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	<updated>2026-05-13T00:26:21Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Arhm&amp;diff=122455</id>
		<title>User:Arhm</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Arhm&amp;diff=122455"/>
		<updated>2010-07-25T05:58:03Z</updated>

		<summary type="html">&lt;p&gt;Arhm: Created page with 'Dwarf fortress is FUN =)'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Dwarf fortress is FUN =)&lt;/div&gt;</summary>
		<author><name>Arhm</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Pressure&amp;diff=122454</id>
		<title>v0.31 Talk:Pressure</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Pressure&amp;diff=122454"/>
		<updated>2010-07-25T05:39:29Z</updated>

		<summary type="html">&lt;p&gt;Arhm: /* A theory section perhaps ? */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Updates=&lt;br /&gt;
I've done some quick tests to verify that fluid mechanics have not been changed from 40d and went ahead and pulled this page forward to 2010. However looking back over this page, I really don't like the way the content is presented here, so I may go back and rewrite this entire page to clean it up a bit when I have the time. [[User:Doctorzuber|Doctorzuber]] 07:01, 11 April 2010 (UTC)&lt;br /&gt;
:: Okay, I took the time to heavily re-write this page using some elements from the old 40d page. The material is basically the same, I just added more diagrams for u-bending which I think very efficiently illustrates how pressure works in a quick and visual way. I also made some slight adjustments to the old ascii diagrams jazzing them up a bit with some unicode. I now leave this open for the wolves to descend upon and tune this page up even further. [[User:Doctorzuber|Doctorzuber]] 01:54, 12 April 2010 (UTC)&lt;br /&gt;
::Right, well I'm new to the whole wiki thing, so I wasn't confident changing it, but shouldn't the redlink &amp;quot;Hatches&amp;quot; instead go to the page &amp;quot;Hatch covers&amp;quot;? http://df.magmawiki.com/index.php/Hatch_cover --195.2.132.217&lt;br /&gt;
::: Hatch should be correct, but apparently the redirects are screwing that up right now, I changed it to hatch_cover for now since I can't edit the redirects myself. --[[User:Doctorzuber|Doctorzuber]] 07:09, 4 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== How do i build a water cannon ==&lt;br /&gt;
&lt;br /&gt;
Hi,&lt;br /&gt;
how do I achieve pressure? If eg. I have a reservoir that I want to pressurize, so that I can shoot it out like a water cannon.--[[Special:Contributions/208.81.12.34|208.81.12.34]] 18:32, 2 July 2010 (UTC)&lt;br /&gt;
: You need to create pressure. You can either fill your reservoir to many levels above your &amp;quot;cannon&amp;quot; so there is natural pressure, or you can use a pump stack to create the pressure directly since pump stacks push water quite quickly anyhow. Probably the fastest system is to have a tall multi z-level reservoir with a pump stack pulling from the bottom level of the reservoir. Be warned, this does tend to empty the reservoir VERY quickly. --[[User:Doctorzuber|Doctorzuber]] 01:31, 3 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Flow through Diagonal ==&lt;br /&gt;
&lt;br /&gt;
Water flowing through a diagonal and then through a u-bend will only reach a level 1 z below the level the diagonal is on. Making changes to the neutralising flow section to make it a little clearer. [[User:Arhm|Arhm]] 05:08, 25 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== A theory section perhaps ? ==&lt;br /&gt;
&lt;br /&gt;
Explaining [http://i576.photobucket.com/albums/ss208/kanddak/flowflowchart.png this] diagram from [http://www.bay12forums.com/smf/index.php?topic=32453.0 this] thread.&lt;/div&gt;</summary>
		<author><name>Arhm</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Pressure&amp;diff=122453</id>
		<title>v0.31:Pressure</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Pressure&amp;diff=122453"/>
		<updated>2010-07-25T05:37:03Z</updated>

		<summary type="html">&lt;p&gt;Arhm: Some stuff I stole from the 40D version.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Masterwork|19:05, 6 July 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Dwarf Fortress features some pretty complex behavior in an attempt to simulate '''fluid mechanics'''. One aspect of this behavior is seen in the form of '''pressure'''. The basic idea here is quite simple, '''{{l|flow|fluids}}''' such as '''{{l|water}}''' and in some cases '''{{l|magma}}''' can become pressurized which can result in them being pushed back up into other areas by the weight of the fluid. &lt;br /&gt;
&lt;br /&gt;
==A demonstration of pressure using U-Bends==&lt;br /&gt;
A U-Bend is a channel that digs down, and curves back up. With '''pressure''' a {{l|flow|fluid}} will be pushed up the other side of the u-bend in an attempt to equalize the pressure. By understanding how pressure works in a u-bend you should be able to adapt this knowledge to use fluids in any configuration you desire without any unexpected surprises that could make life in your fortress more '''{{l|fun}}''' than anticipated. '''{{L|Water}}''' and '''{{l|magma}}''' both behave very differently with regards to pressure, so read carefully.&lt;br /&gt;
&lt;br /&gt;
===Water in a U-Bend===&lt;br /&gt;
The following three diagrams demonstrate different ways water might behave in a u-bend. In all three cases, the water source is on the left side of the diagram and water is filling the area to the right. In the first example (Diagram A), we have water taken directly from a river used to fill a u-bend. In this case, because the river is free to flow out the edge of the map the water never fully pressurizes which results in the water stopping one level below the actual level of the river itself. This behavior applies to water taken from any infinite water source.&lt;br /&gt;
&lt;br /&gt;
In the next example (Diagram B), a '''dam''' has been placed preventing the river from flowing off the edge of the map. Because of this, the water soon becomes fully pressurized and quickly fills up the remaining level of the u-bend. Use caution when placing a dam on your river.&lt;br /&gt;
&lt;br /&gt;
The final example (Diagram C), demonstrates how a '''{{l|pump|screw pump}}''' pressurizes water up to the level of the pump. In this case the water is actually being taken to one level above the river because it is being pressurized by the pump. &lt;br /&gt;
&lt;br /&gt;
With these three simple examples, you should be ready to go build your enormous plumbing masterpiece, and be relatively safe from any unanticipated flooding. If you plan to work with {{l|magma}} as well however, you should read further.&lt;br /&gt;
&lt;br /&gt;
   '''Diagram A'''       '''Diagram B'''       '''Diagram C'''&lt;br /&gt;
     River       Dammed River      Screw Pump&lt;br /&gt;
   Side View       Side View       Side View&amp;lt;br /&amp;gt;&lt;br /&gt;
     ▒&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;≈≈≈&amp;lt;/font&amp;gt;▒         ▒&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;≈≈≈&amp;lt;/font&amp;gt;▒&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;≈≈≈&amp;lt;/font&amp;gt;▒         %%&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;▒&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;≈≈≈&amp;lt;/font&amp;gt;▒     %% = {{l|Pump}}&lt;br /&gt;
     ▒▒▒&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;▒&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;≈≈≈&amp;lt;/font&amp;gt;▒     ▒▒▒&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;▒&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;≈≈≈&amp;lt;/font&amp;gt;▒     ▒&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;≈≈≈&amp;lt;/font&amp;gt;▒▒&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;▒&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;≈≈≈&amp;lt;/font&amp;gt;▒      &amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt; = Water&lt;br /&gt;
