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	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Egg_production&amp;diff=143054</id>
		<title>v0.31:Egg production</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Egg_production&amp;diff=143054"/>
		<updated>2011-03-29T06:22:25Z</updated>

		<summary type="html">&lt;p&gt;Bombcar: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Producing eggs''', like the {{L|meat industry}}, the {{L|beekeeping industry}}, the {{L|fishing industry}} and {{L|farming}}, creates {{L|food}}. In egg production, collection and cooking of {{L|egg}}s is the primary activity, as domestic poultry such as {{L|chicken}}s can produce much more food as eggs than the same animal produces as meat when butchered (1 egg = 1 meal). When starting out a new fortress, raising poultry can be an excellent way to quickly fill up your food {{L|barrel}}s as it requires very little set-up for your dwarfs. As a by-product of egg production, older or excess animals can be butchered as part of the {{L|meat industry}}.&lt;br /&gt;
&lt;br /&gt;
== Acquiring Egg-laying Animals ==&lt;br /&gt;
There are several sources for obtaining egg-laying {{L|animal}}s, outlined below.&lt;br /&gt;
&lt;br /&gt;
===Embark===&lt;br /&gt;
You can buy {{L|domestic animal|domestic poultry}} at {{L|embark}} and even decide how many males and females of each animal you embark with. Since you don't need males to produce eggs, and need only one male to breed, you could embark with three or four hens, and at most one rooster. Poultry animals are very economical to purchase at embark, costing only 6{{L|currency|☼}} each. &lt;br /&gt;
&lt;br /&gt;
Of the domestic poultry, {{L|turkey}}s and {{L|guineafowl}} produce the most eggs per clutch on average, followed closely by {{L|duck}}s. Turkeys are the largest animals, and produce the most meat and other products if butchered as part of the meat industry, with {{L|goose|geese}} and {{L|blue peafowl}} only slightly smaller. All domestic poultry become adults one year after hatching, but geese, blue peafowl, and guineafowl grow to full size at one year; other poultry only reach full size after two years.&lt;br /&gt;
&lt;br /&gt;
===Migration===&lt;br /&gt;
Immature domestic poultry may arrive at your fortress with a wave of {{L|migrant}}s. These animals may be strays or {{L|pet}}s.&lt;br /&gt;
&lt;br /&gt;
===Trading===&lt;br /&gt;
''Requires: A {{L|trade depot}}, a {{L|Broker|trader}}, a {{L|merchant}}, and some tradeable goods''&lt;br /&gt;
&lt;br /&gt;
You can purchase egg-laying animals from a merchant. Elves may bring tamed exotic animals which are additionally {{L|giant eagle|interesting for defense purposes}}.&lt;br /&gt;
&lt;br /&gt;
===Cage traps===&lt;br /&gt;
''Requires: {{L|Cage}}s, {{L|mechanism}}s, a {{L|mechanic}}, a {{L|kennel}}, and a {{L|animal trainer}}''&lt;br /&gt;
&lt;br /&gt;
It is also possible to catch egg-laying animals through judicious use of {{L|cage trap}}s. This, of course, involves building cage traps where animals will walk or fly. Once they are trapped the caged animal (or {{L|invader}}) will be delivered to an animal stockpile and the trap will be reset with a fresh cage.&lt;br /&gt;
&lt;br /&gt;
Cage traps should be built where animals ''will'' walk, not where they are when you decide to trap them. Any dwarfs sent out to create and arm traps in the animals' midst will scare them away or trigger their aggression. To successfully trap large animals, form a choke point some distance away from them: build walls, perhaps several z-levels high, to create a continuous barrier to movement. &lt;br /&gt;
&lt;br /&gt;
Leave a small gap one or two tiles wide (depending on how many of the critters you want to trap) and build your cage traps there. If the animals haven't moved off or been scared off by the time you're done, and they're docile enough to not attack once they see your dwarfs, use military orders to send a dwarf (or several) around behind the animals and herd them toward the choke point. &lt;br /&gt;
&lt;br /&gt;
Note also that cage traps cannot be built within a certain number of tiles of the map edge, so when planning your funnels and choke points, be sure to leave four or five tiles as a buffer zone.&lt;br /&gt;
&lt;br /&gt;
Egg-laying animals that are caught in a cage trap need to be tamed by an {{L|animal trainer}} at a {{L|kennel}} before they can be safely used to produce eggs.&lt;br /&gt;
&lt;br /&gt;
===Breeding===&lt;br /&gt;
''Requires: One or more adult females and one adult male of each species, one or more {{L|nest box}}es, and time''&lt;br /&gt;
&lt;br /&gt;
If a male and a female of the same species exist on your map, and there is an open constructed {{L|nest box}} for the female to occupy and lay a clutch of eggs in, then sooner or later (and probably sooner) the male will fertilize the eggs laid by the female. No contact between the male and the female or eggs is needed - fertilization can ''and will'' occur regardless of distance, physical obstacles such as walls or locked doors, number of each gender (beyond the first), and even ownership. ''(This is often referred to as &amp;quot;breeding by spores&amp;quot;.)'' Even a male in a flock of wild animals outside the fortress walls can fertilize a clutch locked deep in a lowest level. A female can lay a clutch of eggs again immediately after the last clutch hatches. A female that can not claim a nest box ''will not'' lay a clutch of eggs. &lt;br /&gt;
&lt;br /&gt;
A fertilized clutch will only hatch if they are left in the nest box undisturbed and their mother is allowed to incubate the eggs. Collecting the eggs, {{L|butcher's shop|slaughtering}} the mother, or deconstructing the nest box will all prevent the eggs from hatching. A clutch of eggs to be used for breeding should be {{L|forbidden}} to prevent their collection. Even if the eggs and mother are left undisturbed, it is possible that clutch was not fertilized. Eggs that don't hatch after two seasons will likely never hatch. &lt;br /&gt;
&lt;br /&gt;
As a large number of free-roaming animals will reduce your game speed, a common strategy is to cage all your young poultry until matured because they cannot lay eggs, and do not give the same amount of bones, meat, and fat as adults. Keep in mind, though, that some tamed wild species take more than 1 year to mature, unlike most domestic animals. For example, it may be excusable to butcher a {{L|saltwater crocodile}} hatchling right away, rather than wait 3 years for it to mature and produce more meat and bones.&lt;br /&gt;
&lt;br /&gt;
Using {{L|cage trap}}s judiciously (or taking advantage of the animals {{L|elf|elves}} trade) can sometimes snag you a breeding pair of a wild animal. Tame something unusual and start something crazy, like an {{L|alligator}} farm!&lt;br /&gt;
&lt;br /&gt;
==Egg Collection==&lt;br /&gt;
''Requires: A tame adult female egg-laying animal, a {{L|nest box}}, and {{L|food hauling}}''&lt;br /&gt;
&lt;br /&gt;
Once you have at least one tame adult female egg-laying animal, you need to build a {{L|nest box}} to begin production of delicious and filling {{L|egg}}s. Every so often, the adult females will claim a nest box and lay a clutch of eggs. Then, a {{L|food hauling|food hauler}} will collect the eggs and move them to a food {{L|stockpile}}. As food hauling is an unskilled labor, any dwarf in the fortress can be as good at egg collection as every other dwarf! Egg collection is a great way to use those {{L|peasant}}s that otherwise just move boulders around the fortress.&lt;br /&gt;
&lt;br /&gt;
As of v0.31.21, it seems that eggs must be {{L|cook}}ed into {{L|prepared meal}}s at a {{L|kitchen}} before they can be eaten by dwarfs.&lt;br /&gt;
&lt;br /&gt;
==Egg-laying Animals==&lt;br /&gt;
''Here will go a table of egg laying animals, how many eggs they lay, etc.''&lt;br /&gt;
&lt;br /&gt;
{{Category|Food}}&lt;/div&gt;</summary>
		<author><name>Bombcar</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Tallow&amp;diff=143036</id>
		<title>v0.31:Tallow</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Tallow&amp;diff=143036"/>
		<updated>2011-03-29T02:06:53Z</updated>

		<summary type="html">&lt;p&gt;Bombcar: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|09:48, 18 August 2010 (UTC)}}{{av}}&lt;br /&gt;
Tallow is created by using the 'render fat' job at a {{L|kitchen}} and is made from fat created from {{L|Butcher's shop|butchered}} animals.&lt;br /&gt;
&lt;br /&gt;
Note that although fat will be created as a stack, the 'render fat' job will only render one piece of fat at a time, effectively splitting the stack into a bunch of single pieces of tallow.&lt;br /&gt;
&lt;br /&gt;
Tallow is used to make {{l|soap}}, and can also be cooked into prepared meals. It stored in food stockpiles and found under fat.&lt;br /&gt;
&lt;br /&gt;
Tallow can be stored without container, but if barrels are available dwarves will fill up to 10 units of random tallow in one barrel.&lt;br /&gt;
&lt;br /&gt;
Since tallow does not have quality levels, rendering fat is a good way to train a cook, if slow.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:wbg roast.jpg| Entire meals can be made from tallow.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;/div&gt;</summary>
		<author><name>Bombcar</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Giant&amp;diff=143032</id>
		<title>v0.31 Talk:Giant</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Giant&amp;diff=143032"/>
		<updated>2011-03-29T01:10:43Z</updated>

		<summary type="html">&lt;p&gt;Bombcar: /* Giant attack */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
== Giants,a real threat? ==&lt;br /&gt;
&lt;br /&gt;
Some time ago, a giant tried to enter inside my fortress after destroying two outside workshops; I completely sealed my fortress because it was my first giant attack and I was a bit frightened when,suddenly,the giant tried to come in by my water source channels, but went outside when a dwarven merchants caravan arrived to my realm; after a short fight,the giant was killed by a dwarven fighter, who also died few seconds after of bleeding. This happened in my fortress second year.&lt;br /&gt;
After that, in my fortress third year, another giant arrived to my fortress; in that momment some of my dwarves were gathering plants near my fortress entrance, so I ordered them to go inside my fortress burrow, but a dwarf hunter stayed outside; then, when the giant was running towards him like mad, the dwarf shoted his crossbow, hitting the giant's shoulder; but the weirdess (or most hilarius) of all is that the giant automatically jumped into a near lake and drowned some minutes later.&lt;br /&gt;
&lt;br /&gt;
My question is, are giants really dangerous? Is possible that my dwarf had some luck in the second giant attack, but even if he would have missed his shot, I think that killing him would have been easy with a small squad.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== My visit by a giantess ==&lt;br /&gt;
&lt;br /&gt;
My fortress recently got visited by a female giant and I would like to write about the experience hoping that it will help to write a good article about this topic and maybe also give a bit insight into the combat system.&lt;br /&gt;
&lt;br /&gt;
It was the 4th year of my fortress. Due to various hijinks my fortress was completely sealed off when she arrived. I said to myself &amp;quot;Well, she is blinking and named and stuff, better I do not dig out too eagerly&amp;quot;. So the giantess sat around outside twiddling her thumbs.&lt;br /&gt;
&lt;br /&gt;
Just a few minutes later an immigration wave arrived. Time to construct a few more coffins, I thought. The giantess immediately rushed towards them slaughtering a few pets without problems. Finally she got the first dwarf, a dyer without any combat skills.&lt;br /&gt;
&lt;br /&gt;
I decided that the immigrants should at least die fighting like real dwarfs. So I drafted them in the military creating two squads of 5 and 6 from them. None of the immigrants was armed as far as I saw. &lt;br /&gt;
&lt;br /&gt;
In the meantime she quite took her time with the dyer. A peek at the combat log showed that she was just strangling the dyer's throat in every one of her turns without doing much damage. It also seemed like killing the pets was quite tiring for her because she frequently &amp;quot;fell to the ground from over-exhaustion&amp;quot; during the fight.&lt;br /&gt;
&lt;br /&gt;
When my zerg rush arrived she didn't really stood a chance. They started pummeling her &amp;quot;bruising the muscles&amp;quot; of all kinds of body parts and occasionally also bruising her guts, lungs, stomach and sometimes other organs. She became exhausted, started vomiting frequently and passed out from time to time. After which seemed like a few hundred punches she died. It didn't seem like she was fighting back. The dyer she attacked first also died from bleeding, though.&lt;br /&gt;
[[Image:Giantess1.png]][[Image:Giantess2.png]]&lt;br /&gt;
&lt;br /&gt;
== Giant attack ==&lt;br /&gt;
&lt;br /&gt;
I too was recently attacked by a Giant. I was immediately worried my poorly-trained band of 10 randomly-equipped dwarves would be slaughtered, but it was not the case. The giant came completely naked, and as soon as he met the first dwarf in combat he was hacked repeatedly in the back and stomach by his iron battle axe. The axedwarf was able to deflect all the blows with his leather armor and skills, and once the other dwarves arrived the giant was handily eviscerated. From the knees up, of course.&lt;br /&gt;
&lt;br /&gt;
Based on our experiences, I'd say that Giants aren't much cause for worry, so long as you have a numerical advantage. Some sharp stuff certainly helps.&lt;br /&gt;
&lt;br /&gt;
Let us watch out for a real challenge, a giant wearing shin guards.--[[User:Carlthuringer|Carlthuringer]] 18:52, 5 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:My small band of military dwarves and a few marksdwarves took him out PDQ. I was too lazy to wait for him to kill my animals and head into a cage trap. --[[User:Bombcar|Bombcar]] 01:10, 29 March 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Giants and goblins ==&lt;br /&gt;
Giants don't like goblins. So if you have some caged giants, set up the cages to release them behind the goblin siege. Goblins would likely manage to take the giant group down, but... it looks so nice!&lt;/div&gt;</summary>
		<author><name>Bombcar</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Volcano&amp;diff=142872</id>
		<title>v0.31 Talk:Volcano</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Volcano&amp;diff=142872"/>
		<updated>2011-03-28T03:29:27Z</updated>

		<summary type="html">&lt;p&gt;Bombcar: /* Piercing a Volcano? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&lt;br /&gt;
&lt;br /&gt;
==Differences from 40d==&lt;br /&gt;
I'd just like to note some differences between 40d volcanos and the new ones. From what I've seen, they have fixed designs as opposed to random shifting patterns as you go down the z axis and act more like pipes that were lucky enough to reach the surface during worldgen. The last one I embarked on actually protruded out of the ground for 4 z axis' sort of like a chimney&lt;br /&gt;
http://i63.photobucket.com/albums/h133/Radicalaces/chimney.png?t=1273214099&lt;br /&gt;
--[[User:radical|radical]] 07:12, 7 May 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
==Rock layers==&lt;br /&gt;
I'm not sure if this is within the scope of the article, but something I've noted after a -large- amount of volcano-hunting is that the only way to get sedimentary rock on an embark tile with a volcano is for there to also be a brook in the area. Probably needs some independent confirmation, but after probably 200-250 medium maps checked, I'm pretty confident in my analysis. [[Special:Contributions/24.35.61.81|24.35.61.81]] 00:59, 27 June 2010 (UTC)&lt;br /&gt;
:Which, y'know, kinda makes sense based on the geological processes behind volcanoes and sedimentary rocks.  That is, volcanoes form igneous rock around them, bringing the temperature and pressure up on the surrounding rock and converting it to metamorphic.  So the presence of a brook would indicate that the volcano is dormant enough for water flows to create channels in the area, and also dormant enough that sedimentary rock (and not just plain sediment, or soil) could form and continue to exist.  Just to be clear:  when you say &amp;quot;on an embark tile with a volcano&amp;quot;, you ARE talking about a 1x1 region on the Local map of the Embark screen?  And not the 4x4 region which is the usual embark site? --[[User:DeMatt|DeMatt]] 07:03, 27 June 2010 (UTC)&lt;br /&gt;
::Aside from that, in my pseudo smartguy terms, volcanoes are upwellings of &amp;quot;new&amp;quot; rock, and are as geologically different from ancient coal-bearing rock (coal is a '''fossil fuel''' y'know) as you can possibly have on the same planet.  Although in the current version, if the embark screen does not list sedimentary rock as one of the layers for the selected biome, you aren't going to find it anywhere in the map no matter how large it is.  I get the impression this is more a game mechanic thing to balance the relative advantages of playing in a volcano area (huge amounts of high value ores and obsidian, easy access to magma with low/no risk).[[User:FleshForge|FleshForge]] 01:42, 7 August 2010 (UTC)&lt;br /&gt;
::By the way a pretty simple way to force a lot of volcanoes for your map is just to set &amp;quot;Minimum Volcanoes&amp;quot; option in the world gen parameters to 100 or so, on a medium map this takes little time to roll up and can be previewed before going through the history iterations - hit a key and scroll around the map and see if it looks promising, and abort if it doesn't, continue if it does.  --[[User:FleshForge|FleshForge]] 01:45, 7 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
It appears to be simply simple impossible to get coal on a volcano map regardless of what rock layers are shown on the embark screen.  On the other hand, you can make charcoal from burning wood, so the easy access to magma is still a pretty great advantage and you can still make steel eventually.[[User:FleshForge|FleshForge]] 07:00, 14 August 2010 (UTC)&lt;br /&gt;
:Hah what do you know, the current map I'm looking at JUST MADE A LIAR OUT OF ME!  So yes, as long as the set of biomes overlapping with the volcano area can contain coal, then there can be coal on the volcano map - however the coal will only be in the part of the map that is actually in the sedimentary-containing biome![[User:FleshForge|FleshForge]] 07:03, 14 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Volcano - magma sea connection and exploration ==&lt;br /&gt;
&lt;br /&gt;
After some playing and a bit of my habit from 40d days, when plugging up a volcano with water, i found out that crashing tiles dropping down into it will go down to the magma sea and act as &amp;quot;explorers&amp;quot; to uncover tiles. i'm unsure whether its an isolated case or a common occurence, so if anyone could confirm, i'd be grateful - [[User:Vrga|Vrga]] 06:45, 3 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Confirmed. I'm not sure how it happens, but it does. Water shouldn't drop diagonally down a z-level, right? But that's what happens, water drops diagonally, the resultant obsidian isn't supported, cave-in, and you get to see down to the magma sea. [[User:GhostDwemer|GhostDwemer]] 19:31, 26 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Volcano and undeground lakes ==&lt;br /&gt;
&lt;br /&gt;
I embarked at volcano area at freezing biome, and got problem with absence of water. The only underground lake was found at the far edge of second cavern - first was completely dry. Is it volcano influence or just random? On maps without volcano each cavern had it's lake, sometimes several of them.[[User:Peregarrett|Peregarrett]] 06:39, 30 July 2010 (UTC)&lt;br /&gt;
:As far as I can tell, this is completely random - in some volcano maps I've found huge lakes 10 levels below sea level, and in some more like 100 z-levels down.[[User:FleshForge|FleshForge]] 06:59, 14 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Do volcanoes ever erupt? ==&lt;br /&gt;
&lt;br /&gt;
As a player inexperienced with volcanoes I came to this article looking for that information in the course of trying to site my fortress, so it might be worth adding that.  (Though I must admit that not knowing adds a touch of suspense.) --[[User:Auto Slaughter|Auto Slaughter]] 03:39, 15 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Going on 10 years in my reclaim fortress. I have a volcano (surface magma pipe), that has never overflowed on its own. -BP&lt;br /&gt;
&lt;br /&gt;
I'm trying to dry (obsidianize) my volcano, and have some notes on refill process. It seems that the game periodically generates additional 1/7 amounts at the level above fully filled one, where all tiles are 7/7. So first you see flat empty space just above magma surface, then there appears tiles with 1/7, then 2/7 and so on until the level is completely filled. Then go on to the next level.&lt;br /&gt;
They never erupt, though it would be nice way to more Fun =)) [[User:Peregarrett|Peregarrett]] 07:04, 17 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Pouring water into a volcano for exploratory magma sea mining? ==&lt;br /&gt;
&lt;br /&gt;
It will slow your game down ridiculously, but a murky pool that started above the volcano with a broken wall drained in and covered the volcano halfway with an obsidian cap, causing about 20 caveins and showing me the entire magma sea and adamantine pillars. Is this a bug?&lt;br /&gt;
: Can't speak for it being a bug or not, but same thing happened to me too, complete with the HFS activating, my framerate got killed long before I could experience any real effects of it, though I noticed the lava in the volcano was quickly draining down, presumably into blank tiles in the magma sea. --[[User:Twilightdusk|Twilightdusk]] 02:45, 24 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Piercing a Volcano? ==&lt;br /&gt;
&lt;br /&gt;
The new volcanoes are straight up and down; if you don't pierce it at the top (and mine is a chimney), how do you pierce it safely? I can't get above to channel down. --[[User:Bombcar|Bombcar]] 17:55, 27 March 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Standard &amp;quot;mine and run&amp;quot; techniques work. Mine out a path for the magma, with a ramp or other escape route at the other end. Clear it out, and then have someone mine the last space. Your dwarf will run and survive. --[[User:Bombcar|Bombcar]] 03:29, 28 March 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>Bombcar</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Jug&amp;diff=142869</id>
		<title>v0.31 Talk:Jug</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Jug&amp;diff=142869"/>
		<updated>2011-03-28T02:17:44Z</updated>

		<summary type="html">&lt;p&gt;Bombcar: What stockpiles hold empty jugs?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== What stockpiles hold empty jugs? ==&lt;br /&gt;
&lt;br /&gt;
They appear to be going into my finished goods piles, but I don't have them on - unless they're a kind of goblet? --[[User:Bombcar|Bombcar]] 02:17, 28 March 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>Bombcar</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Weapon_rack&amp;diff=142866</id>
		<title>v0.31 Talk:Weapon rack</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Weapon_rack&amp;diff=142866"/>
		<updated>2011-03-28T00:59:11Z</updated>

		<summary type="html">&lt;p&gt;Bombcar: Dwarves don't actually user Weapon racks?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Dwarves don't actually user Weapon racks? ==&lt;br /&gt;
&lt;br /&gt;
Do they actually store weapons on them, or do you still need to make a weapon stockpile? --[[User:Bombcar|Bombcar]] 00:59, 28 March 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>Bombcar</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Sedimentary_layer&amp;diff=142863</id>
		<title>v0.31 Talk:Sedimentary layer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Sedimentary_layer&amp;diff=142863"/>
		<updated>2011-03-27T23:02:14Z</updated>

		<summary type="html">&lt;p&gt;Bombcar: /* Embark screen appearance */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Embark screen appearance ==&lt;br /&gt;
Sedimentary layers show up as bright white on the embark screen, right? [[User:Primax|Primax]] 05:47, 22 June 2010 (UTC)&lt;br /&gt;
:Yes.  Ice (if a layer, say on a glacier) is cyan, soil layers are brown, sedimentary stone layers are bright white, igneous extrusive layers and metamorphic layers are light gray, and igneous intrusive layers are dark gray. --[[User:DeMatt|DeMatt]] 06:29, 22 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: I don't think this is true anymore. I think it shows &amp;quot;Shallow metal&amp;quot; and &amp;quot;Deep metal&amp;quot; and not much else. --[[User:Bombcar|Bombcar]] 23:02, 27 March 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== How to ID after embark ==&lt;br /&gt;
&lt;br /&gt;
I've only just understood that certain ores appear at certain levels. Can I id a layer once I've embarked? How would you go about this - this could be helpful in the wiki for newbies too :)) --[[User:Djsmiley2k|Djsmiley2k]] 09:28, 27 January 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>Bombcar</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Magma&amp;diff=142845</id>
		<title>v0.31:Magma</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Magma&amp;diff=142845"/>
		<updated>2011-03-27T18:00:51Z</updated>

		<summary type="html">&lt;p&gt;Bombcar: /* Volcanoes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{Quality|Exceptional|21:13, 6 July 2010 (UTC)}}&lt;br /&gt;
'''Magma''' is a red-hot {{l|flow|fluid}} that wells up from deep within the earth - but not too deep to be found by dwarves. Magma that is above the ground is called '''Lava''' but is still the same exact substance.  Magma is very [[fun]].&lt;br /&gt;
&lt;br /&gt;
Magma serves as an energy source, powering {{L|magma smelter}}s, {{L|magma forge}}s, {{L|magma glass furnace}}s, and {{L|magma kiln}}s.  Magma is ''extremely'' hot which can lead to a lot of {{L|fun}}. In the current version magma seems a bit slower to burn things. Workers that dig into a magma reservoir are not instantly killed as the magma touches them and can often scramble to safety{{verify}} as long as they are not fully immersed in 7/7 magma. It's worth noting that magma never seems to blink with {{l|flow}} now either.&lt;br /&gt;
&lt;br /&gt;
The list of materials that are '''{{l|magma-safe}}''' has been expanded considerably in this version. Magma never cools, but can {{L|evaporation|evaporate}} if left at a depth of 1/7 for long enough. When magma is mixed with water it forms {{L|obsidian}}. Note that magma located above {{L|semi-molten rock}} will be listed as a Magma Flow and cannot be cooled into {{L|Obsidian}}.&lt;br /&gt;
&lt;br /&gt;
==Magma Sea==&lt;br /&gt;
The '''{{L|Magma sea}}''' is located at the bottom of every map, forming an (almost) impenetrable barrier. It also provides a great source of magma. {{l|Semi-molten rock}} can also be found around the magma sea, and cannot be dug through.&lt;br /&gt;
&lt;br /&gt;
=== Bringing Magma Up ===&lt;br /&gt;
&lt;br /&gt;
Pumping magma up from the magma sea via a conventional {{L|pump|pump stack}} is a lot of work, requiring hundreds of pumps and vast amounts of power. It is possible to do a lot less work through the &amp;quot;piston method&amp;quot;, a clever abuse of {{L|cave-in}} {{L|physics}}. The basic principle involves channelling 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. A full 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;
&lt;br /&gt;
==Magma pools==&lt;br /&gt;
Although the name suggests them as pools, they are actually pipes (Unknown why Toady changed the name). They can be found underground, however they rarely reach the upper z-levels (40+). Most end just a few z-levels above the magma sea, though some may span more than 100 z-levels.&lt;br /&gt;
Magma pools seem to be always connected to a magma sea, and the sea and pipe can occasionally reach up to the same level, making them hard to separate. However, magma pools can be identified by the obsidian walls which surround them.&lt;br /&gt;
Magma pools will slowly refill themselves, giving the player an infinite source of magma.&lt;br /&gt;
&lt;br /&gt;
==Volcanoes==&lt;br /&gt;
{{l|volcano|Volcanoes}} are magma pools that extend all the way to the surface. Volcanoes are an endless source of magma as they will always refill themselves.&lt;br /&gt;
&lt;br /&gt;
==Properties of magma==&lt;br /&gt;
Magma behaves the same way as water with the exception of not being affected by {{l|pressure}}, unless pressurized by a {{l|pump}}, and apparently not showing {{l|flow}}.  Magma will turn into {{l|obsidian}}&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; if it touches {{l|water}}.  In the game, magma's temperature is 12,000 (2,032°F, or about 1,111°C). See the list of '''{{l|magma-safe}}''' materials for more information on what can (or cannot) be safely submerged in magma.&lt;br /&gt;
&lt;br /&gt;
Tiles directly adjacent to magma will be heated to a temperature of 10,075 (107°F, or about 42°C), causing revealed unmined tiles to flash with {{Tile|☼|6:4:1}} when placing digging designations and causing unrevealed mining-designated tiles to cancel their designation (with a &amp;quot;warm stone&amp;quot; warning) once they are revealed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; - the rock that is used when magma mixes with water is the first rock encountered to have the [LAVA] tag ''during worldgen''.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Dangers of magma==&lt;br /&gt;
Magma is not immediately fatal when first touched. It is dangerous to stand in magma, but dwarves will generally only suffer minor burns when running from a flow. Most creatures can survive standing on even a completely filled magma tile for a single step, but any more and they will likely die.&lt;br /&gt;
&lt;br /&gt;
Unlike how waterfalls create mist magmafalls create no magma mist, yet if some debris from a [[cave-in]] lands in some magma a deadly cloud of [[magma mist]] is released.&lt;br /&gt;
&lt;br /&gt;
{{Category|Physics}}&lt;/div&gt;</summary>
		<author><name>Bombcar</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Volcano&amp;diff=142843</id>
		<title>v0.31 Talk:Volcano</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Volcano&amp;diff=142843"/>
		<updated>2011-03-27T17:55:43Z</updated>

		<summary type="html">&lt;p&gt;Bombcar: /* Piercing a Volcano? */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&lt;br /&gt;
&lt;br /&gt;
==Differences from 40d==&lt;br /&gt;
I'd just like to note some differences between 40d volcanos and the new ones. From what I've seen, they have fixed designs as opposed to random shifting patterns as you go down the z axis and act more like pipes that were lucky enough to reach the surface during worldgen. The last one I embarked on actually protruded out of the ground for 4 z axis' sort of like a chimney&lt;br /&gt;
http://i63.photobucket.com/albums/h133/Radicalaces/chimney.png?t=1273214099&lt;br /&gt;
--[[User:radical|radical]] 07:12, 7 May 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
==Rock layers==&lt;br /&gt;
I'm not sure if this is within the scope of the article, but something I've noted after a -large- amount of volcano-hunting is that the only way to get sedimentary rock on an embark tile with a volcano is for there to also be a brook in the area. Probably needs some independent confirmation, but after probably 200-250 medium maps checked, I'm pretty confident in my analysis. [[Special:Contributions/24.35.61.81|24.35.61.81]] 00:59, 27 June 2010 (UTC)&lt;br /&gt;
:Which, y'know, kinda makes sense based on the geological processes behind volcanoes and sedimentary rocks.  That is, volcanoes form igneous rock around them, bringing the temperature and pressure up on the surrounding rock and converting it to metamorphic.  So the presence of a brook would indicate that the volcano is dormant enough for water flows to create channels in the area, and also dormant enough that sedimentary rock (and not just plain sediment, or soil) could form and continue to exist.  Just to be clear:  when you say &amp;quot;on an embark tile with a volcano&amp;quot;, you ARE talking about a 1x1 region on the Local map of the Embark screen?  And not the 4x4 region which is the usual embark site? --[[User:DeMatt|DeMatt]] 07:03, 27 June 2010 (UTC)&lt;br /&gt;
::Aside from that, in my pseudo smartguy terms, volcanoes are upwellings of &amp;quot;new&amp;quot; rock, and are as geologically different from ancient coal-bearing rock (coal is a '''fossil fuel''' y'know) as you can possibly have on the same planet.  Although in the current version, if the embark screen does not list sedimentary rock as one of the layers for the selected biome, you aren't going to find it anywhere in the map no matter how large it is.  I get the impression this is more a game mechanic thing to balance the relative advantages of playing in a volcano area (huge amounts of high value ores and obsidian, easy access to magma with low/no risk).[[User:FleshForge|FleshForge]] 01:42, 7 August 2010 (UTC)&lt;br /&gt;
::By the way a pretty simple way to force a lot of volcanoes for your map is just to set &amp;quot;Minimum Volcanoes&amp;quot; option in the world gen parameters to 100 or so, on a medium map this takes little time to roll up and can be previewed before going through the history iterations - hit a key and scroll around the map and see if it looks promising, and abort if it doesn't, continue if it does.  --[[User:FleshForge|FleshForge]] 01:45, 7 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
It appears to be simply simple impossible to get coal on a volcano map regardless of what rock layers are shown on the embark screen.  On the other hand, you can make charcoal from burning wood, so the easy access to magma is still a pretty great advantage and you can still make steel eventually.[[User:FleshForge|FleshForge]] 07:00, 14 August 2010 (UTC)&lt;br /&gt;
:Hah what do you know, the current map I'm looking at JUST MADE A LIAR OUT OF ME!  So yes, as long as the set of biomes overlapping with the volcano area can contain coal, then there can be coal on the volcano map - however the coal will only be in the part of the map that is actually in the sedimentary-containing biome![[User:FleshForge|FleshForge]] 07:03, 14 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Volcano - magma sea connection and exploration ==&lt;br /&gt;
&lt;br /&gt;
After some playing and a bit of my habit from 40d days, when plugging up a volcano with water, i found out that crashing tiles dropping down into it will go down to the magma sea and act as &amp;quot;explorers&amp;quot; to uncover tiles. i'm unsure whether its an isolated case or a common occurence, so if anyone could confirm, i'd be grateful - [[User:Vrga|Vrga]] 06:45, 3 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Confirmed. I'm not sure how it happens, but it does. Water shouldn't drop diagonally down a z-level, right? But that's what happens, water drops diagonally, the resultant obsidian isn't supported, cave-in, and you get to see down to the magma sea. [[User:GhostDwemer|GhostDwemer]] 19:31, 26 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Volcano and undeground lakes ==&lt;br /&gt;
&lt;br /&gt;
I embarked at volcano area at freezing biome, and got problem with absence of water. The only underground lake was found at the far edge of second cavern - first was completely dry. Is it volcano influence or just random? On maps without volcano each cavern had it's lake, sometimes several of them.[[User:Peregarrett|Peregarrett]] 06:39, 30 July 2010 (UTC)&lt;br /&gt;
:As far as I can tell, this is completely random - in some volcano maps I've found huge lakes 10 levels below sea level, and in some more like 100 z-levels down.[[User:FleshForge|FleshForge]] 06:59, 14 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Do volcanoes ever erupt? ==&lt;br /&gt;
&lt;br /&gt;
As a player inexperienced with volcanoes I came to this article looking for that information in the course of trying to site my fortress, so it might be worth adding that.  (Though I must admit that not knowing adds a touch of suspense.) --[[User:Auto Slaughter|Auto Slaughter]] 03:39, 15 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Going on 10 years in my reclaim fortress. I have a volcano (surface magma pipe), that has never overflowed on its own. -BP&lt;br /&gt;
&lt;br /&gt;
I'm trying to dry (obsidianize) my volcano, and have some notes on refill process. It seems that the game periodically generates additional 1/7 amounts at the level above fully filled one, where all tiles are 7/7. So first you see flat empty space just above magma surface, then there appears tiles with 1/7, then 2/7 and so on until the level is completely filled. Then go on to the next level.&lt;br /&gt;
They never erupt, though it would be nice way to more Fun =)) [[User:Peregarrett|Peregarrett]] 07:04, 17 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Pouring water into a volcano for exploratory magma sea mining? ==&lt;br /&gt;
&lt;br /&gt;
It will slow your game down ridiculously, but a murky pool that started above the volcano with a broken wall drained in and covered the volcano halfway with an obsidian cap, causing about 20 caveins and showing me the entire magma sea and adamantine pillars. Is this a bug?&lt;br /&gt;
: Can't speak for it being a bug or not, but same thing happened to me too, complete with the HFS activating, my framerate got killed long before I could experience any real effects of it, though I noticed the lava in the volcano was quickly draining down, presumably into blank tiles in the magma sea. --[[User:Twilightdusk|Twilightdusk]] 02:45, 24 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Piercing a Volcano? ==&lt;br /&gt;
&lt;br /&gt;
The new volcanoes are straight up and down; if you don't pierce it at the top (and mine is a chimney), how do you pierce it safely? I can't get above to channel down. --[[User:Bombcar|Bombcar]] 17:55, 27 March 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>Bombcar</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Hive&amp;diff=142793</id>
		<title>v0.31:Hive</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Hive&amp;diff=142793"/>
		<updated>2011-03-27T04:39:46Z</updated>

		<summary type="html">&lt;p&gt;Bombcar: how to move&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine}}{{av}}&lt;br /&gt;
&lt;br /&gt;
A hive is a building used to house {{L|honey bee}}s.  A {{L|tool|hive}} must first be created in a workshop before it can be {{k|b}}uilt.  Hives can be created at a craftsdwarf's workshop, kiln, glass furnace or metalsmith's forge using stone, wood, ceramics, glass or metal.  Once a hive is created, it is {{k|b}}uilt using the {{k|alt}}+{{k|H}} hotkey.&lt;br /&gt;
&lt;br /&gt;
In order to house bees, a hive must be constructed on or adjacent to a tile that is {{L|Tile attributes|above ground}}.  A dwarf with the {{L|beekeeping}} labor enabled will place bees in any hive toggled to &amp;quot;install colony when ready,&amp;quot; so long as he or she has access to a preexisting colony of wild bees, or another hive that is ready to be split.  &lt;br /&gt;
&lt;br /&gt;
Once a hive contains bees, it will eventually become &amp;quot;ready to be split,&amp;quot; which will allow a beekeeper to populate an empty hive using bees from the original.  Doing this leaves the original hive populated, however it will be some time before it again becomes ready for splitting.  Bees cannot be brought with on embark, so starting the beekeeping industry requires at least one wild colony.  Dwarven hives appear to magically transform {{L|bumblebee}}s into honey bees, so a wild bumblebee colony will work if no honey bee colony exists on the map.&lt;br /&gt;
&lt;br /&gt;
Populated hives will produce a honeycomb and a royal jelly at some point in time after they become ready to be split.  If the hive is toggled to &amp;quot;gather any products,&amp;quot; a beekeeper will harvest the {{L|honeycomb}} and {{L|royal jelly}}, assuming he has access to a suitable {{L|jug}} in which to put the royal jelly.  This process kills the bees.  Royal jelly can be eaten or cooked, and the honeycomb is processed at a {{L|screw press}} workshop to yield {{L|wax}} and {{L|honey}}.&lt;br /&gt;
&lt;br /&gt;
It may be possible to move a hive, but the easiest way to move it is to simply split one into the new location, turn off the original one, and harvest it.&lt;br /&gt;
&lt;br /&gt;
Honeybees in their artificial hive can and will sting your dwarves. Worker bees occasionally appear within a few tiles of a hive and are presumed to be responsible for stinging dwarves. It is likely that an inexperienced beekeeper will receive a bee sting when gathering the products of a hive.  Additionally, it has been observed that placing a {{L|Activity zone#Meeting Area|Meeting zone}} next to hives puts idle dwarves at serious risk of being stung.  &lt;br /&gt;
&lt;br /&gt;
Bee stings currently seem to be inconsequential. Bee stings do not appear to be recorded as wounds, but the {{L|Health screen}} will show &amp;quot;Slight pain&amp;quot; for the stung dwarf. Being stung does not seem to produce a bad thought. But don't be surprised if your refuse pile fills up with bees that have been punched to death.&lt;/div&gt;</summary>
		<author><name>Bombcar</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Item_quality&amp;diff=138266</id>
		<title>v0.31 Talk:Item quality</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Item_quality&amp;diff=138266"/>
		<updated>2011-03-13T22:00:35Z</updated>

		<summary type="html">&lt;p&gt;Bombcar: /* Core vs Total Quality */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Had a Talented stonecrafter turn out a no-quality mug - so that math has changed.--[[User:Albedo|Albedo]] 02:33, 6 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
I thought mugs didn't have quality levels. unless thats a new feature, you could just be unlucky, toady said a long time ago that even a dabbler has a chance of creating a masterpiece, so maybe it works backwards...hmmm... or I could be entirely wrong. [[Special:Contributions/24.255.86.193|24.255.86.193]]&lt;br /&gt;
:Wrong.&lt;br /&gt;
&lt;br /&gt;
Tiredness can cause even a Legendary stonecrafter to turn out no quality mugs. The penalty for being tired, hungry, thirsty are still being adjusted as of version 31.08, but if it is important work to be done at a high level, suspend it until your top dwarf assigned/allowed/{{l|burrow}}ed is rested, feed, and boozed. --[[User:Darkstar|Darkstar]] 18:06, 9 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Worked out the multipliers based on my weapon stockpile. I used the info from the value page and iron material page, do if they are wrong then the multipliers are out. I used a base of 1260 for the serrrated discs and a base of 220 for the picks. if someone could clean up the formatting and double check the numbers that would be great [[User:Dangerous Beans|Dangerous Beans]] 03:21, 25 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
just a thought - i was going through the help menu for fun, and found a table of quality ratings. at the bottom of the list are sideways equilateral triangles, that says it's representing magical items. this is on Phoebus' graphic tileset, for the record, but even so, magic items have no mention here. for that matter, nor does excess qualities, or whatever you'd like to call engraving/inlay/studding/etc. i'm a terrible writer myself, but perhaps someone could whip something up? -tryntu&lt;br /&gt;
&lt;br /&gt;
== Nothing about combat? ==&lt;br /&gt;
&lt;br /&gt;
Still no info on the effects of quality on combat? I've filled in the more obvious blanks. If the system is still the same as 40d's, we should just copy-paste some info from there, no? --[[User:Eepkeep|Eepkeep]] 08:28, 26 February 2011 (UTC)&lt;br /&gt;
:There's a detailed post about the effects of weapon quality in [http://www.bay12forums.com/smf/index.php?topic=78143.msg2013144#msg2013144 this] forum post, though I've no idea where the poster got their information, or whether they are sure the weapon skill bit still applies in 0.31. [[User:Bognor|Bognor]] 09:53, 26 February 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Glaze==&lt;br /&gt;
Do ash/tin glazes have quality levels? --[[User:Bouchart|Bouchart]] 14:14, 6 March 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Core vs Total Quality ==&lt;br /&gt;
&lt;br /&gt;
What is the difference between Core and Total quality (as seen in the stockpile screen)?&lt;br /&gt;
&lt;br /&gt;
I assume the only items that have a &amp;quot;core quality&amp;quot; of artifact would be Artifacts? --[[User:Bombcar|Bombcar]] 22:00, 13 March 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>Bombcar</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Wood_furnace&amp;diff=138201</id>
		<title>v0.31:Wood furnace</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Wood_furnace&amp;diff=138201"/>
		<updated>2011-03-12T04:42:06Z</updated>

