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	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Cjdabeast</id>
	<title>Dwarf Fortress Wiki - User contributions [en]</title>
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	<updated>2026-04-11T09:13:29Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Papermaker&amp;diff=238153</id>
		<title>Papermaker</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Papermaker&amp;diff=238153"/>
		<updated>2018-10-24T18:04:00Z</updated>

		<summary type="html">&lt;p&gt;Cjdabeast: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Tattered|16:33, 15 February 2016 (UTC)}}&lt;br /&gt;
{{Skill&lt;br /&gt;
| color      = 1:1&lt;br /&gt;
| skill      = Bookbinder&lt;br /&gt;
| profession = [[Craftsdwarf]]&lt;br /&gt;
| job name   = [[Papermaking]]&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Make sheet from plant&lt;br /&gt;
* Mash plant into slurry&lt;br /&gt;
* Press plant slurry into paper sheet&lt;br /&gt;
| workshop = * [[Quern]]&lt;br /&gt;
* [[Screw press]]&lt;br /&gt;
| attributes = ''Unknown''&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{new in v0.42}}&lt;br /&gt;
&lt;br /&gt;
'''Papermaker''' is the skill associated with the papermaking [[labor]]. Papermakers can make sheets of papyrus paper directly from [[papyrus]] reeds at a [[Farmer's workshop]], or from pressing [[slurry]] at a [[screw press]]. Paper can also be made by treating animal hides with [[milk of lime]], however, this requires the [[Tanning]] labor. Paper is used to produce [[books]] such as codices, quires, and scrolls. &lt;br /&gt;
&lt;br /&gt;
=== Raw materials ===&lt;br /&gt;
The raw materials that can be used to produce paper:&lt;br /&gt;
*[[Papyrus_sedge|Papyrus]]&lt;br /&gt;
*Animal [[skin|hide]]&lt;br /&gt;
*Cloth plants&lt;br /&gt;
**[[rope reed]]&lt;br /&gt;
**[[pig tail]]&lt;br /&gt;
**[[hemp]]&lt;br /&gt;
**[[cotton]]&lt;br /&gt;
**[[ramie]]&lt;br /&gt;
**[[flax]]&lt;br /&gt;
**[[jute]]&lt;br /&gt;
**[[kenaf]]&lt;br /&gt;
&lt;br /&gt;
For more in-depth information on papermaking, please refer to the article [[Paper industry]]&lt;br /&gt;
{{Skills}}&lt;/div&gt;</summary>
		<author><name>Cjdabeast</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Trade_depot&amp;diff=237062</id>
		<title>Trade depot</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Trade_depot&amp;diff=237062"/>
		<updated>2018-08-13T22:01:20Z</updated>

		<summary type="html">&lt;p&gt;Cjdabeast: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|18:33, 23 August 2014 (UTC)}}&lt;br /&gt;
&lt;br /&gt;
{{Building|name=Trade depot|key=D&lt;br /&gt;
|job= &lt;br /&gt;
* [[Broker]] noble (optional)&lt;br /&gt;
|construction=&lt;br /&gt;
* 3 [[Building material]]s (non-[[economic]])&lt;br /&gt;
|construction_job=&lt;br /&gt;
* [[Architecture]]&lt;br /&gt;
* and 1 of:&lt;br /&gt;
** [[Metalsmithing]]&lt;br /&gt;
** [[Masonry]]&lt;br /&gt;
** [[Carpentry]]&lt;br /&gt;
|purpose=&lt;br /&gt;
Trade goods with [[caravan|merchants]].&lt;br /&gt;
}}{{av}}{{buggy}}&lt;br /&gt;
&lt;br /&gt;
A '''Trade depot''' allows you to trade with [[caravan]]s that arrive at your fortress. Trade depots can be created from almost any building material, and construction requires the [[Architecture]] skill along with the appropriate craft labor ([[Carpentry]], [[Masonry]], or [[Metalsmithing]]). Three materials must be used to build the Trade Depot, with the oldest material chosen serving as the main material.{{cite forum|134816/4867108}} There must be at least 10 spaces between the Depot and the edge of the map.  They can be built on top of [[construction|constructed]] floors and walls, allowing you to make a trade depot which is elevated above the surrounding land.&lt;br /&gt;
&lt;br /&gt;
== Depot accessibility ==&lt;br /&gt;
&lt;br /&gt;
Hitting {{K|D}} will tell you if the depot is accessible via a [[wagon]], which requires a three tile wide path from the depot to the edge of the map. Note that this path is measured outward from the depot, so it requires a functional depot to display. ''Warning:'' If the map has an extremely large amount of [[tree]]s (Heavily Forested) there may not be any way for the caravan to get to your depot, unless you chop down a path for the wagons.&lt;br /&gt;
&lt;br /&gt;
Also note that [[trap]]s will block [[wagon]] access (although not merchants with pack animals), so you cannot easily use them to defend your depot.&lt;br /&gt;
&lt;br /&gt;
[[Boulder]]s (the natural kind) and [[minecart|track]]s also block wagons. Boulders can be removed by [[engraving|smooth]]ing ({{k|d}}-{{k|s}}) or constructing and removing a [[wall]]. [[Bridge]]s can serve as an alternative for tracks.&lt;br /&gt;
&lt;br /&gt;
== Depot building options ==&lt;br /&gt;
&lt;br /&gt;
