer'' versions of DF may be acceptable on pages for old versions.&lt;br /&gt;
&lt;br /&gt;
=====U=====&lt;br /&gt;
* '''U'''ser pages: Introduce yourself, let the community know who you are. If you have a comment on someone's actions on the wiki, praise or otherwise, post it on their talk page, and they'll get notified next time they log in. Avoid editing other users' user pages unless it's absolutely necessary (for example, removing a user page from an inappropriate category). Keep this place civilized; avoid flame wars, personal attacks and insults.&lt;br /&gt;
&lt;br /&gt;
=====V=====&lt;br /&gt;
* '''V'''erify: Many loosely based assumptions are floating around. Verify your information and check [[:Category:Articles needing further verification]] if you think you can help verify others. If you have something that is not verified, use the &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{verify}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; tag right after it.&lt;br /&gt;
&lt;br /&gt;
=====W=====&lt;br /&gt;
*'''W'''it can be hard to recognise once it has been written down. It is best if it is used on clearly humour/story-related pages, talk pages, or user pages, but kept to a minimum in fact-based articles like [[Dwarf]] or [[Summer]]. Use an appropriate template such as {{tl|D for Dwarf}} if there might be confusion.&lt;br /&gt;
&lt;br /&gt;
=====X=====&lt;br /&gt;
* '''X'''eniality: Be nice to people who are new to Dwarf Fortress.&lt;br /&gt;
&lt;br /&gt;
=====Y=====&lt;br /&gt;
* '''Y'''e Olde Info: It's outdated - update it. Keep the wiki up to date. Remember, sieges were only buggy in a few old versions! Also make sure you're looking at the correct version of a page, especially when editing - if you're playing the latest released version, the information present in the &amp;quot;v0.34&amp;quot;, &amp;quot;v0.31&amp;quot;, &amp;quot;40d&amp;quot;, or &amp;quot;23a&amp;quot; pages is likely to be outdated and incorrect for you, but people playing those old versions will want information that is accurate for them.&lt;br /&gt;
&lt;br /&gt;
=====Z=====&lt;br /&gt;
* '''Z''': the mark of '''Z'''orro. Sign each of your 'Talk' entries with your own --&amp;lt;nowiki&amp;gt;~~~~&amp;lt;/nowiki&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==== More rules ====&lt;br /&gt;
* '''[[DF:REDIR|Redirects]]:''' Redirects should almost always be created in a versioned namespace (e.g. {{DF:Current}}). For example, instead of creating a redirect from [[Kitten]] to [[Cat]], create a redirect from [[{{DF:Current}}:Kitten]] to [[{{DF:Current}}:Cat]]. Doing this makes links to [[Kitten]] work from both {{DF:Current}} pages and pages in the main namespace. Redirects should almost never be created in the main namespace. See [[DF:REDIR]] for more information.&lt;br /&gt;
* '''[[DF:MOS|Spelling]]:''' American and British spellings are both acceptable, unless they violate [[#G|Rule G]].&lt;br /&gt;
&lt;br /&gt;
== Notice Templates ==&lt;br /&gt;
&lt;br /&gt;
There are templates available for marking pages needing improvement. Ideally, you should make appropriate changes and move on, but if you are unable to access the required information, post a notice to flag an issue up. Using template notices provides a consistent way of flagging a page. Notices in use can be tracked through category pages. Notices based on rules from this page should all use the [[:Category:Pages that break Community Portal rules]] category.&lt;br /&gt;
&lt;br /&gt;
This section is far from complete.&lt;br /&gt;
&lt;br /&gt;
=== Template for Notice Templates ===&lt;br /&gt;
&lt;br /&gt;
{{Colored Notice Box|#0000FF|Contents of the message.&lt;br /&gt;
Second value is sidebar colour in HTML hex, RR GG BB, e.g. #FF0000 (red), #009900 (dark green), #0088FF, (light blue), #000000 (black)}}&lt;br /&gt;
&amp;lt;nowiki&amp;gt;{{Colored Notice Box|#FF00FF|Contents of the message}}&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Image Rules Notice ===&lt;br /&gt;
&lt;br /&gt;
{{Image Rules Notice|cat=no}}&lt;br /&gt;
{{tl|Image Rules Notice}}&lt;br /&gt;
&lt;br /&gt;
=== Timelessness Notice ===&lt;br /&gt;
&lt;br /&gt;
{{Timelessness Notice|cat=no}}&lt;br /&gt;
{{tl|Timelessness Notice}}&lt;br /&gt;
&lt;br /&gt;
=== New Notices ===&lt;br /&gt;
&lt;br /&gt;
If several pages arise that break the same rule, create a new template based off one of the above templates. Remember to include the [[:Category:Pages that break Community Portal rules]] tag at the bottom, or some other appropriate category so that other users can track pages that need reworking. To create a new template, type &amp;lt;nowiki&amp;gt;[[Template:Rule name notice]]&amp;lt;/nowiki&amp;gt; into an article, or directly into the address bar of your browser.&lt;br /&gt;
&lt;br /&gt;
[[category:wikiprojects]]&lt;/div&gt;</summary>
		<author><name>2128</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki:Community_Portal&amp;diff=229428</id>
		<title>Dwarf Fortress Wiki:Community Portal</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki:Community_Portal&amp;diff=229428"/>
		<updated>2017-03-01T19:30:14Z</updated>

