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	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Deltaway</id>
	<title>Dwarf Fortress Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Deltaway"/>
	<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php/Special:Contributions/Deltaway"/>
	<updated>2026-05-12T10:21:36Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.35.11</generator>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Platypus_man&amp;diff=159165</id>
		<title>v0.31:Platypus man</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Platypus_man&amp;diff=159165"/>
		<updated>2011-12-30T10:21:32Z</updated>

		<summary type="html">&lt;p&gt;Deltaway: Rated article &amp;quot;Tattered&amp;quot; using the rating script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Tattered|10:21, 30 December 2011 (UTC)}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|biome={{biomelist/aux|{{DF2010:Platypus/raw}}}}&lt;br /&gt;
|contrib=no}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
Liked by some dwarves for their venomous spurs.&lt;br /&gt;
&lt;br /&gt;
{{Gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;br /&gt;
{{Category|Humanoids}}&lt;/div&gt;</summary>
		<author><name>Deltaway</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Pikeman&amp;diff=159164</id>
		<title>v0.31:Pikeman</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Pikeman&amp;diff=159164"/>
		<updated>2011-12-30T10:21:20Z</updated>

		<summary type="html">&lt;p&gt;Deltaway: Rated article &amp;quot;Tattered&amp;quot; using the rating script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Tattered|10:21, 30 December 2011 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
The pikeman skill is trained when using [[weapon|pikes]].&lt;/div&gt;</summary>
		<author><name>Deltaway</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Penguin_man&amp;diff=159163</id>
		<title>v0.31:Penguin man</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Penguin_man&amp;diff=159163"/>
		<updated>2011-12-30T10:21:11Z</updated>

		<summary type="html">&lt;p&gt;Deltaway: Rated article &amp;quot;Tattered&amp;quot; using the rating script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Tattered|10:21, 30 December 2011 (UTC)}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|biome={{biomelist/aux|{{DF2010:Penguin/raw}}}}&lt;br /&gt;
|contrib=no}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
{{Gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;br /&gt;
{{Category|Humanoids}}&lt;/div&gt;</summary>
		<author><name>Deltaway</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Panda_man&amp;diff=159162</id>
		<title>v0.31:Panda man</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Panda_man&amp;diff=159162"/>
		<updated>2011-12-30T10:20:59Z</updated>

		<summary type="html">&lt;p&gt;Deltaway: Rated article &amp;quot;Tattered&amp;quot; using the rating script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Tattered|10:20, 30 December 2011 (UTC)}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|biome={{biomelist/aux|{{DF2010:Panda/raw}}}}&lt;br /&gt;
|contrib=no}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
Panda men usually are in groups.&lt;br /&gt;
{{Gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;br /&gt;
{{Category|Humanoids}}&lt;/div&gt;</summary>
		<author><name>Deltaway</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Moose_man&amp;diff=159161</id>
		<title>v0.31:Moose man</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Moose_man&amp;diff=159161"/>
		<updated>2011-12-30T10:20:33Z</updated>

		<summary type="html">&lt;p&gt;Deltaway: Rated article &amp;quot;Tattered&amp;quot; using the rating script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Tattered|10:20, 30 December 2011 (UTC)}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|biome={{biomelist/aux|{{DF2010:Moose/raw}}}}&lt;br /&gt;
|contrib=no&lt;br /&gt;
|wiki=no}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
{{Gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;br /&gt;
{{Category|Humanoids}}&lt;/div&gt;</summary>
		<author><name>Deltaway</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Magma_mist&amp;diff=159160</id>
		<title>v0.31:Magma mist</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Magma_mist&amp;diff=159160"/>
		<updated>2011-12-30T10:19:01Z</updated>

		<summary type="html">&lt;p&gt;Deltaway: Rated article &amp;quot;Fine&amp;quot; using the rating script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|10:19, 30 December 2011 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
Magma mist is the toxic yellow mist created when debris from a [[cave-in]] splashes into [[magma]], but, unlike water, '''not''' when a magma falls down a Z-level. It is presumably as deadly as the magma it comes from, and in earlier versions would instantly kill most creatures who breathed it in.  Luckily, it generally disappears quickly, as not much will usually be produced; cave-ins only cause a small amount of it.  It is unknown whether or not it is deadly as of version 0.31.01.{{verify}} As with everything else having to do with magma, a high level of caution should be exercised to avoid unintentional [[fun]].&lt;br /&gt;
&lt;br /&gt;
== Preventative Measures ==&lt;br /&gt;
If you are being careful around magma, it isn't very likely that you'll run into magma mist at all, let alone have to worry about your dwarves breathing it in.  The simplest thing you can do to prevent it is to watch out when dealing with mining above magma, or channeling above magma in particular.&lt;br /&gt;
&lt;br /&gt;
{{Category|Physics}}&lt;br /&gt;
{{Category|World}}&lt;/div&gt;</summary>
		<author><name>Deltaway</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Little_penguin&amp;diff=159159</id>
		<title>v0.31:Little penguin</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Little_penguin&amp;diff=159159"/>
		<updated>2011-12-30T10:18:03Z</updated>

		<summary type="html">&lt;p&gt;Deltaway: Rated article &amp;quot;Tattered&amp;quot; using the rating script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Tattered|10:18, 30 December 2011 (UTC)}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|contrib=no}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
{{Gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>Deltaway</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Little_penguin&amp;diff=159158</id>
		<title>v0.31:Little penguin</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Little_penguin&amp;diff=159158"/>
		<updated>2011-12-30T10:17:46Z</updated>

		<summary type="html">&lt;p&gt;Deltaway: Rated article &amp;quot;Tattered&amp;quot; using the rating script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Tattered|10:17, 30 December 2011 (UTC)}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|contrib=no}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
{{Gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>Deltaway</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Lieutenant&amp;diff=159157</id>
		<title>v0.31:Lieutenant</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Lieutenant&amp;diff=159157"/>
		<updated>2011-12-30T10:17:29Z</updated>

		<summary type="html">&lt;p&gt;Deltaway: Rated article &amp;quot;Fine&amp;quot; using the rating script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|10:17, 30 December 2011 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{Noble&lt;br /&gt;
| noble= Lieutenant&lt;br /&gt;
| office= Modest Office&lt;br /&gt;
| quarters= Modest Quarters&lt;br /&gt;
| dining= Modest Dining Room&lt;br /&gt;
| stands=1&lt;br /&gt;
| racks=1&lt;br /&gt;
| chests=2&lt;br /&gt;
| cabinets=1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Nobles}}&lt;/div&gt;</summary>
		<author><name>Deltaway</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Leader&amp;diff=159156</id>
		<title>v0.31:Leader</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Leader&amp;diff=159156"/>
		<updated>2011-12-30T10:17:13Z</updated>

		<summary type="html">&lt;p&gt;Deltaway: Rated article &amp;quot;Fine&amp;quot; using the rating script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|10:17, 30 December 2011 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Nobles}}&lt;br /&gt;
&lt;br /&gt;
This is a Military Skill. All squad leaders ([[Militia commander]], [[Militia captain]]s, the [[Captain of the guard]] and the [[Hammerer]]) will learn it slowly. [[Main:Toady One|Toady One]] stated in a Fortress talk that it is used when a dwarf tries to teach another dwarf a [[skill]] through a lecture. It is currently only used to train [[weapon]] skills. The 'Leader' skill shouldn't be confused with the [[Expedition leader]] position.&lt;br /&gt;
&lt;br /&gt;
{{Skills}}&lt;br /&gt;
{{Category|Skills}}&lt;br /&gt;
{{Category|Noble Skills}}&lt;/div&gt;</summary>
		<author><name>Deltaway</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Honey_badger&amp;diff=159155</id>
		<title>v0.31:Honey badger</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Honey_badger&amp;diff=159155"/>
		<updated>2011-12-30T10:16:50Z</updated>

		<summary type="html">&lt;p&gt;Deltaway: Rated article &amp;quot;Fine&amp;quot; using the rating script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|10:16, 30 December 2011 (UTC)}}&lt;br /&gt;
{{creaturelookup/0|contrib=no}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
'''Honey badgers''' are functionally identical to normal [[badger]]s, but found in [[tropical]] and [[desert]] regions. They can randomly become enraged from time to time.&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
&lt;br /&gt;
[http://www.youtube.com/watch?v=4r7wHMg5Yjg Here are a few interesting facts about Honey Badgers from a renowned expert.] &lt;br /&gt;
&lt;br /&gt;
*&amp;quot;Nothing can stop the Honey Badger when it's hungry.&amp;quot;&lt;br /&gt;
*&amp;quot;It's pretty bad ass.&amp;quot;&lt;br /&gt;
*&amp;quot;Honey Badger don't care.&amp;quot;&lt;br /&gt;
*&amp;quot;It doesn't give a shit.&amp;quot;&lt;br /&gt;
*&amp;quot;The Honey Badgers are just crazy.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
{{Gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>Deltaway</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Hills&amp;diff=159154</id>
		<title>v0.31:Hills</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Hills&amp;diff=159154"/>
		<updated>2011-12-30T10:16:16Z</updated>

		<summary type="html">&lt;p&gt;Deltaway: Rated article &amp;quot;Fine&amp;quot; using the rating script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|10:16, 30 December 2011 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Hills''' are a landform characterized by moderate rainfall and high drainage.&lt;br /&gt;
Unlike [[mountain]]s, hills can have one or more [[soil]] layers along with moderate amounts of [[Crops|vegetation]] and [[tree]]s. They are not a [[biome]] as such. Depending on other factors, they can be a subtype of [[shrubland]], [[savanna]], and/or [[grassland]], with the appropriate flora and fauna.&lt;br /&gt;
&lt;br /&gt;
{{World}}&lt;br /&gt;
&lt;br /&gt;
{{Category|World}}&lt;/div&gt;</summary>
		<author><name>Deltaway</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Giant_platypus&amp;diff=159151</id>
		<title>v0.31:Giant platypus</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Giant_platypus&amp;diff=159151"/>
		<updated>2011-12-30T10:12:11Z</updated>

		<summary type="html">&lt;p&gt;Deltaway: Rated article &amp;quot;Fine&amp;quot; using the rating script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|10:12, 30 December 2011 (UTC)}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|biome={{biomelist/aux|{{DF2010:Platypus/raw}}}}&lt;br /&gt;
|contrib=no&lt;br /&gt;
|wiki=no}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
The males are armed with a non-lethal poison that can be injected if they wound someone with their left rear paw.&lt;br /&gt;
{{Gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>Deltaway</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Giant_penguin&amp;diff=159150</id>
		<title>v0.31:Giant penguin</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Giant_penguin&amp;diff=159150"/>
		<updated>2011-12-30T10:11:49Z</updated>

		<summary type="html">&lt;p&gt;Deltaway: Rated article &amp;quot;Fine&amp;quot; using the rating script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|10:11, 30 December 2011 (UTC)}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|biome={{biomelist/aux|{{DF2010:Penguin/raw}}}}&lt;br /&gt;
|contrib=yes&lt;br /&gt;
|wiki=no}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
{{Gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>Deltaway</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Giant_capybara&amp;diff=159149</id>
		<title>v0.31:Giant capybara</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Giant_capybara&amp;diff=159149"/>
		<updated>2011-12-30T10:11:23Z</updated>

		<summary type="html">&lt;p&gt;Deltaway: Rated article &amp;quot;Fine&amp;quot; using the rating script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|10:11, 30 December 2011 (UTC)}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|biome={{biomelist/aux|{{DF2010:Capybara/raw}}}}&lt;br /&gt;
|contrib=no&lt;br /&gt;
|bone=21&lt;br /&gt;
|hair=1&lt;br /&gt;
|skull=1&lt;br /&gt;
|tooth=4&lt;br /&gt;
|nail=1&lt;br /&gt;
|cartilage=1&lt;br /&gt;
|wiki=no&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
A tame '''giant capybara''' would require a [[pasture]] to live.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
[[Capybara]]&lt;br /&gt;
&lt;br /&gt;
{{Gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>Deltaway</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Giant_capybara&amp;diff=159148</id>
		<title>v0.31:Giant capybara</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Giant_capybara&amp;diff=159148"/>
		<updated>2011-12-30T10:11:02Z</updated>

		<summary type="html">&lt;p&gt;Deltaway: Rated article &amp;quot;Exceptional&amp;quot; using the rating script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|10:11, 30 December 2011 (UTC)}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|biome={{biomelist/aux|{{DF2010:Capybara/raw}}}}&lt;br /&gt;
|contrib=no&lt;br /&gt;
|bone=21&lt;br /&gt;
|hair=1&lt;br /&gt;
|skull=1&lt;br /&gt;
|tooth=4&lt;br /&gt;
|nail=1&lt;br /&gt;
|cartilage=1&lt;br /&gt;
|wiki=no&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
A tame '''giant capybara''' would require a [[pasture]] to live.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
[[Capybara]]&lt;br /&gt;
&lt;br /&gt;
{{Gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>Deltaway</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:General&amp;diff=159147</id>
		<title>v0.31:General</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:General&amp;diff=159147"/>
		<updated>2011-12-30T10:10:27Z</updated>

		<summary type="html">&lt;p&gt;Deltaway: Rated article &amp;quot;Exceptional&amp;quot; using the rating script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|10:10, 30 December 2011 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{Noble&lt;br /&gt;
| noble= General&lt;br /&gt;
| office= Decent Office&lt;br /&gt;
| quarters= Quarters&lt;br /&gt;
| dining= Dining Room&lt;br /&gt;
| tomb= Grave&lt;br /&gt;
| stands=3&lt;br /&gt;
| racks=3&lt;br /&gt;
| chests=2&lt;br /&gt;
| cabinets=1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The general is the highest-ranking member of the mostly unrealized civilization-wide dwarven army, responsible for determining military strategy as well as the appointment of [[Lieutenant]]s and [[Captain]]s. The general commands the lieutenants, who in turn command the captains. If they were present at the fortress, they could lead a squad of ten.&lt;br /&gt;
&lt;br /&gt;
[[Human]] and [[goblin]] civilizations occasionally have generals as one of their variable positions, but they aren't guaranteed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Nobles}}&lt;/div&gt;</summary>
		<author><name>Deltaway</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Emperor_penguin&amp;diff=159146</id>
		<title>v0.31:Emperor penguin</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Emperor_penguin&amp;diff=159146"/>
		<updated>2011-12-30T10:09:58Z</updated>

		<summary type="html">&lt;p&gt;Deltaway: Rated article &amp;quot;Fine&amp;quot; using the rating script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|10:09, 30 December 2011 (UTC)}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|contrib=no}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
{{Gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>Deltaway</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Dwarven_economy&amp;diff=159145</id>
		<title>v0.31:Dwarven economy</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Dwarven_economy&amp;diff=159145"/>
		<updated>2011-12-30T10:08:54Z</updated>

		<summary type="html">&lt;p&gt;Deltaway: Rated article &amp;quot;Fine&amp;quot; using the rating script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|10:08, 30 December 2011 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
In the current version, there are no conditions under which the economy will activate. [[Main:Toady One|Toady One]] has stated that it may come back in after sweeping changes are made to make it less broken.&lt;br /&gt;
&lt;br /&gt;
For how the Dwarven economy worked in previous versions, see [[40d:Dwarven economy]].&lt;br /&gt;
&lt;br /&gt;
==Related Pages==&lt;br /&gt;
* [[Currency]]&lt;/div&gt;</summary>
		<author><name>Deltaway</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Bone_meal&amp;diff=159144</id>
		<title>v0.31:Bone meal</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Bone_meal&amp;diff=159144"/>
		<updated>2011-12-30T10:08:18Z</updated>

		<summary type="html">&lt;p&gt;Deltaway: Rated article &amp;quot;Fine&amp;quot; using the rating script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|10:08, 30 December 2011 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
{{Expand Topic}}&lt;br /&gt;
Bone meal is an item, with no use, that appears in the custom [[DF2010:Stockpile#Food|food stockpile]] options.&lt;br /&gt;
&lt;br /&gt;
While it frequently appears in lairs in [[Adventure mode]], it does not normally appear in [[Dwarf fortress mode]]. In any case it appears to have no use, except perhaps as supplemental calcium for [[night creature]]s.&lt;br /&gt;
&lt;br /&gt;
In reality, bone meal is a primitive food supplement made by grinding bones into a fine powder.&lt;/div&gt;</summary>
		<author><name>Deltaway</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Current_resident&amp;diff=159143</id>
		<title>v0.31:Current resident</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Current_resident&amp;diff=159143"/>
		<updated>2011-12-30T10:07:35Z</updated>

		<summary type="html">&lt;p&gt;Deltaway: Rated article &amp;quot;Tattered&amp;quot; using the rating script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Tattered|10:07, 30 December 2011 (UTC)}}{{av}}&lt;/div&gt;</summary>
		<author><name>Deltaway</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Champion&amp;diff=159142</id>
		<title>v0.31:Champion</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Champion&amp;diff=159142"/>
		<updated>2011-12-30T10:06:23Z</updated>

		<summary type="html">&lt;p&gt;Deltaway: Rated article &amp;quot;Fine&amp;quot; using the rating script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|10:06, 30 December 2011 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
{{Noble&lt;br /&gt;
| noble=Champion&lt;br /&gt;
| function=&lt;br /&gt;
*Instructs military dwarves&lt;br /&gt;
| arrival=&lt;br /&gt;
*Appointed by the [[Baron]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
:''This page is about the noble-appointed position and its room requirements. For more information on the military side of a champion, see [[Soldier]].&lt;br /&gt;
&lt;br /&gt;
{{Military v0.31}}&lt;br /&gt;
{{Category|Elected Nobles}}&lt;/div&gt;</summary>
		<author><name>Deltaway</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Capybara_man&amp;diff=159141</id>
		<title>v0.31:Capybara man</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Capybara_man&amp;diff=159141"/>
		<updated>2011-12-30T10:05:48Z</updated>

		<summary type="html">&lt;p&gt;Deltaway: Rated article &amp;quot;Exceptional&amp;quot; using the rating script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|10:05, 30 December 2011 (UTC)}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|biome={{biomelist/aux|{{DF2010:Capybara/raw}}}}&lt;br /&gt;
|death=nobutcher&lt;br /&gt;
|contrib=no}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
Capybara men, while not as violent as badger men, are still quite dangerous as they tend to stay in water.  They will be more than happy to knock your dwarves into a murky pool where they drown if they get too close.&lt;br /&gt;
&lt;br /&gt;
{{Gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;br /&gt;
{{Category|Humanoids}}&lt;/div&gt;</summary>
		<author><name>Deltaway</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Captain&amp;diff=159140</id>
		<title>v0.31:Captain</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Captain&amp;diff=159140"/>
		<updated>2011-12-30T10:05:06Z</updated>

		<summary type="html">&lt;p&gt;Deltaway: Rated article &amp;quot;Exceptional&amp;quot; using the rating script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|10:05, 30 December 2011 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
{{Noble&lt;br /&gt;
| noble=Captain&lt;br /&gt;
| office=Meager Office&lt;br /&gt;
| quarters=Meager Quarters&lt;br /&gt;
| dining=Meager Dining Room&lt;br /&gt;
| stands=1&lt;br /&gt;
| racks=1&lt;br /&gt;
| chests=1&lt;br /&gt;
| cabinets=1&lt;br /&gt;
| function=&lt;br /&gt;
* Military Dwarf&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
''(The captain should not to be confused with either [[Militia captain]]s or the [[Captain of the guard]])''&lt;br /&gt;
&lt;br /&gt;
Captain is a position in the mostly unrealized civilization-wide dwarven army, acting as leader of a squad of ten soldiers. A captain is appointed by the [[General]] and commanded by a [[Lieutenant]].&lt;br /&gt;
&lt;br /&gt;
{{Category|Nobles}}&lt;/div&gt;</summary>
		<author><name>Deltaway</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Body_parts&amp;diff=159139</id>
		<title>v0.31:Body parts</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Body_parts&amp;diff=159139"/>
		<updated>2011-12-30T09:58:46Z</updated>

		<summary type="html">&lt;p&gt;Deltaway: Rated article &amp;quot;Fine&amp;quot; using the rating script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|09:58, 30 December 2011 (UTC)}}{{av}} &lt;br /&gt;
Almost every [[creature]] in the game possesses a body (ghosts being a notable exception).  These bodies are composed of [[bone|bones]], limbs, [[shell|shells]], [[hoof|hooves]], [[hair]], and many other pieces.  [[Corpse|Corpses]] can be cut up at a [[butcher's shop]], yielding these parts as individual items, ready for whatever ghastly rite one may be planning.  The [[Stocks|stocks]] menu has a &amp;quot;Body parts&amp;quot; category that lists all such ''inedible'' parts, rotten or otherwise.&lt;br /&gt;
&lt;br /&gt;
Also battles may cause a loss of a body part causing a total loss of it's function.&lt;/div&gt;</summary>
		<author><name>Deltaway</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Badger_man&amp;diff=159138</id>
		<title>v0.31:Badger man</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Badger_man&amp;diff=159138"/>
		<updated>2011-12-30T09:55:45Z</updated>

		<summary type="html">&lt;p&gt;Deltaway: Rated article &amp;quot;Exceptional&amp;quot; using the rating script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|09:55, 30 December 2011 (UTC)}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|biome={{biomelist/aux|{{DF2010:Badger/raw}}}}&lt;br /&gt;
|death=nobutcher}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
Badger men and women tend to move single file and follow a leader. This means they hunt in packs. They are just as rage-prone as regular or giant badgers, so if the leader sees your innocent, inexperienced woodcutter chopping down trees, he's guaranteed to be ripped to shreds by at least 5 badger people, and probably the regular badgers and giant badgers that lurk the biome.&lt;br /&gt;
&lt;br /&gt;
{{Gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;br /&gt;
{{Category|Humanoids}}&lt;/div&gt;</summary>
		<author><name>Deltaway</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki:Quality&amp;diff=158941</id>
		<title>Dwarf Fortress Wiki:Quality</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki:Quality&amp;diff=158941"/>
		<updated>2011-12-27T16:02:51Z</updated>

		<summary type="html">&lt;p&gt;Deltaway: /* Quality Template Problems */  All articles with bad timestamps have been re-rated. The category is now empty and should be removed.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Main page progress bar|DF2010}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Main page progress bar|40d}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Main page progress bar|23a}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{| style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
| || '''''{{current/version}}''''' || '''0.28.181.40d''' || '''0.23.130.23a'''&lt;br /&gt;
|-&lt;br /&gt;
| [[#Tattered|Tattered]]&lt;br /&gt;
| '''{{Dwarf Fortress Wiki:Quality/percent|DF2010|Tattered}}% ({{PAGESINCAT:DF2010:Tattered Quality Articles|R}})'''&lt;br /&gt;
| {{Dwarf Fortress Wiki:Quality/percent|40d|Tattered}}% ({{PAGESINCAT:40d:Tattered Quality Articles|R}})&lt;br /&gt;
| {{Dwarf Fortress Wiki:Quality/percent|23a|Tattered}}% ({{PAGESINCAT:23a:Tattered Quality Articles|R}})&lt;br /&gt;
|-&lt;br /&gt;
| [[#Fine|Fine]]&lt;br /&gt;
| '''{{Dwarf Fortress Wiki:Quality/percent|DF2010|Fine}}% ({{PAGESINCAT:DF2010:Fine Quality Articles|R}})'''&lt;br /&gt;
| {{Dwarf Fortress Wiki:Quality/percent|40d|Fine}}% ({{PAGESINCAT:40d:Fine Quality Articles|R}})&lt;br /&gt;
| {{Dwarf Fortress Wiki:Quality/percent|23a|Fine}}% ({{PAGESINCAT:23a:Fine Quality Articles|R}})&lt;br /&gt;
|-&lt;br /&gt;
| [[#Exceptional|Exceptional]]&lt;br /&gt;
| '''{{Dwarf Fortress Wiki:Quality/percent|DF2010|Exceptional}}% ({{PAGESINCAT:DF2010:Exceptional Quality Articles|R}})'''&lt;br /&gt;
| {{Dwarf Fortress Wiki:Quality/percent|40d|Exceptional}}% ({{PAGESINCAT:40d:Exceptional Quality Articles|R}})&lt;br /&gt;
| {{Dwarf Fortress Wiki:Quality/percent|23a|Exceptional}}% ({{PAGESINCAT:23a:Exceptional Quality Articles|R}})&lt;br /&gt;
|-&lt;br /&gt;
| [[#Masterwork|Masterwork]]&lt;br /&gt;
| '''{{Dwarf Fortress Wiki:Quality/percent|DF2010|Masterwork}}% ({{PAGESINCAT:DF2010:Masterwork Quality Articles|R}})'''&lt;br /&gt;
| {{Dwarf Fortress Wiki:Quality/percent|40d|Masterwork}}% ({{PAGESINCAT:40d:Masterwork Quality Articles|R}})&lt;br /&gt;
| {{Dwarf Fortress Wiki:Quality/percent|23a|Masterwork}}% ({{PAGESINCAT:23a:Masterwork Quality Articles|R}})&lt;br /&gt;
|-&lt;br /&gt;
| '''[[#Unknown|Unknown]]'''&lt;br /&gt;
| '''{{PAGESINCAT:DF2010:Unknown Quality Articles|R}}'''&lt;br /&gt;
| '''{{PAGESINCAT:40d:Unknown Quality Articles|R}}'''&lt;br /&gt;
| '''{{PAGESINCAT:23a:Unknown Quality Articles|R}}'''&lt;br /&gt;
|-&lt;br /&gt;
| Total&lt;br /&gt;
| '''{{NUMBEROFARTICLES|DF2010}}'''&lt;br /&gt;
| {{NUMBEROFARTICLES|40d}}&lt;br /&gt;
| {{NUMBEROFARTICLES|23a}}&lt;br /&gt;
|-&lt;br /&gt;
| Rating&lt;br /&gt;
| '''{{Dwarf_Fortress_Wiki:Quality/rating|DF2010}} out of 100'''&lt;br /&gt;
| '''{{Dwarf_Fortress_Wiki:Quality/rating|40d}} out of 100'''&lt;br /&gt;
| '''{{Dwarf_Fortress_Wiki:Quality/rating|23a}} out of 100'''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Quality Template Problems==&lt;br /&gt;
Quality templates should include a timestamp to let us gauge how old a rating is. Quality ratings that do not have proper timestamps are in  [[:Category:Quality ranks without proper timestamps]]. Quality templates that were placed more than 10 weeks ago (and thus should be re-ranked) are in [[:Category:Quality ranks older than 10 weeks]].&lt;br /&gt;
&lt;br /&gt;
==Ratings==&lt;br /&gt;
In order to rate articles, click the &amp;quot;rate&amp;quot; tab when on the page you wish to rank, then fill out the form in order to suggest an appropriate rating. If you feel the suggested rating is incorrect, you may override it and force a specific rating.&lt;br /&gt;
&lt;br /&gt;
There are 4 official ratings (plus an additional &amp;quot;unknown&amp;quot; for any manually applied ratings which do not match), all described below.&lt;br /&gt;
&lt;br /&gt;
===Unknown===&lt;br /&gt;
[[:Category:Unknown Quality Articles|Unknown Quality Articles]] have been tagged with a quality level not recognized by the wiki, whether accidentally (incorrect spelling or capitalization) or intentionally (to request that somebody else rate the article).&lt;br /&gt;
&lt;br /&gt;
If you encounter these, please evaluate and rate them according to the criteria below.&lt;br /&gt;
&lt;br /&gt;
===Tattered===&lt;br /&gt;
[[:Category:Tattered Quality Articles|Tattered Quality Articles]] have many of the following characteristics:&lt;br /&gt;
* May be a stub article&lt;br /&gt;
* Lacks information&lt;br /&gt;
* Contains inaccurate information&lt;br /&gt;
* Is not categorized&lt;br /&gt;
&lt;br /&gt;
This rating should only be used for articles that strictly need improvement - for example, pages for creatures or stone types that don't strictly ''need'' more information should be rated as Fine.&lt;br /&gt;
&lt;br /&gt;
===Fine===&lt;br /&gt;
[[:Category:Fine Quality Articles|Fine Quality Articles]] have many of the following characteristics:&lt;br /&gt;
* Has a substantial number of redlinks, very few links or no links at all&lt;br /&gt;
* Contains little to no inaccurate information&lt;br /&gt;
* Contains some information that needs to be verified&lt;br /&gt;
&lt;br /&gt;
===Exceptional===&lt;br /&gt;
[[:Category:Exceptional Quality Articles|Exceptional Quality Articles]] have ALL of the following characteristics:&lt;br /&gt;
* Is properly categorized&lt;br /&gt;
* Has a decent amount of information (is &amp;quot;complete&amp;quot; for the purposes of new players looking for information)&lt;br /&gt;
* Has all appropriate templates&lt;br /&gt;
* DOES NOT have any pink text at the bottom of the Article Version template (these indicate some kind of problem; for details, view the [[Template:ArticleVersion]] page)&lt;br /&gt;
* Is properly/sufficiently linked to other articles&lt;br /&gt;
* Contains no inaccurate information, but may have a small amount of information that needs to be completely verified.&lt;br /&gt;
* Has multiple editors&lt;br /&gt;
&lt;br /&gt;
===Masterwork===&lt;br /&gt;
[[:Category:Masterwork Quality Articles|Masterwork Quality Articles]] are the best of the best. Masterwork quality articles have ALL of the following characteristics:&lt;br /&gt;
* Covers an important &amp;quot;must-read&amp;quot; topic&lt;br /&gt;
* Is comprehensive on the subject&lt;br /&gt;
* Contains no unverified information&lt;br /&gt;
* Has an appropriate number of outbound links&lt;br /&gt;
* No redlinks are present&lt;br /&gt;
* Article is aesthetically pleasing&lt;br /&gt;
* Is properly categorized&lt;br /&gt;
* The article has multiple editors&lt;br /&gt;
&lt;br /&gt;
[[Category:Wikiprojects]]&lt;/div&gt;</summary>
		<author><name>Deltaway</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Workshop_design&amp;diff=158939</id>
		<title>40d:Workshop design</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Workshop_design&amp;diff=158939"/>
		<updated>2011-12-27T15:56:16Z</updated>

