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		<id>https://dwarffortresswiki.org/index.php?title=Quantum_stockpile&amp;diff=267384</id>
		<title>Quantum stockpile</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Quantum_stockpile&amp;diff=267384"/>
		<updated>2022-12-16T15:11:22Z</updated>

		<summary type="html">&lt;p&gt;DwarfStreja: /* Drawbacks */ Fixed drink statement&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|23:59, 27 June 2016 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
A '''quantum stockpile''' ('''QSP''') allows you to store an unlimited number of items in a single tile. QSPs can make for super efficient storage, allowing more compact fortresses, shorter hauling routes, more efficient manufacturing flows, stocktaking at a glance with look {{K|k}} and [http://www.bay12forums.com/smf/index.php?topic=92241.msg3276117#msg3276117 possibly higher FPS]. Quantum stockpiles are considered to be an [[exploit]].&lt;br /&gt;
&lt;br /&gt;
== Simple quantum stockpiles ==&lt;br /&gt;
The simplest QSP is created by designating a garbage dump [[activity zone]], dumping the items you want to store and then reclaiming them when you are ready to use them. If you place this garbage dump on top of an existing [[stockpile]], the dumped items will automatically be considered part of the stockpile, allowing the use of stockpile links to distribute the items to workshops or other stockpiles.&lt;br /&gt;
&lt;br /&gt;
A similar effect may be achieved for stones by building a wall two tiles in front of a catapult and digging a channel between the wall and catapult. By firing the catapult at the wall, the stone falls into the trench. The stone will pile up in the channel, putting it out of sight and out of mind. Not only does this train [[siege operator]]s, but it clears the stone that your [[miner]]s leave everywhere.&lt;br /&gt;
&lt;br /&gt;
Another way to quantum stockpile is to not have appropriate stockpiles to move items back to after you move them to the trading depot. The depot can hold an infinite number of items, and those items will not be removed if there is nowhere else to place them. This is also useful for anything you want to trade anyway.&lt;br /&gt;
&lt;br /&gt;
== The Minecart Stop ==&lt;br /&gt;
This method allows the type of items to be stored in the quantum stockpile to be completely controlled and to be as broad or specific as required. Collection of items is automatic with no user input required, just like a normal stockpile, and the number of haulers collecting for the stockpile is controlled by the size and number of feeder stockpiles. Distribution is also automatic, with dwarves coming to collect items as needed from the quantum stockpile, just like from a normal stockpile.&lt;br /&gt;
&lt;br /&gt;
This can be utilized as part of a [[minecart]] transport system, or standalone with no tracks or moving minecarts whatsoever. The steps below are to create a standalone quantum stockpile, but the same general principles apply if used in a minecart transport system.&lt;br /&gt;
&lt;br /&gt;
===Setup===&lt;br /&gt;
&amp;lt;diagram&amp;gt;&lt;br /&gt;
  ffff     f feeder stockpile&lt;br /&gt;
   S       S track stop, set to dump south&lt;br /&gt;
   q       q quantum stockpile&lt;br /&gt;
&amp;lt;/diagram&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# First, '''pause the game'''. If you don't, the dwarves will try to use the quantum stockpile for their own purposes while you're setting things up, like assigning barrels or bins or dropping an unintended item, and then the QSP won't work. You should also have a minecart ready in your inventory.&lt;br /&gt;
# Build a track stop {{K|b}} - {{K|C}} - {{K|S}} , being sure to set the dumping direction {{K|d}} and leaving the friction setting on Highest. This can be adjusted later should the need arise; see [[Minecart#More_on_Track_stop|here]] for more information.&lt;br /&gt;
# Designate a 1x1 quantum stockpile {{K|p}} on the tile where the track stop will dump, then define preferences {{K|q}} to make the settings {{K|s}} store only what you want. Be sure to select zero [[barrel]]s {{K|E}}, [[bin]]s {{K|C}}, [[wheelbarrow]]s {{K|w}}, and most importantly, Will Take From Links Only {{K|a}}. If you forget to set Links Only, the dwarves will happily drop the items into the minecart and then immediately take the whats-it out of the quantum stockpile and put it back into the feeder pile. Rinse and repeat. The only way to fix this is to remove the quantum stockpile {{K|p}} - {{K|x}} and designate a new one.&lt;br /&gt;
# Designate a feeder stockpile {{K|p}} near the the track stop.&amp;lt;sup&amp;gt;note 1&amp;lt;/sup&amp;gt; It can be any size, but the larger it is, the more dwarves will simultaneously collect items.&amp;lt;sup&amp;gt;note 2&amp;lt;/sup&amp;gt; Define the preferences {{K|q}} of this stockpile to be the same as the quantum stockpile&amp;lt;sup&amp;gt;note 3&amp;lt;/sup&amp;gt;, including zero barrels and bins, and with the possible exception of the number of wheelbarrows. If the QSP is for heavy items (e.g. loose stones), you may want to use wheelbarrows in the feeder stockpile to speed up collection.&lt;br /&gt;
## &amp;lt;span style=&amp;quot;font-size:small;&amp;quot;&amp;gt;Even though the feeder stockpile can be anywhere in or out of the fort, it will be most efficient if it's positioned close to the track stop.&amp;lt;/span&amp;gt;&lt;br /&gt;
## &amp;lt;span style=&amp;quot;font-size:small;&amp;quot;&amp;gt;Keep it a reasonable size. In case something goes wrong, you won't want to have to deal with 200 unwanted boulders.&amp;lt;/span&amp;gt;&lt;br /&gt;
## &amp;lt;span style=&amp;quot;font-size:small;&amp;quot;&amp;gt;If you configure the feeder stockpile to accept more than one type of item within a category, such as [[Stone]] or [[Furniture]], several quantum stockpiles can be set up to draw from the one stockpile. As an example, Metal Ores can be sorted out to iron-, copper- and silver-bearing ores in separate QSPs.&amp;lt;/span&amp;gt;&lt;br /&gt;
# Construct a new hauling route pressing {{K|h}} then {{k|r}}, being sure to place the cursor over the target track stop. Naming {{K|n}} the route now will save a hassle with troubleshooting later. Press  {{K|v}} to assign a vehicle (told you that you'd need one), then press {{K|s}} to define a new route stop on top of your track stop. Press {{K|Enter}} to define the stop. Press {{K|x}} to remove the default conditions, press {{K|s}} to create a stockpile link, then position the cursor over the feeder stockpile and press {{K|p}}. Press {{K|Enter}} again to configure the route stop settings to match the quantum stockpile settings. '''If using custom stockpile settings, make sure you don't turn off the additional options. If you do turn them off, things won't work.''' Press {{K|ESC}} several times to back out of the Routes menu back to the Main menu.&lt;br /&gt;
&lt;br /&gt;
It's a little fiddly to initially set up, and if you miss any step it won't work at all, but once in operation it's an extremely efficient storage system, and scales easily with the size of your fortress, number of haulers and number of items to store.&lt;br /&gt;
&lt;br /&gt;
===Drawbacks===&lt;br /&gt;
# This method cannot store any items in [[bin]]s or [[barrel]]s at all, including bolts (which shouldn't be stored in a bin anyway {{bug|2706}}).&lt;br /&gt;
# This method cannot store any type of [[drink]] (you will see your dwarves leave barrels and pots of alcohol all over the place), due to the fact that barrels assigned to stockpiles are marked to be put in specific stockpiles.&lt;br /&gt;
# [[Food]] stored using this method without barrels tends to attract [[vermin]], especially swarms of [[fly|flies]], since it can't be placed in barrels.&lt;br /&gt;
# This method works well for [[furniture]], [[wear|cast-off]] [[clothing]], [[metal]] and [[stone]]. A quantum minecart stop can be combined with some sort of [[garbage disposal]] mechanism to easily handle [[refuse]] and [[invader]]s' corpses.&lt;br /&gt;
# Note, however, that if your dwarves are under [[standing orders]] to ignore outdoor refuse (the default setting) they will also not load an outdoor refuse pile into the minecart.&lt;br /&gt;
# It has been observed that plant harvesting may be restricted by the number of empty valid stockpile spots.  A larger receiving plant stockpile may be needed to get harvests done before the plants wither away.&lt;br /&gt;
&lt;br /&gt;
== The Undump ==&lt;br /&gt;
This technique was [http://www.bay12forums.com/smf/index.php?topic=92241.0 developed] before minecarts were implemented. While still a valid method, it has been superseded by the Minecart Stop QSP which achieves the same result, is easier to set up and has fewer drawbacks.&lt;br /&gt;
&lt;br /&gt;
===Setup===&lt;br /&gt;
&amp;lt;diagram&amp;gt;&lt;br /&gt;
         H Hatch cover&lt;br /&gt;
  =====  ^ pressure plate, citizens trigger, linked to hatch&lt;br /&gt;
  ^sHs=  = Wall&lt;br /&gt;
  =====  s Stockpile (same type)&lt;br /&gt;
&amp;lt;/diagram&amp;gt;&lt;br /&gt;
The idea is that haulers try to place some item on the right stockpile, step on the pressure plate and make the hatch cover retract. This makes them cancel the hauling job because they can't reach the right stockpile. They then drop the item on the left stockpile, on top of as big of a pile as you want.&lt;br /&gt;
&lt;br /&gt;
More information on this method can be found on the inventor's [[User:Vasiln/Undump|user page]].&lt;br /&gt;
&lt;br /&gt;
===Drawbacks===&lt;br /&gt;
This design has the following drawbacks:&lt;br /&gt;
#It's slow, because the one target stockpile generates only one job at a time. If you have more than one target stockpile they create lag because of pathing issues. You probably want to keep your normal stockpiles and use the undump to clean them up slowly. At which point you could consider just using the normal quantum stockpile dumping. Or you build more undumps.&lt;br /&gt;
#Job cancellation spam. You can turn that off.&lt;br /&gt;
#Oftentimes, dwarves drop the item on top of the pressure plate instead of on the stockpile. A feeder stockpile just outside the undump helps here.&lt;br /&gt;
#You obviously need some materials to build it. &lt;br /&gt;
#You need to create an open space tile where the hatch cover is (channeling only leaves a ramp), which means digging in the level below. &lt;br /&gt;
#You want to set the pressure plate to the lowest minimum weight (10000, which gets a zero cut off and displays as 1000). This can get tedious, so getting a macro is advised.&lt;br /&gt;
#If your stockpile management is exceptional already, the undump may not be of as much use to you.&lt;br /&gt;
However, there is a multitude of potential applications that get discussed in [http://www.bay12forums.com/smf/index.php?topic=92241.0 this] thread.&lt;br /&gt;
&lt;br /&gt;
{{Category|Stockpiles}}&lt;br /&gt;
[[ru:Quantum stockpile]]&lt;/div&gt;</summary>
		<author><name>DwarfStreja</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Quantum_stockpile&amp;diff=267383</id>
		<title>Quantum stockpile</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Quantum_stockpile&amp;diff=267383"/>
		<updated>2022-12-16T15:02:37Z</updated>

		<summary type="html">&lt;p&gt;DwarfStreja: /* Setup */ An excellent point and all part of the FUN&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|23:59, 27 June 2016 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
A '''quantum stockpile''' ('''QSP''') allows you to store an unlimited number of items in a single tile. QSPs can make for super efficient storage, allowing more compact fortresses, shorter hauling routes, more efficient manufacturing flows, stocktaking at a glance with look {{K|k}} and [http://www.bay12forums.com/smf/index.php?topic=92241.msg3276117#msg3276117 possibly higher FPS]. Quantum stockpiles are considered to be an [[exploit]].&lt;br /&gt;
&lt;br /&gt;
== Simple quantum stockpiles ==&lt;br /&gt;
The simplest QSP is created by designating a garbage dump [[activity zone]], dumping the items you want to store and then reclaiming them when you are ready to use them. If you place this garbage dump on top of an existing [[stockpile]], the dumped items will automatically be considered part of the stockpile, allowing the use of stockpile links to distribute the items to workshops or other stockpiles.&lt;br /&gt;
&lt;br /&gt;
A similar effect may be achieved for stones by building a wall two tiles in front of a catapult and digging a channel between the wall and catapult. By firing the catapult at the wall, the stone falls into the trench. The stone will pile up in the channel, putting it out of sight and out of mind. Not only does this train [[siege operator]]s, but it clears the stone that your [[miner]]s leave everywhere.&lt;br /&gt;
&lt;br /&gt;
Another way to quantum stockpile is to not have appropriate stockpiles to move items back to after you move them to the trading depot. The depot can hold an infinite number of items, and those items will not be removed if there is nowhere else to place them. This is also useful for anything you want to trade anyway.&lt;br /&gt;
&lt;br /&gt;
== The Minecart Stop ==&lt;br /&gt;
This method allows the type of items to be stored in the quantum stockpile to be completely controlled and to be as broad or specific as required. Collection of items is automatic with no user input required, just like a normal stockpile, and the number of haulers collecting for the stockpile is controlled by the size and number of feeder stockpiles. Distribution is also automatic, with dwarves coming to collect items as needed from the quantum stockpile, just like from a normal stockpile.&lt;br /&gt;
&lt;br /&gt;
This can be utilized as part of a [[minecart]] transport system, or standalone with no tracks or moving minecarts whatsoever. The steps below are to create a standalone quantum stockpile, but the same general principles apply if used in a minecart transport system.&lt;br /&gt;
&lt;br /&gt;
===Setup===&lt;br /&gt;
&amp;lt;diagram&amp;gt;&lt;br /&gt;
  ffff     f feeder stockpile&lt;br /&gt;
   S       S track stop, set to dump south&lt;br /&gt;
   q       q quantum stockpile&lt;br /&gt;
&amp;lt;/diagram&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# First, '''pause the game'''. If you don't, the dwarves will try to use the quantum stockpile for their own purposes while you're setting things up, like assigning barrels or bins or dropping an unintended item, and then the QSP won't work. You should also have a minecart ready in your inventory.&lt;br /&gt;
# Build a track stop {{K|b}} - {{K|C}} - {{K|S}} , being sure to set the dumping direction {{K|d}} and leaving the friction setting on Highest. This can be adjusted later should the need arise; see [[Minecart#More_on_Track_stop|here]] for more information.&lt;br /&gt;
# Designate a 1x1 quantum stockpile {{K|p}} on the tile where the track stop will dump, then define preferences {{K|q}} to make the settings {{K|s}} store only what you want. Be sure to select zero [[barrel]]s {{K|E}}, [[bin]]s {{K|C}}, [[wheelbarrow]]s {{K|w}}, and most importantly, Will Take From Links Only {{K|a}}. If you forget to set Links Only, the dwarves will happily drop the items into the minecart and then immediately take the whats-it out of the quantum stockpile and put it back into the feeder pile. Rinse and repeat. The only way to fix this is to remove the quantum stockpile {{K|p}} - {{K|x}} and designate a new one.&lt;br /&gt;
# Designate a feeder stockpile {{K|p}} near the the track stop.&amp;lt;sup&amp;gt;note 1&amp;lt;/sup&amp;gt; It can be any size, but the larger it is, the more dwarves will simultaneously collect items.&amp;lt;sup&amp;gt;note 2&amp;lt;/sup&amp;gt; Define the preferences {{K|q}} of this stockpile to be the same as the quantum stockpile&amp;lt;sup&amp;gt;note 3&amp;lt;/sup&amp;gt;, including zero barrels and bins, and with the possible exception of the number of wheelbarrows. If the QSP is for heavy items (e.g. loose stones), you may want to use wheelbarrows in the feeder stockpile to speed up collection.&lt;br /&gt;
## &amp;lt;span style=&amp;quot;font-size:small;&amp;quot;&amp;gt;Even though the feeder stockpile can be anywhere in or out of the fort, it will be most efficient if it's positioned close to the track stop.&amp;lt;/span&amp;gt;&lt;br /&gt;
## &amp;lt;span style=&amp;quot;font-size:small;&amp;quot;&amp;gt;Keep it a reasonable size. In case something goes wrong, you won't want to have to deal with 200 unwanted boulders.&amp;lt;/span&amp;gt;&lt;br /&gt;
## &amp;lt;span style=&amp;quot;font-size:small;&amp;quot;&amp;gt;If you configure the feeder stockpile to accept more than one type of item within a category, such as [[Stone]] or [[Furniture]], several quantum stockpiles can be set up to draw from the one stockpile. As an example, Metal Ores can be sorted out to iron-, copper- and silver-bearing ores in separate QSPs.&amp;lt;/span&amp;gt;&lt;br /&gt;
# Construct a new hauling route pressing {{K|h}} then {{k|r}}, being sure to place the cursor over the target track stop. Naming {{K|n}} the route now will save a hassle with troubleshooting later. Press  {{K|v}} to assign a vehicle (told you that you'd need one), then press {{K|s}} to define a new route stop on top of your track stop. Press {{K|Enter}} to define the stop. Press {{K|x}} to remove the default conditions, press {{K|s}} to create a stockpile link, then position the cursor over the feeder stockpile and press {{K|p}}. Press {{K|Enter}} again to configure the route stop settings to match the quantum stockpile settings. '''If using custom stockpile settings, make sure you don't turn off the additional options. If you do turn them off, things won't work.''' Press {{K|ESC}} several times to back out of the Routes menu back to the Main menu.&lt;br /&gt;
&lt;br /&gt;
It's a little fiddly to initially set up, and if you miss any step it won't work at all, but once in operation it's an extremely efficient storage system, and scales easily with the size of your fortress, number of haulers and number of items to store.&lt;br /&gt;
&lt;br /&gt;
===Drawbacks===&lt;br /&gt;
# This method cannot store any items in [[bin]]s or [[barrel]]s at all, including bolts (which shouldn't be stored in a bin anyway {{bug|2706}}).&lt;br /&gt;
# This method cannot store all types of drinks (you will see your dwarves leave barrels and pots of alcohol all over the place), due to the fact that barrels assigned to stockpiles are marked to be put in specific stockpiles.&lt;br /&gt;
# [[Food]] stored using this method without barrels tends to attract [[vermin]], especially swarms of [[fly|flies]], since it can't be placed in barrels.&lt;br /&gt;
# This method works well for [[furniture]], [[wear|cast-off]] [[clothing]], [[metal]] and [[stone]]. A quantum minecart stop can be combined with some sort of [[garbage disposal]] mechanism to easily handle [[refuse]] and [[invader]]s' corpses.&lt;br /&gt;
# Note, however, that if your dwarves are under [[standing orders]] to ignore outdoor refuse (the default setting) they will also not load an outdoor refuse pile into the minecart.&lt;br /&gt;
# It has been observed that plant harvesting may be restricted by the number of empty valid stockpile spots.  A larger receiving plant stockpile may be needed to get harvests done before the plants wither away.&lt;br /&gt;
&lt;br /&gt;
== The Undump ==&lt;br /&gt;
This technique was [http://www.bay12forums.com/smf/index.php?topic=92241.0 developed] before minecarts were implemented. While still a valid method, it has been superseded by the Minecart Stop QSP which achieves the same result, is easier to set up and has fewer drawbacks.&lt;br /&gt;
&lt;br /&gt;
===Setup===&lt;br /&gt;
&amp;lt;diagram&amp;gt;&lt;br /&gt;
         H Hatch cover&lt;br /&gt;
  =====  ^ pressure plate, citizens trigger, linked to hatch&lt;br /&gt;
  ^sHs=  = Wall&lt;br /&gt;
  =====  s Stockpile (same type)&lt;br /&gt;
&amp;lt;/diagram&amp;gt;&lt;br /&gt;
The idea is that haulers try to place some item on the right stockpile, step on the pressure plate and make the hatch cover retract. This makes them cancel the hauling job because they can't reach the right stockpile. They then drop the item on the left stockpile, on top of as big of a pile as you want.&lt;br /&gt;
&lt;br /&gt;
More information on this method can be found on the inventor's [[User:Vasiln/Undump|user page]].&lt;br /&gt;
&lt;br /&gt;
===Drawbacks===&lt;br /&gt;
This design has the following drawbacks:&lt;br /&gt;
#It's slow, because the one target stockpile generates only one job at a time. If you have more than one target stockpile they create lag because of pathing issues. You probably want to keep your normal stockpiles and use the undump to clean them up slowly. At which point you could consider just using the normal quantum stockpile dumping. Or you build more undumps.&lt;br /&gt;
#Job cancellation spam. You can turn that off.&lt;br /&gt;
#Oftentimes, dwarves drop the item on top of the pressure plate instead of on the stockpile. A feeder stockpile just outside the undump helps here.&lt;br /&gt;
#You obviously need some materials to build it. &lt;br /&gt;
#You need to create an open space tile where the hatch cover is (channeling only leaves a ramp), which means digging in the level below. &lt;br /&gt;
#You want to set the pressure plate to the lowest minimum weight (10000, which gets a zero cut off and displays as 1000). This can get tedious, so getting a macro is advised.&lt;br /&gt;
#If your stockpile management is exceptional already, the undump may not be of as much use to you.&lt;br /&gt;
However, there is a multitude of potential applications that get discussed in [http://www.bay12forums.com/smf/index.php?topic=92241.0 this] thread.&lt;br /&gt;
&lt;br /&gt;
{{Category|Stockpiles}}&lt;br /&gt;
[[ru:Quantum stockpile]]&lt;/div&gt;</summary>
		<author><name>DwarfStreja</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:DwarfStreja/Sandbox&amp;diff=266208</id>
		<title>User:DwarfStreja/Sandbox</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:DwarfStreja/Sandbox&amp;diff=266208"/>
		<updated>2022-09-15T18:58:19Z</updated>

		<summary type="html">&lt;p&gt;DwarfStreja: Raked the litter&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{sandbox}}&lt;br /&gt;
&amp;lt;!-- leave the template above in place --&amp;gt;&lt;br /&gt;
== Click here to edit ⟶ ==&lt;/div&gt;</summary>
		<author><name>DwarfStreja</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Gem/Textlist&amp;diff=266207</id>
		<title>Gem/Textlist</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Gem/Textlist&amp;diff=266207"/>
		<updated>2022-09-15T18:57:23Z</updated>

		<summary type="html">&lt;p&gt;DwarfStreja: Created rough gem list page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;;Ornamental&lt;br /&gt;
{{columns-list|colwidth=12em|&lt;br /&gt;
*Amber&amp;amp;nbsp;opal&lt;br /&gt;
*Aventurine&lt;br /&gt;
*Banded&amp;amp;nbsp;agate&lt;br /&gt;
*Bloodstone&lt;br /&gt;
*Blue&amp;amp;nbsp;jade&lt;br /&gt;
*Bone&amp;amp;nbsp;opal&lt;br /&gt;
*Brown&amp;amp;nbsp;jasper&lt;br /&gt;
*Carnelian&lt;br /&gt;
*Cherry&amp;amp;nbsp;opal&lt;br /&gt;
*Chrysocolla&lt;br /&gt;
*Chrysoprase&lt;br /&gt;
*Citrine&lt;br /&gt;
*Clear&amp;amp;nbsp;tourmaline&lt;br /&gt;
*Dendritic&amp;amp;nbsp;agate&lt;br /&gt;
*Fire&amp;amp;nbsp;agate&lt;br /&gt;
*Fortification&amp;amp;nbsp;agate&lt;br /&gt;
*Gold&amp;amp;nbsp;opal&lt;br /&gt;
*Gray&amp;amp;nbsp;chalcedony&lt;br /&gt;
*Jasper&amp;amp;nbsp;opal&lt;br /&gt;
*Lace&amp;amp;nbsp;agate&lt;br /&gt;
*Lapis&amp;amp;nbsp;lazuli&lt;br /&gt;
*Lavender&amp;amp;nbsp;jade&lt;br /&gt;
*Milk&amp;amp;nbsp;opal&lt;br /&gt;
*Milk&amp;amp;nbsp;quartz&lt;br /&gt;
*Moonstone&lt;br /&gt;
*Morion&lt;br /&gt;
*Moss&amp;amp;nbsp;agate&lt;br /&gt;
*Moss&amp;amp;nbsp;opal&lt;br /&gt;
*Onyx&lt;br /&gt;
*Onyx&amp;amp;nbsp;opal&lt;br /&gt;
*Picture&amp;amp;nbsp;jasper&lt;br /&gt;
*Pineapple&amp;amp;nbsp;opal&lt;br /&gt;
*Pink&amp;amp;nbsp;jade&lt;br /&gt;
*Pipe&amp;amp;nbsp;opal&lt;br /&gt;
*Plume&amp;amp;nbsp;agate&lt;br /&gt;
*Prase&lt;br /&gt;
*Prase&amp;amp;nbsp;opal&lt;br /&gt;
*Pyrite&lt;br /&gt;
*Resin&amp;amp;nbsp;opal&lt;br /&gt;
*Rock&amp;amp;nbsp;crystal&lt;br /&gt;
*Rose&amp;amp;nbsp;quartz&lt;br /&gt;
*Sard&lt;br /&gt;
*Sardonyx&lt;br /&gt;
*Schorl&lt;br /&gt;
*Shell&amp;amp;nbsp;opal&lt;br /&gt;
*Smoky&amp;amp;nbsp;quartz&lt;br /&gt;
*Sunstone&lt;br /&gt;
*Tiger&amp;amp;nbsp;iron&lt;br /&gt;
*Tigereye&lt;br /&gt;
*Tube&amp;amp;nbsp;agate&lt;br /&gt;
*Turquoise&lt;br /&gt;
*Variscite&lt;br /&gt;
*Wax&amp;amp;nbsp;opal&lt;br /&gt;
*White&amp;amp;nbsp;chalcedony&lt;br /&gt;
*White&amp;amp;nbsp;jade&lt;br /&gt;
*Wood&amp;amp;nbsp;opal&lt;br /&gt;
*Yellow&amp;amp;nbsp;jasper}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
;Semi-Precious&lt;br /&gt;
{{columns-list|colwidth=12em|&lt;br /&gt;
*Alexandrite&lt;br /&gt;
*Almandine&lt;br /&gt;
*Amethyst&lt;br /&gt;
*Aquamarine&lt;br /&gt;
*Bandfire&amp;amp;nbsp;opal&lt;br /&gt;
*Black&amp;amp;nbsp;opal&lt;br /&gt;
*Black&amp;amp;nbsp;pyrope&lt;br /&gt;
*Black&amp;amp;nbsp;zircon&lt;br /&gt;
*Blue&amp;amp;nbsp;garnet&lt;br /&gt;
*Brown&amp;amp;nbsp;zircon&lt;br /&gt;
*Cat's&amp;amp;nbsp;eye&lt;br /&gt;
*Chrysoberyl&lt;br /&gt;
*Cinnamon&amp;amp;nbsp;grossular&lt;br /&gt;
*Claro&amp;amp;nbsp;opal&lt;br /&gt;
*Clear&amp;amp;nbsp;garnet&lt;br /&gt;
*Clear&amp;amp;nbsp;zircon&lt;br /&gt;
*Crystal&amp;amp;nbsp;opal&lt;br /&gt;
*Demantoid&lt;br /&gt;
*Fire&amp;amp;nbsp;opal&lt;br /&gt;
*Golden&amp;amp;nbsp;beryl&lt;br /&gt;
*Goshenite&lt;br /&gt;
*Green&amp;amp;nbsp;jade&lt;br /&gt;
*Green&amp;amp;nbsp;tourmaline&lt;br /&gt;
*Green&amp;amp;nbsp;zircon&lt;br /&gt;
*Harlequin&amp;amp;nbsp;opal&lt;br /&gt;
*Heliodor&lt;br /&gt;
*Honey&amp;amp;nbsp;yellow&amp;amp;nbsp;beryl&lt;br /&gt;
*Indigo&amp;amp;nbsp;tourmaline&lt;br /&gt;
*Jelly&amp;amp;nbsp;opal&lt;br /&gt;
*Kunzite&lt;br /&gt;
*Levin&amp;amp;nbsp;opal&lt;br /&gt;
*Light&amp;amp;nbsp;yellow&amp;amp;nbsp;diamond&lt;br /&gt;
*Melanite&lt;br /&gt;
*Morganite&lt;br /&gt;
*Peridot&lt;br /&gt;
*Pinfire&amp;amp;nbsp;opal&lt;br /&gt;
*Pink&amp;amp;nbsp;garnet&lt;br /&gt;
*Pink&amp;amp;nbsp;tourmaline&lt;br /&gt;
*Precious&amp;amp;nbsp;fire&amp;amp;nbsp;opal&lt;br /&gt;
*Purple&amp;amp;nbsp;spinel&lt;br /&gt;
*Red&amp;amp;nbsp;beryl&lt;br /&gt;
*Red&amp;amp;nbsp;flash&amp;amp;nbsp;opal&lt;br /&gt;
*Red&amp;amp;nbsp;grossular&lt;br /&gt;
*Red&amp;amp;nbsp;pyrope&lt;br /&gt;
*Red&amp;amp;nbsp;spinel&lt;br /&gt;
*Red&amp;amp;nbsp;tourmaline&lt;br /&gt;
*Red&amp;amp;nbsp;zircon&lt;br /&gt;
*Rhodolite&lt;br /&gt;
*Rubicelle&lt;br /&gt;
*Tanzanite&lt;br /&gt;
*Topaz&lt;br /&gt;
*Topazolite&lt;br /&gt;
*Tsavorite&lt;br /&gt;
*Violet&amp;amp;nbsp;spessartine&lt;br /&gt;
*White&amp;amp;nbsp;opal&lt;br /&gt;
*Yellow&amp;amp;nbsp;grossular&lt;br /&gt;
*Yellow&amp;amp;nbsp;spessartine&lt;br /&gt;
*Yellow&amp;amp;nbsp;zircon}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
;Precious&lt;br /&gt;
{{columns-list|colwidth=12em|&lt;br /&gt;
*Emerald&lt;br /&gt;
*Faint&amp;amp;nbsp;yellow&amp;amp;nbsp;diamond&lt;br /&gt;
*Ruby&lt;br /&gt;
*Sapphire}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
;Rare&lt;br /&gt;
{{columns-list|colwidth=12em|&lt;br /&gt;
*Black&amp;amp;nbsp;diamond&lt;br /&gt;
*Blue&amp;amp;nbsp;diamond&lt;br /&gt;
*Clear&amp;amp;nbsp;diamond&lt;br /&gt;
*Green&amp;amp;nbsp;diamond&lt;br /&gt;
*Red&amp;amp;nbsp;diamond&lt;br /&gt;
*Star&amp;amp;nbsp;ruby&lt;br /&gt;
*Star&amp;amp;nbsp;sapphire&lt;br /&gt;
*Yellow&amp;amp;nbsp;diamond}}&lt;/div&gt;</summary>
		<author><name>DwarfStreja</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Gem&amp;diff=266206</id>
		<title>Gem</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Gem&amp;diff=266206"/>
		<updated>2022-09-15T18:55:49Z</updated>

