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		<id>https://dwarffortresswiki.org/index.php?title=DF2014:Minecart&amp;diff=296656</id>
		<title>DF2014:Minecart</title>
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		<updated>2023-12-15T15:00:05Z</updated>

		<summary type="html">&lt;p&gt;Benderdragon: Clarified derail speed and added info on cart jumps&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Masterwork|08:15, 19 May 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
[[File:Leitnagel Hund.png|thumb|Minecarts]]&lt;br /&gt;
A '''minecart''' is a [[tool]] intended for [[hauling]]. It can be made of [[wood]] at a [[carpenter's workshop]] or 2 bars of [[metal]] at a [[metalsmith's forge]] (using the [[Metal crafter|metalcrafting]] labor.) Minecarts store up to five times as many items as [[wheelbarrow]]s and are quite a bit faster than dwarves hauling objects by hand, but have the disadvantages of requiring a dedicated track network, a complex route planning phase, and the possibility of dwarves [[Fun|blundering into the path of carts filled with lead ore]]. Tracks may be carved into stone, or [[Construction|constructed]]; the latter allows above-ground routes, but these are more difficult to set up due to their additional [[building material|material requirements]].&lt;br /&gt;
&lt;br /&gt;
Just like wheelbarrows, minecarts are considered [[item]]s and are stored in a [[furniture]] [[stockpile]]. Despite their five-times-greater capacity, they are only 33% larger than wheelbarrows (minecarts have a size of 4000) and are identical in base [[item value|value]] when made from the same [[material]] (the value may differ due to the [[item quality]]). [[thief|Thieves]] or even mischievous animals can steal minecarts, even when they are moving on a track.{{cite forum|109460/3289070}} However, minecarts moving fast enough or being ridden cannot be stolen.&lt;br /&gt;
&lt;br /&gt;
Although most of the utility of minecarts is in [[fortress mode]], an [[adventure mode|adventurer]] can also ride in a minecart. Adventurers can also pick up and relocate minecarts.&lt;br /&gt;
&lt;br /&gt;
The invention of minecarts revolutionized the [[minecart logic|Science of Dwarfputing]] by enabling smaller, faster logic systems to be built.&lt;br /&gt;
&lt;br /&gt;
== Basic Minecart Usage ==&lt;br /&gt;
Minecarts can be used to swiftly transport dwarves, [[flow|fluids]], and/or large amounts of items, but before you have a functional minecart, there are several preconditions that need to be met. First of all, you need an actual minecart, constructed either in a [[carpenter's workshop]] or [[metalsmith's forge]]. For the minecart to be able to move, you also need to carve (with {{k|d}} {{k|T}}) or construct (with {{k|b}} {{k|C}} {{k|T}}) a track, which could be as simple as a straight line. Finally, you need to construct stops on your track (with {{k|b}} {{k|C}} {{k|S}}) where the minecart will start and stop.&lt;br /&gt;
&lt;br /&gt;
After you have created the stops and assigned a cart to the track, you must create logic routes connecting several stops and designate starting conditions for each stop. This is done with the {{k|h}}auling key. The most basic conditions are how the cart's movement is initiated and in which direction the cart should start moving. Carts can be either pushed (a dwarf stands at a stop and gives the cart a single push) or guided (a dwarf continually pushes the cart forward, guiding it along the track). The [[hauling]] [[labor]] required for pushing and guiding carts is called &amp;quot;Push/Haul Vehicles&amp;quot; and is turned on by default.&lt;br /&gt;
&lt;br /&gt;
To control which items are to be transported, you can add conditions specifying: (1) which kind of items are to be loaded and unloaded, (2) stockpile links to define which stockpile(s) the items should be un/loaded to and from.&lt;br /&gt;
&lt;br /&gt;
===Capacity and weights ===&lt;br /&gt;
Minecarts have a [[Size|size capacity]] of 500,000; five times the capacity of [[wheelbarrow]]s. &lt;br /&gt;
&lt;br /&gt;
'''Examples of the capacity of one cart'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Item&lt;br /&gt;
! Amount&lt;br /&gt;
|-&lt;br /&gt;
| [[stone]]&lt;br /&gt;
| 5&lt;br /&gt;
|- &lt;br /&gt;
| [[wood|log]]&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| [[block]]/[[bar]]&lt;br /&gt;
| 83&lt;br /&gt;
|-&lt;br /&gt;
| minecarts&lt;br /&gt;
| 12&lt;br /&gt;
|-&lt;br /&gt;
| [[Kitchen|prepared meals]]&lt;br /&gt;
| 500&lt;br /&gt;
|-&lt;br /&gt;
| [[Trap_component#Spiked_ball|spiked balls]]&lt;br /&gt;
| 500&lt;br /&gt;
|-&lt;br /&gt;
| [[Weapon#Native_weapons|mace]]&lt;br /&gt;
| 625&lt;br /&gt;
|-&lt;br /&gt;
| [[Weapon#Native_weapons|spears]]&lt;br /&gt;
| 1250&lt;br /&gt;
|-&lt;br /&gt;
| [[cloth]]&lt;br /&gt;
| 2500&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The weight of the loaded minecart does not affect the initial velocity received from pushing or launching from a roller.{{bug|6296}} However, the load of a minecart ''does'' affect whether a [[pressure plate]] triggers or not, based on the pressure plate's setting.&lt;br /&gt;
&lt;br /&gt;
'''Weights of different carts'''&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Type of cart&lt;br /&gt;
! Empty cart&lt;br /&gt;
! Fully loaded (items)&lt;br /&gt;
|-&lt;br /&gt;
| oaken minecart &lt;br /&gt;
| 28Γ&lt;br /&gt;
| 378Γ (10 oak logs)&lt;br /&gt;
|- &lt;br /&gt;
| iron minecart&lt;br /&gt;
| 314Γ&lt;br /&gt;
| 1698Γ (83 marble blocks)&lt;br /&gt;
|-&lt;br /&gt;
|- &lt;br /&gt;
| copper minecart&lt;br /&gt;
| 357Γ&lt;br /&gt;
| 1682Γ (10 obsidian boulders)&lt;br /&gt;
|-&lt;br /&gt;
| platinum minecart&lt;br /&gt;
| 856Γ&lt;br /&gt;
| 10482Γ (83 gold bars)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The weight of a minecart is one twenty-fifth (1/25) the [[density]] of its material in Urists. Because pressure plates can be set to trigger at intervals of 50 Urists, minecarts with weights just under a multiple of 50 are ideal for switching based on whether they're full or empty. The best minecart materials for full/empty switching are as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Material !! Minecart weight !! Content weight required to trigger !! Banana roasts required to trigger (for scale)&lt;br /&gt;
|-&lt;br /&gt;
| [[Glumprong]] || 48 || 2 || 4&lt;br /&gt;
|-&lt;br /&gt;
| [[Electrum]] || 596 || 4 || 7&lt;br /&gt;
|-&lt;br /&gt;
| [[Nickel silver]] || 346 || 4 || 7&lt;br /&gt;
|-&lt;br /&gt;
| [[Brass]] || 342 || 8 || 14&lt;br /&gt;
|-&lt;br /&gt;
| [[Bismuth]] ([[Strange mood|moods]] only) || 391 || 9 || 15&lt;br /&gt;
|-&lt;br /&gt;
| [[Fine pewter]] || 291 || 9 || 15&lt;br /&gt;
|-&lt;br /&gt;
| [[Lay pewter]] || 291 || 9 || 15&lt;br /&gt;
|-&lt;br /&gt;
| [[Tin]] || 291 || 9 || 15&lt;br /&gt;
|-&lt;br /&gt;
| [[Trifle pewter]] || 291 || 9 || 15&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{anchor|Tracks}}&lt;br /&gt;
&lt;br /&gt;
=== Creating tracks ===&lt;br /&gt;
Minecart tracks are made up of contiguous track, tracked ramp, or bridge tiles. Track tiles and tracked ramp tiles have a direction or series of directions associated with them. These directions dictate which directions a minecart on a given tile may move from that tile. For example, a Track NE (northeast) tile allows a minecart on it to move either north or east from its present position. Therefore, if you want your minecart to move east along a straight piece of track, then return west using that same track, you would need to use EW tracks so that the cart could travel east initially, then return west over the same track. Excluding designs in which the cart will &amp;quot;jump&amp;quot; tracks via a drop or other ramp, tracks must be valid end to end to work for most looped or straight-track applications. A single east only track tile in your line of east-west tracks will cause any route using the track to fail the moment it tries to go the wrong way over that tile. Minecart tracks can be built in two ways: Engraved/carved or constructed. A given minecart track need not use engraved or constructed elements exclusively, as the two methods can be used interchangeably depending on the needs of a given section of track. The way the tracks are built is slightly different between the two, as explained below.&lt;br /&gt;
&lt;br /&gt;
====Simple tracks====&lt;br /&gt;
&lt;br /&gt;
'''Carved'''&lt;br /&gt;
&lt;br /&gt;
A single-tile wide strip of natural stone can be designated to be [[Engraver|carved]] (with {{K|d}} {{k|T}}), which will create a straight two-way track. The creation of corners, crossings, and T-junctions is as simple as designating another strip of track that overlaps an existent or newly designated track. Engraved tracks are removed by [[smoothing]] the rock they're on, which results in a smooth floor (that can be re-engraved if necessary), or by building a [[floor]] on top and subsequently removing it.  Dwarves can carve corner tracks in one pass by designating the track carving twice and canceling unwanted carvings (with {{K|d}} {{K|x}}). Tracks can be engraved in any natural floor tile, rough, smooth and even over engravings, providing an easy method to remove low-quality or undesired floor engravings. Once a track has been engraved, it's important to check the track directions for each tile in the route carefully to make sure no mistakes were made by yourself or the game's track engraving logic. &lt;br /&gt;
&lt;br /&gt;
'''Constructed'''&lt;br /&gt;
&lt;br /&gt;
Tracks can also be built as regular [[construction]]s (through {{K|b}} {{K|C}} {{K|T}}). This method is resource-expensive, since each track tile requires one stone, [[bar]], or [[block]] for construction, and time-consuming, since you can't designate strips longer than 10 tiles at a time. Corners, crossings, T-junctions, and ramps also have to be designated individually. However, it is usually the only way to build tracks above ground or on soil (barring the [[Obsidian farming|creation of obsidian]]). Constructed tracks are designated for removal like any regular construction; be aware that removing track ramps built on top of natural ones will also remove the original ramp, leaving a flat floor.&lt;br /&gt;
&lt;br /&gt;
====Ramps====&lt;br /&gt;
&lt;br /&gt;
'''Carved'''&lt;br /&gt;
&lt;br /&gt;
The carving of natural ramps is a little more confusing: to carve a two-way track on a ramp (natural only, does not work on constructed ramps), you must designate the track '''starting on the ramp and one square beyond''' in the direction you want the track to go. For the side of the ramp square you want to head upward, there '''must''' be either a natural or constructed wall in the square next to it, otherwise the game assumes you are trying to carve it on the same level -- this can result in the track being carved underneath a door or other object. If you have accidentally done this, you can correct it by smoothing the ramp and constructing a single square of wall next to it, then re-carving the ramp correctly. (However, the wall must stay there permanently; removing it will disconnect the track.)&lt;br /&gt;
&lt;br /&gt;
'''Constructed'''&lt;br /&gt;
&lt;br /&gt;
The track and ramp must be constructed together as a Track/Ramp from the construct track menu ({{K|b}} {{K|C}} {{K|T}}). When constructing track ramps, the stated direction should be the same as the connected tracks. For example, a track going up from West to East would require, starting from the West, a Track (EW), a Track/Ramp (EW) and a Wall behind the ramp, underneath the section of track above it. Incorrectly placed ramps result in minecarts ignoring the ramp and crashing into the supporting wall. They will not, however, display as unusable as when the supporting wall is missing.&lt;br /&gt;
&lt;br /&gt;
'''Examples of ramps'''&lt;br /&gt;
&lt;br /&gt;
A simple ramp would look like this: &lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
 z +0   z +1&lt;br /&gt;
 ░░░░   ░░░░&lt;br /&gt;
 ═▲o    ░▼═&lt;br /&gt;
 ░░░░   ░░░░&lt;br /&gt;
o : wall&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Carving track corners into ramps is rather unintuitive and complicated. Since engraving tracks always requires two tiles to connect in a straight line as input, you have to give two separate designations for a single job: a track bit from the ramp tile to the &amp;quot;below&amp;quot; direction and another one to the wall of the &amp;quot;upward&amp;quot; direction. If you wanted to change direction on a ramp from east to north:&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
 z +0    z +1  &lt;br /&gt;
 ░░░░░   ░░░░░ &lt;br /&gt;
 ░░░░░   ══╗░░ &lt;br /&gt;
 ══▲░░   ░░▼░░ &lt;br /&gt;
 ░░░░░   ░░░░░ &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
you would need to connect the ramp on z +0 both to the west and to the north by issuing two &amp;quot;carve track&amp;quot; commands, one selecting the ramp and the track tile to the west, and another connecting the ramp tile with the wall to the north. An engraver would then carve a NW track corner into the ramp, allowing carts to pass the corner correctly both going up and down. Such track corners are perfectly serviceable for guided carts, but moving down a route of several of them by pushed or ridden cart is problematic - ramps on corners behave very counter-intuitively, resulting in loss of speed when going down and diagonal movement when going up.&lt;br /&gt;
&lt;br /&gt;
Moving to and from ramps (or between ramps &amp;quot;pointing&amp;quot; in different directions) causes some non-trivial adjustments to speed and even moving along the tiles at a fixed speed ''unrelated to the entry/exit velocity values'', because transitions to/from ramps are processed differently and are not to be &amp;quot;skipped&amp;quot;. This affects compact track/ramp combinations (such as e.g. a simple 2x2 ramp spiral) most, and combined with bouncing often makes them work not in the way one could expect. {{cite forum|144328/5705102}}&lt;br /&gt;
&lt;br /&gt;
=== Hauling route ===&lt;br /&gt;
A hauling route is a list of directions describing how and under what conditions a minecart will move. The proper setting up of routes is essential for a working rail system. Routes, stops, departure conditions and stockpile links are managed from the {{k|h}}auling menu.&lt;br /&gt;
&lt;br /&gt;
==== Route ====&lt;br /&gt;
A route defines the path a minecart will take along a track, as well as under what conditions it will move or stop moving. A route is made up of stops. Stops are precisely what they sound like, a position on the track at which you want a minecart to stop. A minecart track might use as little as a single stop for a looped track, which will serve as both a starting and stopping point for the cart, or it could contain many stops, perhaps to load supplies or wait for a bridge to be manually lowered, before reaching its destination or returning to its starting point. It is important to note that you only need to place stops on a route where you actually want the cart to stop and wait for some action to occur. They are not needed to help navigate the cart along the track beyond telling it where on the track to stop.&lt;br /&gt;
&lt;br /&gt;
New routes are created with the {{k|h}}auling key. Existing ones can be removed (without confirmation) with the {{k|x}} key, and also {{k|n}}icknamed. Before operating, the route must have a {{k|v}}ehicle assigned to it (this can be done with either the route or a stop selected). Assigning a full minecart to a route may result in a slow hauling job if the contents are heavy.&lt;br /&gt;
&lt;br /&gt;
==== Stops ====&lt;br /&gt;
Stops are the individual waypoints that make up a hauling route. A given stop consists of the location of a tile, as well as conditions describing when, where, and how a cart should be moved after being stopped at that tile. Stops can be created from within the {{k|h}}auling menu, by placing the cursor over a tile and hitting {{k|s}} while highlighting the route (or a stop within) you've already designated. A minecart will begin its route at the first stop created, and continue through each subsequent stop, being guided, pushed, or ridden from each stop to the next depending on the conditions specified. In many basic minecart applications, the cart will end up at the same stop it began at, though this is not always the case. It is important to note that hauling stop order is enforced, even if there is no track.  A dwarf will drag the cart overland back to a skipped stop in the route's list if your tracks bypass it somehow, including if the minecart does not stop on the stop after it is pushed/ridden.&lt;br /&gt;
&lt;br /&gt;
Once a stop has been placed, it is given a default set of conditions under which to move the minecart if it is stopped there. Each new stop gets the same default conditions regardless of the track it is placed upon (e.g. guide the cart to the north). For this reason new stops might get marked by yellow exclamation marks ({{DFtext|!|#ff0}}) due to invalid directions. One important thing to note is that as you place additional stops, the display will show paths between the stops you have defined. However, this is '''not''' necessarily the actual route the minecart will take once the route is in operation. For example, if a route were defined with two stops at opposite ends of a track with many twists and turns, a line will be drawn directly between those stops to show the order in which they will be visited. These route lines may crisscross all over the tracks, but so long as the track is valid end to end, the cart will follow the track from one stop to the next, even across twists, turns, and z-level changes. Route stops, which are the steps that make up a route, should not be confused with physical Track Stops, described below.&lt;br /&gt;
&lt;br /&gt;
===== Stockpile links =====&lt;br /&gt;
By placing the cursor on top of a stockpile and using {{k|s}}, you can create stockpile links while defining a hauling stop. Links can also be redefined by selecting them, placing the cursor over a different stockpile, and pressing {{k|p}}. The cart will then be filled by items present in its various linked stockpiles in preference to other items. Note that bins should be used with caution in stockpiles that are linked to minecarts. Bins cause problems when used with the &amp;quot;Desired Items&amp;quot; list in a stop's conditions. For example, if a minecart is set to accept only granite blocks, and to depart north when it is 100% full of granite blocks, it will not depart if any of those granite blocks are in bins, even if bins are also included in the desired items list. Two solutions to this problem exist as of v0.40.24. First, bins can be disallowed in stockpiles that are linked to stops. Alternatively, bins '''can''' be used in conjunction with minecarts provided that the minecart's departure conditions use only &amp;quot;any items&amp;quot; instead of &amp;quot;desired items.&amp;quot; This option can be toggled in the advanced conditions menu for a stop, accessible via the {{key|C|}} key. The cart's contents can still be controlled by specifying what items are allowed in the linked stockpile.&lt;br /&gt;
&lt;br /&gt;
===== Departure condition =====&lt;br /&gt;
Departure conditions involve setting conditions in which the minecart will leave on the route. Each condition includes:&lt;br /&gt;
# A departure mode (Guide, Ride or Push).&lt;br /&gt;
# An initial departure direction (NSEW). Note that this defines the initial direction of movement only. Even if a track includes many turns, as long as the initial movement direction is valid the cart will follow the minecart track thereafter.&lt;br /&gt;
# A timer, before which the departure condition cannot be met.&lt;br /&gt;
# Conditions on the amount of items in the cart.&lt;br /&gt;
Departure conditions are created with the {{k|n}} key. A new departure condition will read: &amp;quot;guide north immediately when empty of desired items&amp;quot;. This condition can be changed between basic presets with {{k|c}}. &amp;quot;Advanced&amp;quot; mode ({{k|C}}) allows for more precise control over departure conditions: fine tuning the percentage from 0 to 100 in 25% steps ({{k|f}} and {{k|F}}), switching it being either the maximum or the minimum amount of items for the condition to be met ({{k|m}}), and whether the cart accepts all or only a specific set of items ({{k|l}}). Common to both screens are the departure mode ({{k|p}}, Push, Ride or Guide), {{k|d}}irection, and timer ({{k|t}} and {{k|T}}) options.&lt;br /&gt;
&lt;br /&gt;
To have a cart only carry a specific set of items, the stop can be set to only carry &amp;quot;desired&amp;quot; items, opening the selection screen with the {{k|Enter}} key while having said stop condition selected, and toggling as desired, or it can simply be linked to a stockpile and set to depart once it is full of items from its linked stockpiles, regardless of type.&lt;br /&gt;
&lt;br /&gt;
=== Track Stops ===&lt;br /&gt;
A Track Stop, not to be confused with a route stop, is an optional, single-tile construction which serves two purposes. First, it can be used to cancel a cart's momentum in order to slow or stop it as it passes over the Track Stop. This might be necessary if a cart were pushed down a series of ramps to its destination. Second, a Track Stop can cause a cart to automatically dump its contents as it passes over the Track Stop. Track Stops are constructed via {{k|b}} {{k|C}} {{k|S}}, and must be constructed atop an existing piece of track. If a Track Stop has been set to automatically dump a cart's contents, the cart will dump its contents in the direction indicated when it passes over the Track Stop. Depending on the friction settings chosen for the Track Stop, the cart might then stop after dumping, or it might continue on its route to another destination.&lt;br /&gt;
&lt;br /&gt;
Track Stops are not mandatory; in fact, their main use is in automated rail systems. However, even in basic rail systems it can be useful to set a Track Stop to dump items: this saves time that dwarves would otherwise spend in removing items from the cart, time that is better spent driving the cart back to where it's needed. Dumping will occur even with a guided cart.  '''Take care not to set Track Stops at a loading site to dump their contents''', or dwarves will never be able to fill the cart. It will dump any contents the moment they are loaded.&lt;br /&gt;
&lt;br /&gt;
Counter-intuitive to their construction method, Track Stops are considered [[building]]s and must be removed by {{k|q}} {{k|x}}.&lt;br /&gt;
* See [[#More_on_Track_stop |More on Track Stops]]&lt;br /&gt;
&lt;br /&gt;
=== Step-by-step tutorial ===&lt;br /&gt;
&lt;br /&gt;
Let's construct a simple minecart route.  This route will move stone blocks from an input stockpile to an output stockpile.  We'll begin by creating the stockpiles:&lt;br /&gt;
&lt;br /&gt;
[[File:minecart-example-1.png|Stockpiles designated.]]&lt;br /&gt;
&lt;br /&gt;
The input stockpile is on the left; the output stockpile is on the right.  We'll be moving blocks from left to right.  Disable bins in both stockpiles, and set the input stockpile to accept only from links.  Then make the stockpile take from the mason's workshop where the blocks are being produced.&lt;br /&gt;
&lt;br /&gt;
Next, carve the track:&lt;br /&gt;
&lt;br /&gt;
[[File:minecart-example-2.png|Track carving designation.]]&lt;br /&gt;
&lt;br /&gt;
Note that the ends of the designation are uniquely shaped; this is automatic, and not anything you need to control.  Now, wait for your engravers to come along and carve the track into the stone.  (Your haulers will probably also fill up the input stockpile while you wait.)&lt;br /&gt;
&lt;br /&gt;
In addition, while we're waiting for that to happen, we'll build an iron minecart in the forge.&lt;br /&gt;
&lt;br /&gt;
[[File:minecart-example-3.png|Track carved.]]&lt;br /&gt;
&lt;br /&gt;
When the track has been carved, it will look like the above (the track will be solid instead of flashing).  Now, order a track stop to be constructed next to the output stockpile:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| [[File:minecart-example-4.png|Track stop designation.]]&lt;br /&gt;
| [[File:minecart-example-5.png|Select dumping direction.]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
You must press {{k|d}} three times to select the dumping direction ''before'' placing the track stop (as of 0.47.05 this can now be changed ''after'' placing the stop, also).  We want our blocks to be dumped into the output stockpile east of the track stop.  Then wait for a mechanic to come along and build the track stop.&lt;br /&gt;
&lt;br /&gt;
[[File:minecart-example-6.png|Track stop constructed.]]&lt;br /&gt;
&lt;br /&gt;
Now we'll define the actual ''route''.  This is done in the {{k|h}}auling menu.  Press {{k|r}} to begin defining a route.  Next, move the cursor to the input end of the track, and then press {{k|s}} to define the first stop:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| [[File:minecart-example-7.png|Stop 1 designation.]]&lt;br /&gt;
| [[File:minecart-example-8.png|Route definition, in progress.]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Move the cursor again, to the output end of the track, and press {{k|s}} again to define the second stop:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| [[File:minecart-example-9.png|Stop 2 designation.]]&lt;br /&gt;
| [[File:minecart-example-10.png|Route definition, two stops.]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| [[File:minecart-example-11.png|Stops are not defined yet.]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
There are several user interface features to note at this point.  The stops have been positioned, but they haven't been ''defined'' yet, so there is a warning {{DFtext|!|#ff0}} symbol by each of them.  In the lower right corner, we see what the {{DFtext|!|#ff0}} means.  Also, note that the second stop is labeled in white, while the other two lines are grey.  The white text is a selection indicator, and can be moved up and down by pressing {{k|+}}/{{k|-}}.&lt;br /&gt;
&lt;br /&gt;
Next we need to define what our stops do.  We want the minecart to be filled with blocks at the first stop, then travel to the second stop where it will dump its cargo, and then return.  Press {{k|-}} to move the selection up to stop 1, and {{k|Enter}} to open it up.  By default, the stop has three conditions:&lt;br /&gt;
&lt;br /&gt;
[[File:minecart-example-12.png|Default stop definition.]]&lt;br /&gt;
&lt;br /&gt;
We don't want any of these, so press {{k|x}} three times to delete them.  This leaves us with a blank stop.  Now we can add the conditions we actually want.  Press {{k|n}} to begin adding the first condition, then {{k|d}} twice to change the direction from north to east.  Then press {{k|c}} to change the condition from empty to full.  This will instruct the minecart to be guided east when full of desired items.&lt;br /&gt;
&lt;br /&gt;
To set the desired items, we create a stockpile link.  Press {{k|s}}, then move the cursor to the input stockpile, then press {{k|p}} to select that stockpile.  Now press {{k|Enter}}; this opens up a selection screen that resembles the stockpile customization screen.  Move down to Blocks, {{k|e}}nable them, then (if you wish) restrict it to stone blocks.&lt;br /&gt;
&lt;br /&gt;
When you've done all that, stop 1 should look like this:&lt;br /&gt;
&lt;br /&gt;
[[File:minecart-example-13.png|Stop 1, defined.]]&lt;br /&gt;
&lt;br /&gt;
Stop 2 is much simpler.  All we need to do is have the minecart return to the input stop.  So, make a condition and change the direction:&lt;br /&gt;
&lt;br /&gt;
[[File:minecart-example-14.png|Stop 2, defined.]]&lt;br /&gt;
&lt;br /&gt;
Finally, we just have to assign our minecart.  Go back to the route definition screen, and press {{k|v}}.  Select the minecart, and press {{k|Enter}}.&lt;br /&gt;
&lt;br /&gt;
Now we've got everything set up:&lt;br /&gt;
&lt;br /&gt;
[[File:minecart-example-15.png|Route, fully defined.]]&lt;br /&gt;
&lt;br /&gt;
The V is red because the minecart hasn't been moved onto the track yet.  Some dwarf will have to haul it from the forge to the first stop, by hand; this will take a while, especially if the forge is far away.&lt;br /&gt;
&lt;br /&gt;
Once the minecart is in place, dwarves should fill it with blocks from the input stockpile, which will in turn be filled with blocks from the workshop where your mason has been toiling dutifully.  When the minecart is full, the blocks will be dumped into the 1x1 stockpile on the right.  Automatic quantum dumping!&lt;br /&gt;
&lt;br /&gt;
=== Troubleshooting ===&lt;br /&gt;
&lt;br /&gt;
Because of the complexity of the system, all but the most careful and experienced minecart users will encounter issues. Most route issues can be diagnosed and fixed from the {{k|h}}auling menu.  &lt;br /&gt;
&lt;br /&gt;
'''Symptom:''' {{DFtext|! Set dir/connect track|6:1}} message appears to the right of one or more stops &lt;br /&gt;
&lt;br /&gt;
:;Possible Causes:&lt;br /&gt;
:* Game cannot find a path for ''guiding'' the cart without carrying. The game checks for haul route validity assuming the cart will be guided. This warning will be shown when the path crosses impassable tiles, requires a dwarf to carry the cart, or is not fully guidable.&lt;br /&gt;
:** If your cart path relies upon advanced tricks like deliberate falling into pits or ignoring floor types, even a path designed entirely as you intended will still trigger the yellow warning. If the route is working as intended, you can safely ignore this warning.&lt;br /&gt;
:* Invalid departure direction in one or more conditions for the stop. Edit the stop using {{k|Enter}} and press{{k|d}} until it is pointing in a valid direction.&lt;br /&gt;
:* Track stop built on trackless tile. Track stops must be built on tiles where tracks already exist to be usable.&lt;br /&gt;
:* Discontinuous track. If the route indicator seems to draw between your first and last stop, this is the cause. Make sure destinations are linked by track to both directions, and that there are no sneaky gaps in the tracks. &lt;br /&gt;
:** ''Ramps''' are notorious for their finicky use. It is recommended to check every ramp to confirm no unintended one-way ramps remain.&lt;br /&gt;
:** To carve a two-way track on a (natural) ramp, you must designate the ramp ''and one square beyond'' in the direction you want the track to go.&lt;br /&gt;
:** Ramps '''must''' have a solid wall on the side opposite to the track (&amp;quot;behind&amp;quot; the ramp), or they will neither work nor be marked as &amp;quot;unusable&amp;quot;. The wall can be natural or constructed.&lt;br /&gt;
:* Discrepancies in desired/kept item configurations.&lt;br /&gt;
&lt;br /&gt;
'''Symptom:''' The status '''0% &amp;lt;span style=&amp;quot;color:#00dd00;&amp;quot;&amp;gt;V&amp;lt;/span&amp;gt;''' always appears to the right of one stop.  &lt;br /&gt;
&lt;br /&gt;
:;Possible Causes:&lt;br /&gt;
:* Stop not set to take from a stockpile. Edit the Stop using {{k|Enter}} and make sure you see a message like &amp;quot;Take from Stockpile #1&amp;quot;.&lt;br /&gt;
:* Take conditions and stockpile contents do not overlap.&lt;br /&gt;
:* Track stop is set to dump. A track stop set to dump cannot be filled. You must either set the stop to a time-based departure or deconstruct the track stop and rebuild it without dumping. (Alternatively, with [[DFHack]] you can modify &amp;quot;Dump on arrival&amp;quot; to &amp;quot;No&amp;quot; using the {{key|q}} menu without rebuilding the stop.)&lt;br /&gt;
:* Minecart itself is designated to be dumped (such as when using mass-dump).&lt;br /&gt;
&lt;br /&gt;
'''Symptom:''' Dwarves fill the minecart properly, but will not move it thereafter.&lt;br /&gt;
&lt;br /&gt;
:;Possible Causes:&lt;br /&gt;
:* Minecart contains items not listed as desired on its current stop. Check minecart contents using the {{key|k}} and {{key|z}} keys and ensure that all items in the cart are desired items.&lt;br /&gt;
:* Minecart contain desired items ''in bins''. Minecarts seem to have problems realizing that they are in fact full of desired items if some of those items are in bins, even if bins are also among the desired items for that stop. '''This cannot be solved by adding the appropriate bins to the stop's desired items.''' Either disallow bins in stockpiles you intend to load minecarts from, or set the departure conditions to rely only on percentage of total load rather than percentage of desired items using the advanced conditions menu ({{key|C}} key).&lt;br /&gt;
&lt;br /&gt;
'''Symptom:''' Dwarves repeatedly attempt to load the minecart, but no items are ever loaded into it.&lt;br /&gt;
&lt;br /&gt;
:;Possible Causes:&lt;br /&gt;
:* Track Stop set to dump used as a loading site. Every time a dwarf places an item into a cart resting on such a track stop, the item will be immediately dumped, causing unlimited, useless cart loading jobs. Autodumping Track Stops should never be used at a loading site.&lt;br /&gt;
&lt;br /&gt;
'''Symptom:''' A dwarf picks up the minecart and carries it to its destination.&lt;br /&gt;
:* See [[#Quirks|Quirks]]&lt;br /&gt;
&lt;br /&gt;
=== Danger ===&lt;br /&gt;
Minecarts are not without &amp;lt;strike&amp;gt;danger&amp;lt;/strike&amp;gt; [[fun]]. Although designating a track automatically sets the [[traffic]] designation to low, dwarves ''may'' still walk on them, and [[creature]]s ignore traffic designations altogether. If an unlucky dwarf or creature fails to [[dodger|dodge]] a minecart, they can be injured. Most of this danger can be avoided by setting the minecart {{k|h}}auling commands to guide instead of push or ride (dwarves guiding minecarts will ignore traffic restrictions), as well as by [[pasture|pasturing]] domestic animals and preventing the access of other creatures to the tracks. Note that removing the track doesn't reset that tile back to normal traffic priority, so you may wish to manually clean up traffic designation afterward. Also note that bridges that are used as tracks don't have their traffic priority changed automatically (since they're just normal bridges), which could cause dwarves to pathfind normally through dangerous minecart entrances in your fort's walls if you're not careful.&lt;br /&gt;
&lt;br /&gt;
The only &amp;lt;s&amp;gt;fool&amp;lt;/s&amp;gt;''dwarf''-proof method is to make the tracks inaccessible. There are several ways to create a track which works for minecarts but doesn't allow creature-traversal; the simplest is perhaps building a [[statue]] on the tracks. Other options include adding single-tile holes (minecarts moving at reasonable speed will jump the gap), vertical drops, minecart-triggered doors, small pools of liquid (4/7 water or 2/7 magma), and hostile creatures overlooking the tracks. For safety, both ends of the track should be isolated, making the dangerous center sections completely inaccessible (though maintenance access can be provided by a locked door).&lt;br /&gt;
&lt;br /&gt;
Danger does not always involve living victims: careless route designation can also result in minecarts careening off tracks or colliding with each other. If this occurs, the [[item]]s may be scattered; this can cause even more hauling jobs than the minecart aimed to eliminate. Even &amp;lt;s&amp;gt;better&amp;lt;/s&amp;gt; worse, scattered items, especially [[weapon]]s, can injure passing [[dwarf|dwarves]] or other [[creature]]s; in the words of Toady One the Great, &amp;quot;Accidental grapeshotting of the dining room should be possible now.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Of course, the danger of using minecarts means they can also be [[Trap_design#Minecarts|used as weapons]] by imaginative players.&lt;br /&gt;
&lt;br /&gt;
== Advanced usage and automation ==&lt;br /&gt;
Minecart-specific effects are implemented via track stops, rollers and [[pressure plate]]s with &amp;quot;track&amp;quot; condition set. Since all three are considered [[building]]s, they can't be built on the same square (however convenient track stop + pressure plate would be) nor a simple ramp, and are removed by {{k|q}} {{k|x}}. &lt;br /&gt;
&lt;br /&gt;
=== More on Track stop === &lt;br /&gt;
Track stops are constructions that allow further automation of minecart systems via adjustable features such as braking by friction and automatic dumping of contents. They can be built from logs, bars and blocks through {{K|b}} {{K|C}} {{K|S}}; friction amount, dumping toggle and dumping direction must be set '''before''' construction, and these settings can be neither changed nor seen thereafter*; however, track stops can be linked to [[pressure plate]]s or [[lever]]s to toggle friction and dumping On or Off (trigger state is inverted: switch On = track stop Off). In thoughts screen, dwarves will admire track stops as traps.&lt;br /&gt;
&lt;br /&gt;
*Note: With DFHack, the friction and direction settings '''can''' be adjusted after the track stop has been constructed. The stop can be {{K|q}}ueried to show the settings as they were set prior to construction, and two options will appear that allow the settings to be changed. The friction amount can be decreased or increased by pressing {{K|a}} or {{K|s}} respectively, cycling from &amp;quot;Lowest&amp;quot; to &amp;quot;Highest&amp;quot;. The direction to dump can be toggled through the four cardinal points by pressing {{K|d}} until the desired direction is selected.&lt;br /&gt;
&lt;br /&gt;
If a [[stockpile]] is placed on the tile that a track stop is set to dump to, it can act as a [[Exploit#Quantum_stockpiles|quantum stockpile]] and any items dumped from a minecart that match the storage settings of the stockpile will remain there and accumulate.  Normally track stops are built on top of existing track to operate on moving minecarts, but they can also be used without tracks to create [[Quantum_stockpile#The_Minecart_Stop|automatic quantum stockpiles]] (see also [[#Step-by-step_tutorial|step-by-step tutorial]]).  It is not always desirable to collect ALL of certain items into one quantum stockpile, such as when distributing a material to multiple separate industries. You can link your quantum stockpile to various other stockpiles, ensuring that your dwarves will keep them supplied as necessary. Because quantum stockpiles never fill up like regular stockpiles, it may be a good idea to add a switch to turn them off.  &lt;br /&gt;
&lt;br /&gt;
Items dumped from a minecart at a track stop (or dumped by any other means) into open space fall through z-levels until they land on a solid surface.  Items falling onto a designated [[stockpile]] will automatically be considered part of that stockpile, even if the stockpile is set to disallow those items (they will, however, be automatically moved to a more appropriate stockpile, if available).  Items falling on top of a minecart will '''not''' fall &amp;quot;inside&amp;quot; the minecart.  Use with caution; dwarves have fragile skulls.{{bug|5945}}&lt;br /&gt;
&lt;br /&gt;
=== Automated propulsion ===&lt;br /&gt;
==== Roller ====&lt;br /&gt;
{{Main|Roller}}&lt;br /&gt;
&lt;br /&gt;
A '''roller''' is a [[power]]ed [[machine component]] for the automated propulsion of minecarts. They are built over the top of existing tracks with {{K|b|M|r}}, requiring a [[mechanic]], ''(length/4)+1'' [[mechanism]]s and a [[rope]]. Rollers may also be placed directly on ramps to help pull carts up Z levels. Rollers are very useful to maintain a cart's momentum along long routes, to get them to climb Z-levels without dwarfpower involved, and to get them to reach speeds unattainable by guiding dwarves. These devices are variable-length (1-10), variable-direction and variable-speed ([[Minecart#Numbers_behind_the_scene|see below]]), all traits that can be set at construction time; a roller uses two units of power per tile it is long.&lt;br /&gt;
&lt;br /&gt;
Single-tile rollers transfer power in all four cardinal directions, while other rollers generally only transfer power perpendicular to their activity direction. Longer rollers can also transfer power along their activity direction if built in the correct order, although this can be hard to accomplish and is easily broken. Rollers cannot be powered from above.&lt;br /&gt;
&lt;br /&gt;
Rollers have great acceleration and capped speed. Carts going faster than the roller are unaffected. If a cart moves across an active roller in the direction the roller works and moves slower than the roller's specified speed, the cart will be set to the roller's speed. A cart going against a roller's movement direction will be sent back the way it came (once again at the roller's speed), unless it was moving extremely fast: speed increment of 100000 allows to reverse carts from the full &amp;quot;highest&amp;quot; (50000) speed roller to full &amp;quot;highest&amp;quot; speed back, but ramps can accelerate a cart beyond this. {{cite forum|144328/5702453}}&lt;br /&gt;
A cart crossing over a roller perpendicular to its current movement direction will gain the roller's amount of speed in the perpendicular direction without directly changing its forward motion. Without an adjacent wall to constrict its movement, this will typically send a cart off the rails on a diagonal path, completely unable to follow any tracks until it collides with a wall or is otherwise brought to rest. However, if the roller is placed over a track turn and pushes ''from'' the direction of that turn's track, the turn affects carts ''after'' the roller, so they will be forced into the turn rather than derailed in a diagonal direction. {{cite forum|144328/5702453}}&lt;br /&gt;
&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
tracks: full:&lt;br /&gt;
  ║       ║&lt;br /&gt;
 ═╗═     ═╢═&lt;br /&gt;
  ║       ║ &lt;br /&gt;
&lt;br /&gt;
╢ : roller pushing from W to E&lt;br /&gt;
}}&lt;br /&gt;
If the roller is powered, carts from ''all'' directions (unless too fast) exit S, because speed imparted by the roller forces carts toward E and ''then'' into the turn.&lt;br /&gt;
If not powered, carts from W and N exit S, carts from E and S exit W. Carts above derail speed will ignore the turn, of course.&lt;br /&gt;
&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
 ║     ║ &lt;br /&gt;
═╗═   ═╟═&lt;br /&gt;
 ║     ║&lt;br /&gt;
&lt;br /&gt;
╟ : Roller pushing from E to W&lt;br /&gt;
}}&lt;br /&gt;
Carts from the E or W: exit W.&lt;br /&gt;
Carts from N: derailed diagonally, exit SW.&lt;br /&gt;
Carts from S: derailed diagonally, exit NW.&lt;br /&gt;
&lt;br /&gt;
Rollers affects carts on a track - if placed on a floor or ramp without any tracks, they are ignored. Depowered rollers are also ignored, friction is determined by the tiles underneath.&lt;br /&gt;
&lt;br /&gt;
Because of their one-way nature, rollers are unsuitable for most two-way minecart tracks (unless you set gears toggling roller A-&amp;gt;B off while toggling A&amp;lt;-B rollers on). However, a minecart set to be ''guided'' is not affected by rollers at all{{cite forum|109460/3286235}} &amp;amp;mdash; this allows a one-way track to be used in both directions. In addition, unpowered rollers do not affect minecarts.&lt;br /&gt;
&lt;br /&gt;
Care must be taken in [[glacier]]s and other extremely cold [[biome]]s, since rollers (and the machinery used to power them) will not operate when constructed on natural [[ice]] floors.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Impulse ramps ====&lt;br /&gt;
Carts can be given momentum without rollers or changing z-level by exploiting a design oversight in a phenomenon called &amp;quot;impulse ramps&amp;quot;. A track ramp which has at least one wall/fortification and exactly one other connection will ''always'' accelerate a cart towards the other connection, no matter where the cart enters the tile from. This means carts can be accelerated even if the cart doesn't actually change z-level at all; ramps don't actually impart any downward velocity even when making cart descend. If a track ramp faces three directions such as ╩, then two of those directions need to be facing walls for the cart to be accelerated towards the remaining direction.&lt;br /&gt;
&lt;br /&gt;
Example of straight impulse acceleration:&lt;br /&gt;
&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒     ▒▒▒▒▒▒▒▒▒▒ &lt;br /&gt;
═▲▲▲▲▲▲▲▲▲▲═   ═╚╚╚╚╚╚╚╚╚╚═ &lt;br /&gt;
▒   : Wall&lt;br /&gt;
  ═ : Normal track &lt;br /&gt;
▲/╚ : N/E Track/Ramp&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
If a cart enters from the left, it will speed up on every track/ramp and exit to the right going very very fast—more than one tile every step. If it enters from the right, then it will bounce back impulsed by the ramp if it's going slow enough.&lt;br /&gt;
&lt;br /&gt;
As another oddity, carts coming from ramps will in some cases &amp;quot;teleport&amp;quot; through most of the next tile. This is called the &amp;quot;checkpoint effect&amp;quot;, and is explained in detail in the Physics section, below. This negates the deceleration of the next tile if it is a ramp &amp;quot;angled&amp;quot; in a different direction. You can just make an upward spiral alternating impulse ramps and regular upward ramps. It takes no power, is quick and cheap to build, requiring only channeling and track carving, and the cart goes up fast, but not so fast that it launches its contents.&lt;br /&gt;
&lt;br /&gt;
Examples of impulse elevators:&lt;br /&gt;
&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
 z +0    z +1    z +2    z +3&lt;br /&gt;
 ░░░░░   ░░░░░   ░░░░░   ░░░░░&lt;br /&gt;
 ░╔░░░   ░▼╚╗░   ░░▼▼░   ░░░░░&lt;br /&gt;
 ░╝░░░   ░▼░░░   ░░░╔░   ░░░▼░&lt;br /&gt;
 ░▼▼░░   ░░░░░   ░░░╝░   ░╚╗▼░&lt;br /&gt;
 ░░░░░   ░░░░░   ░░░░░   ░░░░░&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
 z +0   z +1   z +2   z +3   z +4   z +5   z +6   z +7   z +8   z +9&lt;br /&gt;
 ░░░░   ░░░░   ░░░░   ░░░░   ░░░░   ░░░░   ░░░░   ░░░░   ░░░░   ░░░░ &lt;br /&gt;
 ░▼░░   ░░╗░   ░╔▼░   ░▼░░   ░░░░   ░╔╝░   ░▼▼░   ░░░░   ░░╗░   ░╔▼░ &lt;br /&gt;
 ░╔╝░   ░▼▼░   ░░░░   ░╚░░   ░▼╝░   ░░▼░   ░╚░░   ░▼╝░   ░░▼░   ░░░░ &lt;br /&gt;
 ░░░░   ░░░░   ░░░░   ░░░░   ░░░░   ░░░░   ░░░░   ░░░░   ░░░░   ░░░░ &lt;br /&gt;
 &lt;br /&gt;
░ : Wall&lt;br /&gt;
╔,╚,╗,╝ : Track/Ramp&lt;br /&gt;
▼ : Down Ramp (empty space)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Note that these impulse elevators, due to the checkpoint effect and upward curved ramp effect, will not actually result in carts traveling straight up the ramp.  They will lose speed, bounce off a ramp, then be accelerated back into the spiral after a 9-turn delay on both tiles on the floor where they are stopped.  This is because the checkpoint effect allows carts to travel up the ramps in a single turn, but also prevents the impulse ramps from adding acceleration unless the cart is slowed to staying on the ramp for more than one turn.  Initial acceleration will carry the cart up a variable number of floors before this effect occurs, but this bouncing back and forth will occur every 5 z-levels after the first time the cart stops.  When the cart ''is'' traveling upwards, it will pass every tile at a rate of one tile per turn regardless of its actual speed, due to the checkpoint effect.  In tracks with only a single cart, this is negligible, but when multiple carts are on the same track (such as when you place multiple carts on a magma cart lift) this can cause collisions which derail carts, or cause other unexpected or undesired behaviors.&lt;br /&gt;
&lt;br /&gt;
The following impulse ramp (while larger) should alleviate these problems by using a straight ramp to go upwards, preceded by an impulse ramp to exploit the checkpoint effect and negate up ramp costs.  Corners still decelerate carts, so the cart will tend towards a velocity of 72k, which is above derail speed.  Derail speed breaks (see Controlling Speed, below) may be necessary at the top.&lt;br /&gt;
&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
z +0     z +1     z +2     z +3&lt;br /&gt;
 ░░░░░░   ░░░░░░   ░░░░░░   ░░░░░░&lt;br /&gt;
 ░░░░░░   ░╔╔═░░   ░░▼▼╗░   ░░░░░░&lt;br /&gt;
 ░║░░░░   ░▼░░░░   ░░░░╗░   ░░░░▼░&lt;br /&gt;
 ░╚░░░░   ░▼░░░░   ░░░░║░   ░░░░▼░&lt;br /&gt;
 ░╚▼▼░░   ░░░░░░   ░░░░░░   ░░═╝╝░&lt;br /&gt;
 ░░░░░░   ░░░░░░   ░░░░░░   ░░░░░░&lt;br /&gt;
&lt;br /&gt;
░ : Wall&lt;br /&gt;
║,═,╔,╚,╗,╝ : Track/Ramp&lt;br /&gt;
▼ : Down Ramp (empty space)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Also, if you want to have a cart following a below-derail speed, the following track works well:&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
z +0    z +1    z +2    z +3&lt;br /&gt;
 ░░░░░   ░░░░░   ░░░░░   ░░░░░&lt;br /&gt;
 ░░░░░   ░══░░   ░▼▼║░   ░░░▼░&lt;br /&gt;
 ░║░░░   ░▼░░░   ░░░║░   ░░░▼░&lt;br /&gt;
 ░║▼▼░   ░▼░░░   ░░░░░   ░░══░&lt;br /&gt;
 ░░░░░   ░░░░░   ░░░░░   ░░░░░&lt;br /&gt;
&lt;br /&gt;
░ : Wall&lt;br /&gt;
║,═ : Track/Ramp&lt;br /&gt;
▼ : Down Ramp (empty space)&lt;br /&gt;
}}&lt;br /&gt;
In this elevator, the cart collides with the walls in the corners, but then realigns on the ramp, picks up speed, checkpoints through the next ramp, and slams into the next wall.  It is slower (10 ticks per floor) but produces reliable speeds, and will exit the impulse elevator at little more than push speeds.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A sort of opposite effect to impulse ramps also exists: ramps lacking the proper &amp;quot;up&amp;quot; and &amp;quot;down&amp;quot; connections are treated as flat track, even if they actually go up or down z-levels. This allows building &amp;quot;anti-impulse&amp;quot; slopes consisting entirely of ramps only connected up, which a minecart can travel up forty levels and more, needing no more than a single push.&lt;br /&gt;
&lt;br /&gt;
=== Controlling traffic ===&lt;br /&gt;
&lt;br /&gt;
==== Switching ====&lt;br /&gt;
&amp;lt;!-- copying template ║ ═ ╔ ╗ ╚ ╝ ╠ ╣ ╦ ╩ ╬ ╞ ╡ ╥ ╨ --&amp;gt;&lt;br /&gt;
As tracks are constructions or tile features, [[door]]s and other furniture can be built on them. A [[door]] or [[floodgate]] can be turned on or off by a [[lever]], effectively controlling the flow of automated minecarts. This may be &amp;lt;s&amp;gt;dangerous&amp;lt;/s&amp;gt; [[fun]], however. &lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
       -&amp;gt;&lt;br /&gt;
 A ════┤≡════ B&lt;br /&gt;
┤ : roller pushing to East&lt;br /&gt;
≡ : door&lt;br /&gt;
}}&lt;br /&gt;
The roller pushes the cart east, but until the &amp;quot;departure condition&amp;quot; is fulfilled, the door remains closed and blocks the path. &lt;br /&gt;
&lt;br /&gt;
[[Bridge]]s can also act as tracks, but only if they're lowered or not retracted. This property can enable levers to turn tracks on and off. However, care should be taken to ensure that such bridges are never operated while a cart is on top of them, as the cart will be flung off the track. It's worth noting that it's often faster, and cheaper, to construct large bridges than long sections of constructed track.&lt;br /&gt;
&lt;br /&gt;
A powered track switch can be constructed by building an &amp;quot;inverted&amp;quot; corner as illustrated below.&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
      B             B&lt;br /&gt;
      ║     -&amp;gt;      ║&lt;br /&gt;
      ║             ║&lt;br /&gt;
  ════╚═══      ════├════&lt;br /&gt;
 A        C    A         C&lt;br /&gt;
├ : roller pushing to West.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
If the cart is pushed East from the stop at 'A' while the roller is activated, it will arrive at 'B'. If the roller is not running, it will arrive at 'C'. The switch works by the roller first reversing the incoming cart's movement and the cart ''then'' following the track corner.&lt;br /&gt;
&lt;br /&gt;
This switch is very reliable, reacts instantly to on/off signals, and carts of any speed can be switched by this design, although very fast carts will require rollers that are several tiles long, up to three. The requirement for power can be inconvenient or impractical.  Non-powered solutions may use controlled derailment, or a connecting bridge.&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
    B ╥&lt;br /&gt;
      ║&lt;br /&gt;
      ║&lt;br /&gt;
 ╞════╝ ════╡&lt;br /&gt;
 A     D    C&lt;br /&gt;
}}&lt;br /&gt;
Here the track between A and C is not continuous. The only continuous track is A-&amp;gt;B, with a corner (not a T section). Fast moving carts will tend to derail at D and rejoin the track to C. Placing a door at D will prevent the derailment, so the cart continues to B. The door is operated by mechanisms elsewhere (typically, a lever, but some fun can be had with pressure plates).&lt;br /&gt;
&lt;br /&gt;
Since it depends on derailing, this switch requires a very fast cart, faster than what can be achieved with rollers alone. To gain sufficient speed, a cart must be accelerated further, usually by descending several levels or through impulse ramps. The high speed makes the cart much more dangerous and harder to control.&lt;br /&gt;
&lt;br /&gt;
If carts are moving too slowly to derail at the corner, a retractable bridge may be used as a connector between A and C.  &lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
      B╥&lt;br /&gt;
       ║&lt;br /&gt;
       ║&lt;br /&gt;
 A╞════bbb════╡C&lt;br /&gt;
}}&lt;br /&gt;
The bridge must overlap the corner. Bridges behave like a track crossing, allowing carts to pass in a straight line. When retracted, the corner reappears, so the carts will continue to B. Bridges take 100 steps to react to a signal, necessitating rather long &amp;quot;lead times&amp;quot; when switching tracks via bridge.&lt;br /&gt;
&lt;br /&gt;
As mentioned above, special care must be taken to make sure the bridge doesn't change state while the cart is passing over it. Retracting bridges will throw the cart, causing it to stop dead. Raising bridges can even crush the cart.&lt;br /&gt;
&lt;br /&gt;
==== Controlling Speed ====&lt;br /&gt;
&amp;lt;!-- copying template ║ ═ ╔ ╗ ╚ ╝ ╠ ╣ ╦ ╩ ╬ ╞ ╡ ╥ ╨ --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Minecarts can reach extremely high speeds, especially when descending multiple Z-levels. A minecart will derail at a track corner if its speed exceeds 0.5 t/st (tiles per step), '''unless''' the route in the direction of travel is blocked:&lt;br /&gt;
&lt;br /&gt;
Will derail at &amp;gt; 0.5 t/st:&lt;br /&gt;
&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
 in ══╗ -&amp;gt; derailing&lt;br /&gt;
      ║&lt;br /&gt;
     out&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Will not derail at &amp;gt; 0.5 t/st:&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
 in ══╗O&lt;br /&gt;
      ║&lt;br /&gt;
     out&lt;br /&gt;
&lt;br /&gt;
O : wall/column.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This behavior can be used to build a &amp;quot;speed limiter&amp;quot;, that will ensure that when a minecart exits it is traveling below derail speed, as illustrated in these three examples:&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
      ░░░░     ░░░░░        ░░░░░&lt;br /&gt;
 in  ═╔═╗░     ░╔S╗░        ░╔S╗░&lt;br /&gt;
 out ═╬═╝░ out ═╗═╝░    out ═╗═╝░&lt;br /&gt;
     ░╚S╝░     ░╚═╝═ in     ░╚S╝░&lt;br /&gt;
     ░░░░░     ░░░░          ║░░░&lt;br /&gt;
                              in&lt;br /&gt;
░ : wall&lt;br /&gt;
S : Track Stop (High Friction or lower)&lt;br /&gt;
}}&lt;br /&gt;
If the minecart is traveling below derailment speed, it will not be affected; if above, will be slowed down and checked again. Granted, you could do the same just with track turns, but it may take a lot of turns and time.&lt;br /&gt;
&lt;br /&gt;
Since all the derailings, bounces and ramps can impart a sideway component of speed small enough to start visible drift many tiles away (say, [[Fun|in the middle of a bridge]]), track turns have one more use: forcing the carts to move strictly along the grid directions. Carts passing a turn below derailing speed convert one component of velocity into another, thus eliminating the drift.&lt;br /&gt;
&lt;br /&gt;
=== Loading liquids ===&lt;br /&gt;
[[Water]] and [[magma]] can also be loaded into minecarts by submerging them to a depth of at least 6/7 while standing still or moving at speeds of at most 10000. Loading fluids onto minecarts can be difficult because the added friction provided by fluids can stop a cart in a submerged tile. Curiously, filling a minecart with magma does not injure a dwarf ''riding'' it. A minecart will hold enough fluid to increase the depth of a single tile by 2. This amount is listed as 833 units, which weigh 459Γ (water) or 999Γ (magma). An iron or steel cart filled with magma weighs 1313Γ, while an adamantine cart filled with magma weighs 1007Γ. Since you need a minecart above the liquid's level, possible arrangements may include pressure-activated sluices, rollers (with magma-safe chains for magma), pouring from above to &amp;quot;submerge&amp;quot; it briefly on the same level and drain excess away (dig deeper and leave a vaporizer, though if you could have power for rollers, may as well use a pump) and exploits with ramps (not necessarily impulse ramps, &amp;quot;same height&amp;quot; passing dip does it).&lt;br /&gt;
The liquids can be dumped by a constructed track stop.&lt;br /&gt;
&lt;br /&gt;
== Quirks ==&lt;br /&gt;
This little quirk concerns dwarf-managed minecarts. If a track which was previously open becomes blocked (ex. flipping a switch connected to a floodgate you've built on the track to raise it) and the conditions for departure are met, instead of refusing to ride/guide the minecart or ride/guide it until it reaches the obstacle, the dwarf will pick up the minecart off the tracks and haul it to its scheduled destination on foot. If the distance is long enough and the weight of the cart heavy enough (due to being filled with heavy items such as stones), the dwarf may drop the cart because of fatigue/hunger/thirst before reaching the destination. This will cancel that vehicle setting job and make another dwarf come by and attempt to haul the cart to the nearest appropriate stockpile where another dwarf will pick up the cart and attempt to haul it to its initial stop. If the stockpile is far enough from initial stop, this second dwarf who is attempting to place the minecart on its tracks may also drop the minecart out of fatigue/hunger/thirst creating a loop that will go on until a dwarf with enough endurance manages to place the minecart where it belongs.&lt;br /&gt;
&lt;br /&gt;
In fact, it seems dwarves are more than happy to attempt to carry a minecart from one stop to another even if just waiting until the track is open again would be the more sane option.&lt;br /&gt;
&lt;br /&gt;
Dwarves will also carry a minecart to its next stop if the direction specified is incorrect (or invalid). This can often occur when using the default departure settings and forgetting to set the direction of each condition.&lt;br /&gt;
&lt;br /&gt;
Dwarves can admire buildings while riding mine carts. Dwarves will not fall asleep during a ride (at least not from being drowsy). If riding on a continuous powered track loop, the dwarf will die of dehydration/starvation as they can not jump off to get sustenance.{{cite forum|109460/3377228}} Dwarves riding in submerged minecarts will gain experience in [[swimming]].{{cite forum|129889}}&lt;br /&gt;
&lt;br /&gt;
Tracks block wagon access to trade depots, unless they're on a ramp. [[Bridge]]s can also be used, as they function as tracks but do not block wagons.&lt;br /&gt;
&lt;br /&gt;
== Physics ==&lt;br /&gt;
&amp;lt;!-- copying template ║ ═ ╔ ╗ ╚ ╝ ╠ ╣ ╦ ╩ ╬ ╞ ╡ ╥ ╨ --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Minecart physics depend greatly on the departure mode set in the route stop conditions.&lt;br /&gt;
&lt;br /&gt;
When set to &amp;quot;Push&amp;quot; or &amp;quot;Ride&amp;quot;, minecarts will move according to the regular laws of momentum, gaining speed when going downhill, losing it slowly due to friction when on a flat plane, and more quickly when going uphill. In these modes, minecarts will move in a straight line until they either are brought to a stop by friction or an obstacle, or until they encounter a turn. A minecart will roll straight past &amp;quot;blocked&amp;quot; ends of T-junctions or track ends, they have no power to restrict a cart's movement. The cart's behavior is largely independent of the weight of its contents (including fluids and dwarves): heavily loaded carts gain more momentum when accelerating, but this only plays a role in collisions: a heavy cart gains just as much speed and is as easy to stop as a light one. In either case, dwarves can not push nor ride an unpowered cart up a ramp, bouncing back the direction it came. At best, this is a waste of time; at worst, it will give your cart-pushing dwarf a [[fun|fun surprise]]. To solve this, the player can either use Rollers (see below) or set the cart to be Guided.&lt;br /&gt;
&lt;br /&gt;
The difference between &amp;quot;Push&amp;quot; and &amp;quot;Ride&amp;quot; is whether the dwarf will go along with the cart or not.&lt;br /&gt;
{{DFtext|Push}}: the dwarf will give the cart an initial push, not enough to go up a ramp, but enough to go some way along flat track, and the dwarf will remain at the first stop, ready for a new job.&lt;br /&gt;
{{DFtext|Ride}}: the dwarf will give the cart the same initial push and then hop aboard the cart riding with it to the next stop.&lt;br /&gt;
{{DFtext|Guide}}: minecarts seem to ignore all laws of physics. That is:&lt;br /&gt;
*Ignore the weight of any and all items inside. Therefore:&lt;br /&gt;
**Move at the speed of the dwarf that is guiding them. It is thus recommended to pick the most [[attribute#Agility|agile]] of your dwarves for cart-guiding tasks.&lt;br /&gt;
*Ignore working rollers.&lt;br /&gt;
*Will ''not'' collide with other guided carts even when a full frontal collision would be expected.&lt;br /&gt;
*Will go up ramps like nobody's business.&lt;br /&gt;
This is therefore the recommended method of transport for simple non-powered rail systems, despite it diverting a dwarf from other, potentially more important tasks.&lt;br /&gt;
&lt;br /&gt;
Some samples with behavior:&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
 A &amp;lt;-&amp;gt; B    A &amp;lt;-&amp;gt; C               A &amp;lt;-&amp;gt; B&lt;br /&gt;
    B          B                     B &lt;br /&gt;
    ║          ║                     ║ &lt;br /&gt;
 A══╝       A══╩══C               A══╬╗&lt;br /&gt;
            You can only go A-&amp;gt;B     ╚╝&lt;br /&gt;
  Works     when the cart          Works     &lt;br /&gt;
            is in Guide mode.       &lt;br /&gt;
}}&lt;br /&gt;
In the second example above, a cart &amp;quot;pushed&amp;quot; from B will go over the junction and roll off into the unknown south.&lt;br /&gt;
&lt;br /&gt;
=== Numbers behind the scenes ===&lt;br /&gt;
&lt;br /&gt;
According to early research by '''expwnent'''{{cite forum|112831/3536975}}:&lt;br /&gt;
&lt;br /&gt;
The minecart has 3 variables for velocity. Velocity can be thought of as tiles per 100000 ticks, so a velocity of one hundred thousand means a cart travels one tile per tick. By going down a large number of ramps, a maximum velocity of 270,000 can be reached, which presents the limit for most practical applications. Short bursts of (much) higher speeds are possible through carefully planned collisions of high-speed carts.{{cite forum|137557/5145499}} (See [[#Perfectly Elastic Collisions|Perfectly Elastic Collisions]].)&lt;br /&gt;
&lt;br /&gt;
Every tick the cart adjusts sub-tile position units by the amount of their velocity, as well as adjusts velocity depending on current tile (speed is reduced by the &amp;quot;friction&amp;quot; of the tile, or accelerated if going &amp;quot;down&amp;quot; a ramp). On flat (non-ramp) tiles, the cart will move to the next tile when the sub-tile position goes 50000 away from the centre of the tile, denoted by the no-fraction integer value - tile 15 e.g. has its centre at the exact value 15 and its borders at co-ordinates 14.5 and 15.5. &lt;br /&gt;
&lt;br /&gt;
Since most deceleration and acceleration is applied per step, with the notable exception of corners, a cart going at twice the speed of another one can travel about four times the distance before coming to a stop when going in a straight line, but only twice the distance along a winding track with very many corners.&lt;br /&gt;
&lt;br /&gt;
A push will teleport a cart to the middle of the next tile in one tick with 19990 speed (10 speed is lost due to track friction), while a roller will directly give a cart the roller's set speed (minus friction) and the cart starts accumulating distance from its standing position. When a cart leaves a ramp it will emerge after one tick at the very end of the next regular tile. &lt;br /&gt;
&lt;br /&gt;
Friction of tiles:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Tile&lt;br /&gt;
! Friction&lt;br /&gt;
! Comment&lt;br /&gt;
|-&lt;br /&gt;
| Tracks&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| Ground/Floor&lt;br /&gt;
| 200&lt;br /&gt;
|-&lt;br /&gt;
| Unusable ramp&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| Upwards ramp&lt;br /&gt;
| 4910 (10+4900)&lt;br /&gt;
|-&lt;br /&gt;
| Downwards ramp&lt;br /&gt;
| -4890 (10-4900)&lt;br /&gt;
|-&lt;br /&gt;
| Roller&lt;br /&gt;
| ±100000 (but capped by the set speed)&lt;br /&gt;
|-&lt;br /&gt;
| Corner track &lt;br /&gt;
| 10&lt;br /&gt;
| Speed reduced by 1000 upon leaving the corner tile&lt;br /&gt;
|-&lt;br /&gt;
| Track stop (highest)&lt;br /&gt;
| 50000&lt;br /&gt;
|-&lt;br /&gt;
| Track stop (high)&lt;br /&gt;
| 10000&lt;br /&gt;
|-&lt;br /&gt;
| Track stop (medium)&lt;br /&gt;
| 500&lt;br /&gt;
|-&lt;br /&gt;
| Track stop (low)&lt;br /&gt;
| 50&lt;br /&gt;
|-&lt;br /&gt;
| Track stop (lowest)&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| Water 1-6&lt;br /&gt;
| Additional (WaterLevel - 1) * 100&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | [[#Skipping|See Skipping]]&lt;br /&gt;
|-&lt;br /&gt;
| Magma 1-6&lt;br /&gt;
| Additional (WaterLevel - 1) * 500&lt;br /&gt;
|-&lt;br /&gt;
| Empty space&lt;br /&gt;
| 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Water of depth 7/7 provides a friction of about 10000 per step. Maximum-depth magma causes at least as much friction, possibly more. This higher friction may not apply to very slow-moving carts.&lt;br /&gt;
&lt;br /&gt;
Impulse sources:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Feature&lt;br /&gt;
! Speed&lt;br /&gt;
|-&lt;br /&gt;
| Push&lt;br /&gt;
| 20000&lt;br /&gt;
|-&lt;br /&gt;
| Roller lowest&lt;br /&gt;
| 10000&lt;br /&gt;
|-&lt;br /&gt;
| Roller low&lt;br /&gt;
| 20000&lt;br /&gt;
|-&lt;br /&gt;
| Roller medium&lt;br /&gt;
| 30000&lt;br /&gt;
|-&lt;br /&gt;
| Roller high&lt;br /&gt;
| 40000&lt;br /&gt;
|-&lt;br /&gt;
| Roller Highest &lt;br /&gt;
| 50000&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note, again, that nearly all of these values are applied ''per tick'', rather than ''per tile''.  The exceptions are curves, which is 1k deceleration per direction change at the end of the tile, and rollers, which ''set'' the speed every tick. This makes rollers particularly useful in high-deceleration situations, such as underwater, but require that ''nearly every tile'' in such high-deceleration situations have a roller.&lt;br /&gt;
&lt;br /&gt;
A cart heading up a ramp can experience deceleration on multiple ticks, (and stays on the tile more ticks the slower it is going, resulting in greater deceleration,) and as such, a cart leaving a &amp;quot;Highest Speed&amp;quot; roller with 50k velocity will not be able to climb 10 consecutive straight ramps, since they are ''not'' &amp;quot;5k deceleration each&amp;quot;.  In fact, the first ramp not on a roller will be -15k velocity, and, depending slightly upon other factors of &amp;quot;remainder&amp;quot; x position, the second may completely cancel forward momentum, and send it rolling back down, where it will bounce off the roller repeatedly.  Using rollers to power carts up ramps reliably requires rollers every other un-rollered ramp.   Fortunately, rollers can be built upon ramps, themselves, which allows for rollers to only need to be built every other floor.  (Exploiting the [[#Checkpoint Effect|checkpoint effect]] can allow one to bypass this requirement.)&lt;br /&gt;
&lt;br /&gt;
There are two important speed values which affect carts' behaviour:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Derailing&amp;quot; can happen when a cart moves at speeds in excess of 50000 - carts will ignore track corners unless forced to obey them by walls or other obstacles blocking the straight path.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;shotgun&amp;quot; effect takes place when a collision changes a cart's movement speed by more than 55000: loaded carts subject to such a change eject their contents, which then keep on moving in a ballistic trajectory, in the direction and at the speed the cart had before the collision (with a small random vector added). This effect entirely rides on the amount of speed ''change'' - a speeding cart crashing into a wall can be subject to it just as well as a standing cart accelerated by a speedy cart smacking into it. It can even happen when two relatively slow-moving carts (down to speeds below 20000 in extreme cases) collide head-on.&lt;br /&gt;
&lt;br /&gt;
=== Sub-tile Positions and Velocity ===&lt;br /&gt;
Carts store six values that are unique to them.  Three sub-tile position values, and three velocity values.  (X, Y, and Z.)&lt;br /&gt;
&lt;br /&gt;
Note that the Z position and velocity only matter when a cart is in flight.  (See [[#Falling|Falling]] and [[#Cart Jumps|Cart Jumps]].)&lt;br /&gt;
&lt;br /&gt;
Each non-ramp tile is functionally composed of 100,000 individual minimal-length positions ''within'' the tile in both dimensions. When a cart has velocity, it is added or subtracted from the current position every tick, and then a friction force is applied to the cart.  &lt;br /&gt;
&lt;br /&gt;
In essence, every sub-tile position unit is a decimal value of a tile, 0.00001 tiles, in a game that largely prefers integer values.  &lt;br /&gt;
&lt;br /&gt;
The exact cart coordinates shown e.g. by a DFHack script must be rounded arithmetically (up or down to the nearest integer) to find the current tile: a cart in the centre of a tile will be at sub-tile zero in all directions, and it will cross into the next tile when subtile value is more than 50 000 higher or lower than the full number.&lt;br /&gt;
&lt;br /&gt;
When carts move beyond the borders of a tile, they physically move a tile on the map, and start at the far end of the sub-tile position the next tile. (I.E., traveling West, a cart that starts a tick 15,000 X away from the border and has an X velocity of -20,000 will move -5000 X past the adjacent border of the next tile in direction -X. It will also lose 10 velocity in that tick due to friction with the track if it is on a track, or 100 velocity if it is on regular ground, or no velocity if it is airborne.) &lt;br /&gt;
&lt;br /&gt;
Ramp tiles are longer, approximately 141,420{{cite forum|157627/0}} in the direction where it &amp;quot;slants downward&amp;quot;, (to approximate a 45 degree slope, it is square root of two times longer,) with a centre-to-border distance of 70,710.  Because of this, a cart with no velocity dropped from a hatch will land at the center of a tile, 70,710 away from the tile's borders in both directions, and will start rolling in the ramp's &amp;quot;downward&amp;quot; direction, picking up the ramp's acceleration (4890 per tick in the direction of the ramp's &amp;quot;downward&amp;quot; direction) every single tick, then moving that sub-tile amount every tick. (This results in a cart that takes 5 ticks of acceleration to leave its ramp - 6 ticks overall - and to leave the ramp with about 23k velocity, slightly more than a push.) When it enters another ramp ''facing the same direction downwards'', a cart will start at the -70710 or +70710 position, and have twice as far to travel.  This means that if a cart enters a ramp from the side, it will gain twice the momentum of simply starting at the midpoint of a ramp.  &lt;br /&gt;
&lt;br /&gt;
Note that passing from one direction of ramp to another or to flat terrain causes unintuitive behavior, &amp;quot;teleporting&amp;quot; to the end of another tile in what is called the &amp;quot;[[#Checkpoint Effect|checkpoint effect]]&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Note, however, that all sub-tile positions are carried over from tile-to-tile.  This separate tracking of velocity and position between X and Y can lead to problems with diagonal motion:&lt;br /&gt;
&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
z0  z-1&lt;br /&gt;
▒║▒ ▒▒▒&lt;br /&gt;
═▼═ ▒╬▒&lt;br /&gt;
▒ ▒ ▒║▒&lt;br /&gt;
▒   : Wall&lt;br /&gt;
═, ║ : Track &lt;br /&gt;
╬  : Track and Ramp&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
If a cart is passing West-to-East over this setup, the valid ramp to the South will apply &amp;quot;Southward&amp;quot; acceleration to the cart (-Y velocity) as it passes through the ramp tile.  Assuming it only spends two ticks in that tile, it will have gained a lasting -5k Y velocity, which will still apply motion Southward.  If the cart continues travelling over straight track for another ten steps, it will have accumulated enough Southward motion to try to move a tile South, even if all tracks are facing East-West. &lt;br /&gt;
&lt;br /&gt;
A single tile spent on the ramp will not grant lasting southward motion, because the acceleration will be neutralised through the checkpoint effect when the cart leaves the ramp again, but the cart will be displaced about 5k sub-tiles southward, which can cause it to gain more or less speed than an undisplaced cart when meeting another south- or north-accelerating ramp.&lt;br /&gt;
&lt;br /&gt;
'''Non-curving tracks do not correct this motion'''.  &lt;br /&gt;
&lt;br /&gt;
They don't &amp;quot;tip back over&amp;quot; without adjustments in the track.  Any value of sideways motion on tracks larger than 990 will lead to a derailment. (Lower values will be nullified by friction before they are enough to lead to derailment, but there is currently no way to apply such a small amount of velocity.)  &lt;br /&gt;
&lt;br /&gt;
If the tile to the South is a wall at that point, it will be considered a collision with a wall that ''halts all motion''.  If the tile is open, the cart will simply leave the track and travel over the terrain beside it. In almost any circumstance, this is undesirable behavior.  &lt;br /&gt;
&lt;br /&gt;
The only way to appropriately deal with this is to either cancel out this behavior with an equal amount of acceleration in the opposite direction, or to take a curve. &lt;br /&gt;
&lt;br /&gt;
Note, again, that sub-track position is saved in both directions, so when a cart approaches a curve, it will already have a shorter or longer distance past the curve when it makes the turn.  &lt;br /&gt;
&lt;br /&gt;
Curves are applied at the end of a tile.  If a cart is moving East, and approaches a North-West track corner at 30k velocity, and friction is eliminated for the purposes of a cleaner demonstration, then when it enters the tile on the western (X coordinate) border of the tile, but in a central North-South (Y) orientation (sub-tile -50k X and 0 Y due to arithmetic rounding), it will then move 30k East (+X) the next tick, and be at -20k X sub-tile position, and 0 Y sub-tile position.  Next tick, it is at +10k X sub-tile position, and 0k Y sub-tile position.  Two more ticks would take it to +70k X, but that's past the tile border, so it stops at 50k, turns (and thus loses 1k velocity, but translates the rest from X-velocity to Y-velocity) and travels another 20k.  It is now at 0k X sub-tile position, and -20k Y sub-tile position (i.e. it's re-set from the end to the middle of the tile with respect to the X co-ordinate).  Next tick, it travels at 29k velocity North, and so moves to 0k X sub-tile position, and +9k Y sub-tile position.  Then in two more turns, it leaves to the North.  &lt;br /&gt;
&lt;br /&gt;
In the case of diagonal motion due to having velocities in X and Y at the same time, it is critical which tile the cart actually tries to enter next. Only if the path into that tile is blocked by the corner branches will the cart take the corner and rewrite its velocity, otherwise it leaves the corner tile without changes to its motion. If the cart is redirected by the corner, all sideways velocity is lost, as forwards velocity ''overwrites'' sideways velocity in a curve.  If, in that example in the paragraph above, the cart entered at -50k X sub-tile position with 30k X velocity, and 40k Y sub-tile position and -1k Y velocity, it would take that &amp;quot;curve&amp;quot; (or rather, redirection of velocity) on the fourth turn, while it is at 37k Y sub-tile position to start with, and then move to -53k Y sub-tile position at the end of that tick.  It would then move to -26k Y sub-tile position in the following turn, and take 3 turns to clear the tile.&lt;br /&gt;
&lt;br /&gt;
But, most importantly, it would be centered in the X sub-tile position, and all sideways velocity is safely removed.&lt;br /&gt;
&lt;br /&gt;
There are two common ways to gain sideways velocity: Rollers facing perpendicular to the cart's travel path (which, as covered above, are almost always a bad idea, as it is easier to push ''against'' the travel direction of a cart into a curve, which redirects all velocity in the new direction,) and [[#Corner Ramp Derail|corner ramps]], and require a curved track to compensate for sideways velocity within a few tiles.&lt;br /&gt;
&lt;br /&gt;
=== Track Direction Irrelevance ===&lt;br /&gt;
Carts that are traveling independently, (that is, not guided,) only care that tracks ''are'' on the tile, not which direction the tracks actually move.  Tracks respect only curves (with two exits) and ramps.  &lt;br /&gt;
&lt;br /&gt;
This means, for example, that the following tracks, when a (non-guided) cart travels from West-to-East, are functionally identical in effect:&lt;br /&gt;
&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
A════════════B    A╬║╚╔╣╩╦╠╥╨╞╡B&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This is because so far as the cart is concerned, only valid ramps and curves with two exits where there is no exit in the path they are traveling matters.  &lt;br /&gt;
&lt;br /&gt;
Hence, if a minecart encounters the end of the track or a T junction with no &amp;quot;exit&amp;quot; in its movement direction, it will simply leave the track and continue on its course in a straight line until it encounters an obstacle, slows to a stop, or encounters another track even if the tile at which it joins the new track instantly sends it around a corner.&lt;br /&gt;
&lt;br /&gt;
In fact, in a track designed for pushes or rides, a &amp;quot;║&amp;quot;, a &amp;quot;╦&amp;quot;, a &amp;quot;╬&amp;quot;, and a &amp;quot;╥&amp;quot; are ''only different in appearance'', and are ignored by an unguided cart, which will continue in its current direction, regardless of the track.  For any purpose but guided tracks, ''only curves and ramps matter at all''.  &lt;br /&gt;
&lt;br /&gt;
Tracks like T-junctions, however, ''are'' respected by dwarves guiding carts, who will lift and carry carts if they cannot find a valid track to their destination, and can choose to follow any orthogonal direction at a four-way junction in much the same way as they normally pathfind.  What this functionally means is that T and four-way junctions ''only guide dwarves hauling a cart, not carts, themselves''.&lt;br /&gt;
&lt;br /&gt;
Carts only check for curves when they are halfway through a tile.  When they get there, they look to see if their path has no exit.  (That is, if it is traveling East, it checks if there is an East exit.) If there is, it ignores all other track directions, and keeps traveling.  If there is not, it checks to see if there are only two exits to the track, and if one of those directions was the direction it &amp;quot;came from&amp;quot;.  (That is, if traveling West from the East, it checks if there is a valid exit to the West, and if not, if there is an East exit and EITHER a North or South exit.) If there is not, it ignores the track anyway, and keeps on traveling as though it were still on track.  &lt;br /&gt;
&lt;br /&gt;
If there is a curve the cart will respect, it checks for derailment.  Carts derail if their speed is higher than 50k.  Carts at this critical speed will then check for blockages of their forward path.  If there is an obstacle to their path, which may be a wall or even furniture or buildings like a door, they will not derail and respect the curve, anyway.  Derailing carts do not &amp;quot;[[#Cart Jumps|jump]]&amp;quot; unless they hit completely untracked tile or an invalid ramp, but simply ignore the layout of the tracks entirely.  With invalid ramps, this means not respecting the ramp, and likely results in collision with a wall, zeroing of all velocity, and a cart that requires manual retrieval. &lt;br /&gt;
&lt;br /&gt;
If the cart is traveling at a speed that will not derail, or is forced to turn by a supporting wall, it will subtract 1000 from the &amp;quot;forwards&amp;quot; velocity of the cart, and redirect all forward velocity to the direction of the curve.  This change in the direction of velocity ''overwrites'' any &amp;quot;diagonal&amp;quot; velocity, which can prevent diagonal velocity derailments, but any perpendicular velocity is not preserved, and is instead discarded.&lt;br /&gt;
&lt;br /&gt;
=== Valid and Invalid Ramps ===&lt;br /&gt;
Ramps are functionally defined for cart purposes as being a tile which exerts an acceleration force upon its &amp;quot;downward slope&amp;quot;, and which allows connection to tracks a z-level above or below.  This downward slope requires a cart to have at least one track branch touching a wall tile and one ''and exactly one'' carved exit to the tile that is the &amp;quot;bottom&amp;quot; of the ramp. Ramps accelerate carts in this &amp;quot;downward&amp;quot; direction (possibly leading to [[#Corner Ramp Derail|diagonal movement]]), and the deceleration of an &amp;quot;uphill&amp;quot; ramp is actually just the acceleration being applied against the direction of a cart's movement.  &lt;br /&gt;
&lt;br /&gt;
This is where players can find an exploit in the behavior of ramps - if there are ''two'' &amp;quot;downhill&amp;quot; exits to a ramp (such as a &amp;quot;T junction&amp;quot; on a ramp where only one exit faces a wall), then the ramp provides no acceleration ''or'' deceleration, allowing carts to travel up ramps without any loss of momentum except for the standard &amp;quot;flat track&amp;quot; deceleration, because as far as the cart is concerned, the track ''is'' flat.  (A T junction is also not a curve, so the track is considered flat and straight no matter what direction the cart is traveling.) &lt;br /&gt;
&lt;br /&gt;
Similar effects can be achieved when there are ''no'' &amp;quot;downhill&amp;quot; exits to a ramp.  This may be the case if you have, for example, an East-West track with a one-tile channel with a ramp in it.  The cart will travel through the &amp;quot;dip&amp;quot; with no change in velocity.  It can also be the case if you abuse the [[#Track Direction Irrelevance|Track Direction Irrelevance]], and set only exits ''up'' the ramp, and none leading ''down'' the ramp.  For example, if a cart is traveling from West to East up a slope, only carving East exits on each tile of ramp will make the cart travel up the ramp, and then recognize the tile it is on as being a &amp;quot;flat&amp;quot; tile, thus ignoring any deceleration from traveling uphill.  &lt;br /&gt;
&lt;br /&gt;
Note that this effect only reliably occurs at below-derail speeds as the cart will treat the ramp as an invitation for a ramp jump otherwise. (This almost always results in a collision with a wall that will stop forward progress.)&lt;br /&gt;
&lt;br /&gt;
=== Falling ===&lt;br /&gt;
When falling, a minecart appears to cause no damage upon collision, possibly to allow cart &amp;quot;stacking&amp;quot; across Z-levels.{{cite devlog|2012|04|06}} A dwarf riding in a minecart that is dropped multiple z-levels suffers normal fall damage. Minecarts can fall through up/down stairs.&lt;br /&gt;
&lt;br /&gt;
While airborne, carts do not feel the effects of friction in any horizontal direction, and will continue until they strike an obstacle.  Carts that land on tracks instantly re-rail themselves regardless of track directionality.  &lt;br /&gt;
&lt;br /&gt;
Falling carts accelerate similarly to the way that a ramp will accelerate a cart in a special z-only velocity that only applies to airborne carts. (Actually, since a tile is notionally 1.5 times as high as it is wide/long, acceleration due to gravity in freefall appears slightly ''slower'' than ramp acceleration, since it has to move the cart (or any other object) a greater distance.) Ramp acceleration, while it logically should be partially z-directional, is only recorded as x- or y-directional, and there is no translation of z-directional velocity upon landing.  Landing carts zero out their vertical velocity upon landing, even when landing on ramps, although carts that had horizontal momentum while falling preserve it.&lt;br /&gt;
&lt;br /&gt;
This means a cart falling onto a track ramp is accelerated as if starting from the middle of the ramp - i.e. to the same speed, no matter how many Z-levels it was dropped, vertical velocity is negated. {{cite forum|144328/5701211}} As a consequence, the fall damage to passengers is also negated.&lt;br /&gt;
&lt;br /&gt;
Carts falling onto a floor can, however, cause damage to creatures ''one tile below the floor''.  This can be used in an [[exploit]] called a &amp;quot;thumper&amp;quot;, where carts are caused to repeatedly fall on a floor above an entrance to the fort, inflicting significant damage (as though it were a collision) on those below the cart.&lt;br /&gt;
&lt;br /&gt;
=== Cart Jumps ===&lt;br /&gt;
Carts that cross off of &amp;quot;up&amp;quot; ramps relative to their current direction of travel, which do not have a ceiling above them, are traveling above derail speed, and do not have valid ramp track before them can translate a portion of their horizontal velocity into vertical velocity, causing a cart to be projected into the air until vertical velocity is negated and overcome by the gravitational acceleration. Because downwards acceleration is applied per-tick, this creates a reasonable facsimile of the parabolic motion of an actual object rolled up a ramp and launched with significant speed. &lt;br /&gt;
&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
z0             z0 hiding ramps  z+1 A          z+1 B (hidden ramp)&lt;br /&gt;
▒▒▒▒▒▒▒▒▒▒▒▒   ▒▒▒▒▒▒▒▒▒▒▒▒     ▒▒▒▒▒▒▒▒▒▒▒▒     ▒▒▒▒▒▒▒▒▒▒▒▒&lt;br /&gt;
═▲▲▲▲▲══▲▒▲═   ═╚╚╚╚╚═══▒══      ▼▼▼▼▼  ▼═▼       ▼▼▼▼▼  ▼╚▼ &lt;br /&gt;
▒   : Wall&lt;br /&gt;
═ : track &lt;br /&gt;
▲  : Ramp&lt;br /&gt;
}}&lt;br /&gt;
In this diagram, if there is no ceiling above it, the track in z+1 A will launch its carts airborne when they travel across the ramp.  z+1 B (with a ramp on the tile on the hill) will not launch the cart.  The cart would also not be launched with ''any'' valid ramp, even if it does not travel in an appropriate direction, such as North/South (which the cart will ignore, as it is not a curve, anyway, although it may produce acceleration that may cause diagonal movement.) &lt;br /&gt;
&lt;br /&gt;
Carts will also start &amp;quot;jumping&amp;quot; from the track if it hits an un-tracked tile, flying over and ignoring any tracks until it is ready to land.  Carts that land upon tracked tiles re-rail themselves, and clever designers use this feature to jump over curved track sections in one direction or another. (Retracting bridges over untracked tiles can cause jumps or not cause jumps depending upon the status of the bridge.)  Minecart speed must be carefully regulated to ensure reliability of jump length. &lt;br /&gt;
&lt;br /&gt;
Hitting untracked tiles at around 70k velocity creates a vertical component to acceleration that allows for jumps of around 6 (horizontal) tiles that do not actually leave the z-level the cart is on, but which do apply z-direction velocity on the cart, as per falling.&lt;br /&gt;
&lt;br /&gt;
There's a takeoff period before the cart stops interacting with terrain and starts counting as a projectile, even if it is clearly flying over a pit. The &amp;quot;runway&amp;quot; length before takeoff is affected by the velocity of the cart. After flying through the runway, the cart starts acting as a projectile. However, if the last tile of the runway is a floor, the cart will not act as a projectile for 1 extra tile. In other words, the runway is extended by 1 tile if its last tile is not open space.&lt;br /&gt;
&lt;br /&gt;
Carts that approach a downward slope at a high enough velocity will also make a jump, (or rather, ignore the ramp and fly forwards) but will not do so if the [[#Checkpoint Effect|Checkpoint Effect]] is exploited through an impulse ramp before the actual downhill as the impulse ramp &amp;quot;tricks&amp;quot; the cart into thinking it has already started going downhill. &lt;br /&gt;
&lt;br /&gt;
=== Skipping ===&lt;br /&gt;
If a minecart is moving fast enough, it can skip over [[water]] or [[magma]], making splashes of [[mist]] (or [[magma mist]]) as it attempts to move on them horizontally. This horizontal movement is independent of the minecart and its content's [[weight]].&lt;br /&gt;
&lt;br /&gt;
Skipping causes significant friction on the cart, and even a cart going at max speed from ramps can only make about 50 tiles without requiring re-acceleration.  (Carts that decelerate enough that they do not trigger the skipping effect will, of course, sink.)&lt;br /&gt;
&lt;br /&gt;
=== Corner Ramp Derail ===&lt;br /&gt;
&lt;br /&gt;
Corners on upward ramps can cause diagonal movement, forcing a derail even if the cart has a wall next to it, which will force a stop when it touches a wall that forces dwarves to manually reset the cart.  &lt;br /&gt;
&lt;br /&gt;
This is caused by the fact that a cart, after turning the bend in the track and entering e.g. a flat tile, will be subject to the checkpoint effect which applies 5k acceleration opposed to the last amount of ramp acceleration it received. Since the cart has just passed a corner, this compensatory speed adjustment now goes to the &amp;quot;outside&amp;quot; of the corner and creates enough lateral velocity to carry the cart off the track after eleven steps. (Down corner ramps do not have this problem, as the downward direction is in line with the past-corner movement direction and the checkpoint effect works on the only remaining movement vector.) &lt;br /&gt;
&lt;br /&gt;
There are two fixes to this problem.  One is to simply not put corners on up ramps.  The other is to &amp;quot;cancel&amp;quot; the lateral speed after a cart has passed the ramp, either by sending the cart through another corner or by putting a high-friction track stop on the exit tile. In the latter case, the cart will lose 10000 speed in the desired direction, but the same speed loss will apply to the undesired lateral speed, nullifying it.&lt;br /&gt;
&lt;br /&gt;
=== Checkpoint Effect ===&lt;br /&gt;
The checkpoint effect, [http://www.bay12forums.com/smf/index.php?topic=144328.0 explained in depth by Larix], is an odd and highly exploitable feature of ramps where minecarts &amp;quot;teleport&amp;quot; through the next tile of track, ignoring nearly all minecart physics (except that they stop at all walls or other obstacles and only respect curves with no backing wall and invalid ramps if they are below derail speed) and passing through that tile in just a single tick, and to the very end of the next tile.&lt;br /&gt;
&lt;br /&gt;
This effect occurs when a cart leaves a downward ramp for any other direction of tile. (This includes ramps which accelerate in different directions, even a ramp which goes from accelerating East to accelerating North due to a bend in a chain of standard down ramps in a curve.) This allows, for example, two valid straight ramps directly next to one another with a cart dropped onto one or the other with no momentum to have the cart pick up acceleration going &amp;quot;down&amp;quot; the ramp as normal, but then flying up through the &amp;quot;up&amp;quot; ramp it travels into with no loss of momentum, as though it had come from an impulse ramp.  If the two ramps had at least one space of distance between them, and then a cart were dropped in, the cart would instead &amp;quot;rock&amp;quot; back and forth between the two ramps.  &lt;br /&gt;
&lt;br /&gt;
This seems to be because ramps have a slightly longer length than regular tiles - 141,420, rather than 100,000 distance. When this &amp;quot;snaps back&amp;quot; after a ramp, it seems to project the cart suddenly further along the track, making it jump a tile ahead even when otherwise moving at relatively low speeds.&lt;br /&gt;
&lt;br /&gt;
This [[bug]] is the cause of a ''wide array'' of unexpected behavior among people who do not take this bug into account.  It causes derailments or failure to climb up seemingly valid impulse elevators.  In general, it makes a system that behaves extremely counter-intuitively, and operates ''any time a cart encounters a valid ramp''.  At the same time, when its effect is accounted for, it is highly exploitable: It causes &amp;quot;perpetual motion devices&amp;quot; using no power when two opposing ramps are placed next to one another, since the &amp;quot;uphill&amp;quot; effect of the opposing ramp is ignored, preventing deceleration.&lt;br /&gt;
&lt;br /&gt;
Another useful thing to note about this exploit is that carts traveling at no less than 71,000 or so speed (enough to travel half a ramp tile in a single tick) can travel through every tile in just one tick at no change in velocity as long as the tiles alternate between impulse ramp or actual down ramp and any other tile type.  The cart checkpoints through the non-down-ramp tiles, and can pass through the (impulse) down ramp tiles in a single tick, before they can actually start gaining momentum.  &lt;br /&gt;
&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒    ▒▒▒▒▒▒▒▒▒▒ &lt;br /&gt;
═▲═▲═▲═▲═▲═   ═╚═╚═╚═╚═╚═ &lt;br /&gt;
▒   : Wall&lt;br /&gt;
  ═ : Normal track &lt;br /&gt;
▲/╚ : N/E Track/Ramp&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
If the cart enters from the West at less than 72,000 speed, some of those ramps will cause Eastward acceleration.  &lt;br /&gt;
&lt;br /&gt;
This means that an impulse ramp not contiguous to other impulse ramps has a top speed of around 75k:&lt;br /&gt;
&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
▒▒▒▒▒ ▒▒▒▒▒&lt;br /&gt;
▒╔═╗▒ ▒╔═╗▒&lt;br /&gt;
▒╚▲╝▒ ▒╚╗╝▒&lt;br /&gt;
▒▒▒▒▒ ▒▒▒▒▒&lt;br /&gt;
}}&lt;br /&gt;
This setup makes a cart that travels clockwise at a speed that fluctuates around 75k velocity.  If the cart has more than 72k velocity, it fails to accelerate in the ramp, as it leaves the ramp in a single turn due to checkpointing to the halfway point.  After that, the curves sap 1k velocity, and every tick saps 10 velocity.  &lt;br /&gt;
&lt;br /&gt;
Two contiguous impulse ramps with a same-facing &amp;quot;downwards slope&amp;quot;, however, do not suffer the checkpoint effect in the second tile, giving functionally triple the space to accelerate.  This means it will add velocity (at the standard rate of 4.9k per tick) up to a maximum speed of 216k. &lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
▒▒▒▒▒▒ ▒▒▒▒▒▒&lt;br /&gt;
▒╔══╗▒ ▒╔══╗▒&lt;br /&gt;
▒╚▲▲╝▒ ▒╚╗╗╝▒&lt;br /&gt;
▒▒▒▒▒▒ ▒▒▒▒▒▒&lt;br /&gt;
}}&lt;br /&gt;
This example results in a cart moving three times as fast as the previous cart.&lt;br /&gt;
&lt;br /&gt;
Three successive ramps results in the highest attainable speeds.&lt;br /&gt;
&lt;br /&gt;
In practical terms, this means that only consecutive ramps should be used for high acceleration, but singleton ramps can be used to have speeds that are somewhat regulated.&lt;br /&gt;
&lt;br /&gt;
=== Stacking ===&lt;br /&gt;
If a minecart lands on top of another minecart, they may form a stack, with the upper cart on the z-level above the lower. Subsequent carts do not form a stack, but rather quantum stockpile in the same space. This behaviour is useful for [[megaprojects]] and [[trap design]] with minecarts as the weaponry. Moderation should still be exercised: carts take longer to fall into a &amp;quot;stacking&amp;quot; tile already occupied by other carts and will spend that time &amp;quot;hanging&amp;quot; in the air above the stack. This can lead to following carts striking them, which can cause all kinds of malfunctions. The extra time is two game steps for every cart already in the stack, which doesn't hurt stacks of ten carts very much but makes stacks of 100+ rather impractical.&lt;br /&gt;
&lt;br /&gt;
These minecarts on the upper level generally need to be struck with another minecart to move out, or have their support removed. The latter option is safest done by shooting it away with another minecart, manual removal of a stack-supporting cart typically causes the next cart from the stack to [[fun|fall on top]] of the hauler.&lt;br /&gt;
&lt;br /&gt;
=== Perfectly Elastic Collisions ===&lt;br /&gt;
Minecart collisions are perfectly elastic, meaning that not only do minecarts not take damage, but that two carts that are rolling which have frontal collisions of near-similar speed, and where one cart is no more than twice the mass of the other cart, will result in a billiard-ball-like effect of the lighter cart bouncing off the heavier cart with a proportional speed increase dependent upon the relative momentum behind the heavier cart.  &lt;br /&gt;
&lt;br /&gt;
Using this trick with carts already at the 270,000 maximum speed from ramps can result in &amp;quot;supersonic&amp;quot; carts traveling at speeds in the millions (travelling a dozen tiles per tick), but where they are suddenly subject to 10,000 units of &amp;quot;terminal velocity&amp;quot; friction per tick.  [http://www.bay12forums.com/smf/index.php?topic=137557.0 Thread with SCIENCE here].&lt;br /&gt;
&lt;br /&gt;
While hypothetically capable of launching a minecart into orbit when used in conjunction with a ramp, no cargo can be contained in the launched cart, as the collisions will force ejections of the cargo.  Your &amp;quot;unwilling volunteer&amp;quot; [[goblin]] space pioneers will simply become paste underneath the wheels of an extreme high-speed cart.&lt;br /&gt;
&lt;br /&gt;
== Non-standard uses ==&lt;br /&gt;
Minecarts include some interesting characteristics that have motivated uses beyond hauling. They can be useful for creating fully-automated [[Quantum stockpile|quantum stockpiles]], [[garbage disposal]]s, [[Water_wheel#Micro_Water_Reactor|water reactors]], and [[portable drain]]s. Storing perishable goods (meat, meals, etc.) inside a minecart appears to guard against rot and vermin.&lt;br /&gt;
Minecarts can be [[Trap_design#Minecarts|used as weapons]], or as (hopefully non-fatal) triggers to restart stalled [[healthcare]]. They can also  be used to time/control game events, either using a basic [[repeater]] or much more advanced [[minecart logic]].&lt;br /&gt;
Minecarts trigger [[pressure plate]]s, which means a trap can be designed to trigger when a thief attempts to steal a minecart.&lt;br /&gt;
A pressure plate can be used as automatic and more precise custom &amp;quot;launch when full enough&amp;quot; system - as long as weight of your minecarts stays the same. You cannot build a hatch or roller on the same tile, so launch by bumping with another cart. {{cite forum|15096/4580050}}&lt;br /&gt;
Dwarves riding minecarts can attack enemies within reach (which goes back to dev log). This applies to shooting, and they actually can hit targets while riding by.{{cite forum|109460/5266119}} Whether a minecart protects the rider and how it interacts with dodging is not known yet. Minecart riders can also [[Swimming#Minecart_training|train swimming]] and [[Megaprojects#Surveillance_Track|detect ambushers]].&lt;br /&gt;
&lt;br /&gt;
== Adventure mode ==&lt;br /&gt;
In addition to being used for hauling, minecarts can also be ridden in [[adventure mode]]. (Adapted from forum thread {{cite forum|122903/4258212}})&lt;br /&gt;
&lt;br /&gt;
# If the minecart is in your inventory, drop it. If it is already on the ground, proceed to step 2.&lt;br /&gt;
# Press {{k|u}} when you are 1 tile away from the minecart (or standing on the same tile as the minecart).&lt;br /&gt;
# You will be presented with the following options:&lt;br /&gt;
[[File:minecart adventure mode menu.png|left]]&lt;br /&gt;
{{clear}}&lt;br /&gt;
* If you {{DFtext|Push}} the minecart, it will move a few tiles in the direction you chose. Physics comes into play here, so it will gain/lose speed depending on the usual factors. &lt;br /&gt;
* If you {{DFtext|Ride}} the minecart, you will hop into the minecart, even if you were a tile away, and it will move in the chosen direction with you in it. It will gain/lose speed depending on the usual factors. Whilst the minecart is in motion, you should press {{k|.}} to skip your turn; if you attempt to move whilst the minecart is still in motion, the laws of physics come into play, and you will take [[wound|damage]]. However, it is currently possible to jump out of a moving minecart safely.{{bug|10104}} Alternatively, you can push the minecart whilst it's still in motion (although it's unclear how one can bend [[physics]] so as to push a moving minecart whilst inside the minecart). If you push it in the same direction you are already travelling in, you will greatly increase the minecart's velocity. You can also push it in different directions, and this will cause it to gradually change direction-the amount of pushes this requires depends on the minecart's velocity. Once the minecart has stopped moving, you may move out of it safely, or you may want to give it another push. Note that if you push a minecart right after having ridden it (still on the same tile as the minecart), it will act as though you chose to ''ride'' it.&lt;br /&gt;
* When the minecart is on a track, options appear to {{DFtext|Guide}} it in directions that the tracks lead. This moves the cart 1 tile in the direction it is guided. Guiding the cart is the only way to move a minecart from a maximum friction track stop (other than taking it into inventory.)&lt;br /&gt;
&lt;br /&gt;
Minecarts in adventure mode are not restricted by a lack of tracks. However, they are hindered by natural ramps. Attempting to go up a slope will lead up the cart slamming into the wall. The good news is you'll make it over the ramp. The bad news is you likely won't stick the landing.&lt;br /&gt;
&lt;br /&gt;
Note that while carts are a powerful weapon if heavy and fast enough, they have their limits, and a collision can sharply reduce the speed of a cart depending on what you hit, potentially enough to eject the rider. Trying to run over a human will send them flying, while trying to ram a dragon will not end well.&lt;br /&gt;
&lt;br /&gt;
If you want to test this out without creating an adventurer, the [[object testing arena]] allows you to spawn minecarts ({{k|k}}-{{k|c}}-{{k|n}})&lt;br /&gt;
&lt;br /&gt;
== Forging and Melting ==&lt;br /&gt;
* Metal minecarts cost '''two''' [[metal]] bars to forge, or '''six''' [[adamantine]] wafers. &lt;br /&gt;
* When a non-adamantine metal minecart is melted down, it will return '''1.8''' metal bars, for an '''efficiency of 90%'''.&lt;br /&gt;
* When an adamantine minecart is melted down, it will produce '''1.8''' wafers, for an '''efficiency of 30%'''.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [http://www.bay12forums.com/smf/index.php?topic=109460.0 The &amp;quot;How Does Minecart&amp;quot; Thread] by '''Girlinhat''' et al.&lt;br /&gt;
* [http://www.bay12forums.com/smf/index.php?topic=112831.0 SCIENCE: Quantifying minecart physics] by '''Snaake''' et al.&lt;br /&gt;
* [http://www.bay12forums.com/smf/index.php?topic=129676.0 How to build a Multi-cart Ore to Magma Minecart Project without needing power] by '''WanderingKid'''. (Images recovered from wayback machine and posted here: https://imgur.com/gallery/LpRsDwO)&lt;br /&gt;
* [http://www.bay12forums.com/smf/index.php?topic=144328.0 My very own Minecart Education Thread. Ten Lessons, now complete.] by '''Larix'''.&lt;br /&gt;
* [https://www.youtube.com/watch?v=hctG2dQzHwg Real-life railcarts/conveyor hybrid] which uses similar mechanics.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
*A dwarf will drop her [[child|baby]], if she has one, when boarding a minecart set to be ridden.&lt;br /&gt;
*Dwarves have no concept of traffic safety and will walk into busy minecart lines to retrieve objects, often with deadly consequences. This is especially problematic in [[Swimming#Minecart_training|clever applications]] depending on dwarves riding the carts very frequently, because they have a bad habit of dumping their worn clothes on the tracks after a minecart ride. Adding an automatically-operated [[hatch cover]] at the end of such a ride can help prevent [[unfortunate accident]]s.&lt;br /&gt;
*Dwarves cannot guide a minecart through an unlocked door unless another dwarf opens the door.{{bug|6056}}&lt;br /&gt;
*It is possible for a creature and minecart moving towards each other to pass without collision if they exchange tiles in the same tick.&lt;br /&gt;
*After a minecart ride, a dwarf will sometimes haul the minecart to a storage stockpile, leaving another dwarf to haul the vehicle back to the route.&lt;br /&gt;
*Minecarts falling onto a floor injure creatures in the tile below the floor.{{bug|6068}}&lt;br /&gt;
*If a minecart travelling at high speed hits a wall, it and its contents may go through the wall, or even end up embedded in it.{{bug|5996}}&lt;br /&gt;
*A minecart's initial velocity is not affected by weight, when pushed or launched from rollers.{{bug|6296}}&lt;br /&gt;
*Removing a stop that has a vehicle waiting on it may cause the game to crash.{{bug|5980}}&lt;br /&gt;
*Jumping out of a minecart in motion does not lead to injury.{{bug|10104}}&lt;br /&gt;
*Jumping into a stationary minecart can lead to significant injury.{{bug|10229}}&lt;br /&gt;
&lt;br /&gt;
{{Gamedata|{{raw|DF2014:item_tool.txt|ITEM_TOOL|ITEM_TOOL_MINECART}}}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Fortress mode}}&lt;br /&gt;
{{Category|Interface}}&lt;br /&gt;
&lt;br /&gt;
[[ru:Minecart]]&lt;/div&gt;</summary>
		<author><name>Benderdragon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Minecart&amp;diff=296655</id>
		<title>Minecart</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Minecart&amp;diff=296655"/>
		<updated>2023-12-15T15:00:02Z</updated>