       ▒&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;▒&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;≈≈≈&amp;lt;/font&amp;gt;▒       ▒&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;▒&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;≈≈≈&amp;lt;/font&amp;gt;▒     ▒▒▒▒▒▒&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;▒&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;≈≈≈&amp;lt;/font&amp;gt;▒      ▒ = Solid Ground&lt;br /&gt;
       ▒&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;≈≈≈≈≈&amp;lt;/font&amp;gt;▒       ▒&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;≈≈≈≈≈&amp;lt;/font&amp;gt;▒          ▒&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;≈≈≈≈≈&amp;lt;/font&amp;gt;▒&lt;br /&gt;
       ▒▒▒▒▒▒▒       ▒▒▒▒▒▒▒          ▒▒▒▒▒▒▒&lt;br /&gt;
&lt;br /&gt;
===Magma in a U-bend===&lt;br /&gt;
'''{{l|Magma}}''' behaves very differently from {{l|water}} because it will not normally retain any pressure. In our first magma example (Diagram A) we show how this works by creating a short u-bend and connecting it up to a magma pipe. because {{l|magma}} is not a pressurized fluid, it simply fills the lowest point and makes no further attempt to go back up.&lt;br /&gt;
&lt;br /&gt;
Do not however make the mistake of thinking that {{l|magma}} can never be pressurized. In the second diagram (Diagram B) we see how with the addition of a single {{l|pump|screw pump}}, the entire situation changes dramatically. The screw pump is pressurizing the magma so that it will now fill the area back up to the level of the pump. Accidentally flooding your fortress with {{l|magma}} is considerably more {{l|fun}} than a flood of {{l|water}}.&lt;br /&gt;
&lt;br /&gt;
   '''Diagram A'''       '''Diagram B'''&lt;br /&gt;
   Magma Pipe      Screw Pump&lt;br /&gt;
   Side View       Side View&amp;lt;br /&amp;gt;&lt;br /&gt;
    ▒&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;≈≈≈&amp;lt;/font&amp;gt;▒             %%&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;▒&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;≈≈≈&amp;lt;/font&amp;gt;▒     %% = {{l|Pump}}&lt;br /&gt;
    ▒&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;≈≈≈&amp;lt;/font&amp;gt;▒   ▒     ▒&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;≈≈≈&amp;lt;/font&amp;gt;▒▒&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;▒&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;≈≈≈&amp;lt;/font&amp;gt;▒      &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt; = Magma&lt;br /&gt;
    ▒&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;≈≈≈&amp;lt;/font&amp;gt;▒   ▒     ▒&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;≈≈≈&amp;lt;/font&amp;gt;▒▒&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;▒&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;≈≈≈&amp;lt;/font&amp;gt;▒      ▒ = Solid Ground&lt;br /&gt;
    ▒&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;≈≈≈≈≈≈≈&amp;lt;/font&amp;gt;▒     ▒&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;≈≈≈&amp;lt;/font&amp;gt;▒▒&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;≈≈≈≈≈&amp;lt;/font&amp;gt;▒&lt;br /&gt;
    ▒&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;≈≈≈&amp;lt;/font&amp;gt;▒▒▒▒▒     ▒&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;≈≈≈&amp;lt;/font&amp;gt;▒▒▒▒▒▒▒▒&lt;br /&gt;
&lt;br /&gt;
===Waterfalls===&lt;br /&gt;
Waterfalls are of special concern. When drawing water from a waterfall it is important to understand that this water may be pressurized up to the highest point of the waterfall. So that if you tap into a natural waterfall at the low side you could very easily flood your entire fortress very quickly.&lt;br /&gt;
&lt;br /&gt;
==Neutralizing Pressure==&lt;br /&gt;
There are two methods for depressurizing fluids when this is needed. Either Diagonal connections or carefully used screw pumps can eliminate problems with pressurized fluids. Knowing how to pressurize and depressurize water as needed allows you to quickly move fluids wherever you wish in your fortress allowing you to build things a dwarf can be proud of. &lt;br /&gt;
&lt;br /&gt;
===Diagonal Flow===&lt;br /&gt;
Diagonal {{l|flow|flowing}} fluids create a unique behavior which neutralizes all '''pressure'''. By forcing fluids through a diagonal connection you can neutralize all pressure quite easily. Neutralized water will fill U-bends to exactly one z-level below the level that the diagonal is on. A result of this is that a tunnel system that spans several z-levels, but is connected to a river only by a diagonal tile, will fill only to one z-level lower than the river, but if an orthogonal connection is created, it will fill up another level.&lt;br /&gt;
&lt;br /&gt;
Source: http://df.magmawiki.com/index.php/40d:Pressure#ixzz0ufZUxugT&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Here is a top-down diagram of neutralizing the flow of a river.&lt;br /&gt;
&lt;br /&gt;
 '''Top View'''&amp;lt;br /&amp;gt; &lt;br /&gt;
                 ▒▒▒▒▒▒&lt;br /&gt;
         ▒▒▒▒▒▒▒▒▒&amp;lt;font color=&amp;quot;#2FB6FF&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#2FB6FF&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#2FB6FF&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#2FB6FF&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;▒▒▒▒▒▒▒▒&lt;br /&gt;
  &amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;'''Direction-&amp;gt;'''&amp;lt;/font&amp;gt; &amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;▒&amp;lt;font color=&amp;quot;#2FB6FF&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#2FB6FF&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#2FB6FF&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#2FB6FF&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#2FB6FF&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#2FB6FF&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt; &amp;lt;font color=&amp;quot;#2FB6FF&amp;quot;&amp;gt;-&amp;gt;&amp;lt;/font&amp;gt;&lt;br /&gt;
  &amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;'''   of    -&amp;gt;''' &amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;▒&amp;lt;font color=&amp;quot;#2FB6FF&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#2FB6FF&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#2FB6FF&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#2FB6FF&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#2FB6FF&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt; &amp;lt;font color=&amp;quot;#2FB6FF&amp;quot;&amp;gt;-&amp;gt;&amp;lt;/font&amp;gt;&lt;br /&gt;
  &amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;'''  Flow   -&amp;gt;'''&amp;lt;/font&amp;gt; &amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;▒&amp;lt;font color=&amp;quot;#2FB6FF&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#2FB6FF&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#2FB6FF&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#2FB6FF&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt; &amp;lt;font color=&amp;quot;#2FB6FF&amp;quot;&amp;gt;-&amp;gt;&amp;lt;/font&amp;gt;&lt;br /&gt;
         ▒▒▒▒▒▒▒▒&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;≈≈≈≈&amp;lt;/font&amp;gt;▒▒▒▒▒▒▒▒▒&lt;br /&gt;
                ▒▒▒▒▒▒&amp;lt;br /&amp;gt;&lt;br /&gt;
  ▒ = wall, constructed or undug&lt;br /&gt;
  &amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt; = pressurized water&lt;br /&gt;
  &amp;lt;font color=&amp;quot;#2FB6FF&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt; = neutral/normal water pressure&lt;br /&gt;
&lt;br /&gt;
This does not work on a vertical basis - water only travels vertically to a different z-level, never diagonally.  &lt;br /&gt;
&lt;br /&gt;
If you wish to maintain the rate of '''{{l|flow}}''' after de-pressurizing, it's recommended that you have more diagonals than water tiles - that is, if the source is 3-tiles wide, you may wish 4 or more diagonal passages.&lt;br /&gt;
&lt;br /&gt;
===Pumps===&lt;br /&gt;