		<summary type="html">&lt;p&gt;2128: /* Q */ queue - suggestion for looking for articles to improve using quality level&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{shortcut|DF:CP}}&lt;br /&gt;
This page is for organizing the war effort against entropy.__NOTOC__&lt;br /&gt;
Also, please check out the [[Dwarf_Fortress_Wiki:Improvement_Drive|Dwarf Fortress Wiki Improvement Drive!]]&lt;br /&gt;
&lt;br /&gt;
{| id=&amp;quot;toc&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
* [[#We are doing this! Let us do it right.|We are doing this! Let us do it right.]]&lt;br /&gt;
** [[#A|A]] [[#B|B]] [[#C|C]] [[#D|D]] [[#E|E]] [[#F|F]] [[#G|G]] [[#H|H]] [[#I|I]] [[#J|J]] [[#K|K]] [[#L|L]] [[#M|M]]&lt;br /&gt;
** [[#N|N]] [[#O|O]] [[#P|P]] [[#Q|Q]] [[#R|R]] [[#S|S]] [[#T|T]] [[#U|U]] [[#V|V]] [[#W|W]] [[#X|X]] [[#Y|Y]] [[#Z|Z]]&lt;br /&gt;
** [[#More rules|More]]&lt;br /&gt;
* [[#Notice Templates|Notice Templates]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== We are doing this! Let us do it right. ==&lt;br /&gt;
&lt;br /&gt;
=====A=====&lt;br /&gt;
* '''A'''lphabet: Okay, the first rule is that there must be a rule for each letter of the alphabet. Thanks to the community, we now have all twenty-six rules (plus [[#More rules|a few more]])! (Inspired by [[User:Peristarkawan|Peristarkawan]]'s [[wikipedia:nomic|nomic]] instincts)&lt;br /&gt;
&lt;br /&gt;
=====B=====&lt;br /&gt;
* '''B'''e bold! So says Wikipedia. If you see a mistake, be it a fact or a typo, change it. Don't leave it to someone else to clean up mistakes. Feel free to make changes. If you think an article needs a major rewrite, and you think you can do it, go ahead and do it! You can also use the discussion (talk) page to post suggestions.&lt;br /&gt;
&lt;br /&gt;
=====C=====&lt;br /&gt;
* '''C'''ategories: When editing a page, stop to think about what categories it should be included in, and add them if necessary. Don't forget to consider categories that don't yet exist. Capitalize the tag like &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[[Category:Stub]]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;. (However, if the page and category are version-specific, you should use &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;{{Category|CategoryName}}&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt; instead).&lt;br /&gt;
&lt;br /&gt;
=====D=====&lt;br /&gt;
* '''D'''iscussion: Use the discussion page to voice suggestions and to ask questions. Try to limit inline comments. Before editing, check the discussion page to see if there are any changes being planned. The [[DF:CD|centralized discussion]] page is being used to announce such discussions to the general population, so as to make them findable for those who do not religiously keep up with Recent Changes. Please add your own discussions to it. &lt;br /&gt;
* See [[Help:Talk pages]] for talk page conventions and a more in-depth explanation.&lt;br /&gt;
&lt;br /&gt;
=====E=====&lt;br /&gt;
* '''E'''liminate fluff. This includes redirects that aren't linked to and wouldn't be typed in the search box. The {{[[Template:deletion|deletion]]}} or {{[[Template:deletion|del]]}} template is your friend. (See also the [[Dwarf Fortress Wiki:Deletion Policy|Deletion Policy]].)&lt;br /&gt;
&lt;br /&gt;
=====F=====&lt;br /&gt;
* '''F'''acts: Keep your information factual. If you haven't confirmed something, post it on the discussion page. Don't create linkless one-liner pages. Add as much pertinent information as you can and avoid conjecture (possibly, maybe, could be, likely) by providing concrete examples from the game or links to other parts of the wiki.&amp;lt;!-- redundant with V? --&amp;gt;&amp;lt;!-- aye, tis semi-redundant: they need to be merged. Personally, I like facts better than verify --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====G=====&lt;br /&gt;
* '''G'''ameterms: To avoid confusion, use the terms the game uses whenever possible. For example, the game refers to &amp;quot;armor&amp;quot; and &amp;quot;aluminum&amp;quot; rather than &amp;quot;armour&amp;quot; or &amp;quot;aluminium&amp;quot;, and the plural forms of &amp;quot;dwarf&amp;quot; and &amp;quot;bronze colossus&amp;quot; should be &amp;quot;dwarves&amp;quot; and &amp;quot;bronze colossuses&amp;quot; rather than &amp;quot;dwarfs&amp;quot; or &amp;quot;bronze colossi&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=====H=====&lt;br /&gt;
* '''H'''eadings: Organize the content of each page into sections of related information. After the introduction, use appropriate headings for each section, and follow the '''N'''aming style of this guide. Keep headings to a minimum; consider a list or a table if you have many repetitive facts.&lt;br /&gt;
&lt;br /&gt;
=====I=====&lt;br /&gt;
* '''I'''mages: Images and [[screenshot]]s should clearly depict the subject. Small diagrams can be constructed with &amp;amp;lt;[[DF:Diagram|diagram]]&amp;gt; or {{tl|RT}}, for easy editing, and to save on space. When uploading images, give them a name that is descriptive and unlikely to be duplicated. Names like &amp;quot;1&amp;quot;, &amp;quot;screenshot&amp;quot;, and &amp;quot;untitled&amp;quot; should be avoided. PNG images are preferred over JPEG where possible, as they don't lose visual quality during compression (and tend to be smaller anyways).&lt;br /&gt;
