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	<title>Dwarf Fortress Wiki - User contributions [en]</title>
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	<updated>2026-05-15T13:43:59Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.35.11</generator>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Crossbowman&amp;diff=63775</id>
		<title>40d:Crossbowman</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Crossbowman&amp;diff=63775"/>
		<updated>2010-02-24T21:59:04Z</updated>

		<summary type="html">&lt;p&gt;Adeptable: /* Known issues */ on duty is per squad; also some rewording of carried item dump for clarity&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Dwarfs or other creatures armed with [[crossbow]]s deal &amp;quot;[[Weapon#Damage calculation|pierce]]&amp;quot; damage from a long distance. A marks'''dwarf''' will usually open fire at a distance of 20 tiles or so from their target, but a bolt may carry 30 or more*.  While also doing decent general [[Weapon#Weapon statistics|damage]], a [[bolt]] does a fine job at piercing the internal organs of a [[creature]], which can possibly cause organ failure and instant death, [[unconscious]]ness or crippling of any size target. This is of limited use against creatures without internal organs, such as [[Magma man|magma men]]. Occasionally a bolt will get stuck in a target; the only known use for this is that a [[wrestling]] dwarf may grab the bolt and twist it in the [[wound]].&lt;br /&gt;
&lt;br /&gt;
: ''(* Note that increase in height (z-levels) ''hurts'' range, rather than helps it.)''&lt;br /&gt;
&lt;br /&gt;
A '''marksdwarf''' who is forced into melee will use the [[hammerdwarf]] skill to bash enemies with their crossbow. If you'd prefer your marksdwarves to reload instead of going into melee combat, you can go the {{key|m}}ilitary menu, {{key|v}}iew their squad, and then toggle {{key|c}} to tell them to stay close to their station. This will cause them to go and collect bolts, then start shooting again, instead of either standing in place because they don't have a path to the enemy, or running out to smack the enemy with their crossbow.&lt;br /&gt;
&lt;br /&gt;
[[Immigrant|Immigrating]] marksdwarves bring their own crossbows and 30-40 bolts.  Immigrating [[ranger]]s often arrive with Novice Marksdwarf skill, though will only bring a crossbow and bolts if they also have [[ambusher]] skill.  (See [[Ambusher]] for more details.)&lt;br /&gt;
&lt;br /&gt;
==Training==&lt;br /&gt;
Increasing Marksman skill requires a successful hit upon a target, with &amp;quot;live targets&amp;quot; granting more experience than an [[archery target]]{{verify}}. Higher skill grants better accuracy and higher rate of fire. An archery range is only used by [[military]] dwarves that are off duty, and they will only use [[wood]] or [[bone]] bolts during practice.&lt;br /&gt;
&lt;br /&gt;
===Known issues===&lt;br /&gt;
Training marksdwarves can lead to a number of problems. Marksdwarves only train with bone or wood bolts.  They need individual [[archery range]]s of adequate size (3 tiles minimum) set up.  Any activated military will only practice if they are &amp;quot;standing down&amp;quot; (not &amp;quot;on duty&amp;quot;), which can be toggled only in the {{k|m}}ilitary screen, and then by {{k|v}}iewing the squad.&lt;br /&gt;
&lt;br /&gt;
Marksdwarves will not equip bolts and practice (or fight) with bolts if they are carrying items in hand (as checked via {{k|v}}iew {{k|i}}nventory). Items get in hand if the marksdwarf has been wrestling, a frequent [[Cross-training]] exercise. You can force the dwarf to drop them (or rather, have another dwarf snatch it from them) by selecting the items from their inventory using {{k|enter}}, then {{k|d}}umping them.&lt;br /&gt;
&lt;br /&gt;
{{Skills}}&lt;br /&gt;
[[Category:Skills]][[Category:Military]][[Category:Combat Skills]]&lt;br /&gt;
[[Category:Jobs]]&lt;/div&gt;</summary>
		<author><name>Adeptable</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Release_information&amp;diff=62095</id>
		<title>v0.31:Release information</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Release_information&amp;diff=62095"/>
		<updated>2010-01-31T23:00:06Z</updated>

		<summary type="html">&lt;p&gt;Adeptable: /* Appearances */ clean up markup&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DFNewVersion}}&lt;br /&gt;
This page lists the changes in the [[version]] of [[Dwarf]] [[Fort]]ress to be released in early 2010.  The page links to currently existing pages which either have been or will need to be modified to list new details from the new [[version]].  It also lists to pages about entirely new subjects introduced in this [[version]], such as [[burrows]], articles created or completely changed based off of this version are marked in '''bold'''.&lt;br /&gt;
&lt;br /&gt;
Adapted from the [http://docs.google.com/Doc?docid=0AT8EQVUjrv96ZGc5cnBwOHZfMjgyY3FzZHFtanA&amp;amp;hl=en&amp;amp;pli=1 google docs file] by SirPenguin about the upcoming release.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right;&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Behind the scenes ==&lt;br /&gt;
&lt;br /&gt;
===  [[Materials]] ===&lt;br /&gt;
* The [[material]] system has been rewritten, and just about everything is made from a [[material]] now.&lt;br /&gt;
* It is now possible to track the identity of certain [[materials]], such as [[blood]] spatter.&lt;br /&gt;
* The [[color]] of a base [[material]] will now have more effects - a [[wagon]] made out of featherwood will reflect the [[color]] of the wood.&lt;br /&gt;
* [[Material]] breath [[weapons]] are possible, and can be made of any [[material]]. These are mainly linked with poisons, and when inhaled by a creature, they will become poisoned.&lt;br /&gt;
* Small amounts of certain [[materials]] ([[blood]], snow, etc.) can accumulate in a tile.&lt;br /&gt;
** For example, if enough liquid [[gold]] accumulates in a tile, it will cool into a [[glob]] of [[gold]].&lt;br /&gt;
** This also works for [[materials]] such as liquid (molten) [[metal]], which will cool into a [[glob]] which can then be used to [[melt]] down into a bar.&lt;br /&gt;
* [[Weapons]] and [[armor]] now use various &amp;quot;real world&amp;quot; [[attributes]] to calculate their effectiveness. Each [[material]] (rock, [[metal]]) uses the following:&lt;br /&gt;
** '''[[Density]]'''&lt;br /&gt;
** '''[[Impact/Shear Yield]]'''&lt;br /&gt;
** '''[[Impact/Shear Fracture]]'''&lt;br /&gt;
** '''[[Impact/Shear Elasticity]]'''&lt;br /&gt;
** '''[[Edge]]'''&lt;br /&gt;
&lt;br /&gt;
===  [[Raws]] ===&lt;br /&gt;
* Entity positions are now stored in the raw folders, allowing for custom positions through modding, as well as editing existing positions as you see fit.&lt;br /&gt;
** These include the new [[military]] positions.&lt;br /&gt;
* [[Attributes]] have also moved into the [[raws]], allowing you set all sorts of values such as how fast an attribute increases.&lt;br /&gt;
* Many objects - trees, plants, [[stone]]s, etc. - now have [[material]] lists in the [[raws]].&lt;br /&gt;
** Some [[raws]] have been merged, such as trees/plants, and [[stone]]s/[[metal]]s.&lt;br /&gt;
* A [[region]]'s raw files are now stored in their respective [[save]] folder.&lt;br /&gt;
&lt;br /&gt;
===  The d# series ===&lt;br /&gt;
* Translucent [[tilesets]] are supported, using PNG.&lt;br /&gt;
* The DF window can be re[[size]]d on the fly.&lt;br /&gt;
* The grid size is autogenerated on startup; such [[init.txt]] [[settings]] are ignored.&lt;br /&gt;
* Current desktop size is used for fullscreen size if fullscreen resolution is set to 0x0.&lt;br /&gt;
* The DF window can be zoomed on the fly using the mouse wheel. There are two modes, it defaults to mode 1. Pressing mouse wheel switches modes. Pressing F12 resets mode 1, not 2. In mode 1, the zoom from mode 2 is not visible. (And yes, you can use both at once.)&lt;br /&gt;
* The keyboard input system has been totally rewritten:&lt;br /&gt;
** You can bind multiple [[keys]] to one command.&lt;br /&gt;
** You can create keyboard [[macros]].&lt;br /&gt;
** Input bindings are divided into sections.&lt;br /&gt;
* Lots of bugfixes and performance improvements.&lt;br /&gt;
&lt;br /&gt;
===  '''[[Arena]]s''' ===&lt;br /&gt;
* '''[[Arena]]s''' are now in the game, and allow the player to set up battles with any kind of creatures with any type of equipment and have them face off.&lt;br /&gt;
&lt;br /&gt;
== [[Combat]] ==&lt;br /&gt;
&lt;br /&gt;
===  [[Squads]] ===&lt;br /&gt;
* The [[fortress guard]] is considered a squad under the [[sheriff]], and the [[royal guard]] is considered a squad under the [[Hammerer]].&lt;br /&gt;
* '''[[Captains]]''' can be appointed under your '''[[military leader]]''' and lead [[squads]].&lt;br /&gt;
* There is a system in place that will try its best to keep your schedules staffed, going so far as finding replacements when [[soldier]]s get hungry/tired, as well as forcing [[soldier]]s to stay on duty if no replacements are found.&lt;br /&gt;
* You have complete control over how [[squads]] handle rations - [[food]] and [[drink]] stored in backpacks and flasks - and [[alcohol]] can now be stored as a [[drink]] option.&lt;br /&gt;
* '''[[Champions]]''' are no more. Rather, a single '''[[champion]]''' is an appointed position that your [[baron]]/[[duke]].&lt;br /&gt;
* &amp;quot;Lord&amp;quot; [[soldier]]s aren't restricted in their weapon choice, and can be made into [[civilian]]s again.&lt;br /&gt;
* Beds, racks, stands, boxes/chests and [[cabinets]] can now be assigned to squad positions.&lt;br /&gt;
* You can now use the [[note]] making system to lay out stations and patrol routes for your [[squads]].&lt;br /&gt;
* [[Sparring]] has been redone.&lt;br /&gt;
* A [[dwarf]] skilled in one [[skill]] can teach students via demonstrations of how to fight. This is set up in a classroom environment, so no actual [[sparring]] takes place (less dangerous).&lt;br /&gt;
** Even slightly skilled [[dwarves]] can teach people below them.&lt;br /&gt;
** There are also instructor monitored drill and [[sparring]] sessions.&lt;br /&gt;
** &amp;quot;They can currently teach weapon [[skill]]s, [[wrestling]], dodging, punching (grasp strikes), kicking (stance strikes), shield and [[armor]] use, yeah.  They can also teach general close-quarters/ranged [[combat]] principles.&amp;quot;&lt;br /&gt;
* [[Personalities]] play a role in these lessons. Naturally lazy [[dwarves]] will have a harder time learning and concentrating, though they can overcome them with [[skill]]/attribute increases.&lt;br /&gt;
** An instructor's [[personality]] is also taken into account, as a naturally reckless instructor is more willing to send green recruits into [[sparring]] sessions.&lt;br /&gt;
* Squad selection/[[orders]] now can occur in real time.&lt;br /&gt;
* The entire [[military]] menu has been entirely redone.&lt;br /&gt;
* You can issue [[orders]] to several [[squads]] at once or several individuals across different [[squads]].&lt;br /&gt;
* Kill [[orders]] are now possible. You can select any creature your [[fort]] does not control to be killed.&lt;br /&gt;
* You can give [[squads]] nicknames if you wish.&lt;br /&gt;
** You can also give your [[barracks]] nicknames to help keep them separated.&lt;br /&gt;
&lt;br /&gt;
===  Squad [[Equipment]] ===&lt;br /&gt;
* There is now a &amp;quot;'''[[Quartermaster]]'''&amp;quot; position who handles various [[equipment]] delegation.&lt;br /&gt;
* You can now establish &amp;quot;'''[[uniforms]]'''&amp;quot; for your [[soldier]]s. With it, you can assign specific [[armor]], [[weapons]], and other such [[equipment]] that you want all [[soldier]]s in a squad to wear.&lt;br /&gt;
** This allows for you to establish either [[equipment]] protocols (I want this squad to carry a [[sword]] and a shield) or literal uniforms, such as all guards wearing dyed blue cloaks.&lt;br /&gt;
* [[Soldier]]s know the difference between [[training]], battle, and [[civilian]] [[equipment]], and when/how to switch between them, as well as how to store them, which is usually done in [[barracks]] via boxes (which can be assigned to [[squads]]).&lt;br /&gt;
** The above also extends to [[woodcutters]]/[[miners]], who know how to properly retrieve/store their picks and axes.&lt;br /&gt;
** [[Equipment]] can be stored in squad boxes.&lt;br /&gt;
* You can now handle [[ammo]] allocation by [[material]], so you can set aside [[metal]] [[bolts]] for battle and wooden [[bolts]] for [[training]]. [[Squads]] will maintain such [[ammo]] counts on their own.&lt;br /&gt;
** You can also handle [[ammo]] by type, so that you can have a squad that only uses [[bolts]]/arrows left over by invaders, etc.&lt;br /&gt;
** You have similar control over [[Hunter]] [[ammo]].&lt;br /&gt;
* [[Training]] [[weapons]] are in now, made at the carpenter's shop. Due to the nature of the [[material]] rewrite, these [[weapons]] lack of edges make them far less dangerous.&lt;br /&gt;
* [[Dwarves]] can handle any weapon now (they are not restricted to the current 6 [[weapons]]). &lt;br /&gt;
** [[Blowdart]] [[squads]] confirmed.&lt;br /&gt;
* [[Critter]]s now become familiar/accustomed to [[items]] they use often, such as [[armor]] and [[weapons]]. Being familiar with an item gives them better rolls during [[combat]].&lt;br /&gt;
** They can also become attached to [[items]] and will refuse upgrades.&lt;br /&gt;
* [[Items]] keep track of [[creatures]] they kill now, and that will show up in the [[legends mode]].&lt;br /&gt;
* [[Items]] can become &amp;quot;named&amp;quot; - raised to a semi-[[artifact]] level - if they have seen a lot of battles or have killed someone of a historical figure era-level of importance.&lt;br /&gt;
* [[Dwarves]] will now fill up their [[quivers]] properly - they will not go into [[combat]] with 1 bolt in their [[quiver]] if they can help it.&lt;br /&gt;
* You can assign specific [[items]] to units (useful for cases such as [[artifact]]s).&lt;br /&gt;
* [[Dwarves]] assigned to [[squads]] will go train in their free time if they have self-discipline. This includes individual drilling practice.&lt;br /&gt;
* 1/3 of [[dwarves]] have a &amp;quot;favored&amp;quot; weapon.&lt;br /&gt;
&lt;br /&gt;
===  [[Weapons]] and [[Armor]] ===&lt;br /&gt;
[[Image:DF2010_1.png|thumb|400px|The new [[combat report]]s. [[Note]] the date, ability to zoom on location, and more flavorful descriptions.]]&lt;br /&gt;
* All [[weapons]] now have multiple '''[[attack types]]''' (a [[sword]] can use a thrusting attack, or with the blade itself, or even the pommel) and each attack can do a different type of [[damage]].&lt;br /&gt;
* [[Armor]] [[skill]] and quality of the [[armor]] increases your &amp;quot;deflection&amp;quot; roll, which alters the effective force of an attack.&lt;br /&gt;
* [[Weapons]] don't use hard-coded percentage [[damage]] anymore, but rather, use their [[material]]'s various properties in order to determine [[damage]].&lt;br /&gt;
* The swing velocity of a [[hammer]] is determined by the strength and weight of the [[hammer]] itself, among other things.&lt;br /&gt;
* Woven/Chain [[items]] have a &amp;quot;structural elasticity&amp;quot; property (compared to [[plate]]/scale).&lt;br /&gt;
&lt;br /&gt;
===  Attacks ===&lt;br /&gt;
* [[Combat]] has been entirely rebalanced due to the new [[material]] and body changes.&lt;br /&gt;
* Small [[creatures]] are now able to take on larger [[creatures]] by pecking away at their bodies, something which was impossible in the old [[version]].&lt;br /&gt;
** Thanks to the [[material]] rewrite, though, a well [[armor]]ed knight will fare without many problems against 20 groundhogs.&lt;br /&gt;
** Multiple small attacks will have a cumulative effect.&lt;br /&gt;
* &amp;quot;I had a [[dragon]] fight some lions, and after a little bit of dragonfire and close [[combat]], I ended up with a [[dragon]] covered with the grammatically-in-progress &amp;quot;lion [[melted]] [[fat]] spatter&amp;quot;.&amp;quot;&lt;br /&gt;
* Attacks take into account the position and relative nature of the body. Attacks won't &amp;quot;loopity-loop&amp;quot; through the body.&lt;br /&gt;
* Temperature transfer between wrestlers is now possible, so think twice before [[wrestling]] that [[spirit of fire]].&lt;br /&gt;
** Stuck-ins also transfer temperature.&lt;br /&gt;
* Ranged damage has been nerfed, in addition to [[bolts]] making &amp;quot;logical&amp;quot; paths now. The firing rate remains the same.&lt;br /&gt;
* There's now a notion of a &amp;quot;squared shot&amp;quot;, in that your attack could hit someone's arm full force, but if you didn't hit in in the right area, the [[bone]] would not break. This helps many problems, such as with [[bolts]], as well as axes/[[sword]]s not lopping everything off everything you swing.&lt;br /&gt;
* Twisting your weapon in a [[wound]] has been balanced, and won't just amplify [[damage]] forever.&lt;br /&gt;
* [[Toady]] on the path of the force of an attack: &amp;quot;The [[armor]] is all checked in order from outer to inner, then it gets at the tissue [[layer]]s, altering the character of the attack as it goes.&amp;quot;&lt;br /&gt;
* Attacks can pass through a [[wound]] sufficiently large enough.&lt;br /&gt;
* Force from blunt [[weapons]] can transcend [[layer]]s. For instance, a [[hammer]] can bruise the [[skin]] while breaking the [[bone]] underneath.&lt;br /&gt;
** As such, [[plate]] [[armor]]'s benefits are generally ignored by blunt attacks, and [[leather]] [[armor]] would prove to be more effective.&lt;br /&gt;
* &amp;quot;Solid breath can take the form of a forward moving dust puff that accidentally knocks people out due to some [[cave-in]] code.  When I fix that, KOs make or may not be a parameter.  Solid breath can also take the form of a solid [[glob]] (a small one right now) that is hurled like a [[stone]].  It might as well be a thrown [[stone]] of the solid.  Solid breath can also be an undirected dust puff (also accidental knockouts).&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== [[Creatures]] (general) ==&lt;br /&gt;
&lt;br /&gt;
===  [[Attributes]]/[[Skill]]s ===&lt;br /&gt;
* The attribute system has received an overhaul. There are now 19 [[attributes]] split across physical and mental. They are:&lt;br /&gt;
** Body:&lt;br /&gt;
*** '''[[strength]]'''&lt;br /&gt;
*** '''[[agility]]'''&lt;br /&gt;
*** '''[[toughness]]'''&lt;br /&gt;
*** '''[[endurance]]''' - this'll take some of the weight off of [[toughness]] and control your exertion.&lt;br /&gt;
*** '''[[recuperation]]''' - somebody suggested &amp;quot;resilience&amp;quot;. i don't really like any of the names... in any case, this will control the [[healing]] of your physical [[wound]]s.&lt;br /&gt;
*** '''[[disease resistance]]''' - the more time i spend on infection and venom, the more this will matter for this release. there will also likely be a notion of specific immunities, some of which you could gain with exposure or whatever ends up making the most sense.&lt;br /&gt;
** '''[[soul]]''':&lt;br /&gt;
*** '''[[analytical ability]]''' - thinky stuff.&lt;br /&gt;
*** '''[[memory]]''' - remembery stuff.&lt;br /&gt;
*** '''[[creativity]]''' - being able to make up neat stuff.&lt;br /&gt;
*** '''[[intuition]]''' - being able to get stuff.&lt;br /&gt;
*** '''[[focus]]''' - being able to get into stuff.&lt;br /&gt;
*** '''[[willpower]]''' - being able to keep on with and cope with stuff.&lt;br /&gt;
*** '''[[patience]]''' - being able to handle not doing stuff.&lt;br /&gt;
*** '''[[spatial sense]]''' - sense of surrounding stuff.&lt;br /&gt;
*** '''[[kinesthetic sense]]''' - sense of own stuff.&lt;br /&gt;
*** '''[[linguistic ability]]''' - all of the wordsy stuff.&lt;br /&gt;
*** '''[[musicality]]''' - musicky stuff.&lt;br /&gt;
*** '''[[empathy]]''' - being able to feel other peoples' stuff.&lt;br /&gt;
*** '''[[social awareness]]''' - being able to manage and handle social stuff.&lt;br /&gt;
&lt;br /&gt;
* [[Creatures]] now have '''[[souls]]''', and these souls serve as storage for a creature's mental [[attributes]] and [[skill]]s.&lt;br /&gt;
** [[Creatures]] can have multiple souls, though there is no such use in the current [[version]].&lt;br /&gt;
* [[Attributes]] and [[skill]]s can now &amp;quot;'''[[Skill rust|rust]]'''&amp;quot; if the attribute/[[skill]] is unused for a long period of time. The more rust the [[skill]] or attribute has, the less effective it is, and high enough rust will actually &amp;quot;delevel&amp;quot; the ability. Rust can be worked off by simply using the attribute or [[skill]] in question.&lt;br /&gt;
* Attribute/[[skill]] display system has been redone so as to not overwhelm the player.&lt;br /&gt;
** [[Skill]]s have been split up into '''[[Skill groups|15 logical groups]]''' to make assigning [[skill]]s easier.&lt;br /&gt;
* [[Creatures]] now have a &amp;quot;'''[[situational awareness]]'''&amp;quot; [[skill]], which handles a [[creatures]] ability to deal with surprise attacks and ambushes.&lt;br /&gt;
* The [[wrestling]] has been split into the following [[skill]]s:&lt;br /&gt;
** '''[[Wrestling]]'''&lt;br /&gt;
** '''[[Dodging]]'''&lt;br /&gt;
** '''[[Grasp strikes]]'''&lt;br /&gt;
** '''[[Stance strikes]]'''&lt;br /&gt;
* There are also general '''[[melee attack|melee]]''' and '''[[range attack]]''' [[skill]]s (which help with [[combat]] rolls but are separate from &amp;quot;axe mastery&amp;quot;, etc.)&lt;br /&gt;
* [[Attributes]] and rust rates are linked to specific castes, so you could have brutes intermixed with brainy [[creatures]] of a single race.&lt;br /&gt;
* &amp;quot;Ceilings of [[attributes]] are a percentage of the starting value.  So a strength 1000 [[dwarf]] might attain 2000, and a strength 750 [[dwarf]] might attain 1500.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===  Appearances ===&lt;br /&gt;
[[Image:DF2010_2.png|thumb|400px|The new description window]]&lt;br /&gt;
* [[Creatures]] are now unique to each other with different appearances, including hair [[color]], facial features, etc.&lt;br /&gt;
** These are visible in [[adventurer]] mode as well.&lt;br /&gt;
** Different [[color]] patterns are also available, like striped or mottled.&lt;br /&gt;
* [[Creatures]] can also be fatter/taller/etc. than usual. This affects their [[size]]. Fatter [[creatures]] can last without [[food]] longer.&lt;br /&gt;
** [[Creatures]] have a '''[[metabolism]]''' now, which deals with how fast they heal and how fast they burn [[fat]].&lt;br /&gt;
** [[Fat]] [[creatures]] also move slower.&lt;br /&gt;
* The trimming of hair/nails is also possible for civilized [[creatures]], and they will grow long and unkempt without such activities.&lt;br /&gt;
* [[Creatures]] '''[[genetics|inherit appearances from their parents]]'''. This includes dominant/recessive genes.&lt;br /&gt;
** As one example, you can use this system to breed your dogs to a certain [[color]]/[[size]].&lt;br /&gt;
* [[Layer]] trimming/caring uses style definitions from a culture. Some cultures may grow beards, others may shave them. Prisoners, etc. may be forced to adapt these new styles.&lt;br /&gt;
* Speaking of beards, as if it wasn't obvious by now, but this means [[dwarves]] finally have beards!&lt;br /&gt;
** On a more startling note - so do [[elves]]!&lt;br /&gt;
* [[Creatures]] can now be part of a '''[[caste]]''', and this may govern many things, such as their profession, appearance, etc.&lt;br /&gt;
&lt;br /&gt;
===  Bodies ===&lt;br /&gt;
* Tissues now come in [[layer]]s. You must bypass a [[layer]] to reach one below it. Some [[layer]]s are dependent on others (hair can only exist if there's [[skin]] underneath it, etc.)&lt;br /&gt;
* '''[[Hair]]''' acts as a [[layer]] on [[skin]]. It can come in many different styles (sparse, strands, etc.)&lt;br /&gt;
*  '''[[Hair]]''' grows and eventually grays over time. It can be trimmed, and if left alone it will become shaggy and unkempt.&lt;br /&gt;
* Body parts and tissue [[layer]]s can be made out of any [[material]] you want, such as for logical [[creatures]] like [[Iron Men]], and illogical abominations like [[Dwarf]] Lung Men.&lt;br /&gt;
* It's now possible for some [[creatures]] to be made out of solid [[material]], such as [[Iron Men]], who are much harder to fight.&lt;br /&gt;
* You can also have hollow body parts, perhaps filled with air or other [[materials]].&lt;br /&gt;
* Some [[layer]]s can serve as protection, such as [[chitin]] [[layer]]s. [[Bone]] [[layer]]s also protect organs, such as the [[skull]] protecting the brain.&lt;br /&gt;
* [[Creatures]] now have teeth, rib, cheeks, eyelids, nails, and lips. Teeth and ribs are not individualized, but rather are tracked by groups (i.e., top left molars, etc.)&lt;br /&gt;
* [[Creatures]] also now have tendons and ligaments, and are made from the &amp;quot;sinew&amp;quot; [[material]].&lt;br /&gt;
* [[Creatures]] store energy from their [[food]], getting [[fat]]ter and more muscular.&lt;br /&gt;
** [[Fat]] affects such things as insulation, speed, etc.&lt;br /&gt;
** Strength also increases muscle [[size]]. Both have an effect on a creature's total [[size]].&lt;br /&gt;
* Guts are realistically [[color]]ed - crazy stuff!&lt;br /&gt;
* It is now possible to &amp;quot;flay&amp;quot; a creature. Have fun!&lt;br /&gt;
* We've also got [[water]] freezing into frosty stuffs on people if they get [[wet]] and then step out into the cold, and [[steam]] coming off of spirits of fire in the rain. &lt;br /&gt;
* [[Skeletal]] [[critter]]s now have their [[bone]]s held together by rotted ligaments.&lt;br /&gt;
&lt;br /&gt;
===  [[Thoughts]] ===&lt;br /&gt;
* [[Thoughts]]&amp;quot; of a [[dwarf]] have been redone. The new screen includes their current [[thoughts]], age/birthday, physical description paragraph, a description of their [[attributes]], their likes/dislikes, and their mannerisms. Also included are descriptions for their [[wound]]s/scars.&lt;br /&gt;
* A [[dwarf]]'s birthday and age are stored in their [[profile]] now.&lt;br /&gt;
* [[Dwarves]] now have '''[[mannerisms]]''', such as &amp;quot;always scratches his head when he's trying to remember something&amp;quot;, &amp;quot;laughs at his own jokes&amp;quot; or &amp;quot;talks to herself whenever she's bored&amp;quot;. There are 65 types with 3-5 situation qualifiers.&lt;br /&gt;
&lt;br /&gt;
== [[Fortress Mode]] ==&lt;br /&gt;
&lt;br /&gt;
===  Organization ===&lt;br /&gt;
* '''[[Burrow]]'''s! Burrows are areas in your [[fort]] where [[dwarves]] live and work in. You can assign these areas like [[zones]] and assign [[dwarves]] to them. [[Dwarves]] will only use [[workshops]], rooms, etc. in [[burrow]]s they are assigned to.&lt;br /&gt;
* There are a significant number of ways to utilize [[burrow]]s, from restricting certain [[mining]] expeditions to [[skill]]ed [[dwarves]], to making noble districts, to setting &amp;quot;emergency&amp;quot; [[zones]] for [[civilian]]s to flee to, etc.&lt;br /&gt;
* You can set [[soldier]]s so that they defend certain [[burrow]]s. If an enemy enters a [[burrow]] they know enough to stop what they're doing and head towards it to defend it.&lt;br /&gt;
* You may choose and appoint someone as your [[baron]] when you reach [[barony]] status. You can elect not to have one as well.&lt;br /&gt;
* There are now &amp;quot;code generated&amp;quot; positions, such as '''[[priests]]''' who are named after the [[god]] they worship (Priest of Ciramore, etc.)&lt;br /&gt;
* [[Dwarves]] won't immediately drop everything if they find themselves hungry or tired, and will try to finish their current [[job]] first.&lt;br /&gt;
* There's a difference between sleeping [[barracks]] and squad [[barracks]].&lt;br /&gt;
* Liaisons will be be generated from scratch if they die.&lt;br /&gt;
&lt;br /&gt;
===  [[Workshops]] ===&lt;br /&gt;
[[Image:DF2010_3.png|thumb|400px|[[Statues]] now have art associated with them.]]&lt;br /&gt;
[[Image:DF2010_4.png|thumb|400px|Some new [[crafts]] you can make.]]&lt;br /&gt;
* [[Statues]] and figurines now have art associated with them.&lt;br /&gt;
** &amp;quot;[[Statues]] of specific [[dwarves]] get the [[dwarf]]'s name right in the item name.&amp;quot;&lt;br /&gt;
* Custom [[workshops]] are now able to be modded in, allowing you to set up custom [[reactions]].&lt;br /&gt;
** These can support [[corpse]] harvested [[items]], like shells/horns, and might use barrels/other [[containers]].&lt;br /&gt;
* You can now make [[crafts]] out of horn, ivory, teeth, and other new body parts.&lt;br /&gt;
** These include [[dragon]] tooth [[rings]] and [[ivory]] crowns.&lt;br /&gt;
* [[Butchery]] has been overhauled due to the new body part systems, with [[creatures]] yielding many more parts for consumption.&lt;br /&gt;
* It is now possible to have automated [[fishing]] [[cleaning]] and [[fat]] rendering.&lt;br /&gt;
&lt;br /&gt;
===  Alerts and [[Announcements]] ===&lt;br /&gt;
* The alert statuses (i.e., &amp;quot;Stay Indoors&amp;quot;) have been entirely redone. You may set several custom alerts with user defined [[reactions]]. For instance, you could set a &amp;quot;[[Underground]] Attack&amp;quot; alert where you force [[soldier]]s to equip melee [[weapons]] and head to a predefined location.&lt;br /&gt;
* These alerts can also be assigned to [[civilian]]s, such as telling them to flee to the great hall.&lt;br /&gt;
* [[Combat reports]] have been redone in hopes of consolidating sentences and making it more interesting to read&lt;br /&gt;
* Combat reports are separated into [[combat]], [[sparring]], and hunting reports. You'll see a notification on the side of the screen letting you know a [[combat report]] has been generated.&lt;br /&gt;
** They are also timestamped.&lt;br /&gt;
* You can choose different options for each announcement, like whether you want it to pause the game or recenter your view.&lt;br /&gt;
&lt;br /&gt;
== [[Healthcare]] ==&lt;br /&gt;
&lt;br /&gt;
===  Doctors, hospitals, and how to cure what ails you ===&lt;br /&gt;
[[Image:DF2010_5.png|thumb|400px|The new [[wound]] [[color]]ing system.]]&lt;br /&gt;
* '''[[Hospitals]]''' are used like [[zones]]. [[Items]] used within these [[zones]] (beds, tables, boxes) allow for hospital use.&lt;br /&gt;
** They also use a new item, called a '''[[traction bench]].'''&lt;br /&gt;
* '''[[Doctors]]''' can &amp;quot;prescribe&amp;quot; treatment, such as bed rest, using splints for broken [[bone]]s, amputation for infected limbs, and surgery.&lt;br /&gt;
** Doctors will set [[bone]]s for simple fractures, use traction for difficult overlapping fractures and use surgery for disgusting compound fractures. They also excise [[rotting]] tissue and amputate limbs too rotted off to save.&lt;br /&gt;
** The system where [[dwarves]] heal on the [[season]] change is gone.&lt;br /&gt;
* [[Wound]]s are dressed with '''[[bandages]]''', which speeds [[healing]] and slows bleeding.&lt;br /&gt;
** '''[[Sutures]]''' make [[wound]]s heal faster.&lt;br /&gt;
** Sutures can be ripped out in [[combat]], causing pain/bleeding.&lt;br /&gt;
* '''[[Crutches]]''' are now in the game, allowing one legged [[dwarves]]/injured people to walk normally (as opposed to crawl). They will move faster as they get comfortable with their new crutch.&lt;br /&gt;
** '''[[Casts]]''' are also in.&lt;br /&gt;
* [[Creatures]] can now clean the filth they acquire due to various [[materials]], like mud, [[blood]], [[vomit]], etc.&lt;br /&gt;
** As such, [[soap]] has a use now, which deserves its own bullet point.&lt;br /&gt;
* You can appoint a &amp;quot;'''[[chief medical dwarf]]'''&amp;quot; to handle the various medical information, which requires the &amp;quot;'''[[Diagnosis]]'''&amp;quot; [[skill]].&lt;br /&gt;
** What type of various medical information? &amp;quot;unit [[wound]]s/status/required treatments/medical history, etc.&amp;quot; - Think of it like the [[bookkeeper]].&lt;br /&gt;
* [[Dwarves]] are more proactive in saving [[wound]]ed people, and will do what they can in regards to bleeding on the way to the hospital.&lt;br /&gt;
* &amp;quot;Eyelids clean the eyes so you don't have to [[soap]] them off, but if an eyelid is torn off, I think they might [[soap]] the eyes.&amp;quot;&lt;br /&gt;
* Patients can use [[soap]]/[[water]] to clean [[wound]]s and grime to reduce infections. Sutures, casts, etc. will reduce infection as well.&lt;br /&gt;
* All cloth and thread [[items]] have associated lengths/areas now. Threads are use for sutures (thus, one &amp;quot;thread&amp;quot; item could be used for multiple sutures) and cloth is used for bandages. [[Items]] in this way aren't split (a la coins or [[bolts]]), but rather, they're consumed in pieces.&lt;br /&gt;
* Unskilled or apprentice doctors can make mistakes when treating a patient or doing surgery.&lt;br /&gt;
* &amp;quot;[[Healthcare]]&amp;quot; as a [[skill]] is gone. It's been replaced by 7 new labor [[settings]], 5 unit types, and 6 new [[skill]]s.&lt;br /&gt;
** There are different type of doctors associated with the [[skill]]s.&lt;br /&gt;
** Dressing [[wound]]s, diagnosis, surgery, setting [[bone]]s, suturing and walking with crutches appear to be the new [[skill]]s.&lt;br /&gt;
&lt;br /&gt;
===  [[Wound]]s and [[injuries]] ===&lt;br /&gt;
* The current 15HP-per-body-part system has been dropped in favor of individual [[wound]] tracking.&lt;br /&gt;
** The above also allows for scars.&lt;br /&gt;
* Open [[wound]]s can get simple infections, which results in oozing pus, slow [[healing]], and can even kill.&lt;br /&gt;
** [[Rotting]] [[wound]]s smell and contribute to infection levels, as does grime buildup.&lt;br /&gt;
* Tissue [[layer]]s can boil off when exposed to extreme heat.&lt;br /&gt;
* Phantom pains are gone.&lt;br /&gt;
* You can [[damage]] a creature's motor and sensitivity nerves. Motor [[damage]] prevents that part from working, and sensory nerve damage makes you lose feeling in that body part.&lt;br /&gt;
* Partial and compound fractures are now possible.&lt;br /&gt;
* Fractured [[bone]] can be knocked inwards to cause [[damage]] to organs, like forcing a jagged piece of [[skull]] into the brain. [[Bone]]s can also [[pierce]] [[layer]]s, like having [[bone]] sticking out of your [[skin]].&lt;br /&gt;
* Guts are under [[pressure]] and can pop out of a [[wound]].&lt;br /&gt;
* Injured [[creatures]] can continue to work if they are treated. A miner who breaks his left hand will go back to [[mining]] with his right hand (after his broken hand is set in a cast).&lt;br /&gt;
* &amp;quot;There are lots of [[wound]]s that won't heal now if they aren't treated (aside from the nerve stuff, the three kinds of bad breaks won't heal if not treated), and infected [[wound]]s heal very slowly.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===  Poisons ===&lt;br /&gt;
* Types of poison effects: pain, swelling, oozing [[wound]]s, bruising, blisters, numbness, paralysis, fever, bleeding, coughing/[[vomit]]ing [[blood]], nausea, [[vomit]]ing, unconsciousness, necrosis, impaired vision, drowsiness, and dizziness.&lt;br /&gt;
* Poisons can be contacted, injected, or inhaled.&lt;br /&gt;
* You can be immune to poisons; [[creatures]] seem immune to their own poisons.&lt;br /&gt;
* Severs transfer containment, so that a ripped off venom fang from a [[Giant Cave Spider]] will remain venomous. As of now you cannot use it as a [[weapon]].&lt;br /&gt;
&lt;br /&gt;
== The Underground ==&lt;br /&gt;
 &lt;br /&gt;
[[Image:DF2010_6.png|thumb|400px|An example of the new caverns. Here you can see open areas and [[underground]] lakes, as well as passages linking them together]]&lt;br /&gt;
&lt;br /&gt;
=== Underground Features ===&lt;br /&gt;
* Underground [[layer]]s have been entirely revamped, allowing for more diverse [[underground]] with new [[creatures]], features, and other interesting goodies, such as Mushroom Forests.&lt;br /&gt;
* The standard amount of [[layer]]s (around 15) has been scrapped and increased dramatically; upwards of 50-100 [[layer]]s.&lt;br /&gt;
* Each cave [[layer]] [[region]] (which is a certain depth and portion of the world map) has its own name, animal populations, [[civilizations]], etc.&lt;br /&gt;
** They also show up on the legends screen.&lt;br /&gt;
* '''[[Caverns]]''' now exist [[underground]]. Caverns are open areas underneath the earth, and are home to [[creatures]], [[underground]] lakes, and other interesting features.&lt;br /&gt;
* Features are much more easy to discover, and almost every site is guaranteed to have SOMETHING interesting in it.&lt;br /&gt;
** For instance, [[magma]] is almost always guaranteed to be at the very bottom [[layer]].&lt;br /&gt;
* Features can span multiple world tiles, and can be explored via adventure mode and [[dwarf]] [[fortress]] mode.&lt;br /&gt;
* You can use [[world gen]] parameters to get rid of [[underground]] features. The default [[settings]] are set for cavernous so you're guaranteed to find cool stuff.&lt;br /&gt;
* Features are not instantly revealed anymore. [[Underground]] areas must be explored by [[dwarves]] prior to revealing features. &lt;br /&gt;
** So yeah, the new system is to have a 60 or so tile [[flood]] out from your [[dwarves]] as they go [[underground]], and any time they get within 30 tiles of the 60 tile [[flood]] (flags are kept when the [[flood]] got out to 30, roughly), it'll [[flood]] out again, picking up those flags and placing new ones, so it moves out in a kind of chunky way.&lt;br /&gt;
** [[Squads]] can't take [[orders]] to walk into hidden [[zones]] (must reveal first).&lt;br /&gt;
* It's possible for an [[adventurer]] to enter a massive [[underground]] cavern on one side of the world and journey all the way to the other.&lt;br /&gt;
* Bottomless pits and chasms are gone for the time being, replaced by finite caverns.&lt;br /&gt;
&lt;br /&gt;
===  [[Critter]]s (normal and animalman-y) ===&lt;br /&gt;
* Underground animalpeople can use crude [[weapons]] and mounts now.&lt;br /&gt;
** Batmen could ride giant bats and shoot poison darts at you with makeshift blowguns made from [[giant cave spider]] legs - whoa!&lt;br /&gt;
** Their goal is to cause as much havoc as they can before sneaking back home.&lt;br /&gt;
* Underground [[critter]]s are &amp;quot;drawn&amp;quot; from a large population that is off site. They will replenish their population so long as a cavern has an open &amp;quot;edge&amp;quot; allowing them to spawn in.&lt;br /&gt;
* The above, coupled with other changes, allows for the possibility of never-ending attacks.&lt;br /&gt;
* [[Antmen]] now have creature castes which separate them, including queens.&lt;br /&gt;
** There are also [[antmen]] nests to worry about.&lt;br /&gt;
* '''[[Gremlins]]''' are back. These sneaky dudes are invisible until spotted, and will step on [[pressure]] [[plate]]s, pull levers, and open cages.&lt;br /&gt;
* There are many new [[underground]] [[critter]]s.&lt;br /&gt;
&lt;br /&gt;
===  [[Critter]]s (random beasts) ===&lt;br /&gt;
* Random [[critter]]s are now possible. They come in two flavors: &amp;quot;'''[[Titans]]'''&amp;quot;, which are above ground and serve as megabeasts, and &amp;quot;'''[[Forgotten Beasts]]'''&amp;quot;, who live [[underground]]&lt;br /&gt;
* Random [[creatures]] are just that - random. The can have unique attacks, like firebreath or poison, as well as a random number of body modifiers like legs, wings, etc.&lt;br /&gt;
** Some examples: a ribbon worm with wings made of stretched [[skin]]. An eyeless antenna lizard. A [[glob]] of [[vomit]] inside a round shell. &lt;br /&gt;
* They pull from certain base types (blob, quadruped, humanoid) as well as various animal/creature features. &lt;br /&gt;
** Dinosaur types (?!) are also now possible&lt;br /&gt;
*** They have feathers to boot&lt;br /&gt;
* These are seen as the ultimate challenge of the game&lt;br /&gt;
&lt;br /&gt;
===  [[HFS]] ===&lt;br /&gt;
* The old [[HFS]] that we know of is gone, replaced by new baddies. The [[critter]]s of the [[HFS]] seemed to have survived the [[version]] change, however.&lt;br /&gt;
* [[Toady]] has spent countless days working on the new [[HFS]], and he's been silent on what it could entail.&lt;br /&gt;
* There is a lot of nasty stuff underneath, seemingly related to the old &amp;quot;end of the world&amp;quot; timers.&lt;br /&gt;
* It should be a bit different, a bit the same, and always a threat rather than a one-time problem.&lt;br /&gt;
&lt;br /&gt;
== The World ==&lt;br /&gt;
&lt;br /&gt;
===  [[Civilizations]] ===&lt;br /&gt;
* There is now the notion of a '''[[split leadership]]'''. Some leaders may prefer to be &amp;quot;traditional&amp;quot; rulers, hanging back in their cities while appointing generals to command their armies. Others may prefer to lead battles and wars themselves.&lt;br /&gt;
* [[Goblin]] society is more violent than ever. They respect those with power, and [[demons]] will be forced to kill for their loyalty. Other [[goblin]]s, however, can do the same.&lt;br /&gt;
** [[Goblin]]s obtain their structure over the course of world generation. For instance, [[demons]] are not hard-coded as leaders, and must earn their position.&lt;br /&gt;
* Forgotten beasts can escape from the [[underground]] and try and pass themselves off as [[god]]s, gaining worshipers and taking control of [[civilizations]].&lt;br /&gt;
* Leaders of [[civilizations]] can now own &amp;quot;pets&amp;quot; - and by that, I mean they can [[tame]] wild animals and use them in war. [[Giant eagles]], [[tigers]], everything is fair game.&lt;br /&gt;
** [[Elves]] have a great advantage here for obvious reasons, but [[dwarves]] will be able to make use of [[underground]] beasts.&lt;br /&gt;
* '''[[Priests]]''' are back.&lt;br /&gt;
&lt;br /&gt;
===  [[World Generation]] ===&lt;br /&gt;
* &amp;quot;I've added the ability to specify in the [[world gen]] parameters the number of sky z-levels, the number of z-levels minimum between each [[layer]] (it'll often be more because of elevation changes), and the number of extra z-levels down at the bottom.&amp;quot;&lt;br /&gt;
* Much of the map feature code was rewritten to be more flexible in future expansions and updates.&lt;br /&gt;
&lt;br /&gt;
=== [[Megabeasts]] (general and [[Titans]]) ===&lt;br /&gt;
* [[Megabeasts]] aren't pushovers in worldgen anymore, and will survive longer and get more kills.&lt;br /&gt;
* [[Titans]] in good areas will be benign/neutral to [[creatures]].&lt;br /&gt;
&lt;br /&gt;
== Links ==&lt;br /&gt;
*[[Notes on new positions]]&lt;/div&gt;</summary>
		<author><name>Adeptable</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Important_advice&amp;diff=62094</id>
		<title>40d:Important advice</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Important_advice&amp;diff=62094"/>
		<updated>2010-01-31T22:25:16Z</updated>

		<summary type="html">&lt;p&gt;Adeptable: /* Tricks */ skip redirect&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Here are a few things to keep in mind when playing Dwarf Fortress.&lt;br /&gt;
&lt;br /&gt;
Above all, one must remember that '''losing is [[fun]]!''' Be prepared to lose a few fortresses before you get the hang of things &amp;amp;ndash; it can be easy to accidentally kill the entire fortress while playing around with the different mechanics.&lt;br /&gt;
But remember: losing means that next time, you'll remember how you lost! In a big way, Dwarf Fortress uses the principle of learning from one's mistakes.&lt;br /&gt;
&lt;br /&gt;
If you cannot find your answer on this wiki, check out the forums at [http://www.bay12games.com/forum/index.php Bay12games.com]&lt;br /&gt;
&lt;br /&gt;
== Advice ==&lt;br /&gt;
&amp;lt;!-- General suggestions and philosophy --&amp;gt;&lt;br /&gt;
* Keep in mind that Dwarf Fortress doesn't have a &amp;quot;win&amp;quot; condition. It just has a long series of &amp;quot;lose&amp;quot; conditions.&lt;br /&gt;
&lt;br /&gt;
* Learn the [[controls]]. There's lots of them, and learning them may seem daunting at first, but once you get the basics down (like how to check the status of your dwarves or the hotkeys for building certain structures), you'll find yourself playing much more efficiently.  [[Efficient_gameplay|Efficient Gameplay]] offers some time-saving tips.&lt;br /&gt;
&lt;br /&gt;
* If your game is running slowly, learn how to [[Maximizing framerate|maximize your framerate]].&lt;br /&gt;
&lt;br /&gt;
* Save often! Although it can be a hassle to have to quit out and get back in, it's a lot better than having to build that long hallway of stone-fall traps, plant the whole bag of plump helmet seeds, and make that shipment of steel battleaxes for the caravan next year, ''all over again''.&lt;br /&gt;
** In this vein, there is a seasonal auto-save feature which you can turn on by editing your /data/init/init.txt file.&lt;br /&gt;
&lt;br /&gt;
* Plan ahead a little during construction. When building your first couple dozen rooms, consider that in the future you might want to make certain busy hallways wider so dwarves aren't always climbing over each other. This will be a lot easier if you put rooms back an extra tile so you don't have to rebuild everything.&lt;br /&gt;
&lt;br /&gt;
* Think three-dimensionally. You have a Z-axis. Things will be much closer when they're downstairs one floor than if they're 20 tiles away down the hallway. Also note that, with the default [[tilesets|tileset]], your display of the fortress is not square, so north/south distances will appear longer than east/west distances -- they aren't.&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
&amp;lt;!-- Little facts about the game to keep in mind --&amp;gt;&lt;br /&gt;
* Dwarves thrive on [[alcohol]]. If a dwarf drinks only water, the rate at which he gets tasks done decreases. If the fortress has no alcohol for years, things will slow down quite a bit.&lt;br /&gt;
* Dwarves also need [[food]], obviously - and a good [[cook]] (and a nice dining hall) go a long way towards keeping your fortress happy.&lt;br /&gt;
** Don't cook all your alcohol or all your [[seed]]s (or all the things that leave seeds). ({{k|z}} &amp;gt;&amp;gt; Kitchen).&lt;br /&gt;
* Dwarves tend to get trapped easily. They like [[Digging#Dig_Priority|building and digging things from certain directions]], so try to make sure there is a way out (and keep an eye on them just in case they try something crazy). Also keep in mind that workshops block certain squares, so if ever notice that your jeweler dies after constructing a workshop with a door on the east side, that's why.&lt;br /&gt;
* Workshops, construction and combat are [[noise|noisy]]. Keep your sleeping areas away from noise and your dwarves will get a good night's rest.&lt;br /&gt;
* Workshops will become [[clutter|cluttered]] once they have 15 average goods in them (more for [[craft]]s, less for [[siege weapon]]s).  Make stockpiles to receive the goods, and have ample [[hauler]]s, and/or more than one of a workshop that's likely to get cluttered.&lt;br /&gt;
* If a dwarf gets badly [[Wound|injured]], he'll need a hospital bed and someone to bring him [[water]] in a [[bucket]]. It's probably a good idea to have a set of those sitting around.&lt;br /&gt;
* [[Traps]] can help take care of invaders at no risk to your dwarves. Any fortress can build a &amp;lt;!-- tub style mechanical chicken plucker --&amp;gt; bunch of stone-fall traps. Cage traps are also easy (you can make cages out of wood).&lt;br /&gt;
* Having a dwarf with the Appraiser skill to be your [[outpost broker]] will help a lot when [[trading]]. Otherwise, you can't see how much an item is worth.&lt;br /&gt;
* [[Chain]]ing some [[dog]]s by your front door may deter thieves.&lt;br /&gt;
* Remember that dwarves can be assigned new [[labor|jobs]] at any time. If your carpenter has died, your farmer can start making beds. (He probably won't be very good at it, since he doesn't have the skill, but it's better than sleeping on the ground.)&lt;br /&gt;
* Idle carpenters? It's hard to have too many [[barrel]]s (or too many [[bin]]s... [[bed]]s for the next wave of [[immigrant]]s are pretty handy too). Idle masons? You can fit a lot of [[door]]s into your fortress, and buildings constructed from [[blocks]] add value over rough stone.&lt;br /&gt;
* Too many [[immigrant]]s? Don't know what to do with them? Have you started an [[army]] yet?&lt;br /&gt;
* When setting a [[water]] source (for designated drinking zones) or a [[fishing]] zone, remember that only walkable tiles are valid - you need only mark the shore.&lt;br /&gt;
* If you don't have [[magma]] on the map, smelt only what you need; [[coke]] is a finite resource.&lt;br /&gt;
* That being said, [[magma]] brings its own unique set of challenges; complete beginners should probably give it a wide berth.&lt;br /&gt;
&lt;br /&gt;
== Tricks ==&lt;br /&gt;
&amp;lt;!-- Specific little actions the users can take to make their lives better --&amp;gt;&lt;br /&gt;
* To find a dead dwarf, go under status ({{k|z}}), then select stock&amp;gt;&amp;gt;corpses. Hit tab, and use {{k|z}} to zoom to the particular dwarf to find a hint on where and how he died.&lt;br /&gt;
&lt;br /&gt;
* Don't like all the stone laying around? Instead of using a stone [[stockpile]] create a 1-square garbage [[zone]] and [[dump]] the stone. Reclaim the stone after it's been dumped. This way, you can store an unlimited amount of stone in just 1 tile! (This is especially useful when the tile in question is next to your mason shop).&lt;br /&gt;
&lt;br /&gt;
* Usually the closest available material is used for tasks such as (for example) building a floodgate, but not always. To prevent frustration, you can make a custom stockpile (e.g. for [[bauxite]]) next to your workshop and close the dwarf in. Don't forget theres a z-axis, so make sure there aren't unwanted materials above/below your workshop.&lt;br /&gt;
** If you bring [[bauxite]] to a [[magma]] map, you can build the workshop next to the wagon and get your magma-proof grates/floodgate/mechanisms immediately.&lt;br /&gt;
** Lock your [[gem setter]] in a room with some cut [[gem]]s and a [[stockpile]] set to gather quality [[furniture]], so that he doesn't waste time (and valuables) encrusting stupid things like barrels.&lt;br /&gt;
&lt;br /&gt;
* The Standing Orders ({{k|o}}) screen can be used for a variety of useful settings, like having your dwarves temporarily ignore wood, or all hide inside for a siege, or making your weavers stop heading outside all the time to collect spiderwebs and get slaughtered by wild animals.&lt;br /&gt;
&lt;br /&gt;
* Hitting {{k|x}} when building a building expands the list of items, so you can pick one with a specific [[quality]] (a nice bed for a noble's bedroom, or a cheap door for the garbage room).&lt;br /&gt;
&lt;br /&gt;
* If you're scanning the outdoors for your next swath of [[tree]]s, move your view up one level. They will appear as little rectangles on a field of dots and will be easier to spot.&lt;br /&gt;
** Speaking of timber, try designating some high-traffic lanes ({{k|d}} {{k|o}} {{k|h}}) outside radiating away from your front door  to the trees. Your dwarves will stick to the paths somewhat, and probably trample fewer saplings. (They also won't mess up the ground and leave a bunch of ugly [[sand]] spots scattered around on a sandy map.)&lt;br /&gt;
&lt;br /&gt;
* Build a walled [[statue]] garden outside your fortress so that your dwarves don't get [[cave adaptation]].&lt;br /&gt;
&lt;br /&gt;
* Bring along a few [[turtle]]s or [[cave lobster]]s when you start the game. Make sure the dwarves eat them raw (disable cooking) ({{k|z}} &amp;gt;&amp;gt; Kitchen). This way you will have [[shell]]s - useful in case you ever run into a [[strange mood|(spoiler)]].&lt;br /&gt;
&lt;br /&gt;
* [[Trade]] for basic items like [[meat]] and [[wood]]. They're cheap, and it's easier than gathering them yourself.&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Adeptable</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Cross-training&amp;diff=62089</id>
		<title>40d:Cross-training</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Cross-training&amp;diff=62089"/>
		<updated>2010-01-31T21:31:20Z</updated>

		<summary type="html">&lt;p&gt;Adeptable: /* Clear Cutting */ sp&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Cross-training''' is training your military dwarf candidates in civilian disciplines (or vice versa), and offers multiple benefits.  First and most importantly, it gives you several extra [[attribute]] increases. Toughness, especially, is extremely important for military dwarves; it allows them to take more wounds before passing out from pain, and to recover from wounds faster.  Second, it provides a ready pool of recruits in case your military takes a beating at one point or another, and/or allows civilians a better-than-normal chance to defend themselves.  Third, it ensures that your [[soldier]]s have some domestic skills so they will not receive [[thoughts|unhappy thoughts]] from being de-activated from the [[military]] in the event you need to downsize, or just need some extra labor short-term.  Finally, most reserves programs provide chronic idlers with some work to do, which can be essential for unskilled workers like peasants to break out of their poverty (and therefore, unhappiness) cycle once the [[dwarven economy]] kicks in.  &lt;br /&gt;
&lt;br /&gt;
There is nothing saying you have to use only one of these ideas; they are all various approaches toward addressing these areas.&lt;br /&gt;
&lt;br /&gt;
==Cross-training (starting a reserves program)==&lt;br /&gt;
The biggest thing to remember with a reserves program is that if you're going to go, you go all the way.  Don't institute something &amp;quot;just for a little while&amp;quot; and come up with a handful of novice reservists; they will not get significant stat increases and you'll only waste time.  Time is not something you have a heck of a lot of in a reserves program, typically.  Remember that after you draft them, most dwarves are going to need about a year of sparring or training before they're ready for heavy combat.  You might not have that much time if you are getting sieges regularly.&lt;br /&gt;
&lt;br /&gt;
===Different Programs:===&lt;br /&gt;
====Gym ([[pump operator]])====&lt;br /&gt;
[[Image:Pump_farm.png|thumb|right|71px|No pain, no gain.]]&lt;br /&gt;
The Gym is the most basic sort of reserves program; it merely consists of building a bunch of [[screw pump]]s connected to nothing in a room that's close to [[food]], [[beds]], and [[drink]].  After the pumps are built, order them to be pumped manually, then turn on [[Pump operator|pump operating]] for your reservists.&lt;br /&gt;
&lt;br /&gt;
[[Toughness]] influences how tired your dwarves get.  Tougher dwarves can operate a pump longer before getting tired, meaning they will gain skill more quickly than non-tough dwarves.  Once dwarves hit Unbelievably Tough, they can operate pumps non-stop.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
*Easy to set up; 4 pumps in the gym will keep at least 8-10 reservists busy around the clock.&lt;br /&gt;
*Extra pumps can be added to expand operations very easily.&lt;br /&gt;
*Requires no continuous oversight on your part.&lt;br /&gt;
*Somewhat fast training; legendary in under a year (if other responsibilities like hauling are minimized).&lt;br /&gt;
*Very safe; gyms can be placed anywhere in the comfort of your fortress with no issues.&amp;lt;br&amp;gt;&lt;br /&gt;
*If you're really clever, you might be able to arrange your pumps so they power one or more indoor [[waterfall]]s.  To get the full benefit of this approach, you would probably have to design your fortress around the waterfalls.  Remember not to dig under their feeding tubes!&lt;br /&gt;
'''Cons:''' &lt;br /&gt;
*Tons of cancel job spam.  Every time a reservist exhausts himself and goes to satisfy his basic needs, you'll see &amp;quot;Urist McScrewpumper cancels Operate Pump: Exhausted.&amp;quot;&lt;br /&gt;
*If you have any pumps around that actually DO need to be operated every so often (refilling your [[well]], for example), it could be a serious pain to juggle the useless gym pumps and the ones that are actually useful.&lt;br /&gt;
&lt;br /&gt;
====Artillery proving ground ([[siege operator]])====&lt;br /&gt;
Mass-produce some catapults, line them up near a quarry, and fire away.  Works well to dispose of stone from a gulag (see below).&amp;lt;br&amp;gt;&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
*Trains a skill that's reasonably useful, and provides a place to put all the sub-par siege engine components your [[siege engineer]] will doubtlessly create if you're going for superior-quality engines.&lt;br /&gt;
*Harasses the wildlife, which is always fun.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cons:''' &lt;br /&gt;
*Very slow to train (2+ years for legendary).&lt;br /&gt;
*Fairly space-consuming to set up a well-designed and usable proving ground.&lt;br /&gt;
*Can be dangerous depending on the biome (especially when [[elephant]]s are present.  If they get winged by a stray boulder, you can bet they're going to be coming straight at you).&lt;br /&gt;
*[[Siege operator]]s are civilians, and will run in fear when an enemy approaches them.&lt;br /&gt;
&lt;br /&gt;
====Internship ([[bookkeeper]])====&lt;br /&gt;
Turn on highest precision bookkeeping and rotate the appointed noble in and out the second he becomes a legendary bookkeeper.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
*Requires no extra infrastructure at all.&lt;br /&gt;
*You need a bookkeeper anyway!&lt;br /&gt;
*Totally safe; a bookkeeper spends basically all his discretionary time snug in his office.&lt;br /&gt;
*Trains outrageously fast; if the office is very close to [[food]], [[beds]], and [[drink]], a bookkeeper can be legendary or close to it in a mere season.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
*Only employs one dwarf at a time; not useful when you have 15-25 candidates for the reserves. &lt;br /&gt;
*No announcement when the current intern reaches Legendary status means you can lose time on rotation easily.&lt;br /&gt;
*Legendary bookkeepers might leave their successor without work, losing work and experience.&lt;br /&gt;
&lt;br /&gt;
====Internship MkII ([[manager]])====&lt;br /&gt;
Much like bookkeeping, assign a new dwarf to manager, queue several hundred jobs, and rotate a replacement in as soon as he becomes legendary. For bonus points, queue jobs which need to be repeated anyway, like &amp;quot;Prepare Raw Fish&amp;quot; or &amp;quot;Mill Plants&amp;quot;, or jobs for which there is no workshop, like &amp;quot;Make Wooden Bow&amp;quot; or &amp;quot;Make Soap&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
*Requires no extra infrastructure at all.&lt;br /&gt;
*You need a manager anyway!&lt;br /&gt;
*Mostly safe; a manager spends basically all his discretionary time snug in his office, or doing his other assigned jobs.&lt;br /&gt;
*Trains fairly quickly; with enough jobs, especially ones which need to be repeated anyway, you can get legendary inside two seasons.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
*Only employs one dwarf at a time; not useful when you have 15-25 candidates for the reserves. &lt;br /&gt;
*No announcement when the current intern reaches Legendary status means you can lose time on rotation easily.&lt;br /&gt;
*Trains more slowly than bookkeeper, requiring roughly 60 lots of 30 jobs to reach legendary, and 40 more to Legendary+5.&lt;br /&gt;
====Gulag ([[miner]])====&lt;br /&gt;
The gulag is basically a strip mine that is located far away from your main fortress (so you don't have to worry about accidentally screwing up your own building plans; if you are careful in planning, it may be placed closer to your fortress).  Take a big square and start leveling it; it's really no more complicated than that.  Since [[pick]]s can actually be used as weapons, it's worthwhile to give the reservists who will be working in the gulag picks made out of [[iron]], or, if you are really living large, [[steel]].  Note that you will have to turn your usual mining corps (the civilian miners who are already experienced with mining) off for this setup to work properly.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Pros:''' &lt;br /&gt;
*Soldiers enter the military with an emergency weapon in their hand already; this can be critical in the case of [[speardwarf|speardwarves]], who have a habit of losing their weapons in an enemy, or [[marksdwarf|marksdwarves]], who are forced to use the [[hammerdwarf]] skill in melee, which they may not even have. &lt;br /&gt;
*Toting a pick for close-quarters support might make a legendary [[marksdwarf]] more useful, since the pathetic bludgeon damage of his [[wood]] and [[bone]] [[crossbows]] are less important.&lt;br /&gt;
*Can be quite useful for producing stones you might not have access to normally, or uncovering veins of precious metals.&lt;br /&gt;
*Levels quite fast in sand.&lt;br /&gt;
*Relatively little oversight from you.&lt;br /&gt;
*An overland hike to the gulag will fight [[cave adaptation]] in your military candidates.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
*Juggling your real miners and your reservists when there's real work to be done on the fort can be a chore.&lt;br /&gt;
*Hard to keep dwarves in the gulag for too long; they'll inevitably get hungry, thirsty, and tired and start hiking back to the fortress proper.&lt;br /&gt;
*Can be dangerous, depending on the biome.&lt;br /&gt;
*Does require some amount of oversight from you, especially when your reservists start getting better at mining and run out of work more quickly.&lt;br /&gt;
*Low-skill miners may discover---and then partially destroy---valuable gem or mineral deposits.&lt;br /&gt;
&lt;br /&gt;
====Renovation ([[stone detailing]])====&lt;br /&gt;
Another convenient way to buff up your dwarves, assigning your reservists to mass [[stone detailing]] duty increases your fortress' architectural wealth and makes the place look nicer. While they may clutter the halls somewhat, it doesn't require any special allocation of  [[food]], [[beds]] or [[drink]]. Just turn on [[stone detailing]] for your reservists and mark up as much of the fortress as you like for renovation.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
*Even easier to set up; just assign your dwarves and an area and you're good to go.&lt;br /&gt;
*Increases your fortress' value and general happiness.&lt;br /&gt;
*Requires no continuous oversight on your part.&lt;br /&gt;
*Very safe, if you only assign areas inside the fortress.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cons:''' &lt;br /&gt;
*Wealth overflow may bring too many [[immigrants]].&lt;br /&gt;
*Serious conflict with [[engraving]] assignments; trying to engrave with poorly trained engravers wastes a lot of wealth that essentially comes from nothing.  To avoid this, have periods when you only designate stone smoothing, followed by periods where you only designate engraving.&lt;br /&gt;
*Careless designation of smoothing areas may have your dwarves trying to smooth walls too close to [[magma]] or a [[river]].&lt;br /&gt;
&lt;br /&gt;
====Sweatshop ([[mason]])====&lt;br /&gt;
Make one or more [[mason's workshop]]s in an area with a bunch of junk stone you don't care about, or that you're actively looking to clear.  Change the workshop settings to allow only your reservists to use it, then tell the workshop to churn out crafts, junk furniture, stone blocks, and trade goods that you can trade en-masse.  Alternatively, forbid your reservists from working in your real mason's workshops, order lots of stone constructions built, and pray that your real masons stay too occupied with the workshops to intrude.  Works well in conjunction with a gulag.  Alternate ideas for sweatshops include a [[mechanic's workshop]] or a [[magma glass furnace]] to train [[mechanic]] and [[glassmaker]] respectively.  ''Note:  Do NOT try this with the [[carpenter]] skill, or any other resource you don't have in near-limitless abundance.  Sweatshops will consume huge amounts of their associated resources, and if you run out mid-way you have probably wasted your time.  This includes [[coke]] or [[charcoal]] used in the normal (non-magma) [[glass furnace]].''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Pros:''' &lt;br /&gt;
*Quantitatively turns a profit.  The inferior trade goods can be dumped on the next caravan for more useful commodities like bags, seeds, and logs.  Logs are especially useful, since you'll inevitably stamp out lots of bins to support the trade good output.&lt;br /&gt;
*Mass-producing blocks makes your constructions higher value.&lt;br /&gt;
*Unlike many other training programs, Sweatshops train a skill that is very useful.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
*Slow to level.&lt;br /&gt;
*Hard to keep the reservists on task, since they'll need to do plenty of hauling to keep their workshop from becoming chokingly cluttered.&lt;br /&gt;
*Can be a logistical nightmare; making bins and organizing hauling for the finished goods can be insane if you're working from a gulag.&lt;br /&gt;
*Can be dangerous depending on the biome and location of your sweatshops.&lt;br /&gt;
*Note also that stone blocks cannot be made into furniture or stone crafts.  This may or may not be an issue depending on where you're putting your gulag.&lt;br /&gt;
&lt;br /&gt;
====Dwarf Powered Mill ([[grower]],[[cook]],[[miller]])====&lt;br /&gt;
Start off by creating a surplus of [[longland grass]], [[cave wheat]], and/or [[whip vine]] and some bags. Create multiple [[quern]] all close to the food stockpile which contains the millable plants. Next to this area make a [[kitchen]] assigned to an experienced cook. Enable milling for the dwarves you wish to cross-train and order the cook to make lavish meals. As long as your growers provide a steady supply of millable plants and your cook can empty out bags quick enough, the milling jobs will continue.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Pros:''' &lt;br /&gt;
*Produces a lot of wealth as flour is a high value ingredient&lt;br /&gt;
*Produces high amounts of food&lt;br /&gt;
*Sustains the training of non cross-training dwarves such as the cook and growers&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
*Requires a surplus of millable plants to ensure continuous milling, thus you may need to increase the number of plots/growers&lt;br /&gt;
*If you don't have enough bags and your cook decides to go on break you may end up having job cancellations for the millers&lt;br /&gt;
*Dedicated haulers will be required to keep all workshops clutter free&lt;br /&gt;
&lt;br /&gt;
====Clear Cutting====&lt;br /&gt;
As long as wood hauling is turned off, dwarves will move from one tree to the next without stopping to bring the wood back.  On a heavily forested map, this means that dedicated wood cutters can skill up very quickly.&amp;lt;br&amp;gt;&lt;br /&gt;
Of course, this training strategy isn't going endear you with the elves.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
*Works quickly&lt;br /&gt;
*Trees regrow&lt;br /&gt;
*Provides useful lumber to carpenters, charcoal makers, etc &lt;br /&gt;
*Can cause problems with elves&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
*&amp;lt;s&amp;gt;Can cause problems with elves&amp;lt;/s&amp;gt;&lt;br /&gt;
*Map dependent&lt;br /&gt;
*Unless care is taken to only designate a small area for cutting, trainees and haulers can be spread out across the map while, making them vulnerable to creatures and ambushes.  (OTOH, if done with more than a few dwarves at a time, a small squad of axe-wielding [[military|recruit]]s is not completely defenseless, and military can be stationed as support.)&lt;br /&gt;
&lt;br /&gt;
====Dorf Scouts ([[ambusher]], [[hunter]], [[marksdwarf]])====&lt;br /&gt;
Marksdwarves are an important part of any military. A bum rush of low level marksdwarves is good, but not as effective as an elite backup squad! Here is what you can do:&lt;br /&gt;
Draft a comfortable amount of dwarves to hunting, give them all cheap crossbows. Your dwarves should hunt as usual. But you are really training an elite squad of assassins, that will one day hunt goblins instead of groundhogs.&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
*Easy to start.&lt;br /&gt;
*Lots of meat, bones and leather around.&lt;br /&gt;
*Aforementioned bones can be recycled to make new bolts.&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
*Doesn't work on some maps.&lt;br /&gt;
*Hunting is dangerous!&lt;br /&gt;
*Not as economically productive as some other methods.&lt;br /&gt;
&lt;br /&gt;
====Charm School ([[social skills]])====&lt;br /&gt;
&amp;lt;i&amp;gt;(Note: Inspired by [http://www.bay12games.com/forum/index.php?topic=47533.0 milaga's Real Wagon experiment], details of this technique are still being investigated.)&amp;lt;/i&amp;gt;&lt;br /&gt;
Sure, dwarves get stronger, tougher, and more agile from flinging rocks, carving rocks, smoothing rocks, and taking inventory of rocks or assigning tasks regarding rocks. But since the current version{{version|0.28.181.40d}} weights every skill equally in terms of producing attribute increases, dwarves gain attributes from just standing around and chatting, too! &lt;br /&gt;
&lt;br /&gt;
Take advantage of this by setting up a small space with food, booze, and a few beds/chairs/tables, stashing your new immigrants in it, and locking the door for a few seasons. (Be sure to turn off all of their labors and  designate it as a meeting place.) With no labors enabled and nothing to do, they'll chat and party and quickly buff up their comedian, flatterer, conversationalist, &amp;amp;c. skills, which in turn will produce quick attribute boosts.&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
*works on any map&lt;br /&gt;
*easy to set up&lt;br /&gt;
*trains many dwarves at once&lt;br /&gt;
*requires almost zero player oversight &lt;br /&gt;
*easily scales to any size of immigrant wave &lt;br /&gt;
*requires no resources the dwarves would not already be consuming (food, beds, &amp;amp;c) &lt;br /&gt;
*levels quickly: initial tests show 14-15 attribute gains per dwarf by the end of 7 months&lt;br /&gt;
*very safe&lt;br /&gt;
*no conflict with existing workshops or skills, unlike gulag or sweatshop&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
*dwarves gain no professional skills during this time&lt;br /&gt;
*produces no trade goods or useful items for the fortress&lt;br /&gt;
*produces many romances and tight-knit friendships, which [[Tantrum#Tantrum Spiral|put you at risk]] of suddenly having lots of [[losing#General Unhappiness|Fun]]&lt;br /&gt;
*inter-dwarf personality conflicts can produce early misery and tantrums. This can be prevented with quality furniture and food, and the risk is eliminated once friendships and relationships are formed and producing happy thoughts. &lt;br /&gt;
*unless the entrance and path from the exterior are carefully set up, you will probably have to draft new dwarves and station them in the charm school to move them there; this will produce an unhappy thought that can exacerbate the early period of tension&lt;br /&gt;
&lt;br /&gt;
====National self-defense training====&lt;br /&gt;
This is the counter-part to the above - this trains civilians in basic wrestling.  All your civilians - or at least, most of them.  Any time a dwarf is activated into the military, and they do not have at least Novice level in some combat skill, they get a bad thought.  Give every civilian dwarf one or two weeks off when they first [[migrant|immigrate]] and train them up to [[experience|Novice]] in [[wrestling]] - that's all they need.  Then, if they ever get caught where they don't want to be (maybe they bump into a thief coming around a corner, or a flying critter jumps them, or you need to urgently order them out of the path of a magma flood, or send them to the [[control room]] - anything), not only can you activate them with no bad thoughts, but every dwarf has a better chance at not-dying - which can only be a good thing.&lt;br /&gt;
&lt;br /&gt;
===Overview===&lt;br /&gt;
*The charm school can cross-train many dwarves in less a year, but produces no useful items, trade wealth, or professional skills.  The method is also still being refined and potential pitfalls may still be uncovered.&lt;br /&gt;
*The gym also trains large amounts of dwarves, though it is relatively slow compared to other methods.&lt;br /&gt;
*Artillery training can give you some siege operators, which will be useful if you have ballistae.&lt;br /&gt;
*The internship is very fast, but only trains up one dwarf at a time. Your stocks could also lag behind if you are unlucky.&lt;br /&gt;
*The gulag requires planning, and your dwarves in the fortress proper may run all the way to the gulag to grab a stone for some crafts, a chair, etc. It does, however, train your dwarves in mining quickly, which is always a useful skill.&lt;br /&gt;
*Renovation is hands-free, but may bloat your fortress wealth too quickly.&lt;br /&gt;
*The sweatshop creates a large amount of goods, which can be traded away to keep traders happy. It also increases your wealth by quite a lot, which can be good or bad depending upon your situation. The goods are also difficult to manage.&lt;br /&gt;
&lt;br /&gt;
Note that the gym, artillery training, and internship don't take away [[strange mood]] potential (you can give those dwarves dabbling in anything you want and that's how they'll get theirs), while the gulag, renovation, and sweatshop do.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=Army corps of engineers=&lt;br /&gt;
Your actual soldiers are obviously only one facet to your military preparation.  [[defense|Defensive]] structures like [[fortification]]s, [[moat]]s, and above-ground bunkers need civilian support, and they need to be constructed - and sometimes that's as dangerous as military service itself.  In the best of times it should be done quickly and efficiently, because faster means less time vulnerable to a possible [[ambush]] or dangerous [[creature|predator]].  In emergencies, having a trained, reliable workforce, with enough manpower to tackle any job at any time and can accomplish those projects quickly can be a fortress saver.&lt;br /&gt;
&lt;br /&gt;
The incredible amount of effort required to complete full defensive preparations on many maps (even building a single-floor above ground bunker can take multiple seasons of full-time effort) means that the military can benefit greatly from having a corps of dwarves who are dedicated and trained to support the development full time.&lt;br /&gt;
&lt;br /&gt;
Organizing a Corps of Engineers requires extra effort and planning on your part, but pays off big later on.  Corps engineers become incredibly useful and will produce superior, happiness-inducing structures and items even after their chief issues are done.  Also, since their highest [[strange mood]] eligible skill tends to be [[masonry]], it improves your chances of getting a legendary [[mason]], which is always a treat.&lt;br /&gt;
&lt;br /&gt;
===Organizing===&lt;br /&gt;
The bread and butter skill of the engineer corps are [[masonry]] along with [[mechanics]], and some [[architecture]] thrown in for some trainees (but not necessarily all, see below).  Candidates really don't need any prior skills, but if you can recruit some [[immigrant]]s that come with one of these skills already, so much the better.  The long term result is a crew that can build anything anywhere, but not until after some training, so you should not use any dwarves who will be needed elsewhere soon.  Assign [[potash maker]]s, [[soaper]]s, and the like instead.   Miners that have run out of digging work and are suddenly idle (and already have [[attribute]]s for faster hauling of building stones) are also good candidates.  You may wish to swap [[masonry]] with [[carpentry]] if you are doing a challenge where your structures are chiefly made out of wood, or conceivably even a [[metalcrafting]] skill, but the gist of it is the same.&lt;br /&gt;
&lt;br /&gt;
Since these dwarves may be performing a lot of construction outside, one variation includes designating them all with the [[woodcutting]] [[labour]], so they will all carry [[axe]]s full time.  When wood needs to be cut, one tight area is designated at a time, and they all respond - this encourages mutual support.  Other outdoor activities likewise become safer with a number of armed dwarves responding together, and faster with practice, so [[plant gathering]] may be another skill to add to the mix.  Assigning war[[dog]]s to these outdoor-engineers is another good plan.  (Whether or not to then train them as (reservist) axedwarves is up to you - see [[Cross_training#Cross-training_(starting_a_reserves_program)|cross-training]], at the first half of this article.)&lt;br /&gt;
&lt;br /&gt;
A suitable number of engineer corps members depends on personal preference and the expected scope of your projects, but you want them to support each other, so perhaps a half-dozen or more for an average fortress, or maybe ~10% total.  This might seem like a lot when you have the [[fortress guard]] demanding 10%, the [[royal guard]] demanding another 5%, plus what dwarves you have committed to reserves programs or in the regular army, but your goal is a reliable building crew, large enough so they will not all be &amp;quot;[[on break]]&amp;quot; at once.  Remember also that engineer corps members are civilians (with [[attribute]]s) and can be temporarily re-assigned to urgent hauling duty when the need arises, so they are not lost to other support tasks.&lt;br /&gt;
&lt;br /&gt;
After you've decided who you want in the engineer corps, it's suggested that you give them a [[Profession#Custom_profession_labels|custom profession]], to distinguish them in your {{k|u}}nits menu.  They behave so much like normal civilians that it's hard to keep track of them if you don't.  Don't use &amp;quot;[[Engineer]]&amp;quot;, because that is an existing (and different) profession. Some suggestions for custom ranks are &amp;quot;Reserves,&amp;quot; &amp;quot;Multi&amp;quot;, &amp;quot;Corps Engineer&amp;quot;, &amp;quot;CE&amp;quot;, or some other profession or abbreviation that makes sense to you.&lt;br /&gt;
&lt;br /&gt;
===Training masons===&lt;br /&gt;
Once your main fortress has [[what should I build first|the basics]] and things are relatively settled, build some [[mason's workshop]]s for the corps to work out of.  Build as many as you have corps engineer members, to make sure that everyone is guaranteed to have work, and do it in areas that are dense with mined stones, preferably in low-traffic areas (but be careful about [[noise]]).  A good place to start is anywhere you want to clear of (useless) stone, or any [[economic stone]] you want to turn into building [[block|material]] - that's what they'll be producing, and a lot of it.&lt;br /&gt;
&lt;br /&gt;
After the corps' workshops are set up, we'll need to change the workshop profiles to make sure the regular masons don't use them.  You can do this one of two ways. First, {{k|q}}uery the workshop, and choose {{k|P}}rofile to see who is allowed to work there.  Then, either:&lt;br /&gt;
:*Lower the max skill threshhold to &amp;quot;Proficient&amp;quot; (or your choice). This lets different trainees swap workshops.&lt;br /&gt;
:*Or, enable each of the engineer corps' members individually.  Tedious, but only needs to be done once, and very effective.  This allows you more control over individual engineers over an extended period.&lt;br /&gt;
:* Or both.&lt;br /&gt;
&lt;br /&gt;
Then, set the corps' workshops to produce stone [[block]]s, and put that on {{k|r}}epeat.  Keep it there.  This is going to be the corps' only job for it's few seasons, to train up masonry.&lt;br /&gt;
&lt;br /&gt;
====(Why are we building blocks, again?)====&lt;br /&gt;
A couple of reasons.&amp;lt;br&amp;gt;&lt;br /&gt;
:* 1) Blocks have no quality modifier.  That means that your dabbling mason engineer corps members are producing blocks every bit as good as your legendary masons.&lt;br /&gt;
:* 2) Blocks can be used in building constructions.  What was the Corps' first job?  Building, of course!&lt;br /&gt;
:* 3) Blocks make higher-value constructions than normal stone.  Constructions made out of stone will become &amp;quot;Rough (rock) (construction)&amp;quot;, while block constructions will eliminate the rough modifier and contribute more to the fortress's wealth.&lt;br /&gt;
:* 4) Blocks can be collected into bins (which is not true of raw stones), reducing stone clutter.  This is important for moving them to handy on-site stockpiles.&lt;br /&gt;
:* 5) Blocks make it easier to budget stone for constructions, so you can see if you're running low on material or using more than you expected.&lt;br /&gt;
&lt;br /&gt;
If you stop at no-label, you will have added 37 blocks/trainee to your stocks: 17 to Novice, and another 20 to No-Label. ''(See [[Experience]] for more info.)''&lt;br /&gt;
&lt;br /&gt;
(If you're training carpenters, you can either mass-produce barrels and bins (you always seem to need more), or, if you are planning wooden constructions, wooden blocks.)&lt;br /&gt;
&lt;br /&gt;
=== Apprentice Mechanics ===&lt;br /&gt;
Mechanic skill is important to place [[lever]]s and link them with existing devices, for traps or bridges, or whatever.  It also allows them to reload [[trap]]s, and/or clear any that may have jammed, relieving your primary Mechanic of this burden.  The importance of this skill depends on the extent of your use of levers and traps in your fortress design.&lt;br /&gt;
&lt;br /&gt;
After you're satisfied with the skill level of your trainees (no-tag is a good place to be), move on to training [[mechanic]]s.  Shut down the [[mason's workshop]]s and build [[mechanic's workshop]]s where there is more ([[economic stone|non-economic]]!) stone.  Start churning out (no-/low-quality) mechanisms - again, 17 each will give Novice level, another 20 each will give No-Label.  After you've got a decent handful, you may decide to build experience by building levers and linking them all a door.  Don't go too overboard with training mechanics.  Again, no-label is a good place to be, ample - you're just speeding things along a bit.  Mechanics are not usually used enough to warrant going all out.&lt;br /&gt;
&lt;br /&gt;
===Architect(s)===&lt;br /&gt;
Architecture is useful because dwarves trained in it will increase the quality of the structures they design, and so seeing them will cause happy thoughts.  Factor in how easy it is to train up and it's a no-brainer.  Of course, feel free to stop this at any time to attend to more urgent matters.&lt;br /&gt;
&lt;br /&gt;
After you're done with mechanics, switch to [[architecture]] on some of your trainees.  Only a few [[construction]]s and workshops need architecture, and only one architect can work on any designated structure at a time, regardless the size, so you don't (necessarily) need them all to have it.  If you have one, they will train up as they build - if you have a lot, they will share the tasks and not achieve higher levels unless you stop and specifically give them more dedicated training.&lt;br /&gt;
&lt;br /&gt;
The easiest way to train any number of architects is to turn off their [[masonry]] labor* and designate a bunch of supports (you will eventually need 17/trainee, just to start).  Use the any nearby stone or blocks that is not needed elsewhere - designate one support over one stone if you can, to reduce hauling time.  After they've been designed (and now &amp;quot;need masonry&amp;quot;), ''un''-designate them ({{k|q}}, {{k|x}}.  If you want to actually build them, then keep masonry on, and that would train both architecture and masonry, giving you more net experience.  &lt;br /&gt;
&lt;br /&gt;
''(* Other dwarves with masonry may respond to build the designed supports, and faster than you'd expect, the little masonic ninjas.  If this is a concern, lock your trainees in a room with the stone and let 'em design in peace.)''&lt;br /&gt;
&lt;br /&gt;
===The payoff===&lt;br /&gt;
After the training starts taking hold, you will have a cadre of proficient building designers, proficient masons, skilled mechanics, and (optionally, see below) proficient siege operators or axe-dwarves.  This can happen in as little as 3 years of training.  You can (and should!) continue to train them until they are legendary in all of these, but that is very long term.  In the shorter, 3 year term, you have a rock-solid foundation to react to any construction demand with speed, efficiency, and awesome quality.&lt;br /&gt;
&lt;br /&gt;
===Non-professionals===&lt;br /&gt;
Remember that every dwarf in this crew will have masonry and mechanic labor designated (and possibly carpenter, etc) - for your primary mason's and mechanic's workshops, go into those workshop Profiles and only allow your primary, best-skilled dwarves to respond to work orders there, either by name or skill level, or both.  If you forget to do this, you'll have your trainees jumping in and producing your furniture at lower [[quality]].&lt;br /&gt;
&lt;br /&gt;
===Role in your military===&lt;br /&gt;
&lt;br /&gt;
Especially if you opt for the wood-cutter approach and they are armed 24/7 with axes, a brief (or not so brief) [[sparring]] session will make them extremely dangerous if ambushed, and create a reserve force to support your full-time military.  Just be careful to train no military skill near [[Soldier#Heroes_and_Champions|Great]] level, as this will remove them permanently from the civilian workforce!  Not even close - remember that combat gives experience quickly. Somewhere between Proficient and Professional should be ample for reserves. This is true for axe or [[wrestler]], both of which can be handy for combatants.&lt;br /&gt;
&lt;br /&gt;
You can also, at your discretion, enable the [[siege operating]] labor to train the engineer corps in the use of artillery.  This is mainly to give them an actual military use, and since cross-training them like this reduces the military's overall impact on your society.  If you've got enough dwarves to make a separate artillery corps, go right ahead.&lt;br /&gt;
&lt;br /&gt;
{{Military FAQ}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Military| ]]&lt;br /&gt;
[[Category:Fortress defense]]&lt;/div&gt;</summary>
		<author><name>Adeptable</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Strange_mood&amp;diff=62019</id>
		<title>40d:Strange mood</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Strange_mood&amp;diff=62019"/>
		<updated>2010-01-30T20:31:20Z</updated>