Water pressure does not propagate through pumps, so it is possible to fill a pool using a screw pump without it having the same pressure as its source. Of course, there is a downside - you still have to run the pumps and due to the source water's pressure, the pump must be {{l|power|powered}} instead of {{l|pump operator|run by a dwarf}}, as the tile the dwarf needs to stand on is filled by water. Furthermore, the pump will likely need to be powered from above or below (as water would simply flow around a gear or axle placed next to the pump), though creative setups are still possible by using additional screw pumps to transmit power.&lt;br /&gt;
&lt;br /&gt;
Your vertical axles or gear assemblies need to be placed above the solid tile of the pump, and there must not be a channel over the walkable pump tile. (Water can only flow straight upward, not up and to the side at the same time.) Multiple adjacent pumps will also transfer '''power''' between themselves automatically.&lt;br /&gt;
&lt;br /&gt;
 Side view&lt;br /&gt;
                       &lt;br /&gt;
     Power  Water       Key&lt;br /&gt;
       ↓    ↓↓↓↓↓       ▒ = Normal wall&lt;br /&gt;
 ▒▒▒▒▒▒&amp;lt;font color=&amp;quot;brown&amp;quot;&amp;gt;║&amp;lt;/font&amp;gt;▒▒▒&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;▒&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&amp;lt;b&amp;gt;≈≈≈≈≈&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;       &amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;▒&amp;lt;/font&amp;gt; = Wall that pressurised water would flow into if it were to be dug out&lt;br /&gt;
 ▒▒▒▒▒▒&amp;lt;font color=&amp;quot;brown&amp;quot;&amp;gt;║&amp;lt;/font&amp;gt;▒▒▒▒&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;▒&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&amp;lt;b&amp;gt;≈≈≈≈&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;       &amp;lt;font color=&amp;quot;#4080FF&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt; = Regular water&lt;br /&gt;
 _ ___▒&amp;lt;font color=&amp;quot;brown&amp;quot;&amp;gt;║&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;▒▒▒▒▒▒▒&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&amp;lt;b&amp;gt;≈≈&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;       &amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&amp;lt;b&amp;gt;≈&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt; = Pressurised water&lt;br /&gt;
 ▒&amp;lt;font color=&amp;quot;#4080FF&amp;quot;&amp;gt;≈≈≈≈≈&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&amp;lt;b&amp;gt;%%&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&amp;lt;b&amp;gt;≈≈≈≈≈≈≈≈&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;      &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&amp;lt;b&amp;gt;%%&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt; = Pump&lt;br /&gt;
 ▒▒▒▒▒▒▒&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;▒&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&amp;lt;b&amp;gt;≈&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;▒▒▒▒▒▒▒&amp;lt;/font&amp;gt;       &amp;lt;font color=&amp;quot;brown&amp;quot;&amp;gt;║&amp;lt;/font&amp;gt; = Axle&lt;br /&gt;
 ▒▒▒▒▒▒▒▒&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;▒&amp;lt;/font&amp;gt;▒▒▒▒▒▒▒       _ = Floor&lt;br /&gt;
&lt;br /&gt;
Do note that the water output from the screw pump '''will''' be pressurized as per the U-bend diagrams above, but said pressure will be independent of the source and can be subsequently 'reset' by additional pumps or diagonal gaps.&lt;br /&gt;
&lt;br /&gt;
==Hatches==&lt;br /&gt;
{{l|Hatch_cover|Hatches}} can be placed over {{l|channel|channels}}, {{l|stair|stairs}}, {{l|ramp|ramps}} etc to prevent {{l|water}} moving vertically but will still allow the tile to be used, even as a water source (and possibly still for fishing too).&lt;br /&gt;
&lt;br /&gt;
== See Also==&lt;br /&gt;
:* {{l|flow|flow}}&lt;br /&gt;
:* {{l|river}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Physics}}&lt;/div&gt;</summary>
		<author><name>Arhm</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Doctorzuber&amp;diff=122452</id>
		<title>User talk:Doctorzuber</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Doctorzuber&amp;diff=122452"/>
		<updated>2010-07-25T05:34:13Z</updated>

		<summary type="html">&lt;p&gt;Arhm: /* Water Pressure */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Keeping Stuff Clean==&lt;br /&gt;
I prefer to keep my talk page nice and clean. Feel free to drop me a note if you need to talk to me, just don't expect me to be saving any long conversations here after a matter is resolved. Thanks. [[User:Doctorzuber|Doctorzuber]] 21:39, 5 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Water Pressure ==&lt;br /&gt;
&lt;br /&gt;
Doc, have you considered incorporating some of this stuff [http://www.bay12forums.com/smf/index.php?topic=32453.0 Hydrodynamics Education] into the water pressure page. Readers would gain a much better understanding I think. Also [http://www.bay12forums.com/smf/index.php?topic=40844.0 this] is releavant.&lt;/div&gt;</summary>
		<author><name>Arhm</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Pressure&amp;diff=122451</id>
		<title>v0.31 Talk:Pressure</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Pressure&amp;diff=122451"/>
		<updated>2010-07-25T05:25:54Z</updated>

		<summary type="html">&lt;p&gt;Arhm: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Updates=&lt;br /&gt;
I've done some quick tests to verify that fluid mechanics have not been changed from 40d and went ahead and pulled this page forward to 2010. However looking back over this page, I really don't like the way the content is presented here, so I may go back and rewrite this entire page to clean it up a bit when I have the time. [[User:Doctorzuber|Doctorzuber]] 07:01, 11 April 2010 (UTC)&lt;br /&gt;
:: Okay, I took the time to heavily re-write this page using some elements from the old 40d page. The material is basically the same, I just added more diagrams for u-bending which I think very efficiently illustrates how pressure works in a quick and visual way. I also made some slight adjustments to the old ascii diagrams jazzing them up a bit with some unicode. I now leave this open for the wolves to descend upon and tune this page up even further. [[User:Doctorzuber|Doctorzuber]] 01:54, 12 April 2010 (UTC)&lt;br /&gt;
::Right, well I'm new to the whole wiki thing, so I wasn't confident changing it, but shouldn't the redlink &amp;quot;Hatches&amp;quot; instead go to the page &amp;quot;Hatch covers&amp;quot;? http://df.magmawiki.com/index.php/Hatch_cover --195.2.132.217&lt;br /&gt;
::: Hatch should be correct, but apparently the redirects are screwing that up right now, I changed it to hatch_cover for now since I can't edit the redirects myself. --[[User:Doctorzuber|Doctorzuber]] 07:09, 4 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== How do i build a water cannon ==&lt;br /&gt;
&lt;br /&gt;
Hi,&lt;br /&gt;
how do I achieve pressure? If eg. I have a reservoir that I want to pressurize, so that I can shoot it out like a water cannon.--[[Special:Contributions/208.81.12.34|208.81.12.34]] 18:32, 2 July 2010 (UTC)&lt;br /&gt;
: You need to create pressure. You can either fill your reservoir to many levels above your &amp;quot;cannon&amp;quot; so there is natural pressure, or you can use a pump stack to create the pressure directly since pump stacks push water quite quickly anyhow. Probably the fastest system is to have a tall multi z-level reservoir with a pump stack pulling from the bottom level of the reservoir. Be warned, this does tend to empty the reservoir VERY quickly. --[[User:Doctorzuber|Doctorzuber]] 01:31, 3 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Flow through Diagonal ==&lt;br /&gt;
&lt;br /&gt;
Water flowing through a diagonal and then through a u-bend will only reach a level 1 z below the level the diagonal is on. Making changes to the neutralising flow section to make it a little clearer. [[User:Arhm|Arhm]] 05:08, 25 July 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Arhm</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Pressure&amp;diff=122450</id>
