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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Currency&amp;diff=212401</id>
		<title>Currency</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Currency&amp;diff=212401"/>
		<updated>2014-11-22T08:06:54Z</updated>

		<summary type="html">&lt;p&gt;Ar-Pharazon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|13:56, 2 October 2014 (UTC)}}&lt;br /&gt;
{{Migrated_article}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
The game's '''currency''' is measured in &amp;quot;☼&amp;quot; (''White Sun With Rays'', unicode character U+263C), called &amp;quot;dwarfbucks&amp;quot; or &amp;quot;db's&amp;quot; by some players. Each item has a specific trade [[value]] in ☼, determined by what kind of object it is, what it is made of, and (sometimes) how well it was made. Dwarfbucks are an important measure in [[trade]] for bartering goods, allowing both the [[merchant]] and [[Appraiser|trader]] to judge whether the bartered [[trade good]]s are equivalent or not.&lt;br /&gt;
&lt;br /&gt;
==Coins==&lt;br /&gt;
[[Metal crafter]]s may strike physical coins out of any [[metal]] at the [[metalsmith's forge]]. This process requires one metal [[bar]] and one unit of [[fuel]], and produces one [[stack]] of 500 coins. Each stack of coins has an effective item value of 10, meaning that the value of a stack is 10 x [[material value]] of the component metal, and a given coin is (10 x [[material value]] / 500) of the value of the metal bar that produced it. For example, [[silver]] has a material value of 10, so a stack of 500 silver coins will be worth 10 x 10 = 100☼, and each silver coin in the stack will be worth 10 x 10 / 500, or 0.2☼ (fractional ☼ values are never displayed).&lt;br /&gt;
&lt;br /&gt;
Coins have their own [[stockpile]], and a [[bin]] in such a stockpile can hold over 100 stacks of 500 coins each. Coins are named based on the year they are minted and the name of your civilisation, and each coin in a given stack will be identical. For example if the year is 1058 and the name of the civilisation is Olon Ibesh, each coin in a stack of silver coins will be an &amp;quot;Olon Ibesh 1058 silver&amp;quot; coin. The coins also depict images and figures from the history of the civilisation. The images replicated on the coin can be of quality, but this does not translate into a quality grade of the coin itself. Every material and every year will get its own pair of images.&lt;br /&gt;
&lt;br /&gt;
===Coins and the Dwarven Economy===&lt;br /&gt;
Coins are intended for use with the [[dwarven economy]], but the economy is not currently enabled. In previous editions [[copper]], [[silver]], and [[gold]] coins had monetary value in addition to their intrinsic value, and dwarves would keep personal stacks of coins as part of their personal accounts. Coins of other metals were widely known as &amp;quot;collector's coins.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Coins and Combat Training===&lt;br /&gt;
It is possible to construct [[danger room]]s which train dwarves' [[armor user]] skills by flinging coins at them.&lt;br /&gt;
&lt;br /&gt;
== Adventure Mode ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Coins are very commonly found in [[Adventure mode|Adventure Mode]]. Virtually any intelligent being (dwarf, human etc.) you find will have coins in their inventory. Each civilization maintains its own currency, and coins minted by one civilization will not retain their value if you travel to a town belonging to a different civilization. For this reason, it can be more practical to exchange excess coinage for other small and valuable objects like [[gem]]s. Coins are also useful for throwing at enemies.&lt;br /&gt;
&lt;br /&gt;
Coin values in Adventure Mode:&lt;br /&gt;
* Copper Coin = 1☼&lt;br /&gt;
* Silver Coin = 5☼&lt;br /&gt;
* Gold Coin = 15☼&lt;br /&gt;
&lt;br /&gt;
As a curiosity, coins with quality levels can show up in adventurer mode. Bandit leaders receive quality equipment, which often results in them carrying coins with improved quality.&lt;br /&gt;
&lt;br /&gt;
{{Category|Items}}&lt;br /&gt;
{{Category|Economy}}&lt;/div&gt;</summary>
		<author><name>Ar-Pharazon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Currency&amp;diff=212400</id>
		<title>v0.34:Currency</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Currency&amp;diff=212400"/>
		<updated>2014-11-22T08:06:23Z</updated>

		<summary type="html">&lt;p&gt;Ar-Pharazon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|02:09, 25 March 2013 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
The game's currency is measured in &amp;quot;☼&amp;quot; (''White Sun With Rays'', unicode character U+263C), called &amp;quot;dwarfbucks&amp;quot; or &amp;quot;db's&amp;quot; by some players. Each item has a specific trade [[value]] in ☼, determined by what kind of object it is, what it is made of, and (sometimes) how well it was made. Dwarfbucks are an important measure in [[trade]] for bartering goods, allowing both the [[merchant]] and [[trader]] to judge whether the bartered [[trade good]]s are equivalent or not.&lt;br /&gt;
&lt;br /&gt;
[[File:DorfCoin.jpg|208px|thumb|right|This is a stack of 4 Scythe 2008 pewter coins. This is a pewter currency of Scythe from the year 2008. On the front of the coin is a well-designed image of a dwarf.]]&lt;br /&gt;
&lt;br /&gt;
==Coins==&lt;br /&gt;
[[Metal crafter]]s may strike physical coins out of any [[metal]] at the [[metalsmith's forge]]. This process requires one metal [[bar]] and one unit of [[fuel]], and produces one [[stack]] of 500 coins. Each stack of coins has an effective item value of 10, meaning that the value of a stack is 10 x [[material value]] of the component metal, and a given coin is (10 x [[material value]] / 500) of the value of the metal bar that produced it. For example, [[silver]] has a material value of 10, so a stack of 500 silver coins will be worth 10 x 10 = 100☼, and each silver coin in the stack will be worth 10 x 10 / 500, or 0.2☼ (fractional ☼ values are never displayed).&lt;br /&gt;
&lt;br /&gt;
Coins have their own [[stockpile]], and a [[bin]] in such a stockpile can hold over 100 stacks of 500 coins each. Coins are named based on the year they are minted and the name of your civilisation, and each coin in a given stack will be identical. For example if the year is 1058 and the name of the civilisation is Olon Ibesh, each coin in a stack of silver coins will be an &amp;quot;Olon Ibesh 1058 silver&amp;quot; coin. The coins also depict images and figures from the history of the civilisation. The images replicated on the coin can be of quality, but this does not translate into a quality grade of the coin itself. Every material and every year will get its own pair of images.&lt;br /&gt;
&lt;br /&gt;
===Coins and the Dwarven Economy===&lt;br /&gt;
Coins are intended for use with the [[dwarven economy]], but the economy is not currently enabled. In previous editions [[copper]], [[silver]], and [[gold]] coins had monetary value in addition to their intrinsic value, and dwarves would keep personal stacks of coins as part of their personal accounts. Coins of other metals were widely known as &amp;quot;collector's coins.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Coins and Combat Training===&lt;br /&gt;
It is possible to construct [[danger room]]s which train dwarves' [[armor user]] skills by flinging coins at them.&lt;br /&gt;
&lt;br /&gt;
== Adventure Mode ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Coins are very commonly found in [[Adventure Mode]]. Virtually any intelligent being (dwarf, human etc.) you find will have coins in their inventory. Each civilization maintains its own currency, and coins minted by one civilization will not retain their value if you travel to a town belonging to a different civilization. For this reason, it can be more practical to exchange excess coinage for other small and valuable objects like [[gem]]s. Coins are also useful for throwing at enemies.&lt;br /&gt;
&lt;br /&gt;
Coin values in Adventure Mode:&lt;br /&gt;
* Copper Coin = 1☼&lt;br /&gt;
* Silver Coin = 5☼&lt;br /&gt;
* Gold Coin = 15☼&lt;br /&gt;
&lt;br /&gt;
As a curiosity, coins with quality levels can show up in adventurer mode. Bandit leaders receive quality equipment, which often results in them carrying coins with improved quality.&lt;br /&gt;
&lt;br /&gt;
{{Category|Items}}&lt;br /&gt;
{{Category|Economy}}&lt;/div&gt;</summary>
		<author><name>Ar-Pharazon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Currency&amp;diff=212399</id>
		<title>v0.34:Currency</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Currency&amp;diff=212399"/>
		<updated>2014-11-22T08:03:34Z</updated>

		<summary type="html">&lt;p&gt;Ar-Pharazon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|02:09, 25 March 2013 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
The game's currency is measured in &amp;quot;☼&amp;quot; (&amp;quot;White Sun With Rays&amp;quot;, unicode character U+263C), called &amp;quot;dwarfbucks&amp;quot; or &amp;quot;db's&amp;quot; by some players. Each item has a specific trade [[value]] in ☼, determined by what kind of object it is, what it is made of, and (sometimes) how well it was made. Dwarfbucks are an important measure in [[trade]] for bartering goods, allowing both the [[merchant]] and [[trader]] to judge whether the bartered [[trade good]]s are equivalent or not.&lt;br /&gt;
&lt;br /&gt;
[[File:DorfCoin.jpg|208px|thumb|right|This is a stack of 4 Scythe 2008 pewter coins. This is a pewter currency of Scythe from the year 2008. On the front of the coin is a well-designed image of a dwarf.]]&lt;br /&gt;
&lt;br /&gt;
==Coins==&lt;br /&gt;
[[Metal crafter]]s may strike physical coins out of any [[metal]] at the [[metalsmith's forge]]. This process requires one metal [[bar]] and one unit of [[fuel]], and produces one [[stack]] of 500 coins. Each stack of coins has an effective item value of 10, meaning that the value of a stack is 10 x [[material value]] of the component metal, and a given coin is (10 x [[material value]] / 500) of the value of the metal bar that produced it. For example, [[silver]] has a material value of 10, so a stack of 500 silver coins will be worth 10 x 10 = 100☼, and each silver coin in the stack will be worth 10 x 10 / 500, or 0.2☼ (fractional ☼ values are never displayed).&lt;br /&gt;
&lt;br /&gt;
Coins have their own [[stockpile]], and a [[bin]] in such a stockpile can hold over 100 stacks of 500 coins each. Coins are named based on the year they are minted and the name of your civilisation, and each coin in a given stack will be identical. For example if the year is 1058 and the name of the civilisation is Olon Ibesh, each coin in a stack of silver coins will be an &amp;quot;Olon Ibesh 1058 silver&amp;quot; coin. The coins also depict images and figures from the history of the civilisation. The images replicated on the coin can be of quality, but this does not translate into a quality grade of the coin itself. Every material and every year will get its own pair of images.&lt;br /&gt;
&lt;br /&gt;
===Coins and the Dwarven Economy===&lt;br /&gt;
Coins are intended for use with the [[dwarven economy]], but the economy is not currently enabled. In previous editions [[copper]], [[silver]], and [[gold]] coins had monetary value in addition to their intrinsic value, and dwarves would keep personal stacks of coins as part of their personal accounts. Coins of other metals were widely known as &amp;quot;collector's coins.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Coins and Combat Training===&lt;br /&gt;
It is possible to construct [[danger room]]s which train dwarves' [[armor user]] skills by flinging coins at them.&lt;br /&gt;
&lt;br /&gt;
== Adventure Mode ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Coins are very commonly found in [[Adventure Mode]]. Virtually any intelligent being (dwarf, human etc.) you find will have coins in their inventory. Each civilization maintains its own currency, and coins minted by one civilization will not retain their value if you travel to a town belonging to a different civilization. For this reason, it can be more practical to exchange excess coinage for other small and valuable objects like [[gem]]s. Coins are also useful for throwing at enemies.&lt;br /&gt;
&lt;br /&gt;
Coin values in Adventure Mode:&lt;br /&gt;
* Copper Coin = 1☼&lt;br /&gt;
* Silver Coin = 5☼&lt;br /&gt;
* Gold Coin = 15☼&lt;br /&gt;
&lt;br /&gt;
As a curiosity, coins with quality levels can show up in adventurer mode. Bandit leaders receive quality equipment, which often results in them carrying coins with improved quality.&lt;br /&gt;
&lt;br /&gt;
{{Category|Items}}&lt;br /&gt;
{{Category|Economy}}&lt;/div&gt;</summary>
		<author><name>Ar-Pharazon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Beekeeping_industry&amp;diff=195345</id>
		<title>v0.34:Beekeeping industry</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Beekeeping_industry&amp;diff=195345"/>
		<updated>2014-01-07T01:54:01Z</updated>

		<summary type="html">&lt;p&gt;Ar-Pharazon: /* Artificial hive limits */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Masterwork|18:20, 8 July 2013 (UTC)}}{{av}}&lt;br /&gt;
{{buggy}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Beekeeping Industry Flowchart.png|right|400px]]&lt;br /&gt;
The '''beekeeping industry''' is an agricultural process that allows a fortress to produce auxiliary food ([[honey]], [[royal jelly]]), drink ([[mead]]), and craftable materials ([[wax]]) by farming [[honey bee]]s.&lt;br /&gt;
&lt;br /&gt;
== Basic setup ==&lt;br /&gt;
Before you can have a beekeeping industry you must logically have bees. There are two types of bees in the game: [[honey bee]]s, which (true to their name) can be used for beekeeping, and [[bumblebee]]s, which cannot currently be so applied (this may or [http://www.bay12games.com/dwarves/mantisbt/view.php?id=3990#c15308 may not] change in the future). Honey bee colonies appear in any non-[[Freezing#Climate|freezing]] [[biome]] in some number, but are not necessarily guaranteed to appear in your fortress [[surroundings]] if you [[embark]] on such a biome, especially if a large part of your embark site is incompatible.&lt;br /&gt;
&lt;br /&gt;
Honey bee colonies are one of a number of &amp;quot;colony&amp;quot; type tile features, and so it is possible that all of your &amp;quot;slots&amp;quot; are occupied by other, more boring things. If you do not have any honey bee colonies on your screen, then you (obviously) cannot have a beekeeping industry, at least not until a honey bee colony spawns. If you ''really'' want beekeeping you can build [[bridge]]s over existing colonies to &amp;quot;free up&amp;quot; space for honey bee ones (whether or not this is worth the effort is a different story).&lt;br /&gt;
&lt;br /&gt;
Once you are sure you have a colony of bees, the next step is to create an artificial [[hive]], either from [[stone]] at a [[craftsdwarf's workshop]], from [[ceramic]]s at a [[kiln]], from [[glass]] at a [[glass furnace]], or from [[metal]] at a [[metalsmith's forge]]. Hives are [[tool]]s stored in the [[finished goods]] [[stockpile]], and can be {{k|b}}uilt by a [[beekeeper]] using the {{k|Alt}}+{{k|h}} [[hotkeys|hotkey]]. In order to house bees, a hive must be constructed on or adjacent to a [[tile]] that is [[Tile attributes|above ground]].&lt;br /&gt;
&lt;br /&gt;
Once a hive is installed, it is automatically toggled to &amp;quot;install colony when ready&amp;quot;, which will generate an &amp;quot;Install Colony in Hive&amp;quot; job onto the [[manager|job list]], unless the player specifies otherwise (with {{K|q}}-{{K|c}}). Hives can have colonies installed into them from preexisting wild colonies or from hives that are ready to split (more on that later); the beekeeper will walk to the location of the colony, pick it up and bring it to the built hive. How exactly the beekeepers carry thousands of bees to a hive with their bare hands, that's a mystery for the ages. If there are no wild honey bee colonies on your map, no colony can be installed and nothing can be done about it for the moment. It may be beneficial to build a single hive and then see if your beekeeper can find a colony to fill it with rather than go looking for it beforehand if you're unsure whether or not you have any honey bees on your map. You may need to wait a while until you're sure the beekeeper actually doesn't have a colony available and isn't just busy doing other stuff; if there is no available colony, the &amp;quot;install colony in hive&amp;quot; job will not cancel but rather stay &amp;quot;inactive&amp;quot; indefinitely.&lt;br /&gt;
&lt;br /&gt;
== Hive management ==&lt;br /&gt;
Once there is a colony (of 10 000 to 20 000 bees) in your hive, you have two options:&lt;br /&gt;
* You may toggle the hive (using {{K|q}}-{{K|g}}) so that the product is not automatically gathered. This will prevent your dwarves from collecting the products but at the same time preserves the colony, which will keep growing, so that new colonies can be split off it regularly and placed in additional hives. Assuming you have spare hives built and available, this is the option you set your hives to in order to grow them.&lt;br /&gt;
* Or you can choose to have the hive harvested, causing a beekeeper to approach the hive about nine months later to transfer the [[royal jelly]] into an empty [[jug]] and to make the [[honeycomb]] available, so that it can be moved to storage. This is the production option; the hives will produce things for you at a steady rate, but the harvesting destroys the colony in the hive; it can then be repopulated by a colony ready for splitting. &lt;br /&gt;
&lt;br /&gt;
Note: The colony in a hive set to &amp;quot;collect products&amp;quot; will still grow, but splitting off a new colony only becomes possible shortly before the hive is ripe for harvesting, and harvesting will always destroy the entire colony, whether it is ready to split or not. Consequently, dwarves will sometimes replenish hives from colonies set to &amp;quot;collect&amp;quot;, but not reliably. To sustain a beekeeping industry without tedious micro-management, a healthy number of &amp;quot;breeding&amp;quot; hives are needed which are not allowed for collection.&lt;br /&gt;
&lt;br /&gt;
Beekeeping as an industry is currently extremely buggy, involves a lot of micromanagement on the supply side, and doesn't produce as many products as it really should to be worthwhile. Most annoyingly, there is a bug where multiple empty hives will generate conflicting jobs targetting the same colony which reliably get beekeepers stuck {{bug|3981}}. Consequently, a beekeeping industry must be grown quite slowly and measures must be taken to reduce the number of hives which are empty at the same time, like limiting the number of dwarves who may perform the beekeeping labour. Additionally, there is no way to tell beekeepers to prioritize fortress hives over wild ones for colony installation - they will often wander far out into the map without even the [[ambusher]]'s [[crossbow]]s for self-protection. For these reasons the industry is typically seen as a novelty, at least until the kinks are ironed out.&lt;br /&gt;
&lt;br /&gt;
===Examining hives===&lt;br /&gt;
Interacting with a hive ({{K|q}}) will show:&lt;br /&gt;
&lt;br /&gt;
* Which options have been set for that hive (install colony or don't, gather products or save for split).&lt;br /&gt;
* Whether it has {{DFtext|Outdoor access|2:1}} or {{DFtext|No outdoor access|4:1}}.&lt;br /&gt;
* If the hive is {{DFtext|Ready to be split|2:1}}.&lt;br /&gt;
&lt;br /&gt;
If interacting with the hive shows {{DFtext|Not ready to be split|7:0}} then it might mean it has a colony too small to be split, or that it has no colony at all.  To see if a hive has a colony, uses &amp;quot;view items in buildings&amp;quot; ({{K|t}}), which will show an item [[stack]] of thousands of bees if there's a colony.  {{K|t}} will also show if the hive has a honey comb or lump of royal jelly.&lt;br /&gt;
&lt;br /&gt;
===Artificial hive limits===&lt;br /&gt;
If your fortress has more than 40 inhabited artificial hives, but less than 60, then interacting with a hive ({{K|q}}) will show:&lt;br /&gt;
&lt;br /&gt;
{{Gametext|Too many hives|6:1}}&lt;br /&gt;
{{Gametext|* Output restricted|6:0}}&lt;br /&gt;
&lt;br /&gt;
Presumably this means that existing artificial hives grow more slowly. {{Verify}}&lt;br /&gt;
&lt;br /&gt;
Having more than 40 or more than 60 inhabited artificial hives does not appear to prevent new wild hives from appearing, and these can still be transferred to empty artificial hives.&lt;br /&gt;
&lt;br /&gt;
If you fortress has 60 or more inhabited artificial hives, then interacting with a hive ({{K|q}}) will show:&lt;br /&gt;
&lt;br /&gt;
{{Gametext|Too many hives|4:1}}&lt;br /&gt;
{{Gametext|* No output|4:1}}&lt;br /&gt;
&lt;br /&gt;
Presumably this means that existing artificial hives no longer grow, or that grown hives can't be split.&lt;br /&gt;
&lt;br /&gt;
==Products==&lt;br /&gt;
Harvesting a hive produces two items, one of which is a lump of [[royal jelly]], which must be collected in an empty [[jug]], an item used only by the beekeeping industry and in the production of [[quarry bush|rock nut oil]]. Royal jelly is a liquid [[food]] item, and so can only be used in [[cook]]ing [[prepared meal]]s, and only if another, solid food item is included in the meal. Every harvest will result in a single jug filled with jelly. The other item produced by a harvest job is the [[honeycomb]], which is a little more complicated to process: it is considered a [[wax]] [[tool]] and doesn't have any direct application, but when [[presser|pressed]] at a [[screw press]] produces two products, one jug filled with [[honey]] and a [[wax]] press cake, both of which are handled as food items for storage. &lt;br /&gt;
&lt;br /&gt;
Harvesting a hive requires a jug (ae. you cannot harvest the honeycomb alone), as does pressing the honeycomb; carrying the products to their destination [[stockpile]] or production point is considered an [[item hauling]] job unrelated with the beekeeping labor, so after being harvested by a beekeeper they will be left at the foot of the hive until someone comes by to haul them off, unless the beekeeper has item hauling enabled themselves (in which case they'll send it to nearest applicable stockpiles). The same is true of honeycomb pressing.&lt;br /&gt;
&lt;br /&gt;
[[Honey]] can be cooked into a meal or brought to a [[still]] and processed with a [[barrel]] or [[large pot]] into mead, the only non plant-based alcoholic drink in the game. [[Wax]], meanwhile, can be processed into various wax [[craft]]s by a [[wax worker]] at a [[craftsdwarf's workshop]]. Wax crafts are not particularly valuable - they have a [[material value]] of one, the same as [[wood]] and non-[[flux]] [[stone]] - but they're something.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
* Dwarves have a hard time splitting hives. They also have a hard time keeping track of wild colonies of bees that die out.{{bug|3981}}&amp;lt;br/&amp;gt;Having the beekeeping labor enabled on only one dwarf at a time may alleviate these problems. The problem is caused by multiple empty hives targetting the same colony for installing. The most effective troubleshooting method is to look up the job of a 'stuck' beekeeper in the job list, then zooming to the building - the hive which issued the job. Toggling the 'c' option (install colony) off, letting the game run for a few seconds and then switching the option back on will usually clear the faulty job and issue a new 'install colony in hive' job with a legal target colony. Removing and rebuilding empty hives usually fixes beekeepers stuck trying to install colonies, but is much more time-consuming than simply toggling the install option.&lt;br /&gt;
* Filled [[Jug]]s may be stored in [[bin]]s as [[finished goods]], preventing the use of their contents in the food industry.{{bug|4229}}&lt;br /&gt;
* Stacks of [[honey bee]]s in their hives can be [[wear|mangled]] by [[fire|forest fires]], but will still live, resulting in some odd descriptions.{{bug|4101}}&lt;br /&gt;
* [[Screw press]]es may not allow the &amp;quot;press [[honeycomb]]&amp;quot; job to be added directly; adding the job via the [[manager]] interface will get the work started. This seems to be related to their distance from applicable materials.{{bug|434}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Guides}}&lt;br /&gt;
{{Category|Industry}}&lt;br /&gt;
{{Industry}}&lt;/div&gt;</summary>
		<author><name>Ar-Pharazon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Workshop_design&amp;diff=188390</id>
		<title>v0.34:Workshop design</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Workshop_design&amp;diff=188390"/>
		<updated>2013-06-22T09:42:02Z</updated>

		<summary type="html">&lt;p&gt;Ar-Pharazon: /* Organics processing complex */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|20:25, 28 April 2013 (UTC)}}&lt;br /&gt;
{{av}} &lt;br /&gt;
Most [[workshop]]s in Dwarf fortress are represented by 9 squares in a 3 by 3 square pattern. Some are 5 by 5 ([[Siege workshop]]), or 1 by 1 ([[Quern]], [[Screw press]], and [[Millstone]]). Getting a proper work flow is very important to the success and [[wealth]] of your fortress.&lt;br /&gt;
&lt;br /&gt;
Laying out your workshops in the most efficient way possible is quite a science. There are several points that should be considered.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== [[Industry|Industries]] ==&lt;br /&gt;
Keeping workshops of a specific industry together is a great way to see if you need more workers creating [[alcohol|booze]] or making [[leather]] [[trade good|toys]]. If you have all of the [[food]] related workshops in a single [[room]], you can tell with a glance that your [[cook]]s are slacking off.&lt;br /&gt;
&lt;br /&gt;
== [[Stockpile]]s ==&lt;br /&gt;
Just as you want your [[loom]]s close to your [[clothier's shop]]s, and you want your [[tanner's shop]] next to your [[butcher's shop]], you will want logical stockpiles close to your workshops.&lt;br /&gt;
It makes sense to put your raw food stockpile right next to the [[kitchen]], so that your cook doesn't spend all of his time walking from one end of the fortress to the other. If the correct stockpile is close at hand, those roasts will be coming out of that kitchen in no time.&lt;br /&gt;
&lt;br /&gt;
== [[Artifact]]s ==&lt;br /&gt;
&lt;br /&gt;
=== Using stocks  ===&lt;br /&gt;
When a dwarf claims a workshop for his very own, you have a 50/50 chance of the artifact he's about to make being really awesome. He could make an artifact [[throne]] out of three lumps of [[bituminous coal]], and it will be worth a whopping 4800 [[currency|dwarf bucks]]. However, if you forbid every [[stone]] in your fortress except for the natural [[platinum]], he'll make you something very near a six figure artifact.&lt;br /&gt;
&lt;br /&gt;
There are a few ways to control what he chooses. A start is to have the workshop that he claimed be in a room that is only reachable through a [[door]]. As soon as he claims it, lock the door so that he'll just sit there yelling out the things he needs. Now you can go on making only the items available you want him to use (usually the most expensive). You can forbid unwanted items both from the stocks (may require highest precision achieved by your bookkeeper, especially for stones) or ''after'' he has collected them (will retask search for that item), dump items inside the workshop or near the door(the later won't work if he has a preference). If you use mass-forbid take good care to allow everything after the artifact is finished!&lt;br /&gt;
&lt;br /&gt;
=== Artifact Construction Complex ===&lt;br /&gt;
&lt;br /&gt;
Alternative solution is to build Artifact Construction Complex, containing every mood-able workshop and small stockpiles of most precious types of ore, metal bars, gems, etc. When not in use, ACC should be either locked, or everything in it forbidden (including workshops). Forbidding is better, because in this case these workshops won't receive orders from your [[Manager]]. You can also deal with it by filling workshop's job queue with 10 suspended jobs. Once the dwarf is struck by the mood, ACC is opened, and all claimable workshops not belonging to ACC is forbidden.&lt;br /&gt;
&lt;br /&gt;
This way the normal operation of the workshops is disrupted only for the time needed for moody dwarf to claim workshop, instead of all artifact construction time in first method. Further more, only one type of workshop is nonoperational, instead of all workshops that use forbidden materials.&lt;br /&gt;
&lt;br /&gt;
=== [[Tantrum]]s ===&lt;br /&gt;
When the very worst happens and your triple [[legendary]] dwarf fails his strange [[mood]] and goes on [[Fun|a rampage destroying the faces of all the pets and dwarfs around him]], it's good to be prepared.&lt;br /&gt;
&lt;br /&gt;
The easiest form of protection is a simple door on the room the workshop is in. Lock for the few months it takes for him to die of [[thirst]]. You can spend the time waiting for him to die by getting his [[coffin]] made and situated. &lt;br /&gt;
&lt;br /&gt;
Putting [[trap|cage and weapon traps]] around the common [[stair]]s is always a good idea, for both tantrummers and for possible [[Fun#Ambush|invasions]].&lt;br /&gt;
&lt;br /&gt;
==Workshop plans==&lt;br /&gt;
&lt;br /&gt;
===Basement stockpiles ===&lt;br /&gt;
&lt;br /&gt;
This design gives workshops easy access to input and output stockpiles.&lt;br /&gt;
&lt;br /&gt;
   Level 1:              Level 2 (below, as shown, but could be above as well)&lt;br /&gt;
 &lt;br /&gt;
 ╔══════╦══════╗            ╔══════╦══════╗&lt;br /&gt;
 ║WWWWWW║WWWWWW║            ║iiiiii║iiiiii║&lt;br /&gt;
 ║WWWWWW║WWWWWW║            ║iiiiii║iiiiii║&lt;br /&gt;
 ║WWWWWW║WWWWWW║            OiiiiiiOiiiiiiO&lt;br /&gt;
 ║..&amp;gt;&amp;gt;..║..&amp;gt;&amp;gt;..║            ...&amp;lt;&amp;lt;.....&amp;lt;&amp;lt;...&lt;br /&gt;
 ╚══════╩══════╝            OooooooOooooooO&lt;br /&gt;
                            ║oooooo║oooooo║&lt;br /&gt;
 W = workshop               ║oooooo║oooooo║&lt;br /&gt;
 i = input item             ╚══════╩══════╝&lt;br /&gt;
 o = output item&lt;br /&gt;
&lt;br /&gt;
Alternatively you can place input above and output below the workshops or the other way round, depending, for example, on the location of your trade depot, or other workshops involved in the chain of production.  Additional stairs may be useful.&lt;br /&gt;
&lt;br /&gt;
=== 3x3 rooms ===&lt;br /&gt;
&lt;br /&gt;
This design makes it easier to contain berserk dwarves.&lt;br /&gt;
&lt;br /&gt;
 ╔═══╦═══┼..&lt;br /&gt;
 ║WWW║WWW║..&lt;br /&gt;
 ║WWW║WWW║..&lt;br /&gt;
 ║WWW║WWW║..&lt;br /&gt;
 ╩══┼╩┼══┼..&lt;br /&gt;
 ....X......&lt;br /&gt;
 ╦══┼╦┼══┼..&lt;br /&gt;
 ║WWW║WWW║..&lt;br /&gt;
 ║WWW║WWW║..&lt;br /&gt;
 ║WWW║WWW║..&lt;br /&gt;
 ╚═══╩═══┼..&lt;br /&gt;
&lt;br /&gt;
 W = workshop&lt;br /&gt;
 X = up/down staircase&lt;br /&gt;
 ... = hallway&lt;br /&gt;
&lt;br /&gt;
Access and stockpiles are placed above and below the room.  Similar workshops can be grouped together for easier checking on, and doors can be locked should a moody dwarf's wishes be unmet.  This concept can be used for your entire fortress:&lt;br /&gt;
&lt;br /&gt;
Below you can see a piece from around the central staircase, to see how the design should start.  Notice that it is pretty modular, you can have two workshops pushed together, or you can separate them all, and you have a couple options on how you set up your entrances, connecting two workshops with one door, or leaving them with separate entrances.  Up to you.  Notice the initial diagonal terminates at a workshop, and starts the grid pattern.&lt;br /&gt;
&lt;br /&gt;
 ║WWW║.║```║.║WWW║`&lt;br /&gt;
 ║WWW║.╠═══╣.║WWW║`&lt;br /&gt;
 ║WWW║.║WWW║.║WWW║`&lt;br /&gt;
 ╩═══┼.║WWW║.┼═══╩═&lt;br /&gt;
 ......║WWW║.......&lt;br /&gt;
 ══════┼═╦═┼═══┼═══&lt;br /&gt;
 WWWWWW║.O.║WWW║WWW&lt;br /&gt;
 WWWWWW╠OXO╣WWW║WWW&lt;br /&gt;
 WWWWWW║.O.║WWW║WWW&lt;br /&gt;
 ══════┼═╩═┼═══┼═══&lt;br /&gt;
 ......║WWW║.......&lt;br /&gt;
 ╦═══┼.║WWW║.┼═══╦═&lt;br /&gt;
 ║WWW║.║WWW║.║WWW║`&lt;br /&gt;
 ║WWW║.╠═══╣.║WWW║`&lt;br /&gt;
 ║WWW║.┼WWW┼.║WWW║`&lt;br /&gt;
 ╚═══╣.║WWW║.╠═══╝`&lt;br /&gt;
 ````║.║WWW║.║`````&lt;br /&gt;
 ````║.╠═══╣.║`````&lt;br /&gt;
&lt;br /&gt;
The floors alternate workshop/storage.  On workshop floors the diagonals immediate to the main stairway are mined out a couple spaces to make room for the first workshops; around those you can start mining in straight lines and start a grid pattern.  For storage floors you can leave a wall of stone around the staircase with only one or two walls mined out for access; then mine out everything around it.  On the ground level you start by mining into a cave, clear out space for a trade depot, and mine out one spot where you build a single downward staircase; here the entire fortress starts.  It works great and is very efficient, though it takes a while to get setup right.&lt;br /&gt;
&lt;br /&gt;
=== Decentralized Workshop Complex ===&lt;br /&gt;
Designed for use with the [[Bedroom_design#Decentralized_living|decentralized living]] plan, this plan emphasizes fine-grained planning with many small, specific stockpiles and planned workshop quarters.  It therefore requires some micro-management to get going.  However, once you have it working, things work extremely smoothly and you should never have a significant delay in production again.&lt;br /&gt;
&lt;br /&gt;
[[Image:Workshops.GIF]]&lt;br /&gt;
&lt;br /&gt;
Total workshop loadout for 1 floor:&lt;br /&gt;
* Sixteen (16) 3x3 workshops&lt;br /&gt;
* Four (4) 4x3 workshops&lt;br /&gt;
* Two (2) 5x5 workshops&lt;br /&gt;
&lt;br /&gt;
Maximum walk to stockpile on same wing: 18.&lt;br /&gt;
&lt;br /&gt;
The light gray crosses are optional doors.  They can be useful for sealing off a Kitchen or Butcher's Shop to keep [[miasma]] from annoying the neighbors.  Beyond that, the blue field is the stairwell access (recommend separate up stairs and down stairs for safety reasons), and the gray fields are stockpiles.&lt;br /&gt;
&lt;br /&gt;
4x3 workshops are useful for workshops with strange blocked square formations (the Bowyer's shop is an example).  They can also be nice for setting up a tiny 1x2 or 1x3 stockpile for a specific workshop - with bins, this can be a significant reserve of material.  Imagine a Clothier or Leatherworker with 3 full bins of cloth or leather right next to them.&lt;br /&gt;
&lt;br /&gt;
The 5x5 workshops are useful for [[shop]]s, [[kennel]]s, and [[siege workshop]]s.  You can even put your [[trade depot]] in one of them if you've got a mind to.  Maintaining proper security can be a nightmare in that situation (remember that [[troll]]s and others can break down doors and floodgates), but if you manage to get it done it can be a trader's dream come true.  They can also be useful for making a specialty shop with a few stockpiles designed to accomplish only one thing (encrusting statues with gems, for example).&lt;br /&gt;
&lt;br /&gt;
The 3x3 workshops are best organized into wings, where a pair of workshops share a similar function with the pair directly next to them.  They share stockpile space better this way.  When set up correctly, less than 10 dwarves will regularly use each stockpile room, so traffic is a non-issue.  There tends to be a lot of dwarves in the halls, though, because [[peasant]] haulers visit the workshops frequently, hence the 3-wide corridors.&lt;br /&gt;
&lt;br /&gt;
Finally, this design offers lots and lots of wall space for smoothing and engraving.  Free wealth is good.&lt;br /&gt;
&lt;br /&gt;
=== Interconnected 6x6 rooms with stockpiles ===&lt;br /&gt;
&lt;br /&gt;
 ╬══┼┼══╬══┼┼══╬&lt;br /&gt;
 ║.****.║.****.║&lt;br /&gt;
 ║**..**║**..**║&lt;br /&gt;
 ┼*....*┼*....*┼&lt;br /&gt;
 ┼*....*┼*....*┼&lt;br /&gt;
 ║**..**║**..**║&lt;br /&gt;
 ║.****.║.****.║&lt;br /&gt;
 ╬══┼┼══╬══┼┼══╬&lt;br /&gt;
 ║.****.║.****.║&lt;br /&gt;
 ║**..**║**..**║&lt;br /&gt;
 ┼*....*┼*....*┼&lt;br /&gt;
 ┼*....*┼*....*┼&lt;br /&gt;
 ║**..**║**..**║&lt;br /&gt;
 ║.****.║.****.║ * = pathway&lt;br /&gt;
 ╬══┼┼══╬══┼┼══╬&lt;br /&gt;
&lt;br /&gt;
In this design, each room functions as workshop, hallway, and stockpile.  A workshop is placed near the center of each room, preferably so that only a walkable tile overlaps the (*) pathways.  The pathways form a virtual double-wide diagonal hallway, allowing dwarves to move through the fortress easily.  The pathways, as well as the remainder of each room, are filled with the appropriate stockpiles.  Each room should have at least one set of stairs for easy access to adjacent z-levels.&lt;br /&gt;
&lt;br /&gt;
Each workshop has a short path to several nearby workshops on the same and other z-levels, allowing for a lot of flexibility in which workshops are placed in which rooms.  Each room is also lockable if necessary.  Optionally, the corner can be replaced with a door to allow faster movement between diagonally adjacent workshops.&lt;br /&gt;
&lt;br /&gt;
=== Fluid workshop locations ===&lt;br /&gt;
Alternatively, you can employ a &amp;quot;work site&amp;quot; methodology where workshops are constructed and destroyed as necessary.  For example, if you mine out a huge dining hall and it is completely filled with stone, build a masonry shop in the hall to manufacture tables and chairs.  This eliminates the need for a stone hauler because your mason only has to travel a few squares to get raw material.  In addition it makes furniture hauling more efficient because the tables and chairs are right next to their eventual location.  And of course it clears stone out of your dining hall, eliminating the need for a refuse hauler to dump it all.&lt;br /&gt;
&lt;br /&gt;
=== Smelting Operations ===&lt;br /&gt;
In very resource-heavy maps, 10-12 [[smelter]]s may be necessary to keep up with mining operations. I've had very efficient results with this setup - and it looks good, to boot. The stairways lead down into a high Z-level mining operation (keeps the [[noise]] away from the bedrooms, too), with additional [[bar]] storage 1-2 levels below.  One or more [[magma forge]]s would be down the hall from the bar stockpiles.&lt;br /&gt;
&lt;br /&gt;
      ╔════════════╗&lt;br /&gt;
      ║SMSSMSSMSSMS║&lt;br /&gt;
      ║SSSSSSSSSSSS║&lt;br /&gt;
      ║SSSSSSSSSSSS║&lt;br /&gt;
      ║OOOOOOOOOOOO║&lt;br /&gt;
      ║OOOOOOOOOOOO║&lt;br /&gt;
      ║OOOOOOOOOOOO║&lt;br /&gt;
      ╠┼┼═══┼┼═══┼┼╣&lt;br /&gt;
      ║............║&lt;br /&gt;
      ║............╠══════╗&lt;br /&gt;
      ║..╔═....═╗..┼OOOSMS║&lt;br /&gt;
      ║..║&amp;gt;&amp;gt;BBBB║..┼OOOSSS║&lt;br /&gt;
 ═════╝...&amp;gt;&amp;gt;BBBB...║OOOSSS║&lt;br /&gt;
 .........BBBBBB...║OOOSMS║&lt;br /&gt;
 .........BBBBBB...║OOOSSS║&lt;br /&gt;
 .........BBBBBB...║OOOSSS║&lt;br /&gt;
 ═════╗...BBBB&amp;gt;&amp;gt;...║OOOSMS║&lt;br /&gt;
      ║..║BBBB&amp;gt;&amp;gt;║..┼OOOSSS║&lt;br /&gt;
      ║..╚═....═╝..┼OOOSSS║&lt;br /&gt;
      ║............╠══════╝&lt;br /&gt;
      ║............║&lt;br /&gt;
      ╠┼┼═══┼┼═══┼┼╣&lt;br /&gt;
      ║OOOOOOOOOOOO║&lt;br /&gt;
      ║OOOOOOOOOOOO║&lt;br /&gt;
      ║OOOOOOOOOOOO║&lt;br /&gt;
      ║SMSSMSSMSSMS║&lt;br /&gt;
      ║SSSSSSSSSSSS║&lt;br /&gt;
      ║SSSSSSSSSSSS║&lt;br /&gt;
      ╚════════════╝&lt;br /&gt;
&lt;br /&gt;
 *S = Smelter&lt;br /&gt;
 *M = Magma access (lines up with unpassable tile on magma smelter)&lt;br /&gt;
 *B = Bar Stockpile&lt;br /&gt;
 *O = Ore Stockpile&lt;br /&gt;
&lt;br /&gt;
=== Pillars ===&lt;br /&gt;
See Midna's page on [[User:Midna/Pillars|pillar design]].&lt;br /&gt;
&lt;br /&gt;
=== Organics processing complex ===&lt;br /&gt;
&lt;br /&gt;
[[Image:Organics_processing_complex.png|thumb|right|Big squares are 7x7, smaller squares are 3x3, black squares are workshops and colored rectangles are stockpiles]]&lt;br /&gt;
&lt;br /&gt;
This is a nice, rectangular design which puts the food/drink industry, and the many other industries that feed of its by-products, together in one neat arrangement.&lt;br /&gt;
&lt;br /&gt;
The green stockpile should accept brewable plants, and plants which can be processed: [[Pig tail|Pig tails]], [[cave wheat]], [[sweet pod]], [[quarry bush]], [[dimple cup]], [[kobold bulb]], [[longland grass]], [[valley herb]], [[rope reed]], [[blade weed]], [[hide root]], [[sliver barb]], [[whip vine]]. The red stockpile should accept their products. Optionally, an 8 tile stockpile can be placed around the quern which holds the millable plants.&lt;br /&gt;
&lt;br /&gt;
Expansion options include a finished good stockpile to the right, a soap stockpile nearby if you make a lot of soap, a stone stockpile below the bone one for input into crafters and masons/mechanics, a wood stockpile below which feeds into the same furniture stockpile as the mechanics and masons, and a jeweler. With the latter additions, the craftsdwarves can now decorate furniture as well as finished goods with bones and (if you include the jeweler) gems.&lt;br /&gt;
&lt;br /&gt;
Also, this plan is only meant to expand to the right and bottom-right. So you can safely plug its top and left sides flush with the rest of your fortress without worrying about future expansion. The number of workshops should be sufficient for all but the largest forts.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Category|Design}}&lt;/div&gt;</summary>
		<author><name>Ar-Pharazon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Workshop_design&amp;diff=188389</id>
		<title>v0.34:Workshop design</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Workshop_design&amp;diff=188389"/>
		<updated>2013-06-22T09:41:14Z</updated>