		<summary type="html">&lt;p&gt;Deltaway: Confirmed &amp;quot;Exceptional&amp;quot; quality and added proper timestamp&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|15:55 27 December 2011 (UTC)}}{{av}} &lt;br /&gt;
Workshop layout is very important to making a fortress run smoothly.  [[Workshop]]s should be close to [[stockpile]]s containing their inputs and outputs in order to minimize the amount of [[hauling]] necessary.  In many cases, it is also desirable to be able to lock workshops either to force the use of certain materials or to contain a dwarf in the case of a failed [[strange mood]].&lt;br /&gt;
&lt;br /&gt;
Pair workshops that have similar inputs or similar outputs or where the output of one is the input of another. Examples: Pair a mechanic's workshop with a mason's workshop because both consume stone and produce furniture, or a forge surrounded by smelters. If multiple inputs are required (smelter, smith..), it is better to make specialized stockpiles rather than having a single 'input' stockpile because you want to make sure that there is always some of every input. Use the 'take from stockpile' interface to fill these subsidiary stockpiles from your main stockpile and vice versa.&lt;br /&gt;
&lt;br /&gt;
For more information on organizing stockpiles see [[Stockpile Design]].&lt;br /&gt;
&lt;br /&gt;
There are several possible layouts for workshops and stockpiles, including but not limited to the following.&lt;br /&gt;
&lt;br /&gt;
== Basement stockpiles ==&lt;br /&gt;
&lt;br /&gt;
This design gives workshops easy access to input and output stockpiles.&lt;br /&gt;
&lt;br /&gt;
   Level 1:              Level 2 (below, as shown, but could be above as well)&lt;br /&gt;
 &lt;br /&gt;
 ╔══════╦══════╗            ╔══════╦══════╗&lt;br /&gt;
 ║WWWWWW║WWWWWW║            ║iiiiii║iiiiii║&lt;br /&gt;
 ║WWWWWW║WWWWWW║            ║iiiiii║iiiiii║&lt;br /&gt;
 ║WWWWWW║WWWWWW║            OiiiiiiOiiiiiiO&lt;br /&gt;
 ║..&amp;gt;&amp;gt;..║..&amp;gt;&amp;gt;..║            ...&amp;lt;&amp;lt;.....&amp;lt;&amp;lt;...&lt;br /&gt;
 ╚══════╩══════╝            OooooooOooooooO&lt;br /&gt;
                            ║oooooo║oooooo║&lt;br /&gt;
 W = workshop               ║oooooo║oooooo║&lt;br /&gt;
 i = input item             ╚══════╩══════╝&lt;br /&gt;
 o = output item&lt;br /&gt;
&lt;br /&gt;
Alternatively you can place input above and output below the workshops or the other way round, depending, for example, on the location of your trade depot, or other workshops involved in the chain of production.  Additional stairs may be useful.&lt;br /&gt;
&lt;br /&gt;
== 3x3 rooms ==&lt;br /&gt;
&lt;br /&gt;
This design makes it easier to contain berserk dwarves.&lt;br /&gt;
&lt;br /&gt;
 ╔═══╦═══┼..&lt;br /&gt;
 ║WWW║WWW║..&lt;br /&gt;
 ║WWW║WWW║..&lt;br /&gt;
 ║WWW║WWW║..&lt;br /&gt;
 ╩══┼╩┼══┼..&lt;br /&gt;
 ....X......&lt;br /&gt;
 ╦══┼╦┼══┼..&lt;br /&gt;
 ║WWW║WWW║..&lt;br /&gt;
 ║WWW║WWW║..&lt;br /&gt;
 ║WWW║WWW║..&lt;br /&gt;
 ╚═══╩═══┼..&lt;br /&gt;
&lt;br /&gt;
 W = workshop&lt;br /&gt;
 X = up/down staircase&lt;br /&gt;
 ... = hallway&lt;br /&gt;
&lt;br /&gt;
Access and stockpiles are placed above and below the room.  Similar workshops can be grouped together for easier checking on, and doors can be locked should a moody dwarf's wishes be unmet.  This concept can be used for your entire fortress:&lt;br /&gt;
&lt;br /&gt;
Below you can see a piece from around the central staircase, to see how the design should start.  Notice that it is pretty modular, you can have two workshops pushed together, or you can separate them all, and you have a couple options on how you set up your entrances, connecting two workshops with one door, or leaving them with separate entrances.  Up to you.  Notice the initial diagonal terminates at a workshop, and starts the grid pattern.&lt;br /&gt;
&lt;br /&gt;
 ║WWW║.║```║.║WWW║`&lt;br /&gt;
 ║WWW║.╠═══╣.║WWW║`&lt;br /&gt;
 ║WWW║.║WWW║.║WWW║`&lt;br /&gt;
 ╩═══┼.║WWW║.┼═══╩═&lt;br /&gt;
 ......║WWW║.......&lt;br /&gt;
 ══════┼═╦═┼═══┼═══&lt;br /&gt;
 WWWWWW║.O.║WWW║WWW&lt;br /&gt;
 WWWWWW╠OXO╣WWW║WWW&lt;br /&gt;
 WWWWWW║.O.║WWW║WWW&lt;br /&gt;
 ══════┼═╩═┼═══┼═══&lt;br /&gt;
 ......║WWW║.......&lt;br /&gt;
 ╦═══┼.║WWW║.┼═══╦═&lt;br /&gt;
 ║WWW║.║WWW║.║WWW║`&lt;br /&gt;
 ║WWW║.╠═══╣.║WWW║`&lt;br /&gt;
 ║WWW║.┼WWW┼.║WWW║`&lt;br /&gt;
 ╚═══╣.║WWW║.╠═══╝`&lt;br /&gt;
 ````║.║WWW║.║`````&lt;br /&gt;
 ````║.╠═══╣.║`````&lt;br /&gt;
&lt;br /&gt;
The floors alternate workshop/storage.  On workshop floors the diagonals immediate to the main stairway are mined out a couple spaces to make room for the first workshops; around those you can start mining in straight lines and start a grid pattern.  For storage floors you can leave a wall of stone around the staircase with only one or two walls mined out for access; then mine out everything around it.  On the ground level you start by mining into a cave, clear out space for a trade depot, and mine out one spot where you build a single downward staircase; here the entire fortress starts.  It works great and is very efficient, though it takes a while to get setup right.&lt;br /&gt;
&lt;br /&gt;
== Decentralized Workshop Complex ==&lt;br /&gt;
Designed for use with the [[Bedroom_design#Decentralized_living|decentralized living]] plan, this plan emphasizes fine-grained planning with many small, specific stockpiles and planned workshop quarters.  It therefore requires some micro-management to get going.  However, once you have it working, things work extremely smoothly and you should never have a significant delay in production again.&lt;br /&gt;
&lt;br /&gt;
[[Image:Workshops.GIF]]&lt;br /&gt;
&lt;br /&gt;
Total workshop loadout for 1 floor:&lt;br /&gt;
* Sixteen (16) 3x3 workshops&lt;br /&gt;
* Four (4) 4x3 workshops&lt;br /&gt;
* Two (2) 5x5 workshops&lt;br /&gt;
&lt;br /&gt;
Maximum walk to stockpile on same wing: 18.&lt;br /&gt;
&lt;br /&gt;
The light gray crosses are optional doors.  They can be useful for sealing off a Kitchen or Butcher's Shop to keep [[miasma]] from annoying the neighbors.  Beyond that, the blue field is the stairwell access (recommend separate up stairs and down stairs for safety reasons), and the gray fields are stockpiles.&lt;br /&gt;
&lt;br /&gt;
4x3 workshops are useful for workshops with strange blocked square formations (the Bowyer's shop is an example).  They can also be nice for setting up a tiny 1x2 or 1x3 stockpile for a specific workshop - with bins, this can be a significant reserve of material.  Imagine a Clothier or Leatherworker with 3 full bins of cloth or leather right next to them.&lt;br /&gt;
&lt;br /&gt;
The 5x5 workshops are useful for [[shop]]s, [[kennel]]s, and [[siege workshop]]s.  You can even put your [[trade depot]] in one of them if you've got a mind to.  Maintaining proper security can be a nightmare in that situation (remember that [[troll]]s and others can break down doors and floodgates), but if you manage to get it done it can be a trader's dream come true.  They can also be useful for making a specialty shop with a few stockpiles designed to accomplish only one thing (encrusting statues with gems, for example).&lt;br /&gt;
&lt;br /&gt;
The 3x3 workshops are best organized into wings, where a pair of workshops share a similar function with the pair directly next to them.  They share stockpile space better this way.  When set up correctly, less than 10 dwarves will regularly use each stockpile room, so traffic is a non-issue.  There tends to be a lot of dwarves in the halls, though, because [[peasant]] haulers visit the workshops frequently, hence the 3-wide corridors.&lt;br /&gt;
&lt;br /&gt;
Finally, this design offers lots and lots of wall space for smoothing and engraving.  Free wealth is good.&lt;br /&gt;
&lt;br /&gt;
== Interconnected 6x6 rooms with stockpiles ==&lt;br /&gt;
&lt;br /&gt;
 ╬══┼┼══╬══┼┼══╬&lt;br /&gt;
 ║.****.║.****.║&lt;br /&gt;
 ║**..**║**..**║&lt;br /&gt;
 ┼*....*┼*....*┼&lt;br /&gt;
 ┼*....*┼*....*┼&lt;br /&gt;
 ║**..**║**..**║&lt;br /&gt;
 ║.****.║.****.║&lt;br /&gt;
 ╬══┼┼══╬══┼┼══╬&lt;br /&gt;
 ║.****.║.****.║&lt;br /&gt;
 ║**..**║**..**║&lt;br /&gt;
 ┼*....*┼*....*┼&lt;br /&gt;
 ┼*....*┼*....*┼&lt;br /&gt;
 ║**..**║**..**║&lt;br /&gt;
 ║.****.║.****.║ * = pathway&lt;br /&gt;
 ╬══┼┼══╬══┼┼══╬&lt;br /&gt;
&lt;br /&gt;
In this design, each room functions as workshop, hallway, and stockpile.  A workshop is placed near the center of each room, preferably so that only a walkable tile overlaps the (*) pathways.  The pathways form a virtual double-wide diagonal hallway, allowing dwarves to move through the fortress easily.  The pathways, as well as the remainder of each room, are filled with the appropriate stockpiles.  Each room should have at least one set of stairs for easy access to adjacent z-levels.&lt;br /&gt;
&lt;br /&gt;
Each workshop has a short path to several nearby workshops on the same and other z-levels, allowing for a lot of flexibility in which workshops are placed in which rooms.  Each room is also lockable if necessary.  Optionally, the corner can be replaced with a door to allow faster movement between diagonally adjacent workshops.&lt;br /&gt;
&lt;br /&gt;
== Fluid workshop locations ==&lt;br /&gt;
Alternatively, you can employ a &amp;quot;work site&amp;quot; methodology where workshops are constructed and destroyed as necessary.  For example, if you mine out a huge dining hall and it is completely filled with stone, build a masonry shop in the hall to manufacture tables and chairs.  This eliminates the need for a stone hauler because your mason only has to travel a few squares to get raw material.  In addition it makes furniture hauling more efficient because the tables and chairs are right next to their eventual location.  And of course it clears stone out of your dining hall, eliminating the need for a refuse hauler to dump it all.&lt;br /&gt;
&lt;br /&gt;
== Smelting Operations ==&lt;br /&gt;
In very resource-heavy maps, 10-12 [[smelter]]s may be necessary to keep up with mining operations. I've had very efficient results with this setup - and it looks good, to boot. The stairways lead down into a high Z-level mining operation (keeps the [[noise]] away from the bedrooms, too), with additional [[bar]] storage 1-2 levels below.  One or more [[magma forge]]s would be down the hall from the bar stockpiles.&lt;br /&gt;
&lt;br /&gt;
      ╔════════════╗&lt;br /&gt;
      ║SMSSMSSMSSMS║&lt;br /&gt;
      ║SSSSSSSSSSSS║&lt;br /&gt;
      ║SSSSSSSSSSSS║&lt;br /&gt;
      ║OOOOOOOOOOOO║&lt;br /&gt;
      ║OOOOOOOOOOOO║&lt;br /&gt;
      ║OOOOOOOOOOOO║&lt;br /&gt;
      ╠┼┼═══┼┼═══┼┼╣&lt;br /&gt;
      ║............║&lt;br /&gt;
      ║............╠══════╗&lt;br /&gt;
      ║..╔═....═╗..┼OOOSMS║&lt;br /&gt;
      ║..║&amp;gt;&amp;gt;BBBB║..┼OOOSSS║&lt;br /&gt;
 ═════╝...&amp;gt;&amp;gt;BBBB...║OOOSSS║&lt;br /&gt;
 .........BBBBBB...║OOOSMS║&lt;br /&gt;
 .........BBBBBB...║OOOSSS║&lt;br /&gt;
 .........BBBBBB...║OOOSSS║&lt;br /&gt;
 ═════╗...BBBB&amp;gt;&amp;gt;...║OOOSMS║&lt;br /&gt;
      ║..║BBBB&amp;gt;&amp;gt;║..┼OOOSSS║&lt;br /&gt;
      ║..╚═....═╝..┼OOOSSS║&lt;br /&gt;
      ║............╠══════╝&lt;br /&gt;
      ║............║&lt;br /&gt;
      ╠┼┼═══┼┼═══┼┼╣&lt;br /&gt;
      ║OOOOOOOOOOOO║&lt;br /&gt;
      ║OOOOOOOOOOOO║&lt;br /&gt;
      ║OOOOOOOOOOOO║&lt;br /&gt;
      ║SMSSMSSMSSMS║&lt;br /&gt;
      ║SSSSSSSSSSSS║&lt;br /&gt;
      ║SSSSSSSSSSSS║&lt;br /&gt;
      ╚════════════╝&lt;br /&gt;
&lt;br /&gt;
 *S = Smelter&lt;br /&gt;
 *M = Magma access (lines up with unpassable tile on magma smelter)&lt;br /&gt;
 *B = Bar Stockpile&lt;br /&gt;
 *O = Ore Stockpile&lt;br /&gt;
&lt;br /&gt;
== Pillars ==&lt;br /&gt;
See Midna's page on [[User:Midna/Pillars|pillar design]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:World]]&lt;br /&gt;
[[Category:Design]]&lt;/div&gt;</summary>
		<author><name>Deltaway</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Workshop_design&amp;diff=158938</id>
		<title>v0.31:Workshop design</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Workshop_design&amp;diff=158938"/>
		<updated>2011-12-27T15:56:05Z</updated>

		<summary type="html">&lt;p&gt;Deltaway: Confirmed &amp;quot;Fine&amp;quot; quality and added proper timestamp&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|15:55 27 December 2011 (UTC)}}{{av}} &lt;br /&gt;
Workshop design is effectively unchanged from the old versions; until this is updated, please check the [[40d:Workshop design|previous version]] of this article.&lt;br /&gt;
&lt;br /&gt;
Most [[workshop]]s in Dwarf fortress are represented by 9 squares in a 3 by 3 square pattern. Some are 5 by 5 ([[Siege workshop]]), or 1 by 1 ([[Quern]], [[Screw press]]). Getting a proper work flow is very important to the success and [[wealth]] of your fortress.&lt;br /&gt;
&lt;br /&gt;
Laying out your workshops in the most efficient way possible is quite a science. There are several points that should be considered.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== [[Industry|Industries]] ==&lt;br /&gt;
Keeping workshops of a specific industry together is a great way to see if you need more workers creating [[alcohol|booze]] or making [[leather]] [[trade good|toys]]. If you have all of the [[food]] related workshops in a single [[room]], you can tell with a glance that your [[cook]]s are slacking off.&lt;br /&gt;
&lt;br /&gt;
== [[Stockpile]]s ==&lt;br /&gt;
Just as you want your [[loom]]s close to your [[clothier's shop]]s, and you want your [[tanner's shop]] next to your [[butcher's shop]], you will want logical stockpiles close to your workshops.&lt;br /&gt;
It makes sense to put your raw food stockpile right next to the [[kitchen]], so that your cook doesn't spend all of his time walking from one end of the fortress to the other. If the correct stockpile is close at hand, those roasts will be coming out of that kitchen in no time.&lt;br /&gt;
&lt;br /&gt;
== [[Artifact]]s ==&lt;br /&gt;
&lt;br /&gt;
=== Using stocks  ===&lt;br /&gt;
When a dwarf claims a workshop for his very own, you have a 50/50 chance of the artifact he's about to make being really awesome. He could make an artifact [[throne]] out of three lumps of [[bituminous coal]], and it will be worth a whopping 4800 [[currency|dwarf bucks]]. However, if you forbid every [[stone]] in your fortress except for the natural [[platinum]], he'll make you something very near a six figure artifact.&lt;br /&gt;
&lt;br /&gt;
To control what he chooses, two things must be set up beforehand. First, you need to have the workshop that he claimed be in a room that is only reachable through a [[door]]. As soon as he claims it, lock the door so that he'll just sit there yelling out the things he needs. Second, you need a [[bookkeeper]] that's been doing his job. If your [[stocks]] are not updated, then you won't be able to forbid stones by type from the stocks menu. Being able to do this is highly recommended.&lt;br /&gt;
&lt;br /&gt;
When the artifact maker yells that he needs [[metal]] [[bar]]s, leather, stone, gems, etc., this is your opportunity to forbid everything in your fortress except for the most expensive of its types you have.&lt;br /&gt;
&lt;br /&gt;
=== Artifact Construction Complex ===&lt;br /&gt;
&lt;br /&gt;
Alternative solution is to build Artifact Construction Complex, containing every mood-able workshop and small stockpiles of most precious types of ore, metal bars, gems, etc. When not in use, ACC should be either locked, or everything in it forbidden (including workshops). Forbidding is better, because in this case these workshops won't receive orders from your [[Manager]]. You can also deal with it by filling workshop's job queue with 10 suspended jobs. Once the dwarf is struck by the mood, ACC is opened, and all claimable workshops not belonging to ACC is forbidden.&lt;br /&gt;
&lt;br /&gt;
This way the normal operation of the workshops is disrupted only for the time needed for moody dwarf to claim workshop, instead of all artifact construction time in first method. Further more, only one type of workshop is nonoperational, instead of all workshops that use forbidden materials.&lt;br /&gt;
&lt;br /&gt;
== [[Tantrum]]s ==&lt;br /&gt;
When the very worst happens and your triple [[legendary]] dwarf fails his strange [[mood]] and goes on [[Fun|a rampage destroying the faces of all the pets and dwarfs around him]], it's good to be prepared.&lt;br /&gt;
&lt;br /&gt;
The easiest form of protection is a simple door on the room the workshop is in. Lock for the few months it takes for him to die of [[thirst]]. You can spend the time waiting for him to die by getting his [[coffin]] made and situated. &lt;br /&gt;
&lt;br /&gt;
Putting [[trap|cage and weapon traps]] around the common [[stair]]s is always a good idea, for both tantrummers and for possible [[Fun#Ambush|invasions]].&lt;/div&gt;</summary>
		<author><name>Deltaway</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Trap_design&amp;diff=158937</id>
		<title>40d:Trap design</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Trap_design&amp;diff=158937"/>
		<updated>2011-12-27T15:55:04Z</updated>