&lt;br /&gt;
=====J=====&lt;br /&gt;
* '''J'''ealousy: Don't be shocked if someone rewrites or removes your article; your hard work is not lost. Post suggestions on the discussion page and talk about the issue. All versions are stored in the history, so your material can be reused or merged with existing content if the rewriter left something out.&lt;br /&gt;
&lt;br /&gt;
=====K=====&lt;br /&gt;
* '''K'''eys: This wiki is about a game that uses nearly 100% keyboard input, so we have a template to improve the display of keys: {{tl|k}} (abbreviation of {{tl|key}}). For example, the syntax &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{k|q}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; will generate {{k|q}}, a standardized and visually pleasing representation of the &amp;quot;q&amp;quot; key. The enter key should be done as &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{k|Enter}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; ({{k|Enter}}), for example, and the arrow keys use arrow characters, found at [[CP437|this handy code page]]. The right arrow key, for example, appears as {{k|→}}. {{tl|k-}} can be used for sequences of keys - for example, &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{k-|a|b}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; produces {{k-|a|b}}.&lt;br /&gt;
&lt;br /&gt;
=====L=====&lt;br /&gt;
* '''L'''osing is [[fun]]! &amp;lt;!-- If something made you lose, include information about it. Others may want to try it out, or you may help someone avoid flooding their ☼fortress☼. --&amp;gt;&lt;br /&gt;
&amp;lt;!-- personally, I think that this will encourage people to add more pointless than useful --Savok --&amp;gt;&lt;br /&gt;
=====M=====&lt;br /&gt;
* '''M'''ore people should use the raw files (found in your 'install dir\raw\objects') to get information about creatures and objects. They have loads of good information that the game actually uses.&lt;br /&gt;
&lt;br /&gt;
=====N=====&lt;br /&gt;
* '''N'''aming: The titles of new pages should be &amp;lt;u&amp;gt;singular&amp;lt;/u&amp;gt; nouns, with &amp;lt;u&amp;gt;only the first word capitalized&amp;lt;/u&amp;gt;. Example: [[Screw pump]], [[Metalsmith's forge]], [[Gear assembly]]. Exceptions are proper nouns and terms that are always plural. Getting the wrong name can mean extra redirects and always means a page move. Screw pump is not the same as Screw Pump. Exceptions may be made in cases where two very different things would otherwise have the same page name, such as [[bar]] versus [[bars]]. Do not put question marks in the names of articles: due to the way they are handled in URIs it messes things up, though not irreversibly.&lt;br /&gt;
&lt;br /&gt;
=====O=====&lt;br /&gt;
* '''O'''riginal research is good! Forget what you've seen on That Other Wiki; personal experience is perfectly fine here. Without original research, this wiki would be a tiny fraction of its current self &amp;amp;ndash; so if you see something that seems wrong, needs verification, or just lacks information, load up the current edition and check for yourself (but please, say you've done so on the talk page).&lt;br /&gt;
&lt;br /&gt;
=====P=====&lt;br /&gt;
* '''P'''review: Use the preview button to check for typos. Avoid cluttering the history of a page with multiple edits. Mark small changes as 'minor' so they can be (optionally) hidden from the recent changes page.&lt;br /&gt;
&lt;br /&gt;
=====Q=====&lt;br /&gt;
* '''Q'''ueue: Check the special pages for work still to be done! There are lists of [[Special:Deadendpages|Dead end pages]]. [[Special:Uncategorizedcategories|Uncategorized categories]], [[Special:BrokenRedirects|Broken redirects]], and [[Special:Specialpages|others]] that all need work occasionally. If you feel more like writing content than maintaining the wiki, the list of [[:Category:Stub|stub pages]] is a good place for you to start, followed by the [[Special:ShortPages|short pages]] that exist.  Or try looking up pages by [[quality]], and trying to move lower-quality ones to a higher quality level.&lt;br /&gt;
&lt;br /&gt;
=====R=====&lt;br /&gt;
* '''R'''edundancy: Before creating a new page, do a search to find out if the topic is already discussed in detail somewhere else. If you find that redundant pages already exist, merge their content and have one redirect to the other. This rule also refers to redundant material inside pages.&lt;br /&gt;
&lt;br /&gt;
=====S=====&lt;br /&gt;
* '''S'''tyle: In general, try to follow the [http://en.wikipedia.org/wiki/Wikipedia:Manual_of_Style Wikipedia Manual of Style] when writing articles. For example, introduce keyword articles by highlighting the first keyword in bold, such as '''Rules'''.&lt;br /&gt;
* Also see [[DF:Manual of Style]] for information specific to this wiki.&lt;br /&gt;
&lt;br /&gt;
=====T=====&lt;br /&gt;