		<summary type="html">&lt;p&gt;Adeptable: gr&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Periodically, individual dwarves are struck with an idea for a [[legendary artifact]] and enter a '''strange mood'''. Dwarves which enter a strange mood will stop whatever they are doing and pursue the construction of this artifact to the exclusion of all else.  This will be based on a particular [[skill]] that creates a finished end product that can have a [[quality]], rather than intermediary material such as bars of metal or raw food.  They will not stop to eat, drink, sleep, or even run away from dangerous creatures. If they do not manage to begin construction of the artifact within a handful of months, they will go [[Strange mood#Failure|insane]] and die soon afterward. &lt;br /&gt;
&lt;br /&gt;
A dwarf will only be struck by a mood once in their lifetime.  Upon completion of their artifact they will usually become [[legendary]] in that skill, and will then return to their normal life in the fortress with their newfound skill. A fortress can have at most one dwarf in a strange mood at any one time.&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
The entire process can be summarized as follows:&lt;br /&gt;
# Strange moods can only occur when the below necessary [[#Conditions|conditions]] are met. [[baby|Babies]] and activated [[Soldier]]s with military skills cannot enter moods, nor [[Noble#Immigrant_Nobles|immigrant nobles]], but any other dwarf can, including [[child]]ren.&lt;br /&gt;
# The game will pause, center on a dwarf, and announce that the dwarf has entered one of five different types of strange moods.  The [[#Types|types of mood]] are listed below.  While in a mood, a dwarf will display a blinking exclamation point (see [[status icons]]).&lt;br /&gt;
# For the duration of the mood, the dwarf will claim a workshop related to the skill that the mood affects (not all skills are eligible), kick out any dwarf who was using it, and render it otherwise unusable until the mood has been resolved. If a moody dwarf does not claim a workshop, it is because the appropriate workshop does not exist.  (See [[#Skills and workshops|skills and workshops]] below to determine which workshop(s) might be required.) A moody dwarf will ''not'' be available to build a needed workshop; another dwarf with the appropriate [[labor]] designation must do so for them, if one is necessary.&lt;br /&gt;
# After claiming a workshop, the dwarf will set about collecting the required materials for their artifact.  If the dwarf remains idle inside the workshop, it's because they cannot find the right material. Reference the [[#Demands|demands]] section to determine what may be required.&lt;br /&gt;
# Once all materials have been gathered, the game will once again pause and center, and the moody dwarf will begin construction.  Upon completion the dwarf will create a semi-random artifact related to the skill affected and gain [[legendary]] (or higher) status in that skill (unless the mood type is [[#Possessed|possessed]]).  See the [[#Skills and workshops|skills and workshops]] for information on which skills can be gained, or the [[#Artifacts created|artifacts created]] section for more details on the artifacts themselves.&lt;br /&gt;
&lt;br /&gt;
== Types of moods ==&lt;br /&gt;
For each of the following types of moods, the first message is how the mood is [[Announcement|announced]]; the second message appears in the dwarf's profile when he or she is viewed with the {{K|v}} key.  All moody dwarves will have &amp;quot;Strange Mood&amp;quot; listed as their active task.&lt;br /&gt;
&lt;br /&gt;
=== Fey ===&lt;br /&gt;
* {{Gametext|&amp;lt;dwarf&amp;gt; is taken by a fey mood!|#fff}}&lt;br /&gt;
: ''Has the aspect of one fey!''&lt;br /&gt;
&lt;br /&gt;
This is the most basic strange mood.  Fey dwarves will clearly state their demands when the workshop they are in is examined.&lt;br /&gt;
&lt;br /&gt;
A fey dwarf's happiness is automatically set to 'quite content'.&lt;br /&gt;
&lt;br /&gt;
=== Secretive ===&lt;br /&gt;
* {{Gametext|&amp;lt;dwarf&amp;gt; withdraws from society...|#ccc}}&lt;br /&gt;
: ''Peculiarly secretive...''&lt;br /&gt;
&lt;br /&gt;
Secretive moods are the same as fey moods, except a secretive dwarf will sketch pictures of their required materials instead of clearly stating their demands if they cannot find what they need.   Descriptions of all these [[Mood#Demands|secretive requirements]] can be seen only by viewing the workshop that the moody dwarf has claimed, with {{k|q}}, and then only while the dwarf is waiting inside it.  More than one &amp;quot;picture&amp;quot; is likely; these will cycle through the entire list automatically if any one is not available.  (Since materials are gathered ''in order'', it's quite possible that only one of a long list is needed to allow the moody dwarf to continue on their project.  If the dwarf has gathered some of the materials (seen as &amp;quot;tasked&amp;quot; when looking at the workshop with {{k|t}}), then the next in the list is what they are looking for.)&lt;br /&gt;
&lt;br /&gt;
A secretive dwarf's happiness is automatically set to 'quite content'.&lt;br /&gt;
&lt;br /&gt;
=== Possessed ===&lt;br /&gt;
* {{Gametext|&amp;lt;dwarf&amp;gt; has been possessed!|#f0f}}&lt;br /&gt;
: ''Possessed by unknown forces!''&lt;br /&gt;
&lt;br /&gt;
Possessed dwarves have cryptic material requests, and have the unfortunate distinction of not receiving any experience upon successful construction of an artifact.  It is unknown if controllable circumstances lead to a possessed mood instead of one of the more desirable fey or secretive moods. Possessed dwarves will mutter the name of the artifact they are working on once they have all the materials they need.&lt;br /&gt;
&lt;br /&gt;
A possession is the only mood that does ''not'' result in a jump in [[experience]].&lt;br /&gt;
&lt;br /&gt;
A possessed dwarf's happiness is automatically set to 'quite content'.&lt;br /&gt;
&lt;br /&gt;
=== Fell ===&lt;br /&gt;
* {{Gametext|&amp;lt;dwarf&amp;gt; looses a roaring laughter, fell and terrible!|#a0a}}&lt;br /&gt;
: ''Has a horrible fell look!''&lt;br /&gt;
&lt;br /&gt;
A dwarf that goes into a fell mood will always take over a [[butcher's shop]] or a [[tanner's shop]]. The dwarf will then ''murder'' the nearest dwarf, drag the corpse into the shop and make some sort of object out of dwarf [[leather]] or [[bone]]. Once the artifact is completed, the fell dwarf will become a legendary [[bone carver]] or [[leatherworker]].  Strangely, none of the other dwarves seem to mind the murder.  Only unhappy dwarves may enter a fell mood.&lt;br /&gt;
&lt;br /&gt;
Aside from the potential loss of an important dwarf in the wrong place at the wrong time, there doesn't seem to be any downside to a fell mood. The end result is always an artifact and a legendary craftsdwarf. Since the only ingredient used (a dwarf) is available in abundance, a fell mood will only fail if the fell dwarf is completely isolated from other dwarves, or if the proper workshop does not exist.&lt;br /&gt;
&lt;br /&gt;
=== Macabre ===&lt;br /&gt;
* {{Gametext|&amp;lt;dwarf&amp;gt; begins to stalk and brood...|#777}}&lt;br /&gt;
: ''Brooding darkly...''&lt;br /&gt;
&lt;br /&gt;
Macabre moods are similar to fell moods, but the dwarf will not murder a fellow dwarf.  A macabre dwarf may require bones, skulls, and chunks/remains; if you do not happen to have any, you will have to &amp;quot;make&amp;quot; some, or let the moody dwarf go insane.  Like fell moods, only unhappy dwarves can enter macabre moods.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
&lt;br /&gt;
== Demands ==&lt;br /&gt;
Once a workshop is claimed, the dwarf will begin collecting materials.  Each artifact will require between one and ten materials to complete.  If the moody dwarf remains idle, then the necessary materials are not available.  [[Forbidden]] items must be reclaimed ({{K|d}} - {{K|b}} - {{K|c}}) before they may be used, but moody dwarves will ignore settings regarding [[economic stone]]. Press {{K|q}} and highlight the workshop to receive a series of clues about what the dwarf needs.  Hints that stay active for longer than 2 seconds mean that multiple pieces of that material will be required; each single demand will be displayed for 2 seconds, so if it says &amp;quot;gems... shining&amp;quot; for 6 seconds, 3 gems are demanded. Materials will always be fetched ''in order'', so if at least one item has already been retrieved (the items will show up with &amp;quot;TSK&amp;quot; (&amp;quot;task&amp;quot;) next to them when the workshop is viewed with the {{K|t}} context menu), it will usually be possible to tell what item is required next.&lt;br /&gt;
&lt;br /&gt;
You can use this to your advantage to get your dwarf to pick specific types of items, even if the moody dwarf has already started storing materials in their workshop: if a fey weaponsmith starts piling up copper bars, forbid those bars and he'll go pick another bar instead. If you forbid all metals except say steel (the stocks screen makes this fairly convenient), then he'll skip all those other metals and make his artifact weapon out of strong, valuable steel instead of whatever random inferior metal he might have picked otherwise.  Don't forbid any of his materials after your dwarf has begun building his artifact - he won't go back to collecting materials once started and will end up going insane.&lt;br /&gt;
&lt;br /&gt;
Note though that if a dwarf has a demand for a specific item, such as a [[bar|bar of metal]], raw [[gem]], or [[shell]], then that item type will be ''required''. For this reason, it is usually a good idea to keep an example of each item type on hand, particularly cut and raw gems, shells, bones, leather, raw (green) glass, both silk and plant cloth.&lt;br /&gt;
&lt;br /&gt;
In somewhat rarer cases, a dwarf with a personality preference for a specific material, such as steel or silver [[bars]], will demand exactly that specific sub-type of material. For this reason, it is a good idea to keep as many types of material on hand as possible, including the three different kinds of glass. Forbidding materials won't let you get around this either: if they want a specific material subtype and you forbid it in favor of something else, they'll just sulk in their workshop until you unforbid the material or they are able to find it some other way - or they go [[insane]]. Asking a liaison for likely materials ''in advance'' is a good plan - &amp;quot;next year&amp;quot; is far too long for a moody dwarf to last.  Check your dwarves' [[preference]]s if you care.&lt;br /&gt;
&lt;br /&gt;
Once you have struck [[Adamantine]], all moods which use cloth or metal as a primary component will insist on using Adamantine cloth or wafers over all other materials; moody dwarves which happen to want metal for decorations will still choose bars based on distance or preference. Moods involving stone crafting or masonry will not prefer [[raw Adamantine]] over other stones.&lt;br /&gt;
&lt;br /&gt;
The various demands are translated here:&lt;br /&gt;
&lt;br /&gt;
:{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left;width:90%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Material&lt;br /&gt;
! Fey&lt;br /&gt;
! Secretive&lt;br /&gt;
! Possessed&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| &amp;lt;dwarf&amp;gt; screams &amp;quot;I must have &amp;lt;demand&amp;gt;!&amp;quot;&lt;br /&gt;
| &amp;lt;dwarf&amp;gt; sketches pictures of &amp;lt;demand&amp;gt;.&lt;br /&gt;
| &amp;lt;dwarf&amp;gt; mutters &amp;quot;&amp;lt;artifact&amp;gt; needs &amp;lt;demand&amp;gt;...&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[Stone]]&lt;br /&gt;
| rock&lt;br /&gt;
| a quarry&lt;br /&gt;
| stone... rock&lt;br /&gt;
|-&lt;br /&gt;
| Stone [[block]]&lt;br /&gt;
| rock blocks&lt;br /&gt;
| square blocks&lt;br /&gt;
| blocks... bricks&lt;br /&gt;
|-&lt;br /&gt;
| [[Wood]]&lt;br /&gt;
| wood logs&lt;br /&gt;
| a forest&lt;br /&gt;
| tree... life&lt;br /&gt;
|-&lt;br /&gt;
| Metal [[bar]]&lt;br /&gt;
| metal bars&lt;br /&gt;
| shining bars of metal&lt;br /&gt;
| bars... metal&lt;br /&gt;
|-&lt;br /&gt;
| [[Gem]]s (cut)&lt;br /&gt;
| cut gems&lt;br /&gt;
| cut gems&lt;br /&gt;
| gems... shining&lt;br /&gt;
|-&lt;br /&gt;
| [[Gem]]s (raw)&lt;br /&gt;
| rough gems&lt;br /&gt;
| rough gems&lt;br /&gt;
| rough... color&lt;br /&gt;
|-&lt;br /&gt;
| [[Glass]] (green)&lt;br /&gt;
| raw green glass&lt;br /&gt;
| glass&lt;br /&gt;
| raw... green&lt;br /&gt;
|-&lt;br /&gt;
| [[Glass]] (clear)&lt;br /&gt;
| clear glass{{verify}}&lt;br /&gt;
| glass and burning wood&lt;br /&gt;
| raw... clear&lt;br /&gt;
|-&lt;br /&gt;
| [[Glass]] (crystal)&lt;br /&gt;
| crystal glass{{verify}}&lt;br /&gt;
| rough gems and glass&lt;br /&gt;
| raw... crystal&lt;br /&gt;
|-&lt;br /&gt;
| [[Bone]]&lt;br /&gt;
| bones&lt;br /&gt;
| skeletons&lt;br /&gt;
| bones... yes&lt;br /&gt;
|-&lt;br /&gt;
| [[Shell]]&lt;br /&gt;
| shells&lt;br /&gt;
| a shell&lt;br /&gt;
| a shell...&lt;br /&gt;
|-&lt;br /&gt;
| [[Leather]]&lt;br /&gt;
| tanned hides&lt;br /&gt;
| stacked leather&lt;br /&gt;
| leather... skin&lt;br /&gt;
|-&lt;br /&gt;
| [[Cloth]] (plant)&lt;br /&gt;
| plant fiber cloth&lt;br /&gt;
| stacked cloth&lt;br /&gt;
| cloth... thread&lt;br /&gt;
|-&lt;br /&gt;
| [[Cloth]] (silk)&lt;br /&gt;
| silk cloth&lt;br /&gt;
| stacked cloth&lt;br /&gt;
| cloth... thread&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Known quirk====&lt;br /&gt;
On maps with magma, dwarfs* who intend to create an artifact at a [[forge]] or [[glass furnace]] may only be willing to use a standard (non-magma) version, or only a magma version, and will find the other completely unacceptable.  If they are just standing around, then they won't use the type you have, and you will have to build the other type for them (though no [[fuel]] will be required if using a standard, non-magma version).&lt;br /&gt;
:''(* This would include most all [[armorsmith]]s, [[blacksmith]]s, [[metalsmith]]s, [[weaponsmith]]s, and [[glassmaker]]s, and any whose mood is dictated by the relevant skills.)''&lt;br /&gt;
&lt;br /&gt;
== The mechanics of moods ==&lt;br /&gt;
&lt;br /&gt;
=== Frequency===&lt;br /&gt;
When a fortress is started, an internal counter is set to 1000.  Around 11 or 12 times per day, this counter is decremented by 1, running down to zero in about 3 months.  When the counter would ordinarily be decremented when it has already reached zero, there is a 1 in 500 chance that a strange mood will strike.  This means that, once all conditions are met and the clock is ticking, while there is approximately a 2.4% chance of a strange mood per day, or ''very approximately'' a 50% chance of a strange mood per month, there is no guarantee when a mood will strike - might be sooner, might be (almost) never.&lt;br /&gt;
&lt;br /&gt;
=== Conditions ===&lt;br /&gt;
In order for a dwarf to be struck with a strange mood, three conditions must be met:&lt;br /&gt;
:* There is no currently active strange mood,&lt;br /&gt;
:* The maximum number of artifacts is not met,&lt;br /&gt;
:* There are at least 20 eligible dwarves ''(see below)''.&lt;br /&gt;
&lt;br /&gt;
If all three of these conditions are true, the game may trigger a strange mood according to the frequency.&lt;br /&gt;
&lt;br /&gt;
==== Maximum number of artifacts ====&lt;br /&gt;
The maximum number of artifacts in any one fortress is limited by the lower of:&lt;br /&gt;
* The number of items created divided by 200.  It is unknown whether mined-out rock counts as an &amp;quot;item created&amp;quot;, or whether bolts and units of drink are counted individually.&lt;br /&gt;
* The number of revealed [[subterranean]] tiles divided by 2308 (this is an area equivalent to a 48x48 square).  Using [[Exploratory mining|exploratory methods]] is a great way to increase your artifact limit.&lt;br /&gt;
[http://www.bay12games.com/forum/index.php?topic=46803.0 Anecdotal evidence] indicates that obsidian farming will affect at least one of these limits.&lt;br /&gt;
&lt;br /&gt;
==== Eligibility ====&lt;br /&gt;
The deciding factor for eligibility is a dwarf's actual [[profession]]. ''(Note that &amp;quot;[[Skill#Custom profession labels|custom professions]]&amp;quot; have no effect on this!)'' Thus, dwarves may enter strange moods regardless of what skills they have or don't have, so long as they are of an acceptable profession.  Dwarves who have already created an artifact are not eligible to create another, and since every mood ends in either an artifact or death, every dwarf may enter at most one mood.  Dwarves who have obtained one or more legendary skills without creating artifacts may enter strange moods.  &lt;br /&gt;
&lt;br /&gt;
Appointed [[nobles]] may enter moods as per their default profession, but [[Noble#Immigrant Nobles|immigrant nobles]] are '''not''' eligible for moods.  That includes:&lt;br /&gt;
:Advisor, Baron/ess, Baron/ess Consort, Count/ess, Countess Consort, Duke/Duchess, Duke/Duchess Consort, Dungeon Master, Hammerer, King/Queen, King/Queen Consort, Philosopher, and Tax Collector.&lt;br /&gt;
&lt;br /&gt;
Further, dwarfs with a [[Soldier#Soldier professions|military profession]] other than &amp;quot;Recruit&amp;quot; can '''not''' enter moods.  Incidental military skills make no difference - eligibility (and weighting) depends purely on the actual ''[[profession]]'', as listed at the time.  Military professions include:&lt;br /&gt;
:Axedwarf, Axe Lord, Champion, Crossbowdwarf, Elite Crossbowdwarf, Hammerdwarf, Hammer Lord, Macedwarf, Mace Lord, Marksdwarf, Elite Marksdwarf, Speardwarf, Spearmaster, Swordsdwarf, Swordmaster, Wrestler, and Elite Wrestler.&lt;br /&gt;
&lt;br /&gt;
Babies may '''not''' enter moods.&lt;br /&gt;
&lt;br /&gt;
Any other profession is eligible to enter a mood, but not all have the same ''chance'' to enter a mood...&lt;br /&gt;
&lt;br /&gt;
:''('''Note''' - Specifically, and to avoid previous misunderstandings, [[Strand extractor]], [[Clerk]], [[Administrator]], [[Trader]], [[Architect]], [[Alchemist]], [[Soldier#Recruits|Recruit]] and [[Child]] '''are''' moodable professions.)''&lt;br /&gt;
&lt;br /&gt;
=== Chance ===&lt;br /&gt;
When determining who will have a strange mood, each eligible dwarf is put into a weighted lottery.  The odds are assigned a higher or lower weight based on the dwarf's [[profession]].  The default weight is 6, but some professions are more likely to enter a strange mood than others. (This is like most dwarfs getting 6 tickets to the lottery, and others getting more.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;2&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Weighting&lt;br /&gt;
! Professions&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 21 ||Armorer, Blacksmith, Bone Carver, Clothier, Craftsdwarf, Jeweler, Gem Cutter, Gem Setter, Glassmaker, Leatherworker, Metalcrafter, Metalsmith, Stonecrafter, Weaponsmith, Weaver, Woodcrafter&lt;br /&gt;
|-&lt;br /&gt;
| 11 ||Bowyer, Carpenter, Stoneworker, Mason, Woodworker&lt;br /&gt;
|-&lt;br /&gt;
| 6 ||All other eligible professions&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:'''''Example:''' What this means is: if you had 21 dwarves, made up of 20 eligible farmers, furnace operators, woodcutters &amp;amp; etc (with 6 chances each), plus one Armorer (with 21 chances), that one Armorer would have a 21 in 141 chance &amp;lt;small&amp;gt;(20 dwarves x 6 chances each = 120, + 21 chances more = 141 total)&amp;lt;/small&amp;gt; of the mood striking them.  That's about 1 in 7, while the other 20 have a 6 in 141 chance each, or about 1 in 24.  The odds are still against the armorer, but much better than for any other single dwarf.''&lt;br /&gt;
&lt;br /&gt;
Note that not every profession is from a moodable skill.  An Alchemist, Architect, Furnace Operator or Strand Extractor can be taken by a mood, but that will not make those skills legendary, nor will they create an artifact bar of soap, building, bar of metal or wafer of adamantine.&lt;br /&gt;
&lt;br /&gt;
:NOTE: ''If your game was saved shortly before one of you dwarves acquired a mood, reloading that game will most likely cause the chances to be completely re-figured, resulting in a different mood at a different time for a different dwarf with different materials. This is true for most all random events and results in Dwarf Fortress.''&lt;br /&gt;
&lt;br /&gt;
=== Skills and workshops ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=&amp;quot;4&amp;quot; style=&amp;quot;border:1px solid black;border-collapse:collapse;text-align:left;float:right;margin:0 0 20px 30px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#eee;border-bottom:1px solid black;text-align:center;&amp;quot; | Artifact Skill Rewards&lt;br /&gt;
|- &lt;br /&gt;
! Highest skill&lt;br /&gt;
! Workshop used&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Armorsmith]]&lt;br /&gt;
| [[Magma forge]] or [[Metalsmith's forge]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Bonecarver]]&lt;br /&gt;
| [[Craftsdwarf's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Bowyer]]&lt;br /&gt;
| [[Bowyer's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Carpenter]]&lt;br /&gt;
| [[Carpenter's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Clothier]]&lt;br /&gt;
| [[Clothier's shop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Engraver]]&lt;br /&gt;
| [[Craftsdwarf's workshop]] or [[Mason's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Gem cutter]]&lt;br /&gt;
| [[Jeweler's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Gem setter]]&lt;br /&gt;
| [[Jeweler's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Glassmaker]]&lt;br /&gt;
| [[Glass furnace]] or [[Magma glass furnace]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Leatherworker]]&lt;br /&gt;
| [[Leatherworks]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Mason]]&lt;br /&gt;
| [[Mason's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Mechanic]]&lt;br /&gt;
| [[Mechanic's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Metal crafter]]&lt;br /&gt;
| [[Magma forge]] or [[Metalsmith's forge]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Metalsmith]]&lt;br /&gt;
| [[Magma forge]] or [[Metalsmith's forge]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Miner]]&lt;br /&gt;
| [[Craftsdwarf's workshop]] or [[Mason's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Stone crafter]]&lt;br /&gt;
| [[Craftsdwarf's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Tanner]]&lt;br /&gt;
| [[Tanner's shop]] or [[Leather works]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Weaponsmith]]&lt;br /&gt;
| [[Magma forge]] or [[Metalsmith's forge]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Weaver]]&lt;br /&gt;
| [[Clothier's shop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Wood crafter]]&lt;br /&gt;
| [[Craftsdwarf's workshop]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A dwarf will claim a workshop according to their highest applicable skill, and upon completion of the artifact, gain 20,000 [[experience]] in that skill (excepting [[Mood#Possessed|possessed]]  dwarves). This will give the dwarf a legendary-level [[skill]] (specifically, &amp;quot;legendary+1&amp;quot; or higher, depending on the dwarf's initial skill level) and a number of [[attribute]] gains.  The table to the right describes all applicable skills and their potential workshop requirements - there are only 20 skills that determine the workshop and that can be affected by a mood (sometimes referred to as '''moodable''' skills.)  If a dwarf does not possess at least one of the mooodable skills listed to the right, they will take over a [[craftsdwarf's workshop]] and gain one of [[bonecarver]], [[stone crafter]], or [[wood crafter]] skills, producing an artifact [[craft]].&lt;br /&gt;
&lt;br /&gt;
If a dwarf has the same experience points in two skills (as opposed to same experience title), the first listed for that dwarf will be the one affected by the mood (the exact experience can only be made visible with 3rd party [[utilities]]).&lt;br /&gt;
&lt;br /&gt;
When multiple workshops are listed, the dwarf may require one or the other, so ensure that ''both'' are available, if possible. If you have one, and the dwarf is not interested, then build the other, right away.  (i.e. If you have only [[magma forge]]s, you may have to build a standard [[forge]] for the moody dwarf). &lt;br /&gt;
&lt;br /&gt;
Below is a list of all ''non''-moodable skills; if all of a dwarfs skills are found on this list and none from the table to the right, then they have no moodable skills and will construct their artifact at a [[Craftsdwarf's workshop]], producing an appropriate craft as described above:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding-right:30px;&amp;quot; |&lt;br /&gt;
* [[Ambusher]]&lt;br /&gt;
* [[Animal caretaker]]&lt;br /&gt;
* [[Animal dissector]]&lt;br /&gt;
* [[Animal trainer]]&lt;br /&gt;
* [[Appraiser]]&lt;br /&gt;
* [[Building designer|Architect]]&lt;br /&gt;
* [[Brewer]]&lt;br /&gt;
* [[Butcher]]&lt;br /&gt;
* [[Cheese maker]]&lt;br /&gt;
* [[Cook]]&lt;br /&gt;
* [[Dyer]]&lt;br /&gt;
* [[Fish cleaner]]&lt;br /&gt;
* [[Fish dissector]]&lt;br /&gt;
* [[Fisherdwarf]]&lt;br /&gt;
* [[Furnace operator]]&lt;br /&gt;
* [[Grower]]&lt;br /&gt;
* [[Herbalist]]&lt;br /&gt;
|&lt;br /&gt;
* [[Lye maker]]&lt;br /&gt;
* [[Milker]]&lt;br /&gt;
* [[Miller]]&lt;br /&gt;
* [[Potash maker]]&lt;br /&gt;
* [[Pump operator]]&lt;br /&gt;
* [[Record keeper]]&lt;br /&gt;
* [[Siege engineer]]&lt;br /&gt;
* [[Siege operator]]&lt;br /&gt;
* [[Soaper]]&lt;br /&gt;
* [[Strand extractor]]&lt;br /&gt;
* [[Thresher]]&lt;br /&gt;
* [[Trapper]]&lt;br /&gt;
* [[Wood cutter]]&lt;br /&gt;
* [[Wood burner]]&lt;br /&gt;
* All [[military]] skills&lt;br /&gt;
* All [[social skill]]s&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This fact can be utilized to maximize the possibility of getting a dwarf with the specific legendary skill you want: since ''non''-moodable skills are ignored, when ever possible make sure that each dwarf's highest ''moodable'' skill is one of those you want*.  Have all your peasants, [[farmer]]s, non-professional military and other dwarves without any moodable skills do a tiny bit of work in the skill(s) you most want; if a &amp;quot;[[dabbling]]&amp;quot; skill is the highest moodable skill they have, that is the skill that will be used.&lt;br /&gt;
&lt;br /&gt;
:''(* [[Armorsmith]], [[Weaponsmith]], [[Metal crafter|Metal Crafter]] and [[Metalsmith]] are possibly the most-desired legendary skills, but much depends on your fortress, your current mix of skills, and your play style.)''&lt;br /&gt;
&lt;br /&gt;
:''(Note that [[Tanner]] is a moodable skill, the only [[Farmer]] category skill that is moodable.)''&lt;br /&gt;
&lt;br /&gt;
== Artifacts created ==&lt;br /&gt;
The type of artifact created will depend on the dwarf's highest skill.  Masons will always create some kind of stone object, usually furniture; bone Carvers, a bone or shell object; carpenters, a wood object, etc. Miners and engravers will usually turn out a stone craft or piece of furniture; metalworkers, metal crafts, weapons, or armor (depending on the type of metalworker); weavers, an article of clothing; tanners, a leather armor or object. If a dwarf has no moodable skills, they will take over a [[craftsdwarf's workshop]] and create a bone, stone or wood craft of some type. The precise type of craft created is usually somewhat random but if a dwarf has a personality preference for a particular thing, such as gauntlets or floodgates or crowns, and that thing is an available choice given the dwarf's profession, he will generally create an object of that type.&lt;br /&gt;
&lt;br /&gt;
The first object grabbed by the dwarf will be the &amp;quot;primary&amp;quot; substance; all other materials will be used to decorate the artifact. If a dwarf grabs a piece of [[chalk]] and makes a statue, for instance, it will be a &amp;quot;chalk statue&amp;quot;, but an artifact can potentially be composed of bone, cloth, gems, leather, metal, shell, stone, and wood all at once.  In some cases, a moody dwarf will produce an item which normally cannot be made from that material, leading to such odd constructions as an [[obsidian]] [[bed]], [[ruby]] [[floodgate]], or turtle [[shell]] [[cage]].&lt;br /&gt;
&lt;br /&gt;
Once created, most [[artifact]]s will be available for use just like a normal item of its type.  Artifact furniture is useful for high value [[noble]] rooms. [[Weapon]]s and [[armor]] will only be used by heroes and champions. Artifact weapons in [[Trap#Weapon Trap|weapon traps]] can also boost a room's value considerably, as in the case of artifact trap components.&lt;br /&gt;
&lt;br /&gt;
== Failure ==&lt;br /&gt;
If you can't provide the desired workshop and all the required component materials within a couple of months, the dwarf will go [[insane]], which cancels the mood and the artifact.  As if that's not bad enough, any dwarf who goes insane will soon die, one way or another.&lt;br /&gt;
&lt;br /&gt;
A dwarf who is [[melancholy]] or [[stark raving mad]] is harmless to others (until they die and start a [[tantrum]] spiral), but a [[berserk]] dwarf will attack other dwarfs and possibly pull levers at random.  You may want to station a squad nearby or assign a few war dogs to the dwarf on the chance that they will lash out.  If you build your workshops inside enclosed rooms with doors you can also lock the moody dwarf in the room until he or she starves.  In extreme cases, building a wall around an open workshop is the best precaution.&lt;br /&gt;
&lt;br /&gt;
Most events that would ordinarily interrupt a dwarf will not deter a moody dwarf - for example, while passing out from pain will cancel most tasks, a moody dwarf will continue working as soon as he wakes up. Giving birth while in a strange mood does not interrupt the dwarf either; the new mother will ignore the baby until her mood is resolved and it will happily wander off in the meantime.&lt;br /&gt;
&lt;br /&gt;
Severe distractions such as hostile creatures, however, can interrupt a strange mood, resulting in immediate insanity; similar results will happen if the workshop suddenly becomes unavailable, whether from being destroyed (by a cave-in or a dwarf throwing a tantrum) or from losing power (in the case of magma workshops). Note that the insanity can happen even when the dwarf is not deadlocked on an item; there have been observed instances where a dwarf goes insane while in the process of carrying a required item back to the commandeered workshop.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''See also'''&lt;br /&gt;
:*[[Insanity]]&lt;br /&gt;
:*[[Legendary artifact|Artifact]]&lt;br /&gt;
:*[[Profession]]&lt;br /&gt;
:*[[Legendary|Legendary Skill]]&lt;/div&gt;</summary>
		<author><name>Adeptable</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Statue&amp;diff=56211</id>
		<title>40d:Statue</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Statue&amp;diff=56211"/>
		<updated>2009-10-27T02:10:44Z</updated>

		<summary type="html">&lt;p&gt;Adeptable: /* Statues versus mechanisms */ clarify&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Statues are [[buildings]] which can be built from the {{k|b}}uild menu under {{k|s}}tatue. They can be made using one [[stone]] at the [[mason's workshop]], one bag of [[sand]] at a [[glass furnace]], or three bars of [[metal]] of the same type at a [[metalsmith's forge]] (via the [[Blacksmith|blacksmithing]] [[labor]]).&lt;br /&gt;
&lt;br /&gt;
Statues have a [[item value|base value]] of 25, compared to 10 for all other types of furniture.  This makes them a good choice for raising the value of [[room]] &amp;amp;mdash; to create a legendary dining room, for instance, or to meet [[noble]]s' requirements for rooms of a certain value.  The final value of a statue can vary greatly depending on its [[quality]] and [[material]]; a no-quality regular stone statue is worth only 25☼, whereas a masterpiece platinum statue is worth 12,000☼.&lt;br /&gt;
&lt;br /&gt;
You can create a [[sculpture garden]] from a statue's {{k|q}}uery menu. Dwarves will spend time at a statue garden appreciating the statues (which generates a happy [[thought]]) and may even organize parties there.  For the purposes of building appreciation, it is the quality of the statue, not its overall value, that is important: a masterpiece stone statue will generate a happier thought than a base-quality platinum one.{{verify}}&lt;br /&gt;
&lt;br /&gt;
Be careful when placing statues, because dwarves cannot move through the same square they occupy. (This will also prevent dwarves from [[smoothing]] or engraving the floor underneath a statue.) A poorly placed statue can potentially seal off parts of your fortress.&lt;br /&gt;
&lt;br /&gt;
==Ore-based statues==&lt;br /&gt;
It is more efficient, as far as [[value]] and time spent are concerned, to make statues from ore rather than to smelt 3 ores into 3 bars to make a metal statue. [[Silver]], [[gold]], [[platinum]], and [[aluminum]] statues, especially, should be made from raw [[ore]] instead of from smelted [[bar]]s (for instance, native gold instead of gold bars). Ore is treated as a type of [[stone]], and making a statue out of it only requires one unit of ore at a [[mason's workshop]], versus three bars at a [[metalsmith's forge]] plus [[fuel]]. A statue made from ore still has the same value as one made from metal bars, and it is easier to get a high-skill [[mason]] than a high-skill [[blacksmith]], further increasing the reasoning for ore-based statues.  Other ores may seem to be not a good choice if the resulting alloy is [[Metal#List of metals|considerably more valuable]] than the base metals, but the 3:1 difference in materials consumed would not even be balanced by skill between the crafters (which at most could create a 2:1 quality value difference).  &lt;br /&gt;
&lt;br /&gt;
However, a dwarf's good [[thought]]s do not come from value, but from perceived [[quality]] of items they enounter, and that quality can be affected by their [[preference]]s.  Stone and metal [[preference]]s are separate, and listed in that order (ore first, metal second). It's possible for a dwarf to have a fondness for native aluminum ore but be unimpressed by that metal, and likewise a dwarf who prefers the metal won't be extra-satisfied by a statue carved from the ore.  So, if a dwarf's [[preference]]s are for a metal rather than an ore, or a mandate calls for it, and that's your goal, there is no substitute.&lt;br /&gt;
&lt;br /&gt;
By default, ore is reserved for use for [[smelting]].  To lift this restriction, press {{k|z}}, then go to &amp;quot;stone&amp;quot; and enable (make green) whichever ore(s) you wish to use.  To get your mason to use the ore, it must be the nearest type of stone to the mason's workshop.  This technique can also be used to make high-value ore-based stone [[craft]]s at a [[craftsdwarf's workshop]].&lt;br /&gt;
&lt;br /&gt;
==Statues versus mechanisms==&lt;br /&gt;
As an alternative to building statues to increase a room's value, you can use [[mechanism]]-based structures such as [[gear assemblies]] and [[lever]]s, which have a base value of 30, versus 25 for statues.  An additional advantage is that these structures, unlike statues, do not block the passage of dwarves.  And levers are useful for, you know, controlling stuff.&lt;br /&gt;
&lt;br /&gt;
To build high-quality levers and gear assemblies, you will need to make high-quality mechanisms, which requires a [[mechanic]] instead of a [[mason]].  By using the techniques detailed in ore-based statues, above, you can make very high-value mechanisms out of ore.  (Unfortunately, this technique cannot be used to make [[magma-safe]] mechanisms from the ore of a magma-safe metal, as ores have a different melting point than bars.)&lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;br /&gt;
[[Category:Furniture]]&lt;/div&gt;</summary>
		<author><name>Adeptable</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Magma-safe&amp;diff=25058</id>
		<title>40d:Magma-safe</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Magma-safe&amp;diff=25058"/>
		<updated>2009-09-27T01:27:51Z</updated>

		<summary type="html">&lt;p&gt;Adeptable: /* Calculations */ tidy up syntax&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Magma-safe materials''' are known to include [[iron]], [[steel]], [[bauxite]], [[fire imp]] [[bones]] and [[leather]], [[nickel]], [[nickel silver]] and [[adamantine]], but currently it is difficult to control [[magma]] flow with [[floodgate]]s since [[mechanism]]s must be made out of [[Rock|rocks]], most of which are not magma-safe (Bauxite being the notable exception).&lt;br /&gt;
&lt;br /&gt;
[[Mechanisms]] made from raw adamantine are magma-safe, and will properly operate a magma-safe floodgate in a magma [[channel]].  In order to construct mechanisms from raw adamantine, you must first allow its use for non-economic purposes in the stock screen ({{key|z}} and select 'stone').  You might wish to remove other stone-using jobs while adamantine is available for use.&lt;br /&gt;
&lt;br /&gt;
If you are using bauxite, be sure to mark a [[stockpile]] around the [[mechanic's workshop]] which allows bauxite only.&lt;br /&gt;
&lt;br /&gt;
The mechanism on the [[lever|trigger]] need not be magma-safe, only the one on the floodgate.  If you do not have any bauxite or adamantine available, you can also work around floodgate based flow control by opting for [[screw pump|screw pumps]] to pump the magma over [[wall]]-barriers.&lt;br /&gt;
&lt;br /&gt;
== Calculations ==&lt;br /&gt;
&lt;br /&gt;
According to the raw data files, magma's temperature is somewhere between 1300°C and 1400°C, which translates to 2300°F&amp;amp;ndash;2500°F .&lt;br /&gt;
&lt;br /&gt;
Materials that resist magma are:&lt;br /&gt;
&lt;br /&gt;
Earth:&lt;br /&gt;
* Constructions ([[Wall]], [[Floor]], [[Ramp]], [[Stairs]]) can never melt or burn (there is nothing wrong with a [[wood]]en magma reservoir). Natural [[ice]] walls/floors/ramps/stairs may melt however.&lt;br /&gt;
* [[Fortification]]s will allow the passage of [[magma]], but not the assorted magma creatures. Fire snakes are vermin, so they can spawn anywhere near their native biome - the magma pipe/pool.  They are not affected by fortifications, grates, or anything else you might try to throw at them.  Also, there is a bug with fluids which may sometimes let magma (and water) push living things through barriers such as fortifications, bars and grates.  [[Pump]]s are a positive defense, but can change the dynamics of fluid [[pressure]].&lt;br /&gt;
&lt;br /&gt;
Metal:&lt;br /&gt;
* [[Nickel]] &amp;amp;mdash; 2600°F (1427°C)&lt;br /&gt;
* [[Nickel silver]] &amp;amp;mdash; 2600°F (1427°C)&lt;br /&gt;
* [[Iron]] &amp;amp;mdash; 2680°F (1471°C)&lt;br /&gt;
* [[Steel]] &amp;amp;mdash; 2710°F (1488°C)&lt;br /&gt;
* [[Platinum]] &amp;amp;mdash; 3000°F (1649°C)&lt;br /&gt;
* [[Adamantine]] &amp;amp;mdash; 15000°F (8315°C)&lt;br /&gt;
&lt;br /&gt;
Stone:&lt;br /&gt;
* [[Bauxite]] &amp;amp;mdash; 3600°F (1982°C)&lt;br /&gt;
* [[Raw adamantine]] &amp;amp;mdash; 15000°F (8315°C)&lt;br /&gt;
&lt;br /&gt;
Leather:&lt;br /&gt;
* [[Fire imp]] [[leather]] &amp;amp;mdash; 13500°F (7482°C)&lt;br /&gt;
&lt;br /&gt;
Bones:&lt;br /&gt;
* [[Fire imp]] [[bones]] &amp;amp;mdash; 14000°F ((7760°C)&lt;br /&gt;
&lt;br /&gt;
== Glass ==&lt;br /&gt;
[[Glass]] behaves oddly in regards to magma.  Glass is, in itself, not magma safe; glass [[instrument|instruments]] will melt in magma.  However, glass [[furniture]] will not.  So glass [[statue|statues]], [[screw pump|screw pumps]], and [[floodgate|floodgates]] are all fine when submerged in magma.  Forum link with experiments: http://www.bay12games.com/forum/index.php?topic=27423.msg333562#msg333562&lt;br /&gt;
&lt;br /&gt;
{{Magma FAQ}}&lt;br /&gt;
[[Category:Physics]]&lt;/div&gt;</summary>
		<author><name>Adeptable</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Magma-safe&amp;diff=25057</id>
		<title>40d:Magma-safe</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Magma-safe&amp;diff=25057"/>
		<updated>2009-09-27T01:26:52Z</updated>

		<summary type="html">&lt;p&gt;Adeptable: /* Calculations */ gr&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Magma-safe materials''' are known to include [[iron]], [[steel]], [[bauxite]], [[fire imp]] [[bones]] and [[leather]], [[nickel]], [[nickel silver]] and [[adamantine]], but currently it is difficult to control [[magma]] flow with [[floodgate]]s since [[mechanism]]s must be made out of [[Rock|rocks]], most of which are not magma-safe (Bauxite being the notable exception).&lt;br /&gt;
&lt;br /&gt;
[[Mechanisms]] made from raw adamantine are magma-safe, and will properly operate a magma-safe floodgate in a magma [[channel]].  In order to construct mechanisms from raw adamantine, you must first allow its use for non-economic purposes in the stock screen ({{key|z}} and select 'stone').  You might wish to remove other stone-using jobs while adamantine is available for use.&lt;br /&gt;
&lt;br /&gt;
If you are using bauxite, be sure to mark a [[stockpile]] around the [[mechanic's workshop]] which allows bauxite only.&lt;br /&gt;
&lt;br /&gt;
The mechanism on the [[lever|trigger]] need not be magma-safe, only the one on the floodgate.  If you do not have any bauxite or adamantine available, you can also work around floodgate based flow control by opting for [[screw pump|screw pumps]] to pump the magma over [[wall]]-barriers.&lt;br /&gt;
&lt;br /&gt;
== Calculations ==&lt;br /&gt;
&lt;br /&gt;
According to the raw data files, magma's temperature is somewhere between 1300°C and 1400°C, which translates to 2300°F&amp;amp;ndash;2500°F .&lt;br /&gt;
&lt;br /&gt;
Materials that resist magma are:&lt;br /&gt;
&lt;br /&gt;
Earth:&lt;br /&gt;
* Constructions ([[Wall]], [[Floor]], [[Ramp]], [[Stairs]]) can never melt or burn (there is nothing wrong with a [[wood]]en magma reservoir). Natural [[ice]] walls/floors/ramps/stairs may melt however.&lt;br /&gt;
* [[Fortification|fortifications]] will allow the passage of [[magma]], but not the assorted magma creatures. Fire snakes are vermin, so they can spawn anywhere near their native biome - the magma pipe/pool.  They are not affected by fortifications, grates, or anything else you might try to throw at them.  Also, there is a bug with fluids which may sometimes let magma (and water) push living things through barriers such as fortifications, bars and grates.  [[Pump]]s are a positive defense, but can change the dynamics of fluid [[pressure]].&lt;br /&gt;
&lt;br /&gt;
Metal:&lt;br /&gt;
* [[Nickel]] &amp;amp;mdash; 2600°F (1427°C)&lt;br /&gt;
* [[Nickel silver]] &amp;amp;mdash; 2600°F (1427°C)&lt;br /&gt;
* [[Iron]] &amp;amp;mdash; 2680°F (1471°C)&lt;br /&gt;
* [[Steel]] &amp;amp;mdash; 2710°F (1488°C)&lt;br /&gt;
* [[Platinum]] &amp;amp;mdash; 3000°F (1649°C)&lt;br /&gt;
* [[Adamantine]] &amp;amp;mdash; 15000°F (8315°C)&lt;br /&gt;
&lt;br /&gt;
Stone:&lt;br /&gt;
* [[Bauxite]] &amp;amp;mdash; 3600°F (1982°C)&lt;br /&gt;
* [[Raw adamantine]] &amp;amp;mdash; 15000°F (8315°C)&lt;br /&gt;
&lt;br /&gt;
Leather:&lt;br /&gt;
* [[Fire imp]] [[leather]] &amp;amp;mdash; 13500°F (7482°C)&lt;br /&gt;
&lt;br /&gt;
Bones:&lt;br /&gt;
* [[Fire imp]] [[bones]] &amp;amp;mdash; 14000°F ((7760°C)&lt;br /&gt;
&lt;br /&gt;
== Glass ==&lt;br /&gt;
[[Glass]] behaves oddly in regards to magma.  Glass is, in itself, not magma safe; glass [[instrument|instruments]] will melt in magma.  However, glass [[furniture]] will not.  So glass [[statue|statues]], [[screw pump|screw pumps]], and [[floodgate|floodgates]] are all fine when submerged in magma.  Forum link with experiments: http://www.bay12games.com/forum/index.php?topic=27423.msg333562#msg333562&lt;br /&gt;
&lt;br /&gt;
{{Magma FAQ}}&lt;br /&gt;
[[Category:Physics]]&lt;/div&gt;</summary>
		<author><name>Adeptable</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Magma-safe&amp;diff=25056</id>
		<title>40d:Magma-safe</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Magma-safe&amp;diff=25056"/>
		<updated>2009-09-27T01:26:28Z</updated>

		<summary type="html">&lt;p&gt;Adeptable: /* Calculations */ gr&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Magma-safe materials''' are known to include [[iron]], [[steel]], [[bauxite]], [[fire imp]] [[bones]] and [[leather]], [[nickel]], [[nickel silver]] and [[adamantine]], but currently it is difficult to control [[magma]] flow with [[floodgate]]s since [[mechanism]]s must be made out of [[Rock|rocks]], most of which are not magma-safe (Bauxite being the notable exception).&lt;br /&gt;
&lt;br /&gt;
[[Mechanisms]] made from raw adamantine are magma-safe, and will properly operate a magma-safe floodgate in a magma [[channel]].  In order to construct mechanisms from raw adamantine, you must first allow its use for non-economic purposes in the stock screen ({{key|z}} and select 'stone').  You might wish to remove other stone-using jobs while adamantine is available for use.&lt;br /&gt;
&lt;br /&gt;
If you are using bauxite, be sure to mark a [[stockpile]] around the [[mechanic's workshop]] which allows bauxite only.&lt;br /&gt;
&lt;br /&gt;
The mechanism on the [[lever|trigger]] need not be magma-safe, only the one on the floodgate.  If you do not have any bauxite or adamantine available, you can also work around floodgate based flow control by opting for [[screw pump|screw pumps]] to pump the magma over [[wall]]-barriers.&lt;br /&gt;
&lt;br /&gt;
== Calculations ==&lt;br /&gt;
&lt;br /&gt;
According to the raw data files, magma's temperature is somewhere between 1300°C and 1400°C, which translates to 2300°F&amp;amp;ndash;2500°F .&lt;br /&gt;
&lt;br /&gt;
Materials that resist magma are:&lt;br /&gt;
&lt;br /&gt;
Earth:&lt;br /&gt;
* Constructions ([[Wall]], [[Floor]], [[Ramp]], [[Stairs]]) can never melt or burn (there is nothing wrong with a [[wood]]en magma reservoir). Natural [[ice]] walls/floors/ramps/stairs may melt however.&lt;br /&gt;
* [[fortification|fortifications]] will allow the passage of [[magma]], but not the assorted magma creatures. Fire snakes are vermin, so they can spawn anywhere near their native biome - the magma pipe/pool.  They are not affected by fortifications, grates, or anything else you might try to throw at them.  Also, there is a bug with fluids which may sometimes let magma (and water) push living things through barriers such as fortifications, bars and grates.  [[Pump]]s are a positive defense, but can change the dynamics of fluid [[pressure]].&lt;br /&gt;
&lt;br /&gt;
Metal:&lt;br /&gt;
* [[Nickel]] &amp;amp;mdash; 2600°F (1427°C)&lt;br /&gt;
* [[Nickel silver]] &amp;amp;mdash; 2600°F (1427°C)&lt;br /&gt;
* [[Iron]] &amp;amp;mdash; 2680°F (1471°C)&lt;br /&gt;
* [[Steel]] &amp;amp;mdash; 2710°F (1488°C)&lt;br /&gt;
* [[Platinum]] &amp;amp;mdash; 3000°F (1649°C)&lt;br /&gt;
* [[Adamantine]] &amp;amp;mdash; 15000°F (8315°C)&lt;br /&gt;
&lt;br /&gt;
Stone:&lt;br /&gt;
* [[Bauxite]] &amp;amp;mdash; 3600°F (1982°C)&lt;br /&gt;
* [[Raw adamantine]] &amp;amp;mdash; 15000°F (8315°C)&lt;br /&gt;
&lt;br /&gt;
Leather:&lt;br /&gt;
* [[Fire imp]] [[leather]] &amp;amp;mdash; 13500°F (7482°C)&lt;br /&gt;
&lt;br /&gt;
Bones:&lt;br /&gt;
* [[Fire imp]] [[bones]] &amp;amp;mdash; 14000°F ((7760°C)&lt;br /&gt;
&lt;br /&gt;
== Glass ==&lt;br /&gt;
[[Glass]] behaves oddly in regards to magma.  Glass is, in itself, not magma safe; glass [[instrument|instruments]] will melt in magma.  However, glass [[furniture]] will not.  So glass [[statue|statues]], [[screw pump|screw pumps]], and [[floodgate|floodgates]] are all fine when submerged in magma.  Forum link with experiments: http://www.bay12games.com/forum/index.php?topic=27423.msg333562#msg333562&lt;br /&gt;
&lt;br /&gt;
{{Magma FAQ}}&lt;br /&gt;
[[Category:Physics]]&lt;/div&gt;</summary>
		<author><name>Adeptable</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Magma-safe&amp;diff=25055</id>
		<title>40d:Magma-safe</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Magma-safe&amp;diff=25055"/>
		<updated>2009-09-27T01:25:45Z</updated>

		<summary type="html">&lt;p&gt;Adeptable: add nickel to the initial list of materials&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Magma-safe materials''' are known to include [[iron]], [[steel]], [[bauxite]], [[fire imp]] [[bones]] and [[leather]], [[nickel]], [[nickel silver]] and [[adamantine]], but currently it is difficult to control [[magma]] flow with [[floodgate]]s since [[mechanism]]s must be made out of [[Rock|rocks]], most of which are not magma-safe (Bauxite being the notable exception).&lt;br /&gt;
&lt;br /&gt;
[[Mechanisms]] made from raw adamantine are magma-safe, and will properly operate a magma-safe floodgate in a magma [[channel]].  In order to construct mechanisms from raw adamantine, you must first allow its use for non-economic purposes in the stock screen ({{key|z}} and select 'stone').  You might wish to remove other stone-using jobs while adamantine is available for use.&lt;br /&gt;
&lt;br /&gt;
If you are using bauxite, be sure to mark a [[stockpile]] around the [[mechanic's workshop]] which allows bauxite only.&lt;br /&gt;
&lt;br /&gt;
The mechanism on the [[lever|trigger]] need not be magma-safe, only the one on the floodgate.  If you do not have any bauxite or adamantine available, you can also work around floodgate based flow control by opting for [[screw pump|screw pumps]] to pump the magma over [[wall]]-barriers.&lt;br /&gt;
&lt;br /&gt;
== Calculations ==&lt;br /&gt;
&lt;br /&gt;
According to the raw data files, magma's temperature is somewhere between 1300°C and 1400°C, which translates to 2300°F&amp;amp;ndash;2500°F .&lt;br /&gt;
&lt;br /&gt;
Materials that resist magma are:&lt;br /&gt;
&lt;br /&gt;
Earth:&lt;br /&gt;
* Constructions ([[Wall]], [[Floor]], [[Ramp]], [[Stairs]]) can never melt or burn (there is nothing wrong with [[wood]]en magma reservoir). Natural [[ice]] walls/floors/ramps/stairs may melt however.&lt;br /&gt;
* [[fortification|fortifications]] will allow the passage of [[magma]], but not the assorted magma creatures. Fire snakes are vermin, so they can spawn anywhere near their native biome - the magma pipe/pool.  They are not affected by fortifications, grates, or anything else you might try to throw at them.  Also, there is a bug with fluids which may sometimes let magma (and water) push living things through barriers such as fortifications, bars and grates.  [[Pump]]s are a positive defense, but can change the dynamics of fluid [[pressure]].&lt;br /&gt;
&lt;br /&gt;
Metal:&lt;br /&gt;
* [[Nickel]] &amp;amp;mdash; 2600°F (1427°C)&lt;br /&gt;
* [[Nickel silver]] &amp;amp;mdash; 2600°F (1427°C)&lt;br /&gt;
* [[Iron]] &amp;amp;mdash; 2680°F (1471°C)&lt;br /&gt;
* [[Steel]] &amp;amp;mdash; 2710°F (1488°C)&lt;br /&gt;
* [[Platinum]] &amp;amp;mdash; 3000°F (1649°C)&lt;br /&gt;
* [[Adamantine]] &amp;amp;mdash; 15000°F (8315°C)&lt;br /&gt;
&lt;br /&gt;
Stone:&lt;br /&gt;
* [[Bauxite]] &amp;amp;mdash; 3600°F (1982°C)&lt;br /&gt;
* [[Raw adamantine]] &amp;amp;mdash; 15000°F (8315°C)&lt;br /&gt;
&lt;br /&gt;
Leather:&lt;br /&gt;
* [[Fire imp]] [[leather]] &amp;amp;mdash; 13500°F (7482°C)&lt;br /&gt;
&lt;br /&gt;
Bones:&lt;br /&gt;
* [[Fire imp]] [[bones]] &amp;amp;mdash; 14000°F ((7760°C)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Glass ==&lt;br /&gt;
[[Glass]] behaves oddly in regards to magma.  Glass is, in itself, not magma safe; glass [[instrument|instruments]] will melt in magma.  However, glass [[furniture]] will not.  So glass [[statue|statues]], [[screw pump|screw pumps]], and [[floodgate|floodgates]] are all fine when submerged in magma.  Forum link with experiments: http://www.bay12games.com/forum/index.php?topic=27423.msg333562#msg333562&lt;br /&gt;
&lt;br /&gt;
{{Magma FAQ}}&lt;br /&gt;
[[Category:Physics]]&lt;/div&gt;</summary>
		<author><name>Adeptable</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Experience&amp;diff=23489</id>
		<title>40d:Experience</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Experience&amp;diff=23489"/>
		<updated>2009-09-27T01:03:36Z</updated>

		<summary type="html">&lt;p&gt;Adeptable: gr&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Experience''' represents how much a certain [[dwarf]] (or other [[humanoid|intelligent creature]]) has learned (about a certain subject, or as a whole). It affects proficiency in [[skills]] and a dwarf's [[attributes]]. Precise points in experience are never displayed directly, except in [[Adventure Mode]].&lt;br /&gt;
&lt;br /&gt;
Every experience point earned is associated with a skill. Skill increases happen when a certain number of points in that skill is reached.  Attribute increases happen when a certain total number of points is reached.&lt;br /&gt;
&lt;br /&gt;
The [[announcement]] &amp;quot;''Dwarfname'' is more experienced&amp;quot; signifies an [[attribute]] increase. Skill increases are not announced unless the increase changes a dwarf's [[profession]], when the announcement will be to the effect of &amp;quot;''Dwarfname'' has become a ''new profession''&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Gaining experience ==&lt;br /&gt;
&lt;br /&gt;
Dwarves gain experience by performing tasks. Experience is gained when the task is ''completed''; if a task takes a long time and is frequently interrupted (by the dwarf going off to drink, for instance), the dwarf will gain the skill very slowly. Tasks without an associated skill (such as [[hauling]]) do not give any experience. &lt;br /&gt;
&lt;br /&gt;
Constructing [[building]]s or [[construction]]s does not give experience unless the building requires [[architecture]] to build.  Such buildings give 30 points of experience in [[building designer]] to the architect and 10 experience to whichever dwarf finishes the building once it is designed.  The additional experience depends on what material is used to build the building: a building made of [[stone]], stone [[block]]s, or [[glass]] blocks gives [[masonry]] experience; a building made of [[log]]s or wood blocks gives [[carpentry]] experience; a building made of [[metal]] bars or blocks gives [[metalsmith]] experience; and [[soap]] bars appear to give no experience to any skill.  &lt;br /&gt;
&lt;br /&gt;
Destroying buildings and constructions of any type gives no experience.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin: 0 auto&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;margin: 0 auto&amp;quot; |'''Known Experience Values'''&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; |&lt;br /&gt;
{| style=&amp;quot;border-left: 1px solid black; border-right: 1px solid black; border-spacing: 0 1px; background: black&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background: #fff&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | '''Skill'''       || '''Task'''             ||                                              '''XP'''&lt;br /&gt;
|- style=&amp;quot;background: #bbb&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | [[Miner]]             || Dig                    || align=&amp;quot;right&amp;quot; style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | 10&lt;br /&gt;
|- style=&amp;quot;background: #bbb&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | [[Miner]]             || Remove ramp (natural)   || align=&amp;quot;right&amp;quot; style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | 10&lt;br /&gt;
|- style=&amp;quot;background: #ff6&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | [[Bowyer]]            || Make wooden [[crossbow]]   || align=&amp;quot;right&amp;quot; style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | 30&lt;br /&gt;
|- style=&amp;quot;background: #ff6&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | [[Carpenter]]         || Construct [[bed]]          || align=&amp;quot;right&amp;quot; style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | 30&lt;br /&gt;
|- style=&amp;quot;background: #ff6&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | [[Wood Cutter]]       || Fell [[tree]]              || align=&amp;quot;right&amp;quot; style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | 30&lt;br /&gt;
|- style=&amp;quot;background: #fff&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | [[Engraver]]          || [[Smooth]] or detail a [[floor]] or [[wall]] || align=&amp;quot;right&amp;quot; style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | 10&lt;br /&gt;
|- style=&amp;quot;background: #fff&amp;quot; &lt;br /&gt;
| style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | [[Mason]]             || Construct rock object  || align=&amp;quot;right&amp;quot; style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | 30&lt;br /&gt;
|- style=&amp;quot;background: #6b6&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | [[Trapper]]      || Construct [[animal trap]]      || align=&amp;quot;right&amp;quot; style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | 30&lt;br /&gt;
|- style=&amp;quot;background: #6b6&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | [[Trapper]]      || Bait [[animal trap]]     || align=&amp;quot;right&amp;quot; style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | 30&lt;br /&gt;
|- style=&amp;quot;background: #888&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | [[Armorsmith]]      || Make [[armor]] (any type)     || align=&amp;quot;right&amp;quot; style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | 30&lt;br /&gt;
|- style=&amp;quot;background: #888&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | [[Metalsmith]]      || Make metal [[Block]]     || align=&amp;quot;right&amp;quot; style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | 30&lt;br /&gt;
|- style=&amp;quot;background: #88f&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | [[Stonecrafter]]      || Make stone [[crafts]], [[mug]]s, etc.      || align=&amp;quot;right&amp;quot; style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | 30&lt;br /&gt;
|- style=&amp;quot;background: #88f&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | [[Weaver]]            || Gather [[silk]]            || align=&amp;quot;right&amp;quot; style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | 30&lt;br /&gt;
|- style=&amp;quot;background: #88f&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | [[Weaver]]            || Weave any [[cloth]]        || align=&amp;quot;right&amp;quot; style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | 30&lt;br /&gt;
|- style=&amp;quot;background: #88f&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | [[Wood crafter]]      || Make wooden [[bolt]]s      || align=&amp;quot;right&amp;quot; style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | 30&lt;br /&gt;
|- style=&amp;quot;background: #88f&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | [[Glassmaker]]      || Construct [[block]]s,[[window]]s      || align=&amp;quot;right&amp;quot; style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | 30&lt;br /&gt;
|}&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; |&lt;br /&gt;
{| style=&amp;quot;border-left: 1px solid black; border-right: 1px solid black; border-spacing: 0 1px; background: black&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background: #fff&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | '''Skill'''       || '''Task'''             ||                                              '''XP'''&lt;br /&gt;
|- style=&amp;quot;background: #880&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | [[Herbalist]]    || Gather plants       || align=&amp;quot;right&amp;quot; style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | 30&lt;br /&gt;
|- style=&amp;quot;background: #d00&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | [[Mechanic]]    || Link a building to trigger       || align=&amp;quot;right&amp;quot; style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | 30&lt;br /&gt;
|- style=&amp;quot;background: #d00&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | [[Siege engineer]]    || Construct catapult/ballista parts          || align=&amp;quot;right&amp;quot; style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | 30&lt;br /&gt;
|- style=&amp;quot;background: #d00&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | [[Siege engineer]]    || Assemble ballista arrow          || align=&amp;quot;right&amp;quot; style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | 30&lt;br /&gt;
|- style=&amp;quot;background: #d00&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | [[Siege operator]]    || Load [[catapult]]          || align=&amp;quot;right&amp;quot; style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | 30&lt;br /&gt;
|- style=&amp;quot;background: #d00&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | [[Siege operator]]    || Fire [[catapult]]          || align=&amp;quot;right&amp;quot; style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | 30&lt;br /&gt;
|- style=&amp;quot;background: #bb6&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | [[Brewer]]            || Brew [[alcohol|drink]]         || align=&amp;quot;right&amp;quot; style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | 30&lt;br /&gt;
|- style=&amp;quot;background: #bb6&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | [[Butcher]]           || Slaughter [[animal]]       || align=&amp;quot;right&amp;quot; style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | 30&lt;br /&gt;
|- style=&amp;quot;background: #bb6&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | [[Cook]]              || Cook easy/fine/lavish [[meal]]          || align=&amp;quot;right&amp;quot; style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | 30&lt;br /&gt;
|- style=&amp;quot;background: #bb6&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | [[Grower]]         || Harvest [[plants]]          || align=&amp;quot;right&amp;quot; style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | 30&lt;br /&gt;
|- style=&amp;quot;background: #bb6&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | [[Grower]]         || Plant [[seeds]]          || align=&amp;quot;right&amp;quot; style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | 30&lt;br /&gt;
|- style=&amp;quot;background: #bb6&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | [[Herbalist]]         || Gather [[plants]]          || align=&amp;quot;right&amp;quot; style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | 30&lt;br /&gt;
|- style=&amp;quot;background: #a6a&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | [[Building designer|Building&amp;amp;nbsp;designer]] || Construct [[building]]     || align=&amp;quot;right&amp;quot; style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | 30&lt;br /&gt;
|- style=&amp;quot;background: #a6a&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | [[Organizer]] || Manage Work Order     || align=&amp;quot;right&amp;quot; style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | 10&lt;br /&gt;
|- style=&amp;quot;background: #6bb&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | [[Strand extractor]]  || Extract [[adamantine]]     || align=&amp;quot;right&amp;quot; style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | 30&lt;br /&gt;
|- style=&amp;quot;background: #6b6&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | [[Marksdwarf]]        || Shoot at archery range || align=&amp;quot;right&amp;quot; style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | ≈7.5&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:* A dwarf taken by a [[strange mood]] will gain 20,000 experience in the affected skill.&lt;br /&gt;
&lt;br /&gt;
== Increasing skills ==&lt;br /&gt;
&lt;br /&gt;
If a dwarf has zero experience in a skill, they will have no skill listed (but can still use that skill at an untrained level if a [[labor]] associated with the skill is designated, and will gain experience from completing such tasks).&lt;br /&gt;
&lt;br /&gt;
As soon as a dwarf gets even 1 point of experience in a skill from completing just one [[job]], they attain '''Dabbling''' rank in that skill.  This can be important for [[strange mood]]s.&lt;br /&gt;
&lt;br /&gt;
To reach '''Novice''' level in any skill requires 500 XP. Reaching each successive level requires 500 plus an additional 100 XP per additional rank, so to go from '''Novice''' to '''''(no label)''''' requires 600 XP; '''''(no label)''''' to '''Competent''' requires 700 XP, and so on. The following figures are the ''cumulative'' XP needed to go from unskilled to any given skill level.&lt;br /&gt;
&lt;br /&gt;
As dwarfs gain more experience from completing jobs, they gain more experience in the skill related to those jobs:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin: 0 auto; border: 1px solid black; border-spacing: 0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;25%&amp;quot; style=&amp;quot;border-right: 1px solid black;&amp;quot; |&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! Level        !! XP&lt;br /&gt;
|-&lt;br /&gt;
| '''Novice'''       || align=&amp;quot;right&amp;quot; | 500&lt;br /&gt;
|-&lt;br /&gt;
| ''(no label)'' || align=&amp;quot;right&amp;quot; | 1100&lt;br /&gt;
|-&lt;br /&gt;
| '''Competent'''    || align=&amp;quot;right&amp;quot; | 1800&lt;br /&gt;
|-&lt;br /&gt;
| '''Skilled'''      || align=&amp;quot;right&amp;quot; | 2600&lt;br /&gt;
|-&lt;br /&gt;
| '''Proficient'''*   || align=&amp;quot;right&amp;quot; | 3500&lt;br /&gt;
|}&lt;br /&gt;
| width=&amp;quot;25%&amp;quot; style=&amp;quot;border-right: 1px solid black;&amp;quot; |&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! Level        !! XP&lt;br /&gt;
|-  &lt;br /&gt;
|   &lt;br /&gt;
|-&lt;br /&gt;
| '''Talented'''     || align=&amp;quot;right&amp;quot; | 4500&lt;br /&gt;
|-&lt;br /&gt;
| '''Adept       ''' || align=&amp;quot;right&amp;quot; | 5600&lt;br /&gt;
|-&lt;br /&gt;
| '''Expert      ''' || align=&amp;quot;right&amp;quot; | 6800&lt;br /&gt;
|-&lt;br /&gt;
| '''Professional''' || align=&amp;quot;right&amp;quot; | 8100&lt;br /&gt;
|-&lt;br /&gt;
| '''Accomplished''' || align=&amp;quot;right&amp;quot; | 9500&lt;br /&gt;
|}&lt;br /&gt;
| width=&amp;quot;25%&amp;quot; style=&amp;quot;border-right: 1px solid black;&amp;quot; |&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! Level        !! XP&lt;br /&gt;
|-&lt;br /&gt;
|   &lt;br /&gt;
|-&lt;br /&gt;
| '''Great       ''' || align=&amp;quot;right&amp;quot; | 11000&lt;br /&gt;
|-&lt;br /&gt;
| '''Master      ''' || align=&amp;quot;right&amp;quot; | 12600&lt;br /&gt;
|-&lt;br /&gt;
| '''High Master'''  || align=&amp;quot;right&amp;quot; | 14300&lt;br /&gt;
|-&lt;br /&gt;
| '''Grand Master''' || align=&amp;quot;right&amp;quot; | 16100&lt;br /&gt;
|-&lt;br /&gt;
| '''Legendary   ''' || align=&amp;quot;right&amp;quot; | 18000&lt;br /&gt;
|}&lt;br /&gt;
| width=&amp;quot;25%&amp;quot; style=&amp;quot;border-right: 1px solid black;&amp;quot; |&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! Level        !! XP&lt;br /&gt;
|-&lt;br /&gt;
|   &lt;br /&gt;
|-&lt;br /&gt;
| '''Legendary'''(+1)  || align=&amp;quot;right&amp;quot; | 20000&lt;br /&gt;
|-&lt;br /&gt;
| '''Legendary'''(+2)  || align=&amp;quot;right&amp;quot; | 22100&lt;br /&gt;
|-&lt;br /&gt;
| '''Legendary'''(+3)  || align=&amp;quot;right&amp;quot; | 24300&lt;br /&gt;
|-&lt;br /&gt;
| '''Legendary'''(+4)  || align=&amp;quot;right&amp;quot; | 26600&lt;br /&gt;
|-&lt;br /&gt;
| '''Legendary'''(+5)  || align=&amp;quot;right&amp;quot; | 29000&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
::::::''(* &amp;quot;Proficient&amp;quot; is the highest rank that one of your initial seven dwarves can start with.  [[Migrant]]s will arrive with no skills, Novice, or (no label) levels.)''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Although '''[[Legendary]]''' is the highest skill level displayed, there are actually five skill levels above that.  Any higher skill levels are known to have an effect on [[item quality]]; a Legendary dwarf will make [[masterpiece]] items 15% of the time, on average, whereas a Legendary+5 dwarf will make masterpieces 27% of the time (and exceptional items the other 73% of the time).  Skill beyond Legendary+5 does not increase the probability of creating a masterpiece item.&lt;br /&gt;
&lt;br /&gt;
You can't find out exactly when a dwarf gets to Legendary+5, but if they have no other skills it will happen 1000 XP before their eighth [[attribute]] -- so when they get eight attributes, they are past Legendary+5.  Although skill is capped at Legendary+5, experience is not capped at any level; a dwarf can keep gaining [[attribute]]s by using a skill that has long since topped out.&lt;br /&gt;
&lt;br /&gt;
== Increasing attributes ==&lt;br /&gt;
&lt;br /&gt;
[[Attribute]] increases are based on total experience gained across all skills, and are not connected to the attainment of specific skill levels.&lt;br /&gt;
&lt;br /&gt;
Dwarves with a single skill will get their first attribute between Competent and Skilled, their second when reaching Talented, a third between Expert and Professional, a fourth when reaching Great, and a fifth between High Master and Grand Master. Further increases can happen after Legendary.&lt;br /&gt;
&lt;br /&gt;
[[Toady]] has stated that although there is no cap on attribute increases, after the fifth increase they are still displayed as 'Ultra-Mighty' 'Perfectly Agile' or 'Superdwarvenly Tough', so an attribute gain message without a change in displayed attributes is possible.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin: 0 auto; border: 1px solid black; border-spacing: 0; text-align: right&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; style=&amp;quot;border-right: 1px solid black&amp;quot; |&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! Attributes !! style=&amp;quot;padding-left: 35px;&amp;quot;| XP&lt;br /&gt;
|-&lt;br /&gt;
!  1&lt;br /&gt;
| 2000&lt;br /&gt;
|-&lt;br /&gt;
!  2&lt;br /&gt;
| 4500&lt;br /&gt;
|-&lt;br /&gt;
!  3 &lt;br /&gt;
| 7500&lt;br /&gt;
|-&lt;br /&gt;
!  4&lt;br /&gt;
| 11000&lt;br /&gt;
|-&lt;br /&gt;
!  5&lt;br /&gt;
| 15000&lt;br /&gt;
|-&lt;br /&gt;
!  6&lt;br /&gt;
| 19500&lt;br /&gt;
|-&lt;br /&gt;
!  7&lt;br /&gt;
| 24500&lt;br /&gt;
|-&lt;br /&gt;
!  8&lt;br /&gt;
| 30000&lt;br /&gt;
|}&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot; &lt;br /&gt;
! Attributes !! style=&amp;quot;padding-left: 35px;&amp;quot;| XP&lt;br /&gt;
|-&lt;br /&gt;
!  9&lt;br /&gt;
| 36000&lt;br /&gt;
|-&lt;br /&gt;
! 10&lt;br /&gt;
| 42500&lt;br /&gt;
|-&lt;br /&gt;
! 11&lt;br /&gt;
| 49500&lt;br /&gt;
|-&lt;br /&gt;
! 12&lt;br /&gt;
| 57000&lt;br /&gt;
|-&lt;br /&gt;
! 13&lt;br /&gt;
| 65000&lt;br /&gt;
|-&lt;br /&gt;
! 14&lt;br /&gt;
| 73500&lt;br /&gt;
|-&lt;br /&gt;
! 15&lt;br /&gt;
| 82500&lt;br /&gt;
|-&lt;br /&gt;
! 16&lt;br /&gt;
| 92000&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Dwarves]]&lt;/div&gt;</summary>
		<author><name>Adeptable</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki:Improvement_Drive&amp;diff=51000</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=51000"/>
		<updated>2009-09-19T23:39:50Z</updated>

		<summary type="html">&lt;p&gt;Adeptable: sp&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Here's some information about the traffic on the wiki.  How can we improve the site for players, both new and old? ( I will update these traffic information shots weekly)&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Top Pages.png|Top Pages&lt;br /&gt;
Image:Search terms.png|Search Terms&lt;br /&gt;
Image:Overlay.png|Navigation Flow Overlay&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Advertisements&lt;br /&gt;
**No one likes advertisements, but they are a necessary evil.  Hosting this wiki costs approximately $60 a month out of my own pocket, which is paid for by 6 ad clicks / day.  Currently the average is 1 click / day.  Not a huge deal if I loose money on this, though.&lt;br /&gt;
**How can we improve placement / filtering so the ads are not as intrusive, yet we get 6 clicks per day so I'm not taking from my ramen budget?&lt;br /&gt;
&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;
**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;
**To increase the speed of page loads, I can migrate the database to PostgreSQL (this server setup has been optimized for Postgres previously, and not mySQL).  However, this would require some downtime (between 0-3 hours, most likely).  Thoughts?&lt;br /&gt;
**I moved this site from the original (vps) server it was hosted on due to PHP stack issues.&lt;br /&gt;
**I have been thinking about updating the captcha plugin to recaptcha, and then re-enabling page edits for unregistered users.  Thoughts?&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;
&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;
&lt;br /&gt;
&lt;br /&gt;
==Server Information==&lt;br /&gt;
*Centos 5 LAMP stack&lt;br /&gt;
*MediaWiki 1.15.1&lt;br /&gt;
*PHP 5&lt;br /&gt;
*memcached 512m daemon&lt;br /&gt;
*4 core 2.33ghz processor&lt;br /&gt;
*8g ram&lt;br /&gt;
&lt;br /&gt;
This server is also the memcached server for my company's up and coming applications.  These applications are using 6g of memcached space, leaving 1.5g available for apache and php processes.&lt;br /&gt;
&lt;br /&gt;
Hosting cost for the server is $750 a month including my company's applications.&lt;br /&gt;
&lt;br /&gt;
==Recent Fixes==&lt;br /&gt;
Favicon replaced. 23:16, 18 September 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Adeptable</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Farmer%27s_workshop&amp;diff=23068</id>
		<title>40d:Farmer's workshop</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Farmer%27s_workshop&amp;diff=23068"/>
		<updated>2009-09-16T10:19:28Z</updated>

		<summary type="html">&lt;p&gt;Adeptable: add Vials to the list of materials used&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Workshop|name=Farmer's workshop|key=w|job=[[Thresher|Plant processing]], [[Milker|Milking]], [[Cheese maker|Cheese making]]&lt;br /&gt;
|construction=&lt;br /&gt;
1 of&lt;br /&gt;
* [[Block]]&lt;br /&gt;
* [[Stone]]&lt;br /&gt;
* [[Wood]]&lt;br /&gt;
* [[Metal]]&lt;br /&gt;
|construction_job=&lt;br /&gt;
Any Workshop Farming:&lt;br /&gt;
* [[Thresher|Plant processing]], or [[Milker|Milking]], or [[Cheese maker|Cheese making]]&lt;br /&gt;
|use=&lt;br /&gt;
* Various [[crop]]s&lt;br /&gt;
* [[Container|Bags, barrels]] and [[vial]]s for their respective tasks&lt;br /&gt;
* [[Purring maggot]]s and [[milk]]&lt;br /&gt;
|production=&lt;br /&gt;
* [[Pig tail]] [[thread]]s (process plants)&lt;br /&gt;
* [[Rope reed]] [[thread]]s (process plants)&lt;br /&gt;
* [[Quarry bush]] leaves (&amp;quot; &amp;quot; to [[bag]])&lt;br /&gt;
* [[Dwarven syrup]] (&amp;quot; &amp;quot; to [[barrel]])&lt;br /&gt;
* Plant [[extracts]] (&amp;quot; &amp;quot; to [[vial]])&lt;br /&gt;
* [[Milk]]&lt;br /&gt;
* [[Cheese]]&lt;br /&gt;
}}&lt;br /&gt;
A '''farmer's workshop''' is used to process various [[plant]]s and make [[cheese]].  [[Pig tail]]s and [[Rope reed]]s are processed into [[thread]], [[quarry bush]]es into leaves, and [[sweet pod]]s into [[dwarven syrup]].&lt;br /&gt;
&lt;br /&gt;
It is also used to milk [[purring maggot]]s for [[dwarven milk]]. Dwarven milk as well as other (bought) [[milk]] can then be turned into cheese at a 1:1 ratio. For this the milk has to be allowed for cooking in the kitchen menu, so you might want to make sure it's not used for cooking instead.&lt;br /&gt;
&lt;br /&gt;
==Tasks==&lt;br /&gt;
=====Process Plants=====&lt;br /&gt;
Requires: [[Pig tail]] or [[Rope reed]], and [[Plant Processing]].&lt;br /&gt;
&lt;br /&gt;
Creates [[Pig tail thread]] or [[Rope reed thread]], repectively. See [[the clothing industry]] for more info on these products.&lt;br /&gt;
=====Process Plants (to Bag)=====&lt;br /&gt;
Requires: [[Quarry bush]], a [[bag]], and [[Plant Processing]].&lt;br /&gt;
&lt;br /&gt;
Creates [[Quarry bush]] leaves.&lt;br /&gt;
=====Process Plants (to Barrel)=====&lt;br /&gt;
Requires: [[Sweet pod]], a [[barrel]], and [[Plant Processing]].&lt;br /&gt;
&lt;br /&gt;
Creates [[Dwarven syrup]].&lt;br /&gt;
=====Process Plants (to Vial)=====&lt;br /&gt;
Requires: [[Kobold bulb]] or [[Valley herb]], a [[vial]], and [[Plant Processing]].&lt;br /&gt;
&lt;br /&gt;
Creates [[Gnomeblight]] or [[Golden salve]], respectively.&lt;br /&gt;
=====Milk Creature=====&lt;br /&gt;
Requires: [[Purring maggot]], a [[bucket]], and [[Milking]].&lt;br /&gt;
&lt;br /&gt;
Creates [[Dwarven milk]].&lt;br /&gt;
&lt;br /&gt;
=====Make Cheese=====&lt;br /&gt;
Requires: Any milk [[Status#Kitchen Status Screen|available for cooking]], and [[Cheese Making]]&lt;br /&gt;
&lt;br /&gt;
Creates the associated cheese. i.e. [[Cow]] milk goes to cow cheese.&lt;br /&gt;
&lt;br /&gt;
{{Workshops}}&lt;/div&gt;</summary>
		<author><name>Adeptable</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Workshop&amp;diff=1910</id>
		<title>40d:Workshop</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Workshop&amp;diff=1910"/>
		<updated>2009-09-16T01:47:06Z</updated>