		<summary type="html">&lt;p&gt;Bombcar: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Furnace|name=Wood furnace|key=w|job={{L|Wood burner}}&lt;br /&gt;
|construction=&lt;br /&gt;
* {{L|Fire-safe}} material&lt;br /&gt;
|construction_job=&lt;br /&gt;
* {{L|Architecture}}&lt;br /&gt;
* {{L|Masonry}} or {{L|Metalsmithing}}&lt;br /&gt;
|use=&lt;br /&gt;
* {{L|Wood}}&lt;br /&gt;
|production=&lt;br /&gt;
* {{L|Ash}}&lt;br /&gt;
* {{L|Charcoal}}}}&lt;br /&gt;
{{av}}{{Quality|Fine|05:48, 14 June 2010 (UTC)}}&lt;br /&gt;
&lt;br /&gt;
A '''wood furnace''' is used to convert {{L|wood}} into {{L|ash}} or {{L|charcoal}}. It must be built out of {{L|fire-safe}} materials.&lt;br /&gt;
&lt;br /&gt;
Operating a wood furnace requires the {{L|Wood burner|wood burning}} {{L|labor}} enabled.&lt;br /&gt;
&lt;br /&gt;
Building a wood furnace requires the {{L|architecture}} skill and a skill relevant to the material used to make the furnace ({{L|masonry}} for {{L|stone}} or stone, {{L|glass}} or {{L|soap}} {{L|block}}s, or any of the {{L|Metalsmith#Metalsmith_profession|metalworking}} skills for metal bars or metal blocks).&lt;br /&gt;
&lt;br /&gt;
{{L|Wood}}, {{L|charcoal}}, and {{L|coke}} are not an option as building materials for this workshop, as these are not {{L|fire-safe}} materials.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A wood furnace is the closest thing to a fire place. If you build one in a meeting hall, Dwarves will admire it and recieve a good thought, unlike any other workshop or furnace.&lt;br /&gt;
&lt;br /&gt;
{{Workshops}}&lt;/div&gt;</summary>
		<author><name>Bombcar</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Smelter&amp;diff=138199</id>
		<title>v0.31:Smelter</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Smelter&amp;diff=138199"/>
		<updated>2011-03-12T04:40:30Z</updated>

		<summary type="html">&lt;p&gt;Bombcar: Add note explaining why you can't smelt if you have no fuel&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|16:32, 7 September 2010 (UTC)}}&lt;br /&gt;
{{Furnace|name=Smelter|key=s|job={{L|Furnace operator}}&lt;br /&gt;
|construction=&lt;br /&gt;
* {{L|Fire-safe}} material&lt;br /&gt;
|construction_job=&lt;br /&gt;
* {{L|Architecture}}&lt;br /&gt;
* {{L|Masonry}} or {{L|Metalsmithing}}&lt;br /&gt;
|use=&lt;br /&gt;
* {{L|Ore}}&lt;br /&gt;
* {{L|Coke}} or {{L|Charcoal}} ({{L|Fuel}})&lt;br /&gt;
* Meltable {{L|metal}} item&lt;br /&gt;
* {{L|Bituminous coal}}&lt;br /&gt;
* {{L|Lignite}}&lt;br /&gt;
* {{L|Flux}}&lt;br /&gt;
|production=&lt;br /&gt;
* Metal {{L|Bar}}s&lt;br /&gt;
* {{L|Coke}}&lt;br /&gt;
}}{{av}}&lt;br /&gt;
&lt;br /&gt;
The lifeblood of a fortress, a '''Smelter''' uses {{L|fuel}} to smelt {{L|ore}}s into items or for {{l|melting}} existing metal objects. It's recommended that you have a lot of these to make sure the production of metal stays constant.&lt;br /&gt;
&lt;br /&gt;
If all options in your smelter are red, you need {{L|fuel}} - you cannot use wood without making it into charcoal in a {{L|wood furnace}}.&lt;br /&gt;
&lt;br /&gt;
{{Workshops}}&lt;/div&gt;</summary>
		<author><name>Bombcar</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki_talk:Manual_of_Style&amp;diff=81679</id>
		<title>Dwarf Fortress Wiki talk:Manual of Style</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki_talk:Manual_of_Style&amp;diff=81679"/>
		<updated>2010-04-03T20:11:35Z</updated>

		<summary type="html">&lt;p&gt;Bombcar: /* Image Use */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Discuss points of style, a few &amp;quot;threads&amp;quot; have been started to hit on some major issues. Please feel free to add new topics.&lt;br /&gt;
:Links to those threads would be helpful, since you're apparently referring to pre-existing discussions.--[[User:Albedo|Albedo]] 05:34, 3 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Spelling ==&lt;br /&gt;
Do we use British or American spellings? Whichever we use, we should at the least be consistent. [[User:Emi|Emi]] 04:14, 3 April 2010 (UTC)&lt;br /&gt;
:No, we shouldn't. This is neither a specifically British nor American game, it's an ''international'' game and so an international site. The ''only'' time such spelling needs be consistent is when it matches (or conflicts with) a game-term, or such that it's consistent within a single page. &lt;br /&gt;
&lt;br /&gt;
:I don't feel it's the job of the Admin to tell users to read and write either American or British exclusively, and thus alienate the other to any degree (however unintentionally that may be!).  Quite the opposite, we should welcome all - [[Dwarf_Fortress_Wiki:Community_Portal#X|X is for Xeniality]]! More, it's no editor's job either - as that can lead to cultural edit wars and just plain, dull petty jingoism.  I know that color and colour, flavour and flavor, and all the rest are the same - it's a wide, wide web - it's time we all get used to it. ; ) --[[User:Albedo|Albedo]] 05:34, 3 April 2010 (UTC)&lt;br /&gt;
:By consistency, I was referring to how the game uses Armor, thus we probably shouldn't use Armour. [[user:Emi|&amp;lt;span style=&amp;quot;color:#8a4e4e&amp;quot;&amp;gt;Emi&amp;lt;/span&amp;gt;]] [[user_talk:Emi|&amp;lt;span style=&amp;quot;color:#6a3e4e&amp;quot;&amp;gt;[T]&amp;lt;/span&amp;gt;]] 05:47, 3 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Repetitive Intensifiers ==&lt;br /&gt;
Does &amp;quot;very, very yellow&amp;quot; offer any useful information over &amp;quot;very yellow&amp;quot;? [[User:Emi|Emi]] 04:14, 3 April 2010 (UTC)&lt;br /&gt;
:Does asking this question offer any, any useful information over not asking?  A rather specific question for a &amp;quot;Manual of Style&amp;quot;, especially without a specific reference or more general point to be made.  But I would hazard the guess that that particular editor found that particular phrasing both useful and mildly entertaining in that context - this wiki is not as sterile as some, nor as formal.--[[User:Albedo|Albedo]] 05:34, 3 April 2010 (UTC)&lt;br /&gt;
::These questions were mainly a starting point, to give people an idea of the sort of things that we mean when we say 'style'. And you're right, it is very specific, but I think it's a decent thing to consider, along with the use of 'literally' as a generic intensifier, etc... [[user:Emi|&amp;lt;span style=&amp;quot;color:#8a4e4e&amp;quot;&amp;gt;Emi&amp;lt;/span&amp;gt;]] [[user_talk:Emi|&amp;lt;span style=&amp;quot;color:#6a3e4e&amp;quot;&amp;gt;[T]&amp;lt;/span&amp;gt;]] 05:52, 3 April 2010 (UTC)&lt;br /&gt;
:::I know what you're saying, but to try to regulate such would be a literally endless deathmarch. &amp;quot;Style&amp;quot; is personal, and some works and some doesn't, and some very cludgey stuff works when it shouldn't. I have a very wordy style, others have a very pithy, terse one, and neither is better or more or less &amp;quot;appropriate&amp;quot;. Any literally unclear or broken usage will get cleaned up on its own without our enforcement, but very, very personal style should simply be overlooked so long as it works in context.  (We have better things to do, really!) ; D  --[[User:Albedo|Albedo]] 06:01, 3 April 2010 (UTC)&lt;br /&gt;
::::Well, not right now I don't, EmiBot's current tagging job is going to take all night I think. She has to go to each page, load every link until she reaches a no page exception and then tag the page. She'll end up loading lots of pages per each actual page processed. [[user:Emi|&amp;lt;span style=&amp;quot;color:#8a4e4e&amp;quot;&amp;gt;Emi&amp;lt;/span&amp;gt;]] [[user_talk:Emi|&amp;lt;span style=&amp;quot;color:#6a3e4e&amp;quot;&amp;gt;[T]&amp;lt;/span&amp;gt;]] 06:06, 3 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Humor ==&lt;br /&gt;
Does humor belong in informative articles? Where is humor acceptable? Is humor (or &amp;quot;humorous prose&amp;quot;) within an article like [[40d:carp]] useful, or does it only serve to confuse and make solid information harder to find? [[User:Emi|Emi]] 04:14, 3 April 2010 (UTC)&lt;br /&gt;
:Yes, depending. So long as the humour is ''either'' separate or clearly a side-product, it's fine. When a user decides to rewrite an article as their own stand-up routine, that's usually not acceptable. Adding the '''&amp;lt;nowiki&amp;gt;{{D for Dwarf}}&amp;lt;/nowiki&amp;gt;''' template above a comedic rant is often acceptable, but not if the sole purpose seems to be for the amusement of the editor, rather than the reader, or if it's just not relevant.  In the end, it's no diff than any other edit - some efforts are generally appreciated and accepted, and some are just &amp;quot;wrong-o&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
:In short, you can't define it, you can only know it when you see it.  But Carp, in specific, have a long and highly honoured history in DF culture. And cheese. And fire, and magma, and beards, and microcline, and elephants, and cats, and migrants, and nobles, and losing, and... --[[User:Albedo|Albedo]] 05:34, 3 April 2010 (UTC)&lt;br /&gt;
::I know that all those things have such a history, but if you're a new player reading the article on carp, you are very likely to be confused and come out unsure of what was solid info and what was hyperbole, or comedic. I think in general, the sort of stuff {{tl|D for Dwarf}} describes is what shouldn't be in informative articles, or at least not such a broad marking -- perhaps it would be better used in sections rather than at the top of an article like it often is placed? [[user:Emi|&amp;lt;span style=&amp;quot;color:#8a4e4e&amp;quot;&amp;gt;Emi&amp;lt;/span&amp;gt;]] [[user_talk:Emi|&amp;lt;span style=&amp;quot;color:#6a3e4e&amp;quot;&amp;gt;[T]&amp;lt;/span&amp;gt;]] 05:56, 3 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Page Format ==&lt;br /&gt;
We should have some sort of general format for pages, so that like-information appears consistently in the same spots on different pages. This might be a little harder to figure out. [[User:Emi|Emi]] 04:14, 3 April 2010 (UTC)&lt;br /&gt;
:We currently do within like pages. Every creature, every stone, every workshop, every skill... um... pro'ly some other stuff, is parallel.  Truly parallel items ( [[40d:armor piece]], [[40d:trade good]]s ) are grouped under a single umbrella article, and some (like [[40d:gem]]) even listed in a table.  If an editor gets excited and confident, they can suggest/establish a format for a new category of page.  But a stone and a workshop do not have the same sort of information that needs to be communicated, so trying to establish a single format for all seems counter-productive. &lt;br /&gt;
&lt;br /&gt;
:When formating a page, you want:&lt;br /&gt;
:* A clear Intro (if the article is long).&lt;br /&gt;
:* '''Bold key words''' - anything that redirects to that article should be clearly noticeable early in the article. If in a lower section, mention it and add an internal subsection link.&lt;br /&gt;
:* Use a Table of Contents if necessary&lt;br /&gt;
:* Use graphics - tables, images, templates - ''especially'' if templates exist for that page type! (spec creatures, workshops, etc.)&lt;br /&gt;
:: --[[User:Albedo|Albedo]] 05:34, 3 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Image Use ==&lt;br /&gt;
Where should we use images, and how should we include them (where on a page)? [[User:Emi|Emi]] 04:14, 3 April 2010 (UTC)&lt;br /&gt;
:Wherever they are helpful, and however they look best. Again, no single rule fits all.  On the right, usually (but not always), and matched up with relevant text as much as possible. Thumbnailed down to a reasonable size (big enough to be visible/useful - if still too big, then that requires either a new pic or a text that encourages the user to &amp;quot;click to expand&amp;quot;). &lt;br /&gt;
&lt;br /&gt;
:The guidelines for image use are simple:&lt;br /&gt;
:* Use .PNG format.&lt;br /&gt;
:* Use one of the default graphics packages, the tileset or ascii. ''(Note that the Mayday download is NOT one of these!)''&lt;br /&gt;
:* Use the default [[colour scheme]].&lt;br /&gt;
:* Make it look good.&lt;br /&gt;
:* No copyrighted material, etc etc.&lt;br /&gt;
:That's it.--[[User:Albedo|Albedo]] 05:34, 3 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::No copyrighted material, is a hard thing to do though. Because in theory, any screenshots of the game are considered copyrighted, or are at the very least, in a very gray zone. [[user:Emi|&amp;lt;span style=&amp;quot;color:#8a4e4e&amp;quot;&amp;gt;Emi&amp;lt;/span&amp;gt;]] [[user_talk:Emi|&amp;lt;span style=&amp;quot;color:#6a3e4e&amp;quot;&amp;gt;[T]&amp;lt;/span&amp;gt;]] 05:53, 3 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::I assume it means no material that cannot be freely reproduced, i.e, either you own the copyright or it is under a creative commons license, etc. --[[User:Bombcar|Bombcar]] 20:11, 3 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Handling template breaking of redirects? ==&lt;br /&gt;
&lt;br /&gt;
How do we want to handle this? For example, {{L|Furnace Operator}} doesn't work; nor does {{L|pearlash}} - you have to use {{L|ash|pearlash}} to get it to go to the right place. Note that these examples don't work on this page; see [[40d:kiln]] for examples. --[[User:Bombcar|Bombcar]] 17:56, 3 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Bombcar</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Food&amp;diff=81439</id>
		<title>40d Talk:Food</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Food&amp;diff=81439"/>
		<updated>2010-04-03T19:26:00Z</updated>

		<summary type="html">&lt;p&gt;Bombcar: /* Cannot link Animals */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Rate of consumption ==&lt;br /&gt;
&lt;br /&gt;
Does anyone know the rate at which dwarf eats food? --[[User:Okita|Okita]] 01:18, 6 June 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Someone calculated it way back in the 2D days. IIRC, they came up with 6 food and 18 drink per dwarf per year, but I don't think that was very accurate. --[[User:Savok|Savok]] 08:49, 16 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
I just ran some tests (Dwarven Science at its best). My 7 starting dwarves consistantly ate 2 food and drank 4 drinks per season. I tested with all 7 dwarves mining for the whole year, reloaded and then had them idle for the whole year. It was the same both times. The only variation i got was sometime by the end of the season one of them hadent gotten around to eating or drinking but over the whole year it averaged out.&lt;br /&gt;
--[[User:Abregado|Abregado]] 08:03, 22 January 2009 (EST)&lt;br /&gt;
:2 food and 4 drinks each?  This probably ought to be put on the main &amp;quot;Food&amp;quot; page. --[[User:Timmeh|Timmeh]] 02:25, 12 March 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Starvation ==&lt;br /&gt;
&lt;br /&gt;
Once my [[butcher]] starts ''hunting for small creatures'' - how do I get him to actually slaughter an animal so everyone can eat?&lt;br /&gt;
Or do I need to make someone else a butcher so my butcher can have a snack?&lt;br /&gt;
&lt;br /&gt;
Why does this shite always happen when the merchant turns up?? ;)  [[User:GarrieIrons|GarrieIrons]] 07:36, 13 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::This is beacause your dwarves are very hungry and start looking for vermin to eat. [[User:Hoborobo|Hoborobo]] 02:48, 23 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Hunger bug ==&lt;br /&gt;
&lt;br /&gt;
First of all, i'm a new user, so if this needs putting somewhere else or whatever, just send me an e-mail or something. Anyway, I have a bug that keeps crippling my fortress. Sometime halfway through the year, my dwarfs (dwarves? i dunno :S) stop eating. completely. they then get hungry, tantrums kick off, and chaos ensues. any tips?&lt;br /&gt;
--[[User:Shabang50|Shabang50]] 05:34, 1 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::Do you have food? If so, what KIND of food? They can't eat raw dead things, and they can't even eat butchered dead things. They also can't eat most kinds of uncooked fish. Also, did you make a food stockpile? Food left outside of a food stockpile will mass rot before long.  --[[User:Shadow archmagi|Shadow archmagi]] 06:20, 1 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::Yep, I have plenty of edible food ( non-rotten, stockpiled, etc). The food is definetly edible, but the dwarfs, after a while, jsut lose the will to eat! they still keep drinking, though ;)--[[User:Shabang50|Shabang50]] 12:55, 7 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::Is your food forbidden?  Dwarves will not eat forbidden food.  Try cooking your food.  Some plants cannot be eaten without being cooked.  Some plants can't be eaten at all.--[[User:Zipdog|Zipdog]] 21:15, 27 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::: You could have your food stockpile in a bad place. Is it unreachable because of a locked door? Also, if you ever have another oblong problem, check the orders screen. I once played a whole game where my dwarves wouldn't collect wood and I couldn't figure out why. --[[User:Dissimulation|Dissimulation]] 13:10, 3 October 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Meals ==&lt;br /&gt;
&lt;br /&gt;
Do Roasts fill up dwarves more than biscuits? It seems logical that they would but I'm not sure. Also, do roasts take longer to eat? --[[User:Niaba|Niaba]] 00:20, 3 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:AFAIK, no. And it's not logical. Suppose you take 2 units of meat to make two bisquits, or four units of meat to make four roasts. Why would roasts be any larger?--[[User:Dorten|Dorten]] 00:25, 3 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Oh yeah... Well, then what's the advantage of making biscuits over roasts? Am I missing something?--[[User:Niaba|Niaba]] 04:39, 3 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::: None. With roast you get bigger meal stacks that are more likely to not fit in barrels - good cos you save barrels. You have a higher chance per meal that you please the preference of a dwarf. You have half the number of items - less clutter. Some people claim that the cook collects more experience from easy meals since he cooks more, but i cant confirm. --[[User:Koltom|Koltom]] 10:41, 3 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::A cook gets 30xp per meal, not depending on the size. That's been on the wiki since late 2006.&lt;br /&gt;
::::It might've not been written into the new wiki yet, though. --[[User:Savok|Savok]] 11:55, 3 April 2008 (EDT)&lt;br /&gt;
:: let's see - if you combine [info on DF] with [2006] what do you get? ;) --[[User:Koltom|Koltom]] 15:31, 3 April 2008 (EDT)&lt;br /&gt;
:::::Ok, thanks for clearing it up.--[[User:Niaba|Niaba]] 16:59, 4 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Meal Value ==&lt;br /&gt;
&lt;br /&gt;
I was just wondering if anyone has done any research into how the value of prepared meals is calculated. I was somewhat curious because in my current fort I happened to notice that two stacks of masterpiece roasts were created of value 544☼ and 164☼, neither of which values is divisible by 12 (the masterpiece value modifier). In the case of both roasts, all the ingredients were plump helmet spawns. Also, how is overall meal quality decided? I had previously assumed that it was the highest quality out of the individual ingredient qualities, but in the case of the 544☼ meal all four ingredients were superiorly minced. I know that having a high quality ingredient in amongst low quality ingredients does bump up the overall quality, as with the 164☼ meal, which was 1 masterfully minced and 3 finely minced ingredients. Also, another oddity that I've just noticed: I got another &amp;quot;masterpiece&amp;quot; message, and took a look. &amp;quot;☼Plump helmet spawn roast [4]☼  This is a stack of 4 superiorly prepared Plump helmet spawn roast.&amp;quot; I didn't see what the other two said, so perhaps the value is based off the description overall quality rather than the item name symbol quality?--[[User:Morlark|Morlark]] 00:32, 23 June 2008 (EDT)&lt;br /&gt;
:Ok, so I managed to answer my own question by looking up the [[Item value]] page. Never mind then.--[[User:Morlark|Morlark]]&lt;br /&gt;
&lt;br /&gt;
== Question about the Z screen ==&lt;br /&gt;
&lt;br /&gt;
When I press &amp;quot;z&amp;quot;, and go into the menu, it tells me my food stores are well over 500. However, I am very low on meat, fish, and plants. The only category which has a high number is &amp;quot;other&amp;quot;. What type of food is considered &amp;quot;other&amp;quot;? Is it cooked/prepared food? Any help would be great.&lt;br /&gt;
: Cooked food is in the &amp;quot;other&amp;quot; category.[[User:Dangerous Beans|Dangerous Beans]] 08:51, 5 August 2008 (EDT)&lt;br /&gt;
: Fat and tallow fall under the &amp;quot;other&amp;quot;. :) I had a hunter who was also my bookkeeper and he steadily brought in a Muskox or two each day (legendary skills and all. If he ran out of bolts, he could club an ox several squares down the map with his crossbow). I didn't realize just how much fat I'd piled up a few years later... and there's not much you can do other than render it (I'm not all that big on soap) or cook it. -[[User:Fuzzy|Fuzzy]] 01:22, 2 October 2008 (EDT)&lt;br /&gt;
::You have to render fat to cook it, you know... &amp;lt;_&amp;lt; --[[User:GreyMario|GreyMaria]] 16:16, 2 October 2008 (EDT)&lt;br /&gt;
:::Ah, right. So fat is useless unless you render it. :) And, lucky me, I've got about 800 units of it still in 1-5 piece allocations. *sigh* I should have realized something was up when I saw that I had 1500 Other items, but I just figured my cook had been busy. But, to answer the original question, go to the stockpile option and look at what it lists under food. Eliminate the meat, fish, seeds, booze, and plants. The remaining items are Other and can be found in their respective lists under Stock (including bone meal... if it existed). Oh, flour and sugar probably count towards there too. Not certain if dye gets counted as well. -[[User:Fuzzy|Fuzzy]] 16:39, 2 October 2008 (EDT)&lt;br /&gt;
::::Bone meal does exist - you just have to [[Glowing pit|(HIDDEN FUN STUFF)]]. --[[User:GreyMario|GreyMaria]] 23:21, 18 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Rots ''where'', exactly? ==&lt;br /&gt;
&lt;br /&gt;
I've had prepared meals rot inside a kitchen indoors but have never seen prepared foot rot '''outdoors''' as long as it's been stockpiled - even outside of a barrel. Maybe some research should be done as to where it rots...? --[[User:GreyMario|GreyMaria]] 20:22, 1 October 2008 (EDT)&lt;br /&gt;
:From what I've seen, food rots anywhere that isn't a stockpile (regardless of being indoors or out). However, If you store your food outdoors then vermin tend to get at your food piles easier. --[[User:Toloran|Toloran]] 22:35, 24 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Food on a food stockpile will indeed never rot, no matter where the stockpile is.  You can put a dump on top of a food stockpile, for instance (or vice-versa), and any food dumped there will not rot.&lt;br /&gt;
&lt;br /&gt;
:Vermin don't seem to be able to rot food but they will supposedly eat it (this is something Toady told me a long time ago).  He also said they're less likely to get at it if it's stored in barrels.  Personally, I've never actually seen food lost to vermin; it's hard to spot, given how quickly dwarves can produce food, and also how quickly they eat it.&lt;br /&gt;
&lt;br /&gt;
:Anyhow, the bit about food outdoors rotting appears to be dead wrong, so I'll fix it.--[[User:Maximus|Maximus]] 00:39, 25 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Current observations on my end seem to support what you've observed. Thus, this is awesome. --[[User:GreyMario|GreyMaria]] 23:14, 18 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::: I don't think this statement from the article is true: &amp;quot;Uncooked meat and fish is subject to wear and will eventually rot if it is not cooked, even in barrels.&amp;quot;  I have never seen this, as long as it is stockpiled. Anybody? (40d) --[[User:Kwieland|Kwieland]] 17:54, 12 March 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::Vermin will wear down food, even in stockpiles.  If food is worn down enough, it either disappears or rots (never actually seen what happens, because this is a rare occurence).  ''Possibly'' unprotected food will be worn down if enough dwarves walk on it.  Maybe.  Needs testing.--[[User:Zipdog|Zipdog]] 21:12, 27 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::You have to wait really long (2+ seasons), then your meat will start becoming bracketed by Xs, like clothing. Viewing will give messages like &amp;quot;shows some wear&amp;quot; &amp;quot;mangled&amp;quot; This is only time-related, vermin will cause other descriptions like &amp;quot;gnawed on&amp;quot;. To ever see this you will need to have absolutely NO cats. --[[User:Birthright|Birthright]] 23:42, 12 July 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Cannot link Animals ==&lt;br /&gt;
&lt;br /&gt;
I can't link to a category using the new L method. --[[User:Bombcar|Bombcar]] 19:26, 3 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Bombcar</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Food&amp;diff=81435</id>
		<title>40d:Food</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Food&amp;diff=81435"/>
		<updated>2010-04-03T19:25:32Z</updated>

		<summary type="html">&lt;p&gt;Bombcar: Unredlinked; updated to use L&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
'''Food''' is anything {{L|dwarves}} eat to ward off starvation, but if they are not able to attain sustenance then they will eventually die.  The most common foods are {{L|butcher|meat}}, {{L|fishing|fish}}, {{L|farming|crops}}, and {{L|plant gathering|gathered shrubs}}.  &lt;br /&gt;
&lt;br /&gt;
A healthy adult dwarf consumes 8 to 9 units of food per year.&lt;br /&gt;
&lt;br /&gt;
Eating good food will make your dwarves happy, so a good {{L|cook}} is an excellent investment. Also, each dwarf has a {{L|Preferences|preference}} for certain foods.&lt;br /&gt;
&lt;br /&gt;
For details on the different ways to obtain food, see the {{L|Food guide}}.&lt;br /&gt;
&lt;br /&gt;
==Food is essential==&lt;br /&gt;
&lt;br /&gt;
Food is the only resource that a dwarf will die from not having access to. This makes food crucial to the survival of your fortress. Before you know it your 200 population will dive-bomb right down to 10 or even lower. Your population will go on a downward spiral because of all the Miasma and dead bodies, and of course you'll have fewer farmers/hunters to generate new food. If you're very lucky you can start again in another area, or you can get some helpful migrants.&lt;br /&gt;
&lt;br /&gt;
Remember to keep a large stockpile of food. If you do not have food;&lt;br /&gt;
*Dwarves will become unhappy and generate bad thoughts&lt;br /&gt;
*Dwarves will start hunting for vermin instead of doing important jobs&lt;br /&gt;
*Dwarves will get upset and start breaking things&lt;br /&gt;
*Dwarves will get mad and start trying to kill each other&lt;br /&gt;
*Dwarves will die from starvation&lt;br /&gt;
*The new dead bodies will only make everyone even more depressed&lt;br /&gt;
&lt;br /&gt;
==Sources==&lt;br /&gt;
&lt;br /&gt;
The possible sources of food are {{L|farming}}, {L|plant gathering}}, {{L|fishing}}, {{L|trading}}, {{L|butcher's shop|butchering animals}}, {{L|Ambusher|hunting}}, and a few exotic {{L|Dwarven milk|processes}}.  Farming is by far the most reliable, plant gathering is perhaps the easiest to manage, and fishing is good early in a fortresses' life.  If you are constantly experiencing problems with starvation, you are well advised to look into additional means of procuring food.&lt;br /&gt;
&lt;br /&gt;
==Processes==&lt;br /&gt;
&lt;br /&gt;
Some food is inedible raw, and needs processing first.  For example:&lt;br /&gt;
* {{L|Fat}} must be rendered ({{L|kitchen}}) into {{L|tallow}} and then cooked ({{L|kitchen}})&lt;br /&gt;
* Raw {{L|fish}} must be {{L|fish cleaner|cleaned}} ({{L|fishery}})&lt;br /&gt;
* {{L|Sweet pod|Sweet pods}} must be either milled into {{L|dwarven sugar}} ({{L|Millstone|mill}}/{{L|quern}}), processed to barrels of {{L|dwarven syrup}} ({{L|farmer's workshop}}), or brewed into barrels of {{L|Alcohol|dwarven rum}} ({{L|Still|brewery}}) before they can finally be cooked ({{L|kitchen}})&lt;br /&gt;
* {{L|Cave wheat}}, {{L|Whip vine}} and {{L|Longland grass}} must be milled into their respective flours and cooked.&lt;br /&gt;
* Milk has to be cooked or turned into cheese.&lt;br /&gt;
&lt;br /&gt;
Unprocessed food and non-food {{L|crop|crops}} will be stored in a food stockpile and take up barrel space; the {{L|bookkeeper}} can tell you how much of each type of &amp;quot;food&amp;quot; you have in the {{L|stocks}} screen.&lt;br /&gt;
&lt;br /&gt;
==Eating==&lt;br /&gt;
&lt;br /&gt;
A dwarf with the &amp;quot;Eat&amp;quot; task will pick up a unit of food, often according to his or her dietary preferences, but also influenced by proximity and age of the item (new first), then bring it to an available {{L|table}} or {{L|throne|chair}} for consumption.  A private {{L|room}} will normally be chosen over a public room; for this reason, note that a dwarf who owns a table-less {{L|office}} but no {{L|dining room}} will {{L|thought|complain}} about the lack of tables, even if a high-quality public dining room is available. This problem is easily solved by adding a table next to such an office-chair (like you would in a dining room). Also note that eating in a high-quality dining room does wonders for a dwarf's {{L|Thoughts|mood}}.&lt;br /&gt;
&lt;br /&gt;
Dwarves will eat two meals per season on average, and drink four drinks. A fortress of 100 dwarves will thus consume 800 meals (food-units) and 1600 drinks (booze-units) in a single year. Plan your stockpiles accordingly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Types==&lt;br /&gt;
&lt;br /&gt;
Food comes in two main varieties: {{L|Meat industry|meat}} and {{L|plants}}, with cooked food possibly mixing the two.&lt;br /&gt;
&lt;br /&gt;
'''Plants''' can be grown {{L|underground}} or on the surface, and a single dedicated {{L|grower}}/harvester can produce enough food for all but the largest of fortresses.  The advantages of plants are the infinite and readily available supply, and the versatility; plants can be {{L|alcohol|brewed}}, made into {{L|cloth|clothing}} and {{L|dye}}, and also used as further ingredients for {{L|Cook|cooking}}.  Further processing plants leads to greater amount delivered as an end product. The small disadvantage is its potential for continuous growth - when you do produce more plants than your dwarves eat, food {{L|stockpile|stockpiles}} will eventually fill up with plants, potentially leaving no room for other foods such as meat, fish, or prepared meals. Check occasionally and possibly let your {{L|farm plot|plots}} lie {{L|farming|fallow}} for some time.&lt;br /&gt;
&lt;br /&gt;
'''Meat''' can be obtained from {{L|Ambusher|hunting}} and {{L|fishing}}, as well as raising livestock. If vermin are left unchecked, uncooked meat and fish will succumb to {{L|wear}} and eventually rot, even on stockpiles, and even in {{L|barrel|barrels}}. The advantages are the additional skills raised during hunting, and there is less mass labor required for {{L|butcher|butchering}} meat or {{L|fish cleaner|cleaning}} fish than planting a seed, harvesting, eating or processing the crop, and storing the seed in a stockpile. Cleaned fish leave behind {{L|bone|bones}}, and {{L|turtle|turtles}} also leave behind {{L|shell|shells}}. Animals, when butchered, leave behind large stacks of {{L|bone|bones}}, {{L|tallow}}, and usually {{L|raw hide|raw hides}} and {{L|skull|skulls}}.  An export industry devoted to bone {{L|Bone carver|crafts}} can be worthwhile, and {{L|marksman|marksdwarves}} always benefit from a cheap supply of {{L|bolt|bolts}} made from bone. The disadvantages are a limited supply of food; in the current version, wildlife and fish are eventually depleted from a map, so larger fortresses usually cannot be supported with hunting/fishing alone.  There is also no way to make alcohol from animals, so without trading, some plants are necessary. Finally, even though livestock breeding can be unlimited, the additional units on the map required for this to work put additional strain on the CPU, slowing the game down.&lt;br /&gt;
&lt;br /&gt;
On occasion, if you have a trapper that has captured a live {{L|vermin}} creature in an {{L|animal trap}}, a {{L|dwarf}} may eat that creature instead of other food, even if the dwarf detests said vermin. Strangely, this does not seem to make the dwarf unhappy.&lt;br /&gt;
&lt;br /&gt;
==Storage==&lt;br /&gt;
&lt;br /&gt;
Food is stored in food {{L|stockpile|stockpiles}} and may be placed in barrels.  {{L|Seed|Seeds}} (and powders, such as flour or dye) are put in {{L|bag|bags}}, which are themselves stored within barrels.  {{L|Meat}} and {{L|Kitchen#Prepared meals|prepared meals}} will {{L|rot}} (becoming inedible) if not placed on a stockpile within a month or so.  Plants not on a stockpile will wither, which also makes them inedible but does not produce {{L|miasma}}.  Food on a stockpile will never rot, nor will food in a barrel even if it is not on a stockpile.  Seeds will never rot no matter where they are.&lt;br /&gt;
&lt;br /&gt;
According to [[Toady]], {{L|vermin}} can eat your food, even when it is on a stockpile (although the amount they eat appears to be quite minimal).  Food in barrels is less likely to be eaten by vermin.&lt;br /&gt;
&lt;br /&gt;
==Cooking==&lt;br /&gt;
&lt;br /&gt;
Raw food can be {{L|cook|cooked}} into &amp;quot;{{L|Kitchen#Prepared meals|prepared meals}}&amp;quot; at a {{L|kitchen}}. Cooked meals have a {{L|quality}} modifier, and a high quality meal is far more valuable as a trade item or in generating happy {{L|thought|thoughts}} in the dwarf eating that meal. The wider the variety of ingredients that a meal contains, the greater the number of dwarves who will have a preference for that meal. Cooking destroys all seeds, shells and bones.&lt;br /&gt;
&lt;br /&gt;
See Also: {{L|Kitchen#Prepared meals|Kitchen}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Food]]&lt;/div&gt;</summary>
		<author><name>Bombcar</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Fish_cleaner&amp;diff=81308</id>
		<title>40d:Fish cleaner</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Fish_cleaner&amp;diff=81308"/>
		<updated>2010-04-03T19:15:32Z</updated>

		<summary type="html">&lt;p&gt;Bombcar: av&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Skill&lt;br /&gt;
| color      = #00f&lt;br /&gt;
| skill      = Fish Cleaner&lt;br /&gt;
| speciality = Fish Cleaner&lt;br /&gt;
| profession = [[Fishery Worker]]&lt;br /&gt;
| job name   = Fish Cleaning&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Prepare a raw fish&lt;br /&gt;
| workshop = [[Fishery]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Fish cleaners''' gut and clean [[fish]] ready to be eaten or [[cook|cooked]]. They work in a [[fishery]]. &lt;br /&gt;
&lt;br /&gt;
[[Fishing]] is a much higher priority job than fish cleaning, so it is generally best to have two separate [[dwarves]] do one of each.&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|Fishery Worker|#228|#448|&lt;br /&gt;
* [[Fish cleaner]]&lt;br /&gt;
* [[Fish dissector]]&lt;br /&gt;
* [[Fisherdwarf]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skills}}&lt;br /&gt;
[[Category:Skills]]&lt;br /&gt;
[[Category:Jobs]]&lt;/div&gt;</summary>
		<author><name>Bombcar</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Fish_cleaner&amp;diff=81303</id>
		<title>40d:Fish cleaner</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Fish_cleaner&amp;diff=81303"/>
		<updated>2010-04-03T19:14:50Z</updated>

		<summary type="html">&lt;p&gt;Bombcar: moved Fish cleaner to 40d:Fish cleaner:&amp;amp;#32;40d move.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Skill&lt;br /&gt;
| color      = #00f&lt;br /&gt;
| skill      = Fish Cleaner&lt;br /&gt;
| speciality = Fish Cleaner&lt;br /&gt;
| profession = [[Fishery Worker]]&lt;br /&gt;
| job name   = Fish Cleaning&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Prepare a raw fish&lt;br /&gt;
| workshop = [[Fishery]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Fish cleaners''' gut and clean [[fish]] ready to be eaten or [[cook|cooked]]. They work in a [[fishery]]. &lt;br /&gt;
&lt;br /&gt;
[[Fishing]] is a much higher priority job than fish cleaning, so it is generally best to have two separate [[dwarves]] do one of each.&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|Fishery Worker|#228|#448|&lt;br /&gt;
* [[Fish cleaner]]&lt;br /&gt;
* [[Fish dissector]]&lt;br /&gt;
* [[Fisherdwarf]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skills}}&lt;br /&gt;
[[Category:Skills]]&lt;br /&gt;
[[Category:Jobs]]&lt;/div&gt;</summary>
		<author><name>Bombcar</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Carpenter%27s_workshop&amp;diff=81208</id>
		<title>40d:Carpenter's workshop</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Carpenter%27s_workshop&amp;diff=81208"/>
		<updated>2010-04-03T18:56:18Z</updated>

		<summary type="html">&lt;p&gt;Bombcar: redlink removal&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{workshop|name=Carpenter's workshop|key=c|job={{L|Carpenter|Carpentry}}&lt;br /&gt;
|construction=&lt;br /&gt;
1 of&lt;br /&gt;
* {{L|Block}}&lt;br /&gt;
* {{L|Stone}}&lt;br /&gt;
* {{L|Wood}}&lt;br /&gt;
|construction_job={{L|Carpenter|Carpentry}}&lt;br /&gt;
|use=&lt;br /&gt;
* {{L|Wood}}&lt;br /&gt;
|production=&lt;br /&gt;
* {{L|Armor|Bucklers}}&lt;br /&gt;
* {{L|Armor|Shield}}&lt;br /&gt;
* {{L|Barrel|Barrels}}&lt;br /&gt;
* {{L|Bucket|Buckets}}&lt;br /&gt;
* {{L|Animal trap|Animal traps}}&lt;br /&gt;
* {{L|Cage|Cages}}&lt;br /&gt;
* {{L|Armor stand|Armor stands}}&lt;br /&gt;
* {{L|Bed|Beds}}&lt;br /&gt;
* {{L|Block|Blocks}}&lt;br /&gt;
* {{L|Throne|Chairs}}&lt;br /&gt;
* {{L|Coffin|Caskets}}&lt;br /&gt;
* {{L|Door|Doors}}&lt;br /&gt;
* {{L|Floodgate|Floodgates}}&lt;br /&gt;
* {{L|Hatch cover|Hatch covers}}&lt;br /&gt;
* {{L|Grate|Grates}}&lt;br /&gt;
* {{L|Container|Cabinets}}&lt;br /&gt;
* {{L|Bin|Bins}}&lt;br /&gt;
* {{L|Container|Chests}}&lt;br /&gt;
* {{L|Table|Tables}}&lt;br /&gt;
* {{L|Weapon rack|Weapon racks}}&lt;br /&gt;
* {{L|Trap component|Menacing spikes}}&lt;br /&gt;
* {{L|Trap component|Spiked balls}}&lt;br /&gt;
* {{L|Trap component|Enormous corkscrews}}&lt;br /&gt;
* {{L|Pipe}} sections&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A '''carpenter's workshop''' may be built out of any building material. It is used for constructing {{L|wood|wooden}} objects such as {{L|furniture}} (except {{L|statue|statues}}) and {{L|block|blocks}}. {{L|Bed|Beds}} can only be made at a carpenter's workshop.&lt;br /&gt;
&lt;br /&gt;
While it seems from the {{k|q}} menu that it is possible to create wooden {{L|weapon|weapons}}, they aren't weapons. They are {{L|weapon rack|weapon racks}}. This becomes visible when expanding the menu via {{K|tab}}.&lt;br /&gt;
&lt;br /&gt;
{{L|Animal trap|Animal traps}} ({{K|p}}) will not be made by your carpenter but by a dwarf with {{L|Trapper|trapping}} enabled.&lt;br /&gt;
&lt;br /&gt;
{{Workshops}}&lt;/div&gt;</summary>
		<author><name>Bombcar</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Armor_stand&amp;diff=81203</id>
		<title>40d:Armor stand</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Armor_stand&amp;diff=81203"/>
		<updated>2010-04-03T18:55:19Z</updated>

		<summary type="html">&lt;p&gt;Bombcar: av&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
An '''armor stand''' is used to hang [[armor]] on. Dwarves will currently hang pieces of armor that they acquire on armor stands in their rooms but won't use them. It can be made of [[stone]], [[glass]], [[wood]], or [[metal]].&lt;br /&gt;
&lt;br /&gt;
As with the [[weapon rack]], they may be used for laying down an official [[barracks]]. Outside of that, if you already have an [[armor]] stockpile, they will be largely for decoration and to appease [[noble]]s.&lt;br /&gt;
&lt;br /&gt;
It requires 3 metal bars to make an armor stand out of metal.&lt;br /&gt;
&lt;br /&gt;
{{Buildings}}&lt;br /&gt;
[[Category:Furniture]]&lt;/div&gt;</summary>
		<author><name>Bombcar</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Armor_stand&amp;diff=81200</id>
		<title>40d:Armor stand</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Armor_stand&amp;diff=81200"/>
		<updated>2010-04-03T18:55:01Z</updated>

		<summary type="html">&lt;p&gt;Bombcar: moved Armor stand to 40d:Armor stand:&amp;amp;#32;40d&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;An '''armor stand''' is used to hang [[armor]] on. Dwarves will currently hang pieces of armor that they acquire on armor stands in their rooms but won't use them. It can be made of [[stone]], [[glass]], [[wood]], or [[metal]].&lt;br /&gt;
&lt;br /&gt;
As with the [[weapon rack]], they may be used for laying down an official [[barracks]]. Outside of that, if you already have an [[armor]] stockpile, they will be largely for decoration and to appease [[noble]]s.&lt;br /&gt;
&lt;br /&gt;
It requires 3 metal bars to make an armor stand out of metal.&lt;br /&gt;
&lt;br /&gt;
{{Buildings}}&lt;br /&gt;
[[Category:Furniture]]&lt;/div&gt;</summary>
		<author><name>Bombcar</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Tropical&amp;diff=81175</id>
		<title>40d:Tropical</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Tropical&amp;diff=81175"/>
		<updated>2010-04-03T18:39:16Z</updated>