		<summary type="html">&lt;p&gt;DwarfStreja: /* Varieties */ Add link to text list&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|18:34, 30 December 2014 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
[[File:gem_cut.jpg|210px|right]]Small clusters of rough '''gems''' can be found almost anywhere while [[mining]]. After they have been mined by a [[miner]] and cut by a [[gem cutter]], a [[gem setter]] can use them to [[encrust]] [[furniture]], [[crafts]], and [[ammunition]]. In addition, raw [[rock crystal]]s are required to make crystal glass goods. '''Cut gems''' can also be used to create [[window]]s and are often required as a source material for [[legendary artifact]]s. Gem-encrusted [[weapon]]s and [[armor]] can be found in-game, but cannot be made in fortress mode.  Stones, including the various types of clay, can also be cut into gems.&lt;br /&gt;
&lt;br /&gt;
There are a total of 130 different kinds of gems, 127 excluding the three kinds of [[glass]]. Of these, 57 are ornamental, 58 semi-precious, 4 precious and 8 rare.&lt;br /&gt;
&lt;br /&gt;
A large variety of cut gems can be brought by and requested from the dwarven caravan. You cannot import rough gems with the exception of raw [[glass]], which human and dwarven caravans can bring. &lt;br /&gt;
&lt;br /&gt;
Exactly 5% of all rough gems will be cut into a single [[Useless_crap|craft]] or '''large gem''' (with 1 craft for every 8 large gems), and the same occurs with raw glass (but with different ratios - 33% of all jobs, producing 11 crafts for every 16 large gems). Note that these will ''replace'' a cut gem and cannot be used to encrust goods. The value of such crafts can easily reach hundreds, even several thousand in the case of valuable gems and good craftsdwarfship. A dwarf in the throes of a [[strange mood]] can take a single gem and cut it into a [[legendary artifact]] known as a &amp;quot;perfect gem&amp;quot; - this is simply a special name for an artifact large gem.&lt;br /&gt;
&lt;br /&gt;
If you have any bags of sand, you can also manufacture [[Glass|raw glass]], which is the same as a lower-value, uncut gem.&lt;br /&gt;
&lt;br /&gt;
[[Gizzard stone]]s are found as a by-product when butchering some animals, and can be used like cut gems. Only a few animal species give gizzard stones, but each member of such a species butchered will yield one, which can lead to a decent supply when you manage to set up an [[ostrich]] or [[elk bird]] farm.&lt;br /&gt;
&lt;br /&gt;
A killed [[amethyst man]] will, logically, drop a rough amethyst, but amethyst men are fairly rare.  &lt;br /&gt;
&lt;br /&gt;
You can also direct your dwarves to cut stone, [[shell]], [[horn]] and [[teeth|ivory]] into a '''large gem''' which can be done at a [[craftsdwarf's workshop]].&lt;br /&gt;
&lt;br /&gt;
== Value ==&lt;br /&gt;
Gems have a base [[value]] of 3 in rough form, which is multiplied by the appropriate value modifier from the table below. They gain value after they are cut in a [[jeweler's workshop]]. Cut gems have a base value of 5. Items can be decorated (encrusted) with cut gems; all such decorations have a value of 10 times the gem type's value multiplier - see [[gem cutting]] and [[gem setting]]. Large gems have a base value of 10, and can also have a [[quality]] modifier which increases value.&lt;br /&gt;
&lt;br /&gt;
To give an example, a rough green zircon will be worth (3×20=) 60☼, a cut green zircon (5×20=) 100☼ and a masterwork large green zircon (10×20×12=) 2400☼.&lt;br /&gt;
&lt;br /&gt;
== Varieties ==&lt;br /&gt;
Gems come in many varieties, with their own color and value multipliers:&lt;br /&gt;
{{Gem table head|class=wikitable}}&lt;br /&gt;
&lt;br /&gt;
{{Gem table row|rarity=[[#Glass|Synthetic]]|name=[[green glass]]|value=2|color={{Raw Tile|☼♦|2:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;2:0&amp;lt;/span&amp;gt;|fwhere=[[Glass furnace]]|fhow=Manufactured}}&lt;br /&gt;
{{Gem table row|rarity=[[#Glass|Synthetic]]|name=[[clear glass]]|value=5|color={{Raw Tile|☼♦|3:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;3:0&amp;lt;/span&amp;gt;|fwhere=[[Glass furnace]]|fhow=Manufactured}}&lt;br /&gt;
{{Gem table row|rarity=[[#Glass|Synthetic]]|name=[[crystal glass]]|value=10|color={{Raw Tile|☼♦|7:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:1&amp;lt;/span&amp;gt;|fwhere=[[Glass furnace]]|fhow=Manufactured}}&lt;br /&gt;
&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[amber opal]]|value=10|color={{Raw Tile|☼|6:7:0}}{{Raw Tile|♦|6:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:0&amp;lt;/span&amp;gt;|fwhere=All [[stone]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[aventurine]]|value=3|color={{Raw Tile|☼|2:7:0}}{{Raw Tile|♦|2:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;2:0&amp;lt;/span&amp;gt;|fwhere=[[Sedimentary]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[banded agate]]|value=2|color={{Raw Tile|☼|4:7:0}}{{Raw Tile|♦|4:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;4:0&amp;lt;/span&amp;gt;|fwhere=[[Sedimentary]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[bloodstone]]|value=2|color={{Raw Tile|☼|2:7:0}}{{Raw Tile|♦|2:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;4:0&amp;lt;/span&amp;gt;|fwhere=[[Sedimentary]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[blue jade]]|value=2|color={{Raw Tile|☼|1:7:1}}{{Raw Tile|♦|1:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;1:1&amp;lt;/span&amp;gt;|fwhere=[[Alluvial]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[bone opal]]|value=10|color={{Raw Tile|☼|7:7:1}}{{Raw Tile|♦|7:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:0&amp;lt;/span&amp;gt;|fwhere=All [[stone]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[brown jasper]]|value=2|color={{Raw Tile|☼|6:7:0}}{{Raw Tile|♦|6:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:0&amp;lt;/span&amp;gt;|fwhere=[[Sedimentary]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[carnelian]]|value=2|color={{Raw Tile|☼|4:7:0}}{{Raw Tile|♦|4:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;4:0&amp;lt;/span&amp;gt;|fwhere=[[Sedimentary]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[cherry opal]]|value=10|color={{Raw Tile|☼|4:7:1}}{{Raw Tile|♦|4:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;4:1&amp;lt;/span&amp;gt;|fwhere=All [[stone]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[chrysocolla]]|value=2|color={{Raw Tile|☼|3:7:1}}{{Raw Tile|♦|3:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;3:1&amp;lt;/span&amp;gt;|fwhere=[[Malachite]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[chrysoprase]]|value=2|color={{Raw Tile|☼|2:7:1}}{{Raw Tile|♦|2:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;2:1&amp;lt;/span&amp;gt;|fwhere=[[Sedimentary]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[citrine]]|value=2|color={{Raw Tile|☼|6:7:1}}{{Raw Tile|♦|6:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:1&amp;lt;/span&amp;gt;|fwhere=All [[stone]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[clear tourmaline]]|value=10|color={{Raw Tile|☼|7:7:1}}{{Raw Tile|♦|7:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:0&amp;lt;/span&amp;gt;|fwhere=[[Metamorphic]], [[Sedimentary]], [[Granite]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[dendritic agate]]|value=2|color={{Raw Tile|☼|7:7:1}}{{Raw Tile|♦|7:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:0&amp;lt;/span&amp;gt;|fwhere=[[Sedimentary]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[fire agate]]|value=2|color={{Raw Tile|☼|6:7:0}}{{Raw Tile|♦|6:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:0&amp;lt;/span&amp;gt;|fwhere=[[Sedimentary]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[fortification agate]]|value=2|color={{Raw Tile|☼|7:7:1}}{{Raw Tile|♦|7:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:1&amp;lt;/span&amp;gt;|fwhere=[[Sedimentary]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[gold opal]]|value=10|color={{Raw Tile|☼|6:7:1}}{{Raw Tile|♦|6:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:1&amp;lt;/span&amp;gt;|fwhere=All [[stone]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[gray chalcedony]]|value=2|color={{Raw Tile|☼|7:7:1}}{{Raw Tile|♦|7:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:0&amp;lt;/span&amp;gt;|fwhere=[[Sedimentary]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[jasper opal]]|value=10|color={{Raw Tile|☼|7:7:1}}{{Raw Tile|♦|7:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:1&amp;lt;/span&amp;gt;|fwhere=All [[stone]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[lace agate]]|value=2|color={{Raw Tile|☼|1:7:1}}{{Raw Tile|♦|1:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;1:1&amp;lt;/span&amp;gt;|fwhere=[[Sedimentary]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[lapis lazuli]]|value=2|color={{Raw Tile|☼|1:7:1}}{{Raw Tile|♦|1:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;1:1&amp;lt;/span&amp;gt;|fwhere=[[Igneous intrusive]], [[Marble]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[lavender jade]]|value=2|color={{Raw Tile|☼|5:7:0}}{{Raw Tile|♦|5:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;5:0&amp;lt;/span&amp;gt;|fwhere=[[Alluvial]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[milk opal]]|value=10|color={{Raw Tile|☼|7:7:1}}{{Raw Tile|♦|7:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:1&amp;lt;/span&amp;gt;|fwhere=All [[stone]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[milk quartz]]|value=2|color={{Raw Tile|☼|7:7:1}}{{Raw Tile|♦|7:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:1&amp;lt;/span&amp;gt;|fwhere=All [[stone]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[moonstone]]|value=2|color={{Raw Tile|☼|7:7:1}}{{Raw Tile|♦|7:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:1&amp;lt;/span&amp;gt;|fwhere=[[Metamorphic]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[morion]]|value=2|color={{Raw Tile|☼|0:7:1}}{{Raw Tile|♦|0:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0:1&amp;lt;/span&amp;gt;|fwhere=All [[stone]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[moss agate]]|value=2|color={{Raw Tile|☼|2:7:0}}{{Raw Tile|♦|2:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;2:0&amp;lt;/span&amp;gt;|fwhere=[[Sedimentary]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[moss opal]]|value=10|color={{Raw Tile|☼|2:7:0}}{{Raw Tile|♦|2:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;2:0&amp;lt;/span&amp;gt;|fwhere=All [[stone]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[onyx opal]]|value=10|color={{Raw Tile|☼|7:7:1}}{{Raw Tile|♦|7:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:1&amp;lt;/span&amp;gt;|fwhere=All [[stone]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[onyx]]|value=2|color={{Raw Tile|☼|0:7:1}}{{Raw Tile|♦|0:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0:1&amp;lt;/span&amp;gt;|fwhere=[[Sedimentary]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[picture jasper]]|value=3|color={{Raw Tile|☼|6:7:0}}{{Raw Tile|♦|6:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:0&amp;lt;/span&amp;gt;|fwhere=[[Sedimentary]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[pineapple opal]]|value=10|color={{Raw Tile|☼|7:7:1}}{{Raw Tile|♦|7:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:1&amp;lt;/span&amp;gt;|fwhere=All [[stone]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[pink jade]]|value=2|color={{Raw Tile|☼|5:7:1}}{{Raw Tile|♦|5:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;5:1&amp;lt;/span&amp;gt;|fwhere=[[Alluvial]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[pipe opal]]|value=10|color={{Raw Tile|☼|7:7:1}}{{Raw Tile|♦|7:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:1&amp;lt;/span&amp;gt;|fwhere=All [[stone]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[plume agate]]|value=2|color={{Raw Tile|☼|6:7:0}}{{Raw Tile|♦|6:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:0&amp;lt;/span&amp;gt;|fwhere=[[Sedimentary]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[prase opal]]|value=10|color={{Raw Tile|☼|2:7:0}}{{Raw Tile|♦|2:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;2:0&amp;lt;/span&amp;gt;|fwhere=All [[stone]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[prase]]|value=2|color={{Raw Tile|☼|2:7:0}}{{Raw Tile|♦|2:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;2:0&amp;lt;/span&amp;gt;|fwhere=All [[stone]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[pyrite]]|value=2|color={{Raw Tile|☼|6:7:1}}{{Raw Tile|♦|6:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:1&amp;lt;/span&amp;gt;|fwhere=All [[stone]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[resin opal]]|value=10|color={{Raw Tile|☼|6:7:1}}{{Raw Tile|♦|6:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:1&amp;lt;/span&amp;gt;|fwhere=All [[stone]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[rock crystal]]|value=2|color={{Raw Tile|☼|7:7:1}}{{Raw Tile|♦|7:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:1&amp;lt;/span&amp;gt;|fwhere=All [[stone]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[rose quartz]]|value=3|color={{Raw Tile|☼|4:7:1}}{{Raw Tile|♦|4:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;4:1&amp;lt;/span&amp;gt;|fwhere=All [[stone]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[sardonyx]]|value=2|color={{Raw Tile|☼|4:7:0}}{{Raw Tile|♦|4:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;4:0&amp;lt;/span&amp;gt;|fwhere=[[Sedimentary]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[sard]]|value=2|color={{Raw Tile|☼|4:7:0}}{{Raw Tile|♦|4:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;4:0&amp;lt;/span&amp;gt;|fwhere=[[Sedimentary]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[schorl]]|value=2|color={{Raw Tile|☼|0:7:1}}{{Raw Tile|♦|0:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0:1&amp;lt;/span&amp;gt;|fwhere=[[Metamorphic]], [[Sedimentary]], [[Granite]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[shell opal]]|value=10|color={{Raw Tile|☼|7:7:1}}{{Raw Tile|♦|7:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:0&amp;lt;/span&amp;gt;|fwhere=All [[stone]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[smoky quartz]]|value=2|color={{Raw Tile|☼|6:7:0}}{{Raw Tile|♦|6:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:0&amp;lt;/span&amp;gt;|fwhere=All [[stone]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[sunstone]]|value=2|color={{Raw Tile|☼|6:7:1}}{{Raw Tile|♦|6:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:1&amp;lt;/span&amp;gt;|fwhere=[[Basalt]], [[Gneiss]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[tiger iron]]|value=2|color={{Raw Tile|☼|6:7:1}}{{Raw Tile|♦|6:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:1&amp;lt;/span&amp;gt;|fwhere=[[Sedimentary]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[tigereye]]|value=2|color={{Raw Tile|☼|6:7:1}}{{Raw Tile|♦|6:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:1&amp;lt;/span&amp;gt;|fwhere=[[Sedimentary]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[tube agate]]|value=2|color={{Raw Tile|☼|6:7:0}}{{Raw Tile|♦|6:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:0&amp;lt;/span&amp;gt;|fwhere=[[Sedimentary]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[turquoise]]|value=2|color={{Raw Tile|☼|3:7:1}}{{Raw Tile|♦|3:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;3:1&amp;lt;/span&amp;gt;|fwhere=[[Igneous extrusive]], [[Kaolinite]], [[Granite]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[variscite]]|value=2|color={{Raw Tile|☼|2:7:0}}{{Raw Tile|♦|2:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;2:0&amp;lt;/span&amp;gt;|fwhere=[[Bauxite]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[wax opal]]|value=10|color={{Raw Tile|☼|6:7:0}}{{Raw Tile|♦|6:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:0&amp;lt;/span&amp;gt;|fwhere=All [[stone]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[white chalcedony]]|value=2|color={{Raw Tile|☼|7:7:1}}{{Raw Tile|♦|7:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:1&amp;lt;/span&amp;gt;|fwhere=[[Sedimentary]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[white jade]]|value=2|color={{Raw Tile|☼|7:7:1}}{{Raw Tile|♦|7:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:1&amp;lt;/span&amp;gt;|fwhere=[[Alluvial]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[wood opal]]|value=10|color={{Raw Tile|☼|6:7:0}}{{Raw Tile|♦|6:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:0&amp;lt;/span&amp;gt;|fwhere=All [[stone]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[yellow jasper]]|value=2|color={{Raw Tile|☼|6:7:1}}{{Raw Tile|♦|6:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:1&amp;lt;/span&amp;gt;|fwhere=[[Sedimentary]]|fhow=Small clusters}}&lt;br /&gt;
&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[alexandrite]]|value=20|color={{Raw Tile|☼|5:7:1}}{{Raw Tile|♦|5:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;5:1&amp;lt;/span&amp;gt;|fwhere=[[Granite]], [[Schist]], [[Marble]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[almandine]]|value=20|color={{Raw Tile|☼|4:7:0}}{{Raw Tile|♦|4:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;4:0&amp;lt;/span&amp;gt;|fwhere=[[Metamorphic]], [[Diorite]], [[Gabbro]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[amethyst]]|value=20|color={{Raw Tile|☼|5:7:1}}{{Raw Tile|♦|5:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;5:1&amp;lt;/span&amp;gt;|fwhere=All [[stone]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[aquamarine]]|value=20|color={{Raw Tile|☼|3:7:1}}{{Raw Tile|♦|3:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;3:1&amp;lt;/span&amp;gt;|fwhere=[[Granite]], [[Schist]], [[Marble]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[bandfire opal]]|value=20|color={{Raw Tile|☼|7:7:1}}{{Raw Tile|♦|7:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:1&amp;lt;/span&amp;gt;|fwhere=All [[stone]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[black opal]]|value=30|color={{Raw Tile|☼|0:7:1}}{{Raw Tile|♦|0:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0:1&amp;lt;/span&amp;gt;|fwhere=All [[stone]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[black pyrope]]|value=20|color={{Raw Tile|☼|0:7:1}}{{Raw Tile|♦|0:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0:1&amp;lt;/span&amp;gt;|fwhere=[[Metamorphic]], [[Kimberlite]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[black zircon]]|value=20|color={{Raw Tile|☼|0:7:1}}{{Raw Tile|♦|0:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0:1&amp;lt;/span&amp;gt;|fwhere=All [[igneous]], [[Metamorphic]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[blue garnet]]|value=30|color={{Raw Tile|☼|1:7:0}}{{Raw Tile|♦|1:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;1:0&amp;lt;/span&amp;gt;|fwhere=[[Metamorphic]], [[Granite]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[brown zircon]]|value=20|color={{Raw Tile|☼|6:7:0}}{{Raw Tile|♦|6:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:0&amp;lt;/span&amp;gt;|fwhere=All [[igneous]], [[Metamorphic]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[cat's eye]]|value=20|color={{Raw Tile|☼|7:7:1}}{{Raw Tile|♦|7:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:1&amp;lt;/span&amp;gt;|fwhere=[[Granite]], [[Schist]], [[Marble]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[chrysoberyl]]|value=20|color={{Raw Tile|☼|2:7:1}}{{Raw Tile|♦|2:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;2:1&amp;lt;/span&amp;gt;|fwhere=[[Granite]], [[Schist]], [[Marble]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[cinnamon grossular]]|value=20|color={{Raw Tile|☼|6:7:0}}{{Raw Tile|♦|6:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:0&amp;lt;/span&amp;gt;|fwhere=[[Marble]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[claro opal]]|value=20|color={{Raw Tile|☼|1:7:1}}{{Raw Tile|♦|1:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;1:1&amp;lt;/span&amp;gt;|fwhere=All [[stone]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[clear garnet]]|value=20|color={{Raw Tile|☼|7:7:1}}{{Raw Tile|♦|7:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:0&amp;lt;/span&amp;gt;|fwhere=[[Metamorphic]], [[Granite]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[clear zircon]]|value=25|color={{Raw Tile|☼|7:7:1}}{{Raw Tile|♦|7:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:1&amp;lt;/span&amp;gt;|fwhere=All [[igneous]], [[Metamorphic]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[crystal opal]]|value=20|color={{Raw Tile|☼|7:7:1}}{{Raw Tile|♦|7:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:1&amp;lt;/span&amp;gt;|fwhere=All [[stone]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[demantoid]]|value=30|color={{Raw Tile|☼|2:7:0}}{{Raw Tile|♦|2:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;2:0&amp;lt;/span&amp;gt;|fwhere=[[Chromite]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[fire opal]]|value=15|color={{Raw Tile|☼|4:7:1}}{{Raw Tile|♦|4:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;4:1&amp;lt;/span&amp;gt;|fwhere=All [[stone]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[golden beryl]]|value=20|color={{Raw Tile|☼|6:7:1}}{{Raw Tile|♦|6:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:1&amp;lt;/span&amp;gt;|fwhere=[[Granite]], [[Schist]], [[Marble]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[goshenite]]|value=20|color={{Raw Tile|☼|7:7:1}}{{Raw Tile|♦|7:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:1&amp;lt;/span&amp;gt;|fwhere=[[Granite]], [[Schist]], [[Marble]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[green jade]]|value=20|color={{Raw Tile|☼|2:7:1}}{{Raw Tile|♦|2:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;2:1&amp;lt;/span&amp;gt;|fwhere=[[Alluvial]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[green tourmaline]]|value=20|color={{Raw Tile|☼|2:7:0}}{{Raw Tile|♦|2:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;2:0&amp;lt;/span&amp;gt;|fwhere=[[Metamorphic]], [[Sedimentary]], [[Granite]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[green zircon]]|value=20|color={{Raw Tile|☼|2:7:0}}{{Raw Tile|♦|2:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;2:0&amp;lt;/span&amp;gt;|fwhere=All [[igneous]], [[Metamorphic]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[harlequin opal]]|value=20|color={{Raw Tile|☼|7:7:1}}{{Raw Tile|♦|7:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:1&amp;lt;/span&amp;gt;|fwhere=All [[stone]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[heliodor]]|value=20|color={{Raw Tile|☼|2:7:1}}{{Raw Tile|♦|2:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;2:1&amp;lt;/span&amp;gt;|fwhere=[[Granite]], [[Schist]], [[Marble]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[honey yellow beryl]]|value=20|color={{Raw Tile|☼|6:7:0}}{{Raw Tile|♦|6:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:0&amp;lt;/span&amp;gt;|fwhere=[[Granite]], [[Schist]], [[Marble]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[indigo tourmaline]]|value=25|color={{Raw Tile|☼|1:7:0}}{{Raw Tile|♦|1:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;1:0&amp;lt;/span&amp;gt;|fwhere=[[Metamorphic]], [[Sedimentary]], [[Granite]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[jelly opal]]|value=15|color={{Raw Tile|☼|6:7:0}}{{Raw Tile|♦|6:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:0&amp;lt;/span&amp;gt;|fwhere=All [[stone]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[kunzite]]|value=20|color={{Raw Tile|☼|5:7:1}}{{Raw Tile|♦|5:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;5:1&amp;lt;/span&amp;gt;|fwhere=[[Granite]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[levin opal]]|value=20|color={{Raw Tile|☼|6:7:1}}{{Raw Tile|♦|6:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:1&amp;lt;/span&amp;gt;|fwhere=All [[stone]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[light yellow diamond]]|value=30|color={{Raw Tile|☼|7:7:1}}{{Raw Tile|♦|7:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:1&amp;lt;/span&amp;gt;|fwhere=[[Kimberlite]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[melanite]]|value=15|color={{Raw Tile|☼|0:7:1}}{{Raw Tile|♦|0:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0:1&amp;lt;/span&amp;gt;|fwhere=[[Marble]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[morganite]]|value=20|color={{Raw Tile|☼|5:7:1}}{{Raw Tile|♦|5:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;5:1&amp;lt;/span&amp;gt;|fwhere=[[Granite]], [[Schist]], [[Marble]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[peridot]]|value=20|color={{Raw Tile|☼|2:7:1}}{{Raw Tile|♦|2:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;2:1&amp;lt;/span&amp;gt;|fwhere=[[Gabbro]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[pinfire opal]]|value=20|color={{Raw Tile|☼|7:7:1}}{{Raw Tile|♦|7:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:1&amp;lt;/span&amp;gt;|fwhere=All [[stone]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[pink garnet]]|value=20|color={{Raw Tile|☼|5:7:1}}{{Raw Tile|♦|5:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;5:1&amp;lt;/span&amp;gt;|fwhere=[[Metamorphic]], [[Granite]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[pink tourmaline]]|value=15|color={{Raw Tile|☼|4:7:1}}{{Raw Tile|♦|4:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;4:1&amp;lt;/span&amp;gt;|fwhere=[[Metamorphic]], [[Sedimentary]], [[Granite]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[precious fire opal]]|value=20|color={{Raw Tile|☼|4:7:1}}{{Raw Tile|♦|4:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;4:1&amp;lt;/span&amp;gt;|fwhere=All [[stone]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[purple spinel]]|value=20|color={{Raw Tile|☼|5:7:0}}{{Raw Tile|♦|5:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;5:0&amp;lt;/span&amp;gt;|fwhere=[[Metamorphic]], [[Diorite]], [[Gabbro]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[red beryl]]|value=20|color={{Raw Tile|☼|4:7:1}}{{Raw Tile|♦|4:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;4:1&amp;lt;/span&amp;gt;|fwhere=[[Granite]], [[Schist]], [[Marble]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[red flash opal]]|value=20|color={{Raw Tile|☼|4:7:1}}{{Raw Tile|♦|4:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;4:1&amp;lt;/span&amp;gt;|fwhere=All [[stone]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[red grossular]]|value=20|color={{Raw Tile|☼|4:7:0}}{{Raw Tile|♦|4:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;4:0&amp;lt;/span&amp;gt;|fwhere=[[Marble]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[red pyrope]]|value=20|color={{Raw Tile|☼|4:7:0}}{{Raw Tile|♦|4:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;4:0&amp;lt;/span&amp;gt;|fwhere=[[Metamorphic]], [[Kimberlite]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[red spinel]]|value=20|color={{Raw Tile|☼|4:7:0}}{{Raw Tile|♦|4:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;4:0&amp;lt;/span&amp;gt;|fwhere=[[Metamorphic]], [[Diorite]], [[Gabbro]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[red tourmaline]]|value=15|color={{Raw Tile|☼|4:7:0}}{{Raw Tile|♦|4:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;4:0&amp;lt;/span&amp;gt;|fwhere=[[Metamorphic]], [[Sedimentary]], [[Granite]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[red zircon]]|value=20|color={{Raw Tile|☼|4:7:0}}{{Raw Tile|♦|4:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;4:0&amp;lt;/span&amp;gt;|fwhere=All [[igneous]], [[Metamorphic]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[rhodolite]]|value=20|color={{Raw Tile|☼|5:7:0}}{{Raw Tile|♦|5:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;5:0&amp;lt;/span&amp;gt;|fwhere=[[Metamorphic]], [[Kimberlite]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[rubicelle]]|value=20|color={{Raw Tile|☼|6:7:1}}{{Raw Tile|♦|6:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:1&amp;lt;/span&amp;gt;|fwhere=[[Metamorphic]], [[Diorite]], [[Gabbro]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[tanzanite]]|value=20|color={{Raw Tile|☼|5:7:1}}{{Raw Tile|♦|5:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;5:1&amp;lt;/span&amp;gt;|fwhere=[[Gabbro]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[topazolite]]|value=20|color={{Raw Tile|☼|6:7:1}}{{Raw Tile|♦|6:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:1&amp;lt;/span&amp;gt;|fwhere=[[Marble]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[topaz]]|value=20|color={{Raw Tile|☼|6:7:1}}{{Raw Tile|♦|6:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:1&amp;lt;/span&amp;gt;|fwhere=[[Granite]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[tsavorite]]|value=30|color={{Raw Tile|☼|2:7:0}}{{Raw Tile|♦|2:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;2:0&amp;lt;/span&amp;gt;|fwhere=[[Marble]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[violet spessartine]]|value=20|color={{Raw Tile|☼|5:7:1}}{{Raw Tile|♦|5:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;5:1&amp;lt;/span&amp;gt;|fwhere=[[Metamorphic]], [[Granite]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[white opal]]|value=20|color={{Raw Tile|☼|7:7:1}}{{Raw Tile|♦|7:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:1&amp;lt;/span&amp;gt;|fwhere=All [[stone]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[yellow grossular]]|value=20|color={{Raw Tile|☼|6:7:1}}{{Raw Tile|♦|6:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:1&amp;lt;/span&amp;gt;|fwhere=[[Marble]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[yellow spessartine]]|value=20|color={{Raw Tile|☼|6:7:1}}{{Raw Tile|♦|6:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:1&amp;lt;/span&amp;gt;|fwhere=[[Metamorphic]], [[Granite]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[yellow zircon]]|value=20|color={{Raw Tile|☼|6:7:1}}{{Raw Tile|♦|6:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:1&amp;lt;/span&amp;gt;|fwhere=All [[igneous]], [[Metamorphic]]|fhow=Small clusters}}&lt;br /&gt;
&lt;br /&gt;
{{Gem table row|rarity=Precious|name=[[emerald]]|value=40|color={{Raw Tile|☼|2:7:0}}{{Raw Tile|♦|2:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;2:0&amp;lt;/span&amp;gt;|fwhere=[[Granite]], [[Schist]], [[Marble]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Precious|name=[[faint yellow diamond]]|value=40|color={{Raw Tile|☼|6:7:0}}{{Raw Tile|♦|6:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:0&amp;lt;/span&amp;gt;|fwhere=[[Kimberlite]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Precious|name=[[ruby]]|value=40|color={{Raw Tile|☼|4:7:0}}{{Raw Tile|♦|4:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;4:0&amp;lt;/span&amp;gt;|fwhere=[[Bauxite]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Precious|name=[[sapphire]]|value=40|color={{Raw Tile|☼|1:7:0}}{{Raw Tile|♦|1:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;1:0&amp;lt;/span&amp;gt;|fwhere=[[Bauxite]]|fhow=Small clusters}}&lt;br /&gt;
&lt;br /&gt;
{{Gem table row|rarity=Rare|name=[[black diamond]]|value=60|color={{Raw Tile|☼|0:7:1}}{{Raw Tile|♦|0:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0:1&amp;lt;/span&amp;gt;|fwhere=[[Faint yellow diamond]]|fhow=Single gem}}&lt;br /&gt;
{{Gem table row|rarity=Rare|name=[[blue diamond]]|value=60|color={{Raw Tile|☼|1:7:0}}{{Raw Tile|♦|1:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;1:0&amp;lt;/span&amp;gt;|fwhere=[[Faint yellow diamond]]|fhow=Single gem}}&lt;br /&gt;
{{Gem table row|rarity=Rare|name=[[clear diamond]]|value=60|color={{Raw Tile|☼|7:7:1}}{{Raw Tile|♦|7:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:1&amp;lt;/span&amp;gt;|fwhere=[[Faint yellow diamond]]|fhow=Single gem}}&lt;br /&gt;
{{Gem table row|rarity=Rare|name=[[green diamond]]|value=60|color={{Raw Tile|☼|2:7:0}}{{Raw Tile|♦|2:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;2:0&amp;lt;/span&amp;gt;|fwhere=[[Faint yellow diamond]]|fhow=Single gem}}&lt;br /&gt;
{{Gem table row|rarity=Rare|name=[[red diamond]]|value=60|color={{Raw Tile|☼|4:7:0}}{{Raw Tile|♦|4:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;4:0&amp;lt;/span&amp;gt;|fwhere=[[Faint yellow diamond]]|fhow=Single gem}}&lt;br /&gt;
{{Gem table row|rarity=Rare|name=[[star ruby]]|value=60|color={{Raw Tile|☼|4:7:1}}{{Raw Tile|♦|4:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;4:1&amp;lt;/span&amp;gt;|fwhere=[[Ruby]]|fhow=Single gem}}&lt;br /&gt;
{{Gem table row|rarity=Rare|name=[[star sapphire]]|value=60|color={{Raw Tile|☼|1:7:1}}{{Raw Tile|♦|1:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;1:1&amp;lt;/span&amp;gt;|fwhere=[[Sapphire]]|fhow=Single gem}}&lt;br /&gt;
{{Gem table row|rarity=Rare|name=[[yellow diamond]]|value=60|color={{Raw Tile|☼|6:7:1}}{{Raw Tile|♦|6:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:1&amp;lt;/span&amp;gt;|fwhere=[[Faint yellow diamond]]|fhow=Single gem}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
See [https://spreadsheets.google.com/spreadsheet/ccc?key=0Auy0R4dx5JF6dEdwQ3B5WkdCeUp0SjZYSl9vc3lteFE&amp;amp;hl=en_US#gid=0 here] or [https://spreadsheets.google.com/spreadsheet/ccc?key=0ApoOG6GC8_0RdHR5QkNDZlYwa1RYeUpCSzJSNUZIRkE&amp;amp;hl=en_US here] for a sortable, print-friendly spreadsheet with all gems and their values.&lt;br /&gt;
&lt;br /&gt;
See [[Gem/Textlist|here]] for a text list of rough gems sorted alphabetically by variety.&lt;br /&gt;
&lt;br /&gt;
Unlike other gems, diamonds can [[Fire|ignite]] if they come into contact with [[magma]].&lt;br /&gt;
&lt;br /&gt;
== Gem cuts ==&lt;br /&gt;
&lt;br /&gt;
Finished gems have a particular cut, which doesn't affect the gem's value. A gem can have multiple cuts, such as a &amp;quot;square brilliant&amp;quot; or &amp;quot;tapered baguette&amp;quot; cut. Some gem cuts are also known as &amp;quot;cabochons,&amp;quot; which have a basic &amp;quot;shape&amp;quot; cut typically as a rounded, polished stone. Gizzard stones do not have cuts.&lt;br /&gt;
&lt;br /&gt;
List of cuts:&lt;br /&gt;
{{Columns-list|colwidth=15em|&lt;br /&gt;
* baguette&lt;br /&gt;
* brilliant&lt;br /&gt;
* briolette&lt;br /&gt;
* cushion&lt;br /&gt;
* emerald&lt;br /&gt;
* marquise&lt;br /&gt;
* octagon&lt;br /&gt;
* oval&lt;br /&gt;
* pear&lt;br /&gt;
* point&lt;br /&gt;
* radiant&lt;br /&gt;
* rectangular&lt;br /&gt;
* round&lt;br /&gt;
* single&lt;br /&gt;
* square&lt;br /&gt;
* table&lt;br /&gt;
* tapered&lt;br /&gt;
* trillion&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Rare gems ==&lt;br /&gt;
[[Faint yellow diamond]]s only appear in [[kimberlite]] (which, itself, only appears in [[gabbro]] layers) and [[sapphire]]s and [[ruby|rubies]] only appear in [[bauxite]] (which occurs in any sedimentary layers). Colored diamonds only occur in pre-existing clusters of faint yellow diamonds. [[Star sapphire]]s and [[Star ruby|star rubies]] only occur within clusters of their peers.&lt;br /&gt;
&lt;br /&gt;
== [[Glass]] ==&lt;br /&gt;
Raw glass is treated as an uncut gem.  There are three subtypes of raw glass (and, once cut, of cut glass gems):&lt;br /&gt;
&lt;br /&gt;
Gems&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Gem name&lt;br /&gt;
! Value&lt;br /&gt;
! Color&lt;br /&gt;
! Requires&lt;br /&gt;
|-&lt;br /&gt;
|green glass||2×||{{Raw Tile|☼♦|2:0}}||[[bag]] full of [[sand]]&lt;br /&gt;
|-&lt;br /&gt;
|clear glass||5×||{{Raw Tile|☼♦|3:0}}||[[bag]] full of [[sand]] + [[pearlash]]&lt;br /&gt;
|-&lt;br /&gt;
|crystal glass||10×||{{Raw Tile|☼♦|7:1}}||rough [[rock crystal]] + [[pearlash]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Making raw glass requires a dwarf with the [[glassmaking]] [[labor]] designated, and, just like working [[metal]], it also requires [[fuel]] (either [[coke]] or [[charcoal]]) at a normal glass furnace, or [[magma]] at a magma [[glass furnace]].  Like all gems, raw glass has no [[quality]] modifiers.  Note that cut rock crystals can't be used to make crystal glass objects.&lt;br /&gt;
&lt;br /&gt;
Raw gems are only one of the many things your [[glassmaker]]s can make from glass.  See [[glass]] and [[glass industry]] for more information.&lt;br /&gt;
&lt;br /&gt;
== In real life ==&lt;br /&gt;
&lt;br /&gt;
A gem is a [[Stone|mineral]] (or a mineral-like material) admired by a culture, often due to their beauty and durability (resistance to scratches), so that they have economic value in and of themselves.&lt;br /&gt;
                                                                                    &lt;br /&gt;
Most gems are made of the same basic minerals found in common rocks; but their atoms are arranged into ordered patterns, called '''crystals''', with drastic consequences to their appearance and material properties.  For example, the same mineral quartz that looks so unremarkable in [[quartzite]] may form the strikingly geometric, beautifully translucent [[Rock crystal|rock crystals]], if it has the space to grow up slowly – in a crack or cavity within [[granite|granite rock]], for example.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Kwarcyt osadowy 1.jpg|Quartzite, an unremarkable stone.&lt;br /&gt;
File:QuartzVug.jpg|Rock crystal growing inside a rock cavity. These are made of the same basic stuff as quartzite, only better arranged.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Each particular crystal has a stable angle between its faces, depending on the underlying atomic structure; quartz is hexagonal, while [[rock salt]] is cubic.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Close packing.svg|Hexagonal (left) and cubic (right) patterns of ordered mineral growth.&lt;br /&gt;
File:Rough rock crystals.JPG|Rough rock crystals (quartz).&lt;br /&gt;
File:Quartztaille.jpg|A large rock crystal, cut in an emerald-cut shape. Expert [[Gem cutter|gem cutters]] will work with the natural planes of the crystal's structure, making them shiny and reflective.&lt;br /&gt;
File:Salt crystals, Kuyalnik.JPG|Cubic [[rock salt]] crystals (click to embiggen).&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A more drastic (and famous) example is carbon.  The organic content of sedimentary rocks like [[bituminous coal]] may be pressured and heated into honeycomb [[Layer|layers]], forming the [[metamorphic]] stone [[graphite]] (which we use in pencils, and dwarves use for long-lasting fires).  That very same carbon may be shaped, with more pressure and less heat (when, for example, stricken by a meteorite), into the nested cubes known as [[Diamond|diamonds]].&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Coal bituminous.jpg|[[Bituminous coal]], aka dead swamp stuff. Mostly carbon.&lt;br /&gt;
File:Diamond and graphite without structures.jpg|[[Diamond|Rough diamonds]] and [[graphite]], also carbon.&lt;br /&gt;
File:Graphit gitter.png|Internal structure of graphite; honeycomb patterns layered in sheets.&lt;br /&gt;
File:Diamond cubic animation.gif|Complex cubic internal structure of diamonds.&lt;br /&gt;
File:Brillanten.jpg|[[Gem cutting|Round brilliant cut]] diamonds.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Some non-mineral materials that have been sometimes considered &amp;quot;gems&amp;quot; include organic products like [[amber]], [[coral]], and [[pearl]]; and rocks (bundles of multiple minerals) like [[jet]], [[green jade|jade]] and [[lapis lazuli]].  Of these, pearl only exists in DF as a placeholder, coral and amber in the most rudimentary of forms; but not as gemstones.  Jet counts as a [[stone|regular stone]] in DF, while jade (in various colors) and lapis lazuli are gemstones.&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = kadôl&lt;br /&gt;
| elvish  = eruwa&lt;br /&gt;
| goblin  = straza&lt;br /&gt;
| human   = ves&lt;br /&gt;
}}&lt;br /&gt;
{{gems}}&lt;br /&gt;
{{materials}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Materials}}&lt;br /&gt;
{{Category|Gems|0}}&lt;br /&gt;
[[ru:Gem]]&lt;/div&gt;</summary>
		<author><name>DwarfStreja</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:DwarfStreja/Sandbox&amp;diff=266205</id>
		<title>User:DwarfStreja/Sandbox</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:DwarfStreja/Sandbox&amp;diff=266205"/>
		<updated>2022-09-15T18:41:46Z</updated>

		<summary type="html">&lt;p&gt;DwarfStreja: Ready to go&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{sandbox}}&lt;br /&gt;
&amp;lt;!-- leave the template above in place --&amp;gt;&lt;br /&gt;
== Click here to edit this sandbox '''→''' ==&lt;br /&gt;
&lt;br /&gt;
;Ornamental&lt;br /&gt;
{{columns-list|colwidth=12em|&lt;br /&gt;
*Amber&amp;amp;nbsp;opal&lt;br /&gt;
*Aventurine&lt;br /&gt;
*Banded&amp;amp;nbsp;agate&lt;br /&gt;
*Bloodstone&lt;br /&gt;
*Blue&amp;amp;nbsp;jade&lt;br /&gt;
*Bone&amp;amp;nbsp;opal&lt;br /&gt;
*Brown&amp;amp;nbsp;jasper&lt;br /&gt;
*Carnelian&lt;br /&gt;
*Cherry&amp;amp;nbsp;opal&lt;br /&gt;
*Chrysocolla&lt;br /&gt;
*Chrysoprase&lt;br /&gt;
*Citrine&lt;br /&gt;
*Clear&amp;amp;nbsp;tourmaline&lt;br /&gt;
*Dendritic&amp;amp;nbsp;agate&lt;br /&gt;
*Fire&amp;amp;nbsp;agate&lt;br /&gt;
*Fortification&amp;amp;nbsp;agate&lt;br /&gt;
*Gold&amp;amp;nbsp;opal&lt;br /&gt;
*Gray&amp;amp;nbsp;chalcedony&lt;br /&gt;
*Jasper&amp;amp;nbsp;opal&lt;br /&gt;
*Lace&amp;amp;nbsp;agate&lt;br /&gt;
*Lapis&amp;amp;nbsp;lazuli&lt;br /&gt;
*Lavender&amp;amp;nbsp;jade&lt;br /&gt;
*Milk&amp;amp;nbsp;opal&lt;br /&gt;
*Milk&amp;amp;nbsp;quartz&lt;br /&gt;
*Moonstone&lt;br /&gt;
*Morion&lt;br /&gt;
*Moss&amp;amp;nbsp;agate&lt;br /&gt;
*Moss&amp;amp;nbsp;opal&lt;br /&gt;
*Onyx&lt;br /&gt;
*Onyx&amp;amp;nbsp;opal&lt;br /&gt;
*Picture&amp;amp;nbsp;jasper&lt;br /&gt;
*Pineapple&amp;amp;nbsp;opal&lt;br /&gt;
*Pink&amp;amp;nbsp;jade&lt;br /&gt;
*Pipe&amp;amp;nbsp;opal&lt;br /&gt;
*Plume&amp;amp;nbsp;agate&lt;br /&gt;
*Prase&lt;br /&gt;
*Prase&amp;amp;nbsp;opal&lt;br /&gt;
*Pyrite&lt;br /&gt;
*Resin&amp;amp;nbsp;opal&lt;br /&gt;
*Rock&amp;amp;nbsp;crystal&lt;br /&gt;
*Rose&amp;amp;nbsp;quartz&lt;br /&gt;
*Sard&lt;br /&gt;
*Sardonyx&lt;br /&gt;
*Schorl&lt;br /&gt;
*Shell&amp;amp;nbsp;opal&lt;br /&gt;
*Smoky&amp;amp;nbsp;quartz&lt;br /&gt;
*Sunstone&lt;br /&gt;
*Tiger&amp;amp;nbsp;iron&lt;br /&gt;
*Tigereye&lt;br /&gt;
*Tube&amp;amp;nbsp;agate&lt;br /&gt;
*Turquoise&lt;br /&gt;
*Variscite&lt;br /&gt;
*Wax&amp;amp;nbsp;opal&lt;br /&gt;
*White&amp;amp;nbsp;chalcedony&lt;br /&gt;
*White&amp;amp;nbsp;jade&lt;br /&gt;
*Wood&amp;amp;nbsp;opal&lt;br /&gt;
*Yellow&amp;amp;nbsp;jasper}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
;Semi-Precious&lt;br /&gt;
{{columns-list|colwidth=12em|&lt;br /&gt;
*Alexandrite&lt;br /&gt;
*Almandine&lt;br /&gt;
*Amethyst&lt;br /&gt;
*Aquamarine&lt;br /&gt;
*Bandfire&amp;amp;nbsp;opal&lt;br /&gt;
*Black&amp;amp;nbsp;opal&lt;br /&gt;
*Black&amp;amp;nbsp;pyrope&lt;br /&gt;
*Black&amp;amp;nbsp;zircon&lt;br /&gt;
*Blue&amp;amp;nbsp;garnet&lt;br /&gt;
*Brown&amp;amp;nbsp;zircon&lt;br /&gt;
*Cat's&amp;amp;nbsp;eye&lt;br /&gt;
*Chrysoberyl&lt;br /&gt;
*Cinnamon&amp;amp;nbsp;grossular&lt;br /&gt;
*Claro&amp;amp;nbsp;opal&lt;br /&gt;
*Clear&amp;amp;nbsp;garnet&lt;br /&gt;
*Clear&amp;amp;nbsp;zircon&lt;br /&gt;
*Crystal&amp;amp;nbsp;opal&lt;br /&gt;
*Demantoid&lt;br /&gt;
*Fire&amp;amp;nbsp;opal&lt;br /&gt;
*Golden&amp;amp;nbsp;beryl&lt;br /&gt;
*Goshenite&lt;br /&gt;
*Green&amp;amp;nbsp;jade&lt;br /&gt;
*Green&amp;amp;nbsp;tourmaline&lt;br /&gt;
*Green&amp;amp;nbsp;zircon&lt;br /&gt;
*Harlequin&amp;amp;nbsp;opal&lt;br /&gt;
*Heliodor&lt;br /&gt;
*Honey&amp;amp;nbsp;yellow&amp;amp;nbsp;beryl&lt;br /&gt;
*Indigo&amp;amp;nbsp;tourmaline&lt;br /&gt;
*Jelly&amp;amp;nbsp;opal&lt;br /&gt;
*Kunzite&lt;br /&gt;
*Levin&amp;amp;nbsp;opal&lt;br /&gt;
*Light&amp;amp;nbsp;yellow&amp;amp;nbsp;diamond&lt;br /&gt;
*Melanite&lt;br /&gt;
*Morganite&lt;br /&gt;
*Peridot&lt;br /&gt;
*Pinfire&amp;amp;nbsp;opal&lt;br /&gt;
*Pink&amp;amp;nbsp;garnet&lt;br /&gt;
*Pink&amp;amp;nbsp;tourmaline&lt;br /&gt;
*Precious&amp;amp;nbsp;fire&amp;amp;nbsp;opal&lt;br /&gt;
*Purple&amp;amp;nbsp;spinel&lt;br /&gt;
*Red&amp;amp;nbsp;beryl&lt;br /&gt;
*Red&amp;amp;nbsp;flash&amp;amp;nbsp;opal&lt;br /&gt;
*Red&amp;amp;nbsp;grossular&lt;br /&gt;
*Red&amp;amp;nbsp;pyrope&lt;br /&gt;
*Red&amp;amp;nbsp;spinel&lt;br /&gt;
*Red&amp;amp;nbsp;tourmaline&lt;br /&gt;
*Red&amp;amp;nbsp;zircon&lt;br /&gt;
*Rhodolite&lt;br /&gt;
*Rubicelle&lt;br /&gt;
*Tanzanite&lt;br /&gt;
*Topaz&lt;br /&gt;
*Topazolite&lt;br /&gt;
*Tsavorite&lt;br /&gt;
*Violet&amp;amp;nbsp;spessartine&lt;br /&gt;
*White&amp;amp;nbsp;opal&lt;br /&gt;
*Yellow&amp;amp;nbsp;grossular&lt;br /&gt;
*Yellow&amp;amp;nbsp;spessartine&lt;br /&gt;
*Yellow&amp;amp;nbsp;zircon}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
;Precious&lt;br /&gt;
{{columns-list|colwidth=12em|&lt;br /&gt;
*Emerald&lt;br /&gt;
*Faint&amp;amp;nbsp;yellow&amp;amp;nbsp;diamond&lt;br /&gt;
*Ruby&lt;br /&gt;
*Sapphire}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
;Rare&lt;br /&gt;
{{columns-list|colwidth=12em|&lt;br /&gt;
*Black&amp;amp;nbsp;diamond&lt;br /&gt;
*Blue&amp;amp;nbsp;diamond&lt;br /&gt;
*Clear&amp;amp;nbsp;diamond&lt;br /&gt;
*Green&amp;amp;nbsp;diamond&lt;br /&gt;
*Red&amp;amp;nbsp;diamond&lt;br /&gt;
*Star&amp;amp;nbsp;ruby&lt;br /&gt;
*Star&amp;amp;nbsp;sapphire&lt;br /&gt;
*Yellow&amp;amp;nbsp;diamond}}&lt;/div&gt;</summary>
		<author><name>DwarfStreja</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:DwarfStreja/Sandbox&amp;diff=266204</id>
		<title>User:DwarfStreja/Sandbox</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:DwarfStreja/Sandbox&amp;diff=266204"/>
		<updated>2022-09-15T17:55:47Z</updated>

		<summary type="html">&lt;p&gt;DwarfStreja: Save the list&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{sandbox}}&lt;br /&gt;
&amp;lt;!-- leave the template above in place --&amp;gt;&lt;br /&gt;
== Click here to edit this sandbox '''→''' ==&lt;br /&gt;
&lt;br /&gt;
;Ornamental&lt;br /&gt;
*Amber opal&lt;br /&gt;
*Aventurine&lt;br /&gt;
*Banded agate&lt;br /&gt;
*Bloodstone&lt;br /&gt;
*Blue jade&lt;br /&gt;
*Bone opal&lt;br /&gt;
*Brown jasper&lt;br /&gt;
*Carnelian&lt;br /&gt;
*Cherry opal&lt;br /&gt;
*Chrysocolla&lt;br /&gt;
*Chrysoprase&lt;br /&gt;
*Citrine&lt;br /&gt;
*Clear tourmaline&lt;br /&gt;
*Dendritic agate&lt;br /&gt;
*Fire agate&lt;br /&gt;
*Fortification agate&lt;br /&gt;
*Gold opal&lt;br /&gt;
*Gray chalcedony&lt;br /&gt;
*Jasper opal&lt;br /&gt;
*Lace agate&lt;br /&gt;
*Lapis lazuli&lt;br /&gt;
*Lavender jade&lt;br /&gt;
*Milk opal&lt;br /&gt;
*Milk quartz&lt;br /&gt;
*Moonstone&lt;br /&gt;
*Morion&lt;br /&gt;
*Moss agate&lt;br /&gt;
*Moss opal&lt;br /&gt;
*Onyx&lt;br /&gt;
*Onyx opal&lt;br /&gt;
*Picture jasper&lt;br /&gt;
*Pineapple opal&lt;br /&gt;
*Pink jade&lt;br /&gt;
*Pipe opal&lt;br /&gt;
*Plume agate&lt;br /&gt;
*Prase&lt;br /&gt;
*Prase opal&lt;br /&gt;
*Pyrite&lt;br /&gt;
*Resin opal&lt;br /&gt;
*Rock crystal&lt;br /&gt;
*Rose quartz&lt;br /&gt;
*Sard&lt;br /&gt;
*Sardonyx&lt;br /&gt;
*Schorl&lt;br /&gt;
*Shell opal&lt;br /&gt;
*Smoky quartz&lt;br /&gt;
*Sunstone&lt;br /&gt;
*Tiger iron&lt;br /&gt;
*Tigereye&lt;br /&gt;
*Tube agate&lt;br /&gt;
*Turquoise&lt;br /&gt;
*Variscite&lt;br /&gt;
*Wax opal&lt;br /&gt;
*White chalcedony&lt;br /&gt;
*White jade&lt;br /&gt;
*Wood opal&lt;br /&gt;
*Yellow jasper&lt;br /&gt;
&lt;br /&gt;
;Semi-Precious&lt;br /&gt;
*Alexandrite&lt;br /&gt;
*Almandine&lt;br /&gt;
*Amethyst&lt;br /&gt;
*Aquamarine&lt;br /&gt;
*Bandfire opal&lt;br /&gt;
*Black opal&lt;br /&gt;
*Black pyrope&lt;br /&gt;
*Black zircon&lt;br /&gt;
*Blue garnet&lt;br /&gt;
*Brown zircon&lt;br /&gt;
*Cat's eye&lt;br /&gt;
*Chrysoberyl&lt;br /&gt;
*Cinnamon grossular&lt;br /&gt;
*Claro opal&lt;br /&gt;
*Clear garnet&lt;br /&gt;
*Clear zircon&lt;br /&gt;
*Crystal opal&lt;br /&gt;
*Demantoid&lt;br /&gt;
*Fire opal&lt;br /&gt;
*Golden beryl&lt;br /&gt;
*Goshenite&lt;br /&gt;
*Green jade&lt;br /&gt;
*Green tourmaline&lt;br /&gt;
*Green zircon&lt;br /&gt;
*Harlequin opal&lt;br /&gt;
*Heliodor&lt;br /&gt;
*Honey yellow beryl&lt;br /&gt;
*Indigo tourmaline&lt;br /&gt;
*Jelly opal&lt;br /&gt;
*Kunzite&lt;br /&gt;
*Levin opal&lt;br /&gt;
*Light yellow diamond&lt;br /&gt;
*Melanite&lt;br /&gt;
*Morganite&lt;br /&gt;
*Peridot&lt;br /&gt;
*Pinfire opal&lt;br /&gt;
*Pink garnet&lt;br /&gt;
*Pink tourmaline&lt;br /&gt;
*Precious fire opal&lt;br /&gt;
*Purple spinel&lt;br /&gt;
*Red beryl&lt;br /&gt;
*Red flash opal&lt;br /&gt;
*Red grossular&lt;br /&gt;
*Red pyrope&lt;br /&gt;
*Red spinel&lt;br /&gt;
*Red tourmaline&lt;br /&gt;
*Red zircon&lt;br /&gt;
*Rhodolite&lt;br /&gt;
*Rubicelle&lt;br /&gt;
*Tanzanite&lt;br /&gt;
*Topaz&lt;br /&gt;
*Topazolite&lt;br /&gt;
*Tsavorite&lt;br /&gt;
*Violet spessartine&lt;br /&gt;
*White opal&lt;br /&gt;
*Yellow grossular&lt;br /&gt;
*Yellow spessartine&lt;br /&gt;
*Yellow zircon&lt;br /&gt;
&lt;br /&gt;
;Precious&lt;br /&gt;
*Emerald&lt;br /&gt;
*Faint yellow diamond&lt;br /&gt;
*Ruby&lt;br /&gt;
*Sapphire&lt;br /&gt;
 &lt;br /&gt;
;Rare&lt;br /&gt;
*Black diamond&lt;br /&gt;
*Blue diamond&lt;br /&gt;
*Clear diamond&lt;br /&gt;
*Green diamond&lt;br /&gt;
*Red diamond&lt;br /&gt;
*Star ruby&lt;br /&gt;
*Star sapphire&lt;br /&gt;
*Yellow diamond&lt;/div&gt;</summary>
		<author><name>DwarfStreja</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:DwarfStreja/Sandbox&amp;diff=266203</id>
		<title>User:DwarfStreja/Sandbox</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:DwarfStreja/Sandbox&amp;diff=266203"/>
		<updated>2022-09-15T17:47:54Z</updated>

		<summary type="html">&lt;p&gt;DwarfStreja: /* Edit below this line */  Adding instructions&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{sandbox}}&lt;br /&gt;
&amp;lt;!-- leave the template above in place --&amp;gt;&lt;br /&gt;
== Click here to edit this sandbox '''→''' ==&lt;/div&gt;</summary>
		<author><name>DwarfStreja</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:DwarfStreja/Sandbox&amp;diff=266202</id>
		<title>User:DwarfStreja/Sandbox</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:DwarfStreja/Sandbox&amp;diff=266202"/>
		<updated>2022-09-15T17:45:42Z</updated>

		<summary type="html">&lt;p&gt;DwarfStreja: Making a high-water mark&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{sandbox}}&lt;br /&gt;
&amp;lt;!-- leave the template above in place --&amp;gt;&lt;br /&gt;
== Edit below this line ==&lt;/div&gt;</summary>
		<author><name>DwarfStreja</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:DwarfStreja/Sandbox&amp;diff=266201</id>
		<title>User:DwarfStreja/Sandbox</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:DwarfStreja/Sandbox&amp;diff=266201"/>
		<updated>2022-09-15T17:44:04Z</updated>