		<summary type="html">&lt;p&gt;Adeptable: /* Furnaces &amp;amp; Forges */ syntax&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Production_chain.gif|thumb|400px|Production chain.]]&lt;br /&gt;
'''Workshops''' are where objects are created, refined, altered, and decorated.&lt;br /&gt;
&lt;br /&gt;
== Building==&lt;br /&gt;
&lt;br /&gt;
Most workshops are quick and easy to build, requiring only a single piece of [[stone]], [[wood]], or other common materials (although there are a few exceptions).  To build a workshop, open the {{key|b}}uild menu and select {{key|w}}orkshop, then choose which workshop you would like to build and the materials you would like to use in its construction.  Your cursor will now change into a floor plan of the workshop. &lt;br /&gt;
&lt;br /&gt;
Attention: '''dark green locations in the plan will be impassable ''' in the completed workshop, while passable locations will be a bright green.  Plans cannot be rotated, so it is important to ensure that the impassable squares do not block a door or otherwise cut off access to the workshop. The [[Jeweler's workshop]] and [[Bowyer's workshop]] block off a whole side of the workshop. &lt;br /&gt;
&lt;br /&gt;
Once the plan has been placed in a satisfactory location, you must have a [[dwarf]] with the appropriate [[labor]] enabled to build the workshop ({{key|v}}iew dwarf-{{key|p}}references-{{key|l}}abors).  For instance, to build a a [[carpenter's workshop]], you must have a dwarf with the &amp;quot;[[Carpentry]]&amp;quot; labor enabled.  Some workshops (such as the [[furnaces]]) must first be designed by a dwarf with the [[architecture]] labor enabled.  To see what labor is needed to build a particular workshop, press {{key|q}} and move the cursor over its floor plan.&lt;br /&gt;
&lt;br /&gt;
To build a workshop, a dwarf must first clean the area of loose rock and other items lying on the ground by moving them to neighboring, non-diagonal squares.  Items already claimed by other tasks (such as &amp;quot;Bring Item to Stockpile&amp;quot; cannot be moved and will cause the dwarf to suspend construction of the workshop. If this happens, you will need to wait until the interfering tasks are finished (for instance, rock has been cleared away to a stockpile), and then manually un-suspend construction with the {{key|q}} menu. The dwarf will also suspend the construction when he can't find a proper neighboring square to move the items to. This is usually caused by active construction sites on neighboring tiles.&lt;br /&gt;
&lt;br /&gt;
== Use==&lt;br /&gt;
&lt;br /&gt;
Once a workshop has been constructed, you will need to assign a queue of tasks at which the dwarves with that workshop's skill will henceforth toil.  To edit the queue, hit {{key|q}} and move the cursor over the workshop.  Jobs are completed in order from top to bottom; a job set to 'repeat' will be labeled '&amp;lt;span style=&amp;quot;color: #0ac&amp;quot;&amp;gt;'''R'''&amp;lt;/span&amp;gt;' in the list, and will be be sent back to the bottom after it is done.  This allows you to set a workshop to do a series of tasks repeatedly.  The job labeled '&amp;lt;span style=&amp;quot;color: #0c0&amp;quot;&amp;gt;'''A'''&amp;lt;/span&amp;gt;', if any, is the currently active project.&lt;br /&gt;
&lt;br /&gt;
Alternatively, the [[manager]] can assign jobs to workshops. This is a more efficient way of allocating jobs when the fortress becomes larger.&lt;br /&gt;
&lt;br /&gt;
Most jobs require materials. Any dwarf that starts a job in a workshop will automatically retrieve the necessary materials from the appropriate source (even if they don't have the appropriate [[hauling]] job set). Dwarves work more efficiently if the materials for their workshop are [[stockpile]]d nearby.&lt;br /&gt;
&lt;br /&gt;
Beware of workshop '''[[clutter]]'''! Dwarves will ''not'' automatically haul things away from workshops once the job is completed. Note that there is no way to notice a cluttered workshop without looking specifically inside the workshop ({{key|t}} or {{key|q}}) until a cloud of [[miasma]] erupts from your [[kitchen]].&lt;br /&gt;
&lt;br /&gt;
==Profiles==&lt;br /&gt;
&lt;br /&gt;
Once you have assigned a manager, each workshop will have a profile menu ({{key|q}}-{{key|P}}) which allows you to specify which dwarves are allowed to use the workshop (either by name or by a range of [[skill]]s).&lt;br /&gt;
&lt;br /&gt;
== Variations==&lt;br /&gt;
&lt;br /&gt;
The workshops used in the game include the following:{{Workshops}}&lt;br /&gt;
&lt;br /&gt;
* [[Alchemist's laboratory]]: Used to make [[soap]].&lt;br /&gt;
* [[Ashery]]: Used to make [[lye]] and [[potash]].&lt;br /&gt;
* [[Bowyer's workshop]]: Used to make bone or wooden [[crossbow]]s.&lt;br /&gt;
* [[Butcher's shop]]: Used to turn some corpses and [[animals|livestock]] into [[meat]] and usable materials.&lt;br /&gt;
* [[Carpenter's workshop]]: Used to make [[furniture]] from [[wood]]. Also some [[trap]] components. &lt;br /&gt;
* [[Clothier's shop]]: Used to make numerous items from [[cloth]].&lt;br /&gt;
* [[Craftsdwarf's workshop]]: Used to make a [[crafts|number of items]] from a plethora of materials for trading purposes. Also useful to make [[bolts]] cheaply.&lt;br /&gt;
* [[Dyer's shop]]: Used to [[dye]] [[cloth]] or [[thread]].&lt;br /&gt;
* [[Farmer's workshop]]: Used to make [[thread]], [[milk]], [[syrup]], and [[quarry bush|leaves]].&lt;br /&gt;
* [[Fishery]]: Used to process raw [[fish]] into edible [[meat]] and [[bones]].&lt;br /&gt;
* [[Jeweler's workshop]]: Used to cut and encrust with [[gems]]. &lt;br /&gt;
* [[Kitchen]]: Used to cook [[food]] to decrease needed storage space, and expand the types of edible food.&lt;br /&gt;
* [[Leather works]]: Used to make [[leather]] into [[armor]] and [[clothes]].&lt;br /&gt;
* [[Loom]]: Used to make [[cloth]] from [[thread]].&lt;br /&gt;
* [[Mason's workshop]]: Used to make [[furniture]] from [[stone]].&lt;br /&gt;
* [[Mechanic's workshop]]: Used only to make [[mechanism]]s from [[stone]].&lt;br /&gt;
* [[Metalsmith's forge]]: Used to make a plethora of items from trading items to [[furniture]] and [[trap]] components from [[metal]] [[bar]]s and [[fuel]]. &lt;br /&gt;
** [[Magma forge]]: Same as above, but with no [[fuel]] consumption (except for the [[steel]] industry).&lt;br /&gt;
* [[Millstone]]: Used to make [[dye]], [[flour]], and [[sugar]].&lt;br /&gt;
** [[Quern]]: Same as above, but with muscle power instead of water or [[windmill]]&lt;br /&gt;
* [[Siege workshop]]: Used to make [[ballista]] arrows and [[catapult]] and ballista parts.&lt;br /&gt;
* [[Still]]: Used to make [[alcohol]] drinks from [[plants]].&lt;br /&gt;
* [[Tanner's shop]]: Used to tan [[raw hide]]s into [[leather]].&lt;br /&gt;
&lt;br /&gt;
== Furnaces &amp;amp; Forges==&lt;br /&gt;
&lt;br /&gt;
Furnaces and forges are essentially workshops, except that they need some form of [[fuel]] ([[charcoal]] or [[coke]]) or [[magma]] to operate.  Furnaces transform raw material ([[wood]], [[ore]] or [[sand]]) to either a [[bar]] or [[block]] (of [[glass]], [[metal]], [[fuel]], [[ash]] or [[potash]]). Forges turn metal bars into metal products, such as [[weapons]], [[armour]], [[furniture]] or [[craft]]s.  To build a furnace, open the {{key|b}}uild menu and select {{key|e}}.  Forges are under the normal workshop menu.&lt;br /&gt;
&lt;br /&gt;
Furnaces must be built from [[fire-safe]] material, usually stone or stone blocks.&lt;br /&gt;
&lt;br /&gt;
* [[Glass furnace]]: Used to make [[glass]] items from [[sand]] and [[fuel]].&lt;br /&gt;
** [[Magma glass furnace]]: Same as above, but without the [[fuel]] consumption.*&lt;br /&gt;
* [[Kiln]]: Used to make [[pearlash]] from [[potash]] and [[fuel]].&lt;br /&gt;
** [[Magma kiln]]: Same as above, but without [[fuel]] consumption.*&lt;br /&gt;
* [[Smelter]]: Used to make [[metal]] [[bar]]s from [[ore]], and smelt [[coke]], which is [[fuel]].&lt;br /&gt;
** [[Magma smelter]]: Same as above, but without [[fuel]] consumption.* (However, see [[smelting]] [[pig iron]] &amp;amp; [[steel]])&lt;br /&gt;
* [[Wood furnace]]: Used to make [[charcoal]], which is [[fuel]], from [[wood]]&lt;br /&gt;
&lt;br /&gt;
:''(* Conventional fuels cannot be used at a magma version of a furnace or forge if it loses its magma source.)''&lt;br /&gt;
&lt;br /&gt;
==Workshop Design==&lt;br /&gt;
Since workshops are where much of your fortress's day to day work happens, it is important to plan them as carefully as you do your [[Bedroom Design|bedrooms]].  Workshop designs have a couple key considerations:&lt;br /&gt;
* Workshops should be as close as possible to the raw materials needed to do their job. The only dwarf who hauls the needed materials into the workshop is the one who works in it. Placing a stockpile with the corresponding materials right next to the workshop will save the precious time of your craftsdwarf by leaving the tedious material transportation to less qualified laborers.&lt;br /&gt;
* There should be room to put in duplicate workshops, to accommodate spikes in demand for things like beds and barrels (carpentry) or stone furniture (masons). Workshop construction and deconstruction is cheap and quick in most cases, so do not hesitate do create and remove temporary workshops when the need arises.&lt;br /&gt;
* Certain (but not all) workshops should be lockable by forbidding the doors that lead into them.  This is important for making sure that specific material can be forced to be used for specific production orders ([[bauxite]] [[mechanisms]] for example, or [[native aluminum]] furniture for your nobles), or that the desired items get decorated with exactly what you want (you don't want rubies on a -mudstone table- while you have a ☼[[platinum]] statue☼ around). Also for locking away a dangerous dwarf in a failing [[strange mood]] so they won't hurt a useful worker.  Not all workshops are subject to being claimed by [[mood]]y dwarfs, and not all workshops need be concerned with specific items - a [[farmer's workshop]], for instance, in both cases.&lt;br /&gt;
* The design should be expandable.  There will ALWAYS be another specialty workshop you'd find useful, whether it be a single-task, lockable Jeweler, a Legendary-only Carpenter's Workshop for beds, a floor of Dabbling to Proficient-only Masonry workshops for a [[Military#Cross-training_.28starting_a_Reserves_program.29|reserves program]], the list goes on.  Never assume you'll never need another workshop.  You'll always find SOMETHING.&lt;br /&gt;
* The design should have good traffic throughput.  Workshop complexes are pretty high-traffic areas, so you'll need to keep this in mind.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
A couple things that may seem like big deals, but really aren't:&lt;br /&gt;
* Being close to where the finished good will go.  You will definitely need to think of where your chairs, tables, prepared meals, and the like will go after they're done being made, but an average fortress has a lot of spare labor and untrained peasants that are qualified for little more than hauling finished goods.  Don't be afraid of putting the prepared food and booze larder 100 steps away from the kitchen and still; just turn off food hauling on your cooks and let the peasants handle it.&lt;br /&gt;
* Setting up resource stockpiles somewhat near where the resource is produced.  Again, the peasants will handle this.&lt;br /&gt;
&lt;br /&gt;
Specific design ideas are at [[Design_strategies#Workshop_Logistics|Design Strategies]]&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
:*[[Noise]]&lt;br /&gt;
:*[[Labor]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Workshops]]&lt;br /&gt;
[[ru:Мастерская]]&lt;/div&gt;</summary>
		<author><name>Adeptable</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Water_wheel&amp;diff=4240</id>
		<title>40d:Water wheel</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Water_wheel&amp;diff=4240"/>
		<updated>2009-09-13T15:43:08Z</updated>

		<summary type="html">&lt;p&gt;Adeptable: /* Channels */ clean up &amp;lt;&amp;gt; to ()&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Machine_component|name=Water wheel|key=w&lt;br /&gt;
|construction=&lt;br /&gt;
* 3 [[Wood]]&lt;br /&gt;
|construction_job=&lt;br /&gt;
# [[Architecture]]&lt;br /&gt;
# [[Carpenter]]&lt;br /&gt;
|power=Needs 10 power. &amp;lt;br&amp;gt;Generates 100 power. &amp;lt;br&amp;gt;Net gain of 90 power.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A '''water wheel''' is a [[machine component]] that provides [[power]] via [[water]] flow. To build a water wheel, select {{key|b}}uild menu and choose {{key|M}}achine components. It requires 3 [[wood]] and generates 100 power, which can be used for operating a [[pump]] or [[mill]]. You can use [[axle]]s and [[Gear assembly|gear]]s to access the power produced by a water wheel, or connect machinery like a [[pump]] or [[millstone]] directly. &lt;br /&gt;
&lt;br /&gt;
Waterwheels have quality levels for both design and building. These can be checked from the {{k|r}}oom screen by moving to the entry and pressing enter.&lt;br /&gt;
&lt;br /&gt;
== Construction ==&lt;br /&gt;
The architecture and carpentry labor are needed for the construction.&lt;br /&gt;
&lt;br /&gt;
A water wheel occupies 3 adjacent tiles (N-S or E-W axis, no diagonals).&lt;br /&gt;
&lt;br /&gt;
Although you can build a stable water wheel on solid ground, this isn't going to do you any good. For this reason, water wheels are almost exclusively built in a hanging state with gaps in the floor below. To do this the water wheel must be attached to a nearby machine component. A water wheel can attach to other machines only on either side of its center tile.&lt;br /&gt;
&lt;br /&gt;
'''Power''' will be sometimes generated once one channel tile under the water wheel is filled with water at a depth of four or greater '''if''' there also is a [[water flow]] in one of the three tiles beneath it (we need more info in the article on what constitutes waterflow). The easiest way to achieve this is to place the water wheel in a river, but also a brook or channel works if done right (read below). Having two floor tiles and one channel tile below the wheel will only sometimes work, even if that one tile fulfills the above conditions.  &amp;lt;!-- it stopped working after a bit. smth is fishy. -&amp;gt; Now i have 2 water wheels with identical setup (2channel), one has power one not. A third with only 1 channel, under the middle tile, works. I suspect tiles right next to the water wheel play into it too, or the design of the channel leading to it from the river--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You can transport the power wherever it is needed via horizontal and vertical axles and gear assemblies. It is possible to support a waterwheel by building its center next to a preexisting water wheel's center.&lt;br /&gt;
&lt;br /&gt;
==Brook==&lt;br /&gt;
Intuitively one would place a water wheel in a river, but they can also be powered if placed over [[brook]] tiles, but '''only if''' you first dig through the surface of the brook. Dig a [[channel]] three tiles long, right on the brook. The water wheel will sit above this channel.&lt;br /&gt;
&lt;br /&gt;
== Channels ==&lt;br /&gt;
It is possible to power a water wheel in a channel if it is connected to a river or brook (read as: water that has flow. Further details needed.) A channel connected to a murky pool will not suffice, no matter what water movement is present in the channel.&lt;br /&gt;
&lt;br /&gt;
Any direct non-diagonal connection (see [[water pressure]]) to a [[river]] or [[brook]] that has flow (some do not) will power a waterwheel, even if it's a dead end. A floodgate in the channel will not block this flow either.&lt;br /&gt;
&lt;br /&gt;
==Designs==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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{|style=&amp;quot;border: 1px solid #0b0; background: #dfd&amp;quot;&lt;br /&gt;
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|}&lt;br /&gt;
{|style=&amp;quot;border: 1px solid #0b0; background: #dfd&amp;quot;&lt;br /&gt;
|+'''Dual watermill design'''&lt;br /&gt;
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This is by no means the limit of water power from one location, depending on the width of your river/brook/channel you can stack many waterwheels side-by-side (really big assembles will need to be artificial as there's a limit to how wide the game created water flows get). Just remember to make sure there's a support structure in place before you place the next wheel.&lt;br /&gt;
&lt;br /&gt;
== Perpetual motion ==&lt;br /&gt;
&lt;br /&gt;
Due to the low power draw of a [[screw pump]], a self-powering assembly can be made with a water wheel that still leaves plenty of excess power for other uses. This is an [[exploit]], and possibly a bug.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
'''*REMEMBER TO BUILD THE HORIZONTAL AXLE OR GEAR ASSEMBLY BEFORE THE WATER WHEEL*'''&lt;br /&gt;
{|style=&amp;quot;border: 1px solid #333; background: #000&amp;quot;&lt;br /&gt;
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&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
{|style=&amp;quot;border: 1px solid #333; background: #000&amp;quot;&lt;br /&gt;
|+'''Perpetual Motion Design #1 - Bottom Floor'''&lt;br /&gt;
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&amp;lt;br /&amp;gt;&lt;br /&gt;
{|style=&amp;quot;border: 1px solid #333; background: #000&amp;quot;&lt;br /&gt;
|+'''Perpetual Motion Design #2'''&lt;br /&gt;
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'''Key'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Wall: ║ ═ ╠ ╝ ╚ ╔ ╗ ╣ ╩'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Floor: &amp;lt;font color=&amp;quot;#777&amp;quot;&amp;gt;+&amp;lt;/font&amp;gt;'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Water Wheel: &amp;lt;font color=&amp;quot;#970&amp;quot;&amp;gt;W&amp;lt;/font&amp;gt;'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Gear Assembly: &amp;lt;font color=&amp;quot;#C0C0C0&amp;quot;&amp;gt;*&amp;lt;/font&amp;gt;'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Axle E/W: &amp;lt;font color=&amp;quot;#808000&amp;quot;&amp;gt;═&amp;lt;/font&amp;gt;'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Axle N/S: &amp;lt;font color=&amp;quot;#808000&amp;quot;&amp;gt;║&amp;lt;/font&amp;gt;'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Pump from west: &amp;lt;font color=&amp;quot;#00FF00&amp;quot;&amp;gt;X&amp;lt;/font&amp;gt;&amp;lt;font face=&amp;quot;Arial&amp;quot; color=&amp;quot;#008000&amp;quot;&amp;gt;X&amp;lt;/font&amp;gt;'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Pump from south: &amp;lt;font color=&amp;quot;#008000&amp;quot;&amp;gt;X&amp;lt;/font&amp;gt;&amp;lt;font face=&amp;quot;Arial&amp;quot; color=&amp;quot;#00FF00&amp;quot;&amp;gt;X&amp;lt;/font&amp;gt;'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Channel: &amp;lt;font color=&amp;quot;#808000&amp;quot;&amp;gt;_&amp;lt;/font&amp;gt; or if background color is white'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Closed water source opening: &amp;lt;font color=&amp;quot;#808000&amp;quot;&amp;gt;X&amp;lt;/font&amp;gt;'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Machine components]]&lt;/div&gt;</summary>
		<author><name>Adeptable</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Water_wheel&amp;diff=4239</id>
		<title>40d:Water wheel</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Water_wheel&amp;diff=4239"/>
		<updated>2009-09-13T15:41:38Z</updated>

		<summary type="html">&lt;p&gt;Adeptable: /* Construction */ sp,gr&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Machine_component|name=Water wheel|key=w&lt;br /&gt;
|construction=&lt;br /&gt;
* 3 [[Wood]]&lt;br /&gt;
|construction_job=&lt;br /&gt;
# [[Architecture]]&lt;br /&gt;
# [[Carpenter]]&lt;br /&gt;
|power=Needs 10 power. &amp;lt;br&amp;gt;Generates 100 power. &amp;lt;br&amp;gt;Net gain of 90 power.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A '''water wheel''' is a [[machine component]] that provides [[power]] via [[water]] flow. To build a water wheel, select {{key|b}}uild menu and choose {{key|M}}achine components. It requires 3 [[wood]] and generates 100 power, which can be used for operating a [[pump]] or [[mill]]. You can use [[axle]]s and [[Gear assembly|gear]]s to access the power produced by a water wheel, or connect machinery like a [[pump]] or [[millstone]] directly. &lt;br /&gt;
&lt;br /&gt;
Waterwheels have quality levels for both design and building. These can be checked from the {{k|r}}oom screen by moving to the entry and pressing enter.&lt;br /&gt;
&lt;br /&gt;
== Construction ==&lt;br /&gt;
The architecture and carpentry labor are needed for the construction.&lt;br /&gt;
&lt;br /&gt;
A water wheel occupies 3 adjacent tiles (N-S or E-W axis, no diagonals).&lt;br /&gt;
&lt;br /&gt;
Although you can build a stable water wheel on solid ground, this isn't going to do you any good. For this reason, water wheels are almost exclusively built in a hanging state with gaps in the floor below. To do this the water wheel must be attached to a nearby machine component. A water wheel can attach to other machines only on either side of its center tile.&lt;br /&gt;
&lt;br /&gt;
'''Power''' will be sometimes generated once one channel tile under the water wheel is filled with water at a depth of four or greater '''if''' there also is a [[water flow]] in one of the three tiles beneath it (we need more info in the article on what constitutes waterflow). The easiest way to achieve this is to place the water wheel in a river, but also a brook or channel works if done right (read below). Having two floor tiles and one channel tile below the wheel will only sometimes work, even if that one tile fulfills the above conditions.  &amp;lt;!-- it stopped working after a bit. smth is fishy. -&amp;gt; Now i have 2 water wheels with identical setup (2channel), one has power one not. A third with only 1 channel, under the middle tile, works. I suspect tiles right next to the water wheel play into it too, or the design of the channel leading to it from the river--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You can transport the power wherever it is needed via horizontal and vertical axles and gear assemblies. It is possible to support a waterwheel by building its center next to a preexisting water wheel's center.&lt;br /&gt;
&lt;br /&gt;
==Brook==&lt;br /&gt;
Intuitively one would place a water wheel in a river, but they can also be powered if placed over [[brook]] tiles, but '''only if''' you first dig through the surface of the brook. Dig a [[channel]] three tiles long, right on the brook. The water wheel will sit above this channel.&lt;br /&gt;
&lt;br /&gt;
== Channels ==&lt;br /&gt;
It is possible to power a water wheel in a channel if it is connected to a river or brook &amp;lt;read as: water that has flow. Further details needed.&amp;gt; A channel connected to a murky pool will not suffice, no matter what water movement is present in the channel.&lt;br /&gt;
&lt;br /&gt;
Any direct non-diagonal connection (see [[water pressure]]) to a [[river]] or [[brook]] that has flow (some do not) will power a waterwheel, even if it's a dead end. A floodgate in the channel will not block this flow either.&lt;br /&gt;
&lt;br /&gt;
==Designs==&lt;br /&gt;
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{|style=&amp;quot;border: 1px solid #0b0; background: #dfd&amp;quot;&lt;br /&gt;
|+'''Basic watermill design'''&lt;br /&gt;
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|}&lt;br /&gt;
{|style=&amp;quot;border: 1px solid #0b0; background: #dfd&amp;quot;&lt;br /&gt;
|+'''Dual watermill design'''&lt;br /&gt;
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This is by no means the limit of water power from one location, depending on the width of your river/brook/channel you can stack many waterwheels side-by-side (really big assembles will need to be artificial as there's a limit to how wide the game created water flows get). Just remember to make sure there's a support structure in place before you place the next wheel.&lt;br /&gt;
&lt;br /&gt;
== Perpetual motion ==&lt;br /&gt;
&lt;br /&gt;
Due to the low power draw of a [[screw pump]], a self-powering assembly can be made with a water wheel that still leaves plenty of excess power for other uses. This is an [[exploit]], and possibly a bug.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
'''*REMEMBER TO BUILD THE HORIZONTAL AXLE OR GEAR ASSEMBLY BEFORE THE WATER WHEEL*'''&lt;br /&gt;
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&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
{|style=&amp;quot;border: 1px solid #333; background: #000&amp;quot;&lt;br /&gt;
|+'''Perpetual Motion Design #1 - Bottom Floor'''&lt;br /&gt;
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&amp;lt;br /&amp;gt;&lt;br /&gt;
{|style=&amp;quot;border: 1px solid #333; background: #000&amp;quot;&lt;br /&gt;
|+'''Perpetual Motion Design #2'''&lt;br /&gt;
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'''Key'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Wall: ║ ═ ╠ ╝ ╚ ╔ ╗ ╣ ╩'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Floor: &amp;lt;font color=&amp;quot;#777&amp;quot;&amp;gt;+&amp;lt;/font&amp;gt;'''&lt;br /&gt;
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'''Water Wheel: &amp;lt;font color=&amp;quot;#970&amp;quot;&amp;gt;W&amp;lt;/font&amp;gt;'''&lt;br /&gt;
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'''Gear Assembly: &amp;lt;font color=&amp;quot;#C0C0C0&amp;quot;&amp;gt;*&amp;lt;/font&amp;gt;'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Axle E/W: &amp;lt;font color=&amp;quot;#808000&amp;quot;&amp;gt;═&amp;lt;/font&amp;gt;'''&lt;br /&gt;
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'''Axle N/S: &amp;lt;font color=&amp;quot;#808000&amp;quot;&amp;gt;║&amp;lt;/font&amp;gt;'''&lt;br /&gt;
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'''Pump from west: &amp;lt;font color=&amp;quot;#00FF00&amp;quot;&amp;gt;X&amp;lt;/font&amp;gt;&amp;lt;font face=&amp;quot;Arial&amp;quot; color=&amp;quot;#008000&amp;quot;&amp;gt;X&amp;lt;/font&amp;gt;'''&lt;br /&gt;
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'''Pump from south: &amp;lt;font color=&amp;quot;#008000&amp;quot;&amp;gt;X&amp;lt;/font&amp;gt;&amp;lt;font face=&amp;quot;Arial&amp;quot; color=&amp;quot;#00FF00&amp;quot;&amp;gt;X&amp;lt;/font&amp;gt;'''&lt;br /&gt;
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'''Channel: &amp;lt;font color=&amp;quot;#808000&amp;quot;&amp;gt;_&amp;lt;/font&amp;gt; or if background color is white'''&lt;br /&gt;
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'''Closed water source opening: &amp;lt;font color=&amp;quot;#808000&amp;quot;&amp;gt;X&amp;lt;/font&amp;gt;'''&lt;br /&gt;
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&lt;br /&gt;
[[Category:Machine components]]&lt;/div&gt;</summary>
		<author><name>Adeptable</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Lever&amp;diff=15039</id>
		<title>40d:Lever</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Lever&amp;diff=15039"/>
		<updated>2009-09-09T20:09:59Z</updated>

		<summary type="html">&lt;p&gt;Adeptable: /* Linking */ re-add some stuff about linking a lever to the same object twice, with more detail (see talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A '''lever''' is a [[mechanism]] that has been constructed on a floor tile. Once in place, it can be linked to one or more other devices such as [[door]]s, [[bridge]]s or [[support]]s, permitting you to remotely control these other devices through the lever's {{k|q}} menu.  &lt;br /&gt;
&lt;br /&gt;
Levers do not block any movement.  Levers are counted as furniture for [[created wealth]] of a fortress.&lt;br /&gt;
&lt;br /&gt;
[[Pressure plate]]s are like levers, but are activated automatically by [[creatures]] stepping on it, or by fluids reaching a certain (player-selected) depth.  &lt;br /&gt;
&lt;br /&gt;
Either a '''lever''' or a [[pressure plate]], once linked to one or more devices ([[door]]s, [[trap]]s, or whatever), can act as a '''trigger''', an activation mechanism for that secondary system.  The two are activated differently, but the connected system is activated just the same.  One system can have more than one trigger linked to it, and one trigger can be linked to more than one system. &lt;br /&gt;
&lt;br /&gt;
==Placing a lever==&lt;br /&gt;
If you have a spare mechanism, you can designate the new lever job via the  &amp;quot;{{k|b}}uild {{k|T}}rap {{k|l}}ever&amp;quot; keys, and can use {{k|x}} to choose which specific mechanism to use.  Mechanism [[quality]] has no known effect on the performance of the lever.  Low-quality mechanisms work fine, but since they are counted as furniture, high quality mechanisms give more [[created wealth]].&lt;br /&gt;
&lt;br /&gt;
==Linking==&lt;br /&gt;
&lt;br /&gt;
Once a mechanism has been placed as a lever, it then requires a pair of [[mechanisms]] to link that lever to any object, regardless of distance or size, and [[quality]] of the mechanism makes no reported difference.  This is done by giving the lever the appropriate job order via {{k|q}}(similar to any workshop), selecting what sort of object you want the lever linked to*, and then using the {{k|-}} and {{k|+}} keys to scroll thru the available examples of those and selecting the one you want.  The list is chronological, with the last object finished listed last, and the map will re-center on the exact object as you scroll.&lt;br /&gt;
&lt;br /&gt;
:''(* [[bridge]], [[cage]], [[chain]], [[door]], [[floodgate]], [[hatch]], [[wall grate]], [[floor grate]], [[vertical bars]], [[floor bars]], [[support]], [[spike]], or [[gear assembly]].)&lt;br /&gt;
&lt;br /&gt;
By default you can choose the specific mechanisms you wish to use, from a list of all you have created (and are not forbidden or isolated by [[path]]) - your first selection will be attached to the item/barrier in question (the door, floodgate, cage, whatever), and the second selection will be linked at the lever end (the order is important when dealing with [[magma]]).&lt;br /&gt;
&lt;br /&gt;
A lever can be connected to any number of objects at the same time, but, as each linking is a [[job]] designated at that lever, only one linking job will be tasked at any one time - after that job is finished, the next will begin.  (That is, if you want one lever connected to 101 different doors, hatches, cages, bridges and supports, you can do that, but those jobs will not occur ''simultaneously''.)  Up to 10 linking jobs can be queued up at any one time on one lever, the same as with jobs at any workshop.&lt;br /&gt;
&lt;br /&gt;
Once a link is completed (not queued), the target will no longer appear in the lever's target list. However, if you queue the same linkage twice then both tasks will be performed. This has no effect other than to use up more mechanisms.&lt;br /&gt;
&lt;br /&gt;
Once linked, a trigger must be deconstructed to de-link it from a system*; this also unlinks all other connected systems to that trigger, but has no effect on other triggers linked to the same system(s).&lt;br /&gt;
&lt;br /&gt;
:''(* Or if the other end is deconstructed, the door, hatch, column, bridge or whatever, that un-links the trigger as well, but any other system remains linked.)''&lt;br /&gt;
&lt;br /&gt;
==Activating levers==&lt;br /&gt;
A lever is activated (or &amp;quot;pulled&amp;quot;) through its {{k|q}} menu with via the &amp;quot;{{k|a}}dd new task {{k|P}}ull&amp;quot; keys, which establishes a new [[job]] that then needs to be filled.  An idle dwarf will then come to pull the lever - no labor need be designated for this task, so ''any'' dwarf might volunteer, and from ''anywhere'' on the map that has a [[path]] to that lever at the time, though in most cases the nearest dwarf will be chosen. &lt;br /&gt;
&lt;br /&gt;
[[Tantrum]]ing dwarves have also been reported to pull levers at random, leading to all kinds of [[fun]].  &lt;br /&gt;
&lt;br /&gt;
Note that once the actual ''lever'' is pulled, any attached objects may take more time to respond - see below.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==On/Off vs Open/Close==&lt;br /&gt;
Levers normally have an &amp;quot;on&amp;quot; and an &amp;quot;off&amp;quot; state, seen as whether the small tag at the top of the lever is to the left (&amp;quot;off&amp;quot; state) or the right (&amp;quot;on&amp;quot; state).  Upon being pulled, the state of the lever changes, and everything they're connected to updates to the ''corresponding'' state of that lever, and does not just ''change'' states (&amp;quot;toggle&amp;quot;).  This becomes important if you have several levers attached to the same device, or one trigger attached to several systems. &lt;br /&gt;
:Example: 2 levers (both in &amp;quot;off&amp;quot; position) are connected to a drawbridge. After pulling the first lever, the bridge will lift. Pulling the second lever tells the bridge to &amp;quot;open&amp;quot;, which it already has done - no visible effect. When it is pulled a second time it will let the bridge down. This in turn requires the ''first'' lever (still in &amp;quot;open/lift&amp;quot; position) to be pulled twice to trigger a change (lift again), and so on.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;On&amp;quot; and &amp;quot;off&amp;quot; state is fixed and dependent on the lever, not the object that lever is linked to:&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;dash to the right&amp;quot; ( '''ó''' ) is '''on'''&lt;br /&gt;
* &amp;quot;dash to the left&amp;quot; ( '''ò''' ) is '''off'''&lt;br /&gt;
&lt;br /&gt;
Note, however, that gear assemblies are ''the sole exception'' to this: Instead of On/Off triggers, they indeed '''do''' toggle.&lt;br /&gt;
&lt;br /&gt;
Several devices, such as [[floodgate]]s and [[bridge]]s, have a delayed response to all incoming signals, and will not respond to subsequent signals until the first has taken effect.  For instance, if you pull a lever attached to a floodgate on then off in rapid succession, the floodgate will only respond to the first signal, independent of the position the lever rests in eventually.&lt;br /&gt;
&lt;br /&gt;
==On/Off states==&lt;br /&gt;
Objects that can be controlled by levers include:&lt;br /&gt;
&lt;br /&gt;
===== Multiple Uses =====&lt;br /&gt;
&lt;br /&gt;
* [[Bridge]] &amp;amp;ndash;  Activates 100 steps after being triggered&lt;br /&gt;
** '''On:''' Turns the bridge into either a raised drawbridge, or a retracted bridge, depending on which option was chosen when the the bridge was constructed. &lt;br /&gt;
** '''Off:''' Returns the bridge to normal.&lt;br /&gt;
&lt;br /&gt;
* [[Door]] &amp;amp;ndash; Activates instantly. Note that once you connect a door, it is either completely open or locked. There is no &amp;quot;closed, but can be opened by a dwarf&amp;quot; state anymore.&lt;br /&gt;
** '''On:''' Opens the door. &lt;br /&gt;
** '''Off:''' Closes the door. &lt;br /&gt;
&lt;br /&gt;
* [[Floodgate]] &amp;amp;ndash;  Activates 100 steps after being triggered. If blocking a narrow passageway, a door will easily suffice.&lt;br /&gt;
** '''On:''' Opens the floodgate. &lt;br /&gt;
** '''Off:''' Closes the floodgate.&lt;br /&gt;
&lt;br /&gt;
* [[Floor hatch|Hatch]] &amp;amp;ndash; Activates instantly. Note that, like doors, once you connect a hatch, it is either completely open or locked.&lt;br /&gt;
** '''On:''' Opens the hatch.&lt;br /&gt;
** '''Off:''' Closes the hatch.&lt;br /&gt;
&lt;br /&gt;
* [[Grate]] &amp;amp;ndash; Activates 100 steps after being triggered. When it is open, it just disappears. Liquids go through it just the same, but it cannot be walked on anymore. Anybody on it will fall.&lt;br /&gt;
** '''On:''' Opens the grate. &lt;br /&gt;
** '''Off:''' Closes the grate. &lt;br /&gt;
&lt;br /&gt;
* [[Bars]] &amp;amp;ndash; Activates 100 steps after being triggered. When it is open, it just disappears. Liquids go through it just the same, but it cannot be walked on anymore. Anybody on it will fall.&lt;br /&gt;
** '''On:''' Opens the bars. &lt;br /&gt;
** '''Off:''' Closes the bars.&lt;br /&gt;
&lt;br /&gt;
* [[Trap|Upright Spear/Spikes]]&lt;br /&gt;
** '''On:''' Retracts spears/spikes.&lt;br /&gt;
** '''Off:''' Extends spears/spikes.&lt;br /&gt;
&lt;br /&gt;
* [[Gear assembly]] &amp;amp;ndash; When it is disengaged, no power goes through it and anything that is being kept up by its presence (like a [[windmill]] right on top of it) falls down.&lt;br /&gt;
** '''On:''' Toggles gear state.&lt;br /&gt;
** '''Off:''' Toggles gear state.&lt;br /&gt;
&lt;br /&gt;
===== One-Shot =====&lt;br /&gt;
&lt;br /&gt;
These items, when activated, deconstruct, and/or cannot be triggered again until re-linked.&lt;br /&gt;
&lt;br /&gt;
* [[Cage]] &amp;amp;ndash; Deconstructs the cage and releases all of its contents. The cage and its attached mechanism will be left on the floor nearby; you recover the [[mechanism]] used on the cage but you do not recover the mechanism used in the lever. For this you need to deconstruct the lever too.&lt;br /&gt;
&lt;br /&gt;
* [[Restraint]] &amp;amp;ndash; Deconstructs the [[Restraint|chain/rope]] and releases whatever creature it held. The restraint's mechanism will be left on the floor nearby, and the restraint itself will remain attached to the creature's neck; again, you recover the [[mechanism]] used on the restraint but you do not recover the mechanism used in the lever. For this you need to deconstruct the lever too.&lt;br /&gt;
* [[Support]] &amp;amp;ndash; Deconstructs the support, ideally without a dwarf next to it. Most commonly used to cause controlled [[cave-in]]s.&lt;br /&gt;
&lt;br /&gt;
==Control Room==&lt;br /&gt;
Some player prefer to create a &amp;quot;control room&amp;quot; and lock a dwarf in when they expect to need quick response to their levers, to avoid long delays.  A control room is an area where important levers are located.  It often has doors/hatches on all entrances, so a dwarf (or more than one) can be locked inside to guarantee that one nearby dwarf will be idle who can pull a lever at a moment's notice, rather than wait for the first idle dwarf to respond, who might be far across the map. This can be critical with some of the more complex [[Trap design|trap designs]].  For longer sieges, a small personal stockpile of booze and food is critical, or an &amp;quot;airlock&amp;quot; that can be (re)stocked for prolonged situations.&lt;br /&gt;
&lt;br /&gt;
Some control rooms have all doors linked to a single lever, which is the first one pulled - this seals in the first volunteer to respond, although {{k|A}}ctivating a specific recruit and stationing them and then manually locking them in the control room is sometimes faster.  Double doors, one set manual, and one set linked, allow for manual sealing of the room in either manner.  (It's advised to have a backup lever somewhere to open the linked doors in case of accidents.)&lt;br /&gt;
&lt;br /&gt;
Advanced players do not trust doors alone to protect their control room, as some fortress invaders are [[building destroyer]]s, and can deconstruct any door or drawbridge they come across.&lt;br /&gt;
&lt;br /&gt;
Because control rooms often contain levers linked to most every important system in the fortress, it's critical to guard it against troublemakers like [[gremlin]]s and [[tantrum]]ing dwarves.  Having wardogs or other attack animals chained at all entrances is a good start, and military stationed nearby is popular as well.&lt;br /&gt;
&lt;br /&gt;
Because of the crowded nature of a control room, it's particularly important to [[label]] your levers, and/or organize them for positive identification as to function.  Returning to a game after a week and not remembering which &amp;quot;red&amp;quot; lever releases the magma or shuts the main gate is too much [[fun]] for some players.&lt;br /&gt;
&lt;br /&gt;
==Labeling==&lt;br /&gt;
There is no way to determine what levers operate what objects except by pulling them and seeing what happens.&amp;lt;sup&amp;gt;*&amp;lt;/sup&amp;gt;  Because of this, it can be critical to, somehow, keep track of what lever does what and where (''especially'' in a control room!).  [[Note|Label]]ing each individual lever is (possibly) the most foolproof.  Some players (additionally) use architecture or color coding to help label their levers, either placing them near the objects they activate, or in small bays organized in groups (even within a control room), and/or making the mechanism (and linked objects) out of a [[The Non-Dwarf's Guide to Rock|particular colored]] stone, or likewise coloring the nearby wall or floor, or even constructing a letter or symbol in a floor mosaic - whatever works, so long as it ''does'' work.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;sup&amp;gt;(*): Not exactly true. You can attempt to link the lever to a new object. Anything already linked to that lever will not show up in the list, as an existing link cannot be duplicated. So you could, in theory, look through the entire list; any item which doesn't appear in that list is linked. However, this process of elimination becomes a very daunting prospect with, say, doors.&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Computing ==&lt;br /&gt;
&lt;br /&gt;
Elaborate combinations of levers (or pressure plates) and other objects can be used to create mechanical systems that can perform various forms of [[computing]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Buildings}}&lt;br /&gt;
[[Category:Buildings]][[Category:Physics]]&lt;/div&gt;</summary>
		<author><name>Adeptable</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Lever&amp;diff=15038</id>
		<title>40d:Lever</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Lever&amp;diff=15038"/>
		<updated>2009-09-09T20:05:09Z</updated>

		<summary type="html">&lt;p&gt;Adeptable: /* Labeling */ be more precise when talking about when items don't show up in the target list&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A '''lever''' is a [[mechanism]] that has been constructed on a floor tile. Once in place, it can be linked to one or more other devices such as [[door]]s, [[bridge]]s or [[support]]s, permitting you to remotely control these other devices through the lever's {{k|q}} menu.  &lt;br /&gt;
&lt;br /&gt;
Levers do not block any movement.  Levers are counted as furniture for [[created wealth]] of a fortress.&lt;br /&gt;
&lt;br /&gt;
[[Pressure plate]]s are like levers, but are activated automatically by [[creatures]] stepping on it, or by fluids reaching a certain (player-selected) depth.  &lt;br /&gt;
&lt;br /&gt;
Either a '''lever''' or a [[pressure plate]], once linked to one or more devices ([[door]]s, [[trap]]s, or whatever), can act as a '''trigger''', an activation mechanism for that secondary system.  The two are activated differently, but the connected system is activated just the same.  One system can have more than one trigger linked to it, and one trigger can be linked to more than one system. &lt;br /&gt;
&lt;br /&gt;
==Placing a lever==&lt;br /&gt;
If you have a spare mechanism, you can designate the new lever job via the  &amp;quot;{{k|b}}uild {{k|T}}rap {{k|l}}ever&amp;quot; keys, and can use {{k|x}} to choose which specific mechanism to use.  Mechanism [[quality]] has no known effect on the performance of the lever.  Low-quality mechanisms work fine, but since they are counted as furniture, high quality mechanisms give more [[created wealth]].&lt;br /&gt;
&lt;br /&gt;
==Linking==&lt;br /&gt;
&lt;br /&gt;
Once a mechanism has been placed as a lever, it then requires a pair of [[mechanisms]] to link that lever to any object, regardless of distance or size, and [[quality]] of the mechanism makes no reported difference.  This is done by giving the lever the appropriate job order via {{k|q}}(similar to any workshop), selecting what sort of object you want the lever linked to*, and then using the {{k|-}} and {{k|+}} keys to scroll thru the available examples of those and selecting the one you want.  The list is chronological, with the last object finished listed last, and the map will re-center on the exact object as you scroll.&lt;br /&gt;
&lt;br /&gt;
:''(* [[bridge]], [[cage]], [[chain]], [[door]], [[floodgate]], [[hatch]], [[wall grate]], [[floor grate]], [[vertical bars]], [[floor bars]], [[support]], [[spike]], or [[gear assembly]].)&lt;br /&gt;
&lt;br /&gt;
By default you can choose the specific mechanisms you wish to use, from a list of all you have created (and are not forbidden or isolated by [[path]]) - your first selection will be attached to the item/barrier in question (the door, floodgate, cage, whatever), and the second selection will be linked at the lever end (the order is important when dealing with [[magma]]).&lt;br /&gt;
&lt;br /&gt;
A lever can be connected to any number of objects at the same time, but, as each linking is a [[job]] designated at that lever, only one linking job will be tasked at any one time - after that job is finished, the next will begin.  (That is, if you want one lever connected to 101 different doors, hatches, cages, bridges and supports, you can do that, but those jobs will not occur ''simultaneously''.)  Up to 10 linking jobs can be queued up at any one time on one lever, the same as with jobs at any workshop.&lt;br /&gt;
&lt;br /&gt;
Once linked, a trigger must be deconstructed to de-link it from a system*; this also unlinks all other connected systems to that trigger, but has no effect on other triggers linked to the same system(s).&lt;br /&gt;
&lt;br /&gt;
:''(* Or if the other end is deconstructed, the door, hatch, column, bridge or whatever, that un-links the trigger as well, but any other system remains linked.)''&lt;br /&gt;
&lt;br /&gt;
==Activating levers==&lt;br /&gt;
A lever is activated (or &amp;quot;pulled&amp;quot;) through its {{k|q}} menu with via the &amp;quot;{{k|a}}dd new task {{k|P}}ull&amp;quot; keys, which establishes a new [[job]] that then needs to be filled.  An idle dwarf will then come to pull the lever - no labor need be designated for this task, so ''any'' dwarf might volunteer, and from ''anywhere'' on the map that has a [[path]] to that lever at the time, though in most cases the nearest dwarf will be chosen. &lt;br /&gt;
&lt;br /&gt;
[[Tantrum]]ing dwarves have also been reported to pull levers at random, leading to all kinds of [[fun]].  &lt;br /&gt;
&lt;br /&gt;
Note that once the actual ''lever'' is pulled, any attached objects may take more time to respond - see below.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==On/Off vs Open/Close==&lt;br /&gt;
Levers normally have an &amp;quot;on&amp;quot; and an &amp;quot;off&amp;quot; state, seen as whether the small tag at the top of the lever is to the left (&amp;quot;off&amp;quot; state) or the right (&amp;quot;on&amp;quot; state).  Upon being pulled, the state of the lever changes, and everything they're connected to updates to the ''corresponding'' state of that lever, and does not just ''change'' states (&amp;quot;toggle&amp;quot;).  This becomes important if you have several levers attached to the same device, or one trigger attached to several systems. &lt;br /&gt;
:Example: 2 levers (both in &amp;quot;off&amp;quot; position) are connected to a drawbridge. After pulling the first lever, the bridge will lift. Pulling the second lever tells the bridge to &amp;quot;open&amp;quot;, which it already has done - no visible effect. When it is pulled a second time it will let the bridge down. This in turn requires the ''first'' lever (still in &amp;quot;open/lift&amp;quot; position) to be pulled twice to trigger a change (lift again), and so on.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;On&amp;quot; and &amp;quot;off&amp;quot; state is fixed and dependent on the lever, not the object that lever is linked to:&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;dash to the right&amp;quot; ( '''ó''' ) is '''on'''&lt;br /&gt;
* &amp;quot;dash to the left&amp;quot; ( '''ò''' ) is '''off'''&lt;br /&gt;
&lt;br /&gt;
Note, however, that gear assemblies are ''the sole exception'' to this: Instead of On/Off triggers, they indeed '''do''' toggle.&lt;br /&gt;
&lt;br /&gt;
Several devices, such as [[floodgate]]s and [[bridge]]s, have a delayed response to all incoming signals, and will not respond to subsequent signals until the first has taken effect.  For instance, if you pull a lever attached to a floodgate on then off in rapid succession, the floodgate will only respond to the first signal, independent of the position the lever rests in eventually.&lt;br /&gt;
&lt;br /&gt;
==On/Off states==&lt;br /&gt;
Objects that can be controlled by levers include:&lt;br /&gt;
&lt;br /&gt;
===== Multiple Uses =====&lt;br /&gt;
&lt;br /&gt;
* [[Bridge]] &amp;amp;ndash;  Activates 100 steps after being triggered&lt;br /&gt;
** '''On:''' Turns the bridge into either a raised drawbridge, or a retracted bridge, depending on which option was chosen when the the bridge was constructed. &lt;br /&gt;
** '''Off:''' Returns the bridge to normal.&lt;br /&gt;
&lt;br /&gt;
* [[Door]] &amp;amp;ndash; Activates instantly. Note that once you connect a door, it is either completely open or locked. There is no &amp;quot;closed, but can be opened by a dwarf&amp;quot; state anymore.&lt;br /&gt;
** '''On:''' Opens the door. &lt;br /&gt;
** '''Off:''' Closes the door. &lt;br /&gt;
&lt;br /&gt;
* [[Floodgate]] &amp;amp;ndash;  Activates 100 steps after being triggered. If blocking a narrow passageway, a door will easily suffice.&lt;br /&gt;
** '''On:''' Opens the floodgate. &lt;br /&gt;
** '''Off:''' Closes the floodgate.&lt;br /&gt;
&lt;br /&gt;
* [[Floor hatch|Hatch]] &amp;amp;ndash; Activates instantly. Note that, like doors, once you connect a hatch, it is either completely open or locked.&lt;br /&gt;
** '''On:''' Opens the hatch.&lt;br /&gt;
** '''Off:''' Closes the hatch.&lt;br /&gt;
&lt;br /&gt;
* [[Grate]] &amp;amp;ndash; Activates 100 steps after being triggered. When it is open, it just disappears. Liquids go through it just the same, but it cannot be walked on anymore. Anybody on it will fall.&lt;br /&gt;
** '''On:''' Opens the grate. &lt;br /&gt;
** '''Off:''' Closes the grate. &lt;br /&gt;
&lt;br /&gt;
* [[Bars]] &amp;amp;ndash; Activates 100 steps after being triggered. When it is open, it just disappears. Liquids go through it just the same, but it cannot be walked on anymore. Anybody on it will fall.&lt;br /&gt;
** '''On:''' Opens the bars. &lt;br /&gt;
** '''Off:''' Closes the bars.&lt;br /&gt;
&lt;br /&gt;
* [[Trap|Upright Spear/Spikes]]&lt;br /&gt;
** '''On:''' Retracts spears/spikes.&lt;br /&gt;
** '''Off:''' Extends spears/spikes.&lt;br /&gt;
&lt;br /&gt;
* [[Gear assembly]] &amp;amp;ndash; When it is disengaged, no power goes through it and anything that is being kept up by its presence (like a [[windmill]] right on top of it) falls down.&lt;br /&gt;
** '''On:''' Toggles gear state.&lt;br /&gt;
** '''Off:''' Toggles gear state.&lt;br /&gt;
&lt;br /&gt;
===== One-Shot =====&lt;br /&gt;
&lt;br /&gt;
These items, when activated, deconstruct, and/or cannot be triggered again until re-linked.&lt;br /&gt;
&lt;br /&gt;
* [[Cage]] &amp;amp;ndash; Deconstructs the cage and releases all of its contents. The cage and its attached mechanism will be left on the floor nearby; you recover the [[mechanism]] used on the cage but you do not recover the mechanism used in the lever. For this you need to deconstruct the lever too.&lt;br /&gt;
&lt;br /&gt;
* [[Restraint]] &amp;amp;ndash; Deconstructs the [[Restraint|chain/rope]] and releases whatever creature it held. The restraint's mechanism will be left on the floor nearby, and the restraint itself will remain attached to the creature's neck; again, you recover the [[mechanism]] used on the restraint but you do not recover the mechanism used in the lever. For this you need to deconstruct the lever too.&lt;br /&gt;
* [[Support]] &amp;amp;ndash; Deconstructs the support, ideally without a dwarf next to it. Most commonly used to cause controlled [[cave-in]]s.&lt;br /&gt;
&lt;br /&gt;
==Control Room==&lt;br /&gt;
Some player prefer to create a &amp;quot;control room&amp;quot; and lock a dwarf in when they expect to need quick response to their levers, to avoid long delays.  A control room is an area where important levers are located.  It often has doors/hatches on all entrances, so a dwarf (or more than one) can be locked inside to guarantee that one nearby dwarf will be idle who can pull a lever at a moment's notice, rather than wait for the first idle dwarf to respond, who might be far across the map. This can be critical with some of the more complex [[Trap design|trap designs]].  For longer sieges, a small personal stockpile of booze and food is critical, or an &amp;quot;airlock&amp;quot; that can be (re)stocked for prolonged situations.&lt;br /&gt;
&lt;br /&gt;
Some control rooms have all doors linked to a single lever, which is the first one pulled - this seals in the first volunteer to respond, although {{k|A}}ctivating a specific recruit and stationing them and then manually locking them in the control room is sometimes faster.  Double doors, one set manual, and one set linked, allow for manual sealing of the room in either manner.  (It's advised to have a backup lever somewhere to open the linked doors in case of accidents.)&lt;br /&gt;
&lt;br /&gt;
Advanced players do not trust doors alone to protect their control room, as some fortress invaders are [[building destroyer]]s, and can deconstruct any door or drawbridge they come across.&lt;br /&gt;
&lt;br /&gt;
Because control rooms often contain levers linked to most every important system in the fortress, it's critical to guard it against troublemakers like [[gremlin]]s and [[tantrum]]ing dwarves.  Having wardogs or other attack animals chained at all entrances is a good start, and military stationed nearby is popular as well.&lt;br /&gt;
&lt;br /&gt;
Because of the crowded nature of a control room, it's particularly important to [[label]] your levers, and/or organize them for positive identification as to function.  Returning to a game after a week and not remembering which &amp;quot;red&amp;quot; lever releases the magma or shuts the main gate is too much [[fun]] for some players.&lt;br /&gt;
&lt;br /&gt;
==Labeling==&lt;br /&gt;
There is no way to determine what levers operate what objects except by pulling them and seeing what happens.&amp;lt;sup&amp;gt;*&amp;lt;/sup&amp;gt;  Because of this, it can be critical to, somehow, keep track of what lever does what and where (''especially'' in a control room!).  [[Note|Label]]ing each individual lever is (possibly) the most foolproof.  Some players (additionally) use architecture or color coding to help label their levers, either placing them near the objects they activate, or in small bays organized in groups (even within a control room), and/or making the mechanism (and linked objects) out of a [[The Non-Dwarf's Guide to Rock|particular colored]] stone, or likewise coloring the nearby wall or floor, or even constructing a letter or symbol in a floor mosaic - whatever works, so long as it ''does'' work.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;sup&amp;gt;(*): Not exactly true. You can attempt to link the lever to a new object. Anything already linked to that lever will not show up in the list, as an existing link cannot be duplicated. So you could, in theory, look through the entire list; any item which doesn't appear in that list is linked. However, this process of elimination becomes a very daunting prospect with, say, doors.&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Computing ==&lt;br /&gt;
&lt;br /&gt;
Elaborate combinations of levers (or pressure plates) and other objects can be used to create mechanical systems that can perform various forms of [[computing]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Buildings}}&lt;br /&gt;
[[Category:Buildings]][[Category:Physics]]&lt;/div&gt;</summary>
		<author><name>Adeptable</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Lever&amp;diff=23319</id>
		<title>40d Talk:Lever</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Lever&amp;diff=23319"/>
		<updated>2009-09-09T20:01:36Z</updated>

		<summary type="html">&lt;p&gt;Adeptable: /* Multiple connections for the same lever/object pair */ tested queuing a link twice, both are done.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== floodgates vs. doors misinformation? ==&lt;br /&gt;
&amp;quot;''Therefore, it is more logical to use doors, at least until doors aren't usable for holding back water.''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
I'm fairly certain that doors can't be closed while flooded.  They work as described for opening via lever, but cannot close when blocked by water or creatures.&lt;br /&gt;
Granted, the last time i've levered doors was back in 2d.  Please verify or change the wording? --[[User:Vaevictus|Vaevictus]] 15:49, 2 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:In the current version{{version|0.27.176.38c}} doors can close if water currently occupies the same square. I believe elsewhere the wiki states this destroys the water, but I have not verified if the water is destroyed. --[[User:Quartic|quartic]] 16:18, 2 June 2008 (EDT)&lt;br /&gt;
::Does it matter how much water? -- [[User:Vaevictus|Vaevictus]] 13:35, 3 June 2008 (EDT)&lt;br /&gt;
:::I have verified this with water of depth 1 and 7, but not values in between.--[[User:Quartic|quartic]] 13:38, 3 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Todo: Check whether two levers connected to the same door operate it in the same way the older versions did - that is, pulling each lever once would open the door, then do nothing as the second lever is pulled. -- [[User:Zaratustra|Zaratustra]] 19:23, 7 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I'm using vertical bars as portcullis for my keep, and they attach to levers.  Perhaps a comment that bars and grates operate identically in this version, specifically with respect to levers? -Gotthard&lt;br /&gt;
&lt;br /&gt;
Doesn't the delay come from the floodgate grinding to close the water/magma channel/tunnel compared to a door slamming shut right away? --[[User:Karpatius|Karp]] 08:51, 31 October 2008 (EDT)&lt;br /&gt;
:That is what it is meant to simulate.  Like people mentioned above, though, Toady's said that doors shouldn't work as well as floodgates, so in some later version your doors will probably leak. --[[User:ThunderClaw|ThunderClaw]] 10:09, 31 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== controlling at a distance ==&lt;br /&gt;
&lt;br /&gt;
Does the lever need to be adjacent to the item it is controlling?&lt;br /&gt;
&lt;br /&gt;
I want to put a floodgate at the end of a channel... [[User:GarrieIrons|GarrieIrons]] 02:52, 23 January 2008 (EST)&lt;br /&gt;
:No, it can be anywhere.--[[User:Dorten|Dorten]] 02:57, 23 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
so, analog to the support-cave-in-trap how about building a nice water basin, say 4x4 for a start and covering it with grates, all connected to a lever - do grates have to be attached to a wall or floor on one side? I will try *broad grin* --[[User:Koltom|Koltom]] 21:45, 22 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Grates must be attached to a wall on one side, although you can put grates next to only grates and the dwarves will build them.  Followed by their collapse.  Like walls off bridges.--[[User:Draco18s|Draco18s]] 18:31, 2 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Try building supports under them. SL's hand of armok uses supports under hatches in a similar way. [[User:VengefulDonut|VengefulDonut]] 23:37, 2 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::Yeah, its not working like i wanted it too. The support thing will probably work. Or I will just leave a few walls in the basin..will try that later, busy right now. *watches goblin fly away in high arc* --[[User:Koltom|Koltom]] 19:52, 3 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Regarding remote activation/control: I just spent 10 minutes berating my dwarves for completely ignoring two Pull Lever commands while vile forces of darkness approached, only to find that once I removed the Dwarves Stay Indoors restriction, they happily stepped up to the, uh, lever.  The bridges are outside, the levers are on the level below.  Has anyone else experienced this?  [[User:Holyfool|Holyfool]] 17:49, 22 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Was the lever and/or any part of the path to the lever marked as &amp;quot;outside&amp;quot;? Use {{k|k}} to check. --[[User:Savok|Savok]] 10:25, 23 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::I checked and one of the levers was indeed marked &amp;quot;outside&amp;quot;.  In fact, there are several squares on my first underground level that are marked &amp;quot;outside&amp;quot;.  Is that because they are in the general area of the stairway leading outside?  Thank you for the info.  --[[User:Holyfool|Holyfool]] 18:42, 29 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::When I quit reading all new forum messages and stayed at the wiki, I thought this would stop. [[Outside|Read The Wiki]]. Really. Read it. No, really, click on that link. --[[User:Savok|Savok]] 19:57, 29 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Megabeasts ==&lt;br /&gt;
&lt;br /&gt;
I have noticed that a bridge that a hydra is standing on cannot be retracted {{version|0.27.176.38c}}. Has anyone else had similar experiences? [[User:VengefulDonut|VengefulDonut]] 00:15, 13 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Titans cause the same problem. I conjecture that bridged can't be retracted while megabeasts are standing on them. [[User:VengefulDonut|VengefulDonut]] 02:08, 13 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Also elephants, it seems. Possibly creature size. [[User:VengefulDonut|VengefulDonut]] 13:18, 13 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Dragons cause the same problem. Are megabeasts supposed to all show up at once like this? [[User:VengefulDonut|VengefulDonut]] 21:43, 13 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: &amp;quot;All at once like this,&amp;quot; you say?  Was their a [[fun|party]] on your bridgeworks?&lt;br /&gt;
:: And, yeah, megabeasts kill bridge operation, even &amp;quot;benign&amp;quot; acts like retracting with them on it.  It must have something to do with their BUILDINGDESTROYER tag. --[[User:FJH|FJH]] 02:58, 6 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Proposed addition: Mechanism sequence ==&lt;br /&gt;
&lt;br /&gt;
Given the problems that arise when using non magma-safe materials for mechanisms on floodgates, it is quite handy to know which mechanisms go where at the link selection (When for example you're really low on bauxite).&amp;lt;br&amp;gt;&lt;br /&gt;
From my experimentation with floodgate-lever, the first mechanism selected goes at the gate and the second one at the lever. I still haven't activated the contraption, but I'm assuming it's going to be ok.&amp;lt;br&amp;gt;&lt;br /&gt;
I'm also assuming the same is usefull for grates and bars. --[[User:Nonickch]], unsigned&lt;br /&gt;
&lt;br /&gt;
:There is some lower-down text that tells you which mechanism goes in where. --[[User:Savok|Savok]] 08:30, 15 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Finding Links ==&lt;br /&gt;
&lt;br /&gt;
Is it possible to determine what a lever is linked to without pulling it and checking to see what happens? -[[User:Fuzzy|Fuzzy]] 00:43, 6 September 2008 (EDT)&lt;br /&gt;
:AFAIK the only way is to attempt to link the lever to a built object and notice which one if any is not available.&lt;br /&gt;
:eg if you have two bridges but only one is available to be linked to, it is because you are already linked to the other one.&lt;br /&gt;
:This would be a really good feature if it was implemented.&lt;br /&gt;
:[[User:GarrieIrons|GarrieIrons]] 09:55, 6 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I guess this is one good use for the new note-feature: Just use the same note for lever and target. --[[User:Doub|Doub]] 10:17, 6 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Right now your best way to remember what lever does what is to build a reference behind the lever as a reminder: a one-tile bridge behind the&amp;lt;br /&amp;gt;&amp;quot;front door/bridge&amp;quot; lever, a support behind the &amp;quot;collapse the mountain&amp;quot; lever and so forth... or write down what does what on paper.&amp;lt;br /&amp;gt;Even naming levers would be useful but for now you need the &amp;quot;references.&amp;quot; -[[User:Karpatius|Karp]] 06:10, 19 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Max number of links? ==&lt;br /&gt;
&lt;br /&gt;
''Is there a limit to the amount of objects that can be linked to a lever?''--[[User:Thendash|Thendash]] 22:56, 19 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Speeding the job of linking ==&lt;br /&gt;
&lt;br /&gt;
Is it just me or does it not only take forever to finish the job of linking the lever to something, but also the dwarves treat it as extremely low priority? I've sometimes had to had an entire year for one of them to deign to hook it up. Incidentally, it is the Mechanics job that they use for that, right? -[[User:Fuzzy|Fuzzy]] 15:48, 27 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: I haven't noticed anything about the priority of the job, but yes, it take hella long to finish it. Some big linking job (eg. linking a large bridge to a remote lever) are virtually impossible to complete without an experienced mecanic... dwarves don't manage to end the job before feeling the urge to eat or drink or something, and all their work is lost when they return, ending in an infinite loop. [[User:Timst|Timst]] 19:47, 27 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Unless it's changed in the year since I've played, the mechanic must move the mechanisms to the lever and the &amp;quot;something&amp;quot;, then spend time working on both the lever and the &amp;quot;something&amp;quot;, all without being interrupted. Consider a 1-square stockpile next to both the lever and the something and choosing those unique mechanisms when you assign the linkage job. -- [[User:Qwip|Qwip]] 16:42, 15 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: The catch, so far, is figuring out the &amp;quot;unique&amp;quot; mechanisms in the list. Short of making sure that that stockpile is the only one that carries Schist Mechanisms or something similar... Unlike the other &amp;quot;pick an item&amp;quot; lists, you can't specify a sort and there's nothing zooming you to the item that you will use. On a mildly unrelated note, I realized that part of the reason for my delay was that I was building large amounts of stone traps, so the nearest mechanism that was not already tied up in a trap building job was quote some distance away. I had this problem with the nearby stockpile as well, as it was also fairly close to the traps. It would be nice to even get a distance count on the mechanisms. -[[User:Fuzzy|Fuzzy]] 11:48, 16 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::When you choose the mechanism for the lever or trap, it does tell you its distance.--[[User:Maximus|Maximus]] 12:33, 16 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::: Addendum to Maximus's comment: When selecting the material to be used, you can e{{k|x}}pand the list of materials, and then select a particular item. Therefore, you can build a single-tile stockpile, then customize it (using {{k|q}} then {{k|s}}settings) to only allow a certain quality mechanism. Link the lever after these stockpiles have been filled. [[User:RomeoFalling|RomeoFalling]] 16:21, 16 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Inverting a Lever ==&lt;br /&gt;
&lt;br /&gt;
I think I found a way to automatically invert the signal of a lever, say if you wanted one lever to open one door and close another. It involves a bridge and water, so it would not be instant. I haven't tested it yet. Anyone know if it would work?&lt;br /&gt;
&amp;lt;pre&amp;gt;Side view: (Sorry, I realize this isn't the standard tileset, but my text editor doesn't have them all.)&lt;br /&gt;
#####&lt;br /&gt;
#_~@W&lt;br /&gt;
##D##&lt;br /&gt;
&lt;br /&gt;
W - Water source (Under at least 7/7 pressure)&lt;br /&gt;
D - Water drain&lt;br /&gt;
_ - Pressure plate, set to activate under water of depth 4-7&lt;br /&gt;
@ - Hinge of a raisable bridge, connected to the main lever (offscreen)&lt;br /&gt;
~ - Bridge over channel&lt;br /&gt;
# - Solid rock&amp;lt;/pre&amp;gt;&lt;br /&gt;
When the main lever is OFF, the bridge is down. It allows water to flow past its hinge, and it covers the drain. Water fills the room, triggering the plate, which sends an ON signal.&amp;lt;br&amp;gt;&lt;br /&gt;
When the main lever is ON, the bridge raises. The hinge blocks water from flowing in, and the uncovered drain empties the room. The plate detriggers, sending OFF.&amp;lt;br&amp;gt;&lt;br /&gt;
WARNING: The drain must not fill! If it does, you wont be able to get into the room to connect more mechanisms to the plate.&lt;br /&gt;
Option: If your water source is infinite, make your drain a hallway, at least 3 long, with a raising bridge that comes down from the far end. When the main lever is activated, the hallway floods. Shortly afterwards, the plate detriggers. After a short delay, the bridge slams down, destroying the water. &amp;lt;br&amp;gt;&lt;br /&gt;
--17:52, 1 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Isn't it simpler to build two levers?  Especially considering the pressure plate takes as many mechanisms?  I don't really understand what you are trying to accomplish here.&lt;br /&gt;
:--[[User:MagicGuigz|MagicGuigz]] 17:34, 15 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::If you want a single action to do some &amp;quot;on&amp;quot; actions and some &amp;quot;off&amp;quot; actions - e.g. if from a stylistic point of view you want to have a single &amp;quot;activate outer defenses&amp;quot; lever that raises bridges over moats and puts down bridges blocking catapults.&lt;br /&gt;
::--[[User:Random832|Random832]] 19:35, 15 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::: It's more than stylistic. My designs are complex systems, created on the assumption that only certain combinations of states are possible - that when ''this'' bridge is down, ''that'' bridge is always up, and that when ''this'' floodgate is open, ''that'' door is always closed. If I allow things to enter a condition I hadn't planned for - either because I forgot to throw both leavers, or the dwarf died between them, or whatever - there is literally no telling what would happen. It could drop civilians into a line of fire, or flood the fortress, or expose the marksdwarves to the enemy without also releasing their infantry guards. &lt;br /&gt;
:::--[[User:Macdjord|Macdjord]] 16:08, 16 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I'd say you should consult the [[Computing]] and [[Mechanical Logic]] pages then. Should find all the components you need there. &lt;br /&gt;
:--[[User:Bilkinson|Bilkinson]] 16:13, 16 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Doesn't help. That's all about power transfer - gears, axels, waterwheels... It only uses  levers for input, not output - I could connect my controll leaver to a not-gate like [[Mechanical_Logic#NOT_or_BUFFER|this one]], but how do i connect ''that'' to a bridge?&lt;br /&gt;
::--[[User:Macdjord|Macdjord]] 17:17, 16 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::Connect that power to a screw pump, that pours water onto a pressure plate. There's an example of such a device on the mechanics page. Take a look as Water/Fluid logic as well (Linked to on the mechanical page) for some other pump-based devices.&lt;br /&gt;
:::--[[User:Bilkinson|Bilkinson]] 06:56, 17 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::It's... ''workable'', I suppose. It's much more complex than the bridge system. It might be faster responding, depending on the speed at which a pump works, since there is no 100 step delay like a bridge. It would take a lot more room and mechanisms, not to mention a seperate power source for each one. Remember, each leaver you invert need its own, independent setup.&lt;br /&gt;
::::--[[User:Macdjord|Macdjord]] 13:09, 17 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::: Check out this page, it might help.. www.dwarffortresswiki.net/index.php/User:SL/Logic_Gates.&lt;br /&gt;
::::[[User:Martinuzz|Martinuzz]] 8:54, 28 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: So the goal here is to have water on a pressure plate when a lever is set to ON.  Don't hatch covers respond quicker than bridges?&lt;br /&gt;
&lt;br /&gt;
: Gee, this sucks.  I thought things just toggled whenever you flipped the lever.  That's how it should be IMHO.  [[User:Gairabad|Gairabad]] 20:31, 13 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Side view:&lt;br /&gt;
&lt;br /&gt;
####&lt;br /&gt;
#^HW&lt;br /&gt;
##D#&lt;br /&gt;
&lt;br /&gt;
^ = Pressure Plate&lt;br /&gt;
W - Water Inlet&lt;br /&gt;
D - Drain&lt;br /&gt;
H - Hatch Cover&lt;br /&gt;
# - Solid rock&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
:Main lever linked to Hatch Cover (H).  When the lever is OFF, the hatch is closed and the Pressure Plate (^) chamber fills.  When the lever is ON, the Hatch Cover (H) disappears and water drains away before reaching the pressure plate ledge.&lt;br /&gt;
:[[User:Wangcommander|Wangcommander]] 01:27, 12 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:: But since you're not actually blocking off the water, you are dependent on the fickleness of the water pressure simulation. Sure, the room would never fill with an open hatch between the water source and the hatch, but after the first use it ''starts off'' filled. Are you certain it will drain? If the water comes in from the source as fast as it goes out the drain, will it not stay full? That's the advantage of using the bridge - it is the only piece of equipment that blocks water in the ON position.&lt;br /&gt;
:: A hybrid design might be useful, using a bridge to block the input bu a hatch to control the output. When you switch it, the hatch instantly starts draining the water, then the bridge seals the inlet 100 ticks later to guarantee a complete drain.&lt;br /&gt;
:: --[[User:Macdjord|Macdjord]] 16:04, 12 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
I might be misunderstanding the goal of this (and, for the record, I do think it's really cool), but wouldn't hooking up the lever to the thing you want non-inverted, then flipping the switch, and then hooking it up to the inverted thing accomplish the same thing? That way you have two things hooked up to the lever that are in opposite states of each other..... [[User:Zardus|Zardus]] 05:09, 26 February 2009 (EST)&lt;br /&gt;
:A 'Pull the lever' task is not a logical toggle. It toggles the lever, and then activates the lever to signal its current state to its linkages... That is, if the lever is in the 'open' position, pulling it flips it to 'closed' and then sends 'closed' to all its linked buildings. Anything which is, for whatever reason, currently in the 'closed' state will simply remain closed. The case you describe is such a situation. It can also arise where a lever is pulled twice in less time than it takes for the first signal to produce its effect. That is: A dwarf pulls a lever linked to a bridge. The dwarf takes 2 steps away, pauses to decide what to do, and notices that there's a pull the lever task on a lever 2 steps away. The dwarf returns to pull the lever again. The bridge has not yet raised when the second signal is sent... A little bit later, the bridge will raise, but unless the lever is pulled again, to get it into the 'raise' state, and then a fourth time to get it to the 'lower' state, the bridge will not lower.--[[User:Wattj|wattj]] 11:03, 26 February 2009 (EST)&lt;br /&gt;
Something like this? [[http://dwarf.lendemaindeveille.com/images/4/48/LeverInvert.gif]] --[[Grek]]&lt;br /&gt;
&lt;br /&gt;
== how to disconnect levers? ==&lt;br /&gt;
&lt;br /&gt;
Is there a way to disconnect a lever from an object without destroying the lever and rebuilding it? --[[User:Shaver|Shaver]] 12:53, 2 January 2009 (EST)&lt;br /&gt;
:You can't, to my knowledge.  Mechanisms in a lever and the connections stay in place until the lever is deconstructed.  I use a lever for cage traps in an arena, and after every 'round' I need to rebuild it to get back the mechanisms I used. --[[User:Eddie|Eddie]] 14:17, 2 January 2009 (EST)&lt;br /&gt;
:You could deconstruct the object :) --[[User:Adeptable|Adeptable]] 07:47, 9 September 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== See what's connected to a lever? ==&lt;br /&gt;
&lt;br /&gt;
Is there a way to see what's connected to a lever? I've lost track of which lever does what, and I'd prefer to not randomly set off my traps trying each one out. --[[User:Katt|Katt]] 00:15, 3 March 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
No. This is why its a good idea to keep levers proximal to objects they connect to.  I also try to color code levers to the object and gears used for the connection. --[[User:Squirrelloid|Squirrelloid]] 01:36, 3 March 2009 (EST)&lt;br /&gt;
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You can also use the Notes thing to label them. --[[User:LegacyCWAL|LegacyCWAL]] 17:15, 3 March 2009 (EST)&lt;br /&gt;
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Mystery levers have historically been a great source of [[fun]]. Especially in bloodline games. --[[User:Jellyfishgreen|Jellyfishgreen]] 10:16, 4 June 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Multiple connections for the same lever/object pair ==&lt;br /&gt;
I've just removed the text:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
A lever can be linked more than once to the same object - this has no effect except to consume more pairs of mechanisms.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
because I don't experience this in 0.28.181.40d15&lt;br /&gt;
&lt;br /&gt;
--[[User:Adeptable|Adeptable]] 17:34, 6 September 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Confirmed - partly. Once a lever is successfully linked(but NOT when the linkage is in queue), that item will no longer appear in the lever's list of things that can be linked. Might need to confirm what happens if you queue the same object twice. I think the second link job spits out an error when the queue reaches it but I'm not sure. --[[User:Shurhaian|Shurhaian]]&lt;br /&gt;
&lt;br /&gt;
:: Hmm, I just tried queuing the same link (lever to door) twice. Both links were made, and now the door contains two mechanisms. So it is possible... I'll add this back to the article with some explanation. --[[User:Adeptable|Adeptable]] 20:01, 9 September 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Adeptable</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Lever&amp;diff=23318</id>
		<title>40d Talk:Lever</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Lever&amp;diff=23318"/>
		<updated>2009-09-09T07:49:07Z</updated>

		<summary type="html">&lt;p&gt;Adeptable: /* See what's connected to a lever? */ add new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== floodgates vs. doors misinformation? ==&lt;br /&gt;
&amp;quot;''Therefore, it is more logical to use doors, at least until doors aren't usable for holding back water.''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
I'm fairly certain that doors can't be closed while flooded.  They work as described for opening via lever, but cannot close when blocked by water or creatures.&lt;br /&gt;
Granted, the last time i've levered doors was back in 2d.  Please verify or change the wording? --[[User:Vaevictus|Vaevictus]] 15:49, 2 June 2008 (EDT)&lt;br /&gt;
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:In the current version{{version|0.27.176.38c}} doors can close if water currently occupies the same square. I believe elsewhere the wiki states this destroys the water, but I have not verified if the water is destroyed. --[[User:Quartic|quartic]] 16:18, 2 June 2008 (EDT)&lt;br /&gt;
::Does it matter how much water? -- [[User:Vaevictus|Vaevictus]] 13:35, 3 June 2008 (EDT)&lt;br /&gt;
:::I have verified this with water of depth 1 and 7, but not values in between.--[[User:Quartic|quartic]] 13:38, 3 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Todo: Check whether two levers connected to the same door operate it in the same way the older versions did - that is, pulling each lever once would open the door, then do nothing as the second lever is pulled. -- [[User:Zaratustra|Zaratustra]] 19:23, 7 November 2007 (EST)&lt;br /&gt;
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I'm using vertical bars as portcullis for my keep, and they attach to levers.  Perhaps a comment that bars and grates operate identically in this version, specifically with respect to levers? -Gotthard&lt;br /&gt;
&lt;br /&gt;
Doesn't the delay come from the floodgate grinding to close the water/magma channel/tunnel compared to a door slamming shut right away? --[[User:Karpatius|Karp]] 08:51, 31 October 2008 (EDT)&lt;br /&gt;
:That is what it is meant to simulate.  Like people mentioned above, though, Toady's said that doors shouldn't work as well as floodgates, so in some later version your doors will probably leak. --[[User:ThunderClaw|ThunderClaw]] 10:09, 31 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== controlling at a distance ==&lt;br /&gt;
&lt;br /&gt;
Does the lever need to be adjacent to the item it is controlling?&lt;br /&gt;
&lt;br /&gt;
I want to put a floodgate at the end of a channel... [[User:GarrieIrons|GarrieIrons]] 02:52, 23 January 2008 (EST)&lt;br /&gt;
:No, it can be anywhere.--[[User:Dorten|Dorten]] 02:57, 23 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
so, analog to the support-cave-in-trap how about building a nice water basin, say 4x4 for a start and covering it with grates, all connected to a lever - do grates have to be attached to a wall or floor on one side? I will try *broad grin* --[[User:Koltom|Koltom]] 21:45, 22 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Grates must be attached to a wall on one side, although you can put grates next to only grates and the dwarves will build them.  Followed by their collapse.  Like walls off bridges.--[[User:Draco18s|Draco18s]] 18:31, 2 March 2008 (EST)&lt;br /&gt;
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:Try building supports under them. SL's hand of armok uses supports under hatches in a similar way. [[User:VengefulDonut|VengefulDonut]] 23:37, 2 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::Yeah, its not working like i wanted it too. The support thing will probably work. Or I will just leave a few walls in the basin..will try that later, busy right now. *watches goblin fly away in high arc* --[[User:Koltom|Koltom]] 19:52, 3 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Regarding remote activation/control: I just spent 10 minutes berating my dwarves for completely ignoring two Pull Lever commands while vile forces of darkness approached, only to find that once I removed the Dwarves Stay Indoors restriction, they happily stepped up to the, uh, lever.  The bridges are outside, the levers are on the level below.  Has anyone else experienced this?  [[User:Holyfool|Holyfool]] 17:49, 22 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Was the lever and/or any part of the path to the lever marked as &amp;quot;outside&amp;quot;? Use {{k|k}} to check. --[[User:Savok|Savok]] 10:25, 23 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::I checked and one of the levers was indeed marked &amp;quot;outside&amp;quot;.  In fact, there are several squares on my first underground level that are marked &amp;quot;outside&amp;quot;.  Is that because they are in the general area of the stairway leading outside?  Thank you for the info.  --[[User:Holyfool|Holyfool]] 18:42, 29 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::When I quit reading all new forum messages and stayed at the wiki, I thought this would stop. [[Outside|Read The Wiki]]. Really. Read it. No, really, click on that link. --[[User:Savok|Savok]] 19:57, 29 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Megabeasts ==&lt;br /&gt;
&lt;br /&gt;
I have noticed that a bridge that a hydra is standing on cannot be retracted {{version|0.27.176.38c}}. Has anyone else had similar experiences? [[User:VengefulDonut|VengefulDonut]] 00:15, 13 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Titans cause the same problem. I conjecture that bridged can't be retracted while megabeasts are standing on them. [[User:VengefulDonut|VengefulDonut]] 02:08, 13 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Also elephants, it seems. Possibly creature size. [[User:VengefulDonut|VengefulDonut]] 13:18, 13 March 2008 (EDT)&lt;br /&gt;
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:Dragons cause the same problem. Are megabeasts supposed to all show up at once like this? [[User:VengefulDonut|VengefulDonut]] 21:43, 13 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: &amp;quot;All at once like this,&amp;quot; you say?  Was their a [[fun|party]] on your bridgeworks?&lt;br /&gt;
:: And, yeah, megabeasts kill bridge operation, even &amp;quot;benign&amp;quot; acts like retracting with them on it.  It must have something to do with their BUILDINGDESTROYER tag. --[[User:FJH|FJH]] 02:58, 6 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Proposed addition: Mechanism sequence ==&lt;br /&gt;
&lt;br /&gt;
Given the problems that arise when using non magma-safe materials for mechanisms on floodgates, it is quite handy to know which mechanisms go where at the link selection (When for example you're really low on bauxite).&amp;lt;br&amp;gt;&lt;br /&gt;
From my experimentation with floodgate-lever, the first mechanism selected goes at the gate and the second one at the lever. I still haven't activated the contraption, but I'm assuming it's going to be ok.&amp;lt;br&amp;gt;&lt;br /&gt;
I'm also assuming the same is usefull for grates and bars. --[[User:Nonickch]], unsigned&lt;br /&gt;
&lt;br /&gt;
:There is some lower-down text that tells you which mechanism goes in where. --[[User:Savok|Savok]] 08:30, 15 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Finding Links ==&lt;br /&gt;
&lt;br /&gt;
Is it possible to determine what a lever is linked to without pulling it and checking to see what happens? -[[User:Fuzzy|Fuzzy]] 00:43, 6 September 2008 (EDT)&lt;br /&gt;
:AFAIK the only way is to attempt to link the lever to a built object and notice which one if any is not available.&lt;br /&gt;
:eg if you have two bridges but only one is available to be linked to, it is because you are already linked to the other one.&lt;br /&gt;
:This would be a really good feature if it was implemented.&lt;br /&gt;
:[[User:GarrieIrons|GarrieIrons]] 09:55, 6 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I guess this is one good use for the new note-feature: Just use the same note for lever and target. --[[User:Doub|Doub]] 10:17, 6 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Right now your best way to remember what lever does what is to build a reference behind the lever as a reminder: a one-tile bridge behind the&amp;lt;br /&amp;gt;&amp;quot;front door/bridge&amp;quot; lever, a support behind the &amp;quot;collapse the mountain&amp;quot; lever and so forth... or write down what does what on paper.&amp;lt;br /&amp;gt;Even naming levers would be useful but for now you need the &amp;quot;references.&amp;quot; -[[User:Karpatius|Karp]] 06:10, 19 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Max number of links? ==&lt;br /&gt;
&lt;br /&gt;
''Is there a limit to the amount of objects that can be linked to a lever?''--[[User:Thendash|Thendash]] 22:56, 19 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Speeding the job of linking ==&lt;br /&gt;
&lt;br /&gt;
Is it just me or does it not only take forever to finish the job of linking the lever to something, but also the dwarves treat it as extremely low priority? I've sometimes had to had an entire year for one of them to deign to hook it up. Incidentally, it is the Mechanics job that they use for that, right? -[[User:Fuzzy|Fuzzy]] 15:48, 27 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: I haven't noticed anything about the priority of the job, but yes, it take hella long to finish it. Some big linking job (eg. linking a large bridge to a remote lever) are virtually impossible to complete without an experienced mecanic... dwarves don't manage to end the job before feeling the urge to eat or drink or something, and all their work is lost when they return, ending in an infinite loop. [[User:Timst|Timst]] 19:47, 27 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Unless it's changed in the year since I've played, the mechanic must move the mechanisms to the lever and the &amp;quot;something&amp;quot;, then spend time working on both the lever and the &amp;quot;something&amp;quot;, all without being interrupted. Consider a 1-square stockpile next to both the lever and the something and choosing those unique mechanisms when you assign the linkage job. -- [[User:Qwip|Qwip]] 16:42, 15 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: The catch, so far, is figuring out the &amp;quot;unique&amp;quot; mechanisms in the list. Short of making sure that that stockpile is the only one that carries Schist Mechanisms or something similar... Unlike the other &amp;quot;pick an item&amp;quot; lists, you can't specify a sort and there's nothing zooming you to the item that you will use. On a mildly unrelated note, I realized that part of the reason for my delay was that I was building large amounts of stone traps, so the nearest mechanism that was not already tied up in a trap building job was quote some distance away. I had this problem with the nearby stockpile as well, as it was also fairly close to the traps. It would be nice to even get a distance count on the mechanisms. -[[User:Fuzzy|Fuzzy]] 11:48, 16 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::When you choose the mechanism for the lever or trap, it does tell you its distance.--[[User:Maximus|Maximus]] 12:33, 16 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::: Addendum to Maximus's comment: When selecting the material to be used, you can e{{k|x}}pand the list of materials, and then select a particular item. Therefore, you can build a single-tile stockpile, then customize it (using {{k|q}} then {{k|s}}settings) to only allow a certain quality mechanism. Link the lever after these stockpiles have been filled. [[User:RomeoFalling|RomeoFalling]] 16:21, 16 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Inverting a Lever ==&lt;br /&gt;
&lt;br /&gt;
I think I found a way to automatically invert the signal of a lever, say if you wanted one lever to open one door and close another. It involves a bridge and water, so it would not be instant. I haven't tested it yet. Anyone know if it would work?&lt;br /&gt;
&amp;lt;pre&amp;gt;Side view: (Sorry, I realize this isn't the standard tileset, but my text editor doesn't have them all.)&lt;br /&gt;
#####&lt;br /&gt;
#_~@W&lt;br /&gt;
##D##&lt;br /&gt;
&lt;br /&gt;
W - Water source (Under at least 7/7 pressure)&lt;br /&gt;
D - Water drain&lt;br /&gt;
_ - Pressure plate, set to activate under water of depth 4-7&lt;br /&gt;
@ - Hinge of a raisable bridge, connected to the main lever (offscreen)&lt;br /&gt;
~ - Bridge over channel&lt;br /&gt;
# - Solid rock&amp;lt;/pre&amp;gt;&lt;br /&gt;
When the main lever is OFF, the bridge is down. It allows water to flow past its hinge, and it covers the drain. Water fills the room, triggering the plate, which sends an ON signal.&amp;lt;br&amp;gt;&lt;br /&gt;
When the main lever is ON, the bridge raises. The hinge blocks water from flowing in, and the uncovered drain empties the room. The plate detriggers, sending OFF.&amp;lt;br&amp;gt;&lt;br /&gt;
WARNING: The drain must not fill! If it does, you wont be able to get into the room to connect more mechanisms to the plate.&lt;br /&gt;
Option: If your water source is infinite, make your drain a hallway, at least 3 long, with a raising bridge that comes down from the far end. When the main lever is activated, the hallway floods. Shortly afterwards, the plate detriggers. After a short delay, the bridge slams down, destroying the water. &amp;lt;br&amp;gt;&lt;br /&gt;
--17:52, 1 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Isn't it simpler to build two levers?  Especially considering the pressure plate takes as many mechanisms?  I don't really understand what you are trying to accomplish here.&lt;br /&gt;
:--[[User:MagicGuigz|MagicGuigz]] 17:34, 15 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::If you want a single action to do some &amp;quot;on&amp;quot; actions and some &amp;quot;off&amp;quot; actions - e.g. if from a stylistic point of view you want to have a single &amp;quot;activate outer defenses&amp;quot; lever that raises bridges over moats and puts down bridges blocking catapults.&lt;br /&gt;
::--[[User:Random832|Random832]] 19:35, 15 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::: It's more than stylistic. My designs are complex systems, created on the assumption that only certain combinations of states are possible - that when ''this'' bridge is down, ''that'' bridge is always up, and that when ''this'' floodgate is open, ''that'' door is always closed. If I allow things to enter a condition I hadn't planned for - either because I forgot to throw both leavers, or the dwarf died between them, or whatever - there is literally no telling what would happen. It could drop civilians into a line of fire, or flood the fortress, or expose the marksdwarves to the enemy without also releasing their infantry guards. &lt;br /&gt;
:::--[[User:Macdjord|Macdjord]] 16:08, 16 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I'd say you should consult the [[Computing]] and [[Mechanical Logic]] pages then. Should find all the components you need there. &lt;br /&gt;
:--[[User:Bilkinson|Bilkinson]] 16:13, 16 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Doesn't help. That's all about power transfer - gears, axels, waterwheels... It only uses  levers for input, not output - I could connect my controll leaver to a not-gate like [[Mechanical_Logic#NOT_or_BUFFER|this one]], but how do i connect ''that'' to a bridge?&lt;br /&gt;
::--[[User:Macdjord|Macdjord]] 17:17, 16 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::Connect that power to a screw pump, that pours water onto a pressure plate. There's an example of such a device on the mechanics page. Take a look as Water/Fluid logic as well (Linked to on the mechanical page) for some other pump-based devices.&lt;br /&gt;
:::--[[User:Bilkinson|Bilkinson]] 06:56, 17 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::It's... ''workable'', I suppose. It's much more complex than the bridge system. It might be faster responding, depending on the speed at which a pump works, since there is no 100 step delay like a bridge. It would take a lot more room and mechanisms, not to mention a seperate power source for each one. Remember, each leaver you invert need its own, independent setup.&lt;br /&gt;
::::--[[User:Macdjord|Macdjord]] 13:09, 17 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::: Check out this page, it might help.. www.dwarffortresswiki.net/index.php/User:SL/Logic_Gates.&lt;br /&gt;
::::[[User:Martinuzz|Martinuzz]] 8:54, 28 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: So the goal here is to have water on a pressure plate when a lever is set to ON.  Don't hatch covers respond quicker than bridges?&lt;br /&gt;
&lt;br /&gt;
: Gee, this sucks.  I thought things just toggled whenever you flipped the lever.  That's how it should be IMHO.  [[User:Gairabad|Gairabad]] 20:31, 13 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Side view:&lt;br /&gt;
&lt;br /&gt;
####&lt;br /&gt;
#^HW&lt;br /&gt;
##D#&lt;br /&gt;
&lt;br /&gt;
^ = Pressure Plate&lt;br /&gt;
W - Water Inlet&lt;br /&gt;
D - Drain&lt;br /&gt;
H - Hatch Cover&lt;br /&gt;
# - Solid rock&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
:Main lever linked to Hatch Cover (H).  When the lever is OFF, the hatch is closed and the Pressure Plate (^) chamber fills.  When the lever is ON, the Hatch Cover (H) disappears and water drains away before reaching the pressure plate ledge.&lt;br /&gt;
:[[User:Wangcommander|Wangcommander]] 01:27, 12 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:: But since you're not actually blocking off the water, you are dependent on the fickleness of the water pressure simulation. Sure, the room would never fill with an open hatch between the water source and the hatch, but after the first use it ''starts off'' filled. Are you certain it will drain? If the water comes in from the source as fast as it goes out the drain, will it not stay full? That's the advantage of using the bridge - it is the only piece of equipment that blocks water in the ON position.&lt;br /&gt;
:: A hybrid design might be useful, using a bridge to block the input bu a hatch to control the output. When you switch it, the hatch instantly starts draining the water, then the bridge seals the inlet 100 ticks later to guarantee a complete drain.&lt;br /&gt;
:: --[[User:Macdjord|Macdjord]] 16:04, 12 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
I might be misunderstanding the goal of this (and, for the record, I do think it's really cool), but wouldn't hooking up the lever to the thing you want non-inverted, then flipping the switch, and then hooking it up to the inverted thing accomplish the same thing? That way you have two things hooked up to the lever that are in opposite states of each other..... [[User:Zardus|Zardus]] 05:09, 26 February 2009 (EST)&lt;br /&gt;
:A 'Pull the lever' task is not a logical toggle. It toggles the lever, and then activates the lever to signal its current state to its linkages... That is, if the lever is in the 'open' position, pulling it flips it to 'closed' and then sends 'closed' to all its linked buildings. Anything which is, for whatever reason, currently in the 'closed' state will simply remain closed. The case you describe is such a situation. It can also arise where a lever is pulled twice in less time than it takes for the first signal to produce its effect. That is: A dwarf pulls a lever linked to a bridge. The dwarf takes 2 steps away, pauses to decide what to do, and notices that there's a pull the lever task on a lever 2 steps away. The dwarf returns to pull the lever again. The bridge has not yet raised when the second signal is sent... A little bit later, the bridge will raise, but unless the lever is pulled again, to get it into the 'raise' state, and then a fourth time to get it to the 'lower' state, the bridge will not lower.--[[User:Wattj|wattj]] 11:03, 26 February 2009 (EST)&lt;br /&gt;
Something like this? [[http://dwarf.lendemaindeveille.com/images/4/48/LeverInvert.gif]] --[[Grek]]&lt;br /&gt;
&lt;br /&gt;
== how to disconnect levers? ==&lt;br /&gt;
&lt;br /&gt;
Is there a way to disconnect a lever from an object without destroying the lever and rebuilding it? --[[User:Shaver|Shaver]] 12:53, 2 January 2009 (EST)&lt;br /&gt;
:You can't, to my knowledge.  Mechanisms in a lever and the connections stay in place until the lever is deconstructed.  I use a lever for cage traps in an arena, and after every 'round' I need to rebuild it to get back the mechanisms I used. --[[User:Eddie|Eddie]] 14:17, 2 January 2009 (EST)&lt;br /&gt;
:You could deconstruct the object :) --[[User:Adeptable|Adeptable]] 07:47, 9 September 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== See what's connected to a lever? ==&lt;br /&gt;
&lt;br /&gt;
Is there a way to see what's connected to a lever? I've lost track of which lever does what, and I'd prefer to not randomly set off my traps trying each one out. --[[User:Katt|Katt]] 00:15, 3 March 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
No. This is why its a good idea to keep levers proximal to objects they connect to.  I also try to color code levers to the object and gears used for the connection. --[[User:Squirrelloid|Squirrelloid]] 01:36, 3 March 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
You can also use the Notes thing to label them. --[[User:LegacyCWAL|LegacyCWAL]] 17:15, 3 March 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
Mystery levers have historically been a great source of [[fun]]. Especially in bloodline games. --[[User:Jellyfishgreen|Jellyfishgreen]] 10:16, 4 June 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Multiple connections for the same lever/object pair ==&lt;br /&gt;
I've just removed the text:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
A lever can be linked more than once to the same object - this has no effect except to consume more pairs of mechanisms.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
because I don't experience this in 0.28.181.40d15&lt;br /&gt;
&lt;br /&gt;
--[[User:Adeptable|Adeptable]] 17:34, 6 September 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Confirmed - partly. Once a lever is successfully linked(but NOT when the linkage is in queue), that item will no longer appear in the lever's list of things that can be linked. Might need to confirm what happens if you queue the same object twice. I think the second link job spits out an error when the queue reaches it but I'm not sure. --[[User:Shurhaian|Shurhaian]]&lt;/div&gt;</summary>
		<author><name>Adeptable</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Lever&amp;diff=23317</id>
		<title>40d Talk:Lever</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Lever&amp;diff=23317"/>
		<updated>2009-09-09T07:47:50Z</updated>