Press {{K|b}}-{{K|D}} to build a depot. Depots occupy a 5x5 area. Once built, press {{K|q}} and move your cursor over the depot to gain access to the following options:&lt;br /&gt;
&lt;br /&gt;
=== Move Goods to/from Depot ===&lt;br /&gt;
{{K|g}}: This command becomes active when a caravan arrives on your map.  This screen menu is similar to the [[stocks]] menu ({{K|z}} - Stocks).  This is where you select what items you want to trade with the caravan.  If you have particular items you want to sell to the caravan, you can {{K|s}}earch for it.  This is convenient if you want to export all your prepared meals or finished goods. Also shown is the culling on {{K|m}}andate option.  The move to depot screen will not show things that violate an export [[mandate]].  By pressing {{K|m}}, it will change to Ignoring {{K|m}}andates, and you can select banned items for export. For example, if your [[mayor]] has a mandate banning the export of iron, this screen will hide bins that contain iron items.  By changing this option, all iron items will be shown.&lt;br /&gt;
&lt;br /&gt;
After selecting items and exiting the screen, [[job]]s will be queued to move the items to the depot.  All adult dwarves, regardless of [[labor]] settings, can move goods to the depot. Items that have not been moved will show [PENDING], while those that have been brought to the depot and are ready for trade and will be marked as [TRADING].&lt;br /&gt;
&lt;br /&gt;
Items selected for trading will remain at the depot until the caravan leaves. Alternatively you can select the item again. Once no longer required at the depot, items will be available for use or hauling to stockpiles as normal. If you don't want all the items to be returned to their stockpiles, you can optionally {{K|f}}orbid them by looking at the [[Controls_guide#View_items_in_buildings.2C_t|i{{K|t}}ems]] in the depot.&lt;br /&gt;
&lt;br /&gt;
(Note that the &amp;quot;Move goods to depot&amp;quot; screen allows mouse controls, including controls like right-clicking on a list to scroll down, and double-clicking on a tab to select all items in that tab.)&lt;br /&gt;
&lt;br /&gt;
=== No trader needed at depot or Trader requested at depot ===&lt;br /&gt;
{{K|r}}: This requests a dwarf to come to the depot. To conduct trades with caravans, a trader must be present at the Trade Depot.  Once requested, a job will be created for a dwarf to make their way to the depot and remain there until released with this setting, or the job is interrupted, such as by the dwarf deciding to drink, sleep, or eat.  The Trade at Depot job is fairly low-priority, so [[labor]]s may have to be disabled in order to get the broker to begin the job, or the broker can be temporarily added to a burrow which covers only the depot.&lt;br /&gt;
&lt;br /&gt;
=== Only broker may trade or Anyone may trade ===&lt;br /&gt;
{{K|b}}: This setting determines who will perform the trade.  If '''Only broker may trade''' is active, then only the [[Broker]] [[noble]] will respond to the trader request.  This can become a problem when the broker is sleeping or otherwise occupied, but dwarves with low [[Broker skills]] will receive poorer deals when trading. If '''anyone may trade''' is selected, and someone other than the broker becomes a better [[appraiser]] than the broker, the broker's appraisal skill is still used.&lt;br /&gt;
&lt;br /&gt;
=== Trade ===&lt;br /&gt;
{{K|t}}: This option becomes available once the caravan and your trader are both at the depot. It begins trading. If more than one set of merchants is using the trade depot, you will be given the option of who you want to trade with.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you give or trade away an artifact, you will receive a special screen.&lt;br /&gt;
[[File:Treasure_Gift.PNG]]&lt;br /&gt;
&lt;br /&gt;
[[File:Treasure_Trade.PNG]]&lt;br /&gt;
== Bugs ==&lt;br /&gt;
* Setting a meeting area over a depot, then removing it, will cause dwarves to act as though it were still a meeting area. This is irreversible.&lt;br /&gt;
&lt;br /&gt;
* Merchants in a trade depot who are accosted by hostile creatures may then refuse to trade. If any merchant is unable to make it to the depot, all the other merchants will similarly refuse to trade.&lt;br /&gt;
&lt;br /&gt;
* Dumping items belonging to the merchants will result in the depot thinking merchants are gone but the merchants hanging around&lt;br /&gt;
&lt;br /&gt;
* [[Forbid]]ding a depot, or slating it for removal immediately after causing the caravan trader to be unwilling to do business with your dwarves (e.g. trading wood to the elves) will cause the caravan to leave all their items and embark on their journey, leaving you to claim the items for yourself. Be warned that this will almost definitely strain relations with the trading civilization...&lt;br /&gt;
&lt;br /&gt;