		<summary type="html">&lt;p&gt;Deltaway: Confirmed &amp;quot;Exceptional&amp;quot; quality and added proper timestamp&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|15:54 27 December 2011 (UTC)}}{{av}}&lt;br /&gt;
''This page is one of several inter-related articles on the broader topic of defending your fortress and your dwarves.  This page will focus on the theory and design of complex traps, mechanical systems and other automation for defending your fortress, and also on unusual uses of simple mechanic's [[trap]]s.''&lt;br /&gt;
&lt;br /&gt;
* Many defenses rely on complex traps as a central component, that are, essentially, the defense themselves.  For designs that could be adapted to use any complex trap, see [[Defense design]]. &lt;br /&gt;
&lt;br /&gt;
* See the [[Defense guide]] for a general overview of threats and considerations for fortress defense.&lt;br /&gt;
&lt;br /&gt;
* For suggestions on disposing of nobles and other unwanted residents, see [[unfortunate accident]].&lt;br /&gt;
&lt;br /&gt;
* For a basic overview of how the different machine parts work and work together, see [[machinery]].&lt;br /&gt;
&lt;br /&gt;
* For suggestions on training, organizing and deploying soldiers and militia, see [[Military design]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
:'''''Editors &amp;amp; Contributors''' - Please see top of [[Talk:Trap design|discussion page]] before posting.''&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
Simple one-tile [[trap]]s* are just that - they exist only on their own tile, trigger themselves when a target walks onto that one tile, and affect only that one tile.  Complex traps and automation rely on linking [[door]]s, [[hatch]]es, [[floodgate]]s, [[bridge]]s and mechanic's traps to [[lever]]s or [[pressure plate]]s, along with [[machinery]] to provide the power to run some of the more diabolical designs.  When the trigger is activated, it sends a [[Trigger#On.2FOff_vs_Open.2FClose|signal]] to the linked device. That signal is not always as simple as &amp;quot;do it now&amp;quot;, but it's specifically either to &amp;quot;open&amp;quot; or to &amp;quot;close&amp;quot;.  By manipulating what does what and when, and what follows from that, impressive results can be achieved.&lt;br /&gt;
&lt;br /&gt;
:''(* specifically, the [[Trap#Stone-fall_Trap|stone-fall trap]], [[Trap#Weapon_Trap|weapon trap]], and [[Trap#Cage_Trap|cage trap]].)''&lt;br /&gt;
&lt;br /&gt;
* To fully understand how these component objects work individually (before combining them into diabolical and complex combinations), see those main articles.&lt;br /&gt;
&lt;br /&gt;
==Trap strategies==&lt;br /&gt;
These are some basic tricks that can be used with most any trap design, basic or complex.&lt;br /&gt;
&lt;br /&gt;
===Bait animals===&lt;br /&gt;
Enemies will hunt down and kill friendly tame animals wandering outside if they have nothing better to do.  Put a puppy on a chain in some random spot outside, build a few columns around it to reduce the chance of them shooting it, and trap that area to hell and back. Also known as the &amp;quot;Tar Baby&amp;quot; strategy.&lt;br /&gt;
&lt;br /&gt;
===Obstacle Course===&lt;br /&gt;
Combining some intentional cave-ins, lots of cage traps, some weapon and stone fall traps, channels, and pressure plates is a sure-fire way to fend off an invading goblin army.&lt;br /&gt;
&lt;br /&gt;
===Circular path trap===&lt;br /&gt;
Create a small area preferably 1 tile wide, and channel it out leaving one support under it.  This MUST be connected to your base by a bridge so enemies will take it.  Place a pressure plate at the end, linked to the support and another bridge into your fortress. line this area with weapon traps and line the exits of the subterranean area underneath this with cage traps.  The area underneath must also lead to your base so the enemies will walk into the cages.  then build another area just like this except have the entrance bridge be retracted/raised and have the first pressure plate link to it, so it is an endless game of cat and mouse (sort of)&lt;br /&gt;
&lt;br /&gt;
===Scattered traps===&lt;br /&gt;
Another options for outside defenses is scattered traps.  Most hostile forces will flee if they take enough casualties, and stone-fall traps can be quite damaging to goblins and are easy to set up.  Cage traps work even on [[Bronze colossus]]es and [[Dragon]]s.  You just have to make sure your dwarves working outside actually stay near your traps - a fisherdwarf who goes wandering screens away from the nearest trap is not protected.  A wall of traps is a passive threat to injure, kill or capture enemies who will happily walk right into them.  (This can work so well that some players decline to use it, and prefer a more complex challenge.)&lt;br /&gt;
&lt;br /&gt;
===Protect your Mechanics &amp;amp; Haulers===&lt;br /&gt;
Many basic traps will require some form of &amp;quot;maintenance&amp;quot; - either reloading or un-jamming, and haulers will often wander out to gather the loot from the deceased.  Put the traps where those workers can be secure - either behind a dog-leg or L- or U- bend, or behind a raisable drawbridge.  Another invisible [[ambush]] could be lurking just beyond the first (untriggered) traps - and somehow, usually is.  Invaders with bows will turn unarmored haulers or a legendary mechanic into a pincushion, and tasks will be interrupted if your workers so much as have a line of sight to an unconscious goblin.&lt;br /&gt;
&lt;br /&gt;
===The enemy will take the shortest path===&lt;br /&gt;
&lt;br /&gt;
If the path where you will place your traps has bends, expect the enemy to take the most direct path -  it's not guaranteed, but they will tend to hug the inside of a corner, and rarely detour to a dead-end (represented by &amp;quot;x&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
       ╔═════════ &lt;br /&gt;
   ║   ║xx    ??&lt;br /&gt;
   ║   ║x    ??? &lt;br /&gt;
   ║???║   .????     ? = unpredictable path &lt;br /&gt;
   ║???║  .╔═════&lt;br /&gt;
   ║ ??║ . ║         . = ''most likely'' path&lt;br /&gt;
   ║  .║☺  ║         ☺ = invader&lt;br /&gt;
   ║x  .  x║&lt;br /&gt;
   ║xx   xx║         x = ''unlikely'' detour &lt;br /&gt;
   ╚═══════╝&lt;br /&gt;
&lt;br /&gt;
Once in a straight hall, anything is possible (represented by &amp;quot;?&amp;quot;), but placing your best (or first) traps on the inside path near &amp;quot;inside&amp;quot; corners (and de-emphasizing outside &amp;quot;dead-end&amp;quot; corners) is the best bet. If two invaders are side-by-side, they will wander, and random actions are always possible, but if you had to guess, this is the way to do it.&lt;br /&gt;
&lt;br /&gt;
=Basic traps=&lt;br /&gt;
These are the simple [[trap]]s that are placed by a mechanic. They require one [[mechanism]] but do not require levers or triggers.  They can be a quick, easy and brutally effective &amp;quot;first defense&amp;quot; for a fledgling fortress, but they can also be combined into key parts of more complex set ups. &lt;br /&gt;
&lt;br /&gt;
Note that, in combat situations, [[mechanic]]s (and others) have a nasty habit of wanting to clean or reload traps when they are triggered, regardless of who or what might be out there as well. [[Forbid]]ding traps after they are built will keep [[Urist|Urist McGoblinBait]] from deciding to reload a stone trap in the middle of a [[siege]]. Just remember to unforbid them when things calm down, so the traps are all ready for next time. Or keep all traps [[Help! My civilians keep running into combat!|unreachable]] with drawbridges or orders.&lt;br /&gt;
&lt;br /&gt;
Simple traps will also be triggered if your own dwarves or pets fall unconscious on them.  Something to consider when placing them in a potential combat zone.&lt;br /&gt;
&lt;br /&gt;
===Stone fall trap===&lt;br /&gt;
:This is the easiest trap to build, so you can easily build them in large numbers. Building lots of them is an easy way to earn experience for your [[mechanic]], and add to the depth of your fort's defenses at the same time. Surround every intersection and stairway. &lt;br /&gt;
&lt;br /&gt;
===Weapon trap===&lt;br /&gt;
:The gold standard of lethal traps. This is the only simple trap that works repeatedly without reloading. They do get jammed, however. View the trap with the '''items in room''' {{key|t}} mode, and if there's a corpse inside the trap, it's jammed. None of the weapons on a jammed trap will function. It may be wiser to have several weapon traps with fewer weapons, rather than a smaller number of ten-weapon traps. &lt;br /&gt;
&lt;br /&gt;
:Using [[crossbow]]s or other projectile weapons in weapon traps avoids the problem of jamming, but they must be kept loaded with [[ammo]].  Mechanics will load them with any ammo that is not forbidden.  They will load each until each type of weapon has ten rounds of ammo.  Hammers seem to jam less than swords or axes, and spears seem to jam the most. Your dwarves will attempt to unjam traps unless otherwise forbidden.&lt;br /&gt;
&lt;br /&gt;
===Cage trap===&lt;br /&gt;
:A very powerful type of trap. Maybe even too powerful - currently, even a wooden or glass [[cage]] can hold indefinitely any creature, even trolls and megabeasts. Also, a cage trap never fails. A large creature can shrug off damage from a stone or weapon trap, but nothing can escape from a cage. Use cage traps as your outermost traps to catch the occasional wandering animal, or angry wounded [[elephant]] or [[unicorn]], or even [[zombie]]s. &lt;br /&gt;
&lt;br /&gt;
:By placing a cage with a trapped animal and connecting it to a trigger, you can remotely release that animal.  (Note - not all wild beasts will attack goblins.)  This must be done after the cage trap has done its simple job of catching the creature, as a separate process.&lt;br /&gt;
&lt;br /&gt;
=Linked traps=&lt;br /&gt;
These traps require a trigger such as a [[pressure plate]] or [[lever]] pull. They will require at least three [[mechanism]]s, one for the trigger and two to create the link. The trigger can be located any distance from the trap, typically close for a pressure plate or far away for a lever.&lt;br /&gt;
&lt;br /&gt;
You can also 'Arm' a defense system that involves pressure plates by pulling levers 'Activating' said pressure plates. The process is also fairly simple and cheap. First, you need a lever that will activate the system, after that you need to channel out a section to put your pressure plates, this can be anywhere you would normally put a pressure plate, and be at least three blocks long (one for the pressure plate, two for ramps). Add the pressure plate in the middle of this channel and ramps on the far sides. Over this gap make a drawbridge that either retracts or raises to the left or right, and connect it to the lever made earlier. Connect the pressure plates to you Fun Creating System of choice, and voila, you have a working switch.&lt;br /&gt;
&lt;br /&gt;
For a system that repeatedly activates automatically and regularly regardless of enemies, see [[Repeater]].&lt;br /&gt;
&lt;br /&gt;
==Damage traps==&lt;br /&gt;
These complex traps are designed to kill or maim.&lt;br /&gt;
&lt;br /&gt;
===Menacing Spikes===&lt;br /&gt;
Menacing [[spike]]s or upright spears appear on the basic mechanic's {{k|T}}rap menu, but must be activated remotely to pop out of the ground and impale anyone standing on that tile.  Vast forests of these can make any area a killing field.  &lt;br /&gt;
&lt;br /&gt;
They will not jam.  They are very deadly to everything including your dwarves and animals. Steel ones are [[magma-safe|magma-proof]].&lt;br /&gt;
&lt;br /&gt;
Try planting a bunch of Upright Spear/Spikes in your main hallway, and link them all up to one lever.  When invaders come near, give the order to pull the lever, but set it to Repeat.  The lever will continuously be pulled and the spikes come up and down repeatedly, perforating most enemies in seconds.  Making a grid and having them alternate is even more effective. Note that this takes a lot of time and mechanisms to build.&lt;br /&gt;
&lt;br /&gt;
===Dropping the Hammer===&lt;br /&gt;
Lowering [[drawbridge]]s on invaders will [[dwarven atom smasher|crush]] them into nothingness.&lt;br /&gt;
&lt;br /&gt;
Try replacing the side wall of a part of your main entranceway with a drawbridge, big enough so it spans the whole hallway.  To prevent enemies from wrecking it, you could dig a channel in front of it so its protected while its raised.  Link the drawbridge up to a pressure plate or lever, whatever you prefer.  Whenever you feel like it, activate the trap, and watch the drawbridge fall directly into the hall, utterly squashing nearly anything beneath it.  This can be done with minimal effort and used to smash invaders, unwanted immigrants, nobles, or simply to destroy your garbage.  This is based on the 'Dwarven Atom Smasher' device mentioned elsewhere in the wiki.&lt;br /&gt;
&lt;br /&gt;
Note that sufficiently large creatures (those with a [[Creature token#S|SIZE]] greater than 10) cannot be crushed - attempting to do so will instead merely destroy the drawbridge itself.&lt;br /&gt;
&lt;br /&gt;
===Intentional Cave-in===&lt;br /&gt;
[[Support]]s can be linked to triggers. Building a section of floor that is deliberately held up only by a trapped support allows for an intentional [[cave-in]].&lt;br /&gt;
* Invaders dropped into a pit can be wounded or killed. Or, in the case of a [[chasm]], vanished entirely.&lt;br /&gt;
* Dropping a floor directly onto any creature will ''instantly'' kill it, regardless of its size.&lt;br /&gt;
* The cave-in will also knock nearby invaders unconscious. This will stun them, and also make them susceptible to simple traps (even if normally immune).&lt;br /&gt;
* Cave-ins will ''not'' reveal invisible invaders, such as [[ambush]]ers (unless it kills them outright {{verify}}).&lt;br /&gt;
&lt;br /&gt;
The biggest drawback of this sort of trap is the &amp;quot;reload&amp;quot; process, which can be relatively time consuming.  Have a drawbridge that can seal off the work area so your [[mechanic]]s and [[mason]]s can reconstruct the setup in peace.&lt;br /&gt;
&lt;br /&gt;
==Water traps==&lt;br /&gt;
These traps drown or wash targets away.  Carelessness can cause an entire fortress to flood and be lost. Use with caution.&lt;br /&gt;
&lt;br /&gt;
 	&lt;br /&gt;
'''Level 0'''&lt;br /&gt;
&lt;br /&gt;
  ░░░░░░░░░░░░░░░░░░░░░░░░░░░░   &amp;lt;tt&amp;gt;░&amp;lt;/tt&amp;gt;  - Wall &lt;br /&gt;
  -&amp;gt;++▼··················▼++-&amp;gt;   &amp;lt;tt&amp;gt;-&amp;amp;gt;&amp;lt;/tt&amp;gt; - Direction of traffic&lt;br /&gt;
  -&amp;gt;++▼··················▼++-&amp;gt;   &amp;lt;tt&amp;gt;▼&amp;lt;/tt&amp;gt;  - Down-Ramps (as visible from one level above = see [[ramp]])&lt;br /&gt;
  -&amp;gt;++▼··················▼++-&amp;gt;   &amp;lt;tt&amp;gt;+&amp;lt;/tt&amp;gt;  - Floor  &lt;br /&gt;
  ░░░░░░░░░░░░░░░░░░░░░░░░░░░░   &amp;lt;tt&amp;gt;· &amp;lt;/tt&amp;gt; - Open space &lt;br /&gt;
			&lt;br /&gt;
'''Level -1'''&lt;br /&gt;
    ░░░░░░XX░░░░░░░░XX░░░░░░   &amp;lt;tt&amp;gt;X &amp;lt;/tt&amp;gt; - Inflow &lt;br /&gt;
    ░░▲++▼··▼++++++▼··▼++▲░░   &lt;br /&gt;
    ░░▲++▼··▼++++++▼··▼++▲░░   &amp;lt;tt&amp;gt;▲&amp;lt;/tt&amp;gt; - Up-Ramps &lt;br /&gt;
    ░░▲++▼··▼++++++▼··▼++▲░░   &lt;br /&gt;
    ░░░░░░XX░░░░░░░░XX░░░░░░   &amp;lt;tt&amp;gt;▼&amp;lt;/tt&amp;gt; - Down-Ramps&lt;br /&gt;
			&lt;br /&gt;
'''Level -2'''&lt;br /&gt;
    ░░░░░░xx░░░░░░░░xx░░░░░░   &amp;lt;tt&amp;gt;x&amp;lt;/tt&amp;gt; - Outflow&lt;br /&gt;
    ░░░░░▲++▲░░░░░░▲++▲░░░░░&lt;br /&gt;
    ░░░░░▲++▲░░░░░░▲++▲░░░░░&lt;br /&gt;
    ░░░░░▲++▲░░░░░░▲++▲░░░░░&lt;br /&gt;
    ░░░░░░xx░░░░░░░░xx░░░░░░&lt;br /&gt;
&lt;br /&gt;
If enemies are in the middle of Level -1, open the inflow, then the water will first trap, and then drown them. If the pit is full, close the in- and open the outflow. You can automate this by using [[pressure plate]]s, or if you want to have more fun, replace the water with [[magma]] (which would require pressure plates and floodgates to be [[magma-safe]]).&lt;br /&gt;
&lt;br /&gt;
===Drown &amp;amp; Burn===&lt;br /&gt;
&lt;br /&gt;
A flooding room trap combined with an unextinguishable burning Lignite bin. The water will evaporate on the bin's tile, causing the water from the surrounding tiles to move to it, which then get evaporated as well. The water will also push the invaders onto the fire, causing them to burn to death... in a flooding chamber! Bwahahahaha&lt;br /&gt;
&lt;br /&gt;
NOTE: Traps involving large quantities of water turning into steam are as effective at killing your [[framerate]] as they are at killing [[goblin]]s. Use with caution, and have the cut-off lever at the ready.&lt;br /&gt;
==Magma traps==&lt;br /&gt;
These traps incinerate targets, or possibly encase them in obsidian.  Magma does not play favorites - read up (again) on [[magma]], and use with ''extreme'' caution.&lt;br /&gt;
&lt;br /&gt;
===Sealed Fate===&lt;br /&gt;
&lt;br /&gt;
Create an airlock using two bridges, two doors or whatever.  Make it a medium sized chamber, perhaps 10x10 or so.  Channel out the floors around the rim, and rig up a system to pump magma into the room, or drop it from the roof.  Enemies will quickly be destroyed, and with the magma in the channels, you can pump it out for future use or just leave it.  The idea here is a re-useable magma trap; you can use this with a pressure plate, too.  It also leaves behind any magma-proof items the invaders might have been carrying.&lt;br /&gt;
&lt;br /&gt;
=== Magma Machicolation ===&lt;br /&gt;
&lt;br /&gt;
Basically one (or several) very small (1 to 3 tiles), refillable reservoir(s) of magma on the upper levels of a wall, locked with (magmaproof) floodgates/grates/bridge(s). When gobbos gather under it, open the whole thing and the result should be something like this (in color):&lt;br /&gt;
&lt;br /&gt;
 = | = | = | = | = | = | =&lt;br /&gt;
 . | 1 |!g!| 2 |!g!| 1 | 1&lt;br /&gt;
 . | 1 | 1 |!g!| 1 |!g!| .&lt;br /&gt;
 . | . | 1 |!g!|!g!| . | .&lt;br /&gt;
&lt;br /&gt;
Like with other designs, you need infinite magma (in the long run) and get only the magmaproof loot, but at least it needs much less magma.&lt;br /&gt;
This design is of limited use when on the ground level should be grass, since deadly bushfires can develop. But this effect could also be used for further damage done to your enemys, since really no AI will recognize the dangers of fire and happily walk through it.&lt;br /&gt;
&lt;br /&gt;
=== Misty Surprise ===&lt;br /&gt;
In fact just a magma basin next to the path to your fortress, but with some constructions held by supports over it. To fire the trap, pull the lever attached to the latter, sit back and enjoy how the goblins ignite in the deadly magma mist (optional: laugh manically).&lt;br /&gt;
&lt;br /&gt;
As usual you only get magmaproof loot, also the effect is unfortunately somewhat random, but at least you don´t need infinite magma for this design (IF you really use only constructions).&lt;br /&gt;
The usual safety precautions concerning cave-ins, magma and magma mist apply.&lt;br /&gt;
&lt;br /&gt;
==Automation &amp;amp; misc trap designs==&lt;br /&gt;
By clever and creative use of various elements, it is possible to create impressive automated systems that fill a variety of functions.  &lt;br /&gt;
&lt;br /&gt;
For a system that repeatedly activates automatically and regularly regardless of enemies, see [[Repeater]].&lt;br /&gt;
&lt;br /&gt;
See also [[computing]] for other, possibly related ideas.&lt;br /&gt;
&lt;br /&gt;
===Funnel trap===&lt;br /&gt;
In any area you have observed animals to be common, create a large barrier in the shape of a cross - it can be a wall, a channel, slopes that have been removed, or a combination.  Leave the very center tile of this cross open to traffic, and cover that central area with cage traps.  If the wild creatures try to migrate across the map where you have constructed this, they run into the cross, and have a 50/50 chance to go around or through - if they go through, you've got them.  The bigger the better.&lt;br /&gt;
&lt;br /&gt;
It will also work against ambushes and sieges, with cage traps or lethal ones.&lt;br /&gt;
&lt;br /&gt;
===Chasm trap===&lt;br /&gt;
The easiest chasm trap is just a retractable bridge, very high up or over a very deep hole; instead of flinging invaders when raised, it just drops them.&lt;br /&gt;
&lt;br /&gt;
A more complicated collapsing spiral trap can take out ten goblins at a time. When finished, it looks like this:&lt;br /&gt;
&lt;br /&gt;
           +++&lt;br /&gt;
 ..........+++&lt;br /&gt;
 .++++++++#+++&lt;br /&gt;
 .+╔══════.     # = retractable bridge &lt;br /&gt;
 .+║++++++.&lt;br /&gt;
 .+║+╔══╗+.     + = floor&lt;br /&gt;
 .+║+║A+║+.&lt;br /&gt;
 .+║+╚═+║+.     . = open space&lt;br /&gt;
 .+║++^+║+.&lt;br /&gt;
 .+╚════╝+.     ^ = pressure plate&lt;br /&gt;
 .++++++++.&lt;br /&gt;
 ..........     A = bait animal &lt;br /&gt;
&lt;br /&gt;
The goblins are lured in by a [[restrain]]ed bait animal, and can't shoot it due to the surrounding walls. Just before they reach the bait, they trigger a pressure plate that retracts the bridge and collapses the support holding up the whole spiral.  Goblins, bait animal, walls and all plummet into the chasm.&lt;br /&gt;
&lt;br /&gt;
When building, you will need to build a span of floor underneath, for the support, as bridges do not support constructions (''which is also why you want a bridge as the access, so it will not hold up the trap*)''. You will also need to have a floor tile between your floor and solid ground or wall while constructing, as the bridge alone will not work as a base, but you can remove it once the support is in place.&lt;br /&gt;
&lt;br /&gt;
:''(* A set of floor [[bars]] or [[grate]] would work as well, but the bridge can aid in the (re-)construction of the trap.)''&lt;br /&gt;
&lt;br /&gt;
===Land Mines===&lt;br /&gt;
In any suitable open area which hasn't been dug out underneath, build a support and an adjacent multi-use pressure plate set to trigger on creatures (but not citizens), link them together, then build floor tiles above the support and pressure plate. When an enemy steps on the pressure plate, the game will pause and recenter the view with the announcement &amp;quot;''A section of the cavern has collapsed!''&amp;quot;, at which point the enemy will be crushed and its companions will be stunned or knocked unconscious by the cloud of dust (though not necessarily revealed, in the case of an [[ambush]]). As added bonuses, by using a multi-use pressure plate, the collapsing floor will deconstruct the plate and usually leave its mechanisms lying on the ground for reuse, along with other building materials used (the materials used to construct the support and floor tiles, plus the mechanism used in the support) - alternatively, if a single-use pressure plate is used, both of its mechanisms (but not the one used in the support) will be destroyed, making this one way to dispose of low-quality mechanisms created by unskilled [[engineer]]s (aside from selling them to caravans, dumping them in [[magma]], or crushing them under a [[Dwarven Atom Smasher|drawbridge]]).&lt;br /&gt;
&lt;br /&gt;
===Bridge Land Mines===&lt;br /&gt;
&lt;br /&gt;
Although this takes quite a few mechanisms and a lot of carpenters to pull off, you might be able to create a minefield on a bridge. Create a very long moat and a bridge crossing it. Make sure this bridge is not your outermost bridge. This bridge should be at least 20 squares long, but make sure it is no more than 4 squares wide.  Then set up a ton of pressure plates in a checkered pattern, build a floor above the bridge, and make supports next to the pressure plates. Then remove the floor tiles not on the supports, destroy the up-stairs on to the floor, and link all your pressure plates to a support. As soon as a goblin walks on them, the floor caves in and makes an explosion knocking him and the friends he has near him off the bridge drowning them.&lt;br /&gt;
&lt;br /&gt;
This should not be used as the only defense. Make sure you have other traps at the ready in case of large [[siege]]s.&lt;br /&gt;
&lt;br /&gt;
NOTE: This is a very expensive creation and should only be used late in the game when you can spare lots of stone/wood/mechanisms.  The bigger the bridge the more effective the trap.&lt;br /&gt;
&lt;br /&gt;
Retract [[bridge]] 2 to force invaders to take the long way, first running along the wall (to the west in this diagram) and then zig-zagging back for maximum exposure to your ranged units on the walls above them.  The pits at the base of the walls are necessary to target down one z-level at enemy units.  &lt;br /&gt;
&lt;br /&gt;
''(Note - [[Trader]]s will NOT stop at your fortress unless there is a clear, 3-wide path to a [[Trade depot]] when they arrive.  Bridge 2 should be kept down if you want/expect Traders.)''&lt;br /&gt;
&lt;br /&gt;
Bridges 1 and 3 can be put down to allow enemies into this pit entrance, then retracted again to trap them in the kill zone.  Note - Attackers must have a complete &amp;quot;path&amp;quot; to where they want to go, so bridge 3 must be down to lure them in.&lt;br /&gt;
&lt;br /&gt;
===Pitfall Trap===&lt;br /&gt;
A simpler type of Bridge Landmine, related to the above Chasm Trap. Construct a number of retracting bridges over a pit, leaving one empty square over which you should construct a floor tile. Put a pressure plate on said tile, and link it to all the bridges. What you do with the pit is limited only by your imagination and your interest in recovering enemy weapons, armour and cave spider silk underwear.&lt;br /&gt;
&lt;br /&gt;
Variation A: A long retracting bridge in the entrance tunnel, with the pressure plate right in front of the fortress doors. The expression on the face of the point-goblin who reaches them only to watch his comrades plunge to whatever gruesome fate you have prepared for them will be a mental picture to cherish.&lt;br /&gt;
&lt;br /&gt;
Variation B: Much as above, but outside and with a raising bridge.&lt;br /&gt;
&lt;br /&gt;
===Degrinchinator===&lt;br /&gt;
Observe: http://mkv25.net/dfma/movie-231-degrinchinator&lt;br /&gt;
&lt;br /&gt;
===Twin Paths===&lt;br /&gt;
Vexed by how to safely collect loot and clean traps when ambushes are always ready to spring? Don't want to sacrifice animals? This trap is like the above-mentioned chasm trap with one difference: When the bridges are retracted, anything on them falls into a pathway the same shape as the bridge pathway. This pathway contains many (or ideally is covered by) weapon traps. A lever attached to all the bridges can spring or reset this trap, and a pressure plate part of the way down the bridge path can catch ambushes. This method drops invaders or ambushers to where your dwarves can safely loot them, and if one of your own dwarves is caught, the weapon traps do not target them.&lt;br /&gt;
&lt;br /&gt;
===Semi-automatic Orcsicle maker===&lt;br /&gt;
Similar to the afore mentioned Degrinchinator design but with the possibility for corridors 2 tiles or more wide and without the need to mine the ice out again afterwards as it all melts at the push of a lever and is drained away with pumps.&lt;br /&gt;
&lt;br /&gt;
Observe: http://mkv25.net/dfma/movie-1675-semi-automaticorcsiclemaker&lt;br /&gt;
&lt;br /&gt;
Basically you heat a corridor from below with magma. You can then flood this corridor with water without the water freezing (because of the magma). Then if you remove the magma from the room bellow the water will freeze killing anything in it. Refilling the room bellow with magma melts the ice allowing pumps to drain the room.&lt;br /&gt;
&lt;br /&gt;
[[User:Vattic/Orcsicle_maker_Explained|In depth design, pictures and caveats for this trap.]]&lt;br /&gt;
&lt;br /&gt;
{{Category|Guides}}&lt;br /&gt;
{{Category|Fortress defense| }}&lt;br /&gt;
{{Category|World}}&lt;br /&gt;
{{Category|Design}}&lt;/div&gt;</summary>
		<author><name>Deltaway</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Thread&amp;diff=158936</id>
		<title>v0.31:Thread</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Thread&amp;diff=158936"/>
		<updated>2011-12-27T15:54:16Z</updated>

		<summary type="html">&lt;p&gt;Deltaway: Confirmed &amp;quot;Fine&amp;quot; quality and added proper timestamp&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|15:53 27 December 2011 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
There are two plants and three types of [[web]]s that can be turned into '''thread'''.  Thread can then be woven into '''cloth''', which then can be used to create a variety of textile products such as [[bag]]s, [[clothing]], [[Restraint|rope]] or [[craft]]s. ''(For a full discussion of the process and possibilities, see [[clothing industry]].)''&lt;br /&gt;
&lt;br /&gt;
Animal hair that is produced from a butchered animal can also be spun into [[yarn]] '''thread''' at a [[farmer's workshop]] using the &amp;quot;Spin Thread&amp;quot; order, but cannot be used for the production of '''cloth''' or related items.&lt;br /&gt;
&lt;br /&gt;
A [[dwarf]] with the [[thresher]] [[labor]] enabled can process plants (either [[rope reed]]s or [[pig tail]]s) into '''thread''' at a [[farmer's workshop]] with the &amp;quot;Process Plants&amp;quot; job order.  With a [[loom]], any dwarf with the [[weaver]] [[labor]] enabled will ''automatically'' collect any spider* [[silk]] [[web]]s that are on the ground, turning them into thread.&lt;br /&gt;
&lt;br /&gt;
Any '''thread''' can also be used at a Hospital to treat the wounded by suturers. This is the only use of threads made from the hair of non-shearable creatures, as they cannot be spun into [[yarn]].&lt;/div&gt;</summary>
		<author><name>Deltaway</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Thought&amp;diff=158935</id>
		<title>v0.31:Thought</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Thought&amp;diff=158935"/>
		<updated>2011-12-27T15:53:30Z</updated>