		<summary type="html">&lt;p&gt;Adeptable: /* how to disconnect levers? */ reply - can deconstruct either end&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== floodgates vs. doors misinformation? ==&lt;br /&gt;
&amp;quot;''Therefore, it is more logical to use doors, at least until doors aren't usable for holding back water.''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
I'm fairly certain that doors can't be closed while flooded.  They work as described for opening via lever, but cannot close when blocked by water or creatures.&lt;br /&gt;
Granted, the last time i've levered doors was back in 2d.  Please verify or change the wording? --[[User:Vaevictus|Vaevictus]] 15:49, 2 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:In the current version{{version|0.27.176.38c}} doors can close if water currently occupies the same square. I believe elsewhere the wiki states this destroys the water, but I have not verified if the water is destroyed. --[[User:Quartic|quartic]] 16:18, 2 June 2008 (EDT)&lt;br /&gt;
::Does it matter how much water? -- [[User:Vaevictus|Vaevictus]] 13:35, 3 June 2008 (EDT)&lt;br /&gt;
:::I have verified this with water of depth 1 and 7, but not values in between.--[[User:Quartic|quartic]] 13:38, 3 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Todo: Check whether two levers connected to the same door operate it in the same way the older versions did - that is, pulling each lever once would open the door, then do nothing as the second lever is pulled. -- [[User:Zaratustra|Zaratustra]] 19:23, 7 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I'm using vertical bars as portcullis for my keep, and they attach to levers.  Perhaps a comment that bars and grates operate identically in this version, specifically with respect to levers? -Gotthard&lt;br /&gt;
&lt;br /&gt;
Doesn't the delay come from the floodgate grinding to close the water/magma channel/tunnel compared to a door slamming shut right away? --[[User:Karpatius|Karp]] 08:51, 31 October 2008 (EDT)&lt;br /&gt;
:That is what it is meant to simulate.  Like people mentioned above, though, Toady's said that doors shouldn't work as well as floodgates, so in some later version your doors will probably leak. --[[User:ThunderClaw|ThunderClaw]] 10:09, 31 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== controlling at a distance ==&lt;br /&gt;
&lt;br /&gt;
Does the lever need to be adjacent to the item it is controlling?&lt;br /&gt;
&lt;br /&gt;
I want to put a floodgate at the end of a channel... [[User:GarrieIrons|GarrieIrons]] 02:52, 23 January 2008 (EST)&lt;br /&gt;
:No, it can be anywhere.--[[User:Dorten|Dorten]] 02:57, 23 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
so, analog to the support-cave-in-trap how about building a nice water basin, say 4x4 for a start and covering it with grates, all connected to a lever - do grates have to be attached to a wall or floor on one side? I will try *broad grin* --[[User:Koltom|Koltom]] 21:45, 22 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Grates must be attached to a wall on one side, although you can put grates next to only grates and the dwarves will build them.  Followed by their collapse.  Like walls off bridges.--[[User:Draco18s|Draco18s]] 18:31, 2 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Try building supports under them. SL's hand of armok uses supports under hatches in a similar way. [[User:VengefulDonut|VengefulDonut]] 23:37, 2 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::Yeah, its not working like i wanted it too. The support thing will probably work. Or I will just leave a few walls in the basin..will try that later, busy right now. *watches goblin fly away in high arc* --[[User:Koltom|Koltom]] 19:52, 3 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Regarding remote activation/control: I just spent 10 minutes berating my dwarves for completely ignoring two Pull Lever commands while vile forces of darkness approached, only to find that once I removed the Dwarves Stay Indoors restriction, they happily stepped up to the, uh, lever.  The bridges are outside, the levers are on the level below.  Has anyone else experienced this?  [[User:Holyfool|Holyfool]] 17:49, 22 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Was the lever and/or any part of the path to the lever marked as &amp;quot;outside&amp;quot;? Use {{k|k}} to check. --[[User:Savok|Savok]] 10:25, 23 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::I checked and one of the levers was indeed marked &amp;quot;outside&amp;quot;.  In fact, there are several squares on my first underground level that are marked &amp;quot;outside&amp;quot;.  Is that because they are in the general area of the stairway leading outside?  Thank you for the info.  --[[User:Holyfool|Holyfool]] 18:42, 29 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::When I quit reading all new forum messages and stayed at the wiki, I thought this would stop. [[Outside|Read The Wiki]]. Really. Read it. No, really, click on that link. --[[User:Savok|Savok]] 19:57, 29 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Megabeasts ==&lt;br /&gt;
&lt;br /&gt;
I have noticed that a bridge that a hydra is standing on cannot be retracted {{version|0.27.176.38c}}. Has anyone else had similar experiences? [[User:VengefulDonut|VengefulDonut]] 00:15, 13 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Titans cause the same problem. I conjecture that bridged can't be retracted while megabeasts are standing on them. [[User:VengefulDonut|VengefulDonut]] 02:08, 13 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Also elephants, it seems. Possibly creature size. [[User:VengefulDonut|VengefulDonut]] 13:18, 13 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Dragons cause the same problem. Are megabeasts supposed to all show up at once like this? [[User:VengefulDonut|VengefulDonut]] 21:43, 13 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: &amp;quot;All at once like this,&amp;quot; you say?  Was their a [[fun|party]] on your bridgeworks?&lt;br /&gt;
:: And, yeah, megabeasts kill bridge operation, even &amp;quot;benign&amp;quot; acts like retracting with them on it.  It must have something to do with their BUILDINGDESTROYER tag. --[[User:FJH|FJH]] 02:58, 6 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Proposed addition: Mechanism sequence ==&lt;br /&gt;
&lt;br /&gt;
Given the problems that arise when using non magma-safe materials for mechanisms on floodgates, it is quite handy to know which mechanisms go where at the link selection (When for example you're really low on bauxite).&amp;lt;br&amp;gt;&lt;br /&gt;
From my experimentation with floodgate-lever, the first mechanism selected goes at the gate and the second one at the lever. I still haven't activated the contraption, but I'm assuming it's going to be ok.&amp;lt;br&amp;gt;&lt;br /&gt;
I'm also assuming the same is usefull for grates and bars. --[[User:Nonickch]], unsigned&lt;br /&gt;
&lt;br /&gt;
:There is some lower-down text that tells you which mechanism goes in where. --[[User:Savok|Savok]] 08:30, 15 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Finding Links ==&lt;br /&gt;
&lt;br /&gt;
Is it possible to determine what a lever is linked to without pulling it and checking to see what happens? -[[User:Fuzzy|Fuzzy]] 00:43, 6 September 2008 (EDT)&lt;br /&gt;
:AFAIK the only way is to attempt to link the lever to a built object and notice which one if any is not available.&lt;br /&gt;
:eg if you have two bridges but only one is available to be linked to, it is because you are already linked to the other one.&lt;br /&gt;
:This would be a really good feature if it was implemented.&lt;br /&gt;
:[[User:GarrieIrons|GarrieIrons]] 09:55, 6 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I guess this is one good use for the new note-feature: Just use the same note for lever and target. --[[User:Doub|Doub]] 10:17, 6 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Right now your best way to remember what lever does what is to build a reference behind the lever as a reminder: a one-tile bridge behind the&amp;lt;br /&amp;gt;&amp;quot;front door/bridge&amp;quot; lever, a support behind the &amp;quot;collapse the mountain&amp;quot; lever and so forth... or write down what does what on paper.&amp;lt;br /&amp;gt;Even naming levers would be useful but for now you need the &amp;quot;references.&amp;quot; -[[User:Karpatius|Karp]] 06:10, 19 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Max number of links? ==&lt;br /&gt;
&lt;br /&gt;
''Is there a limit to the amount of objects that can be linked to a lever?''--[[User:Thendash|Thendash]] 22:56, 19 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Speeding the job of linking ==&lt;br /&gt;
&lt;br /&gt;
Is it just me or does it not only take forever to finish the job of linking the lever to something, but also the dwarves treat it as extremely low priority? I've sometimes had to had an entire year for one of them to deign to hook it up. Incidentally, it is the Mechanics job that they use for that, right? -[[User:Fuzzy|Fuzzy]] 15:48, 27 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: I haven't noticed anything about the priority of the job, but yes, it take hella long to finish it. Some big linking job (eg. linking a large bridge to a remote lever) are virtually impossible to complete without an experienced mecanic... dwarves don't manage to end the job before feeling the urge to eat or drink or something, and all their work is lost when they return, ending in an infinite loop. [[User:Timst|Timst]] 19:47, 27 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Unless it's changed in the year since I've played, the mechanic must move the mechanisms to the lever and the &amp;quot;something&amp;quot;, then spend time working on both the lever and the &amp;quot;something&amp;quot;, all without being interrupted. Consider a 1-square stockpile next to both the lever and the something and choosing those unique mechanisms when you assign the linkage job. -- [[User:Qwip|Qwip]] 16:42, 15 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: The catch, so far, is figuring out the &amp;quot;unique&amp;quot; mechanisms in the list. Short of making sure that that stockpile is the only one that carries Schist Mechanisms or something similar... Unlike the other &amp;quot;pick an item&amp;quot; lists, you can't specify a sort and there's nothing zooming you to the item that you will use. On a mildly unrelated note, I realized that part of the reason for my delay was that I was building large amounts of stone traps, so the nearest mechanism that was not already tied up in a trap building job was quote some distance away. I had this problem with the nearby stockpile as well, as it was also fairly close to the traps. It would be nice to even get a distance count on the mechanisms. -[[User:Fuzzy|Fuzzy]] 11:48, 16 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::When you choose the mechanism for the lever or trap, it does tell you its distance.--[[User:Maximus|Maximus]] 12:33, 16 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::: Addendum to Maximus's comment: When selecting the material to be used, you can e{{k|x}}pand the list of materials, and then select a particular item. Therefore, you can build a single-tile stockpile, then customize it (using {{k|q}} then {{k|s}}settings) to only allow a certain quality mechanism. Link the lever after these stockpiles have been filled. [[User:RomeoFalling|RomeoFalling]] 16:21, 16 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Inverting a Lever ==&lt;br /&gt;
&lt;br /&gt;
I think I found a way to automatically invert the signal of a lever, say if you wanted one lever to open one door and close another. It involves a bridge and water, so it would not be instant. I haven't tested it yet. Anyone know if it would work?&lt;br /&gt;
&amp;lt;pre&amp;gt;Side view: (Sorry, I realize this isn't the standard tileset, but my text editor doesn't have them all.)&lt;br /&gt;
#####&lt;br /&gt;
#_~@W&lt;br /&gt;
##D##&lt;br /&gt;
&lt;br /&gt;
W - Water source (Under at least 7/7 pressure)&lt;br /&gt;
D - Water drain&lt;br /&gt;
_ - Pressure plate, set to activate under water of depth 4-7&lt;br /&gt;
@ - Hinge of a raisable bridge, connected to the main lever (offscreen)&lt;br /&gt;
~ - Bridge over channel&lt;br /&gt;
# - Solid rock&amp;lt;/pre&amp;gt;&lt;br /&gt;
When the main lever is OFF, the bridge is down. It allows water to flow past its hinge, and it covers the drain. Water fills the room, triggering the plate, which sends an ON signal.&amp;lt;br&amp;gt;&lt;br /&gt;
When the main lever is ON, the bridge raises. The hinge blocks water from flowing in, and the uncovered drain empties the room. The plate detriggers, sending OFF.&amp;lt;br&amp;gt;&lt;br /&gt;
WARNING: The drain must not fill! If it does, you wont be able to get into the room to connect more mechanisms to the plate.&lt;br /&gt;
Option: If your water source is infinite, make your drain a hallway, at least 3 long, with a raising bridge that comes down from the far end. When the main lever is activated, the hallway floods. Shortly afterwards, the plate detriggers. After a short delay, the bridge slams down, destroying the water. &amp;lt;br&amp;gt;&lt;br /&gt;
--17:52, 1 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Isn't it simpler to build two levers?  Especially considering the pressure plate takes as many mechanisms?  I don't really understand what you are trying to accomplish here.&lt;br /&gt;
:--[[User:MagicGuigz|MagicGuigz]] 17:34, 15 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::If you want a single action to do some &amp;quot;on&amp;quot; actions and some &amp;quot;off&amp;quot; actions - e.g. if from a stylistic point of view you want to have a single &amp;quot;activate outer defenses&amp;quot; lever that raises bridges over moats and puts down bridges blocking catapults.&lt;br /&gt;
::--[[User:Random832|Random832]] 19:35, 15 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::: It's more than stylistic. My designs are complex systems, created on the assumption that only certain combinations of states are possible - that when ''this'' bridge is down, ''that'' bridge is always up, and that when ''this'' floodgate is open, ''that'' door is always closed. If I allow things to enter a condition I hadn't planned for - either because I forgot to throw both leavers, or the dwarf died between them, or whatever - there is literally no telling what would happen. It could drop civilians into a line of fire, or flood the fortress, or expose the marksdwarves to the enemy without also releasing their infantry guards. &lt;br /&gt;
:::--[[User:Macdjord|Macdjord]] 16:08, 16 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I'd say you should consult the [[Computing]] and [[Mechanical Logic]] pages then. Should find all the components you need there. &lt;br /&gt;
:--[[User:Bilkinson|Bilkinson]] 16:13, 16 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Doesn't help. That's all about power transfer - gears, axels, waterwheels... It only uses  levers for input, not output - I could connect my controll leaver to a not-gate like [[Mechanical_Logic#NOT_or_BUFFER|this one]], but how do i connect ''that'' to a bridge?&lt;br /&gt;
::--[[User:Macdjord|Macdjord]] 17:17, 16 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::Connect that power to a screw pump, that pours water onto a pressure plate. There's an example of such a device on the mechanics page. Take a look as Water/Fluid logic as well (Linked to on the mechanical page) for some other pump-based devices.&lt;br /&gt;
:::--[[User:Bilkinson|Bilkinson]] 06:56, 17 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::It's... ''workable'', I suppose. It's much more complex than the bridge system. It might be faster responding, depending on the speed at which a pump works, since there is no 100 step delay like a bridge. It would take a lot more room and mechanisms, not to mention a seperate power source for each one. Remember, each leaver you invert need its own, independent setup.&lt;br /&gt;
::::--[[User:Macdjord|Macdjord]] 13:09, 17 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::: Check out this page, it might help.. www.dwarffortresswiki.net/index.php/User:SL/Logic_Gates.&lt;br /&gt;
::::[[User:Martinuzz|Martinuzz]] 8:54, 28 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: So the goal here is to have water on a pressure plate when a lever is set to ON.  Don't hatch covers respond quicker than bridges?&lt;br /&gt;
&lt;br /&gt;
: Gee, this sucks.  I thought things just toggled whenever you flipped the lever.  That's how it should be IMHO.  [[User:Gairabad|Gairabad]] 20:31, 13 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Side view:&lt;br /&gt;
&lt;br /&gt;
####&lt;br /&gt;
#^HW&lt;br /&gt;
##D#&lt;br /&gt;
&lt;br /&gt;
^ = Pressure Plate&lt;br /&gt;
W - Water Inlet&lt;br /&gt;
D - Drain&lt;br /&gt;
H - Hatch Cover&lt;br /&gt;
# - Solid rock&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
:Main lever linked to Hatch Cover (H).  When the lever is OFF, the hatch is closed and the Pressure Plate (^) chamber fills.  When the lever is ON, the Hatch Cover (H) disappears and water drains away before reaching the pressure plate ledge.&lt;br /&gt;
:[[User:Wangcommander|Wangcommander]] 01:27, 12 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:: But since you're not actually blocking off the water, you are dependent on the fickleness of the water pressure simulation. Sure, the room would never fill with an open hatch between the water source and the hatch, but after the first use it ''starts off'' filled. Are you certain it will drain? If the water comes in from the source as fast as it goes out the drain, will it not stay full? That's the advantage of using the bridge - it is the only piece of equipment that blocks water in the ON position.&lt;br /&gt;
:: A hybrid design might be useful, using a bridge to block the input bu a hatch to control the output. When you switch it, the hatch instantly starts draining the water, then the bridge seals the inlet 100 ticks later to guarantee a complete drain.&lt;br /&gt;
:: --[[User:Macdjord|Macdjord]] 16:04, 12 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
I might be misunderstanding the goal of this (and, for the record, I do think it's really cool), but wouldn't hooking up the lever to the thing you want non-inverted, then flipping the switch, and then hooking it up to the inverted thing accomplish the same thing? That way you have two things hooked up to the lever that are in opposite states of each other..... [[User:Zardus|Zardus]] 05:09, 26 February 2009 (EST)&lt;br /&gt;
:A 'Pull the lever' task is not a logical toggle. It toggles the lever, and then activates the lever to signal its current state to its linkages... That is, if the lever is in the 'open' position, pulling it flips it to 'closed' and then sends 'closed' to all its linked buildings. Anything which is, for whatever reason, currently in the 'closed' state will simply remain closed. The case you describe is such a situation. It can also arise where a lever is pulled twice in less time than it takes for the first signal to produce its effect. That is: A dwarf pulls a lever linked to a bridge. The dwarf takes 2 steps away, pauses to decide what to do, and notices that there's a pull the lever task on a lever 2 steps away. The dwarf returns to pull the lever again. The bridge has not yet raised when the second signal is sent... A little bit later, the bridge will raise, but unless the lever is pulled again, to get it into the 'raise' state, and then a fourth time to get it to the 'lower' state, the bridge will not lower.--[[User:Wattj|wattj]] 11:03, 26 February 2009 (EST)&lt;br /&gt;
Something like this? [[http://dwarf.lendemaindeveille.com/images/4/48/LeverInvert.gif]] --[[Grek]]&lt;br /&gt;
&lt;br /&gt;
== how to disconnect levers? ==&lt;br /&gt;
&lt;br /&gt;
Is there a way to disconnect a lever from an object without destroying the lever and rebuilding it? --[[User:Shaver|Shaver]] 12:53, 2 January 2009 (EST)&lt;br /&gt;
:You can't, to my knowledge.  Mechanisms in a lever and the connections stay in place until the lever is deconstructed.  I use a lever for cage traps in an arena, and after every 'round' I need to rebuild it to get back the mechanisms I used. --[[User:Eddie|Eddie]] 14:17, 2 January 2009 (EST)&lt;br /&gt;
:You could deconstruct the object :) --[[User:Adeptable|Adeptable]] 07:47, 9 September 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== See what's connected to a lever? ==&lt;br /&gt;
&lt;br /&gt;
Is there a way to see what's connected to a lever? I've lost track of which lever does what, and I'd prefer to not randomly set off my traps trying each one out. --[[User:Katt|Katt]] 00:15, 3 March 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
No. This is why its a good idea to keep levers proximal to objects they connect to.  I also try to color code levers to the object and gears used for the connection. --[[User:Squirrelloid|Squirrelloid]] 01:36, 3 March 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
You can also use the Notes thing to label them. --[[User:LegacyCWAL|LegacyCWAL]] 17:15, 3 March 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
Mystery levers have historically been a great source of [[fun]]. Especially in bloodline games. --[[User:Jellyfishgreen|Jellyfishgreen]] 10:16, 4 June 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
I've just removed the text:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
A lever can be linked more than once to the same object - this has no effect except to consume more pairs of mechanisms.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
because I don't experience this in 0.28.181.40d15&lt;br /&gt;
&lt;br /&gt;
--[[User:Adeptable|Adeptable]] 17:34, 6 September 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Confirmed - partly. Once a lever is successfully linked(but NOT when the linkage is in queue), that item will no longer appear in the lever's list of things that can be linked. Might need to confirm what happens if you queue the same object twice. I think the second link job spits out an error when the queue reaches it but I'm not sure. --[[User:Shurhaian|Shurhaian]]&lt;/div&gt;</summary>
		<author><name>Adeptable</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Weather&amp;diff=22211</id>
		<title>40d:Weather</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Weather&amp;diff=22211"/>
		<updated>2009-09-08T21:24:51Z</updated>

		<summary type="html">&lt;p&gt;Adeptable: /* Rain */ gr&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Weather''' changes with [[season]]s, and brings [[wet]], [[Climate#Cold|cold]], [[Climate#Hot|hot]], and [[dry]] conditions. It can be turned off by editing init.txt. This takes some load off of the CPU and can result in noticeably faster game play.&lt;br /&gt;
&lt;br /&gt;
==Rain==&lt;br /&gt;
Rain is an event occurring at random intervals. The message &amp;quot;It has started raining&amp;quot; appears when it begins to rain. Rain has multiple effects: It cleans [[blood]] off of surfaces, fills murky pools, removes uncollected [[silk]] webs, and can give a [[dwarf]] an unhappy thought.  &lt;br /&gt;
&lt;br /&gt;
Dwarfs who are out in the rain will soon get wet and have all their body parts described as {{gametext|Water covering (body part)}} in their inventory menu.&lt;br /&gt;
&lt;br /&gt;
As stated above, when a rain hits a tile labeled as a [[murky pool]], it will begin to fill it up with 1/7 water, and if that does not evaporate the water will grow deeper, until the pool is full.  Murky pools do not overflow from rain, but this extra water can be drained off and stored/used. (See the [[Well guide#Using ponds/pools in areas with heavy rain|Well Guide]].) While not much, it can really help maps without 'unlimited' [[water]] supplies such as [[river]]s and [[brook]]s.&lt;br /&gt;
&lt;br /&gt;
Rainfall occurs in [[temperate]] to scorching maps.&lt;br /&gt;
&lt;br /&gt;
==Snow==&lt;br /&gt;
In [[winter]], instead of raining it will snow. Snowing has very similar effects to rain, but instead of leaving &amp;quot;wet&amp;quot; squares, it will cover outdoor tiles with snow, including frozen pond tiles.  No [[water]] is created by falling snow.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;A snowstorm has arrived&amp;quot;, is the message you receive when getting a snowstorm. In the event of a snowstorm, snow will slowly cover the surface the map with snow, and any [[dwarf]] caught in one may get an unhappy thought from it. &lt;br /&gt;
&lt;br /&gt;
Snowstorms will occur in winter on temperate to freezing maps.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Climate]]&lt;br /&gt;
*[[Biome]]&lt;br /&gt;
[[Category:World]]&lt;/div&gt;</summary>
		<author><name>Adeptable</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Lever&amp;diff=15035</id>
		<title>40d:Lever</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Lever&amp;diff=15035"/>
		<updated>2009-09-06T17:44:45Z</updated>

		<summary type="html">&lt;p&gt;Adeptable: /* Control Room */ clarity&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A '''lever''' is a [[mechanism]] that has been constructed on a floor tile. Once in place, it can be linked to one or more other devices such as [[door]]s, [[bridge]]s or [[support]]s, permitting you to remotely control these other devices through the lever's {{k|q}} menu.  &lt;br /&gt;
&lt;br /&gt;
Levers do not block any movement.  Levers are counted as furniture for [[created wealth]] of a fortress.&lt;br /&gt;
&lt;br /&gt;
[[Pressure plate]]s are like levers, but are activated automatically by [[creatures]] stepping on it, or by fluids reaching a certain (player-selected) depth.  &lt;br /&gt;
&lt;br /&gt;
Either a '''lever''' or a [[pressure plate]], once linked to one or more devices ([[door]]s, [[trap]]s, or whatever), can act as a '''trigger''', an activation mechanism for that secondary system.  The two are activated differently, but the connected system is activated just the same.  One system can have more than one trigger linked to it, and one trigger can be linked to more than one system. &lt;br /&gt;
&lt;br /&gt;
==Placing a lever==&lt;br /&gt;
If you have a spare mechanism, you can designate the new lever job via the  &amp;quot;{{k|b}}uild {{k|T}}rap {{k|l}}ever&amp;quot; keys, and can use {{k|x}} to choose which specific mechanism to use.  Mechanism [[quality]] has no known effect on the performance of the lever.  Low-quality mechanisms work fine, but since they are counted as furniture, high quality mechanisms give more [[created wealth]].&lt;br /&gt;
&lt;br /&gt;
==Linking==&lt;br /&gt;
&lt;br /&gt;
Once a mechanism has been placed as a lever, it then requires a pair of [[mechanisms]] to link that lever to any object, regardless of distance or size, and [[quality]] of the mechanism makes no reported difference.  This is done by giving the lever the appropriate job order via {{k|q}}(similar to any workshop), selecting what sort of object you want the lever linked to*, and then using the {{k|-}} and {{k|+}} keys to scroll thru the available examples of those and selecting the one you want.  The list is chronological, with the last object finished listed last, and the map will re-center on the exact object as you scroll.&lt;br /&gt;
&lt;br /&gt;
:''(* [[bridge]], [[cage]], [[chain]], [[door]], [[floodgate]], [[hatch]], [[wall grate]], [[floor grate]], [[vertical bars]], [[floor bars]], [[support]], [[spike]], or [[gear assembly]].)&lt;br /&gt;
&lt;br /&gt;
By default you can choose the specific mechanisms you wish to use, from a list of all you have created (and are not forbidden or isolated by [[path]]) - your first selection will be attached to the item/barrier in question (the door, floodgate, cage, whatever), and the second selection will be linked at the lever end (the order is important when dealing with [[magma]]).&lt;br /&gt;
&lt;br /&gt;
A lever can be connected to any number of objects at the same time, but, as each linking is a [[job]] designated at that lever, only one linking job will be tasked at any one time - after that job is finished, the next will begin.  (That is, if you want one lever connected to 101 different doors, hatches, cages, bridges and supports, you can do that, but those jobs will not occur ''simultaneously''.)  Up to 10 linking jobs can be queued up at any one time on one lever, the same as with jobs at any workshop.&lt;br /&gt;
&lt;br /&gt;
Once linked, a trigger must be deconstructed to de-link it to a system*; this also unlinks all other connected systems to that trigger, but has no effect on other triggers linked to the same system(s).&lt;br /&gt;
&lt;br /&gt;
:''(* Or if the other end is deconstructed, the door, hatch, column, bridge or whatever, that un-links the trigger as well, but any other system remains linked.)''&lt;br /&gt;
&lt;br /&gt;
==Activating levers==&lt;br /&gt;
A lever is activated (or &amp;quot;pulled&amp;quot;) through its {{k|q}} menu with via the &amp;quot;{{k|a}}dd new task {{k|P}}ull&amp;quot; keys, which establishes a new [[job]] that then needs to be filled.  An idle dwarf will then come to pull the lever - no labor need be designated for this task, so ''any'' dwarf might volunteer, and from ''anywhere'' on the map that has a [[path]] to that lever at the time. &lt;br /&gt;
&lt;br /&gt;
[[Tantrum]]ing dwarves have also been reported to pull levers at random, leading to all kinds of [[fun]].  &lt;br /&gt;
&lt;br /&gt;
Note that once the actual ''lever'' is pulled, any attached objects may take more time to respond - see below.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==On/Off vs Open/Close==&lt;br /&gt;
Levers normally have an &amp;quot;on&amp;quot; and an &amp;quot;off&amp;quot; state, seen as whether the small tag at the top of the lever is to the left (&amp;quot;off&amp;quot; state) or the right (&amp;quot;on&amp;quot; state).  Upon being pulled, the state of the lever changes, and everything they're connected to updates to the ''corresponding'' state of that lever, and does not just ''change'' states (&amp;quot;toggle&amp;quot;).  This becomes important if you have several levers attached to the same device, or one trigger attached to several systems. &lt;br /&gt;
:Example: 2 levers (both in &amp;quot;off&amp;quot; position) are connected to a drawbridge. After pulling the first lever, the bridge will lift. Pulling the second lever tells the bridge to &amp;quot;open&amp;quot;, which it already has done - no visible effect. When it is pulled a second time it will let the bridge down. This in turn requires the ''first'' lever (still in &amp;quot;open/lift&amp;quot; position) to be pulled twice to trigger a change (lift again), and so on.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;On&amp;quot; and &amp;quot;off&amp;quot; state is fixed and dependent on the lever, not the object that lever is linked to:&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;dash to the right&amp;quot; ( '''ó''' ) is '''on'''&lt;br /&gt;
* &amp;quot;dash to the left&amp;quot; ( '''ò''' ) is '''off'''&lt;br /&gt;
&lt;br /&gt;
Note, however, that gear assemblies are ''the sole exception'' to this: Instead of On/Off triggers, they indeed '''do''' toggle.&lt;br /&gt;
&lt;br /&gt;
Several devices, such as [[floodgate]]s and [[bridge]]s, have a delayed response to all incoming signals, and will not respond to subsequent signals until the first has taken effect.  For instance, if you pull a lever attached to a floodgate on then off in rapid succession, the floodgate will only respond to the first signal, independent of the position the lever rests in eventually.&lt;br /&gt;
&lt;br /&gt;
==On/Off states==&lt;br /&gt;
Objects that can be controlled by levers include:&lt;br /&gt;
&lt;br /&gt;
===== Multiple Uses =====&lt;br /&gt;
&lt;br /&gt;
* [[Bridge]] &amp;amp;ndash;  Bridges have a delay of 100 steps when the lever is pulled.&lt;br /&gt;
** '''On:''' Turns the bridge into either a raised drawbridge, or a retracted bridge, depending on which option was chosen when the the bridge was constructed. &lt;br /&gt;
** '''Off:''' Returns the bridge to normal.&lt;br /&gt;
&lt;br /&gt;
* [[Door]] &amp;amp;ndash; Note that once you connect a door, it is either completely open or locked. There is no &amp;quot;closed, but can be opened by a dwarf&amp;quot; state anymore.&lt;br /&gt;
** '''On:''' Opens the door. &lt;br /&gt;
** '''Off:''' Closes the door. &lt;br /&gt;
&lt;br /&gt;
* [[Floodgate]] &amp;amp;ndash;  After the lever is installed, it works exactly like a door. Floodgates, however, have a 100 tick delay. Therefore, it is more logical to use doors for narrow passageways, at least until doors aren't usable for holding back liquids.&lt;br /&gt;
** '''On:''' Opens the floodgate. &lt;br /&gt;
** '''Off:''' Closes the floodgate.&lt;br /&gt;
&lt;br /&gt;
* [[Floor hatch|Hatch]] &amp;amp;ndash; When open it just disappears and allows liquids through. Note that, like doors, once you connect a hatch, it is either completely open or locked.&lt;br /&gt;
** '''On:''' Opens the hatch.&lt;br /&gt;
** '''Off:''' Closes the hatch.&lt;br /&gt;
&lt;br /&gt;
* [[Grate]] &amp;amp;ndash; When it is open, it just disappears. Liquids go through it just the same, but it cannot be walked on anymore. Anybody on it will fall.&lt;br /&gt;
** '''On:''' Opens the grate. &lt;br /&gt;
** '''Off:''' Closes the grate. &lt;br /&gt;
&lt;br /&gt;
* [[Bars]] &amp;amp;ndash; When it is open, it just disappears. Liquids go through it just the same, but it cannot be walked on anymore. Anybody on it will fall.&lt;br /&gt;
** '''On:''' Opens the bars. &lt;br /&gt;
** '''Off:''' Closes the bars.&lt;br /&gt;
&lt;br /&gt;
* [[Trap|Upright Spear/Spikes]]&lt;br /&gt;
** '''On:''' Retracts spears/spikes.&lt;br /&gt;
** '''Off:''' Extends spears/spikes.&lt;br /&gt;
&lt;br /&gt;
* [[Gear assembly]] &amp;amp;ndash; When it is disengaged, no power goes through it and anything that is being kept up by its presence (like a [[windmill]] right on top of it) falls down.&lt;br /&gt;
** '''On:''' Toggles gear state.&lt;br /&gt;
** '''Off:''' Toggles gear state.&lt;br /&gt;
&lt;br /&gt;
===== One-Shot =====&lt;br /&gt;
&lt;br /&gt;
These items, when activated, deconstruct, and/or cannot be triggered again until re-linked.&lt;br /&gt;
&lt;br /&gt;
* [[Cage]] &amp;amp;ndash; Deconstructs the cage and releases all of its contents. The cage and its attached mechanism will be left on the floor nearby; you recover the [[mechanism]] used on the cage but you do not recover the mechanism used in the lever. For this you need to deconstruct the lever too.&lt;br /&gt;
&lt;br /&gt;
* [[Restraint]] &amp;amp;ndash; Deconstructs the [[Restraint|chain/rope]] and releases whatever creature it held. The restraint's mechanism will be left on the floor nearby, and the restraint itself will remain attached to the creature's neck; again, you recover the [[mechanism]] used on the restraint but you do not recover the mechanism used in the lever. For this you need to deconstruct the lever too.&lt;br /&gt;
* [[Support]] &amp;amp;ndash; Deconstructs the support, ideally without a dwarf next to it. Most commonly used to cause controlled [[cave-in]]s.&lt;br /&gt;
&lt;br /&gt;
==Control Room==&lt;br /&gt;
Some player prefer to create a &amp;quot;control room&amp;quot; and lock a dwarf in when they expect to need quick response to their levers, to avoid long delays.  A control room is an area where important levers are located.  It often has doors/hatches on all entrances, so a dwarf (or more than one) can be locked inside to guarantee that one nearby dwarf will be idle who can pull a lever at a moment's notice, rather than wait for the first idle dwarf to respond, who might be far across the map. This can be critical with some of the more complex [[Trap design|trap designs]].  For longer sieges, a small personal stockpile of booze and food is critical, or an &amp;quot;airlock&amp;quot; that can be (re)stocked for prolonged situations.&lt;br /&gt;
&lt;br /&gt;
Some control rooms have all doors linked to a single lever, which is the first one pulled - this seals in the first volunteer to respond, although {{k|A}}ctivating a specific recruit and stationing them and then manually locking them in the control room is sometimes faster.  Double doors, one set manual, and one set linked, allow for manual sealing of the room in either manner.  (It's advised to have a backup lever somewhere to open the linked doors in case of accidents.)&lt;br /&gt;
&lt;br /&gt;
Advanced players do not trust doors alone to protect their control room, as some fortress invaders are [[building destroyer]]s, and can deconstruct any door or drawbridge they come across.&lt;br /&gt;
&lt;br /&gt;
Because control rooms often contain levers linked to most every important system in the fortress, it's critical to guard it against troublemakers like [[gremlin]]s and [[tantrum]]ing dwarves.  Having wardogs or other attack animals chained at all entrances is a good start, and military stationed nearby is popular as well.&lt;br /&gt;
&lt;br /&gt;
Because of the crowded nature of a control room, it's particularly important to [[label]] your levers, and/or organize them for positive identification as to function.  Returning to a game after a week and not remembering which &amp;quot;red&amp;quot; lever releases the magma or shuts the main gate is too much [[fun]] for some players.&lt;br /&gt;
&lt;br /&gt;
==Labeling==&lt;br /&gt;
There is no way to determine what levers operate what objects except by pulling them and seeing what happens.  Because of this, it can be critical to, somehow, keep track of what lever does what and where (''especially'' in a control room!).  [[Note|Label]]ing each individual lever is (possibly) the most foolproof.  Some players (additionally) use architecture or color coding to help label their levers, either placing them near the objects they activate, or in small bays organized in groups (even within a control room), and/or making the mechanism (and linked objects) out of a [[The Non-Dwarf's Guide to Rock|particular colored]] stone, or likewise coloring the nearby wall or floor, or even constructing a letter or symbol in a floor mosaic - whatever works, so long as it ''does'' work.&lt;br /&gt;
&lt;br /&gt;
== Computing ==&lt;br /&gt;
&lt;br /&gt;
Elaborate combinations of levers (or pressure plates) and other objects can be used to create mechanical systems that can perform various forms of [[computing]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Buildings}}&lt;br /&gt;
[[Category:Buildings]][[Category:Physics]]&lt;/div&gt;</summary>
		<author><name>Adeptable</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Lever&amp;diff=15034</id>
		<title>40d:Lever</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Lever&amp;diff=15034"/>
		<updated>2009-09-06T17:41:49Z</updated>

		<summary type="html">&lt;p&gt;Adeptable: /* Multiple Uses */ water -&amp;gt;liquids&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A '''lever''' is a [[mechanism]] that has been constructed on a floor tile. Once in place, it can be linked to one or more other devices such as [[door]]s, [[bridge]]s or [[support]]s, permitting you to remotely control these other devices through the lever's {{k|q}} menu.  &lt;br /&gt;
&lt;br /&gt;
Levers do not block any movement.  Levers are counted as furniture for [[created wealth]] of a fortress.&lt;br /&gt;
&lt;br /&gt;
[[Pressure plate]]s are like levers, but are activated automatically by [[creatures]] stepping on it, or by fluids reaching a certain (player-selected) depth.  &lt;br /&gt;
&lt;br /&gt;
Either a '''lever''' or a [[pressure plate]], once linked to one or more devices ([[door]]s, [[trap]]s, or whatever), can act as a '''trigger''', an activation mechanism for that secondary system.  The two are activated differently, but the connected system is activated just the same.  One system can have more than one trigger linked to it, and one trigger can be linked to more than one system. &lt;br /&gt;
&lt;br /&gt;
==Placing a lever==&lt;br /&gt;
If you have a spare mechanism, you can designate the new lever job via the  &amp;quot;{{k|b}}uild {{k|T}}rap {{k|l}}ever&amp;quot; keys, and can use {{k|x}} to choose which specific mechanism to use.  Mechanism [[quality]] has no known effect on the performance of the lever.  Low-quality mechanisms work fine, but since they are counted as furniture, high quality mechanisms give more [[created wealth]].&lt;br /&gt;
&lt;br /&gt;
==Linking==&lt;br /&gt;
&lt;br /&gt;
Once a mechanism has been placed as a lever, it then requires a pair of [[mechanisms]] to link that lever to any object, regardless of distance or size, and [[quality]] of the mechanism makes no reported difference.  This is done by giving the lever the appropriate job order via {{k|q}}(similar to any workshop), selecting what sort of object you want the lever linked to*, and then using the {{k|-}} and {{k|+}} keys to scroll thru the available examples of those and selecting the one you want.  The list is chronological, with the last object finished listed last, and the map will re-center on the exact object as you scroll.&lt;br /&gt;
&lt;br /&gt;
:''(* [[bridge]], [[cage]], [[chain]], [[door]], [[floodgate]], [[hatch]], [[wall grate]], [[floor grate]], [[vertical bars]], [[floor bars]], [[support]], [[spike]], or [[gear assembly]].)&lt;br /&gt;
&lt;br /&gt;
By default you can choose the specific mechanisms you wish to use, from a list of all you have created (and are not forbidden or isolated by [[path]]) - your first selection will be attached to the item/barrier in question (the door, floodgate, cage, whatever), and the second selection will be linked at the lever end (the order is important when dealing with [[magma]]).&lt;br /&gt;
&lt;br /&gt;
A lever can be connected to any number of objects at the same time, but, as each linking is a [[job]] designated at that lever, only one linking job will be tasked at any one time - after that job is finished, the next will begin.  (That is, if you want one lever connected to 101 different doors, hatches, cages, bridges and supports, you can do that, but those jobs will not occur ''simultaneously''.)  Up to 10 linking jobs can be queued up at any one time on one lever, the same as with jobs at any workshop.&lt;br /&gt;
&lt;br /&gt;
Once linked, a trigger must be deconstructed to de-link it to a system*; this also unlinks all other connected systems to that trigger, but has no effect on other triggers linked to the same system(s).&lt;br /&gt;
&lt;br /&gt;
:''(* Or if the other end is deconstructed, the door, hatch, column, bridge or whatever, that un-links the trigger as well, but any other system remains linked.)''&lt;br /&gt;
&lt;br /&gt;
==Activating levers==&lt;br /&gt;
A lever is activated (or &amp;quot;pulled&amp;quot;) through its {{k|q}} menu with via the &amp;quot;{{k|a}}dd new task {{k|P}}ull&amp;quot; keys, which establishes a new [[job]] that then needs to be filled.  An idle dwarf will then come to pull the lever - no labor need be designated for this task, so ''any'' dwarf might volunteer, and from ''anywhere'' on the map that has a [[path]] to that lever at the time. &lt;br /&gt;
&lt;br /&gt;
[[Tantrum]]ing dwarves have also been reported to pull levers at random, leading to all kinds of [[fun]].  &lt;br /&gt;
&lt;br /&gt;
Note that once the actual ''lever'' is pulled, any attached objects may take more time to respond - see below.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==On/Off vs Open/Close==&lt;br /&gt;
Levers normally have an &amp;quot;on&amp;quot; and an &amp;quot;off&amp;quot; state, seen as whether the small tag at the top of the lever is to the left (&amp;quot;off&amp;quot; state) or the right (&amp;quot;on&amp;quot; state).  Upon being pulled, the state of the lever changes, and everything they're connected to updates to the ''corresponding'' state of that lever, and does not just ''change'' states (&amp;quot;toggle&amp;quot;).  This becomes important if you have several levers attached to the same device, or one trigger attached to several systems. &lt;br /&gt;
:Example: 2 levers (both in &amp;quot;off&amp;quot; position) are connected to a drawbridge. After pulling the first lever, the bridge will lift. Pulling the second lever tells the bridge to &amp;quot;open&amp;quot;, which it already has done - no visible effect. When it is pulled a second time it will let the bridge down. This in turn requires the ''first'' lever (still in &amp;quot;open/lift&amp;quot; position) to be pulled twice to trigger a change (lift again), and so on.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;On&amp;quot; and &amp;quot;off&amp;quot; state is fixed and dependent on the lever, not the object that lever is linked to:&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;dash to the right&amp;quot; ( '''ó''' ) is '''on'''&lt;br /&gt;
* &amp;quot;dash to the left&amp;quot; ( '''ò''' ) is '''off'''&lt;br /&gt;
&lt;br /&gt;
Note, however, that gear assemblies are ''the sole exception'' to this: Instead of On/Off triggers, they indeed '''do''' toggle.&lt;br /&gt;
&lt;br /&gt;
Several devices, such as [[floodgate]]s and [[bridge]]s, have a delayed response to all incoming signals, and will not respond to subsequent signals until the first has taken effect.  For instance, if you pull a lever attached to a floodgate on then off in rapid succession, the floodgate will only respond to the first signal, independent of the position the lever rests in eventually.&lt;br /&gt;
&lt;br /&gt;
==On/Off states==&lt;br /&gt;
Objects that can be controlled by levers include:&lt;br /&gt;
&lt;br /&gt;
===== Multiple Uses =====&lt;br /&gt;
&lt;br /&gt;
* [[Bridge]] &amp;amp;ndash;  Bridges have a delay of 100 steps when the lever is pulled.&lt;br /&gt;
** '''On:''' Turns the bridge into either a raised drawbridge, or a retracted bridge, depending on which option was chosen when the the bridge was constructed. &lt;br /&gt;
** '''Off:''' Returns the bridge to normal.&lt;br /&gt;
&lt;br /&gt;
* [[Door]] &amp;amp;ndash; Note that once you connect a door, it is either completely open or locked. There is no &amp;quot;closed, but can be opened by a dwarf&amp;quot; state anymore.&lt;br /&gt;
** '''On:''' Opens the door. &lt;br /&gt;
** '''Off:''' Closes the door. &lt;br /&gt;
&lt;br /&gt;
* [[Floodgate]] &amp;amp;ndash;  After the lever is installed, it works exactly like a door. Floodgates, however, have a 100 tick delay. Therefore, it is more logical to use doors for narrow passageways, at least until doors aren't usable for holding back liquids.&lt;br /&gt;
** '''On:''' Opens the floodgate. &lt;br /&gt;
** '''Off:''' Closes the floodgate.&lt;br /&gt;
&lt;br /&gt;
* [[Floor hatch|Hatch]] &amp;amp;ndash; When open it just disappears and allows liquids through. Note that, like doors, once you connect a hatch, it is either completely open or locked.&lt;br /&gt;
** '''On:''' Opens the hatch.&lt;br /&gt;
** '''Off:''' Closes the hatch.&lt;br /&gt;
&lt;br /&gt;
* [[Grate]] &amp;amp;ndash; When it is open, it just disappears. Liquids go through it just the same, but it cannot be walked on anymore. Anybody on it will fall.&lt;br /&gt;
** '''On:''' Opens the grate. &lt;br /&gt;
** '''Off:''' Closes the grate. &lt;br /&gt;
&lt;br /&gt;
* [[Bars]] &amp;amp;ndash; When it is open, it just disappears. Liquids go through it just the same, but it cannot be walked on anymore. Anybody on it will fall.&lt;br /&gt;
** '''On:''' Opens the bars. &lt;br /&gt;
** '''Off:''' Closes the bars.&lt;br /&gt;
&lt;br /&gt;
* [[Trap|Upright Spear/Spikes]]&lt;br /&gt;
** '''On:''' Retracts spears/spikes.&lt;br /&gt;
** '''Off:''' Extends spears/spikes.&lt;br /&gt;
&lt;br /&gt;
* [[Gear assembly]] &amp;amp;ndash; When it is disengaged, no power goes through it and anything that is being kept up by its presence (like a [[windmill]] right on top of it) falls down.&lt;br /&gt;
** '''On:''' Toggles gear state.&lt;br /&gt;
** '''Off:''' Toggles gear state.&lt;br /&gt;
&lt;br /&gt;
===== One-Shot =====&lt;br /&gt;
&lt;br /&gt;
These items, when activated, deconstruct, and/or cannot be triggered again until re-linked.&lt;br /&gt;
&lt;br /&gt;
* [[Cage]] &amp;amp;ndash; Deconstructs the cage and releases all of its contents. The cage and its attached mechanism will be left on the floor nearby; you recover the [[mechanism]] used on the cage but you do not recover the mechanism used in the lever. For this you need to deconstruct the lever too.&lt;br /&gt;
&lt;br /&gt;
* [[Restraint]] &amp;amp;ndash; Deconstructs the [[Restraint|chain/rope]] and releases whatever creature it held. The restraint's mechanism will be left on the floor nearby, and the restraint itself will remain attached to the creature's neck; again, you recover the [[mechanism]] used on the restraint but you do not recover the mechanism used in the lever. For this you need to deconstruct the lever too.&lt;br /&gt;
* [[Support]] &amp;amp;ndash; Deconstructs the support, ideally without a dwarf next to it. Most commonly used to cause controlled [[cave-in]]s.&lt;br /&gt;
&lt;br /&gt;
==Control Room==&lt;br /&gt;
Some player prefer to create a &amp;quot;control room&amp;quot; and lock a dwarf in when they expect to need quick response to their levers, to avoid long delays.  A control room is an area where all key levers are located.  It often has doors/hatches on all entrances, so a dwarf (or more than one) can be locked inside to guarantee that one nearby dwarf will be idle who can pull a lever at a moment's notice, rather than wait for the first idle dwarf to respond, who might be far across the map. This can be critical with some of the more complex [[Trap design|trap designs]].  For longer sieges, a small personal stockpile of booze and food is critical, or an &amp;quot;airlock&amp;quot; that can be (re)stocked for prolonged situations.&lt;br /&gt;
&lt;br /&gt;
Some control rooms have all doors linked to a single lever, which is the first one pulled - this seals in the first volunteer to respond, although {{k|A}}ctivating a specific recruit and stationing them and then manually locking them in the control room is sometimes faster.  Double doors, one set manual, and one set linked, allow for manual sealing of the room in either manner.  (It's advised to have a backup lever somewhere to open the linked doors in case of accidents.)&lt;br /&gt;
&lt;br /&gt;
Advanced players do not trust doors alone to protect their control room, as some fortress invaders are [[building destroyer]]s, and can deconstruct any door or drawbridge they come across.&lt;br /&gt;
&lt;br /&gt;
Because control rooms often contain levers linked to most every important system in the fortress, it's critical to guard it against troublemakers like [[gremlin]]s and [[tantrum]]ing dwarves.  Having wardogs or other attack animals chained at all entrances is a good start, and military stationed nearby is popular as well.&lt;br /&gt;
&lt;br /&gt;
Because of the crowded nature of a control room, it's particularly important to [[label]] your levers, and/or organize them for positive identification as to function.  Returning to a game after a week and not remembering which &amp;quot;red&amp;quot; lever releases the magma or shuts the main gate is too much [[fun]] for some players.&lt;br /&gt;
&lt;br /&gt;
==Labeling==&lt;br /&gt;
There is no way to determine what levers operate what objects except by pulling them and seeing what happens.  Because of this, it can be critical to, somehow, keep track of what lever does what and where (''especially'' in a control room!).  [[Note|Label]]ing each individual lever is (possibly) the most foolproof.  Some players (additionally) use architecture or color coding to help label their levers, either placing them near the objects they activate, or in small bays organized in groups (even within a control room), and/or making the mechanism (and linked objects) out of a [[The Non-Dwarf's Guide to Rock|particular colored]] stone, or likewise coloring the nearby wall or floor, or even constructing a letter or symbol in a floor mosaic - whatever works, so long as it ''does'' work.&lt;br /&gt;
&lt;br /&gt;
== Computing ==&lt;br /&gt;
&lt;br /&gt;
Elaborate combinations of levers (or pressure plates) and other objects can be used to create mechanical systems that can perform various forms of [[computing]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Buildings}}&lt;br /&gt;
[[Category:Buildings]][[Category:Physics]]&lt;/div&gt;</summary>
		<author><name>Adeptable</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Lever&amp;diff=15033</id>
		<title>40d:Lever</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Lever&amp;diff=15033"/>
		<updated>2009-09-06T17:38:55Z</updated>

		<summary type="html">&lt;p&gt;Adeptable: /* On/Off vs Open/Close */ rm info about unlinking - this is explained better in the &amp;quot;Linking&amp;quot; section above&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A '''lever''' is a [[mechanism]] that has been constructed on a floor tile. Once in place, it can be linked to one or more other devices such as [[door]]s, [[bridge]]s or [[support]]s, permitting you to remotely control these other devices through the lever's {{k|q}} menu.  &lt;br /&gt;
&lt;br /&gt;
Levers do not block any movement.  Levers are counted as furniture for [[created wealth]] of a fortress.&lt;br /&gt;
&lt;br /&gt;
[[Pressure plate]]s are like levers, but are activated automatically by [[creatures]] stepping on it, or by fluids reaching a certain (player-selected) depth.  &lt;br /&gt;
&lt;br /&gt;
Either a '''lever''' or a [[pressure plate]], once linked to one or more devices ([[door]]s, [[trap]]s, or whatever), can act as a '''trigger''', an activation mechanism for that secondary system.  The two are activated differently, but the connected system is activated just the same.  One system can have more than one trigger linked to it, and one trigger can be linked to more than one system. &lt;br /&gt;
&lt;br /&gt;
==Placing a lever==&lt;br /&gt;
If you have a spare mechanism, you can designate the new lever job via the  &amp;quot;{{k|b}}uild {{k|T}}rap {{k|l}}ever&amp;quot; keys, and can use {{k|x}} to choose which specific mechanism to use.  Mechanism [[quality]] has no known effect on the performance of the lever.  Low-quality mechanisms work fine, but since they are counted as furniture, high quality mechanisms give more [[created wealth]].&lt;br /&gt;
&lt;br /&gt;
==Linking==&lt;br /&gt;
&lt;br /&gt;
Once a mechanism has been placed as a lever, it then requires a pair of [[mechanisms]] to link that lever to any object, regardless of distance or size, and [[quality]] of the mechanism makes no reported difference.  This is done by giving the lever the appropriate job order via {{k|q}}(similar to any workshop), selecting what sort of object you want the lever linked to*, and then using the {{k|-}} and {{k|+}} keys to scroll thru the available examples of those and selecting the one you want.  The list is chronological, with the last object finished listed last, and the map will re-center on the exact object as you scroll.&lt;br /&gt;
&lt;br /&gt;
:''(* [[bridge]], [[cage]], [[chain]], [[door]], [[floodgate]], [[hatch]], [[wall grate]], [[floor grate]], [[vertical bars]], [[floor bars]], [[support]], [[spike]], or [[gear assembly]].)&lt;br /&gt;
&lt;br /&gt;
By default you can choose the specific mechanisms you wish to use, from a list of all you have created (and are not forbidden or isolated by [[path]]) - your first selection will be attached to the item/barrier in question (the door, floodgate, cage, whatever), and the second selection will be linked at the lever end (the order is important when dealing with [[magma]]).&lt;br /&gt;
&lt;br /&gt;
A lever can be connected to any number of objects at the same time, but, as each linking is a [[job]] designated at that lever, only one linking job will be tasked at any one time - after that job is finished, the next will begin.  (That is, if you want one lever connected to 101 different doors, hatches, cages, bridges and supports, you can do that, but those jobs will not occur ''simultaneously''.)  Up to 10 linking jobs can be queued up at any one time on one lever, the same as with jobs at any workshop.&lt;br /&gt;
&lt;br /&gt;
Once linked, a trigger must be deconstructed to de-link it to a system*; this also unlinks all other connected systems to that trigger, but has no effect on other triggers linked to the same system(s).&lt;br /&gt;
&lt;br /&gt;
:''(* Or if the other end is deconstructed, the door, hatch, column, bridge or whatever, that un-links the trigger as well, but any other system remains linked.)''&lt;br /&gt;
&lt;br /&gt;
==Activating levers==&lt;br /&gt;
A lever is activated (or &amp;quot;pulled&amp;quot;) through its {{k|q}} menu with via the &amp;quot;{{k|a}}dd new task {{k|P}}ull&amp;quot; keys, which establishes a new [[job]] that then needs to be filled.  An idle dwarf will then come to pull the lever - no labor need be designated for this task, so ''any'' dwarf might volunteer, and from ''anywhere'' on the map that has a [[path]] to that lever at the time. &lt;br /&gt;
&lt;br /&gt;
[[Tantrum]]ing dwarves have also been reported to pull levers at random, leading to all kinds of [[fun]].  &lt;br /&gt;
&lt;br /&gt;
Note that once the actual ''lever'' is pulled, any attached objects may take more time to respond - see below.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==On/Off vs Open/Close==&lt;br /&gt;
Levers normally have an &amp;quot;on&amp;quot; and an &amp;quot;off&amp;quot; state, seen as whether the small tag at the top of the lever is to the left (&amp;quot;off&amp;quot; state) or the right (&amp;quot;on&amp;quot; state).  Upon being pulled, the state of the lever changes, and everything they're connected to updates to the ''corresponding'' state of that lever, and does not just ''change'' states (&amp;quot;toggle&amp;quot;).  This becomes important if you have several levers attached to the same device, or one trigger attached to several systems. &lt;br /&gt;
:Example: 2 levers (both in &amp;quot;off&amp;quot; position) are connected to a drawbridge. After pulling the first lever, the bridge will lift. Pulling the second lever tells the bridge to &amp;quot;open&amp;quot;, which it already has done - no visible effect. When it is pulled a second time it will let the bridge down. This in turn requires the ''first'' lever (still in &amp;quot;open/lift&amp;quot; position) to be pulled twice to trigger a change (lift again), and so on.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;On&amp;quot; and &amp;quot;off&amp;quot; state is fixed and dependent on the lever, not the object that lever is linked to:&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;dash to the right&amp;quot; ( '''ó''' ) is '''on'''&lt;br /&gt;
* &amp;quot;dash to the left&amp;quot; ( '''ò''' ) is '''off'''&lt;br /&gt;
&lt;br /&gt;
Note, however, that gear assemblies are ''the sole exception'' to this: Instead of On/Off triggers, they indeed '''do''' toggle.&lt;br /&gt;
&lt;br /&gt;
Several devices, such as [[floodgate]]s and [[bridge]]s, have a delayed response to all incoming signals, and will not respond to subsequent signals until the first has taken effect.  For instance, if you pull a lever attached to a floodgate on then off in rapid succession, the floodgate will only respond to the first signal, independent of the position the lever rests in eventually.&lt;br /&gt;
&lt;br /&gt;
==On/Off states==&lt;br /&gt;
Objects that can be controlled by levers include:&lt;br /&gt;
&lt;br /&gt;
===== Multiple Uses =====&lt;br /&gt;
&lt;br /&gt;
* [[Bridge]] &amp;amp;ndash;  Bridges have a delay of 100 steps when the lever is pulled.&lt;br /&gt;
** '''On:''' Turns the bridge into either a raised drawbridge, or a retracted bridge, depending on which option was chosen when the the bridge was constructed. &lt;br /&gt;
** '''Off:''' Returns the bridge to normal.&lt;br /&gt;
&lt;br /&gt;
* [[Door]] &amp;amp;ndash; Note that once you connect a door, it is either completely open or locked. There is no &amp;quot;closed, but can be opened by a dwarf&amp;quot; state anymore.&lt;br /&gt;
** '''On:''' Opens the door. &lt;br /&gt;
** '''Off:''' Closes the door. &lt;br /&gt;
&lt;br /&gt;
* [[Floodgate]] &amp;amp;ndash;  After the lever is installed, it works exactly like a door. Floodgates, however, have a 100 tick delay. Therefore, it is more logical to use doors for narrow passageways, at least until doors aren't usable for holding back water.&lt;br /&gt;
** '''On:''' Opens the floodgate. &lt;br /&gt;
** '''Off:''' Closes the floodgate.&lt;br /&gt;
&lt;br /&gt;
* [[Floor hatch|Hatch]] &amp;amp;ndash; When open it just disappears and allows water through. Note that, like doors, once you connect a hatch, it is either completely open or locked.&lt;br /&gt;
** '''On:''' Opens the hatch.&lt;br /&gt;
** '''Off:''' Closes the hatch.&lt;br /&gt;
&lt;br /&gt;
* [[Grate]] &amp;amp;ndash; When it is open, it just disappears. Water goes through it just the same, but it cannot be walked on anymore. Anybody on it will fall.&lt;br /&gt;
** '''On:''' Opens the grate. &lt;br /&gt;
** '''Off:''' Closes the grate. &lt;br /&gt;
&lt;br /&gt;
* [[Bars]] &amp;amp;ndash; When it is open, it just disappears. Water goes through it just the same, but it cannot be walked on anymore. Anybody on it will fall.&lt;br /&gt;
** '''On:''' Opens the bars. &lt;br /&gt;
** '''Off:''' Closes the bars.&lt;br /&gt;
&lt;br /&gt;
* [[Trap|Upright Spear/Spikes]]&lt;br /&gt;
** '''On:''' Retracts spears/spikes.&lt;br /&gt;
** '''Off:''' Extends spears/spikes.&lt;br /&gt;
&lt;br /&gt;
* [[Gear assembly]] &amp;amp;ndash; When it is disengaged, no power goes through it and anything that is being kept up by its presence (like a [[windmill]] right on top of it) falls down.&lt;br /&gt;
** '''On:''' Toggles gear state.&lt;br /&gt;
** '''Off:''' Toggles gear state.&lt;br /&gt;
&lt;br /&gt;
===== One-Shot =====&lt;br /&gt;
&lt;br /&gt;
These items, when activated, deconstruct, and/or cannot be triggered again until re-linked.&lt;br /&gt;
&lt;br /&gt;
* [[Cage]] &amp;amp;ndash; Deconstructs the cage and releases all of its contents. The cage and its attached mechanism will be left on the floor nearby; you recover the [[mechanism]] used on the cage but you do not recover the mechanism used in the lever. For this you need to deconstruct the lever too.&lt;br /&gt;
&lt;br /&gt;
* [[Restraint]] &amp;amp;ndash; Deconstructs the [[Restraint|chain/rope]] and releases whatever creature it held. The restraint's mechanism will be left on the floor nearby, and the restraint itself will remain attached to the creature's neck; again, you recover the [[mechanism]] used on the restraint but you do not recover the mechanism used in the lever. For this you need to deconstruct the lever too.&lt;br /&gt;
* [[Support]] &amp;amp;ndash; Deconstructs the support, ideally without a dwarf next to it. Most commonly used to cause controlled [[cave-in]]s.&lt;br /&gt;
&lt;br /&gt;
==Control Room==&lt;br /&gt;
Some player prefer to create a &amp;quot;control room&amp;quot; and lock a dwarf in when they expect to need quick response to their levers, to avoid long delays.  A control room is an area where all key levers are located.  It often has doors/hatches on all entrances, so a dwarf (or more than one) can be locked inside to guarantee that one nearby dwarf will be idle who can pull a lever at a moment's notice, rather than wait for the first idle dwarf to respond, who might be far across the map. This can be critical with some of the more complex [[Trap design|trap designs]].  For longer sieges, a small personal stockpile of booze and food is critical, or an &amp;quot;airlock&amp;quot; that can be (re)stocked for prolonged situations.&lt;br /&gt;
&lt;br /&gt;
Some control rooms have all doors linked to a single lever, which is the first one pulled - this seals in the first volunteer to respond, although {{k|A}}ctivating a specific recruit and stationing them and then manually locking them in the control room is sometimes faster.  Double doors, one set manual, and one set linked, allow for manual sealing of the room in either manner.  (It's advised to have a backup lever somewhere to open the linked doors in case of accidents.)&lt;br /&gt;
&lt;br /&gt;
Advanced players do not trust doors alone to protect their control room, as some fortress invaders are [[building destroyer]]s, and can deconstruct any door or drawbridge they come across.&lt;br /&gt;
&lt;br /&gt;
Because control rooms often contain levers linked to most every important system in the fortress, it's critical to guard it against troublemakers like [[gremlin]]s and [[tantrum]]ing dwarves.  Having wardogs or other attack animals chained at all entrances is a good start, and military stationed nearby is popular as well.&lt;br /&gt;
&lt;br /&gt;
Because of the crowded nature of a control room, it's particularly important to [[label]] your levers, and/or organize them for positive identification as to function.  Returning to a game after a week and not remembering which &amp;quot;red&amp;quot; lever releases the magma or shuts the main gate is too much [[fun]] for some players.&lt;br /&gt;
&lt;br /&gt;
==Labeling==&lt;br /&gt;
There is no way to determine what levers operate what objects except by pulling them and seeing what happens.  Because of this, it can be critical to, somehow, keep track of what lever does what and where (''especially'' in a control room!).  [[Note|Label]]ing each individual lever is (possibly) the most foolproof.  Some players (additionally) use architecture or color coding to help label their levers, either placing them near the objects they activate, or in small bays organized in groups (even within a control room), and/or making the mechanism (and linked objects) out of a [[The Non-Dwarf's Guide to Rock|particular colored]] stone, or likewise coloring the nearby wall or floor, or even constructing a letter or symbol in a floor mosaic - whatever works, so long as it ''does'' work.&lt;br /&gt;
&lt;br /&gt;
== Computing ==&lt;br /&gt;
&lt;br /&gt;
Elaborate combinations of levers (or pressure plates) and other objects can be used to create mechanical systems that can perform various forms of [[computing]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Buildings}}&lt;br /&gt;
[[Category:Buildings]][[Category:Physics]]&lt;/div&gt;</summary>
		<author><name>Adeptable</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Adeptable&amp;diff=50759</id>
		<title>User:Adeptable</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Adeptable&amp;diff=50759"/>
		<updated>2009-09-06T17:34:40Z</updated>

		<summary type="html">&lt;p&gt;Adeptable: Created page with 'My website:  http://adeptable.org'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;My website:&lt;br /&gt;
&lt;br /&gt;
http://adeptable.org&lt;/div&gt;</summary>
		<author><name>Adeptable</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Lever&amp;diff=23314</id>
		<title>40d Talk:Lever</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Lever&amp;diff=23314"/>
		<updated>2009-09-06T17:34:01Z</updated>

		<summary type="html">&lt;p&gt;Adeptable: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== floodgates vs. doors misinformation? ==&lt;br /&gt;
&amp;quot;''Therefore, it is more logical to use doors, at least until doors aren't usable for holding back water.''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
I'm fairly certain that doors can't be closed while flooded.  They work as described for opening via lever, but cannot close when blocked by water or creatures.&lt;br /&gt;
Granted, the last time i've levered doors was back in 2d.  Please verify or change the wording? --[[User:Vaevictus|Vaevictus]] 15:49, 2 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:In the current version{{version|0.27.176.38c}} doors can close if water currently occupies the same square. I believe elsewhere the wiki states this destroys the water, but I have not verified if the water is destroyed. --[[User:Quartic|quartic]] 16:18, 2 June 2008 (EDT)&lt;br /&gt;
::Does it matter how much water? -- [[User:Vaevictus|Vaevictus]] 13:35, 3 June 2008 (EDT)&lt;br /&gt;
:::I have verified this with water of depth 1 and 7, but not values in between.--[[User:Quartic|quartic]] 13:38, 3 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Todo: Check whether two levers connected to the same door operate it in the same way the older versions did - that is, pulling each lever once would open the door, then do nothing as the second lever is pulled. -- [[User:Zaratustra|Zaratustra]] 19:23, 7 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I'm using vertical bars as portcullis for my keep, and they attach to levers.  Perhaps a comment that bars and grates operate identically in this version, specifically with respect to levers? -Gotthard&lt;br /&gt;
&lt;br /&gt;
Doesn't the delay come from the floodgate grinding to close the water/magma channel/tunnel compared to a door slamming shut right away? --[[User:Karpatius|Karp]] 08:51, 31 October 2008 (EDT)&lt;br /&gt;
:That is what it is meant to simulate.  Like people mentioned above, though, Toady's said that doors shouldn't work as well as floodgates, so in some later version your doors will probably leak. --[[User:ThunderClaw|ThunderClaw]] 10:09, 31 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== controlling at a distance ==&lt;br /&gt;
&lt;br /&gt;
Does the lever need to be adjacent to the item it is controlling?&lt;br /&gt;
&lt;br /&gt;
I want to put a floodgate at the end of a channel... [[User:GarrieIrons|GarrieIrons]] 02:52, 23 January 2008 (EST)&lt;br /&gt;
:No, it can be anywhere.--[[User:Dorten|Dorten]] 02:57, 23 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
so, analog to the support-cave-in-trap how about building a nice water basin, say 4x4 for a start and covering it with grates, all connected to a lever - do grates have to be attached to a wall or floor on one side? I will try *broad grin* --[[User:Koltom|Koltom]] 21:45, 22 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Grates must be attached to a wall on one side, although you can put grates next to only grates and the dwarves will build them.  Followed by their collapse.  Like walls off bridges.--[[User:Draco18s|Draco18s]] 18:31, 2 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Try building supports under them. SL's hand of armok uses supports under hatches in a similar way. [[User:VengefulDonut|VengefulDonut]] 23:37, 2 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::Yeah, its not working like i wanted it too. The support thing will probably work. Or I will just leave a few walls in the basin..will try that later, busy right now. *watches goblin fly away in high arc* --[[User:Koltom|Koltom]] 19:52, 3 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Regarding remote activation/control: I just spent 10 minutes berating my dwarves for completely ignoring two Pull Lever commands while vile forces of darkness approached, only to find that once I removed the Dwarves Stay Indoors restriction, they happily stepped up to the, uh, lever.  The bridges are outside, the levers are on the level below.  Has anyone else experienced this?  [[User:Holyfool|Holyfool]] 17:49, 22 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Was the lever and/or any part of the path to the lever marked as &amp;quot;outside&amp;quot;? Use {{k|k}} to check. --[[User:Savok|Savok]] 10:25, 23 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::I checked and one of the levers was indeed marked &amp;quot;outside&amp;quot;.  In fact, there are several squares on my first underground level that are marked &amp;quot;outside&amp;quot;.  Is that because they are in the general area of the stairway leading outside?  Thank you for the info.  --[[User:Holyfool|Holyfool]] 18:42, 29 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::When I quit reading all new forum messages and stayed at the wiki, I thought this would stop. [[Outside|Read The Wiki]]. Really. Read it. No, really, click on that link. --[[User:Savok|Savok]] 19:57, 29 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Megabeasts ==&lt;br /&gt;
&lt;br /&gt;
I have noticed that a bridge that a hydra is standing on cannot be retracted {{version|0.27.176.38c}}. Has anyone else had similar experiences? [[User:VengefulDonut|VengefulDonut]] 00:15, 13 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Titans cause the same problem. I conjecture that bridged can't be retracted while megabeasts are standing on them. [[User:VengefulDonut|VengefulDonut]] 02:08, 13 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Also elephants, it seems. Possibly creature size. [[User:VengefulDonut|VengefulDonut]] 13:18, 13 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Dragons cause the same problem. Are megabeasts supposed to all show up at once like this? [[User:VengefulDonut|VengefulDonut]] 21:43, 13 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: &amp;quot;All at once like this,&amp;quot; you say?  Was their a [[fun|party]] on your bridgeworks?&lt;br /&gt;
:: And, yeah, megabeasts kill bridge operation, even &amp;quot;benign&amp;quot; acts like retracting with them on it.  It must have something to do with their BUILDINGDESTROYER tag. --[[User:FJH|FJH]] 02:58, 6 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Proposed addition: Mechanism sequence ==&lt;br /&gt;
&lt;br /&gt;
Given the problems that arise when using non magma-safe materials for mechanisms on floodgates, it is quite handy to know which mechanisms go where at the link selection (When for example you're really low on bauxite).&amp;lt;br&amp;gt;&lt;br /&gt;
From my experimentation with floodgate-lever, the first mechanism selected goes at the gate and the second one at the lever. I still haven't activated the contraption, but I'm assuming it's going to be ok.&amp;lt;br&amp;gt;&lt;br /&gt;
I'm also assuming the same is usefull for grates and bars. --[[User:Nonickch]], unsigned&lt;br /&gt;
&lt;br /&gt;
:There is some lower-down text that tells you which mechanism goes in where. --[[User:Savok|Savok]] 08:30, 15 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Finding Links ==&lt;br /&gt;
&lt;br /&gt;
Is it possible to determine what a lever is linked to without pulling it and checking to see what happens? -[[User:Fuzzy|Fuzzy]] 00:43, 6 September 2008 (EDT)&lt;br /&gt;
:AFAIK the only way is to attempt to link the lever to a built object and notice which one if any is not available.&lt;br /&gt;
:eg if you have two bridges but only one is available to be linked to, it is because you are already linked to the other one.&lt;br /&gt;
:This would be a really good feature if it was implemented.&lt;br /&gt;
:[[User:GarrieIrons|GarrieIrons]] 09:55, 6 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I guess this is one good use for the new note-feature: Just use the same note for lever and target. --[[User:Doub|Doub]] 10:17, 6 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Right now your best way to remember what lever does what is to build a reference behind the lever as a reminder: a one-tile bridge behind the&amp;lt;br /&amp;gt;&amp;quot;front door/bridge&amp;quot; lever, a support behind the &amp;quot;collapse the mountain&amp;quot; lever and so forth... or write down what does what on paper.&amp;lt;br /&amp;gt;Even naming levers would be useful but for now you need the &amp;quot;references.&amp;quot; -[[User:Karpatius|Karp]] 06:10, 19 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Max number of links? ==&lt;br /&gt;
&lt;br /&gt;
''Is there a limit to the amount of objects that can be linked to a lever?''--[[User:Thendash|Thendash]] 22:56, 19 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Speeding the job of linking ==&lt;br /&gt;
&lt;br /&gt;
Is it just me or does it not only take forever to finish the job of linking the lever to something, but also the dwarves treat it as extremely low priority? I've sometimes had to had an entire year for one of them to deign to hook it up. Incidentally, it is the Mechanics job that they use for that, right? -[[User:Fuzzy|Fuzzy]] 15:48, 27 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: I haven't noticed anything about the priority of the job, but yes, it take hella long to finish it. Some big linking job (eg. linking a large bridge to a remote lever) are virtually impossible to complete without an experienced mecanic... dwarves don't manage to end the job before feeling the urge to eat or drink or something, and all their work is lost when they return, ending in an infinite loop. [[User:Timst|Timst]] 19:47, 27 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Unless it's changed in the year since I've played, the mechanic must move the mechanisms to the lever and the &amp;quot;something&amp;quot;, then spend time working on both the lever and the &amp;quot;something&amp;quot;, all without being interrupted. Consider a 1-square stockpile next to both the lever and the something and choosing those unique mechanisms when you assign the linkage job. -- [[User:Qwip|Qwip]] 16:42, 15 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: The catch, so far, is figuring out the &amp;quot;unique&amp;quot; mechanisms in the list. Short of making sure that that stockpile is the only one that carries Schist Mechanisms or something similar... Unlike the other &amp;quot;pick an item&amp;quot; lists, you can't specify a sort and there's nothing zooming you to the item that you will use. On a mildly unrelated note, I realized that part of the reason for my delay was that I was building large amounts of stone traps, so the nearest mechanism that was not already tied up in a trap building job was quote some distance away. I had this problem with the nearby stockpile as well, as it was also fairly close to the traps. It would be nice to even get a distance count on the mechanisms. -[[User:Fuzzy|Fuzzy]] 11:48, 16 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::When you choose the mechanism for the lever or trap, it does tell you its distance.--[[User:Maximus|Maximus]] 12:33, 16 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::: Addendum to Maximus's comment: When selecting the material to be used, you can e{{k|x}}pand the list of materials, and then select a particular item. Therefore, you can build a single-tile stockpile, then customize it (using {{k|q}} then {{k|s}}settings) to only allow a certain quality mechanism. Link the lever after these stockpiles have been filled. [[User:RomeoFalling|RomeoFalling]] 16:21, 16 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Inverting a Lever ==&lt;br /&gt;
&lt;br /&gt;
I think I found a way to automatically invert the signal of a lever, say if you wanted one lever to open one door and close another. It involves a bridge and water, so it would not be instant. I haven't tested it yet. Anyone know if it would work?&lt;br /&gt;
&amp;lt;pre&amp;gt;Side view: (Sorry, I realize this isn't the standard tileset, but my text editor doesn't have them all.)&lt;br /&gt;
#####&lt;br /&gt;
#_~@W&lt;br /&gt;
##D##&lt;br /&gt;
&lt;br /&gt;
W - Water source (Under at least 7/7 pressure)&lt;br /&gt;
D - Water drain&lt;br /&gt;
_ - Pressure plate, set to activate under water of depth 4-7&lt;br /&gt;
@ - Hinge of a raisable bridge, connected to the main lever (offscreen)&lt;br /&gt;
~ - Bridge over channel&lt;br /&gt;
# - Solid rock&amp;lt;/pre&amp;gt;&lt;br /&gt;
When the main lever is OFF, the bridge is down. It allows water to flow past its hinge, and it covers the drain. Water fills the room, triggering the plate, which sends an ON signal.&amp;lt;br&amp;gt;&lt;br /&gt;
When the main lever is ON, the bridge raises. The hinge blocks water from flowing in, and the uncovered drain empties the room. The plate detriggers, sending OFF.&amp;lt;br&amp;gt;&lt;br /&gt;
WARNING: The drain must not fill! If it does, you wont be able to get into the room to connect more mechanisms to the plate.&lt;br /&gt;
Option: If your water source is infinite, make your drain a hallway, at least 3 long, with a raising bridge that comes down from the far end. When the main lever is activated, the hallway floods. Shortly afterwards, the plate detriggers. After a short delay, the bridge slams down, destroying the water. &amp;lt;br&amp;gt;&lt;br /&gt;
--17:52, 1 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Isn't it simpler to build two levers?  Especially considering the pressure plate takes as many mechanisms?  I don't really understand what you are trying to accomplish here.&lt;br /&gt;
:--[[User:MagicGuigz|MagicGuigz]] 17:34, 15 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::If you want a single action to do some &amp;quot;on&amp;quot; actions and some &amp;quot;off&amp;quot; actions - e.g. if from a stylistic point of view you want to have a single &amp;quot;activate outer defenses&amp;quot; lever that raises bridges over moats and puts down bridges blocking catapults.&lt;br /&gt;
::--[[User:Random832|Random832]] 19:35, 15 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::: It's more than stylistic. My designs are complex systems, created on the assumption that only certain combinations of states are possible - that when ''this'' bridge is down, ''that'' bridge is always up, and that when ''this'' floodgate is open, ''that'' door is always closed. If I allow things to enter a condition I hadn't planned for - either because I forgot to throw both leavers, or the dwarf died between them, or whatever - there is literally no telling what would happen. It could drop civilians into a line of fire, or flood the fortress, or expose the marksdwarves to the enemy without also releasing their infantry guards. &lt;br /&gt;
:::--[[User:Macdjord|Macdjord]] 16:08, 16 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I'd say you should consult the [[Computing]] and [[Mechanical Logic]] pages then. Should find all the components you need there. &lt;br /&gt;
:--[[User:Bilkinson|Bilkinson]] 16:13, 16 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Doesn't help. That's all about power transfer - gears, axels, waterwheels... It only uses  levers for input, not output - I could connect my controll leaver to a not-gate like [[Mechanical_Logic#NOT_or_BUFFER|this one]], but how do i connect ''that'' to a bridge?&lt;br /&gt;
::--[[User:Macdjord|Macdjord]] 17:17, 16 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::Connect that power to a screw pump, that pours water onto a pressure plate. There's an example of such a device on the mechanics page. Take a look as Water/Fluid logic as well (Linked to on the mechanical page) for some other pump-based devices.&lt;br /&gt;
:::--[[User:Bilkinson|Bilkinson]] 06:56, 17 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::It's... ''workable'', I suppose. It's much more complex than the bridge system. It might be faster responding, depending on the speed at which a pump works, since there is no 100 step delay like a bridge. It would take a lot more room and mechanisms, not to mention a seperate power source for each one. Remember, each leaver you invert need its own, independent setup.&lt;br /&gt;
::::--[[User:Macdjord|Macdjord]] 13:09, 17 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::: Check out this page, it might help.. www.dwarffortresswiki.net/index.php/User:SL/Logic_Gates.&lt;br /&gt;
::::[[User:Martinuzz|Martinuzz]] 8:54, 28 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: So the goal here is to have water on a pressure plate when a lever is set to ON.  Don't hatch covers respond quicker than bridges?&lt;br /&gt;
&lt;br /&gt;
: Gee, this sucks.  I thought things just toggled whenever you flipped the lever.  That's how it should be IMHO.  [[User:Gairabad|Gairabad]] 20:31, 13 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Side view:&lt;br /&gt;
&lt;br /&gt;
####&lt;br /&gt;
#^HW&lt;br /&gt;
##D#&lt;br /&gt;
&lt;br /&gt;
^ = Pressure Plate&lt;br /&gt;
W - Water Inlet&lt;br /&gt;
D - Drain&lt;br /&gt;
H - Hatch Cover&lt;br /&gt;
# - Solid rock&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
:Main lever linked to Hatch Cover (H).  When the lever is OFF, the hatch is closed and the Pressure Plate (^) chamber fills.  When the lever is ON, the Hatch Cover (H) disappears and water drains away before reaching the pressure plate ledge.&lt;br /&gt;
:[[User:Wangcommander|Wangcommander]] 01:27, 12 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:: But since you're not actually blocking off the water, you are dependent on the fickleness of the water pressure simulation. Sure, the room would never fill with an open hatch between the water source and the hatch, but after the first use it ''starts off'' filled. Are you certain it will drain? If the water comes in from the source as fast as it goes out the drain, will it not stay full? That's the advantage of using the bridge - it is the only piece of equipment that blocks water in the ON position.&lt;br /&gt;
:: A hybrid design might be useful, using a bridge to block the input bu a hatch to control the output. When you switch it, the hatch instantly starts draining the water, then the bridge seals the inlet 100 ticks later to guarantee a complete drain.&lt;br /&gt;
:: --[[User:Macdjord|Macdjord]] 16:04, 12 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
I might be misunderstanding the goal of this (and, for the record, I do think it's really cool), but wouldn't hooking up the lever to the thing you want non-inverted, then flipping the switch, and then hooking it up to the inverted thing accomplish the same thing? That way you have two things hooked up to the lever that are in opposite states of each other..... [[User:Zardus|Zardus]] 05:09, 26 February 2009 (EST)&lt;br /&gt;
:A 'Pull the lever' task is not a logical toggle. It toggles the lever, and then activates the lever to signal its current state to its linkages... That is, if the lever is in the 'open' position, pulling it flips it to 'closed' and then sends 'closed' to all its linked buildings. Anything which is, for whatever reason, currently in the 'closed' state will simply remain closed. The case you describe is such a situation. It can also arise where a lever is pulled twice in less time than it takes for the first signal to produce its effect. That is: A dwarf pulls a lever linked to a bridge. The dwarf takes 2 steps away, pauses to decide what to do, and notices that there's a pull the lever task on a lever 2 steps away. The dwarf returns to pull the lever again. The bridge has not yet raised when the second signal is sent... A little bit later, the bridge will raise, but unless the lever is pulled again, to get it into the 'raise' state, and then a fourth time to get it to the 'lower' state, the bridge will not lower.--[[User:Wattj|wattj]] 11:03, 26 February 2009 (EST)&lt;br /&gt;
Something like this? [[http://dwarf.lendemaindeveille.com/images/4/48/LeverInvert.gif]] --[[Grek]]&lt;br /&gt;
&lt;br /&gt;
== how to disconnect levers? ==&lt;br /&gt;
&lt;br /&gt;
Is there a way to disconnect a lever from an object without destroying the lever and rebuilding it? --[[User:Shaver|Shaver]] 12:53, 2 January 2009 (EST)&lt;br /&gt;
:You can't, to my knowledge.  Mechanisms in a lever and the connections stay in place until the lever is deconstructed.  I use a lever for cage traps in an arena, and after every 'round' I need to rebuild it to get back the mechanisms I used. --[[User:Eddie|Eddie]] 14:17, 2 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== See what's connected to a lever? ==&lt;br /&gt;
&lt;br /&gt;
Is there a way to see what's connected to a lever? I've lost track of which lever does what, and I'd prefer to not randomly set off my traps trying each one out. --[[User:Katt|Katt]] 00:15, 3 March 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
No. This is why its a good idea to keep levers proximal to objects they connect to.  I also try to color code levers to the object and gears used for the connection. --[[User:Squirrelloid|Squirrelloid]] 01:36, 3 March 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
You can also use the Notes thing to label them. --[[User:LegacyCWAL|LegacyCWAL]] 17:15, 3 March 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
Mystery levers have historically been a great source of [[fun]]. Especially in bloodline games. --[[User:Jellyfishgreen|Jellyfishgreen]] 10:16, 4 June 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
I've just removed the text:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
A lever can be linked more than once to the same object - this has no effect except to consume more pairs of mechanisms.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
because I don't experience this in 0.28.181.40d15&lt;br /&gt;
&lt;br /&gt;
--[[User:Adeptable|Adeptable]] 17:34, 6 September 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Adeptable</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Lever&amp;diff=15032</id>
		<title>40d:Lever</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Lever&amp;diff=15032"/>
		<updated>2009-09-06T17:15:29Z</updated>