* The game behaves poorly when multiple trade depots are available. Merchants with wagons may path to one depot, while those with pack animals path to the other; then both groups will insist on waiting for the rest of their party to arrive.&lt;br /&gt;
&lt;br /&gt;
* If you slate a depot for removal while merchants are in the process of leaving, the wagons will never leave and eventually the animals and remaining traders will go mad.&lt;br /&gt;
&lt;br /&gt;
{{Buildings}}&lt;/div&gt;</summary>
		<author><name>Cjdabeast</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Treasure_Trade.PNG&amp;diff=237061</id>
		<title>File:Treasure Trade.PNG</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Treasure_Trade.PNG&amp;diff=237061"/>
		<updated>2018-08-13T21:59:02Z</updated>

		<summary type="html">&lt;p&gt;Cjdabeast: The screen you get after trading away an artifact.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The screen you get after trading away an artifact.&lt;/div&gt;</summary>
		<author><name>Cjdabeast</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Treasure_Gift.PNG&amp;diff=237060</id>
		<title>File:Treasure Gift.PNG</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Treasure_Gift.PNG&amp;diff=237060"/>
		<updated>2018-08-13T21:57:44Z</updated>

		<summary type="html">&lt;p&gt;Cjdabeast: When you give away a legendary artifact, you will receive this screen.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;When you give away a legendary artifact, you will receive this screen.&lt;/div&gt;</summary>
		<author><name>Cjdabeast</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Outpost_liaison&amp;diff=237059</id>
		<title>Outpost liaison</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Outpost_liaison&amp;diff=237059"/>
		<updated>2018-08-13T21:53:45Z</updated>

		<summary type="html">&lt;p&gt;Cjdabeast: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|18:05, 28 September 2013 (UTC)}}&lt;br /&gt;
{{Noble&lt;br /&gt;
| noble= Outpost Liaison&lt;br /&gt;
| office= Throne Room&lt;br /&gt;
| quarters= Great Bedroom&lt;br /&gt;
| dining= Great Dining Room&lt;br /&gt;
| tomb= Tomb&lt;br /&gt;
| chests=3&lt;br /&gt;
| cabinets=2&lt;br /&gt;
| racks=2&lt;br /&gt;
| stands=2&lt;br /&gt;
| demands=3&lt;br /&gt;
| arrival = &lt;br /&gt;
* Arrives with dwarven caravan each year (Temporary)&lt;br /&gt;
* Arrives with [[monarch]] (Permanent)&lt;br /&gt;
}}{{av}}&lt;br /&gt;
{{buggy}}&lt;br /&gt;
{{dftext|Our fortunes rise and fall together.|1:1}}&lt;br /&gt;
&lt;br /&gt;
The '''outpost liaison''' is a special [[Dwarf|dwarven]] [[diplomat]] responsible for coordinating with the capital. Once you become the mountainhome, the liaison will [[Immigration|migrate]] to your fortress alongside the [[monarch]]. They possess moderate [[room]] requirements. &lt;br /&gt;
&lt;br /&gt;
The outpost liaison lives at the mountainhome and visits your fortress at the same time as the dwarven [[caravan]]. The liaison will first bring news about events that happened elsewhere during the year, such as [[noble]] appointments or reclamation expeditions. The liaison will then seek to draw up a trade agreement: you'll be asked to indicate your demand for all the different kinds of goods; this will cause prices to be quoted, and will strongly influence the contents of next year's caravan.  In return, the liaison will indicate the prices that will be paid for goods the dwarven civilization particularly desires (you are not obligated to trade any of those items). Also to note, after you make trade agreements they can be viewed in the civ screen. If you have satisfied the requirements for becoming a barony, the liaison will also grant you the opportunity to appoint a [[baron]]; upon satisfying the requirements for becoming a county or duchy, the liaison will also promote your baron to a [[count]] or [[duke]]. Note that these appointments/promotions only occur if the liaison leaves the map alive. &lt;br /&gt;
&lt;br /&gt;
In the event that your leader is replaced, killed or taken by a [[strange mood]], the liaison may decide to leave your fortress [[stymied|&amp;quot;unhappy&amp;quot;]].{{bug|576}} Curiously, this will '''not''' occur if your leader is otherwise unable to perform the &amp;quot;conduct meeting&amp;quot; task. You can currently lock a liaison in a room and he will wait years to attend a meeting (and all subsequent diplomats appear to wait in line for the first to finish); this behavior is presumably a bug.{{bug|8947}}&lt;br /&gt;
&lt;br /&gt;
An unhappy liaison will naturally prevent you from creating trade agreements, however it is not currently known what other effects this has on relations with the mountainhome. Whether the liaison successfully met with your leader or just gave up, a liaison who has decided to leave but is prevented from reaching the map edge will eventually go [[insane]].&lt;br /&gt;
&lt;br /&gt;