		<title>v0.31:Pressure</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Pressure&amp;diff=122450"/>
		<updated>2010-07-25T05:25:10Z</updated>

		<summary type="html">&lt;p&gt;Arhm: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Masterwork|19:05, 6 July 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Dwarf Fortress features some pretty complex behavior in an attempt to simulate '''fluid mechanics'''. One aspect of this behavior is seen in the form of '''pressure'''. The basic idea here is quite simple, '''{{l|flow|fluids}}''' such as '''{{l|water}}''' and in some cases '''{{l|magma}}''' can become pressurized which can result in them being pushed back up into other areas by the weight of the fluid. &lt;br /&gt;
&lt;br /&gt;
==A demonstration of pressure using U-Bends==&lt;br /&gt;
A U-Bend is a channel that digs down, and curves back up. With '''pressure''' a {{l|flow|fluid}} will be pushed up the other side of the u-bend in an attempt to equalize the pressure. By understanding how pressure works in a u-bend you should be able to adapt this knowledge to use fluids in any configuration you desire without any unexpected surprises that could make life in your fortress more '''{{l|fun}}''' than anticipated. '''{{L|Water}}''' and '''{{l|magma}}''' both behave very differently with regards to pressure, so read carefully.&lt;br /&gt;
&lt;br /&gt;
===Water in a U-Bend===&lt;br /&gt;
The following three diagrams demonstrate different ways water might behave in a u-bend. In all three cases, the water source is on the left side of the diagram and water is filling the area to the right. In the first example (Diagram A), we have water taken directly from a river used to fill a u-bend. In this case, because the river is free to flow out the edge of the map the water never fully pressurizes which results in the water stopping one level below the actual level of the river itself. This behavior applies to water taken from any infinite water source.&lt;br /&gt;
&lt;br /&gt;
In the next example (Diagram B), a '''dam''' has been placed preventing the river from flowing off the edge of the map. Because of this, the water soon becomes fully pressurized and quickly fills up the remaining level of the u-bend. Use caution when placing a dam on your river.&lt;br /&gt;
&lt;br /&gt;
The final example (Diagram C), demonstrates how a '''{{l|pump|screw pump}}''' pressurizes water up to the level of the pump. In this case the water is actually being taken to one level above the river because it is being pressurized by the pump. &lt;br /&gt;
&lt;br /&gt;
With these three simple examples, you should be ready to go build your enormous plumbing masterpiece, and be relatively safe from any unanticipated flooding. If you plan to work with {{l|magma}} as well however, you should read further.&lt;br /&gt;
&lt;br /&gt;
   '''Diagram A'''       '''Diagram B'''       '''Diagram C'''&lt;br /&gt;
     River       Dammed River      Screw Pump&lt;br /&gt;
   Side View       Side View       Side View&amp;lt;br /&amp;gt;&lt;br /&gt;
     ▒&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;≈≈≈&amp;lt;/font&amp;gt;▒         ▒&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;≈≈≈&amp;lt;/font&amp;gt;▒&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;≈≈≈&amp;lt;/font&amp;gt;▒         %%&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;▒&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;≈≈≈&amp;lt;/font&amp;gt;▒     %% = {{l|Pump}}&lt;br /&gt;
     ▒▒▒&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;▒&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;≈≈≈&amp;lt;/font&amp;gt;▒     ▒▒▒&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;▒&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;≈≈≈&amp;lt;/font&amp;gt;▒     ▒&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;≈≈≈&amp;lt;/font&amp;gt;▒▒&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;▒&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;≈≈≈&amp;lt;/font&amp;gt;▒      &amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt; = Water&lt;br /&gt;
       ▒&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;▒&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;≈≈≈&amp;lt;/font&amp;gt;▒       ▒&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;▒&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;≈≈≈&amp;lt;/font&amp;gt;▒     ▒▒▒▒▒▒&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;▒&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;≈≈≈&amp;lt;/font&amp;gt;▒      ▒ = Solid Ground&lt;br /&gt;
       ▒&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;≈≈≈≈≈&amp;lt;/font&amp;gt;▒       ▒&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;≈≈≈≈≈&amp;lt;/font&amp;gt;▒          ▒&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;≈≈≈≈≈&amp;lt;/font&amp;gt;▒&lt;br /&gt;
       ▒▒▒▒▒▒▒       ▒▒▒▒▒▒▒          ▒▒▒▒▒▒▒&lt;br /&gt;
&lt;br /&gt;
===Magma in a U-bend===&lt;br /&gt;
'''{{l|Magma}}''' behaves very differently from {{l|water}} because it will not normally retain any pressure. In our first magma example (Diagram A) we show how this works by creating a short u-bend and connecting it up to a magma pipe. because {{l|magma}} is not a pressurized fluid, it simply fills the lowest point and makes no further attempt to go back up.&lt;br /&gt;
&lt;br /&gt;
Do not however make the mistake of thinking that {{l|magma}} can never be pressurized. In the second diagram (Diagram B) we see how with the addition of a single {{l|pump|screw pump}}, the entire situation changes dramatically. The screw pump is pressurizing the magma so that it will now fill the area back up to the level of the pump. Accidentally flooding your fortress with {{l|magma}} is considerably more {{l|fun}} than a flood of {{l|water}}.&lt;br /&gt;
&lt;br /&gt;
   '''Diagram A'''       '''Diagram B'''&lt;br /&gt;
   Magma Pipe      Screw Pump&lt;br /&gt;
   Side View       Side View&amp;lt;br /&amp;gt;&lt;br /&gt;
    ▒&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;≈≈≈&amp;lt;/font&amp;gt;▒             %%&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;▒&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;≈≈≈&amp;lt;/font&amp;gt;▒     %% = {{l|Pump}}&lt;br /&gt;
    ▒&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;≈≈≈&amp;lt;/font&amp;gt;▒   ▒     ▒&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;≈≈≈&amp;lt;/font&amp;gt;▒▒&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;▒&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;≈≈≈&amp;lt;/font&amp;gt;▒      &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt; = Magma&lt;br /&gt;
    ▒&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;≈≈≈&amp;lt;/font&amp;gt;▒   ▒     ▒&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;≈≈≈&amp;lt;/font&amp;gt;▒▒&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;▒&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;≈≈≈&amp;lt;/font&amp;gt;▒      ▒ = Solid Ground&lt;br /&gt;
    ▒&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;≈≈≈≈≈≈≈&amp;lt;/font&amp;gt;▒     ▒&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;≈≈≈&amp;lt;/font&amp;gt;▒▒&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;≈≈≈≈≈&amp;lt;/font&amp;gt;▒&lt;br /&gt;
    ▒&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;≈≈≈&amp;lt;/font&amp;gt;▒▒▒▒▒     ▒&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;≈≈≈&amp;lt;/font&amp;gt;▒▒▒▒▒▒▒▒&lt;br /&gt;
&lt;br /&gt;
===Waterfalls===&lt;br /&gt;
Waterfalls are of special concern. When drawing water from a waterfall it is important to understand that this water may be pressurized up to the highest point of the waterfall. So that if you tap into a natural waterfall at the low side you could very easily flood your entire fortress very quickly.&lt;br /&gt;
&lt;br /&gt;
==Neutralizing Pressure==&lt;br /&gt;