		<summary type="html">&lt;p&gt;Benderdragon: Clarified derail speed and added info on cart jumps&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
[[File:minecart_sprite_preview.png|right]]A '''minecart''' is a [[tool]] intended for [[hauling]]. It can be made of [[wood]] at a [[carpenter's workshop]] or 2 bars of [[metal]] at a [[metalsmith's forge]] (using the [[Blacksmith|blacksmithing]] labor.) Minecarts store up to five times as many items as [[wheelbarrow]]s and are quite a bit faster than dwarves hauling objects by hand, but have the disadvantages of requiring a dedicated track network, a complex route planning phase, and the possibility of dwarves [[Fun|blundering into the path of carts filled with lead ore]]. Tracks may be carved into stone, or [[Construction|constructed]]; the latter allows above-ground routes, but these are more difficult to set up due to their additional [[building material|material requirements]].&lt;br /&gt;
&lt;br /&gt;
Just like wheelbarrows, minecarts are considered [[item]]s and are stored in a [[furniture]] [[stockpile]]. Despite their five-times-greater capacity, they are only 33% larger than wheelbarrows (minecarts have a size of 4000) and are identical in base [[item value|value]] when made from the same [[material]] (the value may differ due to the [[item quality]]). [[thief|Thieves]] or even mischievous animals can steal minecarts, even when they are moving on a track.{{cite forum|109460/3289070}} However, minecarts moving fast enough or being ridden cannot be stolen.&lt;br /&gt;
&lt;br /&gt;
Although most of the utility of minecarts is in [[fortress mode]], an [[adventure mode|adventurer]] can also ride in a minecart. Adventurers can also pick up and relocate minecarts.&lt;br /&gt;
&lt;br /&gt;
The invention of minecarts revolutionized the [[minecart logic|Science of Dwarfputing]] by enabling smaller, faster logic systems to be built.&lt;br /&gt;
&lt;br /&gt;
== Basic Minecart Usage ==&lt;br /&gt;
[[File:Leitnagel Hund.png|thumb|Minecarts]]Minecarts can be used to swiftly transport dwarves, [[flow|fluids]], and/or large amounts of items, but before you have a functional minecart, there are several preconditions that need to be met. First of all, you need an actual minecart, constructed either in a [[carpenter's workshop]] or [[metalsmith's forge]]. For the minecart to be able to move, you also need to carve (with {{Menu icon|v|t}}) or construct (with {{Menu icon|b|n|k}}) a track, which could be as simple as a straight line. Finally, you need to construct stops on your track (with {{Menu icon|b|n|K}}) where the minecart will start and stop.&lt;br /&gt;
&lt;br /&gt;
After you have created the stops and assigned a cart to the track, you must create logic routes connecting several stops and designate starting conditions for each stop. This is done with the {{Menu icon|H}} hauling key. The most basic conditions are how the cart's movement is initiated and in which direction the cart should start moving. Carts can be either pushed (a dwarf stands at a stop and gives the cart a single push) or guided (a dwarf continually pushes the cart forward, guiding it along the track). The [[hauling]] [[labor]] required for pushing and guiding carts is called &amp;quot;Push/Haul Vehicles&amp;quot; and is turned on by default.&lt;br /&gt;
&lt;br /&gt;
To control which items are to be transported, you can add conditions specifying: (1) which kind of items are to be loaded and unloaded, (2) stockpile links to define which stockpile(s) the items should be un/loaded to and from.&lt;br /&gt;
&lt;br /&gt;
===Capacity and weights ===&lt;br /&gt;
Minecarts have a [[Size|size capacity]] of 50,000 – five times the capacity of [[wheelbarrow]]s. &lt;br /&gt;
&lt;br /&gt;
'''Examples of the capacity of one cart'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Item&lt;br /&gt;
! Amount&lt;br /&gt;
|-&lt;br /&gt;
| [[stone]]&lt;br /&gt;
| 5&lt;br /&gt;
|- &lt;br /&gt;
| [[wood|log]]&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| [[block]]/[[bar]]&lt;br /&gt;
| 83&lt;br /&gt;
|-&lt;br /&gt;
| minecarts&lt;br /&gt;
| 12&lt;br /&gt;
|-&lt;br /&gt;
| [[Kitchen|prepared meals]]&lt;br /&gt;
| 500&lt;br /&gt;
|-&lt;br /&gt;
| [[Trap_component#Spiked_ball|spiked balls]]&lt;br /&gt;
| 500&lt;br /&gt;
|-&lt;br /&gt;
| [[Sand]] [[bags]]&lt;br /&gt;
| 500&lt;br /&gt;
|-&lt;br /&gt;
| [[Weapon#Native_weapons|mace]]&lt;br /&gt;
| 625&lt;br /&gt;
|-&lt;br /&gt;
| [[Weapon#Native_weapons|spears]]&lt;br /&gt;
| 1250&lt;br /&gt;
|-&lt;br /&gt;
| [[cloth]]&lt;br /&gt;
| 2500&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The weight of the loaded minecart does not affect the initial velocity received from pushing or launching from a roller.{{bug|6296}} However, the load of a minecart ''does'' affect whether a [[pressure plate]] triggers or not, based on the pressure plate's setting.&lt;br /&gt;
&lt;br /&gt;
'''Weights of different carts'''&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Type of cart&lt;br /&gt;
! Empty cart&lt;br /&gt;
! Fully loaded (items)&lt;br /&gt;
|-&lt;br /&gt;
| oaken minecart &lt;br /&gt;
| 28Γ&lt;br /&gt;
| 378Γ (10 oak logs)&lt;br /&gt;
|- &lt;br /&gt;
| iron minecart&lt;br /&gt;
| 314Γ&lt;br /&gt;
| 1698Γ (83 marble blocks)&lt;br /&gt;
|-&lt;br /&gt;
|- &lt;br /&gt;
| copper minecart&lt;br /&gt;
| 357Γ&lt;br /&gt;
| 1682Γ (10 obsidian boulders)&lt;br /&gt;
|-&lt;br /&gt;
| platinum minecart&lt;br /&gt;
| 856Γ&lt;br /&gt;
| 10482Γ (83 gold bars)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The weight of a minecart is one twenty-fifth (1/25) the [[density]] of its material in Urists. Because pressure plates can be set to trigger at intervals of 50 Urists, minecarts with weights just under a multiple of 50 are ideal for switching based on whether they're full or empty. The best minecart materials for full/empty switching are as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Material !! Minecart weight !! Content weight required to trigger !! Banana roasts required to trigger (for scale)&lt;br /&gt;
|-&lt;br /&gt;
| [[Glumprong]] || 48 || 2 || 4&lt;br /&gt;
|-&lt;br /&gt;
| [[Electrum]] || 596 || 4 || 7&lt;br /&gt;
|-&lt;br /&gt;
| [[Nickel silver]] || 346 || 4 || 7&lt;br /&gt;
|-&lt;br /&gt;
| [[Brass]] || 342 || 8 || 14&lt;br /&gt;
|-&lt;br /&gt;
| [[Bismuth]] ([[Strange mood|moods]] only) || 391 || 9 || 15&lt;br /&gt;
|-&lt;br /&gt;
| [[Fine pewter]] || 291 || 9 || 15&lt;br /&gt;
|-&lt;br /&gt;
| [[Lay pewter]] || 291 || 9 || 15&lt;br /&gt;
|-&lt;br /&gt;
| [[Tin]] || 291 || 9 || 15&lt;br /&gt;
|-&lt;br /&gt;
| [[Trifle pewter]] || 291 || 9 || 15&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{anchor|Tracks}}&lt;br /&gt;
&lt;br /&gt;
=== Creating tracks ===&lt;br /&gt;
Minecart tracks are made up of contiguous track, tracked ramp, or bridge tiles. Track tiles and tracked ramp tiles have a direction or series of directions associated with them. These directions dictate which directions a minecart on a given tile may move from that tile. For example, a Track NE (northeast) tile allows a minecart on it to move either north or east from its present position. Therefore, if you want your minecart to move east along a straight piece of track, then return west using that same track, you would need to use EW tracks so that the cart could travel east initially, then return west over the same track. Excluding designs in which the cart will &amp;quot;jump&amp;quot; tracks via a drop or other ramp, tracks must be valid end to end to work for most looped or straight-track applications. A single east only track tile in your line of east-west tracks will cause any route using the track to fail the moment it tries to go the wrong way over that tile. Minecart tracks can be built in two ways: Engraved/carved or constructed. A given minecart track need not use engraved or constructed elements exclusively, as the two methods can be used interchangeably depending on the needs of a given section of track. The way the tracks are built is slightly different between the two, as explained below.&lt;br /&gt;
&lt;br /&gt;
====Simple tracks====&lt;br /&gt;
&lt;br /&gt;
'''Carved'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A single-tile wide strip of natural stone can be designated to be [[Engraver|carved]] (with {{menu icon|v|t}}), which will create a straight two-way track. The creation of corners, crossings, and T-junctions is as simple as designating another strip of track that overlaps an existent or newly designated track. Engraved tracks are removed by [[smoothing]] the rock they're on, which results in a smooth floor (that can be re-engraved if necessary), or by building a [[floor]] on top and subsequently removing it.  Dwarves can carve corner tracks in one pass by designating the track carving twice and canceling unwanted carvings (with {{K|d}} {{K|x}}). Tracks can be engraved in any natural floor tile, rough, smooth and even over engravings, providing an easy method to remove low-quality or undesired floor engravings. Once a track has been engraved, it's important to check the track directions for each tile in the route carefully to make sure no mistakes were made by yourself or the game's track engraving logic. &lt;br /&gt;
&lt;br /&gt;
'''Constructed'''&lt;br /&gt;
&lt;br /&gt;
Tracks can also be built as regular [[construction]]s (through {{menu icon|b|n|k}}. This method is resource-expensive, since each track tile requires one stone, [[bar]], or [[block]] for construction. Corners, crossings, T-junctions, and ramps also have to be designated individually. However, it is usually the only way to build tracks above ground or on soil (barring the [[Obsidian farming|creation of obsidian]]). Constructed tracks are designated for removal like any regular construction; be aware that removing track ramps built on top of natural ones will also remove the original ramp, leaving a flat floor.&lt;br /&gt;
&lt;br /&gt;
====Ramps====&lt;br /&gt;
&lt;br /&gt;
'''Carved'''&lt;br /&gt;
&lt;br /&gt;
The carving of natural ramps is a little more confusing: to carve a two-way track on a ramp (natural only, does not work on constructed ramps), you must designate the track '''starting on the ramp and one square beyond''' in the direction you want the track to go. For the side of the ramp square you want to head upward, there '''must''' be either a natural or constructed wall in the square next to it, otherwise the game assumes you are trying to carve it on the same level – this can result in the track being carved underneath a door or other object. If you have accidentally done this, you can correct it by smoothing the ramp and constructing a single square of wall next to it, then re-carving the ramp correctly, however, the wall must stay there permanently — removing it will disconnect the track.&lt;br /&gt;
&lt;br /&gt;
'''Constructed'''&lt;br /&gt;
&lt;br /&gt;
The track and ramp must be constructed together as a Track/Ramp from the construct track menu ({{K|b}} {{K|C}} {{K|T}}). When constructing track ramps, the stated direction should be the same as the connected tracks. For example, a track going up from West to East would require, starting from the West, a Track (EW), a Track/Ramp (EW) and a Wall behind the ramp, underneath the section of track above it. Incorrectly placed ramps result in minecarts ignoring the ramp and crashing into the supporting wall. They will not, however, display as unusable as when the supporting wall is missing.&lt;br /&gt;
&lt;br /&gt;
'''Examples of ramps'''&lt;br /&gt;
&lt;br /&gt;
A simple ramp would look like this: &lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
 z +0   z +1&lt;br /&gt;
 ░░░░   ░░░░&lt;br /&gt;
 ═▲o    ░▼═&lt;br /&gt;
 ░░░░   ░░░░&lt;br /&gt;
o : wall&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Carving track corners into ramps is rather unintuitive and complicated. Since engraving tracks always requires two tiles to connect in a straight line as input, you have to give two separate designations for a single job: a track bit from the ramp tile to the &amp;quot;below&amp;quot; direction and another one to the wall of the &amp;quot;upward&amp;quot; direction. If you wanted to change direction on a ramp from east to north:&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
 z +0    z +1  &lt;br /&gt;
 ░░░░░   ░░░░░ &lt;br /&gt;
 ░░░░░   ══╗░░ &lt;br /&gt;
 ══▲░░   ░░▼░░ &lt;br /&gt;
 ░░░░░   ░░░░░ &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
you would need to connect the ramp on z +0 both to the west and to the north by issuing two &amp;quot;carve track&amp;quot; commands, one selecting the ramp and the track tile to the west, and another connecting the ramp tile with the wall to the north. An engraver would then carve a NW track corner into the ramp, allowing carts to pass the corner correctly both going up and down. Such track corners are perfectly serviceable for guided carts, but moving down a route of several of them by pushed or ridden cart is problematic - ramps on corners behave very counter-intuitively, resulting in loss of speed when going down and diagonal movement when going up.&lt;br /&gt;
&lt;br /&gt;
Moving to and from ramps (or between ramps &amp;quot;pointing&amp;quot; in different directions) causes some non-trivial adjustments to speed and even moving along the tiles at a fixed speed ''unrelated to the entry/exit velocity values'', because transitions to/from ramps are processed differently and are not to be &amp;quot;skipped&amp;quot;. This affects compact track/ramp combinations (such as e.g. a simple 2x2 ramp spiral) most, and combined with bouncing often makes them work not in the way one could expect. {{cite forum|144328/5705102}}&lt;br /&gt;
&lt;br /&gt;
=== Hauling route ===&lt;br /&gt;
A hauling route is a list of directions describing how and under what conditions a minecart will move. The proper setting up of routes is essential for a working rail system. Routes, stops, departure conditions and stockpile links are managed from the {{k|h}}auling menu.&lt;br /&gt;
&lt;br /&gt;
==== Route ====&lt;br /&gt;
A route defines the path a minecart will take along a track, as well as under what conditions it will move or stop moving. A route is made up of stops. Stops are precisely what they sound like, a position on the track at which you want a minecart to stop. A minecart track might use as little as a single stop for a looped track, which will serve as both a starting and stopping point for the cart, or it could contain many stops, perhaps to load supplies or wait for a bridge to be manually lowered, before reaching its destination or returning to its starting point. It is important to note that you only need to place stops on a route where you actually want the cart to stop and wait for some action to occur. They are not needed to help navigate the cart along the track beyond telling it where on the track to stop.&lt;br /&gt;
&lt;br /&gt;
New routes are created with the {{k|h}}auling key. Existing ones can be removed (without confirmation) with the {{k|x}} key, and also {{k|n}}icknamed. Before operating, the route must have a {{k|v}}ehicle assigned to it (this can be done with either the route or a stop selected). Assigning a full minecart to a route may result in a slow hauling job if the contents are heavy.&lt;br /&gt;
&lt;br /&gt;
==== Stops ====&lt;br /&gt;
Stops are the individual waypoints that make up a hauling route. A given stop consists of the location of a tile, as well as conditions describing when, where, and how a cart should be moved after being stopped at that tile. Stops can be created from within the {{k|h}}auling menu, by placing the cursor over a tile and hitting {{k|s}} while highlighting the route (or a stop within) you've already designated. A minecart will begin its route at the first stop created, and continue through each subsequent stop, being guided, pushed, or ridden from each stop to the next depending on the conditions specified. In many basic minecart applications, the cart will end up at the same stop it began at, though this is not always the case. It is important to note that hauling stop order is enforced, even if there is no track.  A dwarf will drag the cart overland back to a skipped stop in the route's list if your tracks bypass it somehow, including if the minecart does not stop on the stop after it is pushed/ridden.&lt;br /&gt;
&lt;br /&gt;
Once a stop has been placed, it is given a default set of conditions under which to move the minecart if it is stopped there. Each new stop gets the same default conditions regardless of the track it is placed upon (e.g. guide the cart to the north). For this reason new stops might get marked by yellow exclamation marks ({{DFtext|!|#ff0}}) due to invalid directions. One important thing to note is that as you place additional stops, the display will show paths between the stops you have defined. However, this is '''not''' necessarily the actual route the minecart will take once the route is in operation. For example, if a route were defined with two stops at opposite ends of a track with many twists and turns, a line will be drawn directly between those stops to show the order in which they will be visited. These route lines may crisscross all over the tracks, but so long as the track is valid end to end, the cart will follow the track from one stop to the next, even across twists, turns, and z-level changes. Route stops, which are the steps that make up a route, should not be confused with physical Track Stops, described below.&lt;br /&gt;
&lt;br /&gt;
Note that setting a stop on a sloped track may cause the minecart to roll away, preventing it from being properly loaded.&lt;br /&gt;
&lt;br /&gt;
===== Stockpile links =====&lt;br /&gt;
By placing the cursor on top of a stockpile and using {{k|s}}, you can create stockpile links while defining a hauling stop. Links can also be redefined by selecting them, placing the cursor over a different stockpile, and pressing {{k|p}}. The cart will then be filled by items present in its various linked stockpiles in preference to other items. Note that bins should be used with caution in stockpiles that are linked to minecarts. Bins cause problems when used with the &amp;quot;Desired Items&amp;quot; list in a stop's conditions. For example, if a minecart is set to accept only granite blocks, and to depart north when it is 100% full of granite blocks, it will not depart if any of those granite blocks are in bins, even if bins are also included in the desired items list. Two solutions to this problem exist as of v0.40.24. First, bins can be disallowed in stockpiles that are linked to stops. Alternatively, bins '''can''' be used in conjunction with minecarts provided that the minecart's departure conditions use only &amp;quot;any items&amp;quot; instead of &amp;quot;desired items.&amp;quot; This option can be toggled in the advanced conditions menu for a stop, accessible via the {{key|C|}} key. The cart's contents can still be controlled by specifying what items are allowed in the linked stockpile.&lt;br /&gt;
&lt;br /&gt;
===== Departure condition =====&lt;br /&gt;
Departure conditions involve setting conditions in which the minecart will leave on the route. Each condition includes:&lt;br /&gt;
# A departure mode (Guide, Ride or Push).&lt;br /&gt;
# An initial departure direction (NSEW). Note that this defines the initial direction of movement only. Even if a track includes many turns, as long as the initial movement direction is valid the cart will follow the minecart track thereafter.&lt;br /&gt;
# A timer, before which the departure condition cannot be met.&lt;br /&gt;
# Conditions on the amount of items in the cart.&lt;br /&gt;
Departure conditions are created with the {{k|n}} key. A new departure condition will read: &amp;quot;guide north immediately when empty of desired items&amp;quot;. This condition can be changed between basic presets with {{k|c}}. &amp;quot;Advanced&amp;quot; mode ({{k|C}}) allows for more precise control over departure conditions: fine tuning the percentage from 0 to 100 in 25% steps ({{k|f}} and {{k|F}}), switching it being either the maximum or the minimum amount of items for the condition to be met ({{k|m}}), and whether the cart accepts all or only a specific set of items ({{k|l}}). Common to both screens are the departure mode ({{k|p}}, Push, Ride or Guide), {{k|d}}irection, and timer ({{k|t}} and {{k|T}}) options.&lt;br /&gt;
&lt;br /&gt;
To have a cart only carry a specific set of items, the stop can be set to only carry &amp;quot;desired&amp;quot; items, opening the selection screen with the {{k|Enter}} key while having said stop condition selected, and toggling as desired, or it can simply be linked to a stockpile and set to depart once it is full of items from its linked stockpiles, regardless of type.&lt;br /&gt;
&lt;br /&gt;
=== Track Stops ===&lt;br /&gt;
A Track Stop, not to be confused with a route stop, is an optional, single-tile construction which serves two purposes. First, it can be used to cancel a cart's momentum in order to slow or stop it as it passes over the Track Stop. This might be necessary if a cart were pushed down a series of ramps to its destination. Second, a Track Stop can cause a cart to automatically dump its contents as it passes over the Track Stop. Track Stops are constructed via {{menu icon|b|n|K}}, and must be constructed atop an existing piece of track. If a Track Stop has been set to automatically dump a cart's contents, the cart will dump its contents in the direction indicated when it passes over the Track Stop. Depending on the friction settings chosen for the Track Stop, the cart might then stop after dumping, or it might continue on its route to another destination.&lt;br /&gt;
&lt;br /&gt;
Track Stops are not mandatory; in fact, their main use is in automated rail systems. However, even in basic rail systems it can be useful to set a Track Stop to dump items: this saves time that dwarves would otherwise spend in removing items from the cart, time that is better spent driving the cart back to where it's needed. Dumping will occur even with a guided cart.  '''Take care not to set Track Stops at a loading site to dump their contents''', or dwarves will never be able to fill the cart. It will dump any contents the moment they are loaded.&lt;br /&gt;
&lt;br /&gt;
* See [[#More_on_Track_stop |More on Track Stops]]&lt;br /&gt;
&lt;br /&gt;
=== Step-by-step tutorial ===&lt;br /&gt;
&lt;br /&gt;
Let's construct a simple minecart route.  This route will move stone blocks from an input stockpile to an output stockpile.  We'll begin by creating the stockpiles:&lt;br /&gt;
&lt;br /&gt;
[[File:minecart-example-1-v50.03.png|200px|Stockpiles designated.]]&lt;br /&gt;
&lt;br /&gt;
The input stockpile is on the left; the output stockpile is on the right.  We'll be moving blocks from left to right.  Disable bins in both stockpiles, and set the input stockpile to accept only from links.  Then make the stockpile take from the mason's workshop where the blocks are being produced.&lt;br /&gt;
&lt;br /&gt;
Next, carve the track:&lt;br /&gt;
&lt;br /&gt;
[[File:minecart-example-2-v50.03.png|200px|Track carving designation.]]&lt;br /&gt;
&lt;br /&gt;
Note that the ends of the designation are uniquely shaped; this is automatic, and not anything you need to control.  Now, wait for your engravers to come along and carve the track into the stone.  (Your haulers will probably also fill up the input stockpile while you wait.)&lt;br /&gt;
&lt;br /&gt;
In addition, while we're waiting for that to happen, we'll build an iron minecart in the forge.&lt;br /&gt;
&lt;br /&gt;
[[File:minecart-example-3-v50.03.png|200px|Track carved.]]&lt;br /&gt;
&lt;br /&gt;
When the track has been carved, it will look like the above (the track will be solid instead of flashing).  Now, order a track stop to be constructed (Under &amp;quot;Constructions&amp;quot;) next to the output stockpile:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| [[File:minecart-example-4-v50.03.png|200px|Track stop designation.]]&lt;br /&gt;
| [[File:minecart-example-5-v50.03.png|200px|Select dumping direction.]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
You must select the dumping direction ''before'' placing the track stop.  We want our blocks to be dumped into the output stockpile east of the track stop.  Then wait for a mechanic to come along and build the track stop.&lt;br /&gt;
&lt;br /&gt;
[[File:minecart-example-6-v50.03.png|200px|Track stop constructed.]]&lt;br /&gt;
&lt;br /&gt;
Now we'll define the actual ''route''.  This is done in the {{k|H}}auling menu. Press 'Add New Route' to begin defining a route. Select 'Add a stop' then click the track next to the input stockpile:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| [[File:minecart-example-7-v50.03.png|200px|Route definition, in progress.]]&lt;br /&gt;
| [[File:minecart-example-8-v50.03.png|400px|Route definition, in progress.]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Select 'Add a stop' again then click the stop next to the output stockpile define the second stop:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| [[File:minecart-example-9-v50.03.png|200px|Stop 2 designation.]]&lt;br /&gt;
| [[File:minecart-example-10-v50.03.png|400px|Route definition, two stops.]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
At this point, the route has been positioned, but they haven't been ''defined'' yet.&lt;br /&gt;
&lt;br /&gt;
Click the Minecart icon for the route (not the stop) and assign a minecart to the route.&lt;br /&gt;
&lt;br /&gt;
Select the minecart icon for the first stop to select what items will be hauled to the minecart. By default no items will be hauled to the minecart. As we've set the input stockpile to only take blocks from the workshop, you can either set to to accept blocks, or set it to accept all items.&lt;br /&gt;
&lt;br /&gt;
Click the stockpile icon for the first stop, select the &amp;quot;take from&amp;quot; icon (middle button) and select the input stockpile.&lt;br /&gt;
&lt;br /&gt;
[[File:minecart-example-11-v50.03.png|350px|Set the stockpile.]]&lt;br /&gt;
&lt;br /&gt;
Select the Conditions button ('''&amp;lt;&amp;gt;=≠''') for the first stop and check out the defaults. For the first stop, these are largely fine however you should change the direction button for all the conditions so the minecart goes the correct direction when it's ready.&lt;br /&gt;
&lt;br /&gt;
[[File:minecart-example-11.1-v50.03.png|350px|Set the direction.]]&lt;br /&gt;
&lt;br /&gt;
Select Conditions for the second stop. These need to be changed so the minecart is returned to the start immediately. Erase the bottom two conditions, change the direction to point back to the stop, and then finally click the '''&amp;gt;=''' button so it changes to '''&amp;lt;='''. This will make it so the cart is returned regardless of how full it is (which is good, as it'll always be empty!)&lt;br /&gt;
&lt;br /&gt;
[[File:minecart-example-11.2-v50.03.png|350px|Fix the conditions for the second stop.]]&lt;br /&gt;
&lt;br /&gt;
Once the minecart is in place, dwarves should fill it with blocks from the input stockpile, which will in turn be filled with blocks from the workshop where your mason has been toiling dutifully.  When the minecart is full, the blocks will be dumped into the 1x1 stockpile on the right.  Automatic quantum dumping!&lt;br /&gt;
&lt;br /&gt;
If the route has any issues, you'll see a red ! on the minecart in the route screen. Be aware that this appears initially until the minecart is put in place. If your route is correctly set up, your dwarves carry items to the cart and the percentage will change on the route screen.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| [[File:minecart-example-12-v50.03.png|frame|Route with an issue.]]&lt;br /&gt;
| [[File:minecart-example-13-v50.03.png|frame|Cart correctly getting filled up.]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Troubleshooting ===&lt;br /&gt;
&lt;br /&gt;
Because of the complexity of the system, all but the most careful and experienced minecart users will encounter issues. Most route issues can be diagnosed and fixed from the {{k|H}}auling menu.  &lt;br /&gt;
&lt;br /&gt;
'''Symptom:''' {{DFtext|! Set dir/connect track|6:1}} message appears to the right of one or more stops &lt;br /&gt;
&lt;br /&gt;
:;Possible Causes:&lt;br /&gt;
:* Game cannot find a path for ''guiding'' the cart without carrying. The game checks for haul route validity assuming the cart will be guided. This warning will be shown when the path crosses impassable tiles, requires a dwarf to carry the cart, or is not fully guidable.&lt;br /&gt;
:** If your cart path relies upon advanced tricks like deliberate falling into pits or ignoring floor types, even a path designed entirely as you intended will still trigger the yellow warning. If the route is working as intended, you can safely ignore this warning.&lt;br /&gt;
:* Invalid departure direction in one or more conditions for the stop. Edit the stop using {{k|Enter}} and press{{k|d}} until it is pointing in a valid direction.&lt;br /&gt;
:* Track stop built on trackless tile. Track stops must be built on tiles where tracks already exist to be usable.&lt;br /&gt;
:* Discontinuous track. If the route indicator seems to draw between your first and last stop, this is the cause. Make sure destinations are linked by track to both directions, and that there are no sneaky gaps in the tracks. &lt;br /&gt;
:** ''Ramps''' are notorious for their finicky use. It is recommended to check every ramp to confirm no unintended one-way ramps remain.&lt;br /&gt;
:** To carve a two-way track on a (natural) ramp, you must designate the ramp ''and one square beyond'' in the direction you want the track to go.&lt;br /&gt;
:** Ramps '''must''' have a solid wall on the side opposite to the track (&amp;quot;behind&amp;quot; the ramp), or they will neither work nor be marked as &amp;quot;unusable&amp;quot;. The wall can be natural or constructed.&lt;br /&gt;
:* Discrepancies in desired/kept item configurations.&lt;br /&gt;
&lt;br /&gt;
'''Symptom:''' The status '''0% &amp;lt;span style=&amp;quot;color:#00dd00;&amp;quot;&amp;gt;V&amp;lt;/span&amp;gt;''' always appears to the right of one stop.  &lt;br /&gt;
&lt;br /&gt;
:;Possible Causes:&lt;br /&gt;
:* Stop not set to take from a stockpile. Edit the Stop using {{k|Enter}} and make sure you see a message like &amp;quot;Take from Stockpile #1&amp;quot;.&lt;br /&gt;
:* Take conditions and stockpile contents do not overlap.&lt;br /&gt;
:* Track stop is set to dump. A track stop set to dump cannot be filled. You must either set the stop to a time-based departure or deconstruct the track stop and rebuild it without dumping. (Alternatively, with [[DFHack]] you can modify &amp;quot;Dump on arrival&amp;quot; to &amp;quot;No&amp;quot; using the {{key|q}} menu without rebuilding the stop.)&lt;br /&gt;
:* Minecart itself is designated to be dumped (such as when using mass-dump).&lt;br /&gt;
&lt;br /&gt;
'''Symptom:''' Dwarves fill the minecart properly, but will not move it thereafter.&lt;br /&gt;
&lt;br /&gt;
:;Possible Causes:&lt;br /&gt;
:* Minecart contains items not listed as desired on its current stop. Check minecart contents using the {{key|k}} and {{key|z}} keys and ensure that all items in the cart are desired items.&lt;br /&gt;
:* Minecart contain desired items ''in bins''. Minecarts seem to have problems realizing that they are in fact full of desired items if some of those items are in bins, even if bins are also among the desired items for that stop. '''This cannot be solved by adding the appropriate bins to the stop's desired items.''' Either disallow bins in stockpiles you intend to load minecarts from, or set the departure conditions to rely only on percentage of total load rather than percentage of desired items using the advanced conditions menu ({{key|C}} key).&lt;br /&gt;
&lt;br /&gt;
'''Symptom:''' Dwarves repeatedly attempt to load the minecart, but no items are ever loaded into it.&lt;br /&gt;
&lt;br /&gt;
:;Possible Causes:&lt;br /&gt;
:* Track Stop set to dump used as a loading site. Every time a dwarf places an item into a cart resting on such a track stop, the item will be immediately dumped, causing unlimited, useless cart loading jobs. Autodumping Track Stops should never be used at a loading site.&lt;br /&gt;
&lt;br /&gt;
'''Symptom:''' A dwarf picks up the minecart and carries it to its destination.&lt;br /&gt;
:* See [[#Quirks|Quirks]]&lt;br /&gt;
&lt;br /&gt;
=== Danger ===&lt;br /&gt;
Minecarts are not without &amp;lt;strike&amp;gt;danger&amp;lt;/strike&amp;gt; [[fun]]. Although designating a track automatically sets the [[traffic]] designation to low, dwarves ''may'' still walk on them, and [[creature]]s ignore traffic designations altogether. If an unlucky dwarf or creature fails to [[dodger|dodge]] a minecart, they can be injured. Most of this danger can be avoided by setting the minecart {{k|h}}auling commands to guide instead of push or ride (dwarves guiding minecarts will ignore traffic restrictions), as well as by [[pasture|pasturing]] domestic animals and preventing the access of other creatures to the tracks. Note that removing the track doesn't reset that tile back to normal traffic priority, so you may wish to manually clean up traffic designation afterward. Also note that bridges that are used as tracks don't have their traffic priority changed automatically (since they're just normal bridges), which could cause dwarves to pathfind normally through dangerous minecart entrances in your fort's walls if you're not careful.&lt;br /&gt;
&lt;br /&gt;
The only &amp;lt;s&amp;gt;fool&amp;lt;/s&amp;gt;''dwarf''-proof method is to make the tracks inaccessible. There are several ways to create a track which works for minecarts but doesn't allow creature-traversal; the simplest is perhaps building a [[statue]] on the tracks. Other options include adding single-tile holes (minecarts moving at reasonable speed will jump the gap), vertical drops, minecart-triggered doors, small pools of liquid (4/7 water or 2/7 magma), and hostile creatures overlooking the tracks. For safety, both ends of the track should be isolated, making the dangerous center sections completely inaccessible (though maintenance access can be provided by a locked door).&lt;br /&gt;
&lt;br /&gt;
Danger does not always involve living victims: careless route designation can also result in minecarts careening off tracks or colliding with each other. If this occurs, the [[item]]s may be scattered; this can cause even more hauling jobs than the minecart aimed to eliminate. Even &amp;lt;s&amp;gt;better&amp;lt;/s&amp;gt; worse, scattered items, especially [[weapon]]s, can injure passing [[dwarf|dwarves]] or other [[creature]]s; in the words of Toady One the Great, &amp;quot;Accidental grapeshotting of the dining room should be possible now.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Of course, the danger of using minecarts means they can also be [[Trap_design#Minecarts|used as weapons]] by imaginative players.&lt;br /&gt;
&lt;br /&gt;
== Advanced usage and automation ==&lt;br /&gt;
Minecart-specific effects are implemented via track stops, rollers and [[pressure plate]]s with &amp;quot;track&amp;quot; condition set. Since all three are considered [[building]]s, they can't be built on the same square (however convenient track stop + pressure plate would be) nor a simple ramp, and are removed by {{k|q}} {{k|x}}. &lt;br /&gt;
&lt;br /&gt;
=== More on Track stop === &lt;br /&gt;
Track stops are constructions that allow further automation of minecart systems via adjustable features such as braking by friction and automatic dumping of contents. They can be built from logs, bars and blocks through {{K|b}} {{K|C}} {{K|S}}; friction amount, dumping toggle and dumping direction must be set '''before''' construction, and these settings can be neither changed nor seen thereafter; however, track stops can be linked to [[pressure plate]]s or [[lever]]s to toggle friction and dumping On or Off (trigger state is inverted: switch On = track stop Off). In thoughts screen, dwarves will admire track stops as traps.&lt;br /&gt;
&lt;br /&gt;
If a [[stockpile]] is placed on the tile that a track stop is set to dump to, it can act as a [[Exploit#Quantum_stockpiles|quantum stockpile]] and any items dumped from a minecart that match the storage settings of the stockpile will remain there and accumulate.  Normally track stops are built on top of existing track to operate on moving minecarts, but they can also be used without tracks to create [[Quantum_stockpile#The_Minecart_Stop|automatic quantum stockpiles]] (see also [[#Step-by-step_tutorial|step-by-step tutorial]]).  It is not always desirable to collect ALL of certain items into one quantum stockpile, such as when distributing a material to multiple separate industries. You can link your quantum stockpile to various other stockpiles, ensuring that your dwarves will keep them supplied as necessary. Because quantum stockpiles never fill up like regular stockpiles, it may be a good idea to add a switch to turn them off.  &lt;br /&gt;
&lt;br /&gt;
Items dumped from a minecart at a track stop (or dumped by any other means) into open space fall through z-levels until they land on a solid surface.  Items falling onto a designated [[stockpile]] will automatically be considered part of that stockpile, even if the stockpile is set to disallow those items (they will, however, be automatically moved to a more appropriate stockpile, if available).  Items falling on top of a minecart will '''not''' fall &amp;quot;inside&amp;quot; the minecart.  Use with caution; dwarves have fragile skulls.{{bug|5945}}&lt;br /&gt;
&lt;br /&gt;
=== Automated propulsion ===&lt;br /&gt;
==== Roller ====&lt;br /&gt;
{{Main|Roller}}&lt;br /&gt;
&lt;br /&gt;
A '''roller''' is a [[power]]ed [[machine component]] for the automated propulsion of minecarts. They are built over the top of existing tracks with {{K|b|M|r}}, requiring a [[mechanic]], ''(length/4)+1'' [[mechanism]]s and a [[rope]]. Rollers may also be placed directly on ramps to help pull carts up Z levels. Rollers are very useful to maintain a cart's momentum along long routes, to get them to climb Z-levels without dwarfpower involved, and to get them to reach speeds unattainable by guiding dwarves. These devices are variable-length (1-10), variable-direction and variable-speed ([[Minecart#Numbers_behind_the_scene|see below]]), all traits that can be set at construction time; a roller uses two units of power per tile it is long.&lt;br /&gt;
&lt;br /&gt;
Single-tile rollers transfer power in all four cardinal directions, while other rollers generally only transfer power perpendicular to their activity direction. Longer rollers can also transfer power along their activity direction if built in the correct order, although this can be hard to accomplish and is easily broken. Rollers cannot be powered from above.&lt;br /&gt;
&lt;br /&gt;
Rollers have great acceleration and capped speed. Carts going faster than the roller are unaffected. If a cart moves across an active roller in the direction the roller works and moves slower than the roller's specified speed, the cart will be set to the roller's speed. A cart going against a roller's movement direction will be sent back the way it came (once again at the roller's speed), unless it was moving extremely fast: speed increment of 100000 allows to reverse carts from the full &amp;quot;highest&amp;quot; (50000) speed roller to full &amp;quot;highest&amp;quot; speed back, but ramps can accelerate a cart beyond this. {{cite forum|144328/5702453}}&lt;br /&gt;
A cart crossing over a roller perpendicular to its current movement direction will gain the roller's amount of speed in the perpendicular direction without directly changing its forward motion. Without an adjacent wall to constrict its movement, this will typically send a cart off the rails on a diagonal path, completely unable to follow any tracks until it collides with a wall or is otherwise brought to rest. However, if the roller is placed over a track turn and pushes ''from'' the direction of that turn's track, the turn affects carts ''after'' the roller, so they will be forced into the turn rather than derailed in a diagonal direction. {{cite forum|144328/5702453}}&lt;br /&gt;
&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
tracks: full:&lt;br /&gt;
  ║       ║&lt;br /&gt;
 ═╗═     ═╢═&lt;br /&gt;
  ║       ║ &lt;br /&gt;
&lt;br /&gt;
╢ : roller pushing from W to E&lt;br /&gt;
}}&lt;br /&gt;
If the roller is powered, carts from ''all'' directions (unless too fast) exit S, because speed imparted by the roller forces carts toward E and ''then'' into the turn.&lt;br /&gt;
If not powered, carts from W and N exit S, carts from E and S exit W. Carts above derail speed will ignore the turn, of course.&lt;br /&gt;
&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
 ║     ║ &lt;br /&gt;
═╗═   ═╟═&lt;br /&gt;
 ║     ║&lt;br /&gt;
&lt;br /&gt;
╟ : Roller pushing from E to W&lt;br /&gt;
}}&lt;br /&gt;
Carts from the E or W: exit W.&lt;br /&gt;
Carts from N: derailed diagonally, exit SW.&lt;br /&gt;
Carts from S: derailed diagonally, exit NW.&lt;br /&gt;
&lt;br /&gt;
Rollers affects carts on a track - if placed on a floor or ramp without any tracks, they are ignored. Depowered rollers are also ignored, friction is determined by the tiles underneath.&lt;br /&gt;
&lt;br /&gt;
Because of their one-way nature, rollers are unsuitable for most two-way minecart tracks (unless you set gears toggling roller A-&amp;gt;B off while toggling A&amp;lt;-B rollers on). However, a minecart set to be ''guided'' is not affected by rollers at all{{cite forum|109460/3286235}} &amp;amp;mdash; this allows a one-way track to be used in both directions. In addition, unpowered rollers do not affect minecarts.&lt;br /&gt;
&lt;br /&gt;
Care must be taken in [[glacier]]s and other extremely cold [[biome]]s, since rollers (and the machinery used to power them) will not operate when constructed on natural [[ice]] floors.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Impulse ramps ====&lt;br /&gt;
Carts can be given momentum without rollers or changing z-level by exploiting a design oversight in a phenomenon called &amp;quot;impulse ramps&amp;quot;. A track ramp which has at least one wall/fortification and exactly one other connection will ''always'' accelerate a cart towards the other connection, no matter where the cart enters the tile from. This means carts can be accelerated even if the cart doesn't actually change z-level at all; ramps don't actually impart any downward velocity even when making cart descend. If a track ramp faces three directions such as ╩, then two of those directions need to be facing walls for the cart to be accelerated towards the remaining direction.&lt;br /&gt;
&lt;br /&gt;
Example of straight impulse acceleration:&lt;br /&gt;
&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒     ▒▒▒▒▒▒▒▒▒▒ &lt;br /&gt;
═▲▲▲▲▲▲▲▲▲▲═   ═╚╚╚╚╚╚╚╚╚╚═ &lt;br /&gt;
▒   : Wall&lt;br /&gt;
  ═ : Normal track &lt;br /&gt;
▲/╚ : N/E Track/Ramp&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
If a cart enters from the left, it will speed up on every track/ramp and exit to the right going very very fast—more than one tile every step. If it enters from the right, then it will bounce back impulsed by the ramp if it's going slow enough.&lt;br /&gt;
&lt;br /&gt;
As another oddity, carts coming from ramps will in some cases &amp;quot;teleport&amp;quot; through most of the next tile. This is called the &amp;quot;checkpoint effect&amp;quot;, and is explained in detail in the Physics section, below. This negates the deceleration of the next tile if it is a ramp &amp;quot;angled&amp;quot; in a different direction. You can just make an upward spiral alternating impulse ramps and regular upward ramps. It takes no power, is quick and cheap to build, requiring only channeling and track carving, and the cart goes up fast, but not so fast that it launches its contents.&lt;br /&gt;
&lt;br /&gt;
Examples of impulse elevators:&lt;br /&gt;
&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
 z +0    z +1    z +2    z +3&lt;br /&gt;
 ░░░░░   ░░░░░   ░░░░░   ░░░░░&lt;br /&gt;
 ░╔░░░   ░▼╚╗░   ░░▼▼░   ░░░░░&lt;br /&gt;
 ░╝░░░   ░▼░░░   ░░░╔░   ░░░▼░&lt;br /&gt;
 ░▼▼░░   ░░░░░   ░░░╝░   ░╚╗▼░&lt;br /&gt;
 ░░░░░   ░░░░░   ░░░░░   ░░░░░&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
 z +0   z +1   z +2   z +3   z +4   z +5   z +6   z +7   z +8   z +9&lt;br /&gt;
 ░░░░   ░░░░   ░░░░   ░░░░   ░░░░   ░░░░   ░░░░   ░░░░   ░░░░   ░░░░ &lt;br /&gt;
 ░▼░░   ░░╗░   ░╔▼░   ░▼░░   ░░░░   ░╔╝░   ░▼▼░   ░░░░   ░░╗░   ░╔▼░ &lt;br /&gt;
 ░╔╝░   ░▼▼░   ░░░░   ░╚░░   ░▼╝░   ░░▼░   ░╚░░   ░▼╝░   ░░▼░   ░░░░ &lt;br /&gt;
 ░░░░   ░░░░   ░░░░   ░░░░   ░░░░   ░░░░   ░░░░   ░░░░   ░░░░   ░░░░ &lt;br /&gt;
 &lt;br /&gt;
░ : Wall&lt;br /&gt;
╔,╚,╗,╝ : Track/Ramp&lt;br /&gt;
▼ : Down Ramp (empty space)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Note that these impulse elevators, due to the checkpoint effect and upward curved ramp effect, will not actually result in carts traveling straight up the ramp.  They will lose speed, bounce off a ramp, then be accelerated back into the spiral after a 9-turn delay on both tiles on the floor where they are stopped.  This is because the checkpoint effect allows carts to travel up the ramps in a single turn, but also prevents the impulse ramps from adding acceleration unless the cart is slowed to staying on the ramp for more than one turn.  Initial acceleration will carry the cart up a variable number of floors before this effect occurs, but this bouncing back and forth will occur every 5 z-levels after the first time the cart stops.  When the cart ''is'' traveling upwards, it will pass every tile at a rate of one tile per turn regardless of its actual speed, due to the checkpoint effect.  In tracks with only a single cart, this is negligible, but when multiple carts are on the same track (such as when you place multiple carts on a magma cart lift) this can cause collisions which derail carts, or cause other unexpected or undesired behaviors.&lt;br /&gt;
&lt;br /&gt;
The following impulse ramp (while larger) should alleviate these problems by using a straight ramp to go upwards, preceded by an impulse ramp to exploit the checkpoint effect and negate up ramp costs.  Corners still decelerate carts, so the cart will tend towards a velocity of 72k, which is above derail speed.  Derail speed breaks (see Controlling Speed, below) may be necessary at the top.&lt;br /&gt;
&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
z +0     z +1     z +2     z +3&lt;br /&gt;
 ░░░░░░   ░░░░░░   ░░░░░░   ░░░░░░&lt;br /&gt;
 ░░░░░░   ░╔╔═░░   ░░▼▼╗░   ░░░░░░&lt;br /&gt;
 ░║░░░░   ░▼░░░░   ░░░░╗░   ░░░░▼░&lt;br /&gt;
 ░╚░░░░   ░▼░░░░   ░░░░║░   ░░░░▼░&lt;br /&gt;
 ░╚▼▼░░   ░░░░░░   ░░░░░░   ░░═╝╝░&lt;br /&gt;
 ░░░░░░   ░░░░░░   ░░░░░░   ░░░░░░&lt;br /&gt;
&lt;br /&gt;
░ : Wall&lt;br /&gt;
║,═,╔,╚,╗,╝ : Track/Ramp&lt;br /&gt;
▼ : Down Ramp (empty space)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Also, if you want to have a cart following a below-derail speed, the following track works well:&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
z +0    z +1    z +2    z +3&lt;br /&gt;
 ░░░░░   ░░░░░   ░░░░░   ░░░░░&lt;br /&gt;
 ░░░░░   ░══░░   ░▼▼║░   ░░░▼░&lt;br /&gt;
 ░║░░░   ░▼░░░   ░░░║░   ░░░▼░&lt;br /&gt;
 ░║▼▼░   ░▼░░░   ░░░░░   ░░══░&lt;br /&gt;
 ░░░░░   ░░░░░   ░░░░░   ░░░░░&lt;br /&gt;
&lt;br /&gt;
░ : Wall&lt;br /&gt;
║,═ : Track/Ramp&lt;br /&gt;
▼ : Down Ramp (empty space)&lt;br /&gt;
}}&lt;br /&gt;
In this elevator, the cart collides with the walls in the corners, but then realigns on the ramp, picks up speed, checkpoints through the next ramp, and slams into the next wall.  It is slower (10 ticks per floor) but produces reliable speeds, and will exit the impulse elevator at little more than push speeds.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A sort of opposite effect to impulse ramps also exists: ramps lacking the proper &amp;quot;up&amp;quot; and &amp;quot;down&amp;quot; connections are treated as flat track, even if they actually go up or down z-levels. This allows building &amp;quot;anti-impulse&amp;quot; slopes consisting entirely of ramps only connected up, which a minecart can travel up forty levels and more, needing no more than a single push.&lt;br /&gt;
&lt;br /&gt;
=== Controlling traffic ===&lt;br /&gt;
&lt;br /&gt;
==== Switching ====&lt;br /&gt;
&amp;lt;!-- copying template ║ ═ ╔ ╗ ╚ ╝ ╠ ╣ ╦ ╩ ╬ ╞ ╡ ╥ ╨ --&amp;gt;&lt;br /&gt;
As tracks are constructions or tile features, [[door]]s and other furniture can be built on them. A [[door]] or [[floodgate]] can be turned on or off by a [[lever]], effectively controlling the flow of automated minecarts. This may be &amp;lt;s&amp;gt;dangerous&amp;lt;/s&amp;gt; [[fun]], however. &lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
       -&amp;gt;&lt;br /&gt;
 A ════┤≡════ B&lt;br /&gt;
┤ : roller pushing to East&lt;br /&gt;
≡ : door&lt;br /&gt;
}}&lt;br /&gt;
The roller pushes the cart east, but until the &amp;quot;departure condition&amp;quot; is fulfilled, the door remains closed and blocks the path. &lt;br /&gt;
&lt;br /&gt;
[[Bridge]]s can also act as tracks, but only if they're lowered or not retracted. This property can enable levers to turn tracks on and off. However, care should be taken to ensure that such bridges are never operated while a cart is on top of them, as the cart will be flung off the track. It's worth noting that it's often faster, and cheaper, to construct large bridges than long sections of constructed track.&lt;br /&gt;
&lt;br /&gt;
A powered track switch can be constructed by building an &amp;quot;inverted&amp;quot; corner as illustrated below.&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
      B             B&lt;br /&gt;
      ║     -&amp;gt;      ║&lt;br /&gt;
      ║             ║&lt;br /&gt;
  ════╚═══      ════├════&lt;br /&gt;
 A        C    A         C&lt;br /&gt;
├ : roller pushing to West.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
If the cart is pushed East from the stop at 'A' while the roller is activated, it will arrive at 'B'. If the roller is not running, it will arrive at 'C'. The switch works by the roller first reversing the incoming cart's movement and the cart ''then'' following the track corner.&lt;br /&gt;
&lt;br /&gt;
This switch is very reliable, reacts instantly to on/off signals, and carts of any speed can be switched by this design, although very fast carts will require rollers that are several tiles long, up to three. The requirement for power can be inconvenient or impractical.  Non-powered solutions may use controlled derailment, or a connecting bridge.&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
    B ╥&lt;br /&gt;
      ║&lt;br /&gt;
      ║&lt;br /&gt;
 ╞════╝ ════╡&lt;br /&gt;
 A     D    C&lt;br /&gt;
}}&lt;br /&gt;
Here the track between A and C is not continuous. The only continuous track is A-&amp;gt;B, with a corner (not a T section). Fast moving carts will tend to derail at D and rejoin the track to C. Placing a door at D will prevent the derailment, so the cart continues to B. The door is operated by mechanisms elsewhere (typically, a lever, but some fun can be had with pressure plates).&lt;br /&gt;
&lt;br /&gt;
Since it depends on derailing, this switch requires a very fast cart, faster than what can be achieved with rollers alone. To gain sufficient speed, a cart must be accelerated further, usually by descending several levels or through impulse ramps. The high speed makes the cart much more dangerous and harder to control.&lt;br /&gt;
&lt;br /&gt;
If carts are moving too slowly to derail at the corner, a retractable bridge may be used as a connector between A and C.  &lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
      B╥&lt;br /&gt;
       ║&lt;br /&gt;
       ║&lt;br /&gt;
 A╞════bbb════╡C&lt;br /&gt;
}}&lt;br /&gt;
The bridge must overlap the corner. Bridges behave like a track crossing, allowing carts to pass in a straight line. When retracted, the corner reappears, so the carts will continue to B. Bridges take 100 steps to react to a signal, necessitating rather long &amp;quot;lead times&amp;quot; when switching tracks via bridge.&lt;br /&gt;
&lt;br /&gt;
As mentioned above, special care must be taken to make sure the bridge doesn't change state while the cart is passing over it. Retracting bridges will throw the cart, causing it to stop dead. Raising bridges can even crush the cart.&lt;br /&gt;
&lt;br /&gt;
==== Controlling Speed ====&lt;br /&gt;
&amp;lt;!-- copying template ║ ═ ╔ ╗ ╚ ╝ ╠ ╣ ╦ ╩ ╬ ╞ ╡ ╥ ╨ --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Minecarts can reach extremely high speeds, especially when descending multiple Z-levels. A minecart will derail at a track corner if its speed exceeds 0.5 t/st (tiles per step), '''unless''' the route in the direction of travel is blocked:&lt;br /&gt;
&lt;br /&gt;
Will derail at &amp;gt; 0.5 t/st:&lt;br /&gt;
&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
 in ══╗ -&amp;gt; derailing&lt;br /&gt;
      ║&lt;br /&gt;
     out&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Will not derail at &amp;gt; 0.5 t/st:&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
 in ══╗O&lt;br /&gt;
      ║&lt;br /&gt;
     out&lt;br /&gt;
&lt;br /&gt;
O : wall/column.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This behavior can be used to build a &amp;quot;speed limiter&amp;quot;, that will ensure that when a minecart exits it is traveling below derail speed, as illustrated in these three examples:&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
      ░░░░     ░░░░░        ░░░░░&lt;br /&gt;
 in  ═╔═╗░     ░╔S╗░        ░╔S╗░&lt;br /&gt;
 out ═╬═╝░ out ═╗═╝░    out ═╗═╝░&lt;br /&gt;
     ░╚S╝░     ░╚═╝═ in     ░╚S╝░&lt;br /&gt;
     ░░░░░     ░░░░          ║░░░&lt;br /&gt;
                              in&lt;br /&gt;
░ : wall&lt;br /&gt;
S : Track Stop (High Friction or lower)&lt;br /&gt;
}}&lt;br /&gt;
If the minecart is traveling below derailment speed, it will not be affected; if above, will be slowed down and checked again. Granted, you could do the same just with track turns, but it may take a lot of turns and time.&lt;br /&gt;
&lt;br /&gt;
Since all the derailings, bounces and ramps can impart a sideway component of speed small enough to start visible drift many tiles away (say, [[Fun|in the middle of a bridge]]), track turns have one more use: forcing the carts to move strictly along the grid directions. Carts passing a turn below derailing speed convert one component of velocity into another, thus eliminating the drift.&lt;br /&gt;
&lt;br /&gt;
=== Loading liquids ===&lt;br /&gt;
[[Water]] and [[magma]] can also be loaded into minecarts by submerging them to a depth of at least 6/7 while standing still or moving at speeds of at most 10000. Loading fluids onto minecarts can be difficult because the added friction provided by fluids can stop a cart in a submerged tile. Curiously, filling a minecart with magma does not injure a dwarf ''riding'' it. A minecart will hold enough fluid to increase the depth of a single tile by 2. This amount is listed as 833 units, which weigh 459Γ (water) or 999Γ (magma). An iron or steel cart filled with magma weighs 1313Γ, while an adamantine cart filled with magma weighs 1007Γ. Since you need a minecart above the liquid's level, possible arrangements may include pressure-activated sluices, rollers (with magma-safe chains for magma), pouring from above to &amp;quot;submerge&amp;quot; it briefly on the same level and drain excess away (dig deeper and leave a vaporizer, though if you could have power for rollers, may as well use a pump) and exploits with ramps (not necessarily impulse ramps, &amp;quot;same height&amp;quot; passing dip does it).&lt;br /&gt;
The liquids can be dumped by a constructed track stop.&lt;br /&gt;
&lt;br /&gt;
== Quirks ==&lt;br /&gt;
This little quirk concerns dwarf-managed minecarts. If a track which was previously open becomes blocked (ex. flipping a switch connected to a floodgate you've built on the track to raise it) and the conditions for departure are met, instead of refusing to ride/guide the minecart or ride/guide it until it reaches the obstacle, the dwarf will pick up the minecart off the tracks and haul it to its scheduled destination on foot. If the distance is long enough and the weight of the cart heavy enough (due to being filled with heavy items such as stones), the dwarf may drop the cart because of fatigue/hunger/thirst before reaching the destination. This will cancel that vehicle setting job and make another dwarf come by and attempt to haul the cart to the nearest appropriate stockpile where another dwarf will pick up the cart and attempt to haul it to its initial stop. If the stockpile is far enough from initial stop, this second dwarf who is attempting to place the minecart on its tracks may also drop the minecart out of fatigue/hunger/thirst creating a loop that will go on until a dwarf with enough endurance manages to place the minecart where it belongs.&lt;br /&gt;
&lt;br /&gt;
In fact, it seems dwarves are more than happy to attempt to carry a minecart from one stop to another even if just waiting until the track is open again would be the more sane option.&lt;br /&gt;
&lt;br /&gt;
Dwarves will also carry a minecart to its next stop if the direction specified is incorrect (or invalid). This can often occur when using the default departure settings and forgetting to set the direction of each condition.&lt;br /&gt;
&lt;br /&gt;
Dwarves can admire buildings while riding mine carts. Dwarves will not fall asleep during a ride (at least not from being drowsy). If riding on a continuous powered track loop, the dwarf will die of dehydration/starvation as they can not jump off to get sustenance.{{cite forum|109460/3377228}} Dwarves riding in submerged minecarts will gain experience in [[swimming]].{{cite forum|129889}}&lt;br /&gt;
&lt;br /&gt;
Tracks block wagon access to trade depots, unless they're on a ramp. [[Bridge]]s can also be used, as they function as tracks but do not block wagons.&lt;br /&gt;
&lt;br /&gt;
== Physics ==&lt;br /&gt;
&amp;lt;!-- copying template ║ ═ ╔ ╗ ╚ ╝ ╠ ╣ ╦ ╩ ╬ ╞ ╡ ╥ ╨ --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Minecart physics depend greatly on the departure mode set in the route stop conditions.&lt;br /&gt;
&lt;br /&gt;
When set to &amp;quot;Push&amp;quot; or &amp;quot;Ride&amp;quot;, minecarts will move according to the regular laws of momentum, gaining speed when going downhill, losing it slowly due to friction when on a flat plane, and more quickly when going uphill. In these modes, minecarts will move in a straight line until they either are brought to a stop by friction or an obstacle, or until they encounter a turn. A minecart will roll straight past &amp;quot;blocked&amp;quot; ends of T-junctions or track ends, they have no power to restrict a cart's movement. The cart's behavior is largely independent of the weight of its contents (including fluids and dwarves): heavily loaded carts gain more momentum when accelerating, but this only plays a role in collisions: a heavy cart gains just as much speed and is as easy to stop as a light one. In either case, dwarves can not push nor ride an unpowered cart up a ramp. The cart will stall and roll back towards the direction it came. At best, this is a waste of time; at worst, it will give your cart-pushing dwarf a [[fun|fun surprise]]. To solve this, the player can either use Rollers (see below) or set the cart to be Guided.&lt;br /&gt;
&lt;br /&gt;
The difference between &amp;quot;Push&amp;quot; and &amp;quot;Ride&amp;quot; is whether the dwarf will go along with the cart or not.&lt;br /&gt;
&lt;br /&gt;
{{DFtext|Push}}: the dwarf will give the cart an initial push, not enough to go up a ramp, but enough to go some way along flat track. The dwarf will remain at the first stop, ready for a new job.&lt;br /&gt;
&lt;br /&gt;
{{DFtext|Ride}}: the dwarf will give the cart the same initial push and then hop aboard the cart riding it to the next stop.&lt;br /&gt;
&lt;br /&gt;
{{DFtext|Guide}}: the dwarf will steadily walk the cart to its destination while seemingly ignoring all laws of physics. &lt;br /&gt;
&lt;br /&gt;
While being guided by a dwarf, minecarts will:&lt;br /&gt;
*Ignore the weight of any and all items inside. &lt;br /&gt;
*Ignore active working rollers.&lt;br /&gt;
*Will ''not'' collide with other guided carts even when a full frontal collision would be expected.&lt;br /&gt;
*Will ascend ramps with ease like a crundle scaling a cliff.&lt;br /&gt;
&lt;br /&gt;
Because of these quirks, minecarts being guided will always move at the speed of the dwarf that is guiding them. It is thus recommended to pick the most [[attribute#Agility|agile]] of your dwarves for cart-guiding tasks.&lt;br /&gt;
It also means for simple non-powered rail systems, &amp;quot;Guide&amp;quot; is the recommended method of transport despite it diverting a dwarf from other, potentially more important tasks.&lt;br /&gt;
&lt;br /&gt;
Some samples with behavior:&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
 A &amp;lt;-&amp;gt; B    A &amp;lt;-&amp;gt; C               A &amp;lt;-&amp;gt; B&lt;br /&gt;
    B          B                     B &lt;br /&gt;
    ║          ║                     ║ &lt;br /&gt;
 A══╝       A══╩══C               A══╬╗&lt;br /&gt;
            You can only go A-&amp;gt;B     ╚╝&lt;br /&gt;
  Works     when the cart          Works     &lt;br /&gt;
            is in Guide mode.       &lt;br /&gt;
}}&lt;br /&gt;
In the second example above, a cart &amp;quot;pushed&amp;quot; from B will go over the junction and roll off into the unknown south.&lt;br /&gt;
&lt;br /&gt;
=== Numbers behind the scenes ===&lt;br /&gt;
&lt;br /&gt;
According to early research by '''expwnent'''{{cite forum|112831/3536975}}:&lt;br /&gt;
&lt;br /&gt;
The minecart has 3 variables for velocity. Velocity can be thought of as tiles per 100000 ticks, so a velocity of one hundred thousand means a cart travels one tile per tick. By going down a large number of ramps, a maximum velocity of 270,000 can be reached, which presents the limit for most practical applications. Short bursts of (much) higher speeds are possible through carefully planned collisions of high-speed carts.{{cite forum|137557/5145499}} (See [[#Perfectly Elastic Collisions|Perfectly Elastic Collisions]].)&lt;br /&gt;
&lt;br /&gt;
Every tick the cart adjusts sub-tile position units by the amount of their velocity, as well as adjusts velocity depending on current tile (speed is reduced by the &amp;quot;friction&amp;quot; of the tile, or accelerated if going &amp;quot;down&amp;quot; a ramp). On flat (non-ramp) tiles, the cart will move to the next tile when the sub-tile position goes 50000 away from the centre of the tile, denoted by the no-fraction integer value - tile 15 e.g. has its centre at the exact value 15 and its borders at co-ordinates 14.5 and 15.5. &lt;br /&gt;
&lt;br /&gt;
Since most deceleration and acceleration is applied per step, with the notable exception of corners, a cart going at twice the speed of another one can travel about four times the distance before coming to a stop when going in a straight line, but only twice the distance along a winding track with very many corners.&lt;br /&gt;
&lt;br /&gt;
A push will teleport a cart to the middle of the next tile in one tick with 19990 speed (10 speed is lost due to track friction), while a roller will directly give a cart the roller's set speed (minus friction) and the cart starts accumulating distance from its standing position. When a cart leaves a ramp it will emerge after one tick at the very end of the next regular tile. &lt;br /&gt;
&lt;br /&gt;
Friction of tiles:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Tile&lt;br /&gt;
! Friction&lt;br /&gt;
! Comment&lt;br /&gt;
|-&lt;br /&gt;
| Tracks&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| Ground/Floor&lt;br /&gt;
| 200&lt;br /&gt;
|-&lt;br /&gt;
| Unusable ramp&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| Upwards ramp&lt;br /&gt;
| 4910 (10+4900)&lt;br /&gt;
|-&lt;br /&gt;
| Downwards ramp&lt;br /&gt;
| -4890 (10-4900)&lt;br /&gt;
|-&lt;br /&gt;
| Roller&lt;br /&gt;
| ±100000 (but capped by the set speed)&lt;br /&gt;
|-&lt;br /&gt;
| Corner track &lt;br /&gt;
| 10&lt;br /&gt;
| Speed reduced by 1000 upon leaving the corner tile&lt;br /&gt;
|-&lt;br /&gt;
| Track stop (highest)&lt;br /&gt;
| 50000&lt;br /&gt;
|-&lt;br /&gt;
| Track stop (high)&lt;br /&gt;
| 10000&lt;br /&gt;
|-&lt;br /&gt;
| Track stop (medium)&lt;br /&gt;
| 500&lt;br /&gt;
|-&lt;br /&gt;
| Track stop (low)&lt;br /&gt;
| 50&lt;br /&gt;
|-&lt;br /&gt;
| Track stop (lowest)&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| Water 1-6&lt;br /&gt;
| Additional (WaterLevel - 1) * 100&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | [[#Skipping|See Skipping]]&lt;br /&gt;
|-&lt;br /&gt;
| Magma 1-6&lt;br /&gt;
| Additional (WaterLevel - 1) * 500&lt;br /&gt;
|-&lt;br /&gt;
| Empty space&lt;br /&gt;
| 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Water of depth 7/7 provides a friction of about 10000 per step. Maximum-depth magma causes at least as much friction, possibly more. This higher friction may not apply to very slow-moving carts.&lt;br /&gt;
&lt;br /&gt;
Impulse sources:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Feature&lt;br /&gt;
! Speed&lt;br /&gt;
|-&lt;br /&gt;
| Push&lt;br /&gt;
| 20000&lt;br /&gt;
|-&lt;br /&gt;
| Roller lowest&lt;br /&gt;
| 10000&lt;br /&gt;
|-&lt;br /&gt;
| Roller low&lt;br /&gt;
| 20000&lt;br /&gt;
|-&lt;br /&gt;
| Roller medium&lt;br /&gt;
| 30000&lt;br /&gt;
|-&lt;br /&gt;
| Roller high&lt;br /&gt;
| 40000&lt;br /&gt;
|-&lt;br /&gt;
| Roller Highest &lt;br /&gt;
| 50000&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note, again, that nearly all of these values are applied ''per tick'', rather than ''per tile''.  The exceptions are curves, which is 1k deceleration per direction change at the end of the tile, and rollers, which ''set'' the speed every tick. This makes rollers particularly useful in high-deceleration situations, such as underwater, but require that ''nearly every tile'' in such high-deceleration situations have a roller.&lt;br /&gt;
&lt;br /&gt;
A cart heading up a ramp can experience deceleration on multiple ticks, (and stays on the tile more ticks the slower it is going, resulting in greater deceleration,) and as such, a cart leaving a &amp;quot;Highest Speed&amp;quot; roller with 50k velocity will not be able to climb 10 consecutive straight ramps, since they are ''not'' &amp;quot;5k deceleration each&amp;quot;.  In fact, the first ramp not on a roller will be -15k velocity, and, depending slightly upon other factors of &amp;quot;remainder&amp;quot; x position, the second may completely cancel forward momentum, and send it rolling back down, where it will bounce off the roller repeatedly.  Using rollers to power carts up ramps reliably requires rollers every other un-rollered ramp.   Fortunately, rollers can be built upon ramps, themselves, which allows for rollers to only need to be built every other floor.  (Exploiting the [[#Checkpoint Effect|checkpoint effect]] can allow one to bypass this requirement.)&lt;br /&gt;
&lt;br /&gt;
There are two important speed values which affect carts' behaviour:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Derailing&amp;quot; can happen when a cart moves at speeds in excess of 50000 - carts will ignore track corners unless forced to obey them by walls or other obstacles blocking the straight path.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;shotgun&amp;quot; effect takes place when a collision changes a cart's movement speed by more than 55000: loaded carts subject to such a change eject their contents, which then keep on moving in a ballistic trajectory, in the direction and at the speed the cart had before the collision (with a small random vector added). This effect entirely rides on the amount of speed ''change'' - a speeding cart crashing into a wall can be subject to it just as well as a standing cart accelerated by a speedy cart smacking into it. It can even happen when two relatively slow-moving carts (down to speeds below 20000 in extreme cases) collide head-on.&lt;br /&gt;
&lt;br /&gt;
=== Sub-tile Positions and Velocity ===&lt;br /&gt;
Carts store six values that are unique to them.  Three sub-tile position values, and three velocity values.  (X, Y, and Z.)&lt;br /&gt;
&lt;br /&gt;
Note that the Z position and velocity only matter when a cart is in flight.  (See [[#Falling|Falling]] and [[#Cart Jumps|Cart Jumps]].)&lt;br /&gt;
&lt;br /&gt;
Each non-ramp tile is functionally composed of 100,000 individual minimal-length positions ''within'' the tile in both dimensions. When a cart has velocity, it is added or subtracted from the current position every tick, and then a friction force is applied to the cart.  &lt;br /&gt;
&lt;br /&gt;
In essence, every sub-tile position unit is a decimal value of a tile, 0.00001 tiles, in a game that largely prefers integer values.  &lt;br /&gt;
&lt;br /&gt;
The exact cart coordinates shown e.g. by a DFHack script must be rounded arithmetically (up or down to the nearest integer) to find the current tile: a cart in the centre of a tile will be at sub-tile zero in all directions, and it will cross into the next tile when subtile value is more than 50 000 higher or lower than the full number.&lt;br /&gt;
&lt;br /&gt;
When carts move beyond the borders of a tile, they physically move a tile on the map, and start at the far end of the sub-tile position the next tile. (I.E., traveling West, a cart that starts a tick 15,000 X away from the border and has an X velocity of -20,000 will move -5000 X past the adjacent border of the next tile in direction -X. It will also lose 10 velocity in that tick due to friction with the track if it is on a track, or 100 velocity if it is on regular ground, or no velocity if it is airborne.) &lt;br /&gt;
&lt;br /&gt;
Ramp tiles are longer, approximately 141,420{{cite forum|157627/0}} in the direction where it &amp;quot;slants downward&amp;quot;, (to approximate a 45 degree slope, it is square root of two times longer,) with a centre-to-border distance of 70,710.  Because of this, a cart with no velocity dropped from a hatch will land at the center of a tile, 70,710 away from the tile's borders in both directions, and will start rolling in the ramp's &amp;quot;downward&amp;quot; direction, picking up the ramp's acceleration (4890 per tick in the direction of the ramp's &amp;quot;downward&amp;quot; direction) every single tick, then moving that sub-tile amount every tick. (This results in a cart that takes 5 ticks of acceleration to leave its ramp - 6 ticks overall - and to leave the ramp with about 23k velocity, slightly more than a push.) When it enters another ramp ''facing the same direction downwards'', a cart will start at the -70710 or +70710 position, and have twice as far to travel.  This means that if a cart enters a ramp from the side, it will gain twice the momentum of simply starting at the midpoint of a ramp.  &lt;br /&gt;
&lt;br /&gt;
Note that passing from one direction of ramp to another or to flat terrain causes unintuitive behavior, &amp;quot;teleporting&amp;quot; to the end of another tile in what is called the &amp;quot;[[#Checkpoint Effect|checkpoint effect]]&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Note, however, that all sub-tile positions are carried over from tile-to-tile.  This separate tracking of velocity and position between X and Y can lead to problems with diagonal motion:&lt;br /&gt;
&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
z0  z-1&lt;br /&gt;
▒║▒ ▒▒▒&lt;br /&gt;
═▼═ ▒╬▒&lt;br /&gt;
▒ ▒ ▒║▒&lt;br /&gt;
▒   : Wall&lt;br /&gt;
═, ║ : Track &lt;br /&gt;
╬  : Track and Ramp&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
If a cart is passing West-to-East over this setup, the valid ramp to the South will apply &amp;quot;Southward&amp;quot; acceleration to the cart (-Y velocity) as it passes through the ramp tile.  Assuming it only spends two ticks in that tile, it will have gained a lasting -5k Y velocity, which will still apply motion Southward.  If the cart continues travelling over straight track for another ten steps, it will have accumulated enough Southward motion to try to move a tile South, even if all tracks are facing East-West. &lt;br /&gt;
&lt;br /&gt;
A single tile spent on the ramp will not grant lasting southward motion, because the acceleration will be neutralised through the checkpoint effect when the cart leaves the ramp again, but the cart will be displaced about 5k sub-tiles southward, which can cause it to gain more or less speed than an undisplaced cart when meeting another south- or north-accelerating ramp.&lt;br /&gt;
&lt;br /&gt;
'''Non-curving tracks do not correct this motion'''.  &lt;br /&gt;
&lt;br /&gt;
They don't &amp;quot;tip back over&amp;quot; without adjustments in the track.  Any value of sideways motion on tracks larger than 990 will lead to a derailment. (Lower values will be nullified by friction before they are enough to lead to derailment, but there is currently no way to apply such a small amount of velocity.)  &lt;br /&gt;
&lt;br /&gt;
If the tile to the South is a wall at that point, it will be considered a collision with a wall that ''halts all motion''.  If the tile is open, the cart will simply leave the track and travel over the terrain beside it. In almost any circumstance, this is undesirable behavior.  &lt;br /&gt;
&lt;br /&gt;
The only way to appropriately deal with this is to either cancel out this behavior with an equal amount of acceleration in the opposite direction, or to take a curve. &lt;br /&gt;
&lt;br /&gt;
Note, again, that sub-track position is saved in both directions, so when a cart approaches a curve, it will already have a shorter or longer distance past the curve when it makes the turn.  &lt;br /&gt;
&lt;br /&gt;
Curves are applied at the end of a tile.  If a cart is moving East, and approaches a North-West track corner at 30k velocity, and friction is eliminated for the purposes of a cleaner demonstration, then when it enters the tile on the western (X coordinate) border of the tile, but in a central North-South (Y) orientation (sub-tile -50k X and 0 Y due to arithmetic rounding), it will then move 30k East (+X) the next tick, and be at -20k X sub-tile position, and 0 Y sub-tile position.  Next tick, it is at +10k X sub-tile position, and 0k Y sub-tile position.  Two more ticks would take it to +70k X, but that's past the tile border, so it stops at 50k, turns (and thus loses 1k velocity, but translates the rest from X-velocity to Y-velocity) and travels another 20k.  It is now at 0k X sub-tile position, and -20k Y sub-tile position (i.e. it's re-set from the end to the middle of the tile with respect to the X co-ordinate).  Next tick, it travels at 29k velocity North, and so moves to 0k X sub-tile position, and +9k Y sub-tile position.  Then in two more turns, it leaves to the North.  &lt;br /&gt;
&lt;br /&gt;
In the case of diagonal motion due to having velocities in X and Y at the same time, it is critical which tile the cart actually tries to enter next. Only if the path into that tile is blocked by the corner branches will the cart take the corner and rewrite its velocity, otherwise it leaves the corner tile without changes to its motion. If the cart is redirected by the corner, all sideways velocity is lost, as forwards velocity ''overwrites'' sideways velocity in a curve.  If, in that example in the paragraph above, the cart entered at -50k X sub-tile position with 30k X velocity, and 40k Y sub-tile position and -1k Y velocity, it would take that &amp;quot;curve&amp;quot; (or rather, redirection of velocity) on the fourth turn, while it is at 37k Y sub-tile position to start with, and then move to -53k Y sub-tile position at the end of that tick.  It would then move to -26k Y sub-tile position in the following turn, and take 3 turns to clear the tile.&lt;br /&gt;
&lt;br /&gt;
But, most importantly, it would be centered in the X sub-tile position, and all sideways velocity is safely removed.&lt;br /&gt;
&lt;br /&gt;
There are two common ways to gain sideways velocity: Rollers facing perpendicular to the cart's travel path (which, as covered above, are almost always a bad idea, as it is easier to push ''against'' the travel direction of a cart into a curve, which redirects all velocity in the new direction,) and [[#Corner Ramp Derail|corner ramps]], and require a curved track to compensate for sideways velocity within a few tiles.&lt;br /&gt;
&lt;br /&gt;
=== Track Direction Irrelevance ===&lt;br /&gt;
Carts that are traveling independently (that is, not guided) only care that tracks ''are'' on the tile, not which direction the tracks actually move.  Tracks respect only curves (with two exits) and ramps.  &lt;br /&gt;
&lt;br /&gt;
This means, for example, that the following tracks, when a (non-guided) cart travels from West-to-East, are functionally identical in effect:&lt;br /&gt;
&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
A════════════B    A╬║╚╔╣╩╦╠╥╨╞╡B&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This is because so far as the cart is concerned, only valid ramps and curves with two exits where there is no exit in the path they are traveling matters.  &lt;br /&gt;
&lt;br /&gt;
Hence, if a minecart encounters the end of the track or a T junction with no &amp;quot;exit&amp;quot; in its movement direction, it will simply leave the track and continue on its course in a straight line until it encounters an obstacle, slows to a stop, or encounters another track even if the tile at which it joins the new track instantly sends it around a corner.&lt;br /&gt;
&lt;br /&gt;
In fact, in a track designed for pushes or rides, a &amp;quot;║&amp;quot;, a &amp;quot;╦&amp;quot;, a &amp;quot;╬&amp;quot;, and a &amp;quot;╥&amp;quot; are ''only different in appearance'', and are ignored by an unguided cart, which will continue in its current direction, regardless of the track.  For any purpose but guided tracks, ''only curves and ramps matter at all''.  &lt;br /&gt;
&lt;br /&gt;
Tracks like T-junctions, however, ''are'' respected by dwarves guiding carts, who will lift and carry carts if they cannot find a valid track to their destination, and can choose to follow any orthogonal direction at a four-way junction in much the same way as they normally pathfind.  What this functionally means is that T and four-way junctions ''only guide dwarves hauling a cart, not carts, themselves''.&lt;br /&gt;
&lt;br /&gt;
Carts only check for curves when they are halfway through a tile.  When they get there, they look to see if their path has no exit.  (That is, if it is traveling East, it checks if there is an East exit.) If there is, it ignores all other track directions, and keeps traveling.  If there is not, it checks to see if there are only two exits to the track, and if one of those directions was the direction it &amp;quot;came from&amp;quot;.  (That is, if traveling West from the East, it checks if there is a valid exit to the West, and if not, if there is an East exit and EITHER a North or South exit.) If there is not, it ignores the track anyway, and keeps on traveling as though it were still on track.  &lt;br /&gt;
&lt;br /&gt;
If there is a curve the cart will respect, it checks for derailment.  Carts derail if their speed is higher than 50k.  Carts at this critical speed will then check for blockages of their forward path.  If there is an obstacle to their path, which may be a wall or even furniture or buildings like a door, they will not derail and respect the curve, anyway.  Derailing carts do not &amp;quot;[[#Cart Jumps|jump]]&amp;quot; unless they hit completely untracked tile or an invalid ramp, but simply ignore the layout of the tracks entirely.  With invalid ramps, this means not respecting the ramp, and likely results in collision with a wall, zeroing of all velocity, and a cart that requires manual retrieval. &lt;br /&gt;
&lt;br /&gt;
If the cart is traveling at a speed that will not derail, or is forced to turn by a supporting wall, it will subtract 1000 from the &amp;quot;forwards&amp;quot; velocity of the cart, and redirect all forward velocity to the direction of the curve.  This change in the direction of velocity ''overwrites'' any &amp;quot;diagonal&amp;quot; velocity, which can prevent diagonal velocity derailments, but any perpendicular velocity is not preserved, and is instead discarded.&lt;br /&gt;
&lt;br /&gt;
=== Valid and Invalid Ramps ===&lt;br /&gt;
Ramps are functionally defined for cart purposes as being a tile which exerts an acceleration force upon its &amp;quot;downward slope&amp;quot;, and which allows connection to tracks a z-level above or below.  This downward slope requires a cart to have at least one track branch touching a wall tile and one ''and exactly one'' carved exit to the tile that is the &amp;quot;bottom&amp;quot; of the ramp. Ramps accelerate carts in this &amp;quot;downward&amp;quot; direction (possibly leading to [[#Corner Ramp Derail|diagonal movement]]), and the deceleration of an &amp;quot;uphill&amp;quot; ramp is actually just the acceleration being applied against the direction of a cart's movement.  &lt;br /&gt;
&lt;br /&gt;
This is where players can find an exploit in the behavior of ramps - if there are ''two'' &amp;quot;downhill&amp;quot; exits to a ramp (such as a &amp;quot;T junction&amp;quot; on a ramp where only one exit faces a wall), then the ramp provides no acceleration ''or'' deceleration, allowing carts to travel up ramps without any loss of momentum except for the standard &amp;quot;flat track&amp;quot; deceleration, because as far as the cart is concerned, the track ''is'' flat.  (A T junction is also not a curve, so the track is considered flat and straight no matter what direction the cart is traveling.) &lt;br /&gt;
&lt;br /&gt;
Similar effects can be achieved when there are ''no'' &amp;quot;downhill&amp;quot; exits to a ramp.  This may be the case if you have, for example, an East-West track with a one-tile channel with a ramp in it.  The cart will travel through the &amp;quot;dip&amp;quot; with no change in velocity.  It can also be the case if you abuse the [[#Track Direction Irrelevance|Track Direction Irrelevance]], and set only exits ''up'' the ramp, and none leading ''down'' the ramp.  For example, if a cart is traveling from West to East up a slope, only carving East exits on each tile of ramp will make the cart travel up the ramp, and then recognize the tile it is on as being a &amp;quot;flat&amp;quot; tile, thus ignoring any deceleration from traveling uphill.  &lt;br /&gt;
&lt;br /&gt;
Note that this effect only reliably occurs at below-derail speeds as the cart will treat the ramp as an invitation for a ramp jump otherwise. (This almost always results in a collision with a wall that will stop forward progress.)&lt;br /&gt;
&lt;br /&gt;
=== Falling ===&lt;br /&gt;
When falling, a minecart appears to cause no damage upon collision, possibly to allow cart &amp;quot;stacking&amp;quot; across Z-levels.{{cite devlog|2012|04|06}} A dwarf riding in a minecart that is dropped multiple z-levels suffers normal fall damage. Minecarts can fall through up/down stairs.&lt;br /&gt;
&lt;br /&gt;
While airborne, carts do not feel the effects of friction in any horizontal direction, and will continue until they strike an obstacle.  Carts that land on tracks instantly re-rail themselves regardless of track directionality.  &lt;br /&gt;
&lt;br /&gt;
Falling carts accelerate similarly to the way that a ramp will accelerate a cart in a special z-only velocity that only applies to airborne carts. (Actually, since a tile is notionally 1.5 times as high as it is wide/long, acceleration due to gravity in freefall appears slightly ''slower'' than ramp acceleration, since it has to move the cart (or any other object) a greater distance.) Ramp acceleration, while it logically should be partially z-directional, is only recorded as x- or y-directional, and there is no translation of z-directional velocity upon landing.  Landing carts zero out their vertical velocity upon landing, even when landing on ramps, although carts that had horizontal momentum while falling preserve it.&lt;br /&gt;
&lt;br /&gt;
This means a cart falling onto a track ramp is accelerated as if starting from the middle of the ramp - i.e. to the same speed, no matter how many Z-levels it was dropped, vertical velocity is negated. {{cite forum|144328/5701211}} As a consequence, the fall damage to passengers is also negated.&lt;br /&gt;
&lt;br /&gt;
Carts falling onto a floor can, however, cause damage to creatures ''one tile below the floor''.  This can be used in an [[exploit]] called a &amp;quot;thumper&amp;quot;, where carts are caused to repeatedly fall on a floor above an entrance to the fort, inflicting significant damage (as though it were a collision) on those below the cart.&lt;br /&gt;
&lt;br /&gt;
=== Cart Jumps ===&lt;br /&gt;
Carts that cross off of &amp;quot;up&amp;quot; ramps relative to their current direction of travel, which do not have a ceiling above them, are traveling above derail speed, and do not have valid ramp track before them can translate a portion of their horizontal velocity into vertical velocity, causing a cart to be projected into the air until vertical velocity is negated and overcome by the gravitational acceleration. Because downwards acceleration is applied per-tick, this creates a reasonable facsimile of the parabolic motion of an actual object rolled up a ramp and launched with significant speed. &lt;br /&gt;
&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
z0             z0 hiding ramps  z+1 A          z+1 B (hidden ramp)&lt;br /&gt;
▒▒▒▒▒▒▒▒▒▒▒▒   ▒▒▒▒▒▒▒▒▒▒▒▒     ▒▒▒▒▒▒▒▒▒▒▒▒     ▒▒▒▒▒▒▒▒▒▒▒▒&lt;br /&gt;
═▲▲▲▲▲══▲▒▲═   ═╚╚╚╚╚═══▒══      ▼▼▼▼▼  ▼═▼       ▼▼▼▼▼  ▼╚▼ &lt;br /&gt;
▒   : Wall&lt;br /&gt;
═ : track &lt;br /&gt;
▲  : Ramp&lt;br /&gt;
}}&lt;br /&gt;
In this diagram, if there is no ceiling above it, the track in z+1 A will launch its carts airborne when they travel across the ramp.  z+1 B (with a ramp on the tile on the hill) will not launch the cart.  The cart would also not be launched with ''any'' valid ramp, even if it does not travel in an appropriate direction, such as North/South (which the cart will ignore, as it is not a curve, anyway, although it may produce acceleration that may cause diagonal movement.) &lt;br /&gt;
&lt;br /&gt;
Carts will also start &amp;quot;jumping&amp;quot; from the track if it hits an un-tracked tile, flying over and ignoring any tracks until it is ready to land.  Carts that land upon tracked tiles re-rail themselves, and clever designers use this feature to jump over curved track sections in one direction or another. (Retracting bridges over untracked tiles can cause jumps or not cause jumps depending upon the status of the bridge.)  Minecart speed must be carefully regulated to ensure reliability of jump length. &lt;br /&gt;
&lt;br /&gt;
Hitting untracked tiles at around 70k velocity creates a vertical component to acceleration that allows for jumps of around 6 (horizontal) tiles that do not actually leave the z-level the cart is on, but which do apply z-direction velocity on the cart, as per falling.&lt;br /&gt;
&lt;br /&gt;
There's a takeoff period before the cart stops interacting with terrain and starts counting as a projectile, even if it is clearly flying over a pit. The &amp;quot;runway&amp;quot; length before takeoff is affected by the velocity of the cart. After flying through the runway, the cart starts acting as a projectile. However, if the last tile of the runway is a floor, the cart will not act as a projectile for 1 extra tile. In other words, the runway is extended by 1 tile if its last tile is not open space.&lt;br /&gt;
&lt;br /&gt;
Carts that approach a downward slope at a high enough velocity will also make a jump, (or rather, ignore the ramp and fly forwards) but will not do so if the [[#Checkpoint Effect|Checkpoint Effect]] is exploited through an impulse ramp before the actual downhill as the impulse ramp &amp;quot;tricks&amp;quot; the cart into thinking it has already started going downhill. &lt;br /&gt;
&lt;br /&gt;
=== Skipping ===&lt;br /&gt;
If a minecart is moving fast enough, it can skip over [[water]] or [[magma]], making splashes of [[mist]] (or [[magma mist]]) as it attempts to move on them horizontally. This horizontal movement is independent of the minecart and its content's [[weight]].&lt;br /&gt;
&lt;br /&gt;
Skipping causes significant friction on the cart, and even a cart going at max speed from ramps can only make about 50 tiles without requiring re-acceleration.  (Carts that decelerate enough that they do not trigger the skipping effect will, of course, sink.)&lt;br /&gt;
&lt;br /&gt;
=== Corner Ramp Derail ===&lt;br /&gt;
&lt;br /&gt;
Corners on upward ramps can cause diagonal movement, forcing a derail even if the cart has a wall next to it, which will force a stop when it touches a wall that forces dwarves to manually reset the cart.  &lt;br /&gt;
&lt;br /&gt;
This is caused by the fact that a cart, after turning the bend in the track and entering e.g. a flat tile, will be subject to the checkpoint effect which applies 5k acceleration opposed to the last amount of ramp acceleration it received. Since the cart has just passed a corner, this compensatory speed adjustment now goes to the &amp;quot;outside&amp;quot; of the corner and creates enough lateral velocity to carry the cart off the track after eleven steps. (Down corner ramps do not have this problem, as the downward direction is in line with the past-corner movement direction and the checkpoint effect works on the only remaining movement vector.) &lt;br /&gt;
&lt;br /&gt;
There are two fixes to this problem.  One is to simply not put corners on up ramps.  The other is to &amp;quot;cancel&amp;quot; the lateral speed after a cart has passed the ramp, either by sending the cart through another corner or by putting a high-friction track stop on the exit tile. In the latter case, the cart will lose 10000 speed in the desired direction, but the same speed loss will apply to the undesired lateral speed, nullifying it.&lt;br /&gt;
&lt;br /&gt;
=== Checkpoint Effect ===&lt;br /&gt;
The checkpoint effect, [http://www.bay12forums.com/smf/index.php?topic=144328.0 explained in depth by Larix], is an odd and highly exploitable feature of ramps where minecarts &amp;quot;teleport&amp;quot; through the next tile of track, ignoring nearly all minecart physics (except that they stop at all walls or other obstacles and only respect curves with no backing wall and invalid ramps if they are below derail speed) and passing through that tile in just a single tick, and to the very end of the next tile.&lt;br /&gt;
&lt;br /&gt;
This effect occurs when a cart leaves a downward ramp for any other direction of tile. (This includes ramps which accelerate in different directions, even a ramp which goes from accelerating East to accelerating North due to a bend in a chain of standard down ramps in a curve.) This allows, for example, two valid straight ramps directly next to one another with a cart dropped onto one or the other with no momentum to have the cart pick up acceleration going &amp;quot;down&amp;quot; the ramp as normal, but then flying up through the &amp;quot;up&amp;quot; ramp it travels into with no loss of momentum, as though it had come from an impulse ramp.  If the two ramps had at least one space of distance between them, and then a cart were dropped in, the cart would instead &amp;quot;rock&amp;quot; back and forth between the two ramps.  &lt;br /&gt;
&lt;br /&gt;
This seems to be because ramps have a slightly longer length than regular tiles - 141,420, rather than 100,000 distance. When this &amp;quot;snaps back&amp;quot; after a ramp, it seems to project the cart suddenly further along the track, making it jump a tile ahead even when otherwise moving at relatively low speeds.&lt;br /&gt;
&lt;br /&gt;
This [[bug]] is the cause of a ''wide array'' of unexpected behavior among people who do not take this bug into account.  It causes derailments or failure to climb up seemingly valid impulse elevators.  In general, it makes a system that behaves extremely counter-intuitively, and operates ''any time a cart encounters a valid ramp''.  At the same time, when its effect is accounted for, it is highly exploitable: It causes &amp;quot;perpetual motion devices&amp;quot; using no power when two opposing ramps are placed next to one another, since the &amp;quot;uphill&amp;quot; effect of the opposing ramp is ignored, preventing deceleration.&lt;br /&gt;
&lt;br /&gt;
Another useful thing to note about this exploit is that carts traveling at no less than 71,000 or so speed (enough to travel half a ramp tile in a single tick) can travel through every tile in just one tick at no change in velocity as long as the tiles alternate between impulse ramp or actual down ramp and any other tile type.  The cart checkpoints through the non-down-ramp tiles, and can pass through the (impulse) down ramp tiles in a single tick, before they can actually start gaining momentum.  &lt;br /&gt;
&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒    ▒▒▒▒▒▒▒▒▒▒ &lt;br /&gt;
═▲═▲═▲═▲═▲═   ═╚═╚═╚═╚═╚═ &lt;br /&gt;
▒   : Wall&lt;br /&gt;
  ═ : Normal track &lt;br /&gt;
▲/╚ : N/E Track/Ramp&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
If the cart enters from the West at less than 72,000 speed, some of those ramps will cause Eastward acceleration.  &lt;br /&gt;
&lt;br /&gt;
This means that an impulse ramp not contiguous to other impulse ramps has a top speed of around 75k:&lt;br /&gt;
&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
▒▒▒▒▒ ▒▒▒▒▒&lt;br /&gt;
▒╔═╗▒ ▒╔═╗▒&lt;br /&gt;
▒╚▲╝▒ ▒╚╗╝▒&lt;br /&gt;
▒▒▒▒▒ ▒▒▒▒▒&lt;br /&gt;
}}&lt;br /&gt;
This setup makes a cart that travels clockwise at a speed that fluctuates around 75k velocity.  If the cart has more than 72k velocity, it fails to accelerate in the ramp, as it leaves the ramp in a single turn due to checkpointing to the halfway point.  After that, the curves sap 1k velocity, and every tick saps 10 velocity.  &lt;br /&gt;
&lt;br /&gt;
Two contiguous impulse ramps with a same-facing &amp;quot;downwards slope&amp;quot;, however, do not suffer the checkpoint effect in the second tile, giving functionally triple the space to accelerate.  This means it will add velocity (at the standard rate of 4.9k per tick) up to a maximum speed of 216k. &lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
▒▒▒▒▒▒ ▒▒▒▒▒▒&lt;br /&gt;
▒╔══╗▒ ▒╔══╗▒&lt;br /&gt;
▒╚▲▲╝▒ ▒╚╗╗╝▒&lt;br /&gt;
▒▒▒▒▒▒ ▒▒▒▒▒▒&lt;br /&gt;
}}&lt;br /&gt;
This example results in a cart moving three times as fast as the previous cart.&lt;br /&gt;
&lt;br /&gt;
Three successive ramps results in the highest attainable speeds.&lt;br /&gt;
&lt;br /&gt;
In practical terms, this means that only consecutive ramps should be used for high acceleration, but singleton ramps can be used to have speeds that are somewhat regulated.&lt;br /&gt;
&lt;br /&gt;
=== Stacking ===&lt;br /&gt;
If a minecart lands on top of another minecart, they may form a stack, with the upper cart on the z-level above the lower. Subsequent carts do not form a stack, but rather quantum stockpile in the same space. This behaviour is useful for [[megaprojects]] and [[trap design]] with minecarts as the weaponry. Moderation should still be exercised: carts take longer to fall into a &amp;quot;stacking&amp;quot; tile already occupied by other carts and will spend that time &amp;quot;hanging&amp;quot; in the air above the stack. This can lead to following carts striking them, which can cause all kinds of malfunctions. The extra time is two game steps for every cart already in the stack, which doesn't hurt stacks of ten carts very much but makes stacks of 100+ rather impractical.&lt;br /&gt;
&lt;br /&gt;
These minecarts on the upper level generally need to be struck with another minecart to move out, or have their support removed. The latter option is safest done by shooting it away with another minecart, manual removal of a stack-supporting cart typically causes the next cart from the stack to [[fun|fall on top]] of the hauler.&lt;br /&gt;
&lt;br /&gt;
=== Perfectly Elastic Collisions ===&lt;br /&gt;
Minecart collisions are perfectly elastic, meaning that not only do minecarts not take damage, but that two carts that are rolling which have frontal collisions of near-similar speed, and where one cart is no more than twice the mass of the other cart, will result in a billiard-ball-like effect of the lighter cart bouncing off the heavier cart with a proportional speed increase dependent upon the relative momentum behind the heavier cart.  &lt;br /&gt;
&lt;br /&gt;
Using this trick with carts already at the 270,000 maximum speed from ramps can result in &amp;quot;supersonic&amp;quot; carts traveling at speeds in the millions (travelling a dozen tiles per tick), but where they are suddenly subject to 10,000 units of &amp;quot;terminal velocity&amp;quot; friction per tick.  [http://www.bay12forums.com/smf/index.php?topic=137557.0 Thread with SCIENCE here].&lt;br /&gt;
&lt;br /&gt;
While hypothetically capable of launching a minecart into orbit when used in conjunction with a ramp, no cargo can be contained in the launched cart, as the collisions will force ejections of the cargo.  Your &amp;quot;unwilling volunteer&amp;quot; [[goblin]] space pioneers will simply become paste underneath the wheels of an extreme high-speed cart.&lt;br /&gt;
&lt;br /&gt;
== Non-standard uses ==&lt;br /&gt;
Minecarts include some interesting characteristics that have motivated uses beyond hauling. They can be useful for creating fully-automated [[Quantum stockpile|quantum stockpiles]], [[garbage disposal]]s, [[Water_wheel#Micro_Water_Reactor|water reactors]], and [[portable drain]]s. Storing perishable goods (meat, meals, etc.) inside a minecart appears to guard against rot and vermin.&lt;br /&gt;
Minecarts can be [[Trap_design#Minecarts|used as weapons]], or as (hopefully non-fatal) triggers to restart stalled [[healthcare]]. They can also  be used to time/control game events, either using a basic [[repeater]] or much more advanced [[minecart logic]].&lt;br /&gt;
Minecarts trigger [[pressure plate]]s, which means a trap can be designed to trigger when a thief attempts to steal a minecart.&lt;br /&gt;
A pressure plate can be used as automatic and more precise custom &amp;quot;launch when full enough&amp;quot; system - as long as weight of your minecarts stays the same. You cannot build a hatch or roller on the same tile, so launch by bumping with another cart. {{cite forum|15096/4580050}}&lt;br /&gt;
Dwarves riding minecarts can attack enemies within reach (which goes back to dev log). This applies to shooting, and they actually can hit targets while riding by.{{cite forum|109460/5266119}} Whether a minecart protects the rider and how it interacts with dodging is not known yet. Minecart riders can also [[Swimming#Minecart_training|train swimming]] and [[Megaprojects#Surveillance_Track|detect ambushers]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Simple Example Layouts ==&lt;br /&gt;
&lt;br /&gt;
=== 2-way Minecart Route ===&lt;br /&gt;
[[File:Simple2wayminecart.PNG|500px|Simple 2-way Minecart Route]]&lt;br /&gt;
&lt;br /&gt;
This is an example of how a 2 way route can be established. &lt;br /&gt;
* Stop 1 is non dumping, frictionless (Feeder Stockpile from North in this example)&lt;br /&gt;
* Stop 2 friction and dump (dumps South in this example)&lt;br /&gt;
* Stop 3 is non dumping, frictionless (Feeder Stockpile from North in this example)&lt;br /&gt;
* Stop 4 friction and dump (dumps South in this example)&lt;br /&gt;
&lt;br /&gt;
Now you create a Route hauling your desired items from Stop 1 to Stop 2 . Immediately guide the empty cart to Stop 3 (because the stop has no friction, a pushed cart will overshoot the stop).&lt;br /&gt;
Haul desired items from Stop 3 to Stop 4. Immediately guide the empty Cart to Stop 1.&lt;br /&gt;
&lt;br /&gt;
=== Automated Minecart Funicular (Elevator that also goes sideways)===&lt;br /&gt;
This is an example to set up stone delivery from multiple Z levels with a common set of tracks while automatically returning the cart to where it is supposed to go. In this example, the South track goes upwards towards the drop off point, the North track goes downwards for cart return. &lt;br /&gt;
The design pictured consists of the following:&lt;br /&gt;
[[File:MinecartFunicular.gif|frame|left]]&lt;br /&gt;
* Two ramps next to a wall spaced one tile apart&lt;br /&gt;
* Tracks on top of the ramps to make an inclined track&lt;br /&gt;
* A 3X1 channel dug down next to the ramps on the side opposite the wall&lt;br /&gt;
* 2 gear assemblies, one between the ramps, one over the middle channel&lt;br /&gt;
* Rollers on the upward track pointing towards the wall (South ramp in this example)&lt;br /&gt;
* A hatch over the channel next to your downwards ramp (North ramp in this example)&lt;br /&gt;
* A wall diagonally adjacent to the to the upwards channel&lt;br /&gt;
* Tracks leading from the hatch to the single wall&lt;br /&gt;
* A wall next to the curved section of track&lt;br /&gt;
* A pressure plate set to trigger on minecarts on the track underneath the minecart. Link the pressure plate to the hatch&lt;br /&gt;
* Set up a minecart route with one stop where the minecart is. Set the condition to push the minecart in the direction of the channel with any condition and contents you wish&lt;br /&gt;
* Each subsequent level needs to be shifted one tile in the direction of the ramp down&lt;br /&gt;
{{clear}}&lt;br /&gt;
The unloading level just needs to pass the cart over a track stop set to dump in whatever direction you want, then send it back down the return track. It also needs to provide power to the rollers, 12 power is required per level.&lt;br /&gt;
[[File:MinecartFunicularTop.gif|thumb|left]]&lt;br /&gt;
{{clear}}&lt;br /&gt;
How it works&lt;br /&gt;
* The minecart sitting on the pressure plate keeps the hatch open so that other carts may pass&lt;br /&gt;
* When the cart is off the pressure plate the hatch closes. This causes the cart to pass over the hatch back to its loading position&lt;br /&gt;
[[File:MinecartFunicularHatch.gif|thumb|left]]&lt;br /&gt;
{{clear}}&lt;br /&gt;
== Adventure mode ==&lt;br /&gt;
In addition to being used for hauling, minecarts can also be ridden in [[adventure mode]]. (Adapted from forum thread {{cite forum|122903/4258212}})&lt;br /&gt;
&lt;br /&gt;
# If the minecart is in your inventory, drop it. If it is already on the ground, proceed to step 2.&lt;br /&gt;
# Press {{k|u}} when you are 1 tile away from the minecart (or standing on the same tile as the minecart).&lt;br /&gt;
# You will be presented with the following options:&lt;br /&gt;
[[File:minecart adventure mode menu.png|left]]&lt;br /&gt;
{{clear}}&lt;br /&gt;
* If you {{DFtext|Push}} the minecart, it will move a few tiles in the direction you chose. Physics comes into play here, so it will gain/lose speed depending on the usual factors. &lt;br /&gt;
* If you {{DFtext|Ride}} the minecart, you will hop into the minecart, even if you were a tile away, and it will move in the chosen direction with you in it. It will gain/lose speed depending on the usual factors. Whilst the minecart is in motion, you should press {{k|.}} to skip your turn; if you attempt to move whilst the minecart is still in motion, the laws of physics come into play, and you will take [[wound|damage]]. However, it is currently possible to jump out of a moving minecart safely.{{bug|10104}} Alternatively, you can push the minecart whilst it's still in motion (although it's unclear how one can bend [[physics]] so as to push a moving minecart whilst inside the minecart). If you push it in the same direction you are already travelling in, you will greatly increase the minecart's velocity. You can also push it in different directions, and this will cause it to gradually change direction-the amount of pushes this requires depends on the minecart's velocity. Once the minecart has stopped moving, you may move out of it safely, or you may want to give it another push. Note that if you push a minecart right after having ridden it (still on the same tile as the minecart), it will act as though you chose to ''ride'' it.&lt;br /&gt;
* When the minecart is on a track, options appear to {{DFtext|Guide}} it in directions that the tracks lead. This moves the cart 1 tile in the direction it is guided. Guiding the cart is the only way to move a minecart from a maximum friction track stop (other than taking it into inventory.)&lt;br /&gt;
&lt;br /&gt;
Minecarts in adventure mode are not restricted by a lack of tracks. However, they are hindered by natural ramps. Attempting to go up a slope will lead up the cart slamming into the wall. The good news is you'll make it over the ramp. The bad news is you likely won't stick the landing.&lt;br /&gt;
&lt;br /&gt;
Note that while carts are a powerful weapon if heavy and fast enough, they have their limits, and a collision can sharply reduce the speed of a cart depending on what you hit, potentially enough to eject the rider. Trying to run over a human will send them flying, while trying to ram a dragon will not end well.&lt;br /&gt;
&lt;br /&gt;
If you want to test this out without creating an adventurer, the [[object testing arena]] allows you to spawn minecarts ({{k|k}}-{{k|c}}-{{k|n}})&lt;br /&gt;
&lt;br /&gt;
== Forging and Melting ==&lt;br /&gt;
* Metal minecarts cost '''two''' [[metal]] bars to forge, or '''six''' [[adamantine]] wafers. &lt;br /&gt;
* When a non-adamantine metal minecart is melted down, it will return '''1.8''' metal bars, for an '''efficiency of 90%'''.&lt;br /&gt;
* When an adamantine minecart is melted down, it will produce '''1.8''' wafers, for an '''efficiency of 30%'''.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [http://www.bay12forums.com/smf/index.php?topic=109460.0 The &amp;quot;How Does Minecart&amp;quot; Thread] by '''Girlinhat''' et al.&lt;br /&gt;
* [http://www.bay12forums.com/smf/index.php?topic=112831.0 SCIENCE: Quantifying minecart physics] by '''Snaake''' et al.&lt;br /&gt;
* [http://www.bay12forums.com/smf/index.php?topic=129676.0 How to build a Multi-cart Ore to Magma Minecart Project without needing power] by '''WanderingKid'''. (Images recovered from wayback machine and posted here: https://imgur.com/gallery/LpRsDwO)&lt;br /&gt;
* [http://www.bay12forums.com/smf/index.php?topic=144328.0 My very own Minecart Education Thread. Ten Lessons, now complete.] by '''Larix'''.&lt;br /&gt;
* [https://www.youtube.com/watch?v=hctG2dQzHwg Real-life railcarts/conveyor hybrid] which uses similar mechanics.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
*A dwarf will drop her [[child|baby]], if she has one, when boarding a minecart set to be ridden.&lt;br /&gt;
*Dwarves have no concept of traffic safety and will walk into busy minecart lines to retrieve objects, often with deadly consequences. This is especially problematic in [[Swimming#Minecart_training|clever applications]] depending on dwarves riding the carts very frequently, because they have a bad habit of dumping their worn clothes on the tracks after a minecart ride. Adding an automatically-operated [[hatch cover]] at the end of such a ride can help prevent [[unfortunate accident]]s.&lt;br /&gt;
*Dwarves cannot guide a minecart through an unlocked door unless another dwarf opens the door.{{bug|6056}}&lt;br /&gt;
*It is possible for a creature and minecart moving towards each other to pass without collision if they exchange tiles in the same tick.&lt;br /&gt;
*After a minecart ride, a dwarf will sometimes haul the minecart to a storage stockpile, leaving another dwarf to haul the vehicle back to the route.&lt;br /&gt;
*Minecarts falling onto a floor injure creatures in the tile below the floor.{{bug|6068}}&lt;br /&gt;
*If a minecart travelling at high speed hits a wall, it and its contents may go through the wall, or even end up embedded in it.{{bug|5996}}&lt;br /&gt;
*A minecart's initial velocity is not affected by weight, when pushed or launched from rollers.{{bug|6296}}&lt;br /&gt;
*Removing a stop that has a vehicle waiting on it may cause the game to crash.{{bug|5980}}&lt;br /&gt;
*Jumping out of a minecart in motion does not lead to injury.{{bug|10104}}&lt;br /&gt;
*Jumping into a stationary minecart can lead to significant injury.{{bug|10229}}&lt;br /&gt;
&lt;br /&gt;
{{Gamedata|{{raw|DF2014:item_tool.txt|ITEM_TOOL|ITEM_TOOL_MINECART}}}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Fortress mode}}&lt;br /&gt;
{{Category|Interface}}&lt;br /&gt;
&lt;br /&gt;
[[ru:Minecart]]&lt;/div&gt;</summary>
		<author><name>Benderdragon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Ocean&amp;diff=262939</id>
		<title>Ocean</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Ocean&amp;diff=262939"/>
		<updated>2022-03-10T22:28:00Z</updated>

		<summary type="html">&lt;p&gt;Benderdragon: changed it to say embarking only in ocean is impossible&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|21:28, 29 April 2013 (UTC)}}&lt;br /&gt;
 {{av}}&lt;br /&gt;
&lt;br /&gt;
An '''ocean''' is an immense volume of [[Water#Salt water|salt water]]. Oceans are often bordered by [[sand|sandy beaches]], where [[driftwood]] can be found. [[Marsh]]es and [[swamp]]s also tend to form around oceanic coastlines, especially near [[river]]s. The land surrounding oceans also tends to have a high water table, resulting in [[aquifer]]s close to the surface.&lt;br /&gt;
&lt;br /&gt;
It is not possible to found a fort solely in an oceanic biome.&lt;br /&gt;
&lt;br /&gt;
Oceans are an excellent source of [[Creature#Aquatic|food]] for a new fortress, usually having tons of fish, and contain shell-bearing creatures like [[oyster]]s and [[mussel]]s. However, sometimes when you embark on a coast, you might receive announcements like &amp;quot;There is nothing to catch in &amp;lt;some area&amp;gt;&amp;quot;. If this happens, you won't be able to fish in the ocean in this embark; you may wish to abandon the fort and start again elsewhere.&lt;br /&gt;
&lt;br /&gt;
There are three varieties of oceans, based on temperature, which affects the sea life found there: Arctic, Temperate and Tropical. Oceans in a [[freezing]] climate (usually arctic oceans) will freeze, just like [[river]]s and [[pool]]s, acting like a [[glacier]].&lt;br /&gt;
&lt;br /&gt;
== Ocean waves ==&lt;br /&gt;
&lt;br /&gt;
Waves will periodically wash over the coast - the tiles will not get wet. However, if a wave washes over a ''staircase'', the floors below it will be slowly flooded. [[Cave moss]] will not grow in the mud left by salt water. The waves move over all natural tiles, and seem to move independently of constructed tiles like walls and floors. Be mindful not to carve away natural walls and allow tide to enter your fort, and cause excess slowdown. Sea walls can be built to block waves and protect beach areas, but need to be completely closed off to be effective. Waves also have a tendency to move items left on the beach, so it is inadvisable to place stockpiles too close to the shore—also beware that this effect means that dwarves can be knocked unconscious if hit by driftwood washed in from waves.&lt;br /&gt;
&lt;br /&gt;
Since ocean waves do not actually move the water in the tiles below them, they do not create [[flow]]. Thus, waves ''cannot'' power a [[water wheel]], making tidal energy generation much more difficult.&lt;br /&gt;
&lt;br /&gt;
In [[adventure mode]], being pushed by ocean waves occasionally increases [[swimming]] skill without the risk of drowning.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:An Ocean Wave Forms.png|The formation of an ocean wave.&lt;br /&gt;
File:An Ocean Wave Rises.png|The wave rises higher out of the water.&lt;br /&gt;
File:An Ocean Wave Crashes.png|The wave crashes onto the beach.&lt;br /&gt;
File:An Ocean Wave Disolves.png|The mist from the wave disperses.&lt;br /&gt;
File:An Ocean Wave Disappears.png|The wave leaves behind just a puddle.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Ocean floor geology ==&lt;br /&gt;
The ocean floor will be made up of entire layers of, or combinations of, the following:&lt;br /&gt;
* A [[sedimentary layer]] of [[conglomerate]], [[limestone]], [[sandstone]], or [[shale]] &lt;br /&gt;
* A [[soil]] layer of [[calcareous ooze]], [[pelagic clay]], or [[siliceous ooze]]&lt;br /&gt;
* [[Sand]] of any variety, often in small patches alongside the sedimentary or soil layers&lt;br /&gt;
&lt;br /&gt;
Most of these layers also support [[aquifer]]s, which are saltwater like the surrounding ocean, making the extraction of these materials rather difficult in [[fortress mode]]. Limestone is a notable exception, making it ideal for excavation from below since it is also a [[flux]] material.&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
Almost all tiles next to oceans have aquifers, which require fairly complicated schemes to sidestep. In addition, oceans are salt water resources, requiring desalination with a [[screw pump]] into a [[cistern]] to use for drinking. On the other hand you have an inexhaustible source of water for fishing, drowning chambers, and so forth, as well as a spawning point for some very big and very meat-profitable [[creature]]s: [[sperm whale]]s, [[orca]]s, and the like.&lt;br /&gt;
&lt;br /&gt;
== Wildlife ==&lt;br /&gt;
In arctic oceans with [[Climate#Freezing|freezing]] climate, none of the aquatic vermin or creatures will be present when the water freezes over. This leaves only terrestrial and amphibious animals to appear because they are able to live on land.&lt;br /&gt;
&lt;br /&gt;
=== Creatures ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! Arctic ocean !! Temperate ocean !! Tropical ocean&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|a|7:1}} [[Albatross]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|s|6:0}} [[Angelshark]]&lt;br /&gt;
|   || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|S|7:0}} [[Basking shark]]&lt;br /&gt;
|   || {{check}} || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|s|0:1}} [[Blacktip reef shark]]&lt;br /&gt;
|   ||   || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|S|1:1}} [[Blue shark]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|α|1:1}} [[Bluefin tuna]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|α|3:1}} [[Bluefish]]&lt;br /&gt;
|   || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|S|7:1}} [[Bull shark]]&lt;br /&gt;
|   ||   || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|α|7:0}} [[Cod]]&lt;br /&gt;
| {{check}} || {{check}} || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|C|1:1}} [[Coelacanth]]&lt;br /&gt;
|   ||   || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|ò|6:0}} [[Common skate]]&lt;br /&gt;
|   || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|~|7:0}} [[Conger eel]]&lt;br /&gt;
| {{check}} || {{check}} || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|c|4:1}} [[Crab]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|S|6:0}} [[Elephant seal]]&lt;br /&gt;
| {{check}} ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|p|7:1}} [[Emperor penguin]]&lt;br /&gt;
| {{check}} ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|s|3:0}} [[Frill shark]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|G|1:0}} [[Giant grouper]]&lt;br /&gt;
|   ||   || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|b|2:0}} [[Great barracuda]]&lt;br /&gt;
|   ||   || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|S|7:1}} [[Great white shark]]&lt;br /&gt;
|   || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|α|6:0}} [[Halibut]]&lt;br /&gt;
| {{check}} || {{check}} || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|S|6:0}} [[Hammerhead shark]]&lt;br /&gt;
|   || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|H|7:0}} [[Harp seal]]&lt;br /&gt;
| {{check}} ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|c|6:0}} [[Horseshoe crab]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|L|0:1}} [[Leopard seal]]&lt;br /&gt;
| {{check}} ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|p|1:1}} [[Little penguin]]&lt;br /&gt;
| {{check}} ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|S|3:1}} [[Longfin mako shark]]&lt;br /&gt;
|   || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|►|7:0}} [[Manta ray]]&lt;br /&gt;
|   ||   || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|α|1:1}} [[Marlin]]&lt;br /&gt;
|   || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|α|3:1}} [[Milkfish]]&lt;br /&gt;
|   ||   || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|N|7:0}} [[Narwhal]]&lt;br /&gt;
| {{check}} ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|S|6:0}} [[Nurse shark]]&lt;br /&gt;
|   || {{check}} || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|α|3:0}} [[Ocean sunfish]]&lt;br /&gt;
|   || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|o|7:0}} [[Octopus]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|α|4:1}} [[Opah]]&lt;br /&gt;
|   || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|O|0:1}} [[Orca]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|o|7:1}} [[Osprey]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|p|0:1}} [[Penguin]]&lt;br /&gt;
| {{check}} ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|p|0:1}} [[Puffin]]&lt;br /&gt;
| {{check}} ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|~|0:1}} [[Sea lamprey]]&lt;br /&gt;
| {{check}} || {{check}} || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|o|6:0}} [[Sea otter]]&lt;br /&gt;
|   || {{check}} || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|S|3:1}} [[Shortfin mako shark]]&lt;br /&gt;
|   || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|W|7:0}} [[Sperm whale]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|s|6:0}} [[Spiny dogfish]]&lt;br /&gt;
|   || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|s|4:1}} [[Sponge]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|S|6:0}} [[Spotted wobbegong]]&lt;br /&gt;
|   || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|ò|7:0}} [[Stingray]]&lt;br /&gt;
|   ||   || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|α|6:0}} [[Sturgeon]]&lt;br /&gt;
| {{check}} || {{check}} || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|S|7:0}} [[Tiger shark]]&lt;br /&gt;
|   ||   || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|α|3:1}} [[Swordfish]]&lt;br /&gt;
|   || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|W|6:0}} [[Walrus]]&lt;br /&gt;
| {{check}} ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|S|6:0}} [[Whale shark]]&lt;br /&gt;
|   ||   || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|s|7:1}} [[Whitetip reef shark]]&lt;br /&gt;
|   ||   || {{check}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''In savage oceans:'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! Arctic ocean !! Temperate ocean !! Tropical ocean&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|a|7:1}} [[Albatross man]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|c|4:1}} [[Crab man]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|c|6:0}} [[Cuttlefish man]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|S|6:0}} [[Elephant seal man]]&lt;br /&gt;
| {{check}} ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|A|7:1}} [[Giant albatross]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|C|4:1}} [[Giant crab]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|C|6:0}} [[Giant cuttlefish]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|S|6:0}} [[Giant elephant seal]]&lt;br /&gt;
| {{check}} ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|H|7:0}} [[Giant harp seal]]&lt;br /&gt;
| {{check}} ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|C|6:0}} [[Giant horseshoe crab]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|L|0:1}} [[Giant leopard seal]]&lt;br /&gt;
| {{check}} ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|S|4:1}} [[Giant moon snail]]&lt;br /&gt;
|   || {{check}} || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|N|7:0}} [[Giant narwhal]]&lt;br /&gt;
| {{check}} ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|N|4:1}} [[Giant nautilus]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|O|7:0}} [[Giant octopus]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|O|0:1}} [[Giant orca]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|O|7:1}} [[Giant osprey]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|P|0:1}} [[Giant penguin]]&lt;br /&gt;
| {{check}} ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|P|0:1}} [[Giant puffin]]&lt;br /&gt;
| {{check}} ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|W|7:0}} [[Giant sperm whale]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|S|4:1}} [[Giant sponge]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|W|6:0}} [[Giant walrus]]&lt;br /&gt;
| {{check}} ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|S|7:1}} [[Gigantic squid]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|h|7:0}} [[Harp seal man]]&lt;br /&gt;
| {{check}} ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|c|6:0}} [[Horseshoe crab man]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|L|0:1}} [[Leopard seal man]]&lt;br /&gt;
| {{check}} ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|s|4:1}} [[Moon snail man]]&lt;br /&gt;
|   || {{check}} || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|N|7:0}} [[Narwhal man]]&lt;br /&gt;
| {{check}} ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|n|4:1}} [[Nautilus man]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|o|7:0}} [[Octopus man]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|O|0:1}} [[Orca man]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|o|7:1}} [[Osprey man]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|p|0:1}} [[Penguin man]]&lt;br /&gt;
| {{check}} ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|p|0:1}} [[Puffin man]]&lt;br /&gt;
| {{check}} ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|S|3:1}} [[Sea serpent]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|W|7:0}} [[Sperm whale man]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|s|4:1}} [[Sponge man]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|s|7:1}} [[Squid man]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|W|6:0}} [[Walrus man]]&lt;br /&gt;
| {{check}} ||   || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''In good oceans:'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! Arctic ocean !! Temperate ocean !! Tropical ocean&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|M|3:1}} [[Merperson]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''In evil oceans:'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! Arctic ocean !! Temperate ocean !! Tropical ocean&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|M|0:1}} [[Sea monster]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Vermin ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! Arctic ocean !! Temperate ocean !! Tropical ocean&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|α|7:1}} [[Anchovy]]&lt;br /&gt;
|   || {{check}} || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|ò|0:1}} [[Bat ray]]&lt;br /&gt;
|   || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|~|3:0}} [[Brook lamprey]]&lt;br /&gt;
|   || {{check}} || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|α|4:1}} [[Clownfish]]&lt;br /&gt;
|   ||   || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|♂|6:0}} [[Cuttlefish]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|α|6:0}} [[Flounder]]&lt;br /&gt;
|   || {{check}} || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|α|4:1}} [[Glasseye]]&lt;br /&gt;
|   ||   || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|~|6:0}} [[Hagfish]]&lt;br /&gt;
| {{check}} || {{check}} || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|α|7:1}} [[Hake]]&lt;br /&gt;
| {{check}} || {{check}} || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|α|3:1}} [[Herring]]&lt;br /&gt;
| {{check}} || {{check}} || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|α|7:0}} [[Mackerel]]&lt;br /&gt;
| {{check}} || {{check}} || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|∙|4:1}} [[Moon snail]]&lt;br /&gt;
|   || {{check}} || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|m|7:1}} [[Mussel]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|♂|4:1}} [[Nautilus]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|o|7:1}} [[Oyster]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|α|4:1}} [[Salmon]]&lt;br /&gt;
|   || {{check}} || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|Ω|6:0}} [[Sea nettle jellyfish]]&lt;br /&gt;
|   || {{check}} || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|α|2:0}} [[Seahorse]]&lt;br /&gt;
|   || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|α|3:1}} [[Shad]]&lt;br /&gt;
| {{check}} || {{check}} || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|α|6:0}} [[Sole]]&lt;br /&gt;
| {{check}} || {{check}} || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|α|6:0}} [[Spotted ratfish]]&lt;br /&gt;
|   || {{check}} || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|♂|7:1}} [[Squid]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|α|3:1}} [[Steelhead trout]]&lt;br /&gt;
| {{check}} || {{check}} || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|ò|6:0}} [[Thornback ray]]&lt;br /&gt;
|   || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|α|7:0}} [[White-spotted puffer]]&lt;br /&gt;
|   ||   || {{check}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''In good oceans:'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! Arctic ocean !! Temperate ocean !! Tropical ocean&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|∙|6:1}} [[Fairy]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|·|3:1}} [[Pixie]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Starting on an arctic ocean ==&lt;br /&gt;
While by default it's impossible to [[embark]] in an ocean biome exclusively, [[DFHack]] offers an option to bypass this restriction. However, out of the three ocean biomes, only the arctic ocean is actually playable, having a frozen surface year-round. As it offers no resources whatsoever, having only a thick layer of [[ice]] with deep [[water]] underneath it, surviving in this biome may prove to be very difficult, and should be reserved for a challenge only.&lt;br /&gt;
&lt;br /&gt;
=== Pre-embark ===&lt;br /&gt;
You have to disable [[cave-in]]s in [[d_init.txt]] and keep them this way all the time. As the map edges do not provide support for the ice sheet, it would otherwise collapse into the water below, [[Fun|killing everyone in the resulting mayhem]].&lt;br /&gt;
&lt;br /&gt;
Alternatively, send in a sacrificial group for the first embark and allow the surface ice to cave in and kill everyone, then reclaim the site. This has the added quirk of creating solid ice all the way down to the ocean floor, which lowers the difficulty immensely.&lt;br /&gt;
&lt;br /&gt;
=== Embark build ===&lt;br /&gt;
The frozen surface of the ocean offers nothing but [[ice]] and salt water, therefore requiring you to bring all the necessary supplies with yourself. Here is a comprehensive list of what you will need:&lt;br /&gt;
&lt;br /&gt;
* [[Sand]] - If your civilization has access to [[bituminous coal]] or [[lignite]], [[green glass]] is the most cost-efficient material to make items out of. If not, bring a lot of [[wood]] instead, as stone can be mined out of the ocean floor, assuming there is an area that is solid ice down to the bottom. [[Ice]] can also be used for construction.&lt;br /&gt;
* [[Brewing|Brewable]] [[fruit]]s - While [[booze]] can be chosen on embark, fruits give five times as much for the same price. In addition, choosing brewable items instead of booze will allow you the freedom to retire your fort if you so desire, as they won't get wasted instantly even if the game dumps them all out of their containers. They come up in bags but can't be brewed as such{{bug|7423}}, requiring you to dump them out beforehand. They can, however, be eaten by dwarves, requiring you to make a large supply of [[pot]]s early to brew all of them as soon as possible, or to forbid them so they won't be touched until you want them brewed. If you like to switch between fortresses via retire/unretire, brew sparingly so you don't waste the items, and forbid what you don't immediately need to use. Buy at least one of each type of booze at embark anyway, as they come in barrels, which you'll want for brewing.&lt;br /&gt;
* [[Stone]] - Mainly for [[mechanism]]s and [[block]]s. Should be enough for a line of [[cage trap]]s in your fortress entrance. [[Cage]]s themselves can be made out of glass.&lt;br /&gt;
* [[Wood]] - For [[bed]]s, because your dwarves have to sleep somewhere. Not recommended for anything else, because it may get damaged by low temperatures. If you do not have access to [[bituminous coal]] or [[lignite]], this is your main source of fuel until you find magma.&lt;br /&gt;
* [[Ore]] - For [[weapon]]s, necessary for hunting down wildlife, and to establish a basic defense, preferably made of [[bronze]] or [[bismuth bronze]], but use [[copper]] if you lack the necessary ingredients. [[Iron]] ores are four times as expensive, and you can always request them from the [[caravan]] later on.&lt;br /&gt;
* [[Egg production|Poultry]] - An efficient and reliable food source. Eggs are laid in [[nest box]]es and have to be [[cooking|cooked]] to be edible. Can also be bred and slaughtered for [[meat]], [[tallow]], [[skin]], and [[bone]], which in turn can be used to craft crossbows, bolts, and basic armor.&lt;br /&gt;
* [[Milk]] - Comes in barrels and costs less than wood. Buy one of each type instead of buying logs for barrels to save a few points on embark. At z-level 101 or higher in arctic ocean biomes, milk freezes and remains usable even if dumped out by retiring; prepared meals with frozen milk as the solid ingredient likewise do not melt.&lt;br /&gt;
* One [[anvil]], so you don't have to wait for the caravan before you can [[forge]] anything.&lt;br /&gt;
&lt;br /&gt;
=== Obtaining food ===&lt;br /&gt;
Besides the [[Domestic animal|livestock]] and [[trading]], wild animals such as [[penguin]]s and [[seal]]s will occasionally enter the map and may be hunted down for meat. This is most easily done using [[Military|the melee method]], once you've forged the basic weaponry. You may also channel a hole in ice to fish in it, although the ocean will often lack fish.&lt;br /&gt;
&lt;br /&gt;
If you are using a sacrificial embark, you could stock it with a lot of food to give your real embark's animals time to multiply. You could then dig down to the rock layer at the bottom of the ocean and build a farm.&lt;br /&gt;
&lt;br /&gt;
=== Obtaining drink ===&lt;br /&gt;
This is arguably the most difficult part, as the salt water is unsuitable for drinking and will freeze if you try to [[screw pump|pump it out]] to desalinate it. In general, the only available drink is [[booze]], and the only source of it is the dwarven [[caravan]], as no other civilizations will travel through the ocean. Manage your supplies carefully.&lt;br /&gt;
&lt;br /&gt;
You could also build a well. If you dig deep enough, retiring and unretiring will cause your tunnels to fill with water. Furthermore, you do not need to choose a site that is wholly an arctic ocean biome. Pick a location with warmer waters as well as permanent ice, and you can have water for at least part of the year.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = migrur&lt;br /&gt;
| elvish  = romi&lt;br /&gt;
| goblin  = strabo&lt;br /&gt;
| human   = sota&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{World|Biomes}}&lt;br /&gt;
{{Category|Biomes}}&lt;/div&gt;</summary>
		<author><name>Benderdragon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Thought&amp;diff=262842</id>
		<title>Thought</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Thought&amp;diff=262842"/>
		<updated>2022-03-05T07:27:43Z</updated>

		<summary type="html">&lt;p&gt;Benderdragon: /* Relations */ added performance and argument thoughts (both can be either positive or negative)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|04:00, 19 December 2016 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
[[File:thoughts_icon.png|120px|right]]'''Thoughts''' are the reported observations and sentiments of [[dwarves]] in [[Dwarf fortress mode|fortress mode]], visible on the [[thoughts and preferences]] subscreen of their [[profile]]. Over the course of play, a dwarf will experience circumstances that evoke specific [[emotion]]s based on their [[personality]].&lt;br /&gt;
&lt;br /&gt;
A dwarf's recent emotions contribute to its [[stress]] level, displayed on the thoughts and preferences screen in somewhat subjective terms - to avoid bad thoughts, make [[keeping your dwarves happy]] a priority. Even when nothing is happening, a dwarf can still relive a past experience through [[memories]], and thus a single experience can produce not just one thought at the time it happens, but many thoughts, as they remember that experience again and again. Dwarves can also feel nothing or not care about certain situations, giving them a neutral thought. A few examples of different levels of thoughts can go as follows: &lt;br /&gt;
&lt;br /&gt;
{{DFtext|He felt|7:0}}{{DFtext| satisfied|2:0:1}}{{DFtext| at work. He felt|7:0}}{{DFtext| satisfied|2:0:1}}{{DFtext| upon improving mining.|7:0}}&amp;lt;br /&amp;gt;&lt;br /&gt;
{{DFtext|He was|7:0}}{{DFtext| uneasy|6:0}}{{DFtext| after seeing a human's dead body.|7:0}}&amp;lt;br /&amp;gt;&lt;br /&gt;
{{DFtext|He felt|7:0}}{{DFtext| restless|6:0}}{{DFtext| dwelling upon|5:0:1}}{{DFtext| seeing a goblin die.|7:0}}&amp;lt;br /&amp;gt;&lt;br /&gt;
{{DFtext|He didn't feel anything after seeing a dog's dead body.|7:0}}&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To view a dwarf's recent thoughts and current stress level, press {{k|k}}, move the cursor to the dwarf, and press {{k|enter}} twice, or {{k|v}}, move to the dwarf, then {{k|z}} and {{k|enter}}. This brings you to the thoughts and preferences screen for that dwarf, which, among other things, describes the dwarf's overall stress level as well as their constituent thoughts.&lt;br /&gt;
&lt;br /&gt;
Below is a list of circumstances that may inspire thoughts.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Legend ==&lt;br /&gt;
&amp;lt;span style=&amp;quot;background-color: #abf2bf;&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt; - Positive thought&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;background-color: #73D58E;&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt; - Very positive thought&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;background-color: #F7C5C5;&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt; - Negative thought&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;background-color: #F79898;&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt; - Very negative thought&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;background-color: #eee;&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt; - Variable thought&lt;br /&gt;
&lt;br /&gt;
== Accommodations ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=100%&lt;br /&gt;
! width=40% | Occurrence&lt;br /&gt;
! width=60% | Trigger&lt;br /&gt;
|- style=&amp;quot;background:#abf2bf;&amp;quot; |&lt;br /&gt;
|after sleeping in a bedroom like a personal palace&lt;br /&gt;
after sleeping in a (fantastic/great/very good/good) bedroom&lt;br /&gt;
|Slept in '''a''' (not necessarily assigned) [[bedroom]] of a certain [[Room|quality]] recently; see [[Room#Quality]].&lt;br /&gt;
|- style=&amp;quot;background:#F7C5C5;&amp;quot; |&lt;br /&gt;
|after sleeping in a (horribly substandard/horrible/awful/very poor/poor) bedroom&lt;br /&gt;
|A member of the dwarven [[noble|nobility]] who has slept in a less-than-satisfactory bedroom; see [[Noble#Needs]].&lt;br /&gt;
|- style=&amp;quot;background:#abf2bf;&amp;quot; |&lt;br /&gt;
|dining in a (legendary/fantastic/great/very good/good) dining room&lt;br /&gt;
|Dined in '''a''' (usually not assigned) [[dining room]] of a certain [[Room|quality]] recently; see [[Room#Quality]].&lt;br /&gt;
|- style=&amp;quot;background:#F7C5C5;&amp;quot; |&lt;br /&gt;
|dining in a (horribly substandard/horrible/awful/very poor/poor) dining room&lt;br /&gt;
|A member of the dwarven [[noble|nobility]] who has dined in a less-than-satisfactory dining room; see [[Noble#Needs]].&lt;br /&gt;
&amp;lt;!-- it seems these thoughts weren't updated&lt;br /&gt;
|- style=&amp;quot;background:#abf2bf;&amp;quot; |&lt;br /&gt;
| Conducted a meeting in a (good/very good/great/fantastic/setting worthy of legends) setting recently.&lt;br /&gt;
| +3/+5/+10/+20/+30&lt;br /&gt;
|The ranking member of the dwarven [[noble|nobility]] has conducted a [[meeting]] in a more-than-satisfactory office; see [[Noble#Needs]].&lt;br /&gt;
|- style=&amp;quot;background:#F7C5C5;&amp;quot; |&lt;br /&gt;
| Conducted a meeting in a (poor/very poor/awful/horrible/horribly substandard) setting recently.&lt;br /&gt;
| -3/-5/-10/-20/-30&lt;br /&gt;
|The ranking member of the dwarven [[noble|nobility]] has conducted a [[meeting]] in a less-than-satisfactory office; see [[Noble#Needs]]. &lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|- style=&amp;quot;background:#F7C5C5;&amp;quot; |&lt;br /&gt;
|after sleeping uneasily due to noise&lt;br /&gt;
after being disturbed during sleep by loud noises&amp;lt;br&amp;gt;&lt;br /&gt;
after loud noises made it impossible to sleep&lt;br /&gt;
| Was sleeping in the zone of influence of a [[noise]] source.&lt;br /&gt;
|- style=&amp;quot;background:#F7C5C5;&amp;quot; |&lt;br /&gt;
|after sleeping without a proper room&lt;br /&gt;
| Was sleeping and couldn't find a bed designated as a [[bedroom]] not assigned to someone else.&lt;br /&gt;
|- style=&amp;quot;background:#F7C5C5;&amp;quot; |&lt;br /&gt;
|after sleeping (in/on) the (mud/dirt/grass/rocks/ice/a rough cave floor/floor/a pile of driftwood)&lt;br /&gt;
|Could not find any [[bed]] for sleeping, or the dwarf is a [[ambusher|Hunter]].  The thought may be dependent upon the terrain.&lt;br /&gt;
|- style=&amp;quot;background:#F7C5C5;&amp;quot; |&lt;br /&gt;
|when (drowsy/utterly sleep-deprived)&lt;br /&gt;
|Became sleepy but wasn't able to [[sleep]] because a task had to be completed.  Extreme tiredness will lead to [[insane|insanity]], but could only really happen when a mother is looking for her infant.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Nourishment ==&lt;br /&gt;
{{old|v=0.47.05}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=100%&lt;br /&gt;
! width=40% | Occurrence&lt;br /&gt;
! width=60% | Trigger&lt;br /&gt;
|- style=&amp;quot;background:#abf2bf;&amp;quot; |&lt;br /&gt;
|after having a (pretty decent/fine/wonderful/truly decadent/legendary) drink&lt;br /&gt;
|Dwarf drank [[booze]] they have a [[preference]] for. (level determined by alcohol stack's value{{cite forum|120870.msg3901346#msg3901346}})&lt;br /&gt;
|- style=&amp;quot;background:#abf2bf;&amp;quot; |&lt;br /&gt;
|after eating a (pretty decent meal/fine dish/wonderful dish/truly decadent dish/legendary meal)&lt;br /&gt;
|Dwarf ate food they have a [[preference]] for. (level determined by meal value)&lt;br /&gt;
|- style=&amp;quot;background:#F7C5C5;&amp;quot; |&lt;br /&gt;
| when (thirsty/hungry)&lt;br /&gt;
| Got [[hungry]] or [[thirsty]] and didn't eat or drink soon enough.&lt;br /&gt;
|- style=&amp;quot;background:#F7C5C5;&amp;quot; |&lt;br /&gt;
| when (dehydrated/starving)&lt;br /&gt;
| Has not had food or drink for a long time and will soon [[death|die]] if immediate remedial action is not taken.&lt;br /&gt;
|- style=&amp;quot;background:#F7C5C5;&amp;quot; |&lt;br /&gt;
|after being forced to eat vermin to survive&lt;br /&gt;
| Dwarf hunted vermin for food due to starvation.  Will still die if real food is not provided immediately.&lt;br /&gt;
|- style=&amp;quot;background:#F7C5C5;&amp;quot; |&lt;br /&gt;
|drinking nasty water&lt;br /&gt;
| Got thirsty and had to drink [[cv:Water#Stagnant water|stagnant water]] because no alcohol or fresh water was available.&lt;br /&gt;
|- style=&amp;quot;background:#F7C5C5;&amp;quot; |&lt;br /&gt;
| drinking the same old booze&lt;br /&gt;
eating the same old food&lt;br /&gt;
| Drinking the same variety of [[alcohol]] or eating the same type of [[food]] repeatedly.&lt;br /&gt;
|- style=&amp;quot;background:#F79898&amp;quot; |&lt;br /&gt;
| after being forced to eat a (beloved creature/treasured pet) to survive&lt;br /&gt;
| Of course, if things get this bad, a tantrum spiral can't make it that much worse.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Amenities ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=100%&lt;br /&gt;
! width=40% | Occurrence&lt;br /&gt;
! width=60% | Trigger&lt;br /&gt;
|- style=&amp;quot;background:#abf2bf;&amp;quot; |&lt;br /&gt;
|seeing a/near (own) (very fine/splendid/wonderful/completely sublime) ([[Sculpture_garden|tastefully arranged]]) [building]&lt;br /&gt;
|Passed by a constructed piece of [[furniture]] or a [[building]] requiring [[architecture]] and noticed it.&lt;br /&gt;
|- style=&amp;quot;background:#abf2bf;&amp;quot; |&lt;br /&gt;
|after being near to a * in a cage&lt;br /&gt;
|Passed near a [[cage]]d [[creature]] the dwarf has a [[preference]] for; see [[zoo]].&lt;br /&gt;
|- style=&amp;quot;background:#abf2bf;&amp;quot; |&lt;br /&gt;
|after a bath&lt;br /&gt;
|Was cleaned with [[soap]] during the administration of [[healthcare|medical care]].&lt;br /&gt;
|- style=&amp;quot;background:#abf2bf;&amp;quot; |&lt;br /&gt;
|after a soapy bath&lt;br /&gt;
|Dwarf cleaned [[contaminant]]s from self using [[soap]].&lt;br /&gt;
|- style=&amp;quot;background:#abf2bf;&amp;quot; |&lt;br /&gt;
|being near to a waterfall&lt;br /&gt;
|Sprayed by [[mist]] from a [[waterfall]], which dwarves find relaxing.&lt;br /&gt;
|- style=&amp;quot;background:#F7C5C5;&amp;quot; |&lt;br /&gt;
| after retching on a miasma&lt;br /&gt;
after choking on (smoke/dust) underground&lt;br /&gt;
| Dwarf was exposed to [[miasma]], [[smoke]], or a [[cave in]] recently. Impact based on personality traits.&lt;br /&gt;
|- style=&amp;quot;background:#F7C5C5;&amp;quot; |&lt;br /&gt;
|at the lack of chairs&lt;br /&gt;
|Was eating and couldn't find an unoccupied [[chair]].&lt;br /&gt;
|- style=&amp;quot;background:#FFFFFF;&amp;quot; |&lt;br /&gt;
| eating at a crowded table&lt;br /&gt;
| Tried to eat at a table someone else was already eating at (only occurs if there are no free tables).&lt;br /&gt;
|- style=&amp;quot;background:#F7C5C5;&amp;quot; |&lt;br /&gt;
| at the lack of dining tables&lt;br /&gt;
| Was eating and couldn't find a [[table]] next to an available chair sat on while eating.&lt;br /&gt;
|- style=&amp;quot;background:#F7C5C5;&amp;quot; |&lt;br /&gt;
| after being pestered by *&lt;br /&gt;
| Shared a tile with an annoying [[vermin]] and noticed it.{{verify}}&lt;br /&gt;
|- style=&amp;quot;background:#F7C5C5;&amp;quot; |&lt;br /&gt;
| after being accosted by *&lt;br /&gt;
| Exposure to a [[vermin]] that the dwarf particularly hates.{{verify}}&lt;br /&gt;
|- style=&amp;quot;background:#F7C5C5;&amp;quot; |&lt;br /&gt;
| after being near *&lt;br /&gt;
| Dwarf examined a cage containing [[preference|hated]] [[vermin]] (moral of the story, don't cage hate-able vermin in sight).{{verify}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Relations ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=100%&lt;br /&gt;
! width=40% | Occurrence&lt;br /&gt;
! width=60% | Trigger&lt;br /&gt;
|- style=&amp;quot;background:#abf2bf;&amp;quot; |&lt;br /&gt;
| talking with (the spouse/mother/father/a lover/a friend/a sibling/a child/somebody)&lt;br /&gt;
| Dwarf employed their [[social skill]]s and conversed with someone while idling or attending a [[party]] recently.&lt;br /&gt;
|- style=&amp;quot;background:#FFFFFF;&amp;quot; |&lt;br /&gt;
| after watching a performance&lt;br /&gt;
| Dwarf was in a [[tavern]] and watched someone performing.&lt;br /&gt;
|- style=&amp;quot;background:#FFFFFF;&amp;quot; |&lt;br /&gt;
| after talking to a pillar of society&lt;br /&gt;
| Dwarf spoke with a noble.&lt;br /&gt;
|- style=&amp;quot;background:#abf2bf;&amp;quot; |&lt;br /&gt;
| (interacting/visiting) with a (pet/animal training partner)&lt;br /&gt;
| Dwarf was near a friendly animal&lt;br /&gt;
|- style=&amp;quot;background:#abf2bf;&amp;quot; &lt;br /&gt;
| discussing with (the spouse/mother/father/a lover/a friend/an acquaintance/a sibling/a child/somebody) about their problems&lt;br /&gt;
| Spoke with somebody while [[Status_icons|stressed]]&lt;br /&gt;
|- style=&amp;quot;background:#F7C5C5;&amp;quot; |&lt;br /&gt;
| when forced to talk to somebody annoying&lt;br /&gt;
| Had to endure the presence of the object of a [[grudge]] recently.&lt;br /&gt;
|- style=&amp;quot;background:#FFFFFF;&amp;quot; |&lt;br /&gt;
| after bringing somebody to rest in bed&lt;br /&gt;
| Dwarf carried an [[unconscious]] (usually [[wound|injured]]) dwarf to a bed.&lt;br /&gt;
|- style=&amp;quot;background:#FFFFFF;&amp;quot; |&lt;br /&gt;
| after giving somebody (food/water)&lt;br /&gt;
| Dwarf carried food or water to an indisposed dwarf.&lt;br /&gt;
|- style=&amp;quot;background:#abf2bf;&amp;quot; |&lt;br /&gt;
| after making a friend&lt;br /&gt;
| Initiated a [[friend]]ship recently.&lt;br /&gt;
|- style=&amp;quot;background:#FFFFFF;&amp;quot; |&lt;br /&gt;
| after getting into an argument&lt;br /&gt;
| Dwarf got into an argument with someone else.&lt;br /&gt;
|- style=&amp;quot;background:#F7C5C5;&amp;quot; |&lt;br /&gt;
| after forming a grudge&lt;br /&gt;
| Spent time with a dwarf with an incompatible personality, resulting in a new [[grudge]].&lt;br /&gt;
|- style=&amp;quot;background:#abf2bf;&amp;quot; |&lt;br /&gt;
| after adopting a new pet&lt;br /&gt;
| Adopted a domesticated [[stray]] animal recently; note that adopted animals cannot be [[butcher]]ed without serious stress penalties, which can cause [[Catsplosion|problems]].&lt;br /&gt;
|- style=&amp;quot;background:#F7C5C5;&amp;quot; |&lt;br /&gt;
| at being separated from (a loved one/loved ones)&lt;br /&gt;
| Dwarf's loved one is not in the fortress, either due to migration or a [[snatcher]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Job satisfaction ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=100%&lt;br /&gt;
! width=40% | Occurrence&lt;br /&gt;
! width=60% | Trigger&lt;br /&gt;
|- style=&amp;quot;background:#abf2bf;&amp;quot; |&lt;br /&gt;
| at work&lt;br /&gt;
| The dwarf was able to work with materials, items or animals they have a [[preference]] for in their job.&lt;br /&gt;
|- style=&amp;quot;background:#abf2bf;&amp;quot; |&lt;br /&gt;
| after producing a masterwork&lt;br /&gt;
| The dwarf created a very high [[quality]] item.&lt;br /&gt;
|- style=&amp;quot;background:#abf2bf;&amp;quot; |&lt;br /&gt;
| upon mastering *&lt;br /&gt;
| The dwarf reached legendary status in a skill.&lt;br /&gt;
|- style=&amp;quot;background:#73D58E&amp;quot; |&lt;br /&gt;
| after creating an artifact&lt;br /&gt;
| The dwarf crafted an [[artifact]] in a [[strange mood]].&lt;br /&gt;
|- style=&amp;quot;background:#F7C5C5;&amp;quot; |&lt;br /&gt;
| after suffering the travesty of art defacement&lt;br /&gt;
| A [[quality|masterwork quality]] good crafted by this dwarf was lost, stolen, or destroyed. &lt;br /&gt;
|- style=&amp;quot;background:#abf2bf;&amp;quot; |&lt;br /&gt;
| after forming a bond with an animal training partner&lt;br /&gt;
| The dwarf grew attached to an animal during training.&lt;br /&gt;
|- style=&amp;quot;background:#abf2bf;&amp;quot; |&lt;br /&gt;
| after felling a tree&lt;br /&gt;
| The dwarf cut down a tree.&lt;br /&gt;
&amp;lt;!-- it seems this thought was removed&lt;br /&gt;
|- style=&amp;quot;background:#F7C5C5;&amp;quot; |&lt;br /&gt;
| Lost an animal training partner to tragedy recently.&lt;br /&gt;
|  -30/?/?/?&lt;br /&gt;
| A trained animal that the dwarf was attached to was killed or died of old age.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Clothing ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=100%&lt;br /&gt;
! width=40% | Occurrence&lt;br /&gt;
! width=60% | Trigger&lt;br /&gt;
|- style=&amp;quot;background:#F7C5C5;&amp;quot; |&lt;br /&gt;
| to be wearing (old/tattered) clothing&lt;br /&gt;
| Wearing [[wear|Old or tattered]] [[clothing]] with no available replacement.&lt;br /&gt;
|- style=&amp;quot;background:#F7C5C5;&amp;quot; |&lt;br /&gt;
| to have clothes rot off&lt;br /&gt;
| An article of clothing on the dwarf wore away completely.&lt;br /&gt;
|- style=&amp;quot;background:#F7C5C5;&amp;quot; |&lt;br /&gt;
| to be uncovered&lt;br /&gt;
| The dwarf has no clothing from the item_pants file, leaving them pantsless. And probably complaining about the draught.&lt;br /&gt;
|- style=&amp;quot;background:#F7C5C5;&amp;quot; |&lt;br /&gt;
| to have no (shirt/shoes)&lt;br /&gt;
| Missing specific articles of [[clothing]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Wedlock ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=100%&lt;br /&gt;
! width=40% | Occurrence&lt;br /&gt;
! width=60% | Trigger&lt;br /&gt;
|- style=&amp;quot;background:#73D58E&amp;quot; |&lt;br /&gt;
| after giving birth to *&lt;br /&gt;
| [[Children]] may tax a fortress's resources and [[population cap]].&lt;br /&gt;
|- style=&amp;quot;background:#73D58E&amp;quot; |&lt;br /&gt;
| after becoming a parent&lt;br /&gt;
| Dwarf became a father/mother.&lt;br /&gt;
|- style=&amp;quot;background:#73D58E&amp;quot; |&lt;br /&gt;
| after gaining (a sibling/siblings)&lt;br /&gt;
| Finally! A family member with a lesser [[beard]]!&lt;br /&gt;
|- style=&amp;quot;background:#73D58E&amp;quot; |&lt;br /&gt;
| while getting married&lt;br /&gt;
| Marriage (and childrearing) is the secret to happiness.&lt;br /&gt;
|- style=&amp;quot;background:#73D58E&amp;quot; |&lt;br /&gt;
| was caught up in a new romance&lt;br /&gt;
| The (bachelor[ette]) dwarf gained a [[lover]] recently.&lt;br /&gt;
|- style=&amp;quot;background:#F7C5C5;&amp;quot; |&lt;br /&gt;
| after (a/spouse's) miscarriage&lt;br /&gt;
| Pregnant dwarf miscarried due to starvation, dehydration, or severe injury.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Noble pretensions ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=100%&lt;br /&gt;
! width=40% | Occurrence&lt;br /&gt;
! width=60% | Trigger&lt;br /&gt;
|- style=&amp;quot;background:#abf2bf;&amp;quot; |&lt;br /&gt;
| to be (elected/re-elected)&lt;br /&gt;
| Dwarf was elected to office.&lt;br /&gt;
|- style=&amp;quot;background:#abf2bf;&amp;quot; |&lt;br /&gt;
| after (entering the/receiving a higher rank of) nobility&lt;br /&gt;
| Dwarf gained a new noble title.&lt;br /&gt;
|- style=&amp;quot;background:#abf2bf;&amp;quot; |&lt;br /&gt;
| having a (legendary/fantastic/great/very good/good) tomb after gaining another year&lt;br /&gt;
|A member of the high dwarven [[noble|nobility]] had a more-than-satisfactory [[tomb]] upon having reached their [[age|birthday]] recently; see [[Noble#Needs]].&lt;br /&gt;
|- style=&amp;quot;background:#F7C5C5;&amp;quot; |&lt;br /&gt;
| having a (poor/very poor/awful/horrible/horribly substandard) tomb after gaining another year&lt;br /&gt;
about not having a tomb after gaining another year&lt;br /&gt;
| A member of the high dwarven [[noble|nobility]] had a less-than-satisfactory [[tomb]] upon having reached their [[age|birthday]] recently, or none at all; see [[Noble#Needs]].&lt;br /&gt;
|- style=&amp;quot;background:#FFFFFF;&amp;quot; |&lt;br /&gt;
| considering the state of demands &lt;br /&gt;
| Noble dwarf [[demand]]ed something.&lt;br /&gt;
|- style=&amp;quot;background:#abf2bf;&amp;quot; |&lt;br /&gt;
| to have a mandate deadline met&lt;br /&gt;
| Noble dwarf [[mandate]]d something and it was provided on cue.&lt;br /&gt;
|- style=&amp;quot;background:#F7C5C5;&amp;quot; |&lt;br /&gt;
| having a mandate (deadline missed/ignored)&lt;br /&gt;
| Noble issued a [[mandate]] that went beyond time or was unfulfilled entirely.&lt;br /&gt;
|- style=&amp;quot;background:#F7C5C5;&amp;quot; |&lt;br /&gt;
| not having enough (chests/cabinets/weapon racks/armor stands)&lt;br /&gt;
|Noble doesn't have enough of their position's furniture requirements.&lt;br /&gt;
|- style=&amp;quot;background:#F7C5C5;&amp;quot; |&lt;br /&gt;
| by a lesser's pretentious (office/sleeping/dining/burial) arrangements&lt;br /&gt;
| A member of the dwarven [[noble|nobility]] who is unhappy that their accommodations are worse than those of a lower-ranked dwarf's room.&lt;br /&gt;
|- style=&amp;quot;background:#F7C5C5;&amp;quot; |&lt;br /&gt;
| having to conduct an official meeting in a (bedroom/dining room)&lt;br /&gt;
| Noble dwarf had to meet with a diplomat without an office (or any dining room if a bedroom was used)&lt;br /&gt;
|- style=&amp;quot;background:#F7C5C5;&amp;quot; |&lt;br /&gt;
| not having any rooms&lt;br /&gt;
| Noble dwarf without any kind of room to conduct a meeting in.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Justice ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=100%&lt;br /&gt;
! width=40% | Occurrence&lt;br /&gt;
! width=60% | Trigger&lt;br /&gt;
|- style=&amp;quot;background:#abf2bf;&amp;quot; |&lt;br /&gt;
| to have (his/her) punishment delayed&lt;br /&gt;
| No one was around to carry out the dwarf's [[justice|punishment]].&lt;br /&gt;
|- style=&amp;quot;background:#abf2bf;&amp;quot; |&lt;br /&gt;
| to have (his/her) punishment reduced&lt;br /&gt;
| No [[jail]]s were available, so the [[justice|punishment]] was &amp;quot;reduced&amp;quot; to a beating (unless precautions are taken, this is likely to be lethal for the unfortunate dwarf).&lt;br /&gt;
|- style=&amp;quot;background:#abf2bf;&amp;quot; |&lt;br /&gt;
| after punishing somebody with a beating&lt;br /&gt;
| Justice, dispensed.&lt;br /&gt;
|- style=&amp;quot;background:#abf2bf;&amp;quot; |&lt;br /&gt;
| after beating somebody with a hammer&lt;br /&gt;
| Criminals, smote.&lt;br /&gt;
|- style=&amp;quot;background:#73D58E&amp;quot; |&lt;br /&gt;
| after being released from confinement&lt;br /&gt;
| Was [[Justice|jailed]] or [[thief|snatched]], and was released recently &lt;br /&gt;
|- style=&amp;quot;background:#F7C5C5;&amp;quot; |&lt;br /&gt;
| that a criminal could not be properly punished&lt;br /&gt;
| The victim of the crime, upset that it goes improperly punished.&lt;br /&gt;
|- style=&amp;quot;background:#F7C5C5;&amp;quot; |&lt;br /&gt;
| after the delayed punishment of a criminal&lt;br /&gt;
| The victim of the crime, upset that punishment was delayed.&lt;br /&gt;
|- style=&amp;quot;background:#F7C5C5;&amp;quot; |&lt;br /&gt;
| after being confined&lt;br /&gt;
| Dwarf is in a [[cage]] ([[jail]]ed or [[cage trap|trapped]]), or has been abducted by a goblin [[snatcher]].&lt;br /&gt;
|- style=&amp;quot;background:#F7C5C5;&amp;quot; |&lt;br /&gt;
| considering the scarcity of cages and chains&lt;br /&gt;
| Dwarves in a sufficiently large fortress don't like to be without a [[fortress guard]] or the lack of a proper [[jail]]. Currently only affects the actual dwarves in charge of law enforcement.&lt;br /&gt;
|- style=&amp;quot;background:#F7C5C5;&amp;quot; |&lt;br /&gt;
| after being beaten&lt;br /&gt;
| Justice was administered unto this dwarf recently.&lt;br /&gt;
|- style=&amp;quot;background:#F7C5C5;&amp;quot; |&lt;br /&gt;
| after being beaten with a hammer&lt;br /&gt;
| Justice was smitten unto this dwarf recently (they're likely lying in a hospital with broken ribs at the minimum, and just plain dead at worst).&lt;br /&gt;
|- style=&amp;quot;background:#F7C5C5;&amp;quot; |&lt;br /&gt;
| after being unable to find a hammer&lt;br /&gt;
| Poor [[hammerer]].&lt;br /&gt;
|- style=&amp;quot;background:#F7C5C5;&amp;quot; |&lt;br /&gt;
| after an animal was convicted of a crime&lt;br /&gt;
| When you pin a crime on an animal...&lt;br /&gt;
|- style=&amp;quot;background:#F7C5C5;&amp;quot; |&lt;br /&gt;
| after a long-dead corpse was convicted of a crime&lt;br /&gt;
| ...or a corpse...&lt;br /&gt;
|- style=&amp;quot;background:#F7C5C5;&amp;quot; |&lt;br /&gt;
| after the bizarre conviction against all reason of the victim of a crime&lt;br /&gt;
| ... or the victim--for example, convicting a blood-drained dwarf of draining their own blood&lt;br /&gt;
|- style=&amp;quot;background:#abf2bf;&amp;quot; |&lt;br /&gt;
| upon receiving justice through a criminal's conviction&lt;br /&gt;
when a family member received justice through a criminal's conviction&lt;br /&gt;
| [[Justice]], served.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Injury and death ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=100%&lt;br /&gt;
! width=40% | Occurrence&lt;br /&gt;
! width=60% | Trigger&lt;br /&gt;
|- style=&amp;quot;background:#F7C5C5;&amp;quot; |&lt;br /&gt;
| after being knocked out during a cave-in&lt;br /&gt;
| The dwarf was caught in a [[cave in]] and knocked unconscious, check for injuries.&lt;br /&gt;
|- style=&amp;quot;background:#abf2bf;&amp;quot; |&lt;br /&gt;
| after being (rescued/able to rest and recuperate)&lt;br /&gt;
| A wounded dwarf was rescued and carried to a [[bed]], and is now resting.&lt;br /&gt;
|- style=&amp;quot;background:#abf2bf;&amp;quot; |&lt;br /&gt;
| after receiving (food/water)&lt;br /&gt;
| An indisposed dwarf received nourishment from their fellows.&lt;br /&gt;
|- style=&amp;quot;background:#F7C5C5;&amp;quot; |&lt;br /&gt;
| after being attacked&lt;br /&gt;
| Dwarf was [[combat|assaulted]] by a hostile creature.&lt;br /&gt;
|- style=&amp;quot;background:#F7C5C5;&amp;quot; |&lt;br /&gt;
| after being attacked by the dead&lt;br /&gt;
| Fighting [[Undead|undeath]] exacts a heavy mental cost on dwarves, as does getting attacked by [[ghost]]s.&lt;br /&gt;
|- style=&amp;quot;background:#F79898&amp;quot; |&lt;br /&gt;
| after being * by a dead (pet/spouse/lover/sibling/friend/animal training partner/and still annoying acquaintance)&lt;br /&gt;
| ...especially when your own child's reanimated corpse is gnawing on your ear.&lt;br /&gt;
|- style=&amp;quot;background:#F7C5C5;&amp;quot; |&lt;br /&gt;
| after suffering a (minor/major) injury&lt;br /&gt;
| Dwarf sustained a [[wound]] recently.&lt;br /&gt;
|- style=&amp;quot;background:#F7C5C5;&amp;quot; |&lt;br /&gt;
| after seeing *  die&lt;br /&gt;
| Saw something/someone die &lt;br /&gt;
|- style=&amp;quot;background:#F7C5C5;&amp;quot; |&lt;br /&gt;
| after seeing * 's dead body&lt;br /&gt;
| Saw a [[corpse]], or a part of a corpse--even a single tooth.&lt;br /&gt;
|- style=&amp;quot;background:#F7C5C5;&amp;quot; |&lt;br /&gt;
| after being tormented in nightmares by a dead (pet/spouse/lover/sibling/mother/father/child/friend/still annoying acquaintance/animal training partner)&lt;br /&gt;
| A dwarf's companion, loved one, or rival died recently.&lt;br /&gt;
|- style=&amp;quot;background:#F7C5C5;&amp;quot; |&lt;br /&gt;
| after being forced to endure the decay of a (friend/pet/spouse/lover/sibling/mother/father/child/annoying acquaintance/animal training partner).&lt;br /&gt;
| The corpse of the dwarf's companion, loved one, or rival is rotting on the ground rather than being properly [[coffin|entombed]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Military duty ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=100%&lt;br /&gt;
! width=40% | Occurrence&lt;br /&gt;
! width=60% | Trigger&lt;br /&gt;
|- style=&amp;quot;background:#F7C5C5;&amp;quot; |&lt;br /&gt;
| being near to a conflict&lt;br /&gt;
| Dwarf saw a battle.&lt;br /&gt;
|- style=&amp;quot;background:#F7C5C5;&amp;quot; |&lt;br /&gt;
| while in conflict&lt;br /&gt;
| Dwarf was in a battle.&lt;br /&gt;
|- style=&amp;quot;background:#F7C5C5;&amp;quot; |&lt;br /&gt;
| when joining an existing conflict&lt;br /&gt;
| Dwarf went all emo because the battle had already begun.&lt;br /&gt;
|- style=&amp;quot;background:#FFFFFF;&amp;quot; |&lt;br /&gt;
| while killing somebody&lt;br /&gt;
| Landed the [[kill list|killing blow]] on another creature.&lt;br /&gt;
|- style=&amp;quot;background:#abf2bf;&amp;quot; |&lt;br /&gt;
| after a sparring session&lt;br /&gt;
| Military dwarf in training successfully [[sparring|sparred]].&lt;br /&gt;
&amp;lt;!-- these thoughts were removed&lt;br /&gt;
|- style=&amp;quot;background:#F7C5C5;&amp;quot; |&lt;br /&gt;
| Complained about the draft lately.&lt;br /&gt;
| -30&lt;br /&gt;
| A civilian dwarf with no [[combat skill]]s was enlisted in [[military]] duty and became a recruit in a time of peace (this thought does not occur when enlisted during a [[siege]]).&lt;br /&gt;
|- style=&amp;quot;background:#F7C5C5;&amp;quot; |&lt;br /&gt;
| Upset about being relieved from duty.&lt;br /&gt;
| -30&lt;br /&gt;
| [[Combat skill|Military dwarf]] with no civilian skills is removed from active duty and is relegated to hauling around stone as a [[peasant]].&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|- style=&amp;quot;background:#F7C5C5;&amp;quot; |&lt;br /&gt;
| during long patrol duty&lt;br /&gt;
| Military dwarf has active order (other than training) for more than one month (one if complaining, two if depressed, three if enraged). Soldiers stop getting this thought upon becoming [[Soldier#Heroes|Heroes]].  &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Tantrums ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=100%&lt;br /&gt;
! width=40% | Occurrence&lt;br /&gt;
! width=60% | Trigger&lt;br /&gt;
|- style=&amp;quot;background:#abf2bf;&amp;quot; |&lt;br /&gt;
| after (throwing something/toppling something over/smashing up a building/starting a fist fight)&lt;br /&gt;
| The dwarf recently threw an item, threw something over, smashed up a building, or punched someone while throwing a [[tantrum]]. Needs to be controlled immediately or else a [[tantrum spiral]] may result.&lt;br /&gt;
&amp;lt;!-- this thought seems to have been removed&lt;br /&gt;
|- style=&amp;quot;background:#F7C5C5;&amp;quot; |&lt;br /&gt;
| Accidentally killed somebody in a fit of rage recently.&lt;br /&gt;
| -50/-30/-20/-10&lt;br /&gt;
| Killed another dwarf or someone's pet while throwing a tantrum. A very bad thing, obviously. (Tragedy)&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|- style=&amp;quot;background:#F7C5C5;&amp;quot; |&lt;br /&gt;
| while (yelling at/crying on) somebody in charge&lt;br /&gt;
| The dwarf took out their frustration on a noble.&lt;br /&gt;
|- style=&amp;quot;background:#F7C5C5;&amp;quot; |&lt;br /&gt;
| after being unable to find somebody in charge to (yell at/cry on)&lt;br /&gt;
| The dwarf was not consoled because a noble is inaccessible or busy.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Weather ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=100%&lt;br /&gt;
! width=40% | Occurrence&lt;br /&gt;
! width=60% | Trigger&lt;br /&gt;
|- style=&amp;quot;background:#F7C5C5;&amp;quot; |&lt;br /&gt;
| when caught in (the rain/a snow storm/freakish weather)&lt;br /&gt;
| Went outside while it was [[weather#rain|raining]], [[weather#Snow and Cold |snowing]], or in [[weather#evil weather|evil weather]]. Dwarves who like working outdoors won't get stressed from this.&lt;br /&gt;
|- style=&amp;quot;background:#F7C5C5;&amp;quot; |&lt;br /&gt;
| at being out in the sunshine again&lt;br /&gt;
after being nauseated by the sun&lt;br /&gt;
| Is suffering from [[cave adaptation]] and went outside.  Nausea indicates a more serious case.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Category|Thoughts| }}&lt;br /&gt;
[[ru:Thought]]&lt;/div&gt;</summary>
		<author><name>Benderdragon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Thought&amp;diff=262839</id>
		<title>Thought</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Thought&amp;diff=262839"/>
		<updated>2022-03-05T07:18:34Z</updated>

		<summary type="html">&lt;p&gt;Benderdragon: /* Amenities */ clarification on happy furniture/building thought&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|04:00, 19 December 2016 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
[[File:thoughts_icon.png|120px|right]]'''Thoughts''' are the reported observations and sentiments of [[dwarves]] in [[Dwarf fortress mode|fortress mode]], visible on the [[thoughts and preferences]] subscreen of their [[profile]]. Over the course of play, a dwarf will experience circumstances that evoke specific [[emotion]]s based on their [[personality]].&lt;br /&gt;
&lt;br /&gt;
A dwarf's recent emotions contribute to its [[stress]] level, displayed on the thoughts and preferences screen in somewhat subjective terms - to avoid bad thoughts, make [[keeping your dwarves happy]] a priority. Even when nothing is happening, a dwarf can still relive a past experience through [[memories]], and thus a single experience can produce not just one thought at the time it happens, but many thoughts, as they remember that experience again and again. Dwarves can also feel nothing or not care about certain situations, giving them a neutral thought. A few examples of different levels of thoughts can go as follows: &lt;br /&gt;
&lt;br /&gt;
{{DFtext|He felt|7:0}}{{DFtext| satisfied|2:0:1}}{{DFtext| at work. He felt|7:0}}{{DFtext| satisfied|2:0:1}}{{DFtext| upon improving mining.|7:0}}&amp;lt;br /&amp;gt;&lt;br /&gt;
{{DFtext|He was|7:0}}{{DFtext| uneasy|6:0}}{{DFtext| after seeing a human's dead body.|7:0}}&amp;lt;br /&amp;gt;&lt;br /&gt;
{{DFtext|He felt|7:0}}{{DFtext| restless|6:0}}{{DFtext| dwelling upon|5:0:1}}{{DFtext| seeing a goblin die.|7:0}}&amp;lt;br /&amp;gt;&lt;br /&gt;
{{DFtext|He didn't feel anything after seeing a dog's dead body.|7:0}}&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To view a dwarf's recent thoughts and current stress level, press {{k|k}}, move the cursor to the dwarf, and press {{k|enter}} twice, or {{k|v}}, move to the dwarf, then {{k|z}} and {{k|enter}}. This brings you to the thoughts and preferences screen for that dwarf, which, among other things, describes the dwarf's overall stress level as well as their constituent thoughts.&lt;br /&gt;
&lt;br /&gt;
Below is a list of circumstances that may inspire thoughts.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Legend ==&lt;br /&gt;
&amp;lt;span style=&amp;quot;background-color: #abf2bf;&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt; - Positive thought&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;background-color: #73D58E;&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt; - Very positive thought&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;background-color: #F7C5C5;&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt; - Negative thought&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;background-color: #F79898;&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt; - Very negative thought&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;background-color: #eee;&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt; - Variable thought&lt;br /&gt;
&lt;br /&gt;
== Accommodations ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=100%&lt;br /&gt;
! width=40% | Occurrence&lt;br /&gt;
! width=60% | Trigger&lt;br /&gt;
|- style=&amp;quot;background:#abf2bf;&amp;quot; |&lt;br /&gt;
|after sleeping in a bedroom like a personal palace&lt;br /&gt;
after sleeping in a (fantastic/great/very good/good) bedroom&lt;br /&gt;
|Slept in '''a''' (not necessarily assigned) [[bedroom]] of a certain [[Room|quality]] recently; see [[Room#Quality]].&lt;br /&gt;
|- style=&amp;quot;background:#F7C5C5;&amp;quot; |&lt;br /&gt;
|after sleeping in a (horribly substandard/horrible/awful/very poor/poor) bedroom&lt;br /&gt;
|A member of the dwarven [[noble|nobility]] who has slept in a less-than-satisfactory bedroom; see [[Noble#Needs]].&lt;br /&gt;
|- style=&amp;quot;background:#abf2bf;&amp;quot; |&lt;br /&gt;
|dining in a (legendary/fantastic/great/very good/good) dining room&lt;br /&gt;
|Dined in '''a''' (usually not assigned) [[dining room]] of a certain [[Room|quality]] recently; see [[Room#Quality]].&lt;br /&gt;
|- style=&amp;quot;background:#F7C5C5;&amp;quot; |&lt;br /&gt;
|dining in a (horribly substandard/horrible/awful/very poor/poor) dining room&lt;br /&gt;
|A member of the dwarven [[noble|nobility]] who has dined in a less-than-satisfactory dining room; see [[Noble#Needs]].&lt;br /&gt;
&amp;lt;!-- it seems these thoughts weren't updated&lt;br /&gt;
|- style=&amp;quot;background:#abf2bf;&amp;quot; |&lt;br /&gt;
| Conducted a meeting in a (good/very good/great/fantastic/setting worthy of legends) setting recently.&lt;br /&gt;
| +3/+5/+10/+20/+30&lt;br /&gt;
|The ranking member of the dwarven [[noble|nobility]] has conducted a [[meeting]] in a more-than-satisfactory office; see [[Noble#Needs]].&lt;br /&gt;
|- style=&amp;quot;background:#F7C5C5;&amp;quot; |&lt;br /&gt;
| Conducted a meeting in a (poor/very poor/awful/horrible/horribly substandard) setting recently.&lt;br /&gt;
| -3/-5/-10/-20/-30&lt;br /&gt;
|The ranking member of the dwarven [[noble|nobility]] has conducted a [[meeting]] in a less-than-satisfactory office; see [[Noble#Needs]]. &lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|- style=&amp;quot;background:#F7C5C5;&amp;quot; |&lt;br /&gt;
|after sleeping uneasily due to noise&lt;br /&gt;
after being disturbed during sleep by loud noises&amp;lt;br&amp;gt;&lt;br /&gt;
after loud noises made it impossible to sleep&lt;br /&gt;
| Was sleeping in the zone of influence of a [[noise]] source.&lt;br /&gt;
|- style=&amp;quot;background:#F7C5C5;&amp;quot; |&lt;br /&gt;
|after sleeping without a proper room&lt;br /&gt;
| Was sleeping and couldn't find a bed designated as a [[bedroom]] not assigned to someone else.&lt;br /&gt;
|- style=&amp;quot;background:#F7C5C5;&amp;quot; |&lt;br /&gt;
|after sleeping (in/on) the (mud/dirt/grass/rocks/ice/a rough cave floor/floor/a pile of driftwood)&lt;br /&gt;
|Could not find any [[bed]] for sleeping, or the dwarf is a [[ambusher|Hunter]].  The thought may be dependent upon the terrain.&lt;br /&gt;
|- style=&amp;quot;background:#F7C5C5;&amp;quot; |&lt;br /&gt;
|when (drowsy/utterly sleep-deprived)&lt;br /&gt;
|Became sleepy but wasn't able to [[sleep]] because a task had to be completed.  Extreme tiredness will lead to [[insane|insanity]], but could only really happen when a mother is looking for her infant.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Nourishment ==&lt;br /&gt;
{{old|v=0.47.05}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=100%&lt;br /&gt;
! width=40% | Occurrence&lt;br /&gt;
! width=60% | Trigger&lt;br /&gt;
|- style=&amp;quot;background:#abf2bf;&amp;quot; |&lt;br /&gt;
|after having a (pretty decent/fine/wonderful/truly decadent/legendary) drink&lt;br /&gt;
|Dwarf drank [[booze]] they have a [[preference]] for. (level determined by alcohol stack's value{{cite forum|120870.msg3901346#msg3901346}})&lt;br /&gt;
|- style=&amp;quot;background:#abf2bf;&amp;quot; |&lt;br /&gt;
|after eating a (pretty decent meal/fine dish/wonderful dish/truly decadent dish/legendary meal)&lt;br /&gt;
|Dwarf ate food they have a [[preference]] for. (level determined by meal value)&lt;br /&gt;
|- style=&amp;quot;background:#F7C5C5;&amp;quot; |&lt;br /&gt;
| when (thirsty/hungry)&lt;br /&gt;
| Got [[hungry]] or [[thirsty]] and didn't eat or drink soon enough.&lt;br /&gt;
|- style=&amp;quot;background:#F7C5C5;&amp;quot; |&lt;br /&gt;
| when (dehydrated/starving)&lt;br /&gt;
| Has not had food or drink for a long time and will soon [[death|die]] if immediate remedial action is not taken.&lt;br /&gt;
|- style=&amp;quot;background:#F7C5C5;&amp;quot; |&lt;br /&gt;
|after being forced to eat vermin to survive&lt;br /&gt;
| Dwarf hunted vermin for food due to starvation.  Will still die if real food is not provided immediately.&lt;br /&gt;
|- style=&amp;quot;background:#F7C5C5;&amp;quot; |&lt;br /&gt;
|drinking nasty water&lt;br /&gt;
| Got thirsty and had to drink [[cv:Water#Stagnant water|stagnant water]] because no alcohol or fresh water was available.&lt;br /&gt;
|- style=&amp;quot;background:#F7C5C5;&amp;quot; |&lt;br /&gt;
| drinking the same old booze&lt;br /&gt;
eating the same old food&lt;br /&gt;
| Drinking the same variety of [[alcohol]] or eating the same type of [[food]] repeatedly.&lt;br /&gt;
|- style=&amp;quot;background:#F79898&amp;quot; |&lt;br /&gt;
| after being forced to eat a (beloved creature/treasured pet) to survive&lt;br /&gt;
| Of course, if things get this bad, a tantrum spiral can't make it that much worse.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Amenities ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=100%&lt;br /&gt;
! width=40% | Occurrence&lt;br /&gt;
! width=60% | Trigger&lt;br /&gt;
|- style=&amp;quot;background:#abf2bf;&amp;quot; |&lt;br /&gt;
|seeing a/near (own) (very fine/splendid/wonderful/completely sublime) ([[Sculpture_garden|tastefully arranged]]) [building]&lt;br /&gt;
|Passed by a constructed piece of [[furniture]] or a [[building]] requiring [[architecture]] and noticed it.&lt;br /&gt;
|- style=&amp;quot;background:#abf2bf;&amp;quot; |&lt;br /&gt;
|after being near to a * in a cage&lt;br /&gt;
|Passed near a [[cage]]d [[creature]] the dwarf has a [[preference]] for; see [[zoo]].&lt;br /&gt;
|- style=&amp;quot;background:#abf2bf;&amp;quot; |&lt;br /&gt;
|after a bath&lt;br /&gt;
|Was cleaned with [[soap]] during the administration of [[healthcare|medical care]].&lt;br /&gt;
|- style=&amp;quot;background:#abf2bf;&amp;quot; |&lt;br /&gt;
|after a soapy bath&lt;br /&gt;
|Dwarf cleaned [[contaminant]]s from self using [[soap]].&lt;br /&gt;
|- style=&amp;quot;background:#abf2bf;&amp;quot; |&lt;br /&gt;
|being near to a waterfall&lt;br /&gt;
|Sprayed by [[mist]] from a [[waterfall]], which dwarves find relaxing.&lt;br /&gt;
|- style=&amp;quot;background:#F7C5C5;&amp;quot; |&lt;br /&gt;
| after retching on a miasma&lt;br /&gt;
after choking on (smoke/dust) underground&lt;br /&gt;
| Dwarf was exposed to [[miasma]], [[smoke]], or a [[cave in]] recently. Impact based on personality traits.&lt;br /&gt;
|- style=&amp;quot;background:#F7C5C5;&amp;quot; |&lt;br /&gt;
|at the lack of chairs&lt;br /&gt;
|Was eating and couldn't find an unoccupied [[chair]].&lt;br /&gt;
|- style=&amp;quot;background:#FFFFFF;&amp;quot; |&lt;br /&gt;
| eating at a crowded table&lt;br /&gt;
| Tried to eat at a table someone else was already eating at (only occurs if there are no free tables).&lt;br /&gt;
|- style=&amp;quot;background:#F7C5C5;&amp;quot; |&lt;br /&gt;
| at the lack of dining tables&lt;br /&gt;
| Was eating and couldn't find a [[table]] next to an available chair sat on while eating.&lt;br /&gt;
|- style=&amp;quot;background:#F7C5C5;&amp;quot; |&lt;br /&gt;
| after being pestered by *&lt;br /&gt;
| Shared a tile with an annoying [[vermin]] and noticed it.{{verify}}&lt;br /&gt;
|- style=&amp;quot;background:#F7C5C5;&amp;quot; |&lt;br /&gt;
| after being accosted by *&lt;br /&gt;
| Exposure to a [[vermin]] that the dwarf particularly hates.{{verify}}&lt;br /&gt;
|- style=&amp;quot;background:#F7C5C5;&amp;quot; |&lt;br /&gt;
| after being near *&lt;br /&gt;
| Dwarf examined a cage containing [[preference|hated]] [[vermin]] (moral of the story, don't cage hate-able vermin in sight).{{verify}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Relations ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=100%&lt;br /&gt;
! width=40% | Occurrence&lt;br /&gt;
! width=60% | Trigger&lt;br /&gt;
|- style=&amp;quot;background:#abf2bf;&amp;quot; |&lt;br /&gt;
| talking with (the spouse/mother/father/a lover/a friend/a sibling/a child/somebody)&lt;br /&gt;
| Dwarf employed their [[social skill]]s and conversed with someone while idling or attending a [[party]] recently.&lt;br /&gt;
|- style=&amp;quot;background:#FFFFFF;&amp;quot; |&lt;br /&gt;
| after talking to a pillar of society&lt;br /&gt;
| Dwarf spoke with a noble.&lt;br /&gt;
|- style=&amp;quot;background:#abf2bf;&amp;quot; |&lt;br /&gt;
| (interacting/visiting) with a (pet/animal training partner)&lt;br /&gt;
| Dwarf was near a friendly animal&lt;br /&gt;
|- style=&amp;quot;background:#abf2bf;&amp;quot; &lt;br /&gt;
| discussing with (the spouse/mother/father/a lover/a friend/an acquaintance/a sibling/a child/somebody) about their problems&lt;br /&gt;
| Spoke with somebody while [[Status_icons|stressed]]&lt;br /&gt;
|- style=&amp;quot;background:#F7C5C5;&amp;quot; |&lt;br /&gt;
| when forced to talk to somebody annoying&lt;br /&gt;
| Had to endure the presence of the object of a [[grudge]] recently.&lt;br /&gt;
|- style=&amp;quot;background:#FFFFFF;&amp;quot; |&lt;br /&gt;
| after bringing somebody to rest in bed&lt;br /&gt;
| Dwarf carried an [[unconscious]] (usually [[wound|injured]]) dwarf to a bed.&lt;br /&gt;
|- style=&amp;quot;background:#FFFFFF;&amp;quot; |&lt;br /&gt;
| after giving somebody (food/water)&lt;br /&gt;
| Dwarf carried food or water to an indisposed dwarf.&lt;br /&gt;
|- style=&amp;quot;background:#abf2bf;&amp;quot; |&lt;br /&gt;
| after making a friend&lt;br /&gt;
| Initiated a [[friend]]ship recently.&lt;br /&gt;
|- style=&amp;quot;background:#F7C5C5;&amp;quot; |&lt;br /&gt;
| after forming a grudge&lt;br /&gt;
| Spent time with a dwarf with an incompatible personality, resulting in a new [[grudge]].&lt;br /&gt;
|- style=&amp;quot;background:#abf2bf;&amp;quot; |&lt;br /&gt;
| after adopting a new pet&lt;br /&gt;
| Adopted a domesticated [[stray]] animal recently; note that adopted animals cannot be [[butcher]]ed without serious stress penalties, which can cause [[Catsplosion|problems]].&lt;br /&gt;
|- style=&amp;quot;background:#F7C5C5;&amp;quot; |&lt;br /&gt;
| at being separated from (a loved one/loved ones)&lt;br /&gt;
| Dwarf's loved one is not in the fortress, either due to migration or a [[snatcher]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Job satisfaction ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=100%&lt;br /&gt;
! width=40% | Occurrence&lt;br /&gt;
! width=60% | Trigger&lt;br /&gt;
|- style=&amp;quot;background:#abf2bf;&amp;quot; |&lt;br /&gt;
| at work&lt;br /&gt;
| The dwarf was able to work with materials, items or animals they have a [[preference]] for in their job.&lt;br /&gt;
|- style=&amp;quot;background:#abf2bf;&amp;quot; |&lt;br /&gt;
| after producing a masterwork&lt;br /&gt;
| The dwarf created a very high [[quality]] item.&lt;br /&gt;
|- style=&amp;quot;background:#abf2bf;&amp;quot; |&lt;br /&gt;
| upon mastering *&lt;br /&gt;
| The dwarf reached legendary status in a skill.&lt;br /&gt;
|- style=&amp;quot;background:#73D58E&amp;quot; |&lt;br /&gt;
| after creating an artifact&lt;br /&gt;
| The dwarf crafted an [[artifact]] in a [[strange mood]].&lt;br /&gt;
|- style=&amp;quot;background:#F7C5C5;&amp;quot; |&lt;br /&gt;
| after suffering the travesty of art defacement&lt;br /&gt;
| A [[quality|masterwork quality]] good crafted by this dwarf was lost, stolen, or destroyed. &lt;br /&gt;
|- style=&amp;quot;background:#abf2bf;&amp;quot; |&lt;br /&gt;
| after forming a bond with an animal training partner&lt;br /&gt;
| The dwarf grew attached to an animal during training.&lt;br /&gt;
|- style=&amp;quot;background:#abf2bf;&amp;quot; |&lt;br /&gt;
| after felling a tree&lt;br /&gt;
| The dwarf cut down a tree.&lt;br /&gt;
&amp;lt;!-- it seems this thought was removed&lt;br /&gt;
|- style=&amp;quot;background:#F7C5C5;&amp;quot; |&lt;br /&gt;
| Lost an animal training partner to tragedy recently.&lt;br /&gt;
|  -30/?/?/?&lt;br /&gt;
| A trained animal that the dwarf was attached to was killed or died of old age.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Clothing ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=100%&lt;br /&gt;
! width=40% | Occurrence&lt;br /&gt;
! width=60% | Trigger&lt;br /&gt;
|- style=&amp;quot;background:#F7C5C5;&amp;quot; |&lt;br /&gt;
| to be wearing (old/tattered) clothing&lt;br /&gt;
| Wearing [[wear|Old or tattered]] [[clothing]] with no available replacement.&lt;br /&gt;
|- style=&amp;quot;background:#F7C5C5;&amp;quot; |&lt;br /&gt;
| to have clothes rot off&lt;br /&gt;
| An article of clothing on the dwarf wore away completely.&lt;br /&gt;
|- style=&amp;quot;background:#F7C5C5;&amp;quot; |&lt;br /&gt;
| to be uncovered&lt;br /&gt;
| The dwarf has no clothing from the item_pants file, leaving them pantsless. And probably complaining about the draught.&lt;br /&gt;
|- style=&amp;quot;background:#F7C5C5;&amp;quot; |&lt;br /&gt;
| to have no (shirt/shoes)&lt;br /&gt;
| Missing specific articles of [[clothing]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Wedlock ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=100%&lt;br /&gt;
! width=40% | Occurrence&lt;br /&gt;
! width=60% | Trigger&lt;br /&gt;
|- style=&amp;quot;background:#73D58E&amp;quot; |&lt;br /&gt;
| after giving birth to *&lt;br /&gt;
| [[Children]] may tax a fortress's resources and [[population cap]].&lt;br /&gt;
|- style=&amp;quot;background:#73D58E&amp;quot; |&lt;br /&gt;
| after becoming a parent&lt;br /&gt;
| Dwarf became a father/mother.&lt;br /&gt;
|- style=&amp;quot;background:#73D58E&amp;quot; |&lt;br /&gt;
| after gaining (a sibling/siblings)&lt;br /&gt;
| Finally! A family member with a lesser [[beard]]!&lt;br /&gt;
|- style=&amp;quot;background:#73D58E&amp;quot; |&lt;br /&gt;
| while getting married&lt;br /&gt;
| Marriage (and childrearing) is the secret to happiness.&lt;br /&gt;
|- style=&amp;quot;background:#73D58E&amp;quot; |&lt;br /&gt;
| was caught up in a new romance&lt;br /&gt;
| The (bachelor[ette]) dwarf gained a [[lover]] recently.&lt;br /&gt;
|- style=&amp;quot;background:#F7C5C5;&amp;quot; |&lt;br /&gt;
| after (a/spouse's) miscarriage&lt;br /&gt;
| Pregnant dwarf miscarried due to starvation, dehydration, or severe injury.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Noble pretensions ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=100%&lt;br /&gt;
! width=40% | Occurrence&lt;br /&gt;
! width=60% | Trigger&lt;br /&gt;
|- style=&amp;quot;background:#abf2bf;&amp;quot; |&lt;br /&gt;
| to be (elected/re-elected)&lt;br /&gt;
| Dwarf was elected to office.&lt;br /&gt;
|- style=&amp;quot;background:#abf2bf;&amp;quot; |&lt;br /&gt;
| after (entering the/receiving a higher rank of) nobility&lt;br /&gt;
| Dwarf gained a new noble title.&lt;br /&gt;
|- style=&amp;quot;background:#abf2bf;&amp;quot; |&lt;br /&gt;
| having a (legendary/fantastic/great/very good/good) tomb after gaining another year&lt;br /&gt;
|A member of the high dwarven [[noble|nobility]] had a more-than-satisfactory [[tomb]] upon having reached their [[age|birthday]] recently; see [[Noble#Needs]].&lt;br /&gt;
|- style=&amp;quot;background:#F7C5C5;&amp;quot; |&lt;br /&gt;
| having a (poor/very poor/awful/horrible/horribly substandard) tomb after gaining another year&lt;br /&gt;
about not having a tomb after gaining another year&lt;br /&gt;
| A member of the high dwarven [[noble|nobility]] had a less-than-satisfactory [[tomb]] upon having reached their [[age|birthday]] recently, or none at all; see [[Noble#Needs]].&lt;br /&gt;
|- style=&amp;quot;background:#FFFFFF;&amp;quot; |&lt;br /&gt;
| considering the state of demands &lt;br /&gt;
| Noble dwarf [[demand]]ed something.&lt;br /&gt;
|- style=&amp;quot;background:#abf2bf;&amp;quot; |&lt;br /&gt;
| to have a mandate deadline met&lt;br /&gt;
| Noble dwarf [[mandate]]d something and it was provided on cue.&lt;br /&gt;
|- style=&amp;quot;background:#F7C5C5;&amp;quot; |&lt;br /&gt;
| having a mandate (deadline missed/ignored)&lt;br /&gt;
| Noble issued a [[mandate]] that went beyond time or was unfulfilled entirely.&lt;br /&gt;
|- style=&amp;quot;background:#F7C5C5;&amp;quot; |&lt;br /&gt;
| not having enough (chests/cabinets/weapon racks/armor stands)&lt;br /&gt;
|Noble doesn't have enough of their position's furniture requirements.&lt;br /&gt;
|- style=&amp;quot;background:#F7C5C5;&amp;quot; |&lt;br /&gt;
| by a lesser's pretentious (office/sleeping/dining/burial) arrangements&lt;br /&gt;
| A member of the dwarven [[noble|nobility]] who is unhappy that their accommodations are worse than those of a lower-ranked dwarf's room.&lt;br /&gt;
|- style=&amp;quot;background:#F7C5C5;&amp;quot; |&lt;br /&gt;
| having to conduct an official meeting in a (bedroom/dining room)&lt;br /&gt;
| Noble dwarf had to meet with a diplomat without an office (or any dining room if a bedroom was used)&lt;br /&gt;
|- style=&amp;quot;background:#F7C5C5;&amp;quot; |&lt;br /&gt;
| not having any rooms&lt;br /&gt;
| Noble dwarf without any kind of room to conduct a meeting in.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Justice ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=100%&lt;br /&gt;
! width=40% | Occurrence&lt;br /&gt;
! width=60% | Trigger&lt;br /&gt;
|- style=&amp;quot;background:#abf2bf;&amp;quot; |&lt;br /&gt;
| to have (his/her) punishment delayed&lt;br /&gt;
| No one was around to carry out the dwarf's [[justice|punishment]].&lt;br /&gt;
|- style=&amp;quot;background:#abf2bf;&amp;quot; |&lt;br /&gt;
| to have (his/her) punishment reduced&lt;br /&gt;
| No [[jail]]s were available, so the [[justice|punishment]] was &amp;quot;reduced&amp;quot; to a beating (unless precautions are taken, this is likely to be lethal for the unfortunate dwarf).&lt;br /&gt;
|- style=&amp;quot;background:#abf2bf;&amp;quot; |&lt;br /&gt;
| after punishing somebody with a beating&lt;br /&gt;
| Justice, dispensed.&lt;br /&gt;
|- style=&amp;quot;background:#abf2bf;&amp;quot; |&lt;br /&gt;
| after beating somebody with a hammer&lt;br /&gt;
| Criminals, smote.&lt;br /&gt;
|- style=&amp;quot;background:#73D58E&amp;quot; |&lt;br /&gt;
| after being released from confinement&lt;br /&gt;
| Was [[Justice|jailed]] or [[thief|snatched]], and was released recently &lt;br /&gt;
|- style=&amp;quot;background:#F7C5C5;&amp;quot; |&lt;br /&gt;
| that a criminal could not be properly punished&lt;br /&gt;
| The victim of the crime, upset that it goes improperly punished.&lt;br /&gt;
|- style=&amp;quot;background:#F7C5C5;&amp;quot; |&lt;br /&gt;
| after the delayed punishment of a criminal&lt;br /&gt;
| The victim of the crime, upset that punishment was delayed.&lt;br /&gt;
|- style=&amp;quot;background:#F7C5C5;&amp;quot; |&lt;br /&gt;
| after being confined&lt;br /&gt;
| Dwarf is in a [[cage]] ([[jail]]ed or [[cage trap|trapped]]), or has been abducted by a goblin [[snatcher]].&lt;br /&gt;
|- style=&amp;quot;background:#F7C5C5;&amp;quot; |&lt;br /&gt;
| considering the scarcity of cages and chains&lt;br /&gt;
| Dwarves in a sufficiently large fortress don't like to be without a [[fortress guard]] or the lack of a proper [[jail]]. Currently only affects the actual dwarves in charge of law enforcement.&lt;br /&gt;
|- style=&amp;quot;background:#F7C5C5;&amp;quot; |&lt;br /&gt;
| after being beaten&lt;br /&gt;
| Justice was administered unto this dwarf recently.&lt;br /&gt;
|- style=&amp;quot;background:#F7C5C5;&amp;quot; |&lt;br /&gt;
| after being beaten with a hammer&lt;br /&gt;
| Justice was smitten unto this dwarf recently (they're likely lying in a hospital with broken ribs at the minimum, and just plain dead at worst).&lt;br /&gt;
|- style=&amp;quot;background:#F7C5C5;&amp;quot; |&lt;br /&gt;
| after being unable to find a hammer&lt;br /&gt;
| Poor [[hammerer]].&lt;br /&gt;
|- style=&amp;quot;background:#F7C5C5;&amp;quot; |&lt;br /&gt;
| after an animal was convicted of a crime&lt;br /&gt;
| When you pin a crime on an animal...&lt;br /&gt;
|- style=&amp;quot;background:#F7C5C5;&amp;quot; |&lt;br /&gt;
| after a long-dead corpse was convicted of a crime&lt;br /&gt;
| ...or a corpse...&lt;br /&gt;
|- style=&amp;quot;background:#F7C5C5;&amp;quot; |&lt;br /&gt;
| after the bizarre conviction against all reason of the victim of a crime&lt;br /&gt;
| ... or the victim--for example, convicting a blood-drained dwarf of draining their own blood&lt;br /&gt;
|- style=&amp;quot;background:#abf2bf;&amp;quot; |&lt;br /&gt;
| upon receiving justice through a criminal's conviction&lt;br /&gt;
when a family member received justice through a criminal's conviction&lt;br /&gt;
| [[Justice]], served.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Injury and death ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=100%&lt;br /&gt;
! width=40% | Occurrence&lt;br /&gt;
! width=60% | Trigger&lt;br /&gt;
|- style=&amp;quot;background:#F7C5C5;&amp;quot; |&lt;br /&gt;
| after being knocked out during a cave-in&lt;br /&gt;
| The dwarf was caught in a [[cave in]] and knocked unconscious, check for injuries.&lt;br /&gt;
|- style=&amp;quot;background:#abf2bf;&amp;quot; |&lt;br /&gt;
| after being (rescued/able to rest and recuperate)&lt;br /&gt;
| A wounded dwarf was rescued and carried to a [[bed]], and is now resting.&lt;br /&gt;
|- style=&amp;quot;background:#abf2bf;&amp;quot; |&lt;br /&gt;
| after receiving (food/water)&lt;br /&gt;
| An indisposed dwarf received nourishment from their fellows.&lt;br /&gt;
|- style=&amp;quot;background:#F7C5C5;&amp;quot; |&lt;br /&gt;
| after being attacked&lt;br /&gt;
| Dwarf was [[combat|assaulted]] by a hostile creature.&lt;br /&gt;
|- style=&amp;quot;background:#F7C5C5;&amp;quot; |&lt;br /&gt;
| after being attacked by the dead&lt;br /&gt;
| Fighting [[Undead|undeath]] exacts a heavy mental cost on dwarves, as does getting attacked by [[ghost]]s.&lt;br /&gt;
|- style=&amp;quot;background:#F79898&amp;quot; |&lt;br /&gt;
| after being * by a dead (pet/spouse/lover/sibling/friend/animal training partner/and still annoying acquaintance)&lt;br /&gt;
| ...especially when your own child's reanimated corpse is gnawing on your ear.&lt;br /&gt;
|- style=&amp;quot;background:#F7C5C5;&amp;quot; |&lt;br /&gt;
| after suffering a (minor/major) injury&lt;br /&gt;
| Dwarf sustained a [[wound]] recently.&lt;br /&gt;
|- style=&amp;quot;background:#F7C5C5;&amp;quot; |&lt;br /&gt;
| after seeing *  die&lt;br /&gt;
| Saw something/someone die &lt;br /&gt;
|- style=&amp;quot;background:#F7C5C5;&amp;quot; |&lt;br /&gt;
| after seeing * 's dead body&lt;br /&gt;
| Saw a [[corpse]], or a part of a corpse--even a single tooth.&lt;br /&gt;
|- style=&amp;quot;background:#F7C5C5;&amp;quot; |&lt;br /&gt;
| after being tormented in nightmares by a dead (pet/spouse/lover/sibling/mother/father/child/friend/still annoying acquaintance/animal training partner)&lt;br /&gt;
| A dwarf's companion, loved one, or rival died recently.&lt;br /&gt;
|- style=&amp;quot;background:#F7C5C5;&amp;quot; |&lt;br /&gt;
| after being forced to endure the decay of a (friend/pet/spouse/lover/sibling/mother/father/child/annoying acquaintance/animal training partner).&lt;br /&gt;
| The corpse of the dwarf's companion, loved one, or rival is rotting on the ground rather than being properly [[coffin|entombed]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Military duty ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=100%&lt;br /&gt;
! width=40% | Occurrence&lt;br /&gt;
! width=60% | Trigger&lt;br /&gt;
|- style=&amp;quot;background:#F7C5C5;&amp;quot; |&lt;br /&gt;
| being near to a conflict&lt;br /&gt;
| Dwarf saw a battle.&lt;br /&gt;
|- style=&amp;quot;background:#F7C5C5;&amp;quot; |&lt;br /&gt;
| while in conflict&lt;br /&gt;
| Dwarf was in a battle.&lt;br /&gt;
|- style=&amp;quot;background:#F7C5C5;&amp;quot; |&lt;br /&gt;
| when joining an existing conflict&lt;br /&gt;
| Dwarf went all emo because the battle had already begun.&lt;br /&gt;
|- style=&amp;quot;background:#FFFFFF;&amp;quot; |&lt;br /&gt;
| while killing somebody&lt;br /&gt;
| Landed the [[kill list|killing blow]] on another creature.&lt;br /&gt;
|- style=&amp;quot;background:#abf2bf;&amp;quot; |&lt;br /&gt;
| after a sparring session&lt;br /&gt;
| Military dwarf in training successfully [[sparring|sparred]].&lt;br /&gt;
&amp;lt;!-- these thoughts were removed&lt;br /&gt;
|- style=&amp;quot;background:#F7C5C5;&amp;quot; |&lt;br /&gt;
| Complained about the draft lately.&lt;br /&gt;
| -30&lt;br /&gt;
| A civilian dwarf with no [[combat skill]]s was enlisted in [[military]] duty and became a recruit in a time of peace (this thought does not occur when enlisted during a [[siege]]).&lt;br /&gt;
|- style=&amp;quot;background:#F7C5C5;&amp;quot; |&lt;br /&gt;
| Upset about being relieved from duty.&lt;br /&gt;
| -30&lt;br /&gt;
| [[Combat skill|Military dwarf]] with no civilian skills is removed from active duty and is relegated to hauling around stone as a [[peasant]].&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|- style=&amp;quot;background:#F7C5C5;&amp;quot; |&lt;br /&gt;
| during long patrol duty&lt;br /&gt;
| Military dwarf has active order (other than training) for more than one month (one if complaining, two if depressed, three if enraged). Soldiers stop getting this thought upon becoming [[Soldier#Heroes|Heroes]].  &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Tantrums ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=100%&lt;br /&gt;
! width=40% | Occurrence&lt;br /&gt;
! width=60% | Trigger&lt;br /&gt;
|- style=&amp;quot;background:#abf2bf;&amp;quot; |&lt;br /&gt;
| after (throwing something/toppling something over/smashing up a building/starting a fist fight)&lt;br /&gt;
| The dwarf recently threw an item, threw something over, smashed up a building, or punched someone while throwing a [[tantrum]]. Needs to be controlled immediately or else a [[tantrum spiral]] may result.&lt;br /&gt;
&amp;lt;!-- this thought seems to have been removed&lt;br /&gt;
|- style=&amp;quot;background:#F7C5C5;&amp;quot; |&lt;br /&gt;
| Accidentally killed somebody in a fit of rage recently.&lt;br /&gt;
| -50/-30/-20/-10&lt;br /&gt;
| Killed another dwarf or someone's pet while throwing a tantrum. A very bad thing, obviously. (Tragedy)&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|- style=&amp;quot;background:#F7C5C5;&amp;quot; |&lt;br /&gt;
| while (yelling at/crying on) somebody in charge&lt;br /&gt;
| The dwarf took out their frustration on a noble.&lt;br /&gt;
|- style=&amp;quot;background:#F7C5C5;&amp;quot; |&lt;br /&gt;
| after being unable to find somebody in charge to (yell at/cry on)&lt;br /&gt;
| The dwarf was not consoled because a noble is inaccessible or busy.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Weather ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=100%&lt;br /&gt;
! width=40% | Occurrence&lt;br /&gt;
! width=60% | Trigger&lt;br /&gt;
|- style=&amp;quot;background:#F7C5C5;&amp;quot; |&lt;br /&gt;
| when caught in (the rain/a snow storm/freakish weather)&lt;br /&gt;
| Went outside while it was [[weather#rain|raining]], [[weather#Snow and Cold |snowing]], or in [[weather#evil weather|evil weather]]. Dwarves who like working outdoors won't get stressed from this.&lt;br /&gt;
|- style=&amp;quot;background:#F7C5C5;&amp;quot; |&lt;br /&gt;
| at being out in the sunshine again&lt;br /&gt;
after being nauseated by the sun&lt;br /&gt;
| Is suffering from [[cave adaptation]] and went outside.  Nausea indicates a more serious case.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Category|Thoughts| }}&lt;br /&gt;
[[ru:Thought]]&lt;/div&gt;</summary>
		<author><name>Benderdragon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Building_destroyer&amp;diff=262547</id>
		<title>Building destroyer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Building_destroyer&amp;diff=262547"/>
		<updated>2022-02-24T03:24:57Z</updated>

		<summary type="html">&lt;p&gt;Benderdragon: /* Destroying from underneath */ grammar&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|09:27, 18 May 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{Catbox}}&lt;br /&gt;
'''Building destroyers''' are creatures with the {{token|BUILDINGDESTROYER|c}} token and will actively seek out various [[furniture|furnishings]], [[workshop]]s and other [[building]]s and topple or destroy them. They come in two varieties, the first being annoying, and the second dangerous.  Most buildings will be &amp;quot;toppled&amp;quot; (deconstructed), leaving the building material or furniture unbuilt but otherwise unharmed, however [[door]]s, [[hatch cover]]s, and [[floodgate]]s will be damaged until destroyed, not deconstructed.&lt;br /&gt;
&lt;br /&gt;
Creatures with this tag are gifted with an incredible ability to sense exactly where your buildings are, and will generally charge a building from 10 tiles away, with the exception of forgotten beasts and (semi-)megabeasts. Plan your [[defense guide|defenses]] accordingly.  Building destroyers still prefer to attack creatures, and if a valid creature target for their aggression is or becomes visible to them, they will abandon building destruction in favor of classic creature destruction.&lt;br /&gt;
&lt;br /&gt;
The time it takes for a building destroyer to destroy a building depends on the [[quality]] of the building.  [[Artifact]] quality furniture can never be damaged or destroyed, but some kinds of artifact furniture will be deconstructed by a building destroyer, given enough time: for instance, artifact statues will eventually be deconstructed; artifact hatch covers never will.&lt;br /&gt;
&lt;br /&gt;
Building destroyers will destroy nearly '''all''' types of buildings they can reach, whether or not they block their path - [[door]]s, [[floodgate]]s, [[hatch]] covers, vertical/horizontal [[bars]], floor/wall [[grate]]s, [[statue]]s, [[workshop]]s, and even furniture are vulnerable.  The only buildings that will be spared by a building destroyer are [[well]]s, [[bridge]]s, [[road]]s, [[trap]]s (including [[lever]]s and track stops), [[animal trap]]s, [[chain]]s, [[cage]]s, [[stockpile]]s, [[Trap#Upright Spear/Spike|upright weapon]]s, and any buildings submerged in 4/7 or deeper [[Water#Depth|liquid]] (even if they're innate swimmers). They can destroy most furniture and buildings from a lower [[z-level]] when a valid path exists to that furniture, though locked hatches and closed grates are safe as long as no alternative paths exist. Building destroyers will path to and destroy even opened (or stuck open) doors, hatches, floodgates, or vertical bars. They will cause damage to any attached mechanisms during building destruction, sometimes leading to the unlinking of furniture to a lever before the furniture in question is fully destroyed.&lt;br /&gt;
&lt;br /&gt;
==Destroying from underneath==&lt;br /&gt;
&lt;br /&gt;
Building destroyers cannot destroy buildings unless they can path to the building on the z-level of the building. This means that building destroyers '''cannot''' destroy, for instance, a forbidden hatch above them (note that non-forbidden, i.e. passable, hatches are vulnerable!) or a magma forge from the magma underneath it '''unless''' a clear alternate path to the building exists. If such a path exists, they do not have to follow it; they can destroy the building from the z-level below while standing on a ramp or stairs that leads up to the building's z-level.&lt;br /&gt;
&lt;br /&gt;
Consider the following diagrams, as viewed from the side:&lt;br /&gt;
&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
 &lt;br /&gt;
 ╔════&lt;br /&gt;
═╝ [#0FF]+&lt;br /&gt;
 [#F00]B▲╔══&lt;br /&gt;
═══╝&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Here, the {{Raw Tile|B|#F00|#000}}uilding destroyer cannot pass through the cyan door while it is forbidden, but the instant the door becomes unforbidden, the building destroyer will destroy the door-- from the tile on which it stands.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
 &lt;br /&gt;
 ╔════&lt;br /&gt;
═╝[#0FF]¢&lt;br /&gt;
 [#F00]B▲╔══&lt;br /&gt;
═══╝&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Here, the cyan hatch cannot be destroyed while it is forbidden, but when it is unforbidden, the {{Raw Tile|B|#F00|#000}}uilding destroyer will destroy it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
&lt;br /&gt;
 ╔════&lt;br /&gt;
═╝  [#0FF]+&lt;br /&gt;
 [#F00]B▲╔══&lt;br /&gt;
═══╝&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Here, the {{Raw Tile|B|#F00|#000}}uilding destroyer will stand on the ramp and destroy the door (or any other furniture), regardless of whether the door is forbidden.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
&lt;br /&gt;
 ╔═══╗&lt;br /&gt;
═╝ [#0FF]+ ╚&lt;br /&gt;
 [#F00]B▲║▲&lt;br /&gt;
═══╩══&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Here, the {{Raw Tile|B|#F00|#000}}uilding destroyer will be unable to pass the door if it's forbidden; should it become unforbidden, the building destroyer will ignore the door (probably passing through in order to target a different piece of furniture).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
 &lt;br /&gt;
 ╔══════&lt;br /&gt;
═╝ [#0FF]+  &amp;gt;&lt;br /&gt;
[#F00]B&amp;gt;▲╔═╗X╔&lt;br /&gt;
╗X═╩═╝X║&lt;br /&gt;
║&amp;lt;    &amp;lt;║&lt;br /&gt;
╚══════╝&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Here, the {{Raw Tile|B|#F00|#000}}uilding destroyer has path to a square from which it can destroy the cyan door; thus, '''it can destroy the door, even if forbidden, from the tile directly in front of it.'''&lt;br /&gt;
&lt;br /&gt;
This was tested with trolls in an entrance-way accessed by both lever-controlled floodgates and a manually locked door. Ramps led up to the floodgates and the door. When both were closed, the trolls showed no interest. When the door was unlocked, a troll began to destroy it. When the door was locked again, the troll went away. When the floodgates were opened, a troll returned and destroyed the locked door from the ramp outside, while the open floodgates were also apparently being destroyed from the ramps by other trolls. This may be related to the bug in which dwarves appear to be building diagonally as long as they can access the spot orthogonally. It is unknown whether this applies to an open path extending through the full length of a fortress, rather than just a few steps away through open floodgates.&lt;br /&gt;
&lt;br /&gt;
==Annoying Variety: level 1==&lt;br /&gt;
When the value is '''1''', the creature will go after [[statue]]s, [[window]]s (glass or gem), [[archery target]]s, [[slab]]s, wooden [[door]]s, and wooden [[hatch]]es. They can't destroy homes during world gen as (semi)megabeasts.&lt;br /&gt;
&lt;br /&gt;
'''[BUILDINGDESTROYER:1] creatures:'''&lt;br /&gt;
*[[Cave crocodile]]&lt;br /&gt;
*[[Giant cave spider]]&lt;br /&gt;
*[[Giant desert scorpion]]&lt;br /&gt;
*[[Giant olm]]&lt;br /&gt;
*[[Giant cave toad]]&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;s&amp;gt;Dangerous&amp;lt;/s&amp;gt; Fun Variety: level 2==&lt;br /&gt;
When the value is '''2''' the creature will actively seek out [[building]]s and destroy them. They can also destroy buildings during world-gen with this tag. Megabeasts rely on this token for their pathing when attacking your fort. [[Construction]]s (walls, staircase, floors, etc.) are still safe, since they're processed the same way natural terrain is for most situations. &lt;br /&gt;
&lt;br /&gt;
The simplest way to keep building destroyer 2's from targets is with walls or channels.  A [[bridge|drawbridge]] will act like a constructed wall ''(if up)'' or floor ''(if down)'', blocking building destroyer 2's without that danger of being destroyed.&lt;br /&gt;
&lt;br /&gt;
Tame animals still carry their building destroyer tokens, and have been observed to occasionally topple a statue.&lt;br /&gt;
&lt;br /&gt;
'''[BUILDINGDESTROYER:2] creatures:'''&lt;br /&gt;
*[[Amethyst man]]&lt;br /&gt;
*[[Blind cave ogre]]&lt;br /&gt;
*[[Bronze colossus]]&lt;br /&gt;
*[[Cave dragon]]&lt;br /&gt;
*[[Cyclops]]&lt;br /&gt;
*[[Dragon]]&lt;br /&gt;
*[[Ettin]]&lt;br /&gt;
*[[Experiment]]&lt;br /&gt;
*[[Fire man]]&lt;br /&gt;
*[[Gabbro man]]&lt;br /&gt;
*[[Giant]]&lt;br /&gt;
*[[Hydra]]&lt;br /&gt;
*[[Iron man]]&lt;br /&gt;
*[[Magma man]]&lt;br /&gt;
*[[Minotaur]]&lt;br /&gt;
*[[Mud man]]&lt;br /&gt;
*[[Ogre]]&lt;br /&gt;
*[[Sasquatch]]&lt;br /&gt;
*[[Troll]]&lt;br /&gt;
*[[Voracious cave crawler]]&lt;br /&gt;
*[[Yeti]]&lt;br /&gt;
*All [[forgotten beast]]s, [[titan]]s, and [[demon]]s&lt;br /&gt;
*[[Werebeast]]s (in werebeast form only)&lt;br /&gt;
&lt;br /&gt;
Level 2 building destroyers can destroy chairs, beds, tables, coffins, non-empty farm plots, furnaces, trade depots, shops, doors, floodgates, chests, weapon racks, armor stands, workshops, cabinets, statues, glass windows, gem windows, siege engines, archery targets, your embark wagon, screw pumps, unfinished constructions, floor hatches, wall/floor grates, wall/floor bars, gear assemblies, horizontal/vertical axles, water wheels, and windmills.&lt;br /&gt;
&lt;br /&gt;
See the [[Modding guide]] for more information on creature tokens.&lt;br /&gt;
&lt;br /&gt;
==Capture==&lt;br /&gt;
&lt;br /&gt;
Considering a good part of the building destroyers are useful to capture, and that most of them are not trapavoid, you can easily trap them with the right arrangement of cage traps, furniture and walls.&lt;br /&gt;
&lt;br /&gt;
See [[Trap design]] for more information on this subject. &lt;br /&gt;
&lt;br /&gt;
==Undead==&lt;br /&gt;
All [[undead]] building destroyers are level 1 (except if they are undead versions of level 2 destroyers), and they also gain the ability to destroy wooden [[support]]s, which generally ends poorly for the creature.&lt;br /&gt;
&lt;br /&gt;
Due to the way undeath is classified, &amp;quot;non-living&amp;quot; creatures such as [[magma man|magma men]], [[bronze colossus]]es, and inorganic [[forgotten beast]]s/[[titan]]s are also considered to be undead.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
* Building destroyers can, and will, destroy buildings even if there's one tile of empty space between them and the building. {{Bug|4585}}  In fact, they cannot destroy immediately adjacent buildings, and they can become stuck if they start destroying the building while adjacent. This can be a result of a fight, for instance when a Forgotten Beast kills the last defender while standing in such a spot, then it won't move to a better suiting position and will stand idling, unless killed or distracted.&lt;br /&gt;
&lt;br /&gt;
{{Category|Creature attributes}}&lt;br /&gt;
[[ru:Building destroyer]]&lt;/div&gt;</summary>
		<author><name>Benderdragon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Gem_industry&amp;diff=261592</id>
		<title>Gem industry</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Gem_industry&amp;diff=261592"/>
		<updated>2022-02-03T20:07:54Z</updated>