If the liaison is killed (or permanently detained), a new liaison will arrive the following year. It should be noted that you can order the Liaison to be killed through the &amp;quot;[[squads]]&amp;quot; screen, however, doing so will trigger a [[loyalty cascade]].&lt;br /&gt;
&lt;br /&gt;
The liaison's title does not change according to your [[fortress]]'s status.&lt;br /&gt;
&lt;br /&gt;
If your civilization is extinct (or the liaison is already inside your fortress) you will receive this message in a lovely red text: {{dftext|No outpost liaison? How curious...|4:1}}&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
* The outpost liaison will occasionally just hang out in the tavern and never bother to meet with anyone.{{bug|9262}}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Diplomat]]&lt;br /&gt;
&lt;br /&gt;
{{gamedata|&lt;br /&gt;
	[POSITION:OUTPOST_LIAISON]&lt;br /&gt;
		[NAME:outpost liaison:outpost liaisons]&lt;br /&gt;
		[NUMBER:1]&lt;br /&gt;
		[RESPONSIBILITY:ESTABLISH_COLONY_TRADE_AGREEMENTS]&lt;br /&gt;
		[APPOINTED_BY:MONARCH]&lt;br /&gt;
		[PRECEDENCE:80]&lt;br /&gt;
		[MENIAL_WORK_EXEMPTION]&lt;br /&gt;
		[SLEEP_PRETENSION]&lt;br /&gt;
		[PUNISHMENT_EXEMPTION]&lt;br /&gt;
		[ACCOUNT_EXEMPT]&lt;br /&gt;
		[DO_NOT_CULL]&lt;br /&gt;
		[COLOR:7:0:1]&lt;br /&gt;
		[DUTY_BOUND]&lt;br /&gt;
		[DEMAND_MAX:3]&lt;br /&gt;
		[REQUIRED_BOXES:3]&lt;br /&gt;
		[REQUIRED_CABINETS:2]&lt;br /&gt;
		[REQUIRED_RACKS:2]&lt;br /&gt;
		[REQUIRED_STANDS:2]&lt;br /&gt;
		[REQUIRED_OFFICE:1500]&lt;br /&gt;
		[REQUIRED_BEDROOM:1500]&lt;br /&gt;
		[REQUIRED_DINING:1500]}}&lt;br /&gt;
{{Nobles}}&lt;br /&gt;
[[ru:Outpost liaison]]&lt;/div&gt;</summary>
		<author><name>Cjdabeast</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Floor&amp;diff=237057</id>
		<title>Floor</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Floor&amp;diff=237057"/>
		<updated>2018-08-13T21:13:52Z</updated>

		<summary type="html">&lt;p&gt;Cjdabeast: /* Bugs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|23:22, 20 September 2016 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
A '''floor''' is a fixed [[map tile]] that [[creature]]s can walk upon (as opposed to ''movable'' features like [[bridge]]s and [[hatch]]es). A floor can be:&lt;br /&gt;
# natural, as found on the surface and in [[cavern]]s&lt;br /&gt;
# artificial, as created by [[mining]]&lt;br /&gt;
# [[construction|constructed]]&lt;br /&gt;
# implied, by constructing [[wall]]s on the [[z-level]] below&lt;br /&gt;
&lt;br /&gt;
Note that the different types of floors may be combined: constructed floors can be built over natural, artificial, or implied floors; and an implied floor can be added below any other type of floor. Though it is possible to create a floor with an empty tile below, all wall tiles will have an implied floor above them.&lt;br /&gt;
&lt;br /&gt;
Most [[building]]s can be built on any type of floor. Constructions can be built on any non-constructed floor--a constructed floor must be removed before any other construction can be installed.&lt;br /&gt;
&lt;br /&gt;
It is not yet known how different types of floor affect the mood of the dwarfs, but it sure is a fact that covering a muddy sand floor with a layer of ash log floor, or anything else for that matter, would be pleasing for any player.&lt;br /&gt;
&lt;br /&gt;
==Constructing floors==&lt;br /&gt;
&lt;br /&gt;
Constructed floors can be built ''en masse''. To do this, use the {{K|b}}uild -&amp;gt; {{K|C}}onstruction -&amp;gt; {{K|f}}loor command. The keys {{K|u}},{{K|m}},{{K|k}} and {{K|h}} are used to change size. Floors may be built on any square which does not already contain a structure, provided your dwarves can reach an adjacent square (this includes building a floor over empty air next to a floor, allowing for the construction of massive cantilevered floors). Diagonals cannot be built from, nor will they support constructions.&lt;br /&gt;
&lt;br /&gt;
The important thing to remember is that all floors, walls, and anything built with the {{K|b}}-{{K|C}} keys are LIFO - &amp;quot;Last In, First Out&amp;quot;. That means that the very last designation you make will be the very first thing your builders will work on next! Once you master this concept, it can be used to your advantage, but only if you can plan ahead.&lt;br /&gt;
&lt;br /&gt;
It is also important to remember that you cannot build another construction on top of a constructed floor, but you can build constructions atop natural, artificial and implied floors. &lt;br /&gt;
&lt;br /&gt;
As with all [[construction]]s, the material used dictates which [[labor]] is required to perform the construction.&lt;br /&gt;
&lt;br /&gt;