* '''T'''imelessness: The wiki is intended as a guide for all players, even new ones. As such, references to differences from or similarities to old major versions of DF should be moved to the appropriate version page. Avoid phrases like &amp;quot;now marble can be used to make steel&amp;quot; or &amp;quot;before, farms required two floodgates&amp;quot;, etc. Specific references to minor versions in the same namespace are acceptable - for example, &amp;quot;minecarts were added in v0.34.08&amp;quot;, or &amp;quot;creatures do not breed by spores as of v0.40.19&amp;quot;. For facts that are likely to change in the future, or placeholder features, use the {{tl|Version}} template, and for bugs that have yet to be fixed, use the {{tl|Bug}} template. Note that references to differences from or similarities to ''newer'' versions of DF may be acceptable on pages for old versions.&lt;br /&gt;
&lt;br /&gt;
=====U=====&lt;br /&gt;
* '''U'''ser pages: Introduce yourself, let the community know who you are. If you have a comment on someone's actions on the wiki, praise or otherwise, post it on their talk page, and they'll get notified next time they log in. Avoid editing other users' user pages unless it's absolutely necessary (for example, removing a user page from an inappropriate category). Keep this place civilized; avoid flame wars, personal attacks and insults.&lt;br /&gt;
&lt;br /&gt;
=====V=====&lt;br /&gt;
* '''V'''erify: Many loosely based assumptions are floating around. Verify your information and check [[:Category:Articles needing further verification]] if you think you can help verify others. If you have something that is not verified, use the &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{verify}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; tag right after it.&lt;br /&gt;
&lt;br /&gt;
=====W=====&lt;br /&gt;
*'''W'''it can be hard to recognise once it has been written down. It is best if it is used on clearly humour/story-related pages, talk pages, or user pages, but kept to a minimum in fact-based articles like [[Dwarf]] or [[Summer]]. Use an appropriate template such as {{tl|D for Dwarf}} if there might be confusion.&lt;br /&gt;
&lt;br /&gt;
=====X=====&lt;br /&gt;
* '''X'''eniality: Be nice to people who are new to Dwarf Fortress.&lt;br /&gt;
&lt;br /&gt;
=====Y=====&lt;br /&gt;
* '''Y'''e Olde Info: It's outdated - update it. Keep the wiki up to date. Remember, sieges were only buggy in a few old versions! Also make sure you're looking at the correct version of a page, especially when editing - if you're playing the latest released version, the information present in the &amp;quot;v0.34&amp;quot;, &amp;quot;v0.31&amp;quot;, &amp;quot;40d&amp;quot;, or &amp;quot;23a&amp;quot; pages is likely to be outdated and incorrect for you, but people playing those old versions will want information that is accurate for them.&lt;br /&gt;
&lt;br /&gt;
=====Z=====&lt;br /&gt;
* '''Z''': the mark of '''Z'''orro. Sign each of your 'Talk' entries with your own --&amp;lt;nowiki&amp;gt;~~~~&amp;lt;/nowiki&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==== More rules ====&lt;br /&gt;
* '''[[DF:REDIR|Redirects]]:''' Redirects should almost always be created in a versioned namespace (e.g. {{DF:Current}}). For example, instead of creating a redirect from [[Kitten]] to [[Cat]], create a redirect from [[{{DF:Current}}:Kitten]] to [[{{DF:Current}}:Cat]]. Doing this makes links to [[Kitten]] work from both {{DF:Current}} pages and pages in the main namespace. Redirects should almost never be created in the main namespace. See [[DF:REDIR]] for more information.&lt;br /&gt;
* '''[[DF:MOS|Spelling]]:''' American and British spellings are both acceptable, unless they violate [[#G|Rule G]].&lt;br /&gt;
&lt;br /&gt;
== Notice Templates ==&lt;br /&gt;
&lt;br /&gt;
There are templates available for marking pages needing improvement. Ideally, you should make appropriate changes and move on, but if you are unable to access the required information, post a notice to flag an issue up. Using template notices provides a consistent way of flagging a page. Notices in use can be tracked through category pages. Notices based on rules from this page should all use the [[:Category:Pages that break Community Portal rules]] category.&lt;br /&gt;
&lt;br /&gt;
This section is far from complete.&lt;br /&gt;
&lt;br /&gt;
=== Template for Notice Templates ===&lt;br /&gt;
&lt;br /&gt;
{{Colored Notice Box|#0000FF|Contents of the message.&lt;br /&gt;
Second value is sidebar colour in HTML hex, RR GG BB, e.g. #FF0000 (red), #009900 (dark green), #0088FF, (light blue), #000000 (black)}}&lt;br /&gt;
&amp;lt;nowiki&amp;gt;{{Colored Notice Box|#FF00FF|Contents of the message}}&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Image Rules Notice ===&lt;br /&gt;
&lt;br /&gt;
{{Image Rules Notice|cat=no}}&lt;br /&gt;
{{tl|Image Rules Notice}}&lt;br /&gt;
&lt;br /&gt;
=== Timelessness Notice ===&lt;br /&gt;
&lt;br /&gt;
{{Timelessness Notice|cat=no}}&lt;br /&gt;
{{tl|Timelessness Notice}}&lt;br /&gt;
&lt;br /&gt;
=== New Notices ===&lt;br /&gt;
&lt;br /&gt;