		<summary type="html">&lt;p&gt;Ar-Pharazon: /* Organics processing complex */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|20:25, 28 April 2013 (UTC)}}&lt;br /&gt;
{{av}} &lt;br /&gt;
Most [[workshop]]s in Dwarf fortress are represented by 9 squares in a 3 by 3 square pattern. Some are 5 by 5 ([[Siege workshop]]), or 1 by 1 ([[Quern]], [[Screw press]], and [[Millstone]]). Getting a proper work flow is very important to the success and [[wealth]] of your fortress.&lt;br /&gt;
&lt;br /&gt;
Laying out your workshops in the most efficient way possible is quite a science. There are several points that should be considered.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== [[Industry|Industries]] ==&lt;br /&gt;
Keeping workshops of a specific industry together is a great way to see if you need more workers creating [[alcohol|booze]] or making [[leather]] [[trade good|toys]]. If you have all of the [[food]] related workshops in a single [[room]], you can tell with a glance that your [[cook]]s are slacking off.&lt;br /&gt;
&lt;br /&gt;
== [[Stockpile]]s ==&lt;br /&gt;
Just as you want your [[loom]]s close to your [[clothier's shop]]s, and you want your [[tanner's shop]] next to your [[butcher's shop]], you will want logical stockpiles close to your workshops.&lt;br /&gt;
It makes sense to put your raw food stockpile right next to the [[kitchen]], so that your cook doesn't spend all of his time walking from one end of the fortress to the other. If the correct stockpile is close at hand, those roasts will be coming out of that kitchen in no time.&lt;br /&gt;
&lt;br /&gt;
== [[Artifact]]s ==&lt;br /&gt;
&lt;br /&gt;
=== Using stocks  ===&lt;br /&gt;
When a dwarf claims a workshop for his very own, you have a 50/50 chance of the artifact he's about to make being really awesome. He could make an artifact [[throne]] out of three lumps of [[bituminous coal]], and it will be worth a whopping 4800 [[currency|dwarf bucks]]. However, if you forbid every [[stone]] in your fortress except for the natural [[platinum]], he'll make you something very near a six figure artifact.&lt;br /&gt;
&lt;br /&gt;
There are a few ways to control what he chooses. A start is to have the workshop that he claimed be in a room that is only reachable through a [[door]]. As soon as he claims it, lock the door so that he'll just sit there yelling out the things he needs. Now you can go on making only the items available you want him to use (usually the most expensive). You can forbid unwanted items both from the stocks (may require highest precision achieved by your bookkeeper, especially for stones) or ''after'' he has collected them (will retask search for that item), dump items inside the workshop or near the door(the later won't work if he has a preference). If you use mass-forbid take good care to allow everything after the artifact is finished!&lt;br /&gt;
&lt;br /&gt;
=== Artifact Construction Complex ===&lt;br /&gt;
&lt;br /&gt;
Alternative solution is to build Artifact Construction Complex, containing every mood-able workshop and small stockpiles of most precious types of ore, metal bars, gems, etc. When not in use, ACC should be either locked, or everything in it forbidden (including workshops). Forbidding is better, because in this case these workshops won't receive orders from your [[Manager]]. You can also deal with it by filling workshop's job queue with 10 suspended jobs. Once the dwarf is struck by the mood, ACC is opened, and all claimable workshops not belonging to ACC is forbidden.&lt;br /&gt;
&lt;br /&gt;
This way the normal operation of the workshops is disrupted only for the time needed for moody dwarf to claim workshop, instead of all artifact construction time in first method. Further more, only one type of workshop is nonoperational, instead of all workshops that use forbidden materials.&lt;br /&gt;
&lt;br /&gt;
=== [[Tantrum]]s ===&lt;br /&gt;
When the very worst happens and your triple [[legendary]] dwarf fails his strange [[mood]] and goes on [[Fun|a rampage destroying the faces of all the pets and dwarfs around him]], it's good to be prepared.&lt;br /&gt;
&lt;br /&gt;
The easiest form of protection is a simple door on the room the workshop is in. Lock for the few months it takes for him to die of [[thirst]]. You can spend the time waiting for him to die by getting his [[coffin]] made and situated. &lt;br /&gt;
&lt;br /&gt;
Putting [[trap|cage and weapon traps]] around the common [[stair]]s is always a good idea, for both tantrummers and for possible [[Fun#Ambush|invasions]].&lt;br /&gt;
&lt;br /&gt;
==Workshop plans==&lt;br /&gt;
&lt;br /&gt;
===Basement stockpiles ===&lt;br /&gt;
&lt;br /&gt;
This design gives workshops easy access to input and output stockpiles.&lt;br /&gt;
&lt;br /&gt;
   Level 1:              Level 2 (below, as shown, but could be above as well)&lt;br /&gt;
 &lt;br /&gt;
 ╔══════╦══════╗            ╔══════╦══════╗&lt;br /&gt;
 ║WWWWWW║WWWWWW║            ║iiiiii║iiiiii║&lt;br /&gt;
 ║WWWWWW║WWWWWW║            ║iiiiii║iiiiii║&lt;br /&gt;
 ║WWWWWW║WWWWWW║            OiiiiiiOiiiiiiO&lt;br /&gt;
 ║..&amp;gt;&amp;gt;..║..&amp;gt;&amp;gt;..║            ...&amp;lt;&amp;lt;.....&amp;lt;&amp;lt;...&lt;br /&gt;
 ╚══════╩══════╝            OooooooOooooooO&lt;br /&gt;
                            ║oooooo║oooooo║&lt;br /&gt;
 W = workshop               ║oooooo║oooooo║&lt;br /&gt;
 i = input item             ╚══════╩══════╝&lt;br /&gt;
 o = output item&lt;br /&gt;
&lt;br /&gt;
Alternatively you can place input above and output below the workshops or the other way round, depending, for example, on the location of your trade depot, or other workshops involved in the chain of production.  Additional stairs may be useful.&lt;br /&gt;
&lt;br /&gt;
=== 3x3 rooms ===&lt;br /&gt;
&lt;br /&gt;
This design makes it easier to contain berserk dwarves.&lt;br /&gt;
&lt;br /&gt;
 ╔═══╦═══┼..&lt;br /&gt;
 ║WWW║WWW║..&lt;br /&gt;
 ║WWW║WWW║..&lt;br /&gt;
 ║WWW║WWW║..&lt;br /&gt;
 ╩══┼╩┼══┼..&lt;br /&gt;
 ....X......&lt;br /&gt;
 ╦══┼╦┼══┼..&lt;br /&gt;
 ║WWW║WWW║..&lt;br /&gt;
 ║WWW║WWW║..&lt;br /&gt;
 ║WWW║WWW║..&lt;br /&gt;
 ╚═══╩═══┼..&lt;br /&gt;
&lt;br /&gt;
 W = workshop&lt;br /&gt;
 X = up/down staircase&lt;br /&gt;
 ... = hallway&lt;br /&gt;
&lt;br /&gt;
Access and stockpiles are placed above and below the room.  Similar workshops can be grouped together for easier checking on, and doors can be locked should a moody dwarf's wishes be unmet.  This concept can be used for your entire fortress:&lt;br /&gt;
&lt;br /&gt;
Below you can see a piece from around the central staircase, to see how the design should start.  Notice that it is pretty modular, you can have two workshops pushed together, or you can separate them all, and you have a couple options on how you set up your entrances, connecting two workshops with one door, or leaving them with separate entrances.  Up to you.  Notice the initial diagonal terminates at a workshop, and starts the grid pattern.&lt;br /&gt;
&lt;br /&gt;
 ║WWW║.║```║.║WWW║`&lt;br /&gt;
 ║WWW║.╠═══╣.║WWW║`&lt;br /&gt;
 ║WWW║.║WWW║.║WWW║`&lt;br /&gt;
 ╩═══┼.║WWW║.┼═══╩═&lt;br /&gt;
 ......║WWW║.......&lt;br /&gt;
 ══════┼═╦═┼═══┼═══&lt;br /&gt;
 WWWWWW║.O.║WWW║WWW&lt;br /&gt;
 WWWWWW╠OXO╣WWW║WWW&lt;br /&gt;
 WWWWWW║.O.║WWW║WWW&lt;br /&gt;
 ══════┼═╩═┼═══┼═══&lt;br /&gt;
 ......║WWW║.......&lt;br /&gt;
 ╦═══┼.║WWW║.┼═══╦═&lt;br /&gt;
 ║WWW║.║WWW║.║WWW║`&lt;br /&gt;
 ║WWW║.╠═══╣.║WWW║`&lt;br /&gt;
 ║WWW║.┼WWW┼.║WWW║`&lt;br /&gt;
 ╚═══╣.║WWW║.╠═══╝`&lt;br /&gt;
 ````║.║WWW║.║`````&lt;br /&gt;
 ````║.╠═══╣.║`````&lt;br /&gt;
&lt;br /&gt;
The floors alternate workshop/storage.  On workshop floors the diagonals immediate to the main stairway are mined out a couple spaces to make room for the first workshops; around those you can start mining in straight lines and start a grid pattern.  For storage floors you can leave a wall of stone around the staircase with only one or two walls mined out for access; then mine out everything around it.  On the ground level you start by mining into a cave, clear out space for a trade depot, and mine out one spot where you build a single downward staircase; here the entire fortress starts.  It works great and is very efficient, though it takes a while to get setup right.&lt;br /&gt;
&lt;br /&gt;
=== Decentralized Workshop Complex ===&lt;br /&gt;
Designed for use with the [[Bedroom_design#Decentralized_living|decentralized living]] plan, this plan emphasizes fine-grained planning with many small, specific stockpiles and planned workshop quarters.  It therefore requires some micro-management to get going.  However, once you have it working, things work extremely smoothly and you should never have a significant delay in production again.&lt;br /&gt;
&lt;br /&gt;
[[Image:Workshops.GIF]]&lt;br /&gt;
&lt;br /&gt;
Total workshop loadout for 1 floor:&lt;br /&gt;
* Sixteen (16) 3x3 workshops&lt;br /&gt;
* Four (4) 4x3 workshops&lt;br /&gt;
* Two (2) 5x5 workshops&lt;br /&gt;
&lt;br /&gt;
Maximum walk to stockpile on same wing: 18.&lt;br /&gt;
&lt;br /&gt;
The light gray crosses are optional doors.  They can be useful for sealing off a Kitchen or Butcher's Shop to keep [[miasma]] from annoying the neighbors.  Beyond that, the blue field is the stairwell access (recommend separate up stairs and down stairs for safety reasons), and the gray fields are stockpiles.&lt;br /&gt;
&lt;br /&gt;
4x3 workshops are useful for workshops with strange blocked square formations (the Bowyer's shop is an example).  They can also be nice for setting up a tiny 1x2 or 1x3 stockpile for a specific workshop - with bins, this can be a significant reserve of material.  Imagine a Clothier or Leatherworker with 3 full bins of cloth or leather right next to them.&lt;br /&gt;
&lt;br /&gt;
The 5x5 workshops are useful for [[shop]]s, [[kennel]]s, and [[siege workshop]]s.  You can even put your [[trade depot]] in one of them if you've got a mind to.  Maintaining proper security can be a nightmare in that situation (remember that [[troll]]s and others can break down doors and floodgates), but if you manage to get it done it can be a trader's dream come true.  They can also be useful for making a specialty shop with a few stockpiles designed to accomplish only one thing (encrusting statues with gems, for example).&lt;br /&gt;
&lt;br /&gt;
The 3x3 workshops are best organized into wings, where a pair of workshops share a similar function with the pair directly next to them.  They share stockpile space better this way.  When set up correctly, less than 10 dwarves will regularly use each stockpile room, so traffic is a non-issue.  There tends to be a lot of dwarves in the halls, though, because [[peasant]] haulers visit the workshops frequently, hence the 3-wide corridors.&lt;br /&gt;
&lt;br /&gt;
Finally, this design offers lots and lots of wall space for smoothing and engraving.  Free wealth is good.&lt;br /&gt;
&lt;br /&gt;
=== Interconnected 6x6 rooms with stockpiles ===&lt;br /&gt;
&lt;br /&gt;
 ╬══┼┼══╬══┼┼══╬&lt;br /&gt;
 ║.****.║.****.║&lt;br /&gt;
 ║**..**║**..**║&lt;br /&gt;
 ┼*....*┼*....*┼&lt;br /&gt;
 ┼*....*┼*....*┼&lt;br /&gt;
 ║**..**║**..**║&lt;br /&gt;
 ║.****.║.****.║&lt;br /&gt;
 ╬══┼┼══╬══┼┼══╬&lt;br /&gt;
 ║.****.║.****.║&lt;br /&gt;
 ║**..**║**..**║&lt;br /&gt;
 ┼*....*┼*....*┼&lt;br /&gt;
 ┼*....*┼*....*┼&lt;br /&gt;
 ║**..**║**..**║&lt;br /&gt;
 ║.****.║.****.║ * = pathway&lt;br /&gt;
 ╬══┼┼══╬══┼┼══╬&lt;br /&gt;
&lt;br /&gt;
In this design, each room functions as workshop, hallway, and stockpile.  A workshop is placed near the center of each room, preferably so that only a walkable tile overlaps the (*) pathways.  The pathways form a virtual double-wide diagonal hallway, allowing dwarves to move through the fortress easily.  The pathways, as well as the remainder of each room, are filled with the appropriate stockpiles.  Each room should have at least one set of stairs for easy access to adjacent z-levels.&lt;br /&gt;
&lt;br /&gt;
Each workshop has a short path to several nearby workshops on the same and other z-levels, allowing for a lot of flexibility in which workshops are placed in which rooms.  Each room is also lockable if necessary.  Optionally, the corner can be replaced with a door to allow faster movement between diagonally adjacent workshops.&lt;br /&gt;
&lt;br /&gt;
=== Fluid workshop locations ===&lt;br /&gt;
Alternatively, you can employ a &amp;quot;work site&amp;quot; methodology where workshops are constructed and destroyed as necessary.  For example, if you mine out a huge dining hall and it is completely filled with stone, build a masonry shop in the hall to manufacture tables and chairs.  This eliminates the need for a stone hauler because your mason only has to travel a few squares to get raw material.  In addition it makes furniture hauling more efficient because the tables and chairs are right next to their eventual location.  And of course it clears stone out of your dining hall, eliminating the need for a refuse hauler to dump it all.&lt;br /&gt;
&lt;br /&gt;
=== Smelting Operations ===&lt;br /&gt;
In very resource-heavy maps, 10-12 [[smelter]]s may be necessary to keep up with mining operations. I've had very efficient results with this setup - and it looks good, to boot. The stairways lead down into a high Z-level mining operation (keeps the [[noise]] away from the bedrooms, too), with additional [[bar]] storage 1-2 levels below.  One or more [[magma forge]]s would be down the hall from the bar stockpiles.&lt;br /&gt;
&lt;br /&gt;
      ╔════════════╗&lt;br /&gt;
      ║SMSSMSSMSSMS║&lt;br /&gt;
      ║SSSSSSSSSSSS║&lt;br /&gt;
      ║SSSSSSSSSSSS║&lt;br /&gt;
      ║OOOOOOOOOOOO║&lt;br /&gt;
      ║OOOOOOOOOOOO║&lt;br /&gt;
      ║OOOOOOOOOOOO║&lt;br /&gt;
      ╠┼┼═══┼┼═══┼┼╣&lt;br /&gt;
      ║............║&lt;br /&gt;
      ║............╠══════╗&lt;br /&gt;
      ║..╔═....═╗..┼OOOSMS║&lt;br /&gt;
      ║..║&amp;gt;&amp;gt;BBBB║..┼OOOSSS║&lt;br /&gt;
 ═════╝...&amp;gt;&amp;gt;BBBB...║OOOSSS║&lt;br /&gt;
 .........BBBBBB...║OOOSMS║&lt;br /&gt;
 .........BBBBBB...║OOOSSS║&lt;br /&gt;
 .........BBBBBB...║OOOSSS║&lt;br /&gt;
 ═════╗...BBBB&amp;gt;&amp;gt;...║OOOSMS║&lt;br /&gt;
      ║..║BBBB&amp;gt;&amp;gt;║..┼OOOSSS║&lt;br /&gt;
      ║..╚═....═╝..┼OOOSSS║&lt;br /&gt;
      ║............╠══════╝&lt;br /&gt;
      ║............║&lt;br /&gt;
      ╠┼┼═══┼┼═══┼┼╣&lt;br /&gt;
      ║OOOOOOOOOOOO║&lt;br /&gt;
      ║OOOOOOOOOOOO║&lt;br /&gt;
      ║OOOOOOOOOOOO║&lt;br /&gt;
      ║SMSSMSSMSSMS║&lt;br /&gt;
      ║SSSSSSSSSSSS║&lt;br /&gt;
      ║SSSSSSSSSSSS║&lt;br /&gt;
      ╚════════════╝&lt;br /&gt;
&lt;br /&gt;
 *S = Smelter&lt;br /&gt;
 *M = Magma access (lines up with unpassable tile on magma smelter)&lt;br /&gt;
 *B = Bar Stockpile&lt;br /&gt;
 *O = Ore Stockpile&lt;br /&gt;
&lt;br /&gt;
=== Pillars ===&lt;br /&gt;
See Midna's page on [[User:Midna/Pillars|pillar design]].&lt;br /&gt;
&lt;br /&gt;
=== Organics processing complex ===&lt;br /&gt;
&lt;br /&gt;
[[Image:Organics_processing_complex.png|thumb|right|Big squares are 7x7, smaller squares are 3x3]]&lt;br /&gt;
&lt;br /&gt;
This is a nice, rectangular design which puts the food/drink industry, and the many other industries that feed of its by-products, together in one neat arrangement.&lt;br /&gt;
&lt;br /&gt;
The green stockpile should accept brewable plants, and plants which can be processed: [[Pig tail|Pig tails]], [[cave wheat]], [[sweet pod]], [[quarry bush]], [[dimple cup]], [[kobold bulb]], [[longland grass]], [[valley herb]], [[rope reed]], [[blade weed]], [[hide root]], [[sliver barb]], [[whip vine]]. The red stockpile should accept their products. Optionally, an 8 tile stockpile can be placed around the quern which holds the millable plants.&lt;br /&gt;
&lt;br /&gt;
Expansion options include a finished good stockpile to the right, a soap stockpile nearby if you make a lot of soap, a stone stockpile below the bone one for input into crafters and masons/mechanics, a wood stockpile below which feeds into the same furniture stockpile as the mechanics and masons, and a jeweler. With the latter additions, the craftsdwarves can now decorate furniture as well as finished goods with bones and (if you include the jeweler) gems.&lt;br /&gt;
&lt;br /&gt;
Also, this plan is only meant to expand to the right and bottom-right. So you can safely plug its top and left sides flush with the rest of your fortress without worrying about future expansion. The number of workshops should be sufficient for all but the largest forts.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Category|Design}}&lt;/div&gt;</summary>
		<author><name>Ar-Pharazon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Workshop_design&amp;diff=188388</id>
		<title>v0.34:Workshop design</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Workshop_design&amp;diff=188388"/>
		<updated>2013-06-22T09:33:54Z</updated>

		<summary type="html">&lt;p&gt;Ar-Pharazon: /* Workshop plans */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|20:25, 28 April 2013 (UTC)}}&lt;br /&gt;
{{av}} &lt;br /&gt;
Most [[workshop]]s in Dwarf fortress are represented by 9 squares in a 3 by 3 square pattern. Some are 5 by 5 ([[Siege workshop]]), or 1 by 1 ([[Quern]], [[Screw press]], and [[Millstone]]). Getting a proper work flow is very important to the success and [[wealth]] of your fortress.&lt;br /&gt;
&lt;br /&gt;
Laying out your workshops in the most efficient way possible is quite a science. There are several points that should be considered.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== [[Industry|Industries]] ==&lt;br /&gt;
Keeping workshops of a specific industry together is a great way to see if you need more workers creating [[alcohol|booze]] or making [[leather]] [[trade good|toys]]. If you have all of the [[food]] related workshops in a single [[room]], you can tell with a glance that your [[cook]]s are slacking off.&lt;br /&gt;
&lt;br /&gt;
== [[Stockpile]]s ==&lt;br /&gt;
Just as you want your [[loom]]s close to your [[clothier's shop]]s, and you want your [[tanner's shop]] next to your [[butcher's shop]], you will want logical stockpiles close to your workshops.&lt;br /&gt;
It makes sense to put your raw food stockpile right next to the [[kitchen]], so that your cook doesn't spend all of his time walking from one end of the fortress to the other. If the correct stockpile is close at hand, those roasts will be coming out of that kitchen in no time.&lt;br /&gt;
&lt;br /&gt;
== [[Artifact]]s ==&lt;br /&gt;
&lt;br /&gt;
=== Using stocks  ===&lt;br /&gt;
When a dwarf claims a workshop for his very own, you have a 50/50 chance of the artifact he's about to make being really awesome. He could make an artifact [[throne]] out of three lumps of [[bituminous coal]], and it will be worth a whopping 4800 [[currency|dwarf bucks]]. However, if you forbid every [[stone]] in your fortress except for the natural [[platinum]], he'll make you something very near a six figure artifact.&lt;br /&gt;
&lt;br /&gt;
There are a few ways to control what he chooses. A start is to have the workshop that he claimed be in a room that is only reachable through a [[door]]. As soon as he claims it, lock the door so that he'll just sit there yelling out the things he needs. Now you can go on making only the items available you want him to use (usually the most expensive). You can forbid unwanted items both from the stocks (may require highest precision achieved by your bookkeeper, especially for stones) or ''after'' he has collected them (will retask search for that item), dump items inside the workshop or near the door(the later won't work if he has a preference). If you use mass-forbid take good care to allow everything after the artifact is finished!&lt;br /&gt;
&lt;br /&gt;
=== Artifact Construction Complex ===&lt;br /&gt;
&lt;br /&gt;
Alternative solution is to build Artifact Construction Complex, containing every mood-able workshop and small stockpiles of most precious types of ore, metal bars, gems, etc. When not in use, ACC should be either locked, or everything in it forbidden (including workshops). Forbidding is better, because in this case these workshops won't receive orders from your [[Manager]]. You can also deal with it by filling workshop's job queue with 10 suspended jobs. Once the dwarf is struck by the mood, ACC is opened, and all claimable workshops not belonging to ACC is forbidden.&lt;br /&gt;
&lt;br /&gt;
This way the normal operation of the workshops is disrupted only for the time needed for moody dwarf to claim workshop, instead of all artifact construction time in first method. Further more, only one type of workshop is nonoperational, instead of all workshops that use forbidden materials.&lt;br /&gt;
&lt;br /&gt;
=== [[Tantrum]]s ===&lt;br /&gt;
When the very worst happens and your triple [[legendary]] dwarf fails his strange [[mood]] and goes on [[Fun|a rampage destroying the faces of all the pets and dwarfs around him]], it's good to be prepared.&lt;br /&gt;
&lt;br /&gt;
The easiest form of protection is a simple door on the room the workshop is in. Lock for the few months it takes for him to die of [[thirst]]. You can spend the time waiting for him to die by getting his [[coffin]] made and situated. &lt;br /&gt;
&lt;br /&gt;
Putting [[trap|cage and weapon traps]] around the common [[stair]]s is always a good idea, for both tantrummers and for possible [[Fun#Ambush|invasions]].&lt;br /&gt;
&lt;br /&gt;
==Workshop plans==&lt;br /&gt;
&lt;br /&gt;
===Basement stockpiles ===&lt;br /&gt;
&lt;br /&gt;
This design gives workshops easy access to input and output stockpiles.&lt;br /&gt;
&lt;br /&gt;
   Level 1:              Level 2 (below, as shown, but could be above as well)&lt;br /&gt;
 &lt;br /&gt;
 ╔══════╦══════╗            ╔══════╦══════╗&lt;br /&gt;
 ║WWWWWW║WWWWWW║            ║iiiiii║iiiiii║&lt;br /&gt;
 ║WWWWWW║WWWWWW║            ║iiiiii║iiiiii║&lt;br /&gt;
 ║WWWWWW║WWWWWW║            OiiiiiiOiiiiiiO&lt;br /&gt;
 ║..&amp;gt;&amp;gt;..║..&amp;gt;&amp;gt;..║            ...&amp;lt;&amp;lt;.....&amp;lt;&amp;lt;...&lt;br /&gt;
 ╚══════╩══════╝            OooooooOooooooO&lt;br /&gt;
                            ║oooooo║oooooo║&lt;br /&gt;
 W = workshop               ║oooooo║oooooo║&lt;br /&gt;
 i = input item             ╚══════╩══════╝&lt;br /&gt;
 o = output item&lt;br /&gt;
&lt;br /&gt;
Alternatively you can place input above and output below the workshops or the other way round, depending, for example, on the location of your trade depot, or other workshops involved in the chain of production.  Additional stairs may be useful.&lt;br /&gt;
&lt;br /&gt;
=== 3x3 rooms ===&lt;br /&gt;
&lt;br /&gt;
This design makes it easier to contain berserk dwarves.&lt;br /&gt;
&lt;br /&gt;
 ╔═══╦═══┼..&lt;br /&gt;
 ║WWW║WWW║..&lt;br /&gt;
 ║WWW║WWW║..&lt;br /&gt;
 ║WWW║WWW║..&lt;br /&gt;
 ╩══┼╩┼══┼..&lt;br /&gt;
 ....X......&lt;br /&gt;
 ╦══┼╦┼══┼..&lt;br /&gt;
 ║WWW║WWW║..&lt;br /&gt;
 ║WWW║WWW║..&lt;br /&gt;
 ║WWW║WWW║..&lt;br /&gt;
 ╚═══╩═══┼..&lt;br /&gt;
&lt;br /&gt;
 W = workshop&lt;br /&gt;
 X = up/down staircase&lt;br /&gt;
 ... = hallway&lt;br /&gt;
&lt;br /&gt;
Access and stockpiles are placed above and below the room.  Similar workshops can be grouped together for easier checking on, and doors can be locked should a moody dwarf's wishes be unmet.  This concept can be used for your entire fortress:&lt;br /&gt;
&lt;br /&gt;
Below you can see a piece from around the central staircase, to see how the design should start.  Notice that it is pretty modular, you can have two workshops pushed together, or you can separate them all, and you have a couple options on how you set up your entrances, connecting two workshops with one door, or leaving them with separate entrances.  Up to you.  Notice the initial diagonal terminates at a workshop, and starts the grid pattern.&lt;br /&gt;
&lt;br /&gt;
 ║WWW║.║```║.║WWW║`&lt;br /&gt;
 ║WWW║.╠═══╣.║WWW║`&lt;br /&gt;
 ║WWW║.║WWW║.║WWW║`&lt;br /&gt;
 ╩═══┼.║WWW║.┼═══╩═&lt;br /&gt;
 ......║WWW║.......&lt;br /&gt;
 ══════┼═╦═┼═══┼═══&lt;br /&gt;
 WWWWWW║.O.║WWW║WWW&lt;br /&gt;
 WWWWWW╠OXO╣WWW║WWW&lt;br /&gt;
 WWWWWW║.O.║WWW║WWW&lt;br /&gt;
 ══════┼═╩═┼═══┼═══&lt;br /&gt;
 ......║WWW║.......&lt;br /&gt;
 ╦═══┼.║WWW║.┼═══╦═&lt;br /&gt;
 ║WWW║.║WWW║.║WWW║`&lt;br /&gt;
 ║WWW║.╠═══╣.║WWW║`&lt;br /&gt;
 ║WWW║.┼WWW┼.║WWW║`&lt;br /&gt;
 ╚═══╣.║WWW║.╠═══╝`&lt;br /&gt;
 ````║.║WWW║.║`````&lt;br /&gt;
 ````║.╠═══╣.║`````&lt;br /&gt;
&lt;br /&gt;
The floors alternate workshop/storage.  On workshop floors the diagonals immediate to the main stairway are mined out a couple spaces to make room for the first workshops; around those you can start mining in straight lines and start a grid pattern.  For storage floors you can leave a wall of stone around the staircase with only one or two walls mined out for access; then mine out everything around it.  On the ground level you start by mining into a cave, clear out space for a trade depot, and mine out one spot where you build a single downward staircase; here the entire fortress starts.  It works great and is very efficient, though it takes a while to get setup right.&lt;br /&gt;
&lt;br /&gt;
=== Decentralized Workshop Complex ===&lt;br /&gt;
Designed for use with the [[Bedroom_design#Decentralized_living|decentralized living]] plan, this plan emphasizes fine-grained planning with many small, specific stockpiles and planned workshop quarters.  It therefore requires some micro-management to get going.  However, once you have it working, things work extremely smoothly and you should never have a significant delay in production again.&lt;br /&gt;
&lt;br /&gt;
[[Image:Workshops.GIF]]&lt;br /&gt;
&lt;br /&gt;
Total workshop loadout for 1 floor:&lt;br /&gt;
* Sixteen (16) 3x3 workshops&lt;br /&gt;
* Four (4) 4x3 workshops&lt;br /&gt;
* Two (2) 5x5 workshops&lt;br /&gt;
&lt;br /&gt;
Maximum walk to stockpile on same wing: 18.&lt;br /&gt;
&lt;br /&gt;
The light gray crosses are optional doors.  They can be useful for sealing off a Kitchen or Butcher's Shop to keep [[miasma]] from annoying the neighbors.  Beyond that, the blue field is the stairwell access (recommend separate up stairs and down stairs for safety reasons), and the gray fields are stockpiles.&lt;br /&gt;
&lt;br /&gt;
4x3 workshops are useful for workshops with strange blocked square formations (the Bowyer's shop is an example).  They can also be nice for setting up a tiny 1x2 or 1x3 stockpile for a specific workshop - with bins, this can be a significant reserve of material.  Imagine a Clothier or Leatherworker with 3 full bins of cloth or leather right next to them.&lt;br /&gt;
&lt;br /&gt;
The 5x5 workshops are useful for [[shop]]s, [[kennel]]s, and [[siege workshop]]s.  You can even put your [[trade depot]] in one of them if you've got a mind to.  Maintaining proper security can be a nightmare in that situation (remember that [[troll]]s and others can break down doors and floodgates), but if you manage to get it done it can be a trader's dream come true.  They can also be useful for making a specialty shop with a few stockpiles designed to accomplish only one thing (encrusting statues with gems, for example).&lt;br /&gt;
&lt;br /&gt;
The 3x3 workshops are best organized into wings, where a pair of workshops share a similar function with the pair directly next to them.  They share stockpile space better this way.  When set up correctly, less than 10 dwarves will regularly use each stockpile room, so traffic is a non-issue.  There tends to be a lot of dwarves in the halls, though, because [[peasant]] haulers visit the workshops frequently, hence the 3-wide corridors.&lt;br /&gt;
&lt;br /&gt;
Finally, this design offers lots and lots of wall space for smoothing and engraving.  Free wealth is good.&lt;br /&gt;
&lt;br /&gt;
=== Interconnected 6x6 rooms with stockpiles ===&lt;br /&gt;
&lt;br /&gt;
 ╬══┼┼══╬══┼┼══╬&lt;br /&gt;
 ║.****.║.****.║&lt;br /&gt;
 ║**..**║**..**║&lt;br /&gt;
 ┼*....*┼*....*┼&lt;br /&gt;
 ┼*....*┼*....*┼&lt;br /&gt;
 ║**..**║**..**║&lt;br /&gt;
 ║.****.║.****.║&lt;br /&gt;
 ╬══┼┼══╬══┼┼══╬&lt;br /&gt;
 ║.****.║.****.║&lt;br /&gt;
 ║**..**║**..**║&lt;br /&gt;
 ┼*....*┼*....*┼&lt;br /&gt;
 ┼*....*┼*....*┼&lt;br /&gt;
 ║**..**║**..**║&lt;br /&gt;
 ║.****.║.****.║ * = pathway&lt;br /&gt;
 ╬══┼┼══╬══┼┼══╬&lt;br /&gt;
&lt;br /&gt;
In this design, each room functions as workshop, hallway, and stockpile.  A workshop is placed near the center of each room, preferably so that only a walkable tile overlaps the (*) pathways.  The pathways form a virtual double-wide diagonal hallway, allowing dwarves to move through the fortress easily.  The pathways, as well as the remainder of each room, are filled with the appropriate stockpiles.  Each room should have at least one set of stairs for easy access to adjacent z-levels.&lt;br /&gt;
&lt;br /&gt;
Each workshop has a short path to several nearby workshops on the same and other z-levels, allowing for a lot of flexibility in which workshops are placed in which rooms.  Each room is also lockable if necessary.  Optionally, the corner can be replaced with a door to allow faster movement between diagonally adjacent workshops.&lt;br /&gt;
&lt;br /&gt;
=== Fluid workshop locations ===&lt;br /&gt;
Alternatively, you can employ a &amp;quot;work site&amp;quot; methodology where workshops are constructed and destroyed as necessary.  For example, if you mine out a huge dining hall and it is completely filled with stone, build a masonry shop in the hall to manufacture tables and chairs.  This eliminates the need for a stone hauler because your mason only has to travel a few squares to get raw material.  In addition it makes furniture hauling more efficient because the tables and chairs are right next to their eventual location.  And of course it clears stone out of your dining hall, eliminating the need for a refuse hauler to dump it all.&lt;br /&gt;
&lt;br /&gt;
=== Smelting Operations ===&lt;br /&gt;
In very resource-heavy maps, 10-12 [[smelter]]s may be necessary to keep up with mining operations. I've had very efficient results with this setup - and it looks good, to boot. The stairways lead down into a high Z-level mining operation (keeps the [[noise]] away from the bedrooms, too), with additional [[bar]] storage 1-2 levels below.  One or more [[magma forge]]s would be down the hall from the bar stockpiles.&lt;br /&gt;
&lt;br /&gt;
      ╔════════════╗&lt;br /&gt;
      ║SMSSMSSMSSMS║&lt;br /&gt;
      ║SSSSSSSSSSSS║&lt;br /&gt;
      ║SSSSSSSSSSSS║&lt;br /&gt;
      ║OOOOOOOOOOOO║&lt;br /&gt;
      ║OOOOOOOOOOOO║&lt;br /&gt;
      ║OOOOOOOOOOOO║&lt;br /&gt;
      ╠┼┼═══┼┼═══┼┼╣&lt;br /&gt;
      ║............║&lt;br /&gt;
      ║............╠══════╗&lt;br /&gt;
      ║..╔═....═╗..┼OOOSMS║&lt;br /&gt;
      ║..║&amp;gt;&amp;gt;BBBB║..┼OOOSSS║&lt;br /&gt;
 ═════╝...&amp;gt;&amp;gt;BBBB...║OOOSSS║&lt;br /&gt;
 .........BBBBBB...║OOOSMS║&lt;br /&gt;
 .........BBBBBB...║OOOSSS║&lt;br /&gt;
 .........BBBBBB...║OOOSSS║&lt;br /&gt;
 ═════╗...BBBB&amp;gt;&amp;gt;...║OOOSMS║&lt;br /&gt;
      ║..║BBBB&amp;gt;&amp;gt;║..┼OOOSSS║&lt;br /&gt;
      ║..╚═....═╝..┼OOOSSS║&lt;br /&gt;
      ║............╠══════╝&lt;br /&gt;
      ║............║&lt;br /&gt;
      ╠┼┼═══┼┼═══┼┼╣&lt;br /&gt;
      ║OOOOOOOOOOOO║&lt;br /&gt;
      ║OOOOOOOOOOOO║&lt;br /&gt;
      ║OOOOOOOOOOOO║&lt;br /&gt;
      ║SMSSMSSMSSMS║&lt;br /&gt;
      ║SSSSSSSSSSSS║&lt;br /&gt;
      ║SSSSSSSSSSSS║&lt;br /&gt;
      ╚════════════╝&lt;br /&gt;
&lt;br /&gt;
 *S = Smelter&lt;br /&gt;
 *M = Magma access (lines up with unpassable tile on magma smelter)&lt;br /&gt;
 *B = Bar Stockpile&lt;br /&gt;
 *O = Ore Stockpile&lt;br /&gt;
&lt;br /&gt;
=== Pillars ===&lt;br /&gt;
See Midna's page on [[User:Midna/Pillars|pillar design]].&lt;br /&gt;
&lt;br /&gt;
=== Organics processing complex ===&lt;br /&gt;
&lt;br /&gt;
[[Image:Organics_processing_complex.png|thumb|right|Big squares are 7x7, smaller squares are 3x3]]&lt;br /&gt;
&lt;br /&gt;
This is a nice, rectangular design which puts the food/drink industry, and the many other industries that feed of its by-products, together in one neat arrangement.&lt;br /&gt;
&lt;br /&gt;
Expansion options include a finished good stockpile to the right, a soap stockpile nearby if you make a lot of soap, a stone stockpile below the bone one for input into crafters and masons/mechanics, a wood stockpile below which feeds into the same furniture stockpile as the mechanics and masons, and a jeweler. With the latter additions, the craftsdwarves can now decorate furniture as well as finished goods with bones and (if you include the jeweler) gems.&lt;br /&gt;
&lt;br /&gt;
Also, this plan is only meant to expand to the right and bottom-right. So you can safely plug its top and left sides flush with the rest of your fortress without worrying about future expansion. The number of workshops should be sufficient for all but the largest forts.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Category|Design}}&lt;/div&gt;</summary>
		<author><name>Ar-Pharazon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Organics_processing_complex.png&amp;diff=188387</id>
		<title>File:Organics processing complex.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Organics_processing_complex.png&amp;diff=188387"/>
		<updated>2013-06-22T09:32:00Z</updated>

		<summary type="html">&lt;p&gt;Ar-Pharazon: A workshop complex I put together which tries to neatly organize the many interconnected industries related to processing organic matter.