There are two methods for depressurizing fluids when this is needed. Either Diagonal connections or carefully used screw pumps can eliminate problems with pressurized fluids. Knowing how to pressurize and depressurize water as needed allows you to quickly move fluids wherever you wish in your fortress allowing you to build things a dwarf can be proud of. &lt;br /&gt;
&lt;br /&gt;
===Diagonal Flow===&lt;br /&gt;
Diagonal {{l|flow|flowing}} fluids create a unique behavior which neutralizes all '''pressure'''. By forcing fluids through a diagonal connection you can neutralize all pressure quite easily. Neutralized water will fill U-bends to exactly one z-level below the level that the diagonal is on.&lt;br /&gt;
&lt;br /&gt;
Here is a top-down diagram of neutralizing the flow of a river.&lt;br /&gt;
&lt;br /&gt;
 '''Top View'''&amp;lt;br /&amp;gt; &lt;br /&gt;
                 ▒▒▒▒▒▒&lt;br /&gt;
         ▒▒▒▒▒▒▒▒▒&amp;lt;font color=&amp;quot;#2FB6FF&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#2FB6FF&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#2FB6FF&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#2FB6FF&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;▒▒▒▒▒▒▒▒&lt;br /&gt;
  &amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;'''Direction-&amp;gt;'''&amp;lt;/font&amp;gt; &amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;▒&amp;lt;font color=&amp;quot;#2FB6FF&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#2FB6FF&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#2FB6FF&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#2FB6FF&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#2FB6FF&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#2FB6FF&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt; &amp;lt;font color=&amp;quot;#2FB6FF&amp;quot;&amp;gt;-&amp;gt;&amp;lt;/font&amp;gt;&lt;br /&gt;
  &amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;'''   of    -&amp;gt;''' &amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;▒&amp;lt;font color=&amp;quot;#2FB6FF&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#2FB6FF&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#2FB6FF&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#2FB6FF&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#2FB6FF&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt; &amp;lt;font color=&amp;quot;#2FB6FF&amp;quot;&amp;gt;-&amp;gt;&amp;lt;/font&amp;gt;&lt;br /&gt;
  &amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;'''  Flow   -&amp;gt;'''&amp;lt;/font&amp;gt; &amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;▒&amp;lt;font color=&amp;quot;#2FB6FF&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#2FB6FF&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#2FB6FF&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#2FB6FF&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt; &amp;lt;font color=&amp;quot;#2FB6FF&amp;quot;&amp;gt;-&amp;gt;&amp;lt;/font&amp;gt;&lt;br /&gt;
         ▒▒▒▒▒▒▒▒&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;≈≈≈≈&amp;lt;/font&amp;gt;▒▒▒▒▒▒▒▒▒&lt;br /&gt;
                ▒▒▒▒▒▒&amp;lt;br /&amp;gt;&lt;br /&gt;
  ▒ = wall, constructed or undug&lt;br /&gt;
  &amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt; = pressurized water&lt;br /&gt;
  &amp;lt;font color=&amp;quot;#2FB6FF&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt; = neutral/normal water pressure&lt;br /&gt;
&lt;br /&gt;
This does not work on a vertical basis - water only travels vertically to a different z-level, never diagonally.  &lt;br /&gt;
&lt;br /&gt;
If you wish to maintain the rate of '''{{l|flow}}''' after de-pressurizing, it's recommended that you have more diagonals than water tiles - that is, if the source is 3-tiles wide, you may wish 4 or more diagonal passages.&lt;br /&gt;
&lt;br /&gt;
===Pumps===&lt;br /&gt;
Water pressure does not propagate through pumps, so it is possible to fill a pool using a screw pump without it having the same pressure as its source. Of course, there is a downside - you still have to run the pumps and due to the source water's pressure, the pump must be {{l|power|powered}} instead of {{l|pump operator|run by a dwarf}}, as the tile the dwarf needs to stand on is filled by water. Furthermore, the pump will likely need to be powered from above or below (as water would simply flow around a gear or axle placed next to the pump), though creative setups are still possible by using additional screw pumps to transmit power.&lt;br /&gt;
&lt;br /&gt;
Your vertical axles or gear assemblies need to be placed above the solid tile of the pump, and there must not be a channel over the walkable pump tile. (Water can only flow straight upward, not up and to the side at the same time.) Multiple adjacent pumps will also transfer '''power''' between themselves automatically.&lt;br /&gt;
&lt;br /&gt;
 Side view&lt;br /&gt;
                       &lt;br /&gt;
     Power  Water       Key&lt;br /&gt;
       ↓    ↓↓↓↓↓       ▒ = Normal wall&lt;br /&gt;
 ▒▒▒▒▒▒&amp;lt;font color=&amp;quot;brown&amp;quot;&amp;gt;║&amp;lt;/font&amp;gt;▒▒▒&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;▒&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&amp;lt;b&amp;gt;≈≈≈≈≈&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;       &amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;▒&amp;lt;/font&amp;gt; = Wall that pressurised water would flow into if it were to be dug out&lt;br /&gt;
 ▒▒▒▒▒▒&amp;lt;font color=&amp;quot;brown&amp;quot;&amp;gt;║&amp;lt;/font&amp;gt;▒▒▒▒&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;▒&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&amp;lt;b&amp;gt;≈≈≈≈&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;       &amp;lt;font color=&amp;quot;#4080FF&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt; = Regular water&lt;br /&gt;
 _ ___▒&amp;lt;font color=&amp;quot;brown&amp;quot;&amp;gt;║&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;▒▒▒▒▒▒▒&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&amp;lt;b&amp;gt;≈≈&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;       &amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&amp;lt;b&amp;gt;≈&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt; = Pressurised water&lt;br /&gt;
 ▒&amp;lt;font color=&amp;quot;#4080FF&amp;quot;&amp;gt;≈≈≈≈≈&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&amp;lt;b&amp;gt;%%&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&amp;lt;b&amp;gt;≈≈≈≈≈≈≈≈&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;      &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&amp;lt;b&amp;gt;%%&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt; = Pump&lt;br /&gt;
 ▒▒▒▒▒▒▒&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;▒&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&amp;lt;b&amp;gt;≈&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;▒▒▒▒▒▒▒&amp;lt;/font&amp;gt;       &amp;lt;font color=&amp;quot;brown&amp;quot;&amp;gt;║&amp;lt;/font&amp;gt; = Axle&lt;br /&gt;
 ▒▒▒▒▒▒▒▒&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;▒&amp;lt;/font&amp;gt;▒▒▒▒▒▒▒       _ = Floor&lt;br /&gt;
&lt;br /&gt;
Do note that the water output from the screw pump '''will''' be pressurized as per the U-bend diagrams above, but said pressure will be independent of the source and can be subsequently 'reset' by additional pumps or diagonal gaps.&lt;br /&gt;
&lt;br /&gt;
==Hatches==&lt;br /&gt;
{{l|Hatch_cover|Hatches}} can be placed over {{l|channel|channels}}, {{l|stair|stairs}}, {{l|ramp|ramps}} etc to prevent {{l|water}} moving vertically but will still allow the tile to be used, even as a water source (and possibly still for fishing too).&lt;br /&gt;
&lt;br /&gt;
== See Also==&lt;br /&gt;
:* {{l|flow|flow}}&lt;br /&gt;
:* {{l|river}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Physics}}&lt;/div&gt;</summary>
		<author><name>Arhm</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Pressure&amp;diff=122449</id>
		<title>v0.31 Talk:Pressure</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Pressure&amp;diff=122449"/>
		<updated>2010-07-25T05:08:37Z</updated>