If several pages arise that break the same rule, create a new template based off one of the above templates. Remember to include the [[:Category:Pages that break Community Portal rules]] tag at the bottom, or some other appropriate category so that other users can track pages that need reworking. To create a new template, type &amp;lt;nowiki&amp;gt;[[Template:Rule name notice]]&amp;lt;/nowiki&amp;gt; into an article, or directly into the address bar of your browser.&lt;br /&gt;
&lt;br /&gt;
[[category:wikiprojects]]&lt;/div&gt;</summary>
		<author><name>2128</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Long_sword&amp;diff=229412</id>
		<title>Long sword</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Long_sword&amp;diff=229412"/>
		<updated>2017-03-01T19:12:28Z</updated>

		<summary type="html">&lt;p&gt;2128: wording&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|09:41, 18 May 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
:''For a comparison of different weapons, see [[Weapon]].''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Espadon-Morges.jpg|right|thumb|100px|'''''Long sword''''']]&lt;br /&gt;
A '''long sword''' is an [[attack types|edged]] [[weapon]] that is more than twice the size of a [[short sword]], but still 30% smaller than a [[two-handed sword]]. Long swords have the same basic attacks as other swords, but benefit from increased damage potential over short swords, and increased usability over two handed swords. &lt;br /&gt;
&lt;br /&gt;
Long swords use and train the [[swordsdwarf]] skill. As foreign weapons dwarves cannot [[forge]] long swords, limiting supply to whatever low-[[quality]] specimens can be traded from human [[caravan]]s and scavenged from invaders. &lt;br /&gt;
&lt;br /&gt;
Although longer than standard short swords, most dwarves are still [[Weapon#Size|able to equip]] long swords. With height and broadness modifiers, some dwarves ''should'' be unable to use a long sword, and a few others might only manage to do so two-handed. Currently, due to a [[#Bugs|bug]], long swords can be equipped by all dwarves, no matter their size.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
In fortress mode, one-handed vs. two-handed checks are performed correctly, but can wield vs. can't wield ignores height and broadness modifiers, so all dwarves can equip long swords.{{Bug|0005812}} See [http://www.bay12forums.com/smf/index.php?topic=119068.msg3790913#msg3790913 this] forum post for details.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Gamedata|{{raw|DF2014:item_weapon.txt|ITEM_WEAPON|ITEM_WEAPON_SWORD_LONG}}}}&lt;br /&gt;
{{Weapons}}&lt;br /&gt;
{{Category|Weapons}}&lt;/div&gt;</summary>
		<author><name>2128</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Dagger&amp;diff=229411</id>
		<title>Dagger</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Dagger&amp;diff=229411"/>
		<updated>2017-03-01T19:10:08Z</updated>

		<summary type="html">&lt;p&gt;2128: wording&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|07:09, 17 May 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
:''For a comparison of different weapons, see [[Weapon]].''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:HJRK A 48 - Scheibendolch, 1490-1500.jpg|right|thumb|250px|''A '''large dagger''' (specifically a &amp;quot;rondel dagger&amp;quot;)'']]&lt;br /&gt;
A '''large dagger''' is a [[attack types|edge]] [[weapon]] that is essentially larger than a knife but smaller than a [[short sword]]. Compared to the standard short sword, large daggers have no &amp;quot;flat&amp;quot; attack and a significantly less lethal &amp;quot;slash&amp;quot; attack, but gain a much more vicious &amp;quot;stab&amp;quot; attack with 1/10 the contact area of a sword point. This makes large daggers particularly effective against [[armor]]ed opponents: an iron dagger has a fair chance to pierce even [[steel]] armor, and the resulting internal injuries can be debilitating and deadly.&lt;br /&gt;
&lt;br /&gt;
Large daggers use and train the [[knife user]] skill, and are common weapons for [[kobold]] and [[goblin]] thieves. As foreign weapons dwarves cannot [[forge]] large daggers, limiting supply to whatever low-[[quality]] specimens can be scavenged from ambushers. [[Weapon#Size|Even the smallest dwarves]] are able to equip large daggers one-handed.&lt;br /&gt;
&lt;br /&gt;
All [[Adventure mode]] characters start with a large dagger, usually made of copper. Even [[elf|elven]] adventurers will receive a metal dagger.&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = urist&lt;br /&gt;
| elvish  = acita&lt;br /&gt;
| goblin  = ulspa&lt;br /&gt;
| human   = olith&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Gamedata|{{raw|DF2014:item_weapon.txt|ITEM_WEAPON|ITEM_WEAPON_DAGGER_LARGE}}}}&lt;br /&gt;
{{Weapons}}&lt;br /&gt;
{{Category|Weapons}}&lt;/div&gt;</summary>
		<author><name>2128</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=War_hammer&amp;diff=229410</id>
		<title>War hammer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=War_hammer&amp;diff=229410"/>
		<updated>2017-03-01T19:06:37Z</updated>

		<summary type="html">&lt;p&gt;2128: link correction&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|12:35, 18 May 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