		<summary type="html">&lt;p&gt;Deltaway: Promoted article to &amp;quot;Exceptional&amp;quot; and added proper timestamp&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|15:52 27 December 2011 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Thoughts''' are the reported observations and sentiments of the [[Dwarves]] in [[Dwarf fortress mode|Fortress Mode]].  Over the course of play, a dwarf will experience things that make them more or less happy, with each experience recorded and displayed as a Thought.  The rate at which a dwarf gains certain thoughts is controlled by [[personality]].&lt;br /&gt;
&lt;br /&gt;
Dwarven psychology is relatively simple.  There are Good Thoughts and Bad Thoughts.  Lots of Good Thoughts will make your dwarves ecstatic [[party|party animals]] who have lots of [[children]].  Too many Bad Thoughts and your dwarves will throw [[tantrum|tantrums]].  Too many tantrums and the Bad Thoughts will [[Fun|spread]].  If you wish to avoid Bad Thoughts, please consult ways of [[keeping your dwarves happy]].&lt;br /&gt;
&lt;br /&gt;
The change in [[Status icon|status]] that triggers bad thoughts about thirst, hunger, and fatigue can also slow the speed at which a dwarf works and moves.  To view a dwarf's recent thoughts and current happiness level, press {{key|k}}, move the cursor to the dwarf, and press {{key|enter}} twice.  (Or {{key|v}}, move to the dwarf, then {{key|z}} and {{key|enter}}.)  Now you will see a page describing the dwarf's feelings and thoughts, physical description, and a set of phrases describing personality traits.  A dwarf's level of happiness will affect the type of [[strange mood]] they fall into should they be chosen for one.&lt;br /&gt;
&lt;br /&gt;
Below are thoughts your dwarves may experience over the course of a game.  For a full list of the game's programmed thoughts (whether or not they appear in gameplay), please see the [[List of Dwarven Thoughts]].&lt;br /&gt;
&lt;br /&gt;
==Happy Thoughts==&lt;br /&gt;
{| border = &amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Thought&lt;br /&gt;
!Triggered by&lt;br /&gt;
|-&lt;br /&gt;
|Slept in a (good quality) [[bedroom]] recently&lt;br /&gt;
|Self-explanatory - note that it does not need to be the dwarf's assigned quarters&lt;br /&gt;
|-&lt;br /&gt;
|Dined in a (good quality) [[dining room]] lately&lt;br /&gt;
|Self-explanatory&lt;br /&gt;
|-&lt;br /&gt;
|Admired a (good quality) (object) lately&lt;br /&gt;
|Passed right next to or over a constructed piece of [[furniture]] and noticed it. Influenced by value, not quality as implied by the thought &amp;lt;sub&amp;gt;(what are the chances of noticing an object?)&amp;lt;/sub&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Talked with a spouse lately&lt;br /&gt;
|Married dwarves idling in the same room&lt;br /&gt;
|-&lt;br /&gt;
|Talked with a friend lately&lt;br /&gt;
|Idling in the same room with a friend&lt;br /&gt;
|-&lt;br /&gt;
|Talked with a child recently&lt;br /&gt;
|When talking to the dwarf's own son or daughter (whether a child or adult)&lt;br /&gt;
|-&lt;br /&gt;
|Made a friend recently&lt;br /&gt;
|Idling in the same room with a dwarf who prefers socializing&lt;br /&gt;
|-&lt;br /&gt;
|Had a [[soap|nice bath]] recently&lt;br /&gt;
|Usually from [[healthcare|Clean Patient]]&lt;br /&gt;
|-&lt;br /&gt;
|Had a wonderful soapy [[soap|bath]] recently&lt;br /&gt;
|Dwarf cleaned contaminants from self using soap&lt;br /&gt;
|-&lt;br /&gt;
|Was comforted by a lovely [[waterfall]] lately&lt;br /&gt;
|Sprayed by mist from a waterfall.&lt;br /&gt;
|-&lt;br /&gt;
|Was comforted by a wonderful [[creature]] in a [[cage]] recently&lt;br /&gt;
|Passed near a caged favorite creature.&lt;br /&gt;
|-&lt;br /&gt;
|Was glad to have [[justice|punishment]] (delayed/reduced) recently&lt;br /&gt;
|No one around to execute the dwarf's punishment&lt;br /&gt;
|-&lt;br /&gt;
|Satisfied at work lately&lt;br /&gt;
|When the dwarf works with materials, items or animals he/she likes.&lt;br /&gt;
|-&lt;br /&gt;
|Took someone to [[hospital|bed]] recently&lt;br /&gt;
|Moved an unconscious (usually injured) dwarf to a bed.&lt;br /&gt;
|-&lt;br /&gt;
|Enjoyed throwing something recently&lt;br /&gt;
|Threw an item during a [[tantrum]]&lt;br /&gt;
|-&lt;br /&gt;
|Enjoyed smashing a building recently&lt;br /&gt;
|Destroyed a building or piece of furniture during a [[tantrum]]&lt;br /&gt;
|-&lt;br /&gt;
|Enjoyed starting a fist fight recently&lt;br /&gt;
|Attacked another dwarf during a [[tantrum]]&lt;br /&gt;
|-&lt;br /&gt;
|Is quite pleased with making an [[artifact]]&lt;br /&gt;
|Crafted an artifact&lt;br /&gt;
|-&lt;br /&gt;
|Took joy in slaughter lately&lt;br /&gt;
|Have killed another creature&lt;br /&gt;
|-&lt;br /&gt;
|Adopted a new pet recently&lt;br /&gt;
|self-explaining&lt;br /&gt;
|-&lt;br /&gt;
|Was pleased to have been able to give somebody (food/water) lately&lt;br /&gt;
|When a dwarf with a kind personality feeds or gives water to another.&lt;br /&gt;
|-&lt;br /&gt;
|Gave somebody (food/water) lately&lt;br /&gt;
|When a dwarf feeds or gives water to another.&lt;br /&gt;
|-&lt;br /&gt;
|Was able to rest and recuperate lately&lt;br /&gt;
|Self-explanatory&lt;br /&gt;
|-&lt;br /&gt;
|Had a (fine/truly decadent/legendary) [[booze|drink]] lately&lt;br /&gt;
|Dwarf drank alcohol they have a [[preference]] for.  The thought is happier if the booze is home-brewed.&lt;br /&gt;
|-&lt;br /&gt;
|Had a (fine/truly decadent/legendary) [[food|meal]] lately&lt;br /&gt;
|Dwarf ate food they have a [[preference]] for.  The thought is happier if the meal is homemade.&lt;br /&gt;
|-&lt;br /&gt;
|Beat somebody recently&lt;br /&gt;
|Administering [[Justice]]&lt;br /&gt;
|-&lt;br /&gt;
|Is happy to be free&lt;br /&gt;
|Was [[Justice|jailed]], and was released recently&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Unhappy Thoughts==&lt;br /&gt;
{| border = &amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Thought&lt;br /&gt;
!Triggered by&lt;br /&gt;
|-&lt;br /&gt;
|Dummy|Complained of (hunger/thirst) lately&lt;br /&gt;
|Got hungry/thirsty and didn't eat or drink soon enough (actual time unmeasured).&lt;br /&gt;
|-&lt;br /&gt;
|Has been (starving/dehydrated) recently&lt;br /&gt;
|Has not had food or drink for a long time and will soon [[death|die]].&lt;br /&gt;
|-&lt;br /&gt;
|Forced to eat vermin to survive lately&lt;br /&gt;
|Dwarf hunted vermin for food due to starvation.  Will still die soon without real food.&lt;br /&gt;
|-&lt;br /&gt;
|Complained about the nasty water lately&lt;br /&gt;
|Got thirsty and had to drink from open water because no alcohol or at least a [[well]] was available&lt;br /&gt;
|-&lt;br /&gt;
|Was forced to drink vomit lately&lt;br /&gt;
|A tainted water source causes this little gem.&lt;br /&gt;
|-&lt;br /&gt;
|Disgusted by a miasma recently&lt;br /&gt;
|Dwarf was exposed to [[miasma]]&lt;br /&gt;
|-&lt;br /&gt;
|Accidentally killed somebody in a fit of rage lately&lt;br /&gt;
|Killed a dwarf or someone's pet during a [[tantrum]]&lt;br /&gt;
|-&lt;br /&gt;
|Has been (tired/exhausted) lately&lt;br /&gt;
|Became sleepy but wasn't able to [[sleep]] because a task had to be completed.  Exhaustion is extreme tiredness and may come from over-exertion.&lt;br /&gt;
|-&lt;br /&gt;
|Was (put off/flustered/upset/very upset/greatly upset/angered/enraged/shattered/traumatized/utterly traumatized) by a lesser's pretentious (office/sleeping/dining/burial) arrangements recently&lt;br /&gt;
|[[Noble]] dwarf is jealous of a lower-ranked dwarf's room and will soon go [[insanity|insane]].&lt;br /&gt;
|-&lt;br /&gt;
|Slept in a (poor/very poor/awful/horrible/horribly substandard) bedroom recently &lt;br /&gt;
|Noble dwarf has slept in an unsatisfactory [[bedroom]].  Increasing levels of badness.&lt;br /&gt;
|-&lt;br /&gt;
|Conducted a meeting in a (poor/very poor/awful/horrible/horribly substandard) setting recently&lt;br /&gt;
|Noble dwarf hates the [[office]] provided them for meetings.&lt;br /&gt;
|-&lt;br /&gt;
|Dined in a (poor/very poor/awful/horrible/horribly substandard) dining room recently&lt;br /&gt;
|Stupid noble wants a better [[dining room]].&lt;br /&gt;
|-&lt;br /&gt;
|Worried greatly about not having a tomb after gaining another year &lt;br /&gt;
|Noble dwarf is upset about lacking a [[tomb]] on their birthday.&lt;br /&gt;
|-&lt;br /&gt;
|Worried about having a (poor/very poor/awful/horrible/horribly substandard) tomb after gaining another year &lt;br /&gt;
|As above, but the dwarf has a tomb, just one that isn't good enough&lt;br /&gt;
|-&lt;br /&gt;
|Was (very/greatly) angered at the state of demands recently &lt;br /&gt;
|Noble dwarf [[demand|demanded]] something that wasn't provided.&lt;br /&gt;
|-&lt;br /&gt;
|Upset by having a mandate ignored lately&lt;br /&gt;
|Noble issued a [[mandate]] that went unfulfilled.&lt;br /&gt;
|-&lt;br /&gt;
|Upset that a criminal could not be properly punished&lt;br /&gt;
|A dwarf became a criminal without an established [[Justice]] system present.&lt;br /&gt;
|-&lt;br /&gt;
|Upset by not having enough (chests/cabinets/weapon racks/armor stands) lately&lt;br /&gt;
|Noble doesn't have enough of their position's furniture requirements.&lt;br /&gt;
|-&lt;br /&gt;
|Attacked/Haunted by the dead lately&lt;br /&gt;
|Dwarf was frightened or injured by an unacquainted ghost.  Hauntings aren't as bad as attacks for the dwarven psyche.&lt;br /&gt;
|-&lt;br /&gt;
|Attacked/Haunted by a dead (spouse/lover/sibling/and still annoying acquaintance) lately&lt;br /&gt;
|Dwarf was frightened or injured by an acquainted ghost, somewhat worse than the above thought.&lt;br /&gt;
|-&lt;br /&gt;
|Attacked/Haunted by own dead (mother/father/child) lately&lt;br /&gt;
|Dwarf was frightened or injured by a closely-related ghost.  This is a very bad thought.&lt;br /&gt;
|-&lt;br /&gt;
|Yelled at somebody in charge lately (but only got angrier)&lt;br /&gt;
|Dwarf yelled at a Leader/Mayor and felt worse afterward.&lt;br /&gt;
|-&lt;br /&gt;
|Cried on somebody in charge lately (but only felt more depressed) &lt;br /&gt;
|Like above, but for dwarves less prone to anger/more prone to depression.&lt;br /&gt;
|-&lt;br /&gt;
|Complained of the lack of chairs lately&lt;br /&gt;
|Was eating and couldn't find an unoccupied [[chair]].&lt;br /&gt;
|-&lt;br /&gt;
|Complained of the crowded tables lately&lt;br /&gt;
|Tried to eat at a table someone else was already eating at.&lt;br /&gt;
|-&lt;br /&gt;
|Complained of the lack of dining tables lately&lt;br /&gt;
|Was eating and couldn't find an unused [[table]] next to the chair it sat on while eating.&lt;br /&gt;
|-&lt;br /&gt;
|Depressed about being confined&lt;br /&gt;
|Dwarf is in [[jail|prison]].&lt;br /&gt;
|-&lt;br /&gt;
|Slept uneasily due to noise lately&lt;br /&gt;
|Was sleeping in the zone of influence of a [[noise]] source.&lt;br /&gt;
|-&lt;br /&gt;
|Woken by noise while sleeping recently&lt;br /&gt;
|As above, but a worse thought from being closer to noise.&lt;br /&gt;
|-&lt;br /&gt;
|Slept without a proper room recently&lt;br /&gt;
|Was sleeping and couldn't find a bed designated as a [[bedroom]] not assigned to someone else.&lt;br /&gt;
|-&lt;br /&gt;
|Slept in the (mud/dirt/grass/rocks/ice/a ('rough stone') floor) recently&lt;br /&gt;
|Could not find any [[bed]] for sleeping, or Dwarf is a [[ambusher|Hunter]].  The thought may be worse with certain terrain.&lt;br /&gt;
|-&lt;br /&gt;
|Slept on rocks/pebbles/ice/a floor/a pile of driftwood) recently&lt;br /&gt;
|Like above.  May or may not be a slightly better thought.&lt;br /&gt;
|-&lt;br /&gt;
|Caught in the rain recently&lt;br /&gt;
|Went outside while it was [[weather|raining]]&lt;br /&gt;
|-&lt;br /&gt;
|(Irritated/Nauseated) by the sun lately&lt;br /&gt;
|Is suffering from [[cave adaptation]] and went outside.  Nausea indicates a more serious case.&lt;br /&gt;
|-&lt;br /&gt;
|Annoyed by flies&lt;br /&gt;
|Shared a tile with [[fly|flies]].&lt;br /&gt;
|-&lt;br /&gt;
|Accosted by terrible vermin&lt;br /&gt;
|Exposed to [[vermin]] that the dwarf particularly hates.&lt;br /&gt;
|-&lt;br /&gt;
|Saw something unpleasant in a cage recently&lt;br /&gt;
|Dwarf examined a cage containing hated vermin&lt;br /&gt;
|-&lt;br /&gt;
|Killed somebody by accident while sparring recently&lt;br /&gt;
|Sparring dwarf accidentally(?) kills another.  Defunct now that sparring is now totally safe, whatever weapons are used.&lt;br /&gt;
|-&lt;br /&gt;
|Had a miscarriage recently&lt;br /&gt;
|Pregnant dwarves that lose their baby before birth (like female military getting too much damage to the lower body)&lt;br /&gt;
|-&lt;br /&gt;
|Attacked recently&lt;br /&gt;
|Dwarf was assaulted by a hostile creature.&lt;br /&gt;
|-&lt;br /&gt;
|Witnessed death&lt;br /&gt;
|Present while another dwarf died. &lt;br /&gt;
|-&lt;br /&gt;
|Lost a (friend/pet) to tragedy recently&lt;br /&gt;
|A dwarf with relationship status &amp;quot;Friend&amp;quot; or a pet died.&lt;br /&gt;
|-&lt;br /&gt;
|Lost a (family member) to tragedy recently&lt;br /&gt;
|Someone related to the dwarf has died.  Worse thought than above. &lt;br /&gt;
|-&lt;br /&gt;
|Forced to endure the decay of a (friend/pet/family member/annoying acquaintance)&lt;br /&gt;
|Dwarf was exposed to the [[miasma|rotten]] corpse of a companion, loved one or rival.&lt;br /&gt;
|-&lt;br /&gt;
|Unable to find somebody in charge to cry on lately&lt;br /&gt;
|Dwarf couldn't complain to the Expedition Leader/Mayor, either because they are inaccessible or busy. This may also include other nobles.&lt;br /&gt;
|-&lt;br /&gt;
|Upset that a criminal could not be properly punished&lt;br /&gt;
|Crimes always have an &amp;quot;injured&amp;quot; party (the noble who assigns the mandate), and a &amp;quot;criminal&amp;quot; party (the dwarf who breaks the mandate). The injured party gets this thought if the criminal goes unpunished.&lt;br /&gt;
|-&lt;br /&gt;
|Was (very) embarrassed to have to conduct an official meeting in a (dining room/bedroom)&lt;br /&gt;
|Noble dwarf had to meet a diplomat without an office (or any dining room, if the bedroom was used).&lt;br /&gt;
|-&lt;br /&gt;
|Incredibly embarrassed not to have any rooms lately &lt;br /&gt;
|Noble dwarf went without any kind of room to conduct a meeting in.&lt;br /&gt;
|-&lt;br /&gt;
|Beaten recently&lt;br /&gt;
|[[Justice]] served.&lt;br /&gt;
|-&lt;br /&gt;
|(Irritated at/Unhappy at/Suffered the pain of) having to haul somebody to bed lately&lt;br /&gt;
|Selfish dwarves will be annoyed at needing to help others.&lt;br /&gt;
|-&lt;br /&gt;
|(Irritated at/Unhappy at/Suffered the pain of) having to give somebody (food/water) lately&lt;br /&gt;
|As above, with bringing food or drink to others.&lt;br /&gt;
|-&lt;br /&gt;
|Sustained (minor/major) injuries recently&lt;br /&gt;
|Dwarf recently suffered torn arteries and/or broken bones.&lt;br /&gt;
|-&lt;br /&gt;
|Knocked out during a cave-in lately&lt;br /&gt;
|Being caught in a [[cave-in]].  May or may not be coupled with the above thought.&lt;br /&gt;
|-&lt;br /&gt;
|Choked on smoke/dust underground lately &lt;br /&gt;
|Dwarf was exposed to either smoke from a [[fire]] or [[dust]] from a cave-in.&lt;br /&gt;
|-&lt;br /&gt;
|Suffered the travesty of art defacement&lt;br /&gt;
|Loss of a masterpiece, (usually destroyed or stolen). This is a pretty major hit. Can include mining through an engraved wall or allowing a masterful meal to rot away.&lt;br /&gt;
|-&lt;br /&gt;
|Complained about the draft lately&lt;br /&gt;
|Civilian dwarf enters [[military]] duty and becomes a Recruit.&lt;br /&gt;
|-&lt;br /&gt;
|Upset about being relieved from duty&lt;br /&gt;
|Military dwarf is removed from active duty and becomes a Peasant.&lt;br /&gt;
|-&lt;br /&gt;
|(Complained about/Enraged by/Depressed by) long patrol duty&lt;br /&gt;
|Military dwarf has active order (or training) for more than one month (one for complaining, two for growing enraged/depressed if the dwarf is slow to anger). Soldiers stop getting this thought upon becoming [[Hero]]es.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Negative Thought Modifiers==&lt;br /&gt;
* &amp;quot;is quick to tire&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Positive Thought Modifiers==&lt;br /&gt;
&lt;br /&gt;
==Effects of Thoughts==&lt;br /&gt;
A positive thought improves a dwarfs mood. A negative thought lowers a dwarfs mood.&lt;br /&gt;
&lt;br /&gt;
== The mechanics of thoughts ==&lt;br /&gt;
&lt;br /&gt;
A dwarf's emotional state is quantified in a single number which is influenced by recent thoughts in an unknown manner.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;4&amp;quot; style=&amp;quot;border-collapse:collapse&amp;quot;&lt;br /&gt;
! Number&lt;br /&gt;
! Happiness&lt;br /&gt;
|-&lt;br /&gt;
| 151 or more || ecstatic&lt;br /&gt;
|-&lt;br /&gt;
| 126 to 150 || happy&lt;br /&gt;
|-&lt;br /&gt;
| 76 to 125 || quite content&lt;br /&gt;
|-&lt;br /&gt;
| 51 to 75 || fine&lt;br /&gt;
|-&lt;br /&gt;
| 26 to 50 || unhappy&lt;br /&gt;
|-&lt;br /&gt;
| 1 to 25 || very unhappy&lt;br /&gt;
|-&lt;br /&gt;
| 0 || miserable &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Category|Thoughts}}&lt;/div&gt;</summary>
		<author><name>Deltaway</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Temperature&amp;diff=158934</id>
		<title>v0.31:Temperature</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Temperature&amp;diff=158934"/>
		<updated>2011-12-27T15:52:15Z</updated>

		<summary type="html">&lt;p&gt;Deltaway: Confirmed &amp;quot;Fine&amp;quot; quality and added proper timestamp&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|15:51 27 December 2011 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
''For temperature as it relates to choosing an embarkation site, see [[Climate]].''&lt;br /&gt;
&lt;br /&gt;
==Temperature scale==&lt;br /&gt;
Dwarf Fortress uses its own temperature scale in most cases, often called &amp;quot;Degrees [[Main:Urist|Urist]]&amp;quot; on this wiki.&lt;br /&gt;
So if you see something like [HOMEOTHERM:10067], don't be amazed.&lt;br /&gt;
&lt;br /&gt;
[[Magma]]'s temperature is 12,000° Urist.&lt;br /&gt;
&lt;br /&gt;
The highest possible temperature in Dwarf Fortress is 60,000°U - the temperature 60,001°U is used internally for temperatures which have been set to &amp;quot;NONE&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===Conversion===&lt;br /&gt;
&lt;br /&gt;
[DF scale] = [FAHRENHEIT] + 9968&lt;br /&gt;
&lt;br /&gt;
[DF scale] = [CELSIUS] * 9/5 + 10000&lt;br /&gt;
&lt;br /&gt;
[DF scale] = [KELVIN] * 9/5 + 9508.33&lt;br /&gt;
&lt;br /&gt;
[DF scale] = [RANKINE] + 9508.33&lt;br /&gt;
&lt;br /&gt;
''(Note: Mod-makers may find this [http://www.bay12forums.com/smf/index.php?topic=80523.0 Temperature Conversion Utility] handy if they find themselves having to convert a lot of temperatures to and/or from Degrees Urist.)''&lt;br /&gt;
&lt;br /&gt;
===Reference Chart===&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Significance&lt;br /&gt;
! DF Scale&lt;br /&gt;
! Fahrenheit&lt;br /&gt;
! Celsius&lt;br /&gt;
! Kelvin&lt;br /&gt;
! Rankine&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Boiling Point of Water&lt;br /&gt;
| 10180&lt;br /&gt;
| 212&lt;br /&gt;
| 100&lt;br /&gt;
| 373.15&lt;br /&gt;
| 671.67&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Human Body Temperature&lt;br /&gt;
| 10066.6&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
| 98.6&lt;br /&gt;
| 37.0&lt;br /&gt;
| 310.15&lt;br /&gt;
| 558.27&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Freezing Point of Water&lt;br /&gt;
| 10000&lt;br /&gt;
| 32&lt;br /&gt;
| 0&lt;br /&gt;
| 273.15&lt;br /&gt;
| 491.67&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Absolute Zero&lt;br /&gt;
| 9508.33&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
| -459.67&lt;br /&gt;
| −273.15&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DF Scale's Zero&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
| 0&lt;br /&gt;
| -9968&lt;br /&gt;
| -5555.555...&lt;br /&gt;
| -5282.40555...&lt;br /&gt;
| -9508.33&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
:&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; - Yes, temperatures in Dwarf Fortress can go '''far, far''' below absolute zero, which is physically impossible. Considering Dwarf Fortress also allows [[water wheel#Perpetual motion|perpetual motion]], it's best not to ask questions.&lt;br /&gt;
:&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; - Technically, fractional/decimal temperatures are not possible in Dwarf Fortress, as they are stored as unsigned 16-bit integers. For instance, body temp for humans in the raws is rounded to 10067.&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Some general information about temperatures in DF (copied from somewhere on the forums):&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Event / location&lt;br /&gt;
! Temperature&lt;br /&gt;
|-&lt;br /&gt;
| alcohol freezes&lt;br /&gt;
| 9850 U&lt;br /&gt;
|-&lt;br /&gt;
| water freezes&lt;br /&gt;
| 10000 U&lt;br /&gt;
|-&lt;br /&gt;
| underground&lt;br /&gt;
| 10015 U&lt;br /&gt;
|-&lt;br /&gt;
| outside (varies)&lt;br /&gt;
| 10048 U&lt;br /&gt;
|-&lt;br /&gt;
| dwarf/human body temp&lt;br /&gt;
| 10067 U&lt;br /&gt;
|-&lt;br /&gt;
| floor above magma&lt;br /&gt;
| 10075 U&lt;br /&gt;
|-&lt;br /&gt;
| fat melts&lt;br /&gt;
| 10078 U&lt;br /&gt;
|-&lt;br /&gt;
| water boils&lt;br /&gt;
| 10180 U&lt;br /&gt;
|-&lt;br /&gt;
| fire&lt;br /&gt;
| 11000 U&lt;br /&gt;
|-&lt;br /&gt;
| common stone melts&lt;br /&gt;
| 11500 U&lt;br /&gt;
|-&lt;br /&gt;
| magma&lt;br /&gt;
| 12000 U&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Melting point==&lt;br /&gt;
&lt;br /&gt;
This is the temperature at which the material will melt.&lt;br /&gt;
&lt;br /&gt;
==Boiling point==&lt;br /&gt;
&lt;br /&gt;
This is the temperature at which the material will evaporate.&lt;br /&gt;
&lt;br /&gt;
==Ignition point==&lt;br /&gt;
&lt;br /&gt;
This is the temperature at which the material will catch fire.&lt;br /&gt;
&lt;br /&gt;
==Heat damage point==&lt;br /&gt;
&lt;br /&gt;
This is the temperature above which the material will begin to take heat [[wear|damage]]. Burning items without a heat damage point (or with an exceptionally high one) will take damage very slowly, causing them to burn for a very long time (9 months and 16.8 days) before disappearing.&lt;br /&gt;
&lt;br /&gt;
==Cold damage point==&lt;br /&gt;
&lt;br /&gt;
This is the temperature below which the material will begin to take frost [[wear|damage]].&lt;br /&gt;
&lt;br /&gt;
==Specific heat==&lt;br /&gt;
&lt;br /&gt;
This determines how long it takes the material to heat up or cool down. A material with a high specific heat capacity will change temperature more slowly.&lt;br /&gt;
&lt;br /&gt;
==Fixed temperature==&lt;br /&gt;
&lt;br /&gt;
A material's temperature can be forced to always be a certain value via the MAT_FIXED_TEMP [[material definition token]].  The only standard material which uses this is [[nether-cap]] wood, whose temperature is always at the melting point of water.  If a material's temperature is fixed to between its cold damage point and its heat damage point, then items made from that material will never suffer cold/heat damage unless [[dump]]ed into [[magma]] or [[water]].  This makes nether-cap wood [[fire-safe]] and [[magma safe]], in spite of being [[wood]].&lt;br /&gt;
&lt;br /&gt;
The fixed temperature of an item is set when the item comes into existence, so you can't change the MAT_FIXED_TEMP token to cause an existing item to melt/burn/etc.&lt;br /&gt;
&lt;br /&gt;
The fixed temperature of a [[container]] has no effect on its contents, so you can't freeze [[water]] by putting it into a [[bucket]] made from nether cap.&lt;br /&gt;
&lt;br /&gt;
The fixed temperature of a substance only affects items made from that substance.  For example, setting a type of rock to have a fixed temperature over its melting point won't cause walls made from that rock to instantly melt, cause ice walls adjacent to the rock walls to melt, or even cause them to be considered [[warm stone]].&lt;/div&gt;</summary>
		<author><name>Deltaway</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Stockpile_design&amp;diff=158933</id>
		<title>40d:Stockpile design</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Stockpile_design&amp;diff=158933"/>
		<updated>2011-12-27T15:51:17Z</updated>