16 pixels = 1 tile, so the big squares are 7x7 and the small ones are 3x3.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A workshop complex I put together which tries to neatly organize the many interconnected industries related to processing organic matter.&lt;br /&gt;
&lt;br /&gt;
16 pixels = 1 tile, so the big squares are 7x7 and the small ones are 3x3.&lt;/div&gt;</summary>
		<author><name>Ar-Pharazon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Workshop_design&amp;diff=188386</id>
		<title>v0.34:Workshop design</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Workshop_design&amp;diff=188386"/>
		<updated>2013-06-22T09:23:32Z</updated>

		<summary type="html">&lt;p&gt;Ar-Pharazon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|20:25, 28 April 2013 (UTC)}}&lt;br /&gt;
{{av}} &lt;br /&gt;
Most [[workshop]]s in Dwarf fortress are represented by 9 squares in a 3 by 3 square pattern. Some are 5 by 5 ([[Siege workshop]]), or 1 by 1 ([[Quern]], [[Screw press]], and [[Millstone]]). Getting a proper work flow is very important to the success and [[wealth]] of your fortress.&lt;br /&gt;
&lt;br /&gt;
Laying out your workshops in the most efficient way possible is quite a science. There are several points that should be considered.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== [[Industry|Industries]] ==&lt;br /&gt;
Keeping workshops of a specific industry together is a great way to see if you need more workers creating [[alcohol|booze]] or making [[leather]] [[trade good|toys]]. If you have all of the [[food]] related workshops in a single [[room]], you can tell with a glance that your [[cook]]s are slacking off.&lt;br /&gt;
&lt;br /&gt;
== [[Stockpile]]s ==&lt;br /&gt;
Just as you want your [[loom]]s close to your [[clothier's shop]]s, and you want your [[tanner's shop]] next to your [[butcher's shop]], you will want logical stockpiles close to your workshops.&lt;br /&gt;
It makes sense to put your raw food stockpile right next to the [[kitchen]], so that your cook doesn't spend all of his time walking from one end of the fortress to the other. If the correct stockpile is close at hand, those roasts will be coming out of that kitchen in no time.&lt;br /&gt;
&lt;br /&gt;
== [[Artifact]]s ==&lt;br /&gt;
&lt;br /&gt;
=== Using stocks  ===&lt;br /&gt;
When a dwarf claims a workshop for his very own, you have a 50/50 chance of the artifact he's about to make being really awesome. He could make an artifact [[throne]] out of three lumps of [[bituminous coal]], and it will be worth a whopping 4800 [[currency|dwarf bucks]]. However, if you forbid every [[stone]] in your fortress except for the natural [[platinum]], he'll make you something very near a six figure artifact.&lt;br /&gt;
&lt;br /&gt;
There are a few ways to control what he chooses. A start is to have the workshop that he claimed be in a room that is only reachable through a [[door]]. As soon as he claims it, lock the door so that he'll just sit there yelling out the things he needs. Now you can go on making only the items available you want him to use (usually the most expensive). You can forbid unwanted items both from the stocks (may require highest precision achieved by your bookkeeper, especially for stones) or ''after'' he has collected them (will retask search for that item), dump items inside the workshop or near the door(the later won't work if he has a preference). If you use mass-forbid take good care to allow everything after the artifact is finished!&lt;br /&gt;
&lt;br /&gt;
=== Artifact Construction Complex ===&lt;br /&gt;
&lt;br /&gt;
Alternative solution is to build Artifact Construction Complex, containing every mood-able workshop and small stockpiles of most precious types of ore, metal bars, gems, etc. When not in use, ACC should be either locked, or everything in it forbidden (including workshops). Forbidding is better, because in this case these workshops won't receive orders from your [[Manager]]. You can also deal with it by filling workshop's job queue with 10 suspended jobs. Once the dwarf is struck by the mood, ACC is opened, and all claimable workshops not belonging to ACC is forbidden.&lt;br /&gt;
&lt;br /&gt;
This way the normal operation of the workshops is disrupted only for the time needed for moody dwarf to claim workshop, instead of all artifact construction time in first method. Further more, only one type of workshop is nonoperational, instead of all workshops that use forbidden materials.&lt;br /&gt;
&lt;br /&gt;
=== [[Tantrum]]s ===&lt;br /&gt;
When the very worst happens and your triple [[legendary]] dwarf fails his strange [[mood]] and goes on [[Fun|a rampage destroying the faces of all the pets and dwarfs around him]], it's good to be prepared.&lt;br /&gt;
&lt;br /&gt;
The easiest form of protection is a simple door on the room the workshop is in. Lock for the few months it takes for him to die of [[thirst]]. You can spend the time waiting for him to die by getting his [[coffin]] made and situated. &lt;br /&gt;
&lt;br /&gt;
Putting [[trap|cage and weapon traps]] around the common [[stair]]s is always a good idea, for both tantrummers and for possible [[Fun#Ambush|invasions]].&lt;br /&gt;
&lt;br /&gt;
==Workshop plans==&lt;br /&gt;
&lt;br /&gt;
===Basement stockpiles ===&lt;br /&gt;
&lt;br /&gt;
This design gives workshops easy access to input and output stockpiles.&lt;br /&gt;
&lt;br /&gt;
   Level 1:              Level 2 (below, as shown, but could be above as well)&lt;br /&gt;
 &lt;br /&gt;
 ╔══════╦══════╗            ╔══════╦══════╗&lt;br /&gt;
 ║WWWWWW║WWWWWW║            ║iiiiii║iiiiii║&lt;br /&gt;
 ║WWWWWW║WWWWWW║            ║iiiiii║iiiiii║&lt;br /&gt;
 ║WWWWWW║WWWWWW║            OiiiiiiOiiiiiiO&lt;br /&gt;
 ║..&amp;gt;&amp;gt;..║..&amp;gt;&amp;gt;..║            ...&amp;lt;&amp;lt;.....&amp;lt;&amp;lt;...&lt;br /&gt;
 ╚══════╩══════╝            OooooooOooooooO&lt;br /&gt;
                            ║oooooo║oooooo║&lt;br /&gt;
 W = workshop               ║oooooo║oooooo║&lt;br /&gt;
 i = input item             ╚══════╩══════╝&lt;br /&gt;
 o = output item&lt;br /&gt;
&lt;br /&gt;
Alternatively you can place input above and output below the workshops or the other way round, depending, for example, on the location of your trade depot, or other workshops involved in the chain of production.  Additional stairs may be useful.&lt;br /&gt;
&lt;br /&gt;
=== 3x3 rooms ===&lt;br /&gt;
&lt;br /&gt;
This design makes it easier to contain berserk dwarves.&lt;br /&gt;
&lt;br /&gt;
 ╔═══╦═══┼..&lt;br /&gt;
 ║WWW║WWW║..&lt;br /&gt;
 ║WWW║WWW║..&lt;br /&gt;
 ║WWW║WWW║..&lt;br /&gt;
 ╩══┼╩┼══┼..&lt;br /&gt;
 ....X......&lt;br /&gt;
 ╦══┼╦┼══┼..&lt;br /&gt;
 ║WWW║WWW║..&lt;br /&gt;
 ║WWW║WWW║..&lt;br /&gt;
 ║WWW║WWW║..&lt;br /&gt;
 ╚═══╩═══┼..&lt;br /&gt;
&lt;br /&gt;
 W = workshop&lt;br /&gt;
 X = up/down staircase&lt;br /&gt;
 ... = hallway&lt;br /&gt;
&lt;br /&gt;
Access and stockpiles are placed above and below the room.  Similar workshops can be grouped together for easier checking on, and doors can be locked should a moody dwarf's wishes be unmet.  This concept can be used for your entire fortress:&lt;br /&gt;
&lt;br /&gt;
Below you can see a piece from around the central staircase, to see how the design should start.  Notice that it is pretty modular, you can have two workshops pushed together, or you can separate them all, and you have a couple options on how you set up your entrances, connecting two workshops with one door, or leaving them with separate entrances.  Up to you.  Notice the initial diagonal terminates at a workshop, and starts the grid pattern.&lt;br /&gt;
&lt;br /&gt;
 ║WWW║.║```║.║WWW║`&lt;br /&gt;
 ║WWW║.╠═══╣.║WWW║`&lt;br /&gt;
 ║WWW║.║WWW║.║WWW║`&lt;br /&gt;
 ╩═══┼.║WWW║.┼═══╩═&lt;br /&gt;
 ......║WWW║.......&lt;br /&gt;
 ══════┼═╦═┼═══┼═══&lt;br /&gt;
 WWWWWW║.O.║WWW║WWW&lt;br /&gt;
 WWWWWW╠OXO╣WWW║WWW&lt;br /&gt;
 WWWWWW║.O.║WWW║WWW&lt;br /&gt;
 ══════┼═╩═┼═══┼═══&lt;br /&gt;
 ......║WWW║.......&lt;br /&gt;
 ╦═══┼.║WWW║.┼═══╦═&lt;br /&gt;
 ║WWW║.║WWW║.║WWW║`&lt;br /&gt;
 ║WWW║.╠═══╣.║WWW║`&lt;br /&gt;
 ║WWW║.┼WWW┼.║WWW║`&lt;br /&gt;
 ╚═══╣.║WWW║.╠═══╝`&lt;br /&gt;
 ````║.║WWW║.║`````&lt;br /&gt;
 ````║.╠═══╣.║`````&lt;br /&gt;
&lt;br /&gt;
The floors alternate workshop/storage.  On workshop floors the diagonals immediate to the main stairway are mined out a couple spaces to make room for the first workshops; around those you can start mining in straight lines and start a grid pattern.  For storage floors you can leave a wall of stone around the staircase with only one or two walls mined out for access; then mine out everything around it.  On the ground level you start by mining into a cave, clear out space for a trade depot, and mine out one spot where you build a single downward staircase; here the entire fortress starts.  It works great and is very efficient, though it takes a while to get setup right.&lt;br /&gt;
&lt;br /&gt;
=== Decentralized Workshop Complex ===&lt;br /&gt;
Designed for use with the [[Bedroom_design#Decentralized_living|decentralized living]] plan, this plan emphasizes fine-grained planning with many small, specific stockpiles and planned workshop quarters.  It therefore requires some micro-management to get going.  However, once you have it working, things work extremely smoothly and you should never have a significant delay in production again.&lt;br /&gt;
&lt;br /&gt;
[[Image:Workshops.GIF]]&lt;br /&gt;
&lt;br /&gt;
Total workshop loadout for 1 floor:&lt;br /&gt;
* Sixteen (16) 3x3 workshops&lt;br /&gt;
* Four (4) 4x3 workshops&lt;br /&gt;
* Two (2) 5x5 workshops&lt;br /&gt;
&lt;br /&gt;
Maximum walk to stockpile on same wing: 18.&lt;br /&gt;
&lt;br /&gt;
The light gray crosses are optional doors.  They can be useful for sealing off a Kitchen or Butcher's Shop to keep [[miasma]] from annoying the neighbors.  Beyond that, the blue field is the stairwell access (recommend separate up stairs and down stairs for safety reasons), and the gray fields are stockpiles.&lt;br /&gt;
&lt;br /&gt;
4x3 workshops are useful for workshops with strange blocked square formations (the Bowyer's shop is an example).  They can also be nice for setting up a tiny 1x2 or 1x3 stockpile for a specific workshop - with bins, this can be a significant reserve of material.  Imagine a Clothier or Leatherworker with 3 full bins of cloth or leather right next to them.&lt;br /&gt;
&lt;br /&gt;
The 5x5 workshops are useful for [[shop]]s, [[kennel]]s, and [[siege workshop]]s.  You can even put your [[trade depot]] in one of them if you've got a mind to.  Maintaining proper security can be a nightmare in that situation (remember that [[troll]]s and others can break down doors and floodgates), but if you manage to get it done it can be a trader's dream come true.  They can also be useful for making a specialty shop with a few stockpiles designed to accomplish only one thing (encrusting statues with gems, for example).&lt;br /&gt;
&lt;br /&gt;
The 3x3 workshops are best organized into wings, where a pair of workshops share a similar function with the pair directly next to them.  They share stockpile space better this way.  When set up correctly, less than 10 dwarves will regularly use each stockpile room, so traffic is a non-issue.  There tends to be a lot of dwarves in the halls, though, because [[peasant]] haulers visit the workshops frequently, hence the 3-wide corridors.&lt;br /&gt;
&lt;br /&gt;
Finally, this design offers lots and lots of wall space for smoothing and engraving.  Free wealth is good.&lt;br /&gt;
&lt;br /&gt;
=== Interconnected 6x6 rooms with stockpiles ===&lt;br /&gt;
&lt;br /&gt;
 ╬══┼┼══╬══┼┼══╬&lt;br /&gt;
 ║.****.║.****.║&lt;br /&gt;
 ║**..**║**..**║&lt;br /&gt;
 ┼*....*┼*....*┼&lt;br /&gt;
 ┼*....*┼*....*┼&lt;br /&gt;
 ║**..**║**..**║&lt;br /&gt;
 ║.****.║.****.║&lt;br /&gt;
 ╬══┼┼══╬══┼┼══╬&lt;br /&gt;
 ║.****.║.****.║&lt;br /&gt;
 ║**..**║**..**║&lt;br /&gt;
 ┼*....*┼*....*┼&lt;br /&gt;
 ┼*....*┼*....*┼&lt;br /&gt;
 ║**..**║**..**║&lt;br /&gt;
 ║.****.║.****.║ * = pathway&lt;br /&gt;
 ╬══┼┼══╬══┼┼══╬&lt;br /&gt;
&lt;br /&gt;
In this design, each room functions as workshop, hallway, and stockpile.  A workshop is placed near the center of each room, preferably so that only a walkable tile overlaps the (*) pathways.  The pathways form a virtual double-wide diagonal hallway, allowing dwarves to move through the fortress easily.  The pathways, as well as the remainder of each room, are filled with the appropriate stockpiles.  Each room should have at least one set of stairs for easy access to adjacent z-levels.&lt;br /&gt;
&lt;br /&gt;
Each workshop has a short path to several nearby workshops on the same and other z-levels, allowing for a lot of flexibility in which workshops are placed in which rooms.  Each room is also lockable if necessary.  Optionally, the corner can be replaced with a door to allow faster movement between diagonally adjacent workshops.&lt;br /&gt;
&lt;br /&gt;
=== Fluid workshop locations ===&lt;br /&gt;
Alternatively, you can employ a &amp;quot;work site&amp;quot; methodology where workshops are constructed and destroyed as necessary.  For example, if you mine out a huge dining hall and it is completely filled with stone, build a masonry shop in the hall to manufacture tables and chairs.  This eliminates the need for a stone hauler because your mason only has to travel a few squares to get raw material.  In addition it makes furniture hauling more efficient because the tables and chairs are right next to their eventual location.  And of course it clears stone out of your dining hall, eliminating the need for a refuse hauler to dump it all.&lt;br /&gt;
&lt;br /&gt;
=== Smelting Operations ===&lt;br /&gt;
In very resource-heavy maps, 10-12 [[smelter]]s may be necessary to keep up with mining operations. I've had very efficient results with this setup - and it looks good, to boot. The stairways lead down into a high Z-level mining operation (keeps the [[noise]] away from the bedrooms, too), with additional [[bar]] storage 1-2 levels below.  One or more [[magma forge]]s would be down the hall from the bar stockpiles.&lt;br /&gt;
&lt;br /&gt;
      ╔════════════╗&lt;br /&gt;
      ║SMSSMSSMSSMS║&lt;br /&gt;
      ║SSSSSSSSSSSS║&lt;br /&gt;
      ║SSSSSSSSSSSS║&lt;br /&gt;
      ║OOOOOOOOOOOO║&lt;br /&gt;
      ║OOOOOOOOOOOO║&lt;br /&gt;
      ║OOOOOOOOOOOO║&lt;br /&gt;
      ╠┼┼═══┼┼═══┼┼╣&lt;br /&gt;
      ║............║&lt;br /&gt;
      ║............╠══════╗&lt;br /&gt;
      ║..╔═....═╗..┼OOOSMS║&lt;br /&gt;
      ║..║&amp;gt;&amp;gt;BBBB║..┼OOOSSS║&lt;br /&gt;
 ═════╝...&amp;gt;&amp;gt;BBBB...║OOOSSS║&lt;br /&gt;
 .........BBBBBB...║OOOSMS║&lt;br /&gt;
 .........BBBBBB...║OOOSSS║&lt;br /&gt;
 .........BBBBBB...║OOOSSS║&lt;br /&gt;
 ═════╗...BBBB&amp;gt;&amp;gt;...║OOOSMS║&lt;br /&gt;
      ║..║BBBB&amp;gt;&amp;gt;║..┼OOOSSS║&lt;br /&gt;
      ║..╚═....═╝..┼OOOSSS║&lt;br /&gt;
      ║............╠══════╝&lt;br /&gt;
      ║............║&lt;br /&gt;
      ╠┼┼═══┼┼═══┼┼╣&lt;br /&gt;
      ║OOOOOOOOOOOO║&lt;br /&gt;
      ║OOOOOOOOOOOO║&lt;br /&gt;
      ║OOOOOOOOOOOO║&lt;br /&gt;
      ║SMSSMSSMSSMS║&lt;br /&gt;
      ║SSSSSSSSSSSS║&lt;br /&gt;
      ║SSSSSSSSSSSS║&lt;br /&gt;
      ╚════════════╝&lt;br /&gt;
&lt;br /&gt;
 *S = Smelter&lt;br /&gt;
 *M = Magma access (lines up with unpassable tile on magma smelter)&lt;br /&gt;
 *B = Bar Stockpile&lt;br /&gt;
 *O = Ore Stockpile&lt;br /&gt;
&lt;br /&gt;
=== Pillars ===&lt;br /&gt;
See Midna's page on [[User:Midna/Pillars|pillar design]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Category|Design}}&lt;/div&gt;</summary>
		<author><name>Ar-Pharazon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Workshop&amp;diff=188385</id>
		<title>v0.34:Workshop</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Workshop&amp;diff=188385"/>
		<updated>2013-06-22T08:29:59Z</updated>

		<summary type="html">&lt;p&gt;Ar-Pharazon: /* Operation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|13:14, 20 April 2013 (UTC)}}{{av}}&lt;br /&gt;
[[Image:DFflowchart.png|thumb|200px|'''Production flowchart for most workshops'''.&amp;lt;br /&amp;gt; Not all items are represented!&amp;lt;br /&amp;gt;''(Click to enlarge)'']]&lt;br /&gt;
&lt;br /&gt;
'''Workshops''' are where materials are processed by dwarves into more valuable or useful items.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
&lt;br /&gt;
Anything that is created, refined, cooked, altered, or decorated, or generally &amp;quot;produced&amp;quot; is processed at a workshop. There are many different types of workshops, for different purposes and different finished products. Just as they have specific products associated with them, they have specific labors that are required by dwarves to build them or to work there, and dwarves with more of the appropriate skill tend to produce higher [[quality]] objects*, and/or produce them faster.&lt;br /&gt;
&lt;br /&gt;
(* If the finished product has any quality modifiers - not all do. Processed milk is just [[cheese]], a [[stone]] block is just a stone [[block]], and a tanned hide is just [[leather]], etc.)&lt;br /&gt;
&lt;br /&gt;
You can use [[manager#Setting_workshop_profiles|workshop profiles]] to restrict the use of individual workshops to named dwarves, or to dwarves with specified minimum and maximum levels of skill.&lt;br /&gt;
&lt;br /&gt;
Almost all workshops measure 3 tiles square, 3x3, but a few are 5x5, or even a single tile. Not all squares of all workshops are passable, in fact some, like the jewelry workshop, have three [[impassable tile]]s down one side. These squares appear a dark green color during initial placement. Be careful not to block access when building.&lt;br /&gt;
&lt;br /&gt;
===Operation===&lt;br /&gt;
&lt;br /&gt;
When there are items ordered at a workshop, the workshop will generate item creation jobs until it finds a suitable dwarf with appropriate labors (and skill level and so on if those are set in the workshop orders). When the dwarf is found, an A will appear next to the job in the workshop queue, and the following will happen:&lt;br /&gt;
&lt;br /&gt;
# The dwarf comes to the workshop.&lt;br /&gt;
# The dwarf finds a suitable nearby raw material. (if any stockpiles are set to {K|g}ive to the workshop, only linked stockpiles will be looked in!)&lt;br /&gt;
# The dwarf fetches all the necessary ingredients and brings them to the workshop.&lt;br /&gt;
# The dwarf labors in the workshop for a while and creates the item.&lt;br /&gt;
# The dwarf brings the finished item to the nearest suitable stockpile. (see #2 for linked stockpiles)&lt;br /&gt;
# At this point the workshop goes to the next queued item, and starts looking for a suitable dwarf again - it's most probable that the dwarf who just finished the item is nearby and will be recruited again for another job.&lt;br /&gt;
&lt;br /&gt;
If you have no [[stockpile]]s to put finished objects in, workshops will become [[clutter]]ed. You can see the clutter by checking the contents of the workshop with {K|t}. The more items there are, the longer tasks will take.&lt;br /&gt;
&lt;br /&gt;
If you have only one dwarf with the appropriate labors, and the task of fetching items takes a long time because the stockpiles are far away, then he will execute far fewer jobs before it's time for a break. If you have many dwarfs, then recruitment of another one will waste time since he is far away. Therefore, in either situation, it's in your interest to put the stockpiles as close as possible to the workshop.&lt;br /&gt;
&lt;br /&gt;
==Tier System==&lt;br /&gt;
&lt;br /&gt;
The tier system was developed to help understand how far removed a workshop is from the basic raw materials that can be found throughout your average map. A Tier-1 workshop processes raw materials directly; a Tier-2 workshop processes the output of a Tier-1 workshop (but may also include new raw materials); and a Tier-3 workshop processes the output of a Tier-2 workshop (but may also include inputs from lower levels) Note that containers (cloth and leather bags) are considered Tier 1 materials even though they are produced at a higher tier. This is because these items are reusable; your dwarves will not need to create a new bag each time they want to mill some flour. In some cases, a workshop may fit into multiple tiers, (ex. [[Mechanic's workshop]]).  In these cases, the workshop is listed in the lowest applicable tier for its primary purpose.&lt;br /&gt;
&lt;br /&gt;
Tier 1 workshops use Tier 0 materials (animals, ore, wood, plants, bone, etc).&lt;br /&gt;
&lt;br /&gt;
Tier 2 workshops use Tier 1 materials (processed Tier 0 materials) and possibly Tier 0 materials.&lt;br /&gt;
&lt;br /&gt;
Tier 3 workshops use Tier 2 materials (processed Tier 1 materials) and possibly Tier 0 and/or Tier 1 materials.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Tier 1 Workshops===&lt;br /&gt;
*{{K|b}} [[Bowyer's workshop]]:&lt;br /&gt;
**Uses Tier 0 material: [[Wood]]&lt;br /&gt;
**Can also use higher-tier material: [[Bone]] &lt;br /&gt;
**Produces Tier 1 Weapon: [[Crossbow]]&lt;br /&gt;
*{{K|c}} [[Carpenter's workshop]]:  Uses wood from trees to produce various goods.&lt;br /&gt;
**Uses Tier 0 materials: [[Wood]]&lt;br /&gt;
**Produces Tier 1 materials: &lt;br /&gt;
***Armor: [[Buckler]], [[Shield]]&lt;br /&gt;
***Weapons: [[Training weapon|Training Axes]], [[Training weapon|Training Swords]], [[Training weapon|Training Spears]]&lt;br /&gt;
***Containers: [[Barrel]], [[Bin]], [[Bucket]], [[Casket]]&lt;br /&gt;
***Building Materials: [[Block]], [[Grate]], [[Pipe section]]&lt;br /&gt;
***Furniture: [[Bed]], [[Chair]], [[Table]], [[Cabinet]], [[Chest]], [[Armor stand]], [[Weapon rack]]&lt;br /&gt;
***Furniture: [[Door]], [[Floodgate]], [[Hatch cover]]&lt;br /&gt;
***Trap Components: [[Cage]], [[Enormous corkscrew]], [[Menacing spike]], [[Spiked ball]]&lt;br /&gt;
***Finished Goods: [[Crutch]], [[Splint]]&lt;br /&gt;
***Tools: [[Animal trap]]&lt;br /&gt;
*{{K|j}} [[Jeweler's workshop]]:&lt;br /&gt;
**Uses Tier 0 Item: Rough [[gem]]&lt;br /&gt;
**Can also use higher-tier Items: Cut [[gem]]s, Encrustable objects&lt;br /&gt;
**Produces: Cut [[gem]], Encrusted objects&lt;br /&gt;
*{{K|m}} [[Mason's workshop]]:&lt;br /&gt;
**Uses Tier 0 Item: [[Stone]]&lt;br /&gt;
**Produces Tier 1 Items: [[Armor stand]], [[Block]], [[Throne]], [[Coffin]], [[Door]], [[Floodgate]], [[Hatch cover]], [[Grate]], [[Cabinet]], [[Coffer]], [[Statue]], [[Table]], [[Weapon rack]], [[Quern]], [[Millstone]], [[Slab]]&lt;br /&gt;
*{{K|u}} [[Butcher's shop]]:&lt;br /&gt;
**Uses Tier 0 Items: [[Tame animals]], Corpses of untamed non-sentient animals&lt;br /&gt;
**Produces Tier 1 Items: [[Skin]], [[Fat]], [[Meat]], [[Bone]], [[Prepared organs]], [[Skull]], [[Scale]], [[Hoof]], [[Ivory]], [[Tooth]]&lt;br /&gt;
*{{K|t}} [[Mechanic's workshop]]:&lt;br /&gt;
**Uses Tier 0-1 Items: [[Stone]], [[Table]], [[Rope]]&lt;br /&gt;
**Produces Tier 1 Item: [[Mechanism]]&lt;br /&gt;
**Produces Tier 3 Item: [[Traction bench]]&lt;br /&gt;
*{{K|w}} [[Farmer's workshop]]:&lt;br /&gt;
**Uses Tier 0 Items: [[crop]], [[Animal]]&lt;br /&gt;
**Can use Tier 1 Reusable Items: [[Container|Bags, barrels, vials]], [[Bucket]]s&lt;br /&gt;
**Produces Tier 1 Items: [[Pig tail]] or [[Rope reed]] [[thread]], [[Quarry bush]] leaves, [[Dwarven syrup]], Plant [[extracts]], [[Milk]], [[Cheese]]&lt;br /&gt;
*{{K|h}} [[Fishery]]:&lt;br /&gt;
**Uses Tier 0 Items: Raw [[fish]]&lt;br /&gt;
**Produces Tier 1 Items: [[Meat|Fish meat]], [[Shell]]s, [[Captured live fish]]&lt;br /&gt;
*{{K|r}} [[Craftsdwarf's workshop]]:&lt;br /&gt;
**Uses Tier 0 Items: [[Stone]], [[Wood]]&lt;br /&gt;
**Can also use higher-tier items: [[Bone]], [[Shell]], [[Ivory]], [[Tooth]], [[Horn]], [[Pearl]], [[Cloth]], [[Leather]], [[Slab]]s&lt;br /&gt;
**Produces: [[Finished goods]], [[Pot]]s, [[Jug]]s, [[Tool]]s, [[Memorial]]s&lt;br /&gt;
*{{K|s}} [[Siege workshop]]:&lt;br /&gt;
**Uses Tier 0 Item: [[Wood]]&lt;br /&gt;
**Can also use higher-tier item: [[Ballista arrowhead]]&lt;br /&gt;
**Produces: [[Catapult]] parts, [[Ballista]] parts, [[Ballista arrow]]s&lt;br /&gt;
*[[Wood furnace]]:&lt;br /&gt;
**Uses Tier 0 Item: [[Wood]]&lt;br /&gt;
**Produces: Fuel ([[Charcoal]]), [[Ash]]&lt;br /&gt;
&lt;br /&gt;
===Tier 2 Workshops===&lt;br /&gt;
*{{K|n}} [[Tanner's shop]]:&lt;br /&gt;
**Uses Tier 1 Item: [[Skin|Hide]]&lt;br /&gt;
**Produces Tier 2 Item: [[Leather]]&lt;br /&gt;
*{{K|o}} [[Loom]]:&lt;br /&gt;
**Uses Tier 1 Items: [[Adamantine]] strands, [[Cave spider]] [[silk]] [[Cloth|thread]], [[Giant cave spider]] [[silk]] [[Cloth|thread]], [[Phantom spider]] [[silk]] [[Cloth|thread]], [[Pig tail]] [[Cloth|thread]], [[Rope reed]] [[Cloth|thread]]&lt;br /&gt;
**Produces: [[Cloth]]&lt;br /&gt;
*{{K|l}} [[Still]]:&lt;br /&gt;
**Uses Tier 0 Item: [[Alcohol#Brewable plants|Brewable Plant]]&lt;br /&gt;
**Uses Tier 1 Reusable Item: [[Barrel]]&lt;br /&gt;
*{{K|y}} [[Ashery]]:&lt;br /&gt;
**Uses Tier 1 Item: [[Ash]]&lt;br /&gt;
**Can use Tier 1 Reusable Item: [[Bucket]]&lt;br /&gt;
**Produces Tier 2 Items: [[Lye]], [[Potash]]&lt;br /&gt;
*{{K|z}} [[Kitchen]]:&lt;br /&gt;
**Uses Tier 1 Items: [[Meat|Fish]], [[Meat]], [[Cheese]], [[Dwarven syrup]], [[Milk]], [[Prepared organs]], [[Fat]] &lt;br /&gt;
**Can also use lower-tier items: [[Plants]], [[Seed]]s, [[Egg]]s&lt;br /&gt;
**Can also use higher-tier items: [[Alcohol]], [[Dwarven sugar]], [[Flour]], [[Tallow]]&lt;br /&gt;
**Produces: [[Food|Prepared meals]], [[Tallow]]&lt;br /&gt;
*{{K|p}} [[Screw press]]:&lt;br /&gt;
**Uses Tier 1 Items: [[Honeycomb]]&lt;br /&gt;
**Uses Tier 1 Reusable item: [[Jug]]&lt;br /&gt;
**Can also use higher-tier item: [[rock nut|Rock nut paste]]&lt;br /&gt;
**Produces: [[Honey]], [[Wax]], [[rock nut|Rock nut press cake]], [[rock nut|Rock nut oil]]&lt;br /&gt;
* [[Smelter]]:&lt;br /&gt;
**Uses Tier 1 Items: Fuel ([[Charcoal]], [[Coke]])&lt;br /&gt;
**Uses Tier 0 Items: [[Coal]], [[Ore]], [[Flux]]&lt;br /&gt;
**Can also use higher-tier items: [[Metal]] [[bar]]s, scrap [[weapon]]s, [[armor]], etc.&lt;br /&gt;
**Produces: [[Coke]], [[Metal]] [[bar]]s&lt;br /&gt;
*{{K|q}} [[Quern]]:&lt;br /&gt;
**Uses Tier 0 Items: [[Blade weed]], [[Cave wheat]], [[Dimple cup]], [[Hide root]], [[Longland grass]], [[Sliver barb]], [[Sweet pod]], [[Whip vine]], [[Rock nut]]s&lt;br /&gt;
**Uses Tier 1 Reusable Item: [[bag]]&lt;br /&gt;
**Produces: [[Flour|Dwarven wheat flour]], [[Dwarven sugar]], [[Flour|Longland flour]], [[Whip vine flour]], [[Dimple dye]], [[Emerald dye]], [[Redroot dye]], [[Sliver dye]], [[rock nut|Rock nut paste]] &lt;br /&gt;
*{{K|M}} ({{K|Shift}}+{{K|m}}) [[Millstone]]:&lt;br /&gt;
**Requires: Mechanical Power Source ([[Water wheel]] or [[Windmill]]), and a Millstone (Constructed at [[Mason's workshop]])&lt;br /&gt;
**Uses Tier 0 Items: [[Blade weed]], [[Cave wheat]], [[Dimple cup]], [[Hide root]], [[Longland grass]], [[Sliver barb]], [[Sweet pod]], [[Whip vine]], [[Rock nut]]s&lt;br /&gt;
**Uses Tier 1 Reusable Item: [[bag]]&lt;br /&gt;
**Produces: [[Emerald dye]], [[Flour|Dwarven wheat flour]], [[Dimple dye]], [[Redroot dye]], [[Flour|Longland flour]], [[Sliver dye]], [[Dwarven sugar]], [[Whip vine flour]], [[rock nut|Rock nut paste]]&lt;br /&gt;
&lt;br /&gt;
===Tier 3 Workshops===&lt;br /&gt;
*{{K|e}} [[Leather works]]:&lt;br /&gt;
**Uses Tier 2 Item: [[Leather]]&lt;br /&gt;
**Produces: [[Leather]] [[Clothing]], [[Leather]] [[Armor]], [[Leather]] [[Shield]], [[Leather]] [[Quiver]], [[Leather]] [[Bag]], [[Leather]] [[Backpack]], [[Leather]] [[Waterskin]], [[Decoration|Leather Images]] (decoration)&lt;br /&gt;
*{{K|d}} [[Dyer's shop]]:&lt;br /&gt;
**Uses Tier 2 Item: [[Dye]], [[Cloth]] &lt;br /&gt;
**Can also use lower-tier item: [[Thread]]&lt;br /&gt;
**Produces: Dyed [[Thread]], Dyed [[Cloth]]&lt;br /&gt;
*{{K|k}} [[Clothier's shop]]:&lt;br /&gt;
**Uses Tier 2 Item: [[Cloth]]&lt;br /&gt;
**Can also use higher-tier item: Dyed [[Cloth]]&lt;br /&gt;
**Produces: [[Backpack]], [[Bag]], [[Clothing]], [[Quiver]], [[Rope]]&lt;br /&gt;
*{{K|f}} [[Metalsmith's forge]]:&lt;br /&gt;
*{{k|v}} [[Magma forge]] (requires [[magma]] access):&lt;br /&gt;
**Uses Tier 2 Item: [[Metal]] [[bar]]s&lt;br /&gt;
**Produces: [[Armor]], [[Weapon]], [[Chain]], [[Crafts]], [[Furniture]]&lt;br /&gt;
*{{K|S}} ({{K|Shift}}+{{K|s}}) [[Soap maker's workshop]]:&lt;br /&gt;
**Uses Tier 2 Items: [[Tallow]], [[Lye]]&lt;br /&gt;
**Can also use higher-tier item: [[Rock nut oil]]&lt;br /&gt;
**Produces: [[Soap]]&lt;br /&gt;
&lt;br /&gt;
Note that some specific products can be higher-tier than indicated above. For example, production of [[Steel]] weapons requires: producing [[Coke|fuel]], producing [[Iron]] [[bar]]s, producing [[pig iron]] bars, producing [[steel]] bars, then finally forging weapons (a Tier-5 process).&lt;br /&gt;
&lt;br /&gt;
==Management==&lt;br /&gt;
As your fortress continues to grow and diversify, it becomes increasingly difficult to keep your workshops fruitfully busy without causing overproduction or underproduction or depleting your resources. Though no process can be truly automated, there are a few tricks to keeping your workshops productive.&lt;br /&gt;
&lt;br /&gt;
===Standing orders===&lt;br /&gt;
[[Standing orders]] provide a rudimentary form of automation for some specific workshops in Dwarf Fortress. Certain goods or materials are only useful for one thing, having no other use and requiring refinement before they can be made into something useful. Thus, standing orders automate certain tasks, queuing them up whenever input materials are available; this behavior may be configured in the &amp;quot;set workshop orders&amp;quot; menu ({{k|o}} - {{k|W}}). Note that this rudimentary automation performs poorly with multiple workshops, often queuing dwarves to carry the materials to the furthest available workshop. &lt;br /&gt;
* The [[Tanner's shop]] will automatically enqueue &amp;quot;{{k|t}}an a hide&amp;quot; whenever a hide becomes available, generally as a [[butcher's shop|butchering]] product. The shop has no other function, and hides have no other use and will [[rot]] if left untreated; thus you can build a tanner's shop (preferably close to your butcher and refuse stockpile), make sure some dwarves have [[tanning]] enabled, and then leave it untouched for the duration of the game.&lt;br /&gt;
* Similarly, the [[loom]]'s function is to collect [[web]]s and turn silk, plant thread, and yarn, into usable cloth. All [[weaving]] jobs are automated. However, it can be beneficial to build an additional loom near the caverns specifically for web collection, and assign a profile that keeps your legendary weaver safe making high-quality cloth in the fortress proper. Unfortunately, the automation process cannot adapt to such an arrangement, but the automatic jobs can be suspended to prevent undesirable assignments.&lt;br /&gt;
* A [[fishery]] will have &amp;quot;Process a live fish&amp;quot; automation enabled by default. Uncooked fish cannot be eaten as they are, and must be processed before being edible. Additionally, raw fish will [[rot]] if not processed quickly, and have no other uses. Fishery automation, with one or more dedicated [[fish cleaner]]s, is recommended.&lt;br /&gt;
* When an animal is marked for slaughter or a butcherable corpse is nearby, &amp;quot;Butcher a dead animal&amp;quot; is added to a butchery automatically; a [[butcher]] will process the corpse into various [[meat]]s and [[material]]s. Butcherable corpses have no other use, and will [[rot]] if not processed quickly.&lt;br /&gt;
* The [[Kitchen]] includes automation for [[tallow|rendering fat into tallow]]. The resulting tallow is useful for making [[soap]] and as a low-value &amp;quot;solid&amp;quot; cooking ingredient, however you will likely end up with an overabundance of tallow. Since the original fat apparently doesn't rot, and the rendering job is slow and tends to distract your head cook when he should be cooking the quickly-expiring meat instead, it is often more convenient to disable the automatic rendering and manually queue the job (on an auxiliary kitchen) if you somehow run low on tallow.&lt;br /&gt;
&lt;br /&gt;
===Repetition===&lt;br /&gt;
You can queue up to ten tasks in any workshop, and tell the dwarves to repeat any or all of them for as long as possible. This is most useful if you want to process all of a resource that you have into something usable (such as [[lye]] and [[tallow]] into [[soap]]), but don't know how much you have, or can't be bothered with exact numbers. If you want to keep a workshop busy, repeating a task for a period of time is the best way; most fledgling fortresses have craftdwarves making stone crafts 24/7. It is necessary to check back on your stocks every one in a while, however, as you might forget about your mason for a while and upon placing furniture discover that you have 99 doors but no tables. The easiest example would be gem cutting; just queue up all of the gems you've dug up on repeat, and use the cancellation messages to monitor progress through the stack. Note that if you place multiple jobs on repeat your dwarves will cycle through them, so you can have your mason make doors, cabinets, coffers, tables, and thrones (the &amp;quot;welcome to the fortress&amp;quot; package) in equally large numbers. &lt;br /&gt;
&lt;br /&gt;
===Manager===&lt;br /&gt;
Appointing a [[manager]] [[noble]] allows you to queue work orders using the job manager interface, though your manager will need time to approve work orders before production begins. Using the job manager interface has two major advantages. Firstly, it allows you to produce an exact number of items as opposed to putting a workshop on repeat, and secondly, it allows easier management of complex tasks: although you will get cancellation spam, the tasks will simply re-queue, to be fulfilled as soon as the prerequisites are in order. This makes complicated processes, such as the production of twenty steel breastplates for your military, much simpler and less time-consuming. You will be notified when your work orders are completed, so it has the advantage of timely organization as well.&lt;br /&gt;
&lt;br /&gt;
===Workflow===&lt;br /&gt;
Finally, for those who find the other automation options lacking, the [[Utility:DFHack|dfhack]] &amp;quot;workflow&amp;quot; plug-in allows for automated job processing for many applications (e.g. auto process plants, auto mill plants, auto brew, auto make soap, etc.). Unfortunately, setting up the necessary rules can require some trial and error and a considerable investment of time, but the results can be well worth the trouble, at least until comprehensive automation support is added to the game itself.&lt;br /&gt;
&lt;br /&gt;
{{workshops}}&lt;/div&gt;</summary>
		<author><name>Ar-Pharazon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Workshop&amp;diff=188384</id>
		<title>v0.34:Workshop</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Workshop&amp;diff=188384"/>
		<updated>2013-06-22T08:25:14Z</updated>