		<summary type="html">&lt;p&gt;Bombcar: av&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
Areas on the world map may be dubbed '''tropical''' arbitrarily. It is possible to find a freezing tropical forest biome.&lt;br /&gt;
==Tropical Forest==&lt;br /&gt;
*[[Tropical broadleaf]]&lt;br /&gt;
*[[Tropical conifer]]&lt;br /&gt;
*[[Tropical forest]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Biomes]]&lt;/div&gt;</summary>
		<author><name>Bombcar</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Hippo&amp;diff=81174</id>
		<title>40d:Hippo</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Hippo&amp;diff=81174"/>
		<updated>2010-04-03T18:38:57Z</updated>

		<summary type="html">&lt;p&gt;Bombcar: redlink removal&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
&lt;br /&gt;
{{CreatureInfo|name=Hippo|symbol=H|color=rgb(192, 192, 192)|&lt;br /&gt;
bones=12|chunks=12|meat=12|fat=10|skulls=1|skin=Yes|&lt;br /&gt;
biome=&lt;br /&gt;
* Any {{L|tropical}} {{L|river}} or {{L|lake}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Hippos''' seem to be peaceful, friendly and not very intelligent {{L|river}} {{L|creatures}} with a strong tendency to make loud noises while ... reproducing. But this is not quite correct. Every {{L|dwarf}} who was courageous enough to settle near the ever growing colonies of the hippos will soon describe them as the monstrous beasties they are: stealthy, bloodthirsty killers who will assassinate every innocent dwarf on sight!&lt;br /&gt;
&lt;br /&gt;
== Bloody Rites of the Hippos ==&lt;br /&gt;
&lt;br /&gt;
Hippos travel through their territory as a swarm, harmless to most other [[40d:animals|animals]]. When they meet similar semi-intelligent groups like {{L|Immigration|immigrants}} or {{L|Siege|invaders}}, suddenly an individual Hippo's thirst for blood awakens. After the herd massacres whoever they stumble across, this warlord hippo (who is given a cool name) will fight any {{L|humanoid}} lifeforms to death, actively supported by the brave rest of the herd.&lt;br /&gt;
&lt;br /&gt;
== How to fight Hippos ==&lt;br /&gt;
&lt;br /&gt;
In one word: Don't. Unless you have a strong army of {{L|Weapon skill|Spear-}} and {{L|Marksman|Marksdwarves}}, hippos will pulverize your {{L|dwarves}}. Just set up long lines of {{L|Trap component#Menacing_spike|spiked}} hippo {{L|trap|traps}} or dig {{L|channel|channels}} around your entrance. The biggest problem is {{L|water}}. Dwarves will drink the pesky stuff if there is no {{L|alcohol}}, making themselves living targets with a &amp;quot;drown me&amp;quot; sign on them.&lt;br /&gt;
&lt;br /&gt;
== How to fight Hippos in Adventure Mode ==&lt;br /&gt;
&lt;br /&gt;
So you've discovered a river! Good for you! Hippos are one of the good reasons to not throw off those {{L|Clothing|clothes}} and go skinny dipping just like that. They may, at first, appear like they are {{L|horse|horses}} drowning. Don't be a hero and dive in after them, you want to make sure first. Then, if you aren't accompanied by numerous {{L|Marksman|bowmen}} or {{L|Marksman|crossbowmen}}, and they are indeed hippos, it would be a good time to leave. Otherwise you can attack them, but be prepared for {{L|fun}}.&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:HIPPO]&lt;br /&gt;
	[NAME:hippo:hippos:hippo]&lt;br /&gt;
	[TILE:'H'][COLOR:7:0:0]&lt;br /&gt;
	[LARGE_ROAMING]&lt;br /&gt;
	[AMPHIBIOUS]&lt;br /&gt;
	[MODVALUE:3]&lt;br /&gt;
	[GENPOWER:3]&lt;br /&gt;
	[PREFSTRING:strength]&lt;br /&gt;
	[IVORY]&lt;br /&gt;
	[DIURNAL]&lt;br /&gt;
	[POPULATION_NUMBER:15:30]&lt;br /&gt;
	[CLUSTER_NUMBER:3:7]&lt;br /&gt;
	[BENIGN][MEANDERER][NATURAL][PET]&lt;br /&gt;
	[PETVALUE:400]&lt;br /&gt;
	[BODY:QUADRUPED:TAIL:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:MOUTH]&lt;br /&gt;
	[SIZE:12]&lt;br /&gt;
	[MAXAGE:40:50]&lt;br /&gt;
	[ATTACK:MAIN:BYTYPE:MOUTH:bite:bites:1:6:GORE][ATTACKFLAG_CANLATCH]&lt;br /&gt;
	[CHILD:5][CHILDNAME:hippo calf:hippo calves]&lt;br /&gt;
	[FAT:10]&lt;br /&gt;
	[BIOME:RIVER_TROPICAL_SALTWATER]&lt;br /&gt;
	[BIOME:RIVER_TROPICAL_BRACKISHWATER]&lt;br /&gt;
	[BIOME:RIVER_TROPICAL_FRESHWATER]&lt;br /&gt;
	[BIOME:LAKE_TROPICAL_SALTWATER]&lt;br /&gt;
	[BIOME:LAKE_TROPICAL_BRACKISHWATER]&lt;br /&gt;
	[BIOME:LAKE_TROPICAL_FRESHWATER]&lt;br /&gt;
	[STANDARD_FLESH]&lt;br /&gt;
	[HOMEOTHERM:10067]&lt;br /&gt;
	[SWIMS_INNATE][SWIM_SPEED:2500]&lt;br /&gt;
	[MUNDANE]&lt;br /&gt;
}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
[[Category:Animals]]&lt;/div&gt;</summary>
		<author><name>Bombcar</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Tropical&amp;diff=81172</id>
		<title>40d:Tropical</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Tropical&amp;diff=81172"/>
		<updated>2010-04-03T18:38:45Z</updated>

		<summary type="html">&lt;p&gt;Bombcar: moved Tropical to 40d:Tropical:&amp;amp;#32;Move to 40d.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Areas on the world map may be dubbed '''tropical''' arbitrarily. It is possible to find a freezing tropical forest biome.&lt;br /&gt;
==Tropical Forest==&lt;br /&gt;
*[[Tropical broadleaf]]&lt;br /&gt;
*[[Tropical conifer]]&lt;br /&gt;
*[[Tropical forest]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Biomes]]&lt;/div&gt;</summary>
		<author><name>Bombcar</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Cat&amp;diff=81160</id>
		<title>40d:Cat</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Cat&amp;diff=81160"/>
		<updated>2010-04-03T18:21:43Z</updated>

		<summary type="html">&lt;p&gt;Bombcar: fixed some link errors&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{CreatureInfo|name=Cat|symbol=c|color=rgb(128, 128, 128)|bones=3|fat=1|skin=Yes|skulls=1|chunks=3|meat=3|biome= Common domestic}}&lt;br /&gt;
'''Cats''' will kill {{L|vermin}} in and around your fortress. They are fairly weak animals in combat (but combat can be quite random, and they have been known to surprise players on the rare occasion).  They also seem to want to wander every room, hall and mineshaft at least once, perhaps due to some modeling of curiosity.&lt;br /&gt;
&lt;br /&gt;
Cats cannot be assigned as {{L|pet|pets}}; instead, cats choose {{L|dwarves}} as owners. Cats randomly choose from all the dwarves on the map, but have a ''much'' higher probability of choosing a {{L|dwarf}} who has the {{L|preferences|preference}} &amp;quot;''admires cats for their aloofness''&amp;quot;.  If a cat is caged, it will not adopt, however it may adopt the moment it is taken from the cage (perhaps to be immediately butchered), regardless of who takes it.&lt;br /&gt;
&lt;br /&gt;
Cats are useful around the fort to prevent the unhappy thoughts produced by vermin, and also for producing large numbers of kittens. If you can resist their cuteness and charm, and you get to them before they adopt a dwarf, [[:Image:Cat_Meat_Roast.JPG|kittens can be butchered]] to provide a small never-ending trickle of {{L|skin}} (to become {{L|leather}}), {{L|bone|bones}} (for a variety of end-products) and {{L|meat}} for your fort. As a breeding pair of cats only costs 22 embark points, this is well worth considering - just cage and/or butcher the kittens as they are born, lest the kittens grow to adopt a dwarf before their last voyage. (See {{L|Meat industry#Breeding|Breeding}})&lt;br /&gt;
&lt;br /&gt;
Cats are also infamous for the [[catsplosion]]: if you are not careful, cats will be everywhere, causing your {{L|Frames per second|FPS}} to plummet, and {{L|Trap#Upright_Spear.2FSpike|killing}} {{L|pet|pets}} causes a strong unhappy {{L|thought}} to the owner.&lt;br /&gt;
&lt;br /&gt;
Cats, by nature, will attempt to pack vermin to their owners - often, the owner will then dismiss the cat, at which point the cat will attempt to bring the vermin remains to an appropriate refuse {{L|stockpile}}. However, because they lack body parts that can grasp, they will cancel the task with a &amp;quot;too injured&amp;quot; message, leaving the vermin on the floor for another dwarf to clean up. For more info and a fix, see {{L|Cat cancels Store Item in Stockpile: Too injured}}.&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:CAT]&lt;br /&gt;
	[NAME:cat:cats:cat]&lt;br /&gt;
	[TILE:'c'][COLOR:0:0:1]&lt;br /&gt;
	[VERMINHUNTER]&lt;br /&gt;
	[PETVALUE:20]&lt;br /&gt;
	[CARNIVORE][NATURAL][PET]&lt;br /&gt;
	[LARGE_ROAMING]&lt;br /&gt;
	[COMMON_DOMESTIC][BENIGN]&lt;br /&gt;
	[PREFSTRING:aloofness]&lt;br /&gt;
	[BODY:QUADRUPED:TAIL:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:MOUTH]&lt;br /&gt;
	[BODYGLOSS:PAW]&lt;br /&gt;
	[SIZE:3]&lt;br /&gt;
	[MAXAGE:10:20]&lt;br /&gt;
	[ATTACK:MAIN:BYTYPE:MOUTH:bite:bites:1:6:GORE][ATTACKFLAG_CANLATCH]&lt;br /&gt;
	[CHILD:1][CHILDNAME:kitten:kittens]&lt;br /&gt;
	[FAT:1]&lt;br /&gt;
	[DIURNAL]&lt;br /&gt;
	[STANDARD_FLESH]&lt;br /&gt;
	[HOMEOTHERM:10070]&lt;br /&gt;
	[LAYERING:100]&lt;br /&gt;
	[SWIMS_INNATE][SWIM_SPEED:2500]&lt;br /&gt;
	[MUNDANE]&lt;br /&gt;
}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
[[Category:Animals]]&lt;/div&gt;</summary>
		<author><name>Bombcar</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Cat&amp;diff=81159</id>
		<title>40d Talk:Cat</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Cat&amp;diff=81159"/>
		<updated>2010-04-03T18:19:47Z</updated>

		<summary type="html">&lt;p&gt;Bombcar: /* Cannot link Animals */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Old Age?==&lt;br /&gt;
&lt;br /&gt;
How old do cats have to be to die of old age? Or is it random? One recently died in my fort, and I'm not sure how old my fort is.&lt;br /&gt;
--[[User:Rotten|Rotten]] 20:46, 9 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Bones, etc. count ==&lt;br /&gt;
&lt;br /&gt;
Wile butchering cats I always got stacks of 3 bones... Anyone, check this, please. --[[User:Dorten]]&lt;br /&gt;
&lt;br /&gt;
:Cats are size 3 in the raws so 3 stacks of bones would make sense to me. Maybe they are taking the numbers from kittens, likewise you probably get 3 meat. Can someone confirm this, I don't trust my reading of the raws. --[[User:Shades|Shades]] 04:00, 25 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::Bone#=Size --[[User:Savok|Savok]] 12:58, 3 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Disable Cats? ==&lt;br /&gt;
&lt;br /&gt;
I'm getting annoyed with all these cats, is there a way to delete them? Maybe removing their creature details? --[[User:AlexFili|AlexFili]] 05:38, 16 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Yep, that's the way. Just look for the file raw/objects/creature_domestic.txt and delete the 'cat' creature. Although personally I wouldn't recommend that, since if you just delete the [VERMINHUNTER] the cats act like normal animals, they don't go around slaughtering rats and roaches and they dont 'adopt' owners.--[[User:Stinhad Limarezum|Stinhad Limarezum]] 12:28, 3 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
Is there anyway to remove cats adoption behaviour whilst leaving their rat catching intact?----&lt;br /&gt;
:None known. The two are tied together in the deeper game code. (If you give, say, dogs the [vermin catcher] tag, they begin to adopt owners same as cats.)--[[User:Albedo|Albedo]] 17:44, 9 August 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Too injured? ==&lt;br /&gt;
&lt;br /&gt;
Right after the last siege, I've had a sudden surge of odd announcements along the lines of &amp;quot;Tame Cat Algazud Knogger cancels Store Item in Stockpile: Too Injured&amp;quot;. Several cats exhibit this behavior, none of them actually wounded in any way I can tell. Anyone else seen this? -[[User:Fuzzy|Fuzzy]] 17:51, 9 September 2008 (EDT)&lt;br /&gt;
:I'm guessing that the vermin the cat just killed and wants to move to the stockpile is what's tripping the injured message. I'm seeing it I think every time a cat kills a vermin. [[User:HeWhoIsPale|HeWhoIsPale]] 18:27, 9 September 2008 (EDT)&lt;br /&gt;
::Ah, well it's still happening. I took a look through the bug list and someone has listed it under &amp;quot;Announcement spamming&amp;quot;. No response yet from The Toady One as best I could tell. It's annoying, but I already have to deal with a lot of spurious cancellation messages, so it's liveable. -[[User:Fuzzy|Fuzzy]] 12:00, 10 September 2008 (EDT)&lt;br /&gt;
:::See [[Cat cancels Store Item in Stockpile: Too injured]]. The cat needs something to grasp with, apparently; either you make a type of grasping mouth and call it CAT_MOUTH, and assign it to CAT, or just change the CAT raws from [BODY:QUADRUPED:TAIL:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:MOUTH] to [BODY:QUADRUPED:TAIL:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:MOUTH:UPPERBODY_PINCERS]. See what he did there? Version .40d. --[[User:Jellyfishgreen|Jellyfishgreen]] 03:24, 30 September 2008 (EDT)&lt;br /&gt;
::::Indeed... whoever wrote that FAQ entry must have been a very wise and knowledgable person. Truly a paragon among men. -[[User:Fuzzy|Fuzzy]] 13:00, 30 September 2008 (EDT)&lt;br /&gt;
:::::It is only right that we should link there from here and let his teachings be known more widely. --[[User:Jellyfishgreen|Jellyfishgreen]] 11:49, 1 October 2008 (EDT)&lt;br /&gt;
::::::Added to the page. --[[User:GreyMario|GreyMaria]] 14:34, 1 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Closed door method of impounding cats ==&lt;br /&gt;
&lt;br /&gt;
Recently, a method was posted to isolate cats by means of tightly-closed doors, luring the owner there by drafting, and then letting him leave while the cat is stymied. I haven't had means to test this exact method, but I do know that cats and other pets will eventually get out of the tightly closed doors if there's ever another Dwarf that will walk through. My experience is that cats especially will just sit by the door with a question mark, waiting for someone to open it so they can slip out (just like real cats!). Similarly, I've seen accounts of people on the board who've noticed peculiarly sneaky muskoxen using the same tactic to get into fortresses. -[[User:Fuzzy|Fuzzy]] 15:19, 11 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:In addition, wouldn't this method just cause the pathfinding algorithm to continually execute for the cat, slowing down the FPS anyway? Also this could be moved to the 'catsplosion' page, rather than being here... --[[User:Khimaera UK|JK]] 20:45, 8 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
::All animals will pile up at tightly closed doors because they path like dwarves, so they don't understand the door won't open for them.  This should kill your FPS because they are queuing the pathfinding algorithm repeatedly.  Now, if you really want to control the cat problem with tightly closed doors, build a Upright Spike trap right next to the door with a lever on the other side.  When the cats pile up, have someone go pull the lever.  (Works best with 2 doors airlock fashion so you can forbid the other door when you notice a cat pileup to stop dwarves from pathing through the room and letting the cats out before their death). --[[User:Squirrelloid|Squirrelloid]] 21:47, 8 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:::Make the floor of the cat impound a retracting bridge. When pulled, cats fall 1 z-level into a completely sealed walled-in room. Now there is no door to escape, and cats cease pathfinding in favor of standing there pitiably until the end of time. Deconstruct a wall to let them out. --[[User:Rkyeun|Rkyeun]] 08:27, 10 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
::::I've also noticed that cat's aren't very smart. I once saw 3 trying to get into a human house because there was a lizard inside. They wouldn't go find another victim, they seemed focused on that one lizard. this could potentially have some use for cat death traps.--[[User:Drunken dwarf|Drunken dwarf]]&lt;br /&gt;
&lt;br /&gt;
== Virgin birth? ==&lt;br /&gt;
&lt;br /&gt;
My current fortress is an obsidian wasteland, complete with haunted area that is spawning undead animals regularly. I only brought 1 cat with me. I haven't kept an eagle's eye on the creatures in the area, but my single female cat just gave birth to kittens. No immigrants have arrived, but I've had the first two caravans come through. They don't bring (uncaged) cats with them, do they?&lt;br /&gt;
&lt;br /&gt;
:Well, the gestation period for cats in RL is about two months and I'm not sure just what the gestation period is in DF. It's entirely possible that traders will have a stray cat tagging along, so if its the opposite gender... you know. I did think that she was pregnant from the start (as in mated before the game 'started'), but given that a year and a half went by...--[[User:Smjjames|Smjjames]] 18:12, 11 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::I've seen other evidence to suggest that caged males can impregnate uncaged females. Certainly, we have seen evidence that animals which have never come in contact with each other can mate. My most recent fortress included a large array of paired animals (cats, dogs, horses, donkeys, muskox). All of them gave birth within a very narrow time frame right as Autumn began. This suggests that all animals have the same 2-season gestation period. -- 05:07, 20 September 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Chains ==&lt;br /&gt;
&lt;br /&gt;
Can't you just chain them instead?--[[User:CrazyMcfobo|CrazyMcfobo]] 01:25, 23 July 2009 (UTC)&lt;br /&gt;
:I think you can't chained named pets. Just strays? - Cayzle&lt;br /&gt;
::You &amp;quot;think&amp;quot;? For trivial questions, trivial experiments are called for - and let's be honest, this is hardly a complex or hard-to-answer question.  Just find out instead of wondering or guessing. If you have an empty [[restraint]] (chain or rope), [[pet]]s do not appear on the list of possible animals to assign to it, only &amp;quot;stray&amp;quot; animals - ''with or without names!''.  (An animal that is &amp;quot;named&amp;quot; is not the same as &amp;quot;being a pet&amp;quot;.)  Note also that if a ''stray'' cat is chained, and then later adopts someone after that, the &amp;quot;owner&amp;quot; (the dwarf, not the cat) will get bad thoughts until the animal is released. --[[User:Albedo|Albedo]] 19:19, 5 August 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== paused adoption ==&lt;br /&gt;
&lt;br /&gt;
i'm one of the types to spend about 2 hours just designing keeping the game paused and draw digging plots when 4 games out of 5 i get a &amp;quot;(so in so) cat has adopted (named dwarf)&amp;quot;. always happens if a dwarf has a liking to cats and never otherwise. not a bug report or anything just a finding as nothing is &amp;quot;wrong&amp;quot;. [[User:Soul4hdwn|Soul4hdwn]] 00:03, 7 September 2009 (UTC)&lt;br /&gt;
:Yeah, had this happen too.  It appears a few of the timers (liaison conversations, adoption, etc.) work off of a real time counter, and not seasons.  Incredibly aggravating in this case.--Gotthard 04:53, 7 September 2009 (UTC)&lt;br /&gt;
:: The question is, did the dwarf like cats before the cat adopted him? --[[User:RomeoFalling|RomeoFalling]] 05:09, 20 September 2009 (UTC)&lt;br /&gt;
::There seems to be a strange issue with using the mouse to designate areas which causes some events to act as though a game tick has occured with each click, which results in meetings progressing, record-keepers performing record-keeping, and cats adopting owners even when the game is paused. Using the keyboard doesn't seem to cause this to happen.--[[User:Quil|Quil]] 23:13, 12 November 2009 (UTC)&lt;br /&gt;
:::It's a known bug.--[[User:Albedo|Albedo]] 11:52, 13 November 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Cats fixed? ==&lt;br /&gt;
&lt;br /&gt;
 However, in earlier versions, because they lack body parts that can grasp, they will cancel&lt;br /&gt;
 the task with a &amp;quot;too injured&amp;quot; message,&lt;br /&gt;
&amp;quot;In earlier versions&amp;quot;?! When did this get fixed? We're still using 0.28.181.40d, and have been for years. No new version, no code fix, neh?--[[User:Albedo|Albedo]] 10:20, 25 February 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I think in Mayday's release cats have [grasp]. [[User:VengefulDonut|VengefulDonut]] 14:34, 25 February 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Cannot link Animals ==&lt;br /&gt;
&lt;br /&gt;
I can't determine how to link animals to Category:Animals. --[[User:Bombcar|Bombcar]] 18:19, 3 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Bombcar</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Cat&amp;diff=81158</id>
		<title>40d:Cat</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Cat&amp;diff=81158"/>
		<updated>2010-04-03T18:19:12Z</updated>

		<summary type="html">&lt;p&gt;Bombcar: Unredlinked; updated to use L&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{CreatureInfo|name=Cat|symbol=c|color=rgb(128, 128, 128)|bones=3|fat=1|skin=Yes|skulls=1|chunks=3|meat=3|biome= Common domestic}}&lt;br /&gt;
'''Cats''' will kill {{L|vermin}} in and around your fortress. They are fairly weak animals in combat (but combat can be quite random, and they have been known to surprise players on the rare occasion).  They also seem to want to wander every room, hall and mineshaft at least once, perhaps due to some modeling of curiosity.&lt;br /&gt;
&lt;br /&gt;
Cats cannot be assigned as {{L|pet|pets}}; instead, cats choose {{L|dwarves}} as owners. Cats randomly choose from all the dwarves on the map, but have a ''much'' higher probability of choosing a {{L|dwarf}} who has the {{L|preferences|preference}} &amp;quot;''admires cats for their aloofness''&amp;quot;.  If a cat is caged, it will not adopt, however it may adopt the moment it is taken from the cage (perhaps to be immediately butchered), regardless of who takes it.&lt;br /&gt;
&lt;br /&gt;
Cats are useful around the fort to prevent the unhappy thoughts produced by vermin, and also for producing large numbers of kittens. If you can resist their cuteness and charm, and you get to them before they adopt a dwarf, [[:Image:Cat_Meat_Roast.JPG|kittens can be butchered]] to provide a small never-ending trickle of {{L|skin}} (to become {{|leather}}), {{L|bone|bones}} (for a variety of end-products) and {{L|meat}} for your fort. As a breeding pair of cats only costs 22 embark points, this is well worth considering - just cage and/or butcher the kittens as they are born, lest the kittens grow to adopt a dwarf before their last voyage. (See {{L|Meat industry#Breeding|Breeding}})&lt;br /&gt;
&lt;br /&gt;
Cats are also infamous for the [[catsplosion]]: if you are not careful, cats will be everywhere, causing your {{L|FPS]] to plummet, and {{L|Trap#Upright_Spear.2FSpike|killing}} {{L|pet|pets}} causes a strong unhappy {{L|thought}} to the owner.&lt;br /&gt;
&lt;br /&gt;
Cats, by nature, will attempt to pack vermin to their owners - often, the owner will then dismiss the cat, at which point the cat will attempt to bring the vermin remains to an appropriate refuse {{L|stockpile}}. However, because they lack body parts that can grasp, they will cancel the task with a &amp;quot;too injured&amp;quot; message, leaving the vermin on the floor for another dwarf to clean up. For more info and a fix, see {{L|Cat cancels Store Item in Stockpile: Too injured}}.&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:CAT]&lt;br /&gt;
	[NAME:cat:cats:cat]&lt;br /&gt;
	[TILE:'c'][COLOR:0:0:1]&lt;br /&gt;
	[VERMINHUNTER]&lt;br /&gt;
	[PETVALUE:20]&lt;br /&gt;
	[CARNIVORE][NATURAL][PET]&lt;br /&gt;
	[LARGE_ROAMING]&lt;br /&gt;
	[COMMON_DOMESTIC][BENIGN]&lt;br /&gt;
	[PREFSTRING:aloofness]&lt;br /&gt;
	[BODY:QUADRUPED:TAIL:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:MOUTH]&lt;br /&gt;
	[BODYGLOSS:PAW]&lt;br /&gt;
	[SIZE:3]&lt;br /&gt;
	[MAXAGE:10:20]&lt;br /&gt;
	[ATTACK:MAIN:BYTYPE:MOUTH:bite:bites:1:6:GORE][ATTACKFLAG_CANLATCH]&lt;br /&gt;
	[CHILD:1][CHILDNAME:kitten:kittens]&lt;br /&gt;
	[FAT:1]&lt;br /&gt;
	[DIURNAL]&lt;br /&gt;
	[STANDARD_FLESH]&lt;br /&gt;
	[HOMEOTHERM:10070]&lt;br /&gt;
	[LAYERING:100]&lt;br /&gt;
	[SWIMS_INNATE][SWIM_SPEED:2500]&lt;br /&gt;
	[MUNDANE]&lt;br /&gt;
}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
[[Category:Animals]]&lt;/div&gt;</summary>
		<author><name>Bombcar</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Meat&amp;diff=81153</id>
		<title>40d:Meat</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Meat&amp;diff=81153"/>
		<updated>2010-04-03T18:15:39Z</updated>

		<summary type="html">&lt;p&gt;Bombcar: av&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
[[Animals]] can be butchered for '''meat''' by a [[butcher]]. You will need a [[butchery]] for this.&lt;br /&gt;
Meat can be eaten raw or cooked at a [[kitchen]] by a [[cook]].  When uncooked, meat is subject to [[wear]].  Meat has a base value of 2☼ multiplied by the [[Item_value#Material_multipliers|MOD_VALUE]] of the animal the meat came from, so meat from exotic creatures is worth far more than meat from more common animals.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Meat industry]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Food]]&lt;/div&gt;</summary>
		<author><name>Bombcar</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Meat&amp;diff=81150</id>
		<title>40d:Meat</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Meat&amp;diff=81150"/>
		<updated>2010-04-03T18:13:13Z</updated>

		<summary type="html">&lt;p&gt;Bombcar: moved Meat to 40d:Meat:&amp;amp;#32;Moving to 40d.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Animals]] can be butchered for '''meat''' by a [[butcher]]. You will need a [[butchery]] for this.&lt;br /&gt;
Meat can be eaten raw or cooked at a [[kitchen]] by a [[cook]].  When uncooked, meat is subject to [[wear]].  Meat has a base value of 2☼ multiplied by the [[Item_value#Material_multipliers|MOD_VALUE]] of the animal the meat came from, so meat from exotic creatures is worth far more than meat from more common animals.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Meat industry]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Food]]&lt;/div&gt;</summary>
		<author><name>Bombcar</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Clutter&amp;diff=81148</id>
		<title>40d:Clutter</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Clutter&amp;diff=81148"/>
		<updated>2010-04-03T18:08:50Z</updated>

		<summary type="html">&lt;p&gt;Bombcar: redlink removal&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{L|Workshops}} will get '''cluttered''' when they become full of goods that are not {{L|hauling|haul}}ed away to {{L|stockpiles}}. A workshop that is cluttered will display '''(CLT)''' when viewed via the {{key|q}} or {{key|t}} menus. {{key|t}}, &amp;quot;View Items in Buildings,&amp;quot; will show you what items are cluttering the workshop.&lt;br /&gt;
&lt;br /&gt;
Dwarves working in cluttered workshops will work more slowly: even the lowest level of clutter '''(CLT)''' doubles the time a workshop task takes. Each successive level of clutter increases the multiplier by one, so tasks performed in a completely cluttered workshop will take ten times as long.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Clutter levels ==&lt;br /&gt;
&lt;br /&gt;
With larger items (e.g. {{L|bed|beds}}, {{L|stone|stones}}, {{L|table|tables}}), clutter starts appearing when 15 of those are inside a shop. Every 3 small items counts as one large item, so a craft-making workshop isn't cluttered until there are 45 crafts littering the floors, tables, and possibly walls and ceilings. {{L|Siege engine}} components and ammo are especially large; the {{L|siege workshop}} can get cluttered after producing just 3 ballista arrows.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin: 0 auto; text-align: center; border-spacing: 4px&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;margin: 0 auto&amp;quot; | '''Levels of Clutter'''&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;color: #808080; background: #000&amp;quot; | &amp;lt;tt&amp;gt;(CLT)&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 15 Large Items&lt;br /&gt;
| : 2x slower&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;color: #c0c0c0; background: #000&amp;quot; | &amp;lt;tt&amp;gt;(CLT)&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 20 Large Items&lt;br /&gt;
| : 3x slower&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;color: #fff; background: #000&amp;quot; | &amp;lt;tt&amp;gt;(CLT)&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 25 Large Items&lt;br /&gt;
| : 4x slower&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;color: #ff0; background: #000&amp;quot; | &amp;lt;tt&amp;gt;(CLT)&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 30 Large Items&lt;br /&gt;
| : 5x slower&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;color: #800000; background: #000&amp;quot; | &amp;lt;tt&amp;gt;(CLT)&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 35 Large Items&lt;br /&gt;
| : 6x slower&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;color: #f00; background: #000&amp;quot; | &amp;lt;tt&amp;gt;(CLT)&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 40 Large Items&lt;br /&gt;
| : 7x slower&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;color: #f0f; background: #000&amp;quot; | &amp;lt;tt&amp;gt;(CLT)&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 45 Large Items&lt;br /&gt;
| : 8x slower&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;color: #f0f; background: #000&amp;quot; | &amp;lt;tt&amp;gt;*CLT*&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 50 Large Items&lt;br /&gt;
| : 9x slower&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;color: #f0f; background: #000&amp;quot; | &amp;lt;tt&amp;gt;☼CLT☼&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 55 Large Items&lt;br /&gt;
| : 10x slower&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Occurrence ==&lt;br /&gt;
&lt;br /&gt;
Certain workshops are more prone to clutter than others. A highly-skilled dwarf with plenty of materials nearby can clutter a workshop rapidly, even if you have many haulers employed. The {{L|Butcher's shop|butcher's workshop}} can get cluttered even after butchering a single animal: butchering a horse produces 9 meat, 9 chunks, 9 bones, 5 fat, one skull, and one skin.&lt;br /&gt;
&lt;br /&gt;
Similarly, a {{L|kitchen}} producing lavish meals using {{L|alcohol}}, {{L|dwarven syrup}}, or {{L|quarry bush}} leaves can produce a stack of 20 to 100+ prepared meals, which are large items. The kitchen will be cluttered even before the meals are produced: four stacks of quarry bush leaves[15] is already enough to clutter, causing meal production to take a very long time. An unpleasant consequence of kitchen clutter is that food which is not stored in a {{L|stockpile}} will {{L|rot}} sooner or later, causing {{L|miasma}} (and unhappy {{L|thought|thoughts}} in the chef if they were masterpieces).&lt;br /&gt;
&lt;br /&gt;
== Remedy ==&lt;br /&gt;
&lt;br /&gt;
To remedy clutter, be sure to have enough stockpile space of the appropriate kind (using {{L|bin|bins}} will increase stockpile efficiency), and employ enough dwarves with the appropriate {{L|hauling}} jobs (food/furniture/item/refuse/etc.) to get rid of the junk. The dwarf working at the workshop could also have the relevant hauling job enabled, pausing from time to time to move around goods. In case of inexperienced cooks, order only one or two meals at a time, and check clutter before issuing new orders. An alternate clutter control method is to build new workshops, optionally destroying the old ones (from the {{k|q}} or {{k|t}} menu).&lt;br /&gt;
&lt;br /&gt;
== Benefits ==&lt;br /&gt;
&lt;br /&gt;
There is one upside to clutter, depending on your viewpoint and playstyle. As a workshop's production is slowed, so is their consumption of raw materials and their output if there is little demand. If there is sudden spike of demand, workshop gets uncluttered easily and can work at full speed. Benefits of this is that tasks can be left in repeat more with no supervision and will not produce much unwanted extras or consume more resources than needed.  &lt;br /&gt;
&lt;br /&gt;
A {{L|still}}, for example, can eventually get to the speed where dwarves consume booze at same speed as the cluttered workshops produce it.&lt;br /&gt;
&lt;br /&gt;
{{L|Wood furnace|Wood furnaces}} similarly will eventually be brought to a point where they produce fuel at same speed as other workshops consume it.&lt;br /&gt;
&lt;br /&gt;
The advantage/drawback with this is that {{L|stockpile|stockpiles}} may no longer be used (effectively, anyway), as the products are being drawn directly from the workshop.&lt;br /&gt;
&lt;br /&gt;
{{Workshops}}&lt;br /&gt;
[[Category:Workshops]]&lt;/div&gt;</summary>
		<author><name>Bombcar</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Table&amp;diff=81147</id>
		<title>40d:Table</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Table&amp;diff=81147"/>
		<updated>2010-04-03T18:06:34Z</updated>

		<summary type="html">&lt;p&gt;Bombcar: moved&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
A '''table''' is a piece of [[furniture]] necessary for [[dwarf|dwarves]] to eat [[food]] in comfort. They can be made from a wide variety of materials, including [[wood]], [[stone]], [[metal]], and [[glass]]. Tables can be used to define a [[dining room]]. Dwarves dislike eating at a table without a [[chair]] and also prefer not to share a table with others. Tables can only be placed indoors {{version|0.28.181.40d}}, so you can forget that roof-top dining room.&lt;br /&gt;
&lt;br /&gt;
Metal tables require 3 [[bar]]s, while tables made of stone, wood, and glass require only 1 building material.&lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;br /&gt;
[[Category:Furniture]]&lt;/div&gt;</summary>
		<author><name>Bombcar</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Table&amp;diff=81145</id>
		<title>40d:Table</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Table&amp;diff=81145"/>
		<updated>2010-04-03T18:05:57Z</updated>

		<summary type="html">&lt;p&gt;Bombcar: moved Table to 40d:Table:&amp;amp;#32;This is the 40d version.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A '''table''' is a piece of [[furniture]] necessary for [[dwarf|dwarves]] to eat [[food]] in comfort. They can be made from a wide variety of materials, including [[wood]], [[stone]], [[metal]], and [[glass]]. Tables can be used to define a [[dining room]]. Dwarves dislike eating at a table without a [[chair]] and also prefer not to share a table with others. Tables can only be placed indoors {{version|0.28.181.40d}}, so you can forget that roof-top dining room.&lt;br /&gt;
&lt;br /&gt;
Metal tables require 3 [[bar]]s, while tables made of stone, wood, and glass require only 1 building material.&lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;br /&gt;
[[Category:Furniture]]&lt;/div&gt;</summary>
		<author><name>Bombcar</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki_talk:Manual_of_Style&amp;diff=81141</id>
		<title>Dwarf Fortress Wiki talk:Manual of Style</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki_talk:Manual_of_Style&amp;diff=81141"/>
		<updated>2010-04-03T17:56:14Z</updated>

		<summary type="html">&lt;p&gt;Bombcar: /* Handling template breaking of redirects? */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Discuss points of style, a few &amp;quot;threads&amp;quot; have been started to hit on some major issues. Please feel free to add new topics.&lt;br /&gt;
:Links to those threads would be helpful, since you're apparently referring to pre-existing discussions.--[[User:Albedo|Albedo]] 05:34, 3 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Spelling ==&lt;br /&gt;
Do we use British or American spellings? Whichever we use, we should at the least be consistent. [[User:Emi|Emi]] 04:14, 3 April 2010 (UTC)&lt;br /&gt;
:No, we shouldn't. This is neither a specifically British nor American game, it's an ''international'' game and so an international site. The ''only'' time such spelling needs be consistent is when it matches (or conflicts with) a game-term, or such that it's consistent within a single page. &lt;br /&gt;
&lt;br /&gt;
:I don't feel it's the job of the Admin to tell users to read and write either American or British exclusively, and thus alienate the other to any degree (however unintentionally that may be!).  Quite the opposite, we should welcome all - [[Dwarf_Fortress_Wiki:Community_Portal#X|X is for Xeniality]]! More, it's no editor's job either - as that can lead to cultural edit wars and just plain, dull petty jingoism.  I know that color and colour, flavour and flavor, and all the rest are the same - it's a wide, wide web - it's time we all get used to it. ; ) --[[User:Albedo|Albedo]] 05:34, 3 April 2010 (UTC)&lt;br /&gt;
:By consistency, I was referring to how the game uses Armor, thus we probably shouldn't use Armour. [[user:Emi|&amp;lt;span style=&amp;quot;color:#8a4e4e&amp;quot;&amp;gt;Emi&amp;lt;/span&amp;gt;]] [[user_talk:Emi|&amp;lt;span style=&amp;quot;color:#6a3e4e&amp;quot;&amp;gt;[T]&amp;lt;/span&amp;gt;]] 05:47, 3 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Repetitive Intensifiers ==&lt;br /&gt;
Does &amp;quot;very, very yellow&amp;quot; offer any useful information over &amp;quot;very yellow&amp;quot;? [[User:Emi|Emi]] 04:14, 3 April 2010 (UTC)&lt;br /&gt;
:Does asking this question offer any, any useful information over not asking?  A rather specific question for a &amp;quot;Manual of Style&amp;quot;, especially without a specific reference or more general point to be made.  But I would hazard the guess that that particular editor found that particular phrasing both useful and mildly entertaining in that context - this wiki is not as sterile as some, nor as formal.--[[User:Albedo|Albedo]] 05:34, 3 April 2010 (UTC)&lt;br /&gt;
::These questions were mainly a starting point, to give people an idea of the sort of things that we mean when we say 'style'. And you're right, it is very specific, but I think it's a decent thing to consider, along with the use of 'literally' as a generic intensifier, etc... [[user:Emi|&amp;lt;span style=&amp;quot;color:#8a4e4e&amp;quot;&amp;gt;Emi&amp;lt;/span&amp;gt;]] [[user_talk:Emi|&amp;lt;span style=&amp;quot;color:#6a3e4e&amp;quot;&amp;gt;[T]&amp;lt;/span&amp;gt;]] 05:52, 3 April 2010 (UTC)&lt;br /&gt;
:::I know what you're saying, but to try to regulate such would be a literally endless deathmarch. &amp;quot;Style&amp;quot; is personal, and some works and some doesn't, and some very cludgey stuff works when it shouldn't. I have a very wordy style, others have a very pithy, terse one, and neither is better or more or less &amp;quot;appropriate&amp;quot;. Any literally unclear or broken usage will get cleaned up on its own without our enforcement, but very, very personal style should simply be overlooked so long as it works in context.  (We have better things to do, really!) ; D  --[[User:Albedo|Albedo]] 06:01, 3 April 2010 (UTC)&lt;br /&gt;
::::Well, not right now I don't, EmiBot's current tagging job is going to take all night I think. She has to go to each page, load every link until she reaches a no page exception and then tag the page. She'll end up loading lots of pages per each actual page processed. [[user:Emi|&amp;lt;span style=&amp;quot;color:#8a4e4e&amp;quot;&amp;gt;Emi&amp;lt;/span&amp;gt;]] [[user_talk:Emi|&amp;lt;span style=&amp;quot;color:#6a3e4e&amp;quot;&amp;gt;[T]&amp;lt;/span&amp;gt;]] 06:06, 3 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Humor ==&lt;br /&gt;
Does humor belong in informative articles? Where is humor acceptable? Is humor (or &amp;quot;humorous prose&amp;quot;) within an article like [[40d:carp]] useful, or does it only serve to confuse and make solid information harder to find? [[User:Emi|Emi]] 04:14, 3 April 2010 (UTC)&lt;br /&gt;
:Yes, depending. So long as the humour is ''either'' separate or clearly a side-product, it's fine. When a user decides to rewrite an article as their own stand-up routine, that's usually not acceptable. Adding the '''&amp;lt;nowiki&amp;gt;{{D for Dwarf}}&amp;lt;/nowiki&amp;gt;''' template above a comedic rant is often acceptable, but not if the sole purpose seems to be for the amusement of the editor, rather than the reader, or if it's just not relevant.  In the end, it's no diff than any other edit - some efforts are generally appreciated and accepted, and some are just &amp;quot;wrong-o&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
:In short, you can't define it, you can only know it when you see it.  But Carp, in specific, have a long and highly honoured history in DF culture. And cheese. And fire, and magma, and beards, and microcline, and elephants, and cats, and migrants, and nobles, and losing, and... --[[User:Albedo|Albedo]] 05:34, 3 April 2010 (UTC)&lt;br /&gt;
::I know that all those things have such a history, but if you're a new player reading the article on carp, you are very likely to be confused and come out unsure of what was solid info and what was hyperbole, or comedic. I think in general, the sort of stuff {{tl|D for Dwarf}} describes is what shouldn't be in informative articles, or at least not such a broad marking -- perhaps it would be better used in sections rather than at the top of an article like it often is placed? [[user:Emi|&amp;lt;span style=&amp;quot;color:#8a4e4e&amp;quot;&amp;gt;Emi&amp;lt;/span&amp;gt;]] [[user_talk:Emi|&amp;lt;span style=&amp;quot;color:#6a3e4e&amp;quot;&amp;gt;[T]&amp;lt;/span&amp;gt;]] 05:56, 3 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Page Format ==&lt;br /&gt;
We should have some sort of general format for pages, so that like-information appears consistently in the same spots on different pages. This might be a little harder to figure out. [[User:Emi|Emi]] 04:14, 3 April 2010 (UTC)&lt;br /&gt;
:We currently do within like pages. Every creature, every stone, every workshop, every skill... um... pro'ly some other stuff, is parallel.  Truly parallel items ( [[40d:armor piece]], [[40d:trade good]]s ) are grouped under a single umbrella article, and some (like [[40d:gem]]) even listed in a table.  If an editor gets excited and confident, they can suggest/establish a format for a new category of page.  But a stone and a workshop do not have the same sort of information that needs to be communicated, so trying to establish a single format for all seems counter-productive. &lt;br /&gt;
&lt;br /&gt;
:When formating a page, you want:&lt;br /&gt;
:* A clear Intro (if the article is long).&lt;br /&gt;
:* '''Bold key words''' - anything that redirects to that article should be clearly noticeable early in the article. If in a lower section, mention it and add an internal subsection link.&lt;br /&gt;
:* Use a Table of Contents if necessary&lt;br /&gt;
:* Use graphics - tables, images, templates - ''especially'' if templates exist for that page type! (spec creatures, workshops, etc.)&lt;br /&gt;
:: --[[User:Albedo|Albedo]] 05:34, 3 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Image Use ==&lt;br /&gt;
Where should we use images, and how should we include them (where on a page)? [[User:Emi|Emi]] 04:14, 3 April 2010 (UTC)&lt;br /&gt;
:Wherever they are helpful, and however they look best. Again, no single rule fits all.  On the right, usually (but not always), and matched up with relevant text as much as possible. Thumbnailed down to a reasonable size (big enough to be visible/useful - if still too big, then that requires either a new pic or a text that encourages the user to &amp;quot;click to expand&amp;quot;). &lt;br /&gt;
&lt;br /&gt;
:The guidelines for image use are simple:&lt;br /&gt;
:* Use .PNG format.&lt;br /&gt;
:* Use one of the default graphics packages, the tileset or ascii. ''(Note that the Mayday download is NOT one of these!)''&lt;br /&gt;
:* Use the default [[colour scheme]].&lt;br /&gt;
:* Make it look good.&lt;br /&gt;
:* No copyrighted material, etc etc.&lt;br /&gt;
:That's it.--[[User:Albedo|Albedo]] 05:34, 3 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::No copyrighted material, is a hard thing to do though. Because in theory, any screenshots of the game are considered copyrighted, or are at the very least, in a very gray zone. [[user:Emi|&amp;lt;span style=&amp;quot;color:#8a4e4e&amp;quot;&amp;gt;Emi&amp;lt;/span&amp;gt;]] [[user_talk:Emi|&amp;lt;span style=&amp;quot;color:#6a3e4e&amp;quot;&amp;gt;[T]&amp;lt;/span&amp;gt;]] 05:53, 3 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Handling template breaking of redirects? ==&lt;br /&gt;
&lt;br /&gt;
How do we want to handle this? For example, {{L|Furnace Operator}} doesn't work; nor does {{L|pearlash}} - you have to use {{L|ash|pearlash}} to get it to go to the right place. Note that these examples don't work on this page; see [[40d:kiln]] for examples. --[[User:Bombcar|Bombcar]] 17:56, 3 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Bombcar</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Magma_kiln&amp;diff=81139</id>
		<title>40d:Magma kiln</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Magma_kiln&amp;diff=81139"/>
		<updated>2010-04-03T17:53:37Z</updated>