:''For a comparison of different weapons, see [[Weapon]].''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:War hammer IMG 3825.jpg|right|thumb|200px|''A '''war hammer''''']]&lt;br /&gt;
A '''war hammer''' is a [[attack types|blunt]] [[weapon]] that is essentially a hammer with a long handle. A war hammer is half the size of a [[mace]] with half the contact area as well, and less than 1/3 the size of a [[maul]]. Because blunt damage focused in a small contact area is mostly unaffected by [[armor]], war hammers are considered one of the best weapons for fighting humanoid opponents. &lt;br /&gt;
&lt;br /&gt;
War hammers use and train the [[hammerdwarf]] skill. Dwarves can [[forge]] effective war hammers out of any weapons-grade [[metal]], though those with higher densities (like [[silver]]) or higher impact fracture/yields (like [[steel]]) tend to cause more damage. All dwarves can equip war hammers, though [[Weapon#Size|a tiny fraction must use two hands]].&lt;br /&gt;
&lt;br /&gt;
== Forging and Melting ==&lt;br /&gt;
* Metal war hammers cost '''one''' [[metal]] bar to [[forge]], or '''three''' [[adamantine]] wafers.&lt;br /&gt;
* When a non-adamantine metal war hammer is [[melt|melted down]], it will return '''0.9''' metal bars, for an '''efficiency of 90%'''.&lt;br /&gt;
* When an adamantine war hammer is melted down, it will produce '''0.9''' wafers, for an '''efficiency of 30%'''&lt;br /&gt;
&lt;br /&gt;
{{Gamedata|{{raw|DF2014:item_weapon.txt|ITEM_WEAPON|ITEM_WEAPON_HAMMER_WAR}}}}&lt;br /&gt;
{{Weapons}}&lt;br /&gt;
{{Category|Weapons}}&lt;/div&gt;</summary>
		<author><name>2128</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Spear&amp;diff=229409</id>
		<title>Spear</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Spear&amp;diff=229409"/>
		<updated>2017-03-01T19:06:17Z</updated>

		<summary type="html">&lt;p&gt;2128: link correction&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|fine}}{{av}}&lt;br /&gt;
&lt;br /&gt;
:''For a comparison of different weapons, see [[Weapon]].''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Brooklyn Museum 22.1419 Spear.jpg|right|thumb|250px|''A '''spear''''']]&lt;br /&gt;
A '''spear''' is a piercing [[weapon]] that is essentially a sharply pointed blade mounted on the end of a long handle. Spears are half the size of [[pike (weapon)|pikes]], but only suffer a 17% decrease in penetration. &lt;br /&gt;
&lt;br /&gt;
Spears use and train the [[speardwarf]] skill. Dwarves can [[forge]] spears out of any weapon-grade [[metal]] but those with [[material science|superior edge properties]] are more effective. For the purposes of building a realistic [[danger room]], less lethal wooden spears may be used if purchased from elves first. All dwarves can equip spears, but [[Weapon#Size|some must use two hands]].&lt;br /&gt;
&lt;br /&gt;
Spears may also be installed in [[trap#Upright Spear/Spike|upright spear traps]], allowing them to be mechanically operated; this is particularly useful for constructing [[danger room]]s.&lt;br /&gt;
&lt;br /&gt;
== Forging and melting ==&lt;br /&gt;
* Metal spears cost '''one''' [[metal]] bar to [[forge]], or '''three''' [[adamantine]] wafers.&lt;br /&gt;
* When a non-adamantine metal spear is [[melt|melted down]], it will return '''0.9''' metal bars, for an '''efficiency of 90%'''.&lt;br /&gt;
* When an adamantine spear is melted down, it will produce '''0.9''' wafers, for an '''efficiency of 30%'''&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = lokum&lt;br /&gt;
| elvish  = iti&lt;br /&gt;
| goblin  = bukza&lt;br /&gt;
| human   = asi&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Gamedata|{{raw|DF2014:item_weapon.txt|ITEM_WEAPON|ITEM_WEAPON_SPEAR}}}}&lt;br /&gt;
{{Weapons}}&lt;br /&gt;
{{Category|Weapons}}&lt;/div&gt;</summary>
		<author><name>2128</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Short_sword&amp;diff=229408</id>
		<title>Short sword</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Short_sword&amp;diff=229408"/>
		<updated>2017-03-01T19:05:28Z</updated>

		<summary type="html">&lt;p&gt;2128: link correction&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine|09:44, 18 May 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
:''For a comparison of different weapons, see [[Weapon]].''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Steel.jpg|right|thumb|400px|''[[Steel]] '''short sword''''']]&lt;br /&gt;
A '''short sword''' is an [[attack types|edged]] [[weapon]] that is larger than a knife, with a blade long enough to make slashing effective but shorter than [[long sword|other swords]]. Short swords have the same basic attacks as other swords, but suffer slightly because of their reduced size. As with all edged weapons, metals with good edge properties are most effective.&lt;br /&gt;
&lt;br /&gt;
==Properties==&lt;br /&gt;
Short swords use and train the [[swordsman]] skill (called &amp;quot;Swordsdwarf&amp;quot; in dwarf mode). They have stabbing and slashing attacks, along with a blunt pommel strike. Swords can be useful for dealing with all kinds of foes, although they're not as good at any of these attacks as more specialized weapons. &lt;br /&gt;