		<summary type="html">&lt;p&gt;Ar-Pharazon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|13:14, 20 April 2013 (UTC)}}{{av}}&lt;br /&gt;
[[Image:DFflowchart.png|thumb|200px|'''Production flowchart for most workshops'''.&amp;lt;br /&amp;gt; Not all items are represented!&amp;lt;br /&amp;gt;''(Click to enlarge)'']]&lt;br /&gt;
&lt;br /&gt;
'''Workshops''' are where materials are processed by dwarves into more valuable or useful items.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
&lt;br /&gt;
Anything that is created, refined, cooked, altered, or decorated, or generally &amp;quot;produced&amp;quot; is processed at a workshop. There are many different types of workshops, for different purposes and different finished products. Just as they have specific products associated with them, they have specific labors that are required by dwarves to build them or to work there, and dwarves with more of the appropriate skill tend to produce higher [[quality]] objects*, and/or produce them faster.&lt;br /&gt;
&lt;br /&gt;
(* If the finished product has any quality modifiers - not all do. Processed milk is just [[cheese]], a [[stone]] block is just a stone [[block]], and a tanned hide is just [[leather]], etc.)&lt;br /&gt;
&lt;br /&gt;
You can use [[manager#Setting_workshop_profiles|workshop profiles]] to restrict the use of individual workshops to named dwarves, or to dwarves with specified minimum and maximum levels of skill.&lt;br /&gt;
&lt;br /&gt;
Almost all workshops measure 3 tiles square, 3x3, but a few are 5x5, or even a single tile. Not all squares of all workshops are passable, in fact some, like the jewelry workshop, have three [[impassable tile]]s down one side. These squares appear a dark green color during initial placement. Be careful not to block access when building.&lt;br /&gt;
&lt;br /&gt;
===Operation===&lt;br /&gt;
&lt;br /&gt;
When there are items ordered at a workshop, the workshop will generate item creation jobs until it finds a suitable dwarf with appropriate labors (and skill level and so on if those are set in the workshop orders). When the dwarf is found, an A will appear next to the job in the workshop queue, and the following will happen:&lt;br /&gt;
&lt;br /&gt;
# The dwarf comes to the workshop.&lt;br /&gt;
# The dwarf finds a suitable nearby raw material. (if any stockpiles are set to {K|g}ive to the workshop, only linked stockpiles will be looked in!)&lt;br /&gt;
# The dwarf fetches all the necessary ingredients and brings them to the workshop.&lt;br /&gt;
# The dwarf labors in the workshop for a while and creates the item.&lt;br /&gt;
# The dwarf brings the finished item to the nearest suitable stockpile. (see #2 for linked stockpiles)&lt;br /&gt;
# At this point the workshop goes to the next queued item, and starts looking for a suitable dwarf again - it's most probable that the dwarf who just finished the item is nearby and will be recruited again for another job.&lt;br /&gt;
&lt;br /&gt;
If you have no [[stockpile]]s to put finished objects in, workshops will become [[clutter]]ed. You can see the clutter by checking the contents of the workshop with {K|t}. The more items there are, the longer tasks will take.&lt;br /&gt;
&lt;br /&gt;
==Tier System==&lt;br /&gt;
&lt;br /&gt;
The tier system was developed to help understand how far removed a workshop is from the basic raw materials that can be found throughout your average map. A Tier-1 workshop processes raw materials directly; a Tier-2 workshop processes the output of a Tier-1 workshop (but may also include new raw materials); and a Tier-3 workshop processes the output of a Tier-2 workshop (but may also include inputs from lower levels) Note that containers (cloth and leather bags) are considered Tier 1 materials even though they are produced at a higher tier. This is because these items are reusable; your dwarves will not need to create a new bag each time they want to mill some flour. In some cases, a workshop may fit into multiple tiers, (ex. [[Mechanic's workshop]]).  In these cases, the workshop is listed in the lowest applicable tier for its primary purpose.&lt;br /&gt;
&lt;br /&gt;
Tier 1 workshops use Tier 0 materials (animals, ore, wood, plants, bone, etc).&lt;br /&gt;
&lt;br /&gt;
Tier 2 workshops use Tier 1 materials (processed Tier 0 materials) and possibly Tier 0 materials.&lt;br /&gt;
&lt;br /&gt;
Tier 3 workshops use Tier 2 materials (processed Tier 1 materials) and possibly Tier 0 and/or Tier 1 materials.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Tier 1 Workshops===&lt;br /&gt;
*{{K|b}} [[Bowyer's workshop]]:&lt;br /&gt;
**Uses Tier 0 material: [[Wood]]&lt;br /&gt;
**Can also use higher-tier material: [[Bone]] &lt;br /&gt;
**Produces Tier 1 Weapon: [[Crossbow]]&lt;br /&gt;
*{{K|c}} [[Carpenter's workshop]]:  Uses wood from trees to produce various goods.&lt;br /&gt;
**Uses Tier 0 materials: [[Wood]]&lt;br /&gt;
**Produces Tier 1 materials: &lt;br /&gt;
***Armor: [[Buckler]], [[Shield]]&lt;br /&gt;
***Weapons: [[Training weapon|Training Axes]], [[Training weapon|Training Swords]], [[Training weapon|Training Spears]]&lt;br /&gt;
***Containers: [[Barrel]], [[Bin]], [[Bucket]], [[Casket]]&lt;br /&gt;
***Building Materials: [[Block]], [[Grate]], [[Pipe section]]&lt;br /&gt;
***Furniture: [[Bed]], [[Chair]], [[Table]], [[Cabinet]], [[Chest]], [[Armor stand]], [[Weapon rack]]&lt;br /&gt;
***Furniture: [[Door]], [[Floodgate]], [[Hatch cover]]&lt;br /&gt;
***Trap Components: [[Cage]], [[Enormous corkscrew]], [[Menacing spike]], [[Spiked ball]]&lt;br /&gt;
***Finished Goods: [[Crutch]], [[Splint]]&lt;br /&gt;
***Tools: [[Animal trap]]&lt;br /&gt;
*{{K|j}} [[Jeweler's workshop]]:&lt;br /&gt;
**Uses Tier 0 Item: Rough [[gem]]&lt;br /&gt;
**Can also use higher-tier Items: Cut [[gem]]s, Encrustable objects&lt;br /&gt;
**Produces: Cut [[gem]], Encrusted objects&lt;br /&gt;
*{{K|m}} [[Mason's workshop]]:&lt;br /&gt;
**Uses Tier 0 Item: [[Stone]]&lt;br /&gt;
**Produces Tier 1 Items: [[Armor stand]], [[Block]], [[Throne]], [[Coffin]], [[Door]], [[Floodgate]], [[Hatch cover]], [[Grate]], [[Cabinet]], [[Coffer]], [[Statue]], [[Table]], [[Weapon rack]], [[Quern]], [[Millstone]], [[Slab]]&lt;br /&gt;
*{{K|u}} [[Butcher's shop]]:&lt;br /&gt;
**Uses Tier 0 Items: [[Tame animals]], Corpses of untamed non-sentient animals&lt;br /&gt;
**Produces Tier 1 Items: [[Skin]], [[Fat]], [[Meat]], [[Bone]], [[Prepared organs]], [[Skull]], [[Scale]], [[Hoof]], [[Ivory]], [[Tooth]]&lt;br /&gt;
*{{K|t}} [[Mechanic's workshop]]:&lt;br /&gt;
**Uses Tier 0-1 Items: [[Stone]], [[Table]], [[Rope]]&lt;br /&gt;
**Produces Tier 1 Item: [[Mechanism]]&lt;br /&gt;
**Produces Tier 3 Item: [[Traction bench]]&lt;br /&gt;
*{{K|w}} [[Farmer's workshop]]:&lt;br /&gt;
**Uses Tier 0 Items: [[crop]], [[Animal]]&lt;br /&gt;
**Can use Tier 1 Reusable Items: [[Container|Bags, barrels, vials]], [[Bucket]]s&lt;br /&gt;
**Produces Tier 1 Items: [[Pig tail]] or [[Rope reed]] [[thread]], [[Quarry bush]] leaves, [[Dwarven syrup]], Plant [[extracts]], [[Milk]], [[Cheese]]&lt;br /&gt;
*{{K|h}} [[Fishery]]:&lt;br /&gt;
**Uses Tier 0 Items: Raw [[fish]]&lt;br /&gt;
**Produces Tier 1 Items: [[Meat|Fish meat]], [[Shell]]s, [[Captured live fish]]&lt;br /&gt;
*{{K|r}} [[Craftsdwarf's workshop]]:&lt;br /&gt;
**Uses Tier 0 Items: [[Stone]], [[Wood]]&lt;br /&gt;
**Can also use higher-tier items: [[Bone]], [[Shell]], [[Ivory]], [[Tooth]], [[Horn]], [[Pearl]], [[Cloth]], [[Leather]], [[Slab]]s&lt;br /&gt;
**Produces: [[Finished goods]], [[Pot]]s, [[Jug]]s, [[Tool]]s, [[Memorial]]s&lt;br /&gt;
*{{K|s}} [[Siege workshop]]:&lt;br /&gt;
**Uses Tier 0 Item: [[Wood]]&lt;br /&gt;
**Can also use higher-tier item: [[Ballista arrowhead]]&lt;br /&gt;
**Produces: [[Catapult]] parts, [[Ballista]] parts, [[Ballista arrow]]s&lt;br /&gt;
*[[Wood furnace]]:&lt;br /&gt;
**Uses Tier 0 Item: [[Wood]]&lt;br /&gt;
**Produces: Fuel ([[Charcoal]]), [[Ash]]&lt;br /&gt;
&lt;br /&gt;
===Tier 2 Workshops===&lt;br /&gt;
*{{K|n}} [[Tanner's shop]]:&lt;br /&gt;
**Uses Tier 1 Item: [[Skin|Hide]]&lt;br /&gt;
**Produces Tier 2 Item: [[Leather]]&lt;br /&gt;
*{{K|o}} [[Loom]]:&lt;br /&gt;
**Uses Tier 1 Items: [[Adamantine]] strands, [[Cave spider]] [[silk]] [[Cloth|thread]], [[Giant cave spider]] [[silk]] [[Cloth|thread]], [[Phantom spider]] [[silk]] [[Cloth|thread]], [[Pig tail]] [[Cloth|thread]], [[Rope reed]] [[Cloth|thread]]&lt;br /&gt;
**Produces: [[Cloth]]&lt;br /&gt;
*{{K|l}} [[Still]]:&lt;br /&gt;
**Uses Tier 0 Item: [[Alcohol#Brewable plants|Brewable Plant]]&lt;br /&gt;
**Uses Tier 1 Reusable Item: [[Barrel]]&lt;br /&gt;
*{{K|y}} [[Ashery]]:&lt;br /&gt;
**Uses Tier 1 Item: [[Ash]]&lt;br /&gt;
**Can use Tier 1 Reusable Item: [[Bucket]]&lt;br /&gt;
**Produces Tier 2 Items: [[Lye]], [[Potash]]&lt;br /&gt;
*{{K|z}} [[Kitchen]]:&lt;br /&gt;
**Uses Tier 1 Items: [[Meat|Fish]], [[Meat]], [[Cheese]], [[Dwarven syrup]], [[Milk]], [[Prepared organs]], [[Fat]] &lt;br /&gt;
**Can also use lower-tier items: [[Plants]], [[Seed]]s, [[Egg]]s&lt;br /&gt;
**Can also use higher-tier items: [[Alcohol]], [[Dwarven sugar]], [[Flour]], [[Tallow]]&lt;br /&gt;
**Produces: [[Food|Prepared meals]], [[Tallow]]&lt;br /&gt;
*{{K|p}} [[Screw press]]:&lt;br /&gt;
**Uses Tier 1 Items: [[Honeycomb]]&lt;br /&gt;
**Uses Tier 1 Reusable item: [[Jug]]&lt;br /&gt;
**Can also use higher-tier item: [[rock nut|Rock nut paste]]&lt;br /&gt;
**Produces: [[Honey]], [[Wax]], [[rock nut|Rock nut press cake]], [[rock nut|Rock nut oil]]&lt;br /&gt;
* [[Smelter]]:&lt;br /&gt;
**Uses Tier 1 Items: Fuel ([[Charcoal]], [[Coke]])&lt;br /&gt;
**Uses Tier 0 Items: [[Coal]], [[Ore]], [[Flux]]&lt;br /&gt;
**Can also use higher-tier items: [[Metal]] [[bar]]s, scrap [[weapon]]s, [[armor]], etc.&lt;br /&gt;
**Produces: [[Coke]], [[Metal]] [[bar]]s&lt;br /&gt;
*{{K|q}} [[Quern]]:&lt;br /&gt;
**Uses Tier 0 Items: [[Blade weed]], [[Cave wheat]], [[Dimple cup]], [[Hide root]], [[Longland grass]], [[Sliver barb]], [[Sweet pod]], [[Whip vine]], [[Rock nut]]s&lt;br /&gt;
**Uses Tier 1 Reusable Item: [[bag]]&lt;br /&gt;
**Produces: [[Flour|Dwarven wheat flour]], [[Dwarven sugar]], [[Flour|Longland flour]], [[Whip vine flour]], [[Dimple dye]], [[Emerald dye]], [[Redroot dye]], [[Sliver dye]], [[rock nut|Rock nut paste]] &lt;br /&gt;
*{{K|M}} ({{K|Shift}}+{{K|m}}) [[Millstone]]:&lt;br /&gt;
**Requires: Mechanical Power Source ([[Water wheel]] or [[Windmill]]), and a Millstone (Constructed at [[Mason's workshop]])&lt;br /&gt;
**Uses Tier 0 Items: [[Blade weed]], [[Cave wheat]], [[Dimple cup]], [[Hide root]], [[Longland grass]], [[Sliver barb]], [[Sweet pod]], [[Whip vine]], [[Rock nut]]s&lt;br /&gt;
**Uses Tier 1 Reusable Item: [[bag]]&lt;br /&gt;
**Produces: [[Emerald dye]], [[Flour|Dwarven wheat flour]], [[Dimple dye]], [[Redroot dye]], [[Flour|Longland flour]], [[Sliver dye]], [[Dwarven sugar]], [[Whip vine flour]], [[rock nut|Rock nut paste]]&lt;br /&gt;
&lt;br /&gt;
===Tier 3 Workshops===&lt;br /&gt;
*{{K|e}} [[Leather works]]:&lt;br /&gt;
**Uses Tier 2 Item: [[Leather]]&lt;br /&gt;
**Produces: [[Leather]] [[Clothing]], [[Leather]] [[Armor]], [[Leather]] [[Shield]], [[Leather]] [[Quiver]], [[Leather]] [[Bag]], [[Leather]] [[Backpack]], [[Leather]] [[Waterskin]], [[Decoration|Leather Images]] (decoration)&lt;br /&gt;
*{{K|d}} [[Dyer's shop]]:&lt;br /&gt;
**Uses Tier 2 Item: [[Dye]], [[Cloth]] &lt;br /&gt;
**Can also use lower-tier item: [[Thread]]&lt;br /&gt;
**Produces: Dyed [[Thread]], Dyed [[Cloth]]&lt;br /&gt;
*{{K|k}} [[Clothier's shop]]:&lt;br /&gt;
**Uses Tier 2 Item: [[Cloth]]&lt;br /&gt;
**Can also use higher-tier item: Dyed [[Cloth]]&lt;br /&gt;
**Produces: [[Backpack]], [[Bag]], [[Clothing]], [[Quiver]], [[Rope]]&lt;br /&gt;
*{{K|f}} [[Metalsmith's forge]]:&lt;br /&gt;
*{{k|v}} [[Magma forge]] (requires [[magma]] access):&lt;br /&gt;
**Uses Tier 2 Item: [[Metal]] [[bar]]s&lt;br /&gt;
**Produces: [[Armor]], [[Weapon]], [[Chain]], [[Crafts]], [[Furniture]]&lt;br /&gt;
*{{K|S}} ({{K|Shift}}+{{K|s}}) [[Soap maker's workshop]]:&lt;br /&gt;
**Uses Tier 2 Items: [[Tallow]], [[Lye]]&lt;br /&gt;
**Can also use higher-tier item: [[Rock nut oil]]&lt;br /&gt;
**Produces: [[Soap]]&lt;br /&gt;
&lt;br /&gt;
Note that some specific products can be higher-tier than indicated above. For example, production of [[Steel]] weapons requires: producing [[Coke|fuel]], producing [[Iron]] [[bar]]s, producing [[pig iron]] bars, producing [[steel]] bars, then finally forging weapons (a Tier-5 process).&lt;br /&gt;
&lt;br /&gt;
==Management==&lt;br /&gt;
As your fortress continues to grow and diversify, it becomes increasingly difficult to keep your workshops fruitfully busy without causing overproduction or underproduction or depleting your resources. Though no process can be truly automated, there are a few tricks to keeping your workshops productive.&lt;br /&gt;
&lt;br /&gt;
===Standing orders===&lt;br /&gt;
[[Standing orders]] provide a rudimentary form of automation for some specific workshops in Dwarf Fortress. Certain goods or materials are only useful for one thing, having no other use and requiring refinement before they can be made into something useful. Thus, standing orders automate certain tasks, queuing them up whenever input materials are available; this behavior may be configured in the &amp;quot;set workshop orders&amp;quot; menu ({{k|o}} - {{k|W}}). Note that this rudimentary automation performs poorly with multiple workshops, often queuing dwarves to carry the materials to the furthest available workshop. &lt;br /&gt;
* The [[Tanner's shop]] will automatically enqueue &amp;quot;{{k|t}}an a hide&amp;quot; whenever a hide becomes available, generally as a [[butcher's shop|butchering]] product. The shop has no other function, and hides have no other use and will [[rot]] if left untreated; thus you can build a tanner's shop (preferably close to your butcher and refuse stockpile), make sure some dwarves have [[tanning]] enabled, and then leave it untouched for the duration of the game.&lt;br /&gt;
* Similarly, the [[loom]]'s function is to collect [[web]]s and turn silk, plant thread, and yarn, into usable cloth. All [[weaving]] jobs are automated. However, it can be beneficial to build an additional loom near the caverns specifically for web collection, and assign a profile that keeps your legendary weaver safe making high-quality cloth in the fortress proper. Unfortunately, the automation process cannot adapt to such an arrangement, but the automatic jobs can be suspended to prevent undesirable assignments.&lt;br /&gt;
* A [[fishery]] will have &amp;quot;Process a live fish&amp;quot; automation enabled by default. Uncooked fish cannot be eaten as they are, and must be processed before being edible. Additionally, raw fish will [[rot]] if not processed quickly, and have no other uses. Fishery automation, with one or more dedicated [[fish cleaner]]s, is recommended.&lt;br /&gt;
* When an animal is marked for slaughter or a butcherable corpse is nearby, &amp;quot;Butcher a dead animal&amp;quot; is added to a butchery automatically; a [[butcher]] will process the corpse into various [[meat]]s and [[material]]s. Butcherable corpses have no other use, and will [[rot]] if not processed quickly.&lt;br /&gt;
* The [[Kitchen]] includes automation for [[tallow|rendering fat into tallow]]. The resulting tallow is useful for making [[soap]] and as a low-value &amp;quot;solid&amp;quot; cooking ingredient, however you will likely end up with an overabundance of tallow. Since the original fat apparently doesn't rot, and the rendering job is slow and tends to distract your head cook when he should be cooking the quickly-expiring meat instead, it is often more convenient to disable the automatic rendering and manually queue the job (on an auxiliary kitchen) if you somehow run low on tallow.&lt;br /&gt;
&lt;br /&gt;
===Repetition===&lt;br /&gt;
You can queue up to ten tasks in any workshop, and tell the dwarves to repeat any or all of them for as long as possible. This is most useful if you want to process all of a resource that you have into something usable (such as [[lye]] and [[tallow]] into [[soap]]), but don't know how much you have, or can't be bothered with exact numbers. If you want to keep a workshop busy, repeating a task for a period of time is the best way; most fledgling fortresses have craftdwarves making stone crafts 24/7. It is necessary to check back on your stocks every one in a while, however, as you might forget about your mason for a while and upon placing furniture discover that you have 99 doors but no tables. The easiest example would be gem cutting; just queue up all of the gems you've dug up on repeat, and use the cancellation messages to monitor progress through the stack. Note that if you place multiple jobs on repeat your dwarves will cycle through them, so you can have your mason make doors, cabinets, coffers, tables, and thrones (the &amp;quot;welcome to the fortress&amp;quot; package) in equally large numbers. &lt;br /&gt;
&lt;br /&gt;
===Manager===&lt;br /&gt;
Appointing a [[manager]] [[noble]] allows you to queue work orders using the job manager interface, though your manager will need time to approve work orders before production begins. Using the job manager interface has two major advantages. Firstly, it allows you to produce an exact number of items as opposed to putting a workshop on repeat, and secondly, it allows easier management of complex tasks: although you will get cancellation spam, the tasks will simply re-queue, to be fulfilled as soon as the prerequisites are in order. This makes complicated processes, such as the production of twenty steel breastplates for your military, much simpler and less time-consuming. You will be notified when your work orders are completed, so it has the advantage of timely organization as well.&lt;br /&gt;
&lt;br /&gt;
===Workflow===&lt;br /&gt;
Finally, for those who find the other automation options lacking, the [[Utility:DFHack|dfhack]] &amp;quot;workflow&amp;quot; plug-in allows for automated job processing for many applications (e.g. auto process plants, auto mill plants, auto brew, auto make soap, etc.). Unfortunately, setting up the necessary rules can require some trial and error and a considerable investment of time, but the results can be well worth the trouble, at least until comprehensive automation support is added to the game itself.&lt;br /&gt;
&lt;br /&gt;
{{workshops}}&lt;/div&gt;</summary>
		<author><name>Ar-Pharazon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Path&amp;diff=188383</id>
		<title>v0.34:Path</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Path&amp;diff=188383"/>
		<updated>2013-06-22T07:23:06Z</updated>

		<summary type="html">&lt;p&gt;Ar-Pharazon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|23:59, 8 October 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Pathing''' is a video game concept that refers to the path that the AI selected to route from point A to point B. It has important implications for [[workshop design|fortress design]] and [[security design]].&lt;br /&gt;
&lt;br /&gt;
== Implications ==&lt;br /&gt;
Dwarf Fortress uses a modified [http://en.wikipedia.org/wiki/A*_search_algorithm A* search algorithm] ([http://qiao.github.io/PathFinding.js/visual/ a nice demo]) ([http://www.gamasutra.com/view/feature/131954/interview_the_making_of_dwarf_.php?page=8 confirmation]), which quickly calculates a decent path between points. The A* method takes point A and tries to quickly calculate a decent path to reach point B. This path is not always the quickest path. In fact, in a game with as complicated and ever changing environments as Dwarf Fortress, pathing probably rarely chooses the quickest path. The purpose and utility of the algorithm is to find a useful path without using a lot of processing space, balancing speed and computability.&lt;br /&gt;
&lt;br /&gt;
Pathing to raw materials uses the so-called [http://en.wikipedia.org/wiki/Manhattan_metric Manhattan metric]: meaning, the material is checked by distance from the dwarf's current position, rather than by an actual search. Thus, when constructing things, the valid materials list will be ordered from nearest to farthest; this, however, ignores any walls or obstacles in the way. An important part of fortress design is to be as open as possible, as more doorways will result in quicker paths (and thus better performance) as well as avoiding the hurdles of cross-map walks to find something the metric says is a short distance away. Workshops automatically path to the nearest valid raw materials; building things allows you to choose what to grab.&lt;br /&gt;
&lt;br /&gt;
== Applications ==&lt;br /&gt;
In the following examples, A is a creature and B is its goal.&lt;br /&gt;
&lt;br /&gt;
For workshop jobs, the closest available valid material is used for the job. The simplest way to use pathing to your advantage is to surround a workshop with a stockpile accepting only specific raw materials that you want it to be using; in previous versions, this was the only way to ensure [[magma-safe]] materials would be used for application with [[magma]], and the only way to ensure certain jobs would be done in a certain way. Now, this process is better handled by linked stockpiles instead. Nonetheless, it remains useful when trying to understand why, instead of decorating some beds in your furniture stockpile, your [[gem setter]] decides to fancify some commoners' [[coffin]]s in the next-door [[mason's shop]].&lt;br /&gt;
&lt;br /&gt;
The way pathing is handled should inform the way you design your fortress. An important part of fortress design is to be as open as possible, as more doorways will result in quicker paths (and thus better performance) as well as avoiding the hurdles of cross-map walks to find something the metric says is a short distance away.&lt;br /&gt;
&lt;br /&gt;
[[File:Pathing.jpg|thumb|right|300px|Applications of pathing (aka pathing abuse). Note that they do see every path, so if the green bottom bridge is raised, they will take the caravan entrance instead.]]&lt;br /&gt;
Implications in security design are a bit more thorough. Hostile creatures and dwarves running errands are able to consider the entire map when making pathing choices, and their A* pathfinding will mean that they will always take the shortest route, if there is a choice. This is a point separating trading [[caravan]]s, which path to your [[trade depot]], from [[goblin]] [[siege]]s, which look for the shortest path in instead. One clever exploit of this behavior is demonstrated at right; caravans will always take the winding, clean top path because that is where the trading post is, while incoming enemies will prefer the shorter, trapped bottom entrance.&lt;br /&gt;
&lt;br /&gt;
===Doing the Calculation===&lt;br /&gt;
Each tile will have a value, this value is in some way based on how close it brings us to the item and that tile's [[traffic | traffic value]]. Thus the procedure is something like this:&lt;br /&gt;
# First, we check all the tiles next to the dwarf and mark their values.&lt;br /&gt;
# From there, repeatedly check all accessible tiles from the dwarf until we reach B.&lt;br /&gt;
# Now take the tiles with the lowest values that connect to that location, and you have a path.&lt;br /&gt;
#Now A will follow this path to get to B.&lt;br /&gt;
&lt;br /&gt;
Things that are wandering(Animals, wandering invaders) may use a combination of the above method with some random movement.&lt;br /&gt;
&lt;br /&gt;
For jobs that require chasing a moving thing, this is procedure may be done over and over, or a different algorithm may be used.&lt;br /&gt;
&lt;br /&gt;
Additionally, the following variations have been suggested, but nothing is certain:&lt;br /&gt;
*Dwarves may remember paths that have worked before and try them before anything else.&lt;br /&gt;
*Inaccessible items may be invisibly considered forbidden for a certain amount of time after a dwarf discovers it is inaccessible and therefore not considered in pathing.&lt;br /&gt;
&lt;br /&gt;
To improve pathing speed and performance:&lt;br /&gt;
*Keep small stockpiles immediately next to workshops. This means Urist McCrafter doesn't have to do very much pathing to find his rocks (though it may cause Urist McHauler to do even more pathing).&lt;br /&gt;
*Keep Haulers near places where things will need to be moved from (excess stockpiles, mines, butcher's shops or other shops that have a high item yield).&lt;br /&gt;
*Make it easy to get in and out of the areas where workshops are.&lt;br /&gt;
*Staircases in rooms instead of in central areas should greatly improve pathing speeds.&lt;br /&gt;
*Applying traffic costs properly will greatly increase the speed of finding paths. Make corners of rooms higher cost and the center of major hallways and rooms with stockpiles and workshops lower cost. More on [[traffic]].&lt;br /&gt;
&lt;br /&gt;
==Other dwarves==&lt;br /&gt;
It is possible for entities such as dwarves to walk over each other when necessary. However, moving over occupied tiles in this manner is much slower, and dwarves will try to path so that they can avoid it. This introduces an important consideration to fortress design.&lt;br /&gt;
&lt;br /&gt;
If you have a long, 1-tile wide corridor which already has a dwarf moving through it, other dwarves who need to get from one side of the corridor to the other will try to avoid colliding with that dwarf, by pathing elsewhere. If it so happens that the corridor is long, and there are no nearby alternative routes, this may cause a very significant increase in pathfinding burden.&lt;br /&gt;
&lt;br /&gt;
For this reason, it's best to make high-traffic routes at least 2 tiles wide, and avoid single doors and single stairs. This ensures that when a dwarf tries to find a detour around another dwarf in his way, he will be able to do so easily and without modifying his current path much.&lt;/div&gt;</summary>
		<author><name>Ar-Pharazon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Path&amp;diff=188382</id>
		<title>v0.34:Path</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Path&amp;diff=188382"/>
		<updated>2013-06-22T07:22:27Z</updated>

		<summary type="html">&lt;p&gt;Ar-Pharazon: /* Implications */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|23:59, 8 October 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Pathing''' is a video game concept that refers to the path that the AI selected to route from point A to point B. It has important implications for [[workshop design|fortress design]] and [[security design]].&lt;br /&gt;
&lt;br /&gt;
== Implications ==&lt;br /&gt;
Dwarf Fortress uses a modified [http://en.wikipedia.org/wiki/A*_search_algorithm A* search algorithm] ([http://qiao.github.io/PathFinding.js/visual/ a nice demo]) ([http://www.gamasutra.com/view/feature/131954/interview_the_making_of_dwarf_.php?page=8 confirmation]), which quickly calculates a decent path between points. The A* method takes point A and tries to quickly calculate a decent path to reach point B. This path is not always the quickest path. In fact, in a game with as complicated and ever changing environments as Dwarf Fortress, pathing probably rarely chooses the quickest path. The purpose and utility of the algorithm is to find a useful path without using a lot of processing space, balancing speed and computability.&lt;br /&gt;
&lt;br /&gt;
Pathing to raw materials uses the so-called [http://en.wikipedia.org/wiki/Manhattan_metric Manhattan metric]: meaning, the material is checked by distance from the dwarf's current position, rather than by an actual search. Thus, when constructing things, the valid materials list will be ordered from nearest to farthest; this, however, ignores any walls or obstacles in the way. An important part of fortress design is to be as open as possible, as more doorways will result in quicker paths (and thus better performance) as well as avoiding the hurdles of cross-map walks to find something the metric says is a short distance away. Workshops automatically path to the nearest valid raw materials; building things allows you to choose what to grab.&lt;br /&gt;
&lt;br /&gt;
== Applications ==&lt;br /&gt;
In the following examples, A is a creature and B is its goal.&lt;br /&gt;
&lt;br /&gt;
For workshop jobs, the closest available valid material is used for the job. The simplest way to use pathing to your advantage is to surround a workshop with a stockpile accepting only specific raw materials that you want it to be using; in previous versions, this was the only way to ensure [[magma-safe]] materials would be used for application with [[magma]], and the only way to ensure certain jobs would be done in a certain way. Now, this process is better handled by linked stockpiles instead. Nonetheless, it remains useful when trying to understand why, instead of decorating some beds in your furniture stockpile, your [[gem setter]] decides to fancify some commoners' [[coffin]]s in the next-door [[mason's shop]].&lt;br /&gt;
&lt;br /&gt;
The way pathing is handled should inform the way you design your fortress. An important part of fortress design is to be as open as possible, as more doorways will result in quicker paths (and thus better performance) as well as avoiding the hurdles of cross-map walks to find something the metric says is a short distance away.&lt;br /&gt;
&lt;br /&gt;
[[File:Pathing.jpg|thumb|right|300px|Applications of pathing (aka pathing abuse). Note that they do see every path, so if the green bottom bridge is raised, they will take the caravan entrance instead.]]&lt;br /&gt;
Implications in security design are a bit more thorough. Hostile creatures and dwarves running errands are able to consider the entire map when making pathing choices, and their A* pathfinding will mean that they will always take the shortest route, if there is a choice. This is a point separating trading [[caravan]]s, which path to your [[trade depot]], from [[goblin]] [[siege]]s, which look for the shortest path in instead. One clever exploit of this behavior is demonstrated at right; caravans will always take the winding, clean top path because that is where the trading post is, while incoming enemies will prefer the shorter, trapped bottom entrance.&lt;br /&gt;
&lt;br /&gt;
===Doing the Calculation===&lt;br /&gt;
Each tile will have a value, this value is in some way based on how close it brings us to the item and that tile's [[traffic | traffic value]]. Thus the procedure is something like this:&lt;br /&gt;
# First, we check all the tiles next to the dwarf and mark their values.&lt;br /&gt;
# From there, repeatedly check all accessible tiles from the dwarf until we reach B.&lt;br /&gt;
# Now take the tiles with the lowest values that connect to that location, and you have a path.&lt;br /&gt;
#Now A will follow this path to get to B.&lt;br /&gt;
&lt;br /&gt;
Things that are wandering(Animals, wandering invaders) may use a combination of the above method with some random movement.&lt;br /&gt;
&lt;br /&gt;
For jobs that require chasing a moving thing, this is procedure may be done over and over, or a different algorithm may be used.&lt;br /&gt;
&lt;br /&gt;
Additionally, the following variations have been suggested, but nothing is certain:&lt;br /&gt;
*Dwarves may remember paths that have worked before and try them before anything else.&lt;br /&gt;
*Inaccessible items may be invisibly considered forbidden for a certain amount of time after a dwarf discovers it is inaccessible and therefore not considered in pathing.&lt;br /&gt;
&lt;br /&gt;
To improve pathing speed and performance:&lt;br /&gt;
*Keep small stockpiles immediately next to workshops. This means Urist McCrafter doesn't have to do very much pathing to find his rocks (though it may cause Urist McHauler to do even more pathing).&lt;br /&gt;
*Keep Haulers near places where things will need to be moved from (excess stockpiles, mines, butcher's shops or other shops that have a high item yield).&lt;br /&gt;
*Make it easy to get in and out of the areas where workshops are.&lt;br /&gt;
*Staircases in rooms instead of in central areas should greatly improve pathing speeds.&lt;br /&gt;
*Applying traffic costs properly will greatly increase the speed of finding paths. Make corners of rooms higher cost and the center of major hallways and rooms with stockpiles and workshops lower cost. More on [[traffic]].&lt;br /&gt;
&lt;br /&gt;
===Other dwarves===&lt;br /&gt;
It is possible for entities such as dwarves to walk over each other when necessary. However, moving over occupied tiles in this manner is much slower, and dwarves will try to path so that they can avoid it. This introduces an important consideration to fortress design.&lt;br /&gt;
&lt;br /&gt;
If you have a long, 1-tile wide corridor which already has a dwarf moving through it, other dwarves who need to get from one side of the corridor to the other will try to avoid colliding with that dwarf, by pathing elsewhere. If it so happens that the corridor is long, and there are no nearby alternative routes, this may cause a very significant increase in pathfinding burden.&lt;br /&gt;
&lt;br /&gt;
For this reason, it's best to make high-traffic routes at least 2 tiles wide, and avoid single doors and single stairs. This ensures that when a dwarf tries to find a detour around another dwarf in his way, he will be able to do so easily and without modifying his current path much.&lt;/div&gt;</summary>
		<author><name>Ar-Pharazon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Path&amp;diff=188381</id>
		<title>v0.34:Path</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Path&amp;diff=188381"/>
		<updated>2013-06-22T07:20:23Z</updated>

		<summary type="html">&lt;p&gt;Ar-Pharazon: Added section based on: http://www.bay12forums.com/smf/index.php?topic=127589.0&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|23:59, 8 October 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Pathing''' is a video game concept that refers to the path that the AI selected to route from point A to point B. It has important implications for [[workshop design|fortress design]] and [[security design]].&lt;br /&gt;
&lt;br /&gt;
== Implications ==&lt;br /&gt;
Dwarf Fortress uses a modified [http://en.wikipedia.org/wiki/A*_search_algorithm A* search algorithm] ([http://www.gamasutra.com/view/feature/131954/interview_the_making_of_dwarf_.php?page=8 confirmation]), which quickly calculates a decent path between points. The A* method takes point A and tries to quickly calculate a decent path to reach point B. This path is not always the quickest path. In fact, in a game with as complicated and ever changing environments as Dwarf Fortress, pathing probably rarely chooses the quickest path. The purpose and utility of the algorithm is to find a useful path without using a lot of processing space, balancing speed and computability.&lt;br /&gt;
&lt;br /&gt;
Pathing to raw materials uses the so-called [http://en.wikipedia.org/wiki/Manhattan_metric Manhattan metric]: meaning, the material is checked by distance from the dwarf's current position, rather than by an actual search. Thus, when constructing things, the valid materials list will be ordered from nearest to farthest; this, however, ignores any walls or obstacles in the way. An important part of fortress design is to be as open as possible, as more doorways will result in quicker paths (and thus better performance) as well as avoiding the hurdles of cross-map walks to find something the metric says is a short distance away. Workshops automatically path to the nearest valid raw materials; building things allows you to choose what to grab.&lt;br /&gt;
&lt;br /&gt;
== Applications ==&lt;br /&gt;
In the following examples, A is a creature and B is its goal.&lt;br /&gt;
&lt;br /&gt;
For workshop jobs, the closest available valid material is used for the job. The simplest way to use pathing to your advantage is to surround a workshop with a stockpile accepting only specific raw materials that you want it to be using; in previous versions, this was the only way to ensure [[magma-safe]] materials would be used for application with [[magma]], and the only way to ensure certain jobs would be done in a certain way. Now, this process is better handled by linked stockpiles instead. Nonetheless, it remains useful when trying to understand why, instead of decorating some beds in your furniture stockpile, your [[gem setter]] decides to fancify some commoners' [[coffin]]s in the next-door [[mason's shop]].&lt;br /&gt;
&lt;br /&gt;
The way pathing is handled should inform the way you design your fortress. An important part of fortress design is to be as open as possible, as more doorways will result in quicker paths (and thus better performance) as well as avoiding the hurdles of cross-map walks to find something the metric says is a short distance away.&lt;br /&gt;
&lt;br /&gt;
[[File:Pathing.jpg|thumb|right|300px|Applications of pathing (aka pathing abuse). Note that they do see every path, so if the green bottom bridge is raised, they will take the caravan entrance instead.]]&lt;br /&gt;
Implications in security design are a bit more thorough. Hostile creatures and dwarves running errands are able to consider the entire map when making pathing choices, and their A* pathfinding will mean that they will always take the shortest route, if there is a choice. This is a point separating trading [[caravan]]s, which path to your [[trade depot]], from [[goblin]] [[siege]]s, which look for the shortest path in instead. One clever exploit of this behavior is demonstrated at right; caravans will always take the winding, clean top path because that is where the trading post is, while incoming enemies will prefer the shorter, trapped bottom entrance.&lt;br /&gt;
&lt;br /&gt;
===Doing the Calculation===&lt;br /&gt;
Each tile will have a value, this value is in some way based on how close it brings us to the item and that tile's [[traffic | traffic value]]. Thus the procedure is something like this:&lt;br /&gt;
# First, we check all the tiles next to the dwarf and mark their values.&lt;br /&gt;
# From there, repeatedly check all accessible tiles from the dwarf until we reach B.&lt;br /&gt;
# Now take the tiles with the lowest values that connect to that location, and you have a path.&lt;br /&gt;
#Now A will follow this path to get to B.&lt;br /&gt;
&lt;br /&gt;
Things that are wandering(Animals, wandering invaders) may use a combination of the above method with some random movement.&lt;br /&gt;
&lt;br /&gt;
For jobs that require chasing a moving thing, this is procedure may be done over and over, or a different algorithm may be used.&lt;br /&gt;
&lt;br /&gt;
Additionally, the following variations have been suggested, but nothing is certain:&lt;br /&gt;
*Dwarves may remember paths that have worked before and try them before anything else.&lt;br /&gt;
*Inaccessible items may be invisibly considered forbidden for a certain amount of time after a dwarf discovers it is inaccessible and therefore not considered in pathing.&lt;br /&gt;
&lt;br /&gt;
To improve pathing speed and performance:&lt;br /&gt;
*Keep small stockpiles immediately next to workshops. This means Urist McCrafter doesn't have to do very much pathing to find his rocks (though it may cause Urist McHauler to do even more pathing).&lt;br /&gt;
*Keep Haulers near places where things will need to be moved from (excess stockpiles, mines, butcher's shops or other shops that have a high item yield).&lt;br /&gt;
*Make it easy to get in and out of the areas where workshops are.&lt;br /&gt;
*Staircases in rooms instead of in central areas should greatly improve pathing speeds.&lt;br /&gt;
*Applying traffic costs properly will greatly increase the speed of finding paths. Make corners of rooms higher cost and the center of major hallways and rooms with stockpiles and workshops lower cost. More on [[traffic]].&lt;br /&gt;
&lt;br /&gt;
===Other dwarves===&lt;br /&gt;
It is possible for entities such as dwarves to walk over each other when necessary. However, moving over occupied tiles in this manner is much slower, and dwarves will try to path so that they can avoid it. This introduces an important consideration to fortress design.&lt;br /&gt;
&lt;br /&gt;
If you have a long, 1-tile wide corridor which already has a dwarf moving through it, other dwarves who need to get from one side of the corridor to the other will try to avoid colliding with that dwarf, by pathing elsewhere. If it so happens that the corridor is long, and there are no nearby alternative routes, this may cause a very significant increase in pathfinding burden.&lt;br /&gt;
&lt;br /&gt;
For this reason, it's best to make high-traffic routes at least 2 tiles wide, and avoid single doors and single stairs. This ensures that when a dwarf tries to find a detour around another dwarf in his way, he will be able to do so easily and without modifying his current path much.&lt;/div&gt;</summary>
		<author><name>Ar-Pharazon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Adventure_mode_quick_reference&amp;diff=182593</id>
		<title>v0.34:Adventure mode quick reference</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Adventure_mode_quick_reference&amp;diff=182593"/>
		<updated>2013-03-14T02:30:45Z</updated>

		<summary type="html">&lt;p&gt;Ar-Pharazon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|19:27, 3 April 2012 (UTC)}}{{av}}&lt;br /&gt;
These are the keys used in [[Adventure mode]].&lt;br /&gt;
&lt;br /&gt;
==Key Bindings==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| valign='top' style=&amp;quot;width: 50%; padding: 0 1em&amp;quot; |&lt;br /&gt;
{{KReference|Movement|&lt;br /&gt;
*{{k|8}} {{k|2}} {{k|4}} {{k|6}} {{k|7}} {{k|9}} {{k|1}} {{k|3}} - Move&lt;br /&gt;
*{{k|↑}} {{k|↓}} {{k|←}} {{k|→}} - Move&lt;br /&gt;
*{{k|Alt}}+{{k|(direction)}} - Move carefully or enter dangerous terrain&lt;br /&gt;
*{{k|&amp;lt;}} or {{k|Shift}}+{{key|5}} (num lock off) - Ascend&lt;br /&gt;
*{{k|&amp;gt;}} or {{k|Ctrl}}+{{key|5}} (num lock off) - Descend&lt;br /&gt;
*{{k|.}} - Wait for a step&lt;br /&gt;
*{{k|s}} - Stand or lie down*&lt;br /&gt;
*{{k|T}} - Fast Travel&lt;br /&gt;
*{{k|S}} - Sneak&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;Use {{k|s}} to lay down then crawl past NPCs blocking your way.&lt;br /&gt;
&lt;br /&gt;
{{KReference|Combat|&lt;br /&gt;
*{{k|8}} {{k|2}} {{k|4}} {{k|6}} {{k|7}} {{k|9}} {{k|1}} {{k|3}} - Random attack on adjacent creature&lt;br /&gt;
*{{k|↑}} {{k|↓}} {{k|←}} {{k|→}} - Random attack on adjacent creature&lt;br /&gt;
*{{k|A}} - Attack an adjacent creature&lt;br /&gt;
*{{k|A}} then {{k|Enter}} - Change Mode to [[Adventurer mode#Wrestling_and_Unarmed_Attacks|wrestle]]&lt;br /&gt;
*{{k|f}} - Fire a projectile&lt;br /&gt;
*{{k|t}} - Throw an item&lt;br /&gt;
*{{k|C}} - Open combat preferences interface&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{KReference|Environment|&lt;br /&gt;
*{{k|l}} - Look around&lt;br /&gt;
*{{k|k}} - Talk to somebody&lt;br /&gt;
*{{k|c}} - View companion interface&lt;br /&gt;
*{{k|L}} - Search the nearby area very carefully (chance of discovering small creatures}&lt;br /&gt;
*{{k|u}} - Interact with building, furniture, or mechanism&lt;br /&gt;
}}&lt;br /&gt;
| valign='top' |&lt;br /&gt;
{{KReference|Items|&lt;br /&gt;
*{{k|i}} - Inventory&lt;br /&gt;
*{{k|d}} - Drop an item&lt;br /&gt;
*{{k|g}} - Pickup an item&lt;br /&gt;
*{{k|p}} - Put an item into a container&lt;br /&gt;
*{{k|r}} - Remove an item you are wearing or from a container&lt;br /&gt;
*{{k|w}} - Wear an item*&lt;br /&gt;
*{{k|I}} - Interact with an object in inventory (unstick a weapon, refill waterskin etc)&lt;br /&gt;
*{{k|x}} - Perform action (butcher, create item...)&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;If you want to get a specific item from your backpack to your right hand (wield weapon), {{k|p}}ut current item into the backpack, and {{k|r}}emove the other item from the backpack.&lt;br /&gt;
&lt;br /&gt;
{{KReference|Information|&lt;br /&gt;
*{{k|z}} - Status&lt;br /&gt;
*{{k|Space}} - Advance/Clear Messages&lt;br /&gt;
*{{k|a}} - View Announcements&lt;br /&gt;
*{{k|Q}} - Adventure log (tasks, map, et cetera...)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{KReference|Food/Sleep|&lt;br /&gt;
*{{k|Z}} - Sleep&lt;br /&gt;
*{{k|e}} - Eat or drink something&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{KReference|Time/Weather|&lt;br /&gt;
*{{k|D}} - Date&lt;br /&gt;
*{{k|P}} - Temperature and time&lt;br /&gt;
*{{k|W}} - Weather&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
{{Category|Guides}}&lt;br /&gt;
{{Category|Adventurer mode}}&lt;/div&gt;</summary>
		<author><name>Ar-Pharazon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Tool&amp;diff=182586</id>
		<title>v0.34:Tool</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Tool&amp;diff=182586"/>
		<updated>2013-03-13T22:09:53Z</updated>