		<summary type="html">&lt;p&gt;Deltaway: Confirmed &amp;quot;Exceptional&amp;quot; quality and added proper timestamp&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|15:50 27 December 2011 (UTC)}}{{av}}&lt;br /&gt;
== Workshop layout for efficient hauling ==&lt;br /&gt;
&lt;br /&gt;
Placement of workshops based around the flow of materials from workshop to workshop can make hauling faster and more efficient.  For example, farms near your kitchen and brewery near your dining room which supplies seeds back to the farm.&lt;br /&gt;
&lt;br /&gt;
=== Farm-centric ===&lt;br /&gt;
&lt;br /&gt;
[[Farm|Farms]] feed a wide array of workshops.  Farms directly feed the [[kitchen]], [[still]], [[millstone]] (or [[quern]]) and [[farmer's workshop]].  The mill and farmer's workshop feed the [[loom]] and [[dyer]] which feed the [[clothier]].  Farms are in turn supplied seeds from the still, mill, farmer's workshop and dining rooms completing the cycle of life.&lt;br /&gt;
&lt;br /&gt;
As such, it's a good idea to design all these workshops and their stockpiles around each other.  Farms can only be built in certain places, so that dictates the location and layout.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Workshop/Profession stockpiles ==&lt;br /&gt;
&lt;br /&gt;
It's often efficient to design your stockpiles around workshops to ensure they have the materials they need close at hand.&lt;br /&gt;
&lt;br /&gt;
=== Stockpile placement ===&lt;br /&gt;
&lt;br /&gt;
One strategy is to place the feeder stockpile immediately around the workshop.  This works ok with a single workshop, but it doesn't expand well.&lt;br /&gt;
&lt;br /&gt;
  SSSSS   S feeder stockpile&lt;br /&gt;
  SWWWS   W workshop&lt;br /&gt;
  SWWWS&lt;br /&gt;
  SWWWS&lt;br /&gt;
  SSSSS&lt;br /&gt;
&lt;br /&gt;
A better strategy is to put the workshop's stockpile above or below it.  This keeps the stockpiles close to the workshops, lets the workshops expand and you can expand the stockpiles above and below as necessary.  It works particularly well with multiple similar workshops working off the same stockpile.&lt;br /&gt;
&lt;br /&gt;
           adjacent z-level&lt;br /&gt;
  WWW WWW      SSSSSSS&lt;br /&gt;
  WWW&amp;lt;WWW      SSS&amp;gt;SSS&lt;br /&gt;
  WWW WWW      SSSSSSS&lt;br /&gt;
&lt;br /&gt;
=== Bone Carver ===&lt;br /&gt;
&lt;br /&gt;
Create a refuse stockpile with only bone, shell and skulls.  Make sure none of your real refuse stockpiles take them.&lt;br /&gt;
&lt;br /&gt;
=== Butcher &amp;amp; Tanning ===&lt;br /&gt;
&lt;br /&gt;
Because tanners are supplied directly from a butcher it's best to put them right next to each other.  Designate a refuse stockpile taking corpses for the butcher and Fresh raw skin for the tanner. Alternatively, it may be wise to ensure that fresh raw skins are not accepted by ''any'' stockpiles so that they may be taken directly from the butcher's shop to be tanned.&lt;br /&gt;
&lt;br /&gt;
Place a [[refuse stockpile]] nearby, behind an airlock to keep out the [[miasma]], to take the chunks and other useless by-products.&lt;br /&gt;
&lt;br /&gt;
=== Kitchen ===&lt;br /&gt;
&lt;br /&gt;
A food stockpile accepting meat/fish, raw edible [[crop|plants]]*, [[cheese]], [[Quarry bush|leaves]], cookable [[mill|milled]] plants (everything but the [[dye|dyes]]), [[fat]], cookable [[extract|extracts]] ([[Dwarven syrup]] and all the [[milk|milks]]).  If you cook [[Alcohol|booze]], include that.  If you want to reserve some edible plants for [[brew|brewing]], leave them out.  Allow the maximum barrels. Remember to turn off prepared food.&lt;br /&gt;
:''(* [[plump helmet]], [[muck root]], [[bloated tuber]], [[prickle berry]], [[wild strawberry]], [[rat weed]], [[fisher berry]] and [[sun berry]])''&lt;br /&gt;
&lt;br /&gt;
=== Brewing ===&lt;br /&gt;
&lt;br /&gt;
A food stockpile accepting brewable [[plant|plants]]*.  Some of these have other uses, (like pig tail for weaving) so you might want to disallow them if you plan on using them for something else.  Remember to turn off prepared food.&lt;br /&gt;
:''(* [[plump helmet]], [[pig tail]], [[cave wheat]], [[sweet pod]], [[muck root]], [[bloated tuber]], [[prickle berry]], [[wild strawberry]], [[longland grass]], [[rat weed]], [[fisher berry]], [[rope reed]], [[sliver barb]], [[sun berry]], [[whip vine]])''&lt;br /&gt;
&lt;br /&gt;
Also include a barrel stockpile near your [[still]] to ensure a steady supply of empty barrels.&lt;br /&gt;
&lt;br /&gt;
=== Sparring ===&lt;br /&gt;
&lt;br /&gt;
A weapon stockpile near your barracks containing only low quality versions of weapons you want your soldiers to train with.  This will lessen the chance of your soliders picking up an ☼Obsidian Sword☼ lopping off their sparring partner's arm.  Enable all weapons you intend to train with.  Turn off traps, the Unusable flag, all metal except silver (and maybe copper) and high core qualities (total quality does not matter).  This should leave you with low damage bone, wood and silver weapons.  If you don't have any, assign an untrained dwarf to make copper weapons.&lt;br /&gt;
&lt;br /&gt;
Similarly, you can allocate a wood and bone ammo stockpile near your [[archery target]].&lt;br /&gt;
&lt;br /&gt;
The downside of a dedicated sparring stockpile is your dwarves will be armed with crap weapons when you send them out to battle.  To avoid this you need a weapons locker...&lt;br /&gt;
&lt;br /&gt;
=== Weapons Locker ===&lt;br /&gt;
&lt;br /&gt;
A weapons stockpile containing only your best weapons and ammo.  Enable metals, but remove the low damage metals (silver, copper, bronze &amp;amp; bismuth bronze and iron in that order).  Remove low core qualities.  Be sure to turn off Unusable.  What is &amp;quot;low&amp;quot; and &amp;quot;high&amp;quot; quality is relative to the overall quality of your fortress' weapons.&lt;br /&gt;
&lt;br /&gt;
Be sure to leave your dwarves with something to fight with!  If the best you have is low quality copper weapons, enable that.  If you have a mix of low quality materials with high quality craftsmanship, and vice-versa, consult the [[Weapons#damage calculation|weapon damage calculation]] formulas to figure out which combo comes out best for you.&lt;br /&gt;
&lt;br /&gt;
Place this stockpile in a room with a door near your barracks.  When the time comes to activate your military, switch them to unarmed so they'll drop their training weapons, station them in the weapon stockpile, wait until they get inside, forbid the door and then change them to use their trained weapons.  They'll have no choice but to pick up what's in the weapons locker with them.&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Stockpiles]]&lt;/div&gt;</summary>
		<author><name>Deltaway</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Stockpile_design&amp;diff=158932</id>
		<title>v0.31:Stockpile design</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Stockpile_design&amp;diff=158932"/>
		<updated>2011-12-27T15:50:40Z</updated>

		<summary type="html">&lt;p&gt;Deltaway: Confirmed &amp;quot;Exceptional&amp;quot; quality and added proper timestamp&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|15:50 27 December 2011 (UTC)}}{{av}}&lt;br /&gt;
== Workshop layout for efficient hauling ==&lt;br /&gt;
&lt;br /&gt;
Placement of workshops based around the flow of materials from workshop to workshop can make hauling faster and more efficient.  For example, farms near your kitchen and brewery near your dining room which supplies seeds back to the farm.&lt;br /&gt;
&lt;br /&gt;
=== Farm-centric ===&lt;br /&gt;
&lt;br /&gt;
[[Farm|Farms]] feed a wide array of workshops.  Farms directly feed the [[kitchen]], [[still]], [[millstone]] (or [[quern]]) and [[farmer's workshop]].  The mill and farmer's workshop feed the [[loom]] and [[dyer]] which feed the [[clothier]].  Farms are in turn supplied seeds from the still, mill, farmer's workshop and dining rooms completing the cycle of life.&lt;br /&gt;
&lt;br /&gt;
As such, it's a good idea to design all these workshops and their stockpiles around each other.  Farms can only be built in certain places, so that dictates the location and layout.&lt;br /&gt;
&lt;br /&gt;
== Workshop/Profession stockpiles ==&lt;br /&gt;
&lt;br /&gt;
It's often efficient to design your stockpiles around workshops to ensure they have the materials they need close at hand.&lt;br /&gt;
&lt;br /&gt;
=== Stockpile placement ===&lt;br /&gt;
&lt;br /&gt;
One strategy is to place the feeder stockpile immediately around the workshop.  This works OK with a single workshop, but it doesn't expand well.&lt;br /&gt;
&lt;br /&gt;
  SSSSS   S feeder stockpile&lt;br /&gt;
  SWWWS   W workshop&lt;br /&gt;
  SWWWS&lt;br /&gt;
  SWWWS&lt;br /&gt;
  SSSSS&lt;br /&gt;
&lt;br /&gt;
A better strategy is to put the workshop's stockpile above or below it.  This keeps the stockpiles close to the workshops, lets the workshops expand and you can expand the stockpiles above and below as necessary.  It works particularly well with multiple similar workshops working off the same stockpile.&lt;br /&gt;
&lt;br /&gt;
           adjacent z-level&lt;br /&gt;
  WWW WWW      SSSSSSS&lt;br /&gt;
  WWW&amp;lt;WWW      SSS&amp;gt;SSS&lt;br /&gt;
  WWW WWW      SSSSSSS&lt;br /&gt;
&lt;br /&gt;
=== Butcher &amp;amp; Tanning ===&lt;br /&gt;
&lt;br /&gt;
Because tanners are supplied directly from a butcher it's best to put them right next to each other.  Designate a refuse stockpile taking Corpses for the butcher and Fresh Raw Hides for the tanner. Alternatively, it may be wise to ensure that Fresh Raw Hides are not accepted by ''any'' stockpiles so that they may be taken directly from the Butcher's shop to be tanned.&lt;br /&gt;
&lt;br /&gt;
Place a [[refuse stockpile]] nearby, behind an airlock to keep out the [[miasma]], to take the chunks and other useless by-products.&lt;br /&gt;
&lt;br /&gt;
=== Kitchen ===&lt;br /&gt;
&lt;br /&gt;
A food stockpile accepting meat/fish, raw edible [[crop|plants]]*, [[cheese]], [[Quarry bush|leaves]], cookable [[mill|milled]] plants (everything but the [[dye|dyes]]), [[fat]], cookable [[extract|extracts]] ([[Dwarven syrup]] and all the [[milk|milks]]).  If you cook [[Alcohol|booze]], include that.  If you want to reserve some edible plants for [[brew|brewing]], leave them out.  Allow the maximum barrels. Remember to turn off prepared food.&lt;br /&gt;
:''(* [[plump helmet]], [[muck root]], [[bloated tuber]], [[prickle berry]], [[wild strawberry]], [[rat weed]], [[fisher berry]] and [[sun berry]])''&lt;br /&gt;
&lt;br /&gt;
=== Brewing ===&lt;br /&gt;
&lt;br /&gt;
A food stockpile accepting brewable [[plant|plants]]*.  Some of these have other uses, (like pig tail for weaving) so you might want to disallow them if you plan on using them for something else.  Remember to turn off prepared food.&lt;br /&gt;
:''(* [[plump helmet]], [[pig tail]], [[cave wheat]], [[sweet pod]], [[muck root]], [[bloated tuber]], [[prickle berry]], [[wild strawberry]], [[longland grass]], [[rat weed]], [[fisher berry]], [[rope reed]], [[sliver barb]], [[sun berry]], [[whip vine]])''&lt;br /&gt;
&lt;br /&gt;
Also include a barrel stockpile near your [[still]] to ensure a steady supply of empty barrels.&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Stockpiles]]&lt;/div&gt;</summary>
		<author><name>Deltaway</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Seed&amp;diff=158931</id>
		<title>v0.31:Seed</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Seed&amp;diff=158931"/>
		<updated>2011-12-27T15:49:57Z</updated>

		<summary type="html">&lt;p&gt;Deltaway: Confirmed &amp;quot;Fine&amp;quot; quality and added proper timestamp&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|15:49 27 December 2011 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
''Looking for information on world generation seeds? See [[Advanced_world_generation#Seed_Values|Advanced world generation]].''&lt;br /&gt;
&lt;br /&gt;
Seeds are used in [[farming]]. They can be stored in [[bag]]s (100 seeds per bag), which can in turn be stored in [[barrel]]s or [[pot]]s (10 bags per barrel/pot). Different seed types can't be mixed within a bag, so storing 10 seeds, one each of 10 different types, would require ten different bags. Seeds can be brought on embark, obtained by [[gather plants|gathering]] or growing the respective [[crops]], or by [[trading]]. When crops are eaten or used in [[brewing]], [[milling]] or [[plant processing]], they typically leave one or more plantable seeds. The exceptions are [[valley herb]], [[bloated tuber]], [[kobold bulb]], and [[muck root]], which will not leave behind seeds after processing. [[Cooking]] in a [[kitchen]] will not produce seeds when plants are cooked, even under the limit.&lt;br /&gt;
&lt;br /&gt;
There is a cap for number of seeds: once there are 200 seeds for one kind of plant, no seeds will be generated by either eating or processed in [[workshop]] that uses plants (saving a number of hauling jobs). Hitting the cap does not prevent player from buying extra seeds from traders.&lt;/div&gt;</summary>
		<author><name>Deltaway</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Release_information&amp;diff=158930</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=158930"/>
		<updated>2011-12-27T15:49:06Z</updated>

		<summary type="html">&lt;p&gt;Deltaway: Confirmed &amp;quot;Masterwork&amp;quot; quality and added proper timestamp&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Masterwork|15:48 27 December 2011 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
This version, '''DF 0.31.01''', was released on '''April 1st, 2010'''. The latest version is '''v{{current/version}}''', released on '''{{current/lastupdate}}'''.&lt;br /&gt;
This page lists the changes in the current [[version]] of [[Dwarf]] [[Fort]]ress.  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 [[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;
&lt;br /&gt;
== Newer Release informations ==&lt;br /&gt;
&lt;br /&gt;
For Bug Fixes of newer Versions please follow the links below.&lt;br /&gt;
* [[Release information/0.31.02]]&lt;br /&gt;
* [[Release information/0.31.03]]&lt;br /&gt;
* [[Release information/0.31.04]]&lt;br /&gt;
* [[Release information/0.31.05]]&lt;br /&gt;
* [[Release information/0.31.06]]&lt;br /&gt;
* [[Release information/0.31.07]]&lt;br /&gt;
* [[Release information/0.31.08]]&lt;br /&gt;
* [[Release information/0.31.09]]&lt;br /&gt;
* [[Release information/0.31.10]]&lt;br /&gt;
* [[Release information/0.31.11]]&lt;br /&gt;
* [[Release information/0.31.12]]&lt;br /&gt;
* [[Release information/0.31.13]]&lt;br /&gt;
* [[Release information/0.31.14]]&lt;br /&gt;
* [[Release information/0.31.15]]&lt;br /&gt;
* [[Release information/0.31.16]]&lt;br /&gt;
* [[Release information/0.31.17]]&lt;br /&gt;
* [[Release information/0.31.18]]&lt;br /&gt;
* [[Release information/0.31.19]]&lt;br /&gt;
* [[Release information/0.31.20]]&lt;br /&gt;
* [[Release information/0.31.21]]&lt;br /&gt;
* [[Release information/0.31.22]]&lt;br /&gt;
* [[Release information/0.31.23]]&lt;br /&gt;
* [[Release information/0.31.24]]&lt;br /&gt;
* [[Release information/0.31.25]]&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 [[weapon]]s 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 [[material]]s ([[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 [[material]]s 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;
* [[Weapon]]s and [[armor]] now use various &amp;quot;real world&amp;quot; [[attribute]]s 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;
see '''[[Material science]]''' for an explanation of what the yield/fracture/elasticity terminology means.&lt;br /&gt;
&lt;br /&gt;
* [[Mechanism]]s can be constructed out of more than stone, and more materials are [[magma-safe]], resulting in [[magma]] being easier to handle.&lt;br /&gt;
&lt;br /&gt;
===  [[raw file|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 [[Noble|new military positions]] (General/Lieutenant/Captain/Militia Commander/Militia Captain).&lt;br /&gt;
* [[Attribute]]s have also moved into the [[raw file|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 [[raw file|raws]].&lt;br /&gt;
** Some [[raw file|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 [[Saved game folder|save]] folder.&lt;br /&gt;
&lt;br /&gt;
===  The d# series (Not implemented in first release)=== &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 [[Key bindings|keys]] to one command.&lt;br /&gt;
** You can create keyboard [[Macros and Keymaps|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 the main menu screen.&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;
=== World Generation ===&lt;br /&gt;
* Island-type worlds are now the default choice&lt;br /&gt;
* An (incomplete) XML dump option of a world is now available.&lt;br /&gt;
&lt;br /&gt;
=== Controlling which announcements pause and recenter ===&lt;br /&gt;
&lt;br /&gt;
The file '''announcements.txt''' (at Dwarf Fortress/data/init/announcements.txt) can be used to control which [[announcement]]s do or don't cause the game to recenter and/or pause.  For example, you can make the game pause and recenter when ores and economic stones are uncovered, but not when ordinary stone like microcline is uncovered.&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;
* '''[[Captains]]''' can be appointed under your '''[[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 soldiers 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 '''[[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.  One such change is the addition of [[Combat Drills]].&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;
* Prior to .31.9 a position called the '''[[Arsenal dwarf]]''' existed who handled various [[equipment]] delegation. Toady One has removed the position for the time being (.9 onward)to make the equipment handling run smoother, it will reappear in later releases but not until it has some better uses.&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 soldiers 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 [[wood]]en 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|weapons]] now (they are not limited to the 6 weapons allowed in previous versions). &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 [[axe]]s/[[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 may 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 '''[[Labor#Viewing labors|logical groups]]''' to make assigning skills easier.&lt;br /&gt;
* [[Creatures]] now have a &amp;quot;'''[[situational awareness]]'''&amp;quot; [[skill]], which handles a creature's ability to deal with surprise attacks and ambushes.&lt;br /&gt;
* The [[wrestling]] [[skill]] has been split into the following skills:&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''' 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 adopt these new styles.&lt;br /&gt;
* Speaking of beards, as if it wasn't obvious by now, but this means [[dwarves]] finally have [[Beard|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 layers 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]] (known as a [[Dormitory]]) and squad barracks.&lt;br /&gt;
* Liaisons will 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;) has been entirely redone. You may set several custom alerts with a user defined behavior. 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;
* The [[Alerts]] system is also a part of how you get your Dwarves to [[Train]] (the new way to [[Spar]]).&lt;br /&gt;
* [[Reports|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 [[Reports|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;
* But wagons are gone, for the time being. Everything is carried by pack animals.&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;'''[[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 skills.&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. Bones 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 wounds 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, vomiting, 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 layers.&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 near the very bottom [[layer]] (ex:-150z tiles).&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;
* Chasms as they were in 40d 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 [[animal-people]] 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;
===  [[Hidden Fun Stuff]] ===&lt;br /&gt;
* The old [[HFS]] that we know of is gone, replaced by a [[eerie cavern|larger area]] that is both hard to get to and present on every map. The specific [[critter]]s of the old HFS did not survive [[version]] change and have been replaced with procedurally-generated beasties in greater numbers and strength.&lt;br /&gt;
* A secondary feature of the new HFS is the rarer [[curious structure]], of which there are one per map tile (as frequent as the old HFS).&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 have been toughed up a bit too much (bug). Don't expect to leave the Age of Myth.&lt;br /&gt;
* [[Titans]] in good areas will be benign/neutral to [[creatures]].&lt;br /&gt;
&lt;br /&gt;
==  Bugs ==&lt;br /&gt;
Please add bugs to [[Known bugs and issues]].  Please do not add them to this page.&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12games.com/dwarves/mantisbt/view_all_bug_page.php Official DF2010 bug tracker]&lt;/div&gt;</summary>
		<author><name>Deltaway</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Refuse_stockpile&amp;diff=158929</id>
		<title>40d:Refuse stockpile</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Refuse_stockpile&amp;diff=158929"/>
		<updated>2011-12-27T15:48:15Z</updated>

		<summary type="html">&lt;p&gt;Deltaway: Confirmed &amp;quot;Exceptional&amp;quot; quality and added proper timestamp&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|15:47 27 December 2011 (UTC)}}{{av}}&lt;br /&gt;
Your [[dwarves]] will bring mostly animal items to a '''refuse stockpile''', such as [[chunk]]s, [[Vermin#Eliminating_vermin|remains]], [[bone]]s, [[shell]]s, [[skull]]s, [[corpse]]s, raw hides and any rotten items. This helps in avoiding [[miasma]] from rotting items in your fortress, if the stockpile is placed right.&lt;br /&gt;
&lt;br /&gt;
A '''refuse stockpile''', or rather, its placing and potential content, poses a surprisingly big challenge. Placed subterranean it will cause fast spreading [[miasma]], obscuring view and giving dwarves unhappy [[thought]]s. Placed above ground, where no miasma is created, it usually forces your dwarves to walk into danger, especially during a siege if they try to collect corpses(The latter can be fixed by changing the &amp;quot;forbid&amp;quot; default settings). Additionally you may want to prevent certain contents like bones from disappearing (this happens above ground), a cause for additional micromanagement.&lt;br /&gt;
&lt;br /&gt;
It is useful to keep a [[refuse]] stockpile in an enclosed [[room]] next to your [[butcher]]'s shop to store [[corpse]]s waiting to be slaughtered, prevent [[clutter]], and lock in [[miasma]] from rotting butcher leftovers. Butcher's shops tend to become cluttered very quickly, as a single [[animal]] already &amp;quot;bursts&amp;quot; into many items.&lt;br /&gt;
&lt;br /&gt;
It is also useful to keep a subterranean refuse stockpile holding only [[shell]]s, [[skull]]s and [[bone]]s near your [[craftsdwarf]]'s shop for [[bone carving]] and [[bowyer]]'s shop for making bone [[crossbow]]s. Such a stockpile will not create [[miasma]] because bones and skulls never cause miasma (above ground they will disappear, stockpiled or not). &lt;br /&gt;
&lt;br /&gt;
You can provide your stockpile with 2 [[door]]s arranged as an airlock. This will mostly prevent [[miasma]] from spreading when a dwarf steps through. You can contain miasma completely by building a diagonal entrance to the refuse area, since miasma cannot travel diagonally.&lt;br /&gt;
&lt;br /&gt;
== Details ==&lt;br /&gt;
Corpses, chunks, body parts, [[skin]], and food all can rot, emitting [[Miasma|miasma]] when stored on {{DFtext|Dark |#808080}}{{DFtext|Subterranean|#808080}} tiles. It is important to know where you want to place your refuse stockpile beforehand, as miasma causes an [[Thought#Unhappy_thoughts|unhappy thought]]. Designating a refuse stockpile on any tile with {{DFtext|Light |#ff0}}{{DFtext|Above Ground|#0f0}} will prevent miasma, though any items, including [[bone]]s, [[shell]]s, and [[skull]]s in such areas will occasionally be removed from the game.&lt;br /&gt;
&lt;br /&gt;
Alternatively, you can dig an open pit down to the [[Z-axis|z-level]] most convenient for you. Light need only touch the tile once for it to become permanently {{DFtext|Light |#ff0}}{{DFtext|Above Ground|#0f0}}, after which you can rebuild the roof.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Stockpiles]]&lt;/div&gt;</summary>
		<author><name>Deltaway</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Reclaim_fortress_mode&amp;diff=158928</id>
		<title>40d:Reclaim fortress mode</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Reclaim_fortress_mode&amp;diff=158928"/>
		<updated>2011-12-27T15:47:37Z</updated>