		<summary type="html">&lt;p&gt;Arhm: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Updates=&lt;br /&gt;
I've done some quick tests to verify that fluid mechanics have not been changed from 40d and went ahead and pulled this page forward to 2010. However looking back over this page, I really don't like the way the content is presented here, so I may go back and rewrite this entire page to clean it up a bit when I have the time. [[User:Doctorzuber|Doctorzuber]] 07:01, 11 April 2010 (UTC)&lt;br /&gt;
:: Okay, I took the time to heavily re-write this page using some elements from the old 40d page. The material is basically the same, I just added more diagrams for u-bending which I think very efficiently illustrates how pressure works in a quick and visual way. I also made some slight adjustments to the old ascii diagrams jazzing them up a bit with some unicode. I now leave this open for the wolves to descend upon and tune this page up even further. [[User:Doctorzuber|Doctorzuber]] 01:54, 12 April 2010 (UTC)&lt;br /&gt;
::Right, well I'm new to the whole wiki thing, so I wasn't confident changing it, but shouldn't the redlink &amp;quot;Hatches&amp;quot; instead go to the page &amp;quot;Hatch covers&amp;quot;? http://df.magmawiki.com/index.php/Hatch_cover --195.2.132.217&lt;br /&gt;
::: Hatch should be correct, but apparently the redirects are screwing that up right now, I changed it to hatch_cover for now since I can't edit the redirects myself. --[[User:Doctorzuber|Doctorzuber]] 07:09, 4 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== How do i build a water cannon ==&lt;br /&gt;
&lt;br /&gt;
Hi,&lt;br /&gt;
how do I achieve pressure? If eg. I have a reservoir that I want to pressurize, so that I can shoot it out like a water cannon.--[[Special:Contributions/208.81.12.34|208.81.12.34]] 18:32, 2 July 2010 (UTC)&lt;br /&gt;
: You need to create pressure. You can either fill your reservoir to many levels above your &amp;quot;cannon&amp;quot; so there is natural pressure, or you can use a pump stack to create the pressure directly since pump stacks push water quite quickly anyhow. Probably the fastest system is to have a tall multi z-level reservoir with a pump stack pulling from the bottom level of the reservoir. Be warned, this does tend to empty the reservoir VERY quickly. --[[User:Doctorzuber|Doctorzuber]] 01:31, 3 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Flow through Diagonal ==&lt;br /&gt;
&lt;br /&gt;
Water flowing through a diagonal and then through a u-bend will only reach a level 1 z below the level the diagonal is on. Making changes to the neutralising flow section to make it a little clearer. --[[User:Arhm|Arhm]] 05:08, 25 July 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Arhm</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Pressure&amp;diff=122448</id>
		<title>v0.31 Talk:Pressure</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Pressure&amp;diff=122448"/>
		<updated>2010-07-25T05:07:53Z</updated>

		<summary type="html">&lt;p&gt;Arhm: /* Flow through Diagonal */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Updates=&lt;br /&gt;
I've done some quick tests to verify that fluid mechanics have not been changed from 40d and went ahead and pulled this page forward to 2010. However looking back over this page, I really don't like the way the content is presented here, so I may go back and rewrite this entire page to clean it up a bit when I have the time. [[User:Doctorzuber|Doctorzuber]] 07:01, 11 April 2010 (UTC)&lt;br /&gt;
:: Okay, I took the time to heavily re-write this page using some elements from the old 40d page. The material is basically the same, I just added more diagrams for u-bending which I think very efficiently illustrates how pressure works in a quick and visual way. I also made some slight adjustments to the old ascii diagrams jazzing them up a bit with some unicode. I now leave this open for the wolves to descend upon and tune this page up even further. [[User:Doctorzuber|Doctorzuber]] 01:54, 12 April 2010 (UTC)&lt;br /&gt;
::Right, well I'm new to the whole wiki thing, so I wasn't confident changing it, but shouldn't the redlink &amp;quot;Hatches&amp;quot; instead go to the page &amp;quot;Hatch covers&amp;quot;? http://df.magmawiki.com/index.php/Hatch_cover --195.2.132.217&lt;br /&gt;
::: Hatch should be correct, but apparently the redirects are screwing that up right now, I changed it to hatch_cover for now since I can't edit the redirects myself. --[[User:Doctorzuber|Doctorzuber]] 07:09, 4 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== How do i build a water cannon ==&lt;br /&gt;
&lt;br /&gt;
Hi,&lt;br /&gt;
how do I achieve pressure? If eg. I have a reservoir that I want to pressurize, so that I can shoot it out like a water cannon.--[[Special:Contributions/208.81.12.34|208.81.12.34]] 18:32, 2 July 2010 (UTC)&lt;br /&gt;
: You need to create pressure. You can either fill your reservoir to many levels above your &amp;quot;cannon&amp;quot; so there is natural pressure, or you can use a pump stack to create the pressure directly since pump stacks push water quite quickly anyhow. Probably the fastest system is to have a tall multi z-level reservoir with a pump stack pulling from the bottom level of the reservoir. Be warned, this does tend to empty the reservoir VERY quickly. --[[User:Doctorzuber|Doctorzuber]] 01:31, 3 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Flow through Diagonal ==&lt;br /&gt;
&lt;br /&gt;
Water flowing through a diagonal and then through a u-bend will only reach a level 1 z below the level the diagonal is on. Making changes to the neutralising flow section to make it a little clearer.&lt;/div&gt;</summary>
		<author><name>Arhm</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Scheduling&amp;diff=122196</id>
		<title>v0.31:Scheduling</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Scheduling&amp;diff=122196"/>
		<updated>2010-07-21T23:37:15Z</updated>

		<summary type="html">&lt;p&gt;Arhm: Added a link to the Interface Walkthrough.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{AV}}&lt;br /&gt;
{{Quality|Masterwork}}&lt;br /&gt;
&lt;br /&gt;
No matter how much you micromanage your '''{{l|military}}''',  your '''{{l|squads}}''' won't be able to get stronger or protect you from ambushes without proper scheduling practices. With practice, you'll be able to set your '''{{l|soldier}}s''' to follow a complicated annual training regimen, patrol major trade routes, defend important areas, or any combination of these... all with the flick of a few keys.&lt;br /&gt;
&lt;br /&gt;
For quick reference: from the main menu the '''military''' screen is accessible through the {{k|m}} key, the '''points/routes/notes''' screen is accessible through the {{k|N}} key, the '''burrows''' screen is accessible through the {{k|w}} key, and the '''squads''' screen is accessible through the {{k|s}} key. The military screen and all its tabs are mouse-compatible, and can be navigated through mouse clicks rather than strictly keys (when in windowed mode).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Passive Defense=&lt;br /&gt;
&lt;br /&gt;
The new '''alert level''' and '''scheduling''' system is a new feature that is both incredibly versatile... and, initially, completely  impenetrable. Once you learn the system, though, you will find that you barely need to manage your military at all. Effectively, a schedule is programming for a squad to follow within an alert, broken up by month, and alerts can be quickly and easily swapped in order to apply different schedules of your choosing to different squads of your choosing.&lt;br /&gt;
&lt;br /&gt;