		<summary type="html">&lt;p&gt;Ar-Pharazon: Rated article &amp;quot;Tattered&amp;quot; using the rating script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Tattered|22:09, 13 March 2013 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Tools''' are objects used for mundane purposes by civilians and [[night creature]]s. Some tools can also be used as [[weapon]]s, and others can be used by your dwarves in Fortress mode.&lt;br /&gt;
&lt;br /&gt;
==Tools Usable as Weapons==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! Size&lt;br /&gt;
! Attack&lt;br /&gt;
! [[Attack type]]&lt;br /&gt;
! Contact Area&lt;br /&gt;
! Penetration&lt;br /&gt;
! Velocity&lt;br /&gt;
! Skill Used&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Carving knife&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 150&lt;br /&gt;
| Slash || Edge || 800 || 600 || 1.25x&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Dagger&lt;br /&gt;
|-&lt;br /&gt;
| Stab || Edge || 4 || 800 || 1x&lt;br /&gt;
|-&lt;br /&gt;
| Handle strike || Blunt || 15 || (400) || 1x&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Boning knife&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 50&lt;br /&gt;
| Slash || Edge || 500 || 300 || 1.25x&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Dagger&lt;br /&gt;
|-&lt;br /&gt;
| Stab || Edge || 2 || 400 || 1x&lt;br /&gt;
|-&lt;br /&gt;
| Handle strike || Blunt || 10 || (200) || 1x&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Slicing knife&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 150&lt;br /&gt;
| Slash || Edge || 900 || 700 || 1.25x&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Dagger&lt;br /&gt;
|-&lt;br /&gt;
| Stab || Edge || 3 || 900 || 1x&lt;br /&gt;
|-&lt;br /&gt;
| Handle strike || Blunt || 15 || (400) || 1x&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Meat cleaver&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 300&lt;br /&gt;
| Hack || Edge || 800 || 400 || 1.25x&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Axe&lt;br /&gt;
|-&lt;br /&gt;
| Flat slap || Blunt || 800 || (400) || 1.25x&lt;br /&gt;
|-&lt;br /&gt;
| Handle strike || Blunt || 20 || (400) || 1x&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Carving fork&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| 150&lt;br /&gt;
| Stab || Edge || 1 || 100 || 1x&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Dagger&lt;br /&gt;
|-&lt;br /&gt;
| Handle strike || Blunt || 15 || 400 || 1x&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Other Tools==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Type&lt;br /&gt;
! Tile&lt;br /&gt;
! Size&lt;br /&gt;
! Material&lt;br /&gt;
! Capacity&lt;br /&gt;
! Base Value&lt;br /&gt;
! Usage&lt;br /&gt;
|-&lt;br /&gt;
| Cauldron || {{Tile|ô|7:1}} || 4000 || Metal || 100000 || 50 || Liquid cooking&lt;br /&gt;
|-&lt;br /&gt;
| Ladle || {{Tile|♪|7:1}} || 100 || Metal || n/a || 10 || Liquid scoop&lt;br /&gt;
|-&lt;br /&gt;
| Bowl || {{Tile|°|7:1}} || 100 || Stone || 3000 || 10 || Meal container&lt;br /&gt;
|-&lt;br /&gt;
| Mortar || {{Tile|°|7:1}} || 100 || Stone || 1000 || 10 || Grind powder, receptacle&lt;br /&gt;
|-&lt;br /&gt;
| Pestle || {{Tile|/|7:1}} || 20 || Stone || n/a || 10 || Grind powder, grinder&lt;br /&gt;
|-&lt;br /&gt;
| [[Nest box]] || {{Tile|◘|7:1}} || 1000 || Any Hard || 2000 || 10 || Nest box&lt;br /&gt;
|-&lt;br /&gt;
| [[Jug]] || {{Tile|σ|7:1}} || 300 || Any Hard || 10000 || 10 || Liquid container&lt;br /&gt;
|-&lt;br /&gt;
| [[Large pot]] || {{Tile|Φ|7:1}} || 5000 || Any Hard || 60000 || 10 || Food storage&lt;br /&gt;
|-&lt;br /&gt;
| [[Hive]] || {{Tile|▬|7:1}} || 2000 || Any Hard || 5000 || 10 || Hive&lt;br /&gt;
|-&lt;br /&gt;
| [[Honeycomb]] || {{Tile|∞|7:1}} || 1000 || n/a || n/a || 10 || n/a&lt;br /&gt;
|-&lt;br /&gt;
| [[Pouch]] || {{Tile|¡|7:1}} || 100 || Soft || 1000 || 10 || Small object storage&lt;br /&gt;
|-&lt;br /&gt;
| [[Minecart]] || {{Tile|■|0:7:1}} || 40000 || Wood/Metal || 500000 || 50 || Track cart&lt;br /&gt;
|-&lt;br /&gt;
| [[Wheelbarrow]] || {{Tile|Ö|7:1}} || 30000 || Wood/Metal || 100000 || 50 || Heavy object hauling&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Hard materials include stone, metal, wood, and glass.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Tool token]]&lt;/div&gt;</summary>
		<author><name>Ar-Pharazon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Tool_token&amp;diff=182585</id>
		<title>v0.34 Talk:Tool token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Tool_token&amp;diff=182585"/>
		<updated>2013-03-13T22:07:07Z</updated>

		<summary type="html">&lt;p&gt;Ar-Pharazon: Created page with &amp;quot;=== Purpose ===  What is the purpose of the usage tokens? Do they affect how the object is used? Is a carving knife actually used for carving?&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Purpose ===&lt;br /&gt;
&lt;br /&gt;
What is the purpose of the usage tokens? Do they affect how the object is used? Is a carving knife actually used for carving?&lt;/div&gt;</summary>
		<author><name>Ar-Pharazon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Alder&amp;diff=115847</id>
		<title>v0.31:Alder</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Alder&amp;diff=115847"/>
		<updated>2010-05-28T22:57:46Z</updated>

		<summary type="html">&lt;p&gt;Ar-Pharazon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Tattered|08:00, 22 May 2010 (UTC)}}{{TreeInfo&lt;br /&gt;
|name=Alder&lt;br /&gt;
|symbol=♣&lt;br /&gt;
|biome=* Any temperate broadleaf forest&lt;br /&gt;
|dry=1&lt;br /&gt;
|autumncolor=yes&lt;br /&gt;
|density=410}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
Alder is a deciduous tree, it sheds leaves in fall. In reality, they can be from 5 to 30 meters tall, but the two most common variants Red Alder (originally from North America) and Black Alder (from Europe), both of which fall on the 30 m side. Both have been reintroduced beyond their original range, and are quite common. If you've ever seen some trees, chances are you've seen some alders. The name has to do with the bark, most likely.&lt;br /&gt;
&lt;br /&gt;
They're good for smoking food as well as furniture, and Native Americans used the bark's salicylic acid to treat wounds. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Kitlope rainforest.jpg|How red alders (the greenish ones in the middle) look&lt;br /&gt;
File:Yurok Loop Coastal Trail at Redwood NP.jpg|How red alders can look, in winter&lt;br /&gt;
File:Alnus rubra 28199.JPG|How red alders ''should'' look&lt;br /&gt;
File:Alnus glutinosa .jpg|The European cousin&lt;br /&gt;
File:Alnus glutinosa flowers male and female.JPG|Where baby alders come from&lt;br /&gt;
File:Alnus glutinosa wood tangent section 1 beentree.jpg|What adult alders should be&lt;br /&gt;
File:Alder bed.jpg|You'Ll probably make these with them...&lt;br /&gt;
File:Alder table and chairs.jpg|But you can also do this!&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Plants}}&lt;/div&gt;</summary>
		<author><name>Ar-Pharazon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Alder&amp;diff=115846</id>
		<title>v0.31:Alder</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Alder&amp;diff=115846"/>
		<updated>2010-05-28T22:48:12Z</updated>

		<summary type="html">&lt;p&gt;Ar-Pharazon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Tattered|08:00, 22 May 2010 (UTC)}}{{TreeInfo&lt;br /&gt;
|name=Alder&lt;br /&gt;
|symbol=♣&lt;br /&gt;
|biome=* Any temperate broadleaf forest&lt;br /&gt;
|dry=1&lt;br /&gt;
|autumncolor=yes&lt;br /&gt;
|density=410}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
Alder is a deciduous tree, it sheds leaves in fall. In reality, they can be from 5 to 30 meters tall, but the two most common variants Red Alder (originally from North America) and Black Alder (from Europe), both of which fall on the 30 m side. Both have been reintroduced beyond their original range, and are quite common. If you've ever seen some trees, chances are you've seen some alders. The name has to do with the bark, most likely.&lt;br /&gt;
&lt;br /&gt;
They're good for smoking food as well as furniture, and Native Americans used the bark's salicylic acid to treat wounds. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Kitlope rainforest.jpg|How red alders (the greenish ones in the middle) look&lt;br /&gt;
File:Yurok Loop Coastal Trail at Redwood NP.jpg|How red alders can look, in winter&lt;br /&gt;
File:Alnus rubra 28199.JPG|How red alders ''should'' look&lt;br /&gt;
File:Alnus glutinosa .jpg|The European cousin&lt;br /&gt;
File:Alnus glutinosa flowers male and female.JPG|Where baby alders come from&lt;br /&gt;
File:Alnus glutinosa wood tangent section 1 beentree.jpg|What adult alders should be&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Plants}}&lt;/div&gt;</summary>
		<author><name>Ar-Pharazon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Alder&amp;diff=115845</id>
		<title>v0.31:Alder</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Alder&amp;diff=115845"/>
		<updated>2010-05-28T22:46:06Z</updated>

		<summary type="html">&lt;p&gt;Ar-Pharazon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Tattered|08:00, 22 May 2010 (UTC)}}{{TreeInfo&lt;br /&gt;
|name=Alder&lt;br /&gt;
|symbol=♣&lt;br /&gt;
|biome=* Any temperate broadleaf forest&lt;br /&gt;
|dry=1&lt;br /&gt;
|autumncolor=yes&lt;br /&gt;
|density=410}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
Alder is a deciduous tree, it sheds leaves in fall. In reality, they can be from 5 to 30 meters tall, but the two most common variants Red Alder (originally from North America) and Black Alder (from Europe), both of which fall on the 30 m side. Both have been reintroduced beyond their original range, and are quite common. If you've ever seen some trees, chances are you've seen some alders. The name has to do with the bark, most likely.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Kitlope rainforest.jpg|How red alders (the greenish ones in the middle) look&lt;br /&gt;
File:Yurok Loop Coastal Trail at Redwood NP.jpg|How red alders can look, in winter&lt;br /&gt;
File:Alnus rubra 28199.JPG|How red alders ''should'' look&lt;br /&gt;
File:Alnus glutinosa .jpg|The European cousin&lt;br /&gt;
File:Alnus glutinosa flowers male and female.JPG|Where baby alders come from&lt;br /&gt;
File:Alnus glutinosa wood tangent section 1 beentree.jpg|What adult alders should be&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Plants}}&lt;/div&gt;</summary>
		<author><name>Ar-Pharazon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Talk:Main_Page/archive2&amp;diff=115843</id>
		<title>Talk:Main Page/archive2</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Talk:Main_Page/archive2&amp;diff=115843"/>
		<updated>2010-05-28T22:13:29Z</updated>

		<summary type="html">&lt;p&gt;Ar-Pharazon: /* Tutorials clutter */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Archive|&lt;br /&gt;
# [[Talk:Main Page/archive1|Archive 1]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== HFS creatures ==&lt;br /&gt;
We don't seem to have any pages for them, shouldn't they have pages like normal creatures? --[[Special:Contributions/78.151.176.4|78.151.176.4]] 13:09, 11 April 2010 (UTC)&lt;br /&gt;
:Aren't they randomly generated during worldgen?--[[User:SanDiego|SanDiego]] 13:29, 11 April 2010 (UTC)&lt;br /&gt;
Oh right, didn't realise that. Thought that they were just lacking raws. --[[Special:Contributions/92.29.248.178|92.29.248.178]] 14:42, 11 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Well, you're both right :P. They're randomly generated, and they lack raws! --[[User:612DwarfAvenue|612DwarfAvenue]] 06:20, 18 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Random page function ==&lt;br /&gt;
&lt;br /&gt;
I'm not familiar with how the Special:Random function works, but would it be possible to restrict it to random pages from particular namespaces? Getting 23a, 40d and DF2010 pages returned isn't very helpful. [[User:Oddtwang of Dork|Oddtwang of Dork]] 16:27, 8 April 2010 (UTC)&lt;br /&gt;
:That would require (iirc) some fairly heavy editing to the mediawiki code. We're trying to avoid modding the code because that creates problems with updating the mediawiki software to new versions. [[user:Emi|&amp;lt;span style=&amp;quot;color:#8a4e4e&amp;quot;&amp;gt;Emi&amp;lt;/span&amp;gt;]] [[user_talk:Emi|&amp;lt;span style=&amp;quot;color:#6a3e4e&amp;quot;&amp;gt;[T]&amp;lt;/span&amp;gt;]] 18:51, 8 April 2010 (UTC)&lt;br /&gt;
::Just a little correction, you an get to just DF2010 pages by appending &amp;quot;/DF2010&amp;quot; to the end of special random.&lt;br /&gt;
:: For example. [[Special:Random/DF2010]], [[Special:Random/Utility]], ect.&lt;br /&gt;
:: Perhaps this link might be useful as a more available link? [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 00:19, 15 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== DF2010 Title needs changing ==&lt;br /&gt;
&lt;br /&gt;
The new version is now df_31_01 and each article beginning with &amp;quot;DF2010&amp;quot; seems tacky. Any others agree it should be changed to df31 or something around like that? [[User:Richards|Richards]] 19:59, 1 April 2010 (UTC)&lt;br /&gt;
:The problem is that we version the wiki for each game-save compatibility change.  Simply changing it to 31.01 would fix it now, but when 31.02 - 39.07 come out, and then finally 40.01 comes out that breaks save compatibility, we have much more work to do. Until we know the final version number in the series, it's not easy for us to just say &amp;quot;oh, this is it.&amp;quot; --[[User:Briess|Briess]] 20:02, 1 April 2010 (UTC)&lt;br /&gt;
::And wtf is the precedent? In all the versions of the wiki I've seen, versions are always specified as the actual number. How is it more clear to use DF2010 instead of v0.31.01? --Peewee 09:57, 2 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:If you aren't planning to make more special version namespaces for a while, let's use the main namespace. Also, you guys really need to talk things out more before implementing giant sweeping changes. The more I see you describe your respective visions for the wiki, the more different they seem from each other. [[User:VengefulDonut|VengefulDonut]] 11:29, 2 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Well. A solution would be to make every article title for the current version just say the article name, ex/ instead of &amp;quot;DF2010:Armor&amp;quot;, make it &amp;quot;Armor&amp;quot;, like last time. If a new version is released that is different, then archive it as whatever version it last applied to, like &amp;quot;40d:Armor, or 31.01:Armor&amp;quot;. Is there any problem with this idea? [[User:Richards|Richards]] 14:28, 2 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Yes, there is.  (Namely, the amount of labor you're talking about if pages are not set-up for that.)&lt;br /&gt;
&lt;br /&gt;
Here's &amp;quot;The Plan&amp;quot;, which was set up a couple months ago (and which has been discussed elsewhere, but we'll do it one more time)...&lt;br /&gt;
:* Old versions are clearly labeled and consistently linked internally. All 40d links bounce around only to 40d articles, so if a player is researching that version, it's all one package.  ''(Same w/ 23a, the &amp;quot;2-D&amp;quot; version previous to that, but an ongoing and lower-priority project.)''&lt;br /&gt;
:* &amp;quot;New&amp;quot; versions are, likewise, consistent within themselves.  Versionless search terms (like &amp;quot;[[stone]]&amp;quot; automatically default to &amp;quot;current version&amp;quot;.&lt;br /&gt;
:* Future versions get their own version names, &amp;quot;current&amp;quot; becomes one-older, and the pattern continues.&lt;br /&gt;
The current PROBLEM is three-fold - the first is the changeover itself, when first time Editors start firing away at articles without the correct names or understanding The Plan.  That is understandable, but compounded by the fact that we don't currently ''know'' the &amp;quot;proper&amp;quot; version number to use - is it 0.31.01, or 0.31, or 31.01 - when the first bugfix comes out, what will be changed and what kept? What part of that number constitutes/defines this as a &amp;quot;version&amp;quot;?  There is no equiv of 23.a or 40.d - it's a new code, and we weren't given the codebook. (We're waiting on Three-toe/Toady for a response on that.) The 3rd problem is &amp;quot;DF2010&amp;quot; - which is wrong, but while popular and everyone is using it, it won't be very friendly later down the road.&lt;br /&gt;
&lt;br /&gt;
So... we've got something that works now but won't in the future, and needs to be changed to be consistent so we don't bequeath future Admin and users the big bone. A diff between more work now and the sort of complete cluster that has gone on behind the scenes for the last 2 months preparing for this change - which is going SO MUCH SMOOTHER NOW (believe it or not!) because of that (thankless, ahem) preparation.&lt;br /&gt;
&lt;br /&gt;
Once we know the correct version, all current articles will appear as that.  Search terms will default to current version. Older articles will be consistent within their own namespace. AND we'll be setup for future version changes without quite so much trauma (which is ''why'' some of the more obscure of these changes are being implemented). Clear as mud?--[[User:Albedo|Albedo]] 19:06, 2 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Are you basically trying to say that DF2010 is a convenient placeholder string that can be used to identify and move articles by bot when we get a stable version number from Toady? --[[User:Squirrelloid|Squirrelloid]] 19:20, 2 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Dammit, if I could express myself in anything less than 500 words at a time, I would have! (Yes, that's basically what I'm saying.)--[[User:Albedo|Albedo]] 19:31, 2 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::I'm not sure who wins the eloquence award here.  Anyways, we're still waiting on information from ToadyOne before we rename DF2010 to something else more appropriate. --[[User:Briess|Briess]] 19:37, 2 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::: Toady has already said that he plans to aim for possibly as often as a weekly bugfix release while the early issues of this release get ironed out. Trying to keep up with release number changes weekly would be an absolute nightmare. Until things calm down a bit I don't blame anyone here in the least for using DF2010 as a more general version name. [[User:Doctorzuber|Doctorzuber]] 15:54, 5 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::::It ''is'' understood that Toady intends (ideally) for this to be both the last save-compat breaking version and the last major long-delay version...  correct?  Putting the entire Wiki in a namespace forever seems to me like a fairly terrible idea in any case, but it is intended for future versions to change much less of existing stuff as things go on (that is why this version took so long, in part, to get all the sweeping structural changes out of the way.)  It is unlikely that there will ever be another version that would require reversioning the entire wiki, if, indeed, you think that even this one reached that level. While I'm not sure I'd agree that it was necessary to reversion the wiki for this version, the DF development plan is certainly intended to be such that revisioning the Wiki like this will never be necessary again.  --[[User:Aquillion|Aquillion]] 03:47, 7 April 2010 (UTC)&lt;br /&gt;
:::::: All I'm saying is that for the immediate near future a large number of incremental bug fix releases are to be expected. To avoid driving people completely nuts trying to keep up with frequent version changes it makes sense to use the DF2010 title in the short term. After we see things settle down a bit I agree we should probably go ahead and return to an actual version number. [[User:Doctorzuber|Doctorzuber]] 17:27, 7 April 2010 (UTC)&lt;br /&gt;
:::::::With the new version numbering system being so much simpler, could we simply refer to the version as 31a? Then changing letters to account for bugfixes. I'm using 0.31 enough myself but the decimal point is awful. --[[User:Retro|Retro]] 17:40, 7 April 2010 (UTC)&lt;br /&gt;
::::::::Not really. We're mainly talking about the namespace's name. Changing a namespaces's name is a BIG headache (though it is the reason we're using the &amp;lt;nowiki&amp;gt;{{l|link}}&amp;lt;/nowiki&amp;gt; stuff) because we did know that we'd be doing at least one change, and that gets rid of a decent portion of the headache. [[user:Emi|&amp;lt;span style=&amp;quot;color:#8a4e4e&amp;quot;&amp;gt;Emi&amp;lt;/span&amp;gt;]] [[user_talk:Emi|&amp;lt;span style=&amp;quot;color:#6a3e4e&amp;quot;&amp;gt;[T]&amp;lt;/span&amp;gt;]] 18:49, 7 April 2010 (UTC)&lt;br /&gt;
:::::::::I'm still waiting on ToadyOne to provide an official tagname for this series of releases.  If we receive one, we will use it in the wiki. --[[User:Briess|Briess]] 19:02, 7 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== World Painter Page ==&lt;br /&gt;
The wiki has needed a page on the [[World Painter]] for a while, so I've started one.  The information in there is decent, but I'm relatively new to wiki editing, so the formatting probably isn't.  If someone wouldn't mind cleaning it up a bit for me I'd really appreciate it. --[[User:Timmeh|Timmeh]] 01:15, 3 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Well I don't know if someone helped you already, but it looks fine to me. --[[User:frandude|frandude]]&lt;br /&gt;
:I changed the name into World Painter so it looked better (no more petty redirects!) [[User:Inawarminister|Inawarminister]] 12:01, 7 December 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== French language wiki ==&lt;br /&gt;
&lt;br /&gt;
Can we have interlanguage links with the [http://www.dwarffortress.fr/wiki/ French wiki]? -[[User:Alan Trick|Alan Trick]] 17:48, 14 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Add a CptnDuck page? ==&lt;br /&gt;
&lt;br /&gt;
Captain Duck is a DF video tutorial maker, which an impressive collection of 40 videos on youtube (and a few extra videos of sieges and arenas and whatnot), and explains how to do most everything, from magma forges to Dwarven justice. He adds humor to it and he's the reason a lot of people understand the game...I think we should give him a page. &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Blackdoggie998|Blackdoggie998]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:As it is insanely easy for anyone to sign up for editing priviledges on this site (I managed to, after all), I see no need to make one for him when he could make one for himself. However, if you wish to add user:CptnDuck, or invite him to make one himself, feel free. He can link to all of his tutorials from his user page. They even be searchable through that lovely little box to the(my) left. (Who knows where it is on your skin.)   -- [[User:Teres_Draconis|jaz]] ... on this day, at this time.&lt;br /&gt;
&lt;br /&gt;
:P.S. Does it seem odd to you to have it say &amp;quot;unsigned comment by [username]&amp;quot;? Or is that just me?   -- [[User:Teres_Draconis|jaz]] ... on this day, just a little after the previous one.&lt;br /&gt;
:: Clicking 'unsigned' gave me all the explanation I need, might want to do the same [[User:Kinzarr|Kinzarr]] 23:27, 25 November 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:We don't need a userpage for him, but a page with the assembled listing of all his (and others of equal quality) video tutorials wouldn't be a bad idea at all. -[[User:N9103|Edward]] 16:47, 23 June 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Articles on Olivine and other generic stones ==&lt;br /&gt;
&lt;br /&gt;
There is a current discussion as to whether or not [[Olivine]] (and perhaps some few other stones) are duly covered on the current [[stone]] page, or are truly worth having their own article/page.  This relates to a larger question of how this wiki is organized, and &amp;quot;What deserves a page&amp;quot; in a general sense.  Any interested are encouraged to chime in, if only with a &amp;quot;me too&amp;quot; post pro or con.  See [[Talk:Olivine]] for an idea of the issue. I'd like to have the debate move from the specific Olivine page to here since this is a more general issue that affects many potential pages. --[[User:Senso|Senso]] 21:29, 19 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I'm not really sure which way to go on this one. A lot of otherwise useless stones would need their own articles if the guidelines were expanded... and yet, there's a good amount of useful information that's not on the main pages, that would further clutter them if it were added; And permitting more individual pages would solve both those problems. I guess this ends up being a vote both ways, with provisions on each. -[[User:N9103|Edward]] 23:54, 19 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:My vote is, if someone can make it amusing, then sure. If someone is of the bent to enjoy making such a page, then again, sure... otherwise, leave it at the bottom of the pile of &amp;quot;things that someday we might get around to if we feel like it&amp;quot; and don't stress. The relevant data is covered (or will be when someone notices it's not), and everything else is gravy. Beside, what would you rather do, play the game, or figure out how to make a whole page of jokes about how gneiss nice is.... (or did I get that backwards?)... ?  --[[User:Teres_Draconis|jaz]] ... on this day, at this time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::All relevant information is covered, yes. But not necessarily on a relevant page. Before the Olivine page was made you couldn't learn that olivine may contain native platinum from any page related to olivine or stone in general. &lt;br /&gt;
::Another example is kaolinite. You can look it up in the table of Other Stone to see it can be found in sedimentary rock.  But in order to see that it may itself contain alunite and marcasite you have to go through the entire table (or use the browser search function). Now, in order to see if it may contain anything else, you have to notice the note at the top of the page (just above the table of contents) that points to Metal Ore and Gem, whith another two tables you have to search through. (Kaolinite may contain turquoise). --[[User:Nahno|Nahno]] 21:44, 20 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:It's not just about &amp;quot;which stones&amp;quot; - it's a larger question of how the wiki is organized and presented.  Should each separate and distinct item get its own page, like the current one- or two-line articles on [[vial]]s, [[instrument]]s or [[Restraint|chain]]s, (just as random parallel examples of some [[finished goods]] that have their very own, very short, very dull, and predictably repetitive articles.)  Surely the [[Masons guild]] and [[miners guild]] don't deserve or need separate articles.  Do we need a separate and largely redundant article for every trap weapon?  What about the cookie-cutter articles on ''every'' individual animal?  The GCS deserves its own, and many others, but one on each separate type of shark and hunting cat?  There is no actual article there, only a template.&lt;br /&gt;
&lt;br /&gt;
:Quivers and bolts are sub-sections of the [[crossbow]] article, and I think that's a ''great'' call.  Olivine, talc and kaolinite are merely similar examples, distinct enough to warrant special treatment, but on the borderline of being so small to each only represent a stub. Ultimately, I don't think a functional formal definition would be easily achieved - rather guidelines and a fuzzy target, combining related info into groups with optimal size limitations (both lower end and upper end).  Perhaps a template should not be forced on every lesser example, but they could be grouped into a table on their own article, &amp;quot;other stones of note&amp;quot; or &amp;quot;sharks&amp;quot; or &amp;quot;finished goods&amp;quot; or whatever.&lt;br /&gt;
&lt;br /&gt;
:In many ways, our only current guidelines are &amp;quot;what has been done so far&amp;quot; - and that varies widely and wildly.  Too often, pages are cobbled onto related ones, or split off just because its a new topic, if a brutally short one.  Myself, I'd like to see most related articles of less than 4 lines or so get grouped into larger, more universally informative articles, and anything larger than maybe 5 full sub-sections be considered for splitting up.  If an item stands out from the rest, it should stand out somewhere, in an article - but that doesn't mean it has to have its very own, or invite every similar item to do so as well.--[[User:Albedo|Albedo]] 03:30, 21 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: Please check out the (no longer) current [[Chalk]] page and tell me what you think. ... which is to say, it doesn't /have/ to be a stub, does it? It can be rich and detailed and sadly unamusing. It would please me to continue to do all stones in this manner, or another manner of your choosing.... Thus negating fussing over &amp;quot;this one was done this way, that one was done that way&amp;quot; arguments. I'll get to them all, in the order they appear on the [[Stones]] page. ... assuming you guys are ok with that. --[[User:Teres Draconis]] 08:28, 21 May 2009 (UTC)&lt;br /&gt;
:: P.S. Who's the outpost manager of this place, anyways? I'd like to know to whom I should be pandering. --jaz&lt;br /&gt;
&lt;br /&gt;
::: I think 1) you should take time to read, if not learn the wiki format guidelines, 2) you should sign with your REAL user name, and stop using a pseudonym, and 3) you should not break someone else's post with yours in between their paragraphs. As to the chalk page, I think it's over-enthusiastic and pays no attention to previous article style or formatting precedent - which may be a good thing or a bad thing, depending. --[[User:Albedo|Albedo]] 09:33, 21 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::: 1) You're right, I'm sorry. &lt;br /&gt;
::::2) We've discussed user names on [[User_Talk:Teres_Draconis#Naming Conventions|my talks page]]. (Also, &amp;lt;nowiki&amp;gt;~~~&amp;lt;/nowiki&amp;gt; still puts &amp;quot;jaz&amp;quot;... why bother with the link when it's just a P.S.?) &lt;br /&gt;
::::3) I'm sorry. I was (apparently) trained wrong, and that was a /long/ time ago. I was taught (20 years ago) that when responding, to do so in-line, so that people can tell what the response is actually relating to. (Like an actual conversation, except with a time warp. You say something, I respond, someone else adds, we all move on to the next topic.) It supposedly adds clarity. The style and curtesy rules of such things has changed. I can see I'll need to update myself. Thank you for pointing that out. =)&lt;br /&gt;
::::4) I was hasty. I had to have meatspace people explain to me why, as wiki-''writers'', you would not want so much detail on a page. Especially when, with every new game release, any given page on the wiki might need an over haul. I was only looking at it from the end-user perspective of &amp;quot;If I'm looking for information, I don't want a page that just tells me to go look at the three pages I've already looked at. I want a page that reduces the noise of the irrelevant, and distills to just that specific (sub-)topic.&amp;quot; I /don't/ see the point of six pages that are identacle except for title, and all only three lines long. If it's got it's own page, it should have it's own page. If it just links back to the three pages that linked to it, and they all link to each other already, what's the point? If the only thing Chalk has going for it is that it's flux, why not just make a note on the [[Stone]] page reading, &amp;quot;These three rocks can be used as flux&amp;quot; and link to the flux page from there? Why should chalk have it's own page, if it's not going to be richly detailed and, you know, informative?  - [[User:Teres Draconis|jaz]] 18:59, 22 May 2009 (UTC)&lt;br /&gt;
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::::The templates are there because they are pretty, detailed, and condensed ways to display some key information. Rather than expanding existing information so that it takes up more space, it's more productive to add things that you think are lacking. [[User:VengefulDonut|VengefulDonut]] 12:15, 21 May 2009 (UTC)&lt;br /&gt;
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::: I changed the other [[Stones]] table to allow for interesting minerals that are in other[[Stones]] to be posted.--[[User:Mrdudeguy|Mrdudeguy]] 22:17, 21 May 2009 (UTC)&lt;br /&gt;
:What would actually be helpful is a [[Geology]] primer, indicating how layers and inclusions are placed, where, and what the implications of &amp;quot;You have struck XXX&amp;quot; are. I know, now, that if it's olivine, I have a chance of finding veins of native platinum. One good page explaining what all of the geological processes mean would be a lot more useful then all of the various descriptions of exploratory mining. [[User:Decius|Decius]] 22:35, 21 May 2009 (UTC)&lt;br /&gt;
::That sounds like a great idea.--[[User:Mrdudeguy|Mrdudeguy]] 22:46, 21 May 2009 (UTC)&lt;br /&gt;
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:::I agree! But I have no idea how to write it. Most of what I know about geology I learned from looking at the raws. Everything else is &amp;quot;OMG, is that a ''rock''?! I've heard of those!&amp;quot; - [[User:Teres Draconis|jaz]] 18:59, 22 May 2009 (UTC)&lt;br /&gt;
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::&amp;quot;More useful&amp;quot; to some, but I agree it would be a great addition. Also, the more I think about it, the more I like what MrDG did with the table in Other Stone - tables could condense any and all small, individual articles into single pages w/ (sortable?) tables where all these various similar objects could be compared/contrasted at a glance.  Templates are perfect when there is a lot of various info, but if the different topics (semi-generic stones, animals, finished goods) all differ only in one or two details, and there is just not that many variables to begin with, a Table would be (imo) preferable. ''(And imo that table now covers such stones as Olivine well, to get back to the original example that sparked this discussion.)''&lt;br /&gt;
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::As an additional example of how current stub-articles could be combined into a simple table, I've made this page - [[Example - some fish]] - which could be a model for such.  (A page/table with all the &amp;quot;Sea-creatures&amp;quot; would be more likely approp, but this was faster for now.)  It would replace every stub-article on related &amp;quot;generic&amp;quot; items, but any truly noteworthy items would still have their own full articles for expanded information and commentary (here, &amp;quot;carp&amp;quot;).  It still has 100% of the prev information, but also allows immediate comparison and contrast, and, if sortable, allows a User to more easily compare relations between similar aspects (like &amp;quot;biome&amp;quot;, in this example.)--[[User:Albedo|Albedo]] 00:13, 22 May 2009 (UTC)&lt;br /&gt;
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::: Is it possible to put the expandable version of the raw (&amp;quot;game object data (show)&amp;quot; seen at the bottom of the [[carp]] page) inside the table, instead of the whole thing? Or does the one preclude the other?  - [[User:Teres Draconis|jaz]] 18:59, 22 May 2009 (UTC)&lt;br /&gt;
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:::Actually, if someone finds it easy to extract that information from the .RAWs, I would find that an improvement on what [[Creatures]] currently has. [[User:Decius|Decius]] 17:52, 22 May 2009 (UTC)&lt;br /&gt;
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::::If someone here knows PHP they may be able to write a new wiki hook that pulls information from raw entries. That would make many things much easier. [[User:VengefulDonut|VengefulDonut]] 22:22, 22 May 2009 (UTC)&lt;br /&gt;
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:::Which information do you want extracted? I can probably do it for you, but you may have heard, I'm in the doghouse for not paying attention to style and formating rules. =/  Show me what there is, and one example of what you want, and I can probably do it for you with a minimum of stupid questions. ... ''Probably.''   - [[User:Teres Draconis|jaz]] 18:59, 22 May 2009 (UTC)&lt;br /&gt;
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::::@ jaz, Dec - Did either of you look at this sample table? [[Example - some fish]]  Does that cover what you were envisioning?  It's just a rough idea - but it could work the same way that the table on the [[stone]] page currently does, to cover all the generic, almost-identical objects. Same w/ finished goods, weapon traps, probably many other sim categories of like items.--[[User:Albedo|Albedo]] 22:52, 22 May 2009 (UTC)&lt;br /&gt;
I've read this sort of. My view is, wikis add value to the game far more for noobs than they do to legends who have been around since when the z-axis was just an idea. With this in mind, I reckon if everything with a name in the game had an article that would be *A Good Thing* (tm). Just my own opinion, feel free to disagree. Ideally, articles for things like stones should contain a template constructed from the raws, with prose/dialogue manually added.&lt;br /&gt;
Even things like [[screw pump]] could have a template driven section, advising what the components are / who makes it etc. Maybe &amp;lt;nowiki&amp;gt;{{building|Building Name|Component 1:Component 1 name|Component X| component X name|Constructed by|trade}}&amp;lt;/nowiki&amp;gt; or similar.[[User:GarrieIrons|GarrieIrons]] 08:45, 30 May 2009 (UTC)&lt;br /&gt;
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:I agree, probably, although that sounds like a lot of work. I think the stone templates and articles could do with a bit of a cleanup and more in-game information. I mostly use the articles to see if there's anything notable about a particular stone and then check out the wikipedia page. Some of the wikipedia links are broken or indirect now because disambiguity pages have been added since. Also, the wikipedia links are right at the bottom of very long boxes listing ores and gems and the like - I suggest adding drop down boxes to the templates that contain all that information but which are minimized by default. Or changing the template so that the wikipedia link wraps around the stone name at the top. --[[User:Harmonica|Harmonica]] 01:36, 2 July 2009 (UTC)&lt;br /&gt;
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Way late to this party, apologies. Tables are no good (to me) if they aren't sortable. The World Ends With You (a Nintendo DS game) Wikia portal/wiki thing has an ''awesome'' method for adding sortable tables. Some gadget called [http://en.wikipedia.org/wiki/Semantic_MediaWiki Semantic MediaWiki] that hooks into the Wiki to automatically pull data out as you request it, then display it in easy-to-read and use sortable tables. The TWEWY Wikia has [http://twewy.wikia.com/wiki/The_World_Ends_With_You:Semantic_MediaWiki a page on it] for their editors, giving a few examples of how powerful it is. Their use of the tool is to easily pull information from a table of 304 items, each containing 30 attributes, to generate lists comparing and compiling various items. Hugely powerful, extremely flexible.&lt;br /&gt;
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This type of tool would work wonderfully with a PHP RAW parser, or even simple dumps of the RAWs to the Wiki. Think of how easy it would be to update the entire Wiki across the board when new versions come out. New critters? Changes to existing critters? Update the information in one spot and it trickles down through the entire Wiki! That's in addition, of course, to being able to, say, generate tables listing how many bones each creature drops when killed, then sort to see which one drops the most. Pretty sweet stuff.&lt;br /&gt;
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With some sort of system in place for wading through all the data on the wiki, one wouldn't have to worry about having too much information, right? -- [[User:Blank|Blank]] 04:44, 3 July 2009 (UTC)&lt;br /&gt;
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Particularly for stone, I think that it would be a good idea to describe each individual stone relative to other, similar stones.  Let's use [[sandstone]] as an example.  Suppose that I read (either in its own article, or in a table) something along the lines of &amp;quot;Sandstone is a [[sedimentary]] layer.  Unlike most sedimentary layers, it may contain [[aquifers]] or veins of [[native copper]].&amp;quot;  If I already know what a sedimentary layer is (and how it differs from other types of layers), this information will be much easier to process and much more useful than a full list of everything that appears in sandstone.  If I have no idea what a sedimentary layer is, this will tell me that there are several sedimentary layers and that they all have many things in common, which is again more useful than a list of everything that appears in sandstone. --[[User:LaVacaMorada|LaVacaMorada]] 08:56, 2 October 2009 (UTC)&lt;br /&gt;
:That's not the way this (any?) wiki is set up.  The idea is that a lesser concept (here, &amp;quot;sandstone&amp;quot;) need not include redundant info from a larger, parent concept (here, &amp;quot;sedimentary layer&amp;quot;).  If you don't know what a sed'y layer is (or an aquifer or a vein or whatever) you click that link.  If, then, you don't know what a &amp;quot;layer&amp;quot; is, you click that link.  Sounds good at first, but if every lesser article included an explanation, even a quick synopsis, of the info for all relevant articles on broader, umbrella concepts, the articles, and this wiki as a whole, would explode beyond usefulness. --[[User:Albedo|Albedo]] 23:43, 2 October 2009 (UTC)&lt;br /&gt;
::Thanks for making my point for me.  If you look at the current sandstone article, it lists everything contained in sandstone.  Looking at just the ores and non-generic stones, we have:  Native copper, Hematite, Limonite, Magnetite, Native platinum, Tetrahedrite, Bituminous coal, Lignite, Bauxite.  All of these except for native copper appear in every sedimentary layer.  That's not even counting all of the generic stone (especially gypsum with its five other types of generic stone contained in it) and (mostly low-value) gems.  95% of the text in this article is redundant, and could easily be summarized by &amp;quot;This layer is exactly like every other sedimentary layer except for these two differences&amp;quot;. --[[User:LaVacaMorada|LaVacaMorada]] 09:06, 6 October 2009 (UTC)&lt;br /&gt;
:::Ah - ''that's'' your point. (When you said &amp;quot;describe&amp;quot;, I thought you were advocating a narrative commentary on and verbal expansion of the info included in the sidebar.) When I was talking about not having redundant info, I was talking text - which is quite terse in this case, exactly because of the point you make.  Those sidebars were designed to encapsulate the key info, an &amp;quot;at a glance&amp;quot; sort of thing, to avoid exactly what you're talking about in narrative form. Are the sidebars redundant? Often, yes.  But they are the style this wiki has adopted for ''all'' stone.  So you're talking not just about changing sed'y layers, but the style approach to all stone, since they would not then be consistent across the board. (Not how I would have personally designed the layout, but it's there and it works, and well. Any stone, same layout, same info in the same place, bam got it.)  And when discussing presentation and usability issues, any article has to be taken both individually and in the context of others &amp;quot;like&amp;quot; it - here, any &amp;quot;stone&amp;quot; article is the same layout, the same info at a glance, which (for now) trumps whatever redundancies exist.  Perhaps a quick line such as you're stating would go well, since there is, indeed, very little unique to say about any one sub-type of sedimentary layer, and that is info in and of itself. (Take a look at any [[igneous extrusive]] except obsidian for something similar.)--[[User:Albedo|Albedo]] 16:46, 6 October 2009 (UTC)&lt;br /&gt;
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A lot of people have been talking a lot of things about reorganizing the information on the stones pages. After browsing around on them for a while, I've found the information to be mostly scattered and difficult to draw conclusions from. For example, I wasn't aware that each geographic stone type had a base list of stones that can appear, while only some of them have a couple of unique stones that may appear along with that list. It wasn't until I began gathering all of that data together for myself, that I found the patterns. I had to work to tie it all together. So, I have a partially completed table of pulldown menus on my user page right now. If anyone's interested they could take a look and tell me what they think? (Yes, I know a lot of it is redundant. I have an idea on how to fix this, but I haven't completely decided yet) --Kydo 13:55, 25 October 2009 (UTC)&lt;br /&gt;
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Lumping all the generic stones into one page is pretty much a labor saving device. There are a lot of different stones in DF most of which have no real differences other than color. So in one respect, I do see reasoning for saving some effort and dumping them in one place. On the other hand, it would be useful to me to see slightly more detailed information about each of the colored stones, for example, I know alunite looks a certain way before it is mined out, it's general color is bright white, when used to build trap components it is bright white in both the on and off position (many stones go to dark in the off position). In the same vein, when used to build tables and chairs, both will be bright white (many stones go to dark for chairs). If you're looking for a &amp;quot;certain look&amp;quot; and want to know a tiny bit more about the stone colors at present, that information simply isn't here as things are now. [[User:Doctorzuber|Doctorzuber]] 16:21, 5 April 2010 (UTC)&lt;br /&gt;
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== Not a Roguelike ==&lt;br /&gt;
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Dwarf Fortress only resembles a Roguelike in the sense that everything kills you. ASCII graphics haven't connoted Rogue-resemblance since Diablo came out with modern 3D graphics and was still considered a Roguelike.&lt;br /&gt;
[[User:LogicalDash|LogicalDash]] 22:08, 5 August 2009 (UTC)&lt;br /&gt;
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I agree with you for Fortress mode, but adventurer mode is rogue like.--[[User:Mjo625|Mjo625]] 22:54, 5 August 2009 (UTC)&lt;br /&gt;
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:DF is rogue-like like.&amp;lt;font face=&amp;quot;FixedSys&amp;quot; color=&amp;quot;#00FFFF&amp;quot;&amp;gt;[[User:GarrieIrons|Gar]]&amp;lt;/font&amp;gt;[[User Talk:GarrieIrons|rie]] 08:59, 2 September 2009 (UTC)&lt;br /&gt;
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LogicalDash, Diablo is in 2D, not 3D. --[[User:612DwarfAvenue|612DwarfAvenue]] 05:10, 27 November 2009 (UTC)&lt;br /&gt;
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What makes a rogue-like? too classic a question to pass up . ahem IMHO there three major elements, A dungeon crawl/ fantasy setting, ASCII and random as hell. That makes dwarf fortress three outta three hits for me. Close enough, i'd say, if it's not a rogue-like what other category could it go in? sure its not a great fit but a unique game has to go somewhere. Diablo is a dungeon crawl like rogue sure, but it lacks the depth and randomness of any of the other recognised roguelikes, ADOM, moria etc.  So one outta three? The depth, randomness and spontaneity really make it, ever had a character eaten by a bear on the way to the village in ADOM? classic. --[[User:Pedantictype|Pedantictype]] 05:46, 20 March 2010 (UTC)&lt;br /&gt;
:I'm afraid I have to disagree with you, Pedantictype. A Rogue-like is defined by the original: Rogue. Rogue was, first and foremost, a dungeon-crawl with control of a single character, yes? I would postulate that that is one of the elements that is required to be defined as a rogue-like, which qualifies Adventure mode but not Fortress mode. --[[User:Eagle0600|Eagle0600]] 05:04, 5 April 2010 (UTC)&lt;br /&gt;
::Eagle's right. A roguelike game plays somewhat like Rogue and has ascii graphics. Fortress mode DF is a tactical/strategic/sandbox ascii game, not a roguelike. And isn't there general intent for it to have graphics one day, once it's out of the design stages? --Kydo 01:58, 8 April 2010 (UTC)&lt;br /&gt;
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== Link to Add Quotes ==&lt;br /&gt;
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To get help on how to add quotes to the main page, consult [[Talk:Main Page/Quote|this]] link.&lt;br /&gt;
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== Incoming New Version ==&lt;br /&gt;
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Guys. We might as well prepare for the new version that will be coming by the end of the year (maybe).  What will need to change?  Weapons and armor, the underground stuff... I don't know all of it. But it's extensive.  Get ready.--[[User:Zchris13|Zchris13]] 17:02, 7 October 2009 (UTC)&lt;br /&gt;
:Well, we don't know all the details, and names of jobs/items can change before actual release. [[User:Kurokikaze|Kurokikaze]] 16:14, 8 October 2009 (UTC)&lt;br /&gt;
:I don't see what this has to do with anything, i guess it's nice of you to tell us. But what do you mean &amp;quot;get ready?&amp;quot;&lt;br /&gt;
: Gird your loins, gentlemen. Or something.&lt;br /&gt;
::It'll be hard to cover every page - if you edit, try to follow up on links, etc.  Might also have to check the &amp;quot;oldest pages&amp;quot; listing to see that they've all been updated (except it's broken atm). The worst currently is that we ''still'' have legacy crap from earlier versions in obscure corners and comments that's not relevant to current version. Bonus.--[[User:Albedo|Albedo]] 06:11, 19 October 2009 (UTC)&lt;br /&gt;
:This might be useful: http://docs.google.com/Doc?docid=0AT8EQVUjrv96ZGc5cnBwOHZfMjgyY3FzZHFtanA&amp;amp;hl=en&lt;br /&gt;
:Are we just changing this wiki? (as opposed to forking with the new version, in case some people keep playing 40d?) [[Special:Contributions/206.45.111.58|206.45.111.58]] 22:39, 9 December 2009 (UTC)&lt;br /&gt;
::Forking sounds good to me. But I have no idea how well wikis handle forking. --[[User:Nahno|Nahno]] 14:11, 17 December 2009 (UTC)&lt;br /&gt;
:::In any case I think it would be a good idea to updated articles as is, and not wipe them out like in the wiki's switch to 3d which simply wiped out a lot of good information along with outdated text. Forking is a good route to take if people don't want to lose 40d inforamtion. [[User:Richards|Richards]] 19:40, 26 January 2010 (UTC)&lt;br /&gt;
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== Interwiki ==&lt;br /&gt;
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Correct link to Russian DF wiki, please.&lt;br /&gt;
Right link = www.dfwk.ru instead current www.dfwiki.ru --[[Special:Contributions/91.192.82.106|91.192.82.106]] 11:43, 4 December 2009 (UTC)&lt;br /&gt;
:It's done, so should we delete this conservation? (not that great at wiki myself) [[User:Inawarminister|Inawarminister]] 09:46, 7 December 2009 (UTC)&lt;br /&gt;
::They get archived at some point, so no need. [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 00:33, 15 April 2010 (UTC)&lt;br /&gt;
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== Random page ==&lt;br /&gt;
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Why is &amp;quot;Random page&amp;quot; only bringing me to &amp;quot;Count Consort&amp;quot;? :\ --[[Special:Contributions/99.33.67.9|99.33.67.9]] 22:33, 15 January 2010 (UTC)&lt;br /&gt;
:It seems &amp;quot;Random page&amp;quot; is only random daily... Is this intentional? --[[Special:Contributions/99.33.67.9|99.33.67.9]] 20:31, 2 February 2010 (UTC)&lt;br /&gt;
::There's probably something wrong with your browser cache settings - it works fine for me. --[[User:Quietust|Quietust]] 20:37, 2 February 2010 (UTC)&lt;br /&gt;
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== Random images ==&lt;br /&gt;
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Where are the images on the main page coming from? It's easy to find the quotes, but where are the images? [[User:MC Dirty|MC Dirty]] 15:14, 17 January 2010 (UTC)&lt;br /&gt;
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:I have an image I'd like added... I'll put it on my userpage if anyone wants to take a look at it and see if it's acceptable for uploading. --[[User:Waladil|Waladil]] 06:40, 21 February 2010 (UTC)&lt;br /&gt;
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== New Category Idea - Well Known Dwarves ==&lt;br /&gt;
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After reading some stories on many of the most awesome dwarfs to show up in this game. (Namely Captain Ironblood, Morul, Tholtig) That a category, perhaps a sub one to Humor and Stories just for Dwarves that are very very clearly above the normal for the already outrageous(ly awesome) game of Dwarf Fortress. However do to the fact this is less on the game mechanics and such, the idea is first here so other's can figure if it's worth having a category. One thing that comes to mind is there really should be some sort of limit to what makes a Dwarf and Epic/Well Known Dwarf so as to prevent people from putting everyone they liked up there rather then the few '''everyone''' likes. Mostly asking as there is a handful of such dwarfs and that number is only going to (slowly) grow. Each said Dwarf I think deserves some sort of noting on a page for my two cents on the topic.&lt;br /&gt;
:I definitely thing that this is a great idea in the true spirit of DF.&lt;br /&gt;
::These should of course go under D for Dwarf.&lt;br /&gt;
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== Images ==&lt;br /&gt;
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So, what does everyone think? Would it be a good idea to have real-world images (or possibly sketches for fantasy, if applicable) of the following:&lt;br /&gt;
* Trees&lt;br /&gt;
* Fish&lt;br /&gt;
* Land animals&lt;br /&gt;
* Weapons and armor&lt;br /&gt;
* Stones&lt;br /&gt;
* Ores&lt;br /&gt;
* Land features (desert, savannah, etc.)&lt;br /&gt;
* Gems&lt;br /&gt;
* Metals&lt;br /&gt;
* Plants&lt;br /&gt;
We already have two pages with example images for a [[Pike_(weapon)#Pike|weapon]] and a [[Sandstone|stone]] for example. I find this very nice for visualizing my fortress and what's going on, since I'm not very familiar with many of the distinctions DF makes. I mean, I know what a fish looks like but I haven't got a clue what the difference between a pike and a char is, or a birch and alder, or even bronze and pewter to be honest.--[[User:Ar-Pharazon|Ar-Pharazon]] 22:42, 6 February 2010 (UTC)&lt;br /&gt;
:The normal issues with this kind of thing is REAL-WORLD publishers being annoying with copyright. I guess if we can find it from the real-world wiki then there is a good chance it is a public domain image.&lt;br /&gt;
:There is no way in the world it would hurt an article to have one of these. Although, for fantasy objects, materials, and creatures, there may well be some discussion about if the &amp;quot;Dragon&amp;quot; should be a European, Oriental, or some other dragon (and so on for the rest).&lt;br /&gt;
:&amp;lt;font face=&amp;quot;FixedSys&amp;quot; color=&amp;quot;#00FFFF&amp;quot;&amp;gt;[[User:GarrieIrons|Gar]]&amp;lt;/font&amp;gt;[[User Talk:GarrieIrons|rie]] 11:52, 7 February 2010 (UTC)&lt;br /&gt;
::Well, I've added pictures to some of the layer stones and vermin, as well as all the ores. If anyone is interested, you can link to files on wikimedia commons as if they were internal files now.--[[User:Ar-Pharazon|Ar-Pharazon]] 04:52, 8 February 2010 (UTC)&lt;br /&gt;
:::What if those of us with artistic skills were to produce original content for such pages? For example, I could easily do a few drawings depicting certain fantasy creatures as well as actual creatures. --Kydo 22:56, 24 February 2010 (UTC)&lt;br /&gt;
::::I don't see how that could even remotely hurt at all.--[[User:Ar-Pharazon|Ar-Pharazon]] 15:21, 12 March 2010 (UTC)&lt;br /&gt;
::Who says that the 'Dragon' as a creature isn't a generalization of any species? To be honest, with the graphics as they are, I think that most of Dwarf Fortress comes down to the way the user imagines it, rather than how it appears on screen. Rather like the old text based adventure games of old.--[[Special:Contributions/85.12.64.150|85.12.64.150]] 10:18, 4 March 2010 (UTC)&lt;br /&gt;
:::Whoever you are, that is why i don't use a tileset.&amp;lt;font face=&amp;quot;FixedSys&amp;quot; color=&amp;quot;#00FFFF&amp;quot;&amp;gt;[[User:GarrieIrons|Gar]]&amp;lt;/font&amp;gt;[[User Talk:GarrieIrons|rie]] 06:15, 6 March 2010 (UTC)&lt;br /&gt;
:As a rule of thumb, &amp;quot;graphics&amp;quot; are good things - eye candy, if nothing else. Purty.  Use common sense and discretion when choosing (or creating) the image - avoid genre-specific images or anything that is copyrighted (like from an identifiable RPG, for instance), and perhaps add &amp;quot;artist's interpretation&amp;quot; under it, or a selection of (smaller) different images for something like a dragon (tho' I, personally, don't see dwarves with oriental dragons - ymmv.) --[[User:Albedo|Albedo]] 08:49, 6 March 2010 (UTC)&lt;br /&gt;
::Seeing as how this is a wiki and what not, why not simple add a western dragon, and if anyone objects to the bias they can add an oriental dragon, so we have two pictures and not only both sides are happy but everyone gets more pictures to look at?--[[User:Ar-Pharazon|Ar-Pharazon]] 15:21, 12 March 2010 (UTC)&lt;br /&gt;
:(Also, if you're interested enough to post in the Main Page Discussion, you might want to get an account. Meh.)--[[User:Albedo|Albedo]] 08:49, 6 March 2010 (UTC)&lt;br /&gt;
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== No link to World Generation? ==&lt;br /&gt;
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Home page needs a link to World Generation. I thought of adding it, but didn't want to upset the delicate symmetry happing in the menus. Thoughts as to where it could go? [[Special:Contributions/118.208.7.232|118.208.7.232]] 04:25, 19 February 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Namespaces ==&lt;br /&gt;
&lt;br /&gt;
As the subject has been mentioned on the forum:&lt;br /&gt;
some articles have been moved to a new 40d namespace. This is intended to make way for the &amp;quot;main&amp;quot; namespace to be reserved for the &amp;quot;current version&amp;quot;, which ''real soon now'' will be DF2010.&lt;br /&gt;
For the full discussion see [[Dwarf Fortress Wiki:Versions]] and the talk page.&lt;br /&gt;
&amp;lt;font face=&amp;quot;FixedSys&amp;quot; color=&amp;quot;#00FFFF&amp;quot;&amp;gt;[[User:GarrieIrons|Gar]]&amp;lt;/font&amp;gt;[[User Talk:GarrieIrons|rie]] 10:32, 8 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Then bloody well move them.  These blank 40d pages are making finding information that is supposed to be there very hard to find.&lt;br /&gt;
&lt;br /&gt;
:Agreed..Plus I dont understand the site announcements so i pretty much can't contribute to the wiki right now. Hope you got a stable team to help and are done with it soon. Oh, and a better explanation would be great of course. --[[Special:Contributions/92.202.120.234|92.202.120.234]] 00:10, 4 April 2010 (UTC)&lt;br /&gt;
::When is the moving of things to the main namespace going to be complete?  Having everything in DF2010 namespace is horribly annoying, and the 40d namespace screws up searches and makes it harder to find stuff via google searches and such.  How long is it going to take to get the wiki fixed to the current version, delete all the old d40 stuff, and get rid of the namespaces? --[[User:Aquillion|Aquillion]] 03:40, 7 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Tutorials clutter ==&lt;br /&gt;
&lt;br /&gt;
Currently we have in the first box:&lt;br /&gt;
*About Dwarf Fortress&lt;br /&gt;
*'''Tutorials and guides'''&lt;br /&gt;
*'''Quickstart guide (recent)'''&lt;br /&gt;
*'''Frequently Asked Questions'''&lt;br /&gt;
*'''Your first fortress'''&lt;br /&gt;
*'''Video tutorials'''&lt;br /&gt;
*'''Important advice''' &lt;br /&gt;
*'''Indecisive's Illustrated Tutorial''' &lt;br /&gt;
*'''Get help from online chat'''&lt;br /&gt;
*Game development	 &lt;br /&gt;
*'''Non-Dwarf's Guide to Rock'''&lt;br /&gt;
*'''Starting builds'''&lt;br /&gt;
&lt;br /&gt;
Bolded are the ones I think are redundant. Basically, we have the following categories of stuff:&lt;br /&gt;
*Tutorials for newbies: Step by step instructions where you follow what the guide says, without necessarily understanding why right away.&lt;br /&gt;
*Guides for newbies: General explanations of game concepts, such as z-level, how to set labors, how to farm, how to work the interface and install a graphical tileset, what the aim of the game is, etc.&lt;br /&gt;
*Guides for advanced players: These assume you know how to play the game, and are concerned with optimizing/pushing strategy. Embark build discussions which go beyond explaining the bare minimums you should take (such as &amp;quot;don't embark without a pick!&amp;quot;, intended for newbies who may not know what they are doing), megaprojects, combat mechanics, computing, farming strategies, defense strategies, design strategies, macros, world generation parameter discussion and the like.&lt;br /&gt;
*FAQ, bugs and troubleshooting: The index of known problems and what to do about them, for when you have a clear question you want to figure out. This includes the FAQ, IRC channels and bugs to watch out for.&lt;br /&gt;
That makes 4 categories. Currently, we have 10 categories dealing with the same things. Moreover, the current break down makes no sense, and is obviously not maintained (I think that quickstart guide has been &amp;quot;recent&amp;quot; since early last summer). It's becoming confusing for the clueless first time player who was just linked to Bay12 and the wiki on a forum, and left to fend for itself. In fact, ideally, the tutorials and newbie guides should also be sorted from short to long, with datestamps.&lt;br /&gt;
&lt;br /&gt;
I would rearrange the box myself, but I thought I'd ask what everyone else is thinking first. By the way, are there any tutorials for DF2010, or plans to write any? --[[User:Ar-Pharazon|Ar-Pharazon]] 02:07, 4 April 2010 (UTC)&lt;br /&gt;
::By the way, my proposal is to have the box look like this:&lt;br /&gt;
::'''Help with Dwarf Fortress'''&lt;br /&gt;
::*About Dwarf Fortress&lt;br /&gt;
::*How to set up and play Dwarf Fortress (Tutorials)&lt;br /&gt;
::*General game information (explanation of basics)&lt;br /&gt;
::*Advanced strategies (for experienced players)&lt;br /&gt;
::*Troubleshooting: FAQ, where to ask for help, known bugs and issues&lt;br /&gt;
::*Game development&lt;br /&gt;
::--[[User:Ar-Pharazon|Ar-Pharazon]] 02:14, 4 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::If [[40d:Quickstart guide]] is obsolete, you should definitely remove the links to it from the front page (both &amp;quot;Your first fortress&amp;quot; and &amp;quot;Quickstart guide&amp;quot; end up there). As a new player pointed at this wiki by the game, I wasted twenty minutes trying to load in the save game (was I being unlucky, or does it simply not work with the new version?) and gave up on trying to play Dwarf Fortress, as a result. --[[User:Gritspeck|Gritspeck]] 16:45, 12 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I'm all for this, this is a terrible organization.  I like your plan.  Given further agreement (or at least no opposition) I say go for it.  [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 00:38, 15 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Well, I went ahead and did my best.--[[User:Ar-Pharazon|Ar-Pharazon]] 22:13, 28 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== New modding guide ==&lt;br /&gt;
I'm not really sure what the process is for new guides and tutorials. I figured it would be of general community interest, so I'm posting this here; [[User:Tfaal/The Complete Dorf's Guide to Bodies]] --[[User:Tfaal|Tfaal]] 16:43, 5 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Bug listings on the Wiki==&lt;br /&gt;
Given that the version number is expected to be changing quite rapidly in the near future as bugs are caught and killed, I think it's a good idea to always keep a version number associated with any bug reports we migrate into the wiki pages. This will hopefully minimize confusion as updates gradually remove these. If we could get one of those mini-version tags to use for this purpose or if someone can explain to me how to use that half-sized font for this purpose that would be helpful. Thanks. [[User:Doctorzuber|Doctorzuber]] 16:23, 6 April 2010 (UTC)&lt;br /&gt;
:There is already a template for this: [[Template:Version]]. You use it as follows. &lt;br /&gt;
:&amp;lt;nowiki&amp;gt;Example.{{version|0.23.130.23a}}&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
:results in:&lt;br /&gt;
:Example.{{version|0.23.130.23a}} --[[User:Soy|Soy]] 16:44, 6 April 2010 (UTC)&lt;br /&gt;
:: Thank you, that is all I needed. [[User:Doctorzuber|Doctorzuber]] 17:54, 6 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== What happened to the link to the dev changelog? ==&lt;br /&gt;
&lt;br /&gt;
There used to be a link to the changelog and a link to the 31_01 release information, but now there's just a link to the release information labeled &amp;quot;changelog.&amp;quot; Also the main page appears to use a funny template or something so the link's messed up throughout all of the mainpage history.&lt;br /&gt;
:-That's a link I used almost daily. While I realize I'm an idiot for not just bookmarking it, it is a little disconcerting for it to :be gone. Either way, I've always thought it was one of the most relevant links on the main page—it let's you know where the game :project is at ''right now''.&lt;br /&gt;
:Wow, forgot sig and indent. I'm amazing. :P ----[[User:Njero|Njero]] 01:03, 8 April 2010 (UTC)&lt;br /&gt;
Found the template in question, figured there was no reason for the changelog link not to be there so I put it back; it seemed like it was removed by mistake anyway. Also renamed the link to the release information so there wouldn't be two links entitled &amp;quot;changelog.&amp;quot; --[[User:Untelligent|Untelligent]] 02:22, 8 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Announcements Hider==&lt;br /&gt;
The announcement-hiding script on Briess's page no longer works--it's checking the contents of an id that no longer exists. Replacing the conditional with collapseTable(0) works, but sidesteps the original intent of the conditional, which I presume is to display the options if they've changed since last visit. Does that functionality still apply? While we're at it, is it possible to assign a named value to the collapsible table, so that it can be collapsed without referring to its position relative to other collapsible tables (which breaks the hider script on certain skins)? -[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
&lt;br /&gt;
==How will merging/splitting topics work for backward compatibility linking==&lt;br /&gt;
I got thinking about this when helping work on the military pages, we're branching this out into squads/military/schedule/etc. because of how much more complex things have suddenly got with the military system. It was a natural direction to take things. What's the correct way to handle backward compatibility links in this situation? And now that I'm thinking about it, how about page merging? If we decide to merge anything how will that be handled? [[User:Doctorzuber|Doctorzuber]] 03:59, 9 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Game object date boxes ==&lt;br /&gt;
&lt;br /&gt;
These boxes on  the creature pages need some kind of text formatting to stop them expanding to far. Just an example try the [[dog|dog]] page. --[[User:AKAfreaky|AKAfreaky]] 12:54, 11 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Carrying over saved games? ==&lt;br /&gt;
&lt;br /&gt;
Hi, is it possible to carry over savegames from one version to the next, and if so, how do I do this? Thanks [[User:EddyP|EddyP]] 10:27, 13 April 2010 (UTC)&lt;br /&gt;
:It is possible - go to the /data folder and just copy the file called &amp;quot;save&amp;quot; to the /data folder in the new DF. You'll then have to edit the raws in each region folder (inside the save folder) to match the new raws in the main /raw folder (or just copy them over). --[[User:AKAfreaky|AKAfreaky]] 20:22, 13 April 2010 (UTC)&lt;br /&gt;
::As long as the &amp;quot;different versions&amp;quot; are within the same &amp;quot;generation&amp;quot; of Dwarf Fortress (i.e. 0.21 thru 0.23, 0.27 thru 0.28, or 0.31), this'll work. If you actually try to copy a saved game from 0.28.101.40d to 0.31.xx, expect it to fail in a very spectacular way. --[[User:Quietust|Quietust]] 20:51, 13 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Quote wrong on main page==&lt;br /&gt;
The quote on the main page comes up with something to the effect that you cannot milk creatures.  This was true for 40d, but not for the most recent edition.--[[User:Kwieland|Kwieland]] 12:23, 21 April 2010 (UTC)&lt;br /&gt;
: ''&amp;quot;The alert statuses (i.e., &amp;quot;Stay Indoors&amp;quot;) have been entirely redone. You may set several custom alerts with user defined scheduling.&amp;quot;'' &lt;br /&gt;
: Is this really intended to be a main page quote? I thought the main pages quotes were usually . . . funny. [[User:Doctorzuber|Doctorzuber]] 02:38, 27 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;Your ad here, free!&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
What's up with another ad space on the bottom of every page? We're getting to a point where more ads just cause more annoyance, not more profit. {{unsigned|213.157.252.41}}&lt;br /&gt;
:There are ads? Where? *turns off adblock* OH HOLY CRAP *quickly turns adblock back on* Yeah, if there are more ads than page it kinda defeats the point doesn't it? [[User:Volatar|Volatar]] 14:00, 5 May 2010 (UTC)&lt;br /&gt;
::The ad stuff is trying to get a baseline for different types of ads. We're hoping the button ads perform well enough that we can get rid of the larger banner ads. In 5 or so days the number of ads will decrease depending on what we find. [[user:Emi|&amp;lt;span style=&amp;quot;color:#8a4e4e&amp;quot;&amp;gt;Emi&amp;lt;/span&amp;gt;]] [[user_talk:Emi|&amp;lt;span style=&amp;quot;color:#6a3e4e&amp;quot;&amp;gt;[T]&amp;lt;/span&amp;gt;]] 20:31, 5 May 2010 (UTC)&lt;br /&gt;
::Also, the &amp;quot;free&amp;quot; part is that ads with no bids can be obtained freely, but that'll disappear in the next few days as the ads establish a page view trend. (Which is why in 5 or so days we'll be getting rid of some ads.) [[user:Emi|&amp;lt;span style=&amp;quot;color:#8a4e4e&amp;quot;&amp;gt;Emi&amp;lt;/span&amp;gt;]] [[user_talk:Emi|&amp;lt;span style=&amp;quot;color:#6a3e4e&amp;quot;&amp;gt;[T]&amp;lt;/span&amp;gt;]] 20:33, 5 May 2010 (UTC)&lt;br /&gt;
:::Good enough. Thanks for the explanation! {{unsigned|213.157.252.41}}&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;The wiki currently has 3 articles. &amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
I'm assuming this has something to do with the recent namespace thing? --[[Special:Contributions/217.132.92.69|217.132.92.69]] 10:27, 6 May 2010 (UTC)&lt;br /&gt;
:Haha, yes, I'll get right on that. [[user:Emi|&amp;lt;span style=&amp;quot;color:#8a4e4e&amp;quot;&amp;gt;Emi&amp;lt;/span&amp;gt;]] [[user_talk:Emi|&amp;lt;span style=&amp;quot;color:#6a3e4e&amp;quot;&amp;gt;[T]&amp;lt;/span&amp;gt;]] 18:04, 6 May 2010 (UTC)&lt;br /&gt;
::Looks like someone beat me too it. :( [[user:Emi|&amp;lt;span style=&amp;quot;color:#8a4e4e&amp;quot;&amp;gt;Emi&amp;lt;/span&amp;gt;]] [[user_talk:Emi|&amp;lt;span style=&amp;quot;color:#6a3e4e&amp;quot;&amp;gt;[T]&amp;lt;/span&amp;gt;]] 18:05, 6 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Quality ==&lt;br /&gt;
I really like how the bar is counting down to zero. Keep templating, rawing and tableing all you want, eventually you will have to face the truth: to make a helpful wiki you need to ''play'' the game and add ''content''. --[[Special:Contributions/68.161.167.37|68.161.167.37]] 02:09, 9 May 2010 (UTC)&lt;br /&gt;
:What are you objecting to?  Someone said it would be a good idea to know &amp;quot;how close to 'complete' the wiki is&amp;quot;, we did that.  If you don't like it then you don't have to look at it.  I'd also like to ask why you think you have such a right to critisize others work after your... 3 edits?  [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 17:26, 10 May 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Ar-Pharazon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Main_Page&amp;diff=115842</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Main_Page&amp;diff=115842"/>
		<updated>2010-05-28T22:12:10Z</updated>