		<summary type="html">&lt;p&gt;Benderdragon: /* Industry management */ fixed typos&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|21:47, 11 May 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
The '''gem industry''' deals with the processing of [[gem]]s. Like other [[Industry|industries]], it creates raw materials, [[finished goods]], and can be used to enhance finished goods with [[decoration]]s. Because of a near-infinite supply of [[glass]] pseudo-gems, the gem industry may be closely tied to the [[glass industry]] for training.&lt;br /&gt;
&lt;br /&gt;
==Jeweler's Workshop==&lt;br /&gt;
The [[jeweler's workshop]] is the heart of the gem industry. '''Rough gems'''  are taken to the jeweler's workshop, where dwarves use the [[Gem cutter]] skill to turn the rough gems into '''cut gems''', '''large gems''', or '''gem crafts'''. At the same workshop, a dwarf with the [[Gem setter]] skill can use the cut gems to [[decoration|encrust]] a wide variety of items.&lt;br /&gt;
&lt;br /&gt;
==Obtaining gems==&lt;br /&gt;
The only way to obtain rough gems is through [[exploratory mining]]; every gem tile has a 100% chance of producing a gem when mined.&lt;br /&gt;
&lt;br /&gt;
The [[glass industry]] is also a ready source of [[glass|raw glass]], which is treated in most ways as a rough gem. While glass has a relatively low value compared to other gems, with a [[magma glass furnace]] and [[sand]] it is possible to produce raw glass in bulk, instead of mining for gems. Raw glass is also a valuable way to give dwarves [[experience]] in gem cutting and gem setting, or at least prevent those skills from becoming [[rusty]].&lt;br /&gt;
&lt;br /&gt;
[[Gizzard stone]]s can be produced from certain butchered animals.  These behave like cut gems, not rough.&lt;br /&gt;
&lt;br /&gt;
Finally, a number of gem products are generally available through trade with dwarf and human [[caravan]]s, including cut gems, large gems, gem crafts, and various glass products. Caravans will often bring rough glass; rough gems, however, are notably not available for trade.&lt;br /&gt;
&lt;br /&gt;
==Gem cutting==&lt;br /&gt;
[[Gem cutting]] is a [[job]] at the jeweler's workshop; you can choose which type of gem to cut based on what ''rough gems'' you have available. Cutting consumes a rough gem and may produce a ''cut gem'', ''large gem'', or ''gem craft''. By far the most common result is a cut gem, which may be used for encrusting other objects (see [[#Gem_Setting|Gem Setting]], below). Large gems and gem crafts are [[finished goods]] and occur less often; gem crafts are rarer than large gems. The gem cutter's skill level does not affect the chances of producing a large gem or gem craft, but it does affect the [[quality]] of those goods. &lt;br /&gt;
&lt;br /&gt;
Cut gems have a base value of 5, which is multiplied by the value of the gem (2-60). A cut gem is thus worth 10-300☼. &lt;br /&gt;
&lt;br /&gt;
===Large gems===&lt;br /&gt;
'''Large gems''' are considered [[finished goods]] and cannot be used for any other purpose besides trading. Like most other finished goods, large gems have [[item value|quality levels]], dependent on the skill level in Gem Cutting. Large gems have a base value of 10, which is multiplied by the value of the gem (2-60) and the quality level (1-12). A large gem is thus worth 20-7,200☼.&lt;br /&gt;
&lt;br /&gt;
===Gem crafts===&lt;br /&gt;
'''Gem crafts''' are [[crafts]] made out of a particular type of gem, and include figurines, rings, earrings, amulets, bracelets, scepters, and crowns. Like other crafts (and the above mentioned large gems), gem crafts have [[item value|quality levels]], dependent on the skill level in Gem Cutting. [[Glass]] cannot be made directly into crafts at a [[glass furnace]], only through a jeweler's workshop. Crafts have a base value of 10, which is multiplied by the value of the gem (2-60) and the quality level (1-12). A gem craft is thus worth 20-7,200☼.&lt;br /&gt;
&lt;br /&gt;
===Perfect gems===&lt;br /&gt;
'''Perfect gems''' are [[artifact]]s created by dwarves seized by a [[strange mood]]. They have a base value of 10, which is multiplied by the value of the gem (2-60) and the quality level (120); a perfect gem will always receive one free decoration, which effectively doubles the value. A perfect gem is thus worth 4,800-144,000☼. A perfect gem acts similarly to a large gem, such that it can only be used for boosting fortress value and trading (It cannot be used to encrust furniture, finished goods, etc.). Perfect gems cannot be created on purpose, but keeping a stockpile of high-value gems adjacent to the jeweler's workshop might increase the chance of a moody dwarf choosing one of them. [[Forbid]]ding low-value gems is also an option.&lt;br /&gt;
&lt;br /&gt;
==Gem setting==&lt;br /&gt;
[[Gem setting]] is a [[job]] at the jeweler's workshop, and takes a ''cut gem'' to [[decoration|encrust]] [[furniture]], [[ammo]], and [[finished goods]]. You can specify the type of object the dwarf will encrust, but not the specific object. To encrust a specific piece of equipment with a specific gem requires careful use of linked [[stockpiles]].&lt;br /&gt;
&lt;br /&gt;
Gem decorations have quality levels determined by the Gem Setter's skill level. Decorations have a base value of 10, which is multiplied by the value of the gem (2-60) and the quality level (1-12). A gem decoration is thus worth 20-7,200☼. A given item may possess multiple decorations (but only one using each type of gem), and encrusting items with gems can increase the wealth of a fortress substantially.&lt;br /&gt;
&lt;br /&gt;
==Glass==&lt;br /&gt;
The [[glass industry]] produces ''raw glass'', which is treated as a rough gem for most purposes. Cutting a raw glass gem usually yields a cut glass gem of the same type, and may yield a large cut glass gem or cut glass crafts. Perfect cut glass gems are also possible, but very rare due to the circumstances required for their creation. Cut glass gems may be set by a [[Gem setter]], just like any other cut gem. &lt;br /&gt;
&lt;br /&gt;
Glass crafts etc. made by gem cutting instead of normal [[glassmaking]] '''do not''' satisfy [[mandate]]s for glass crafts or objects, but will satisfy mandates for large gems or gem crafts. Cut glass gems may also be used to construct a gem [[window]], although this is less valuable than making a window directly from glass at a [[glass furnace]].&lt;br /&gt;
&lt;br /&gt;
[[Gem cutter]]s receive the same experience cutting raw glass as other, more valuable gems; so it is possible for beginning [[jeweler]]s to &amp;quot;train&amp;quot; by cutting raw green glass gems until they reach [[Legendary]] skill level. This requires a good source of [[sand]] and [[fuel]] or [[magma]] for the [[glass furnace]], and provides a surplus of cut glass gems which may be used to [[encrust]] trade goods and the like to train gem setting as well.&lt;br /&gt;
&lt;br /&gt;
==Gem windows==&lt;br /&gt;
[[Window]]s can be made out of any sort of glass at a [[glass furnace]] (in which case they are a type of [[furniture]]), or may be crafted out of any three ''cut gems'' (including cut glass gems), popularly known as a &amp;quot;gem window.&amp;quot; If constructed of gems of a different color, a gem window will flash between the colors of the individual gems that make it up. Disassembling a &amp;quot;gem window&amp;quot; yields the gems that made it up.&lt;br /&gt;
&lt;br /&gt;
Gem windows have no quality levels, so the value of a gem window is equal to the sum of the gems that made it up (2-60 per gem), for a total value of 6-180☼. By comparison, a [[glass]] [[window]] has a [[value]] modifier of 25, quality levels, and a material multiplier (2-10). In general, glass windows have a greater value, but gem windows can be deconstructed into their components should you want to use those cut gems for another purpose.&lt;br /&gt;
&lt;br /&gt;
==Industry management==&lt;br /&gt;
The trick to making the most of your gems is care and attention to detail. Keep an eye out for stone types that contain valuable gems (like [[kimberlite]], the source of all diamonds).&lt;br /&gt;
&lt;br /&gt;
Create separate custom stockpiles for your high-value and low-value gems adjacent to one or two jeweler's workshops. Linking either stockpile to a jeweler's workshop will require jobs in that workshop to draw from that stockpile. Use ({{key|q}}-{{key|P}}) to set the jeweler's workshop profile so only specific dwarves can use it. In this manner you can ensure that only the most skilled cutters and setters work with your most valuable gems.&lt;br /&gt;
&lt;br /&gt;
Raw glass and low-value ornamental gems are ideal for training Gem Cutting and Setting skills, particularly if your [[glass industry]] is in full swing.&lt;br /&gt;
&lt;br /&gt;
When encrusting items, dwarves will generally go for the nearest piece of furniture/ammo/finished good that is not nailed down. To ensure that the gem setter encrusts the right item with the right gem(s), designate a small stockpile for that item as close to the jeweler's workshop as possible and link it to the jeweler's workshop. Note: when encrusting finished goods, any discarded clothing in the workshop or linked stockpiles may be decorated; there is currently no way to avoid this short of tedious micromanagement.&lt;br /&gt;
&lt;br /&gt;
==Industry overview==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border-spacing: 0; width: 41em&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{Empty Block}}&lt;br /&gt;
&lt;br /&gt;
{{Empty Block}}&lt;br /&gt;
&lt;br /&gt;
{{Arrow Block|&lt;br /&gt;
  |      |E|    |      |&lt;br /&gt;
  |E|    |T|#fff|L|#fff| raw glass counts as rough gems&lt;br /&gt;
  |      |A|#fff|      |&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Item Block|title=Raw Glass&lt;br /&gt;
  |background=#000|&lt;br /&gt;
  |☼|#090|☼|#090|☼|#099|☼|#fff|&lt;br /&gt;
  |☼|#090|☼|#099|☼|#099|☼|#fff|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Arrow Block|&lt;br /&gt;
  |      |E|    |      |&lt;br /&gt;
  |A|#fff|C|#fff|E|    |&lt;br /&gt;
  |      |L|#fff|      |&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{Item Block|title=Gem Clusters&lt;br /&gt;
  |background=#777|&lt;br /&gt;
  | |#fff|☼|#f00|☼|#00f| |#fff|&lt;br /&gt;
  | |#fff|☼|#0f0|☼|#fff| |#fff|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Block|skill=Mining&lt;br /&gt;
  |color=7:0|&lt;br /&gt;
  |      |E|    |      |&lt;br /&gt;
  |L|#ccc|C|#ccc|A|#ccc|&lt;br /&gt;
  |      |E|    |      |&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Item Block|title=Rough Gems&lt;br /&gt;
  |background=#000|&lt;br /&gt;
  | |#fff|☼|#f00|☼|#00f| |#fff|&lt;br /&gt;
  | |#fff|☼|#0f0|☼|#fff| |#fff|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Arrow Block|&lt;br /&gt;
  |      |E|    |      |&lt;br /&gt;
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{{Category|Industry}}&lt;br /&gt;
{{Industry}}&lt;br /&gt;
[[ru:Gem industry]]&lt;/div&gt;</summary>
		<author><name>Benderdragon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Syndrome&amp;diff=260162</id>
		<title>Syndrome</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Syndrome&amp;diff=260162"/>
		<updated>2021-12-27T02:38:33Z</updated>

		<summary type="html">&lt;p&gt;Benderdragon: /* Creature effect tokens */ fix broken link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Masterwork|13:02, 6 April 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
[[File:Snakebite.png|200px|thumb|right|A single bite from a [[helmet snake]] led to a slow, lingering death for this unfortunate hippo.]]&lt;br /&gt;
In ''Dwarf Fortress'', a '''syndrome''' can be thought of as a condition which applies a collection of [[Syndrome#Creature effect tokens|effects]] to creatures who contract it. Syndromes give rise to several of the game's [[fun|more interesting]] [[Health care|medical]] predicaments, such as [[alcohol]] inebriation, venomous snake bites, and the brain-rotting secretions of certain [[Forgotten beast|uninvited guests]]. That said, the syndrome system isn't functionally restricted to the simulation of disease. Many of the game's supernatural features, such as [[werewolf|werewolves]], [[vampire]]s, [[necromancer]]s, [[mummy|mummy curses]] and the [[undead]] are in fact produced by applying various [[Syndrome#Special_Effects|special effects]] to creatures via syndromes. &lt;br /&gt;
&lt;br /&gt;
''&amp;quot;Yeah, I know this. I was looking for [[Syndrome examples|examples]]...&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
==List of syndromes==&lt;br /&gt;
In unmodded games, syndromes are generally named after the animal, substance or effect that delivers them. They can cause unpleasant and sometimes fatal [[symptom]]s over a short to long duration, but some will clear up over time or with the assistance of a [[doctor]]. A [[Health care|hospital]] is required to diagnose and potentially treat those that can be helped by treatment. Note that in a world with [[dragon]]s and [[giant elephant]]s, dwarves (and elves and humans) fall into the &amp;quot;small creatures&amp;quot; category for purposes of this discussion.&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Syndrome&lt;br /&gt;
! Venom&lt;br /&gt;
! Acquired&lt;br /&gt;
! Short-term Symptoms&lt;br /&gt;
! Long-term Symptoms&lt;br /&gt;
! Chronic Symptoms &lt;br /&gt;
|-&lt;br /&gt;
| Adder bite&lt;br /&gt;
| adder venom (injected)&lt;br /&gt;
| Being bitten by an [[adder]], [[giant adder]] or [[adder man]]&lt;br /&gt;
| Strong pain&lt;br /&gt;
| Swelling&amp;lt;br&amp;gt;Blisters&amp;lt;br&amp;gt;Nausea&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Bark scorpion sting&lt;br /&gt;
| bark scorpion venom (injected)&lt;br /&gt;
| Being stung by a [[bark scorpion]], [[giant bark scorpion]] or [[bark scorpion man]]&lt;br /&gt;
| Strong pain&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Black mamba bite&lt;br /&gt;
| black mamba venom (injected)&lt;br /&gt;
| Being bitten by a [[black mamba]], [[giant black mamba]] or [[black mamba man]]&lt;br /&gt;
| Dizziness&amp;lt;br&amp;gt;Drowsiness&amp;lt;br&amp;gt;Strong pain&amp;lt;br&amp;gt;Fever&amp;lt;br&amp;gt;Unconsciousness&amp;lt;br&amp;gt;Complete paralysis&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Blob blisters&lt;br /&gt;
| cave blob fluid&amp;lt;br /&amp;gt;(contact or ingested)&lt;br /&gt;
| Touching a [[cave blob]]&lt;br /&gt;
| Mild pain&amp;lt;br/&amp;gt;Mild blisters&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Brown recluse spider bite&lt;br /&gt;
| brown recluse spider venom (injected)&lt;br /&gt;
| Being bitten by a [[brown recluse spider]], [[giant brown recluse spider]] or [[brown recluse spider man]]&lt;br /&gt;
| Nausea&amp;lt;br&amp;gt;Fever&amp;lt;br&amp;gt;Pain&amp;lt;br&amp;gt;&lt;br /&gt;
| Severe localized necrosis&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Bumblebee sting&lt;br /&gt;
| bumblebee venom (injected)&lt;br /&gt;
| Being stung by a [[bumblebee]] worker&lt;br /&gt;
| Pain&amp;lt;br&amp;gt;Strong swelling&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Bushmaster bite&lt;br /&gt;
| bushmaster venom (injected)&lt;br /&gt;
| Being bitten by a [[bushmaster]], [[giant bushmaster]] or [[bushmaster man]]&lt;br /&gt;
| Strong pain&amp;lt;br&amp;gt;Mild bleeding&amp;lt;br&amp;gt;Dizziness&amp;lt;br&amp;gt;Nausea&amp;lt;br&amp;gt;Unconsciousness&amp;lt;br&amp;gt;Complete paralysis&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Cave floater sickness&lt;br /&gt;
| cave floater gas&amp;lt;br /&amp;gt;(inhaled or ingested)&lt;br /&gt;
| Expelled from [[cave floater]]&lt;br /&gt;
| Mild nausea&lt;br /&gt;
| Fever&amp;lt;br/&amp;gt;Strong drowsiness (delayed)&amp;lt;br/&amp;gt;Strong dizziness (delayed)&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Cave spider bite&lt;br /&gt;
| cave spider venom&amp;lt;br /&amp;gt;(injected)&lt;br /&gt;
| Being bitten by a [[cave spider]]&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
| Very mild dizziness&lt;br /&gt;
|-&lt;br /&gt;
| Copperhead snake bite&lt;br /&gt;
| copperhead snake venom (injected)&lt;br /&gt;
| Being bitten by a [[copperhead snake]], [[giant copperhead snake]] or [[copperhead snake man]]&lt;br /&gt;
| Pain&amp;lt;br&amp;gt;Swelling&amp;lt;br&amp;gt;Nausea&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Giant cave spider bite&lt;br /&gt;
| giant cave spider venom&amp;lt;br /&amp;gt;(injected)&lt;br /&gt;
| Being bitten by a [[giant cave spider]]&lt;br /&gt;
| Size-dependant paralysis.&lt;br /&gt;
| Death by asphyxiation, in small targets. Large targets are generally unhindered...unless you count the high probability of being eaten by the giant cave spider as a hindrance.&lt;br /&gt;
| None, not that it really matters.&lt;br /&gt;
|-&lt;br /&gt;
| Gila monster bite&lt;br /&gt;
| gila monster venom (injected)&lt;br /&gt;
| Being bitten by a [[gila monster]], [[giant gila monster]] or [[gila monster man]]&lt;br /&gt;
| Pain&amp;lt;br&amp;gt;Mild swelling&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Gnomeblight&lt;br /&gt;
| [[gnomeblight]]&amp;lt;br /&amp;gt;(contact, inhaled, injected, or ingested)&lt;br /&gt;
| Purposely exposing oneself to the extract. Only affects [[mountain gnome]]s and [[dark gnome]]s.&lt;br /&gt;
| None&lt;br /&gt;
| Severe systemic necrosis&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Giant desert scorpion sting&lt;br /&gt;
| giant desert scorpion venom&amp;lt;br /&amp;gt;(injected)&lt;br /&gt;
| Being stung by a [[giant desert scorpion]] &lt;br /&gt;
| Necrosis of the brain and nervous system&lt;br /&gt;
| '''Certain death'''&lt;br /&gt;
| None, not that it really matters.&lt;br /&gt;
|- &lt;br /&gt;
| Helmet snake bite&lt;br /&gt;
| helmet snake venom&amp;lt;br /&amp;gt;(injected)&lt;br /&gt;
| Being bitten by a [[helmet snake]]&lt;br /&gt;
| Minor bleeding&lt;br /&gt;
| Fever&amp;lt;br/&amp;gt;Nausea&amp;lt;br/&amp;gt;Dizziness&amp;lt;br/&amp;gt;Localized swelling&amp;lt;br/&amp;gt;Localized oozing&amp;lt;br/&amp;gt;Localized bruising&amp;lt;br/&amp;gt;Strong pain&amp;lt;br/&amp;gt;Intense localized necrosis&amp;lt;br/&amp;gt;Possible loss of limb &lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Honey bee sting&lt;br /&gt;
| honey bee venom (injected)&lt;br /&gt;
| Being stung by a [[honey bee]] worker&lt;br /&gt;
| Pain&amp;lt;br&amp;gt;Strong swelling&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Inebriation{{version|0.42.01}}&lt;br /&gt;
| [[Alcohol]] (consumed/injected)&lt;br /&gt;
| Consuming alcoholic drinks&lt;br /&gt;
| Nausea&amp;lt;br&amp;gt;Dizziness&amp;lt;br&amp;gt;Unconsciousness&amp;lt;br&amp;gt;Personality changes&amp;lt;br&amp;gt;Euphoria&amp;lt;br&amp;gt;Erratic behavior&amp;lt;br&amp;gt;Trouble breathing&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Iron man cough&lt;br /&gt;
| iron man gas&amp;lt;br /&amp;gt;(inhaled)&lt;br /&gt;
| Expelled by [[iron man]]&lt;br /&gt;
| Coughing blood&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| King cobra bite&lt;br /&gt;
| king cobra venom&amp;lt;br /&amp;gt;(injected)&lt;br /&gt;
| Being bitten by a [[king cobra]]&lt;br /&gt;
| Complete paralysis&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&amp;lt;br/&amp;gt;Pain, dizziness, drowsiness&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Phantom spider bite&lt;br /&gt;
| phantom spider venom&amp;lt;br /&amp;gt;(injected)&lt;br /&gt;
| Being bitten by a [[phantom spider]]&lt;br /&gt;
| None&lt;br /&gt;
| Numbness and mild dizziness&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Platypus sting&lt;br /&gt;
| platypus venom&amp;lt;br /&amp;gt;(injected)&lt;br /&gt;
| Being kicked by a [[platypus]], [[giant platypus]] or [[platypus man]]&lt;br /&gt;
| Pain and swelling&lt;br /&gt;
| Extreme pain, swelling possibly to the point of necrosis&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Rattlesnake bite&lt;br /&gt;
| rattlesnake venom&amp;lt;br /&amp;gt;(injected)&lt;br /&gt;
| Being bitten by a [[rattlesnake]], [[giant rattlesnake]] or [[rattlesnake man]]&lt;br /&gt;
| Pain, nausea, blisters, swelling, bruising&lt;br /&gt;
| Severe localized necrosis&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Serpent man bite&lt;br /&gt;
| serpent man venom&amp;lt;br /&amp;gt;(injected)&lt;br /&gt;
| Being bitten by a [[serpent man]]&lt;br /&gt;
| Complete paralysis&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Mummy's curse&lt;br /&gt;
| [[DF2014:Mummy|Disturbance interaction]].&lt;br /&gt;
| Being cursed by a [[mummy]], when caught raiding their tombs&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
| 20% chance of any skill roll failing, regardless of skill.&lt;br /&gt;
|-&lt;br /&gt;
| Vampirism&lt;br /&gt;
| [[Deity|Divine]] curse&lt;br /&gt;
| Drinking the blood of a [[vampire]]. Toppling statues in shrines and temples (random chance), rolling divination dice too frequently.&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
| Victim becomes a [[vampire]].&lt;br /&gt;
|-&lt;br /&gt;
| Werebeast curse&lt;br /&gt;
| [[Deity|Divine]] curse&lt;br /&gt;
| Being bitten by a [[werebeast]], toppling statues in shrines and temples (random chance), rolling divination dice too frequently.&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
| Victim becomes a [[werebeast]].&lt;br /&gt;
|-&lt;br /&gt;
| Necromancy&lt;br /&gt;
| [[Deity|Divine]] 'curse'&lt;br /&gt;
| Reading a book/slab that contains the secrets of life and death.&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
| Reader becomes a [[necromancer]].&lt;br /&gt;
|-&lt;br /&gt;
| evil rain sickness&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
|rowspan=7| Random&lt;br /&gt;
| Being caught outside in [[Weather#Evil weather|freakish weather]] in an evil [[biome]]&lt;br /&gt;
|rowspan=7| Random&lt;br /&gt;
|rowspan=7| Random&lt;br /&gt;
|rowspan=7| Random&lt;br /&gt;
|-&lt;br /&gt;
| evil cloud sickness&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;&lt;br /&gt;
| Being caught in a [[Weather#Evil weather|creeping cloud]] in an evil [[biome]]&lt;br /&gt;
|-&lt;br /&gt;
| beast sickness&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt;&lt;br /&gt;
| Encounters with [[forgotten beast]]s&lt;br /&gt;
|-&lt;br /&gt;
| titan sickness&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt;&lt;br /&gt;
| Encounters with [[titan]]s&lt;br /&gt;
|-&lt;br /&gt;
| night sickness&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt;&lt;br /&gt;
| Encounters with [[nightmare]]s or [[experiment]]s&lt;br /&gt;
|-&lt;br /&gt;
| demon sickness&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt;&lt;br /&gt;
| Encounters with [[demon]]s&lt;br /&gt;
|-&lt;br /&gt;
| divine sickness&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt;&lt;br /&gt;
| Encounters with [[angel]]s&lt;br /&gt;
|}&lt;br /&gt;
: 1. For small creatures such as humans and dwarves, paralysis tends to result in suffocation.&lt;br /&gt;
: 2. Necrosis of the brain will eventually result in death once the brain rots away completely. &lt;br /&gt;
: 3. Evil rain typically only causes minor symptoms such as blisters, bruising, coughing blood, dizziness, fever, nausea, oozing, and pain. &lt;br /&gt;
: 4. Evil clouds either cause major symptoms (as with beast/titan/demon sicknesses) or permanently transform creatures into [[Undead|zombie-like]] forms. &lt;br /&gt;
: 5. [[Titan]]s, [[forgotten beast]]s, [[nightmare]]s, [[experiment]]s, [[demon]]s and [[angel]]s have a chance to have a randomized syndrome. These range from mildly hazardous (mild [[Symptom#Blisters|blisters]] from inhaling boiling blood) to instantly fatal (severe necrosis from a contact poison attached to a breath weapon/creature made of blood).&lt;br /&gt;
&lt;br /&gt;
==The anatomy of a syndrome==&lt;br /&gt;
To recap, syndromes are &amp;quot;diseases&amp;quot; which inflict effects upon creatures who acquire them. Mechanically, they're composed of a bunch of different syndrome tokens which detail [[Syndrome#Basic syndrome tokens|how it works]] and [[Syndrome#Creature effect tokens|what it does]]. Syndrome acquisition can be boiled down into two main routes: (1) via materials and (2) via interactions. Unlike most objects in the game, syndromes aren't defined in their own raw file; they're instead built up within the raw definition of the material or interaction effect to which they are tied, as described below.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''1) Transmission via Materials'''&lt;br /&gt;
&lt;br /&gt;
Any material (be it [[Material_token#INORGANIC|inorganic]], [[Material_token#CREATURE_MAT|creature-derived]], or [[Material_token#PLANT_MAT|plant-derived]]) can have one or more syndromes added to it, simply by defining the syndrome within the material's own raw definition. The addition of certain tokens (detailed [[Syndrome#SYN_CONTACT|below]]) to the syndrome will determine what must be done to the material so as to transmit the syndrome to a creature; the current modes of transmission are as follows: [[Syndrome#SYN_CONTACT|bodily contact]] with the material, [[Syndrome#SYN_INGESTED|ingestion]] or [[Syndrome#SYN_INHALED|inhalation]] of the material, or [[Syndrome#SYN_INJECTED|injection]] of the material into the bloodstream. Any combination of transmission modes can be specified per syndrome.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Here's the material definition of [[giant cave spider]] venom with its associated syndrome as an example:&lt;br /&gt;
&lt;br /&gt;
''(See [[Giant cave spider/raw|here]] for the complete creature raw.)''&lt;br /&gt;
    [USE_MATERIAL_TEMPLATE:POISON:CREATURE_EXTRACT_TEMPLATE]&lt;br /&gt;
        [STATE_NAME:ALL_SOLID:frozen giant cave spider venom]&lt;br /&gt;
        [STATE_ADJ:ALL_SOLID:frozen giant cave spider venom]&lt;br /&gt;
        [STATE_NAME:LIQUID:giant cave spider venom]&lt;br /&gt;
        [STATE_ADJ:LIQUID:giant cave spider venom]&lt;br /&gt;
        [STATE_NAME:GAS:boiling giant cave spider venom]&lt;br /&gt;
        [STATE_ADJ:GAS:boiling giant cave spider venom]&lt;br /&gt;
        [PREFIX:NONE]&lt;br /&gt;
        [ENTERS_BLOOD]&lt;br /&gt;
        '''[SYNDROME]'''&lt;br /&gt;
            '''[SYN_NAME:giant cave spider bite]'''&lt;br /&gt;
            '''[SYN_AFFECTED_CLASS:GENERAL_POISON]'''&lt;br /&gt;
            '''[SYN_IMMUNE_CREATURE:SPIDER_CAVE_GIANT:ALL]'''&lt;br /&gt;
            '''[SYN_INJECTED]'''&lt;br /&gt;
            '''[CE_PARALYSIS:SEV:100:PROB:100:RESISTABLE:SIZE_DILUTES:START:5:PEAK:10:END:20]'''&lt;br /&gt;
&lt;br /&gt;
In the above, the non-bolded section consists of various [[material definition token]]s used to define and customise the venom material. (USE_MATERIAL_TEMPLATE defines a material called 'POISON', and creates it using the template 'CREATURE_EXTRACT_TEMPLATE' as a basis, which is then altered by the other tokens placed below it. See [[Material_definition_token#STATE_NAME|STATE_NAME]], [[Material_definition_token#STATE_ADJ|STATE_ADJ]], and [[Material_definition_token#PREFIX|PREFIX]] for more information about these tokens). The relevance of [[Material_definition_token#ENTERS_BLOOD|ENTERS_BLOOD]] in this context is explained below.&lt;br /&gt;
&lt;br /&gt;
The bolded section consists of the syndrome definition, which is initiated using the [[Syndrome#SYNDROME|[SYNDROME]]] token. The tokens placed after this (which are described in further detail [[Syndrome#Basic syndrome tokens|below]]) flesh out the syndrome - in this case they name it &amp;quot;giant cave spider bite&amp;quot;, make it work only against creatures belonging to the 'GENERAL_POISON' [[Creature token#CREATURE_CLASS|creature class]], render giant cave spiders immune to it, and cause creatures to contract it if the venom is injected into them. The creature effect at the very bottom makes the syndrome inflict progressive complete paralysis upon the victim after a short delay, for what would be a relatively short-lived period were it not for the fact that most small creatures tend to suffocate before the effect wears off.&lt;br /&gt;
&lt;br /&gt;
Great, so how do we get this lethal venom into a creature's bloodstream to transmit the syndrome? Giant cave spiders are able to do this via the [[Creature token#SPECIALATTACK_INJECT_EXTRACT|SPECIALATTACK_INJECT_EXTRACT]] token appended to their bite attack as such:&lt;br /&gt;
    [SPECIALATTACK_INJECT_EXTRACT:LOCAL_CREATURE_MAT:POISON:LIQUID:100:100]&lt;br /&gt;
This makes their bites inject 100 units of the 'POISON' material in its liquid [[Material_definition_token#Material_States|state]]. Note that '[[Material_token#LOCAL_CREATURE_MAT|LOCAL_CREATURE_MAT]]:POISON' indicates that the 'POISON' material is defined amidst the same creature raws where the attack was detailed i.e. within the SPIDER_CAVE_GIANT creature definition; we could have written '[[Material_token#CREATURE_MAT|CREATURE_MAT]]:SPIDER_CAVE_GIANT:POISON' instead for the same result. Also note that we can make the attack inject any material we want it to, not just creature-associated materials. (Want your spider to inject molten [[gold]] into its victims to melt them from the inside out instead of bothering with syndromes? Simply replace 'LOCAL_CREATURE_MAT:POISON:LIQUID' with '[[Material_token#INORGANIC|INORGANIC]]:GOLD:LIQUID' and you're good to go).&lt;br /&gt;
&lt;br /&gt;
Note that [ENTERS_BLOOD] must be added to the material definition for injection attacks making use of this material to function properly. Without this token, the material would simply [[contaminant|splatter]] over the attacked bodypart instead of entering the bloodstream, so the above syndrome, which relies solely on the [[Syndrome#SYN_INJECTED|injectable]] transmission route, wouldn't be contracted. [ENTERS_BLOOD] can of course be left out intentionally, if the aim is to cover creatures with a material that transmits syndromes [[Syndrome#SYN_CONTACT|on contact]]. Keep in mind that splattering in lieu of injection also occurs with blunt attacks, on attacked body parts devoid of [[Tissue_definition_token#VASCULAR|VASCULAR]] tissue, and on [[Creature token#BLOOD|bloodless]] victims (including creatures who've had their blood removed via [[Syndrome#CE_REMOVE_TAG|CE_REMOVE_TAG:HAS_BLOOD]]).&lt;br /&gt;
&lt;br /&gt;
A fun variation on typical creature venoms is to add a [[Syndrome#SYN_CONTACT|contact-transmissible]] syndrome to the creature's [[Creature token#BLOOD|blood]] material - this tends to end poorly for any predator that chooses to attack them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''2) Transmission via Interactions'''&lt;br /&gt;
&lt;br /&gt;
The [[Interaction token|interaction]] system can be used to add syndromes to creatures directly via certain interaction effects, most notably [[Interaction token#I_EFFECT|I_EFFECT:ADD_SYNDROME]]. After placing this I_EFFECT in an interaction definition, the syndrome to be added is defined beneath it in exactly the same manner as that used for the material-bound syndromes described above. (Note that any [[Interaction_token#IE_TARGET|IE_ tokens]] used with this I_EFFECT can be placed before or after the syndrome definition; the order doesn’t really matter). The [[Interaction token#I_EFFECT| ANIMATE]] and [[Interaction token#I_EFFECT| RESURRECT]] interaction effects also allow syndromes to be tied to them in the same manner; in this case the syndrome is applied to the target creature after it is animated or resurrected respectively.&lt;br /&gt;
&lt;br /&gt;
See [[Syndrome#Spreading_diseases|below]] for an example of a syndrome-transmitting interaction.&lt;br /&gt;
&lt;br /&gt;
==Basic syndrome tokens==&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;Bisque&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SYNDROME}}&lt;br /&gt;
| &lt;br /&gt;
| Used to begin defining a new syndrome.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SYN_NAME}}&lt;br /&gt;
| &amp;lt;your text&amp;gt;&lt;br /&gt;
| Used to specify the name of the syndrome as it appears in-game. Names don't have to be unique; it's perfectly acceptable to have multiple syndromes with identical names.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SYN_CLASS}}&lt;br /&gt;
| &amp;lt;your text&amp;gt;&lt;br /&gt;
| Can be included to create a syndrome class and assign the syndrome to it, for use with the [[Interaction token#IT_CANNOT_HAVE_SYNDROME_CLASS|IT_CANNOT_HAVE_SYNDROME_CLASS]] interaction token. Can be specified more than once to assign the syndrome to multiple classes. Other syndromes can also be assigned to the same class.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SYN_CONTACT}}&lt;br /&gt;
| &lt;br /&gt;
| If the syndrome is tied to a material, creatures who come into contact with this material will contract the syndrome if this token is included in the syndrome definition. Contact transmission occurs when a creature's body becomes [[contaminant|contaminated]] with the material (visible as [material name] 'smear', 'dusting' or 'covering' over body parts when viewing the creature's inventory). Note that contact with [[item]]s made of a syndrome-inducing material currently doesn't result in transmission.&lt;br /&gt;
&lt;br /&gt;
Methods of getting a material contaminant onto a creature's body include: &lt;br /&gt;
* [[Creature token#SECRETION|secretions]]&lt;br /&gt;
* [[Interaction_token#LIQUID_GLOB|liquid projectiles]] (contaminate struck body parts if exposed)&lt;br /&gt;
* [[Interaction_token#TRAILING_VAPOR_FLOW|vapor]] and [[Interaction_token#TRAILING_DUST_FLOW|dust clouds]] (contaminate all external body parts, even if covered)&lt;br /&gt;
* [[Interaction_token#SPATTER_LIQUID|puddles]] and [[Interaction_token#SPATTER_POWDER|dust piles]] ([[Body_token#STANCE|STANCE]] body parts become contaminated if the creature walks into them [[clothing|barefoot]], and all uncovered external body parts are contaminated if the creature is [[Status icon#Non-flashing|prone]])&lt;br /&gt;
* [[Interaction_token#WEATHER_FALLING_MATERIAL|freakish rain]] (contaminates all external body parts, even if covered, if the creature is outside)&lt;br /&gt;
* unprotected bodily contact with a contaminated creature (including performing or receiving body part attacks such as punches and [[wrestling]] moves, creature collisions, as well as [[Interaction_token#I_EFFECT|CONTACT]] interaction effects, if the involved body parts are exposed)&lt;br /&gt;
* items [[Material_definition_token#MELTING_POINT|melting]] whilst equipped or hauled (this contaminates the body part that was holding them if exposed)&lt;br /&gt;
* striking the creature's body with a contaminated item (see below)&lt;br /&gt;
&lt;br /&gt;
It is possible to use this token for syndromes intended to be applied via envenomed weapons (but also check out [[Syndrome#SYN_INJECTED|SYN_INJECTED]]). When a creature's body is struck with an item which is contaminated with a contact syndrome-inducing material, the syndrome will be transmitted to the struck creature, even if the attack doesn't pierce the flesh. Syndrome transmission in this context often occurs in the absence of a visible contaminant on the body.&lt;br /&gt;
&lt;br /&gt;
Contact transmission only appears to occur at the moment of contamination (which is to say, when a new bodily spatter is created). If the syndrome ends (once all its [[Syndrome#Creature_effect_tokens|creature effects]] reach their END point, at which point it will be removed from the creature), it will NOT be reapplied by the original syndrome-inducing contaminant (assuming it hasn't been cleaned off yet); the creature will need to be recontaminated with the causative material for this to occur. (Note that in the case of [[Creature token#SECRETION|secretions]], the secreted contaminants are continuously reapplied to the secretory body parts, so any associated short-lasting contact syndromes allowed to target the secreting creature can potentially be reapplied at the rate of secretion; this may work differently in [[adventurer mode]]).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SYN_INGESTED}}&lt;br /&gt;
| &lt;br /&gt;
| If the syndrome is tied to a material, creatures who [[food|eat]] or drink substances comprising, containing or [[contaminant|contaminated]] with this material will contract the syndrome if this token is included. This includes [[kitchen|prepared meals]] when any of the constituent ingredients contains the material in question.&lt;br /&gt;
&lt;br /&gt;
This also applies to [[creature token#GRAZER|grazing]] creatures which happen to munch on a [[plant token#GRASS|grass]] that has an ingestion-triggered syndrome tied to any of its constituent materials.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SYN_INHALED}}&lt;br /&gt;
| &lt;br /&gt;
| If the syndrome is tied to a material, creatures who inhale the material will contract the syndrome if this token is included. Materials can only be inhaled in their [[Material_definition_token#BOILING_POINT|gaseous]] state, which is attainable by [[temperature|boiling]], or in the form of a [[Interaction_token#TRAILING_GAS_FLOW|TRAILING_GAS_FLOW]], [[Interaction_token#UNDIRECTED_GAS|UNDIRECTED_GAS]] or [[Interaction_token#WEATHER_CREEPING_GAS|WEATHER_CREEPING_GAS]]. Creatures can also be made to [[Tissue_definition_token#TISSUE_LEAKS|leak]] [[Tissue_definition_token#TISSUE_MAT_STATE|gaseous tissue]] when damaged.&lt;br /&gt;
&lt;br /&gt;
Note that {{token|AQUATIC|c}} creatures never inhale gaseous materials, and creatures which do breathe air aren't guaranteed to inhale gases when exposed to them for a short time. Contrary to what one might expect, creatures with {{token|NOBREATHE|c}} are in fact capable of contracting inhalation syndromes; this is presumably a bug.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SYN_INJECTED}}&lt;br /&gt;
| &lt;br /&gt;
| If the syndrome is tied to a material, the injection of this material into a creature's bloodstream will cause it to contract the syndrome if this token is included. Injection can be carried out as part of a creature attack via [[Creature_token#SPECIALATTACK_INJECT_EXTRACT|SPECIALATTACK_INJECT_EXTRACT]], or by piercing the flesh of a creature with an [[item]] that has been [[contaminant|contaminated]] with the material. Thus, this token can be used as a more specific alternative to [[Syndrome#SYN_CONTACT|SYN_CONTACT]] for syndromes intended to be administered by envenomed weapons. &lt;br /&gt;
&lt;br /&gt;
For injection to work, the material definition must include [[Material_definition_token#ENTERS_BLOOD|ENTERS_BLOOD]], the attacked body part needs to have [[Tissue_definition_token#VASCULAR|VASCULAR]] tissue, and the intended victim must have [[Creature token#BLOOD|BLOOD]] (so it won't work on creatures with the [[Syndrome#CE_REMOVE_TAG|CE_REMOVE_TAG:HAS_BLOOD]] syndrome effect). Getting the weapon &amp;quot;lodged into the wound&amp;quot; isn't a requirement.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SYN_AFFECTED_CLASS}}&lt;br /&gt;
| &amp;lt;[[Creature token#CREATURE_CLASS|creature class]]&amp;gt;&lt;br /&gt;
| If this is included, only creatures which belong to the specified [[Creature token#CREATURE_CLASS|creature class]] (as well as creatures which pass the [[Syndrome#SYN_AFFECTED_CREATURE|SYN_AFFECTED_CREATURE]] check if this is included) will be able to contract the syndrome. This token can be specified multiple times per syndrome, in which case creatures which have at least one matching class will be considered susceptible. If [[Syndrome#SYN_IMMUNE_CLASS|SYN_IMMUNE_CLASS]] and/or [[Syndrome#SYN_IMMUNE_CREATURE|SYN_IMMUNE_CREATURE]] are included, creatures which fail these checks will be unable to contract the syndrome even if they pass this class check.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SYN_IMMUNE_CLASS}}&lt;br /&gt;
| &amp;lt;[[Creature token#CREATURE_CLASS|creature class]]&amp;gt;&lt;br /&gt;
| If this is included, creatures which belong to the specified [[Creature token#CREATURE_CLASS|creature class]] will be unable to contract the syndrome. This token can be specified multiple times per syndrome, in which case creatures with at least one matching class will be considered immune (unless overridden by [[Syndrome#SYN_AFFECTED_CREATURE|SYN_AFFECTED_CREATURE]]).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SYN_AFFECTED_CREATURE}}&lt;br /&gt;
| &amp;lt;creature&amp;gt;:&amp;lt;[[Creature_token#CASTE|caste]]&amp;gt;&lt;br /&gt;
| If this is included, only the specified creature (and, if [[Syndrome#SYN_AFFECTED_CLASS|SYN_AFFECTED_CLASS]] is included, also creatures which pass this check as explained above) will be able to contract the syndrome. This token can be used multiple times per syndrome. If used alongside [[Syndrome#SYN_IMMUNE_CLASS|SYN_IMMUNE_CLASS]], the specified creature will be able to contract the syndrome regardless of this class check.&lt;br /&gt;
&lt;br /&gt;
DWARF:FEMALE is an example of a valid &amp;lt;creature&amp;gt;:&amp;lt;caste&amp;gt; combination; &amp;quot;ALL&amp;quot; can be used in place of a specific caste so as to indicate that this applies to all castes of the specified creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SYN_IMMUNE_CREATURE}}&lt;br /&gt;
| &amp;lt;creature&amp;gt;:&amp;lt;[[Creature_token#CASTE|caste]]&amp;gt;&lt;br /&gt;
| If this is included, the specified creature will be unable to contract the syndrome (even if it matches [[Syndrome#SYN_AFFECTED_CLASS|SYN_AFFECTED_CLASS]]). It can be specified multiple times per syndrome. As above, &amp;quot;ALL&amp;quot; can be used in place of a specific caste.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SYN_NO_HOSPITAL}}{{version|0.42.01}}&lt;br /&gt;
| &lt;br /&gt;
| Prevents creatures from being admitted to [[health care|hospital]] for problems arising directly as a result of the syndrome's effects, no matter how bad they get.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SYN_IDENTIFIER}}{{version|0.42.01}}&lt;br /&gt;
| &amp;lt;your text&amp;gt;&lt;br /&gt;
| This token can be included to give a syndrome an identifier which can be shared between multiple syndromes. Only one identifier may be specified per syndrome.&lt;br /&gt;
&lt;br /&gt;
Syndrome identifiers can be used in conjunction with the [[Creature token#SYNDROME_DILUTION_FACTOR|SYNDROME_DILUTION_FACTOR]] creature token to alter a creature’s innate resistance to the relevant [[Syndrome#Symptomatic effects|effects]] of any syndromes that possess the specified identifier. For example, every [[alcohol|alcoholic beverage]] in unmodded games comes with its own copy of an intoxicating syndrome, each of which has a &amp;lt;code&amp;gt;[SYN_IDENTIFIER:INEBRIATION]&amp;lt;/code&amp;gt; token. All [[dwarf|dwarves]] have &amp;lt;code&amp;gt;[SYNDROME_DILUTION_FACTOR:INEBRIATION:150]&amp;lt;/code&amp;gt;, which decreases the severity of any effects derived from a syndrome with the INEBRIATION identifier, thus enabling them to better handle all forms of alcohol.&lt;br /&gt;
&lt;br /&gt;
A creature can only possess a single syndrome with a particular identifier at any given time. As such, if a creature contracts a syndrome with a particular identifier and is subsequently exposed to another syndrome with a matching identifier whilst that first syndrome is still active, then this later obtained syndrome will '''not''' be contracted. If the latter comes with a [[Syndrome#SYN_CONCENTRATION_ADDED|SYN_CONCENTRATION_ADDED]] token, it will instead adjust the first syndrome's concentration as described below. Taking the above example once again, a sober dwarf drinking their first alcoholic beverage would be exposed to an INEBRIATION syndrome, contracting it and having its effects manifest normally. If the dwarf were to have another drink before the effects of this first syndrome have all worn off (by reaching their [[Syndrome#Creature effect tokens|END]] point), then exposure to the second INEBRIATION syndrome would only increase the severity of the original syndrome's effects, making the dwarf progressively more intoxicated.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SYN_CONCENTRATION_ADDED}}{{version|0.42.01}}&lt;br /&gt;
| &amp;lt;amount&amp;gt;:&amp;lt;max&amp;gt;&lt;br /&gt;
| Syndrome concentration is essentially a quantity which impacts the severity of the syndrome's relevant [[Syndrome#Symptomatic effects|effects]]. The higher the syndrome's concentration, the greater its severity. When a syndrome is contracted, the value specified in &amp;lt;amount&amp;gt; is its initial concentration level.&lt;br /&gt;
&lt;br /&gt;
As described above, if a creature is exposed to a syndrome with a particular [[Syndrome#SYN_IDENTIFIER|SYN_IDENTIFIER]] when already possessing an active syndrome with the same identifier, then this later syndrome isn't contracted, instead contributing to the original syndrome's concentration as indicated by its SYN_CONCENTRATION_ADDED token, if present. The syndrome in question will increase the original syndrome's concentration by &amp;lt;amount&amp;gt; whenever the creature is exposed to it, until its specified &amp;lt;max&amp;gt; concentration is reached by the original syndrome, causing subsequent exposure to this particular syndrome to do nothing (that is, until the original syndrome ends, at which point a new one may be contracted normally). Should the creature be exposed to a different syndrome with the same identifier and a higher &amp;lt;max&amp;gt; value, the concentration will of course increase further.&lt;br /&gt;
&lt;br /&gt;
For example, all forms of [[alcohol]] in the vanilla game have a syndrome with &amp;lt;code&amp;gt;[SYN_IDENTIFIER:INEBRIATION]&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;[SYN_CONCENTRATION_ADDED:100:1000]&amp;lt;/code&amp;gt;. When alcohol is first drunk, the creature contracts the relevant inebriating syndrome at a concentration level of 100. Every subsequent drink will increase the concentration of this first syndrome by a further 100, intensifying its effects, until it plateaus at concentration level 1000. Once all the effects of the original syndrome have ended, the cycle can be started anew (assuming the drinker hasn't died of [[Alcohol#Alcohol_poisoning|alcohol poisoning]] yet). As described by Toady, &amp;quot;Each 100 of &amp;lt;amount&amp;gt; will contribute SEV in general to each effect (before [[Creature token#SYNDROME_DILUTION_FACTOR|dilution]]), &amp;lt;max&amp;gt; goes up to 1000. The concentration does not decrease, but will stay at the maximum attained until the syndrome wears off.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Some of the generated interaction-derived syndromes come with &amp;lt;code&amp;gt;[SYN_CONCENTRATION_ADDED:1000:0]&amp;lt;/code&amp;gt;. According to Toady, this &amp;quot;was a precaution after I had one bug with effects not fully manifesting due to low levels. It may not be necessary, but I decided to give everybody a full dose of the juice until I could get a closer look at it.&amp;quot; [http://www.bay12forums.com/smf/index.php?topic=169696.msg8083872#msg8083872]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Creature effect tokens==&lt;br /&gt;
Each and every syndrome has a number of creature effect tokens, represented by CE_X - these lovely little beauties determine exactly how the poor creature suffering from the syndrome is affected.  An example CE token is as follows:&lt;br /&gt;
&lt;br /&gt;
  [CE_NECROSIS:SEV:100:PROB:100:LOCALIZED:VASCULAR_ONLY:RESISTABLE:START:50:PEAK:1000:END:2000]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In this example, we have an effect that will always cause severe necrosis in whichever bodypart it touches, so long as that bodypart is vascular and that the creature is not able to resist it in some manner.  The effect begins shortly after the syndrome is contracted, peaks 1000 [[time|time units]] afterwards, and finally ceases another 1000 time units later.&lt;br /&gt;
&lt;br /&gt;
As a general rule of thumb, so long as CE_X starts the string and START/(PEAK/END) ends it, the order of the intervening tokens isn't important. PEAK and END aren't required.&lt;br /&gt;
&lt;br /&gt;
*CE_X&lt;br /&gt;
The effect type.  This can be a number of different tokens, as detailed in the table below this list.&lt;br /&gt;
*SEV:X&lt;br /&gt;
The severity of the effect.  Higher values appear to be worse, with SEV:1000 CE_NECROSIS causing a part to near-instantly become rotten.&lt;br /&gt;
*PROB:X&lt;br /&gt;
The probability of the effect actually manifesting in the victim, as a percentage.  100 means always, 1 means a 1 in 100 chance.&lt;br /&gt;
*LOCALIZED (Overwrites BP tokens)&lt;br /&gt;
This tag causes an effect to ignore all BP tokens and then forces the game to attempt to apply the effect to the limb that came into contact with the contagion - i.e. the part that was bitten by the creature injecting the syndrome material, or the one that was splattered by a contact contagion. If an effect can not be applied to the contacted limb (such as IMPAIR_FUNCTION on a non-organ) then this token makes the syndrome have no effect. This token also makes inhaled syndromes have no effect. &lt;br /&gt;
*BP:BODY_PART:TISSUE (Overwritten by LOCALIZED)&lt;br /&gt;
Specifies which body parts and tissues are to be affected by the syndrome. BODY_PART can be BY_CATEGORY:x to target body parts with a matching [CATEGORY:x] [[body token]] (or ALL to affect everything), BY_TYPE:x to target body parts having a particular type (UPPERBODY, LOWERBODY, HEAD, GRASP, or STANCE), or BY_TOKEN:x to target individual body parts by their ID (as specified in the [BP] token). For example, if you wanted to target the lungs of a creature, you would use BP:BY_CATEGORY:LUNG:ALL.  The syndrome would act on all bodyparts within the creature with the CATEGORY tag LUNG and affect all tissue layers.  For another example, say you wanted to cause the skin to rot off a creature - you could use BP:BY_CATEGORY:ALL:SKIN, targeting the SKIN tissue on all bodyparts. Multiple targets can be given in one syndrome by placing the BP tokens end to end. This is one of the most powerful and useful aspects of the syndrome system, as it allows you to selectively target bodyparts relevant to the contagion, like lungs for coal dust inhalation, or the eyes for exposure to an acid gas. Not everything takes a target!&lt;br /&gt;
*VASCULAR_ONLY (Optional)&lt;br /&gt;
This syndrome only affects tissue layers with the VASCULAR token.&lt;br /&gt;
*MUSCULAR_ONLY (Optional)&lt;br /&gt;
This syndrome only affects tissue layers with the MUSCULAR token.  Are you seeing a trend here?&lt;br /&gt;
*SIZE_DILUTES (Optional)&lt;br /&gt;
This token presumably causes the effects of the syndrome to scale with the size of the creature compared to the size of the dose of contagion they received, but has yet to be extensively tested.&lt;br /&gt;
*SIZE_DELAYS (Optional)&lt;br /&gt;
As above, this token has yet to be tested but presumably delays the onset of a syndrome according to the size of the victim.&lt;br /&gt;
*DWF_STRETCH:X{{version|0.42.01}} (Optional)&lt;br /&gt;
Multiplies the duration of the syndrome by X in Fortress mode.  If X is 144, syndrome will last the same amount of ticks in fortress and adventure mode.&lt;br /&gt;
*ABRUPT{{version|0.42.01}} (Optional)&lt;br /&gt;
Makes the symptom begin immediately rather than ramping up. {{verify}}&lt;br /&gt;
*CAN_BE_HIDDEN (Optional)&lt;br /&gt;
Can be hidden by a unit assuming a secret identity, such as a [[vampire]]. {{verify}}&lt;br /&gt;
*RESISTABLE (Optional)&lt;br /&gt;
Determines if the effect can be hindered by the target creature's [[Attribute#Disease_resistance|disease resistance attribute]]. Without this token, disease resistance is ignored.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A key point that needs to be understood with regards to damaging syndrome effects such as [[Syndrome#CE_BRUISING|bruising]] is that they deal a quantity of damage (based on the effect's SEV and other modifiers) '''every [[time|tick]]''', and this damage accumulates over time. Thus, even a bruising effect at the lowest possible severity value '''will''' eventually lead to destruction of the affected body part(s) if the effect has a long enough duration. Similarly, [[Syndrome#Healing_Effects|healing effects]] undo a specific amount of damage every tick whilst the effect lasts.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Symptomatic Effects===&lt;br /&gt;
&lt;br /&gt;
The following table contains [[Syndrome#Creature effect tokens|creature effect tokens]] which cause purely medical [[symptom]]s.&lt;br /&gt;
&lt;br /&gt;
Non-targeted syndromes will ignore any BP tokens and LOCALIZED tokens.&lt;br /&gt;
&lt;br /&gt;
The details of this table are still being thrashed out by modders, so if you have anything to add, please don't hesitate to hit the edit button!&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;Bisque&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Accepts Target&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_BRUISING}}&lt;br /&gt;
| Yes&lt;br /&gt;
| Causes the targeted bodypart to undergo bruising.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_BLISTERS}}&lt;br /&gt;
| Yes&lt;br /&gt;
| Covers the targeted bodypart with blisters.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_OOZING}}&lt;br /&gt;
| Yes&lt;br /&gt;
| Causes pus to ooze from the afflicted bodypart.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_BLEEDING}}&lt;br /&gt;
| Yes&lt;br /&gt;
| Causes the targeted bodypart to start bleeding, with heavy enough bleeding resulting in the death of the sufferer. Some conditions seem to cause bleeding to be fatal no matter how weak.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_SWELLING}}&lt;br /&gt;
| Yes&lt;br /&gt;
| Causes the targeted bodypart to swell up. Extreme swelling may lead to necrosis.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_NECROSIS}}&lt;br /&gt;
| Yes&lt;br /&gt;
| Causes the targeted bodypart to rot, with associated tissue damage, miasma emission and bleeding. The victim slowly bleeds to death if the wound is not treated. Badly necrotic limbs will require amputation.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_NUMBNESS}}&lt;br /&gt;
| Yes&lt;br /&gt;
| Causes numbness in the affected body part, blocking pain. Extreme numbness may lead to sensory nerve damage.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_PAIN}}&lt;br /&gt;
| Yes&lt;br /&gt;
| Afflicts the targeted bodypart with intense pain.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_PARALYSIS}}&lt;br /&gt;
| Yes&lt;br /&gt;
| Causes paralysis. Paralysis is complete paralysis and will cause suffocation in smaller creatures. Paralysis on a limb may lead to motor nerve damage.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_IMPAIR_FUNCTION}}&lt;br /&gt;
| Yes&lt;br /&gt;
| An organ afflicted with this CE is rendered inoperable - for example, if both lungs are impaired the creature can't breathe and will suffocate.  This token only affects organs, not limbs. Note that this effect is currently bugged, and will not &amp;quot;turn off&amp;quot; until the creature receives a wound to cause its body parts to update.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_DIZZINESS}}&lt;br /&gt;
| No&lt;br /&gt;
| Inflicts the Dizziness condition, occasional fainting and a general slowdown in movement and work speed.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_DROWSINESS}}&lt;br /&gt;
| No&lt;br /&gt;
| Causes the Drowsiness condition.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_UNCONSCIOUSNESS}}&lt;br /&gt;
| No&lt;br /&gt;
| Renders unconscious.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_FEVER}}&lt;br /&gt;
| No&lt;br /&gt;
| Causes the Fever condition.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_NAUSEA}}&lt;br /&gt;
| No&lt;br /&gt;
| Causes the Nausea condition, and heavy vomiting. Can eventually lead to dehydration and death.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_COUGH_BLOOD}}&lt;br /&gt;
| No&lt;br /&gt;
| This effect results in the sufferer periodically coughing blood, which stains the tile they're on and requires cleanup.  It doesn't appear to be lethal, but may cause minor bleeding damage.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_VOMIT_BLOOD}}&lt;br /&gt;
| No&lt;br /&gt;
| This effect results in the sufferer periodically vomiting blood, which stains the tile they're on and requires cleanup.  It doesn't appear to be lethal, but may cause minor bleeding damage.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Healing Effects===&lt;br /&gt;
As of version [[Release information/0.47.01|0.47.01]], most of the [[Syndrome#Symptomatic_Effects|above]] effects have counterparts to alleviate [[symptom]]s and heal physical damage:&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;Bisque&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Accepts Target&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_REDUCE_PAIN}}&lt;br /&gt;
| Yes&lt;br /&gt;
| Decreases the severity of pain produced by wounds or syndrome effects on the targeted bodypart. The SEV value probably controls by how much the pain is decreased.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_REDUCE_SWELLING}}&lt;br /&gt;
| Yes&lt;br /&gt;
| Decreases the severity of swelling on the targeted bodypart.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_REDUCE_PARALYSIS}}&lt;br /&gt;
| Yes&lt;br /&gt;
| Decreases the severity of any paralysis effects on the targeted bodypart.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_REDUCE_DIZZINESS}}&lt;br /&gt;
| No&lt;br /&gt;
| Decreases the severity of any dizziness the creature has.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_REDUCE_NAUSEA}}&lt;br /&gt;
| No&lt;br /&gt;
| Decreases the severity of any nausea the creature has.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_REDUCE_FEVER}}&lt;br /&gt;
| No&lt;br /&gt;
| Decreases the severity of any fever the creature has.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_STOP_BLEEDING}}&lt;br /&gt;
| Yes&lt;br /&gt;
| Decreases the severity of the bleeding of any wounds or syndrome effects on the targeted bodypart. The SEV value probably controls by how much the bleeding is decreased.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_CLOSE_OPEN_WOUNDS}}&lt;br /&gt;
| Yes&lt;br /&gt;
| Closes any wounds on the targeted bodypart with speed depending on the SEV value.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_CURE_INFECTION}}&lt;br /&gt;
| Yes?&lt;br /&gt;
| Probably decreases the severity of the infection from infected wounds over time.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_HEAL_TISSUES}}&lt;br /&gt;
| Yes&lt;br /&gt;
| Heals the tissues of the targeted bodypart with speed depending on the SEV value.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_HEAL_NERVES}}&lt;br /&gt;
| Yes&lt;br /&gt;
| Heals the nerves of the targeted bodypart with speed depending on the SEV value.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_REGROW_PARTS}}&lt;br /&gt;
| Yes&lt;br /&gt;
| Causes missing bodyparts to regrow. SEV controls how quickly bodyparts are regrown. In adventure, parts will be regrown until you travel or wait/sleep {{bug|0011396}}.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Special Effects===&lt;br /&gt;
Several special syndrome effects take different arguments than the above. These are used for generated interactions in unmodded games, but may be used as well for any custom substance or interaction.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;Bisque&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Accepts Target&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_ADD_TAG}}&lt;br /&gt;
| No&lt;br /&gt;
| &amp;lt;tag 1&amp;gt;:&amp;lt;tag 2&amp;gt;:etc&lt;br /&gt;
| Adds the specified tag(s) to the affected creature. Multiple tags can be specified sequentially within a single effect token. Valid tags:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Special tags:'''&lt;br /&gt;
&lt;br /&gt;
*NO_AGING&lt;br /&gt;
Halts the creature's aging process and prevents [[Creature token#MAXAGE|death by old age]].&lt;br /&gt;
&lt;br /&gt;
*STERILE&lt;br /&gt;
Makes the creature unable to produce [[children|offspring]].&lt;br /&gt;
&lt;br /&gt;
*HAS_BLOOD&lt;br /&gt;
*MORTAL&lt;br /&gt;
*FIT_FOR_ANIMATION&lt;br /&gt;
*FIT_FOR_RESURRECTION&lt;br /&gt;
Adding these tags to a creature doesn't appear to do anything.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Creature tokens:'''&lt;br /&gt;
&lt;br /&gt;
*[[Creature_token#BLOODSUCKER|BLOODSUCKER]]&lt;br /&gt;
*[[Creature_token#CAN_LEARN|CAN_LEARN]]&lt;br /&gt;
*[[Creature_token#CAN_SPEAK|CAN_SPEAK]]&lt;br /&gt;
*[[Creature_token#CRAZED|CRAZED]]&lt;br /&gt;
*[[Creature_token#EXTRAVISION|EXTRAVISION]]&lt;br /&gt;
*[[Creature_token#LIKES_FIGHTING|LIKES_FIGHTING]]&lt;br /&gt;
*[[Creature_token#MISCHIEVOUS|MISCHIEVOUS]] (or [[Creature_token#MISCHIEVIOUS|MISCHIEVIOUS]])&lt;br /&gt;
*[[Creature_token#NO_CONNECTIONS_FOR_MOVEMENT|NO_CONNECTIONS_FOR_MOVEMENT]]&lt;br /&gt;
*[[Creature_token#NO_DIZZINESS|NO_DIZZINESS]]&lt;br /&gt;
*[[Creature_token#NO_DRINK|NO_DRINK]]&lt;br /&gt;
*[[Creature_token#NO_EAT|NO_EAT]]&lt;br /&gt;
*[[Creature_token#NO_FEVERS|NO_FEVERS]]&lt;br /&gt;
*[[Creature_token#NO_PHYS_ATT_GAIN|NO_PHYS_ATT_GAIN]]&lt;br /&gt;
*[[Creature_token#NO_PHYS_ATT_RUST|NO_PHYS_ATT_RUST]]&lt;br /&gt;
*[[Creature_token#NO_SLEEP|NO_SLEEP]]&lt;br /&gt;
*[[Creature_token#NO_THOUGHT_CENTER_FOR_MOVEMENT|NO_THOUGHT_CENTER_FOR_MOVEMENT]]&lt;br /&gt;
*[[Creature_token#NOBREATHE|NOBREATHE]]&lt;br /&gt;
*[[Creature_token#NOEMOTION|NOEMOTION]]&lt;br /&gt;
*[[Creature_token#NOEXERT|NOEXERT]]&lt;br /&gt;
*[[Creature_token#NOFEAR|NOFEAR]]&lt;br /&gt;
*[[Creature_token#NONAUSEA|NONAUSEA]]&lt;br /&gt;
*[[Creature_token#NOPAIN|NOPAIN]]&lt;br /&gt;
*[[Creature_token#NOSTUN|NOSTUN]]&lt;br /&gt;
*[[Creature_token#NOT_LIVING|NOT_LIVING]]&lt;br /&gt;
*[[Creature_token#NOTHOUGHT|NOTHOUGHT]]&lt;br /&gt;
*[[Creature_token#OPPOSED_TO_LIFE|OPPOSED_TO_LIFE]]&lt;br /&gt;
*[[Creature_token#PARALYZEIMMUNE|PARALYZEIMMUNE]]&lt;br /&gt;
*[[Creature_token#SUPERNATURAL|SUPERNATURAL]]&lt;br /&gt;
*[[Creature_token#TRANCES|TRANCES]]&lt;br /&gt;
*[[Creature_token#UTTERANCES|UTTERANCES]]&lt;br /&gt;
*[[Creature_token#NIGHT_CREATURE_EXPERIMENTER|NIGHT_CREATURE_EXPERIMENTER]]&lt;br /&gt;
&lt;br /&gt;
Adding tags will cause the creature to pass/fail any relevant &amp;lt;code&amp;gt;[[Interaction token#IT_REQUIRES|IT_REQUIRES]]&amp;lt;/code&amp;gt;/&amp;lt;code&amp;gt;[[Interaction_token#IT_FORBIDDEN|IT_FORBIDDEN]]&amp;lt;/code&amp;gt; checks (with the apparent exceptions of FIT_FOR_ANIMATION and FIT_FOR_RESURRECTION). Note that [[Syndrome#CE_REMOVE_TAG|CE_REMOVE_TAG]] overrides this effect.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_REMOVE_TAG}}&lt;br /&gt;
| No&lt;br /&gt;
| &amp;lt;tag 1&amp;gt;:&amp;lt;tag 2&amp;gt;:etc&lt;br /&gt;
| Removes the specified tag(s) from the affected creature. Multiple tags can be specified sequentially within a single effect token. The tags listed [[Syndrome#CE_ADD_TAG|above]] can all be removed via this effect.&lt;br /&gt;
&lt;br /&gt;
If a particular tag is targeted by both CE_REMOVE_TAG and [[Syndrome#CE_ADD_TAG|CE_ADD_TAG]], and both effects are active simultaneously, CE_REMOVE_TAG takes precedence (i.e. the overall effect is that of tag removal for as long as CE_REMOVE_TAG remains active). The order in which the effects activate doesn't affect this, not even if CE_ADD_TAG is added later/earlier via a different syndrome.&lt;br /&gt;
&lt;br /&gt;
Removing tags will cause the creature to fail/pass any relevant &amp;lt;code&amp;gt;[[Interaction token#IT_REQUIRES|IT_REQUIRES]]&amp;lt;/code&amp;gt;/&amp;lt;code&amp;gt;[[Interaction_token#IT_FORBIDDEN|IT_FORBIDDEN]]&amp;lt;/code&amp;gt; checks (with the apparent exceptions of FIT_FOR_ANIMATION and FIT_FOR_RESURRECTION).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Special tags:'''&lt;br /&gt;
&lt;br /&gt;
* HAS_BLOOD&lt;br /&gt;
If this tag is removed, the creature behaves as though it has no [[Creature token#BLOOD|blood]]; it doesn't bleed when [[Tissue definition token#VASCULAR|VASCULAR]] tissues are damaged (and thus cannot die of blood loss), and substances cannot be [[Syndrome#SYN_INJECTED|injected]] into it.&lt;br /&gt;
&lt;br /&gt;
* NO_AGING&lt;br /&gt;
* STERILE&lt;br /&gt;
Removing these tags doesn't appear to do anything unless they've been added to a creature via [[Syndrome#CE_ADD_TAG|CE_ADD_TAG]], in which case their effects will be negated as described above.&lt;br /&gt;
&lt;br /&gt;
* MORTAL&lt;br /&gt;
* FIT_FOR_ANIMATION&lt;br /&gt;
* FIT_FOR_RESURRECTION&lt;br /&gt;
Removing these tags doesn't appear to do anything.&lt;br /&gt;
&lt;br /&gt;
|- a&lt;br /&gt;
| {{text anchor|CE_DISPLAY_NAME}}&lt;br /&gt;
| No&lt;br /&gt;
| NAME:singular:plural:adjective&lt;br /&gt;
| Attaches the specified name to the creature's normal name.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_DISPLAY_TILE}}&lt;br /&gt;
| No&lt;br /&gt;
| TILE:[[Tilesets|&amp;lt;tile value or character&amp;gt;]]:[[Color#Color_values|&amp;lt;foreground color&amp;gt;:&amp;lt;background color&amp;gt;:&amp;lt;foreground brightness&amp;gt;]]&lt;br /&gt;
| Causes the creature to display the specified tile instead of its normal one.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_FLASH_TILE}}&lt;br /&gt;
| No&lt;br /&gt;
| TILE:[[Tilesets|&amp;lt;tile value or character&amp;gt;]]:[[Color#Color_values|&amp;lt;foreground color&amp;gt;:&amp;lt;background color&amp;gt;:&amp;lt;foreground brightness&amp;gt;]]:FREQUENCY:&amp;lt;frames default tile&amp;gt;:&amp;lt;frames syndrome tile&amp;gt;&lt;br /&gt;
| Causes the creature to flash between its normal tile and the one specified here.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_PHYS_ATT_CHANGE}}&lt;br /&gt;
| No&lt;br /&gt;
| [[Attribute]]:percentage:fixed boost(?)&lt;br /&gt;
| Alters the creature's specified [[Attribute#Body_attributes|physical attribute]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_MENT_ATT_CHANGE}}&lt;br /&gt;
| No&lt;br /&gt;
| [[Attribute]]:percentage:fixed boost(?)&lt;br /&gt;
| Alters the creature's specified [[Attribute#Soul_attributes|mental attribute]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_SPEED_CHANGE}}&lt;br /&gt;
| No&lt;br /&gt;
| speed modifier:number&lt;br /&gt;
| Changes the creature's speed.&lt;br /&gt;
Speed modifier contains one or both of:&lt;br /&gt;
* SPEED_PERC:percentage (this modifies a creature's in-game speed, so higher numbers are faster)&lt;br /&gt;
* SPEED_ADD:number (this modifies a creature's [SPEED:XX] token, so higher numbers are slower. Negative numbers are accepted though will only reduce a creature's speed to zero)&lt;br /&gt;
The minimum and maximum speeds able to be created by CE_SPEED_CHANGE are 99 and 10,000 respectively.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_SKILL_ROLL_ADJUST}}&lt;br /&gt;
| No&lt;br /&gt;
| PERC:percentage:PERC_ON:percentage&lt;br /&gt;
| Alters the creature's specified skill level.  The argument PERC specifies a percentage of the creature's current skill, and PERC_ON the probability of the effect being applied on a particular roll.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_BODY_APPEARANCE_MODIFIER}}&lt;br /&gt;
| No&lt;br /&gt;
| APPEARANCE_MODIFIER:HEIGHT/LENGTH/BROADNESS:percentage(?) &lt;br /&gt;
| Alters the size of the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_BP_APPEARANCE_MODIFIER}}&lt;br /&gt;
| Yes&lt;br /&gt;
| body part:APPEARANCE_MODIFIER:attribute:number&lt;br /&gt;
| Alters the characteristics (height, width etc.) of a body part.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_BODY_TRANSFORMATION}}&lt;br /&gt;
| No&lt;br /&gt;
|&lt;br /&gt;
| Makes the affected unit transform into a different creature. The target creature may either be specified directly by following this with a CE:CREATURE token, or else set to be randomly selected as indicated by the additional tokens listed below (of which multiple may be specified).&lt;br /&gt;
&lt;br /&gt;
Note that transformation into or out of the target form causes the creature to drop all items in its inventory and instantly heals all of its wounds.  If an [[undead]] limb happens to be transformed, its entire body will regenerate upon transforming back.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Specific transformation:'''&lt;br /&gt;
&lt;br /&gt;
* '''CE:CREATURE:'''&amp;lt;creature&amp;gt;:&amp;lt;caste&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
This can be used to specify a target creature to transform into ([CE:CREATURE:DWARF:FEMALE], for example). '''ALL''' or '''ANY''' can be used in place of a specific caste to randomise this for every transformation. &lt;br /&gt;
Do note that using '''ALL''' or '''ANY''' for transformation castes will make the creature transform over and over again with the interval depending on the '''START''' token. This can lead to an unending transformation loop. [[Syndrome#looping_problem|However, there is a way to get around this.]] &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Random transformation:'''&lt;br /&gt;
&lt;br /&gt;
* '''CE:CREATURE_FLAG:'''&amp;lt;[[Interaction_token#Creature_and_Caste_Flags|creature flag]]&amp;gt;{{version|0.47.01}}&amp;lt;br&amp;gt;&lt;br /&gt;
Narrows down the selection to creatures which have the specified [[Interaction_token#Creature_and_Caste_Flags|creature flag]]. May be used multiple times per transformation effect; creatures which lack any of the indicated flags will never be transformed into.&lt;br /&gt;
&lt;br /&gt;
* '''CE:FORBIDDEN_CREATURE_FLAG:'''&amp;lt;[[Interaction_token#Creature_and_Caste_Flags|creature flag]]&amp;gt;{{version|0.47.01}}&amp;lt;br&amp;gt;&lt;br /&gt;
Excludes creatures with the specified [[Interaction_token#Creature_and_Caste_Flags|creature flag]] from the random selection pool. May be used multiple times per transformation effect; creatures which possess any of the indicated flags will never be transformed into.&lt;br /&gt;
&lt;br /&gt;
* '''CE:CREATURE_CASTE_FLAG:'''&amp;lt;[[Interaction_token#Creature_and_Caste_Flags|caste flag]]&amp;gt;{{version|0.47.01}}&amp;lt;br&amp;gt;&lt;br /&gt;
Narrows down the selection to creatures which have the specified [[Interaction_token#Creature_and_Caste_Flags|caste flag]]. May be used multiple times per transformation effect; creatures which lack any of the indicated flags will never be transformed into.&lt;br /&gt;
&lt;br /&gt;
* '''CE:FORBIDDEN_CREATURE_CASTE_FLAG:'''&amp;lt;[[Interaction_token#Creature_and_Caste_Flags|caste flag]]&amp;gt;{{version|0.47.01}}&amp;lt;br&amp;gt;&lt;br /&gt;
Excludes any creature with the specified [[Interaction_token#Creature_and_Caste_Flags|caste flag]] from the random selection pool. May be used multiple times per transformation effect; creatures which possess any of the indicated flags will never be transformed into.&lt;br /&gt;
&lt;br /&gt;
*'''CE:HAVE_FAST_EFFORTLESS_GAIT_SPEED:'''&amp;lt;minimum [[Gait#Speed|gait speed]]&amp;gt;{{version|0.47.01}}&amp;lt;br&amp;gt;&lt;br /&gt;
Narrows down the selection to creatures which have at least one [[gait]] with an [[Creature_token#GAIT|&amp;lt;energy expenditure&amp;gt;]] of 0 and a [[Creature_token#GAIT|&amp;lt;max speed&amp;gt;]] less than or equal to the specified &amp;lt;minimum gait speed&amp;gt; (&amp;quot;less than&amp;quot; because lower is faster in the scale used for [[Gait#Speed|gait speed]]). This is used in generated [[Die#Adventurer_Mode|divination curses]] to prevent the player from being transformed into a creature that is frustratingly slow to play as. [http://www.bay12forums.com/smf/index.php?topic=169696.msg8243222#msg8243222]&lt;br /&gt;
&lt;br /&gt;
*'''CE:ALL_SLOW_EFFORTLESS_GAIT_SPEED:'''&amp;lt;maximum [[Gait#Speed|gait speed]]&amp;gt;{{version|0.47.01}}&amp;lt;br&amp;gt;&lt;br /&gt;
Excludes any creatures which have at least one [[gait]] with an [[Creature_token#GAIT|&amp;lt;energy expenditure&amp;gt;]] of 0 and a [[Creature_token#GAIT|&amp;lt;max speed&amp;gt;]] value less than or equal to the specified &amp;lt;maximum gait speed&amp;gt; (note that larger values are slower in the scale used for [[Gait#Speed|gait speed]]). [http://www.bay12forums.com/smf/index.php?topic=169696.msg8243222#msg8243222]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_MATERIAL_FORCE_MULTIPLIER}}&lt;br /&gt;
| No&lt;br /&gt;
| MAT_MULT:[[material token|&amp;lt;material token&amp;gt;]]:&amp;lt;value A&amp;gt;:&amp;lt;value B&amp;gt;&lt;br /&gt;
| When the affected creature is struck with a weapon made of the specified material, the force exerted will be multiplied by A/B, thus making the creature more or less susceptible to this material. For example, if A is 2 and B is 1, the force exerted by the defined material will be doubled. If A is 1 and B is 2, it will be halved instead. '''NONE:NONE''' can be used in place of a specific material token so as to make the effect applicable to all materials. Note that this syndrome effect is equivalent to the [[Creature_token#MATERIAL_FORCE_MULTIPLIER|MATERIAL_FORCE_MULTIPLIER]] creature token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_CAN_DO_INTERACTION}}&lt;br /&gt;
| No&lt;br /&gt;
| &lt;br /&gt;
| Makes the creature able to perform an [[Interaction_token|interaction]]. Follow this effect token with [[Interaction_token#INTERACTION|[CDI:INTERACTION:&amp;lt;interaction name&amp;gt;]]] to specify the desired interaction, and add other [[Interaction_token#Usage|CDI tokens]] as required.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_SPECIAL_ATTACK_INTERACTION}}{{version|0.47.01}}&lt;br /&gt;
| Yes&lt;br /&gt;
| INTERACTION:&amp;lt;interaction name&amp;gt;:BP:&amp;lt;selection criteria&amp;gt;:&amp;lt;name of category,type, or token of designated part/parts&amp;gt;&lt;br /&gt;
| Makes the creature able to perform an interaction when using an attack with a designated body part/parts. See [[#In 0.47.01|below]] for an example&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_BODY_MAT_INTERACTION}}&lt;br /&gt;
| No&lt;br /&gt;
| MAT_TOKEN:&amp;lt;body material token&amp;gt;&lt;br /&gt;
| This is used to tie an [[Interaction_token|interaction]] to one of the creature’s body materials. Generated [[vampire]] syndromes use this effect to make vampire blood pass on the vampirism curse when consumed.&lt;br /&gt;
&lt;br /&gt;
The target body material is specified by inserting its ID as defined in the creature raws. For example, when a syndrome with “CE_BODY_MAT_INTERACTION:MAT_TOKEN:SWEAT” is gained by a unit, the effect will apply to any material defined as “SWEAT” in the creature raws of that unit, if such a material is present.&lt;br /&gt;
'''RESERVED_BLOOD''' is a special body material token which can be used to specify the [[Creature_token#BLOOD|[BLOOD]]] material of any creature, regardless of the material's actual ID.&lt;br /&gt;
&lt;br /&gt;
The following tokens should be placed after this effect:&lt;br /&gt;
* '''CE:SYNDROME_TAG:'''&amp;lt;transmission method&amp;gt; is used to specify what must be done with the body material to trigger the interaction. Replace &amp;quot;&amp;lt;transmission method&amp;gt;&amp;quot; with any of '''[[Syndrome#SYN_INGESTED|SYN_INGESTED]], [[Syndrome#SYN_INJECTED|SYN_INJECTED]], [[Syndrome#SYN_CONTACT|SYN_CONTACT]], [[Syndrome#SYN_INHALED|SYN_INHALED]]'''. Multiple instances of this tag may be used to specify different valid transmission routes. ''However, SYN_INGESTED appears to be the only one that works at present.''&lt;br /&gt;
* '''CE:INTERACTION:'''&amp;lt;[[Interaction_token#INTERACTION|interaction ID]]&amp;gt; is used to specify which interaction is to be run (replace &amp;quot;&amp;lt;interaction ID&amp;gt;&amp;quot; with the name of the desired interaction). Appropriate interaction effects with a creature target (such as [[Interaction_token#I_EFFECT|ADD_SYNDROME]]) will be inflicted upon the unit who interacts with the body material as specified above. Note that the linked interaction must have an [[Interaction_token#I_SOURCE|[I_SOURCE:INGESTION]]] token for this to work.&lt;br /&gt;
&lt;br /&gt;
This currently only works on materials obtained from historical figures. That is to say, the material must bear the source unit's name, such as &amp;quot;Urist McVampire's dwarf blood&amp;quot; as opposed to mere &amp;quot;dwarf blood&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_SENSE_CREATURE_CLASS}}&lt;br /&gt;
| No&lt;br /&gt;
| CLASS:&amp;lt;[[Creature_token#CREATURE_CLASS|creature class]]&amp;gt;:&lt;br /&gt;
[[Tilesets|&amp;lt;tile value or character&amp;gt;]]:&lt;br /&gt;
[[Color#Color_values|&amp;lt;foreground color&amp;gt;:&amp;lt;background color&amp;gt;:&amp;lt;foreground brightness&amp;gt;]]&lt;br /&gt;
| Provides the ability to sense creatures belonging to the specified [[Creature_token#CREATURE_CLASS|creature class]] even when such creatures lie far beyond line of sight, including through walls and floors. It also appears to reduce or negate the combat penalty of [[Wound#Blindness|blind]] units when fighting creatures they can sense. In [[adventure mode]], the specified tile will be used to represent sensed creatures when they cannot be seen directly.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_FEEL_EMOTION}}{{version|0.42.01}}&lt;br /&gt;
| No&lt;br /&gt;
| EMOTION:&amp;lt;[[emotion]]&amp;gt;&lt;br /&gt;
| Makes the creature feel a specific [[emotion]]. The effect's SEV value determines how intense the emotion is. The creature also receives a [[thought]] in the following format: &amp;quot;[creature] feels [emotion] due to [[Syndrome#SYN_NAME|[syndrome name]]]&amp;quot;. See [[Emotion]] for the list of valid emotions.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_CHANGE_PERSONALITY}}{{version|0.42.01}}&lt;br /&gt;
| No&lt;br /&gt;
| FACET:&amp;lt;[[DF2014:Personality_trait#Facets|personality trait]]&amp;gt;:&amp;lt;amount&amp;gt;&lt;br /&gt;
| Changes a [[personality trait]] by the given amount. Multiple FACET:&amp;lt;trait&amp;gt;:&amp;lt;amount&amp;gt; sets may be used, and &amp;lt;amount&amp;gt; can be negative. For example, generated [[necromancer]] syndromes come with the following effect:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;[CE_CHANGE_PERSONALITY:FACET:ANXIETY_PROPENSITY:50:FACET:TRUST:-50:START:0:ABRUPT]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
According to Toady, CE_CHANGE_PERSONALITY effects can cause creatures to re-evaluate their [[Personality_trait#Goals|goals]] in worldgen; the boost to anxiety and distrust given to necromancers makes it more likely for them to develop the goal of [[Personality_trait#RULE_THE_WORLD|ruling the world]]. [http://www.bay12forums.com/smf/index.php?topic=169696.msg8275328#msg8275328]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_ERRATIC_BEHAVIOR}}{{version|0.42.01}}&lt;br /&gt;
| No&lt;br /&gt;
|&lt;br /&gt;
| Causes erratic behavior, meaning &amp;quot;People that [[Personality_trait#VIOLENT|like to brawl]] have a chance of starting a brawl-level fight with any nearby adult.&amp;quot; [http://www.bay12forums.com/smf//index.php?topic=159164.msg7632503#msg7632503 -Toady]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''All''' creature effect tokens take START, END and PROB numbers, and can be followed by [CE:PERIODIC] and/or [CE:COUNTER_TRIGGER] to restrict when they actually take effect.&lt;br /&gt;
&lt;br /&gt;
===Periodic Triggers===&lt;br /&gt;
&lt;br /&gt;
'''[CE:{{text anchor|PERIODIC}}:&amp;lt;period_type&amp;gt;:&amp;lt;min_value&amp;gt;:&amp;lt;max_value&amp;gt;]'''&lt;br /&gt;
&lt;br /&gt;
When this token is placed after a syndrome effect, it will prevent that effect from working unless within the specified period range.&lt;br /&gt;
&lt;br /&gt;
For example, generated [[werebeast]] syndromes have a [[Syndrome#CE_BODY_TRANSFORMATION|body transformation effect]] with &amp;lt;code&amp;gt;[CE:PERIODIC:[[Syndrome#MOON_PHASE|MOON_PHASE]]:27:0]&amp;lt;/code&amp;gt;, which makes the transformation active only throughout moon phases 27 to 0 (the full moon period). Once the moon phase changes from 0 to 1, the transformation will end and remain inactive until phase 27 is reached again (unless of course the effect has an END time which is reached before this happens. On that note, keep in mind that the START time of the effect needs to have been reached for activation to have become possible).&lt;br /&gt;
&lt;br /&gt;
Only one periodic trigger may currently be specified per effect. [[Syndrome#Counter_Triggers|Counter triggers]] can also be specified for the same effect, in which case both the periodic trigger and at least one counter trigger will need to have its conditions met for the effect to be allowed to work.&lt;br /&gt;
&lt;br /&gt;
MOON_PHASE is currently the only valid period type:&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;Bisque&amp;quot;&lt;br /&gt;
! Period&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MOON_PHASE}}&lt;br /&gt;
| The lunar cycle in ''Dwarf Fortress'' is composed of 28 segments (each slightly shorter than a [[time|day]] in duration), with each segment represented by a value ranging from 0 to 27. These correspond to moon phases as follows:&lt;br /&gt;
* '''0''' = full moon&lt;br /&gt;
* '''1-4''' = waning gibbous&lt;br /&gt;
* '''5-8''' = waning half&lt;br /&gt;
* '''9-12''' = waning crescent&lt;br /&gt;
* '''13-14''' = new moon&lt;br /&gt;
* '''15-18''' = waxing crescent&lt;br /&gt;
* '''19-22''' = waxing half&lt;br /&gt;
* '''23-26''' = waxing gibbous&lt;br /&gt;
* '''27''' = full moon&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Counter Triggers===&lt;br /&gt;
&lt;br /&gt;
'''[CE:{{text anchor|COUNTER_TRIGGER}}:&amp;lt;counter_name&amp;gt;:&amp;lt;min_value&amp;gt;:&amp;lt;max_value&amp;gt;:REQUIRED]'''&lt;br /&gt;
&lt;br /&gt;
Creatures in ''Dwarf Fortress'' possess internal counters which keep track of their various activities and statuses. When this token is placed after a syndrome effect, it will prevent the effect from working unless the affected creature has the indicated counter, and its value lies within the specified range.&lt;br /&gt;
&lt;br /&gt;
For example, generated [[vampire]] syndromes use &amp;lt;code&amp;gt;[CE:COUNTER_TRIGGER:[[Syndrome#DRINKING_BLOOD|DRINKING_BLOOD]]:1:NONE:REQUIRED]&amp;lt;/code&amp;gt; with an [[Syndrome#CE_BP_APPEARANCE_MODIFIER|appearance modifier]] to make the vampire's teeth temporarily lengthen whilst leeching blood.&lt;br /&gt;
&lt;br /&gt;
Note that &amp;lt;code&amp;gt;NONE&amp;lt;/code&amp;gt; can be used in place of &amp;lt;max_value&amp;gt; to indicate that any value above &amp;lt;min_value&amp;gt; is valid. &amp;lt;code&amp;gt;NONE&amp;lt;/code&amp;gt; can also be used in place of &amp;lt;min_value&amp;gt;, which is equivalent to the lowest value attainable by a counter.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;REQUIRED&amp;lt;/code&amp;gt; implies that the effect won't proceed if the counter exists but doesn't lie within the range provided. However, it's actually redunant as COUNTER_TRIGGER always checks for both of these conditions [http://www.bay12forums.com/smf/index.php?topic=169696.msg8173424#msg8173424]; replacing it with &amp;lt;code&amp;gt;NONE&amp;lt;/code&amp;gt; doesn't alter the way the trigger functions, though it ''will'' fail to work if this slot is left empty instead.&lt;br /&gt;
&lt;br /&gt;
As detailed below, most counters only exist temporarily, so their use as triggers is somewhat more restricted than intuition suggests. For example, specifying &amp;lt;code&amp;gt;0&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;NONE&amp;lt;/code&amp;gt; as the &amp;lt;min_value&amp;gt; for a [[Syndrome#CAVE_ADAPT|CAVE_ADAPT]] trigger wouldn't permit the effect to work when the affected creature is outside, since this counter is removed from the unit as soon as its value decreases past 1. Similarly, [[Syndrome#MILK_COUNTER|MILK_COUNTER]] is only present for some time ''after'' a creature is milked.&lt;br /&gt;
&lt;br /&gt;
Multiple counter triggers can be specified per effect, in which case the effect will be permitted to work if at least one of the trigger conditions is met. A [[Syndrome#Periodic_Triggers|periodic trigger]] can also be specified for the same effect, in which case both the periodic trigger and at least one counter trigger will need to have their conditions met for the effect to work.&lt;br /&gt;
&lt;br /&gt;
The following is a list of valid counter types including a couple of notable values:&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;Bisque&amp;quot;&lt;br /&gt;
! Counter&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ALCOHOLIC}}&lt;br /&gt;
| For {{token|ALCOHOL_DEPENDENT|c}} creatures, this counter increases by 1 each [[time|tick]], and is reset to 0 when the creature drinks [[alcohol]]. The following messages are added after &amp;quot;needs alcohol to get through the working day&amp;quot; in the creature's description when the counter reaches the specified values:&lt;br /&gt;
* 100800 (3 months) = and is starting to work slowly due to its scarcity&lt;br /&gt;
* 201600 (6 months) = and really wants a drink&lt;br /&gt;
* 302400 (9 months) = and has gone without a drink for far, far too long&lt;br /&gt;
* 403200 (1 year) = and can't even remember the last time (s)he had some&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CAVE_ADAPT}}&lt;br /&gt;
| For creatures with the {{token|CAVE_ADAPT|c}} token, this counter is created and increases by 1 each [[time|tick]] when the creature is in the {{DFtext|Dark|0:1}}, and decreases by 10 each tick when {{DFtext|Outside|3:1}}. The counter is removed if it decreases to 0. See [[cave adaptation]] for more information.&lt;br /&gt;
* 403200 (1 year) = going outside causes irritation&lt;br /&gt;
* 604800 (1.5 years) = going outside causes nausea&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MILK_COUNTER}}&lt;br /&gt;
| When a creature is milked, this counter is created and set to the frequency value specified in the creature's {{token|MILKABLE|c}} token, and subsequently decreases by 1 each [[time|tick]] until it reaches 0, at which point it is immediately removed, making the creature available for milking again.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EGG_SPENT}}&lt;br /&gt;
| This counter is created and set to 100800 (3 months' worth of [[time|tick]]s in fortress mode) when a creature [[Creature_token#LAYS_EGGS|lays eggs]], and thereafter decreases by 1 each tick until it reaches 0, at which point it is removed and the creature regains the ability to lay eggs.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GROUNDED_ANIMAL_ANGER}}&lt;br /&gt;
| How angry (and likely to attack) an animal is from being in an overcrowded location. The counter is created and set to 200 when the animal is forced to lie on the ground whilst sharing a tile with another creature. It subsequently decreases by 1 each [[time|tick]], but this is overcome by the addition of 200 every so often (with a variable delay between each spike) if the creature remains grounded. The counter is removed if it decreases to 0.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TIME_SINCE_SUCKED_BLOOD}}&lt;br /&gt;
| This counter rises by 1 every [[time|tick]] for creatures with the {{token|BLOODSUCKER|c}} token. When it rises high enough (generally around 100800; 3 months in fortress mode time), the creature will seek an [[sleep|unconscious]] victim to leech off of.  Blood-sucking causes the counter to decrease, and will continue until either the victim is dead or the counter reaches 0. Note that this counter isn't removed when 0 is reached.&lt;br /&gt;
&lt;br /&gt;
When playing as a bloodsucker in [[adventure mode]], the following bloodthirst indicators are displayed when this counter reaches the specified values:&lt;br /&gt;
* 172800 (1 day in adventure mode time) = {{DFtext|Thirsty|4:0}}&lt;br /&gt;
* 1209600 (1 week) = {{DFtext|Thirsty!|4:1}}&lt;br /&gt;
* 2419200 (2 weeks) = {{DFtext|Thirsty!|5:1}}&lt;br /&gt;
Various penalties are applied as bloodthirst increases; see the [[vampire]] article for more information.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DRINKING_BLOOD}}&lt;br /&gt;
| This appears to be created and set to a fixed value of 20 whilst the creature is sucking blood, and begins to decrease by 1 each [[time|tick]] once blood-sucking ceases (as described [[Syndrome#TIME_SINCE_SUCKED_BLOOD|above]]) until it reaches 0, at which point the counter is removed.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PARTIED_OUT}}&lt;br /&gt;
| How long before the creature will decide to attend another [[party]]. The counter is set to the tick equivalent of around 3 months when the party being attended ends, and subsequently counts down to 0. Redundant as of [[Release information/0.42.01|0.42.01]], since parties no longer occur.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{mod}}&lt;br /&gt;
&lt;br /&gt;
==Inorganic syndromes and you!==&lt;br /&gt;
It's perfectly possible - and quite simple - to add a nasty syndrome to a type of rock or metal - you simply add the syndrome tokens to the material definition in the same manner that you would add them to a creature material definition.  The only catch is that since your hapless dwarves will only normally encounter the material in metal, gem or boulder form, a bit of creativity must be used to actually get them inside your citizens - that is, you need to make them 'explosively boil' as soon as they're mined or produced.  This has the sad side effect of destroying the actual item - sorry, no highly radioactive uranium this release.  &lt;br /&gt;
&lt;br /&gt;
The easiest way to accomplish this is to assign the material a low boiling point, usually just under room temperature, and make sure its temperature is fixed to a point above it.&lt;br /&gt;
  [MELTING_POINT:NONE]&lt;br /&gt;
  [BOILING_POINT:10000]&lt;br /&gt;
  [MAT_FIXED_TEMP:10001]&lt;br /&gt;
Now, as soon as this substance hits the open air - by being mined, smelted or reaction-produced at a custom workshop - it will EXPLOSIVELY BOIL, flooding a small area with delicious syndrome-rich gas.  Creatures who inhale the gas will be immediately hit with the [[Syndrome#SYN_INHALED|SYN_INHALED]] syndrome you thoughtfully attached to the material definition earlier!&lt;br /&gt;
&lt;br /&gt;
There are a number of other tokens you can use to control the colour and naming conventions of your syndrome material, referred to as [[material definition token]]s.&lt;br /&gt;
&lt;br /&gt;
==Spreading diseases==&lt;br /&gt;
It's fully possible to make a nasty disease capable of spreading itself from an infected dwarf to others, though it requires some skill in modding [[interaction token|interactions]] as well. Here is an example of a plague-inflicting interaction:&lt;br /&gt;
&lt;br /&gt;
  [INTERACTION:PLAGUE]&lt;br /&gt;
  	[I_TARGET:A:CREATURE]&lt;br /&gt;
  		[IT_LOCATION:CONTEXT_CREATURE]&lt;br /&gt;
  		[IT_FORBIDDEN:NOT_LIVING]&lt;br /&gt;
  		[IT_AFFECTED_CLASS:GENERAL_POISON]&lt;br /&gt;
  		[IT_MANUAL_INPUT:creatures]&lt;br /&gt;
  	[I_EFFECT:ADD_SYNDROME]&lt;br /&gt;
  		[IE_TARGET:A]&lt;br /&gt;
  		[IE_IMMEDIATE]&lt;br /&gt;
  		[SYNDROME]&lt;br /&gt;
  			[SYN_NAME:the plague]&lt;br /&gt;
  			[SYN_AFFECTED_CLASS:GENERAL_POISON]&lt;br /&gt;
  			[CE_FEVER:SEV:250:PROB:100:START:250:PEAK:1500:END:25000]&lt;br /&gt;
  			[CE_BLISTERS:SEV:325:PROB:100:BP:BY_CATEGORY:ALL:SKIN:START:250:PEAK:1500:END:25000]&lt;br /&gt;
  			[CE_NECROSIS:SEV:300:PROB:100:BP:BY_CATEGORY:ALL:ALL:VASCULAR_ONLY:START:22500:PEAK:23750:END:25000]&lt;br /&gt;
  			[CE_CAN_DO_INTERACTION:START:1500:END:25000]&lt;br /&gt;
  				[CDI:ADV_NAME:Spread the plague]&lt;br /&gt;
  				[CDI:INTERACTION:PLAGUE]&lt;br /&gt;
  				[CDI:TARGET:A:LINE_OF_SIGHT]&lt;br /&gt;
  				[CDI:TARGET_RANGE:A:10]&lt;br /&gt;
  				[CDI:WAIT_PERIOD:30]&lt;br /&gt;
&lt;br /&gt;
As you can see, the syndrome here inflicts blisters, fever and, after roughly a month, necrosis of the whole body - that's when the infected creatures will start dying out. But before that happens, CE_CAN_DO_INTERACTION makes them capable of spreading the plague further.&lt;br /&gt;
&lt;br /&gt;
You also need a disease vector that will bring the plague straight to your fort. (hint: use [[large rat|various]] [[rat man|species]] [[giant rat|of rats]] - they're perfect for that). The following code, added to a creature's raws, ensures the creature will infect anybody it encounters:&lt;br /&gt;
&lt;br /&gt;
  [CAN_DO_INTERACTION:PLAGUE]&lt;br /&gt;
  	[CDI:ADV_NAME:Spread the plague]&lt;br /&gt;
  	[CDI:TARGET:A:LINE_OF_SIGHT]&lt;br /&gt;
  	[CDI:TARGET_RANGE:A:10]&lt;br /&gt;
  	[CDI:WAIT_PERIOD:30]&lt;br /&gt;
&lt;br /&gt;
As soon as the said creature is startled by your dwarves, the [[fun]] will begin.&lt;br /&gt;
&lt;br /&gt;
===In 0.47.01===&lt;br /&gt;
As of version 0.47.01, it may be possible to use a creature's established methods of attack for use in disease-spreading.&lt;br /&gt;
&lt;br /&gt;
Let's use the borrowed example of the plague above. This time, the plague will spread through biting, using the following syndrome code:&lt;br /&gt;
&lt;br /&gt;
  [INTERACTION:PLAGUE]&lt;br /&gt;
  	[I_TARGET:A:CREATURE]&lt;br /&gt;
  		[IT_LOCATION:CONTEXT_CREATURE]&lt;br /&gt;
  		[IT_FORBIDDEN:NOT_LIVING]&lt;br /&gt;
  		[IT_AFFECTED_CLASS:GENERAL_POISON]&lt;br /&gt;
  		[IT_MANUAL_INPUT:creatures]&lt;br /&gt;
  	[I_EFFECT:ADD_SYNDROME]&lt;br /&gt;
  		[IE_TARGET:A]&lt;br /&gt;
  		[IE_IMMEDIATE]&lt;br /&gt;
  		[SYNDROME]&lt;br /&gt;
  			[SYN_NAME:the plague]&lt;br /&gt;
  			[SYN_AFFECTED_CLASS:GENERAL_POISON]&lt;br /&gt;
  			[CE_FEVER:SEV:250:PROB:100:START:250:PEAK:1500:END:25000]&lt;br /&gt;
  			[CE_BLISTERS:SEV:325:PROB:100:BP:BY_CATEGORY:ALL:SKIN:START:250:PEAK:1500:END:25000]&lt;br /&gt;
  			[CE_NECROSIS:SEV:300:PROB:100:BP:BY_CATEGORY:ALL:ALL:VASCULAR_ONLY:START:22500:PEAK:23750:END:25000]&lt;br /&gt;
  			[CE_SPECIAL_ATTACK_INTERACTION:INTERACTION:PLAGUE:BP:BY_CATEGORY:TOOTH:START:0:ABRUPT]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The line [CE_SPECIAL_ATTACK_INTERACTION:INTERACTION:BITE_PLAGUE:BP:BY_CATEGORY:MOUTH:BP:BY_CATEGORY:TOOTH:START:0:ABRUPT] allows any infected creature with an attack using mouth or tooth category body parts to immediately spread the disease using said attack. The victim of the attack may then spread the disease if they are able to attack with the needed body part/parts.&lt;br /&gt;
&lt;br /&gt;
==Multi-caste/multi-creature body transformations==&lt;br /&gt;
This is a way to get around the {{text anchor|looping problem}} when using ANY or ALL castes for [[Syndrome#CE_BODY_TRANSFORMATION|CE_BODY_TRANSFORMATION]] and not being limited to a single creature for transformations. It's an incredibly simple solution as you can see in this example code:&lt;br /&gt;
 [SYNDROME]&lt;br /&gt;
 [SYN_NAME:draconic curse]&lt;br /&gt;
 [SYN_CLASS:DRACONIC_CURSE]&lt;br /&gt;
 [CE_BODY_TRANSFORMATION:PROB:100:START:0]&lt;br /&gt;
  			[CE:CREATURE:HYDRA:MALE]&lt;br /&gt;
 [CE_BODY_TRANSFORMATION:PROB:100:START:0]&lt;br /&gt;
  			[CE:CREATURE:DRAGON:MALE]&lt;br /&gt;
 [CE_BODY_TRANSFORMATION:PROB:100:START:0]&lt;br /&gt;
  			[CE:CREATURE:HYDRA:FEMALE]&lt;br /&gt;
 [CE_BODY_TRANSFORMATION:PROB:100:START:0]&lt;br /&gt;
  			[CE:CREATURE:DRAGON:FEMALE]&lt;br /&gt;
This code will transform a creature into either a female/male [[hydra]] or a female/male [[dragon]]. In conclusion, for every caste/creature you want a ''victim'' to transform into, you add a [CE_BODY_TRANSFORMATION] token with a [PROB] token attached to it.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
&lt;br /&gt;
* [[Syndrome examples]]&lt;br /&gt;
* [[Interaction token]]&lt;br /&gt;
* [[Modding]]&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Creature attributes}}&lt;br /&gt;
{{Category|Tokens}}&lt;br /&gt;
[[ru:DF2012:Syndrome]]&lt;/div&gt;</summary>
		<author><name>Benderdragon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Dwarf_fortress_mode&amp;diff=260160</id>
		<title>Dwarf fortress mode</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Dwarf_fortress_mode&amp;diff=260160"/>
		<updated>2021-12-26T21:59:10Z</updated>

		<summary type="html">&lt;p&gt;Benderdragon: /* Status indicators */ changed broken link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|09:26, 7 May 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{old}}&lt;br /&gt;
:''[[Modding guide|Modding]] is not covered on this page.''&lt;br /&gt;
:''For tutorials about fortress mode, see [[tutorials]].''&lt;br /&gt;
&lt;br /&gt;
'''Fortress mode''' is the more popular of three modes in ''Dwarf Fortress'', with the other mode being [[Adventurer mode]] and [[Legends mode]]. It is often the mode implied when one talks about ''Dwarf Fortress''. Fortress mode is a construction and management simulation of a colony of dwarves. In fortress mode, you pick an [[embark]] location, and then assign your seven initial [[dwarves]] some starting [[Skill | skills]], equipment, provisions, and [[animals]] to bring along. After preparations are complete and your hardy explorers [[embark]], they'll be faced with the fortress site you picked down to every little detail, from geologically appropriate stone types to roaring waterfalls to ornery [[Hippo | hippopotami]]. Rather than control individual dwarves, you design everything and your dwarves will go about implementing your designs on their own.&lt;br /&gt;
&lt;br /&gt;
== Goals ==&lt;br /&gt;
Fortress mode is considered a [[wikipedia:Construction_and_management_simulation_games|construction and management simulation game]]. This entails that few goals are imposed upon the player by the game. &lt;br /&gt;
&lt;br /&gt;
The most apparent goal is survival, as your endeavors at the chosen site will, [[Reclaim fortress mode|for the moment]], end if the last dwarf dies. With this comes the need to keep your dwarves happy, as unhappy dwarves will cultivate some very unhealthy (yet surprisingly [[Losing|Fun]]) habits like murdering their colleagues.&lt;br /&gt;
&lt;br /&gt;
Another goal of sorts, programmed into the game, is creating a fortress that attracts the king/queen of your civilization. Therefore players typically, but by no means necessarily, choose to expand into a thriving community with skilled [[Labor|workers]], [[military|battle-ready warriors]] and [[nobles]], creating ridiculous amounts of [[wealth|wealth]] like fine [[finished goods|crafts]], excellent armor, valuable [[furniture]], decorated with precious [[gem]]s, all the while protecting them from [[siege|foes]] with deadly [[trap]]s and a trained [[military]]. Avoiding imminent death also requires providing the dwarves with plenty of [[food]] and [[alcohol]], by way of [[farming|farms]] above and below ground, while [[clothing]] from [[leather]] or [[cloth]] will keep them happy.&lt;br /&gt;
&lt;br /&gt;
Of course, every dwarf loves precious [[metal]]s, but the only way to find them is to [[mining|dig]]. Make sure you don't delve too greedily and too deep, for many creatures dwell in the [[caverns]] below...&lt;br /&gt;
&lt;br /&gt;
== The world ==&lt;br /&gt;
To play ''Dwarf Fortress'' in fortress mode, you must generate a world that includes a dwarven civilization - see [[World generation]] for detailed instructions. After at least one world has been generated, you will be able to start the game. Only one game may be going on in a world at the same time.&lt;br /&gt;
&lt;br /&gt;
=== Geographic features ===&lt;br /&gt;
The main features of a world are [[biome]]s on the surface and [[stone layer]]s underground, some of which may contain [[aquifer]]s. Other surface features that are significant, but which aren't biomes, strictly speaking, are [[river]]s, [[volcano]]es, and [[cave]]s.&lt;br /&gt;
&lt;br /&gt;
There are also [[cavern]]s and [[magma sea]]s everywhere underground which your dwarves will most likely encounter, but you can't see these on the world map, or on the local map, for that matter, until you dig into them. There may also be other [[Fun]] things underground that you can't see. You will have to find these on your own, if they exist.&lt;br /&gt;
&lt;br /&gt;
=== Inhabitants ===&lt;br /&gt;
Every playable world will be inhabited by various [[creature]]s, [[civilization]]s, [[night creature]]s, and [[megabeast]]s (including [[titan]]s and [[forgotten beast]]s) in addition to your dwarves. You may encounter all of these types of inhabitants at some point in the form of wildlife, invaders, or rampaging forces of nature.&lt;br /&gt;
&lt;br /&gt;
=== History ===&lt;br /&gt;
Given that your world includes creatures and civilizations capable of independent action, it also has a history that is viewable in [[legends mode]], historical events showing up in [[engraving]]s and other artwork created by your dwarves. Historical dates are expressed in terms of the [[Calendar|dwarven calendar]].&lt;br /&gt;
&lt;br /&gt;
You will also be making history as events occur in your fortress and these events will be recorded for all time in the annals of your world, even if you'd rather that they not be. These events may later become the subject of various [[engraving]]s and [[decoration]]s created by your dwarves or those in a later fortress.&lt;br /&gt;
&lt;br /&gt;
== Embarking ==&lt;br /&gt;
{{Main|Embark}}&lt;br /&gt;
:''See also: [[Reclaim fortress mode]]''&lt;br /&gt;
&lt;br /&gt;
[[File:FlowchartDF.png|thumb|200px|right|[[::From Caravan to Happy Dwarves|From Caravan to Happy Dwarves]] &amp;amp;ndash; a flowchart showing approximately what sequence of actions most people will take after embarking.]]&lt;br /&gt;
&lt;br /&gt;
Before starting to build a fortress you must pick a site, assign skill points to dwarves, and buy starting equipment. This is the embarking process and is a major subject on its own. See the [[Embark]] guide for all of the details. Also see [[Starting build]] for more information on outfitting your expedition.&lt;br /&gt;
&lt;br /&gt;
After you embark, the real game begins.&lt;br /&gt;
&lt;br /&gt;
== Gameplay user interface ==&lt;br /&gt;
{{Main|Interface}}&lt;br /&gt;
Your main view of the in-game world is a top-down view of a multi-layered environment.  You can move your view in the four main cardinal directions as well as up and down [[Z-level]]s (elevation) to see different layers. There is also a command menu that lets you issue commands that your dutiful dwarves will attempt to follow.&lt;br /&gt;
&lt;br /&gt;
This section covers most of the screens and user interface elements used after embarking, at least in brief. It does not necessarily tell you how to accomplish every task you might need to, but instead just describes what you see on the screen and what various keystrokes do.&lt;br /&gt;
&lt;br /&gt;
Later sections in this document and ''many'' other articles on this wiki help you tie all of this together by describing the sequence of actions needed to accomplish various things in the game; see [[Menu]] for a more detailed reference for the UI itself.&lt;br /&gt;
&lt;br /&gt;
=== Common UI concepts ===&lt;br /&gt;
{{KeyConventions|4}}&lt;br /&gt;
&lt;br /&gt;
=== Pausing and resuming ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{K|Space}}&lt;br /&gt;
| Pause/Unpause the game&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Entering all menus (except the {{K|s}}quads menu) will automatically pause the game, but if you want to pause or unpause the game without entering a menu use {{K|Space}}. You will see {{DFtext|*PAUSED*|3:3:1}} appear in the upper left corner of the window when the game is paused. Certain [[announcement]]s will also pause the game automatically and you will have to unpause it manually to proceed.&lt;br /&gt;
&lt;br /&gt;
=== Main screen ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|  [[Image:Mouse-wheeldown.png|20px|Scroll mouse wheel down.]][[Image:Mouse-wheelup.png|20px|Scroll mouse wheel up.]] or {{K|[}} {{K|]}}&lt;br /&gt;
| Zoom in and out&lt;br /&gt;
|-&lt;br /&gt;
| {{k|Tab}}&lt;br /&gt;
| Toggle mini-map and command menu.&lt;br /&gt;
|-&lt;br /&gt;
| {{k|F11}}&lt;br /&gt;
| Toggle fullscreen mode&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The screen at the top level of the user interface hierarchy consists of the '''main map''', a '''command window''', and an '''overview mini-map''' area along with a few '''status indicators''' around the edge. While the main map is always visible at the top level of the UI, you can use the {{K|Tab}} key to show and hide the command window and overview map areas, giving you more space to view the main map if desired.&lt;br /&gt;
&lt;br /&gt;
=== Options screen ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{K|Esc}}&lt;br /&gt;
|&lt;br /&gt;
* Enter options menu (if at top level)&lt;br /&gt;
* Move back up one UI level (if not at top level)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Assuming you are at the top level of the user interface looking at the map, you can hit {{K|Esc}} to enter the options menu. This allows you to do things like save or abandon your game.&lt;br /&gt;
&lt;br /&gt;
*{{DFtext|Return to Game}} &amp;amp;ndash; Exit the options menu. You can also just press {{K|Esc}}.&lt;br /&gt;
*{{DFtext|Save Game}} &amp;amp;ndash; Saves the game, unloads the fortress, and returns to the main menu screen. There is no &amp;quot;save and continue&amp;quot; option, but saves can be [[saved game folder|backed up and reloaded]].&lt;br /&gt;
*{{DFtext|Key Bindings}} &amp;amp;ndash; A UI for changing the [[Key bindings]].&lt;br /&gt;
*{{DFtext|Export Local Image}} &amp;amp;ndash; Use this to export each level of your map as .BMP files for use on such things as the [http://mkv25.net/dfma/ Dwarf Fortress Map Archive].&lt;br /&gt;
*{{DFtext|Music and Sound}} &amp;amp;ndash; Options related to the [[Soundtrack | Music]].&lt;br /&gt;
*{{DFtext|Abandon the Fortress}} (or {{DFtext|Succumb to Invasion}}) &amp;amp;nbsp; This permanently [[abandon]]s the fortress, saves the map to the world's data files for later use, and returns to the main menu. Once you abandon a fort, all of your dwarves leave the site, all of your livestock dies, and all items including corpses will be scattered around the map before it is saved. This is how you &amp;quot;give up&amp;quot; on a fortress. You might later [[Reclaim fortress mode|reclaim]] the fortress with a new group of dwarves or visit it with an adventurer in [[Adventurer mode]].&lt;br /&gt;
*{{DFtext|Retire the Fortress}} &amp;lt;!-- TODO look up exact label --&amp;gt; &amp;amp;ndash; This ends the game without destroying the fortress, with citizens, livestock, and items continuing to exist. You may start new games in any mode and can later [[Reclaim fortress mode|unretire]] the fortress.&lt;br /&gt;
&lt;br /&gt;
Notably lacking is an &amp;quot;exit without save&amp;quot; option. Players who wish to quit and leave their previous save unchanged may manually kill the ''Dwarf Fortress'' process using the &amp;quot;die&amp;quot; command in DFHack, Windows Task Manager, or the Linux &amp;quot;kill&amp;quot; command.&lt;br /&gt;
&lt;br /&gt;
=== Main map ===&lt;br /&gt;
[[File:bentgirder-embark.png|thumb|300px|Main map on the left, command window on the right.]]&lt;br /&gt;
[[Image:3_dimensions.png|right|300px]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{k|↑}} {{k|↓}} {{k|←}} {{k|→}} ( + {{k|Shift}})&lt;br /&gt;
| Move map view around&lt;br /&gt;
|-&lt;br /&gt;
| {{k|8}} {{k|2}} {{k|4}} {{k|6}} {{k|7}} {{k|9}} {{k|1}} {{k|3}} (keypad)&lt;br /&gt;
| Move map view around&lt;br /&gt;
|-&lt;br /&gt;
| {{k|&amp;lt;}} {{k|&amp;gt;}}&lt;br /&gt;
| Move one [[Z-level]] up or down.&lt;br /&gt;
|-&lt;br /&gt;
| {{k|F1}}&lt;br /&gt;
| Zoom to starting location (default [[#Hotkeys|hotkey]])&lt;br /&gt;
|}&lt;br /&gt;
The main map window is what you will be looking at the majority of the time. This is where all of the action happens.&lt;br /&gt;
&lt;br /&gt;
While the play area itself is three-dimensional, the window is not; you can only view one [[Z-level]] at a time. You can change which Z-Level is currently displayed using {{k|&amp;lt;}} and {{k|&amp;gt;}}.&lt;br /&gt;
&lt;br /&gt;
On the far right side of the screen is the '''depth bar''' showing you the approximate depth, below or above ground, of the current [[Z-level]] that the map is displaying. This indicator is relative to the surface, so it will change if you move the map around an area with a non-flat surface, even if you don't press {{K|&amp;lt;}} or {{K|&amp;gt;}}.&lt;br /&gt;
&lt;br /&gt;
==== Map cursor ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{k|8}} {{k|2}} {{k|4}} {{k|6}} {{k|7}} {{k|9}} {{k|1}} {{k|3}} (keypad)&lt;br /&gt;
| Move map cursor 1 tile&lt;br /&gt;
|-&lt;br /&gt;
| {{k|↑}} {{k|↓}} {{k|←}} {{k|→}}&lt;br /&gt;
| Move map cursor 1 tile&lt;br /&gt;
|-&lt;br /&gt;
| {{k|Shift}} + direction key&lt;br /&gt;
| Move map cursor 10 tiles&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
After entering a command that involves the map cursor ({{Raw Tile|X|6:0:1}}), you can use {{k|↑}} {{k|↓}} {{k|←}} {{k|→}} as well as the numeric keypad keys to move the cursor around in all eight directions. If you hold {{k|Shift}} while pressing one of these, the cursor will move 10 tiles instead of one, enabling you to move it more quickly.&lt;br /&gt;
&lt;br /&gt;
=== Overview map ===&lt;br /&gt;
The overview mini-map shows a compact version of the entire available map area. This can be useful especially if your embark zone is very large. After the fortress has settled into certain areas of the map, its utility decreases and it can be hidden with {{K|Tab}} to provide more space for the main map.&lt;br /&gt;
&lt;br /&gt;
A cursor that looks like {{Raw Tile|X|6:0:1}} on the overview map shows approximately what part of the map you are viewing in the main map window. Parts of the map inhabited by dwarves will be highlighted in blue.&lt;br /&gt;
&lt;br /&gt;
=== Status indicators ===&lt;br /&gt;
In the upper left corner of the screen, you may see some '''report flags''' indicating that new combat-related [[Reports]] have been generated. Some common flags are:&lt;br /&gt;
&lt;br /&gt;
:{{Tile|C|4:7:1}}: new [[combat]] report available&lt;br /&gt;
:{{Tile|H|2:7:1}}: new [[Ambusher#Hunting|hunting]] report available&lt;br /&gt;
:{{Tile|S|3:7:1}}: new [[sparring]] report available&lt;br /&gt;
&lt;br /&gt;
Press {{K|r}} to view the new reports in the [[Reports|reports screen]]. Once you do so, the flags will be reset.&lt;br /&gt;
&lt;br /&gt;
There is also an '''idle counter''', usually in the upper right, indicating how many dwarves are milling around uselessly, in need of something productive to do.&lt;br /&gt;
&lt;br /&gt;
An '''[[FPS]] (Frames Per Second) counter''' may also be present on the screen if it has been enabled. It is disabled by default. See [[Frames per second]] for more information on what this counter means, as well as how to enable/disable it.&lt;br /&gt;
&lt;br /&gt;
=== Command window ===&lt;br /&gt;
[[File:MainMenu.png|The command window.|frame]]&lt;br /&gt;
This is where key menus and most of the textual information about tiles and buildings is displayed. You can toggle it between single width, double width, and hidden using {{K|Tab}}. The double-width option is particularly useful when lines of text are too long to fit. Once you become familiar with the UI you may want to hide it completely; it will reappear as needed when you activate a command.&lt;br /&gt;
&lt;br /&gt;
The most important interfaces that use the command window are listed below. Many of these encompass a wide variety of functionality so they will not be fully described here. See the linked articles for more details on how they are used.&lt;br /&gt;
&lt;br /&gt;
== Your dwarves ==&lt;br /&gt;
&lt;br /&gt;
Your [[Dwarf|dwarves]] are one of the creature types who implement your designs in-between periods of drinking, eating, partying, drinking again, sleeping, and entertaining themselves. While you do not have full control of your dwarves, you have more control over them than any other creatures. Be aware that it is not necessarily always the case that a dwarf is friendly; [[Insanity|insane]] dwarves, [[Werebeast|weredwarves]] or [[Vampire|vampires]] are anything but.&lt;br /&gt;
&lt;br /&gt;
For a comprehensive reference, Reddit user DarxusC has done research on the minimum requirements to keep dwarves alive for long periods of time [https://www.reddit.com/r/dwarffortress/comments/cvdssa/a_video_showing_how_little_is_needed_to_survive/ here].&lt;br /&gt;
&lt;br /&gt;
=== Eating, drinking, and sleeping ===&lt;br /&gt;
Dwarves need [[food]] to eat, [[alcohol]] to drink (water is a poor substitute), and time to [[sleep]]. If only one of these is available, it better be [[alcohol]]; while water will keep dwarves alive, they will actually work more slowly and get unhappy thoughts (see below) if they don't get much alcohol to drink.&lt;br /&gt;
&lt;br /&gt;
Dwarves will also get unhappy thoughts if forced to eat a single type of food or drink a single type of alcohol all the time, so variety is also important. Dwarves will also get unhappy thoughts if forced to sleep on the floor.&lt;br /&gt;
&lt;br /&gt;
=== Happiness ===&lt;br /&gt;
While going about their day, dwarves will get happy and unhappy [[thought]]s, depending on what sorts of things happen to them. This will nudge their happiness levels up or down each time one such event occurs to them. If they become too unhappy, they may throw [[tantrum]]s, or go completely [[Insanity|berserk]], killing and destroying things.&lt;br /&gt;
&lt;br /&gt;
=== Children and immigration ===&lt;br /&gt;
Periodically, new dwarves from the outside world will [[Immigration|migrate]] to your fortress, drawn by tales of, and looking to share in, your wealth and success. Female dwarves will also get pregnant and have [[children]], if they are [[Marriage|married]] to a male dwarf.&lt;br /&gt;
&lt;br /&gt;
=== Jobs, labors and skills ===&lt;br /&gt;
Any adult dwarf can perform any [[labor]] even if they have no [[skill]] in that area. Unskilled dwarves will simply be slow and not very good at what they are trying to do, but, with practice, dwarves will acquire skill, and become faster and better at their jobs. Lack of practice for long periods leads to skill &amp;quot;rust&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Nobles ===&lt;br /&gt;
[[Noble]]s are dwarves who have special positions within your fort. Some of these are appointed, such as your [[broker]] and [[bookkeeper]], but others, such as the [[mayor]], are essentially forced on you by conditions in the game. See the main article on [[Noble]]s for more information.&lt;br /&gt;
&lt;br /&gt;
=== Death ===&lt;br /&gt;
&lt;br /&gt;
Assuming they somehow manage to avoid starving, dehydrating, freezing, drowning, burning, falling, being crushed, or otherwise suffering fatal [[wound]]s or [[soap|infections]], your dwarves will inevitably [[Death|die]] of old age. Unfortunately, they are a bit picky about how they are [[Coffin|buried]] or otherwise [[Memorial|memorialized]], and they will [[Ghost|cause trouble]] if they are unsatisfied with their remembrance. Corpses lying around can also pose a hazard if there are [[Necromancer|necromancers]] in the area.&lt;br /&gt;
&lt;br /&gt;
A [[Healthcare]] industry might help your wounded dwarves postpone death.&lt;br /&gt;
&lt;br /&gt;
== Digging ==&lt;br /&gt;
{{Main|Mining}}&lt;br /&gt;
&lt;br /&gt;
All of the '''digging''' operations are considered [[Mining]]. Even if your goal is simply to dig out a passage and you don't care about extracting ore, your miners will be generating [[stone]] as a byproduct unless they are digging through [[soil]]. See [[Stone management]] for ways to deal with all the unwanted stone.&lt;br /&gt;
&lt;br /&gt;
All digging operations are done using the {{K|d}}esignations menu.&lt;br /&gt;
&lt;br /&gt;
=== Digging out tunnels and spaces ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{K|d}}-{{K|d}}&lt;br /&gt;
| [[Mining#Designating_the_area_to_be_mined|Designate area to mine]]&lt;br /&gt;
|}&lt;br /&gt;
This is what you use to dig out tunnels and larger spaces underground. See [[Mining#Designating_the_area_to_be_mined|designating an area to be mined]]. Note that you can not mine constructions. Instead you must remove them with {{K|d}}-{{K|n}}. (See below.)&lt;br /&gt;
&lt;br /&gt;
=== Channeling ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{K|d}}-{{K|h}}&lt;br /&gt;
| Dig out a [[Channel]]&lt;br /&gt;
|}&lt;br /&gt;
A [[Channel]] is a hole dug in the floor which will mine out the [[z-level]] below too. Channeling an area will dig out the designated tile (if it hasn't been dug out already), the floor of that tile, and the tile below, possibly leaving a [[Ramp]] on the tile below. See [[Channel]] for more information.&lt;br /&gt;
&lt;br /&gt;
=== Stairways and ramps ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{K|d}}-{{K|u}}&lt;br /&gt;
| Designate an upward stairway&lt;br /&gt;
|-&lt;br /&gt;
| {{K|d}}-{{K|j}}&lt;br /&gt;
| Designate a downward stairway&lt;br /&gt;
|-&lt;br /&gt;
| {{K|d}}-{{K|i}}&lt;br /&gt;
| Designate an up and down stairway&lt;br /&gt;
|-&lt;br /&gt;
| {{K|d}}-{{K|r}}&lt;br /&gt;
| Designate an upward ramp&lt;br /&gt;
|}&lt;br /&gt;
See [[Stair]] and [[Ramp]]. Note that digging a stairway will not automatically create a stairway on the z-level above and/or below, but it will make it possible to dig another stairway immediately above and/or below.&lt;br /&gt;
&lt;br /&gt;
=== Removing things ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{K|d}}-{{K|z}}&lt;br /&gt;
| Remove upward stairs/ramps&lt;br /&gt;
|-&lt;br /&gt;
| {{K|d}}-{{K|n}}&lt;br /&gt;
| Remove a construction&lt;br /&gt;
|}&lt;br /&gt;
These allow you to dig away upward ramps and stairs, and demolish constructed walls and floors. See [[Remove]] for full details.&lt;br /&gt;
&lt;br /&gt;
=== Water and magma ===&lt;br /&gt;
While digging around you may encounter [[Water]] or [[Magma]], so be on the lookout for '''damp stone''' and '''warm stone'''. Digging into water or magma in the wrong place can completely flood your fort to the point where it is unrecoverable, so be careful where you dig.&lt;br /&gt;
&lt;br /&gt;
== Stockpiles ==&lt;br /&gt;
{{Main|Stockpile}}&lt;br /&gt;
&lt;br /&gt;
'''Stockpiles''' are where [[dwarf|dwarves]] will store items of various types. Dwarves with the corresponding &amp;quot;[[hauling]]&amp;quot; job on will seek out items that aren't already on a stockpile that accepts them and carry them to the appropriate stockpile. See the main [[Stockpile]] article for detailed information on setting up stockpiles.&lt;br /&gt;
&lt;br /&gt;
== Rooms, furniture, and portals ==&lt;br /&gt;
&lt;br /&gt;
To remove one of these, use the {{K|q}} command, place the cursor on the item to remove, and hit {{K|x}}. This will mark the item for removal and a hauling job will be queued. Eventually a dwarf will show up and haul the item off to a [[stockpile]] if one exists.&lt;br /&gt;
&lt;br /&gt;
=== Furniture ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{K|b}}-{{K|a}}&lt;br /&gt;
| place Armor Stand&lt;br /&gt;
|-&lt;br /&gt;
| {{K|b}}-{{K|b}}&lt;br /&gt;
| place Bed&lt;br /&gt;
|-&lt;br /&gt;
| {{K|b}}-{{K|c}}&lt;br /&gt;
| place Chair or Throne (seat)&lt;br /&gt;
|-&lt;br /&gt;
| {{K|b}}-{{K|n}}&lt;br /&gt;
| place Burial Receptacle (coffin)&lt;br /&gt;
|-&lt;br /&gt;
| {{K|b}}-{{K|f}}&lt;br /&gt;
| place Cabinet&lt;br /&gt;
|-&lt;br /&gt;
| {{K|b}}-{{K|h}}&lt;br /&gt;
| place Container&lt;br /&gt;
|-&lt;br /&gt;
| {{K|b}}-{{K|r}}&lt;br /&gt;
| place Weapon Rack&lt;br /&gt;
|-&lt;br /&gt;
| {{K|b}}-{{K|s}}&lt;br /&gt;
| place Statue&lt;br /&gt;
|-&lt;br /&gt;
| {{K|b}}-{{K|Alt}}+{{K|s}}&lt;br /&gt;
| place memorial Slab&lt;br /&gt;
|-&lt;br /&gt;
| {{K|b}}-{{K|t}}&lt;br /&gt;
| place Table&lt;br /&gt;
|-&lt;br /&gt;
| {{K|b}}-{{K|R}}&lt;br /&gt;
| place Traction Bench&lt;br /&gt;
|}&lt;br /&gt;
Assuming that dwarves have already made a piece of [[Furniture]], they can install it somewhere using one of these commands.&lt;br /&gt;
&lt;br /&gt;
=== Defining rooms ===&lt;br /&gt;
{{Main|Room}}&lt;br /&gt;
&lt;br /&gt;
Certain types of furniture placed in an area can allow the area to be defined as a [[Room]] using {{K|q}}. The {{K|q}} command can also be used to undefine rooms, with or without removing the associated furniture.&lt;br /&gt;
&lt;br /&gt;
=== Doors and hatches ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{K|b}}-{{K|d}}&lt;br /&gt;
| place Door&lt;br /&gt;
|-&lt;br /&gt;
| {{K|b}}-{{K|x}}&lt;br /&gt;
| place floodgate&lt;br /&gt;
|-&lt;br /&gt;
| {{K|b}}-{{K|H}}&lt;br /&gt;
| place floor Hatch&lt;br /&gt;
|}&lt;br /&gt;
These commands allow you to place already created [[Door]]s and [[Hatch cover]]s assuming that you have an adjacent wall.&lt;br /&gt;
&lt;br /&gt;
=== Windows, grates, and bars ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{K|b}}-{{K|W}}&lt;br /&gt;
| place Wall grate&lt;br /&gt;
|-&lt;br /&gt;
| {{K|b}}-{{K|G}}&lt;br /&gt;
| place floor Grate&lt;br /&gt;
|-&lt;br /&gt;
| {{K|b}}-{{K|B}}&lt;br /&gt;
| place vertical Bars&lt;br /&gt;
|-&lt;br /&gt;
| {{K|b}}-{{K|Alt}}+{{K|b}}&lt;br /&gt;
| place floor Bars&lt;br /&gt;
|-&lt;br /&gt;
| {{K|b}}-{{K|y}}&lt;br /&gt;
| place glass window&lt;br /&gt;
|-&lt;br /&gt;
| {{K|b}}-{{K|Y}}&lt;br /&gt;
| place gem window&lt;br /&gt;
|}&lt;br /&gt;
These commands allow you to install [[Window]]s, [[Grate]]s, and [[Bars]] over openings, assuming that you have already created them.&lt;br /&gt;
&lt;br /&gt;
== Constructions ==&lt;br /&gt;
{{Main|Construction}}&lt;br /&gt;
&lt;br /&gt;
[[Construction]]s are features that are built in place rather than created in a workshop and installed or carved out of existing rock. Constructions are how you build above-ground structures or structures in any other place where there's no rock or soil to carve them out of.&lt;br /&gt;
&lt;br /&gt;
Constructions are usually built out of, and thus require, [[Stone]] or [[Wood]], but you can also use a variety of materials (such as metal) to build them. Possible constructions include [[Floor]]s, [[Wall]]s, [[Stair]]s, [[Ramp]]s, and [[Fortification]]s.&lt;br /&gt;
&lt;br /&gt;
=== Walls, floors, and stairs ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{K|b}}-{{K|C}}&lt;br /&gt;
| build Constructions submenu&lt;br /&gt;
|-&lt;br /&gt;
| {{K|b}}-{{K|C}}-{{K|w}}&lt;br /&gt;
| build Constructed [[Wall]]&lt;br /&gt;
|-&lt;br /&gt;
| {{K|b}}-{{K|C}}-{{K|f}}&lt;br /&gt;
| build Constructed [[Floor]]&lt;br /&gt;
|-&lt;br /&gt;
| {{K|b}}-{{K|C}}-{{K|r}}&lt;br /&gt;
| build Constructed upward [[Ramp]]&lt;br /&gt;
|-&lt;br /&gt;
| {{K|b}}-{{K|C}}-{{K|u}}&lt;br /&gt;
| build Constructed Up [[Stair]]&lt;br /&gt;
|-&lt;br /&gt;
| {{K|b}}-{{K|C}}-{{K|d}}&lt;br /&gt;
| build Constructed Down [[Stair]]&lt;br /&gt;
|-&lt;br /&gt;
| {{K|b}}-{{K|C}}-{{K|x}}&lt;br /&gt;
| build Constructed up and down [[Stair]]&lt;br /&gt;
|-&lt;br /&gt;
| {{K|b}}-{{K|C}}-{{K|F}}&lt;br /&gt;
| build Constructed [[Fortification]] &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Walls, Floors, and Stairs are removed with {{K|d}}-{{K|n}}. Bridges and roads are removed with {{K|q}}.&lt;br /&gt;
&lt;br /&gt;
=== Bridges ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{K|b}}-{{K|g}}&lt;br /&gt;
| build a bridge&lt;br /&gt;
|}&lt;br /&gt;
A [[Bridge]] is not only used to cross rivers or chasms, but can also be used as a large door when built as a drawbridge. Such use requires that a [[Lever]] be linked to it in order for dwarves to control its open or closed state.&lt;br /&gt;
&lt;br /&gt;
=== Roads ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{K|b}}-{{K|o}}&lt;br /&gt;
| build Paved road&lt;br /&gt;
|-&lt;br /&gt;
| {{K|b}}-{{K|O}}&lt;br /&gt;
| build Dirt road&lt;br /&gt;
|}&lt;br /&gt;
[[Road]]s are most commonly used to give [[caravan|caravans]] a reliable path to your fortress from the map's edge, though they don't really require one. A paved road is much like a [[floor]] except that it requires fewer raw materials per tile to build. A dirt road requires no materials to build, but deteriorates over time.&lt;br /&gt;
&lt;br /&gt;
== Trading ==&lt;br /&gt;
{{Main|Trading}}&lt;br /&gt;
&lt;br /&gt;
When you want to obtain things not available on your map, and you don't want to just kill people to get them, [[Trading]] is the way to go about it. See the main article for everything you ever wanted to know about legitimately and non-violently obtaining things from other creatures.&lt;br /&gt;
&lt;br /&gt;
== Military and combat ==&lt;br /&gt;
{{Main|Military}}&lt;br /&gt;
:''See also: [[Military interface]]''&lt;br /&gt;
&lt;br /&gt;
The '''military''' is one of the most important aspects of a successful fortress. Even with many [[trap]]s, [[bridge|drawbridges]] and [[magma|other defenses]], your military will still need to fend off [[goblin]] [[siege]]s, [[megabeast]]s, [[titan]]s, and fiendish [[Giant cave spider|underground]] [[Forgotten beast|beasties]]. Using a combination of [[squads|squad orders]] and [[scheduling]], you can set up an elaborate offensive, defensive, or balanced military structure for your [[equipment|well-equipped]] [[soldier]]s to follow. Turning your dwarves from [[immigration|useless migrants]] into bloodthirsty killing machines never hurts (unless you're the enemy).&lt;br /&gt;
&lt;br /&gt;
Setting up a military is a huge subject in and of itself, so check out the [[Military|main article]] on it and the [[military interface]] guide.&lt;br /&gt;
&lt;br /&gt;
== Hospitals and healthcare ==&lt;br /&gt;
{{Main|Healthcare}}&lt;br /&gt;
&lt;br /&gt;
Normally your dwarves do just fine assuming they get enough food and alcohol, but sometimes they get wounded. When this happens they can benefit from an efficient [[Healthcare]] system.&lt;br /&gt;
&lt;br /&gt;
== Burrows ==&lt;br /&gt;
{{Main|Burrow}}&lt;br /&gt;
&lt;br /&gt;
'''Burrows''' are optional user-defined areas in your fort where selected dwarves live and work. Dwarves will only use workshops, dig walls, use rooms, etc. in burrows they are assigned to, though dwarves not assigned to any burrow will still use workshops etc. even if they are located in a burrow assigned to some other dwarves.&lt;br /&gt;
&lt;br /&gt;
Burrows are by no means required, but are useful when you want to restrict certain dwarves to certain areas of the map.&lt;br /&gt;
&lt;br /&gt;
== Macros ==&lt;br /&gt;
{{Main|Macros and Keymaps}}&lt;br /&gt;
&lt;br /&gt;
'''Macros''' allow recording sequences of keystrokes and &amp;quot;playing&amp;quot; them back into the user interface as desired. Since the game often requires using a lot of repetitive keystrokes, this can sometimes make life much easier. See the main article for full information.&lt;br /&gt;
&lt;br /&gt;
== Reference sheet ==&lt;br /&gt;
A quick reference guide on fortress mode in DF can be found [https://www.dropbox.com/sh/8akafeuqfsxth7t/U-zOsO7pNr here.] '''Credit to spongemandan on reddit.com'''&lt;br /&gt;
&lt;br /&gt;
It includes a reference sheet on the military, stone, agriculture and a summary reference sheet. &lt;br /&gt;
&lt;br /&gt;
{{Getting Started}}&lt;br /&gt;
{{Category|Fortress mode}}&lt;br /&gt;
{{Category|Guides}}&lt;br /&gt;
{{Category|Interface}}&lt;br /&gt;
[[ru:Dwarf fortress mode]]&lt;/div&gt;</summary>
		<author><name>Benderdragon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Climber&amp;diff=259839</id>
		<title>Climber</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Climber&amp;diff=259839"/>
		<updated>2021-12-04T05:41:52Z</updated>

		<summary type="html">&lt;p&gt;Benderdragon: added note on CANNOT_CLIMB tag&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|01:39, 24 July 2014 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{Skill&lt;br /&gt;
| color      = 3:0&lt;br /&gt;
| skill      = Climber&lt;br /&gt;
| profession = Unknown&lt;br /&gt;
| job name   = None&lt;br /&gt;
| tasks      = None&lt;br /&gt;
| attributes =&lt;br /&gt;
* Intuition&lt;br /&gt;
* Unknown&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Climber''' is a [[skill]] which allows a [[creature]] to climb. Higher levels improve the chances of successfully stopping the &amp;quot;In flight&amp;quot; status (falling, jumping or being knocked back) by holding onto something and decrease the chance of losing hold when climbing. In [[fortress mode]], [[dwarves]] will not climb over [[wall]]s or [[tree]]s as part of normal pathing from one job to another.&lt;br /&gt;
&lt;br /&gt;
Climbing requires at least one free body part with the {{token|GRASP|body}} tag (usually a hand). If a creature has the {{token|CANNOT_CLIMB|creature}} tag, then it cannot climb, even if it as free grasp parts. Some creatures such as [[cat]]s and [[giant cave spider]]s have a {{token|STANCE_CLIMBER}} tag and use their {{token|STANCE_CLIMBER}} parts (legs) instead.&lt;br /&gt;
Starting climbing is not possible while prone, but &amp;quot;In flight&amp;quot; and &amp;quot;In air&amp;quot; statuses override proneness.&lt;br /&gt;
&lt;br /&gt;
To climb a surface, it must be able to be held from the side. Floors cannot be climbed, nor can surfaces, with the exception of tree branches, be held from beneath. Trees and 1 z-level tall cliffs and buildings are always safe to climb. Unskilled climbers will often lose hold when attempting to climb walls (not trees) while &amp;quot;In air&amp;quot; - at least 1 z-level above the floor.&lt;br /&gt;
&lt;br /&gt;
Climbing speed does not depend on stats or skills, but is rather a type of [[gait]]. Some creatures (notably giant cave spiders) can climb as fast as they walk. Many kinds of animals are born with Legendary skill in climbing, these normally being either fliers, arboreal, or species found in [[caverns]].&lt;br /&gt;
&lt;br /&gt;
== Climbing surface ==&lt;br /&gt;
Climbing block walls (even at floor level) and attempting to stop flight by grabbing onto anything will improve climbing skill regardless of success.&lt;br /&gt;
&lt;br /&gt;
Climbing trees, rough-hewn natural stone, soil, or constructions made of raw material is easiest and is worth 5 exp when attempting to grab while flying.&lt;br /&gt;
&lt;br /&gt;
Climbing block walls is harder, but possible, and is worth 5 exp when climbing and 10 exp when attempting to grab while flying.&lt;br /&gt;
&lt;br /&gt;
Climbing smoothed natural stone walls is impossible, but smoothed pillars can be climbed. [http://www.bay12forums.com/smf/index.php?topic=100851.msg4574863#msg4574863] &lt;br /&gt;
&lt;br /&gt;
Cast [[ice]] is easily climbed, even when 'straight' (smoothed) or carved into [[fortification]]s. &lt;br /&gt;
&lt;br /&gt;
Climbing any protruding floor is impossible. [http://www.bay12forums.com/smf/index.php?topic=100851.msg4970315#msg4970315]&lt;br /&gt;
&lt;br /&gt;
Climbing saplings to gain 1 Z-level is possible.&lt;br /&gt;
&lt;br /&gt;
Climbing raised drawbridges is impossible.&lt;br /&gt;
&lt;br /&gt;
== Climbing safety ==&lt;br /&gt;
Non-climbable walls are as easy as putting a floor jutting out on the side you don't want creatures climbing from.&lt;br /&gt;
{{diagram|spaces=yes|&lt;br /&gt;
z+1  ___&lt;br /&gt;
z+0 →g█__&lt;br /&gt;
}}&lt;br /&gt;
Goblins don't get in, dwarves don't get out. This works because you can't hold onto the side of a floor tile (or more technically, the air above it.) No tile may be held from the bottom, with the sole exception of tree branches.&lt;br /&gt;
&lt;br /&gt;
Don't try to substitute overhanging walls or fortifications for the floors; they ''can'' be climbed from 1 level below!&lt;br /&gt;
{{diagram|spaces=yes|&lt;br /&gt;
z+2  →→↘&lt;br /&gt;
z+1 ↗█_█↙&lt;br /&gt;
z+0 →↖█→g&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A two-tile overhanging wall, however, is a safe overhang:&lt;br /&gt;
{{diagram|spaces=yes|&lt;br /&gt;
z+2  __ __&lt;br /&gt;
z+1  ██_██&lt;br /&gt;
z+0 →→g█___&lt;br /&gt;
}}&lt;br /&gt;
Any combination of floors/fortifications/walls works for the top, as long as they protrude out at least two tiles.&lt;br /&gt;
&lt;br /&gt;
Safe minimalist fortifications:&lt;br /&gt;
{{diagram|spaces=yes|&lt;br /&gt;
z+2  __&lt;br /&gt;
z+1  ╬__&lt;br /&gt;
z+0 →→g█_&lt;br /&gt;
}}&lt;br /&gt;
The fortification acts as the 2nd overhanging tile. Note that the roof, above the lower floor tile, prevents archers from jumping off the wall and charging the enemy, and protects them from flying creatures.&lt;br /&gt;
&lt;br /&gt;
Safe miminalist bars:&lt;br /&gt;
{{diagram|spaces=yes|&lt;br /&gt;
z+2&lt;br /&gt;
z+1    ‼_&lt;br /&gt;
z+0 →→g█_&lt;br /&gt;
}}&lt;br /&gt;
Because the bar is a building, it has no grabbable surface area on the side to lift one up by, though beware enemy archers. Additional fire-safety can be granted by using ash bars.&lt;br /&gt;
&lt;br /&gt;
Creatures cannot jump up z-levels. They ''can'' jump straight through fortifications while hanging on the side, although not necessarily will always.{{bug|8160}}&lt;br /&gt;
&lt;br /&gt;
Potentially unsafe:&lt;br /&gt;
{{diagram|spaces=yes|&lt;br /&gt;
z+2 ___&lt;br /&gt;
z+1 →╬↘&lt;br /&gt;
z+0 →↖█→g&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Lastly, always be wary of [[tree]]s. It goes without saying that they are the enemy of dwarfkind. Trees can be used by invaders as siege towers to leap onto your walls, therefore it follows that a paved road around your walls, or digging out the [[Tree#Growing_trees|z-level below the area]], are effective ways of holding back the wooden menace.&lt;br /&gt;
&lt;br /&gt;
== Adventurer mode ==&lt;br /&gt;
Adventurers with a free, working grasp can climb by {{k|h}}olding an adjacent wall (possibly offset by 1 z-level above or below) or tree branches 1 z-level above. This initiates the &amp;quot;Climbing&amp;quot; status, which allows you to move in any direction relative to the wall, including straight up and down with {{k|&amp;lt;}} and {{k|&amp;gt;}} or diagonally upwards and downwards with {{k|Shift}}-direction and {{k|Ctrl}}-direction, respectively. Any movement prompts for which surface to climb to next; choosing a surface on a different z-level moves you to that z-level even if you did not move diagonally upwards or downwards to begin with. Adventurers cannot initiate climbing while on the ground (meaning you cannot prop yourself up against a wall in one final, daring stand), though you can initiate climbing while [[Swimmer|swimming]].&lt;br /&gt;
&lt;br /&gt;
Pressing {{k|h}} (or {{k|s}}) while climbing immediately removes the &amp;quot;Climbing&amp;quot; status, causing you to fall.  Doing so 1 or 2 z-levels from the ground (or water) is typically safe, though much higher up can have serious [[Gravity|consequences]]. When falling or &amp;quot;In flight&amp;quot; for any other reason, passing by a graspable surface opens a menu allowing you to attempt to stop your fall by latching on to the surface.&lt;br /&gt;
&lt;br /&gt;
Climbing most walls and trees neither requires nor grants any skill in climbing. As noted above, the exceptions to this rule are climbing block walls, e.g. most walls of generated buildings, and attempting to stop your flight by grabbing on to any wall or tree. Accordingly, the quickest way to train climbing is to shimmy around the rooftop of a 2 or more z-level tall structure in a [[hamlet]] or [[town]].&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
&lt;br /&gt;
* Dwarves climb trees and refuse to climb down until they die of thirst.{{bug|9252}}{{bug|11284}} With timely intervention, they can be saved by cutting down the tree or building stairs alongside a branch.&lt;br /&gt;
* Adventurers can be mostly unable to climb if they woke up stunned.{{bug|8543}} Work around is to wait an hour after waking up stunned.&lt;br /&gt;
&lt;br /&gt;
{{skills}}&lt;br /&gt;
{{Category|Fortress defense}}&lt;/div&gt;</summary>
		<author><name>Benderdragon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Jump&amp;diff=259838</id>
		<title>Jump</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Jump&amp;diff=259838"/>
		<updated>2021-12-04T05:37:58Z</updated>

		<summary type="html">&lt;p&gt;Benderdragon: added how to find non-jumping creatures&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Superior}}&lt;br /&gt;
&lt;br /&gt;
'''Jumping''' is a means of crossing otherwise uncrossable obstacles. Unlike with [[climber|climbing]], there is no associated skill with jumping.&lt;br /&gt;
&lt;br /&gt;
Most creatures can jump. Those that cannot jump have the {{token|CANNOT_JUMP|creature}} tag.&lt;br /&gt;
&lt;br /&gt;
== Fortress mode ==&lt;br /&gt;
In [[dwarf fortress mode]], dwarves and other creatures supposedly will sometimes jump, though this is difficult to observe in a running game. This has implications for [[Defense guide|fortress defence]]. One-tile moats, for example, are unlikely to be a significant obstacle to [[invader]]s, and your own dwarves may opt to leap from your defenses to complete an already-active job.&lt;br /&gt;
&lt;br /&gt;
== Adventurer mode ==&lt;br /&gt;
In [[adventurer mode]], your adventurer can jump by using the {{k|j}} key. If your adventurer is walking, the jump is limited to two squares. By setting the walking {{k|S}}peed to &amp;quot;Sprint&amp;quot; or &amp;quot;Run&amp;quot; and picking up speed until the maximum is reached, the distance you can jump is drastically increased. Indeed, this even allows an adventurer untrained in [[swimmer|swimming]] to cross [[river]]s.&lt;br /&gt;
&lt;br /&gt;
Jumping can also be used in combat, and provided it hits, it will send similarly sized targets flying and leave them stunned for easy follow-up attacks until they recover. It can also be used to knock enemies that are wrestling your companions away. Since wrestling prevents dodging, this will always connect.&lt;br /&gt;
&lt;br /&gt;
{{Translation| dwarven = mâtzang | elvish = efami | goblin = stoxus | human = itni}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Game mechanics}}&lt;br /&gt;
[[ru:Jump]]&lt;/div&gt;</summary>
		<author><name>Benderdragon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Combat&amp;diff=259590</id>
		<title>Combat</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Combat&amp;diff=259590"/>
		<updated>2021-11-11T22:00:15Z</updated>