When building floors, your builders will carry the material to the job site themselves. A useful tip when building [[megaproject|large projects]] is to first make a stockpile nearby, and only allow one type of material in it. After it fills up, build only as many constructions as there are items in the stockpile. Wait for your haulers to refill the stockpile, then build the next section of the project.&lt;br /&gt;
&lt;br /&gt;
When constructing a floor tile over a walkable tile, the constructing dwarf will move any items in the tile prior to construction. When constructing a floor tile over an unwalkable tile (such as a tree top) any items stuck in the tile will be destroyed when the construction is completed. When constructing a floor over an engraved floor the engravings will be destroyed.&lt;br /&gt;
&lt;br /&gt;
==Removing floors==&lt;br /&gt;
&lt;br /&gt;
Natural and artificial floors can be removed by [[channel]]ing ({{k|d}}-{{k|h}}); constructed floors can be [[Construction removal|removed]] with {{k|d}}-{{k|n}}. Implied floors may only be removed by deconstructing the wall on the level below. The material used to build the floor will be recovered after the deconstruction. Cave-ins, falling logs from felled trees as well as felling trees growing on soil floors that have had the layer directly under the trunk mined out can also remove floors.&lt;br /&gt;
&lt;br /&gt;
When removing a constructed floor over a natural or artificial floor, the underlying floor will revert to the base layer type (meaning cast [[obsidian]] floors are lost).&lt;br /&gt;
&lt;br /&gt;
Removing floors can cause [[cave-in]]s if done &amp;lt;s&amp;gt;in&amp;lt;/s&amp;gt;correctly. This often leads to [[fun]] if the floor happens to overhang the [[dining hall]] or other central area. &lt;br /&gt;
Floors should '''always''' be removed in multiple steps, starting at the furthest locations from the support(s) and moving in. &lt;br /&gt;
&lt;br /&gt;
===Examples===&lt;br /&gt;
Key:&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|{{RT|+|red}}||Support - either a wall below or a staircase&lt;br /&gt;
|-&lt;br /&gt;
|{{RT|+|#ccc}}||Unsupported floor, unable to be safely removed&lt;br /&gt;
|-&lt;br /&gt;
|{{RT|+|#0f0}}||Floor able to be safely removed&lt;br /&gt;
|-&lt;br /&gt;
|{{RT|.|#ccc}}||Previous site of (removed) floor&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====3x3 floor, supported in middle====&lt;br /&gt;
This example usually has a staircase in the middle supporting it, instead of a wall below (in that case, there would need to be another access point for dwarves to remove the floor, which would make this example much more complicated).&lt;br /&gt;
{{diagram|&lt;br /&gt;
+++&lt;br /&gt;
+[#f00]++&lt;br /&gt;
+++&lt;br /&gt;
}}&lt;br /&gt;
=====Removing corners first=====&lt;br /&gt;
{{ltr steps|&lt;br /&gt;
{{diagram|&lt;br /&gt;
[#0f0]++[#0f0]+&lt;br /&gt;
+[#f00]++&lt;br /&gt;
[#0f0]++[#0f0]+&lt;br /&gt;
}}|&lt;br /&gt;
{{diagram|&lt;br /&gt;
.[#0f0]+.&lt;br /&gt;
[#0f0]+[#f00]+[#0f0]+&lt;br /&gt;
.[#0f0]+. &lt;br /&gt;
}}|&lt;br /&gt;
{{diagram|&lt;br /&gt;
...&lt;br /&gt;
.[#f00]+.&lt;br /&gt;
...&lt;br /&gt;
}}}}&lt;br /&gt;
&lt;br /&gt;
Floors are '''not''' supported diagonally, so removing all floor tiles [[orthogonal]] to another floor will result in a [[cave-in]].&lt;br /&gt;
&lt;br /&gt;
=====Leaving supports for all corner floors=====&lt;br /&gt;
{{ltr steps|&lt;br /&gt;
{{diagram|&lt;br /&gt;
[#0f0]++[#0f0]+&lt;br /&gt;
[#0f0]+[#f00]+[#0f0]+&lt;br /&gt;
[#0f0]++[#0f0]+&lt;br /&gt;
}}|&lt;br /&gt;
{{diagram|&lt;br /&gt;
.[#0f0]+.&lt;br /&gt;
.[#f00]+.&lt;br /&gt;
.[#0f0]+. &lt;br /&gt;
}}|&lt;br /&gt;
{{diagram|&lt;br /&gt;
...&lt;br /&gt;
.[#f00]+.&lt;br /&gt;
...&lt;br /&gt;
}}}}&lt;br /&gt;
Dwarves can stand on the red or grey tiles to remove floors. Dwarves will not remove floors that another dwarf is standing on, so if a dwarf decides to stand on a green floor, the removal job could be canceled.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
*When removing a constructed floor over a natural or artificial floor, the underlying floor will revert to the base layer type (meaning [[gem]] clusters, [[ore]] deposits, [[engraving]]s, etc. that were in the underlying floor are lost).&lt;br /&gt;
&lt;br /&gt;
*An up/down stairway above a wall overrides the implied floor created by the wall. A flying creature can move diagonally into the stairway above the wall, then diagonally back out on the other side of the wall. This shortcut does not work for non-flying creatures (using ramps), nor does it allow liquid to flow through.&lt;br /&gt;
&lt;br /&gt;
*Sometimes when removing flooring, 1/7 deep magma ''may'' appear in its place.&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = dakost&lt;br /&gt;
| elvish  = mere&lt;br /&gt;
| goblin  = ublu&lt;br /&gt;
| human   = dolak&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Buildings}}&lt;br /&gt;
{{Category|Buildings}}&lt;br /&gt;
{{Category|Constructions}}&lt;/div&gt;</summary>