		<summary type="html">&lt;p&gt;Ar-Pharazon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;h1 style=&amp;quot;text-align: center;&amp;quot;&amp;gt;The Dwarf Fortress Wiki&amp;lt;/h1&amp;gt;&lt;br /&gt;
&amp;lt;!--  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
***************************************************************************************************&lt;br /&gt;
*****************DO THE FOLLOWING IF THE SHOWN VERSION OR RELEASE DATE IS WRONG********************&lt;br /&gt;
***************************************************************************************************&lt;br /&gt;
- Edit the part of [[Template:current/version]] before the noinclude tag to reflect the appropriate version&lt;br /&gt;
- Edit the part of [[Template:current/lastupdate]] before the noinclude to show the release date for that version&lt;br /&gt;
&lt;br /&gt;
That will update the version info for every page on the wiki that uses these templates (including the main page)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
/--&amp;gt;&lt;br /&gt;
{{Main page progress bar|DF2010|height=10}}&lt;br /&gt;
 &amp;lt;p style=&amp;quot;text-align: center; font-weight: bold;&amp;quot;&amp;gt;[[40d:Main_Page|Click here to view the main page for Dwarf Fortress version 40d.]]&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;max-width: 48em; margin: 0 auto 0em;&amp;quot;&amp;gt;&lt;br /&gt;
[[Welcome]] to the Dwarf Fortress Wiki. This is a collection of user-submitted guides, information and advice for &amp;lt;!-- the [http://en.wikipedia.org/wiki/Roguelike Roguelike] game --&amp;gt; [http://www.bay12games.com/dwarves/ &amp;quot;Dwarf Fortress&amp;quot;]. Dwarf Fortress is a game for Windows, Linux and Mac, developed by [http://www.bay12games.com/ Bay 12 Games] featuring two modes of play, distinct, randomly-generated worlds (complete with terrain, wildlife and legends), gruesome combat mechanics and alcohol dependency. The wiki currently has '''{{TEMPLATE:NUMBEROFARTICLES}} articles'''.&lt;br /&gt;
&amp;lt;/p&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;!--   &lt;br /&gt;
&lt;br /&gt;
The following places semi random quotes in the quote boxes on the main page. &lt;br /&gt;
It selects from the quote list in [[Main Page/Quote]].&lt;br /&gt;
There are instructions for adding a quote on the talk page.&lt;br /&gt;
/--&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 48em; margin: 0 auto; text-align: center&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left; margin-right: 1em&amp;quot;&amp;gt;{{Quote Box|{{sg}}}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; margin-left: 1em&amp;quot;&amp;gt;{{Quote Box|{{:Main Page/Quote|1}}}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{news}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 90%; max-width: 50em; margin: 0 auto; border-spacing: 1em; clear: both&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;vertical-align: top&amp;quot; |&lt;br /&gt;
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{| style=&amp;quot;width: 100%; background: #fdc; border: 1px solid #a44; border-left-color:#faa; border-top-color:#faa; text-align: center&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;color: #fff; background: #d66; border: 1px solid #a44; border-left-color:#faa; border-top-color:#faa; padding: 0.2em 0.5em&amp;quot; | '''New to Dwarf Fortress?'''&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 33%&amp;quot; | [[:Dwarf Fortress:About|About Dwarf Fortress]]&lt;br /&gt;
| style=&amp;quot;width: 33%&amp;quot; | [[Game development]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 33%&amp;quot; | [[Tutorials|How to Set Up and Play Dwarf Fortress]]&lt;br /&gt;
| style=&amp;quot;width: 33%&amp;quot; | [[Game Basics]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 33%&amp;quot; | [[Troubleshooting]]&lt;br /&gt;
| style=&amp;quot;width: 33%&amp;quot; | [[Advanced Strategies|Advanced Strategies (for experienced players)]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
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{| style=&amp;quot;width: 100%; background: #ccf; border: 1px solid #24a; border-left-color:#79f; border-top-color:#79f; text-align: center; margin-bottom: 1em&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;color: #fff; background: #46c; border: 1px solid #24a; border-left-color:#79f; border-top-color:#79f; padding: 0.2em 0.5em&amp;quot; | '''Playing Dwarf Fortress'''&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Dwarf fortress mode|Fortress mode]]&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Adventurer mode]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Reclaim fortress mode|Reclaim fortress]]&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Legends]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Design strategies]]&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Local map features]]&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[:Category:Bloodline_Games|Bloodline games]]&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Stories]]&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[DF2010:Arena|The Arena]]&lt;br /&gt;
|}&lt;br /&gt;
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{| style=&amp;quot;width: 100%; background: #ccf; border: 1px solid #24a; border-left-color:#79f; border-top-color:#79f; text-align: center; margin-bottom: 1em&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;color: #fff; background: #46c; border: 1px solid #24a; border-left-color:#79f; border-top-color:#79f; padding: 0.2em 0.5em&amp;quot; | '''Gameplay elements'''&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Activity zone]]s&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Farming]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Building]]&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Combat]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Creatures]]&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[:Category:Designations|Designations]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Military]]&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Noble]]s&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Rooms]]&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Skill]]s&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Stockpile]]s&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Workshop]]s&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Economics]]&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Mining]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Location]]&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Fun]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;width: 50%; vertical-align: top&amp;quot; |&lt;br /&gt;
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{| style=&amp;quot;width: 100%; background: #ccf; border: 1px solid #24a; border-left-color:#79f; border-top-color:#79f; text-align: center; margin-bottom: 1em&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;color: #fff; background: #46c; border: 1px solid #24a; border-left-color:#79f; border-top-color:#79f; padding: 0.2em 0.5em&amp;quot; | '''Wiki articles by category'''&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[:Category:Dwarves|Dwarves]]&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[:Category:World|World]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[:Category:Buildings|Buildings]]&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[:Category:Mods|Mods]]&lt;br /&gt;
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| style=&amp;quot;width:50%&amp;quot; | [[:Category:Items|Items]]&lt;br /&gt;
| style=&amp;quot;width:50%&amp;quot; | [[:Category:Interface|Interface]]&lt;br /&gt;
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|+ style=&amp;quot;color: #fff; background: #46c; border: 1px solid #24a; border-left-color:#79f; border-top-color:#79f; padding: 0.2em 0.5em&amp;quot; | '''Metagame editing and advice'''&lt;br /&gt;
|-&lt;br /&gt;
| [[World generation]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Technical tricks]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Utilities]]&lt;br /&gt;
|- &lt;br /&gt;
| '''[[Known bugs and issues]]'''&lt;br /&gt;
|- &lt;br /&gt;
| [[System requirements]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Cheating]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Maximizing framerate]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Tilesets]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Modding Guide]]&lt;br /&gt;
|}&lt;br /&gt;
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{| style=&amp;quot;width: 100%; background: #ddd; border: 1px solid #777; border-left-color:#bbb; border-top-color:#bbb;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;color: #fff; background: #999; border: 1px solid #777; border-left-color:#bbb; border-top-color:#bbb; padding: 0.2em 0.5em; text-align: center&amp;quot; | '''Links'''&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;text-align: left; padding: 0.1em 0.5em&amp;quot; | Forums:&lt;br /&gt;
| [http://www.bay12games.com/forum/index.php Official Forums], [http://forums.xkcd.com/viewtopic.php?f=21&amp;amp;t=19469&amp;amp;start=0&amp;amp;st=0&amp;amp;sk=t&amp;amp;sd=a xkcd Thread], [http://www.gamingsteve.com/blab/index.php?topic=6350.0 GamingSteve Thread], [http://www.cracked.com/forums/topic/28476/dwarf-fortress Cracked Thread], [http://forums.penny-arcade.com/showthread.php?t=116092 Penny-Arcade Thread], [http://dwarvenpassion.smfforfree3.com/index.php Dwarves with a Passion], [http://www.facepunch.com/showthread.php?t=908019 Facepunch Studios Thread], [http://forum.team17.com/showthread.php?t=30824 Team17 Forum Thread], [http://www.reddit.com/r/dwarffortress/ Reddit], [http://forums.somethingawful.com/showthread.php?threadid=3293395 Something Awful], [http://www.xspore.com/community/dwarf-fortress/ xSpore], [http://episteme.arstechnica.com/eve/forums/a/tpc/f/39309975/m/943000156931/p/1 Ars Technica], [http://www.gamerswithjobs.com/node/42890 GamersWithJobs Thread], [http://springrts.com/phpbb/viewtopic.php?f=10&amp;amp;t=10908 SpringRTS Thread], [http://forums.librejeu.fr/index.php?page=Board&amp;amp;boardID=3 French forum] ,[http://forum.canardpc.com/showthread.php?t=3652 Canard PC Thread (Fr)], [http://dwarf.forumczech.com/forum.htm Česke a slovenské forum (cz/sk)]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left; padding: 0.1em 0.5em&amp;quot; | Blogs:&lt;br /&gt;
| [http://jreengusoccurring.blogspot.com/ Jreengus Occuring: A Dwarf Fortress blog], [http://dfc.smackjeeves.com/ Strike the Earth!]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left; padding: 0.1em 0.5em&amp;quot; | [[IRC|IRC Channels]]:&lt;br /&gt;
| [irc://irc.newnet.net/bay12games #bay12games] on newnet.net, [irc://irc.synirc.net/df #df] on synirc.net, [irc://irc.quakenet.org/DwarfFortress #DwarfFortress] on quakenet.org, [irc://irc.tellaerad.net/DF #DF] on tellaerad.net and [irc://irc.rizon.net/brofortress #brofortress] on rizon.net.&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left; padding: 0.1em 0.5em&amp;quot; | Other Wikis:&lt;br /&gt;
| [http://www.dwarffortress.fr/wiki Le Wiki Français ], [http://dwarffortress.if.land.to/ The Japanese (日本語) Wiki ], [http://www.dfwk.ru The Russian Wiki ], [[Dwarf_Fortress_Italia| Wiki Italiano]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left; padding: 0.1em 0.5em&amp;quot; | Useful Links:&lt;br /&gt;
| [http://mkv25.net/dfma/ Dwarf Fortress Map Archive], [http://dffd.wimbli.com/ Dwarf Fortress File Depot (DFFD)], [http://dfstories.com/ Dwarf Fortress Stories]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left; padding: 0.1em 0.5em&amp;quot; | Archives:&lt;br /&gt;
| [[23a:Main Page|v0.23.130.23a Wiki]]&amp;lt;sup&amp;gt;[http://web.archive.org/web/20080221163738rn_1/archive.dwarffortresswiki.net/index.php/Main_Page (archive.org snapshot)]&amp;lt;/sup&amp;gt;, [[40d:Main Page|v0.28.181.40d Wiki]]&lt;br /&gt;
|}&lt;br /&gt;
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|}&lt;br /&gt;
[[Category:Wiki]]&lt;br /&gt;
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[[ru:Заглавная_страница]]&lt;br /&gt;
[[fr:Accueil]]&lt;br /&gt;
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&amp;lt;div id=&amp;quot;norate&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Ar-Pharazon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Main_Page&amp;diff=115841</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Main_Page&amp;diff=115841"/>
		<updated>2010-05-28T22:09:44Z</updated>

		<summary type="html">&lt;p&gt;Ar-Pharazon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;h1 style=&amp;quot;text-align: center;&amp;quot;&amp;gt;The Dwarf Fortress Wiki&amp;lt;/h1&amp;gt;&lt;br /&gt;
&amp;lt;!--  &lt;br /&gt;
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 &amp;lt;p style=&amp;quot;text-align: center; font-weight: bold;&amp;quot;&amp;gt;[[40d:Main_Page|Click here to view the main page for Dwarf Fortress version 40d.]]&amp;lt;/p&amp;gt;&lt;br /&gt;
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[[Welcome]] to the Dwarf Fortress Wiki. This is a collection of user-submitted guides, information and advice for &amp;lt;!-- the [http://en.wikipedia.org/wiki/Roguelike Roguelike] game --&amp;gt; [http://www.bay12games.com/dwarves/ &amp;quot;Dwarf Fortress&amp;quot;]. Dwarf Fortress is a game for Windows, Linux and Mac, developed by [http://www.bay12games.com/ Bay 12 Games] featuring two modes of play, distinct, randomly-generated worlds (complete with terrain, wildlife and legends), gruesome combat mechanics and alcohol dependency. The wiki currently has '''{{TEMPLATE:NUMBEROFARTICLES}} articles'''.&lt;br /&gt;
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|+ style=&amp;quot;color: #fff; background: #d66; border: 1px solid #a44; border-left-color:#faa; border-top-color:#faa; padding: 0.2em 0.5em&amp;quot; | '''New to Dwarf Fortress?'''&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 33%&amp;quot; | [[:Dwarf Fortress:About|About Dwarf Fortress]]&lt;br /&gt;
| style=&amp;quot;width: 33%&amp;quot; | [[Tutorials|How to Set Up and Play Dwarf Fortress]]&lt;br /&gt;
| style=&amp;quot;width: 33%&amp;quot; | [[Game Basics]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 33%&amp;quot; | [[Game development]]&lt;br /&gt;
| style=&amp;quot;width: 33%&amp;quot; | [[Advanced Strategies|Advanced Strategies (for experienced players)]]&lt;br /&gt;
| style=&amp;quot;width: 33%&amp;quot; | [[Troubleshooting]]&lt;br /&gt;
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|+ style=&amp;quot;color: #fff; background: #46c; border: 1px solid #24a; border-left-color:#79f; border-top-color:#79f; padding: 0.2em 0.5em&amp;quot; | '''Playing Dwarf Fortress'''&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Dwarf fortress mode|Fortress mode]]&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Adventurer mode]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Reclaim fortress mode|Reclaim fortress]]&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Legends]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Design strategies]]&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Local map features]]&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[:Category:Bloodline_Games|Bloodline games]]&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Stories]]&lt;br /&gt;
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| style=&amp;quot;width: 50%&amp;quot; | [[DF2010:Arena|The Arena]]&lt;br /&gt;
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{| style=&amp;quot;width: 100%; background: #ccf; border: 1px solid #24a; border-left-color:#79f; border-top-color:#79f; text-align: center; margin-bottom: 1em&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;color: #fff; background: #46c; border: 1px solid #24a; border-left-color:#79f; border-top-color:#79f; padding: 0.2em 0.5em&amp;quot; | '''Gameplay elements'''&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Activity zone]]s&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Farming]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Building]]&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Combat]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Creatures]]&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[:Category:Designations|Designations]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Military]]&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Noble]]s&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Rooms]]&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Skill]]s&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Stockpile]]s&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Workshop]]s&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Economics]]&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Mining]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Location]]&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Fun]]&lt;br /&gt;
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|+ style=&amp;quot;color: #fff; background: #46c; border: 1px solid #24a; border-left-color:#79f; border-top-color:#79f; padding: 0.2em 0.5em&amp;quot; | '''Wiki articles by category'''&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[:Category:Dwarves|Dwarves]]&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[:Category:World|World]]&lt;br /&gt;
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| style=&amp;quot;width: 50%&amp;quot; | [[:Category:Buildings|Buildings]]&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[:Category:Mods|Mods]]&lt;br /&gt;
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| style=&amp;quot;width:50%&amp;quot; | [[:Category:Items|Items]]&lt;br /&gt;
| style=&amp;quot;width:50%&amp;quot; | [[:Category:Interface|Interface]]&lt;br /&gt;
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|}&lt;br /&gt;
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{| style=&amp;quot;width: 100%; background: #ccf; border: 1px solid #24a; border-left-color:#79f; border-top-color:#79f; text-align: center&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;color: #fff; background: #46c; border: 1px solid #24a; border-left-color:#79f; border-top-color:#79f; padding: 0.2em 0.5em&amp;quot; | '''Metagame editing and advice'''&lt;br /&gt;
|-&lt;br /&gt;
| [[World generation]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Technical tricks]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Utilities]]&lt;br /&gt;
|- &lt;br /&gt;
| '''[[Known bugs and issues]]'''&lt;br /&gt;
|- &lt;br /&gt;
| [[System requirements]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Cheating]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Maximizing framerate]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Tilesets]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Modding Guide]]&lt;br /&gt;
|}&lt;br /&gt;
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{| style=&amp;quot;width: 100%; background: #ddd; border: 1px solid #777; border-left-color:#bbb; border-top-color:#bbb;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;color: #fff; background: #999; border: 1px solid #777; border-left-color:#bbb; border-top-color:#bbb; padding: 0.2em 0.5em; text-align: center&amp;quot; | '''Links'''&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;text-align: left; padding: 0.1em 0.5em&amp;quot; | Forums:&lt;br /&gt;
| [http://www.bay12games.com/forum/index.php Official Forums], [http://forums.xkcd.com/viewtopic.php?f=21&amp;amp;t=19469&amp;amp;start=0&amp;amp;st=0&amp;amp;sk=t&amp;amp;sd=a xkcd Thread], [http://www.gamingsteve.com/blab/index.php?topic=6350.0 GamingSteve Thread], [http://www.cracked.com/forums/topic/28476/dwarf-fortress Cracked Thread], [http://forums.penny-arcade.com/showthread.php?t=116092 Penny-Arcade Thread], [http://dwarvenpassion.smfforfree3.com/index.php Dwarves with a Passion], [http://www.facepunch.com/showthread.php?t=908019 Facepunch Studios Thread], [http://forum.team17.com/showthread.php?t=30824 Team17 Forum Thread], [http://www.reddit.com/r/dwarffortress/ Reddit], [http://forums.somethingawful.com/showthread.php?threadid=3293395 Something Awful], [http://www.xspore.com/community/dwarf-fortress/ xSpore], [http://episteme.arstechnica.com/eve/forums/a/tpc/f/39309975/m/943000156931/p/1 Ars Technica], [http://www.gamerswithjobs.com/node/42890 GamersWithJobs Thread], [http://springrts.com/phpbb/viewtopic.php?f=10&amp;amp;t=10908 SpringRTS Thread], [http://forums.librejeu.fr/index.php?page=Board&amp;amp;boardID=3 French forum] ,[http://forum.canardpc.com/showthread.php?t=3652 Canard PC Thread (Fr)], [http://dwarf.forumczech.com/forum.htm Česke a slovenské forum (cz/sk)]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left; padding: 0.1em 0.5em&amp;quot; | Blogs:&lt;br /&gt;
| [http://jreengusoccurring.blogspot.com/ Jreengus Occuring: A Dwarf Fortress blog], [http://dfc.smackjeeves.com/ Strike the Earth!]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left; padding: 0.1em 0.5em&amp;quot; | [[IRC|IRC Channels]]:&lt;br /&gt;
| [irc://irc.newnet.net/bay12games #bay12games] on newnet.net, [irc://irc.synirc.net/df #df] on synirc.net, [irc://irc.quakenet.org/DwarfFortress #DwarfFortress] on quakenet.org, [irc://irc.tellaerad.net/DF #DF] on tellaerad.net and [irc://irc.rizon.net/brofortress #brofortress] on rizon.net.&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left; padding: 0.1em 0.5em&amp;quot; | Other Wikis:&lt;br /&gt;
| [http://www.dwarffortress.fr/wiki Le Wiki Français ], [http://dwarffortress.if.land.to/ The Japanese (日本語) Wiki ], [http://www.dfwk.ru The Russian Wiki ], [[Dwarf_Fortress_Italia| Wiki Italiano]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left; padding: 0.1em 0.5em&amp;quot; | Useful Links:&lt;br /&gt;
| [http://mkv25.net/dfma/ Dwarf Fortress Map Archive], [http://dffd.wimbli.com/ Dwarf Fortress File Depot (DFFD)], [http://dfstories.com/ Dwarf Fortress Stories]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left; padding: 0.1em 0.5em&amp;quot; | Archives:&lt;br /&gt;
| [[23a:Main Page|v0.23.130.23a Wiki]]&amp;lt;sup&amp;gt;[http://web.archive.org/web/20080221163738rn_1/archive.dwarffortresswiki.net/index.php/Main_Page (archive.org snapshot)]&amp;lt;/sup&amp;gt;, [[40d:Main Page|v0.28.181.40d Wiki]]&lt;br /&gt;
|}&lt;br /&gt;
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|}&lt;br /&gt;
[[Category:Wiki]]&lt;br /&gt;
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[[ru:Заглавная_страница]]&lt;br /&gt;
[[fr:Accueil]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;norate&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Ar-Pharazon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Main_Page&amp;diff=115839</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Main_Page&amp;diff=115839"/>
		<updated>2010-05-28T22:07:02Z</updated>