		<summary type="html">&lt;p&gt;Benderdragon: added link to Wound&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|14:28, 17 May 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = zoluth&lt;br /&gt;
| elvish  = moÿira&lt;br /&gt;
| goblin  = nur&lt;br /&gt;
| human   = thec&lt;br /&gt;
}}&lt;br /&gt;
: ''(This page ''will'' cover the mechanics of combat - as they're all figured out. For now, you may want to refer to [[Combat skill]]s, [[Armor]] and/or [[Weapon]]s) for specific information on those aspects. The effects of many [[material]] properties on combat are somewhat understood (see the [[Material science]] page.&lt;br /&gt;
&lt;br /&gt;
: For a  &amp;quot;How to&amp;quot;, [[Military]] is the main article, or see [[Attack]] for the quick &amp;quot;right now!&amp;quot; version.)''&lt;br /&gt;
&lt;br /&gt;
[[File:dwarf_fight.jpg|thumb|250px|right|{{DFtext|Urist McSwingdeath felt|7:0}}{{DFtext| satisfied|2:0:1}}{{DFtext| striking his enemies with perfect poise.|7:0}}]]'''Combat''' in ''Dwarf Fortress'' is unlike that in most strategy and role-playing games. Rather than having hit points, units have a collection of body parts, such as limbs, head(s) and a torso. These have sub-parts: limbs have skin, fat, muscle, tendons, bones, nerves and arteries; heads have brains, eyes, noses, mouths, teeth and tongues; and torsos have internal organs. [[Wound|Damage]] to these parts and sub-parts causes various negative effects, such as fainting, vomiting, loss of mobility due to bone fractures or nerve damage, and eventually leading to death from organ failure or blood loss. The combat system tries to present a fairly realistic depiction of combat, with several important consequences.&lt;br /&gt;
&lt;br /&gt;
Although [[creature]]s and players may direct and focus their attacks, combat is random in nature. A glancing blow can get lucky and damage a vital organ, or open an artery to cause massive blood loss. Weapons cause damage specific to their class, be they [[Battle axe|axes]] or [[Short sword|swords]] or [[backpack]]s. You will often see creatures attacked with impaling weapons such as [[spear]]s or [[crossbow]] bolts die of asphyxiation when their lungs are pierced, while slashing weapons are more likely to open an artery or lop off a limb, and blunt weapons will cause fractures. Some weapons may become stuck in the enemy: if the weapon wielder can maintain control he can continue to do damage and immobilize the enemy, but if the enemy gains control of the stuck weapon, the weapon's wielder will be disarmed. &lt;br /&gt;
&lt;br /&gt;
Reading the combat {{k|r}}eports will give you a gruesome blow-by-blow of the fighting, telling you exactly what each strike did. It is important to note that, while most natural creatures have the same sorts of vulnerabilities due to their similar collections of body parts, procedurally-generated creatures such as [[bogeymen]], [[forgotten beast]]s and [[titan]]s may lack these vulnerabilities entirely. Killing a shambling pile of refuse may prove to be a very, very long process due to the fact that it has no vital parts, and metallic creatures may prove to be nearly invulnerable. When all else fails, a [[cave-in]] or [[obsidian]] casting means certain death for anything caught in it.&lt;br /&gt;
&lt;br /&gt;
As in real life, combat in ''Dwarf Fortress'' is chaotic, deadly, and gruesome. Numbers seem to matter, as defending against multiple opponents can be difficult, even for a decent fighter. Your warriors will not suffer loss of generic hit points, and cannot simply rest to regain them. Injuries must be dealt with in an appropriate fashion for healing to occur: broken bones must be set, wounds must be cleaned and stitched up, and for some things such as concussions, you can only wait and hope the victim eventually regains consciousness.&lt;br /&gt;
&lt;br /&gt;
==General observations==&lt;br /&gt;
* Blunt weapons use contact area, IMPACT_YIELD, IMPACT_FRACTURE and weapon mass to scale damage. As such, metal effective for blunt weapons are [[Adamantine]] 🡆 [[Copper]] 🡆 [[Iron]] 🡆 [[Bronze]] 🡆 [[Steel]] 🡆 [[Silver]], from lowest to highest. It should be noted that steel is just about as effective as silver due to the impact values, as well as iron and copper. Higher contact area has higher potential damage but has a harder time getting through armor.&lt;br /&gt;
* Edge weapons use SHEAR_YIELD and SHEAR_FRACTURE for material strength. As such, metal effectiveness for edged weapons are [[Silver]] 🡆 [[Copper]] 🡆 [[Iron]] 🡆 [[Bronze]] 🡆 [[Steel]] 🡆 [[Adamantine]], from lowest to highest.&lt;br /&gt;
* Edge weapons use contact area and penetration size to determine pressure. Lower contact area results in better ability to pierce armor, higher contact area increases the amount of tissue affected by an attack. Swords provide both, with slashing and stabbing; spears provide only low contact area, and axes only provide high.&lt;br /&gt;
&lt;br /&gt;
===AI Behaviour===&lt;br /&gt;
On seeing an enemy, military dwarves will rush towards their targets if they're able to path towards them.&lt;br /&gt;
&lt;br /&gt;
====Weapon attacks====&lt;br /&gt;
During most fights, attacks are targeted at a specific body part with a specific weapon, based on a few factors.&lt;br /&gt;
&lt;br /&gt;
In adventurer mode, during a fight, each turn generates an ease and squareness for each part on the target, based on relative positioning and current actions. If an auto-attack is made, the AI will take into account: &lt;br /&gt;
*A combination of the ease and squareness of the attack.&lt;br /&gt;
*Weapons at its disposal, including both held and natural weapons&lt;br /&gt;
*Body parts, such as the head, although this seems to be considered a low priority&lt;br /&gt;
&lt;br /&gt;
The AI can also perform wrestling, including the use of locks, choke-holds, and even forcefully removing equipment, although wrestling attacks are usually uncommon when a weapon is equipped.&lt;br /&gt;
&lt;br /&gt;
If the target is unconscious or immobilised, such as becoming exhausted or caught in webs, all strikes against that target will become perfectly accurate and perfectly squared, and the AI will always prioritise removing the helmet then striking the head.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Note that the AI does not seem to account for a body part's injuries - an already-disarmed hand or unusable leg can still be targeted, despite the presence of functional parts.&lt;br /&gt;
      &lt;br /&gt;
*Example: A goblin might suffer fatal upper spine injury from a blunt attack, rendering everything below their head useless - however, the dwarves will fail to recognise this and can continue to attack their body. This can result in dwarves becoming tired needlessly, increasing their own chances of death, especially in sieges.&lt;br /&gt;
&lt;br /&gt;
The AI also sometimes forget to retrieve their weapon after it becomes lodged in a target's wound. While they can still block attacks with their weapon, they will stop using it to make an attack, unless they receive intervention, such as another dwarf killing their target or a tackle displacing them. This means even legendary weapon users can suddenly become useless mid-battle, and dispatching a small number of dwarves can be prone to reliability issues, especially if their weapon type becomes lodged often.&lt;br /&gt;
&lt;br /&gt;
==General terms==&lt;br /&gt;
:'''Stress''' - Pressure = Force per area = F/A&lt;br /&gt;
:'''Strain''' - Deformation of a solid due to stress = Stress/Elastic Modulus&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:'''Yield Strength''' is the amount of stress required to permanently deform (bend) a material (plastic deformation)&lt;br /&gt;
:'''Fracture Strength''' is the amount of stress required to permanently break (rupture) a material &lt;br /&gt;
:'''Strain at yield''' is the amount of deformation (bending) that occurs at the yield point&lt;br /&gt;
:Implications to ''Dwarf Fortress'' Combat&lt;br /&gt;
&lt;br /&gt;
==Armor properties==&lt;br /&gt;
*Material Properties&lt;br /&gt;
:* Blunt Protection&lt;br /&gt;
::*'''Impact yield'''&lt;br /&gt;
::*'''Impact fracture'''&lt;br /&gt;
::*'''Impact strain at yield'''&lt;br /&gt;
&lt;br /&gt;
:* Edge Protection&lt;br /&gt;
::*'''Shear yield'''&lt;br /&gt;
::*'''Shear fracture'''&lt;br /&gt;
::*'''Shear strain at yield'''&lt;br /&gt;
&lt;br /&gt;
*Item Properties&lt;br /&gt;
:*'''Armor Level''': Layer number in which armor is worn. Lower numbers will be equipped first, and later numbers equipped if space is available.&lt;br /&gt;
:*'''Coverage'': Some armor covers more of the body than others.&lt;br /&gt;
&lt;br /&gt;
==Weapon properties==&lt;br /&gt;
*Material Properties&lt;br /&gt;
:*Common&lt;br /&gt;
::*'''Contact Area''': Determines the surface area hit by the weapon. Likely in mm&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;.&lt;br /&gt;
::*'''Velocity Multiplier''': Effectively increases the velocity of the weapon swing.&lt;br /&gt;
&lt;br /&gt;
:*Blunt Weapons&lt;br /&gt;
::*Blunt weapons are all about weapon mass, contact area, and velocity. Apply a large force to a small area for bone crushing goodness.&lt;br /&gt;
::*'''Mass''' is likely material '''Density''' times weapon '''Size'''&lt;br /&gt;
::*'''Momentum''' is '''Mass''' times '''Velocity'''&lt;br /&gt;
::*'''Velocity''' is based on the '''Mass''' of the weapon, the '''Strength''' of the wielder, and the '''Velocity Multiplier''' of the weapon&lt;br /&gt;
::*Any impact must have a conservation of momentum, and thusly, impart the weapon's momentum to the target&lt;br /&gt;
::*'''Stress''' is the '''Force''' of the strike divided by the '''Contact Area'''&lt;br /&gt;
:::*Material '''Impact Yield''' determines the '''Stress''' required to dent the armor (likely not used)&lt;br /&gt;
&lt;br /&gt;
:*Edged Weapons&lt;br /&gt;
::*Edged weapons rely on a combination of size, mass, contact area, penetration depth, and velocity&lt;br /&gt;
&lt;br /&gt;
==Attack speed==&lt;br /&gt;
Attack speed is defined in the raws using the ATTACK_PREPARE_AND_RECOVER token. ATTACK_PREPARE_AND_RECOVER:3:3 means &amp;quot;3 ticks to prepare, 3 ticks to recover&amp;quot;; this is the usual, for most attacks. Some attacks, such as kicks, are slower, and some, such as many night creature attacks, are faster. These can also be affected by modifiers (see below).&lt;br /&gt;
&lt;br /&gt;
==Other combat factors==&lt;br /&gt;
* Both [[adventurer mode]] and [[fortress mode]] keeps track of which way a creature is facing, based on its last actions. Attacks from behind will have increased accuracy, especially if the target hasn't spotted the attacker yet.&lt;br /&gt;
* Movement speed plays an important role in melee combat, as it determines both dodging efficiency and opponent's accuracy. Creatures that are either prone or naturally slow (such as [[giant snail]]s) will have a hard time dodging attacks, so breaking one of the opponent's legs is worth the effort.&lt;br /&gt;
* Creature size, especially relative to other combatants, has a considerable effect on combat. In addition to individual strength stats, larger targets hit with greater force, though whether this is absolute or relative to the target's size is uncertain. Charging and wrestling also favor the larger combatant.&lt;br /&gt;
* As of update 0.43.04 shakes and strong attacks will translate to other bodyparts. For example if you hit an enemy in the head with a blunt weapon, the force from that attack may also hurt the neck of the enemy. Even if the attack is blocked by armor, the force of the blow can still damage other bodyparts.&lt;br /&gt;
* Attacks can have modifiers that affect their speed and properties: heavy attacks increase the prepare and recover time, but have a higher velocity; precise attacks nearly double the prepare time, but have much higher accuracy; quick attacks reduce prepare and recover to about 2/3, but have lower velocity; wild attacks are slightly faster in preparation and have higher velocity, but lower accuracy and take significantly longer to recover.&lt;br /&gt;
* Only wild attacks are usable by berserk creatures.&lt;br /&gt;
&lt;br /&gt;
==Arena test results==&lt;br /&gt;
* See [[Material]]&lt;br /&gt;
&lt;br /&gt;
==Adventurer mode==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border:1px solid #ccc;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{k|8}} {{k|2}} {{k|4}} {{k|6}} {{k|7}} {{k|9}} {{k|1}} {{k|3}}/ {{k|↑}} {{k|↓}} {{k|←}} {{k|→}}&lt;br /&gt;
| Attack adjacent hostile creature&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{k|5}}&lt;br /&gt;
| Attack hostile creature on same tile&lt;br /&gt;
|-&lt;br /&gt;
| {{k|A}}&lt;br /&gt;
| Attack an adjacent creature.&lt;br /&gt;
|-&lt;br /&gt;
| {{k|f}}&lt;br /&gt;
| Fire a projectile&lt;br /&gt;
|-&lt;br /&gt;
| {{k|t}}&lt;br /&gt;
| Throw an item&lt;br /&gt;
|-&lt;br /&gt;
| {{k|j}}&lt;br /&gt;
| Jump&lt;br /&gt;
|-&lt;br /&gt;
| {{k|C}}&lt;br /&gt;
| Open combat preferences interface&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Combat]] is the fine art of using physical force to cause injury and death, and it is particularly fun in ''Dwarf Fortress''.&lt;br /&gt;
&lt;br /&gt;
See [[Adventurer mode gameplay#Party members]] for information on switching characters and using tactical mode.&lt;br /&gt;
&lt;br /&gt;
=== Defense ===&lt;br /&gt;
&lt;br /&gt;
Defense is also very important in ''Dwarf Fortress''. Lucky attacks can kill instantly, and the only way to heal is to pass time (which can be done with fast travel, sleeping, or actual waiting). The main methods of defense are armor, dodging, shields, and parrying attacks.&lt;br /&gt;
&lt;br /&gt;
Defense can happen either automatically, or manually using the {{k|A}}im attack menu. Manual defense is more likely to succeed, but prevents you from attacking (except for multi-attacks, but defense is tricky with those). The relative skill levels of attacker and target also affect the chances of success  - a master swordsman is more likely to hit a novice dodger than a master dodger, for example. Also, see the [[Combat#Combat_preferences|Combat preferences]] section below for information on how those can affect defense.&lt;br /&gt;
&lt;br /&gt;
[[Armor]] has a chance to automatically deflect an attack that targets a body part covered by it. So, getting as much [[Armor#Coverage|coverage]] as possible is important. So is having more [[Armor#Layers|layers]] of protection. The [[armor user]] skill is also very important as otherwise worn armor will greatly slow the wearer down.&lt;br /&gt;
&lt;br /&gt;
Each attack on you has a chance of being dodged automatically depending on your [[dodger]] skill level. You can also dodge manually in the {{k|A}}im attack menu by selecting any creature and choosing dodge. You then pick a direction, and your character will move one tile in that direction, possibly avoiding any number of attacks. Tiles that have a creature standing in them or some other blocking object cannot be dodged into. It is not clear whether choosing a specific creature increases the chance to dodge their attack or if choosing any creature will result in the same chance to dodge all attacks.&lt;br /&gt;
&lt;br /&gt;
Each held shield has a chance to block most attacks, including breath attacks, and each held weapon has a chance to parry other weapon attacks, including projectile attacks (very rarely). Blocking and parrying can also be attempted manually in the {{k|A}}im attack menu. There you can see adjacent creatures and any attacks they are attempting. This may include how soon the attack will happen depending on [[observer]] skill level. You can then pick a creature and choose to attempt to parry or block their attack. If several attacks are incoming, you can either manually defend against the soonest attack hoping for time to defend against the others or against the most dangerous hoping the other attacks are defended automatically.&lt;br /&gt;
&lt;br /&gt;
The defensive options in the {{k|A}}im attack menu do not have fixed keys because their position can change if one or more is impossible. You can't block without a shield, parry without a free weapon, or dodge while in a wrestling hold.&lt;br /&gt;
&lt;br /&gt;
Note that you can dodge even if you are not being attacked. Also, despite being in an attack menu the defensive options will not escalate the conflict level. So, you can dodge away from a friendly creature without it counting as an attack.&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
&lt;br /&gt;
[[Weapon]]s are divided into specific [[Combat_skill#Weapon_skills|weapon skill]]s. Also, any item held in a grasp (usually a hand) can be used as a weapon and will use the [[Miscellaneous object user]] skill. This includes shields. Mining [[pick]]s are an exception in that they use the [[Miner]] skill.&lt;br /&gt;
&lt;br /&gt;
Weapons can become stuck in wounds after an attack - this will make the weapon unavailable for aimed attacks. There are multiple ways to free them. The most reliable is by {{k|I}}nteracting with the weapon in inventory, choosing the weapon, and choosing the {{DFtext|Gain possession}} option. Other ways include; doing a non-aimed attack can free up a stuck weapon (but if you're holding multiple weapons this isn't certain to work); moving from your current tile (exposing your back or flank to the enemy is not recommended); moving the enemy from their ''own'' tile by wrestling throw or charging attack; or jumping into the enemy.&lt;br /&gt;
&lt;br /&gt;
Most creatures have body parts that can be used as weapons; hands, nails, feet, and mouths are common. These allow the creature to punch, scratch, kick, and bite, which use the Striker, Kicker, and Biter [[combat skill]]s. Creatures with other body parts may have an added attack with those; horns or tusks add gore attacks, for example. Creatures may also have attacks as natural abilities or acquired powers which can be used with {{k|x}} then {{k|a}} or {{k|p}}. {{DFtext|Spit}} is a common ability, but is not very effective.&lt;br /&gt;
&lt;br /&gt;
The entire body can also be used as a weapon by {{k|j}}umping into or through the tile a creature is in. Usually they will dodge, but that might be useful around dangerous terrain. If it does hit, they may be sent flying depending on your relative masses. This can be useful for crowd control or knocking enemies into pits. Having your weapon stuck in them seems to increase the chance of hitting them.&lt;br /&gt;
&lt;br /&gt;
=== Melee attacks ===&lt;br /&gt;
&lt;br /&gt;
Hostile creatures can be attacked using a non-aimed attack by simply moving towards your enemy using the movement keys. A hostile creature in the same tile as you can be attacked with {{k|5}}. The specific type of attack can be influenced by the [[Combat#Combat_preferences|combat preferences]] and may be influenced by the character's skill level for each type of attack.{{verify}}&lt;br /&gt;
&lt;br /&gt;
Any visible creature can be attacked by standing next to it and pressing {{k|A}}. Attacking some creatures will require a confirmation, given using {{k|alt}}+{{k|y}}. This can be because they're friendly (which includes wild animals for elves), unconscious, or have yielded. This menu also has [[Combat#Wrestling|wrestling]] and [[Combat#Defense|defensive]] options.&lt;br /&gt;
&lt;br /&gt;
The first option {{k|a}} is to make an '''aimed attack'''. You first select the body part that you want to attack, then the type of attack. There are several options below the attack type menu. '''Quick attacks''' are faster than regular attacks but weaker. '''Heavy attacks''' are slower but hit harder. '''Wild attacks''' are faster and hit harder but are inaccurate. '''Precise attacks''' are very slow but are much more likely to hit. '''Multi-attacks''' allow you to attack several times in a row, at a great cost to the effectiveness of any one of the chosen attacks.&lt;br /&gt;
&lt;br /&gt;
Some options may be marked with a {{DFtext|!|3:1}}, this indicates an attack of opportunity which has a greatly increased chance of effectiveness, but only applies to a specific attack type. Selecting a body part with one of these will then show which type of attack it is. A {{DFtext|↑|3:1}} or {{DFtext|↓|3:1}} indicates that there is a {{DFtext|!|3:1}} on another page. The keys to change the page are shown above the list, {{k|/}} and {{k|*}} by default. Even if one of these doesn't target an important body part or uses a weaker attack, if successful they can cause significant pain which may give you an advantage.&lt;br /&gt;
&lt;br /&gt;
Some options may also be marked with one of {{DFtext|+|2:0}}, {{DFtext|+|2:1}}, {{DFtext|-|4:0}}, or {{DFtext|-|4:1}}, these indicate normal attacks that are better ({{DFtext|+|2:0}}{{DFtext|+|2:1}}) or worse ({{DFtext|-|4:0}}{{DFtext|-|4:1}}) than average.&lt;br /&gt;
&lt;br /&gt;
Look at the difficulty rating for various possible attacks. Impossible attacks will be nearly impossible to land and Easier attacks will be very easy to land. The difficulty rating for an attack does not change depending on your weapon skill. Based on player experiences, a Grand Master weapon user can almost always land a &amp;quot;Tricky&amp;quot; strike, while a Novice generally cannot. Attacks on various locations will also have limits on how &amp;quot;squarely&amp;quot; they can land (due to being out of reach, for example). Square and very square attacks will deal more damage.{{Verify}} Attacks which &amp;quot;can't land squarely&amp;quot; are generally still effective.&lt;br /&gt;
&lt;br /&gt;
When your target is unconscious all attacks will be {{DFtext|Simple strike, direct hit}}.&lt;br /&gt;
&lt;br /&gt;
Attacks aimed at an unarmored head are the most effective; a single attack to the cranium with a weapon will usually put an end to the fight. Aimed attacks are especially useful for dismembering opponents. Opponents who are missing a foot will fall over, thereby greatly lowering their speed, and giving you an immediate edge in the fight. Cutting off both hands is also highly recommended for obvious reasons. After all, a field full of armless, one-legged enemies can be a big experience booster for your character and your companions. Damage to the lower body can cause nausea on most mundane creatures which is a major debuff for them. (They can also rarely [[Gelder|geld]] male creatures, but that has no other combat effect.)&lt;br /&gt;
&lt;br /&gt;
Aimed attacks are also especially helpful when fighting giant beasts. Some enemies like giant desert scorpions have lots of redundant body parts, and random attacks waste valuable time on low priority areas while the scorpion is busy injecting venom into the whole party. Lastly, aimed attacks allow you to grab trophies that are not available via butchering. For example, a minotaur's horns can be cut off during a fight, but since it's a humanoid, most adventurers will refuse to butcher its corpse after the fight. However, in DF2014, all butcherable corpses are able to be butchered, as long as the corpse isn't too mangled.&lt;br /&gt;
&lt;br /&gt;
=== Ranged attacks ===&lt;br /&gt;
&lt;br /&gt;
To attack with a ranged weapon press the {{k|f}} key with a ranged weapon (bow, crossbow, etc.) equipped on one hand and select the square where you want to attack. Note that you need to have some sort of ammo, corresponding to the type of ranged weapon you are using (for example, bows use arrows, crossbows use bolts). Otherwise, a message stating &amp;quot;You have nothing left to fire.&amp;quot; is displayed in brown. Similarly use the  {{k|t}} key to throw any random object in the same manner. Random objects appear to make a random attack if they happen to have more than one possible type.{{Verify}} For example, if you throw a sword it may hit with a blunt impact, a stabbing impact, or a slicing impact. Throwing crossbow bolts with sufficient throwing skill and strength seems to have an effect similar to firing them, although less powerful. On the plus side, you will never lose ammo if you throw it.&lt;br /&gt;
&lt;br /&gt;
It is not possible to aim for specific body parts with ranged or thrown attacks.&lt;br /&gt;
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{{k|t}}hrowing is generally a good skill to have for any adventurer, as it allows you to slow down fleeing foes, both on the ground and in the air without the need of equipping a (cross)bow. Just like {{k|l}}ooking, you can use throwing to view and hit enemies multiple Z levels away from you. If you're lucky, you can simply land a hit that causes the flying enemy to give in to pain, and then let gravity do the rest of the work. Even if the fall doesn't kill them, they will most likely be stunned long enough for you to run up and slaughter them.&lt;br /&gt;
&lt;br /&gt;
=== Wrestling ===&lt;br /&gt;
&lt;br /&gt;
:''Main article: [[Wrestling]]''&lt;br /&gt;
&lt;br /&gt;
'''[[Wrestling]]''' (grappling) can be performed by selecting an enemy via {{k|A}} followed by {{k|b}} to wrestle. You can wrestle any enemy. Wrestling works somewhat like a targeted attack: Once you grab a creature by some body part, you may be able to make another wrestling attempt that will allow you to perform a throw or takedown. For a detailed list of moves, such as takedowns, throws, choke holds, etc., see [[Wrestling]].&lt;br /&gt;
&lt;br /&gt;
=== Wounds ===&lt;br /&gt;
&lt;br /&gt;
If you get wounded during combat, you can try to yield or flee - or both - before you get more wounded.&lt;br /&gt;
&lt;br /&gt;
To yield, press {{k|y}}. This will be less effective if you continue to hold a weapon, so drop any with {{k|d}}. Putting them away with {{k|q}} or {{k|p}} may also work. You can also ask them to cease hostilities with {{k|k}}. However, depending on the hostility level of the conflict and possibly the personality of your enemy, they may continue to attack you.&lt;br /&gt;
&lt;br /&gt;
If you choose to flee, you can increase your movement speed with {{k|S}}. Be aware that movement speed while stunned, nauseous or winded is reduced, and might leave you open to fatal blows. If you are next to a creature, manually dodging using the {{k|A}}im attack menu may be faster than using the movement keys and will likely avoid more attacks.&lt;br /&gt;
&lt;br /&gt;
Your wounds will heal over time, so just fast travel or sleep in a safe place. Some wounds may never heal, however, leaving you permanently crippled. Obtaining a crutch may help with this. Or, if you are not already a vampire, you can get bitten by a werebeast during full moon, which will heal all injuries once per month. Rolling [[die|divination dice]] can also result in a transformation or direct healing, though such magical healing seems to also have limits.&lt;br /&gt;
&lt;br /&gt;
If you have some bolts or arrows stuck in your body, they can be removed by using the complex {{k|I}}nteraction menu. Select the stuck bolt or arrow from the list and then pull it out with {{k|a}}. You'll probably start bleeding after you pull it out, but the bleeding is rarely anything to worry about.&lt;br /&gt;
&lt;br /&gt;
=== Combat preferences ===&lt;br /&gt;
&lt;br /&gt;
At any time during gameplay (except in fast travel mode), you can press {{k|C}} to open the Combat Preferences menu. There are three different preferences you can set: Attack, Dodge and Charge Defense. These have a few different sub-preferences each:&lt;br /&gt;
&lt;br /&gt;
*'''{{k|a}}ttack'''&lt;br /&gt;
**'''According to Opponent''' - The default setting. When set to this, charging happens more or less frequently, depending on the difference in size between you and the opponent. Bigger opponents get charged less, smaller more often. Can be very risky, since a random charge against a huge opponent is likely to get you knocked down and stunned. In the same vein, charging when close to obstacles or other environmental hazards is very dangerous, potentially fatal, if the enemy dodges you.&lt;br /&gt;
**'''Strike''' - This setting ensures that you never charge an opponent, but rather just swing your weapon at them. This carries less risk than the above, but you're never going to knock anyone down without hitting their legs or spine. Very preferable against large opponents.&lt;br /&gt;
**'''Charge''' - When set to this, you ALWAYS charge. When faced with numerous small enemies (Bogeymen in particular), this can be extremely useful, but remember to switch back when facing something bigger. Charging a large dragon is almost a certain death sentence.&lt;br /&gt;
**'''Close Combat''' - With this setting, all your auto-attacks are grapples. Generally not very useful, since the random nature of it tends to prevent you from actually doing any damage with it, but if you continually auto-attack a harmless creature with it, your wrestling-skill will be legendary in no time. &lt;br /&gt;
&lt;br /&gt;
*'''{{k|d}}odge'''&lt;br /&gt;
**'''Move Around''' - This means you can jump away from attacks, physically moving in a random direction. While this lets you dodge attacks more often, it can also result in you jumping into a wall or lake. If you're fighting in really tight spaces, or areas with large pits, you might want to switch to the other option.&lt;br /&gt;
**'''Stand Ground''' - As can be expected, you stand your ground. No jumping around, which is useful in the above situation, but risky in the open. If you have room for jumping around, go with Move Around, but otherwise this could be a good idea.&lt;br /&gt;
&lt;br /&gt;
*'''{{k|c}}harge Defense'''&lt;br /&gt;
**'''According to Opponent''' - Again, the default setting. You're more likely to stand still against small enemies charging, but will probably prefer moving away from larger ones. Somewhat risky, in that even a somewhat small enemy can stun you by charging.&lt;br /&gt;
**'''Dodge Away''' - With this, you'll dodge away from charging enemies, if you can. It's not a sure bet, but it's very much worth it against enemies who like to charge. This is probably the most preferable mode, since you're not losing a whole lot by dodging a small foe charging, but dodging an angry night beast can save you from a world of pain.&lt;br /&gt;
**'''Stand Ground''' - If you're certain of your physical superiority to the opponent, you can safely choose this. Standing your ground like a real man/woman might feel hardcore, but getting knocked down in a fight can be extremely dangerous. It probably has some use against bogeymen though, since they're quite small. If you really are much bigger than the enemy, you'll end up knocking THEM down. Most of the time though, charges heavily favor the attacker, so dodging away is probably preferable.&lt;br /&gt;
&lt;br /&gt;
Using the Combat Preferences properly can actually save your hide, so they're worth fiddling with. Just don't forget that you've fiddled with them, since a misplaced charge or dodge could end up killing you.&lt;br /&gt;
&lt;br /&gt;
{{Category|Game mechanics}}&lt;br /&gt;
[[ru:Combat]]&lt;/div&gt;</summary>
		<author><name>Benderdragon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Strange_mood&amp;diff=259451</id>
		<title>Strange mood</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Strange_mood&amp;diff=259451"/>
		<updated>2021-10-19T03:03:44Z</updated>

		<summary type="html">&lt;p&gt;Benderdragon: /* Troubleshooting */ added tip to build forges, not smelters&lt;/p&gt;
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&lt;div&gt;{{Quality|Exceptional|00:23, 18 May 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
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{{buggy|bugsection=Bugs}}&lt;br /&gt;
{{minorspoiler}}&lt;br /&gt;
Periodically, individual dwarves are struck with an idea for a [[legendary artifact]] and enter a '''strange mood'''. Dwarves which enter a strange mood will stop whatever they are doing and pursue the construction of this artifact to the exclusion of all else.  They will not stop to eat, drink, sleep, or even run away from dangerous creatures. If they do not manage to begin construction of the artifact within a handful of months, they will go [[#Failure|insane]] and die soon afterward.&lt;br /&gt;
&lt;br /&gt;
[[File:strange_mood_prev.png|thumb|250px|right|''Crudely drawn by Zippy'']]Note: All controllable civilizations with the {{token|STRANGE_MOODS}} token are able to enter strange moods, though, by default, the only civilization this applies to is dwarves.&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
Once your fortress has at least 20 dwarves, every now and then, one of them will be struck by a &amp;quot;strange mood&amp;quot;. These largely random events will be seen as an [[announcement]], and will pause the game.&lt;br /&gt;
&lt;br /&gt;
A dwarf struck by a strange mood will seek an appropriate workshop, immediately claim it for the duration of the mood, attempt to collect the materials to create their [[artifact]] of choice, and, once those have been collected, proceed to do so. Depending on the exact mood (see [[Strange mood#Types of moods|types of moods]], below), both the workshop and the artifact are based on the highest &amp;quot;moodable skill&amp;quot; of that dwarf (see &amp;quot;[[Strange mood#Skills and Workshops|Skills and Workshops]]&amp;quot;, below).&lt;br /&gt;
&lt;br /&gt;
At the end of this process, if successful, the dwarf will '''usually''' gain enough [[experience]] to become Legendary (or higher), and then return to life as normal, but now with a Legendary skill. The &amp;quot;possessed&amp;quot; mood is an exception to this rule, as it does not grant any experience upon completion.&lt;br /&gt;
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A dwarf cannot be struck by more than one mood in their lifetime.&lt;br /&gt;
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=== In Fortress mode ===&lt;br /&gt;
# The game will pause, center on a dwarf, and announce that the dwarf has entered one of five different types of strange moods.  The [[#Types of moods|types of moods]] are listed below.  While in a mood, a dwarf will display a blinking exclamation point (see [[Status icon|status icons]]).&lt;br /&gt;
# For the duration of the mood, the dwarf will claim a workshop related to the skill that the mood affects (not all skills are eligible), kick out any dwarf who was using it, and render it otherwise unusable until the mood has ended. If a moody dwarf does not claim a workshop, it is because the appropriate workshop does not exist.  (See [[#Skills and workshops|skills and workshops]] below to determine which workshop(s) might be required.) A moody dwarf will ''not'' be able to build a needed workshop; another dwarf with the appropriate [[labor]] designation must do so for them, if one is necessary. Furnaces are also counted as a workshop.&lt;br /&gt;
# After claiming a workshop, the dwarf will set about collecting the required materials for their artifact.  If the dwarf remains idle inside the workshop, it's because they cannot find the right material. Reference the [[#Demands|demands]] section to determine what may be required.  Important Note: They will only collect these materials in the order that they require them.  In other words, you have to determine where they are on the list of required materials and then provide the next one before they will continue collecting other materials.&lt;br /&gt;
# Once all materials have been gathered, the game will once again pause and center, and the moody dwarf will begin construction.  Upon completion, the dwarf will create a semi-random artifact related to the skill affected and gain [[legendary]] (or higher) status in that skill (unless the mood type is [[#Possessed|possessed]]).  See the [[#Skills and workshops|skills and workshops]] for information on which skills can be gained, or the [[#Artifacts created|artifacts created]] section for more details on the artifacts themselves.&lt;br /&gt;
# While you have some control over the skill the dwarf uses, and so some (but less) control over the type of artifact created, and (with some effort) the materials used, you have no control over which dwarf is struck by a mood, nor the type of mood that strikes them, nor the specific type of artifact created.&lt;br /&gt;
# The conditions necessary for a strange mood to occur have been fully understood due to a disassembly of the game; see below for the exact mechanics.&lt;br /&gt;
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===In world generation===&lt;br /&gt;
Long before your seven dwarves [[embark]] on their adventure, non-player dwarves may also be struck by strange moods during world generation, albeit these are treated more abstractly. These events are a primary source of non-player artifacts that are scattered across the outside world when the game starts (see [[Mission]]). They have the same properties and quality as any artifact your fortress could have produced, and may be stolen or pillaged just like any other non-player artifact.&lt;br /&gt;
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== Skills and workshops ==&lt;br /&gt;
If struck by a Fey, Secretive or Possessed mood, the workshop and artifact will be based on the highest &amp;quot;moodable skill&amp;quot; that a dwarf possesses. Not all skills are moodable. Fell and Macabre moods will either claim a butcher's shop and use Bonecarving, or a tanner's shop and use Tanning (see [[Strange mood#Types of moods|Types of moods]], below).&lt;br /&gt;
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{| class=&amp;quot;wikitable sortable&amp;quot; cellpadding=&amp;quot;4&amp;quot; style=&amp;quot;border:1px solid black;border-collapse:collapse;text-align:left;float:right;margin:0 0 20px 30px;vertical-align:top;&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! Highest skill&lt;br /&gt;
! Workshop required&lt;br /&gt;
|- style=&amp;quot;background-color:palegreen&amp;quot;&lt;br /&gt;
| [[Armorsmith]]&lt;br /&gt;
| [[Metalsmith's forge]] (or [[Magma forge]])&lt;br /&gt;
|-  style=&amp;quot;background-color:palegreen&amp;quot;&lt;br /&gt;
| [[Bone carver]]&lt;br /&gt;
| [[Craftsdwarf's workshop]]&lt;br /&gt;
|-  style=&amp;quot;background-color:palegreen&amp;quot;&lt;br /&gt;
| [[Bowyer]]&lt;br /&gt;
| [[Bowyer's workshop]]&lt;br /&gt;
|-  style=&amp;quot;background-color:wheat&amp;quot;&lt;br /&gt;
| [[Carpenter]]&lt;br /&gt;
| [[Carpenter's workshop]]&lt;br /&gt;
|-   style=&amp;quot;background-color:palegreen&amp;quot;&lt;br /&gt;
| [[Clothier]]&lt;br /&gt;
| [[Clothier's shop]]&lt;br /&gt;
|- style=&amp;quot;background-color:lightgray&amp;quot;&lt;br /&gt;
| [[Engraver]]&lt;br /&gt;
| [[Craftsdwarf's workshop]]&lt;br /&gt;
|- style=&amp;quot;background-color:wheat&amp;quot;&lt;br /&gt;
| [[Gem cutter]]&lt;br /&gt;
| [[Jeweler's workshop]]&lt;br /&gt;
|- style=&amp;quot;background-color:wheat&amp;quot;&lt;br /&gt;
| [[Gem setter]]&lt;br /&gt;
| [[Jeweler's workshop]]&lt;br /&gt;
|- style=&amp;quot;background-color:wheat&amp;quot;&lt;br /&gt;
| [[Glassmaker]]&lt;br /&gt;
| [[Glass furnace]] (or [[Magma glass furnace]])&lt;br /&gt;
|-   style=&amp;quot;background-color:palegreen&amp;quot;&lt;br /&gt;
| [[Leatherworker]]&lt;br /&gt;
| [[Leather works]]&lt;br /&gt;
|-  style=&amp;quot;background-color:wheat&amp;quot;&lt;br /&gt;
| [[Mason]]&lt;br /&gt;
| [[Mason's workshop]]&lt;br /&gt;
|-   style=&amp;quot;background-color:palegreen&amp;quot;&lt;br /&gt;
| [[Mechanic]]&lt;br /&gt;
| [[Mechanic's workshop]]&lt;br /&gt;
|-  style=&amp;quot;background-color:wheat&amp;quot;&lt;br /&gt;
| [[Metal crafter]]&lt;br /&gt;
| [[Metalsmith's forge]] (or [[Magma forge]])&lt;br /&gt;
|-  style=&amp;quot;background-color:wheat&amp;quot;&lt;br /&gt;
| [[Blacksmith|Metalsmith]]&lt;br /&gt;
| [[Metalsmith's forge]] (or [[Magma forge]])&lt;br /&gt;
|-  style=&amp;quot;background-color:wheat&amp;quot;&lt;br /&gt;
| [[Miner]]&lt;br /&gt;
| [[Mason's workshop]]&lt;br /&gt;
|- style=&amp;quot;background-color:lightgray&amp;quot;&lt;br /&gt;
| [[Stone crafter]]&lt;br /&gt;
| [[Craftsdwarf's workshop]]&lt;br /&gt;
|-  style=&amp;quot;background-color:wheat&amp;quot;&lt;br /&gt;
| [[Tanner]]&lt;br /&gt;
| [[Leather works]]&lt;br /&gt;
|-   style=&amp;quot;background-color:palegreen&amp;quot;&lt;br /&gt;
| [[Weaponsmith]]&lt;br /&gt;
| [[Metalsmith's forge]] (or [[Magma forge]])&lt;br /&gt;
|- style=&amp;quot;background-color:wheat&amp;quot;&lt;br /&gt;
| [[Weaver]]&lt;br /&gt;
| [[Clothier's shop]]&lt;br /&gt;
|- style=&amp;quot;background-color:lightgray&amp;quot;&lt;br /&gt;
| [[Wood crafter]]&lt;br /&gt;
| [[Craftsdwarf's workshop]]&lt;br /&gt;
|- style=&amp;quot;background-color:lightgray&amp;quot;&lt;br /&gt;
| &amp;amp;lt;none&amp;amp;gt;&lt;br /&gt;
| [[Craftsdwarf's workshop]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A dwarf will claim a workshop according to their highest applicable skill, and upon completion of the artifact, gain 20,000 [[experience]] in that skill (excepting [[Strange mood#Possessed|possessed]]  dwarves). This will give the dwarf a legendary-level [[skill]] (specifically, &amp;quot;legendary+1&amp;quot; or higher, depending on the dwarf's initial skill level).  The table to the right describes all applicable skills and their potential workshop requirements - there are only 20 skills that determine the workshop and that can be affected by a mood (sometimes referred to as '''moodable''' skills.)  If a dwarf does not possess at least one of the moodable skills listed to the right, they will take over a [[craftsdwarf's workshop]] and gain one of [[bone carver]], [[stone crafter]], or [[wood crafter]] skills, producing an artifact [[craft]].&lt;br /&gt;
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When selecting the desired mood skill, only the level itself is checked, and if the highest level found is shared by multiple skills, then one will be selected randomly. &lt;br /&gt;
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This fact can be utilized to maximize the possibility of getting a dwarf with the specific legendary skill you want: since ''non''-moodable skills are ignored, whenever possible make sure that each dwarf's highest ''moodable'' skill is one of those you want.  Have all your peasants, [[farmer]]s, non-professional military and other dwarves without any moodable skills do one job each in the skill(s) you most want; if a &amp;quot;[[experience|dabbling]]&amp;quot; skill is the highest moodable skill they have, that is the skill that will be used. [[Guildhall]]s related to moodable skills may both help and hinder, as demonstrations will increase skill levels without any jobs being done.&lt;br /&gt;
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[[Scholar]]s may discuss mechanics as part of their work and gain a small amount of experience in it.  This is the only skill that scholars discuss that is moodable.&lt;br /&gt;
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=== &amp;quot;Best&amp;quot; skills ===&lt;br /&gt;
Some skills produce generally useful and valuable items, and others produce only trinkets or jewelry. While &amp;quot;best&amp;quot; is very subjective, balancing the artifact itself with the Legendary skill the mood (usually!) produces, and both of those against the needs and goals of the current fortress, generally speaking the skills can be broken down into tiers of usefulness. &lt;br /&gt;
&lt;br /&gt;
Note that in addition to an artifact, the mood will (usually) raise the dwarf to Legendary in the chosen skill; often this is, from a practical standpoint, more valuable than an artifact, so you might consider trying to push poorly-trained dwarves towards moodable skills you have a need for, instead, in case they are struck by a mood.&lt;br /&gt;
&lt;br /&gt;
* [[Weaponsmith]] is one of the &amp;quot;best&amp;quot; skills. While the moody dwarf might create a questionable lead spear or lightweight aluminum mace, the odds are they'll create something that is still more deadly than its ☼steel☼ equivalent. And with a little manipulation, you can at least make sure the item ''is'' steel, although they could still give you a non-dwarf weapon. [[Mechanic]] is a close second for reliability and usefulness - any mechanism's [[quality]] modifies the chance for a trap to hit its target, an artifact [[Trap#Weapon trap|weapon trap]] never jams{{verify}}, and an artifact lever in a room will make its value skyrocket (even if not connected to anything!).&lt;br /&gt;
* [[Armorsmith]]s is similarly valuable, having a decent chance to create something with exceptional value for your military (or at least one member of it), but, similar to weapons, this requires manipulating available material to avoid getting [[Armor#Material|soft]], useless gold or lead [[armor]] pieces. And, while moody [[Bowyer]]s can create artifact wood/bone [[crossbow]]s of great accuracy, they can also give you [[blowgun]]s. Good luck with either one.&lt;br /&gt;
* Artifact [[furniture]] is unbreakable by building destroyers and creates otherwise-impossible fortress defense options. A dwarf with a preference for doors, hatches, or floodgates will always produce that item, which can then be locked against many enemies that would otherwise break through. It can also have huge monetary worth for improving room value, and placing an artifact item where all can pass by and admire it will be good for general morale. These skills include [[Mason]]s, [[Miner]]s (who are treated the same as masons), [[Carpenter]]s, and [[Blacksmith|Metalsmith]]s. Many of these can also produce items from the lower-utility lists, below. But maybe you'll get an artifact [[mug]] for your tavern. Good luck with that, too.&lt;br /&gt;
* These next are (very?) odds-against; chances are good that they'll produce something on one of the ''next'' lists, or at best some nice furniture, but there's a (very) small chance it'll be something truly useful as well as valuable. [[Clothier]]s can make an artifact [[rope]], and [[metal crafter]]s can create [[chain]]s, either of which can be used for your main [[well]].  Similarly with a [[carpenter]] or [[blacksmith]] and [[bucket]]s.  [[Glassmaker]]s can create an artifact trap component. [[Leatherworker]]s and [[tanner]]s can create [[shield]]s, and both they and [[bone carver]]s can create artifact Leather/Bone Armor pieces, which are great if you have Hunters, etc. Which are all better than the next two...&lt;br /&gt;
* Next to last are skills that produce an artifact that could only be worn by one dwarf, and perhaps admired by others they come in contact with. [[Clothier]]s and [[weaver]]s fall just below some of the above: for no ability to produce anything except wearable, non-military items. [[Gem cutter]]s and [[Gem setter]]s can fall on this list too, as creating something of pure monetary value and no practical use in your dwarven society.&lt;br /&gt;
* Last on the list are &amp;quot;crafts&amp;quot; - surprisingly valuable trinkets in the form of amulets, totems, rings, figurines - or, at best, crowns, which at least ''sound'' impressive. These skills are [[engraver]], [[stone crafter]], and [[wood crafter]] (and a distinct chance from several of the skills mentioned earlier: [[bone carver]], [[gem cutter]], [[gem setter]], [[glassmaker]], and [[metalcrafter]].)&lt;br /&gt;
:* Peasants, defined here as having no moodable skill, always produce from the crafts list:  It's always a good idea to have every newly arrived &amp;quot;peasant&amp;quot; migrant craft just one item from the moodable skill of your choice, to avoid such a tragic waste of dwarfcraft.&lt;br /&gt;
&lt;br /&gt;
== Types of moods ==&lt;br /&gt;
For each of the following types of moods, the first message is how the mood is [[Announcement|announced]]; the second message appears in the dwarf's profile when he or she is viewed with the {{K|v}} key.  All moody dwarves will have &amp;quot;Strange Mood&amp;quot; listed as their active task and are &amp;quot;quite content&amp;quot;, regardless of any recent [[thought]]s they may have had.&lt;br /&gt;
&lt;br /&gt;
=== Fey ===&lt;br /&gt;
* {{Gametext|&amp;lt;dwarf&amp;gt; is taken by a fey mood!|7:1}}&lt;br /&gt;
: ''Has the aspect of one fey!''&lt;br /&gt;
&lt;br /&gt;
This is the most basic strange mood.  Fey dwarves will clearly state their demands when the workshop they are in is examined.&lt;br /&gt;
&lt;br /&gt;
=== Secretive ===&lt;br /&gt;
* {{Gametext|&amp;lt;dwarf&amp;gt; withdraws from society...|7:0}}&lt;br /&gt;
: ''Peculiarly secretive...''&lt;br /&gt;
&lt;br /&gt;
Secretive moods are the same as fey moods, except a secretive dwarf will sketch pictures of their required materials instead of clearly stating their demands if they cannot find what they need.   Descriptions of all these [[#Demands|secretive requirements]] can be seen only by viewing the workshop that the moody dwarf has claimed, with {{k|q}}, and then only while the dwarf is waiting inside it.  More than one &amp;quot;picture&amp;quot; is likely; these will cycle through the entire list automatically if any one is not available.  (Since materials are gathered ''in order'', it's quite possible that only one of a long list is needed to allow the moody dwarf to continue on their project.  If the dwarf has gathered some of the materials (seen as &amp;quot;tasked&amp;quot; when looking at the workshop with {{k|t}}), then the next in the list is what they are looking for.)&lt;br /&gt;
&lt;br /&gt;
=== Possessed ===&lt;br /&gt;
* {{Gametext|&amp;lt;dwarf&amp;gt; has been possessed!|5:1}}&lt;br /&gt;
: ''Possessed by unknown forces!''&lt;br /&gt;
&lt;br /&gt;
Possessed dwarves have cryptic material requests, and have the unfortunate distinction of not receiving any experience upon successful construction of an artifact.  No controllable circumstances lead to a possessed mood instead of one of the more desirable fey or secretive moods, it is purely luck-based. Possessed dwarves will mutter the name of the artifact they are working on (which, under some circumstances, might end up being ''their own name'') once they have all the materials they need.&lt;br /&gt;
&lt;br /&gt;
A possession is the only mood that does '''''not''''' result in a jump in [[experience]].&lt;br /&gt;
&lt;br /&gt;
A possessed dwarf that &amp;quot;keeps muttering &amp;lt;name of the artifact&amp;gt;...&amp;quot; has already gathered everything they need.&lt;br /&gt;
&lt;br /&gt;
=== Fell ===&lt;br /&gt;
* {{Gametext|&amp;lt;dwarf&amp;gt; looses a roaring laughter, fell and terrible!|5:0}}&lt;br /&gt;
: ''Has a horrible fell look!''&lt;br /&gt;
&lt;br /&gt;
A dwarf that goes into a fell mood will try to take over a [[butcher's shop]] or a [[tanner's shop]]. If neither are available, any other workshop will be used instead. The dwarf will then ''murder'' the nearest dwarf, drag the corpse into the shop and make some sort of object out of dwarf [[leather]] or [[bone]]. The unfortunate dwarf is killed on the spot - no dragging to the workshop, just sneaking up behind them, killing them, and dragging their corpse to the workshop. Once the artifact is completed, the fell dwarf will become a legendary [[bone carver]] or [[leatherworker]].  Only unhappy dwarves may enter a fell mood.&lt;br /&gt;
&lt;br /&gt;
Amusingly, it seems fell dwarves can also murder [[ghost]]s. If they do, they will murder a living dwarf as well, since ghosts obviously don't yield a corpse to butcher.{{bug|4681}}&lt;br /&gt;
&lt;br /&gt;
Aside from the loss of a potentially important dwarf in the wrong place at the wrong time, there doesn't seem to be any downside to a fell mood. The end result is always an artifact and a legendary craftsdwarf. Since the only ingredient used (a dwarf) is available in abundance, a fell mood will only fail if the fell dwarf is completely isolated from other dwarves, or if the proper workshop does not exist.&lt;br /&gt;
&lt;br /&gt;
If no-one is around to witness the murder, whichever dwarf Urist McEmo decides to slaughter will be reported as missing some time after their death. If the murder is witnessed (or if the &amp;lt;s&amp;gt;idiot&amp;lt;/s&amp;gt; dwarf in fell mood reports themself), the moody dwarf will be subject to dwarven [[justice]].&lt;br /&gt;
&lt;br /&gt;
=== Macabre ===&lt;br /&gt;
* {{Gametext|&amp;lt;dwarf&amp;gt; begins to stalk and brood...|0:1}}&lt;br /&gt;
: ''Brooding darkly...''&lt;br /&gt;
&lt;br /&gt;
Macabre moods are similar to fell moods, but the dwarf will not murder a fellow dwarf.  A macabre dwarf may require [[bone]]s, [[skull]]s, or vermin [[remains]]; if you do not happen to have any, you will have to make some, e.g. by butchering an animal and/or allowing a [[cat]] to go hunting, or let the moody dwarf go [[insane]].  Like fell moods, only unhappy dwarves can enter macabre moods.&lt;br /&gt;
&lt;br /&gt;
==Caveats==&lt;br /&gt;
* Shells are perhaps the most difficult-to-obtain material for a strange mood, though there are several {{catlink|Shell|creatures}} that produce shells. Some of these, such as [[armadillo]]s and [[common snapping turtle]]s, are butcherable. Vermin from [[fishing]] are the easiest and most renewable source of shells.  [[Pond turtle]]s are common in many embarks in [[murky pool]]s, but usually only appear in small numbers, and can go extinct easily.  A stream or river almost guarantees a functionally inexhaustible supply of [[mussel]]s. [[Nautilus]]es can also serve as sources of shells when cleaned at a fishery. Nevertheless, shells are rare and hard to acquire. Currently, the only way of trading for shells is to hope that the [[elven]] caravan brings some tamed shell-producing large creature. Traded [[cave lobster]]s and [[turtle]]s are ''processed'' fish (with the shells already removed). Tamed vermin with shells cannot be butchered for their shells, since the only way to get a vermin's shell is to [[Fish cleaning|clean]] it. Since all shelled non-vermin animals are [[exotic pet|exotic]], only elves will bring them. If you should be fortunate enough to acquire some breeding, shelled, butcherable animals, it's probably worth keeping a breeding pair around in case of future need. Only dwarves with a [[preference]] for shells will demand shells in a strange mood.&lt;br /&gt;
* All demands for cloth are for a specific generic type (plant, silk, or yarn). Clothiers and Weavers will demand [[adamantine]] cloth if any is available, otherwise the type will be the generic form of the dwarf's first cloth preference, or a randomly chosen variety if the dwarf has no preference (or if the cloth is for a decoration, not the primary material). Types of cloth your fortress has not produced are '''not''' excluded, so it's best to keep a few bolts of each type of cloth in reserve.&lt;br /&gt;
* Should the claimed workshop be a [[magma forge]] and lose power due to insufficient magma beneath it, the mood will fail immediately and the dwarf will go [[insanity|insane]]. Should the forge be in danger of losing power, you should forbid it before it is claimed and wait until it is powered up reliably. Once magma forges are built, at least some dwarves will no longer be satisfied with a regular forge.&lt;br /&gt;
* Similarly, if a workshop claimed by a dwarf is deconstructed, destroyed or [[Creature_token#BUILDING_DESTROYER|toppled]] the mood will immediately fail and the dwarf will go insane.&lt;br /&gt;
* The mood's primary material will only be mentioned ''once'' in the dwarf's requests, even if the dwarf wants more than one unit of it. [http://www.bay12forums.com/smf/index.php?topic=75139.0]&lt;br /&gt;
* The item type of the artifact to be created is not decided until the instant the mood ''ends''. Saving (even after a dwarf has begun to gather materials) will allow you to reload and the result may be a different artifact (unless the moody dwarf's preferences force a particular item type). If you want to get an artifact platinum warhammer, make sure to have platinum nearby and/or block access to any other materials. &lt;br /&gt;
* You can restart the artifact creating process, even after the dwarf has gathered most of the components, by forbidding the claimed items (use {{k|t}} to view the contents of the workshop, select the undesired material, and press {{k|f}} to forbid it). If other items of that type are available, the dwarf will immediately switch to them.&lt;br /&gt;
* Requests for bones are actually requests for any kind of bone stacks, not individual bones.  Slaughter a puppy.  [http://www.bay12forums.com/smf/index.php?topic=105002.0]&lt;br /&gt;
&lt;br /&gt;
== Demands ==&lt;br /&gt;
Once a workshop is claimed, the dwarf will begin collecting materials.  Each artifact will require 1-3 &amp;quot;base items&amp;quot; and up to 7 additional items for decorations. The dwarf may well need several items of one material!  If the moody dwarf remains idle, then the necessary materials are not available.  [[Forbid|Forbidden]] items must be reclaimed ({{K|d}} - {{K|b}} - {{K|c}}) before they may be used, but moody dwarves will ignore settings regarding [[economic stone]]. Press {{K|q}} and highlight the workshop to receive a series of clues about what the dwarf needs.  Hints that stay active for longer than 2 seconds mean that multiple pieces of that material will be required; each single demand will be displayed for 2 seconds, so if it says &amp;quot;gems... shining&amp;quot; for 6 seconds, 3 gems are demanded. However, the mood's '''primary''' material will always be shown for only 2 seconds even if more than one is required. Materials will always be fetched ''in order'', so if at least one item has already been retrieved (the items will show up with &amp;quot;TSK&amp;quot; (&amp;quot;task&amp;quot;) next to them when the workshop is viewed with the {{K|t}} context menu), it will usually be possible to tell what item is required next.&lt;br /&gt;
&lt;br /&gt;
If you want your dwarves to construct their artifacts out of valuable materials instead of whatever useless thing happens to be close at hand, you can selectively forbid types of material through the stocks screen so that only the material you want them to use is available; though this might interfere with the normal crafting operations of your fortress, the disruption is generally short-lived (as long as you remember to unforbid them again afterwards!). You can even forbid something a moody dwarf is carrying (which may be necessary sometimes, since while they are not waiting in the workshop they will not tell you what they need); the dwarf will finish hauling it to the workshop, but then immediately go searching for another. This trick can mean the difference between a bauxite statue decorated with moss agates and a native platinum statue encrusted with diamonds. Be aware that this may not always work - see below for more information.&lt;br /&gt;
&lt;br /&gt;
Burrows allow even better control over a moody dwarf's material usage. Simply by creating a burrow around the claimed workshop and another part over the desired material, a moody dwarf can be controlled without forbidding every single stone in the fortress. A moody dwarf will follow the burrow-definitions just like a regular worker, but be mindful that they will not leave the burrow to get materials that are outside of their assigned burrow. A problem can arise when bones from an outside refuse stockpile are needed by a moody dwarf that is assigned to a burrow.&lt;br /&gt;
&lt;br /&gt;
The various demands are translated here:&lt;br /&gt;
&lt;br /&gt;
:{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left;width:90%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Material&lt;br /&gt;
! Fey&lt;br /&gt;
! Secretive&lt;br /&gt;
! Possessed&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| &amp;lt;dwarf&amp;gt; screams &amp;quot;I must have &amp;lt;demand&amp;gt;!&amp;quot;&lt;br /&gt;
| &amp;lt;dwarf&amp;gt; sketches pictures of &amp;lt;demand&amp;gt;.&lt;br /&gt;
| &amp;lt;dwarf&amp;gt; mutters &amp;quot;&amp;lt;artifact&amp;gt; needs &amp;lt;demand&amp;gt;...&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[Stone]]&lt;br /&gt;
| rock&lt;br /&gt;
| a quarry&lt;br /&gt;
| stone... rock&lt;br /&gt;
|-&lt;br /&gt;
| Stone/metal [[block]]s&lt;br /&gt;
| rock blocks&lt;br /&gt;
| square blocks&lt;br /&gt;
| blocks... bricks&lt;br /&gt;
|-&lt;br /&gt;
| [[Wood]]&lt;br /&gt;
| wood logs&lt;br /&gt;
| a forest&lt;br /&gt;
| tree... life&lt;br /&gt;
|-&lt;br /&gt;
| Metal [[bar]]&lt;br /&gt;
| metal bars&lt;br /&gt;
| shining bars of metal&lt;br /&gt;
| bars... metal&lt;br /&gt;
|-&lt;br /&gt;
| [[Gem]]s (cut)&lt;br /&gt;
| cut gems&lt;br /&gt;
| cut gems&lt;br /&gt;
| gems... shining&lt;br /&gt;
|-&lt;br /&gt;
| [[Gem]]s (raw)&lt;br /&gt;
| rough gems&lt;br /&gt;
| rough gems&lt;br /&gt;
| rough... color&lt;br /&gt;
|-&lt;br /&gt;
| Green [[glass]]&lt;br /&gt;
| raw green glass&lt;br /&gt;
| glass&lt;br /&gt;
| raw... green&lt;br /&gt;
|-&lt;br /&gt;
| Clear glass&lt;br /&gt;
| raw clear glass{{verify}}&lt;br /&gt;
| glass and burning wood&lt;br /&gt;
| raw... clear&lt;br /&gt;
|-&lt;br /&gt;
| Crystal glass&lt;br /&gt;
| raw crystal glass{{verify}}&lt;br /&gt;
| rough gems and glass&lt;br /&gt;
| raw... crystal&lt;br /&gt;
|-&lt;br /&gt;
| [[Bone]] [http://www.bay12forums.com/smf/index.php?topic=105002.0;topicseen stack] {{verify}}&lt;br /&gt;
| bones&lt;br /&gt;
| skeletons&lt;br /&gt;
| bones... yes&lt;br /&gt;
|-&lt;br /&gt;
| [[Shell]] {{cite talk/this|Re:_.22Verify.22_on_the_shell_row_of_the_demands_table}}&lt;br /&gt;
| shells&lt;br /&gt;
| shells&lt;br /&gt;
| a shell...&lt;br /&gt;
|-&lt;br /&gt;
| [[Leather]]&lt;br /&gt;
| tanned hides&lt;br /&gt;
| stacked leather&lt;br /&gt;
| leather... skin&lt;br /&gt;
|-&lt;br /&gt;
| [[Cloth]] (plant fiber)&lt;br /&gt;
| plant cloth&lt;br /&gt;
| stacked cloth&lt;br /&gt;
| cloth... thread&lt;br /&gt;
|-&lt;br /&gt;
| [[Cloth]] (silk)&lt;br /&gt;
| silk cloth&lt;br /&gt;
| stacked cloth&lt;br /&gt;
| cloth... thread&lt;br /&gt;
|-&lt;br /&gt;
| [[Cloth]] (yarn)&lt;br /&gt;
| yarn cloth&lt;br /&gt;
| stacked cloth&lt;br /&gt;
| cloth... thread&lt;br /&gt;
|-&lt;br /&gt;
| [[Skull]]{{verify}}&lt;br /&gt;
| body parts&lt;br /&gt;
| death&lt;br /&gt;
| a corpse&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Dwarves in macabre moods will list their demands in the same fashion as those in fey moods (though with them brooding &amp;quot;Yes. I need &amp;lt;item&amp;gt;.&amp;quot; instead of screaming &amp;quot;I must have &amp;lt;item&amp;gt;!&amp;quot;). They may also say &amp;quot;Leave me. I need... things... certain things&amp;quot;, in which case they want special items such as [[skull]]s or vermin [[remains]].&lt;br /&gt;
&lt;br /&gt;
Related to the above behavior, moody dwarves demanding rock blocks will also accept blocks forged from metal bars.&lt;br /&gt;
&lt;br /&gt;
*The first item demanded by the dwarf is based on the mood skill being used - stoneworkers (miners, engravers, masons, stone crafters, and mechanics) will demand boulders, woodworkers (carpenters, wood crafters, and bowyers) will demand logs, leatherworkers and tanners will demand leather, weavers and clothiers will demand cloth, metalworkers will demand metal bars, gem cutters/setters will demand rough gems, glassmakers will demand raw glass, and bone carvers will demand bones.&lt;br /&gt;
**Metalworkers will demand adamantine wafers if any are available (unforbidden). If not, they will demand a preferred metal '''if''' you have smelted any bars of it - fey moods will state this outright, while for secretive moods and possessions you will need to check the dwarf's [[preferences]] to see which metal they like. Otherwise, they will select any available metal(s).&lt;br /&gt;
**Weavers and clothiers will demand [[adamantine]] cloth if any is available (unforbidden). If not, they will demand a generic type of cloth (silk, plant fiber, or yarn) that matches a specific cloth preference (e.g. a dwarf that likes cave spider silk will require ''any'' type of silk cloth, and a dwarf who likes more than one type of cloth will demand whichever one appears first in their list). Dwarves without a cloth preference will demand a generic type at random.&lt;br /&gt;
**Glassmakers will demand their preferred type of glass ''if'' you've produced any of it (or if it's green glass); if they don't prefer any type of glass, they will randomly select one type of glass you've produced (though they will always assume you have created green glass). Note that acquiring raw glass from a caravan does '''not''' count as producing it.&lt;br /&gt;
**Dwarves in macabre moods will select either 1 vermin remains, 1 stack of bones, or 1-3 skulls.&lt;br /&gt;
**Bone carvers will demand shells if they like a type of shell; if not, they will demand bones.&lt;br /&gt;
**All preference-based material requests are decided the instant the mood begins - by the time the workshop is claimed, it is too late to change the dwarf's mind.&lt;br /&gt;
*The remaining &amp;quot;decoration&amp;quot; items are selected randomly from the following list: wood logs, metal bars, small gems, rock blocks, rough gems, boulders, bones, leather, plant/silk/yarn cloth, or raw glass (green/clear/crystal, based on what you've produced).&lt;br /&gt;
**Decoration items will never be the same type as the primary mood material.&lt;br /&gt;
**Certain mood professions will also explicitly avoid using certain items for decorations - most of these match up with the primary mood material, but miners, engravers, masons, and stone crafters will additionally avoid requesting rock blocks.&lt;br /&gt;
**If you have not produced any raw glass in your fortress, moody dwarves will never request it.&lt;br /&gt;
**Dwarves in macabre moods have a 50% chance to replace each decoration item with either remains or bones.&lt;br /&gt;
*Gem cutters and gem setters have a 50% chance of only gathering a single rough gem and nothing else - when they do this, they produce a &amp;quot;perfect gem&amp;quot; with a single decoration.&lt;br /&gt;
&lt;br /&gt;
Once all materials have been gathered, viewing the workshop with {{K|q}} will display a special message depending on the type of mood:&lt;br /&gt;
* Fey - &amp;quot;&amp;lt;dwarf&amp;gt; works furiously!&amp;quot;&lt;br /&gt;
* Secretive - &amp;quot;&amp;lt;dwarf&amp;gt; works secretly...&amp;quot;&lt;br /&gt;
* Possessed - &amp;quot;&amp;lt;dwarf&amp;gt; keeps muttering &amp;lt;artifact&amp;gt;...&amp;quot;&lt;br /&gt;
* Macabre - &amp;quot;&amp;lt;dwarf&amp;gt; works, darkly brooding...&amp;quot;&lt;br /&gt;
* Fell - &amp;quot;&amp;lt;dwarf&amp;gt; works with menacing fury!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== The mechanics of moods ==&lt;br /&gt;
&lt;br /&gt;
=== Frequency===&lt;br /&gt;
When a fortress is started, an internal counter is set to 1000.  Every 100 frames (12 times per day), this counter is decremented by 1, running down to zero in about 3 months.  When the counter would ordinarily be decremented when it has already reached zero, there is a 1 in 500 chance that a strange mood will strike.  This means that, once all conditions are met and the clock is ticking, while there is approximately a 2.4% chance of a strange mood per day, or a ~52% chance of at least one strange mood per month, there is no guarantee when a mood will strike - might be sooner, might be (almost) never.&lt;br /&gt;
&lt;br /&gt;
=== Conditions ===&lt;br /&gt;
In order for a dwarf to be struck with a strange mood, three conditions must be met:&lt;br /&gt;
:* There is no currently active strange mood,&lt;br /&gt;
:* The maximum number of artifacts is not met,&lt;br /&gt;
:* There are at least 20 eligible dwarves ''(see below)'', including dwarves who have already created artifacts.&lt;br /&gt;
&lt;br /&gt;
If all three of these conditions are true, the game may trigger a strange mood according to the frequency.&lt;br /&gt;
&lt;br /&gt;
==== Maximum number of artifacts ====&lt;br /&gt;
The maximum number of artifacts in any one fortress is limited by the lower of:&lt;br /&gt;
* The number of items created divided by 100.&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;  Mined-out rock '''does''' count as an &amp;quot;item created&amp;quot;, though it is not clear whether bolts or units of drink are counted individually.&lt;br /&gt;
* The number of revealed [[subterranean]] tiles divided by 2304 (this is an area equivalent to a 48x48 square).  Once you discover and explore the [[cavern]]s and [[magma sea]], this limit becomes largely irrelevant, and using a [[utilities#DFHack|&amp;quot;reveal&amp;quot; utility]] will eliminate it altogether, though strip-mining an area entirely and exposing it to the surface will count ''against'' this.&lt;br /&gt;
:&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; - actually the sum of all items by type '''and''' by type+subtype+material, divided by 200. Furthermore, destroying items does '''not''' decrement these counters, so casting and mining [[obsidian]] will count toward this.&lt;br /&gt;
&lt;br /&gt;
==== Eligibility ====&lt;br /&gt;
The deciding factor for eligibility is a dwarf's actual [[profession]]. ''(Note that &amp;quot;[[Skill#Professions|custom professions]]&amp;quot; have no effect on this!)'' Thus, dwarves may enter strange moods regardless of what skills they have or don't have, so long as they are of an acceptable profession.  Dwarves who have already created an artifact are not eligible to create another, and since every mood ends in either an artifact or death, every dwarf may enter at most one mood.  Dwarves who have obtained one or more legendary skills without creating artifacts '''may''' enter strange moods and will simply become even ''more'' legendary.&lt;br /&gt;
&lt;br /&gt;
On-duty Dwarves with a [[Soldier#Soldier professions|military profession]] other than &amp;quot;Recruit&amp;quot; '''cannot''' enter moods.  Incidental military skills make no difference - eligibility (and weighting) depends purely on the actual ''[[profession]]'' as listed at the time (with the exception of unit leaders, whose on-duty and off-duty titles are the same). Soldiers are still capable of entering moods if they are ''off duty'' and thus in Civilian mode, but you don't have to worry about your axedwarves getting a burst of inspiration mid-combat and then wandering off to make a highest-quality craftsdwarfship gabbro scepter decorated with cow bone menacing spikes, cow bone rings and a cow bone image of hamster men while the trolls sack your settlement.&lt;br /&gt;
&lt;br /&gt;
Children may enter moods, but babies will not.&lt;br /&gt;
&lt;br /&gt;
Any other profession is eligible to enter a mood, but not all have the same ''chance'' to enter a mood...&lt;br /&gt;
&lt;br /&gt;
:''('''Note''' - Specifically, and to avoid previous misunderstandings, [[Strand extractor]], [[Clerk]]/[[Administrator]]/[[Trader]], [[Doctor]] (and related), [[Building designer|Architect]], [[Soldier#Recruits|Recruit]] and [[Child]] '''are''' moodable professions.)''&lt;br /&gt;
&lt;br /&gt;
There are several additional factors which will prevent a dwarf from entering a mood:&lt;br /&gt;
* Being unable to pick up items (&amp;quot;cannot grasp&amp;quot;)&lt;br /&gt;
* Being dragged by another unit (off to [[jail]])&lt;br /&gt;
* Dragging another unit (leading livestock to a [[cage]], [[chain]], [[pasture]], [[Activity zone#Pit/Pond|pit/pond zone]], or to the [[butcher's shop]] or [[farmer's workshop]].)&lt;br /&gt;
&lt;br /&gt;
=== Chance ===&lt;br /&gt;
When determining who will have a strange mood, each eligible dwarf is put into a weighted lottery, where the chance of being selected is based on the dwarf's [[profession]].  Most professions receive 6 'tickets', but some receive additional tickets to improve their odds.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;2&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Weighting&lt;br /&gt;
! Professions&lt;br /&gt;
|-&lt;br /&gt;
| 21 ||Armorer, Blacksmith, Bone Carver, Clothier, Craftsdwarf, Jeweler, Gem Cutter, Gem Setter, Glassmaker, Leatherworker, Metalcrafter, Metalsmith, Stonecrafter, Weaponsmith, Weaver, Woodcrafter&lt;br /&gt;
|-&lt;br /&gt;
| 11 ||Bowyer, Carpenter, Stoneworker, Mason, Woodworker&lt;br /&gt;
|-&lt;br /&gt;
| 6 ||Engraver, Mechanic, Miner, Tanner, &amp;amp; all other [[profession]]s (including Peasant).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
:'''''Example:''' What this means is: if you had 21 dwarves, made up of 20 eligible farmers, furnace operators, miners, woodcutters etc. (with 6 chances each) plus one Armorer (with 21 chances), that one Armorer would have a 21 in 141 chance &amp;lt;small&amp;gt;(20 dwarves x 6 chances each = 120 + 21 chances more = 141 total)&amp;lt;/small&amp;gt; of the mood striking them.  That's about 1 in 7, while the other 20 have a 6 in 141 chance each, or about 1 in 24.  The odds are still against the armorer, but much better than for any other single dwarf.''&lt;br /&gt;
&lt;br /&gt;
Note that not every profession has a moodable skill.  A Soaper, Architect, Furnace Operator or Strand Extractor can be taken by a mood, but that will not make those skills legendary, nor will they create an artifact bar of soap, building, bar of metal or wafer of adamantine.&lt;br /&gt;
&lt;br /&gt;
=== Timing ===&lt;br /&gt;
&lt;br /&gt;
A dwarf will go insane after exactly 50000 ticks (which, at 1200 ticks per day, works out to 41.66 days, or almost a month and a half) waiting for an item they demand. However:&lt;br /&gt;
*The insanity countdown is reset after every item they bring to the workshop.&lt;br /&gt;
*It doesn't run while they are out getting something, working on their construction or on their way to claim a workshop. Only during time spent idling without either the required workshop or a required item do they spiral towards madness.&lt;br /&gt;
*Dwarves under strange moods do not feel hunger, thirst or drowsiness.&lt;br /&gt;
&lt;br /&gt;
=== Fuel ===&lt;br /&gt;
&lt;br /&gt;
{{D for dwarf}}&lt;br /&gt;
&lt;br /&gt;
Curiously, [[metalsmith]]s in strange moods do not seem to require any [[fuel]] to complete their [[metal]] [[artifact]]s. It is believed that they, consumed by artistic passion, fuel the forges with their own beards, vigorously fanning the flaming hairs while they feed the furnace more beard. Such a sacrifice is a dwarf's own beard, that only an artifact merits its removal. Only an artifact's completion can mollify its creator's shame; dwarves unable to complete this great pursuit go insane, not because of its failure, but because they cannot endure the inevitable humiliation.&lt;br /&gt;
&lt;br /&gt;
Legend has it, that the world's first [[elf]] once attempted to forge the world's most powerful artifact, imbued with magic to control all dwarves. But, because he could not suffer to cut a tree for fuel, he was unable to do so. Faced with no alternative, he kidnapped each of the seven ancient dwarves by tempting them with [[booze]], an unfamiliar drink to the first dwarves. He then forcefully shaved them, and created [[charcoal]] from their beards.&lt;br /&gt;
&lt;br /&gt;
Enraged by their loss, the dwarves set out to find the elf's home, based in the world's first tree. They startled the engrossed elf who fled with nothing but a handful of the tree's unborn children. After reclaiming the beard-charcoal, the dwarves set fire to this tree. Alight in flames hotter than the sun, the tree burnt in what is believed to have been the world's hottest fire -- a fire so hot, that the tree's roots melted the inside of the earth, creating a worldwide [[magma sea]]. The elf watched this fire, and swore revenge on the dwarves.&lt;br /&gt;
&lt;br /&gt;
After realizing their beards could not be recovered from their charred state, the dwarves agreed to sprinkle the charcoal over the earth, as a gift and reminder to future dwarves. In doing so, they created the world's [[bituminous coal]] deposits. They then spent the next years searching for a way to create the drink they had been given. Discovering new drinks along their pursuit, the dwarves eventually perfected the hidden art of brewing booze and passed this emerging knowledge to coming generations.&lt;br /&gt;
&lt;br /&gt;
== Artifacts created ==&lt;br /&gt;
The type of artifact created depends on the type of mood, the dwarf's highest moodable skill, and the base material.  Masons and miners will always create some kind of stone furniture; bone carvers, a bone or shell object (including furniture); carpenters, a piece of wooden furniture; engravers and stone crafters, a stone craft; metalworkers, metal crafts, weapons, or armor (depending on the type of metalworker); weavers and clothiers, an article of clothing; tanners and leatherworkers, a leather armor or object. If a dwarf has no moodable skills, they will randomly select stone crafting, wood crafting, or bone carving as their mood skill and produce their artifact accordingly. The precise type of craft created is usually somewhat random, but if a dwarf has a personality preference for a particular item type, such as gauntlets or floodgates or crowns, and that thing is an available choice given the dwarf's profession, they are guaranteed to create an object of that type (if multiple preferences match, one will be randomly selected).&lt;br /&gt;
&lt;br /&gt;
The first object grabbed by the dwarf will be the base material; all other materials will be used as [[decoration]]s. If a dwarf grabs a piece of [[chalk]] and makes a statue, for instance, it will be a &amp;quot;chalk statue&amp;quot;, but an artifact can potentially include bone, cloth, gems, leather, metal, shell, stone, and wood decorations all at once. In some cases, a moody dwarf will produce an item which normally cannot be made from that material, leading to such odd constructions as an [[obsidian]] [[bed]], [[ruby]] [[floodgate]], or turtle [[shell]] [[cage]], but the actual item types available for each mood type are still very much restricted (e.g. only a glassmaker or jeweler can make a [[window]], and a moody clothier cannot produce an article of clothing that could not normally be made from cloth).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=&amp;quot;4&amp;quot; style=&amp;quot;border:1px solid black;border-collapse:collapse;text-align:left;&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! Mood / Skill&lt;br /&gt;
! Artifact type&lt;br /&gt;
|- &lt;br /&gt;
| [[Armorsmith]]&lt;br /&gt;
| Each equipment item with [METAL] (mail shirt, breastplate, leggings, greaves, gauntlet, low boot, high boot, cap, helm, mask), any shield&lt;br /&gt;
|- &lt;br /&gt;
| [[Bone carver]] (bone)&lt;br /&gt;
| Each equipment item with [BARRED] (leggings, greaves, gauntlet, helm), any shield, instrument, toy, door, bed, chair, table, statue, coffer, bin, armor stand, weapon rack, cabinet, coffin, floodgate, hatch cover, grate, chain, cage, animal trap, figurine, amulet, scepter, crown, ring, earring, bracelet, any weapon, any trap component&amp;lt;sup&amp;gt;†&amp;lt;/sup&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| [[Bone carver]] (shell)&lt;br /&gt;
| Each equipment item with [SCALED] (leggings, gauntlet, helm), figurine, amulet, crown, ring, earring, bracelet, chain, cage, animal trap, instrument, toy&lt;br /&gt;
|- &lt;br /&gt;
| [[Bowyer]]&lt;br /&gt;
| Each ranged weapon (crossbow, bow, blowgun)&lt;br /&gt;
|- &lt;br /&gt;
| [[Carpenter]]&lt;br /&gt;
| Door, bed, chair, table, statue, chest, bin, armor stand, weapon rack, cabinet, coffin, floodgate, hatch cover, grate, cage, barrel, bucket, animal trap, splint, crutch&lt;br /&gt;
|- &lt;br /&gt;
| [[Clothier]]&lt;br /&gt;
| rowspan=2| Each equipment item with [SOFT] (dress, shirt, tunic, toga, vest, robe, coat, cloak, cape, trousers, loincloth, thong, short skirt, skirt, long skirt, braies, glove, mitten, sock, sandal, shoe, chausses, cap, hood, mask, turban, head veil, face veil, headscarf), bag, rope&lt;br /&gt;
|- &lt;br /&gt;
| [[Weaver]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Engraver]]&lt;br /&gt;
| Figurine, amulet, scepter, crown, ring, earring, bracelet, goblet, instrument, toy&lt;br /&gt;
|-&lt;br /&gt;
| Fell Mood&lt;br /&gt;
| rowspan=3| Each equipment item with [LEATHER] (dress, shirt, tunic, toga, vest, robe, coat, cloak, cape, armor, trousers, loincloth, thong, short skirt, skirt, long skirt, braies, leggings, glove, mitten, sock, sandal, shoe, chausses, low boot, high boot, cap, hood, mask, turban, head veil, face veil, headscarf, helm), any shield, bag, backpack, quiver, instrument&lt;br /&gt;
|- &lt;br /&gt;
| [[Leatherworker]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Tanner]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Gem cutter]]&lt;br /&gt;
| rowspan=3| Perfect gem&amp;lt;sup&amp;gt;‡&amp;lt;/sup&amp;gt;, door, bed, chair, table, statue, box, armor stand, weapon rack, cabinet, coffin, floodgate, hatch cover, grate, figurine, amulet, scepter, crown, ring, earring, bracelet, chain, flask, goblet, cage, barrel, bucket, animal trap, window, instrument, toy&lt;br /&gt;
|- &lt;br /&gt;
| [[Gem setter]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Glassmaker]]&lt;br /&gt;
|- &lt;br /&gt;
| Macabre Mood (vermin remains)&lt;br /&gt;
| Amulet, bracelet, earring&lt;br /&gt;
|- &lt;br /&gt;
| [[Mason]]&lt;br /&gt;
| rowspan=2| Door, bed, chair, table, statue, quern, millstone, coffer, armor stand, weapon rack, cabinet, coffin, floodgate, hatch cover, grate&lt;br /&gt;
|- &lt;br /&gt;
| [[Miner]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Mechanic]]&lt;br /&gt;
| Mechanism&lt;br /&gt;
|- &lt;br /&gt;
| [[Metal crafter]]&lt;br /&gt;
| Figurine, amulet, scepter, crown, ring, earring, bracelet, chain, flask, goblet, instrument, toy&lt;br /&gt;
|- &lt;br /&gt;
| [[Metalsmith]]&lt;br /&gt;
| Door, bed, chair, table, statue, coffer, armor stand, weapon rack, cabinet, anvil, coffin, floodgate, hatch cover, grate, cage, barrel, bucket, animal trap, pipe section&amp;lt;sup&amp;gt;†&amp;lt;/sup&amp;gt;, splint, crutch&lt;br /&gt;
|- &lt;br /&gt;
| [[Stone crafter]]&lt;br /&gt;
| Figurine, amulet, scepter, crown, ring, earring, bracelet, goblet, instrument, toy&lt;br /&gt;
|- &lt;br /&gt;
| [[Weaponsmith]]&lt;br /&gt;
| Any weapon, any trap component&amp;lt;sup&amp;gt;†&amp;lt;/sup&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| [[Wood crafter]]&lt;br /&gt;
| Figurine, amulet, scepter, crown, ring, earring, bracelet, goblet, instrument, toy&lt;br /&gt;
|}&lt;br /&gt;
:&amp;lt;sup&amp;gt;†&amp;lt;/sup&amp;gt; ''chance of selection for this entry is reduced by 90%''&lt;br /&gt;
:&amp;lt;sup&amp;gt;‡&amp;lt;/sup&amp;gt; ''this item may only be selected at the beginning of the mood (50% chance)''&lt;br /&gt;
&lt;br /&gt;
If your dwarf does not have a preference for any possible items, the game will randomly select one from the list. Entries with &amp;quot;any&amp;quot; are treated as collective entries with a single chance and will randomly choose a subtype which your civilization is capable of making. This explains why bowyers and clothiers will regularly produce foreign artifacts, while weaponsmiths will not unless they have exotic preferences.&lt;br /&gt;
&lt;br /&gt;
== Success ==&lt;br /&gt;
Once created, most [[artifact]]s will be available for use just like a normal item of its type. Artifact [[armor]] and [[weapon]]s gain extra bonuses in combat, while artifact clothing is immune to [[wear]]. Artifact mechanisms installed in weapon traps will improve attack rolls. Artifact furniture is useful for raising the value of a [[noble]]'s room. Artifact mechanisms, trap components, or weapons in [[weapon trap|weapon trap]]s can also boost a room's value considerably. Other artifacts that can be used in construction (such as [[barrel]]s, [[bucket]]s, and [[anvil]]s) may be used similarly. Artifact [[door]]s and [[hatch]]es are immune to [[building destroyer]]s, and artifact [[cage]]s can even hold gnawing vermin. All artifacts can be displayed in a [[display case]] or on a [[pedestal]], or [[trade]]d to a [[caravan]] for supplies.&lt;br /&gt;
&lt;br /&gt;
Successfully creating an artifact grants a very strong happy [[thought]] (enough to make the creator totally ecstatic for several months) as well as granting the creator partial '''immunity to insanity''' - even if your fortress is left in a terrible state, any dwarf who has created an artifact is exempt from going [[insane]] due to prolonged unhappiness. The dwarf may also cry, found as a coating of dwarf tears on both their eyes.&lt;br /&gt;
&lt;br /&gt;
== Failure ==&lt;br /&gt;
If you can't provide the desired workshop and all the required component materials within a couple of months, the dwarf will go [[insanity|insane]], which cancels the mood and the artifact.  As if that's not bad enough, any dwarf who goes insane will soon die, one way or another.&lt;br /&gt;
&lt;br /&gt;
A dwarf who is '''stark raving mad''', '''melancholy''', or '''catatonic''' is harmless to others (until they die and start a [[tantrum]] spiral), but a '''berserk''' dwarf will attack other dwarves and possibly pull levers at random.  You may want to station a squad nearby or assign a few war dogs to the dwarf on the chance that they will lash out.  If you build your workshops inside enclosed rooms with doors you can also lock the moody dwarf in the room until he or she starves.  In extreme cases, building a wall around an open workshop is the best precaution.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
There are many bugs reported related to moody dwarves. As has been the case in 40d, most turned out to be (understandable) failures of the player to grasp the mechanics of artifact creation and demands. ([http://bay12games.com/dwarves/mantisbt/view_all_bug_page.php Bug tracker])&lt;br /&gt;
* If a dwarf dies due to failing to complete an artifact, a memorial made to the dwarf will read that the dwarf did create it, despite the failure, and will even list the name of the artifact that never came to be. {{bug|3640}}&lt;br /&gt;
* When producing an item that is normally made in pairs (gloves, boots, etc.), only a single artifact will be created.&lt;br /&gt;
* Attacking a dwarf who fails their mood with your militia may result in a loyalty cascade. {{bug|7107}}&lt;br /&gt;
* Dwarf entering a strange mood when isolated (e.g. on a stepladder) causes severe lag. {{bug|8698}}&lt;br /&gt;
* If the mood primary component is forbidden while working, but the strange mood still has other items tasked, the result is an iron artifact. {{bug|5625}}&lt;br /&gt;
&lt;br /&gt;
== Troubleshooting ==&lt;br /&gt;
&lt;br /&gt;
'''Problem''': Moody dwarf does not claim a workshop&lt;br /&gt;
:'''Solution''': Check for highest moodable skill and build the corresponding workshop. If no moodable skills, build a craftsdwarf's workshop. Once [[magma forge]]s have been built, some dwarves may demand to work at a magma-powered forge or furnace while others might still insist on a coal-powered one. If a forge is needed, make sure you built a forge, not smelter. Note that [[forbid]]den workshops cannot be claimed.  Verify if the dwarf is assigned to a burrow and/or if there is a civilian alert set to a burrow.  If so, verify that the burrow allows access to the workshop being sought after.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Problem''': Moody dwarf waits in claimed workshop&lt;br /&gt;
:'''Solution''': Desired material is unavailable. Determine which material is requested next (materials are collected in the same order as shown in the dwarf's request list), and make some available, if possible. Note that dwarves with [[preference]]s may demand a specific type of material ([[brass]] bars or [[yarn]] cloth, for example). [[Forbid]]den and inaccessible materials cannot be collected, nor can material located outside the moody dwarf's [[burrow]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Problem''': No dwarf has entered a mood for a long time&lt;br /&gt;
:'''Solution''': Strange moods require at least 20 dwarves; if you have that many you've probably hit one of the two caps. Exploring the caverns can increase the number of revealed tiles very quickly, while [[craft]]ing [[goblet]]s will quickly raise your item count; [[exploratory mining]] will count toward ''both'' caps, simultaneously revealing tiles and producing boulders, though slower than exploring or crafting. Exposing excavated terrain to the sky is counterproductive, as it will '''lower''' your artifact cap (since the cap only counts revealed ''subterranean'' tiles).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Problem''': Moody dwarf wants stacked cloth, but all types are available and he's not moving&lt;br /&gt;
:'''Solution''': Dwarves will not take items from active hospitals. If you have no cloth available outside of hospitals, try disabling or temporarily removing the hospital designation from their zones. They will then proceed to take new items, even if they don't go for the cloth right away.&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
It is widely said that Tarn Adams has been in the grips of a fey mood for two decades now, and we are playing his artifact. However, neither [[human]]s nor [[giant toad]]s can enter strange moods, so this must surely be a joke.&lt;br /&gt;
&lt;br /&gt;
{{Category|Dwarves}}&lt;br /&gt;
[[Ru:Strange mood]]&lt;/div&gt;</summary>
		<author><name>Benderdragon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014:Alert&amp;diff=258185</id>
		<title>DF2014:Alert</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014:Alert&amp;diff=258185"/>
		<updated>2021-06-25T03:26:21Z</updated>

		<summary type="html">&lt;p&gt;Benderdragon: changed redirect to current version&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[cv:Scheduling]]&lt;/div&gt;</summary>
		<author><name>Benderdragon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Archery&amp;diff=257945</id>
		<title>Archery</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Archery&amp;diff=257945"/>
		<updated>2021-05-20T17:37:45Z</updated>

		<summary type="html">&lt;p&gt;Benderdragon: /* Archery */ grammar and style; edited firing range&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|01:08, 4 February 2015 (UTC)}}&lt;br /&gt;
{{Skill&lt;br /&gt;
| color      = 0:0&lt;br /&gt;
| skill      = Archer&lt;br /&gt;
| profession = [[Military]]&lt;br /&gt;
| job name   = None&lt;br /&gt;
| tasks      = *Using any ranged weapon in combat&lt;br /&gt;
| attributes = Unknown&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
[[File:dwarf_archer.jpg|thumb|229px|right|A dwarf archer.&amp;lt;br /&amp;gt;''Art by Artigas'']]'''Archery''' is the [[combat skill]] associated with all ranged combat, as well as the name given to using ranged weapons in general. Its exact function is unknown, except that it has been shown to decrease the probability of an enemy dodging a ranged attack. It serves as the ranged counterpart of the Fighter skill.&lt;br /&gt;
&lt;br /&gt;
In terms of weapons, archery encompasses the [[crossbow]], the [[bow]], the [[blowgun]] and anything a creature has [[Thrower|thrown]] at another. Out of these, the crossbow is the only one available to [[Dwarf|dwarves]] outside of [[trading]], looting hostiles, [[strange mood]]s or [[modding]]; as such, this skill will be most relevant to your [[Crossbowman|marksdwarves]].&lt;br /&gt;
&lt;br /&gt;
==Archery==&lt;br /&gt;
&lt;br /&gt;
In order to engage in archery, a dwarf needs five things: a [[weapon|ranged weapon]]; a [[quiver]] and [[Weapon#Ammunition|ammunition]]; proper [[labor]]/[[military interface|military]] assignments; and a target. For further information, see the [[archery target]] page.&lt;br /&gt;
&lt;br /&gt;
Dwarves will fire at targets 25 tiles away and are able to engage targets that are up to 3 z-levels up or down without any loss in firing distance.{{verify}}&amp;lt;!-- Easily tested in the Object Testing Arena, maybe Fortress mode will give a different result. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Assignment of ranged weapons is done through the [[Military interface|military equipment screen]] ({{k-|m|e}}). If you only have a few ranged weapons, [[military]] squads get first pick, and then [[ambusher|hunters]] can choose from the leftovers.  [[Squad]]s can be assigned a particular ''type'' of weapon, but hunters cannot be controlled so finely.&lt;br /&gt;
&lt;br /&gt;
Assignment of ammunition is done through the [[Military interface|military ammunition screen]] ({{k-|m|f}}) for both military squads and hunters.  Ammunition must match the weapon: bolts for [[crossbow]]s, arrows for bows.&lt;br /&gt;
&lt;br /&gt;
A living target can be selected from the {{k|s}}[[squad|quad]] menu by selecting the squad(s) you wish to have attack and then selecting the attac{{k|k}} target. You can then select a single target with the cursor, a number of targets by enabling selection by {{k|r}}ectangle, or selecting a number of targets through a {{k|l}}ist. Note that if your dwarves don't have the required ammunition, quiver, or bow/blowgun/crossbow, the squad members missing these components will attempt to engage the target in melee. There is no way to force dwarves to only attack from range, but adequately equipped dwarves stand the best chance of remaining at range.&lt;br /&gt;
&lt;br /&gt;
===Subsections of Archery===&lt;br /&gt;
----&lt;br /&gt;
[[Crossbow]] – [[Ammunition|Ranged Ammunition]] – [[Equipment#Quivers|Quivers]] – [[Archery target|Archery Target]] –  [[Crossbowman]] –  [[Ambusher|Hunters]] – [[Ranger]]&lt;br /&gt;
&lt;br /&gt;
===Effects of Skill Leveling===&lt;br /&gt;
----&lt;br /&gt;
Higher skills in the bowman, crossbowman, or blowgunner attribute equates with greater accuracy and higher rates of fire. In order to increase the crossbowman/blowgunner/bowman skill, a dwarf must fire at something; if it misses a target, it will gain the same amount of experience points just as if it had been hit.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Copied and reworded from [[Crossbowman]] References 40d data! --&amp;gt;&lt;br /&gt;
Firing at live targets gives much more experience points than firing on inanimate [[archery target]]s. The difference is about fourfold. Tests found that by firing around 67 practice bolts, which provided 7.5 experience for each shot at the archery target; the same experience total is gained by firing 17 bolts at a live target, providing 30 experience per bolt.&lt;br /&gt;
&lt;br /&gt;
==Value in the Military==&lt;br /&gt;
Dwarves using archery have their place in the military: They may fire at a distance without the threat of being attacked by [[weapon|melee weapons]] or by [[undead|being mauled to death]]. They may fire from higher or lower [[Z-level]]s than the target intended. [[Archery target]]s must be engaged from the same Z-level and with no empty spaces in between the ranger and target. They may fire at enemy targets through [[fortification]]s and over empty spaces although their usefulness is thwarted by proper armor and tactics.&lt;br /&gt;
&lt;br /&gt;
[[ambusher|Hunters]] use the archery skill and will use ranged weapons in general.&lt;br /&gt;
&lt;br /&gt;
Archers will use their bows or other ranged weapons for melee combat in close quarters. [[Crossbow]] melee uses the [[combat skill|hammerman]] skill while bows and blowguns use the [[combat skill|swordsman]] skill. &lt;br /&gt;
&lt;br /&gt;
It is possible to equip melee and ranged weapons simultaneously, dwarves can usefully switch between weapons in the middle of fights - perhaps sometimes to the wrong one.&lt;br /&gt;
&lt;br /&gt;
==[[Known bugs and issues|Issues with Archery]]==&lt;br /&gt;
* If you assign both arrows and bolts to the same group dwarves who are holding a crossbow may grab arrows and dwarves who are holding a bow may grab bolts.&lt;br /&gt;
* The way weapons get assigned is bugged. {{Bug|535}}  The basic problem is this: when a hunter which is equipped with a crossbow goes on duty as a marksdwarf it will look for a different crossbow rather than the one it is currently carrying.  One workaround is to have lots of spare weapons.&lt;br /&gt;
* If archers don't equip ammo a remedy may be increasing their dedicated ammo counts. This is done by going into military screen: {{k|m}}, ammunition: {{k|f}} and raising ammo counts for all squads by pressing NUM PLUS. The ammo limit is the limit for the whole squad, so make sure the limit is high enough that there are at least 50-100 bolts per dwarf, depending on whether training and combat ammo are separated. Note that dwarves will fill a quiver until it has at least 25 ammo.&lt;br /&gt;
* If an archery target is enabled to training a squad but no one of the squad is willing to use it, you can encourage them by disabling all their labors and stationing them near the target. When they come close, remove the &amp;quot;station&amp;quot; order. This issue happens more often to untrained archers.&lt;br /&gt;
* Assigning archers to fire from the top of a wall may result in the archers climbing down to engage the target in melee combat.&lt;br /&gt;
&lt;br /&gt;
=See also=&lt;br /&gt;
*[[Military]]&lt;br /&gt;
*[[Combat skill]]&lt;br /&gt;
*[[Weapon]]&lt;br /&gt;
{{Skills}}&lt;br /&gt;
{{Category|Military}}&lt;br /&gt;
{{category|skills}}&lt;/div&gt;</summary>
		<author><name>Benderdragon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Tower_(necromancy)&amp;diff=257906</id>
		<title>Tower (necromancy)</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Tower_(necromancy)&amp;diff=257906"/>
		<updated>2021-05-08T17:51:00Z</updated>

		<summary type="html">&lt;p&gt;Benderdragon: /* Fortress Mode */ added range of 10&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|superior|19:00, 8 September 2014 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
[[File:necro_tower_preview.png|frame|100px|right|Tower seen in world generation.]]&lt;br /&gt;
[[File:Necromancer tower in 47.01 in adventure mode..png|thumb|250px|right|A central tower, as seen in adventure mode in 47.01. Notice the two structures that are partially revealed on the sides? Those are barrows.&amp;lt;br /&amp;gt;''Image taken by Untrustedlife from the forum'']]&lt;br /&gt;
'''Necromancer towers''' ({{Tile|I|5:0}}) are special structures built by [[necromancer]]s during [[world generation]]. The number of necromancer towers is influenced by [[human]] populations (which requires low savagery and large tracts of neutral land) and the number of secrets in world generation. Necromancer towers can be a source of [[fun]] in both [[adventurer mode]] and [[fortress mode]]. &lt;br /&gt;
&lt;br /&gt;
Necromancer towers can also become &amp;quot;deactivated&amp;quot; without any interference by the player, instead appearing as a light gray version of its normal tile on the map. These will sometimes be taken over by bandits or other outcasts after the defeat of the original owner(s), typically by coalitions of mortal civilizations (whose soldiers may claim the slab, or various books, as spoils and heirlooms, and subsequently lose them in the woods or to thieves.)&lt;br /&gt;
&lt;br /&gt;
Zombies can build up towers a bit to increase a site zombie cap. If the necromancer is at their zombie cap, they can still raise more zombies, but they are added to a wilderness population instead. The wilderness population can still be used for invasions, but they are also able to roam on to player forts in the region and also encounter adventurers. Such regions become evil slowly, emanating outward visibly from the tower tile by tile. Necromancers can infiltrate site graves and catacombs to sneak out some zombies, before they are ready to attack (in the previous versions, they would only raid old battlefields.) Necromancers captured during such risky infiltrations are generally executed. &lt;br /&gt;
&lt;br /&gt;
==Adventurer Mode==&lt;br /&gt;
In adventurer mode, necromancers are most commonly found in towers, which generally have a few necromancers and a lot of [[undead]]. Becoming a necromancer yourself requires reading about the secrets of life and death, which are either found on a [[slab]] or in a [[DF2014:Book#Secrets|book]]. If you decide to attack the tower, very high combat skills will be required to survive the zombie guards, and the necromancers themselves will be quick to reanimate any dead companions you happen to have brought. Alternatively, you can become a [[vampire]] either by drinking another vampire's blood or defiling a [[temple]] of your [[deity|god]], which will make undead passive to your presence (since you're undead yourself now) and allow you to simply stroll your way into the place and even have a chat with the necromancers. Becoming a [[werebeast]] may help in fighting the zombies, but keep in mind that undead don't tolerate werebeasts like they do with vampires.&lt;br /&gt;
&lt;br /&gt;
Necromancers will [[World activities|occasionally leave the tower]] with a few zombies, patrol the area, then come back later.&lt;br /&gt;
&lt;br /&gt;
Towers consist of a central tower and, typically, one or more smaller structures called Barrows.{{version|0.47.01}} The tower and barrows will contain corpses, necromancer experiments, traps, and the treasure that the necromancer(s) have collected throughout world generation.&lt;br /&gt;
&lt;br /&gt;
==Fortress Mode==&lt;br /&gt;
&amp;quot;Tower&amp;quot; listed as a neighbor on the [[embark]] screen indicates the presence of a necromancer tower nearby (within 10 embark tiles on the region screen, making a 21x21 area of influence). The necromancer will regularly send undead to [[Siege|attack]] you, leading to immense amounts of [[fun]] should you not be properly equipped to deal with undead enemies.&lt;br /&gt;
&lt;br /&gt;
Towers can be [[raid]]ed {{version|0.44.01}}, and the books and slab stored inside can be brought as loot, allowing your dwarves to learn necromancy without the need to play adventurer mode.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:necromancer_tower.jpg|thumb|250px|center|Just as dangerous as it looks.&amp;lt;br /&amp;gt;''Art by James Morgan'']]&lt;br /&gt;
&lt;br /&gt;
{{Category|Adventurer mode}}&lt;br /&gt;
{{world}}&lt;/div&gt;</summary>
		<author><name>Benderdragon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Cave-in&amp;diff=257896</id>
		<title>Cave-in</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Cave-in&amp;diff=257896"/>
		<updated>2021-05-05T06:39:32Z</updated>

		<summary type="html">&lt;p&gt;Benderdragon: /* Below the cave-in */ Attempt to clarify creatures killed in cave-ins&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Masterwork|21:52, 20 September 2016 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{buggy}}&lt;br /&gt;
:{{DFtext|A section of the cavern has collapsed!|4:0:1}}&lt;br /&gt;
&lt;br /&gt;
[[File:Cave-in (indust).jpg|thumb|250px|right|Cave-in during the Industrial Age.&amp;lt;br&amp;gt;''Drawn by Albert Sidney Bolles'']]A '''cave-in''' is when walls, floors, and other terrain plummet downwards to lower [[Z-axis|Z-levels]] under the influence of [[gravity]]. A cave-in will occur if constructions or ground tiles are detached from all support ([[bridge]]s and [[hatch]]es do not provide support). Since it is only a placeholder, the system is highly unrealistic&amp;amp;mdash;you can hold up a giant megafortress by a slender pillar of soap. [[Main:Toady One|Toady One]] has stated he intends to implement more realistic cave-ins in future versions. &lt;br /&gt;
&lt;br /&gt;
Cave-ins can be disabled in the [[d_init.txt]] file by changing [CAVEINS:YES] to [CAVEINS:NO].&lt;br /&gt;
&lt;br /&gt;
== How cave-ins work ==&lt;br /&gt;
&lt;br /&gt;
Any ''disconnected'' [[construction]] or section of [[rock]] or [[soil]] will cave in. The game checks for connections along the X, Y, and Z axes (that's left/right, up/down, and above/below). Any construction, even [[stairs]] (natural or constructed), and [[support]]s (naturally) provide support/connections. [[Tree]] trunks provide support on all axes. [[Stairs|Up stairs]] will provide support for the z-level above even if there is no downstairs above, acting as an invisible floor. '''Diagonal connections and [[bridge]]s do not provide support.''' Ramps will not provide support to the tile above them, but will act as a connection for the adjacent tiles on the same level.&lt;br /&gt;
&lt;br /&gt;
Note that supports and fortifications, but '''not''' [[statue]]s, create an invisible floor on the level above them.  No dwarf can enter the invisible floor, but it will hold an area attached to the floor tiles in four directions alongside it or the constructed/natural wall above it.&lt;br /&gt;
&lt;br /&gt;
== Results of a cave-in ==&lt;br /&gt;
&lt;br /&gt;
===Falling terrain===&lt;br /&gt;
* Any unsupported terrain crashes down through multiple [[floor]]s and [[ramp]]s, and stops only upon reaching a wall, up or up/down stair, a fortification, a multi-tile tree, or a support. &lt;br /&gt;
* Falling tiles do not stay connected in one mass; each falling column will fall as far as it can as described above.&lt;br /&gt;
* Falling natural [[floor]]s, [[stair]]s and [[ramp]]s will be destroyed, leaving behind a natural floor of the highest such terrain; natural stone walls pile up; and constructions deconstruct, leaving behind their building materials.&lt;br /&gt;
* [[Tree]]s, [[shrub]]s and saplings that fall are obliterated. Falling [[grass]] of all types (including [[cave moss]] and [[floor fungus]]) gets turned into undifferentiated green &amp;quot;Grass&amp;quot;.&lt;br /&gt;
* Anything falling into a fluid sinks to the bottom. Therefore, it is not a good idea to punch a skylight into your meeting area if you forgot that e.g. your [[gem]] pile was directly below and you had a [[magma]] tube three Z levels afterwards... you get the idea.&lt;br /&gt;
* Falling soil will change into the soil type at the layer it falls to, or the lowest type on the map if it falls into the stone layers.&lt;br /&gt;
* Aquifer tiles will continue producing water, and other tile properties will remain the same in the fallen terrain.&lt;br /&gt;
&lt;br /&gt;
=== Below the cave-in===&lt;br /&gt;
* Any [[creature]] caught directly underneath (on the same tile underneath) a cave-in is killed, the only exception being [[Ghost]]s. To clarify, it will kill all non-ghost creatures between the tile below the initial tile caving in to its final resting point.&lt;br /&gt;
* Most [[plant]]s under a cave-in are obliterated, but not multi-tile [[tree]]s.&lt;br /&gt;
* Any item caught under falling natural walls is destroyed completely. Natural floors and constructed walls and floors have a chance of destroying items.{{verify}}&lt;br /&gt;
* All [[building]]s and most [[construction]]s under the falling area are destroyed, as are natural ramps and unsupported floors. Only walls, supports, up and up/down stairs, and fortifications (both mined and constructed) remain intact.&lt;br /&gt;
* Supported natural terrain will remain intact during the cave-in (terrain unsupported from below will collapse). &lt;br /&gt;
* Any fluid displaced by falling natural walls is not destroyed, but transported to directly on top of the fallen walls. This principle can be used to construct [[magma piston]]s. &lt;br /&gt;
* Any mined minerals or stone in the area directly under the cave-in will be forced out from under the cave-in (or even up a few z-levels too, if the cave-in falls a long distance).&lt;br /&gt;
* Dropping rock layers on top of a cavern-soil floor will remove the soil; [[irrigation]] will be required to resume [[tree farm]]ing.&lt;br /&gt;
&lt;br /&gt;
=== Above the cave-in===&lt;br /&gt;
* Buildings above the cave-in will deconstruct if they are no longer supported.&lt;br /&gt;
* Anything standing on the area that caves in falls and may get away with being stunned. The fall victim has a chance of being unable to walk away, somewhat proportional to the distance fallen but not set in stone. &amp;lt;s&amp;gt;No&amp;lt;/s&amp;gt; Pun intended.&lt;br /&gt;
=== Other effects===&lt;br /&gt;
* A large amount of dust is generated. Any creature caught by the dust from the collapse is knocked [[unconscious]] and can be thrown a few tiles even up z-levels, which may cause them to fall off, say, a narrow bridge fifty z-levels above the ground, or can mash them into a fine paste against the wall. Dwarves will receive an unhappy thought from choking on dust clouds (which won't matter if they're dead).&lt;br /&gt;
* [[Magma mist]] will be generated in all tiles of magma that were in the path of the cave-in.&lt;br /&gt;
* Any terrain that is rendered unsupported by the cave-in will cause a subsequent cave-in.&lt;br /&gt;
&lt;br /&gt;
== Avoiding cave-ins ==&lt;br /&gt;
&lt;br /&gt;
Do not make unconnected sections of rock.&lt;br /&gt;
&lt;br /&gt;
Actually, you're quite unlikely to cause cave-ins unless you are actively trying to cause them. In which case, you'd be wondering how to avoid cave-ins that ''cause damage'' to your folks. That's simple: Add a [[support]] under the stone mass, and link it to a distant [[lever]]. When you're done, hide everyone, pull the lever and watch the fireworks.  If you're feeling lazier, use [[statue]]s to keep dwarves off the wrong squares.  Provided they move directly away from the cave-in area, the dust may not catch them - and they don't blunder off edges and die unless the dust catches them.&lt;br /&gt;
&lt;br /&gt;
One of the more common accidental cave-ins results when you're taking out the floor in a checker-pattern (dwarves [[channel]]ing may sometimes tend to make this mistake) and the area below isn't supported, resulting in a situation like the diagram below:&lt;br /&gt;
&lt;br /&gt;
 Floor -1&lt;br /&gt;
 ▒▒▒▒▒▒&lt;br /&gt;
 ▒    ▒&lt;br /&gt;
 ▒ X +▒ &amp;lt;-- The X is a floor tile. It's not attached, so it will fall down.&lt;br /&gt;
 ▒  +&amp;gt;▒&lt;br /&gt;
 ▒    ▒&lt;br /&gt;
 ▒▒▒▒▒▒&lt;br /&gt;
 &lt;br /&gt;
 Floor -2&lt;br /&gt;
 ▒▒▒▒▒▒&lt;br /&gt;
 ▒....▒&lt;br /&gt;
 ▒...▒▒ &amp;lt;-- Causing this area to receive a cave-in flow and knocking out any dwarves in its reach.&lt;br /&gt;
 ▒...&amp;lt;▒&lt;br /&gt;
 ▒....▒&lt;br /&gt;
 ▒▒▒▒▒▒&lt;br /&gt;
&lt;br /&gt;
Another thing to watch out for is if you want to dig away a hill above ground, to make room for your fancy overground fort. You may dig away the hill on one level, and then have a huge platform of &amp;quot;floor&amp;quot; on the z-level above that falls on your [[miner]] if they get disconnected from the ground. Easy thing to miss the first time you do it. To avoid this, channel ''from the surface downwards'', which doesn't remove anything that isn't supported - though you might still mine out something that was supporting a floor you ''weren't'' mining, so be careful. Miners also don't check that there's nobody standing on the floor that will shortly cease to exist - meaning that several miners channelling floors in the same area are a danger to each other. So you should allow only one dwarf to mine out floors in an area at a time.&lt;br /&gt;
&lt;br /&gt;
== Using cave-ins ==&lt;br /&gt;
Intentional cave-ins serve several purposes:&lt;br /&gt;
* '''Defense'''&lt;br /&gt;
*: Use cave-ins to block off water approaches to underground cavern levels.  Combined with walls higher up, a cavern can (with great effort) be rendered completely safe from all intruding vermin.&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
* '''Death'''&lt;br /&gt;
*: Since a cave-in kills all [[creatures]] instantly, it can provide a [[Unfortunate accident|convenient]] or amusing way to off a group of creatures.  This is also one of the most effective ways of dealing with [[titan]]s and [[forgotten beast]]s with dangerous [[syndrome]]s, especially airborne contaminants (deadly dust/vapors) and poisonous blood. For certain randomly generated creatures, they may be so indestructible that a cave-in is the ''only'' way to kill them. Also, it's a great way to 'spare' an [[Wound|'injured']] dwarf who likes 'laying' in a bed all to [[Noble|himself.]]&lt;br /&gt;
* '''Removal of floor tiles'''&lt;br /&gt;
*: Causing a cave-in will destroy non-reinforced (no wall or support underneath) floor tiles directly underneath the falling terrain - this is a good way to hollow out a large area. All that's left to do is a little bit of cleanup on the edges, but look at all the channeling you saved yourself!&lt;br /&gt;
* '''Breaking through multiple aquifer levels'''&lt;br /&gt;
*: Showcase with two levels: [[User:Rhenaya/HowtoDualAquifer]]&lt;br /&gt;
* '''Trapping [TRAPAVOID] creatures:'''&lt;br /&gt;
*: Since the dust from a cave-in can knock creatures [[unconscious]], and any unconscious creature triggers a trap (including your dwarves and other friendly creatures), combine a cave-in with nearby cage traps for the capture. Note that this is only useful for [[kobold]]s and [[gremlin]]s, as all other creatures which avoid traps are also immune to being knocked unconscious.&lt;br /&gt;
* '''Moving Water / Magma faster than [[Screw_pump#Pump_stack|Pump Stack]]s'''&lt;br /&gt;
*: Main article: [[Magma piston]]&lt;br /&gt;
* '''Cavern Control'''&lt;br /&gt;
*: Suppose that a cavern has a [[lake]] that extends to the edge of the screen. You can use a cave-in to drop a wall of rock into the water to cut that lake off from the edge of the screen. This helps you secure that cavern edge from spawning creatures. You could then empty the water and grow trees on the muddy lake bottom.&lt;br /&gt;
&lt;br /&gt;
=== Caving-in the toplevel/terrain from inside ===&lt;br /&gt;
&lt;br /&gt;
You can cause terrain above you to cave in without going outside by first mining up stairs below the &amp;quot;borderline&amp;quot; you want to channel, channel the tiles above them, and removing the stairs afterwards.&lt;br /&gt;
The tiles above the up stairs can be mined from below while standing on the stair, so you don't have to go outside. Ramps would also work for that alone, but the ramps would allow enemies to enter, whereas the up-stairs alone do not allow passage to above as there is no corresponding down-stair above them.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;Not literal [[vermin]], those won't be blocked.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
*Layer-material can change when collapsing soil layers.{{bug|1206}}&lt;br /&gt;
*Forest fires cause constant collapses.{{bug|6829}} &lt;br /&gt;
*Rarely, a cave-in may happen right at the start of the game. This can have several effects depending on where it happens, including releasing underground tree spores.&lt;br /&gt;
*Cave-ins can occur randomly if you dig out an area of surface containing trees, creating lots of [[fun]].{{bug|9479}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Physics}}&lt;br /&gt;
[[ru:Cave-in]]&lt;/div&gt;</summary>
		<author><name>Benderdragon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Slade&amp;diff=257860</id>
		<title>Slade</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Slade&amp;diff=257860"/>
		<updated>2021-04-27T23:37:07Z</updated>

		<summary type="html">&lt;p&gt;Benderdragon: added D for Dwarf&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{Quality|Exceptional}}&lt;br /&gt;
&lt;br /&gt;
{{Distinguish|Slate}}&lt;br /&gt;
{{Buggy}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
&lt;br /&gt;
{{stonelookup/0|wiki=no}}&lt;br /&gt;
&lt;br /&gt;
'''Slade''' is the stone that makes up the surrounding layers of [[Hell|eerie cavern]]s. After dwarves dig deep enough down into [[adamantine]] veins, large, demonic caverns made of slade will open up and spew forth demons. [[Demonic fortress|Curious structure]]s (now removed), [[underworld spire]]s and [[vault]]s are also made entirely of slade.&lt;br /&gt;
&lt;br /&gt;
Slade is '''very''', '''''very''''' heavy - according to the density specified in the raws (200 grams per cubic centimeter, about the density of the core of the sun!), a single boulder weighs around '''20 metric tons'''; by comparison, an equivalent volume of freshly mined [[native platinum|platinum nuggets]] only weighs around 2.1 metric tons (and takes a ''very'' long time to haul) - making slade around ''9.348 times as dense as platinum'', and thus the heaviest material in the game.&lt;br /&gt;
&lt;br /&gt;
In fortress mode, it is no longer{{version|0.47.05}} possible to mine through slade walls. You can still [[obsidian]]-cast them and then mine that. However, this will not yield any slade boulders, which appeared to be like any other stone when mined. Due to the extreme weight, dwarves hauling it move very slowly.&lt;br /&gt;
&lt;br /&gt;
It is possible to use weapons made out of this extremely dense material in Arena mode - tests show that weapons and armor made out of this superdense rock are at least comparable to, if not stronger than even adamantine.&lt;br /&gt;
&lt;br /&gt;
Slade has a natural immunity to [[dragonfire]] since it does not have a specific heat or any state change temperatures defined in the raws.&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
&lt;br /&gt;
It may be interesting to note that our friends at Wikipedia also believe [http://en.wikipedia.org/wiki/Slade] Slade to be a hard rock and a heavy metal.&lt;br /&gt;
&lt;br /&gt;
== Mining Slade ==&lt;br /&gt;
&lt;br /&gt;
{{removed feature&lt;br /&gt;
|version=0.47.05&lt;br /&gt;
|section=1&lt;br /&gt;
|This technique does not work in v0.47.05 and above, though obsidian casting slade into something other than slade allows it to be mined.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''How to mine Slade:'''&lt;br /&gt;
&lt;br /&gt;
Step 1. Construct (do not dig) a down stair directly above some unrevealed slade.&lt;br /&gt;
&lt;br /&gt;
Step 2. Dig an up stair directly below the down stair.&lt;br /&gt;
&lt;br /&gt;
It is best to build one down stair, then dig the slade beneath it before building more stairs, because digging one staircase will prematurely reveal the slade below any other constructed staircases, rendering it unminable.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Old method:'''  &lt;br /&gt;
  &lt;br /&gt;
[http://www.bay12forums.com/smf/index.php?topic=108189.0 Original Thread]&lt;br /&gt;
&lt;br /&gt;
[http://www.youtube.com/watch?v=urM19dQrsJ4 Video Demonstration Part 1]&lt;br /&gt;
&lt;br /&gt;
[http://www.youtube.com/watch?v=Hcalni8h8Ak Video Demonstration Part 2]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The exact mechanics at work here are not fully understood. When a dwarf descends through an opening in the Eerie Glowing Pits, the game seems to generate new stone layers in the unrevealed area below. These generated stone layers are a copy of the stone type directly above them. The unrevealed layer will change to become the same as a construction built directly above. Testing has shown that this transformation may only occur once, the first time a dwarf descends below the surface of the Eerie Glowing Pit. A diorite block floor constructed on the slade cavern floor will create diorite rough hewn walls beneath the slade layer. It is also possible to use rare or useful stone to duplicate them. If you build a rough raw adamantine floor over the slade cavern floor, you will find raw adamantine below. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Step 1. Find a location with accessible unrevealed SMR (Semi-Molten Rock) above Hell and an Eerie pit tile adjacent to a slade cavern floor. You'll want the magma flow tile directly above it. You'll need enough room to engineer a cavern collapse to drop a floor down and land it in the Eerie Pit tile.&lt;br /&gt;
&lt;br /&gt;
Step 2. Prepare the drop site in Hell. Construct a normal floor over the Eerie pit tile. The Magma Flow tile will land here.&lt;br /&gt;
&lt;br /&gt;
Step 3. Prepare the drop shaft in the SMR. Unlike the long difficult method of [[semi-molten rock|tunnelling]] through SMR, once you are in the underworld, you can construct scaffolding up to the unrevealed ceiling and dig staircases from bottom to top through Semi Molten Rock with no problems. Don't mine through the magma flow tile. You need it for the next steps. Channel out the stairs from top to bottom to leave an open shaft with nothing in it. Remove all scaffolding in the way between the Magma flow tile on top and the constructed floor over the [[Hell|Eerie Glowing Pit]].&lt;br /&gt;
&lt;br /&gt;
Step 4. Prepare a Cave-in above the Magma flow tile. Build a support directly on the Magma Flow tile and construct a floor on top of it. Then make sure its disconnected and supported only from underneath. Link the support pillar to a lever.&lt;br /&gt;
&lt;br /&gt;
Step 5. Prepare the mining area. This is the most important step. You'll only be able to mine slade and duplicate stone in area that have constructed floors. You need to build constructed floors over the slade cavern floor over the entire area you plan to mine slade from. Floor over the entire area before you continue. It may not be possible to convert anymore unrevealed tiles after you begin. Use High value materials like iron ore or raw adamantine to pave the floors with. They will be duplicated and can be mined out for profit.&lt;br /&gt;
&lt;br /&gt;
Step 6. Pull the lever to trigger the cave-in, the Magma Flow tile will fall down and crash through the constructed floor above the Eerie pit. This will punch an 'open space' hole in the Eerie Pit. &lt;br /&gt;
&lt;br /&gt;
Step 7. Get a miner in there. Do whatever you can to get a miner to drop into that open space. I have him stand on a constructed staircase and remove it while standing on top. He will fall one Z-level and be stuck below.&lt;br /&gt;
&lt;br /&gt;
Step 8. Use the stuck miner to build a constructed floor on an adjacent Eerie pit tile. This gives him a place to stand. &lt;br /&gt;
&lt;br /&gt;
Step 9. Make him build an upstair on the magma flow tile then remove it. the magma flow tile will be gone and replaced with a normal stone or soil cavern floor&lt;br /&gt;
&lt;br /&gt;
Step 10. Make him channel straight down from where that magma flow was. Go as deep as you want, the bottom Z level of the map should be very close though. Start to mine out the area. You'll find you can only mine out as far as you've built the constructed floors from Step 5..&lt;br /&gt;
&lt;br /&gt;
Step 11. Mine or build upstairs every other tile. Extend those stairs upward to just under the floor above. The upper Z-level, just under the cavern floor will not be changed into natural stone. It will remain slade and can be mined from below.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
* Although slade is not intended to be diggable, it can be channeled through floors from above, leaving the wall underneath it.{{bug|708}}&lt;br /&gt;
* Jewelers may randomly try to cut slade, despite not finding any of it on the map.&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{stones}}&lt;/div&gt;</summary>
		<author><name>Benderdragon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Slade&amp;diff=257859</id>
		<title>Slade</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Slade&amp;diff=257859"/>
		<updated>2021-04-27T21:57:06Z</updated>

		<summary type="html">&lt;p&gt;Benderdragon: Slade cannot be mined like before.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{Quality|Exceptional}}&lt;br /&gt;
&lt;br /&gt;
{{Distinguish|Slate}}&lt;br /&gt;
{{Buggy}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
&lt;br /&gt;
{{stonelookup/0|wiki=no}}&lt;br /&gt;
&lt;br /&gt;
'''Slade''' is the stone that makes up the surrounding layers of [[Hell|eerie cavern]]s. After dwarves dig deep enough down into [[adamantine]] veins, large, demonic caverns made of slade will open up and spew forth demons. [[Demonic fortress|Curious structure]]s (now removed), [[underworld spire]]s and [[vault]]s are also made entirely of slade.&lt;br /&gt;
&lt;br /&gt;
Slade is '''very''', '''''very''''' heavy - according to the density specified in the raws (200 grams per cubic centimeter, about the density of the core of the sun!), a single boulder weighs around '''20 metric tons'''; by comparison, an equivalent volume of freshly mined [[native platinum|platinum nuggets]] only weighs around 2.1 metric tons (and takes a ''very'' long time to haul) - making slade around ''9.348 times as dense as platinum'', and thus the heaviest material in the game.&lt;br /&gt;
&lt;br /&gt;
In fortress mode, it is no longer{{version|0.47.05}} possible to mine through slade walls. You can still [[obsidian]]-cast them and then mine that. However, this will not yield any slade boulders, which appeared to be like any other stone when mined. Due to the extreme weight, dwarves hauling it move very slowly.&lt;br /&gt;
&lt;br /&gt;
It is possible to use weapons made out of this extremely dense material in Arena mode - tests show that weapons and armor made out of this superdense rock are at least comparable to, if not stronger than even adamantine.&lt;br /&gt;
&lt;br /&gt;
Slade has a natural immunity to [[dragonfire]] since it does not have a specific heat or any state change temperatures defined in the raws.&lt;br /&gt;
&lt;br /&gt;
It may be interesting to note that our friends at Wikipedia also believe [http://en.wikipedia.org/wiki/Slade] Slade to be a hard rock and a heavy metal.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Mining Slade ==&lt;br /&gt;
&lt;br /&gt;
{{removed feature&lt;br /&gt;
|version=0.47.05&lt;br /&gt;
|section=1&lt;br /&gt;
|This technique does not work in v0.47.05 and above, though obsidian casting slade into something other than slade allows it to be mined.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''How to mine Slade:'''&lt;br /&gt;
&lt;br /&gt;
Step 1. Construct (do not dig) a down stair directly above some unrevealed slade.&lt;br /&gt;
&lt;br /&gt;
Step 2. Dig an up stair directly below the down stair.&lt;br /&gt;
&lt;br /&gt;
It is best to build one down stair, then dig the slade beneath it before building more stairs, because digging one staircase will prematurely reveal the slade below any other constructed staircases, rendering it unminable.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Old method:'''  &lt;br /&gt;
  &lt;br /&gt;
[http://www.bay12forums.com/smf/index.php?topic=108189.0 Original Thread]&lt;br /&gt;
&lt;br /&gt;
[http://www.youtube.com/watch?v=urM19dQrsJ4 Video Demonstration Part 1]&lt;br /&gt;
&lt;br /&gt;
[http://www.youtube.com/watch?v=Hcalni8h8Ak Video Demonstration Part 2]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The exact mechanics at work here are not fully understood. When a dwarf descends through an opening in the Eerie Glowing Pits, the game seems to generate new stone layers in the unrevealed area below. These generated stone layers are a copy of the stone type directly above them. The unrevealed layer will change to become the same as a construction built directly above. Testing has shown that this transformation may only occur once, the first time a dwarf descends below the surface of the Eerie Glowing Pit. A diorite block floor constructed on the slade cavern floor will create diorite rough hewn walls beneath the slade layer. It is also possible to use rare or useful stone to duplicate them. If you build a rough raw adamantine floor over the slade cavern floor, you will find raw adamantine below. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Step 1. Find a location with accessible unrevealed SMR (Semi-Molten Rock) above Hell and an Eerie pit tile adjacent to a slade cavern floor. You'll want the magma flow tile directly above it. You'll need enough room to engineer a cavern collapse to drop a floor down and land it in the Eerie Pit tile.&lt;br /&gt;
&lt;br /&gt;
Step 2. Prepare the drop site in Hell. Construct a normal floor over the Eerie pit tile. The Magma Flow tile will land here.&lt;br /&gt;
&lt;br /&gt;
Step 3. Prepare the drop shaft in the SMR. Unlike the long difficult method of [[semi-molten rock|tunnelling]] through SMR, once you are in the underworld, you can construct scaffolding up to the unrevealed ceiling and dig staircases from bottom to top through Semi Molten Rock with no problems. Don't mine through the magma flow tile. You need it for the next steps. Channel out the stairs from top to bottom to leave an open shaft with nothing in it. Remove all scaffolding in the way between the Magma flow tile on top and the constructed floor over the [[Hell|Eerie Glowing Pit]].&lt;br /&gt;
&lt;br /&gt;
Step 4. Prepare a Cave-in above the Magma flow tile. Build a support directly on the Magma Flow tile and construct a floor on top of it. Then make sure its disconnected and supported only from underneath. Link the support pillar to a lever.&lt;br /&gt;
&lt;br /&gt;
Step 5. Prepare the mining area. This is the most important step. You'll only be able to mine slade and duplicate stone in area that have constructed floors. You need to build constructed floors over the slade cavern floor over the entire area you plan to mine slade from. Floor over the entire area before you continue. It may not be possible to convert anymore unrevealed tiles after you begin. Use High value materials like iron ore or raw adamantine to pave the floors with. They will be duplicated and can be mined out for profit.&lt;br /&gt;
&lt;br /&gt;
Step 6. Pull the lever to trigger the cave-in, the Magma Flow tile will fall down and crash through the constructed floor above the Eerie pit. This will punch an 'open space' hole in the Eerie Pit. &lt;br /&gt;
&lt;br /&gt;
Step 7. Get a miner in there. Do whatever you can to get a miner to drop into that open space. I have him stand on a constructed staircase and remove it while standing on top. He will fall one Z-level and be stuck below.&lt;br /&gt;
&lt;br /&gt;
Step 8. Use the stuck miner to build a constructed floor on an adjacent Eerie pit tile. This gives him a place to stand. &lt;br /&gt;
&lt;br /&gt;
Step 9. Make him build an upstair on the magma flow tile then remove it. the magma flow tile will be gone and replaced with a normal stone or soil cavern floor&lt;br /&gt;
&lt;br /&gt;
Step 10. Make him channel straight down from where that magma flow was. Go as deep as you want, the bottom Z level of the map should be very close though. Start to mine out the area. You'll find you can only mine out as far as you've built the constructed floors from Step 5..&lt;br /&gt;
&lt;br /&gt;
Step 11. Mine or build upstairs every other tile. Extend those stairs upward to just under the floor above. The upper Z-level, just under the cavern floor will not be changed into natural stone. It will remain slade and can be mined from below.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
* Although slade is not intended to be diggable, it can be channeled through floors from above, leaving the wall underneath it.{{bug|708}}&lt;br /&gt;
* Jewelers may randomly try to cut slade, despite not finding any of it on the map.&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{stones}}&lt;/div&gt;</summary>
		<author><name>Benderdragon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Armor&amp;diff=257854</id>
		<title>Armor</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Armor&amp;diff=257854"/>
		<updated>2021-04-27T02:58:42Z</updated>

		<summary type="html">&lt;p&gt;Benderdragon: Grammar and style&lt;/p&gt;
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&lt;div&gt;{{Quality|Masterwork|15:07, 18 May 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
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'''Armor''' is protective equipment used to reduce/deflect damage during [[combat]]. It comes in a variety of individual pieces that work together to cover a dwarf - there is no &amp;quot;suit of armor&amp;quot; in the sense of a single piece of equipment. Each armor piece protects a certain area or areas of a dwarf, and different pieces might cover a different collection of areas (see coverage chart below). The purpose of each piece is pretty much self-explanatory. &lt;br /&gt;
&lt;br /&gt;
Loosely speaking, anything worn provides some protection, so it is considered &amp;quot;armor&amp;quot;. In the {{k|z}}-[[stocks]] menu, each piece of armor is listed under the location where it is worn - &amp;quot;armor&amp;quot; being with other torso pieces, headwear, handwear, legwear, and footwear. However, this page will concentrate mostly just on combat-quality armor. Note that breastplates only protect upper/lower torso areas, while mail shirts also cover the neck, the upper arms, and the upper legs. (All this is explained below in more detail.)&lt;br /&gt;
&lt;br /&gt;
'''The actual effectiveness of a given piece of armor depends largely on the weapon(s) being used against it.''' &amp;quot;Chain&amp;quot; pieces are flexible, and while good against slashing weapons (axes), they don't do much to stop the crushing force of blunt weapons (maces and hammers). &amp;quot;Solid&amp;quot; pieces (breastplates, greaves, gauntlets) are rigid, so they are more widely effective as protection against all weapons but are heavier. See the [[weapon]] article for more specific information.&lt;br /&gt;
&lt;br /&gt;
Also, for slashing and piercing weapons (but not bludgeoning), the &amp;quot;armor vs. weapon&amp;quot; results are very dependent on the metal of each. A &amp;quot;better&amp;quot; metal will defeat a &amp;quot;lesser&amp;quot; armor, while a weapon of a lesser metal will be stopped more easily. For bludgeoning weapons, &amp;quot;weight&amp;quot; is the guiding rule, and all combat metals have roughly the same [[density|weight]]. See [[Weapon#Superior metal rule]] for further discussion.&lt;br /&gt;
&lt;br /&gt;
Keeping in mind the enemies you are likely to meet and how they will be armed, it is advisable to equip your militia dwarves with at least bronze or iron armor, as copper will quickly be outclassed against most anything except silver weapons and (most) animal attacks. Testing in the arena shows that armored dwarves have a huge advantage over unarmored ones, usually taking no casualties while making short work of their enemies. (But you shouldn't need this wiki to figure that out.) However, untrained dwarves will become encumbered and slowed down wearing armor due to lacking the [[armor user]] skill.&lt;br /&gt;
&lt;br /&gt;
[[File:Armor Coverage Chart.png|thumb|550px|Dwarven armor coverage chart]]&lt;br /&gt;
[[File:dwarf_in_armor.png|thumb|250px|Model of a dwarf in armor.&amp;lt;br /&amp;gt;''Art by Alex Vasin'']]&lt;br /&gt;
== Basics ==&lt;br /&gt;
=== Purpose ===&lt;br /&gt;
Armor's purpose is simple: to allow your dwarves to better withstand damage in combat. Where an unarmored dwarf would invariably suffer injury from a weapon strike, well-armored dwarves have a good chance of taking reduced damage or shrugging it off altogether. Potentially damaging blows become mere bruises and otherwise lethal or incapacitating wounds are reduced to serious ones. [[Clothes]], though not specifically recognized by the game as armor, nonetheless function as such and may block weak attacks.&lt;br /&gt;
&lt;br /&gt;
While a clothed dwarf is a better fighter than a naked one, an unarmored dwarf will still succumb to a [[goblin]] [[ambush]] in seconds. One clad in a full set of exceptional-quality steel armor, however, can absorb most of a goblin squad's ammunition and half a minute of its time before finally being killed. Unarmored or lightly armored dwarves may suffice to deal with lone thieves and the local wildlife, but a serious [[military|army]] requires equally serious armor.&lt;br /&gt;
&lt;br /&gt;
=== Types of armor ===&lt;br /&gt;
In terms of classifications, armor can be thought of as having three different types: clothing, leather, or metal. When you first create any [[squad]] in your [[military|{{k|m}}ilitary screen]], you will have the choice to assign a default &amp;quot;uniform&amp;quot; - &amp;quot;no armor&amp;quot; (which is &amp;quot;clothing&amp;quot;), &amp;quot;leather&amp;quot;, or &amp;quot;metal&amp;quot;. You can make additional custom uniforms for this purpose and mix and match different armor types, but otherwise, these refer to the pieces and combinations described below.&lt;br /&gt;
&lt;br /&gt;
The first is regular [[clothing]], which is made of [[leather]] or [[cloth]] at a [[Clothier's shop]]. Clothing can usually* only deflect very weak attacks - say, a [[raven]] bite - but nonetheless can reduce damage. Most dwarves will be wearing clothing; those that aren't will usually be either very [[tantrum|unhappy]], [[children|babies]], or [[insane]]. All dwarves, both your initial 7 and [[migrants]], arrive with a full set of clothing (but it does wear out, so you'll need to make or [[caravan|trade]] for more sooner or later).&lt;br /&gt;
&lt;br /&gt;
(*[[Silk]] clothing is a little stronger against cutting/piercing attacks but still far from &amp;quot;military grade&amp;quot;.)&lt;br /&gt;
&lt;br /&gt;
The second type is [[leather]] and/or [[bone]] armor, which is specialized for the purpose of defense compared to standard clothing. It is also very weak and designed to protect against small- to medium-sized animal attacks; it provides almost no noticeable defense against larger animals or military weapons. Leather/bone armor is usually only used by [[hunter]]s, or as the very first armor that a fortress military uses, for defending against marauding [[Rhesus macaque|macaque]]s and the like. These can be made before any [[metal industry]] is up and running, and they only need the raw material ([[bone]] or [[Skin|tanned hide]]s) and a [[craftsdwarf's workshop]] or [[leather works]], respectively.&lt;br /&gt;
&lt;br /&gt;
Note that clothing made from leather (which is made at a [[Clothier's shop]]) is ''not'' the same as &amp;quot;leather armor&amp;quot; (which is made at a [[leather works]]), even if it consumes identical raw material. Leather armor is a form of &amp;quot;military&amp;quot; armor, and non-military dwarves will not wear it.&lt;br /&gt;
&lt;br /&gt;
The last type is classic combat-quality [[metal]] armor. This armor is made by an [[armorsmith]] at a [[metalsmith's forge]] and should be the armor of choice for any serious military. This armor can further be broken down into two sub-types. Flexible &amp;quot;chain&amp;quot; armor pieces, either a shirt or leggings (only), are stronger against cutting weapons (axes, swords) but do little against blunt/crushing weapons (maces, hammers, flails, whips), though they are difficult to destroy with blunt force as well. Rigid &amp;quot;plate&amp;quot; pieces provide the best all-around protection. Plate pieces include helmets, metal gauntlets, and boots - there are no &amp;quot;chain&amp;quot; versions for those pieces. A full suit might incorporate both, the plate pieces layered over the chain pieces, for the best of both worlds.&lt;br /&gt;
&lt;br /&gt;
==== By location ====&lt;br /&gt;
Though all clothes can protect from damage, a &amp;quot;complete&amp;quot; suit of armor consists of the following pieces, one cell from each column.&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;text-align:left&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background:#efefef;&amp;quot; | Torso&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background:#efefef;&amp;quot; | Head&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background:#efefef;&amp;quot; | Arm&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background:#efefef;&amp;quot; | Leg&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background:#efefef;&amp;quot; | Feet&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background:#efefef;&amp;quot; | [[Shield|Shields]] (block attacks)&lt;br /&gt;
|-&lt;br /&gt;
|Leather armor (upper body + lower body)&lt;br /&gt;
|Cap&lt;br /&gt;
|Gloves (hands)&lt;br /&gt;
|Leggings, made of leather or chain&lt;br /&gt;
|Low boots (feet)&lt;br /&gt;
|Buckler&lt;br /&gt;
|-&lt;br /&gt;
|'''Mail shirt''' (upper body + lower body + neck + upper arms + upper legs)&amp;lt;br&amp;gt; &lt;br /&gt;
and/or &amp;lt;/br&amp;gt;'''Breastplate''' (upper body + lower body only)&lt;br /&gt;
|Helm&lt;br /&gt;
|Gauntlets (hands + wrists)&lt;br /&gt;
|Greaves, made of plate&lt;br /&gt;
|High boots (feet + lower legs)&lt;br /&gt;
|Shield&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The second row is the more effective choice, while the first row offers less protection but does not slow down dwarves unskilled as &amp;quot;[[Combat skill|armor users]]&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Note that if a mail shirt is combined with high boots, explicit &amp;quot;leg&amp;quot; covering can be omitted. (Dwarves don't have knees to protect, so the upper leg is covered from the shirt and the lower leg from the boot for complete coverage).&lt;br /&gt;
&lt;br /&gt;
=== Armor skill ===&lt;br /&gt;
Armor use trains the [[armor user]] [[skill]]. Whereas armor quality affects hit block chance, armor user skill affects how quickly the dwarf can move in his armor. In arena tests, a grand master armor user could move at twice the speed of a dabbling user when in heavy armor. Faster speed translates into faster movement, both when walking around and when crossing blades with an opponent; well-trained dwarves will have more opportunities to strike, block, and dodge in combat.&lt;br /&gt;
&lt;br /&gt;
Every time a dwarf deflects an attack with their armor, it will be [[report]]ed as - for example - &amp;lt;span style=&amp;quot;font-family:IBM Plex Mono Medium, Consolas, monospace; font-size:12.5px; background-color:#000; color:#3cd5d5;&amp;quot;&amp;gt;Dwarf 1 slashes Dwarf 2 in the upper body with his iron short sword, but the attack is deflected by Dwarf 2's small iron breastplate!&amp;lt;/span&amp;gt;, and the dwarf will receive 30 [[experience]]. The skill can be trained with a [[danger room]], by attacking local wildlife, or through [[live training]] schemes.&lt;br /&gt;
&lt;br /&gt;
=== Shield skill ===&lt;br /&gt;
Likewise, shield use trains the [[shield user]] [[skill]]. Shields are a special piece of armor that can be worn on one arm (and cannot be worn with two-handed weapons) and can be used to block attacks better than equivalent armor can (a difference amounting to deflection instead of broken bones), greatly increasing dwarven survivability. The skill modifies how often the dwarf will be able to block an attack with the shield, and it is likewise trained every time the shield is used to block an attack, at 30 experience apiece. It can be trained in the same ways.&lt;br /&gt;
&lt;br /&gt;
=== Material ===&lt;br /&gt;
:''See also: [[Metal#Weapon and armor quality]]''&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Material !! Workshop !! Labor !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| [[Metal]] || [[Metalsmith's forge]] || [[Armorsmith|Armoring]] || Best choice; see notes below&lt;br /&gt;
|-&lt;br /&gt;
| [[Bone]] || [[Craftsdwarf's workshop]] || [[Bone carver|Bone carving]] || Leggings, greaves, gauntlets, and helms only&lt;br /&gt;
|-&lt;br /&gt;
| [[Shell]] || [[Craftsdwarf's workshop]] || [[Bone carver|Bone carving]] || Leggings, gauntlets, and helms only&lt;br /&gt;
|-&lt;br /&gt;
| [[Leather]] || [[Leather works]] || [[Leatherworker|Leatherworking]] || Light and unencumbering but weak protection.&lt;br /&gt;
|-&lt;br /&gt;
| [[Cloth]] || [[Clothier's shop]] || [[Clothier|Clothesmaking]] || Limited protection, nearly useless against metal.&lt;br /&gt;
|-&lt;br /&gt;
| [[Wood]] || [[Carpenter's workshop]] || [[Carpentry]] || Shield/buckler only (except [[Elf|elves]])&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Most armor must be made out of a weapons-grade material (steel, iron, etc.). The only exception to this is when a dwarf is in a [[strange mood]], in which case a piece of armor may be created out of any metal lying around. The material used in armor is extremely important to combat; fully [[iron]]-armored dwarves with iron short swords stand no chance against those clad in [[steel]]. In general, slashing weapons will have difficulty piercing armor made of the same weapons-grade material as the weapon, piercing weapons will be increasingly blunted, and blunt weapons will break bones through armor almost regardless of its material. Rigid armor provides limited blunt protection, and the chain mail shirts and leggings provide next to none. Even adamantine armor only prevents an estimated 13% of blows, demonstrating the utility of the slow but sure war hammer.&lt;br /&gt;
&lt;br /&gt;
Shields are a bit different than other pieces of armor. Their material doesn't affect how well they deflect attacks. Wood and leather are both very light compared to their metal equivalents, and they are just as effective for blocking; however, they make for poor bludgeons if used to bash enemies (and they frequently are). When combined with changes made to how wear is applied to various materials, this means shields and bucklers of either will likely need to be replaced somewhat frequently if they are not artifact quality. There can be no denying that the metal saved is worth it, however, especially in metal-poor embarks.&lt;br /&gt;
&lt;br /&gt;
Certain weapons are surprisingly good at penetrating armor. Copper whips will shatter skulls through steel helmets. &amp;lt;sup&amp;gt;[http://www.bay12forums.com/smf/index.php?topic=116151.30 science!]&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=5|Armor material comparison&lt;br /&gt;
|-&lt;br /&gt;
! Poor !! Acceptable !! Good !! Excellent !! Best &lt;br /&gt;
|-&lt;br /&gt;
| Leather/Bone || Copper || Iron/Bronze&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; || Steel || Adamantine&lt;br /&gt;
|}&lt;br /&gt;
:: (* Bronze here also includes [[Bismuth_bronze|Bismuth Bronze]], as both have the same combat stats and are armor-grade metals. [[Black_bronze|Black bronze]] '''cannot''' be used for armor.)&lt;br /&gt;
&lt;br /&gt;
* [[Bone]] armor can be crafted very early in the game from the bones of livestock or other animals. Roughly equivalent to leather, bone armor provides practically no protection against &amp;quot;real&amp;quot; weapons or large animals and little against the attacks of medium-sized animals, making it an inferior option even for [[hunter]]s, except as a fashion statement.&lt;br /&gt;
* [[Copper]] armor is the lowest-grade type of metal armor but also the easiest to get, requiring one of [[native copper]], [[malachite]], or [[tetrahedrite]] (next to guaranteed on any embark containing more than one metal).&lt;br /&gt;
* [[Bronze]] is an [[alloy]] of copper and [[tin]], which requires [[cassiterite]]. It is much improved over copper armor and is slightly stronger than iron, but it also weighs more and is more elastic.&lt;br /&gt;
:* [[Bismuth bronze]] has identical properties to standard bronze but has been alloyed with [[bismuth]], making it more valuable (and fancier-[[Color#Material_by_color|color]]ed). If you have access to bismuth and want to put it to use, and you have the time and [[fuel]] for the extra steps, you can save some tin and increase the [[value]] of the final objects this way.&lt;br /&gt;
* [[Iron]] can be smelted from [[hematite]], [[limonite]], or [[magnetite]] and is easiest to find in [[sedimentary]] layers (though [[igneous extrusive]] layers may contain hematite). It is comparable to bronze but is slightly weaker (but more rigid) and has a less complicated smelting process.&lt;br /&gt;
* [[Steel]] is the best non-adamantine armor material and requires [[fuel]], [[flux]], [[iron]], and [[pig iron]] in its manufacturing. Note that steel in Dwarf Fortress is just as valuable as [[gold]]; making lots of armor is a sure way to attract [[siege|attention]], but at least it's going into shiny armor, right?&lt;br /&gt;
* [[Adamantine]] is only found beneath the third [[cavern]] layer, plumbing the depths of the [[magma sea]]; it can be used to create unparalleled armor but is very time-consuming to produce in addition to being hazardous to mine. It is immensely valuable to boot.&lt;br /&gt;
&lt;br /&gt;
A detailed breakdown can be found [http://www.bay12forums.com/smf/index.php?topic=53571.0 here]. Note that a full suit of ''any'' non-adamantine metal armor will considerably slow down a raw recruit of average strength, as shown briefly [http://www.bay12forums.com/smf/index.php?topic=111414.0 here].&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12forums.com/smf/index.php?topic=92852.msg2601760#msg2601760 Some dwarven science] has also been conducted on the armor values of strange mood armors made from non-weapons-grade materials. The results seem to indicate the following ''rough'' order of preference in terms of armor properties (but take note of the artifact multiplier as well): Adamantine, Steel, Pig Iron, Iron, Bronze, Bismuth Bronze, Platinum, Brass, Black Bronze, Billon, Rose Gold, Electrum, Bismuth, Aluminum, Gold, Copper, Tin, Sterling Silver, Silver, Nickel, Zinc, Lead, Nickel Silver, Trifle Pewter, Fine Pewter, Lay Pewter.&lt;br /&gt;
&lt;br /&gt;
=== Quality and strange moods ===&lt;br /&gt;
Quality is an important modifier on armor. Armor gets a deflection bonus based on quality level, but its effect is only known for regular (1x), masterwork (2x), and artifact (3x) armor; presumably, the quality ranks in between are progressive.&lt;br /&gt;
&lt;br /&gt;
{{DF2014:Item quality/Table}}&lt;br /&gt;
&lt;br /&gt;
This means that effectively, masterworks produced by legendary [[armorsmith]]s cut damage done by as much as half. This, combined with the need to produce a lot of armor, makes armorers far and away the most desired dwarves for [[strange mood]]s, and various schemes exist for influencing such an event.&lt;br /&gt;
&lt;br /&gt;
Dwarves in strange moods can produce legendary artifacts, which benefit from a 3x multiplier, or three times as good as a more mundane piece of armor. Artifact-quality weapons-grade armor items are very strong defensively. However, artifacts can also be made of totally inappropriate materials, and the spectacularly low defensive values of [[giant hedgehog]] [[bone]] leggings vastly outweigh any bonuses it gets. Fortunately, soldiers will not by themselves claim artifact equipment; it can only be issued by the overseer assigning it as specific item. &lt;br /&gt;
&lt;br /&gt;
Strange moods are an exception to the number-of-bars rule; only one bar is required for the item itself, although additional materials may be gathered for decoration.&lt;br /&gt;
&lt;br /&gt;
=== Attachment ===&lt;br /&gt;
Dwarves that have used a particular piece of armor for an extended period of time may grow attached to it, becoming [http://www.bay12forums.com/smf/index.php?msg=7312290 better] at withstanding blows with it and unhappy if it is taken away. This is fine if it is a pair of ☼Steel Greaves☼, but it is a major problem if they are using what is meant to be interim armor. This happens less often with armor than it does for weapons. These events generate announcements.&lt;br /&gt;
&lt;br /&gt;
=== Mechanics ===&lt;br /&gt;
There is no hard difference between clothing and armor, something accentuated by regular clothing's ability to block attacks. Armor can be thought of as metal clothing, thicker and made of materials that have a much better chance of blocking attacks. Armor is, however, different in that it is not subject to standard [[wear]], and only non-clothing garments increase the armor user skill.&lt;br /&gt;
&lt;br /&gt;
The availability of specific articles of clothing varies by [[civilization]], and each has its own set of clothing that it can produce. In Fortress mode, sandals and shoes are in the same clothing class, but only the latter can be produced by dwarves, whereas the former must be stripped off dead enemies. Dwarves are gender-insensitive; a male dwarf may well put on a dress.&lt;br /&gt;
&lt;br /&gt;
Non-armor clothing can provide some defense, most importantly to areas that are not covered by regular armor. The ears, nose, lips, and teeth are always exposed, even in full armor. Robes and cloaks will provide a bulwark of low-level protection, making them useful for military dwarves, especially those you plan to send through the [[danger room]].&lt;br /&gt;
&lt;br /&gt;
=== Encumbrance ===&lt;br /&gt;
Sometimes, it is better to wear less armor than more armor because armor slows you down. Non-armor users tend to get slowed down significantly if they are wearing more than 1 piece of armor with 15-25 units of weight. This includes items such as mail shirts, greaves, and breastplates. Gauntlets only weigh 1-2 units of weight depending on material, and high boots weigh 3 units. Most clothing weigh 1 unit or lower, with the exception of plant cloth clothing, which weigh 4 times as much as their silk and yarn alternatives. &lt;br /&gt;
&lt;br /&gt;
Since most dwarves are not danger-room-trained right away into legendary armor users, it is highly recommended that you do not outfit them with the maximum amount of armor possible, as this will make them super slow and allow the enemy to get in many hits before they have a chance to fight back. Weight also hinders ranged units like marksdwarves, who more or less depend on their first strike and fast reload to cripple the enemy before they get into melee and who may also spend the majority of their time behind fortifications anyway.&lt;br /&gt;
&lt;br /&gt;
Wearing a combination of 1 pair of metal gauntlets, 1 pair of metal boots, 1 metal helmet, and 1 metal mail shirt gives an armor level 2 {{Verify}} (Are armor levels still relevant in the new material properties-based mechanics?) metal armor layer that covers all areas without sacrificing speed due to encumbrance on non-armor users. This setup will prevent most cutting and stabbing attacks from weapons below the armor's metal grade, but it will still be vulnerable to crushing attacks since no metal greaves or breastplate is worn. Lighter and weaker types of armor, like leather armor and bone greaves, can also be worn in addition to the metal layer to provide additional protection without encumbrance, and they tend to be at least moderately effective if they are masterworks. Shields should be made of wood when possible because a copper shield could weigh up to 13 units of weight, and material does not matter for blocking attacks. However, wooden and leather shields wear out and break rather quickly in the new version when used to block, so in the long run, a metal shield might be worth it.&lt;br /&gt;
&lt;br /&gt;
=== Wear ===&lt;br /&gt;
Armor can suffer [[wear]] when it is struck in combat.{{version|0.43.04}} Whether armor is damaged in a fight depends on material differences (e.g. steel weapons can easily damage copper armor) and presumably also the power of the attacker. Armor is irreparable, so if it's destroyed in combat, new armor must be made or purchased to replace it.&lt;br /&gt;
&lt;br /&gt;
Armor (and clothing) stored in a [[stockpile]] with the [[refuse]] category enabled experience accelerated wear—this is a &amp;quot;feature&amp;quot; intended to dispose of unwanted armor.{{bug|5711}}&lt;br /&gt;
&lt;br /&gt;
== Layers ==&lt;br /&gt;
&lt;br /&gt;
The layers are, in order from inner to outer:&lt;br /&gt;
*Under&lt;br /&gt;
*Over&lt;br /&gt;
*Armor&lt;br /&gt;
*Cover&lt;br /&gt;
&lt;br /&gt;
==Types of Protection==&lt;br /&gt;
===Material Requirements===&lt;br /&gt;
The number of regular metal bars needed to make a piece of metal armor is equal to the material size divided by 3, rounded down with a minimum of one.&lt;br /&gt;
The number of adamantine wafers or stacks of adamantine cloth required to create armor is equal to the material size.&lt;br /&gt;
&lt;br /&gt;
===Headgear===&lt;br /&gt;
{| style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; class=wikitable class=sortable&lt;br /&gt;
|- style=&amp;quot;background:#F2F2F2;text-align:center;&amp;quot;&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Clothing Type&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Armor Level*&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Material Size&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Materials&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|[[Armor#Size, Permit, and layering armor|Size]]&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|[[Armor#Size, Permit, and layering armor|Permit]]&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Layer&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Coverage %&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Bars to make&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Bars returned on melting&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Melting efficiency %&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Cap[S]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|C,L,M&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Over&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|50%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|0.3&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|30%&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Helm[S]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1+&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|L,B,S,M&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|30&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|20&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Armor&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|0.6&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|60%&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Hood&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|C,L&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Cover&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Mask†[S]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|C,L,M&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|20&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Under&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|50%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Turban†&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|C,L&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|20&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Over&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|50%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Head Veil†&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|C,L&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Over&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|50%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Face Veil†&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|C,L&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Under&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|50%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Headscarf†&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|C,L&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Over&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|50%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Upper Body===&lt;br /&gt;
{| style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; class=wikitable class=sortable&lt;br /&gt;
|- style=&amp;quot;background:#F2F2F2;text-align:center;&amp;quot;&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Clothing Type&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Armor Level*&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Material Size&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Materials&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|[[Armor#Size, Permit, and layering armor|Size]]&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|[[Armor#Size, Permit, and layering armor|Permit]]&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Layer&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Coverage %&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|[[Armor#Coverage|UBSTEP]]&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|[[Armor#Coverage|LBSTEP]]&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Bars to make&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Bars returned on melting&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Melting efficiency&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Dress&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|5 &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|C,L&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|50&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Under&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|MAX&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|MAX&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Shirt&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|3&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|C,L&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|50&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Under&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|MAX&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|0&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Tunic&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|3&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|C,L&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|50&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Under&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|0&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Toga&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|C,L&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|30&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Over&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Vest&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|C,L&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|50&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Over&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|50%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|0&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|0&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Robe&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|6&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|C,L&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|20&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Over&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|MAX&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|MAX&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Coat&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|C,L&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|20&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|50&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Over&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|MAX&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Leather Armor[S]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|6&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|L&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|20&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|50&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Armor&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Mail Shirt&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|6&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|M&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|50&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Over&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1.8&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|90%&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Breastplate[S]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|3&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|9&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|M&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|20&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|50&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Armor&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|0&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|0&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|3&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2.7&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|90%&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Cloak&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|C,L&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|150&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Cover&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|MAX&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Cape†&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|C,L&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|300&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Cover&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|50%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|0&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|0&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Backpack&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|3&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|C,L&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|0&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|&amp;gt;300&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Over&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Quiver&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|3&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|C,L&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|0&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|&amp;gt;300&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Over&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Flask&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|L,M&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Unique*&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|}&lt;br /&gt;
[[Quiver]]s and [[backpack]]s are also worn on the upper body, counting towards layer permit size. [[Flask]]s are attached to the upper body armor or the garment worn over it (but not cover-layer items, such as cloaks).&lt;br /&gt;
&lt;br /&gt;
===Hands===&lt;br /&gt;
{| style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; class=wikitable class=sortable&lt;br /&gt;
|- style=&amp;quot;background:#F2F2F2;text-align:center;&amp;quot;&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Clothing Type&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Armor Level*&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Material Size&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Materials&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|[[Armor#Size, Permit, and layering armor|Size]]&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|[[Armor#Size, Permit, and layering armor|Permit]]&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Layer&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Coverage %&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|[[Armor#Coverage|UPSTEP]]&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Bars to make (per pair)&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Bars returned on melting (per pair)&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Melting Efficiency %&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Gloves&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|C,L&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Under&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Gauntlets[S]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|B,S,M&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|20&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Armor&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1 &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1.2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|120%&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Mittens&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|C,L&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|20&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Cover&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|150%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Each crafting job produces a pair of gloves, gauntlets, or mittens -- one right-handed and one left-handed. The items from a single job may have different quality levels.&lt;br /&gt;
&lt;br /&gt;
===Lower Body===&lt;br /&gt;
{| style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; class=wikitable class=sortable&lt;br /&gt;
|- style=&amp;quot;background:#F2F2F2;text-align:center;&amp;quot;&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Clothing Type&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Armor Level*&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Material Size&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Materials&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|[[Armor#Size, Permit, and layering armor|Size]]&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|[[Armor#Size, Permit, and layering armor|Permit]]&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Layer&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Coverage %&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|[[Armor#Coverage|LBSTEP]]&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Bars to make&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Bars returned on melting&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Melting efficiency %&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Trousers&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|4&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|C,L&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|30&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Over&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|MAX&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Leggings[S]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1+&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|L,B,S,M&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|30&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Armor&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|MAX&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1.5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|150%&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Greaves[S]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|3&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|6&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|B,M&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|30&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Armor&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|MAX&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1.8&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|90%&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Loincloths†&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|C,L&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|30&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Under&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|50%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|0&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Thongs†&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|C,L&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|30&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Under&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|25%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|0&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Skirts (Short)†&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|C,L&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Over&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|0&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Skirts†&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|C,L&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Over&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Skirts (Long)†&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|C,L&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Over&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|MAX&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Braies†&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|3&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|C,L&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|30&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Under&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Footwear===&lt;br /&gt;
{| style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; class=wikitable class=sortable&lt;br /&gt;
|- style=&amp;quot;background:#F2F2F2;text-align:center;&amp;quot;&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Clothing Type&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Armor Level*&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Material Size&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Materials&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|[[Armor#Size, Permit, and layering armor|Size]]&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|[[Armor#Size, Permit, and layering armor|Permit]]&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Layer&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Coverage %&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|[[Armor#Coverage|UPSTEP]]&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Bars to make (per pair)&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Bars returned on melting (per pair)&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Melting efficiency %&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Socks&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|C&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Under&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Sandals†&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|C,L&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|25&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Over&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Shoes&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|C,L&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|20&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Over&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Low Boots&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|L,M&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|25&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Armor&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|0.6&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|60%&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|High Boots&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1+&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|L,M&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|25&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Armor&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1.2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|120%&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Chausses†&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|3&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|C,L&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Under&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|MAX&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Each crafting job produces one pair of footwear. Unlike gloves, footwear items are interchangeable (they are not right- or left-footed). The two items from a single crafting job may have different quality levels.&lt;br /&gt;
&lt;br /&gt;
===Shield===&lt;br /&gt;
{| style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#F2F2F2;text-align:center;&amp;quot;&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Clothing Type&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Armor Level*&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Material Size&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Materials&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|[[Armor#Size, Permit, and layering armor|Size]]&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|[[Armor#Size, Permit, and layering armor|Permit]]&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Layer&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Coverage %&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|[[Armor#Coverage|UPSTEP]]&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Bars to make&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Bars returned on melting&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Melting efficiency&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Buckler&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|L,M,W&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|NA&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|NA&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|NA&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|0.6&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|60%&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Shield&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|4&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|L,M,W&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|NA&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|NA&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|NA&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1.2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|120%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* * {{=}} Items without an armor rating are considered clothing. Armor levels 1-3 were referred to as 'leather', 'chain', or 'plate' in earlier versions.&lt;br /&gt;
* + {{=}} The armor level of an item with a &amp;quot;+&amp;quot; can be increased by one if made from metal.&lt;br /&gt;
* † {{=}} This article cannot be crafted by dwarves (except for [[artifact]]s) but may be purchased in trade.&lt;br /&gt;
* [S] {{=}} shaped item, max one [S] per body slot (e.g. plate mail cannot be worn with leather armor, but it can be worn with chain mail, and greaves and leggings cannot be combined).&lt;br /&gt;
* Materials can be Cloth, Leather, Bone, Shell, Metal, or Wood.&lt;br /&gt;
Note: Striking with a shield trains both misc object user and armor user skills. Additionally, shield material and quality only matter for bashing attacks and do not affect blocking. [http://www.bay12forums.com/smf/index.php?topic=134779.0]&lt;br /&gt;
&lt;br /&gt;
==Special procedurally generated armors==&lt;br /&gt;
Some rare entities have their own procedurally generated armors. Currently, these armors are produced by copying the default properties of the &amp;quot;base&amp;quot; armor and adding an adjective (&amp;quot;bulging&amp;quot;, &amp;quot;segmented&amp;quot;, &amp;quot;rounded&amp;quot;, etc.). Dwarves in [[strange mood]]s that select from all armors with a certain tag may produce one of these procedurally generated armors. Since they retain the properties of their base items, these armors should be as usable as standard armor of the base type.&lt;br /&gt;
&lt;br /&gt;
==Equipping clothing==&lt;br /&gt;
&lt;br /&gt;
Items in ''Dwarf Fortress'' must be equipped in a specific order. For example, a dwarf must equip a layer type of Under before he equips a layer type of Over. The complete order is: Under, Over, Armor, Cover. It is common among civilians to see a dwarf equip pants with no undergarments due to this restriction, even when an undergarment is available. This issue doesn't typically occur with soldiers, however.&lt;br /&gt;
&lt;br /&gt;
There is no restriction on wearing multiple items of the same type ''(Unless the item is shaped [S])''. You can, for example, wear 3 cloaks without penalty.&lt;br /&gt;
&lt;br /&gt;
===Process for equipping a new piece of clothing===&lt;br /&gt;
&lt;br /&gt;
The following variables will be used in the logic below: &lt;br /&gt;
:'''Current Item''' refers to the specific item being equipped. &lt;br /&gt;
:'''Total Size''' refers to the [[Armor#Size, Permit, and layering armor|size]] of all items equipped on that body part, excluding the item to be equipped (while including those on a different [[Armor#Size, Permit, and layering armor|layer]]). &lt;br /&gt;
:'''Permit''' refers to the maximum allowable size of items equipped on the same or lower level as the item to be equipped.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In order to equip a new item, the dwarf (or other creature) ...&lt;br /&gt;
:*will determine if he is eligible to wear the item in question (Perhaps the body part is missing/severed).&lt;br /&gt;
:*must start with the lowest layer first, continuing to the next layer when no other items of that layer need to be equipped.&lt;br /&gt;
:*checks if the item is shaped [S] and will only equip the item if no other shaped items are equipped '''on that body part'''.&lt;br /&gt;
:*will equip items with lowest permit level first. If two items share the same permit value, the highest-size item will be equipped first{{verify}}.&lt;br /&gt;
:*then checks if the total size of items on each body part the current item would cover (excluding the current item's size) is less than or equal to the current item's permit level.&lt;br /&gt;
:*in case of an Armor layer item, also checks whether its own size + permit value is greater than the total size of items already on the body part.&lt;br /&gt;
:*in case of any non-Cover item, checks whether the total size of '''items in the same layer including the current item''' is less than the smallest permit value among these items.&lt;br /&gt;
:*if all above logic is true, the dwarf will equip the item.&lt;br /&gt;
&lt;br /&gt;
===Equipment process example===&lt;br /&gt;
&lt;br /&gt;
Each item is listed in order of being equipped. The primary focus of this example is that the total size must be equal to or less than the permit size of the item being equipped. Like above, the total size ''excludes the size of the item being equipped''.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#F2F2F2;text-align:center;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Item Type&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Size&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Permit&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Total Size*&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Mail Shirt&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|50&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|0&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Mail Shirt&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|50&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Mail Shirt&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|50&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|30&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Breastplate [S]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|20&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|50&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|45&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;color:#F00;&amp;quot;|Mail Shirt&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;color:#F00;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;color:#F00;&amp;quot;|50&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;color:#F00;&amp;quot;|65&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Cloak&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|150&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|65&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Cloak&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|150&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|80&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Cloak&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|150&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|95&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Cloak&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|150&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|110&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Cloak&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|150&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|125&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Cloak&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|150&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|140&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;color:#F00;&amp;quot;|Cloak&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;color:#F00;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;color:#F00;&amp;quot;|150&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;color:#F00;&amp;quot;|155&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* * = Total Size includes the size of all equipped items but does not include the item being equipped&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:#F00&amp;quot;&amp;gt;Red Text&amp;lt;/span&amp;gt; = This item cannot be equipped because the total size is larger than the item's permitted size.&lt;br /&gt;
&lt;br /&gt;
==Size, Permit, and layering armor==&lt;br /&gt;
&lt;br /&gt;
The '''Size''' and '''Permit''' values govern how much clothing or armor can be worn.&lt;br /&gt;
&lt;br /&gt;
Example: A helm (30 size, 20 permit) can be worn over two head veils (10, 100) and can fit 6 additional hoods if desired. &lt;br /&gt;
&lt;br /&gt;
Example: Wearing a cap (10, 15) allows only one face veil (10, 100), but a combined total of up to 9 head veils and hoods can be added.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''[[Adventurer mode]]''' follows the arena rules, so it is possible to have three chain mail shirts (15, 50), a breastplate (20, 50), and 25 capes (10, 300) on one's upper body plus a helm and six hoods on one's head. Confirmation is needed to see if [[fortress mode]] follows the old rules or the new arena rules. (I tested this and found that Urist McNopants follows a totally different set of rules than either of these. His rules tell him to forget both caps, all of the hoods, both socks, and his trousers, and each successive time he gets dressed, he feels the need to do it differently.)&lt;br /&gt;
&lt;br /&gt;
===Some more workarounds regarding Size, Permit, and Layering===&lt;br /&gt;
&lt;br /&gt;
Let's say you want to kit out your soldier's upper body. Try walking through this in arena mode to get a feel for it.&lt;br /&gt;
&lt;br /&gt;
You start off with a [[steel]] breastplate. This has a size of '''20''' and a permit of '''50'''. It is also '''shaped''', so you can't add any other shaped items: no more breastplates and no [[leather]] armor.&lt;br /&gt;
&lt;br /&gt;
Now, you want to add mail shirts. Each one has a permit of '''50''' and a size of '''15'''. You can add three of these if you want. It checks the size against each of the armor pieces' permit + size (or rather, the permit value ignoring that item's size in the calculation) like so:&lt;br /&gt;
* Against each of the mail shirts, you have '''2 x 15 = 30''' total size in mail shirts and '''+ 20''' from the breastplate, matching the '''50''' permit.&lt;br /&gt;
* Against the breastplate, you have '''3 x 15 = 45 &amp;lt; 50''', which is fine.&lt;br /&gt;
Now, if you add a fourth mail shirt, these tests will fail. However, because of the layering order (mail shirts being armor layer 2, the breastplate armor layer 3), the breastplate is added after the shirts. This results in the breastplate being dropped.&lt;br /&gt;
&lt;br /&gt;
Because this reaches the '''50''' permit limit for the mail shirts, you can't add more non-cover items without substituting them for existing items. If you want a robe (size '''20'''), for example, you need to remove two of the mail shirts to clear a total size of '''30''', which then lets you add an extra size '''10''' shirt, vest, or whatever.&lt;br /&gt;
&lt;br /&gt;
However, you can add cover layer items - in this case, cloaks. Each cloak has a size of '''15''' and a permit of '''150'''. Taking into account the '''50''' size already on the upper body, we can add '''100''' size worth of cloaks. This lets us add '''6''' ('''x 15 = 90''') cloaks over the existing armor.&lt;br /&gt;
&lt;br /&gt;
Going through armor like this for the rest of the body (most of it is simpler) gives you a final setup of:&lt;br /&gt;
&lt;br /&gt;
'''Armor'''&amp;lt;br/&amp;gt;&lt;br /&gt;
3 × mail shirts&amp;lt;br /&amp;gt;&lt;br /&gt;
1 × breastplate&amp;lt;br /&amp;gt;&lt;br /&gt;
6 × cloaks&lt;br /&gt;
&lt;br /&gt;
'''Armor (cheap)'''&amp;lt;br/&amp;gt;&lt;br /&gt;
6 × dress&amp;lt;br/&amp;gt;&lt;br /&gt;
3 × robe&amp;lt;br/&amp;gt;&lt;br /&gt;
3 × cloak&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Legs'''&amp;lt;br/&amp;gt;&lt;br /&gt;
3 × long skirts&amp;lt;br /&amp;gt;&lt;br /&gt;
1 × greaves&lt;br /&gt;
&lt;br /&gt;
'''Legs (no foreign items)'''&amp;lt;br/&amp;gt;&lt;br /&gt;
2 × trousers&amp;lt;br /&amp;gt;&lt;br /&gt;
1 × greaves&lt;br /&gt;
&lt;br /&gt;
'''Legs (cheap)'''&amp;lt;br/&amp;gt;&lt;br /&gt;
2 × trousers&amp;lt;br /&amp;gt;&lt;br /&gt;
1 × leggings&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Helm'''&amp;lt;br/&amp;gt;&lt;br /&gt;
1 × helm&amp;lt;br /&amp;gt;&lt;br /&gt;
6 × hood&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Gloves'''&amp;lt;br/&amp;gt;&lt;br /&gt;
1 × pairs of gauntlets&amp;lt;br /&amp;gt;&lt;br /&gt;
1 × pairs of mittens&lt;br /&gt;
&lt;br /&gt;
'''Gloves (cheap)'''&amp;lt;br/&amp;gt;&lt;br /&gt;
2 × pairs of gloves&amp;lt;br /&amp;gt;&lt;br /&gt;
1 × pairs of mittens&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Boots †'''&amp;lt;br/&amp;gt;&lt;br /&gt;
1 × pairs of chausses&amp;lt;br /&amp;gt;&lt;br /&gt;
1 × pairs of high boots&lt;br /&gt;
&lt;br /&gt;
'''Boots (no foreign items) †'''&amp;lt;br/&amp;gt;&lt;br /&gt;
1 × pairs of socks&amp;lt;br /&amp;gt;&lt;br /&gt;
1 × pairs of high boots&lt;br /&gt;
&lt;br /&gt;
'''Boots (cheap) †'''&amp;lt;br/&amp;gt;&lt;br /&gt;
1 × pairs of socks&amp;lt;br /&amp;gt;&lt;br /&gt;
1 × pairs of shoes&lt;br /&gt;
&lt;br /&gt;
To produce a set of full armor for a single dwarf (assuming you use no foreign items), you would require 14 metal bars and 16 units of cloth (or silk or yarn).&lt;br /&gt;
&lt;br /&gt;
Of course, so long as the bugs are still around, we are likely to see dwarves wearing more than this or refusing to put parts on because they found their boots before their socks.&lt;br /&gt;
&lt;br /&gt;
''Note: &amp;quot;Cheap&amp;quot; implies the sets can be made from secondary materials such as bone and cloth, with item types not overlapping with the other, more combat-oriented sets that use metal, leather, and cloth (for socks). As a rule of thumb, combat sets provide better protection, but cheap sets are lighter and easier to mass-produce.''&lt;br /&gt;
&lt;br /&gt;
† It appears that equipping footwear on one foot can affect what can be equipped on the other. For example, if a uniform calls for socks and high boots, a dwarf will only equip 3 of those 4 items between both of his feet.&lt;br /&gt;
&lt;br /&gt;
==Coverage==&lt;br /&gt;
&lt;br /&gt;
The value of coverage of an armor piece is the percentage probability that an attack made against a body part covered by said armor piece actually hits the armor. Example: Helms and caps both cover only the head (facial features excluded). 100% of attacks against the head of a helm-wearing dwarf are affected by the helm's protective capabilities because helms have 100% coverage. In the case of a cap-wearing dwarf, only 50% of attacks made against the head are affected by the cap - the remaining 50% bypass it and land directly on the head because caps have only 50% coverage. The value of coverage has an additional role in determining how well the armor protects against contaminants and temperature effects.&lt;br /&gt;
&lt;br /&gt;
By default, armor pieces cover only a single body part, at which they are 'anchored' (hands, feet, lower body, upper body, or head){{verify}}. Their coverage is extended to other body parts using the following three tags:&lt;br /&gt;
&lt;br /&gt;
:'''[UBSTEP]'''&lt;br /&gt;
This token, when applied to torso armor, controls how far 'up' the body an item of armor reaches. Basically, you can think of it as going out in stages along the body. It doesn't cover legs. It doesn't cover body parts with certain tags (notably [HEAD], [GRASP] and [STANCE], or the head). It can cover the children of such body parts (such as parts of the face) if it extends beyond them. The upper body and lower body are counted as 0 steps away, so both are always covered.&lt;br /&gt;
&lt;br /&gt;
Breastplates have a default of 0, meaning they only cover the torso.&amp;lt;br /&amp;gt;&lt;br /&gt;
Mail shirts have [UBSTEP:1], so they cover the upper arms and neck.&lt;br /&gt;
&lt;br /&gt;
A number of clothing items have [UBSTEP:MAX]. What exactly this covers depends on a certain bug, but unless you are making adamantine robes, you probably won't get that much extra protection this way anyway. This would mean, for example, they would cover the upper arm and then lower arm, skip the hand, and then cover the fingers. The same goes for facial features after skipping the head and the toes after skipping the entire legs and feet.&amp;lt;br /&amp;gt;&lt;br /&gt;
The clothes with these properties seem to be robes, cloaks, coats, shirts, and dresses. However, of these, only robes and dresses also have [LBSTEP:MAX] (see below), so I'm not sure if anything else would actually cover toes or not. This needs additional testing.&lt;br /&gt;
&lt;br /&gt;
Testing in arena: in three battles with 15x15 dwarves where both sides was equipped with iron battle axes and iron full armor and one of the teams was enforced with leather robes, the team with robes was victorious (2-3 survivors).&lt;br /&gt;
&lt;br /&gt;
:'''[LBSTEP]'''&lt;br /&gt;
This token, when applied to torso armor or pants, controls how much of the legs an item covers. Legs in this case are defined as [LIMB] body parts that end in a [STANCE] body part (e.g. foot). Arms are [LIMB]s but end in a [GRASP] hand instead. Because the upper and lower body are effectively zero steps from each other, torso armor can extend this way easily.&lt;br /&gt;
&lt;br /&gt;
Both greaves and leggings have [LBSTEP:MAX] and so cover the entire leg to the best of their ability.&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:Armor Coverage Chart.png|thumb|450px|Dwarven armor coverage chart]]&lt;br /&gt;
Mail shirts have [LBSTEP:1] and so can protect the upper legs. A range of other clothes (including cloaks) and leather armor also have this.&lt;br /&gt;
As mentioned above, robes and dresses have [LBSTEP:MAX] and so cover the entire legs. These also have [UBSTEP:MAX] and so cover the entire body. Although not the strongest armor, a leather (or maybe adamantine?) robe or dress gives you maximum coverage.&lt;br /&gt;
&lt;br /&gt;
:'''[UPSTEP]'''&lt;br /&gt;
This token, when applied to gloves or shoes, determines how far up the limb the armor protects. As with [LBSTEP], this doesn't cover anything but the [LIMB] tag body parts, but it does cover arms as well as legs.&lt;br /&gt;
&lt;br /&gt;
Low boots literally only cover the foot.&amp;lt;br /&amp;gt;&lt;br /&gt;
High boots have [UPSTEP:1], so they cover the lower leg. If you consider that the upper legs can covered by [LBSTEP] from above, you can effectively have an entire layer of chain armor on the legs from high boots and a mail shirt even before adding leg armor. This is why I go with greaves for a plate layer.&lt;br /&gt;
Gauntlets have [UPSTEP:1], so they cover the lower arms. Because there is no other protection for arms like there is for legs, you need gauntlets and mail shirts to protect your arms fully.&lt;br /&gt;
Chausses are a very rare sock substitute, but they are the only items to have [UPSTEP:MAX] and so offer full leg coverage while being exactly the same size as regular socks. They are the perfect undergarment.&lt;br /&gt;
&lt;br /&gt;
The whole method is pretty nifty, even though faces can't be covered by head armor. This means that mouths, noses, eyes, and cheeks are as vulnerable as if you were not wearing anything at all, even if the name of an article of clothing would normally imply that it protects them. This also applies to teeth, lips, and ears.&lt;br /&gt;
&lt;br /&gt;
Toes and fingers are protected by the relevant armor type (e.g. gauntlets cover fingers, and boots cover toes).&lt;br /&gt;
&lt;br /&gt;
== Other Restrictions ==&lt;br /&gt;
&lt;br /&gt;
In fortress mode, &amp;quot;under&amp;quot; layers cannot be put on over &amp;quot;over&amp;quot; layers, so, for instance, a dwarf cannot put on socks unless it first removes its shoes. They can wear over layers without putting an under layer on first, which explains their fondness for &amp;quot;going commando&amp;quot; (trousers without loincloth). Dwarves will only put on the specific armor they are told to put on unless they are not told what to wear.&lt;br /&gt;
&lt;br /&gt;
Also, if you do not tell dwarves to replace clothing with a uniform, they will wear it alongside the uniform and possibly come into conflict with layering and sizes/permits, making them unable to wear assigned items. In particular, caps conflict with helms (both are shaped items), and shoes are too large to fit inside boots. &lt;br /&gt;
&lt;br /&gt;
Military dwarves have a &amp;quot;pecking order&amp;quot; for equipment. The captain of the first squad created has first dibs, followed by his underlings in order, followed the second squad, etc...&lt;br /&gt;
&lt;br /&gt;
In adventurer mode, you have direct control over what armor you put on, and they are only limited by permit and &amp;quot;one only&amp;quot; (shaped) restrictions. This means you can wear three suits of mail (total size 45) plus another suit of chain or plate on top of them. On top of this, you can add six cloaks.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
In fortress mode, it is possible to have (at least) 3 shields equipped.&lt;br /&gt;
&lt;br /&gt;
* Soldiers do not replace tattered clothing that is part of a uniform.{{bug|6039}}&lt;br /&gt;
* Getting military dwarves to put on all their assigned equipment can be iffy. Boots are especially problematic (possibly related to the adventure mode bug above).{{bug|535}}&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = tosid&lt;br /&gt;
| elvish  = datome&lt;br /&gt;
| goblin  = nuklat&lt;br /&gt;
| human   = stalcon&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Industry}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Armor|0}}&lt;br /&gt;
[[ru:Armor]]&lt;/div&gt;</summary>
		<author><name>Benderdragon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Clothing&amp;diff=257853</id>
		<title>Clothing</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Clothing&amp;diff=257853"/>
		<updated>2021-04-27T01:30:49Z</updated>