		<summary type="html">&lt;p&gt;Bombcar: removed read links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Furnace|name=Magma kiln|key=k|job={{L|Furnace operator}}&lt;br /&gt;
|construction=&lt;br /&gt;
1 of&lt;br /&gt;
* {{L|Stone}}&lt;br /&gt;
* {{L|Wood}}&lt;br /&gt;
* {{L|Block}}&lt;br /&gt;
|construction_job=&lt;br /&gt;
* {{L|Building designer|Architecture}}&lt;br /&gt;
* {{L|mason|Masonry}}&lt;br /&gt;
|use=&lt;br /&gt;
* {{L|Potash}}&lt;br /&gt;
|production=&lt;br /&gt;
* {{L|ash|Pearlash}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A '''magma kiln''' is a {{L|furnace}} used to create {{L|ash|pearlash}} from {{L|potash}}. It uses the {{L|Furnace operator|Furnace Operator}} skill.  Unlike a standard {{L|kiln}}, it does not require {{L|fuel}}.&lt;br /&gt;
&lt;br /&gt;
{{Buildings}}&lt;br /&gt;
{{Workshops}}&lt;/div&gt;</summary>
		<author><name>Bombcar</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Kiln&amp;diff=81138</id>
		<title>v0.31 Talk:Kiln</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Kiln&amp;diff=81138"/>
		<updated>2010-04-03T17:50:07Z</updated>

		<summary type="html">&lt;p&gt;Bombcar: Migrated from 40d&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Migrated from 40d ==&lt;br /&gt;
&lt;br /&gt;
I migrated from 40d; updated the information to cover the plaster production; do we want a &amp;quot;plaster stone&amp;quot; page that lists the stone that can be used for plaster? For now, I've listed all of them explicitly. Someone want to verify that if you build it of wood it needs carpentry to build? --[[User:Bombcar|Bombcar]] 17:50, 3 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Bombcar</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Kiln&amp;diff=81137</id>
		<title>v0.31:Kiln</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Kiln&amp;diff=81137"/>
		<updated>2010-04-03T17:48:42Z</updated>

		<summary type="html">&lt;p&gt;Bombcar: Updated kiln with plaster powder, migrated from 40d&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Furnace|name=Kiln|key=k|job={{L|Furnace operator}}&lt;br /&gt;
|construction=&lt;br /&gt;
1 of&lt;br /&gt;
* {{L|Stone}}&lt;br /&gt;
* {{L|Wood}}&lt;br /&gt;
* {{L|Block}}&lt;br /&gt;
|construction_job=&lt;br /&gt;
* {{L|Building designer|Architecture}}&lt;br /&gt;
* {{L|mason|Masonry}}&lt;br /&gt;
|use=&lt;br /&gt;
* {{L|Coke}} or {{L|Charcoal}}&lt;br /&gt;
* {{L|Potash}}&lt;br /&gt;
* {{L|Gypsum}}&lt;br /&gt;
* {{L|Alabaster}}&lt;br /&gt;
* {{L|Selenite}}&lt;br /&gt;
* {{L|Satinspar}}&lt;br /&gt;
|production=&lt;br /&gt;
* {{L|Ash|Pearlash}}&lt;br /&gt;
* {{L|Plaster powder}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A '''kiln''' is a specific type of {{L|furnace}} used to create {{L|ash|pearlash}} (for clear and crystal glass) from {{L|potash}}. It requires {{L|fuel}} and uses the {{L|Furnace operator}} skill. It also produces {{L|plaster powder}} from {{L|gypsum}}, {{L|alabaster}}, {{L|selenite}} or {{L|satinspar}} and an empty {{L|bag}}.&lt;br /&gt;
&lt;br /&gt;
Building a kiln requires a dwarf with the {{L|Building designer|architecture}} {{L|labor}} enabled, after which construction will be completed by a {{L|mason}}, {{L|carpenter}} or {{L|metalsmith}}, depending on the material used.&lt;br /&gt;
&lt;br /&gt;
{{Workshops}}&lt;/div&gt;</summary>
		<author><name>Bombcar</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Kiln&amp;diff=81134</id>
		<title>40d:Kiln</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Kiln&amp;diff=81134"/>
		<updated>2010-04-03T17:42:53Z</updated>

		<summary type="html">&lt;p&gt;Bombcar: Unredlinked; updated to use L&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Furnace|name=Kiln|key=k|job={{L|Furnace operator}}&lt;br /&gt;
|construction=&lt;br /&gt;
1 of&lt;br /&gt;
* {{L|Stone}}&lt;br /&gt;
* {{L|Wood}}&lt;br /&gt;
* {{L|Block}}&lt;br /&gt;
|construction_job=&lt;br /&gt;
* {{L|Building designer|architecture}}&lt;br /&gt;
* {{L|mason|Masonry}}&lt;br /&gt;
|use=&lt;br /&gt;
* {{L|Coke}} or {{L|Charcoal}}&lt;br /&gt;
* {{L|Potash}}&lt;br /&gt;
|production=&lt;br /&gt;
* {{L|Ash|Pearlash}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A '''kiln''' is a specific type of {{L|furnace}} used to create {{L|ash|pearlash}} (for clear and crystal glass) from {{L|potash}}. It requires {{L|fuel}} and uses the {{L|Furnace operator}} skill.&lt;br /&gt;
&lt;br /&gt;
Building a kiln requires a dwarf with the {{L|Building designer|architecture}} {{L|labor}} enabled, after which construction will be completed by a {{L|mason}} or {{L|metalsmith}}, depending on the material used.&lt;br /&gt;
&lt;br /&gt;
{{Workshops}}&lt;/div&gt;</summary>
		<author><name>Bombcar</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Gypsum_plaster&amp;diff=81132</id>
		<title>v0.31:Gypsum plaster</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Gypsum_plaster&amp;diff=81132"/>
		<updated>2010-04-03T17:33:56Z</updated>

		<summary type="html">&lt;p&gt;Bombcar: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
Plaster powder is produced at a {{L|kiln}} or {{L|magma kiln}} from {{L|gypsum}}, {{L|alabaster}}, {{L|selenite}} or {{L|satinspar}} and an empty {{L|bag}}.&lt;br /&gt;
It is used in the production of a {{L|Plaster Cast}}.&lt;br /&gt;
{{Game_Data|[REACTION:MAKE_PLASTER_POWDER]&lt;br /&gt;
	[NAME:make plaster powder]&lt;br /&gt;
	[BUILDING:KILN:CUSTOM_SHIFT_P]&lt;br /&gt;
	[REAGENT:A:1:BOULDER:NONE:NONE:NONE][REACTION_CLASS:GYPSUM]&lt;br /&gt;
	[REAGENT:B:1:BOX:NONE:NONE:NONE][EMPTY][BAG][PRESERVE_REAGENT]&lt;br /&gt;
	[PRODUCT:100:1:POWDER_MISC:NONE:INORGANIC:PLASTER][PRODUCT_DIMENSION:150][PRODUCT_TO_CONTAINER:B]&lt;br /&gt;
	[FUEL]&lt;br /&gt;
	[SKILL:SMELT]&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Bombcar</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Health_care&amp;diff=81117</id>
		<title>v0.31 Talk:Health care</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Health_care&amp;diff=81117"/>
		<updated>2010-04-03T16:46:41Z</updated>

		<summary type="html">&lt;p&gt;Bombcar: /* Starving to death in the hospital? */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Moved page to df2010, as it shouldn't be in mainspace [[User:Emi|Emi]] 02:33, 31 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Rest to death ==&lt;br /&gt;
&lt;br /&gt;
Be aware that once you have a hospital zone defined - all your injured dwarves will immediately run there at top speed and start to &amp;quot;Rest&amp;quot; there. &amp;quot;Rest&amp;quot; job can not be interrupted by any other job because a resting dwarf gains &amp;quot;unconscious&amp;quot; state. If you have no uninjured dwarves to bring food and water all patients will eventually get thirsty and dehydratate to death. Insanity breaks the &amp;quot;rest&amp;quot; job and the mad dwarf will wake up and wander around but it isn't helping.&lt;br /&gt;
&lt;br /&gt;
If all your dwarves are injured to some extent - don't designate hospital zones.&lt;br /&gt;
&lt;br /&gt;
== Starving to death in the hospital? ==&lt;br /&gt;
&lt;br /&gt;
I had a few injured dwarves; they ended up starving to death in the hospital while a surgeon tried to perform surgery. Do I need to put food stockpiles in the hospital? Does it need a well? --[[User:Bombcar|Bombcar]] 16:46, 3 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Bombcar</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Hunter&amp;diff=79531</id>
		<title>v0.31 Talk:Hunter</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Hunter&amp;diff=79531"/>
		<updated>2010-04-03T04:10:35Z</updated>

		<summary type="html">&lt;p&gt;Bombcar: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Has anyone been able to get this guy to actually hunt?--[[User:SirPenguin|SirPenguin]] 03:33, 3 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
: Supposedly, the hunter will drop all his gear when he enters the map. Go to the military screen, and assign it to him. Make sure that the hunters are allowed to use appropriate ammunition under the ammo screen. Then make sure he picks up the gear; and then disable hunting. Turn it back on and he should hunt. In theory. --[[User:Bombcar|Bombcar]] 04:10, 3 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Bombcar</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Fly&amp;diff=76815</id>
		<title>40d Talk:Fly</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Fly&amp;diff=76815"/>
		<updated>2010-03-28T21:00:04Z</updated>

		<summary type="html">&lt;p&gt;Bombcar: /* Trade Depot protects food */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Walls? ==&lt;br /&gt;
Could you wall in a pool and thus contain the flies? Or can they fly over the walls? --[[User:Azaram|Azaram]] 06:02, 10 December 2008 (EST)&lt;br /&gt;
:Most vermin teleport, so nothing actually contains them. -[[User:Fuzzy|Fuzzy]] 12:44, 10 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== How do we get rid of flies? ==&lt;br /&gt;
&lt;br /&gt;
From what I can see Flies can neither be killed by Cats or trapped. So how do we get rid of them? &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Mission0|Mission0]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:You don't. --[[User:GreyMario|GreyMaria]] 01:42, 15 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Not all Dwarves hate flies. ==&lt;br /&gt;
&lt;br /&gt;
One of Dwarves started with &amp;quot;loves flies for their ability to annoy.&amp;quot; I'm not sure how exactly to use this to my advantage...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:Have him engrave flies in your nobles bedrooms to annoy them.&lt;br /&gt;
&lt;br /&gt;
== Trade Depot protects food ==&lt;br /&gt;
&lt;br /&gt;
I have random piles of meat and fish sitting in my Trade Depot; I've seen no flies and they seem to be unrotten.&lt;br /&gt;
&lt;br /&gt;
I earlier deconstructed a trade depot and the food rotted quickly. --[[User:Bombcar|Bombcar]] 21:00, 28 March 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Bombcar</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Fly&amp;diff=76814</id>
		<title>40d Talk:Fly</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Fly&amp;diff=76814"/>
		<updated>2010-03-28T20:59:57Z</updated>

		<summary type="html">&lt;p&gt;Bombcar: /* Trade Depot protects food */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Walls? ==&lt;br /&gt;
Could you wall in a pool and thus contain the flies? Or can they fly over the walls? --[[User:Azaram|Azaram]] 06:02, 10 December 2008 (EST)&lt;br /&gt;
:Most vermin teleport, so nothing actually contains them. -[[User:Fuzzy|Fuzzy]] 12:44, 10 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== How do we get rid of flies? ==&lt;br /&gt;
&lt;br /&gt;
From what I can see Flies can neither be killed by Cats or trapped. So how do we get rid of them? &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Mission0|Mission0]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:You don't. --[[User:GreyMario|GreyMaria]] 01:42, 15 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Not all Dwarves hate flies. ==&lt;br /&gt;
&lt;br /&gt;
One of Dwarves started with &amp;quot;loves flies for their ability to annoy.&amp;quot; I'm not sure how exactly to use this to my advantage...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:Have him engrave flies in your nobles bedrooms to annoy them.&lt;br /&gt;
&lt;br /&gt;
== Trade Depot protects food ==&lt;br /&gt;
&lt;br /&gt;
I have random piles of meat and fish sitting in my Trade Depot; I've seen no flies and they seem to be unrotten.&lt;br /&gt;
&lt;br /&gt;
I earlier deconstructed a trade depot and the food rotted quickly.&lt;/div&gt;</summary>
		<author><name>Bombcar</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Release_information&amp;diff=76813</id>
		<title>v0.31:Release information</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Release_information&amp;diff=76813"/>
		<updated>2010-03-28T20:46:11Z</updated>

		<summary type="html">&lt;p&gt;Bombcar: /* Organization */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DFNewVersion}}&lt;br /&gt;
This page lists the changes in the [[version]] of [[Dwarf]] [[Fort]]ress estimated to be released at the beginning of April, 2010.  The page links to currently existing pages which either have been or will need to be modified to list new details from the new [[version]].  It also lists to pages about entirely new subjects introduced in this [[version]], such as [http://new.df.magmawiki.com/wagn/Burrows burrows], articles created or completely changed based off of this version are marked in '''bold'''.&lt;br /&gt;
&lt;br /&gt;
Adapted from the [http://docs.google.com/Doc?docid=0AT8EQVUjrv96ZGc5cnBwOHZfMjgyY3FzZHFtanA&amp;amp;hl=en&amp;amp;pli=1 google docs file] by SirPenguin about the upcoming release.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right;&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Behind the scenes ==&lt;br /&gt;
&lt;br /&gt;
===  [[Materials]] ===&lt;br /&gt;
* The [[material]] system has been rewritten, and just about everything is made from a [[material]] now.&lt;br /&gt;
* It is now possible to track the identity of certain [[materials]], such as [[blood]] spatter.&lt;br /&gt;
* The [[color]] of a base [[material]] will now have more effects - a [[wagon]] made out of featherwood will reflect the [[color]] of the wood.&lt;br /&gt;
* [[Material]] breath [[weapons]] are possible, and can be made of any [[material]]. These are mainly linked with poisons, and when inhaled by a creature, they will become poisoned.&lt;br /&gt;
* Small amounts of certain [[materials]] ([[blood]], snow, etc.) can accumulate in a tile.&lt;br /&gt;
** For example, if enough liquid [[gold]] accumulates in a tile, it will cool into a [[glob]] of [[gold]].&lt;br /&gt;
** This also works for [[materials]] such as liquid (molten) [[metal]], which will cool into a [[glob]] which can then be used to [[melt]] down into a bar.&lt;br /&gt;
* [[Weapons]] and [[armor]] now use various &amp;quot;real world&amp;quot; [[attributes]] to calculate their effectiveness. Each [[material]] (rock, [[metal]]) uses the following:&lt;br /&gt;
** '''[[Density]]'''&lt;br /&gt;
** '''[[Impact/Shear Yield]]'''&lt;br /&gt;
** '''[[Impact/Shear Fracture]]'''&lt;br /&gt;
** '''[[Impact/Shear Elasticity]]'''&lt;br /&gt;
** '''[[Edge]]'''&lt;br /&gt;
&lt;br /&gt;
===  [[Raws]] ===&lt;br /&gt;
* Entity positions are now stored in the raw folders, allowing for custom positions through modding, as well as editing existing positions as you see fit.&lt;br /&gt;
** These include the [[Nobles (DF2010)|new military positions]] (General/Lieutenant/Captain/Militia Commander/Militia Captain).&lt;br /&gt;
* [[Attributes]] have also moved into the [[raws]], allowing you set all sorts of values such as how fast an attribute increases.&lt;br /&gt;
* Many objects - trees, plants, [[stone]]s, etc. - now have [[material]] lists in the [[raws]].&lt;br /&gt;
** Some [[raws]] have been merged, such as trees/plants, and [[stone]]s/[[metal]]s.&lt;br /&gt;
* A [[region]]'s raw files are now stored in their respective [[save]] folder.&lt;br /&gt;
&lt;br /&gt;
===  The d# series ===&lt;br /&gt;
* Translucent [[tilesets]] are supported, using PNG.&lt;br /&gt;
* The DF window can be resized on the fly.&lt;br /&gt;
* The grid size is autogenerated on startup; such [[init.txt|init.txt settings]] are ignored.&lt;br /&gt;
* Current desktop size is used for fullscreen size if fullscreen resolution is set to 0x0.&lt;br /&gt;
* The DF window can be zoomed on the fly using the mouse wheel. There are two modes, it defaults to mode 1. Pressing mouse wheel switches modes. Pressing F12 resets mode 1, not 2. In mode 1, the zoom from mode 2 is not visible. (And yes, you can use both at once.)&lt;br /&gt;
* The keyboard input system has been totally rewritten:&lt;br /&gt;
** You can bind multiple [[keys]] to one command.&lt;br /&gt;
** You can create keyboard [[macros]].&lt;br /&gt;
** Input bindings are divided into sections.&lt;br /&gt;
* Lots of bugfixes and performance improvements.&lt;br /&gt;
&lt;br /&gt;
===  Arenas ===&lt;br /&gt;
* Arenas allow the player to set up battles with any kind of creatures with any type of equipment and have them face off.&lt;br /&gt;
*  The Arena is accessed via a special mode that has to be turned on in the init file.&lt;br /&gt;
* You can make as many [[creatures]] of any type a you want, equip them with any [[items]] you want, etc.&lt;br /&gt;
** [[Items]] can be made out of any of the current logical [[materials]]&lt;br /&gt;
* You can also assign them to teams or have them go at it solo&lt;br /&gt;
* The [[arena]] itself contains a flat fighting place as well as a pool of [[magma]] or [[water]]&lt;br /&gt;
* You can also edit the layout of the arena by adding or removing water and magma and so on.&lt;br /&gt;
&lt;br /&gt;
== [[Combat]] ==&lt;br /&gt;
&lt;br /&gt;
===  [[Squads]] ===&lt;br /&gt;
* The [[fortress guard]] is considered a squad under the [[sheriff]], and the [[royal guard]] is considered a squad under the [[Hammerer]].&lt;br /&gt;
* '''[[Nobles (DF2010)|Captains]]''' can be appointed under your '''[[Nobles (DF2010)|General]]''' and lead [[squads]].&lt;br /&gt;
* There is a system in place that will try its best to keep your schedules staffed, going so far as finding replacements when [[soldier]]s get hungry/tired, as well as forcing [[soldier]]s to stay on duty if no replacements are found.&lt;br /&gt;
* You have complete control over how [[squads]] handle rations - [[food]] and [[drink]] stored in backpacks and flasks - and [[alcohol]] can now be stored as a [[drink]] option.&lt;br /&gt;
* [[Champions#Heroes_and_Champions|Champions]] as heavily trained soldiers are no more. Rather, a single '''[[Nobles (DF2010)|Champion]]''' is an appointed position that your [[duke]]/[[count]]/[[baron]] appoints.&lt;br /&gt;
* &amp;quot;Lord&amp;quot; [[soldier]]s aren't restricted in their weapon choice, and can be made into [[civilian]]s again.&lt;br /&gt;
* Beds, racks, stands, boxes/chests and [[cabinets]] can now be assigned to squad positions.&lt;br /&gt;
* You can now use the [[note]] making system to lay out stations and patrol routes for your [[squads]].&lt;br /&gt;
* [[Sparring]] has been redone.&lt;br /&gt;
* A [[dwarf]] skilled in one [[skill]] can teach students via demonstrations of how to fight. This is set up in a classroom environment, so no actual [[sparring]] takes place (less dangerous).&lt;br /&gt;
** Even slightly skilled [[dwarves]] can teach people below them.&lt;br /&gt;
** There are also instructor monitored drill and [[sparring]] sessions.&lt;br /&gt;
** &amp;quot;They can currently teach weapon [[skill]]s, [[wrestling]], dodging, punching (grasp strikes), kicking (stance strikes), shield and [[armor]] use, yeah.  They can also teach general close-quarters/ranged [[combat]] principles.&amp;quot;&lt;br /&gt;
* [[Personalities]] play a role in these lessons. Naturally lazy [[dwarves]] will have a harder time learning and concentrating, though they can overcome them with [[skill]]/attribute increases.&lt;br /&gt;
** An instructor's [[personality]] is also taken into account, as a naturally reckless instructor is more willing to send green recruits into [[sparring]] sessions.&lt;br /&gt;
* Squad selection/[[orders]] now can occur in real time.&lt;br /&gt;
* The [[military]] menu has been entirely redone.&lt;br /&gt;
* You can issue [[orders]] to several [[squads]] at once or several individuals across different [[squads]].&lt;br /&gt;
* Kill [[orders]] are now possible. You can select any creature your [[fort]] does not control to be killed.&lt;br /&gt;
* You can give [[squads]] nicknames if you wish.&lt;br /&gt;
** You can also give your [[barracks]] nicknames to help keep them separated.&lt;br /&gt;
&lt;br /&gt;
===  Squad [[Equipment]] ===&lt;br /&gt;
* There is now a position called the '''[[Nobles (DF2010)|Arsenal Dwarf]]''' who handles various [[equipment]] delegation.&lt;br /&gt;
* You can now establish &amp;quot;'''[[uniforms]]'''&amp;quot; for your [[soldier]]s. With it, you can assign specific [[armor]], [[weapons]], and other such [[equipment]] that you want all [[soldier]]s in a squad to wear.&lt;br /&gt;
** This allows for you to establish either [[equipment]] protocols (I want this squad to carry a [[sword]] and a shield) or literal uniforms, such as all guards wearing dyed blue cloaks.&lt;br /&gt;
* [[Soldier]]s know the difference between [[training]], battle, and [[civilian]] [[equipment]], and when/how to switch between them, as well as how to store them, which is usually done in [[barracks]] via boxes (which can be assigned to [[squads]]).&lt;br /&gt;
** The above also extends to [[Wood cutter|woodcutters]]/[[Miner|miners]], who know how to properly retrieve/store their picks and axes.&lt;br /&gt;
** [[Equipment]] can be stored in squad boxes.&lt;br /&gt;
* You can now handle [[ammo]] allocation by [[material]], so you can set aside [[metal]] [[bolts]] for battle and wooden [[bolts]] for [[training]]. [[Squads]] will maintain such [[ammo]] counts on their own.&lt;br /&gt;
** You can also handle [[ammo]] by type, so that you can have a squad that only uses [[bolts]]/arrows left over by invaders, etc.&lt;br /&gt;
** You have similar control over [[Hunter]] [[ammo]].&lt;br /&gt;
* [[Training]] [[weapons]] are in now, made at the carpenter's shop. Due to the nature of the [[material]] rewrite, these [[weapons]] lack edges, making them far less dangerous.&lt;br /&gt;
* [[Dwarves]] can handle any weapon now (they are not restricted to the current 6 [[weapons]]). &lt;br /&gt;
** [[Blowdart]] [[squads]] confirmed.&lt;br /&gt;
* [[Critter]]s now become familiar/accustomed to [[items]] they use often, such as [[armor]] and [[weapons]]. Being familiar with an item gives them better rolls during [[combat]].&lt;br /&gt;
** They can also become attached to [[items]] and will refuse upgrades.&lt;br /&gt;
* [[Items]] keep track of [[creatures]] they kill now, and that will show up in the [[legends mode]].&lt;br /&gt;
* [[Items]] can become &amp;quot;named&amp;quot; - raised to a semi-[[artifact]] level - if they have seen a lot of battles or have killed someone of a historical figure era-level of importance.&lt;br /&gt;
* [[Dwarves]] will now fill up their [[Quiver|quivers]] properly - they will not go into [[combat]] with 1 bolt in their [[quiver]] if they can help it.&lt;br /&gt;
* You can assign specific [[items]] to units (useful for cases such as [[artifact]]s).&lt;br /&gt;
* [[Dwarves]] assigned to [[squads]] will go train in their free time if they have self-discipline. This includes individual drilling practice.&lt;br /&gt;
* 1/3 of [[dwarves]] have a &amp;quot;favored&amp;quot; weapon.&lt;br /&gt;
&lt;br /&gt;
===  [[Weapons]] and [[Armor]] ===&lt;br /&gt;
[[Image:DF2010_1.png|thumb|400px|The new [[combat report]]s. [[Note]] the date, ability to zoom on location, and more flavorful descriptions.]]&lt;br /&gt;
* All [[weapons]] now have multiple '''[[attack types]]''' (a [[sword]] can use a thrusting attack, or with the blade itself, or even the pommel) and each attack can do a different type of [[damage]].&lt;br /&gt;
* [[Armor]] [[skill]] and quality of the [[armor]] increases your &amp;quot;deflection&amp;quot; roll, which alters the effective force of an attack.&lt;br /&gt;
* [[Weapons]] don't use hard-coded percentage [[damage]] anymore, but rather, use their [[material]]'s various properties in order to determine [[damage]].&lt;br /&gt;
* The swing velocity of a [[hammer]] is determined by the strength and weight of the [[hammer]] itself, among other things.&lt;br /&gt;
* Woven/Chain [[items]] have a &amp;quot;structural elasticity&amp;quot; property (compared to [[plate]]/scale).&lt;br /&gt;
&lt;br /&gt;
===  Attacks ===&lt;br /&gt;
* [[Combat]] has been entirely rebalanced due to the new [[material]] and body changes.&lt;br /&gt;
* Small [[creatures]] are now able to take on larger [[creatures]] by pecking away at their bodies, something which was impossible in the old [[version]].&lt;br /&gt;
** Thanks to the [[material]] rewrite, though, a well [[armor]]ed knight will fare without many problems against 20 groundhogs.&lt;br /&gt;
** Multiple small attacks will have a cumulative effect.&lt;br /&gt;
* &amp;quot;I had a [[dragon]] fight some lions, and after a little bit of dragonfire and close [[combat]], I ended up with a [[dragon]] covered with the grammatically-in-progress &amp;quot;lion [[melted]] [[fat]] spatter&amp;quot;.&amp;quot;&lt;br /&gt;
* Attacks take into account the position and relative nature of the body. Attacks won't &amp;quot;loopity-loop&amp;quot; through the body.&lt;br /&gt;
* Temperature transfer between wrestlers is now possible, so think twice before [[wrestling]] that [[spirit of fire]].&lt;br /&gt;
** Stuck-ins also transfer temperature.&lt;br /&gt;
* Ranged damage has been nerfed, in addition to [[bolts]] making &amp;quot;logical&amp;quot; paths now. The firing rate remains the same.&lt;br /&gt;
* There's now a notion of a &amp;quot;squared shot&amp;quot;, in that your attack could hit someone's arm full force, but if you didn't hit in in the right area, the [[bone]] would not break. This helps many problems, such as with [[bolts]], as well as axes/[[sword]]s not lopping everything off every time you swing.&lt;br /&gt;
* Twisting your weapon in a [[wound]] has been balanced, and won't just amplify [[damage]] forever.&lt;br /&gt;
* [[Toady]] on the path of the force of an attack: &amp;quot;The [[armor]] is all checked in order from outer to inner, then it gets at the tissue [[layer]]s, altering the character of the attack as it goes.&amp;quot;&lt;br /&gt;
* Attacks can pass through a [[wound]] sufficiently large enough.&lt;br /&gt;
* Force from blunt [[weapons]] can transcend [[layer]]s. For instance, a [[hammer]] can bruise the [[skin]] while breaking the [[bone]] underneath.&lt;br /&gt;
** As such, [[plate]] [[armor]]'s benefits are generally ignored by blunt attacks, and [[leather]] [[armor]] would prove to be more effective.&lt;br /&gt;
* &amp;quot;Solid breath can take the form of a forward moving dust puff that accidentally knocks people out due to some [[cave-in]] code.  When I fix that, KOs make or may not be a parameter.  Solid breath can also take the form of a solid [[glob]] (a small one right now) that is hurled like a [[stone]].  It might as well be a thrown [[stone]] of the solid.  Solid breath can also be an undirected dust puff (also accidental knockouts).&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== [[Creatures]] (general) ==&lt;br /&gt;
&lt;br /&gt;
===  [[Attributes]]/[[Skill]]s ===&lt;br /&gt;
* The attribute system has received an overhaul. There are now 19 [[attributes]] split across physical and mental. They are:&lt;br /&gt;
** Body:&lt;br /&gt;
*** '''[[strength]]'''&lt;br /&gt;
*** '''[[agility]]'''&lt;br /&gt;
*** '''[[toughness]]'''&lt;br /&gt;
*** '''[[endurance]]''' - this'll take some of the weight off of [[toughness]] and control your exertion.&lt;br /&gt;
*** '''[[recuperation]]''' - somebody suggested &amp;quot;resilience&amp;quot;. i don't really like any of the names... in any case, this will control the [[healing]] of your physical [[wound]]s.&lt;br /&gt;
*** '''[[disease resistance]]''' - the more time i spend on infection and venom, the more this will matter for this release. there will also likely be a notion of specific immunities, some of which you could gain with exposure or whatever ends up making the most sense.&lt;br /&gt;
** '''[[soul]]''':&lt;br /&gt;
*** '''[[analytical ability]]''' - thinky stuff.&lt;br /&gt;
*** '''[[memory]]''' - remembery stuff.&lt;br /&gt;
*** '''[[creativity]]''' - being able to make up neat stuff.&lt;br /&gt;
*** '''[[intuition]]''' - being able to get stuff.&lt;br /&gt;
*** '''[[focus]]''' - being able to get into stuff.&lt;br /&gt;
*** '''[[willpower]]''' - being able to keep on with and cope with stuff.&lt;br /&gt;
*** '''[[patience]]''' - being able to handle not doing stuff.&lt;br /&gt;
*** '''[[spatial sense]]''' - sense of surrounding stuff.&lt;br /&gt;
*** '''[[kinesthetic sense]]''' - sense of own stuff.&lt;br /&gt;
*** '''[[linguistic ability]]''' - all of the wordsy stuff.&lt;br /&gt;
*** '''[[musicality]]''' - musicky stuff.&lt;br /&gt;
*** '''[[empathy]]''' - being able to feel other peoples' stuff.&lt;br /&gt;
*** '''[[social awareness]]''' - being able to manage and handle social stuff.&lt;br /&gt;
&lt;br /&gt;
* [[Creatures]] now have '''[[souls]]''', and these souls serve as storage for a creature's mental [[attributes]] and [[skill]]s.&lt;br /&gt;
** [[Creatures]] can have multiple souls, though there is no such use in the current [[version]].&lt;br /&gt;
* [[Attributes]] and [[skill]]s can now &amp;quot;'''[[Skill rust|rust]]'''&amp;quot; if the attribute/[[skill]] is unused for a long period of time. The more rust the [[skill]] or attribute has, the less effective it is, and high enough rust will actually &amp;quot;delevel&amp;quot; the ability. Rust can be worked off by simply using the attribute or [[skill]] in question.&lt;br /&gt;
* Attribute/[[skill]] display system has been redone so as to not overwhelm the player.&lt;br /&gt;
** [[Skill]]s have been split up into '''[[Skill groups|15 logical groups]]''' to make assigning [[skill]]s easier.&lt;br /&gt;
* [[Creatures]] now have a &amp;quot;'''[[situational awareness]]'''&amp;quot; [[skill]], which handles a [[creatures]] ability to deal with surprise attacks and ambushes.&lt;br /&gt;
* The [[wrestling]] has been split into the following [[skill]]s:&lt;br /&gt;
** '''[[Wrestling]]'''&lt;br /&gt;
** '''[[Dodging]]'''&lt;br /&gt;
** '''[[Grasp strikes]]'''&lt;br /&gt;
** '''[[Stance strikes]]'''&lt;br /&gt;
* There are also general '''[[melee attack|melee]]''' and '''[[range attack]]''' [[skill]]s (which help with [[combat]] rolls but are separate from &amp;quot;axe mastery&amp;quot;, etc.)&lt;br /&gt;
* [[Attributes]] and rust rates are linked to specific castes, so you could have brutes intermixed with brainy [[creatures]] of a single race.&lt;br /&gt;
* &amp;quot;Ceilings of [[attributes]] are a percentage of the starting value.  So a strength 1000 [[dwarf]] might attain 2000, and a strength 750 [[dwarf]] might attain 1500.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===  Appearances ===&lt;br /&gt;
[[Image:DF2010_2.png|thumb|400px|The new description window]]&lt;br /&gt;
* [[Creatures]] are now unique to each other with different appearances, including hair [[color]], facial features, etc.&lt;br /&gt;
** These are visible in [[adventurer]] mode as well.&lt;br /&gt;
** Different [[color]] patterns are also available, like striped or mottled.&lt;br /&gt;
* [[Creatures]] can also be fatter/taller/etc. than usual. This affects their [[size]]. Fatter [[creatures]] can last without [[food]] longer.&lt;br /&gt;
** [[Creatures]] have a '''[[metabolism]]''' now, which deals with how fast they heal and how fast they burn [[fat]].&lt;br /&gt;
** [[Fat]] [[creatures]] also move slower.&lt;br /&gt;
* The trimming of hair/nails is also possible for civilized [[creatures]], and they will grow long and unkempt without such activities.&lt;br /&gt;
* [[Creatures]] '''[[genetics|inherit appearances from their parents]]'''. This includes dominant/recessive genes.&lt;br /&gt;
** As one example, you can use this system to breed your dogs to a certain [[color]]/[[size]].&lt;br /&gt;
* [[Layer]] trimming/caring uses style definitions from a culture. Some cultures may grow beards, others may shave them. Prisoners, etc. may be forced to adapt these new styles.&lt;br /&gt;
* Speaking of beards, as if it wasn't obvious by now, but this means [[dwarves]] finally have beards!&lt;br /&gt;
** On a more startling note - so do [[elves]]!&lt;br /&gt;
* [[Creatures]] can now be part of a '''[[caste]]''', and this may govern many things, such as their profession, appearance, etc.&lt;br /&gt;
&lt;br /&gt;
===  Bodies ===&lt;br /&gt;
* Tissues now come in [[layer]]s. You must bypass a [[layer]] to reach one below it. Some [[layer]]s are dependent on others (hair can only exist if there's [[skin]] underneath it, etc.)&lt;br /&gt;
* '''[[Hair]]''' acts as a [[layer]] on [[skin]]. It can come in many different styles (sparse, strands, etc.)&lt;br /&gt;
*  '''[[Hair]]''' grows and eventually grays over time. It can be trimmed, and if left alone it will become shaggy and unkempt.&lt;br /&gt;
* Body parts and tissue [[layer]]s can be made out of any [[material]] you want, such as for logical [[creatures]] like [[Iron man|Iron Men]], and illogical abominations like [[Dwarf]] Lung Men.&lt;br /&gt;
* It's now possible for some [[creatures]] to be made out of solid [[material]], such as [[Iron man|Iron Men]], who are much harder to fight.&lt;br /&gt;
* You can also have hollow body parts, perhaps filled with air or other [[materials]].&lt;br /&gt;
* Some [[layer]]s can serve as protection, such as [[Chitin|chitin layer]]s. [[Bone|Bone layer]]s also protect organs, such as the [[skull]] protecting the brain.&lt;br /&gt;
* [[Creatures]] now have teeth, rib, cheeks, eyelids, nails, and lips. Teeth and ribs are not individualized, but rather are tracked by groups (i.e., top left molars, etc.)&lt;br /&gt;
* [[Creatures]] also now have tendons and ligaments, and are made from the &amp;quot;sinew&amp;quot; [[material]].&lt;br /&gt;
* [[Creatures]] store energy from their [[food]], getting [[fat]]ter and more muscular.&lt;br /&gt;
** [[Fat]] affects such things as insulation, speed, etc.&lt;br /&gt;
** Strength also increases muscle [[size]]. Both have an effect on a creature's total [[size]].&lt;br /&gt;
* Guts are realistically [[color]]ed - crazy stuff!&lt;br /&gt;
* It is now possible to &amp;quot;flay&amp;quot; a creature. Have fun!&lt;br /&gt;
* We've also got [[water]] freezing into frosty stuffs on people if they get [[wet]] and then step out into the cold, and [[steam]] coming off of spirits of fire in the rain. &lt;br /&gt;
* [[Skeletal]] [[critter]]s now have their [[bone]]s held together by rotted ligaments.&lt;br /&gt;
&lt;br /&gt;
===  [[Thoughts]] ===&lt;br /&gt;
* &amp;quot;[[Thoughts]]&amp;quot; of a [[dwarf]] have been redone. The new screen includes their current [[thoughts]], age/birthday, physical description paragraph, a description of their [[attributes]], their likes/dislikes, and their mannerisms. Also included are descriptions for their [[wound]]s/scars.&lt;br /&gt;
* A [[dwarf]]'s birthday and age are stored in their [[profile]] now.&lt;br /&gt;
* [[Dwarves]] now have '''[[mannerisms]]''', such as &amp;quot;always scratches his head when he's trying to remember something&amp;quot;, &amp;quot;laughs at his own jokes&amp;quot; or &amp;quot;talks to herself whenever she's bored&amp;quot;. There are 65 types with 3-5 situation qualifiers.&lt;br /&gt;
&lt;br /&gt;
== [[Fortress Mode]] ==&lt;br /&gt;
&lt;br /&gt;
===  Organization ===&lt;br /&gt;
* '''[[Burrows]]'''! Burrows are areas in your [[fort]] where [[dwarves]] live and work in. You can assign these areas like [[zones]] and assign [[dwarves]] to them. [[Dwarves]] will only use [[workshops]], rooms, etc. in burrows they are assigned to.&lt;br /&gt;
* There are a significant number of ways to utilize burrows, from restricting certain [[mining]] expeditions to [[skill]]ed [[dwarves]], to making noble districts, to setting &amp;quot;emergency&amp;quot; [[zones]] for [[civilian]]s to flee to, etc.&lt;br /&gt;
* You can set [[soldier]]s so that they defend certain [[burrow]]s. If an enemy enters a [[burrow]] they know enough to stop what they're doing and head towards it to defend it.&lt;br /&gt;
* You may choose and appoint someone as your [[baron]] when you reach [[barony]] status. You can elect not to have one as well.&lt;br /&gt;
* There are now &amp;quot;code generated&amp;quot; positions, such as '''[[priests]]''' who are named after the [[god]] they worship (Priest of Ciramore, etc.)&lt;br /&gt;
* [[Dwarves]] won't immediately drop everything if they find themselves hungry or tired, and will try to finish their current [[job]] first.&lt;br /&gt;
* There's a difference between sleeping [[barracks]] and squad [[barracks]].&lt;br /&gt;
* Liaisons will be be generated from scratch if they die.&lt;br /&gt;
&lt;br /&gt;
===  [[Workshops]] ===&lt;br /&gt;
[[Image:DF2010_3.png|thumb|400px|[[Statues]] now have art associated with them.]]&lt;br /&gt;
[[Image:DF2010_4.png|thumb|400px|Some new [[crafts]] you can make.]]&lt;br /&gt;
* [[Statues]] and figurines now have art associated with them.&lt;br /&gt;
** &amp;quot;[[Statues]] of specific [[dwarves]] get the [[dwarf]]'s name right in the item name.&amp;quot;&lt;br /&gt;
* Custom [[workshops]] are now able to be modded in, allowing you to set up custom [[reactions]].&lt;br /&gt;
** These can support [[corpse]] harvested [[items]], like shells/horns, and might use barrels/other [[containers]].&lt;br /&gt;
* You can now make [[crafts]] out of horn, ivory, teeth, and other new body parts.&lt;br /&gt;
** These include dragon tooth [[rings]] and ivory [[crown]]s.&lt;br /&gt;
* [[Butchery]] has been overhauled due to the new body part systems, with [[creatures]] yielding many more parts for consumption.&lt;br /&gt;
* It is now possible to have automated [[fishing]] [[cleaning]] and [[fat]] rendering.&lt;br /&gt;
&lt;br /&gt;
===  Alerts and [[Announcements]] ===&lt;br /&gt;
* The alert statuses (i.e., &amp;quot;Stay Indoors&amp;quot;) have been entirely redone. You may set several custom alerts with a user defined behaviour. For instance, you could set a &amp;quot;[[Underground]] Attack&amp;quot; alert where you force [[soldier]]s to equip melee [[weapons]] and head to a predefined location.&lt;br /&gt;
* These alerts can also be assigned to [[civilian]]s, such as telling them to flee to the great hall.&lt;br /&gt;
* [[Combat reports]] have been redone in hopes of consolidating sentences and making it more interesting to read&lt;br /&gt;
* Combat reports are separated into [[combat]], [[sparring]], and hunting reports. You'll see a notification on the side of the screen letting you know a [[combat report]] has been generated.&lt;br /&gt;
** They are also timestamped.&lt;br /&gt;
* You can choose different options for each announcement, like whether you want it to pause the game or recenter your view.&lt;br /&gt;
&lt;br /&gt;
=== Trading ===&lt;br /&gt;
* Caravans can now bring sand and glass!&lt;br /&gt;
* Also flasks, waterskins, quivers and backpacks.&lt;br /&gt;
&lt;br /&gt;
== [[Healthcare]] ==&lt;br /&gt;
&lt;br /&gt;
===  Doctors, hospitals, and how to cure what ails you ===&lt;br /&gt;
[[Image:DF2010_5.png|thumb|400px|The new [[wound]] [[color]]ing system.]]&lt;br /&gt;
* '''[[Hospitals]]''' are used like [[zones]]. [[Items]] used within these [[zones]] (beds, tables, boxes) allow for hospital use.&lt;br /&gt;
** They also use a new item, called a '''[[traction bench]].'''&lt;br /&gt;
* '''[[Doctors]]''' can &amp;quot;prescribe&amp;quot; treatment, such as bed rest, using splints for broken [[bone]]s, amputation for infected limbs, and surgery.&lt;br /&gt;
** Doctors will set [[bone]]s for simple fractures, use traction for difficult overlapping fractures and use surgery for disgusting compound fractures. They also excise [[rotting]] tissue and amputate limbs too rotted off to save.&lt;br /&gt;
** The system where [[dwarves]] heal on the [[season]] change is gone.&lt;br /&gt;
* [[Wound]]s are dressed with '''[[bandages]]''', which speeds [[healing]] and slows bleeding.&lt;br /&gt;
** '''[[Sutures]]''' make [[wound]]s heal faster.&lt;br /&gt;
** Sutures can be ripped out in [[combat]], causing pain/bleeding.&lt;br /&gt;
* '''[[Crutches]]''' are now in the game, allowing one legged [[dwarves]]/injured people to walk normally (as opposed to crawl). They will move faster as they get comfortable with their new crutch.&lt;br /&gt;
** '''[[Casts]]''' are also in.&lt;br /&gt;
* [[Creatures]] can now clean the filth they acquire due to various [[materials]], like mud, [[blood]], [[vomit]], etc.&lt;br /&gt;
** As such, [[soap]] has a use now, which deserves its own bullet point.&lt;br /&gt;
* You can appoint a &amp;quot;'''[[Nobles (DF2010)|chief medical dwarf]]'''&amp;quot; to handle the various medical information, which requires the &amp;quot;'''[[Diagnosis]]'''&amp;quot; [[skill]].&lt;br /&gt;
** What type of various medical information? &amp;quot;unit [[wound]]s/status/required treatments/medical history, etc.&amp;quot; - Think of it like the [[bookkeeper]].&lt;br /&gt;
* [[Dwarves]] are more proactive in saving [[wound]]ed people, and will do what they can in regards to bleeding on the way to the hospital.&lt;br /&gt;
* &amp;quot;Eyelids clean the eyes so you don't have to [[soap]] them off, but if an eyelid is torn off, I think they might [[soap]] the eyes.&amp;quot;&lt;br /&gt;
* Patients can use [[soap]]/[[water]] to clean [[wound]]s and grime to reduce infections. Sutures, casts, etc. will reduce infection as well.&lt;br /&gt;
* All cloth and thread [[items]] have associated lengths/areas now. Threads are use for sutures (thus, one &amp;quot;thread&amp;quot; item could be used for multiple sutures) and cloth is used for bandages. [[Items]] in this way aren't split (a la coins or [[bolts]]), but rather, they're consumed in pieces.&lt;br /&gt;
* Unskilled or apprentice doctors can make mistakes when treating a patient or doing surgery.&lt;br /&gt;
* &amp;quot;[[Healthcare]]&amp;quot; as a [[skill]] is gone. It's been replaced by 7 new labor [[settings]], 5 unit types, and 6 new [[skill]]s.&lt;br /&gt;
** There are different type of doctors associated with the [[skill]]s.&lt;br /&gt;
** Dressing [[wound]]s, diagnosis, surgery, setting [[bone]]s, suturing and walking with crutches appear to be the new [[skill]]s.&lt;br /&gt;
&lt;br /&gt;
===  [[Wound]]s and [[injuries]] ===&lt;br /&gt;
* The current 15HP-per-body-part system has been dropped in favor of individual [[wound]] tracking.&lt;br /&gt;
** The above also allows for scars.&lt;br /&gt;
* Open [[wound]]s can get simple infections, which results in oozing pus, slow [[healing]], and can even kill.&lt;br /&gt;
** [[Rotting]] [[wound]]s smell and contribute to infection levels, as does grime buildup.&lt;br /&gt;
* Tissue [[layer]]s can boil off when exposed to extreme heat.&lt;br /&gt;
* Phantom pains are gone.&lt;br /&gt;
* You can [[damage]] a creature's motor and sensitivity nerves. Motor [[damage]] prevents that part from working, and sensory nerve damage makes you lose feeling in that body part.&lt;br /&gt;
* Partial and compound fractures are now possible.&lt;br /&gt;
* Fractured [[bone]] can be knocked inwards to cause [[damage]] to organs, like forcing a jagged piece of [[skull]] into the brain. [[Bone]]s can also [[pierce]] [[layer]]s, like having [[bone]] sticking out of your [[skin]].&lt;br /&gt;
* Guts are under [[pressure]] and can pop out of a [[wound]].&lt;br /&gt;
* Injured [[creatures]] can continue to work if they are treated. A miner who breaks his left hand will go back to [[mining]] with his right hand (after his broken hand is set in a cast).&lt;br /&gt;
* &amp;quot;There are lots of [[wound]]s that won't heal now if they aren't treated (aside from the nerve stuff, the three kinds of bad breaks won't heal if not treated), and infected [[wound]]s heal very slowly.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===  Poisons ===&lt;br /&gt;
* Types of poison effects: pain, swelling, oozing [[wound]]s, bruising, blisters, numbness, paralysis, fever, bleeding, coughing/[[vomit]]ing [[blood]], nausea, [[vomit]]ing, unconsciousness, necrosis, impaired vision, drowsiness, and dizziness.&lt;br /&gt;
* Poisons can be contacted, injected, or inhaled.&lt;br /&gt;
* You can be immune to poisons; [[creatures]] seem immune to their own poisons.&lt;br /&gt;
* Severs transfer containment, so that a ripped off venom fang from a [[Giant Cave Spider]] will remain venomous. As of now you cannot use it as a [[weapon]].&lt;br /&gt;
&lt;br /&gt;
== The Underground ==&lt;br /&gt;
 &lt;br /&gt;
[[Image:DF2010_6.png|thumb|400px|An example of the new caverns. Here you can see open areas and [[underground]] lakes, as well as passages linking them together]]&lt;br /&gt;
&lt;br /&gt;
=== Underground Features ===&lt;br /&gt;
* Underground [[layer]]s have been entirely revamped, allowing for more diverse [[underground]] with new [[creatures]], features, and other interesting goodies, such as Mushroom Forests.&lt;br /&gt;
* The standard amount of [[layer]]s (around 15) has been scrapped and increased dramatically; upwards of 50-100 [[layer]]s.&lt;br /&gt;
* Each cave [[layer]] [[region]] (which is a certain depth and portion of the world map) has its own name, animal populations, [[civilizations]], etc.&lt;br /&gt;
** They also show up on the legends screen.&lt;br /&gt;
* '''[[Caverns]]''' now exist [[underground]]. Caverns are open areas underneath the earth, and are home to [[creatures]], [[underground]] lakes, and other interesting features.&lt;br /&gt;
* Features are much more easy to discover, and almost every site is guaranteed to have SOMETHING interesting in it.&lt;br /&gt;
** For instance, [[magma]] is almost always guaranteed to be at the very bottom [[layer]].&lt;br /&gt;
* Features can span multiple world tiles, and can be explored via adventure mode and [[dwarf]] [[fortress]] mode.&lt;br /&gt;
* You can use [[world gen]] parameters to get rid of [[underground]] features. The default [[settings]] are set for cavernous so you're guaranteed to find cool stuff.&lt;br /&gt;
* Features are not instantly revealed anymore. [[Underground]] areas must be explored by [[dwarves]] prior to revealing features. &lt;br /&gt;
** So yeah, the new system is to have a 60 or so tile [[flood]] out from your [[dwarves]] as they go [[underground]], and any time they get within 30 tiles of the 60 tile [[flood]] (flags are kept when the [[flood]] got out to 30, roughly), it'll [[flood]] out again, picking up those flags and placing new ones, so it moves out in a kind of chunky way.&lt;br /&gt;
** [[Squads]] can't take [[orders]] to walk into hidden [[zones]] (must reveal first).&lt;br /&gt;
* It's possible for an [[adventurer]] to enter a massive [[underground]] cavern on one side of the world and journey all the way to the other.&lt;br /&gt;
* Bottomless pits and chasms are gone for the time being, replaced by finite caverns.&lt;br /&gt;
&lt;br /&gt;
===  [[Critter]]s (normal and animalman-y) ===&lt;br /&gt;
* Underground animalpeople can use crude [[weapons]] and mounts now.&lt;br /&gt;
** Batmen could ride giant bats and shoot poison darts at you with makeshift blowguns made from [[giant cave spider]] legs - whoa!&lt;br /&gt;
** Their goal is to cause as much havoc as they can before sneaking back home.&lt;br /&gt;
* Underground [[critter]]s are &amp;quot;drawn&amp;quot; from a large population that is off site. They will replenish their population so long as a cavern has an open &amp;quot;edge&amp;quot; allowing them to spawn in.&lt;br /&gt;
* The above, coupled with other changes, allows for the possibility of never-ending attacks.&lt;br /&gt;
* [[Antmen]] now have creature castes which separate them, including queens.&lt;br /&gt;
** There are also [[antmen]] nests to worry about.&lt;br /&gt;
* '''[[Gremlins]]''' are back. These sneaky dudes are invisible until spotted, and will step on [[pressure]] [[plate]]s, pull levers, and open cages.&lt;br /&gt;
* There are many new (toadyOne mentioned around 40) [[underground]] [[critter]]s.&lt;br /&gt;
&lt;br /&gt;
===  [[Critter]]s (random beasts) ===&lt;br /&gt;
* Random [[critter]]s are now possible. They come in two flavors: &amp;quot;'''[[Titans]]'''&amp;quot;, which are above ground and serve as megabeasts, and &amp;quot;'''[[Forgotten Beasts]]'''&amp;quot;, who live [[underground]]&lt;br /&gt;
* Random [[creatures]] are just that - random. The can have unique attacks, like firebreath or poison, as well as a random number of body modifiers like legs, wings, etc.&lt;br /&gt;
** Some examples: a ribbon worm with wings made of stretched [[skin]]. An eyeless antenna lizard. A [[glob]] of [[vomit]] inside a round shell. &lt;br /&gt;
* They pull from certain base types (blob, quadruped, humanoid) as well as various animal/creature features. &lt;br /&gt;
** Dinosaur types (?!) are also now possible&lt;br /&gt;
*** They have feathers to boot&lt;br /&gt;
* These are seen as the ultimate challenge of the game&lt;br /&gt;
&lt;br /&gt;
===  [[HFS]] ===&lt;br /&gt;
* The old [[HFS]] that we know of is gone, replaced by new baddies. The [[critter]]s of the [[HFS]] seemed to have survived the [[version]] change, however.&lt;br /&gt;
* [[Toady]] has spent countless days working on the new [[HFS]], and he's been silent on what it could entail.&lt;br /&gt;
* There is a lot of nasty stuff underneath, seemingly related to the old &amp;quot;end of the world&amp;quot; timers.&lt;br /&gt;
* It should be a bit different, a bit the same, and always a threat rather than a one-time problem.&lt;br /&gt;
&lt;br /&gt;
== The World ==&lt;br /&gt;
&lt;br /&gt;
===  [[Civilizations]] ===&lt;br /&gt;
* There is now the notion of a '''[[split leadership]]'''. Some leaders may prefer to be &amp;quot;traditional&amp;quot; rulers, hanging back in their cities while appointing generals to command their armies. Others may prefer to lead battles and wars themselves.&lt;br /&gt;
* [[Goblin]] society is more violent than ever. They respect those with power, and [[demons]] will be forced to kill for their loyalty. Other [[goblin]]s, however, can do the same.&lt;br /&gt;
** [[Goblin]]s obtain their structure over the course of world generation. For instance, [[demons]] are not hard-coded as leaders, and must earn their position.&lt;br /&gt;
* Forgotten beasts can escape from the [[underground]] and try and pass themselves off as [[god]]s, gaining worshipers and taking control of [[civilizations]].&lt;br /&gt;
* Leaders of [[civilizations]] can now own &amp;quot;pets&amp;quot; - and by that, I mean they can [[tame]] wild animals and use them in war. [[Giant eagle]]s, [[tiger]]s, everything is fair game.&lt;br /&gt;
** [[Elves]] have a great advantage here for obvious reasons, but [[dwarves]] will be able to make use of [[underground]] beasts.&lt;br /&gt;
* '''[[Priests]]''' are back.&lt;br /&gt;
&lt;br /&gt;
===  [[World Generation]] ===&lt;br /&gt;
* &amp;quot;I've added the ability to specify in the [[world gen]] parameters the number of sky z-levels, the number of z-levels minimum between each [[layer]] (it'll often be more because of elevation changes), and the number of extra z-levels down at the bottom.&amp;quot;&lt;br /&gt;
* Much of the map feature code was rewritten to be more flexible in future expansions and updates.&lt;br /&gt;
&lt;br /&gt;
=== [[Megabeasts]] (general and [[Titans]]) ===&lt;br /&gt;
* [[Megabeasts]] aren't pushovers in worldgen anymore, and will survive longer and get more kills.&lt;br /&gt;
* [[Titans]] in good areas will be benign/neutral to [[creatures]].&lt;br /&gt;
&lt;br /&gt;
== Links ==&lt;br /&gt;
*[[Notes on new positions]]&lt;/div&gt;</summary>
		<author><name>Bombcar</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Hide&amp;diff=76747</id>
		<title>v0.31:Hide</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Hide&amp;diff=76747"/>
		<updated>2010-03-28T00:54:29Z</updated>