		<summary type="html">&lt;p&gt;DwarfStreja: Building my own litterbox&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{sandbox}}&lt;/div&gt;</summary>
		<author><name>DwarfStreja</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Jan&amp;diff=266195</id>
		<title>User talk:Jan</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Jan&amp;diff=266195"/>
		<updated>2022-09-14T17:35:12Z</updated>

		<summary type="html">&lt;p&gt;DwarfStreja: /* summary? */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Redirects ==&lt;br /&gt;
&lt;br /&gt;
Please be sure to refer to [[DF:REDIR]] when creating redirects. Specifically, the one you created at [https://dwarffortresswiki.org/index.php?title=DF2014:Socializing&amp;amp;oldid=260038 DF2014:Socializing] was not future-proof, and would have redirected to the wrong version if &amp;quot;cv&amp;quot; were changed to point to a newer namespace. Thanks for helping out on the wiki! &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 01:17, 22 December 2021 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Errors arise... ==&lt;br /&gt;
&lt;br /&gt;
[https://dwarffortresswiki.org/index.php?title=DF2014:Climate&amp;amp;curid=31137&amp;amp;diff=260777&amp;amp;oldid=256718| Something looks rather messed here...]  ...that is to say, your well-intentioned layout change has some of us suddenly reading titles up-and-down, instead of left-to-right or (as I assume) right-to-left.  [[User:Silverwing235|Silverwing235]] ([[User talk:Silverwing235|talk]]) 13:37, 14 January 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
== summary? ==&lt;br /&gt;
&lt;br /&gt;
Sorry it took so long to see your request, and I don't know how to ping users on DF Wiki, so I came here with the answer to your question about a summary for DFHack's commands. Just go to the DFHack terminal window and type &amp;lt;code&amp;gt;ls&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;dir&amp;lt;/code&amp;gt;,  and it'll spit out a list 91 columns wide and 317 lines long. Just copy &amp;amp; paste the output to a text file.&lt;br /&gt;
&lt;br /&gt;
It can be finicky capturing text from the terminal, so if you want, nudge me at dwarfstreja@gmail.com and I'll send the whole thing. &amp;lt;s&amp;gt;I thought about adding it to the DFHack Utility page, but I don't think that's what the page is for.&amp;lt;/s&amp;gt; I added a line at the end of the first section on how to find this list. [[User:DwarfStreja|&amp;amp;nbsp;—Myk Streja]] &amp;lt;sup&amp;gt;([[User_talk:DwarfStreja|talk]])&amp;lt;/sup&amp;gt; 17:35, 14 September 2022 (UTC)&lt;/div&gt;</summary>
		<author><name>DwarfStreja</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Utility:DFHack&amp;diff=266194</id>
		<title>Utility:DFHack</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Utility:DFHack&amp;diff=266194"/>
		<updated>2022-09-14T17:14:16Z</updated>

		<summary type="html">&lt;p&gt;DwarfStreja: /* Download and Install */ Added ref to quick list of commands&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|13:02, 2 May 2014 (UTC)}}&lt;br /&gt;
{{uv|multiple}}&lt;br /&gt;
{{Infobox utility&lt;br /&gt;
| image = File:Dfhack-logo.png&lt;br /&gt;
| misc  =&lt;br /&gt;
* [https://github.com/DFHack/dfhack/releases Download] &lt;br /&gt;
* [https://docs.dfhack.org/en/stable/docs/Installing.html#installing Installation guide]&lt;br /&gt;
* [https://docs.dfhack.org/en/stable/index.html Documentation]&lt;br /&gt;
}}&lt;br /&gt;
[[File:dfhack_cmd.png|thumb|300px|right|Command ready!]]&lt;br /&gt;
'''DFHack''' is a [[utility]] that can be used to improve UI, automate some aspects of the game, add features, fix bugs, make a specific one-off change... or just straight-up [[cheat]].  &lt;br /&gt;
&lt;br /&gt;
DFHack is an extensive standardized memory access library, packaged alongside a suite of basic tools that use it. Currently, tools come in the form of plugins, as well as Lua and Ruby scripts. For developers, DFHack is a comprehensive, standardized memory access package that unites the various ways tools access the ''Dwarf Fortress'' memory space, allowing for easier development of new tools. For users, it is a very useful utility complex that allows users to tweak their games in numerous ways in-game. This is probably one of the most useful utilities for DF, acting as an advanced expansion that fixes, improves and adds to the game in many ways, and is usually included in recent versions of the [[Utility:Lazy Newb Pack|Lazy Newb Pack]] on all platforms.&lt;br /&gt;
&lt;br /&gt;
== Download and Install==&lt;br /&gt;
All new releases are announced in a [http://www.bay12forums.com/smf/index.php?topic=164123.0 thread on the Bay12 forums]. Downloads for all releases can be found on [https://github.com/dfhack/dfhack/releases GitHub], and the latest dev build can be found [https://dfhack.org/builds/ here], though its stability is not guaranteed. DFHack is currently available as a stable release for 0.47.05. Stable releases are also available for 0.42.06, 0.40.24, 0.34.11, 0.31.25, and other intermediate versions of DF. DFHack is currently also being ported to versions 0.28.181.40d and 0.23.130.23a - more information can be found [[User:Quietust#DFHack-40d|here]] and [[User:Quietust#DFHack-23a|here]], respectively.&lt;br /&gt;
&lt;br /&gt;
For an exhaustive list of and manual on the commands in the utility, see the [https://dfhack.readthedocs.org/en/stable/#user-manual documentation]. For a quick list, with brief descriptions, of the commands available to you, enter the command &amp;lt;code&amp;gt;ls&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;dir&amp;lt;/code&amp;gt; at the command prompt (&amp;lt;code&amp;gt;DFHack#&amp;lt;/code&amp;gt;) in the DFHack terminal window. As of v0.47.05-r6, the list has a total of 279 entries.&lt;br /&gt;
&lt;br /&gt;
* [https://github.com/DFHack/dfhack/releases Download] ● [https://docs.dfhack.org/en/stable/docs/Installing.html#installing Installation guide] ● [https://docs.dfhack.org/en/stable/index.html DFHack's documentation]&lt;br /&gt;
&lt;br /&gt;
== Features ==&lt;br /&gt;
&lt;br /&gt;
User Interface improvements, such as: &lt;br /&gt;
* Search function in screens with big lists.&lt;br /&gt;
* Ability to place furniture before it's built and have it automatically allocated when available.&lt;br /&gt;
* Ability to place constructions with box select (like laying designations), including easier material selection and open space placement (without having to wait till adjacent constructions are built).&lt;br /&gt;
* Easier pasturing, live happiness monitor, mouse support, stocks dashboard, and embark-assistant.&lt;br /&gt;
&lt;br /&gt;
Various automations of jobs, and fortress management, such as:  &lt;br /&gt;
* workflow - Advanced [[Workshop#Management|Workshop Management]] allowing control of repeat jobs.&lt;br /&gt;
* manipulator - Manage dwarven [[Labour]]s, an in-game equivalent to the popular program [[Dwarf Therapist]].&lt;br /&gt;
* autolabor - Automatically manage dwarf labors to efficiently complete jobs&lt;br /&gt;
* autobutcher - Assigns lifestock for slaughter once it reaches a specific count.&lt;br /&gt;
* autochop - Automatically manage tree cutting designation to keep available logs within given quotas.&lt;br /&gt;
* autonestbox - Assigns unpastured female egg-layers to nestbox zones.&lt;br /&gt;
* seedwatch - Watches the numbers of seeds available and enables/disables seed and plant cooking.&lt;br /&gt;
* df-ai - Allows Dwarf Fortress to play itself. See: [https://benlubar.github.io/df-ai/ Dwarf Fortress+Artificial Intelligence] for further information.&lt;br /&gt;
&lt;br /&gt;
Other scripts and plugins, such as:&lt;br /&gt;
* embark-assistant - a site selection tool with more options than vanilla [[Site finder|search tool]].&lt;br /&gt;
* [https://docs.dfhack.org/en/stable/docs/guides/quickfort-user-guide.html Quickfort], a utility that helps you build fortresses from a &amp;quot;blueprint&amp;quot;. &lt;br /&gt;
* [[Stonesense]]; an isometric visualizer of the map.&lt;br /&gt;
* [[Utilities#Isoworld|Isoworld]] integration.&lt;br /&gt;
&lt;br /&gt;
Gameplay extras, such as: &lt;br /&gt;
* Steam engines, power meter, improved siege engines.&lt;br /&gt;
* Binary patches, utilities made by users to fix known bugs that haven't been addressed by [[main:Toady One|Toady One]] yet. DF2014 is in active development, so there are no binary patches yet.&lt;br /&gt;
* Adventure mode. See: [https://dfhack.readthedocs.io/en/stable/docs/_auto/gui.html#gui-advfort advfort],[https://dfhack.readthedocs.io/en/stable/docs/_auto/gui.html#gui-companion-order companion-order].&lt;br /&gt;
&lt;br /&gt;
== Common use ==&lt;br /&gt;
{{TipBox2|float=center|titlebg=red|width=80%|Bug reports|&lt;br /&gt;
&amp;lt;small&amp;gt;If you are using DFHack (or other utilities), do not report bugs on the ''Dwarf Fortress'' bug tracker unless you can prove that the bug is not being caused by DFHack or one of its plugins. On Linux and OS X, DFHack can be bypassed by running the &amp;quot;df&amp;quot; script. On Windows, DFHack can be temporarily disabled by renaming SDL.dll to a temporary name, then renaming SDLreal.dll to SDL.dll.&amp;lt;/small&amp;gt;&lt;br /&gt;
}} &lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
! Command&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;[https://docs.dfhack.org/en/stable/docs/Plugins.html#prospector prospect]&amp;lt;/code&amp;gt;&lt;br /&gt;
| To prospect embark location for a list of all the present minerals and plants.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;digv&amp;lt;/code&amp;gt;&lt;br /&gt;
| Designates a whole vein for digging.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;reveal&amp;lt;/code&amp;gt;&lt;br /&gt;
| This reveals the map. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;cleanowned scattered x&amp;lt;/code&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;[https://docs.dfhack.org/en/stable/docs/_auto/base.html#exportlegends exportlegends]&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;[https://docs.dfhack.org/en/stable/docs/_auto/base.html#open-legends open-legends]&amp;lt;/code&amp;gt;&lt;br /&gt;
| For viewing and exporting [[Legends mode]] information.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Scripts and Plugins== &lt;br /&gt;
&lt;br /&gt;
Originally a simple memory hacking tool, DFHack has grown to become a full-fledged unofficial extension of the game itself, adding in functionality where official development has lacked. One of the best features of DFHack is its extensibility - anyone can create scripts or plugins. Due to its open-source and collaborative nature, anyone can add their own contribution to this tool. There are different kinds of contributions:&lt;br /&gt;
&lt;br /&gt;
*Binpatches are raw memory edits that alter the game's behavior, which is usually deduced from disassembling. Their main use is bugfixing or the removal of cumbersome, easily alterable constraints. &lt;br /&gt;
*Plugins are snippets of C++ code that uses DFHack's library to fix bugs or add functionality. They must be compiled before use and are thus platform and dfhack-version dependent, but as a result they tend to be extremely ''fast''. They can be found in the hack/plugins folder.&lt;br /&gt;
*Scripts are files written in a scripting language DFHack provides bindings for (usually Lua or Ruby) that when loaded by DFHack fix bugs or add functionality. Contrary to plugins, they are not compiled and can be transferred between any platform. However any change within the DFHack data structures (i.e. between versions) may break some of these scripts. However, because they run in an interpreter they are unsuitable for tasks which involve large amounts of data (such as revealing the map).&lt;br /&gt;
&lt;br /&gt;
Some of the more notable are listed below; feel free to add to the list.&lt;br /&gt;
&lt;br /&gt;
=== User Interface ===&lt;br /&gt;
&lt;br /&gt;
The best-known are [http://www.bay12forums.com/smf/index.php?topic=119575 Falconne's UI Plugins], a collection which improves the in-game interface with features such as search functions in screens with big lists, the ability to place furniture before it's built and have it automatically allocated when available, box-select constructions(like laying designations) - including easier material selection and open space placement, easier pasturing, live happiness monitor, '''mouse support''', and an enhanced stocks screen.  The plugins make existing tasks significantly easier, and also add new functions to the game which greatly enhance the experience - such as the autochop log quotas, or the ability (with buildingplanner) to lay out rooms with Quickfort before creating the required furniture.  &lt;br /&gt;
&lt;br /&gt;
There is also a [http://www.bay12forums.com/smf/index.php?topic=124708 GUI for the Autobutcher plugin].  &lt;br /&gt;
&lt;br /&gt;
=== Bugfixing ===&lt;br /&gt;
Many bugfixes are included with DFHack, but not enabled by default - check dfhack.init to see if the &amp;quot;tweak *&amp;quot; and &amp;quot;fix/*&amp;quot; lines are commented out. The [[Utility:Lazy_Newb_Pack|Starter Packs]] enable all bugfixes by default.&lt;br /&gt;
&lt;br /&gt;
=== Features ===&lt;br /&gt;
These plugins and scripts add features to the game that enhance the user's gameplay.&lt;br /&gt;
* [http://www.bay12forums.com/smf/index.php?topic=127116 Digging invaders], a plugin that allows hostiles to dig and deconstruct walls to path to one's fortress.&lt;br /&gt;
* [http://www.bay12forums.com/smf/index.php?topic=128487 Rendermax], a plugin that implements a lighting system at the graphics level.&lt;br /&gt;
* [http://www.bay12forums.com/smf/index.php?topic=136155 Dwarven Emigration], a plugin that allows unhappy dwarves to emigrate with their families.&lt;br /&gt;
&lt;br /&gt;
=== Modding tools ===&lt;br /&gt;
These plugins and scripts add features to the game that enhance modding possibilities.&lt;br /&gt;
* [http://www.bay12forums.com/smf/index.php?topic=135597 DFHack scripts designed for use in interactions as &amp;quot;spells&amp;quot;]&lt;br /&gt;
* [http://www.bay12forums.com/smf/index.php?topic=135506 Miscellaneous DFHack script collection]&lt;br /&gt;
&lt;br /&gt;
=== remotefortressreader ===&lt;br /&gt;
&lt;br /&gt;
Provides a protobuf-based (currently v2.4.1) RPC connection to the game, enabling remote clients like Armok Vision.  The service listens on &amp;lt;code&amp;gt;127.0.0.1:5000&amp;lt;/code&amp;gt; (configurable within &amp;lt;code&amp;gt;dfhack-config/remote-server.json&amp;lt;/code&amp;gt;).&lt;br /&gt;
&lt;br /&gt;
Currently there are no change-based or change-driven notifications, so remote fortress clients must perform the expensive operation of polling the desired volume every frame (via e.g. &amp;lt;code&amp;gt;GetBlockList&amp;lt;/code&amp;gt;).  Additionally, the sidebar menu state is shared with the native view, to avoid reimplementing construction material dependencies.&lt;br /&gt;
&lt;br /&gt;
[[Category:Utilities]]&lt;br /&gt;
[[ru:Utility:DFHack]]&lt;/div&gt;</summary>
		<author><name>DwarfStreja</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Utility:DFHack&amp;diff=266193</id>
		<title>Utility:DFHack</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Utility:DFHack&amp;diff=266193"/>
		<updated>2022-09-14T14:51:54Z</updated>

		<summary type="html">&lt;p&gt;DwarfStreja: /* Features */ Update df-ai entry&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|13:02, 2 May 2014 (UTC)}}&lt;br /&gt;
{{uv|multiple}}&lt;br /&gt;
{{Infobox utility&lt;br /&gt;
| image = File:Dfhack-logo.png&lt;br /&gt;
| misc  =&lt;br /&gt;
* [https://github.com/DFHack/dfhack/releases Download] &lt;br /&gt;
* [https://docs.dfhack.org/en/stable/docs/Installing.html#installing Installation guide]&lt;br /&gt;
* [https://docs.dfhack.org/en/stable/index.html Documentation]&lt;br /&gt;
}}&lt;br /&gt;
[[File:dfhack_cmd.png|thumb|300px|right|Command ready!]]&lt;br /&gt;
'''DFHack''' is a [[utility]] that can be used to improve UI, automate some aspects of the game, add features, fix bugs, make a specific one-off change... or just straight-up [[cheat]].  &lt;br /&gt;
&lt;br /&gt;
DFHack is an extensive standardized memory access library, packaged alongside a suite of basic tools that use it. Currently, tools come in the form of plugins, as well as Lua and Ruby scripts. For developers, DFHack is a comprehensive, standardized memory access package that unites the various ways tools access the ''Dwarf Fortress'' memory space, allowing for easier development of new tools. For users, it is a very useful utility complex that allows users to tweak their games in numerous ways in-game. This is probably one of the most useful utilities for DF, acting as an advanced expansion that fixes, improves and adds to the game in many ways, and is usually included in recent versions of the [[Utility:Lazy Newb Pack|Lazy Newb Pack]] on all platforms.&lt;br /&gt;
&lt;br /&gt;
== Download and Install==&lt;br /&gt;
All new releases are announced in a [http://www.bay12forums.com/smf/index.php?topic=164123.0 thread on the Bay12 forums]. Downloads for all releases can be found on [https://github.com/dfhack/dfhack/releases GitHub], and the latest dev build can be found [https://dfhack.org/builds/ here], though its stability is not guaranteed. DFHack is currently available as a stable release for 0.47.05. Stable releases are also available for 0.42.06, 0.40.24, 0.34.11, 0.31.25, and other intermediate versions of DF. DFHack is currently also being ported to versions 0.28.181.40d and 0.23.130.23a - more information can be found [[User:Quietust#DFHack-40d|here]] and [[User:Quietust#DFHack-23a|here]], respectively. For an exhaustive list of and manual on the commands in the utility, see the [https://dfhack.readthedocs.org/en/stable/#user-manual documentation].&lt;br /&gt;
&lt;br /&gt;
* [https://github.com/DFHack/dfhack/releases Download] ● [https://docs.dfhack.org/en/stable/docs/Installing.html#installing Installation guide] ● [https://docs.dfhack.org/en/stable/index.html DFHack's documentation]&lt;br /&gt;
&lt;br /&gt;
== Features ==&lt;br /&gt;
&lt;br /&gt;
User Interface improvements, such as: &lt;br /&gt;
* Search function in screens with big lists.&lt;br /&gt;
* Ability to place furniture before it's built and have it automatically allocated when available.&lt;br /&gt;
* Ability to place constructions with box select (like laying designations), including easier material selection and open space placement (without having to wait till adjacent constructions are built).&lt;br /&gt;
* Easier pasturing, live happiness monitor, mouse support, stocks dashboard, and embark-assistant.&lt;br /&gt;
&lt;br /&gt;
Various automations of jobs, and fortress management, such as:  &lt;br /&gt;
* workflow - Advanced [[Workshop#Management|Workshop Management]] allowing control of repeat jobs.&lt;br /&gt;
* manipulator - Manage dwarven [[Labour]]s, an in-game equivalent to the popular program [[Dwarf Therapist]].&lt;br /&gt;
* autolabor - Automatically manage dwarf labors to efficiently complete jobs&lt;br /&gt;
* autobutcher - Assigns lifestock for slaughter once it reaches a specific count.&lt;br /&gt;
* autochop - Automatically manage tree cutting designation to keep available logs within given quotas.&lt;br /&gt;
* autonestbox - Assigns unpastured female egg-layers to nestbox zones.&lt;br /&gt;
* seedwatch - Watches the numbers of seeds available and enables/disables seed and plant cooking.&lt;br /&gt;
* df-ai - Allows Dwarf Fortress to play itself. See: [https://benlubar.github.io/df-ai/ Dwarf Fortress+Artificial Intelligence] for further information.&lt;br /&gt;
&lt;br /&gt;
Other scripts and plugins, such as:&lt;br /&gt;
* embark-assistant - a site selection tool with more options than vanilla [[Site finder|search tool]].&lt;br /&gt;
* [https://docs.dfhack.org/en/stable/docs/guides/quickfort-user-guide.html Quickfort], a utility that helps you build fortresses from a &amp;quot;blueprint&amp;quot;. &lt;br /&gt;
* [[Stonesense]]; an isometric visualizer of the map.&lt;br /&gt;
* [[Utilities#Isoworld|Isoworld]] integration.&lt;br /&gt;
&lt;br /&gt;
Gameplay extras, such as: &lt;br /&gt;
* Steam engines, power meter, improved siege engines.&lt;br /&gt;
* Binary patches, utilities made by users to fix known bugs that haven't been addressed by [[main:Toady One|Toady One]] yet. DF2014 is in active development, so there are no binary patches yet.&lt;br /&gt;
* Adventure mode. See: [https://dfhack.readthedocs.io/en/stable/docs/_auto/gui.html#gui-advfort advfort],[https://dfhack.readthedocs.io/en/stable/docs/_auto/gui.html#gui-companion-order companion-order].&lt;br /&gt;
&lt;br /&gt;
== Common use ==&lt;br /&gt;
{{TipBox2|float=center|titlebg=red|width=80%|Bug reports|&lt;br /&gt;
&amp;lt;small&amp;gt;If you are using DFHack (or other utilities), do not report bugs on the ''Dwarf Fortress'' bug tracker unless you can prove that the bug is not being caused by DFHack or one of its plugins. On Linux and OS X, DFHack can be bypassed by running the &amp;quot;df&amp;quot; script. On Windows, DFHack can be temporarily disabled by renaming SDL.dll to a temporary name, then renaming SDLreal.dll to SDL.dll.&amp;lt;/small&amp;gt;&lt;br /&gt;
}} &lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
! Command&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;[https://docs.dfhack.org/en/stable/docs/Plugins.html#prospector prospect]&amp;lt;/code&amp;gt;&lt;br /&gt;
| To prospect embark location for a list of all the present minerals and plants.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;digv&amp;lt;/code&amp;gt;&lt;br /&gt;
| Designates a whole vein for digging.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;reveal&amp;lt;/code&amp;gt;&lt;br /&gt;
| This reveals the map. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;cleanowned scattered x&amp;lt;/code&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;[https://docs.dfhack.org/en/stable/docs/_auto/base.html#exportlegends exportlegends]&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;[https://docs.dfhack.org/en/stable/docs/_auto/base.html#open-legends open-legends]&amp;lt;/code&amp;gt;&lt;br /&gt;
| For viewing and exporting [[Legends mode]] information.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Scripts and Plugins== &lt;br /&gt;
&lt;br /&gt;
Originally a simple memory hacking tool, DFHack has grown to become a full-fledged unofficial extension of the game itself, adding in functionality where official development has lacked. One of the best features of DFHack is its extensibility - anyone can create scripts or plugins. Due to its open-source and collaborative nature, anyone can add their own contribution to this tool. There are different kinds of contributions:&lt;br /&gt;
&lt;br /&gt;
*Binpatches are raw memory edits that alter the game's behavior, which is usually deduced from disassembling. Their main use is bugfixing or the removal of cumbersome, easily alterable constraints. &lt;br /&gt;
*Plugins are snippets of C++ code that uses DFHack's library to fix bugs or add functionality. They must be compiled before use and are thus platform and dfhack-version dependent, but as a result they tend to be extremely ''fast''. They can be found in the hack/plugins folder.&lt;br /&gt;
*Scripts are files written in a scripting language DFHack provides bindings for (usually Lua or Ruby) that when loaded by DFHack fix bugs or add functionality. Contrary to plugins, they are not compiled and can be transferred between any platform. However any change within the DFHack data structures (i.e. between versions) may break some of these scripts. However, because they run in an interpreter they are unsuitable for tasks which involve large amounts of data (such as revealing the map).&lt;br /&gt;
&lt;br /&gt;
Some of the more notable are listed below; feel free to add to the list.&lt;br /&gt;
&lt;br /&gt;
=== User Interface ===&lt;br /&gt;
&lt;br /&gt;
The best-known are [http://www.bay12forums.com/smf/index.php?topic=119575 Falconne's UI Plugins], a collection which improves the in-game interface with features such as search functions in screens with big lists, the ability to place furniture before it's built and have it automatically allocated when available, box-select constructions(like laying designations) - including easier material selection and open space placement, easier pasturing, live happiness monitor, '''mouse support''', and an enhanced stocks screen.  The plugins make existing tasks significantly easier, and also add new functions to the game which greatly enhance the experience - such as the autochop log quotas, or the ability (with buildingplanner) to lay out rooms with Quickfort before creating the required furniture.  &lt;br /&gt;
&lt;br /&gt;
There is also a [http://www.bay12forums.com/smf/index.php?topic=124708 GUI for the Autobutcher plugin].  &lt;br /&gt;
&lt;br /&gt;
=== Bugfixing ===&lt;br /&gt;
Many bugfixes are included with DFHack, but not enabled by default - check dfhack.init to see if the &amp;quot;tweak *&amp;quot; and &amp;quot;fix/*&amp;quot; lines are commented out. The [[Utility:Lazy_Newb_Pack|Starter Packs]] enable all bugfixes by default.&lt;br /&gt;
&lt;br /&gt;
=== Features ===&lt;br /&gt;
These plugins and scripts add features to the game that enhance the user's gameplay.&lt;br /&gt;
* [http://www.bay12forums.com/smf/index.php?topic=127116 Digging invaders], a plugin that allows hostiles to dig and deconstruct walls to path to one's fortress.&lt;br /&gt;
* [http://www.bay12forums.com/smf/index.php?topic=128487 Rendermax], a plugin that implements a lighting system at the graphics level.&lt;br /&gt;
* [http://www.bay12forums.com/smf/index.php?topic=136155 Dwarven Emigration], a plugin that allows unhappy dwarves to emigrate with their families.&lt;br /&gt;
&lt;br /&gt;
=== Modding tools ===&lt;br /&gt;
These plugins and scripts add features to the game that enhance modding possibilities.&lt;br /&gt;
* [http://www.bay12forums.com/smf/index.php?topic=135597 DFHack scripts designed for use in interactions as &amp;quot;spells&amp;quot;]&lt;br /&gt;
* [http://www.bay12forums.com/smf/index.php?topic=135506 Miscellaneous DFHack script collection]&lt;br /&gt;
&lt;br /&gt;
=== remotefortressreader ===&lt;br /&gt;
&lt;br /&gt;
Provides a protobuf-based (currently v2.4.1) RPC connection to the game, enabling remote clients like Armok Vision.  The service listens on &amp;lt;code&amp;gt;127.0.0.1:5000&amp;lt;/code&amp;gt; (configurable within &amp;lt;code&amp;gt;dfhack-config/remote-server.json&amp;lt;/code&amp;gt;).&lt;br /&gt;
&lt;br /&gt;
Currently there are no change-based or change-driven notifications, so remote fortress clients must perform the expensive operation of polling the desired volume every frame (via e.g. &amp;lt;code&amp;gt;GetBlockList&amp;lt;/code&amp;gt;).  Additionally, the sidebar menu state is shared with the native view, to avoid reimplementing construction material dependencies.&lt;br /&gt;
&lt;br /&gt;
[[Category:Utilities]]&lt;br /&gt;
[[ru:Utility:DFHack]]&lt;/div&gt;</summary>
		<author><name>DwarfStreja</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Utilities&amp;diff=266114</id>
		<title>Utilities</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Utilities&amp;diff=266114"/>
		<updated>2022-09-08T00:46:01Z</updated>

		<summary type="html">&lt;p&gt;DwarfStreja: /* Lazy Newb Pack */ Added follow-up LNP after unofficial was abandoned&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Masterwork|13:28, 28 September 2013 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
[[File:utilities_icon.png|120px|right]]A collection of third-party '''Utilities''' that are useful for ''[[Dwarf Fortress]]'' players and [[modding|modders]] alike, of which this page serves as a list of. ''Dwarf Fortress'' is a difficult game to play, and any help that can be had in the task is welcome help. &lt;br /&gt;
&lt;br /&gt;
If you would like to add an article on a ''specific'' game utility to the wiki, please do so under the &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[http://dwarffortresswiki.org/index.php?title=Special%3AAllPages&amp;amp;from=&amp;amp;to=&amp;amp;namespace=102 Utility]&amp;lt;/span&amp;gt; namespace. &lt;br /&gt;
Not included on this page: [[Main:Tileset repository|tileset repositories]] and [[Main:Graphics set repository|graphics set repositories]], due to having been given their own, separate pages. [[Modding|Mods]] have also been listed under their own &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[http://dwarffortresswiki.org/index.php?title=Special%3AAllPages&amp;amp;from=&amp;amp;to=&amp;amp;namespace=104 Modification] namespace. &lt;br /&gt;
&lt;br /&gt;
To avoid namespace clutter, websites ''are'' considered utilities, though they really aren't, and have been included.&lt;br /&gt;
&lt;br /&gt;
A [http://www.bay12forums.com/smf/index.php?board=29.0 subsection of the Bay12 forums] is devoted to such third-party programs, and contains development threads for most of them.&lt;br /&gt;
&lt;br /&gt;
The [[Utilities#Lazy Newb Pack|Lazy Newb Pack]] is an effort to make ''Dwarf Fortress'' more accessible for new players or returning veterans by bundling and configuring utilities, graphics and tilesets, and extras such as reference material or more intuitive controls.&lt;br /&gt;
&lt;br /&gt;
==Launchers==&lt;br /&gt;
&lt;br /&gt;
=== [[Utility:Lazy_Newb_Pack|Lazy Newb Pack]] ===&lt;br /&gt;
[[File:Lnp-gui1.png|thumb|100x170px|The original LNP launcher]]&lt;br /&gt;
The Lazy Newb Pack starter pack is a superb all-in-one compilation of tools, [[Graphics set repository|tilesets]], with a nice launcher and the game itself. It allows you to start playing DF really quickly on a new machine - no need to download all the latest stuff, check dependencies, and integrate - or even know what you need to get.  The newer packs also include many third-party fixes for common bugs, which work automatically, and a large number of significant user interface improvements.  The launcher makes changing settings or graphics options much easier (press button, instead of editing files) and can even remember to launch selected utilities whenever you open a game of ''Dwarf Fortress''.  See the [[Utility:Lazy Newb Pack|Lazy Newb Pack]] page for more information, or the forum thread for your platform:&lt;br /&gt;
&lt;br /&gt;
*[http://www.bay12forums.com/smf/index.php?topic=126076 PeridexisErrant's Starter Pack] (Windows)&lt;br /&gt;
*[http://www.bay12forums.com/smf/index.php?topic=128960 MacNewbie Pack] (OS X)&lt;br /&gt;
*[http://www.bay12forums.com/smf/index.php?topic=156011 Unofficial Linux LNP] (Linux)&lt;br /&gt;
*[http://www.bay12forums.com/smf/index.php?topic=157712 LinuxDwarfPack 0.47.05] (Linux/Debian)&lt;br /&gt;
&lt;br /&gt;
===[http://www.bay12forums.com/smf/index.php?topic=140808 PyLNP] ===&lt;br /&gt;
A cross-platform LNP port, written in Python.  The launcher and configuration interface for all of the Lazy Newb Packs.  PyLNP is under active development for bugfixes, addition of features pioneered by other launchers, and creation of entirely new features - such as rebuilding the raws of modded saves to change graphics packs.&lt;br /&gt;
&lt;br /&gt;
===[http://www.bay12forums.com/smf/index.php?topic=102316 Manila Launcher] ===&lt;br /&gt;
A Java interface that allows easy option toggling, update and devlog checking, and tileset, mod and color scheme switching.  Designed for players who prefer vanilla DF to a bundle like the above.&lt;br /&gt;
&lt;br /&gt;
== 3D Visualizers ==&lt;br /&gt;
=== [[Utility:Stonesense|Stonesense]] ===&lt;br /&gt;
[[File:stonesense_prev.jpg|left|frameless|200px|none]]&lt;br /&gt;
Stonesense is a third party visualizer, implemented as a [[Utility:DFHack|DFHack]] plugin, that lets you view your fortress in a classic isometric perspective. It runs alongside ''Dwarf Fortress'', and can follow the main game's view, updating in real-time. It is included in DFHack, and can be opened by typing &amp;lt;code&amp;gt;stonesense&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;ssense&amp;lt;/code&amp;gt; into the console window.&lt;br /&gt;
&lt;br /&gt;
* Links: [[Utility:Stonesense]]&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
=== Armok Vision ===&lt;br /&gt;
[[File:armok_vision.png|left|frameless|200px|none]]&lt;br /&gt;
Armok Vision is a 3D real-time visualizer using Unity for version 0.40.24. It works as a separate program communicating with the game through fast network interfaces.&lt;br /&gt;
&lt;br /&gt;
* Links: [http://www.bay12forums.com/smf/index.php?topic=146473.0 Bay12forums Thread]&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
=== Isoworld ===&lt;br /&gt;
[[File:isoworld_prev.png|left|frameless|200px|none]]&lt;br /&gt;
Isoworld is an isometric world map viewer, which can display each of the detailed maps exported from [[Legends mode]]. It also has a pictographic view which makes finding waterfalls easy.  &lt;br /&gt;
&lt;br /&gt;
Isoworld can link with [[Utility:DFHack|DFHack]] to display a game view at full spatial resolution in wider context, including tracking the player's view.  This is particularly useful for adventure mode.&lt;br /&gt;
&lt;br /&gt;
* Links: [http://www.bay12forums.com/smf/index.php?topic=70700.0 Bay12forums Thread]&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
===  Voxel Fortress ===&lt;br /&gt;
[[File:voxel_prev.png|left|frameless|200px|none]]&lt;br /&gt;
Voxel Fortress is a converter from DF worlds to a voxel format. It takes an export of one of the two elevation maps (for the voxels coordinates), and any other one (for the colors).&lt;br /&gt;
The map is saved in .xraw format. An additional utility (e.g. [https://ephtracy.github.io/index.html?page=mv_renderer MagicaVoxel Viewer]) is required to see the voxel representation of the map.&lt;br /&gt;
&lt;br /&gt;
* Link: [http://www.bay12forums.com/smf/index.php?topic=159578.0 Bay12forums Thread]&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
== Music and Sounds ==&lt;br /&gt;
=== [[Utility:SoundSense|SoundSense]] ===&lt;br /&gt;
[[File:soundsense_prev.png|left|frameless|100px]]&lt;br /&gt;
SoundSense is a sound engine that parses game logs and reacts to game events with sound effects, incidental music and dwarfy comments.  You can look it up on the [http://www.bay12forums.com/smf/index.php?topic=60287 forum thread], or directly download it at [http://df.zweistein.cz/soundsense/ the SoundSense homepage]. Due to it being written in Java, Soundsense is portable to all platforms.&lt;br /&gt;
&lt;br /&gt;
Due to development having slowed down, a [https://github.com/calmhorizons/soundsense fork] was released that most notably disables the broken auto-updater and adds the option to minimize Soundsense to the system tray.&lt;br /&gt;
&lt;br /&gt;
Note that older Soundsense users may have different default seasonal soundtracks, which were removed and replaced in early 2011. These are available [http://www.krauselabs.net/dump/music.zip here].&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
=== SoundCenSe ===&lt;br /&gt;
[[File:soundCenSe_prev.png|left|frameless|100px|]]&lt;br /&gt;
A C# port of SoundSense, it uses the existing sound pack files and XMLs present in SoundSense, but with some added enhancements. More information regarding what specific type of enhancements and how to install SoundCenSe can be gathered at the [http://www.bay12forums.com/smf/index.php?topic=159567.0 official forum thread]. If problems emerge while trying to get SoundSense to work with the latest versions of Java, this port may prove to be a useful alternative.&lt;br /&gt;
&lt;br /&gt;
* Links: [http://www.bay12forums.com/smf/index.php?topic=159567.0 Bay12forums thread]. Downloads for the Windows and Linux binaries are available [https://github.com/Algorithman/SoundCenSe/releases here], while code releases can be obtained from the [https://github.com/Algorithman/SoundCenSe GitHub site].&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
== Game manipulation tools ==&lt;br /&gt;
===[[Utility:DFHack|DFHack]]===&lt;br /&gt;
[[File:dfhack_cmd.png|thumb|right|250px|DFHack's console.]] &lt;br /&gt;
DFHack is an advanced ''Dwarf Fortress'' memory access library and a set of tools and scripts using this library, providing direct object-oriented access to Dwarf Fortress's internals as if it were compiled into the game itself. Runs on Windows, Linux, and OS X.  The standard configuration enables a variety of included bugfixes and interface upgrades, and provides many useful tools such as &amp;quot;clean all&amp;quot;.  See [[Utility:DFHack]] for a summary of features and common use.&lt;br /&gt;
&lt;br /&gt;
* Links: [https://docs.dfhack.org/en/stable/# DFHack's Documentation] site offers all relevant information on how download, install, and use the utility. Including an up-to-date list of all available and optional Plugins. [http://www.bay12forums.com/smf/index.php?topic=164123 Official Bay12 forum thread].&lt;br /&gt;
&lt;br /&gt;
==== Feature plugins ====&lt;br /&gt;
These plugins add features to the game.&lt;br /&gt;
* [http://www.bay12forums.com/smf/index.php?topic=128487 Rendermax], a plugin that implements a lighting system at the graphics level.&lt;br /&gt;
* [http://www.bay12forums.com/smf/index.php?topic=136155 Dwarven Emigration], a script that allows unhappy dwarves to emigrate with their families.&lt;br /&gt;
&lt;br /&gt;
==== remotefortressreader ====&lt;br /&gt;
&lt;br /&gt;
A critical internal DFHack plugin, [https://github.com/DFHack/dfhack/tree/develop/plugins/remotefortressreader developed within the same repository].  It provides a protobuf-based (currently v2.4.1) RPC connection to the game, enabling remote clients like Armok Vision.  The service listens on &amp;lt;code&amp;gt;127.0.0.1:5000&amp;lt;/code&amp;gt; (configurable within &amp;lt;code&amp;gt;dfhack-config/remote-server.json&amp;lt;/code&amp;gt;).&lt;br /&gt;
&lt;br /&gt;
Currently there are no change-based or change-driven notifications, so remote fortress clients must perform the expensive operation of polling the desired volume every frame (via e.g. &amp;lt;code&amp;gt;GetBlockList&amp;lt;/code&amp;gt;).  Additionally, the sidebar menu state is shared with the native view, to avoid reimplementing construction material dependencies.&lt;br /&gt;
&lt;br /&gt;
===[[Utility:Dwarf therapist|Dwarf Therapist]]===&lt;br /&gt;
[[File:dwarf_therapist.png|frameless|right|250px|]]&lt;br /&gt;
[[Utility:Dwarf therapist|Dwarf Therapist]] gives you an advanced GUI to manage and check dwarf job allocations, military assignments, statistics (such as attributes, personality traits and happiness), sort dwarves by various criteria (e.g. profession, migration wave, happiness, number of assigned jobs etc.) and generally manage the Dwarven Resources of your fortress in a very convenient way. This version contains the &amp;quot;labor optimizer&amp;quot; semi-automatic labor management system. &lt;br /&gt;
&lt;br /&gt;
Splinterz' fork of Dwarf Therapist is the currently updated version, and available for Windows, Mac and GNU + Linux.  &lt;br /&gt;
&lt;br /&gt;
* Links: See the [http://www.bay12forums.com/smf/index.php?topic=168411.0 forum thread] for current downloads. Besides the Bay12 forum thread, there's more information on the [https://github.com/Dwarf-Therapist/Dwarf-Therapist GitHub project page].&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Modding tools ==&lt;br /&gt;
===[http://www.bay12forums.com/smf/index.php?topic=140853.0 Rubble]===&lt;br /&gt;
&lt;br /&gt;
A useful plugin-based modding tool that generates raws and supports easy installation of reactions, tilesets, macros, modding fixes and DFHack scripts. It is a fork of the now abandoned [http://www.bay12forums.com/smf/index.php?topic=125997.0 Blast]. Binaries are available for Linux 32-bits, OS X 32-bits and Windows 64-bits, as well as the source (written in Go with building instructions). As of 4.0, a GUI is available for Windows.&lt;br /&gt;
&lt;br /&gt;
=== [http://www.bay12forums.com/smf/index.php?topic=150857.0 PyDwarf] ===&lt;br /&gt;
&lt;br /&gt;
For players, PyDwarf is an easy way to manage and configure preferred mods in a way that avoids almost entirely the problems of outdated mods or incompatible groups of mods. For modders, PyDwarf's mod manager exposes a powerful Python API for interacting with raws and other data files.&lt;br /&gt;
&lt;br /&gt;
=== [http://www.bay12forums.com/smf/index.php?topic=103360 Raw Explorer] ===&lt;br /&gt;
A tree-based raw files browser, editor and manager.&lt;br /&gt;
&lt;br /&gt;
=== [http://www.bay12forums.com/smf/index.php?topic=174431.0 Dwarf_RAW] ===&lt;br /&gt;
A GUI for editing raw files, updated 2019.&lt;br /&gt;
&lt;br /&gt;
=== [http://www.bay12forums.com/smf/index.php?topic=140645.0 Dwarf Fortress real-life material helper] ===&lt;br /&gt;
A Python script that generates raws based on custom real-life material values.&lt;br /&gt;
&lt;br /&gt;
=== [http://www.bay12forums.com/smf/index.php?topic=140688.0 Roses' Random Creature Script] ===&lt;br /&gt;
A Python script that generates random creature raws.&lt;br /&gt;
&lt;br /&gt;
=== [http://www.bay12forums.com/smf/index.php?topic=175695.0 DF Diagnosipack] ===&lt;br /&gt;
A collection of modding tools, with a focus on diagnosing problems and getting statistics on what is found within the raws.&lt;br /&gt;
It includes:&lt;br /&gt;
* DF Duplisearch - checks your raws folder for duplicated objects, and counts the number of objects of each type (creature, entity, reaction, etc.).&lt;br /&gt;
* DF Creatureclasser - tells you what [[cv:Creature_token#CREATURE_CLASS|creature classes]] are in your raws, and what they are used for.&lt;br /&gt;
* DF CVunpack - unpacks creature variations, so you can see how the raws for e.g. wolf men really look (spoiler: they have 7 fingers).&lt;br /&gt;
* DF Creaturescale - calculates creature weights, and the proportions of each body part and tissue.&lt;br /&gt;
* DF Biomeviewer - shows what creature/plants can be found in which biomes.&lt;br /&gt;
* DF Rawminer - extracts procedurally generated raws (of Forgotten Beasts etc.) from save files.&lt;br /&gt;
&lt;br /&gt;
=== [https://gitlab.com/df-modding-tools/df-raw-language-server DF RAW Language server] ===&lt;br /&gt;
Modding support for DF RAW files in IDE/Code/Text editors.&lt;br /&gt;
Checks syntax of files, detects errors and syntax highlighting.&lt;br /&gt;
&lt;br /&gt;
Current extensions:&lt;br /&gt;
* [https://marketplace.visualstudio.com/items?itemName=df-modding-tools.dwarf-fortress-raw-vscode VS Code]&lt;br /&gt;
* [https://gitlab.com/df-modding-tools/df-raw-language-server#supported-editors-and-ides (more are coming)]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=200px&amp;gt;&lt;br /&gt;
File:DF_RAW_Language_server_Logo.png|DF RAW Language server Logo&lt;br /&gt;
File:DF_RAW_Language_server_VSCode_screenshot_1.png|DF RAW Language server in VSCode&lt;br /&gt;
File:DF_RAW_Language_server_VSCode_screenshot_2.png|DF RAW Language server in VSCode&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The [[wikipedia:Language_Server_Protocol|Language server]] is a shared component that can be used to easily add support for more IDE's.&lt;br /&gt;
&lt;br /&gt;
== World Map / World Gen tools ==&lt;br /&gt;
=== [http://dffd.wimbli.com/file.php?id=2354 Perfect World DF] ===&lt;br /&gt;
Requires an additional (tiny) download to be functional for current versions (40.#): [http://dffd.wimbli.com/file.php?id=8756 WorldGen.xml] .  Easy access to world settings for quick modification to allow highly customized world generation far easier and faster than DF's ingame advanced map maker.  [http://www.bay12forums.com/smf/index.php?topic=57428.0 forum thread]&lt;br /&gt;
&lt;br /&gt;
=== [http://pastebin.com/jdVKPzpt Fortress World Generator] ===&lt;br /&gt;
A bash script for automating world generation of large numbers of worlds on GNU/Linux.&lt;br /&gt;
&lt;br /&gt;
=== [http://www.bay12forums.com/smf/index.php?topic=73095 Dwarf Map Maker] ===&lt;br /&gt;
A Photoshop action script which turns legends mode exported maps into a much prettier fantasy map.  There is also a version available [http://www.bay12forums.com/smf/index.php?topic=73095.msg2261106#msg2261106 for GIMP].&lt;br /&gt;
&lt;br /&gt;
=== [http://www.bay12forums.com/smf/index.php?topic=137076.msg5085575#msg5085575 Satellite Map Maker] ===&lt;br /&gt;
A GIMP script based on the Dwarf Map Maker that creates a satellite image of ''Dwarf Fortress'' world maps.&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/eniteris/armap Armap] ===&lt;br /&gt;
A python script that creates a hand-drawn style map from exported legends world maps.&lt;br /&gt;
&lt;br /&gt;
==Legends tools==&lt;br /&gt;
=== [[Utility:Legends viewer|Legends Viewer]] ===&lt;br /&gt;
[[File:legends_prev.png|border|200x200px|left]]&lt;br /&gt;
[[Utility:Legends viewer|Legends Viewer]] loads up the legends you can export in a much more usable format than the [[Legends mode]] of DF itself.  Legends Viewer can open pages in new tabs, filter information on a wide range of criteria, and display information on the map as well. Binaries are only available for Windows, as well as the source (written in C#).&lt;br /&gt;
&lt;br /&gt;
* Bay12 Forums thread for [http://www.bay12forums.com/smf/index.php?topic=154617 current branch for 0.47.XX version of DF], [http://www.bay12forums.com/smf/index.php?topic=72702 original Branch from 2014]&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
=== World Viewer ===&lt;br /&gt;
[[File:world_viewer_prev.png|border|200x200px|left]]&lt;br /&gt;
An alternative to Legends Viewer that, most specifically, features a timeline of historical events. Binaries are only available for Windows, as well as the source (written in C#). Last updated in late 2017.&lt;br /&gt;
&lt;br /&gt;
* Links: [http://www.bay12forums.com/smf/index.php?topic=128932.0 bay12forums] &lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
=== Uristmaps ===&lt;br /&gt;
[[File:uristmaps_prev.png|border|200x200px|left]]&lt;br /&gt;
A web-based interface that displays worlds in the way of an interactive map complete with features and structures.&lt;br /&gt;
&lt;br /&gt;
Links: [http://www.uristmaps.org Website]&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
=== Legends Browser ===&lt;br /&gt;
[[File:legendsbrowser.png|border|200x200px|left]]&lt;br /&gt;
A web-based multi-platform (Win, Linux, OSX) Viewer. It displays an interactive map and legends information (using legends_plus.xml generated via DFHack).&lt;br /&gt;
&lt;br /&gt;
* links: [http://www.bay12forums.com/smf/index.php?topic=155307.0 bay12forums]&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
=== [[Utility:DF Storyteller|DF Storyteller]] ===&lt;br /&gt;
[[File:DF_Storyteller_Logo.svg|border|200x200px|left]]&lt;br /&gt;
[[Utility:DF Storyteller|Dwarf Fortress Storyteller]] (DF Storyteller, DF ST) is an application that parses ''Dwarf Fortress'' legends files, stores them internally and makes them queryable using API's. (Cross platform: Windows, Linux, macOS) This utility can be used to easily create new visualizers to view the legends data. &lt;br /&gt;
&lt;br /&gt;
* links: [https://dfstoryteller.com/ Website], [https://gitlab.com/df_storyteller/df-storyteller Gitlab project], list of visualizers can be found [https://gitlab.com/df_storyteller/df-storyteller/-/blob/master/docs/paintings.md here]. An example of a visualizer is [https://gitlab.com/df_storyteller/the-bard The Bard] created in DF ST.&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
== Remote playing tools ==&lt;br /&gt;
&lt;br /&gt;
=== [[Utility:Dfterm3|Dfterm3]]===&lt;br /&gt;
&lt;br /&gt;
[[Utility:Dfterm3|Dfterm3]] is a remote ''Dwarf Fortress''-playing software for multiple users through a web interface. DFterm3 enables play through a web interface, and games can also be viewed on mobile - or even played if a bluetooth keyboard is attached.  The web interface should work with Chrome or Firefox browsers, but there are known problems using Internet Explorer. DFTerm3 functions via a DFHack plugin, and is thus dependent on each version of DFHack.&lt;br /&gt;
&lt;br /&gt;
It is a successor to [[Utility:dfterm2|dfterm2]], which functions similarly using telnet instead of a web browser. This utility only works with version 0.34.11 or earlier.&lt;br /&gt;
&lt;br /&gt;
=== [http://www.bay12forums.com/smf/index.php?topic=139167.0 Webfort] ===&lt;br /&gt;
[[File:webfortress.png|thumb|200px|none|Playable in Mac browser.]]&lt;br /&gt;
A newer alternative to dfterm3 that functions similarly, but players must wait in a queue before assuming control for a given period of time. It also functions via a DFHack plugin. Binaries are available for Windows, as well as the source (written in C++).  ''(Note: [https://github.com/mifki/df-webfort main repo] unmaintained.  [https://github.com/Ankoku/df-webfort New repo] last updated 5/22/2015.)''&lt;br /&gt;
&lt;br /&gt;
=== [http://www.bay12forums.com/smf/index.php?topic=140892.0 DorfServer] ===&lt;br /&gt;
[[File:dorfserver.png|thumb|200px|none|Like Twitch, without Twitch.]]&lt;br /&gt;
A remote SSH-based ''Dwarf Fortress'' host software.  ([http://www.bay12forums.com/smf/index.php?topic=140892.0 repo])&lt;br /&gt;
&lt;br /&gt;
=== [http://www.bay12forums.com/smf/index.php?topic=139975.0 DFEverywhere] ===&lt;br /&gt;
&lt;br /&gt;
A utility that connects a locally-run ''Dwarf Fortress'' instance to a proprietary remote website, allowing remote browser-based play. ''(Note: Main website no longer available.  [https://github.com/tpainter/df_everywhere Client source here.])''&lt;br /&gt;
&lt;br /&gt;
=== [http://mifki.com/df Dwarf Fortress Remote] ===&lt;br /&gt;
&lt;br /&gt;
iOS app (paid) that allows one to play ''Dwarf Fortress'' remotely with native UI. A server can be set up at home, or on DigitalOcean, AWS or other hosting service.&lt;br /&gt;
&lt;br /&gt;
=== [http://www.bay12forums.com/smf/index.php?topic=176070.msg DFPlex ] ===&lt;br /&gt;
&lt;br /&gt;
DFPlex is a plugin for DFHack which introduces simultaneous, real-time online co-op to fortress mode: each player has their own independent view, cursor, menus, etc. so nobody has to wrestle for control. It's a fork of webfort, so players join just by connecting from their web browser.&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/ptitSeb/box64 Box64] ===&lt;br /&gt;
&lt;br /&gt;
Box64 allows Dwarf Fortress to be run locally on Android devices. A more detailed tutorial is available [https://www.reddit.com/r/dwarffortress/comments/r80m7y/dwarf_fortress_mobile_running_dwarf_fortress_on/ here].&lt;br /&gt;
&lt;br /&gt;
==Language tools==&lt;br /&gt;
&lt;br /&gt;
===[http://www.bay12forums.com/smf/index.php?topic=47332.0 DFLang]===&lt;br /&gt;
A language creating tool.&lt;br /&gt;
&lt;br /&gt;
===[http://www.bay12forums.com/smf/index.php?topic=136098.0 Toadese Language Utility]===&lt;br /&gt;
A language editing and translating tool.&lt;br /&gt;
&lt;br /&gt;
===[http://www.bay12forums.com/smf/index.php?topic=140432.0 DFlangOpt]===&lt;br /&gt;
A little tool meant to prevent redundancy when importing or updating language files.&lt;br /&gt;
&lt;br /&gt;
===[http://dffd.wimbli.com/file.php?id=8288 Python language extraction and injection script]===&lt;br /&gt;
This simple script will extract words from language files and put them a word per line, for easy automatic translation or treatment. It can also read that list and put the translated words back in their place.&lt;br /&gt;
&lt;br /&gt;
==Announcement tools==&lt;br /&gt;
&lt;br /&gt;
===[http://www.bay12forums.com/smf/index.php?topic=130590 DFMon] ===&lt;br /&gt;
&lt;br /&gt;
An announcement monitoring/filtering program, useful to hide some types of job cancellation spam or other more advanced filtering. Note that you can set the game to announce no job cancellations ''without'' any utilities or mods from the {{k|o}}rders menu, with {{k|x}}.&lt;br /&gt;
&lt;br /&gt;
===[http://www.bay12forums.com/smf/index.php?topic=130030 DF Announcement Filter]===&lt;br /&gt;
&lt;br /&gt;
An alternative to DFMon written in Java (and thus portable to Linux and OS X).&lt;br /&gt;
&lt;br /&gt;
===[http://www.bay12forums.com/smf/index.php?topic=153777 Announcement Window+]===&lt;br /&gt;
&lt;br /&gt;
Announcement Window+ is a Python application that interfaces with ''Dwarf Fortress'' to print announcements and combat reports to a separate window. It was written to fix some annoying bugs that are present in DF Announcement Filter, which is no longer being updated.&lt;br /&gt;
&lt;br /&gt;
[[File:announce+_prev.png|thumb|300px|none|One less game-pausing hotkey.]]&lt;br /&gt;
&lt;br /&gt;
==Filesharing websites==&lt;br /&gt;
&lt;br /&gt;
=== [http://dffd.wimbli.com/ Dwarf Fortress File Depot] ===&lt;br /&gt;
The Dwarf Fortress File Upload Service - an excellent place to store mods, community games, tilesets and other files. Courtesy of [[User:Janus|Janus]]; for files related to ''Dwarf Fortress'' only.&lt;br /&gt;
&lt;br /&gt;
=== [http://mkv25.net/dfma/ Dwarf Fortress Map Archive] ===&lt;br /&gt;
{{main|Utility:Dwarf Fortress Map Archive}}&lt;br /&gt;
&lt;br /&gt;
The Dwarf Fortress Map Archive is a large collection of user-submitted maps and videos and a nice flash viewer for perusing them. Maps are uploaded, stored, and downloaded in a special compressed format created by the DF Map Compressor; videos are stored in a compressed version of Toady One's own video-recording format.&lt;br /&gt;
&lt;br /&gt;
Read more about the [[User:Markavian/DF_Map_Archive|DF Map Archive]] on Markavian's User page.&lt;br /&gt;
&lt;br /&gt;
== Other/miscellaneous ==&lt;br /&gt;
&lt;br /&gt;
=== [http://shadowlord13.googlepages.com/dfmap-index.html DF Map Compressor] ===&lt;br /&gt;
[[File:dfmapcomp.png|thumb|200px|none|Main program window.]]&lt;br /&gt;
The DF Map Compressor encodes multiple bitmaps exported from ''Dwarf Fortress'' into a single, very compressed, .fdf-map file. The fdf-map file can then be shared with your friends by uploading to the DF Map Archive.&lt;br /&gt;
&lt;br /&gt;
=== [http://www.mindwerks.net/projects/exita/ Exita] ===&lt;br /&gt;
Exita is a Python program that takes your DF world map exports and dump them into several different text outputs.&lt;br /&gt;
&lt;br /&gt;
===[http://www.bay12forums.com/smf/index.php?topic=132153.0 DwarfFamily]===&lt;br /&gt;
A tool that lets you import your legends XML file and converts all dwarf entries to a .GED file, which you can use in Family Tree programs like MyHeritage to display a family tree for the dwarves.&lt;br /&gt;
&lt;br /&gt;
===[https://www.dropbox.com/s/dea50wrs557w283/kobold.py Kobold name generator]===&lt;br /&gt;
A Python script that generates random names in the way of kobold utterances&lt;br /&gt;
&lt;br /&gt;
===[https://play.google.com/store/apps/details?id=dae.dfnews Dwarf Fortress News - Android App]===&lt;br /&gt;
Watches the ''Dwarf Fortress'' devblog. Receives Push Notifications on new updates.&lt;br /&gt;
&lt;br /&gt;
===[https://github.com/eniteris/df2html DF2HTML]===&lt;br /&gt;
Converts DF screenshots into formatted HTML.&lt;br /&gt;
&lt;br /&gt;
[[Category:Utilities|*]]&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
[[ru:Utilities]]&lt;/div&gt;</summary>
		<author><name>DwarfStreja</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Quantum_stockpile&amp;diff=266082</id>
		<title>Quantum stockpile</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Quantum_stockpile&amp;diff=266082"/>
		<updated>2022-09-04T23:09:21Z</updated>