&lt;br /&gt;
==Fortress mode==&lt;br /&gt;
Dwarves can [[forge]] short swords out of any weapon-grade [[metal]], but those with [[material science|superior edge properties]] are more effective. &amp;quot;Rock short swords&amp;quot; are a special type of short sword that are constructed out of [[obsidian]] (with [[wood]]en handles) by a [[stonecrafter]] at a [[craftsdwarf's workshop]]. Rock short swords may be based on the Aztec [[wikipedia:Macuahuitl|Macuahuitl]], described as being a club with rows of sharp stone edge affixed to the sides. All dwarves can equip short swords, but [[Weapon#Size|a tiny fraction must use two hands]].&lt;br /&gt;
&lt;br /&gt;
=== Forging and Melting ===&lt;br /&gt;
* Metal short swords cost '''one''' [[metal]] bar to [[forge]], or '''three''' [[adamantine]] wafers.&lt;br /&gt;
* When a non-adamantine metal short sword is [[melt|melted down]], it will return '''0.9''' metal bars, for an '''efficiency of 90%'''.&lt;br /&gt;
* When an adamantine short sword is melted down, it will produce '''0.9''' wafers, for an '''efficiency of 30%'''&lt;br /&gt;
&lt;br /&gt;
==Adventurer mode==&lt;br /&gt;
As an adventurer, it is possible to play as a swordsman. If you're an elf or a dwarf, a short sword is a good all-round weapon. which can be used successfully on a wide variety of foes, but is most effective against lightly armoured creatures. Generally, it's best to ''slash'' when fighting relatively small, unarmoured foes (goblins, kobolds, and humans for example), and to ''stab'' larger, unarmoured foes, such as megabeasts. Short swords are not usually a good choice against heavily armoured foes, unless your sword is made of better metal than your opponents' armour, as the blunt pommel strike is rather weak.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Macuahuitl.png|a drawing of an obsidian shortsword&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Gamedata|{{raw|DF2014:item_weapon.txt|ITEM_WEAPON|ITEM_WEAPON_SWORD_SHORT}}}}&lt;br /&gt;
{{Weapons}}&lt;br /&gt;
{{Category|Weapons}}&lt;/div&gt;</summary>
		<author><name>2128</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Pick&amp;diff=229407</id>
		<title>Pick</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Pick&amp;diff=229407"/>
		<updated>2017-03-01T19:01:47Z</updated>

		<summary type="html">&lt;p&gt;2128: link correction&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|11:43, 18 May 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
[[Image:Pickaxe.jpg|thumb|220px|≡Iron pickaxe≡]]&lt;br /&gt;
A '''pick''' is a [[equipment|digging implement]] / [[weapon]] that can be [[Metalsmith's forge|forged]] from most weapon-grade [[metal]]s, such as [[copper]], [[iron]], [[bronze]], [[bismuth bronze]], [[steel]], and [[adamantine]]. Picks cannot be made from [[silver]] although other [[weapon]]s can be forged from silver.  Picks are essential for a properly functioning fortress: [[miner]]s require picks to strike the earth, dig tunnels, carve staircases and everything else related to the removal of rock and soil tiles. You will need to purchase or create picks on embark as miners won't bring their own. Without picks, your dwarves will be stranded on the surface, forced to live like [[elf|elves]]. The [[quality]] and [[material]] of a pick have no effect on its speed digging through rock; that depends solely on the user's [[Mining]] skill level.  &lt;br /&gt;
&lt;br /&gt;
Picks can also be used as weapons. They inflict [[attack types|EDGE type]] damage, tend to impale or dismember enemies, and gain damage bonuses by the user's Mining skill level. Picks are brutally effective, combining slashing and impaling and generally far better than anything that isn't a [[whip]] or [[scourge]]. Unlike when digging through rock, [[quality]] and [[material]] are both important when using a pick as a weapon. Since a [[steel]] pick can penetrate most armor, picks are effective weapons against any foe, armored, [[Forgotten beast|forgotten]], [[Bronze colossus|bronze]], or otherwise.  Almost all dwarves can equip picks; [[Weapon#Size|some must use two hands]].&lt;br /&gt;
&lt;br /&gt;
== Forging and Melting ==&lt;br /&gt;
* Metal picks cost '''one''' [[metal]] bar to [[forge]], or '''four''' [[adamantine]] wafers.&lt;br /&gt;
* When a non-adamantine metal pick is [[melt|melted down]], it will return '''1.2''' metal bars, for an '''efficiency of 120%'''.&lt;br /&gt;
* When an adamantine pick is melted down, it will produce '''1.2''' wafers, for an '''efficiency of 30%'''.&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = tekkud&lt;br /&gt;
| elvish  = mubara&lt;br /&gt;
| goblin  = otez&lt;br /&gt;
| human   = tekud&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Gamedata|{{raw|DF2014:item_weapon.txt|ITEM_WEAPON|ITEM_WEAPON_PICK}}}}&lt;br /&gt;
{{Weapons}}&lt;br /&gt;
{{Category|Weapons}}&lt;/div&gt;</summary>
		<author><name>2128</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Mace&amp;diff=229406</id>
		<title>Mace</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Mace&amp;diff=229406"/>