		<summary type="html">&lt;p&gt;Ar-Pharazon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;h1 style=&amp;quot;text-align: center;&amp;quot;&amp;gt;The Dwarf Fortress Wiki&amp;lt;/h1&amp;gt;&lt;br /&gt;
&amp;lt;!--  &lt;br /&gt;
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- Edit the part of [[Template:current/version]] before the noinclude tag to reflect the appropriate version&lt;br /&gt;
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 &amp;lt;p style=&amp;quot;text-align: center; font-weight: bold;&amp;quot;&amp;gt;[[40d:Main_Page|Click here to view the main page for Dwarf Fortress version 40d.]]&amp;lt;/p&amp;gt;&lt;br /&gt;
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[[Welcome]] to the Dwarf Fortress Wiki. This is a collection of user-submitted guides, information and advice for &amp;lt;!-- the [http://en.wikipedia.org/wiki/Roguelike Roguelike] game --&amp;gt; [http://www.bay12games.com/dwarves/ &amp;quot;Dwarf Fortress&amp;quot;]. Dwarf Fortress is a game for Windows, Linux and Mac, developed by [http://www.bay12games.com/ Bay 12 Games] featuring two modes of play, distinct, randomly-generated worlds (complete with terrain, wildlife and legends), gruesome combat mechanics and alcohol dependency. The wiki currently has '''{{TEMPLATE:NUMBEROFARTICLES}} articles'''.&lt;br /&gt;
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&amp;lt;!--   &lt;br /&gt;
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|+ style=&amp;quot;color: #fff; background: #d66; border: 1px solid #a44; border-left-color:#faa; border-top-color:#faa; padding: 0.2em 0.5em&amp;quot; | '''New to Dwarf Fortress?'''&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 33%&amp;quot; | [[:Dwarf Fortress:About|About Dwarf Fortress]]&lt;br /&gt;
| style=&amp;quot;width: 33%&amp;quot; | [[Tutorials|How to Set Up and Play Dwarf Fortress]]&lt;br /&gt;
| style=&amp;quot;width: 33%&amp;quot; | [[Frequently Asked Questions]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 33%&amp;quot; | [[Advanced Strategies]]&lt;br /&gt;
| style=&amp;quot;width: 33%&amp;quot; | [[Troubleshooting]]&lt;br /&gt;
| style=&amp;quot;width: 33%&amp;quot; | [[Starting build]]s&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 33%&amp;quot; | [[Game Basics]]&lt;br /&gt;
| style=&amp;quot;width: 33%&amp;quot; | [[Game development]]&lt;br /&gt;
| style=&amp;quot;width: 33%&amp;quot; | [[IRC|Get help from online chat]]&lt;br /&gt;
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|+ style=&amp;quot;color: #fff; background: #46c; border: 1px solid #24a; border-left-color:#79f; border-top-color:#79f; padding: 0.2em 0.5em&amp;quot; | '''Playing Dwarf Fortress'''&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Dwarf fortress mode|Fortress mode]]&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Adventurer mode]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Reclaim fortress mode|Reclaim fortress]]&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Legends]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Design strategies]]&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Local map features]]&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[:Category:Bloodline_Games|Bloodline games]]&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Stories]]&lt;br /&gt;
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| style=&amp;quot;width: 50%&amp;quot; | [[DF2010:Arena|The Arena]]&lt;br /&gt;
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{| style=&amp;quot;width: 100%; background: #ccf; border: 1px solid #24a; border-left-color:#79f; border-top-color:#79f; text-align: center; margin-bottom: 1em&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;color: #fff; background: #46c; border: 1px solid #24a; border-left-color:#79f; border-top-color:#79f; padding: 0.2em 0.5em&amp;quot; | '''Gameplay elements'''&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Activity zone]]s&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Farming]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Building]]&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Combat]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Creatures]]&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[:Category:Designations|Designations]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Military]]&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Noble]]s&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Rooms]]&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Skill]]s&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Stockpile]]s&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Workshop]]s&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Economics]]&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Mining]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Location]]&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Fun]]&lt;br /&gt;
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{| style=&amp;quot;width: 100%; background: #ccf; border: 1px solid #24a; border-left-color:#79f; border-top-color:#79f; text-align: center; margin-bottom: 1em&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;color: #fff; background: #46c; border: 1px solid #24a; border-left-color:#79f; border-top-color:#79f; padding: 0.2em 0.5em&amp;quot; | '''Wiki articles by category'''&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[:Category:Dwarves|Dwarves]]&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[:Category:World|World]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[:Category:Buildings|Buildings]]&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[:Category:Mods|Mods]]&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;width:50%&amp;quot; | [[:Category:Items|Items]]&lt;br /&gt;
| style=&amp;quot;width:50%&amp;quot; | [[:Category:Interface|Interface]]&lt;br /&gt;
|- &lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | [[Special:Categories|All Categories]]&lt;br /&gt;
|}&lt;br /&gt;
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{| style=&amp;quot;width: 100%; background: #ccf; border: 1px solid #24a; border-left-color:#79f; border-top-color:#79f; text-align: center&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;color: #fff; background: #46c; border: 1px solid #24a; border-left-color:#79f; border-top-color:#79f; padding: 0.2em 0.5em&amp;quot; | '''Metagame editing and advice'''&lt;br /&gt;
|-&lt;br /&gt;
| [[World generation]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Technical tricks]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Utilities]]&lt;br /&gt;
|- &lt;br /&gt;
| '''[[Known bugs and issues]]'''&lt;br /&gt;
|- &lt;br /&gt;
| [[System requirements]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Cheating]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Maximizing framerate]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Tilesets]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Modding Guide]]&lt;br /&gt;
|}&lt;br /&gt;
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|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;vertical-align: top&amp;quot; |&lt;br /&gt;
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{| style=&amp;quot;width: 100%; background: #ddd; border: 1px solid #777; border-left-color:#bbb; border-top-color:#bbb;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;color: #fff; background: #999; border: 1px solid #777; border-left-color:#bbb; border-top-color:#bbb; padding: 0.2em 0.5em; text-align: center&amp;quot; | '''Links'''&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;text-align: left; padding: 0.1em 0.5em&amp;quot; | Forums:&lt;br /&gt;
| [http://www.bay12games.com/forum/index.php Official Forums], [http://forums.xkcd.com/viewtopic.php?f=21&amp;amp;t=19469&amp;amp;start=0&amp;amp;st=0&amp;amp;sk=t&amp;amp;sd=a xkcd Thread], [http://www.gamingsteve.com/blab/index.php?topic=6350.0 GamingSteve Thread], [http://www.cracked.com/forums/topic/28476/dwarf-fortress Cracked Thread], [http://forums.penny-arcade.com/showthread.php?t=116092 Penny-Arcade Thread], [http://dwarvenpassion.smfforfree3.com/index.php Dwarves with a Passion], [http://www.facepunch.com/showthread.php?t=908019 Facepunch Studios Thread], [http://forum.team17.com/showthread.php?t=30824 Team17 Forum Thread], [http://www.reddit.com/r/dwarffortress/ Reddit], [http://forums.somethingawful.com/showthread.php?threadid=3293395 Something Awful], [http://www.xspore.com/community/dwarf-fortress/ xSpore], [http://episteme.arstechnica.com/eve/forums/a/tpc/f/39309975/m/943000156931/p/1 Ars Technica], [http://www.gamerswithjobs.com/node/42890 GamersWithJobs Thread], [http://springrts.com/phpbb/viewtopic.php?f=10&amp;amp;t=10908 SpringRTS Thread], [http://forums.librejeu.fr/index.php?page=Board&amp;amp;boardID=3 French forum] ,[http://forum.canardpc.com/showthread.php?t=3652 Canard PC Thread (Fr)], [http://dwarf.forumczech.com/forum.htm Česke a slovenské forum (cz/sk)]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left; padding: 0.1em 0.5em&amp;quot; | Blogs:&lt;br /&gt;
| [http://jreengusoccurring.blogspot.com/ Jreengus Occuring: A Dwarf Fortress blog], [http://dfc.smackjeeves.com/ Strike the Earth!]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left; padding: 0.1em 0.5em&amp;quot; | [[IRC|IRC Channels]]:&lt;br /&gt;
| [irc://irc.newnet.net/bay12games #bay12games] on newnet.net, [irc://irc.synirc.net/df #df] on synirc.net, [irc://irc.quakenet.org/DwarfFortress #DwarfFortress] on quakenet.org, [irc://irc.tellaerad.net/DF #DF] on tellaerad.net and [irc://irc.rizon.net/brofortress #brofortress] on rizon.net.&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left; padding: 0.1em 0.5em&amp;quot; | Other Wikis:&lt;br /&gt;
| [http://www.dwarffortress.fr/wiki Le Wiki Français ], [http://dwarffortress.if.land.to/ The Japanese (日本語) Wiki ], [http://www.dfwk.ru The Russian Wiki ], [[Dwarf_Fortress_Italia| Wiki Italiano]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left; padding: 0.1em 0.5em&amp;quot; | Useful Links:&lt;br /&gt;
| [http://mkv25.net/dfma/ Dwarf Fortress Map Archive], [http://dffd.wimbli.com/ Dwarf Fortress File Depot (DFFD)], [http://dfstories.com/ Dwarf Fortress Stories]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left; padding: 0.1em 0.5em&amp;quot; | Archives:&lt;br /&gt;
| [[23a:Main Page|v0.23.130.23a Wiki]]&amp;lt;sup&amp;gt;[http://web.archive.org/web/20080221163738rn_1/archive.dwarffortresswiki.net/index.php/Main_Page (archive.org snapshot)]&amp;lt;/sup&amp;gt;, [[40d:Main Page|v0.28.181.40d Wiki]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
[[Category:Wiki]]&lt;br /&gt;
&lt;br /&gt;
	&lt;br /&gt;
[[ru:Заглавная_страница]]&lt;br /&gt;
[[fr:Accueil]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;norate&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Ar-Pharazon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Talk:Troubleshooting&amp;diff=115836</id>
		<title>Talk:Troubleshooting</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Talk:Troubleshooting&amp;diff=115836"/>
		<updated>2010-05-28T22:02:37Z</updated>

		<summary type="html">&lt;p&gt;Ar-Pharazon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I remember a constellation of &amp;quot;FAQ&amp;quot; articles- they all had a little box at the bottom with a list of questions such as &amp;quot;Why won't my dwarves train?&amp;quot; or &amp;quot;What do I do with all this stone?&amp;quot; or &amp;quot;Help, I'm overrun with cats!&amp;quot;. I can't find them for some reason, but these are the kind of things that should be in the FAQ: Very specific, concrete questions about a particular and common scenario. NOT things like [[DF2010:Quickstart guide]] - that should go in [[Game Basics]]. --[[User:Ar-Pharazon|Ar-Pharazon]] 22:01, 28 May 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Ar-Pharazon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Talk:Troubleshooting&amp;diff=115835</id>
		<title>Talk:Troubleshooting</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Talk:Troubleshooting&amp;diff=115835"/>
		<updated>2010-05-28T22:01:23Z</updated>

		<summary type="html">&lt;p&gt;Ar-Pharazon: Created page with 'I remember a constellation of &amp;quot;FAQ&amp;quot; articles- they all had a little box at the bottom with a list of questions such as &amp;quot;Why won't my dwarves train?&amp;quot; or &amp;quot;What do I do with all thi…'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I remember a constellation of &amp;quot;FAQ&amp;quot; articles- they all had a little box at the bottom with a list of questions such as &amp;quot;Why won't my dwarves train?&amp;quot; or &amp;quot;What do I do with all this stone?&amp;quot; or &amp;quot;Help, I'm overrun with cats!&amp;quot;. I can't find them for some reason, but these are the kind of things that should be in the FAQ: Very specific, concrete questions about a particular and common scenario.--[[User:Ar-Pharazon|Ar-Pharazon]] 22:01, 28 May 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Ar-Pharazon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Troubleshooting&amp;diff=115834</id>
		<title>Troubleshooting</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Troubleshooting&amp;diff=115834"/>
		<updated>2010-05-28T21:59:06Z</updated>

		<summary type="html">&lt;p&gt;Ar-Pharazon: Created page with 'Dwarf Fortress has only one person writing its code. There's a lot of it, and a lot that is quite new, so it's unfortunately inevitable that some imperfections creep in. The game…'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Dwarf Fortress has only one person writing its code. There's a lot of it, and a lot that is quite new, so it's unfortunately inevitable that some imperfections creep in. The game itself, while not particularly &amp;quot;hard&amp;quot; in the traditional sense (especially the later versions), is complex, and it's easy to become confused.&lt;br /&gt;
&lt;br /&gt;
This page exists so that when you run into the above, you can come here and hopefully solve your problem. Ain't that neat? Yeah, we people are cool like that on this wiki.&lt;br /&gt;
&lt;br /&gt;
== What? How? Why? (FAQ) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Was that... Supposed to happen? ==&lt;br /&gt;
&lt;br /&gt;
Unfortunately, DF is not immune to bugs in the code. Some can be quite prominent. While Toady fixes them as fast as he can, you might find some workarounds on the [[DF2010:Known bugs and issues|known bugs]] page.&lt;br /&gt;
&lt;br /&gt;
== This page can't help me! ==&lt;br /&gt;
&lt;br /&gt;
Not to worry, there's plenty of DF players out there- often they'll gladly help you figure out your particular daunting dwarvish dilemma. Remember to be polite and searching for previously answered questions (when applicable).&lt;br /&gt;
&lt;br /&gt;
Forums:&lt;br /&gt;
*[http://www.bay12games.com/forum/index.php Official Forums] &lt;br /&gt;
*[http://forums.xkcd.com/viewtopic.php?f=21&amp;amp;t=19469&amp;amp;start=0&amp;amp;st=0&amp;amp;sk=t&amp;amp;sd=a xkcd Thread] &lt;br /&gt;
*[http://www.gamingsteve.com/blab/index.php?topic=6350.0 GamingSteve Thread]&lt;br /&gt;
*[http://www.cracked.com/forums/topic/28476/dwarf-fortress Cracked Thread]&lt;br /&gt;
*[http://forums.penny-arcade.com/showthread.php?t=116092 Penny-Arcade Thread]&lt;br /&gt;
*[http://dwarvenpassion.smfforfree3.com/index.php Dwarves with a Passion]&lt;br /&gt;
*[http://www.facepunch.com/showthread.php?t=908019 Facepunch Studios Thread]&lt;br /&gt;
*[http://forum.team17.com/showthread.php?t=30824 Team17 Forum Thread]&lt;br /&gt;
*[http://www.reddit.com/r/dwarffortress/ Reddit]&lt;br /&gt;
*[http://forums.somethingawful.com/showthread.php?threadid=3293395 Something Awful]&lt;br /&gt;
*[http://www.xspore.com/community/dwarf-fortress/ xSpore]&lt;br /&gt;
*[http://episteme.arstechnica.com/eve/forums/a/tpc/f/39309975/m/943000156931/p/1 Ars Technica]&lt;br /&gt;
*[http://www.gamerswithjobs.com/node/42890 GamersWithJobs Thread]&lt;br /&gt;
*[http://springrts.com/phpbb/viewtopic.php?f=10&amp;amp;t=10908 SpringRTS Thread]&lt;br /&gt;
*[http://forums.librejeu.fr/index.php?page=Board&amp;amp;boardID=3 French forum]&lt;br /&gt;
*[http://forum.canardpc.com/showthread.php?t=3652 Canard PC Thread (Fr)]&lt;br /&gt;
*[http://dwarf.forumczech.com/forum.htm Ceske a slovenské forum (cz/sk)]&lt;br /&gt;
&lt;br /&gt;
[[IRC|IRC Channels]]:&lt;br /&gt;
*[irc://irc.newnet.net/bay12games #bay12games] on newnet.net&lt;br /&gt;
*[irc://irc.synirc.net/df #df] on synirc.net&lt;br /&gt;
*[irc://irc.quakenet.org/DwarfFortress #DwarfFortress] on quakenet.org&lt;br /&gt;
*[irc://irc.tellaerad.net/DF #DF] on tellaerad.net&lt;br /&gt;
*[irc://irc.rizon.net/brofortress #brofortress] on rizon.net&lt;br /&gt;
&lt;br /&gt;
Other Wikis:&lt;br /&gt;
*[http://www.dwarffortress.fr/wiki Le Wiki Français ]&lt;br /&gt;
*[http://dwarffortress.if.land.to/ The Japanese (????) Wiki ]&lt;br /&gt;
*[http://www.dfwk.ru The Russian Wiki ]&lt;br /&gt;
*[[Dwarf_Fortress_Italia| Wiki Italiano]]&lt;/div&gt;</summary>
		<author><name>Ar-Pharazon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Main_Page&amp;diff=115833</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Main_Page&amp;diff=115833"/>
		<updated>2010-05-28T21:43:04Z</updated>

		<summary type="html">&lt;p&gt;Ar-Pharazon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;h1 style=&amp;quot;text-align: center;&amp;quot;&amp;gt;The Dwarf Fortress Wiki&amp;lt;/h1&amp;gt;&lt;br /&gt;
&amp;lt;!--  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
***************************************************************************************************&lt;br /&gt;
*****************DO THE FOLLOWING IF THE SHOWN VERSION OR RELEASE DATE IS WRONG********************&lt;br /&gt;
***************************************************************************************************&lt;br /&gt;
- Edit the part of [[Template:current/version]] before the noinclude tag to reflect the appropriate version&lt;br /&gt;
- Edit the part of [[Template:current/lastupdate]] before the noinclude to show the release date for that version&lt;br /&gt;
&lt;br /&gt;
That will update the version info for every page on the wiki that uses these templates (including the main page)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
/--&amp;gt;&lt;br /&gt;
{{Main page progress bar|DF2010|height=10}}&lt;br /&gt;
 &amp;lt;p style=&amp;quot;text-align: center; font-weight: bold;&amp;quot;&amp;gt;[[40d:Main_Page|Click here to view the main page for Dwarf Fortress version 40d.]]&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;max-width: 48em; margin: 0 auto 0em;&amp;quot;&amp;gt;&lt;br /&gt;
[[Welcome]] to the Dwarf Fortress Wiki. This is a collection of user-submitted guides, information and advice for &amp;lt;!-- the [http://en.wikipedia.org/wiki/Roguelike Roguelike] game --&amp;gt; [http://www.bay12games.com/dwarves/ &amp;quot;Dwarf Fortress&amp;quot;]. Dwarf Fortress is a game for Windows, Linux and Mac, developed by [http://www.bay12games.com/ Bay 12 Games] featuring two modes of play, distinct, randomly-generated worlds (complete with terrain, wildlife and legends), gruesome combat mechanics and alcohol dependency. The wiki currently has '''{{TEMPLATE:NUMBEROFARTICLES}} articles'''.&lt;br /&gt;
&amp;lt;/p&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;!--   &lt;br /&gt;
&lt;br /&gt;
The following places semi random quotes in the quote boxes on the main page. &lt;br /&gt;
It selects from the quote list in [[Main Page/Quote]].&lt;br /&gt;
There are instructions for adding a quote on the talk page.&lt;br /&gt;
/--&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 48em; margin: 0 auto; text-align: center&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left; margin-right: 1em&amp;quot;&amp;gt;{{Quote Box|{{sg}}}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; margin-left: 1em&amp;quot;&amp;gt;{{Quote Box|{{:Main Page/Quote|1}}}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{news}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 90%; max-width: 50em; margin: 0 auto; border-spacing: 1em; clear: both&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;vertical-align: top&amp;quot; |&lt;br /&gt;
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{| style=&amp;quot;width: 100%; background: #fdc; border: 1px solid #a44; border-left-color:#faa; border-top-color:#faa; text-align: center&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;color: #fff; background: #d66; border: 1px solid #a44; border-left-color:#faa; border-top-color:#faa; padding: 0.2em 0.5em&amp;quot; | '''New to Dwarf Fortress?'''&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 33%&amp;quot; | [[:Dwarf Fortress:About|About Dwarf Fortress]]&lt;br /&gt;
| style=&amp;quot;width: 33%&amp;quot; | [[Tutorials|How to Set Up and Play Dwarf Fortress]]&lt;br /&gt;
| style=&amp;quot;width: 33%&amp;quot; | [[Frequently Asked Questions]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 33%&amp;quot; | [[Important advice]]&lt;br /&gt;
| style=&amp;quot;width: 33%&amp;quot; | [[Troubleshooting]]&lt;br /&gt;
| style=&amp;quot;width: 33%&amp;quot; | [[Starting build]]s&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 33%&amp;quot; | [[Game Basics]]&lt;br /&gt;
| style=&amp;quot;width: 33%&amp;quot; | [[Game development]]&lt;br /&gt;
| style=&amp;quot;width: 33%&amp;quot; | [[IRC|Get help from online chat]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 50%; vertical-align: top&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 100%; background: #ccf; border: 1px solid #24a; border-left-color:#79f; border-top-color:#79f; text-align: center; margin-bottom: 1em&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;color: #fff; background: #46c; border: 1px solid #24a; border-left-color:#79f; border-top-color:#79f; padding: 0.2em 0.5em&amp;quot; | '''Playing Dwarf Fortress'''&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Dwarf fortress mode|Fortress mode]]&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Adventurer mode]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Reclaim fortress mode|Reclaim fortress]]&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Legends]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Design strategies]]&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Local map features]]&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[:Category:Bloodline_Games|Bloodline games]]&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Stories]]&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[DF2010:Arena|The Arena]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 100%; background: #ccf; border: 1px solid #24a; border-left-color:#79f; border-top-color:#79f; text-align: center; margin-bottom: 1em&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;color: #fff; background: #46c; border: 1px solid #24a; border-left-color:#79f; border-top-color:#79f; padding: 0.2em 0.5em&amp;quot; | '''Gameplay elements'''&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Activity zone]]s&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Farming]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Building]]&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Combat]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Creatures]]&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[:Category:Designations|Designations]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Military]]&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Noble]]s&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Rooms]]&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Skill]]s&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Stockpile]]s&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Workshop]]s&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Economics]]&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Mining]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Location]]&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Fun]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;width: 50%; vertical-align: top&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 100%; background: #ccf; border: 1px solid #24a; border-left-color:#79f; border-top-color:#79f; text-align: center; margin-bottom: 1em&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;color: #fff; background: #46c; border: 1px solid #24a; border-left-color:#79f; border-top-color:#79f; padding: 0.2em 0.5em&amp;quot; | '''Wiki articles by category'''&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[:Category:Dwarves|Dwarves]]&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[:Category:World|World]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[:Category:Buildings|Buildings]]&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[:Category:Mods|Mods]]&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;width:50%&amp;quot; | [[:Category:Items|Items]]&lt;br /&gt;
| style=&amp;quot;width:50%&amp;quot; | [[:Category:Interface|Interface]]&lt;br /&gt;
|- &lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | [[Special:Categories|All Categories]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 100%; background: #ccf; border: 1px solid #24a; border-left-color:#79f; border-top-color:#79f; text-align: center&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;color: #fff; background: #46c; border: 1px solid #24a; border-left-color:#79f; border-top-color:#79f; padding: 0.2em 0.5em&amp;quot; | '''Metagame editing and advice'''&lt;br /&gt;
|-&lt;br /&gt;
| [[World generation]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Technical tricks]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Utilities]]&lt;br /&gt;
|- &lt;br /&gt;
| '''[[Known bugs and issues]]'''&lt;br /&gt;
|- &lt;br /&gt;
| [[System requirements]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Cheating]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Maximizing framerate]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Tilesets]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Modding Guide]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;vertical-align: top&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 100%; background: #ddd; border: 1px solid #777; border-left-color:#bbb; border-top-color:#bbb;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;color: #fff; background: #999; border: 1px solid #777; border-left-color:#bbb; border-top-color:#bbb; padding: 0.2em 0.5em; text-align: center&amp;quot; | '''Links'''&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;text-align: left; padding: 0.1em 0.5em&amp;quot; | Forums:&lt;br /&gt;
| [http://www.bay12games.com/forum/index.php Official Forums], [http://forums.xkcd.com/viewtopic.php?f=21&amp;amp;t=19469&amp;amp;start=0&amp;amp;st=0&amp;amp;sk=t&amp;amp;sd=a xkcd Thread], [http://www.gamingsteve.com/blab/index.php?topic=6350.0 GamingSteve Thread], [http://www.cracked.com/forums/topic/28476/dwarf-fortress Cracked Thread], [http://forums.penny-arcade.com/showthread.php?t=116092 Penny-Arcade Thread], [http://dwarvenpassion.smfforfree3.com/index.php Dwarves with a Passion], [http://www.facepunch.com/showthread.php?t=908019 Facepunch Studios Thread], [http://forum.team17.com/showthread.php?t=30824 Team17 Forum Thread], [http://www.reddit.com/r/dwarffortress/ Reddit], [http://forums.somethingawful.com/showthread.php?threadid=3293395 Something Awful], [http://www.xspore.com/community/dwarf-fortress/ xSpore], [http://episteme.arstechnica.com/eve/forums/a/tpc/f/39309975/m/943000156931/p/1 Ars Technica], [http://www.gamerswithjobs.com/node/42890 GamersWithJobs Thread], [http://springrts.com/phpbb/viewtopic.php?f=10&amp;amp;t=10908 SpringRTS Thread], [http://forums.librejeu.fr/index.php?page=Board&amp;amp;boardID=3 French forum] ,[http://forum.canardpc.com/showthread.php?t=3652 Canard PC Thread (Fr)], [http://dwarf.forumczech.com/forum.htm Česke a slovenské forum (cz/sk)]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left; padding: 0.1em 0.5em&amp;quot; | Blogs:&lt;br /&gt;
| [http://jreengusoccurring.blogspot.com/ Jreengus Occuring: A Dwarf Fortress blog], [http://dfc.smackjeeves.com/ Strike the Earth!]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left; padding: 0.1em 0.5em&amp;quot; | [[IRC|IRC Channels]]:&lt;br /&gt;
| [irc://irc.newnet.net/bay12games #bay12games] on newnet.net, [irc://irc.synirc.net/df #df] on synirc.net, [irc://irc.quakenet.org/DwarfFortress #DwarfFortress] on quakenet.org, [irc://irc.tellaerad.net/DF #DF] on tellaerad.net and [irc://irc.rizon.net/brofortress #brofortress] on rizon.net.&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left; padding: 0.1em 0.5em&amp;quot; | Other Wikis:&lt;br /&gt;
| [http://www.dwarffortress.fr/wiki Le Wiki Français ], [http://dwarffortress.if.land.to/ The Japanese (日本語) Wiki ], [http://www.dfwk.ru The Russian Wiki ], [[Dwarf_Fortress_Italia| Wiki Italiano]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left; padding: 0.1em 0.5em&amp;quot; | Useful Links:&lt;br /&gt;
| [http://mkv25.net/dfma/ Dwarf Fortress Map Archive], [http://dffd.wimbli.com/ Dwarf Fortress File Depot (DFFD)], [http://dfstories.com/ Dwarf Fortress Stories]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left; padding: 0.1em 0.5em&amp;quot; | Archives:&lt;br /&gt;
| [[23a:Main Page|v0.23.130.23a Wiki]]&amp;lt;sup&amp;gt;[http://web.archive.org/web/20080221163738rn_1/archive.dwarffortresswiki.net/index.php/Main_Page (archive.org snapshot)]&amp;lt;/sup&amp;gt;, [[40d:Main Page|v0.28.181.40d Wiki]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
[[Category:Wiki]]&lt;br /&gt;
&lt;br /&gt;
	&lt;br /&gt;
[[ru:Заглавная_страница]]&lt;br /&gt;
[[fr:Accueil]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;norate&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Ar-Pharazon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Main_Page&amp;diff=115829</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Main_Page&amp;diff=115829"/>
		<updated>2010-05-28T21:26:47Z</updated>

		<summary type="html">&lt;p&gt;Ar-Pharazon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;h1 style=&amp;quot;text-align: center;&amp;quot;&amp;gt;The Dwarf Fortress Wiki&amp;lt;/h1&amp;gt;&lt;br /&gt;
&amp;lt;!--  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
***************************************************************************************************&lt;br /&gt;
*****************DO THE FOLLOWING IF THE SHOWN VERSION OR RELEASE DATE IS WRONG********************&lt;br /&gt;
***************************************************************************************************&lt;br /&gt;
- Edit the part of [[Template:current/version]] before the noinclude tag to reflect the appropriate version&lt;br /&gt;
- Edit the part of [[Template:current/lastupdate]] before the noinclude to show the release date for that version&lt;br /&gt;
&lt;br /&gt;
That will update the version info for every page on the wiki that uses these templates (including the main page)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
/--&amp;gt;&lt;br /&gt;
{{Main page progress bar|DF2010|height=10}}&lt;br /&gt;
 &amp;lt;p style=&amp;quot;text-align: center; font-weight: bold;&amp;quot;&amp;gt;[[40d:Main_Page|Click here to view the main page for Dwarf Fortress version 40d.]]&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;max-width: 48em; margin: 0 auto 0em;&amp;quot;&amp;gt;&lt;br /&gt;
[[Welcome]] to the Dwarf Fortress Wiki. This is a collection of user-submitted guides, information and advice for &amp;lt;!-- the [http://en.wikipedia.org/wiki/Roguelike Roguelike] game --&amp;gt; [http://www.bay12games.com/dwarves/ &amp;quot;Dwarf Fortress&amp;quot;]. Dwarf Fortress is a game for Windows, Linux and Mac, developed by [http://www.bay12games.com/ Bay 12 Games] featuring two modes of play, distinct, randomly-generated worlds (complete with terrain, wildlife and legends), gruesome combat mechanics and alcohol dependency. The wiki currently has '''{{TEMPLATE:NUMBEROFARTICLES}} articles'''.&lt;br /&gt;
&amp;lt;/p&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;!--   &lt;br /&gt;
&lt;br /&gt;
The following places semi random quotes in the quote boxes on the main page. &lt;br /&gt;
It selects from the quote list in [[Main Page/Quote]].&lt;br /&gt;
There are instructions for adding a quote on the talk page.&lt;br /&gt;
/--&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 48em; margin: 0 auto; text-align: center&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left; margin-right: 1em&amp;quot;&amp;gt;{{Quote Box|{{sg}}}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; margin-left: 1em&amp;quot;&amp;gt;{{Quote Box|{{:Main Page/Quote|1}}}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{news}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 90%; max-width: 50em; margin: 0 auto; border-spacing: 1em; clear: both&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;vertical-align: top&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 100%; background: #fdc; border: 1px solid #a44; border-left-color:#faa; border-top-color:#faa; text-align: center&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;color: #fff; background: #d66; border: 1px solid #a44; border-left-color:#faa; border-top-color:#faa; padding: 0.2em 0.5em&amp;quot; | '''New to Dwarf Fortress?'''&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 33%&amp;quot; | [[:Dwarf Fortress:About|About Dwarf Fortress]]&lt;br /&gt;
| style=&amp;quot;width: 33%&amp;quot; | [[Tutorials|How to Set Up and Play Dwarf Fortress]]&lt;br /&gt;
| style=&amp;quot;width: 33%&amp;quot; | [[Frequently Asked Questions]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 33%&amp;quot; | [[Important advice]]&lt;br /&gt;
| style=&amp;quot;width: 33%&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width: 33%&amp;quot; | [[Starting build]]s&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 33%&amp;quot; | [[The Non-Dwarf's Guide to Rock|Non-Dwarf's Guide to Rock]]&lt;br /&gt;
| style=&amp;quot;width: 33%&amp;quot; | [[Game development]]&lt;br /&gt;
| style=&amp;quot;width: 33%&amp;quot; | [[IRC|Get help from online chat]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 50%; vertical-align: top&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 100%; background: #ccf; border: 1px solid #24a; border-left-color:#79f; border-top-color:#79f; text-align: center; margin-bottom: 1em&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;color: #fff; background: #46c; border: 1px solid #24a; border-left-color:#79f; border-top-color:#79f; padding: 0.2em 0.5em&amp;quot; | '''Playing Dwarf Fortress'''&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Dwarf fortress mode|Fortress mode]]&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Adventurer mode]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Reclaim fortress mode|Reclaim fortress]]&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Legends]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Design strategies]]&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Local map features]]&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[:Category:Bloodline_Games|Bloodline games]]&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Stories]]&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[DF2010:Arena|The Arena]]&lt;br /&gt;
|}&lt;br /&gt;
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{| style=&amp;quot;width: 100%; background: #ccf; border: 1px solid #24a; border-left-color:#79f; border-top-color:#79f; text-align: center; margin-bottom: 1em&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;color: #fff; background: #46c; border: 1px solid #24a; border-left-color:#79f; border-top-color:#79f; padding: 0.2em 0.5em&amp;quot; | '''Gameplay elements'''&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Activity zone]]s&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Farming]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Building]]&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Combat]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Creatures]]&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[:Category:Designations|Designations]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Military]]&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Noble]]s&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Rooms]]&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Skill]]s&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Stockpile]]s&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Workshop]]s&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Economics]]&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Mining]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Location]]&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Fun]]&lt;br /&gt;
|}&lt;br /&gt;
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| style=&amp;quot;width: 50%; vertical-align: top&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 100%; background: #ccf; border: 1px solid #24a; border-left-color:#79f; border-top-color:#79f; text-align: center; margin-bottom: 1em&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;color: #fff; background: #46c; border: 1px solid #24a; border-left-color:#79f; border-top-color:#79f; padding: 0.2em 0.5em&amp;quot; | '''Wiki articles by category'''&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[:Category:Dwarves|Dwarves]]&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[:Category:World|World]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[:Category:Buildings|Buildings]]&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[:Category:Mods|Mods]]&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;width:50%&amp;quot; | [[:Category:Items|Items]]&lt;br /&gt;
| style=&amp;quot;width:50%&amp;quot; | [[:Category:Interface|Interface]]&lt;br /&gt;
|- &lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | [[Special:Categories|All Categories]]&lt;br /&gt;
|}&lt;br /&gt;
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{| style=&amp;quot;width: 100%; background: #ccf; border: 1px solid #24a; border-left-color:#79f; border-top-color:#79f; text-align: center&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;color: #fff; background: #46c; border: 1px solid #24a; border-left-color:#79f; border-top-color:#79f; padding: 0.2em 0.5em&amp;quot; | '''Metagame editing and advice'''&lt;br /&gt;
|-&lt;br /&gt;
| [[World generation]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Technical tricks]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Utilities]]&lt;br /&gt;
|- &lt;br /&gt;
| '''[[Known bugs and issues]]'''&lt;br /&gt;
|- &lt;br /&gt;
| [[System requirements]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Cheating]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Maximizing framerate]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Tilesets]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Modding Guide]]&lt;br /&gt;
|}&lt;br /&gt;
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|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;vertical-align: top&amp;quot; |&lt;br /&gt;
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{| style=&amp;quot;width: 100%; background: #ddd; border: 1px solid #777; border-left-color:#bbb; border-top-color:#bbb;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;color: #fff; background: #999; border: 1px solid #777; border-left-color:#bbb; border-top-color:#bbb; padding: 0.2em 0.5em; text-align: center&amp;quot; | '''Links'''&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;text-align: left; padding: 0.1em 0.5em&amp;quot; | Forums:&lt;br /&gt;
| [http://www.bay12games.com/forum/index.php Official Forums], [http://forums.xkcd.com/viewtopic.php?f=21&amp;amp;t=19469&amp;amp;start=0&amp;amp;st=0&amp;amp;sk=t&amp;amp;sd=a xkcd Thread], [http://www.gamingsteve.com/blab/index.php?topic=6350.0 GamingSteve Thread], [http://www.cracked.com/forums/topic/28476/dwarf-fortress Cracked Thread], [http://forums.penny-arcade.com/showthread.php?t=116092 Penny-Arcade Thread], [http://dwarvenpassion.smfforfree3.com/index.php Dwarves with a Passion], [http://www.facepunch.com/showthread.php?t=908019 Facepunch Studios Thread], [http://forum.team17.com/showthread.php?t=30824 Team17 Forum Thread], [http://www.reddit.com/r/dwarffortress/ Reddit], [http://forums.somethingawful.com/showthread.php?threadid=3293395 Something Awful], [http://www.xspore.com/community/dwarf-fortress/ xSpore], [http://episteme.arstechnica.com/eve/forums/a/tpc/f/39309975/m/943000156931/p/1 Ars Technica], [http://www.gamerswithjobs.com/node/42890 GamersWithJobs Thread], [http://springrts.com/phpbb/viewtopic.php?f=10&amp;amp;t=10908 SpringRTS Thread], [http://forums.librejeu.fr/index.php?page=Board&amp;amp;boardID=3 French forum] ,[http://forum.canardpc.com/showthread.php?t=3652 Canard PC Thread (Fr)], [http://dwarf.forumczech.com/forum.htm Česke a slovenské forum (cz/sk)]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left; padding: 0.1em 0.5em&amp;quot; | Blogs:&lt;br /&gt;
| [http://jreengusoccurring.blogspot.com/ Jreengus Occuring: A Dwarf Fortress blog], [http://dfc.smackjeeves.com/ Strike the Earth!]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left; padding: 0.1em 0.5em&amp;quot; | [[IRC|IRC Channels]]:&lt;br /&gt;
| [irc://irc.newnet.net/bay12games #bay12games] on newnet.net, [irc://irc.synirc.net/df #df] on synirc.net, [irc://irc.quakenet.org/DwarfFortress #DwarfFortress] on quakenet.org, [irc://irc.tellaerad.net/DF #DF] on tellaerad.net and [irc://irc.rizon.net/brofortress #brofortress] on rizon.net.&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left; padding: 0.1em 0.5em&amp;quot; | Other Wikis:&lt;br /&gt;
| [http://www.dwarffortress.fr/wiki Le Wiki Français ], [http://dwarffortress.if.land.to/ The Japanese (日本語) Wiki ], [http://www.dfwk.ru The Russian Wiki ], [[Dwarf_Fortress_Italia| Wiki Italiano]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left; padding: 0.1em 0.5em&amp;quot; | Useful Links:&lt;br /&gt;
| [http://mkv25.net/dfma/ Dwarf Fortress Map Archive], [http://dffd.wimbli.com/ Dwarf Fortress File Depot (DFFD)], [http://dfstories.com/ Dwarf Fortress Stories]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left; padding: 0.1em 0.5em&amp;quot; | Archives:&lt;br /&gt;
| [[23a:Main Page|v0.23.130.23a Wiki]]&amp;lt;sup&amp;gt;[http://web.archive.org/web/20080221163738rn_1/archive.dwarffortresswiki.net/index.php/Main_Page (archive.org snapshot)]&amp;lt;/sup&amp;gt;, [[40d:Main Page|v0.28.181.40d Wiki]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
[[Category:Wiki]]&lt;br /&gt;
&lt;br /&gt;
	&lt;br /&gt;
[[ru:Заглавная_страница]]&lt;br /&gt;
[[fr:Accueil]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;norate&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Ar-Pharazon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Main_Page&amp;diff=115828</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Main_Page&amp;diff=115828"/>
		<updated>2010-05-28T21:19:46Z</updated>