It is now possible to give your squads different monthly schedules, create different alert levels which will cause squads to follow out new user-programmed instructions depending on circumstance, give direct orders to attack one or more specific targets or move  to a specific location, or follow patrol routes and stations  with greater accuracy. The entire system (including alert names) is completely configurable, and in time you will find yourself using complicated scheduling to rotate squads between training and defending/patrolling specified areas over the course of a year without any user input, or to start defending the fort entrance or trader route with a few easy key presses.&lt;br /&gt;
&lt;br /&gt;
There is now a clear discrepancy between ''active'' orders and ''passiv''e orders-- the latter is programming that a dwarf will follow to the letter and acts more as a defense method, and the former is used for taking the fight to the enemy. The ''squads'' menu is predominantly used for active commands, and the ''alert'' and ''scheduling'' menus are used for passive commands. This article will focus on the '''passive''' commands you can leave your squads to follow.&lt;br /&gt;
&lt;br /&gt;
For more information on '''active''' commands, see '''{{l|Squads}}'''. &lt;br /&gt;
&lt;br /&gt;
==Alert Levels==&lt;br /&gt;
&lt;br /&gt;
The '''alert level''' is a new and fundamental concept of passive military management. In each alert level, you can program instructions for your military and/or civilian dwarves to follow. The game contains two alert levels by default - 'Inactive' and 'Active/Train'. In 'Inactive', all squads are assigned no orders. In 'Active/Train', all squads are supposed to be assigned to train the entire year, however due to a bug they will idle or work as civilians instead. By default, your squads will all be set to 'Inactive', which actually works the way 'Active/Train' was supposed to, causing your Dwarves to train if you have a barracks set up for it.{{version|0.31.08}} You will need to make more alerts if you want them to do anything more complicated than this. &lt;br /&gt;
&lt;br /&gt;
Your entire fortress is always set to exactly one ''civilian alert level''. This restricts where civilians, any non-military dwarf in the entire fort, may go. To define the restriction area, you must first create a {{l|burrow}} encompassing the area you want to restrict your civilians to. Then, go to the alert screen ({{k|a}} in the {{k|m}}ilitary screen), {{k|c}}reate a new alert level (you can {{k|N}}ame it something like 'Danger'), highlight it in the left pane, then press enter on the correct burrow in the rightmost pane. Multiple burrows may be selected. Note that burrow restriction replaces the 'Dwarves may/may not go outside' order that was in the older versions. By default, the civilian alert level is set to 'Inactive' and no burrow restrictions apply. If you intend on having your Dwarves stay inside at any time, for any reason, you will need to create a burrow. See {{l|Military interface}} for a step by step walk-through. &lt;br /&gt;
&lt;br /&gt;
Individual squads can be set to a certain alert by highlighting the appropriate alert level, then selecting the correct squad in the central pane and pressing {{k|enter}}. You can also select a squad's alert level by pressing {{k|s}} to open the squads menu, {{k|a}} to select a squad, and {{k|t}} to scroll through alerts. You can change the currently active civilian alert level by pressing {{k|enter}} while the correct alert level is highlighted. Squads and civilians can only be set to one alert level at a time, so selecting one alert level for a group removes them from the former alert.&lt;br /&gt;
&lt;br /&gt;
The main reason you want to use civilian alerts is to enforce {{l|burrow}} restrictions... ie making sure that your civilian Dwarves do not wander outside in the middle of a siege. It can also be used to switch the areas where Dwarves live and work around on a monthly basis, if you are so inclined.&lt;br /&gt;
&lt;br /&gt;
==Schedules==&lt;br /&gt;
&lt;br /&gt;
Each squad can be given multiple '''schedules''' to follow for an entire year, broken up by month. Each squad has a separate schedule for each alert level; it can be swapped between these schedules with the procedure outlined in the previous section. Without scheduling, alert levels would do nothing; without alert levels scheduling would be horribly inefficient; the two functions co-exist and rely on each other. The scheduling screen can be accessed by pressing {{k|s}} in the {{k|m}}ilitary screen.&lt;br /&gt;
&lt;br /&gt;
On the main scheduling page you will see a list of months on the left side and a list of all of the squads in your fortress along the top edge. Scheduling is done separately for each alert level; to switch between alert levels use the secondary page up/down keys (by default {{k|/}} and {{k|*}}). You can use the secondary up/down keys (by default {{k|+}} and {{k|-}}) to scroll through the squads at the top if you have more than will fit on one screen. Use the up/down arrow keys to navigate the month list, and the left/right arrow keys to navigate between squads.  The orders in the currently selected cell are displayed in blue towards the bottom of the screen.&lt;br /&gt;
&lt;br /&gt;
When you've highlighted a cell, press {{k|tab}} to switch focus to this '''order list'''. From here, you can press {{k|e}} to edit the standing orders or {{k|o}} to give a new one. Both will open to the Give Orders screen. Pressing {{k|o}} will scroll through and change the order type. This cycles between 'Train', 'Defend Burrow', 'Patrol Route', and 'Station'. To use any of the orders other than Train, you will first need to set up the appropriate {{L|burrow}}, station, or route. When you cycle to the order you want, highlight the burrow, station, or route you want the order to go to (in the left pane) and press {{k|enter}}. It should now be highlighted in green.&lt;br /&gt;
&lt;br /&gt;
Orders have a soldier-based '''order criteria''' that lists how many soldiers in the squad will follow the order at once. Using the secondary up/down keys you can choose how many soldiers must be in a squad the order applies; by default this number is ten. You can also select specific positions within the squad in the right pane to set those positions as 'preferred' - the order will try pick these dwarves to follow the orders if there are multiple off-duty dwarves to choose from&amp;lt;!--CONFIRM?--&amp;gt;. When you are done, press {{k|shift}}+{{k|enter}} to save the order and return to the schedule screen. If desired, multiple order criteria can be set for each month.&lt;br /&gt;
&lt;br /&gt;
Note that the text displayed on each cell (like 'Train') is a completely customized text; it does NOT reflect the actual orders in the cell! When you have a cell highlighted, you can press 'n' to edit the label. Don't be confused by the fact that when you edit the orders in a cell, the label does not change to reflect your changes. You need to update the cell text yourself to be consistent with the orders.&lt;br /&gt;
&lt;br /&gt;
To eliminate some of the tedium in scheduling many months, you can copy-paste orders from one cell to another with the {{k|c}} and {{k|p}} keys. Press {{k|c}} in the cell you want to copy from, then go to the cells you want to paste to and press {{k|p}} in each one. &lt;br /&gt;
&lt;br /&gt;
By pressing {{k|shift}}+{{k|tab}} in the scheduling screen, you can flip the display of the rows and columns in the main grid. This allows you to see more squads, but fewer months. This can be useful if you want to see all your squads at the cost of not seeing the entire year's schedule. This change is cosmetic only; the tools still work the same way.&lt;br /&gt;
&lt;br /&gt;
'''Warning:''' Dwarves who are permanently on-duty with no downtime have been observed to begin to starve themselves keeping to the rigorous schedule, and thus grow unhappy. Do you really want to find out how much damage that practice spear can do? To allow some of your dwarves to go sleeping when they need, and also eat and drink (even from carried rations!), you '''''need''''' to lower the minimum number of dwarves of the squad that need to follow the current order at any time in the order criteria as listed above. You want the criteria to be at least one or two dwarves less than the current number of dwarves in your squad. This will change the limit for the current month only, so use the copy/paste feature to update every month.{{version|0.31.01}} It should be emphasized that dwarves who are on duty will not eat or drink from their backpacks and flasks. Backpacks and flasks are more to shorten break times than to eat in the field. If there are no opportunities for breaks, carried rations will not be utilized.&lt;br /&gt;