		<summary type="html">&lt;p&gt;DwarfStreja: /* Setup */ Better&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|23:59, 27 June 2016 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
A '''quantum stockpile''' ('''QSP''') allows you to store an unlimited number of items in a single tile. QSPs can make for super efficient storage, allowing more compact fortresses, shorter hauling routes, more efficient manufacturing flows, stocktaking at a glance with look {{K|k}} and [http://www.bay12forums.com/smf/index.php?topic=92241.msg3276117#msg3276117 possibly higher FPS]. Quantum stockpiles are considered to be an [[exploit]].&lt;br /&gt;
&lt;br /&gt;
== Simple quantum stockpiles ==&lt;br /&gt;
The simplest QSP is created by designating a garbage dump [[activity zone]], dumping the items you want to store and then reclaiming them when you are ready to use them. If you place this garbage dump on top of an existing [[stockpile]], the dumped items will automatically be considered part of the stockpile, allowing the use of stockpile links to distribute the items to workshops or other stockpiles.&lt;br /&gt;
&lt;br /&gt;
A similar effect may be achieved for stones by building a wall two tiles in front of a catapult and digging a channel between the wall and catapult. By firing the catapult at the wall, the stone falls into the trench. The stone will pile up in the channel, putting it out of sight and out of mind. Not only does this train [[siege operator]]s, but it clears the stone that your [[miner]]s leave everywhere.&lt;br /&gt;
&lt;br /&gt;
Another way to quantum stockpile is to not have appropriate stockpiles to move items back to after you move them to the trading depot. The depot can hold an infinite number of items, and those items will not be removed if there is nowhere else to place them. This is also useful for anything you want to trade anyway.&lt;br /&gt;
&lt;br /&gt;
== The Minecart Stop ==&lt;br /&gt;
This method allows the type of items to be stored in the quantum stockpile to be completely controlled and to be as broad or specific as required. Collection of items is automatic with no user input required, just like a normal stockpile, and the number of haulers collecting for the stockpile is controlled by the size and number of feeder stockpiles. Distribution is also automatic, with dwarves coming to collect items as needed from the quantum stockpile, just like from a normal stockpile.&lt;br /&gt;
&lt;br /&gt;
This can be utilized as part of a [[minecart]] transport system, or standalone with no tracks or moving minecarts whatsoever. The steps below are to create a standalone quantum stockpile, but the same general principles apply if used in a minecart transport system.&lt;br /&gt;
&lt;br /&gt;
===Setup===&lt;br /&gt;
&amp;lt;diagram&amp;gt;&lt;br /&gt;
  ffff     f feeder stockpile&lt;br /&gt;
   S       S track stop, set to dump south&lt;br /&gt;
   q       q quantum stockpile&lt;br /&gt;
&amp;lt;/diagram&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# First, '''pause the game'''. If you don't, the dwarves will try to use the quantum stockpile for their own purposes while you're setting things up, like assigning barrels or bins or dropping an unintended item, and then the QSP won't work. You should also have a minecart ready in your inventory.&lt;br /&gt;
# Build a track stop {{K|b}} - {{K|C}} - {{K|S}} , being sure to set the dumping direction {{K|d}} and leaving the friction setting on Highest. This can be adjusted later should the need arise; see [[Minecart#More_on_Track_stop|here]] for more information.&lt;br /&gt;
# Designate a 1x1 quantum stockpile {{K|p}} on the tile where the track stop will dump, then define preferences {{K|q}} to make the settings {{K|s}} store only what you want. Be sure to select zero [[barrel]]s {{K|E}}, [[bin]]s {{K|C}}, [[wheelbarrow]]s {{K|w}}, and most importantly, Will Take From Links Only {{K|a}}. If you forget to set Links Only, the dwarves will happily drop the items into the minecart and then immediately take the whats-it out of the quantum stockpile and put it back into the feeder pile. Rinse and repeat. The only way to fix this is to remove the quantum stockpile {{K|p}} - {{K|x}} and designate a new one.&lt;br /&gt;
# Designate a feeder stockpile {{K|p}} near the the track stop.&amp;lt;sup&amp;gt;note 1&amp;lt;/sup&amp;gt; It can be any size, but the larger it is, the more dwarves will simultaneously collect items.&amp;lt;sup&amp;gt;note 2&amp;lt;/sup&amp;gt; Define the preferences {{K|q}} of this stockpile to be the same as the quantum stockpile&amp;lt;sup&amp;gt;note 3&amp;lt;/sup&amp;gt;, including zero barrels and bins, and with the possible exception of the number of wheelbarrows. If the QSP is for heavy items (e.g. loose stones), you may want to use wheelbarrows in the feeder stockpile to speed up collection.&lt;br /&gt;
## &amp;lt;span style=&amp;quot;font-size:small;&amp;quot;&amp;gt;Even though the feeder stockpile can be anywhere in or out of the fort, it will be most efficient if it's positioned close to the track stop.&amp;lt;/span&amp;gt;&lt;br /&gt;
## &amp;lt;span style=&amp;quot;font-size:small;&amp;quot;&amp;gt;Keep it a reasonable size. In case something goes wrong, you won't want to have to deal with 200 unwanted boulders.&amp;lt;/span&amp;gt;&lt;br /&gt;
## &amp;lt;span style=&amp;quot;font-size:small;&amp;quot;&amp;gt;If you configure the feeder stockpile to accept more than one type of item within a category, such as [[Stone]] or [[Furniture]], several quantum stockpiles can be set up to draw from the one stockpile. As an example, Metal Ores can be sorted out to iron-, copper- and silver-bearing ores in separate QSPs.&amp;lt;/span&amp;gt;&lt;br /&gt;
# Construct a new hauling route pressing {{K|h}} then {{k|r}}, being sure to place the cursor over the target track stop. Naming {{K|n}} the route now will save a hassle with troubleshooting later. Press  {{K|v}} to assign a vehicle (told you that you'd need one), then press {{K|s}} to define a new route stop on top of your track stop. Press {{K|Enter}} to define the stop. Press {{K|x}} to remove the default conditions, press {{K|s}} to create a stockpile link, then position the cursor over the feeder stockpile and press {{K|p}}. Press {{K|Enter}} again to configure the route stop settings to match the quantum stockpile settings. Press {{K|ESC}} several times to back out of the Routes menu back to the Main menu.&lt;br /&gt;
&lt;br /&gt;
It's a little fiddly to initially set up, and if you miss any step it won't work at all, but once in operation it's an extremely efficient storage system, and scales easily with the size of your fortress, number of haulers and number of items to store.&lt;br /&gt;
&lt;br /&gt;
===Drawbacks===&lt;br /&gt;
# This method cannot store any items in [[bin]]s or [[barrel]]s at all, including bolts (which shouldn't be stored in a bin anyway {{bug|2706}}).&lt;br /&gt;
# This method cannot store all types of drinks (you will see your dwarves leave barrels and pots of alcohol all over the place), due to the fact that barrels assigned to stockpiles are marked to be put in specific stockpiles.&lt;br /&gt;
# [[Food]] stored using this method without barrels tends to attract [[vermin]], especially swarms of [[fly|flies]], since it can't be placed in barrels.&lt;br /&gt;
# This method works well for [[furniture]], [[wear|cast-off]] [[clothing]], [[metal]] and [[stone]]. A quantum minecart stop can be combined with some sort of [[garbage disposal]] mechanism to easily handle [[refuse]] and [[invader]]s' corpses.&lt;br /&gt;
# Note, however, that if your dwarves are under [[standing orders]] to ignore outdoor refuse (the default setting) they will also not load an outdoor refuse pile into the minecart.&lt;br /&gt;
# It has been observed that plant harvesting may be restricted by the number of empty valid stockpile spots.  A larger receiving plant stockpile may be needed to get harvests done before the plants wither away.&lt;br /&gt;
&lt;br /&gt;
== The Undump ==&lt;br /&gt;
This technique was [http://www.bay12forums.com/smf/index.php?topic=92241.0 developed] before minecarts were implemented. While still a valid method, it has been superseded by the Minecart Stop QSP which achieves the same result, is easier to set up and has fewer drawbacks.&lt;br /&gt;
&lt;br /&gt;
===Setup===&lt;br /&gt;
&amp;lt;diagram&amp;gt;&lt;br /&gt;
         H Hatch cover&lt;br /&gt;
  =====  ^ pressure plate, citizens trigger, linked to hatch&lt;br /&gt;
  ^sHs=  = Wall&lt;br /&gt;
  =====  s Stockpile (same type)&lt;br /&gt;
&amp;lt;/diagram&amp;gt;&lt;br /&gt;
The idea is that haulers try to place some item on the right stockpile, step on the pressure plate and make the hatch cover retract. This makes them cancel the hauling job because they can't reach the right stockpile. They then drop the item on the left stockpile, on top of as big of a pile as you want.&lt;br /&gt;
&lt;br /&gt;
More information on this method can be found on the inventor's [[User:Vasiln/Undump|user page]].&lt;br /&gt;
&lt;br /&gt;
===Drawbacks===&lt;br /&gt;
This design has the following drawbacks:&lt;br /&gt;
#It's slow, because the one target stockpile generates only one job at a time. If you have more than one target stockpile they create lag because of pathing issues. You probably want to keep your normal stockpiles and use the undump to clean them up slowly. At which point you could consider just using the normal quantum stockpile dumping. Or you build more undumps.&lt;br /&gt;
#Job cancellation spam. You can turn that off.&lt;br /&gt;
#Oftentimes, dwarves drop the item on top of the pressure plate instead of on the stockpile. A feeder stockpile just outside the undump helps here.&lt;br /&gt;
#You obviously need some materials to build it. &lt;br /&gt;
#You need to create an open space tile where the hatch cover is (channeling only leaves a ramp), which means digging in the level below. &lt;br /&gt;
#You want to set the pressure plate to the lowest minimum weight (10000, which gets a zero cut off and displays as 1000). This can get tedious, so getting a macro is advised.&lt;br /&gt;
#If your stockpile management is exceptional already, the undump may not be of as much use to you.&lt;br /&gt;
However, there is a multitude of potential applications that get discussed in [http://www.bay12forums.com/smf/index.php?topic=92241.0 this] thread.&lt;br /&gt;
&lt;br /&gt;
{{Category|Stockpiles}}&lt;br /&gt;
[[ru:Quantum stockpile]]&lt;/div&gt;</summary>
		<author><name>DwarfStreja</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Quantum_stockpile&amp;diff=266081</id>
		<title>Quantum stockpile</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Quantum_stockpile&amp;diff=266081"/>
		<updated>2022-09-04T23:07:59Z</updated>

		<summary type="html">&lt;p&gt;DwarfStreja: /* Setup */ Clarified removal&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|23:59, 27 June 2016 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
A '''quantum stockpile''' ('''QSP''') allows you to store an unlimited number of items in a single tile. QSPs can make for super efficient storage, allowing more compact fortresses, shorter hauling routes, more efficient manufacturing flows, stocktaking at a glance with look {{K|k}} and [http://www.bay12forums.com/smf/index.php?topic=92241.msg3276117#msg3276117 possibly higher FPS]. Quantum stockpiles are considered to be an [[exploit]].&lt;br /&gt;
&lt;br /&gt;
== Simple quantum stockpiles ==&lt;br /&gt;
The simplest QSP is created by designating a garbage dump [[activity zone]], dumping the items you want to store and then reclaiming them when you are ready to use them. If you place this garbage dump on top of an existing [[stockpile]], the dumped items will automatically be considered part of the stockpile, allowing the use of stockpile links to distribute the items to workshops or other stockpiles.&lt;br /&gt;
&lt;br /&gt;
A similar effect may be achieved for stones by building a wall two tiles in front of a catapult and digging a channel between the wall and catapult. By firing the catapult at the wall, the stone falls into the trench. The stone will pile up in the channel, putting it out of sight and out of mind. Not only does this train [[siege operator]]s, but it clears the stone that your [[miner]]s leave everywhere.&lt;br /&gt;
&lt;br /&gt;
Another way to quantum stockpile is to not have appropriate stockpiles to move items back to after you move them to the trading depot. The depot can hold an infinite number of items, and those items will not be removed if there is nowhere else to place them. This is also useful for anything you want to trade anyway.&lt;br /&gt;
&lt;br /&gt;
== The Minecart Stop ==&lt;br /&gt;
This method allows the type of items to be stored in the quantum stockpile to be completely controlled and to be as broad or specific as required. Collection of items is automatic with no user input required, just like a normal stockpile, and the number of haulers collecting for the stockpile is controlled by the size and number of feeder stockpiles. Distribution is also automatic, with dwarves coming to collect items as needed from the quantum stockpile, just like from a normal stockpile.&lt;br /&gt;
&lt;br /&gt;
This can be utilized as part of a [[minecart]] transport system, or standalone with no tracks or moving minecarts whatsoever. The steps below are to create a standalone quantum stockpile, but the same general principles apply if used in a minecart transport system.&lt;br /&gt;
&lt;br /&gt;
===Setup===&lt;br /&gt;
&amp;lt;diagram&amp;gt;&lt;br /&gt;
  ffff     f feeder stockpile&lt;br /&gt;
   S       S track stop, set to dump south&lt;br /&gt;
   q       q quantum stockpile&lt;br /&gt;
&amp;lt;/diagram&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# First, '''pause the game'''. If you don't, the dwarves will try to use the quantum stockpile for their own purposes while you're setting things up, like assigning barrels or bins or dropping an unintended item, and then the QSP won't work. You should also have a minecart ready in your inventory.&lt;br /&gt;
# Build a track stop {{K|b}} - {{K|C}} - {{K|S}} , being sure to set the dumping direction {{K|d}} and leaving the friction setting on Highest. This can be adjusted later should the need arise; see [[Minecart#More_on_Track_stop|here]] for more information.&lt;br /&gt;
# Designate a 1x1 quantum stockpile {{K|p}} on the tile where the track stop will dump, then define preferences {{K|q}} to make the settings {{K|s}} store only what you want. Be sure to select zero [[barrel]]s {{K|E}}, [[bin]]s {{K|C}}, [[wheelbarrow]]s {{K|w}}, and most importantly, Will Take From Links Only {{K|a}}. If you forget to set Links Only, the dwarves will happily drop the items into the minecart and then immediately take the whats-it out of the quantum stockpile and put it back into the feeder pile. Rinse and repeat. The only fix is to remove the quantum stockpile {{K|p}} - {{K|x}} and designate a new quantum stockpile.&lt;br /&gt;
# Designate a feeder stockpile {{K|p}} near the the track stop.&amp;lt;sup&amp;gt;note 1&amp;lt;/sup&amp;gt; It can be any size, but the larger it is, the more dwarves will simultaneously collect items.&amp;lt;sup&amp;gt;note 2&amp;lt;/sup&amp;gt; Define the preferences {{K|q}} of this stockpile to be the same as the quantum stockpile&amp;lt;sup&amp;gt;note 3&amp;lt;/sup&amp;gt;, including zero barrels and bins, and with the possible exception of the number of wheelbarrows. If the QSP is for heavy items (e.g. loose stones), you may want to use wheelbarrows in the feeder stockpile to speed up collection.&lt;br /&gt;
## &amp;lt;span style=&amp;quot;font-size:small;&amp;quot;&amp;gt;Even though the feeder stockpile can be anywhere in or out of the fort, it will be most efficient if it's positioned close to the track stop.&amp;lt;/span&amp;gt;&lt;br /&gt;
## &amp;lt;span style=&amp;quot;font-size:small;&amp;quot;&amp;gt;Keep it a reasonable size. In case something goes wrong, you won't want to have to deal with 200 unwanted boulders.&amp;lt;/span&amp;gt;&lt;br /&gt;
## &amp;lt;span style=&amp;quot;font-size:small;&amp;quot;&amp;gt;If you configure the feeder stockpile to accept more than one type of item within a category, such as [[Stone]] or [[Furniture]], several quantum stockpiles can be set up to draw from the one stockpile. As an example, Metal Ores can be sorted out to iron-, copper- and silver-bearing ores in separate QSPs.&amp;lt;/span&amp;gt;&lt;br /&gt;
# Construct a new hauling route pressing {{K|h}} then {{k|r}}, being sure to place the cursor over the target track stop. Naming {{K|n}} the route now will save a hassle with troubleshooting later. Press  {{K|v}} to assign a vehicle (told you that you'd need one), then press {{K|s}} to define a new route stop on top of your track stop. Press {{K|Enter}} to define the stop. Press {{K|x}} to remove the default conditions, press {{K|s}} to create a stockpile link, then position the cursor over the feeder stockpile and press {{K|p}}. Press {{K|Enter}} again to configure the route stop settings to match the quantum stockpile settings. Press {{K|ESC}} several times to back out of the Routes menu back to the Main menu.&lt;br /&gt;
&lt;br /&gt;
It's a little fiddly to initially set up, and if you miss any step it won't work at all, but once in operation it's an extremely efficient storage system, and scales easily with the size of your fortress, number of haulers and number of items to store.&lt;br /&gt;
&lt;br /&gt;
===Drawbacks===&lt;br /&gt;
# This method cannot store any items in [[bin]]s or [[barrel]]s at all, including bolts (which shouldn't be stored in a bin anyway {{bug|2706}}).&lt;br /&gt;
# This method cannot store all types of drinks (you will see your dwarves leave barrels and pots of alcohol all over the place), due to the fact that barrels assigned to stockpiles are marked to be put in specific stockpiles.&lt;br /&gt;
# [[Food]] stored using this method without barrels tends to attract [[vermin]], especially swarms of [[fly|flies]], since it can't be placed in barrels.&lt;br /&gt;
# This method works well for [[furniture]], [[wear|cast-off]] [[clothing]], [[metal]] and [[stone]]. A quantum minecart stop can be combined with some sort of [[garbage disposal]] mechanism to easily handle [[refuse]] and [[invader]]s' corpses.&lt;br /&gt;
# Note, however, that if your dwarves are under [[standing orders]] to ignore outdoor refuse (the default setting) they will also not load an outdoor refuse pile into the minecart.&lt;br /&gt;
# It has been observed that plant harvesting may be restricted by the number of empty valid stockpile spots.  A larger receiving plant stockpile may be needed to get harvests done before the plants wither away.&lt;br /&gt;
&lt;br /&gt;
== The Undump ==&lt;br /&gt;
This technique was [http://www.bay12forums.com/smf/index.php?topic=92241.0 developed] before minecarts were implemented. While still a valid method, it has been superseded by the Minecart Stop QSP which achieves the same result, is easier to set up and has fewer drawbacks.&lt;br /&gt;
&lt;br /&gt;
===Setup===&lt;br /&gt;
&amp;lt;diagram&amp;gt;&lt;br /&gt;
         H Hatch cover&lt;br /&gt;
  =====  ^ pressure plate, citizens trigger, linked to hatch&lt;br /&gt;
  ^sHs=  = Wall&lt;br /&gt;
  =====  s Stockpile (same type)&lt;br /&gt;
&amp;lt;/diagram&amp;gt;&lt;br /&gt;
The idea is that haulers try to place some item on the right stockpile, step on the pressure plate and make the hatch cover retract. This makes them cancel the hauling job because they can't reach the right stockpile. They then drop the item on the left stockpile, on top of as big of a pile as you want.&lt;br /&gt;
&lt;br /&gt;
More information on this method can be found on the inventor's [[User:Vasiln/Undump|user page]].&lt;br /&gt;
&lt;br /&gt;
===Drawbacks===&lt;br /&gt;
This design has the following drawbacks:&lt;br /&gt;
#It's slow, because the one target stockpile generates only one job at a time. If you have more than one target stockpile they create lag because of pathing issues. You probably want to keep your normal stockpiles and use the undump to clean them up slowly. At which point you could consider just using the normal quantum stockpile dumping. Or you build more undumps.&lt;br /&gt;
#Job cancellation spam. You can turn that off.&lt;br /&gt;
#Oftentimes, dwarves drop the item on top of the pressure plate instead of on the stockpile. A feeder stockpile just outside the undump helps here.&lt;br /&gt;
#You obviously need some materials to build it. &lt;br /&gt;
#You need to create an open space tile where the hatch cover is (channeling only leaves a ramp), which means digging in the level below. &lt;br /&gt;
#You want to set the pressure plate to the lowest minimum weight (10000, which gets a zero cut off and displays as 1000). This can get tedious, so getting a macro is advised.&lt;br /&gt;
#If your stockpile management is exceptional already, the undump may not be of as much use to you.&lt;br /&gt;
However, there is a multitude of potential applications that get discussed in [http://www.bay12forums.com/smf/index.php?topic=92241.0 this] thread.&lt;br /&gt;
&lt;br /&gt;
{{Category|Stockpiles}}&lt;br /&gt;
[[ru:Quantum stockpile]]&lt;/div&gt;</summary>
		<author><name>DwarfStreja</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Quantum_stockpile&amp;diff=266080</id>
		<title>Quantum stockpile</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Quantum_stockpile&amp;diff=266080"/>
		<updated>2022-09-04T23:06:17Z</updated>

		<summary type="html">&lt;p&gt;DwarfStreja: /* Setup */ Added a little flesh&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|23:59, 27 June 2016 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
A '''quantum stockpile''' ('''QSP''') allows you to store an unlimited number of items in a single tile. QSPs can make for super efficient storage, allowing more compact fortresses, shorter hauling routes, more efficient manufacturing flows, stocktaking at a glance with look {{K|k}} and [http://www.bay12forums.com/smf/index.php?topic=92241.msg3276117#msg3276117 possibly higher FPS]. Quantum stockpiles are considered to be an [[exploit]].&lt;br /&gt;
&lt;br /&gt;
== Simple quantum stockpiles ==&lt;br /&gt;
The simplest QSP is created by designating a garbage dump [[activity zone]], dumping the items you want to store and then reclaiming them when you are ready to use them. If you place this garbage dump on top of an existing [[stockpile]], the dumped items will automatically be considered part of the stockpile, allowing the use of stockpile links to distribute the items to workshops or other stockpiles.&lt;br /&gt;
&lt;br /&gt;
A similar effect may be achieved for stones by building a wall two tiles in front of a catapult and digging a channel between the wall and catapult. By firing the catapult at the wall, the stone falls into the trench. The stone will pile up in the channel, putting it out of sight and out of mind. Not only does this train [[siege operator]]s, but it clears the stone that your [[miner]]s leave everywhere.&lt;br /&gt;
&lt;br /&gt;
Another way to quantum stockpile is to not have appropriate stockpiles to move items back to after you move them to the trading depot. The depot can hold an infinite number of items, and those items will not be removed if there is nowhere else to place them. This is also useful for anything you want to trade anyway.&lt;br /&gt;
&lt;br /&gt;
== The Minecart Stop ==&lt;br /&gt;
This method allows the type of items to be stored in the quantum stockpile to be completely controlled and to be as broad or specific as required. Collection of items is automatic with no user input required, just like a normal stockpile, and the number of haulers collecting for the stockpile is controlled by the size and number of feeder stockpiles. Distribution is also automatic, with dwarves coming to collect items as needed from the quantum stockpile, just like from a normal stockpile.&lt;br /&gt;
&lt;br /&gt;
This can be utilized as part of a [[minecart]] transport system, or standalone with no tracks or moving minecarts whatsoever. The steps below are to create a standalone quantum stockpile, but the same general principles apply if used in a minecart transport system.&lt;br /&gt;
&lt;br /&gt;
===Setup===&lt;br /&gt;
&amp;lt;diagram&amp;gt;&lt;br /&gt;
  ffff     f feeder stockpile&lt;br /&gt;
   S       S track stop, set to dump south&lt;br /&gt;
   q       q quantum stockpile&lt;br /&gt;
&amp;lt;/diagram&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# First, '''pause the game'''. If you don't, the dwarves will try to use the quantum stockpile for their own purposes while you're setting things up, like assigning barrels or bins or dropping an unintended item, and then the QSP won't work. You should also have a minecart ready in your inventory.&lt;br /&gt;
# Build a track stop {{K|b}} - {{K|C}} - {{K|S}} , being sure to set the dumping direction {{K|d}} and leaving the friction setting on Highest. This can be adjusted later should the need arise; see [[Minecart#More_on_Track_stop|here]] for more information.&lt;br /&gt;
# Designate a 1x1 quantum stockpile {{K|p}} on the tile where the track stop will dump, then define preferences {{K|q}} to make the settings {{K|s}} store only what you want. Be sure to select zero [[barrel]]s {{K|E}}, [[bin]]s {{K|C}}, [[wheelbarrow]]s {{K|w}}, and most importantly, Will Take From Links Only {{K|a}}. If you forget to set Links Only, the dwarves will happily drop the items into the minecart and then immediately take the whats-it out of the quantum stockpile and put it back into the feeder pile. Rinse and repeat. The only fix is to remove {{K|x}} the quantum stockpile and designate a new quantum stockpile.&lt;br /&gt;
# Designate a feeder stockpile {{K|p}} near the the track stop.&amp;lt;sup&amp;gt;note 1&amp;lt;/sup&amp;gt; It can be any size, but the larger it is, the more dwarves will simultaneously collect items.&amp;lt;sup&amp;gt;note 2&amp;lt;/sup&amp;gt; Define the preferences {{K|q}} of this stockpile to be the same as the quantum stockpile&amp;lt;sup&amp;gt;note 3&amp;lt;/sup&amp;gt;, including zero barrels and bins, and with the possible exception of the number of wheelbarrows. If the QSP is for heavy items (e.g. loose stones), you may want to use wheelbarrows in the feeder stockpile to speed up collection.&lt;br /&gt;
## &amp;lt;span style=&amp;quot;font-size:small;&amp;quot;&amp;gt;Even though the feeder stockpile can be anywhere in or out of the fort, it will be most efficient if it's positioned close to the track stop.&amp;lt;/span&amp;gt;&lt;br /&gt;
## &amp;lt;span style=&amp;quot;font-size:small;&amp;quot;&amp;gt;Keep it a reasonable size. In case something goes wrong, you won't want to have to deal with 200 unwanted boulders.&amp;lt;/span&amp;gt;&lt;br /&gt;
## &amp;lt;span style=&amp;quot;font-size:small;&amp;quot;&amp;gt;If you configure the feeder stockpile to accept more than one type of item within a category, such as [[Stone]] or [[Furniture]], several quantum stockpiles can be set up to draw from the one stockpile. As an example, Metal Ores can be sorted out to iron-, copper- and silver-bearing ores in separate QSPs.&amp;lt;/span&amp;gt;&lt;br /&gt;
# Construct a new hauling route pressing {{K|h}} then {{k|r}}, being sure to place the cursor over the target track stop. Naming {{K|n}} the route now will save a hassle with troubleshooting later. Press  {{K|v}} to assign a vehicle (told you that you'd need one), then press {{K|s}} to define a new route stop on top of your track stop. Press {{K|Enter}} to define the stop. Press {{K|x}} to remove the default conditions, press {{K|s}} to create a stockpile link, then position the cursor over the feeder stockpile and press {{K|p}}. Press {{K|Enter}} again to configure the route stop settings to match the quantum stockpile settings. Press {{K|ESC}} several times to back out of the Routes menu back to the Main menu.&lt;br /&gt;
&lt;br /&gt;
It's a little fiddly to initially set up, and if you miss any step it won't work at all, but once in operation it's an extremely efficient storage system, and scales easily with the size of your fortress, number of haulers and number of items to store.&lt;br /&gt;
&lt;br /&gt;
===Drawbacks===&lt;br /&gt;
# This method cannot store any items in [[bin]]s or [[barrel]]s at all, including bolts (which shouldn't be stored in a bin anyway {{bug|2706}}).&lt;br /&gt;
# This method cannot store all types of drinks (you will see your dwarves leave barrels and pots of alcohol all over the place), due to the fact that barrels assigned to stockpiles are marked to be put in specific stockpiles.&lt;br /&gt;
# [[Food]] stored using this method without barrels tends to attract [[vermin]], especially swarms of [[fly|flies]], since it can't be placed in barrels.&lt;br /&gt;
# This method works well for [[furniture]], [[wear|cast-off]] [[clothing]], [[metal]] and [[stone]]. A quantum minecart stop can be combined with some sort of [[garbage disposal]] mechanism to easily handle [[refuse]] and [[invader]]s' corpses.&lt;br /&gt;
# Note, however, that if your dwarves are under [[standing orders]] to ignore outdoor refuse (the default setting) they will also not load an outdoor refuse pile into the minecart.&lt;br /&gt;
# It has been observed that plant harvesting may be restricted by the number of empty valid stockpile spots.  A larger receiving plant stockpile may be needed to get harvests done before the plants wither away.&lt;br /&gt;
&lt;br /&gt;
== The Undump ==&lt;br /&gt;
This technique was [http://www.bay12forums.com/smf/index.php?topic=92241.0 developed] before minecarts were implemented. While still a valid method, it has been superseded by the Minecart Stop QSP which achieves the same result, is easier to set up and has fewer drawbacks.&lt;br /&gt;
&lt;br /&gt;
===Setup===&lt;br /&gt;
&amp;lt;diagram&amp;gt;&lt;br /&gt;
         H Hatch cover&lt;br /&gt;
  =====  ^ pressure plate, citizens trigger, linked to hatch&lt;br /&gt;
  ^sHs=  = Wall&lt;br /&gt;
  =====  s Stockpile (same type)&lt;br /&gt;
&amp;lt;/diagram&amp;gt;&lt;br /&gt;
The idea is that haulers try to place some item on the right stockpile, step on the pressure plate and make the hatch cover retract. This makes them cancel the hauling job because they can't reach the right stockpile. They then drop the item on the left stockpile, on top of as big of a pile as you want.&lt;br /&gt;
&lt;br /&gt;
More information on this method can be found on the inventor's [[User:Vasiln/Undump|user page]].&lt;br /&gt;
&lt;br /&gt;
===Drawbacks===&lt;br /&gt;
This design has the following drawbacks:&lt;br /&gt;
#It's slow, because the one target stockpile generates only one job at a time. If you have more than one target stockpile they create lag because of pathing issues. You probably want to keep your normal stockpiles and use the undump to clean them up slowly. At which point you could consider just using the normal quantum stockpile dumping. Or you build more undumps.&lt;br /&gt;
#Job cancellation spam. You can turn that off.&lt;br /&gt;
#Oftentimes, dwarves drop the item on top of the pressure plate instead of on the stockpile. A feeder stockpile just outside the undump helps here.&lt;br /&gt;
#You obviously need some materials to build it. &lt;br /&gt;
#You need to create an open space tile where the hatch cover is (channeling only leaves a ramp), which means digging in the level below. &lt;br /&gt;
#You want to set the pressure plate to the lowest minimum weight (10000, which gets a zero cut off and displays as 1000). This can get tedious, so getting a macro is advised.&lt;br /&gt;
#If your stockpile management is exceptional already, the undump may not be of as much use to you.&lt;br /&gt;
However, there is a multitude of potential applications that get discussed in [http://www.bay12forums.com/smf/index.php?topic=92241.0 this] thread.&lt;br /&gt;
&lt;br /&gt;
{{Category|Stockpiles}}&lt;br /&gt;
[[ru:Quantum stockpile]]&lt;/div&gt;</summary>
		<author><name>DwarfStreja</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Pasture&amp;diff=266079</id>
		<title>Pasture</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Pasture&amp;diff=266079"/>
		<updated>2022-09-04T22:58:37Z</updated>