		<author><name>Cjdabeast</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Military&amp;diff=237056</id>
		<title>Military</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Military&amp;diff=237056"/>
		<updated>2018-08-13T21:11:43Z</updated>

		<summary type="html">&lt;p&gt;Cjdabeast: /* Bugs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Masterwork|13:10, 6 May 2018 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; margin-left:1em; margin-top:1em;&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
The '''military''' is one of the most important aspects of a successful fortress. Even with many [[trap]]s, [[bridge|drawbridges]] and [[magma|other defenses]], your military will still need to fend off [[goblin]] [[siege]]s, [[megabeast]]s, [[titan]]s, and fiendish [[Giant cave spider|underground]] [[Forgotten beast|beasties]]. Using a combination of [[squad|squad orders]] and [[scheduling]], you can set up an elaborate offensive, defensive, or balanced military structure for your [[equipment|well-equipped]] [[soldier]]s to follow. Turning your dwarves from [[immigration|useless migrants]] into bloodthirsty killing machines never hurts (except the enemy, of course).&lt;br /&gt;
&lt;br /&gt;
'''WARNING! Mining, woodcutting, and hunting have a &amp;quot;civilian uniform&amp;quot; that conflicts with ''all'' military equipment. Assigning any dwarf with the mining, woodcutting, or hunting labors enabled to the military is strongly discouraged.'''{{bug|1451}}&lt;br /&gt;
&lt;br /&gt;
The military system is rather extensive and complex, and there is a lot of documentation. Here is a list of key documents categorized by expertise level:&lt;br /&gt;
* '''Beginner:'''&lt;br /&gt;
** [[Attack]] is a ''very'' simple &amp;quot;How to attack a target&amp;quot; guide. This is useful if you don't know anything about the military and just want to order some (untrained) dwarves to (suicide) attack something ''now''.&lt;br /&gt;
** [[Military quickstart]] will teach you to set up and train your very first properly-organized squad.&lt;br /&gt;
&lt;br /&gt;
* '''Intermediate:'''&lt;br /&gt;
** [[Squad]]s helps you understand everything about squads.&lt;br /&gt;
** [[Military interface]] contains mostly complete documentation on the ''military screen''.&lt;br /&gt;
** [[Scheduling]] describes the squad scheduling system in more detail.&lt;br /&gt;
** [[Military F.A.Q.]] is a list of frequently asked questions. &lt;br /&gt;
&lt;br /&gt;
* '''Advanced:'''&lt;br /&gt;
** [[Training]] will give you insights about combat training. &lt;br /&gt;
** [[military design|Military Design]] provides specific advice on how to get your soldiers prepared for any threat.&lt;br /&gt;
** [[Security design|Security Design]] will give you specific suggestions on the physical defenses that will defend your military.&lt;br /&gt;
** [[Defense guide|Defense Guide]] is a general overview of threats and considerations for fortress defense.&lt;br /&gt;
** [[Trap design|Trap Design]] contains information on complex traps that are not a minor/optional part of a larger defensive plan (but might be adapted or plugged into one).&lt;br /&gt;
** The [[Advanced Marksdwarf Training Guide|Marksdwarf Training Guide]] is an in-depth guide on getting marksdwarves reliably training, while noting and providing workarounds for bugs related to marksdwarfs, reloading, and ammunition.&lt;br /&gt;
** The [[Military testing|Military Testing]] page contains community tests of different combat scenarios carefully planned out in the [[Object testing arena|Arena]], and results of each. You may find some useful information about results of combat variables contained within.&lt;br /&gt;
&lt;br /&gt;
The rest of this guide contains an overview of military features (with links to associated sections of other documents).&lt;br /&gt;
&lt;br /&gt;
==Quick Reference== &lt;br /&gt;
From the main menu:&lt;br /&gt;
*The '''[[Military interface|military]]''' screen is accessible through the {{k|m}} key.&lt;br /&gt;
*The '''[[squad]]''' screen is accessible through the {{k|s}} key.&lt;br /&gt;
*The '''[[Note|points/routes/notes]]''' screen is accessible through the {{k|N}} key.&lt;br /&gt;
*The '''[[burrow]]s''' screen is accessible through the {{k|w}} key.&lt;br /&gt;
The military screen and all its tabs are mouse-compatible, and can be navigated through mouse clicks rather than strictly keys (when in windowed mode).&lt;br /&gt;
&lt;br /&gt;
==Creating a Military==&lt;br /&gt;
While it may be confusing to a new player, the military system makes up for its initial impenetrability with its versatility. Using the [[military interface]], squads can be assigned, reordered and restructured at will, dwarves can be set to equip a highly specified uniform along with the rest of their squad or stand out and equip something unique, and you can give incredibly detailed commands and programming to your squads to follow out based on time of year, circumstance, location, and user convenience. That being said, there's a lot to be learned.&lt;br /&gt;