		<summary type="html">&lt;p&gt;Benderdragon: added time to disown clothing&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Masterwork|08:58, 4 August 2018 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
:''For making clothes, see [[Textile industry]]''&lt;br /&gt;
:''For clothing coverage, see [[Armor#Types of Protection]]''&lt;br /&gt;
&lt;br /&gt;
'''Clothes''' are items made out of [[cloth]] or [[leather]], which are worn by sentient [[creature]]s to protect them from the elements, damage, and to cover themselves.  Articles of clothing work similarly to [[armor]], but are distinguished by the fact that they are ''owned'' by your dwarves, and [[wear|wear out]] over time.  Technically, clothing is simply [[armor]] with an armor level of 0.  In particular, boots (low or high) are armor, and not clothing.&lt;br /&gt;
&lt;br /&gt;
In theory, clothing provides less protection against attacks than &amp;quot;real&amp;quot; armor, but some players claim that leather cloaks and hoods offer significant protection from attacks.  Also, there have been humorous bugs in the past where animal teeth were not hard enough to bite through silk shirts and artifact glass serrated disks could not pierce [[goblin]] clothes.&lt;br /&gt;
&lt;br /&gt;
Currently, clothing provides no protection from cold environments, but adult dwarves get bad [[thought]]s if they are naked, or wearing tattered clothes. Babies do not wear clothes, but all adult and child dwarves will claim and wear clothing automatically. Dwarves may incur several different clothing-related bad thoughts from:&lt;br /&gt;
* Total nudity&lt;br /&gt;
* Missing upper body covering (shirt, vest, dress, robe, cloak, or coat)&lt;br /&gt;
* Missing lower body covering (trousers or skirts)&lt;br /&gt;
* Missing footwear (shoes, sandals, or socks)&lt;br /&gt;
* Wearing [[wear|tattered]] clothing (items with &amp;quot;X&amp;quot; or &amp;quot;XX&amp;quot; wear, but not &amp;quot;x&amp;quot; wear)&lt;br /&gt;
&lt;br /&gt;
Clothing rots away while worn, gaining one level of wear every two years. Dwarves will replace degraded clothing themselves, if appropriate clothing is available in the fortress. [http://www.bay12forums.com/smf/index.php?topic=124350.msg4133470#msg4133470 supporting bay12 forum post]&lt;br /&gt;
&lt;br /&gt;
Clothing thoughts are quite strong, and they stack with each other. [[Tantrum spiral]]s are likely unless you produce sufficient footwear, upper-, and lower-body-covering items.  Thankfully, [[armor]] can also prevent most negative thoughts, making a citizen-militia somewhat more advantageous.&lt;br /&gt;
&lt;br /&gt;
A particular benefit of footwear is keeping your dwarves from stepping barefoot in the [[syndrome|poisonous]] blood left by some [[forgotten beast]]s.&lt;br /&gt;
&lt;br /&gt;
Clothes are considered [[finished goods]], and may be stored in [[bin]]s.  Dwarves will store their personal clothing in their rooms, either directly on the floor, or in [[cabinet]]s. [[Personality_trait#ORDERLINESS|Tidy]] dwarves will rarely relinquish their tattered clothing, instead accumulating a large collection of worn clothes in their rooms. Most dwarves leave discarded clothing laying around and will stop owning them after one season (about 100k ticks). After dwarves disown objects, those objects will be free to be hauled by other dwarves.&lt;br /&gt;
&lt;br /&gt;
Dye cannot be applied to clothing.  In order to make dyed clothes, it is necessary to dye the cloth used to make clothes first, or simply dye the thread used to make the cloth used to make the clothes.&lt;br /&gt;
&lt;br /&gt;
While in a (non-refuse) stockpile (or a dwarf's personal quarters), clothing will degrade very slowly (one [[wear]] level per century, automatically corrected to one wear level per 20 years by [[DFHack]]), but as soon as a dwarf puts on an item of clothing it begins to degrade much more quickly. Clothing that is owned but which is not being worn and not in a dwarf's quarters will eventually revert to unowned status, eligible to be picked up by some desperate, rag-clad (or unclad) boor.  Clothing which is in a [[stockpile#Refuse|refuse stockpile]] degrades very quickly, which helps lower the number of in-game items by destroying old clothing that won't see further use; one way to take advantage of this is designating a [[Activity_zone#Garbage_Dump|garbage dump activity zone]] over a refuse stockpile, and then marking all the discarded clothing for dumping.&lt;br /&gt;
&lt;br /&gt;
Because of the multiple [[quality]] modifiers that apply to finished clothing, clothes can be quite useful as a [[trade good]]. Even tattered clothing can fetch a fair price, and your dwarves will ensure there is no shortage of supply. To maximize [[value]], use a custom stockpile to collect high-quality [[dye]]d cloth and link it to a [[clothier's workshop]] producing dresses or robes.&lt;br /&gt;
&lt;br /&gt;
== Size ==&lt;br /&gt;
Clothing and armor all have a size associated with them, and equipment made for one size of creature cannot be worn by sufficiently larger or smaller creatures. The acceptable range is between ±1/7th of the creature's size. [http://www.bay12forums.com/smf/index.php?topic=140544.msg6843526#msg6843526 FotF Reply] For dwarves, this applies to clothes and armor worn by [[human]]s and [[troll]]s (which will appear to be &amp;quot;'''large'''&amp;quot;(*) as well as [[kobold]]s (which will appear to be &amp;quot;'''small'''&amp;quot;); [[goblin]]s and [[elf|elves]] are the same size as dwarves, so their clothing and armor can be equipped rather than being limited to [[Melt item|melt]]ing (in the case of metal armor) or using as [[trade]] goods (especially once [[Decoration|decorate]]d).&lt;br /&gt;
&lt;br /&gt;
Any clothing/armor that isn't ''small'' or ''large'' is one-size-fits-all, and can be worn by any dwarf, from the smallest child to the biggest adult.&lt;br /&gt;
&lt;br /&gt;
:''(*) With one exception: Items made from leather from [[large rat]]s will appear as &amp;quot;large rat leather ______&amp;quot;.  Human-sized gloves made from large rat leather would be &amp;quot;large large rat leather gloves.&amp;quot;  (There are no &amp;quot;rats&amp;quot; that provide leather, so while confusing, this is unambiguous.)''&lt;br /&gt;
&lt;br /&gt;
{{new in v0.42}}&lt;br /&gt;
&lt;br /&gt;
As of version 0.42.01, your dwarves can create clothing and armor in any size to accommodate the needs of non-dwarven fortress residents. To do so, request the clothing or armor to be made from their respective workshops as usual. Afterwards, go back to the main workshop menu and look at the {{k|d}}etails of the issued job. {{k|f}}ilter for the race you want to make clothing for and press {{k|enter}} twice. Sizing clothing for cougar or hyena men allows it to be worn by both humans and the dwarf-sized races.&lt;br /&gt;
&lt;br /&gt;
== Uniforms and clothing thoughts ==&lt;br /&gt;
Currently armor is just as effective at keeping your dwarves happy as normal clothing, and has the advantage of not being subject to wear, in addition to affording better protection. If you tell your militia-dwarves to replace normal clothes with their uniform, make sure you have armor to spare when conscripting &amp;lt;s&amp;gt;cannon fodder&amp;lt;/s&amp;gt; legendary [[cheese maker]]s, as they'll happily strip naked even if you don't have a uniform waiting for them. You can also include a layer of cloth &amp;quot;armor&amp;quot;, leggings, and especially socks in the mix to prevent nudity unhappiness in case of a shortage of real armor, but be warned: your dwarves will not automatically replace worn uniform-assigned clothing, leading to a different set of unhappy thoughts.&lt;br /&gt;
&lt;br /&gt;
If you find it easier to produce plenty of armor instead of clothing, you can also group all your civilian dwarves into squads and assign them a uniform covering the basics. This not only ensures you don't have to offer them replacement clothes, but also ensures your entire population is at least slightly better protected. Having everybody grouped up into squads also might come in handy &amp;lt;s&amp;gt;if&amp;lt;/s&amp;gt; when something nasty shows up in the midst of your civilians while your soldiers are busy elsewhere. The disadvantage of this is that the heavier armor will slow the civilian dwarves down.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
&lt;br /&gt;
*Dwarves drop worn clothing wherever they happen to be when they decide to pick up replacements. These discarded clothes can interfere with stockpiles, workshops, build orders, etc.{{bug|6048}}, and are owned items so they can't be easily moved.{{bug|4403}} Dwarves will return later to collect the clothing, which can be particularly dangerous around [[trap design|traps]], battlefields and [[minecart]] tracks.&lt;br /&gt;
*Dwarves amass a large collection of discarded clothing in their rooms, filling all [[cabinet]]s and covering every available tile.{{bug|7680}} [[Utility:DFHack|DFHack]] provides a &amp;quot;cleanowned&amp;quot; command to help clean up the clutter.&lt;br /&gt;
*Worn clothing issued by a military uniform is not replaced. {{bug|6039}}&lt;br /&gt;
&lt;br /&gt;
==Sock Obsession==&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
&lt;br /&gt;
This was the beginning of the dwarven obsession with socks.  Long ago, socks were plentiful in dwarven kingdoms across the land, and the bearded ones paid little heed to what adorned their feet.  But after the proud citadel of Nogrithog destroyed itself in a terrible civil war over a dispute concerning sock shortages, the production of which they were completely and utterly ignorant, the entire dwarf race everywhere in the universe vowed to never let this happen again.  Dwarves made sure to stockpile woolen, silken, and even cloth footwear against the unthinkable happening ever again.  Children were frightened with the story of the Great Sock War even before they stopped suckling at their mothers' breasts to indoctrinate them in proper sock hoarding behavior, and to get unruly children to behave: &amp;quot;If you don't stop pulling Catten's braids, Sibrek, all the socks will disappear!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
So great is the dwarves' fear of a sock shortage that they will sacrifice their own well-being and even their very lives to make sure that not a single sock will go overlooked.  It is unknown how dwarves everywhere could possibly know how one dwarven civilization in a remote and utterly unimportant continent on a forgotten minor world destroyed itself.  Most believe that this is once more the touch of Armok on their sodden, constantly intoxicated brains.&lt;br /&gt;
&lt;br /&gt;
[[Image:deadly sock.png|thumb|right|Minotaurs like socks too.]]The bond between a dwarf and his socks is both wondrous and terrible.  The most hardened warrior finds his socks so warm and comforting that he is frequently seen wearing but a single boot -- why should he need steel to protect his other foot?  He already has a sock on it!  Upon losing his unarmored foot to a goblin's blade, he will console himself in the knowledge that at least his foot still has its sock on.&lt;br /&gt;
&lt;br /&gt;
{{Category|Items}}&lt;br /&gt;
{{Category|Adventurer mode}}&lt;br /&gt;
{{Category|Clothing| }}&lt;br /&gt;
[[ru:Clothing]]&lt;/div&gt;</summary>
		<author><name>Benderdragon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Pit_trap&amp;diff=257852</id>
		<title>Pit trap</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Pit_trap&amp;diff=257852"/>
		<updated>2021-04-27T01:19:49Z</updated>

		<summary type="html">&lt;p&gt;Benderdragon: required z-levels for damage&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|13:12, 4 March 2014 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
{{Projects}}&lt;br /&gt;
&lt;br /&gt;
A '''pit trap''' is a type of large and extremely effective [[trap design|trap]]. In essence, a pit trap is a multiple z-level drop with optional nasty surprises waiting at the bottom. Retracting [[bridge]]s can be used to drop enemies to their doom; raising bridges can lob them in from afar. Fluid [[flow]] can wash your enemies into your pit, while [[weapon trap]]s and marksdwarves can convince enemies to dodge right on in. A barrage of [[minecart]]s can also motivate your foes to experience the wonders at the bottom of your trap.&lt;br /&gt;
&lt;br /&gt;
Pit traps are sadly ineffective against [[flying]] enemies, and [[list of creatures by adult size#bridge|&amp;quot;large&amp;quot;]] enemies are immune to bridge-traps (but can still be pitted by other means). &lt;br /&gt;
&lt;br /&gt;
Although you can just leave a captured foe as is, it's much more fun and dwarfy to turn them into something useful. A pitted goblin [[siege]] or [[titan]] can be used in a large variety of ways, all of them violent. Note that this is a distinct idea from [[mass pitting]], although one can certainly lead into the other.&lt;br /&gt;
&lt;br /&gt;
The nature of a pit trap means that you can simply keep dropping more visitors in. Any current occupants may suffer injury from falling arrivals; the new arrivals, meanwhile, suffer the falling damage. When you combine different enemy forces, the survivors will likely fight to be lord of the pit. &lt;br /&gt;
&lt;br /&gt;
In general, falls of 1-2 z-levels are unlikely to cause significant damage to your dwarves, and goblins have been seen to fall more than four with only light bruising and stunning. Large falls (30+ z-levels) will tend to cause the hapless victim to explode upon impact. The minimum drop with 100% mortality appears to be around 25 z-levels.&amp;lt;sup&amp;gt;[http://www.bay12forums.com/smf/index.php?topic=110718.0]&lt;br /&gt;
&lt;br /&gt;
You can also use it for [[unfortunate accident|organic waste disposal]]. Your own dwarves will gleefully march across bridges and along precarious drops. If your pit trap should happen to engage while a [[noble]] is leading a group of legendary [[cheese maker]]s across, just consider it an in-depth inspection.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{{diagram|spaces=yes|color=white|\&lt;br /&gt;
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}}&lt;br /&gt;
''A simple pit trap''&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Improvements ==&lt;br /&gt;
&lt;br /&gt;
Once your visitors have graciously volunteered to enter your pit, you'll want to have some fun surprises for them. Lining the floor of your pit with the [[density|heaviest]] material you can find will maximize falling damage; if your pit is deep enough, creatures may explode upon impact. Pit traps naturally make great [[drowning chamber]]s, but, if you've got some spare [[magma]], why not entomb your enemies in [[obsidian]]? Install some lever-operated [[spike]]s and perforate your captives. Add some raising bridges and fling your enemies around. Drop in some spare socks and crack some skulls. Install flammable floor [[grate]]s and light the floor on fire. Add [[syndrome]]-inducing creatures or extracts. Add a [[necromancer]] on a balcony and watch siegers battle their departed kin. Or introduce your captives to the denizens of the deepest depths.&lt;br /&gt;
&lt;br /&gt;
A pit with [[fortification]]s constructed or dug into its sides can be used for training your [[marksdwarf|marksdwarves]] on live targets, provided whatever is inside doesn't have a ranged attack of its own. Simply order them to move in behind the fortifications, and they will render whatever is inside into bloody pincushions. If it's something really big, even better; you may want to temporarily ban your military from [[metal]] [[bolt]]s, as weaker [[wood]]en and [[bone]] bolts means more shots are needed to kill and thus more [[experience]]. Because the crossbow [[skill]] cannot be trained with [[danger room]]s, a pitted [[stone]] or metal [[titan]] is a blessing to a properly equipped fortress, as they can be pelted with wooden bolts for eternity without suffering any ill effects.&lt;br /&gt;
&lt;br /&gt;
A pit with fortifications constructed or dug into the sides can also be used to train your siege operators. This works much like marksdwarf training, except that it slower and less effective. It does work against ranged attackers, though, since siege equipment has a longer reach, and is thus (usually) safe to use against enemy bowmen and the like from a good distance away.&lt;br /&gt;
&lt;br /&gt;
All of these design ideas can be combined to build one truly all-purpose trap!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{TipBox2|titlebg=#c00|textbg=#ffd|Warning!|Use care when combining a pit trap that has fortifications with a drowning chamber. It might be obvious to some, but sometimes players overlook this kind of detail, resulting in a very aquatic [[fun]] experience.}}&lt;br /&gt;
&lt;br /&gt;
{{Translation| dwarven = gor ïggal | elvish = nimo abola | goblin = slömod stoslo | human = uta losric}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Fortress defense}}&lt;br /&gt;
{{Category|Design}}&lt;br /&gt;
[[ru:Pit trap]]&lt;/div&gt;</summary>
		<author><name>Benderdragon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Immigration&amp;diff=253942</id>
		<title>Immigration</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Immigration&amp;diff=253942"/>
		<updated>2020-07-19T06:12:08Z</updated>

		<summary type="html">&lt;p&gt;Benderdragon: /* Immigration mechanics */ Migrant delays when it's not the first playthrough in the world&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|22:13, 16 November 2019 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Immigration''' can occur at any time, once per [[season]]. Smaller migrant waves of 2-10 arrive in the early seasons, followed by a large wave in the low double digits in the second spring, one year after embark (the maximum wave size reported to date is [http://www.reddit.com/r/dwarffortress/comments/q580c/hole_shit  77] &amp;lt;sup&amp;gt;[https://archive.is/Wbp37/a5dc158a51bc238bc9441f06c10a3540eac8124c.png archive]&amp;lt;/sup&amp;gt;). Each group of migrants will often include such things as [[child]]ren and domestic animals, including both pets and stray livestock.  Be prepared with adequate [[food]], [[alcohol|drink]], and [[bed]]s, among other things. &lt;br /&gt;
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Migrants will often have skills that match your fortress' needs &amp;amp;mdash; migrants with skills your fortress uses a lot or skills that your fortress doesn't have at all are more likely to show up at your gates. Important skills (mining, food production, and basic crafting, according to Toady) are weighed more heavily than other skills.&amp;lt;sup&amp;gt;[http://www.bay12games.com/media/df_talk_12_transcript.html Source] {{dot}} [http://www.bay12games.com/media/Dwarf_Fortress_Talk_12.mp3 MP3]&amp;lt;/sup&amp;gt;&lt;br /&gt;
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Migration waves are generally a good thing &amp;amp;mdash; if you're prepared for them.&lt;br /&gt;
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== Labor preferences ==&lt;br /&gt;
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Each migrant can arrive with a wide collection of often unrelated skills, far greater than possible with one of the [[starting build|starting 7 dwarves]], and [[experience]] levels as high as Legendary.&lt;br /&gt;
Any and all skills might be represented, including obscure military skills (like [[blowgunner]]), high levels of one or more [[social skill]]s, [[crutch walker]], [[concentration]] and others. It's even possible to have dwarves with skills that may not be obtainable in fortress mode like [[tracker|tracking]].&lt;br /&gt;
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Migrants may also arrive with equipment matching their skills. For example, a miner migrant may bring a [[pick]] with them. Migrants may arrive with all labors except [[hauling]], [[cleaning]], recovering wounded, and caring for wounded disabled, depending on the settings one has entered into [[d_init.txt]].&lt;br /&gt;
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== Historical migrants ==&lt;br /&gt;
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Some immigrants are [[historical figure]]s.  These immigrants come to your fortress with skills representing their history, and may come to your fortress with wounds they have suffered during [[world generation]].  Immigrants may even be [[vampire]]s or [[werebeast]]s.&lt;br /&gt;
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Currently, [[agent]]s (spies) from your own civilization will retain their assumed identities when they migrate to your fortress.{{bug|10490}} This results in immigrants with odd professions like [[peddler]], [[prophet]], and [[poet]] that 'override' their automatically-assigned professions. These immigrants are still loyal to your civilization (at least for now) and should behave normally aside from a few minor bugs (like changing names while on a [[mission]]{{bug|10928}}).&lt;br /&gt;
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==Limiting/preventing immigration==&lt;br /&gt;
In v0.40.05 and above, the [[d_init.txt]] POPULATION_CAP setting immediately prevents further immigration once the desired number is achieved, bypassing the two hardcoded migrant waves. There is also a STRICT_POPULATION_CAP setting, which prevents both immigration and babies when reached (although both can be violated by a few special cases, such as the arrival of a [[monarch]]).  Keep in mind that your population must be at least 80 to get a king and 100 to obtain the current game features.&lt;br /&gt;
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The number of migrants depends on the [[wealth|created wealth]] of your fortress and so is affected by your dwarves' activities. Note that if your fortress should ever become a mountainhome, you will receive an additional migration wave with the promotion, regardless of your population cap. The number of migrants is affected by how far below the population cap your fortress is. If your fortress is one dwarf short of the cap, you will receive a single migrant (if any). Also note that population cap will not remove dwarves from an existing fortress but will prevent new ones from immigrating or being born.&lt;br /&gt;
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It is worth noting that you need a certain minimum population size before any of your dwarves will experience [[strange mood]]s.  Additionally, POPULATION_CAP affects only migration, it has no effect on pregnancies. You will need to alter STRICT_POPULATION_CAP in order to limit births.&lt;br /&gt;
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To reiterate, the population cap is a (mostly) hard limit on the number of dwarves in your fortress. If you want a fortress with 50 dwarves, simply set the POPULATION_CAP and STRICT_POPULATION_CAP to 50.&lt;br /&gt;
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==Immigration mechanics==&lt;br /&gt;
The date on which immigrants appear in a season seems to be fixed at the start of that season, but the number of immigrants and their skills are determined when the migrant wave arrives.&lt;br /&gt;
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There is never a migration in the first winter - literally not even a {{DFtext|The fortress attracted no migrants this season|6:0:0}} message.&lt;br /&gt;
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Migrant skill levels seem to depend on the size of the home civilization; a difference will be noticed if you picked a dwarven civilization that was not well established (few towns or none) compared to a well established one.&lt;br /&gt;
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The two hardcoded waves may not show up for a while if the fort doesn't start on the 15th day of Granite. Note that there may be various reasons for a hardcoded migrant wave to not show up at all, like if it was blocked by a siege or if is not the first fort in the world.{{Cite talk/this}}&lt;br /&gt;
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==Migrant wave sizes==&lt;br /&gt;
The first two migrant waves have a minimum size of 1, if a wave member has a relative in your group already, and a maximum size of 10.  The size of these waves are unaffected by fortress wealth, danger, or even the extinction of their home civilization. Note that there may be various reasons for a hardcoded migrant wave to not show up, like if it was blocked by a siege or if is not the first fort in the world.{{Cite talk/this}}&lt;br /&gt;
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The third migrant wave and on are influenced by the [[wealth|created wealth]] of the fortress, with more wealth attracting more immigrants (more research is needed to determine specifics).  Specifically, they're influenced by the fortress wealth as reported by the last outgoing dwarven [[caravan]].  Wealth created after the caravan leaves has no influence until the next year's caravan leaves.  If the caravan fails to make it out then the fortress' wealth is not reported. If the dwarven [[liason]] makes it out, but the caravan doesn't, the liaison does not report on fortress wealth.&lt;br /&gt;
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Imported wealth, caravan sales figures, absolute caravan profit and caravan profit margin either have no effect on migration numbers, or only have an effect by applying a percent modification to the numbers driven by created wealth.  If a fortress manages to [[trading|trade]] (not offer) away 100% of its created wealth, then no immigrants will come the next season.  More research is needed to determine if the aforementioned statistics have any influence on migration numbers.&lt;br /&gt;
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One factor which is known to affect migrant wave size is the total size of your fortress's {{k|u}}nits list (all 4 categories), which consists of dwarves, invaders, merchants, and animals which either died or currently live at your fortress. As this number increases, the maximum size of migrant waves will be reduced: starting at a local population of 1000, migrant wave sizes are limited to 10, and at subsequent levels of 1300, 1600, 1800, 2000, 2200, 2400, 2600, 2800, and 2900, the limit is decreased by 1, and once you reach a local population of 3000 you will cease to get migrants at all.&lt;br /&gt;
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Kurik Amudnil created a DFHack script to prevent the latter from happening, by clearing (and storing, so that it can be restored as wanted) the dead units list of uninteresting creatures. It is available [http://www.bay12forums.com/smf/index.php?topic=91166.msg4336893#msg4336893 here] and is also included in the [[Utility:Lazy_Newb_Pack|Lazy Newb Pack]].&lt;br /&gt;
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==Adventure mode==&lt;br /&gt;
In certain locations in [[adventure mode]], you may come across a '''Migrating Group'''. One such location is near a recently [[abandon|abandoned]] [[fortress]]; choosing to travel to the group will allow you to talk to the members of your former fortress as they travel back to dwarven civilization.&lt;br /&gt;
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==Fortress Failure Migration==&lt;br /&gt;
If a fortress is abandoned during [[unhappy]], [[insanity|stark raving mad]] times the citizens can migrate to your new fortress still stark raving mad (berserk possibly, further looking into required). Likewise, if your fortress happened to have any [[Husk|husks]] when it was abandoned, some of them may migrate to your new fortress.&lt;br /&gt;
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==Deterring migrants==&lt;br /&gt;
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A different message for migrant arrivals will be triggered depending on your fortress' dangerousness. That number isn't actually a death count, but some sort of composite &amp;quot;fear&amp;quot; value determined by adding up a bunch of sources and dividing them by various amounts. It is not sure exactly what those sources are, but at least one of them is a death count. 0-9 is normal, 10+ is &amp;quot;danger&amp;quot; or &amp;quot;dangerous&amp;quot;, and 50+ is &amp;quot;cursed death trap&amp;quot; or &amp;quot;tomb&amp;quot;.&lt;br /&gt;
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==Expelling migrants==&lt;br /&gt;
Undesirable migrants can be targeted for &amp;quot;[[emigration]]&amp;quot; from their individual preferences screen. To do this: Select the dwarf through the citizen list, view their Preferences, and press e to Expel. You will be prompted to confirm, and they will leave the fortress.&lt;br /&gt;
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==Bugs==&lt;br /&gt;
Also, some migrants will be incorrectly listed as babies or children, when they are not in the expected age range for those categories.  This will automatically fix itself when they have their next birthday.  Some baby migrants may have future birth dates. {{Bug|3945}}&lt;br /&gt;
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If your fortress does not have a meeting hall, you might have a situation where a single migrant can't find the fort and just stands at the edge of the map, not moving at all. You may notice that, even if more migrants are part of the wave, they cannot enter the map (and do not show up on the units screen) until this migrant moves out of the square, as all migrants in a single wave must enter the map through this square.&lt;br /&gt;
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==The Migrant Tier List==&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
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When a migrant wave arrives, players should stop what they are doing and check the migrants' skills to see what they may offer to their fortress. Here, migrants are sorted into tiers, roughly ordered by usefulness to a mid-to-high-level fort. Do note that even F-tier migrants can be useful if a player decides to make them so, and of course any migrant can find employment as a [[haul]]er or a [[soldier]], or may train useful skills over time.&lt;br /&gt;
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&amp;quot;Valuable&amp;quot; skills can be thought of in three categories - those that produce better [[quality]] items, those that perform tasks faster or more efficiently, and those that simply cannot be done unskilled, such as medical tasks. Remember that, when the dust clears, the most valuable skill a dwarf can have is the one that your fortress needs the most. &lt;br /&gt;
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==== Valued Migrants (A) ====&lt;br /&gt;
Some skills are central to most fortresses, either by improving the quality of critical items or by providing irreplaceable services. These migrants can improve a fort simply by showing up. &lt;br /&gt;
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Also known as &amp;quot;can I give them a [[mood]] please?&amp;quot;.&lt;br /&gt;
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*[[Weaponsmith]]s: Speak softly, but carry a [[war hammer|big stick]]. If you have an excess of [[weapon]]s, you can also use weaponsmiths to make extremely high-value [[trap components]].&lt;br /&gt;
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*[[Armorsmith]]s: Perhaps even more useful than weaponsmiths.&lt;br /&gt;
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*[[Soldier]]s: Who doesn't need extra &amp;lt;s&amp;gt;meat shields&amp;lt;/s&amp;gt; dwarfpower? If you don't have any soldiers yet, you can form your militia, and if your militia is already well-developed, they can act as reservists, in case something [[Fun]] happens to the militia.&lt;br /&gt;
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*[[Grower]]s: Skilled growers can improve farm efficiency exponentially, as one skilled grower can easily outperform more than a dozen unskilled laborers (see the article for more information), freeing them for other tasks. A true force multiplier.&lt;br /&gt;
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*[[Mechanic]]s: High-quality [[mechanism]]s don't jam when used in traps, and make great trade goods.&lt;br /&gt;
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*[[Cook]]s: Will quickly boost your fortress's value, and dwarves just adore fine meals, keeping up morale.&lt;br /&gt;
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==== Good Migrants (B) ====&lt;br /&gt;
Put these dwarves to work, they have much to contribute. &lt;br /&gt;
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Also known as &amp;quot;stalwarts of the fort&amp;quot;.&lt;br /&gt;
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*[[Miner]]s: Always helpful unless your fortress is ''very'' well developed. A high mining skill can also be useful in combat.&lt;br /&gt;
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*[[Blacksmith]]s: These dwarves make [[metal]] (not just [[iron]]) [[furniture]]  and other large products, including valuable metal [[statue]]s, which can boost the value of rooms and improve morale. How else are you going to immortalize your militia's valiant battle against that ferocious [[Titan|forest titan]]?&lt;br /&gt;
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*[[Carpenter]]s:  Like blacksmiths, but they use [[wood]] instead of metal. Only source of quality [[bed]]s and some newer items, like [[display case]]s and [[Instrument|musical instrument]]s.  Also, only leather shields are lighter than wood. Wooden [[trap components]] can also be useful as a trade good if other industries haven't been developed yet.&lt;br /&gt;
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*[[Mason]]s: Most fortresses can't afford to make every piece of furniture out of metal or wood. Stone is the traditional dwarven option, though it is a bit lacking in value as a material.&lt;br /&gt;
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*[[Metalcrafter]]s: You may not want to fill the next caravan with *[[silver]] mugs* and other metal [[finished goods]], but making ≡gold [[chain]]s)≡ for your guard animals and exotic pets is pretty dwarfy.&lt;br /&gt;
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*[[Stonecrafter]]s: Making [[finished goods|trade goods]] for the caravan out of [[stone]] is a great way to kick-start trade, since [[metal]] and [[wood]] are often needed elsewhere. And real dwarves drink out of [[goblet|≡stone mugs≡]], not glass goblets or wooden cups or whatever.&lt;br /&gt;
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*[[Engraver]]s: Engraving isn't usually needed in a new fort, but is a huge boost in value and good thoughts in a mature one.  A good engraver can smooth and detail a large [[room]] in ''minutes'', shooting its [[Room#Quality|quality]] sky-high, while a novice might take hours. Novice engravers also can take quite a while to train.&lt;br /&gt;
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*[[Brewer]]s: Should be obvious. Alcohol doesn't have a quality level but the increase in production speed skilled brewers provide is never unwelcome.&lt;br /&gt;
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*[[Healthcare]]: Skilled medical dwarves are irreplaceable for trying to save that one beloved soldier.&lt;br /&gt;
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*[[Leatherworker]]s: [[Leather]] can craft certain items that cannot be created sensibly with any other material, such as [[backpack]]s, [[quiver]]s, [[flask|waterskins]], and lightweight [[shield]]s (for all) and [[armor]] (for Hunters). Unless, of course, you're using [[adamantine]].&lt;br /&gt;
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==== Niche Migrants (C) ====&lt;br /&gt;
These migrants can be useful, but usually only in very specific cases, or for only a few tasks - if your fortress is focusing in that area, they fit in the above category, but if not then they are just as valuable as peasants (see next category). &lt;br /&gt;
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Also known as &amp;quot;it ain't much, but it's honest work&amp;quot;.&lt;br /&gt;
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*[[Furnace operator]]s, [[Miller]]s, [[Thresher]]s: None of these labors have quality levels, but the increase in production speed can be highly profitable for a [[metal]], [[flour]] or [[textile industry]], respectively.&lt;br /&gt;
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*[[Glassmaker]]s, [[Potter]]s, and [[Glazer]]s: You've either got sand/clay (and care about it), or you don't. Glassmakers can produce a wide variety of products, such [[crafts]], [[furniture]], [[trap component|large weapons for traps]] and [[screw pump]]s, out of glass, and these products are often worth much more than their stone/wood counterparts. Potters are less versatile but can also make valuable products for a decently low manufacturing price. Glazers complement potters and are needed to make their pots airtight and waterproof, allowing for liquid storage, and a good glaze job can add a lot of value to a product.  Note that glassmakers and potters require [[sand]] or [[clay]] (respectively), and in large quantities to be truly effective, but these resources are basically infinite on embarks that contain them. &lt;br /&gt;
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*[[Gem cutter]]s and [[Gem setter]]s: They just don't produce as much value as you'd expect, unless the gem cutter is of a high enough skill level. Training gem cutters so they don't waste your rough valuable gems with poor cuts is also quite tedious. Even then, [[gem]]s are only useful for moods, decorations, or as a trade good. As for gem setters, [[encrust]]ing is notoriously finicky, since the item to be decorated cannot be specified. So your gem setter will probably end up slapping your Masterwork cut [[diamond]] cabochons on a [[barrel]] or something. &lt;br /&gt;
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*[[Herbalist]]s: Herbology can be a great way to kick-start an above-ground farm, or at least keep your food and booze supply nice and varied. Even dwarves can get sick of drinking the same old [[plump helmet|mushroom]] wine.&lt;br /&gt;
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*[[Beekeeper]]s, [[Wax worker]]s, and [[Presser]]s: Beekeeping is [[Beekeeping industry|interesting]], but it isn't possible in [[biome]]s that lack [[honey bee]]s (and note that [[bumblebee]]s cannot be&amp;lt;s&amp;gt;e&amp;lt;/s&amp;gt; domesticated). If you do get a beekeeping business going, wax workers and pressers become viable as well, since they use the products of beekeeping in their labors; otherwise, they're basically useless. &lt;br /&gt;
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*[[Hunter]]s: They usually come with a good [[marksdwarf]] skill, but immediately go hunting as soon as they're able to, causing possible [[fun]]. They can be useful if handled properly, and are definitely entertaining to watch, but it may be advantageous to just rely on your [[military]] for hunting game, since [[squad]]s can be controlled more finely than hunters, and are probably less likely to get themselves injured in the process. &lt;br /&gt;
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*[[Fisherdwarf]]s, [[Fish cleaner]]s: Fishing is a decent source of food, and it's a great source of the elusive [[shell]]s if your site contains [[pond turtle]]s, but it runs the risk of [[crocodile]] accidents and [[carp|other perils]]. Or, if you're unlucky, you'll get absolutely nothing. Fisherdwarves can also only catch [[vermin]] fish; [[sperm whale|larger sea creatures]] require [[drowning chamber]]s or other tactics.&lt;br /&gt;
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*[[Siege engineer]]s and [[Siege operator]]s: Would be useful, but [[siege engine]]s are currently bugged, dealing much less damage than you'd expect, and they're often extremely dangerous to your own citizens when they do work as intended.&lt;br /&gt;
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*[[Bone carver]]s: [[Bone]] is neither valuable (unless the creature was a [[megabeast]] or was [[elephant|very exotic]]), nor does it fulfill a particular niche, but it is a rather common alternative to wood, especially for practice bolts for [[marksdwarf|marksdwarves]].&lt;br /&gt;
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*[[Dyer]]s: Skilled Dyers can add extra value to dyed cloth, as it does have a quality level, but unless your fort is dependent on its [[textile industry]], when was the last time you dyed cloth? &lt;br /&gt;
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* [[Butcher]]s, [[Tanner]]s, [[Gelder]]s, [[Animal trainer]]s: While these labors can be pivotal to a fort's usage of animals, you really won't need more than one of these dwarves unless your meat industry is truly booming, and very often one dwarf can cover multiple of these jobs.&lt;br /&gt;
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* [[Potash maker]]s, [[Lye maker]]s, [[Soaper]]s, [[Wood burner]]s, [[Pump operator]]s, [[Woodcutter]]s, [[Milker]]s, [[Cheesemaker]]s: The products of these labors do not have quality levels, so the only difference between an unskilled laborer and a highly skilled one is production speed, which is really only critical if said products are the backbone of your industry ([[Stupid dwarf trick|and who specializes in ''soapmaking''?]]). Note that many of these products cannot be sourced from [[caravan]]s, which makes domestic production a necessity, but still is not something needed &amp;quot;full time&amp;quot;, or even close.&lt;br /&gt;
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*[[Woodcrafter]]s: Not to be confused with [[carpenter]]s, these dwarves mostly just make [[useless crap]] and [[Instrument|musical instrument]]s out of [[wood]]. Show the elves what we think of their wood! &lt;br /&gt;
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*[[Bookbinder]]s, [[Papermaker]]s, [[Weaver]]s, [[Shearer]]s, [[Clothier]]s: It's often much easier just to obtain [[codex]]es, [[paper]], [[cloth]], and [[clothes]] from the caravan and migrants instead of producing them yourself, since these industries are very complex and require much setup.&lt;br /&gt;
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*[[Strand extractor]]s: Skilled strand extractors are quick, and unskilled strand extraction is ''agonizingly'' slow. They're only useful after [[raw adamantine]] has been discovered and mined, and the strands do not have quality levels.&lt;br /&gt;
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==== Useless Migrants (F)====&lt;br /&gt;
Yes, &amp;quot;F&amp;quot; - they're that bad. &lt;br /&gt;
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Also known as either &amp;quot;free military conscripts&amp;quot; or &amp;quot;can I toss them in the [[volcano]] now, please?&amp;quot;, depending.&lt;br /&gt;
&lt;br /&gt;
*[[Peasant]]s are not ''entirely'' useless, they're more like blank slates. Peasants can be trained in a [[mood]]able skill to control the [[artifact]]s your fortress will produce, and they make perfectly good [[haul]]ers or [[military]] trainees if you just ignore those pointless peasantish skills.&lt;br /&gt;
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*[[Animal dissector]]s and [[Fish dissector]]s: They make animal [[extract]]s, which currently are some of the most useless items in the game.&lt;br /&gt;
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*[[Bowyer]]s: Bowyers make [[crossbow]]s out of wood and bone... that's all. Weaponsmiths can do everything bowyers can do, except better, because heavier metallic crossbows are superior as blunt weapons in close quarters.&lt;br /&gt;
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*[[Trapper]]s: These dwarves make [[animal trap]]s, not [[cage]]s, which can only be used to trap [[vermin]], not large [[creature]]s. You're better off relying on [[cat]]s instead if vermin are threatening your stockpiles. These migrants often also have the marksdwarf or animal trainer skill, so their true value may lie elsewhere, unless you are seeking to trap vermin for a [[pet]].&lt;br /&gt;
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*[[Administrator]]s: By the time migrant waves start arriving, you should already have these positions covered and filled; there is very little advantage to having more than one dwarf with these skills. (The sole exception may be a new lead dwarf without any &amp;quot;item&amp;quot; preferences, so they issue no [[mandate]]s, to replace a less appropriate/desirable leader, if you are lucky enough to find the right skill set.)   Also see [[unfortunate accident]].&lt;br /&gt;
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*[[Animal caretaker]]s: Bugged at the moment and may become more useful when the bug is fixed.&lt;br /&gt;
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*[[Children]]: Cannot perform any labors. At least you'll have a [[peasant]]...in about 12 years.&lt;br /&gt;
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=== Other ===&lt;br /&gt;
*[[Pilgrim]]s, [[Peddler]]s, [[Prophet]]s, [[Poet]]s, [[Monk]]s, [[Criminal]]s, and others: These individuals are [[agent]]s from your home [[civilization]] under a false identity due to a recently patched bug, and are usually completely benign. Determining their usefulness may require closer inspection of their skills, and killing them will reveal who they truly are.&lt;br /&gt;
&lt;br /&gt;
*[[Monarch]]s and their entourages: Serving as a major endgame goal, inviting these members of dwarven society comes with its own requirements and caveats, requiring a large amount of investment, labor, and time. The player can choose to never pursue this goal if they wish.&lt;br /&gt;
&lt;br /&gt;
{{Category|Dwarves}}&lt;br /&gt;
{{Category|World}}&lt;br /&gt;
[[ru:Immigration]]&lt;/div&gt;</summary>
		<author><name>Benderdragon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki:Page_request/List&amp;diff=253703</id>
		<title>Dwarf Fortress Wiki:Page request/List</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki:Page_request/List&amp;diff=253703"/>
		<updated>2020-06-29T16:41:46Z</updated>

		<summary type="html">&lt;p&gt;Benderdragon: /* Redirect requests */ Unretire already exists&lt;/p&gt;
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&lt;div&gt;{{page request header|List of page requests}}&lt;br /&gt;
:''This is a '''list''' of page requests. See [[DF:PR|this page]] for assistance with requesting a new page.''&lt;br /&gt;
== Recently created pages ==&lt;br /&gt;
{{Special:RecentChangesLinked/Template:Newpage|showlinkedto=1}}&lt;br /&gt;
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{{page request footer}}&lt;br /&gt;
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== Article requests ==&lt;br /&gt;
&amp;lt;!-- Add new requests directly below this line (remember to sign with ~~~~). Don't forget to save using the &amp;quot;Save page&amp;quot; button below! --&amp;gt;&lt;br /&gt;
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* request: [[DF2014:Altar]]&lt;br /&gt;
[[Special:Contributions/35.191.8.17|35.191.8.17]] 00:11, 17 February 2020 (UTC)&lt;br /&gt;
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* Request: I would like to create [[DF2014:Messenger]] specifically with the information that they are assigned on the locations screen [[User:Keupo|Keupo]] ([[User talk:Keupo|talk]]) 06:56, 27 June 2018 (UTC)&lt;br /&gt;
** You already have permission to do this since you've made 3 edits now. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 17:31, 27 June 2018 (UTC)&lt;br /&gt;
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* Request: I would like to create [[Civilization/World_Info_menu]] [[User:Azeroth2b|Azeroth2b]] ([[User talk:Azeroth2b|talk]]) 18:33, 13 December 2017 (UTC)&lt;br /&gt;
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* Request: I would like to create [[DF2014:Kisat Dur]] [[Special:Contributions/174.27.44.232|174.27.44.232]] 00:14, 31 July 2016 (UTC)&lt;br /&gt;
** Done. [http://www.bay12forums.com/smf/index.php?topic=148015.0 Forum thread] for reference. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 02:09, 1 August 2016 (UTC)&lt;br /&gt;
&lt;br /&gt;
* Request: [[DF2014:Reaction examples]] Simply copy the old page from v0.31 for more resources. Many old pages on modding haven't been pushed through versions even when they are still accurate. [[Special:Contributions/2606:A000:FD44:7A00:B58A:AB43:BD25:B51C|2606:A000:FD44:7A00:B58A:AB43:BD25:B51C]] 22:23, 28 March 2016 (UTC)Ryga_&lt;br /&gt;
** Done.--[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 19:47, 1 August 2016 (UTC)&lt;br /&gt;
&lt;br /&gt;
* Request: I would like to create [[DF2014:Philosopher]] and [[DF2014:Sage]] because these are new scholar jobs in 42.xx [[User:Lead Cafe|Lead Cafe]] ([[User talk:Lead Cafe|talk]]) 22:33, 28 January 2016 (UTC)&lt;br /&gt;
** Both are profession titles associated with scholars; I created them as redirects to [[DF2014:Scholar]].--[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 04:08, 29 January 2016 (UTC)&lt;br /&gt;
&lt;br /&gt;
*[[DF2014:Citizenship]] — here's one article on a new mechanic not currently covered by the wiki, we most definitely need to work on this. — [[Special:Contributions/94.19.200.59|94.19.200.59]] 20:39, 8 December 2015 (UTC)&lt;br /&gt;
**Done. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 22:17, 4 January 2016 (UTC)&lt;br /&gt;
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*[[Masterwork:Titanite]]: I can't find any information about Masterwork's Titanite, either from the wiki or Google.  After mining some, I can only cut it like gems.  Also need a to-do for this: build a crucible to determine if [[Masterwork:Titanium]] can be extracted from titanite. 1 Jan 2016&lt;br /&gt;
**Done. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 22:17, 4 January 2016 (UTC)&lt;br /&gt;
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*[[DF2014:Giant firefly]]: Just found one in my latest save of 0.42.05, realized a page didn't exist. [[User:ArcaneMusic|ArcaneMusic]] ([[User talk:ArcaneMusic|talk]]) 22:07, 19 January 2016 (UTC)&lt;br /&gt;
** I just added a list of all the new creatures (probably contains some errors) on the talk pages of the [[graphic set]] and [[creature]] pages. Most of those probably need to be added as new pages too. In addition the page [[Back_bear_man]] should be deleted (mistyped b-L-ack bear man). In the future, it would be nice to have a script that simply goes through the creature raws and suggests new pages to be created for missing creature entries. [[User:CLA|CLA]] ([[User talk:CLA|talk]]) 15:12, 20 January 2016 (UTC)&lt;br /&gt;
***The admins have bots that can create the pages automatically. Part of the hold-up is that the wiki's raws haven't been updated, so new creature pages aren't able to &amp;quot;autofill&amp;quot; with the appropriate details from the raws (and we prefer not to enter all that information manually).--[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 20:38, 20 January 2016 (UTC)&lt;br /&gt;
&lt;br /&gt;
*[[Masterwork:Drake]] The article is blank. Since these are a domestic animal that players can grab on embark, there should be some information about them for people new to the mod. [[User:Apollo Densin|Apollo Densin]] ([[User talk:Apollo Densin|talk]]) 02:00, 11 March 2019 (UTC)&lt;br /&gt;
** Done.--[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 23:50, 13 March 2019 (UTC)&lt;br /&gt;
&lt;br /&gt;
*Version 0.47.1 added [[DF2014:Fort]], [[DF2014:Constructed creatures]], and perhaps [[DF2014:Intelligent undead]]. It also allows to [[DF2014:Mount]] creatures. A lot of other new features deserve their pages. Perhaps we should create a DF2020 version of pages.&lt;br /&gt;
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== Talk page requests ==&lt;br /&gt;
&amp;lt;!-- Add new requests directly below this line (remember to sign with ~~~~). Don't forget to save using the &amp;quot;Save page&amp;quot; button below! --&amp;gt;&lt;br /&gt;
I would like a talk page for [[DF2014:Bauxite]] and [[DF2014:Aluminum]]. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 04:24, 17 August 2019 (UTC)&lt;br /&gt;
:Done. -- [[User:Loci|Loci]] ([[User talk:Loci|talk]]) 18:58, 18 August 2019 (UTC)&lt;br /&gt;
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Request: Talk page for [[DF2012:Repeater]] [[Special:Contributions/68.6.123.36|68.6.123.36]] 03:38, 25 March 2014 (UTC)&lt;br /&gt;
:Done. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 03:44, 25 March 2014 (UTC)&lt;br /&gt;
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Masterwork_Talk:Guildhall [[Special:Contributions/68.46.84.117|68.46.84.117]] 14:02, 20 October 2013 (UTC)&lt;br /&gt;
:Done. --[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 15:01, 20 October 2013 (UTC)&lt;br /&gt;
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Hello, would you be able to create a Talk page with the following question for me?:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Do children born during fortress mode (or worldgen if you can find out) adopt the dieties of their friends/parents, or are they assigned a random diety? Is this with immediate effect from birth?&lt;br /&gt;
&lt;br /&gt;
Thanks.&lt;br /&gt;
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Josh&amp;quot;&lt;br /&gt;
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Thank you! :)&lt;br /&gt;
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Hello, I'd like to open another talk/discussion page for &amp;quot;Size&amp;quot; (http://dwarffortresswiki.org/index.php/DF2012:Size) with the following question:&lt;br /&gt;
&lt;br /&gt;
Are there any combat benefits to SMALL dwarves?&lt;br /&gt;
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On one of the pages for an older version of DF it notes that large creatures like elephants have a hard time landing a hit on small creatures like cavies. Would this alleged bonus to-dodge and/or penalty to-hit modifier translate in any meaningul way for smaller dwarves?&lt;br /&gt;
:[[DF2012 talk:Size|Done]]. --[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 19:05, 1 January 2014 (UTC)&lt;br /&gt;
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I'd like to open a talk page for [[DF2012_Talk:Relationships]] with the following note (two paragraphs):&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The royalty section is inaccurate. I have a second-generation native-born dwarf in one of my fortresses who has a plentitude of aunts and uncles and listed maternal and paternal grandparents. I'm not sure why having those relationships is only noticed for royalty, but I think it's partially because shorter worlds mean smaller lineages and partially because most forts don't last long enough to see native-born children grow up, get married, and have children of their own. I really don't think there's any reason why extended family would be limited to royalty in any case.&lt;br /&gt;
&lt;br /&gt;
Anyway, I added parents to the Types section, and also grandparents because I hadn't noticed the Royalty section. I'd add Aunts/Uncles but I'm not sure where they fall in on the list, and baby Sarvesh doesn't have any cousins yet. &lt;br /&gt;
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Thank you! --[[User:Lielac|Lielac]] ([[User talk:Lielac|talk]]) 02:41, 24 January 2014 (UTC)&lt;br /&gt;
:Done. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 03:37, 24 January 2014 (UTC)&lt;br /&gt;
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Hello, I feel that [[DF2012:World_generation]] should cover what goes into history simulation, as it is obviously different to simulation in fortress mode.&lt;br /&gt;
However, this is not a matter I am educated on. I would put this request on the page, but I cannot yet create a talk page.&lt;br /&gt;
:Done. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 19:05, 22 April 2014 (UTC)&lt;br /&gt;
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== User page requests ==&lt;br /&gt;
&amp;lt;!-- Add new requests directly below this line (if you're NOT using {{upr|~~~}}, remember to sign with ~~~~). Don't forget to save using the &amp;quot;Save page&amp;quot; button below! --&amp;gt;&lt;br /&gt;
{{upr|[[User:DeathByBlue|DeathByBlue]] ([[User talk:DeathByBlue|talk]]) 02:31, 28 March 2020 (UTC)}}&lt;br /&gt;
{{upr|[[User:Lead Cafe|Lead Cafe]] ([[User talk:Lead Cafe|talk]])}}&lt;br /&gt;
{{upr|[[User:BillyJack|BillyJack]] ([[User talk:BillyJack|talk]])}}&lt;br /&gt;
{{upr|[[User:BillyJack|Sandbox]] ([[User talk:BillyJack|talk]])}}&lt;br /&gt;
{{upr|[[User:Theit8514|Theit8514]] ([[User talk:Theit8514|talk]])}}&lt;br /&gt;
:Created. --[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 23:37, 30 June 2013 (UTC)&lt;br /&gt;
{{upr|[[User:Mixtrak|Mixtrak]] ([[User talk:Mixtrak|talk]])}}&lt;br /&gt;
&lt;br /&gt;
== Redirect requests ==&lt;br /&gt;
&amp;lt;!-- Add new requests directly below this line (remember to sign with ~~~~). Don't forget to save using the &amp;quot;Save page&amp;quot; button below! --&amp;gt;&lt;br /&gt;
*[[DF2014:Fun]] to [[DF2014:Losing]]&lt;br /&gt;
[[dfhack]], [[DFHack]] and [[DF2012:DFHack]] to [[Utility:DFHack]]. --[[User:Lurker|Lurker]] ([[User talk:Lurker|talk]]) 14:07, 7 August 2013 (UTC)&lt;br /&gt;
:Done. --[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 17:48, 7 August 2013 (UTC)&lt;br /&gt;
* Page &amp;quot;Taming&amp;quot; should redirect to &amp;quot;DF2012:Tame&amp;quot; [[User:Latias1290|Latias1290]] ([[User talk:Latias1290|talk]]) 18:02, 27 August 2013 (UTC)&lt;br /&gt;
**[[DF2012:Tame]] is a redirect to [[DF2012:Animal trainer]]. Created [[Taming]] and [[DF2012:Taming]] as redirects. --[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 19:33, 27 August 2013 (UTC)&lt;br /&gt;
* Page &amp;quot;Gcs&amp;quot; should redirect to [[DF2014:Giant_cave_spider]]. [[Special:Contributions/199.60.104.18|199.60.104.18]] 19:00, 1 September 2015 (UTC)&lt;br /&gt;
:Done. Just do it yourself next time. Just create the page and add &amp;quot;#REDIRECT&amp;quot; followed by a space and the link to the page.[[User:CLA|CLA]] ([[User talk:CLA|talk]]) 22:19, 1 September 2015 (UTC)&lt;br /&gt;
::The reason this page exists is because anonymous users can't create pages. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 12:09, 4 September 2015 (UTC)&lt;br /&gt;
:::Oh, that makes sense. Should have figured that out on my own.&lt;br /&gt;
* [[DF2014:Combat log]] could redirect to [[DF2014:Reports]], I think it's the phrase new players will search for. [[User:Okdewit|Okdewit]] ([[User talk:Okdewit|talk]]) 18:58, 30 January 2016 (UTC)&lt;br /&gt;
**Done. [[User:Jwoodward48|Jwoodward48]] ([[User talk:Jwoodward48|talk]]) 00:05, 2 March 2016 (UTC)&lt;br /&gt;
* create redirect page &amp;quot;World Activation&amp;quot; and redirect to World_activities [[User:Untrustedlife|Untrustedlife]] ([[User talk:Untrustedlife|talk]]) 00:13, 26 July 2016 (UTC)&lt;br /&gt;
-- Got it done [[User:Untrustedlife|Untrustedlife]] ([[User talk:Untrustedlife|talk]]) 00:16, 26 July 2016 (UTC)&lt;br /&gt;
* Page [[DF2014:Guineahen]] and [[DF2014:Keet]] could redirect to [[DF2014:Guineafowl]] the same way [[DF2014:Guineacock]] does currently. [[Special:Contributions/2A01:C50E:D66A:5500:0:0:0:10|2A01:C50E:D66A:5500:0:0:0:10]] 17:43, 29 November 2017 (UTC)&lt;br /&gt;
* Create redirect page for &amp;quot;Retire&amp;quot;, &amp;quot;Unretiring&amp;quot;, and &amp;quot;Retiring&amp;quot; and redirect to &amp;quot;Reclaim Fortress Mode&amp;quot; [[User:Benderdragon|Benderdragon]] ([[User talk:Benderdragon|talk]]) 16:21, 29 June 2020 (UTC)&lt;br /&gt;
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== Other requests ==&lt;br /&gt;
&amp;lt;!-- Add new requests directly below this line (remember to sign with ~~~~). Don't forget to save using the &amp;quot;Save page&amp;quot; button below! --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Can someone include a discussion about how dwarfs choose which jobs/tasks to do if they have enabled multiple labors and there are jobs in multiple labors on the DF2012:Labor page?  Is it based on which job is created first?  Their skills / traits / attributes?  Which labor they are highest ranked or their titled profession?  This seems to be an issue in the LPs I've been watching early on when there are only the 7 starting dwarves, sometimes extending into the first migration.  I know a solution is to deactivate other labors, or use burrows, but I'm still curious how it works.  Thank you, [[Special:Contributions/108.243.77.185|108.243.77.185]] 03:08, 17 August 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
* Hello. I wanted to know how to make the tiles uniform for the ground. I'm sure to have read somewhere once that it was possible to change the tiles to be all &amp;quot;.&amp;quot; (I am currently searching for a Goblin Snatcher for a while now ^^). I searched for &amp;quot;ground&amp;quot; what has yielded me a link to above ground page. There was no link there. Could make one to the relevant article or indicate the settings to do please? [[Special:Contributions/31.164.176.33|31.164.176.33]] 20:04, 23 September 2013 (UTC)&lt;br /&gt;
** Done: [[Ground]]. --[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 21:57, 23 September 2013 (UTC)&lt;br /&gt;
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* Hi, im new and just want to start translation of the wiki into german. im really into this game and i guess i still could learn a shitload of new stuff by doing this. AND there would maybe be more players around if and when i/we translate. not every german is fluent in english. -f4nt4sy [[User:F4nt4sy|F4nt4sy]] ([[User talk:F4nt4sy|talk]]) 15:01, 1 March 2014 (UTC)&lt;br /&gt;
:See [[DF:Centralized Discussion/Translating the wiki|here]]. It's been suggested before, but it's been hard to set something up on this wiki. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 03:22, 2 March 2014 (UTC)&lt;/div&gt;</summary>
		<author><name>Benderdragon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki:Page_request/List&amp;diff=253702</id>
		<title>Dwarf Fortress Wiki:Page request/List</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki:Page_request/List&amp;diff=253702"/>
		<updated>2020-06-29T16:22:34Z</updated>

		<summary type="html">&lt;p&gt;Benderdragon: /* Redirect requests */ oops, formatting&lt;/p&gt;
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&lt;div&gt;{{page request header|List of page requests}}&lt;br /&gt;
:''This is a '''list''' of page requests. See [[DF:PR|this page]] for assistance with requesting a new page.''&lt;br /&gt;
== Recently created pages ==&lt;br /&gt;
{{Special:RecentChangesLinked/Template:Newpage|showlinkedto=1}}&lt;br /&gt;
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{{page request footer}}&lt;br /&gt;
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== Article requests ==&lt;br /&gt;
&amp;lt;!-- Add new requests directly below this line (remember to sign with ~~~~). Don't forget to save using the &amp;quot;Save page&amp;quot; button below! --&amp;gt;&lt;br /&gt;
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* request: [[DF2014:Altar]]&lt;br /&gt;
[[Special:Contributions/35.191.8.17|35.191.8.17]] 00:11, 17 February 2020 (UTC)&lt;br /&gt;
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* Request: I would like to create [[DF2014:Messenger]] specifically with the information that they are assigned on the locations screen [[User:Keupo|Keupo]] ([[User talk:Keupo|talk]]) 06:56, 27 June 2018 (UTC)&lt;br /&gt;
** You already have permission to do this since you've made 3 edits now. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 17:31, 27 June 2018 (UTC)&lt;br /&gt;
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* Request: I would like to create [[Civilization/World_Info_menu]] [[User:Azeroth2b|Azeroth2b]] ([[User talk:Azeroth2b|talk]]) 18:33, 13 December 2017 (UTC)&lt;br /&gt;
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* Request: I would like to create [[DF2014:Kisat Dur]] [[Special:Contributions/174.27.44.232|174.27.44.232]] 00:14, 31 July 2016 (UTC)&lt;br /&gt;
** Done. [http://www.bay12forums.com/smf/index.php?topic=148015.0 Forum thread] for reference. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 02:09, 1 August 2016 (UTC)&lt;br /&gt;
&lt;br /&gt;
* Request: [[DF2014:Reaction examples]] Simply copy the old page from v0.31 for more resources. Many old pages on modding haven't been pushed through versions even when they are still accurate. [[Special:Contributions/2606:A000:FD44:7A00:B58A:AB43:BD25:B51C|2606:A000:FD44:7A00:B58A:AB43:BD25:B51C]] 22:23, 28 March 2016 (UTC)Ryga_&lt;br /&gt;
** Done.--[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 19:47, 1 August 2016 (UTC)&lt;br /&gt;
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* Request: I would like to create [[DF2014:Philosopher]] and [[DF2014:Sage]] because these are new scholar jobs in 42.xx [[User:Lead Cafe|Lead Cafe]] ([[User talk:Lead Cafe|talk]]) 22:33, 28 January 2016 (UTC)&lt;br /&gt;
** Both are profession titles associated with scholars; I created them as redirects to [[DF2014:Scholar]].--[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 04:08, 29 January 2016 (UTC)&lt;br /&gt;
&lt;br /&gt;
*[[DF2014:Citizenship]] — here's one article on a new mechanic not currently covered by the wiki, we most definitely need to work on this. — [[Special:Contributions/94.19.200.59|94.19.200.59]] 20:39, 8 December 2015 (UTC)&lt;br /&gt;
**Done. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 22:17, 4 January 2016 (UTC)&lt;br /&gt;
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*[[Masterwork:Titanite]]: I can't find any information about Masterwork's Titanite, either from the wiki or Google.  After mining some, I can only cut it like gems.  Also need a to-do for this: build a crucible to determine if [[Masterwork:Titanium]] can be extracted from titanite. 1 Jan 2016&lt;br /&gt;
**Done. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 22:17, 4 January 2016 (UTC)&lt;br /&gt;
&lt;br /&gt;
*[[DF2014:Giant firefly]]: Just found one in my latest save of 0.42.05, realized a page didn't exist. [[User:ArcaneMusic|ArcaneMusic]] ([[User talk:ArcaneMusic|talk]]) 22:07, 19 January 2016 (UTC)&lt;br /&gt;
** I just added a list of all the new creatures (probably contains some errors) on the talk pages of the [[graphic set]] and [[creature]] pages. Most of those probably need to be added as new pages too. In addition the page [[Back_bear_man]] should be deleted (mistyped b-L-ack bear man). In the future, it would be nice to have a script that simply goes through the creature raws and suggests new pages to be created for missing creature entries. [[User:CLA|CLA]] ([[User talk:CLA|talk]]) 15:12, 20 January 2016 (UTC)&lt;br /&gt;
***The admins have bots that can create the pages automatically. Part of the hold-up is that the wiki's raws haven't been updated, so new creature pages aren't able to &amp;quot;autofill&amp;quot; with the appropriate details from the raws (and we prefer not to enter all that information manually).--[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 20:38, 20 January 2016 (UTC)&lt;br /&gt;
&lt;br /&gt;
*[[Masterwork:Drake]] The article is blank. Since these are a domestic animal that players can grab on embark, there should be some information about them for people new to the mod. [[User:Apollo Densin|Apollo Densin]] ([[User talk:Apollo Densin|talk]]) 02:00, 11 March 2019 (UTC)&lt;br /&gt;
** Done.--[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 23:50, 13 March 2019 (UTC)&lt;br /&gt;
&lt;br /&gt;
*Version 0.47.1 added [[DF2014:Fort]], [[DF2014:Constructed creatures]], and perhaps [[DF2014:Intelligent undead]]. It also allows to [[DF2014:Mount]] creatures. A lot of other new features deserve their pages. Perhaps we should create a DF2020 version of pages.&lt;br /&gt;
&lt;br /&gt;
== Talk page requests ==&lt;br /&gt;
&amp;lt;!-- Add new requests directly below this line (remember to sign with ~~~~). Don't forget to save using the &amp;quot;Save page&amp;quot; button below! --&amp;gt;&lt;br /&gt;
I would like a talk page for [[DF2014:Bauxite]] and [[DF2014:Aluminum]]. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 04:24, 17 August 2019 (UTC)&lt;br /&gt;
:Done. -- [[User:Loci|Loci]] ([[User talk:Loci|talk]]) 18:58, 18 August 2019 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Request: Talk page for [[DF2012:Repeater]] [[Special:Contributions/68.6.123.36|68.6.123.36]] 03:38, 25 March 2014 (UTC)&lt;br /&gt;
:Done. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 03:44, 25 March 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
Masterwork_Talk:Guildhall [[Special:Contributions/68.46.84.117|68.46.84.117]] 14:02, 20 October 2013 (UTC)&lt;br /&gt;
:Done. --[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 15:01, 20 October 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
Hello, would you be able to create a Talk page with the following question for me?:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Do children born during fortress mode (or worldgen if you can find out) adopt the dieties of their friends/parents, or are they assigned a random diety? Is this with immediate effect from birth?&lt;br /&gt;
&lt;br /&gt;
Thanks.&lt;br /&gt;
&lt;br /&gt;
Josh&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Thank you! :)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hello, I'd like to open another talk/discussion page for &amp;quot;Size&amp;quot; (http://dwarffortresswiki.org/index.php/DF2012:Size) with the following question:&lt;br /&gt;
&lt;br /&gt;
Are there any combat benefits to SMALL dwarves?&lt;br /&gt;
&lt;br /&gt;
On one of the pages for an older version of DF it notes that large creatures like elephants have a hard time landing a hit on small creatures like cavies. Would this alleged bonus to-dodge and/or penalty to-hit modifier translate in any meaningul way for smaller dwarves?&lt;br /&gt;
:[[DF2012 talk:Size|Done]]. --[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 19:05, 1 January 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I'd like to open a talk page for [[DF2012_Talk:Relationships]] with the following note (two paragraphs):&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The royalty section is inaccurate. I have a second-generation native-born dwarf in one of my fortresses who has a plentitude of aunts and uncles and listed maternal and paternal grandparents. I'm not sure why having those relationships is only noticed for royalty, but I think it's partially because shorter worlds mean smaller lineages and partially because most forts don't last long enough to see native-born children grow up, get married, and have children of their own. I really don't think there's any reason why extended family would be limited to royalty in any case.&lt;br /&gt;
&lt;br /&gt;
Anyway, I added parents to the Types section, and also grandparents because I hadn't noticed the Royalty section. I'd add Aunts/Uncles but I'm not sure where they fall in on the list, and baby Sarvesh doesn't have any cousins yet. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Thank you! --[[User:Lielac|Lielac]] ([[User talk:Lielac|talk]]) 02:41, 24 January 2014 (UTC)&lt;br /&gt;
:Done. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 03:37, 24 January 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hello, I feel that [[DF2012:World_generation]] should cover what goes into history simulation, as it is obviously different to simulation in fortress mode.&lt;br /&gt;
However, this is not a matter I am educated on. I would put this request on the page, but I cannot yet create a talk page.&lt;br /&gt;
:Done. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 19:05, 22 April 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
== User page requests ==&lt;br /&gt;
&amp;lt;!-- Add new requests directly below this line (if you're NOT using {{upr|~~~}}, remember to sign with ~~~~). Don't forget to save using the &amp;quot;Save page&amp;quot; button below! --&amp;gt;&lt;br /&gt;
{{upr|[[User:DeathByBlue|DeathByBlue]] ([[User talk:DeathByBlue|talk]]) 02:31, 28 March 2020 (UTC)}}&lt;br /&gt;
{{upr|[[User:Lead Cafe|Lead Cafe]] ([[User talk:Lead Cafe|talk]])}}&lt;br /&gt;
{{upr|[[User:BillyJack|BillyJack]] ([[User talk:BillyJack|talk]])}}&lt;br /&gt;
{{upr|[[User:BillyJack|Sandbox]] ([[User talk:BillyJack|talk]])}}&lt;br /&gt;
{{upr|[[User:Theit8514|Theit8514]] ([[User talk:Theit8514|talk]])}}&lt;br /&gt;
:Created. --[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 23:37, 30 June 2013 (UTC)&lt;br /&gt;
{{upr|[[User:Mixtrak|Mixtrak]] ([[User talk:Mixtrak|talk]])}}&lt;br /&gt;
&lt;br /&gt;
== Redirect requests ==&lt;br /&gt;
&amp;lt;!-- Add new requests directly below this line (remember to sign with ~~~~). Don't forget to save using the &amp;quot;Save page&amp;quot; button below! --&amp;gt;&lt;br /&gt;
*[[DF2014:Fun]] to [[DF2014:Losing]]&lt;br /&gt;
[[dfhack]], [[DFHack]] and [[DF2012:DFHack]] to [[Utility:DFHack]]. --[[User:Lurker|Lurker]] ([[User talk:Lurker|talk]]) 14:07, 7 August 2013 (UTC)&lt;br /&gt;
:Done. --[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 17:48, 7 August 2013 (UTC)&lt;br /&gt;
* Page &amp;quot;Taming&amp;quot; should redirect to &amp;quot;DF2012:Tame&amp;quot; [[User:Latias1290|Latias1290]] ([[User talk:Latias1290|talk]]) 18:02, 27 August 2013 (UTC)&lt;br /&gt;
**[[DF2012:Tame]] is a redirect to [[DF2012:Animal trainer]]. Created [[Taming]] and [[DF2012:Taming]] as redirects. --[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 19:33, 27 August 2013 (UTC)&lt;br /&gt;
* Page &amp;quot;Gcs&amp;quot; should redirect to [[DF2014:Giant_cave_spider]]. [[Special:Contributions/199.60.104.18|199.60.104.18]] 19:00, 1 September 2015 (UTC)&lt;br /&gt;
:Done. Just do it yourself next time. Just create the page and add &amp;quot;#REDIRECT&amp;quot; followed by a space and the link to the page.[[User:CLA|CLA]] ([[User talk:CLA|talk]]) 22:19, 1 September 2015 (UTC)&lt;br /&gt;
::The reason this page exists is because anonymous users can't create pages. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 12:09, 4 September 2015 (UTC)&lt;br /&gt;
:::Oh, that makes sense. Should have figured that out on my own.&lt;br /&gt;
* [[DF2014:Combat log]] could redirect to [[DF2014:Reports]], I think it's the phrase new players will search for. [[User:Okdewit|Okdewit]] ([[User talk:Okdewit|talk]]) 18:58, 30 January 2016 (UTC)&lt;br /&gt;
**Done. [[User:Jwoodward48|Jwoodward48]] ([[User talk:Jwoodward48|talk]]) 00:05, 2 March 2016 (UTC)&lt;br /&gt;
* create redirect page &amp;quot;World Activation&amp;quot; and redirect to World_activities [[User:Untrustedlife|Untrustedlife]] ([[User talk:Untrustedlife|talk]]) 00:13, 26 July 2016 (UTC)&lt;br /&gt;
-- Got it done [[User:Untrustedlife|Untrustedlife]] ([[User talk:Untrustedlife|talk]]) 00:16, 26 July 2016 (UTC)&lt;br /&gt;
* Page [[DF2014:Guineahen]] and [[DF2014:Keet]] could redirect to [[DF2014:Guineafowl]] the same way [[DF2014:Guineacock]] does currently. [[Special:Contributions/2A01:C50E:D66A:5500:0:0:0:10|2A01:C50E:D66A:5500:0:0:0:10]] 17:43, 29 November 2017 (UTC)&lt;br /&gt;
* Create redirect page for &amp;quot;Retire&amp;quot;, &amp;quot;Unretire&amp;quot;, and &amp;quot;Retiring&amp;quot; and redirect to &amp;quot;Reclaim Fortress Mode&amp;quot; [[User:Benderdragon|Benderdragon]] ([[User talk:Benderdragon|talk]]) 16:21, 29 June 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Other requests ==&lt;br /&gt;
&amp;lt;!-- Add new requests directly below this line (remember to sign with ~~~~). Don't forget to save using the &amp;quot;Save page&amp;quot; button below! --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Can someone include a discussion about how dwarfs choose which jobs/tasks to do if they have enabled multiple labors and there are jobs in multiple labors on the DF2012:Labor page?  Is it based on which job is created first?  Their skills / traits / attributes?  Which labor they are highest ranked or their titled profession?  This seems to be an issue in the LPs I've been watching early on when there are only the 7 starting dwarves, sometimes extending into the first migration.  I know a solution is to deactivate other labors, or use burrows, but I'm still curious how it works.  Thank you, [[Special:Contributions/108.243.77.185|108.243.77.185]] 03:08, 17 August 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
* Hello. I wanted to know how to make the tiles uniform for the ground. I'm sure to have read somewhere once that it was possible to change the tiles to be all &amp;quot;.&amp;quot; (I am currently searching for a Goblin Snatcher for a while now ^^). I searched for &amp;quot;ground&amp;quot; what has yielded me a link to above ground page. There was no link there. Could make one to the relevant article or indicate the settings to do please? [[Special:Contributions/31.164.176.33|31.164.176.33]] 20:04, 23 September 2013 (UTC)&lt;br /&gt;
** Done: [[Ground]]. --[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 21:57, 23 September 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
* Hi, im new and just want to start translation of the wiki into german. im really into this game and i guess i still could learn a shitload of new stuff by doing this. AND there would maybe be more players around if and when i/we translate. not every german is fluent in english. -f4nt4sy [[User:F4nt4sy|F4nt4sy]] ([[User talk:F4nt4sy|talk]]) 15:01, 1 March 2014 (UTC)&lt;br /&gt;
:See [[DF:Centralized Discussion/Translating the wiki|here]]. It's been suggested before, but it's been hard to set something up on this wiki. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 03:22, 2 March 2014 (UTC)&lt;/div&gt;</summary>
		<author><name>Benderdragon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki:Page_request/List&amp;diff=253701</id>
		<title>Dwarf Fortress Wiki:Page request/List</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki:Page_request/List&amp;diff=253701"/>
		<updated>2020-06-29T16:21:37Z</updated>

		<summary type="html">&lt;p&gt;Benderdragon: New page request: Retire&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{page request header|List of page requests}}&lt;br /&gt;
:''This is a '''list''' of page requests. See [[DF:PR|this page]] for assistance with requesting a new page.''&lt;br /&gt;
== Recently created pages ==&lt;br /&gt;
{{Special:RecentChangesLinked/Template:Newpage|showlinkedto=1}}&lt;br /&gt;
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{{page request footer}}&lt;br /&gt;
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== Article requests ==&lt;br /&gt;
&amp;lt;!-- Add new requests directly below this line (remember to sign with ~~~~). Don't forget to save using the &amp;quot;Save page&amp;quot; button below! --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* request: [[DF2014:Altar]]&lt;br /&gt;
[[Special:Contributions/35.191.8.17|35.191.8.17]] 00:11, 17 February 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
* Request: I would like to create [[DF2014:Messenger]] specifically with the information that they are assigned on the locations screen [[User:Keupo|Keupo]] ([[User talk:Keupo|talk]]) 06:56, 27 June 2018 (UTC)&lt;br /&gt;
** You already have permission to do this since you've made 3 edits now. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 17:31, 27 June 2018 (UTC)&lt;br /&gt;
&lt;br /&gt;
* Request: I would like to create [[Civilization/World_Info_menu]] [[User:Azeroth2b|Azeroth2b]] ([[User talk:Azeroth2b|talk]]) 18:33, 13 December 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
* Request: I would like to create [[DF2014:Kisat Dur]] [[Special:Contributions/174.27.44.232|174.27.44.232]] 00:14, 31 July 2016 (UTC)&lt;br /&gt;
** Done. [http://www.bay12forums.com/smf/index.php?topic=148015.0 Forum thread] for reference. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 02:09, 1 August 2016 (UTC)&lt;br /&gt;
&lt;br /&gt;
* Request: [[DF2014:Reaction examples]] Simply copy the old page from v0.31 for more resources. Many old pages on modding haven't been pushed through versions even when they are still accurate. [[Special:Contributions/2606:A000:FD44:7A00:B58A:AB43:BD25:B51C|2606:A000:FD44:7A00:B58A:AB43:BD25:B51C]] 22:23, 28 March 2016 (UTC)Ryga_&lt;br /&gt;
** Done.--[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 19:47, 1 August 2016 (UTC)&lt;br /&gt;
&lt;br /&gt;
* Request: I would like to create [[DF2014:Philosopher]] and [[DF2014:Sage]] because these are new scholar jobs in 42.xx [[User:Lead Cafe|Lead Cafe]] ([[User talk:Lead Cafe|talk]]) 22:33, 28 January 2016 (UTC)&lt;br /&gt;
** Both are profession titles associated with scholars; I created them as redirects to [[DF2014:Scholar]].--[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 04:08, 29 January 2016 (UTC)&lt;br /&gt;
&lt;br /&gt;
*[[DF2014:Citizenship]] — here's one article on a new mechanic not currently covered by the wiki, we most definitely need to work on this. — [[Special:Contributions/94.19.200.59|94.19.200.59]] 20:39, 8 December 2015 (UTC)&lt;br /&gt;
**Done. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 22:17, 4 January 2016 (UTC)&lt;br /&gt;
&lt;br /&gt;
*[[Masterwork:Titanite]]: I can't find any information about Masterwork's Titanite, either from the wiki or Google.  After mining some, I can only cut it like gems.  Also need a to-do for this: build a crucible to determine if [[Masterwork:Titanium]] can be extracted from titanite. 1 Jan 2016&lt;br /&gt;
**Done. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 22:17, 4 January 2016 (UTC)&lt;br /&gt;
&lt;br /&gt;
*[[DF2014:Giant firefly]]: Just found one in my latest save of 0.42.05, realized a page didn't exist. [[User:ArcaneMusic|ArcaneMusic]] ([[User talk:ArcaneMusic|talk]]) 22:07, 19 January 2016 (UTC)&lt;br /&gt;
** I just added a list of all the new creatures (probably contains some errors) on the talk pages of the [[graphic set]] and [[creature]] pages. Most of those probably need to be added as new pages too. In addition the page [[Back_bear_man]] should be deleted (mistyped b-L-ack bear man). In the future, it would be nice to have a script that simply goes through the creature raws and suggests new pages to be created for missing creature entries. [[User:CLA|CLA]] ([[User talk:CLA|talk]]) 15:12, 20 January 2016 (UTC)&lt;br /&gt;
***The admins have bots that can create the pages automatically. Part of the hold-up is that the wiki's raws haven't been updated, so new creature pages aren't able to &amp;quot;autofill&amp;quot; with the appropriate details from the raws (and we prefer not to enter all that information manually).--[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 20:38, 20 January 2016 (UTC)&lt;br /&gt;
&lt;br /&gt;
*[[Masterwork:Drake]] The article is blank. Since these are a domestic animal that players can grab on embark, there should be some information about them for people new to the mod. [[User:Apollo Densin|Apollo Densin]] ([[User talk:Apollo Densin|talk]]) 02:00, 11 March 2019 (UTC)&lt;br /&gt;
** Done.--[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 23:50, 13 March 2019 (UTC)&lt;br /&gt;
&lt;br /&gt;
*Version 0.47.1 added [[DF2014:Fort]], [[DF2014:Constructed creatures]], and perhaps [[DF2014:Intelligent undead]]. It also allows to [[DF2014:Mount]] creatures. A lot of other new features deserve their pages. Perhaps we should create a DF2020 version of pages.&lt;br /&gt;
&lt;br /&gt;
== Talk page requests ==&lt;br /&gt;
&amp;lt;!-- Add new requests directly below this line (remember to sign with ~~~~). Don't forget to save using the &amp;quot;Save page&amp;quot; button below! --&amp;gt;&lt;br /&gt;
I would like a talk page for [[DF2014:Bauxite]] and [[DF2014:Aluminum]]. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 04:24, 17 August 2019 (UTC)&lt;br /&gt;
:Done. -- [[User:Loci|Loci]] ([[User talk:Loci|talk]]) 18:58, 18 August 2019 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Request: Talk page for [[DF2012:Repeater]] [[Special:Contributions/68.6.123.36|68.6.123.36]] 03:38, 25 March 2014 (UTC)&lt;br /&gt;
:Done. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 03:44, 25 March 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
Masterwork_Talk:Guildhall [[Special:Contributions/68.46.84.117|68.46.84.117]] 14:02, 20 October 2013 (UTC)&lt;br /&gt;
:Done. --[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 15:01, 20 October 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
Hello, would you be able to create a Talk page with the following question for me?:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Do children born during fortress mode (or worldgen if you can find out) adopt the dieties of their friends/parents, or are they assigned a random diety? Is this with immediate effect from birth?&lt;br /&gt;
&lt;br /&gt;
Thanks.&lt;br /&gt;
&lt;br /&gt;
Josh&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Thank you! :)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hello, I'd like to open another talk/discussion page for &amp;quot;Size&amp;quot; (http://dwarffortresswiki.org/index.php/DF2012:Size) with the following question:&lt;br /&gt;
&lt;br /&gt;
Are there any combat benefits to SMALL dwarves?&lt;br /&gt;
&lt;br /&gt;
On one of the pages for an older version of DF it notes that large creatures like elephants have a hard time landing a hit on small creatures like cavies. Would this alleged bonus to-dodge and/or penalty to-hit modifier translate in any meaningul way for smaller dwarves?&lt;br /&gt;
:[[DF2012 talk:Size|Done]]. --[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 19:05, 1 January 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I'd like to open a talk page for [[DF2012_Talk:Relationships]] with the following note (two paragraphs):&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The royalty section is inaccurate. I have a second-generation native-born dwarf in one of my fortresses who has a plentitude of aunts and uncles and listed maternal and paternal grandparents. I'm not sure why having those relationships is only noticed for royalty, but I think it's partially because shorter worlds mean smaller lineages and partially because most forts don't last long enough to see native-born children grow up, get married, and have children of their own. I really don't think there's any reason why extended family would be limited to royalty in any case.&lt;br /&gt;
&lt;br /&gt;
Anyway, I added parents to the Types section, and also grandparents because I hadn't noticed the Royalty section. I'd add Aunts/Uncles but I'm not sure where they fall in on the list, and baby Sarvesh doesn't have any cousins yet. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Thank you! --[[User:Lielac|Lielac]] ([[User talk:Lielac|talk]]) 02:41, 24 January 2014 (UTC)&lt;br /&gt;
:Done. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 03:37, 24 January 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hello, I feel that [[DF2012:World_generation]] should cover what goes into history simulation, as it is obviously different to simulation in fortress mode.&lt;br /&gt;
However, this is not a matter I am educated on. I would put this request on the page, but I cannot yet create a talk page.&lt;br /&gt;
:Done. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 19:05, 22 April 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
== User page requests ==&lt;br /&gt;
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{{upr|[[User:DeathByBlue|DeathByBlue]] ([[User talk:DeathByBlue|talk]]) 02:31, 28 March 2020 (UTC)}}&lt;br /&gt;
{{upr|[[User:Lead Cafe|Lead Cafe]] ([[User talk:Lead Cafe|talk]])}}&lt;br /&gt;
{{upr|[[User:BillyJack|BillyJack]] ([[User talk:BillyJack|talk]])}}&lt;br /&gt;
{{upr|[[User:BillyJack|Sandbox]] ([[User talk:BillyJack|talk]])}}&lt;br /&gt;
{{upr|[[User:Theit8514|Theit8514]] ([[User talk:Theit8514|talk]])}}&lt;br /&gt;
:Created. --[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 23:37, 30 June 2013 (UTC)&lt;br /&gt;
{{upr|[[User:Mixtrak|Mixtrak]] ([[User talk:Mixtrak|talk]])}}&lt;br /&gt;
&lt;br /&gt;
== Redirect requests ==&lt;br /&gt;
&amp;lt;!-- Add new requests directly below this line (remember to sign with ~~~~). Don't forget to save using the &amp;quot;Save page&amp;quot; button below! --&amp;gt;&lt;br /&gt;
*[[DF2014:Fun]] to [[DF2014:Losing]]&lt;br /&gt;
[[dfhack]], [[DFHack]] and [[DF2012:DFHack]] to [[Utility:DFHack]]. --[[User:Lurker|Lurker]] ([[User talk:Lurker|talk]]) 14:07, 7 August 2013 (UTC)&lt;br /&gt;
:Done. --[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 17:48, 7 August 2013 (UTC)&lt;br /&gt;
* Page &amp;quot;Taming&amp;quot; should redirect to &amp;quot;DF2012:Tame&amp;quot; [[User:Latias1290|Latias1290]] ([[User talk:Latias1290|talk]]) 18:02, 27 August 2013 (UTC)&lt;br /&gt;
**[[DF2012:Tame]] is a redirect to [[DF2012:Animal trainer]]. Created [[Taming]] and [[DF2012:Taming]] as redirects. --[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 19:33, 27 August 2013 (UTC)&lt;br /&gt;
* Page &amp;quot;Gcs&amp;quot; should redirect to [[DF2014:Giant_cave_spider]]. [[Special:Contributions/199.60.104.18|199.60.104.18]] 19:00, 1 September 2015 (UTC)&lt;br /&gt;
:Done. Just do it yourself next time. Just create the page and add &amp;quot;#REDIRECT&amp;quot; followed by a space and the link to the page.[[User:CLA|CLA]] ([[User talk:CLA|talk]]) 22:19, 1 September 2015 (UTC)&lt;br /&gt;
::The reason this page exists is because anonymous users can't create pages. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 12:09, 4 September 2015 (UTC)&lt;br /&gt;
:::Oh, that makes sense. Should have figured that out on my own.&lt;br /&gt;
* [[DF2014:Combat log]] could redirect to [[DF2014:Reports]], I think it's the phrase new players will search for. [[User:Okdewit|Okdewit]] ([[User talk:Okdewit|talk]]) 18:58, 30 January 2016 (UTC)&lt;br /&gt;
**Done. [[User:Jwoodward48|Jwoodward48]] ([[User talk:Jwoodward48|talk]]) 00:05, 2 March 2016 (UTC)&lt;br /&gt;
* create redirect page &amp;quot;World Activation&amp;quot; and redirect to World_activities [[User:Untrustedlife|Untrustedlife]] ([[User talk:Untrustedlife|talk]]) 00:13, 26 July 2016 (UTC)&lt;br /&gt;
-- Got it done [[User:Untrustedlife|Untrustedlife]] ([[User talk:Untrustedlife|talk]]) 00:16, 26 July 2016 (UTC)&lt;br /&gt;
* Page [[DF2014:Guineahen]] and [[DF2014:Keet]] could redirect to [[DF2014:Guineafowl]] the same way [[DF2014:Guineacock]] does currently. [[Special:Contributions/2A01:C50E:D66A:5500:0:0:0:10|2A01:C50E:D66A:5500:0:0:0:10]] 17:43, 29 November 2017 (UTC)&lt;br /&gt;
::Create redirect page for &amp;quot;Retire&amp;quot;, &amp;quot;Unretire&amp;quot;, and &amp;quot;Retiring&amp;quot; and redirect to &amp;quot;Reclaim Fortress Mode&amp;quot; [[User:Benderdragon|Benderdragon]] ([[User talk:Benderdragon|talk]]) 16:21, 29 June 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Other requests ==&lt;br /&gt;
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&lt;br /&gt;
* Can someone include a discussion about how dwarfs choose which jobs/tasks to do if they have enabled multiple labors and there are jobs in multiple labors on the DF2012:Labor page?  Is it based on which job is created first?  Their skills / traits / attributes?  Which labor they are highest ranked or their titled profession?  This seems to be an issue in the LPs I've been watching early on when there are only the 7 starting dwarves, sometimes extending into the first migration.  I know a solution is to deactivate other labors, or use burrows, but I'm still curious how it works.  Thank you, [[Special:Contributions/108.243.77.185|108.243.77.185]] 03:08, 17 August 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
* Hello. I wanted to know how to make the tiles uniform for the ground. I'm sure to have read somewhere once that it was possible to change the tiles to be all &amp;quot;.&amp;quot; (I am currently searching for a Goblin Snatcher for a while now ^^). I searched for &amp;quot;ground&amp;quot; what has yielded me a link to above ground page. There was no link there. Could make one to the relevant article or indicate the settings to do please? [[Special:Contributions/31.164.176.33|31.164.176.33]] 20:04, 23 September 2013 (UTC)&lt;br /&gt;
** Done: [[Ground]]. --[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 21:57, 23 September 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
* Hi, im new and just want to start translation of the wiki into german. im really into this game and i guess i still could learn a shitload of new stuff by doing this. AND there would maybe be more players around if and when i/we translate. not every german is fluent in english. -f4nt4sy [[User:F4nt4sy|F4nt4sy]] ([[User talk:F4nt4sy|talk]]) 15:01, 1 March 2014 (UTC)&lt;br /&gt;
:See [[DF:Centralized Discussion/Translating the wiki|here]]. It's been suggested before, but it's been hard to set something up on this wiki. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 03:22, 2 March 2014 (UTC)&lt;/div&gt;</summary>
		<author><name>Benderdragon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Minecart&amp;diff=253640</id>
		<title>Minecart</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Minecart&amp;diff=253640"/>
		<updated>2020-06-26T23:03:37Z</updated>

		<summary type="html">&lt;p&gt;Benderdragon: /* Stops */ More info on when minecarts are hauled to stops&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Masterwork|08:15, 19 May 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
[[File:Leitnagel Hund.png|thumb|Minecarts]]&lt;br /&gt;
A '''minecart''' is a [[tool]] intended for [[hauling]]. It can be made of [[wood]] at a [[carpenter's workshop]] or 2 bars of [[metal]] at a [[metalsmith's forge]] (using the [[Metal crafter|metalcrafting]] labor.) Minecarts store up to five times as many items as [[wheelbarrow]]s and are quite a bit faster than dwarves hauling objects by hand, but have the disadvantages of requiring a dedicated track network, a complex route planning phase, and the possibility of dwarves [[Fun|blundering into the path of carts filled with lead ore]]. Tracks may be carved into stone, or [[Construction|constructed]]; the latter allows above-ground routes, but these are more difficult to set up due to their additional [[building material|material requirements]].&lt;br /&gt;
&lt;br /&gt;
Just like wheelbarrows, minecarts are considered [[item]]s and are stored in a [[furniture]] [[stockpile]]. Despite their five-times-greater capacity, they are only 33% larger than wheelbarrows (minecarts have a size of 4000) and are identical in base [[item value|value]] when made from the same [[material]] (the value may differ due to the [[item quality]]). [[thief|Thieves]] or even mischievous animals can steal minecarts, even when they are moving on a track.{{cite forum|109460/3289070}} However, minecarts moving fast enough or being ridden cannot be stolen.&lt;br /&gt;
&lt;br /&gt;
Although most of the utility of minecarts is in [[fortress mode]], an [[adventure mode|adventurer]] can also ride in a minecart. Adventurers can also pick up and relocate minecarts.&lt;br /&gt;
&lt;br /&gt;
The invention of minecarts revolutionized the [[minecart logic|Science of Dwarfputing]] by enabling smaller, faster logic systems to be built.&lt;br /&gt;
&lt;br /&gt;
== Basic Minecart Usage ==&lt;br /&gt;
Minecarts can be used to swiftly transport dwarves, [[flow|fluids]], and/or large amounts of items, but before you have a functional minecart, there are several preconditions that need to be met. First of all, you need an actual minecart, constructed either in a [[carpenter's workshop]] or [[metalsmith's forge]]. For the minecart to be able to move, you also need to carve (with {{k|d}} {{k|T}}) or construct (with {{k|b}} {{k|C}} {{k|T}}) a track, which could be as simple as a straight line. Finally, you need to construct stops on your track (with {{k|b}} {{k|C}} {{k|S}}) where the minecart will start and stop.&lt;br /&gt;
&lt;br /&gt;
After you have created the stops and assigned a cart to the track, you must create logic routes connecting several stops and designate starting conditions for each stop. This is done with the {{k|h}}auling key. The most basic conditions are how the cart's movement is initiated and in which direction the cart should start moving. Carts can be either pushed (a dwarf stands at a stop and gives the cart a single push) or guided (a dwarf continually pushes the cart forward, guiding it along the track). The [[hauling]] [[labor]] required for pushing and guiding carts is called &amp;quot;Push/Haul Vehicles&amp;quot; and is turned on by default.&lt;br /&gt;
&lt;br /&gt;
To control which items are to be transported, you can add conditions specifying: (1) which kind of items are to be loaded and unloaded, (2) stockpile links to define which stockpile(s) the items should be un/loaded to and from.&lt;br /&gt;
&lt;br /&gt;
===Capacity and weights ===&lt;br /&gt;
Minecarts have a [[Size|size capacity]] of 500,000; which, as mentioned before, gives them five times the capacity of [[wheelbarrow]]s. &lt;br /&gt;
&lt;br /&gt;
'''Examples of the capacity of one cart'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Item&lt;br /&gt;
! Amount&lt;br /&gt;
|-&lt;br /&gt;
| [[stone]]&lt;br /&gt;
| 5&lt;br /&gt;
|- &lt;br /&gt;
| [[wood|log]]&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| [[block]]/[[bar]]&lt;br /&gt;
| 83&lt;br /&gt;
|-&lt;br /&gt;
| minecarts&lt;br /&gt;
| 12&lt;br /&gt;
|-&lt;br /&gt;
| [[Kitchen|prepared meals]]&lt;br /&gt;
| 500&lt;br /&gt;
|-&lt;br /&gt;
| [[Trap_component#Spiked_ball|spiked balls]]&lt;br /&gt;
| 500&lt;br /&gt;
|-&lt;br /&gt;
| [[Weapon#Native_weapons|mace]]&lt;br /&gt;
| 625&lt;br /&gt;
|-&lt;br /&gt;
| [[Weapon#Native_weapons|spears]]&lt;br /&gt;
| 1250&lt;br /&gt;
|-&lt;br /&gt;
| [[cloth]]&lt;br /&gt;
| 2500&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The weight of the loaded minecart does not affect the initial velocity received from pushing or launching from a roller.{{bug|6296}} However, the load of a minecart ''does'' affect whether a [[pressure plate]] triggers or not, based on the pressure plate's setting.&lt;br /&gt;
&lt;br /&gt;
'''Weights of different carts'''&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Type of cart&lt;br /&gt;
! Empty cart&lt;br /&gt;
! Fully loaded (items)&lt;br /&gt;
|-&lt;br /&gt;
| oaken minecart &lt;br /&gt;
| 28Γ&lt;br /&gt;
| 378Γ (10 oak logs)&lt;br /&gt;
|- &lt;br /&gt;
| iron minecart&lt;br /&gt;
| 314Γ&lt;br /&gt;
| 1698Γ (83 marble blocks)&lt;br /&gt;
|-&lt;br /&gt;
|- &lt;br /&gt;
| copper minecart&lt;br /&gt;
| 357Γ&lt;br /&gt;
| 1682Γ (10 obsidian boulders)&lt;br /&gt;
|-&lt;br /&gt;
| platinum minecart&lt;br /&gt;
| 856Γ&lt;br /&gt;
| 10482Γ (83 gold bars)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The weight of a minecart is one twenty-fifth (1/25) the [[density]] of its material in Urists. Because pressure plates can be set to trigger at intervals of 50 Urists, minecarts with weights just under a multiple of 50 are ideal for switching based on whether they're full or empty. The best minecart materials for full/empty switching are as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Material !! Minecart weight !! Content weight required to trigger !! Banana roasts required to trigger (for scale)&lt;br /&gt;
|-&lt;br /&gt;
| [[Glumprong]] || 48 || 2 || 4&lt;br /&gt;
|-&lt;br /&gt;
| [[Electrum]] || 596 || 4 || 7&lt;br /&gt;
|-&lt;br /&gt;
| [[Nickel silver]] || 346 || 4 || 7&lt;br /&gt;
|-&lt;br /&gt;
| [[Brass]] || 342 || 8 || 14&lt;br /&gt;
|-&lt;br /&gt;
| [[Bismuth]] ([[Strange mood|moods]] only) || 391 || 9 || 15&lt;br /&gt;
|-&lt;br /&gt;
| [[Fine pewter]] || 291 || 9 || 15&lt;br /&gt;
|-&lt;br /&gt;
| [[Lay pewter]] || 291 || 9 || 15&lt;br /&gt;
|-&lt;br /&gt;
| [[Tin]] || 291 || 9 || 15&lt;br /&gt;
|-&lt;br /&gt;
| [[Trifle pewter]] || 291 || 9 || 15&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Creating tracks ===&lt;br /&gt;
Minecart tracks are made up of contiguous track, tracked ramp, or bridge tiles. Track tiles and tracked ramp tiles have a direction or series of directions associated with them. These directions dictate which directions a minecart on a given tile may move from that tile. For example, a Track NE (northeast) tile allows a minecart on it to move either north or east from its present position. Therefore, if you want your minecart to move east along a straight piece of track, then return west using that same track, you would need to use EW tracks so that the cart could travel east initially, then return west over the same track. Excluding designs in which the cart will &amp;quot;jump&amp;quot; tracks via a drop or other ramp, tracks must be valid end to end to work for most looped or straight-track applications. A single east only track tile in your line of east-west tracks will cause any route using the track to fail the moment it tries to go the wrong way over that tile. Minecart tracks can be built in two ways: Engraved/carved or constructed. A given minecart track need not use engraved or constructed elements exclusively, as the two methods can be used interchangeably depending on the needs of a given section of track. The way the tracks are built is slightly different between the two, as explained below.&lt;br /&gt;
&lt;br /&gt;
====Simple tracks====&lt;br /&gt;
&lt;br /&gt;
'''Carved'''&lt;br /&gt;
&lt;br /&gt;
A single-tile wide strip of natural stone can be designated to be [[Engraver|carved]] (with {{K|d}} {{k|T}}), which will create a straight two-way track. The creation of corners, crossings, and T-junctions is as simple as designating another strip of track that overlaps an existent or newly designated track. Engraved tracks are removed by [[smoothing]] the rock they're on, which results in a smooth floor (that can be re-engraved if necessary), or by building a [[floor]] on top and subsequently removing it.  Dwarves can carve corner tracks in one pass by designating the track carving twice and canceling unwanted carvings (with {{K|d}} {{K|x}}). Tracks can be engraved in any natural floor tile, rough, smooth and even over engravings, providing an easy method to remove low-quality or undesired floor engravings. Once a track has been engraved, it's important to check the track directions for each tile in the route carefully to make sure no mistakes were made by yourself or the game's track engraving logic. &lt;br /&gt;
&lt;br /&gt;
'''Constructed'''&lt;br /&gt;
&lt;br /&gt;
Tracks can also be built as regular [[construction]]s (through {{K|b}} {{K|C}} {{K|T}}). This method is resource-expensive, since each track tile requires one stone, [[bar]], or [[block]] for construction, and time-consuming, since you can't designate strips longer than 10 tiles at a time. Corners, crossings, T-junctions, and ramps also have to be designated individually. However, it is usually the only way to build tracks above ground or on soil (barring the [[Obsidian farming|creation of obsidian]]). Constructed tracks are designated for removal like any regular construction; be aware that removing track ramps built on top of natural ones will also remove the original ramp, leaving a flat floor.&lt;br /&gt;
&lt;br /&gt;
====Ramps====&lt;br /&gt;
&lt;br /&gt;
'''Carved'''&lt;br /&gt;
&lt;br /&gt;
The carving of natural ramps is a little more confusing: to carve a two-way track on a ramp (natural only, does not work on constructed ramps), you must designate the track '''starting on the ramp and one square beyond''' in the direction you want the track to go. For the side of the ramp square you want to head upward, there '''must''' be either a natural or constructed wall in the square next to it, otherwise the game assumes you are trying to carve it on the same level -- this can result in the track being carved underneath a door or other object. If you have accidentally done this, you can correct it by smoothing the ramp and constructing a single square of wall next to it, then re-carving the ramp correctly. (However, the wall must stay there permanently; removing it will disconnect the track.)&lt;br /&gt;
&lt;br /&gt;
'''Constructed'''&lt;br /&gt;
&lt;br /&gt;
The track and ramp must be constructed together as a Track/Ramp from the construct track menu ({{K|b}} {{K|C}} {{K|T}}). When constructing track ramps, the stated direction should be the same as the connected tracks. For example, a track going up from West to East would require, starting from the West, a Track (EW), a Track/Ramp (EW) and a Wall behind the ramp, underneath the section of track above it. Incorrectly placed ramps result in minecarts ignoring the ramp and crashing into the supporting wall. They will not, however, display as unusable as when the supporting wall is missing.&lt;br /&gt;
&lt;br /&gt;
'''Examples of ramps'''&lt;br /&gt;
&lt;br /&gt;
A simple ramp would look like this: &lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
 z +0   z +1&lt;br /&gt;
 ░░░░   ░░░░&lt;br /&gt;
 ═▲o    ░▼═&lt;br /&gt;
 ░░░░   ░░░░&lt;br /&gt;
o : wall&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Carving track corners into ramps is rather unintuitive and complicated. Since engraving tracks always requires two tiles to connect in a straight line as input, you have to give two separate designations for a single job: a track bit from the ramp tile to the &amp;quot;below&amp;quot; direction and another one to the wall of the &amp;quot;upward&amp;quot; direction. If you wanted to change direction on a ramp from east to north:&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
 z +0    z +1  &lt;br /&gt;
 ░░░░░   ░░░░░ &lt;br /&gt;
 ░░░░░   ══╗░░ &lt;br /&gt;
 ══▲░░   ░░▼░░ &lt;br /&gt;
 ░░░░░   ░░░░░ &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
you would need to connect the ramp on z +0 both to the west and to the north by issuing two &amp;quot;carve track&amp;quot; commands, one selecting the ramp and the track tile to the west, and another connecting the ramp tile with the wall to the north. An engraver would then carve a NW track corner into the ramp, allowing carts to pass the corner correctly both going up and down. Such track corners are perfectly serviceable for guided carts, but moving down a route of several of them by pushed or ridden cart is problematic - ramps on corners behave very counter-intuitively, resulting in loss of speed when going down and diagonal movement when going up.&lt;br /&gt;
&lt;br /&gt;
Moving to and from ramps (or between ramps &amp;quot;pointing&amp;quot; in different directions) causes some non-trivial adjustments to speed and even moving along the tiles at a fixed speed ''unrelated to the entry/exit velocity values'', because transitions to/from ramps are processed differently and are not to be &amp;quot;skipped&amp;quot;. This affects compact track/ramp combinations (such as e.g. a simple 2x2 ramp spiral) most, and combined with bouncing often makes them work not in the way one could expect. {{cite forum|144328/5705102}}&lt;br /&gt;
&lt;br /&gt;
{{anchor|Tracks}}&lt;br /&gt;
&lt;br /&gt;
=== Hauling route ===&lt;br /&gt;
A hauling route is a list of directions describing how and under what conditions a minecart will move. The proper setting up of routes is essential for a working rail system. Routes, stops, departure conditions and stockpile links are managed from the {{k|h}}auling menu.&lt;br /&gt;
&lt;br /&gt;
==== Route ====&lt;br /&gt;
A route defines the path a minecart will take along a track, as well as under what conditions it will move or stop moving. A route is made up of stops. Stops are precisely what they sound like, a position on the track at which you want a minecart to stop. A minecart track might use as little as a single stop for a looped track, which will serve as both a starting and stopping point for the cart, or it could contain many stops, perhaps to load supplies or wait for a bridge to be manually lowered, before reaching its destination or returning to its starting point. It is important to note that you only need to place stops on a route where you actually want the cart to stop and wait for some action to occur. They are not needed to help navigate the cart along the track beyond telling it where on the track to stop.&lt;br /&gt;
&lt;br /&gt;
New routes are created with the {{k|h}}auling key. Existing ones can be removed (without confirmation) with the {{k|x}} key, and also {{k|n}}icknamed. Before operating, the route must have a {{k|v}}ehicle assigned to it (this can be done with either the route or a stop selected). Assigning a full minecart to a route may result in a slow hauling job if the contents are heavy.&lt;br /&gt;
&lt;br /&gt;
==== Stops ====&lt;br /&gt;
Stops are the individual waypoints that make up a hauling route. A given stop consists of the location of a tile, as well as conditions describing when, where, and how a cart should be moved after being stopped at that tile. Stops can be created from within the {{k|h}}auling menu, by placing the cursor over a tile and hitting {{k|s}} while highlighting the route (or a stop within) you've already designated. A minecart will begin its route at the first stop created, and continue through each subsequent stop, being guided, pushed, or ridden from each stop to the next depending on the conditions specified. In many basic minecart applications, the cart will end up at the same stop it began at, though this is not always the case. It is important to note that hauling stop order is enforced, even if there is no track.  A dwarf will drag the cart overland back to a skipped stop in the route's list if your tracks bypass it somehow, including if the minecart does not stop on the stop after it is pushed/ridden.&lt;br /&gt;
&lt;br /&gt;
Once a stop has been placed, it is given a default set of conditions under which to move the minecart if it is stopped there. Each new stop gets the same default conditions regardless of the track it is placed upon (e.g. guide the cart to the north). For this reason new stops might get marked by yellow exclamation marks ({{DFtext|!|#ff0}}) due to invalid directions. One important thing to note is that as you place additional stops, the display will show paths between the stops you have defined. However, this is '''not''' necessarily the actual route the minecart will take once the route is in operation. For example, if a route were defined with two stops at opposite ends of a track with many twists and turns, a line will be drawn directly between those stops to show the order in which they will be visited. These route lines may crisscross all over the tracks, but so long as the track is valid end to end, the cart will follow the track from one stop to the next, even across twists, turns, and z-level changes. Route stops, which are the steps that make up a route, should not be confused with physical Track Stops, described below.&lt;br /&gt;
&lt;br /&gt;
===== Stockpile links =====&lt;br /&gt;
By placing the cursor on top of a stockpile and using {{k|s}}, you can create stockpile links while defining a hauling stop. Links can also be redefined by selecting them, placing the cursor over a different stockpile, and pressing {{k|p}}. The cart will then be filled by items present in its various linked stockpiles in preference to other items. Note that bins should be used with caution in stockpiles that are linked to minecarts. Bins cause problems when used with the &amp;quot;Desired Items&amp;quot; list in a stop's conditions. For example, if a minecart is set to accept only granite blocks, and to depart north when it is 100% full of granite blocks, it will not depart if any of those granite blocks are in bins, even if bins are also included in the desired items list. Two solutions to this problem exist as of v0.40.24. First, bins can be disallowed in stockpiles that are linked to stops. Alternatively, bins '''can''' be used in conjunction with minecarts provided that the minecart's departure conditions use only &amp;quot;any items&amp;quot; instead of &amp;quot;desired items.&amp;quot; This option can be toggled in the advanced conditions menu for a stop, accessible via the {{key|C|}} key. The cart's contents can still be controlled by specifying what items are allowed in the linked stockpile.&lt;br /&gt;
&lt;br /&gt;
===== Departure condition =====&lt;br /&gt;
Departure conditions involve setting conditions in which the minecart will leave on the route. Each condition includes:&lt;br /&gt;
# A departure mode (Guide, Ride or Push).&lt;br /&gt;
# An initial departure direction (NSEW). Note that this defines the initial direction of movement only. Even if a track includes many turns, as long as the initial movement direction is valid the cart will follow the minecart track thereafter.&lt;br /&gt;
# A timer, before which the departure condition cannot be met.&lt;br /&gt;
# Conditions on the amount of items in the cart.&lt;br /&gt;
Departure conditions are created with the {{k|n}} key. A new departure condition will read: &amp;quot;guide north immediately when empty of desired items&amp;quot;. This condition can be changed between basic presets with {{k|c}}. &amp;quot;Advanced&amp;quot; mode ({{k|C}}) allows for more precise control over departure conditions: fine tuning the percentage from 0 to 100 in 25% steps ({{k|f}} and {{k|F}}), switching it being either the maximum or the minimum amount of items for the condition to be met ({{k|m}}), and whether the cart accepts all or only a specific set of items ({{k|l}}). Common to both screens are the departure mode ({{k|p}}, Push, Ride or Guide), {{k|d}}irection, and timer ({{k|t}} and {{k|T}}) options.&lt;br /&gt;
&lt;br /&gt;
To have a cart only carry a specific set of items, the stop can be set to only carry &amp;quot;desired&amp;quot; items, opening the selection screen with the {{k|Enter}} key while having said stop condition selected, and toggling as desired, or it can simply be linked to a stockpile and set to depart once it is full of items from its linked stockpiles, regardless of type.&lt;br /&gt;
&lt;br /&gt;
=== Track Stops ===&lt;br /&gt;
A Track Stop, not to be confused with a route stop, is an optional, single-tile construction which serves two purposes. First, it can be used to cancel a cart's momentum in order to slow or stop it as it passes over the Track Stop. This might be necessary if a cart were pushed down a series of ramps to its destination. Second, a Track Stop can cause a cart to automatically dump its contents as it passes over the Track Stop. Track Stops are constructed via {{k|b}} {{k|C}} {{k|S}}, and must be constructed atop an existing piece of track. If a Track Stop has been set to automatically dump a cart's contents, the cart will dump its contents in the direction indicated when it passes over the Track Stop. Depending on the friction settings chosen for the Track Stop, the cart might then stop after dumping, or it might continue on its route to another destination.&lt;br /&gt;
&lt;br /&gt;
Track Stops are not mandatory; in fact, their main use is in automated rail systems. However, even in basic rail systems it can be useful to set a Track Stop to dump items: this saves time that dwarves would otherwise spend in removing items from the cart, time that is better spent driving the cart back to where it's needed. Dumping will occur even with a guided cart.  '''Take care not to set Track Stops at a loading site to dump their contents''', or dwarves will never be able to fill the cart. It will dump any contents the moment they are loaded.&lt;br /&gt;
&lt;br /&gt;
Counter-intuitive to their construction method, Track Stops are considered [[building]]s and must be removed by {{k|q}} {{k|x}}.&lt;br /&gt;
* See [[#More_on_Track_stop |More on Track Stops]]&lt;br /&gt;
&lt;br /&gt;
=== Step-by-step tutorial ===&lt;br /&gt;
&lt;br /&gt;
Let's construct a simple minecart route.  This route will move stone blocks from an input stockpile to an output stockpile.  We'll begin by creating the stockpiles:&lt;br /&gt;
&lt;br /&gt;
[[File:minecart-example-1.png|Stockpiles designated.]]&lt;br /&gt;
&lt;br /&gt;
The input stockpile is on the left; the output stockpile is on the right.  We'll be moving blocks from left to right.  Disable bins in both stockpiles, and set the input stockpile to accept only from links.  Then make the stockpile take from the mason's workshop where the blocks are being produced.&lt;br /&gt;
&lt;br /&gt;
Next, carve the track:&lt;br /&gt;
&lt;br /&gt;
[[File:minecart-example-2.png|Track carving designation.]]&lt;br /&gt;
&lt;br /&gt;
Note that the ends of the designation are uniquely shaped; this is automatic, and not anything you need to control.  Now, wait for your engravers to come along and carve the track into the stone.  (Your haulers will probably also fill up the input stockpile while you wait.)&lt;br /&gt;
&lt;br /&gt;
In addition, while we're waiting for that to happen, we'll build an iron minecart in the forge.&lt;br /&gt;
&lt;br /&gt;
[[File:minecart-example-3.png|Track carved.]]&lt;br /&gt;
&lt;br /&gt;
When the track has been carved, it will look like the above (the track will be solid instead of flashing).  Now, order a track stop to be constructed next to the output stockpile:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| [[File:minecart-example-4.png|Track stop designation.]]&lt;br /&gt;
| [[File:minecart-example-5.png|Select dumping direction.]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
You must press {{k|d}} three times to select the dumping direction ''before'' placing the track stop.  We want our blocks to be dumped into the output stockpile east of the track stop.  Then wait for a mechanic to come along and build the track stop.&lt;br /&gt;
&lt;br /&gt;
[[File:minecart-example-6.png|Track stop constructed.]]&lt;br /&gt;
&lt;br /&gt;
Now we'll define the actual ''route''.  This is done in the {{k|h}}auling menu.  Press {{k|r}} to begin defining a route.  Next, move the cursor to the input end of the track, and then press {{k|s}} to define the first stop:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| [[File:minecart-example-7.png|Stop 1 designation.]]&lt;br /&gt;
| [[File:minecart-example-8.png|Route definition, in progress.]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Move the cursor again, to the output end of the track, and press {{k|s}} again to define the second stop:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| [[File:minecart-example-9.png|Stop 2 designation.]]&lt;br /&gt;
| [[File:minecart-example-10.png|Route definition, two stops.]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| [[File:minecart-example-11.png|Stops are not defined yet.]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
There are several user interface features to note at this point.  The stops have been positioned, but they haven't been ''defined'' yet, so there is a warning {{DFtext|!|#ff0}} symbol by each of them.  In the lower right corner, we see what the {{DFtext|!|#ff0}} means.  Also, note that the second stop is labeled in white, while the other two lines are grey.  The white text is a selection indicator, and can be moved up and down by pressing {{k|+}}/{{k|-}}.&lt;br /&gt;
&lt;br /&gt;
Next we need to define what our stops do.  We want the minecart to be filled with blocks at the first stop, then travel to the second stop where it will dump its cargo, and then return.  Press {{k|-}} to move the selection up to stop 1, and {{k|Enter}} to open it up.  By default, the stop has three conditions:&lt;br /&gt;
&lt;br /&gt;
[[File:minecart-example-12.png|Default stop definition.]]&lt;br /&gt;
&lt;br /&gt;
We don't want any of these, so press {{k|x}} three times to delete them.  This leaves us with a blank stop.  Now we can add the conditions we actually want.  Press {{k|n}} to begin adding the first condition, then {{k|d}} twice to change the direction from north to east.  Then press {{k|c}} to change the condition from empty to full.  This will instruct the minecart to be guided east when full of desired items.&lt;br /&gt;
&lt;br /&gt;
To set the desired items, we create a stockpile link.  Press {{k|s}}, then move the cursor to the input stockpile, then press {{k|p}} to select that stockpile.  Now press {{k|Enter}}; this opens up a selection screen that resembles the stockpile customization screen.  Move down to Blocks, {{k|e}}nable them, then (if you wish) restrict it to stone blocks.&lt;br /&gt;
&lt;br /&gt;
When you've done all that, stop 1 should look like this:&lt;br /&gt;
&lt;br /&gt;
[[File:minecart-example-13.png|Stop 1, defined.]]&lt;br /&gt;
&lt;br /&gt;
Stop 2 is much simpler.  All we need to do is have the minecart return to the input stop.  So, make a condition and change the direction:&lt;br /&gt;
&lt;br /&gt;
[[File:minecart-example-14.png|Stop 2, defined.]]&lt;br /&gt;
&lt;br /&gt;
Finally, we just have to assign our minecart.  Go back to the route definition screen, and press {{k|v}}.  Select the minecart, and press {{k|Enter}}.&lt;br /&gt;
&lt;br /&gt;
Now we've got everything set up:&lt;br /&gt;
&lt;br /&gt;
[[File:minecart-example-15.png|Route, fully defined.]]&lt;br /&gt;
&lt;br /&gt;
The V is red because the minecart hasn't been moved onto the track yet.  Some dwarf will have to haul it from the forge to the first stop, by hand; this will take a while, especially if the forge is far away.&lt;br /&gt;
&lt;br /&gt;
Once the minecart is in place, dwarves should fill it with blocks from the input stockpile, which will in turn be filled with blocks from the workshop where your mason has been toiling dutifully.  When the minecart is full, the blocks will be dumped into the 1x1 stockpile on the right.  Automatic quantum dumping!&lt;br /&gt;
&lt;br /&gt;
=== Troubleshooting ===&lt;br /&gt;
&lt;br /&gt;
Because of the complexity of the system, all but the most careful and experienced minecart users will encounter issues. Most route issues can be diagnosed and fixed from the {{k|h}}auling menu.  &lt;br /&gt;
&lt;br /&gt;
'''Symptom:''' {{DFtext|! Set dir/connect track|6:1}} message appears to the right of one or more stops &lt;br /&gt;
&lt;br /&gt;
:;Possible Causes:&lt;br /&gt;
:* Game cannot find a path for ''guiding'' the cart without carrying. The game checks for haul route validity assuming the cart will be guided. This warning will be shown when the path crosses impassable tiles, requires a dwarf to carry the cart, or is not fully guidable.&lt;br /&gt;
:** If your cart path relies upon advanced tricks like deliberate falling into pits or ignoring floor types, even a path designed entirely as you intended will still trigger the yellow warning. If the route is working as intended, you can safely ignore this warning.&lt;br /&gt;
:* Invalid departure direction in one or more conditions for the stop. Edit the stop using {{k|Enter}} and press{{k|d}} until it is pointing in a valid direction.&lt;br /&gt;
:* Track stop built on trackless tile. Track stops must be built on tiles where tracks already exist to be usable.&lt;br /&gt;
:* Discontinuous track. If the route indicator seems to draw between your first and last stop, this is the cause. Make sure destinations are linked by track to both directions, and that there are no sneaky gaps in the tracks. &lt;br /&gt;
:** ''Ramps''' are notorious for their finicky use. It is recommended to check every ramp to confirm no unintended one-way ramps remain.&lt;br /&gt;
:** To carve a two-way track on a (natural) ramp, you must designate the ramp ''and one square beyond'' in the direction you want the track to go.&lt;br /&gt;
:** Ramps '''must''' have a solid wall on the side opposite to the track (&amp;quot;behind&amp;quot; the ramp), or they will neither work nor be marked as &amp;quot;unusable&amp;quot;. The wall can be natural or constructed.&lt;br /&gt;
:* Discrepancies in desired/kept item configurations.&lt;br /&gt;
&lt;br /&gt;
'''Symptom:''' The status '''0% &amp;lt;span style=&amp;quot;color:#00dd00;&amp;quot;&amp;gt;V&amp;lt;/span&amp;gt;''' always appears to the right of one stop.  &lt;br /&gt;
&lt;br /&gt;
:;Possible Causes:&lt;br /&gt;
:* Stop not set to take from a stockpile. Edit the Stop using {{k|Enter}} and make sure you see a message like &amp;quot;Take from Stockpile #1&amp;quot;.&lt;br /&gt;
:* Take conditions and stockpile contents do not overlap.&lt;br /&gt;
:* Track stop is set to dump. A track stop set to dump cannot be filled. You must either set the stop to a time-based departure or deconstruct the track stop and rebuild it without dumping. (Alternatively, with [[DFHack]] you can modify &amp;quot;Dump on arrival&amp;quot; to &amp;quot;No&amp;quot; using the {{key|q}} menu without rebuilding the stop.)&lt;br /&gt;
:* Minecart itself is designated to be dumped (such as when using mass-dump).&lt;br /&gt;
&lt;br /&gt;
'''Symptom:''' Dwarves fill the minecart properly, but will not move it thereafter.&lt;br /&gt;
&lt;br /&gt;
:;Possible Causes:&lt;br /&gt;
:* Minecart contains items not listed as desired on its current stop. Check minecart contents using the {{key|k}} and {{key|z}} keys and ensure that all items in the cart are desired items.&lt;br /&gt;
:* Minecart contain desired items ''in bins''. Minecarts seem to have problems realizing that they are in fact full of desired items if some of those items are in bins, even if bins are also among the desired items for that stop. '''This cannot be solved by adding the appropriate bins to the stop's desired items.''' Either disallow bins in stockpiles you intend to load minecarts from, or set the departure conditions to rely only on percentage of total load rather than percentage of desired items using the advanced conditions menu ({{key|C}} key).&lt;br /&gt;
&lt;br /&gt;
'''Symptom:''' Dwarves repeatedly attempt to load the minecart, but no items are ever loaded into it.&lt;br /&gt;
&lt;br /&gt;
:;Possible Causes:&lt;br /&gt;
:* Track Stop set to dump used as a loading site. Every time a dwarf places an item into a cart resting on such a track stop, the item will be immediately dumped, causing unlimited, useless cart loading jobs. Autodumping Track Stops should never be used at a loading site.&lt;br /&gt;
&lt;br /&gt;
'''Symptom:''' A dwarf picks up the minecart and carries it to its destination.&lt;br /&gt;
:* See [[#Quirks|Quirks]]&lt;br /&gt;
&lt;br /&gt;
=== Danger ===&lt;br /&gt;
Minecarts are not without &amp;lt;strike&amp;gt;danger&amp;lt;/strike&amp;gt; [[fun]]. Although designating a track automatically sets the [[traffic]] designation to low, dwarves ''may'' still walk on them, and [[creature]]s ignore traffic designations altogether. If an unlucky dwarf or creature fails to [[dodger|dodge]] a minecart, they can be injured. Most of this danger can be avoided by setting the minecart {{k|h}}auling commands to guide instead of push or ride (dwarves guiding minecarts will ignore traffic restrictions), as well as by [[pasture|pasturing]] domestic animals and preventing the access of other creatures to the tracks. Note that removing the track doesn't reset that tile back to normal traffic priority, so you may wish to manually clean up traffic designation afterward. Also note that bridges that are used as tracks don't have their traffic priority changed automatically (since they're just normal bridges), which could cause dwarves to pathfind normally through dangerous minecart entrances in your fort's walls if you're not careful.&lt;br /&gt;
&lt;br /&gt;
The only &amp;lt;s&amp;gt;fool&amp;lt;/s&amp;gt;''dwarf''-proof method is to make the tracks inaccessible. There are several ways to create a track which works for minecarts but doesn't allow creature-traversal; the simplest is perhaps building a [[statue]] on the tracks. Other options include adding single-tile holes (minecarts moving at reasonable speed will jump the gap), vertical drops, minecart-triggered doors, small pools of liquid (4/7 water or 2/7 magma), and hostile creatures overlooking the tracks. For safety, both ends of the track should be isolated, making the dangerous center sections completely inaccessible (though maintenance access can be provided by a locked door).&lt;br /&gt;
&lt;br /&gt;
Danger does not always involve living victims: careless route designation can also result in minecarts careening off tracks or colliding with each other. If this occurs, the [[item]]s may be scattered; this can cause even more hauling jobs than the minecart aimed to eliminate. Even &amp;lt;s&amp;gt;better&amp;lt;/s&amp;gt; worse, scattered items, especially [[weapon]]s, can injure passing [[dwarf|dwarves]] or other [[creature]]s; in the words of Toady One the Great, &amp;quot;Accidental grapeshotting of the dining room should be possible now.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Of course, the danger of using minecarts means they can also be [[Trap_design#Minecarts|used as weapons]] by imaginative players.&lt;br /&gt;
&lt;br /&gt;
== Advanced usage and automation ==&lt;br /&gt;
Minecart-specific effects are implemented via track stops, rollers and [[pressure plate]]s with &amp;quot;track&amp;quot; condition set. Since all three are considered [[building]]s, they can't be built on the same square (however convenient track stop + pressure plate would be) nor a simple ramp, and are removed by {{k|q}} {{k|x}}. &lt;br /&gt;
&lt;br /&gt;
=== More on Track stop === &lt;br /&gt;
Track stops are constructions that allow further automation of minecart systems via adjustable features such as braking by friction and automatic dumping of contents. They can be built from logs, bars and blocks through {{K|b}} {{K|C}} {{K|S}}; friction amount, dumping toggle and dumping direction must be set '''before''' construction, and these settings can be neither changed nor seen thereafter; however, track stops can be linked to [[pressure plate]]s or [[lever]]s to toggle friction and dumping On or Off (trigger state is inverted: switch On = track stop Off). In thoughts screen, dwarves will admire track stops as traps.&lt;br /&gt;
&lt;br /&gt;
If a [[stockpile]] is placed on the tile that a track stop is set to dump to, it can act as a [[Exploit#Quantum_stockpiles|quantum stockpile]] and any items dumped from a minecart that match the storage settings of the stockpile will remain there and accumulate.  Normally trackstops are built on top of existing track to operate on moving minecarts, but they can also be used without tracks to create [[Exploit#The_Minecart_Stop|automatic quantum stockpiles]] (see also [[#Step-by-step_tutorial|step-by-step tutorial]]).  It is not always desirable to collect ALL of certain items into one quantum stockpile, such as when distributing a material to multiple separate industries. You can link your quantum stockpile to various other stockpiles, ensuring that your dwarves will keep them supplied as necessary. Because quantum stockpiles never fill up like regular stockpiles, it may be a good idea to add a switch to turn them off.  &lt;br /&gt;
&lt;br /&gt;
Items dumped from a minecart at a track stop (or dumped by any other means) into open space fall through z-levels until they land on a solid surface.  Items falling onto a designated [[stockpile]] will automatically be considered part of that stockpile, even if the stockpile is set to disallow those items (they will, however, be automatically moved to a more appropriate stockpile, if available).  Items falling on top of a minecart will '''not''' fall &amp;quot;inside&amp;quot; the minecart.  Use with caution; dwarves have fragile skulls.{{bug|5945}}&lt;br /&gt;
&lt;br /&gt;
=== Automated propulsion ===&lt;br /&gt;
==== Roller ====&lt;br /&gt;
{{Main|Roller}}&lt;br /&gt;
&lt;br /&gt;
A '''roller''' is a [[power]]ed [[machine component]] for the automated propulsion of minecarts. They are built over the top of existing tracks with {{K|b|M|r}}, requiring a [[mechanic]], ''(length/4)+1'' [[mechanism]]s and a [[rope]]. Rollers may also be placed directly on ramps to help pull carts up Z levels. Rollers are very useful to maintain a cart's momentum along long routes, to get them to climb Z-levels without dwarfpower involved, and to get them to reach speeds unattainable by guiding dwarves. These devices are variable-length (1-10), variable-direction and variable-speed ([[Minecart#Numbers_behind_the_scene|see below]]), all traits that can be set at construction time; a roller uses two units of power per tile it is long.&lt;br /&gt;
&lt;br /&gt;
Single-tile rollers transfer power in all four cardinal directions, while other rollers generally only transfer power perpendicular to their activity direction. Longer rollers can also transfer power along their activity direction if built in the correct order, although this can be hard to accomplish and is easily broken. Rollers cannot be powered from above.&lt;br /&gt;
&lt;br /&gt;
Rollers have great acceleration and capped speed. Carts going faster than the roller are unaffected. If a cart moves across an active roller in the direction the roller works and moves slower than the roller's specified speed, the cart will be set to the roller's speed. A cart going against a roller's movement direction will be sent back the way it came (once again at the roller's speed), unless it was moving extremely fast: speed increment of 100000 allows to reverse carts from the full &amp;quot;highest&amp;quot; (50000) speed roller to full &amp;quot;highest&amp;quot; speed back, but ramps can accelerate a cart beyond this. {{cite forum|144328/5702453}}&lt;br /&gt;
A cart crossing over a roller perpendicular to its current movement direction will gain the roller's amount of speed in the perpendicular direction without directly changing its forward motion. Without an adjacent wall to constrict its movement, this will typically send a cart off the rails on a diagonal path, completely unable to follow any tracks until it collides with a wall or is otherwise brought to rest. However, if the roller is placed over a track turn and pushes ''from'' the direction of that turn's track, the turn affects carts ''after'' the roller, so they will be forced into the turn rather than derailed in a diagonal direction. {{cite forum|144328/5702453}}&lt;br /&gt;
&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
tracks: full:&lt;br /&gt;
  ║       ║&lt;br /&gt;
 ═╗═     ═╢═&lt;br /&gt;
  ║       ║ &lt;br /&gt;
&lt;br /&gt;
╢ : roller pushing from W to E&lt;br /&gt;
}}&lt;br /&gt;
If the roller is powered, carts from ''all'' directions (unless too fast) exit S, because speed imparted by the roller forces carts toward E and ''then'' into the turn.&lt;br /&gt;
If not powered, carts from W and N exit S, carts from E and S exit W. Carts above derail speed will ignore the turn, of course.&lt;br /&gt;
&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
 ║     ║ &lt;br /&gt;
═╗═   ═╟═&lt;br /&gt;
 ║     ║&lt;br /&gt;
&lt;br /&gt;
╟ : Roller pushing from E to W&lt;br /&gt;
}}&lt;br /&gt;
Carts from the E or W: exit W.&lt;br /&gt;
Carts from N: derailed diagonally, exit SW.&lt;br /&gt;
Carts from S: derailed diagonally, exit NW.&lt;br /&gt;
&lt;br /&gt;
Rollers affects carts on a track - if placed on a floor or ramp without any tracks, they are ignored. Depowered rollers are also ignored, friction is determined by the tiles underneath.&lt;br /&gt;
&lt;br /&gt;
Because of their one-way nature, rollers are unsuitable for most two-way minecart tracks (unless you set gears toggling roller A-&amp;gt;B off while toggling A&amp;lt;-B rollers on). However, a minecart set to be ''guided'' is not affected by rollers at all{{cite forum|109460/3286235}} &amp;amp;mdash; this allows a one-way track to be used in both directions. In addition, unpowered rollers do not affect minecarts.&lt;br /&gt;
&lt;br /&gt;
Care must be taken in [[glacier]]s and other extremely cold [[biome]]s, since rollers (and the machinery used to power them) will not operate when constructed on natural [[ice]] floors.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Impulse ramps ====&lt;br /&gt;
Carts can be given momentum without rollers or changing z-level by exploiting a design oversight in a phenomenon called &amp;quot;impulse ramps&amp;quot;. A track ramp which has at least one wall/fortification and exactly one other connection will ''always'' accelerate a cart towards the other connection, no matter where the cart enters the tile from. This means carts can be accelerated even if the cart doesn't actually change z-level at all; ramps don't actually impart any downward velocity even when making cart descend. If a track ramp faces three directions such as ╩, then two of those directions need to be facing walls for the cart to be accelerated towards the remaining direction.&lt;br /&gt;
&lt;br /&gt;
Example of straight impulse acceleration:&lt;br /&gt;
&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒     ▒▒▒▒▒▒▒▒▒▒ &lt;br /&gt;
═▲▲▲▲▲▲▲▲▲▲═   ═╚╚╚╚╚╚╚╚╚╚═ &lt;br /&gt;
▒   : Wall&lt;br /&gt;
  ═ : Normal track &lt;br /&gt;
▲/╚ : N/E Track/Ramp&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
If a cart enters from the left, it will speed up on every track/ramp and exit to the right going very very fast—more than one tile every step. If it enters from the right, then it will bounce back impulsed by the ramp if it's going slow enough.&lt;br /&gt;
&lt;br /&gt;
As another oddity, carts coming from ramps will in some cases &amp;quot;teleport&amp;quot; through most of the next tile. This is called the &amp;quot;checkpoint effect&amp;quot;, and is explained in detail in the Physics section, below. This negates the deceleration of the next tile if it is a ramp &amp;quot;angled&amp;quot; in a different direction. You can just make an upward spiral alternating impulse ramps and regular upward ramps. It takes no power, is quick and cheap to build, requiring only channeling and track carving, and the cart goes up fast, but not so fast that it launches its contents.&lt;br /&gt;
&lt;br /&gt;
Examples of impulse elevators:&lt;br /&gt;
&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
 z +0    z +1    z +2    z +3&lt;br /&gt;
 ░░░░░   ░░░░░   ░░░░░   ░░░░░&lt;br /&gt;
 ░╔░░░   ░▼╚╗░   ░░▼▼░   ░░░░░&lt;br /&gt;
 ░╝░░░   ░▼░░░   ░░░╔░   ░░░▼░&lt;br /&gt;
 ░▼▼░░   ░░░░░   ░░░╝░   ░╚╗▼░&lt;br /&gt;
 ░░░░░   ░░░░░   ░░░░░   ░░░░░&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
 z +0   z +1   z +2   z +3   z +4   z +5   z +6   z +7   z +8   z +9&lt;br /&gt;
 ░░░░   ░░░░   ░░░░   ░░░░   ░░░░   ░░░░   ░░░░   ░░░░   ░░░░   ░░░░ &lt;br /&gt;
 ░▼░░   ░░╗░   ░╔▼░   ░▼░░   ░░░░   ░╔╝░   ░▼▼░   ░░░░   ░░╗░   ░╔▼░ &lt;br /&gt;
 ░╔╝░   ░▼▼░   ░░░░   ░╚░░   ░▼╝░   ░░▼░   ░╚░░   ░▼╝░   ░░▼░   ░░░░ &lt;br /&gt;
 ░░░░   ░░░░   ░░░░   ░░░░   ░░░░   ░░░░   ░░░░   ░░░░   ░░░░   ░░░░ &lt;br /&gt;
 &lt;br /&gt;
░ : Wall&lt;br /&gt;
╔,╚,╗,╝ : Track/Ramp&lt;br /&gt;
▼ : Down Ramp (empty space)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Note that these impulse elevators, due to the checkpoint effect and upward curved ramp effect, will not actually result in carts traveling straight up the ramp.  They will lose speed, bounce off a ramp, then be accelerated back into the spiral after a 9-turn delay on both tiles on the floor where they are stopped.  This is because the checkpoint effect allows carts to travel up the ramps in a single turn, but also prevents the impulse ramps from adding acceleration unless the cart is slowed to staying on the ramp for more than one turn.  Initial acceleration will carry the cart up a variable number of floors before this effect occurs, but this bouncing back and forth will occur every 5 z-levels after the first time the cart stops.  When the cart ''is'' traveling upwards, it will pass every tile at a rate of one tile per turn regardless of its actual speed, due to the checkpoint effect.  In tracks with only a single cart, this is negligible, but when multiple carts are on the same track (such as when you place multiple carts on a magma cart lift) this can cause collisions which derail carts, or cause other unexpected or undesired behaviors.&lt;br /&gt;
&lt;br /&gt;
The following impulse ramp (while larger) should alleviate these problems by using a straight ramp to go upwards, preceded by an impulse ramp to exploit the checkpoint effect and negate up ramp costs.  Corners still decelerate carts, so the cart will tend towards a velocity of 72k, which is derail speed.  Derail speed breaks (see Controlling Speed, below) may be necessary at the top.&lt;br /&gt;
&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
z +0     z +1     z +2     z +3&lt;br /&gt;
 ░░░░░░   ░░░░░░   ░░░░░░   ░░░░░░&lt;br /&gt;
 ░░░░░░   ░╔╔═░░   ░░▼▼╗░   ░░░░░░&lt;br /&gt;
 ░║░░░░   ░▼░░░░   ░░░░╗░   ░░░░▼░&lt;br /&gt;
 ░╚░░░░   ░▼░░░░   ░░░░║░   ░░░░▼░&lt;br /&gt;
 ░╚▼▼░░   ░░░░░░   ░░░░░░   ░░═╝╝░&lt;br /&gt;
 ░░░░░░   ░░░░░░   ░░░░░░   ░░░░░░&lt;br /&gt;
&lt;br /&gt;
░ : Wall&lt;br /&gt;
║,═,╔,╚,╗,╝ : Track/Ramp&lt;br /&gt;
▼ : Down Ramp (empty space)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Also, if you want to have a cart following a below-derail speed, the following track works well:&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
z +0    z +1    z +2    z +3&lt;br /&gt;
 ░░░░░   ░░░░░   ░░░░░   ░░░░░&lt;br /&gt;
 ░░░░░   ░══░░   ░▼▼║░   ░░░▼░&lt;br /&gt;
 ░║░░░   ░▼░░░   ░░░║░   ░░░▼░&lt;br /&gt;
 ░║▼▼░   ░▼░░░   ░░░░░   ░░══░&lt;br /&gt;
 ░░░░░   ░░░░░   ░░░░░   ░░░░░&lt;br /&gt;
&lt;br /&gt;
░ : Wall&lt;br /&gt;
║,═ : Track/Ramp&lt;br /&gt;
▼ : Down Ramp (empty space)&lt;br /&gt;
}}&lt;br /&gt;
In this elevator, the cart collides with the walls in the corners, but then realigns on the ramp, picks up speed, checkpoints through the next ramp, and slams into the next wall.  It is slower (10 ticks per floor) but produces reliable speeds, and will exit the impulse elevator at little more than push speeds.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A sort of opposite effect to impulse ramps also exists: ramps lacking the proper &amp;quot;up&amp;quot; and &amp;quot;down&amp;quot; connections are treated as flat track, even if they actually go up or down z-levels. This allows building &amp;quot;anti-impulse&amp;quot; slopes consisting entirely of ramps only connected up, which a minecart can travel up forty levels and more, needing no more than a single push.&lt;br /&gt;
&lt;br /&gt;
=== Controlling traffic ===&lt;br /&gt;
&lt;br /&gt;
==== Switching ====&lt;br /&gt;
&amp;lt;!-- copying template ║ ═ ╔ ╗ ╚ ╝ ╠ ╣ ╦ ╩ ╬ ╞ ╡ ╥ ╨ --&amp;gt;&lt;br /&gt;
As tracks are constructions or tile features, [[door]]s and other furniture can be built on them. A [[door]] or [[floodgate]] can be turned on or off by a [[lever]], effectively controlling the flow of automated minecarts. This may be &amp;lt;s&amp;gt;dangerous&amp;lt;/s&amp;gt; [[fun]], however. &lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
       -&amp;gt;&lt;br /&gt;
 A ════┤≡════ B&lt;br /&gt;
┤ : roller pushing to East&lt;br /&gt;
≡ : door&lt;br /&gt;
}}&lt;br /&gt;
The roller pushes the cart east, but until the &amp;quot;departure condition&amp;quot; is fulfilled, the door remains closed and blocks the path. &lt;br /&gt;
&lt;br /&gt;
[[Bridge]]s can also act as tracks, but only if they're lowered or not retracted. This property can enable levers to turn tracks on and off. However, care should be taken to ensure that such bridges are never operated while a cart is on top of them, as the cart will be flung off the track. It's worth noting that it's often faster, and cheaper, to construct large bridges than long sections of constructed track.&lt;br /&gt;
&lt;br /&gt;
A powered track switch can be constructed by building an &amp;quot;inverted&amp;quot; corner as illustrated below.&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
      B             B&lt;br /&gt;
      ║     -&amp;gt;      ║&lt;br /&gt;
      ║             ║&lt;br /&gt;
  ════╚═══      ════├════&lt;br /&gt;
 A        C    A         C&lt;br /&gt;
├ : roller pushing to West.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
If the cart is pushed East from the stop at 'A' while the roller is activated, it will arrive at 'B'. If the roller is not running, it will arrive at 'C'. The switch works by the roller first reversing the incoming cart's movement and the cart ''then'' following the track corner.&lt;br /&gt;
&lt;br /&gt;
This switch is very reliable, reacts instantly to on/off signals, and carts of any speed can be switched by this design, although very fast carts will require rollers that are several tiles long, up to three. The requirement for power can be inconvenient or impractical.  Non-powered solutions may use controlled derailment, or a connecting bridge.&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
    B ╥&lt;br /&gt;
      ║&lt;br /&gt;
      ║&lt;br /&gt;
 ╞════╝ ════╡&lt;br /&gt;
 A     D    C&lt;br /&gt;
}}&lt;br /&gt;
Here the track between A and C is not continuous. The only continuous track is A-&amp;gt;B, with a corner (not a T section). Fast moving carts will tend to derail at D and rejoin the track to C. Placing a door at D will prevent the derailment, so the cart continues to B. The door is operated by mechanisms elsewhere (typically, a lever, but some fun can be had with pressure plates).&lt;br /&gt;
&lt;br /&gt;
Since it depends on derailing, this switch requires a very fast cart, faster than what can be achieved with rollers alone. To gain sufficient speed, a cart must be accelerated further, usually by descending several levels or through impulse ramps. The high speed makes the cart much more dangerous and harder to control.&lt;br /&gt;
&lt;br /&gt;
If carts are moving too slowly to derail at the corner, a retractable bridge may be used as a connector between A and C.  &lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
      B╥&lt;br /&gt;
       ║&lt;br /&gt;
       ║&lt;br /&gt;
 A╞════bbb════╡C&lt;br /&gt;
}}&lt;br /&gt;
The bridge must overlap the corner. Bridges behave like a track crossing, allowing carts to pass in a straight line. When retracted, the corner reappears, so the carts will continue to B. Bridges take 100 steps to react to a signal, necessitating rather long &amp;quot;lead times&amp;quot; when switching tracks via bridge.&lt;br /&gt;
&lt;br /&gt;
As mentioned above, special care must be taken to make sure the bridge doesn't change state while the cart is passing over it. Retracting bridges will throw the cart, causing it to stop dead. Raising bridges can even crush the cart.&lt;br /&gt;
&lt;br /&gt;
==== Controlling Speed ====&lt;br /&gt;
&amp;lt;!-- copying template ║ ═ ╔ ╗ ╚ ╝ ╠ ╣ ╦ ╩ ╬ ╞ ╡ ╥ ╨ --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Minecarts can reach extremely high speeds, especially when descending multiple Z-levels. A minecart will derail at a track corner if its speed exceeds 0.5 t/st (tiles per step), '''unless''' the route in the direction of travel is blocked:&lt;br /&gt;
&lt;br /&gt;
Will derail at &amp;gt; 0.5 t/st:&lt;br /&gt;
&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
 in ══╗ -&amp;gt; derailing&lt;br /&gt;
      ║&lt;br /&gt;
     out&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Will not derail at &amp;gt; 0.5 t/st:&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
 in ══╗O&lt;br /&gt;
      ║&lt;br /&gt;
     out&lt;br /&gt;
&lt;br /&gt;
O : wall/column.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This behavior can be used to build a &amp;quot;speed limiter&amp;quot;, that will ensure that when a minecart exits it is traveling below derail speed:&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
      ░░░░     ░░░░░        ░░░░░&lt;br /&gt;
 in  ═╔═╗░     ░╔S╗░        ░╔S╗░&lt;br /&gt;
 out ═╬═╝░ out ═╗═╝░    out ═╗═╝░&lt;br /&gt;
     ░╚S╝░     ░╚═╝═ in     ░╚S╝░&lt;br /&gt;
     ░░░░░     ░░░░          ║░░░&lt;br /&gt;
                              in&lt;br /&gt;
░ : wall&lt;br /&gt;
S : Track Stop (High Friction or lower)&lt;br /&gt;
}}&lt;br /&gt;
If the minecart is traveling below derailment speed, it will not be affected; if above, will be slowed down and checked again. Granted, you could do the same just with track turns, but it may take a lot of turns and time.&lt;br /&gt;
&lt;br /&gt;
Since all the derailings, bounces and ramps can impart a sideway component of speed small enough to start visible drift many tiles away (say, [[Fun|in the middle of a bridge]]), track turns have one more use: forcing the carts to move strictly along the grid directions. Carts passing a turn below derailing speed convert one component of velocity into another, thus eliminating the drift.&lt;br /&gt;
&lt;br /&gt;
=== Loading liquids ===&lt;br /&gt;
[[Water]] and [[magma]] can also be loaded into minecarts by submerging them to a depth of at least 6/7 while standing still or moving at speeds of at most 10000. Loading fluids onto minecarts can be difficult because the added friction provided by fluids can stop a cart in a submerged tile. Curiously, filling a minecart with magma does not injure a dwarf ''riding'' it. A minecart will hold enough fluid to increase the depth of a single tile by 2. This amount is listed as 833 units, which weigh 459Γ (water) or 999Γ (magma). An iron or steel cart filled with magma weighs 1313Γ, while an adamantine cart filled with magma weighs 1007Γ. Since you need a minecart above the liquid's level, possible arrangements may include pressure-activated sluices, rollers (with magma-safe chains for magma), pouring from above to &amp;quot;submerge&amp;quot; it briefly on the same level and drain excess away (dig deeper and leave a vaporizer, though if you could have power for rollers, may as well use a pump) and exploits with ramps (not necessarily impulse ramps, &amp;quot;same height&amp;quot; passing dip does it).&lt;br /&gt;
The liquids can be dumped by a constructed track stop.&lt;br /&gt;
&lt;br /&gt;
== Quirks ==&lt;br /&gt;
This little quirk concerns dwarf-managed minecarts. If a track which was previously open becomes blocked (ex. flipping a switch connected to a floodgate you've built on the track to raise it) and the conditions for departure are met, instead of refusing to ride/guide the minecart or ride/guide it until it reaches the obstacle, the dwarf will pick up the minecart off the tracks and haul it to its scheduled destination on foot. If the distance is long enough and the weight of the cart heavy enough (due to being filled with heavy items such as stones), the dwarf may drop the cart because of fatigue/hunger/thirst before reaching the destination. This will cancel that vehicle setting job and make another dwarf come by and attempt to haul the cart to the nearest appropriate stockpile where another dwarf will pick up the cart and attempt to haul it to its initial stop. If the stockpile is far enough from initial stop, this second dwarf who is attempting to place the minecart on its tracks may also drop the minecart out of fatigue/hunger/thirst creating a loop that will go on until a dwarf with enough endurance manages to place the minecart where it belongs.&lt;br /&gt;
&lt;br /&gt;
In fact, it seems dwarves are more than happy to attempt to carry a minecart from one stop to another even if just waiting until the track is open again would be the more sane option.&lt;br /&gt;
&lt;br /&gt;
Dwarves will also carry a minecart to its next stop if the direction specified is incorrect (or invalid). This can often occur when using the default departure settings and forgetting to set the direction of each condition.&lt;br /&gt;
&lt;br /&gt;
Dwarves can admire buildings while riding mine carts. Dwarves will not fall asleep during a ride (at least not from being drowsy). If riding on a continuous powered track loop, the dwarf will die of dehydration/starvation as they can not jump off to get sustenance.{{cite forum|109460/3377228}} Dwarves riding in submerged minecarts will gain experience in [[swimming]].{{cite forum|129889}}&lt;br /&gt;
&lt;br /&gt;
Tracks block wagon access to trade depots, unless they're on a ramp. [[Bridge]]s can also be used, as they function as tracks but do not block wagons.&lt;br /&gt;
&lt;br /&gt;
== Physics ==&lt;br /&gt;
&amp;lt;!-- copying template ║ ═ ╔ ╗ ╚ ╝ ╠ ╣ ╦ ╩ ╬ ╞ ╡ ╥ ╨ --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Minecart physics depend greatly on the departure mode set in the route stop conditions.&lt;br /&gt;
&lt;br /&gt;
When set to &amp;quot;Push&amp;quot; or &amp;quot;Ride&amp;quot;, minecarts will move according to the regular laws of momentum, gaining speed when going downhill, losing it slowly due to friction when on a flat plane, and more quickly when going uphill. In these modes, minecarts will move in a straight line until they either are brought to a stop by friction or an obstacle, or until they encounter a turn. A minecart will roll straight past &amp;quot;blocked&amp;quot; ends of T-junctions or track ends, they have no power to restrict a cart's movement. The cart's behavior is largely independent of the weight of its contents (including fluids and dwarves): heavily loaded carts gain more momentum when accelerating, but this only plays a role in collisions: a heavy cart gains just as much speed and is as easy to stop as a light one. In either case, dwarves can not push nor ride an unpowered cart up a ramp, bouncing back the direction it came. At best, this is a waste of time; at worst, it will give your cart-pushing dwarf a [[fun|fun surprise]]. To solve this, the player can either use Rollers (see below) or set the cart to be Guided.&lt;br /&gt;
&lt;br /&gt;
The difference between &amp;quot;Push&amp;quot; and &amp;quot;Ride&amp;quot; is whether the dwarf will go along with the cart or not.&lt;br /&gt;
{{DFtext|Push}}: the dwarf will give the cart an initial push, not enough to go up a ramp, but enough to go some way along flat track, and the dwarf will remain at the first stop, ready for a new job.&lt;br /&gt;
{{DFtext|Ride}}: the dwarf will give the cart the same initial push and then hop aboard the cart riding with it to the next stop.&lt;br /&gt;
{{DFtext|Guide}}: minecarts seem to ignore all laws of physics. That is:&lt;br /&gt;
*Ignore the weight of any and all items inside. Therefore:&lt;br /&gt;
**Move at the speed of the dwarf that is guiding them. It is thus recommended to pick the most [[attribute#Agility|agile]] of your dwarves for cart-guiding tasks.&lt;br /&gt;
*Ignore working rollers.&lt;br /&gt;
*Will ''not'' collide with other guided carts even when a full frontal collision would be expected.&lt;br /&gt;
*Will go up ramps like nobody's business.&lt;br /&gt;
This is therefore the recommended method of transport for simple non-powered rail systems, despite it diverting a dwarf from other, potentially more important tasks.&lt;br /&gt;
&lt;br /&gt;
Some samples with behavior:&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
 A &amp;lt;-&amp;gt; B    A &amp;lt;-&amp;gt; C               A &amp;lt;-&amp;gt; B&lt;br /&gt;
    B          B                     B &lt;br /&gt;
    ║          ║                     ║ &lt;br /&gt;
 A══╝       A══╩══C               A══╬╗&lt;br /&gt;
            You can only go A-&amp;gt;B     ╚╝&lt;br /&gt;
  Works     when the cart          Works     &lt;br /&gt;
            is in Guide mode.       &lt;br /&gt;
}}&lt;br /&gt;
In the second example above, a cart &amp;quot;pushed&amp;quot; from B will go over the junction and roll off into the unknown south.&lt;br /&gt;
&lt;br /&gt;
=== Numbers behind the scenes ===&lt;br /&gt;
&lt;br /&gt;
According to early research by '''expwnent'''{{cite forum|112831/3536975}}:&lt;br /&gt;
&lt;br /&gt;
The minecart has 3 variables for velocity. Velocity can be thought of as tiles per 100000 ticks, so a velocity of one hundred thousand means a cart travels one tile per tick. By going down a large number of ramps, a maximum velocity of 270,000 can be reached, which presents the limit for most practical applications. Short bursts of (much) higher speeds are possible through carefully planned collisions of high-speed carts.{{cite forum|137557/5145499}} (See [[#Perfectly Elastic Collisions|Perfectly Elastic Collisions]].)&lt;br /&gt;
&lt;br /&gt;
Every tick the cart adjusts sub-tile position units by the amount of their velocity, as well as adjusts velocity depending on current tile (speed is reduced by the &amp;quot;friction&amp;quot; of the tile, or accelerated if going &amp;quot;down&amp;quot; a ramp). On flat (non-ramp) tiles, the cart will move to the next tile when the sub-tile position goes 50000 away from the centre of the tile, denoted by the no-fraction integer value - tile 15 e.g. has its centre at the exact value 15 and its borders at co-ordinates 14.5 and 15.5. &lt;br /&gt;
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Since most deceleration and acceleration is applied per step, with the notable exception of corners, a cart going at twice the speed of another one can travel about four times the distance before coming to a stop when going in a straight line, but only twice the distance along a winding track with very many corners.&lt;br /&gt;
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A push will teleport a cart to the middle of the next tile in one tick with 19990 speed (10 speed is lost due to track friction), while a roller will directly give a cart the roller's set speed (minus friction) and the cart starts accumulating distance from its standing position. When a cart leaves a ramp it will emerge after one tick at the very end of the next regular tile. &lt;br /&gt;
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Friction of tiles:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Tile&lt;br /&gt;
! Friction&lt;br /&gt;
! Comment&lt;br /&gt;
|-&lt;br /&gt;
| Tracks&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| Ground/Floor&lt;br /&gt;
| 200&lt;br /&gt;
|-&lt;br /&gt;
| Unusable ramp&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| Upwards ramp&lt;br /&gt;
| 4910 (10+4900)&lt;br /&gt;
|-&lt;br /&gt;
| Downwards ramp&lt;br /&gt;
| -4890 (10-4900)&lt;br /&gt;
|-&lt;br /&gt;
| Roller&lt;br /&gt;
| ±100000 (but capped by the set speed)&lt;br /&gt;
|-&lt;br /&gt;
| Corner track &lt;br /&gt;
| 10&lt;br /&gt;
| Speed reduced by 1000 upon leaving the corner tile&lt;br /&gt;
|-&lt;br /&gt;
| Track stop (highest)&lt;br /&gt;
| 50000&lt;br /&gt;
|-&lt;br /&gt;
| Track stop (high)&lt;br /&gt;
| 10000&lt;br /&gt;
|-&lt;br /&gt;
| Track stop (medium)&lt;br /&gt;
| 500&lt;br /&gt;
|-&lt;br /&gt;
| Track stop (low)&lt;br /&gt;
| 50&lt;br /&gt;
|-&lt;br /&gt;
| Track stop (lowest)&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| Water 1-6&lt;br /&gt;
| Additional (WaterLevel - 1) * 100&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | [[#Skipping|See Skipping]]&lt;br /&gt;
|-&lt;br /&gt;
| Magma 1-6&lt;br /&gt;
| Additional (WaterLevel - 1) * 500&lt;br /&gt;
|-&lt;br /&gt;
| Empty space&lt;br /&gt;
| 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Water of depth 7/7 provides a friction of about 10000 per step. Maximum-depth magma causes at least as much friction, possibly more. This higher friction may not apply to very slow-moving carts.&lt;br /&gt;
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Impulse sources:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Feature&lt;br /&gt;
! Speed&lt;br /&gt;
|-&lt;br /&gt;
| Push&lt;br /&gt;
| 20000&lt;br /&gt;
|-&lt;br /&gt;
| Roller lowest&lt;br /&gt;
| 10000&lt;br /&gt;
|-&lt;br /&gt;
| Roller low&lt;br /&gt;
| 20000&lt;br /&gt;
|-&lt;br /&gt;
| Roller medium&lt;br /&gt;
| 30000&lt;br /&gt;
|-&lt;br /&gt;
| Roller high&lt;br /&gt;
| 40000&lt;br /&gt;
|-&lt;br /&gt;
| Roller Highest &lt;br /&gt;
| 50000&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note, again, that nearly all of these values are applied ''per tick'', rather than ''per tile''.  The exceptions are curves, which is 1k deceleration per direction change at the end of the tile, and rollers, which ''set'' the speed every tick. This makes rollers particularly useful in high-deceleration situations, such as underwater, but require that ''nearly every tile'' in such high-deceleration situations have a roller.&lt;br /&gt;
&lt;br /&gt;
A cart heading up a ramp can experience deceleration on multiple ticks, (and stays on the tile more ticks the slower it is going, resulting in greater deceleration,) and as such, a cart leaving a &amp;quot;Highest Speed&amp;quot; roller with 50k velocity will not be able to climb 10 consecutive straight ramps, since they are ''not'' &amp;quot;5k deceleration each&amp;quot;.  In fact, the first ramp not on a roller will be -15k velocity, and, depending slightly upon other factors of &amp;quot;remainder&amp;quot; x position, the second may completely cancel forward momentum, and send it rolling back down, where it will bounce off the roller repeatedly.  Using rollers to power carts up ramps reliably requires rollers every other un-rollered ramp.   Fortunately, rollers can be built upon ramps, themselves, which allows for rollers to only need to be built every other floor.  (Exploiting the [[#Checkpoint Effect|checkpoint effect]] can allow one to bypass this requirement.)&lt;br /&gt;
&lt;br /&gt;
There are two important speed values which affect carts' behaviour:&lt;br /&gt;
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&amp;quot;Derailing&amp;quot; can happen when a cart moves at speeds in excess of 50000 - carts will ignore track corners unless forced to obey them by walls or other obstacles blocking the straight path.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;shotgun&amp;quot; effect takes place when a collision changes a cart's movement speed by more than 55000: loaded carts subject to such a change eject their contents, which then keep on moving in a ballistic trajectory, in the direction and at the speed the cart had before the collision (with a small random vector added). This effect entirely rides on the amount of speed ''change'' - a speeding cart crashing into a wall can be subject to it just as well as a standing cart accelerated by a speedy cart smacking into it. It can even happen when two relatively slow-moving carts (down to speeds below 20000 in extreme cases) collide head-on.&lt;br /&gt;
&lt;br /&gt;
=== Sub-tile Positions and Velocity ===&lt;br /&gt;
Carts store six values that are unique to them.  Three sub-tile position values, and three velocity values.  (X, Y, and Z.)&lt;br /&gt;
&lt;br /&gt;
Note that the Z position and velocity only matter when a cart is in flight.  (See [[#Falling|Falling]] and [[#Cart Jumps|Cart Jumps]].)&lt;br /&gt;
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Each non-ramp tile is functionally composed of 100,000 individual minimal-length positions ''within'' the tile in both dimensions. When a cart has velocity, it is added or subtracted from the current position every tick, and then a friction force is applied to the cart.  &lt;br /&gt;
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In essence, every sub-tile position unit is a decimal value of a tile, 0.00001 tiles, in a game that largely prefers integer values.  &lt;br /&gt;
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The exact cart coordinates shown e.g. by a DFHack script must be rounded arithmetically (up or down to the nearest integer) to find the current tile: a cart in the centre of a tile will be at sub-tile zero in all directions, and it will cross into the next tile when subtile value is more than 50 000 higher or lower than the full number.&lt;br /&gt;
&lt;br /&gt;
When carts move beyond the borders of a tile, they physically move a tile on the map, and start at the far end of the sub-tile position the next tile. (I.E., traveling West, a cart that starts a tick 15,000 X away from the border and has an X velocity of -20,000 will move -5000 X past the adjacent border of the next tile in direction -X. It will also lose 10 velocity in that tick due to friction with the track if it is on a track, or 100 velocity if it is on regular ground, or no velocity if it is airborne.) &lt;br /&gt;
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Ramp tiles are longer, approximately 141,420{{cite forum|157627/0}} in the direction where it &amp;quot;slants downward&amp;quot;, (to approximate a 45 degree slope, it is square root of two times longer,) with a centre-to-border distance of 70,710.  Because of this, a cart with no velocity dropped from a hatch will land at the center of a tile, 70,710 away from the tile's borders in both directions, and will start rolling in the ramp's &amp;quot;downward&amp;quot; direction, picking up the ramp's acceleration (4890 per tick in the direction of the ramp's &amp;quot;downward&amp;quot; direction) every single tick, then moving that sub-tile amount every tick. (This results in a cart that takes 5 ticks of acceleration to leave its ramp - 6 ticks overall - and to leave the ramp with about 23k velocity, slightly more than a push.) When it enters another ramp ''facing the same direction downwards'', a cart will start at the -70710 or +70710 position, and have twice as far to travel.  This means that if a cart enters a ramp from the side, it will gain twice the momentum of simply starting at the midpoint of a ramp.  &lt;br /&gt;
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Note that passing from one direction of ramp to another or to flat terrain causes unintuitive behavior, &amp;quot;teleporting&amp;quot; to the end of another tile in what is called the &amp;quot;[[#Checkpoint Effect|checkpoint effect]]&amp;quot;.&lt;br /&gt;
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Note, however, that all sub-tile positions are carried over from tile-to-tile.  This separate tracking of velocity and position between X and Y can lead to problems with diagonal motion:&lt;br /&gt;
&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
z0  z-1&lt;br /&gt;
▒║▒ ▒▒▒&lt;br /&gt;
═▼═ ▒╬▒&lt;br /&gt;
▒ ▒ ▒║▒&lt;br /&gt;
▒   : Wall&lt;br /&gt;
═, ║ : Track &lt;br /&gt;
╬  : Track and Ramp&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
If a cart is passing West-to-East over this setup, the valid ramp to the South will apply &amp;quot;Southward&amp;quot; acceleration to the cart (-Y velocity) as it passes through the ramp tile.  Assuming it only spends two ticks in that tile, it will have gained a lasting -5k Y velocity, which will still apply motion Southward.  If the cart continues travelling over straight track for another ten steps, it will have accumulated enough Southward motion to try to move a tile South, even if all tracks are facing East-West. &lt;br /&gt;
&lt;br /&gt;
A single tile spent on the ramp will not grant lasting southward motion, because the acceleration will be neutralised through the checkpoint effect when the cart leaves the ramp again, but the cart will be displaced about 5k sub-tiles southward, which can cause it to gain more or less speed than an undisplaced cart when meeting another south- or north-accelerating ramp.&lt;br /&gt;
&lt;br /&gt;
'''Non-curving tracks do not correct this motion'''.  &lt;br /&gt;
&lt;br /&gt;
They don't &amp;quot;tip back over&amp;quot; without adjustments in the track.  Any value of sideways motion on tracks larger than 990 will lead to a derailment. (Lower values will be nullified by friction before they are enough to lead to derailment, but there is currently no way to apply such a small amount of velocity.)  &lt;br /&gt;
&lt;br /&gt;
If the tile to the South is a wall at that point, it will be considered a collision with a wall that ''halts all motion''.  If the tile is open, the cart will simply leave the track and travel over the terrain beside it. In almost any circumstance, this is undesirable behavior.  &lt;br /&gt;
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The only way to appropriately deal with this is to either cancel out this behavior with an equal amount of acceleration in the opposite direction, or to take a curve. &lt;br /&gt;
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Note, again, that sub-track position is saved in both directions, so when a cart approaches a curve, it will already have a shorter or longer distance past the curve when it makes the turn.  &lt;br /&gt;
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Curves are applied at the end of a tile.  If a cart is moving East, and approaches a North-West track corner at 30k velocity, and friction is eliminated for the purposes of a cleaner demonstration, then when it enters the tile on the western (X coordinate) border of the tile, but in a central North-South (Y) orientation (sub-tile -50k X and 0 Y due to arithmetic rounding), it will then move 30k East (+X) the next tick, and be at -20k X sub-tile position, and 0 Y sub-tile position.  Next tick, it is at +10k X sub-tile position, and 0k Y sub-tile position.  Two more ticks would take it to +70k X, but that's past the tile border, so it stops at 50k, turns (and thus loses 1k velocity, but translates the rest from X-velocity to Y-velocity) and travels another 20k.  It is now at 0k X sub-tile position, and -20k Y sub-tile position (i.e. it's re-set from the end to the middle of the tile with respect to the X co-ordinate).  Next tick, it travels at 29k velocity North, and so moves to 0k X sub-tile position, and +9k Y sub-tile position.  Then in two more turns, it leaves to the North.  &lt;br /&gt;
&lt;br /&gt;
In the case of diagonal motion due to having velocities in X and Y at the same time, it is critical which tile the cart actually tries to enter next. Only if the path into that tile is blocked by the corner branches will the cart take the corner and rewrite its velocity, otherwise it leaves the corner tile without changes to its motion. If the cart is redirected by the corner, all sideways velocity is lost, as forwards velocity ''overwrites'' sideways velocity in a curve.  If, in that example in the paragraph above, the cart entered at -50k X sub-tile position with 30k X velocity, and 40k Y sub-tile position and -1k Y velocity, it would take that &amp;quot;curve&amp;quot; (or rather, redirection of velocity) on the fourth turn, while it is at 37k Y sub-tile position to start with, and then move to -53k Y sub-tile position at the end of that tick.  It would then move to -26k Y sub-tile position in the following turn, and take 3 turns to clear the tile.&lt;br /&gt;
&lt;br /&gt;
But, most importantly, it would be centered in the X sub-tile position, and all sideways velocity is safely removed.&lt;br /&gt;
&lt;br /&gt;
There are two common ways to gain sideways velocity: Rollers facing perpendicular to the cart's travel path (which, as covered above, are almost always a bad idea, as it is easier to push ''against'' the travel direction of a cart into a curve, which redirects all velocity in the new direction,) and [[#Corner Ramp Derail|corner ramps]], and require a curved track to compensate for sideways velocity within a few tiles.&lt;br /&gt;
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=== Track Direction Irrelevance ===&lt;br /&gt;
Carts that are traveling independently, (that is, not guided,) only care that tracks ''are'' on the tile, not which direction the tracks actually move.  Tracks respect only curves (with two exits) and ramps.  &lt;br /&gt;
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This means, for example, that the following tracks, when a (non-guided) cart travels from West-to-East, are functionally identical in effect:&lt;br /&gt;
&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
A════════════B    A╬║╚╔╣╩╦╠╥╨╞╡B&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This is because so far as the cart is concerned, only valid ramps and curves with two exits where there is no exit in the path they are traveling matters.  &lt;br /&gt;
&lt;br /&gt;
Hence, if a minecart encounters the end of the track or a T junction with no &amp;quot;exit&amp;quot; in its movement direction, it will simply leave the track and continue on its course in a straight line until it encounters an obstacle, slows to a stop, or encounters another track even if the tile at which it joins the new track instantly sends it around a corner.&lt;br /&gt;
&lt;br /&gt;
In fact, in a track designed for pushes or rides, a &amp;quot;║&amp;quot;, a &amp;quot;╦&amp;quot;, a &amp;quot;╬&amp;quot;, and a &amp;quot;╥&amp;quot; are ''only different in appearance'', and are ignored by an unguided cart, which will continue in its current direction, regardless of the track.  For any purpose but guided tracks, ''only curves and ramps matter at all''.  &lt;br /&gt;
&lt;br /&gt;
Tracks like T-junctions, however, ''are'' respected by dwarves guiding carts, who will lift and carry carts if they cannot find a valid track to their destination, and can choose to follow any orthogonal direction at a four-way junction in much the same way as they normally pathfind.  What this functionally means is that T and four-way junctions ''only guide dwarves hauling a cart, not carts, themselves''.&lt;br /&gt;
&lt;br /&gt;
Carts only check for curves when they are halfway through a tile.  When they get there, they look to see if their path has no exit.  (That is, if it is traveling East, it checks if there is an East exit.) If there is, it ignores all other track directions, and keeps traveling.  If there is not, it checks to see if there are only two exits to the track, and if one of those directions was the direction it &amp;quot;came from&amp;quot;.  (That is, if traveling West from the East, it checks if there is a valid exit to the West, and if not, if there is an East exit and EITHER a North or South exit.) If there is not, it ignores the track anyway, and keeps on traveling as though it were still on track.  &lt;br /&gt;
&lt;br /&gt;
If there is a curve the cart will respect, it checks for derailment.  Carts derail if their speed is higher than 50k.  Carts at this critical speed will then check for blockages of their forward path.  If there is an obstacle to their path, which may be a wall or even furniture or buildings like a door, they will not derail and respect the curve, anyway.  Derailing carts do not &amp;quot;[[#Cart Jumps|jump]]&amp;quot; unless they hit completely untracked tile or an invalid ramp, but simply ignore the layout of the tracks entirely.  With invalid ramps, this means not respecting the ramp, and likely results in collision with a wall, zeroing of all velocity, and a cart that requires manual retrieval. &lt;br /&gt;
&lt;br /&gt;
If the cart is traveling at a speed that will not derail, or is forced to turn by a supporting wall, it will subtract 1000 from the &amp;quot;forwards&amp;quot; velocity of the cart, and redirect all forward velocity to the direction of the curve.  This change in the direction of velocity ''overwrites'' any &amp;quot;diagonal&amp;quot; velocity, which can prevent diagonal velocity derailments, but any perpendicular velocity is not preserved, and is instead discarded.&lt;br /&gt;
&lt;br /&gt;
=== Valid and Invalid Ramps ===&lt;br /&gt;
Ramps are functionally defined for cart purposes as being a tile which exerts an acceleration force upon its &amp;quot;downward slope&amp;quot;, and which allows connection to tracks a z-level above or below.  This downward slope requires a cart to have at least one track branch touching a wall tile and one ''and exactly one'' carved exit to the tile that is the &amp;quot;bottom&amp;quot; of the ramp. Ramps accelerate carts in this &amp;quot;downward&amp;quot; direction (possibly leading to [[#Corner Ramp Derail|diagonal movement]]), and the deceleration of an &amp;quot;uphill&amp;quot; ramp is actually just the acceleration being applied against the direction of a cart's movement.  &lt;br /&gt;
&lt;br /&gt;
This is where players can find an exploit in the behavior of ramps - if there are ''two'' &amp;quot;downhill&amp;quot; exits to a ramp (such as a &amp;quot;T junction&amp;quot; on a ramp where only one exit faces a wall), then the ramp provides no acceleration ''or'' deceleration, allowing carts to travel up ramps without any loss of momentum except for the standard &amp;quot;flat track&amp;quot; deceleration, because as far as the cart is concerned, the track ''is'' flat.  (A T junction is also not a curve, so the track is considered flat and straight no matter what direction the cart is traveling.) &lt;br /&gt;
&lt;br /&gt;
Similar effects can be achieved when there are ''no'' &amp;quot;downhill&amp;quot; exits to a ramp.  This may be the case if you have, for example, an East-West track with a one-tile channel with a ramp in it.  The cart will travel through the &amp;quot;dip&amp;quot; with no change in velocity.  It can also be the case if you abuse the [[#Track Direction Irrelevance|Track Direction Irrelevance]], and set only exits ''up'' the ramp, and none leading ''down'' the ramp.  For example, if a cart is traveling from West to East up a slope, only carving East exits on each tile of ramp will make the cart travel up the ramp, and then recognize the tile it is on as being a &amp;quot;flat&amp;quot; tile, thus ignoring any deceleration from traveling uphill.  &lt;br /&gt;
&lt;br /&gt;
Note that this effect only reliably occurs at below-derail speeds as the cart will treat the ramp as an invitation for a ramp jump otherwise. (This almost always results in a collision with a wall that will stop forward progress.)&lt;br /&gt;
&lt;br /&gt;
=== Falling ===&lt;br /&gt;
When falling, a minecart appears to cause no damage upon collision, possibly to allow cart &amp;quot;stacking&amp;quot; across Z-levels.{{cite devlog|2012|04|06}} A dwarf riding in a minecart that is dropped multiple z-levels suffers normal fall damage. Minecarts can fall through up/down stairs.&lt;br /&gt;
&lt;br /&gt;
While airborne, carts do not feel the effects of friction in any horizontal direction, and will continue until they strike an obstacle.  Carts that land on tracks instantly re-rail themselves regardless of track directionality.  &lt;br /&gt;
&lt;br /&gt;
Falling carts accelerate similarly to the way that a ramp will accelerate a cart in a special z-only velocity that only applies to airborne carts. (Actually, since a tile is notionally 1.5 times as high as it is wide/long, acceleration due to gravity in freefall appears slightly ''slower'' than ramp acceleration, since it has to move the cart (or any other object) a greater distance.) Ramp acceleration, while it logically should be partially z-directional, is only recorded as x- or y-directional, and there is no translation of z-directional velocity upon landing.  Landing carts zero out their vertical velocity upon landing, even when landing on ramps, although carts that had horizontal momentum while falling preserve it.&lt;br /&gt;
&lt;br /&gt;
This means a cart falling onto a track ramp is accelerated as if starting from the middle of the ramp - i.e. to the same speed, no matter how many Z-levels it was dropped, vertical velocity is negated. {{cite forum|144328/5701211}} As a consequence, the fall damage to passengers is also negated.&lt;br /&gt;
&lt;br /&gt;
Carts falling onto a floor can, however, cause damage to creatures ''one tile below the floor''.  This can be used in an [[exploit]] called a &amp;quot;thumper&amp;quot;, where carts are caused to repeatedly fall on a floor above an entrance to the fort, inflicting significant damage (as though it were a collision) on those below the cart.&lt;br /&gt;
&lt;br /&gt;
=== Cart Jumps ===&lt;br /&gt;
Carts that cross off of &amp;quot;up&amp;quot; ramps relative to their current direction of travel, which do not have a ceiling above them, are traveling above derail speed, and do not have valid ramp track before them can translate a portion of their horizontal velocity into vertical velocity, causing a cart to be projected into the air until vertical velocity is negated and overcome by the gravitational acceleration. Because downwards acceleration is applied per-tick, this creates a reasonable facsimile of the parabolic motion of an actual object rolled up a ramp and launched with significant speed. &lt;br /&gt;
&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
z0             z0 hiding ramps  z+1 A          z+1 B (hidden ramp)&lt;br /&gt;
▒▒▒▒▒▒▒▒▒▒▒▒   ▒▒▒▒▒▒▒▒▒▒▒▒     ▒▒▒▒▒▒▒▒▒▒▒▒     ▒▒▒▒▒▒▒▒▒▒▒▒&lt;br /&gt;
═▲▲▲▲▲══▲▒▲═   ═╚╚╚╚╚═══▒══      ▼▼▼▼▼  ▼═▼       ▼▼▼▼▼  ▼╚▼ &lt;br /&gt;
▒   : Wall&lt;br /&gt;
═ : track &lt;br /&gt;
▲  : Ramp&lt;br /&gt;
}}&lt;br /&gt;
In this diagram, if there is no ceiling above it, the track in z+1 A will launch its carts airborne when they travel across the ramp.  z+1 B (with a ramp on the tile on the hill) will not launch the cart.  The cart would also not be launched with ''any'' valid ramp, even if it does not travel in an appropriate direction, such as North/South (which the cart will ignore, as it is not a curve, anyway, although it may produce acceleration that may cause diagonal movement.) &lt;br /&gt;
&lt;br /&gt;
Carts that are traveling at derail velocity will also start &amp;quot;jumping&amp;quot; from the track if it hits an un-tracked tile, flying over and ignoring any tracks until it is ready to land.  Carts that land upon tracked tiles re-rail themselves, and clever designers use this feature to jump over curved track sections in one direction or another. (Retracting bridges over untracked tiles can cause jumps or not cause jumps depending upon the status of the bridge.)  Minecart speed must be carefully regulated to ensure reliability of jump length. &lt;br /&gt;
&lt;br /&gt;
Hitting untracked tiles at around 70k velocity creates a vertical component to acceleration that allows for jumps of around 6 (horizontal) tiles that do not actually leave the z-level the cart is on, but which do apply z-direction velocity on the cart, as per falling.&lt;br /&gt;
&lt;br /&gt;
Carts that approach a downward slope at a high enough velocity will also make a jump, (or rather, ignore the ramp and fly forwards) but will not do so if the [[#Checkpoint Effect|Checkpoint Effect]] is exploited through an impulse ramp before the actual downhill as the impulse ramp &amp;quot;tricks&amp;quot; the cart into thinking it has already started going downhill. &lt;br /&gt;
&lt;br /&gt;
=== Skipping ===&lt;br /&gt;
If a minecart is moving fast enough, it can skip over [[water]] or [[magma]], making splashes of [[mist]] (or [[magma mist]]) as it attempts to move on them horizontally. This horizontal movement is independent of the minecart and its content's [[weight]].&lt;br /&gt;
&lt;br /&gt;
Skipping causes significant friction on the cart, and even a cart going at max speed from ramps can only make about 50 tiles without requiring re-acceleration.  (Carts that decelerate enough that they do not trigger the skipping effect will, of course, sink.)&lt;br /&gt;
&lt;br /&gt;
=== Corner Ramp Derail ===&lt;br /&gt;
&lt;br /&gt;
Corners on upward ramps can cause diagonal movement, forcing a derail even if the cart has a wall next to it, which will force a stop when it touches a wall that forces dwarves to manually reset the cart.  &lt;br /&gt;
&lt;br /&gt;
This is caused by the fact that a cart, after turning the bend in the track and entering e.g. a flat tile, will be subject to the checkpoint effect which applies 5k acceleration opposed to the last amount of ramp acceleration it received. Since the cart has just passed a corner, this compensatory speed adjustment now goes to the &amp;quot;outside&amp;quot; of the corner and creates enough lateral velocity to carry the cart off the track after eleven steps. (Down corner ramps do not have this problem, as the downward direction is in line with the past-corner movement direction and the checkpoint effect works on the only remaining movement vector.) &lt;br /&gt;
&lt;br /&gt;
There are two fixes to this problem.  One is to simply not put corners on up ramps.  The other is to &amp;quot;cancel&amp;quot; the lateral speed after a cart has passed the ramp, either by sending the cart through another corner or by putting a high-friction track stop on the exit tile. In the latter case, the cart will lose 10000 speed in the desired direction, but the same speed loss will apply to the undesired lateral speed, nullifying it.&lt;br /&gt;
&lt;br /&gt;
=== Checkpoint Effect ===&lt;br /&gt;
The checkpoint effect, [http://www.bay12forums.com/smf/index.php?topic=144328.0 explained in depth by Larix], is an odd and highly exploitable feature of ramps where minecarts &amp;quot;teleport&amp;quot; through the next tile of track, ignoring nearly all minecart physics (except that they stop at all walls or other obstacles and only respect curves with no backing wall and invalid ramps if they are below derail speed) and passing through that tile in just a single tick, and to the very end of the next tile.&lt;br /&gt;
&lt;br /&gt;
This effect occurs when a cart leaves a downward ramp for any other direction of tile. (This includes ramps which accelerate in different directions, even a ramp which goes from accelerating East to accelerating North due to a bend in a chain of standard down ramps in a curve.) This allows, for example, two valid straight ramps directly next to one another with a cart dropped onto one or the other with no momentum to have the cart pick up acceleration going &amp;quot;down&amp;quot; the ramp as normal, but then flying up through the &amp;quot;up&amp;quot; ramp it travels into with no loss of momentum, as though it had come from an impulse ramp.  If the two ramps had at least one space of distance between them, and then a cart were dropped in, the cart would instead &amp;quot;rock&amp;quot; back and forth between the two ramps.  &lt;br /&gt;
&lt;br /&gt;
This seems to be because ramps have a slightly longer length than regular tiles - 141,420, rather than 100,000 distance. When this &amp;quot;snaps back&amp;quot; after a ramp, it seems to project the cart suddenly further along the track, making it jump a tile ahead even when otherwise moving at relatively low speeds.&lt;br /&gt;
&lt;br /&gt;
This [[bug]] is the cause of a ''wide array'' of unexpected behavior among people who do not take this bug into account.  It causes derailments or failure to climb up seemingly valid impulse elevators.  In general, it makes a system that behaves extremely counter-intuitively, and operates ''any time a cart encounters a valid ramp''.  At the same time, when its effect is accounted for, it is highly exploitable: It causes &amp;quot;perpetual motion devices&amp;quot; using no power when two opposing ramps are placed next to one another, since the &amp;quot;uphill&amp;quot; effect of the opposing ramp is ignored, preventing deceleration.&lt;br /&gt;
&lt;br /&gt;
Another useful thing to note about this exploit is that carts traveling at no less than 71,000 or so speed (enough to travel half a ramp tile in a single tick) can travel through every tile in just one tick at no change in velocity as long as the tiles alternate between impulse ramp or actual down ramp and any other tile type.  The cart checkpoints through the non-down-ramp tiles, and can pass through the (impulse) down ramp tiles in a single tick, before they can actually start gaining momentum.  &lt;br /&gt;
&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒    ▒▒▒▒▒▒▒▒▒▒ &lt;br /&gt;
═▲═▲═▲═▲═▲═   ═╚═╚═╚═╚═╚═ &lt;br /&gt;
▒   : Wall&lt;br /&gt;
  ═ : Normal track &lt;br /&gt;
▲/╚ : N/E Track/Ramp&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
If the cart enters from the West at less than 72,000 speed, some of those ramps will cause Eastward acceleration.  &lt;br /&gt;
&lt;br /&gt;
This means that an impulse ramp not contiguous to other impulse ramps has a top speed of around 75k:&lt;br /&gt;
&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
▒▒▒▒▒ ▒▒▒▒▒&lt;br /&gt;
▒╔═╗▒ ▒╔═╗▒&lt;br /&gt;
▒╚▲╝▒ ▒╚╗╝▒&lt;br /&gt;
▒▒▒▒▒ ▒▒▒▒▒&lt;br /&gt;
}}&lt;br /&gt;
This setup makes a cart that travels clockwise at a speed that fluctuates around 75k velocity.  If the cart has more than 72k velocity, it fails to accelerate in the ramp, as it leaves the ramp in a single turn due to checkpointing to the halfway point.  After that, the curves sap 1k velocity, and every tick saps 10 velocity.  &lt;br /&gt;
&lt;br /&gt;
Two contiguous impulse ramps with a same-facing &amp;quot;downwards slope&amp;quot;, however, do not suffer the checkpoint effect in the second tile, giving functionally triple the space to accelerate.  This means it will add velocity (at the standard rate of 4.9k per tick) up to a maximum speed of 216k. &lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
▒▒▒▒▒▒ ▒▒▒▒▒▒&lt;br /&gt;
▒╔══╗▒ ▒╔══╗▒&lt;br /&gt;
▒╚▲▲╝▒ ▒╚╗╗╝▒&lt;br /&gt;
▒▒▒▒▒▒ ▒▒▒▒▒▒&lt;br /&gt;
}}&lt;br /&gt;
This example results in a cart moving three times as fast as the previous cart.&lt;br /&gt;
&lt;br /&gt;
Three successive ramps results in the highest attainable speeds.&lt;br /&gt;
&lt;br /&gt;
In practical terms, this means that only consecutive ramps should be used for high acceleration, but singleton ramps can be used to have speeds that are somewhat regulated.&lt;br /&gt;
&lt;br /&gt;
=== Stacking ===&lt;br /&gt;
If a minecart lands on top of another minecart, they may form a stack, with the upper cart on the z-level above the lower. Subsequent carts do not form a stack, but rather quantum stockpile in the same space. This behaviour is useful for [[megaprojects]] and [[trap design]] with minecarts as the weaponry. Moderation should still be exercised: carts take longer to fall into a &amp;quot;stacking&amp;quot; tile already occupied by other carts and will spend that time &amp;quot;hanging&amp;quot; in the air above the stack. This can lead to following carts striking them, which can cause all kinds of malfunctions. The extra time is two game steps for every cart already in the stack, which doesn't hurt stacks of ten carts very much but makes stacks of 100+ rather impractical.&lt;br /&gt;
&lt;br /&gt;
These minecarts on the upper level generally need to be struck with another minecart to move out, or have their support removed. The latter option is safest done by shooting it away with another minecart, manual removal of a stack-supporting cart typically causes the next cart from the stack to [[fun|fall on top]] of the hauler.&lt;br /&gt;
&lt;br /&gt;
=== Perfectly Elastic Collisions ===&lt;br /&gt;
Minecart collisions are perfectly elastic, meaning that not only do minecarts not take damage, but that two carts that are rolling which have frontal collisions of near-similar speed, and where one cart is no more than twice the mass of the other cart, will result in a billiard-ball-like effect of the lighter cart bouncing off the heavier cart with a proportional speed increase dependent upon the relative momentum behind the heavier cart.  &lt;br /&gt;
&lt;br /&gt;
Using this trick with carts already at the 270,000 maximum speed from ramps can result in &amp;quot;supersonic&amp;quot; carts traveling at speeds in the millions (travelling a dozen tiles per tick), but where they are suddenly subject to 10,000 units of &amp;quot;terminal velocity&amp;quot; friction per tick.  [http://www.bay12forums.com/smf/index.php?topic=137557.0 Thread with SCIENCE here].&lt;br /&gt;
&lt;br /&gt;
While hypothetically capable of launching a minecart into orbit when used in conjunction with a ramp, no cargo can be contained in the launched cart, as the collisions will force ejections of the cargo.  Your &amp;quot;unwilling volunteer&amp;quot; [[goblin]] space pioneers will simply become paste underneath the wheels of an extreme high-speed cart.&lt;br /&gt;
&lt;br /&gt;
== Non-standard uses ==&lt;br /&gt;
Minecarts include some interesting characteristics that have motivated uses beyond hauling. They can be useful for creating fully-automated [[exploit|quantum stockpiles]], [[garbage disposal]]s, [[Water_wheel#Micro_Water_Reactor|water reactors]], and [[portable drain]]s. Storing perishable goods (meat, meals, etc.) inside a minecart appears to guard against rot and vermin.&lt;br /&gt;
Minecarts can be [[Trap_design#Minecarts|used as weapons]], or as (hopefully non-fatal) triggers to restart stalled [[healthcare]]. They can also  be used to time/control game events, either using a basic [[repeater]] or much more advanced [[minecart logic]].&lt;br /&gt;
Minecarts trigger [[pressure plate]]s, which means a trap can be designed to trigger when a thief attempts to steal a minecart.&lt;br /&gt;
A pressure plate can be used as automatic and more precise custom &amp;quot;launch when full enough&amp;quot; system - as long as weight of your minecarts stays the same. You cannot build a hatch or roller on the same tile, so launch by bumping with another cart. {{cite forum|15096/4580050}}&lt;br /&gt;
Dwarves riding minecarts can attack enemies within reach (which goes back to dev log). This applies to shooting, and they actually can hit targets while riding by.{{cite forum|109460/5266119}} Whether a minecart protects the rider and how it interacts with dodging is not known yet. Minecart riders can also [[Swimming#Minecart_training|train swimming]] and [[Megaprojects#Surveillance_Track|detect ambushers]].&lt;br /&gt;
&lt;br /&gt;
== Adventure mode ==&lt;br /&gt;
In addition to being used for hauling, minecarts can also be ridden in [[adventure mode]]. (Adapted from forum thread {{cite forum|122903/4258212}})&lt;br /&gt;
&lt;br /&gt;
# If the minecart is in your inventory, drop it. If it is already on the ground, proceed to step 2.&lt;br /&gt;
# Press {{k|u}} when you are 1 tile away from the minecart (or standing on the same tile as the minecart).&lt;br /&gt;
# You will be presented with the following options:&lt;br /&gt;
[[File:minecart adventure mode menu.png|left]]&lt;br /&gt;
{{clear}}&lt;br /&gt;
* If you {{DFtext|Push}} the minecart, it will move a few tiles in the direction you chose. Physics comes into play here, so it will gain/lose speed depending on the usual factors. &lt;br /&gt;
* If you {{DFtext|Ride}} the minecart, you will hop into the minecart, even if you were a tile away, and it will move in the chosen direction with you in it. It will gain/lose speed depending on the usual factors. Whilst the minecart is in motion, you should press {{k|.}} to skip your turn; if you attempt to move whilst the minecart is still in motion, the laws of physics come into play, and you will take [[wound|damage]]. However, it is currently possible to jump out of a moving minecart safely.{{bug|10104}} Alternatively, you can push the minecart whilst it's still in motion (although it's unclear how one can bend [[physics]] so as to push a moving minecart whilst inside the minecart). If you push it in the same direction you are already travelling in, you will greatly increase the minecart's velocity. You can also push it in different directions, and this will cause it to gradually change direction-the amount of pushes this requires depends on the minecart's velocity. Once the minecart has stopped moving, you may move out of it safely, or you may want to give it another push. Note that if you push a minecart right after having ridden it (still on the same tile as the minecart), it will act as though you chose to ''ride'' it.&lt;br /&gt;
* When the minecart is on a track, options appear to {{DFtext|Guide}} it in directions that the tracks lead. This moves the cart 1 tile in the direction it is guided. Guiding the cart is the only way to move a minecart from a maximum friction track stop (other than taking it into inventory.)&lt;br /&gt;
&lt;br /&gt;
Minecarts in adventure mode are not restricted by a lack of tracks. However, they are hindered by natural ramps. Attempting to go up a slope will lead up the cart slamming into the wall. The good news is you'll make it over the ramp. The bad news is you likely won't stick the landing.&lt;br /&gt;
&lt;br /&gt;
Note that while carts are a powerful weapon if heavy and fast enough, they have their limits, and a collision can sharply reduce the speed of a cart depending on what you hit, potentially enough to eject the rider. Trying to run over a human will send them flying, while trying to ram a dragon will not end well.&lt;br /&gt;
&lt;br /&gt;
If you want to test this out without creating an adventurer, the [[object testing arena]] allows you to spawn minecarts ({{k|k}}-{{k|c}}-{{k|n}})&lt;br /&gt;
&lt;br /&gt;
== Forging and Melting ==&lt;br /&gt;
* Metal minecarts cost '''two''' [[metal]] bars to forge, or '''six''' [[adamantine]] wafers. &lt;br /&gt;
* When a non-adamantine metal minecart is melted down, it will return '''1.8''' metal bars, for an '''efficiency of 90%'''.&lt;br /&gt;
* When an adamantine minecart is melted down, it will produce '''1.8''' wafers, for an '''efficiency of 30%'''.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [http://www.bay12forums.com/smf/index.php?topic=109460.0 The &amp;quot;How Does Minecart&amp;quot; Thread] by '''Girlinhat''' et al.&lt;br /&gt;
* [http://www.bay12forums.com/smf/index.php?topic=112831.0 SCIENCE: Quantifying minecart physics] by '''Snaake''' et al.&lt;br /&gt;
* [http://www.bay12forums.com/smf/index.php?topic=129676.0 How to build a Multi-cart Ore to Magma Minecart Project without needing power] by '''WanderingKid'''.&lt;br /&gt;
* [http://www.bay12forums.com/smf/index.php?topic=144328.0 My very own Minecart Education Thread. Ten Lessons, now complete.] by '''Larix'''.&lt;br /&gt;
* [https://www.youtube.com/watch?v=hctG2dQzHwg Real-life railcarts/conveyor hybrid] which uses similar mechanics.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
*A dwarf will drop her [[child|baby]], if she has one, when boarding a minecart set to be ridden.&lt;br /&gt;
*Dwarves have no concept of traffic safety and will walk into busy minecart lines to retrieve objects, often with deadly consequences. This is especially problematic in [[Swimming#Minecart_training|clever applications]] depending on dwarves riding the carts very frequently, because they have a bad habit of dumping their worn clothes on the tracks after a minecart ride. Adding an automatically-operated [[hatch cover]] at the end of such a ride can help prevent [[unfortunate accident]]s.&lt;br /&gt;
*Dwarves cannot guide a minecart through an unlocked door unless another dwarf opens the door.{{bug|6056}}&lt;br /&gt;
*It is possible for a creature and minecart moving towards each other to pass without collision if they exchange tiles in the same tick.&lt;br /&gt;
*After a minecart ride, a dwarf will sometimes haul the minecart to a storage stockpile, leaving another dwarf to haul the vehicle back to the route.&lt;br /&gt;
*Minecarts falling onto a floor injure creatures in the tile below the floor.{{bug|6068}}&lt;br /&gt;
*If a minecart travelling at high speed hits a wall, it and its contents may go through the wall, or even end up embedded in it.{{bug|5996}}&lt;br /&gt;
*A minecart's initial velocity is not affected by weight, when pushed or launched from rollers.{{bug|6296}}&lt;br /&gt;
*Removing a stop that has a vehicle waiting on it may cause the game to crash.{{bug|5980}}&lt;br /&gt;
*Jumping out of a minecart in motion does not lead to injury.{{bug|10104}}&lt;br /&gt;
&lt;br /&gt;
{{Gamedata|{{raw|DF2014:item_tool.txt|ITEM_TOOL|ITEM_TOOL_MINECART}}}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Fortress mode}}&lt;br /&gt;
{{Category|Interface}}&lt;br /&gt;
&lt;br /&gt;
[[ru:Minecart]]&lt;/div&gt;</summary>
		<author><name>Benderdragon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Exploit&amp;diff=253639</id>
		<title>Exploit</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Exploit&amp;diff=253639"/>
		<updated>2020-06-26T22:50:51Z</updated>