		<summary type="html">&lt;p&gt;DwarfStreja: /* Other Applications */ missing word&lt;/p&gt;
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&lt;div&gt;{{Quality|Exceptional|15:35, 21 April 2013 (UTC)}}&lt;br /&gt;
{{av}}{{buggy}}&lt;br /&gt;
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Pastures are [[activity zone]]s that the player creates to hold tame animals, especially [[grazer|grazing animals]].  Herbivorous animals require [[grass]] (or [[cave moss]] and [[floor fungus]] if stationed in underground pasturage) to graze upon, and larger herbivores need a greater amount of these to feed themselves. [[Panda]]s and their relatives require bamboo rather than other types of grass. Using pastures allows herbivorous animals to be restricted to areas where they will have plenty to eat.&lt;br /&gt;
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A pasture is defined using {{K|i}}-{{K|n}} to draw a rectangle, and then animals are selected to graze. Having pressed {{K|i}} to define a zone, highlight the pasture and press {{K|N}} ({{K|Shift}}+{{K|n}}), select the animal(s) you wish to pasture using {{K|+}}/{{K|-}}, and press {{K|Enter}}. Animals currently assigned to this pasture will have a green plus symbol to the left of them. Animals assigned to ''some'' pasture, the previously defined one or otherwise, will have a green triple-line symbol to the right of them. If the brackets surrounding this triple-line are white, the animal is currently pastured; if they're grey, the animal has not yet been brought to pasture, or still needs to be moved to a different pasture. If the brackets contain the 'cage' symbol (‼), it means that animal is currently caged. If that animal is selected for this pasture, they will be automatically uncaged and brought to the pasture by a dwarf (this is actually a good way to get animals you bought from a merchant uncaged quickly, without having to actually build the cage somewhere first). Note that an animal in a stockpiled cage within the defined pen/pasture area (i.e. stockpile overlaps pen/pasture zone) is considered to be within the pasture already and will not be released.&lt;br /&gt;
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Once all animals are selected, finish by pressing {{K|Esc}} and idle animal haulers will lead the animals to pasture.&lt;br /&gt;
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Any animal may be assigned to a pasture, though wild and hostile animals won't reliably stay in one. You can also create pastures inside (on rock) and use them to confine animals that do not need to eat (like [[pig]]s) in certain areas. If there is fungus or moss on your indoor floors (e.g. on soil after breaching the caverns), the animals will consume that in place of grass. &lt;br /&gt;
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[[Grass]] on your pastures will replenish at different speeds, depending on [[biome]]; if, on embark, the biome reads &amp;quot;Thick&amp;quot; on &amp;quot;Other Vegetation&amp;quot;, it will regrow fast, if it read &amp;quot;Scarce&amp;quot;, it may not regenerate at all. Care should be taken to ensure that grass is not consumed more quickly than it can replenish, lest your livestock begin starving - if more than half of the pasture is devoid of grass, it's probably overloaded. Of special note is the fact that [[mountain]] biomes start covered with grass (and numerous [[boulder]]s), but said grass will ''never'' regrow once eaten, so when placing pastures, ensure that there are shrubs and saplings nearby, as their presence ensures that the environment is hospitable to plant (re)growth.&lt;br /&gt;
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Baby animals born to pastured mothers will automatically be assigned to their mother's pasture, but those hatched from [[egg]]s will not.&lt;br /&gt;
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If you need to get animals inside quickly when a [[siege]] or [[ambush]] hits, a quick way to do this is to simply make the pasture inactive (''before'' the animals see the invaders, if possible.) Animals without a pasture tend to gravitate to a meeting area, so most of them will head to your [[dining hall]] or other rest area. An inactive pasture retains its occupant list, so all you have to do is make it active again and your dwarves will return them to their correct areas.&lt;br /&gt;
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==[[Overcrowding]]==&lt;br /&gt;
When a pasture is overcrowded, animals may become enraged and start fights. This behavior is similar to a dwarf throwing a [[tantrum]], and can be prevented by enlarging your pasture or keeping fewer animals in it.&lt;br /&gt;
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Another possibility is to split a large pasture which holds many animals into several smaller pastures, with the pasture size reflecting the amount of grazing the animal needs to survive. Animals will only fight each other if their pasture is sharing the same tiles as the creature they are fighting with.&lt;br /&gt;
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==Other Applications==&lt;br /&gt;
Pasturing a [[cat]] in a food [[stockpile]] will make it more effective at keeping [[vermin]] away from your food.&lt;br /&gt;
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A pasture can serve as a quick, limited replacement for a [[rope]] or [[restraint]], as it allows you to &amp;quot;tie&amp;quot; multiple animals to the same spot and even allows you to place [[pet]]s and animals assigned to dwarves. It does not, however, actually tie animals; see below.&lt;br /&gt;
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Lots of 1x1 pastures each with a chicken and a nest box is a way to make a battery farm.&lt;br /&gt;
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This can be used to (not very safely) get rid of immigrant pets or cat infestations by pasturing them outside the fortress to serve as an early-warning system and meatshield, or by pasturing them inside a room that then gets accidentally filled with &amp;lt;s&amp;gt;[[magma]]&amp;lt;/s&amp;gt; [[fun]]. This procedure will cause unhappy thoughts in owners and spam &amp;quot;assign to pasture&amp;quot; jobs when you want them least: When the animals are running away from invaders or even a meager [[thief]], most of them are escaping death.&lt;br /&gt;
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While a pasture is a quick way of placing animals exactly in one defined area, it does not restrict the movement of an animal--if they are threatened by an enemy, the animal will flee as normal, and will trigger a task to re-pasture the animal once it leaves the border of the pasture. This is important as the announcement of an ambush may trigger a flood of civilians rushing to the pasture and into the face of the enemy. Since the labor is governed by the Animal Hauling skill, it is important to make sure you select only the most hardy (replaceable) dwarves for this job.&lt;br /&gt;
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==Bugs==&lt;br /&gt;
&lt;br /&gt;
* During a [[civilian alert]], only tiles within the defined burrow are eligible for grazing. Animals confined to pastures outside the civilian alert burrow will starve to death while standing on dense grass.{{bug|6240}}&lt;br /&gt;
* Baby animals hatched from [[egg]]s are not automatically assigned to the mother's pasture.{{bug|5990}}&lt;br /&gt;
[[ru:Pasture]]&lt;/div&gt;</summary>
		<author><name>DwarfStreja</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Meat_industry&amp;diff=266067</id>
		<title>Meat industry</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Meat_industry&amp;diff=266067"/>
		<updated>2022-09-04T16:58:59Z</updated>

		<summary type="html">&lt;p&gt;DwarfStreja: /* Automation */ pointed to dfhack.org for documentation on plug-ins; removed excessive wikilink&lt;/p&gt;
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&lt;div&gt;{{Quality|Exceptional|18:37, 30 December 2014 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
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This article is a quick guide to running a '''meat and related goods industry'''. If you're basing your economy on the meat industry, you should keep in mind that the amount of product available depends on the breeding rate (how long the offspring takes to be born and mature) of your tame animals, the spawning rates of wild animals, and/or the amount of meat and leather that traders bring.&lt;br /&gt;
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Note that the meat industry involves many materials which can [[rot]], and therefore requires slightly more micromanagement than other [[industry|industries]].&lt;br /&gt;
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'''Summary''': Obtain some animals; kill and [[butcher]] them to obtain [[bone]]s, (organ-)[[meat]], [[fat]], [[skull]]/[[horn]]s and [[skin|raw hide]]s; the meat can be used immediately, but the hide needs to be [[tanner|tanned]] into [[leather]], and the fat needs to be processed into [[tallow]]; finally [[cook]] the tallow into a meal (or make [[soap]] with it), and craft the bones, skull, horns and leather into an end product. &lt;br /&gt;
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== Acquisition ==&lt;br /&gt;
The basic units of the meat industry are its [[Animal|animals]], of which the acquisition presents a number of methods (note that the related [[fishing industry]] is its own matter).&lt;br /&gt;
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=== Embark ===&lt;br /&gt;
You can buy animals on [[embark]], and doing so even allows you to choose from male and female animals. Since you need only one male to breed, an example way to kick-start your meat industry is to embark with one bull and 3 cows. Note, though, that with the exception of cats, dogs and poultry, buying animals on embark is extremely expensive. You also get two random [[Domestic animal|draft animal]]s on embark for each wagon (usually one wagon with two draft animals). These can be butchered when needed, or be kept in the hopes that [[Trade#Liaisons|traders]] or [[Immigration|immigrants]] will supply matching specimens for breeding. This doesn't necessarily mean that you need to buy one: If you happen to have a female, chances are that sooner rather than later it will meet a companion among the traders' many pack animals; see [[#Breeding|breeding]], below.&lt;br /&gt;
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=== Trading ===&lt;br /&gt;
As with most industry goods, you can purchase both animals and processed [[meat]] and [[leather]] from [[caravan]]s, allowing you to vary your dwarves' diets without having to establish a meat industry proper. Note, however, that traders will never bring preprocessed [[hair]], [[horn]]s, [[skull]]s, or [[bone]]s. If you want to keep your [[leatherworker]]s constantly occupied, buying up caravans' (often vast) collections of leather is a cheap way to get your fort [[clothing|clothed]] quickly.&lt;br /&gt;
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It might be necessary that you request every type of leather in order to ensure the merchant comes back with a large quantity next year (they usually bring excessive amounts even if you don't). You can only buy leather from [[human]] and [[dwarf|dwarven]] caravans. [[Elf|Elven]] caravans are interesting in that they often bring a small number of tame caged animals with them, which may be useful as [[pet]]s (such as [[silvery gibbon]]s) or for defense purposes (such as [[grizzly bear]]s).&lt;br /&gt;
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=== Hunting ===&lt;br /&gt;
In all but the most inhospitable of places, there will be some &amp;lt;s&amp;gt;running food&amp;lt;/s&amp;gt; wildlife frolicking in the biome. An [[ambusher]] armed with a [[crossbow]] and a [[quiver]] full of [[bolts]] can and will attack these animals, cautiously approaching them (&amp;quot;ambushing&amp;quot;, their speed and chances of not being noticed being dependent on their skill) before opening fire at their quarry with crossbow bolts. Hunting is a very outdoorsy activity, and will take your hunters well past where you can establish reasonable defenses; in addition, hunters will occasionally do stupid things that will get them maimed, such as hunting [[lion]]s, or worse still, killed in grisly ways, such as attacking herds of [[giant elephant]]s.&lt;br /&gt;
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Upon a successful hunt, the dwarf will return the kill, carrying the [[corpse]] to the nearest [[butcher's shop]] for processing, or the nearest refuse stockpile if available. Failing that, they may leave the corpses wherever they happen to be--meeting areas, bedrooms, etc. Hunters are rather single-minded; when hunting, they will ignore other animals besides their chosen quarry, even if the others are more easily attacked or less dangerous. Although multiple kills happen, hunters generally only return their quarry, or quit when they run out of bolts. To avoid wasting perfectly edible corpses, you need to change your [[standing orders]] ({{k|o}}) to Gather refuse from outside, although this will enable much more than ambusher-kill returning.&lt;br /&gt;
Hunting makes an erratic but, with a skilled ambusher, bountiful meat source. It avoids the bother of pasturing animals, but comes at the trade-off of defensibility. Many players on mature fortresses are simply too concerned with enemy sieges and the like to send dwarves out too far, and will thus disable hunting jobs on their dwarves.&lt;br /&gt;
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=== Military ===&lt;br /&gt;
You can order your soldiers out to kill wild animals by selecting their squads or the soldiers individually (for a basic outline of such actions, see [[attack]]). This takes some management, but is particularly useful if a large herd appears and you want to get them all before they emigrate to less blood-soaked pastures; be prepared to process them all, however, as you do not want your potential foodstuffs to rot away if your butcheries are overloaded. Soldiers will not kill or butcher [[Domestic animal|domestic]] or [[tame]] animals. Take note that soldiers will attack animals regardless of the target you've given them, as they will attack the nearest non-friendly creature in sight when told to move somewhere or kill a target.&lt;br /&gt;
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Your soldiers must generally be very [[Attribute#Agility|agile]] to catch up with a running animal before it leaves the edge of the map, and attacking with melee always carries the risk of getting your soldiers maimed or killed, so as you might expect military hunting is mainly for the crossbow dwarves.&lt;br /&gt;
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Hunting undead or aggressive animals is much more fun. Unlike the regular animals where agility is required to catch them, these animals will happily come to you. Crossbow bolts and piercing weapons are next to useless in this case, but hunting undead can be a valuable source of meat and bones in an evil biome if you manage to mangle the corpse such that it cannot reanimate. It's also wise to do so as a preemptive measure if you plan to do anything outdoors (before actual hunters, or civilians, come in contact with them). One should take extra caution when doing so though, because even minor zombies like ravens have been known to shatter bone through adamantine and steel.&lt;br /&gt;
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=== Trapping ===&lt;br /&gt;
It is also possible to catch animals through judicious use of [[cage trap]]s. Building cage traps where animals will walk will ensure that some of them will be caught; dwarves with the [[hauling#animal_hauling|Animal Hauling]] labor can then haul the occupied [[cage]]s away and [[mechanic]]s will reload the traps with fresh cages. &lt;br /&gt;
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Cage traps should be built where animals will walk, not where they are when you decide to trap them. Any dwarves sent out to create and arm traps in the animals' midst will scare them away or (worse) trigger their aggression. &lt;br /&gt;
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To successfully trap large animals you need to build choke points into your map. The destruction of ramps to create sheer cliffs is the easiest way to force them to go down a particular route; with the construction of walls, ponds, channels, and so forth, you can force them to walk right through your cage traps. Such obstacles and traps will also work against invading forces, as shown in the article on [[Trap_design#Trapping_efficiently|trap architecture]].&lt;br /&gt;
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Leave a small gap one or two tiles wide (depending on how many of the critters you want to trap) and build your cage traps there. If the animals haven't moved off or been scared off by the time you're done, and they're docile enough to not attack once they see your dwarves, use military orders to send a dwarf (or several) around behind the animals and herd them toward the choke point. &lt;br /&gt;
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Note that when using channels and ponds together to create a choke point, connecting the channel all the way up to the pond's edge will end up draining the pond. If this is undesirable for your fort's water supply plans, be sure to leave a tile between the edge of the pond and the edge of the channel, and build a cage trap or wall instead.&lt;br /&gt;
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Note also that cage traps cannot be built within a certain number of tiles of the map edge, so when planning your funnels and choke points, be sure to leave four or five tiles as a buffer zone.&lt;br /&gt;
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=== Breeding ===&lt;br /&gt;
Many animals in ''Dwarf Fortress'' are capable of [[breeding]] if a male and female are in close proximity. You can elect to bring breeding pairs at [[embark]], or purchase them from traders at a later date. Some [[immigrant]]s will bring [[pet]]s or stray animals with them, potentially forming or completing breeding pairs. Remember that you only ever need one breeding male: the only non-butchering product male animals produce, besides reproduction, is [[wool]], and only a few of them. For this reason having a large proportion of females to males is a good idea. However, a small percentage of male animals will not breed, so it's best to keep one or two spare males around. As an aside, the lucky bulls love that arrangement. &lt;br /&gt;
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Using [[cage trap|cage traps]] judiciously (or taking advantage of the animals [[elf|elves]] trade) can sometimes snag you a breeding pair of wild animals. These can be used to establish crazy schemes, like [[alligator]] farms and [[giant eagle]] [[egg production|hatcheries]]. Tame something unusual and start something crazy if you get lucky enough! Many creatures can be tamed, but it can take a long time for exotic animals and they will slowly revert to wild state if left unattended; a skilled [[animal trainer]] is a real blessing in this regard.&lt;br /&gt;
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There is currently a per-species population cap, observed to be around 50, past which animals will not get pregnant; existing pregnancies will mature to term, and once some adults are slaughtered, the population can begin moving up again. There is also a population cap on the percentage of juvenile animals, which can have a significant impact on [[elephant|slow-maturing species]].&lt;br /&gt;
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When two animals breed, their genetic traits combine, just like in real life.  This means that you can selectively butcher less-desirable specimens to leave only more-desirable breeding stock.  This can include your dwarves, although social engineering with intelligent species (i.e. that breed via marriage) is an extra challenge. Extra points for splitting your alpaca herds into one bred for meat and one bred for hair!&lt;br /&gt;
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=== Breeding wild animals ===&lt;br /&gt;
Most animals that are neither intelligent nor egg-layers will eventually give birth if a male and female are able to touch. Some intelligent creatures can also do this if they don't require marriage to have children (i.e. troglodytes, blind cave ogres). Wild animals require neither food nor water (in the case of intelligent humanoids).&lt;br /&gt;
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This can be exploited and has an advantage for several reasons. Animals that are still wild will be butchered regardless of how or why they died; stray animals will only provide meat when slaughtered. This makes penning and breeding of non-tame animals attractive for short-lived species that die often such as rats of any kind, mole dogs, and giant insects. Grazers can also be adequately bred this way if you're only using them for meat; wild draltha, elephants, and giant pandas survive perfectly fine penned underground in pits. Untameable animals can only be bred this way; this includes unicorns, intelligent creatures that don't require marriage (blind cave ogres, troglodytes, possibly merpeople), and other [[fun]] beasts that cannot be tamed.&lt;br /&gt;
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Methods for how to do this vary, but chaining is a practical approach. Trapping the offspring is then easy because the adults cannot walk onto the cage traps due to the chains, and the infants will invariably wander; hollowed out mine-shafts that you haven't bothered to fill out make excellent dungeons. Be wary of chaining different creature castes together though. Most neutral creatures are fine with each other, but some of them freak out and get scared; most reactions will provoke a fight and subsequent death of the inmates before children can be received. Chaining up building destroyers can result in potentially unwanted fun as the children proceed to destroy the restraints, freeing their parents, and causing a possible insurrection if they manage to further destroy other restraints in the dungeon and free creatures neutral to them (but hostile to dwarves). Building destroyers can't destroy anything when chained, but should ideally be pitted into pens controlled by bridges (or at least chained with extra cage traps around; and disposable chains). Remember, all creatures can destroy restraints when tantruming, which sometimes occurs with some more disagreeable inmates that happen to be intelligent. Also, cages must be placed one square away from restraints because chained wild animals still trigger cage traps for some reason.&lt;br /&gt;
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TRAPAVOID creatures are harder to breed since they cannot easily be caged, chained, or pitted. [[Web]]bed cage traps can work (for non web-immune creatures), though it is possible to seal them in a small area without trapping them first. [[Artifact]] furniture immune to [[building destroyer]]s can be used as permanent bait, but separating the herd for a partial harvest may prove challenging. Creatures which provide a rare resource (like [[shell]]s) may be worth the difficulty to farm, particularly if your map is otherwise devoid of the resource your [[strange mood|moody]] dwarves are clamoring for.&lt;br /&gt;
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== Management ==&lt;br /&gt;
=== Pastures ===&lt;br /&gt;
Tame animals with the [GRAZER:&amp;lt;value&amp;gt;] token (most herbivores) need to constantly munch on grass to survive, and as such require a [[pasture]] containing [[grass]], [[cave moss]], or [[floor fungus]] to graze upon, or they will starve to death. Be ware that animal fodder isn't usually available when embarking in barren and inhospitable biomes, like [[glacier]]s, at least not until you breach the [[caverns]] deep underground.&lt;br /&gt;
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Pastures are simple enough to build (unless you've embarked someplace where it [[evil weather|rains]] [[fun]]). Designate a grassy area as a pasture [[activity zone]] ({{k|i}}-{{k|n}}), set ({{k|N}}) the animals to be released onto the pasture, and your dwarves will haul the designated animals to it if they have the animal hauling labor enabled. Once in the pasture, the animals will munch on all the grass they need, as long as there is enough of it.&lt;br /&gt;
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Pastures can be easily depleted if the herd of animals on it is large enough; in addition, having too many animals on a pasture at once will lead to fights, which can seriously maim and injure your livestock. Since an above-ground pasture requires a significant plot of land, it is a major security concern - having enough grazing land for your animals while also keeping them protected from invading goblins is an important concern. A solution is to use the fact that livestock can graze on [[floor fungus]] and the like as easily as on regular old grass, and wall off a pasture inside of a [[cavern]] layer or set them loose in your underground [[tree farm]].&lt;br /&gt;
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Animals that don't require a constant stream of plant matter, like poultry, can be put in any pasture (or cage). The basis of [[egg production]] is a pasture with [[nest box]]es in it.&lt;br /&gt;
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=== Pens ===&lt;br /&gt;
A strategy to improve your framerate is to [[restraint|restrain]] most of your livestock near your [[butcher's shop]], as a large number of free-roaming animals will reduce your game speed. Additionally it reduces the amount of time it takes butchers to track down and retrieve animals they are to slaughter.&lt;br /&gt;
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Animals on [[restraint|restraints]] still can [[path]] (1 tile in any direction from the chain/rope), and that can hurt your [[Maximizing framerate|framerate]].  When placed in &amp;quot;holding pens&amp;quot; consisting of closed 1x1 rooms, the animals have nowhere to go and so [[path|pathing]] is not a problem.  Creating and managing such rooms can be difficult, however. [[Activity zone#Pit/Pond|Pits]] and [[Pasture]]s can be adapted for this purpose.&lt;br /&gt;
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To move animals in and out of pens, doors are the best choice, with floodgates and (raising) bridges as alternatives. To get the framerate benefit, doors should be &amp;quot;forbidden&amp;quot; but &amp;quot;pet-passable&amp;quot;, since non-pet-passable state of doors is not taken into account during calculation of paths. Cold, hard reality stops pets at tightly closed doors, but they continue to calculate paths through them while bumping their heads into the door. Pets in cages help framerate the most, followed closely by restraints, since the search space bottoms out after only 2 moves (corner to corner). Pens with blocked access are also very effective, as pathing will stop as soon as the space of the pit is exhausted, so it's like a restraint with a slightly longer leash. Moving of animals in and out of such pens requires player intervention, via unlocking doors or issuing &amp;quot;pull lever&amp;quot; orders to open floodgates or bridges. It would be quite extreme, but such a collection of 1x1 pits could be an effective way of stopping pathfinding while retaining breeding. One could even use bars instead of floodgates,  and have a really proper zoo/cage.&lt;br /&gt;
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All that being said, the framerate impact of large numbers of tame animals is notable but not crippling - a fort can have 200 animals moving about more or less freely without being brought to its knees. While caging particularly fecund non-grazers makes sense to reduce unit clutter, extreme measures are not really called for to preserve framerate.&lt;br /&gt;
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A common strategy is to cage all your young until matured because they do not give the same amount of bones, meat, and fat as adults. Some tamed wild species take more than 1 year to mature, unlike most domestic animals; this makes it excusable to butcher, for instance, elephant calves right away, as they take ten years to mature.&lt;br /&gt;
&lt;br /&gt;
Furthermore:&lt;br /&gt;
* Cages can hold an unlimited number of animals, so you only need one.&lt;br /&gt;
* Caged animals do not path, and therefore, do not consume a lot of processor speed.&lt;br /&gt;
* Distinguishing between breeding animals and butcherable livestock is easier when clearly separated.&lt;br /&gt;
* Caged cats cannot adopt owners (thus decreasing the chances of a [[catsplosion]]).&lt;br /&gt;
* You can define a [[zoo]] from a cage, increasing overall fortress wealth, dwarven happiness, and so on.&lt;br /&gt;
&lt;br /&gt;
=== Internal pastures ===&lt;br /&gt;
The livestock of a large meat industry requires a lot of pasture space that might not be safe on the surface. Creating an underground pasture is more secure and relatively simple after discovering the [[cavern]]s: [[Floor fungus]] and other such underground &amp;quot;grass&amp;quot; will begin to grow anywhere there is [[soil]] or [[mud]]. You can take advantage of this by digging out a large room in a soil layer and waiting for floor fungus to grow. Limit dwarven traffic in your pasture levels to prevent plant trampling, and then wait a bit for the floor fungi and cave moss to grow dense enough to support your livestock. Forbidden doors and hatches or a restricted area [[traffic]] designation can be helpful for this. Once ready, make a new pasture and move the livestock underground.&lt;br /&gt;
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You can also create pastures in stone layers, but the area will need to be cleared of all excess stone and [[irrigation|irrigated]] to create mud, enabling plant growth. The easiest way to do this is to dig out a level of rock and then either redirect some river flow or drain some small lakes to provide the necessary water. Once every tile of stone floor has been muddied, drain the water and wait for the underground vegetation to grow.&lt;br /&gt;
&lt;br /&gt;
== Processing ==&lt;br /&gt;
=== Slaughtering and butchering ===&lt;br /&gt;
Animals can be marked for slaughter in the [[Status#Animal Status Screen|animal status screen]]. Animals marked for slaughter will queue a &amp;quot;Slaughter animal&amp;quot; task at a [[butcher's shop]], be dragged there by a dwarf with the [[butcher]] labor and put down.&lt;br /&gt;
&lt;br /&gt;
Once an animal has been killed it must then be butchered before the corpse rots. This happens instantly in the case of slaughtering. The corpses provided by hunters take some time to pry apart and in a fort with very few available workers, corpses can rot before anybody finds the time to process them. An animal corpse or body part is available if it is inside the butcher's shop or within a certain distance of the shop. Butcher's shops will only scan a limited amount of area (about 20 tiles in every direction) for butcherable corpses. If the corpse is too far away, the workshop will not task it. Putting a refuse pile accepting corpses and body parts close to the butcher's shop is therefore required to make sure &amp;quot;collateral&amp;quot; kills of hunters and the military are processed. The skill of the butcher only affects the time taken for the butcher animal task, not the amount produced, nor the quality.&lt;br /&gt;
&lt;br /&gt;
Once butchered, the animal will yield one skull (though [[hydra|hydras]] produce more than one), and may also produce a raw hide, a number of (prepared)(organ-)meat pieces, and/or bones. Animal size and chance determines the exact yield. Very small animals, such as [[cavy|cavies]] or [[weasel]]s will produce only a skull when slaughtered. If a hunter kills such an animal, it will not be butchered, and you will not even get the skull. Depending on the animal type, the butchered animal may also yield [[horn|horns]], [[hoof|hoofs]], [[fat]], and/or [[cartilage]].&lt;br /&gt;
&lt;br /&gt;
Butchering of hunted or otherwise killed (not slaughtered) animals will produce a proportionate amount of meat, bones and skin for every butchered item, as long as the body part is big enough (otherwise, the butchers will simply ignore it). An animal chopped into several pieces by the military can thus give several hides of leather, while slaughtering a tame animal will only produce one. It will not grant more meat, fat, or bones, however.&lt;br /&gt;
&lt;br /&gt;
Meat and fat goes to your food stockpile. Bones, horns, hoofs, hair, cartilage and raw hides go to the refuse stockpile. Cartilage has no use and should be disposed of, but you would be well put to create custom stockpiles for hides next to your tanner's shop (see [[#Tanning|''Tanning'' below]]), for bones/horns/hoofs next to your craftsdwarves workshop (see [[#Bone carving|''Bone carving'' below]]), and changing the settings on your main refuse pile to not accept bones, horns/hoofs and hides. Hair can be spun into low-value thread at the [[farmer's workshop]].&lt;br /&gt;
&lt;br /&gt;
If it takes too long for the butchered parts to be hauled into the stockpile, the food will rot and miasma will spread. To prevent this, it is advisable to build the butcher's workshop outside of the fortress, near refuse piles (you may want it inside the walls though). The fresh air prevents miasma spreading. Miasma doesn't spread through diagonal openings, so a clever architect might isolate the smell in a 3x3 room with the shop.&lt;br /&gt;
&lt;br /&gt;
If the animal is butchered just before it rots, the products of the animal MAY not rot. It is unknown whether the time of rotting for butchering products is based on the time of death of the animal or the time of production of the butchering returns.{{verify}}&lt;br /&gt;
&lt;br /&gt;
==== Overdrive ====&lt;br /&gt;
In some instances - most notably, after [[rhesus macaque]] or [[mandrill]] invasions, or killing some other large herd with your soldiers - you may find yourself with more bodies and [[severed body part|severed body parts]] than you can process. In this case it is a good idea to set up some temporary extra butcher and tanners' shops (and butcher and tanner workers) to process them all before they rot. Butchers are more important because these workshops have a tendency to get [[clutter|cluttered]] quickly. Setting up a new workshop takes but a moment, so one might even construct a whole chamber of them and suspend the butchering job in all the cluttered shops.&lt;br /&gt;
&lt;br /&gt;
== Animal products ==&lt;br /&gt;
The [[value]] of an animal product is multiplied by the species' [[multiply value]]; items from common domestic animals like [[cow]]s and [[horse]]s have a multiplier of 1x, which pales in comparison with those made from more exotic wild animals (usually between 2x and 4x, although some, like [[elephant]]s, hit 5x); the distinction for the highest value multiplier goes to the [[dragon]] and the [[roc]], whose meat is worth 15 times that of an ordinary cow's. An animal's value multiplier can be found in the creature raw files.&lt;br /&gt;
&lt;br /&gt;
===Meat===&lt;br /&gt;
The primary output of the meat industry is the titular [[meat]]. Meat comes in two flavors: meat proper, that is the muscle tissue removed from the animal, and [[prepared organs]] like prepared brain, tripe, sweetbread, and so on. Both can be either eaten raw or [[cooking|cooked]] into a meal.&lt;br /&gt;
&lt;br /&gt;
===Fat===&lt;br /&gt;
Butchering an animal also produces some number of units of [[fat]], which must be processed into [[tallow]] at the kitchen. Tallow is very useful for a fort as ingredient in the making of [[soap]]. Soap plays an important role in staving off [[infection]]s when performing operations and cleaning wounds in your [[Healthcare|hospital]], as well as increasing happiness from dwarves being able to clean themselves; it's recommended to stock your hospitals and baths with at least some bars of it. See [[soap]] on the exact details of processing.&lt;br /&gt;
&lt;br /&gt;
Tallow can also be cooked. However, tallow is a minimum-value food item and thus will not result in particularly valuable meals. It is much more useful as a soap input. If your meat industry is small, you may be better off disabling the cooking of tallow in the kitchen [[status]] screen. With a large meat industry, you'll produce large amounts of tallow, and cooking it makes sense in this case, since your need for soap (which also consumes otherwise valuable [[wood]]) is limited.&lt;br /&gt;
&lt;br /&gt;
===Bones===&lt;br /&gt;
Butchering an animal produces a number of [[bone]]s. Craftsdwarves with [[bone carving]] enabled can turn these into bone [[craft]]s or bone [[bolt]]s, bone [[decoration]]s or a few [[armor|wearable items]] (bone helms and the like) at a [[craftsdwarf's workshop]]. [[Bowyer]]s can use them to make bone [[crossbow]]s at a [[bowyer's workshop]]. These various products can be traded, used to equip your [[marksdwarf|marksdwarves]], and used for practice, respectively (bone bolts are better than wooden ones, but inferior to metal bolts, and thus should not be used extensively militarily).&lt;br /&gt;
&lt;br /&gt;
===Skull===&lt;br /&gt;
[[Skull]]s can only be used to make [[totem]]s at a craftdwarf's workshop, for [[trading]]. Virtually all animals produce a single skull when they die; the only exception is the [[hydra]], which produces seven. Totems do not fall under any category in the &amp;quot;Move trade goods to depot&amp;quot; screen, so you need to {{k|s}}earch for them. Usually, however, they will be in a [[finished goods]] [[bin]], so just transport the bins to the depot.&lt;br /&gt;
&lt;br /&gt;
===Hooves and horns===&lt;br /&gt;
Animals with hooves and/or horns will produce generic &amp;quot;[[horn]]&amp;quot; once butchered. These can be used to create horn trade goods or decorate items at a craftsdwarf's workshop.&lt;br /&gt;
&lt;br /&gt;
===Raw hides===&lt;br /&gt;
Butchering produces a [[skin|raw hide]], or scales or chitin (currently unusable, [[Skin#Modding_scales_to_be_usable_in_leatherworking|save via mod]]), depending on the animal. Raw hides can be [[tanner|tanned]] at a [[tanner's shop]] and made into usable [[leather]], an input into the leather industry. It's quite difficult to have a meat industry large enough to keep a leather industry fully occupied, and caravans arrive with tons of it for cheap anyway, so your meat industry will be at best a supplement in that regard. As with the butcher's shop, the tanner's shop will queue a &amp;quot;tan raw hide&amp;quot; job automatically; the tanner's skill has no effect on quantity nor quality of the leather produced, and the task is time-sensitive because of rot.&lt;br /&gt;
&lt;br /&gt;
It is quite sensible to have a single dwarf as both the butcher and tanner, as you will never need to begin tanning until you finish butchering. You could also make this same dwarf your leatherworker. However, there is no outstanding reason to do this. It may be advisable (or not) to simply ensure that there are ''no'' stockpiles that will accept Fresh Raw Hides and to have the tanner's shops in the immediate area of the butcher's shop - if fresh raw hides can be stored in any refuse stockpile, they will instantly be designated for hauling and cannot be tanned until they have been stored. Ensuring that raw hides will not be stockpiled means that they will be available for tanning fresh off the former owner.&lt;br /&gt;
&lt;br /&gt;
===Hair===&lt;br /&gt;
Some animals drop [[hair]] when butchered, which can be [[spinner|spun]] into [[thread]] at a [[farmer's workshop]]. However, animal hair thread cannot be used to make [[cloth]], which means that the only use of hair thread is for [[suturing]] in [[hospital]]s. Hair thread can be [[dye]]d.&lt;br /&gt;
&lt;br /&gt;
===Cartilage and nervous tissue===&lt;br /&gt;
[[Cartilage]] and [[nervous tissue]] are both butchering byproducts with no current uses, and should be dumped as garbage once stripped of their former owner. Nervous tissue will rot and may generate miasma.&lt;br /&gt;
&lt;br /&gt;
===Ivory/Teeth===&lt;br /&gt;
[[Ivory]] is used to make trade goods or decorations at a craftsdwarf's workshop. Besides the obvious elephant tusks and so forth, sufficiently large teeth, e.g. of large felines, can be used for the same purpose.&lt;br /&gt;
&lt;br /&gt;
===Shells===&lt;br /&gt;
[[Shell]]s are a relatively rare crafting material which may be demanded by dwarves in a [[strange mood]]. Few creatures provide shells, but you may have the opportunity to buy a breeding pair of [[giant tortoise]]s from the elves or hunt a shelled [[forgotten beast|beast]] in the [[cavern]]s. &lt;br /&gt;
&lt;br /&gt;
==Secondary products==&lt;br /&gt;
You don't necessarily have to slaughter your animals to get something useful out of them, as specific creatures can also produce some products while alive.&lt;br /&gt;
&lt;br /&gt;
===Eggs===&lt;br /&gt;
Tame female egg-laying animals will produce [[egg]]s at intervals, which in turn can be used to feed your fortress on a more interim basis than butchering. [[Egg production]] is a viable way to keep a fortress fed, and in areas where setting up a farm will be difficult, starting out with some poultry can be essential to survival. Animals that can lay eggs are [[poultry]] (easily acquired), reptiles like [[alligator]]s (only if you're particularly [[elf]]ish), and some more exotic animals like [[dragon]]s and [[giant eagle]]s (only if you're very lucky). Female egg-laying animals will claim a nest box, and lay a clutch of [[egg]]s. These can be allowed to hatch into young animals (to replace the ones sent to the butcher), or collected into [[food]] stockpiles and [[cook]]ed into [[prepared meal|meals]] at a [[kitchen]].&lt;br /&gt;
&lt;br /&gt;
=== Milk ===&lt;br /&gt;
You can also [[milking|milk]] tame female mammals such as horses, cows, and so forth at the [[farmers workshop]] with an empty [[bucket]] and a dwarf with the milking labor enabled. The resulting [[milk]] can be used as a cooking ingredient or turned into high-value edible [[cheese]] at the farmers workshop by a dwarf with cheesemaking enabled (it cannot, however, be eaten raw).&lt;br /&gt;
&lt;br /&gt;
Many animals can be milked in ''Dwarf Fortress'' that would not normally be, for example, [[pig|pigs]].&lt;br /&gt;
&lt;br /&gt;
===Wool===&lt;br /&gt;
[[Wool]] can be produced by [[shearing]] one of three animals: [[llama]]s, [[alpaca]]s, and [[sheep]] (also [[troll]]s, but only goblins can do so). It can be woven into wool [[thread]] and then wool [[cloth]]; for a full discussion on the uses of wool, see the [[textile industry]].&lt;br /&gt;
&lt;br /&gt;
==Automation==&lt;br /&gt;
Manually managing your meat industry can become quite tedious, especially since the game has a tendency to not provide crucial information (age, gender, etc.). &lt;br /&gt;
&lt;br /&gt;
'''''DFHack: the content in this section requires the use of [[Utility:DFHack|DFHack]]'''''&lt;br /&gt;
&lt;br /&gt;
The DFHack utility can greatly assist, in several ways:&lt;br /&gt;
&lt;br /&gt;
[[File:DFHack-autobutcherUI.png|thumb|right|400px|The DFHack autobutcher interface]]&lt;br /&gt;
&lt;br /&gt;
* '''Autobutcher - automatic, configurable butchering:'''  DFHack provides an &amp;lt;tt&amp;gt;autobutcher&amp;lt;/tt&amp;gt; command and UI screen, which can automatically (and semi-intelligently) maintain a breeding population and provide a steady stream of butchering returns.&lt;br /&gt;
** Autobutcher monitors the animals in a fort on a per-species basis.  The user can configure the maximum number of male and female children and adults to keep of each species - the default is to keep 5 each of female children and adults, and 1 male child and adult (a total of 12 per species.)&lt;br /&gt;
** Whenever there are more animals than the rules specify, the excess will be automatically marked Ready for Slaughter.&lt;br /&gt;
** The user can edit the configuration for any individual species, for example to keep more than 5 female chickens for egg-laying purposes, or fewer cats to avoid a [[DF2014:Catsplosion|Catsplosion]].  Monitoring can also be disabled on a per-species basis.&lt;br /&gt;
** Pets and work animals (Hunting/War) will never be slaughtered.  &lt;br /&gt;
** Other options include: editing the default limits that apply to new species; choose to cancel an automatically given butchering order; choosing to butcher an entire species in one go.&lt;br /&gt;
** With DFHack installed and its default config enabled, you can access the Autobutcher UI by opening the [[Status#Animal Status Screen|animal status screen]] and then pressing hotkey {{K|Shift-B}}.&lt;br /&gt;
** For more information, see: [https://docs.dfhack.org/en/stable/docs/Plugins.html#autobutcher autobutcher in the DFHack documentation]&lt;br /&gt;
* '''Autonestbox - automatically assigned nest boxes:''' DFHack provides a utility called &amp;lt;tt&amp;gt;autonestbox&amp;lt;/tt&amp;gt;, which once started runs automatically and periodically in the background.  Each time it runs, it looks for unpastured, non-grazing egg-laying females and unoccupied nestboxes.  It will then assign the former to the latter.  &lt;br /&gt;
** Once started, Autonestbox runs by default once per 6000 ticks, which is 60 seconds when playing at 100 FPS.&lt;br /&gt;
** The user only needs to construct and place nestboxes and then to place a Pen/Pasture zone for each nestbox.  Autonestbox will then automatically assign birds to these.  It will also inform the user, via a log message, if there are not enough nestbox zones available for the current number of egg-laying birds.&lt;br /&gt;
** DFHack users can start Autonestbox by adding &amp;lt;tt&amp;gt;autonestbox start&amp;lt;/tt&amp;gt; to a DFHack init file, or by typing this command from the console (then applies to current session only.)  &lt;br /&gt;
** Users of the [[Utility:Lazy_Newb_Pack|PyLNP-based]] [http://www.bay12forums.com/smf/index.php?topic=126076 Windows Starter Pack] can enable Autonestbox by toggling &amp;lt;tt&amp;gt;Other Automation Plugins&amp;lt;/tt&amp;gt; on the DFHack tab in PyLNP.&lt;br /&gt;
** For more information, see: [https://docs.dfhack.org/en/stable/docs/Plugins.html#autonestbox autonestbox in the DFHack documentation]&lt;br /&gt;
* '''Better pasture management:''' DFHack enhances the Activity Zone-&amp;gt;Set Pen/Pasture Information UI. [[File:DFHack-PastureFilteringUI.png|thumb|right|200px|DFHack Pasture filtering example]]&lt;br /&gt;
** When adding animals to a pasture, you can filter the animals: &lt;br /&gt;
*** By text search &lt;br /&gt;
*** Male/Female&lt;br /&gt;
*** Caged/Not Caged&lt;br /&gt;
*** Currently Pastured/Not Pastured&lt;br /&gt;
*** Grazing/Not Grazing&lt;br /&gt;
** This allows for quicker, easier and more sophisticated pasturing of animals - for example ensuring breeding pairs are together, ensuring grazing animals have grass (and not wasting it on non-grazing), and so on.&lt;br /&gt;
* '''&amp;lt;tt&amp;gt;zone&amp;lt;/tt&amp;gt; - advanced pasture/cage management:''' For even more sophisticated pasturing, DFHack provides a command-line tool &amp;lt;tt&amp;gt;zone&amp;lt;/tt&amp;gt;, which allows very advanced allocation of animals/species to specified pastures and cages.&lt;br /&gt;
** There is unfortunately no in-game UI for this as yet, but for users willing to use the console and/or add hotkeys through the DFHack init file, there are some very sophisticated features available.&lt;br /&gt;
** Commands can be assigned to a hotkey (either via DFHack console or by editing the DFHack init file(s)), which can give easy, immediate benefits:&lt;br /&gt;
*** Assign &amp;lt;tt&amp;gt;zone set&amp;lt;/tt&amp;gt; to a DFHack hotkey: then when your cursor is over a Pasture Zone, press the hotkey to set this zone as your current default for future &amp;lt;tt&amp;gt;zone assign&amp;lt;/tt&amp;gt; commands.&lt;br /&gt;
*** Assign &amp;lt;tt&amp;gt;zone assign&amp;lt;/tt&amp;gt; to a DFHack hotkey: then select an animal in-game and press this hotkey to assign this animal to your defined default Pasture.&lt;br /&gt;
*** If you always want to have all your animals in a single pasture, assign &amp;lt;tt&amp;gt;zone assign all own&amp;lt;/tt&amp;gt; to a hotkey: any time you get new animals, press this hotkey to ensure all animals are assigned to your Pasture.&lt;br /&gt;
** Some examples of more advanced command-line usages of &amp;lt;tt&amp;gt;zone&amp;lt;/tt&amp;gt;:&lt;br /&gt;
*** &amp;lt;tt&amp;gt;zone assign all own ALPACA minage 3 maxage 10&amp;lt;/tt&amp;gt;&lt;br /&gt;
**** Assign all Alpacas between the ages of 3 and 10 to the selected Pasture Zone.&lt;br /&gt;
*** &amp;lt;tt&amp;gt;zone assign all own caged grazer nick grazing&amp;lt;/tt&amp;gt;&lt;br /&gt;
**** Assign all caged animals in stockpiles (eg just purchased from merchants) that are grazers to the current Pasture, and give them all the nickname ''grazing'' (for easy identification/filtering later.)&lt;br /&gt;
*** &amp;lt;tt&amp;gt;zone assign count 5 own female milkable&amp;lt;/tt&amp;gt;&lt;br /&gt;
**** Assign up to 5 female, milkable animals to the selected Pasture.&lt;br /&gt;
** For full details, and more examples, see: [https://docs.dfhack.org/en/stable/docs/Plugins.html#zone zone in the DFHack documentation]&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
''Worker type / Labor''&lt;br /&gt;
&lt;br /&gt;
*[[Ambusher]] / [[Hunting]]&lt;br /&gt;
** A [[crossbow]] or other [[weapon]]&lt;br /&gt;
** [[Bolt|Bolts]], [[quiver]]&lt;br /&gt;
** Leather [[armor]]&lt;br /&gt;
** [[Cross-training|Stats buffing]]&lt;br /&gt;
** [[Archery target|Archery practice]]&lt;br /&gt;
&lt;br /&gt;
*[[Soldier|Soldiers]]/[[Military]]&lt;br /&gt;
**[[Soldier|Soldiers]]&lt;br /&gt;
**Some form of [[armor]]&lt;br /&gt;
**Any [[weapon]]&lt;br /&gt;
&lt;br /&gt;
*[[Cage trap]]ping&lt;br /&gt;
** [[Mechanic]]&lt;br /&gt;
** [[Mechanic's workshop]]&lt;br /&gt;
** [[Mechanisms]]&lt;br /&gt;
** [[Cage|Cages]]&lt;br /&gt;
&lt;br /&gt;
*Breeding&lt;br /&gt;
** [[Animals]]&lt;br /&gt;
** [[Cage|Cages]]&lt;br /&gt;
** [[Restraint|Restraints]]&lt;br /&gt;
&lt;br /&gt;
*Processing&lt;br /&gt;
** [[Butcher]] / Butchery&lt;br /&gt;
*** [[Butcher's shop]]&lt;br /&gt;
** [[Tanner]] / Tanning&lt;br /&gt;
*** [[Tanner's shop]]&lt;br /&gt;
** [[Leatherworker]] / Leatherworking&lt;br /&gt;
*** [[Leather works]]&lt;br /&gt;
** [[Bone carver]] / Bone carving&lt;br /&gt;
*** [[Craftsdwarf's workshop]]&lt;br /&gt;
** [[Cook]] / Cooking&lt;br /&gt;
*** [[Kitchen]]&lt;br /&gt;
*** [[Barrel]]s&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Leather]]&lt;br /&gt;
*[[Industry]]&lt;br /&gt;
&lt;br /&gt;
{{Workshops FAQ}}&lt;br /&gt;
{{Category|Guides}}&lt;br /&gt;
{{Category|Industry}}&lt;br /&gt;
{{Industry}}&lt;br /&gt;
[[ru:DF2012:Meat industry]]&lt;/div&gt;</summary>
		<author><name>DwarfStreja</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Quantum_stockpile&amp;diff=266066</id>
		<title>Quantum stockpile</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Quantum_stockpile&amp;diff=266066"/>
		<updated>2022-09-04T15:36:18Z</updated>