		<summary type="html">&lt;p&gt;Adeptable: /* Linking */ rm &amp;quot;A lever can be linked more than once to the same object - this has no effect except to consume more pairs of mechanisms.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A '''lever''' is a [[mechanism]] that has been constructed on a floor tile. Once in place, it can be linked to one or more other devices such as [[door]]s, [[bridge]]s or [[support]]s, permitting you to remotely control these other devices through the lever's {{k|q}} menu.  &lt;br /&gt;
&lt;br /&gt;
Levers do not block any movement.  Levers are counted as furniture for [[created wealth]] of a fortress.&lt;br /&gt;
&lt;br /&gt;
[[Pressure plate]]s are like levers, but are activated automatically by [[creatures]] stepping on it, or by fluids reaching a certain (player-selected) depth.  &lt;br /&gt;
&lt;br /&gt;
Either a '''lever''' or a [[pressure plate]], once linked to one or more devices ([[door]]s, [[trap]]s, or whatever), can act as a '''trigger''', an activation mechanism for that secondary system.  The two are activated differently, but the connected system is activated just the same.  One system can have more than one trigger linked to it, and one trigger can be linked to more than one system. &lt;br /&gt;
&lt;br /&gt;
==Placing a lever==&lt;br /&gt;
If you have a spare mechanism, you can designate the new lever job via the  &amp;quot;{{k|b}}uild {{k|T}}rap {{k|l}}ever&amp;quot; keys, and can use {{k|x}} to choose which specific mechanism to use.  Mechanism [[quality]] has no known effect on the performance of the lever.  Low-quality mechanisms work fine, but since they are counted as furniture, high quality mechanisms give more [[created wealth]].&lt;br /&gt;
&lt;br /&gt;
==Linking==&lt;br /&gt;
&lt;br /&gt;
Once a mechanism has been placed as a lever, it then requires a pair of [[mechanisms]] to link that lever to any object, regardless of distance or size, and [[quality]] of the mechanism makes no reported difference.  This is done by giving the lever the appropriate job order via {{k|q}}(similar to any workshop), selecting what sort of object you want the lever linked to*, and then using the {{k|-}} and {{k|+}} keys to scroll thru the available examples of those and selecting the one you want.  The list is chronological, with the last object finished listed last, and the map will re-center on the exact object as you scroll.&lt;br /&gt;
&lt;br /&gt;
:''(* [[bridge]], [[cage]], [[chain]], [[door]], [[floodgate]], [[hatch]], [[wall grate]], [[floor grate]], [[vertical bars]], [[floor bars]], [[support]], [[spike]], or [[gear assembly]].)&lt;br /&gt;
&lt;br /&gt;
By default you can choose the specific mechanisms you wish to use, from a list of all you have created (and are not forbidden or isolated by [[path]]) - your first selection will be attached to the item/barrier in question (the door, floodgate, cage, whatever), and the second selection will be linked at the lever end (the order is important when dealing with [[magma]]).&lt;br /&gt;
&lt;br /&gt;
A lever can be connected to any number of objects at the same time, but, as each linking is a [[job]] designated at that lever, only one linking job will be tasked at any one time - after that job is finished, the next will begin.  (That is, if you want one lever connected to 101 different doors, hatches, cages, bridges and supports, you can do that, but those jobs will not occur ''simultaneously''.)  Up to 10 linking jobs can be queued up at any one time on one lever, the same as with jobs at any workshop.&lt;br /&gt;
&lt;br /&gt;
Once linked, a trigger must be deconstructed to de-link it to a system*; this also unlinks all other connected systems to that trigger, but has no effect on other triggers linked to the same system(s).&lt;br /&gt;
&lt;br /&gt;
:''(* Or if the other end is deconstructed, the door, hatch, column, bridge or whatever, that un-links the trigger as well, but any other system remains linked.)''&lt;br /&gt;
&lt;br /&gt;
==Activating levers==&lt;br /&gt;
A lever is activated (or &amp;quot;pulled&amp;quot;) through its {{k|q}} menu with via the &amp;quot;{{k|a}}dd new task {{k|P}}ull&amp;quot; keys, which establishes a new [[job]] that then needs to be filled.  An idle dwarf will then come to pull the lever - no labor need be designated for this task, so ''any'' dwarf might volunteer, and from ''anywhere'' on the map that has a [[path]] to that lever at the time. &lt;br /&gt;
&lt;br /&gt;
[[Tantrum]]ing dwarves have also been reported to pull levers at random, leading to all kinds of [[fun]].  &lt;br /&gt;
&lt;br /&gt;
Note that once the actual ''lever'' is pulled, any attached objects may take more time to respond - see below.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==On/Off vs Open/Close==&lt;br /&gt;
Levers normally have an &amp;quot;on&amp;quot; and an &amp;quot;off&amp;quot; state, seen as whether the small tag at the top of the lever is to the left (&amp;quot;off&amp;quot; state) or the right (&amp;quot;on&amp;quot; state).  Upon being pulled, the state of the lever changes, and everything they're connected to updates to the ''corresponding'' state of that lever, and does not just ''change'' states (&amp;quot;toggle&amp;quot;).  This becomes important if you have several levers attached to the same device, or one trigger attached to several systems. &lt;br /&gt;
:Example: 2 levers (both in &amp;quot;off&amp;quot; position) are connected to a drawbridge. After pulling the first lever, the bridge will lift. Pulling the second lever tells the bridge to &amp;quot;open&amp;quot;, which it already has done - no visible effect. When it is pulled a second time it will let the bridge down. This in turn requires the ''first'' lever (still in &amp;quot;open/lift&amp;quot; position) to be pulled twice to trigger a change (lift again), and so on.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;On&amp;quot; and &amp;quot;off&amp;quot; state is fixed and dependent on the lever, not the object that lever is linked to:&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;dash to the right&amp;quot; ( '''ó''' ) is '''on'''&lt;br /&gt;
* &amp;quot;dash to the left&amp;quot; ( '''ò''' ) is '''off'''&lt;br /&gt;
&lt;br /&gt;
Note, however, that gear assemblies are ''the sole exception'' to this: Instead of On/Off triggers, they indeed '''do''' toggle.&lt;br /&gt;
&lt;br /&gt;
Several devices, such as [[floodgate]]s and [[bridge]]s, have a delayed response to all incoming signals, and will not respond to subsequent signals until the first has taken effect.  For instance, if you pull a lever attached to a floodgate on then off in rapid succession, the floodgate will only respond to the first signal, independent of the position the lever rests in eventually.&lt;br /&gt;
&lt;br /&gt;
Once a device is connected to a lever, it can only be unlinked by deconstructing the lever and reconstructing it. This will obviously require you to relink any other devices that you want to still be connected to this lever.&lt;br /&gt;
&lt;br /&gt;
==On/Off states==&lt;br /&gt;
Objects that can be controlled by levers include:&lt;br /&gt;
&lt;br /&gt;
===== Multiple Uses =====&lt;br /&gt;
&lt;br /&gt;
* [[Bridge]] &amp;amp;ndash;  Bridges have a delay of 100 steps when the lever is pulled.&lt;br /&gt;
** '''On:''' Turns the bridge into either a raised drawbridge, or a retracted bridge, depending on which option was chosen when the the bridge was constructed. &lt;br /&gt;
** '''Off:''' Returns the bridge to normal.&lt;br /&gt;
&lt;br /&gt;
* [[Door]] &amp;amp;ndash; Note that once you connect a door, it is either completely open or locked. There is no &amp;quot;closed, but can be opened by a dwarf&amp;quot; state anymore.&lt;br /&gt;
** '''On:''' Opens the door. &lt;br /&gt;
** '''Off:''' Closes the door. &lt;br /&gt;
&lt;br /&gt;
* [[Floodgate]] &amp;amp;ndash;  After the lever is installed, it works exactly like a door. Floodgates, however, have a 100 tick delay. Therefore, it is more logical to use doors for narrow passageways, at least until doors aren't usable for holding back water.&lt;br /&gt;
** '''On:''' Opens the floodgate. &lt;br /&gt;
** '''Off:''' Closes the floodgate.&lt;br /&gt;
&lt;br /&gt;
* [[Floor hatch|Hatch]] &amp;amp;ndash; When open it just disappears and allows water through. Note that, like doors, once you connect a hatch, it is either completely open or locked.&lt;br /&gt;
** '''On:''' Opens the hatch.&lt;br /&gt;
** '''Off:''' Closes the hatch.&lt;br /&gt;
&lt;br /&gt;
* [[Grate]] &amp;amp;ndash; When it is open, it just disappears. Water goes through it just the same, but it cannot be walked on anymore. Anybody on it will fall.&lt;br /&gt;
** '''On:''' Opens the grate. &lt;br /&gt;
** '''Off:''' Closes the grate. &lt;br /&gt;
&lt;br /&gt;
* [[Bars]] &amp;amp;ndash; When it is open, it just disappears. Water goes through it just the same, but it cannot be walked on anymore. Anybody on it will fall.&lt;br /&gt;
** '''On:''' Opens the bars. &lt;br /&gt;
** '''Off:''' Closes the bars.&lt;br /&gt;
&lt;br /&gt;
* [[Trap|Upright Spear/Spikes]]&lt;br /&gt;
** '''On:''' Retracts spears/spikes.&lt;br /&gt;
** '''Off:''' Extends spears/spikes.&lt;br /&gt;
&lt;br /&gt;
* [[Gear assembly]] &amp;amp;ndash; When it is disengaged, no power goes through it and anything that is being kept up by its presence (like a [[windmill]] right on top of it) falls down.&lt;br /&gt;
** '''On:''' Toggles gear state.&lt;br /&gt;
** '''Off:''' Toggles gear state.&lt;br /&gt;
&lt;br /&gt;
===== One-Shot =====&lt;br /&gt;
&lt;br /&gt;
These items, when activated, deconstruct, and/or cannot be triggered again until re-linked.&lt;br /&gt;
&lt;br /&gt;
* [[Cage]] &amp;amp;ndash; Deconstructs the cage and releases all of its contents. The cage and its attached mechanism will be left on the floor nearby; you recover the [[mechanism]] used on the cage but you do not recover the mechanism used in the lever. For this you need to deconstruct the lever too.&lt;br /&gt;
&lt;br /&gt;
* [[Restraint]] &amp;amp;ndash; Deconstructs the [[Restraint|chain/rope]] and releases whatever creature it held. The restraint's mechanism will be left on the floor nearby, and the restraint itself will remain attached to the creature's neck; again, you recover the [[mechanism]] used on the restraint but you do not recover the mechanism used in the lever. For this you need to deconstruct the lever too.&lt;br /&gt;
* [[Support]] &amp;amp;ndash; Deconstructs the support, ideally without a dwarf next to it. Most commonly used to cause controlled [[cave-in]]s.&lt;br /&gt;
&lt;br /&gt;
==Control Room==&lt;br /&gt;
Some player prefer to create a &amp;quot;control room&amp;quot; and lock a dwarf in when they expect to need quick response to their levers, to avoid long delays.  A control room is an area where all key levers are located.  It often has doors/hatches on all entrances, so a dwarf (or more than one) can be locked inside to guarantee that one nearby dwarf will be idle who can pull a lever at a moment's notice, rather than wait for the first idle dwarf to respond, who might be far across the map. This can be critical with some of the more complex [[Trap design|trap designs]].  For longer sieges, a small personal stockpile of booze and food is critical, or an &amp;quot;airlock&amp;quot; that can be (re)stocked for prolonged situations.&lt;br /&gt;
&lt;br /&gt;
Some control rooms have all doors linked to a single lever, which is the first one pulled - this seals in the first volunteer to respond, although {{k|A}}ctivating a specific recruit and stationing them and then manually locking them in the control room is sometimes faster.  Double doors, one set manual, and one set linked, allow for manual sealing of the room in either manner.  (It's advised to have a backup lever somewhere to open the linked doors in case of accidents.)&lt;br /&gt;
&lt;br /&gt;
Advanced players do not trust doors alone to protect their control room, as some fortress invaders are [[building destroyer]]s, and can deconstruct any door or drawbridge they come across.&lt;br /&gt;
&lt;br /&gt;
Because control rooms often contain levers linked to most every important system in the fortress, it's critical to guard it against troublemakers like [[gremlin]]s and [[tantrum]]ing dwarves.  Having wardogs or other attack animals chained at all entrances is a good start, and military stationed nearby is popular as well.&lt;br /&gt;
&lt;br /&gt;
Because of the crowded nature of a control room, it's particularly important to [[label]] your levers, and/or organize them for positive identification as to function.  Returning to a game after a week and not remembering which &amp;quot;red&amp;quot; lever releases the magma or shuts the main gate is too much [[fun]] for some players.&lt;br /&gt;
&lt;br /&gt;
==Labeling==&lt;br /&gt;
There is no way to determine what levers operate what objects except by pulling them and seeing what happens.  Because of this, it can be critical to, somehow, keep track of what lever does what and where (''especially'' in a control room!).  [[Note|Label]]ing each individual lever is (possibly) the most foolproof.  Some players (additionally) use architecture or color coding to help label their levers, either placing them near the objects they activate, or in small bays organized in groups (even within a control room), and/or making the mechanism (and linked objects) out of a [[The Non-Dwarf's Guide to Rock|particular colored]] stone, or likewise coloring the nearby wall or floor, or even constructing a letter or symbol in a floor mosaic - whatever works, so long as it ''does'' work.&lt;br /&gt;
&lt;br /&gt;
== Computing ==&lt;br /&gt;
&lt;br /&gt;
Elaborate combinations of levers (or pressure plates) and other objects can be used to create mechanical systems that can perform various forms of [[computing]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Buildings}}&lt;br /&gt;
[[Category:Buildings]][[Category:Physics]]&lt;/div&gt;</summary>
		<author><name>Adeptable</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Lever&amp;diff=15031</id>
		<title>40d:Lever</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Lever&amp;diff=15031"/>
		<updated>2009-09-06T17:14:32Z</updated>

		<summary type="html">&lt;p&gt;Adeptable: /* Linking */ gr&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A '''lever''' is a [[mechanism]] that has been constructed on a floor tile. Once in place, it can be linked to one or more other devices such as [[door]]s, [[bridge]]s or [[support]]s, permitting you to remotely control these other devices through the lever's {{k|q}} menu.  &lt;br /&gt;
&lt;br /&gt;
Levers do not block any movement.  Levers are counted as furniture for [[created wealth]] of a fortress.&lt;br /&gt;
&lt;br /&gt;
[[Pressure plate]]s are like levers, but are activated automatically by [[creatures]] stepping on it, or by fluids reaching a certain (player-selected) depth.  &lt;br /&gt;
&lt;br /&gt;
Either a '''lever''' or a [[pressure plate]], once linked to one or more devices ([[door]]s, [[trap]]s, or whatever), can act as a '''trigger''', an activation mechanism for that secondary system.  The two are activated differently, but the connected system is activated just the same.  One system can have more than one trigger linked to it, and one trigger can be linked to more than one system. &lt;br /&gt;
&lt;br /&gt;
==Placing a lever==&lt;br /&gt;
If you have a spare mechanism, you can designate the new lever job via the  &amp;quot;{{k|b}}uild {{k|T}}rap {{k|l}}ever&amp;quot; keys, and can use {{k|x}} to choose which specific mechanism to use.  Mechanism [[quality]] has no known effect on the performance of the lever.  Low-quality mechanisms work fine, but since they are counted as furniture, high quality mechanisms give more [[created wealth]].&lt;br /&gt;
&lt;br /&gt;
==Linking==&lt;br /&gt;
&lt;br /&gt;
Once a mechanism has been placed as a lever, it then requires a pair of [[mechanisms]] to link that lever to any object, regardless of distance or size, and [[quality]] of the mechanism makes no reported difference.  This is done by giving the lever the appropriate job order via {{k|q}}(similar to any workshop), selecting what sort of object you want the lever linked to*, and then using the {{k|-}} and {{k|+}} keys to scroll thru the available examples of those and selecting the one you want.  The list is chronological, with the last object finished listed last, and the map will re-center on the exact object as you scroll.&lt;br /&gt;
&lt;br /&gt;
:''(* [[bridge]], [[cage]], [[chain]], [[door]], [[floodgate]], [[hatch]], [[wall grate]], [[floor grate]], [[vertical bars]], [[floor bars]], [[support]], [[spike]], or [[gear assembly]].)&lt;br /&gt;
&lt;br /&gt;
By default you can choose the specific mechanisms you wish to use, from a list of all you have created (and are not forbidden or isolated by [[path]]) - your first selection will be attached to the item/barrier in question (the door, floodgate, cage, whatever), and the second selection will be linked at the lever end (the order is important when dealing with [[magma]]).&lt;br /&gt;
&lt;br /&gt;
A lever can be connected to any number of objects at the same time, but, as each linking is a [[job]] designated at that lever, only one linking job will be tasked at any one time - after that job is finished, the next will begin.  (That is, if you want one lever connected to 101 different doors, hatches, cages, bridges and supports, you can do that, but those jobs will not occur ''simultaneously''.)  Up to 10 linking jobs can be queued up at any one time on one lever, the same as with jobs at any workshop.  A lever can be linked more than once to the same object - this has no effect except to consume more pairs of mechanisms.&lt;br /&gt;
&lt;br /&gt;
Once linked, a trigger must be deconstructed to de-link it to a system*; this also unlinks all other connected systems to that trigger, but has no effect on other triggers linked to the same system(s).&lt;br /&gt;
&lt;br /&gt;
:''(* Or if the other end is deconstructed, the door, hatch, column, bridge or whatever, that un-links the trigger as well, but any other system remains linked.)''&lt;br /&gt;
&lt;br /&gt;
==Activating levers==&lt;br /&gt;
A lever is activated (or &amp;quot;pulled&amp;quot;) through its {{k|q}} menu with via the &amp;quot;{{k|a}}dd new task {{k|P}}ull&amp;quot; keys, which establishes a new [[job]] that then needs to be filled.  An idle dwarf will then come to pull the lever - no labor need be designated for this task, so ''any'' dwarf might volunteer, and from ''anywhere'' on the map that has a [[path]] to that lever at the time. &lt;br /&gt;
&lt;br /&gt;
[[Tantrum]]ing dwarves have also been reported to pull levers at random, leading to all kinds of [[fun]].  &lt;br /&gt;
&lt;br /&gt;
Note that once the actual ''lever'' is pulled, any attached objects may take more time to respond - see below.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==On/Off vs Open/Close==&lt;br /&gt;
Levers normally have an &amp;quot;on&amp;quot; and an &amp;quot;off&amp;quot; state, seen as whether the small tag at the top of the lever is to the left (&amp;quot;off&amp;quot; state) or the right (&amp;quot;on&amp;quot; state).  Upon being pulled, the state of the lever changes, and everything they're connected to updates to the ''corresponding'' state of that lever, and does not just ''change'' states (&amp;quot;toggle&amp;quot;).  This becomes important if you have several levers attached to the same device, or one trigger attached to several systems. &lt;br /&gt;
:Example: 2 levers (both in &amp;quot;off&amp;quot; position) are connected to a drawbridge. After pulling the first lever, the bridge will lift. Pulling the second lever tells the bridge to &amp;quot;open&amp;quot;, which it already has done - no visible effect. When it is pulled a second time it will let the bridge down. This in turn requires the ''first'' lever (still in &amp;quot;open/lift&amp;quot; position) to be pulled twice to trigger a change (lift again), and so on.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;On&amp;quot; and &amp;quot;off&amp;quot; state is fixed and dependent on the lever, not the object that lever is linked to:&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;dash to the right&amp;quot; ( '''ó''' ) is '''on'''&lt;br /&gt;
* &amp;quot;dash to the left&amp;quot; ( '''ò''' ) is '''off'''&lt;br /&gt;
&lt;br /&gt;
Note, however, that gear assemblies are ''the sole exception'' to this: Instead of On/Off triggers, they indeed '''do''' toggle.&lt;br /&gt;
&lt;br /&gt;
Several devices, such as [[floodgate]]s and [[bridge]]s, have a delayed response to all incoming signals, and will not respond to subsequent signals until the first has taken effect.  For instance, if you pull a lever attached to a floodgate on then off in rapid succession, the floodgate will only respond to the first signal, independent of the position the lever rests in eventually.&lt;br /&gt;
&lt;br /&gt;
Once a device is connected to a lever, it can only be unlinked by deconstructing the lever and reconstructing it. This will obviously require you to relink any other devices that you want to still be connected to this lever.&lt;br /&gt;
&lt;br /&gt;
==On/Off states==&lt;br /&gt;
Objects that can be controlled by levers include:&lt;br /&gt;
&lt;br /&gt;
===== Multiple Uses =====&lt;br /&gt;
&lt;br /&gt;
* [[Bridge]] &amp;amp;ndash;  Bridges have a delay of 100 steps when the lever is pulled.&lt;br /&gt;
** '''On:''' Turns the bridge into either a raised drawbridge, or a retracted bridge, depending on which option was chosen when the the bridge was constructed. &lt;br /&gt;
** '''Off:''' Returns the bridge to normal.&lt;br /&gt;
&lt;br /&gt;
* [[Door]] &amp;amp;ndash; Note that once you connect a door, it is either completely open or locked. There is no &amp;quot;closed, but can be opened by a dwarf&amp;quot; state anymore.&lt;br /&gt;
** '''On:''' Opens the door. &lt;br /&gt;
** '''Off:''' Closes the door. &lt;br /&gt;
&lt;br /&gt;
* [[Floodgate]] &amp;amp;ndash;  After the lever is installed, it works exactly like a door. Floodgates, however, have a 100 tick delay. Therefore, it is more logical to use doors for narrow passageways, at least until doors aren't usable for holding back water.&lt;br /&gt;
** '''On:''' Opens the floodgate. &lt;br /&gt;
** '''Off:''' Closes the floodgate.&lt;br /&gt;
&lt;br /&gt;
* [[Floor hatch|Hatch]] &amp;amp;ndash; When open it just disappears and allows water through. Note that, like doors, once you connect a hatch, it is either completely open or locked.&lt;br /&gt;
** '''On:''' Opens the hatch.&lt;br /&gt;
** '''Off:''' Closes the hatch.&lt;br /&gt;
&lt;br /&gt;
* [[Grate]] &amp;amp;ndash; When it is open, it just disappears. Water goes through it just the same, but it cannot be walked on anymore. Anybody on it will fall.&lt;br /&gt;
** '''On:''' Opens the grate. &lt;br /&gt;
** '''Off:''' Closes the grate. &lt;br /&gt;
&lt;br /&gt;
* [[Bars]] &amp;amp;ndash; When it is open, it just disappears. Water goes through it just the same, but it cannot be walked on anymore. Anybody on it will fall.&lt;br /&gt;
** '''On:''' Opens the bars. &lt;br /&gt;
** '''Off:''' Closes the bars.&lt;br /&gt;
&lt;br /&gt;
* [[Trap|Upright Spear/Spikes]]&lt;br /&gt;
** '''On:''' Retracts spears/spikes.&lt;br /&gt;
** '''Off:''' Extends spears/spikes.&lt;br /&gt;
&lt;br /&gt;
* [[Gear assembly]] &amp;amp;ndash; When it is disengaged, no power goes through it and anything that is being kept up by its presence (like a [[windmill]] right on top of it) falls down.&lt;br /&gt;
** '''On:''' Toggles gear state.&lt;br /&gt;
** '''Off:''' Toggles gear state.&lt;br /&gt;
&lt;br /&gt;
===== One-Shot =====&lt;br /&gt;
&lt;br /&gt;
These items, when activated, deconstruct, and/or cannot be triggered again until re-linked.&lt;br /&gt;
&lt;br /&gt;
* [[Cage]] &amp;amp;ndash; Deconstructs the cage and releases all of its contents. The cage and its attached mechanism will be left on the floor nearby; you recover the [[mechanism]] used on the cage but you do not recover the mechanism used in the lever. For this you need to deconstruct the lever too.&lt;br /&gt;
&lt;br /&gt;
* [[Restraint]] &amp;amp;ndash; Deconstructs the [[Restraint|chain/rope]] and releases whatever creature it held. The restraint's mechanism will be left on the floor nearby, and the restraint itself will remain attached to the creature's neck; again, you recover the [[mechanism]] used on the restraint but you do not recover the mechanism used in the lever. For this you need to deconstruct the lever too.&lt;br /&gt;
* [[Support]] &amp;amp;ndash; Deconstructs the support, ideally without a dwarf next to it. Most commonly used to cause controlled [[cave-in]]s.&lt;br /&gt;
&lt;br /&gt;
==Control Room==&lt;br /&gt;
Some player prefer to create a &amp;quot;control room&amp;quot; and lock a dwarf in when they expect to need quick response to their levers, to avoid long delays.  A control room is an area where all key levers are located.  It often has doors/hatches on all entrances, so a dwarf (or more than one) can be locked inside to guarantee that one nearby dwarf will be idle who can pull a lever at a moment's notice, rather than wait for the first idle dwarf to respond, who might be far across the map. This can be critical with some of the more complex [[Trap design|trap designs]].  For longer sieges, a small personal stockpile of booze and food is critical, or an &amp;quot;airlock&amp;quot; that can be (re)stocked for prolonged situations.&lt;br /&gt;
&lt;br /&gt;
Some control rooms have all doors linked to a single lever, which is the first one pulled - this seals in the first volunteer to respond, although {{k|A}}ctivating a specific recruit and stationing them and then manually locking them in the control room is sometimes faster.  Double doors, one set manual, and one set linked, allow for manual sealing of the room in either manner.  (It's advised to have a backup lever somewhere to open the linked doors in case of accidents.)&lt;br /&gt;
&lt;br /&gt;
Advanced players do not trust doors alone to protect their control room, as some fortress invaders are [[building destroyer]]s, and can deconstruct any door or drawbridge they come across.&lt;br /&gt;
&lt;br /&gt;
Because control rooms often contain levers linked to most every important system in the fortress, it's critical to guard it against troublemakers like [[gremlin]]s and [[tantrum]]ing dwarves.  Having wardogs or other attack animals chained at all entrances is a good start, and military stationed nearby is popular as well.&lt;br /&gt;
&lt;br /&gt;
Because of the crowded nature of a control room, it's particularly important to [[label]] your levers, and/or organize them for positive identification as to function.  Returning to a game after a week and not remembering which &amp;quot;red&amp;quot; lever releases the magma or shuts the main gate is too much [[fun]] for some players.&lt;br /&gt;
&lt;br /&gt;
==Labeling==&lt;br /&gt;
There is no way to determine what levers operate what objects except by pulling them and seeing what happens.  Because of this, it can be critical to, somehow, keep track of what lever does what and where (''especially'' in a control room!).  [[Note|Label]]ing each individual lever is (possibly) the most foolproof.  Some players (additionally) use architecture or color coding to help label their levers, either placing them near the objects they activate, or in small bays organized in groups (even within a control room), and/or making the mechanism (and linked objects) out of a [[The Non-Dwarf's Guide to Rock|particular colored]] stone, or likewise coloring the nearby wall or floor, or even constructing a letter or symbol in a floor mosaic - whatever works, so long as it ''does'' work.&lt;br /&gt;
&lt;br /&gt;
== Computing ==&lt;br /&gt;
&lt;br /&gt;
Elaborate combinations of levers (or pressure plates) and other objects can be used to create mechanical systems that can perform various forms of [[computing]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Buildings}}&lt;br /&gt;
[[Category:Buildings]][[Category:Physics]]&lt;/div&gt;</summary>
		<author><name>Adeptable</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Lever&amp;diff=15030</id>
		<title>40d:Lever</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Lever&amp;diff=15030"/>
		<updated>2009-09-06T17:12:59Z</updated>

		<summary type="html">&lt;p&gt;Adeptable: /* Linking */ gr&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A '''lever''' is a [[mechanism]] that has been constructed on a floor tile. Once in place, it can be linked to one or more other devices such as [[door]]s, [[bridge]]s or [[support]]s, permitting you to remotely control these other devices through the lever's {{k|q}} menu.  &lt;br /&gt;
&lt;br /&gt;
Levers do not block any movement.  Levers are counted as furniture for [[created wealth]] of a fortress.&lt;br /&gt;
&lt;br /&gt;
[[Pressure plate]]s are like levers, but are activated automatically by [[creatures]] stepping on it, or by fluids reaching a certain (player-selected) depth.  &lt;br /&gt;
&lt;br /&gt;
Either a '''lever''' or a [[pressure plate]], once linked to one or more devices ([[door]]s, [[trap]]s, or whatever), can act as a '''trigger''', an activation mechanism for that secondary system.  The two are activated differently, but the connected system is activated just the same.  One system can have more than one trigger linked to it, and one trigger can be linked to more than one system. &lt;br /&gt;
&lt;br /&gt;
==Placing a lever==&lt;br /&gt;
If you have a spare mechanism, you can designate the new lever job via the  &amp;quot;{{k|b}}uild {{k|T}}rap {{k|l}}ever&amp;quot; keys, and can use {{k|x}} to choose which specific mechanism to use.  Mechanism [[quality]] has no known effect on the performance of the lever.  Low-quality mechanisms work fine, but since they are counted as furniture, high quality mechanisms give more [[created wealth]].&lt;br /&gt;
&lt;br /&gt;
==Linking==&lt;br /&gt;
&lt;br /&gt;
Once a mechanism has been placed as a lever, it then requires a pair of [[mechanisms]] to link that lever to any object, regardless of distance or size, and [[quality]] of the mechanism makes no reported difference.  This is done by giving the lever the appropriate job order via {{k|q}}(similar to any workshop), selecting what sort of object you want the lever linked to*, and then using the {{k|-}} and {{k|+}} keys to scroll thru the available examples of those and selecting the one you want.  The list is chronological, with the last object finished listed last, and the map will re-center on the exact object as you scroll.&lt;br /&gt;
&lt;br /&gt;
:''(* [[bridge]], [[cage]], [[chain]], [[door]], [[floodgate]], [[hatch]], [[wall grate]], [[floor grate]], [[vertical bars]], [[floor bars]], [[support]], [[spike]], or [[gear assembly]].)&lt;br /&gt;
&lt;br /&gt;
By default you can choose the specific mechanisms you wish to use, from a list of all you have created (and are not forbidden or isolated by [[path]]) - your first selection will be attached to the item/barrier in question (the door, floodgate, cage, whatever), and the second selection will be linked at the lever end (the order is important when dealing with [[magma]]).&lt;br /&gt;
&lt;br /&gt;
A lever can be connected to any number of objects at the same time, but, as each linking is a [[job]] designated at that lever, only one linking job will be tasked at any one time - after that job is finished, the next will be begun.  (That is, if you want one lever connected to 101 different doors, hatches, cages, bridges and supports, you can do that without problem, but those jobs will not occur ''simultaneously'', only the next after the last is finished.)  Up to 10 linking jobs can be queued up at any one time on one lever, the same as with jobs at any workshop.  A lever can be linked more than once to the same object - this has no effect except to consume more pairs of mechanisms.&lt;br /&gt;
&lt;br /&gt;
Once linked, a trigger must be deconstructed to de-link it to a system*; this also unlinks all other connected systems to that trigger, but has no effect on other triggers linked to the same system(s).&lt;br /&gt;
&lt;br /&gt;
:''(* Or if the other end is deconstructed, the door, hatch, column, bridge or whatever, that un-links the trigger as well, but any other system remains linked.)''&lt;br /&gt;
&lt;br /&gt;
==Activating levers==&lt;br /&gt;
A lever is activated (or &amp;quot;pulled&amp;quot;) through its {{k|q}} menu with via the &amp;quot;{{k|a}}dd new task {{k|P}}ull&amp;quot; keys, which establishes a new [[job]] that then needs to be filled.  An idle dwarf will then come to pull the lever - no labor need be designated for this task, so ''any'' dwarf might volunteer, and from ''anywhere'' on the map that has a [[path]] to that lever at the time. &lt;br /&gt;
&lt;br /&gt;
[[Tantrum]]ing dwarves have also been reported to pull levers at random, leading to all kinds of [[fun]].  &lt;br /&gt;
&lt;br /&gt;
Note that once the actual ''lever'' is pulled, any attached objects may take more time to respond - see below.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==On/Off vs Open/Close==&lt;br /&gt;
Levers normally have an &amp;quot;on&amp;quot; and an &amp;quot;off&amp;quot; state, seen as whether the small tag at the top of the lever is to the left (&amp;quot;off&amp;quot; state) or the right (&amp;quot;on&amp;quot; state).  Upon being pulled, the state of the lever changes, and everything they're connected to updates to the ''corresponding'' state of that lever, and does not just ''change'' states (&amp;quot;toggle&amp;quot;).  This becomes important if you have several levers attached to the same device, or one trigger attached to several systems. &lt;br /&gt;
:Example: 2 levers (both in &amp;quot;off&amp;quot; position) are connected to a drawbridge. After pulling the first lever, the bridge will lift. Pulling the second lever tells the bridge to &amp;quot;open&amp;quot;, which it already has done - no visible effect. When it is pulled a second time it will let the bridge down. This in turn requires the ''first'' lever (still in &amp;quot;open/lift&amp;quot; position) to be pulled twice to trigger a change (lift again), and so on.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;On&amp;quot; and &amp;quot;off&amp;quot; state is fixed and dependent on the lever, not the object that lever is linked to:&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;dash to the right&amp;quot; ( '''ó''' ) is '''on'''&lt;br /&gt;
* &amp;quot;dash to the left&amp;quot; ( '''ò''' ) is '''off'''&lt;br /&gt;
&lt;br /&gt;
Note, however, that gear assemblies are ''the sole exception'' to this: Instead of On/Off triggers, they indeed '''do''' toggle.&lt;br /&gt;
&lt;br /&gt;
Several devices, such as [[floodgate]]s and [[bridge]]s, have a delayed response to all incoming signals, and will not respond to subsequent signals until the first has taken effect.  For instance, if you pull a lever attached to a floodgate on then off in rapid succession, the floodgate will only respond to the first signal, independent of the position the lever rests in eventually.&lt;br /&gt;
&lt;br /&gt;
Once a device is connected to a lever, it can only be unlinked by deconstructing the lever and reconstructing it. This will obviously require you to relink any other devices that you want to still be connected to this lever.&lt;br /&gt;
&lt;br /&gt;
==On/Off states==&lt;br /&gt;
Objects that can be controlled by levers include:&lt;br /&gt;
&lt;br /&gt;
===== Multiple Uses =====&lt;br /&gt;
&lt;br /&gt;
* [[Bridge]] &amp;amp;ndash;  Bridges have a delay of 100 steps when the lever is pulled.&lt;br /&gt;
** '''On:''' Turns the bridge into either a raised drawbridge, or a retracted bridge, depending on which option was chosen when the the bridge was constructed. &lt;br /&gt;
** '''Off:''' Returns the bridge to normal.&lt;br /&gt;
&lt;br /&gt;
* [[Door]] &amp;amp;ndash; Note that once you connect a door, it is either completely open or locked. There is no &amp;quot;closed, but can be opened by a dwarf&amp;quot; state anymore.&lt;br /&gt;
** '''On:''' Opens the door. &lt;br /&gt;
** '''Off:''' Closes the door. &lt;br /&gt;
&lt;br /&gt;
* [[Floodgate]] &amp;amp;ndash;  After the lever is installed, it works exactly like a door. Floodgates, however, have a 100 tick delay. Therefore, it is more logical to use doors for narrow passageways, at least until doors aren't usable for holding back water.&lt;br /&gt;
** '''On:''' Opens the floodgate. &lt;br /&gt;
** '''Off:''' Closes the floodgate.&lt;br /&gt;
&lt;br /&gt;
* [[Floor hatch|Hatch]] &amp;amp;ndash; When open it just disappears and allows water through. Note that, like doors, once you connect a hatch, it is either completely open or locked.&lt;br /&gt;
** '''On:''' Opens the hatch.&lt;br /&gt;
** '''Off:''' Closes the hatch.&lt;br /&gt;
&lt;br /&gt;
* [[Grate]] &amp;amp;ndash; When it is open, it just disappears. Water goes through it just the same, but it cannot be walked on anymore. Anybody on it will fall.&lt;br /&gt;
** '''On:''' Opens the grate. &lt;br /&gt;
** '''Off:''' Closes the grate. &lt;br /&gt;
&lt;br /&gt;
* [[Bars]] &amp;amp;ndash; When it is open, it just disappears. Water goes through it just the same, but it cannot be walked on anymore. Anybody on it will fall.&lt;br /&gt;
** '''On:''' Opens the bars. &lt;br /&gt;
** '''Off:''' Closes the bars.&lt;br /&gt;
&lt;br /&gt;
* [[Trap|Upright Spear/Spikes]]&lt;br /&gt;
** '''On:''' Retracts spears/spikes.&lt;br /&gt;
** '''Off:''' Extends spears/spikes.&lt;br /&gt;
&lt;br /&gt;
* [[Gear assembly]] &amp;amp;ndash; When it is disengaged, no power goes through it and anything that is being kept up by its presence (like a [[windmill]] right on top of it) falls down.&lt;br /&gt;
** '''On:''' Toggles gear state.&lt;br /&gt;
** '''Off:''' Toggles gear state.&lt;br /&gt;
&lt;br /&gt;
===== One-Shot =====&lt;br /&gt;
&lt;br /&gt;
These items, when activated, deconstruct, and/or cannot be triggered again until re-linked.&lt;br /&gt;
&lt;br /&gt;
* [[Cage]] &amp;amp;ndash; Deconstructs the cage and releases all of its contents. The cage and its attached mechanism will be left on the floor nearby; you recover the [[mechanism]] used on the cage but you do not recover the mechanism used in the lever. For this you need to deconstruct the lever too.&lt;br /&gt;
&lt;br /&gt;
* [[Restraint]] &amp;amp;ndash; Deconstructs the [[Restraint|chain/rope]] and releases whatever creature it held. The restraint's mechanism will be left on the floor nearby, and the restraint itself will remain attached to the creature's neck; again, you recover the [[mechanism]] used on the restraint but you do not recover the mechanism used in the lever. For this you need to deconstruct the lever too.&lt;br /&gt;
* [[Support]] &amp;amp;ndash; Deconstructs the support, ideally without a dwarf next to it. Most commonly used to cause controlled [[cave-in]]s.&lt;br /&gt;
&lt;br /&gt;
==Control Room==&lt;br /&gt;
Some player prefer to create a &amp;quot;control room&amp;quot; and lock a dwarf in when they expect to need quick response to their levers, to avoid long delays.  A control room is an area where all key levers are located.  It often has doors/hatches on all entrances, so a dwarf (or more than one) can be locked inside to guarantee that one nearby dwarf will be idle who can pull a lever at a moment's notice, rather than wait for the first idle dwarf to respond, who might be far across the map. This can be critical with some of the more complex [[Trap design|trap designs]].  For longer sieges, a small personal stockpile of booze and food is critical, or an &amp;quot;airlock&amp;quot; that can be (re)stocked for prolonged situations.&lt;br /&gt;
&lt;br /&gt;
Some control rooms have all doors linked to a single lever, which is the first one pulled - this seals in the first volunteer to respond, although {{k|A}}ctivating a specific recruit and stationing them and then manually locking them in the control room is sometimes faster.  Double doors, one set manual, and one set linked, allow for manual sealing of the room in either manner.  (It's advised to have a backup lever somewhere to open the linked doors in case of accidents.)&lt;br /&gt;
&lt;br /&gt;
Advanced players do not trust doors alone to protect their control room, as some fortress invaders are [[building destroyer]]s, and can deconstruct any door or drawbridge they come across.&lt;br /&gt;
&lt;br /&gt;
Because control rooms often contain levers linked to most every important system in the fortress, it's critical to guard it against troublemakers like [[gremlin]]s and [[tantrum]]ing dwarves.  Having wardogs or other attack animals chained at all entrances is a good start, and military stationed nearby is popular as well.&lt;br /&gt;
&lt;br /&gt;
Because of the crowded nature of a control room, it's particularly important to [[label]] your levers, and/or organize them for positive identification as to function.  Returning to a game after a week and not remembering which &amp;quot;red&amp;quot; lever releases the magma or shuts the main gate is too much [[fun]] for some players.&lt;br /&gt;
&lt;br /&gt;
==Labeling==&lt;br /&gt;
There is no way to determine what levers operate what objects except by pulling them and seeing what happens.  Because of this, it can be critical to, somehow, keep track of what lever does what and where (''especially'' in a control room!).  [[Note|Label]]ing each individual lever is (possibly) the most foolproof.  Some players (additionally) use architecture or color coding to help label their levers, either placing them near the objects they activate, or in small bays organized in groups (even within a control room), and/or making the mechanism (and linked objects) out of a [[The Non-Dwarf's Guide to Rock|particular colored]] stone, or likewise coloring the nearby wall or floor, or even constructing a letter or symbol in a floor mosaic - whatever works, so long as it ''does'' work.&lt;br /&gt;
&lt;br /&gt;
== Computing ==&lt;br /&gt;
&lt;br /&gt;
Elaborate combinations of levers (or pressure plates) and other objects can be used to create mechanical systems that can perform various forms of [[computing]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Buildings}}&lt;br /&gt;
[[Category:Buildings]][[Category:Physics]]&lt;/div&gt;</summary>
		<author><name>Adeptable</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Lever&amp;diff=15029</id>
		<title>40d:Lever</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Lever&amp;diff=15029"/>
		<updated>2009-09-06T17:10:27Z</updated>

		<summary type="html">&lt;p&gt;Adeptable: /* Placing a lever */ gr&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A '''lever''' is a [[mechanism]] that has been constructed on a floor tile. Once in place, it can be linked to one or more other devices such as [[door]]s, [[bridge]]s or [[support]]s, permitting you to remotely control these other devices through the lever's {{k|q}} menu.  &lt;br /&gt;
&lt;br /&gt;
Levers do not block any movement.  Levers are counted as furniture for [[created wealth]] of a fortress.&lt;br /&gt;
&lt;br /&gt;
[[Pressure plate]]s are like levers, but are activated automatically by [[creatures]] stepping on it, or by fluids reaching a certain (player-selected) depth.  &lt;br /&gt;
&lt;br /&gt;
Either a '''lever''' or a [[pressure plate]], once linked to one or more devices ([[door]]s, [[trap]]s, or whatever), can act as a '''trigger''', an activation mechanism for that secondary system.  The two are activated differently, but the connected system is activated just the same.  One system can have more than one trigger linked to it, and one trigger can be linked to more than one system. &lt;br /&gt;
&lt;br /&gt;
==Placing a lever==&lt;br /&gt;
If you have a spare mechanism, you can designate the new lever job via the  &amp;quot;{{k|b}}uild {{k|T}}rap {{k|l}}ever&amp;quot; keys, and can use {{k|x}} to choose which specific mechanism to use.  Mechanism [[quality]] has no known effect on the performance of the lever.  Low-quality mechanisms work fine, but since they are counted as furniture, high quality mechanisms give more [[created wealth]].&lt;br /&gt;
&lt;br /&gt;
==Linking==&lt;br /&gt;
&lt;br /&gt;
Once a mechanism has been placed as a lever, it then requires a pair of [[mechanisms]] to link that lever to any object, regardless of distance or size, and [[quality]] of the mechanism makes no reported difference.  This is done by giving the lever the appropriate job order via {{k|q}}(similar to any workshop), selecting what sort of object you want the lever linked to*, and then using the {{k|-}} and {{k|+}} keys to scroll thru the available examples of those and selecting the one you want.  The list is chronological, with the last object finished listed last, and the map will re-center on the exact object as you scroll.&lt;br /&gt;
&lt;br /&gt;
:''(* [[bridge]], [[cage]], [[chain]], [[door]], [[floodgate]], [[hatch]], [[wall grate]], [[floor grate]], [[vertical bars]], [[floor bars]], [[support]], [[spike]], or [[gear assembly]].)&lt;br /&gt;
&lt;br /&gt;
By default you can choose the specific mechanisms you wish to use, from a list of all you have created (and are not forbidden or isolated by [[path]]) - your first selection will be attached to the item/barrier in question (the door, floodgate, cage, whatever), and the second selection will be linked at the lever end.  (This is important when dealing with [[magma]].)&lt;br /&gt;
&lt;br /&gt;
A lever can be connected to any number of objects at the same time, but, as each linking is a [[job]] designated at that lever, only one linking job will be tasked at any one time - after that job is finished, the next will be begun.  (That is, if you want one lever connected to 101 different doors, hatches, cages, bridges and supports, you can do that without problem, but those jobs will not occur ''simultaneously'', only the next after the last is finished.)  Up to 10 linking jobs can be queued up at any one time on one lever, the same as with jobs at any workshop.  A lever can be linked more than once to the same object - this has no effect except to consume more pairs of mechanisms.&lt;br /&gt;
&lt;br /&gt;
Once linked, a trigger must be deconstructed to de-link it to a system*; this also unlinks all other connected systems to that trigger, but has no effect on other triggers linked to the same system(s).&lt;br /&gt;
&lt;br /&gt;
:''(* Or if the other end is deconstructed, the door, hatch, column, bridge or whatever, that un-links the trigger as well, but any other system remains linked.)''&lt;br /&gt;
&lt;br /&gt;
==Activating levers==&lt;br /&gt;
A lever is activated (or &amp;quot;pulled&amp;quot;) through its {{k|q}} menu with via the &amp;quot;{{k|a}}dd new task {{k|P}}ull&amp;quot; keys, which establishes a new [[job]] that then needs to be filled.  An idle dwarf will then come to pull the lever - no labor need be designated for this task, so ''any'' dwarf might volunteer, and from ''anywhere'' on the map that has a [[path]] to that lever at the time. &lt;br /&gt;
&lt;br /&gt;
[[Tantrum]]ing dwarves have also been reported to pull levers at random, leading to all kinds of [[fun]].  &lt;br /&gt;
&lt;br /&gt;
Note that once the actual ''lever'' is pulled, any attached objects may take more time to respond - see below.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==On/Off vs Open/Close==&lt;br /&gt;
Levers normally have an &amp;quot;on&amp;quot; and an &amp;quot;off&amp;quot; state, seen as whether the small tag at the top of the lever is to the left (&amp;quot;off&amp;quot; state) or the right (&amp;quot;on&amp;quot; state).  Upon being pulled, the state of the lever changes, and everything they're connected to updates to the ''corresponding'' state of that lever, and does not just ''change'' states (&amp;quot;toggle&amp;quot;).  This becomes important if you have several levers attached to the same device, or one trigger attached to several systems. &lt;br /&gt;
:Example: 2 levers (both in &amp;quot;off&amp;quot; position) are connected to a drawbridge. After pulling the first lever, the bridge will lift. Pulling the second lever tells the bridge to &amp;quot;open&amp;quot;, which it already has done - no visible effect. When it is pulled a second time it will let the bridge down. This in turn requires the ''first'' lever (still in &amp;quot;open/lift&amp;quot; position) to be pulled twice to trigger a change (lift again), and so on.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;On&amp;quot; and &amp;quot;off&amp;quot; state is fixed and dependent on the lever, not the object that lever is linked to:&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;dash to the right&amp;quot; ( '''ó''' ) is '''on'''&lt;br /&gt;
* &amp;quot;dash to the left&amp;quot; ( '''ò''' ) is '''off'''&lt;br /&gt;
&lt;br /&gt;
Note, however, that gear assemblies are ''the sole exception'' to this: Instead of On/Off triggers, they indeed '''do''' toggle.&lt;br /&gt;
&lt;br /&gt;
Several devices, such as [[floodgate]]s and [[bridge]]s, have a delayed response to all incoming signals, and will not respond to subsequent signals until the first has taken effect.  For instance, if you pull a lever attached to a floodgate on then off in rapid succession, the floodgate will only respond to the first signal, independent of the position the lever rests in eventually.&lt;br /&gt;
&lt;br /&gt;
Once a device is connected to a lever, it can only be unlinked by deconstructing the lever and reconstructing it. This will obviously require you to relink any other devices that you want to still be connected to this lever.&lt;br /&gt;
&lt;br /&gt;
==On/Off states==&lt;br /&gt;
Objects that can be controlled by levers include:&lt;br /&gt;
&lt;br /&gt;
===== Multiple Uses =====&lt;br /&gt;
&lt;br /&gt;
* [[Bridge]] &amp;amp;ndash;  Bridges have a delay of 100 steps when the lever is pulled.&lt;br /&gt;
** '''On:''' Turns the bridge into either a raised drawbridge, or a retracted bridge, depending on which option was chosen when the the bridge was constructed. &lt;br /&gt;
** '''Off:''' Returns the bridge to normal.&lt;br /&gt;
&lt;br /&gt;
* [[Door]] &amp;amp;ndash; Note that once you connect a door, it is either completely open or locked. There is no &amp;quot;closed, but can be opened by a dwarf&amp;quot; state anymore.&lt;br /&gt;
** '''On:''' Opens the door. &lt;br /&gt;
** '''Off:''' Closes the door. &lt;br /&gt;
&lt;br /&gt;
* [[Floodgate]] &amp;amp;ndash;  After the lever is installed, it works exactly like a door. Floodgates, however, have a 100 tick delay. Therefore, it is more logical to use doors for narrow passageways, at least until doors aren't usable for holding back water.&lt;br /&gt;
** '''On:''' Opens the floodgate. &lt;br /&gt;
** '''Off:''' Closes the floodgate.&lt;br /&gt;
&lt;br /&gt;
* [[Floor hatch|Hatch]] &amp;amp;ndash; When open it just disappears and allows water through. Note that, like doors, once you connect a hatch, it is either completely open or locked.&lt;br /&gt;
** '''On:''' Opens the hatch.&lt;br /&gt;
** '''Off:''' Closes the hatch.&lt;br /&gt;
&lt;br /&gt;
* [[Grate]] &amp;amp;ndash; When it is open, it just disappears. Water goes through it just the same, but it cannot be walked on anymore. Anybody on it will fall.&lt;br /&gt;
** '''On:''' Opens the grate. &lt;br /&gt;
** '''Off:''' Closes the grate. &lt;br /&gt;
&lt;br /&gt;
* [[Bars]] &amp;amp;ndash; When it is open, it just disappears. Water goes through it just the same, but it cannot be walked on anymore. Anybody on it will fall.&lt;br /&gt;
** '''On:''' Opens the bars. &lt;br /&gt;
** '''Off:''' Closes the bars.&lt;br /&gt;
&lt;br /&gt;
* [[Trap|Upright Spear/Spikes]]&lt;br /&gt;
** '''On:''' Retracts spears/spikes.&lt;br /&gt;
** '''Off:''' Extends spears/spikes.&lt;br /&gt;
&lt;br /&gt;
* [[Gear assembly]] &amp;amp;ndash; When it is disengaged, no power goes through it and anything that is being kept up by its presence (like a [[windmill]] right on top of it) falls down.&lt;br /&gt;
** '''On:''' Toggles gear state.&lt;br /&gt;
** '''Off:''' Toggles gear state.&lt;br /&gt;
&lt;br /&gt;
===== One-Shot =====&lt;br /&gt;
&lt;br /&gt;
These items, when activated, deconstruct, and/or cannot be triggered again until re-linked.&lt;br /&gt;
&lt;br /&gt;
* [[Cage]] &amp;amp;ndash; Deconstructs the cage and releases all of its contents. The cage and its attached mechanism will be left on the floor nearby; you recover the [[mechanism]] used on the cage but you do not recover the mechanism used in the lever. For this you need to deconstruct the lever too.&lt;br /&gt;
&lt;br /&gt;
* [[Restraint]] &amp;amp;ndash; Deconstructs the [[Restraint|chain/rope]] and releases whatever creature it held. The restraint's mechanism will be left on the floor nearby, and the restraint itself will remain attached to the creature's neck; again, you recover the [[mechanism]] used on the restraint but you do not recover the mechanism used in the lever. For this you need to deconstruct the lever too.&lt;br /&gt;
* [[Support]] &amp;amp;ndash; Deconstructs the support, ideally without a dwarf next to it. Most commonly used to cause controlled [[cave-in]]s.&lt;br /&gt;
&lt;br /&gt;
==Control Room==&lt;br /&gt;
Some player prefer to create a &amp;quot;control room&amp;quot; and lock a dwarf in when they expect to need quick response to their levers, to avoid long delays.  A control room is an area where all key levers are located.  It often has doors/hatches on all entrances, so a dwarf (or more than one) can be locked inside to guarantee that one nearby dwarf will be idle who can pull a lever at a moment's notice, rather than wait for the first idle dwarf to respond, who might be far across the map. This can be critical with some of the more complex [[Trap design|trap designs]].  For longer sieges, a small personal stockpile of booze and food is critical, or an &amp;quot;airlock&amp;quot; that can be (re)stocked for prolonged situations.&lt;br /&gt;
&lt;br /&gt;
Some control rooms have all doors linked to a single lever, which is the first one pulled - this seals in the first volunteer to respond, although {{k|A}}ctivating a specific recruit and stationing them and then manually locking them in the control room is sometimes faster.  Double doors, one set manual, and one set linked, allow for manual sealing of the room in either manner.  (It's advised to have a backup lever somewhere to open the linked doors in case of accidents.)&lt;br /&gt;
&lt;br /&gt;
Advanced players do not trust doors alone to protect their control room, as some fortress invaders are [[building destroyer]]s, and can deconstruct any door or drawbridge they come across.&lt;br /&gt;
&lt;br /&gt;
Because control rooms often contain levers linked to most every important system in the fortress, it's critical to guard it against troublemakers like [[gremlin]]s and [[tantrum]]ing dwarves.  Having wardogs or other attack animals chained at all entrances is a good start, and military stationed nearby is popular as well.&lt;br /&gt;
&lt;br /&gt;
Because of the crowded nature of a control room, it's particularly important to [[label]] your levers, and/or organize them for positive identification as to function.  Returning to a game after a week and not remembering which &amp;quot;red&amp;quot; lever releases the magma or shuts the main gate is too much [[fun]] for some players.&lt;br /&gt;
&lt;br /&gt;
==Labeling==&lt;br /&gt;
There is no way to determine what levers operate what objects except by pulling them and seeing what happens.  Because of this, it can be critical to, somehow, keep track of what lever does what and where (''especially'' in a control room!).  [[Note|Label]]ing each individual lever is (possibly) the most foolproof.  Some players (additionally) use architecture or color coding to help label their levers, either placing them near the objects they activate, or in small bays organized in groups (even within a control room), and/or making the mechanism (and linked objects) out of a [[The Non-Dwarf's Guide to Rock|particular colored]] stone, or likewise coloring the nearby wall or floor, or even constructing a letter or symbol in a floor mosaic - whatever works, so long as it ''does'' work.&lt;br /&gt;
&lt;br /&gt;
== Computing ==&lt;br /&gt;
&lt;br /&gt;
Elaborate combinations of levers (or pressure plates) and other objects can be used to create mechanical systems that can perform various forms of [[computing]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Buildings}}&lt;br /&gt;
[[Category:Buildings]][[Category:Physics]]&lt;/div&gt;</summary>
		<author><name>Adeptable</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Pressure_plate&amp;diff=20495</id>
		<title>40d:Pressure plate</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Pressure_plate&amp;diff=20495"/>
		<updated>2009-09-06T17:07:19Z</updated>

		<summary type="html">&lt;p&gt;Adeptable: /* Closing a floodgate when submerged */ clarity&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A '''pressure plate''' works somewhat like a [[lever]], acting as a [[trigger]] for one or more systems that have been linked to it, but instead of being deliberately tasked to be toggle by a player (and then by the first dwarf to respond to fill that task), they're activated by the weight of something on them.&lt;br /&gt;
&lt;br /&gt;
Pressure plates are not configured during use, but upon placement. While placing a pressure plate, you can configure it to trigger when the following things are on it:&lt;br /&gt;
&lt;br /&gt;
* [[Water]] - choose minimum and maximum levels&lt;br /&gt;
* [[Magma]] - choose minimum and maximum levels&lt;br /&gt;
* [[Creatures]] - choose minimum and maximum [[size]]; creatures of the size selected will be listed as example. You can pick whether your own citizens will trigger the plate or not. Friendly NPCs (traders ect) count as civilians.&lt;br /&gt;
&lt;br /&gt;
Pressure plates default to toggleable, where they send an On signal when the determined weight is upon them and send an Off signal when it's released. Pressing {{k|o}} will change them to one-use mode, where upon being activated, they do their work then deconstruct themselves, destroying their mechanisms in the process; thus, it is a bad idea to use [[masterwork]] mechanisms in one-time pressure plates.&lt;br /&gt;
&lt;br /&gt;
Pressure plates can be linked to all the same objects levers can. The effects are listed in the [[Lever]] page.&lt;br /&gt;
&lt;br /&gt;
A toggleable [[trap]] may prove useless when there is a large amount of invaders walking back and forth over it, as there will not be enough time for it to activate before it is switched again.  Berserk dwarves will set off pressure plates.&lt;br /&gt;
&lt;br /&gt;
Note that while a pressure plate will send its &amp;quot;on&amp;quot; signal the instant it is triggered, it will not send its &amp;quot;off&amp;quot; signal until it has been in the untriggered state for 100 steps.&lt;br /&gt;
&lt;br /&gt;
== Permanent Effect Pressure Plate System ==&lt;br /&gt;
&lt;br /&gt;
It is possible to hook a toggleable pressure plate up to a device which makes its effect permanent until a lever is flipped. One way to do that is to build a water-sensing pressure plate in a 1x1 room, link that to your [[trap]] (a drawbridge, for example), build a hatch above it, link the hatch to the original pressure plate outside, and then put water on the hatch. When an enemy steps on the pressure plate, the hatch opens, the water falls onto the other pressure plate (water-sensing pressure plate), and it raises the drawbridge. &lt;br /&gt;
&lt;br /&gt;
To make it resettable, you can use [[pump]]s controlled by a lever or by [[dwarf]]-power to move the water back to where it started.  You can also build a flood-gate next to the water-sensing pressure plate (linked to a trigger obviously) and have the water flow and spread-out into a room where it can evaporate (water from a 1x1 tile will not require much room to evaporate).&lt;br /&gt;
&lt;br /&gt;
You can use this pressure plate system as an inverted trigger system.  In other words, a lever that controls the permanent-effect pressure plate system can be flipped from ''off'' to ''on'' and subsequently trigger a trap or mechanism from ''on'' to ''off'' as a result, and vice versa.  It depends on the water level settings used for the water-sensing pressure plate:&lt;br /&gt;
* '''3 to 7''' - Normal, on is on and off is off&lt;br /&gt;
* '''0 to 2''' - Inverted, subsequent state is opposite the main trigger&lt;br /&gt;
&lt;br /&gt;
The water-sensing pressure plate can be set to trigger for water levels '''0 to 2 or 3 to 7''' because if the room above is filled to the brim with water, then the 1x1 room will fill-up to level 7 quickly and when opening the floodgate or pumping it out will drop to level 2 or below quickly.&lt;br /&gt;
&lt;br /&gt;
:Shortcut {{k|b}}-{{k|T}}-{{k|p}}&lt;br /&gt;
:Components used: [[Mechanism]]&lt;br /&gt;
&lt;br /&gt;
==Common procedures==&lt;br /&gt;
===Closing a floodgate when submerged===&lt;br /&gt;
&lt;br /&gt;
For this example, say we want to close a [[floodgate]] when a reservoir reaches a depth of 5.&lt;br /&gt;
&lt;br /&gt;
* Build the pressure plate, set to activate under water ({{key|w}}) from 0 ({{key|a}}, {{key|s}}) to 4 ({{Key|z}}, {{key|x}}). Make sure it is set to reset ({{key|o}}) (The default is to reset{{version|0.28.181.40d}}; it's in the correct state when the screen reads 'Resets').&lt;br /&gt;
* Place the floodgate&lt;br /&gt;
* Connect a lever to the floodgate, and open it.&lt;br /&gt;
* Optionally remove the lever.&lt;br /&gt;
* Connect the pressure plate to the floodgate.&lt;br /&gt;
* Allow the pressure plate to be submerged.&lt;br /&gt;
&lt;br /&gt;
The floodgate should close a few seconds after the water reaches a depth of 5 or more, and open again when the depth falls to 4 or less.&lt;br /&gt;
&lt;br /&gt;
It's worth noting that the reaction time of the pressure plate-floodgate system is quite large - the reservoir may overflow before the floodgate shuts. In order to prevent this (for example, when building a [[well]] filled from a [[river]] or brook), build a run-off pool. This allows the gate enough time to close, and the water will spread out instead of overflowing as it would have in a smaller pool.&lt;br /&gt;
&lt;br /&gt;
==A Word of Warning==&lt;br /&gt;
Depending on your setup, it can be dangerous to rely on pressure plates for automatic drains. Because of the opening/closing delay on Floodgates, a pressure plate can sometimes become 'desynced' with the floodgate it's connected to. Floodgates ignore any ON/OFF message they receive while they're in the process of opening or closing, so if your pressure plate is triggered multiple times over a short period (for example if the water on top of it is &amp;quot;sloshing around&amp;quot;), they can sometimes become 'stuck' in a position where a 7-7 plate is covered with 7 water, but the connected floodgate remains closed. It is strongly recommended that if you're building a pressure plate operated drainage system, you also link an &amp;quot;emergency lever&amp;quot; to the floodgate to avoid flooding your fortress in the event this happens. Also, if you intend to flood a passageway as a trap with a pressure plate, ensure that the plate is either one-use or uses the &amp;quot;permanent effect&amp;quot; system described above, otherwise [[goblin]]s will march back and forth across it, opening and closing the floodgates as they do so.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''See Also:''' [[Repeater]]&lt;br /&gt;
&lt;br /&gt;
{{Buildings}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Traps]]&lt;/div&gt;</summary>
		<author><name>Adeptable</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Pressure_plate&amp;diff=20494</id>
		<title>40d:Pressure plate</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Pressure_plate&amp;diff=20494"/>
		<updated>2009-09-06T17:01:48Z</updated>

		<summary type="html">&lt;p&gt;Adeptable: gr&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A '''pressure plate''' works somewhat like a [[lever]], acting as a [[trigger]] for one or more systems that have been linked to it, but instead of being deliberately tasked to be toggle by a player (and then by the first dwarf to respond to fill that task), they're activated by the weight of something on them.&lt;br /&gt;
&lt;br /&gt;
Pressure plates are not configured during use, but upon placement. While placing a pressure plate, you can configure it to trigger when the following things are on it:&lt;br /&gt;
&lt;br /&gt;
* [[Water]] - choose minimum and maximum levels&lt;br /&gt;
* [[Magma]] - choose minimum and maximum levels&lt;br /&gt;
* [[Creatures]] - choose minimum and maximum [[size]]; creatures of the size selected will be listed as example. You can pick whether your own citizens will trigger the plate or not. Friendly NPCs (traders ect) count as civilians.&lt;br /&gt;
&lt;br /&gt;
Pressure plates default to toggleable, where they send an On signal when the determined weight is upon them and send an Off signal when it's released. Pressing {{k|o}} will change them to one-use mode, where upon being activated, they do their work then deconstruct themselves, destroying their mechanisms in the process; thus, it is a bad idea to use [[masterwork]] mechanisms in one-time pressure plates.&lt;br /&gt;
&lt;br /&gt;
Pressure plates can be linked to all the same objects levers can. The effects are listed in the [[Lever]] page.&lt;br /&gt;
&lt;br /&gt;
A toggleable [[trap]] may prove useless when there is a large amount of invaders walking back and forth over it, as there will not be enough time for it to activate before it is switched again.  Berserk dwarves will set off pressure plates.&lt;br /&gt;
&lt;br /&gt;
Note that while a pressure plate will send its &amp;quot;on&amp;quot; signal the instant it is triggered, it will not send its &amp;quot;off&amp;quot; signal until it has been in the untriggered state for 100 steps.&lt;br /&gt;
&lt;br /&gt;
== Permanent Effect Pressure Plate System ==&lt;br /&gt;
&lt;br /&gt;
It is possible to hook a toggleable pressure plate up to a device which makes its effect permanent until a lever is flipped. One way to do that is to build a water-sensing pressure plate in a 1x1 room, link that to your [[trap]] (a drawbridge, for example), build a hatch above it, link the hatch to the original pressure plate outside, and then put water on the hatch. When an enemy steps on the pressure plate, the hatch opens, the water falls onto the other pressure plate (water-sensing pressure plate), and it raises the drawbridge. &lt;br /&gt;
&lt;br /&gt;
To make it resettable, you can use [[pump]]s controlled by a lever or by [[dwarf]]-power to move the water back to where it started.  You can also build a flood-gate next to the water-sensing pressure plate (linked to a trigger obviously) and have the water flow and spread-out into a room where it can evaporate (water from a 1x1 tile will not require much room to evaporate).&lt;br /&gt;
&lt;br /&gt;
You can use this pressure plate system as an inverted trigger system.  In other words, a lever that controls the permanent-effect pressure plate system can be flipped from ''off'' to ''on'' and subsequently trigger a trap or mechanism from ''on'' to ''off'' as a result, and vice versa.  It depends on the water level settings used for the water-sensing pressure plate:&lt;br /&gt;
* '''3 to 7''' - Normal, on is on and off is off&lt;br /&gt;
* '''0 to 2''' - Inverted, subsequent state is opposite the main trigger&lt;br /&gt;
&lt;br /&gt;
The water-sensing pressure plate can be set to trigger for water levels '''0 to 2 or 3 to 7''' because if the room above is filled to the brim with water, then the 1x1 room will fill-up to level 7 quickly and when opening the floodgate or pumping it out will drop to level 2 or below quickly.&lt;br /&gt;
&lt;br /&gt;
:Shortcut {{k|b}}-{{k|T}}-{{k|p}}&lt;br /&gt;
:Components used: [[Mechanism]]&lt;br /&gt;
&lt;br /&gt;
==Common procedures==&lt;br /&gt;
===Closing a floodgate when submerged===&lt;br /&gt;
&lt;br /&gt;
For this example, say we want to close a [[floodgate]] when a reservoir reaches a depth of 5.&lt;br /&gt;
&lt;br /&gt;
* Build the pressure plate, set to activate under water ({{key|w}}) from 0 ({{key|a}}, {{key|s}}) to 4 ({{Key|z}}, {{key|x}}). Make sure it is set to reset ({{key|o}}) (The default is auto-reset and does not need to be changed{{version|0.28.181.40d}}, you'll know it's set because the screen will read 'Resets').&lt;br /&gt;
* Place the floodgate&lt;br /&gt;
* Connect a lever to the floodgate, and open it.&lt;br /&gt;
* Optionally remove the lever.&lt;br /&gt;
* Connect the pressure plate to the floodgate.&lt;br /&gt;
* Allow the pressure plate to be submerged.&lt;br /&gt;
&lt;br /&gt;
The floodgate should close a few seconds after the water reaches a depth of 5 or more, and open again when the depth falls to 4 or less.&lt;br /&gt;
&lt;br /&gt;
It's worth noting that the reaction time of the pressure plate-floodgate system is quite large - the reservoir may overflow before the floodgate shuts. In order to prevent this (for example, when building a [[well]] filled from a [[river]] or brook), build a large run-off pool. This allows the gate enough time to close, and the water will instead continue to spread out instead of overflowing, as it would have in a smaller pool.&lt;br /&gt;
&lt;br /&gt;
==A Word of Warning==&lt;br /&gt;
Depending on your setup, it can be dangerous to rely on pressure plates for automatic drains. Because of the opening/closing delay on Floodgates, a pressure plate can sometimes become 'desynced' with the floodgate it's connected to. Floodgates ignore any ON/OFF message they receive while they're in the process of opening or closing, so if your pressure plate is triggered multiple times over a short period (for example if the water on top of it is &amp;quot;sloshing around&amp;quot;), they can sometimes become 'stuck' in a position where a 7-7 plate is covered with 7 water, but the connected floodgate remains closed. It is strongly recommended that if you're building a pressure plate operated drainage system, you also link an &amp;quot;emergency lever&amp;quot; to the floodgate to avoid flooding your fortress in the event this happens. Also, if you intend to flood a passageway as a trap with a pressure plate, ensure that the plate is either one-use or uses the &amp;quot;permanent effect&amp;quot; system described above, otherwise [[goblin]]s will march back and forth across it, opening and closing the floodgates as they do so.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''See Also:''' [[Repeater]]&lt;br /&gt;
&lt;br /&gt;
{{Buildings}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Traps]]&lt;/div&gt;</summary>
		<author><name>Adeptable</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Magma&amp;diff=10494</id>
		<title>40d:Magma</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Magma&amp;diff=10494"/>
		<updated>2009-03-21T01:58:59Z</updated>