		<summary type="html">&lt;p&gt;Benderdragon: grammar&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|05:12, 17 May 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
An '''exploit''' is a quirk of a game that allows players to gain what other players may consider an unfair advantage, usually by making use of a feature that is not working properly or which defies logic. 'Exploiting the game' is distinct from '[[cheating]]' because exploits occur within the game as written and do not need any external [[utilities]] or [[modding]]. Whether a player chooses to make use of an exploit or not depends on their personal taste; given that ''[[Dwarf Fortress]]'' is a single-player game, the user alone can decide what liberties to take and what options to shun. Among DF players, there is much discussion about what actually should be considered an exploit, ranging from making [[dwarven syrup]] instead of [[dwarven sugar]], growing crops in winter, or even underground, at the one extreme, to justifying 'water wheel batteries' at the other. This page takes a rather relaxed approach in that you considering it an exploit is basically enough to add it, if you don't get too much opposition.&lt;br /&gt;
&lt;br /&gt;
= Fortress mode exploits =&lt;br /&gt;
&lt;br /&gt;
== Atom smasher ==&lt;br /&gt;
{{main|Dwarven atom smasher}}&lt;br /&gt;
Lowering a raised [[drawbridge]] can be used to obliterate most creatures or items beneath it. The drawbridge will be destroyed if it is used to crush a creature larger than 1,200,000 cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==Manager exercise program==&lt;br /&gt;
As a [[manager]], skill is gained as tasks are ''approved'', not completed. Simply by queuing lots of jobs ({{key|j}} {{key|m}} {{key|q}}) (and providing a meager office), the manager will quickly level to [[legendary]] as an [[Organizer]]. The tasks can then be removed once approved.&lt;br /&gt;
&lt;br /&gt;
==Merchant swindles==&lt;br /&gt;
There are a variety of ways to steal cargo from [[merchant]]s. All amount to naked theft, and the civilization responsible for the caravan will recognize this. Merchants will consider any lost goods to be stolen goods regardless of the method used to take possession of or destroy them (Verification: See [[40d:Trading#Note_that_the_civ|the 40d page]] and [http://www.bay12forums.com/smf/index.php?topic=43771.msg829692#msg829692 This forum post]). So unless you specifically want to take the clothing off the backs of the merchants or steal from your own civ, you might as well just seize the goods anyway.&lt;br /&gt;
&lt;br /&gt;
* [[DF2014:Trading#Seizing_items|Seizing goods via the trade dialog]] is most straightforward way to select specific items to steal; but there are more entertaining methods detailed below.&lt;br /&gt;
&lt;br /&gt;
* Tearing down the [[trade depot]] while the merchants are there is the easiest way to seize all merchant goods at once.&lt;br /&gt;
&lt;br /&gt;
* Marking items for [[dump]]ing, using view creature mode ({{key|v}}), the stocks menu ({{key|z}}), items in room mode ({{key|t}}), or mass dump mode ({{key|d}})-({{key|b}})-({{key|d}}) then marking the entire depot, lets you relieve merchants of their goods. Just reclaim the items from your garbage dump [[zone]] later. You can even take clothing and equipment off merchant and guards this way.&lt;br /&gt;
&lt;br /&gt;
* You can make a wall around the merchants (and even the poor animals) and let them starve to death, letting you take whatever you want. Wait quite a while for them to starve. They will become [[Insanity|very angry]] if you do, so never open the door once they are on the brink of death.&lt;br /&gt;
&lt;br /&gt;
== Quantum stockpiles ==&lt;br /&gt;
{{main|Quantum stockpile}}&lt;br /&gt;
A quantum stockpile (QSP) allows you to store an infinite number of items in a single tile. QSPs can make for super efficient storage, allowing more compact fortresses, shorter hauling routes, more efficient manufacturing flows, stocktaking at a glance with look {{K|k}} and [http://www.bay12forums.com/smf/index.php?topic=92241.msg3276117#msg3276117 possibly higher FPS].&lt;br /&gt;
&lt;br /&gt;
== Building destroyer door ==&lt;br /&gt;
Forbid something a dwarf is carrying as he goes through a door, and he'll drop it. The door won't close and won't stop any normal creature from going through, but building destroyers seem to stop in their tracks, waiting for it to close before moving on. Note: your civilians can pass the creature safely, but attacking it cancels your protection. {{Verify}}&lt;br /&gt;
&lt;br /&gt;
== HFS's back door ==&lt;br /&gt;
{{main|Semi-molten rock#Tunnelling down through multiple layers of Semi-molten rock|l1=Semi-molten rock § Tunnelling down through multiple layers of Semi-molten rock}}&lt;br /&gt;
There's a convoluted way to dig down through [[semi-molten rock]] and evade the head-on encounter with [[hidden fun stuff]]. Doing this can enable you to, among other things, mine undiggable [[slade]] and duplicate rare minerals. See the page [[semi-molten rock]] for details.&lt;br /&gt;
&lt;br /&gt;
== Forgotten beast zoo ==&lt;br /&gt;
Wall off all the passageways into your lowest level at the outermost square of the map - except one, which leads to a little vestibule surrounded by fortifications. Wave hello to the various ungainly &amp;quot;[[forgotten beast]]s&amp;quot; which accumulate inside.&lt;br /&gt;
&lt;br /&gt;
Alternatively, by using a [[giant cave spider]] or web-spewing forgotten beast to place [[web]]s on cage traps you can capture and display non-web-spewing forgotten beasts, titans, and more. &lt;br /&gt;
&lt;br /&gt;
== Dwarven water reactor ==&lt;br /&gt;
{{main|Water wheel#Perpetual motion|l1=Water wheel § Perpetual motion}}&lt;br /&gt;
A [[screw pump]] requires 10 power to move water; a [[water wheel]] supplies 100 power if it's got water moving it. Arrange the former to feed the latter, while the latter powers the former, and you can get [[Water wheel#Perpetual motion|perpetual motion]] going - with a surplus of [[power]] available.&lt;br /&gt;
&lt;br /&gt;
== And we'll throw in the barrel or bag for free ==&lt;br /&gt;
On [[embark]], buying things which are stored in [[barrel]]s gets the barrel for free, with at most 10 items per barrel, so, for example, the 15 units of randomly chosen [[meat]] which come with the default supplies will get you two free barrels, one completely filled with 10 units of meat and one half filled with 5 units of meat; you get another two free barrels from the 15 units of randomly chosen [[Creature#Aquatic|fish]]. You can get rid of all of that food, then for the same cost select one unit each of meat from 30 different kinds of animals, giving you 30 free barrels instead of only 4, since each different kind of animal meat is put in its own barrel. Note that different types of meat from the same kind of animal goes into a single barrel, so choosing 1 yak brain + 1 yak eye + 1 yak spleen will get you only one free barrel instead of three.&lt;br /&gt;
&lt;br /&gt;
The same thing goes for things stored in [[bag]]s. Each unit of [[sand]] comes in its own bag, and since each unit of sand costs only 1 embark point while bags cost a minimum of 10 embark points each, you can get bags for ten times cheaper by buying sand, then [[dumping]] out the sand after embark.&lt;br /&gt;
&lt;br /&gt;
== Infinite metal ==&lt;br /&gt;
Because one bar of metal produces 25 bolts, and a single bolt can be melted to 0.1 bars of metal, you can create unlimited adamantine wafers in your fortress using a [[Stupid_dwarf_trick#Bolt_Splitting_Operation|clever setup]] with marksdwarves to separate the stacks of adamantine bolts into single bolts. See this [http://www.bay12forums.com/smf/index.php?topic=51423.0 forum thread] for more details.&lt;br /&gt;
&lt;br /&gt;
Weapon traps filled with crossbows will be loaded with individual bolts (10 per crossbow). Bolts cannot be designated to melt while loaded in the trap. It requires deconstruction of the trap. The components will scatter on deconstruction so surrounding the trap with an ammo stockpile set to links only and using dfhack automelt can semi-automate the process. Any metal components of the trap may also be melted. &lt;br /&gt;
&lt;br /&gt;
Coins may also be split at a [[trade depot]] and melted down individually for up to a 50x return. Mint a stack of coins, then trade it to a caravan. You can then buy the stack back in pieces, and each individual smaller stack will melt and produce .1 bars. One bar produces 500 coins, but splitting it into stacks of 1 coin each would create 500 melt jobs, producing 50 bars in return. The process is discussed in greater detail, both with and without use of macros on this [http://www.bay12forums.com/smf/index.php?topic=111680.0 forum thread]. While potentially time consuming, this new method both results in far more bars produced per stack (potentially a net profit of 49 bars instead of 1.5), and can duplicate any metal, not just military ones while simultaneously training your broker. Combined with a magma smelter and properly written macros, this method turns a smelter into a free metal generator. Those who are less patient may instead opt to simply melt the coin stacks immediately after they are minted - while this yields only a 10% gain, it is far less time-consuming.&lt;br /&gt;
&lt;br /&gt;
Recent Dwarven !!SCIENCE!! has shown that certain visitors react badly to being trapped in a vault of treasure and can be used to [https://www.reddit.com/r/dwarffortress/comments/fql316/infinite_adamantine_using_elf_labor/ rapidly split stacks of coins]. Be careful what you wish for.&lt;br /&gt;
&lt;br /&gt;
For multiplying weapons/armor-grade metals, forging and melting giant axe blades, large serrated discs, and leggings will yield a 50% gain per item; note that this does ''not'' work with adamantine, since adamantine goods require 3 times as many wafers, instead leading to a 70% loss per item.&lt;br /&gt;
&lt;br /&gt;
See the [[Melt item]] article for the best yields when melting down items made of mundane metals for the current version.&lt;br /&gt;
&lt;br /&gt;
== Quick trade goods ==&lt;br /&gt;
Since [[trap component#spiked ball|spiked balls]] have an extremely high base [[item value]] of ''126'', they can be produced ''en masse'' from cheap [[wood]] or other materials and sold off to unsuspecting merchants. This makes for quick cash in any fortress that has a skilled carpenter and an excess of wood on hand.  Furthermore, raw [[clay]] can be bought from the traders for under 5 value, and a [[ceramic industry|potter]] can create a single masterwork with 1,200-2,000 (earthenware and stoneware, respectively). Although not as lucrative as prepared meals, the raw clay that traders often bring is heavy (120-230). Buying their clay can reduce their wagon weight, and allow you to sell more goods to them. &lt;br /&gt;
&lt;br /&gt;
In fact, any [[trap component]]s make extremely high-value trade goods, especially since metal components require only 1 [[bar]]. (They also increase the [[value]] of [[noble]]s' rooms, and are useful in defense.)&lt;br /&gt;
&lt;br /&gt;
[[Prepared meal]]s can be quick and valuable trade goods. Purchase an abundance of raw food when the traders arrive, and set your [[kitchen]] to work cooking that food into lavish meals. Then haul the stacks of meals back to the depot and trade them for whatever supplies you really want. The caravan will buy back meals composed of their own ingredients at 25x to 100x their initial value.&lt;br /&gt;
&lt;br /&gt;
Single task [[instruments]] can also be a very lucrative business, although glass instruments have lower gains.&lt;br /&gt;
&lt;br /&gt;
== Silk farm ==&lt;br /&gt;
{{main|Silk farming}}&lt;br /&gt;
A silk farm can serve as a safe and endless source of silk thread from [[giant cave spider]]s or other [[forgotten beast|web-spewing beasts]]. Its essence is a room with a &amp;quot;bait&amp;quot; creature separated from a web-spewing creature by fortifications. The webber will attempt to attack the &amp;quot;bait&amp;quot; by shooting [[web]]s through the fortifications. Weavers can collect the webs as silk thread and create silk cloth.&lt;br /&gt;
&lt;br /&gt;
== Dwarven road-dar ==&lt;br /&gt;
Dwarven radar is a handy way of checking for caverns and other special features using the [[farm plot]]s, paved [[road]]s, and [[activity zone]]s. Know where the caverns are before you designate your carefully planned, fully symmetric living quarters!&lt;br /&gt;
&lt;br /&gt;
For more details, see the [http://www.bay12forums.com/smf/index.php?topic=93694.0 forum thread].&lt;br /&gt;
&lt;br /&gt;
== Danger room ==&lt;br /&gt;
{{Main|Danger room}}&lt;br /&gt;
An [[Trap#Upright Spear/Spike|upright spike trap]] full of non-masterwork training spears (''not'' menacing spikes or metal spears, or even [[elf|elven]] wooden spears) is linked to a [[lever]], which is pulled repeatedly. Dwarves are stationed on the trap. The dwarves quickly learn how to dodge, block and parry these &amp;quot;attacks&amp;quot;, gaining [[combat skill]]s much more quickly than through normal [[training]]. Unless they die.&lt;br /&gt;
&lt;br /&gt;
This exploit does not work in the current version.{{version|0.43.04}}&lt;br /&gt;
&lt;br /&gt;
== Coinstar room ==&lt;br /&gt;
{{Main|Danger room#Coinstar room|l1=Danger room § Coinstar room}}&lt;br /&gt;
A coinstar or popcorn room trains [[armor user]] skills via repeated (unblockable/undodgeable) impacts of various small objects such as [[coin]]s, [[seed]]s, [[sock]]s, [[leaves]], or other small, light objects. Channel a 1x2 trench (leaving ramps), and build two 1x1 '''retracting''' bridges on the bottom of the trench. Connect the bridges to a lever. Add coins (stacks of 15 or smaller are 100% safe) and dwarves.&lt;br /&gt;
&lt;br /&gt;
This exploit does not work in the current version.{{version|0.43.04}}&lt;br /&gt;
&lt;br /&gt;
== Wildlife control ==&lt;br /&gt;
Wild animals will not spawn when a certain number of them are still present on the map (2 for default 4x4 embark, for larger sites it's higher). This works also for cavern creatures (each cavern independently), or even for roaming [[HFS]] denizens, and can be exploited to prevent new creatures from a particular layer from spawning. Capture enough wild creatures in [[cage trap]]s, and release them somewhere they couldn't escape from. As long as they're there, no more beasts will show up. Note that thieving and [[gremlin|mischievous]] creatures are an exception to this, as their arrival is timed and unaffected by the number of other wildlife.&lt;br /&gt;
&lt;br /&gt;
== Portable drain ==&lt;br /&gt;
Due to buggy [[minecart]] interactions, a minecart on a [[Minecart#Track_Stops|track stop]] set to dump into a wall tile will constantly fill and empty, removing large amounts of liquid from the game. This is generally much more convenient than digging a tunnel and carving a fortification at the edge of the map. The effect can be controlled by linking a [[lever]] to the track stop (or by adding/removing the minecart in some manner). The portable drain will only reduce the fluid in its tile to below the minimum necessary to fill the cart (6/7); the remaining fluid will need to be dealt with in some other fashion. &lt;br /&gt;
&lt;br /&gt;
([http://www.bay12forums.com/smf/index.php?topic=154537.msg6657752#msg6657752 original forum post])&lt;br /&gt;
&lt;br /&gt;
== Dwarven rocket elevator  ==&lt;br /&gt;
By exploiting quirks in dwarven physics, minecarts can be accelerated without an external power source (beyond an initial push) to travel independently, or to ascend dozens of Z levels upwards very quickly. Details at [[DF2014:Minecart#Impulse_ramps]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Infinite layer stone without magma ==&lt;br /&gt;
&lt;br /&gt;
Constructed walls can be designated for both fortification carving and deconstruction. When the latter designation is completed, the former is kept. When the former is completed after that, stone floor becomes a natural stone fortification. This makes a cycle for infinite stone:&lt;br /&gt;
&lt;br /&gt;
Stone floor → Build Constructed Wall → Designate for removal and fortification carving → Deconstruct → Stone Floor (still designated as fortification) → Stone fortification → Dug out, stone floor + free stone boulder.&lt;br /&gt;
&lt;br /&gt;
Using this, one can also retrieve stone from surface boulders, though as deconstruction leaves behind layer stone it will not duplicate adamantine or anything else. Soil gets carved, but remains as a floor, thus providing no gain.&lt;br /&gt;
&lt;br /&gt;
([http://www.bay12forums.com/smf/index.php?topic=145317.msg8091746#msg8091746 Original forum post])&lt;br /&gt;
&lt;br /&gt;
= Adventure mode exploits =&lt;br /&gt;
&lt;br /&gt;
== Urist McAdventurer the shield-wall ==&lt;br /&gt;
Adventurers are not limited in the number of items they can hold in their hands, allowing them to equip a virtually unlimited number of shields or bucklers with little effect to the adventurer's performance. This offers multiple chances to block attacks (vastly reducing the number that cause damage) and quickly trains up the shield user skill, further increasing the effectiveness of those shields. There is an indirect limit on how many shields you can equip based on how the total weight of your adventurer's items affects your speed, but the tradeoff between wearing a dozen (or more) shields is well worth the minor reduction in speed.&lt;br /&gt;
&lt;br /&gt;
The current version has made this exploit more complicated due to the ability to holster/draw weapons and shields, which is needed for [[climber|climbing]] and to avoid hostility from local guards. While an infinite number of weapons or shields can be strapped to your body, only the first two such items will be drawn, requiring a free hand for each. Retrieving multiple shields after unequipping them requires manually drawing each individual shield.&lt;br /&gt;
&lt;br /&gt;
== Infinite drink ==&lt;br /&gt;
One's thirst can be quenched indefinitely by emptying a waterskin when you only have 1 unit of liquid left, and refilling it from the pool that forms; giving you 3 units of drink. This is especially useful if you managed to find alcohol and fill the waterskin with some, as alcohol never freezes in cold weather.&lt;br /&gt;
&lt;br /&gt;
== Backpack of holding ==&lt;br /&gt;
In adventurer mode, if you try to pick something up while both your hands are already holding something, it'll go straight in your backpack, even if it would not have fit had you first picked it up and then tried to put it inside. That means you can stuff as much as you want into your backpack - it will still affect your weight and speed, however.&lt;br /&gt;
&lt;br /&gt;
{{Category|Game}}&lt;br /&gt;
[[ru:Exploit]]&lt;/div&gt;</summary>
		<author><name>Benderdragon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Personality_facet&amp;diff=253638</id>
		<title>Personality facet</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Personality_facet&amp;diff=253638"/>
		<updated>2020-06-26T22:45:56Z</updated>

		<summary type="html">&lt;p&gt;Benderdragon: grammar/style&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|16:12, 23 August 2014 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
__FORCETOC__&lt;br /&gt;
'''Personality traits''', or just '''personalities''', are made up of beliefs, goals, and facets, distinct from [[attributes]]. In general, personality traits do not have as important a gameplay effect as attributes, though many of the gameplay effects of personality traits are as yet unknown.&lt;br /&gt;
&lt;br /&gt;
Personality traits are shown in a dwarf's [[thoughts and preferences]] description page, which can be accessed by {{k|v}}iewing that dwarf then {{k|p}}, {{k|z}}, {{k|Enter}}, or from the {{k|u}}nit menu with {{k|v}}iew, {{k|Enter}}.&lt;br /&gt;
&lt;br /&gt;
'''Beliefs''' are what a creature values; examples include things like [[Personality_trait#TRADITION|tradition]] (&amp;quot;He holds the maintenance of tradition as one of the highest ideals&amp;quot;), [[Personality_trait#COOPERATION|cooperation]] (&amp;quot;...is thoroughly disgusted by cooperation&amp;quot;), and [[Personality_trait#SACRIFICE|sacrifice]] (&amp;quot;...believes that those who sacrifice for others should be deeply respected&amp;quot;), but '''personality facets''', on the other hand, are how a creature acts. So, an especially [[Personality_trait#ANGER_PROPENSITY|angry]] dwarf would have &amp;quot;He is in a constant state of internal rage&amp;quot;, and one with low [[Personality_trait#ALTRUISM|altruism]] would have &amp;quot;She feels helping others is an imposition on her time&amp;quot;. Beliefs and facets are capable of conflicting, but this doesn't mean they are incompatible. For instance, it's possible a dwarf will deeply value [[Personality_trait#ROMANCE|romance]] even though one of their personality facets prevents him/her from [[Personality_trait#LOVE_PROPENSITY|forming romantic bonds]]. This particular combination would show up in the thoughts and preferences screen as &amp;quot;He never falls in love or develops positive feelings toward anything, and he is bothered by this since he sees romance as one of the highest ideals&amp;quot;. (Goals, however, are [[DF2014:Personality_trait#Goals|described below]]).&lt;br /&gt;
&lt;br /&gt;
{{DFtext|She personally values romance, finds maintaining decorum a silly, fumbling waste of time, values tranquility and a peaceful day and doesn't care about art one way or another.|3:1}}&lt;br /&gt;
&lt;br /&gt;
==Beliefs==&lt;br /&gt;
Each belief has a range from −50 to 50. The value triggers a report in &amp;quot;thoughts and preferences&amp;quot; depending on where it falls in these seven levels:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Value range !! Values in range !! Probability !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| +41 to +50 || 10 || 0.4%  || Highest&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || 15 || 2%    || Very High&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || 15 || 8.5%  || High&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || 21 || 78%   || Neutral&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || 15 || 8.5%  || Low&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || 15 || 2%    || Very Low&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || 10 || 0.4%  || Lowest&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Beliefs are also influenced by cultural values via the use of the VALUE [[entity token]]. For example, dwarven civilizations hold craftsdwarfship in the highest regard, whereas goblins hold the ideas of fairness and sacrifice in utter disdain. If an individual dwarf's belief differs significantly from the civilization's beliefs, then that belief gets highlighted in cyan in the thought and personality screen. Beliefs, along with facets, dictate [[need]]s and the frequency in which they need to be fulfilled before the focus of the dwarf/adventurer is negatively impacted.&lt;br /&gt;
&lt;br /&gt;
Beliefs can be changed through successful arguments. In adventure mode, this can be used to change the core beliefs of your adventurer (and by proxy some of your needs). Since you can argue for beliefs you don't actually hold, you can convince a person of a belief you want to hold, get into another argument over said belief, and acquiesce to their (new) position. Note that facets cannot be changed in this way, although they may be subject to changing due to events that happen in your adventure.{{verify}}&lt;br /&gt;
&lt;br /&gt;
Certain beliefs can conflict with personality facets — see below.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Topic&lt;br /&gt;
! style=&amp;quot;width:7em&amp;quot;| Value !! Description !! Effects&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|LAW}}&lt;br /&gt;
| +41 to +50 || is an absolute believer in the rule of law&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || has a great deal of respect for the law&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || respects the law&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || doesn't feel strongly about the law&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || does not respect the law&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || disdains the law&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || finds the idea of laws abhorrent&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|LOYALTY}}&lt;br /&gt;
| +41 to +50 || has the highest regard for loyalty&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || greatly prizes loyalty&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || values loyalty&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || doesn't particularly value loyalty&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || views loyalty unfavorably&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || disdains loyalty&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || is disgusted by the idea of loyalty&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|FAMILY}}&lt;br /&gt;
| +41 to +50 || sees family as one of the most important things in life&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || values family greatly&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || values family&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || does not care about family one way or the other&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || is put off by family&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || lacks any respect for family&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || finds the idea of family loathsome&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|FRIENDSHIP}}&lt;br /&gt;
| +41 to +50 || believes friendship is a key to the ideal life&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || sees friendship as one of the finer things in life&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || thinks friendship is important&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || does not care about friendship&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || finds friendship burdensome&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || is completely put off by the idea of friends&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || finds the whole idea of friendship disgusting&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|POWER}}&lt;br /&gt;
| +41 to +50 || believes that the acquisition of power over others is the ideal goal in life and worthy of the highest respect&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || sees power over others as something to strive for&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || respects power&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || doesn't find power particularly praiseworthy&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || has a negative view of those who exercise power over others&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || hates those who wield power over others&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || finds the acquisition and use of power abhorrent and would have all masters toppled&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|TRUTH}}&lt;br /&gt;
| +41 to +50 || believes the truth is inviolable regardless of the cost&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || believes that honesty is a high ideal&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || values honesty&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || does not particularly value the truth&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || finds blind honesty foolish&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || sees lying as an important means to an end&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || is repelled by the idea of honesty and lies without compunction&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|CUNNING}}&lt;br /&gt;
| +41 to +50 || holds well-laid plans and shrewd deceptions in the highest regard&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || greatly respects the shrewd and guileful&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || values cunning&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || does not really value cunning and guile&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || sees guile and cunning as indirect and somewhat worthless&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || holds shrewd and crafty individuals in the lowest esteem&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || is utterly disgusted by guile and cunning&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|ELOQUENCE}}&lt;br /&gt;
| +41 to +50 || believes that artful speech and eloquent expression are of the highest ideals&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || deeply respects eloquent speakers&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || values eloquence&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || doesn't value eloquence so much&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || finds eloquence and artful speech off-putting&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || finds [him/her]self somewhat disgusted with eloquent speakers&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || sees artful speech and eloquence as a wasteful form of deliberate deception and treats it as such&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|FAIRNESS}}&lt;br /&gt;
| +41 to +50 || holds fairness as one of the highest ideals and despises cheating of any kind&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || has great respect for fairness&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || respects fair-dealing and fair-play&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || does not care about fairness&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || sees life as unfair and doesn't mind it that way&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || finds the idea of fair-dealing foolish and cheats when [he/she] finds it profitable&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || is disgusted by the idea of fairness and will freely cheat anybody at any time&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|DECORUM}}&lt;br /&gt;
| +41 to +50 || views decorum as a high ideal and is deeply offended by those that fail to maintain it&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || greatly respects those that observe decorum and maintain their dignity&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || values decorum, dignity and proper behavior&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || doesn't care very much about decorum&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || finds maintaining decorum a silly, fumbling waste of time&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || sees those that attempt to maintain dignified and proper behavior as vain and offensive&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || is affronted by the whole notion of maintaining decorum and finds so-called dignified people disgusting&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|TRADITION}}&lt;br /&gt;
| +41 to +50 || holds the maintenance of tradition as one of the highest ideals&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || is a firm believer in the value of tradition&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || values tradition&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || doesn't have any strong feelings about tradition&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || disregards tradition&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || finds the following of tradition foolish and limiting&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || is disgusted by tradition and would flout any [he/she] encounters if given a chance&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|ARTWORK}}&lt;br /&gt;
| +41 to +50 || believes that the creation and appreciation of artwork is one of the highest ideals&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || greatly respects artists and their works&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || values artwork&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || doesn't care about art one way or another&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || finds artwork boring&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || sees the whole pursuit of art as silly&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || finds art offensive and would have it destroyed whenever possible&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|COOPERATION}}&lt;br /&gt;
| +41 to +50 || places cooperation as one of the highest ideals&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || sees cooperation as very important in life&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || values cooperation&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || doesn't see cooperation as valuable&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || dislikes cooperation&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || views cooperation as a low ideal not worthy of any respect&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || is thoroughly disgusted by cooperation&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|INDEPENDENCE}}&lt;br /&gt;
| +41 to +50 || believes that freedom and independence are completely non-negotiable and would fight to defend them&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || treasures independence&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || values independence&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || doesn't really value independence one way or another&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || finds the ideas of independence and freedom somewhat foolish&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || sees freedom and independence as completely worthless&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || hates freedom and would crush the independent spirit wherever it is found&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|STOICISM}}&lt;br /&gt;
| +41 to +50 || views any show of emotion as offensive&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || thinks it is of the utmost importance to present a bold face and never grouse, complain or even show emotion&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || believes it is important to conceal emotions and refrain from complaining&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || doesn't see much value in being stoic&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || sees no value in holding back complaints and concealing emotions&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || feels that those who attempt to conceal their emotions are vain and foolish&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || sees concealment of emotions as a betrayal and tries [his/her] best never to associate with such secretive fools&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|INTROSPECTION}}&lt;br /&gt;
| +41 to +50 || feels that introspection and all forms of self-examination are the keys to a good life and worthy of respect&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || deeply values introspection&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || sees introspection as important&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || doesn't really see the value in self-examination&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || finds introspection to be a waste of time&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || thinks that introspection is valueless and those that waste time in self-examination are deluded fools&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || finds the whole idea of introspection completely offensive and contrary to the ideals of a life well-lived&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|SELF_CONTROL}}&lt;br /&gt;
| +41 to +50 || believes that self-mastery and the denial of impulses are of the highest ideals&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || finds moderation and self-control to be very important&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || values self-control&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || doesn't particularly value self-control&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || finds those that deny their impulses somewhat stiff&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || sees the denial of impulses as a vain and foolish pursuit&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || has abandoned any attempt at self-control and finds the whole concept deeply offensive&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|TRANQUILITY}}&lt;br /&gt;
| +41 to +50 || views tranquility as one of the highest ideals&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || strongly values tranquility and quiet&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || values tranquility and a peaceful day&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || doesn't have a preference between tranquility and tumult&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || prefers a noisy, bustling life to boring days without activity&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || is greatly disturbed by quiet and a peaceful existence&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || is disgusted by tranquility and would that the world would constantly churn with noise and activity&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|HARMONY}}&lt;br /&gt;
| +41 to +50 || would have the world operate in complete harmony without the least bit of strife or disorder&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || strongly believes that a peaceful and ordered society without dissent is best&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || values a harmonious existence&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || sees equal parts of harmony and discord as part of life&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || doesn't respect a society that has settled into harmony without debate and strife&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || can't fathom why anyone would want to live in an orderly and harmonious society&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || believes deeply that chaos and disorder are the truest expressions of life and would disrupt harmony wherever it is found&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|MERRIMENT}}&lt;br /&gt;
| +41 to +50 || believes that little is better in life than a good party&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || truly values merrymaking and parties&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || finds merrymaking and partying worthwhile activities&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || doesn't really value merrymaking&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || sees merrymaking as a waste&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || is disgusted by merrymakers&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || is appalled by merrymaking, parties and other such worthless activities&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|CRAFTSMANSHIP}}&lt;br /&gt;
| +41 to +50 || holds crafts[man]ship to be of the highest ideals and celebrates talented artisans and their masterworks&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || has a great deal of respect for worthy crafts[man]ship&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || values good crafts[man]ship&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || doesn't particularly care about crafts[man]ship&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || considers crafts[man]ship to be relatively worthless&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || sees the pursuit of good crafts[man]ship as a total waste&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || views crafts[man]ship with disgust and would desecrate a so-called masterwork or two if [he/she] could get away with it&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|MARTIAL_PROWESS}}&lt;br /&gt;
| +41 to +50 || believes that martial prowess defines the good character of an individual&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || deeply respects skill at arms&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || values martial prowess&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || does not really value skills related to fighting&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || finds those that develop skill with weapons and fighting distasteful&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || thinks that the pursuit of the skills of warfare and fighting is a low pursuit indeed&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || abhors those that pursue the mastery of weapons and skill with fighting&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|SKILL}}&lt;br /&gt;
| +41 to +50 || believes that the mastery of a skill is one of the highest pursuits&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || really respects those that take the time to master a skill&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || respects the development of skill&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || doesn't care if others take the time to master skills&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || finds the pursuit of skill mastery off-putting&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || believes that the time taken to master a skill is a horrible waste&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || sees the whole idea of taking time to master a skill as appalling&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|HARD_WORK}}&lt;br /&gt;
| +41 to +50 || believes that hard work is one of the highest ideals and a key to the good life&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || deeply respects those that work hard at their labors&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || values hard work&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || doesn't really see the point of working hard&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || sees working hard as a foolish waste of time&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || thinks working hard is an abject idiocy&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || finds the proposition that one should work hard in life utterly abhorrent&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|SACRIFICE}}&lt;br /&gt;
| +41 to +50 || finds sacrifice to be one of the highest ideals&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || believes that those who sacrifice for others should be deeply respected&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || values sacrifice&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || doesn't particularly respect sacrifice as a virtue&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || sees sacrifice as wasteful and foolish&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || finds sacrifice to be the height of folly&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || thinks that the entire concept of sacrifice for others is truly disgusting&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|COMPETITION}}&lt;br /&gt;
| +41 to +50 || holds the idea of competition among the most important values and would encourage it wherever possible&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || views competition as a crucial driving force in the world&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || sees competition as reasonably important&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || doesn't have strong views on competition&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || sees competition as wasteful and silly&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || deeply dislikes competition&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || finds the very idea of competition obscene&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|PERSEVERANCE}}&lt;br /&gt;
| +41 to +50 || believes that perseverance is one of the greatest qualities somebody can have&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || greatly respects individuals that persevere through their trials and labors&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || respects perseverance&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || doesn't think much about the idea of perseverance&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || sees perseverance in the face of adversity as bull-headed and foolish&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || thinks there is something deeply wrong with people that persevere through adversity&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || finds the notion that one would persevere through adversity completely abhorrent&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|LEISURE_TIME}}&lt;br /&gt;
| +41 to +50 || believes that it would be a fine thing if all time were leisure time&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || treasures leisure time and thinks it is very important in life&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || values leisure time&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || doesn't think one way or the other about leisure time&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || finds leisure time wasteful&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || is offended by leisure time and leisurely living&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || believes that those that take leisure time are evil and finds the whole idea disgusting&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|COMMERCE}}&lt;br /&gt;
| +41 to +50 || sees engaging in commerce as a high ideal in life&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || really respects commerce and those that engage in trade&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || respects commerce&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || doesn't particularly respect commerce&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || is somewhat put off by trade and commerce&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || finds those that engage in trade and commerce to be fairly disgusting&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || holds the view that commerce is a vile obscenity&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|ROMANCE}}&lt;br /&gt;
| +41 to +50 || sees romance as one of the highest ideals&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || thinks romance is very important in life&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || values romance&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || doesn't care one way or the other about romance&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || finds romance distasteful&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || is somewhat disgusted by romance&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || finds even the abstract idea of romance repellent&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|NATURE}}&lt;br /&gt;
| +41 to +50 || holds nature to be of greater value than most aspects of civilization ||! rowspan=2 | Receives [[Thought|unhappy thought]] when slaughtering/caging animals and felling trees.{{version|0.42.01}}&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || has a deep respect for animals, plants and the natural world&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || values nature&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || doesn't care about nature one way or another&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || finds nature somewhat disturbing ||! rowspan=3 | Receives [[Thought|happy thought]] when slaughtering/caging animals and felling trees.{{version|0.42.01}}&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || has a deep dislike of the natural world&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || would just as soon have nature and the great outdoors burned to ashes and converted into a great mining pit&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|PEACE}}&lt;br /&gt;
| +41 to +50 || believes the idea of war is utterly repellent and would have peace at all costs&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || believes that peace is always preferable to war&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || values peace over war&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || doesn't particularly care between war and peace&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || sees war as a useful means to an end&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || believes war is preferable to peace in general&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || thinks that the world should be engaged in perpetual warfare&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|KNOWLEDGE}}&lt;br /&gt;
| +41 to +50 || finds the quest for knowledge to be of the very highest value&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || views the pursuit of knowledge as deeply important&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || values knowledge&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || doesn't see the attainment of knowledge as important&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || finds the pursuit of knowledge to be a waste of effort&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || thinks the quest for knowledge is a delusional fantasy&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || sees the attainment and preservation of knowledge as an offensive enterprise engaged in by arrogant fools&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Goals==&lt;br /&gt;
&lt;br /&gt;
Some creatures dream of accomplishing certain goals in their life, and these goals can presumably affect their behavior. If a creature has such dreams, they will be listed in the Thoughts and Preferences page. Dwarves will receive a happy thought upon completion of goals and receive the notation of &amp;quot;and this dream was realized&amp;quot; in the personality description following their original goal. Goals would apparently ''not'' currently be limited to one per creature, but for some sort of oversight:[http://www.bay12forums.com/smf/index.php?topic=169696.msg8083871#msg8083871].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Description&lt;br /&gt;
! Gameplay effects&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! {{text anchor|STAY_ALIVE}}&lt;br /&gt;
|&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! {{text anchor|MAINTAIN_ENTITY_STATUS}}&lt;br /&gt;
|&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! {{text anchor|START_A_FAMILY}}&lt;br /&gt;
| dreams of raising a family&lt;br /&gt;
| Goal completed upon giving birth/fathering an infant.&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! {{text anchor|RULE_THE_WORLD}}&lt;br /&gt;
| dreams of ruling the world&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! {{text anchor|CREATE_A_GREAT_WORK_OF_ART}}&lt;br /&gt;
| dreams of creating a great work of art&lt;br /&gt;
| Goal completed upon creation of Artifact or Masterpiece&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! {{text anchor|CRAFT_A_MASTERWORK}}&lt;br /&gt;
| dreams of crafting a masterwork someday&lt;br /&gt;
| Goal completed upon creation of Artifact or Masterpiece&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! {{text anchor|BRING_PEACE_TO_THE_WORLD}}&lt;br /&gt;
| dreams of bringing lasting peace to the world&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! {{text anchor|BECOME_A_LEGENDARY_WARRIOR}}&lt;br /&gt;
| dreams of becoming a legendary warrior&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! {{text anchor|MASTER_A_SKILL}}&lt;br /&gt;
| dreams of mastering a skill&lt;br /&gt;
| Goal completed upon reaching Legendary skill status.&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! {{text anchor|FALL_IN_LOVE}}&lt;br /&gt;
| dreams of falling in love&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! {{text anchor|SEE_THE_GREAT_NATURAL_SITES}}&lt;br /&gt;
| dreams of seeing the great natural places of the world&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! {{text anchor|IMMORTALITY}}&lt;br /&gt;
| has become obsessed with his/her own mortality&lt;br /&gt;
| Leads to [[necromancer|necromancy]]&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! {{text anchor|ATTAIN_RANK_IN_SOCIETY}} &lt;br /&gt;
|&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! {{text anchor|BATHE_WORLD_IN_CHAOS}}&lt;br /&gt;
|dreams of bathing the world in chaos&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Facets==&lt;br /&gt;
&lt;br /&gt;
Each personality facet has a value from 0 to 100. The value triggers a report in &amp;quot;thoughts and preferences&amp;quot; depending on where it falls in these seven levels:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Value range !! Values in range !! Probability !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| 91-100 || 10 || 0.4% || Highest&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || 15 || 2% || Very High&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || 15 || 8.5% || High&lt;br /&gt;
|-&lt;br /&gt;
| 40-60 || 21 || 78% || Neutral&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || 15 || 8.5% || Low&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || 15 || 2% || Very Low&lt;br /&gt;
|-&lt;br /&gt;
|  0-9 || 10 || 0.4% || Lowest&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The 40−60 range does not cause a report. &lt;br /&gt;
&lt;br /&gt;
Facets are also influenced by species via the use of the PERSONALITY [[creature token]]. For example, dwarves are slightly more greedy than average with a median of 55 in that trait, whereas goblins aren't likely to help others out &amp;amp;mdash; their altruism median is a mere 25, and is capped at 50.&lt;br /&gt;
&lt;br /&gt;
Facets also have an effect on which [[social skills]] are learned in social interaction, and determine whether certain actions may give a good or bad [[thought]]. Facets may have other, more subtle effects on creature behavior, which are currently not entirely understood.&lt;br /&gt;
&lt;br /&gt;
Certain facets are capable of ''conflicting'' with the dwarf's beliefs. The effect of this is not yet known.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! style=&amp;quot;width:7em&amp;quot; | Value&lt;br /&gt;
! Description&lt;br /&gt;
! Effects&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | {{text anchor|LOVE_PROPENSITY}}&amp;lt;br/&amp;gt;Conflicts with [[Personality_trait#ROMANCE|ROMANCE]]&lt;br /&gt;
| 91-100 || is always in love with somebody and easily develops positive feelings&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || very easily falls into love and develops positive feelings&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || can easily fall in love or develop positive sentiments&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || does not easily fall in love and rarely develops positive sentiments&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || is not the type to fall in love or even develop positive feelings&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || never falls in love or develops positive feelings toward anything&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | {{text anchor|HATE_PROPENSITY}}&lt;br /&gt;
| 91-100 || is often inflamed by hatred and easily develops hatred toward things&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || is prone to hatreds and often develops negative feelings&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || is quick to form negative views about things&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || does not easily hate or develop negative feelings&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || very rarely develops negative feelings toward things&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || never feels hatred toward anyone or anything&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | {{text anchor|ENVY_PROPENSITY}}&lt;br /&gt;
| 91-100 || is consumed by overpowering feelings of jealousy&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || is prone to strong feelings of jealousy&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || often feels envious of others&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || doesn't often feel envious of others&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || is rarely jealous&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || never envies others their status, situation or possessions&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | {{text anchor|CHEER_PROPENSITY}}&amp;lt;br/&amp;gt;Conflicts with [[Personality_trait#MERRIMENT|MERRIMENT]]&lt;br /&gt;
| 91-100 || often feels filled with joy&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || can be very happy and optimistic&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || is often cheerful&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || is rarely happy or enthusiastic&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || is dour as a rule&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || is never the slightest bit cheerful about anything&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | {{text anchor|DEPRESSION_PROPENSITY}}&lt;br /&gt;
| 91-100 || is frequently depressed&lt;br /&gt;
| rowspan=3 | More likely to slip into [[depression]] and be [[Insane|stricken by melancholy]].&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || is often sad and dejected&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || often feels discouraged&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || rarely feels discouraged&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || almost never feels discouraged&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || never feels discouraged&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | {{text anchor|ANGER_PROPENSITY}}&lt;br /&gt;
| 91-100 || is in a constant state of internal rage&lt;br /&gt;
| rowspan=3 | More likely to throw [[tantrum]]s and go [[Insane|berserk]].&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || is very quick to anger&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || is quick to anger&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || is slow to anger&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || is very slow to anger&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || never becomes angry&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | {{text anchor|ANXIETY_PROPENSITY}}&lt;br /&gt;
| 91-100 || is a nervous wreck&lt;br /&gt;
| rowspan=3 | More likely to stumble [[oblivious]]ly and go [[Insane|stark raving mad]].&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || is always tense and jittery&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || is often nervous&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || has a calm demeanor&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || has a very calm demeanor&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || has an incredibly calm demeanor&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | {{text anchor|LUST_PROPENSITY}}&lt;br /&gt;
| 91-100 || is constantly ablaze with feelings of lust&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || is prone to strong feelings of lust&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || often feels lustful&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || does not often feel lustful&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || rarely looks on others with lust&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || never feels lustful passions&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | {{text anchor|STRESS_VULNERABILITY}}&lt;br /&gt;
| 91-100 || becomes completely helpless in stressful situations&lt;br /&gt;
| 50% chance to become [[Insane|catatonic]]&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || cracks easily under pressure&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || doesn't handle stress well&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || can handle stress&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || is confident under pressure&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || is impervious to the effects of stress&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | {{text anchor|GREED}}&lt;br /&gt;
| 91-100 || is as avaricious as they come, obsessed with acquiring wealth&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || is very greedy&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || has a greedy streak&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || doesn't focus on material goods&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || desires little for [him/her]self in the way of possessions&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || often neglects [his/her] own wellbeing, having no interest in material goods&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | {{text anchor|IMMODERATION}}&amp;lt;br/&amp;gt;Conflicts with [[Personality_trait#SELF_CONTROL|SELF_CONTROL]]&lt;br /&gt;
| 91-100 || is ruled by irresistible cravings and urges&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || feels strong urges and seeks short-term rewards&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || occasionally overindulges&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || doesn't often experience strong cravings or urges&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || only rarely feels strong cravings or urges&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || never feels tempted to overindulge in anything&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | {{text anchor|VIOLENT}}&amp;lt;br/&amp;gt;Conflicts with [[Personality_trait#TRANQUILITY|TRANQUILITY]]&amp;lt;br/&amp;gt;and [[Personality_trait#MARTIAL_PROWESS|MARTIAL_PROWESS]]&lt;br /&gt;
| 91-100 || is given to rough-and-tumble brawling, even to the point of starting fights for no reason&lt;br /&gt;
| rowspan=1 | This does not actually cause a dwarf to randomly start a fistfight.&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || would never pass up a chance for a good fistfight&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || likes to brawl&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || tends to avoid any physical confrontations&lt;br /&gt;
| rowspan=3 | This does not affect a soldier's will to fight, but will cause civilians to flee from danger.{{verify}}&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || does not enjoy participating in physical confrontations&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || would flee even the most necessary battle to avoid any form of physical confrontation&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | {{text anchor|PERSEVERANCE}}&amp;lt;br/&amp;gt;Conflicts with [[Personality_trait#PERSEVERANCE|PERSEVERANCE]]&lt;br /&gt;
| 91-100 || is unbelievably stubborn, and will stick with even the most futile action once [his/her] mind is made up&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || is very stubborn&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || is stubborn&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || has a noticeable lack of perseverance&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || doesn't stick with things if even minor difficulties arise&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || drops any activity at the slightest hint of difficulty or even the suggestion of effort being required&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | {{text anchor|WASTEFULNESS}}&lt;br /&gt;
| 91-100 || is completely careless with resources when completing projects, and invariably wastes a lot of time and effort&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || is not careful with resources when working on projects and often spends unnecessary effort&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || tends to be a little wasteful when working on projects&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || tends to be a little tight with resources when working on projects&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || is stingy with resources on projects and refuses to expend any extra effort&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || cuts any corners possible when working on a project, regardless of the consequences, rather than wasting effort or resources&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | {{text anchor|DISCORD}}&amp;lt;br/&amp;gt;Conflicts with [[Personality_trait#HARMONY|HARMONY]]&lt;br /&gt;
| 91-100 || revels in chaos and discord, and [he/she] encourages it whenever possible&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || finds a chaotic mess preferable to the boredom of harmonious living&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || doesn't mind a little tumult and discord in day-to-day living&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || prefers that everyone live as harmoniously as possible&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || feels best when everyone gets along without any strife or contention&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || would be deeply satisfied if everyone could live as one in complete harmony&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | {{text anchor|FRIENDLINESS}}&amp;lt;br/&amp;gt;Conflicts with [[Personality_trait#HARMONY|HARMONY]]&amp;lt;br/&amp;gt;and [[Personality_trait#FRIENDSHIP|FRIENDSHIP]]&lt;br /&gt;
| 91-100 || is quite a bold flatterer, extremely friendly but just a little insufferable&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || is very friendly and always tries to say nice things to others&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || is a friendly individual&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || is somewhat quarrelsome&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || is unfriendly and disagreeable&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || is a dyed-in-the-wool quarreler, never missing a chance to lash out in verbal hostility&lt;br /&gt;
| rowspan=1 |  Will never gain experience in [[Flatterer]].&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | {{text anchor|POLITENESS}}&amp;lt;br/&amp;gt;Conflicts with [[Personality_trait#DECORUM|DECORUM]]&lt;br /&gt;
| 91-100 || exhibits a refined politeness and is determined to keep the guiding rules of etiquette and decorum as if life itself depended on it&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || is very polite and observes appropriate rules of decorum when possible&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || is quite polite&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || could be considered rude&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || is very impolite and inconsiderate of propriety&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || is a vulgar being who does not care a lick for even the most basic rules of civilized living&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | {{text anchor|DISDAIN_ADVICE}}&lt;br /&gt;
| 91-100 || disdains even the best advice of associates and family, relying strictly on [his/her] own counsel&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || dislikes receiving advice, preferring to keep [his/her] own counsel&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || has a tendency to go it alone, without considering the advice of others&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || tends to ask others for help with difficult decisions&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || relies on the advice of others during decision making&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || is unable to make decisions without a great deal of input from others&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | {{text anchor|BRAVERY}}&lt;br /&gt;
| 91-100 || is utterly fearless when confronted with danger, to the point of lacking common sense&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || is incredibly brave in the face of looming danger, perhaps a bit foolhardy&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || is brave in the face of imminent danger&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || is somewhat fearful in the face of imminent danger&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || has great trouble mastering fear when confronted by danger&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || is a coward, completely overwhelmed by fear when confronted with danger&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | {{text anchor|CONFIDENCE}}&lt;br /&gt;
| 91-100 || presupposes success in any venture requiring [his/her] skills with what could be called blind overconfidence&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || is extremely confident of [him/her]self in situations requiring [his/her] skills&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || is generally quite confident of [his/her] abilities when undertaking specific ventures&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || sometimes acts with little determination and confidence&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || lacks confidence in [his/her] abilities&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || has no confidence at all in [his/her] talent and abilities&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | {{text anchor|VANITY}}&lt;br /&gt;
| 91-100 || is completely wrapped up in [his/her] own appearance, abilities and other personal matters&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || is greatly pleased by [his/her] own looks and accomplishments&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || is pleased by [his/her] own appearance and talents&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || is not inherently proud of [his/her] talents and accomplishments&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || takes no pleasure in [his/her] talents and appearance&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || could not care less about [his/her] appearance, talents or other personal vanities&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | {{text anchor|AMBITION}}&lt;br /&gt;
| 91-100 || has a relentless drive, completely consumed by ambition&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || is very ambitious, always looking for a way to better [his/her] situation&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || is quite ambitious&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || isn't particularly ambitious&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || is not driven and rarely feels the need to pursue even a modest success&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || has no ambition whatsoever&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | {{text anchor|GRATITUDE}}&lt;br /&gt;
| 91-100 || unerringly returns favors and has a profound sense of gratitude for the kind actions of others&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || feels a strong need to reciprocate any favor done for [him/her]&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || is grateful when others help [him/her] out and tries to return favors&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || takes offered help and gifts without feeling particularly grateful&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || accepts favors without developing a sense of obligation, preferring to act as the current situation demands&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || does not feel the slightest need to reciprocate favors that others do for [him/her], no matter how major the help or how much [he/she] needed it&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | {{text anchor|IMMODESTY}}&lt;br /&gt;
| 91-100 || always presents [him/her]self as extravagantly as possible, displaying a magnificent image to the world&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || likes to present [him/her]self boldly, even if it would offend an average sense of modesty&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || doesn't mind wearing something special now and again&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || prefers to present [him/her]self modestly&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || presents [him/her]self modestly and frowns on any flashy accoutrements&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || cleaves to an austere lifestyle, disdaining even minor immodesties in appearance&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | {{text anchor|HUMOR}}&lt;br /&gt;
| 91-100 || finds something humorous in everything, no matter how serious or inappropriate&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || finds the humor in most situations&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || has an active sense of humor&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || has little interest in joking around&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || does not find most jokes humorous&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || is utterly humorless&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | {{text anchor|VENGEFUL}}&lt;br /&gt;
| 91-100 || is vengeful and never forgets or forgives past grievances&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || has little time for forgiveness and will generally seek retribution&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || tends to hang on to grievances&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || doesn't tend to hold on to grievances&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || does not generally seek retribution for past wrongs&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || has no sense of vengeance or retribution&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | {{text anchor|PRIDE}}&lt;br /&gt;
| 91-100 || is absorbed in delusions of self-importance&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || has an overinflated sense of self-worth&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || thinks [he/she] is fairly important in the grand scheme of things&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || is very humble&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || has a low sense of self-esteem&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || is completely convinced of [his/her] own worthlessness&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | {{text anchor|CRUELTY}}&amp;lt;br/&amp;gt;Conflicts with [[Personality_trait#POWER|POWER]]&lt;br /&gt;
| 91-100 || is deliberately cruel to those unfortunate enough to be subject to [his/her] sadism&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || is sometimes cruel&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || generally acts impartially and is rarely moved to mercy&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || often acts with compassion&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || is easily moved to mercy&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || always acts with mercy and compassion at the forefront of [his/her] considerations&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | {{text anchor|SINGLEMINDED}}&lt;br /&gt;
| 91-100 || pursues matters with a single-minded focus, often overlooking other matters&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || can be very single-minded&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || generally acts with a narrow focus on the current activity&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || can occasionally lose focus on the matter at hand&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || is somewhat scatterbrained&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || is a complete scatterbrain, unable to focus on a single matter for more than a passing moment&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | {{text anchor|HOPEFUL}}&lt;br /&gt;
| 91-100 || has such a developed sense of optimism that [he/she] always assumes the best outcome will eventually occur, no matter what&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || is an optimist&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || generally finds [him/her]self quite hopeful about the future&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || tends to assume the worst of two outcomes will be the one that comes to pass&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || is a pessimist&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || despairs of anything positive happening in the future and lives without feelings of hope&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | {{text anchor|CURIOUS}}&lt;br /&gt;
| 91-100 || is implacably curious, without any respect for propriety or privacy&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || is very curious, sometimes to [his/her] detriment&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || is curious and eager to learn&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || isn't particularly curious about the world&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || is very rarely moved by curiosity&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || is incurious and never seeks out knowledge or information to satisfy [him/her]self&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | {{text anchor|BASHFUL}}&lt;br /&gt;
| 91-100 || is gripped by a crippling shyness&lt;br /&gt;
| rowspan=1 |  Will never gain experience in [[Comedian]].&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || is bashful&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || tends to consider what others think of [him/her]&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || is not particularly interested in what others think of [him/her]&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || is generally unhindered by the thoughts of others concerning [his/her] actions&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || is shameless, absolutely unfazed by the thoughts of others&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | {{text anchor|PRIVACY}}&amp;lt;br/&amp;gt;Conflicts with [[Personality_trait#STOICISM|STOICISM]]&lt;br /&gt;
| 91-100 || is private to the point of paranoia, unwilling to reveal even basic information about [him/her]self&lt;br /&gt;
| rowspan=1 |  Will never gain experience in [[Conversationalist]].&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 ||  has a strong tendency toward privacy&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || tends not to reveal personal information&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || tends to share [his/her] own experiences and thoughts with others &lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || is not a private person and freely shares details of [his/her] life&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || shares intimate details of life without sparing a thought to repercussions or propriety&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | {{text anchor|PERFECTIONIST}}&lt;br /&gt;
| 91-100 || is obsessed with details and will often take a great deal of extra time to make sure things are done the right way&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || is a perfectionist&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || tries to do things correctly each time&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || doesn't try to get things done perfectly&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || is inattentive to detail in [his/her] own work&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || is frustratingly sloppy and careless with every task [he/she] sets to carry out&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | {{text anchor|CLOSEMINDED}}&lt;br /&gt;
| 91-100 || is completely closed-minded and never changes [his/her] mind after forming an initial idea&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || is intellectually stubborn, rarely changing [his/her] mind during a debate regardless of the merits&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || tends to be a bit stubborn in changing [his/her] mind about things&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || doesn't cling tightly to ideas and is open to changing [his/her] mind&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || often finds [him/her]self changing [his/her] mind to agree with somebody else&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || easily changes [his/her] mind and will generally go with the prevailing view on anything&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | {{text anchor|TOLERANT}}&lt;br /&gt;
| 91-100 || is not bothered in the slightest by deviations from the norm or even extreme differences in lifestyle or appearance&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || is very comfortable around others that are different from [him/her]&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || is quite comfortable with others that have a different appearance or culture&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || is somewhat uncomfortable around those that appear unusual or live differently from [him/her]&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || is made deeply uncomfortable by differences in culture or appearance&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || cannot tolerate differences in culture, lifestyle or appearance&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | {{text anchor|EMOTIONALLY_OBSESSIVE}}&lt;br /&gt;
| 91-100 || is emotionally obsessive, forming life-long attachments even if they aren't reciprocated&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || forms strong emotional bonds with others, at times to [his/her] detriment&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || has a tendency toward forming deep emotional bonds with others&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || tends to form only tenuous emotional bonds with others&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || forms only fleeting and rare emotional bonds with others&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || does not have feelings of emotional attachment and has never felt even a moment's connection with another being&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | {{text anchor|SWAYED_BY_EMOTIONS}}&lt;br /&gt;
| 91-100 || is buffeted by others' emotions and can't help but to respond to them&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || is swayed by emotional appeals&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || tends to be swayed by the emotions of others&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || tends not to be swayed by emotional appeals&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || does not generally respond to emotional appeals&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || is never moved by the emotions of others&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | {{text anchor|ALTRUISM}}&amp;lt;br/&amp;gt;Conflicts with [[Personality_trait#SACRIFICE|SACRIFICE]]&lt;br /&gt;
| 91-100 || is truly fulfilled by assisting those in need&lt;br /&gt;
| rowspan=3 |  Receives happy [[thought]] from recovering wounded.&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || finds helping others very emotionally rewarding&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || finds helping others emotionally rewarding&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || does not go out of [his/her] way to help others&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || dislikes helping others&lt;br /&gt;
| rowspan=2 | Receives unhappy [[thought]] from recovering wounded.&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || feels helping others is an imposition on [his/her] time&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | {{text anchor|DUTIFULNESS}}&amp;lt;br/&amp;gt;Conflicts with [[Personality_trait#LAW|LAW]],&amp;lt;br/&amp;gt;[[Personality_trait#LOYALTY|LOYALTY]], and [[Personality_trait#INDEPENDENCE|INDEPENDENCE]]&lt;br /&gt;
| 91-100 || has a profound sense of duty and obligation&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || has a strong sense of duty&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || has a sense of duty&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || finds obligations confining&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || dislikes obligations and will try to avoid being bound by them&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || hates vows, obligations, promises and other binding elements that could restrict [him/her]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | {{text anchor|THOUGHTLESSNESS}}&lt;br /&gt;
| 91-100 || never deliberates before acting, to the point of being considered thoughtless&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || doesn't generally think before acting&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || can sometimes act without deliberation&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || tends to think before acting&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || can get caught up in internal deliberations when action is necessary&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || never acts without prolonged deliberation, even to [his/her] own detriment and the harm of those around [him/her]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | {{text anchor|ORDERLINESS}}&lt;br /&gt;
| 91-100 || is obsessed with order and structure in [his/her] own life, with everything kept in its proper place&lt;br /&gt;
| rowspan=3 |  Will store clothes after changing clothes.&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || lives an orderly life, organized and neat&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || tries to keep [his/her] things orderly&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || tends to make a small mess with [his/her] own possessions&lt;br /&gt;
| rowspan=3 |  Will leave scattered clothes after changing clothes.&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || is sloppy with [his/her] living space&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || is completely oblivious to any conception of neatness and will just leave things strewn about without a care&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | {{text anchor|TRUST}}&lt;br /&gt;
| 91-100 || is naturally trustful of everybody&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || is very trusting&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || is trusting&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || is slow to trust others&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || does not trust others&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || sees others as selfish and conniving&lt;br /&gt;
| rowspan=1 |  Will never receive experience in [[Consoler]]. Are the only ones who can gain experience in [[Liar]].&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | {{text anchor|GREGARIOUSNESS}}&lt;br /&gt;
| 91-100 || truly treasures the company of others&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || enjoys being in crowds&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || enjoys the company of others&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || tends to avoid crowds&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || prefers to be alone&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || considers spending time alone much more important than associating with others&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | {{text anchor|ASSERTIVENESS}}&lt;br /&gt;
| 91-100 || is assertive to the point of aggression, unwilling to let others get a word in edgewise when [he/she] has something to say&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || has an overbearing personality&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || is assertive&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || tends to be passive in discussions&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || only rarely tries to assert [him/her]self in conversation&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || would never under any circumstances speak up or otherwise put forth [his/her] point of view in a discussion&lt;br /&gt;
| rowspan=1 |  Will never gain experience in [[Persuader]].&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | {{text anchor|ACTIVITY_LEVEL}}&lt;br /&gt;
| 91-100 || is driven by a bouncing frenetic energy&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || lives at a high-energy kinetic pace&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || lives a fast-paced life&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || likes to take it easy&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || lives at a slow-going and leisurely pace&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || has an utterly languid pace of easy living, calm and slow&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | {{text anchor|EXCITEMENT_SEEKING}}&amp;lt;br/&amp;gt;Conflicts with [[Personality_trait#TRANQUILITY|TRANQUILITY]]&lt;br /&gt;
| 91-100 || never fails to seek out the most stressful and even dangerous situations&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || seeks out exciting and adventurous situations&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || likes a little excitement now and then&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || doesn't seek out excitement&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || actively avoids exciting or stressful situations&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || does everything in [his/her] power to avoid excitement and stress&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | {{text anchor|IMAGINATION}}&lt;br /&gt;
| 91-100 || is bored by reality and would rather disappear utterly and forever into a world of made-up fantasy&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || is given to flights of fancy to the point of distraction&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || has an active imagination&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || isn't given to flights of fancy&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || is grounded in reality&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || is interested only in facts and the real world&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | {{text anchor|ABSTRACT_INCLINED}}&lt;br /&gt;
| 91-100 || eschews practical concerns for philosophical discussion, puzzles, riddles and the world of ideas&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || strongly prefers discussions of ideas and abstract concepts over handling specific practical issues&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || has a tendency to consider ideas and abstractions over practical applications&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || likes to keep things practical, without delving too deeply into the abstract&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || dislikes abstract discussions and would much rather focus on practical examples&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || is concerned only with matters practical to the situation at hand, with absolutely no inclination toward abstract discussion&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | {{text anchor|ART_INCLINED}}&amp;lt;br/&amp;gt;Conflicts with [[Personality_trait#ARTWORK|ARTWORK]]&amp;lt;br /&amp;gt;and [[Personality_trait#NATURE|NATURE]]&lt;br /&gt;
| 91-100 || can easily become absorbed in art and the beauty of the natural world&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || greatly moved by art and natural beauty&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || is moved by art and natural beauty&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || does not have a great aesthetic sensitivity&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || is not readily moved by art or natural beauty&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || is completely unmoved by art or the beauty of nature&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Category|Dwarves}}&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Tokens}}&lt;br /&gt;
[[ru:Personality trait]]&lt;/div&gt;</summary>
		<author><name>Benderdragon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Preferences&amp;diff=253624</id>
		<title>Preferences</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Preferences&amp;diff=253624"/>
		<updated>2020-06-26T07:19:08Z</updated>

		<summary type="html">&lt;p&gt;Benderdragon: /* Food */ Added bug 4461&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|00:38, 8 May 2013 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
[[File:preference_preview.png|thumb|650px|right|Thoughts and preferences of Kadôl Istbarmonom, a herbalist.]]&lt;br /&gt;
'''Preferences''' are [[material]]s, [[creature]]s, or objects described as being liked by a dwarf in their '[[thoughts and preferences]]' tab, accessible for example with {{k|u}}-{{k|v}}-{{k|enter}}.&lt;br /&gt;
&lt;br /&gt;
== Possible Objects of Affection or Revulsion ==&lt;br /&gt;
A given dwarf may display many, a few, or (theoretically) even none of these preferences.&lt;br /&gt;
&lt;br /&gt;
Each unit's preferences consist of the following:&lt;br /&gt;
&lt;br /&gt;
* Various materials:&lt;br /&gt;
** a random type of [[stone]]&lt;br /&gt;
** a random type of [[metal]]&lt;br /&gt;
** a random type of [[gem]]&lt;br /&gt;
** 1/5 chance of a random type of [[wood]]&lt;br /&gt;
** 1/7 chance of a random type of [[glass]]&lt;br /&gt;
** 1/3 chance of a random type of [[leather]]&lt;br /&gt;
** 1/7 chance of a random type of [[horn]]&lt;br /&gt;
** 1/7 chance of a random type of [[pearl]]&lt;br /&gt;
** 1/7 chance of a random type of [[ivory]]&lt;br /&gt;
** 1/15 chance of a random decoration material - [[coral]] or [[amber]]&lt;br /&gt;
** 1/7 chance of a random type of [[bone]]&lt;br /&gt;
** 1/14 chance of a random type of [[shell]]&lt;br /&gt;
** 1/14 chance of a random type of [[silk]]&lt;br /&gt;
** 1/14 chance of a random type of [[yarn]]&lt;br /&gt;
** 1/7 chance of a random type of plant [[cloth]]&lt;br /&gt;
* 1/2 chance of a random [[color]]&lt;br /&gt;
* 1/5 chance of a random [[shape]]&lt;br /&gt;
* Various types of items:&lt;br /&gt;
** 1/3 chance of a random [[weapon]] (4/5) or [[ammo]] (1/5) (1% exotic)&lt;br /&gt;
** 1/3 chance of a random [[armor piece|piece of armor]] (1% exotic)&lt;br /&gt;
** 1/7 chance of a random piece of [[clothing]] (including [[backpack]]s or [[quiver]]s) (1% exotic)&lt;br /&gt;
** 1/3 chance of a random type of [[furniture]] - [[door]]s, [[floodgate]]s, [[bed]]s, [[chair]]s, [[window]]s, [[cage]]s, [[barrel]]s, [[table]]s, [[coffin]]s, [[statue]]s, [[box]]es, [[armor stand]]s, [[weapon rack]]s, [[cabinet]]s, [[bin]]s, [[hatch cover]]s, [[grate]]s, [[quern]]s, [[millstone]]s, [[traction bench]]es, or [[slab]]s&lt;br /&gt;
** 1/3 chance of a random craft - [[figurine]]s, [[Finished goods|amulets, scepters, crowns, rings, earrings, bracelets]], or large [[gem]]s&lt;br /&gt;
** 1/3 chance of a random miscellaneous item - [[catapult part]]s, [[ballista part]]s, a type of [[siege ammo]] (1% exotic), a [[trap component]] (1% exotic), [[coin]]s, [[anvil]]s, [[totem]]s (20% chance), [[chain]]s, [[flask]]s, [[goblet]]s, [[bucket]]s, [[animal trap]]s, an [[instrument]] (1% exotic), a [[toy]] (1% exotic), [[splint]]s, [[crutch]]es, or a [[tool]] (1% exotic)&lt;br /&gt;
* Various types of [[food]]:&lt;br /&gt;
** 1/2 chance of a random type of [[meat]]&lt;br /&gt;
** 1/3 chance of a random type of [[fish]]&lt;br /&gt;
** 1/10 chance of a random type of [[cheese]]&lt;br /&gt;
** 1/7 chance of a random type of edible [[plant]]&lt;br /&gt;
** a random type of [[alcohol]]&lt;br /&gt;
** 1/7 chance of a random cookable plant/creature [[extract]]&lt;br /&gt;
** 1/5 chance of a random cookable mill powder&lt;br /&gt;
** 1/7 chance of a random cookable plant [[seed]]&lt;br /&gt;
** 1/7 chance of a random cookable plant [[quarry bush|leaf]]&lt;br /&gt;
* Various [[creature]]s:&lt;br /&gt;
** 1/2 chance of a random [[domestic animal]]&lt;br /&gt;
** 1/2 chance of a random non-domestic [[creature]] with a {{token|PREFSTRING}} (excluding one's own race, [[wagon]]s, [[werebeast]]s, [[forgotten beast]]s, [[titan]]s, [[angel]]s, [[experiment]]s and unique [[demon]]s)&lt;br /&gt;
* detesting a random type of [[hateable]] vermin (which isn't already explicitly liked)&lt;br /&gt;
* 1/50 chance of a random type of [[tree]]&lt;br /&gt;
* 1/10 chance of a random type of [[plant]]&lt;br /&gt;
&lt;br /&gt;
==Food==&lt;br /&gt;
Every dwarf will like at least one type of booze and may like none to several food ingredients. Dwarves get happy thoughts from eating food and drinking booze they [[Preference|like]]; the meal's value can improve only those thoughts. {{bug|4461}}&lt;br /&gt;
&lt;br /&gt;
There are 76 types of booze and hundreds, if not thousands, of types of food preferences. The difficulty in obtaining all types of booze or food means that it is practically impossible to satisfy the [[need]] to eat a good meal. {{bug|10262}} Note that it is possible to obtain all types of booze, especially if modding is used.&lt;br /&gt;
&lt;br /&gt;
==Work==&lt;br /&gt;
A dwarf's preferences (and disliked vermin) tend to feature in any artwork the dwarf makes, more often than subjects not listed in their profile. For example, a mason that likes [[cow]]s for their haunting moos and absolutely detests [[bat]]s will make statues of both. This is presumably out of love for cows and horrified fascination for bats.&lt;br /&gt;
&lt;br /&gt;
==Benefits to Productivity==&lt;br /&gt;
A dwarf working with a material they like or creating items they like will produce higher-[[quality]] goods. For example, a [[mechanic]] that likes olivine will generally make better [[olivine]] mechanisms than [[granite]] ones. This is most important during [[embark]], when individual personality profiles and skills can be best matched up according to your specifications. For example, make the dwarf that likes [[bed]]s your [[carpenter]] and the dwarf that likes gold your [[blacksmith]]. [[armorsmith|Urist McLikesbreastplates]] would be a good candidate for Armorsmith.  This works less well later on, with immigrants, as it is usually more advantageous to train up the great armorsmith than the novice armorsmith who likes steel.&lt;br /&gt;
&lt;br /&gt;
==Value Considerations==&lt;br /&gt;
It has been noted that preferences have an effect on how dwarves perceive the value of a [[room]] and [[furniture]], though the exact details are not yet known. &lt;br /&gt;
&lt;br /&gt;
A mason who likes horses will often make statues of one or two horses, or even statues of themselves admiring horses. This can be great if the mason is chronically depressed: surround their bed with images they like, and they will be happier. &lt;br /&gt;
&lt;br /&gt;
If your [[monarch]] absolutely detests large roaches, a ☼[[platinum]] [[statue]] of a [[large roach]]☼ in their [[bedroom]] will not count fully towards the noble's room value requirement (although they'll still admire it without complaining about the subject matter).{{cite rev|212039}} This problem can be avoided by carefully selecting the statue that is going to be built by e{{k|x}}panding the material selection menu. &lt;br /&gt;
&lt;br /&gt;
Since images will feature both objects the worker likes and dislikes, engravings and other images featuring various vermin can't be avoided entirely, but they're generally not frequent enough to cause notable problems.&lt;br /&gt;
&lt;br /&gt;
==Nobles==&lt;br /&gt;
&lt;br /&gt;
Nobles only give [[mandate]]s and [[demand]]s that accord with their preferences. For this reason, a good way to ameliorate the annoying effects of nobles is to nominate a [[baron]] who has no preferences for anything craftable. This baron won't issue any mandates or demands!&lt;br /&gt;
&lt;br /&gt;
{{Category|Thoughts}}&lt;br /&gt;
[[ru:Preferences]]&lt;/div&gt;</summary>
		<author><name>Benderdragon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Need&amp;diff=253623</id>
		<title>Need</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Need&amp;diff=253623"/>
		<updated>2020-06-26T06:59:51Z</updated>

		<summary type="html">&lt;p&gt;Benderdragon: Added extremely specific food preference bug&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|01:25, 31 October 2016 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{new in v0.42}}&lt;br /&gt;
&lt;br /&gt;
'''Needs''' affect a creature's focus - needs that are unmet for long enough will cause [[stress]], become bad [[thought]]s, and increasingly damage the creature's '''focus''', while sufficiently well-satisfied needs will improve it.&lt;br /&gt;
&lt;br /&gt;
The need system replaces the generalized [[on break]] feature of previous versions. Dwarves will sometimes perform jobs that satisfy their personal needs, instead of working for the betterment of the fortress. These personal-fulfilment jobs generally come in two varieties: low-priority (indicated by green text, e.g. {{DFtext|Listen to Poetry|2:1}}), or high-priority (magenta text with an exclamation point, e.g. {{DFtext|Pray to Lorsïth!|5:1}}).  Low-priority jobs may be cancelled to undertake a fortress job.  High-priority jobs will not be cancelled for fortress jobs.&lt;br /&gt;
&lt;br /&gt;
== Focus ==&lt;br /&gt;
:''Overall, Urist is unfocused by unmet needs.''&lt;br /&gt;
Focus affects a dwarf's ability to perform. A dwarf with high focus will work faster and produce better results, while a distracted dwarf will take longer to do everything poorly. Focus is separate and independent of overall mood; a dwarf can be happy even with largely-unmet needs, or unhappy yet focused. However, prolonged insufficiency in meeting needs is a cause for both low focus and bad thoughts. Thus, Focus can, with prudence, be used to predict future mood developments.&lt;br /&gt;
&lt;br /&gt;
Focus represents the percentage of the combined totals of met over unmet need values. The ratio of 1:1 (100%) represents a neutral state.&lt;br /&gt;
&lt;br /&gt;
Focus statuses:&lt;br /&gt;
{| class = &amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{DFtext|Very focused|2:1}}|| + 140% (?)&lt;br /&gt;
|-&lt;br /&gt;
| {{DFtext|Quite focused|2:0}}|| 120-139% (-149%?)&lt;br /&gt;
|-&lt;br /&gt;
| {{DFtext|Focused|7:1}}|| 101-119%&lt;br /&gt;
|-&lt;br /&gt;
| {{DFtext|Untroubled|7:0}}|| 100%&lt;br /&gt;
|-&lt;br /&gt;
| {{DFtext|Unfocused|6:0}}|| 80-99%&lt;br /&gt;
|-&lt;br /&gt;
| {{DFtext|Distracted|6:1}}|| ...-79% (?)&lt;br /&gt;
|-&lt;br /&gt;
| {{DFtext|Badly distracted|4:1}}|| (?)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A highly-focused dwarf can receive an effective-skill bonus of up to 50%; a badly distracted dwarf can receive an effective skill penalty of up to 50%.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Diversity ==&lt;br /&gt;
:''She is unfocused by a lack of trouble-making.''&lt;br /&gt;
&lt;br /&gt;
An individual creature's set of needs and their weights (levels) are affected by [[personality trait]]s. For instance, a dwarf that values romance will be unfocused &amp;quot;after being unable to make romance&amp;quot;, while a dwarf that personally values nature will be unfettered &amp;quot;after seeing animals&amp;quot;. Unreligious dwarves will have no need to pray or meditate; dubious and casual worshippers will have low or medium level needs to pray; committed believers will have high level need; and dwarves following multiple deities will have a separate prayer need with a separate level for each of their deities. Proposed weights per need level are 1, 2, 5, and 10.&lt;br /&gt;
&lt;br /&gt;
As expected, high-level needs hold a much larger sway in a dwarf's overall focus than low-level needs. Curiously, the large majority of dwarves currently seem to only have low-level needs for [[alcohol]] and function quite well without it as long as they are otherwise satisfied. A small percentage have no need for alcohol at all, in effect being immune to alcohol withdrawal.&lt;br /&gt;
&lt;br /&gt;
Needs are shown in a dwarf's [[thoughts and preferences]] description page, which can be accessed by {{k|v}}iewing that dwarf then {{k|z}}, {{k|Enter}}, or from the {{k|u}}nit menu with {{k|v}}iew, {{k|Enter}}.&lt;br /&gt;
&lt;br /&gt;
Degree of fulfillment:&lt;br /&gt;
{| class = &amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Descriptor&lt;br /&gt;
!Range&lt;br /&gt;
|-&lt;br /&gt;
| {{DFtext|Unfettered|2:1}}|| 400 to 300&lt;br /&gt;
|-&lt;br /&gt;
| {{DFtext|Level-headed|2:0}}|| 299 to 200&lt;br /&gt;
|-&lt;br /&gt;
| {{DFtext|Untroubled|7:1}}|| 199 to 100&lt;br /&gt;
|-&lt;br /&gt;
| {{DFtext|Not distracted|7:0}}|| 99 to -999&lt;br /&gt;
|-&lt;br /&gt;
| {{DFtext|Unfocused|6:0}}|| -1,000 to -9,999&lt;br /&gt;
|-&lt;br /&gt;
| {{DFtext|Distracted|6:1}}|| -10,000 to -99,999&lt;br /&gt;
|-&lt;br /&gt;
| {{DFtext|Badly distracted|4:1}}|| -100,000 and below&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
When a need is satisfied, its value is refreshed to maximum (400), regardless of previous value. There is no minimum to how {{DFtext|Badly distracted|4:1}} a need can get. A deeper negative value won't further reduce total Focus, which is based on a ratio of all needs' Focus rating.&lt;br /&gt;
&lt;br /&gt;
== Fortress actions per need ==&lt;br /&gt;
&lt;br /&gt;
{| class = &amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Positive&lt;br /&gt;
!Negative&lt;br /&gt;
!Related [[Belief]] or [[Facet]]&lt;br /&gt;
!Job&lt;br /&gt;
|-&lt;br /&gt;
|spending time with people&lt;br /&gt;
|being away from people&lt;br /&gt;
|GREGARIOUSNESS&lt;br /&gt;
|Socialize&lt;br /&gt;
|-&lt;br /&gt;
|drinking&lt;br /&gt;
|being kept from alcohol&lt;br /&gt;
|IMMODERATION, SELF-CONTROL&lt;br /&gt;
|drink alcohol&lt;br /&gt;
|-&lt;br /&gt;
|communing with [deity] / meditation&lt;br /&gt;
|being unable to pray (to [deity])&lt;br /&gt;
|&lt;br /&gt;
|Pray/meditate in a [[Temple]]&lt;br /&gt;
|-&lt;br /&gt;
|staying occupied&lt;br /&gt;
|being unoccupied&lt;br /&gt;
|HARD_WORK, ACTIVITY_LEVEL&lt;br /&gt;
|(assumedly a sufficient amount of fortress tasks*)&lt;br /&gt;
|-&lt;br /&gt;
|doing something creative&lt;br /&gt;
|doing nothing creative&lt;br /&gt;
|ARTWORK&lt;br /&gt;
|Create or perform any artistic work&lt;br /&gt;
|-&lt;br /&gt;
|doing something exciting&lt;br /&gt;
|leading an unexciting life&lt;br /&gt;
|EXCITEMENT_SEEKING&lt;br /&gt;
|Varied; including at least being in danger&lt;br /&gt;
|-&lt;br /&gt;
|learning something&lt;br /&gt;
|not learning anything&lt;br /&gt;
|KNOWLEDGE, CURIOUS&lt;br /&gt;
|Gain a rank in any Skill, learn a new subject from written content.&lt;br /&gt;
|-&lt;br /&gt;
|being with family&lt;br /&gt;
|being away from family&lt;br /&gt;
|FAMILY&lt;br /&gt;
|(Socialize with close family members?)&lt;br /&gt;
|-&lt;br /&gt;
|being with friends&lt;br /&gt;
|being away from friends&lt;br /&gt;
|FRIENDSHIP&lt;br /&gt;
|(Socialize with friends?)&lt;br /&gt;
|-&lt;br /&gt;
|hearing eloquent speech&lt;br /&gt;
|being unable to hear eloquent speech&lt;br /&gt;
|ELOQUENCE&lt;br /&gt;
|Hear or recite poetry&lt;br /&gt;
|-&lt;br /&gt;
|upholding tradition&lt;br /&gt;
|being away from traditions&lt;br /&gt;
|TRADITION&lt;br /&gt;
|(Perform any improvisational form?)&lt;br /&gt;
|-&lt;br /&gt;
|self-examination&lt;br /&gt;
|a lack of introspection&lt;br /&gt;
|INTROSPECTION&lt;br /&gt;
|read anything, compose song or poetry (automatically self-indulgent)&lt;br /&gt;
|-&lt;br /&gt;
|making merry&lt;br /&gt;
|being unable to make merry&lt;br /&gt;
|MERRIMENT, HUMOR&lt;br /&gt;
|(Recite any poem?)&lt;br /&gt;
|-&lt;br /&gt;
|practicing a craft&lt;br /&gt;
|being unable to practice a craft&lt;br /&gt;
|CRAFTMANSHIP&lt;br /&gt;
|Craft any item&lt;br /&gt;
|-&lt;br /&gt;
|practicing a martial art&lt;br /&gt;
|being unable to practice a martial art&lt;br /&gt;
|MARTIAL_PROWESS&lt;br /&gt;
|Gain a rank in any combat Skill&lt;br /&gt;
|-&lt;br /&gt;
|practicing a skill&lt;br /&gt;
|being unable to practice a skill&lt;br /&gt;
|SKILL&lt;br /&gt;
|Use any Skill (?)&lt;br /&gt;
|-&lt;br /&gt;
|taking it easy&lt;br /&gt;
|being unable to take it easy&lt;br /&gt;
|LEISURE_TIME&lt;br /&gt;
|(assumedly spending a sufficient time idle or self-fulfilling?)&lt;br /&gt;
|-&lt;br /&gt;
|making romance&lt;br /&gt;
|being unable to make romance&lt;br /&gt;
|ROMANCE, LOVE PROPENSITY&lt;br /&gt;
|(''interacting'' with spouse/partner)&lt;br /&gt;
|-&lt;br /&gt;
|seeing animals&lt;br /&gt;
|being away from animals&lt;br /&gt;
|NATURE&lt;br /&gt;
|Animal must also see the dwarf.*&lt;br /&gt;
|-&lt;br /&gt;
|seeing a great beast&lt;br /&gt;
|being away from great beasts&lt;br /&gt;
|EXCITEMENT_SEEKING, NATURE, CURIOSITY&lt;br /&gt;
|Uncertain, possibly encounter LARGE_ROAMING?&lt;br /&gt;
|-&lt;br /&gt;
|acquiring something&lt;br /&gt;
|being unable to acquire something&lt;br /&gt;
|GREED, COMMERCE&lt;br /&gt;
|Acquire any trinket (happens automatically when performing a &amp;quot;Store item in stockpile&amp;quot; job on an eligible [[trade good]])&lt;br /&gt;
|-&lt;br /&gt;
|eating a good meal&lt;br /&gt;
|a lack of decent meals&lt;br /&gt;
|IMMODERATION&lt;br /&gt;
|Eating a preferred food (or a preferred alcohol [[cook]]ed into a meal) {{bug|10262}}&lt;br /&gt;
|-&lt;br /&gt;
|fighting&lt;br /&gt;
|being unable to fight&lt;br /&gt;
|VIOLENT&lt;br /&gt;
|Partake in a fight or any combat.&lt;br /&gt;
|-&lt;br /&gt;
|causing trouble&lt;br /&gt;
|a lack of trouble-making&lt;br /&gt;
|HARMONY, DISCORD&lt;br /&gt;
|Fight or Argue&lt;br /&gt;
|-&lt;br /&gt;
|arguing&lt;br /&gt;
|being unable to argue&lt;br /&gt;
|FRIENDLINESS&lt;br /&gt;
|Argue&lt;br /&gt;
|-&lt;br /&gt;
|being extravagant&lt;br /&gt;
|being unable to be extravagant&lt;br /&gt;
|IMMODESTY&lt;br /&gt;
|Wear any item with a quality modifier&lt;br /&gt;
|-&lt;br /&gt;
|wandering&lt;br /&gt;
|being unable to wander&lt;br /&gt;
|NATURE, ACTIVITY LEVEL&lt;br /&gt;
|Complete a Fish, Return kill (hunt) or Gather plants job&lt;br /&gt;
|-&lt;br /&gt;
|helping somebody&lt;br /&gt;
|being unable to help anybody&lt;br /&gt;
|ALTRUISM, SACRIFICE&lt;br /&gt;
|Bring water or food to patient/prisoner/animal*; bring wounded units to rest; leading demonstration.&lt;br /&gt;
|-&lt;br /&gt;
|thinking abstractly&lt;br /&gt;
|a lack of abstract thinking&lt;br /&gt;
|ABSTRACT_INCLINED&lt;br /&gt;
|Read or write any written content, or compose music or a poem. Possibly using Architect skill?&lt;br /&gt;
|-&lt;br /&gt;
|admiring art&lt;br /&gt;
|being unable to admire art&lt;br /&gt;
|ARTWORK&lt;br /&gt;
|Exposure to artful furniture, artistic crafts, or engravings.&lt;br /&gt;
|}&lt;br /&gt;
: (* See also [[animal caretaker]])&lt;br /&gt;
&lt;br /&gt;
Satisfying any need will result in a good thought and a decrease in stress.&lt;br /&gt;
&lt;br /&gt;
== Adventurer actions per need ==&lt;br /&gt;
&lt;br /&gt;
{| class = &amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Positive&lt;br /&gt;
!Negative&lt;br /&gt;
!Related [[Belief]] or [[Facet]]&lt;br /&gt;
!Adventurer activity&lt;br /&gt;
|-&lt;br /&gt;
|spending time with people&lt;br /&gt;
|being away from people&lt;br /&gt;
|GREGARIOUSNESS&lt;br /&gt;
|Spea{{k|k}} to anyone or reply to greeting&lt;br /&gt;
|-&lt;br /&gt;
|drinking&lt;br /&gt;
|being kept from alcohol&lt;br /&gt;
|IMMODERATION, SELF-CONTROL&lt;br /&gt;
|drink alcohol&lt;br /&gt;
|-&lt;br /&gt;
|communing with [deity] / meditation&lt;br /&gt;
|being unable to pray (to [deity])&lt;br /&gt;
|&lt;br /&gt;
|Spea{{k|k}}, Pray to &amp;lt;Deity&amp;gt; or Begin a performance, Give a sermon&lt;br /&gt;
|-&lt;br /&gt;
|staying occupied&lt;br /&gt;
|being unoccupied&lt;br /&gt;
|HARD_WORK, ACTIVITY_LEVEL&lt;br /&gt;
|Very wide variety of actions&lt;br /&gt;
|-&lt;br /&gt;
|doing something creative&lt;br /&gt;
|doing nothing creative&lt;br /&gt;
|ARTWORK&lt;br /&gt;
|Perform or compose any work&lt;br /&gt;
|-&lt;br /&gt;
|doing something exciting&lt;br /&gt;
|leading an unexciting life&lt;br /&gt;
|EXCITEMENT_SEEKING&lt;br /&gt;
|A wide variety of actions&lt;br /&gt;
|-&lt;br /&gt;
|learning something&lt;br /&gt;
|not learning anything&lt;br /&gt;
|KNOWLEDGE, CURIOUS&lt;br /&gt;
|Gain a rank in any Skill, learn a new subject from written content.&lt;br /&gt;
|-&lt;br /&gt;
|being with family&lt;br /&gt;
|being away from family&lt;br /&gt;
|FAMILY&lt;br /&gt;
|Unimplemented&lt;br /&gt;
|-&lt;br /&gt;
|being with friends&lt;br /&gt;
|being away from friends&lt;br /&gt;
|FRIENDSHIP&lt;br /&gt;
|Unimplemented&lt;br /&gt;
|-&lt;br /&gt;
|hearing eloquent speech&lt;br /&gt;
|being unable to hear eloquent speech&lt;br /&gt;
|ELOQUENCE&lt;br /&gt;
|Hear or recite poetry&lt;br /&gt;
|-&lt;br /&gt;
|upholding tradition&lt;br /&gt;
|being away from traditions&lt;br /&gt;
|TRADITION&lt;br /&gt;
|Perform any improvisational form&lt;br /&gt;
|-&lt;br /&gt;
|self-examination&lt;br /&gt;
|a lack of introspection&lt;br /&gt;
|INTROSPECTION&lt;br /&gt;
|read anything, compose song or poetry (automatically self-indulgent), craft a figurine of yourself&lt;br /&gt;
|-&lt;br /&gt;
|making merry&lt;br /&gt;
|being unable to make merry&lt;br /&gt;
|MERRIMENT, HUMOR&lt;br /&gt;
|Recite any poem&lt;br /&gt;
|-&lt;br /&gt;
|practicing a craft&lt;br /&gt;
|being unable to practice a craft&lt;br /&gt;
|CRAFTMANSHIP&lt;br /&gt;
|Craft an item (ie, Knapping, Bone Carving)&lt;br /&gt;
|-&lt;br /&gt;
|practicing a martial art&lt;br /&gt;
|being unable to practice a martial art&lt;br /&gt;
|MARTIAL_PROWESS&lt;br /&gt;
|Gain a rank in any combat Skill&lt;br /&gt;
|-&lt;br /&gt;
|practicing a skill&lt;br /&gt;
|being unable to practice a skill&lt;br /&gt;
|SKILL&lt;br /&gt;
|Use any Skill&lt;br /&gt;
|-&lt;br /&gt;
|taking it easy&lt;br /&gt;
|being unable to take it easy&lt;br /&gt;
|LEISURE_TIME&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
|making romance&lt;br /&gt;
|being unable to make romance&lt;br /&gt;
|ROMANCE, LOVE PROPENSITY&lt;br /&gt;
|Unimplemented&lt;br /&gt;
|-&lt;br /&gt;
|seeing animals&lt;br /&gt;
|being away from animals&lt;br /&gt;
|NATURE&lt;br /&gt;
|Animal must also see you&lt;br /&gt;
|-&lt;br /&gt;
|seeing a great beast&lt;br /&gt;
|being away from great beasts&lt;br /&gt;
|EXCITEMENT_SEEKING, NATURE, CURIOSITY&lt;br /&gt;
|Uncertain, possibly encounter LARGE_ROAMING?&lt;br /&gt;
|-&lt;br /&gt;
|acquiring something&lt;br /&gt;
|being unable to acquire something&lt;br /&gt;
|GREED, COMMERCE&lt;br /&gt;
|Acquire any item by trade or demand&lt;br /&gt;
|-&lt;br /&gt;
|eating a good meal&lt;br /&gt;
|a lack of decent meals&lt;br /&gt;
|IMMODERATION&lt;br /&gt;
|Unknown, possibly eating a preferred food {{bug|10262}}&lt;br /&gt;
|-&lt;br /&gt;
|fighting&lt;br /&gt;
|being unable to fight&lt;br /&gt;
|VIOLENT&lt;br /&gt;
|Engage in any combat of any lethality&lt;br /&gt;
|-&lt;br /&gt;
|causing trouble&lt;br /&gt;
|a lack of trouble-making&lt;br /&gt;
|HARMONY, DISCORD&lt;br /&gt;
|Fight or Argue&lt;br /&gt;
|-&lt;br /&gt;
|arguing&lt;br /&gt;
|being unable to argue&lt;br /&gt;
|FRIENDLINESS&lt;br /&gt;
|Get into any disagreement about values&lt;br /&gt;
|-&lt;br /&gt;
|being extravagant&lt;br /&gt;
|being unable to be extravagant&lt;br /&gt;
|IMMODESTY&lt;br /&gt;
|Wear any item with a quality modifier&lt;br /&gt;
|-&lt;br /&gt;
|wandering&lt;br /&gt;
|being unable to wander&lt;br /&gt;
|NATURE, ACTIVITY LEVEL&lt;br /&gt;
|Move to/from any site or region tile / completed fish, hunt(return kill) and gather plants in fort mode&lt;br /&gt;
|-&lt;br /&gt;
|helping somebody&lt;br /&gt;
|being unable to help anybody&lt;br /&gt;
|ALTRUISM, SACRIFICE&lt;br /&gt;
|Reunite family members&lt;br /&gt;
|-&lt;br /&gt;
|thinking abstractly&lt;br /&gt;
|a lack of abstract thinking&lt;br /&gt;
|ABSTRACT_INCLINED&lt;br /&gt;
|Read or write any written content, or compose music or a poem&lt;br /&gt;
|-&lt;br /&gt;
|admiring art&lt;br /&gt;
|being unable to admire art&lt;br /&gt;
|ARTWORK&lt;br /&gt;
|Exposure to artistic crafts, examining adornments and coins&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Satisfying any need will result in a good thought and a decrease in stress.&lt;br /&gt;
&lt;br /&gt;
==Adventure mode meta-strategy==&lt;br /&gt;
&lt;br /&gt;
Upon creating your adventurer you may want to avoid having any of the non-fulfillable needs: romance, family, friends. Otherwise, you will suffer never-ending [[focus]] disadvantages. Immoderation too is only technically fulfillable for the itinerant adventurer, without a fortress' industry to reliably produce her preferred food.&lt;br /&gt;
&lt;br /&gt;
Some precaution is necessary in sacrifice/altruism -&amp;gt; helping capability is not available as long as you're quite weak (fighting; companions), and maybe in martial prowess if you're not constantly fighting and so increasing your stats. To fulfill your booze needs, you'll have to visit human towns' taverns or dwarven fortresses quite often (and fill your extra water storage containers with ale from the barrels for on the road).&lt;br /&gt;
&lt;br /&gt;
[[Category:DF2014:Dwarves]]&lt;br /&gt;
&lt;br /&gt;
[[ru:Need]]&lt;/div&gt;</summary>
		<author><name>Benderdragon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Preferences&amp;diff=253622</id>
		<title>Preferences</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Preferences&amp;diff=253622"/>
		<updated>2020-06-26T06:56:19Z</updated>

		<summary type="html">&lt;p&gt;Benderdragon: /* Food */ Added relationship to needs&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|00:38, 8 May 2013 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
[[File:preference_preview.png|thumb|650px|right|Thoughts and preferences of Kadôl Istbarmonom, a herbalist.]]&lt;br /&gt;
'''Preferences''' are [[material]]s, [[creature]]s, or objects described as being liked by a dwarf in their '[[thoughts and preferences]]' tab, accessible for example with {{k|u}}-{{k|v}}-{{k|enter}}.&lt;br /&gt;
&lt;br /&gt;
== Possible Objects of Affection or Revulsion ==&lt;br /&gt;
A given dwarf may display many, a few, or (theoretically) even none of these preferences.&lt;br /&gt;
&lt;br /&gt;
Each unit's preferences consist of the following:&lt;br /&gt;
&lt;br /&gt;
* Various materials:&lt;br /&gt;
** a random type of [[stone]]&lt;br /&gt;
** a random type of [[metal]]&lt;br /&gt;
** a random type of [[gem]]&lt;br /&gt;
** 1/5 chance of a random type of [[wood]]&lt;br /&gt;
** 1/7 chance of a random type of [[glass]]&lt;br /&gt;
** 1/3 chance of a random type of [[leather]]&lt;br /&gt;
** 1/7 chance of a random type of [[horn]]&lt;br /&gt;
** 1/7 chance of a random type of [[pearl]]&lt;br /&gt;
** 1/7 chance of a random type of [[ivory]]&lt;br /&gt;
** 1/15 chance of a random decoration material - [[coral]] or [[amber]]&lt;br /&gt;
** 1/7 chance of a random type of [[bone]]&lt;br /&gt;
** 1/14 chance of a random type of [[shell]]&lt;br /&gt;
** 1/14 chance of a random type of [[silk]]&lt;br /&gt;
** 1/14 chance of a random type of [[yarn]]&lt;br /&gt;
** 1/7 chance of a random type of plant [[cloth]]&lt;br /&gt;
* 1/2 chance of a random [[color]]&lt;br /&gt;
* 1/5 chance of a random [[shape]]&lt;br /&gt;
* Various types of items:&lt;br /&gt;
** 1/3 chance of a random [[weapon]] (4/5) or [[ammo]] (1/5) (1% exotic)&lt;br /&gt;
** 1/3 chance of a random [[armor piece|piece of armor]] (1% exotic)&lt;br /&gt;
** 1/7 chance of a random piece of [[clothing]] (including [[backpack]]s or [[quiver]]s) (1% exotic)&lt;br /&gt;
** 1/3 chance of a random type of [[furniture]] - [[door]]s, [[floodgate]]s, [[bed]]s, [[chair]]s, [[window]]s, [[cage]]s, [[barrel]]s, [[table]]s, [[coffin]]s, [[statue]]s, [[box]]es, [[armor stand]]s, [[weapon rack]]s, [[cabinet]]s, [[bin]]s, [[hatch cover]]s, [[grate]]s, [[quern]]s, [[millstone]]s, [[traction bench]]es, or [[slab]]s&lt;br /&gt;
** 1/3 chance of a random craft - [[figurine]]s, [[Finished goods|amulets, scepters, crowns, rings, earrings, bracelets]], or large [[gem]]s&lt;br /&gt;
** 1/3 chance of a random miscellaneous item - [[catapult part]]s, [[ballista part]]s, a type of [[siege ammo]] (1% exotic), a [[trap component]] (1% exotic), [[coin]]s, [[anvil]]s, [[totem]]s (20% chance), [[chain]]s, [[flask]]s, [[goblet]]s, [[bucket]]s, [[animal trap]]s, an [[instrument]] (1% exotic), a [[toy]] (1% exotic), [[splint]]s, [[crutch]]es, or a [[tool]] (1% exotic)&lt;br /&gt;
* Various types of [[food]]:&lt;br /&gt;
** 1/2 chance of a random type of [[meat]]&lt;br /&gt;
** 1/3 chance of a random type of [[fish]]&lt;br /&gt;
** 1/10 chance of a random type of [[cheese]]&lt;br /&gt;
** 1/7 chance of a random type of edible [[plant]]&lt;br /&gt;
** a random type of [[alcohol]]&lt;br /&gt;
** 1/7 chance of a random cookable plant/creature [[extract]]&lt;br /&gt;
** 1/5 chance of a random cookable mill powder&lt;br /&gt;
** 1/7 chance of a random cookable plant [[seed]]&lt;br /&gt;
** 1/7 chance of a random cookable plant [[quarry bush|leaf]]&lt;br /&gt;
* Various [[creature]]s:&lt;br /&gt;
** 1/2 chance of a random [[domestic animal]]&lt;br /&gt;
** 1/2 chance of a random non-domestic [[creature]] with a {{token|PREFSTRING}} (excluding one's own race, [[wagon]]s, [[werebeast]]s, [[forgotten beast]]s, [[titan]]s, [[angel]]s, [[experiment]]s and unique [[demon]]s)&lt;br /&gt;
* detesting a random type of [[hateable]] vermin (which isn't already explicitly liked)&lt;br /&gt;
* 1/50 chance of a random type of [[tree]]&lt;br /&gt;
* 1/10 chance of a random type of [[plant]]&lt;br /&gt;
&lt;br /&gt;
==Food==&lt;br /&gt;
Every dwarf will like at least one type of booze and may like none to several food ingredients. Dwarves get happy thoughts from eating food and drinking booze they like; the meal's value is not related to those thoughts.&lt;br /&gt;
There are 76 types of booze and hundreds, if not thousands, of types of food preferences. The difficulty in obtaining all types of booze or food means that it is practically impossible to satisfy the [[need]] to eat a good meal. {{bug|10262}} Note that it is possible to obtain all types of booze, especially if modding is used.&lt;br /&gt;
&lt;br /&gt;
==Work==&lt;br /&gt;
A dwarf's preferences (and disliked vermin) tend to feature in any artwork the dwarf makes, more often than subjects not listed in their profile. For example, a mason that likes [[cow]]s for their haunting moos and absolutely detests [[bat]]s will make statues of both. This is presumably out of love for cows and horrified fascination for bats.&lt;br /&gt;
&lt;br /&gt;
==Benefits to Productivity==&lt;br /&gt;
A dwarf working with a material they like or creating items they like will produce higher-[[quality]] goods. For example, a [[mechanic]] that likes olivine will generally make better [[olivine]] mechanisms than [[granite]] ones. This is most important during [[embark]], when individual personality profiles and skills can be best matched up according to your specifications. For example, make the dwarf that likes [[bed]]s your [[carpenter]] and the dwarf that likes gold your [[blacksmith]]. [[armorsmith|Urist McLikesbreastplates]] would be a good candidate for Armorsmith.  This works less well later on, with immigrants, as it is usually more advantageous to train up the great armorsmith than the novice armorsmith who likes steel.&lt;br /&gt;
&lt;br /&gt;
==Value Considerations==&lt;br /&gt;
It has been noted that preferences have an effect on how dwarves perceive the value of a [[room]] and [[furniture]], though the exact details are not yet known. &lt;br /&gt;
&lt;br /&gt;
A mason who likes horses will often make statues of one or two horses, or even statues of themselves admiring horses. This can be great if the mason is chronically depressed: surround their bed with images they like, and they will be happier. &lt;br /&gt;
&lt;br /&gt;
If your [[monarch]] absolutely detests large roaches, a ☼[[platinum]] [[statue]] of a [[large roach]]☼ in their [[bedroom]] will not count fully towards the noble's room value requirement (although they'll still admire it without complaining about the subject matter).{{cite rev|212039}} This problem can be avoided by carefully selecting the statue that is going to be built by e{{k|x}}panding the material selection menu. &lt;br /&gt;
&lt;br /&gt;
Since images will feature both objects the worker likes and dislikes, engravings and other images featuring various vermin can't be avoided entirely, but they're generally not frequent enough to cause notable problems.&lt;br /&gt;
&lt;br /&gt;
==Nobles==&lt;br /&gt;
&lt;br /&gt;
Nobles only give [[mandate]]s and [[demand]]s that accord with their preferences. For this reason, a good way to ameliorate the annoying effects of nobles is to nominate a [[baron]] who has no preferences for anything craftable. This baron won't issue any mandates or demands!&lt;br /&gt;
&lt;br /&gt;
{{Category|Thoughts}}&lt;br /&gt;
[[ru:Preferences]]&lt;/div&gt;</summary>
		<author><name>Benderdragon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Magma_mist&amp;diff=253615</id>
		<title>Magma mist</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Magma_mist&amp;diff=253615"/>
		<updated>2020-06-25T19:33:42Z</updated>

		<summary type="html">&lt;p&gt;Benderdragon: Added a powerless skipping design&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|11:17, 18 May 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
[[File:magma_mist.png|thumb|210px|right|May not feel so good on the skin.]]&lt;br /&gt;
'''Magma mist''' is the [[Fire|!!]][[Fun]][[Fire|!!]] yellow mist created in three cases :&lt;br /&gt;
* when debris from a [[cave-in]] splashes into [[magma]]&lt;br /&gt;
* when a fast-moving item or creature skips across magma&lt;br /&gt;
* when you drop a sufficiently large item into magma&lt;br /&gt;
&lt;br /&gt;
Unlike normal [[mist]], magma mist is '''not''' created when magma falls down a Z-level. It sets on fire all non-fire-resistant creatures that share a tile with it.&lt;br /&gt;
&lt;br /&gt;
Magma mist tends to be around longer than cave-in dust, and is created in quantities proportional to what you drop into magma. &lt;br /&gt;
&lt;br /&gt;
When it appears outdoors, it is called ''lava'' mist instead but is otherwise identical.&lt;br /&gt;
&lt;br /&gt;
Magma mist is '''not''' to be confused with being &amp;quot;caught in a cloud of boiling magma&amp;quot;, a bug involving messages displayed when caught in [[cave-in]] dust. This is not something to worry about.&lt;br /&gt;
&lt;br /&gt;
== Preventative Measures ==&lt;br /&gt;
&lt;br /&gt;
If you are being careful around magma, it isn't very likely that you'll run into magma mist at all, let alone have to worry about your dwarves breathing it in.  The simplest thing you can do to prevent it is to watch out when dealing with mining above magma, or channeling above magma in particular.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you plan on using a magma-based garbage disposal system, have sufficient z-levels between the dumping point and the magma/lava. Mass dumping a whole siege worth of corpses, body parts and assorted trash may generate magma mist clouds 3 z-levels high and wide or higher. A single large corpse (e.g. a troll) is enough to cause a small magma mist cloud, potentially fatal if the magma's surface is just 1 z-level below the dumping point.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border-spacing:0; float:left; margin-right:10px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|{{000}}&lt;br /&gt;
|{{000}}&lt;br /&gt;
|{{RT0|░|#FF0}}&lt;br /&gt;
|{{000}}&lt;br /&gt;
|{{000}}&lt;br /&gt;
|-&lt;br /&gt;
|{{000}}&lt;br /&gt;
|{{RT0|░|#FF0}}&lt;br /&gt;
|{{RT0|▒|#FF0}}&lt;br /&gt;
|{{RT0|░|#FF0}}&lt;br /&gt;
|{{000}}&lt;br /&gt;
|-&lt;br /&gt;
|{{RT0|≈|#F00}}&lt;br /&gt;
|{{RT0|≈|#F00}}&lt;br /&gt;
|{{RT0|≈|#F00}}&lt;br /&gt;
|{{CCC}}&lt;br /&gt;
|{{CCC}}&lt;br /&gt;
|-&lt;br /&gt;
|{{RT0|≈|#F00}}&lt;br /&gt;
|{{RT0|≈|#F00}}&lt;br /&gt;
|{{RT0|≈|#F00}}&lt;br /&gt;
|{{CCC}}&lt;br /&gt;
|{{CCC}}&lt;br /&gt;
|-&lt;br /&gt;
|{{RT0|≈|#F00}}&lt;br /&gt;
|{{RT0|≈|#F00}}&lt;br /&gt;
|{{RT0|≈|#F00}}&lt;br /&gt;
|{{CCC}}&lt;br /&gt;
|{{CCC}}&lt;br /&gt;
|-&lt;br /&gt;
|{{RT0|≈|#F00}}&lt;br /&gt;
|{{RT0|≈|#F00}}&lt;br /&gt;
|{{RT0|≈|#F00}}&lt;br /&gt;
|{{CCC}}&lt;br /&gt;
|{{CCC}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border-spacing:0; float:left; margin-right:10px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|{{000}}&lt;br /&gt;
|{{000}}&lt;br /&gt;
|{{000}}&lt;br /&gt;
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|-&lt;br /&gt;
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|-&lt;br /&gt;
|{{000}}&lt;br /&gt;
|{{000}}&lt;br /&gt;
|{{000}}&lt;br /&gt;
|{{CCC}}&lt;br /&gt;
|{{CCC}}&lt;br /&gt;
|-&lt;br /&gt;
|{{000}}&lt;br /&gt;
|{{000}}&lt;br /&gt;
|{{RT0|░|#FF0}}&lt;br /&gt;
|{{CCC}}&lt;br /&gt;
|{{CCC}}&lt;br /&gt;
|-&lt;br /&gt;
|{{000}}&lt;br /&gt;
|{{RT0|░|#FF0}}&lt;br /&gt;
|{{RT0|▒|#FF0}}&lt;br /&gt;
|{{CCC}}&lt;br /&gt;
|{{CCC}}&lt;br /&gt;
|-&lt;br /&gt;
|{{RT0|≈|#F00}}&lt;br /&gt;
|{{RT0|≈|#F00}}&lt;br /&gt;
|{{RT0|≈|#F00}}&lt;br /&gt;
|{{CCC}}&lt;br /&gt;
|{{CCC}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Side View.''' ''Fun (left) and completely safe (right) magma garbage disposal points showing typical magma mist clouds after dumping a few corpses.''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both;&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Weaponization ==&lt;br /&gt;
&lt;br /&gt;
Magma mist can be used as an [[Fire|ignition device]] on [[Elf|various]] [[Goblin|targets]] if you do not want to use magma itself and wait until it evaporates.&lt;br /&gt;
&lt;br /&gt;
Channel a moat right next to your main fortress. Fill it with magma. Drop one (or several) large, unneeded items in the magma from a few higher Z-levels when an enemy walks on the path. It can also double as a waste disposal system.&lt;br /&gt;
&lt;br /&gt;
Of course, since it sets targets on fire, be sure that it does not permit the burning target to reach your dwarves (or booze stockpile), and be sure that the invaders are not fire-immune (like a dragon or bronze colossus).&lt;br /&gt;
&lt;br /&gt;
===Designs===&lt;br /&gt;
Here is an example of a powerless [[minecart]] skipping magma mist generator.&lt;br /&gt;
&lt;br /&gt;
This design has a tick cycle of 30 steps with 5/7 magma and 33 steps with 6/7 magma and a max delay of 6. Carts must not collide, or it'll fail. However, it's compact, and lot of mist is produced on the z-level above with multiple carts. This design requires metal minecarts because wooden minecarts are not heavy enough to make magma mist. The initial minecart input is at the bottom. The ramp accelerating to the left is needed due to the checkpoint effect, and the floor and empty space combination cause a small minecart jump.&lt;br /&gt;
{|style=&amp;quot;border: 1px solid #0b0; background: #dfd&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-family: monospace; font-weight: bold; font-size: 135%&amp;quot;&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|╔&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|╗&lt;br /&gt;
|- style=&amp;quot;font-family: monospace; font-weight: bold; font-size: 135%&amp;quot;&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|▲&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|↑&lt;br /&gt;
|- style=&amp;quot;font-family: monospace; font-weight: bold; font-size: 135%&amp;quot;&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|.&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|║&lt;br /&gt;
|- style=&amp;quot;font-family: monospace; font-weight: bold; font-size: 135%&amp;quot;&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|▲&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|←&lt;br /&gt;
|- style=&amp;quot;font-family: monospace; font-weight: bold; font-size: 135%&amp;quot;&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|~&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|▲&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|↑&lt;br /&gt;
|- style=&amp;quot;font-family: monospace; font-weight: bold; font-size: 135%&amp;quot;&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|▲&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|╝&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|→&lt;br /&gt;
|- style=&amp;quot;font-family: monospace; font-weight: bold; font-size: 135%&amp;quot;&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;| &lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|║&lt;br /&gt;
|}&lt;br /&gt;
 '''Key:'''&lt;br /&gt;
   '''╔ ╗ ║ ╝''' = '''Track'''&lt;br /&gt;
   '''▲'''       = '''Track Ramp'''&lt;br /&gt;
   '''↑ ← →'''   = '''Ramp acceleration direction'''&lt;br /&gt;
   '''+'''       = '''Floor'''&lt;br /&gt;
   '''.'''       = '''Empty Space'''&lt;br /&gt;
   '''~'''       = '''Empty space with 5/7 or 6/7 magma below'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Category|Physics}}&lt;br /&gt;
{{Category|World}}&lt;br /&gt;
[[ru:Magma mist]]&lt;/div&gt;</summary>
		<author><name>Benderdragon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Aquifer&amp;diff=251788</id>
		<title>Aquifer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Aquifer&amp;diff=251788"/>
		<updated>2020-03-23T08:16:34Z</updated>