		<summary type="html">&lt;p&gt;DwarfStreja: Uses US English according to dropdown menu&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|23:59, 27 June 2016 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
A '''quantum stockpile''' ('''QSP''') allows you to store an unlimited number of items in a single tile. QSPs can make for super efficient storage, allowing more compact fortresses, shorter hauling routes, more efficient manufacturing flows, stocktaking at a glance with look {{K|k}} and [http://www.bay12forums.com/smf/index.php?topic=92241.msg3276117#msg3276117 possibly higher FPS]. Quantum stockpiles are considered to be an [[exploit]].&lt;br /&gt;
&lt;br /&gt;
== Simple quantum stockpiles ==&lt;br /&gt;
The simplest QSP is created by designating a garbage dump [[activity zone]], dumping the items you want to store and then reclaiming them when you are ready to use them. If you place this garbage dump on top of an existing [[stockpile]], the dumped items will automatically be considered part of the stockpile, allowing the use of stockpile links to distribute the items to workshops or other stockpiles.&lt;br /&gt;
&lt;br /&gt;
A similar effect may be achieved for stones by building a wall two tiles in front of a catapult and digging a channel between the wall and catapult. By firing the catapult at the wall, the stone falls into the trench. The stone will pile up in the channel, putting it out of sight and out of mind. Not only does this train [[siege operator]]s, but it clears the stone that your [[miner]]s leave everywhere.&lt;br /&gt;
&lt;br /&gt;
Another way to quantum stockpile is to not have appropriate stockpiles to move items back to after you move them to the trading depot. The depot can hold an infinite number of items, and those items will not be removed if there is nowhere else to place them. This is also useful for anything you want to trade anyway.&lt;br /&gt;
&lt;br /&gt;
== The Minecart Stop ==&lt;br /&gt;
This method allows the type of items to be stored in the quantum stockpile to be completely controlled and to be as broad or specific as required. Collection of items is automatic with no user input required, just like a normal stockpile, and the number of haulers collecting for the stockpile is controlled by the size and number of feeder stockpiles. Distribution is also automatic, with dwarves coming to collect items as needed from the quantum stockpile, just like from a normal stockpile.&lt;br /&gt;
&lt;br /&gt;
This can be utilized as part of a [[minecart]] transport system, or standalone with no tracks or moving minecarts whatsoever. The steps below are to create a standalone quantum stockpile, but the same general principles apply if used in a minecart transport system.&lt;br /&gt;
&lt;br /&gt;
===Setup===&lt;br /&gt;
&amp;lt;diagram&amp;gt;&lt;br /&gt;
  ffff     f feeder stockpile&lt;br /&gt;
   S       S track stop, set to dump south&lt;br /&gt;
   q       q quantum stockpile&lt;br /&gt;
&amp;lt;/diagram&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# First, '''pause the game'''. If you don't, the dwarves will try to use the quantum stockpile for their own purposes while you're setting things up, like assigning barrels or bins or dropping an unintended item, and then the QSP won't work. You should also have a minecart ready in your inventory.&lt;br /&gt;
# Build a track stop {{K|b}} - {{K|C}} - {{K|S}} , being sure to set the dumping direction {{K|d}} and leaving the friction setting on Highest. This can be adjusted later should the need arise; see [[Minecart#More_on_Track_stop|here]] for more information.&lt;br /&gt;
# Designate a 1x1 quantum stockpile {{K|p}} on the tile where the track stop will dump, then define preferences {{K|q}} to make the settings {{K|s}} store only what you want. Be sure to select zero [[barrel]]s {{K|E}}, [[bin]]s {{K|C}}, [[wheelbarrow]]s {{K|w}}, and most importantly, Will Take From Links Only {{K|a}}. If you forget to set Links Only, the dwarves will happily drop the items into the minecart and then immediately take the whats-it out of the quantum stockpile and put it back into the feeder pile. Rinse and repeat. The only fix is to remove {{K|x}} the quantum stockpile and do it again.&lt;br /&gt;
# Designate a feeder stockpile {{K|p}} near the the track stop.&amp;lt;sup&amp;gt;note 1&amp;lt;/sup&amp;gt; It can be any size, but the larger it is, the more dwarves will simultaneously collect items.&amp;lt;sup&amp;gt;note 2&amp;lt;/sup&amp;gt; Define the preferences {{K|q}} of this stockpile to be the same as the quantum stockpile&amp;lt;sup&amp;gt;note 3&amp;lt;/sup&amp;gt;, including zero barrels and bins, and with the possible exception of the number of wheelbarrows. If the QSP is for heavy items (e.g. loose stones), you may want to use wheelbarrows in the feeder stockpile to speed up collection.&lt;br /&gt;
## &amp;lt;span style=&amp;quot;font-size:small;&amp;quot;&amp;gt;Even though the feeder stockpile can be anywhere in or out of the fort, it will be most efficient if it's positioned close to the track stop.&amp;lt;/span&amp;gt;&lt;br /&gt;
## &amp;lt;span style=&amp;quot;font-size:small;&amp;quot;&amp;gt;Keep it a reasonable size. In case something goes wrong, you won't want to have to deal with 200 unwanted boulders.&amp;lt;/span&amp;gt;&lt;br /&gt;
## &amp;lt;span style=&amp;quot;font-size:small;&amp;quot;&amp;gt;If you configure the feeder stockpile to accept more than one type of item within a category, such as [[Stone]] or [[Furniture]], several quantum stockpiles can be set up to draw from the one stockpile. As an example, Metal Ores can be sorted out to iron-, copper- and silver-bearing ores in separate QSPs.&amp;lt;/span&amp;gt;&lt;br /&gt;
# Construct a new hauling route pressing {{K|h}} then {{k|r}}, being sure to place the cursor over the target track stop. Naming {{K|n}} the route now will save a hassle with troubleshooting later. Press  {{K|v}} to assign a vehicle (told you that you'd need one), then press {{K|s}} to define a new route stop on top of your track stop. Press {{K|Enter}} to define the stop. Press {{K|x}} to remove the default conditions, press {{K|s}} to create a stockpile link, then position the cursor over the feeder stockpile and press {{K|p}}. Press {{K|Enter}} again to configure the route stop settings to match the quantum stockpile settings. Press {{K|ESC}} several times to back out of the Routes menu back to the Main menu.&lt;br /&gt;
&lt;br /&gt;
It's a little fiddly to initially set up, and if you miss any step it won't work at all, but once in operation it's an extremely efficient storage system, and scales easily with the size of your fortress, number of haulers and number of items to store.&lt;br /&gt;
&lt;br /&gt;
===Drawbacks===&lt;br /&gt;
# This method cannot store any items in [[bin]]s or [[barrel]]s at all, including bolts (which shouldn't be stored in a bin anyway {{bug|2706}}).&lt;br /&gt;
# This method cannot store all types of drinks (you will see your dwarves leave barrels and pots of alcohol all over the place), due to the fact that barrels assigned to stockpiles are marked to be put in specific stockpiles.&lt;br /&gt;
# [[Food]] stored using this method without barrels tends to attract [[vermin]], especially swarms of [[fly|flies]], since it can't be placed in barrels.&lt;br /&gt;
# This method works well for [[furniture]], [[wear|cast-off]] [[clothing]], [[metal]] and [[stone]]. A quantum minecart stop can be combined with some sort of [[garbage disposal]] mechanism to easily handle [[refuse]] and [[invader]]s' corpses.&lt;br /&gt;
# Note, however, that if your dwarves are under [[standing orders]] to ignore outdoor refuse (the default setting) they will also not load an outdoor refuse pile into the minecart.&lt;br /&gt;
# It has been observed that plant harvesting may be restricted by the number of empty valid stockpile spots.  A larger receiving plant stockpile may be needed to get harvests done before the plants wither away.&lt;br /&gt;
&lt;br /&gt;
== The Undump ==&lt;br /&gt;
This technique was [http://www.bay12forums.com/smf/index.php?topic=92241.0 developed] before minecarts were implemented. While still a valid method, it has been superseded by the Minecart Stop QSP which achieves the same result, is easier to set up and has fewer drawbacks.&lt;br /&gt;
&lt;br /&gt;
===Setup===&lt;br /&gt;
&amp;lt;diagram&amp;gt;&lt;br /&gt;
         H Hatch cover&lt;br /&gt;
  =====  ^ pressure plate, citizens trigger, linked to hatch&lt;br /&gt;
  ^sHs=  = Wall&lt;br /&gt;
  =====  s Stockpile (same type)&lt;br /&gt;
&amp;lt;/diagram&amp;gt;&lt;br /&gt;
The idea is that haulers try to place some item on the right stockpile, step on the pressure plate and make the hatch cover retract. This makes them cancel the hauling job because they can't reach the right stockpile. They then drop the item on the left stockpile, on top of as big of a pile as you want.&lt;br /&gt;
&lt;br /&gt;
More information on this method can be found on the inventor's [[User:Vasiln/Undump|user page]].&lt;br /&gt;
&lt;br /&gt;
===Drawbacks===&lt;br /&gt;
This design has the following drawbacks:&lt;br /&gt;
#It's slow, because the one target stockpile generates only one job at a time. If you have more than one target stockpile they create lag because of pathing issues. You probably want to keep your normal stockpiles and use the undump to clean them up slowly. At which point you could consider just using the normal quantum stockpile dumping. Or you build more undumps.&lt;br /&gt;
#Job cancellation spam. You can turn that off.&lt;br /&gt;
#Oftentimes, dwarves drop the item on top of the pressure plate instead of on the stockpile. A feeder stockpile just outside the undump helps here.&lt;br /&gt;
#You obviously need some materials to build it. &lt;br /&gt;
#You need to create an open space tile where the hatch cover is (channeling only leaves a ramp), which means digging in the level below. &lt;br /&gt;
#You want to set the pressure plate to the lowest minimum weight (10000, which gets a zero cut off and displays as 1000). This can get tedious, so getting a macro is advised.&lt;br /&gt;
#If your stockpile management is exceptional already, the undump may not be of as much use to you.&lt;br /&gt;
However, there is a multitude of potential applications that get discussed in [http://www.bay12forums.com/smf/index.php?topic=92241.0 this] thread.&lt;br /&gt;
&lt;br /&gt;
{{Category|Stockpiles}}&lt;br /&gt;
[[ru:Quantum stockpile]]&lt;/div&gt;</summary>
		<author><name>DwarfStreja</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Quantum_stockpile&amp;diff=266057</id>
		<title>Quantum stockpile</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Quantum_stockpile&amp;diff=266057"/>
		<updated>2022-09-03T00:50:39Z</updated>

		<summary type="html">&lt;p&gt;DwarfStreja: /* The Minecart Stop */ missing article&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|23:59, 27 June 2016 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
A '''quantum stockpile''' ('''QSP''') allows you to store an unlimited number of items in a single tile. QSPs can make for super efficient storage, allowing more compact fortresses, shorter hauling routes, more efficient manufacturing flows, stocktaking at a glance with look {{K|k}} and [http://www.bay12forums.com/smf/index.php?topic=92241.msg3276117#msg3276117 possibly higher FPS]. Quantum stockpiles are considered to be an [[exploit]].&lt;br /&gt;
&lt;br /&gt;
== Simple quantum stockpiles ==&lt;br /&gt;
The simplest QSP is created by designating a garbage dump [[activity zone]], dumping the items you want to store and then reclaiming them when you are ready to use them. If you place this garbage dump on top of an existing [[stockpile]], the dumped items will automatically be considered part of the stockpile, allowing the use of stockpile links to distribute the items to workshops or other stockpiles.&lt;br /&gt;
&lt;br /&gt;
A similar effect may be achieved for stones by building a wall two tiles in front of a catapult and digging a channel between the wall and catapult. By firing the catapult at the wall, the stone falls into the trench. The stone will pile up in the channel, putting it out of sight and out of mind. Not only does this train [[siege operator]]s, but it clears the stone that your [[miner]]s leave everywhere.&lt;br /&gt;
&lt;br /&gt;
Another way to quantum stockpile is to not have appropriate stockpiles to move items back to after you move them to the trading depot. The depot can hold an infinite number of items, and those items will not be removed if there is nowhere else to place them. This is also useful for anything you want to trade anyway.&lt;br /&gt;
&lt;br /&gt;
== The Minecart Stop ==&lt;br /&gt;
This method allows the type of items to be stored in the quantum stockpile to be completely controlled and to be as broad or specific as required. Collection of items is automatic with no user input required, just like a normal stockpile, and the number of haulers collecting for the stockpile is controlled by the size and number of feeder stockpiles. Distribution is also automatic, with dwarves coming to collect items as needed from the quantum stockpile, just like from a normal stockpile.&lt;br /&gt;
&lt;br /&gt;
This can be utilised as part of a [[minecart]] transport system, or standalone with no tracks or moving minecarts whatsoever. The steps below are to create a standalone quantum stockpile, but the same general principles apply if used in a minecart transport system.&lt;br /&gt;
&lt;br /&gt;
===Setup===&lt;br /&gt;
&amp;lt;diagram&amp;gt;&lt;br /&gt;
  ffff     f feeder stockpile&lt;br /&gt;
   S       S track stop, set to dump south&lt;br /&gt;
   q       q quantum stockpile&lt;br /&gt;
&amp;lt;/diagram&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# First, '''pause the game'''. If you don't, the dwarves will try to use the quantum stockpile for their own purposes while you're setting things up, like assigning barrels or bins or dropping an unintended item, and then the QSP won't work. You should also have a minecart ready in your inventory.&lt;br /&gt;
# Build a track stop {{K|b}} - {{K|C}} - {{K|S}} , being sure to set the dumping direction {{K|d}} and leaving the friction setting on Highest. This can be adjusted later should the need arise; see [[Minecart#More_on_Track_stop|here]] for more information.&lt;br /&gt;
# Designate a 1x1 quantum stockpile {{K|p}} on the tile where the track stop will dump, then define preferences {{K|q}} to make the settings {{K|s}} store only what you want. Be sure to select zero [[barrel]]s {{K|E}}, [[bin]]s {{K|C}}, [[wheelbarrow]]s {{K|w}}, and most importantly, Will Take From Links Only {{K|a}}. If you forget to set Links Only, the dwarves will happily drop the items into the minecart and then immediately take the whats-it out of the quantum stockpile and put it back into the feeder pile. Rinse and repeat. The only fix is to remove {{K|x}} the quantum stockpile and do it again.&lt;br /&gt;
# Designate a feeder stockpile {{K|p}} near the the track stop.&amp;lt;sup&amp;gt;note 1&amp;lt;/sup&amp;gt; It can be any size, but the larger it is, the more dwarves will simultaneously collect items.&amp;lt;sup&amp;gt;note 2&amp;lt;/sup&amp;gt; Define the preferences {{K|q}} of this stockpile to be the same as the quantum stockpile&amp;lt;sup&amp;gt;note 3&amp;lt;/sup&amp;gt;, including zero barrels and bins, and with the possible exception of the number of wheelbarrows. If the QSP is for heavy items (e.g. loose stones), you may want to use wheelbarrows in the feeder stockpile to speed up collection.&lt;br /&gt;
## &amp;lt;span style=&amp;quot;font-size:small;&amp;quot;&amp;gt;Even though the feeder stockpile can be anywhere in or out of the fort, it will be most efficient if it's positioned close to the track stop.&amp;lt;/span&amp;gt;&lt;br /&gt;
## &amp;lt;span style=&amp;quot;font-size:small;&amp;quot;&amp;gt;Keep it a reasonable size. In case something goes wrong, you won't want to have to deal with 200 unwanted boulders.&amp;lt;/span&amp;gt;&lt;br /&gt;
## &amp;lt;span style=&amp;quot;font-size:small;&amp;quot;&amp;gt;If you configure the feeder stockpile to accept more than one type of item within a category, such as [[Stone]] or [[Furniture]], several quantum stockpiles can be set up to draw from the one stockpile. As an example, Metal Ores can be sorted out to iron-, copper- and silver-bearing ores in separate QSPs.&amp;lt;/span&amp;gt;&lt;br /&gt;
# Construct a new hauling route pressing {{K|h}} then {{k|r}}, being sure to place the cursor over the target track stop. Naming {{K|n}} the route now will save a hassle with troubleshooting later. Press  {{K|v}} to assign a vehicle (told you that you'd need one), then press {{K|s}} to define a new route stop on top of your track stop. Press {{K|Enter}} to define the stop. Press {{K|x}} to remove the default conditions, press {{K|s}} to create a stockpile link, then position the cursor over the feeder stockpile and press {{K|p}}. Press {{K|Enter}} again to configure the route stop settings to match the quantum stockpile settings. Press {{K|ESC}} several times to back out of the Routes menu back to the Main menu.&lt;br /&gt;
&lt;br /&gt;
It's a little fiddly to initially set up, and if you miss any step it won't work at all, but once in operation it's an extremely efficient storage system, and scales easily with the size of your fortress, number of haulers and number of items to store.&lt;br /&gt;
&lt;br /&gt;
===Drawbacks===&lt;br /&gt;
# This method cannot store any items in [[bin]]s or [[barrel]]s at all, including bolts (which shouldn't be stored in a bin anyway {{bug|2706}}).&lt;br /&gt;
# This method cannot store all types of drinks (you will see your dwarves leave barrels and pots of alcohol all over the place), due to the fact that barrels assigned to stockpiles are marked to be put in specific stockpiles.&lt;br /&gt;
# [[Food]] stored using this method without barrels tends to attract [[vermin]], especially swarms of [[fly|flies]], since it can't be placed in barrels.&lt;br /&gt;
# This method works well for [[furniture]], [[wear|cast-off]] [[clothing]], [[metal]] and [[stone]]. A quantum minecart stop can be combined with some sort of [[garbage disposal]] mechanism to easily handle [[refuse]] and [[invader]]s' corpses.&lt;br /&gt;
# Note, however, that if your dwarves are under [[standing orders]] to ignore outdoor refuse (the default setting) they will also not load an outdoor refuse pile into the minecart.&lt;br /&gt;
# It has been observed that plant harvesting may be restricted by the number of empty valid stockpile spots.  A larger receiving plant stockpile may be needed to get harvests done before the plants wither away.&lt;br /&gt;
&lt;br /&gt;
== The Undump ==&lt;br /&gt;
This technique was [http://www.bay12forums.com/smf/index.php?topic=92241.0 developed] before minecarts were implemented. While still a valid method, it has been superseded by the Minecart Stop QSP which achieves the same result, is easier to set up and has fewer drawbacks.&lt;br /&gt;
&lt;br /&gt;
===Setup===&lt;br /&gt;
&amp;lt;diagram&amp;gt;&lt;br /&gt;
         H Hatch cover&lt;br /&gt;
  =====  ^ pressure plate, citizens trigger, linked to hatch&lt;br /&gt;
  ^sHs=  = Wall&lt;br /&gt;
  =====  s Stockpile (same type)&lt;br /&gt;
&amp;lt;/diagram&amp;gt;&lt;br /&gt;
The idea is that haulers try to place some item on the right stockpile, step on the pressure plate and make the hatch cover retract. This makes them cancel the hauling job because they can't reach the right stockpile. They then drop the item on the left stockpile, on top of as big of a pile as you want.&lt;br /&gt;
&lt;br /&gt;
More information on this method can be found on the inventor's [[User:Vasiln/Undump|user page]].&lt;br /&gt;
&lt;br /&gt;
===Drawbacks===&lt;br /&gt;
This design has the following drawbacks:&lt;br /&gt;
#It's slow, because the one target stockpile generates only one job at a time. If you have more than one target stockpile they create lag because of pathing issues. You probably want to keep your normal stockpiles and use the undump to clean them up slowly. At which point you could consider just using the normal quantum stockpile dumping. Or you build more undumps.&lt;br /&gt;
#Job cancellation spam. You can turn that off.&lt;br /&gt;
#Oftentimes, dwarves drop the item on top of the pressure plate instead of on the stockpile. A feeder stockpile just outside the undump helps here.&lt;br /&gt;
#You obviously need some materials to build it. &lt;br /&gt;
#You need to create an open space tile where the hatch cover is (channeling only leaves a ramp), which means digging in the level below. &lt;br /&gt;
#You want to set the pressure plate to the lowest minimum weight (10000, which gets a zero cut off and displays as 1000). This can get tedious, so getting a macro is advised.&lt;br /&gt;
#If your stockpile management is exceptional already, the undump may not be of as much use to you.&lt;br /&gt;
However, there is a multitude of potential applications that get discussed in [http://www.bay12forums.com/smf/index.php?topic=92241.0 this] thread.&lt;br /&gt;
&lt;br /&gt;
{{Category|Stockpiles}}&lt;br /&gt;
[[ru:Quantum stockpile]]&lt;/div&gt;</summary>
		<author><name>DwarfStreja</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Quantum_stockpile&amp;diff=266056</id>
		<title>Quantum stockpile</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Quantum_stockpile&amp;diff=266056"/>
		<updated>2022-09-03T00:50:02Z</updated>

		<summary type="html">&lt;p&gt;DwarfStreja: /* Setup */ Added naming the route; some rewordings&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|23:59, 27 June 2016 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
A '''quantum stockpile''' ('''QSP''') allows you to store an unlimited number of items in a single tile. QSPs can make for super efficient storage, allowing more compact fortresses, shorter hauling routes, more efficient manufacturing flows, stocktaking at a glance with look {{K|k}} and [http://www.bay12forums.com/smf/index.php?topic=92241.msg3276117#msg3276117 possibly higher FPS]. Quantum stockpiles are considered to be an [[exploit]].&lt;br /&gt;
&lt;br /&gt;
== Simple quantum stockpiles ==&lt;br /&gt;
The simplest QSP is created by designating a garbage dump [[activity zone]], dumping the items you want to store and then reclaiming them when you are ready to use them. If you place this garbage dump on top of an existing [[stockpile]], the dumped items will automatically be considered part of the stockpile, allowing the use of stockpile links to distribute the items to workshops or other stockpiles.&lt;br /&gt;
&lt;br /&gt;
A similar effect may be achieved for stones by building a wall two tiles in front of a catapult and digging a channel between the wall and catapult. By firing the catapult at the wall, the stone falls into the trench. The stone will pile up in the channel, putting it out of sight and out of mind. Not only does this train [[siege operator]]s, but it clears the stone that your [[miner]]s leave everywhere.&lt;br /&gt;
&lt;br /&gt;
Another way to quantum stockpile is to not have appropriate stockpiles to move items back to after you move them to the trading depot. The depot can hold an infinite number of items, and those items will not be removed if there is nowhere else to place them. This is also useful for anything you want to trade anyway.&lt;br /&gt;
&lt;br /&gt;
== The Minecart Stop ==&lt;br /&gt;
This method allows the type of items to be stored in the quantum stockpile to be completely controlled and to be as broad or specific as required. Collection of items is automatic with no user input required, just like a normal stockpile, and the number of haulers collecting for the stockpile is controlled by the size and number of feeder stockpiles. Distribution is also automatic, with dwarves coming to collect items as needed from the quantum stockpile, just like from a normal stockpile.&lt;br /&gt;
&lt;br /&gt;
This can be utilised as part of a [[minecart]] transport system, or standalone with no tracks or moving minecarts whatsoever. The steps below are to create a standalone quantum stockpile, but the same general principles apply if used in a minecart transport system.&lt;br /&gt;
&lt;br /&gt;
===Setup===&lt;br /&gt;
&amp;lt;diagram&amp;gt;&lt;br /&gt;
  ffff     f feeder stockpile&lt;br /&gt;
   S       S track stop, set to dump south&lt;br /&gt;
   q       q quantum stockpile&lt;br /&gt;
&amp;lt;/diagram&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# First, '''pause the game'''. If you don't, the dwarves will try to use the quantum stockpile for their own purposes while you're setting things up, like assigning barrels or bins or dropping an unintended item, and then the QSP won't work. You should also have a minecart ready in your inventory.&lt;br /&gt;
# Build a track stop {{K|b}} - {{K|C}} - {{K|S}} , being sure to set the dumping direction {{K|d}} and leaving the friction setting on Highest. This can be adjusted later should the need arise; see [[Minecart#More_on_Track_stop|here]] for more information.&lt;br /&gt;
# Designate a 1x1 quantum stockpile {{K|p}} on the tile where the track stop will dump, then define preferences {{K|q}} to make the settings {{K|s}} store only what you want. Be sure to select zero [[barrel]]s {{K|E}}, [[bin]]s {{K|C}}, [[wheelbarrow]]s {{K|w}}, and most importantly, Will Take From Links Only {{K|a}}. If you forget to set Links Only, the dwarves will happily drop the items into the minecart and then immediately take the whats-it out of the quantum stockpile and put it back into the feeder pile. Rinse and repeat. The only fix is to remove {{K|x}} the quantum stockpile and do it again.&lt;br /&gt;
# Designate a feeder stockpile {{K|p}} near the the track stop.&amp;lt;sup&amp;gt;note 1&amp;lt;/sup&amp;gt; It can be any size, but the larger it is, the more dwarves will simultaneously collect items.&amp;lt;sup&amp;gt;note 2&amp;lt;/sup&amp;gt; Define the preferences {{K|q}} of this stockpile to be the same as the quantum stockpile&amp;lt;sup&amp;gt;note 3&amp;lt;/sup&amp;gt;, including zero barrels and bins, and with the possible exception of the number of wheelbarrows. If the QSP is for heavy items (e.g. loose stones), you may want to use wheelbarrows in the feeder stockpile to speed up collection.&lt;br /&gt;
## &amp;lt;span style=&amp;quot;font-size:small;&amp;quot;&amp;gt;Even though feeder stockpile can be anywhere in or out of the fort, it will be most efficient if it's positioned close to the track stop.&amp;lt;/span&amp;gt;&lt;br /&gt;
## &amp;lt;span style=&amp;quot;font-size:small;&amp;quot;&amp;gt;Keep it a reasonable size. In case something goes wrong, you won't want to have to deal with 200 unwanted boulders.&amp;lt;/span&amp;gt;&lt;br /&gt;
## &amp;lt;span style=&amp;quot;font-size:small;&amp;quot;&amp;gt;If you configure the feeder stockpile to accept more than one type of item within a category, such as [[Stone]] or [[Furniture]], several quantum stockpiles can be set up to draw from the one stockpile. As an example, Metal Ores can be sorted out to iron-, copper- and silver-bearing ores in separate QSPs.&amp;lt;/span&amp;gt;&lt;br /&gt;
# Construct a new hauling route pressing {{K|h}} then {{k|r}}, being sure to place the cursor over the target track stop. Naming {{K|n}} the route now will save a hassle with troubleshooting later. Press  {{K|v}} to assign a vehicle (told you that you'd need one), then press {{K|s}} to define a new route stop on top of your track stop. Press {{K|Enter}} to define the stop. Press {{K|x}} to remove the default conditions, press {{K|s}} to create a stockpile link, then position the cursor over the feeder stockpile and press {{K|p}}. Press {{K|Enter}} again to configure the route stop settings to match the quantum stockpile settings. Press {{K|ESC}} several times to back out of the Routes menu back to the Main menu.&lt;br /&gt;
&lt;br /&gt;
It's a little fiddly to initially set up, and if you miss any step it won't work at all, but once in operation it's an extremely efficient storage system, and scales easily with the size of your fortress, number of haulers and number of items to store.&lt;br /&gt;
&lt;br /&gt;
===Drawbacks===&lt;br /&gt;
# This method cannot store any items in [[bin]]s or [[barrel]]s at all, including bolts (which shouldn't be stored in a bin anyway {{bug|2706}}).&lt;br /&gt;
# This method cannot store all types of drinks (you will see your dwarves leave barrels and pots of alcohol all over the place), due to the fact that barrels assigned to stockpiles are marked to be put in specific stockpiles.&lt;br /&gt;
# [[Food]] stored using this method without barrels tends to attract [[vermin]], especially swarms of [[fly|flies]], since it can't be placed in barrels.&lt;br /&gt;
# This method works well for [[furniture]], [[wear|cast-off]] [[clothing]], [[metal]] and [[stone]]. A quantum minecart stop can be combined with some sort of [[garbage disposal]] mechanism to easily handle [[refuse]] and [[invader]]s' corpses.&lt;br /&gt;
# Note, however, that if your dwarves are under [[standing orders]] to ignore outdoor refuse (the default setting) they will also not load an outdoor refuse pile into the minecart.&lt;br /&gt;
# It has been observed that plant harvesting may be restricted by the number of empty valid stockpile spots.  A larger receiving plant stockpile may be needed to get harvests done before the plants wither away.&lt;br /&gt;
&lt;br /&gt;
== The Undump ==&lt;br /&gt;
This technique was [http://www.bay12forums.com/smf/index.php?topic=92241.0 developed] before minecarts were implemented. While still a valid method, it has been superseded by the Minecart Stop QSP which achieves the same result, is easier to set up and has fewer drawbacks.&lt;br /&gt;
&lt;br /&gt;
===Setup===&lt;br /&gt;
&amp;lt;diagram&amp;gt;&lt;br /&gt;
         H Hatch cover&lt;br /&gt;
  =====  ^ pressure plate, citizens trigger, linked to hatch&lt;br /&gt;
  ^sHs=  = Wall&lt;br /&gt;
  =====  s Stockpile (same type)&lt;br /&gt;
&amp;lt;/diagram&amp;gt;&lt;br /&gt;
The idea is that haulers try to place some item on the right stockpile, step on the pressure plate and make the hatch cover retract. This makes them cancel the hauling job because they can't reach the right stockpile. They then drop the item on the left stockpile, on top of as big of a pile as you want.&lt;br /&gt;
&lt;br /&gt;
More information on this method can be found on the inventor's [[User:Vasiln/Undump|user page]].&lt;br /&gt;
&lt;br /&gt;
===Drawbacks===&lt;br /&gt;
This design has the following drawbacks:&lt;br /&gt;
#It's slow, because the one target stockpile generates only one job at a time. If you have more than one target stockpile they create lag because of pathing issues. You probably want to keep your normal stockpiles and use the undump to clean them up slowly. At which point you could consider just using the normal quantum stockpile dumping. Or you build more undumps.&lt;br /&gt;
#Job cancellation spam. You can turn that off.&lt;br /&gt;
#Oftentimes, dwarves drop the item on top of the pressure plate instead of on the stockpile. A feeder stockpile just outside the undump helps here.&lt;br /&gt;
#You obviously need some materials to build it. &lt;br /&gt;
#You need to create an open space tile where the hatch cover is (channeling only leaves a ramp), which means digging in the level below. &lt;br /&gt;
#You want to set the pressure plate to the lowest minimum weight (10000, which gets a zero cut off and displays as 1000). This can get tedious, so getting a macro is advised.&lt;br /&gt;
#If your stockpile management is exceptional already, the undump may not be of as much use to you.&lt;br /&gt;
However, there is a multitude of potential applications that get discussed in [http://www.bay12forums.com/smf/index.php?topic=92241.0 this] thread.&lt;br /&gt;
&lt;br /&gt;
{{Category|Stockpiles}}&lt;br /&gt;
[[ru:Quantum stockpile]]&lt;/div&gt;</summary>
		<author><name>DwarfStreja</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Quantum_stockpile&amp;diff=266051</id>
		<title>Quantum stockpile</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Quantum_stockpile&amp;diff=266051"/>
		<updated>2022-09-02T15:19:57Z</updated>

		<summary type="html">&lt;p&gt;DwarfStreja: /* Setup */ Separated the keys from the words; some clarifying&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|23:59, 27 June 2016 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
A '''quantum stockpile''' ('''QSP''') allows you to store an unlimited number of items in a single tile. QSPs can make for super efficient storage, allowing more compact fortresses, shorter hauling routes, more efficient manufacturing flows, stocktaking at a glance with look {{K|k}} and [http://www.bay12forums.com/smf/index.php?topic=92241.msg3276117#msg3276117 possibly higher FPS]. Quantum stockpiles are considered to be an [[exploit]].&lt;br /&gt;
&lt;br /&gt;
== Simple quantum stockpiles ==&lt;br /&gt;
The simplest QSP is created by designating a garbage dump [[activity zone]], dumping the items you want to store and then reclaiming them when you are ready to use them. If you place this garbage dump on top of an existing [[stockpile]], the dumped items will automatically be considered part of the stockpile, allowing the use of stockpile links to distribute the items to workshops or other stockpiles.&lt;br /&gt;
&lt;br /&gt;
A similar effect may be achieved for stones by building a wall two tiles in front of a catapult and digging a channel between the wall and catapult. By firing the catapult at the wall, the stone falls into the trench. The stone will pile up in the channel, putting it out of sight and out of mind. Not only does this train [[siege operator]]s, but it clears the stone that your [[miner]]s leave everywhere.&lt;br /&gt;
&lt;br /&gt;
Another way to quantum stockpile is to not have appropriate stockpiles to move items back to after you move them to the trading depot. The depot can hold an infinite number of items, and those items will not be removed if there is nowhere else to place them. This is also useful for anything you want to trade anyway.&lt;br /&gt;
&lt;br /&gt;
== The Minecart Stop ==&lt;br /&gt;
This method allows the type of items to be stored in the quantum stockpile to be completely controlled and to be as broad or specific as required. Collection of items is automatic with no user input required, just like a normal stockpile, and the number of haulers collecting for the stockpile is controlled by the size and number of feeder stockpiles. Distribution is also automatic, with dwarves coming to collect items as needed from the quantum stockpile, just like from a normal stockpile.&lt;br /&gt;
&lt;br /&gt;
This can be utilised as part of a [[minecart]] transport system, or standalone with no tracks or moving minecarts whatsoever. The steps below are to create a standalone quantum stockpile, but the same general principles apply if used in a minecart transport system.&lt;br /&gt;
&lt;br /&gt;
===Setup===&lt;br /&gt;
&amp;lt;diagram&amp;gt;&lt;br /&gt;
  ffff     f feeder stockpile&lt;br /&gt;
   S       S track stop, set to dump south&lt;br /&gt;
   q       q quantum stockpile&lt;br /&gt;
&amp;lt;/diagram&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# First, '''pause the game'''. If you don't, the dwarves will try to use the quantum stockpile for their own purposes while you're setting things up, like assigning barrels or bins or dropping an unassigned item, and then the QSP won't work. You should also have a minecart ready in your inventory.&lt;br /&gt;
# Build a track stop {{K|b}} - {{K|C}} - {{K|S}} , being sure to set the dumping direction {{K|d}} and leaving the friction setting on Highest. This can be adjusted later should the need arise; see [[Minecart#More_on_Track_stop|here]] for more information.&lt;br /&gt;
# Designate a 1x1 quantum stockpile {{K|p}} on the tile where the track stop will dump, then define preferences {{K|q}} to make the settings {{K|s}} store only what you want. Be sure to select zero [[barrel]]s {{K|E}}, [[bin]]s {{K|C}}, [[wheelbarrow]]s {{K|w}}, and most importantly, Will Take From Links Only {{K|a}}.&lt;br /&gt;
# Designate a feeder stockpile {{K|p}} near the the track stop.&amp;lt;sup&amp;gt;note 1&amp;lt;/sup&amp;gt; It can be any size, but the larger it is, the more dwarves will simultaneously collect items.&amp;lt;sup&amp;gt;note 2&amp;lt;/sup&amp;gt; Define the preferences {{K|q}} of this stockpile to be the same as the quantum stockpile&amp;lt;sup&amp;gt;note 3&amp;lt;/sup&amp;gt;, including zero barrels and bins, and with the possible exception of the number of wheelbarrows. If the QSP is for heavy items (e.g. loose stones), you may want to use wheelbarrows in the feeder stockpile to speed up collection.&lt;br /&gt;
## &amp;lt;span style=&amp;quot;font-size:small;&amp;quot;&amp;gt;Even though it can be anywhere in the fort (or out), it will be most efficient if based close to the track stop.&amp;lt;/span&amp;gt;&lt;br /&gt;
## &amp;lt;span style=&amp;quot;font-size:small;&amp;quot;&amp;gt;Keep it a reasonable size. In case something goes wrong, you won't want to have to deal with 200 unwanted boulders.&amp;lt;/span&amp;gt;&lt;br /&gt;
## &amp;lt;span style=&amp;quot;font-size:small;&amp;quot;&amp;gt;If you configure the feeder stockpile to accept more than one type of item within a category, such as [[Stone]] or [[Furniture]], several quantum stockpiles can be set up to draw from the one stockpile. As an example, Metal Ores can be sorted out to iron-, copper- and silver-bearing ores in separate QSPs.&amp;lt;/span&amp;gt;&lt;br /&gt;
# Construct a new hauling route pressing {{K|h}} then {{k|r}}, being sure to place the cursor over the target track stop. Press  {{K|v}} to assign a vehicle (told you that you'd need one), then press {{K|s}} to define a new route stop on top of your track stop. Press {{K|Enter}} to define the stop. Press {{K|x}} to remove the default conditions, press {{K|s}} to create a stockpile link, then position the cursor over the feeder stockpile and press {{K|p}}. Press {{K|Enter}} again to configure the route stop settings to match the quantum stockpile settings. Press {{K|ESC}} several times to back out of the Routes menu back to the Main menu.&lt;br /&gt;
&lt;br /&gt;
It's a little fiddly to initially set up, and if you miss any step it won't work at all, but once in operation it's an extremely efficient storage system, and scales easily with the size of your fortress, number of haulers and number of items to store.&lt;br /&gt;
&lt;br /&gt;
===Drawbacks===&lt;br /&gt;
# This method cannot store any items in [[bin]]s or [[barrel]]s at all, including bolts (which shouldn't be stored in a bin anyway {{bug|2706}}).&lt;br /&gt;
# This method cannot store all types of drinks (you will see your dwarves leave barrels and pots of alcohol all over the place), due to the fact that barrels assigned to stockpiles are marked to be put in specific stockpiles.&lt;br /&gt;
# [[Food]] stored using this method without barrels tends to attract [[vermin]], especially swarms of [[fly|flies]], since it can't be placed in barrels.&lt;br /&gt;
# This method works well for [[furniture]], [[wear|cast-off]] [[clothing]], [[metal]] and [[stone]]. A quantum minecart stop can be combined with some sort of [[garbage disposal]] mechanism to easily handle [[refuse]] and [[invader]]s' corpses.&lt;br /&gt;
# Note, however, that if your dwarves are under [[standing orders]] to ignore outdoor refuse (the default setting) they will also not load an outdoor refuse pile into the minecart.&lt;br /&gt;
# It has been observed that plant harvesting may be restricted by the number of empty valid stockpile spots.  A larger receiving plant stockpile may be needed to get harvests done before the plants wither away.&lt;br /&gt;
&lt;br /&gt;
== The Undump ==&lt;br /&gt;
This technique was [http://www.bay12forums.com/smf/index.php?topic=92241.0 developed] before minecarts were implemented. While still a valid method, it has been superseded by the Minecart Stop QSP which achieves the same result, is easier to set up and has fewer drawbacks.&lt;br /&gt;
&lt;br /&gt;
===Setup===&lt;br /&gt;
&amp;lt;diagram&amp;gt;&lt;br /&gt;
         H Hatch cover&lt;br /&gt;
  =====  ^ pressure plate, citizens trigger, linked to hatch&lt;br /&gt;
  ^sHs=  = Wall&lt;br /&gt;
  =====  s Stockpile (same type)&lt;br /&gt;
&amp;lt;/diagram&amp;gt;&lt;br /&gt;
The idea is that haulers try to place some item on the right stockpile, step on the pressure plate and make the hatch cover retract. This makes them cancel the hauling job because they can't reach the right stockpile. They then drop the item on the left stockpile, on top of as big of a pile as you want.&lt;br /&gt;
&lt;br /&gt;
More information on this method can be found on the inventor's [[User:Vasiln/Undump|user page]].&lt;br /&gt;
&lt;br /&gt;
===Drawbacks===&lt;br /&gt;
This design has the following drawbacks:&lt;br /&gt;
#It's slow, because the one target stockpile generates only one job at a time. If you have more than one target stockpile they create lag because of pathing issues. You probably want to keep your normal stockpiles and use the undump to clean them up slowly. At which point you could consider just using the normal quantum stockpile dumping. Or you build more undumps.&lt;br /&gt;
#Job cancellation spam. You can turn that off.&lt;br /&gt;
#Oftentimes, dwarves drop the item on top of the pressure plate instead of on the stockpile. A feeder stockpile just outside the undump helps here.&lt;br /&gt;
#You obviously need some materials to build it. &lt;br /&gt;
#You need to create an open space tile where the hatch cover is (channeling only leaves a ramp), which means digging in the level below. &lt;br /&gt;
#You want to set the pressure plate to the lowest minimum weight (10000, which gets a zero cut off and displays as 1000). This can get tedious, so getting a macro is advised.&lt;br /&gt;
#If your stockpile management is exceptional already, the undump may not be of as much use to you.&lt;br /&gt;
However, there is a multitude of potential applications that get discussed in [http://www.bay12forums.com/smf/index.php?topic=92241.0 this] thread.&lt;br /&gt;
&lt;br /&gt;
{{Category|Stockpiles}}&lt;br /&gt;
[[ru:Quantum stockpile]]&lt;/div&gt;</summary>
		<author><name>DwarfStreja</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Quantum_stockpile&amp;diff=266044</id>
		<title>Quantum stockpile</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Quantum_stockpile&amp;diff=266044"/>
		<updated>2022-09-02T00:03:55Z</updated>