		<summary type="html">&lt;p&gt;Deltaway: Confirmed &amp;quot;Fine&amp;quot; quality and added proper timestamp&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|15:47 27 December 2011 (UTC)}}{{av}}&lt;br /&gt;
To '''reclaim a fortress''' you can hit {{key|R}} on the fortress location choice screen. This will let you return to a previously lost or '''abandoned''' fortress. The number of dwarves you reclaim with will depend on the nearby hostile monsters. These include both wild animals and [[Megabeast|megabeasts]] left behind, as well as newly spawned inhabitants. It is possible to embark on a fortress incredibly infested with creatures. Most likely, you are slaughtered immediately, and if you reclaim, can get up to 70 dwarves.(usually near special caves or chasms with multiple caves)&lt;br /&gt;
==Abandon fortress==&lt;br /&gt;
If you are done with this effort at a fortress, you can '''abandon''' the fortress entirely. To do this, hit {{k|esc}}, then scroll down to '''Abandon the Fortress''', and hit {{k|Enter}}.  There will be a confirmation screen, as this decision cannot be undone - if you are sure, hit {{k|y}}es.  ''(But it might not hurt to make a copy of the game file first, just in case.)''&lt;br /&gt;
&lt;br /&gt;
When you abandon a fortress, that locale in the &amp;quot;Local&amp;quot; pre-embark map is no longer available for embarking, but any other area in that game world now becomes open for a new Fortress.  Or, if you wish, you can '''reclaim''' that previous location, which is significantly different than starting a new fortress (see below).  You can also now visit that abandoned fortress in [[Adventurer mode]].&lt;br /&gt;
&lt;br /&gt;
== Preparation for Reclaim ==&lt;br /&gt;
When you prepare for the journey, the [[Skill]]s screen is different from standard [[Dwarf_Fortress_mode|Fortress Mode]] but the Items screen is the same.&lt;br /&gt;
&lt;br /&gt;
The skills screen in reclaim mode shows a list of [[dwarves]] on the left and the list of skills on the right. The skill list shows the total number of dwarves with that skill, '''not''' the skill level of the selected dwarf. The skills of the selected dwarf are shown highlighted in green. Each of your starting dwarves is allowed one [[military]] skill and one domestic [[jobs|profession]]. If you do not like the randomly generated profession (highlighted in green) for the selected dwarf, you can move the selector right and pick a new profession with {{key|Enter}}. The equipment screen is the same as standard Fortress mode. Military skills are handled the same way as professions, though all start off as [[axeman|axedwarves]], [[Marksman|marksdwarves]], and [[hammerdwarf|hammerdwarves]] and the military skill is highlighted in red. They are organized in squads of seven.&lt;br /&gt;
&lt;br /&gt;
Choosing specific professions will result in the dwarf having (without addition of [[Attribute|attributes]]) the matching skill. General professions ([[Woodworker]], [[Stoneworker]], [[Ranger]], [[Metalsmith]], [[Jeweler]], [[Craftsdwarf]], [[Farmer]], [[Engineer]], [[Administrator]]) give novice skill level in each of the specialist skills in the same way as incoming [[immigrant|migrants]] have them in dwarf fortress mode. Additionally, if no dwarf is marked as a trader, whichever dwarf is trading at the depot the first time the [[Trading|trade]] menu is opened, even if no trade is made, will instantly become a competent [[appraiser]] (though not a better [[judge of intent]]).&lt;br /&gt;
&lt;br /&gt;
As for items, your dwarves will start fully equipped with [[steel]] [[Plate_armor|plate]] [[armor]] and [[weapons]] that match their military skill; it is therefore safe to not take extra [[axe]]s with you. If your fortress had one or more [[anvil]]s they will most likely also still be there, so you can ditch the anvil for, say, a horde of [[war dog]]s, lots of [[alcohol|booze]] or more [[bolt]]s.&lt;br /&gt;
&lt;br /&gt;
== Arrival ==&lt;br /&gt;
&lt;br /&gt;
Upon arrival, you will see the items you left behind randomly flung about, [[building|buildings]] will be either destroyed or unclaimed, and all objects will be aged according to how long the place has been abandoned, so [[food]] will mostly be rotten or gone and dead bodies too will be rotting, [[bone]]s or gone. All objects will also be [[forbidden]]. Forbidden is a good thing, at least if you're reclaiming a fortress that was conquered by beasties or invaders, as it keeps your [[dwarves]] from rushing off on hauling jobs to the middle of enemy-infested nowhere.&lt;br /&gt;
&lt;br /&gt;
Your dwarves start in military mode. You will have to clear out any invaders to make use of the fort, and then reclaim the items and buildings in the safe sections. Once you've got a usable section of the fortress, you can start releasing your dwarves from military duty {{key|m}} so that they can start getting back to regular fortress life. Also note that your dwarves will want to reclaim, stockpile, sort and entomb all the bones of the previous inhabitants, so a happy fortress may require a lot of [[coffin]]s, depending upon how far along the fortress was when it failed.&lt;br /&gt;
&lt;br /&gt;
== Reclaiming buildings ==&lt;br /&gt;
&lt;br /&gt;
In order to reclaim a building for your dwarves to use, say a [[Smelter]], you will need to reclaim all of the items that make up that [[workshop]]. You can do this two ways. First, you can hit  {{key|t}} and move the cursor over the building, which will show all of the items within the building. This includes the materials used to build it. Just hit  {{key|f}} on each one to reclaim those items. Alternatively, when you are reclaiming items via the Stock screen any items that are part of a building can be reclaimed there as well. However, you won't know which ones those are, so for specific workshops it's easiest if you claim each one separately.&lt;br /&gt;
&lt;br /&gt;
It is also possible to designate multiple items and workshops by using {{key|d}} &amp;gt; {{key|b}} (&amp;gt;{{key|c}} claim is defaulted). This makes it easier to clean up everything and reclaim undisturbed stockpiles.&lt;br /&gt;
&lt;br /&gt;
== Remaining living dwarves ==&lt;br /&gt;
&lt;br /&gt;
If you abandoned your fortress before all your dwarves died, you may see some of the previous occupants wandering around. Currently, that's exactly what they'll continue to do - wander aimlessly. If they die, they will go to your graveyard stockpile, but your dwarves don't care if they're entombed or left to rot. Mostly they just get in your way, but a few of them may be useful. They will not use your workshops, but [[fisherdwarf|fisherdwarves]] will fish, endlessly flinging their catch onto the ground for others to pick up. An exception to this is any insane dwarves that were left in your fortress when you abandoned it. They will remain hostile to the reclaiming forces as well.&lt;br /&gt;
&lt;br /&gt;
== Remaining monsters ==&lt;br /&gt;
&lt;br /&gt;
If you lost the fortress to a [[:Category:Megabeasts|megabeast]] or a [[goblin]] [[siege]], then the monsters will still be around, but hidden on the unit list.  When a monster is discovered, it will be announced with &amp;quot;an ambush, drive them out&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
&lt;br /&gt;
*In some versions, reclaiming a fortress located on a goblin outpost will calculate the size of your force based upon the wealth of the goblins, resulting in a huge reclamation army.&lt;br /&gt;
*Frequently, forces that were hostile when you abandoned are friendly when you reclaim, and visible on the unit list.&lt;br /&gt;
*Reclaiming a fortress frequently breaks your ability to construct magma buildings, whether you discovered magma before or after the reclaim. You may use buildings built before the reclaim but may not be able to build new ones.&lt;br /&gt;
&lt;br /&gt;
== Differences from [[Fortress Mode]] ==&lt;br /&gt;
&lt;br /&gt;
All dwarves know each other and are friends. This means, if one dwarf dies, it can start a [[Tantrum|tantrum chain]].&lt;/div&gt;</summary>
		<author><name>Deltaway</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Reclaim&amp;diff=158927</id>
		<title>v0.31 Talk:Reclaim</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Reclaim&amp;diff=158927"/>
		<updated>2011-12-27T15:46:36Z</updated>

		<summary type="html">&lt;p&gt;Deltaway: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I suggest that this content be merged into [[DF2010:Reclaim_fortress_mode]], so that the info from [[40d:Reclaim]] can (after verification) be copied here instead.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 06:50, 30 April 2010 (UTC)&lt;br /&gt;
:Agreed this page is meant for the reclaiming of forbidden items not for reclaiming fortress mode which is a seperate page. This info needs to be merged as mentioned above and changed to reflect the purpose and function of reclaiming forbidden items --[[Special:Contributions/205.145.64.64|205.145.64.64]] 21:24, 12 May 2010 (UTC)Railick Stonemane&lt;br /&gt;
:For future readers, the merge has indeed been made. This page is for the reclaiming of forbidden items. [[User:Deltaway|Deltaway]] 15:46, 27 December 2011 (UTC)&lt;br /&gt;
Does becoming a mountainhome make your dwarves stay when you abandon as was sometimes mentioned for 40d?&lt;/div&gt;</summary>
		<author><name>Deltaway</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Reclaim&amp;diff=158926</id>
		<title>v0.31:Reclaim</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Reclaim&amp;diff=158926"/>
		<updated>2011-12-27T15:44:54Z</updated>

		<summary type="html">&lt;p&gt;Deltaway: Confirmed &amp;quot;Exceptional&amp;quot; quality and added proper timestamp&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|15:41 27 December 2011 (UTC)}}{{av}}&lt;br /&gt;
:''Are you looking to reclaim a lost fort? You may want to look at [[Reclaim fortress mode]].''&lt;br /&gt;
&lt;br /&gt;
'''Reclaim''' is the opposite of [[forbid]]. Reclaiming an item allows it to be used by your [[dwarves]]. It's needed to use items found when you [[reclaim fortress mode|reclaim a fortress]] or build a fort near an existing settlement, as all items are automatically forbidden when you arrive. It is also used for recovering other automatically forbidden items, such as those dropped by dead goblins. &lt;br /&gt;
&lt;br /&gt;
==Reclaiming objects==&lt;br /&gt;
&lt;br /&gt;
To reclaim individual items, press {{k|k}} to view the item and {{k|f}} to toggle its forbid status.&lt;br /&gt;
&lt;br /&gt;
You may also use the reclaim [[designation]] to reclaim all forbidden items in an area by using {{k|d}}-{{k|b}}-{{k|c}} and tracing the designation over top of the objects with either the keyboard or mouse.&lt;br /&gt;
&lt;br /&gt;
You can also go into the [[Stocks]] screen, highlight the entry for your chosen item, and press {{k|f}} to toggle its forbid status.  This is mostly useful for forbidding and reclaiming categories of items, like locking out cheap stone during a [[strange mood]] and then reactivating it afterwards.&lt;br /&gt;
&lt;br /&gt;
[[Category:Designations]]&lt;/div&gt;</summary>
		<author><name>Deltaway</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Plant_fiber&amp;diff=158925</id>
		<title>40d:Plant fiber</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Plant_fiber&amp;diff=158925"/>
		<updated>2011-12-27T15:39:00Z</updated>

		<summary type="html">&lt;p&gt;Deltaway: Confirmed &amp;quot;Fine&amp;quot; quality and added proper timestamp&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|15:38 27 December 2011 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Plant fibers''' are materials made from either [[pig tail]]s or [[rope reed]]s.  These materials can include [[thread]] and [[cloth]], and can also be used to [[decorate]] items.  Note that [[elf|elves]] will buy items made from plant fiber, but not from [[wood]] products, including [[tower-cap]]s.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Textile industry]]&lt;br /&gt;
&lt;br /&gt;
{{Category|Materials}}&lt;/div&gt;</summary>
		<author><name>Deltaway</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Pipe_section&amp;diff=158924</id>
		<title>v0.31:Pipe section</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Pipe_section&amp;diff=158924"/>
		<updated>2011-12-27T15:38:19Z</updated>

		<summary type="html">&lt;p&gt;Deltaway: Confirmed &amp;quot;Fine&amp;quot; quality and added proper timestamp&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|15:37 27 December 2011 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
''If looking for information on magma pipes, see [[Magma#Magma_sources|magma pool]]. If looking for the underground wood source, see [[Tunnel tube]].''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Pipes''', or '''pipe sections''', are used as components in the construction of [[screw pump|screw pumps]]. You can't build pipes by themselves in the current version, nor connect them to form a conduit - to move [[water]] or [[magma]] from one place to another, see [[aqueduct]].&lt;br /&gt;
&lt;br /&gt;
Pipe sections can be manufactured from [[wood]] at a [[carpenter's workshop]], from [[metal]] at a [[metalsmith's forge]], or from [[glass]] at a [[glass furnace]]. A glass pipe section is called a '''tube'''.  They are [[stockpile|stockpiled]] as [[furniture]].&lt;br /&gt;
&lt;br /&gt;
It takes 1 [[wood]] log or 3 [[metal]] bars to create a pipe section; due to a bug, however, only 1 metal bar is actually used.&lt;br /&gt;
&lt;br /&gt;
{{Category|Furniture}}&lt;/div&gt;</summary>
		<author><name>Deltaway</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Mog_juice&amp;diff=158923</id>
		<title>40d:Mog juice</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Mog_juice&amp;diff=158923"/>
		<updated>2011-12-27T15:37:29Z</updated>

		<summary type="html">&lt;p&gt;Deltaway: Confirmed &amp;quot;Fine&amp;quot; quality and added proper timestamp&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|15:32 27 December 2011 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Mog juice''' is an [[extract]] from [[moghopper]]s, a type of [[fish]]. To obtain it you must use the &amp;quot;extract from live fish&amp;quot; command at the [[fishery]]. This requires a [[captured live fish|captured live moghopper]]. Mog juice can be used for [[cooking]], and has a [[value]] of 50☼ per unit.&lt;br /&gt;
&lt;br /&gt;
{{Category|Food}}{{Category|Extracts}}&lt;/div&gt;</summary>
		<author><name>Deltaway</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Maximizing_framerate&amp;diff=158922</id>
		<title>40d:Maximizing framerate</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Maximizing_framerate&amp;diff=158922"/>
		<updated>2011-12-27T15:37:05Z</updated>

		<summary type="html">&lt;p&gt;Deltaway: Confirmed &amp;quot;Masterwork&amp;quot; quality and added proper timestamp&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Masterwork|15:32 27 December 2011 (UTC)}}{{av}}&lt;br /&gt;
Dwarf Fortress is an extremely CPU-intensive application that currently requires a fast, modern machine ([[System_requirements|recommendations]]).  The objective of this page is to help you reduce game lag, a crippling problem for many players.&lt;br /&gt;
&lt;br /&gt;
Please mark all advice with the most recent game version it is known to work for.  This game is under rapid development, Toady One clearly intends to reduce lag where possible, and so methods that worked in, say, v0.27.169.33g may not a few months later.&lt;br /&gt;
&lt;br /&gt;
== Advice for v0.28.181.40d ==&lt;br /&gt;
There exists [http://www.bay12games.com/forum/index.php?topic=50514 an accelerated version] of DF.  It utilizes OpenGL much more effectively. You might want to give it a try. Due to it being an alpha of an alpha you can expect anything from wonders to utter failure.&lt;br /&gt;
&lt;br /&gt;
=== OpenGL ===&lt;br /&gt;
* If framerate is extremely slow with an otherwise CPU-friendly fortress and a decent machine, your graphic card's interaction with the OpenGL code used by the game may be at fault.  Updating your drivers usually works; you may also have to adjust some settings in your graphic card's control software, such as turning vertical synchronization off.&lt;br /&gt;
&lt;br /&gt;
However, the acceleration program above works by altering the way DF interacts with OpenGL. It may be worth a try too.&lt;br /&gt;
&lt;br /&gt;
=== Water control ===&lt;br /&gt;
&lt;br /&gt;
This is probably obvious, but i'm stating it anyway. If you use any form of water control, reservoirs, aqueducts, etc, make sure each intermediate section delimited by floodgates is either at 0/7 or 7/7 level. Having a reservoir with both 3/7 and 4/7 tiles will just make the 4/7 tiles 'move' around - probably to simulate waves or due to a randomness element in the code (although - why waves in closed spaces?). And it will _slow_ down your box.&lt;br /&gt;
&lt;br /&gt;
I've had an irrigation system set up with a measuring reservoir. After i filled the main area, i left the measuring reservoir with water tiles at 3/7 and 4/7, and the 4/7 tiles kept moving around. I filled it up to 7/7 and my fps increased.&lt;br /&gt;
&lt;br /&gt;
== Advice for v0.27.176.38c ==&lt;br /&gt;
&lt;br /&gt;
=== World size ===&lt;br /&gt;
Reducing the generated world size will make a large improvement in speed on computers with low physical memory.  The world itself is generated faster, smaller, and it will take less time to save and load.&lt;br /&gt;
* When starting the game pick the &amp;quot;Design New World With Parameters&amp;quot; option.&lt;br /&gt;
* Select medium or smaller by using the arrow keys.&lt;br /&gt;
* Generate the new world.&lt;br /&gt;
* Start a new game in the smaller world.&lt;br /&gt;
Smaller is not always better.  If you make your world too small then there will be nothing interesting on it.  So try medium first before going smaller.  Pocket dimensions are generated extremely quickly but are mostly just for testing mods. Newer versions have world generation settings which can be used to create &amp;quot;perfect world&amp;quot; as small as pocket one but with most interesting things in. This however isn't easy and requires much time.&lt;br /&gt;
&lt;br /&gt;
== Advice for v0.27.169.33b-g ==&lt;br /&gt;
&lt;br /&gt;
=== Game options ===&lt;br /&gt;
In the folder &amp;quot;\data\init&amp;quot; is a file named &amp;quot;init.txt&amp;quot;.  Edits to this file can greatly increase game speed.  Keep backups for safety and to save yourself having to re-enter values every time you upgrade.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
!Parameter&lt;br /&gt;
!Effect&lt;br /&gt;
!Speed Improvement&lt;br /&gt;
|-&lt;br /&gt;
|[SOUND:OFF]||  Disables sound.  ||Slight increase in speed.&lt;br /&gt;
|-&lt;br /&gt;
| [FPS:YES], [FPS_CAP:100]:  ||Handy indicator of how fast your game is running.|| &lt;br /&gt;
|-&lt;br /&gt;
| [G_FPS_CAP:15]:||  Controls refresh rate.  ||Lower values often boost speed dramatically ... at the cost of less frequent visual updates, which can pose a problem during battles.&lt;br /&gt;
|-&lt;br /&gt;
| [VSYNC:OFF]: || Attempting to synchronize refreshes ||can kill game speed for some players (depending on your OS, graphics card, and OpenGL settings).&lt;br /&gt;
|-&lt;br /&gt;
| [PARTIAL_PRINT:YES:2]:||This makes the game only refresh sections of the screen that need to be refreshed. From init.txt: &amp;quot;The number refers to how many frames it will redo a printed tile before skipping it, so you might try increasing it a bit.&amp;quot; || Can hugely increase performance but doesn't work on all systems. Using a higher value than 2 may be necessary for it to work (many players report it working when it's set one higher than their [G_FPS_CAP]).&lt;br /&gt;
|-&lt;br /&gt;
| [PRIORITY:HIGH]:||This option automatically makes the game run in high priority.  ||This will probably prevent your computer from effectively running anything at the same time as the game and, for some players, causes major lag in the DF interface as well.  Still worth a try, though.  &lt;br /&gt;
|-&lt;br /&gt;
|[PRIORITY:REALTIME] ||devotes even more resources to Dwarf Fortress, but has been known to cause stuttering gameplay.  ||Increasing priority will make the game difficult to kill using task manager if it locks up. This happens because things like screen output and HD access are &amp;lt;em&amp;gt;not&amp;lt;/em&amp;gt; entirely part of DF. However, a dual-core machine can use realtime priority without fear of consequences, at least as long as DF remains single-threaded.&lt;br /&gt;
|-&lt;br /&gt;
| [TEMPERATURE:NO]: || Turns off temperature greatly increases speed.  ||It also kills off some rather nice lava warming effects, stops rivers from freezing and (importantly!) thawing, makes glacial maps less interesting, and prevents sudden deaths from exposure.  You're well-advised to stick with &amp;quot;warm&amp;quot; or &amp;quot;hot&amp;quot; fortress sites if you turn temperature off and your source of water is a stream.&lt;br /&gt;
|-&lt;br /&gt;
| [WEATHER:NO]: || Turns off weather ||increases speed noticeably.&lt;br /&gt;
|-&lt;br /&gt;
| [CAVEINS:NO]: ||Turns off cave-ins ||increases speed only fractionally.&lt;br /&gt;
|-&lt;br /&gt;
| [POPULATION_CAP:40]: || Keep your population under control to prevent the game bogging down. ||Pathfinding for numerous dwarves can bring even a fast machine to its knees.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Fortress site ===&lt;br /&gt;
* Moving fluids are the major source of lag in most maps at game start.  Magma and (to a lesser extent) running water are CPU hogs in the current version.  If you haven't got the hardware to run DF with a magma site, suck it up and go without.  Gigantic major rivers lower the framerate significantly.  Aquifers (until tapped) and stagnant pools seem not to cause major speed issues.&lt;br /&gt;
* Avoid elevation extremes.  The fewer the z-levels, the faster the game runs.&lt;br /&gt;
* Minimize map size.  Smaller maps get you substantially more speed.&lt;br /&gt;
* Avoid caves, towns, ruins, or anything populated.  Everything in them invokes the pathfinding code frequently.&lt;br /&gt;
* [[Glowing pit|Hidden Fun Stuff]] can cause a substantial slowdown once you break into it, though it's not a problem while it's still hidden.&lt;br /&gt;
&lt;br /&gt;
=== Fortress layout and gameplay ===&lt;br /&gt;
* Narrow paths and bottlenecks cause the pathfinding algorithm to repeatedly recompute a faster route for each dwarf (and pet) as the paths empty and clear.  Use large hallways and multiple stairways to connect any two spots where lots of dwarves will want to be.&lt;br /&gt;
* Keep wandering pets and wild animals to a minimum and cage livestock.  The AI for all of these has become more efficient of late and each one costs much less CPU time than a dwarf, but sheer numbers matter.&lt;br /&gt;
* Avoid designating very large areas for chopping, gathering, detailing, or mining, especially if many dwarves do these things.&lt;br /&gt;
* Some observers suspect that having massive numbers of objects in stockpiles also impacts FPS; others believe any effect is minor{{verify}}.  Food stockpiles seem to be the worst offenders; if your fortress overproduces food, you may see a progressive slowdown even if your population and pathing complexity don't change.&lt;br /&gt;
* Blocking off areas of the fortress entirely - especially (only?) with removable obstacles like drawbridges or forbidden doors - causes serious problems with pathfinding.&lt;br /&gt;
&lt;br /&gt;
=== Cheating ===&lt;br /&gt;
* Fully revealed areas are faster than hidden ones. Running reveal.exe will make the game faster.&lt;br /&gt;
* As of 28.181.40d this appears to be quite the reverse.&lt;br /&gt;
&lt;br /&gt;
=== Non-factors ===&lt;br /&gt;
The following things ''don't'' have a significant effect on game speed, at least as tested.&lt;br /&gt;
&lt;br /&gt;
* Fullscreen or windowed (if OpenGL settings are compatible with the game)&lt;br /&gt;
* Use of [[Graphics_set_repository|custom graphics sets]], choice of graphics tileset&lt;br /&gt;
* Size of tiles&lt;br /&gt;
* Number of z-levels mined out (fortress pathfinding complexity matters; mere distance up and down doesn't)&lt;br /&gt;
&lt;br /&gt;
== Advice for v0.27.169.33a ==&lt;br /&gt;
*  Upgrade.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Advice for earlier versions ==&lt;br /&gt;
* If framerate is always slow at startup, your graphic card's interaction with the OpenGL code used by the game is likely to be at fault.  Turning off vertical synchronization and updating your drivers usually works.&lt;br /&gt;
*  Put animals in cages.  Never keep them behind locked doors and reduce wandering pets to a reasonable number.&lt;br /&gt;
*  Do not specify huge areas for mining or (especially) detailing.&lt;br /&gt;
*  Open up \data\init\init.txt.  Turn off TEMPERATURE and WEATHER and reduce POPULATION_CAP.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Hardware- and OS-specific Advice ==&lt;br /&gt;
&lt;br /&gt;
=== Dual Processors ===&lt;br /&gt;
* Go into task manager and set the affinity of Dwarf Fortress to one processor, and then set all the programs that use significant resources to the other. If Dwarf Fortress ever utilizes more than one processor, this will of course become irrelevant; currently, however, very few programs do and the best use of a dual processor is to give DF its own processor.  This is ''not'' recommended for laptop computers, which will switch between processors as a heat management technique.  Pinning to one processor will cause the processor to start slowing down instead.&lt;br /&gt;
&lt;br /&gt;
* Vista's START command can be used to set affinity with the /AFFINITY switch, so basically you can create a shortcut and you won't need to set affinity manually.&lt;br /&gt;
&lt;br /&gt;
* In 40d#, set PRINT_MODE to 2DASYNC in init.txt&lt;br /&gt;
&lt;br /&gt;
=== Laptop computers ===&lt;br /&gt;
* Frame rate is higher when running off mains power.  This is because laptops reduce CPU performance to extend the battery life.&lt;br /&gt;
* You can disable that feature in MS Windows, at the expense of the battery running out much more quickly.&lt;br /&gt;
* Some laptops may overheat if you run Dwarf Fortress for too long, keep your laptop cool if you find that after a while FPS suddenly drops. (This is due to CPU throttling intended to prevent possible damage from heat building up.)&lt;br /&gt;
&lt;br /&gt;
===Dual monitors===&lt;br /&gt;
* Display DF entirely on one screen (no overlap to the second screen whatsoever).&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[System requirements]]&lt;br /&gt;
*[[water]]&lt;br /&gt;
*[[One-way|One-way paths]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
{{Game_Interface FAQ}}&lt;/div&gt;</summary>
		<author><name>Deltaway</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Map_legend&amp;diff=158921</id>
		<title>v0.31:Map legend</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Map_legend&amp;diff=158921"/>
		<updated>2011-12-27T15:36:37Z</updated>