		<summary type="html">&lt;p&gt;Benderdragon: Added embark aquifer bug&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Masterwork|15:04, 18 May 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
[[File:aqua_varied.png|thumb|right|158px|Area with a varied aquifer.]]An '''aquifer''' is a subterranean layer of [[water|groundwater]]-bearing rock or [[soil]]. Attempts to mine through the layer will result in the mined-out squares immediately filling with [[water]], effectively halting excavation at or below the aquifer level. This, in conjunction with the fact that they are often located in areas rich in [[loam]] and [[sand]], makes it difficult to find great quantities of [[stone]] in areas with aquifers, making for more challenging gameplay.&lt;br /&gt;
&lt;br /&gt;
Aquifers can't be drained - the groundwater is limitless. In stone aquifer layers, [[smoothing]] the walls will stop the production of water.  Aquifers do not only produce water - an aquifer tile will absorb any amount of pressurized water from neighboring tiles (effectively draining all layers above the aquifer). As with water production, this ability will not be disabled no matter how much water it absorbs. &lt;br /&gt;
&lt;br /&gt;
Aquifers located in [[ocean]] [[biome]]s will produce salty water; aquifers in other biomes will produce freshwater. The frequency of aquifers differ between embark locations. There are two types of aquifers: {{DFtext|Light aquifer|1:1}} and {{DFtext|Heavy aquifer|1:1}}, where the light one was introduced in 0.47.01, and the heavy one works as it did in previous version. In addition to these two, DF can also display {{DFtext|Varied aquifer|1:1}} on the pre embark screen, which means there are some tiles with light and some tiles with heavy aquifers in the embark rectangle (also note that the biomes of neighboring tiles can &amp;quot;spill over&amp;quot; into a tile, resulting in different, unannounced, aquifers in those parts).&lt;br /&gt;
&lt;br /&gt;
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== Where they are found ==&lt;br /&gt;
&lt;br /&gt;
Aquifers appear based on the elevation of the terrain. Low elevations, particularly those near rivers and oceans are more prone to having an aquifer present, while locations closer to mountains are much less likely, but still possible.&lt;br /&gt;
&lt;br /&gt;
Layers which '''can''' contain aquifers:&lt;br /&gt;
*[[sandy clay loam]]&lt;br /&gt;
*[[silty clay loam]]&lt;br /&gt;
*[[loam]]&lt;br /&gt;
*[[sandy loam]]&lt;br /&gt;
*[[silt loam]]&lt;br /&gt;
*[[loamy sand]]&lt;br /&gt;
*[[silt]]&lt;br /&gt;
*[[sand (tan)|sand]]&lt;br /&gt;
*[[yellow sand]]&lt;br /&gt;
*[[white sand]]&lt;br /&gt;
*[[black sand]]&lt;br /&gt;
*[[red sand]]&lt;br /&gt;
*[[peat]]&lt;br /&gt;
*[[pelagic clay]]&lt;br /&gt;
*[[calcareous ooze]]&lt;br /&gt;
*[[siliceous ooze]]&lt;br /&gt;
*[[sandstone]]&lt;br /&gt;
*[[conglomerate]]&lt;br /&gt;
*[[puddingstone]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Note: only layers with the [AQUIFER] token can support aquifers. Other layers can appear directly below an aquifer and will blink &amp;quot;damp&amp;quot;, but they are not actually part of the aquifer, but digging into them will still cause water to come from above. Please check the raws for the [AQUIFER] token before adding to this list. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Layers which '''can't''' contain aquifers, despite their names suggesting otherwise:&lt;br /&gt;
*[[clay]]&lt;br /&gt;
*[[silty clay]]&lt;br /&gt;
*[[sandy clay]]&lt;br /&gt;
*[[clay loam]]&lt;br /&gt;
*[[siltstone]]&lt;br /&gt;
*[[mudstone]]&lt;br /&gt;
&lt;br /&gt;
== What they do ==&lt;br /&gt;
&lt;br /&gt;
Aquifers are tiles which produce water in their ''neighboring'' tiles -- north, south, east, west, and below. They do not produce water in the tile above them, or any diagonal tiles. Note that [[smoothing|smoothed]], mined, carved staircase, or channeled aquifer tiles no longer produce water.&lt;br /&gt;
&lt;br /&gt;
Empirically, in a heavy aquifer, each aquifer-adjacent tile will gain 1/7 water every 14 ticks on average, though production has been observed to vary from 2-28 ticks. This rate does not appear to change significantly based on the number of adjacent aquifer tiles.&lt;br /&gt;
&lt;br /&gt;
Unmined heavy aquifer tiles also act as an infinite ''sink'' for water, just like an open map edge. A single aquifer tile can absorb any amount of [[pressure|pressurized]] water each tick, limited only by the supply. One less obvious consequence is that if an opening is made through a multi-layer aquifer, only the lowest opened layer will ever fill with water. Tiles in a light aquifer do not appear to absorb water.&lt;br /&gt;
&lt;br /&gt;
If you are digging an up/down staircase in the downward direction, and you hit an aquifer, the aquifer tile will be revealed as damp soil or stone, and the digging job will be un-designated for that tile. If you are mining horizontally, you will similarly be warned of a &amp;quot;damp stone&amp;quot; before breaching the aquifer.&lt;br /&gt;
&lt;br /&gt;
If you are digging an up/down staircase in the ''upward'' direction, or a ramp, and you hit an aquifer from below, the aquifer tile will immediately start producing water in the stairwell, thus leading to a lot of [[Fun]].&lt;br /&gt;
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== Dealing with aquifers ==&lt;br /&gt;
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Light aquifers of any depth can be penetrated easily by digging out one level at a time and walling it off reasonably quickly. The rest of this article is primarily relevant for heavy aquifers.&lt;br /&gt;
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===Probing an aquifer===&lt;br /&gt;
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You can discover what layer lies below an aquifer layer by digging up/down stairs into the aquifer. This will reveal the tile below the aquifer layer, and if this is non-aquifer (for example, clay, ore or bedrock) then you know the aquifer is only 1z deep at that location. This method can only be used to determine whether the aquifer is 1 layer deep, or multiple layers deep, but this is enough to help plan how to penetrate it. Using a pump-based method is highly recommended for multiple layer aquifers.&lt;br /&gt;
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===Going around===&lt;br /&gt;
&lt;br /&gt;
If your embark site is covered by multiple biomes, there is a chance the aquifer is not present in every biome.  In some maps this may be indicated by an outcropping of stone in a landscape otherwise composed of soil; in other maps the change in biome might be visible as a change in soil type, vegetation type or density.  You might be able to dig down through a biome that doesn't have an aquifer, to a Z-level below the aquifer, and then (if you wish) tunnel beneath the aquifer to the previously -inaccessible region.&lt;br /&gt;
&lt;br /&gt;
Even if all the biomes of your site contain aquifers, they might not all be at the same Z-level, so you still might be able to dig down in one biome, reaching a Z-level beneath the aquifer in another biome.&lt;br /&gt;
&lt;br /&gt;
Additionally, if your biome contains deep cliffs, for instance, in the form of a river gorge, it may be possible to build a staircase down the side of the gorge past the aquifer.&lt;br /&gt;
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===Working in aquifers===&lt;br /&gt;
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The techniques below involve working ''in'' aquifers, and some points to keep in mind include:&lt;br /&gt;
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*Water on the tile where a worker is standing will cause job cancellations. A construction job (e.g. wall building) will be suspended by 2/7 depth, but a mining job will only be stopped by 4/7 depth of water.&lt;br /&gt;
* Flowing water will cause parents to drop their infants, leading to job cancellations and occasionally [[fun]].&lt;br /&gt;
* Aquifers do not create water in diagonal tiles, but do create water in open tiles directly below them. Therefore, you will want to dig two z-levels below the lowest aquifer layer before continuing with your fortress.&lt;br /&gt;
&lt;br /&gt;
===The double slit method===&lt;br /&gt;
{{Main|Double-slit method}}&lt;br /&gt;
This is one of the most commonly-used methods, due to its convenience and power. It was originally developed by QuantumMenace, and is also mentioned below under [[#The pump method|the pump method]].&lt;br /&gt;
&lt;br /&gt;
=== The hatch trick ===&lt;br /&gt;
The hatch trick is a simple method for putting one or two dwarves through a single aquifer layer. (This is not to be mistaken with only working for a single layer aquifer.) You can use the trick to essentially bypass the problematic final layer of a multi-layer aquifer, allowing access to the rock layers and caverns before you've put a sealed staircase through the aquifer.&lt;br /&gt;
&lt;br /&gt;
First you must dig a pair of up/down stairs into the aquifer (i.e. as in twin slit), while draining one of the tiles with a screw pump, simply build a hatch on the tile (the hatch must be built on a downstairs or up/down stairs for the trick to work). Once the hatch is constructed, with the pump still operating, designate an up/down staircase under the hatch, a miner will dig the staircase out while standing 'on top' of the hatch, he can then pass through the hatch to continue digging, the hatch will let 1-2 water through with him before closing and preventing further water from following the miner. The miner is now safely under the aquifer and can dig down to the caverns or to the map edge and establish a drain, allowing you to use the much faster [[#The drainage method|drainage from below method]] to finish penetrating the aquifer. This can save a lot of time for multiple-layer aquifers where the final layer is sand. It is also quicker and cleaner than cave-in for single layer aquifers if you plan to extend a staircase straight down to the caverns anyway (making the drain essentially free).&lt;br /&gt;
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===The ore method===&lt;br /&gt;
&lt;br /&gt;
On maps where the aquifer is not held in a layer of soil, but instead is held in a [[sedimentary layer]] such as sandstone, it may be possible to tunnel down through deposits of ore such as [[magnetite]]. For this to work you have to find a spot where there is coincidentally an ore deposit on each Z-level you need to dig through.  This is only possible through tiresome trial and error, or through the use of a utility like DFHack's &amp;lt;tt&amp;gt;reveal&amp;lt;/tt&amp;gt;.  The trial and error method can be accomplished somewhat more easily by digging up/down stairs to reveal the layer underneath them without actually digging into the underlying layer.  This method is more complicated with aquifers located in layers of [[conglomerate]], as large clusters of [[puddingstone]] will support the aquifer and thus cannot be used to provide a path through it.&lt;br /&gt;
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===The chicken run technique===&lt;br /&gt;
&lt;br /&gt;
In earlier versions of the game, this term meant having a reasonably fast/skilled miner dig a set of up/down staircases faster than the water from the aquifer could fall down the stairs and block movement into the mining tile. With luck, a miner could breach the caverns this way, allowing the aquifer water to drain. After the addition of job priorities, this became impossible. Now, when a newly revealed damp tile cancels mining, the miner will revert to &amp;quot;No Job&amp;quot; status and will take a few dozen ticks to resume mining. In that time, the miner will walk away and the site will be flooded, making the tile below unreachable.{{version|0.40.23}}&lt;br /&gt;
&lt;br /&gt;
A limited but extremely useful variant of this technique still exists. By digging downward staircases in the layer above the aquifer, those tiles can be revealed as damp, and thus will not trigger the mining cancellation. A sufficiently fast miner (Professional or so should do for soil layers, depending on agility) can then dig a stair in one of the tiles, and before that tile floods, channel out an adjacent tile. The channel will breach the layer below, and if that layer is also an aquifer, it will of course act as an infinite drain for water from above. This then opens the possibility of opening space to work in the upper layer.&lt;br /&gt;
&lt;br /&gt;
While not a direct staircase in the original method, establishing a drain with just a pick is also possible with a dabbling miner. One can channel an aquifer tile from up to four ramps dug at the corners of the tile to be channeled, such that the channel priority is higher than the ramp-digging priority. Using this, one can establish drains into the next level of a soil aquifer, as digging progress accumulates in revealed tiles.&lt;br /&gt;
&lt;br /&gt;
If you fail to mine fast enough, or if flowing water pushes your miner down the channeled ramp, the dwarf will usually walk up the stairs to safety, but it is possible that the miner might &amp;lt;s&amp;gt;drown&amp;lt;/s&amp;gt; have fun. In stone aquifers, a legendary miner can manage with one attempt at channeling, and at minimum, a proficient miner can manage with four, though in the second case they'll risk drowning and can take weeks to dig the next channel to expand the drain.&lt;br /&gt;
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===Exploiting cave-ins===&lt;br /&gt;
&lt;br /&gt;
Conceptually this method involves removing the aquifer-bearing sand, soil or rock using channeling, and then dropping an island of dry sand, soil or clay into the resulting pond, a staircase can then be dug through the center of the resulting artificial island. This requires at least one natural dry layer, but is more flexible if two or more are available. An advantage of these methods is that they can be carried out by a single miner with no resources other than a pick.&lt;br /&gt;
&lt;br /&gt;
This does not work with [[construction|constructed]] walls since they deconstruct on cave-in.&lt;br /&gt;
&lt;br /&gt;
'''Note:''' There is a bug{{bug|1206}} that can occasionally prevent this method from working. Collapsed layers often turn into the layer type that was dug out at the level where they land (e.g. dry loam becomes dry sand). On occasion, a dry layer collapsed into an aquifer will also transform into actual aquifer tiles (e.g. dry loam becomes water-producing sand). It is unknown what triggers this behavior, but when it occurs it will be impossible to pierce the aquifer using cave-ins.&lt;br /&gt;
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When unmined tiles collapse into a liquid, the displaced liquid teleports to sit ''on top'' of the collapsed tiles. Thus, when plugging an aquifer, it is usually advisable to incorporate aquifer drain space into the design to dispose of the displaced water.&lt;br /&gt;
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====Cave-in example====&lt;br /&gt;
&lt;br /&gt;
[[File:Aquifer-Plug.png|frame|none|Note: Side View]]&lt;br /&gt;
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*Dig stairs down to the aquifer. Dig over the aquifer layer but under your &amp;quot;plug&amp;quot;. You'll need a 5x5 landmass. (Slide 2)&lt;br /&gt;
*Channel out the area the plug will fall into. (Slide 3)&lt;br /&gt;
*Leave a single floor tile on top of the plug and dig out the outer layer of your plug. The plug should be a 3x3 landmass now. The single floor tile must keep the plug from falling. (Slide 3)&lt;br /&gt;
*Channel out the floor tile holding up the plug. (Slides 4 &amp;amp; 5)&lt;br /&gt;
*Construct floor tiles to reach the plug and dig through the middle to get under the aquifer. (Slide 6)&lt;br /&gt;
&lt;br /&gt;
====Concentric Ring Method for Multiple Layers====&lt;br /&gt;
&lt;br /&gt;
If you build many rings inside one another in your top drop layer, you can breach multi-level aquifers with as little as 2 natural layers of dry soil above it.  Drop the rings from the outside to the inside using constructed arms to hold the center rings in place.  Once a ring drops into the water below it, pump out the water in the center and dig down another layer.  When that is complete, drop the next ring and continue the process until you are through.  Since you start dropping rings from the outside it is necessary to know how many levels deep the aquifer is before you begin.&amp;lt;br&amp;gt;&lt;br /&gt;
Tutorial for more than one Aquifier can be found here: [[User:Rhenaya/HowtoDualAquifer]]&lt;br /&gt;
&lt;br /&gt;
====Chicken-run plug====&lt;br /&gt;
&lt;br /&gt;
This method was developed for a single-pick challenge on a hostile biome. In the specific (but common) case of a 2-Z thick soil aquifer, with two dry layers above, it is possible to very quickly penetrate the aquifer using a cave-in without breaching the surface and compromising the fort's security. The method starts with a Chicken Run (see above), after which an area of the upper aquifer level is cleared out with drainage into the lower level. The lower dry level is then collapsed, which means that the sub-surface level only needs to be mined (to release the plug) rather than collapsed as part of the plug.&lt;br /&gt;
&lt;br /&gt;
The procedure is described in detail {{Forum|129994.msg4620421#msg4620421|in this and the following posts}}.&lt;br /&gt;
&lt;br /&gt;
While not yet demonstrated, it should be possible to use successive cycles of chicken-running and clearing to pierce arbitrarily deep soil aquifers this way.&lt;br /&gt;
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===The pump method===&lt;br /&gt;
&lt;br /&gt;
The pumping method uses one or more [[screw pump|pumps]] to keep an area dry long enough to smooth or [[wall]] off the sides, stopping the flow of water.  It requires no special environment or resources, other than wood and dwarves (and patience).  Most commonly, a modestly-sized section of the aquifer layer is channeled out and several screw pumps are built facing it.  Directly behind each of the screw pumps a few tiles are channeled out to receive and dispose of the pumped water.  When the pumps are activated, they should pump water faster than the aquifer can produce it, allowing masons to smooth or build walls around your future staircase.  You ''will'' get job cancellations during this process, as stray 2/7's of water interrupt the building process.  Just unsuspend the construction when this happens, as long a dwarf manages to touch the wall before canceling, it will move incrementally toward completion and eventually finish.  Depending on the availability of screw pumps and dwarves, you may need to wall off one corner or side at a time, then move the pumps and repeat.  When drilling through more than one aquifer layer, be sure to leave yourself enough room to build additional layers of pumps and water disposal channels on lower levels. &lt;br /&gt;
&lt;br /&gt;
Things to consider: &lt;br /&gt;
* The smaller your work area, the less water your dwarves will have to remove and the faster construction will finish. For a single-layer soil aquifer, you only need to mine five tiles (your stairway and walls directly North, South, East, and West of it); single-layer stone aquifers require only a single tile be channeled.&lt;br /&gt;
* Mechanical [[power]] may come in handy, but dwarf power works just fine and is much more portable.&lt;br /&gt;
* Channels can sometimes be used in place of walls, causing water produced by the aquifer on one level to immediately fall and be consumed by the aquifer on the level below.&lt;br /&gt;
* This method may take a while.&lt;br /&gt;
&lt;br /&gt;
==== Specific pump methods in detail ====&lt;br /&gt;
&lt;br /&gt;
QuantumMenace's [[double-slit method]] can pierce an aquifer of any depth using only wood and dwarven labor. Taken from [http://www.bay12forums.com/smf/index.php?topic=79224.15 this forum post].&lt;br /&gt;
&lt;br /&gt;
Earlier in the same thread, Hans Lemurson laid out a very dwarfy method that can also pierce aquifers of any depth, using several pumps and machinery. [http://www.bay12forums.com/smf/index.php?topic=79224.0#msg2058307 Find it here].&lt;br /&gt;
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A convenient method without job cancellation using a [[pump stack]] was presented by kingubu in [http://www.bay12forums.com/smf/index.php?topic=143064.0 this forum post], see [[Pump-stack_method]]&lt;br /&gt;
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Leonidas posted a [http://www.bay12forums.com/smf/index.php?topic=169616.0 detailed procedure], copiously illustrated, for tunneling through any aquifer with limited resources and relative safety.&lt;br /&gt;
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===The freezing method===&lt;br /&gt;
&lt;br /&gt;
If you are playing in a freezing or very cold landscape, where it snows in winter and instantly freezes water on the map, you can dig out a 3x3 hole in the ground using [[channel]]s, and make it deeper and deeper until you reach the aquifer level. Once you reach the damp rock, tunnel into it with up/down staircases, then channel out the downstairs, the exposed water will turn to ice, digging the up/downstairs before channeling allows the tiles to safely fill with 7/7 water before being frozen, this avoids the hazard of miners being encased in ice and avoids a bug(?) where frozen water which is less than 7/7 deep does not produce a floor above it. The central square of the 3x3 hole should be tunnelable ice, so you can get to the rock beneath.&lt;br /&gt;
&lt;br /&gt;
If your fortress is in a zone that gets warm, build walls around the inside of the hole to stop the water coming in once the ice melts. In order to build a wall around a 1x1 staircase it will be necessary to have a 5x5 hole, since you need to leave an outer ring of ice to seal the aquifer.&lt;br /&gt;
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If the aquifer is multiple layers deep you will need to start with a sufficiently large hole to account for both an ice wall to seal the aquifer and a constructed wall to seal the ice wall for each layer of the aquifer. A pump based method might be preferable.&lt;br /&gt;
&lt;br /&gt;
As an alternative to building a second wall to seal the ice wall, you can establish a drain into the caverns, and build a constructed wall when the melt comes.&lt;br /&gt;
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===The magma/obsidian method===&lt;br /&gt;
&lt;br /&gt;
If you have access to a supply of magma, you can create your own obsidian caissons. By channeling into the aquifer layer and then filling these channels with magma, or by digging staircases and pouring magma down the staircases, it is possible to create a wall of obsidian between your working area and the [[water]]-bearing rock or [[soil]]. However, changes to world generation with the last version have made this method more difficult than it once was, as it is now harder to find magma vents that extend above the aquifer level.&lt;br /&gt;
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===The drainage method===&lt;br /&gt;
&lt;br /&gt;
Having made an initial hole in the aquifer, you may wish to punch another larger hole through, say for example to grow wild strawberries in the caverns. Or you may simply want an additional (natural stone!) staircase. Once you have access from below this is much easier than digging from above, and it has the additional benefit of producing a shaft of exactly the size you want.&lt;br /&gt;
&lt;br /&gt;
Locate the caverns and dig a drainage shaft of up/down stairs or downward stairs up from the caverns to the aquifer (downward stairs function as grates and are far safer than channeling). Once the drainage shaft is complete punch the shaft up through the aquifer (using up/down stairs) until you hit dry dirt. Now mine out the walls around the shaft and build constructed walls to seal the aquifer. It's even faster if the walls are dug out using down stairs instead, constructed walls can be built on the stairs and water falls straight through, thus construction can always be started and is never suspended. Always build the walls from the highest layer down, so the dwarves aren't having water dumped on them from above.&lt;br /&gt;
&lt;br /&gt;
This method can be used to create arbitrarily large (and shaped) holes. Large holes, which would be impractical to dig from above, are very easy using this technique. It's also extremely useful for digging straight shafts through &amp;quot;layercake&amp;quot; aquifers where aquifer tiles and non-aquifer tiles are intermixed.&lt;br /&gt;
&lt;br /&gt;
Just be very aware that your framerate is bound to suffer, if you are not fast with plugging the aquifer walls.&lt;br /&gt;
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===The modding method===&lt;br /&gt;
&lt;br /&gt;
By editing the raws and removing the [AQUIFER] tag from all of the appropriate entries in inorganic_stone_layer.txt, inorganic_stone_mineral.txt, and inorganic_stone_soil.txt it is possible to remove all aquifers from the world.  This can be done before creating a new world or after, if you find a particularly neat location ruined only by the presence of an aquifer. In order to modify an existing world, you must delete the [AQUIFER] tag from the raws in the savegame's folder.&lt;br /&gt;
&lt;br /&gt;
===== With PyLNP =====&lt;br /&gt;
Disable aquifers in the options tab before generating a new world.  This works similarly to the command-line method below, but is usually a lot easier.&lt;br /&gt;
&lt;br /&gt;
===== With DFHack =====&lt;br /&gt;
The DFHack command &amp;quot;drain-aquifer&amp;quot; removes the aquifer flag from all tiles in your current embark, without requiring raw edits.  If you have DFHack, this is the best method.&lt;br /&gt;
&lt;br /&gt;
===== With DFHack's tiletypes command =====&lt;br /&gt;
DFHack's [https://github.com/DFHack/dfhack/blob/master/Readme.rst#tiletypes &amp;quot;tiletypes&amp;quot;] command lets you remove the aquifer flag from specific tiles only. This is useful if you want to keep an aquifer on your map (eg. as a water source), but don't want to deal with the hassle of breaching it.&lt;br /&gt;
&lt;br /&gt;
To create 4x4 aquiferless shaft, do this:&lt;br /&gt;
 1) Type &amp;quot;tiletypes&amp;quot; in DFHack to open the tiletypes tool&lt;br /&gt;
 2) Type in the following commands to set the tool's filter, paint and brush settings accordingly:&lt;br /&gt;
   - filter any&lt;br /&gt;
   - paint aqua 0&lt;br /&gt;
   - range 4 4&lt;br /&gt;
 3) In Dwarf Fortress, press 'k' to bring up the cursor, and move the cursor to the position you want the top left tile of your shaft to be.&lt;br /&gt;
 4) In DFHack, type &amp;quot;run&amp;quot;. The aquifer will be removed in a 4x4 square below and to the right of your cursor.&lt;br /&gt;
 5) Repeat steps 3 and 4 for every aquifer layer you have. Don't worry about hitting non-aquifer tiles, they shouldn't be affected by the tool at all.&lt;br /&gt;
&lt;br /&gt;
Alternatively, in step two you can provide a third number for the range. This number will represent how many Z levels deep to remove aquifers.&lt;br /&gt;
&lt;br /&gt;
If you don't know how deep your aquifer is, either use the &amp;quot;reveal&amp;quot; command in DFHack to check, or just set the tiletypes range to encompass multiple z-levels. For instance, use &amp;quot;range 4 4 20&amp;quot; and use &amp;quot;tiletypes-here&amp;quot; on a tile 20 layers below the surface of your shaft.&lt;br /&gt;
&lt;br /&gt;
===== Command-line (Linux/OS X) =====&lt;br /&gt;
&lt;br /&gt;
 cd df_linux/raw/objects/&lt;br /&gt;
 sed -i 's/\[AQUIFER\]/(AQUIFER)/g' inorganic_stone_*.txt&lt;br /&gt;
&lt;br /&gt;
and generate world.  To edit an already generated world, run the &amp;lt;code&amp;gt;sed&amp;lt;/code&amp;gt; command in the &amp;lt;tt&amp;gt;df_linux/data/save/''regionNN''/raw/objects&amp;lt;/tt&amp;gt; folder instead. &lt;br /&gt;
&lt;br /&gt;
OS X requires an argument to the &amp;lt;code&amp;gt;-i&amp;lt;/code&amp;gt; flag, which is used as an extension to create backup files (but it can be empty):&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;pre&amp;gt;sed -i '' 's/\[AQUIFER\]/(AQUIFER)/g' inorganic_stone_*.txt&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you want to restore the tags later, you can do it with the command:&lt;br /&gt;
&lt;br /&gt;
 sed -i 's/(AQUIFER)/[AQUIFER]/g' inorganic_stone_*.txt&lt;br /&gt;
&lt;br /&gt;
=====Text editor (All operating systems)=====&lt;br /&gt;
&lt;br /&gt;
There are three files. They can be found in two different places.&lt;br /&gt;
&lt;br /&gt;
For every new world you make:&lt;br /&gt;
    “THE FOLDER DF IS INSTALLED IN”/raw/objects&lt;br /&gt;
&lt;br /&gt;
For worlds that have already been made:&lt;br /&gt;
    “THE FOLDER DF IS INSTALLED IN”/data/save/“THE WORLD YOU ARE EDITING”/raw/objects&lt;br /&gt;
&lt;br /&gt;
The three files you are editing are:&lt;br /&gt;
     inorganic_stone_layer.txt&lt;br /&gt;
     inorganic_stone_mineral.txt&lt;br /&gt;
     inorganic_stone_soil.txt&lt;br /&gt;
&lt;br /&gt;
Open these in a text editior.&lt;br /&gt;
Open the “Find and Replace” function of your text editor.&lt;br /&gt;
&lt;br /&gt;
Replace all instances of&lt;br /&gt;
[AQUIFER]&lt;br /&gt;
with &lt;br /&gt;
(AQUIFER)&lt;br /&gt;
&lt;br /&gt;
Later on, if you would like to reverse the process, replace (AQUIFER) with [AQUIFER]&lt;br /&gt;
&lt;br /&gt;
== Benefits of aquifers ==&lt;br /&gt;
While annoying, aquifers can be useful for building a self-sufficient fortress, and for water-related [[megaprojects]]. Since an aquifer can absorb an infinite amount of water, it can function as a drain for anything above it. For instance, digging a pit in a lower Z level of an aquifer, then connecting it to a breached aquifer a level above through a channel dug a level above ''that'' will create a permanently flowing, compact, secure water/power source completely contained within the fortress.  &lt;br /&gt;
&lt;br /&gt;
Aquifers outside [[ocean]] biomes also contain fresh water. Since aquifers are almost always located close to the surface, freshwater aquifers can easily be turned into a source of infinite, secure, non-freezing drinking water for your dwarves, eliminating the need for a [[Reservoir|cistern]]. While both of these roles can also be filled by [[Caverns|cavern]] features, an aquifer allows you to get the same advantages without exposing yourself to potentially dangerous cavern creatures.&lt;br /&gt;
&lt;br /&gt;
== Technical implementation of the aquifer version split ==&lt;br /&gt;
&lt;br /&gt;
The aquifer split introduced in 0.47.01 uses the crude but effective random appearing method of making all aquifers light unless the Drainage modulo 20 equals 7.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
Some light aquifers may not appear on the embark screen.{{bug|11358}}&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
&lt;br /&gt;
* [http://www.bay12forums.com/smf/index.php?topic=79224.15 QuantumMenace's two-slit method] for breaching aquifers of any depth - Illustrated guide&lt;br /&gt;
* [http://www.bay12forums.com/smf/index.php?topic=141600 Hatch trick] described with ascii art.&lt;br /&gt;
{{World}}&lt;/div&gt;</summary>
		<author><name>Benderdragon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Ramp&amp;diff=250607</id>
		<title>Ramp</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Ramp&amp;diff=250607"/>
		<updated>2020-02-17T03:14:38Z</updated>

		<summary type="html">&lt;p&gt;Benderdragon: /* Ramping versus channeling */ minor style/clarity changes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Exceptional}}&lt;br /&gt;
&lt;br /&gt;
A '''ramp''' is a map feature that allows dwarves, [[wagon]]s, and other [[creature]]s to move between levels. When viewed with {{k|k}} they are called '''slopes''', and they occur naturally on most maps, acting as hillsides. Dwarves may make them by digging with {{k|d}} + {{k|r}} from below or with {{k|d}} + {{k|h}} from above, or construction with {{k|b}} + {{k|C}} + {{k|r}}.&lt;br /&gt;
&lt;br /&gt;
Ramps are the only way that [[wagon]]s can move between levels in order to access a [[trade depot]].  Unless you build your depot above ground or set into a cliff, you will probably have to create ramps to allow access to it.&lt;br /&gt;
&lt;br /&gt;
Ramps are shown with the ▲ symbol (pointing &amp;quot;up&amp;quot;). The space above a ramp is shown as a ▼ and called a &amp;quot;downward slope&amp;quot;. A downward slope is not an actual feature (as opposed to a downward stair), but rather an indication of a ramp below it; it functions otherwise as open space -- much like the game shows {{Raw tile|·|#FFFFFF|#000000}} to indicate trees or terrain on the level below, the ▼ symbol is a display nicety, not a type of terrain. When the rest of this article refers to ramps, the actual ramp (▲) is meant.&lt;br /&gt;
&lt;br /&gt;
Note that ramps function similarly to [[floor]]s in that units can walk on them without any problems, even if they are over open space. They will also support adjacent buildings.&lt;br /&gt;
&lt;br /&gt;
== Movement using ramps ==&lt;br /&gt;
&lt;br /&gt;
[[File:invalidramp.png|200px|thumb|right|'''Example A:''' An unusable ramp]]&lt;br /&gt;
&lt;br /&gt;
For the purposes of unit movement, a ramp connects the ramp bottom to the '''tops of walls adjacent to the ramp bottom'''.  So unlike stairs, where a dwarf moves directly up or down, a dwarf moving via a ramp will move diagonally across Z-levels, changing both horizontal and vertical location in a single move. This can make it seem like a ramp has &amp;quot;direction&amp;quot; or &amp;quot;flow&amp;quot; by itself, but in fact this depends entirely on the spaces adjacent to the ramp.&lt;br /&gt;
&lt;br /&gt;
More formally, a usable ramp requires four tiles:&lt;br /&gt;
&lt;br /&gt;
# A ramp tile&lt;br /&gt;
# An open space tile directly above the ramp&lt;br /&gt;
# An adjacent &amp;quot;solid&amp;quot; tile on the same Z-level (including diagonals)&lt;br /&gt;
# A &amp;quot;walkable&amp;quot; tile directly above the &amp;quot;solid&amp;quot; tile &lt;br /&gt;
&lt;br /&gt;
If these conditions are met, creatures will be able to move back and forth between the ramp space and the walkable space above the adjacent wall. Otherwise, the ramp will be labeled as &amp;quot;Unusable&amp;quot; when examined using the Loo{{K|k}} cursor.&lt;br /&gt;
&lt;br /&gt;
These conditions mean that if one were to try to create a &amp;quot;stairwell&amp;quot; with ramps, one would have to place the ramps adjacent to one another across Z-levels, rather than underneath one another as they would when building stairs. Each ramp would also have to be supported by a solid tile on the Z-level beneath it; this means that a sequence of ramps will become unusable if, for instance, the player attempted to make a 180º turn and build one ramp on the Z-level directly beneath another. The dwarven fortresses created during worldgen provide examples of ramp implementation, generally using ramps for the main entrance stairwell into the fortress, as well as when changing elevation in the [[Tunnel|tunnels]] they build through the caverns. &lt;br /&gt;
&lt;br /&gt;
'''Example A''' shows a situation where a ramp might be created that is actually unusable. Dwarves cannot ascend or descend (or cross) the ramp as shown because the walkable spaces above the ramp are not walled underneath, therefore dwarves cannot move between the ramp bottom and the spaces by the top of the ramp. If walls were added under the upper floor spaces, the ramp would become usable. &lt;br /&gt;
&lt;br /&gt;
'''Note:''' [[Fortification|Fortifications]] CAN be used by ramps as the adjacent &amp;quot;solid&amp;quot; tile, provided those fortifications have walkable space above them (which would apply to all carved out fortifications, or those constructed with additional flooring).&lt;br /&gt;
&lt;br /&gt;
Finally, wagons follow a completely different set of movement rules on ramps.  This can be &amp;lt;s&amp;gt;exploited&amp;lt;/s&amp;gt; used to create [[Wagon#Wagon-only_entrances|separate paths for wagons and other (walking) creatures]], for example to allow wagons to proceed directly to a depot while directing all other visitors through a trap filled maze.&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
== Creating ramps ==&lt;br /&gt;
&lt;br /&gt;
Dwarves may [[construction|construct]] ramps out of building materials such as [[stone]], [[wood]], [[block]]s, and [[bar]]s, but it is more common to dig them from natural walls (see [[mining]]).&lt;br /&gt;
&lt;br /&gt;
Digging ramps can be accomplished in two ways. Dwarves can carve ramps from adjacent spaces on the same z-level, and dwarves can [[channel]] from above, which will carve a ramp out of the natural wall below (if any). In both cases the space and floor above the ramp will be carved out as well to make an open space.&lt;br /&gt;
&lt;br /&gt;
Note that dwarves will happily dig out or construct ramps that are not immediately usable. Check the criteria above if dwarves do not seem to be using the ramps they have made.&lt;br /&gt;
&lt;br /&gt;
== Collapse ==&lt;br /&gt;
&lt;br /&gt;
Natural or carved ramps that are adjacent to [[wall]]s will collapse (disappear) if those walls are mined out. This can strand dwarves, so be careful when removing walls near those ramps. In addition, trying to carve a ramp under something that cannot be dug out (such as a [[construction]], [[building]], or [[tree]]) will result a slope, but leave the upper floor intact. This may create a [[cave-in]] situation dangerous to your miners.&lt;br /&gt;
&lt;br /&gt;
Constructed ramps will not collapse, and it is possible to create carved free-standing ramps as well, but the ramps will still not be usable without adjacent walls.&lt;br /&gt;
&lt;br /&gt;
== Removing ramps ==&lt;br /&gt;
&lt;br /&gt;
Natural and carved ramps can be destroyed via the designation menu using the Remove Up Stairs/Ramps selection ({{k|d}} -&amp;gt; {{k|z}}, using the ingame interface).  Like the selection says, only upwards slopes (and carved stairs) can be removed in such a manner, and only from the same level as the (upward) ramp.  Selecting a downwards ramp in such a manner has no effect, and removing the upward ramp will automatically remove the downward ramp designation from the level above, replacing it with &amp;quot;open space&amp;quot;. Ramps at the edge of the map cannot be removed this way (however, you can {{K|b}} -&amp;gt; {{K|C}}onstruct [[floor]] on top of that ramp and deconstruct it later - it will remove the ramp).&lt;br /&gt;
&lt;br /&gt;
Removing ramps is a fast process, on par with digging through sand or soil, and can train your miners quickly.&lt;br /&gt;
&lt;br /&gt;
Constructed ramps can be removed like any other construction via the designation menu with the Remove Construction selection ({{k|d}} -&amp;gt; {{k|n}}).&lt;br /&gt;
&lt;br /&gt;
== Ramps versus stairways ==&lt;br /&gt;
&lt;br /&gt;
As explained above, ramps have important limitations, but if constructed correctly they can allow slightly faster movement than stairways.  For example, if a dwarf wants to go down and to the north using a stairway, it will have to take two steps: one step down a stairway and one step to the north.  Going to the same place using a ramp only requires 1 step. Walking up or down a ramp has the same movement cost as walking on level ground.&lt;br /&gt;
&lt;br /&gt;
Unlike stairs, ramps do not work well with hatch covers. A dwarf standing on a hatch cover over a ramp will drop items he is carrying if the hatch opens, possibly injuring any dwarves below.&lt;br /&gt;
&lt;br /&gt;
== Ramping versus channeling ==&lt;br /&gt;
&lt;br /&gt;
When digging shafts, ramps don't provoke climbing as easily as channels (which will do so in about five levels).&lt;br /&gt;
&lt;br /&gt;
You can channel bare floor with no wall (or only a pillar) below, resulting in a hole with no ramp. Falls can still hurt, though.&lt;br /&gt;
&lt;br /&gt;
Digging channels 2z above warm stone allows you to remove it without getting warm stone cancellations, and digging ramps 1z below wet stone similarly allows you to remove that.&lt;br /&gt;
&lt;br /&gt;
Digging progress only accumulates in revealed tiles, which means ramps or channels will behave differently when digging gets interrupted.&lt;br /&gt;
&lt;br /&gt;
Channels cannot be designated on buildings (including stockpiles). However, if a ''ramp'' is dug below one, the floor above remains intact, but items on the tile above the ramp will fall down as if the floor above the ramp had been removed.&lt;br /&gt;
&lt;br /&gt;
A ramp can be dug diagonally upwards while standing on a ramp, thus allowing you to reach 2 z-levels above the miner. This can be done even if there's a building, such as a bridge, above.&lt;br /&gt;
&lt;br /&gt;
{{Buildings}}&lt;br /&gt;
{{Category|Buildings}}&lt;br /&gt;
{{Category|Constructions}}&lt;br /&gt;
{{Category|Designations}}&lt;/div&gt;</summary>
		<author><name>Benderdragon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Wagon&amp;diff=250606</id>
		<title>Wagon</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Wagon&amp;diff=250606"/>
		<updated>2020-02-17T02:51:15Z</updated>

		<summary type="html">&lt;p&gt;Benderdragon: /* Wagon-only entrances */  revised 1st method, added another method&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|00:22, 18 May 2015 (UTC)}}&lt;br /&gt;
{{creaturelookup/0|contrib=no|death=item|item=Wagon wood|wiki=yes}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{buggy}}&lt;br /&gt;
(''For information on the wagon carrying your goods during embark, see [[Wagon (embark)]]'')&lt;br /&gt;
&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
'''Wagons''' are special &amp;quot;[[creatures]]&amp;quot; used by [[human]] and [[Dwarf|dwarven]] [[caravan]]s. Wagons have a much greater hauling capacity than pack animals, increasing the imported goods available to your fortress and the capacity for exported goods. Surprisingly, despite their capacity and being the only multi-tile creature, wagons are only 1/5th the size (volume) of a dwarf - no wonder they scuttle so easily. Unfortunately, wagons require specific accommodations to reach your fortress: wagon-accessible paths must be three tiles wide, extend from natural-land tiles at the screen border to your [[trade depot]], and cannot contain [[trap]]s or [[pressure plate]]s.  If wagons are unable to find a path to your trade depot (or if you have not built a depot at all), they will bypass your site and you will only be able to trade for what is available on the merchants' pack animals. &lt;br /&gt;
&lt;br /&gt;
Wagons which are destroyed, abandoned, or scuttled will leave behind a unique type of [[wood]]: wagon wood. Since they count as creatures, dead wagons can be [[memorial]]ized (though a [[ghost]]ly wagon has not yet been observed).{{cite talk/this|Wagon death, list in deceased list and memorialization bug reproduction}}&lt;br /&gt;
&lt;br /&gt;
Dwarves will never have [[preferences|preference]] for wagons, as they possess no {{token|PREFSTRING}}. As stated by their raw files, they exist as creatures only temporarily until moving siege engines are added to the game.&lt;br /&gt;
&lt;br /&gt;
== Depot Accessibility ==&lt;br /&gt;
[[File:Wagon access.png|thumb|260px|right|An accessible and an inaccessible wagon path. Below is how the paths are viewed with Depot Access turned on.]]&lt;br /&gt;
&lt;br /&gt;
In order to appear alongside caravans, wagons must have an appropriate place on the map edge to spawn and an unobstructed path to a [[trade depot]]. &lt;br /&gt;
&lt;br /&gt;
After a trade depot is built, you can use {{K|D}}epot Access to check wagon accessibility. The decisive element is that you see the 'depot accessible' message on the right. Accessibility is calculated from your depot towards the map edges; even though you see a green area around your depot, it may not be accessible from outside. You need to make sure the path extends all the way to some edge of the map. The display is somewhat misleading in that a one tile wide green path is sufficient for the 3 tile wide wagons; the green {{Raw Tile|W|2:2:1}}s represent only the ''center'' of a wagon although the whole 3x3 can fit around it - so a three-tile wide path, which can fit a wagon, will only show up as one-tile wide line of {{Raw Tile|W|2:2:1}}s. When the route they would take goes over hills (ramps), it's hard to eye whether it is continuous all the way to the edge of the map, so be sure you see the words &amp;quot;depot accessible&amp;quot; on the depot access screen.&lt;br /&gt;
&lt;br /&gt;
As long as you have a three-tile wide path to the depot that reaches ''any'' natural-land tiles at the edge of the map, wagons will be able to reach the depot. If there is only one path they can take, they will take that path.  You can force them to enter and exit the map in an exact spot -- preferably very near your depot -- by erecting walls or digging channels so that all paths but the one you want them to take are blocked. Note that all caravans will prefer to enter the map at a wagon-accessible point, so this can also be used for [[Elf|elven]] caravans as well.&lt;br /&gt;
&lt;br /&gt;
Wagons will not appear on non-natural surface tiles at a map edge (such as a &amp;quot;bridge to nowhere&amp;quot;), though they can sometimes be encouraged to leave the map edge in such a manner. Wagons will also delay appearing at the map edge if their intended location is currently blocked by any other creature, similar to [[migrant]]s.&lt;br /&gt;
&lt;br /&gt;
== Movement ==&lt;br /&gt;
&lt;br /&gt;
Wagons can move horizontally across/through:&lt;br /&gt;
* Ordinary open ground&lt;br /&gt;
* Small plants, e.g. [[grass]], [[shrub]]s &lt;br /&gt;
* Constructed [[road]]s or [[floor]]s&lt;br /&gt;
* [[Bridge]]s&lt;br /&gt;
* Passable tiles of [[workshop]]s and other buildings (e.g. [[restraint]]s)&lt;br /&gt;
* [[Creature]]s, apart from other wagons. &lt;br /&gt;
* Closed [[hatch cover]]s, even if they are over open space. &lt;br /&gt;
&lt;br /&gt;
Wagons cannot move horizontally across/through:&lt;br /&gt;
* [[Boulder]]s (can be [[smoothing|smoothed]] to make them passable)&lt;br /&gt;
* [[Trap]]s&lt;br /&gt;
* [[Pressure plate]]s&lt;br /&gt;
* Any type of [[stairs|stair]] tile, apart from a down stair with a hatch cover on top&lt;br /&gt;
* [[Impassable tile]]s of [[workshop]]s and other buildings (e.g. [[statue]]s)&lt;br /&gt;
* [[Door]]s, even if they are operated by [[lever]] and left open&lt;br /&gt;
* Drained [[murky pool]] or [[river]] tiles (constructing and, optionally, removing a floor or road on top will make them passable)&lt;br /&gt;
&lt;br /&gt;
Wagons can move up or down [[z-level]]s via ramps, so long as they do not have hatch covers on top. Wagons use different rules for movement on ramps - namely, they are able to ascend a ramp to a raised floor over empty space, but cannot cross the line of ramps while remaining at the same level. With some careful design it is possible to make bridges that control depot accessibility without actually allowing anything to cross them, or paths that can be traversed only by wagons but not dwarves or ''vice versa''.&lt;br /&gt;
&lt;br /&gt;
== Wagon-only entrances ==&lt;br /&gt;
&lt;br /&gt;
Wagons are able to navigate through certain entrances which other (walking) creatures cannot. Specifically, wagons can climb ramps that walking creatures consider to be &amp;quot;unusable&amp;quot;. By building a set of ramps which are exclusively unusable, you can send wagons on a direct route, while filtering all other traffic through your trap-covered route.&lt;br /&gt;
&lt;br /&gt;
An example: [http://www.bay12forums.com/smf/index.php?topic=125977.0]:&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
[#0ff]Z[#0ff]{{=}}[#0ff]0    [#0ff]Z[#0ff]{{=}}[#0ff]1&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;
Another example, which uses slightly less space (note: this particular entrance is ''not'' a wagon-only entrance and is usable by creatures able to [[jump]]).&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
[#0ff]Z[#0ff]{{=}}[#0ff]-[#0ff]1   [#0ff]Z[#0ff]{{=}}[#0ff]0     &lt;br /&gt;
▓▓▓▓▓  ▓+++▓ &lt;br /&gt;
▓+++▓  ▓+++▓  &lt;br /&gt;
▓+▲+▓  ▓▼▼▼▓  &lt;br /&gt;
▓+++▓  ▓+++▓  &lt;br /&gt;
▓▓▓▓▓  ▓+++▓  &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Yet another example, which allow wagons to move between z-levels [http://www.bay12forums.com/smf/index.php?topic=175067.0]:&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
[#0ff]Z[#0ff]{{=}}[#0ff]-[#0ff]4    [#0ff]Z[#0ff]{{=}}[#0ff]-[#0ff]3    [#0ff]Z[#0ff]{{=}}[#0ff]-[#0ff]2    [#0ff]Z[#0ff]{{=}}[#0ff]-[#0ff]1    [#0ff]Z[#0ff]{{=}}[#0ff]0     &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;
== Bugs ==&lt;br /&gt;
&lt;br /&gt;
* Wagons can become &amp;quot;stuck&amp;quot; in obstacles.{{bug|5418}}&lt;br /&gt;
* Wagon pathing problems can result in caravan collisions.{{bug|5687}}&lt;br /&gt;
* It's possible for a dwarf to have a preference for &amp;quot;wagon wood&amp;quot;.{{Bug|3676}}&lt;br /&gt;
* Wagons are listed as &amp;quot;deceased&amp;quot; after being scuttled.&lt;br /&gt;
* Wagon despawns, becoming listed as &amp;quot;Missing&amp;quot; and causing the caravan to flee.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;/div&gt;</summary>
		<author><name>Benderdragon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Ramp&amp;diff=250605</id>
		<title>Ramp</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Ramp&amp;diff=250605"/>
		<updated>2020-02-17T02:07:56Z</updated>

		<summary type="html">&lt;p&gt;Benderdragon: /* Ramping versus channeling */ reverted with some formatting changes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Exceptional}}&lt;br /&gt;
&lt;br /&gt;
A '''ramp''' is a map feature that allows dwarves, [[wagon]]s, and other [[creature]]s to move between levels. When viewed with {{k|k}} they are called '''slopes''', and they occur naturally on most maps, acting as hillsides. Dwarves may make them by digging with {{k|d}} + {{k|r}} from below or with {{k|d}} + {{k|h}} from above, or construction with {{k|b}} + {{k|C}} + {{k|r}}.&lt;br /&gt;
&lt;br /&gt;
Ramps are the only way that [[wagon]]s can move between levels in order to access a [[trade depot]].  Unless you build your depot above ground or set into a cliff, you will probably have to create ramps to allow access to it.&lt;br /&gt;
&lt;br /&gt;
Ramps are shown with the ▲ symbol (pointing &amp;quot;up&amp;quot;). The space above a ramp is shown as a ▼ and called a &amp;quot;downward slope&amp;quot;. A downward slope is not an actual feature (as opposed to a downward stair), but rather an indication of a ramp below it; it functions otherwise as open space -- much like the game shows {{Raw tile|·|#FFFFFF|#000000}} to indicate trees or terrain on the level below, the ▼ symbol is a display nicety, not a type of terrain. When the rest of this article refers to ramps, the actual ramp (▲) is meant.&lt;br /&gt;
&lt;br /&gt;
Note that ramps function similarly to [[floor]]s in that units can walk on them without any problems, even if they are over open space. They will also support adjacent buildings.&lt;br /&gt;
&lt;br /&gt;
== Movement using ramps ==&lt;br /&gt;
&lt;br /&gt;
[[File:invalidramp.png|200px|thumb|right|'''Example A:''' An unusable ramp]]&lt;br /&gt;
&lt;br /&gt;
For the purposes of unit movement, a ramp connects the ramp bottom to the '''tops of walls adjacent to the ramp bottom'''.  So unlike stairs, where a dwarf moves directly up or down, a dwarf moving via a ramp will move diagonally across Z-levels, changing both horizontal and vertical location in a single move. This can make it seem like a ramp has &amp;quot;direction&amp;quot; or &amp;quot;flow&amp;quot; by itself, but in fact this depends entirely on the spaces adjacent to the ramp.&lt;br /&gt;
&lt;br /&gt;
More formally, a usable ramp requires four tiles:&lt;br /&gt;
&lt;br /&gt;
# A ramp tile&lt;br /&gt;
# An open space tile directly above the ramp&lt;br /&gt;
# An adjacent &amp;quot;solid&amp;quot; tile on the same Z-level (including diagonals)&lt;br /&gt;
# A &amp;quot;walkable&amp;quot; tile directly above the &amp;quot;solid&amp;quot; tile &lt;br /&gt;
&lt;br /&gt;
If these conditions are met, creatures will be able to move back and forth between the ramp space and the walkable space above the adjacent wall. Otherwise, the ramp will be labeled as &amp;quot;Unusable&amp;quot; when examined using the Loo{{K|k}} cursor.&lt;br /&gt;
&lt;br /&gt;
These conditions mean that if one were to try to create a &amp;quot;stairwell&amp;quot; with ramps, one would have to place the ramps adjacent to one another across Z-levels, rather than underneath one another as they would when building stairs. Each ramp would also have to be supported by a solid tile on the Z-level beneath it; this means that a sequence of ramps will become unusable if, for instance, the player attempted to make a 180º turn and build one ramp on the Z-level directly beneath another. The dwarven fortresses created during worldgen provide examples of ramp implementation, generally using ramps for the main entrance stairwell into the fortress, as well as when changing elevation in the [[Tunnel|tunnels]] they build through the caverns. &lt;br /&gt;
&lt;br /&gt;
'''Example A''' shows a situation where a ramp might be created that is actually unusable. Dwarves cannot ascend or descend (or cross) the ramp as shown because the walkable spaces above the ramp are not walled underneath, therefore dwarves cannot move between the ramp bottom and the spaces by the top of the ramp. If walls were added under the upper floor spaces, the ramp would become usable. &lt;br /&gt;
&lt;br /&gt;
'''Note:''' [[Fortification|Fortifications]] CAN be used by ramps as the adjacent &amp;quot;solid&amp;quot; tile, provided those fortifications have walkable space above them (which would apply to all carved out fortifications, or those constructed with additional flooring).&lt;br /&gt;
&lt;br /&gt;
Finally, wagons follow a completely different set of movement rules on ramps.  This can be &amp;lt;s&amp;gt;exploited&amp;lt;/s&amp;gt; used to create [[Wagon#Wagon-only_entrances|separate paths for wagons and other (walking) creatures]], for example to allow wagons to proceed directly to a depot while directing all other visitors through a trap filled maze.&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
== Creating ramps ==&lt;br /&gt;
&lt;br /&gt;
Dwarves may [[construction|construct]] ramps out of building materials such as [[stone]], [[wood]], [[block]]s, and [[bar]]s, but it is more common to dig them from natural walls (see [[mining]]).&lt;br /&gt;
&lt;br /&gt;
Digging ramps can be accomplished in two ways. Dwarves can carve ramps from adjacent spaces on the same z-level, and dwarves can [[channel]] from above, which will carve a ramp out of the natural wall below (if any). In both cases the space and floor above the ramp will be carved out as well to make an open space.&lt;br /&gt;
&lt;br /&gt;
Note that dwarves will happily dig out or construct ramps that are not immediately usable. Check the criteria above if dwarves do not seem to be using the ramps they have made.&lt;br /&gt;
&lt;br /&gt;
== Collapse ==&lt;br /&gt;
&lt;br /&gt;
Natural or carved ramps that are adjacent to [[wall]]s will collapse (disappear) if those walls are mined out. This can strand dwarves, so be careful when removing walls near those ramps. In addition, trying to carve a ramp under something that cannot be dug out (such as a [[construction]], [[building]], or [[tree]]) will result a slope, but leave the upper floor intact. This may create a [[cave-in]] situation dangerous to your miners.&lt;br /&gt;
&lt;br /&gt;
Constructed ramps will not collapse, and it is possible to create carved free-standing ramps as well, but the ramps will still not be usable without adjacent walls.&lt;br /&gt;
&lt;br /&gt;
== Removing ramps ==&lt;br /&gt;
&lt;br /&gt;
Natural and carved ramps can be destroyed via the designation menu using the Remove Up Stairs/Ramps selection ({{k|d}} -&amp;gt; {{k|z}}, using the ingame interface).  Like the selection says, only upwards slopes (and carved stairs) can be removed in such a manner, and only from the same level as the (upward) ramp.  Selecting a downwards ramp in such a manner has no effect, and removing the upward ramp will automatically remove the downward ramp designation from the level above, replacing it with &amp;quot;open space&amp;quot;. Ramps at the edge of the map cannot be removed this way (however, you can {{K|b}} -&amp;gt; {{K|C}}onstruct [[floor]] on top of that ramp and deconstruct it later - it will remove the ramp).&lt;br /&gt;
&lt;br /&gt;
Removing ramps is a fast process, on par with digging through sand or soil, and can train your miners quickly.&lt;br /&gt;
&lt;br /&gt;
Constructed ramps can be removed like any other construction via the designation menu with the Remove Construction selection ({{k|d}} -&amp;gt; {{k|n}}).&lt;br /&gt;
&lt;br /&gt;
== Ramps versus stairways ==&lt;br /&gt;
&lt;br /&gt;
As explained above, ramps have important limitations, but if constructed correctly they can allow slightly faster movement than stairways.  For example, if a dwarf wants to go down and to the north using a stairway, it will have to take two steps: one step down a stairway and one step to the north.  Going to the same place using a ramp only requires 1 step. Walking up or down a ramp has the same movement cost as walking on level ground.&lt;br /&gt;
&lt;br /&gt;
Unlike stairs, ramps do not work well with hatch covers. A dwarf standing on a hatch cover over a ramp will drop items he is carrying if the hatch opens, possibly injuring any dwarves below.&lt;br /&gt;
&lt;br /&gt;
== Ramping versus channeling ==&lt;br /&gt;
&lt;br /&gt;
When digging shafts, ramps don't provoke climbing as easily as channels (which will do so in about five levels).&lt;br /&gt;
&lt;br /&gt;
You can channel bare floor with no wall (or only a pillar) below, resulting in a hole with no ramp. Falls can still hurt, though.&lt;br /&gt;
&lt;br /&gt;
Digging channels 2z above warm stone allows you to remove it without getting warm stone cancellations, and digging ramps 1z below wet stone similarly allows you to remove that.&lt;br /&gt;
&lt;br /&gt;
Digging progress only accumulates in revealed tiles, which means ramps or channels will behave differently when digging gets interrupted.&lt;br /&gt;
&lt;br /&gt;
Channels cannot be designated on buildings (including stockpiles). However, if a ''ramp'' designation is finished beneath one, the floor above remains intact, but any items on the tile above the ramp will fall down to the ramp as if a channel had been designated and dug above.&lt;br /&gt;
&lt;br /&gt;
A ramp can be dug diagonally upwards while standing on a ramp, thus allowing you to reach 2 z-levels above the miner. This can be done even if there's a building, such as a bridge, above.&lt;br /&gt;
&lt;br /&gt;
{{Buildings}}&lt;br /&gt;
{{Category|Buildings}}&lt;br /&gt;
{{Category|Constructions}}&lt;br /&gt;
{{Category|Designations}}&lt;/div&gt;</summary>
		<author><name>Benderdragon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Ramp&amp;diff=250603</id>
		<title>Ramp</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Ramp&amp;diff=250603"/>
		<updated>2020-02-17T01:47:14Z</updated>

		<summary type="html">&lt;p&gt;Benderdragon: /* Ramping versus channeling */ clarification on &amp;quot;above&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Exceptional}}&lt;br /&gt;
&lt;br /&gt;
A '''ramp''' is a map feature that allows dwarves, [[wagon]]s, and other [[creature]]s to move between levels. When viewed with {{k|k}} they are called '''slopes''', and they occur naturally on most maps, acting as hillsides. Dwarves may make them by digging with {{k|d}} + {{k|r}} from below or with {{k|d}} + {{k|h}} from above, or construction with {{k|b}} + {{k|C}} + {{k|r}}.&lt;br /&gt;
&lt;br /&gt;
Ramps are the only way that [[wagon]]s can move between levels in order to access a [[trade depot]].  Unless you build your depot above ground or set into a cliff, you will probably have to create ramps to allow access to it.&lt;br /&gt;
&lt;br /&gt;
Ramps are shown with the ▲ symbol (pointing &amp;quot;up&amp;quot;). The space above a ramp is shown as a ▼ and called a &amp;quot;downward slope&amp;quot;. A downward slope is not an actual feature (as opposed to a downward stair), but rather an indication of a ramp below it; it functions otherwise as open space -- much like the game shows {{Raw tile|·|#FFFFFF|#000000}} to indicate trees or terrain on the level below, the ▼ symbol is a display nicety, not a type of terrain. When the rest of this article refers to ramps, the actual ramp (▲) is meant.&lt;br /&gt;
&lt;br /&gt;
Note that ramps function similarly to [[floor]]s in that units can walk on them without any problems, even if they are over open space. They will also support adjacent buildings.&lt;br /&gt;
&lt;br /&gt;
== Movement using ramps ==&lt;br /&gt;
&lt;br /&gt;
[[File:invalidramp.png|200px|thumb|right|'''Example A:''' An unusable ramp]]&lt;br /&gt;
&lt;br /&gt;
For the purposes of unit movement, a ramp connects the ramp bottom to the '''tops of walls adjacent to the ramp bottom'''.  So unlike stairs, where a dwarf moves directly up or down, a dwarf moving via a ramp will move diagonally across Z-levels, changing both horizontal and vertical location in a single move. This can make it seem like a ramp has &amp;quot;direction&amp;quot; or &amp;quot;flow&amp;quot; by itself, but in fact this depends entirely on the spaces adjacent to the ramp.&lt;br /&gt;
&lt;br /&gt;
More formally, a usable ramp requires four tiles:&lt;br /&gt;
&lt;br /&gt;
# A ramp tile&lt;br /&gt;
# An open space tile directly above the ramp&lt;br /&gt;
# An adjacent &amp;quot;solid&amp;quot; tile on the same Z-level (including diagonals)&lt;br /&gt;
# A &amp;quot;walkable&amp;quot; tile directly above the &amp;quot;solid&amp;quot; tile &lt;br /&gt;
&lt;br /&gt;
If these conditions are met, creatures will be able to move back and forth between the ramp space and the walkable space above the adjacent wall. Otherwise, the ramp will be labeled as &amp;quot;Unusable&amp;quot; when examined using the Loo{{K|k}} cursor.&lt;br /&gt;
&lt;br /&gt;
These conditions mean that if one were to try to create a &amp;quot;stairwell&amp;quot; with ramps, one would have to place the ramps adjacent to one another across Z-levels, rather than underneath one another as they would when building stairs. Each ramp would also have to be supported by a solid tile on the Z-level beneath it; this means that a sequence of ramps will become unusable if, for instance, the player attempted to make a 180º turn and build one ramp on the Z-level directly beneath another. The dwarven fortresses created during worldgen provide examples of ramp implementation, generally using ramps for the main entrance stairwell into the fortress, as well as when changing elevation in the [[Tunnel|tunnels]] they build through the caverns. &lt;br /&gt;
&lt;br /&gt;
'''Example A''' shows a situation where a ramp might be created that is actually unusable. Dwarves cannot ascend or descend (or cross) the ramp as shown because the walkable spaces above the ramp are not walled underneath, therefore dwarves cannot move between the ramp bottom and the spaces by the top of the ramp. If walls were added under the upper floor spaces, the ramp would become usable. &lt;br /&gt;
&lt;br /&gt;
'''Note:''' [[Fortification|Fortifications]] CAN be used by ramps as the adjacent &amp;quot;solid&amp;quot; tile, provided those fortifications have walkable space above them (which would apply to all carved out fortifications, or those constructed with additional flooring).&lt;br /&gt;
&lt;br /&gt;
Finally, wagons follow a completely different set of movement rules on ramps.  This can be &amp;lt;s&amp;gt;exploited&amp;lt;/s&amp;gt; used to create [[Wagon#Wagon-only_entrances|separate paths for wagons and other (walking) creatures]], for example to allow wagons to proceed directly to a depot while directing all other visitors through a trap filled maze.&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
== Creating ramps ==&lt;br /&gt;
&lt;br /&gt;
Dwarves may [[construction|construct]] ramps out of building materials such as [[stone]], [[wood]], [[block]]s, and [[bar]]s, but it is more common to dig them from natural walls (see [[mining]]).&lt;br /&gt;
&lt;br /&gt;
Digging ramps can be accomplished in two ways. Dwarves can carve ramps from adjacent spaces on the same z-level, and dwarves can [[channel]] from above, which will carve a ramp out of the natural wall below (if any). In both cases the space and floor above the ramp will be carved out as well to make an open space.&lt;br /&gt;
&lt;br /&gt;
Note that dwarves will happily dig out or construct ramps that are not immediately usable. Check the criteria above if dwarves do not seem to be using the ramps they have made.&lt;br /&gt;
&lt;br /&gt;
== Collapse ==&lt;br /&gt;
&lt;br /&gt;
Natural or carved ramps that are adjacent to [[wall]]s will collapse (disappear) if those walls are mined out. This can strand dwarves, so be careful when removing walls near those ramps. In addition, trying to carve a ramp under something that cannot be dug out (such as a [[construction]], [[building]], or [[tree]]) will result a slope, but leave the upper floor intact. This may create a [[cave-in]] situation dangerous to your miners.&lt;br /&gt;
&lt;br /&gt;
Constructed ramps will not collapse, and it is possible to create carved free-standing ramps as well, but the ramps will still not be usable without adjacent walls.&lt;br /&gt;
&lt;br /&gt;
== Removing ramps ==&lt;br /&gt;
&lt;br /&gt;
Natural and carved ramps can be destroyed via the designation menu using the Remove Up Stairs/Ramps selection ({{k|d}} -&amp;gt; {{k|z}}, using the ingame interface).  Like the selection says, only upwards slopes (and carved stairs) can be removed in such a manner, and only from the same level as the (upward) ramp.  Selecting a downwards ramp in such a manner has no effect, and removing the upward ramp will automatically remove the downward ramp designation from the level above, replacing it with &amp;quot;open space&amp;quot;. Ramps at the edge of the map cannot be removed this way (however, you can {{K|b}} -&amp;gt; {{K|C}}onstruct [[floor]] on top of that ramp and deconstruct it later - it will remove the ramp).&lt;br /&gt;
&lt;br /&gt;
Removing ramps is a fast process, on par with digging through sand or soil, and can train your miners quickly.&lt;br /&gt;
&lt;br /&gt;
Constructed ramps can be removed like any other construction via the designation menu with the Remove Construction selection ({{k|d}} -&amp;gt; {{k|n}}).&lt;br /&gt;
&lt;br /&gt;
== Ramps versus stairways ==&lt;br /&gt;
&lt;br /&gt;
As explained above, ramps have important limitations, but if constructed correctly they can allow slightly faster movement than stairways.  For example, if a dwarf wants to go down and to the north using a stairway, it will have to take two steps: one step down a stairway and one step to the north.  Going to the same place using a ramp only requires 1 step. Walking up or down a ramp has the same movement cost as walking on level ground.&lt;br /&gt;
&lt;br /&gt;
Unlike stairs, ramps do not work well with hatch covers. A dwarf standing on a hatch cover over a ramp will drop items he is carrying if the hatch opens, possibly injuring any dwarves below.&lt;br /&gt;
&lt;br /&gt;
== Ramping versus channeling ==&lt;br /&gt;
&lt;br /&gt;
When digging shafts, ramps don't provoke climbing as easily as channels (which will do so in about five levels).&lt;br /&gt;
&lt;br /&gt;
You can channel bare floor with no wall (or only a pillar) below, resulting in a hole with no ramp. Falls can still hurt, though.&lt;br /&gt;
&lt;br /&gt;
Digging channels 2z above warm stone allows you to remove it without getting warm stone cancellations, and digging ramps 1z below wet stone similarly allows you to remove that.&lt;br /&gt;
&lt;br /&gt;
Digging progress only accumulates in revealed tiles, which means ramps or channels will behave differently when digging gets interrupted.&lt;br /&gt;
&lt;br /&gt;
Channels cannot be designated on buildings (including stockpiles). If a building is placed after the designation, then when the channel is dug out, the building floor above the ramp remains intact, but any items on tile will be dropped below. Note that creatures (like the dwarves) will not fall down below.&lt;br /&gt;
&lt;br /&gt;
A ramp can be dug diagonally upwards while standing on a ramp, thus allowing you to reach 2 z-levels above the miner. This can be done even if there's a building, such as a bridge, above.&lt;br /&gt;
&lt;br /&gt;
{{Buildings}}&lt;br /&gt;
{{Category|Buildings}}&lt;br /&gt;
{{Category|Constructions}}&lt;br /&gt;
{{Category|Designations}}&lt;/div&gt;</summary>
		<author><name>Benderdragon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Ramp&amp;diff=250602</id>
		<title>Ramp</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Ramp&amp;diff=250602"/>
		<updated>2020-02-17T01:45:49Z</updated>

		<summary type="html">&lt;p&gt;Benderdragon: /* Ramping versus channeling */ grammar and style&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Exceptional}}&lt;br /&gt;
&lt;br /&gt;
A '''ramp''' is a map feature that allows dwarves, [[wagon]]s, and other [[creature]]s to move between levels. When viewed with {{k|k}} they are called '''slopes''', and they occur naturally on most maps, acting as hillsides. Dwarves may make them by digging with {{k|d}} + {{k|r}} from below or with {{k|d}} + {{k|h}} from above, or construction with {{k|b}} + {{k|C}} + {{k|r}}.&lt;br /&gt;
&lt;br /&gt;
Ramps are the only way that [[wagon]]s can move between levels in order to access a [[trade depot]].  Unless you build your depot above ground or set into a cliff, you will probably have to create ramps to allow access to it.&lt;br /&gt;
&lt;br /&gt;
Ramps are shown with the ▲ symbol (pointing &amp;quot;up&amp;quot;). The space above a ramp is shown as a ▼ and called a &amp;quot;downward slope&amp;quot;. A downward slope is not an actual feature (as opposed to a downward stair), but rather an indication of a ramp below it; it functions otherwise as open space -- much like the game shows {{Raw tile|·|#FFFFFF|#000000}} to indicate trees or terrain on the level below, the ▼ symbol is a display nicety, not a type of terrain. When the rest of this article refers to ramps, the actual ramp (▲) is meant.&lt;br /&gt;
&lt;br /&gt;
Note that ramps function similarly to [[floor]]s in that units can walk on them without any problems, even if they are over open space. They will also support adjacent buildings.&lt;br /&gt;
&lt;br /&gt;
== Movement using ramps ==&lt;br /&gt;
&lt;br /&gt;
[[File:invalidramp.png|200px|thumb|right|'''Example A:''' An unusable ramp]]&lt;br /&gt;
&lt;br /&gt;
For the purposes of unit movement, a ramp connects the ramp bottom to the '''tops of walls adjacent to the ramp bottom'''.  So unlike stairs, where a dwarf moves directly up or down, a dwarf moving via a ramp will move diagonally across Z-levels, changing both horizontal and vertical location in a single move. This can make it seem like a ramp has &amp;quot;direction&amp;quot; or &amp;quot;flow&amp;quot; by itself, but in fact this depends entirely on the spaces adjacent to the ramp.&lt;br /&gt;
&lt;br /&gt;
More formally, a usable ramp requires four tiles:&lt;br /&gt;
&lt;br /&gt;
# A ramp tile&lt;br /&gt;
# An open space tile directly above the ramp&lt;br /&gt;
# An adjacent &amp;quot;solid&amp;quot; tile on the same Z-level (including diagonals)&lt;br /&gt;
# A &amp;quot;walkable&amp;quot; tile directly above the &amp;quot;solid&amp;quot; tile &lt;br /&gt;
&lt;br /&gt;
If these conditions are met, creatures will be able to move back and forth between the ramp space and the walkable space above the adjacent wall. Otherwise, the ramp will be labeled as &amp;quot;Unusable&amp;quot; when examined using the Loo{{K|k}} cursor.&lt;br /&gt;
&lt;br /&gt;
These conditions mean that if one were to try to create a &amp;quot;stairwell&amp;quot; with ramps, one would have to place the ramps adjacent to one another across Z-levels, rather than underneath one another as they would when building stairs. Each ramp would also have to be supported by a solid tile on the Z-level beneath it; this means that a sequence of ramps will become unusable if, for instance, the player attempted to make a 180º turn and build one ramp on the Z-level directly beneath another. The dwarven fortresses created during worldgen provide examples of ramp implementation, generally using ramps for the main entrance stairwell into the fortress, as well as when changing elevation in the [[Tunnel|tunnels]] they build through the caverns. &lt;br /&gt;
&lt;br /&gt;
'''Example A''' shows a situation where a ramp might be created that is actually unusable. Dwarves cannot ascend or descend (or cross) the ramp as shown because the walkable spaces above the ramp are not walled underneath, therefore dwarves cannot move between the ramp bottom and the spaces by the top of the ramp. If walls were added under the upper floor spaces, the ramp would become usable. &lt;br /&gt;
&lt;br /&gt;
'''Note:''' [[Fortification|Fortifications]] CAN be used by ramps as the adjacent &amp;quot;solid&amp;quot; tile, provided those fortifications have walkable space above them (which would apply to all carved out fortifications, or those constructed with additional flooring).&lt;br /&gt;
&lt;br /&gt;
Finally, wagons follow a completely different set of movement rules on ramps.  This can be &amp;lt;s&amp;gt;exploited&amp;lt;/s&amp;gt; used to create [[Wagon#Wagon-only_entrances|separate paths for wagons and other (walking) creatures]], for example to allow wagons to proceed directly to a depot while directing all other visitors through a trap filled maze.&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
== Creating ramps ==&lt;br /&gt;
&lt;br /&gt;
Dwarves may [[construction|construct]] ramps out of building materials such as [[stone]], [[wood]], [[block]]s, and [[bar]]s, but it is more common to dig them from natural walls (see [[mining]]).&lt;br /&gt;
&lt;br /&gt;
Digging ramps can be accomplished in two ways. Dwarves can carve ramps from adjacent spaces on the same z-level, and dwarves can [[channel]] from above, which will carve a ramp out of the natural wall below (if any). In both cases the space and floor above the ramp will be carved out as well to make an open space.&lt;br /&gt;
&lt;br /&gt;
Note that dwarves will happily dig out or construct ramps that are not immediately usable. Check the criteria above if dwarves do not seem to be using the ramps they have made.&lt;br /&gt;
&lt;br /&gt;
== Collapse ==&lt;br /&gt;
&lt;br /&gt;
Natural or carved ramps that are adjacent to [[wall]]s will collapse (disappear) if those walls are mined out. This can strand dwarves, so be careful when removing walls near those ramps. In addition, trying to carve a ramp under something that cannot be dug out (such as a [[construction]], [[building]], or [[tree]]) will result a slope, but leave the upper floor intact. This may create a [[cave-in]] situation dangerous to your miners.&lt;br /&gt;
&lt;br /&gt;
Constructed ramps will not collapse, and it is possible to create carved free-standing ramps as well, but the ramps will still not be usable without adjacent walls.&lt;br /&gt;
&lt;br /&gt;
== Removing ramps ==&lt;br /&gt;
&lt;br /&gt;
Natural and carved ramps can be destroyed via the designation menu using the Remove Up Stairs/Ramps selection ({{k|d}} -&amp;gt; {{k|z}}, using the ingame interface).  Like the selection says, only upwards slopes (and carved stairs) can be removed in such a manner, and only from the same level as the (upward) ramp.  Selecting a downwards ramp in such a manner has no effect, and removing the upward ramp will automatically remove the downward ramp designation from the level above, replacing it with &amp;quot;open space&amp;quot;. Ramps at the edge of the map cannot be removed this way (however, you can {{K|b}} -&amp;gt; {{K|C}}onstruct [[floor]] on top of that ramp and deconstruct it later - it will remove the ramp).&lt;br /&gt;
&lt;br /&gt;
Removing ramps is a fast process, on par with digging through sand or soil, and can train your miners quickly.&lt;br /&gt;
&lt;br /&gt;
Constructed ramps can be removed like any other construction via the designation menu with the Remove Construction selection ({{k|d}} -&amp;gt; {{k|n}}).&lt;br /&gt;
&lt;br /&gt;
== Ramps versus stairways ==&lt;br /&gt;
&lt;br /&gt;
As explained above, ramps have important limitations, but if constructed correctly they can allow slightly faster movement than stairways.  For example, if a dwarf wants to go down and to the north using a stairway, it will have to take two steps: one step down a stairway and one step to the north.  Going to the same place using a ramp only requires 1 step. Walking up or down a ramp has the same movement cost as walking on level ground.&lt;br /&gt;
&lt;br /&gt;
Unlike stairs, ramps do not work well with hatch covers. A dwarf standing on a hatch cover over a ramp will drop items he is carrying if the hatch opens, possibly injuring any dwarves below.&lt;br /&gt;
&lt;br /&gt;
== Ramping versus channeling ==&lt;br /&gt;
&lt;br /&gt;
When digging shafts, ramps don't provoke climbing as easily as channels (which will do so in about five levels).&lt;br /&gt;
&lt;br /&gt;
You can channel bare floor with no wall (or only a pillar) below, resulting in a hole with no ramp. Falls can still hurt, though.&lt;br /&gt;
&lt;br /&gt;
Digging channels 2z above warm stone allows you to remove it without getting warm stone cancellations, and digging ramps 1z below wet stone similarly allows you to remove that.&lt;br /&gt;
&lt;br /&gt;
Digging progress only accumulates in revealed tiles, which means ramps or channels will behave differently when digging gets interrupted.&lt;br /&gt;
&lt;br /&gt;
Channels cannot be designated on buildings (including stockpiles). If a building is placed after the designation, then when the channel is dug out, the building floor above remains intact, but any items on tile will be dropped below. Note that creatures (like the dwarves) will not fall down below.&lt;br /&gt;
&lt;br /&gt;
A ramp can be dug diagonally upwards while standing on a ramp, thus allowing you to reach 2 z-levels above the miner. This can be done even if there's a building, such as a bridge, above.&lt;br /&gt;
&lt;br /&gt;
{{Buildings}}&lt;br /&gt;
{{Category|Buildings}}&lt;br /&gt;
{{Category|Constructions}}&lt;br /&gt;
{{Category|Designations}}&lt;/div&gt;</summary>
		<author><name>Benderdragon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Magma_piston&amp;diff=250584</id>
		<title>Magma piston</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Magma_piston&amp;diff=250584"/>
		<updated>2020-02-16T23:04:08Z</updated>

		<summary type="html">&lt;p&gt;Benderdragon: /* Catchment area */ can be more than 1 z-level&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|11:17, 18 May 2015 (UTC)}}&lt;br /&gt;
{{Projects}}&lt;br /&gt;
{{av}}&lt;br /&gt;
'''Magma pistons''' are used to move [[magma]] near the surface. This approach was developed by players as an alternative to [[screw pump#Pump stack|pump stack]]s. Magma pistons are used because they require less time and fewer precious materials to construct than pump stacks. However, magma pistons are a bit more complicated than pump stacks, so it takes more time to understand how to operate and build them.&lt;br /&gt;
&lt;br /&gt;
== The concept ==&lt;br /&gt;
The piston method is based on a clever [[exploit|abuse]] of [[cave-in]] [[physics]]. The basic principle involves channeling out an area around a huge stone pillar, hundreds of z-levels tall, which will become the &amp;quot;piston&amp;quot; that drives magma to the top. Rest the piston on a single support, then carve out a tank at its base which will be filled with magma pumped from the magma sea. ('''Beware:''' building the piston directly over the magma sea will '''NOT''' work!) Once the tank has been filled, drop the piston by removing its support. Liquids displaced by a cave-in will &amp;quot;teleport&amp;quot; straight up to the nearest available space; here, the nearest available space will be the catchment area you thoughtfully prepared earlier atop the piston.&lt;br /&gt;
&lt;br /&gt;
A simple magma piston works as shown in the following diagram:&lt;br /&gt;
&lt;br /&gt;
 '''Key:'''&lt;br /&gt;
   &lt;br /&gt;
   '''#'''    = '''Wall'''&lt;br /&gt;
   &amp;lt;font color=&amp;quot;#F00&amp;quot;&amp;gt;~&amp;lt;/font&amp;gt;    = &amp;lt;font color=&amp;quot;#F00&amp;quot;&amp;gt;'''Magma'''&amp;lt;/font&amp;gt;&lt;br /&gt;
   &amp;lt;font color=&amp;quot;#777&amp;quot;&amp;gt;S&amp;lt;/font&amp;gt;    = &amp;lt;font color=&amp;quot;#777&amp;quot;&amp;gt;'''Support'''&amp;lt;/font&amp;gt;  &lt;br /&gt;
   &amp;lt;font color=&amp;quot;#970&amp;quot;&amp;gt;_&amp;lt;/font&amp;gt;    = &amp;lt;font color=&amp;quot;#970&amp;quot;&amp;gt;'''Floor hatch or bridge (your choice)'''&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{|style=&amp;quot;border: 1px solid #0b0; background: #dfd&amp;quot;&lt;br /&gt;
|+'''Basic magma piston design (side view)'''&lt;br /&gt;
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When the support is destroyed, the wall sections in the middle will fall down into the magma. The magma will teleport to the top of the piston, as shown in the following diagram:&lt;br /&gt;
&lt;br /&gt;
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== Construction ==&lt;br /&gt;
A magma piston is composed of 4-5 parts: the catchment area, the magma reservoir, the support, the piston, and the obsidian caster (optional).&lt;br /&gt;
&lt;br /&gt;
=== Catchment area ===&lt;br /&gt;
:The '''catchment area''' is located at the top of the piston. After the piston is dropped, the magma will spread out around the catchment area. In a repeating magma piston, some of the magma is used to cast obsidian on top of the piston, in order to reuse it. The volume and size of the catchment area must be carefully calculated to ensure that you won't have too much or too little magma above the piston for casting. Ideally, you want the depth of the magma above the piston to be 2. If the depth is 1, then the magma might evaporate and you won't be able to repair your piston. If the depth is greater than 2, then you're wasting magma if you cast it into obsidian. You can also make the catchment area multiple z-levels deep. If you need a catchment area smaller than possible with bridges or floodgates, you may use a floor-less [[Floodgate#Placement|floodgate]] to prevent the magma entering that square, while keeping the piston free to fall.&lt;br /&gt;
&lt;br /&gt;
=== Magma reservoir ===&lt;br /&gt;
:The '''magma reservoir''' is dug out near the magma sea. You can't actually drop the piston directly into the magma sea because the bottom of the magma sea is [[semi-molten rock]], and it will completely destroy any piston dropped into it. The magma reservoir is artificial, so it won't have a floor made of semi-molten rock. This will allow the piston to rest on the floor of your reservoir. The magma reservoir needs three parts: a magma inlet, a magma drain, and an access corridor. After letting magma in, and dropping the piston, you'll want to dig out the bottom of the piston so you can drop it again. To do that, you need to drain any excess magma and let your workers in through the access corridor.&lt;br /&gt;
&lt;br /&gt;
=== Support ===&lt;br /&gt;
:The '''support''' is what prevents your piston from dropping until you decide to pull the firing lever. The support can be located either at the bottom of the piston, as shown in the simplified diagram, or at the side of the piston (shown in the following diagram). If the support is at the bottom of the piston, then the support and the mechanism it uses must both be [[magma-safe]]. If it's at the side, then neither need to be magma-safe. Here's an example of a side-mounted support:&lt;br /&gt;
&lt;br /&gt;
: '''Key:'''&lt;br /&gt;
   &lt;br /&gt;
   '''#'''    = '''Wall'''&lt;br /&gt;
   '''P'''    = '''Piston'''&lt;br /&gt;
   '''X'''    = '''Up/Down stairs'''&lt;br /&gt;
   &amp;lt;font color=&amp;quot;#777&amp;quot;&amp;gt;S&amp;lt;/font&amp;gt;    = &amp;lt;font color=&amp;quot;#777&amp;quot;&amp;gt;'''Support'''&amp;lt;/font&amp;gt;  &lt;br /&gt;
   &amp;lt;font color=&amp;quot;#970&amp;quot;&amp;gt;_&amp;lt;/font&amp;gt;    = &amp;lt;font color=&amp;quot;#970&amp;quot;&amp;gt;'''Floor hatch or bridge (your choice)'''&amp;lt;/font&amp;gt;&lt;br /&gt;
   &amp;lt;font color=&amp;quot;#444&amp;quot;&amp;gt;=&amp;lt;/font&amp;gt;    = &amp;lt;font color=&amp;quot;#444&amp;quot;&amp;gt;'''Constructed floor'''&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:{|style=&amp;quot;border: 1px solid #0b0; background: #dfd&amp;quot;&lt;br /&gt;
|+'''Side-mounted support'''&lt;br /&gt;
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:In this diagram, you can see the catchment area at the top, and the piston in the middle of the shaft. The support structure is to the left. When the support element collapses, the two constructed floors will become unsupported, and then the piston will collapse. The stairs and hatch to the left of the constructed floors allows for convenient reconstruction of the support.&lt;br /&gt;
&lt;br /&gt;
=== Piston ===&lt;br /&gt;
:The '''piston''' is the heart of the scheme. It may be 100-200 z-levels long, so it will take quite a while for your miners to dig it out. You may encounter trouble with caverns. Ideally, you should scout out the caverns and find a clear path straight down. If you can't find such a path, you can fix the problem as follows:&lt;br /&gt;
&lt;br /&gt;
:{|style=&amp;quot;border: 1px solid #0b0; background: #dfd&amp;quot;&lt;br /&gt;
|+'''Cavern problem'''&lt;br /&gt;
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|- style=&amp;quot;font-family: monospace; font-weight: bold; font-size: 135%&amp;quot;&lt;br /&gt;
|style=&amp;quot;color: #dfd; padding: 0&amp;quot;|.&lt;br /&gt;
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|style=&amp;quot;color: #000; padding: 0&amp;quot;|#&lt;br /&gt;
|style=&amp;quot;color: #000; padding: 0&amp;quot;|#&lt;br /&gt;
|style=&amp;quot;color: #dfd; padding: 0&amp;quot;|.&lt;br /&gt;
|style=&amp;quot;color: #dfd; padding: 0&amp;quot;|.&lt;br /&gt;
|style=&amp;quot;color: #dfd; padding: 0&amp;quot;|.&lt;br /&gt;
|- style=&amp;quot;font-family: monospace; font-weight: bold; font-size: 135%&amp;quot;&lt;br /&gt;
|style=&amp;quot;color: #000; padding: 0&amp;quot;|#&lt;br /&gt;
|style=&amp;quot;color: #000; padding: 0&amp;quot;|#&lt;br /&gt;
|style=&amp;quot;color: #000; padding: 0&amp;quot;|#&lt;br /&gt;
|style=&amp;quot;color: #000; padding: 0&amp;quot;|#&lt;br /&gt;
|style=&amp;quot;color: #000; padding: 0&amp;quot;|#&lt;br /&gt;
|style=&amp;quot;color: #000; padding: 0&amp;quot;|#&lt;br /&gt;
|style=&amp;quot;color: #000; padding: 0&amp;quot;|#&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
:First, smooth the top and bottom, like so:&lt;br /&gt;
&lt;br /&gt;
:{|style=&amp;quot;border: 1px solid #0b0; background: #dfd&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-family: monospace; font-weight: bold; font-size: 135%&amp;quot;&lt;br /&gt;
|style=&amp;quot;color: #000; padding: 0&amp;quot;|#&lt;br /&gt;
|style=&amp;quot;color: #000; padding: 0&amp;quot;|X&lt;br /&gt;
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|style=&amp;quot;color: #000; padding: 0&amp;quot;|X&lt;br /&gt;
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|- style=&amp;quot;font-family: monospace; font-weight: bold; font-size: 135%&amp;quot;&lt;br /&gt;
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|- style=&amp;quot;font-family: monospace; font-weight: bold; font-size: 135%&amp;quot;&lt;br /&gt;
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|- style=&amp;quot;font-family: monospace; font-weight: bold; font-size: 135%&amp;quot;&lt;br /&gt;
|style=&amp;quot;color: #dfd; padding: 0&amp;quot;|.&lt;br /&gt;
|style=&amp;quot;color: #dfd; padding: 0&amp;quot;|.&lt;br /&gt;
|style=&amp;quot;color: #dfd; padding: 0&amp;quot;|.&lt;br /&gt;
|style=&amp;quot;color: #dfd; padding: 0&amp;quot;|.&lt;br /&gt;
|style=&amp;quot;color: #dfd; padding: 0&amp;quot;|.&lt;br /&gt;
|style=&amp;quot;color: #dfd; padding: 0&amp;quot;|.&lt;br /&gt;
|style=&amp;quot;color: #dfd; padding: 0&amp;quot;|.&lt;br /&gt;
|- style=&amp;quot;font-family: monospace; font-weight: bold; font-size: 135%&amp;quot;&lt;br /&gt;
|style=&amp;quot;color: #dfd; padding: 0&amp;quot;|.&lt;br /&gt;
|style=&amp;quot;color: #dfd; padding: 0&amp;quot;|.&lt;br /&gt;
|style=&amp;quot;color: #dfd; padding: 0&amp;quot;|.&lt;br /&gt;
|style=&amp;quot;color: #dfd; padding: 0&amp;quot;|.&lt;br /&gt;
|style=&amp;quot;color: #dfd; padding: 0&amp;quot;|.&lt;br /&gt;
|style=&amp;quot;color: #dfd; padding: 0&amp;quot;|.&lt;br /&gt;
|style=&amp;quot;color: #dfd; padding: 0&amp;quot;|.&lt;br /&gt;
|- style=&amp;quot;font-family: monospace; font-weight: bold; font-size: 135%&amp;quot;&lt;br /&gt;
|style=&amp;quot;color: #dfd; padding: 0&amp;quot;|.&lt;br /&gt;
|style=&amp;quot;color: #dfd; padding: 0&amp;quot;|.&lt;br /&gt;
|style=&amp;quot;color: #dfd; padding: 0&amp;quot;|.&lt;br /&gt;
|style=&amp;quot;color: #dfd; padding: 0&amp;quot;|.&lt;br /&gt;
|style=&amp;quot;color: #dfd; padding: 0&amp;quot;|.&lt;br /&gt;
|style=&amp;quot;color: #dfd; padding: 0&amp;quot;|.&lt;br /&gt;
|style=&amp;quot;color: #dfd; padding: 0&amp;quot;|.&lt;br /&gt;
|- style=&amp;quot;font-family: monospace; font-weight: bold; font-size: 135%&amp;quot;&lt;br /&gt;
|style=&amp;quot;color: #000; padding: 0&amp;quot;|#&lt;br /&gt;
|style=&amp;quot;color: #000; padding: 0&amp;quot;|#&lt;br /&gt;
|style=&amp;quot;color: #000; padding: 0&amp;quot;|#&lt;br /&gt;
|style=&amp;quot;color: #000; padding: 0&amp;quot;|#&lt;br /&gt;
|style=&amp;quot;color: #000; padding: 0&amp;quot;|#&lt;br /&gt;
|style=&amp;quot;color: #000; padding: 0&amp;quot;|#&lt;br /&gt;
|style=&amp;quot;color: #000; padding: 0&amp;quot;|#&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
:Now drop the top of the piston on to the floor of the cavern. You can use a cave-in to destroy the stairs quickly, if you remove all up-stairs first.&lt;br /&gt;
&lt;br /&gt;
:{|style=&amp;quot;border: 1px solid #0b0; background: #dfd&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-family: monospace; font-weight: bold; font-size: 135%&amp;quot;&lt;br /&gt;
|style=&amp;quot;color: #000; padding: 0&amp;quot;|#&lt;br /&gt;
|style=&amp;quot;color: #000; padding: 0&amp;quot;|&lt;br /&gt;
|style=&amp;quot;color: #000; padding: 0&amp;quot;|P&lt;br /&gt;
|style=&amp;quot;color: #000; padding: 0&amp;quot;|P&lt;br /&gt;
|style=&amp;quot;color: #000; padding: 0&amp;quot;|P&lt;br /&gt;
|style=&amp;quot;color: #000; padding: 0&amp;quot;|&lt;br /&gt;
|style=&amp;quot;color: #000; padding: 0&amp;quot;|#&lt;br /&gt;
|- style=&amp;quot;font-family: monospace; font-weight: bold; font-size: 135%&amp;quot;&lt;br /&gt;
|style=&amp;quot;color: #000; padding: 0&amp;quot;|#&lt;br /&gt;
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|- style=&amp;quot;font-family: monospace; font-weight: bold; font-size: 135%&amp;quot;&lt;br /&gt;
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|- style=&amp;quot;font-family: monospace; font-weight: bold; font-size: 135%&amp;quot;&lt;br /&gt;
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|- style=&amp;quot;font-family: monospace; font-weight: bold; font-size: 135%&amp;quot;&lt;br /&gt;
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|style=&amp;quot;color: #dfd; padding: 0&amp;quot;|.&lt;br /&gt;
|style=&amp;quot;color: #dfd; padding: 0&amp;quot;|.&lt;br /&gt;
|- style=&amp;quot;font-family: monospace; font-weight: bold; font-size: 135%&amp;quot;&lt;br /&gt;
|style=&amp;quot;color: #dfd; padding: 0&amp;quot;|.&lt;br /&gt;
|style=&amp;quot;color: #dfd; padding: 0&amp;quot;|.&lt;br /&gt;
|style=&amp;quot;color: #000; padding: 0&amp;quot;|P&lt;br /&gt;
|style=&amp;quot;color: #000; padding: 0&amp;quot;|P&lt;br /&gt;
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|style=&amp;quot;color: #dfd; padding: 0&amp;quot;|.&lt;br /&gt;
|- style=&amp;quot;font-family: monospace; font-weight: bold; font-size: 135%&amp;quot;&lt;br /&gt;
|style=&amp;quot;color: #000; padding: 0&amp;quot;|#&lt;br /&gt;
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|style=&amp;quot;color: #000; padding: 0&amp;quot;|#&lt;br /&gt;
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|}&lt;br /&gt;
&lt;br /&gt;
=== Obsidian caster ===&lt;br /&gt;
:The '''obsidian caster''' is what allows you to rebuild your piston and get more magma. It's an application of techniques drawn from [[obsidian farming]]. The caster just needs to precisely dump water into the catchment area in order to form obsidian. A caster is composed of two parts: a water inlet, and a retracting bridge. Here's a sample design:&lt;br /&gt;
&lt;br /&gt;
: '''Key:'''&lt;br /&gt;
   &lt;br /&gt;
   '''#'''    = '''Wall'''&lt;br /&gt;
   '''P'''    = '''Piston'''&lt;br /&gt;
   &amp;lt;font color=&amp;quot;#970&amp;quot;&amp;gt;F&amp;lt;/font&amp;gt;    = &amp;lt;font color=&amp;quot;#970&amp;quot;&amp;gt;'''Closed floodgate'''&amp;lt;/font&amp;gt;&lt;br /&gt;
   &amp;lt;font color=&amp;quot;#00F&amp;quot;&amp;gt;±&amp;lt;/font&amp;gt;    = &amp;lt;font color=&amp;quot;#00F&amp;quot;&amp;gt;'''Retracting bridge with water'''&amp;lt;/font&amp;gt;&lt;br /&gt;
   &amp;lt;font color=&amp;quot;#F00&amp;quot;&amp;gt;±&amp;lt;/font&amp;gt;    = &amp;lt;font color=&amp;quot;#F00&amp;quot;&amp;gt;'''Retracting bridge with magma'''&amp;lt;/font&amp;gt;&lt;br /&gt;
   &amp;lt;font color=&amp;quot;#F00&amp;quot;&amp;gt;~&amp;lt;/font&amp;gt;    = &amp;lt;font color=&amp;quot;#F00&amp;quot;&amp;gt;'''Magma'''&amp;lt;/font&amp;gt;&lt;br /&gt;
   &amp;lt;font color=&amp;quot;#00F&amp;quot;&amp;gt;~&amp;lt;/font&amp;gt;    = &amp;lt;font color=&amp;quot;#00F&amp;quot;&amp;gt;'''Water'''&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:{|style=&amp;quot;border: 1px solid #0b0; background: #dfd&amp;quot;&lt;br /&gt;
|+'''Obsidian caster'''&lt;br /&gt;
|- style=&amp;quot;font-family: monospace; font-weight: bold; font-size: 135%&amp;quot;&lt;br /&gt;
|style=&amp;quot;color: #000; padding: 0&amp;quot;|#&lt;br /&gt;
|style=&amp;quot;color: #00F; padding: 0&amp;quot;|~&lt;br /&gt;
|style=&amp;quot;color: #00F; padding: 0&amp;quot;|~&lt;br /&gt;
|style=&amp;quot;color: #00F; padding: 0&amp;quot;|~&lt;br /&gt;
|style=&amp;quot;color: #00F; padding: 0&amp;quot;|~&lt;br /&gt;
|style=&amp;quot;color: #00F; padding: 0&amp;quot;|~&lt;br /&gt;
|style=&amp;quot;color: #000; padding: 0&amp;quot;|#&lt;br /&gt;
|- style=&amp;quot;font-family: monospace; font-weight: bold; font-size: 135%&amp;quot;&lt;br /&gt;
|style=&amp;quot;color: #000; padding: 0&amp;quot;|#&lt;br /&gt;
|style=&amp;quot;color: #000; padding: 0&amp;quot;|#&lt;br /&gt;
|style=&amp;quot;color: #000; padding: 0&amp;quot;|#&lt;br /&gt;
|style=&amp;quot;color: #970; padding: 0&amp;quot;|F&lt;br /&gt;
|style=&amp;quot;color: #000; padding: 0&amp;quot;|#&lt;br /&gt;
|style=&amp;quot;color: #000; padding: 0&amp;quot;|#&lt;br /&gt;
|style=&amp;quot;color: #000; padding: 0&amp;quot;|#&lt;br /&gt;
|- style=&amp;quot;font-family: monospace; font-weight: bold; font-size: 135%&amp;quot;&lt;br /&gt;
|style=&amp;quot;color: #000; padding: 0&amp;quot;|#&lt;br /&gt;
|style=&amp;quot;color: #000; padding: 0&amp;quot;|#&lt;br /&gt;
|style=&amp;quot;color: #00F; padding: 0&amp;quot;|±&lt;br /&gt;
|style=&amp;quot;color: #00F; padding: 0&amp;quot;|±&lt;br /&gt;
|style=&amp;quot;color: #00F; padding: 0&amp;quot;|±&lt;br /&gt;
|style=&amp;quot;color: #000; padding: 0&amp;quot;|#&lt;br /&gt;
|style=&amp;quot;color: #000; padding: 0&amp;quot;|#&lt;br /&gt;
|- style=&amp;quot;font-family: monospace; font-weight: bold; font-size: 135%&amp;quot;&lt;br /&gt;
|style=&amp;quot;color: #000; padding: 0&amp;quot;|#&lt;br /&gt;
|style=&amp;quot;color: #000; padding: 0&amp;quot;|&lt;br /&gt;
|style=&amp;quot;color: #970; padding: 0&amp;quot;| &lt;br /&gt;
|style=&amp;quot;color: #970; padding: 0&amp;quot;| &lt;br /&gt;
|style=&amp;quot;color: #970; padding: 0&amp;quot;| &lt;br /&gt;
|style=&amp;quot;color: #000; padding: 0&amp;quot;|&lt;br /&gt;
|style=&amp;quot;color: #000; padding: 0&amp;quot;|#&lt;br /&gt;
|- style=&amp;quot;font-family: monospace; font-weight: bold; font-size: 135%&amp;quot;&lt;br /&gt;
|style=&amp;quot;color: #000; padding: 0&amp;quot;|#&lt;br /&gt;
|style=&amp;quot;color: #F00; padding: 0&amp;quot;|±&lt;br /&gt;
|style=&amp;quot;color: #F00; padding: 0&amp;quot;|~&lt;br /&gt;
|style=&amp;quot;color: #F00; padding: 0&amp;quot;|~&lt;br /&gt;
|style=&amp;quot;color: #F00; padding: 0&amp;quot;|~&lt;br /&gt;
|style=&amp;quot;color: #F00; padding: 0&amp;quot;|±&lt;br /&gt;
|style=&amp;quot;color: #000; padding: 0&amp;quot;|#&lt;br /&gt;
|- style=&amp;quot;font-family: monospace; font-weight: bold; font-size: 135%&amp;quot;&lt;br /&gt;
|style=&amp;quot;color: #000; padding: 0&amp;quot;|#&lt;br /&gt;
|style=&amp;quot;color: #000; padding: 0&amp;quot;|&lt;br /&gt;
|style=&amp;quot;color: #000; padding: 0&amp;quot;|P&lt;br /&gt;
|style=&amp;quot;color: #000; padding: 0&amp;quot;|P&lt;br /&gt;
|style=&amp;quot;color: #000; padding: 0&amp;quot;|P&lt;br /&gt;
|style=&amp;quot;color: #000; padding: 0&amp;quot;|&lt;br /&gt;
|style=&amp;quot;color: #000; padding: 0&amp;quot;|#&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
:When you retract the bridge at the top, the water will fall straight down, and you'll get the following result:&lt;br /&gt;
&lt;br /&gt;
:{|style=&amp;quot;border: 1px solid #0b0; background: #dfd&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-family: monospace; font-weight: bold; font-size: 135%&amp;quot;&lt;br /&gt;
|style=&amp;quot;color: #000; padding: 0&amp;quot;|#&lt;br /&gt;
|style=&amp;quot;color: #00F; padding: 0&amp;quot;|~&lt;br /&gt;
|style=&amp;quot;color: #00F; padding: 0&amp;quot;|~&lt;br /&gt;
|style=&amp;quot;color: #00F; padding: 0&amp;quot;|~&lt;br /&gt;
|style=&amp;quot;color: #00F; padding: 0&amp;quot;|~&lt;br /&gt;
|style=&amp;quot;color: #00F; padding: 0&amp;quot;|~&lt;br /&gt;
|style=&amp;quot;color: #000; padding: 0&amp;quot;|#&lt;br /&gt;
|- style=&amp;quot;font-family: monospace; font-weight: bold; font-size: 135%&amp;quot;&lt;br /&gt;
|style=&amp;quot;color: #000; padding: 0&amp;quot;|#&lt;br /&gt;
|style=&amp;quot;color: #000; padding: 0&amp;quot;|#&lt;br /&gt;
|style=&amp;quot;color: #000; padding: 0&amp;quot;|#&lt;br /&gt;
|style=&amp;quot;color: #970; padding: 0&amp;quot;|F&lt;br /&gt;
|style=&amp;quot;color: #000; padding: 0&amp;quot;|#&lt;br /&gt;
|style=&amp;quot;color: #000; padding: 0&amp;quot;|#&lt;br /&gt;
|style=&amp;quot;color: #000; padding: 0&amp;quot;|#&lt;br /&gt;
|- style=&amp;quot;font-family: monospace; font-weight: bold; font-size: 135%&amp;quot;&lt;br /&gt;
|style=&amp;quot;color: #000; padding: 0&amp;quot;|#&lt;br /&gt;
|style=&amp;quot;color: #000; padding: 0&amp;quot;|#&lt;br /&gt;
|style=&amp;quot;color: #000; padding: 0&amp;quot;| &lt;br /&gt;
|style=&amp;quot;color: #000; padding: 0&amp;quot;| &lt;br /&gt;
|style=&amp;quot;color: #000; padding: 0&amp;quot;| &lt;br /&gt;
|style=&amp;quot;color: #000; padding: 0&amp;quot;|#&lt;br /&gt;
|style=&amp;quot;color: #000; padding: 0&amp;quot;|#&lt;br /&gt;
|- style=&amp;quot;font-family: monospace; font-weight: bold; font-size: 135%&amp;quot;&lt;br /&gt;
|style=&amp;quot;color: #000; padding: 0&amp;quot;|#&lt;br /&gt;
|style=&amp;quot;color: #000; padding: 0&amp;quot;|&lt;br /&gt;
|style=&amp;quot;color: #970; padding: 0&amp;quot;| &lt;br /&gt;
|style=&amp;quot;color: #970; padding: 0&amp;quot;| &lt;br /&gt;
|style=&amp;quot;color: #970; padding: 0&amp;quot;| &lt;br /&gt;
|style=&amp;quot;color: #000; padding: 0&amp;quot;|&lt;br /&gt;
|style=&amp;quot;color: #000; padding: 0&amp;quot;|#&lt;br /&gt;
|- style=&amp;quot;font-family: monospace; font-weight: bold; font-size: 135%&amp;quot;&lt;br /&gt;
|style=&amp;quot;color: #000; padding: 0&amp;quot;|#&lt;br /&gt;
|style=&amp;quot;color: #F00; padding: 0&amp;quot;|±&lt;br /&gt;
|style=&amp;quot;color: #000; padding: 0&amp;quot;|P&lt;br /&gt;
|style=&amp;quot;color: #000; padding: 0&amp;quot;|P&lt;br /&gt;
|style=&amp;quot;color: #000; padding: 0&amp;quot;|P&lt;br /&gt;
|style=&amp;quot;color: #F00; padding: 0&amp;quot;|±&lt;br /&gt;
|style=&amp;quot;color: #000; padding: 0&amp;quot;|#&lt;br /&gt;
|- style=&amp;quot;font-family: monospace; font-weight: bold; font-size: 135%&amp;quot;&lt;br /&gt;
|style=&amp;quot;color: #000; padding: 0&amp;quot;|#&lt;br /&gt;
|style=&amp;quot;color: #000; padding: 0&amp;quot;|&lt;br /&gt;
|style=&amp;quot;color: #000; padding: 0&amp;quot;|P&lt;br /&gt;
|style=&amp;quot;color: #000; padding: 0&amp;quot;|P&lt;br /&gt;
|style=&amp;quot;color: #000; padding: 0&amp;quot;|P&lt;br /&gt;
|style=&amp;quot;color: #000; padding: 0&amp;quot;|&lt;br /&gt;
|style=&amp;quot;color: #000; padding: 0&amp;quot;|#&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Operation ==&lt;br /&gt;
The general procedure for operating a repeatable magma piston is as follows:&lt;br /&gt;
&lt;br /&gt;
#Pull your firing lever to collapse the side support, thus dropping the piston into the magma.&lt;br /&gt;
#In the magma reservoir, close the inlet and open the drain to empty the magma and allow workers in later.&lt;br /&gt;
#Retract the bridge of the obsidian caster to drop water onto magma and rebuild the piston.&lt;br /&gt;
#Extend the bridge of the obsidian caster and open the inlet floodgate, to refill your caster's water supply.&lt;br /&gt;
#Reconstruct the side support and re-link it to your firing lever.&lt;br /&gt;
#Pump/drain any magma you want to use out of the catchment area.&lt;br /&gt;
#Allow workers into the magma reservoir when it's safe and empty, and dig out the bottom of the piston.&lt;br /&gt;
#Get the workers out of the reservoir and lock the door.&lt;br /&gt;
#In the magma reservoir, close the drain and open the inlet to fill it with magma.&lt;br /&gt;
#Remember to close the inlet floodgate of your obsidian caster.&lt;br /&gt;
#Make sure that your side-support is clear.&lt;br /&gt;
#When the magma reservoir is full, use your firing lever to restart the process.&lt;br /&gt;
&lt;br /&gt;
== More information ==&lt;br /&gt;
The original discussion of this trick, including how to make the piston reusable, can be found in [http://www.bay12forums.com/smf/index.php?topic=59894.0 this forum thread].&lt;br /&gt;
[[ru:Magma piston]]&lt;/div&gt;</summary>
		<author><name>Benderdragon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Material_science&amp;diff=250573</id>
		<title>v0.34:Material science</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Material_science&amp;diff=250573"/>
		<updated>2020-02-16T05:18:08Z</updated>

		<summary type="html">&lt;p&gt;Benderdragon: /* Conversion of Edged Damage to Blunt Damage */ Added info about penetration depth&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|23:57, 9 October 2013 (UTC)}}&lt;br /&gt;
{{av}}  &lt;br /&gt;
{{Material properties}}&lt;br /&gt;
[[Material|Materials]] have a number of properties representing real world variables that describe how they respond to inputs.  In particular, the game now has a number of variables that describe what happens to a material when it's put under stress.&lt;br /&gt;
&lt;br /&gt;
==What is stress?==&lt;br /&gt;
In the real world, an object is stressed when a force is applied to the object.  Depending on the nature of the force applied, this stress can take a number of forms, and the object can respond differently based on its material and how that material handles different stresses.&lt;br /&gt;
&lt;br /&gt;
In the material raws, whenever you see 'yield', 'fracture', or '[[Strain at yield|strain at yield]]', that property is a stress-related quality.&lt;br /&gt;
&lt;br /&gt;
==When does Dwarf Fortress make stress calculations?==&lt;br /&gt;
At present, DF seems to only apply forces during combat, and thus only stresses objects (generally armor and various body layers) at that time.&lt;br /&gt;
&lt;br /&gt;
==There's a lot of stress-related properties, what do they mean?==&lt;br /&gt;
The first thing you'll notice is that the second word in each stress variable is one of Yield, Fracture, or strain at yield.  These are mechanical performance terms.  &lt;br /&gt;
&lt;br /&gt;
The first set of words are things like Impact, Bending, and so forth.  These describe modes of applying force.&lt;br /&gt;
&lt;br /&gt;
The following explanations assumes real world physics sort of apply (since [[Main:Toady One|Toady One]] chose real world properties). The game doesn't use all of these properties yet, and may not be applying them according to real world physics.&lt;br /&gt;
&lt;br /&gt;
===Mechanical Performance Properties===&lt;br /&gt;
Yield: This is almost certainly 'Yield Strength', which is the amount of stress needed to cause a material to go from elastic deformation to plastic deformation.  (That is, if you cease stressing the object, does it revert to its original shape or not).  Since most objects only elastically deform over small distances of deformation, high Yield values generally means it takes a lot of force to noticeably 'stretch' them (but see strain at yield).&lt;br /&gt;
&lt;br /&gt;
Fracture: The fracture point is the amount of stress or force necessarily to cause the material to fail, or in other words, to break.&lt;br /&gt;
&lt;br /&gt;
Strain at yield (sometimes incorrectly referred to as 'elasticity'): This variable tells you how much deformation occurs to the material while it is deforming elastically.  That is, as long as the force is less than the yield strength, stress * strain at yield = deformation distance.  The smaller the strain at yield, the less deformation occurs under stress.&lt;br /&gt;
&lt;br /&gt;
Note: Strain at yield is the inverse of the Elastic Modulus.  Thus a highly elastic material has low elastic modulus, and engages in less elastic collisions.  &lt;br /&gt;
&lt;br /&gt;
===Modes of Applying Force===&lt;br /&gt;
Impact: Force applied by a sudden strike, like a hammer.&lt;br /&gt;
&lt;br /&gt;
Compressive: Force applied by exerting pressure on an object, like trying to squish something between your hands.&lt;br /&gt;
&lt;br /&gt;
Tensile: Force applied by pulling on something, like suspending one object via another.  (e.g., if you suspend an [[elf]] from a metal pole, you are applying a tensile force to the pole).&lt;br /&gt;
&lt;br /&gt;
Torsion: Force applied by twisting something.  Note that you're twisting some portion of the object relative to itself to cause a torsion stress to be applied to it.  (Consider trying to twist a metal rod by grasping at either end and attempting to wring it - yes, you'd have to apply a lot of force to succeed).&lt;br /&gt;
&lt;br /&gt;
Shear: Force applied by pushing part of the material so it tries to slide relative to another part of it.  Ie, pushing at the top of an object when the bottom part is fixed to the ground is going to primarily apply a shear stress to it (the top part will try to move in the direction you push, and the lower part will resist this shear stress).&lt;br /&gt;
&lt;br /&gt;
Bending: Force applied by bending a material.&lt;br /&gt;
&lt;br /&gt;
==Effects on Combat==&lt;br /&gt;
The Dwarf Fortress combat system does not use all material properties at present (0.34.11). Weapon and armor damage/wear/decay is not tracked. &lt;br /&gt;
&lt;br /&gt;
The mechanics governing how material properties impact the protection armor provides against projectiles have been [http://www.bay12forums.com/smf/index.php?topic=116151.0 studied reasonably carefully], and are described below.  Armor protection from melee weapons has not been studied in detail, although it likely shares many similarities with ranged weapons.  '''''Note: all of the below is based on recent (0.34.11) experiments, and many results may be approximate or incomplete.'''''&lt;br /&gt;
&lt;br /&gt;
===Projectile Properties===&lt;br /&gt;
The main factor determining if a projectile penetrates armor is its momentum.  Material properties of the bolt/arrow (except for IMPACT_YIELD, which will be described below), as well as bolt quality and marksdwarf/archer skills do not appear to matter (the skill of the marksdwarf determines if the bolt misses, hits, is dodged, or is blocked with a shield).  Dwarven weapons launch projectiles with roughly constant momentum.  However rounding of projectile masses can result in some very strange behavior.  The complete calculation used to determine projectile momentum is as follows:&lt;br /&gt;
*Find the mass of your projectile.  Mass=SOLID_DENSITY*SIZE/1,000,000.&lt;br /&gt;
*Floor that number to an integer.&lt;br /&gt;
*Divide the SHOOT_FORCE of the weapon by the integer, and round the result to the nearest integer.&lt;br /&gt;
*Cap the results by the SHOOT_MAXVEL for the weapon.&lt;br /&gt;
*Multiply the velocity by the ''unrounded'' mass of the projectile to get the momentum.&lt;br /&gt;
For DF34.11 values, iron, bronze, copper, silver, and steel bolts/arrows all have mass between 1 and 2, which will be floored to 1, meaning that they will have velocity equal to SHOOT_FORCE (so long as it is less than or equal to SHOOT_MAXVEL).  Wood, adamantine, and bone bolts/arrows, as well as all blowdarts, have mass less than 1, and will have velocity which is always equal to SHOOT_MAXVEL and does not depend on SHOOT_FORCE.&lt;br /&gt;
&lt;br /&gt;
===Interactions Between Projectiles and Armor===&lt;br /&gt;
[[File:projectile.png|200px|thumb|right|A simplified flowchart showing how material properties are used as a projectile contacts armor.]]&lt;br /&gt;
When a projectile strikes armor, there are several possible outcomes:&lt;br /&gt;
*Conversion of edged damage to blunt damage (chain mail does this).&lt;br /&gt;
*The projectile absorbs the force of the collision, and is deflected.&lt;br /&gt;
*The armor absorbs all or part of the force of the blow.&lt;br /&gt;
*The armor is fractured and does nothing to stop the projectile.&lt;br /&gt;
For armor to be at all effective at stopping projectiles, the armor material must have SHEAR_YIELD and/or SHEAR_FRACTURE greater than or equal to the projectile material.  Otherwise, the projectile just cuts through the armor like it isn’t there.  Additionally, the IMPACT_FRACTURE of the armor must be large relative to the projectile momentum, or the armor fractures and the projectile passes through without slowing down significantly (this happens for metal bolts against any plate armor in 0.34.11). &lt;br /&gt;
&lt;br /&gt;
====Conversion of Edged Damage to Blunt Damage====&lt;br /&gt;
If the momentum of the projectile is not too high, then chain armor can convert the edged damage normally caused by projectiles to blunt damage, resulting in chips, fractures, jams and bruises, but no tears or cuts.  Plate armor does not appear to provide this type of protection under any conditions tested so far.  It is not yet known how the momentum needed for edged damage to penetrate chain armor is calculated, but for the cases examined the momentum needed is many times larger than those observed for in-game projectiles.&lt;br /&gt;
&lt;br /&gt;
For a blunt hit, having penetration depth means that it can push fragments of bone into other parts, such as other bone or the brain. If the hit has no fragments, it will break rigid layers (materials with very low strain at yield) and keep going as bruising blunt force, not tearing the body parts underneath. [http://www.bay12forums.com/smf/index.php?topic=127427.msg4334144#msg4334144]&lt;br /&gt;
&lt;br /&gt;
====The Projectile Absorbs the Force of the Collision====&lt;br /&gt;
If the projectile does not cut right through the armor (armor material must have SHEAR_YIELD and/or SHEAR_FRACTURE greater than or equal to the projectile material), then it must push in a chunk of the armor.  If the armor is not strong enough to resist being pushed in (armor resisting the blow is covered in the next section), then the force to push in the armor is proportional to the mass of the chunk of armor.  If the projectile material is not strong enough to exert this force, then it is deformed and deflects.  The following algorithm determines if this type of deflection occurs:&lt;br /&gt;
*Calculate the volume of armor moved by the projectile.  Multiply armor LAYER_SIZE by projectile CONTACT_AREA, and then round down to the nearest 100.  If the result is less than 100, then instead round up to 100.&lt;br /&gt;
*Mass=armor SOLID_DENSITY times the volume from the last step&lt;br /&gt;
*If the IMPACT_YIELD of the projectile is less than mass*(800/157)/PROJECTILE_SIZE, then the projectile deforms and is reported as “deflected”. &lt;br /&gt;
In-game, this type of deflection is observed for wood bolts impacting metal armor, and explains why adamantine is observed to be the worst armor for deflecting wood bolts, as it has the lowest density. As explained below, adamantine can barely stop wood bolts using the &amp;quot;Armor Absorbs the Force of the Collision&amp;quot; mechanism, and wood bolts would easily fracture copper or steel armor were it not for the higher densities of those metals causing the projectile to absorb the force of the collision instead.&lt;br /&gt;
&lt;br /&gt;
====The Armor Absorbs the Force of the Collision====&lt;br /&gt;
&lt;br /&gt;
This form of deflection depends only on the momentum, but not the material, of the projectile.  The armor will provide 50% protection from projectiles if&lt;br /&gt;
 momentum = (IF-IY/2)*round100(C*S)/(2400000-AU*10000-Q*30000)&lt;br /&gt;
&lt;br /&gt;
where:&lt;br /&gt;
*IF is IMPACT_FRACTURE,&lt;br /&gt;
*IY is the IMPACT_YIELD of the armor material,&lt;br /&gt;
*C is the CONTACT_AREA of the projectile (although it is the smaller of the projectile's contact area and the body part struck's contact area),&lt;br /&gt;
*S=LAYER_SIZE of the armor item(s) covering the body part struck,&lt;br /&gt;
*AU is the target's armor user skill (0=none, 16=legendary), and&lt;br /&gt;
*Q is the armor quality (0=none, 5=masterwork).&lt;br /&gt;
*The function round100(x) is equal to 100 if x is less than 100, and 100*floor(x/100) otherwise (rounded down to the nearest 100).&lt;br /&gt;
&lt;br /&gt;
It unclear if or how the thicknesses of multiple armor layers covering one body part stack.  This formula is approximate, and the exact values of the coefficients in the denominator may not be accurate.  The amount of protection provided drops sigmoidally from 100% to zero over a fairly narrow range.  Furthermore, negative status of the target creature (fallen over, unconscious, etc.) are known to significantly reduce armor protection provided.  These numbers will roughly predict the results for an ideal, uninjured dwarf, and worse protection should be expected in other cases.  The exact manner in which status affects impact armor protection has not yet been explored.&lt;br /&gt;
&lt;br /&gt;
The manner in which armor offers protection is different depending on whether the bolt momentum is greater than 50000/IMPACT_STRAIN_AT_YIELD.  If momentum is less than this threshold, then armor can completely deflect projectiles, while if it is larger, armor can significantly slow projectiles so that they cause only bruises (not tears, chips, fractures, or jams). &lt;br /&gt;
&lt;br /&gt;
This type of collision is only observed in-game for bolts with densities less than about 750 (most wood, adamantine) deflecting off adamantine armor.  In all other cases the bolt momentum is far to high to be stopped by any armor using this mechanism.  &lt;br /&gt;
&lt;br /&gt;
{{Category|Materials|*}}&lt;/div&gt;</summary>
		<author><name>Benderdragon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Material_science&amp;diff=250572</id>
		<title>Material science</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Material_science&amp;diff=250572"/>
		<updated>2020-02-16T05:16:21Z</updated>

		<summary type="html">&lt;p&gt;Benderdragon: /* Penetration Depth */ removed outdated info&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|23:57, 9 October 2013 (UTC)}}&lt;br /&gt;
{{av}}  &lt;br /&gt;
{{Material properties}}&lt;br /&gt;
&lt;br /&gt;
[[Material|Materials]] have a number of properties representing real-world variables that describe how they respond to inputs.  In particular, the game now has a number of variables that describe what happens to a material when it's put under stress.&lt;br /&gt;
&lt;br /&gt;
==What is stress?==&lt;br /&gt;
In the real world, an object is stressed when a force is applied to the object.  Depending on the nature of the force applied, this stress can take a number of forms, and the object can respond differently based on its material and how that material handles different stresses.&lt;br /&gt;
&lt;br /&gt;
In the material raws, whenever you see 'yield', 'fracture', or '[[Strain at yield|strain at yield]]', that property is a stress-related quality.&lt;br /&gt;
&lt;br /&gt;
==When does ''Dwarf Fortress'' make stress calculations?==&lt;br /&gt;
At present, DF seems to only apply forces during combat, and thus only stresses objects (generally armor and various body layers) at that time.&lt;br /&gt;
&lt;br /&gt;
==There's a lot of stress-related properties, what do they mean?==&lt;br /&gt;
The first thing you'll notice is that the second word in each stress variable is one of Yield, Fracture, or strain at yield.  These are mechanical performance terms.  &lt;br /&gt;
&lt;br /&gt;
The first set of words are things like Impact, Bending, and so forth.  These describe modes of applying force.&lt;br /&gt;
&lt;br /&gt;
The following explanations assumes real world physics sort of apply (since [[Main:Toady One|Toady One]] chose real world properties). The game doesn't use all of these properties yet, and may not be applying them according to real world physics.&lt;br /&gt;
&lt;br /&gt;
===Mechanical Performance Properties===&lt;br /&gt;
Yield: This is almost certainly 'Yield Strength', which is the amount of stress needed to cause a material to go from elastic deformation to plastic deformation.  (That is, if you cease stressing the object, does it revert to its original shape or not).  Since most objects only elastically deform over small distances of deformation, high Yield values generally means it takes a lot of force to noticeably 'stretch' them (but see strain at yield).&lt;br /&gt;
&lt;br /&gt;
Fracture: The fracture point is the amount of stress or force necessarily to cause the material to fail, or in other words, to break.&lt;br /&gt;
&lt;br /&gt;
Strain at yield (sometimes incorrectly referred to as 'elasticity'): This variable tells you how much deformation occurs to the material while it is deforming elastically.  That is, as long as the force is less than the yield strength, stress * strain at yield = deformation distance.  The smaller the strain at yield, the less deformation occurs under stress. Strain is measured as parts-per-100000, meaning that 100000 strain is 100% deformation.&lt;br /&gt;
&lt;br /&gt;
Note: Strain at yield is the inverse of the relevant elastic modulus, thus a highly elastic material has low elastic modulus, and engages in less elastic collisions.&lt;br /&gt;
&lt;br /&gt;
===Modes of Applying Force===&lt;br /&gt;
Impact: Force applied by a sudden strike, like a hammer.&lt;br /&gt;
&lt;br /&gt;
Compressive: Force applied by exerting pressure on an object, like trying to squish something between your hands.&lt;br /&gt;
&lt;br /&gt;
Tensile: Force applied by pulling on something, like suspending one object via another.  (e.g., if you suspend an [[elf]] from a metal pole, you are applying a tensile force to the pole).&lt;br /&gt;
&lt;br /&gt;
Torsion: Force applied by twisting something.  Note that you're twisting some portion of the object relative to itself to cause a torsion stress to be applied to it.  (Consider trying to twist a metal rod by grasping at either end and attempting to wring it - yes, you'd have to apply a lot of force to succeed).&lt;br /&gt;
&lt;br /&gt;
Shear: Force applied by pushing part of the material so it tries to slide relative to another part of it.  Ie, pushing at the top of an object when the bottom part is fixed to the ground is going to primarily apply a shear stress to it (the top part will try to move in the direction you push, and the lower part will resist this shear stress).&lt;br /&gt;
&lt;br /&gt;
Bending: Force applied by bending a material.&lt;br /&gt;
&lt;br /&gt;
==Effects on Combat==&lt;br /&gt;
The ''Dwarf Fortress'' combat system does not use all material properties at present (0.40.05). Weapon and armor damage/wear/decay is implemented. &lt;br /&gt;
&lt;br /&gt;
The formulae below have been reverse-engineered [http://www.bay12forums.com/smf/index.php?topic=131995.0] [http://www.bay12forums.com/smf/index.php?topic=142372.0] and experimentally proven [http://www.bay12forums.com/smf/index.php?topic=116151.0] [http://www.bay12forums.com/smf/index.php?topic=141364] by several independent researchers. Below are the simplified results; for more details see links above.&lt;br /&gt;
&lt;br /&gt;
===Attack Types===&lt;br /&gt;
Both creatures and items can have [ATTACK] tokens. A creature can execute any of its natural attacks plus any attacks of the items it holds.&lt;br /&gt;
The attacks marked with [EDGE] flag deliver ''edged'' damage which is governed by [SHEAR_*] tokens; they can be further differentiated by attack contact area: generally concentrated strikes (area of 50 or less) are considered ''stabbing'' while wider areas correspond to ''slashing'' attacks. This distinction shall be emphasized later.&lt;br /&gt;
&lt;br /&gt;
Every other attack is considered ''blunt''. [IMPACT_*] tokens affect blunt combat. Most specialised blunt weapons have small contact area; edged weapons generally also have blunt attacks with larger area values; items or creatures without defined attacks get default blunt attack with area = (size)^(2/3).&lt;br /&gt;
Under certain circumstances edged attack can be converted to blunt, but not contrariwise.&lt;br /&gt;
&lt;br /&gt;
Wrestling moves are special: '''breaking bones''' uses [BENDING_*] values, '''pinching''' utilizes [COMPRESSIVE_*] properties, and '''biting''' can  deal [TENSILE] or [TORSION] damage depending on whether the attack is edged. Those attacks generally ignore armor.&lt;br /&gt;
&lt;br /&gt;
===Contact Area===&lt;br /&gt;
Attack contact area is the minimum of weapon contact area and armor/layer contact area.&lt;br /&gt;
Body parts have areas dependent on their size, as with non-weapon items; part size is &amp;lt;u&amp;gt;creature size&amp;lt;/u&amp;gt; '''times''' &amp;lt;u&amp;gt;relative size of the part in proportion to whole body&amp;lt;/u&amp;gt;.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Body part&lt;br /&gt;
! Relative size (human)&lt;br /&gt;
! Kobold&lt;br /&gt;
! Elf&lt;br /&gt;
! Human&lt;br /&gt;
! Troll&lt;br /&gt;
|-&lt;br /&gt;
|| Total || 100% || 20000 || 60000 || 70000 || 250000&lt;br /&gt;
|-&lt;br /&gt;
|| Upper body || 18% || 3599 || 10818 || 12621 || 43133&lt;br /&gt;
|-&lt;br /&gt;
|| Lower body || 18% || 3599 || 10818 || 12621 || 43133&lt;br /&gt;
|-&lt;br /&gt;
|| Neck || 1.8% || 359 || 1081 || 1262 || 4313&lt;br /&gt;
|-&lt;br /&gt;
|| Head || 5.4% || 1079 || 3245 || 3786 || 12939&lt;br /&gt;
|-&lt;br /&gt;
|| Upper arm || 3.6% || 719 || 2163 || 2524 || 8626&lt;br /&gt;
|-&lt;br /&gt;
|| Lower arm || 3.6% || 719 || 2163 || 2524 || 8626&lt;br /&gt;
|-&lt;br /&gt;
|| Hand || 1.4% || 287 || 865 || 1009 || 3450&lt;br /&gt;
|-&lt;br /&gt;
|| Upper leg || 9.0% || 1799 || 5409 || 6310 || 21566&lt;br /&gt;
|-&lt;br /&gt;
|| Lower leg || 7.2% || 1439 || 4327 || 5048 || 17253&lt;br /&gt;
|-&lt;br /&gt;
|| Foot || 2.2% || 431 || 1298 || 1514 || 5175&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Armor size is calculated as &amp;lt;u&amp;gt;underlying body part size&amp;lt;/u&amp;gt; '''times''' &amp;lt;u&amp;gt;coverage/100%&amp;lt;/u&amp;gt; '''times''' &amp;lt;u&amp;gt;size/100&amp;lt;/u&amp;gt; '''times''' &amp;lt;u&amp;gt;1+(UPSTEP+UBSTEP+LBSTEP)/4&amp;lt;/u&amp;gt;; MAX count as 3 in the last sum.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Item&lt;br /&gt;
! Size multiplier&lt;br /&gt;
! Body part&lt;br /&gt;
! Dwarf&lt;br /&gt;
! Human&lt;br /&gt;
! Extra body parts covered (humanoid)&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
|| Cap || 0.05 || Head || 162 || 189 || none || Cloth&lt;br /&gt;
|-&lt;br /&gt;
|| Mask || 0.1 || Head || 324 || 378 || none || Cloth&lt;br /&gt;
|-&lt;br /&gt;
|| Helm || 0.3 || Head || 973 || 1135 || none ||&lt;br /&gt;
|-&lt;br /&gt;
|| Leather armor || 0.3 || Upper body || 3245 || 3786 || Lower body, neck, upper arms, upper legs || leather&lt;br /&gt;
|-&lt;br /&gt;
|| Mail shirt || 0.225 || Upper body || 2434 || 2839 || Lower body, neck, upper arms, upper legs || Chain&lt;br /&gt;
|-&lt;br /&gt;
|| Breastplate || 0.2 || Upper body || 2163 || 2524 || Lower body ||&lt;br /&gt;
|-&lt;br /&gt;
|| Gauntlets || 0.25 || Hands || 216 || 252 || Lower arms, fingers ||&lt;br /&gt;
|-&lt;br /&gt;
|| Leggings || 0.2625 || Lower body || 2839 || 3313 || Upper legs, lower legs, toes || Chain&lt;br /&gt;
|-&lt;br /&gt;
|| Greaves || 0.2625 || Lower body || 2839 || 3313 || Upper legs, lower legs, toes ||&lt;br /&gt;
|-&lt;br /&gt;
|| Low boots || 0.25 || Feet || 324 || 378 || Toes ||&lt;br /&gt;
|-&lt;br /&gt;
|| High boots || 0.3125 || Feet || 405 || 473 || Lower legs, toes ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Attack Momentum===&lt;br /&gt;
DF uses momentum-based combat physics, so the momentum plays central role in calculations.&lt;br /&gt;
Since momentum = velocity * mass, and lighter items can be swung faster, attack momentum is largely independent from weapon weight. The simplified formula is as follows:&lt;br /&gt;
&lt;br /&gt;
M = Str * Vel / ( 10&amp;lt;sup&amp;gt;6&amp;lt;/sup&amp;gt;/Size + 10*F/W ),&lt;br /&gt;
&lt;br /&gt;
or&lt;br /&gt;
&lt;br /&gt;
M = Size * Str * Vel / (10 * ( 10&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt; + i_Size/W )),&lt;br /&gt;
&lt;br /&gt;
or&lt;br /&gt;
&lt;br /&gt;
M = Size * Str * Vel / (10&amp;lt;sup&amp;gt;6&amp;lt;/sup&amp;gt; * (1 + i_Size/(w_density*w_size) )&lt;br /&gt;
&lt;br /&gt;
where:&lt;br /&gt;
* '''M''' is the momentum.&lt;br /&gt;
* '''Str''' is the creature's strength (e.g. 1250 for the average dwarf)&lt;br /&gt;
* '''Vel''' is the weapon's velocity modifier if present (e.g. 1.25x, 2x)&lt;br /&gt;
* '''Size''' is the average creature size (e.g. 60000 for dwarves)&lt;br /&gt;
* '''i_Size''' is the specific creature's size&lt;br /&gt;
* '''F''' is &amp;quot;fatness modifier&amp;quot; (also includes muscle) = i_Size/Size; dwarf with size of 66150 will have F=66150/60000=1.1025&lt;br /&gt;
* '''W''' is weapon mass in kilograms (Γ)&lt;br /&gt;
* '''w_density''' is the weapon's material's density&lt;br /&gt;
* '''w_size''' is the weapon's size.&lt;br /&gt;
&lt;br /&gt;
Or, to sum up:&lt;br /&gt;
&lt;br /&gt;
A stronger, smaller creature from a larger species wielding a more massive weapon hits with more momentum.&lt;br /&gt;
A stronger, smaller creature from a larger species wielding a larger, denser weapon hits with more momentum.  &lt;br /&gt;
&lt;br /&gt;
For dwarves, the formula becomes &lt;br /&gt;
&lt;br /&gt;
M = 6*10&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt; * Str * Vel / (10 * ( 10&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt; + i_Size/W )) = 6*10&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt; * Str * Vel / ( 10&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt; + i_Size/W )&lt;br /&gt;
&lt;br /&gt;
or&lt;br /&gt;
&lt;br /&gt;
M = 0.06 * Str * Vel / (1 + i_Size/(w_density*w_size) )&lt;br /&gt;
&lt;br /&gt;
There are 28 possible sizes for your dwarves from 33750 to 93750; strength can vary from 0 to 5000 with an average of 1250; velocity can vary from 1 (pommel strikes) to 5 (whip lashes); weapon size can vary from 100 (whips) to 1300 (great axes, which are unwieldable by dwarves; the largest wieldable weapon is size 800, in the form of battle axes and maces).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
|+ Momenta for dwarves of strength 1250 hacking (velocity 1.25) with battle axes (size 800), rounded to 3 decimal places&lt;br /&gt;
! Dwarf Size&lt;br /&gt;
! Adamantine&lt;br /&gt;
! Divine metal&lt;br /&gt;
! Steel&lt;br /&gt;
! Iron&lt;br /&gt;
! Bismuth bronze&lt;br /&gt;
! Bronze&lt;br /&gt;
! Copper&lt;br /&gt;
! Silver&lt;br /&gt;
|-&lt;br /&gt;
| 33750 || 77.4194 || 89.9550 || 93.2489 || 93.2489 || 93.2730 || 93.2730 || 93.3092 || 93.3745&lt;br /&gt;
|-&lt;br /&gt;
| 42750 || 73.9827 || 88.9944 || 93.1161 || 93.1161 || 93.1467 || 93.1467 || 93.1923 || 93.2748&lt;br /&gt;
|-&lt;br /&gt;
| 44100 || 73.4934 || 88.8520 || 93.0963 || 93.0963 || 93.1277 || 93.1277 || 93.1748 || 93.2599&lt;br /&gt;
|-&lt;br /&gt;
| 45000 || 73.1707 || 88.7574 || 93.0830 || 93.0830 || 93.1151 || 93.1151 || 93.1632 || 93.2500&lt;br /&gt;
|-&lt;br /&gt;
| 45900 || 72.8509 || 88.6630 || 93.0698 || 93.0698 || 93.1025 || 93.1025 || 93.1515 || 93.2400&lt;br /&gt;
|-&lt;br /&gt;
| 47250 || 72.3764 || 88.5217 || 93.0499 || 93.0499 || 93.0836 || 93.0836 || 93.1340 || 93.2251&lt;br /&gt;
|-&lt;br /&gt;
| 54150 || 70.0444 || 87.8066 || 92.9485 || 92.9485 || 92.9871 || 92.9871 || 93.0447 || 93.1489&lt;br /&gt;
|-&lt;br /&gt;
| 55860 || 69.4895 || 87.6312 || 92.9235 || 92.9235 || 92.9632 || 92.9632 || 93.0226 || 93.1301&lt;br /&gt;
|-&lt;br /&gt;
| 56250 || 69.3642 || 87.5912 || 92.9177 || 92.9177 || 92.9577 || 92.9577 || 93.0176 || 93.1258&lt;br /&gt;
|-&lt;br /&gt;
| 57000 || 69.1244 || 87.5146 || 92.9067 || 92.9067 || 92.9473 || 92.9473 || 93.0079 || 93.1175&lt;br /&gt;
|-&lt;br /&gt;
| 57624 || 68.9262 || 87.4509 || 92.8976 || 92.8976 || 92.9386 || 92.9386 || 92.9999 || 93.1107&lt;br /&gt;
|-&lt;br /&gt;
| 58140 || 68.7632 || 87.3983 || 92.8900 || 92.8900 || 92.9314 || 92.9314 || 92.9932 || 93.1050&lt;br /&gt;
|-&lt;br /&gt;
| 58800 || 68.5558 || 87.3312 || 92.8804 || 92.8804 || 92.9221 || 92.9221 || 92.9847 || 93.0977&lt;br /&gt;
|-&lt;br /&gt;
| 59850 || 68.2283 || 87.2245 || 92.8650 || 92.8650 || 92.9075 || 92.9075 || 92.9711 || 93.0861&lt;br /&gt;
|-&lt;br /&gt;
| 59976 || 68.1893 || 87.2117 || 92.8631 || 92.8631 || 92.9057 || 92.9057 || 92.9695 || 93.0847&lt;br /&gt;
|-&lt;br /&gt;
| 60000 || 68.1818 || 87.2093 || 92.8628 || 92.8628 || 92.9054 || 92.9054 || 92.9692 || 93.0845&lt;br /&gt;
|-&lt;br /&gt;
| 61200 || 67.8119 || 87.0878 || 92.8452 || 92.8452 || 92.8887 || 92.8887 || 92.9537 || 93.0713&lt;br /&gt;
|-&lt;br /&gt;
| 61740 || 67.6468 || 87.0332 || 92.8373 || 92.8373 || 92.8811 || 92.8811 || 92.9467 || 93.0653&lt;br /&gt;
|-&lt;br /&gt;
| 62424 || 67.4388 || 86.9642 || 92.8273 || 92.8273 || 92.8716 || 92.8716 || 92.9379 || 93.0578&lt;br /&gt;
|-&lt;br /&gt;
| 63000 || 67.2646 || 86.9061 || 92.8189 || 92.8189 || 92.8636 || 92.8636 || 92.9305 || 93.0514&lt;br /&gt;
|-&lt;br /&gt;
| 64260 || 66.8866 || 86.7794 || 92.8004 || 92.8004 || 92.8460 || 92.8460 || 92.9142 || 93.0376&lt;br /&gt;
|-&lt;br /&gt;
| 66150 || 66.3277 || 86.5901 || 92.7728 || 92.7728 || 92.8197 || 92.8197 || 92.8899 || 93.0168&lt;br /&gt;
|-&lt;br /&gt;
| 71250 || 64.8649 || 86.0832 || 92.6983 || 92.6983 || 92.7487 || 92.7487 || 92.8242 || 92.9607&lt;br /&gt;
|-&lt;br /&gt;
| 73500 || 64.2398 || 85.8615 || 92.6655 || 92.6655 || 92.7175 || 92.7175 || 92.7953 || 92.9360&lt;br /&gt;
|-&lt;br /&gt;
| 75000 || 63.8298 || 85.7143 || 92.6436 || 92.6436 || 92.6966 || 92.6966 || 92.7760 || 92.9196&lt;br /&gt;
|-&lt;br /&gt;
| 76500 || 63.4249 || 85.5676 || 92.6217 || 92.6217 || 92.6758 || 92.6758 || 92.7567 || 92.9031&lt;br /&gt;
|-&lt;br /&gt;
| 78750 || 62.8272 || 85.3485 || 92.5890 || 92.5890 || 92.6446 || 92.6446 || 92.7278 || 92.8784&lt;br /&gt;
|-&lt;br /&gt;
| 93750 || 59.1133 || 83.9161 || 92.3711 || 92.3711 || 92.4370 || 92.4370 || 92.5357 || 92.7143&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
There is also a hard velocity limit (10000) that might skew these calculations, but it's actually impossible to reach in unmodded game. (Well, okay, if you're a zombie adventurer with maxed out strength you ''might'' reach the limit using an adamantine whip -- but [[stupid dwarf trick|why]]?)&lt;br /&gt;
&lt;br /&gt;
====Situational Modifiers====&lt;br /&gt;
Momentum can be further increased with weapon skill, status effects, attack modifiers etc.&lt;br /&gt;
For example:&lt;br /&gt;
* Skill adds gradual multiplier, up to 2x at Grand Master.&lt;br /&gt;
* Quick attacks halve momentum, wild and heavy attacks add 50%.&lt;br /&gt;
* Attacking a prone opponent doubles momentum value.&lt;br /&gt;
&lt;br /&gt;
====Ranged Attacks====&lt;br /&gt;
Attacks from missile launchers are entirely dependent on the launcher's [SHOOT_FORCE] and [SHOOT_MAXVEL] tags:&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; style=&amp;quot;border-collapse: collapse;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! &lt;br /&gt;
! SHOOT_FORCE &lt;br /&gt;
! SHOOT_MAXVEL&lt;br /&gt;
! Maximum Velocity&lt;br /&gt;
! Magic Density / Constant Momentum&lt;br /&gt;
|-&lt;br /&gt;
| Bows and Crossbows || 1000 || 200 || 20 || 1666 / 50&lt;br /&gt;
|-&lt;br /&gt;
| Blowguns || 100 || 1000 || 100 || 250 / 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Specifically, as long as projectile is heavy enough, it is fired with a momentum of SHOOT_FORCE/20; if this would make its speed exceed SHOOT_MAXVEL/10, it is capped at this value instead. (As usual, momentum = velocity times weight.)  This gives the launcher a magic density above which momentum becomes a constant and velocity decays, shown in the table; below this density, velocity is constant (SHOOT_MAXVEL/10), and momentum decays.&lt;br /&gt;
&lt;br /&gt;
Vanilla [[bolt]]s and [[arrow]]s end up with a momentum of 50 (velocity nearly 20, at density 1667), as long as their density exceeds 1666. [[Divine metal|Divine]] ammo (1.5kg) has momentum 30 (velocity 20), [[bone]] and most [[wood]] (0.75kg) get 15 (velocity 20), and [[adamantine]] bolts (0.3kg) have only 6 (velocity 20). Wooden [[dart]]s (0.1kg) usually have 5 (velocity 50).&lt;br /&gt;
&lt;br /&gt;
====Weapon Traps====&lt;br /&gt;
Traps always have a fixed attack velocity of 200, no matter the weapon weight; the momentum thus is 200 times weight. This includes shot ammunition.&lt;br /&gt;
&lt;br /&gt;
===Attack Momentum Costs===&lt;br /&gt;
The attack generally needs some momentum threshold to break through each armor/tissue layer.&lt;br /&gt;
If the attack is '''edged''', it also can cut through it instead. For latter it has to have momentum no less than:&lt;br /&gt;
&lt;br /&gt;
M &amp;gt;= (rSY + (A+1)*rSF) * (10 + 2*Qa) / (S * Qw),&lt;br /&gt;
&lt;br /&gt;
where:&lt;br /&gt;
* '''rSY''' is the ratio of layer's to weapon's SHEAR_YIELD&lt;br /&gt;
* '''rSF''' is ditto with SHEAR_FRACTURE&lt;br /&gt;
* '''A''' is attack contact area&lt;br /&gt;
* '''S''' is weapon material [[edge|sharpness]] multiplier (1x for most metals, 1.2x for [[divine metal]], 1.5x for [[glass]], 2x for [[obsidian]], 10x for [[adamantine]] and 0.1x for all other materials)&lt;br /&gt;
* '''Qw''' is [[quality]] sharpness multiplier (1x for normal quality, 1.4x for fine, 2x for masterwork (or artifact) etc.)&lt;br /&gt;
* '''Qa''' is armor [[quality]] multiplier (same but x3 for artifacts)&lt;br /&gt;
&lt;br /&gt;
Should it exceed this value, attack momentum is decreased by some 5% and the layer is considered punctured/severed. Calculations then repeat for the underlying layer. Otherwise damage is converted to blunt ''just for this layer'' and proceeds as following.&lt;br /&gt;
&lt;br /&gt;
'''Blunt attacks''' can be entirely deflected by armor if weapon's IMPACT_YIELD is especially low relative to armor's density:&lt;br /&gt;
&lt;br /&gt;
2 * Sw * IYw &amp;lt; A * Da,&lt;br /&gt;
&lt;br /&gt;
where '''Da''' is armor material's density (in g/cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;), '''A''' is attack contact area, '''Sw''' is weapon size and '''IYw''' is its impact yield in MPa (i.e. raw value divided by 10&amp;lt;sup&amp;gt;6&amp;lt;/sup&amp;gt;).&lt;br /&gt;
&lt;br /&gt;
Otherwise, attack must have minimum momentum of:&lt;br /&gt;
&lt;br /&gt;
M &amp;gt;= (2*IF - IY) * (2 + 0.4*Qa) * A,&lt;br /&gt;
&lt;br /&gt;
where '''IF''' and '''IY''' are layer's impact fracture and impact yield in MPa, '''Qa''' is armor quality multiplier and '''A''' is contact area as above.&lt;br /&gt;
Again, on success layer is considered thrashed, momentum is reduced by about 5% and next layer is tested.&lt;br /&gt;
&lt;br /&gt;
If both edged and blunt momenta thresholds haven't been met, attack is ''permanently'' converted to blunt and its momentum may be greatly reduced.&lt;br /&gt;
Specifically, it is multiplied by SHEAR_STRAIN_AT_YIELD/50000 for ''edged'' attacks or IMPACT_STRAIN_AT_YIELD/50000 otherwise. I.e., most metals reduce blocked attacks by 98%-99%, but see below.  Note that elastic armor, such as a mail shirt, has both strain at yield values raised to 50000, so it multiplies by 1 at this step (i.e. does nothing to the momentum, but does still convert it to blunt) regardless of material.&lt;br /&gt;
&lt;br /&gt;
===Elastic Material Modifiers===&lt;br /&gt;
Clothing with [STRUCTURAL_ELASTICITY_*] tokens has its stress properties modified.&lt;br /&gt;
&lt;br /&gt;
Items with [STRUCTURAL_ELASTICITY_CHAIN_ALL] or metallic items with [STRUCTURAL_ELASTICITY_CHAIN_METAL] have their [*_STRAIN_AT_YIELD] increased to 50000, which means that blocked attack will not be dampened; it still may be converted to ''blunt'', however. Metal leggings and chainmail shirts have this property in vanilla.&lt;br /&gt;
&lt;br /&gt;
Items made of cloth (including adamantine!) with [STRUCTURAL_ELASTICITY_WOVEN_THREAD] additionally have their SHEAR values reduced to negligible 20-30 kPa. This makes candy clothing especially useless in combat. Caps and all clothing have this tag in vanilla.&lt;br /&gt;
&lt;br /&gt;
===Penetration Depth===&lt;br /&gt;
Penetration depth affect how deep stabs go. Unlike contact area, penetration depth is the maximum shear distance the weapon can go before an edged force stops and converts into a blunt force. If the penetration depth is greater than the size of the struck body part, the body part may be sliced off entirely. This means that weapons like morningstars mainly deal surface damage but can still damage arteries, nerves, tendons, toes, and the like.{{verify}}&lt;br /&gt;
&lt;br /&gt;
===Pulping===&lt;br /&gt;
Pulping appears to work by evaluating the layers in a body part. If each layer meets any one of the following criteria then the body part is pulped:&lt;br /&gt;
* 100% bruised/burned/frostbite/melt/necrosis/blister/boil/freeze/condense (i.e. 10000+ in layer_effect_fraction)&lt;br /&gt;
* 250% dented (i.e. 25000+ in layer_dent_fraction)&lt;br /&gt;
* 100% cut (i.e. 10000+ in layer_cut_fraction) (cut in this case is synonymous with fracture)&lt;br /&gt;
&lt;br /&gt;
Spines, skulls, and perhaps other body parts have the [PREVENTS_PARENT_COLLAPSE] token which prevents the parent body part (such as the head, upper body, or lower body) from being pulped until the sub-part is broken. It appears that only external body parts can be pulped, not internal organs. You will find that boneless body parts that don't contain a spine/skull part will pulp VERY easily (i.e. eyes/ears). &lt;br /&gt;
&lt;br /&gt;
There does not appear to be any distinctions between the combat text descriptions of the pulping, beyond the messages being appropriate to the weapon used (edged, blunt, or creature body part).&lt;br /&gt;
&lt;br /&gt;
==Material and item properties==&lt;br /&gt;
As can be seen from above, importance of different material/item properties greatly varies in different scenarios. Below are some guidelines to estimating weapon/armor merit.&lt;br /&gt;
* When dealing with dwarf-sized targets, layer '''contact areas''' usually lay in 200~10000 range. The majority of vanilla weapons, however, has contact areas either below or above that ([[dagger]] is the lone exception); it therefore can be said, as a rule of thumb, that weapons with area of five or six digits assume their target's contact area, whereas the others use their own.&lt;br /&gt;
* Weapon '''weight''' matters very little past a certain threshold: for example, a platinum [[war hammer]] in dwarven hands only gets about 12% more momentum over a steel one, despite being thrice as heavy. (An adamantine hammer, however, only has 1/7th as much.) Thus, since all common weapon metals have about the same density, it can be safely ignored.&lt;br /&gt;
** The only exception are ''weapon traps'', which are much more effective with heavy weapons loaded.&lt;br /&gt;
* '''Shear yield''' doesn't actually matter. Even with [[dagger]]/[[bolt]]'s contact area of 5 it contributes only ~15% to piercing cost, and since it equals about half of shear fracture for most metals, it can be approximated as such without much error.&lt;br /&gt;
* Blunt weapons only use '''impact yield''' value. '''Impact fracture''' ''protects'' from blunt attacks instead. Curiously, layer impact yield actually decreases blunt fracturing cost, so ''lower yield is better'' for armor.&lt;br /&gt;
** Most dedicated blunt weapons cannot be deflected by anything but slade, so their impact yield can in fact be ignored.&lt;br /&gt;
* Chain mail cannot block attacks via momentum cost thresholds; it still can blunt slashing attacks and then deflect them. Thus, the best defence can be reached by wearing ''dense'' (like [[copper]]) mail shirt under a ''rigid'' (like [[candy]]) one.&lt;br /&gt;
* '''Strain at yield''' values are used in comparison to 50000. Since all metals have much less strain values than this, they all can be considered to have ''zero'' elasticity.&lt;br /&gt;
* Adamantine clothing is ''absolutely useless'' as armor.&lt;br /&gt;
* Armor quality doesn't matter much:  masterwork armor provides only about 15% more protection than low-quality one.&lt;br /&gt;
* Blunt weapon quality appears to not affect damage at all.&lt;br /&gt;
&lt;br /&gt;
With that in mind, here are some numbers for vanilla weapon/armor materials:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Material&lt;br /&gt;
!Density&lt;br /&gt;
! Impact Yield&lt;br /&gt;
! 2*(Impact Fracture) - Impact Yield&lt;br /&gt;
! Shear Fracture&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; | Elasticity&lt;br /&gt;
! Sharpness&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; |&lt;br /&gt;
! Bolt&lt;br /&gt;
! adj.&lt;br /&gt;
! Sword&lt;br /&gt;
! adj.&lt;br /&gt;
! Mace&lt;br /&gt;
! min M&lt;br /&gt;
|-&lt;br /&gt;
|| Adamantine || 0.20 || 5.00 || 5.00 || 5.00 || 0 || 10 |||| 6 || 300 || 9 || 450 || 31 || 200&lt;br /&gt;
|-&lt;br /&gt;
|| Bone/shell	||	0.50 || 0.20 || 0.20 || 0.13 || &amp;lt;1% || 0.1	|||| 15 || 0.20 || 19 || 0.25 || 60 || 8&lt;br /&gt;
|-&lt;br /&gt;
|| Bronze	||	8.25 || 0.60 || 1.08 || 0.24 || &amp;lt;=1% || 1	|||| 49 || 12 || 75 || 18 || 138 || 43&lt;br /&gt;
|-&lt;br /&gt;
|| Copper	||	8.93 || 0.25 || 1.30 || 0.22 || &amp;lt;1% || 1	|||| 49 || 11 || 77 || 17 || 138 || 52&lt;br /&gt;
|-&lt;br /&gt;
|| Divine metal || 1.00 || 1.00 || 3.00 || 2.00 || 0 || 1.2 |||| 30 || 72 || 31 || 74 || 86 || 120&lt;br /&gt;
|-&lt;br /&gt;
|| Glass	||	2.6	|| 1.00 || 1.00 || 0.04 || 4%/&amp;lt;1% || 1.5 |||| -- || -- || 53 || 3.2 || 116 || 40&lt;br /&gt;
|-&lt;br /&gt;
|| Iron || 7.85 || 0.54 || 1.62 || 0.31 || &amp;lt;1% || 1 |||| 49 || 15 || 75 || 23 || 137 || 65&lt;br /&gt;
|-&lt;br /&gt;
|| Leather	||	0.50 || 0.01 || 0.01 || 0.03 || 100% || --	|||| -- || -- || -- || -- || -- || 0.4&lt;br /&gt;
|-&lt;br /&gt;
|| Obsidian	|| 2.67 || 1.00 || 1.00 || 0.04 || 4%/&amp;lt;1% || 2	|||| -- || -- || 54 || 4.3 || 117 || 40&lt;br /&gt;
|-&lt;br /&gt;
|| Platinum	||	21.4 || 0.35 || 1.05 || 0.20 || &amp;lt;1% || 1	|||| -- || -- || 86 || 17 || 145 || 42&lt;br /&gt;
|-&lt;br /&gt;
|| Silver	|| 10.49 || 0.35 || 0.84 || 0.17 || &amp;lt;1% || 1	|||| 49 || 8.3 || 79 || 13 || 140 || 34&lt;br /&gt;
|-&lt;br /&gt;
|| Slade || 200 || 4.00 || 6.00 || 5.00 || &amp;lt;1% || 0.1 |||| -- || -- || 93 || 46 || 149 || 240&lt;br /&gt;
|-&lt;br /&gt;
|| Steel || 7.85 || 1.51 || 3.54 || 0.72 || 2%/&amp;lt;1% || 1 |||| 49 || 35 || 75 || 54 || 137 || 142&lt;br /&gt;
|-&lt;br /&gt;
|| Wood	|| 0.50 || 0.01 || 0.01 || 0.04 || 2% || 0.1	|||| 15 || 0.06 || 19 || 0.076 || 60 || 0.4&lt;br /&gt;
|}&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
On the left side of the table there are some raw values. Density and impact yield are important for a blunt weapon; 4th column is adjusted impact fracture that appears in the formula for blunt defense. Shear fracture is important for edged attacks and defense. Elasticity is in %s of 100000; as you can see, it is universally low.&lt;br /&gt;
&lt;br /&gt;
On the right side there are some typical weapon momenta. From left to right: bolt momentum; ditto multiplied by SF and sharpness (signifies piercing ability); short sword momentum in dwarven hands; ditto multiplied by sharpness and SF; dwarf swinging a mace; and minimum momentum '''some''' mace needs to break through armor of '''this''' material.&lt;br /&gt;
&lt;br /&gt;
{{Category|Materials|*}}&lt;/div&gt;</summary>
		<author><name>Benderdragon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Material_science&amp;diff=250567</id>
		<title>Material science</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Material_science&amp;diff=250567"/>
		<updated>2020-02-16T03:42:57Z</updated>