		<updated>2017-03-01T19:01:26Z</updated>

		<summary type="html">&lt;p&gt;2128: link correction&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|17:49, 14 July 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
:''For a comparison of different weapons, see [[Weapon]].''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Maza_de_armas.jpg|right|thumb|upright=0.5|''A '''mace''''']]&lt;br /&gt;
A '''mace''' is a [[attack types|blunt]] [[weapon]] that consists of a rounded or flanged weight mounted on the end of a handle. Despite similarities to a [[morningstar]] in appearance, a mace is 60% larger and has twice the contact area. Compared to the other native impact weapon, maces are twice the size of [[war hammer]]s, with twice the contact area. What this means in combat is, generally speaking, [[hammer]]s are better at punching through armor or damaging bones and organs, while maces do more tissue damage on unarmored opponents, leading to faster pulping of unprotected body parts. &lt;br /&gt;
&lt;br /&gt;
Maces use and train the [[macedwarf]] skill. Dwarves can [[forge]] effective maces out of any weapons-grade [[metal]], though those with higher densities (like [[silver]]) or higher impact fracture/yields (like [[steel]]) tend to cause more damage. All dwarves can equip maces, though [[Weapon#Size|a tiny fraction must use two hands]].&lt;br /&gt;
&lt;br /&gt;
If dwarves have a word for Maces or similar weapons, it's not explicitly known; the most likely candidates however are &amp;quot;astesh&amp;quot; ''(or Cudgel,)'' and &amp;quot;og&amp;quot; ''(meaning Club,)'' though the term for hammers (Nil,) might also be used as a blanket term for any blunt instrument specifically meant for combat.&lt;br /&gt;
&lt;br /&gt;
== Forging and Melting ==&lt;br /&gt;
* Maces cost '''one''' [[metal]] bar to [[forge]], or '''three''' [[adamantine]] wafers.&lt;br /&gt;
* When a non-adamantine mace is [[Melt_item|melted down]], it will return '''0.9''' metal bars, for an '''efficiency of 90%'''.&lt;br /&gt;
* When an adamantine mace is melted down, it will produce '''0.9''' wafers, for an '''efficiency of 30%'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Gamedata|{{raw|DF2014:item_weapon.txt|ITEM_WEAPON|ITEM_WEAPON_MACE}}}}&lt;br /&gt;
{{Weapons}}&lt;br /&gt;
{{Category|Weapons}}&lt;/div&gt;</summary>
		<author><name>2128</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Battle_axe&amp;diff=229404</id>
		<title>Battle axe</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Battle_axe&amp;diff=229404"/>
		<updated>2017-03-01T19:00:50Z</updated>

		<summary type="html">&lt;p&gt;2128: link correction&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|11:11, 17 September 2014 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
:''For a comparison of different weapons, see [[Weapon]].''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Horseman's axe - 1475.jpg|right|thumb|200px|''[[Steel]] '''battle axes''''']]&lt;br /&gt;
A '''battle axe''' is an [[attack types|edge]] [[weapon]] that is essentially a heavy, sharp blade mounted at the end of a haft, roughly parallel to it but set somewhat forwards (in elementary mechanical terms it's just a wedge on the end of a lever). Battle axes have the same range of attacks as larger [[great axe]]s, but with reduced contact area and penetration on their &amp;quot;hack&amp;quot; edged attack. &lt;br /&gt;
&lt;br /&gt;
Battle axes use and train the [[Combat skill|axeman]] skill (&amp;quot;Axedwarf&amp;quot; in dwarf mode). Dwarves can [[forge]] battle axes out of any weapon-grade [[metal]], though those with [[material science|superior edge properties]] are more effective. Almost all dwarves can equip battle axes; [[Weapon#Size|some must use two hands]].&lt;br /&gt;
&lt;br /&gt;
A battle axe may also be used as a tool for [[wood cutting|chopping down trees]]. Any dwarf that performs wood cutting will pick up an axe (if one is available) and not put it down until they are either no longer assigned the Wood Cutting [[labor]] or required to pick up different [[equipment]] for a new job.  You can make use of this to arm many of your non-[[military]] dwarves with axes, although if you do designate one or more trees for wood-cutting ({{key|d}}esignate {{key|t}}rees), all those dwarves will rush out to cut them down, one per tree designated. [[Wood]]en training axes are no longer able to be use to cut down trees -- they must be metal (or possibly an artifact).&lt;br /&gt;
&lt;br /&gt;
== Forging and melting ==&lt;br /&gt;
* Metal battle axes cost '''one''' [[metal]] bar to [[forge]], or '''four''' [[adamantine]] wafers.&lt;br /&gt;
* When a non-adamantine metal battle axe is [[melt|melted down]], it will return '''1.2''' metal bars, for an '''efficiency of 120%'''.&lt;br /&gt;
* When an adamantine battle axe is melted down, it will produce '''1.2''' wafers, for an '''efficiency of 30%'''.&lt;br /&gt;
&lt;br /&gt;
{{Gamedata|{{raw|DF2014:item_weapon.txt|ITEM_WEAPON|ITEM_WEAPON_AXE_BATTLE}}}}&lt;br /&gt;
{{Weapons}}&lt;br /&gt;
{{Category|Weapons}}&lt;/div&gt;</summary>
		<author><name>2128</name></author>
	</entry>
</feed>