		<summary type="html">&lt;p&gt;Deltaway: Confirmed &amp;quot;Exceptional&amp;quot; quality and added proper timestamp&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|15:35 27 December 2011 (UTC)}}{{av}}&lt;br /&gt;
==Tile Colors==&lt;br /&gt;
The [[color]]s of a map tile may give information about that region's predominant [[biome]]: its temperature, alignment, and other handy things. Cyan or blue means the area is &amp;quot;good&amp;quot; aligned. Purple and grey/red areas have &amp;quot;evil&amp;quot; alignment. Light grey, brown, and yellow areas usually are dry and have sparse vegetation. Green tiles have vegetation and are usually moist. White tiles indicate snow.&lt;br /&gt;
&lt;br /&gt;
==Legend==&lt;br /&gt;
&lt;br /&gt;
Tiles are listed in by alignment, with regular tiles first, then haunted, then good aligned tiles, and then evil tiles.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Name&lt;br /&gt;
! Regular&lt;br /&gt;
! Good&lt;br /&gt;
! Evil&lt;br /&gt;
|-&lt;br /&gt;
| '''''Forests'''''&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Forest|Broadleaf Forest]]'''&lt;br /&gt;
Broadleaf forests change tiles with the seasons.&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Biome|♠|♣|#00FF00|#00FF00}}&lt;br /&gt;
|{{Biome|♠|♣|#FFFF00|#FF0000}}&lt;br /&gt;
|{{Biome|╞|╡|#808000|#808000}}&lt;br /&gt;
|{{Biome|♠|♣|#FFFFFF|#FFFFFF}}&lt;br /&gt;
|{{Biome|♠|♣|#800000|#808080}}&lt;br /&gt;
|}&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Biome|♠|♣|#00FFFF|#00FF00}}&lt;br /&gt;
|}&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Biome|♠|♣|#800080|#FF00FF}}&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Tropical]] [[Forest|Broadleaf Rainforest]]'''&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Biome|♠|Γ|#00FF00|#00FF00}}&lt;br /&gt;
|{{Biome|♠|Γ|#800000|#808080}}&lt;br /&gt;
|}&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Biome|♠|Γ|#00FF00|#00FFFF}}&lt;br /&gt;
|}&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Biome|♠|Γ|#800080|#FF00FF}}&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Forest|Coniferous Forest]]'''&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Biome|↑|↨|#00FF00|#00FF00}}&lt;br /&gt;
|{{Biome|↑|↨|#800000|#808080}}&lt;br /&gt;
|}&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Biome|↑|↨|#00FFFF|#008080}}&lt;br /&gt;
|}&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Biome|↑|↨|#800080|#FF00FF}}&lt;br /&gt;
|} &lt;br /&gt;
|-&lt;br /&gt;
|'''''[[Mountain|Mountains]]'''''&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Hills]]'''&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Biome|n|∩|#00FF00|#00FF00}}&lt;br /&gt;
|}&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Biome|n|∩|#00FFFF|#008080}}&lt;br /&gt;
|}&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Biome|n|∩|#800080|#FF00FF}}&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Mountain|Low Mountain]]'''&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Biome|⌂|⌂|#808080|#808080}}&lt;br /&gt;
|{{Biome|⌂|⌂|#FFFFFF|#FFFFFF}}&lt;br /&gt;
|}&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Biome|⌂|⌂|#FFFF00|#FFFF00}}&lt;br /&gt;
|}&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Biome|⌂|⌂|#800080|#FF00FF}}&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Mountain]]'''&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Biome|▲|▲|#808080|#808080}}&lt;br /&gt;
|{{Biome|▲|▲|#FFFFFF|#FFFFFF}}&lt;br /&gt;
|}&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Biome|▲|▲|#FFFF00|#FFFF00}}&lt;br /&gt;
|}&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Biome|▲|▲|#800080|#FF00FF}}&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Mountain|High Mountain]]'''&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Biome|▲|▲|#C0C0C0|#C0C0C0}}&lt;br /&gt;
|{{Biome|▲|▲|#00FFFF|#00FFFF}}&lt;br /&gt;
|}&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Biome|▲|▲|#FFFF00|#FFFF00}}&lt;br /&gt;
|}&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Biome|▲|▲|#800080|#FF00FF}}&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Mountain|Peak]]'''&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Raw Tile|^|#808080|#000000}}&lt;br /&gt;
|{{Raw Tile|^|#FFFFFF|#000000}}&lt;br /&gt;
|}&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Raw Tile|^|#FFFF00|#000000}}&lt;br /&gt;
|}&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Raw Tile|^|#FF00FF|#000000}}&lt;br /&gt;
|{{Raw Tile|^|#800080|#000000}}&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Volcano]]'''&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Raw Tile|^|#FF0000|#000000}}&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|'''''Plains'''''&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Grassland]]'''&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Biome|.|ⁿ|#00FF00|#00FF00}}&lt;br /&gt;
|{{Biome|.|ⁿ|#FFFF00|#FFFF00}}&lt;br /&gt;
|{{Biome|.|ⁿ|#808080|#FF0000}}&lt;br /&gt;
|}&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Biome|.|ⁿ|#00FFFF|#00FFFF}} &lt;br /&gt;
|}&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Biome|.|ⁿ|#800080|#FF00FF}}&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Savanna]]'''&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Biome|&amp;quot;|ⁿ|#00FF00|#00FF00}}&lt;br /&gt;
|{{Biome|&amp;quot;|ⁿ|#FFFF00|#FFFF00}}&lt;br /&gt;
|{{Biome|&amp;quot;|ⁿ|#808080|#FF0000}}&lt;br /&gt;
|}&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Biome|&amp;quot;|ⁿ|#00FFFF|#00FFFF}} &lt;br /&gt;
|}&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Biome|&amp;quot;|ⁿ|#800080|#FF00FF}}&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Shrubland]]'''&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Biome|&amp;quot;|τ|#00FF00|#00FF00}}&lt;br /&gt;
|{{Biome|&amp;quot;|τ|#FFFF00|#FFFF00}}&lt;br /&gt;
|{{Biome|&amp;quot;|τ|#808080|#FF0000}}&lt;br /&gt;
|}&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Biome|&amp;quot;|τ|#008080|#00FFFF}}&lt;br /&gt;
|}&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Biome|&amp;quot;|τ|#800080|#FF00FF}}&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|'''''Deserts'''''&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Sand]] [[Desert]]'''&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Biome|~|≈|#FFFF00|#FFFF00}}&lt;br /&gt;
|}&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Biome|~|≈|#008080|#008080}}&lt;br /&gt;
|}&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Biome|~|≈|#800000|#808080}}&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Rocky wasteland|Rocky Wasteland]]'''&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Biome|,|´|#808000|#808080}}&lt;br /&gt;
|}&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Biome|,|´|#00FFFF|#008080}}&lt;br /&gt;
|}&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Biome|,|´|#800000|#808080}}&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Badlands]]'''&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Biome|V|√|#808000|#808000}}&lt;br /&gt;
|{{Biome|n|∩|#808080|#808000}}&lt;br /&gt;
|}&lt;br /&gt;
||&lt;br /&gt;
{| &lt;br /&gt;
|{{Biome|V|√|#00FFFF|#008080}}&lt;br /&gt;
|}&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Biome|V|√|#800000|#808080}}&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|'''''Wetlands'''''&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Swamp]]'''&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Biome|&amp;quot;|⌠|#008000|#008000}}&lt;br /&gt;
|}&lt;br /&gt;
||&lt;br /&gt;
{| &lt;br /&gt;
|{{Biome|&amp;quot;|⌠|#0000FF|#0000FF}}&lt;br /&gt;
|}&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Biome|&amp;quot;|⌠|#800080|#FF00FF}}&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Marsh]]'''&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Biome|&amp;quot;|ⁿ|#00FF00|#00FF00}} &lt;br /&gt;
|}&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Biome|&amp;quot;|ⁿ|#0000FF|#0000FF}} &lt;br /&gt;
|}&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Biome|&amp;quot;|ⁿ|#800080|#FF00FF}} &lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|'''''Ice Biomes'''''&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Tundra]]'''&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Biome|∙|·|#008080|#008080}}&lt;br /&gt;
|}&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Biome|∙|·|#00FFFF|#00FFFF}}&lt;br /&gt;
|}&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Biome|∙|·|#800080|#800080}}&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Glacier]]'''&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Biome|▒|░|#00FFFF|#00FFFF}}&lt;br /&gt;
|}&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Biome|▒|▓|#00FFFF|#00FFFF}}&lt;br /&gt;
|}&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Biome|▒|▓|#800080|#800080}}&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|'''''Water'''''&lt;br /&gt;
|-&lt;br /&gt;
|'''[[River]]'''&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|style=&amp;quot;border-spacing: 0; background: black; padding: 0.2em; border: 1px solid white;&amp;quot;|{{Raw Tile|─┐|#0000FF|#000000}}&lt;br /&gt;
{{Raw Tile|┌┘|#0000FF|#000000}}&lt;br /&gt;
|}&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|style=&amp;quot;border-spacing: 0; background: black; padding: 0.2em; border: 1px solid white;&amp;quot;|{{Raw Tile|─┐|#00FFFF|#000000}}&lt;br /&gt;
{{Raw Tile|┌┘|#00FFFF|#000000}}&lt;br /&gt;
|}&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|style=&amp;quot;border-spacing: 0; background: black; padding: 0.2em; border: 1px solid white;&amp;quot;|{{Raw Tile|─┐|#FF0000|#000000}}&lt;br /&gt;
{{Raw Tile|┌┘|#808000|#000000}}&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Ocean]]'''&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Biome|≈|≈|#000080|#000080}}&lt;br /&gt;
|}&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Biome|≈|≈|#00FFFF|#00FFFF}}&lt;br /&gt;
|}&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Biome|≈|≈|#800000|#808000}}&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Lake]]'''&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Biome|~|~|#0000FF|#0000FF}}&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|'''Delta'''&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Raw Tile|≈─|#0000FF|#000000}}&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
||&lt;br /&gt;
|-&lt;br /&gt;
|'''''Constructions'''''&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Road]]s'''&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|style=&amp;quot;border-spacing: 0; background: black; padding: 0.2em; border: 1px solid white;&amp;quot;|{{Raw Tile|─┐|#808080|#000000}}&lt;br /&gt;
{{Raw Tile|┌┘|#808000|#000000}}&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Sites ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|'''[[Elf|Elven]] retreat'''&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Raw Tile|î|#FFFF00|#000000}}&lt;br /&gt;
|{{Raw Tile|¶|#FFFF00|#000000}}&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Human]] cities and towns'''&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Raw Tile|+|#808080|#000000}}&lt;br /&gt;
|{{Raw Tile|*|#808080|#000000}}&lt;br /&gt;
|{{Raw Tile|#|#808080|#000000}}&lt;br /&gt;
|{{Raw Tile|☼|#FFFFFF|#000000}}&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Dwarf|Dwarven]] mountainhomes and fortresses'''&lt;br /&gt;
Lighter colored fortresses and towns are more populous.&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Raw Tile|Ω|#808080|#000000}}&lt;br /&gt;
|{{Raw Tile|Ω|#C0C0C0|#000000}}&lt;br /&gt;
|{{Raw Tile|Ω|#FFFFFF|#000000}}&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Goblin]] fortresses'''&lt;br /&gt;
Pink ones are more heavily populated than the gray ones.&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Raw Tile|Π|#808080|#000000}}&lt;br /&gt;
|{{Raw Tile|Π|#FF00FF|#000000}}&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Cave]]'''&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Raw Tile|•|#808080|#000000}}&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Ruins]]'''&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Raw Tile|μ|#808080|#000000}}&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Necromancer's Tower]]'''&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Raw Tile|I|#800080|#000000}}&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
=== Other ===&lt;br /&gt;
{|&lt;br /&gt;
|'''[[Migrants]]'''&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Raw Tile|-|#808080|#000000}}&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{World}}&lt;br /&gt;
&lt;br /&gt;
[[Category:World]]&lt;/div&gt;</summary>
		<author><name>Deltaway</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Legendary_artifact&amp;diff=158920</id>
		<title>40d:Legendary artifact</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Legendary_artifact&amp;diff=158920"/>
		<updated>2011-12-27T15:35:26Z</updated>

		<summary type="html">&lt;p&gt;Deltaway: Confirmed &amp;quot;Exceptional&amp;quot; quality and added proper timestamp&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|15:32 27 December 2011 (UTC)}}{{av}}&lt;br /&gt;
Dwarves in [[strange mood|strange moods]] will create '''legendary artifacts''', unique, &amp;quot;named&amp;quot; items which are of unsurpassable quality (and often [[value]] as well). An artifact is the ultimate expression of a [[dwarf|dwarf's]] desires, fears, memories and hopes in art form, and each dwarf will produce at most only one in their lives (or [[insane|die]] trying).  Dwarves that create an artifact immediately gain enough [[experience]] to boost them to [[legendary]] level in the affected [[Strange_mood#Skills_and_workshops|skill]] unless they were [[Strange_mood#Possessed|possessed]].&lt;br /&gt;
 &lt;br /&gt;
Dwarves drop artifacts in the [[workshop]] as soon as they are made. They cannot be traded, but can be used just like any item of its type, except for clothing and with some limitations to armor and weapons (see below).  A list of all artifacts that the fortress has created can be seen by pressing {{k|l}}.&lt;br /&gt;
&lt;br /&gt;
Artifacts cannot be destroyed unless lost in a [[chasm]] or dropped to the [[magma]], though the heat generated by a [[Spirit of fire]] seems to be able to melt artifacts not made from [[magma-safe]] materials. They ''can'' be stolen by [[thief|thieves]]; an artifact lost to you will have a note to that effect in the Artifacts screen ( {{k|l}} ), and give a ''very'' bad [[thought]] to the creator.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Construction==&lt;br /&gt;
Dwarves will normally use anywhere from one to ten items in their construction. If you view ({{k|q}}) the [[workshop]] a dwarf has seized while the dwarf is in it, you can see what materials he or she plans to use (see [[strange mood|strange moods]] for further details). Once the dwarf has started to construct the artifact, you can also use {{k|t}} to see exactly what materials have been tasked (although some may be tasked to be [[haul|hauled]] away).&lt;br /&gt;
&lt;br /&gt;
It's worth noting that artifacts ''can'' be made out of materials that normally could not produce the base [[furniture]] or item in question. For example, you may get [[platinum]] [[armor]], [[stone]] [[bed|beds]], or even [[gem]] [[furniture]]. Further, these artifacts could be produced in workshops by professions that could not normally build such an item, such as a bone door being made by a [[bonecarver]] in a [[Craftsdwarf's workshop]].&lt;br /&gt;
&lt;br /&gt;
Workshops which normally require [[fuel]] (a [[forge]] or [[glass furnace]]) do not require and will not use fuel to make an artifact at that shop.  Magma versions which lose power, however, will immediately cause the moody dwarf's mood to end (with [[insane|disastrous consequences]]).&lt;br /&gt;
&lt;br /&gt;
====Decoration====&lt;br /&gt;
Artifacts will automatically have one &amp;quot;free&amp;quot; [[decoration]] of the same material as its base material.  For instance, a &amp;quot;Perfect Ruby&amp;quot; might have &amp;quot;Images of mangrove trees in Ruby&amp;quot;. This decoration doesn't consume additional materials: in the above example, only one ruby was used.  &lt;br /&gt;
&lt;br /&gt;
Item types which normally require multiple objects to create (such as Platemail) will cause the moody dwarf to acquire that number of objects, but each such object will also contribute a decoration - basically, the item receives multiple free decorations.  For example, artifact gold platemail will use a minimum of 3 objects (3 bars of gold), and have 3 gold decorations.  &lt;br /&gt;
&lt;br /&gt;
Decorations are sometimes simple rings or spikes, or shapes or images (often drawn from [[preference|preferences]] of the creator), or events in the history of the fortress or [[legends|world history]].&lt;br /&gt;
&lt;br /&gt;
====Value====&lt;br /&gt;
Artifacts can range in value from 2,400☼ (all-stone furniture or finished good) to 7,200,000☼ (full-decorated adamantine Platemail). Since [[immigration]] totals are, among other factors, based on your fortress's &amp;quot;Created Wealth&amp;quot; (and held/worn items count double in the total), expensive artifacts are often the driving factor behind how many immigrants show up in the first years.&lt;br /&gt;
&lt;br /&gt;
It has been reported that artifacts can occasionally glitch in the number of materials needed, with a corresponding increase in value.&lt;br /&gt;
&lt;br /&gt;
==Quality==&lt;br /&gt;
When an artifact's details are viewed, all &amp;quot;craftsdwarfship&amp;quot; will ''always'' be listed as being &amp;quot;of the highest quality&amp;quot;.  Artifact items have a [[Item quality|value modifier]] of 120&amp;amp;times;. This is applied on top of the item's [[item value#Base values of items|base value]], its [[decoration|decorations]] and the value of all [[item value#Material multipliers|materials]] used in its construction.&lt;br /&gt;
&lt;br /&gt;
Artifact [[armor]] and [[weapons]] have at least the damage/protection modifier of [[Damage#Item_quality|masterful]] (&amp;amp;times;2.0) quality items. Many players suspect it's (much) higher, but this has yet to be confirmed one way or the other. &amp;lt;sup&amp;gt;''(Needs more research*.)''&amp;lt;/sup&amp;gt;   &lt;br /&gt;
&lt;br /&gt;
:''(* The problem is that only a [[Soldier#Heroes_and_Champions|hero]] (&amp;quot;Great&amp;quot; [[skill]] level) or legendary [[Champion#Heroes_and_Champions|champion]] can wield an artifact weapon, and even just a masterful ''silver'' weapon (with a relatively low [[damage|damage multiplier]]) in the hands of such a hero will insta-kill or dismember almost anything it hits with one strike - so, since an artifact weapon is significantly '''better''' than that, how does one tell the difference, much less quantify it?  Who can tell the difference between &amp;quot;dead&amp;quot; and &amp;quot;doubly dead&amp;quot;?  (It's possible that such a difference would only be discernible against [[megabeast|megabeasts]], whales and other huge creatures.)  For similar reasons, it's also unclear whether an artifact weapon of a [[Damage#Material_damage_modifiers|lesser material]] is better than a normal-quality adamantine one (at least a 4:1 material value multiplier).)''  &lt;br /&gt;
:''With regards to artifact armor, without tedious combat logging of the highly-random combat system, again, it's very difficult to tell whether a strike that bounces off artifact armor would not have been blocked by masterful steel, etc. etc.''&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
[[Image:Artifact_Storage.png‎|thumb|left|&amp;quot;Finished Goods&amp;quot; artifacts have no use whatsoever other than tempting kobolds by increasing fortress wealth.]]&lt;br /&gt;
Artifacts of types which can be built ([[furniture]], [[animal trap|animal traps]], [[chain|chains]], etc...) can be used as normal.  [[Weapon|Weapons]] can be built into traps in the room. [[Mechanism|Mechanisms]] can become [[trigger|triggers]] or other mechanism-appropriate buildings.  Often artifacts of this nature are used to meet noble room requirements or establish high-quality dining halls as a single artifact is typically capable of bumping a room up to [[Room#Specific_room_quality_grades|royal quality]] on its own; however, a particularly poor artifact may turn it to at least [[Room#Specific_room_quality_grades|grand]]. Object types which are used for storage in stockpiles ([[bin|bins]], [[barrel|barrels]]) will be used by your dwarves without regard to their status.  &lt;br /&gt;
&lt;br /&gt;
Artifacts which are [[crafts]] or [[clothing]] cannot be so used, nor will a stockpile that contains them count toward room value.&lt;br /&gt;
&lt;br /&gt;
Object types which require a dwarf to wear or use the item will generally not be used by your dwarves, with the exception of artifact weapons and armor, which can only be used by [[Soldier#Heroes_and_Champions|heroes and champions]].&lt;br /&gt;
&lt;br /&gt;
====Artifact Weapons &amp;amp; Armor====&lt;br /&gt;
Artifact weapons and armor will only be equipped by [[Soldier#Heroes and Champions|heroes and champions]] (even if they are novice in the artifact's weapon skill). This means that an artifact axe can be wielded by an Axe Lord but cannot be used for woodcutting, as a dwarf that reaches Elite status can never return to civilian life. Similarly, an artifact pick will never be used by your miners.&lt;br /&gt;
&lt;br /&gt;
Be warned that when a dwarf equips an artifact, '''he will never drop it''' - artifacts can not be marked for dumping, and changing the weapon or armor setting in the military screen won't help either.  Items held are dropped when dwarves lose consciousness; you may wish to set up a simple cave-in trap. Your only other options are to get really lucky and have it wrestled out of his hand in combat, or for the dwarf to be killed. &lt;br /&gt;
&lt;br /&gt;
A dwarf may carry around several artifact weapons in each hand {{verify}} &amp;lt;!--please add how to go about this--&amp;gt;. &amp;lt;s&amp;gt;Of course, you might not see a champion [[swordsdwarf]] wielding eight artifact [[adamantine]] scimitars as a bad thing&amp;lt;/s&amp;gt;.&lt;br /&gt;
Unfortunately, Holding 8 [[adamantine]] scimitars is bad as the hero/champion is probably holding 7 in one hand, thus making the weapons useless.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''See also:'''&lt;br /&gt;
*[[Strange mood|Strange moods]]&lt;br /&gt;
*[[Item value]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Lore]]&lt;/div&gt;</summary>
		<author><name>Deltaway</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Labor&amp;diff=158919</id>
		<title>40d:Labor</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Labor&amp;diff=158919"/>
		<updated>2011-12-27T15:34:34Z</updated>