		<summary type="html">&lt;p&gt;Adeptable: /* Producing Obsidian */ fix error - magma of depth 1 leaves behind Obsidian when it comes into contact with water (though it can evaporate,whih may be where the mistake came from)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Magma''' is red-hot molten rock present in [[volcano]]es (it is called '''lava''' after it is erupted), as well as magma pools and magma pipes. It serves as an energy source, powering [[magma forge]]s, [[magma glass furnace]]s and [[magma smelter]]s.  It is extremely dangerous.&lt;br /&gt;
&lt;br /&gt;
==Magma sources==&lt;br /&gt;
Magma occurs in three different features; Magma pools, Magma Pipes, and [[Volcano|Volcanoes]]. &lt;br /&gt;
&lt;br /&gt;
* A '''Magma Pool''' is a reservoir of magma that occupies only a few Z-Levels in the mountain, without reaching the surface. Magma Pools can be very small, and may have few suitable locations for buildings that rely on magma. Magma in these pools is limited, and pools will not refill with magma once emptied.&lt;br /&gt;
&lt;br /&gt;
* A '''Magma Pipe''' starts at the lowest z-level of the map from a magma (or lava) flow and extend in a pipe shape upwards, sometimes reaching the surface but often not. Magma Pipes gradually refill with magma.&lt;br /&gt;
&lt;br /&gt;
* A [[Volcano]] is similar to a magma pipe, but it has the advantage of being a geographical feature that is visible on the [[location]] screen. This means that it is a lot easier to find. However, it IS actually possible for a volcano that shows up on the &amp;quot;local&amp;quot; and region screen in the starting location chooser to be entirely underground - Although you could see it in the starting location chooser, it would not be visible from the surface once your dwarves have arrived at the fort's site.&lt;br /&gt;
&lt;br /&gt;
== Finding magma ==&lt;br /&gt;
&lt;br /&gt;
Volcanoes are  visible on the &amp;quot;local&amp;quot; screen in the starting location chooser. It is represented as a red ≈ mark (a double tilde) - essentially it looks like red water.  Note that red ≈ marks in the &amp;quot;region&amp;quot; screen mean something different entirely (e.g. red sand). &lt;br /&gt;
If you are using a certain [[utility]], you can also see magma pools and magma pipes on the local screen in the embark menu. &lt;br /&gt;
After you have embarked for a place that has a volcano, and once your dwarves have arrived at their target destination, you should see a large red pool of lava on your map. If you don't, you should expect your volcano to be somewhere underground. You then have to use [[exploratory mining]] to find it. If you can find a large patch of obsidian on the surface that is devoid of boulders, chances are there is a magma vent below, so that would be a good place to start your mining.&lt;br /&gt;
&lt;br /&gt;
While picking a starting location, the easiest place to look for magma is on or near a [[volcano]] (a red ^ mark in the &amp;quot;region&amp;quot; screen).  There are often volcanic islands (easy to find, since they are the sole land in the middle of oceans), but since sea travel is not yet implemented, trade with other races may not be possible on such islands.  Instead, find a volcano on land, and (optionally) start looking for a vent in nearby squares.  &amp;quot;Nearby squares&amp;quot; can mean anything from literally on top of the volcano, to adjacent, to quite a long distance away indeed.  The placement of magma seems to be related to the distance from volcanoes, but is still essentially random.&lt;br /&gt;
&lt;br /&gt;
Magma vents occur exclusively in world map tiles that are primarily igneous extrusive. That is to say, if you select an entire tile on the embarkation screen and press F1 to highlight the most common terrain, the tile will only have magma if the top stone is dark gray, signifying igneous extrusive rock. Magma does not necessarily form in this geological zone/biome, rather anywhere in the tile. Even if magma is not evident on the surface, it's almost certain to be underground somewhere, though the chances of finding it without reveal.exe are still slim.&lt;br /&gt;
&lt;br /&gt;
Much harder than simply finding a magma vent is finding a magma vent that is also near suitable terrain for building.  Depending on your requirements - you may be looking for a source of running [[water]], or a [[mountain]] for minerals, or a healthy [[tree]] population, a layer of [[flux]] for [[steel]] production or even all four - suitable building sites can be extremely scarce.&lt;br /&gt;
&lt;br /&gt;
Since volcanoes show up on the region finder, and magma vents do not, you may find it easier to simply check all volcanoes on a map for suitability, and generate a new world if none are suitable, rather than scouring tile after tile for magma vents.&lt;br /&gt;
&lt;br /&gt;
If you're willing to search exhaustively, you might want to consider finding magma vents that are not near volcanoes at all.  Very occasionally, magma will be visible in the middle of forests, plains, or other terrain nowhere near a volcano or even mountains.  There is no way to spot these on the region map, so you have to review the local maps. This can be done from DF, but since it involves a lot of scrolling and is very tedious, you can try exporting the local map of the world which can be much more quickly searched for the distinctive red ≈ symbol.&lt;br /&gt;
&lt;br /&gt;
You can also occasionally find magma that does not extend all the way to the surface, and therefore is not visible on the local map.  These are in fact much more numerous than surface-visible magma vents; however, they are almost impossible to find without cheating via one of the [[utilities]] like &amp;quot;reveal.exe&amp;quot;, since unlike proper magma vents these smaller deposits must be almost literally mined into to see (you will get a warning about &amp;quot;warm stone&amp;quot; before you actually breach the deposit).  These smaller magma deposits appear in the same places as normal magma vents - near volcanoes, or, failing that, near other known magma.&lt;br /&gt;
&lt;br /&gt;
The newly-added &amp;quot;Site Finder&amp;quot; feature neatly sidesteps all of this legwork, allowing you to search for a site with a magma pool or pipe without having to manually check each tile on the world map. Note that unless you edit the .init file so that magma features are shown on the local map, you won't know exactly ''where'' the lava is prior to embarking- just that it exists. Depending on whether or not you like a little mystery, this can be turned on or off at will.&lt;br /&gt;
&lt;br /&gt;
== Using magma ==&lt;br /&gt;
&lt;br /&gt;
On a map with a magma vent, the magma will be clearly visible from every level ground and below, unless the map is in a Freezing area. In Freezing areas, the top few levels of the vent will have cooled to form an [[obsidian]] &amp;quot;cap&amp;quot;. This should still be readily recognizable however, as it will comprise a circular area. The minerals directly adjacent to the magma vent will also be immediately visible, even at the lowest level of the map, which can give some hints about where to prospect for ores.&lt;br /&gt;
&lt;br /&gt;
[[Image:magmacap.png|thumb|188px|Obsidian &amp;quot;magmacap&amp;quot; as seen from ground level]]&lt;br /&gt;
&lt;br /&gt;
The vent has a similar, circular shape on each level.  However, it is not identical from one level to the next; some levels will have a larger or somewhat misshapen circle of magma.&lt;br /&gt;
&lt;br /&gt;
The primary use for magma is to power [[magma smelter]]s, [[magma glass furnace]]s and [[magma forge]]s.  (There are other uses, including defense, [[obsidian]] production, and possibly even garbage disposal.)  To build forges, etc. on magma, at least one of the external eight squares must be above a square of magma.&lt;br /&gt;
&lt;br /&gt;
This can be done most easily by simply building on ground level.  The magma is visible from ground level but is actually contained one level below ground level, just like any ground-level water source.&lt;br /&gt;
&lt;br /&gt;
To build underground, you will need to dig at least one tile of a [[channel]] above the location you wish to build the smelter or forge.  Underneath this channel there must be magma, either directly from the vent or channeled from the vent.  You can simply build a tunnel straight into the magma, or use channels to tap into the magma on the level below safely - this latter is easier if there is more magma on the lower level than the level on which you wish to build.  Tapping into magma directly is usually safe provided that you are prepared for it (see Pressure note below).  Magma is much slower than water, and can be stopped by a simple [[bauxite]] [[floodgate]]. Take care however if you are using a [[screwpump]] to pump magma into a tunnel/funnel with a cistern below - the pump will make the magma overflow as it would with water. &lt;br /&gt;
&lt;br /&gt;
Volcanoes and magma tubes slowly replenish their supply of magma. A miner with less than Unbelievably Agile will die when breaching a magma tube as he can't move away quick enough.&lt;br /&gt;
&lt;br /&gt;
=== Producing Obsidian ===&lt;br /&gt;
Magma can also be used to produce [[Obsidian]], a stone which can be used to make swords at a [[Craftsdwarf's Workshop]] and which has a base value of 3 (compare with 1 for normal [[stone]] and 2 for [[flux]]). If you have a magma pipe and an inexhaustible source of water, you can produce an inexhaustible supply of Obsidian. One method: A reservoir must be built with a controlled inflow of water. The floor of this room should be channeled out and replaced with one or more retractable bridges, linked to a (single) lever. One Z-level below the reservoir a 'channeling area' should remain empty. This area should cover the full area beneath the bridges plus a single row 'ledge' to the west or left (Access is only required from this side). The area beneath the bridges should be channeled one Z-level further. The easiest way to do this is one row at a time, from east to west. The ledge allows the last row to be easily channeled. In the lowest Z-level, access for stone haulers should be from the east side, and controlled by a [[magma-safe]] floodgate. Inflow of magma into this area should not be from directly above, nor should it be pressurized by pumping to a higher level. If obsidian is created in the channeling area (rather than in the magma reservoir area below it) one or more bridges will have to be destroyed, re-built, and re-mechanized to resume proper function. Therefore it is important that magma enters this area from the side.&lt;br /&gt;
&lt;br /&gt;
The two reservoirs should be filled to at least 2 units depth, to avoid evaporation. It is not necessary that the depths be balanced, only the area; water and magma are instantly destroyed when they come into contact, resulting in no spillover. In order to prevent flooding, the upper reservoir should be sealed before the bridges are retracted.&lt;br /&gt;
&lt;br /&gt;
==Magma flow==&lt;br /&gt;
&lt;br /&gt;
[[Image:Safemagma.png|thumb|188px|Magma safely diverted underground (cross section)]]&lt;br /&gt;
&lt;br /&gt;
Magma is a chunky liquid and as such will not be forced upwards by pressure under normal circumstances.&lt;br /&gt;
&lt;br /&gt;
Thus it can be safely passed through tunnels to be used at a lower point in the fortress.&lt;br /&gt;
&lt;br /&gt;
A frequent mistake, however, is to assume that a channel is sufficient to cause magma to fall. While magma will not rise out of a channel, it can flow over the top once the channel fills up.&lt;br /&gt;
&lt;br /&gt;
Another common mistake has to deal with magma pipes and volcanos in Freezing areas. Many people will channel into the obsidian cap and then into the magma through there. However, once a tile of the obsidian 'cap' is breached, the tile directly above the breach will then be included as part of the magma pipe and the magma will begin rising until it has filled that square. For fortresses that tapped into the magma, this can result in waves of magma slowly filling up the fortress from the bottom level up to the magma pipe's new top level. The magma can continue to rise all of the way to the surface if an entire section of the obsidian cap is channeled. The magma will not harden into obsidian again, though, just from the cold temperatures.&lt;br /&gt;
&lt;br /&gt;
[[Image:Unsafemagma.png|thumb|188px|Danger: This will overflow (cross section)]]&lt;br /&gt;
&lt;br /&gt;
(v0.28.181.40d:) Also note that screw pumps can cause magma to behave oddly. Magma that is emerging pumped from a screwpump will behave as if pressurized, and be forced upwards to the same level as the pump. However, this only occurs while the pump is actively pumping magma into a tile that is already full. It seems likely that this behavior is a result of code in the pump ignoring what type of fluid is being pumped, causing the pumped fluid to be passed to a connected tile as if pressurized. It may not be desired behavior, and thus may change in subsequent versions.&lt;br /&gt;
&lt;br /&gt;
[[Image:Pumpedmagma.png|thumb|154px|Pumps will cause magma to rise to the level of the pump (cross section)]]&lt;br /&gt;
&lt;br /&gt;
==Magma compared to water==&lt;br /&gt;
&lt;br /&gt;
Magma is a chunky liquid. As such, it acts like water in certain circumstances, but acts differently in others.&lt;br /&gt;
&lt;br /&gt;
===Similarities===&lt;br /&gt;
&lt;br /&gt;
*Magma fills a tile and has seven possible depths.&lt;br /&gt;
&lt;br /&gt;
*Magma flows outward and downward to expand into clear space.&lt;br /&gt;
&lt;br /&gt;
*Screw pumps work in magma.&lt;br /&gt;
&lt;br /&gt;
*Floodgates and [[pressure plate]]s work in magma.&lt;br /&gt;
&lt;br /&gt;
*Constructed [[wall]]s of all kinds safely contain magma.&lt;br /&gt;
&lt;br /&gt;
*Objects thrown into magma sink to the bottom.&lt;br /&gt;
&lt;br /&gt;
*Magma that is only 1 deep &amp;quot;evaporates&amp;quot; over time.&lt;br /&gt;
&lt;br /&gt;
*A magma-fall generates magma mist, just as a waterfall generates normal mist.&lt;br /&gt;
&lt;br /&gt;
===Differences===&lt;br /&gt;
&lt;br /&gt;
*Magma is extremely hot, and capable of melting objects and constructions made of most materials (see [[Magma#Magma vs. built objects|Magma vs. built objects]]) and thus destroying them.&lt;br /&gt;
&lt;br /&gt;
*Magma is not normally pressurized, it seeps out of holes slower than water and slow enough for any [[dwarves]] to outrun, unless they are the ones digging into it.&lt;br /&gt;
&lt;br /&gt;
*Magma flows up from a direct vertical line from the bottom of a [[Magma#Magma sources|Volcano or Magma Pipe]] only. Otherwise, its level may rise only by dripping more magma from above, and new magma may only distribute itself by moving down or to the sides, but never up.&lt;br /&gt;
&lt;br /&gt;
*Magma reacts violently with water, releasing steam and, depending on the amount of magma, leaving behind tiles of solid obsidian which can be mined, smoothed or engraved like any natural tile.&lt;br /&gt;
&lt;br /&gt;
*Magma is not a water source. Dwarves can't drink it or supply it to their wounded.&lt;br /&gt;
&lt;br /&gt;
*Magma mist, unlike regular mist, will burn whatever it touches.&lt;br /&gt;
&lt;br /&gt;
== Magma vs. built objects ==&lt;br /&gt;
&lt;br /&gt;
Some objects that come in contact with magma will function fine, no matter what their material. Others will melt or cease to work properly unless they're made of [[magma-safe materials]]. &lt;br /&gt;
&lt;br /&gt;
* [[Workshop]]s that are powered by magma need not be built of magma-safe materials to function.&lt;br /&gt;
&lt;br /&gt;
* Constructed objects like [[wall]]s, [[floor]]s, [[stairs]] and [[ramps]] can be made of any material, even those that are not &amp;quot;Magma-safe&amp;quot;, and can come into contact with magma without issues. &lt;br /&gt;
&lt;br /&gt;
* Like walls, [[door]]s can also be built out of any material and still hold back lava as long as it's in the &amp;quot;closed&amp;quot; position. It may be wise to make sure hallways/rooms close to an engineering project involving magma have plenty of doors, just in case you have a little too much [[fun]] when you forget to build that last [[floodgate]].&lt;br /&gt;
&lt;br /&gt;
* [[Bridge]]s that are built &amp;lt;i&amp;gt;over&amp;lt;/i&amp;gt; magma may be constructed of any material. However, bridges that are &amp;lt;i&amp;gt;submerged&amp;lt;/i&amp;gt; in magma must be constructed of a magma-safe material.&lt;br /&gt;
&lt;br /&gt;
* Most machines must be made of [[magma-safe materials]] to function for more than a few minutes in magma. This includes [[floodgate]]s.  Unsafe materials will function for a while, but then burn away. Screw pumps will not melt, but will burn. Stone [[block]]s and [[copper]] [[pipe]]s/[[enormous corkscrew|corkscrews]] will not melt.&lt;br /&gt;
&lt;br /&gt;
* Stone [[mechanism]]s attached to a construction will melt in magma unless made of bauxite or [[raw adamantine]], even if the construction itself is made of [[steel]]. In addition, if the mechanisms melt off of a floodgate, the floodgate will cease to be &amp;quot;constructed&amp;quot; and become an unplaced item again.{{version|0.27.176.38c}} At this point, the magma will flow over it freely.&lt;br /&gt;
&lt;br /&gt;
== Magma creatures ==&lt;br /&gt;
[[Fire imp]]s, [[fire man|firemen]], [[magma man|magma men]], and [[fire snake]]s inhabit Magma. Fire snakes are a type of [[vermin]] that can set your fortress on [[fire]] with little to no warning.  Like all other vermin, they may spawn a short distance outside their native environment, meaning they can appear in any region near a magma pipe, even if the region and magma have no physical connection.&lt;br /&gt;
&lt;br /&gt;
== Temperature settings ==&lt;br /&gt;
&lt;br /&gt;
Magma is almost harmless if temperature is disabled in the Dwarf Fortress init file. It can still trap and suffocate or simply starve your dwarves in some situations. It will not melt bridges, etc. constructed of non-[[magma-proof]] materials.&lt;br /&gt;
&lt;br /&gt;
== Magma reactions ==&lt;br /&gt;
&lt;br /&gt;
*Water: If magma happens to contact water it produces some steam and [[obsidian]].  Steam is no longer deadly (as in the old 2D version) so steam traps are ineffective; however, it is now much safer to cast large volumes of [[obsidian]] inside mined or constructed molds.  The resulting slabs of [[obsidian]] are functionally identical to native stone.&lt;br /&gt;
*[[Brook]]s: If magma comes in contact with a brook, it will not produce steam, but will turn the water tile below the brook to obsidian, and give the brook tile the appearance of a dried-up brook.&lt;br /&gt;
*Rocks: [[stone|Rock]]s left over from mining will melt if magma covers them.&lt;br /&gt;
*Trees: [[Tree]]s will not (yet) burn or be destroyed by magma.&lt;br /&gt;
*Speed: Magma moves relatively slowly. While it is nearly impossible to try to seal off water let loose, magma is slow enough for your dwarves to build a floodgate or door, or even wall off the flooding area, if you happen to let magma loose by mistake.&lt;br /&gt;
*Pressure: Magma does not transmit [[water pressure|pressure]].&lt;br /&gt;
*In a volcano or a magma pipe, magma will occasionally appear in small columns above its surface  [http://www.bay12games.com/forum/index.php?topic=26201.msg311730#msg311730] if it is below its original level. It will not be created above floors. It will be created in 7s, and will probably spread around in few seconds. This may be deadly to unlucky dwarves standing around. Therefore, to be sure to avoid casualties, do not build workshops except at the highest level of magma.&lt;br /&gt;
&lt;br /&gt;
[[Category:Physics]]&lt;br /&gt;
{{Magma FAQ}}&lt;/div&gt;</summary>
		<author><name>Adeptable</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Magma&amp;diff=10493</id>
		<title>40d:Magma</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Magma&amp;diff=10493"/>
		<updated>2009-03-21T01:55:25Z</updated>

		<summary type="html">&lt;p&gt;Adeptable: /* Using magma */ gr; introduce section header&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Magma''' is red-hot molten rock present in [[volcano]]es (it is called '''lava''' after it is erupted), as well as magma pools and magma pipes. It serves as an energy source, powering [[magma forge]]s, [[magma glass furnace]]s and [[magma smelter]]s.  It is extremely dangerous.&lt;br /&gt;
&lt;br /&gt;
==Magma sources==&lt;br /&gt;
Magma occurs in three different features; Magma pools, Magma Pipes, and [[Volcano|Volcanoes]]. &lt;br /&gt;
&lt;br /&gt;
* A '''Magma Pool''' is a reservoir of magma that occupies only a few Z-Levels in the mountain, without reaching the surface. Magma Pools can be very small, and may have few suitable locations for buildings that rely on magma. Magma in these pools is limited, and pools will not refill with magma once emptied.&lt;br /&gt;
&lt;br /&gt;
* A '''Magma Pipe''' starts at the lowest z-level of the map from a magma (or lava) flow and extend in a pipe shape upwards, sometimes reaching the surface but often not. Magma Pipes gradually refill with magma.&lt;br /&gt;
&lt;br /&gt;
* A [[Volcano]] is similar to a magma pipe, but it has the advantage of being a geographical feature that is visible on the [[location]] screen. This means that it is a lot easier to find. However, it IS actually possible for a volcano that shows up on the &amp;quot;local&amp;quot; and region screen in the starting location chooser to be entirely underground - Although you could see it in the starting location chooser, it would not be visible from the surface once your dwarves have arrived at the fort's site.&lt;br /&gt;
&lt;br /&gt;
== Finding magma ==&lt;br /&gt;
&lt;br /&gt;
Volcanoes are  visible on the &amp;quot;local&amp;quot; screen in the starting location chooser. It is represented as a red ≈ mark (a double tilde) - essentially it looks like red water.  Note that red ≈ marks in the &amp;quot;region&amp;quot; screen mean something different entirely (e.g. red sand). &lt;br /&gt;
If you are using a certain [[utility]], you can also see magma pools and magma pipes on the local screen in the embark menu. &lt;br /&gt;
After you have embarked for a place that has a volcano, and once your dwarves have arrived at their target destination, you should see a large red pool of lava on your map. If you don't, you should expect your volcano to be somewhere underground. You then have to use [[exploratory mining]] to find it. If you can find a large patch of obsidian on the surface that is devoid of boulders, chances are there is a magma vent below, so that would be a good place to start your mining.&lt;br /&gt;
&lt;br /&gt;
While picking a starting location, the easiest place to look for magma is on or near a [[volcano]] (a red ^ mark in the &amp;quot;region&amp;quot; screen).  There are often volcanic islands (easy to find, since they are the sole land in the middle of oceans), but since sea travel is not yet implemented, trade with other races may not be possible on such islands.  Instead, find a volcano on land, and (optionally) start looking for a vent in nearby squares.  &amp;quot;Nearby squares&amp;quot; can mean anything from literally on top of the volcano, to adjacent, to quite a long distance away indeed.  The placement of magma seems to be related to the distance from volcanoes, but is still essentially random.&lt;br /&gt;
&lt;br /&gt;
Magma vents occur exclusively in world map tiles that are primarily igneous extrusive. That is to say, if you select an entire tile on the embarkation screen and press F1 to highlight the most common terrain, the tile will only have magma if the top stone is dark gray, signifying igneous extrusive rock. Magma does not necessarily form in this geological zone/biome, rather anywhere in the tile. Even if magma is not evident on the surface, it's almost certain to be underground somewhere, though the chances of finding it without reveal.exe are still slim.&lt;br /&gt;
&lt;br /&gt;
Much harder than simply finding a magma vent is finding a magma vent that is also near suitable terrain for building.  Depending on your requirements - you may be looking for a source of running [[water]], or a [[mountain]] for minerals, or a healthy [[tree]] population, a layer of [[flux]] for [[steel]] production or even all four - suitable building sites can be extremely scarce.&lt;br /&gt;
&lt;br /&gt;
Since volcanoes show up on the region finder, and magma vents do not, you may find it easier to simply check all volcanoes on a map for suitability, and generate a new world if none are suitable, rather than scouring tile after tile for magma vents.&lt;br /&gt;
&lt;br /&gt;
If you're willing to search exhaustively, you might want to consider finding magma vents that are not near volcanoes at all.  Very occasionally, magma will be visible in the middle of forests, plains, or other terrain nowhere near a volcano or even mountains.  There is no way to spot these on the region map, so you have to review the local maps. This can be done from DF, but since it involves a lot of scrolling and is very tedious, you can try exporting the local map of the world which can be much more quickly searched for the distinctive red ≈ symbol.&lt;br /&gt;
&lt;br /&gt;
You can also occasionally find magma that does not extend all the way to the surface, and therefore is not visible on the local map.  These are in fact much more numerous than surface-visible magma vents; however, they are almost impossible to find without cheating via one of the [[utilities]] like &amp;quot;reveal.exe&amp;quot;, since unlike proper magma vents these smaller deposits must be almost literally mined into to see (you will get a warning about &amp;quot;warm stone&amp;quot; before you actually breach the deposit).  These smaller magma deposits appear in the same places as normal magma vents - near volcanoes, or, failing that, near other known magma.&lt;br /&gt;
&lt;br /&gt;
The newly-added &amp;quot;Site Finder&amp;quot; feature neatly sidesteps all of this legwork, allowing you to search for a site with a magma pool or pipe without having to manually check each tile on the world map. Note that unless you edit the .init file so that magma features are shown on the local map, you won't know exactly ''where'' the lava is prior to embarking- just that it exists. Depending on whether or not you like a little mystery, this can be turned on or off at will.&lt;br /&gt;
&lt;br /&gt;
== Using magma ==&lt;br /&gt;
&lt;br /&gt;
On a map with a magma vent, the magma will be clearly visible from every level ground and below, unless the map is in a Freezing area. In Freezing areas, the top few levels of the vent will have cooled to form an [[obsidian]] &amp;quot;cap&amp;quot;. This should still be readily recognizable however, as it will comprise a circular area. The minerals directly adjacent to the magma vent will also be immediately visible, even at the lowest level of the map, which can give some hints about where to prospect for ores.&lt;br /&gt;
&lt;br /&gt;
[[Image:magmacap.png|thumb|188px|Obsidian &amp;quot;magmacap&amp;quot; as seen from ground level]]&lt;br /&gt;
&lt;br /&gt;
The vent has a similar, circular shape on each level.  However, it is not identical from one level to the next; some levels will have a larger or somewhat misshapen circle of magma.&lt;br /&gt;
&lt;br /&gt;
The primary use for magma is to power [[magma smelter]]s, [[magma glass furnace]]s and [[magma forge]]s.  (There are other uses, including defense, [[obsidian]] production, and possibly even garbage disposal.)  To build forges, etc. on magma, at least one of the external eight squares must be above a square of magma.&lt;br /&gt;
&lt;br /&gt;
This can be done most easily by simply building on ground level.  The magma is visible from ground level but is actually contained one level below ground level, just like any ground-level water source.&lt;br /&gt;
&lt;br /&gt;
To build underground, you will need to dig at least one tile of a [[channel]] above the location you wish to build the smelter or forge.  Underneath this channel there must be magma, either directly from the vent or channeled from the vent.  You can simply build a tunnel straight into the magma, or use channels to tap into the magma on the level below safely - this latter is easier if there is more magma on the lower level than the level on which you wish to build.  Tapping into magma directly is usually safe provided that you are prepared for it (see Pressure note below).  Magma is much slower than water, and can be stopped by a simple [[bauxite]] [[floodgate]]. Take care however if you are using a [[screwpump]] to pump magma into a tunnel/funnel with a cistern below - the pump will make the magma overflow as it would with water. &lt;br /&gt;
&lt;br /&gt;
Volcanoes and magma tubes slowly replenish their supply of magma. A miner with less than Unbelievably Agile will die when breaching a magma tube as he can't move away quick enough.&lt;br /&gt;
&lt;br /&gt;
=== Producing Obsidian ===&lt;br /&gt;
Magma can also be used to produce [[Obsidian]], a stone which can be used to make swords at a [[Craftsdwarf's Workshop]] and which has a base value of 3 (compare with 1 for normal [[stone]] and 2 for [[flux]]). If you have a magma pipe and an inexhaustible source of water, you can produce an inexhaustible supply of Obsidian. One method: A reservoir must be built with a controlled inflow of water. The floor of this room should be channeled out and replaced with one or more retractable bridges, linked to a (single) lever. One Z-level below the reservoir a 'channeling area' should remain empty. This area should cover the full area beneath the bridges plus a single row 'ledge' to the west or left (Access is only required from this side). The area beneath the bridges should be channeled one Z-level further. The easiest way to do this is one row at a time, from east to west. The ledge allows the last row to be easily channeled. In the lowest Z-level, access for stone haulers should be from the east side, and controlled by a [[magma-safe]] floodgate. Inflow of magma into this area should not be from directly above, nor should it be pressurized by pumping to a higher level. If obsidian is created in the channeling area (rather than in the magma reservoir area below it) one or more bridges will have to be destroyed, re-built, and re-mechanized to resume proper function. Therefore it is important that magma enters this area from the side.&lt;br /&gt;
&lt;br /&gt;
The two reservoirs should be filled to at least 2 units depth (to avoid evaporation, in the case of the water reservoir, and to ensure that obsidian is created in the case of magma. Magma of depth 1 may be destroyed without producing obsidian.{{verify}}) It is not necessary that the depths be balanced, only the area; water and magma are instantly destroyed when they come into contact, resulting in no spillover. In order to prevent flooding, the upper reservoir should be sealed before the bridges are retracted.&lt;br /&gt;
&lt;br /&gt;
==Magma flow==&lt;br /&gt;
&lt;br /&gt;
[[Image:Safemagma.png|thumb|188px|Magma safely diverted underground (cross section)]]&lt;br /&gt;
&lt;br /&gt;
Magma is a chunky liquid and as such will not be forced upwards by pressure under normal circumstances.&lt;br /&gt;
&lt;br /&gt;
Thus it can be safely passed through tunnels to be used at a lower point in the fortress.&lt;br /&gt;
&lt;br /&gt;
A frequent mistake, however, is to assume that a channel is sufficient to cause magma to fall. While magma will not rise out of a channel, it can flow over the top once the channel fills up.&lt;br /&gt;
&lt;br /&gt;
Another common mistake has to deal with magma pipes and volcanos in Freezing areas. Many people will channel into the obsidian cap and then into the magma through there. However, once a tile of the obsidian 'cap' is breached, the tile directly above the breach will then be included as part of the magma pipe and the magma will begin rising until it has filled that square. For fortresses that tapped into the magma, this can result in waves of magma slowly filling up the fortress from the bottom level up to the magma pipe's new top level. The magma can continue to rise all of the way to the surface if an entire section of the obsidian cap is channeled. The magma will not harden into obsidian again, though, just from the cold temperatures.&lt;br /&gt;
&lt;br /&gt;
[[Image:Unsafemagma.png|thumb|188px|Danger: This will overflow (cross section)]]&lt;br /&gt;
&lt;br /&gt;
(v0.28.181.40d:) Also note that screw pumps can cause magma to behave oddly. Magma that is emerging pumped from a screwpump will behave as if pressurized, and be forced upwards to the same level as the pump. However, this only occurs while the pump is actively pumping magma into a tile that is already full. It seems likely that this behavior is a result of code in the pump ignoring what type of fluid is being pumped, causing the pumped fluid to be passed to a connected tile as if pressurized. It may not be desired behavior, and thus may change in subsequent versions.&lt;br /&gt;
&lt;br /&gt;
[[Image:Pumpedmagma.png|thumb|154px|Pumps will cause magma to rise to the level of the pump (cross section)]]&lt;br /&gt;
&lt;br /&gt;
==Magma compared to water==&lt;br /&gt;
&lt;br /&gt;
Magma is a chunky liquid. As such, it acts like water in certain circumstances, but acts differently in others.&lt;br /&gt;
&lt;br /&gt;
===Similarities===&lt;br /&gt;
&lt;br /&gt;
*Magma fills a tile and has seven possible depths.&lt;br /&gt;
&lt;br /&gt;
*Magma flows outward and downward to expand into clear space.&lt;br /&gt;
&lt;br /&gt;
*Screw pumps work in magma.&lt;br /&gt;
&lt;br /&gt;
*Floodgates and [[pressure plate]]s work in magma.&lt;br /&gt;
&lt;br /&gt;
*Constructed [[wall]]s of all kinds safely contain magma.&lt;br /&gt;
&lt;br /&gt;
*Objects thrown into magma sink to the bottom.&lt;br /&gt;
&lt;br /&gt;
*Magma that is only 1 deep &amp;quot;evaporates&amp;quot; over time.&lt;br /&gt;
&lt;br /&gt;
*A magma-fall generates magma mist, just as a waterfall generates normal mist.&lt;br /&gt;
&lt;br /&gt;
===Differences===&lt;br /&gt;
&lt;br /&gt;
*Magma is extremely hot, and capable of melting objects and constructions made of most materials (see [[Magma#Magma vs. built objects|Magma vs. built objects]]) and thus destroying them.&lt;br /&gt;
&lt;br /&gt;
*Magma is not normally pressurized, it seeps out of holes slower than water and slow enough for any [[dwarves]] to outrun, unless they are the ones digging into it.&lt;br /&gt;
&lt;br /&gt;
*Magma flows up from a direct vertical line from the bottom of a [[Magma#Magma sources|Volcano or Magma Pipe]] only. Otherwise, its level may rise only by dripping more magma from above, and new magma may only distribute itself by moving down or to the sides, but never up.&lt;br /&gt;
&lt;br /&gt;
*Magma reacts violently with water, releasing steam and, depending on the amount of magma, leaving behind tiles of solid obsidian which can be mined, smoothed or engraved like any natural tile.&lt;br /&gt;
&lt;br /&gt;
*Magma is not a water source. Dwarves can't drink it or supply it to their wounded.&lt;br /&gt;
&lt;br /&gt;
*Magma mist, unlike regular mist, will burn whatever it touches.&lt;br /&gt;
&lt;br /&gt;
== Magma vs. built objects ==&lt;br /&gt;
&lt;br /&gt;
Some objects that come in contact with magma will function fine, no matter what their material. Others will melt or cease to work properly unless they're made of [[magma-safe materials]]. &lt;br /&gt;
&lt;br /&gt;
* [[Workshop]]s that are powered by magma need not be built of magma-safe materials to function.&lt;br /&gt;
&lt;br /&gt;
* Constructed objects like [[wall]]s, [[floor]]s, [[stairs]] and [[ramps]] can be made of any material, even those that are not &amp;quot;Magma-safe&amp;quot;, and can come into contact with magma without issues. &lt;br /&gt;
&lt;br /&gt;
* Like walls, [[door]]s can also be built out of any material and still hold back lava as long as it's in the &amp;quot;closed&amp;quot; position. It may be wise to make sure hallways/rooms close to an engineering project involving magma have plenty of doors, just in case you have a little too much [[fun]] when you forget to build that last [[floodgate]].&lt;br /&gt;
&lt;br /&gt;
* [[Bridge]]s that are built &amp;lt;i&amp;gt;over&amp;lt;/i&amp;gt; magma may be constructed of any material. However, bridges that are &amp;lt;i&amp;gt;submerged&amp;lt;/i&amp;gt; in magma must be constructed of a magma-safe material.&lt;br /&gt;
&lt;br /&gt;
* Most machines must be made of [[magma-safe materials]] to function for more than a few minutes in magma. This includes [[floodgate]]s.  Unsafe materials will function for a while, but then burn away. Screw pumps will not melt, but will burn. Stone [[block]]s and [[copper]] [[pipe]]s/[[enormous corkscrew|corkscrews]] will not melt.&lt;br /&gt;
&lt;br /&gt;
* Stone [[mechanism]]s attached to a construction will melt in magma unless made of bauxite or [[raw adamantine]], even if the construction itself is made of [[steel]]. In addition, if the mechanisms melt off of a floodgate, the floodgate will cease to be &amp;quot;constructed&amp;quot; and become an unplaced item again.{{version|0.27.176.38c}} At this point, the magma will flow over it freely.&lt;br /&gt;
&lt;br /&gt;
== Magma creatures ==&lt;br /&gt;
[[Fire imp]]s, [[fire man|firemen]], [[magma man|magma men]], and [[fire snake]]s inhabit Magma. Fire snakes are a type of [[vermin]] that can set your fortress on [[fire]] with little to no warning.  Like all other vermin, they may spawn a short distance outside their native environment, meaning they can appear in any region near a magma pipe, even if the region and magma have no physical connection.&lt;br /&gt;
&lt;br /&gt;
== Temperature settings ==&lt;br /&gt;
&lt;br /&gt;
Magma is almost harmless if temperature is disabled in the Dwarf Fortress init file. It can still trap and suffocate or simply starve your dwarves in some situations. It will not melt bridges, etc. constructed of non-[[magma-proof]] materials.&lt;br /&gt;
&lt;br /&gt;
== Magma reactions ==&lt;br /&gt;
&lt;br /&gt;
*Water: If magma happens to contact water it produces some steam and [[obsidian]].  Steam is no longer deadly (as in the old 2D version) so steam traps are ineffective; however, it is now much safer to cast large volumes of [[obsidian]] inside mined or constructed molds.  The resulting slabs of [[obsidian]] are functionally identical to native stone.&lt;br /&gt;
*[[Brook]]s: If magma comes in contact with a brook, it will not produce steam, but will turn the water tile below the brook to obsidian, and give the brook tile the appearance of a dried-up brook.&lt;br /&gt;
*Rocks: [[stone|Rock]]s left over from mining will melt if magma covers them.&lt;br /&gt;
*Trees: [[Tree]]s will not (yet) burn or be destroyed by magma.&lt;br /&gt;
*Speed: Magma moves relatively slowly. While it is nearly impossible to try to seal off water let loose, magma is slow enough for your dwarves to build a floodgate or door, or even wall off the flooding area, if you happen to let magma loose by mistake.&lt;br /&gt;
*Pressure: Magma does not transmit [[water pressure|pressure]].&lt;br /&gt;
*In a volcano or a magma pipe, magma will occasionally appear in small columns above its surface  [http://www.bay12games.com/forum/index.php?topic=26201.msg311730#msg311730] if it is below its original level. It will not be created above floors. It will be created in 7s, and will probably spread around in few seconds. This may be deadly to unlucky dwarves standing around. Therefore, to be sure to avoid casualties, do not build workshops except at the highest level of magma.&lt;br /&gt;
&lt;br /&gt;
[[Category:Physics]]&lt;br /&gt;
{{Magma FAQ}}&lt;/div&gt;</summary>
		<author><name>Adeptable</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Important_advice&amp;diff=10756</id>
		<title>40d:Important advice</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Important_advice&amp;diff=10756"/>
		<updated>2009-03-21T01:41:52Z</updated>

		<summary type="html">&lt;p&gt;Adeptable: /* Tips and Tricks */ gr&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Here are a few things to keep in mind when playing Dwarf Fortress.&lt;br /&gt;
&lt;br /&gt;
Above all, one must remember that losing is [[fun]]! Be prepared to lose a few fortresses before you get the hang of things &amp;amp;ndash; it can be easy to accidentally kill the entire fortress while playing around with the different mechanics.&lt;br /&gt;
But remember: losing means that next time, you'll remember how you lost! In a big way, Dwarf Fortress uses the principle of learning from one's mistakes.&lt;br /&gt;
&lt;br /&gt;
== Advice ==&lt;br /&gt;
&lt;br /&gt;
* Keep in mind that Dwarf Fortress doesn't have a &amp;quot;win&amp;quot; condition: It just has a long series of &amp;quot;lose&amp;quot; conditions.&lt;br /&gt;
&lt;br /&gt;
* Learn the [[controls]]. There's lots of them, and learning them may seem daunting at first, but once you get the basics down (like how to check the status of your dwarves or the hotkeys for building certain structures), you'll find yourself playing much more efficiently.  [[Efficient_gameplay|Efficient Gameplay]] offers some time-saving tips.&lt;br /&gt;
&lt;br /&gt;
* Save often! Although it can be a hassle to have to quit out and get back in, it's a lot better than having to build that long hallway of stone-fall traps, plant the whole bag of plump helmet seeds, and make that shipment of steel battleaxes for the caravan next year, &amp;lt;i&amp;gt;all over again.&amp;lt;/i&amp;gt;&lt;br /&gt;
** In this vein, there is a seasonal auto-save feature which you can turn on by editing your /data/init/init.txt file.&lt;br /&gt;
&lt;br /&gt;
* If a dwarf drinks only water, the rate at which he gets tasks done decreases. If the fortress has no alcohol for years, things will slow down quite a bit.&lt;br /&gt;
&lt;br /&gt;
* If your game is running slowly, see [[Maximizing framerate]] for advice.&lt;br /&gt;
&lt;br /&gt;
* If you cannot find your answer on this wiki, check out the forums at [http://www.bay12games.com/forum/index.php Bay12games.com]&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
&lt;br /&gt;
== Tips and Tricks ==&lt;br /&gt;
&lt;br /&gt;
* To find a dead dwarf, go under status ({{k|z}}), then select stock&amp;gt;&amp;gt;corpses. Hit tab, and use {{k|z}} to zoom to the particular dwarf to find a hint on where and how he died.&lt;br /&gt;
&lt;br /&gt;
* Usually the closest available material is used for ambiguous tasks such as a floodgate, but not always. To prevent frustration, you can make a custom stockpile (e.g. for [[bauxite]]) next to your workshop and close the dwarf in. Don't forget theres a z-axis, so make sure there aren't unwanted materials above/below your workshop. (A good start for magma maps is to build the workshop next to the wagon, and get your magma-proof grate/floodgate/mechanisms painlessly)&lt;br /&gt;
&lt;br /&gt;
* Dwarves get trapped easily. They like building things, digging, etc. from certain directions so make sure there is a way out. For more assumptions see [[Digging#Dig_Priority|digging]].&lt;/div&gt;</summary>
		<author><name>Adeptable</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Important_advice&amp;diff=10755</id>
		<title>40d:Important advice</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Important_advice&amp;diff=10755"/>
		<updated>2009-03-21T01:40:29Z</updated>

		<summary type="html">&lt;p&gt;Adeptable: /* Advice */ no need to mention that seasonal autosave is new; also fix link display&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Here are a few things to keep in mind when playing Dwarf Fortress.&lt;br /&gt;
&lt;br /&gt;
Above all, one must remember that losing is [[fun]]! Be prepared to lose a few fortresses before you get the hang of things &amp;amp;ndash; it can be easy to accidentally kill the entire fortress while playing around with the different mechanics.&lt;br /&gt;
But remember: losing means that next time, you'll remember how you lost! In a big way, Dwarf Fortress uses the principle of learning from one's mistakes.&lt;br /&gt;
&lt;br /&gt;
== Advice ==&lt;br /&gt;
&lt;br /&gt;
* Keep in mind that Dwarf Fortress doesn't have a &amp;quot;win&amp;quot; condition: It just has a long series of &amp;quot;lose&amp;quot; conditions.&lt;br /&gt;
&lt;br /&gt;
* Learn the [[controls]]. There's lots of them, and learning them may seem daunting at first, but once you get the basics down (like how to check the status of your dwarves or the hotkeys for building certain structures), you'll find yourself playing much more efficiently.  [[Efficient_gameplay|Efficient Gameplay]] offers some time-saving tips.&lt;br /&gt;
&lt;br /&gt;
* Save often! Although it can be a hassle to have to quit out and get back in, it's a lot better than having to build that long hallway of stone-fall traps, plant the whole bag of plump helmet seeds, and make that shipment of steel battleaxes for the caravan next year, &amp;lt;i&amp;gt;all over again.&amp;lt;/i&amp;gt;&lt;br /&gt;
** In this vein, there is a seasonal auto-save feature which you can turn on by editing your /data/init/init.txt file.&lt;br /&gt;
&lt;br /&gt;
* If a dwarf drinks only water, the rate at which he gets tasks done decreases. If the fortress has no alcohol for years, things will slow down quite a bit.&lt;br /&gt;
&lt;br /&gt;
* If your game is running slowly, see [[Maximizing framerate]] for advice.&lt;br /&gt;
&lt;br /&gt;
* If you cannot find your answer on this wiki, check out the forums at [http://www.bay12games.com/forum/index.php Bay12games.com]&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
&lt;br /&gt;
== Tips and Tricks ==&lt;br /&gt;
&lt;br /&gt;
* To find a dead dwarf, go under status ({{k|z}}), then select stock&amp;gt;&amp;gt;corpses. Hit tab, and use {{k|z}} to zoom to the particular dwarf to find a hint on where and how he died.&lt;br /&gt;
&lt;br /&gt;
* Usually the closest available material is used for ambiguous tasks such as a floodgate, but not always. To prevent frustration, you can make a custom stockpile (e.g. for [[bauxite]]) next to your workshop and close the dwarf in. Don't forget theres a z-axis, so make sure there aren't unwanted materials above/below your workshop. (A good start for magma maps is to build the workshop next to the wagon, and get your magma-proof grate/floodgate/mechanisms painlessly)&lt;br /&gt;
&lt;br /&gt;
* Dwarves get trapped easily. They like building things/digging/.. from certain directions of the site so make sure there is a way out. For more assumptions see [[Digging#Dig_Priority|digging]].&lt;/div&gt;</summary>
		<author><name>Adeptable</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Adeptable/ToDo&amp;diff=48068</id>
		<title>User:Adeptable/ToDo</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Adeptable/ToDo&amp;diff=48068"/>
		<updated>2009-03-19T02:01:24Z</updated>

		<summary type="html">&lt;p&gt;Adeptable: create my own ToDo page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* [[Template:CreatureInfo]] is broken&lt;/div&gt;</summary>
		<author><name>Adeptable</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Modding_guide&amp;diff=30439</id>
		<title>40d:Modding guide</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Modding_guide&amp;diff=30439"/>
		<updated>2009-03-19T01:41:10Z</updated>

		<summary type="html">&lt;p&gt;Adeptable: /* Basics of DF modding */ gr&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is intended to be an easy guide for general newbies on how to both edit and add civilizations, creatures, objects, and so on in Dwarf Fortress, both [[Adventure_Mode|adventurer]] and [[Dwarf_Fortress_Mode|fortress]] modes, without breaking anything too much. Generally breaking stuff is fine! Just always back up your work &amp;amp; the originals, and be patient at having to [[World_Generation|generate new worlds]] over and over. &lt;br /&gt;
&lt;br /&gt;
This guide was edited for version 0.27.176.39c and may not be accurate for later versions, particularly the examples.&lt;br /&gt;
&lt;br /&gt;
= Modding Guide =&lt;br /&gt;
&lt;br /&gt;
== Basics of DF modding ==&lt;br /&gt;
&lt;br /&gt;
All of the data you can edit are stored in the \raw\ folder wherever you saved your DF executable. The raw folder contains two subfolders: graphics (where you insert [[Object_Tilesets|graphic packs]] to make custom tiles), and objects, which contains all the data for generally everything in the game that is not hardcoded. Quite a lot is not hardcoded, so you can edit a wide variety of things in the game. &lt;br /&gt;
&lt;br /&gt;
Editing the [[Raw file|raw text files]] is easy and simple. When you go into the \raw\objects folder you will see a wide variety of text files. When you are modding your game, you can either change existing files or add your own. I personally find it easier just to edit the existing ones in a new \DF\ game folder. When you are changing a token you can simply change the values - these are the numbers/strings after the : in a token entry. For example, [CREATURE:DWARF] is a token in the entity text file, which determines what creatures are used for dwarven civilizations. Simply open the text file, edit what you want, save and close, and generate a new world after you're done editing what you want.&lt;br /&gt;
&lt;br /&gt;
Essentially, everything that can be modded uses text files to determine how they interact with the world or with other objects. With a bit of know-how you can tinker with just about everything. &lt;br /&gt;
&lt;br /&gt;
Every text file uses what are called &amp;quot;tokens&amp;quot;, also called &amp;quot;flags&amp;quot;. They are essentially attributes that you can add or remove or edit for any particular object in the game, that change the way the object works or acts. Most of the actual effects are hardcoded: for example, giving a creature such as a moose the [EVIL] creature token will make it only appear in evil maps, or giving it [BONECARN] will make it chow down on bones.&lt;br /&gt;
&lt;br /&gt;
A few key things to remember when modding the text files:&lt;br /&gt;
&lt;br /&gt;
* Always back up the default text files you plan on editing. This way, if your game crashes (due to say, a typo that you can't find) you can simply copy-paste it back in for a 'vanilla' DF.&lt;br /&gt;
* You do not need to delete old saves; simply create a new world using your modded files and things should run fine. Just don't try to play a &amp;quot;non-modded&amp;quot; world with modded files! Should you desire to go back to your old sites, make sure you revert to the raw files used for the creation of that world. &lt;br /&gt;
* In general it's better to make whole new text files for new stuff you're adding rather than editing the existing ones by tagging them onto the bottom. This allows you to keep track of them easier and keeps them all in one place so there's less messing about with tons of files.&lt;br /&gt;
* The absolute easiest way to add an entirely new creature/entity/etc is to simply copy-paste an existing one and rename it, then edit the various tokens appropriately.&lt;br /&gt;
&lt;br /&gt;
In addition, if you ''rename'' the any of the \raw\ files themselves (such as 'creature_insects.txt' to 'creature_bugs.txt'), you must find the same filename in the \data\objects\ folder and delete it. This is required because once the world is generated it creates the new files and saves them for use next time the world is needed; without deleting the file you will get duplication errors. This is not necessary if you just don't change any of the filenames.&lt;br /&gt;
&lt;br /&gt;
== Modding the civilizations ==&lt;br /&gt;
&lt;br /&gt;
The civilization entries are stored in entity_default.txt. They are quite simple files that are in the following format:&lt;br /&gt;
&lt;br /&gt;
 [ENTITY:ENTITYNAME]&lt;br /&gt;
     [CREATURE:CREATURETYPE]&lt;br /&gt;
     [TRANSLATION:LANGUAGETYPE]&lt;br /&gt;
     [BIOME_SUPPORT:BIOMETOKEN:FREQENCY]&lt;br /&gt;
     ...[OTHER TAGS]...&lt;br /&gt;
&lt;br /&gt;
At the top of the file you'll see an 'entity_default' all by itself, that must be at the top of the file only. All game files require those markers at the top. If you're creating a new civilization in its own text file, be sure to add entity_default, and [OBJECT:ENTITY] at the top of the file.&lt;br /&gt;
&lt;br /&gt;
Now what do these tokens mean, exactly? For one, where the tags are located don't generally matter quite a lot. You can add them in any order as long as they're underneath the &amp;quot;[ENTITY:]&amp;quot; token, which is the 'header' of the civilization and lets the game know that everything underneath deals with that civ. The entity token can be anything as long as it's not the same as another one.&lt;br /&gt;
&lt;br /&gt;
'[CREATURE:]' links the civilization with a certain creature defined in a different file. This is the creature you play in adventurer or fortress mode, or that wanders around their towns when you explore them. For example, if you wanted to do something silly you could switch the &amp;quot;DWARF&amp;quot; entry in entity_default.txt with &amp;quot;ELF&amp;quot; and you would be marching elves around in fortress mode, though they would still use dwarven technology and language and names and so forth.&lt;br /&gt;
&lt;br /&gt;
'[TRANSLATION:]' connects the civ to a specific language file that determines things like their natural (untranslated) creature first + last names and city names. The valid ones are HUMAN, DWARF, ELF, and GOBLIN.&lt;br /&gt;
&lt;br /&gt;
'[BIOME_SUPPORT:]' defines biomes that civs will appear in. The 'FREQUENCY' value determines the likelyhood of them appearing there: generally 1 for not very often, up to 3 for very often (ie. dwarves in mountains).&lt;br /&gt;
&lt;br /&gt;
You can find many details about the rest of the civilization tokens [[Entity_Tokens|here]]. The important ones are the CIV_CONTROLLABLE token, which lets you control the civ in dwarf fortress mode and the INDIV_CONTROLLABLE and ADVENTURE_TIER tokens which lets you play the civ in adventure mode via the PLAY NOW! command. Remember that ADVENTURE_TIER must be in order, so if you are adding a new playable race you must put it above dwarves and set its tier 1 higher (4).&lt;br /&gt;
&lt;br /&gt;
If you have more than one civ with the [CIV_CONTROLLABLE] token, groups belonging to that civ will appear in the group selection section on the embark screen, although it is not immediately obvious what species each group may be. While this can be determined from legends mode, experimentation suggests that the topmost species in the 'neighbors' section of the embark screen is the same as the currently selected species: If your group is dwarven, dwarves will be topmost, whilst (say) elves will be topmost if your chosen group is elven. By default, the game seems to choose a group (and therefore a species if there is more than one) at random. &lt;br /&gt;
&lt;br /&gt;
Any token that has to deal with weapons, armor, clothing, etc. are all the items that the civ can build, not necessarily the ones they can wear. For example, you could create a species with no clothes specified, but then rob a clothes shop in adventurer mode and wear everything you want, or give them weapons that are too large to wield and they could sell them, but not use them. &lt;br /&gt;
&lt;br /&gt;
[SELECT_SYMBOL:] and [CULL_SYMBOL:ALL:] are the words that can be randomly generated in names, civs, cities, artifacts, engravings, etc. &amp;quot;SELECT_SYMBOL&amp;quot; means that the civ is far more likely to use those, and CULL_SYMBOL means they never will. You can find a list of every symbol type [[Language|here]]. SUBSELECT_SYMBOL:WAR/BATTLE/SIEGE just determines which language token to use when they begin wars, battles, or sieges in legends mode, ie. 'The Conflict of Craziness' or 'The Siege of Assaults'. All have these as 'violence' by default but they can be changed to any other token.&lt;br /&gt;
&lt;br /&gt;
'SELECT:SYMBOL:ROAD/TUNNEL/BRIDGE/WALL'  use the special language tokens NAME_ROAD, NAME_TUNNEL, etc. and determines what the civ names their structures. 'SELECT_SYMBOL:REMAINING': are the standard tokens used for the species language.&lt;br /&gt;
&lt;br /&gt;
An easy method of creating a civilization is just to copy-paste a similar one to the bottom of the entity_default.txt file and edit things to your liking. Remember to always change the civ's ENTITY: name! This name can be anything as long as it's not already existing.&lt;br /&gt;
&lt;br /&gt;
There are many tokens to play with in the entity file, most of which do something interesting. It's best to simply look through the entity tokens list and figure out for yourself what you want to do with them. The ones of interest are:&lt;br /&gt;
&lt;br /&gt;
* [SIEGER] [BABYSNATCHER] [NUISANCE] These determine what the civ does in relation to other civs. Babysnatchers periodically swipe infants from nearby civs and have them grow up in their own civ (if kidnapped/brainwashed infants grow up and have children, their last names will use their capturer's language files: ie. you will have evil dwarves with the name Urist Deathghouls in a goblin fortress).&lt;br /&gt;
&lt;br /&gt;
* [AT_PEACE_WITH_WILDLIFE] This token, currently set only on elves, will mean they will not attack wild animals and animals will not attack them. This ALSO means that if you bring an elf or two along with you in adventurer mode, don't expect them to help you if you get attacked by cougars!&lt;br /&gt;
&lt;br /&gt;
* [RELIGION_SPHERE] This determines what religious deities will have as spheres when the civilization is generated, along with their subspheres. With a SPHERE_ALIGNMENT set you can also make one more likely than others; ie. Elves have trees, plants, and animals set very high so they are likely to get those more often with their deities. &lt;br /&gt;
&lt;br /&gt;
* With [DEFAULT_SITE], LIKES_, and TOLERATES_ you can decide where the species will live. DEFAULT_SITE is their home cities and will usually cluster there in large groups. If a civ conquers another and they do not at least tolerate the enemy's home type they will simply destroy it instead of moving in (sometimes they will destroy it anyway).&lt;br /&gt;
&lt;br /&gt;
* [ETHIC:] tokens determine how the species behaves when it comes to certain unpleasant acts. This also determines what reasons the civ will use when going to war: if a nearby civ has something set ACCEPTABLE that they consider UNTHINKABLE, then it is likely they will go to war over it. It also determines a few other things, like what happens to dead foes: Elves have '[ETHIC:EAT_SAPIENT_KILL:ACCEPTABLE]' for example. Goblins defacing their enemies (ie. hanging, stuck on pikes) is [ABUSE_BODIES], as well as ETHIC:MAKE_TROPHY_ tokens set ACCEPTABLE.&lt;br /&gt;
&lt;br /&gt;
== Modding the creatures ==&lt;br /&gt;
&lt;br /&gt;
Creature modding is great fun. Essentially you can change nearly any aspect of a creature or completely make your own from scratch. You can either add a new creature to the bottom of an existing creature_thing.txt file or make your own file; just be sure to add the name of the file (without the txt) to the top of it. For example, I tend to use a 'creature_newbies.txt' file myself.&lt;br /&gt;
&lt;br /&gt;
Modding creatures is exactly similar to modding civs: just a matter of editing, adding, or removing tokens, enclosed in square brackets underneath the creature's [CREATURE:] header. The creature entries contain all the information about each specific creature in the game, from animals to dwarves to goblins to even caravan wagons. Much of the data of a creature is quite self-explanatory; you can find a list of every creature token [[Creature_Tokens|here]].&lt;br /&gt;
&lt;br /&gt;
There're some tokens which use temperature values. Dwarf Fortress has it's own temperature scale for this. [[Temperature scale|DF temperature scale]].&lt;br /&gt;
&lt;br /&gt;
Note: If you add a butcherable creature to the game such as a domestic animal, people will automatically wander around wearing its fur or skin as leather items when you are in the game, assuming the creature comes from the civ's biome (natural area). So don't be surprised to see 'duck leather armor' or something if you add ducks. Also note if you add a species that has a naturally high body temperature (magma snakes for example) and set it butcherable, people will automatically be generated wearing their skins.. and then since the skins have a naturally high temperature too they tend to burst into flame immediately because they were wearing a +magma snake leather sock+. Woops.&lt;br /&gt;
&lt;br /&gt;
You'll notice many of the creature entries have tokens that other ones don't have. If a token is not present it's considered &amp;quot;default&amp;quot;, though sometimes the default can be hard to figure out. All of the creatures referenced in the entity files are present in creature_standard.txt and require certain other tokens that non-entity creatures do not need, such as [INTELLIGENT] and [CANOPENDOORS].&lt;br /&gt;
&lt;br /&gt;
For example, if you wanted to allow your dwarves to eat bones from the refuse stockpile (ew), you would open up creature_standard.txt, add [BONECARN] somewhere in the CREATURE_DWARF: entry at the top, and then save and close it, then generate a new world. Bon appetit!  *Notice that this has the unfortunate side effect of making them unable to eat plants.*&lt;br /&gt;
&lt;br /&gt;
[http://www.dwarffortresswiki.net/index.php/User:Deon#How_to How to add a new creature.]&lt;br /&gt;
&lt;br /&gt;
== Modding items ==&lt;br /&gt;
&lt;br /&gt;
Items come in several flavors: 'crafted' items, and 'natural' items. Both are the same in most ways, but are stored in different places: most crafted item data are stored in the item_blah.txt files (such as item_armor.txt), while things like plants, gems, food, and ore are stored in &amp;quot;matgloss&amp;quot; files, ie. matgloss_plant.txt. Both are easily editable just like a creature or civ, but the problem is that there is no definitive list of what most of the tokens for these quite do yet. In any case they are usually pretty self-explanatory and you can guess what they do by checking out similar entries.&lt;br /&gt;
&lt;br /&gt;
For example, let's look at the entry for, of course, the thong:&lt;br /&gt;
&lt;br /&gt;
[ITEM_PANTS:ITEM_PANTS_THONG]&lt;br /&gt;
[NAME:thong:thongs]&lt;br /&gt;
[WEIGHT:10]&lt;br /&gt;
[VALUE:10]&lt;br /&gt;
[BLOCKPOWER:5]&lt;br /&gt;
[LAYER:UNDER]&lt;br /&gt;
[COVERAGE:25]&lt;br /&gt;
[LAYER_SIZE:10]&lt;br /&gt;
[LAYER_PERMIT:30]&lt;br /&gt;
[MATERIAL_SIZE:1]&lt;br /&gt;
[SOFT]&lt;br /&gt;
[LEATHER]&lt;br /&gt;
&lt;br /&gt;
Most of these are pretty obvious if one compares them to the other entries. Now, if you wanted to mod these to turn them into metal thongs (ouch!), you would simply have to add [METAL] to it somewhere, and probably [HARD] instead of [SOFT]. Simple! &lt;br /&gt;
&lt;br /&gt;
Weapons work largely the same way; but remember that in order to actually use any of these things you'd have to add the ITEM_THING item flag to the civilization's 'useable items' list in entity_default.txt. For example, if you're fond of Scots and decided to make a 'claymore' sword that's even bigger than the two-hander already in the files. It might look like this:&lt;br /&gt;
&lt;br /&gt;
 [ITEM_WEAPON:ITEM_WEAPON_SWORD_CLAYMORE]&lt;br /&gt;
 [NAME:claymore sword:claymore swords]&lt;br /&gt;
 [DAMAGE:160:SLASH]&lt;br /&gt;
 [WEIGHT:120]&lt;br /&gt;
 [SKILL:SWORD]&lt;br /&gt;
 [CRIT_BOOST:1]&lt;br /&gt;
 [TWO_HANDED:0]&lt;br /&gt;
 [MINIMUM_SIZE:7]&lt;br /&gt;
 [MATERIAL_SIZE:5]&lt;br /&gt;
&lt;br /&gt;
Tada! Yes, it's that easy. Then you just add it to the civ entry so a civilization can actually use and craft it, and it's done. &lt;br /&gt;
&lt;br /&gt;
== Modding language files ==&lt;br /&gt;
&lt;br /&gt;
Let's say you added a whole new species. Sure, you could just swipe one of the existing translation files and steal their language for your species, but that's the lazy way! If you want to create a whole new language, it's very simple.&lt;br /&gt;
&lt;br /&gt;
First, you'd need a whole new language_RACE file, such as language_LIZARDMAN.txt, along with &amp;quot;language_LIZARDMAN&amp;quot; at the top of the file proceeded by [OBJECT:LANGUAGE] and [TRANSLATION:LIZARDMAN]. After that, it's just a matter of copy-pasting one of the existing language lists and editing the finished 'translated' word. That's it! Then just add the translation link to your civ in entity_default.txt and it'll be added to the game on worldgen. &lt;br /&gt;
&lt;br /&gt;
== Modding body parts ==&lt;br /&gt;
&lt;br /&gt;
Imagine you have this fantastic idea for a multi-tentacled winged spider-monster. Sounds great! But in order to make this a reality you may need to create a new set of body parts for it. That's no problem! Making body parts is easy, though it may look complicated at first. &lt;br /&gt;
&lt;br /&gt;
All body definitions are located in body_default.txt and then linked to a creature in the creature's entry. For example, the dwarf creature has: [BODY:HUMANOID:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:5FINGERS:5TOES:MOUTH]. All of these are seperate bodypart definitions in body_default.txt. You can mix and match them in the creature entry and it makes no difference, as long as they're there: each bodypart will link itself to the appropriate connection automatically when the creature is first created. This means that if you don't add the appropriate bodyparts, hilarious things can happen: if you forget to add a throat or lungs your new creature will suffocate after taking a few steps (unless you make it a nonbreather). &lt;br /&gt;
&lt;br /&gt;
Body parts work by sections: you can add as many sections as you want to a bodypart definition, but generally you should keep it fairly low for ease of use. Each body section entry is in the very simple format:&lt;br /&gt;
&lt;br /&gt;
 [BODY:BODYNAME]&lt;br /&gt;
 [BP:ID:name][TOKENSGOHERE]&lt;br /&gt;
&lt;br /&gt;
You can add as many sub-parts as you want to an overall section. The most important tokens are 'CONTYPE' and 'CON': CONTYPE means the bodypart in question is connected to a certain *type* of bodypart, while CON means it's connected to a *specific* one. Let's break down a few entries:&lt;br /&gt;
&lt;br /&gt;
 [BODY:BASIC_HEAD]&lt;br /&gt;
 [BP:HD:head][CONTYPE:UPPERBODY][HEAD]&lt;br /&gt;
&lt;br /&gt;
This is a very simple one: a head. It connects directly to an upper body. All the stuff inside the head are seperate entries that call up the head as a different contype in turn:&lt;br /&gt;
&lt;br /&gt;
 [BODY:THROAT]&lt;br /&gt;
 [BP:THROAT:throat][CONTYPE:HEAD][THROAT][EMBEDDED][SMALL]&lt;br /&gt;
&lt;br /&gt;
The foot bone's connected to the ankle bone..&lt;br /&gt;
&lt;br /&gt;
If you wanted someone to be able to break someone else's throat (like breaking a joint) and suffocate them, just add the [JOINT], [BREATHE], and possibly [NERVOUS] to the throat object's tokens.&lt;br /&gt;
&lt;br /&gt;
A 'BODYGLOSS', which you can sometimes find in the creature entries, are simply replacement words for certain defined words in a creature. For example, you'll find the bodygloss [BODYGLOSS:CLAW_HAND:hand:claw] in the body_default.txt, and then you can use this in a creature with '[BODYGLOSS:CLAW_HAND]' and it will replace all instances of &amp;quot;hand&amp;quot; with &amp;quot;claw&amp;quot; in that creature. For all intent and purpose the body part will still function as the proper part, though.&lt;br /&gt;
&lt;br /&gt;
Note that only creatures with the [EQUIPS] token (and possibly [INTELLIGENT]) and a civ that can create clothes/armor/weapons will be able to actually wear stuff. Also, if the creature size is too large for the clothes they will also not be able to wear it.&lt;br /&gt;
&lt;br /&gt;
== Example one: dark dwarves ==&lt;br /&gt;
&lt;br /&gt;
These examples will go over the details for creating several new things as well as editing some old ones.&lt;br /&gt;
&lt;br /&gt;
Remember: Do NOT load an old save after genning a new world with different raws. It's much safer to simply delete all your old saves after you've modded things, or simply copy-and-paste a fresh version of DF into a new folder. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
First, we're going to create a new, evil civilization of dwarves called, unsurprisingly, dark dwarves. This will be quite easy, though with a few fundamental differences. Mainly, that dark dwarves are evil and more warlike than regular dwarves.&lt;br /&gt;
&lt;br /&gt;
Now, open up entity_default.txt. All your species civilizations will be in there. We're going to make a whole new one for our dark dwarves. In many ways it'll be a simple copy-paste job of regular dwarves, then tweaking some things.&lt;br /&gt;
&lt;br /&gt;
Add this to the TOP of the entity_default file, before the dwarf entry:&lt;br /&gt;
&lt;br /&gt;
 [ENTITY:DARK_DWARF]&lt;br /&gt;
 	[CIV_CONTROLLABLE]&lt;br /&gt;
 	[CREATURE:DARK_DWARF]&lt;br /&gt;
 	[TRANSLATION:DWARF]&lt;br /&gt;
 	[DIGGER:ITEM_WEAPON_PICK]&lt;br /&gt;
 	[WEAPON:ITEM_WEAPON_AXE_BATTLE]&lt;br /&gt;
    	[WEAPON:ITEM_WEAPON_WHIP]&lt;br /&gt;
 	[WEAPON:ITEM_WEAPON_FLAIL]&lt;br /&gt;
 	[WEAPON:ITEM_WEAPON_SCOURGE]&lt;br /&gt;
 	[WEAPON:ITEM_WEAPON_DAGGER_LARGE]&lt;br /&gt;
 	[WEAPON:ITEM_WEAPON_MACE]&lt;br /&gt;
 	[WEAPON:ITEM_WEAPON_SWORD_SHORT]&lt;br /&gt;
 	[WEAPON:ITEM_WEAPON_SCIMITAR]&lt;br /&gt;
 	[WEAPON:ITEM_WEAPON_CROSSBOW]&lt;br /&gt;
 	[AMMO:ITEM_AMMO_BOLTS]&lt;br /&gt;
 	[ARMOR:ITEM_ARMOR_PLATEMAIL:COMMON]&lt;br /&gt;
 	[ARMOR:ITEM_ARMOR_CHAINMAIL:COMMON]&lt;br /&gt;
 	[ARMOR:ITEM_ARMOR_LEATHER:COMMON]&lt;br /&gt;
 	[ARMOR:ITEM_ARMOR_COAT:COMMON]&lt;br /&gt;
 	[ARMOR:ITEM_ARMOR_SHIRT:COMMON]&lt;br /&gt;
 	[ARMOR:ITEM_ARMOR_CLOAK:COMMON]&lt;br /&gt;
 	[ARMOR:ITEM_ARMOR_TOGA:UNCOMMON]&lt;br /&gt;
 	[ARMOR:ITEM_ARMOR_VEST:COMMON]&lt;br /&gt;
 	[ARMOR:ITEM_ARMOR_DRESS:COMMON]&lt;br /&gt;
 	[ARMOR:ITEM_ARMOR_ROBE:COMMON]&lt;br /&gt;
 	[HELM:ITEM_HELM_HELM:COMMON]&lt;br /&gt;
 	[HELM:ITEM_HELM_HOOD:COMMON]&lt;br /&gt;
 	[GLOVES:ITEM_GLOVES_GAUNTLETS:COMMON]&lt;br /&gt;
 	[GLOVES:ITEM_GLOVES_GLOVES:COMMON]&lt;br /&gt;
 	[SHOES:ITEM_SHOES_SHOES:COMMON]&lt;br /&gt;
 	[SHOES:ITEM_SHOES_BOOTS:COMMON]&lt;br /&gt;
 	[SHOES:ITEM_SHOES_BOOTS_LOW:COMMON]&lt;br /&gt;
 	[PANTS:ITEM_PANTS_PANTS:COMMON]&lt;br /&gt;
 	[PANTS:ITEM_PANTS_GREAVES:COMMON]&lt;br /&gt;
 	[PANTS:ITEM_PANTS_LEGGINGS:COMMON]&lt;br /&gt;
 	[SHIELD:ITEM_SHIELD_SHIELD]&lt;br /&gt;
 	[SHIELD:ITEM_SHIELD_BUCKLER]&lt;br /&gt;
 	[SIEGEAMMO:ITEM_SIEGEAMMO_BALLISTA]&lt;br /&gt;
 	[TRAPCOMP:ITEM_TRAPCOMP_GIANTAXEBLADE]&lt;br /&gt;
 	[TRAPCOMP:ITEM_TRAPCOMP_ENORMOUSCORKSCREW]&lt;br /&gt;
 	[TRAPCOMP:ITEM_TRAPCOMP_SPIKEDBALL]&lt;br /&gt;
 	[TRAPCOMP:ITEM_TRAPCOMP_LARGESERRATEDDISC]&lt;br /&gt;
 	[TOY:ITEM_TOY_HAMMER]&lt;br /&gt;
 	[TOY:ITEM_TOY_AXE]&lt;br /&gt;
 	[TOY:ITEM_TOY_MINIFORGE]&lt;br /&gt;
 	[INSTRUMENT:ITEM_INSTRUMENT_TRUMPET]&lt;br /&gt;
 	[INSTRUMENT:ITEM_INSTRUMENT_DRUM]&lt;br /&gt;
 	[CLOTHING]&lt;br /&gt;
 	[SUBTERRANEAN_CLOTHING]&lt;br /&gt;
 	[CURRENCY_BY_YEAR]&lt;br /&gt;
 	[CURRENCY:COPPER:1]&lt;br /&gt;
 	[CURRENCY:SILVER:5]&lt;br /&gt;
 	[CURRENCY:GOLD:15]&lt;br /&gt;
 	[SELECT_SYMBOL:WAR:NAME_WAR]&lt;br /&gt;
 	[SUBSELECT_SYMBOL:WAR:VIOLENT]&lt;br /&gt;
 	[SELECT_SYMBOL:BATTLE:NAME_BATTLE]&lt;br /&gt;
 	[SUBSELECT_SYMBOL:BATTLE:VIOLENT]&lt;br /&gt;
 	[SELECT_SYMBOL:SIEGE:NAME_SIEGE]&lt;br /&gt;
 	[SUBSELECT_SYMBOL:SIEGE:VIOLENT]&lt;br /&gt;
 	[SELECT_SYMBOL:ROAD:NAME_ROAD]&lt;br /&gt;
 	[SELECT_SYMBOL:TUNNEL:NAME_TUNNEL]&lt;br /&gt;
 	[SELECT_SYMBOL:BRIDGE:NAME_BRIDGE]&lt;br /&gt;
 	[SELECT_SYMBOL:WALL:NAME_WALL]&lt;br /&gt;
 	[SELECT_SYMBOL:REMAINING:ARTIFICE]&lt;br /&gt;
 	[SELECT_SYMBOL:REMAINING:EARTH]&lt;br /&gt;
 	[SELECT_SYMBOL:REMAINING:EVIL]&lt;br /&gt;
 	[SELECT_SYMBOL:REMAINING:UNTOWARD]&lt;br /&gt;
 	[SELECT_SYMBOL:REMAINING:UGLY]&lt;br /&gt;
 	[SELECT_SYMBOL:REMAINING:EARTH]&lt;br /&gt;
 	[CULL_SYMBOL:ALL:DOMESTIC]&lt;br /&gt;
 	[CULL_SYMBOL:ALL:FLOWERY]&lt;br /&gt;
 	[CULL_SYMBOL:ALL:HOLY]&lt;br /&gt;
 	[CULL_SYMBOL:ALL:PEACE]&lt;br /&gt;
 	[CULL_SYMBOL:ALL:NEGATOR]&lt;br /&gt;
 	[CULL_SYMBOL:ALL:GOOD]&lt;br /&gt;
 	[METAL_PREF]&lt;br /&gt;
 	[GEM_PREF]&lt;br /&gt;
 	[STONE_PREF]&lt;br /&gt;
 	[INDOOR_FARMING]&lt;br /&gt;
 	[USE_CAVE_ANIMALS]&lt;br /&gt;
 	[USE_ANIMAL_PRODUCTS]&lt;br /&gt;
 	[USE_EVIL_ANIMALS]&lt;br /&gt;
 	[USE_EVIL_PLANTS]&lt;br /&gt;
 	[USE_EVIL_WOOD]&lt;br /&gt;
 	[COMMON_DOMESTIC_PACK]&lt;br /&gt;
 	[COMMON_DOMESTIC_PULL]&lt;br /&gt;
 	[COMMON_DOMESTIC_MOUNT]&lt;br /&gt;
 	[COMMON_DOMESTIC_PET]&lt;br /&gt;
 	[USE_MISC_PROCESSED_WOOD_PRODUCTS]&lt;br /&gt;
 	[EQUIPMENT_IMPROVEMENTS]&lt;br /&gt;
 	[ART_FACET_MODIFIER:GOOD:0]&lt;br /&gt;
 	[ART_FACET_MODIFIER:EVIL:512]&lt;br /&gt;
 	[ITEM_IMPROVEMENT_MODIFIER:RINGS_HANGING:0]&lt;br /&gt;
 	[ITEM_IMPROVEMENT_MODIFIER:BANDS:0]&lt;br /&gt;
 	[ITEM_IMPROVEMENT_MODIFIER:SPIKES:384]&lt;br /&gt;
 	[ADVENTURE_TIER:4]&lt;br /&gt;
 	[FRIENDLY_COLOR:1:0:1]&lt;br /&gt;
 	[DEFAULT_SITE_TYPE:CAVE_DETAILED]&lt;br /&gt;
 	[LIKES_SITE:CAVE_DETAILED]&lt;br /&gt;
 	[TOLERATES_SITE:CITY]&lt;br /&gt;
 	[TOLERATES_SITE:TREE_CITY]&lt;br /&gt;
 	[TOLERATES_SITE:CAVE_DETAILED]&lt;br /&gt;
 	[TOLERATES_SITE:CAVE]&lt;br /&gt;
 	[LEADER_TYPE:KING]&lt;br /&gt;
 	[SITE_LEADER_TYPE:STANDARD]&lt;br /&gt;
 	[START_BIOME:MOUNTAIN]&lt;br /&gt;
 	[BIOME_SUPPORT:ANY_WETLAND:1]&lt;br /&gt;
 	[BIOME_SUPPORT:ANY_DESERT:1]&lt;br /&gt;
 	[BIOME_SUPPORT:ANY_OCEAN:1]&lt;br /&gt;
 	[BIOME_SUPPORT:ANY_LAKE:1]&lt;br /&gt;
 	[BIOME_SUPPORT:MOUNTAIN:3]&lt;br /&gt;
 	[BIOME_SUPPORT:ANY_GRASSLAND:1]&lt;br /&gt;
 	[BIOME_SUPPORT:ANY_SAVANNA:1]&lt;br /&gt;
 	[BIOME_SUPPORT:ANY_SHRUBLAND:1]&lt;br /&gt;
 	[BIOME_SUPPORT:ANY_RIVER:1]&lt;br /&gt;
 	[DIPLOMAT]&lt;br /&gt;
 	[DIPLOMAT_BODYGUARDS]&lt;br /&gt;
 	[MERCHANT_BODYGUARDS]&lt;br /&gt;
 	[ACTIVE_SEASON:WINTER]&lt;br /&gt;
 	[SIEGER]&lt;br /&gt;
 	[MAX_STARTING_CIV_NUMBER:3]&lt;br /&gt;
 	[START_GROUP_NUMBER:10]&lt;br /&gt;
 	[MAX_POP_NUMBER:10000]&lt;br /&gt;
 	[MAX_SITE_POP_NUMBER:200]&lt;br /&gt;
 	[RELIGION:PANTHEON]&lt;br /&gt;
 	[RELIGION_SPHERE:FORTRESSES]&lt;br /&gt;
 	[RELIGION_SPHERE:JEWELS]&lt;br /&gt;
 	[RELIGION_SPHERE:METALS]&lt;br /&gt;
 	[RELIGION_SPHERE:MINERALS]&lt;br /&gt;
 	[RELIGION_SPHERE:MOUNTAINS]&lt;br /&gt;
 	[RELIGION_SPHERE:WEALTH]&lt;br /&gt;
 	[RELIGION_SPHERE:NIGHT]&lt;br /&gt;
 	[RELIGION_SPHERE:WAR]&lt;br /&gt;
 	[RELIGION_SPHERE:DISEASE]&lt;br /&gt;
 	[RELIGION_SPHERE:FIRE]&lt;br /&gt;
 	[MAYOR]&lt;br /&gt;
 	[WANDERER]&lt;br /&gt;
 	[BEAST_HUNTER]&lt;br /&gt;
 	[SCOUT]&lt;br /&gt;
 	[PERMITTED_JOB:MINER]&lt;br /&gt;
 	[PERMITTED_JOB:CARPENTER]&lt;br /&gt;
 	[PERMITTED_JOB:BOWYER]&lt;br /&gt;
 	[PERMITTED_JOB:WOODCUTTER]&lt;br /&gt;
 	[PERMITTED_JOB:ENGRAVER]&lt;br /&gt;
 	[PERMITTED_JOB:MASON]&lt;br /&gt;
 	[PERMITTED_JOB:ANIMAL_CARETAKER]&lt;br /&gt;
 	[PERMITTED_JOB:ANIMAL_TRAINER]&lt;br /&gt;
 	[PERMITTED_JOB:HUNTER]&lt;br /&gt;
 	[PERMITTED_JOB:TRAPPER]&lt;br /&gt;
 	[PERMITTED_JOB:ANIMAL_DISSECTOR]&lt;br /&gt;
 	[PERMITTED_JOB:FURNACE_OPERATOR]&lt;br /&gt;
 	[PERMITTED_JOB:WEAPONSMITH]&lt;br /&gt;
 	[PERMITTED_JOB:ARMORER]&lt;br /&gt;
 	[PERMITTED_JOB:BLACKSMITH]&lt;br /&gt;
 	[PERMITTED_JOB:METALCRAFTER]&lt;br /&gt;
 	[PERMITTED_JOB:GEM_CUTTER]&lt;br /&gt;
 	[PERMITTED_JOB:GEM_SETTER]&lt;br /&gt;
 	[PERMITTED_JOB:WOODCRAFTER]&lt;br /&gt;
 	[PERMITTED_JOB:STONECRAFTER]&lt;br /&gt;
 	[PERMITTED_JOB:LEATHERWORKER]&lt;br /&gt;
 	[PERMITTED_JOB:BONE_CARVER]&lt;br /&gt;
 	[PERMITTED_JOB:WEAVER]&lt;br /&gt;
 	[PERMITTED_JOB:CLOTHIER]&lt;br /&gt;
 	[PERMITTED_JOB:GLASSMAKER]&lt;br /&gt;
 	[PERMITTED_JOB:STRAND_EXTRACTOR]&lt;br /&gt;
 	[PERMITTED_JOB:FISHERMAN]&lt;br /&gt;
 	[PERMITTED_JOB:FISH_DISSECTOR]&lt;br /&gt;
 	[PERMITTED_JOB:FISH_CLEANER]&lt;br /&gt;
 	[PERMITTED_JOB:CHEESE_MAKER]&lt;br /&gt;
 	[PERMITTED_JOB:MILKER]&lt;br /&gt;
 	[PERMITTED_JOB:COOK]&lt;br /&gt;
 	[PERMITTED_JOB:THRESHER]&lt;br /&gt;
 	[PERMITTED_JOB:MILLER]&lt;br /&gt;
 	[PERMITTED_JOB:BUTCHER]&lt;br /&gt;
 	[PERMITTED_JOB:TANNER]&lt;br /&gt;
 	[PERMITTED_JOB:DYER]&lt;br /&gt;
 	[PERMITTED_JOB:PLANTER]&lt;br /&gt;
 	[PERMITTED_JOB:HERBALIST]&lt;br /&gt;
 	[PERMITTED_JOB:BREWER]&lt;br /&gt;
 	[PERMITTED_JOB:SOAP_MAKER]&lt;br /&gt;
 	[PERMITTED_JOB:POTASH_MAKER]&lt;br /&gt;
 	[PERMITTED_JOB:LYE_MAKER]&lt;br /&gt;
 	[PERMITTED_JOB:WOOD_BURNER]&lt;br /&gt;
 	[PERMITTED_JOB:MECHANIC]&lt;br /&gt;
 	[PERMITTED_JOB:SIEGE_ENGINEER]&lt;br /&gt;
 	[PERMITTED_JOB:SIEGE_OPERATOR]&lt;br /&gt;
 	[PERMITTED_JOB:PUMP_OPERATOR]&lt;br /&gt;
 	[PERMITTED_JOB:CLERK]&lt;br /&gt;
 	[PERMITTED_JOB:ADMINISTRATOR]&lt;br /&gt;
 	[PERMITTED_JOB:TRADER]&lt;br /&gt;
 	[PERMITTED_JOB:ARCHITECT]&lt;br /&gt;
 	[WORLD_CONSTRUCTION:TUNNEL]&lt;br /&gt;
 	[WORLD_CONSTRUCTION:BRIDGE]&lt;br /&gt;
 	[WORLD_CONSTRUCTION:ROAD]&lt;br /&gt;
 	[ETHIC:KILL_ENTITY_MEMBER:PUNISH_CAPITAL]&lt;br /&gt;
 	[ETHIC:KILL_NEUTRAL:ACCEPTABLE]&lt;br /&gt;
 	[ETHIC:KILL_ENEMY:ACCEPTABLE]&lt;br /&gt;
 	[ETHIC:KILL_ANIMAL:ACCEPTABLE]&lt;br /&gt;
 	[ETHIC:KILL_PLANT:ACCEPTABLE]&lt;br /&gt;
 	[ETHIC:TORTURE_AS_EXAMPLE:ACCEPTABLE]&lt;br /&gt;
 	[ETHIC:TORTURE_FOR_INFORMATION:ACCEPTABLE]&lt;br /&gt;
 	[ETHIC:TORTURE_FOR_FUN:PERSONAL_MATTER]&lt;br /&gt;
 	[ETHIC:TORTURE_ANIMALS:ACCEPTABLE]&lt;br /&gt;
 	[ETHIC:TREASON:PUNISH_CAPITAL]&lt;br /&gt;
 	[ETHIC:OATH_BREAKING:PUNISH_CAPITAL]&lt;br /&gt;
 	[ETHIC:LYING:PERSONAL_MATTER]&lt;br /&gt;
 	[ETHIC:VANDALISM:ACCEPTABLE]&lt;br /&gt;
 	[ETHIC:TRESPASSING:PUNISH_SERIOUS]&lt;br /&gt;
 	[ETHIC:THEFT:PUNISH_SERIOUS]&lt;br /&gt;
 	[ETHIC:ASSAULT:PUNISH_SERIOUS]&lt;br /&gt;
 	[ETHIC:SLAVERY:ACCEPTABLE]&lt;br /&gt;
 	[ETHIC:EAT_SAPIENT_OTHER:ACCEPTABLE]&lt;br /&gt;
 	[ETHIC:EAT_SAPIENT_KILL:ACCEPTABLE]&lt;br /&gt;
 	[ETHIC:MAKE_TROPHY_SAME_RACE:ACCEPTABLE]&lt;br /&gt;
 	[ETHIC:MAKE_TROPHY_SAPIENT:ACCEPTABLE]&lt;br /&gt;
 	[ETHIC:MAKE_TROPHY_ANIMAL:ACCEPTABLE]&lt;br /&gt;
 	[WILL_ACCEPT_TRIBUTE]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The fun part is that your dark dwarves will, thanks to the specified symbols, have some crazy names that you'd never see with regular dwarves (one of the fortresses it generated was called &amp;quot;Crowanus&amp;quot;, for example). If you dislike having bad language, just remove the [SELECT_SYMBOL:ALL:UNTOWARD].&lt;br /&gt;
&lt;br /&gt;
The main differences you'll see here compared to the dwarf entry is that they have different weapons, toys, instruments (thanks to their warlike nature, they build less of them) and [USE_EVIL_ANIMALS] is turned on: this will do nothing in dwarf fort mode but you'll see tamed trolls and ogres in their fortresses in adventurer mode. Many of their other tokens are changed as well, to make them more violent and evil. For example, they will eat their foes like elves do. Yum!&lt;br /&gt;
&lt;br /&gt;
Now, we need to build the DARK_DWARF creature. Create a new text file called 'creature_new.txt'. Immediately, add the following:&lt;br /&gt;
&lt;br /&gt;
 creature_new&lt;br /&gt;
 &lt;br /&gt;
 [OBJECT:CREATURE]&lt;br /&gt;
&lt;br /&gt;
That'll make this text file recognized as a creature file. Now, we simply add our dark_dwarf creature:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 [CREATURE:DARK_DWARF]&lt;br /&gt;
 	[NAME:dark dwarf:dark dwarves:dark dwarven]&lt;br /&gt;
 	[TILE:1][COLOR:3:0:0]&lt;br /&gt;
 	[GENPOWER:3]&lt;br /&gt;
 	[INTELLIGENT]&lt;br /&gt;
 	[TRANCES]&lt;br /&gt;
 	[EVIL]&lt;br /&gt;
 	[CANOPENDOORS]&lt;br /&gt;
 	[PREFSTRING:beards]&lt;br /&gt;
 	[PREFSTRING:violent tempers]&lt;br /&gt;
 	[PREFSTRING:sullying of the dead]&lt;br /&gt;
 	[BODY:HUMANOID:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:5FINGERS:5TOES:MOUTH]&lt;br /&gt;
 	[STOUT]&lt;br /&gt;
 	[MAXAGE:250:270]&lt;br /&gt;
 	[ATTACK:MAIN:BYTYPE:GRASP:punch:punches:1:2:BLUDGEON][ATTACKFLAG_WITH]&lt;br /&gt;
 	[ATTACK:SECOND:BYTYPE:MOUTH:bite:bites:1:1:GORE][ATTACKFLAG_CANLATCH]&lt;br /&gt;
 	[CHILD:12][BABY:1][MULTIPLE_LITTER_RARE]&lt;br /&gt;
 	[DAMBLOCK:1]&lt;br /&gt;
 	[FAT:3]&lt;br /&gt;
 	[SIZE:6]&lt;br /&gt;
 	[EQUIPS]&lt;br /&gt;
 	[CAVE_ADAPT]&lt;br /&gt;
 	[NOCTURNAL]&lt;br /&gt;
 	[CRAFTSMAN_NAME:craftsdwarf:craftsdwarves]&lt;br /&gt;
 	[FISHERMAN_NAME:fisherdwarf:fisherdwarves]&lt;br /&gt;
 	[HAMMERMAN_NAME:hammerdwarf:hammerdwarves]&lt;br /&gt;
 	[SPEARMAN_NAME:speardwarf:speardwarves]&lt;br /&gt;
 	[CROSSBOWMAN_NAME:marksdwarf:marksdwarves]&lt;br /&gt;
 	[AXEMAN_NAME:axedwarf:axedwarves]&lt;br /&gt;
 	[SWORDSMAN_NAME:swordsdwarf:swordsdwarves]&lt;br /&gt;
 	[MACEMAN_NAME:macedwarf:macedwarves]&lt;br /&gt;
 	[PIKEMAN_NAME:pikedwarf:pikedwarves]&lt;br /&gt;
 	[BOWMAN_NAME:bowdwarf:bowdwarves]&lt;br /&gt;
 	[SPEECH:dwarf.txt]&lt;br /&gt;
 	[STANDARD_FLESH]&lt;br /&gt;
 	[HOMEOTHERM:10067]&lt;br /&gt;
 	[LAYERING:50]&lt;br /&gt;
 	[SWIMS_LEARNED][SWIM_SPEED:2500]&lt;br /&gt;
 	[PERSONALITY:ANGER:25:75:100]&lt;br /&gt;
 	[PERSONALITY:IMMODERATION:0:75:100]&lt;br /&gt;
 	[PERSONALITY:EXCITEMENT_SEEKING:0:60:100]&lt;br /&gt;
 	[PERSONALITY:CHEERFULNESS:0:10:90]&lt;br /&gt;
 	[PERSONALITY:ALTRUISM:0:25:50]&lt;br /&gt;
 	[PERSONALITY:MODESTY:0:20:90]&lt;br /&gt;
 	[PERSONALITY:SYMPATHY:0:25:50]&lt;br /&gt;
 	[PERSONALITY:VULNERABILITY:0:25:100]&lt;br /&gt;
 	[PERSONALITY:STRAIGHTFORWARDNESS:25:65:100]&lt;br /&gt;
 	[PERSONALITY:SELF_DISCIPLINE:30:75:100]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This is largely a copy of the regular dwarves, but with several differences: [LIKES_FIGHTING] will give them happy thoughts when they have fought something, [NOCTURNAL] means they like nights rather than days, and [EVIL] means on the adventurer map their fortresses will tend to end up on evil tiles rather than good ones. Otherwise, they are exactly the same as regular dwarves. To make them extra evil, add [BONECARN] somewhere in there and they can eat bones (they'll actually haul them from your refuse pit to the dining table, yum), but will sometimes (though rarely) choke to death on them. Bear in mind that [BONECARN] implies [CARNIVORE], so they won't eat vegetables making the game much harder. Also, they do not require booze to stay happy (though will happily drink it anyway if they have to).&lt;br /&gt;
&lt;br /&gt;
There! That's all we need to do in order to add our civilization. Just create a new world and they'll be there: however, when you go to adventurer mode, all (or none) of your dwarf entries might be replaced with dark dwarves, so it's really a matter of luck. When you start a new fortress, there will be a 50-50 chance of playing either as dwarves or dark dwarves. The easiest way to tell if a civ is a dark dwarven is if the name is rather unpleasant. 'The Fortress of Rapes' for example would probably not be a standard dwarven one. Remove [CIV_CONTROLLABLE] from the standard dwarves if you only want to play as dark.&lt;br /&gt;
&lt;br /&gt;
== Example two: &amp;quot;Arachnid&amp;quot; playable creature ==&lt;br /&gt;
&lt;br /&gt;
This time, we're going to add a new playable creature to adventurer mode, but not playable in fortress mode. An 'arachnid' is a large, powerful, evil half-elf, half-spider (no copyright violations here!): they are too big to wear standard equipment and are quite nasty enough without it anyway. The downside to playing them is that since they do not form standard civilizations, you cannot start them at a specific location nor will they have any weapon, armor, or [[wrestling]] skills to start out.&lt;br /&gt;
&lt;br /&gt;
First off, we need to add a civilization entry in entity_default.txt. Open it up and add this to the top of the file:&lt;br /&gt;
&lt;br /&gt;
 [ENTITY:ARACHNIDS]&lt;br /&gt;
    [MOUNTAIN_SETTLEMENTS]&lt;br /&gt;
    [CREATURE:ARACHNID]&lt;br /&gt;
    [INDIV_CONTROLLABLE]&lt;br /&gt;
    [ADVENTURE_TIER:4]&lt;br /&gt;
Note: adventure_tier should be 5 if you also have the dark dwarves.&lt;br /&gt;
    [TRANSLATION:ELF]&lt;br /&gt;
    [BIOME_SUPPORT:ANY_WETLAND:2]&lt;br /&gt;
    [BIOME_SUPPORT:ANY_DESERT:3]&lt;br /&gt;
    [BIOME_SUPPORT:ANY_FOREST:1]&lt;br /&gt;
    [BIOME_SUPPORT:MOUNTAIN:4]&lt;br /&gt;
    [BIOME_SUPPORT:ANY_GRASSLAND:1]&lt;br /&gt;
    [BIOME_SUPPORT:ANY_SAVANNA:1]&lt;br /&gt;
    [BIOME_SUPPORT:ANY_SHRUBLAND:1]&lt;br /&gt;
    [BIOME_SUPPORT:ANY_RIVER:2]&lt;br /&gt;
    [START_BIOME:MOUNTAIN]&lt;br /&gt;
    [SELECT_SYMBOL:ALL:EVIL]&lt;br /&gt;
    [SELECT_SYMBOL:ALL:VIOLENT]&lt;br /&gt;
    [SELECT_SYMBOL:ALL:DEATH]&lt;br /&gt;
    [SELECT_SYMBOL:ALL:UNTOWARD]&lt;br /&gt;
    [CULL_SYMBOL:ALL:DOMESTIC]&lt;br /&gt;
    [CULL_SYMBOL:ALL:FLOWERY]&lt;br /&gt;
    [CULL_SYMBOL:ALL:HOLY]&lt;br /&gt;
    [CULL_SYMBOL:ALL:PEACE]&lt;br /&gt;
    [CULL_SYMBOL:ALL:NEGATOR]&lt;br /&gt;
    [CULL_SYMBOL:ALL:GOOD]&lt;br /&gt;
    [FRIENDLY_COLOR:7:0:0]&lt;br /&gt;
    [DEFAULT_SITE_TYPE:CAVE]&lt;br /&gt;
    [LIKES_SITE:CAVE]&lt;br /&gt;
    [TOLERATES_SITE:CAVE]&lt;br /&gt;
    [ACTIVE_SEASON:SPRING]&lt;br /&gt;
    [ACTIVE_SEASON:SUMMER]&lt;br /&gt;
    [ACTIVE_SEASON:AUTUMN]&lt;br /&gt;
    [ACTIVE_SEASON:WINTER]&lt;br /&gt;
    [MAX_STARTING_CIV_NUMBER:2]&lt;br /&gt;
    [START_GROUP_NUMBER:1]&lt;br /&gt;
    [MAX_POP_NUMBER:500]&lt;br /&gt;
    [MAX_SITE_POP_NUMBER:20]&lt;br /&gt;
    [ETHIC:KILL_ENTITY_MEMBER:ACCEPTABLE]&lt;br /&gt;
    [ETHIC:KILL_NEUTRAL:ACCEPTABLE]&lt;br /&gt;
    [ETHIC:KILL_ENEMY:ACCEPTABLE]&lt;br /&gt;
    [ETHIC:KILL_ANIMAL:ACCEPTABLE]&lt;br /&gt;
    [ETHIC:KILL_PLANT:ACCEPTABLE]&lt;br /&gt;
    [ETHIC:TORTURE_AS_EXAMPLE:ACCEPTABLE]&lt;br /&gt;
    [ETHIC:TORTURE_FOR_INFORMATION:ACCEPTABLE]&lt;br /&gt;
    [ETHIC:TORTURE_FOR_FUN:ACCEPTABLE]&lt;br /&gt;
    [ETHIC:TORTURE_ANIMALS:ACCEPTABLE]&lt;br /&gt;
    [ETHIC:TREASON:ACCEPTABLE]&lt;br /&gt;
    [ETHIC:OATH_BREAKING:ACCEPTABLE]&lt;br /&gt;
    [ETHIC:LYING:ACCEPTABLE]&lt;br /&gt;
    [ETHIC:VANDALISM:ACCEPTABLE]&lt;br /&gt;
    [ETHIC:TRESPASSING:NOT_APPLICABLE]&lt;br /&gt;
    [ETHIC:THEFT:NOT_APPLICABLE]&lt;br /&gt;
    [ETHIC:ASSAULT:ACCEPTABLE]&lt;br /&gt;
    [ETHIC:SLAVERY:UNTHINKABLE]&lt;br /&gt;
    [ETHIC:EAT_SAPIENT_OTHER:ACCEPTABLE]&lt;br /&gt;
    [ETHIC:EAT_SAPIENT_KILL:ACCEPTABLE]&lt;br /&gt;
    [ETHIC:MAKE_TROPHY_SAME_RACE:ACCEPTABLE]&lt;br /&gt;
    [ETHIC:MAKE_TROPHY_SAPIENT:ACCEPTABLE]&lt;br /&gt;
    [ETHIC:MAKE_TROPHY_ANIMAL:ACCEPTABLE]&lt;br /&gt;
&lt;br /&gt;
INDIV_CONTROLLABLE and ADVENTURE_TIER tokens allows us to use ARACHNID: PLAY NOW! in adventurer mode, which is exactly what we want. They'll be powerful enough to use without gear anyhow.&lt;br /&gt;
&lt;br /&gt;
Next, we open up creature_new.txt (if you haven't made one, check the above example) and add the new creature to it:&lt;br /&gt;
&lt;br /&gt;
 [CREATURE:ARACHNID]&lt;br /&gt;
    [NAME:arachnid:arachnids:arachnid]&lt;br /&gt;
    [TILE:'&amp;amp;'][COLOR:7:0:0]&lt;br /&gt;
    [MODVALUE:20][SEMIMEGABEAST]&lt;br /&gt;
    [INTELLIGENT][CANOPENDOORS]&lt;br /&gt;
    [LARGE_CHASM][FREQUENCY:1][DIFFICULTY:4]&lt;br /&gt;
    [SPEED:700]&lt;br /&gt;
    [STOUT]&lt;br /&gt;
    [EXTRACT:arachnid venom:7:0:0]&lt;br /&gt;
    [EXTRACT_VALUE:500]&lt;br /&gt;
    [EXTRACT_PARALYZE][NATURAL][PET_EXOTIC]&lt;br /&gt;
    [EXTRACT_ANTIDOTE:arachnid antivenin:7:0:0:100]&lt;br /&gt;
    [WEBIMMUNE][AMBUSHPREDATOR][PARALYZEIMMUNE]&lt;br /&gt;
    [GENPOWER:4]&lt;br /&gt;
    [BLOODTYPE:W][CHITIN]&lt;br /&gt;
    [PETVALUE:2500]&lt;br /&gt;
    [GRASSTRAMPLE:10]&lt;br /&gt;
    [CARNIVORE][BONECARN]&lt;br /&gt;
    [EXTRAVISION][NOSTUN][NOEXERT][NOFEAR]&lt;br /&gt;
    [BUILDINGDESTROYER:1]&lt;br /&gt;
    [PREFSTRING:terrifying presence]&lt;br /&gt;
    [PREFSTRING:fearsome venom]&lt;br /&gt;
    [BODY:ARACHNOBODY:8EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:MOUTH:5FINGERS]&lt;br /&gt;
    [SIZE:15]&lt;br /&gt;
    [MAXAGE:20:30]&lt;br /&gt;
    [ATTACK:MAIN:BYTYPE:MOUTH:bite:bites:1:6:GORE][SPECIALATTACK_INJECT_EXTRACT:50:100]&lt;br /&gt;
    [ATTACK:SECOND:BYTYPE:GRASP:punch:punches:1:2:BLUDGEON][ATTACKFLAG_WITH]&lt;br /&gt;
    [FAT:2]&lt;br /&gt;
    [CHILD:30][BABY:1][MULTIPLE_LITTER_RARE]&lt;br /&gt;
    [DAMBLOCK:10]&lt;br /&gt;
    [ALL_ACTIVE][CAVE_ADAPT]&lt;br /&gt;
    [STANDARD_FLESH]&lt;br /&gt;
    [HOMEOTHERM:10067]&lt;br /&gt;
    [LAYERING:50]&lt;br /&gt;
    [SWIMS_LEARNED][SWIM_SPEED:2500]&lt;br /&gt;
    [MUNDANE]&lt;br /&gt;
&lt;br /&gt;
Now, what does this all mean, exactly? Well, compared to dwarves they are big, bad, as fast as elves, as sturdy as dwarves (hard to knock over), they have white blood, can eat bones, are immune to fear, stun, and never get tired, see twice as far, and are almost totally immune to most small-damage attacks. In addition I copied the giant cave spider paralyzing bite attack, so when you bite and hit, you'll sometimes inject a paralyzing poison fairly often that'll knock your prey unconscious in a few combat rounds. Not only is the bite very damaging, but you can even knock out creatures like ettins or giants and rip them up as they sleep at your leisure. &lt;br /&gt;
&lt;br /&gt;
However, we're not done yet. Notice the BODY: token has a few tidbits that we need to take a closer look at- 'ARACHNOBODY' and '8EYES' in particular. These are new to our species and we need to add them. So, close that and open up body_default.txt, or create your own body_something.txt file. Add the following to the bottom: &lt;br /&gt;
&lt;br /&gt;
 [BODY:ARACHNOBODY]&lt;br /&gt;
 [BP:UB:upper body][UPPERBODY]&lt;br /&gt;
 [BP:LB:abdomen][CON:UB][LOWERBODY]&lt;br /&gt;
 [BP:HD:head][CON:UB][HEAD]&lt;br /&gt;
 [BP:RUA:right upper arm][CON:LB][LIMB][RIGHT]&lt;br /&gt;
 [BP:LUA:left upper arm][CON:LB][LIMB][LEFT]&lt;br /&gt;
 [BP:RLA:right lower arm][CON:RUA][LIMB][RIGHT]&lt;br /&gt;
 [BP:LLA:left lower arm][CON:LUA][LIMB][LEFT]&lt;br /&gt;
 [BP:RH:right hand][CON:RLA][GRASP][RIGHT]&lt;br /&gt;
 [BP:LH:left hand][CON:LLA][GRASP][LEFT]&lt;br /&gt;
 [BP:RA1:right first leg][CON:LB][LIMB][RIGHT]&lt;br /&gt;
 [BP:LA1:left first leg][CON:LB][LIMB][LEFT]&lt;br /&gt;
 [BP:RF1:right first claw][CON:RA1][STANCE][RIGHT]&lt;br /&gt;
 [BP:LF1:left first claw][CON:LA1][STANCE][LEFT]&lt;br /&gt;
 [BP:RA2:right second leg][CON:LB][LIMB][RIGHT]&lt;br /&gt;
 [BP:LA2:left second leg][CON:LB][LIMB][LEFT]&lt;br /&gt;
 [BP:RF2:right second claw][CON:RA2][STANCE][RIGHT]&lt;br /&gt;
 [BP:LF2:left second claw][CON:LA2][STANCE][LEFT]&lt;br /&gt;
 [BP:RA3:right third leg][CON:LB][LIMB][RIGHT]&lt;br /&gt;
 [BP:LA3:left third leg][CON:LB][LIMB][LEFT]&lt;br /&gt;
 [BP:RF3:right third claw][CON:RA3][STANCE][RIGHT]&lt;br /&gt;
 [BP:LF3:left third claw][CON:LA3][STANCE][LEFT]&lt;br /&gt;
 [BP:RA4:right fourth leg][CON:LB][LIMB][RIGHT]&lt;br /&gt;
 [BP:LA4:left fourth leg][CON:LB][LIMB][LEFT]&lt;br /&gt;
 [BP:RF4:right fourth claw][CON:RA4][STANCE][RIGHT]&lt;br /&gt;
 [BP:LF4:left fourth claw][CON:LA4][STANCE][LEFT]&lt;br /&gt;
&lt;br /&gt;
 [BODY:8EYES]&lt;br /&gt;
 [BP:REYE:first eye][CONTYPE:HEAD][SIGHT][EMBEDDED][SMALL][RIGHT]&lt;br /&gt;
 [BP:REYE:second eye][CONTYPE:HEAD][SIGHT][EMBEDDED][SMALL][RIGHT]&lt;br /&gt;
 [BP:REYE:third eye][CONTYPE:HEAD][SIGHT][EMBEDDED][SMALL]&lt;br /&gt;
 [BP:REYE:fourth eye][CONTYPE:HEAD][SIGHT][EMBEDDED][SMALL]&lt;br /&gt;
 [BP:REYE:fifth eye][CONTYPE:HEAD][SIGHT][EMBEDDED][SMALL]&lt;br /&gt;
 [BP:REYE:sixth eye][CONTYPE:HEAD][SIGHT][EMBEDDED][SMALL]&lt;br /&gt;
 [BP:REYE:seventh eye][CONTYPE:HEAD][SIGHT][EMBEDDED][SMALL][LEFT]&lt;br /&gt;
 [BP:LEYE:eighth eye][CONTYPE:HEAD][SIGHT][EMBEDDED][SMALL][LEFT]&lt;br /&gt;
&lt;br /&gt;
Voila! Now you have your complete arachnid. They are very fun to play in adventurer mode, yet still a challenge. You can tear through unarmed civilians like a knife through butter, armed soldiers pose a minor challenge (much bigger if you are getting ganged up on), elite spearmen are devastating, and archers still rip you to shreds unless you close in on them quickly and poison them. However, thanks to your multiple eyes and legs you can take quite a few direct hits and still keep going (I once had an arrow smash straight through my head, taking out 5 eyes and wounding the throat, brains, and both ears, and survived the encounter). &lt;br /&gt;
&lt;br /&gt;
In any case, you're now done! Create a new world and you will now be able to use arachnids as a playable creature in adventurer mode.&lt;br /&gt;
&lt;br /&gt;
Written by Teldin.&lt;br /&gt;
&lt;br /&gt;
= Modbase =&lt;br /&gt;
&lt;br /&gt;
Modbase is a great tool made by Sean Mirrsen which allows you to freely swap mods and tweak game settings.&lt;br /&gt;
[http://www.bay12games.com/forum/index.php?topic=18623.0 Get it now!]&lt;br /&gt;
For version 0.38c.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Adeptable</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Modding_guide&amp;diff=30438</id>
		<title>40d:Modding guide</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Modding_guide&amp;diff=30438"/>
		<updated>2009-03-19T01:37:45Z</updated>