		<summary type="html">&lt;p&gt;Ar-Pharazon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;h1 style=&amp;quot;text-align: center;&amp;quot;&amp;gt;The Dwarf Fortress Wiki&amp;lt;/h1&amp;gt;&lt;br /&gt;
&amp;lt;!--  &lt;br /&gt;
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- Edit the part of [[Template:current/version]] before the noinclude tag to reflect the appropriate version&lt;br /&gt;
- Edit the part of [[Template:current/lastupdate]] before the noinclude to show the release date for that version&lt;br /&gt;
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{{Main page progress bar|DF2010|height=10}}&lt;br /&gt;
 &amp;lt;p style=&amp;quot;text-align: center; font-weight: bold;&amp;quot;&amp;gt;[[40d:Main_Page|Click here to view the main page for Dwarf Fortress version 40d.]]&amp;lt;/p&amp;gt;&lt;br /&gt;
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[[Welcome]] to the Dwarf Fortress Wiki. This is a collection of user-submitted guides, information and advice for &amp;lt;!-- the [http://en.wikipedia.org/wiki/Roguelike Roguelike] game --&amp;gt; [http://www.bay12games.com/dwarves/ &amp;quot;Dwarf Fortress&amp;quot;]. Dwarf Fortress is a game for Windows, Linux and Mac, developed by [http://www.bay12games.com/ Bay 12 Games] featuring two modes of play, distinct, randomly-generated worlds (complete with terrain, wildlife and legends), gruesome combat mechanics and alcohol dependency. The wiki currently has '''{{TEMPLATE:NUMBEROFARTICLES}} articles'''.&lt;br /&gt;
&amp;lt;/p&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;!--   &lt;br /&gt;
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It selects from the quote list in [[Main Page/Quote]].&lt;br /&gt;
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|+ style=&amp;quot;color: #fff; background: #d66; border: 1px solid #a44; border-left-color:#faa; border-top-color:#faa; padding: 0.2em 0.5em&amp;quot; | '''New to Dwarf Fortress?'''&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 33%&amp;quot; | [[:Dwarf Fortress:About|About Dwarf Fortress]]&lt;br /&gt;
| style=&amp;quot;width: 33%&amp;quot; | [[Tutorials|How to Set Up and Play Dwarf Fortress]]&lt;br /&gt;
| style=&amp;quot;width: 33%&amp;quot; | [[Frequently Asked Questions]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 33%&amp;quot; | [[Important advice]]&lt;br /&gt;
| style=&amp;quot;width: 33%&amp;quot; | [[40d:Your first fortress|Your first fortress(40d)]]&lt;br /&gt;
| style=&amp;quot;width: 33%&amp;quot; | [[Starting build]]s&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 33%&amp;quot; | [[The Non-Dwarf's Guide to Rock|Non-Dwarf's Guide to Rock]]&lt;br /&gt;
| style=&amp;quot;width: 33%&amp;quot; | [[Game development]]&lt;br /&gt;
| style=&amp;quot;width: 33%&amp;quot; | [[IRC|Get help from online chat]]&lt;br /&gt;
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|-&lt;br /&gt;
| style=&amp;quot;width: 33%&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width: 33%&amp;quot; | [[Indecisive's_illustrated_fortress_mode_tutorial|Indecisive's Illustrated Tutorial (40d)]]&lt;br /&gt;
| style=&amp;quot;width: 33%&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
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{| style=&amp;quot;width: 100%; background: #ccf; border: 1px solid #24a; border-left-color:#79f; border-top-color:#79f; text-align: center; margin-bottom: 1em&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;color: #fff; background: #46c; border: 1px solid #24a; border-left-color:#79f; border-top-color:#79f; padding: 0.2em 0.5em&amp;quot; | '''Playing Dwarf Fortress'''&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Dwarf fortress mode|Fortress mode]]&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Adventurer mode]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Reclaim fortress mode|Reclaim fortress]]&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Legends]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Design strategies]]&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Local map features]]&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[:Category:Bloodline_Games|Bloodline games]]&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Stories]]&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[DF2010:Arena|The Arena]]&lt;br /&gt;
|}&lt;br /&gt;
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{| style=&amp;quot;width: 100%; background: #ccf; border: 1px solid #24a; border-left-color:#79f; border-top-color:#79f; text-align: center; margin-bottom: 1em&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;color: #fff; background: #46c; border: 1px solid #24a; border-left-color:#79f; border-top-color:#79f; padding: 0.2em 0.5em&amp;quot; | '''Gameplay elements'''&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Activity zone]]s&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Farming]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Building]]&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Combat]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Creatures]]&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[:Category:Designations|Designations]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Military]]&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Noble]]s&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Rooms]]&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Skill]]s&lt;br /&gt;
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| style=&amp;quot;width: 50%&amp;quot; | [[Workshop]]s&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Economics]]&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Mining]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Location]]&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Fun]]&lt;br /&gt;
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|+ style=&amp;quot;color: #fff; background: #46c; border: 1px solid #24a; border-left-color:#79f; border-top-color:#79f; padding: 0.2em 0.5em&amp;quot; | '''Wiki articles by category'''&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[:Category:Dwarves|Dwarves]]&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[:Category:World|World]]&lt;br /&gt;
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| style=&amp;quot;width: 50%&amp;quot; | [[:Category:Buildings|Buildings]]&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[:Category:Mods|Mods]]&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;width:50%&amp;quot; | [[:Category:Items|Items]]&lt;br /&gt;
| style=&amp;quot;width:50%&amp;quot; | [[:Category:Interface|Interface]]&lt;br /&gt;
|- &lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | [[Special:Categories|All Categories]]&lt;br /&gt;
|}&lt;br /&gt;
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{| style=&amp;quot;width: 100%; background: #ccf; border: 1px solid #24a; border-left-color:#79f; border-top-color:#79f; text-align: center&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;color: #fff; background: #46c; border: 1px solid #24a; border-left-color:#79f; border-top-color:#79f; padding: 0.2em 0.5em&amp;quot; | '''Metagame editing and advice'''&lt;br /&gt;
|-&lt;br /&gt;
| [[World generation]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Technical tricks]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Utilities]]&lt;br /&gt;
|- &lt;br /&gt;
| '''[[Known bugs and issues]]'''&lt;br /&gt;
|- &lt;br /&gt;
| [[System requirements]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Cheating]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Maximizing framerate]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Tilesets]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Modding Guide]]&lt;br /&gt;
|}&lt;br /&gt;
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|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;vertical-align: top&amp;quot; |&lt;br /&gt;
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{| style=&amp;quot;width: 100%; background: #ddd; border: 1px solid #777; border-left-color:#bbb; border-top-color:#bbb;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;color: #fff; background: #999; border: 1px solid #777; border-left-color:#bbb; border-top-color:#bbb; padding: 0.2em 0.5em; text-align: center&amp;quot; | '''Links'''&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;text-align: left; padding: 0.1em 0.5em&amp;quot; | Forums:&lt;br /&gt;
| [http://www.bay12games.com/forum/index.php Official Forums], [http://forums.xkcd.com/viewtopic.php?f=21&amp;amp;t=19469&amp;amp;start=0&amp;amp;st=0&amp;amp;sk=t&amp;amp;sd=a xkcd Thread], [http://www.gamingsteve.com/blab/index.php?topic=6350.0 GamingSteve Thread], [http://www.cracked.com/forums/topic/28476/dwarf-fortress Cracked Thread], [http://forums.penny-arcade.com/showthread.php?t=116092 Penny-Arcade Thread], [http://dwarvenpassion.smfforfree3.com/index.php Dwarves with a Passion], [http://www.facepunch.com/showthread.php?t=908019 Facepunch Studios Thread], [http://forum.team17.com/showthread.php?t=30824 Team17 Forum Thread], [http://www.reddit.com/r/dwarffortress/ Reddit], [http://forums.somethingawful.com/showthread.php?threadid=3293395 Something Awful], [http://www.xspore.com/community/dwarf-fortress/ xSpore], [http://episteme.arstechnica.com/eve/forums/a/tpc/f/39309975/m/943000156931/p/1 Ars Technica], [http://www.gamerswithjobs.com/node/42890 GamersWithJobs Thread], [http://springrts.com/phpbb/viewtopic.php?f=10&amp;amp;t=10908 SpringRTS Thread], [http://forums.librejeu.fr/index.php?page=Board&amp;amp;boardID=3 French forum] ,[http://forum.canardpc.com/showthread.php?t=3652 Canard PC Thread (Fr)], [http://dwarf.forumczech.com/forum.htm Česke a slovenské forum (cz/sk)]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left; padding: 0.1em 0.5em&amp;quot; | Blogs:&lt;br /&gt;
| [http://jreengusoccurring.blogspot.com/ Jreengus Occuring: A Dwarf Fortress blog], [http://dfc.smackjeeves.com/ Strike the Earth!]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left; padding: 0.1em 0.5em&amp;quot; | [[IRC|IRC Channels]]:&lt;br /&gt;
| [irc://irc.newnet.net/bay12games #bay12games] on newnet.net, [irc://irc.synirc.net/df #df] on synirc.net, [irc://irc.quakenet.org/DwarfFortress #DwarfFortress] on quakenet.org, [irc://irc.tellaerad.net/DF #DF] on tellaerad.net and [irc://irc.rizon.net/brofortress #brofortress] on rizon.net.&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left; padding: 0.1em 0.5em&amp;quot; | Other Wikis:&lt;br /&gt;
| [http://www.dwarffortress.fr/wiki Le Wiki Français ], [http://dwarffortress.if.land.to/ The Japanese (日本語) Wiki ], [http://www.dfwk.ru The Russian Wiki ], [[Dwarf_Fortress_Italia| Wiki Italiano]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left; padding: 0.1em 0.5em&amp;quot; | Useful Links:&lt;br /&gt;
| [http://mkv25.net/dfma/ Dwarf Fortress Map Archive], [http://dffd.wimbli.com/ Dwarf Fortress File Depot (DFFD)], [http://dfstories.com/ Dwarf Fortress Stories]&lt;br /&gt;
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! style=&amp;quot;text-align: left; padding: 0.1em 0.5em&amp;quot; | Archives:&lt;br /&gt;
| [[23a:Main Page|v0.23.130.23a Wiki]]&amp;lt;sup&amp;gt;[http://web.archive.org/web/20080221163738rn_1/archive.dwarffortresswiki.net/index.php/Main_Page (archive.org snapshot)]&amp;lt;/sup&amp;gt;, [[40d:Main Page|v0.28.181.40d Wiki]]&lt;br /&gt;
|}&lt;br /&gt;
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&amp;lt;div id=&amp;quot;norate&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Ar-Pharazon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Talk:Tutorials&amp;diff=115798</id>
		<title>Talk:Tutorials</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Talk:Tutorials&amp;diff=115798"/>
		<updated>2010-05-28T18:51:51Z</updated>

		<summary type="html">&lt;p&gt;Ar-Pharazon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;:'''If you want to write a tutorial:''' Awesome! Please have a look at which categories are lacking (or empty! *gasp*) and consider making one for those. Or if you want, create a new category entirely! Just try to keep the categories simple- remember, people who have never played this game are going to read this page.&lt;br /&gt;
&lt;br /&gt;
:The version should best be 0.31 - most new people will probably start with it, and we have many 40d guides but few for 0.31. There's also some [[military|pesky 0.31 things]]] that even veterans have trouble with.&lt;br /&gt;
&lt;br /&gt;
:If you are confused about format, write it as a step by step how to guide (or video series). Explain exactly how to do each thing, remember to use the &amp;lt;nowiki&amp;gt;{{k|}}&amp;lt;/nowiki&amp;gt; tag: Don't tell them to dig a channel, tell them to {{k|d}}ig a c{{k|h}}annel!&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Hopefully it's clear what I was shooting for. Please add tutorials in the appropriate sections, unfortunately I am not familiar with them. It would be great if they had the proper &amp;lt;nowiki&amp;gt;{{v|}}&amp;lt;/nowiki&amp;gt; tag at the end.&lt;br /&gt;
&lt;br /&gt;
This should be the kind of page that you can show your friend who hasn't once played DF, and he'll be able to figure everything out on his own without much headache.&lt;br /&gt;
&lt;br /&gt;
[[Talk:Main_Page#Tutorials_clutter|My post]] where I discussed creating this page.--[[User:Ar-Pharazon|Ar-Pharazon]] 18:37, 28 May 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Ar-Pharazon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Main_Page&amp;diff=115795</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Main_Page&amp;diff=115795"/>
		<updated>2010-05-28T18:43:43Z</updated>

		<summary type="html">&lt;p&gt;Ar-Pharazon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;h1 style=&amp;quot;text-align: center;&amp;quot;&amp;gt;The Dwarf Fortress Wiki&amp;lt;/h1&amp;gt;&lt;br /&gt;
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 &amp;lt;p style=&amp;quot;text-align: center; font-weight: bold;&amp;quot;&amp;gt;[[40d:Main_Page|Click here to view the main page for Dwarf Fortress version 40d.]]&amp;lt;/p&amp;gt;&lt;br /&gt;
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[[Welcome]] to the Dwarf Fortress Wiki. This is a collection of user-submitted guides, information and advice for &amp;lt;!-- the [http://en.wikipedia.org/wiki/Roguelike Roguelike] game --&amp;gt; [http://www.bay12games.com/dwarves/ &amp;quot;Dwarf Fortress&amp;quot;]. Dwarf Fortress is a game for Windows, Linux and Mac, developed by [http://www.bay12games.com/ Bay 12 Games] featuring two modes of play, distinct, randomly-generated worlds (complete with terrain, wildlife and legends), gruesome combat mechanics and alcohol dependency. The wiki currently has '''{{TEMPLATE:NUMBEROFARTICLES}} articles'''.&lt;br /&gt;
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|+ style=&amp;quot;color: #fff; background: #d66; border: 1px solid #a44; border-left-color:#faa; border-top-color:#faa; padding: 0.2em 0.5em&amp;quot; | '''New to Dwarf Fortress?'''&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 33%&amp;quot; | [[:Dwarf Fortress:About|About Dwarf Fortress]]&lt;br /&gt;
| style=&amp;quot;width: 33%&amp;quot; | [[Tutorials]]&lt;br /&gt;
| style=&amp;quot;width: 33%&amp;quot; | [[Frequently Asked Questions]]&lt;br /&gt;
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| style=&amp;quot;width: 33%&amp;quot; | [[Important advice]]&lt;br /&gt;
| style=&amp;quot;width: 33%&amp;quot; | [[40d:Your first fortress|Your first fortress(40d)]]&lt;br /&gt;
| style=&amp;quot;width: 33%&amp;quot; | [[Starting build]]s&lt;br /&gt;
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| style=&amp;quot;width: 33%&amp;quot; | [[The Non-Dwarf's Guide to Rock|Non-Dwarf's Guide to Rock]]&lt;br /&gt;
| style=&amp;quot;width: 33%&amp;quot; | [[Game development]]&lt;br /&gt;
| style=&amp;quot;width: 33%&amp;quot; | [[IRC|Get help from online chat]]&lt;br /&gt;
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| style=&amp;quot;width: 33%&amp;quot; | [[Indecisive's_illustrated_fortress_mode_tutorial|Indecisive's Illustrated Tutorial (40d)]]&lt;br /&gt;
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|+ style=&amp;quot;color: #fff; background: #46c; border: 1px solid #24a; border-left-color:#79f; border-top-color:#79f; padding: 0.2em 0.5em&amp;quot; | '''Playing Dwarf Fortress'''&lt;br /&gt;
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| style=&amp;quot;width: 50%&amp;quot; | [[Dwarf fortress mode|Fortress mode]]&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Adventurer mode]]&lt;br /&gt;
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| style=&amp;quot;width: 50%&amp;quot; | [[Reclaim fortress mode|Reclaim fortress]]&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Legends]]&lt;br /&gt;
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| style=&amp;quot;width: 50%&amp;quot; | [[Design strategies]]&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Local map features]]&lt;br /&gt;
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| style=&amp;quot;width: 50%&amp;quot; | [[:Category:Bloodline_Games|Bloodline games]]&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Stories]]&lt;br /&gt;
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| style=&amp;quot;width: 50%&amp;quot; | [[DF2010:Arena|The Arena]]&lt;br /&gt;
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|+ style=&amp;quot;color: #fff; background: #46c; border: 1px solid #24a; border-left-color:#79f; border-top-color:#79f; padding: 0.2em 0.5em&amp;quot; | '''Gameplay elements'''&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Activity zone]]s&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Farming]]&lt;br /&gt;
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| style=&amp;quot;width: 50%&amp;quot; | [[Building]]&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Combat]]&lt;br /&gt;
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| style=&amp;quot;width: 50%&amp;quot; | [[Creatures]]&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[:Category:Designations|Designations]]&lt;br /&gt;
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| style=&amp;quot;width: 50%&amp;quot; | [[Military]]&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Noble]]s&lt;br /&gt;
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| style=&amp;quot;width: 50%&amp;quot; | [[Rooms]]&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Skill]]s&lt;br /&gt;
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| style=&amp;quot;width: 50%&amp;quot; | [[Workshop]]s&lt;br /&gt;
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| style=&amp;quot;width: 50%&amp;quot; | [[Economics]]&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Mining]]&lt;br /&gt;
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| style=&amp;quot;width: 50%&amp;quot; | [[Location]]&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Fun]]&lt;br /&gt;
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|+ style=&amp;quot;color: #fff; background: #46c; border: 1px solid #24a; border-left-color:#79f; border-top-color:#79f; padding: 0.2em 0.5em&amp;quot; | '''Wiki articles by category'''&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[:Category:Dwarves|Dwarves]]&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[:Category:World|World]]&lt;br /&gt;
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| style=&amp;quot;width: 50%&amp;quot; | [[:Category:Buildings|Buildings]]&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[:Category:Mods|Mods]]&lt;br /&gt;
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| style=&amp;quot;width:50%&amp;quot; | [[:Category:Items|Items]]&lt;br /&gt;
| style=&amp;quot;width:50%&amp;quot; | [[:Category:Interface|Interface]]&lt;br /&gt;
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{| style=&amp;quot;width: 100%; background: #ccf; border: 1px solid #24a; border-left-color:#79f; border-top-color:#79f; text-align: center&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;color: #fff; background: #46c; border: 1px solid #24a; border-left-color:#79f; border-top-color:#79f; padding: 0.2em 0.5em&amp;quot; | '''Metagame editing and advice'''&lt;br /&gt;
|-&lt;br /&gt;
| [[World generation]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Technical tricks]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Utilities]]&lt;br /&gt;
|- &lt;br /&gt;
| '''[[Known bugs and issues]]'''&lt;br /&gt;
|- &lt;br /&gt;
| [[System requirements]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Cheating]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Maximizing framerate]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Tilesets]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Modding Guide]]&lt;br /&gt;
|}&lt;br /&gt;
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{| style=&amp;quot;width: 100%; background: #ddd; border: 1px solid #777; border-left-color:#bbb; border-top-color:#bbb;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;color: #fff; background: #999; border: 1px solid #777; border-left-color:#bbb; border-top-color:#bbb; padding: 0.2em 0.5em; text-align: center&amp;quot; | '''Links'''&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;text-align: left; padding: 0.1em 0.5em&amp;quot; | Forums:&lt;br /&gt;
| [http://www.bay12games.com/forum/index.php Official Forums], [http://forums.xkcd.com/viewtopic.php?f=21&amp;amp;t=19469&amp;amp;start=0&amp;amp;st=0&amp;amp;sk=t&amp;amp;sd=a xkcd Thread], [http://www.gamingsteve.com/blab/index.php?topic=6350.0 GamingSteve Thread], [http://www.cracked.com/forums/topic/28476/dwarf-fortress Cracked Thread], [http://forums.penny-arcade.com/showthread.php?t=116092 Penny-Arcade Thread], [http://dwarvenpassion.smfforfree3.com/index.php Dwarves with a Passion], [http://www.facepunch.com/showthread.php?t=908019 Facepunch Studios Thread], [http://forum.team17.com/showthread.php?t=30824 Team17 Forum Thread], [http://www.reddit.com/r/dwarffortress/ Reddit], [http://forums.somethingawful.com/showthread.php?threadid=3293395 Something Awful], [http://www.xspore.com/community/dwarf-fortress/ xSpore], [http://episteme.arstechnica.com/eve/forums/a/tpc/f/39309975/m/943000156931/p/1 Ars Technica], [http://www.gamerswithjobs.com/node/42890 GamersWithJobs Thread], [http://springrts.com/phpbb/viewtopic.php?f=10&amp;amp;t=10908 SpringRTS Thread], [http://forums.librejeu.fr/index.php?page=Board&amp;amp;boardID=3 French forum] ,[http://forum.canardpc.com/showthread.php?t=3652 Canard PC Thread (Fr)], [http://dwarf.forumczech.com/forum.htm Česke a slovenské forum (cz/sk)]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left; padding: 0.1em 0.5em&amp;quot; | Blogs:&lt;br /&gt;
| [http://jreengusoccurring.blogspot.com/ Jreengus Occuring: A Dwarf Fortress blog], [http://dfc.smackjeeves.com/ Strike the Earth!]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left; padding: 0.1em 0.5em&amp;quot; | [[IRC|IRC Channels]]:&lt;br /&gt;
| [irc://irc.newnet.net/bay12games #bay12games] on newnet.net, [irc://irc.synirc.net/df #df] on synirc.net, [irc://irc.quakenet.org/DwarfFortress #DwarfFortress] on quakenet.org, [irc://irc.tellaerad.net/DF #DF] on tellaerad.net and [irc://irc.rizon.net/brofortress #brofortress] on rizon.net.&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left; padding: 0.1em 0.5em&amp;quot; | Other Wikis:&lt;br /&gt;
| [http://www.dwarffortress.fr/wiki Le Wiki Français ], [http://dwarffortress.if.land.to/ The Japanese (日本語) Wiki ], [http://www.dfwk.ru The Russian Wiki ], [[Dwarf_Fortress_Italia| Wiki Italiano]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left; padding: 0.1em 0.5em&amp;quot; | Useful Links:&lt;br /&gt;
| [http://mkv25.net/dfma/ Dwarf Fortress Map Archive], [http://dffd.wimbli.com/ Dwarf Fortress File Depot (DFFD)], [http://dfstories.com/ Dwarf Fortress Stories]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left; padding: 0.1em 0.5em&amp;quot; | Archives:&lt;br /&gt;
| [[23a:Main Page|v0.23.130.23a Wiki]]&amp;lt;sup&amp;gt;[http://web.archive.org/web/20080221163738rn_1/archive.dwarffortresswiki.net/index.php/Main_Page (archive.org snapshot)]&amp;lt;/sup&amp;gt;, [[40d:Main Page|v0.28.181.40d Wiki]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
[[Category:Wiki]]&lt;br /&gt;
&lt;br /&gt;
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[[ru:Заглавная_страница]]&lt;br /&gt;
[[fr:Accueil]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;norate&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Ar-Pharazon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Talk:Tutorials&amp;diff=115791</id>
		<title>Talk:Tutorials</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Talk:Tutorials&amp;diff=115791"/>
		<updated>2010-05-28T18:38:15Z</updated>

		<summary type="html">&lt;p&gt;Ar-Pharazon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hopefully it's clear what I was shooting for. Please add tutorials in the appropriate sections, unfortunately I am not familiar with them. It would be great if they had the proper &amp;lt;nowiki&amp;gt;{{v|}}&amp;lt;/nowiki&amp;gt; tag at the end.&lt;br /&gt;
&lt;br /&gt;
This should be the kind of page that you can show your friend who hasn't once played DF, and he'll be able to figure everything out on his own without much headache.&lt;br /&gt;
&lt;br /&gt;
[[Talk:Main_Page#Tutorials_clutter|My post]] where I discussed creating this page.--[[User:Ar-Pharazon|Ar-Pharazon]] 18:37, 28 May 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Ar-Pharazon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Talk:Tutorials&amp;diff=115790</id>
		<title>Talk:Tutorials</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Talk:Tutorials&amp;diff=115790"/>
		<updated>2010-05-28T18:37:30Z</updated>

		<summary type="html">&lt;p&gt;Ar-Pharazon: Created page with 'Hopefully it's clear what I was shooting for. Please add tutorials in the appropriate sections, unfortunately I am not familiar with them. It would be great if they had the prope…'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hopefully it's clear what I was shooting for. Please add tutorials in the appropriate sections, unfortunately I am not familiar with them. It would be great if they had the proper &amp;lt;nowiki&amp;gt;{{v|}}&amp;lt;/nowiki&amp;gt; tag at the end.&lt;br /&gt;
&lt;br /&gt;
This should be the kind of page that you can show your friend who hasn't once played DF, and he'll be able to figure everything out on his own without much headache.&lt;br /&gt;
&lt;br /&gt;
[[My post|Talk:Main_Page#Tutorials_clutter]] where I discussed creating this page.--[[User:Ar-Pharazon|Ar-Pharazon]] 18:37, 28 May 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Ar-Pharazon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:NoFunAllowed.jpg&amp;diff=115783</id>
		<title>File:NoFunAllowed.jpg</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:NoFunAllowed.jpg&amp;diff=115783"/>
		<updated>2010-05-28T18:05:35Z</updated>

		<summary type="html">&lt;p&gt;Ar-Pharazon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Ar-Pharazon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Quartzite&amp;diff=101374</id>
		<title>v0.31:Quartzite</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Quartzite&amp;diff=101374"/>
		<updated>2010-05-01T18:07:39Z</updated>

		<summary type="html">&lt;p&gt;Ar-Pharazon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{layerlookup/0}}{{av}}&lt;br /&gt;
{{elven}}&lt;br /&gt;
&lt;br /&gt;
'''Quartzite''' is a type of metamorphic stone.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Quartzite 2 jpg.jpg|A piece of quartzite&lt;br /&gt;
File:Quartzite_Mine_in_Kakwa_Park.JPG|A quartzite mine&lt;br /&gt;
File:Quartzite masi - no.jpg|A kind of quartzite&lt;br /&gt;
File:HatshepsutSarcophagus-ReinscribedForHerFather MuseumOfFineArtsBoston.png|&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;«☼quartzite coffin☼»*&lt;br /&gt;
File:EgyptMuseumBerlin2007029.JPG|A quartzite bust&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Rocks}}&lt;/div&gt;</summary>
		<author><name>Ar-Pharazon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Obsidian&amp;diff=98952</id>
		<title>v0.31:Obsidian</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Obsidian&amp;diff=98952"/>
		<updated>2010-04-25T08:38:28Z</updated>

		<summary type="html">&lt;p&gt;Ar-Pharazon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{layerlookup/0}}{{av}}&lt;br /&gt;
{{elven}}&lt;br /&gt;
:'''''Bug:''' Obsidian is not currently listed as an economic stone ({{key|z}} &amp;gt; stone). You cannot switch between &amp;quot;use&amp;quot; and &amp;quot;not use&amp;quot;, so you can only use obsidian for constructions if you embark in a biome with an obsidian layer. See the discussion page for a workaround.''&lt;br /&gt;
&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
'''Obsidian''' is one of the types of &amp;lt;span title=&amp;quot;or technically, volcanic glass&amp;quot;&amp;gt;{{L|stone}}&amp;lt;/span&amp;gt; that forms entire {{L|Stone#Stones forming entire layers|layer}}s.  Obsidian is also found surrounding magma pools and volcanoes, exactly 1 tile thick.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Obsidian&amp;quot; is the also name of the twelfth month of the dwarven {{L|calendar}}, covering late Winter.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Obsidian.jpg|Obsidian&lt;br /&gt;
File:ObsidianDomeCA.JPG|Obsidian rock face&lt;br /&gt;
File:Teotihuacán - Obsidianklinge.jpg|Obsidian blade&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Rocks}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Stone|O}}&lt;br /&gt;
{{Category|Igneous Extrusive Stone Layers|O}}&lt;/div&gt;</summary>
		<author><name>Ar-Pharazon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Cyclops&amp;diff=98944</id>
		<title>v0.31:Cyclops</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Cyclops&amp;diff=98944"/>
		<updated>2010-04-25T08:20:02Z</updated>

		<summary type="html">&lt;p&gt;Ar-Pharazon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{sidebar|{{gamedata}}{{CreatureInfo v0.31&lt;br /&gt;
|name=Cyclops&lt;br /&gt;
|symbol=C&lt;br /&gt;
|color={{COLOR:4:0:1}}&lt;br /&gt;
|biome=&lt;br /&gt;
* Any land&lt;br /&gt;
}}}}&lt;br /&gt;
{{av}}{{elven}}&lt;br /&gt;
&lt;br /&gt;
:''A giant humanoid monster with a single eye set in its forehead.''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Libr0328.jpg|The eye is the weakpoint.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Semi-megabeasts}}&lt;br /&gt;
{{Category|Humanoids}}&lt;/div&gt;</summary>
		<author><name>Ar-Pharazon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Brimstone&amp;diff=98942</id>
		<title>v0.31:Brimstone</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Brimstone&amp;diff=98942"/>
		<updated>2010-04-25T08:17:00Z</updated>

		<summary type="html">&lt;p&gt;Ar-Pharazon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stonelookup/0}}{{av}}{{elven}}&lt;br /&gt;
&lt;br /&gt;
'''Brimstone''' is a name for a native crystalline form of the element sulfur.  This stone will evaporate in magma.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Soufre.jpg|Brimstone is really just elemental sulfur, but it sounds cooler&lt;br /&gt;
File:Min sulfur.jpg|Sulfur crystals&lt;br /&gt;
File:Soufresicile2.jpg|Annotated image, click for details&lt;br /&gt;
File:Sulfur on vulcano.jpg|Sulfur on a volcano&lt;br /&gt;
File:SulfurReagent.jpg|Sulfur powder&lt;br /&gt;
File:Burning-sulfur.png|Sulfur burns with a blue flame, and this creates a blood-red liquid&lt;br /&gt;
File:Kawah Ijen -East Java -Indonesia -sulphur-31July2009.jpg|A man carrying slabs of sulfur&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{rocks}}&lt;/div&gt;</summary>
		<author><name>Ar-Pharazon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Peridot&amp;diff=98941</id>
		<title>v0.31:Peridot</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Peridot&amp;diff=98941"/>
		<updated>2010-04-25T08:10:32Z</updated>

		<summary type="html">&lt;p&gt;Ar-Pharazon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{gemlookup/0}}{{av}}{{elven}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Olivine-23909.jpg|Peridot is simply high quality olivine&lt;br /&gt;
File:Olivine (peridot).jpg|Another sample of olivine/peridot&lt;br /&gt;
File:Chryzolit (perydot, oliwin) - Kohestan, Pakistan. 02.jpg|Peridot&lt;br /&gt;
File:Olivine-gemmes.jpg|Cut peridot&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{jewels}}&lt;/div&gt;</summary>
		<author><name>Ar-Pharazon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Olivine&amp;diff=98939</id>
		<title>v0.31:Olivine</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Olivine&amp;diff=98939"/>
		<updated>2010-04-25T08:09:16Z</updated>

		<summary type="html">&lt;p&gt;Ar-Pharazon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{stonelookup/0}}{{elven}}Items built using '''olivine''' will be green.&lt;br /&gt;
Olivine is one of many low {{l|value}} minerals that are {{L | magma-safe}}, and can be used for floodgates and mechanisms used for the controlling of magma.&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Factual|Olivine is a magnesium iron silicate mineral with the chemical formula (Mg,Fe)&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt;SiO&amp;lt;sub&amp;gt;4&amp;lt;/sub&amp;gt;.&lt;br /&gt;
It is defined by its bright green color. Gem-quality examples of the mineral are called {{l|peridot}}. }}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Green sand close up.jpg|Green sand, or fragmented olivine. Some fragments are loose and some are visibly still embedded in the black lava rock below&lt;br /&gt;
File:Mineral Olivino GDFL046.jpg|A small olivine piece&lt;br /&gt;
File:Olivine magnesium iron silicate Jackson County, North Carolina 3059.jpg|Brighter olivine&lt;br /&gt;
File:Olivijn.gif|Small olivine pieces&lt;br /&gt;
File:Olivine-23909.jpg|Olivine, clear high quality crystals are called peridot if they are gem-quality&lt;br /&gt;
File:Olivine (peridot).jpg|Another sample of olivine/peridot&lt;br /&gt;
File:Chryzolit (perydot, oliwin) - Kohestan, Pakistan. 02.jpg|Olivine/peridot&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{rocks}}&lt;/div&gt;</summary>
		<author><name>Ar-Pharazon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Sandstone&amp;diff=98937</id>
		<title>v0.31:Sandstone</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Sandstone&amp;diff=98937"/>
		<updated>2010-04-25T08:03:07Z</updated>

		<summary type="html">&lt;p&gt;Ar-Pharazon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{layerlookup/0}}{{av}}&lt;br /&gt;
{{human}}&lt;br /&gt;
&lt;br /&gt;
==In-Game==&lt;br /&gt;
'''Sandstone''' is a sedimentary {{L|layer}} of stone. It can sometimes contain an {{L|aquifer}}, and can also be found along the the {{L|ocean}} shore.&lt;br /&gt;
&lt;br /&gt;
It also is the name for the eighth month of the Dwarven {{L|calendar}}, covering mid-Fall.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Falkenstein.jpg|A sandtone formation&lt;br /&gt;
File:Torridonian Sandstone.jpg|Sandstone layer&lt;br /&gt;
File:Bild 478.jpg|Natural sandstone corridor&lt;br /&gt;
File:Wehlen Sandsteinbruch (01) 2006-06-10.jpg|Sandstone quarry&lt;br /&gt;
File:Gutleuthofkapelle Eingang.JPG|Door frame made from sandstone&lt;br /&gt;
File:Gotland-Hamra kyrka 06.jpg|Carved sandstone&lt;br /&gt;
File:Bad Gottleuba Postmeilensäule (2) 2006-03-24.jpg|A sandstone pillar&lt;br /&gt;
File:Lampe a graisse - Lascaux.jpg|A 17.000 year old sandstone oil lamp, made for use with deer fat&lt;br /&gt;
File:MariaImmaculatal Augustiner.jpg|Sandstone statue&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Rocks}}&lt;/div&gt;</summary>
		<author><name>Ar-Pharazon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Quartzite_Mine_in_Kakwa_Park.JPG&amp;diff=98936</id>
		<title>File:Quartzite Mine in Kakwa Park.JPG</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Quartzite_Mine_in_Kakwa_Park.JPG&amp;diff=98936"/>
		<updated>2010-04-25T07:55:30Z</updated>

		<summary type="html">&lt;p&gt;Ar-Pharazon: Reupload of http://en.wikipedia.org/wiki/File:Quartzite_Mine_in_Kakwa_Park.JPG&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Reupload of http://en.wikipedia.org/wiki/File:Quartzite_Mine_in_Kakwa_Park.JPG&lt;/div&gt;</summary>
		<author><name>Ar-Pharazon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Quartzite&amp;diff=98935</id>
		<title>v0.31:Quartzite</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Quartzite&amp;diff=98935"/>
		<updated>2010-04-25T07:54:53Z</updated>

		<summary type="html">&lt;p&gt;Ar-Pharazon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{layerlookup/0}}{{av}}&lt;br /&gt;
{{elven}}&lt;br /&gt;
&lt;br /&gt;
'''Quartzite''' is a type of metamorphic stone.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Quartzite 2 jpg.jpg|A piece of quartzite&lt;br /&gt;
File:Quartzite_Mine_in_Kakwa_Park.JPG|A quartzite mine&lt;br /&gt;
File:Quartzite masi - no.jpg|A kind of quartzite&lt;br /&gt;
File:HatshepsutSarcophagus-ReinscribedForHerFather MuseumOfFineArtsBoston.png|*«☼quartzite coffin☼»*&lt;br /&gt;
File:EgyptMuseumBerlin2007029.JPG|A quartzite bust&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Rocks}}&lt;/div&gt;</summary>
		<author><name>Ar-Pharazon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Quartzite&amp;diff=98934</id>
		<title>v0.31:Quartzite</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Quartzite&amp;diff=98934"/>
		<updated>2010-04-25T07:52:28Z</updated>

		<summary type="html">&lt;p&gt;Ar-Pharazon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{layerlookup/0}}{{av}}&lt;br /&gt;
{{elven}}&lt;br /&gt;
&lt;br /&gt;
'''Quartzite''' is a type of metamorphic stone.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Quartzite 2 jpg.jpg|A piece of quartzite&lt;br /&gt;
http://en.wikipedia.org/wiki/File:Quartzite_Mine_in_Kakwa_Park.JPG|A quartzite mine&lt;br /&gt;
File:Quartzite masi - no.jpg|A kind of quartzite&lt;br /&gt;
File:HatshepsutSarcophagus-ReinscribedForHerFather MuseumOfFineArtsBoston.png|*«☼quartzite coffin☼»*&lt;br /&gt;
File:EgyptMuseumBerlin2007029.JPG|A quartzite bust&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Rocks}}&lt;/div&gt;</summary>
		<author><name>Ar-Pharazon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Quartzite&amp;diff=98933</id>
		<title>v0.31:Quartzite</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Quartzite&amp;diff=98933"/>
		<updated>2010-04-25T07:51:37Z</updated>

		<summary type="html">&lt;p&gt;Ar-Pharazon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{layerlookup/0}}{{av}}&lt;br /&gt;
{{elven}}&lt;br /&gt;
&lt;br /&gt;
'''Quartzite''' is a type of metamorphic stone.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Quartzite 2 jpg.jpg|A piece of quartzite&lt;br /&gt;
File:Quartzite Mine in Kakwa Park.jpg|A quartzite mine&lt;br /&gt;
File:Quartzite masi - no.jpg|A kind of quartzite&lt;br /&gt;
File:HatshepsutSarcophagus-ReinscribedForHerFather MuseumOfFineArtsBoston.png|*«☼quartzite coffin☼»*&lt;br /&gt;
File:EgyptMuseumBerlin2007029.JPG|A quartzite bust&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Rocks}}&lt;/div&gt;</summary>
		<author><name>Ar-Pharazon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Quartzite&amp;diff=98932</id>
		<title>v0.31:Quartzite</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Quartzite&amp;diff=98932"/>
		<updated>2010-04-25T07:51:16Z</updated>

		<summary type="html">&lt;p&gt;Ar-Pharazon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{layerlookup/0}}{{av}}&lt;br /&gt;
{{elven}}&lt;br /&gt;
&lt;br /&gt;
'''Quartzite''' is a type of metamorphic stone.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Quartzite 2 jpg.jpg|A piece of quartzite&lt;br /&gt;
File:Quartzite Mine in Kakwa Park.JPG|A quartzite mine&lt;br /&gt;
File:Quartzite masi - no.jpg|A kind of quartzite&lt;br /&gt;
File:HatshepsutSarcophagus-ReinscribedForHerFather MuseumOfFineArtsBoston.png|*«☼quartzite coffin☼»*&lt;br /&gt;
File:EgyptMuseumBerlin2007029.JPG|A quartzite bust&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Rocks}}&lt;/div&gt;</summary>
		<author><name>Ar-Pharazon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Gypsum&amp;diff=98930</id>
		<title>v0.31:Gypsum</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Gypsum&amp;diff=98930"/>
		<updated>2010-04-25T07:44:30Z</updated>

		<summary type="html">&lt;p&gt;Ar-Pharazon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stonelookup/0}}{{av}}&lt;br /&gt;
{{human}}&lt;br /&gt;
&lt;br /&gt;
'''Gypsum''' is an important material for dwarven {{L|healthcare}} - once mined, it can be processed at a {{L|kiln}} to make {{L|plaster powder}}.&lt;br /&gt;
&lt;br /&gt;
Gypsum can also contain small clusters of {{L|selenite}}, {{L|satinspar}}, and {{L|alabaster}}, which can also be made into plaster powder, as well as {{L|anhydrite}}, which cannot.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Gypsum quarry machtesh ramon 1.jpg|A gypsum quarry&lt;br /&gt;
File:Gipsita2EZ.jpg|Piece of gypsum&lt;br /&gt;
File:Gips Roßleben Thüringen.jpg|Gypsum crystals&lt;br /&gt;
File:9107 - Milano - Museo storia naturale - Gesso - Foto Giovanni Dall'Orto 22-Apr-2007.jpg|Gypsum crystals (dirty yellow) on another mineral&lt;br /&gt;
File:Gips, Lubin.jpg|Another gypsum crystal&lt;br /&gt;
File:Gypsum-20443.jpg|Though most are not this clear, gypsum can be found as a transparent crystal&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{rocks}}&lt;/div&gt;</summary>
		<author><name>Ar-Pharazon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Mica&amp;diff=98929</id>
		<title>v0.31:Mica</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Mica&amp;diff=98929"/>
		<updated>2010-04-25T07:37:25Z</updated>

		<summary type="html">&lt;p&gt;Ar-Pharazon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stonelookup/0}}{{av}}&lt;br /&gt;
{{human}}&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;mica&amp;quot; present in Dwarf Fortress is stated in the Raw files to be based off of the mineral Muscovite, one of the multiple minerals referred to as &amp;quot;Mica&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Muscovite - Minas Gerais, Southeast Region, Brazil.jpg|Muscovite&lt;br /&gt;
File:Mica muscovite sur orthose .jpg|Muscovite crystals (dark) on orthoclase (white)&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{rocks}}&lt;/div&gt;</summary>
		<author><name>Ar-Pharazon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:White_chalcedony&amp;diff=98927</id>
		<title>v0.31:White chalcedony</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:White_chalcedony&amp;diff=98927"/>
		<updated>2010-04-25T07:33:20Z</updated>

		<summary type="html">&lt;p&gt;Ar-Pharazon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{gemlookup/0}}{{av}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Mineraly.sk_-_chalcedon.jpg|White Calchedon&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{jewels}}&lt;/div&gt;</summary>
		<author><name>Ar-Pharazon</name></author>
	</entry>
</feed>