		<summary type="html">&lt;p&gt;Bombcar: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;You can '''hide and unhide Items and Buildings''' as of v0.28.181.39a using the designation menu or look mode.&lt;br /&gt;
&lt;br /&gt;
Hidden items/[[buildings]] will still be there and will still be available to [[dwarves]] usage, except they will not be visible on screen and will instead show what is on the tile other than they (or just the tile alone). You can still view the object in look mode.&lt;br /&gt;
&lt;br /&gt;
To hide or unhide a building or item, you can loo{{k|k}} at an item, and then press {{k|h}} to hide/unhide that item, or, alternatively, you can use the {{k|d}}esignations menu, get into the item options menu with {{k|b}} and {{k|h}}ide or un{{k|H}}ide a large group of items/buildings.&lt;br /&gt;
&lt;br /&gt;
Note that if you hide all [[stone]] from the stock menu, all buildings made of stone will be hidden as well.&lt;br /&gt;
&lt;br /&gt;
To unhide a building, you can use the {{k|t}}ask menu to see the items it is built with, and use {{k|h}} to toggle hidden.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Designations]]&lt;/div&gt;</summary>
		<author><name>Bombcar</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Well&amp;diff=76739</id>
		<title>40d Talk:Well</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Well&amp;diff=76739"/>
		<updated>2010-03-27T22:36:57Z</updated>

		<summary type="html">&lt;p&gt;Bombcar: /* 1x1 Well */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==construction questions==&lt;br /&gt;
Where can these be constructed? only near an aquifer?--[[User:Alc|Alc]] 14:16, 30 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Open space probably refers to just that - a dug-out space below it that leads to water. Will have to test, though. --[[User:Tracker|Tracker]] 15:54, 30 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Does it need to be a channel all the way down, on all levels below the well, or can you have normal floor below it all the way down to water?  Can you put one well directly above another well, and have them both work (if there's water below)?  --[[User:Sowelu|Sowelu]] 15:56, 30 October 2007 (EDT)&lt;br /&gt;
: yes.no.no.--[[User:Koltom|Koltom]] 12:27, 1 March 2008 (EST)&lt;br /&gt;
:: I've built a well directly above another one, both are stated as &amp;quot;Active&amp;quot; --[[User:ConstantA|ConstantA]] 01:36, 14 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Has it been verified that you need water down there? --[[User:Mitchy|Mitchy]] 11:22, 8 November 2007 (EST)&lt;br /&gt;
:yes.--[[User:Koltom|Koltom]] 12:27, 1 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Does anyone know if it is okay to have a well like this?&amp;lt;br /&amp;gt;&lt;br /&gt;
(side view)&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
_W_ &lt;br /&gt;
| |    &amp;lt;-- Empty space between water and well&lt;br /&gt;
|~|    &amp;lt;-- Water down here&lt;br /&gt;
---&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
--[[User:Delton|Delton]] 16:07, 14 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Confirmed that the above is a functional well.&lt;br /&gt;
--[[User:Delton|Delton]] 07:52, 19 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Potential Problem==&lt;br /&gt;
As of v0.27.176.38a, when using an artificaly created well (by designating a 'Pond' zone and having dwarves fill it), it is posible that dwarves will take water from the well in order to fill the pond which feeds the well, acomplishing nothing. To correct this, examine the items contained in the well by pressing 't', then forbid the bucket and rope contained in the well. This will stop dwarves from taking water from the well and allow you to fill it. You can then reclaim the bucket and rope to make the well usable again.&lt;br /&gt;
&lt;br /&gt;
Should this be in the article?&lt;br /&gt;
&lt;br /&gt;
[[User:Duo|Duo]] March 11th 2008&lt;br /&gt;
&lt;br /&gt;
:I think it should be somewhere, but probably in the well guide, as it isn't about the wells, or their functionality, but a strange quirk in dwarven logic in regard to wells. --Kydo 07:00, 6 February 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Flooding? ==&lt;br /&gt;
&lt;br /&gt;
Gah! Why do my wells keep flooding? How can I prevent this? [[User:Runspotrun|Runspotrun]] 06:08, 26 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
-- Well ... if you did it like I did [http://www.vaevictus.net/images/bucket_full.png (lol)], you lost to backpressure.  i filled from a reservoir that was taller than my well floor. (and it was attached to a brook. :) I'm working on using a floodgate and pressure plate to regulate water levels. [[User:Vaevictus|Vaevictus]] 11:30, 20 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Fair Warning ==&lt;br /&gt;
&lt;br /&gt;
Whatever you do, don't let a barracks area overlap any of your wells. Military dwarves can and will fall in if they're sparring next to it. Ah well, I didn't want that full set of bismuth bronze armor anyway.  -- [[User:Vanst|Vanst]] 08:39, 26 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Grates and Buckets ==&lt;br /&gt;
&lt;br /&gt;
Buckets don't pass through grates, in the well construct. That means a well with a grate halfway will become dry. I had 2/7 water above the grate (and 5 levels of 7/7 water under it), but it was not enough. [[User:Wlievens|Wlievens]] 07:24, 23 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== flood? ==&lt;br /&gt;
&lt;br /&gt;
I have a &amp;lt;s&amp;gt;lake&amp;lt;/s&amp;gt; murky pool outside(reaching down one more z level). On the same level i want to construct a well inside. can i just build a channel, thus tap the lake on the lower z level and then build a well on top of the end of the channel? or do i need one more level free space? If i can, will the water flood my outpost or will it stop on floor level? would it help if i tapped the lake one more level down? --[[User:Koltom|Koltom]] 17:12, 8 February 2008 (EST)&lt;br /&gt;
:So long as the well is at or above the level of the pond you will have no problem. --[[User:Ikkonoishi|Ikkonoishi]] 23:11, 11 February 2008 (EST)&lt;br /&gt;
:: It worked fine. Now however the murky pool is dry, so i built a new one tapping the river. ;) --[[User:Koltom|Koltom]] 13:53, 22 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Using Buckets? ==&lt;br /&gt;
I'm having a hard time getting my dwarfs to use their new well. I...&lt;br /&gt;
* Dug a Channel with water beneath it.&lt;br /&gt;
* Designated a drinking zone beside it.&lt;br /&gt;
** The dwarfs now drink from the channel.&lt;br /&gt;
** Loo{{k|k}}ing at the space they're drinking from says Open Space&lt;br /&gt;
* Created Blocks, Bucket, Rope&lt;br /&gt;
* {{k|b}}uild we{{k|l}}l over the water beside the drinking designation.&lt;br /&gt;
&lt;br /&gt;
Now what happened was I got a massive flood of messages saying something like &amp;quot;XXX Cancelled Drinking: No Bucket at well&amp;quot;  &lt;br /&gt;
&lt;br /&gt;
So I went and built another Bucket, and now I have 2 buckets sitting in my finished goods stockpile, and nobody who's willing to drink from the well.  How do I instruct the lazy dwarves to go and get the bucket and use it with the well? &lt;br /&gt;
&lt;br /&gt;
[[User:Zeidrich|Zeidrich]] 15:15, 29 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
: Why do you need them to use the well? As far as I know, the only time having a well is useful is when the injured need water. Even then, I strongly suspect that people can just drink from the river. --[[User:Shadow archmagi|Shadow archmagi]] 16:02, 29 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:: Well, I want them to use a well because I built it!  It looks prettier than drinking out of the stream.  I'm pretty sure they get bad thoughts when they drink directly out of the stream.  In this particular circumstance I was short on brewable supplies and I had a bunch of thirsty dwarves.  Regardless of whether or not I should necessarily be using a well, I would like know ''how'' to use it.-- [[User:Zeidrich|Zeidrich]] 18:37, 29 February 2008 (EST)&lt;br /&gt;
:::Well, I believe that the well is *'''built'''* with a bucket, since you require one for construction. If it's really not there for whatever reason, then you may want to rebuild the well(and make sure that furniture hauling orders are ON), and if that doesn't fix it, then i think this is a bug and should be reported to the Toady One, along with the save. --[[User:Digger|Digger]] 05:22, 1 March 2008 (EST)&lt;br /&gt;
::::Yes, the bucket for 'normal' drinking is built into the well. U only need extra buckets to fill a pond or give water to a resting dwarf. Check with the q-menu if the well is even finished.--[[User:Koltom|Koltom]] 12:27, 1 March 2008 (EST)&lt;br /&gt;
:::::Nope, not a bug.  I figured out what it was.  Apparantly my architect was far too busy tilling soil and hauling rocks to go and gather the rope and the bucket and connect them to the well.  So while I had all of the materials, and the well looked complete, it was actually waiting for construction.  I think I was just confused by the message as my dwarves were trying to drink from it before it was ready.  [[User:Zeidrich|Zeidrich]] 11:54, 3 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Another Fair Warning ==&lt;br /&gt;
Dwarves don't even need to spar to fall into wells, they will generally not avoid walking over a well tile. This will result in the warning &amp;quot;X cancels...dangerous terrain&amp;quot; followed by dropping in anyway. The last bloody fool who dropped in seems to have been gobbling away at his food while walking, down the shaft among his gear i found 1 dwarven sugar roast. I mean, i know my sugar roast is delicious, but can you please sit down first like any goodmannered dwarf? How will I ever clean up that bloody mess you left in our water supply? --[[User:Koltom|Koltom]] 22:24, 13 March 2008 (EDT)&lt;br /&gt;
:Might be a good idea to designate the well's square a restricted traffic area and the eight squares around it low traffic. This should make aimless wanderers step around it instead of going WHEE! Animals don't respect traffic though, so maybe there will still be dogs and cats in the well. [[User:Rkyeun|Rkyeun]] 09:32, 17 July 2008 (EDT)&lt;br /&gt;
::One can fix the problem of well-diving dwarves by building a staircase adjacent to the well for them to climb out of... as long as your well isn't deep enough that they are stunned by the fall, or you have running water that sweeps them away.--[[User:Zipdog|Zipdog]] 20:58, 19 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== 1x1 Well ==&lt;br /&gt;
Does anyone have a good plan for digging a deep, unconnected 1x1 well?  I'm currently thinking about trying something like this design, side view:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  _W_ &lt;br /&gt;
  | |     &amp;lt;-- Empty space between water and well&lt;br /&gt;
  | |     &amp;lt;-- Empty space between water and well&lt;br /&gt;
  | |     &amp;lt;-- Empty space between water and well&lt;br /&gt;
 |   |    &amp;lt;-- Opening room&lt;br /&gt;
 |~~~|    &amp;lt;-- Water down here&lt;br /&gt;
  ---&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It would be built like below, with a level pulled to knockout the support.  Would the center collapse leaving a nice shaft?&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  _ _ &lt;br /&gt;
  |r|     &amp;lt;-- Ramp down&lt;br /&gt;
  |r|     &amp;lt;-- Ramp down&lt;br /&gt;
  |r|     &amp;lt;-- Ramp down&lt;br /&gt;
 | X |    &amp;lt;-- stairwelldown&lt;br /&gt;
 | S |    &amp;lt;-- Support.  Water will be down here, but starts out dry?&lt;br /&gt;
  ---&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
[[User:Tulthix|Tulthix]] 12:49, 20 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:It won't fall down as the ramps still have support from the adjacent stone/walls. I've been trying to figure out how to make a 1x1 shaft too but haven't had much luck. When getting the dwarves to build ramps on top of each other they do build a shaft downwards but after a certain depth the pathfinding seems to get confused and they stop. [[User:Yvain|Yvain]] 02:36, 21 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I was able to accomplish this by digging out a side-wall and re-building the wall after deconstructing a staircase down the shaft one tile at a time. If you want it to look pretty the 1x1 shaft going down should have nice stone smoothing on as well (and it covers up the &amp;quot;filled in wall&amp;quot; seam. Alternate methods: sacrificial dwarf can pull it off (he will rot away at the bottom of your water tank) and a utilitarian &amp;quot;escape hatch&amp;quot; out the bottom of the tank. I like putting in an escape hatch at the bottom, connected to a lever, with a grate and outflow underneath so I can retrieve that adamantium armor that falls down there. (when I don't build in an escape stairway anyway). [[User:Weasello|Weasello]] 10:34, 21 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I recently discovered a handy method for digging single-tile vertical shafts clean. Dig out the shaft by making it a tall stairwell. After it's dug out, channel out the stairs at the top. Your miner will stand one level underneath it and destroy the stairs from below. After that's gone, repeat this level by level, until you're at the bottom, where you can destroy the stairway going up with d &amp;gt; z. This also allows for you to smooth the walls of the shaft, or replace the dirt walls with constructed stone ones before you take out the stairs. [[User:Vanguard|Vanguard]] 16:49, 25 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:I don't see why you'd want a deep, single tile shaft. The deeper the well, the more likely it is to kill someone when they fall in. If you want a well to hold lots of water, it makes more sense to make it extremely wide, but not very deep, as dwarves who fall in would be barely effected by it, and it would take forever for that many tiles of 7/7 water to evaporate away. --Kydo 08:24, 27 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
: I've done this with great success; however, you end up with a dwarf at the bottom. This can be resolved by leaving the well dry and digging your way out. The way I do it is to use up/down staircases, and when nearly done, start channeling them out. The dwarf will channel out and fall one level down (don't channel the very ''top'' as that can be removed any time), and then you channel the next bit. Then you need to dig your way out. --[[User:Bombcar|Bombcar]] 22:36, 27 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Salt Water==&lt;br /&gt;
&lt;br /&gt;
I've had a map with only salt water and an injured dwarf.  Nobody could give him water because it was all salty.  But I built a well over the water and dwarves brought the injured dwarf water.  This happen to anyone else? --[[User:Bouchart|Bouchart]] 12:29, 14 April 2008 (EDT)&lt;br /&gt;
             &lt;br /&gt;
     ...use a screw pump to pump the water into an artificial reservoir (ie one you dug) and&amp;lt;br /&amp;gt; it will be desalinated...&lt;br /&gt;
:&amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:24.224.178.153|24.224.178.153]]&amp;lt;/small&amp;gt;&lt;br /&gt;
::That has ''nothing'' to do with the question, which is about &amp;quot;wells&amp;quot;, not pumps. From the [[water]] article...&lt;br /&gt;
     Oddly, a [[well]] built over a source of salt water will still provide  &amp;lt;br /&amp;gt;drinkable water to dwarves.{{version|0.28.181.40d}}&lt;br /&gt;
::And personally confirmed, in multiple forts. Editing that into this article as well.--[[User:Albedo|Albedo]] 06:47, 30 October 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
==FAQ==&lt;br /&gt;
&amp;quot;How deep can a well be?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
This was added to the Water FAQ. I thought it better to put here, and the answer can be put on the Well page if/when it's discovered; as opposed to creating an entire new FAQ page. --[[User:Juckto|Juckto]] 06:04, 3 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:At this time (33g) I believe there's no limit to how far from water a well can be, as long as all tiles between are open space.&lt;br /&gt;
:I've got a particularly vertical map (something on the order of 50+/- levels!) so I'll give this some testing later and update this (within a week hopefully) if my tests conflict with my opinion that there's no limit. --[[User:N9103|Edward]] 21:59, 3 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::I decided to make a fortress just to test this. I have a well 13 z-levels deep, with water only on that bottom Z-Level. Because this fortress was made JUST for this, and I've not done anything else, I can't really build a well tower to fully test it, as there's three alligators hanging out outside my fortress doors. When I get them out of the way and build the super-tall well, I'll let you know if there's an achievable limit. (Hey, there may be a limit outside of the game's current potential map generation) Should only take a couple of hours, at the most. --Kydo 09:55, 27 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Smoothing walls for a well ==&lt;br /&gt;
&lt;br /&gt;
Does smoothing the walls of a place to be filled with water prevent stagnant water?&lt;br /&gt;
:Makes no difference. [[User:Rkyeun|Rkyeun]] 09:32, 17 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Doesn't matter. Dwarves will still drink stagnant water from ponds. --[[User:Stinhad Limarezum|Stinhad Limarezum]] 14:05, 9 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Monsters and wells ==&lt;br /&gt;
Way back in the 2D days, monsters would sometimes come out of wells.  Does this ever happen in DF3D?  Now that there's a real Z-axis, I imagine that monsters aren't just randomly generated like they used to be... but I do wonder whether tapping an underground river might cause something unpleasant to ride the bucket upward.  I'm playing on a map with an underground river and a chasm, and I'm wondering how careful I need to be with my wells.  --[[User:Ookpik|Ookpik]] 05:45, 5 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
IIRC monsters can't pass through grates - so instead of putting the well directly over the river, make an artificial stream with both ends blocked from the river by a grate. [[User:Random832|Random832]] 01:33, 13 October 2008 (EDT)&lt;br /&gt;
:I've never managed to make a grate block any water creature.  I've had perch and lampreys pass through grates and pumps to end up in my meeting area.  I wonder if bars would work better...  [[User:Corona688|Corona688]] 02:30, 13 October 2008 (EDT)&lt;br /&gt;
::Grates/bars don't block vermin-class critters, which most fish are. [[User:HeWhoIsPale|HeWhoIsPale]] 09:11, 13 October 2008 (EDT)&lt;br /&gt;
::Right, but those can't attack you. It will (should) block carp. [[User:Random832|Random832]] 15:54, 13 October 2008 (EDT)&lt;br /&gt;
::Can vermin pass through fortifications? [[User:Random832|Random832]] 15:55, 13 October 2008 (EDT)&lt;br /&gt;
:::Vermin don't have to pass through: vermin are spawned &amp;quot;near&amp;quot; the [[biome]] they don't need to be right in the biome (just like fire snakes turning up in your tunnels, they &amp;quot;appear&amp;quot;).&amp;lt;font face=&amp;quot;FixedSys&amp;quot; color=&amp;quot;#00FFFF&amp;quot;&amp;gt;[[User:GarrieIrons|Gar]]&amp;lt;/font&amp;gt;[[User Talk:GarrieIrons|rie]] 03:03, 22 July 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Zone only drinking ==&lt;br /&gt;
&lt;br /&gt;
Will a dwarf still drink from a well if zone only drinking is set? --[[User:Groveller|Groveller]] 02:14, 1 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Wells periodically and mysteriously destroyed ==&lt;br /&gt;
&lt;br /&gt;
I don't know what's going on with my above ground wells, but it seems I have to rebuild them about once every year or so. My dwarves are a happy bunch so there have been no tantrums and no bouts of vandalism or building destruction are recorded in my justice screen. I tried setting the area immediately around the wells as low traffic and the well itself as restricted traffic, but they still vanish, leaving one of their parts in the river-fed pool underneath. Could it have something to do with the fact that my fisherdwarves sometimes fish from the wells? Or is there a minor amount of seasonal flooding that I can not see but will destroy the wells? [[User:Lungfish|Lungfish]] 15:17, 30 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Does it freeze? I had to re-build my outside well once every year in the spring until I moved it indoors. So, in my experience, only if it freezes, otherwise I don't know. The reason the part is there is because it drops onto the ice, which then melts. One more question, is it in a brook, river, or pond?--[[User:Destor|Destor]] 15:35, 30 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::I think it is a regular, yearly, occurrence. I don't think it's a problem of freezing though, since I've never seen any ice and no one has ever walked over my moat. One thing that might be a clue: I built a well on the next Z level up from one of the wells that gets destroyed every year, and it's survived, so I think it is flooding or something like that. Also, I'm pretty sure the only ground-level well I have that isn't fed by my river has avoided destruction. But if flooding is the cause, I should see more water tiles, right? Oh well. [[User:Lungfish|Lungfish]] 06:35, 2 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:::Mystery solved. At the very end of winter all the surface water DID freeze, but for such a short time that I thought it was just the game glitching out for a second. I guess everything makes sense now. I hope I can serve as a warning to future generations. [[User:Lungfish|Lungfish]] 01:22, 3 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Dwarves refuse to use my well ==&lt;br /&gt;
i have an &amp;quot;Active&amp;quot; well, that my dwarves seem not to like. i am always getting complaints that i dont have a well, but some dwarves drink out of it!&lt;br /&gt;
any ideas whats wrong? [[User:Corhen|Corhen]] 02:33, 10 June 2009 (UTC)&lt;br /&gt;
*If a lot of dwarves are needing to use a well at once and you only have one, they might &amp;quot;think&amp;quot; that there isn't one at all. Also, unless your dwarves are injured, your well should be mostly unused as they should be drinking alcohol, not water. --[[User:Quietust|Quietust]] 16:27, 21 July 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Water in well bucket freezes ==&lt;br /&gt;
I have a couple of wells, pumped from a salt water sea into an entirely constructed cistern. The wells are enclosed, the cistern is enclosed, and I'm in a freezing biome. For some reason, the snow indoors won't go away, and while the water in the cistern is liquid, the water in the well buckets is ice. Is there a reason for this happening, and is there a way to stop it? [[User:Conan12|Conan12]] 13:57, 12 August 2009 (GMT)&lt;br /&gt;
&lt;br /&gt;
==a deep well shaft contributes to the building quality==&lt;br /&gt;
How does one check this? --[[User:Birthright|Birthright]] 23:39, 14 September 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I was wondering this too, and then reading you ask it gave me the (hopefully?) answer.&lt;br /&gt;
:Since value is listed in the room list, you should be able to build a series of otherwise identical wells over:&lt;br /&gt;
:*Increasingly deep open shafts, with a fixed water depth at the bottom, and&lt;br /&gt;
:*Fixed open shafts, with increasing water depth at the bottom.&lt;br /&gt;
:Once you've done that, if I understand the room list correctly, you should be able to compare values of wells, though you may have to have them all designated as meeting rooms for them to display on the list, I'm unsure. I'm haven't attempted diagramming here in the past, so I'll post this, and then see about adding a visual afterwards. And I still sometimes forget to sign --[[User:Njero|Njero]] 02:56, 15 September 2009 (UTC)&lt;br /&gt;
 ::Diagram:&amp;lt;pre&amp;gt;&lt;br /&gt;
 ::  First Case:       Second Case:&lt;br /&gt;
 ::  _W_  _W_  _W_     _W_  _W_  _W_&lt;br /&gt;
 ::  | |  | |  | |     | |  | |  | |&lt;br /&gt;
 ::  |~|  | |  | |     |~|  |~|  |~|&lt;br /&gt;
 ::  |-|  |~|  | |     |-|  |~|  |~|&lt;br /&gt;
 ::       |-|  |~|          |-|  |~|&lt;br /&gt;
 ::            |-|               |-|&lt;br /&gt;
 ::&amp;lt;/pre&amp;gt; --[[User:Njero|Njero]] 03:07, 15 September 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::Value is listed in the (r)oom list? I only see the quality(for designer and mason)..if it's added in there the display should change when the water level changes. So far i went with reading it out from the z-screen which always is a bit tricky.  --[[User:Birthright|Birthright]] 10:58, 15 September 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::I don't believe this affects the value of a well. The value of the well is defined largely by the materials it was made from. If a well is made into a meeting area room, the ROOM will have a higher value, based on it's constructed contents, but that's it, and dwarves will not gain a happy thought from drinking from a well in an excellent room. Because the reservoir is just dug out space below it, and thus cannot be part of the room, which can only be defined on one level, it cannot add to the value of the well. Also, water has no value, so it wouldn't change anything. A flooded bedroom is no more valuable than a dry one. --Kydo 08:38, 27 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Architecture Value ==&lt;br /&gt;
&lt;br /&gt;
Since wells are designed by an architect, they gain quality (and thus architecture value) from both design and construction, so building a well from valuable materials and using a highly trained architect and metalsmith can boost your created wealth to ludicrous levels. In my current fortress, a well built from an artifact raw adamantine mechanism (1.95M), an artifact adamantine chain (1.46M), a masterwork adamantine bucket (36K), and adamantine blocks (1.5K) with both masterwork design and construction boosted my fort's Architecture value by over '''80 million'''.--[[User:Quietust|Quietust]] 00:11, 20 October 2009 (UTC)&lt;br /&gt;
:... words fail...--[[User:Albedo|Albedo]] 00:30, 20 October 2009 (UTC)&lt;br /&gt;
:Awesome.  However, the adamantine block seems like a waste of time - its just a drop in the bucket to the value - surely you have better uses for that adamantine?  Now, if you could just get your dwarves to make an artifact adamantine bucket... =) --[[User:Squirrelloid|Squirrelloid]] 06:55, 30 October 2009 (UTC)&lt;br /&gt;
::If you can't get an artifact bucket, decorating the masterwork one with everything in sight will probably add another few million to the total. --[[User:LaVacaMorada|LaVacaMorada]] 07:48, 30 October 2009 (UTC)&lt;br /&gt;
::The adamantine block was just to make the well light blue in color (the block determines the color of the well) - I could've used raw adamantine, but I also wanted to determine how many wafers are used to make a metal adamantine block (strangely, the answer is &amp;quot;4&amp;quot;). --[[User:Quietust|Quietust]] 16:11, 30 October 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Fort Okilor (testdrink)==&lt;br /&gt;
&lt;br /&gt;
Okay, after reading this, I'm curious as to the exact details on a number of things. I'm setting up an experiment fortress, and putting the results here. I'll be uploading the save file elsewhere, for anyone who wants to see working examples of different well types. It is dedicated to one thing only. Wells. Okay, not just wells, but different ways of building and managing wells, and their properties.&lt;br /&gt;
&lt;br /&gt;
# The super-deep well. Because of alligator infested above-land, I cannot yet make a well tower to fully test it, but as far as I can tell, there is no limit to the functional depth of a well. The current super-deep well is 13 levels from bottom to top. The bottom level is at 6/7 depth. The well at the top? Perfectly functional. This kind of bothers me, because if I tied a dog to the chain, it wouldn't be able to go any father than 1 tile away. It means a rope's length is defined by it's function, rather than it's own properties.&lt;br /&gt;
# I decided to build another well half way down the same shaft, directly in the path of the one above. It does not block the well above. Both function just fine.&lt;br /&gt;
# I constructed a hatch cover even further below, again, on the same shaft as the first two wells. this, of course, blocked the wells, preventing them from functioning. I then connected the hatch to a lever, and pulled the lever, to see if the wells would suddenly become functional again. They did. That means we could use a one-shot pressure plate to close a hatch directly under a well when it senses overflowing water, preventing further flooding. I guess wells don't obscure because they're just a special hole in the ground. I read that grates, though they do allow water to pass through, will also obstruct a well. This is also confirmed. Personally, I'd say it's because a bucket can't fit between the bars, and leave it at that. Even so, grates can be connected to a lever, like a hatch. Don't know why you'd want grates in a well, but okay!&lt;br /&gt;
# I've made a single large reservoir underneath the residential district, and put a well in several of the larger bedrooms. Multiple wells can draw from one source, no concerns. All a well considers is whether there is a single tile of 7/7 water somewhere below it in a straight line, with nothing obscuring. Also, a wide well reservoir takes FOREVER to fill. It's virtually impossible to accidentally flood your fortress, when it takes a half hour to go from 0/7 to 5/7. Oh also, in doing this, I've discovered that if you leave any stone on the floor of a well, and it accessible to your dwarves, it is elligible to be selected as an item for construction, from workshops AND architecture. My dwarves have been repeatedly opening the side door my miners used to dig out the well, grabbing stone for construction, and getting out before they drown. My dwarves are quickly becoming excellent swimmers, though my fortress' main stairwell is flooding. I've dug a huge sump to deal with that, and once the stone's been cleared out, I'll just lock the door. (hey, if they aren't drowning, why the heck not?)&lt;br /&gt;
# I made a single-tile reservoir for a well, and just filled it from the large one with buckets. Just to see whether even such a small well is functional, given the rate of evaporation. With such a simple well literally directly next to it's source, yes, absolutely. It spams your dwarves with hauling tasks, but it will always be full to what your dwarves need, it will never overflow, it takes up almost no space, dwarves can't die from falling in, (Unless they REALLY suck) and you don't have to mess around with all kinds of complicated things with levers and floodgates and safely mining out filling pipes.&lt;br /&gt;
# I tried to get a dwarf to try and fill a pond well from it's own reservoir. I simply forbade all the other wells' buckets. Sure enough, the carpenter came along with a bucket, took water from the only available well, the one he was filling, walked to the other side of the well, and dumped the water back in. To confirm, if your dwarves are filling a well from it's own reservoir, forbid that well's bucket AND rope. If the rope is still usable, they'll still use the well... Somehow.&lt;br /&gt;
# By this point, a lot of the alligators had just... Kind of... Left? I dunno. There were five, now there's one. None deceased. In any case, it's much safer to go above ground now, even with the carp, so I'm going to make the super deep well into a super deep, super tall well tower. While making the well tower, the remaining alligator was killed by the carp. Okay, so, at 30 levels above water, I'd say wells have no depth limit, because this thing's still active.&lt;br /&gt;
# In doing all of this, I've found a pretty effective way of avoiding flooding your well. Digging out and filling the reservoir  first, and not even channeling a hole for the well, completely prevents the well from flooding. So long as you have something, like a flood gate, that can then be used to prevent further flow into the reservoir, it will be filled to 7/7 depth, with no pressure behind it, totally safe to mine into with a channel and build a well on top. It's making sure that there really is no force behind it that gets tricky.&lt;br /&gt;
# Okay, my next idea is just sillyness. I'm going to make a well with a running water fall going down through the well into it's reservoir. Usually, I fill my wells from the side of the bottom level of their reservoir, but I've never filled one directly from above the well opening itself. If this works, it'll be a perpetual motion machine, waterfall and well, all-in-one. Oh, and of course I hit Hematite and lignite in the process of mining this out... Oh well, not like I really plan on playing this fort outside of well construction experiments... Okay, that didn't work. I'm-a gonna' save this now, and put it on DFFD, if anyone wants to see examples of what I've made. (Or if they want to make my perpetual motion machine work) [http://dffd.wimbli.com/file.php?id=1809 Okilor Example]&lt;br /&gt;
&lt;br /&gt;
Preventing dwarves from falling down a well is actually fairly easy, from what I can see. I've had a well in my dining room and nobody's ever (to my knowledge) fallen in. Even so, that's mostly just luck. (And short-lived forts) So, to prevent dwarves and animals from falling into wells:&lt;br /&gt;
&lt;br /&gt;
#Put it somewhere out of the way. If your dwarves don't have any reason to path over it, they won't fall into it.&lt;br /&gt;
#Surround it with restricted traffic control. Then dwarves will be less likely to actually walk over it, even if they do go through that area.&lt;br /&gt;
#Don't make it a meeting hall, or people will throw parties at it, and dwarves don't really care about traffic, when they're on break/partying/nojob, because they aren't trying to find the fastest rout to their task, because they don't have a task. Also, animals like to ignore traffic control.&lt;br /&gt;
#For the same reasons, don't put it in a meeting hall.&lt;br /&gt;
#Don't put it in a barracks, or around other places where dwarves may be fighting for any reason, as dwarves don't look before they leap. Though, now that I'm thinking about it, it would be funny to watch a bunch of goblins go tumbling down a well... Hm... I'll have to think on that.&lt;br /&gt;
#Making a well so it's at the end of a hall, with only one tile dwarves can stand on next to it, will dramatically decrease the chances of anything ever falling in. because then the only reason anything could have to go there, is to use the well, which does not involve standing ON the well.&lt;br /&gt;
#Making a well's reservoir shallow, but wide, is also a good idea, I think. A wider reservoir holds a LOT of water, and takes a LONG time to dry out. If a reservoir is shallow, that means a dwarf will only fall one level or so, which can only cause momentary unconsciousness at the worst, from what I've seen of simple cave-ins. That means your dwarves won't fall down the well, break their leg and drown. Making an escape rout from a well is probably also a good idea, I think.&lt;br /&gt;
&lt;br /&gt;
I noticed in the [[ Well guide]] it says murky pools and brooks can be used as water sources for wells. This should probably be stated there, but just building a well over such a thing is a bad idea. Any dwarf who drinks from a well over stagnant water gets a negative thought about the nasty water. That water only becomes not-bad when you channel it to some other place. On the same line, I've also experienced that simply building a well makes salt water drinkable. Which means that desalinating by pump is not a particularly valuable bug, by comparison, though it makes a tiny bit more sense. --Kydo 01:06, 28 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I have modified the page to represent these findings, deal with a couple of typos and grammatical errors, and remove one instance of redundancy. --Kydo 06:55, 4 February 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== To Confirm Construction Conditions ==&lt;br /&gt;
&lt;br /&gt;
Thanks to the unidentified editor who fixed my grammar, but it reinstalled one of the problems I was trying to get rid of. A well cannot be built just in open, empty space. Nor can it be built on solid ground. It must be built over open space with at least one adjacent floor tile. I mean, logically, yeah, but a lot of new players can't figure out how to designate a tree to be cut down. It really should be clear on that.&lt;br /&gt;
&lt;br /&gt;
Also, to be clear on what it's saying- &lt;br /&gt;
&lt;br /&gt;
&amp;quot;It's easier to draw water from a source lower than an existing ground level, but above-ground sources can also be used so long as you construct the well (or the floor it will be placed on) on a z-level above the water's level.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Does that mean it's easier for the well to draw water? Is it easier for the dwarves? Is it easier due to the technical processes involved in constructing such a well? Because, really, as far as design goes, it's easiest to draw water from an infinite water source, other than brooks or murky pools. Above/below ground doesn't change the requirements for construction. If anything, above ground would be easiest, because you wouldn't need to mine all over the place to find it. (Mind you, how easy something is, is purely subjective, so maybe the sentence should be completely revised?) --Kydo 07:01, 6 February 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:That's all clear - but &amp;quot; a rope's perceived length...??? No, just... no.  Referring to an flawed mental model does no one any favours.  Grammatically, none is easier than another - they're easier ''to build'', not to draw water from.  All fixed (I think)--[[Special:Contributions/75.62.155.145|75.62.155.145]] 10:20, 6 February 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Yeah, I'll agree with you on the manner I wrote it in. As for the rest of it, yeah, I'd say that pretty much sums it up. At least, until Toady changes something. I still disagree on what water sources are easiest to use, but that isn't really important as everyone'll figure out their own way of doing it, regardless of what's written here. Actually, looking over it again, it says that they will ''not'' get the negative thought about drinking from murky water. I can specifically state that the first well I made was just built over a murky pool, and all of my dwarves were made unhappy by the &amp;quot;nasty water&amp;quot; it provided. I've made the same mistake a couple of times with brooks. Not sure about rivers/lakes, as they just never seem to be around the kinds of things I'm looking for. --Kydo 22:33, 6 February 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Bombcar</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Well&amp;diff=76738</id>
		<title>40d Talk:Well</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Well&amp;diff=76738"/>
		<updated>2010-03-27T22:36:34Z</updated>