		<summary type="html">&lt;p&gt;DwarfStreja: /* The Minecart Stop */ putting the aside aside&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|23:59, 27 June 2016 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
A '''quantum stockpile''' ('''QSP''') allows you to store an unlimited number of items in a single tile. QSPs can make for super efficient storage, allowing more compact fortresses, shorter hauling routes, more efficient manufacturing flows, stocktaking at a glance with look {{K|k}} and [http://www.bay12forums.com/smf/index.php?topic=92241.msg3276117#msg3276117 possibly higher FPS]. Quantum stockpiles are considered to be an [[exploit]].&lt;br /&gt;
&lt;br /&gt;
== Simple quantum stockpiles ==&lt;br /&gt;
The simplest QSP is created by designating a garbage dump [[activity zone]], dumping the items you want to store and then reclaiming them when you are ready to use them. If you place this garbage dump on top of an existing [[stockpile]], the dumped items will automatically be considered part of the stockpile, allowing the use of stockpile links to distribute the items to workshops or other stockpiles.&lt;br /&gt;
&lt;br /&gt;
A similar effect may be achieved for stones by building a wall two tiles in front of a catapult and digging a channel between the wall and catapult. By firing the catapult at the wall, the stone falls into the trench. The stone will pile up in the channel, putting it out of sight and out of mind. Not only does this train [[siege operator]]s, but it clears the stone that your [[miner]]s leave everywhere.&lt;br /&gt;
&lt;br /&gt;
Another way to quantum stockpile is to not have appropriate stockpiles to move items back to after you move them to the trading depot. The depot can hold an infinite number of items, and those items will not be removed if there is nowhere else to place them. This is also useful for anything you want to trade anyway.&lt;br /&gt;
&lt;br /&gt;
== The Minecart Stop ==&lt;br /&gt;
This method allows the type of items to be stored in the quantum stockpile to be completely controlled and to be as broad or specific as required. Collection of items is automatic with no user input required, just like a normal stockpile, and the number of haulers collecting for the stockpile is controlled by the size and number of feeder stockpiles. Distribution is also automatic, with dwarves coming to collect items as needed from the quantum stockpile, just like from a normal stockpile.&lt;br /&gt;
&lt;br /&gt;
This can be utilised as part of a [[minecart]] transport system, or standalone with no tracks or moving minecarts whatsoever. The steps below are to create a standalone quantum stockpile, but the same general principles apply if used in a minecart transport system.&lt;br /&gt;
&lt;br /&gt;
===Setup===&lt;br /&gt;
&amp;lt;diagram&amp;gt;&lt;br /&gt;
  ffff     f feeder stockpile&lt;br /&gt;
   S       S track stop, set to dump south&lt;br /&gt;
   q       q quantum stockpile&lt;br /&gt;
&amp;lt;/diagram&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# First, '''pause the game'''. If you don't, the dwarves will try to use the quantum stockpile for their own purposes during setup, like assign barrels or bins, and the QSP won't work. You will also need to have a minecart ready in your inventory.&lt;br /&gt;
# Build a track stop {{K|b}} - {{K|C}} - {{K|S}} ; ensure you set the {{K|d}}umping direction and leave the friction setting on Highest. This can be adjusted later should the need arise; see [[Minecart#More_on_Track_stop|Minecart]] for more information.&lt;br /&gt;
# Designate a 1x1 quantum stock{{K|p}}ile on the tile where the track stop will dump and define preferences {{K|q}} to make the {{K|s}}ettings store only what you want, with no barrels {{K|E}}, bins {{K|C}} or wheelbarrows {{K|w}}, and most importantly, Will Take From Links Only {{K|a}}.&lt;br /&gt;
# Designate a feeder stock{{K|p}}ile, and though it can be anywhere, it's most efficient close by the track stop. It can be any size, but the larger it is, the more dwarves will simultaneously collect items.&amp;lt;sup&amp;gt;note 1&amp;lt;/sup&amp;gt; Define the preferences {{K|q}} of this stockpile to be the same as the quantum stockpile&amp;lt;sup&amp;gt;note 2&amp;lt;/sup&amp;gt;, with the possible exception of the number of wheelbarrows. If the QSP is for heavy items (e.g. loose stones), you may want to use [[wheelbarrow]]s in the feeder stockpile to speed up collection.&lt;br /&gt;
## Keep it a reasonable size. In case something goes wrong, you won't want to have to deal with 200 unwanted boulders.&lt;br /&gt;
## If you configure the feeder stockpile to accept more than one type of item within a category, such as [[Stone]] or [[Furniture]], several quantum stockpiles can be set up to draw from the one stockpile. As an example, Metal Ores can be sorted out to iron-, copper- and silver-bearing ores in separate QSPs.&lt;br /&gt;
# Construct a new hauling route {{K|h}} - {{k|r}}, being sure to place the cursor over the target track stop; assign a {{K|v}}ehicle (told you that you'd need one), and define a new {{K|s}}top on top of your track stop. {{K|Enter}} to define the stop, {{K|Enter}} again to configure the route stop settings to match the quantum stockpile, {{K|x}} to remove all pre-existing conditions, make a {{K|s}}tockpile link, then position the cursor and choose the feeder stock{{K|p}}ile/s .&lt;br /&gt;
&lt;br /&gt;
It's a little fiddly to initially set up, and if you miss any step it won't work at all, but once in operation it's an extremely efficient storage system, and scales easily with the size of your fortress, number of haulers and number of items to store.&lt;br /&gt;
&lt;br /&gt;
===Drawbacks===&lt;br /&gt;
# This method cannot store any items in [[bin]]s or [[barrel]]s at all, including bolts (which shouldn't be stored in a bin anyway {{bug|2706}}).&lt;br /&gt;
# This method cannot store all types of drinks (you will see your dwarves leave barrels and pots of alcohol all over the place), due to the fact that barrels assigned to stockpiles are marked to be put in specific stockpiles.&lt;br /&gt;
# [[Food]] stored using this method without barrels tends to attract [[vermin]], especially swarms of [[fly|flies]], since it can't be placed in barrels.&lt;br /&gt;
# This method works well for [[furniture]], [[wear|cast-off]] [[clothing]], [[metal]] and [[stone]]. A quantum minecart stop can be combined with some sort of [[garbage disposal]] mechanism to easily handle [[refuse]] and [[invader]]s' corpses.&lt;br /&gt;
# Note, however, that if your dwarves are under [[standing orders]] to ignore outdoor refuse (the default setting) they will also not load an outdoor refuse pile into the minecart.&lt;br /&gt;
# It has been observed that plant harvesting may be restricted by the number of empty valid stockpile spots.  A larger receiving plant stockpile may be needed to get harvests done before the plants wither away.&lt;br /&gt;
&lt;br /&gt;
== The Undump ==&lt;br /&gt;
This technique was [http://www.bay12forums.com/smf/index.php?topic=92241.0 developed] before minecarts were implemented. While still a valid method, it has been superseded by the Minecart Stop QSP which achieves the same result, is easier to set up and has fewer drawbacks.&lt;br /&gt;
&lt;br /&gt;
===Setup===&lt;br /&gt;
&amp;lt;diagram&amp;gt;&lt;br /&gt;
         H Hatch cover&lt;br /&gt;
  =====  ^ pressure plate, citizens trigger, linked to hatch&lt;br /&gt;
  ^sHs=  = Wall&lt;br /&gt;
  =====  s Stockpile (same type)&lt;br /&gt;
&amp;lt;/diagram&amp;gt;&lt;br /&gt;
The idea is that haulers try to place some item on the right stockpile, step on the pressure plate and make the hatch cover retract. This makes them cancel the hauling job because they can't reach the right stockpile. They then drop the item on the left stockpile, on top of as big of a pile as you want.&lt;br /&gt;
&lt;br /&gt;
More information on this method can be found on the inventor's [[User:Vasiln/Undump|user page]].&lt;br /&gt;
&lt;br /&gt;
===Drawbacks===&lt;br /&gt;
This design has the following drawbacks:&lt;br /&gt;
#It's slow, because the one target stockpile generates only one job at a time. If you have more than one target stockpile they create lag because of pathing issues. You probably want to keep your normal stockpiles and use the undump to clean them up slowly. At which point you could consider just using the normal quantum stockpile dumping. Or you build more undumps.&lt;br /&gt;
#Job cancellation spam. You can turn that off.&lt;br /&gt;
#Oftentimes, dwarves drop the item on top of the pressure plate instead of on the stockpile. A feeder stockpile just outside the undump helps here.&lt;br /&gt;
#You obviously need some materials to build it. &lt;br /&gt;
#You need to create an open space tile where the hatch cover is (channeling only leaves a ramp), which means digging in the level below. &lt;br /&gt;
#You want to set the pressure plate to the lowest minimum weight (10000, which gets a zero cut off and displays as 1000). This can get tedious, so getting a macro is advised.&lt;br /&gt;
#If your stockpile management is exceptional already, the undump may not be of as much use to you.&lt;br /&gt;
However, there is a multitude of potential applications that get discussed in [http://www.bay12forums.com/smf/index.php?topic=92241.0 this] thread.&lt;br /&gt;
&lt;br /&gt;
{{Category|Stockpiles}}&lt;br /&gt;
[[ru:Quantum stockpile]]&lt;/div&gt;</summary>
		<author><name>DwarfStreja</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Quantum_stockpile&amp;diff=266043</id>
		<title>Quantum stockpile</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Quantum_stockpile&amp;diff=266043"/>
		<updated>2022-09-02T00:01:32Z</updated>

		<summary type="html">&lt;p&gt;DwarfStreja: /* The Minecart Stop */ adjusted to match reworked section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|23:59, 27 June 2016 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
A '''quantum stockpile''' ('''QSP''') allows you to store an unlimited number of items in a single tile. QSPs can make for super efficient storage, allowing more compact fortresses, shorter hauling routes, more efficient manufacturing flows, stocktaking at a glance with look {{K|k}} and [http://www.bay12forums.com/smf/index.php?topic=92241.msg3276117#msg3276117 possibly higher FPS]. Quantum stockpiles are considered to be an [[exploit]].&lt;br /&gt;
&lt;br /&gt;
== Simple quantum stockpiles ==&lt;br /&gt;
The simplest QSP is created by designating a garbage dump [[activity zone]], dumping the items you want to store and then reclaiming them when you are ready to use them. If you place this garbage dump on top of an existing [[stockpile]], the dumped items will automatically be considered part of the stockpile, allowing the use of stockpile links to distribute the items to workshops or other stockpiles.&lt;br /&gt;
&lt;br /&gt;
A similar effect may be achieved for stones by building a wall two tiles in front of a catapult and digging a channel between the wall and catapult. By firing the catapult at the wall, the stone falls into the trench. The stone will pile up in the channel, putting it out of sight and out of mind. Not only does this train [[siege operator]]s, but it clears the stone that your [[miner]]s leave everywhere.&lt;br /&gt;
&lt;br /&gt;
Another way to quantum stockpile is to not have appropriate stockpiles to move items back to after you move them to the trading depot. The depot can hold an infinite number of items, and those items will not be removed if there is nowhere else to place them. This is also useful for anything you want to trade anyway.&lt;br /&gt;
&lt;br /&gt;
== The Minecart Stop ==&lt;br /&gt;
This method allows the type of items to be stored in the quantum stockpile to be completely controlled and to be as broad or specific as required. Collection of items is automatic with no user input required (just like a normal stockpile), and the number of haulers collecting for the stockpile is controlled by the size and number of feeder stockpiles. Distribution is also automatic, with dwarves coming to collect items as needed from the quantum stockpile, just like from a normal stockpile.&lt;br /&gt;
&lt;br /&gt;
This can be utilised as part of a [[minecart]] transport system, or standalone with no tracks or moving minecarts whatsoever. The steps below are to create a standalone quantum stockpile, but the same general principles apply if used in a minecart transport system.&lt;br /&gt;
&lt;br /&gt;
===Setup===&lt;br /&gt;
&amp;lt;diagram&amp;gt;&lt;br /&gt;
  ffff     f feeder stockpile&lt;br /&gt;
   S       S track stop, set to dump south&lt;br /&gt;
   q       q quantum stockpile&lt;br /&gt;
&amp;lt;/diagram&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# First, '''pause the game'''. If you don't, the dwarves will try to use the quantum stockpile for their own purposes during setup, like assign barrels or bins, and the QSP won't work. You will also need to have a minecart ready in your inventory.&lt;br /&gt;
# Build a track stop {{K|b}} - {{K|C}} - {{K|S}} ; ensure you set the {{K|d}}umping direction and leave the friction setting on Highest. This can be adjusted later should the need arise; see [[Minecart#More_on_Track_stop|Minecart]] for more information.&lt;br /&gt;
# Designate a 1x1 quantum stock{{K|p}}ile on the tile where the track stop will dump and define preferences {{K|q}} to make the {{K|s}}ettings store only what you want, with no barrels {{K|E}}, bins {{K|C}} or wheelbarrows {{K|w}}, and most importantly, Will Take From Links Only {{K|a}}.&lt;br /&gt;
# Designate a feeder stock{{K|p}}ile, and though it can be anywhere, it's most efficient close by the track stop. It can be any size, but the larger it is, the more dwarves will simultaneously collect items.&amp;lt;sup&amp;gt;note 1&amp;lt;/sup&amp;gt; Define the preferences {{K|q}} of this stockpile to be the same as the quantum stockpile&amp;lt;sup&amp;gt;note 2&amp;lt;/sup&amp;gt;, with the possible exception of the number of wheelbarrows. If the QSP is for heavy items (e.g. loose stones), you may want to use [[wheelbarrow]]s in the feeder stockpile to speed up collection.&lt;br /&gt;
## Keep it a reasonable size. In case something goes wrong, you won't want to have to deal with 200 unwanted boulders.&lt;br /&gt;
## If you configure the feeder stockpile to accept more than one type of item within a category, such as [[Stone]] or [[Furniture]], several quantum stockpiles can be set up to draw from the one stockpile. As an example, Metal Ores can be sorted out to iron-, copper- and silver-bearing ores in separate QSPs.&lt;br /&gt;
# Construct a new hauling route {{K|h}} - {{k|r}}, being sure to place the cursor over the target track stop; assign a {{K|v}}ehicle (told you that you'd need one), and define a new {{K|s}}top on top of your track stop. {{K|Enter}} to define the stop, {{K|Enter}} again to configure the route stop settings to match the quantum stockpile, {{K|x}} to remove all pre-existing conditions, make a {{K|s}}tockpile link, then position the cursor and choose the feeder stock{{K|p}}ile/s .&lt;br /&gt;
&lt;br /&gt;
It's a little fiddly to initially set up, and if you miss any step it won't work at all, but once in operation it's an extremely efficient storage system, and scales easily with the size of your fortress, number of haulers and number of items to store.&lt;br /&gt;
&lt;br /&gt;
===Drawbacks===&lt;br /&gt;
# This method cannot store any items in [[bin]]s or [[barrel]]s at all, including bolts (which shouldn't be stored in a bin anyway {{bug|2706}}).&lt;br /&gt;
# This method cannot store all types of drinks (you will see your dwarves leave barrels and pots of alcohol all over the place), due to the fact that barrels assigned to stockpiles are marked to be put in specific stockpiles.&lt;br /&gt;
# [[Food]] stored using this method without barrels tends to attract [[vermin]], especially swarms of [[fly|flies]], since it can't be placed in barrels.&lt;br /&gt;
# This method works well for [[furniture]], [[wear|cast-off]] [[clothing]], [[metal]] and [[stone]]. A quantum minecart stop can be combined with some sort of [[garbage disposal]] mechanism to easily handle [[refuse]] and [[invader]]s' corpses.&lt;br /&gt;
# Note, however, that if your dwarves are under [[standing orders]] to ignore outdoor refuse (the default setting) they will also not load an outdoor refuse pile into the minecart.&lt;br /&gt;
# It has been observed that plant harvesting may be restricted by the number of empty valid stockpile spots.  A larger receiving plant stockpile may be needed to get harvests done before the plants wither away.&lt;br /&gt;
&lt;br /&gt;
== The Undump ==&lt;br /&gt;
This technique was [http://www.bay12forums.com/smf/index.php?topic=92241.0 developed] before minecarts were implemented. While still a valid method, it has been superseded by the Minecart Stop QSP which achieves the same result, is easier to set up and has fewer drawbacks.&lt;br /&gt;
&lt;br /&gt;
===Setup===&lt;br /&gt;
&amp;lt;diagram&amp;gt;&lt;br /&gt;
         H Hatch cover&lt;br /&gt;
  =====  ^ pressure plate, citizens trigger, linked to hatch&lt;br /&gt;
  ^sHs=  = Wall&lt;br /&gt;
  =====  s Stockpile (same type)&lt;br /&gt;
&amp;lt;/diagram&amp;gt;&lt;br /&gt;
The idea is that haulers try to place some item on the right stockpile, step on the pressure plate and make the hatch cover retract. This makes them cancel the hauling job because they can't reach the right stockpile. They then drop the item on the left stockpile, on top of as big of a pile as you want.&lt;br /&gt;
&lt;br /&gt;
More information on this method can be found on the inventor's [[User:Vasiln/Undump|user page]].&lt;br /&gt;
&lt;br /&gt;
===Drawbacks===&lt;br /&gt;
This design has the following drawbacks:&lt;br /&gt;
#It's slow, because the one target stockpile generates only one job at a time. If you have more than one target stockpile they create lag because of pathing issues. You probably want to keep your normal stockpiles and use the undump to clean them up slowly. At which point you could consider just using the normal quantum stockpile dumping. Or you build more undumps.&lt;br /&gt;
#Job cancellation spam. You can turn that off.&lt;br /&gt;
#Oftentimes, dwarves drop the item on top of the pressure plate instead of on the stockpile. A feeder stockpile just outside the undump helps here.&lt;br /&gt;
#You obviously need some materials to build it. &lt;br /&gt;
#You need to create an open space tile where the hatch cover is (channeling only leaves a ramp), which means digging in the level below. &lt;br /&gt;
#You want to set the pressure plate to the lowest minimum weight (10000, which gets a zero cut off and displays as 1000). This can get tedious, so getting a macro is advised.&lt;br /&gt;
#If your stockpile management is exceptional already, the undump may not be of as much use to you.&lt;br /&gt;
However, there is a multitude of potential applications that get discussed in [http://www.bay12forums.com/smf/index.php?topic=92241.0 this] thread.&lt;br /&gt;
&lt;br /&gt;
{{Category|Stockpiles}}&lt;br /&gt;
[[ru:Quantum stockpile]]&lt;/div&gt;</summary>
		<author><name>DwarfStreja</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Quantum_stockpile&amp;diff=266042</id>
		<title>Quantum stockpile</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Quantum_stockpile&amp;diff=266042"/>
		<updated>2022-09-01T23:58:14Z</updated>

		<summary type="html">&lt;p&gt;DwarfStreja: /* Setup */ Rework to latest version&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|23:59, 27 June 2016 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
A '''quantum stockpile''' ('''QSP''') allows you to store an unlimited number of items in a single tile. QSPs can make for super efficient storage, allowing more compact fortresses, shorter hauling routes, more efficient manufacturing flows, stocktaking at a glance with look {{K|k}} and [http://www.bay12forums.com/smf/index.php?topic=92241.msg3276117#msg3276117 possibly higher FPS]. Quantum stockpiles are considered to be an [[exploit]].&lt;br /&gt;
&lt;br /&gt;
== Simple quantum stockpiles ==&lt;br /&gt;
The simplest QSP is created by designating a garbage dump [[activity zone]], dumping the items you want to store and then reclaiming them when you are ready to use them. If you place this garbage dump on top of an existing [[stockpile]], the dumped items will automatically be considered part of the stockpile, allowing the use of stockpile links to distribute the items to workshops or other stockpiles.&lt;br /&gt;
&lt;br /&gt;
A similar effect may be achieved for stones by building a wall two tiles in front of a catapult and digging a channel between the wall and catapult. By firing the catapult at the wall, the stone falls into the trench. The stone will pile up in the channel, putting it out of sight and out of mind. Not only does this train [[siege operator]]s, but it clears the stone that your [[miner]]s leave everywhere.&lt;br /&gt;
&lt;br /&gt;
Another way to quantum stockpile is to not have appropriate stockpiles to move items back to after you move them to the trading depot. The depot can hold an infinite number of items, and those items will not be removed if there is nowhere else to place them. This is also useful for anything you want to trade anyway.&lt;br /&gt;
&lt;br /&gt;
== The Minecart Stop ==&lt;br /&gt;
This method allows the type of items to be stored in the quantum stockpile to be completely controlled and to be as broad or specific as required. Collection of items is automatic with no user input required (just like a normal stockpile), and the number of haulers collecting for the stockpile is controlled by the size and number of receiving stockpiles. Distribution is also automatic, with dwarves coming to collect items as needed (just like from a normal stockpile).&lt;br /&gt;
&lt;br /&gt;
This can be utilised as part of a [[minecart]] transport system, or standalone with no tracks or moving minecarts whatsoever. The steps below are to create a standalone quantum stockpile, but the same general principles apply if used in a minecart transport system.&lt;br /&gt;
&lt;br /&gt;
===Setup===&lt;br /&gt;
&amp;lt;diagram&amp;gt;&lt;br /&gt;
  ffff     f feeder stockpile&lt;br /&gt;
   S       S track stop, set to dump south&lt;br /&gt;
   q       q quantum stockpile&lt;br /&gt;
&amp;lt;/diagram&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# First, '''pause the game'''. If you don't, the dwarves will try to use the quantum stockpile for their own purposes during setup, like assign barrels or bins, and the QSP won't work. You will also need to have a minecart ready in your inventory.&lt;br /&gt;
# Build a track stop {{K|b}} - {{K|C}} - {{K|S}} ; ensure you set the {{K|d}}umping direction and leave the friction setting on Highest. This can be adjusted later should the need arise; see [[Minecart#More_on_Track_stop|Minecart]] for more information.&lt;br /&gt;
# Designate a 1x1 quantum stock{{K|p}}ile on the tile where the track stop will dump and define preferences {{K|q}} to make the {{K|s}}ettings store only what you want, with no barrels {{K|E}}, bins {{K|C}} or wheelbarrows {{K|w}}, and most importantly, Will Take From Links Only {{K|a}}.&lt;br /&gt;
# Designate a feeder stock{{K|p}}ile, and though it can be anywhere, it's most efficient close by the track stop. It can be any size, but the larger it is, the more dwarves will simultaneously collect items.&amp;lt;sup&amp;gt;note 1&amp;lt;/sup&amp;gt; Define the preferences {{K|q}} of this stockpile to be the same as the quantum stockpile&amp;lt;sup&amp;gt;note 2&amp;lt;/sup&amp;gt;, with the possible exception of the number of wheelbarrows. If the QSP is for heavy items (e.g. loose stones), you may want to use [[wheelbarrow]]s in the feeder stockpile to speed up collection.&lt;br /&gt;
## Keep it a reasonable size. In case something goes wrong, you won't want to have to deal with 200 unwanted boulders.&lt;br /&gt;
## If you configure the feeder stockpile to accept more than one type of item within a category, such as [[Stone]] or [[Furniture]], several quantum stockpiles can be set up to draw from the one stockpile. As an example, Metal Ores can be sorted out to iron-, copper- and silver-bearing ores in separate QSPs.&lt;br /&gt;
# Construct a new hauling route {{K|h}} - {{k|r}}, being sure to place the cursor over the target track stop; assign a {{K|v}}ehicle (told you that you'd need one), and define a new {{K|s}}top on top of your track stop. {{K|Enter}} to define the stop, {{K|Enter}} again to configure the route stop settings to match the quantum stockpile, {{K|x}} to remove all pre-existing conditions, make a {{K|s}}tockpile link, then position the cursor and choose the feeder stock{{K|p}}ile/s .&lt;br /&gt;
&lt;br /&gt;
It's a little fiddly to initially set up, and if you miss any step it won't work at all, but once in operation it's an extremely efficient storage system, and scales easily with the size of your fortress, number of haulers and number of items to store.&lt;br /&gt;
&lt;br /&gt;
===Drawbacks===&lt;br /&gt;
# This method cannot store any items in [[bin]]s or [[barrel]]s at all, including bolts (which shouldn't be stored in a bin anyway {{bug|2706}}).&lt;br /&gt;
# This method cannot store all types of drinks (you will see your dwarves leave barrels and pots of alcohol all over the place), due to the fact that barrels assigned to stockpiles are marked to be put in specific stockpiles.&lt;br /&gt;
# [[Food]] stored using this method without barrels tends to attract [[vermin]], especially swarms of [[fly|flies]], since it can't be placed in barrels.&lt;br /&gt;
# This method works well for [[furniture]], [[wear|cast-off]] [[clothing]], [[metal]] and [[stone]]. A quantum minecart stop can be combined with some sort of [[garbage disposal]] mechanism to easily handle [[refuse]] and [[invader]]s' corpses.&lt;br /&gt;
# Note, however, that if your dwarves are under [[standing orders]] to ignore outdoor refuse (the default setting) they will also not load an outdoor refuse pile into the minecart.&lt;br /&gt;
# It has been observed that plant harvesting may be restricted by the number of empty valid stockpile spots.  A larger receiving plant stockpile may be needed to get harvests done before the plants wither away.&lt;br /&gt;
&lt;br /&gt;
== The Undump ==&lt;br /&gt;
This technique was [http://www.bay12forums.com/smf/index.php?topic=92241.0 developed] before minecarts were implemented. While still a valid method, it has been superseded by the Minecart Stop QSP which achieves the same result, is easier to set up and has fewer drawbacks.&lt;br /&gt;
&lt;br /&gt;
===Setup===&lt;br /&gt;
&amp;lt;diagram&amp;gt;&lt;br /&gt;
         H Hatch cover&lt;br /&gt;
  =====  ^ pressure plate, citizens trigger, linked to hatch&lt;br /&gt;
  ^sHs=  = Wall&lt;br /&gt;
  =====  s Stockpile (same type)&lt;br /&gt;
&amp;lt;/diagram&amp;gt;&lt;br /&gt;
The idea is that haulers try to place some item on the right stockpile, step on the pressure plate and make the hatch cover retract. This makes them cancel the hauling job because they can't reach the right stockpile. They then drop the item on the left stockpile, on top of as big of a pile as you want.&lt;br /&gt;
&lt;br /&gt;
More information on this method can be found on the inventor's [[User:Vasiln/Undump|user page]].&lt;br /&gt;
&lt;br /&gt;
===Drawbacks===&lt;br /&gt;
This design has the following drawbacks:&lt;br /&gt;
#It's slow, because the one target stockpile generates only one job at a time. If you have more than one target stockpile they create lag because of pathing issues. You probably want to keep your normal stockpiles and use the undump to clean them up slowly. At which point you could consider just using the normal quantum stockpile dumping. Or you build more undumps.&lt;br /&gt;
#Job cancellation spam. You can turn that off.&lt;br /&gt;
#Oftentimes, dwarves drop the item on top of the pressure plate instead of on the stockpile. A feeder stockpile just outside the undump helps here.&lt;br /&gt;
#You obviously need some materials to build it. &lt;br /&gt;
#You need to create an open space tile where the hatch cover is (channeling only leaves a ramp), which means digging in the level below. &lt;br /&gt;
#You want to set the pressure plate to the lowest minimum weight (10000, which gets a zero cut off and displays as 1000). This can get tedious, so getting a macro is advised.&lt;br /&gt;
#If your stockpile management is exceptional already, the undump may not be of as much use to you.&lt;br /&gt;
However, there is a multitude of potential applications that get discussed in [http://www.bay12forums.com/smf/index.php?topic=92241.0 this] thread.&lt;br /&gt;
&lt;br /&gt;
{{Category|Stockpiles}}&lt;br /&gt;
[[ru:Quantum stockpile]]&lt;/div&gt;</summary>
		<author><name>DwarfStreja</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Minecart&amp;diff=266040</id>
		<title>Minecart</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Minecart&amp;diff=266040"/>
		<updated>2022-09-01T20:49:40Z</updated>