		<summary type="html">&lt;p&gt;Adeptable: grammar&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is intended to be an easy guide for general newbies on how to both edit and add civilizations, creatures, objects, and so on in Dwarf Fortress, both [[Adventure_Mode|adventurer]] and [[Dwarf_Fortress_Mode|fortress]] modes, without breaking anything too much. Generally breaking stuff is fine! Just always back up your work &amp;amp; the originals, and be patient at having to [[World_Generation|generate new worlds]] over and over. &lt;br /&gt;
&lt;br /&gt;
This guide was edited for version 0.27.176.39c and may not be accurate for later versions, particularly the examples.&lt;br /&gt;
&lt;br /&gt;
= Modding Guide =&lt;br /&gt;
&lt;br /&gt;
== Basics of DF modding ==&lt;br /&gt;
&lt;br /&gt;
All of the data you can edit are stored in the \raw\ folder wherever you saved your DF executable. The raw folder contains two subfolders: graphics (where you insert [[Object_Tilesets|graphic packs]] to make custom tiles), and objects, which contains all the data for generally everything in the game that is not hardcoded. Quite a lot is not hardcoded, so you can edit a wide variety of things in the game. &lt;br /&gt;
&lt;br /&gt;
Editing the [[Raw file|raw text files]] is easy and simple. When you go into the \raw\objects folder you will see a wide variety of text files. When you are modding your game, you can either change existing files or add your own. I personally find it easier just to edit the existing ones in a new \DF\ game folder. When you are changing a token you can simply change the values - these are the numbers/strings after the : in a token entry. For example, [CREATURE:DWARF] is a token in the entity text file, which determines what creatures are used for dwarven civilizations. Simply open the text file, edit what you want, save and close, and generate a new world after you're done editing what you want.&lt;br /&gt;
&lt;br /&gt;
Essentially, everything that can be modded uses text files to determine how they interact with the world or with other objects. With a bit of know-how you can tinker with just about everything. &lt;br /&gt;
&lt;br /&gt;
Every text file uses what are called &amp;quot;tokens&amp;quot;, also called &amp;quot;flags&amp;quot;. They are essentially attributes that you can add or remove or edit for any particular object in the game, that change the way the object works or acts. Most of the actual effects are hardcoded: for example, giving a creature such as a moose the [EVIL] creature token will make it only appear in evil maps, or giving it [BONECARN] will make it chow down on bones.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A few key things to remember when modding the text files:&lt;br /&gt;
&lt;br /&gt;
* Always back up the default text files you plan on editing. This way, if your game crashes (due to say, a typo that you can't find) you can simply copy-paste it back in for a 'vanilla' DF.&lt;br /&gt;
* You do not need to delete old saves; simply create a new world using your modded files and things should run just fine. Just don't try to play a &amp;quot;non-modded&amp;quot; world with modded files! Should you desire to go back to your old sites, just make sure you revert to the raw files used for the creation of that world. &lt;br /&gt;
* In general it's better to make whole new text files for new stuff you're adding rather than editing the existing ones by tagging them onto the bottom. This allows you to keep track of them easier and keeps them all in one place so there's less messing about with tons of files.&lt;br /&gt;
* The absolute easiest way to add an entirely new creature/entity/etc is to simply copy-paste an existing one and rename it, then edit the various tokens appropriately.&lt;br /&gt;
&lt;br /&gt;
In addition, if you ''rename'' the any of the \raw\ files themselves (such as 'creature_insects.txt' to 'creature_bugs.txt'), you must find the same filename in the \data\objects\ folder and delete it. This is required because once the world is generated it creates the new files and saves them for use next time the world is needed; without deleting the file you will get duplication errors. This is not necessary if you just don't change any of the filenames.&lt;br /&gt;
&lt;br /&gt;
== Modding the civilizations ==&lt;br /&gt;
&lt;br /&gt;
The civilization entries are stored in entity_default.txt. They are quite simple files that are in the following format:&lt;br /&gt;
&lt;br /&gt;
 [ENTITY:ENTITYNAME]&lt;br /&gt;
     [CREATURE:CREATURETYPE]&lt;br /&gt;
     [TRANSLATION:LANGUAGETYPE]&lt;br /&gt;
     [BIOME_SUPPORT:BIOMETOKEN:FREQENCY]&lt;br /&gt;
     ...[OTHER TAGS]...&lt;br /&gt;
&lt;br /&gt;
At the top of the file you'll see an 'entity_default' all by itself, that must be at the top of the file only. All game files require those markers at the top. If you're creating a new civilization in its own text file, be sure to add entity_default, and [OBJECT:ENTITY] at the top of the file.&lt;br /&gt;
&lt;br /&gt;
Now what do these tokens mean, exactly? For one, where the tags are located don't generally matter quite a lot. You can add them in any order as long as they're underneath the &amp;quot;[ENTITY:]&amp;quot; token, which is the 'header' of the civilization and lets the game know that everything underneath deals with that civ. The entity token can be anything as long as it's not the same as another one.&lt;br /&gt;
&lt;br /&gt;
'[CREATURE:]' links the civilization with a certain creature defined in a different file. This is the creature you play in adventurer or fortress mode, or that wanders around their towns when you explore them. For example, if you wanted to do something silly you could switch the &amp;quot;DWARF&amp;quot; entry in entity_default.txt with &amp;quot;ELF&amp;quot; and you would be marching elves around in fortress mode, though they would still use dwarven technology and language and names and so forth.&lt;br /&gt;
&lt;br /&gt;
'[TRANSLATION:]' connects the civ to a specific language file that determines things like their natural (untranslated) creature first + last names and city names. The valid ones are HUMAN, DWARF, ELF, and GOBLIN.&lt;br /&gt;
&lt;br /&gt;
'[BIOME_SUPPORT:]' defines biomes that civs will appear in. The 'FREQUENCY' value determines the likelyhood of them appearing there: generally 1 for not very often, up to 3 for very often (ie. dwarves in mountains).&lt;br /&gt;
&lt;br /&gt;
You can find many details about the rest of the civilization tokens [[Entity_Tokens|here]]. The important ones are the CIV_CONTROLLABLE token, which lets you control the civ in dwarf fortress mode and the INDIV_CONTROLLABLE and ADVENTURE_TIER tokens which lets you play the civ in adventure mode via the PLAY NOW! command. Remember that ADVENTURE_TIER must be in order, so if you are adding a new playable race you must put it above dwarves and set its tier 1 higher (4).&lt;br /&gt;
&lt;br /&gt;
If you have more than one civ with the [CIV_CONTROLLABLE] token, groups belonging to that civ will appear in the group selection section on the embark screen, although it is not immediately obvious what species each group may be. While this can be determined from legends mode, experimentation suggests that the topmost species in the 'neighbors' section of the embark screen is the same as the currently selected species: If your group is dwarven, dwarves will be topmost, whilst (say) elves will be topmost if your chosen group is elven. By default, the game seems to choose a group (and therefore a species if there is more than one) at random. &lt;br /&gt;
&lt;br /&gt;
Any token that has to deal with weapons, armor, clothing, etc. are all the items that the civ can build, not necessarily the ones they can wear. For example, you could create a species with no clothes specified, but then rob a clothes shop in adventurer mode and wear everything you want, or give them weapons that are too large to wield and they could sell them, but not use them. &lt;br /&gt;
&lt;br /&gt;
[SELECT_SYMBOL:] and [CULL_SYMBOL:ALL:] are the words that can be randomly generated in names, civs, cities, artifacts, engravings, etc. &amp;quot;SELECT_SYMBOL&amp;quot; means that the civ is far more likely to use those, and CULL_SYMBOL means they never will. You can find a list of every symbol type [[Language|here]]. SUBSELECT_SYMBOL:WAR/BATTLE/SIEGE just determines which language token to use when they begin wars, battles, or sieges in legends mode, ie. 'The Conflict of Craziness' or 'The Siege of Assaults'. All have these as 'violence' by default but they can be changed to any other token.&lt;br /&gt;
&lt;br /&gt;
'SELECT:SYMBOL:ROAD/TUNNEL/BRIDGE/WALL'  use the special language tokens NAME_ROAD, NAME_TUNNEL, etc. and determines what the civ names their structures. 'SELECT_SYMBOL:REMAINING': are the standard tokens used for the species language.&lt;br /&gt;
&lt;br /&gt;
An easy method of creating a civilization is just to copy-paste a similar one to the bottom of the entity_default.txt file and edit things to your liking. Remember to always change the civ's ENTITY: name! This name can be anything as long as it's not already existing.&lt;br /&gt;
&lt;br /&gt;
There are many tokens to play with in the entity file, most of which do something interesting. It's best to simply look through the entity tokens list and figure out for yourself what you want to do with them. The ones of interest are:&lt;br /&gt;
&lt;br /&gt;
* [SIEGER] [BABYSNATCHER] [NUISANCE] These determine what the civ does in relation to other civs. Babysnatchers periodically swipe infants from nearby civs and have them grow up in their own civ (if kidnapped/brainwashed infants grow up and have children, their last names will use their capturer's language files: ie. you will have evil dwarves with the name Urist Deathghouls in a goblin fortress).&lt;br /&gt;
&lt;br /&gt;
* [AT_PEACE_WITH_WILDLIFE] This token, currently set only on elves, will mean they will not attack wild animals and animals will not attack them. This ALSO means that if you bring an elf or two along with you in adventurer mode, don't expect them to help you if you get attacked by cougars!&lt;br /&gt;
&lt;br /&gt;
* [RELIGION_SPHERE] This determines what religious deities will have as spheres when the civilization is generated, along with their subspheres. With a SPHERE_ALIGNMENT set you can also make one more likely than others; ie. Elves have trees, plants, and animals set very high so they are likely to get those more often with their deities. &lt;br /&gt;
&lt;br /&gt;
* With [DEFAULT_SITE], LIKES_, and TOLERATES_ you can decide where the species will live. DEFAULT_SITE is their home cities and will usually cluster there in large groups. If a civ conquers another and they do not at least tolerate the enemy's home type they will simply destroy it instead of moving in (sometimes they will destroy it anyway).&lt;br /&gt;
&lt;br /&gt;
* [ETHIC:] tokens determine how the species behaves when it comes to certain unpleasant acts. This also determines what reasons the civ will use when going to war: if a nearby civ has something set ACCEPTABLE that they consider UNTHINKABLE, then it is likely they will go to war over it. It also determines a few other things, like what happens to dead foes: Elves have '[ETHIC:EAT_SAPIENT_KILL:ACCEPTABLE]' for example. Goblins defacing their enemies (ie. hanging, stuck on pikes) is [ABUSE_BODIES], as well as ETHIC:MAKE_TROPHY_ tokens set ACCEPTABLE.&lt;br /&gt;
&lt;br /&gt;
== Modding the creatures ==&lt;br /&gt;
&lt;br /&gt;
Creature modding is great fun. Essentially you can change nearly any aspect of a creature or completely make your own from scratch. You can either add a new creature to the bottom of an existing creature_thing.txt file or make your own file; just be sure to add the name of the file (without the txt) to the top of it. For example, I tend to use a 'creature_newbies.txt' file myself.&lt;br /&gt;
&lt;br /&gt;
Modding creatures is exactly similar to modding civs: just a matter of editing, adding, or removing tokens, enclosed in square brackets underneath the creature's [CREATURE:] header. The creature entries contain all the information about each specific creature in the game, from animals to dwarves to goblins to even caravan wagons. Much of the data of a creature is quite self-explanatory; you can find a list of every creature token [[Creature_Tokens|here]].&lt;br /&gt;
&lt;br /&gt;
There're some tokens which use temperature values. Dwarf Fortress has it's own temperature scale for this. [[Temperature scale|DF temperature scale]].&lt;br /&gt;
&lt;br /&gt;
Note: If you add a butcherable creature to the game such as a domestic animal, people will automatically wander around wearing its fur or skin as leather items when you are in the game, assuming the creature comes from the civ's biome (natural area). So don't be surprised to see 'duck leather armor' or something if you add ducks. Also note if you add a species that has a naturally high body temperature (magma snakes for example) and set it butcherable, people will automatically be generated wearing their skins.. and then since the skins have a naturally high temperature too they tend to burst into flame immediately because they were wearing a +magma snake leather sock+. Woops.&lt;br /&gt;
&lt;br /&gt;
You'll notice many of the creature entries have tokens that other ones don't have. If a token is not present it's considered &amp;quot;default&amp;quot;, though sometimes the default can be hard to figure out. All of the creatures referenced in the entity files are present in creature_standard.txt and require certain other tokens that non-entity creatures do not need, such as [INTELLIGENT] and [CANOPENDOORS].&lt;br /&gt;
&lt;br /&gt;
For example, if you wanted to allow your dwarves to eat bones from the refuse stockpile (ew), you would open up creature_standard.txt, add [BONECARN] somewhere in the CREATURE_DWARF: entry at the top, and then save and close it, then generate a new world. Bon appetit!  *Notice that this has the unfortunate side effect of making them unable to eat plants.*&lt;br /&gt;
&lt;br /&gt;
[http://www.dwarffortresswiki.net/index.php/User:Deon#How_to How to add a new creature.]&lt;br /&gt;
&lt;br /&gt;
== Modding items ==&lt;br /&gt;
&lt;br /&gt;
Items come in several flavors: 'crafted' items, and 'natural' items. Both are the same in most ways, but are stored in different places: most crafted item data are stored in the item_blah.txt files (such as item_armor.txt), while things like plants, gems, food, and ore are stored in &amp;quot;matgloss&amp;quot; files, ie. matgloss_plant.txt. Both are easily editable just like a creature or civ, but the problem is that there is no definitive list of what most of the tokens for these quite do yet. In any case they are usually pretty self-explanatory and you can guess what they do by checking out similar entries.&lt;br /&gt;
&lt;br /&gt;
For example, let's look at the entry for, of course, the thong:&lt;br /&gt;
&lt;br /&gt;
[ITEM_PANTS:ITEM_PANTS_THONG]&lt;br /&gt;
[NAME:thong:thongs]&lt;br /&gt;
[WEIGHT:10]&lt;br /&gt;
[VALUE:10]&lt;br /&gt;
[BLOCKPOWER:5]&lt;br /&gt;
[LAYER:UNDER]&lt;br /&gt;
[COVERAGE:25]&lt;br /&gt;
[LAYER_SIZE:10]&lt;br /&gt;
[LAYER_PERMIT:30]&lt;br /&gt;
[MATERIAL_SIZE:1]&lt;br /&gt;
[SOFT]&lt;br /&gt;
[LEATHER]&lt;br /&gt;
&lt;br /&gt;
Most of these are pretty obvious if one compares them to the other entries. Now, if you wanted to mod these to turn them into metal thongs (ouch!), you would simply have to add [METAL] to it somewhere, and probably [HARD] instead of [SOFT]. Simple! &lt;br /&gt;
&lt;br /&gt;
Weapons work largely the same way; but remember that in order to actually use any of these things you'd have to add the ITEM_THING item flag to the civilization's 'useable items' list in entity_default.txt. For example, if you're fond of Scots and decided to make a 'claymore' sword that's even bigger than the two-hander already in the files. It might look like this:&lt;br /&gt;
&lt;br /&gt;
 [ITEM_WEAPON:ITEM_WEAPON_SWORD_CLAYMORE]&lt;br /&gt;
 [NAME:claymore sword:claymore swords]&lt;br /&gt;
 [DAMAGE:160:SLASH]&lt;br /&gt;
 [WEIGHT:120]&lt;br /&gt;
 [SKILL:SWORD]&lt;br /&gt;
 [CRIT_BOOST:1]&lt;br /&gt;
 [TWO_HANDED:0]&lt;br /&gt;
 [MINIMUM_SIZE:7]&lt;br /&gt;
 [MATERIAL_SIZE:5]&lt;br /&gt;
&lt;br /&gt;
Tada! Yes, it's that easy. Then you just add it to the civ entry so a civilization can actually use and craft it, and it's done. &lt;br /&gt;
&lt;br /&gt;
== Modding language files ==&lt;br /&gt;
&lt;br /&gt;
Let's say you added a whole new species. Sure, you could just swipe one of the existing translation files and steal their language for your species, but that's the lazy way! If you want to create a whole new language, it's very simple.&lt;br /&gt;
&lt;br /&gt;
First, you'd need a whole new language_RACE file, such as language_LIZARDMAN.txt, along with &amp;quot;language_LIZARDMAN&amp;quot; at the top of the file proceeded by [OBJECT:LANGUAGE] and [TRANSLATION:LIZARDMAN]. After that, it's just a matter of copy-pasting one of the existing language lists and editing the finished 'translated' word. That's it! Then just add the translation link to your civ in entity_default.txt and it'll be added to the game on worldgen. &lt;br /&gt;
&lt;br /&gt;
== Modding body parts ==&lt;br /&gt;
&lt;br /&gt;
Imagine you have this fantastic idea for a multi-tentacled winged spider-monster. Sounds great! But in order to make this a reality you may need to create a new set of body parts for it. That's no problem! Making body parts is easy, though it may look complicated at first. &lt;br /&gt;
&lt;br /&gt;
All body definitions are located in body_default.txt and then linked to a creature in the creature's entry. For example, the dwarf creature has: [BODY:HUMANOID:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:5FINGERS:5TOES:MOUTH]. All of these are seperate bodypart definitions in body_default.txt. You can mix and match them in the creature entry and it makes no difference, as long as they're there: each bodypart will link itself to the appropriate connection automatically when the creature is first created. This means that if you don't add the appropriate bodyparts, hilarious things can happen: if you forget to add a throat or lungs your new creature will suffocate after taking a few steps (unless you make it a nonbreather). &lt;br /&gt;
&lt;br /&gt;
Body parts work by sections: you can add as many sections as you want to a bodypart definition, but generally you should keep it fairly low for ease of use. Each body section entry is in the very simple format:&lt;br /&gt;
&lt;br /&gt;
 [BODY:BODYNAME]&lt;br /&gt;
 [BP:ID:name][TOKENSGOHERE]&lt;br /&gt;
&lt;br /&gt;
You can add as many sub-parts as you want to an overall section. The most important tokens are 'CONTYPE' and 'CON': CONTYPE means the bodypart in question is connected to a certain *type* of bodypart, while CON means it's connected to a *specific* one. Let's break down a few entries:&lt;br /&gt;
&lt;br /&gt;
 [BODY:BASIC_HEAD]&lt;br /&gt;
 [BP:HD:head][CONTYPE:UPPERBODY][HEAD]&lt;br /&gt;
&lt;br /&gt;
This is a very simple one: a head. It connects directly to an upper body. All the stuff inside the head are seperate entries that call up the head as a different contype in turn:&lt;br /&gt;
&lt;br /&gt;
 [BODY:THROAT]&lt;br /&gt;
 [BP:THROAT:throat][CONTYPE:HEAD][THROAT][EMBEDDED][SMALL]&lt;br /&gt;
&lt;br /&gt;
The foot bone's connected to the ankle bone..&lt;br /&gt;
&lt;br /&gt;
If you wanted someone to be able to break someone else's throat (like breaking a joint) and suffocate them, just add the [JOINT], [BREATHE], and possibly [NERVOUS] to the throat object's tokens.&lt;br /&gt;
&lt;br /&gt;
A 'BODYGLOSS', which you can sometimes find in the creature entries, are simply replacement words for certain defined words in a creature. For example, you'll find the bodygloss [BODYGLOSS:CLAW_HAND:hand:claw] in the body_default.txt, and then you can use this in a creature with '[BODYGLOSS:CLAW_HAND]' and it will replace all instances of &amp;quot;hand&amp;quot; with &amp;quot;claw&amp;quot; in that creature. For all intent and purpose the body part will still function as the proper part, though.&lt;br /&gt;
&lt;br /&gt;
Note that only creatures with the [EQUIPS] token (and possibly [INTELLIGENT]) and a civ that can create clothes/armor/weapons will be able to actually wear stuff. Also, if the creature size is too large for the clothes they will also not be able to wear it.&lt;br /&gt;
&lt;br /&gt;
== Example one: dark dwarves ==&lt;br /&gt;
&lt;br /&gt;
These examples will go over the details for creating several new things as well as editing some old ones.&lt;br /&gt;
&lt;br /&gt;
Remember: Do NOT load an old save after genning a new world with different raws. It's much safer to simply delete all your old saves after you've modded things, or simply copy-and-paste a fresh version of DF into a new folder. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
First, we're going to create a new, evil civilization of dwarves called, unsurprisingly, dark dwarves. This will be quite easy, though with a few fundamental differences. Mainly, that dark dwarves are evil and more warlike than regular dwarves.&lt;br /&gt;
&lt;br /&gt;
Now, open up entity_default.txt. All your species civilizations will be in there. We're going to make a whole new one for our dark dwarves. In many ways it'll be a simple copy-paste job of regular dwarves, then tweaking some things.&lt;br /&gt;
&lt;br /&gt;
Add this to the TOP of the entity_default file, before the dwarf entry:&lt;br /&gt;
&lt;br /&gt;
 [ENTITY:DARK_DWARF]&lt;br /&gt;
 	[CIV_CONTROLLABLE]&lt;br /&gt;
 	[CREATURE:DARK_DWARF]&lt;br /&gt;
 	[TRANSLATION:DWARF]&lt;br /&gt;
 	[DIGGER:ITEM_WEAPON_PICK]&lt;br /&gt;
 	[WEAPON:ITEM_WEAPON_AXE_BATTLE]&lt;br /&gt;
    	[WEAPON:ITEM_WEAPON_WHIP]&lt;br /&gt;
 	[WEAPON:ITEM_WEAPON_FLAIL]&lt;br /&gt;
 	[WEAPON:ITEM_WEAPON_SCOURGE]&lt;br /&gt;
 	[WEAPON:ITEM_WEAPON_DAGGER_LARGE]&lt;br /&gt;
 	[WEAPON:ITEM_WEAPON_MACE]&lt;br /&gt;
 	[WEAPON:ITEM_WEAPON_SWORD_SHORT]&lt;br /&gt;
 	[WEAPON:ITEM_WEAPON_SCIMITAR]&lt;br /&gt;
 	[WEAPON:ITEM_WEAPON_CROSSBOW]&lt;br /&gt;
 	[AMMO:ITEM_AMMO_BOLTS]&lt;br /&gt;
 	[ARMOR:ITEM_ARMOR_PLATEMAIL:COMMON]&lt;br /&gt;
 	[ARMOR:ITEM_ARMOR_CHAINMAIL:COMMON]&lt;br /&gt;
 	[ARMOR:ITEM_ARMOR_LEATHER:COMMON]&lt;br /&gt;
 	[ARMOR:ITEM_ARMOR_COAT:COMMON]&lt;br /&gt;
 	[ARMOR:ITEM_ARMOR_SHIRT:COMMON]&lt;br /&gt;
 	[ARMOR:ITEM_ARMOR_CLOAK:COMMON]&lt;br /&gt;
 	[ARMOR:ITEM_ARMOR_TOGA:UNCOMMON]&lt;br /&gt;
 	[ARMOR:ITEM_ARMOR_VEST:COMMON]&lt;br /&gt;
 	[ARMOR:ITEM_ARMOR_DRESS:COMMON]&lt;br /&gt;
 	[ARMOR:ITEM_ARMOR_ROBE:COMMON]&lt;br /&gt;
 	[HELM:ITEM_HELM_HELM:COMMON]&lt;br /&gt;
 	[HELM:ITEM_HELM_HOOD:COMMON]&lt;br /&gt;
 	[GLOVES:ITEM_GLOVES_GAUNTLETS:COMMON]&lt;br /&gt;
 	[GLOVES:ITEM_GLOVES_GLOVES:COMMON]&lt;br /&gt;
 	[SHOES:ITEM_SHOES_SHOES:COMMON]&lt;br /&gt;
 	[SHOES:ITEM_SHOES_BOOTS:COMMON]&lt;br /&gt;
 	[SHOES:ITEM_SHOES_BOOTS_LOW:COMMON]&lt;br /&gt;
 	[PANTS:ITEM_PANTS_PANTS:COMMON]&lt;br /&gt;
 	[PANTS:ITEM_PANTS_GREAVES:COMMON]&lt;br /&gt;
 	[PANTS:ITEM_PANTS_LEGGINGS:COMMON]&lt;br /&gt;
 	[SHIELD:ITEM_SHIELD_SHIELD]&lt;br /&gt;
 	[SHIELD:ITEM_SHIELD_BUCKLER]&lt;br /&gt;
 	[SIEGEAMMO:ITEM_SIEGEAMMO_BALLISTA]&lt;br /&gt;
 	[TRAPCOMP:ITEM_TRAPCOMP_GIANTAXEBLADE]&lt;br /&gt;
 	[TRAPCOMP:ITEM_TRAPCOMP_ENORMOUSCORKSCREW]&lt;br /&gt;
 	[TRAPCOMP:ITEM_TRAPCOMP_SPIKEDBALL]&lt;br /&gt;
 	[TRAPCOMP:ITEM_TRAPCOMP_LARGESERRATEDDISC]&lt;br /&gt;
 	[TOY:ITEM_TOY_HAMMER]&lt;br /&gt;
 	[TOY:ITEM_TOY_AXE]&lt;br /&gt;
 	[TOY:ITEM_TOY_MINIFORGE]&lt;br /&gt;
 	[INSTRUMENT:ITEM_INSTRUMENT_TRUMPET]&lt;br /&gt;
 	[INSTRUMENT:ITEM_INSTRUMENT_DRUM]&lt;br /&gt;
 	[CLOTHING]&lt;br /&gt;
 	[SUBTERRANEAN_CLOTHING]&lt;br /&gt;
 	[CURRENCY_BY_YEAR]&lt;br /&gt;
 	[CURRENCY:COPPER:1]&lt;br /&gt;
 	[CURRENCY:SILVER:5]&lt;br /&gt;
 	[CURRENCY:GOLD:15]&lt;br /&gt;
 	[SELECT_SYMBOL:WAR:NAME_WAR]&lt;br /&gt;
 	[SUBSELECT_SYMBOL:WAR:VIOLENT]&lt;br /&gt;
 	[SELECT_SYMBOL:BATTLE:NAME_BATTLE]&lt;br /&gt;
 	[SUBSELECT_SYMBOL:BATTLE:VIOLENT]&lt;br /&gt;
 	[SELECT_SYMBOL:SIEGE:NAME_SIEGE]&lt;br /&gt;
 	[SUBSELECT_SYMBOL:SIEGE:VIOLENT]&lt;br /&gt;
 	[SELECT_SYMBOL:ROAD:NAME_ROAD]&lt;br /&gt;
 	[SELECT_SYMBOL:TUNNEL:NAME_TUNNEL]&lt;br /&gt;
 	[SELECT_SYMBOL:BRIDGE:NAME_BRIDGE]&lt;br /&gt;
 	[SELECT_SYMBOL:WALL:NAME_WALL]&lt;br /&gt;
 	[SELECT_SYMBOL:REMAINING:ARTIFICE]&lt;br /&gt;
 	[SELECT_SYMBOL:REMAINING:EARTH]&lt;br /&gt;
 	[SELECT_SYMBOL:REMAINING:EVIL]&lt;br /&gt;
 	[SELECT_SYMBOL:REMAINING:UNTOWARD]&lt;br /&gt;
 	[SELECT_SYMBOL:REMAINING:UGLY]&lt;br /&gt;
 	[SELECT_SYMBOL:REMAINING:EARTH]&lt;br /&gt;
 	[CULL_SYMBOL:ALL:DOMESTIC]&lt;br /&gt;
 	[CULL_SYMBOL:ALL:FLOWERY]&lt;br /&gt;
 	[CULL_SYMBOL:ALL:HOLY]&lt;br /&gt;
 	[CULL_SYMBOL:ALL:PEACE]&lt;br /&gt;
 	[CULL_SYMBOL:ALL:NEGATOR]&lt;br /&gt;
 	[CULL_SYMBOL:ALL:GOOD]&lt;br /&gt;
 	[METAL_PREF]&lt;br /&gt;
 	[GEM_PREF]&lt;br /&gt;
 	[STONE_PREF]&lt;br /&gt;
 	[INDOOR_FARMING]&lt;br /&gt;
 	[USE_CAVE_ANIMALS]&lt;br /&gt;
 	[USE_ANIMAL_PRODUCTS]&lt;br /&gt;
 	[USE_EVIL_ANIMALS]&lt;br /&gt;
 	[USE_EVIL_PLANTS]&lt;br /&gt;
 	[USE_EVIL_WOOD]&lt;br /&gt;
 	[COMMON_DOMESTIC_PACK]&lt;br /&gt;
 	[COMMON_DOMESTIC_PULL]&lt;br /&gt;
 	[COMMON_DOMESTIC_MOUNT]&lt;br /&gt;
 	[COMMON_DOMESTIC_PET]&lt;br /&gt;
 	[USE_MISC_PROCESSED_WOOD_PRODUCTS]&lt;br /&gt;
 	[EQUIPMENT_IMPROVEMENTS]&lt;br /&gt;
 	[ART_FACET_MODIFIER:GOOD:0]&lt;br /&gt;
 	[ART_FACET_MODIFIER:EVIL:512]&lt;br /&gt;
 	[ITEM_IMPROVEMENT_MODIFIER:RINGS_HANGING:0]&lt;br /&gt;
 	[ITEM_IMPROVEMENT_MODIFIER:BANDS:0]&lt;br /&gt;
 	[ITEM_IMPROVEMENT_MODIFIER:SPIKES:384]&lt;br /&gt;
 	[ADVENTURE_TIER:4]&lt;br /&gt;
 	[FRIENDLY_COLOR:1:0:1]&lt;br /&gt;
 	[DEFAULT_SITE_TYPE:CAVE_DETAILED]&lt;br /&gt;
 	[LIKES_SITE:CAVE_DETAILED]&lt;br /&gt;
 	[TOLERATES_SITE:CITY]&lt;br /&gt;
 	[TOLERATES_SITE:TREE_CITY]&lt;br /&gt;
 	[TOLERATES_SITE:CAVE_DETAILED]&lt;br /&gt;
 	[TOLERATES_SITE:CAVE]&lt;br /&gt;
 	[LEADER_TYPE:KING]&lt;br /&gt;
 	[SITE_LEADER_TYPE:STANDARD]&lt;br /&gt;
 	[START_BIOME:MOUNTAIN]&lt;br /&gt;
 	[BIOME_SUPPORT:ANY_WETLAND:1]&lt;br /&gt;
 	[BIOME_SUPPORT:ANY_DESERT:1]&lt;br /&gt;
 	[BIOME_SUPPORT:ANY_OCEAN:1]&lt;br /&gt;
 	[BIOME_SUPPORT:ANY_LAKE:1]&lt;br /&gt;
 	[BIOME_SUPPORT:MOUNTAIN:3]&lt;br /&gt;
 	[BIOME_SUPPORT:ANY_GRASSLAND:1]&lt;br /&gt;
 	[BIOME_SUPPORT:ANY_SAVANNA:1]&lt;br /&gt;
 	[BIOME_SUPPORT:ANY_SHRUBLAND:1]&lt;br /&gt;
 	[BIOME_SUPPORT:ANY_RIVER:1]&lt;br /&gt;
 	[DIPLOMAT]&lt;br /&gt;
 	[DIPLOMAT_BODYGUARDS]&lt;br /&gt;
 	[MERCHANT_BODYGUARDS]&lt;br /&gt;
 	[ACTIVE_SEASON:WINTER]&lt;br /&gt;
 	[SIEGER]&lt;br /&gt;
 	[MAX_STARTING_CIV_NUMBER:3]&lt;br /&gt;
 	[START_GROUP_NUMBER:10]&lt;br /&gt;
 	[MAX_POP_NUMBER:10000]&lt;br /&gt;
 	[MAX_SITE_POP_NUMBER:200]&lt;br /&gt;
 	[RELIGION:PANTHEON]&lt;br /&gt;
 	[RELIGION_SPHERE:FORTRESSES]&lt;br /&gt;
 	[RELIGION_SPHERE:JEWELS]&lt;br /&gt;
 	[RELIGION_SPHERE:METALS]&lt;br /&gt;
 	[RELIGION_SPHERE:MINERALS]&lt;br /&gt;
 	[RELIGION_SPHERE:MOUNTAINS]&lt;br /&gt;
 	[RELIGION_SPHERE:WEALTH]&lt;br /&gt;
 	[RELIGION_SPHERE:NIGHT]&lt;br /&gt;
 	[RELIGION_SPHERE:WAR]&lt;br /&gt;
 	[RELIGION_SPHERE:DISEASE]&lt;br /&gt;
 	[RELIGION_SPHERE:FIRE]&lt;br /&gt;
 	[MAYOR]&lt;br /&gt;
 	[WANDERER]&lt;br /&gt;
 	[BEAST_HUNTER]&lt;br /&gt;
 	[SCOUT]&lt;br /&gt;
 	[PERMITTED_JOB:MINER]&lt;br /&gt;
 	[PERMITTED_JOB:CARPENTER]&lt;br /&gt;
 	[PERMITTED_JOB:BOWYER]&lt;br /&gt;
 	[PERMITTED_JOB:WOODCUTTER]&lt;br /&gt;
 	[PERMITTED_JOB:ENGRAVER]&lt;br /&gt;
 	[PERMITTED_JOB:MASON]&lt;br /&gt;
 	[PERMITTED_JOB:ANIMAL_CARETAKER]&lt;br /&gt;
 	[PERMITTED_JOB:ANIMAL_TRAINER]&lt;br /&gt;
 	[PERMITTED_JOB:HUNTER]&lt;br /&gt;
 	[PERMITTED_JOB:TRAPPER]&lt;br /&gt;
 	[PERMITTED_JOB:ANIMAL_DISSECTOR]&lt;br /&gt;
 	[PERMITTED_JOB:FURNACE_OPERATOR]&lt;br /&gt;
 	[PERMITTED_JOB:WEAPONSMITH]&lt;br /&gt;
 	[PERMITTED_JOB:ARMORER]&lt;br /&gt;
 	[PERMITTED_JOB:BLACKSMITH]&lt;br /&gt;
 	[PERMITTED_JOB:METALCRAFTER]&lt;br /&gt;
 	[PERMITTED_JOB:GEM_CUTTER]&lt;br /&gt;
 	[PERMITTED_JOB:GEM_SETTER]&lt;br /&gt;
 	[PERMITTED_JOB:WOODCRAFTER]&lt;br /&gt;
 	[PERMITTED_JOB:STONECRAFTER]&lt;br /&gt;
 	[PERMITTED_JOB:LEATHERWORKER]&lt;br /&gt;
 	[PERMITTED_JOB:BONE_CARVER]&lt;br /&gt;
 	[PERMITTED_JOB:WEAVER]&lt;br /&gt;
 	[PERMITTED_JOB:CLOTHIER]&lt;br /&gt;
 	[PERMITTED_JOB:GLASSMAKER]&lt;br /&gt;
 	[PERMITTED_JOB:STRAND_EXTRACTOR]&lt;br /&gt;
 	[PERMITTED_JOB:FISHERMAN]&lt;br /&gt;
 	[PERMITTED_JOB:FISH_DISSECTOR]&lt;br /&gt;
 	[PERMITTED_JOB:FISH_CLEANER]&lt;br /&gt;
 	[PERMITTED_JOB:CHEESE_MAKER]&lt;br /&gt;
 	[PERMITTED_JOB:MILKER]&lt;br /&gt;
 	[PERMITTED_JOB:COOK]&lt;br /&gt;
 	[PERMITTED_JOB:THRESHER]&lt;br /&gt;
 	[PERMITTED_JOB:MILLER]&lt;br /&gt;
 	[PERMITTED_JOB:BUTCHER]&lt;br /&gt;
 	[PERMITTED_JOB:TANNER]&lt;br /&gt;
 	[PERMITTED_JOB:DYER]&lt;br /&gt;
 	[PERMITTED_JOB:PLANTER]&lt;br /&gt;
 	[PERMITTED_JOB:HERBALIST]&lt;br /&gt;
 	[PERMITTED_JOB:BREWER]&lt;br /&gt;
 	[PERMITTED_JOB:SOAP_MAKER]&lt;br /&gt;
 	[PERMITTED_JOB:POTASH_MAKER]&lt;br /&gt;
 	[PERMITTED_JOB:LYE_MAKER]&lt;br /&gt;
 	[PERMITTED_JOB:WOOD_BURNER]&lt;br /&gt;
 	[PERMITTED_JOB:MECHANIC]&lt;br /&gt;
 	[PERMITTED_JOB:SIEGE_ENGINEER]&lt;br /&gt;
 	[PERMITTED_JOB:SIEGE_OPERATOR]&lt;br /&gt;
 	[PERMITTED_JOB:PUMP_OPERATOR]&lt;br /&gt;
 	[PERMITTED_JOB:CLERK]&lt;br /&gt;
 	[PERMITTED_JOB:ADMINISTRATOR]&lt;br /&gt;
 	[PERMITTED_JOB:TRADER]&lt;br /&gt;
 	[PERMITTED_JOB:ARCHITECT]&lt;br /&gt;
 	[WORLD_CONSTRUCTION:TUNNEL]&lt;br /&gt;
 	[WORLD_CONSTRUCTION:BRIDGE]&lt;br /&gt;
 	[WORLD_CONSTRUCTION:ROAD]&lt;br /&gt;
 	[ETHIC:KILL_ENTITY_MEMBER:PUNISH_CAPITAL]&lt;br /&gt;
 	[ETHIC:KILL_NEUTRAL:ACCEPTABLE]&lt;br /&gt;
 	[ETHIC:KILL_ENEMY:ACCEPTABLE]&lt;br /&gt;
 	[ETHIC:KILL_ANIMAL:ACCEPTABLE]&lt;br /&gt;
 	[ETHIC:KILL_PLANT:ACCEPTABLE]&lt;br /&gt;
 	[ETHIC:TORTURE_AS_EXAMPLE:ACCEPTABLE]&lt;br /&gt;
 	[ETHIC:TORTURE_FOR_INFORMATION:ACCEPTABLE]&lt;br /&gt;
 	[ETHIC:TORTURE_FOR_FUN:PERSONAL_MATTER]&lt;br /&gt;
 	[ETHIC:TORTURE_ANIMALS:ACCEPTABLE]&lt;br /&gt;
 	[ETHIC:TREASON:PUNISH_CAPITAL]&lt;br /&gt;
 	[ETHIC:OATH_BREAKING:PUNISH_CAPITAL]&lt;br /&gt;
 	[ETHIC:LYING:PERSONAL_MATTER]&lt;br /&gt;
 	[ETHIC:VANDALISM:ACCEPTABLE]&lt;br /&gt;
 	[ETHIC:TRESPASSING:PUNISH_SERIOUS]&lt;br /&gt;
 	[ETHIC:THEFT:PUNISH_SERIOUS]&lt;br /&gt;
 	[ETHIC:ASSAULT:PUNISH_SERIOUS]&lt;br /&gt;
 	[ETHIC:SLAVERY:ACCEPTABLE]&lt;br /&gt;
 	[ETHIC:EAT_SAPIENT_OTHER:ACCEPTABLE]&lt;br /&gt;
 	[ETHIC:EAT_SAPIENT_KILL:ACCEPTABLE]&lt;br /&gt;
 	[ETHIC:MAKE_TROPHY_SAME_RACE:ACCEPTABLE]&lt;br /&gt;
 	[ETHIC:MAKE_TROPHY_SAPIENT:ACCEPTABLE]&lt;br /&gt;
 	[ETHIC:MAKE_TROPHY_ANIMAL:ACCEPTABLE]&lt;br /&gt;
 	[WILL_ACCEPT_TRIBUTE]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The fun part is that your dark dwarves will, thanks to the specified symbols, have some crazy names that you'd never see with regular dwarves (one of the fortresses it generated was called &amp;quot;Crowanus&amp;quot;, for example). If you dislike having bad language, just remove the [SELECT_SYMBOL:ALL:UNTOWARD].&lt;br /&gt;
&lt;br /&gt;
The main differences you'll see here compared to the dwarf entry is that they have different weapons, toys, instruments (thanks to their warlike nature, they build less of them) and [USE_EVIL_ANIMALS] is turned on: this will do nothing in dwarf fort mode but you'll see tamed trolls and ogres in their fortresses in adventurer mode. Many of their other tokens are changed as well, to make them more violent and evil. For example, they will eat their foes like elves do. Yum!&lt;br /&gt;
&lt;br /&gt;
Now, we need to build the DARK_DWARF creature. Create a new text file called 'creature_new.txt'. Immediately, add the following:&lt;br /&gt;
&lt;br /&gt;
 creature_new&lt;br /&gt;
 &lt;br /&gt;
 [OBJECT:CREATURE]&lt;br /&gt;
&lt;br /&gt;
That'll make this text file recognized as a creature file. Now, we simply add our dark_dwarf creature:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 [CREATURE:DARK_DWARF]&lt;br /&gt;
 	[NAME:dark dwarf:dark dwarves:dark dwarven]&lt;br /&gt;
 	[TILE:1][COLOR:3:0:0]&lt;br /&gt;
 	[GENPOWER:3]&lt;br /&gt;
 	[INTELLIGENT]&lt;br /&gt;
 	[TRANCES]&lt;br /&gt;
 	[EVIL]&lt;br /&gt;
 	[CANOPENDOORS]&lt;br /&gt;
 	[PREFSTRING:beards]&lt;br /&gt;
 	[PREFSTRING:violent tempers]&lt;br /&gt;
 	[PREFSTRING:sullying of the dead]&lt;br /&gt;
 	[BODY:HUMANOID:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:5FINGERS:5TOES:MOUTH]&lt;br /&gt;
 	[STOUT]&lt;br /&gt;
 	[MAXAGE:250:270]&lt;br /&gt;
 	[ATTACK:MAIN:BYTYPE:GRASP:punch:punches:1:2:BLUDGEON][ATTACKFLAG_WITH]&lt;br /&gt;
 	[ATTACK:SECOND:BYTYPE:MOUTH:bite:bites:1:1:GORE][ATTACKFLAG_CANLATCH]&lt;br /&gt;
 	[CHILD:12][BABY:1][MULTIPLE_LITTER_RARE]&lt;br /&gt;
 	[DAMBLOCK:1]&lt;br /&gt;
 	[FAT:3]&lt;br /&gt;
 	[SIZE:6]&lt;br /&gt;
 	[EQUIPS]&lt;br /&gt;
 	[CAVE_ADAPT]&lt;br /&gt;
 	[NOCTURNAL]&lt;br /&gt;
 	[CRAFTSMAN_NAME:craftsdwarf:craftsdwarves]&lt;br /&gt;
 	[FISHERMAN_NAME:fisherdwarf:fisherdwarves]&lt;br /&gt;
 	[HAMMERMAN_NAME:hammerdwarf:hammerdwarves]&lt;br /&gt;
 	[SPEARMAN_NAME:speardwarf:speardwarves]&lt;br /&gt;
 	[CROSSBOWMAN_NAME:marksdwarf:marksdwarves]&lt;br /&gt;
 	[AXEMAN_NAME:axedwarf:axedwarves]&lt;br /&gt;
 	[SWORDSMAN_NAME:swordsdwarf:swordsdwarves]&lt;br /&gt;
 	[MACEMAN_NAME:macedwarf:macedwarves]&lt;br /&gt;
 	[PIKEMAN_NAME:pikedwarf:pikedwarves]&lt;br /&gt;
 	[BOWMAN_NAME:bowdwarf:bowdwarves]&lt;br /&gt;
 	[SPEECH:dwarf.txt]&lt;br /&gt;
 	[STANDARD_FLESH]&lt;br /&gt;
 	[HOMEOTHERM:10067]&lt;br /&gt;
 	[LAYERING:50]&lt;br /&gt;
 	[SWIMS_LEARNED][SWIM_SPEED:2500]&lt;br /&gt;
 	[PERSONALITY:ANGER:25:75:100]&lt;br /&gt;
 	[PERSONALITY:IMMODERATION:0:75:100]&lt;br /&gt;
 	[PERSONALITY:EXCITEMENT_SEEKING:0:60:100]&lt;br /&gt;
 	[PERSONALITY:CHEERFULNESS:0:10:90]&lt;br /&gt;
 	[PERSONALITY:ALTRUISM:0:25:50]&lt;br /&gt;
 	[PERSONALITY:MODESTY:0:20:90]&lt;br /&gt;
 	[PERSONALITY:SYMPATHY:0:25:50]&lt;br /&gt;
 	[PERSONALITY:VULNERABILITY:0:25:100]&lt;br /&gt;
 	[PERSONALITY:STRAIGHTFORWARDNESS:25:65:100]&lt;br /&gt;
 	[PERSONALITY:SELF_DISCIPLINE:30:75:100]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This is largely a copy of the regular dwarves, but with several differences: [LIKES_FIGHTING] will give them happy thoughts when they have fought something, [NOCTURNAL] means they like nights rather than days, and [EVIL] means on the adventurer map their fortresses will tend to end up on evil tiles rather than good ones. Otherwise, they are exactly the same as regular dwarves. To make them extra evil, add [BONECARN] somewhere in there and they can eat bones (they'll actually haul them from your refuse pit to the dining table, yum), but will sometimes (though rarely) choke to death on them. Bear in mind that [BONECARN] implies [CARNIVORE], so they won't eat vegetables making the game much harder. Also, they do not require booze to stay happy (though will happily drink it anyway if they have to).&lt;br /&gt;
&lt;br /&gt;
There! That's all we need to do in order to add our civilization. Just create a new world and they'll be there: however, when you go to adventurer mode, all (or none) of your dwarf entries might be replaced with dark dwarves, so it's really a matter of luck. When you start a new fortress, there will be a 50-50 chance of playing either as dwarves or dark dwarves. The easiest way to tell if a civ is a dark dwarven is if the name is rather unpleasant. 'The Fortress of Rapes' for example would probably not be a standard dwarven one. Remove [CIV_CONTROLLABLE] from the standard dwarves if you only want to play as dark.&lt;br /&gt;
&lt;br /&gt;
== Example two: &amp;quot;Arachnid&amp;quot; playable creature ==&lt;br /&gt;
&lt;br /&gt;
This time, we're going to add a new playable creature to adventurer mode, but not playable in fortress mode. An 'arachnid' is a large, powerful, evil half-elf, half-spider (no copyright violations here!): they are too big to wear standard equipment and are quite nasty enough without it anyway. The downside to playing them is that since they do not form standard civilizations, you cannot start them at a specific location nor will they have any weapon, armor, or [[wrestling]] skills to start out.&lt;br /&gt;
&lt;br /&gt;
First off, we need to add a civilization entry in entity_default.txt. Open it up and add this to the top of the file:&lt;br /&gt;
&lt;br /&gt;
 [ENTITY:ARACHNIDS]&lt;br /&gt;
    [MOUNTAIN_SETTLEMENTS]&lt;br /&gt;
    [CREATURE:ARACHNID]&lt;br /&gt;
    [INDIV_CONTROLLABLE]&lt;br /&gt;
    [ADVENTURE_TIER:4]&lt;br /&gt;
Note: adventure_tier should be 5 if you also have the dark dwarves.&lt;br /&gt;
    [TRANSLATION:ELF]&lt;br /&gt;
    [BIOME_SUPPORT:ANY_WETLAND:2]&lt;br /&gt;
    [BIOME_SUPPORT:ANY_DESERT:3]&lt;br /&gt;
    [BIOME_SUPPORT:ANY_FOREST:1]&lt;br /&gt;
    [BIOME_SUPPORT:MOUNTAIN:4]&lt;br /&gt;
    [BIOME_SUPPORT:ANY_GRASSLAND:1]&lt;br /&gt;
    [BIOME_SUPPORT:ANY_SAVANNA:1]&lt;br /&gt;
    [BIOME_SUPPORT:ANY_SHRUBLAND:1]&lt;br /&gt;
    [BIOME_SUPPORT:ANY_RIVER:2]&lt;br /&gt;
    [START_BIOME:MOUNTAIN]&lt;br /&gt;
    [SELECT_SYMBOL:ALL:EVIL]&lt;br /&gt;
    [SELECT_SYMBOL:ALL:VIOLENT]&lt;br /&gt;
    [SELECT_SYMBOL:ALL:DEATH]&lt;br /&gt;
    [SELECT_SYMBOL:ALL:UNTOWARD]&lt;br /&gt;
    [CULL_SYMBOL:ALL:DOMESTIC]&lt;br /&gt;
    [CULL_SYMBOL:ALL:FLOWERY]&lt;br /&gt;
    [CULL_SYMBOL:ALL:HOLY]&lt;br /&gt;
    [CULL_SYMBOL:ALL:PEACE]&lt;br /&gt;
    [CULL_SYMBOL:ALL:NEGATOR]&lt;br /&gt;
    [CULL_SYMBOL:ALL:GOOD]&lt;br /&gt;
    [FRIENDLY_COLOR:7:0:0]&lt;br /&gt;
    [DEFAULT_SITE_TYPE:CAVE]&lt;br /&gt;
    [LIKES_SITE:CAVE]&lt;br /&gt;
    [TOLERATES_SITE:CAVE]&lt;br /&gt;
    [ACTIVE_SEASON:SPRING]&lt;br /&gt;
    [ACTIVE_SEASON:SUMMER]&lt;br /&gt;
    [ACTIVE_SEASON:AUTUMN]&lt;br /&gt;
    [ACTIVE_SEASON:WINTER]&lt;br /&gt;
    [MAX_STARTING_CIV_NUMBER:2]&lt;br /&gt;
    [START_GROUP_NUMBER:1]&lt;br /&gt;
    [MAX_POP_NUMBER:500]&lt;br /&gt;
    [MAX_SITE_POP_NUMBER:20]&lt;br /&gt;
    [ETHIC:KILL_ENTITY_MEMBER:ACCEPTABLE]&lt;br /&gt;
    [ETHIC:KILL_NEUTRAL:ACCEPTABLE]&lt;br /&gt;
    [ETHIC:KILL_ENEMY:ACCEPTABLE]&lt;br /&gt;
    [ETHIC:KILL_ANIMAL:ACCEPTABLE]&lt;br /&gt;
    [ETHIC:KILL_PLANT:ACCEPTABLE]&lt;br /&gt;
    [ETHIC:TORTURE_AS_EXAMPLE:ACCEPTABLE]&lt;br /&gt;
    [ETHIC:TORTURE_FOR_INFORMATION:ACCEPTABLE]&lt;br /&gt;
    [ETHIC:TORTURE_FOR_FUN:ACCEPTABLE]&lt;br /&gt;
    [ETHIC:TORTURE_ANIMALS:ACCEPTABLE]&lt;br /&gt;
    [ETHIC:TREASON:ACCEPTABLE]&lt;br /&gt;
    [ETHIC:OATH_BREAKING:ACCEPTABLE]&lt;br /&gt;
    [ETHIC:LYING:ACCEPTABLE]&lt;br /&gt;
    [ETHIC:VANDALISM:ACCEPTABLE]&lt;br /&gt;
    [ETHIC:TRESPASSING:NOT_APPLICABLE]&lt;br /&gt;
    [ETHIC:THEFT:NOT_APPLICABLE]&lt;br /&gt;
    [ETHIC:ASSAULT:ACCEPTABLE]&lt;br /&gt;
    [ETHIC:SLAVERY:UNTHINKABLE]&lt;br /&gt;
    [ETHIC:EAT_SAPIENT_OTHER:ACCEPTABLE]&lt;br /&gt;
    [ETHIC:EAT_SAPIENT_KILL:ACCEPTABLE]&lt;br /&gt;
    [ETHIC:MAKE_TROPHY_SAME_RACE:ACCEPTABLE]&lt;br /&gt;
    [ETHIC:MAKE_TROPHY_SAPIENT:ACCEPTABLE]&lt;br /&gt;
    [ETHIC:MAKE_TROPHY_ANIMAL:ACCEPTABLE]&lt;br /&gt;
&lt;br /&gt;
INDIV_CONTROLLABLE and ADVENTURE_TIER tokens allows us to use ARACHNID: PLAY NOW! in adventurer mode, which is exactly what we want. They'll be powerful enough to use without gear anyhow.&lt;br /&gt;
&lt;br /&gt;
Next, we open up creature_new.txt (if you haven't made one, check the above example) and add the new creature to it:&lt;br /&gt;
&lt;br /&gt;
 [CREATURE:ARACHNID]&lt;br /&gt;
    [NAME:arachnid:arachnids:arachnid]&lt;br /&gt;
    [TILE:'&amp;amp;'][COLOR:7:0:0]&lt;br /&gt;
    [MODVALUE:20][SEMIMEGABEAST]&lt;br /&gt;
    [INTELLIGENT][CANOPENDOORS]&lt;br /&gt;
    [LARGE_CHASM][FREQUENCY:1][DIFFICULTY:4]&lt;br /&gt;
    [SPEED:700]&lt;br /&gt;
    [STOUT]&lt;br /&gt;
    [EXTRACT:arachnid venom:7:0:0]&lt;br /&gt;
    [EXTRACT_VALUE:500]&lt;br /&gt;
    [EXTRACT_PARALYZE][NATURAL][PET_EXOTIC]&lt;br /&gt;
    [EXTRACT_ANTIDOTE:arachnid antivenin:7:0:0:100]&lt;br /&gt;
    [WEBIMMUNE][AMBUSHPREDATOR][PARALYZEIMMUNE]&lt;br /&gt;
    [GENPOWER:4]&lt;br /&gt;
    [BLOODTYPE:W][CHITIN]&lt;br /&gt;
    [PETVALUE:2500]&lt;br /&gt;
    [GRASSTRAMPLE:10]&lt;br /&gt;
    [CARNIVORE][BONECARN]&lt;br /&gt;
    [EXTRAVISION][NOSTUN][NOEXERT][NOFEAR]&lt;br /&gt;
    [BUILDINGDESTROYER:1]&lt;br /&gt;
    [PREFSTRING:terrifying presence]&lt;br /&gt;
    [PREFSTRING:fearsome venom]&lt;br /&gt;
    [BODY:ARACHNOBODY:8EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:MOUTH:5FINGERS]&lt;br /&gt;
    [SIZE:15]&lt;br /&gt;
    [MAXAGE:20:30]&lt;br /&gt;
    [ATTACK:MAIN:BYTYPE:MOUTH:bite:bites:1:6:GORE][SPECIALATTACK_INJECT_EXTRACT:50:100]&lt;br /&gt;
    [ATTACK:SECOND:BYTYPE:GRASP:punch:punches:1:2:BLUDGEON][ATTACKFLAG_WITH]&lt;br /&gt;
    [FAT:2]&lt;br /&gt;
    [CHILD:30][BABY:1][MULTIPLE_LITTER_RARE]&lt;br /&gt;
    [DAMBLOCK:10]&lt;br /&gt;
    [ALL_ACTIVE][CAVE_ADAPT]&lt;br /&gt;
    [STANDARD_FLESH]&lt;br /&gt;
    [HOMEOTHERM:10067]&lt;br /&gt;
    [LAYERING:50]&lt;br /&gt;
    [SWIMS_LEARNED][SWIM_SPEED:2500]&lt;br /&gt;
    [MUNDANE]&lt;br /&gt;
&lt;br /&gt;
Now, what does this all mean, exactly? Well, compared to dwarves they are big, bad, as fast as elves, as sturdy as dwarves (hard to knock over), they have white blood, can eat bones, are immune to fear, stun, and never get tired, see twice as far, and are almost totally immune to most small-damage attacks. In addition I copied the giant cave spider paralyzing bite attack, so when you bite and hit, you'll sometimes inject a paralyzing poison fairly often that'll knock your prey unconscious in a few combat rounds. Not only is the bite very damaging, but you can even knock out creatures like ettins or giants and rip them up as they sleep at your leisure. &lt;br /&gt;
&lt;br /&gt;
However, we're not done yet. Notice the BODY: token has a few tidbits that we need to take a closer look at- 'ARACHNOBODY' and '8EYES' in particular. These are new to our species and we need to add them. So, close that and open up body_default.txt, or create your own body_something.txt file. Add the following to the bottom: &lt;br /&gt;
&lt;br /&gt;
 [BODY:ARACHNOBODY]&lt;br /&gt;
 [BP:UB:upper body][UPPERBODY]&lt;br /&gt;
 [BP:LB:abdomen][CON:UB][LOWERBODY]&lt;br /&gt;
 [BP:HD:head][CON:UB][HEAD]&lt;br /&gt;
 [BP:RUA:right upper arm][CON:LB][LIMB][RIGHT]&lt;br /&gt;
 [BP:LUA:left upper arm][CON:LB][LIMB][LEFT]&lt;br /&gt;
 [BP:RLA:right lower arm][CON:RUA][LIMB][RIGHT]&lt;br /&gt;
 [BP:LLA:left lower arm][CON:LUA][LIMB][LEFT]&lt;br /&gt;
 [BP:RH:right hand][CON:RLA][GRASP][RIGHT]&lt;br /&gt;
 [BP:LH:left hand][CON:LLA][GRASP][LEFT]&lt;br /&gt;
 [BP:RA1:right first leg][CON:LB][LIMB][RIGHT]&lt;br /&gt;
 [BP:LA1:left first leg][CON:LB][LIMB][LEFT]&lt;br /&gt;
 [BP:RF1:right first claw][CON:RA1][STANCE][RIGHT]&lt;br /&gt;
 [BP:LF1:left first claw][CON:LA1][STANCE][LEFT]&lt;br /&gt;
 [BP:RA2:right second leg][CON:LB][LIMB][RIGHT]&lt;br /&gt;
 [BP:LA2:left second leg][CON:LB][LIMB][LEFT]&lt;br /&gt;
 [BP:RF2:right second claw][CON:RA2][STANCE][RIGHT]&lt;br /&gt;
 [BP:LF2:left second claw][CON:LA2][STANCE][LEFT]&lt;br /&gt;
 [BP:RA3:right third leg][CON:LB][LIMB][RIGHT]&lt;br /&gt;
 [BP:LA3:left third leg][CON:LB][LIMB][LEFT]&lt;br /&gt;
 [BP:RF3:right third claw][CON:RA3][STANCE][RIGHT]&lt;br /&gt;
 [BP:LF3:left third claw][CON:LA3][STANCE][LEFT]&lt;br /&gt;
 [BP:RA4:right fourth leg][CON:LB][LIMB][RIGHT]&lt;br /&gt;
 [BP:LA4:left fourth leg][CON:LB][LIMB][LEFT]&lt;br /&gt;
 [BP:RF4:right fourth claw][CON:RA4][STANCE][RIGHT]&lt;br /&gt;
 [BP:LF4:left fourth claw][CON:LA4][STANCE][LEFT]&lt;br /&gt;
&lt;br /&gt;
 [BODY:8EYES]&lt;br /&gt;
 [BP:REYE:first eye][CONTYPE:HEAD][SIGHT][EMBEDDED][SMALL][RIGHT]&lt;br /&gt;
 [BP:REYE:second eye][CONTYPE:HEAD][SIGHT][EMBEDDED][SMALL][RIGHT]&lt;br /&gt;
 [BP:REYE:third eye][CONTYPE:HEAD][SIGHT][EMBEDDED][SMALL]&lt;br /&gt;
 [BP:REYE:fourth eye][CONTYPE:HEAD][SIGHT][EMBEDDED][SMALL]&lt;br /&gt;
 [BP:REYE:fifth eye][CONTYPE:HEAD][SIGHT][EMBEDDED][SMALL]&lt;br /&gt;
 [BP:REYE:sixth eye][CONTYPE:HEAD][SIGHT][EMBEDDED][SMALL]&lt;br /&gt;
 [BP:REYE:seventh eye][CONTYPE:HEAD][SIGHT][EMBEDDED][SMALL][LEFT]&lt;br /&gt;
 [BP:LEYE:eighth eye][CONTYPE:HEAD][SIGHT][EMBEDDED][SMALL][LEFT]&lt;br /&gt;
&lt;br /&gt;
Voila! Now you have your complete arachnid. They are very fun to play in adventurer mode, yet still a challenge. You can tear through unarmed civilians like a knife through butter, armed soldiers pose a minor challenge (much bigger if you are getting ganged up on), elite spearmen are devastating, and archers still rip you to shreds unless you close in on them quickly and poison them. However, thanks to your multiple eyes and legs you can take quite a few direct hits and still keep going (I once had an arrow smash straight through my head, taking out 5 eyes and wounding the throat, brains, and both ears, and survived the encounter). &lt;br /&gt;
&lt;br /&gt;
In any case, you're now done! Create a new world and you will now be able to use arachnids as a playable creature in adventurer mode.&lt;br /&gt;
&lt;br /&gt;
Written by Teldin.&lt;br /&gt;
&lt;br /&gt;
= Modbase =&lt;br /&gt;
&lt;br /&gt;
Modbase is a great tool made by Sean Mirrsen which allows you to freely swap mods and tweak game settings.&lt;br /&gt;
[http://www.bay12games.com/forum/index.php?topic=18623.0 Get it now!]&lt;br /&gt;
For version 0.38c.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Adeptable</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Category:FAQ_-_Interface&amp;diff=48067</id>
		<title>Category:FAQ - Interface</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Category:FAQ_-_Interface&amp;diff=48067"/>
		<updated>2009-03-19T01:32:03Z</updated>

		<summary type="html">&lt;p&gt;Adeptable: add standard FAQ tet and category&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;If you want to write an answer to somebody else’s posted question, please keep the answer short and simple, and link to the complicated explanations.&lt;br /&gt;
&lt;br /&gt;
[[Category:FAQ|interface]]&lt;/div&gt;</summary>
		<author><name>Adeptable</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Template:Game_Interface_FAQ&amp;diff=29714</id>
		<title>Template:Game Interface FAQ</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Template:Game_Interface_FAQ&amp;diff=29714"/>
		<updated>2009-03-19T01:30:24Z</updated>

		<summary type="html">&lt;p&gt;Adeptable: use a hyphen in the FAQ category name (easier to type, and now pointing to an existing category)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!---To add a new question, COPY the following two lines. ALL OF THEM. Yes I *DO* mean the |- stuff TOO. And PASTE them BETWEEN the ###### comments lower on this page.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Your question exactly as you want it to be read by others]]&lt;br /&gt;
&lt;br /&gt;
LEAVE THE QUESTION MARK OUT, as this wiki engine doesn't cope well with creating %3F pages.&lt;br /&gt;
---&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;collapsible collapsed infobox&amp;quot; style=&amp;quot;background-color: #f9f9f9; border: 1px solid #aaa; font-size: 90%; margin: 1em 0em 0em; padding: 2px; text-align: center; width: 60%;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;border: 1px solid #aaa; font-weight:bold; background-color: #ccf; padding-left: 1em; padding-right: 1em;&amp;quot; | '''Game Interface FAQ'''&lt;br /&gt;
|-&lt;br /&gt;
| [[Controls guide|Menu interface guide]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Tilesets|What do these symbols represent?]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Status icons|What do the flashing icons mean?]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Maximizing framerate|How do I make the game run faster?]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Custom grid|How can I make the game screen larger?]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Efficient_gameplay|How do I accomplish tasks with fewer keystrokes?]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Key bindings|What are the recommended key bindings if I have a laptop or other unusual keyboard?]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Color Tiles|Where can I get color graphic tiles for this game?]]&lt;br /&gt;
&amp;lt;!--- ########### Insert new questions below this line ########### ---&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--- ########### Insert new questions above this line ########### ---&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|height=&amp;quot;10&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
| {{Edit|Template:Game_Interface_FAQ|Add a question to the Interface FAQ}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Frequently Asked Questions|Back to the Main FAQ]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;includeonly&amp;gt;[[Category:FAQ - Interface]]&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;[[Category:Templates]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Adeptable</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Category:FAQ_-_Game_Basics&amp;diff=48066</id>
		<title>Category:FAQ - Game Basics</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Category:FAQ_-_Game_Basics&amp;diff=48066"/>
		<updated>2009-03-19T01:25:30Z</updated>

		<summary type="html">&lt;p&gt;Adeptable: add standard FAQ category text&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;If you want to write an answer to somebody else’s posted question, please keep the answer short and simple, and link to the complicated explanations.&lt;br /&gt;
&lt;br /&gt;
[[Category:FAQ|Game Basics]]&lt;/div&gt;</summary>
		<author><name>Adeptable</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Template:Game_Basics_FAQ&amp;diff=31716</id>
		<title>Template:Game Basics FAQ</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Template:Game_Basics_FAQ&amp;diff=31716"/>
		<updated>2009-03-19T01:17:04Z</updated>

		<summary type="html">&lt;p&gt;Adeptable: use the more easily typed hyphen instead of a dash&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!---To add a new question, COPY the following two lines. ALL OF THEM. Yes I *DO* mean the |- stuff TOO. And PASTE them BETWEEN the ###### comments lower on this page.&lt;br /&gt;
Don't *CHANGE* these these next two lines - *COPY* them. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Your question written in a way that it can be easily understood]]&lt;br /&gt;
&lt;br /&gt;
LEAVE THE QUESTION MARK OUT, as this wiki engine doesn't cope well with creating %3F pages.&lt;br /&gt;
---&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;collapsible collapsed infobox&amp;quot; style=&amp;quot;background-color: #f9f9f9; border: 1px solid #aaa; font-size: 90%; margin: 1em 0em 0em; padding: 2px; text-align: center; width: 60%;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;border: 1px solid #aaa; font-weight:bold; background-color: #ccf; padding-left: 1em; padding-right: 1em;&amp;quot; | '''Game Basics FAQ'''&lt;br /&gt;
|-&lt;br /&gt;
| [[Z-axis|What is the Z-Axis?]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Things to Do|What is the point of the game?]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Losing|Fun]]&lt;br /&gt;
&amp;lt;!--- ########### Insert new questions below this line ########### ---&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--- ########### Insert new questions above this line ########### ---&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|height=&amp;quot;10&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
| {{Edit|Template:Game_Basics_FAQ|Add a question to the Game Basics FAQ}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Frequently Asked Questions|Back to the Main FAQ]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;includeonly&amp;gt;[[Category:FAQ - Game Basics]]&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;[[Category:FAQ templates]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Adeptable</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Item_value&amp;diff=21849</id>
		<title>40d:Item value</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Item_value&amp;diff=21849"/>
		<updated>2009-03-19T01:13:42Z</updated>