		<summary type="html">&lt;p&gt;Bombcar: /* 1x1 Well */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==construction questions==&lt;br /&gt;
Where can these be constructed? only near an aquifer?--[[User:Alc|Alc]] 14:16, 30 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Open space probably refers to just that - a dug-out space below it that leads to water. Will have to test, though. --[[User:Tracker|Tracker]] 15:54, 30 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Does it need to be a channel all the way down, on all levels below the well, or can you have normal floor below it all the way down to water?  Can you put one well directly above another well, and have them both work (if there's water below)?  --[[User:Sowelu|Sowelu]] 15:56, 30 October 2007 (EDT)&lt;br /&gt;
: yes.no.no.--[[User:Koltom|Koltom]] 12:27, 1 March 2008 (EST)&lt;br /&gt;
:: I've built a well directly above another one, both are stated as &amp;quot;Active&amp;quot; --[[User:ConstantA|ConstantA]] 01:36, 14 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Has it been verified that you need water down there? --[[User:Mitchy|Mitchy]] 11:22, 8 November 2007 (EST)&lt;br /&gt;
:yes.--[[User:Koltom|Koltom]] 12:27, 1 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Does anyone know if it is okay to have a well like this?&amp;lt;br /&amp;gt;&lt;br /&gt;
(side view)&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
_W_ &lt;br /&gt;
| |    &amp;lt;-- Empty space between water and well&lt;br /&gt;
|~|    &amp;lt;-- Water down here&lt;br /&gt;
---&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
--[[User:Delton|Delton]] 16:07, 14 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Confirmed that the above is a functional well.&lt;br /&gt;
--[[User:Delton|Delton]] 07:52, 19 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Potential Problem==&lt;br /&gt;
As of v0.27.176.38a, when using an artificaly created well (by designating a 'Pond' zone and having dwarves fill it), it is posible that dwarves will take water from the well in order to fill the pond which feeds the well, acomplishing nothing. To correct this, examine the items contained in the well by pressing 't', then forbid the bucket and rope contained in the well. This will stop dwarves from taking water from the well and allow you to fill it. You can then reclaim the bucket and rope to make the well usable again.&lt;br /&gt;
&lt;br /&gt;
Should this be in the article?&lt;br /&gt;
&lt;br /&gt;
[[User:Duo|Duo]] March 11th 2008&lt;br /&gt;
&lt;br /&gt;
:I think it should be somewhere, but probably in the well guide, as it isn't about the wells, or their functionality, but a strange quirk in dwarven logic in regard to wells. --Kydo 07:00, 6 February 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Flooding? ==&lt;br /&gt;
&lt;br /&gt;
Gah! Why do my wells keep flooding? How can I prevent this? [[User:Runspotrun|Runspotrun]] 06:08, 26 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
-- Well ... if you did it like I did [http://www.vaevictus.net/images/bucket_full.png (lol)], you lost to backpressure.  i filled from a reservoir that was taller than my well floor. (and it was attached to a brook. :) I'm working on using a floodgate and pressure plate to regulate water levels. [[User:Vaevictus|Vaevictus]] 11:30, 20 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Fair Warning ==&lt;br /&gt;
&lt;br /&gt;
Whatever you do, don't let a barracks area overlap any of your wells. Military dwarves can and will fall in if they're sparring next to it. Ah well, I didn't want that full set of bismuth bronze armor anyway.  -- [[User:Vanst|Vanst]] 08:39, 26 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Grates and Buckets ==&lt;br /&gt;
&lt;br /&gt;
Buckets don't pass through grates, in the well construct. That means a well with a grate halfway will become dry. I had 2/7 water above the grate (and 5 levels of 7/7 water under it), but it was not enough. [[User:Wlievens|Wlievens]] 07:24, 23 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== flood? ==&lt;br /&gt;
&lt;br /&gt;
I have a &amp;lt;s&amp;gt;lake&amp;lt;/s&amp;gt; murky pool outside(reaching down one more z level). On the same level i want to construct a well inside. can i just build a channel, thus tap the lake on the lower z level and then build a well on top of the end of the channel? or do i need one more level free space? If i can, will the water flood my outpost or will it stop on floor level? would it help if i tapped the lake one more level down? --[[User:Koltom|Koltom]] 17:12, 8 February 2008 (EST)&lt;br /&gt;
:So long as the well is at or above the level of the pond you will have no problem. --[[User:Ikkonoishi|Ikkonoishi]] 23:11, 11 February 2008 (EST)&lt;br /&gt;
:: It worked fine. Now however the murky pool is dry, so i built a new one tapping the river. ;) --[[User:Koltom|Koltom]] 13:53, 22 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Using Buckets? ==&lt;br /&gt;
I'm having a hard time getting my dwarfs to use their new well. I...&lt;br /&gt;
* Dug a Channel with water beneath it.&lt;br /&gt;
* Designated a drinking zone beside it.&lt;br /&gt;
** The dwarfs now drink from the channel.&lt;br /&gt;
** Loo{{k|k}}ing at the space they're drinking from says Open Space&lt;br /&gt;
* Created Blocks, Bucket, Rope&lt;br /&gt;
* {{k|b}}uild we{{k|l}}l over the water beside the drinking designation.&lt;br /&gt;
&lt;br /&gt;
Now what happened was I got a massive flood of messages saying something like &amp;quot;XXX Cancelled Drinking: No Bucket at well&amp;quot;  &lt;br /&gt;
&lt;br /&gt;
So I went and built another Bucket, and now I have 2 buckets sitting in my finished goods stockpile, and nobody who's willing to drink from the well.  How do I instruct the lazy dwarves to go and get the bucket and use it with the well? &lt;br /&gt;
&lt;br /&gt;
[[User:Zeidrich|Zeidrich]] 15:15, 29 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
: Why do you need them to use the well? As far as I know, the only time having a well is useful is when the injured need water. Even then, I strongly suspect that people can just drink from the river. --[[User:Shadow archmagi|Shadow archmagi]] 16:02, 29 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:: Well, I want them to use a well because I built it!  It looks prettier than drinking out of the stream.  I'm pretty sure they get bad thoughts when they drink directly out of the stream.  In this particular circumstance I was short on brewable supplies and I had a bunch of thirsty dwarves.  Regardless of whether or not I should necessarily be using a well, I would like know ''how'' to use it.-- [[User:Zeidrich|Zeidrich]] 18:37, 29 February 2008 (EST)&lt;br /&gt;
:::Well, I believe that the well is *'''built'''* with a bucket, since you require one for construction. If it's really not there for whatever reason, then you may want to rebuild the well(and make sure that furniture hauling orders are ON), and if that doesn't fix it, then i think this is a bug and should be reported to the Toady One, along with the save. --[[User:Digger|Digger]] 05:22, 1 March 2008 (EST)&lt;br /&gt;
::::Yes, the bucket for 'normal' drinking is built into the well. U only need extra buckets to fill a pond or give water to a resting dwarf. Check with the q-menu if the well is even finished.--[[User:Koltom|Koltom]] 12:27, 1 March 2008 (EST)&lt;br /&gt;
:::::Nope, not a bug.  I figured out what it was.  Apparantly my architect was far too busy tilling soil and hauling rocks to go and gather the rope and the bucket and connect them to the well.  So while I had all of the materials, and the well looked complete, it was actually waiting for construction.  I think I was just confused by the message as my dwarves were trying to drink from it before it was ready.  [[User:Zeidrich|Zeidrich]] 11:54, 3 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Another Fair Warning ==&lt;br /&gt;
Dwarves don't even need to spar to fall into wells, they will generally not avoid walking over a well tile. This will result in the warning &amp;quot;X cancels...dangerous terrain&amp;quot; followed by dropping in anyway. The last bloody fool who dropped in seems to have been gobbling away at his food while walking, down the shaft among his gear i found 1 dwarven sugar roast. I mean, i know my sugar roast is delicious, but can you please sit down first like any goodmannered dwarf? How will I ever clean up that bloody mess you left in our water supply? --[[User:Koltom|Koltom]] 22:24, 13 March 2008 (EDT)&lt;br /&gt;
:Might be a good idea to designate the well's square a restricted traffic area and the eight squares around it low traffic. This should make aimless wanderers step around it instead of going WHEE! Animals don't respect traffic though, so maybe there will still be dogs and cats in the well. [[User:Rkyeun|Rkyeun]] 09:32, 17 July 2008 (EDT)&lt;br /&gt;
::One can fix the problem of well-diving dwarves by building a staircase adjacent to the well for them to climb out of... as long as your well isn't deep enough that they are stunned by the fall, or you have running water that sweeps them away.--[[User:Zipdog|Zipdog]] 20:58, 19 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== 1x1 Well ==&lt;br /&gt;
Does anyone have a good plan for digging a deep, unconnected 1x1 well?  I'm currently thinking about trying something like this design, side view:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  _W_ &lt;br /&gt;
  | |     &amp;lt;-- Empty space between water and well&lt;br /&gt;
  | |     &amp;lt;-- Empty space between water and well&lt;br /&gt;
  | |     &amp;lt;-- Empty space between water and well&lt;br /&gt;
 |   |    &amp;lt;-- Opening room&lt;br /&gt;
 |~~~|    &amp;lt;-- Water down here&lt;br /&gt;
  ---&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It would be built like below, with a level pulled to knockout the support.  Would the center collapse leaving a nice shaft?&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  _ _ &lt;br /&gt;
  |r|     &amp;lt;-- Ramp down&lt;br /&gt;
  |r|     &amp;lt;-- Ramp down&lt;br /&gt;
  |r|     &amp;lt;-- Ramp down&lt;br /&gt;
 | X |    &amp;lt;-- stairwelldown&lt;br /&gt;
 | S |    &amp;lt;-- Support.  Water will be down here, but starts out dry?&lt;br /&gt;
  ---&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
[[User:Tulthix|Tulthix]] 12:49, 20 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:It won't fall down as the ramps still have support from the adjacent stone/walls. I've been trying to figure out how to make a 1x1 shaft too but haven't had much luck. When getting the dwarves to build ramps on top of each other they do build a shaft downwards but after a certain depth the pathfinding seems to get confused and they stop. [[User:Yvain|Yvain]] 02:36, 21 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I was able to accomplish this by digging out a side-wall and re-building the wall after deconstructing a staircase down the shaft one tile at a time. If you want it to look pretty the 1x1 shaft going down should have nice stone smoothing on as well (and it covers up the &amp;quot;filled in wall&amp;quot; seam. Alternate methods: sacrificial dwarf can pull it off (he will rot away at the bottom of your water tank) and a utilitarian &amp;quot;escape hatch&amp;quot; out the bottom of the tank. I like putting in an escape hatch at the bottom, connected to a lever, with a grate and outflow underneath so I can retrieve that adamantium armor that falls down there. (when I don't build in an escape stairway anyway). [[User:Weasello|Weasello]] 10:34, 21 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I recently discovered a handy method for digging single-tile vertical shafts clean. Dig out the shaft by making it a tall stairwell. After it's dug out, channel out the stairs at the top. Your miner will stand one level underneath it and destroy the stairs from below. After that's gone, repeat this level by level, until you're at the bottom, where you can destroy the stairway going up with d &amp;gt; z. This also allows for you to smooth the walls of the shaft, or replace the dirt walls with constructed stone ones before you take out the stairs. [[User:Vanguard|Vanguard]] 16:49, 25 February 2009 (EST)&lt;br /&gt;
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:I don't see why you'd want a deep, single tile shaft. The deeper the well, the more likely it is to kill someone when they fall in. If you want a well to hold lots of water, it makes more sense to make it extremely wide, but not very deep, as dwarves who fall in would be barely effected by it, and it would take forever for that many tiles of 7/7 water to evaporate away. --Kydo 08:24, 27 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
: I've done this with great success; however, you end up with a dwarf at the bottom. This can be resolved by leaving the well dry and digging your way out. The way I do it is to use up/down staircases, and when nearly done, start channeling them out. The dwarf will channel out and fall one level down (don't channel the very ''top'' as that can be removed any time), and then you channel the next bit. Then you need to dig your way out.&lt;br /&gt;
&lt;br /&gt;
==Salt Water==&lt;br /&gt;
&lt;br /&gt;
I've had a map with only salt water and an injured dwarf.  Nobody could give him water because it was all salty.  But I built a well over the water and dwarves brought the injured dwarf water.  This happen to anyone else? --[[User:Bouchart|Bouchart]] 12:29, 14 April 2008 (EDT)&lt;br /&gt;
             &lt;br /&gt;
     ...use a screw pump to pump the water into an artificial reservoir (ie one you dug) and&amp;lt;br /&amp;gt; it will be desalinated...&lt;br /&gt;
:&amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:24.224.178.153|24.224.178.153]]&amp;lt;/small&amp;gt;&lt;br /&gt;
::That has ''nothing'' to do with the question, which is about &amp;quot;wells&amp;quot;, not pumps. From the [[water]] article...&lt;br /&gt;
     Oddly, a [[well]] built over a source of salt water will still provide  &amp;lt;br /&amp;gt;drinkable water to dwarves.{{version|0.28.181.40d}}&lt;br /&gt;
::And personally confirmed, in multiple forts. Editing that into this article as well.--[[User:Albedo|Albedo]] 06:47, 30 October 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
==FAQ==&lt;br /&gt;
&amp;quot;How deep can a well be?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
This was added to the Water FAQ. I thought it better to put here, and the answer can be put on the Well page if/when it's discovered; as opposed to creating an entire new FAQ page. --[[User:Juckto|Juckto]] 06:04, 3 May 2008 (EDT)&lt;br /&gt;
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:At this time (33g) I believe there's no limit to how far from water a well can be, as long as all tiles between are open space.&lt;br /&gt;
:I've got a particularly vertical map (something on the order of 50+/- levels!) so I'll give this some testing later and update this (within a week hopefully) if my tests conflict with my opinion that there's no limit. --[[User:N9103|Edward]] 21:59, 3 May 2008 (EDT)&lt;br /&gt;
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::I decided to make a fortress just to test this. I have a well 13 z-levels deep, with water only on that bottom Z-Level. Because this fortress was made JUST for this, and I've not done anything else, I can't really build a well tower to fully test it, as there's three alligators hanging out outside my fortress doors. When I get them out of the way and build the super-tall well, I'll let you know if there's an achievable limit. (Hey, there may be a limit outside of the game's current potential map generation) Should only take a couple of hours, at the most. --Kydo 09:55, 27 January 2010 (UTC)&lt;br /&gt;
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== Smoothing walls for a well ==&lt;br /&gt;
&lt;br /&gt;
Does smoothing the walls of a place to be filled with water prevent stagnant water?&lt;br /&gt;
:Makes no difference. [[User:Rkyeun|Rkyeun]] 09:32, 17 July 2008 (EDT)&lt;br /&gt;
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::Doesn't matter. Dwarves will still drink stagnant water from ponds. --[[User:Stinhad Limarezum|Stinhad Limarezum]] 14:05, 9 April 2009 (UTC)&lt;br /&gt;
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== Monsters and wells ==&lt;br /&gt;
Way back in the 2D days, monsters would sometimes come out of wells.  Does this ever happen in DF3D?  Now that there's a real Z-axis, I imagine that monsters aren't just randomly generated like they used to be... but I do wonder whether tapping an underground river might cause something unpleasant to ride the bucket upward.  I'm playing on a map with an underground river and a chasm, and I'm wondering how careful I need to be with my wells.  --[[User:Ookpik|Ookpik]] 05:45, 5 August 2008 (EDT)&lt;br /&gt;
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IIRC monsters can't pass through grates - so instead of putting the well directly over the river, make an artificial stream with both ends blocked from the river by a grate. [[User:Random832|Random832]] 01:33, 13 October 2008 (EDT)&lt;br /&gt;
:I've never managed to make a grate block any water creature.  I've had perch and lampreys pass through grates and pumps to end up in my meeting area.  I wonder if bars would work better...  [[User:Corona688|Corona688]] 02:30, 13 October 2008 (EDT)&lt;br /&gt;
::Grates/bars don't block vermin-class critters, which most fish are. [[User:HeWhoIsPale|HeWhoIsPale]] 09:11, 13 October 2008 (EDT)&lt;br /&gt;
::Right, but those can't attack you. It will (should) block carp. [[User:Random832|Random832]] 15:54, 13 October 2008 (EDT)&lt;br /&gt;
::Can vermin pass through fortifications? [[User:Random832|Random832]] 15:55, 13 October 2008 (EDT)&lt;br /&gt;
:::Vermin don't have to pass through: vermin are spawned &amp;quot;near&amp;quot; the [[biome]] they don't need to be right in the biome (just like fire snakes turning up in your tunnels, they &amp;quot;appear&amp;quot;).&amp;lt;font face=&amp;quot;FixedSys&amp;quot; color=&amp;quot;#00FFFF&amp;quot;&amp;gt;[[User:GarrieIrons|Gar]]&amp;lt;/font&amp;gt;[[User Talk:GarrieIrons|rie]] 03:03, 22 July 2009 (UTC)&lt;br /&gt;
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== Zone only drinking ==&lt;br /&gt;
&lt;br /&gt;
Will a dwarf still drink from a well if zone only drinking is set? --[[User:Groveller|Groveller]] 02:14, 1 September 2008 (EDT)&lt;br /&gt;
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== Wells periodically and mysteriously destroyed ==&lt;br /&gt;
&lt;br /&gt;
I don't know what's going on with my above ground wells, but it seems I have to rebuild them about once every year or so. My dwarves are a happy bunch so there have been no tantrums and no bouts of vandalism or building destruction are recorded in my justice screen. I tried setting the area immediately around the wells as low traffic and the well itself as restricted traffic, but they still vanish, leaving one of their parts in the river-fed pool underneath. Could it have something to do with the fact that my fisherdwarves sometimes fish from the wells? Or is there a minor amount of seasonal flooding that I can not see but will destroy the wells? [[User:Lungfish|Lungfish]] 15:17, 30 December 2008 (EST)&lt;br /&gt;
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:Does it freeze? I had to re-build my outside well once every year in the spring until I moved it indoors. So, in my experience, only if it freezes, otherwise I don't know. The reason the part is there is because it drops onto the ice, which then melts. One more question, is it in a brook, river, or pond?--[[User:Destor|Destor]] 15:35, 30 December 2008 (EST)&lt;br /&gt;
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::I think it is a regular, yearly, occurrence. I don't think it's a problem of freezing though, since I've never seen any ice and no one has ever walked over my moat. One thing that might be a clue: I built a well on the next Z level up from one of the wells that gets destroyed every year, and it's survived, so I think it is flooding or something like that. Also, I'm pretty sure the only ground-level well I have that isn't fed by my river has avoided destruction. But if flooding is the cause, I should see more water tiles, right? Oh well. [[User:Lungfish|Lungfish]] 06:35, 2 January 2009 (EST)&lt;br /&gt;
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:::Mystery solved. At the very end of winter all the surface water DID freeze, but for such a short time that I thought it was just the game glitching out for a second. I guess everything makes sense now. I hope I can serve as a warning to future generations. [[User:Lungfish|Lungfish]] 01:22, 3 January 2009 (EST)&lt;br /&gt;
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== Dwarves refuse to use my well ==&lt;br /&gt;
i have an &amp;quot;Active&amp;quot; well, that my dwarves seem not to like. i am always getting complaints that i dont have a well, but some dwarves drink out of it!&lt;br /&gt;
any ideas whats wrong? [[User:Corhen|Corhen]] 02:33, 10 June 2009 (UTC)&lt;br /&gt;
*If a lot of dwarves are needing to use a well at once and you only have one, they might &amp;quot;think&amp;quot; that there isn't one at all. Also, unless your dwarves are injured, your well should be mostly unused as they should be drinking alcohol, not water. --[[User:Quietust|Quietust]] 16:27, 21 July 2009 (UTC)&lt;br /&gt;
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== Water in well bucket freezes ==&lt;br /&gt;
I have a couple of wells, pumped from a salt water sea into an entirely constructed cistern. The wells are enclosed, the cistern is enclosed, and I'm in a freezing biome. For some reason, the snow indoors won't go away, and while the water in the cistern is liquid, the water in the well buckets is ice. Is there a reason for this happening, and is there a way to stop it? [[User:Conan12|Conan12]] 13:57, 12 August 2009 (GMT)&lt;br /&gt;
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==a deep well shaft contributes to the building quality==&lt;br /&gt;
How does one check this? --[[User:Birthright|Birthright]] 23:39, 14 September 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I was wondering this too, and then reading you ask it gave me the (hopefully?) answer.&lt;br /&gt;
:Since value is listed in the room list, you should be able to build a series of otherwise identical wells over:&lt;br /&gt;
:*Increasingly deep open shafts, with a fixed water depth at the bottom, and&lt;br /&gt;
:*Fixed open shafts, with increasing water depth at the bottom.&lt;br /&gt;
:Once you've done that, if I understand the room list correctly, you should be able to compare values of wells, though you may have to have them all designated as meeting rooms for them to display on the list, I'm unsure. I'm haven't attempted diagramming here in the past, so I'll post this, and then see about adding a visual afterwards. And I still sometimes forget to sign --[[User:Njero|Njero]] 02:56, 15 September 2009 (UTC)&lt;br /&gt;
 ::Diagram:&amp;lt;pre&amp;gt;&lt;br /&gt;
 ::  First Case:       Second Case:&lt;br /&gt;
 ::  _W_  _W_  _W_     _W_  _W_  _W_&lt;br /&gt;
 ::  | |  | |  | |     | |  | |  | |&lt;br /&gt;
 ::  |~|  | |  | |     |~|  |~|  |~|&lt;br /&gt;
 ::  |-|  |~|  | |     |-|  |~|  |~|&lt;br /&gt;
 ::       |-|  |~|          |-|  |~|&lt;br /&gt;
 ::            |-|               |-|&lt;br /&gt;
 ::&amp;lt;/pre&amp;gt; --[[User:Njero|Njero]] 03:07, 15 September 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::Value is listed in the (r)oom list? I only see the quality(for designer and mason)..if it's added in there the display should change when the water level changes. So far i went with reading it out from the z-screen which always is a bit tricky.  --[[User:Birthright|Birthright]] 10:58, 15 September 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::I don't believe this affects the value of a well. The value of the well is defined largely by the materials it was made from. If a well is made into a meeting area room, the ROOM will have a higher value, based on it's constructed contents, but that's it, and dwarves will not gain a happy thought from drinking from a well in an excellent room. Because the reservoir is just dug out space below it, and thus cannot be part of the room, which can only be defined on one level, it cannot add to the value of the well. Also, water has no value, so it wouldn't change anything. A flooded bedroom is no more valuable than a dry one. --Kydo 08:38, 27 January 2010 (UTC)&lt;br /&gt;
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== Architecture Value ==&lt;br /&gt;
&lt;br /&gt;
Since wells are designed by an architect, they gain quality (and thus architecture value) from both design and construction, so building a well from valuable materials and using a highly trained architect and metalsmith can boost your created wealth to ludicrous levels. In my current fortress, a well built from an artifact raw adamantine mechanism (1.95M), an artifact adamantine chain (1.46M), a masterwork adamantine bucket (36K), and adamantine blocks (1.5K) with both masterwork design and construction boosted my fort's Architecture value by over '''80 million'''.--[[User:Quietust|Quietust]] 00:11, 20 October 2009 (UTC)&lt;br /&gt;
:... words fail...--[[User:Albedo|Albedo]] 00:30, 20 October 2009 (UTC)&lt;br /&gt;
:Awesome.  However, the adamantine block seems like a waste of time - its just a drop in the bucket to the value - surely you have better uses for that adamantine?  Now, if you could just get your dwarves to make an artifact adamantine bucket... =) --[[User:Squirrelloid|Squirrelloid]] 06:55, 30 October 2009 (UTC)&lt;br /&gt;
::If you can't get an artifact bucket, decorating the masterwork one with everything in sight will probably add another few million to the total. --[[User:LaVacaMorada|LaVacaMorada]] 07:48, 30 October 2009 (UTC)&lt;br /&gt;
::The adamantine block was just to make the well light blue in color (the block determines the color of the well) - I could've used raw adamantine, but I also wanted to determine how many wafers are used to make a metal adamantine block (strangely, the answer is &amp;quot;4&amp;quot;). --[[User:Quietust|Quietust]] 16:11, 30 October 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Fort Okilor (testdrink)==&lt;br /&gt;
&lt;br /&gt;
Okay, after reading this, I'm curious as to the exact details on a number of things. I'm setting up an experiment fortress, and putting the results here. I'll be uploading the save file elsewhere, for anyone who wants to see working examples of different well types. It is dedicated to one thing only. Wells. Okay, not just wells, but different ways of building and managing wells, and their properties.&lt;br /&gt;
&lt;br /&gt;
# The super-deep well. Because of alligator infested above-land, I cannot yet make a well tower to fully test it, but as far as I can tell, there is no limit to the functional depth of a well. The current super-deep well is 13 levels from bottom to top. The bottom level is at 6/7 depth. The well at the top? Perfectly functional. This kind of bothers me, because if I tied a dog to the chain, it wouldn't be able to go any father than 1 tile away. It means a rope's length is defined by it's function, rather than it's own properties.&lt;br /&gt;
# I decided to build another well half way down the same shaft, directly in the path of the one above. It does not block the well above. Both function just fine.&lt;br /&gt;
# I constructed a hatch cover even further below, again, on the same shaft as the first two wells. this, of course, blocked the wells, preventing them from functioning. I then connected the hatch to a lever, and pulled the lever, to see if the wells would suddenly become functional again. They did. That means we could use a one-shot pressure plate to close a hatch directly under a well when it senses overflowing water, preventing further flooding. I guess wells don't obscure because they're just a special hole in the ground. I read that grates, though they do allow water to pass through, will also obstruct a well. This is also confirmed. Personally, I'd say it's because a bucket can't fit between the bars, and leave it at that. Even so, grates can be connected to a lever, like a hatch. Don't know why you'd want grates in a well, but okay!&lt;br /&gt;
# I've made a single large reservoir underneath the residential district, and put a well in several of the larger bedrooms. Multiple wells can draw from one source, no concerns. All a well considers is whether there is a single tile of 7/7 water somewhere below it in a straight line, with nothing obscuring. Also, a wide well reservoir takes FOREVER to fill. It's virtually impossible to accidentally flood your fortress, when it takes a half hour to go from 0/7 to 5/7. Oh also, in doing this, I've discovered that if you leave any stone on the floor of a well, and it accessible to your dwarves, it is elligible to be selected as an item for construction, from workshops AND architecture. My dwarves have been repeatedly opening the side door my miners used to dig out the well, grabbing stone for construction, and getting out before they drown. My dwarves are quickly becoming excellent swimmers, though my fortress' main stairwell is flooding. I've dug a huge sump to deal with that, and once the stone's been cleared out, I'll just lock the door. (hey, if they aren't drowning, why the heck not?)&lt;br /&gt;
# I made a single-tile reservoir for a well, and just filled it from the large one with buckets. Just to see whether even such a small well is functional, given the rate of evaporation. With such a simple well literally directly next to it's source, yes, absolutely. It spams your dwarves with hauling tasks, but it will always be full to what your dwarves need, it will never overflow, it takes up almost no space, dwarves can't die from falling in, (Unless they REALLY suck) and you don't have to mess around with all kinds of complicated things with levers and floodgates and safely mining out filling pipes.&lt;br /&gt;
# I tried to get a dwarf to try and fill a pond well from it's own reservoir. I simply forbade all the other wells' buckets. Sure enough, the carpenter came along with a bucket, took water from the only available well, the one he was filling, walked to the other side of the well, and dumped the water back in. To confirm, if your dwarves are filling a well from it's own reservoir, forbid that well's bucket AND rope. If the rope is still usable, they'll still use the well... Somehow.&lt;br /&gt;
# By this point, a lot of the alligators had just... Kind of... Left? I dunno. There were five, now there's one. None deceased. In any case, it's much safer to go above ground now, even with the carp, so I'm going to make the super deep well into a super deep, super tall well tower. While making the well tower, the remaining alligator was killed by the carp. Okay, so, at 30 levels above water, I'd say wells have no depth limit, because this thing's still active.&lt;br /&gt;
# In doing all of this, I've found a pretty effective way of avoiding flooding your well. Digging out and filling the reservoir  first, and not even channeling a hole for the well, completely prevents the well from flooding. So long as you have something, like a flood gate, that can then be used to prevent further flow into the reservoir, it will be filled to 7/7 depth, with no pressure behind it, totally safe to mine into with a channel and build a well on top. It's making sure that there really is no force behind it that gets tricky.&lt;br /&gt;
# Okay, my next idea is just sillyness. I'm going to make a well with a running water fall going down through the well into it's reservoir. Usually, I fill my wells from the side of the bottom level of their reservoir, but I've never filled one directly from above the well opening itself. If this works, it'll be a perpetual motion machine, waterfall and well, all-in-one. Oh, and of course I hit Hematite and lignite in the process of mining this out... Oh well, not like I really plan on playing this fort outside of well construction experiments... Okay, that didn't work. I'm-a gonna' save this now, and put it on DFFD, if anyone wants to see examples of what I've made. (Or if they want to make my perpetual motion machine work) [http://dffd.wimbli.com/file.php?id=1809 Okilor Example]&lt;br /&gt;
&lt;br /&gt;
Preventing dwarves from falling down a well is actually fairly easy, from what I can see. I've had a well in my dining room and nobody's ever (to my knowledge) fallen in. Even so, that's mostly just luck. (And short-lived forts) So, to prevent dwarves and animals from falling into wells:&lt;br /&gt;
&lt;br /&gt;
#Put it somewhere out of the way. If your dwarves don't have any reason to path over it, they won't fall into it.&lt;br /&gt;
#Surround it with restricted traffic control. Then dwarves will be less likely to actually walk over it, even if they do go through that area.&lt;br /&gt;
#Don't make it a meeting hall, or people will throw parties at it, and dwarves don't really care about traffic, when they're on break/partying/nojob, because they aren't trying to find the fastest rout to their task, because they don't have a task. Also, animals like to ignore traffic control.&lt;br /&gt;
#For the same reasons, don't put it in a meeting hall.&lt;br /&gt;
#Don't put it in a barracks, or around other places where dwarves may be fighting for any reason, as dwarves don't look before they leap. Though, now that I'm thinking about it, it would be funny to watch a bunch of goblins go tumbling down a well... Hm... I'll have to think on that.&lt;br /&gt;
#Making a well so it's at the end of a hall, with only one tile dwarves can stand on next to it, will dramatically decrease the chances of anything ever falling in. because then the only reason anything could have to go there, is to use the well, which does not involve standing ON the well.&lt;br /&gt;
#Making a well's reservoir shallow, but wide, is also a good idea, I think. A wider reservoir holds a LOT of water, and takes a LONG time to dry out. If a reservoir is shallow, that means a dwarf will only fall one level or so, which can only cause momentary unconsciousness at the worst, from what I've seen of simple cave-ins. That means your dwarves won't fall down the well, break their leg and drown. Making an escape rout from a well is probably also a good idea, I think.&lt;br /&gt;
&lt;br /&gt;
I noticed in the [[ Well guide]] it says murky pools and brooks can be used as water sources for wells. This should probably be stated there, but just building a well over such a thing is a bad idea. Any dwarf who drinks from a well over stagnant water gets a negative thought about the nasty water. That water only becomes not-bad when you channel it to some other place. On the same line, I've also experienced that simply building a well makes salt water drinkable. Which means that desalinating by pump is not a particularly valuable bug, by comparison, though it makes a tiny bit more sense. --Kydo 01:06, 28 January 2010 (UTC)&lt;br /&gt;
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:I have modified the page to represent these findings, deal with a couple of typos and grammatical errors, and remove one instance of redundancy. --Kydo 06:55, 4 February 2010 (UTC)&lt;br /&gt;
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== To Confirm Construction Conditions ==&lt;br /&gt;
&lt;br /&gt;
Thanks to the unidentified editor who fixed my grammar, but it reinstalled one of the problems I was trying to get rid of. A well cannot be built just in open, empty space. Nor can it be built on solid ground. It must be built over open space with at least one adjacent floor tile. I mean, logically, yeah, but a lot of new players can't figure out how to designate a tree to be cut down. It really should be clear on that.&lt;br /&gt;
&lt;br /&gt;
Also, to be clear on what it's saying- &lt;br /&gt;
&lt;br /&gt;
&amp;quot;It's easier to draw water from a source lower than an existing ground level, but above-ground sources can also be used so long as you construct the well (or the floor it will be placed on) on a z-level above the water's level.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Does that mean it's easier for the well to draw water? Is it easier for the dwarves? Is it easier due to the technical processes involved in constructing such a well? Because, really, as far as design goes, it's easiest to draw water from an infinite water source, other than brooks or murky pools. Above/below ground doesn't change the requirements for construction. If anything, above ground would be easiest, because you wouldn't need to mine all over the place to find it. (Mind you, how easy something is, is purely subjective, so maybe the sentence should be completely revised?) --Kydo 07:01, 6 February 2010 (UTC)&lt;br /&gt;
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:That's all clear - but &amp;quot; a rope's perceived length...??? No, just... no.  Referring to an flawed mental model does no one any favours.  Grammatically, none is easier than another - they're easier ''to build'', not to draw water from.  All fixed (I think)--[[Special:Contributions/75.62.155.145|75.62.155.145]] 10:20, 6 February 2010 (UTC)&lt;br /&gt;
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::Yeah, I'll agree with you on the manner I wrote it in. As for the rest of it, yeah, I'd say that pretty much sums it up. At least, until Toady changes something. I still disagree on what water sources are easiest to use, but that isn't really important as everyone'll figure out their own way of doing it, regardless of what's written here. Actually, looking over it again, it says that they will ''not'' get the negative thought about drinking from murky water. I can specifically state that the first well I made was just built over a murky pool, and all of my dwarves were made unhappy by the &amp;quot;nasty water&amp;quot; it provided. I've made the same mistake a couple of times with brooks. Not sure about rivers/lakes, as they just never seem to be around the kinds of things I'm looking for. --Kydo 22:33, 6 February 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Bombcar</name></author>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Release_information&amp;diff=76735</id>
		<title>v0.31 Talk:Release information</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Release_information&amp;diff=76735"/>
		<updated>2010-03-27T21:33:01Z</updated>