&lt;br /&gt;
This article is about the general aspects of what a military comprises. For more detailed information including specific key commands, see the associated article expanding on a subject. In particular you may want to check out the [[military interface]] article since the interface is one of the most confusing aspects.&lt;br /&gt;
&lt;br /&gt;
===Squads===&lt;br /&gt;
&lt;br /&gt;
{{main|Squad}}&lt;br /&gt;
&lt;br /&gt;
'''Squads''' are the groups of soldiers that make up your military. Your military is led by the appointed '''[[militia commander]]''' (or, if the [[monarch]] is present, the [[general]]), and has many other squads led by '''militia captains''' (or [[captain]]s) under him. Creating a squad in the military screen is one of the first things you should do when starting your military.&lt;br /&gt;
&lt;br /&gt;
===Equipping Soldiers===&lt;br /&gt;
&lt;br /&gt;
{{main|Squad#Equipping Soldiers}}&lt;br /&gt;
&lt;br /&gt;
Rather than simply pick a level of equipment and hope your dwarves pick up the right stuff, you can select what your dwarf will wear by item type or specific item, or create a new uniform template and apply it to a dwarf or entire squad all at once. Even the material and color of your soldiers' uniform is configurable. You can create identical armored units with intimidating red cloaks or just slap something together based on need and circumstance. Even artifact weapons/armor are selectable.&lt;br /&gt;
&lt;br /&gt;
==Directing Soldiers==&lt;br /&gt;
&lt;br /&gt;
Getting your military to actually ''do'' something is somewhat difficult. It is possible to give your squads different monthly '''schedules''', create different '''alert levels''' which will cause squads to follow out user-programmed instructions depending on circumstance, give '''direct orders''' to '''attack''' one or more specific targets or '''move''' to a specific location, or follow '''patrol routes''' and '''stations''' with greater accuracy.&lt;br /&gt;
&lt;br /&gt;
There is a clear discrepancy between ''active'' orders and ''passive'' orders-- the latter is programming that a dwarf will follow to the letter and acts more as a defense method, and the former is used for taking the fight to the enemy. The ''squads'' menu is predominantly used for active commands, and the ''alert'' and ''scheduling'' menus are used for passive commands.&lt;br /&gt;
&lt;br /&gt;
===Active Command===&lt;br /&gt;
&lt;br /&gt;
{{main|Squad#Direct Commands}}&lt;br /&gt;
&lt;br /&gt;
In the military, soldiers operate much more like part-time militiamen than full-time warriors. When soldiers are not passively doing their civilian duties or following their schedule programming, they can be actively sent to do small tasks to aggressively defend your fortress. After these orders have been carried out or cancelled, your dwarves will happily return to their passive programming as if they were never interrupted. It is possible to select multiple squads or specific dwarves to carry out these orders.&lt;br /&gt;
&lt;br /&gt;
Your forces can be commanded to carry out two types of orders: '''Move''' orders and '''Attack''' (or '''kill''') orders. Move orders are much like the 'station squad' command in previous versions; your selected dwarves will run to wherever you've sent them. Similarly, attack orders will select an enemy (by location on screen, general area on screen, or list) and send your dwarves charging off that way.&lt;br /&gt;
&lt;br /&gt;
Soldiers following orders will attack any hostiles they encounter on their way to their destination as well as wild animals and whatever other creatures they might encounter, whether you like it or not. As a result it is very difficult to attack members of an enemy group with any sort of precision, and if your dwarves cannot take down their target there is no real way to get them out of combat; it's do-or-die. It is unknown whether this is a bug or a feature.&lt;br /&gt;
&lt;br /&gt;
Orders can be cancelled through the squads screen, but your dwarves tend to be so enthusiastic that they'll just ignore you in their bloodlust. This is likely a bug.&lt;br /&gt;
&lt;br /&gt;
===Passive Command===&lt;br /&gt;
&lt;br /&gt;
{{main|Scheduling}}&lt;br /&gt;
&lt;br /&gt;
The '''alert level''' and '''scheduling''' system is a feature that is both incredibly versatile... and, initially, completely impenetrable. Once you learn the system, though, you will find that you barely need to manage your military at all. Effectively, a schedule is programming for a squad to follow within an alert, broken up by month, and alerts can be quickly and easily swapped in order to apply different schedules of your choosing to different squads of your choosing. Without scheduling, alert levels would do nothing; without alert levels scheduling would be horribly inefficient; the two functions co-exist and rely on each other.&lt;br /&gt;