		<summary type="html">&lt;p&gt;Benderdragon: Added info to the Penetration Depth section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|23:57, 9 October 2013 (UTC)}}&lt;br /&gt;
{{av}}  &lt;br /&gt;
{{Material properties}}&lt;br /&gt;
&lt;br /&gt;
[[Material|Materials]] have a number of properties representing real-world variables that describe how they respond to inputs.  In particular, the game now has a number of variables that describe what happens to a material when it's put under stress.&lt;br /&gt;
&lt;br /&gt;
==What is stress?==&lt;br /&gt;
In the real world, an object is stressed when a force is applied to the object.  Depending on the nature of the force applied, this stress can take a number of forms, and the object can respond differently based on its material and how that material handles different stresses.&lt;br /&gt;
&lt;br /&gt;
In the material raws, whenever you see 'yield', 'fracture', or '[[Strain at yield|strain at yield]]', that property is a stress-related quality.&lt;br /&gt;
&lt;br /&gt;
==When does ''Dwarf Fortress'' make stress calculations?==&lt;br /&gt;
At present, DF seems to only apply forces during combat, and thus only stresses objects (generally armor and various body layers) at that time.&lt;br /&gt;
&lt;br /&gt;
==There's a lot of stress-related properties, what do they mean?==&lt;br /&gt;
The first thing you'll notice is that the second word in each stress variable is one of Yield, Fracture, or strain at yield.  These are mechanical performance terms.  &lt;br /&gt;
&lt;br /&gt;
The first set of words are things like Impact, Bending, and so forth.  These describe modes of applying force.&lt;br /&gt;
&lt;br /&gt;
The following explanations assumes real world physics sort of apply (since [[Main:Toady One|Toady One]] chose real world properties). The game doesn't use all of these properties yet, and may not be applying them according to real world physics.&lt;br /&gt;
&lt;br /&gt;
===Mechanical Performance Properties===&lt;br /&gt;
Yield: This is almost certainly 'Yield Strength', which is the amount of stress needed to cause a material to go from elastic deformation to plastic deformation.  (That is, if you cease stressing the object, does it revert to its original shape or not).  Since most objects only elastically deform over small distances of deformation, high Yield values generally means it takes a lot of force to noticeably 'stretch' them (but see strain at yield).&lt;br /&gt;
&lt;br /&gt;
Fracture: The fracture point is the amount of stress or force necessarily to cause the material to fail, or in other words, to break.&lt;br /&gt;
&lt;br /&gt;
Strain at yield (sometimes incorrectly referred to as 'elasticity'): This variable tells you how much deformation occurs to the material while it is deforming elastically.  That is, as long as the force is less than the yield strength, stress * strain at yield = deformation distance.  The smaller the strain at yield, the less deformation occurs under stress. Strain is measured as parts-per-100000, meaning that 100000 strain is 100% deformation.&lt;br /&gt;
&lt;br /&gt;
Note: Strain at yield is the inverse of the relevant elastic modulus, thus a highly elastic material has low elastic modulus, and engages in less elastic collisions.&lt;br /&gt;
&lt;br /&gt;
===Modes of Applying Force===&lt;br /&gt;
Impact: Force applied by a sudden strike, like a hammer.&lt;br /&gt;
&lt;br /&gt;
Compressive: Force applied by exerting pressure on an object, like trying to squish something between your hands.&lt;br /&gt;
&lt;br /&gt;
Tensile: Force applied by pulling on something, like suspending one object via another.  (e.g., if you suspend an [[elf]] from a metal pole, you are applying a tensile force to the pole).&lt;br /&gt;
&lt;br /&gt;
Torsion: Force applied by twisting something.  Note that you're twisting some portion of the object relative to itself to cause a torsion stress to be applied to it.  (Consider trying to twist a metal rod by grasping at either end and attempting to wring it - yes, you'd have to apply a lot of force to succeed).&lt;br /&gt;
&lt;br /&gt;
Shear: Force applied by pushing part of the material so it tries to slide relative to another part of it.  Ie, pushing at the top of an object when the bottom part is fixed to the ground is going to primarily apply a shear stress to it (the top part will try to move in the direction you push, and the lower part will resist this shear stress).&lt;br /&gt;
&lt;br /&gt;
Bending: Force applied by bending a material.&lt;br /&gt;
&lt;br /&gt;
==Effects on Combat==&lt;br /&gt;
The ''Dwarf Fortress'' combat system does not use all material properties at present (0.40.05). Weapon and armor damage/wear/decay is implemented. &lt;br /&gt;
&lt;br /&gt;
The formulae below have been reverse-engineered [http://www.bay12forums.com/smf/index.php?topic=131995.0] [http://www.bay12forums.com/smf/index.php?topic=142372.0] and experimentally proven [http://www.bay12forums.com/smf/index.php?topic=116151.0] [http://www.bay12forums.com/smf/index.php?topic=141364] by several independent researchers. Below are the simplified results; for more details see links above.&lt;br /&gt;
&lt;br /&gt;
===Attack Types===&lt;br /&gt;
Both creatures and items can have [ATTACK] tokens. A creature can execute any of its natural attacks plus any attacks of the items it holds.&lt;br /&gt;
The attacks marked with [EDGE] flag deliver ''edged'' damage which is governed by [SHEAR_*] tokens; they can be further differentiated by attack contact area: generally concentrated strikes (area of 50 or less) are considered ''stabbing'' while wider areas correspond to ''slashing'' attacks. This distinction shall be emphasized later.&lt;br /&gt;
&lt;br /&gt;
Every other attack is considered ''blunt''. [IMPACT_*] tokens affect blunt combat. Most specialised blunt weapons have small contact area; edged weapons generally also have blunt attacks with larger area values; items or creatures without defined attacks get default blunt attack with area = (size)^(2/3).&lt;br /&gt;
Under certain circumstances edged attack can be converted to blunt, but not contrariwise.&lt;br /&gt;
&lt;br /&gt;
Wrestling moves are special: '''breaking bones''' uses [BENDING_*] values, '''pinching''' utilizes [COMPRESSIVE_*] properties, and '''biting''' can  deal [TENSILE] or [TORSION] damage depending on whether the attack is edged. Those attacks generally ignore armor.&lt;br /&gt;
&lt;br /&gt;
===Contact Area===&lt;br /&gt;
Attack contact area is the minimum of weapon contact area and armor/layer contact area.&lt;br /&gt;
Body parts have areas dependent on their size, as with non-weapon items; part size is &amp;lt;u&amp;gt;creature size&amp;lt;/u&amp;gt; '''times''' &amp;lt;u&amp;gt;relative size of the part in proportion to whole body&amp;lt;/u&amp;gt;.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Body part&lt;br /&gt;
! Relative size (human)&lt;br /&gt;
! Kobold&lt;br /&gt;
! Elf&lt;br /&gt;
! Human&lt;br /&gt;
! Troll&lt;br /&gt;
|-&lt;br /&gt;
|| Total || 100% || 20000 || 60000 || 70000 || 250000&lt;br /&gt;
|-&lt;br /&gt;
|| Upper body || 18% || 3599 || 10818 || 12621 || 43133&lt;br /&gt;
|-&lt;br /&gt;
|| Lower body || 18% || 3599 || 10818 || 12621 || 43133&lt;br /&gt;
|-&lt;br /&gt;
|| Neck || 1.8% || 359 || 1081 || 1262 || 4313&lt;br /&gt;
|-&lt;br /&gt;
|| Head || 5.4% || 1079 || 3245 || 3786 || 12939&lt;br /&gt;
|-&lt;br /&gt;
|| Upper arm || 3.6% || 719 || 2163 || 2524 || 8626&lt;br /&gt;
|-&lt;br /&gt;
|| Lower arm || 3.6% || 719 || 2163 || 2524 || 8626&lt;br /&gt;
|-&lt;br /&gt;
|| Hand || 1.4% || 287 || 865 || 1009 || 3450&lt;br /&gt;
|-&lt;br /&gt;
|| Upper leg || 9.0% || 1799 || 5409 || 6310 || 21566&lt;br /&gt;
|-&lt;br /&gt;
|| Lower leg || 7.2% || 1439 || 4327 || 5048 || 17253&lt;br /&gt;
|-&lt;br /&gt;
|| Foot || 2.2% || 431 || 1298 || 1514 || 5175&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Armor size is calculated as &amp;lt;u&amp;gt;underlying body part size&amp;lt;/u&amp;gt; '''times''' &amp;lt;u&amp;gt;coverage/100%&amp;lt;/u&amp;gt; '''times''' &amp;lt;u&amp;gt;size/100&amp;lt;/u&amp;gt; '''times''' &amp;lt;u&amp;gt;1+(UPSTEP+UBSTEP+LBSTEP)/4&amp;lt;/u&amp;gt;; MAX count as 3 in the last sum.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Item&lt;br /&gt;
! Size multiplier&lt;br /&gt;
! Body part&lt;br /&gt;
! Dwarf&lt;br /&gt;
! Human&lt;br /&gt;
! Extra body parts covered (humanoid)&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
|| Cap || 0.05 || Head || 162 || 189 || none || Cloth&lt;br /&gt;
|-&lt;br /&gt;
|| Mask || 0.1 || Head || 324 || 378 || none || Cloth&lt;br /&gt;
|-&lt;br /&gt;
|| Helm || 0.3 || Head || 973 || 1135 || none ||&lt;br /&gt;
|-&lt;br /&gt;
|| Leather armor || 0.3 || Upper body || 3245 || 3786 || Lower body, neck, upper arms, upper legs || leather&lt;br /&gt;
|-&lt;br /&gt;
|| Mail shirt || 0.225 || Upper body || 2434 || 2839 || Lower body, neck, upper arms, upper legs || Chain&lt;br /&gt;
|-&lt;br /&gt;
|| Breastplate || 0.2 || Upper body || 2163 || 2524 || Lower body ||&lt;br /&gt;
|-&lt;br /&gt;
|| Gauntlets || 0.25 || Hands || 216 || 252 || Lower arms, fingers ||&lt;br /&gt;
|-&lt;br /&gt;
|| Leggings || 0.2625 || Lower body || 2839 || 3313 || Upper legs, lower legs, toes || Chain&lt;br /&gt;
|-&lt;br /&gt;
|| Greaves || 0.2625 || Lower body || 2839 || 3313 || Upper legs, lower legs, toes ||&lt;br /&gt;
|-&lt;br /&gt;
|| Low boots || 0.25 || Feet || 324 || 378 || Toes ||&lt;br /&gt;
|-&lt;br /&gt;
|| High boots || 0.3125 || Feet || 405 || 473 || Lower legs, toes ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Attack Momentum===&lt;br /&gt;
DF uses momentum-based combat physics, so the momentum plays central role in calculations.&lt;br /&gt;
Since momentum = velocity * mass, and lighter items can be swung faster, attack momentum is largely independent from weapon weight. The simplified formula is as follows:&lt;br /&gt;
&lt;br /&gt;
M = Str * Vel / ( 10&amp;lt;sup&amp;gt;6&amp;lt;/sup&amp;gt;/Size + 10*F/W ),&lt;br /&gt;
&lt;br /&gt;
or&lt;br /&gt;
&lt;br /&gt;
M = Size * Str * Vel / (10 * ( 10&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt; + i_Size/W )),&lt;br /&gt;
&lt;br /&gt;
or&lt;br /&gt;
&lt;br /&gt;
M = Size * Str * Vel / (10&amp;lt;sup&amp;gt;6&amp;lt;/sup&amp;gt; * (1 + i_Size/(w_density*w_size) )&lt;br /&gt;
&lt;br /&gt;
where:&lt;br /&gt;
* '''M''' is the momentum.&lt;br /&gt;
* '''Str''' is the creature's strength (e.g. 1250 for the average dwarf)&lt;br /&gt;
* '''Vel''' is the weapon's velocity modifier if present (e.g. 1.25x, 2x)&lt;br /&gt;
* '''Size''' is the average creature size (e.g. 60000 for dwarves)&lt;br /&gt;
* '''i_Size''' is the specific creature's size&lt;br /&gt;
* '''F''' is &amp;quot;fatness modifier&amp;quot; (also includes muscle) = i_Size/Size; dwarf with size of 66150 will have F=66150/60000=1.1025&lt;br /&gt;
* '''W''' is weapon mass in kilograms (Γ)&lt;br /&gt;
* '''w_density''' is the weapon's material's density&lt;br /&gt;
* '''w_size''' is the weapon's size.&lt;br /&gt;
&lt;br /&gt;
Or, to sum up:&lt;br /&gt;
&lt;br /&gt;
A stronger, smaller creature from a larger species wielding a more massive weapon hits with more momentum.&lt;br /&gt;
A stronger, smaller creature from a larger species wielding a larger, denser weapon hits with more momentum.  &lt;br /&gt;
&lt;br /&gt;
For dwarves, the formula becomes &lt;br /&gt;
&lt;br /&gt;
M = 6*10&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt; * Str * Vel / (10 * ( 10&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt; + i_Size/W )) = 6*10&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt; * Str * Vel / ( 10&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt; + i_Size/W )&lt;br /&gt;
&lt;br /&gt;
or&lt;br /&gt;
&lt;br /&gt;
M = 0.06 * Str * Vel / (1 + i_Size/(w_density*w_size) )&lt;br /&gt;
&lt;br /&gt;
There are 28 possible sizes for your dwarves from 33750 to 93750; strength can vary from 0 to 5000 with an average of 1250; velocity can vary from 1 (pommel strikes) to 5 (whip lashes); weapon size can vary from 100 (whips) to 1300 (great axes, which are unwieldable by dwarves; the largest wieldable weapon is size 800, in the form of battle axes and maces).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
|+ Momenta for dwarves of strength 1250 hacking (velocity 1.25) with battle axes (size 800), rounded to 3 decimal places&lt;br /&gt;
! Dwarf Size&lt;br /&gt;
! Adamantine&lt;br /&gt;
! Divine metal&lt;br /&gt;
! Steel&lt;br /&gt;
! Iron&lt;br /&gt;
! Bismuth bronze&lt;br /&gt;
! Bronze&lt;br /&gt;
! Copper&lt;br /&gt;
! Silver&lt;br /&gt;
|-&lt;br /&gt;
| 33750 || 77.4194 || 89.9550 || 93.2489 || 93.2489 || 93.2730 || 93.2730 || 93.3092 || 93.3745&lt;br /&gt;
|-&lt;br /&gt;
| 42750 || 73.9827 || 88.9944 || 93.1161 || 93.1161 || 93.1467 || 93.1467 || 93.1923 || 93.2748&lt;br /&gt;
|-&lt;br /&gt;
| 44100 || 73.4934 || 88.8520 || 93.0963 || 93.0963 || 93.1277 || 93.1277 || 93.1748 || 93.2599&lt;br /&gt;
|-&lt;br /&gt;
| 45000 || 73.1707 || 88.7574 || 93.0830 || 93.0830 || 93.1151 || 93.1151 || 93.1632 || 93.2500&lt;br /&gt;
|-&lt;br /&gt;
| 45900 || 72.8509 || 88.6630 || 93.0698 || 93.0698 || 93.1025 || 93.1025 || 93.1515 || 93.2400&lt;br /&gt;
|-&lt;br /&gt;
| 47250 || 72.3764 || 88.5217 || 93.0499 || 93.0499 || 93.0836 || 93.0836 || 93.1340 || 93.2251&lt;br /&gt;
|-&lt;br /&gt;
| 54150 || 70.0444 || 87.8066 || 92.9485 || 92.9485 || 92.9871 || 92.9871 || 93.0447 || 93.1489&lt;br /&gt;
|-&lt;br /&gt;
| 55860 || 69.4895 || 87.6312 || 92.9235 || 92.9235 || 92.9632 || 92.9632 || 93.0226 || 93.1301&lt;br /&gt;
|-&lt;br /&gt;
| 56250 || 69.3642 || 87.5912 || 92.9177 || 92.9177 || 92.9577 || 92.9577 || 93.0176 || 93.1258&lt;br /&gt;
|-&lt;br /&gt;
| 57000 || 69.1244 || 87.5146 || 92.9067 || 92.9067 || 92.9473 || 92.9473 || 93.0079 || 93.1175&lt;br /&gt;
|-&lt;br /&gt;
| 57624 || 68.9262 || 87.4509 || 92.8976 || 92.8976 || 92.9386 || 92.9386 || 92.9999 || 93.1107&lt;br /&gt;
|-&lt;br /&gt;
| 58140 || 68.7632 || 87.3983 || 92.8900 || 92.8900 || 92.9314 || 92.9314 || 92.9932 || 93.1050&lt;br /&gt;
|-&lt;br /&gt;
| 58800 || 68.5558 || 87.3312 || 92.8804 || 92.8804 || 92.9221 || 92.9221 || 92.9847 || 93.0977&lt;br /&gt;
|-&lt;br /&gt;
| 59850 || 68.2283 || 87.2245 || 92.8650 || 92.8650 || 92.9075 || 92.9075 || 92.9711 || 93.0861&lt;br /&gt;
|-&lt;br /&gt;
| 59976 || 68.1893 || 87.2117 || 92.8631 || 92.8631 || 92.9057 || 92.9057 || 92.9695 || 93.0847&lt;br /&gt;
|-&lt;br /&gt;
| 60000 || 68.1818 || 87.2093 || 92.8628 || 92.8628 || 92.9054 || 92.9054 || 92.9692 || 93.0845&lt;br /&gt;
|-&lt;br /&gt;
| 61200 || 67.8119 || 87.0878 || 92.8452 || 92.8452 || 92.8887 || 92.8887 || 92.9537 || 93.0713&lt;br /&gt;
|-&lt;br /&gt;
| 61740 || 67.6468 || 87.0332 || 92.8373 || 92.8373 || 92.8811 || 92.8811 || 92.9467 || 93.0653&lt;br /&gt;
|-&lt;br /&gt;
| 62424 || 67.4388 || 86.9642 || 92.8273 || 92.8273 || 92.8716 || 92.8716 || 92.9379 || 93.0578&lt;br /&gt;
|-&lt;br /&gt;
| 63000 || 67.2646 || 86.9061 || 92.8189 || 92.8189 || 92.8636 || 92.8636 || 92.9305 || 93.0514&lt;br /&gt;
|-&lt;br /&gt;
| 64260 || 66.8866 || 86.7794 || 92.8004 || 92.8004 || 92.8460 || 92.8460 || 92.9142 || 93.0376&lt;br /&gt;
|-&lt;br /&gt;
| 66150 || 66.3277 || 86.5901 || 92.7728 || 92.7728 || 92.8197 || 92.8197 || 92.8899 || 93.0168&lt;br /&gt;
|-&lt;br /&gt;
| 71250 || 64.8649 || 86.0832 || 92.6983 || 92.6983 || 92.7487 || 92.7487 || 92.8242 || 92.9607&lt;br /&gt;
|-&lt;br /&gt;
| 73500 || 64.2398 || 85.8615 || 92.6655 || 92.6655 || 92.7175 || 92.7175 || 92.7953 || 92.9360&lt;br /&gt;
|-&lt;br /&gt;
| 75000 || 63.8298 || 85.7143 || 92.6436 || 92.6436 || 92.6966 || 92.6966 || 92.7760 || 92.9196&lt;br /&gt;
|-&lt;br /&gt;
| 76500 || 63.4249 || 85.5676 || 92.6217 || 92.6217 || 92.6758 || 92.6758 || 92.7567 || 92.9031&lt;br /&gt;
|-&lt;br /&gt;
| 78750 || 62.8272 || 85.3485 || 92.5890 || 92.5890 || 92.6446 || 92.6446 || 92.7278 || 92.8784&lt;br /&gt;
|-&lt;br /&gt;
| 93750 || 59.1133 || 83.9161 || 92.3711 || 92.3711 || 92.4370 || 92.4370 || 92.5357 || 92.7143&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
There is also a hard velocity limit (10000) that might skew these calculations, but it's actually impossible to reach in unmodded game. (Well, okay, if you're a zombie adventurer with maxed out strength you ''might'' reach the limit using an adamantine whip -- but [[stupid dwarf trick|why]]?)&lt;br /&gt;
&lt;br /&gt;
====Situational Modifiers====&lt;br /&gt;
Momentum can be further increased with weapon skill, status effects, attack modifiers etc.&lt;br /&gt;
For example:&lt;br /&gt;
* Skill adds gradual multiplier, up to 2x at Grand Master.&lt;br /&gt;
* Quick attacks halve momentum, wild and heavy attacks add 50%.&lt;br /&gt;
* Attacking a prone opponent doubles momentum value.&lt;br /&gt;
&lt;br /&gt;
====Ranged Attacks====&lt;br /&gt;
Attacks from missile launchers are entirely dependent on the launcher's [SHOOT_FORCE] and [SHOOT_MAXVEL] tags:&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; style=&amp;quot;border-collapse: collapse;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! &lt;br /&gt;
! SHOOT_FORCE &lt;br /&gt;
! SHOOT_MAXVEL&lt;br /&gt;
! Maximum Velocity&lt;br /&gt;
! Magic Density / Constant Momentum&lt;br /&gt;
|-&lt;br /&gt;
| Bows and Crossbows || 1000 || 200 || 20 || 1666 / 50&lt;br /&gt;
|-&lt;br /&gt;
| Blowguns || 100 || 1000 || 100 || 250 / 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Specifically, as long as projectile is heavy enough, it is fired with a momentum of SHOOT_FORCE/20; if this would make its speed exceed SHOOT_MAXVEL/10, it is capped at this value instead. (As usual, momentum = velocity times weight.)  This gives the launcher a magic density above which momentum becomes a constant and velocity decays, shown in the table; below this density, velocity is constant (SHOOT_MAXVEL/10), and momentum decays.&lt;br /&gt;
&lt;br /&gt;
Vanilla [[bolt]]s and [[arrow]]s end up with a momentum of 50 (velocity nearly 20, at density 1667), as long as their density exceeds 1666. [[Divine metal|Divine]] ammo (1.5kg) has momentum 30 (velocity 20), [[bone]] and most [[wood]] (0.75kg) get 15 (velocity 20), and [[adamantine]] bolts (0.3kg) have only 6 (velocity 20). Wooden [[dart]]s (0.1kg) usually have 5 (velocity 50).&lt;br /&gt;
&lt;br /&gt;
====Weapon Traps====&lt;br /&gt;
Traps always have a fixed attack velocity of 200, no matter the weapon weight; the momentum thus is 200 times weight. This includes shot ammunition.&lt;br /&gt;
&lt;br /&gt;
===Attack Momentum Costs===&lt;br /&gt;
The attack generally needs some momentum threshold to break through each armor/tissue layer.&lt;br /&gt;
If the attack is '''edged''', it also can cut through it instead. For latter it has to have momentum no less than:&lt;br /&gt;
&lt;br /&gt;
M &amp;gt;= (rSY + (A+1)*rSF) * (10 + 2*Qa) / (S * Qw),&lt;br /&gt;
&lt;br /&gt;
where:&lt;br /&gt;
* '''rSY''' is the ratio of layer's to weapon's SHEAR_YIELD&lt;br /&gt;
* '''rSF''' is ditto with SHEAR_FRACTURE&lt;br /&gt;
* '''A''' is attack contact area&lt;br /&gt;
* '''S''' is weapon material [[edge|sharpness]] multiplier (1x for most metals, 1.2x for [[divine metal]], 1.5x for [[glass]], 2x for [[obsidian]], 10x for [[adamantine]] and 0.1x for all other materials)&lt;br /&gt;
* '''Qw''' is [[quality]] sharpness multiplier (1x for normal quality, 1.4x for fine, 2x for masterwork (or artifact) etc.)&lt;br /&gt;
* '''Qa''' is armor [[quality]] multiplier (same but x3 for artifacts)&lt;br /&gt;
&lt;br /&gt;
Should it exceed this value, attack momentum is decreased by some 5% and the layer is considered punctured/severed. Calculations then repeat for the underlying layer. Otherwise damage is converted to blunt ''just for this layer'' and proceeds as following.&lt;br /&gt;
&lt;br /&gt;
'''Blunt attacks''' can be entirely deflected by armor if weapon's IMPACT_YIELD is especially low relative to armor's density:&lt;br /&gt;
&lt;br /&gt;
2 * Sw * IYw &amp;lt; A * Da,&lt;br /&gt;
&lt;br /&gt;
where '''Da''' is armor material's density (in g/cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;), '''A''' is attack contact area, '''Sw''' is weapon size and '''IYw''' is its impact yield in MPa (i.e. raw value divided by 10&amp;lt;sup&amp;gt;6&amp;lt;/sup&amp;gt;).&lt;br /&gt;
&lt;br /&gt;
Otherwise, attack must have minimum momentum of:&lt;br /&gt;
&lt;br /&gt;
M &amp;gt;= (2*IF - IY) * (2 + 0.4*Qa) * A,&lt;br /&gt;
&lt;br /&gt;
where '''IF''' and '''IY''' are layer's impact fracture and impact yield in MPa, '''Qa''' is armor quality multiplier and '''A''' is contact area as above.&lt;br /&gt;
Again, on success layer is considered thrashed, momentum is reduced by about 5% and next layer is tested.&lt;br /&gt;
&lt;br /&gt;
If both edged and blunt momenta thresholds haven't been met, attack is ''permanently'' converted to blunt and its momentum may be greatly reduced.&lt;br /&gt;
Specifically, it is multiplied by SHEAR_STRAIN_AT_YIELD/50000 for ''edged'' attacks or IMPACT_STRAIN_AT_YIELD/50000 otherwise. I.e., most metals reduce blocked attacks by 98%-99%, but see below.  Note that elastic armor, such as a mail shirt, has both strain at yield values raised to 50000, so it multiplies by 1 at this step (i.e. does nothing to the momentum, but does still convert it to blunt) regardless of material.&lt;br /&gt;
&lt;br /&gt;
===Elastic Material Modifiers===&lt;br /&gt;
Clothing with [STRUCTURAL_ELASTICITY_*] tokens has its stress properties modified.&lt;br /&gt;
&lt;br /&gt;
Items with [STRUCTURAL_ELASTICITY_CHAIN_ALL] or metallic items with [STRUCTURAL_ELASTICITY_CHAIN_METAL] have their [*_STRAIN_AT_YIELD] increased to 50000, which means that blocked attack will not be dampened; it still may be converted to ''blunt'', however. Metal leggings and chainmail shirts have this property in vanilla.&lt;br /&gt;
&lt;br /&gt;
Items made of cloth (including adamantine!) with [STRUCTURAL_ELASTICITY_WOVEN_THREAD] additionally have their SHEAR values reduced to negligible 20-30 kPa. This makes candy clothing especially useless in combat. Caps and all clothing have this tag in vanilla.&lt;br /&gt;
&lt;br /&gt;
===Penetration Depth===&lt;br /&gt;
Penetration depth affect how deep stabs go. Unlike contact area, penetration depth is the maximum shear distance the weapon can go before an edged force stops and converts into a blunt force. If the penetration depth is greater than the size of the struck body part, the body part may be sliced off entirely. Interestingly, for a blunt hit, having penetration depth means that it can push fragments of bone into other parts, such as other bone or the brain. If the hit has no fragments, it will break rigid layers (materials with very low strain at yield) and keep going as bruising blunt force, not tearing the body parts underneath. This means that weapons like morningstars mainly deal surface damage but can still damage arteries, nerves, tendons, toes, and the like.{{verify}}&lt;br /&gt;
&lt;br /&gt;
===Pulping===&lt;br /&gt;
Pulping appears to work by evaluating the layers in a body part. If each layer meets any one of the following criteria then the body part is pulped:&lt;br /&gt;
* 100% bruised/burned/frostbite/melt/necrosis/blister/boil/freeze/condense (i.e. 10000+ in layer_effect_fraction)&lt;br /&gt;
* 250% dented (i.e. 25000+ in layer_dent_fraction)&lt;br /&gt;
* 100% cut (i.e. 10000+ in layer_cut_fraction) (cut in this case is synonymous with fracture)&lt;br /&gt;
&lt;br /&gt;
Spines, skulls, and perhaps other body parts have the [PREVENTS_PARENT_COLLAPSE] token which prevents the parent body part (such as the head, upper body, or lower body) from being pulped until the sub-part is broken. It appears that only external body parts can be pulped, not internal organs. You will find that boneless body parts that don't contain a spine/skull part will pulp VERY easily (i.e. eyes/ears). &lt;br /&gt;
&lt;br /&gt;
There does not appear to be any distinctions between the combat text descriptions of the pulping, beyond the messages being appropriate to the weapon used (edged, blunt, or creature body part).&lt;br /&gt;
&lt;br /&gt;
==Material and item properties==&lt;br /&gt;
As can be seen from above, importance of different material/item properties greatly varies in different scenarios. Below are some guidelines to estimating weapon/armor merit.&lt;br /&gt;
* When dealing with dwarf-sized targets, layer '''contact areas''' usually lay in 200~10000 range. The majority of vanilla weapons, however, has contact areas either below or above that ([[dagger]] is the lone exception); it therefore can be said, as a rule of thumb, that weapons with area of five or six digits assume their target's contact area, whereas the others use their own.&lt;br /&gt;
* Weapon '''weight''' matters very little past a certain threshold: for example, a platinum [[war hammer]] in dwarven hands only gets about 12% more momentum over a steel one, despite being thrice as heavy. (An adamantine hammer, however, only has 1/7th as much.) Thus, since all common weapon metals have about the same density, it can be safely ignored.&lt;br /&gt;
** The only exception are ''weapon traps'', which are much more effective with heavy weapons loaded.&lt;br /&gt;
* '''Shear yield''' doesn't actually matter. Even with [[dagger]]/[[bolt]]'s contact area of 5 it contributes only ~15% to piercing cost, and since it equals about half of shear fracture for most metals, it can be approximated as such without much error.&lt;br /&gt;
* Blunt weapons only use '''impact yield''' value. '''Impact fracture''' ''protects'' from blunt attacks instead. Curiously, layer impact yield actually decreases blunt fracturing cost, so ''lower yield is better'' for armor.&lt;br /&gt;
** Most dedicated blunt weapons cannot be deflected by anything but slade, so their impact yield can in fact be ignored.&lt;br /&gt;
* Chain mail cannot block attacks via momentum cost thresholds; it still can blunt slashing attacks and then deflect them. Thus, the best defence can be reached by wearing ''dense'' (like [[copper]]) mail shirt under a ''rigid'' (like [[candy]]) one.&lt;br /&gt;
* '''Strain at yield''' values are used in comparison to 50000. Since all metals have much less strain values than this, they all can be considered to have ''zero'' elasticity.&lt;br /&gt;
* Adamantine clothing is ''absolutely useless'' as armor.&lt;br /&gt;
* Armor quality doesn't matter much:  masterwork armor provides only about 15% more protection than low-quality one.&lt;br /&gt;
* Blunt weapon quality appears to not affect damage at all.&lt;br /&gt;
&lt;br /&gt;
With that in mind, here are some numbers for vanilla weapon/armor materials:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Material&lt;br /&gt;
!Density&lt;br /&gt;
! Impact Yield&lt;br /&gt;
! 2*(Impact Fracture) - Impact Yield&lt;br /&gt;
! Shear Fracture&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; | Elasticity&lt;br /&gt;
! Sharpness&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; |&lt;br /&gt;
! Bolt&lt;br /&gt;
! adj.&lt;br /&gt;
! Sword&lt;br /&gt;
! adj.&lt;br /&gt;
! Mace&lt;br /&gt;
! min M&lt;br /&gt;
|-&lt;br /&gt;
|| Adamantine || 0.20 || 5.00 || 5.00 || 5.00 || 0 || 10 |||| 6 || 300 || 9 || 450 || 31 || 200&lt;br /&gt;
|-&lt;br /&gt;
|| Bone/shell	||	0.50 || 0.20 || 0.20 || 0.13 || &amp;lt;1% || 0.1	|||| 15 || 0.20 || 19 || 0.25 || 60 || 8&lt;br /&gt;
|-&lt;br /&gt;
|| Bronze	||	8.25 || 0.60 || 1.08 || 0.24 || &amp;lt;=1% || 1	|||| 49 || 12 || 75 || 18 || 138 || 43&lt;br /&gt;
|-&lt;br /&gt;
|| Copper	||	8.93 || 0.25 || 1.30 || 0.22 || &amp;lt;1% || 1	|||| 49 || 11 || 77 || 17 || 138 || 52&lt;br /&gt;
|-&lt;br /&gt;
|| Divine metal || 1.00 || 1.00 || 3.00 || 2.00 || 0 || 1.2 |||| 30 || 72 || 31 || 74 || 86 || 120&lt;br /&gt;
|-&lt;br /&gt;
|| Glass	||	2.6	|| 1.00 || 1.00 || 0.04 || 4%/&amp;lt;1% || 1.5 |||| -- || -- || 53 || 3.2 || 116 || 40&lt;br /&gt;
|-&lt;br /&gt;
|| Iron || 7.85 || 0.54 || 1.62 || 0.31 || &amp;lt;1% || 1 |||| 49 || 15 || 75 || 23 || 137 || 65&lt;br /&gt;
|-&lt;br /&gt;
|| Leather	||	0.50 || 0.01 || 0.01 || 0.03 || 100% || --	|||| -- || -- || -- || -- || -- || 0.4&lt;br /&gt;
|-&lt;br /&gt;
|| Obsidian	|| 2.67 || 1.00 || 1.00 || 0.04 || 4%/&amp;lt;1% || 2	|||| -- || -- || 54 || 4.3 || 117 || 40&lt;br /&gt;
|-&lt;br /&gt;
|| Platinum	||	21.4 || 0.35 || 1.05 || 0.20 || &amp;lt;1% || 1	|||| -- || -- || 86 || 17 || 145 || 42&lt;br /&gt;
|-&lt;br /&gt;
|| Silver	|| 10.49 || 0.35 || 0.84 || 0.17 || &amp;lt;1% || 1	|||| 49 || 8.3 || 79 || 13 || 140 || 34&lt;br /&gt;
|-&lt;br /&gt;
|| Slade || 200 || 4.00 || 6.00 || 5.00 || &amp;lt;1% || 0.1 |||| -- || -- || 93 || 46 || 149 || 240&lt;br /&gt;
|-&lt;br /&gt;
|| Steel || 7.85 || 1.51 || 3.54 || 0.72 || 2%/&amp;lt;1% || 1 |||| 49 || 35 || 75 || 54 || 137 || 142&lt;br /&gt;
|-&lt;br /&gt;
|| Wood	|| 0.50 || 0.01 || 0.01 || 0.04 || 2% || 0.1	|||| 15 || 0.06 || 19 || 0.076 || 60 || 0.4&lt;br /&gt;
|}&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
On the left side of the table there are some raw values. Density and impact yield are important for a blunt weapon; 4th column is adjusted impact fracture that appears in the formula for blunt defense. Shear fracture is important for edged attacks and defense. Elasticity is in %s of 100000; as you can see, it is universally low.&lt;br /&gt;
&lt;br /&gt;
On the right side there are some typical weapon momenta. From left to right: bolt momentum; ditto multiplied by SF and sharpness (signifies piercing ability); short sword momentum in dwarven hands; ditto multiplied by sharpness and SF; dwarf swinging a mace; and minimum momentum '''some''' mace needs to break through armor of '''this''' material.&lt;br /&gt;
&lt;br /&gt;
{{Category|Materials|*}}&lt;/div&gt;</summary>
		<author><name>Benderdragon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Immigration&amp;diff=250563</id>
		<title>Immigration</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Immigration&amp;diff=250563"/>
		<updated>2020-02-16T02:53:24Z</updated>

		<summary type="html">&lt;p&gt;Benderdragon: /* Limiting/preventing immigration */ clarification on hardcoded waves&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|22:13, 16 November 2019 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Immigration''' can occur at any time, once per [[season]]. Smaller migrant waves of 2-10 arrive in the early seasons, followed by a large wave in the low double digits in the second spring, one year after embark (the maximum wave size reported to date is [http://www.reddit.com/r/dwarffortress/comments/q580c/hole_shit  77] &amp;lt;sup&amp;gt;[https://archive.is/Wbp37/a5dc158a51bc238bc9441f06c10a3540eac8124c.png archive]&amp;lt;/sup&amp;gt;). Each group of migrants will often include such things as [[child]]ren and domestic animals, including both pets and stray livestock.  Be prepared with adequate [[food]], [[alcohol|drink]], and [[bed]]s, among other things. &lt;br /&gt;
&lt;br /&gt;
Migrants will often have skills that match your fortress' needs &amp;amp;mdash; migrants with skills your fortress uses a lot or skills that your fortress doesn't have at all are more likely to show up at your gates. Important skills (mining, food production, and basic crafting, according to Toady) are weighed more heavily than other skills.&amp;lt;sup&amp;gt;[http://www.bay12games.com/media/df_talk_12_transcript.html Source] {{dot}} [http://www.bay12games.com/media/Dwarf_Fortress_Talk_12.mp3 MP3]&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Migration waves are generally a good thing &amp;amp;mdash; if you're prepared for them.&lt;br /&gt;
&lt;br /&gt;
== Labor preferences ==&lt;br /&gt;
&lt;br /&gt;
Each migrant can arrive with a wide collection of often unrelated skills, far greater than possible with one of the [[starting build|starting 7 dwarves]], and [[experience]] levels as high as Legendary.&lt;br /&gt;
Any and all skills might be represented, including obscure military skills (like [[blowgunner]]), high levels of one or more [[social skill]]s, [[crutch walker]], [[concentration]] and others. It's even possible to have dwarves with skills that may not be obtainable in fortress mode like [[tracker|tracking]].&lt;br /&gt;
&lt;br /&gt;
Migrants may also arrive with equipment matching their skills. For example, a miner migrant may bring a [[pick]] with them. Migrants may arrive with all labors except [[hauling]], [[cleaning]], recovering wounded, and caring for wounded disabled, depending on the settings one has entered into [[d_init.txt]].&lt;br /&gt;
&lt;br /&gt;
== Historical migrants ==&lt;br /&gt;
&lt;br /&gt;
Some immigrants are [[historical figure]]s.  These immigrants come to your fortress with skills representing their history, and may come to your fortress with wounds they have suffered during [[world generation]].  Immigrants may even be [[vampire]]s or [[werebeast]]s.&lt;br /&gt;
&lt;br /&gt;
Currently, [[agent]]s (spies) from your own civilization will retain their assumed identities when they migrate to your fortress.{{bug|10490}} This results in immigrants with odd professions like [[peddler]], [[prophet]], and [[poet]] that 'override' their automatically-assigned professions. These immigrants are still loyal to your civilization (at least for now) and should behave normally aside from a few minor bugs (like changing names while on a [[mission]]{{bug|10928}}).&lt;br /&gt;
&lt;br /&gt;
==Limiting/preventing immigration==&lt;br /&gt;
In v0.40.05 and above, the [[d_init.txt]] POPULATION_CAP setting immediately prevents further immigration once the desired number is achieved, bypassing the two hardcoded migrant waves. There is also a STRICT_POPULATION_CAP setting, which prevents both immigration and babies when reached (although both can be violated by a few special cases, such as the arrival of a [[monarch]]).  Keep in mind that your population must be at least 80 to get a king and 100 to obtain the current game features.&lt;br /&gt;
&lt;br /&gt;
The number of migrants depends on the [[wealth|created wealth]] of your fortress and so is affected by your dwarves' activities. Note that if your fortress should ever become a mountainhome, you will receive an additional migration wave with the promotion, regardless of your population cap. The number of migrants is affected by how far below the population cap your fortress is. If your fortress is one dwarf short of the cap, you will receive a single migrant (if any). Also note that population cap will not remove dwarves from an existing fortress but will prevent new ones from immigrating or being born.&lt;br /&gt;
&lt;br /&gt;
It is worth noting that you need a certain minimum population size before any of your dwarves will experience [[strange mood]]s.  Additionally, POPULATION_CAP affects only migration, it has no effect on pregnancies. You will need to alter STRICT_POPULATION_CAP in order to limit births.&lt;br /&gt;
&lt;br /&gt;
To reiterate, the population cap is a (mostly) hard limit on the number of dwarves in your fortress. If you want a fortress with 50 dwarves, simply set the POPULATION_CAP and STRICT_POPULATION_CAP to 50.&lt;br /&gt;
&lt;br /&gt;
==Immigration mechanics==&lt;br /&gt;
The date on which immigrants appear in a season seems to be fixed at the start of that season, but the number of immigrants and their skills are determined when the migrant wave arrives.&lt;br /&gt;
&lt;br /&gt;
There is never a migration in the first winter - literally not even a {{DFtext|The fortress attracted no migrants this season|6:0:0}} message.&lt;br /&gt;
&lt;br /&gt;
Migrant skill levels seem to depend on the size of the home civilization; a difference will be noticed if you picked a dwarven civilization that was not well established (few towns or none) compared to a well established one.&lt;br /&gt;
&lt;br /&gt;
==Migrant wave sizes==&lt;br /&gt;
The first two migrant waves have a minimum size of 1, if a wave member has a relative in your group already, and a maximum size of 10.  The size of these waves are unaffected by fortress wealth, danger, or even the extinction of their home civilization. Note that there may be various reasons for a hardcoded migrant wave to not show up, like if it was blocked by a siege or if is not the first fort in the world.{{Cite talk/this}}&lt;br /&gt;
&lt;br /&gt;
The third migrant wave and on are influenced by the [[wealth|created wealth]] of the fortress, with more wealth attracting more immigrants (more research is needed to determine specifics).  Specifically, they're influenced by the fortress wealth as reported by the last outgoing dwarven [[caravan]].  Wealth created after the caravan leaves has no influence until the next year's caravan leaves.  If the caravan fails to make it out then the fortress' wealth is not reported. If the dwarven [[liason]] makes it out, but the caravan doesn't, the liaison does not report on fortress wealth.&lt;br /&gt;
&lt;br /&gt;
Imported wealth, caravan sales figures, absolute caravan profit and caravan profit margin either have no effect on migration numbers, or only have an effect by applying a percent modification to the numbers driven by created wealth.  If a fortress manages to [[trading|trade]] (not offer) away 100% of its created wealth, then no immigrants will come the next season.  More research is needed to determine if the aforementioned statistics have any influence on migration numbers.&lt;br /&gt;
&lt;br /&gt;
One factor which is known to affect migrant wave size is the total size of your fortress's {{k|u}}nits list (all 4 categories), which consists of dwarves, invaders, merchants, and animals which either died or currently live at your fortress. As this number increases, the maximum size of migrant waves will be reduced: starting at a local population of 1000, migrant wave sizes are limited to 10, and at subsequent levels of 1300, 1600, 1800, 2000, 2200, 2400, 2600, 2800, and 2900, the limit is decreased by 1, and once you reach a local population of 3000 you will cease to get migrants at all.&lt;br /&gt;
&lt;br /&gt;
Kurik Amudnil created a DFHack script to prevent the latter from happening, by clearing (and storing, so that it can be restored as wanted) the dead units list of uninteresting creatures. It is available [http://www.bay12forums.com/smf/index.php?topic=91166.msg4336893#msg4336893 here] and is also included in the [[Utility:Lazy_Newb_Pack|Lazy Newb Pack]].&lt;br /&gt;
&lt;br /&gt;
==Adventure mode==&lt;br /&gt;
In certain locations in [[adventure mode]], you may come across a '''Migrating Group'''. One such location is near a recently [[abandon|abandoned]] [[fortress]]; choosing to travel to the group will allow you to talk to the members of your former fortress as they travel back to dwarven civilization.&lt;br /&gt;
&lt;br /&gt;
==Fortress Failure Migration==&lt;br /&gt;
If a fortress is abandoned during [[unhappy]], [[insanity|stark raving mad]] times the citizens can migrate to your new fortress still stark raving mad (berserk possibly, further looking into required). Likewise, if your fortress happened to have any [[Husk|husks]] when it was abandoned, some of them may migrate to your new fortress.&lt;br /&gt;
&lt;br /&gt;
==Deterring migrants==&lt;br /&gt;
&lt;br /&gt;
A different message for migrant arrivals will be triggered depending on your fortress' dangerousness. That number isn't actually a death count, but some sort of composite &amp;quot;fear&amp;quot; value determined by adding up a bunch of sources and dividing them by various amounts. It is not sure exactly what those sources are, but at least one of them is a death count. 0-9 is normal, 10+ is &amp;quot;danger&amp;quot; or &amp;quot;dangerous&amp;quot;, and 50+ is &amp;quot;cursed death trap&amp;quot; or &amp;quot;tomb&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
Also, some migrants will be incorrectly listed as babies or children, when they are not in the expected age range for those categories.  This will automatically fix itself when they have their next birthday.  Some baby migrants may have future birth dates. {{Bug|3945}}&lt;br /&gt;
&lt;br /&gt;
If your fortress does not have a meeting hall, you might have a situation where a single migrant can't find the fort and just stands at the edge of the map, not moving at all. You may notice that, even if more migrants are part of the wave, they cannot enter the map (and do not show up on the units screen) until this migrant moves out of the square, as all migrants in a single wave must enter the map through this square.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Migrant Tier List==&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
&lt;br /&gt;
Whenever a migration wave arrives, most players will stop what they are doing to check the migrants' jobs, and determine the migrants' viability in the process. Here, the migrants are sorted into tiers, roughly ordered by usefulness. Do note that even F-tier migrants can be useful if a player decides to make them so, and of course any migrant can be useful as a [[haul]]er or [[soldier]].&lt;br /&gt;
&lt;br /&gt;
===Valued Migrants (S)===&lt;br /&gt;
These migrants can improve a fort simply by showing up. Also known as &amp;quot;can I give them a [[mood]] please?&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
*[[Weaponsmith]]s: Because who doesn't carry a [[war hammer|big stick]] these days? If you have an excess of [[weapon]]s you can also use weaponsmiths to make extremely high-value [[trap components]].&lt;br /&gt;
&lt;br /&gt;
*[[Armorsmith]]s: As useful if not even more useful than weaponsmiths.&lt;br /&gt;
&lt;br /&gt;
*[[Soldier]]s: Who doesn't need extra &amp;lt;s&amp;gt;meat shields&amp;lt;/s&amp;gt; dwarfpower? If you don't have any soldiers yet, you can form your militia, and if your militia is already well-developed they can act as reservists, in case something [[Fun]] happens to the militia.&lt;br /&gt;
&lt;br /&gt;
*[[Miner]]s: Always helpful, and a high mining skill can be useful in combat.&lt;br /&gt;
&lt;br /&gt;
*[[Grower]]s: Always useful to improve farm efficiency exponentially. Note that a few skilled Growers are probably better than a dozen unskilled ones.&lt;br /&gt;
&lt;br /&gt;
*[[Cook]]s: Will quickly boost your fortress's value and dwarves just adore fine meals.&lt;br /&gt;
&lt;br /&gt;
*[[Brewer]]s: Should be obvious. Alcohol doesn't have a quality level, however, but an increase in production speed is never unwelcome.&lt;br /&gt;
&lt;br /&gt;
*[[Engraver]]s: A good engraver can [[smooth]] and detail a large [[room]] in ''minutes'', shooting its [[Room#Quality|quality]] sky-high, while a novice might take hours. Novice engravers also take quite a while to train.&lt;br /&gt;
&lt;br /&gt;
===Good Migrants (A)===&lt;br /&gt;
Put these dwarves to work, they have much to contribute. Also known as &amp;quot;stalwarts of the fort&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
*[[Blacksmith]]s: These dwarves make [[metal]] (not just [[iron]]) [[furniture]] and other large products, including valuable metal [[statue]]s.&lt;br /&gt;
&lt;br /&gt;
*[[Carpenter]]s: Like Blacksmiths, but they use [[wood]] instead of metal. They're especially useful for making high-value [[bed]]s and wooden [[trap components]].&lt;br /&gt;
&lt;br /&gt;
*[[Stonecrafter]]s and [[Mason]]s: It's always useful to make [[finished goods]] and [[furniture]], respectively, out of [[stone]] if [[metal]] or [[wood]] is economic. &lt;br /&gt;
&lt;br /&gt;
*[[Metalcrafter]]s: Do you want to fill the next caravan with *[[silver]] mugs* and other metal [[finished goods]]? Now you can!&lt;br /&gt;
&lt;br /&gt;
*[[Glassmaker]]s, [[Potter]]s, and [[Glazer]]s: Glassmakers can produce many products, including [[crafts]] and [[furniture]], out of glass, and said products are often worth much more than their stone counterparts. Potters are less versatile but can also make valuable products for a decent enough price, and [[pot]]s supersede [[barrel]]s by weight. Note that Glassmakers require [[sand]], and Potters [[clay]], in large quantities to be truly effective, but these resources are basically infinite on embarks that contain them. Glazers complement Potters and are needed to make said pots airtight and waterproof, and a good glaze job adds a lot of value to a product.&lt;br /&gt;
&lt;br /&gt;
*[[Healthcare]] dwarves are always useful, for trying to save that one beloved soldier faster.&lt;br /&gt;
&lt;br /&gt;
*[[Mechanic]]s: High quality [[mechanism]]s can help your machinery run smoother, and they also make great trade goods.&lt;br /&gt;
&lt;br /&gt;
*[[Leatherworker]]s: [[Leather]] can be used to create certain items that can't be created sensibly with any other material; such items include [[backpack]]s, [[quiver]]s, and lightweight [[shield]]s and [[armor]]. Unless, of course, you're using [[adamantine]].&lt;br /&gt;
&lt;br /&gt;
*[[Herbalist]]s: Herbology is a great way to kick-start an above-ground farm, or at least keep your food supply varied. Even dwarves get sick of drinking the same old [[plump helmet|mushroom]] wine.&lt;br /&gt;
&lt;br /&gt;
*[[Strand extractor]]s: Skilled strand extractors are quick, as unskilled strand extraction is ''agonizingly'' slow. Only useful after [[raw adamantine]] has been discovered and mined, and the strands do not have quality levels.&lt;br /&gt;
&lt;br /&gt;
===Average Migrants (B)===&lt;br /&gt;
These migrants can be useful, but generally add less value to the fort than the above categories. Also known as &amp;quot;it ain't much, but it's honest work&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
*[[Gem cutter]]s and [[Gem setter]]s: They just don't produce as much value as you'd expect, unless the gem cutter is of a high enough skill level. Even then, [[gem]]s are only useful for moods, decorations, or as a trade good. Training Gem cutters so they don't waste your rough valuable gems is also extremely tedious. As for Gem setters, [[encrust]]ing is notoriously finicky, since the item to be decorated cannot be specified. So your Gem setter will end up slapping your Masterwork cut [[diamond]]s on a [[barrel]] or something. &lt;br /&gt;
&lt;br /&gt;
*[[Hunter]]s: They usually come with a good [[Marksdwarf]] skill, but immediately go hunting as soon as they're ready, causing uncontrolled dwarves and possibly [[Fun]]. They can be useful if handled properly, and are definitely entertaining to watch. It may be advantageous to just rely on your [[military]] for hunting game, since [[squad]]s can be controlled more finely than Hunters. &lt;br /&gt;
&lt;br /&gt;
*[[Fisherdwarf]]s and [[Fish cleaner]]s: Fishing is a decent source of food, and it's a great source of the elusive [[shell]]s if your site contains [[pond turtle]]s, but it runs the risk of [[crocodile]] accidents and [[carp|other perils]]. Or, if you're unlucky, you'll get absolutely nothing. Fisherdwarves can also only catch [[vermin]] fish, [[sperm whale|larger sea creatures]] may require [[drowning chamber]]s or other tactics.&lt;br /&gt;
&lt;br /&gt;
*[[Furnace operator]]s and [[Miller]]s: Neither of these labors have quality levels, but the increase in production speed can be highly profitable for the [[metal]] and [[flour]] industry, respectively.&lt;br /&gt;
&lt;br /&gt;
*[[Peasant]]s: Not quite useless, they're more like blank slates. Peasants can be trained in a [[mood]]able skill to control the [[artifact]]s your fortress will produce, and they make good [[haul]]ers or just plain fodder.&lt;br /&gt;
&lt;br /&gt;
===Niche Migrants (C)===&lt;br /&gt;
Only useful in very specific cases. Also known as &amp;quot;free military conscripts&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
*[[Beekeeper]]s, [[Wax worker]]s, and [[Presser]]s: Beekeeping is [[Beekeeping industry|interesting]], but it isn't possible on embarks that lack [[honey bee]]s ([[bumblebee]]s cannot be&amp;lt;s&amp;gt;e&amp;lt;/s&amp;gt; kept). If you do get a beekeeping business going, Wax workers and Pressers become viable as well, since they use the products of beekeeping in their labors; otherwise, they're basically useless. &lt;br /&gt;
&lt;br /&gt;
*[[Siege engineer]]s and [[Siege operator]]s: Would be useful, but [[siege engine]]s are currently bugged, dealing much less damage than you'd expect, and are often extremely dangerous to your own citizens when they do work as intended.&lt;br /&gt;
&lt;br /&gt;
*[[Butcher]]s, [[Gelder]]s, [[Animal trainer]]s, and [[Tanner]]s: While these labors can be pivotal to a fort's usage of animals, you really won't need more than one of these dwarves unless your animal or hunting industry is truly booming. &lt;br /&gt;
&lt;br /&gt;
*[[Woodcrafter]]s: Shun the elf sympathizers! Not to be confused with [[Carpenter]]s, these dwarves make [[useless crap]] out of [[wood]], which is so worthless as material you might as well not even bother. You're better off using [[stone]] or [[metal]] to make [[finished goods]] instead.&lt;br /&gt;
&lt;br /&gt;
*[[Bone carver]]s: [[Bone]] is neither valuable (unless the creature was a [[megabeast]] or was [[merperson|exceptionally exotic]]) nor does it fill a particular niche, but it is a rather common alternative to wood.&lt;br /&gt;
&lt;br /&gt;
*[[Dyer]]s: When was the last time you dyed some cloth? Skilled Dyers do add extra value to dyed cloth, as it does have a quality level, but come on.&lt;br /&gt;
&lt;br /&gt;
*[[Bowyer]]s: Bowyers can make [[crossbow]]s out of wood and bone. That's all. Weaponsmiths can do everything bowyers can do, except better, because heavier metallic crossbows can be used as good blunt weapons in close quarters.&lt;br /&gt;
&lt;br /&gt;
*[[Potash maker]]s, [[Lye maker]]s, [[Soaper]]s, [[Wood burner]]s, [[Pump operator]]s, [[Woodcutter]]s, [[Milker]]s, [[Cheesemaker]]s: The products of these labors do not have quality levels, so the only difference between an unskilled laborer and a highly skilled one is production speed, which is really only critical if said products are the backbone of your industry ([[Stupid dwarf trick|and who specializes in ''soapmaking''?]]). At least you'll have another dwarf to add to your [[soap industry]], but you can easily just activate these labors on some random idlers to little to no ill effect. Note that many of these products cannot be sourced from [[caravan]]s, which makes in-house production a necessity.&lt;br /&gt;
&lt;br /&gt;
*[[Bookbinder]]s, [[Papermaker]]s, [[Weaver]]s, [[Shearer]]s, [[Thresher]]s, and [[Clothier]]s: It's so much easier to just obtain [[codex]]es, [[paper]], [[cloth]], and [[clothes]] from the caravan and migrants instead of producing them yourself, as these industries are often needlessly tedious or require a ton of setup.&lt;br /&gt;
&lt;br /&gt;
===Completely Useless Migrants (F)===&lt;br /&gt;
Also known as &amp;quot;can I toss them in the [[volcano]] please?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
*[[Animal dissector]]s and [[Fish dissector]]s: They make animal [[extract]]s, which are some of the most useless items in the game.&lt;br /&gt;
&lt;br /&gt;
*[[Trapper]]s: These dwarves make [[animal trap]]s, not [[cage]]s, which can only be used to trap [[vermin]], not large [[creature]]s. They do tend to come with the Marksdwarf or Animal trainer skill, so their true value may lie elsewhere.&lt;br /&gt;
&lt;br /&gt;
*[[Animal caretaker]]s: Bugged at the moment and may become more useful when the bug is fixed.&lt;br /&gt;
&lt;br /&gt;
*[[Children]]: Cannot perform any labors whatsoever. At least you'll have a [[Peasant]]. In about 12 years.&lt;br /&gt;
&lt;br /&gt;
===Other===&lt;br /&gt;
*[[Pilgrim]]s, [[Peddler]]s, [[Prophet]]s, [[Poet]]s, [[Monk]]s, [[Criminal]]s, and others: These individuals are [[agent]]s from your home [[civilization]] under a false identity, and are usually benign. Determining their usefulness may require closer inspection of their skills, and killing them will reveal who they truly are.&lt;br /&gt;
&lt;br /&gt;
*[[Monarch]]s and [[Outpost liaison]]s: Serving as a major endgame goal, inviting these members of dwarven society comes with its own requirements and caveats, requiring a large amount of investment, labor, and time. The player can choose to never pursue this goal if they wish.&lt;br /&gt;
&lt;br /&gt;
{{Category|Dwarves}}&lt;br /&gt;
{{Category|World}}&lt;br /&gt;
[[ru:Immigration]]&lt;/div&gt;</summary>
		<author><name>Benderdragon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Exploit&amp;diff=250561</id>
		<title>Exploit</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Exploit&amp;diff=250561"/>
		<updated>2020-02-16T02:40:23Z</updated>

		<summary type="html">&lt;p&gt;Benderdragon: /* Danger room */ Added note against usage&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|05:12, 17 May 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
An '''exploit''' is a quirk of a game that allows players to gain what other players may consider an unfair advantage, usually by making use of a feature that is not working properly or which defies logic. 'Exploiting the game' is distinct from '[[cheating]]' because exploits occur within the game as written and do not need any external [[utilities]] or [[modding]]. Whether a player chooses to make use of an exploit or not depends on their personal taste; given that ''[[Dwarf Fortress]]'' is a single-player game, the user alone can decide what liberties to take and what options to shun. Among DF players, there is much discussion about what actually should be considered an exploit, ranging from making [[dwarven syrup]] instead of [[dwarven sugar]], growing crops in winter, or even underground, at the one extreme, to justifying 'water wheel batteries' at the other. This page takes a rather relaxed approach in that you considering it an exploit is basically enough to add it, if you don't get too much opposition.&lt;br /&gt;
&lt;br /&gt;
= Fortress Mode Exploits =&lt;br /&gt;
&lt;br /&gt;
== Atom smasher ==&lt;br /&gt;
{{main|Dwarven atom smasher}}&lt;br /&gt;
Lowering a raised [[drawbridge]] can be used to obliterate most creatures or items beneath it. The drawbridge will be destroyed if it is used to crush a creature larger than 1,200,000 cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==Manager exercise program==&lt;br /&gt;
As a [[manager]], skill is gained as tasks are ''approved'', not completed. Simply by queuing lots of jobs ({{key|j}} {{key|m}} {{key|q}}) (and providing a meager office), the manager will quickly level to [[legendary]] as an [[Organizer]]. The tasks can then be removed once approved.&lt;br /&gt;
&lt;br /&gt;
==Merchant swindles==&lt;br /&gt;
There are a variety of ways to steal cargo from [[merchant]]s. All amount to naked theft, and the civilization responsible for the caravan will recognize this. Merchants will consider any lost goods to be stolen goods regardless of the method used to take possession of or destroy them (Verification: See [[40d:Trading#Note_that_the_civ|the 40d page]] and [http://www.bay12forums.com/smf/index.php?topic=43771.msg829692#msg829692 This forum post]). So unless you specifically want to take the clothing off the backs of the merchants or steal from your own civ, you might as well just seize the goods anyway.&lt;br /&gt;
&lt;br /&gt;
* [[DF2014:Trading#Seizing_items|Seizing goods via the trade dialog]] is most straightforward way to select specific items to steal; but there are more entertaining methods detailed below.&lt;br /&gt;
&lt;br /&gt;
* Tearing down the [[trade depot]] while the merchants are there is the easiest way to seize all merchant goods at once.&lt;br /&gt;
&lt;br /&gt;
* Marking items for [[dump]]ing, using view creature mode ({{key|v}}), the stocks menu ({{key|z}}), items in room mode ({{key|t}}), or mass dump mode ({{key|d}})-({{key|b}})-({{key|d}}) then marking the entire depot, lets you relieve merchants of their goods. Just reclaim the items from your garbage dump [[zone]] later. You can even take clothing and equipment off merchant and guards this way.&lt;br /&gt;
&lt;br /&gt;
* You can make a wall around the merchants (and even the poor animals) and let them starve to death, letting you take whatever you want. Wait quite a while for them to starve. They will become [[Insanity|very angry]] if you do, so never open the door once they are on the brink of death.&lt;br /&gt;
&lt;br /&gt;
== Quantum stockpiles ==&lt;br /&gt;
{{main|Quantum stockpile}}&lt;br /&gt;
A quantum stockpile (QSP) allows you to store an infinite number of items in a single tile. QSPs can make for super efficient storage, allowing more compact fortresses, shorter hauling routes, more efficient manufacturing flows, stocktaking at a glance with look {{K|k}} and [http://www.bay12forums.com/smf/index.php?topic=92241.msg3276117#msg3276117 possibly higher FPS].&lt;br /&gt;
&lt;br /&gt;
== Building destroyer door ==&lt;br /&gt;
Forbid something a dwarf is carrying as he goes through a door, and he'll drop it. The door won't close and won't stop any normal creature from going through, but building destroyers seem to stop in their tracks, waiting for it to close before moving on. Note: your civilians can pass the creature safely, but attacking it cancels your protection. {{Verify}}&lt;br /&gt;
&lt;br /&gt;
== HFS's back door ==&lt;br /&gt;
{{main|Semi-molten rock#Tunnelling down through multiple layers of Semi-molten rock|l1=Semi-molten rock § Tunnelling down through multiple layers of Semi-molten rock}}&lt;br /&gt;
There's a convoluted way to dig down through [[semi-molten rock]] and evade the head-on encounter with [[hidden fun stuff]]. Doing this can enable you to, among other things, mine undiggable [[slade]] and duplicate rare minerals. See the page [[semi-molten rock]] for details.&lt;br /&gt;
&lt;br /&gt;
== Forgotten beast zoo ==&lt;br /&gt;
Wall off all the passageways into your lowest level at the outermost square of the map - except one, which leads to a little vestibule surrounded by fortifications. Wave hello to the various ungainly &amp;quot;[[forgotten beast]]s&amp;quot; which accumulate inside.&lt;br /&gt;
&lt;br /&gt;
Alternatively, by using a [[giant cave spider]] or web-spewing forgotten beast to place [[web]]s on cage traps you can capture and display non-web-spewing forgotten beasts, titans, and more. &lt;br /&gt;
&lt;br /&gt;
== Dwarven water reactor ==&lt;br /&gt;
{{main|Water wheel#Perpetual motion|l1=Water wheel § Perpetual motion}}&lt;br /&gt;
A [[screw pump]] requires 10 power to move water; a [[water wheel]] supplies 100 power if it's got water moving it. Arrange the former to feed the latter, while the latter powers the former, and you can get [[Water wheel#Perpetual motion|perpetual motion]] going - with a surplus of [[power]] available.&lt;br /&gt;
&lt;br /&gt;
== And we'll throw in the barrel or bag for free ==&lt;br /&gt;
On [[embark]], buying things which are stored in [[barrel]]s gets the barrel for free, with at most 10 items per barrel, so, for example, the 15 units of randomly chosen [[meat]] which come with the default supplies will get you two free barrels, one completely filled with 10 units of meat and one half filled with 5 units of meat; you get another two free barrels from the 15 units of randomly chosen [[Creature#Aquatic|fish]]. You can get rid of all of that food, then for the same cost select one unit each of meat from 30 different kinds of animals, giving you 30 free barrels instead of only 4, since each different kind of animal meat is put in its own barrel. Note that different types of meat from the same kind of animal goes into a single barrel, so choosing 1 yak brain + 1 yak eye + 1 yak spleen will get you only one free barrel instead of three.&lt;br /&gt;
&lt;br /&gt;
The same thing goes for things stored in [[bag]]s. Each unit of [[sand]] comes in its own bag, and since each unit of sand costs only 1 embark point while bags cost a minimum of 10 embark points each, you can get bags for ten times cheaper by buying sand, then [[dumping]] out the sand after embark.&lt;br /&gt;
&lt;br /&gt;
== Infinite metal ==&lt;br /&gt;
Because one bar of metal produces 25 bolts, and a single bolt can be melted to 0.1 bars of metal, you can create unlimited adamantine wafers in your fortress using a [[Stupid_dwarf_trick#Bolt_Splitting_Operation|clever setup]] with marksdwarves to separate the stacks of adamantine bolts into single bolts. See this [http://www.bay12forums.com/smf/index.php?topic=51423.0 forum thread] for more details.&lt;br /&gt;
&lt;br /&gt;
Weapon traps filled with crossbows will be loaded with individual bolts (10 per crossbow). Bolts cannot be designated to melt while loaded in the trap. It requires deconstruction of the trap. The components will scatter on deconstruction so surrounding the trap with an ammo stockpile set to links only and using dfhack automelt can semi-automate the process. Any metal components of the trap may also be melted. &lt;br /&gt;
&lt;br /&gt;
Coins may also be split at a [[trade depot]] and melted down individually for up to a 50x return. Smelt a stack of coins, then trade it to a caravan. You can then buy the stack back in pieces, and each individual smaller stack will melt and produce .1 bars. One bar produces 500 coins, but splitting it into stacks of 1 coin each would create 500 melt jobs, producing 50 bars in return. The process is discussed in greater detail, both with and without use of macros on this [http://www.bay12forums.com/smf/index.php?topic=111680.0 forum thread]. While potentially time consuming, this new method both results in far more bars produced per stack (potentially a net profit of 49 bars instead of 1.5), and can duplicate any metal, not just military ones while simultaneously training your broker. Combined with a magma smelter and properly written macros, this method turns a smelter into a free metal generator. Those who are less patient may instead opt to simply melt the coin stacks immediately after they are minted - while this yields only a 10% gain, it is far less time-consuming.&lt;br /&gt;
&lt;br /&gt;
For multiplying weapons/armor-grade metals, forging and melting giant axe blades, large serrated discs, and leggings will yield a 50% gain per item; note that this does ''not'' work with adamantine, since adamantine goods require 3 times as many wafers, instead leading to a 70% loss per item.&lt;br /&gt;
&lt;br /&gt;
See the [[Melt item]] article for the best yields when melting down items made of mundane metals for the current version.&lt;br /&gt;
&lt;br /&gt;
== Quick trade goods ==&lt;br /&gt;
Since [[trap component#spiked ball|spiked balls]] have an extremely high base [[item value]] of ''126'', they can be produced ''en masse'' from cheap [[wood]] or other materials and sold off to unsuspecting merchants. This makes for quick cash in any fortress that has a skilled carpenter and an excess of wood on hand.  Furthermore, raw [[clay]] can be bought from the traders for under 5 value, and a [[ceramic industry|potter]] can create a single masterwork with 1,200-2,000 (earthenware and stoneware, respectively). Although not as lucrative as prepared meals, the raw clay traders often bring is heavy (120-230). Buying their clay can reduce their wagon weight, and allow you to sell more goods to them. &lt;br /&gt;
&lt;br /&gt;
In fact, any [[trap component]]s make extremely high-value trade goods, especially since metal components require only 1 [[bar]]. (They also increase the [[value]] of [[noble]]s' rooms, and are useful in defense.)&lt;br /&gt;
&lt;br /&gt;
[[Prepared meal]]s can be quick and valuable trade goods. Purchase an abundance of raw food when the traders arrive, and set your [[kitchen]] to work cooking that food into lavish meals. Then haul the stacks of meals back to the depot and trade them for whatever supplies you really want. The caravan will buy back meals composed of their own ingredients at 25x to 100x their initial value.&lt;br /&gt;
&lt;br /&gt;
Single task [[instruments]] can also be a very lucrative business, although glass instruments have lower gains.&lt;br /&gt;
&lt;br /&gt;
== Silk farm ==&lt;br /&gt;
{{main|Silk farming}}&lt;br /&gt;
A silk farm can serve as a safe and endless source of silk thread from [[giant cave spider]]s or other [[forgotten beast|web-spewing beasts]]. Its essence is a room with a &amp;quot;bait&amp;quot; creature separated from a web-spewing creature by fortifications. The webber will attempt to attack the &amp;quot;bait&amp;quot; by shooting [[web]]s through the fortifications. Weavers can collect the webs as silk thread and create silk cloth.&lt;br /&gt;
&lt;br /&gt;
== Dwarven road-dar ==&lt;br /&gt;
Dwarven radar is a handy way of checking for caverns and other special features using the [[farm plot]]s, paved [[road]]s, and [[activity zone]]s. Know where the caverns are before you designate your carefully planned, fully symmetric living quarters!&lt;br /&gt;
&lt;br /&gt;
For more details, see the [http://www.bay12forums.com/smf/index.php?topic=93694.0 forum thread].&lt;br /&gt;
&lt;br /&gt;
== Danger room ==&lt;br /&gt;
{{Main|Danger room}}&lt;br /&gt;
An [[Trap#Upright Spear/Spike|upright spike trap]] full of non-masterwork training spears (''not'' menacing spikes or metal spears, or even [[elf|elven]] wooden spears) is linked to a [[lever]], which is pulled repeatedly. Dwarves are stationed on the trap. The dwarves quickly learn how to dodge, block and parry these &amp;quot;attacks&amp;quot;, gaining [[combat skill]]s much more quickly than through normal [[training]]. Unless they die.&lt;br /&gt;
&lt;br /&gt;
This exploit does not work in the current version.{{version|0.43.04}}&lt;br /&gt;
&lt;br /&gt;
== Coinstar room ==&lt;br /&gt;
{{Main|Danger room#Coinstar room|l1=Danger room § Coinstar room}}&lt;br /&gt;
A coinstar or popcorn room trains [[armor user]] skills via repeated (unblockable/undodgeable) impacts of various small objects such as [[coin]]s, [[seed]]s, [[sock]]s, [[leaves]], or other small, light objects. Channel a 1x2 trench (leaving ramps), and build two 1x1 '''retracting''' bridges on the bottom of the trench. Connect the bridges to a lever. Add coins (stacks of 15 or smaller are 100% safe) and dwarves.&lt;br /&gt;
&lt;br /&gt;
This exploit does not work in the current version.{{version|0.43.04}}&lt;br /&gt;
&lt;br /&gt;
== Wildlife control ==&lt;br /&gt;
Wild animals will not spawn when a certain number of them are still present on the map (2 for default 4x4 embark, for larger sites it's higher). This works also for cavern creatures (each cavern independently), or even for roaming [[HFS]] denizens, and can be exploited to prevent new creatures from a particular layer from spawning. Capture enough wild creatures in [[cage trap]]s, and release them somewhere they couldn't escape from. As long as they're there, no more beasts will show up. Note that thieving and [[gremlin|mischievous]] creatures are an exception to this, as their arrival is timed and unaffected by the number of other wildlife.&lt;br /&gt;
&lt;br /&gt;
== Portable drain ==&lt;br /&gt;
Due to buggy [[minecart]] interactions, a minecart on a [[Minecart#Track_Stops|track stop]] set to dump into a wall tile will constantly fill and empty, removing large amounts of liquid from the game. This is generally much more convenient than digging a tunnel and carving a fortification at the edge of the map. The effect can be controlled by linking a [[lever]] to the track stop (or by adding/removing the minecart in some manner). The portable drain will only reduce the fluid in its tile to below the minimum necessary to fill the cart (6/7); the remaining fluid will need to be dealt with in some other fashion. &lt;br /&gt;
&lt;br /&gt;
([http://www.bay12forums.com/smf/index.php?topic=154537.msg6657752#msg6657752 original forum post])&lt;br /&gt;
&lt;br /&gt;
== Dwarven rocket elevator  ==&lt;br /&gt;
By exploiting quirks in dwarven physics, minecarts can be accelerated without an external power source (beyond an initial push) to travel independently, or to ascend dozens of Z levels upwards very quickly. Details at [[DF2014:Minecart#Impulse_ramps]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Infinite layer stone without magma ==&lt;br /&gt;
&lt;br /&gt;
Constructed walls can be designated for both fortification carving and deconstruction. When the latter designation is completed, the former is kept. When the former is completed after that, stone floor becomes a natural stone fortification. This makes a cycle for infinite stone:&lt;br /&gt;
&lt;br /&gt;
Stone floor → Build Constructed Wall → Designate for removal and fortification carving → Deconstruct → Stone Floor (still designated as fortification) → Stone fortification → Dug out, stone floor + free stone boulder.&lt;br /&gt;
&lt;br /&gt;
Using this, one can also retrive stone from surface boulders, though as deconstruction leaves behind layer stone it will not duplicate adamantine or anything else. Soil gets carved, but remains as a floor, thus providing no gain.&lt;br /&gt;
&lt;br /&gt;
([http://www.bay12forums.com/smf/index.php?topic=145317.msg8091746#msg8091746 Original forum post])&lt;br /&gt;
&lt;br /&gt;
= Adventure Mode Exploits =&lt;br /&gt;
&lt;br /&gt;
== Urist McAdventurer the shield-wall ==&lt;br /&gt;
Adventurers are not limited in the number of items they can hold in their hands, allowing them to equip a virtually unlimited number of shields or bucklers with little effect to the adventurer's performance. This offers multiple chances to block attacks (vastly reducing the number that cause damage) and quickly trains up the shield user skill, further increasing the effectiveness of those shields. There is an indirect limit on how many shields you can equip based on how the total weight of your adventurer's items affects your speed, but the tradeoff between wearing a dozen (or more) shields is well worth the minor reduction in speed.&lt;br /&gt;
&lt;br /&gt;
The current version has made this exploit more complicated due to the ability to holster/draw weapons and shields, which is needed for [[climber|climbing]] and to avoid hostility from local guards. While an infinite number of weapons or shields can be strapped to your body, only the first two such items will be drawn, requiring a free hand for each. Retrieving multiple shields after unequipping them requires manually drawing each individual shield.&lt;br /&gt;
&lt;br /&gt;
== Infinite drink in adventure mode ==&lt;br /&gt;
Thirst can be quenched indefinitely in adventure mode by emptying a waterskin when you only have 1 unit of liquid left and refilling it from the pool that forms; giving you 3 units of drink. This is especially useful if you managed to find alcohol and fill your waterskin with some, as alcohol never freezes in cold weather.&lt;br /&gt;
&lt;br /&gt;
== Backpack of holding ==&lt;br /&gt;
In adventurer mode, if you try to pick something up while both your hands are already holding something, it'll go straight in your backpack, even if it would not have fit had you first picked it up and then tried to put it inside. That means you can stuff as much as you want into your backpack. It will still affect your weight and speed, however.&lt;br /&gt;
&lt;br /&gt;
{{Category|Game}}&lt;br /&gt;
[[ru:Exploit]]&lt;/div&gt;</summary>
		<author><name>Benderdragon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Exploit&amp;diff=250559</id>
		<title>Exploit</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Exploit&amp;diff=250559"/>
		<updated>2020-02-16T02:38:54Z</updated>

		<summary type="html">&lt;p&gt;Benderdragon: /* Coinstar room */ formatting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|05:12, 17 May 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
An '''exploit''' is a quirk of a game that allows players to gain what other players may consider an unfair advantage, usually by making use of a feature that is not working properly or which defies logic. 'Exploiting the game' is distinct from '[[cheating]]' because exploits occur within the game as written and do not need any external [[utilities]] or [[modding]]. Whether a player chooses to make use of an exploit or not depends on their personal taste; given that ''[[Dwarf Fortress]]'' is a single-player game, the user alone can decide what liberties to take and what options to shun. Among DF players, there is much discussion about what actually should be considered an exploit, ranging from making [[dwarven syrup]] instead of [[dwarven sugar]], growing crops in winter, or even underground, at the one extreme, to justifying 'water wheel batteries' at the other. This page takes a rather relaxed approach in that you considering it an exploit is basically enough to add it, if you don't get too much opposition.&lt;br /&gt;
&lt;br /&gt;
= Fortress Mode Exploits =&lt;br /&gt;
&lt;br /&gt;
== Atom smasher ==&lt;br /&gt;
{{main|Dwarven atom smasher}}&lt;br /&gt;
Lowering a raised [[drawbridge]] can be used to obliterate most creatures or items beneath it. The drawbridge will be destroyed if it is used to crush a creature larger than 1,200,000 cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==Manager exercise program==&lt;br /&gt;
As a [[manager]], skill is gained as tasks are ''approved'', not completed. Simply by queuing lots of jobs ({{key|j}} {{key|m}} {{key|q}}) (and providing a meager office), the manager will quickly level to [[legendary]] as an [[Organizer]]. The tasks can then be removed once approved.&lt;br /&gt;
&lt;br /&gt;
==Merchant swindles==&lt;br /&gt;
There are a variety of ways to steal cargo from [[merchant]]s. All amount to naked theft, and the civilization responsible for the caravan will recognize this. Merchants will consider any lost goods to be stolen goods regardless of the method used to take possession of or destroy them (Verification: See [[40d:Trading#Note_that_the_civ|the 40d page]] and [http://www.bay12forums.com/smf/index.php?topic=43771.msg829692#msg829692 This forum post]). So unless you specifically want to take the clothing off the backs of the merchants or steal from your own civ, you might as well just seize the goods anyway.&lt;br /&gt;
&lt;br /&gt;
* [[DF2014:Trading#Seizing_items|Seizing goods via the trade dialog]] is most straightforward way to select specific items to steal; but there are more entertaining methods detailed below.&lt;br /&gt;
&lt;br /&gt;
* Tearing down the [[trade depot]] while the merchants are there is the easiest way to seize all merchant goods at once.&lt;br /&gt;
&lt;br /&gt;
* Marking items for [[dump]]ing, using view creature mode ({{key|v}}), the stocks menu ({{key|z}}), items in room mode ({{key|t}}), or mass dump mode ({{key|d}})-({{key|b}})-({{key|d}}) then marking the entire depot, lets you relieve merchants of their goods. Just reclaim the items from your garbage dump [[zone]] later. You can even take clothing and equipment off merchant and guards this way.&lt;br /&gt;
&lt;br /&gt;
* You can make a wall around the merchants (and even the poor animals) and let them starve to death, letting you take whatever you want. Wait quite a while for them to starve. They will become [[Insanity|very angry]] if you do, so never open the door once they are on the brink of death.&lt;br /&gt;
&lt;br /&gt;
== Quantum stockpiles ==&lt;br /&gt;
{{main|Quantum stockpile}}&lt;br /&gt;
A quantum stockpile (QSP) allows you to store an infinite number of items in a single tile. QSPs can make for super efficient storage, allowing more compact fortresses, shorter hauling routes, more efficient manufacturing flows, stocktaking at a glance with look {{K|k}} and [http://www.bay12forums.com/smf/index.php?topic=92241.msg3276117#msg3276117 possibly higher FPS].&lt;br /&gt;
&lt;br /&gt;
== Building destroyer door ==&lt;br /&gt;
Forbid something a dwarf is carrying as he goes through a door, and he'll drop it. The door won't close and won't stop any normal creature from going through, but building destroyers seem to stop in their tracks, waiting for it to close before moving on. Note: your civilians can pass the creature safely, but attacking it cancels your protection. {{Verify}}&lt;br /&gt;
&lt;br /&gt;
== HFS's back door ==&lt;br /&gt;
{{main|Semi-molten rock#Tunnelling down through multiple layers of Semi-molten rock|l1=Semi-molten rock § Tunnelling down through multiple layers of Semi-molten rock}}&lt;br /&gt;
There's a convoluted way to dig down through [[semi-molten rock]] and evade the head-on encounter with [[hidden fun stuff]]. Doing this can enable you to, among other things, mine undiggable [[slade]] and duplicate rare minerals. See the page [[semi-molten rock]] for details.&lt;br /&gt;
&lt;br /&gt;
== Forgotten beast zoo ==&lt;br /&gt;
Wall off all the passageways into your lowest level at the outermost square of the map - except one, which leads to a little vestibule surrounded by fortifications. Wave hello to the various ungainly &amp;quot;[[forgotten beast]]s&amp;quot; which accumulate inside.&lt;br /&gt;
&lt;br /&gt;
Alternatively, by using a [[giant cave spider]] or web-spewing forgotten beast to place [[web]]s on cage traps you can capture and display non-web-spewing forgotten beasts, titans, and more. &lt;br /&gt;
&lt;br /&gt;
== Dwarven water reactor ==&lt;br /&gt;
{{main|Water wheel#Perpetual motion|l1=Water wheel § Perpetual motion}}&lt;br /&gt;
A [[screw pump]] requires 10 power to move water; a [[water wheel]] supplies 100 power if it's got water moving it. Arrange the former to feed the latter, while the latter powers the former, and you can get [[Water wheel#Perpetual motion|perpetual motion]] going - with a surplus of [[power]] available.&lt;br /&gt;
&lt;br /&gt;
== And we'll throw in the barrel or bag for free ==&lt;br /&gt;
On [[embark]], buying things which are stored in [[barrel]]s gets the barrel for free, with at most 10 items per barrel, so, for example, the 15 units of randomly chosen [[meat]] which come with the default supplies will get you two free barrels, one completely filled with 10 units of meat and one half filled with 5 units of meat; you get another two free barrels from the 15 units of randomly chosen [[Creature#Aquatic|fish]]. You can get rid of all of that food, then for the same cost select one unit each of meat from 30 different kinds of animals, giving you 30 free barrels instead of only 4, since each different kind of animal meat is put in its own barrel. Note that different types of meat from the same kind of animal goes into a single barrel, so choosing 1 yak brain + 1 yak eye + 1 yak spleen will get you only one free barrel instead of three.&lt;br /&gt;
&lt;br /&gt;
The same thing goes for things stored in [[bag]]s. Each unit of [[sand]] comes in its own bag, and since each unit of sand costs only 1 embark point while bags cost a minimum of 10 embark points each, you can get bags for ten times cheaper by buying sand, then [[dumping]] out the sand after embark.&lt;br /&gt;
&lt;br /&gt;
== Infinite metal ==&lt;br /&gt;
Because one bar of metal produces 25 bolts, and a single bolt can be melted to 0.1 bars of metal, you can create unlimited adamantine wafers in your fortress using a [[Stupid_dwarf_trick#Bolt_Splitting_Operation|clever setup]] with marksdwarves to separate the stacks of adamantine bolts into single bolts. See this [http://www.bay12forums.com/smf/index.php?topic=51423.0 forum thread] for more details.&lt;br /&gt;
&lt;br /&gt;
Weapon traps filled with crossbows will be loaded with individual bolts (10 per crossbow). Bolts cannot be designated to melt while loaded in the trap. It requires deconstruction of the trap. The components will scatter on deconstruction so surrounding the trap with an ammo stockpile set to links only and using dfhack automelt can semi-automate the process. Any metal components of the trap may also be melted. &lt;br /&gt;
&lt;br /&gt;
Coins may also be split at a [[trade depot]] and melted down individually for up to a 50x return. Smelt a stack of coins, then trade it to a caravan. You can then buy the stack back in pieces, and each individual smaller stack will melt and produce .1 bars. One bar produces 500 coins, but splitting it into stacks of 1 coin each would create 500 melt jobs, producing 50 bars in return. The process is discussed in greater detail, both with and without use of macros on this [http://www.bay12forums.com/smf/index.php?topic=111680.0 forum thread]. While potentially time consuming, this new method both results in far more bars produced per stack (potentially a net profit of 49 bars instead of 1.5), and can duplicate any metal, not just military ones while simultaneously training your broker. Combined with a magma smelter and properly written macros, this method turns a smelter into a free metal generator. Those who are less patient may instead opt to simply melt the coin stacks immediately after they are minted - while this yields only a 10% gain, it is far less time-consuming.&lt;br /&gt;
&lt;br /&gt;
For multiplying weapons/armor-grade metals, forging and melting giant axe blades, large serrated discs, and leggings will yield a 50% gain per item; note that this does ''not'' work with adamantine, since adamantine goods require 3 times as many wafers, instead leading to a 70% loss per item.&lt;br /&gt;
&lt;br /&gt;
See the [[Melt item]] article for the best yields when melting down items made of mundane metals for the current version.&lt;br /&gt;
&lt;br /&gt;
== Quick trade goods ==&lt;br /&gt;
Since [[trap component#spiked ball|spiked balls]] have an extremely high base [[item value]] of ''126'', they can be produced ''en masse'' from cheap [[wood]] or other materials and sold off to unsuspecting merchants. This makes for quick cash in any fortress that has a skilled carpenter and an excess of wood on hand.  Furthermore, raw [[clay]] can be bought from the traders for under 5 value, and a [[ceramic industry|potter]] can create a single masterwork with 1,200-2,000 (earthenware and stoneware, respectively). Although not as lucrative as prepared meals, the raw clay traders often bring is heavy (120-230). Buying their clay can reduce their wagon weight, and allow you to sell more goods to them. &lt;br /&gt;
&lt;br /&gt;
In fact, any [[trap component]]s make extremely high-value trade goods, especially since metal components require only 1 [[bar]]. (They also increase the [[value]] of [[noble]]s' rooms, and are useful in defense.)&lt;br /&gt;
&lt;br /&gt;
[[Prepared meal]]s can be quick and valuable trade goods. Purchase an abundance of raw food when the traders arrive, and set your [[kitchen]] to work cooking that food into lavish meals. Then haul the stacks of meals back to the depot and trade them for whatever supplies you really want. The caravan will buy back meals composed of their own ingredients at 25x to 100x their initial value.&lt;br /&gt;
&lt;br /&gt;
Single task [[instruments]] can also be a very lucrative business, although glass instruments have lower gains.&lt;br /&gt;
&lt;br /&gt;
== Silk farm ==&lt;br /&gt;
{{main|Silk farming}}&lt;br /&gt;
A silk farm can serve as a safe and endless source of silk thread from [[giant cave spider]]s or other [[forgotten beast|web-spewing beasts]]. Its essence is a room with a &amp;quot;bait&amp;quot; creature separated from a web-spewing creature by fortifications. The webber will attempt to attack the &amp;quot;bait&amp;quot; by shooting [[web]]s through the fortifications. Weavers can collect the webs as silk thread and create silk cloth.&lt;br /&gt;
&lt;br /&gt;
== Dwarven road-dar ==&lt;br /&gt;
Dwarven radar is a handy way of checking for caverns and other special features using the [[farm plot]]s, paved [[road]]s, and [[activity zone]]s. Know where the caverns are before you designate your carefully planned, fully symmetric living quarters!&lt;br /&gt;
&lt;br /&gt;
For more details, see the [http://www.bay12forums.com/smf/index.php?topic=93694.0 forum thread].&lt;br /&gt;
&lt;br /&gt;
== Danger room ==&lt;br /&gt;
{{Main|Danger room}}&lt;br /&gt;
An [[Trap#Upright Spear/Spike|upright spike trap]] full of non-masterwork training spears (''not'' menacing spikes or metal spears, or even [[elf|elven]] wooden spears) is linked to a [[lever]], which is pulled repeatedly. Dwarves are stationed on the trap. The dwarves quickly learn how to dodge, block and parry these &amp;quot;attacks&amp;quot;, gaining [[combat skill]]s much more quickly than through normal [[training]]. Unless they die.&lt;br /&gt;
&lt;br /&gt;
== Coinstar room ==&lt;br /&gt;
{{Main|Danger room#Coinstar room|l1=Danger room § Coinstar room}}&lt;br /&gt;
A coinstar or popcorn room trains [[armor user]] skills via repeated (unblockable/undodgeable) impacts of various small objects such as [[coin]]s, [[seed]]s, [[sock]]s, [[leaves]], or other small, light objects. Channel a 1x2 trench (leaving ramps), and build two 1x1 '''retracting''' bridges on the bottom of the trench. Connect the bridges to a lever. Add coins (stacks of 15 or smaller are 100% safe) and dwarves.&lt;br /&gt;
&lt;br /&gt;
This exploit does not work in the current version.{{version|0.43.04}}&lt;br /&gt;
&lt;br /&gt;
== Wildlife control ==&lt;br /&gt;
Wild animals will not spawn when a certain number of them are still present on the map (2 for default 4x4 embark, for larger sites it's higher). This works also for cavern creatures (each cavern independently), or even for roaming [[HFS]] denizens, and can be exploited to prevent new creatures from a particular layer from spawning. Capture enough wild creatures in [[cage trap]]s, and release them somewhere they couldn't escape from. As long as they're there, no more beasts will show up. Note that thieving and [[gremlin|mischievous]] creatures are an exception to this, as their arrival is timed and unaffected by the number of other wildlife.&lt;br /&gt;
&lt;br /&gt;
== Portable drain ==&lt;br /&gt;
Due to buggy [[minecart]] interactions, a minecart on a [[Minecart#Track_Stops|track stop]] set to dump into a wall tile will constantly fill and empty, removing large amounts of liquid from the game. This is generally much more convenient than digging a tunnel and carving a fortification at the edge of the map. The effect can be controlled by linking a [[lever]] to the track stop (or by adding/removing the minecart in some manner). The portable drain will only reduce the fluid in its tile to below the minimum necessary to fill the cart (6/7); the remaining fluid will need to be dealt with in some other fashion. &lt;br /&gt;
&lt;br /&gt;
([http://www.bay12forums.com/smf/index.php?topic=154537.msg6657752#msg6657752 original forum post])&lt;br /&gt;
&lt;br /&gt;
== Dwarven rocket elevator  ==&lt;br /&gt;
By exploiting quirks in dwarven physics, minecarts can be accelerated without an external power source (beyond an initial push) to travel independently, or to ascend dozens of Z levels upwards very quickly. Details at [[DF2014:Minecart#Impulse_ramps]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Infinite layer stone without magma ==&lt;br /&gt;
&lt;br /&gt;
Constructed walls can be designated for both fortification carving and deconstruction. When the latter designation is completed, the former is kept. When the former is completed after that, stone floor becomes a natural stone fortification. This makes a cycle for infinite stone:&lt;br /&gt;
&lt;br /&gt;
Stone floor → Build Constructed Wall → Designate for removal and fortification carving → Deconstruct → Stone Floor (still designated as fortification) → Stone fortification → Dug out, stone floor + free stone boulder.&lt;br /&gt;
&lt;br /&gt;
Using this, one can also retrive stone from surface boulders, though as deconstruction leaves behind layer stone it will not duplicate adamantine or anything else. Soil gets carved, but remains as a floor, thus providing no gain.&lt;br /&gt;
&lt;br /&gt;
([http://www.bay12forums.com/smf/index.php?topic=145317.msg8091746#msg8091746 Original forum post])&lt;br /&gt;
&lt;br /&gt;
= Adventure Mode Exploits =&lt;br /&gt;
&lt;br /&gt;
== Urist McAdventurer the shield-wall ==&lt;br /&gt;
Adventurers are not limited in the number of items they can hold in their hands, allowing them to equip a virtually unlimited number of shields or bucklers with little effect to the adventurer's performance. This offers multiple chances to block attacks (vastly reducing the number that cause damage) and quickly trains up the shield user skill, further increasing the effectiveness of those shields. There is an indirect limit on how many shields you can equip based on how the total weight of your adventurer's items affects your speed, but the tradeoff between wearing a dozen (or more) shields is well worth the minor reduction in speed.&lt;br /&gt;
&lt;br /&gt;
The current version has made this exploit more complicated due to the ability to holster/draw weapons and shields, which is needed for [[climber|climbing]] and to avoid hostility from local guards. While an infinite number of weapons or shields can be strapped to your body, only the first two such items will be drawn, requiring a free hand for each. Retrieving multiple shields after unequipping them requires manually drawing each individual shield.&lt;br /&gt;
&lt;br /&gt;
== Infinite drink in adventure mode ==&lt;br /&gt;
Thirst can be quenched indefinitely in adventure mode by emptying a waterskin when you only have 1 unit of liquid left and refilling it from the pool that forms; giving you 3 units of drink. This is especially useful if you managed to find alcohol and fill your waterskin with some, as alcohol never freezes in cold weather.&lt;br /&gt;
&lt;br /&gt;
== Backpack of holding ==&lt;br /&gt;
In adventurer mode, if you try to pick something up while both your hands are already holding something, it'll go straight in your backpack, even if it would not have fit had you first picked it up and then tried to put it inside. That means you can stuff as much as you want into your backpack. It will still affect your weight and speed, however.&lt;br /&gt;
&lt;br /&gt;
{{Category|Game}}&lt;br /&gt;
[[ru:Exploit]]&lt;/div&gt;</summary>
		<author><name>Benderdragon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Danger_room&amp;diff=250558</id>
		<title>Danger room</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Danger_room&amp;diff=250558"/>
		<updated>2020-02-16T02:38:14Z</updated>

		<summary type="html">&lt;p&gt;Benderdragon: /* Caveats */ formatting error&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|07:10, 17 May 2015 (UTC)}}&lt;br /&gt;
{{projects}}{{av}}&lt;br /&gt;
 &lt;br /&gt;
'''Danger room''' is a term used to describe a place your dwarves go to be continually poked by [[Trap#Upright Spear/Spike|upright spikes]]. This serves two purposes: first, it [[Train|trains]] your dwarves in [[Combat_skill#Equipment_skills|Armor User skill]], [[Combat_skill#Equipment_skills|Shield User]], [[Combat skill|Dodger]] and to some extent also [[Combat_skill#Weapon_skills|weapons skills]] (if they manage to block attacks with them). Second, it helps keep your [[doctor]]s' skills from rusting, and your [[coffin]] makers busy. Some people consider danger rooms an [[exploit]], because they require next to no effort to build your dwarves' combat skills to legendary.{{bug|3855}}&lt;br /&gt;
&lt;br /&gt;
{{TipBox2|clear=none|width=50%|titlebg=#c00|textbg=#ffd|Warning!|Danger rooms are dangerous! For fewer deaths, set up small-group [[sparring]] instead.}}&lt;br /&gt;
&lt;br /&gt;
Danger rooms were a useful workaround for regular [[training]] being too slow and difficult for new players to figure out in previous versions. However, recent modifications to the combat system have made danger rooms quite dangerous and barracks training significantly more effective, so small-group [[sparring]] is currently the recommended training regimen.&lt;br /&gt;
&lt;br /&gt;
== Loadout ==&lt;br /&gt;
The first design challenge is to provide the proper level of lethality.  Do '''not''' use actual spears. Do '''not''' use menacing spikes even if they are made of wood. Only use training spears. Up to ten spears may be placed in a single tile. If you want a lot of coverage and don't have much wood, one will suffice. The more spears are in a tile, the faster a danger room will work. Ten training spears will do just as much damage as one training spear, with the only difference being that bruised ears and broken thumbs might appear a little faster.&lt;br /&gt;
&lt;br /&gt;
Additionally, it is *very* important to make sure that the dwarves you plan to train are indeed fully covered by [[armor]] or clothing.  It helps to include a robe, which covers much of the body.  Dwarves that have any body part completely exposed are very likely to be skewered, fatally.  Even a damaged nose or ear can lead to infection.  For the same reason, a corridor of tightly-closed doors before the danger room is encouraged to prevent unnecessary puppy killing.&lt;br /&gt;
&lt;br /&gt;
== Access control ==&lt;br /&gt;
The second design challenge is access control.  If you want your entire fortress to &amp;lt;strike&amp;gt;spank&amp;lt;/strike&amp;gt; face these perils, then put the spikes in a major hallway.  If you want only your military to be trained, put them in or behind a barracks, a patrol route, or some other place civilians are unlikely to go. Mind that while training spikes are mostly harmless to armored adult dwarfs, such traps are perilous for small animals, babies and children. A pond with a bridge on the access route can help with unwanted g̶o̶r̶e̶  fun! The bridge can be linked to a repeater control switch. WARNING you may no longer have access to dead cats!&lt;br /&gt;
&lt;br /&gt;
== Triggers ==&lt;br /&gt;
The third challenge is providing an appropriate triggering frequency.  Some signal must be sent to raise and lower the spikes while the dwarves are on them.  This can be accomplished by hooking the spikes to a [[lever]] or [[pressure plate]], or by using a [[repeater]].  If a lever is used, then it should be near the room, so you can keep track of what's happening in the room while still knowing where the control lever is.&lt;br /&gt;
&lt;br /&gt;
== Results ==&lt;br /&gt;
The idea is that as dwarves stand on the trapped tiles, every time the spikes come out of the ground due to the trap being activated, they gain skills in whatever stops it - armor if their armor deflects it, weapon if they block it with their weapon, shield for shield, and dodging if they jump out of the way.  Crossbow-armed dwarves gain skill as hammerdwarves, not marksdwarves, because they are using the crossbow as a melee weapon to block.  As written here [http://www.bay12forums.com/smf/index.php?topic=85894.0], pick-armed dwarves get trained into ''legendary miners''.&lt;br /&gt;
&lt;br /&gt;
== Specific Design Suggestions ==&lt;br /&gt;
&lt;br /&gt;
Here are a few specific designs.&lt;br /&gt;
&lt;br /&gt;
=== Minecart dodging ===&lt;br /&gt;
&lt;br /&gt;
Because it never hits the dwarf, this danger room can be safely used while naked even in modern versions, but it can be used by only exactly 1 dwarf at a time and only trains dodging.&lt;br /&gt;
&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
 ═════╗  %% Screw pump, pumping from west&lt;br /&gt;
 ⛭%%╟╢║  + Door&lt;br /&gt;
 ═════+  ╟ Roller on EW track, rolling east (Lowest speed)&lt;br /&gt;
         ╢ Roller on EW track, rolling west (Lowest speed)&lt;br /&gt;
         ⛭ gear assembly&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
To use, have a dwarf carry a minecart inside and place it on the roller next to pump, then lock the door so nothing else enters.&lt;br /&gt;
&lt;br /&gt;
With exactly 1 dwarf inside, said dwarf will gain roughly thousand experience in dodging per day.&lt;br /&gt;
&lt;br /&gt;
To stop using, turn off power and unlock the door to let the dwarf leave.&lt;br /&gt;
&lt;br /&gt;
For reuse, carry out the minecart, and optionally on the tile for the door dig a channel, construct floor, then deconstruct floor after building the door (so that the dwarves don't drop old clothes or buckets inside the door). &lt;br /&gt;
&lt;br /&gt;
(The screw pump is there to transfer power to roller while providing a wall.)&lt;br /&gt;
&lt;br /&gt;
=== One tile, extendable===&lt;br /&gt;
&lt;br /&gt;
If you set the [[Door|door]] to locked, the soldiers will only have the spike tile as their barracks, for great efficiency. They will all stack on this one tile and train. Set the door to ''Internal'' to adjust the size of the barracks as needed. You might have to unlock the door for new squads so they can path to the armor stand once.&lt;br /&gt;
&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
 ═════╗  ^ Spikes&lt;br /&gt;
   ^+♫║  + Door&lt;br /&gt;
 ═════╝  ♫ Armor stand}}&lt;br /&gt;
&lt;br /&gt;
=== Simple minimal manual danger room ===&lt;br /&gt;
&lt;br /&gt;
Create a 1x4 room with each of the four tiles having upright spikes with training spears in them. A full room will, of course, require making 40 training spears. As always you can load each tile with less than 10 training spears if you need to, but additional spears help train [[armor user|armor use]] (only a single spear can be used to help train weapon skills at a time). Place a door on the room and forbid pets, or pasture all the pets. (See [[#Caveats|Caveats]] below.) Place a lever outside and link the lever to all four spike sets.&lt;br /&gt;
&lt;br /&gt;
Equip your units with full armor, a shield, and ideally make them all wear a cloak to help protect the face. (The cloak will actually stop most of the hits to the body.) Manually order your unit(s) to move to the far tile of the room and lock the door once they're all in. (They won't all move to this tile, but they should move to within 3 tiles of it fitting them all into the room.) (It does not appear to matter if you have a multitude of dwarves packed into 4 tiles.) Add a (P)ull The Lever task to the lever and set it to (r)epeat. Leave the dwarves inside until they start to get unhappy from the long &amp;quot;patrol&amp;quot; then let them leave. This trains the Shield skill very quickly. However, if you want to quickly train Weapon skills, make the dwarves unequip the shield before entering the room.&lt;br /&gt;
&lt;br /&gt;
A larger than 1x4 room may work better for training dodging but this is unverified. You can easily enlarge your danger room without constructing excessive training spears and mechanisms by installing [[statue]]s along the walls. Dwarves will dodge into statue tiles, then step back out onto the spiked floor for more &amp;quot;training&amp;quot;. (Using statues can sometimes result in body parts getting lodged under/behind them, which causes endlessly failing attempts to &amp;quot;Place item in Tomb&amp;quot; stating that the item was misplaced. This only happens if you have a death in the room of course, but to avoid the issue you can deconstruct the statues, or don't use them in the first place.)&lt;br /&gt;
&lt;br /&gt;
=== Simple semi-automated danger room ===&lt;br /&gt;
&lt;br /&gt;
As above, but use [[scheduling]] along with a [[burrow]] to cycle trainees through the room. Define a burrow that covers the inside of the room, then schedule some number of dwarves per unit to &amp;quot;Defend The Burrow&amp;quot;. Add a repeating pull the lever task to the lever. The dwarves will rotate through the danger room according to schedule. The constant lever pulling will of course require a dwarf.&lt;br /&gt;
&lt;br /&gt;
=== Fully automated danger room ===&lt;br /&gt;
&lt;br /&gt;
Same as above, but use a [[repeater]] to eliminate the need for a lever pulling dwarf. The advantage is that you no longer need a dwarf to pull the lever repeatedly, but a repeater is somewhat complex to set up and is slower than a repeating lever pull task.&lt;br /&gt;
&lt;br /&gt;
=== Semi or fully automated fort-wide danger room ===&lt;br /&gt;
&lt;br /&gt;
Instead of placing the training spear &amp;quot;spikes&amp;quot; in a room, place them in a high traffic area of the fort and use one of the methods above to set up repeating extension/retraction of the spikes. Over time this will expose most or all of your dwarves to the spear attacks, but it is advisable to make sure that all of the dwarves are at the very minimum wearing a cloak to protect them from injury, and ideally wearing full armor.&lt;br /&gt;
&lt;br /&gt;
Doing this will probably kill all of your animals eventually unless they're confined to a [[pasture]] or otherwise confined, and will eventually kill all infants (and possibly children) unless child-carrying females and children somehow forbidden from the area using a [[burrow]].&lt;br /&gt;
&lt;br /&gt;
=== Coinstar room ===&lt;br /&gt;
&lt;br /&gt;
As a complement to a standard danger room, a '''coinstar''' or '''popcorn''' room trains [[armor user]] skills via repeated (unblockable/undodgeable) impacts of small objects such as [[coin]]s. The safest training material is currently unknown (since the bug which made coins completely harmless has been fixed), though [[coin]]s ([[DF2014:Exploit#Infinite_Adamantine_.2F_Metals|split]] into stacks of 15 or smaller), [[seed]]s, [[sock]]s, [[leaves]], and other small, light objects are likely contenders. Note that unarmored dwarves may experience injuries; a full suit of armor is recommended for coinstar training.&lt;br /&gt;
&lt;br /&gt;
To construct a coinstar room, first dig a small 1x2 trench, then build two 1x1 '''retracting''' bridges on the '''floor''' of the trench (shown in green), and connect them to a [[lever]], [[pressure plate]], or [[repeater]] (not shown). &lt;br /&gt;
&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
  z-1  ║   z &lt;br /&gt;
  ╔═╗  ║  +++   &lt;br /&gt;
  ║[#0D0]╬║  ║  +▼+&lt;br /&gt;
  ║[#0D0]╬║  ║  +▼+&lt;br /&gt;
  ╚═╝  ║  +++&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Please note that, although the bridges cover the up ramps they are still usable; adding another way out is not necessary. Do, however, remove any loose stones or other large objects in the trench. You should also avoid constructing any extraneous tunnels within 3 tiles on the bridge level, or your dwarves may stand there instead of in the coinstar room when you issue them a station order.&lt;br /&gt;
&lt;br /&gt;
To fill your coinstar room, designate a [[dump]] zone on the top level immediately adjacent to the trench. After making sure that all other dump zones are disabled (and all other refuse is *not* marked for dumping), dump 100-1000 small objects into the pit (more objects = faster training). Once filled, disable the dump zone and verify that your dwarves didn't dump any platinum bars or loose stone into the pit.&lt;br /&gt;
&lt;br /&gt;
To activate the coinstar room, station a dwarf in the chamber, then have another dwarf {{k|P}}ull the Lever/R, trigger the pressure plate, or engage the repeater. The objects will be flung about in the chamber, hitting your dwarf repeatedly and providing 9 armor-user xp per impact and increase in all &amp;quot;military&amp;quot; stats. When training is complete, remove your trained dwarf with a station order (canceling the original station order will cause your trainee to drop any worn out clothes, which might prove deadly to future occupants). &lt;br /&gt;
&lt;br /&gt;
Training a single dwarf at a time is recommended because only the &amp;quot;top&amp;quot; unit in a stack will be hit by flying objects. This method does not train weapons, shield use, or dodging, but it quickly trains Armor User and, more importantly, increases vital stats. There are some advantages to using slightly larger objects such as cats (injuries train [[DF2014:Attribute#Willpower|willpower]] and [[hospital]] staff), however [[DF2014:Health_care#Infection|infection]]s from broken ears can prove quite deadly. Read the [http://www.bay12forums.com/smf/index.php?topic=117154.msg3659504#msg3659504 original forum thread] for more useful information (including [http://www.bay12forums.com/smf/index.php?topic=117154.msg3854543#msg3854543 how to split coin stacks], passive training method and dangers of it).&lt;br /&gt;
&lt;br /&gt;
NOTE: there is an easier way to train armor user. Order the squads to station but then deactivate them after locking the door. They will strap their weapons and shields to their upper bodies and the only thing that stops the spears will be armor. This is less micromanagement than ordering items dumped and hatches opened continuously.&lt;br /&gt;
&lt;br /&gt;
===Pool 'o' Fun===&lt;br /&gt;
&lt;br /&gt;
It's possible to simultaneously train [[Swimmer|swimming]] by arranging a means of flooding your danger room and locking your military within. (A depth of 4/7 is recommended, but you can fill it up to 6/7 if you &amp;lt;s&amp;gt;dare&amp;lt;/s&amp;gt; want.)&lt;br /&gt;
&lt;br /&gt;
== Caveats ==&lt;br /&gt;
Note that pets will attempt to follow soldiers into the danger room, getting perforated in the process, and leaving corpses and causing [[thought|unhappy thoughts]]; if there is a refuse stockpile or tomb that the pet can go to, a flood of job cancellation messages may result until the spikes cease their triggering. The same applies if a soldier who is carrying an infant enters the danger room. &lt;br /&gt;
&lt;br /&gt;
Pets (even non-grazers) can be put in a [[pasture]] for their safety. Alternately, having the door to the room set to &amp;quot;Keep tightly closed&amp;quot; prevents ''most'' pet deaths, but one may occasionally slip through.&lt;br /&gt;
&lt;br /&gt;
To deal with the babies, you can either avoid recruiting (married) females into your military, or you can create male-only squads which you send into the danger room. Once you have dwarves who are very experienced in dodging and shield use, they will be able to train other dwarves much faster than if you simply have beginners training with each other. You can disband your male-only squads when the males are experienced enough, and mix them into all of your squads so that they can help train the rest of the soldiers.&lt;br /&gt;
&lt;br /&gt;
Some players consider children a waste of resources. Letting them get speared does provide extra practice for your medical dwarves, but you'll also need extra tombs, and to make sure there's enough alcohol on hand so the parents can quickly drown their sorrows - legendary fighters cause [[Fun|legendary tantrum spirals]].&lt;br /&gt;
&lt;br /&gt;
Using danger rooms or coinstar rooms is especially Fun in the current version, for it will almost certainly wound or kill anyone who uses it.{{version|0.43.04}}&lt;br /&gt;
&lt;br /&gt;
==Mod exploitation of danger rooms==&lt;br /&gt;
If you are not averse to cheating-by-modding, change the required skill for a weapon in the weapon raw text. Dwarves will gain that skill while in a danger room at the same prodigious rate. In this way it is possible to train legendary marksdwarves or even teachers using training axes.&lt;br /&gt;
&lt;br /&gt;
==Note==&lt;br /&gt;
Keep in mind that after using the danger room for a long period of time your dwarves will eventually grow attached to a worn or wielded item. This is particularly bad when all of your military dwarves are wearing civilian clothing; try to avoid training improperly equipped soldiers unless it is an emergency.&lt;br /&gt;
&lt;br /&gt;
{{Translation| dwarven = kezat mosus | elvish = eduma imira | goblin = ugot xustxu | human = ases coni}}&lt;br /&gt;
&lt;br /&gt;
{{Military}}&lt;br /&gt;
[[ru:Danger room]]&lt;/div&gt;</summary>
		<author><name>Benderdragon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Danger_room&amp;diff=250557</id>
		<title>Danger room</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Danger_room&amp;diff=250557"/>
		<updated>2020-02-16T02:36:58Z</updated>

		<summary type="html">&lt;p&gt;Benderdragon: /* Caveats */ Added general death to caveat&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|07:10, 17 May 2015 (UTC)}}&lt;br /&gt;
{{projects}}{{av}}&lt;br /&gt;
 &lt;br /&gt;
'''Danger room''' is a term used to describe a place your dwarves go to be continually poked by [[Trap#Upright Spear/Spike|upright spikes]]. This serves two purposes: first, it [[Train|trains]] your dwarves in [[Combat_skill#Equipment_skills|Armor User skill]], [[Combat_skill#Equipment_skills|Shield User]], [[Combat skill|Dodger]] and to some extent also [[Combat_skill#Weapon_skills|weapons skills]] (if they manage to block attacks with them). Second, it helps keep your [[doctor]]s' skills from rusting, and your [[coffin]] makers busy. Some people consider danger rooms an [[exploit]], because they require next to no effort to build your dwarves' combat skills to legendary.{{bug|3855}}&lt;br /&gt;
&lt;br /&gt;
{{TipBox2|clear=none|width=50%|titlebg=#c00|textbg=#ffd|Warning!|Danger rooms are dangerous! For fewer deaths, set up small-group [[sparring]] instead.}}&lt;br /&gt;
&lt;br /&gt;
Danger rooms were a useful workaround for regular [[training]] being too slow and difficult for new players to figure out in previous versions. However, recent modifications to the combat system have made danger rooms quite dangerous and barracks training significantly more effective, so small-group [[sparring]] is currently the recommended training regimen.&lt;br /&gt;
&lt;br /&gt;
== Loadout ==&lt;br /&gt;
The first design challenge is to provide the proper level of lethality.  Do '''not''' use actual spears. Do '''not''' use menacing spikes even if they are made of wood. Only use training spears. Up to ten spears may be placed in a single tile. If you want a lot of coverage and don't have much wood, one will suffice. The more spears are in a tile, the faster a danger room will work. Ten training spears will do just as much damage as one training spear, with the only difference being that bruised ears and broken thumbs might appear a little faster.&lt;br /&gt;
&lt;br /&gt;
Additionally, it is *very* important to make sure that the dwarves you plan to train are indeed fully covered by [[armor]] or clothing.  It helps to include a robe, which covers much of the body.  Dwarves that have any body part completely exposed are very likely to be skewered, fatally.  Even a damaged nose or ear can lead to infection.  For the same reason, a corridor of tightly-closed doors before the danger room is encouraged to prevent unnecessary puppy killing.&lt;br /&gt;
&lt;br /&gt;
== Access control ==&lt;br /&gt;
The second design challenge is access control.  If you want your entire fortress to &amp;lt;strike&amp;gt;spank&amp;lt;/strike&amp;gt; face these perils, then put the spikes in a major hallway.  If you want only your military to be trained, put them in or behind a barracks, a patrol route, or some other place civilians are unlikely to go. Mind that while training spikes are mostly harmless to armored adult dwarfs, such traps are perilous for small animals, babies and children. A pond with a bridge on the access route can help with unwanted g̶o̶r̶e̶  fun! The bridge can be linked to a repeater control switch. WARNING you may no longer have access to dead cats!&lt;br /&gt;
&lt;br /&gt;
== Triggers ==&lt;br /&gt;
The third challenge is providing an appropriate triggering frequency.  Some signal must be sent to raise and lower the spikes while the dwarves are on them.  This can be accomplished by hooking the spikes to a [[lever]] or [[pressure plate]], or by using a [[repeater]].  If a lever is used, then it should be near the room, so you can keep track of what's happening in the room while still knowing where the control lever is.&lt;br /&gt;
&lt;br /&gt;
== Results ==&lt;br /&gt;
The idea is that as dwarves stand on the trapped tiles, every time the spikes come out of the ground due to the trap being activated, they gain skills in whatever stops it - armor if their armor deflects it, weapon if they block it with their weapon, shield for shield, and dodging if they jump out of the way.  Crossbow-armed dwarves gain skill as hammerdwarves, not marksdwarves, because they are using the crossbow as a melee weapon to block.  As written here [http://www.bay12forums.com/smf/index.php?topic=85894.0], pick-armed dwarves get trained into ''legendary miners''.&lt;br /&gt;
&lt;br /&gt;
== Specific Design Suggestions ==&lt;br /&gt;
&lt;br /&gt;
Here are a few specific designs.&lt;br /&gt;
&lt;br /&gt;
=== Minecart dodging ===&lt;br /&gt;
&lt;br /&gt;
Because it never hits the dwarf, this danger room can be safely used while naked even in modern versions, but it can be used by only exactly 1 dwarf at a time and only trains dodging.&lt;br /&gt;
&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
 ═════╗  %% Screw pump, pumping from west&lt;br /&gt;
 ⛭%%╟╢║  + Door&lt;br /&gt;
 ═════+  ╟ Roller on EW track, rolling east (Lowest speed)&lt;br /&gt;
         ╢ Roller on EW track, rolling west (Lowest speed)&lt;br /&gt;
         ⛭ gear assembly&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
To use, have a dwarf carry a minecart inside and place it on the roller next to pump, then lock the door so nothing else enters.&lt;br /&gt;
&lt;br /&gt;
With exactly 1 dwarf inside, said dwarf will gain roughly thousand experience in dodging per day.&lt;br /&gt;
&lt;br /&gt;
To stop using, turn off power and unlock the door to let the dwarf leave.&lt;br /&gt;
&lt;br /&gt;
For reuse, carry out the minecart, and optionally on the tile for the door dig a channel, construct floor, then deconstruct floor after building the door (so that the dwarves don't drop old clothes or buckets inside the door). &lt;br /&gt;
&lt;br /&gt;
(The screw pump is there to transfer power to roller while providing a wall.)&lt;br /&gt;
&lt;br /&gt;
=== One tile, extendable===&lt;br /&gt;
&lt;br /&gt;
If you set the [[Door|door]] to locked, the soldiers will only have the spike tile as their barracks, for great efficiency. They will all stack on this one tile and train. Set the door to ''Internal'' to adjust the size of the barracks as needed. You might have to unlock the door for new squads so they can path to the armor stand once.&lt;br /&gt;
&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
 ═════╗  ^ Spikes&lt;br /&gt;
   ^+♫║  + Door&lt;br /&gt;
 ═════╝  ♫ Armor stand}}&lt;br /&gt;
&lt;br /&gt;
=== Simple minimal manual danger room ===&lt;br /&gt;
&lt;br /&gt;
Create a 1x4 room with each of the four tiles having upright spikes with training spears in them. A full room will, of course, require making 40 training spears. As always you can load each tile with less than 10 training spears if you need to, but additional spears help train [[armor user|armor use]] (only a single spear can be used to help train weapon skills at a time). Place a door on the room and forbid pets, or pasture all the pets. (See [[#Caveats|Caveats]] below.) Place a lever outside and link the lever to all four spike sets.&lt;br /&gt;
&lt;br /&gt;
Equip your units with full armor, a shield, and ideally make them all wear a cloak to help protect the face. (The cloak will actually stop most of the hits to the body.) Manually order your unit(s) to move to the far tile of the room and lock the door once they're all in. (They won't all move to this tile, but they should move to within 3 tiles of it fitting them all into the room.) (It does not appear to matter if you have a multitude of dwarves packed into 4 tiles.) Add a (P)ull The Lever task to the lever and set it to (r)epeat. Leave the dwarves inside until they start to get unhappy from the long &amp;quot;patrol&amp;quot; then let them leave. This trains the Shield skill very quickly. However, if you want to quickly train Weapon skills, make the dwarves unequip the shield before entering the room.&lt;br /&gt;
&lt;br /&gt;
A larger than 1x4 room may work better for training dodging but this is unverified. You can easily enlarge your danger room without constructing excessive training spears and mechanisms by installing [[statue]]s along the walls. Dwarves will dodge into statue tiles, then step back out onto the spiked floor for more &amp;quot;training&amp;quot;. (Using statues can sometimes result in body parts getting lodged under/behind them, which causes endlessly failing attempts to &amp;quot;Place item in Tomb&amp;quot; stating that the item was misplaced. This only happens if you have a death in the room of course, but to avoid the issue you can deconstruct the statues, or don't use them in the first place.)&lt;br /&gt;
&lt;br /&gt;
=== Simple semi-automated danger room ===&lt;br /&gt;
&lt;br /&gt;
As above, but use [[scheduling]] along with a [[burrow]] to cycle trainees through the room. Define a burrow that covers the inside of the room, then schedule some number of dwarves per unit to &amp;quot;Defend The Burrow&amp;quot;. Add a repeating pull the lever task to the lever. The dwarves will rotate through the danger room according to schedule. The constant lever pulling will of course require a dwarf.&lt;br /&gt;
&lt;br /&gt;
=== Fully automated danger room ===&lt;br /&gt;
&lt;br /&gt;
Same as above, but use a [[repeater]] to eliminate the need for a lever pulling dwarf. The advantage is that you no longer need a dwarf to pull the lever repeatedly, but a repeater is somewhat complex to set up and is slower than a repeating lever pull task.&lt;br /&gt;
&lt;br /&gt;
=== Semi or fully automated fort-wide danger room ===&lt;br /&gt;
&lt;br /&gt;
Instead of placing the training spear &amp;quot;spikes&amp;quot; in a room, place them in a high traffic area of the fort and use one of the methods above to set up repeating extension/retraction of the spikes. Over time this will expose most or all of your dwarves to the spear attacks, but it is advisable to make sure that all of the dwarves are at the very minimum wearing a cloak to protect them from injury, and ideally wearing full armor.&lt;br /&gt;
&lt;br /&gt;
Doing this will probably kill all of your animals eventually unless they're confined to a [[pasture]] or otherwise confined, and will eventually kill all infants (and possibly children) unless child-carrying females and children somehow forbidden from the area using a [[burrow]].&lt;br /&gt;
&lt;br /&gt;
=== Coinstar room ===&lt;br /&gt;
&lt;br /&gt;
As a complement to a standard danger room, a '''coinstar''' or '''popcorn''' room trains [[armor user]] skills via repeated (unblockable/undodgeable) impacts of small objects such as [[coin]]s. The safest training material is currently unknown (since the bug which made coins completely harmless has been fixed), though [[coin]]s ([[DF2014:Exploit#Infinite_Adamantine_.2F_Metals|split]] into stacks of 15 or smaller), [[seed]]s, [[sock]]s, [[leaves]], and other small, light objects are likely contenders. Note that unarmored dwarves may experience injuries; a full suit of armor is recommended for coinstar training.&lt;br /&gt;
&lt;br /&gt;
To construct a coinstar room, first dig a small 1x2 trench, then build two 1x1 '''retracting''' bridges on the '''floor''' of the trench (shown in green), and connect them to a [[lever]], [[pressure plate]], or [[repeater]] (not shown). &lt;br /&gt;
&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
  z-1  ║   z &lt;br /&gt;
  ╔═╗  ║  +++   &lt;br /&gt;
  ║[#0D0]╬║  ║  +▼+&lt;br /&gt;
  ║[#0D0]╬║  ║  +▼+&lt;br /&gt;
  ╚═╝  ║  +++&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Please note that, although the bridges cover the up ramps they are still usable; adding another way out is not necessary. Do, however, remove any loose stones or other large objects in the trench. You should also avoid constructing any extraneous tunnels within 3 tiles on the bridge level, or your dwarves may stand there instead of in the coinstar room when you issue them a station order.&lt;br /&gt;
&lt;br /&gt;
To fill your coinstar room, designate a [[dump]] zone on the top level immediately adjacent to the trench. After making sure that all other dump zones are disabled (and all other refuse is *not* marked for dumping), dump 100-1000 small objects into the pit (more objects = faster training). Once filled, disable the dump zone and verify that your dwarves didn't dump any platinum bars or loose stone into the pit.&lt;br /&gt;
&lt;br /&gt;
To activate the coinstar room, station a dwarf in the chamber, then have another dwarf {{k|P}}ull the Lever/R, trigger the pressure plate, or engage the repeater. The objects will be flung about in the chamber, hitting your dwarf repeatedly and providing 9 armor-user xp per impact and increase in all &amp;quot;military&amp;quot; stats. When training is complete, remove your trained dwarf with a station order (canceling the original station order will cause your trainee to drop any worn out clothes, which might prove deadly to future occupants). &lt;br /&gt;
&lt;br /&gt;
Training a single dwarf at a time is recommended because only the &amp;quot;top&amp;quot; unit in a stack will be hit by flying objects. This method does not train weapons, shield use, or dodging, but it quickly trains Armor User and, more importantly, increases vital stats. There are some advantages to using slightly larger objects such as cats (injuries train [[DF2014:Attribute#Willpower|willpower]] and [[hospital]] staff), however [[DF2014:Health_care#Infection|infection]]s from broken ears can prove quite deadly. Read the [http://www.bay12forums.com/smf/index.php?topic=117154.msg3659504#msg3659504 original forum thread] for more useful information (including [http://www.bay12forums.com/smf/index.php?topic=117154.msg3854543#msg3854543 how to split coin stacks], passive training method and dangers of it).&lt;br /&gt;
&lt;br /&gt;
NOTE: there is an easier way to train armor user. Order the squads to station but then deactivate them after locking the door. They will strap their weapons and shields to their upper bodies and the only thing that stops the spears will be armor. This is less micromanagement than ordering items dumped and hatches opened continuously.&lt;br /&gt;
&lt;br /&gt;
===Pool 'o' Fun===&lt;br /&gt;
&lt;br /&gt;
It's possible to simultaneously train [[Swimmer|swimming]] by arranging a means of flooding your danger room and locking your military within. (A depth of 4/7 is recommended, but you can fill it up to 6/7 if you &amp;lt;s&amp;gt;dare&amp;lt;/s&amp;gt; want.)&lt;br /&gt;
&lt;br /&gt;
== Caveats ==&lt;br /&gt;
Note that pets will attempt to follow soldiers into the danger room, getting perforated in the process, and leaving corpses and causing [[thought|unhappy thoughts]]; if there is a refuse stockpile or tomb that the pet can go to, a flood of job cancellation messages may result until the spikes cease their triggering. The same applies if a soldier who is carrying an infant enters the danger room. &lt;br /&gt;
&lt;br /&gt;
Pets (even non-grazers) can be put in a [[pasture]] for their safety. Alternately, having the door to the room set to &amp;quot;Keep tightly closed&amp;quot; prevents ''most'' pet deaths, but one may occasionally slip through.&lt;br /&gt;
&lt;br /&gt;
To deal with the babies, you can either avoid recruiting (married) females into your military, or you can create male-only squads which you send into the danger room. Once you have dwarves who are very experienced in dodging and shield use, they will be able to train other dwarves much faster than if you simply have beginners training with each other. You can disband your male-only squads when the males are experienced enough, and mix them into all of your squads so that they can help train the rest of the soldiers.&lt;br /&gt;
&lt;br /&gt;
Some players consider children a waste of resources. Letting them get speared does provide extra practice for your medical dwarves, but you'll also need extra tombs, and to make sure there's enough alcohol on hand so the parents can quickly drown their sorrows - legendary fighters cause [[Fun|legendary tantrum spirals]].&lt;br /&gt;
&lt;br /&gt;
Using danger rooms or coinstar rooms is especially Fun in the current version, for it will almost certainly wound or kill anyone who uses it{{version|0.43.04}}.&lt;br /&gt;
&lt;br /&gt;
==Mod exploitation of danger rooms==&lt;br /&gt;
If you are not averse to cheating-by-modding, change the required skill for a weapon in the weapon raw text. Dwarves will gain that skill while in a danger room at the same prodigious rate. In this way it is possible to train legendary marksdwarves or even teachers using training axes.&lt;br /&gt;
&lt;br /&gt;
==Note==&lt;br /&gt;
Keep in mind that after using the danger room for a long period of time your dwarves will eventually grow attached to a worn or wielded item. This is particularly bad when all of your military dwarves are wearing civilian clothing; try to avoid training improperly equipped soldiers unless it is an emergency.&lt;br /&gt;
&lt;br /&gt;
{{Translation| dwarven = kezat mosus | elvish = eduma imira | goblin = ugot xustxu | human = ases coni}}&lt;br /&gt;
&lt;br /&gt;
{{Military}}&lt;br /&gt;
[[ru:Danger room]]&lt;/div&gt;</summary>
		<author><name>Benderdragon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Exploit&amp;diff=250555</id>
		<title>Exploit</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Exploit&amp;diff=250555"/>
		<updated>2020-02-16T02:32:40Z</updated>

		<summary type="html">&lt;p&gt;Benderdragon: /* Coinstar room */ added warning against use&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|05:12, 17 May 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
An '''exploit''' is a quirk of a game that allows players to gain what other players may consider an unfair advantage, usually by making use of a feature that is not working properly or which defies logic. 'Exploiting the game' is distinct from '[[cheating]]' because exploits occur within the game as written and do not need any external [[utilities]] or [[modding]]. Whether a player chooses to make use of an exploit or not depends on their personal taste; given that ''[[Dwarf Fortress]]'' is a single-player game, the user alone can decide what liberties to take and what options to shun. Among DF players, there is much discussion about what actually should be considered an exploit, ranging from making [[dwarven syrup]] instead of [[dwarven sugar]], growing crops in winter, or even underground, at the one extreme, to justifying 'water wheel batteries' at the other. This page takes a rather relaxed approach in that you considering it an exploit is basically enough to add it, if you don't get too much opposition.&lt;br /&gt;
&lt;br /&gt;
= Fortress Mode Exploits =&lt;br /&gt;
&lt;br /&gt;
== Atom smasher ==&lt;br /&gt;
{{main|Dwarven atom smasher}}&lt;br /&gt;
Lowering a raised [[drawbridge]] can be used to obliterate most creatures or items beneath it. The drawbridge will be destroyed if it is used to crush a creature larger than 1,200,000 cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==Manager exercise program==&lt;br /&gt;
As a [[manager]], skill is gained as tasks are ''approved'', not completed. Simply by queuing lots of jobs ({{key|j}} {{key|m}} {{key|q}}) (and providing a meager office), the manager will quickly level to [[legendary]] as an [[Organizer]]. The tasks can then be removed once approved.&lt;br /&gt;
&lt;br /&gt;
==Merchant swindles==&lt;br /&gt;
There are a variety of ways to steal cargo from [[merchant]]s. All amount to naked theft, and the civilization responsible for the caravan will recognize this. Merchants will consider any lost goods to be stolen goods regardless of the method used to take possession of or destroy them (Verification: See [[40d:Trading#Note_that_the_civ|the 40d page]] and [http://www.bay12forums.com/smf/index.php?topic=43771.msg829692#msg829692 This forum post]). So unless you specifically want to take the clothing off the backs of the merchants or steal from your own civ, you might as well just seize the goods anyway.&lt;br /&gt;
&lt;br /&gt;
* [[DF2014:Trading#Seizing_items|Seizing goods via the trade dialog]] is most straightforward way to select specific items to steal; but there are more entertaining methods detailed below.&lt;br /&gt;
&lt;br /&gt;
* Tearing down the [[trade depot]] while the merchants are there is the easiest way to seize all merchant goods at once.&lt;br /&gt;
&lt;br /&gt;
* Marking items for [[dump]]ing, using view creature mode ({{key|v}}), the stocks menu ({{key|z}}), items in room mode ({{key|t}}), or mass dump mode ({{key|d}})-({{key|b}})-({{key|d}}) then marking the entire depot, lets you relieve merchants of their goods. Just reclaim the items from your garbage dump [[zone]] later. You can even take clothing and equipment off merchant and guards this way.&lt;br /&gt;
&lt;br /&gt;
* You can make a wall around the merchants (and even the poor animals) and let them starve to death, letting you take whatever you want. Wait quite a while for them to starve. They will become [[Insanity|very angry]] if you do, so never open the door once they are on the brink of death.&lt;br /&gt;
&lt;br /&gt;
== Quantum stockpiles ==&lt;br /&gt;
{{main|Quantum stockpile}}&lt;br /&gt;
A quantum stockpile (QSP) allows you to store an infinite number of items in a single tile. QSPs can make for super efficient storage, allowing more compact fortresses, shorter hauling routes, more efficient manufacturing flows, stocktaking at a glance with look {{K|k}} and [http://www.bay12forums.com/smf/index.php?topic=92241.msg3276117#msg3276117 possibly higher FPS].&lt;br /&gt;
&lt;br /&gt;
== Building destroyer door ==&lt;br /&gt;
Forbid something a dwarf is carrying as he goes through a door, and he'll drop it. The door won't close and won't stop any normal creature from going through, but building destroyers seem to stop in their tracks, waiting for it to close before moving on. Note: your civilians can pass the creature safely, but attacking it cancels your protection. {{Verify}}&lt;br /&gt;
&lt;br /&gt;
== HFS's back door ==&lt;br /&gt;
{{main|Semi-molten rock#Tunnelling down through multiple layers of Semi-molten rock|l1=Semi-molten rock § Tunnelling down through multiple layers of Semi-molten rock}}&lt;br /&gt;
There's a convoluted way to dig down through [[semi-molten rock]] and evade the head-on encounter with [[hidden fun stuff]]. Doing this can enable you to, among other things, mine undiggable [[slade]] and duplicate rare minerals. See the page [[semi-molten rock]] for details.&lt;br /&gt;
&lt;br /&gt;
== Forgotten beast zoo ==&lt;br /&gt;
Wall off all the passageways into your lowest level at the outermost square of the map - except one, which leads to a little vestibule surrounded by fortifications. Wave hello to the various ungainly &amp;quot;[[forgotten beast]]s&amp;quot; which accumulate inside.&lt;br /&gt;
&lt;br /&gt;
Alternatively, by using a [[giant cave spider]] or web-spewing forgotten beast to place [[web]]s on cage traps you can capture and display non-web-spewing forgotten beasts, titans, and more. &lt;br /&gt;
&lt;br /&gt;
== Dwarven water reactor ==&lt;br /&gt;
{{main|Water wheel#Perpetual motion|l1=Water wheel § Perpetual motion}}&lt;br /&gt;
A [[screw pump]] requires 10 power to move water; a [[water wheel]] supplies 100 power if it's got water moving it. Arrange the former to feed the latter, while the latter powers the former, and you can get [[Water wheel#Perpetual motion|perpetual motion]] going - with a surplus of [[power]] available.&lt;br /&gt;
&lt;br /&gt;
== And we'll throw in the barrel or bag for free ==&lt;br /&gt;
On [[embark]], buying things which are stored in [[barrel]]s gets the barrel for free, with at most 10 items per barrel, so, for example, the 15 units of randomly chosen [[meat]] which come with the default supplies will get you two free barrels, one completely filled with 10 units of meat and one half filled with 5 units of meat; you get another two free barrels from the 15 units of randomly chosen [[Creature#Aquatic|fish]]. You can get rid of all of that food, then for the same cost select one unit each of meat from 30 different kinds of animals, giving you 30 free barrels instead of only 4, since each different kind of animal meat is put in its own barrel. Note that different types of meat from the same kind of animal goes into a single barrel, so choosing 1 yak brain + 1 yak eye + 1 yak spleen will get you only one free barrel instead of three.&lt;br /&gt;
&lt;br /&gt;
The same thing goes for things stored in [[bag]]s. Each unit of [[sand]] comes in its own bag, and since each unit of sand costs only 1 embark point while bags cost a minimum of 10 embark points each, you can get bags for ten times cheaper by buying sand, then [[dumping]] out the sand after embark.&lt;br /&gt;
&lt;br /&gt;
== Infinite metal ==&lt;br /&gt;
Because one bar of metal produces 25 bolts, and a single bolt can be melted to 0.1 bars of metal, you can create unlimited adamantine wafers in your fortress using a [[Stupid_dwarf_trick#Bolt_Splitting_Operation|clever setup]] with marksdwarves to separate the stacks of adamantine bolts into single bolts. See this [http://www.bay12forums.com/smf/index.php?topic=51423.0 forum thread] for more details.&lt;br /&gt;
&lt;br /&gt;
Weapon traps filled with crossbows will be loaded with individual bolts (10 per crossbow). Bolts cannot be designated to melt while loaded in the trap. It requires deconstruction of the trap. The components will scatter on deconstruction so surrounding the trap with an ammo stockpile set to links only and using dfhack automelt can semi-automate the process. Any metal components of the trap may also be melted. &lt;br /&gt;
&lt;br /&gt;
Coins may also be split at a [[trade depot]] and melted down individually for up to a 50x return. Smelt a stack of coins, then trade it to a caravan. You can then buy the stack back in pieces, and each individual smaller stack will melt and produce .1 bars. One bar produces 500 coins, but splitting it into stacks of 1 coin each would create 500 melt jobs, producing 50 bars in return. The process is discussed in greater detail, both with and without use of macros on this [http://www.bay12forums.com/smf/index.php?topic=111680.0 forum thread]. While potentially time consuming, this new method both results in far more bars produced per stack (potentially a net profit of 49 bars instead of 1.5), and can duplicate any metal, not just military ones while simultaneously training your broker. Combined with a magma smelter and properly written macros, this method turns a smelter into a free metal generator. Those who are less patient may instead opt to simply melt the coin stacks immediately after they are minted - while this yields only a 10% gain, it is far less time-consuming.&lt;br /&gt;
&lt;br /&gt;
For multiplying weapons/armor-grade metals, forging and melting giant axe blades, large serrated discs, and leggings will yield a 50% gain per item; note that this does ''not'' work with adamantine, since adamantine goods require 3 times as many wafers, instead leading to a 70% loss per item.&lt;br /&gt;
&lt;br /&gt;
See the [[Melt item]] article for the best yields when melting down items made of mundane metals for the current version.&lt;br /&gt;
&lt;br /&gt;
== Quick trade goods ==&lt;br /&gt;
Since [[trap component#spiked ball|spiked balls]] have an extremely high base [[item value]] of ''126'', they can be produced ''en masse'' from cheap [[wood]] or other materials and sold off to unsuspecting merchants. This makes for quick cash in any fortress that has a skilled carpenter and an excess of wood on hand.  Furthermore, raw [[clay]] can be bought from the traders for under 5 value, and a [[ceramic industry|potter]] can create a single masterwork with 1,200-2,000 (earthenware and stoneware, respectively). Although not as lucrative as prepared meals, the raw clay traders often bring is heavy (120-230). Buying their clay can reduce their wagon weight, and allow you to sell more goods to them. &lt;br /&gt;
&lt;br /&gt;
In fact, any [[trap component]]s make extremely high-value trade goods, especially since metal components require only 1 [[bar]]. (They also increase the [[value]] of [[noble]]s' rooms, and are useful in defense.)&lt;br /&gt;
&lt;br /&gt;
[[Prepared meal]]s can be quick and valuable trade goods. Purchase an abundance of raw food when the traders arrive, and set your [[kitchen]] to work cooking that food into lavish meals. Then haul the stacks of meals back to the depot and trade them for whatever supplies you really want. The caravan will buy back meals composed of their own ingredients at 25x to 100x their initial value.&lt;br /&gt;
&lt;br /&gt;
Single task [[instruments]] can also be a very lucrative business, although glass instruments have lower gains.&lt;br /&gt;
&lt;br /&gt;
== Silk farm ==&lt;br /&gt;
{{main|Silk farming}}&lt;br /&gt;
A silk farm can serve as a safe and endless source of silk thread from [[giant cave spider]]s or other [[forgotten beast|web-spewing beasts]]. Its essence is a room with a &amp;quot;bait&amp;quot; creature separated from a web-spewing creature by fortifications. The webber will attempt to attack the &amp;quot;bait&amp;quot; by shooting [[web]]s through the fortifications. Weavers can collect the webs as silk thread and create silk cloth.&lt;br /&gt;
&lt;br /&gt;
== Dwarven road-dar ==&lt;br /&gt;
Dwarven radar is a handy way of checking for caverns and other special features using the [[farm plot]]s, paved [[road]]s, and [[activity zone]]s. Know where the caverns are before you designate your carefully planned, fully symmetric living quarters!&lt;br /&gt;
&lt;br /&gt;
For more details, see the [http://www.bay12forums.com/smf/index.php?topic=93694.0 forum thread].&lt;br /&gt;
&lt;br /&gt;
== Danger room ==&lt;br /&gt;
{{Main|Danger room}}&lt;br /&gt;
An [[Trap#Upright Spear/Spike|upright spike trap]] full of non-masterwork training spears (''not'' menacing spikes or metal spears, or even [[elf|elven]] wooden spears) is linked to a [[lever]], which is pulled repeatedly. Dwarves are stationed on the trap. The dwarves quickly learn how to dodge, block and parry these &amp;quot;attacks&amp;quot;, gaining [[combat skill]]s much more quickly than through normal [[training]]. Unless they die.&lt;br /&gt;
&lt;br /&gt;
== Coinstar room ==&lt;br /&gt;
{{Main|Danger room#Coinstar room|l1=Danger room § Coinstar room}}&lt;br /&gt;
A coinstar or popcorn room trains [[armor user]] skills via repeated (unblockable/undodgeable) impacts of various small objects such as [[coin]]s, [[seed]]s, [[sock]]s, [[leaves]], or other small, light objects. Channel a 1x2 trench (leaving ramps), and build two 1x1 '''retracting''' bridges on the bottom of the trench. Connect the bridges to a lever. Add coins (stacks of 15 or smaller are 100% safe) and dwarves.&lt;br /&gt;
&lt;br /&gt;
These exploits do not work in the current version{{version|0.43.04}}.&lt;br /&gt;
&lt;br /&gt;
== Wildlife control ==&lt;br /&gt;
Wild animals will not spawn when a certain number of them are still present on the map (2 for default 4x4 embark, for larger sites it's higher). This works also for cavern creatures (each cavern independently), or even for roaming [[HFS]] denizens, and can be exploited to prevent new creatures from a particular layer from spawning. Capture enough wild creatures in [[cage trap]]s, and release them somewhere they couldn't escape from. As long as they're there, no more beasts will show up. Note that thieving and [[gremlin|mischievous]] creatures are an exception to this, as their arrival is timed and unaffected by the number of other wildlife.&lt;br /&gt;
&lt;br /&gt;
== Portable drain ==&lt;br /&gt;
Due to buggy [[minecart]] interactions, a minecart on a [[Minecart#Track_Stops|track stop]] set to dump into a wall tile will constantly fill and empty, removing large amounts of liquid from the game. This is generally much more convenient than digging a tunnel and carving a fortification at the edge of the map. The effect can be controlled by linking a [[lever]] to the track stop (or by adding/removing the minecart in some manner). The portable drain will only reduce the fluid in its tile to below the minimum necessary to fill the cart (6/7); the remaining fluid will need to be dealt with in some other fashion. &lt;br /&gt;
&lt;br /&gt;
([http://www.bay12forums.com/smf/index.php?topic=154537.msg6657752#msg6657752 original forum post])&lt;br /&gt;
&lt;br /&gt;
== Dwarven rocket elevator  ==&lt;br /&gt;
By exploiting quirks in dwarven physics, minecarts can be accelerated without an external power source (beyond an initial push) to travel independently, or to ascend dozens of Z levels upwards very quickly. Details at [[DF2014:Minecart#Impulse_ramps]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Infinite layer stone without magma ==&lt;br /&gt;
&lt;br /&gt;
Constructed walls can be designated for both fortification carving and deconstruction. When the latter designation is completed, the former is kept. When the former is completed after that, stone floor becomes a natural stone fortification. This makes a cycle for infinite stone:&lt;br /&gt;
&lt;br /&gt;
Stone floor → Build Constructed Wall → Designate for removal and fortification carving → Deconstruct → Stone Floor (still designated as fortification) → Stone fortification → Dug out, stone floor + free stone boulder.&lt;br /&gt;
&lt;br /&gt;
Using this, one can also retrive stone from surface boulders, though as deconstruction leaves behind layer stone it will not duplicate adamantine or anything else. Soil gets carved, but remains as a floor, thus providing no gain.&lt;br /&gt;
&lt;br /&gt;
([http://www.bay12forums.com/smf/index.php?topic=145317.msg8091746#msg8091746 Original forum post])&lt;br /&gt;
&lt;br /&gt;
= Adventure Mode Exploits =&lt;br /&gt;
&lt;br /&gt;
== Urist McAdventurer the shield-wall ==&lt;br /&gt;
Adventurers are not limited in the number of items they can hold in their hands, allowing them to equip a virtually unlimited number of shields or bucklers with little effect to the adventurer's performance. This offers multiple chances to block attacks (vastly reducing the number that cause damage) and quickly trains up the shield user skill, further increasing the effectiveness of those shields. There is an indirect limit on how many shields you can equip based on how the total weight of your adventurer's items affects your speed, but the tradeoff between wearing a dozen (or more) shields is well worth the minor reduction in speed.&lt;br /&gt;
&lt;br /&gt;
The current version has made this exploit more complicated due to the ability to holster/draw weapons and shields, which is needed for [[climber|climbing]] and to avoid hostility from local guards. While an infinite number of weapons or shields can be strapped to your body, only the first two such items will be drawn, requiring a free hand for each. Retrieving multiple shields after unequipping them requires manually drawing each individual shield.&lt;br /&gt;
&lt;br /&gt;
== Infinite drink in adventure mode ==&lt;br /&gt;
Thirst can be quenched indefinitely in adventure mode by emptying a waterskin when you only have 1 unit of liquid left and refilling it from the pool that forms; giving you 3 units of drink. This is especially useful if you managed to find alcohol and fill your waterskin with some, as alcohol never freezes in cold weather.&lt;br /&gt;
&lt;br /&gt;
== Backpack of holding ==&lt;br /&gt;
In adventurer mode, if you try to pick something up while both your hands are already holding something, it'll go straight in your backpack, even if it would not have fit had you first picked it up and then tried to put it inside. That means you can stuff as much as you want into your backpack. It will still affect your weight and speed, however.&lt;br /&gt;
&lt;br /&gt;
{{Category|Game}}&lt;br /&gt;
[[ru:Exploit]]&lt;/div&gt;</summary>
		<author><name>Benderdragon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Exploit&amp;diff=250553</id>
		<title>Exploit</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Exploit&amp;diff=250553"/>
		<updated>2020-02-16T02:19:51Z</updated>

		<summary type="html">&lt;p&gt;Benderdragon: /* Infinite layer stone without magma */  added link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|05:12, 17 May 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
An '''exploit''' is a quirk of a game that allows players to gain what other players may consider an unfair advantage, usually by making use of a feature that is not working properly or which defies logic. 'Exploiting the game' is distinct from '[[cheating]]' because exploits occur within the game as written and do not need any external [[utilities]] or [[modding]]. Whether a player chooses to make use of an exploit or not depends on their personal taste; given that ''[[Dwarf Fortress]]'' is a single-player game, the user alone can decide what liberties to take and what options to shun. Among DF players, there is much discussion about what actually should be considered an exploit, ranging from making [[dwarven syrup]] instead of [[dwarven sugar]], growing crops in winter, or even underground, at the one extreme, to justifying 'water wheel batteries' at the other. This page takes a rather relaxed approach in that you considering it an exploit is basically enough to add it, if you don't get too much opposition.&lt;br /&gt;
&lt;br /&gt;
= Fortress Mode Exploits =&lt;br /&gt;
&lt;br /&gt;
== Atom smasher ==&lt;br /&gt;
{{main|Dwarven atom smasher}}&lt;br /&gt;
Lowering a raised [[drawbridge]] can be used to obliterate most creatures or items beneath it. The drawbridge will be destroyed if it is used to crush a creature larger than 1,200,000 cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==Manager exercise program==&lt;br /&gt;
As a [[manager]], skill is gained as tasks are ''approved'', not completed. Simply by queuing lots of jobs ({{key|j}} {{key|m}} {{key|q}}) (and providing a meager office), the manager will quickly level to [[legendary]] as an [[Organizer]]. The tasks can then be removed once approved.&lt;br /&gt;
&lt;br /&gt;
==Merchant swindles==&lt;br /&gt;
There are a variety of ways to steal cargo from [[merchant]]s. All amount to naked theft, and the civilization responsible for the caravan will recognize this. Merchants will consider any lost goods to be stolen goods regardless of the method used to take possession of or destroy them (Verification: See [[40d:Trading#Note_that_the_civ|the 40d page]] and [http://www.bay12forums.com/smf/index.php?topic=43771.msg829692#msg829692 This forum post]). So unless you specifically want to take the clothing off the backs of the merchants or steal from your own civ, you might as well just seize the goods anyway.&lt;br /&gt;
&lt;br /&gt;
* [[DF2014:Trading#Seizing_items|Seizing goods via the trade dialog]] is most straightforward way to select specific items to steal; but there are more entertaining methods detailed below.&lt;br /&gt;
&lt;br /&gt;
* Tearing down the [[trade depot]] while the merchants are there is the easiest way to seize all merchant goods at once.&lt;br /&gt;
&lt;br /&gt;
* Marking items for [[dump]]ing, using view creature mode ({{key|v}}), the stocks menu ({{key|z}}), items in room mode ({{key|t}}), or mass dump mode ({{key|d}})-({{key|b}})-({{key|d}}) then marking the entire depot, lets you relieve merchants of their goods. Just reclaim the items from your garbage dump [[zone]] later. You can even take clothing and equipment off merchant and guards this way.&lt;br /&gt;
&lt;br /&gt;
* You can make a wall around the merchants (and even the poor animals) and let them starve to death, letting you take whatever you want. Wait quite a while for them to starve. They will become [[Insanity|very angry]] if you do, so never open the door once they are on the brink of death.&lt;br /&gt;
&lt;br /&gt;
== Quantum stockpiles ==&lt;br /&gt;
{{main|Quantum stockpile}}&lt;br /&gt;
A quantum stockpile (QSP) allows you to store an infinite number of items in a single tile. QSPs can make for super efficient storage, allowing more compact fortresses, shorter hauling routes, more efficient manufacturing flows, stocktaking at a glance with look {{K|k}} and [http://www.bay12forums.com/smf/index.php?topic=92241.msg3276117#msg3276117 possibly higher FPS].&lt;br /&gt;
&lt;br /&gt;
== Building destroyer door ==&lt;br /&gt;
Forbid something a dwarf is carrying as he goes through a door, and he'll drop it. The door won't close and won't stop any normal creature from going through, but building destroyers seem to stop in their tracks, waiting for it to close before moving on. Note: your civilians can pass the creature safely, but attacking it cancels your protection. {{Verify}}&lt;br /&gt;
&lt;br /&gt;
== HFS's back door ==&lt;br /&gt;
{{main|Semi-molten rock#Tunnelling down through multiple layers of Semi-molten rock|l1=Semi-molten rock § Tunnelling down through multiple layers of Semi-molten rock}}&lt;br /&gt;
There's a convoluted way to dig down through [[semi-molten rock]] and evade the head-on encounter with [[hidden fun stuff]]. Doing this can enable you to, among other things, mine undiggable [[slade]] and duplicate rare minerals. See the page [[semi-molten rock]] for details.&lt;br /&gt;
&lt;br /&gt;
== Forgotten beast zoo ==&lt;br /&gt;
Wall off all the passageways into your lowest level at the outermost square of the map - except one, which leads to a little vestibule surrounded by fortifications. Wave hello to the various ungainly &amp;quot;[[forgotten beast]]s&amp;quot; which accumulate inside.&lt;br /&gt;
&lt;br /&gt;
Alternatively, by using a [[giant cave spider]] or web-spewing forgotten beast to place [[web]]s on cage traps you can capture and display non-web-spewing forgotten beasts, titans, and more. &lt;br /&gt;
&lt;br /&gt;
== Dwarven water reactor ==&lt;br /&gt;
{{main|Water wheel#Perpetual motion|l1=Water wheel § Perpetual motion}}&lt;br /&gt;
A [[screw pump]] requires 10 power to move water; a [[water wheel]] supplies 100 power if it's got water moving it. Arrange the former to feed the latter, while the latter powers the former, and you can get [[Water wheel#Perpetual motion|perpetual motion]] going - with a surplus of [[power]] available.&lt;br /&gt;
&lt;br /&gt;
== And we'll throw in the barrel or bag for free ==&lt;br /&gt;
On [[embark]], buying things which are stored in [[barrel]]s gets the barrel for free, with at most 10 items per barrel, so, for example, the 15 units of randomly chosen [[meat]] which come with the default supplies will get you two free barrels, one completely filled with 10 units of meat and one half filled with 5 units of meat; you get another two free barrels from the 15 units of randomly chosen [[Creature#Aquatic|fish]]. You can get rid of all of that food, then for the same cost select one unit each of meat from 30 different kinds of animals, giving you 30 free barrels instead of only 4, since each different kind of animal meat is put in its own barrel. Note that different types of meat from the same kind of animal goes into a single barrel, so choosing 1 yak brain + 1 yak eye + 1 yak spleen will get you only one free barrel instead of three.&lt;br /&gt;
&lt;br /&gt;
The same thing goes for things stored in [[bag]]s. Each unit of [[sand]] comes in its own bag, and since each unit of sand costs only 1 embark point while bags cost a minimum of 10 embark points each, you can get bags for ten times cheaper by buying sand, then [[dumping]] out the sand after embark.&lt;br /&gt;
&lt;br /&gt;
== Infinite metal ==&lt;br /&gt;
Because one bar of metal produces 25 bolts, and a single bolt can be melted to 0.1 bars of metal, you can create unlimited adamantine wafers in your fortress using a [[Stupid_dwarf_trick#Bolt_Splitting_Operation|clever setup]] with marksdwarves to separate the stacks of adamantine bolts into single bolts. See this [http://www.bay12forums.com/smf/index.php?topic=51423.0 forum thread] for more details.&lt;br /&gt;
&lt;br /&gt;
Weapon traps filled with crossbows will be loaded with individual bolts (10 per crossbow). Bolts cannot be designated to melt while loaded in the trap. It requires deconstruction of the trap. The components will scatter on deconstruction so surrounding the trap with an ammo stockpile set to links only and using dfhack automelt can semi-automate the process. Any metal components of the trap may also be melted. &lt;br /&gt;
&lt;br /&gt;
Coins may also be split at a [[trade depot]] and melted down individually for up to a 50x return. Smelt a stack of coins, then trade it to a caravan. You can then buy the stack back in pieces, and each individual smaller stack will melt and produce .1 bars. One bar produces 500 coins, but splitting it into stacks of 1 coin each would create 500 melt jobs, producing 50 bars in return. The process is discussed in greater detail, both with and without use of macros on this [http://www.bay12forums.com/smf/index.php?topic=111680.0 forum thread]. While potentially time consuming, this new method both results in far more bars produced per stack (potentially a net profit of 49 bars instead of 1.5), and can duplicate any metal, not just military ones while simultaneously training your broker. Combined with a magma smelter and properly written macros, this method turns a smelter into a free metal generator. Those who are less patient may instead opt to simply melt the coin stacks immediately after they are minted - while this yields only a 10% gain, it is far less time-consuming.&lt;br /&gt;
&lt;br /&gt;
For multiplying weapons/armor-grade metals, forging and melting giant axe blades, large serrated discs, and leggings will yield a 50% gain per item; note that this does ''not'' work with adamantine, since adamantine goods require 3 times as many wafers, instead leading to a 70% loss per item.&lt;br /&gt;
&lt;br /&gt;
See the [[Melt item]] article for the best yields when melting down items made of mundane metals for the current version.&lt;br /&gt;
&lt;br /&gt;
== Quick trade goods ==&lt;br /&gt;
Since [[trap component#spiked ball|spiked balls]] have an extremely high base [[item value]] of ''126'', they can be produced ''en masse'' from cheap [[wood]] or other materials and sold off to unsuspecting merchants. This makes for quick cash in any fortress that has a skilled carpenter and an excess of wood on hand.  Furthermore, raw [[clay]] can be bought from the traders for under 5 value, and a [[ceramic industry|potter]] can create a single masterwork with 1,200-2,000 (earthenware and stoneware, respectively). Although not as lucrative as prepared meals, the raw clay traders often bring is heavy (120-230). Buying their clay can reduce their wagon weight, and allow you to sell more goods to them. &lt;br /&gt;
&lt;br /&gt;
In fact, any [[trap component]]s make extremely high-value trade goods, especially since metal components require only 1 [[bar]]. (They also increase the [[value]] of [[noble]]s' rooms, and are useful in defense.)&lt;br /&gt;
&lt;br /&gt;
[[Prepared meal]]s can be quick and valuable trade goods. Purchase an abundance of raw food when the traders arrive, and set your [[kitchen]] to work cooking that food into lavish meals. Then haul the stacks of meals back to the depot and trade them for whatever supplies you really want. The caravan will buy back meals composed of their own ingredients at 25x to 100x their initial value.&lt;br /&gt;
&lt;br /&gt;
Single task [[instruments]] can also be a very lucrative business, although glass instruments have lower gains.&lt;br /&gt;
&lt;br /&gt;
== Silk farm ==&lt;br /&gt;
{{main|Silk farming}}&lt;br /&gt;
A silk farm can serve as a safe and endless source of silk thread from [[giant cave spider]]s or other [[forgotten beast|web-spewing beasts]]. Its essence is a room with a &amp;quot;bait&amp;quot; creature separated from a web-spewing creature by fortifications. The webber will attempt to attack the &amp;quot;bait&amp;quot; by shooting [[web]]s through the fortifications. Weavers can collect the webs as silk thread and create silk cloth.&lt;br /&gt;
&lt;br /&gt;
== Dwarven road-dar ==&lt;br /&gt;
Dwarven radar is a handy way of checking for caverns and other special features using the [[farm plot]]s, paved [[road]]s, and [[activity zone]]s. Know where the caverns are before you designate your carefully planned, fully symmetric living quarters!&lt;br /&gt;
&lt;br /&gt;
For more details, see the [http://www.bay12forums.com/smf/index.php?topic=93694.0 forum thread].&lt;br /&gt;
&lt;br /&gt;
== Danger room ==&lt;br /&gt;
{{Main|Danger room}}&lt;br /&gt;
An [[Trap#Upright Spear/Spike|upright spike trap]] full of non-masterwork training spears (''not'' menacing spikes or metal spears, or even [[elf|elven]] wooden spears) is linked to a [[lever]], which is pulled repeatedly. Dwarves are stationed on the trap. The dwarves quickly learn how to dodge, block and parry these &amp;quot;attacks&amp;quot;, gaining [[combat skill]]s much more quickly than through normal [[training]]. Unless they die.&lt;br /&gt;
&lt;br /&gt;
== Coinstar room ==&lt;br /&gt;
{{Main|Danger room#Coinstar room|l1=Danger room § Coinstar room}}&lt;br /&gt;
A coinstar or popcorn room trains [[armor user]] skills via repeated (unblockable/undodgeable) impacts of various small objects such as [[coin]]s, [[seed]]s, [[sock]]s, [[leaves]], or other small, light objects. Channel a 1x2 trench (leaving ramps), and build two 1x1 '''retracting''' bridges on the bottom of the trench. Connect the bridges to a lever. Add coins (stacks of 15 or smaller are 100% safe) and dwarves.&lt;br /&gt;
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== Wildlife control ==&lt;br /&gt;
Wild animals will not spawn when a certain number of them are still present on the map (2 for default 4x4 embark, for larger sites it's higher). This works also for cavern creatures (each cavern independently), or even for roaming [[HFS]] denizens, and can be exploited to prevent new creatures from a particular layer from spawning. Capture enough wild creatures in [[cage trap]]s, and release them somewhere they couldn't escape from. As long as they're there, no more beasts will show up. Note that thieving and [[gremlin|mischievous]] creatures are an exception to this, as their arrival is timed and unaffected by the number of other wildlife.&lt;br /&gt;
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== Portable drain ==&lt;br /&gt;
Due to buggy [[minecart]] interactions, a minecart on a [[Minecart#Track_Stops|track stop]] set to dump into a wall tile will constantly fill and empty, removing large amounts of liquid from the game. This is generally much more convenient than digging a tunnel and carving a fortification at the edge of the map. The effect can be controlled by linking a [[lever]] to the track stop (or by adding/removing the minecart in some manner). The portable drain will only reduce the fluid in its tile to below the minimum necessary to fill the cart (6/7); the remaining fluid will need to be dealt with in some other fashion. &lt;br /&gt;
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([http://www.bay12forums.com/smf/index.php?topic=154537.msg6657752#msg6657752 original forum post])&lt;br /&gt;
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== Dwarven rocket elevator  ==&lt;br /&gt;
By exploiting quirks in dwarven physics, minecarts can be accelerated without an external power source (beyond an initial push) to travel independently, or to ascend dozens of Z levels upwards very quickly. Details at [[DF2014:Minecart#Impulse_ramps]].&lt;br /&gt;
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== Infinite layer stone without magma ==&lt;br /&gt;
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Constructed walls can be designated for both fortification carving and deconstruction. When the latter designation is completed, the former is kept. When the former is completed after that, stone floor becomes a natural stone fortification. This makes a cycle for infinite stone:&lt;br /&gt;
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Stone floor → Build Constructed Wall → Designate for removal and fortification carving → Deconstruct → Stone Floor (still designated as fortification) → Stone fortification → Dug out, stone floor + free stone boulder.&lt;br /&gt;
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Using this, one can also retrive stone from surface boulders, though as deconstruction leaves behind layer stone it will not duplicate adamantine or anything else. Soil gets carved, but remains as a floor, thus providing no gain.&lt;br /&gt;
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([http://www.bay12forums.com/smf/index.php?topic=145317.msg8091746#msg8091746 Original forum post])&lt;br /&gt;
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= Adventure Mode Exploits =&lt;br /&gt;
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== Urist McAdventurer the shield-wall ==&lt;br /&gt;
Adventurers are not limited in the number of items they can hold in their hands, allowing them to equip a virtually unlimited number of shields or bucklers with little effect to the adventurer's performance. This offers multiple chances to block attacks (vastly reducing the number that cause damage) and quickly trains up the shield user skill, further increasing the effectiveness of those shields. There is an indirect limit on how many shields you can equip based on how the total weight of your adventurer's items affects your speed, but the tradeoff between wearing a dozen (or more) shields is well worth the minor reduction in speed.&lt;br /&gt;
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The current version has made this exploit more complicated due to the ability to holster/draw weapons and shields, which is needed for [[climber|climbing]] and to avoid hostility from local guards. While an infinite number of weapons or shields can be strapped to your body, only the first two such items will be drawn, requiring a free hand for each. Retrieving multiple shields after unequipping them requires manually drawing each individual shield.&lt;br /&gt;
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== Infinite drink in adventure mode ==&lt;br /&gt;
Thirst can be quenched indefinitely in adventure mode by emptying a waterskin when you only have 1 unit of liquid left and refilling it from the pool that forms; giving you 3 units of drink. This is especially useful if you managed to find alcohol and fill your waterskin with some, as alcohol never freezes in cold weather.&lt;br /&gt;
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== Backpack of holding ==&lt;br /&gt;
In adventurer mode, if you try to pick something up while both your hands are already holding something, it'll go straight in your backpack, even if it would not have fit had you first picked it up and then tried to put it inside. That means you can stuff as much as you want into your backpack. It will still affect your weight and speed, however.&lt;br /&gt;
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{{Category|Game}}&lt;br /&gt;
[[ru:Exploit]]&lt;/div&gt;</summary>
		<author><name>Benderdragon</name></author>
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