		<summary type="html">&lt;p&gt;Bombcar: /* new.df/wagn? */ new section&lt;/p&gt;
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&lt;div&gt;50-100 layers? That’s so &amp;lt;s&amp;gt;sweet&amp;lt;/s&amp;gt;dwarfish! Looking forward!&amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:WFrag|WFrag]]&amp;lt;/small&amp;gt;&lt;br /&gt;
:Looking forward to a lot of game lag! Can you say 1 frame/second? Urgh... ''(and remember to sign your comments, pls!)''--[[User:Albedo|Albedo]] 05:38, 27 February 2010 (UTC)&lt;br /&gt;
::Thought of that too, but I really hope closing mined out parts with walls will help. Haven't tried on current version, though. &amp;lt;small&amp;gt;&amp;amp;ndash; ANOTHER [[template:unsigned|unsigned]] comment by [[User:WFrag|WFrag]]&amp;lt;/small&amp;gt;10:49, 10 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The material system has been rewritten, and just about everything is made from a material now.&amp;quot; Does this potentially mean that constructions can burn and melt now with the 2010 version?--[[User:Jargo|Jargo]] 2:48 PST, March 02 2010&lt;br /&gt;
:I think I remember hearing Toady say that constructions *wouldn't* burn or melt yet, but I could be imagining that. --[[User:Doomchild|Doomchild]] 20:47, 4 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Will dwarfs realize fire is bad? - anon&lt;br /&gt;
&lt;br /&gt;
This page is in dire need of [[material]] links.&lt;br /&gt;
&lt;br /&gt;
how about armor for wardogs? [[User:Wunksta|Wunksta]] 21:34, 17 March 2010 (UTC)&lt;br /&gt;
:There's a &amp;quot;suggestions&amp;quot; sub-forum in the [[forums]].--[[User:Albedo|Albedo]] 00:40, 18 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Overview of &amp;quot;2010&amp;quot; once it's released? ==&lt;br /&gt;
&lt;br /&gt;
Once the new version is released, the new articles will start being written (as &amp;quot;fact&amp;quot;, rather than guesswork) - cool.  Then this page will be... what? I'm wondering... Mason posted this:&lt;br /&gt;
 I had actually originally intended to take the DF2010 article and split it into a bunch of articles&lt;br /&gt;
 so people can read about each of the new features in a full article that would later develop into &lt;br /&gt;
 the details when they were available after release.&lt;br /&gt;
Well, that's not practical for a number of reasons, as we're finding out.&lt;br /&gt;
&lt;br /&gt;
But would it be an idea to break this article into a ''very few'' &amp;quot;What has changed?&amp;quot; articles, to help players know what they should read up on? Some stuff won't change, a LOT of stuff won't matter in game play (raw changes, &amp;quot;hair&amp;quot;, some combat, etc), some will be optional/advanced ''(for example, you either use Burrows, or you don't - but if you don't, the game won't kill you for your oversight. I hope.)''  But some will be IMPORTANT to know and be aware of - and while we don't want redundant articles explaining those changes, an article ''pointing to'' the important, critical changes that players &amp;quot;should read&amp;quot; might be a good thing, and a natural development from this article.&lt;br /&gt;
&lt;br /&gt;
~IF~ users want to go there, this should be broken up into a series of several categories, linked from the top of this page - perhaps each titled &amp;quot;[[Ver1234: What has changed with _______]]&amp;quot;.  In those, one will not see the changes, merely a list of what ''has'' changed, and links to those articles. I see &amp;quot;What has changed with: '''Combat''' (inc Arenas, which is a &amp;quot;combat sandbox&amp;quot;), '''Healing''', the '''World''' (inc creatures, materials, the map, underground features, world gen)... and I think that might cover it.  If someone wanted to do '''Modding''', I could certainly see that too, even if it overlapped with some of the above. &lt;br /&gt;
&lt;br /&gt;
Again - these would not be overview - the idea is that not much detail whatsoever will be on these pages, rather to simply point to those articles that will explain the important changes in that category, and be tighter and more relevant to &amp;quot;important changes&amp;quot; than this beast.&lt;br /&gt;
Thoughts?--[[User:Albedo|Albedo]] 16:51, 22 March 2010 (UTC)&lt;br /&gt;
: I think that's a great idea.  I think the best thing to do though is take this article after release and have some brief &amp;quot;overview&amp;quot; information about the version.  Some details about the major features (ex: &amp;quot;[[Burrows]] allow you to group dwarves into particular areas&amp;quot;), and then we can have a list of changes afterwords. [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 19:38, 22 March 2010 (UTC)&lt;br /&gt;
::Well, what I'd rather ''not'' see is a quick and dirty &amp;quot;explanation&amp;quot; of a subject - like &amp;quot;burrows&amp;quot;, which is then fully explained elsewhere - that breaks the &amp;quot;no redundancy&amp;quot; rule, and accomplishes little that the main article wouldn't (in theory). Rather, these would act as a clearing house, trying to give players a rough overview of what articles they ''should'' read and what are less important. For &amp;quot;burrows&amp;quot;, a simple line like ''&amp;quot;Burrows allow you to group your dwarves by area - read [[burrows]]&amp;quot;''.  Each user can then decide if they want to read that or not. But for game-''critical'' changes, like how a dwarf heals, these articles would emphasize that &amp;quot;You should read how it works now&amp;quot;.  And the flipside, for those that are completely behind the scenes, the user is told they can safely ignore them if they choose and their fortress won't fail because of the changes.--[[User:Albedo|Albedo]] 20:56, 23 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== new.df/wagn? ==&lt;br /&gt;
&lt;br /&gt;
The links to new.df.magmawiki.net/wagn/Burrows aren't working. What was that pointing to? --[[User:Bombcar|Bombcar]] 21:33, 27 March 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Bombcar</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Mining&amp;diff=76706</id>
		<title>40d:Mining</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Mining&amp;diff=76706"/>
		<updated>2010-03-27T05:23:38Z</updated>

		<summary type="html">&lt;p&gt;Bombcar: /* Caveats */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
'''Mining''' is an essential part of building a fort in Dwarf Fortress. There are several reasons you might want to mine, such as [[exploratory mining|searching]] for various [[stone types]], or simply to create the basic tunnels and [[rooms]] in your fort. Mining a tile preserves both the floor and ceiling of that tile.&lt;br /&gt;
&lt;br /&gt;
== Making a dwarf a miner ==&lt;br /&gt;
&lt;br /&gt;
# Specify your dwarf to be a miner via {{K|v}}iew, {{K|p}}ref, {{K|l}}abor.&lt;br /&gt;
# Select &amp;quot;Mining&amp;quot; using {{K|+}} or {{K|-}}, press {{K|enter}}.&lt;br /&gt;
A [[miner]] also requires an available [[pick]].  A dwarf's [[Attribute#Agility|Agility]] affects the speed at which material is mined, but the quality or material of a pick has no effect on any aspect of mining - a [[quality|no-quality]] [[copper]] pick is the same as a [[quality|masterwork]] [[steel]] or [[adamantine]] one.  (The same is not true for picks in [[weapon|combat]].)&lt;br /&gt;
&lt;br /&gt;
== Designating the area to be mined ==&lt;br /&gt;
&lt;br /&gt;
# Press {{K|d}}esignate to bring up the [[Designations]] menu.&lt;br /&gt;
# Highlight '''Mine''' (it's highlighted by default) by pressing {{K|d}} again.&lt;br /&gt;
# Move the cursor to the starting point, press {{K|enter}}. You should see a green flashing cross symbol indicating that it's in Selection Mode.&lt;br /&gt;
# Move the cursor to another point to define the opposite corners of a rectangle, press {{K|enter}} again. A yellow area should now be highlighted, indicating the area to be mined.&lt;br /&gt;
&lt;br /&gt;
Mouse users can also select tiles to mine by clicking on them, or by clicking and dragging to select a contiguous region.&lt;br /&gt;
&lt;br /&gt;
== Mined walls ==&lt;br /&gt;
&lt;br /&gt;
When a tile has been mined, the surrounding walls and floor will most likely be some kind of rough stone. To make these surfaces look less primitive, you can [[smooth]] and [[engrave]] them. [[Soil]]s, such as loam, clay, or sand, cannot be smoothed or engraved.&lt;br /&gt;
&lt;br /&gt;
== Stone hauling ==&lt;br /&gt;
{{Main|Stone management}}&lt;br /&gt;
Any useful material such as rock or [[ore]] is deposited on the ground excavated by the tile, and while loose stone will not impede movement, it can prop open [[door]]s, slow construction, and prevent open space from being used as a [[stockpile]]; therefore it is often desirable to haul stones away. You can assign stone hauling duties to specific dwarves just like you assigned them to be a miner. Make sure you have stockpiles where all the different [[stone]] types can be stored, too. Be careful which dwarves you assign to hauling if you have a massive dig going, or they might drop whatever other important stuff they were doing just to clear the paths. Typically miners will mine out stone far faster than haulers can properly clear it, particularly if the stockpile is a distance away. It is usually more sensible to designate stone to be [[dump]]ed, as a 1x1 garbage dump can hold an infinite number of items.&lt;br /&gt;
&lt;br /&gt;
There are alternatives to hauling. [[Mason]]s or [[Stone crafter]]s can build their respective [[workshops]] next to or on top of a large pile of stone for clearing, and then create items out of the stone to clear it. Masons can create [[furniture]] (which takes as much space as the original stone itself, but is at least useful); they can also create [[block]]s, which unlike stone and furniture can be stacked in [[bin]]s. Craftdwarves can create various smaller items which can also be stacked in bins. Assuming you have sufficient bins, place a stockpile right next to the worksite and your haulers will only have to take the items a very short distance to place them neatly in stacks. This is a huge timesaver on large projects. Just be careful about what you make. Stone blocks are useful, but a bin completely full of stone blocks is extremely heavy and hard to move around. [[Crafts]] of all sorts are usually very light, but certain job types make multiple products out of single stones, which will multiply your hauling problem - mugs are always produced in groups of 3, toys and instruments are always made 1 at a time, and a single &amp;quot;make stone crafts&amp;quot; job can produce 1-3 items.&lt;br /&gt;
&lt;br /&gt;
Not hauling at all is also possible. You don't have to clear the rubble.&lt;br /&gt;
&lt;br /&gt;
While legendary miners mine very quickly, they have a near 100% chance of producing a stone upon mining. This can be viewed as a disadvantage where stone production is unwanted.&lt;br /&gt;
&lt;br /&gt;
== Digging in 3D ==&lt;br /&gt;
&lt;br /&gt;
Before digging, you might want to make sure you understand how the [[z-level]]s work.&lt;br /&gt;
&lt;br /&gt;
[[Image:DF_Terraform.PNG|thumb|664px|&lt;br /&gt;
&lt;br /&gt;
In the 10 figures above, there are multiple &amp;quot;digging&amp;quot; scenarios shown in cross-section (aka elevation).&lt;br /&gt;
In row 1, the first figure on the left (1a), is starting point for the 4 scenarios to the right (1b-1e).&lt;br /&gt;
In row 2, the first figure on the left (2a), is starting point for the next 3 scenarios to the right (1b-1d). Figure 1d is then used as the starting point for 1e. &lt;br /&gt;
&lt;br /&gt;
Gray/black areas represent un-mined rock, cyan/black represents mined-out areas. Solid green represents  existing floor &amp;quot;tiles&amp;quot;, cyan represents mined-out floor tiles. Up stairs, down stairs, and ramps are red, blue, and mustard (yellow) respectively.&lt;br /&gt;
&lt;br /&gt;
In each of the 8 &amp;quot;digging&amp;quot; scenarios (1b-1e and 2b-e), the dwarf miner is shown as having completed the command(s) listed in that figure, moving from left to right (except in figure 2b).  Each individual command is separated by a comma &amp;quot;,&amp;quot;.  (The &amp;quot;x2&amp;quot; notation indicates that the command is completed twice.) The dwarf has completed those commands in the order they are listed.  Example 1, Second figure from right, on top: &amp;quot;Up/down stairs&amp;quot; is a single command. Example 2, Top right figure: &amp;quot;Down, up/down, up, mine x2&amp;quot; is five separate commands.&lt;br /&gt;
]]&lt;br /&gt;
&lt;br /&gt;
The map is divided in ''layers''. Tiles on each layer are composed by whatever is on that tile, and the floor (or absence of floor) below it. A virgin rock tile is composed of a wall of rock and a floor of rock, for example. The ''ceiling'' of a tile is the same thing as the floor of the layer above that tile.&lt;br /&gt;
&lt;br /&gt;
The most basic dig action is {{K|d}} '''mine'''. When this option is selected you can mark areas to be hollowed out from the current layer. Mining a tile preserves both the floor and the ceiling of that tile. [[Channel]]ing, by contrast, removes the current floor and mines out the level below, while [[stairs]] and [[ramp]]s enable creatures to move between levels.&lt;br /&gt;
&lt;br /&gt;
Indiscriminate digging may cause [[Cave-in]]s.&lt;br /&gt;
&lt;br /&gt;
==Dig Priority==&lt;br /&gt;
&lt;br /&gt;
Dwarves mine in veins: after mining a tile, a miner will pick the &amp;quot;next&amp;quot; tile (a tile that is adjacent to the one just mined). If there are several possible &amp;quot;next&amp;quot; tiles, miners use an algorithm to determine which to mine next. This can be inefficient and break a large area into a large number of veins.&lt;br /&gt;
&lt;br /&gt;
To pick a vein (which is to say, a tile designated for some kind of dig job), dwarves seem to use a strategy similar to the one used for chopping [[tree]]s or selecting [[plants]] to gather. Generally, they seem to pick the deepest, northwestern-most vein. Notably, dwarves &amp;lt;i&amp;gt;do not&amp;lt;/i&amp;gt; pick the closest vein.&lt;br /&gt;
&lt;br /&gt;
Dwarves have a priority over which side they will mine out from. Unless there is something in the way, miners will try to walk around unmined areas to reach these preferred sides, even if that path is very long. In order from most preferred to least preferred, dwarves prefer to stand on the tile to the: &amp;lt;blockquote&amp;gt;West &amp;gt; East &amp;gt; North &amp;gt; South &amp;gt; NW &amp;gt; SW &amp;gt; NE &amp;gt; SE&amp;lt;/blockquote&amp;gt; of the tile being dug.&lt;br /&gt;
&lt;br /&gt;
Because dwarves all use the same method to choose veins, dwarves tend to dig tiles near other dwarves. This makes having multiple dwarves dig together a bit problematic, as they will often get in each others' way.&lt;br /&gt;
&lt;br /&gt;
Z-axis preferences untested, though it appears to me that dwarves prefer to dig out lower areas from a diagonally located area (i.e. not standing on the down stairs while digging out the up stairs directly below the down) {{verify}}.&lt;br /&gt;
&lt;br /&gt;
These details are accurate for version 38b; they are likely to change in later versions.&lt;br /&gt;
&lt;br /&gt;
In .38c the dwarves choose the lowest and northwestern of possible veins.&lt;br /&gt;
&lt;br /&gt;
== Map structure ==&lt;br /&gt;
&lt;br /&gt;
If you are still confused about tunnels, floors and ceilings created by the mine command then look at the following diagram:&lt;br /&gt;
&lt;br /&gt;
 TOP VIEWS:      SIDE VIEW:&lt;br /&gt;
   LAYER 3       FROM -&amp;gt; &lt;br /&gt;
   ██████..-     5 ██████&lt;br /&gt;
   ██████..-     4 ██████&lt;br /&gt;
 -&amp;gt;██████..-     3 ██████__&lt;br /&gt;
   ██████..-     2 ████  &lt;br /&gt;
   ██████..-     1 █████████&lt;br /&gt;
   &lt;br /&gt;
   LAYER 2&lt;br /&gt;
   ████████.&lt;br /&gt;
   ████████.&lt;br /&gt;
 -&amp;gt;████.....&lt;br /&gt;
   ████████. &lt;br /&gt;
   ████████.&lt;br /&gt;
   &lt;br /&gt;
 Key:&lt;br /&gt;
 █ Solid rock&lt;br /&gt;
 . Floor, visible from this layer&lt;br /&gt;
 - Empty space, with a floor below&lt;br /&gt;
 _ Ceiling (undermined section)&lt;br /&gt;
&lt;br /&gt;
The Top Views try to show how digging into the mountain (on Layer 2) leaves a ceiling (floor) on the layer above. This is represented on the Side View by a thin line. Try to think of the [[mountain]] as a series of boxes where with a thin lid ontop of each. At any place the box can be filled or empty, and the lid above be there or not there. For example, you can create a [[wall]] and build a [[floor]] on top of it. (Building a wall creates a floor on the next level by default, but this doesn't stop you building another floor construction on top of it!)&lt;br /&gt;
&lt;br /&gt;
''Revised theory'': Imagine the 3D world as a grid of boxes. Each box can have one of three states; [[Wall]]ed, [[Open space]], [[Floor]].&lt;br /&gt;
*Each cube can only be in one of these states.&lt;br /&gt;
*If a tile is Walled it is inaccessible, but the box above can be walked on (if an Open space or a Floor).&lt;br /&gt;
*If it is [[Open space]], then it has no Floor and may be accessible.&lt;br /&gt;
*If a Floor is present, then the box is accessible.&lt;br /&gt;
*Additionally, floor constructions can be built in an Open space or a Floor box provided there is access from the side&lt;br /&gt;
--[[User:Markavian|Markavian]] (Please discuss)&lt;br /&gt;
&lt;br /&gt;
== Caveats ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;''They eat your caves!''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
* Mining into damp walls usually leads [[flood]]ing. Be especially careful near large [[river]]s and [[aquifer]]s. The game will warn you before this actually occurs, unless it happens to be a dry season when water has temporarily dried up.  Note that damp walls still occur below rivers and murky pools but will not flood unless the above floor is removed (digging [[ramp|ramps]], etc).&lt;br /&gt;
* Mining into warm walls usually leads to [[magma]] flooding. The game will warn you before this occurs.  Like damp walls, mining warm walls will not flood magma if you are 1 z-level below the magma unless the floor above is also removed. '''Digging upwards, especially with ramps, will NOT warn you.'''&lt;br /&gt;
* Building [[channel]]s will not only remove the floors, ramps or walls on the current level, but also mine out the walls on the z-level below. Digging a channel will ALWAYS remove a wall, if there is a wall to remove.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Map tile]]s &amp;amp;ndash; Different types of walled, floor and open spaces&lt;br /&gt;
* [[Exploratory mining]] &amp;amp;ndash; Mining focused on finding valuable [[stone]]&lt;br /&gt;
* [[Stone]] &amp;amp;ndash; A list of different types of stones and ores left behind from mining.&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Soil]] &amp;amp;ndash; A list of soil types.&lt;br /&gt;
===Other digging actions===&lt;br /&gt;
* [[Ramp]]&lt;br /&gt;
* [[Stairs]]&lt;br /&gt;
* [[Channel]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Bombcar</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Exploratory_mining&amp;diff=76705</id>
		<title>40d:Exploratory mining</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Exploratory_mining&amp;diff=76705"/>
		<updated>2010-03-27T05:19:20Z</updated>

		<summary type="html">&lt;p&gt;Bombcar: /* Obsidian caps */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
Exploratory mining is the process of mining large areas in order to locate resources such as [[gems]], [[metal]] [[ores]] and other types of [[stone|rock]]. It is also used, to a lesser extent, to find the locations of hidden underground features such as [[chasm]]s, [[underground river]]s, [[magma]] and [[adamantine]].&lt;br /&gt;
The most straightforward method is to mark a large rectangular area for digging. Unfortunately, this method is also the least efficient. More efficient digging patterns involve digging out a smaller percentage of the stone in a given area, but still revealing a large percentage of the stone. These patterns are compromises, which depend on factors that will be described in this article.&lt;br /&gt;
Note that exploratory mining is the process dedicated solely to discovery of resources and features. The digging process is usually separated, and not discussed here in great detail.&lt;br /&gt;
The [[cheating]] counterpart to exploratory mining is the infamous [[utilities#reveal.exe|reveal]] tool.&lt;br /&gt;
&lt;br /&gt;
== Resource Distribution ==&lt;br /&gt;
To know how you should dig, it helps to know what you are looking for. When a  second material appears in a [[layer]], depending on the type of stone, ore or gem it appears in one of three shapes, large clusters, small clusters, or veins.&lt;br /&gt;
&lt;br /&gt;
(For a more complete discussion of this, see [[Vein|veins and clusters]])&lt;br /&gt;
&amp;lt;!--EDITORS - BE SURE TO UPDATE BOTH ARTICLES!&lt;br /&gt;
SOME REDUNDANT INFORMATION IS CRITICAL TO THIS ARTICLE (but not all)--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* '''Large cluster''': An oval that occupies nearly half of a 48x48 block, area-wise. Only one appears per block.  (The stones that comprise large clusters ''tend'' not to have small clusters or useful veins - see specific [[stone]] type for details.)&lt;br /&gt;
* '''Vein''': A sinuous line of the material crosses the block.  Multiple veins can occur in the same block.&lt;br /&gt;
* '''Small cluster''': A sprinkle of 1 to 9 adjacent tiles. Multiple small clusters of the same or different materials may be in the same block, or be adjacent to each other.&lt;br /&gt;
&lt;br /&gt;
'''Ores''' can appear as any of the three, depending on the specific material.  '''Gems''' appear only as small clusters.&lt;br /&gt;
&lt;br /&gt;
=== Large clusters in a block ===&lt;br /&gt;
It's recommended to first dig out a wide grid of single shafts that hit the centers of the major (48x48) [[area block]]s - if your map is 6x6, that's 36 center-shafts (or as many area blocks as you care about to start with).  With a few exceptions*, if a block has a large cluster it will ''not'' have any other veins or small clusters within it - nothing.  So, depending on the stone found, blocks with large clusters can be skipped right away because they are mostly worthless.  (Note that layers above or below are not influenced by each other - this may influence whether you use shafts or tunnels for your exploration.)  Area blocks without a large cluster can be explored using one of the patterns mentioned below. This will save you a lot of additional work (and dug out generic stone).&lt;br /&gt;
&lt;br /&gt;
:''(* Exceptions include [[adamantine]] veins, which can occur in any layer or large cluster in their block; [[olivine]] clusters and [[chromite]] veins, which can contain [[demantoid]]s and [[native platinum]]; and [[magnetite]] with its possible [[platinum]] veins; &amp;lt;small&amp;gt;...and possibly others?&amp;lt;/small&amp;gt;)''&lt;br /&gt;
&lt;br /&gt;
===Identifying Layers===&lt;br /&gt;
Some players may wish to first identify the layers beneath the surface of their map.  If (as described immediately above) you dig exploratory shafts that hit the centers of the major (48x48) [[area block]]s, you will hit many [[cluster|large clusters]] that give you no helpful information - for instance, many stone found in clusters are found in &amp;quot;any layer&amp;quot;. The solution is to dig nearer the corners or edges, to avoid the 20x40 oval that is always close to the center of the block.  However, remember that the game does make the borders between [[area block]]s fuzzy - so the closer you get to that border, the less reliable your information.  &lt;br /&gt;
&lt;br /&gt;
Between this and the previous technique, a complete picture of your underground geology can be achieved, and with that information you can then concentrate where you need to.&lt;br /&gt;
&lt;br /&gt;
=== Finding a specific ore ===&lt;br /&gt;
Often a player will have need of a specific type of metal - and that requires that you either [[trade]] for it, or find a vein of an appropriate ore.  Now, it's quite possible that that necessary ore is simply not present on your map - it's rare that a map will contain ''every'' ore.  But ''if'' it's there, it's usually not too hard to find, if you know where to look.&lt;br /&gt;
&lt;br /&gt;
In short, ore comes in veins, which tend to be a few tile wide and very long (maybe 20-40 tiles?) and snake randomly across a layer, so you don't need to expose every tile to find them, far from it.  The trick is to know where to start looking, and for that you need to identify the stone layers present on your map. First, use the two techniques described above - with the second, you're trying to see what [[layer]] stones are available to search, and with the first you're trying to see which of those layers can be skipped.  &lt;br /&gt;
&lt;br /&gt;
Then go to the wiki article for the specific [[metal]] you are seeking - maybe [[iron]], maybe [[copper]] or [[zinc]], whatever.  There you will see, in the side-bar, what [[ore]](s) will produce that metal.  ([[Alloy]]s may take one additional step, to find all the necessary metals to make that alloy, but the process is the same.)  It's quite possible that more than one ore will produce the metal you want.  Then read up on the ore(s), and see what layers it's found in.  Compare that to the layers you have found on your map - where they are the same, that's where to look.  &lt;br /&gt;
&lt;br /&gt;
Veins tend to be quite long and sinuous and so don't require detailed exploration to find, as opposed to gems which almost demand 100% revealing techniques.  Diagonal tunnels, maybe 10 or 15 apart, are a good approach, or square (E-W or N-S) tunnels dug maybe 9-wide apart, but a wider shaft pattern (on a 6 or 9 wide grid?) might get lucky as well.  ''(These numbers are chosen so they can later be filled in for 100% reveal - but they are not carved in stone, as it were. See and compare examples below.)''&lt;br /&gt;
&lt;br /&gt;
:Example: You want to find iron. (Who doesn't?)&lt;br /&gt;
::[[Iron]] has 3 ores: [[hematite]], [[limonite]], and [[magnetite]].  Looking at those articles, we find that magnetite is easy - it's a [[large cluster]] (about 20x40!), centered in an area block of [[sedimentary]] layer stone - check that article to see what kinds of stone layers are &amp;quot;sedimentary&amp;quot;.  If you have area blocks of sedimentary layers, center-punch a single shafts down through them and see.  Limonite is also found in sedimentary, but in veins - this will take some exploration through the entire layer, but because we are looking for veins we don't have to reveal everything, not even close.  Hematite is found in sedimentary as well, but also in [[Igneous extrusive]] layers - so that's another category of stone to check.  &lt;br /&gt;
&lt;br /&gt;
Not all layers contain ''every'' ore they might contain, but ''if'' they do, that's where you'll find it.  If you have none of the necessary layers, there is ''no chance'' you will find veins of that ore.  You don't find iron ore in [[metamorphic]] layers unless it's extending from a different, nearby type - it just isn't there, period.  If you want even ''a chance'' for a specific type of ore, make sure the proper ore-bearing layer stone is present on your [[embark]] map!&lt;br /&gt;
&lt;br /&gt;
(This general approach is also used to determine &amp;quot;where to mine next?&amp;quot;, even if you ''aren't'' looking for anything specific.  Knowing that [[granite]] or [[gabbro]] has a better chance to pay off better than [[diorite]], and not to bother with the blocks with large clusters, gets your miners to the motherload that much faster.)&lt;br /&gt;
&lt;br /&gt;
If all this is a bit overwhelming, and/or you have layers that seem &amp;quot;completely useless&amp;quot; - well, you might be right (on both counts), but [[The Non-Dwarf's Guide to Rock]] can be helpful in getting your feet back under you.  It's useful to know what might be found where, and when nothing will ever be found somewhere.&lt;br /&gt;
&lt;br /&gt;
== Factors in exploratory mining ==&lt;br /&gt;
&lt;br /&gt;
These are the factors we shall consider for each digging pattern. Understanding them and deciding on their priority will help you find the most suitable pattern for your current needs.&lt;br /&gt;
&lt;br /&gt;
Most of the factors are represented by numbers, obtained by dividing two constant quantities. Others are more subjective.&lt;br /&gt;
&lt;br /&gt;
=== Labor ===&lt;br /&gt;
&lt;br /&gt;
''Labor'' is the amount of work that goes into the digging process, compared to the total area involved.  Exploratory mining is a work-intensive process, capable of straining even a large fortress, but the work that goes into different patterns varies greatly. A fortress with a large supply of skilled miners can afford to consider labor as a low priority. The labor factor is the fraction of tiles that must be designated to be dug out of an area to provide the result (which for exploratory mining is revealing tiles, not tiles mined).  It's a percentage, between 0 and 100% - the lower the number, the more &amp;quot;efficient&amp;quot; that model is for a large area.&lt;br /&gt;
&lt;br /&gt;
=== Target ===&lt;br /&gt;
&lt;br /&gt;
''Target'' refers to the [[vein|size and shape]] of what you are hoping to find, the target material present in the rock layer as it typically appears - individual tiles, small clusters, veins, large features, whatever. It's theoretically represented by the fraction of desired material in the soil layer, but one can seldom state it accurately or even estimate it.  &amp;quot;Target&amp;quot; is determined by the specific type of materials you're after - for the classification of the specific target material you are hoping to find, see the [[gem]] and [[stone]] articles.  Single tiles are obviously the smallest target, followed by small clusters (at a maximum size of 3x3), veins (typically a sinuous line approximately 3 wide x 30-40 long) and large clusters (a rough oval about 20x40 centered in the [[area block]]). Underground features such as [[Vent#Magma_sources|magma vents]] or [[lake|underground pools]] have about the same target size as large clusters. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Target&amp;quot; and &amp;quot;visibility&amp;quot; (below) are directly related. If you are after the precious gems: diamond, sapphire and ruby, you will see that these can be found only in [[kimberlite]] (diamonds) and [[bauxite]] (sapphires and rubies) respectively. So you only need to use one of the lower-visibility methods to find the veins of kimberlite in a [[gabbro]] layer or the large clusters of bauxite in [[sedimentary layer]]s respectively, and then dig those out using one of the patterns that reveals every tile.&lt;br /&gt;
&lt;br /&gt;
In short, if the sought-after material is a small target, you want high visibility; if large and hard to miss, lower visibility methods will work.  &lt;br /&gt;
&lt;br /&gt;
=== Visibility ===&lt;br /&gt;
&lt;br /&gt;
''Visibility'' is the number of tiles that you reveal in the digging process. Excavated tiles are always visible, and so are the tiles immediately adjacent to them, including diagonals. The purpose of exploratory mining is to make a single tile of the desired material visible, allowing you to switch to conventional digging and extract it and similar material connected to it. Visibility is represented by the fraction of visible tiles in the excavated area. Perfect visibility is not always a priority - it tends to decrease in importance as the size of the target increases, because there are fewer tiles that need to be dug out for the target stone to be found.  &lt;br /&gt;
&lt;br /&gt;
With some patterns, it's possible to start with lower visibility, and then &amp;quot;fill in&amp;quot; for more complete visibility in the areas you wish to concentrate on.&lt;br /&gt;
&lt;br /&gt;
To better understand this, see [[vein|veins and clusters]].&lt;br /&gt;
&lt;br /&gt;
=== Re-usability ===&lt;br /&gt;
&lt;br /&gt;
''Re-usability'' is represented by the largest room size achievable by digging into the solid rock left behind without rebuilding any walls or floors.  Exploratory mining typically leaves behind a monotonous, repetitive underground landscape of shafts or tunnels. The excavated level may be hard to reuse for habitation, storage or industry without additional digging and significant rebuilding efforts that leave behind inferior walls that cannot be engraved. Re-usability is subjective, and it depends on the desired layout. Re-usability is a priority for a small [[embark]] site or a sprawling fortress.&lt;br /&gt;
&lt;br /&gt;
== Exploratory Patterns ==&lt;br /&gt;
&lt;br /&gt;
Patterns are represented by a unit tile. This unit tile is repeated throughout the area intended for excavation to create the desired pattern. Each pattern is analyzed with the above factors in mind.&lt;br /&gt;
&lt;br /&gt;
 Key:&lt;br /&gt;
 . = Mined (floor)&lt;br /&gt;
 x = Mined (shaft)&lt;br /&gt;
 ░ = Visible, not mined (wall)&lt;br /&gt;
 ▓ = Not mined, not visible&lt;br /&gt;
&lt;br /&gt;
=== Hollow ===&lt;br /&gt;
All tiles are excavated.&lt;br /&gt;
&lt;br /&gt;
* ''Labor'': 100% of the tiles are excavated.&lt;br /&gt;
* ''Target'': Any size. If it exists in the layer, it will be found.&lt;br /&gt;
* ''Visibility'': '''100%''' of the tiles are visible, obviously.&lt;br /&gt;
* ''Reusability'': Approaches zero, except for mass storage. Any design other than a large hall requires reconstruction.&lt;br /&gt;
* ''Bottom line'': Easy to designate, but miners tend to be a bit chaotic in their approach to the task.  Hollowing wastes labor like there's no tomorrow, but integrates extraction into the exploratory mining process. Use only if you have a lot of labor to spare, or need huge amounts of stone and don't mind the reconstruction required to make the hollow area habitable.&lt;br /&gt;
&lt;br /&gt;
=== Rows ===&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-family: monospace; white-space: pre; line-height: 126.5%&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;░░░░░░ &lt;br /&gt;
......&lt;br /&gt;
░░░░░░&lt;br /&gt;
░░░░░░&lt;br /&gt;
......&lt;br /&gt;
░░░░░░&amp;lt;/nowiki&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
* ''Labor'': 1 per every 3 tiles (~33%) of the tiles are excavated.&lt;br /&gt;
* ''Target'': Any size. Clusters as small as a single tile are revealed.&amp;lt;br /&amp;gt;&lt;br /&gt;
* ''Visibility'': '''100%'''.&lt;br /&gt;
* ''Reusability'': Very low. The long corridors aren't very useful, and can only be expanded to long, wide corridors.&lt;br /&gt;
* ''Bottom line'': Easy to designate, and a single miner will focus on one tunnel to the end or they take a [[break]]. This method achieves the same visibility as hollowing out, but using a mere third of the labor. Ideal for hunting single-tile gems. As an added bonus, it is more efficient than a 3&amp;amp;times;3 design.&lt;br /&gt;
&lt;br /&gt;
Larger &amp;quot;tunnel&amp;quot; patterns are suggested to be dug in multiples of &amp;quot;3&amp;quot; to allow for later complete revealing with minimum effort.&lt;br /&gt;
&lt;br /&gt;
=== Diagonal every 5 ===&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-family: monospace; white-space: pre; line-height: 126.5%&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;░░.░░░░.░░&lt;br /&gt;
░.░░░░.░░░&lt;br /&gt;
.░░░░.░░░░&lt;br /&gt;
░░░░.░░░░.&lt;br /&gt;
░░░.░░░░.░&amp;lt;/nowiki&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
* ''Labor'': 20% of the tiles are excavated (1 per 5).&lt;br /&gt;
* ''Target'': Any size. Clusters as small as a single tile are revealed.&lt;br /&gt;
* ''Visibility'': '''100%'''.&lt;br /&gt;
* ''Reusability'': With a bit of imagination you can build nice 3x3 rooms&lt;br /&gt;
* ''Bottom line'': This method is 2nd most efficient of those with 100% visibility. This one doesn't use other levels to move from one spot to another but is annoying to designate.&lt;br /&gt;
&lt;br /&gt;
A variation would put diagonals every 10 or 20, laying the groundwork to fill them in later for higher visibility if desired.&lt;br /&gt;
&lt;br /&gt;
=== Mine shafts, grid of every 3 tiles ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-family: monospace; white-space: pre; line-height: 126.5%&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;░░░░░░░░░&lt;br /&gt;
░X░░X░░X░&lt;br /&gt;
░░░░░░░░░&lt;br /&gt;
░░░░░░░░░&lt;br /&gt;
░X░░X░░X░&lt;br /&gt;
░░░░░░░░░&amp;lt;/nowiki&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
* ''Labor'': 11.1% of the tiles are excavated (1/9).&lt;br /&gt;
* ''Target'': Any size. Clusters as small as a single tile are revealed.&lt;br /&gt;
* ''Visibility'': '''100%'''.&lt;br /&gt;
* ''Reusability'': It's easy to make into square rooms of various sizes, the stairways can be removed and used as doorways, or just carved out as part of the rooms.&lt;br /&gt;
* ''Bottom line'': You'll need to clear part of one layer to get the shafts started up or down (use one of the other methods to cover the area), but for one shaft at a time this method is, tile for tile, the most efficient for those with 100% visibility, and has a great reuse value.  In practice, however, if you have more than one shaft being dug at one time, up/down-mining can cause miners to jump around between shafts, wasting time.&lt;br /&gt;
&lt;br /&gt;
:It takes a lot of keypressing to designate, although you can save some effort by designating every third row (as in the rows method, except with stairways) and then removing the designations ({k|d}-{k|x}) on all but every third column.  Alternately, [[User:StrawberryBunny/Mineshaft.ahk|here]] is a ahk script to save your fingers.  For a discussion on optimizing travel times through mineshafts, see [[Mineshaft Stitching|here]].&lt;br /&gt;
&lt;br /&gt;
:'''See also:''' [[Mineshaft stitching]]&lt;br /&gt;
&lt;br /&gt;
=== Diagonal ramps ===&lt;br /&gt;
&lt;br /&gt;
The pattern as shown is 1 up-ramp every 7 tiles vertically, or 1/14 horizontally, though this could be turned 90 degrees.  The downramps are shown, but are only designated on the next level down.  (Be ''sure'' you know how [[ramp]]s work before trying this one!)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-family: monospace; white-space: pre; line-height: 126.5%&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;░░▼░░░░░░░░░░▲░░▼░░░░░░░░░░▲&lt;br /&gt;
░░░░░░░░░▲░░▼░░░░░░░░░░▲░░▼░&lt;br /&gt;
░░░░░▲░░▼░░░░░░░░░░▲░░▼░░░░░&lt;br /&gt;
░▲░░▼░░░░░░░░░░▲░░▼░░░░░░░░░&lt;br /&gt;
▼░░░░░░░░░░▲░░▼░░░░░░░░░░▲░░&lt;br /&gt;
░░░░░░░▲░░▼░░░░░░░░░░▲░░▼░░░&lt;br /&gt;
░░░▲░░▼░░░░░░░░░░▲░░▼░░░░░░░&lt;br /&gt;
░░▼░░░░░░░░░░▲░░▼░░░░░░░░░░▲&amp;lt;/nowiki&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
* ''Labor'': 7.1% of the tiles are excavated (1/14).&lt;br /&gt;
* ''Target'': Any size. Clusters as small as a single tile are revealed.&lt;br /&gt;
* ''Visibility'': '''100%'''.&lt;br /&gt;
* ''Reusability'': Moderate.  3x3 spaces cannot be created until at least one up-ramp is removed or a down-ramp floored over.  [[Ramp]]s are less convenient than stairs for many purposes (for example, digging out the wrong tiles around a ramp can make it unusable).  &lt;br /&gt;
* ''Bottom line'': In some ways the most efficient method of all, but difficult to designate and somewhat inconvenient (especially around the edges of the map).  Awkward to stitch together.&lt;br /&gt;
&lt;br /&gt;
=== Pinwheel Shafts===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-family: monospace; white-space: pre; line-height: 126.5%&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;░░░░░░░░░░░&lt;br /&gt;
░XX░░X░░XX░&lt;br /&gt;
░░░░░X░░░░░&lt;br /&gt;
░░░▓░░░▓░░░&lt;br /&gt;
░X░░░░░░░X░&lt;br /&gt;
░X░░XXX░░X░&lt;br /&gt;
░X░░░░░░░X░&lt;br /&gt;
░░░▓░░░▓░░░&lt;br /&gt;
░░░░░X░░░░░&lt;br /&gt;
░XX░░X░░XX░&lt;br /&gt;
░░░░░░░░░░░&amp;lt;/nowiki&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
* ''Labor'': In this example about 17.3% of the tiles are being excavated.&lt;br /&gt;
* ''Target'': All except single-tile targets are guaranteed to be found, and those will only rarely be missed.&lt;br /&gt;
* ''Visibility'': '''96.6%'''.&lt;br /&gt;
* ''Reusability'': Workshops can be easily fitted into the unmined 3x3 areas.&lt;br /&gt;
* ''Bottom line'': Very similar to Mine Shafts, but you can replace the up/down stairways with alternating up stairs and down stairs on different levels, eliminating the chance that one of your dwarves will slip and fall all the way down the shaft to their deaths.&lt;br /&gt;
&lt;br /&gt;
=== 7&amp;amp;times;7 blocks ===&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-family: monospace; white-space: pre; line-height: 126.5%&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;▓▓▓░.░▓▓▓▓▓░.░▓▓&lt;br /&gt;
░░░░.░░░░░░░.░░░&lt;br /&gt;
................&lt;br /&gt;
░░░░.░░░░░░░.░░░&lt;br /&gt;
▓▓▓░.░▓▓▓▓▓░.░▓▓&lt;br /&gt;
▓▓▓░.░▓▓▓▓▓░.░▓▓&lt;br /&gt;
▓▓▓░.░▓▓▓▓▓░.░▓▓&lt;br /&gt;
▓▓▓░.░▓▓▓▓▓░.░▓▓&lt;br /&gt;
▓▓▓░.░▓▓▓▓▓░.░▓▓&lt;br /&gt;
░░░░.░░░░░░░.░░░&lt;br /&gt;
................&lt;br /&gt;
░░░░.░░░░░░░.░░░&lt;br /&gt;
▓▓▓░.░▓▓▓▓▓░.░▓▓&lt;br /&gt;
▓▓▓░.░▓▓▓▓▓░.░▓▓&amp;lt;/nowiki&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
* ''Labor'': 15/64 (~23%) of the tiles are excavated.&lt;br /&gt;
* ''Target'': Veins and up, as the large 5X5 space left in each unit tile can easily conceal a small cluster. Small clusters will be found perhaps half the time.&lt;br /&gt;
* ''Visibility'': 39/64 (~61%) of the tiles are visible.&lt;br /&gt;
* ''Reusability'': Medium. The 7&amp;amp;times;7 blocks can easily be converted into 5&amp;amp;times;5 rooms, suitable for individual rooms, storage or workshops. Optionally, it can be converted into a grid of connected 7x7 rooms, if you center each room on a crossroad. Easily converted into a more thorough 3&amp;amp;times;3 block patten by digging through the large blocks.&lt;br /&gt;
* ''Bottom line'': This is a low-labor method great for vein-hunting. The low labor cost puts you in a position to invest more and get better coverage if desired.&lt;br /&gt;
&lt;br /&gt;
If you think you may wish to later use the &amp;quot;rows&amp;quot; method (above) for 100% visibility, this could be based on a spacing of 6, 9, or 12.  Wider spacing starts to risk missing even veins and possibly underground rivers, though you will still certainly find underground features such as pools and magma vents even with tunnels spaced 24 apart.&lt;br /&gt;
&lt;br /&gt;
=== 15&amp;amp;times;15 blocks ===&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-family: monospace; white-space: pre; line-height: 126.5%&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;▓▓▓▓░.░▓▓▓▓▓▓▓▓▓▓▓▓▓░.░▓▓▓▓▓▓▓▓▓&lt;br /&gt;
▓▓▓▓░.░▓▓▓▓▓▓▓▓▓▓▓▓▓░.░▓▓▓▓▓▓▓▓▓&lt;br /&gt;
▓▓▓▓░.░▓▓▓▓▓▓▓▓▓▓▓▓▓░.░▓▓▓▓▓▓▓▓▓&lt;br /&gt;
▓▓▓▓░.░▓▓▓▓▓▓▓▓▓▓▓▓▓░.░▓▓▓▓▓▓▓▓▓&lt;br /&gt;
░░░░░.░░░░░░░░░░░░░░░.░░░░░░░░░░&lt;br /&gt;
................................&lt;br /&gt;
░░░░░.░░░░░░░░░░░░░░░.░░░░░░░░░░&lt;br /&gt;
▓▓▓▓░.░▓▓▓▓▓▓▓▓▓▓▓▓▓░.░▓▓▓▓▓▓▓▓▓&lt;br /&gt;
▓▓▓▓░.░▓▓▓▓▓▓▓▓▓▓▓▓▓░.░▓▓▓▓▓▓▓▓▓&lt;br /&gt;
▓▓▓▓░.░▓▓▓▓▓▓▓▓▓▓▓▓▓░.░▓▓▓▓▓▓▓▓▓&lt;br /&gt;
▓▓▓▓░.░▓▓▓▓▓▓▓▓▓▓▓▓▓░.░▓▓▓▓▓▓▓▓▓&lt;br /&gt;
▓▓▓▓░.░▓▓▓▓▓▓▓▓▓▓▓▓▓░.░▓▓▓▓▓▓▓▓▓&lt;br /&gt;
▓▓▓▓░.░▓▓▓▓▓▓▓▓▓▓▓▓▓░.░▓▓▓▓▓▓▓▓▓&amp;lt;/nowiki&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
* ''Labor'': 31/256 (~12%) of the tiles are excavated.&lt;br /&gt;
* ''Target'': Large clusters are guaranteed, and unless you have particularly bad luck you should also find all veins, but there is no guarantee. veins would only rarely be hidden in the large 13&amp;amp;times;13 space left.  The large 13&amp;amp;times;13 space left in each unit tile can easily conceal quite a lot. &lt;br /&gt;
* ''Visibility'': 87/256 (34%) of the tiles are visible.&lt;br /&gt;
* ''Reusability'': High. A 15&amp;amp;times;15 block of solid rock is extremely versatile when it comes to interior design. It's easily converted into a 7&amp;amp;times;7 block design, which may be further converted into a 3&amp;amp;times;3 block design.&lt;br /&gt;
* ''Bottom line'': This method is preferable when you are low on labor or when you're after an underground feature. It can easily accommodate parts of your fort, or serve as the precursor for a more thorough search.  A 12x12 or 18x18 version are also valid options, with obvious dis/advantages.&lt;br /&gt;
&lt;br /&gt;
=== Mine Shafts on a 6-, 9-, 12-, or 15-grid ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-family: monospace; white-space: pre; line-height: 126.5%&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓&lt;br /&gt;
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* ''Labor'': from under 3% (1/36) for the 6-grid to less than 0.5% for the 15 grid (1/225).&lt;br /&gt;
* ''Target'': Large clusters and up (as above), and magma pipes, magma pools, and underground pools.  Underground rivers are only guaranteed with the 6-grid, but a wider grid could be used to start and easily get lucky.  &lt;br /&gt;
* ''Visibility'': ''extremely'' low.&lt;br /&gt;
* ''Reusability'': High. Any area often needs a set of stairs (or more than one) leading up/down, and these would be the start of them.&lt;br /&gt;
* ''Bottom line'': This method should be used when you are looking for a large underground feature, or getting a feel for the various rock layers, or just hoping to get lucky with little effort.  Grids larger than 15 may start to miss even large features such as large clusters and pools, but can be used for identifying stone layers, and can always be filled back in later with shafts on a tighter grid.  (See &amp;quot;searching for undergound water &amp;amp; magma, below)&lt;br /&gt;
&lt;br /&gt;
With any grid pattern, a (much) wider version could be used to start and to locate specific stone layers/areas, and then filled in later in a tighter pattern where you want if you're not lucky the first pass.  If you plan to use the 3-grid pattern (for a 100% tile reveal) later, create your grid with intervals that are a multiple of &amp;quot;3&amp;quot;.  If you are only looking for veins, features or just don't care, then do as you will and play it by ear later.&lt;br /&gt;
&lt;br /&gt;
=Searching for underground water &amp;amp; magma=&lt;br /&gt;
While a lot of fun, underground features can be both difficult to find and dangerous to the unprepared, being as they are full of hostile creatures. &lt;br /&gt;
&lt;br /&gt;
Magma is a rough circle usually about 20 tiles or more in diameter - a 12 grid is guaranteed to find one, a 15 is very unlikely to miss.  Magnetite (an iron ore) is found in sedimentary layers in large clusters that are even bigger and even easier to find.  Underground rivers are often only 5 tiles wide, damp stone included, and so the 6-grid may be necessary to find those.  &lt;br /&gt;
&lt;br /&gt;
If you noted where these features were located before embark, on the local map, that helps immensely.  Each of these areas is 48 tiles across, and any feature such as a pool, pipe or river is enclosed completely within that area.  Digging a single shaft for large features in the exact center pays off most of the time.&lt;br /&gt;
&lt;br /&gt;
====Digging====&lt;br /&gt;
Underground features are a lot larger than [[vein]]s and [[cluster|small clusters]], so the 15x15 block method is more than sufficient to find them. If you dig tunnels rather than shafts, you only need to dig every 3rd [[z-level]] out as even the shortest feature, a [[cave river]], can be discovered on any one of the 3 levels it influences with &amp;quot;warm&amp;quot; or &amp;quot;damp&amp;quot; stone, as shown in the side profiles below.&lt;br /&gt;
&lt;br /&gt;
    Over the top    Reveals      Hits damp     Hits damp     Underneath    &lt;br /&gt;
     (misses)       (hits)        (hits)        (hits)        (misses) &lt;br /&gt;
  &lt;br /&gt;
     _______o##     ########     #########     #########     #########      # Unmined stone&lt;br /&gt;
     ###  #####     ___o  ##     ####  ###     ####  ###     ####  ###      ~ Water&lt;br /&gt;
     ##&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;#~~#&amp;lt;/font&amp;gt;####     ###&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;#~~#&amp;lt;/font&amp;gt;#     __o&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;#~~#&amp;lt;/font&amp;gt;##     ###&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;#~~#&amp;lt;/font&amp;gt;##     ###&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;#~~#&amp;lt;/font&amp;gt;##      _ Floor of the tunnel&lt;br /&gt;
     ###&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;##&amp;lt;/font&amp;gt;#####     ####&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;##&amp;lt;/font&amp;gt;##     ####&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;##&amp;lt;/font&amp;gt;###     ___o&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;##&amp;lt;/font&amp;gt;###     ####&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;##&amp;lt;/font&amp;gt;###      o Miner&lt;br /&gt;
     ##########     ########     #########     #########     _______o#&lt;br /&gt;
&lt;br /&gt;
Once you encounter warm or damp stone you want to back off a couple of squares and dig an up [[staircase]]. On this new z-level dig another tunnel to where you just found damp/warm stone. Depending on how tall the feature was and whereabouts you hit it, you may need to repeat this approach. Eventually your miner will reach a z-level where he can safely dig all the way through to the &amp;quot;surface&amp;quot; of the feature. '''Be careful! Your miners will happily dig ''up'' into a magma pit or lake, and burn or drown themselves, with no warning!'''&lt;br /&gt;
&lt;br /&gt;
====Obsidian caps====&lt;br /&gt;
[[Image:obsidian_cap.png|thumb|right|100px|An obsidian cap]]&lt;br /&gt;
Even when a magma pipe reaches the surface it can freeze over in cold [[climate]]s, or may simply stop just short of surface. In these cases it will have a [[obsidian]] cap over it, which is easier to find: just search for any hills or mountainsides that have a circular chunk missing and/or a grey circle of stone (example on the right). Another clue will be cliffs with no ramps in a circle-shape.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''See also:''' &lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
&lt;br /&gt;
{{Mining FAQ}}&lt;/div&gt;</summary>
		<author><name>Bombcar</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Exploratory_mining&amp;diff=76703</id>
		<title>40d:Exploratory mining</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Exploratory_mining&amp;diff=76703"/>
		<updated>2010-03-27T04:38:52Z</updated>