&lt;br /&gt;
'''More Warning:''' When using a rotation schedule as describe in the warning above, military dwarves that have no civilian skills, and possibly also civilian dwarves who do not have any military skills can generate bad thoughts with disturbing frequency caused by them frequently going on and off duty from monthly rotations. To avoid this problem it may be a good idea to cross train all your militia with at least one level in a civilian skill.{{version|0.31.01}}&lt;br /&gt;
&lt;br /&gt;
==Orders==&lt;br /&gt;
&lt;br /&gt;
:''If you were redirected here while looking for information on moving your squads to a certain point on command, you may be looking for the {{l|Squads#Selecting_Squads.2FSoldiers|squad movement}} section on the {{l|squads}} page.&lt;br /&gt;
&lt;br /&gt;
The five types of scheduling orders are listed below:&lt;br /&gt;
&lt;br /&gt;
===Inactive / no order===&lt;br /&gt;
&lt;br /&gt;
When dwarves have an empty spot in their schedule, dwarves with good self-discipline will visit the barracks and train themselves in their spare time - if you see a dwarf doing &amp;quot;Individual training&amp;quot; when they're free, that's what's happening. Technically this is not an order applicable in the 'Give Orders' screen - it is a ''lack'' of an order.&lt;br /&gt;
&lt;br /&gt;
Currently this appears to be the ''only'' way your dwarves will properly train.&lt;br /&gt;
&lt;br /&gt;
===Training===&lt;br /&gt;
'''Note: Due to a bug Dwarves will ''not'' train if they are set to train using this option. If you want your Dwarves to train, see the above section! This section merely explains how training works, not how the passive 'Train' command works (because it doesn't).''' {{version|0.31.01}}&lt;br /&gt;
&lt;br /&gt;
For your dwarves to train a '''{{l|barracks}}''' must be designated. This can be done through using {{k|q}} to examine an appropriate building and assigning it as a barracks. Previously only beds, armor stands, and weapon racks could be designated as barracks, but many storage objects are now eligible. There is a new 'Position' option that allows you to assign specific beds/storage to specific dwarves. If dwarves aren't assigned anything in particular they'll just use whatever they feel like, as per normal.&lt;br /&gt;
&lt;br /&gt;
When being viewed, barracks can now be {{k|n}}amed, used for {{k|s}}leeping, {{k|t}}raining, or {{k|i}}ndiv eq. and {{k|s}}quad eq&amp;lt;!--WHAT ON EARTH DO THE LAST TWO MEAN, I THINK THEY STAND FOR &amp;quot;INDIVIDUAL EQUIPMENT&amp;quot; / &amp;quot;SQUAD EQUIPMENT&amp;quot; UNSURE WHAT IT MEANS--&amp;gt;. You can choose if a squad trains in one place and sleeps in another, or in multiple, and so on. Multiple squads can overlap with one barracks. It is assumed that indiv. eq and squad eq refer to individual and squad equipment respectively, meaning that the Dwarves will store their equipment in this barracks if given the option. Likely, the indiv. eq option will make Dwarves store their personal belongings in the selected barracks, while the squad eq option will store equipment designated for that squad when it's not in use. {{verify}}&lt;br /&gt;
&lt;br /&gt;
To get marksdwarves to train in any way other then bashing each other with their crossbows, they must have quivers and an archery range. Archers will no longer fire bolts without a quiver to store them in (ie. they will not hold a single stack in their hand). The archery range that is set up for the squad via building an archery target and listing it as a {{k|t}}raining area for that squad.&lt;br /&gt;
&lt;br /&gt;
When dwarves are being ordered to train, squad leaders will set up training classes for particular skills, or they will have dwarves spar. Any dwarves in the squad that don't qualify for these will default to individual training. In the current release, training classes are bugged where if a squad leader sets up a training class, he will wait forever (Or until you change his orders) for students, even if nobody shows up. Likewise, if students decide to request a class and the squad leader is doing individual training, they will wait for him to finish, even if they start starving. Thus, at the moment it's best to alternate your forced training schedules with downtime so the longest a dwarf will be stuck waiting is a game month (Which isn't long enough to die), or just leave them off duty all the time and have them do individual training only, at least until this issue is fixed.&lt;br /&gt;
&lt;br /&gt;
===Defend Burrows===&lt;br /&gt;
&lt;br /&gt;
After a {{l|burrow}} has been created in the {{k|w}} menu, you can order your dwarves to defend it. If an enemy enters the burrow (and is not hiding) the assigned squads will be alerted and attack it. It is unknown if a soldier defending a burrow is limited to his line-of-sight or is simply aware that an enemy is present. &amp;lt;!--COULD USE MORE DETAIL + CONFIRMATION--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Stations===&lt;br /&gt;
&lt;br /&gt;
Stations are set in the {{k|N}}otes menu. Simply {{k|p}}lace a point where you want a squad to stand, give it a {{k|n}}ame if you want to be able to find it quickly, then open the scheduling menu and set your chosen squad to be Stationed and select the station you want.&lt;br /&gt;
&lt;br /&gt;
===Routes===&lt;br /&gt;
&lt;br /&gt;
Routes are made by combining stations. Once you have stations set along your desired route (at least two stations are necessary), hit {{k|r}}outes while in the {{k|N}}otes menu. {{k|a}}dd a route, {{k|n}}ame it something appropriate, then {{k|e}}dit its waypoints. You need to {{k|a}}dd the points in the same order you want the dwarves to follow. They'll loop back to the initial point when they reach the last one. Waypoints can no longer be made on the fly; only stations can be selected as waypoints.&lt;br /&gt;
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==Instructors and Demonstrations==&lt;br /&gt;
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The leader of the squad, either a milita commander, or captain, will lead the group during a {{l|sparring|training}}  session. This can be in the form of a demonstration.&lt;br /&gt;
==Workaround for No-Training Bug==&lt;br /&gt;
&amp;quot;Miggy&amp;quot; on the Bay 12 forums wrote:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
I think I found a work-around for that one myself: My squads would go to the barracks then do &amp;quot;Individual combat drill&amp;quot;, even though I set them to train. I double-checked my alerts, my schedule, etc. and I really couldn't find any reason to why they shouldn't be training. Eventually I re-designated their barracks (I designated it again from another item in the same room, having the room be designated identically twice) and they immediately jumped into active soldier form and started doing dodging and striking demonstrations.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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This worked for me as well; I redesignated the barracks then set the squad to Active/Training via the {{k|s}}quad menu.&lt;br /&gt;
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=Frequently Asked Questions=&lt;br /&gt;
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''Full article: {{l|Military_F.A.Q.|Military F.A.Q.}}''&lt;br /&gt;
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{{Military v0.31}}&lt;/div&gt;</summary>
		<author><name>Arhm</name></author>
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