		<summary type="html">&lt;p&gt;Deltaway: Confirmed &amp;quot;Exceptional&amp;quot; quality and added proper timestamp&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|15:34 27 December 2011}}{{av}}&lt;br /&gt;
A [[dwarf]]'s '''labor''' preferences define the tasks/jobs that he or she is allowed to do, whether it is [[hauling|food hauling]], [[mining]], [[hunting]], or any of dozens of other tasks. For instance, a dwarf with the [[wood cutting]] labor enabled will cut down [[tree]]s whenever trees are designated to be cut.  &lt;br /&gt;
&lt;br /&gt;
To change a dwarf's labor preferences, {{k|v}}iew the dwarf, then select {{k|p}}references and {{k|l}}abor.&lt;br /&gt;
&lt;br /&gt;
The [[mining]] and [[wood cutting]] labors require the dwarf to pick up and wield a [[pick#Pick|pick]] or [[Axe#Battle_axe|battleaxe]], respectively. For this reason, a dwarf cannot be assigned to both mining and woodcutting at the same time.&lt;br /&gt;
&lt;br /&gt;
Note that a labor is ''not'' a '''job'''. A job is the actual task of doing something, while a labor preference is simply whether a dwarf is allowed do that sort of job or not. You can view a list of all current, queued, and suspended jobs on the {{k|j}}obs menu.  A list of what job each dwarf is currently performing is visible on the {{k|u}}nits menu.&lt;br /&gt;
&lt;br /&gt;
Once designated as a '''labor preference''', a single [[skill]] can possibly be applied to many different '''jobs'''. For instance, a [[bone carver]] might carve a totem out of a skull, craft bone practice [[bolt]]s for a [[crossbow]], create bone [[armor]], or carve bone [[craft]]s to trade.  Each of these is a different possible job allowed by designating the associated labor.&lt;br /&gt;
&lt;br /&gt;
Note that many labor preferences, especially [[haul]]ing, have no associated skill, do not generate experience, and do not improve with practice.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Default labors ==&lt;br /&gt;
&lt;br /&gt;
All new arrivals at the fortress (including your initial seven dwarves) will have all the [[hauling]] jobs turned on by default, as well as several other labors if they have a specific profession.  The additional default labors for each profession are:&lt;br /&gt;
&lt;br /&gt;
(''Note: this is slightly incomplete/out of date'')&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
| '''Profession''' || '''Labors'''&lt;br /&gt;
|-&lt;br /&gt;
| All professions (including Peasant) ||&lt;br /&gt;
* [[Health care]]&lt;br /&gt;
* [[Stone hauling]]&lt;br /&gt;
* [[Wood hauling]]&lt;br /&gt;
* [[Item hauling]]&lt;br /&gt;
* [[Burial]]&lt;br /&gt;
* [[Food hauling]]&lt;br /&gt;
* [[Refuse hauling]]&lt;br /&gt;
* [[Furniture hauling]]&lt;br /&gt;
* [[Animal hauling]]&lt;br /&gt;
* [[Cleaning]]&lt;br /&gt;
|-&lt;br /&gt;
| Miner ||&lt;br /&gt;
* [[Mining]]&lt;br /&gt;
|-&lt;br /&gt;
| Woodworker ||&lt;br /&gt;
* [[Wood cutting]]&lt;br /&gt;
* [[Carpentry]]&lt;br /&gt;
* [[Crossbow-making]]&lt;br /&gt;
|-&lt;br /&gt;
| Stoneworker ||&lt;br /&gt;
* [[Masonry]]&lt;br /&gt;
* [[Stone detailing]]&lt;br /&gt;
|-&lt;br /&gt;
| Ranger ||&lt;br /&gt;
* [[Animal training]]&lt;br /&gt;
* [[Animal care]]&lt;br /&gt;
* [[Hunting]]&lt;br /&gt;
* [[Trapping]]&lt;br /&gt;
* [[Small animal dissection]]&lt;br /&gt;
|-&lt;br /&gt;
| Metalsmith ||&lt;br /&gt;
* [[Furnace operating]]&lt;br /&gt;
* [[Weaponsmithing]]&lt;br /&gt;
* [[Armoring]]&lt;br /&gt;
* [[Blacksmithing]]&lt;br /&gt;
* [[Metalcrafting]]&lt;br /&gt;
|-&lt;br /&gt;
| Jeweler ||&lt;br /&gt;
* [[Gem cutting]]&lt;br /&gt;
* [[Gem setting]]&lt;br /&gt;
|-&lt;br /&gt;
| Craftsdwarf ||&lt;br /&gt;
* [[Leatherworking]]&lt;br /&gt;
* [[Bone carving]]&lt;br /&gt;
* [[Stonecrafting]]&lt;br /&gt;
* [[Woodcrafting]]&lt;br /&gt;
* [[Glassmaking]]&lt;br /&gt;
* [[Weaving]]&lt;br /&gt;
* [[Clothesmaking]]&lt;br /&gt;
* [[Strand extraction]]&lt;br /&gt;
|-&lt;br /&gt;
| Fisherdwarf ||&lt;br /&gt;
* [[Fishing]]&lt;br /&gt;
* [[Fish cleaning]]&lt;br /&gt;
* [[Fish dissection]]&lt;br /&gt;
|-&lt;br /&gt;
| Farmer ||&lt;br /&gt;
* [[Butchery]]&lt;br /&gt;
* [[Tanning]]&lt;br /&gt;
* [[Farming (fields)]]&lt;br /&gt;
* [[Dyeing]]&lt;br /&gt;
* [[Soap maker]]&lt;br /&gt;
* [[Wood burning]]&lt;br /&gt;
* [[Potash making]]&lt;br /&gt;
* [[Lye making]]&lt;br /&gt;
* [[Milling]]&lt;br /&gt;
* [[Brewing]]&lt;br /&gt;
* [[Plant gathering]]&lt;br /&gt;
* [[Plant processing]]&lt;br /&gt;
* [[Cheese making]]&lt;br /&gt;
* [[Milking]]&lt;br /&gt;
* [[Cooking]]&lt;br /&gt;
|-&lt;br /&gt;
| Engineer ||&lt;br /&gt;
* [[Siege engineering]]&lt;br /&gt;
* [[Siege operating]]&lt;br /&gt;
* [[Mechanics]]&lt;br /&gt;
* [[Pump operating]]&lt;br /&gt;
|-&lt;br /&gt;
| Administrator ||&lt;br /&gt;
* [[Architecture]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Labors and skills ==&lt;br /&gt;
&lt;br /&gt;
Each labor may have several sub-[[skill]]s associated with it, and may be needed to perform a variety of different tasks.  The following is a list of labors, their associated skills, and where those tasks will be performed:&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| '''Labor''' || '''Associated skills''' || '''Associated buildings'''&lt;br /&gt;
|-&lt;br /&gt;
| [[Mining]] || [[Miner]] || &lt;br /&gt;
*''designated walls, [[ore]] veins, or [[gem]] clusters''&lt;br /&gt;
|-&lt;br /&gt;
| [[Wood cutting]] || [[Wood cutter]] || &lt;br /&gt;
*''designated [[tree]]s''&lt;br /&gt;
|-&lt;br /&gt;
| [[Carpentry]] || [[Carpenter]] || &lt;br /&gt;
*[[Carpenter's workshop]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Masonry]] || [[Mason]] ||&lt;br /&gt;
*[[Mason's workshop]]&lt;br /&gt;
*''[[stone]] and [[glass]] structure construction ([[bridge]]s, etc.)''&lt;br /&gt;
|-&lt;br /&gt;
| [[Stone detailing]] || [[Engraver]] ||&lt;br /&gt;
*''designated walls or floors''&lt;br /&gt;
|-&lt;br /&gt;
| [[Animal training]] || [[Animal trainer]] ||&lt;br /&gt;
*[[Kennels]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Animal care]] || [[Animal caretaker]] ||&lt;br /&gt;
*''any wounded tame animal''&lt;br /&gt;
|-&lt;br /&gt;
| [[Health care]] || ''no skill'' ||&lt;br /&gt;
*''any wounded dwarf''&lt;br /&gt;
|-&lt;br /&gt;
| [[Fish cleaning]] || [[Fish cleaner]] ||&lt;br /&gt;
*[[Fishery]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Fish dissection]] || [[Fish dissector]] ||&lt;br /&gt;
*[[Fishery]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Butchery]] || [[Butcher]] ||&lt;br /&gt;
*[[Butcher's shop]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Leatherworking]] || [[Leatherworker]] ||&lt;br /&gt;
*[[Leather works]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Tanning]] || [[Tanner]] ||&lt;br /&gt;
*[[Tanner's shop]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Farming (fields)]] || [[Grower]] ||&lt;br /&gt;
*[[Farm plot]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Fishing]] || [[Fisherdwarf]] ||&lt;br /&gt;
*''any river/pond''&lt;br /&gt;
|-&lt;br /&gt;
| [[Dyeing]] || [[Dyer]] ||&lt;br /&gt;
*[[Dyer's shop]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Soap maker]] || [[Soaper]] ||&lt;br /&gt;
*[[Alchemist's laboratory]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Furnace operating]] || [[Furnace operator]] ||&lt;br /&gt;
*[[Smelter]]&lt;br /&gt;
*[[Magma smelter]]&lt;br /&gt;
*[[Kiln]]&lt;br /&gt;
*[[Magma kiln]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Wood burning]] || [[Wood burner]] ||&lt;br /&gt;
*[[Wood furnace]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Potash making]] || [[Potash maker]] ||&lt;br /&gt;
*[[Ashery]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Lye making]] || [[Lye maker]] ||&lt;br /&gt;
*[[Ashery]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Weaponsmithing]] || [[Weaponsmith]] ||&lt;br /&gt;
*[[Metalsmith's forge]]&lt;br /&gt;
*[[Magma forge]]&lt;br /&gt;
*''[[metal]] structure construction''&lt;br /&gt;
|-&lt;br /&gt;
| [[Armoring]] || [[Armorsmith]] ||&lt;br /&gt;
*[[Metalsmith's forge]]&lt;br /&gt;
*[[Magma forge]]&lt;br /&gt;
*''[[metal]] structure construction''&lt;br /&gt;
|-&lt;br /&gt;
| [[Blacksmithing]] || [[Metalsmith]] ||&lt;br /&gt;
*[[Metalsmith's forge]]&lt;br /&gt;
*[[Magma forge]]&lt;br /&gt;
*''[[metal]] structure construction''&lt;br /&gt;
|-&lt;br /&gt;
| [[Metalcrafting]] || [[Metal crafter]] ||&lt;br /&gt;
*[[Metalsmith's forge]]&lt;br /&gt;
*[[Magma forge]]&lt;br /&gt;
*''[[metal]] structure construction''&lt;br /&gt;
|-&lt;br /&gt;
| [[Gem cutting]] || [[Gem cutter]] ||&lt;br /&gt;
*[[Jeweler's workshop]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Gem setting]] || [[Gem setter]] ||&lt;br /&gt;
*[[Jeweler's workshop]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Woodcrafting]] || [[Wood crafter]] ||&lt;br /&gt;
*[[Craftsdwarf's workshop]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Stonecrafting]] || [[Stone crafter]] ||&lt;br /&gt;
*[[Craftsdwarf's workshop]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Bone carving]] || [[Bone carver]] ||&lt;br /&gt;
*[[Craftsdwarf's workshop]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Glassmaking]] || [[Glassmaker]] ||&lt;br /&gt;
*[[Glass furnace]]&lt;br /&gt;
*[[Magma glass furnace]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Siege engineering]] || [[Siege engineer]] ||&lt;br /&gt;
*[[Siege workshop]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Siege operating]] || [[Siege operator]] ||&lt;br /&gt;
*[[Ballista]] or [[Catapult]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Mechanics]] || [[Mechanic]] ||&lt;br /&gt;
*[[Mechanic's workshop]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Crossbow-making]] || [[Bowyer]] ||&lt;br /&gt;
*[[Bowyer's workshop]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Weaving]] || [[Weaver]] ||&lt;br /&gt;
*[[Loom]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Clothesmaking]] || [[Clothier]] ||&lt;br /&gt;
*[[Clothier's shop]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Milling]] || [[Miller]] ||&lt;br /&gt;
*[[Quern]]&lt;br /&gt;
*[[Millstone]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Hunting]] || [[Ambusher]]&amp;lt;br /&amp;gt;''selected weapon skill'' ||&lt;br /&gt;
*''outdoors''&lt;br /&gt;
|-&lt;br /&gt;
| [[Brewing]] || [[Brewer]] ||&lt;br /&gt;
*[[Still]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Plant gathering]] || [[Herbalist]] ||&lt;br /&gt;
*''designated [[shrub]]s''&lt;br /&gt;
|-&lt;br /&gt;
| [[Plant processing]] || [[Thresher]] ||&lt;br /&gt;
*[[Farmer's workshop]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Cheese making]] || [[Cheese maker]] ||&lt;br /&gt;
*[[Farmer's workshop]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Milking]] || [[Milker]] ||&lt;br /&gt;
*[[Farmer's workshop]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Cooking]] || [[Cook]] ||&lt;br /&gt;
*[[Kitchen]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Trapping]] || [[Trapper]] ||&lt;br /&gt;
*''outdoors or indoors''&lt;br /&gt;
|-&lt;br /&gt;
| [[Small animal dissection]] || [[Animal dissector]] ||&lt;br /&gt;
*[[Butcher's shop]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Stone hauling]] || ''no skill'' ||&lt;br /&gt;
*[[Stockpile]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Wood hauling]] || ''no skill'' ||&lt;br /&gt;
*[[Stockpile]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Item hauling]] || ''no skill'' ||&lt;br /&gt;
*[[Stockpile]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Burial]] || ''no skill'' ||&lt;br /&gt;
*[[Stockpile]]&lt;br /&gt;
*[[Coffin]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Food hauling]] || ''no skill'' ||&lt;br /&gt;
*[[Stockpile]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Refuse hauling]] || ''no skill'' ||&lt;br /&gt;
*[[Stockpile]]&lt;br /&gt;
*[[Activity zone]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Furniture hauling]] || ''no skill'' ||&lt;br /&gt;
*[[Stockpile]]&lt;br /&gt;
*''building location''&lt;br /&gt;
|-&lt;br /&gt;
| [[Animal hauling]] || ''no skill'' ||&lt;br /&gt;
*[[Stockpile]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Cleaning]] || ''no skill'' ||&lt;br /&gt;
*''blood/ichor/vomit''&lt;br /&gt;
|-&lt;br /&gt;
| [[Architecture]] || [[Building designer]] ||&lt;br /&gt;
*''[[road]] construction''&lt;br /&gt;
*''[[bridge]] construction''&lt;br /&gt;
*''[[furnace]] construction''&lt;br /&gt;
*''[[well]] construction''&lt;br /&gt;
*''[[support]] construction''&lt;br /&gt;
|-&lt;br /&gt;
| [[Pump operating]] || [[Pump operator]] ||&lt;br /&gt;
*[[Screw pump]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Strand extraction]] || [[Strand extractor]] ||&lt;br /&gt;
*[[Craftsdwarf's workshop]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Other professions ==&lt;br /&gt;
&lt;br /&gt;
===Soldiers===&lt;br /&gt;
[[Soldier]]s (including those in the [[royal guard]] and [[fortress guard]]) will not work at all: they will either stand at their station (if on duty) or, if standing down, wander around a lot, usually spending a lot of time [[sparring]] in the [[barracks]] (if you have built any) or shooting at [[archery target]]s (if they are armed with a [[crossbow]]). Some soldiers will grow progressively unhappier if they remain on duty for too long.&lt;br /&gt;
&lt;br /&gt;
On rare occasion, you may spot a soldier doing a &amp;quot;Store item in stockpile&amp;quot; task.  This can occur after the soldier has taken a drink; if the barrel they drank from wasn't on the correct stockpile (or perhaps any stockpile), they will haul it to the appropriate stockpile before setting it down.  Nobles and children will also haul barrels in this manner.&lt;br /&gt;
&lt;br /&gt;
=== Noble endeavors and child labor ===&lt;br /&gt;
[[Noble]]s and [[children]] cannot be assigned any labors, although there are a small number of jobs they will do.  These jobs may be performed by any available dwarf (except soldiers), although nobles and children are usually idle, so they often do take them before other dwarves do:&lt;br /&gt;
&lt;br /&gt;
* [[Harvest]] Plants (if you have &amp;quot;All Dwarves Harvest&amp;quot; set on the {{k|o}}rders menu)&lt;br /&gt;
* Pull a [[Lever]]&lt;br /&gt;
* Move Item to [[Trade depot]]&lt;br /&gt;
* Move Item to [[Shop]]&lt;br /&gt;
* Confine animals to (or release them from) [[cage]]s/[[restraint]]s&lt;br /&gt;
* Clean Trap (when a [[Trap#Weapon traps|weapon trap]] has a [[corpse]] stuck in it)&lt;br /&gt;
* Fill a [[Pond]]&lt;br /&gt;
* Remove [[Construction]] (walls, floors, stairs, etc.)&lt;br /&gt;
*  Trade at Depot (if set to &amp;quot;all dwarves can trade&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
Periodically enabling &amp;quot;All Dwarves Harvest&amp;quot; for a few seconds (if you normally keep it disabled) is a good way to put nobles to work, especially when you have a backlog of unharvested [[crop]]s which are threatening to wither.&lt;br /&gt;
&lt;br /&gt;
== Get back to work ==&lt;br /&gt;
===On Break===&lt;br /&gt;
Often dwarves will not work at all.  They must periodically sleep, eat, and drink, and will sometimes go &amp;quot;On Break&amp;quot;.  If you do not supply them with [[alcohol]], they will go on break far more often.&lt;br /&gt;
&lt;br /&gt;
===Attend Party===&lt;br /&gt;
If you have built any [[statue garden]]s, [[meeting hall]]s, or [[zoo]]s, dwarves may occasionally &amp;quot;Attend Party&amp;quot; and meet with other partygoing dwarves in these rooms.  Whether this is done in place of part of the &amp;quot;On Break&amp;quot; time is unknown. Regardless, a party can be ended by &amp;quot;free&amp;quot;-ing the room at the Set Building Tasks screen ({{k|q}}); The dwarves are reset to &amp;quot;No Job&amp;quot; and resume work.&lt;br /&gt;
&lt;br /&gt;
===No Job===&lt;br /&gt;
If dwarves are listed as having &amp;quot;No Job&amp;quot;, they may be &amp;quot;between jobs&amp;quot;, and will start a new task within a few seconds, or they may be lacking the right labor preferences to perform any available task.  Tasks themselves may be held up by various things, including:&lt;br /&gt;
&lt;br /&gt;
*Job-related materials are unavailable or unreachable (this is usually [[Announcement|announced]])&lt;br /&gt;
*One or another material is set to be &amp;quot;ignored&amp;quot; on the {{k|o}}[[orders|rders]] screen&lt;br /&gt;
*A backlog of unperformed [[hauling]] tasks, causing all items to be inaccessible&lt;br /&gt;
*All relevant jobs being in &amp;quot;suspended&amp;quot; status; suspended jobs must always be restarted manually&lt;br /&gt;
&lt;br /&gt;
If a dwarf is reported as having no job in an otherwise busy fortress, it may be stuck somewhere (for example, behind a floodgate or washed down the river).&lt;br /&gt;
&lt;br /&gt;
===Other non-productive tasks===&lt;br /&gt;
Dwarves will also periodically do a variety of other less than productive tasks.&lt;br /&gt;
&lt;br /&gt;
*Prior to the [[Dwarven Economy]], &amp;quot;Check Chest&amp;quot; jobs are generated when there is a [[container]] or [[cabinet]] installed in an unassigned room.&lt;br /&gt;
*&amp;quot;Pickup Equipment&amp;quot; is tasked whenever they are exchanging worn-out clothing for new items, have been assigned new [[weapon]]s or [[armor]] (or weapons they previously were assigned finally become available) or need a [[pick#Pick|pick]] or [[axe#Battle_axe|battle axe]] for mining and wood cutting jobs.&lt;br /&gt;
*&amp;quot;Store Owned Item&amp;quot; occurs when dwarves have both an object they [[shop|own]] (such as [[coin]]s or discarded shoes) and a room to store it in.&lt;br /&gt;
*&amp;quot;Go Shopping&amp;quot; occurs when a dwarf needs a new piece of clothing post [[economy]].  Sometimes they will also just feel like buying a new trinket.  Requires a [[shop]].&lt;br /&gt;
&lt;br /&gt;
=== [[Strange mood]] ===&lt;br /&gt;
See [[Strange mood]].&amp;lt;br /&amp;gt;&lt;br /&gt;
Dwarves that have failed a [[strange mood]] will become either [[Melancholy]], [[Berserk]], or [[Insane]].  This is not curable.&lt;br /&gt;
&lt;br /&gt;
===Tantrum===&lt;br /&gt;
Very Unhappy or Miserable dwarves will often [[tantrum]].&lt;br /&gt;
&lt;br /&gt;
===Rest (from injury)===&lt;br /&gt;
Severely [[wounds|injured]] dwarves (with 'red' or 'yellow' injuries) will usually go to their beds to &amp;quot;Rest&amp;quot;, where they will stay until their wounds recover.  However, if their wounds are causing them pain or otherwise preventing them from sleeping, they may show &amp;quot;No Job&amp;quot;, or sometimes they will get out of bed and tantrum instead.  Dwarves with the [[Health care|Health Care]] labor turned on will bring them water in a [[bucket]] to keep them from dehydrating and food to keep them from starvation.&lt;br /&gt;
&lt;br /&gt;
== Other oddities ==&lt;br /&gt;
* Constructing roads (once [[architecture|designed]]) -- similar to building [[floodgate]]s, there are no labor requirements for constructing these.&lt;br /&gt;
&lt;br /&gt;
== Job Management ==&lt;br /&gt;
To see a list of all jobs and [[dwarves]] doing them press {{k|j}}.&lt;br /&gt;
&lt;br /&gt;
To view a list of every [[dwarf]] and significant creature ([[Elf]], [[Goblin]], [[dog]], livestock, etc.) and the job they are currently performing, they can be viewed in the {{k|u}}nit list.  &lt;br /&gt;
&lt;br /&gt;
From ''either'' menu, if you want to order specific jobs to be done in bigger amounts, press {{k|m}}. You can order up to 30 of single job from the manager screen. &lt;br /&gt;
&lt;br /&gt;
{{Category|Dwarves}}&lt;br /&gt;
{{Category|Interface}}&lt;/div&gt;</summary>
		<author><name>Deltaway</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=23a:Jail&amp;diff=158918</id>
		<title>23a:Jail</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=23a:Jail&amp;diff=158918"/>
		<updated>2011-12-27T15:33:13Z</updated>

		<summary type="html">&lt;p&gt;Deltaway: Confirmed &amp;quot;Fine&amp;quot; quality and added proper timestamp&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|15:32 27 December 2011 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
A '''jail''' is a special [[room]] used in dwarven [[justice]].  It is designated from a [[restraint]] or from a metal [[cage]]. If [[Restraint|ropes]] are used, prisoners have been observed to be able to break free from time to time, especially during [[tantrum]]s.{{verify}}&lt;br /&gt;
&lt;br /&gt;
Your fort's [[sheriff]] or [[captain of the guard]] will request chains, ropes or metal cages to be designated as jails.  The current number of ropes or chains needed is indicated on the {{key|z}} Status menu, under the Justice submenu.  The number of them required is one-tenth the current population, rounded down to the nearest integer.&lt;br /&gt;
&lt;br /&gt;
== Happy prisoners ==&lt;br /&gt;
Prison is a great place for dwarves to become terminally upset.  Generally inmates are still suffering from the bad [[thought]]s that caused them to [[tantrum]] and become imprisoned in the first place.  Just being in prison makes dwarves very unhappy, and since your other dwarves will only bring them water to drink, the lack of alcohol makes it worse.  To prevent an infinite string of tantrums and ever-lengthening prison sentences, it is a good idea to make your prison a very nice place.&lt;br /&gt;
&lt;br /&gt;
Avoid using cages, as this only makes them upset, and they cannot benefit from whatever decorations you may put in your jail. They will not be able to sleep in any beds you place. They will not be able to eat or drink from any nearby stockpiles. They will not be able to eat at a dining table, or work at an office chair. A restraint (ropes or chains) allows them to walk around a 3x3 space, centered on the restraint.&lt;br /&gt;
&lt;br /&gt;
Engraving walls and placing high-quality statues for the prisoner to admire are a good start.  Dwarves will also admire their own chains, if they are high quality or made of expensive metal. In fact, any kind of high quality furniture can be used to potentially increase a dwarf's happiness. Even a door has a chance of improving their mood, if set as internal.&lt;br /&gt;
&lt;br /&gt;
If you place a tiny [[alcohol]] [[stockpile]] next to the chain, the prisoner can help himself to alcohol, avoiding both the unhappy thoughts from alcohol deprivation, and the need for your other dwarves to supply him with water. Remember, a drunk prisoner is a happy prisoner. If you give him a [[food]] stockpile as well, dwarves won't need to spend time hauling for your prisoners directly, and they'll never get the &amp;quot;has been starving lately&amp;quot; thought.&lt;br /&gt;
&lt;br /&gt;
Dwarves who are chained in a jail will be unable to sleep unless a bed is placed adjacent to the chain.  Due to a bug, however, a prisoner will not sleep on a prison bed if he has an assigned and accessible bed elsewhere - locking the cell door will be enough to make the prisoner give up and sleep on the adjacent bed.&lt;br /&gt;
&lt;br /&gt;
Dwarves prefer to eat at a table with a chair next to it, and if the table they're eating at is part of a dining room, they can receive a happy thought if the dining room is of high value.&lt;br /&gt;
&lt;br /&gt;
You don't actually need a jail &amp;quot;cell&amp;quot; to have walls, as a cage restricts them to a single tile, and a restraint restricts them to a 9-tile square. It can simply be a row of restraints in a long empty hall. This has the benefit of being very easy to make, but can also be hard to control specific rehabilitation. Of course, it opens opportunities, like overlapping prison cells, so two dwarves can use the same bed, or benefit from the same statue garden. A single table could be used to set the whole prison hall as a dining room, allowing all of the dwarves to enjoy it from tables which have simply been constructed. In fact, arranging the restraints in overlapping squares, could allow four dwarves to have their moods improved by a single artifact statue in the middle! A very efficient use of high-quality goods.&lt;br /&gt;
&lt;br /&gt;
== Security ==&lt;br /&gt;
&lt;br /&gt;
It has been observed that some particularly capable dwarves when tantruming, and some animals, can actually break free from a rope. If this occurs, it is nice to have some form of protection or warning system, to keep said overpowered tantrumer from causing too much harm to the fortress, its inhabitants, or even the other prisoners in particular. Using lockable doors to control potential traffic is one method. If a dwarf breaks free, simply lock his cell door until you can get your captain of the guard nearby.&lt;br /&gt;
&lt;br /&gt;
Another potential problem, due to extended unhappiness, is insanity of the violent sort. Building an actual prison complex to deal with such an issue, on the somewhat rare occasion it may arise, may be a good idea. For example, separating all of the cells from the fortress by putting the guard barracks between the two, or trapping the prison halls. Hey, at least you'll have a safe place to hide your last five dwarves from the invading siege!&lt;br /&gt;
&lt;br /&gt;
== Executing prisoners ==&lt;br /&gt;
&lt;br /&gt;
If you don't want to rehabilitate your prisoners, you can always build your restraints in a [[Captured creatures|death chamber]]. However, this means you'll lose all your unhappy legendary dwarves, and their loved ones will have very unhappy thoughts, potentially leading to a tantrum chain. If you don't want to take the time to wire up every cell to kill, you could always design only one execution chamber, and simply lock all of the other ones just before a criminal is to be imprisoned. One could have a lot of fun with various methods of execution. Water, magma, cave-ins, caged dragons, the list goes on! Hey, if the fort's going down, might as well have some MORE [[fun]] while you're at it!&lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;br /&gt;
{{Category|Rooms}}&lt;/div&gt;</summary>
		<author><name>Deltaway</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Insanity&amp;diff=158917</id>
		<title>40d:Insanity</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Insanity&amp;diff=158917"/>
		<updated>2011-12-27T15:32:09Z</updated>

		<summary type="html">&lt;p&gt;Deltaway: Confirmed &amp;quot;Masterwork&amp;quot; quality and added proper timestamp&lt;/p&gt;
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&lt;div&gt;{{quality|Masterwork|15:31 27 December 2011 (UTC) (UTC)}}{{av}}&lt;br /&gt;
'''Insanity''' causes a dwarf to immediately stop what they were doing and go mad, rendering them useless as they refuse to follow orders or perform any job. They also stop [[Food|eating]], [[Alcohol|drinking]] and even [[sleep]]ing. Insanity comes in three flavors: melancholy, stark raving mad and berserk. &lt;br /&gt;
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The effect is permanent and there is no current way to cure them. Insanity always ends in the death of the afflicted dwarf, whether by suicide or homicide, which will upset their [[friend]]s and [[Relationship|family]].  This can lead to a vicious circle of depression and [[tantrum]]s. Make sure to build [[coffin]]s to avoid compounded unhappiness from their friends [[Rot|decaying]] on open air.&lt;br /&gt;
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Even [[children]] and [[babies]] can be afflicted by insanity. And yes, that is awesome.&lt;br /&gt;
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==Causes==&lt;br /&gt;
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Certain events/conditions can drive a dwarf insane. It is not possible to force insanity, only to foster its growth.&lt;br /&gt;
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* Entering a [[strange mood]] but failing to complete a [[legendary artifact]].&lt;br /&gt;
* Being very [[thought|unhappy]] or miserable for a long time. Unlike a failed mood, this is not a guaranteed insanity, and dwarves can remain unhappy  for many months without snapping.&lt;br /&gt;
* [[Diplomat]]s and [[merchant]]s who are trapped inside your fortress for a long time will also go insane, even though you do not technically &amp;quot;own&amp;quot; them. This includes their pack [[animal]]s used to haul the goods. A caged diplomat will go insane immediately (e.g. if he falls [[unconscious]] while standing on [[cage trap]])&lt;br /&gt;
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==Types==&lt;br /&gt;
There are three types of insanity. It is only possible for a dwarf to have one type of insanity (one is enough).  If there are any factors which determine why a dwarf gets one type of madness vs. another, they are not yet identified.&lt;br /&gt;
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:* '''Stark raving mad'''&lt;br /&gt;
:{{gametext|&amp;lt;dwarf&amp;gt; has gone stark raving mad!|3:1}}&lt;br /&gt;
::''Running around babbling!''&lt;br /&gt;
:The afflicted dwarf will drop all of their items (including [[clothes]]) one by one until they are entirely naked. They will then wander your halls (or sometimes stick to their [[room]]) babbling incoherently until they eventually die of dehydration or starvation. They do not actively seek out their own deaths, but death does a pretty good job at finding them anyways, as they ignore any and all hazards as they run around.&lt;br /&gt;
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:* '''Melancholy'''&lt;br /&gt;
:{{gametext|&amp;lt;dwarf&amp;gt; is stricken by melancholy!|1:1}}&lt;br /&gt;
::''Stricken by melancholy...''&lt;br /&gt;
:The afflicted dwarf is overcome by depression and will seek out ways to end their life. If they cannot find a [[cliff]] to jump off of or [[water]]/[[magma]] to [[Swimmer#Drowning|drown]]/[[Fire|burn up]] in, they will simply starve themselves to death.  Melancholy dwarves also move very slowly.&lt;br /&gt;
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:* '''Berserk'''&lt;br /&gt;
:{{gametext|&amp;lt;dwarf&amp;gt; has gone berserk!|4:1}}&lt;br /&gt;
::''In a berserk rage!''&lt;br /&gt;
:The afflicted dwarf attacks friend and foe alike in a blind rage. This can be dangerous if it happens to an experienced dwarf (especially one carrying an [[artifact]] weapon); [[war dog]]s will quickly pull down an unskilled dwarf, though.&lt;br /&gt;
:Berserk dwarfs have also been known to pull every lever they can find.  This may be merely annoying or a true game-ender, depending on your fortress design.&lt;br /&gt;
:The dwarf in question becomes an enemy to your civilization, meaning your [[military]] will engage him and the berserk dwarf can set off traps.&lt;br /&gt;
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==Dealing with insanity==&lt;br /&gt;
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As stated, there is no cure for the insane. But there are ways you can deal with dwarf quickly and efficiently which can have little impact on your fort's health. Of course, that isn't always as [[fun]].&lt;br /&gt;
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*Lock the [[door]] or otherwise seal them in&lt;br /&gt;
:Insane dwarves - even the berserk kind - cannot get by a locked door. If your insane or soon-to-be-insane dwarf is in a lockable room, just lock the door; you can then wait for them to starve themselves to death. Even if your workshops aren't in rooms on their own, you'll have a month or two while your dwarf stands in their workshop waiting for the items they need. You can use that time to build a wall around the workshop and seal the dwarf in. (Indeed, it may be a good idea to start doing this instinctively as soon as a dwarf claims a workshop, or dig 3x3 squares with only one way in for your workshops so you can build a door in the gap and lock it as soon as the dwarf goes mad.)&lt;br /&gt;
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*Station your military around them&lt;br /&gt;
:If you suspect a dwarf is about to go insane, whether from misery or a failed mood, you can station a squad of soldiers by them&lt;br /&gt;
:This is a decisive solution to dealing with a berserk dwarf. Better they charge into an axe than an unlucky [[mason]] walking along.&lt;br /&gt;
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*Make sure you have a cliff and that the bottom is accessible&lt;br /&gt;
:As cruel as it might sound, making sure your melancholy dwarves have a place to jump off of provides a quick and easy death instead of waiting for them to eventually starve. If you're able to access the bottom of the cliff you can more quickly bury the corpse and recover the deceased's items.&lt;br /&gt;
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*Assign [[dog|wardogs]] to a potential case, or to those around them&lt;br /&gt;
:Similar to military, wardogs will recognize the insane as an enemy, and rip them apart the moment they become a danger. This tends to only work with the more violent types.  One or two is enough for a non-wrestler, and has the advantage of following the dwarf wherever they go.&lt;br /&gt;
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*Post cage traps&lt;br /&gt;
:Posting a cage trap near a dwarf thats about to go berserk will imprison him in a cage and prevent a needless death. he can be kept alive in this cage indefinitely and it will keep your other dwarves from having a bad thought relation to the would-be death of their friend/husband/whatever.  If you're concerned about the security of a [[control room]], a cage trap outside will stop any mad lever puller before they can do any damage.&lt;br /&gt;
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==Insanity in Adventure Mode==&lt;br /&gt;
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In [[Adventure Mode]], it is possible to have your adventurer become melancholic, this can be caused by extreme drowsiness.  When this happens, your adventurer will be able to fall off cliffs without using the ALT-key, and possibly won't be able to swim during this state. Other than that, nothing really else happens, and the effect goes away when you travel on the world map.&lt;br /&gt;
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{{Category|Thoughts}}&lt;/div&gt;</summary>
		<author><name>Deltaway</name></author>
	</entry>
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