		<summary type="html">&lt;p&gt;Bombcar: /* Digging */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
Exploratory mining is the process of mining large areas in order to locate resources such as [[gems]], [[metal]] [[ores]] and other types of [[stone|rock]]. It is also used, to a lesser extent, to find the locations of hidden underground features such as [[chasm]]s, [[underground river]]s, [[magma]] and [[adamantine]].&lt;br /&gt;
The most straightforward method is to mark a large rectangular area for digging. Unfortunately, this method is also the least efficient. More efficient digging patterns involve digging out a smaller percentage of the stone in a given area, but still revealing a large percentage of the stone. These patterns are compromises, which depend on factors that will be described in this article.&lt;br /&gt;
Note that exploratory mining is the process dedicated solely to discovery of resources and features. The digging process is usually separated, and not discussed here in great detail.&lt;br /&gt;
The [[cheating]] counterpart to exploratory mining is the infamous [[utilities#reveal.exe|reveal]] tool.&lt;br /&gt;
&lt;br /&gt;
== Resource Distribution ==&lt;br /&gt;
To know how you should dig, it helps to know what you are looking for. When a  second material appears in a [[layer]], depending on the type of stone, ore or gem it appears in one of three shapes, large clusters, small clusters, or veins.&lt;br /&gt;
&lt;br /&gt;
(For a more complete discussion of this, see [[Vein|veins and clusters]])&lt;br /&gt;
&amp;lt;!--EDITORS - BE SURE TO UPDATE BOTH ARTICLES!&lt;br /&gt;
SOME REDUNDANT INFORMATION IS CRITICAL TO THIS ARTICLE (but not all)--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* '''Large cluster''': An oval that occupies nearly half of a 48x48 block, area-wise. Only one appears per block.  (The stones that comprise large clusters ''tend'' not to have small clusters or useful veins - see specific [[stone]] type for details.)&lt;br /&gt;
* '''Vein''': A sinuous line of the material crosses the block.  Multiple veins can occur in the same block.&lt;br /&gt;
* '''Small cluster''': A sprinkle of 1 to 9 adjacent tiles. Multiple small clusters of the same or different materials may be in the same block, or be adjacent to each other.&lt;br /&gt;
&lt;br /&gt;
'''Ores''' can appear as any of the three, depending on the specific material.  '''Gems''' appear only as small clusters.&lt;br /&gt;
&lt;br /&gt;
=== Large clusters in a block ===&lt;br /&gt;
It's recommended to first dig out a wide grid of single shafts that hit the centers of the major (48x48) [[area block]]s - if your map is 6x6, that's 36 center-shafts (or as many area blocks as you care about to start with).  With a few exceptions*, if a block has a large cluster it will ''not'' have any other veins or small clusters within it - nothing.  So, depending on the stone found, blocks with large clusters can be skipped right away because they are mostly worthless.  (Note that layers above or below are not influenced by each other - this may influence whether you use shafts or tunnels for your exploration.)  Area blocks without a large cluster can be explored using one of the patterns mentioned below. This will save you a lot of additional work (and dug out generic stone).&lt;br /&gt;
&lt;br /&gt;
:''(* Exceptions include [[adamantine]] veins, which can occur in any layer or large cluster in their block; [[olivine]] clusters and [[chromite]] veins, which can contain [[demantoid]]s and [[native platinum]]; and [[magnetite]] with its possible [[platinum]] veins; &amp;lt;small&amp;gt;...and possibly others?&amp;lt;/small&amp;gt;)''&lt;br /&gt;
&lt;br /&gt;
===Identifying Layers===&lt;br /&gt;
Some players may wish to first identify the layers beneath the surface of their map.  If (as described immediately above) you dig exploratory shafts that hit the centers of the major (48x48) [[area block]]s, you will hit many [[cluster|large clusters]] that give you no helpful information - for instance, many stone found in clusters are found in &amp;quot;any layer&amp;quot;. The solution is to dig nearer the corners or edges, to avoid the 20x40 oval that is always close to the center of the block.  However, remember that the game does make the borders between [[area block]]s fuzzy - so the closer you get to that border, the less reliable your information.  &lt;br /&gt;
&lt;br /&gt;
Between this and the previous technique, a complete picture of your underground geology can be achieved, and with that information you can then concentrate where you need to.&lt;br /&gt;
&lt;br /&gt;
=== Finding a specific ore ===&lt;br /&gt;
Often a player will have need of a specific type of metal - and that requires that you either [[trade]] for it, or find a vein of an appropriate ore.  Now, it's quite possible that that necessary ore is simply not present on your map - it's rare that a map will contain ''every'' ore.  But ''if'' it's there, it's usually not too hard to find, if you know where to look.&lt;br /&gt;
&lt;br /&gt;
In short, ore comes in veins, which tend to be a few tile wide and very long (maybe 20-40 tiles?) and snake randomly across a layer, so you don't need to expose every tile to find them, far from it.  The trick is to know where to start looking, and for that you need to identify the stone layers present on your map. First, use the two techniques described above - with the second, you're trying to see what [[layer]] stones are available to search, and with the first you're trying to see which of those layers can be skipped.  &lt;br /&gt;
&lt;br /&gt;
Then go to the wiki article for the specific [[metal]] you are seeking - maybe [[iron]], maybe [[copper]] or [[zinc]], whatever.  There you will see, in the side-bar, what [[ore]](s) will produce that metal.  ([[Alloy]]s may take one additional step, to find all the necessary metals to make that alloy, but the process is the same.)  It's quite possible that more than one ore will produce the metal you want.  Then read up on the ore(s), and see what layers it's found in.  Compare that to the layers you have found on your map - where they are the same, that's where to look.  &lt;br /&gt;
&lt;br /&gt;
Veins tend to be quite long and sinuous and so don't require detailed exploration to find, as opposed to gems which almost demand 100% revealing techniques.  Diagonal tunnels, maybe 10 or 15 apart, are a good approach, or square (E-W or N-S) tunnels dug maybe 9-wide apart, but a wider shaft pattern (on a 6 or 9 wide grid?) might get lucky as well.  ''(These numbers are chosen so they can later be filled in for 100% reveal - but they are not carved in stone, as it were. See and compare examples below.)''&lt;br /&gt;
&lt;br /&gt;
:Example: You want to find iron. (Who doesn't?)&lt;br /&gt;
::[[Iron]] has 3 ores: [[hematite]], [[limonite]], and [[magnetite]].  Looking at those articles, we find that magnetite is easy - it's a [[large cluster]] (about 20x40!), centered in an area block of [[sedimentary]] layer stone - check that article to see what kinds of stone layers are &amp;quot;sedimentary&amp;quot;.  If you have area blocks of sedimentary layers, center-punch a single shafts down through them and see.  Limonite is also found in sedimentary, but in veins - this will take some exploration through the entire layer, but because we are looking for veins we don't have to reveal everything, not even close.  Hematite is found in sedimentary as well, but also in [[Igneous extrusive]] layers - so that's another category of stone to check.  &lt;br /&gt;
&lt;br /&gt;
Not all layers contain ''every'' ore they might contain, but ''if'' they do, that's where you'll find it.  If you have none of the necessary layers, there is ''no chance'' you will find veins of that ore.  You don't find iron ore in [[metamorphic]] layers unless it's extending from a different, nearby type - it just isn't there, period.  If you want even ''a chance'' for a specific type of ore, make sure the proper ore-bearing layer stone is present on your [[embark]] map!&lt;br /&gt;
&lt;br /&gt;
(This general approach is also used to determine &amp;quot;where to mine next?&amp;quot;, even if you ''aren't'' looking for anything specific.  Knowing that [[granite]] or [[gabbro]] has a better chance to pay off better than [[diorite]], and not to bother with the blocks with large clusters, gets your miners to the motherload that much faster.)&lt;br /&gt;
&lt;br /&gt;
If all this is a bit overwhelming, and/or you have layers that seem &amp;quot;completely useless&amp;quot; - well, you might be right (on both counts), but [[The Non-Dwarf's Guide to Rock]] can be helpful in getting your feet back under you.  It's useful to know what might be found where, and when nothing will ever be found somewhere.&lt;br /&gt;
&lt;br /&gt;
== Factors in exploratory mining ==&lt;br /&gt;
&lt;br /&gt;
These are the factors we shall consider for each digging pattern. Understanding them and deciding on their priority will help you find the most suitable pattern for your current needs.&lt;br /&gt;
&lt;br /&gt;
Most of the factors are represented by numbers, obtained by dividing two constant quantities. Others are more subjective.&lt;br /&gt;
&lt;br /&gt;
=== Labor ===&lt;br /&gt;
&lt;br /&gt;
''Labor'' is the amount of work that goes into the digging process, compared to the total area involved.  Exploratory mining is a work-intensive process, capable of straining even a large fortress, but the work that goes into different patterns varies greatly. A fortress with a large supply of skilled miners can afford to consider labor as a low priority. The labor factor is the fraction of tiles that must be designated to be dug out of an area to provide the result (which for exploratory mining is revealing tiles, not tiles mined).  It's a percentage, between 0 and 100% - the lower the number, the more &amp;quot;efficient&amp;quot; that model is for a large area.&lt;br /&gt;
&lt;br /&gt;
=== Target ===&lt;br /&gt;
&lt;br /&gt;
''Target'' refers to the [[vein|size and shape]] of what you are hoping to find, the target material present in the rock layer as it typically appears - individual tiles, small clusters, veins, large features, whatever. It's theoretically represented by the fraction of desired material in the soil layer, but one can seldom state it accurately or even estimate it.  &amp;quot;Target&amp;quot; is determined by the specific type of materials you're after - for the classification of the specific target material you are hoping to find, see the [[gem]] and [[stone]] articles.  Single tiles are obviously the smallest target, followed by small clusters (at a maximum size of 3x3), veins (typically a sinuous line approximately 3 wide x 30-40 long) and large clusters (a rough oval about 20x40 centered in the [[area block]]). Underground features such as [[Vent#Magma_sources|magma vents]] or [[lake|underground pools]] have about the same target size as large clusters. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Target&amp;quot; and &amp;quot;visibility&amp;quot; (below) are directly related. If you are after the precious gems: diamond, sapphire and ruby, you will see that these can be found only in [[kimberlite]] (diamonds) and [[bauxite]] (sapphires and rubies) respectively. So you only need to use one of the lower-visibility methods to find the veins of kimberlite in a [[gabbro]] layer or the large clusters of bauxite in [[sedimentary layer]]s respectively, and then dig those out using one of the patterns that reveals every tile.&lt;br /&gt;
&lt;br /&gt;
In short, if the sought-after material is a small target, you want high visibility; if large and hard to miss, lower visibility methods will work.  &lt;br /&gt;
&lt;br /&gt;
=== Visibility ===&lt;br /&gt;
&lt;br /&gt;
''Visibility'' is the number of tiles that you reveal in the digging process. Excavated tiles are always visible, and so are the tiles immediately adjacent to them, including diagonals. The purpose of exploratory mining is to make a single tile of the desired material visible, allowing you to switch to conventional digging and extract it and similar material connected to it. Visibility is represented by the fraction of visible tiles in the excavated area. Perfect visibility is not always a priority - it tends to decrease in importance as the size of the target increases, because there are fewer tiles that need to be dug out for the target stone to be found.  &lt;br /&gt;
&lt;br /&gt;
With some patterns, it's possible to start with lower visibility, and then &amp;quot;fill in&amp;quot; for more complete visibility in the areas you wish to concentrate on.&lt;br /&gt;
&lt;br /&gt;
To better understand this, see [[vein|veins and clusters]].&lt;br /&gt;
&lt;br /&gt;
=== Re-usability ===&lt;br /&gt;
&lt;br /&gt;
''Re-usability'' is represented by the largest room size achievable by digging into the solid rock left behind without rebuilding any walls or floors.  Exploratory mining typically leaves behind a monotonous, repetitive underground landscape of shafts or tunnels. The excavated level may be hard to reuse for habitation, storage or industry without additional digging and significant rebuilding efforts that leave behind inferior walls that cannot be engraved. Re-usability is subjective, and it depends on the desired layout. Re-usability is a priority for a small [[embark]] site or a sprawling fortress.&lt;br /&gt;
&lt;br /&gt;
== Exploratory Patterns ==&lt;br /&gt;
&lt;br /&gt;
Patterns are represented by a unit tile. This unit tile is repeated throughout the area intended for excavation to create the desired pattern. Each pattern is analyzed with the above factors in mind.&lt;br /&gt;
&lt;br /&gt;
 Key:&lt;br /&gt;
 . = Mined (floor)&lt;br /&gt;
 x = Mined (shaft)&lt;br /&gt;
 ░ = Visible, not mined (wall)&lt;br /&gt;
 ▓ = Not mined, not visible&lt;br /&gt;
&lt;br /&gt;
=== Hollow ===&lt;br /&gt;
All tiles are excavated.&lt;br /&gt;
&lt;br /&gt;
* ''Labor'': 100% of the tiles are excavated.&lt;br /&gt;
* ''Target'': Any size. If it exists in the layer, it will be found.&lt;br /&gt;
* ''Visibility'': '''100%''' of the tiles are visible, obviously.&lt;br /&gt;
* ''Reusability'': Approaches zero, except for mass storage. Any design other than a large hall requires reconstruction.&lt;br /&gt;
* ''Bottom line'': Easy to designate, but miners tend to be a bit chaotic in their approach to the task.  Hollowing wastes labor like there's no tomorrow, but integrates extraction into the exploratory mining process. Use only if you have a lot of labor to spare, or need huge amounts of stone and don't mind the reconstruction required to make the hollow area habitable.&lt;br /&gt;
&lt;br /&gt;
=== Rows ===&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-family: monospace; white-space: pre; line-height: 126.5%&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;░░░░░░ &lt;br /&gt;
......&lt;br /&gt;
░░░░░░&lt;br /&gt;
░░░░░░&lt;br /&gt;
......&lt;br /&gt;
░░░░░░&amp;lt;/nowiki&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
* ''Labor'': 1 per every 3 tiles (~33%) of the tiles are excavated.&lt;br /&gt;
* ''Target'': Any size. Clusters as small as a single tile are revealed.&amp;lt;br /&amp;gt;&lt;br /&gt;
* ''Visibility'': '''100%'''.&lt;br /&gt;
* ''Reusability'': Very low. The long corridors aren't very useful, and can only be expanded to long, wide corridors.&lt;br /&gt;
* ''Bottom line'': Easy to designate, and a single miner will focus on one tunnel to the end or they take a [[break]]. This method achieves the same visibility as hollowing out, but using a mere third of the labor. Ideal for hunting single-tile gems. As an added bonus, it is more efficient than a 3&amp;amp;times;3 design.&lt;br /&gt;
&lt;br /&gt;
Larger &amp;quot;tunnel&amp;quot; patterns are suggested to be dug in multiples of &amp;quot;3&amp;quot; to allow for later complete revealing with minimum effort.&lt;br /&gt;
&lt;br /&gt;
=== Diagonal every 5 ===&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-family: monospace; white-space: pre; line-height: 126.5%&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;░░.░░░░.░░&lt;br /&gt;
░.░░░░.░░░&lt;br /&gt;
.░░░░.░░░░&lt;br /&gt;
░░░░.░░░░.&lt;br /&gt;
░░░.░░░░.░&amp;lt;/nowiki&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
* ''Labor'': 20% of the tiles are excavated (1 per 5).&lt;br /&gt;
* ''Target'': Any size. Clusters as small as a single tile are revealed.&lt;br /&gt;
* ''Visibility'': '''100%'''.&lt;br /&gt;
* ''Reusability'': With a bit of imagination you can build nice 3x3 rooms&lt;br /&gt;
* ''Bottom line'': This method is 2nd most efficient of those with 100% visibility. This one doesn't use other levels to move from one spot to another but is annoying to designate.&lt;br /&gt;
&lt;br /&gt;
A variation would put diagonals every 10 or 20, laying the groundwork to fill them in later for higher visibility if desired.&lt;br /&gt;
&lt;br /&gt;
=== Mine shafts, grid of every 3 tiles ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-family: monospace; white-space: pre; line-height: 126.5%&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;░░░░░░░░░&lt;br /&gt;
░X░░X░░X░&lt;br /&gt;
░░░░░░░░░&lt;br /&gt;
░░░░░░░░░&lt;br /&gt;
░X░░X░░X░&lt;br /&gt;
░░░░░░░░░&amp;lt;/nowiki&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
* ''Labor'': 11.1% of the tiles are excavated (1/9).&lt;br /&gt;
* ''Target'': Any size. Clusters as small as a single tile are revealed.&lt;br /&gt;
* ''Visibility'': '''100%'''.&lt;br /&gt;
* ''Reusability'': It's easy to make into square rooms of various sizes, the stairways can be removed and used as doorways, or just carved out as part of the rooms.&lt;br /&gt;
* ''Bottom line'': You'll need to clear part of one layer to get the shafts started up or down (use one of the other methods to cover the area), but for one shaft at a time this method is, tile for tile, the most efficient for those with 100% visibility, and has a great reuse value.  In practice, however, if you have more than one shaft being dug at one time, up/down-mining can cause miners to jump around between shafts, wasting time.&lt;br /&gt;
&lt;br /&gt;
:It takes a lot of keypressing to designate, although you can save some effort by designating every third row (as in the rows method, except with stairways) and then removing the designations ({k|d}-{k|x}) on all but every third column.  Alternately, [[User:StrawberryBunny/Mineshaft.ahk|here]] is a ahk script to save your fingers.  For a discussion on optimizing travel times through mineshafts, see [[Mineshaft Stitching|here]].&lt;br /&gt;
&lt;br /&gt;
:'''See also:''' [[Mineshaft stitching]]&lt;br /&gt;
&lt;br /&gt;
=== Diagonal ramps ===&lt;br /&gt;
&lt;br /&gt;
The pattern as shown is 1 up-ramp every 7 tiles vertically, or 1/14 horizontally, though this could be turned 90 degrees.  The downramps are shown, but are only designated on the next level down.  (Be ''sure'' you know how [[ramp]]s work before trying this one!)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-family: monospace; white-space: pre; line-height: 126.5%&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;░░▼░░░░░░░░░░▲░░▼░░░░░░░░░░▲&lt;br /&gt;
░░░░░░░░░▲░░▼░░░░░░░░░░▲░░▼░&lt;br /&gt;
░░░░░▲░░▼░░░░░░░░░░▲░░▼░░░░░&lt;br /&gt;
░▲░░▼░░░░░░░░░░▲░░▼░░░░░░░░░&lt;br /&gt;
▼░░░░░░░░░░▲░░▼░░░░░░░░░░▲░░&lt;br /&gt;
░░░░░░░▲░░▼░░░░░░░░░░▲░░▼░░░&lt;br /&gt;
░░░▲░░▼░░░░░░░░░░▲░░▼░░░░░░░&lt;br /&gt;
░░▼░░░░░░░░░░▲░░▼░░░░░░░░░░▲&amp;lt;/nowiki&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
* ''Labor'': 7.1% of the tiles are excavated (1/14).&lt;br /&gt;
* ''Target'': Any size. Clusters as small as a single tile are revealed.&lt;br /&gt;
* ''Visibility'': '''100%'''.&lt;br /&gt;
* ''Reusability'': Moderate.  3x3 spaces cannot be created until at least one up-ramp is removed or a down-ramp floored over.  [[Ramp]]s are less convenient than stairs for many purposes (for example, digging out the wrong tiles around a ramp can make it unusable).  &lt;br /&gt;
* ''Bottom line'': In some ways the most efficient method of all, but difficult to designate and somewhat inconvenient (especially around the edges of the map).  Awkward to stitch together.&lt;br /&gt;
&lt;br /&gt;
=== Pinwheel Shafts===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-family: monospace; white-space: pre; line-height: 126.5%&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;░░░░░░░░░░░&lt;br /&gt;
░XX░░X░░XX░&lt;br /&gt;
░░░░░X░░░░░&lt;br /&gt;
░░░▓░░░▓░░░&lt;br /&gt;
░X░░░░░░░X░&lt;br /&gt;
░X░░XXX░░X░&lt;br /&gt;
░X░░░░░░░X░&lt;br /&gt;
░░░▓░░░▓░░░&lt;br /&gt;
░░░░░X░░░░░&lt;br /&gt;
░XX░░X░░XX░&lt;br /&gt;
░░░░░░░░░░░&amp;lt;/nowiki&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
* ''Labor'': In this example about 17.3% of the tiles are being excavated.&lt;br /&gt;
* ''Target'': All except single-tile targets are guaranteed to be found, and those will only rarely be missed.&lt;br /&gt;
* ''Visibility'': '''96.6%'''.&lt;br /&gt;
* ''Reusability'': Workshops can be easily fitted into the unmined 3x3 areas.&lt;br /&gt;
* ''Bottom line'': Very similar to Mine Shafts, but you can replace the up/down stairways with alternating up stairs and down stairs on different levels, eliminating the chance that one of your dwarves will slip and fall all the way down the shaft to their deaths.&lt;br /&gt;
&lt;br /&gt;
=== 7&amp;amp;times;7 blocks ===&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-family: monospace; white-space: pre; line-height: 126.5%&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;▓▓▓░.░▓▓▓▓▓░.░▓▓&lt;br /&gt;
░░░░.░░░░░░░.░░░&lt;br /&gt;
................&lt;br /&gt;
░░░░.░░░░░░░.░░░&lt;br /&gt;
▓▓▓░.░▓▓▓▓▓░.░▓▓&lt;br /&gt;
▓▓▓░.░▓▓▓▓▓░.░▓▓&lt;br /&gt;
▓▓▓░.░▓▓▓▓▓░.░▓▓&lt;br /&gt;
▓▓▓░.░▓▓▓▓▓░.░▓▓&lt;br /&gt;
▓▓▓░.░▓▓▓▓▓░.░▓▓&lt;br /&gt;
░░░░.░░░░░░░.░░░&lt;br /&gt;
................&lt;br /&gt;
░░░░.░░░░░░░.░░░&lt;br /&gt;
▓▓▓░.░▓▓▓▓▓░.░▓▓&lt;br /&gt;
▓▓▓░.░▓▓▓▓▓░.░▓▓&amp;lt;/nowiki&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
* ''Labor'': 15/64 (~23%) of the tiles are excavated.&lt;br /&gt;
* ''Target'': Veins and up, as the large 5X5 space left in each unit tile can easily conceal a small cluster. Small clusters will be found perhaps half the time.&lt;br /&gt;
* ''Visibility'': 39/64 (~61%) of the tiles are visible.&lt;br /&gt;
* ''Reusability'': Medium. The 7&amp;amp;times;7 blocks can easily be converted into 5&amp;amp;times;5 rooms, suitable for individual rooms, storage or workshops. Optionally, it can be converted into a grid of connected 7x7 rooms, if you center each room on a crossroad. Easily converted into a more thorough 3&amp;amp;times;3 block patten by digging through the large blocks.&lt;br /&gt;
* ''Bottom line'': This is a low-labor method great for vein-hunting. The low labor cost puts you in a position to invest more and get better coverage if desired.&lt;br /&gt;
&lt;br /&gt;
If you think you may wish to later use the &amp;quot;rows&amp;quot; method (above) for 100% visibility, this could be based on a spacing of 6, 9, or 12.  Wider spacing starts to risk missing even veins and possibly underground rivers, though you will still certainly find underground features such as pools and magma vents even with tunnels spaced 24 apart.&lt;br /&gt;
&lt;br /&gt;
=== 15&amp;amp;times;15 blocks ===&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-family: monospace; white-space: pre; line-height: 126.5%&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;▓▓▓▓░.░▓▓▓▓▓▓▓▓▓▓▓▓▓░.░▓▓▓▓▓▓▓▓▓&lt;br /&gt;
▓▓▓▓░.░▓▓▓▓▓▓▓▓▓▓▓▓▓░.░▓▓▓▓▓▓▓▓▓&lt;br /&gt;
▓▓▓▓░.░▓▓▓▓▓▓▓▓▓▓▓▓▓░.░▓▓▓▓▓▓▓▓▓&lt;br /&gt;
▓▓▓▓░.░▓▓▓▓▓▓▓▓▓▓▓▓▓░.░▓▓▓▓▓▓▓▓▓&lt;br /&gt;
░░░░░.░░░░░░░░░░░░░░░.░░░░░░░░░░&lt;br /&gt;
................................&lt;br /&gt;
░░░░░.░░░░░░░░░░░░░░░.░░░░░░░░░░&lt;br /&gt;
▓▓▓▓░.░▓▓▓▓▓▓▓▓▓▓▓▓▓░.░▓▓▓▓▓▓▓▓▓&lt;br /&gt;
▓▓▓▓░.░▓▓▓▓▓▓▓▓▓▓▓▓▓░.░▓▓▓▓▓▓▓▓▓&lt;br /&gt;
▓▓▓▓░.░▓▓▓▓▓▓▓▓▓▓▓▓▓░.░▓▓▓▓▓▓▓▓▓&lt;br /&gt;
▓▓▓▓░.░▓▓▓▓▓▓▓▓▓▓▓▓▓░.░▓▓▓▓▓▓▓▓▓&lt;br /&gt;
▓▓▓▓░.░▓▓▓▓▓▓▓▓▓▓▓▓▓░.░▓▓▓▓▓▓▓▓▓&lt;br /&gt;
▓▓▓▓░.░▓▓▓▓▓▓▓▓▓▓▓▓▓░.░▓▓▓▓▓▓▓▓▓&amp;lt;/nowiki&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
* ''Labor'': 31/256 (~12%) of the tiles are excavated.&lt;br /&gt;
* ''Target'': Large clusters are guaranteed, and unless you have particularly bad luck you should also find all veins, but there is no guarantee. veins would only rarely be hidden in the large 13&amp;amp;times;13 space left.  The large 13&amp;amp;times;13 space left in each unit tile can easily conceal quite a lot. &lt;br /&gt;
* ''Visibility'': 87/256 (34%) of the tiles are visible.&lt;br /&gt;
* ''Reusability'': High. A 15&amp;amp;times;15 block of solid rock is extremely versatile when it comes to interior design. It's easily converted into a 7&amp;amp;times;7 block design, which may be further converted into a 3&amp;amp;times;3 block design.&lt;br /&gt;
* ''Bottom line'': This method is preferable when you are low on labor or when you're after an underground feature. It can easily accommodate parts of your fort, or serve as the precursor for a more thorough search.  A 12x12 or 18x18 version are also valid options, with obvious dis/advantages.&lt;br /&gt;
&lt;br /&gt;
=== Mine Shafts on a 6-, 9-, 12-, or 15-grid ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-family: monospace; white-space: pre; line-height: 126.5%&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓&lt;br /&gt;
▓▓▓▓▓░░░▓▓▓▓▓▓▓▓▓▓▓▓▓░░░▓▓▓▓&lt;br /&gt;
▓▓▓▓▓░X░▓▓▓▓▓▓▓▓▓▓▓▓▓░X░▓▓▓▓&lt;br /&gt;
▓▓▓▓▓░░░▓▓▓▓▓▓▓▓▓▓▓▓▓░░░▓▓▓▓&lt;br /&gt;
▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓&lt;br /&gt;
▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓&lt;br /&gt;
▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓&lt;br /&gt;
▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓&lt;br /&gt;
▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓&lt;br /&gt;
▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓&lt;br /&gt;
▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓&lt;br /&gt;
▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓&lt;br /&gt;
▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓&lt;br /&gt;
▓▓▓▓▓░░░▓▓▓▓▓▓▓▓▓▓▓▓▓░░░▓▓▓▓&lt;br /&gt;
▓▓▓▓▓░X░▓▓▓▓▓▓▓▓▓▓▓▓▓░X░▓▓▓▓&lt;br /&gt;
▓▓▓▓▓░░░▓▓▓▓▓▓▓▓▓▓▓▓▓░░░▓▓▓▓&lt;br /&gt;
▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓&amp;lt;/nowiki&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
* ''Labor'': from under 3% (1/36) for the 6-grid to less than 0.5% for the 15 grid (1/225).&lt;br /&gt;
* ''Target'': Large clusters and up (as above), and magma pipes, magma pools, and underground pools.  Underground rivers are only guaranteed with the 6-grid, but a wider grid could be used to start and easily get lucky.  &lt;br /&gt;
* ''Visibility'': ''extremely'' low.&lt;br /&gt;
* ''Reusability'': High. Any area often needs a set of stairs (or more than one) leading up/down, and these would be the start of them.&lt;br /&gt;
* ''Bottom line'': This method should be used when you are looking for a large underground feature, or getting a feel for the various rock layers, or just hoping to get lucky with little effort.  Grids larger than 15 may start to miss even large features such as large clusters and pools, but can be used for identifying stone layers, and can always be filled back in later with shafts on a tighter grid.  (See &amp;quot;searching for undergound water &amp;amp; magma, below)&lt;br /&gt;
&lt;br /&gt;
With any grid pattern, a (much) wider version could be used to start and to locate specific stone layers/areas, and then filled in later in a tighter pattern where you want if you're not lucky the first pass.  If you plan to use the 3-grid pattern (for a 100% tile reveal) later, create your grid with intervals that are a multiple of &amp;quot;3&amp;quot;.  If you are only looking for veins, features or just don't care, then do as you will and play it by ear later.&lt;br /&gt;
&lt;br /&gt;
=Searching for underground water &amp;amp; magma=&lt;br /&gt;
While a lot of fun, underground features can be both difficult to find and dangerous to the unprepared, being as they are full of hostile creatures. &lt;br /&gt;
&lt;br /&gt;
Magma is a rough circle usually about 20 tiles or more in diameter - a 12 grid is guaranteed to find one, a 15 is very unlikely to miss.  Magnetite (an iron ore) is found in sedimentary layers in large clusters that are even bigger and even easier to find.  Underground rivers are often only 5 tiles wide, damp stone included, and so the 6-grid may be necessary to find those.  &lt;br /&gt;
&lt;br /&gt;
If you noted where these features were located before embark, on the local map, that helps immensely.  Each of these areas is 48 tiles across, and any feature such as a pool, pipe or river is enclosed completely within that area.  Digging a single shaft for large features in the exact center pays off most of the time.&lt;br /&gt;
&lt;br /&gt;
====Digging====&lt;br /&gt;
Underground features are a lot larger than [[vein]]s and [[cluster|small clusters]], so the 15x15 block method is more than sufficient to find them. If you dig tunnels rather than shafts, you only need to dig every 3rd [[z-level]] out as even the shortest feature, a [[cave river]], can be discovered on any one of the 3 levels it influences with &amp;quot;warm&amp;quot; or &amp;quot;damp&amp;quot; stone, as shown in the side profiles below.&lt;br /&gt;
&lt;br /&gt;
    Over the top    Reveals      Hits damp     Hits damp     Underneath    &lt;br /&gt;
     (misses)       (hits)        (hits)        (hits)        (misses) &lt;br /&gt;
  &lt;br /&gt;
     _______o##     ########     #########     #########     #########      # Unmined stone&lt;br /&gt;
     ###  #####     ___o  ##     ####  ###     ####  ###     ####  ###      ~ Water&lt;br /&gt;
     ##&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;#~~#&amp;lt;/font&amp;gt;####     ###&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;#~~#&amp;lt;/font&amp;gt;#     __o&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;#~~#&amp;lt;/font&amp;gt;##     ###&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;#~~#&amp;lt;/font&amp;gt;##     ###&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;#~~#&amp;lt;/font&amp;gt;##      _ Floor of the tunnel&lt;br /&gt;
     ###&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;##&amp;lt;/font&amp;gt;#####     ####&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;##&amp;lt;/font&amp;gt;##     ####&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;##&amp;lt;/font&amp;gt;###     ___o&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;##&amp;lt;/font&amp;gt;###     ####&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;##&amp;lt;/font&amp;gt;###      o Miner&lt;br /&gt;
     ##########     ########     #########     #########     _______o#&lt;br /&gt;
&lt;br /&gt;
Once you encounter warm or damp stone you want to back off a couple of squares and dig an up [[staircase]]. On this new z-level dig another tunnel to where you just found damp/warm stone. Depending on how tall the feature was and whereabouts you hit it, you may need to repeat this approach. Eventually your miner will reach a z-level where he can safely dig all the way through to the &amp;quot;surface&amp;quot; of the feature. '''Be careful! Your miners will happily dig ''up'' into a magma pit or lake, and burn or drown themselves, with no warning!'''&lt;br /&gt;
&lt;br /&gt;
====Obsidian caps====&lt;br /&gt;
[[Image:obsidian_cap.png|thumb|right|100px|An obsidian cap]]&lt;br /&gt;
Even when a magma pipe reaches the surface it can freeze over in cold [[climate]]s, or may simply stop just short of surface. In theses case it will have a [[obsidian]] cap over it, which is easier to find: just search for any hills or mountainsides that have a circular chunk missing and/or a grey circle of stone (example on the right).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''See also:''' &lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
&lt;br /&gt;
{{Mining FAQ}}&lt;/div&gt;</summary>
		<author><name>Bombcar</name></author>
	</entry>
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