		<summary type="html">&lt;p&gt;Adeptable: /* Decorations */ clearer punctuation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Value''' is determined by the base value of the object with multipliers for the material it is made out of, the [[quality]] of its creation, and any [[decoration]]s on it.&lt;br /&gt;
&lt;br /&gt;
==Base values of items==&lt;br /&gt;
The base value of an item is found from what the item '''is''', not what it is made out of. For example, a wood block uses the base value for a block, not the one for 'wooden'. A wood log uses the base value for raw material.&lt;br /&gt;
&lt;br /&gt;
===Items with neither material nor quality===&lt;br /&gt;
{| style=&amp;quot;border-spacing: 0&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
! Value&lt;br /&gt;
! Items&lt;br /&gt;
|-&lt;br /&gt;
|1||[[Gutter cruor]], [[Prickle berry wine]], [[Seed]], [[Sewer brew]], [[Swamp whiskey]]&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|2||[[Dwarven ale]], [[Dwarven beer]], [[Dwarven rum]], [[Dwarven wine]], [[Fisher berry wine]], [[Longland beer]], [[River spirits]], [[Strawberry wine]], [[Tuber beer]]&lt;br /&gt;
|-&lt;br /&gt;
|3||[[Whip wine]]&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|5||[[Lye]], [[Quarry bush leaves|Quarry bush leaf]], [[Sand]], [[Sunshine]]&lt;br /&gt;
|-&lt;br /&gt;
|10||[[Redroot dye]]&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|20||[[Extracts|Cave spider venom]], [[Milk|Cow's milk]], [[Dimple dye]], [[Dwarven sugar]], [[Dwarven syrup]], [[Dwarven wheat flour]], [[Emerald dye]], [[Longland flour]], [[Milk|One-humped camel's milk]], [[Extracts|Phantom spider venom]], [[Sliver dye]], [[Milk|Two-humped camel's milk]]&lt;br /&gt;
|-&lt;br /&gt;
|25||[[Whip vine flour]]&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|30||[[Cheese|Cow cheese]], [[Cheese|One-humped camel's cheese]], [[Cheese|Two-humped camel's cheese]]&lt;br /&gt;
|-&lt;br /&gt;
|50||[[Dwarven milk]], [[Mog juice]]&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|100||[[Cheese|Dwarven cheese]], [[Extracts|Giant cave spider venom]], [[Extracts|Giant desert scorpion venom]], [[Golden salve]], [[Gnomeblight]], [[Extracts|Liquid fire]], [[Extracts|Snakeman venom]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The values of tame animals (and pets) are listed [[Tame|here]].&lt;br /&gt;
&lt;br /&gt;
===Items with material but without quality===&lt;br /&gt;
{| style=&amp;quot;border-spacing: 0&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
! Value&lt;br /&gt;
! Items&lt;br /&gt;
|-&lt;br /&gt;
|0||[[Severed body part|Body part]], [[Bone]], [[Chunk]], [[Corpse]], [[Fat]], [[Skin|Hide]] (raw), [[Shell]], [[Skull]]&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|1||[[Animal]] (untamed), [[Tallow]]&lt;br /&gt;
|-&lt;br /&gt;
|2||[[Fish]] (including raw), [[Meat]], [[Plant]]&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|3||[[Gem]] (rough), [[Log]], [[Ore]], [[Stone]] (both economic and non-economic)&lt;br /&gt;
|-&lt;br /&gt;
|5||[[Bar]], [[Block]], [[Gem]] (cut), [[Leather]]&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|6||[[Thread]]&lt;br /&gt;
|-&lt;br /&gt;
|10||[[Coin]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Items with both material and quality===&lt;br /&gt;
{| style=&amp;quot;border-spacing: 0&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
! Value&lt;br /&gt;
! Items&lt;br /&gt;
|-&lt;br /&gt;
|1||[[Arrow]], [[Blowdart]], [[Bolt]]&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|7||[[Cloth]][4]&lt;br /&gt;
|-&lt;br /&gt;
|10||[[Animal Trap]], [[Buckler]], [[Cage]], [[Decoration]]&amp;lt;sup&amp;gt;[1]&amp;lt;/sup&amp;gt;, Finished good&amp;lt;sup&amp;gt;[2][4]&amp;lt;/sup&amp;gt;, [[Furniture]]&amp;lt;sup&amp;gt;[3]&amp;lt;/sup&amp;gt;, [[Prepared meal]], [[Weapon#Trap weapon statistics|Trap component]], [[Weapon]]&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|15||[[Boot]], [[Gauntlet]], [[Helm]], [[Leggings]], [[Shield]], [[Shoe]]&amp;lt;sup&amp;gt;[4]&amp;lt;/sup&amp;gt;, [[Clothing|Sock]]&amp;lt;sup&amp;gt;[4]&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|20||[[Ballista arrow]], [[Armor|Leather armor]]&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|25||[[Statue]], [[Window]]&lt;br /&gt;
|-&lt;br /&gt;
|30||[[Ballista part]], [[Catapult part]], [[Greaves]], [[Mechanism]]&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|60||[[Chain mail]]&lt;br /&gt;
|-&lt;br /&gt;
|100||[[Anvil]], [[Plate mail]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[1] Decorations include &amp;quot;It is decorated with &amp;lt;material&amp;gt;&amp;quot;, &amp;quot;It is banded with &amp;lt;material&amp;gt;&amp;quot;, &amp;quot;It is adorned with hanging rings of &amp;lt;material&amp;gt;&amp;quot;, &amp;quot;This object menaces with spikes of &amp;lt;material&amp;gt;&amp;quot;, &amp;quot;On this object is an image of &amp;lt;description&amp;gt; in &amp;lt;material&amp;gt;&amp;quot;, &amp;quot;It is studded with &amp;lt;metal&amp;gt;&amp;quot;. See also the section about decorations.&lt;br /&gt;
&lt;br /&gt;
[2] Except for armor, shoes, and socks. [[Crafts|Amulet]], [[Backpack]], [[Crafts|Bracelet]], [[Chain]], [[Clothing]], [[Crafts|Crown]], [[Goblet|Cup]], [[Instrument|Drum]], [[Crafts|Earring]], [[Vial|Flask]], [[Instrument|Flute]], [[Gem]] (large), [[Goblet]], [[Instrument|Harp]], [[Crafts|Idol]], [[Toy|Mini-forge]], [[Goblet|Mug]], [[Instrument|Piccolo]], [[Toy|Puzzlebox]], [[Quiver]], [[Crafts|Ring]], [[Chain|Rope]], [[Crafts|Scepter]], [[Totem|Skull Totem]], [[Toy|Toy axe]], [[Toy|Toy boat]], [[Toy|Toy hammer]], [[Instrument|Trumpet]], [[Vial]], [[Waterskin]]&lt;br /&gt;
&lt;br /&gt;
[3] Except for anvil, ballista part, catapult part, mechanism, statue, and window.&lt;br /&gt;
&lt;br /&gt;
[4] Cloth items get a free decoration made of the same material. Goods made out of cloth get the following built in as decorations: the cloth (with quality mod), the thread (without quality), and the dye (with quality).&lt;br /&gt;
&lt;br /&gt;
==Material multipliers==&lt;br /&gt;
The material multiplier of an item is found from what it is made out of. For example, a wood block uses the same multiplier as a log or chest -  that for wood. Oddly, burned wood is no longer considered wooden, but has other modifiers.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;collapsible collapsed&amp;quot; style=&amp;quot;width:80%; border-spacing: 1&amp;quot;&lt;br /&gt;
|- style=background-color:#ccf&lt;br /&gt;
! colspan=2|[[Stone]]s&lt;br /&gt;
|- style=text-align:left&lt;br /&gt;
! style=padding-right:1em|Multiplier&lt;br /&gt;
! Stone&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|x1||[[Bismuthinite]], [[Bituminous coal]], [[Lignite]], [[Stone|Common stone]]&lt;br /&gt;
|-&lt;br /&gt;
|x2||[[Cassiterite]], [[Copper nuggets]], [[Garnierite]], [[Malachite]], [[Sphalerite]], [[Calcite]], [[Chalk]], [[Dolomite]], [[Limestone]], [[Marble]]&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|x3||[[Tetrahedrite]], [[Obsidian]]&lt;br /&gt;
|-&lt;br /&gt;
|x5||[[Galena]]&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|x8||[[Hematite]], [[Limonite]], [[Magnetite]]&lt;br /&gt;
|-&lt;br /&gt;
|x10||[[Horn silver]], [[Silver nuggets]]&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|x30||[[Gold nuggets]]&lt;br /&gt;
|-&lt;br /&gt;
|x40||[[Native aluminum]], [[Platinum nuggets]]&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|x250||[[Raw adamantine]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;collapsible collapsed&amp;quot; style=&amp;quot;width:80%; border-spacing: 1&amp;quot;&lt;br /&gt;
|- style=background-color:#ccf&lt;br /&gt;
! colspan=2|[[Gem]]s&lt;br /&gt;
|- style=text-align:left&lt;br /&gt;
! style=padding-right:1em|Multiplier&lt;br /&gt;
! Gem&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|x2||[[Banded agate]], [[Dendritic agate]], [[Fire agate]], [[Fortification agate]], [[Lace agate]], [[Moss agate]], [[Plume agate]], [[Tube agate]], [[Bloodstone]], [[Carnelian]], [[Gray chalcedony]], [[White chalcedony]], [[Chrysocolla]], [[Chrysoprase]], [[Rock crystal]], [[Citrine]], [[Tiger iron]], [[Blue jade]], [[Lavender jade]], [[Pink jade]], [[White jade]], [[Brown jasper]], [[Yellow jasper]], [[Lapis lazuli]], [[Moonstone]], [[Morion]], [[Onyx]], [[Prase]], [[Pyrite]], [[Milk quartz]], [[Sard]], [[Sardonyx]], [[Schorl]], [[Sunstone]], [[Tigereye]], [[Turquoise]], [[Variscite]]&lt;br /&gt;
|-&lt;br /&gt;
|x3||[[Aventurine]], [[Picture jasper]], [[Rose quartz]]&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|x10||[[Amber opal]], [[Bone opal]], [[Cherry opal]], [[Gold opal]], [[Jasper opal]], [[Milk opal]], [[Moss opal]], [[Onyx opal]], [[Pineapple opal]], [[Pipe opal]], [[Prase opal]], [[Resin opal]], [[Shell opal]], [[Wax opal]], [[Wood opal]], [[Clear tourmaline]]&lt;br /&gt;
|-&lt;br /&gt;
|x15||[[Melanite]], [[Fire opal]], [[Jelly opal]], [[Pink tourmaline]], [[Red tourmaline]]&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|x20||[[Alexandrite]], [[Almandine]], [[Amethyst]], [[Aquamarine]], [[Golden beryl]], [[Honey yellow beryl]], [[Red beryl]], [[Chrysoberyl]], [[Cat's eye]], [[Clear garnet]], [[Pink garnet]], [[Goshenite]], [[Cinnamon grossular]], [[Red grossular]], [[Yellow grossular]], [[Heliodor]], [[Green jade]], [[Kunzite]], [[Morganite]], [[Bandfire opal]], [[Claro opal]], [[Crystal opal]], [[Harlequin opal]], [[Levin opal]], [[Pinfire opal]], [[Precious fire opal]], [[Red flash opal]], [[White opal]], [[Peridot]], [[Black pyrope]], [[Red pyrope]], [[Rhodolite]], [[Rubicelle]], [[Violet spessartine]], [[Yellow spessartine]], [[Purple spinel]], [[Red spinel]], [[Tanzanite]], [[Topazolite]], [[Topaz]], [[Green tourmaline]], [[Black zircon]], [[Brown zircon]], [[Green zircon]], [[Red zircon]], [[Yellow zircon]]&lt;br /&gt;
|-&lt;br /&gt;
|x25||[[Indigo tourmaline]], [[Clear zircon]]&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|x30||[[Demantoid]], [[Light yellow diamond]], [[Blue garnet]], [[Black opal]], [[Tsavorite]]&lt;br /&gt;
|-&lt;br /&gt;
|x40||[[Faint yellow diamond]], [[Emerald]], [[Ruby]], [[Sapphire]]&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|x60||[[Black diamond]], [[Blue diamond]], [[Clear diamond]], [[Green diamond]], [[Red diamond]], [[Yellow diamond]], [[Star ruby]], [[Star sapphire]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;collapsible collapsed&amp;quot; style=&amp;quot;width:80%; border-spacing: 1&amp;quot;&lt;br /&gt;
|- style=background-color:#ccf&lt;br /&gt;
! colspan=2|[[Metal]]s&lt;br /&gt;
|- style=text-align:left&lt;br /&gt;
! style=padding-right:1em|Multiplier&lt;br /&gt;
! Metal&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|x2||[[Bismuth]], [[Copper]], [[Lead]], [[Nickel]], [[Tin]], [[Zinc]]&lt;br /&gt;
|-&lt;br /&gt;
|x3||[[Lay pewter]], [[Nickel silver]]&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|x4||[[Trifle pewter]]&lt;br /&gt;
|-&lt;br /&gt;
|x5||[[Bronze]], [[Fine pewter]]&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|x6||[[Billon]], [[Bismuth bronze]]&lt;br /&gt;
|-&lt;br /&gt;
|x7||[[Brass]]&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|x8||[[Sterling silver]]&lt;br /&gt;
|-&lt;br /&gt;
|x10||[[Iron]], [[Pig iron]], [[Silver]]&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|x11||[[Black bronze]]&lt;br /&gt;
|-&lt;br /&gt;
|x20||[[Electrum]]&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|x23||[[Rose gold]]&lt;br /&gt;
|-&lt;br /&gt;
|x30||[[Gold]], [[Steel]]&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|x40||[[Aluminum]], [[Platinum]]&lt;br /&gt;
|-&lt;br /&gt;
|x300||[[Adamantine]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;collapsible collapsed&amp;quot; style=&amp;quot;width:80%; border-spacing: 1&amp;quot;&lt;br /&gt;
|- style=background-color:#ccf&lt;br /&gt;
! colspan=2|[[Animal]]s&lt;br /&gt;
|- style=text-align:left&lt;br /&gt;
! style=padding-right:1em|Multiplier&lt;br /&gt;
! Animal&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|x1||[[Antman]], [[Batman]], [[Bilou]], [[Black-crested gibbon]], [[Black-handed gibbon]], [[Bonobo]], [[Cat]], [[Cave Swallowman]], [[Chimpanzee]], [[Cyclops]], [[Dark gnome]], [[Deer]], [[Dog]], [[Donkey]], [[Dwarf]], [[Elf]], [[Ettin]], [[Fox]], [[Frogman]], [[Gazelle]], [[Giant]], [[Goblin]], [[Gorilla]], [[Gray gibbon]], [[Gremlin]], [[Groundhog]], [[Harpy]], [[Hoary marmot]], [[Horse]], [[Human]], [[Kobold]], [[Lizardman]], [[Mandrill]], [[Minotaur]], [[Mountain gnome]], [[Mountain goat]], [[Mule]], [[Olmman]], [[Orangutan]], [[Phantom spider]], [[Pileated gibbon]], [[Raccoon]], [[Ratman]], [[Rhesus macaque]], [[Siamang]], [[Silvery gibbon]], [[Snakeman]], [[Titan]], [[Troglodyte]], [[White-browed gibbon]], [[White-handed gibbon]], [[Wizard]]&lt;br /&gt;
|-&lt;br /&gt;
|x2||[[Beak dog]], [[Cow]], [[Elk]], [[Foul blendec]], [[Giant mole]], [[Giant rat]], [[Ice wolf]], [[Large rat]], [[Muskox]], [[Naked mole dog]], [[One-humped camel]], [[Satyr]], [[Two-humped camel]], [[Warthog]], [[Wolf]]&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|x3||All large oceanic creatures ([[Walrus]], [[Whale]], sharks, oceanic fish), [[Black bear]], [[Carp]], [[Cheetah]], [[Cougar]], [[Elephant]], [[Giant cheetah]], [[Giant jaguar]], [[Giant leopard]], [[Giant lion]], [[Giant tiger]], [[Grizzly bear]], [[Hippo]], [[Jaguar]], [[Leechman]], [[Leopard]], [[Lion]], [[Longnose gar]], [[Pike]], [[Polar bear]], [[Sea monster]], [[Sea serpent]], [[Slugman]], [[Snailman]], [[Strangler]], [[Tiger]], [[Tigerfish]], [[Tigerman]]&lt;br /&gt;
|-&lt;br /&gt;
|x4||[[Alligator]], [[Nightwing]], [[Saltwater crocodile]], [[Werewolf]]&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|x5||[[Cave crocodile]], [[Giant bat]], [[Giant cave swallow]], [[Giant eagle]], [[Giant olm]], [[Giant toad]], [[Purring maggot]]&lt;br /&gt;
|-&lt;br /&gt;
|x10||[[Blizzard man]], [[Fire imp]], [[Giant cave spider]], [[Giant desert scorpion]], [[Ogre]], [[Sasquatch]], [[Troll]], [[Unicorn]]&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|x20||[[Frog demon]], [[Tentacle demon]]&lt;br /&gt;
|-&lt;br /&gt;
|x50||[[Demon]], [[Dragon]], [[Hydra]], [[Merperson]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;collapsible collapsed&amp;quot; style=&amp;quot;width:80%; border-spacing: 1&amp;quot;&lt;br /&gt;
|- style=background-color:#ccf&lt;br /&gt;
! colspan=2|[[Plant]]s&lt;br /&gt;
|- style=text-align:left&lt;br /&gt;
! style=padding-right:1em|Multiplier&lt;br /&gt;
! Plant&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|x1||[[Hide root]], [[Muck root]], [[Prickle berry]], [[Rat weed]], [[Sliver barb]], [[Sun berry]], [[Whip vine]]&lt;br /&gt;
|-&lt;br /&gt;
|x2||[[Blade weed]], [[Bloated tuber]], [[Cave wheat]], [[Dimple cup]], [[Fisher berry]], [[Longland grass]], [[Pig tail]], [[Plump helmet]], [[Quarry bush]], [[Rope reed]], [[Sweet pod]], [[Wild strawberry]]&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|x5||[[Kobold bulb]], [[Valley herb]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;collapsible collapsed&amp;quot; style=&amp;quot;width:80%; border-spacing: 1&amp;quot;&lt;br /&gt;
|- style=background-color:#ccf&lt;br /&gt;
! colspan=2|Miscellaneous&lt;br /&gt;
|- style=text-align:left&lt;br /&gt;
! style=padding-right:1em|Multiplier&lt;br /&gt;
! Material&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|x1||[[Ash]], [[Wood]]&lt;br /&gt;
|-&lt;br /&gt;
|x2||[[Charcoal]], [[Coke]], [[Green glass]], [[Thread|Silk thread]]&amp;lt;sup&amp;gt;[1]&amp;lt;/sup&amp;gt;&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|x3||[[Potash]]&lt;br /&gt;
|-&lt;br /&gt;
|x4||[[Pearlash]]&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|x5||[[Clear glass]], [[Soap]]&amp;lt;sup&amp;gt;[1]&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|x10||[[Crystal glass]]&lt;br /&gt;
|-&lt;br /&gt;
|||&amp;lt;sup&amp;gt;[1]The value of objects made from these materials is also multiplied by the value of their source animal.&amp;lt;/sup&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Quality ==&lt;br /&gt;
Item value is further increased by applying the [[Quality|quality]] modifier.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! style=&amp;quot;padding-right: 35px;&amp;quot; | '''Designation''' || style=&amp;quot;text-align: left;&amp;quot; | '''Description''' || style=&amp;quot;padding-right: 20px; padding-left: 15px; text-align: center;&amp;quot; | '''Value &amp;lt;br&amp;gt;Modifier''' || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;Item Name || style=&amp;quot;text-align: center;&amp;quot; | &amp;amp;mdash;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; || style=&amp;quot;text-align: center;&amp;quot; | &amp;amp;times;1&amp;amp;nbsp; ||&lt;br /&gt;
|-&lt;br /&gt;
| -Item Name- || Well-crafted || style=&amp;quot;text-align: center;&amp;quot; | &amp;amp;times;2&amp;amp;nbsp; || &lt;br /&gt;
|-&lt;br /&gt;
| +Item Name+ || Finely-crafted || style=&amp;quot;text-align: center;&amp;quot; | &amp;amp;times;3&amp;amp;nbsp; ||&lt;br /&gt;
|-&lt;br /&gt;
| *Item Name* || Superior quality || style=&amp;quot;text-align: center;&amp;quot; | &amp;amp;times;4&amp;amp;nbsp; || &lt;br /&gt;
|-&lt;br /&gt;
| ≡Item Name≡ || Exceptional || style=&amp;quot;text-align: center;&amp;quot; | &amp;amp;times;5&amp;amp;nbsp; || &lt;br /&gt;
|-&lt;br /&gt;
| ☼Item Name☼ || Masterful || style=&amp;quot;text-align: center;&amp;quot; | &amp;amp;times;12&amp;amp;nbsp; || &lt;br /&gt;
|-&lt;br /&gt;
| Unique Name || Artifact || style=&amp;quot;text-align:center;&amp;quot; | &amp;amp;times;120&amp;amp;nbsp; ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Decorations==&lt;br /&gt;
&lt;br /&gt;
Your [[craftsdwarf|craftsdwarves]] can add [[decoration|decorations]] to your objects. This increases their value. The base value of a decoration is 10. This is multiplied with the material the decoration is made of and the [[quality]] of the decoration, and added to the value of the item. For example, a [[gold]] stud would be worth 10 (base value for the decoration) times 30 (material multiplier for gold) =300☼. A finely crafted gold stud would be 3*10*30=900☼.&lt;br /&gt;
&lt;br /&gt;
Engravings are decorations that treat all materials as having a modifier of 1; an engraving in mudstone is as valuable as an engraving in obsidian or raw adamantine.&lt;br /&gt;
&lt;br /&gt;
== Dyeing ==&lt;br /&gt;
Value gained by [[dye]]ing is added, like that of decorations. Only [[thread]], [[cloth]] and its products can be dyed. For details see [[Dye]].&lt;br /&gt;
&lt;br /&gt;
==Examples==&lt;br /&gt;
===Basic examples===&lt;br /&gt;
{| style=&amp;quot;border-spacing: 0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Base Object&lt;br /&gt;
!&lt;br /&gt;
! Material&lt;br /&gt;
!&lt;br /&gt;
! [[Quality]]&lt;br /&gt;
!&lt;br /&gt;
! Final Value&lt;br /&gt;
|-&lt;br /&gt;
|[[Anvil]] ||(100)||[[Steel]] ||(x30)||+Item+ ||(x3)||9000☼&lt;br /&gt;
|-&lt;br /&gt;
|[[Door]] ||(10)||[[Obsidian]] ||(x3)||None ||(x1)||30☼&lt;br /&gt;
|-&lt;br /&gt;
|[[Block]] ||(5)||[[Wood]] ||(x1)||None ||(x1)||5☼&lt;br /&gt;
|-&lt;br /&gt;
|[[Goblet]] ||(10)||[[Lead]] ||(x2)||-Item- ||(x2)||40☼&lt;br /&gt;
|-&lt;br /&gt;
|[[Goblet]] ||(10)||[[Aluminum]]||(x40)||☼Item☼ ||(x12)||4800☼&lt;br /&gt;
|}&lt;br /&gt;
===+«+Pig tail shoe+»+===&lt;br /&gt;
{{Gametext|This is a finely-crafted Pig tail shoe. It is made from well-crafted Pig tail cloth. The thread is midnight blue, finely colored with Dimple dye. On the item is a finely-designed image of squares in Pig tail by Urvad Zonilash. It is made from superior quality Pig tail cloth. The thread is midnight blue, finely colored with Dimple dye.}}&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
!Base item&lt;br /&gt;
!Material&lt;br /&gt;
!Quality&lt;br /&gt;
!Subtotal&lt;br /&gt;
|-&lt;br /&gt;
|15 (shoe)||x2 (pig tail)||x3 (fine quality)||= 90&lt;br /&gt;
|-&lt;br /&gt;
|10 (cloth decoration)||x2 (pig tail)||x2 (well-crafted quality)||= 40&lt;br /&gt;
|-&lt;br /&gt;
|10 (thread decoration)||x2 (pig tail)||||= 20&lt;br /&gt;
|-&lt;br /&gt;
|20 (dimple dye)||||x3 (fine quality)||= 60&lt;br /&gt;
|-&lt;br /&gt;
|10 (image decoration)||x2 (pig tail)||x3 (fine quality)||= 60&lt;br /&gt;
|-&lt;br /&gt;
|20 (dimple dye)||||x3 (fine quality)||= 60&lt;br /&gt;
|}&lt;br /&gt;
'''Total:''' 330☼&lt;br /&gt;
&lt;br /&gt;
[[Category:Items|*Value]]&lt;/div&gt;</summary>
		<author><name>Adeptable</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Site_map&amp;diff=38383</id>
		<title>40d:Site map</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Site_map&amp;diff=38383"/>
		<updated>2008-08-03T21:38:24Z</updated>

		<summary type="html">&lt;p&gt;Adeptable: /* Lower Left */ reword&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Adventurer mode]]&lt;br /&gt;
The site map or location map is one of the possible modes in the [[Adventurer mode]].&lt;br /&gt;
&lt;br /&gt;
== General Information ==&lt;br /&gt;
&lt;br /&gt;
The site map is the most detailed mode available. In other words, its tiles do not represent a larger number of tiles in another map, even though an individual tile may contain several objects and/or [[creatures]] stacked on top of one another.&lt;br /&gt;
&lt;br /&gt;
The exact size of the tiles is not defined and the flexible physics of the game make it difficult to pin down any size. However, it should be noted that each [[chair]], [[table]], [[bed]], or other item of [[furniture]] requires a single tile for itself in order to be placed correctly.&lt;br /&gt;
&lt;br /&gt;
While the adventurer explores the game in site map mode, they will over time grow [[Adventurer mode#Basic Needs|thirsty]] and [[Adventurer mode#Basic Needs|hungry]].&lt;br /&gt;
&lt;br /&gt;
== Screen Structure ==&lt;br /&gt;
&lt;br /&gt;
[[image:ExploredTownAtNight.png]]&lt;br /&gt;
&lt;br /&gt;
=== Central Area ===&lt;br /&gt;
&lt;br /&gt;
The central area of the screen shows the player character and the surrounding area. &lt;br /&gt;
&lt;br /&gt;
Depending on the lighting, not the entire area may be visible. During the night or inside [[caves]], only a limited area is currently visible. In addition, obstacles like [[trees]] or [[walls]] will also impede visiblity.&lt;br /&gt;
&lt;br /&gt;
Tiles which are unknown and currently invisible will be completely black. Tiles which have been seen before (either during the current visit to the area or during a previous visit), will show their usual character, but will be greyed out. If there had been a [[creature]] on a tile when the character last saw the tile, that is, the last turn the tile was visible, the [[creature]]'s symbol will be shown in black on a purple background. It will remain there, until the tile becomes visible again.&lt;br /&gt;
[[image:BearInvisible.png|left|thumb|A bear hidden by a tree]][[image:BearVisible.png|center|thumb|The bear visible again]]&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Message Line ===&lt;br /&gt;
&lt;br /&gt;
At the bottom of the site map there is the message line where messages will be displayed, deducting one line from the central area. Usually, it is a single line. However, in certain situations where many things happen simultaneously (or rather between two moves of the player character), as in [[combat]], it may turn into several lines covering major parts of the screen.&lt;br /&gt;
&lt;br /&gt;
[[Image:NormalMessageLine.png|left|thumb|A normal message line]][[Image:MassiveMessageLine.png|center|thumb|A message line overflow]]&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
You can clear it by pressing the {{k|space}} key.&lt;br /&gt;
&lt;br /&gt;
=== Bottom Line Information ===&lt;br /&gt;
&lt;br /&gt;
The two bottom lines contain several pieces of information.&lt;br /&gt;
&lt;br /&gt;
On the first line on the left hand side, the character name will be displayed.&lt;br /&gt;
&lt;br /&gt;
On the second line on the left hand side, the name of the current location will be displayed. If the character is inside a named building, that building's name will be displayed. When inside a [[Site|town]] or other [[site]], that location's name will be displayed and only if none of these applies will the name of the region (that is, the local region the current travel map tile belongs to) be chosen.&lt;br /&gt;
&lt;br /&gt;
On the first line, in the center, 'W:' is followed by the name of the current [[weapon]].&lt;br /&gt;
&lt;br /&gt;
On the second line, in the center, 'A:' is followed by the name of the current torso [[armor]].&lt;br /&gt;
&lt;br /&gt;
On the first line, on the right hand side, 'Speed:' shows the [[speed]] value of the character. The higher the value, the faster the character moves and acts and the basic value for [[humans]] is 1,000.&lt;br /&gt;
&lt;br /&gt;
=== Upper Left ===&lt;br /&gt;
&lt;br /&gt;
The upper left corner of the screen features a site compass. It lists the nearby [[Site|sites]] of interests closest to the location you are currently at.&lt;br /&gt;
&lt;br /&gt;
Each line lists one [[site]], starting with the [[site]] you are currently at.&lt;br /&gt;
&lt;br /&gt;
The first item in each line is the symbol for the [[site]] as seen on the travel map.&lt;br /&gt;
&lt;br /&gt;
This is then followed either by compass directions or a line of white minusses '---'. &lt;br /&gt;
&lt;br /&gt;
The '---' mean that the player character is currently at the specified [[site]]. &lt;br /&gt;
&lt;br /&gt;
If a compass direction is shown, it refers to the direction in which the [[site]] is as seen from the player character's current tile. Compass directions can be simple, like 'N', but can also be more extensive like 'WSW', so they are fairly accurate. The color of the compass direction indicates how far the character is away from the site. Light green means the character is the closest beyond being at a location. Brown means nearby and dark grey indicates any distance beyond that.&lt;br /&gt;
&lt;br /&gt;
There is one special appliance for the compass: If you are currently on a [[quest]] and have reached the [[quest]] location on the travel map, the compass on the site map will not show the white '---' until you have reached the precise [[quest]] location, like for instance the actual entrance to a [[cave]]. Instead, you will have light green compass directions pointing the way towards the [[quest]] location. Note that this is only the [[cave]] entrance or such. The location of a [[quest]] opponent is not given by the compass and needs to be figured through searching the [[quest]] location.&lt;br /&gt;
&lt;br /&gt;
There is one more item a line may contain. That is a cyan 'TSK' marking a [[quest]] destination location. A character is on a [[quest]] for the entire time from accepting the [[quest]] until reporting the success to the [[quest]] giver. While the [[quest]] is not fulfilled yet (i.e. the [[quest]] monster has not been slain yet), the [[site]] of the [[quest]] (where the [[quest]] monster resides) will be marked with the 'TSK'. Once the [[quest]] has been fulfilled (i.e. the [[quest]] monster has been slain), the 'TSK' is moved to the town where the [[quest]] giver resides. Only once the [[quest]] is ended by reporting the success to the [[quest]] giver will the 'TSK' be removed completely.&lt;br /&gt;
&lt;br /&gt;
=== Lower Left ===&lt;br /&gt;
&lt;br /&gt;
The lower left area may contain a mini map if it is available.&lt;br /&gt;
&lt;br /&gt;
The minimap is only available if you are in a [[Site|town]] or when you are directly at a special/[[quest]] location, like for instance inside a [[cave]]. The minimap is not available on normal terrain maps or on [[cave]] location site maps themselves (that is the site map where the entrance to the [[cave]] is located).&lt;br /&gt;
&lt;br /&gt;
In [[caves]], the minimap currently seems to mark only the player character position as a light green '@' ([[image:PlayerIcon.png]]) and the position of the [[cave]] entrance as a yellow 'X'. It does not show tunnels or [[creatures]] or any other features, so it only helps with basic orientation.&lt;br /&gt;
&lt;br /&gt;
In [[Site|towns]], the minimap shows the buildings you have either heard about or visited as well as the position of your character. Other creatures or features are not shown on the map and [[z-level]] differences are also not shown.&lt;br /&gt;
&lt;br /&gt;
* In the town map, your own character is again the light green '@' ([[image:PlayerIcon.png]]).&lt;br /&gt;
* A black 'H' on a brown background ([[image:HouseIcon.png]]) marks housing, be it hovels or appartment buildings.&lt;br /&gt;
* A blue 'M' on dark blue ([[image:MayorIcon.png]]) marks the town hall where the mayor can be found.&lt;br /&gt;
* A grey rectangle of 2x2 tiles size with a white 'T' on a red background in the upper left corner ([[image:TempleIcon.png]]) marks a [[temple]].&lt;br /&gt;
* A grey rectangle of 3x3 tiles size with a cyan 'K' on a blue background in the middle ([[image:KeepIcon.png]]) marks a [[keep]].&lt;br /&gt;
* Yellow icons on a brown background depict stores:&lt;br /&gt;
** Armory : [[image:ArmoryIcon.png]]&lt;br /&gt;
** Clothier : [[image:TraderIcon.png]]&lt;br /&gt;
** Grocery : [[image:GroceryIcon.png]]&lt;br /&gt;
** Weapon Smith : [[image:WeaponSmithieIcon.png]]&lt;br /&gt;
** Jeweler : [[image:TrinketIcon.png]]&lt;br /&gt;
&lt;br /&gt;
=== Right Side ===&lt;br /&gt;
&lt;br /&gt;
On the right hand side, neighboring [[z-axis|z-levels]] may be shown.&lt;br /&gt;
&lt;br /&gt;
Their displayal works basically like that of the central area as far as visibility is concerned.&lt;br /&gt;
&lt;br /&gt;
These visuals only pop up once the character moves within range of an area where the character can either see onto a different [[z-level]] or where the character has previously seen the different [[z-level]] (the latter is very common during [[cave]] explorations where the surface [[z-level]] may show up on the right hand side).&lt;br /&gt;
&lt;br /&gt;
These displays are framed and in the middle of the bottom or top frame, an arrow and a number will indicate the relative depth: A downward arrow in the bottom frame indicates that the [[z-level]] displayed is lower than where the character is currently located, while an upward arrow in the top frame indicates that the [[z-level]] is above the character. The number next to the arrow indicates the number of [[z-axis|levels]] difference. So, seeing down a single-level [[slope]] would result in a down arrow next to the number '1', while seeing the roof of a 2-story building would generate an up arrow and the number '2'. In addition, arrow and number are light blue when displaying a [[z-level]] above the character's current position and brown when the extra [[z-level]] is below.&lt;br /&gt;
&lt;br /&gt;
If there is a [[creature]] visible in the extra-display, the frame will be yellow.&lt;br /&gt;
&lt;br /&gt;
== Game Play Function ==&lt;br /&gt;
&lt;br /&gt;
While the travel map allows for quick travel between locations, the site map is actually the location of the main interaction of the game. As such, you can only view your [[inventory]] or interact with it while in site map mode. In addition, [[creature]] [[encounters]] also only take place on site maps; if you come across a [[creature]] while travelling, you will have to switch into site map mode (by pressing {{k|&amp;gt;}}) - if it is not a random [[encounter]], in which case you will automatically be forced into site map mode.&lt;br /&gt;
&lt;br /&gt;
As was noted above, the character will grow [[Adventurer mode#Basic Needs|hungry]] and [[Adventurer mode#Basic Needs|thirsty]] while on a site map. However, site maps are the only location where you actually can obtain [[Adventurer mode#Basic Needs|food]] and [[Adventurer mode#Basic Needs|water]] as the travel map does not offer interaction with any game objects.&lt;br /&gt;
&lt;br /&gt;
Time passes more slowly than on the travel map, but it is subject to day and night, as well as [[weather]] effects like rain.&lt;br /&gt;
&lt;br /&gt;
In [[Site|towns]], the site map allows you to explore the [[Site|town]] and speak with the inhabitants (using {{k|k}}). This way you can gather information for your [[legends]] registry, also learn about nearby [[Site|sites]] and their inhabitants, get [[Quest|quests]] from the mayor, and trade for better equipment or food.&lt;br /&gt;
&lt;br /&gt;
When facing special [[Site|sites]] like [[caves]] or [[goblin]] towers, the site map effectively resembles the normal gameplay of a rogue-like.&lt;/div&gt;</summary>
		<author><name>Adeptable</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Site_map&amp;diff=38382</id>
		<title>40d:Site map</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Site_map&amp;diff=38382"/>
		<updated>2008-08-03T21:34:37Z</updated>

		<summary type="html">&lt;p&gt;Adeptable: /* Message Line */  grammar&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Adventurer mode]]&lt;br /&gt;
The site map or location map is one of the possible modes in the [[Adventurer mode]].&lt;br /&gt;
&lt;br /&gt;
== General Information ==&lt;br /&gt;
&lt;br /&gt;
The site map is the most detailed mode available. In other words, its tiles do not represent a larger number of tiles in another map, even though an individual tile may contain several objects and/or [[creatures]] stacked on top of one another.&lt;br /&gt;
&lt;br /&gt;
The exact size of the tiles is not defined and the flexible physics of the game make it difficult to pin down any size. However, it should be noted that each [[chair]], [[table]], [[bed]], or other item of [[furniture]] requires a single tile for itself in order to be placed correctly.&lt;br /&gt;
&lt;br /&gt;
While the adventurer explores the game in site map mode, they will over time grow [[Adventurer mode#Basic Needs|thirsty]] and [[Adventurer mode#Basic Needs|hungry]].&lt;br /&gt;
&lt;br /&gt;
== Screen Structure ==&lt;br /&gt;
&lt;br /&gt;
[[image:ExploredTownAtNight.png]]&lt;br /&gt;
&lt;br /&gt;
=== Central Area ===&lt;br /&gt;
&lt;br /&gt;
The central area of the screen shows the player character and the surrounding area. &lt;br /&gt;
&lt;br /&gt;
Depending on the lighting, not the entire area may be visible. During the night or inside [[caves]], only a limited area is currently visible. In addition, obstacles like [[trees]] or [[walls]] will also impede visiblity.&lt;br /&gt;
&lt;br /&gt;
Tiles which are unknown and currently invisible will be completely black. Tiles which have been seen before (either during the current visit to the area or during a previous visit), will show their usual character, but will be greyed out. If there had been a [[creature]] on a tile when the character last saw the tile, that is, the last turn the tile was visible, the [[creature]]'s symbol will be shown in black on a purple background. It will remain there, until the tile becomes visible again.&lt;br /&gt;
[[image:BearInvisible.png|left|thumb|A bear hidden by a tree]][[image:BearVisible.png|center|thumb|The bear visible again]]&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Message Line ===&lt;br /&gt;
&lt;br /&gt;
At the bottom of the site map there is the message line where messages will be displayed, deducting one line from the central area. Usually, it is a single line. However, in certain situations where many things happen simultaneously (or rather between two moves of the player character), as in [[combat]], it may turn into several lines covering major parts of the screen.&lt;br /&gt;
&lt;br /&gt;
[[Image:NormalMessageLine.png|left|thumb|A normal message line]][[Image:MassiveMessageLine.png|center|thumb|A message line overflow]]&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
You can clear it by pressing the {{k|space}} key.&lt;br /&gt;
&lt;br /&gt;
=== Bottom Line Information ===&lt;br /&gt;
&lt;br /&gt;
The two bottom lines contain several pieces of information.&lt;br /&gt;
&lt;br /&gt;
On the first line on the left hand side, the character name will be displayed.&lt;br /&gt;
&lt;br /&gt;
On the second line on the left hand side, the name of the current location will be displayed. If the character is inside a named building, that building's name will be displayed. When inside a [[Site|town]] or other [[site]], that location's name will be displayed and only if none of these applies will the name of the region (that is, the local region the current travel map tile belongs to) be chosen.&lt;br /&gt;
&lt;br /&gt;
On the first line, in the center, 'W:' is followed by the name of the current [[weapon]].&lt;br /&gt;
&lt;br /&gt;
On the second line, in the center, 'A:' is followed by the name of the current torso [[armor]].&lt;br /&gt;
&lt;br /&gt;
On the first line, on the right hand side, 'Speed:' shows the [[speed]] value of the character. The higher the value, the faster the character moves and acts and the basic value for [[humans]] is 1,000.&lt;br /&gt;
&lt;br /&gt;
=== Upper Left ===&lt;br /&gt;
&lt;br /&gt;
The upper left corner of the screen features a site compass. It lists the nearby [[Site|sites]] of interests closest to the location you are currently at.&lt;br /&gt;
&lt;br /&gt;
Each line lists one [[site]], starting with the [[site]] you are currently at.&lt;br /&gt;
&lt;br /&gt;
The first item in each line is the symbol for the [[site]] as seen on the travel map.&lt;br /&gt;
&lt;br /&gt;
This is then followed either by compass directions or a line of white minusses '---'. &lt;br /&gt;
&lt;br /&gt;
The '---' mean that the player character is currently at the specified [[site]]. &lt;br /&gt;
&lt;br /&gt;
If a compass direction is shown, it refers to the direction in which the [[site]] is as seen from the player character's current tile. Compass directions can be simple, like 'N', but can also be more extensive like 'WSW', so they are fairly accurate. The color of the compass direction indicates how far the character is away from the site. Light green means the character is the closest beyond being at a location. Brown means nearby and dark grey indicates any distance beyond that.&lt;br /&gt;
&lt;br /&gt;
There is one special appliance for the compass: If you are currently on a [[quest]] and have reached the [[quest]] location on the travel map, the compass on the site map will not show the white '---' until you have reached the precise [[quest]] location, like for instance the actual entrance to a [[cave]]. Instead, you will have light green compass directions pointing the way towards the [[quest]] location. Note that this is only the [[cave]] entrance or such. The location of a [[quest]] opponent is not given by the compass and needs to be figured through searching the [[quest]] location.&lt;br /&gt;
&lt;br /&gt;
There is one more item a line may contain. That is a cyan 'TSK' marking a [[quest]] destination location. A character is on a [[quest]] for the entire time from accepting the [[quest]] until reporting the success to the [[quest]] giver. While the [[quest]] is not fulfilled yet (i.e. the [[quest]] monster has not been slain yet), the [[site]] of the [[quest]] (where the [[quest]] monster resides) will be marked with the 'TSK'. Once the [[quest]] has been fulfilled (i.e. the [[quest]] monster has been slain), the 'TSK' is moved to the town where the [[quest]] giver resides. Only once the [[quest]] is ended by reporting the success to the [[quest]] giver will the 'TSK' be removed completely.&lt;br /&gt;
&lt;br /&gt;
=== Lower Left ===&lt;br /&gt;
&lt;br /&gt;
The lower left area may contain a mini map if it is available.&lt;br /&gt;
&lt;br /&gt;
The minimap is only available if you are in a [[Site|town]] or when you are directly at a special/[[quest]] location, like for instance inside a [[cave]]. The minimap is not available on normal terrain maps or on [[cave]] location site maps themselves (that is the site map where the entrance to the [[cave]] is located).&lt;br /&gt;
&lt;br /&gt;
In [[caves]], the minimap currently seems to mark only the player character position as a light green '@' ([[image:PlayerIcon.png]]) and the position of the [[cave]] entrance as a yellow 'X'. It does not show tunnels or [[creatures]] or any other features, so it basically only helps with basic orientation.&lt;br /&gt;
&lt;br /&gt;
In [[Site|towns]], the minimap shows the buildings you have either heard about or visited as well as the position of your character. Other creatures or features are not shown on the map and [[z-level]] differences are also not shown.&lt;br /&gt;
&lt;br /&gt;
* In the town map, your own character is again the light green '@' ([[image:PlayerIcon.png]]).&lt;br /&gt;
* A black 'H' on a brown background ([[image:HouseIcon.png]]) marks housing, be it hovels or appartment buildings.&lt;br /&gt;
* A blue 'M' on dark blue ([[image:MayorIcon.png]]) marks the town hall where the mayor can be found.&lt;br /&gt;
* A grey rectangle of 2x2 tiles size with a white 'T' on a red background in the upper left corner ([[image:TempleIcon.png]]) marks a [[temple]].&lt;br /&gt;
* A grey rectangle of 3x3 tiles size with a cyan 'K' on a blue background in the middle ([[image:KeepIcon.png]]) marks a [[keep]].&lt;br /&gt;
* Yellow icons on a brown background depict stores:&lt;br /&gt;
** Armory : [[image:ArmoryIcon.png]]&lt;br /&gt;
** Clothier : [[image:TraderIcon.png]]&lt;br /&gt;
** Grocery : [[image:GroceryIcon.png]]&lt;br /&gt;
** Weapon Smith : [[image:WeaponSmithieIcon.png]]&lt;br /&gt;
** Jeweler : [[image:TrinketIcon.png]]&lt;br /&gt;
&lt;br /&gt;
=== Right Side ===&lt;br /&gt;
&lt;br /&gt;
On the right hand side, neighboring [[z-axis|z-levels]] may be shown.&lt;br /&gt;
&lt;br /&gt;
Their displayal works basically like that of the central area as far as visibility is concerned.&lt;br /&gt;
&lt;br /&gt;
These visuals only pop up once the character moves within range of an area where the character can either see onto a different [[z-level]] or where the character has previously seen the different [[z-level]] (the latter is very common during [[cave]] explorations where the surface [[z-level]] may show up on the right hand side).&lt;br /&gt;
&lt;br /&gt;
These displays are framed and in the middle of the bottom or top frame, an arrow and a number will indicate the relative depth: A downward arrow in the bottom frame indicates that the [[z-level]] displayed is lower than where the character is currently located, while an upward arrow in the top frame indicates that the [[z-level]] is above the character. The number next to the arrow indicates the number of [[z-axis|levels]] difference. So, seeing down a single-level [[slope]] would result in a down arrow next to the number '1', while seeing the roof of a 2-story building would generate an up arrow and the number '2'. In addition, arrow and number are light blue when displaying a [[z-level]] above the character's current position and brown when the extra [[z-level]] is below.&lt;br /&gt;
&lt;br /&gt;
If there is a [[creature]] visible in the extra-display, the frame will be yellow.&lt;br /&gt;
&lt;br /&gt;
== Game Play Function ==&lt;br /&gt;
&lt;br /&gt;
While the travel map allows for quick travel between locations, the site map is actually the location of the main interaction of the game. As such, you can only view your [[inventory]] or interact with it while in site map mode. In addition, [[creature]] [[encounters]] also only take place on site maps; if you come across a [[creature]] while travelling, you will have to switch into site map mode (by pressing {{k|&amp;gt;}}) - if it is not a random [[encounter]], in which case you will automatically be forced into site map mode.&lt;br /&gt;
&lt;br /&gt;
As was noted above, the character will grow [[Adventurer mode#Basic Needs|hungry]] and [[Adventurer mode#Basic Needs|thirsty]] while on a site map. However, site maps are the only location where you actually can obtain [[Adventurer mode#Basic Needs|food]] and [[Adventurer mode#Basic Needs|water]] as the travel map does not offer interaction with any game objects.&lt;br /&gt;
&lt;br /&gt;
Time passes more slowly than on the travel map, but it is subject to day and night, as well as [[weather]] effects like rain.&lt;br /&gt;
&lt;br /&gt;
In [[Site|towns]], the site map allows you to explore the [[Site|town]] and speak with the inhabitants (using {{k|k}}). This way you can gather information for your [[legends]] registry, also learn about nearby [[Site|sites]] and their inhabitants, get [[Quest|quests]] from the mayor, and trade for better equipment or food.&lt;br /&gt;
&lt;br /&gt;
When facing special [[Site|sites]] like [[caves]] or [[goblin]] towers, the site map effectively resembles the normal gameplay of a rogue-like.&lt;/div&gt;</summary>
		<author><name>Adeptable</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Tilesets&amp;diff=6664</id>
		<title>40d:Tilesets</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Tilesets&amp;diff=6664"/>
		<updated>2008-08-03T20:52:34Z</updated>

		<summary type="html">&lt;p&gt;Adeptable: /* Character sets */ rm dead link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''You may be looking for the [[List of user character sets]] or [[List of user graphics sets]].''&lt;br /&gt;
&lt;br /&gt;
'''Tilesets''' are images the game uses to display its graphics; each tile is used to show text and represent things. Users create custom tilesets for a number of reasons, including increased visibility, aesthetics, or small size. Tilesets come in two flavors: &amp;quot;'''character sets'''&amp;quot; (or simply &amp;quot;tilesets&amp;quot;) and &amp;quot;'''graphics sets'''&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Overview and installation ==&lt;br /&gt;
&lt;br /&gt;
=== Character sets ===&lt;br /&gt;
&lt;br /&gt;
A character set is an image in BMP format that contains the 256 different tiles, corresponding to the [[Character table|IBM Code Page 437]] (sometimes called Extended ASCII), which are used to display the main graphics. [[List of user character sets|Here is the list]] of user-made standard tilesets. To install any of these tilesets, follow these steps:&lt;br /&gt;
&lt;br /&gt;
# Download the tileset. (The list is [[List of user character sets|here]])&lt;br /&gt;
# Convert it into a 24-bit BMP file. Do NOT just change the extension to .bmp; you must use a program like MS paint to save it as a .bmp.&lt;br /&gt;
# Put it in the data/art directory of your Dwarf Fortress installation.&lt;br /&gt;
# Open data/init/init.txt &lt;br /&gt;
# If you want to use the tileset in fullscreen mode, locate and modify the [FULLSCREENX:800], [FULLSCREENY:600], and [FULLFONT:curses_800x600.bmp] configuration lines to match the specifications from the tileset list. The FULLFONT directive should match the filename of the tileset you downloaded. If you want to use the tileset in windowed mode, search for the [WINDOWEDX:640], [WINDOWEDY:300], and [FONT:curses_640x300.bmp] lines instead, and change them to the correct values.&lt;br /&gt;
# It is also recommended you change [BLACK_SPACE:NO] to [BLACK_SPACE:YES] to prevent stretching of the graphics.&lt;br /&gt;
# Save the file, then you're ready to play!&lt;br /&gt;
&lt;br /&gt;
=== Graphics sets ===&lt;br /&gt;
&lt;br /&gt;
Character sets only change certain graphics, while others are left out. The confusingly-named [[graphics sets]] are used to change the appearance of [[creatures]] in the game, such as dwarves and unicorns. These are usually designed to work together with certain character sets. The Dystopian Rhetoric graphics set comes with its own DF installer; to install any others (or to install that one manually), you follow a similar process to the above:&lt;br /&gt;
&lt;br /&gt;
# Download the graphics set. (The list is [[Graphics sets|here]].)&lt;br /&gt;
# Convert it into a 24-bit BMP file using your favorite image editing program.&lt;br /&gt;
# Put it in the raw/graphics/example directory of your Dwarf Fortress installation, so it overwrites the existing file.&lt;br /&gt;
# Open /raw/graphics/example_text.txt&lt;br /&gt;
# Replace the contents with the appropriate text for the graphics set you downloaded. Save the file.&lt;br /&gt;
# Open data/init/init.txt&lt;br /&gt;
# Locate the [GRAPHICS:NO] line and change it to [GRAPHICS:YES].&lt;br /&gt;
# Change the resolution and font directories as above, this time for the lines starting with GRAPHICS instead. So, if you want to use fullscreen mode, modify [GRAPHICS_FULLSCREENX:800], [GRAPHICS_FULLSCREENY:600], and [GRAPHICS_FULLFONT:curses_800x600.bmp] to suit the standard tileset you want to use. For windowed mode, the lines to change are [GRAPHICS_WINDOWEDX:640], [GRAPHICS_WINDOWEDY:300], and [GRAPHICS_FONT:curses_640x300.bmp].&lt;br /&gt;
# Be sure to change [GRAPHICS_BLACK_SPACE] to the same setting as [BLACK_SPACE].&lt;br /&gt;
# Save the file, then you're ready to get mangled by a great-looking elephant!&lt;br /&gt;
&lt;br /&gt;
== Custom tileset design ==&lt;br /&gt;
&lt;br /&gt;
The gameplay viewport is 80 characters wide, and 25 characters tall. Therefore, a tileset's target resolution will be TILE_X_LENGTH * 80 by TILE_Y_LENGTH * 25. Since the tileset is arranged into a 16x16 grid of tiles (256 tiles total), the tileset image size will be TILE_X_LENGTH * 16 by TILE_Y_LENGTH * 16. Here are some common tile sizes:&lt;br /&gt;
&lt;br /&gt;
* A tileset with 10x12 tiles will be 160x192 pixels large, and the target resolution will be 800x300.&lt;br /&gt;
* A tileset with 16x16 tiles will be 256x256 pixels large, and the target resolution will be 1280x400.&lt;br /&gt;
&lt;br /&gt;
When creating a custom tileset, it's often easiest to start with an existing one, and edit it to your liking. Tilesets generally fall into three categories: rectangular tilesets, square tilesets, and 16x16 square tilesets. Rectangular tilesets have tiles that are taller than they are wide. The text in these tilesets is generally easier to read, but the map appears squished horizontally. Square tilesets usually provide more attractive graphics, but are slightly less readable. The 16x16 square tilesets are just a sub-set, which are grouped together because most [[Object Tilesets]] use 16x16 tiles. The graphics in Dwarf Fortress can be somewhat diversified and enhanced through the use of graphics sets.&lt;br /&gt;
&lt;br /&gt;
Many tiles are used by the game in multiple ways, and this makes customizing the graphics difficult. The same icon is used for chairs and the north end of one-tile-wide vertical bridges. Ashes and broken arrows look the same, and many game entities (such as levers, floodgates, bags, and bins) share characters that are also used in Dwarven names or other bits of text in the interface. &lt;br /&gt;
&lt;br /&gt;
=== How colors other than white and magenta work ===&lt;br /&gt;
&lt;br /&gt;
When the game draws a tile, it will select a foreground color, a background color, and a tile based on the item being drawn.  The background color will be used in place of magenta (Hex code #FF00FF or RGB 255 0 255).  All other colors in the tile will be treated as a mask against the foreground color.  Pure white (#FFFFFF) will always show the foreground color, while light grey (#CCCCCC) will be a slightly darker version of the foreground color, and dark grey (#888888) will be a dark version of the foreground color.  Black (#000000) will always be black.  It is impossible to use different shades of the background color.&lt;br /&gt;
&lt;br /&gt;
In general, just remember these rules:&lt;br /&gt;
&lt;br /&gt;
* Bright magenta (#FF00FF) is the background.&lt;br /&gt;
* Bright white (#FFFFFF) is the foreground.&lt;br /&gt;
* Darker shades of white and grey (#C0C0C0, #808080, etc) will display darker shades of the foreground color.  It is possible to use any shade of grey, including ones like #333333 and #C2C2C2.&lt;br /&gt;
* Black (#000000) will always be black.&lt;br /&gt;
* It's probably best to avoid color in normal tilesets.&lt;br /&gt;
&lt;br /&gt;
For an example, the game is drawing an exposed turquoise cluster with color &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;bright blue&amp;lt;/span&amp;gt; (#0000FF).  While loading the tile image, it encounters the color &amp;lt;span style=&amp;quot;color:#CCC;&amp;quot;&amp;gt;light grey&amp;lt;/span&amp;gt; (#CCCCCC).  The color used in its place will be:&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin-bottom:20px; text-align:left; width:90%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Color component || Foreground color || Color mask from tile || Calculation in hex || Calculation in decimal&lt;br /&gt;
|-&lt;br /&gt;
| Red   || #&amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;00FF || #&amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;CC&amp;lt;/span&amp;gt;CCCC || &amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; * &amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;CC&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; / 100&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; = &amp;lt;span style=&amp;quot;color:#900;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; || &amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt; * &amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;204&amp;lt;/span&amp;gt; / 256 = &amp;lt;span style=&amp;quot;color:#900;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Green || #00&amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;FF || #CC&amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;CC&amp;lt;/span&amp;gt;CC ||&amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; * &amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;CC&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; / 100&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; = &amp;lt;span style=&amp;quot;color:#090;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; || &amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt; * &amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;204&amp;lt;/span&amp;gt; / 256 = &amp;lt;span style=&amp;quot;color:#090;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Blue  || #0000&amp;lt;span style=&amp;quot;color:#00F&amp;quot;&amp;gt;FF&amp;lt;/span&amp;gt;  || #CCCC&amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;CC&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;FF&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; * &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;CC&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; / 100&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; = &amp;lt;span style=&amp;quot;color:#009;&amp;quot;&amp;gt;CB&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; || &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;255&amp;lt;/span&amp;gt; * &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;204&amp;lt;/span&amp;gt; / 256 = &amp;lt;span style=&amp;quot;color:#009;&amp;quot;&amp;gt;203&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#0000CB&amp;quot;&amp;gt;Final Color&amp;lt;/span&amp;gt; || || || #&amp;lt;span style=&amp;quot;color:#900;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;color:#090;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;color:#009;&amp;quot;&amp;gt;CB&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#900;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#090;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#009;&amp;quot;&amp;gt;203&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Color masks with unequal amounts of R, G and B are calculated in the same fashion.  The game is now drawing a speardwarf with color &amp;lt;span style=&amp;quot;color:#C0C000;&amp;quot;&amp;gt;brown&amp;lt;/span&amp;gt; (#C0C000).  It encounters the color &amp;lt;span style=&amp;quot;color:#008080;&amp;quot;&amp;gt;cyan&amp;lt;/span&amp;gt; while loading the tile (#008080).  The color used instead of cyan will be:&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin-bottom:20px; text-align:left; width:90%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Color component || Foreground color || Color mask from tile || Calculation in hex || Calculation in decimal&lt;br /&gt;
|-&lt;br /&gt;
| Red   || #&amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;C0&amp;lt;/span&amp;gt;C000 || #&amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;8080 || &amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;C0&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; * &amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; / 100&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; = &amp;lt;span style=&amp;quot;color:#900;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; || &amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;192&amp;lt;/span&amp;gt; * &amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt; / 256 = &amp;lt;span style=&amp;quot;color:#900;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Green || #C0&amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;C0&amp;lt;/span&amp;gt;00 || #00&amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;80&amp;lt;/span&amp;gt;80 ||&amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;C0&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; * &amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;80&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; / 100&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; = &amp;lt;span style=&amp;quot;color:#090;&amp;quot;&amp;gt;60&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; || &amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;192&amp;lt;/span&amp;gt; * &amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;128&amp;lt;/span&amp;gt; / 256 = &amp;lt;span style=&amp;quot;color:#090;&amp;quot;&amp;gt;96&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Blue  || #C0C0&amp;lt;span style=&amp;quot;color:#00F&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;  || #0080&amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;80&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; * &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;80&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; / 100&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; = &amp;lt;span style=&amp;quot;color:#009;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; || &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt; * &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;128&amp;lt;/span&amp;gt; / 256 = &amp;lt;span style=&amp;quot;color:#009;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#006000&amp;quot;&amp;gt;Final Color&amp;lt;/span&amp;gt; || || || #&amp;lt;span style=&amp;quot;color:#900;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;color:#090;&amp;quot;&amp;gt;60&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;color:#009;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#900;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#090;&amp;quot;&amp;gt;96&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#009;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
As illustrated by this example, colors in the tileset can result in colors that aren't in the foreground color or the tile graphic.  In this case, a brown foreground color with a cyan pixel color in the tileset results in a final color of green.  &lt;br /&gt;
&lt;br /&gt;
Theoretically, the way the game handles color masks could be used to display different graphics for items that use the same tile (but whose respective colors use different color component channels).  For example, if a bright red object and a bright blue object use the same tile, the tile can use bright red for all pixels that only the red object uses, bright blue for all pixels only the blue object uses, and bright magenta (but NOT #FF00FF, it would have to be #FE00FE or something similar) for all pixels both objects use.  In this fashion the two objects that share a tile would look completely different.  In practice however, this is probably impossible because so many objects share the same tile, the chances of the potential foreground colors sharing a red, green, or blue color component are too great.&lt;br /&gt;
&lt;br /&gt;
== What tiles are used for what ==&lt;br /&gt;
&lt;br /&gt;
* Items marked with * can have their tile changed in the [[modding|raw data]] files.&lt;br /&gt;
* Items marked with # can have their tile replaced by a [[graphics set]] image, in addition to having their tile changed in the raw data.&lt;br /&gt;
* Items marked with $ can be changed in the [[init.txt]] file.&lt;br /&gt;
&lt;br /&gt;
====Row 01 (000-015)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| No use&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|☺}}&lt;br /&gt;
| [[Civilian]] dwarves#&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|☻}}&lt;br /&gt;
| [[Military]] dwarves#&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|♥}}&lt;br /&gt;
| [[Dimple cup]]s*&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|♦}}&lt;br /&gt;
| [[Cut gem]]s, large [[gem]]s&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|♣}}&lt;br /&gt;
| [[Tower-cap]]s*, [[Acacia]] trees*, [[Mangrove]] trees*, [[Maple]] trees*, [[quarry bush]]es*, [[Alder]] trees*, [[Birch]] trees*&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|♠}}&lt;br /&gt;
| [[Plump helmet]]s*, [[Oak]] trees*, [[quarry bush]] leaves*, [[Mahogany]] trees*, [[Chestnut]] trees*, [[Ash tree]]s*&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|•}}&lt;br /&gt;
| [[Stone]], solid [[workshop]] tile for several workshops like the [[magma smelter]], [[lake]]s in main map, [[cave]]s in the main map&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|◘}}&lt;br /&gt;
| Solid workshop tile for several other workshops like the [[magma forge]], [[tanner]] workshop, [[catapult]] cup&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|○}}&lt;br /&gt;
| [[Well]], [[bracelet]], [[ant colony]], [[millstone]], [[quern]]&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|◙}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{TST|♂}}&lt;br /&gt;
| Male sign, [[bag]]s&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|♀}}&lt;br /&gt;
| Female sign, [[amulet]]&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|♪}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{TST|♫}}&lt;br /&gt;
| [[Armor stand]]s&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|☼}}&lt;br /&gt;
| [[Gem]]s*, bituminous [[coal]]*, [[currency]] symbol, [[masterpiece]] [[quality]] symbol, spider [[web]]s, [[turtle]]*, 'sun' symbol in engravings, [[gear]] assemblies&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 02 (016-031)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|►}}&lt;br /&gt;
| Head of [[ballista]] facing east, [[vermin|manta ray]]&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|◄}}&lt;br /&gt;
| Head of ballista facing west&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|↕}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|‼}}&lt;br /&gt;
| [[Cage]]s, on-[[fire]] symbol&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|¶}}&lt;br /&gt;
| [[Mug]]s, largest elven cities, [[Highwood]] trees*&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|§}}&lt;br /&gt;
| [[Restraint]]s, [[whip vine]]*&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|&amp;amp;#x25AC;}}&lt;br /&gt;
| [[Log]]s&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|↨}}&lt;br /&gt;
| Some tree types&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|↑}}&lt;br /&gt;
| Interface text (bridge direction), [[Pine]]* trees, [[Larch]]* trees&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|↓}}&lt;br /&gt;
| Hungry/thirsty/drowsy/unhappy indicator, [[bridge]] placement raising direction indicator&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|→}}&lt;br /&gt;
| Interface text (bridge direction)&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|←}}&lt;br /&gt;
| Interface text (bridge direction)&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|∟}}&lt;br /&gt;
| Withered [[plant]]s&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|↔}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|▲}}&lt;br /&gt;
| Head of [[ballista]] facing north, ramp up&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|▼}}&lt;br /&gt;
| Head of ballista facing south, ramp down&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 03 (032-047)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|&amp;amp;nbsp;}}&lt;br /&gt;
| Spaces in text messages.&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|!}}&lt;br /&gt;
| Strange [[mood]] mark, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|&amp;quot;}}&lt;br /&gt;
| [[Shrub]], quotation marks, kobold's glowing eyes*&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|#}}&lt;br /&gt;
| Chasm (bottom in fortress mode), pits, [[Sandstone]]*, [[Rock salt]]*, [[Basalt]]*, [[Gypsum]]*, [[floor grate]]s&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|$}}&lt;br /&gt;
| [[Coin]]s&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|%}}&lt;br /&gt;
| [[Prepared food]], unexplored underground, [[Siltstone]]*, [[Slate]]*, [[Brimstone]]*, [[Kimberlite ]]*, [[Bismuthinite]]*, [[Realgar]]*, [[Stibnite]]*, [[Marcasite]]*, [[Olivine]]*, [[Orthoclase]]*, [[Microcline]]*, [[Petrified wood]]*, [[Brimstone]]*, [[Pyrolusite]]*, [[screw pump]] in action&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|&amp;amp;}}&lt;br /&gt;
| [[Demon]]s#&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|&amp;amp;#39;}}&lt;br /&gt;
|  Rough [[floor]]s, unexplored underground, [[Claystone]]*, [[Rhyolite]]*, [[Periclase]]*&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|(}}&lt;br /&gt;
| Foreign object opening tag, tile in [[bowyer's workshop]], text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|)}}&lt;br /&gt;
| Foreign object closing tag, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|*}}&lt;br /&gt;
| [[Ore]], superior [[quality]] tags, key reference, working [[gear]] assembly&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|+}}&lt;br /&gt;
| Smooth/constructed [[floor]]s, injured status, finely-crafted [[quality]] tags, text, [[block]]/[[metal|bar]] [[bridge]]&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|,}}&lt;br /&gt;
| Rough [[floor]]s, [[Claystone]]*, unexplored underground, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|-}}&lt;br /&gt;
| [[Scepter]]s, [[arrow]]s in flight, well-crafted [[quality]] tags, keyboard reference&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|.}}&lt;br /&gt;
| Rough [[floor]]s, [[Felsite]]*, text, unexplored underground&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|/}}&lt;br /&gt;
| [[Weapon]]s, [[bolt]]s&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 04 (048-063)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|0}}&lt;br /&gt;
| [[Coffin]]s, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|1}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{TST|2}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{TST|3}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{TST|4}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{TST|5}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{TST|6}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{TST|7}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{TST|8}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{TST|9}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{TST|:}}&lt;br /&gt;
| [[Wild strawberry|Wild strawberries]]*, [[Prickle berry|Prickle berries]]*, snowstorms&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|;}}&lt;br /&gt;
| [[Workshop]]s (which ones?)&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|&amp;lt;}}&lt;br /&gt;
|  [[Stairs]] up&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|&amp;amp;#61;}}&lt;br /&gt;
| [[Stockpile]]s, [[Chert]]*, [[Gneiss]]*, &amp;lt;span style='color : #888888;'&amp;gt;others?&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|&amp;gt;}}&lt;br /&gt;
| [[Stairs]] down&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|?}}&lt;br /&gt;
| &amp;quot;Task assigned&amp;quot; [[indicator]], looking for path&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
====Row 05 (064-079)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|@}}&lt;br /&gt;
| [[Sheriff]]#, berserk dwarf#, adventurer#, [[fortress guard]]#, [[royal guard]]#, dwarven [[merchant]]s#, [[caravan]] guards#&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|A}}&lt;br /&gt;
| [[Alligator]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|B}}&lt;br /&gt;
| Bears#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|C}}&lt;br /&gt;
| [[Cow]]#, camels#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|D}}&lt;br /&gt;
| [[Dragon]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|E}}&lt;br /&gt;
| [[Elf]]#, [[elephant]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|F}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|G}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|H}}&lt;br /&gt;
| [[Horse]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|I}}&lt;br /&gt;
| [[Support]], text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|J}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|K}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|L}}&lt;br /&gt;
| [[Leopard]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|M}}&lt;br /&gt;
| [[Magma man]]#, [[mule]]#, [[muskox]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|N}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|O}}&lt;br /&gt;
| [[Trade depot]] post, detailed/constructed wall by itself, text, wall ends&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
====Row 06 (080-095)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|P}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|Q}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|R}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|S}}&lt;br /&gt;
| [[Sasquatch]]#, [[giant desert scorpion]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|T}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|U}}&lt;br /&gt;
| [[Human]]#, [[Unicorn]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|V}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|W}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|X}}&lt;br /&gt;
| [[Bin]], [[floodgate]], shop post, building footprint, nausea/winded/stunned/unconscious/migrant [[indicator]], text, up/down stairs, keyboard cursor&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|Y}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|Z}}&lt;br /&gt;
| Sleep [[indicator]], text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|[}}&lt;br /&gt;
| [[Clothing]], [[armor]]&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|\}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{TST|]}}&lt;br /&gt;
| Floor tile in [[Workshop|workshops]] and [[furnace|furnaces]]. Clothing?, armor?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|^}}&lt;br /&gt;
| [[Trap]], [[Alabaster]]*&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|_}}&lt;br /&gt;
| [[Channel]] [[designation]], text&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 07 (096-111)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|`}}&lt;br /&gt;
| Rough floors, unexplored underground, [[Dolomite]]*, [[Schist]]*, [[Alunite]]*, [[Rutile]]*&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|a}}&lt;br /&gt;
| [[Antman]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|b}}&lt;br /&gt;
| [[Batman]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|c}}&lt;br /&gt;
| [[Cat]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|d}}&lt;br /&gt;
| [[Dog]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|e}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|f}}&lt;br /&gt;
| [[Frogman]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|g}}&lt;br /&gt;
| [[Goblin]]#, [[Mountain goat]]#, [[Gremlin]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|h}}&lt;br /&gt;
| [[Harpy]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|i}}&lt;br /&gt;
| [[Fire imp]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|j}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|k}}&lt;br /&gt;
| [[Kobold]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|l}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|m}}&lt;br /&gt;
| [[Mandrill]]#, [[vermin|mussel]], text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|n}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|o}}&lt;br /&gt;
| Well construction, bridge construction, text, [[millstone]] in action, floor tile in magma [[furnace|furnaces]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 08 (112-127)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|p}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|q}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|r}}&lt;br /&gt;
| [[Ratman]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|s}}&lt;br /&gt;
| [[Snakeman]]#, [[Slugman]]#, [[Snailman]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|t}}&lt;br /&gt;
| [[Troglodyte]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|u}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|v}}&lt;br /&gt;
| Text, [[Anhydrite]]*, [[Mica]]*&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|w}}&lt;br /&gt;
| [[Wolf]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|x}}&lt;br /&gt;
| [[Saltpeter]]*, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|y}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|z}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|&amp;amp;#123;}}&lt;br /&gt;
| Forbidden opening tag&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|&amp;amp;#124;}}&lt;br /&gt;
| [[Talc]]*&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|&amp;amp;#125;}}&lt;br /&gt;
| Forbidden closing tag&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|~}}&lt;br /&gt;
| Unfinished rough stone [[road]], [[river]], [[magma]], [[flow]]s, dirt [[road]], [[farm plot]] under construction, [[sand]], furrowed soils&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|⌂}}&lt;br /&gt;
| [[Animal trap]], low [[mountain]]s on world map, part of [[mechanic's workshop]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 09 (128-143)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|Ç}}&lt;br /&gt;
| [[Mechanism]]s&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ü}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|é}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|â}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ä}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|à}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|å}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ç}}&lt;br /&gt;
| [[Totem]]s&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ê}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ë}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|è}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ï}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|î}}&lt;br /&gt;
| Elven forest retreat&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ì}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{TST|Ä}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|Å}}&lt;br /&gt;
| [[Idol]]s, text&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 10 (144-159)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|É}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|æ}}&lt;br /&gt;
| [[Toy]]s&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|Æ}}&lt;br /&gt;
| [[Coffer]]s, [[quiver]]s, [[backpack]]s&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ô}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ö}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ò}}&lt;br /&gt;
| Unactivated [[lever]]s, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|û}}&lt;br /&gt;
| [[Bucket]], text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ù}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ÿ}}&lt;br /&gt;
| [[Valley herb]]*&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|Ö}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|Ü}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|¢}}&lt;br /&gt;
| Closed [[hatch]]es&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|£}}&lt;br /&gt;
| Many valuable metals* in veins&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|¥}}&lt;br /&gt;
| Lobster*&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|₧}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ƒ}}&lt;br /&gt;
| [[Rope reed]]*&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 11 (160-175)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|á}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{TST|í}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ó}}&lt;br /&gt;
| Activated [[lever]]s, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ú}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ñ}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|Ñ}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ª}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{TST|º}}&lt;br /&gt;
| [[Cloth]]&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|¿}}&lt;br /&gt;
| [[Instrument]]&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|⌐}}&lt;br /&gt;
| Withered [[plant]]s: [[Blade weed]], [[Dimple cup]]&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|¬}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|½}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|¼}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|¡}}&lt;br /&gt;
| [[Flask]], [[waterskin]]&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|«}}&lt;br /&gt;
| [[Ballista arrow]] tail for west-facing ballistae, item with [[decoration]] tag&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|»}}&lt;br /&gt;
| [[Ballista arrow]] tail for east-facing ballistae, item with [[decoration]] tag&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 12 (176-191)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|░}}&lt;br /&gt;
| Partially dug rock, [[miasma]], [[cave-in]] dust, [[steam]], smoke, [[Fishery]] &amp;amp; Butcher's workshops, [[Jet]]*, [[Chalk]]*, [[Diorite]]*, various soils*&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|▒}}&lt;br /&gt;
| Partially dug rock, [[miasma]], [[cave-in]] dust, [[steam]], smoke, workshops (craftdwarf's, bowyer's, mason's, mechanic's, jeweler's, clothier's, [[kitchen]], and leather works), side tiles for catapult, [[window]], [[Gabbro]]*, [[Obsidian]]*, various soils*&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|▓}}&lt;br /&gt;
| Partially dug rock, [[miasma]], [[cave-in]] dust, [[steam]], smoke, tannery, [[Marble]]*, [[Limestone]]*, [[Flint]]*, [[Granite]]*, various soils*&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|│}}&lt;br /&gt;
| Overworld [[river]]s, [[well]] [[chain]]/[[rope]], rotating [[axle]]s&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|┤}}&lt;br /&gt;
| Overworld [[river]]s, top-right tile for [[Loom]], glumprong [[tree]]*&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╡}}&lt;br /&gt;
| Tree in winter, [[bridge]]s&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╢}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╖}}&lt;br /&gt;
| Ends of smooth walls&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╕}}&lt;br /&gt;
| Ends of smooth walls&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╣}}&lt;br /&gt;
| Smooth/constructed walls&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|║}}&lt;br /&gt;
| Smooth/constructed walls, [[bridge]]s, wooden [[door]]s, [[axle]]s&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╗}}&lt;br /&gt;
| Smooth/constructed walls, bridges&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╝}}&lt;br /&gt;
| Smooth/constructed walls, bridges&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╜}}&lt;br /&gt;
| Ends of smooth walls&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╛}}&lt;br /&gt;
| Ends of smooth walls&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|┐}}&lt;br /&gt;
| Overworld [[river]]s&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 13 (192-207)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|└}}&lt;br /&gt;
| Overworld rivers&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|┴}}&lt;br /&gt;
| Overworld rivers&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|┬}}&lt;br /&gt;
| Overworld rivers&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|├}}&lt;br /&gt;
| Overworld rivers, top-left tile for [[Loom]]&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|─}}&lt;br /&gt;
| Overworld rivers, rotating [[axle]]s&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|┼}}&lt;br /&gt;
| [[Door]]s, overworld rivers, floor detailing/[[engraving]] in progress&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╞}}&lt;br /&gt;
| Bridges, trees in winter, [[catapult]] tile&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╟}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╚}}&lt;br /&gt;
| Smooth/constructed walls, bridges&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╔}}&lt;br /&gt;
| Smooth/constructed walls, bridges&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╩}}&lt;br /&gt;
| Smooth/constructed walls&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╦}}&lt;br /&gt;
| Smooth/constructed walls&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╠}}&lt;br /&gt;
| Smooth/constructed walls&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|═}}&lt;br /&gt;
| Smooth/constructed walls, bridges, planted [[crop]]s, center [[catapult]] tile, [[axle]]s&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╬}}&lt;br /&gt;
| Smooth/constructed walls, bridges, [[fortification]]s, (flashing) wall [[detailing]]/[[engraving]]/fortifying in progress&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╧}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
====Row 14 (208-223)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╨}}&lt;br /&gt;
| Bridges&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╤}}&lt;br /&gt;
| [[Table]]&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╥}}&lt;br /&gt;
| [[Chair]]s, bridges, farmer's workshop bottom-middle tile&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╙}}&lt;br /&gt;
| Ends of smooth walls&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╘}}&lt;br /&gt;
| Ends of smooth walls&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╒}}&lt;br /&gt;
| Ends of smooth walls&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╓}}&lt;br /&gt;
| Ends of smooth walls&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╫}}&lt;br /&gt;
| Some types of floodgates (wood?){{verify}}&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╪}}&lt;br /&gt;
| Metal doors&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|┘}}&lt;br /&gt;
| Overworld [[river]]s&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|┌}}&lt;br /&gt;
| Overworld rivers&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|█}}&lt;br /&gt;
| Any solid color tile&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|▄}}&lt;br /&gt;
| Siege engine parts&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|▌}}&lt;br /&gt;
| [[Ballista]]&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|▐}}&lt;br /&gt;
| Ballista&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|▀}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 15 (224-239)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|α}}&lt;br /&gt;
| [[Fish]], top-center [[fishery]] tile, [[meat]]&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ß}}&lt;br /&gt;
| [[Leather]]&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|Γ}}&lt;br /&gt;
| [[Weight]] symbol, candlenet [[tree]]*, mango tree*, rubber tree*, cacao tree*, palm tree*, kapok tree*&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|π}}&lt;br /&gt;
| [[Cabinet]], [[goblin|dark fortress]]es&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|Σ}}&lt;br /&gt;
| [[Trap component]]&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|σ}}&lt;br /&gt;
| [[Anvil]], metalsmith's and magma forge bottom-middle tile&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|µ}}&lt;br /&gt;
| [[Plant]]s*(which?), [[crown]], ruins on world map&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|τ}}&lt;br /&gt;
| [[Pig tail]]s*, [[Tree]] sapling, [[Blade weed]]&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|Φ}}&lt;br /&gt;
| [[Sweet pod]]s*, [[bloated tuber]]*&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|Θ}}&lt;br /&gt;
| [[Bed]]s, [[Puddingstone]]*&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|Ω}}&lt;br /&gt;
| [[Statue]]s, dwarven cities on map, [[fish|sea nettle jellyfish]]&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|δ}}&lt;br /&gt;
| [[Earring]]s, [[kennel]] tile&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|∞}}&lt;br /&gt;
| [[Boulder]], middle-right [[butcher's shop]] tile, [[Andesite]]*, [[Conglomerate]]*&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|φ}}&lt;br /&gt;
| [[Thread]], [[loom]] bottom left tile, farmer's workshop bottom right tile&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ε}}&lt;br /&gt;
| [[Bowyer's workshop]] middle-right tile&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|∩}}&lt;br /&gt;
| [[Hills]] on world map&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 16 (240-255)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|≡}}&lt;br /&gt;
| [[metal|Bar]]s, excellent [[quality]] symbol, [[zone]]s, metal [[floodgate]]s&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|±}}&lt;br /&gt;
| Unfinished [[road]]&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|≥}}&lt;br /&gt;
| Spent ammo (catapult stones count), [[ashes]]&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|≤}}&lt;br /&gt;
| Spent ammo (catapult stones count), ashes&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|⌠}}&lt;br /&gt;
| Willow [[tree]]*&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|⌡}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|÷}}&lt;br /&gt;
| [[Barrel]], [[screw pump]]&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|≈}}&lt;br /&gt;
| Rough stone [[road]] or [[bridge]], [[water]], [[river]], [[lava]], glob, [[fat]], [[tallow]], [[farm plot]], furrowed soil, [[vomit]], [[blood]] pools, others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|°}}&lt;br /&gt;
| [[Ring]], sea foam&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|∙}}&lt;br /&gt;
| [[Vermin]]*, terrain at lower elevation&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|·}}&lt;br /&gt;
| [[Seed]]s, micro-vermin, distant indoors terrain$ (changed by the 'chasm' option in init.txt)&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|√}}&lt;br /&gt;
| [[Weapon rack]]s, [[badlands]] in main map, check mark (selecting production materials, confirmed items on manager window)&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ⁿ}}&lt;br /&gt;
| [[Savanna]] in main map&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|²}}&lt;br /&gt;
| Body parts, [[chunk]]s, vermin corpses, [[bone]], [[shell]], [[skin]]s, [[skull]]s&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|■}}&lt;br /&gt;
| [[Block]]s, trees at lower elevation&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| No use&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- ☺ ☻ ♥ ♦ ♣ ♠ • ◘ ○ ◙ ♂ ♀ ♪ ♫ ☼ ► ◄ ↕ ‼ ¶ § ▬ ↨ ↑ ↓ → ← ∟ ↔ ▲ ▼ ! &amp;quot; # $ % &amp;amp; ' ( ) * + , - . / 0 1 2 3 4 5 6 7 8 9 : ; &amp;lt; = &amp;gt; ? @ A B C D E F G H I J K L M N O P Q R S T U V W X Y Z [ \ ] ^ _ ` a b c d e f g h i j k l m n o p q r s t u v w x y z { | } ~ ⌂ Ç ü é â ä à å ç ê ë è ï î ì Ä Å É æ Æ ô ö ò û ù ÿ Ö Ü ¢ £ ¥ ₧ ƒ á í ó ú ñ Ñ ª º ¿ ⌐ ¬ ½ ¼ ¡ « » ░ ▒ ▓ │ ┤ ╡ ╢ ╖ ╕ ╣ ║ ╗ ╝ ╜ ╛ ┐ └ ┴ ┬ ├ ─ ┼ ╞ ╟ ╚ ╔ ╩ ╦ ╠ ═ ╬ ╧ ╨ ╤ ╥ ╙ ╘ ╒ ╓ ╫ ╪ ┘ ┌ █ ▄ ▌ ▐ ▀ α ß Γ π Σ σ µ τ Φ Θ Ω δ ∞ φ ε ∩ ≡ ± ≥ ≤ ⌠ ⌡ ÷ ≈ ° ∙ · √ ⁿ ² ■ --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Game Interface FAQ}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;br /&gt;
[[Category:Interface]]&lt;/div&gt;</summary>
		<author><name>Adeptable</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Waterskin&amp;diff=32428</id>
		<title>40d:Waterskin</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Waterskin&amp;diff=32428"/>
		<updated>2008-08-03T20:49:29Z</updated>

		<summary type="html">&lt;p&gt;Adeptable: add Category:Items and Category:Military&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Waterskins''' are made at a [[Leather works]] from any form of [[Leather]].  [[Soldier]]s can be ordered to carry [[water]] using their waterskins from their specific squad menu.  This is useful because they will not have to leave their post to get a drink for an extended period of time.  This can also be bad because they will only fill their skin with water, and eventually will become unhappy due to [[alcohol]] deprivation. When filling a waterskin a soldier or a hunter will always fill it to the level of 3 units of water. &lt;br /&gt;
&lt;br /&gt;
When in adventurer mode the water in the waterskin will freeze after some time in very cold weather. The resulting ice can be licked instead of drunk but &lt;br /&gt;
doesn't quench thirst nor melt from this action.&lt;br /&gt;
&lt;br /&gt;
Waterskins are stored as in Finished Goods [[stockpiles]] as [[flask|flasks]]. Three waterskins are made at the leatherworks from one unit of leather.&lt;br /&gt;
&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Military]]&lt;/div&gt;</summary>
		<author><name>Adeptable</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Trading/Flowchart&amp;diff=41499</id>
		<title>v0.34:Trading/Flowchart</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Trading/Flowchart&amp;diff=41499"/>
		<updated>2008-08-03T02:02:59Z</updated>

		<summary type="html">&lt;p&gt;Adeptable: update flowchart - use new templates for clearer code, and split Liason int it's own branch&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| cellspacing=&amp;quot;0&amp;quot; align=&amp;quot;right&amp;quot; style=&amp;quot;margin:0 0 15px 30px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=15|Suggested trading procedure&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|width=50|&lt;br /&gt;
|width=1|&lt;br /&gt;
|width=50|&lt;br /&gt;
|width=5|&lt;br /&gt;
|width=50|&lt;br /&gt;
|width=1|&lt;br /&gt;
|width=50|&lt;br /&gt;
|width=5|&lt;br /&gt;
|width=50|&lt;br /&gt;
|width=1|&lt;br /&gt;
|width=50|&lt;br /&gt;
|width=5|&lt;br /&gt;
|width=50|&lt;br /&gt;
|width=1|&lt;br /&gt;
|width=50|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=6|&lt;br /&gt;
|colspan=3 style=&amp;quot;border: 1px solid #aaa;&amp;quot; align=center|Arrive at fortress location&lt;br /&gt;
|colspan=6|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=7|&lt;br /&gt;
{{Flowchart Vertical Bar}}&lt;br /&gt;
|colspan=7|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{{Flowchart Horizontal Bar|13}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{{Flowchart Vertical Bar}}&lt;br /&gt;
|colspan=7|&lt;br /&gt;
{{Flowchart Vertical Bar}}&lt;br /&gt;
|colspan=3|&lt;br /&gt;
{{Flowchart Vertical Bar}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
{{Flowchart Box|Create Goods|5}}&lt;br /&gt;
|colspan=5|&lt;br /&gt;
{{Flowchart Box|Build Depot}}&lt;br /&gt;
|&lt;br /&gt;
{{Flowchart Box|Optional: turn off the relevent noble's other labours for a faster response. (Dwarven caravan requires expedition leader/mayor; Human caravan requires broker)|11}}&lt;br /&gt;
|-&lt;br /&gt;
|colspan=6|&lt;br /&gt;
{{Flowchart Vertical Bar}}&lt;br /&gt;
|colspan=2|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=5|&lt;br /&gt;
{{Flowchart Box|Check Depot is accessible}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=6|&lt;br /&gt;
{{Flowchart Vertical Bar}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=5|&lt;br /&gt;
{{Flowchart Box|Wait for caravan}}&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{{Flowchart Vertical Bar}}&lt;br /&gt;
|colspan=7|&lt;br /&gt;
{{Flowchart Vertical Bar}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{{Flowchart Horizontal Bar|9}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=5|&lt;br /&gt;
{{Flowchart Vertical Bar}}&lt;br /&gt;
|colspan=5|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{{Flowchart Horizontal Bar|9}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{{Flowchart Vertical Bar}}&lt;br /&gt;
|colspan=3|&lt;br /&gt;
{{Flowchart Vertical Bar}}&lt;br /&gt;
|colspan=3|&lt;br /&gt;
{{Flowchart Vertical Bar}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
{{Flowchart Box|Set goods to be traded}}&lt;br /&gt;
|&lt;br /&gt;
{{Flowchart Box|Request the trader at the depot. Optional: turn off his other labours for a faster response}}&lt;br /&gt;
|&lt;br /&gt;
{{Flowchart Box|Wait for caravan to arrive at depot and merchants to finish unloading|3}}&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{{Flowchart Vertical Bar}}&lt;br /&gt;
|colspan=3|&lt;br /&gt;
{{Flowchart Vertical Bar}}&lt;br /&gt;
|colspan=2|&lt;br /&gt;
|colspan=2|&lt;br /&gt;
{{Flowchart Vertical Bar}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
{{Flowchart Box|Wait for goods to be hauled}}&lt;br /&gt;
|&lt;br /&gt;
{{Flowchart Box|Wait for trader to assign &amp;quot;Trade at Depot&amp;quot; job}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
{{Flowchart Box|Conduct all 8 meetings with Liason}}&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{{Flowchart Vertical Bar}}&lt;br /&gt;
|colspan=3|&lt;br /&gt;
{{Flowchart Vertical Bar}}&lt;br /&gt;
|colspan=3|&lt;br /&gt;
{{Flowchart Vertical Bar}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{{Flowchart Horizontal Bar|9}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=5|&lt;br /&gt;
{{Flowchart Vertical Bar}}&lt;br /&gt;
|colspan=5|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=4|&lt;br /&gt;
{{Flowchart Box|Trade}}&lt;br /&gt;
|colspan=4|&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Adeptable</name></author>
	</entry>
</feed>