&lt;br /&gt;
It is possible to give your squads different monthly schedules, create different alert levels which will cause squads to follow out user-programmed instructions depending on circumstance, give direct orders to attack one or more specific targets or move to a specific location, or follow patrol routes and stations with greater accuracy. The entire system (including alert names) is completely configurable, and in time you will find yourself using complicated scheduling to rotate squads between training and defending/patrolling specified areas over the course of a year without any user input, or to start defending the fort entrance or trader route with a few easy key presses. &lt;br /&gt;
&lt;br /&gt;
[[Civilian alert]] levels are also possible - civilians can be restricted by '''[[burrow]]''' to where they can roam should the need to tuck them away into a panic room arise. If a dwarf restricted to a burrow is not there, he will do his best to make the journey.&lt;br /&gt;
&lt;br /&gt;
The scheduling screen is broken up into a list of squads, months, alert types and '''order criteria'''. Each order (applied to one month; multiple orders can be stacked on one month as well) can be given criteria to define how many dwarves within a squad will follow its programming at once, allowing you to make a few dwarves out of the squad active at a time while the rest go about their business or to make the entire squad always active for a matter of the utmost importance, foregoing food, sleep, and booze. You can also choose which positions in a squad the order will prefer to utilize when forcing a squad to follow it.&lt;br /&gt;
&lt;br /&gt;
Four types of orders can be given (as well as the 'inactive' command), defining different types of patrolling or stationary defending. Squads can spar and be given combat demonstrations in the '''[[barracks]]''', defend a '''[[burrow]]''', patrol a '''route''', or defend a single '''station'''. The monthly schedules can be named so as to better suit your needs, and a copy/paste system is available to eliminate some of the tedium in creating fancy scheduling for many months. The display can also be flipped around.&lt;br /&gt;
&lt;br /&gt;
Barracks can serve the needs of multiple specific squads at once. A barracks can be defined as a place to train, sleep, store squad equipment, store individual equipment, or any combination of the above, in any weird overlapping combination of barracks you like. Barracks are necessary for training.&lt;br /&gt;
&lt;br /&gt;
When dwarves are being ordered to train, squad leaders will set up training classes for particular skills, or they will have dwarves spar. Any dwarves in the squad that don't qualify for these will default to individual training. In the current release, training classes are bugged where if a squad leader sets up a training class, he will wait forever (Or until you change his orders) for students, even if nobody shows up. Likewise, if students decide to request a class and the squad leader is doing individual training, they will wait for him to finish, even if they start starving. Thus, at the moment it's best to alternate your forced training schedules with downtime so the longest a dwarf will be stuck waiting is a game month (which isn't long enough to die), or just leave them off duty all the time and have them do individual training only, at least until this issue is fixed.&lt;br /&gt;
&lt;br /&gt;
==Frequently Asked Questions==&lt;br /&gt;
&lt;br /&gt;
{{main|Military F.A.Q.}}&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
* When selecting new dwarves to place in a squad the cursor always returns to the first available dwarf instead of remaining where it is.&lt;br /&gt;
* There are still various problems with dwarves not equipping what they should; most notably, dwarves will not remove conflicting clothing to don assigned armor. Toggling to &amp;quot;replace clothing&amp;quot; is recommended, at least temporarily.{{bug|535}} Note, however, that soldiers may unequip clothing before armor for that part is available.&lt;br /&gt;
* Mining, Hunting, and Wood cutting labors have &amp;quot;invisible uniforms&amp;quot; that conflict with military uniforms (and each other).{{bug|1451}}&lt;br /&gt;
* Military dwarves going on duty carry any currently-hauled items with them to training, pickup equipment, and even into battle.{{bug|2561}}&lt;br /&gt;
&lt;br /&gt;
{{Military}}&lt;br /&gt;
{{Category|Military| }}&lt;/div&gt;</summary>
		<author><name>Cjdabeast</name></author>
	</entry>
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