		<summary type="html">&lt;p&gt;DwarfStreja: /* More on Track stop */ update Track stop information&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Masterwork|08:15, 19 May 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
[[File:Leitnagel Hund.png|thumb|Minecarts]]&lt;br /&gt;
A '''minecart''' is a [[tool]] intended for [[hauling]]. It can be made of [[wood]] at a [[carpenter's workshop]] or 2 bars of [[metal]] at a [[metalsmith's forge]] (using the [[Metal crafter|metalcrafting]] labor.) Minecarts store up to five times as many items as [[wheelbarrow]]s and are quite a bit faster than dwarves hauling objects by hand, but have the disadvantages of requiring a dedicated track network, a complex route planning phase, and the possibility of dwarves [[Fun|blundering into the path of carts filled with lead ore]]. Tracks may be carved into stone, or [[Construction|constructed]]; the latter allows above-ground routes, but these are more difficult to set up due to their additional [[building material|material requirements]].&lt;br /&gt;
&lt;br /&gt;
Just like wheelbarrows, minecarts are considered [[item]]s and are stored in a [[furniture]] [[stockpile]]. Despite their five-times-greater capacity, they are only 33% larger than wheelbarrows (minecarts have a size of 4000) and are identical in base [[item value|value]] when made from the same [[material]] (the value may differ due to the [[item quality]]). [[thief|Thieves]] or even mischievous animals can steal minecarts, even when they are moving on a track.{{cite forum|109460/3289070}} However, minecarts moving fast enough or being ridden cannot be stolen.&lt;br /&gt;
&lt;br /&gt;
Although most of the utility of minecarts is in [[fortress mode]], an [[adventure mode|adventurer]] can also ride in a minecart. Adventurers can also pick up and relocate minecarts.&lt;br /&gt;
&lt;br /&gt;
The invention of minecarts revolutionized the [[minecart logic|Science of Dwarfputing]] by enabling smaller, faster logic systems to be built.&lt;br /&gt;
&lt;br /&gt;
== Basic Minecart Usage ==&lt;br /&gt;
Minecarts can be used to swiftly transport dwarves, [[flow|fluids]], and/or large amounts of items, but before you have a functional minecart, there are several preconditions that need to be met. First of all, you need an actual minecart, constructed either in a [[carpenter's workshop]] or [[metalsmith's forge]]. For the minecart to be able to move, you also need to carve (with {{k|d}} {{k|T}}) or construct (with {{k|b}} {{k|C}} {{k|T}}) a track, which could be as simple as a straight line. Finally, you need to construct stops on your track (with {{k|b}} {{k|C}} {{k|S}}) where the minecart will start and stop.&lt;br /&gt;
&lt;br /&gt;
After you have created the stops and assigned a cart to the track, you must create logic routes connecting several stops and designate starting conditions for each stop. This is done with the {{k|h}}auling key. The most basic conditions are how the cart's movement is initiated and in which direction the cart should start moving. Carts can be either pushed (a dwarf stands at a stop and gives the cart a single push) or guided (a dwarf continually pushes the cart forward, guiding it along the track). The [[hauling]] [[labor]] required for pushing and guiding carts is called &amp;quot;Push/Haul Vehicles&amp;quot; and is turned on by default.&lt;br /&gt;
&lt;br /&gt;
To control which items are to be transported, you can add conditions specifying: (1) which kind of items are to be loaded and unloaded, (2) stockpile links to define which stockpile(s) the items should be un/loaded to and from.&lt;br /&gt;
&lt;br /&gt;
===Capacity and weights ===&lt;br /&gt;
Minecarts have a [[Size|size capacity]] of 500,000; five times the capacity of [[wheelbarrow]]s. &lt;br /&gt;
&lt;br /&gt;
'''Examples of the capacity of one cart'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Item&lt;br /&gt;
! Amount&lt;br /&gt;
|-&lt;br /&gt;
| [[stone]]&lt;br /&gt;
| 5&lt;br /&gt;
|- &lt;br /&gt;
| [[wood|log]]&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| [[block]]/[[bar]]&lt;br /&gt;
| 83&lt;br /&gt;
|-&lt;br /&gt;
| minecarts&lt;br /&gt;
| 12&lt;br /&gt;
|-&lt;br /&gt;
| [[Kitchen|prepared meals]]&lt;br /&gt;
| 500&lt;br /&gt;
|-&lt;br /&gt;
| [[Trap_component#Spiked_ball|spiked balls]]&lt;br /&gt;
| 500&lt;br /&gt;
|-&lt;br /&gt;
| [[Weapon#Native_weapons|mace]]&lt;br /&gt;
| 625&lt;br /&gt;
|-&lt;br /&gt;
| [[Weapon#Native_weapons|spears]]&lt;br /&gt;
| 1250&lt;br /&gt;
|-&lt;br /&gt;
| [[cloth]]&lt;br /&gt;
| 2500&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The weight of the loaded minecart does not affect the initial velocity received from pushing or launching from a roller.{{bug|6296}} However, the load of a minecart ''does'' affect whether a [[pressure plate]] triggers or not, based on the pressure plate's setting.&lt;br /&gt;
&lt;br /&gt;
'''Weights of different carts'''&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Type of cart&lt;br /&gt;
! Empty cart&lt;br /&gt;
! Fully loaded (items)&lt;br /&gt;
|-&lt;br /&gt;
| oaken minecart &lt;br /&gt;
| 28Γ&lt;br /&gt;
| 378Γ (10 oak logs)&lt;br /&gt;
|- &lt;br /&gt;
| iron minecart&lt;br /&gt;
| 314Γ&lt;br /&gt;
| 1698Γ (83 marble blocks)&lt;br /&gt;
|-&lt;br /&gt;
|- &lt;br /&gt;
| copper minecart&lt;br /&gt;
| 357Γ&lt;br /&gt;
| 1682Γ (10 obsidian boulders)&lt;br /&gt;
|-&lt;br /&gt;
| platinum minecart&lt;br /&gt;
| 856Γ&lt;br /&gt;
| 10482Γ (83 gold bars)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The weight of a minecart is one twenty-fifth (1/25) the [[density]] of its material in Urists. Because pressure plates can be set to trigger at intervals of 50 Urists, minecarts with weights just under a multiple of 50 are ideal for switching based on whether they're full or empty. The best minecart materials for full/empty switching are as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Material !! Minecart weight !! Content weight required to trigger !! Banana roasts required to trigger (for scale)&lt;br /&gt;
|-&lt;br /&gt;
| [[Glumprong]] || 48 || 2 || 4&lt;br /&gt;
|-&lt;br /&gt;
| [[Electrum]] || 596 || 4 || 7&lt;br /&gt;
|-&lt;br /&gt;
| [[Nickel silver]] || 346 || 4 || 7&lt;br /&gt;
|-&lt;br /&gt;
| [[Brass]] || 342 || 8 || 14&lt;br /&gt;
|-&lt;br /&gt;
| [[Bismuth]] ([[Strange mood|moods]] only) || 391 || 9 || 15&lt;br /&gt;
|-&lt;br /&gt;
| [[Fine pewter]] || 291 || 9 || 15&lt;br /&gt;
|-&lt;br /&gt;
| [[Lay pewter]] || 291 || 9 || 15&lt;br /&gt;
|-&lt;br /&gt;
| [[Tin]] || 291 || 9 || 15&lt;br /&gt;
|-&lt;br /&gt;
| [[Trifle pewter]] || 291 || 9 || 15&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{anchor|Tracks}}&lt;br /&gt;
&lt;br /&gt;
=== Creating tracks ===&lt;br /&gt;
Minecart tracks are made up of contiguous track, tracked ramp, or bridge tiles. Track tiles and tracked ramp tiles have a direction or series of directions associated with them. These directions dictate which directions a minecart on a given tile may move from that tile. For example, a Track NE (northeast) tile allows a minecart on it to move either north or east from its present position. Therefore, if you want your minecart to move east along a straight piece of track, then return west using that same track, you would need to use EW tracks so that the cart could travel east initially, then return west over the same track. Excluding designs in which the cart will &amp;quot;jump&amp;quot; tracks via a drop or other ramp, tracks must be valid end to end to work for most looped or straight-track applications. A single east only track tile in your line of east-west tracks will cause any route using the track to fail the moment it tries to go the wrong way over that tile. Minecart tracks can be built in two ways: Engraved/carved or constructed. A given minecart track need not use engraved or constructed elements exclusively, as the two methods can be used interchangeably depending on the needs of a given section of track. The way the tracks are built is slightly different between the two, as explained below.&lt;br /&gt;
&lt;br /&gt;
====Simple tracks====&lt;br /&gt;
&lt;br /&gt;
'''Carved'''&lt;br /&gt;
&lt;br /&gt;
A single-tile wide strip of natural stone can be designated to be [[Engraver|carved]] (with {{K|d}} {{k|T}}), which will create a straight two-way track. The creation of corners, crossings, and T-junctions is as simple as designating another strip of track that overlaps an existent or newly designated track. Engraved tracks are removed by [[smoothing]] the rock they're on, which results in a smooth floor (that can be re-engraved if necessary), or by building a [[floor]] on top and subsequently removing it.  Dwarves can carve corner tracks in one pass by designating the track carving twice and canceling unwanted carvings (with {{K|d}} {{K|x}}). Tracks can be engraved in any natural floor tile, rough, smooth and even over engravings, providing an easy method to remove low-quality or undesired floor engravings. Once a track has been engraved, it's important to check the track directions for each tile in the route carefully to make sure no mistakes were made by yourself or the game's track engraving logic. &lt;br /&gt;
&lt;br /&gt;
'''Constructed'''&lt;br /&gt;
&lt;br /&gt;
Tracks can also be built as regular [[construction]]s (through {{K|b}} {{K|C}} {{K|T}}). This method is resource-expensive, since each track tile requires one stone, [[bar]], or [[block]] for construction, and time-consuming, since you can't designate strips longer than 10 tiles at a time. Corners, crossings, T-junctions, and ramps also have to be designated individually. However, it is usually the only way to build tracks above ground or on soil (barring the [[Obsidian farming|creation of obsidian]]). Constructed tracks are designated for removal like any regular construction; be aware that removing track ramps built on top of natural ones will also remove the original ramp, leaving a flat floor.&lt;br /&gt;
&lt;br /&gt;
====Ramps====&lt;br /&gt;
&lt;br /&gt;
'''Carved'''&lt;br /&gt;
&lt;br /&gt;
The carving of natural ramps is a little more confusing: to carve a two-way track on a ramp (natural only, does not work on constructed ramps), you must designate the track '''starting on the ramp and one square beyond''' in the direction you want the track to go. For the side of the ramp square you want to head upward, there '''must''' be either a natural or constructed wall in the square next to it, otherwise the game assumes you are trying to carve it on the same level -- this can result in the track being carved underneath a door or other object. If you have accidentally done this, you can correct it by smoothing the ramp and constructing a single square of wall next to it, then re-carving the ramp correctly. (However, the wall must stay there permanently; removing it will disconnect the track.)&lt;br /&gt;
&lt;br /&gt;
'''Constructed'''&lt;br /&gt;
&lt;br /&gt;
The track and ramp must be constructed together as a Track/Ramp from the construct track menu ({{K|b}} {{K|C}} {{K|T}}). When constructing track ramps, the stated direction should be the same as the connected tracks. For example, a track going up from West to East would require, starting from the West, a Track (EW), a Track/Ramp (EW) and a Wall behind the ramp, underneath the section of track above it. Incorrectly placed ramps result in minecarts ignoring the ramp and crashing into the supporting wall. They will not, however, display as unusable as when the supporting wall is missing.&lt;br /&gt;
&lt;br /&gt;
'''Examples of ramps'''&lt;br /&gt;
&lt;br /&gt;
A simple ramp would look like this: &lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
 z +0   z +1&lt;br /&gt;
 ░░░░   ░░░░&lt;br /&gt;
 ═▲o    ░▼═&lt;br /&gt;
 ░░░░   ░░░░&lt;br /&gt;
o : wall&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Carving track corners into ramps is rather unintuitive and complicated. Since engraving tracks always requires two tiles to connect in a straight line as input, you have to give two separate designations for a single job: a track bit from the ramp tile to the &amp;quot;below&amp;quot; direction and another one to the wall of the &amp;quot;upward&amp;quot; direction. If you wanted to change direction on a ramp from east to north:&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
 z +0    z +1  &lt;br /&gt;
 ░░░░░   ░░░░░ &lt;br /&gt;
 ░░░░░   ══╗░░ &lt;br /&gt;
 ══▲░░   ░░▼░░ &lt;br /&gt;
 ░░░░░   ░░░░░ &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
you would need to connect the ramp on z +0 both to the west and to the north by issuing two &amp;quot;carve track&amp;quot; commands, one selecting the ramp and the track tile to the west, and another connecting the ramp tile with the wall to the north. An engraver would then carve a NW track corner into the ramp, allowing carts to pass the corner correctly both going up and down. Such track corners are perfectly serviceable for guided carts, but moving down a route of several of them by pushed or ridden cart is problematic - ramps on corners behave very counter-intuitively, resulting in loss of speed when going down and diagonal movement when going up.&lt;br /&gt;
&lt;br /&gt;
Moving to and from ramps (or between ramps &amp;quot;pointing&amp;quot; in different directions) causes some non-trivial adjustments to speed and even moving along the tiles at a fixed speed ''unrelated to the entry/exit velocity values'', because transitions to/from ramps are processed differently and are not to be &amp;quot;skipped&amp;quot;. This affects compact track/ramp combinations (such as e.g. a simple 2x2 ramp spiral) most, and combined with bouncing often makes them work not in the way one could expect. {{cite forum|144328/5705102}}&lt;br /&gt;
&lt;br /&gt;
=== Hauling route ===&lt;br /&gt;
A hauling route is a list of directions describing how and under what conditions a minecart will move. The proper setting up of routes is essential for a working rail system. Routes, stops, departure conditions and stockpile links are managed from the {{k|h}}auling menu.&lt;br /&gt;
&lt;br /&gt;
==== Route ====&lt;br /&gt;
A route defines the path a minecart will take along a track, as well as under what conditions it will move or stop moving. A route is made up of stops. Stops are precisely what they sound like, a position on the track at which you want a minecart to stop. A minecart track might use as little as a single stop for a looped track, which will serve as both a starting and stopping point for the cart, or it could contain many stops, perhaps to load supplies or wait for a bridge to be manually lowered, before reaching its destination or returning to its starting point. It is important to note that you only need to place stops on a route where you actually want the cart to stop and wait for some action to occur. They are not needed to help navigate the cart along the track beyond telling it where on the track to stop.&lt;br /&gt;
&lt;br /&gt;
New routes are created with the {{k|h}}auling key. Existing ones can be removed (without confirmation) with the {{k|x}} key, and also {{k|n}}icknamed. Before operating, the route must have a {{k|v}}ehicle assigned to it (this can be done with either the route or a stop selected). Assigning a full minecart to a route may result in a slow hauling job if the contents are heavy.&lt;br /&gt;
&lt;br /&gt;
==== Stops ====&lt;br /&gt;
Stops are the individual waypoints that make up a hauling route. A given stop consists of the location of a tile, as well as conditions describing when, where, and how a cart should be moved after being stopped at that tile. Stops can be created from within the {{k|h}}auling menu, by placing the cursor over a tile and hitting {{k|s}} while highlighting the route (or a stop within) you've already designated. A minecart will begin its route at the first stop created, and continue through each subsequent stop, being guided, pushed, or ridden from each stop to the next depending on the conditions specified. In many basic minecart applications, the cart will end up at the same stop it began at, though this is not always the case. It is important to note that hauling stop order is enforced, even if there is no track.  A dwarf will drag the cart overland back to a skipped stop in the route's list if your tracks bypass it somehow, including if the minecart does not stop on the stop after it is pushed/ridden.&lt;br /&gt;
&lt;br /&gt;
Once a stop has been placed, it is given a default set of conditions under which to move the minecart if it is stopped there. Each new stop gets the same default conditions regardless of the track it is placed upon (e.g. guide the cart to the north). For this reason new stops might get marked by yellow exclamation marks ({{DFtext|!|#ff0}}) due to invalid directions. One important thing to note is that as you place additional stops, the display will show paths between the stops you have defined. However, this is '''not''' necessarily the actual route the minecart will take once the route is in operation. For example, if a route were defined with two stops at opposite ends of a track with many twists and turns, a line will be drawn directly between those stops to show the order in which they will be visited. These route lines may crisscross all over the tracks, but so long as the track is valid end to end, the cart will follow the track from one stop to the next, even across twists, turns, and z-level changes. Route stops, which are the steps that make up a route, should not be confused with physical Track Stops, described below.&lt;br /&gt;
&lt;br /&gt;
===== Stockpile links =====&lt;br /&gt;
By placing the cursor on top of a stockpile and using {{k|s}}, you can create stockpile links while defining a hauling stop. Links can also be redefined by selecting them, placing the cursor over a different stockpile, and pressing {{k|p}}. The cart will then be filled by items present in its various linked stockpiles in preference to other items. Note that bins should be used with caution in stockpiles that are linked to minecarts. Bins cause problems when used with the &amp;quot;Desired Items&amp;quot; list in a stop's conditions. For example, if a minecart is set to accept only granite blocks, and to depart north when it is 100% full of granite blocks, it will not depart if any of those granite blocks are in bins, even if bins are also included in the desired items list. Two solutions to this problem exist as of v0.40.24. First, bins can be disallowed in stockpiles that are linked to stops. Alternatively, bins '''can''' be used in conjunction with minecarts provided that the minecart's departure conditions use only &amp;quot;any items&amp;quot; instead of &amp;quot;desired items.&amp;quot; This option can be toggled in the advanced conditions menu for a stop, accessible via the {{key|C|}} key. The cart's contents can still be controlled by specifying what items are allowed in the linked stockpile.&lt;br /&gt;
&lt;br /&gt;
===== Departure condition =====&lt;br /&gt;
Departure conditions involve setting conditions in which the minecart will leave on the route. Each condition includes:&lt;br /&gt;
# A departure mode (Guide, Ride or Push).&lt;br /&gt;
# An initial departure direction (NSEW). Note that this defines the initial direction of movement only. Even if a track includes many turns, as long as the initial movement direction is valid the cart will follow the minecart track thereafter.&lt;br /&gt;
# A timer, before which the departure condition cannot be met.&lt;br /&gt;
# Conditions on the amount of items in the cart.&lt;br /&gt;
Departure conditions are created with the {{k|n}} key. A new departure condition will read: &amp;quot;guide north immediately when empty of desired items&amp;quot;. This condition can be changed between basic presets with {{k|c}}. &amp;quot;Advanced&amp;quot; mode ({{k|C}}) allows for more precise control over departure conditions: fine tuning the percentage from 0 to 100 in 25% steps ({{k|f}} and {{k|F}}), switching it being either the maximum or the minimum amount of items for the condition to be met ({{k|m}}), and whether the cart accepts all or only a specific set of items ({{k|l}}). Common to both screens are the departure mode ({{k|p}}, Push, Ride or Guide), {{k|d}}irection, and timer ({{k|t}} and {{k|T}}) options.&lt;br /&gt;
&lt;br /&gt;
To have a cart only carry a specific set of items, the stop can be set to only carry &amp;quot;desired&amp;quot; items, opening the selection screen with the {{k|Enter}} key while having said stop condition selected, and toggling as desired, or it can simply be linked to a stockpile and set to depart once it is full of items from its linked stockpiles, regardless of type.&lt;br /&gt;
&lt;br /&gt;
=== Track Stops ===&lt;br /&gt;
A Track Stop, not to be confused with a route stop, is an optional, single-tile construction which serves two purposes. First, it can be used to cancel a cart's momentum in order to slow or stop it as it passes over the Track Stop. This might be necessary if a cart were pushed down a series of ramps to its destination. Second, a Track Stop can cause a cart to automatically dump its contents as it passes over the Track Stop. Track Stops are constructed via {{k|b}} {{k|C}} {{k|S}}, and must be constructed atop an existing piece of track. If a Track Stop has been set to automatically dump a cart's contents, the cart will dump its contents in the direction indicated when it passes over the Track Stop. Depending on the friction settings chosen for the Track Stop, the cart might then stop after dumping, or it might continue on its route to another destination.&lt;br /&gt;
&lt;br /&gt;
Track Stops are not mandatory; in fact, their main use is in automated rail systems. However, even in basic rail systems it can be useful to set a Track Stop to dump items: this saves time that dwarves would otherwise spend in removing items from the cart, time that is better spent driving the cart back to where it's needed. Dumping will occur even with a guided cart.  '''Take care not to set Track Stops at a loading site to dump their contents''', or dwarves will never be able to fill the cart. It will dump any contents the moment they are loaded.&lt;br /&gt;
&lt;br /&gt;
Counter-intuitive to their construction method, Track Stops are considered [[building]]s and must be removed by {{k|q}} {{k|x}}.&lt;br /&gt;
* See [[#More_on_Track_stop |More on Track Stops]]&lt;br /&gt;
&lt;br /&gt;
=== Step-by-step tutorial ===&lt;br /&gt;
&lt;br /&gt;
Let's construct a simple minecart route.  This route will move stone blocks from an input stockpile to an output stockpile.  We'll begin by creating the stockpiles:&lt;br /&gt;
&lt;br /&gt;
[[File:minecart-example-1.png|Stockpiles designated.]]&lt;br /&gt;
&lt;br /&gt;
The input stockpile is on the left; the output stockpile is on the right.  We'll be moving blocks from left to right.  Disable bins in both stockpiles, and set the input stockpile to accept only from links.  Then make the stockpile take from the mason's workshop where the blocks are being produced.&lt;br /&gt;
&lt;br /&gt;
Next, carve the track:&lt;br /&gt;
&lt;br /&gt;
[[File:minecart-example-2.png|Track carving designation.]]&lt;br /&gt;
&lt;br /&gt;
Note that the ends of the designation are uniquely shaped; this is automatic, and not anything you need to control.  Now, wait for your engravers to come along and carve the track into the stone.  (Your haulers will probably also fill up the input stockpile while you wait.)&lt;br /&gt;
&lt;br /&gt;
In addition, while we're waiting for that to happen, we'll build an iron minecart in the forge.&lt;br /&gt;
&lt;br /&gt;
[[File:minecart-example-3.png|Track carved.]]&lt;br /&gt;
&lt;br /&gt;
When the track has been carved, it will look like the above (the track will be solid instead of flashing).  Now, order a track stop to be constructed next to the output stockpile:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| [[File:minecart-example-4.png|Track stop designation.]]&lt;br /&gt;
| [[File:minecart-example-5.png|Select dumping direction.]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
You must press {{k|d}} three times to select the dumping direction ''before'' placing the track stop.  We want our blocks to be dumped into the output stockpile east of the track stop.  Then wait for a mechanic to come along and build the track stop.&lt;br /&gt;
&lt;br /&gt;
[[File:minecart-example-6.png|Track stop constructed.]]&lt;br /&gt;
&lt;br /&gt;
Now we'll define the actual ''route''.  This is done in the {{k|h}}auling menu.  Press {{k|r}} to begin defining a route.  Next, move the cursor to the input end of the track, and then press {{k|s}} to define the first stop:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| [[File:minecart-example-7.png|Stop 1 designation.]]&lt;br /&gt;
| [[File:minecart-example-8.png|Route definition, in progress.]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Move the cursor again, to the output end of the track, and press {{k|s}} again to define the second stop:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| [[File:minecart-example-9.png|Stop 2 designation.]]&lt;br /&gt;
| [[File:minecart-example-10.png|Route definition, two stops.]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| [[File:minecart-example-11.png|Stops are not defined yet.]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
There are several user interface features to note at this point.  The stops have been positioned, but they haven't been ''defined'' yet, so there is a warning {{DFtext|!|#ff0}} symbol by each of them.  In the lower right corner, we see what the {{DFtext|!|#ff0}} means.  Also, note that the second stop is labeled in white, while the other two lines are grey.  The white text is a selection indicator, and can be moved up and down by pressing {{k|+}}/{{k|-}}.&lt;br /&gt;
&lt;br /&gt;
Next we need to define what our stops do.  We want the minecart to be filled with blocks at the first stop, then travel to the second stop where it will dump its cargo, and then return.  Press {{k|-}} to move the selection up to stop 1, and {{k|Enter}} to open it up.  By default, the stop has three conditions:&lt;br /&gt;
&lt;br /&gt;
[[File:minecart-example-12.png|Default stop definition.]]&lt;br /&gt;
&lt;br /&gt;
We don't want any of these, so press {{k|x}} three times to delete them.  This leaves us with a blank stop.  Now we can add the conditions we actually want.  Press {{k|n}} to begin adding the first condition, then {{k|d}} twice to change the direction from north to east.  Then press {{k|c}} to change the condition from empty to full.  This will instruct the minecart to be guided east when full of desired items.&lt;br /&gt;
&lt;br /&gt;
To set the desired items, we create a stockpile link.  Press {{k|s}}, then move the cursor to the input stockpile, then press {{k|p}} to select that stockpile.  Now press {{k|Enter}}; this opens up a selection screen that resembles the stockpile customization screen.  Move down to Blocks, {{k|e}}nable them, then (if you wish) restrict it to stone blocks.&lt;br /&gt;
&lt;br /&gt;
When you've done all that, stop 1 should look like this:&lt;br /&gt;
&lt;br /&gt;
[[File:minecart-example-13.png|Stop 1, defined.]]&lt;br /&gt;
&lt;br /&gt;
Stop 2 is much simpler.  All we need to do is have the minecart return to the input stop.  So, make a condition and change the direction:&lt;br /&gt;
&lt;br /&gt;
[[File:minecart-example-14.png|Stop 2, defined.]]&lt;br /&gt;
&lt;br /&gt;
Finally, we just have to assign our minecart.  Go back to the route definition screen, and press {{k|v}}.  Select the minecart, and press {{k|Enter}}.&lt;br /&gt;
&lt;br /&gt;
Now we've got everything set up:&lt;br /&gt;
&lt;br /&gt;
[[File:minecart-example-15.png|Route, fully defined.]]&lt;br /&gt;
&lt;br /&gt;
The V is red because the minecart hasn't been moved onto the track yet.  Some dwarf will have to haul it from the forge to the first stop, by hand; this will take a while, especially if the forge is far away.&lt;br /&gt;
&lt;br /&gt;
Once the minecart is in place, dwarves should fill it with blocks from the input stockpile, which will in turn be filled with blocks from the workshop where your mason has been toiling dutifully.  When the minecart is full, the blocks will be dumped into the 1x1 stockpile on the right.  Automatic quantum dumping!&lt;br /&gt;
&lt;br /&gt;
=== Troubleshooting ===&lt;br /&gt;
&lt;br /&gt;
Because of the complexity of the system, all but the most careful and experienced minecart users will encounter issues. Most route issues can be diagnosed and fixed from the {{k|h}}auling menu.  &lt;br /&gt;
&lt;br /&gt;
'''Symptom:''' {{DFtext|! Set dir/connect track|6:1}} message appears to the right of one or more stops &lt;br /&gt;
&lt;br /&gt;
:;Possible Causes:&lt;br /&gt;
:* Game cannot find a path for ''guiding'' the cart without carrying. The game checks for haul route validity assuming the cart will be guided. This warning will be shown when the path crosses impassable tiles, requires a dwarf to carry the cart, or is not fully guidable.&lt;br /&gt;
:** If your cart path relies upon advanced tricks like deliberate falling into pits or ignoring floor types, even a path designed entirely as you intended will still trigger the yellow warning. If the route is working as intended, you can safely ignore this warning.&lt;br /&gt;
:* Invalid departure direction in one or more conditions for the stop. Edit the stop using {{k|Enter}} and press{{k|d}} until it is pointing in a valid direction.&lt;br /&gt;
:* Track stop built on trackless tile. Track stops must be built on tiles where tracks already exist to be usable.&lt;br /&gt;
:* Discontinuous track. If the route indicator seems to draw between your first and last stop, this is the cause. Make sure destinations are linked by track to both directions, and that there are no sneaky gaps in the tracks. &lt;br /&gt;
:** ''Ramps''' are notorious for their finicky use. It is recommended to check every ramp to confirm no unintended one-way ramps remain.&lt;br /&gt;
:** To carve a two-way track on a (natural) ramp, you must designate the ramp ''and one square beyond'' in the direction you want the track to go.&lt;br /&gt;
:** Ramps '''must''' have a solid wall on the side opposite to the track (&amp;quot;behind&amp;quot; the ramp), or they will neither work nor be marked as &amp;quot;unusable&amp;quot;. The wall can be natural or constructed.&lt;br /&gt;
:* Discrepancies in desired/kept item configurations.&lt;br /&gt;
&lt;br /&gt;
'''Symptom:''' The status '''0% &amp;lt;span style=&amp;quot;color:#00dd00;&amp;quot;&amp;gt;V&amp;lt;/span&amp;gt;''' always appears to the right of one stop.  &lt;br /&gt;
&lt;br /&gt;
:;Possible Causes:&lt;br /&gt;
:* Stop not set to take from a stockpile. Edit the Stop using {{k|Enter}} and make sure you see a message like &amp;quot;Take from Stockpile #1&amp;quot;.&lt;br /&gt;
:* Take conditions and stockpile contents do not overlap.&lt;br /&gt;
:* Track stop is set to dump. A track stop set to dump cannot be filled. You must either set the stop to a time-based departure or deconstruct the track stop and rebuild it without dumping. (Alternatively, with [[DFHack]] you can modify &amp;quot;Dump on arrival&amp;quot; to &amp;quot;No&amp;quot; using the {{key|q}} menu without rebuilding the stop.)&lt;br /&gt;
:* Minecart itself is designated to be dumped (such as when using mass-dump).&lt;br /&gt;
&lt;br /&gt;
'''Symptom:''' Dwarves fill the minecart properly, but will not move it thereafter.&lt;br /&gt;
&lt;br /&gt;
:;Possible Causes:&lt;br /&gt;
:* Minecart contains items not listed as desired on its current stop. Check minecart contents using the {{key|k}} and {{key|z}} keys and ensure that all items in the cart are desired items.&lt;br /&gt;
:* Minecart contain desired items ''in bins''. Minecarts seem to have problems realizing that they are in fact full of desired items if some of those items are in bins, even if bins are also among the desired items for that stop. '''This cannot be solved by adding the appropriate bins to the stop's desired items.''' Either disallow bins in stockpiles you intend to load minecarts from, or set the departure conditions to rely only on percentage of total load rather than percentage of desired items using the advanced conditions menu ({{key|C}} key).&lt;br /&gt;
&lt;br /&gt;
'''Symptom:''' Dwarves repeatedly attempt to load the minecart, but no items are ever loaded into it.&lt;br /&gt;
&lt;br /&gt;
:;Possible Causes:&lt;br /&gt;
:* Track Stop set to dump used as a loading site. Every time a dwarf places an item into a cart resting on such a track stop, the item will be immediately dumped, causing unlimited, useless cart loading jobs. Autodumping Track Stops should never be used at a loading site.&lt;br /&gt;
&lt;br /&gt;
'''Symptom:''' A dwarf picks up the minecart and carries it to its destination.&lt;br /&gt;
:* See [[#Quirks|Quirks]]&lt;br /&gt;
&lt;br /&gt;
=== Danger ===&lt;br /&gt;
Minecarts are not without &amp;lt;strike&amp;gt;danger&amp;lt;/strike&amp;gt; [[fun]]. Although designating a track automatically sets the [[traffic]] designation to low, dwarves ''may'' still walk on them, and [[creature]]s ignore traffic designations altogether. If an unlucky dwarf or creature fails to [[dodger|dodge]] a minecart, they can be injured. Most of this danger can be avoided by setting the minecart {{k|h}}auling commands to guide instead of push or ride (dwarves guiding minecarts will ignore traffic restrictions), as well as by [[pasture|pasturing]] domestic animals and preventing the access of other creatures to the tracks. Note that removing the track doesn't reset that tile back to normal traffic priority, so you may wish to manually clean up traffic designation afterward. Also note that bridges that are used as tracks don't have their traffic priority changed automatically (since they're just normal bridges), which could cause dwarves to pathfind normally through dangerous minecart entrances in your fort's walls if you're not careful.&lt;br /&gt;
&lt;br /&gt;
The only &amp;lt;s&amp;gt;fool&amp;lt;/s&amp;gt;''dwarf''-proof method is to make the tracks inaccessible. There are several ways to create a track which works for minecarts but doesn't allow creature-traversal; the simplest is perhaps building a [[statue]] on the tracks. Other options include adding single-tile holes (minecarts moving at reasonable speed will jump the gap), vertical drops, minecart-triggered doors, small pools of liquid (4/7 water or 2/7 magma), and hostile creatures overlooking the tracks. For safety, both ends of the track should be isolated, making the dangerous center sections completely inaccessible (though maintenance access can be provided by a locked door).&lt;br /&gt;
&lt;br /&gt;
Danger does not always involve living victims: careless route designation can also result in minecarts careening off tracks or colliding with each other. If this occurs, the [[item]]s may be scattered; this can cause even more hauling jobs than the minecart aimed to eliminate. Even &amp;lt;s&amp;gt;better&amp;lt;/s&amp;gt; worse, scattered items, especially [[weapon]]s, can injure passing [[dwarf|dwarves]] or other [[creature]]s; in the words of Toady One the Great, &amp;quot;Accidental grapeshotting of the dining room should be possible now.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Of course, the danger of using minecarts means they can also be [[Trap_design#Minecarts|used as weapons]] by imaginative players.&lt;br /&gt;
&lt;br /&gt;
== Advanced usage and automation ==&lt;br /&gt;
Minecart-specific effects are implemented via track stops, rollers and [[pressure plate]]s with &amp;quot;track&amp;quot; condition set. Since all three are considered [[building]]s, they can't be built on the same square (however convenient track stop + pressure plate would be) nor a simple ramp, and are removed by {{k|q}} {{k|x}}. &lt;br /&gt;
&lt;br /&gt;
=== More on Track stop === &lt;br /&gt;
Track stops are constructions that allow further automation of minecart systems via adjustable features such as braking by friction and automatic dumping of contents. They can be built from logs, bars and blocks through {{K|b}} {{K|C}} {{K|S}}; friction amount, dumping toggle and dumping direction must be set '''before''' construction, and these settings can be neither changed nor seen thereafter*; however, track stops can be linked to [[pressure plate]]s or [[lever]]s to toggle friction and dumping On or Off (trigger state is inverted: switch On = track stop Off). In thoughts screen, dwarves will admire track stops as traps.&lt;br /&gt;
&lt;br /&gt;
*Note: As of v0.47.05, the friction and direction settings '''can''' be adjusted after the track stop has been constructed. The stop can be {{K|q}}ueried to show the settings as they were set prior to construction, and two options will appear that allow the settings to be changed. The friction amount can be decreased or increased by pressing {{K|a}} or {{K|s}} respectively, cycling from &amp;quot;Lowest&amp;quot; to &amp;quot;Highest&amp;quot;. The direction to dump can be toggled through the four cardinal points by pressing {{K|d}} until the desired direction is selected.&lt;br /&gt;
&lt;br /&gt;
If a [[stockpile]] is placed on the tile that a track stop is set to dump to, it can act as a [[Exploit#Quantum_stockpiles|quantum stockpile]] and any items dumped from a minecart that match the storage settings of the stockpile will remain there and accumulate.  Normally track stops are built on top of existing track to operate on moving minecarts, but they can also be used without tracks to create [[Quantum_stockpile#The_Minecart_Stop|automatic quantum stockpiles]] (see also [[#Step-by-step_tutorial|step-by-step tutorial]]).  It is not always desirable to collect ALL of certain items into one quantum stockpile, such as when distributing a material to multiple separate industries. You can link your quantum stockpile to various other stockpiles, ensuring that your dwarves will keep them supplied as necessary. Because quantum stockpiles never fill up like regular stockpiles, it may be a good idea to add a switch to turn them off.  &lt;br /&gt;
&lt;br /&gt;
Items dumped from a minecart at a track stop (or dumped by any other means) into open space fall through z-levels until they land on a solid surface.  Items falling onto a designated [[stockpile]] will automatically be considered part of that stockpile, even if the stockpile is set to disallow those items (they will, however, be automatically moved to a more appropriate stockpile, if available).  Items falling on top of a minecart will '''not''' fall &amp;quot;inside&amp;quot; the minecart.  Use with caution; dwarves have fragile skulls.{{bug|5945}}&lt;br /&gt;
&lt;br /&gt;
=== Automated propulsion ===&lt;br /&gt;
==== Roller ====&lt;br /&gt;
{{Main|Roller}}&lt;br /&gt;
&lt;br /&gt;
A '''roller''' is a [[power]]ed [[machine component]] for the automated propulsion of minecarts. They are built over the top of existing tracks with {{K|b|M|r}}, requiring a [[mechanic]], ''(length/4)+1'' [[mechanism]]s and a [[rope]]. Rollers may also be placed directly on ramps to help pull carts up Z levels. Rollers are very useful to maintain a cart's momentum along long routes, to get them to climb Z-levels without dwarfpower involved, and to get them to reach speeds unattainable by guiding dwarves. These devices are variable-length (1-10), variable-direction and variable-speed ([[Minecart#Numbers_behind_the_scene|see below]]), all traits that can be set at construction time; a roller uses two units of power per tile it is long.&lt;br /&gt;
&lt;br /&gt;
Single-tile rollers transfer power in all four cardinal directions, while other rollers generally only transfer power perpendicular to their activity direction. Longer rollers can also transfer power along their activity direction if built in the correct order, although this can be hard to accomplish and is easily broken. Rollers cannot be powered from above.&lt;br /&gt;
&lt;br /&gt;
Rollers have great acceleration and capped speed. Carts going faster than the roller are unaffected. If a cart moves across an active roller in the direction the roller works and moves slower than the roller's specified speed, the cart will be set to the roller's speed. A cart going against a roller's movement direction will be sent back the way it came (once again at the roller's speed), unless it was moving extremely fast: speed increment of 100000 allows to reverse carts from the full &amp;quot;highest&amp;quot; (50000) speed roller to full &amp;quot;highest&amp;quot; speed back, but ramps can accelerate a cart beyond this. {{cite forum|144328/5702453}}&lt;br /&gt;
A cart crossing over a roller perpendicular to its current movement direction will gain the roller's amount of speed in the perpendicular direction without directly changing its forward motion. Without an adjacent wall to constrict its movement, this will typically send a cart off the rails on a diagonal path, completely unable to follow any tracks until it collides with a wall or is otherwise brought to rest. However, if the roller is placed over a track turn and pushes ''from'' the direction of that turn's track, the turn affects carts ''after'' the roller, so they will be forced into the turn rather than derailed in a diagonal direction. {{cite forum|144328/5702453}}&lt;br /&gt;
&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
tracks: full:&lt;br /&gt;
  ║       ║&lt;br /&gt;
 ═╗═     ═╢═&lt;br /&gt;
  ║       ║ &lt;br /&gt;
&lt;br /&gt;
╢ : roller pushing from W to E&lt;br /&gt;
}}&lt;br /&gt;
If the roller is powered, carts from ''all'' directions (unless too fast) exit S, because speed imparted by the roller forces carts toward E and ''then'' into the turn.&lt;br /&gt;
If not powered, carts from W and N exit S, carts from E and S exit W. Carts above derail speed will ignore the turn, of course.&lt;br /&gt;
&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
 ║     ║ &lt;br /&gt;
═╗═   ═╟═&lt;br /&gt;
 ║     ║&lt;br /&gt;
&lt;br /&gt;
╟ : Roller pushing from E to W&lt;br /&gt;
}}&lt;br /&gt;
Carts from the E or W: exit W.&lt;br /&gt;
Carts from N: derailed diagonally, exit SW.&lt;br /&gt;
Carts from S: derailed diagonally, exit NW.&lt;br /&gt;
&lt;br /&gt;
Rollers affects carts on a track - if placed on a floor or ramp without any tracks, they are ignored. Depowered rollers are also ignored, friction is determined by the tiles underneath.&lt;br /&gt;
&lt;br /&gt;
Because of their one-way nature, rollers are unsuitable for most two-way minecart tracks (unless you set gears toggling roller A-&amp;gt;B off while toggling A&amp;lt;-B rollers on). However, a minecart set to be ''guided'' is not affected by rollers at all{{cite forum|109460/3286235}} &amp;amp;mdash; this allows a one-way track to be used in both directions. In addition, unpowered rollers do not affect minecarts.&lt;br /&gt;
&lt;br /&gt;
Care must be taken in [[glacier]]s and other extremely cold [[biome]]s, since rollers (and the machinery used to power them) will not operate when constructed on natural [[ice]] floors.&lt;br /&gt;
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&lt;br /&gt;
==== Impulse ramps ====&lt;br /&gt;
Carts can be given momentum without rollers or changing z-level by exploiting a design oversight in a phenomenon called &amp;quot;impulse ramps&amp;quot;. A track ramp which has at least one wall/fortification and exactly one other connection will ''always'' accelerate a cart towards the other connection, no matter where the cart enters the tile from. This means carts can be accelerated even if the cart doesn't actually change z-level at all; ramps don't actually impart any downward velocity even when making cart descend. If a track ramp faces three directions such as ╩, then two of those directions need to be facing walls for the cart to be accelerated towards the remaining direction.&lt;br /&gt;
&lt;br /&gt;
Example of straight impulse acceleration:&lt;br /&gt;
&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒     ▒▒▒▒▒▒▒▒▒▒ &lt;br /&gt;
═▲▲▲▲▲▲▲▲▲▲═   ═╚╚╚╚╚╚╚╚╚╚═ &lt;br /&gt;
▒   : Wall&lt;br /&gt;
  ═ : Normal track &lt;br /&gt;
▲/╚ : N/E Track/Ramp&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
If a cart enters from the left, it will speed up on every track/ramp and exit to the right going very very fast—more than one tile every step. If it enters from the right, then it will bounce back impulsed by the ramp if it's going slow enough.&lt;br /&gt;
&lt;br /&gt;
As another oddity, carts coming from ramps will in some cases &amp;quot;teleport&amp;quot; through most of the next tile. This is called the &amp;quot;checkpoint effect&amp;quot;, and is explained in detail in the Physics section, below. This negates the deceleration of the next tile if it is a ramp &amp;quot;angled&amp;quot; in a different direction. You can just make an upward spiral alternating impulse ramps and regular upward ramps. It takes no power, is quick and cheap to build, requiring only channeling and track carving, and the cart goes up fast, but not so fast that it launches its contents.&lt;br /&gt;
&lt;br /&gt;
Examples of impulse elevators:&lt;br /&gt;
&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
 z +0    z +1    z +2    z +3&lt;br /&gt;
 ░░░░░   ░░░░░   ░░░░░   ░░░░░&lt;br /&gt;
 ░╔░░░   ░▼╚╗░   ░░▼▼░   ░░░░░&lt;br /&gt;
 ░╝░░░   ░▼░░░   ░░░╔░   ░░░▼░&lt;br /&gt;
 ░▼▼░░   ░░░░░   ░░░╝░   ░╚╗▼░&lt;br /&gt;
 ░░░░░   ░░░░░   ░░░░░   ░░░░░&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
 z +0   z +1   z +2   z +3   z +4   z +5   z +6   z +7   z +8   z +9&lt;br /&gt;
 ░░░░   ░░░░   ░░░░   ░░░░   ░░░░   ░░░░   ░░░░   ░░░░   ░░░░   ░░░░ &lt;br /&gt;
 ░▼░░   ░░╗░   ░╔▼░   ░▼░░   ░░░░   ░╔╝░   ░▼▼░   ░░░░   ░░╗░   ░╔▼░ &lt;br /&gt;
 ░╔╝░   ░▼▼░   ░░░░   ░╚░░   ░▼╝░   ░░▼░   ░╚░░   ░▼╝░   ░░▼░   ░░░░ &lt;br /&gt;
 ░░░░   ░░░░   ░░░░   ░░░░   ░░░░   ░░░░   ░░░░   ░░░░   ░░░░   ░░░░ &lt;br /&gt;
 &lt;br /&gt;
░ : Wall&lt;br /&gt;
╔,╚,╗,╝ : Track/Ramp&lt;br /&gt;
▼ : Down Ramp (empty space)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Note that these impulse elevators, due to the checkpoint effect and upward curved ramp effect, will not actually result in carts traveling straight up the ramp.  They will lose speed, bounce off a ramp, then be accelerated back into the spiral after a 9-turn delay on both tiles on the floor where they are stopped.  This is because the checkpoint effect allows carts to travel up the ramps in a single turn, but also prevents the impulse ramps from adding acceleration unless the cart is slowed to staying on the ramp for more than one turn.  Initial acceleration will carry the cart up a variable number of floors before this effect occurs, but this bouncing back and forth will occur every 5 z-levels after the first time the cart stops.  When the cart ''is'' traveling upwards, it will pass every tile at a rate of one tile per turn regardless of its actual speed, due to the checkpoint effect.  In tracks with only a single cart, this is negligible, but when multiple carts are on the same track (such as when you place multiple carts on a magma cart lift) this can cause collisions which derail carts, or cause other unexpected or undesired behaviors.&lt;br /&gt;
&lt;br /&gt;
The following impulse ramp (while larger) should alleviate these problems by using a straight ramp to go upwards, preceded by an impulse ramp to exploit the checkpoint effect and negate up ramp costs.  Corners still decelerate carts, so the cart will tend towards a velocity of 72k, which is derail speed.  Derail speed breaks (see Controlling Speed, below) may be necessary at the top.&lt;br /&gt;
&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
z +0     z +1     z +2     z +3&lt;br /&gt;
 ░░░░░░   ░░░░░░   ░░░░░░   ░░░░░░&lt;br /&gt;
 ░░░░░░   ░╔╔═░░   ░░▼▼╗░   ░░░░░░&lt;br /&gt;
 ░║░░░░   ░▼░░░░   ░░░░╗░   ░░░░▼░&lt;br /&gt;
 ░╚░░░░   ░▼░░░░   ░░░░║░   ░░░░▼░&lt;br /&gt;
 ░╚▼▼░░   ░░░░░░   ░░░░░░   ░░═╝╝░&lt;br /&gt;
 ░░░░░░   ░░░░░░   ░░░░░░   ░░░░░░&lt;br /&gt;
&lt;br /&gt;
░ : Wall&lt;br /&gt;
║,═,╔,╚,╗,╝ : Track/Ramp&lt;br /&gt;
▼ : Down Ramp (empty space)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Also, if you want to have a cart following a below-derail speed, the following track works well:&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
z +0    z +1    z +2    z +3&lt;br /&gt;
 ░░░░░   ░░░░░   ░░░░░   ░░░░░&lt;br /&gt;
 ░░░░░   ░══░░   ░▼▼║░   ░░░▼░&lt;br /&gt;
 ░║░░░   ░▼░░░   ░░░║░   ░░░▼░&lt;br /&gt;
 ░║▼▼░   ░▼░░░   ░░░░░   ░░══░&lt;br /&gt;
 ░░░░░   ░░░░░   ░░░░░   ░░░░░&lt;br /&gt;
&lt;br /&gt;
░ : Wall&lt;br /&gt;
║,═ : Track/Ramp&lt;br /&gt;
▼ : Down Ramp (empty space)&lt;br /&gt;
}}&lt;br /&gt;
In this elevator, the cart collides with the walls in the corners, but then realigns on the ramp, picks up speed, checkpoints through the next ramp, and slams into the next wall.  It is slower (10 ticks per floor) but produces reliable speeds, and will exit the impulse elevator at little more than push speeds.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A sort of opposite effect to impulse ramps also exists: ramps lacking the proper &amp;quot;up&amp;quot; and &amp;quot;down&amp;quot; connections are treated as flat track, even if they actually go up or down z-levels. This allows building &amp;quot;anti-impulse&amp;quot; slopes consisting entirely of ramps only connected up, which a minecart can travel up forty levels and more, needing no more than a single push.&lt;br /&gt;
&lt;br /&gt;
=== Controlling traffic ===&lt;br /&gt;
&lt;br /&gt;
==== Switching ====&lt;br /&gt;
&amp;lt;!-- copying template ║ ═ ╔ ╗ ╚ ╝ ╠ ╣ ╦ ╩ ╬ ╞ ╡ ╥ ╨ --&amp;gt;&lt;br /&gt;
As tracks are constructions or tile features, [[door]]s and other furniture can be built on them. A [[door]] or [[floodgate]] can be turned on or off by a [[lever]], effectively controlling the flow of automated minecarts. This may be &amp;lt;s&amp;gt;dangerous&amp;lt;/s&amp;gt; [[fun]], however. &lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
       -&amp;gt;&lt;br /&gt;
 A ════┤≡════ B&lt;br /&gt;
┤ : roller pushing to East&lt;br /&gt;
≡ : door&lt;br /&gt;
}}&lt;br /&gt;
The roller pushes the cart east, but until the &amp;quot;departure condition&amp;quot; is fulfilled, the door remains closed and blocks the path. &lt;br /&gt;
&lt;br /&gt;
[[Bridge]]s can also act as tracks, but only if they're lowered or not retracted. This property can enable levers to turn tracks on and off. However, care should be taken to ensure that such bridges are never operated while a cart is on top of them, as the cart will be flung off the track. It's worth noting that it's often faster, and cheaper, to construct large bridges than long sections of constructed track.&lt;br /&gt;
&lt;br /&gt;
A powered track switch can be constructed by building an &amp;quot;inverted&amp;quot; corner as illustrated below.&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
      B             B&lt;br /&gt;
      ║     -&amp;gt;      ║&lt;br /&gt;
      ║             ║&lt;br /&gt;
  ════╚═══      ════├════&lt;br /&gt;
 A        C    A         C&lt;br /&gt;
├ : roller pushing to West.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
If the cart is pushed East from the stop at 'A' while the roller is activated, it will arrive at 'B'. If the roller is not running, it will arrive at 'C'. The switch works by the roller first reversing the incoming cart's movement and the cart ''then'' following the track corner.&lt;br /&gt;
&lt;br /&gt;
This switch is very reliable, reacts instantly to on/off signals, and carts of any speed can be switched by this design, although very fast carts will require rollers that are several tiles long, up to three. The requirement for power can be inconvenient or impractical.  Non-powered solutions may use controlled derailment, or a connecting bridge.&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
    B ╥&lt;br /&gt;
      ║&lt;br /&gt;
      ║&lt;br /&gt;
 ╞════╝ ════╡&lt;br /&gt;
 A     D    C&lt;br /&gt;
}}&lt;br /&gt;
Here the track between A and C is not continuous. The only continuous track is A-&amp;gt;B, with a corner (not a T section). Fast moving carts will tend to derail at D and rejoin the track to C. Placing a door at D will prevent the derailment, so the cart continues to B. The door is operated by mechanisms elsewhere (typically, a lever, but some fun can be had with pressure plates).&lt;br /&gt;
&lt;br /&gt;
Since it depends on derailing, this switch requires a very fast cart, faster than what can be achieved with rollers alone. To gain sufficient speed, a cart must be accelerated further, usually by descending several levels or through impulse ramps. The high speed makes the cart much more dangerous and harder to control.&lt;br /&gt;
&lt;br /&gt;
If carts are moving too slowly to derail at the corner, a retractable bridge may be used as a connector between A and C.  &lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
      B╥&lt;br /&gt;
       ║&lt;br /&gt;
       ║&lt;br /&gt;
 A╞════bbb════╡C&lt;br /&gt;
}}&lt;br /&gt;
The bridge must overlap the corner. Bridges behave like a track crossing, allowing carts to pass in a straight line. When retracted, the corner reappears, so the carts will continue to B. Bridges take 100 steps to react to a signal, necessitating rather long &amp;quot;lead times&amp;quot; when switching tracks via bridge.&lt;br /&gt;
&lt;br /&gt;
As mentioned above, special care must be taken to make sure the bridge doesn't change state while the cart is passing over it. Retracting bridges will throw the cart, causing it to stop dead. Raising bridges can even crush the cart.&lt;br /&gt;
&lt;br /&gt;
==== Controlling Speed ====&lt;br /&gt;
&amp;lt;!-- copying template ║ ═ ╔ ╗ ╚ ╝ ╠ ╣ ╦ ╩ ╬ ╞ ╡ ╥ ╨ --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Minecarts can reach extremely high speeds, especially when descending multiple Z-levels. A minecart will derail at a track corner if its speed exceeds 0.5 t/st (tiles per step), '''unless''' the route in the direction of travel is blocked:&lt;br /&gt;
&lt;br /&gt;
Will derail at &amp;gt; 0.5 t/st:&lt;br /&gt;
&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
 in ══╗ -&amp;gt; derailing&lt;br /&gt;
      ║&lt;br /&gt;
     out&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Will not derail at &amp;gt; 0.5 t/st:&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
 in ══╗O&lt;br /&gt;
      ║&lt;br /&gt;
     out&lt;br /&gt;
&lt;br /&gt;
O : wall/column.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This behavior can be used to build a &amp;quot;speed limiter&amp;quot;, that will ensure that when a minecart exits it is traveling below derail speed, as illustrated in these three examples:&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
      ░░░░     ░░░░░        ░░░░░&lt;br /&gt;
 in  ═╔═╗░     ░╔S╗░        ░╔S╗░&lt;br /&gt;
 out ═╬═╝░ out ═╗═╝░    out ═╗═╝░&lt;br /&gt;
     ░╚S╝░     ░╚═╝═ in     ░╚S╝░&lt;br /&gt;
     ░░░░░     ░░░░          ║░░░&lt;br /&gt;
                              in&lt;br /&gt;
░ : wall&lt;br /&gt;
S : Track Stop (High Friction or lower)&lt;br /&gt;
}}&lt;br /&gt;
If the minecart is traveling below derailment speed, it will not be affected; if above, will be slowed down and checked again. Granted, you could do the same just with track turns, but it may take a lot of turns and time.&lt;br /&gt;
&lt;br /&gt;
Since all the derailings, bounces and ramps can impart a sideway component of speed small enough to start visible drift many tiles away (say, [[Fun|in the middle of a bridge]]), track turns have one more use: forcing the carts to move strictly along the grid directions. Carts passing a turn below derailing speed convert one component of velocity into another, thus eliminating the drift.&lt;br /&gt;
&lt;br /&gt;
=== Loading liquids ===&lt;br /&gt;
[[Water]] and [[magma]] can also be loaded into minecarts by submerging them to a depth of at least 6/7 while standing still or moving at speeds of at most 10000. Loading fluids onto minecarts can be difficult because the added friction provided by fluids can stop a cart in a submerged tile. Curiously, filling a minecart with magma does not injure a dwarf ''riding'' it. A minecart will hold enough fluid to increase the depth of a single tile by 2. This amount is listed as 833 units, which weigh 459Γ (water) or 999Γ (magma). An iron or steel cart filled with magma weighs 1313Γ, while an adamantine cart filled with magma weighs 1007Γ. Since you need a minecart above the liquid's level, possible arrangements may include pressure-activated sluices, rollers (with magma-safe chains for magma), pouring from above to &amp;quot;submerge&amp;quot; it briefly on the same level and drain excess away (dig deeper and leave a vaporizer, though if you could have power for rollers, may as well use a pump) and exploits with ramps (not necessarily impulse ramps, &amp;quot;same height&amp;quot; passing dip does it).&lt;br /&gt;
The liquids can be dumped by a constructed track stop.&lt;br /&gt;
&lt;br /&gt;
== Quirks ==&lt;br /&gt;
This little quirk concerns dwarf-managed minecarts. If a track which was previously open becomes blocked (ex. flipping a switch connected to a floodgate you've built on the track to raise it) and the conditions for departure are met, instead of refusing to ride/guide the minecart or ride/guide it until it reaches the obstacle, the dwarf will pick up the minecart off the tracks and haul it to its scheduled destination on foot. If the distance is long enough and the weight of the cart heavy enough (due to being filled with heavy items such as stones), the dwarf may drop the cart because of fatigue/hunger/thirst before reaching the destination. This will cancel that vehicle setting job and make another dwarf come by and attempt to haul the cart to the nearest appropriate stockpile where another dwarf will pick up the cart and attempt to haul it to its initial stop. If the stockpile is far enough from initial stop, this second dwarf who is attempting to place the minecart on its tracks may also drop the minecart out of fatigue/hunger/thirst creating a loop that will go on until a dwarf with enough endurance manages to place the minecart where it belongs.&lt;br /&gt;
&lt;br /&gt;
In fact, it seems dwarves are more than happy to attempt to carry a minecart from one stop to another even if just waiting until the track is open again would be the more sane option.&lt;br /&gt;
&lt;br /&gt;
Dwarves will also carry a minecart to its next stop if the direction specified is incorrect (or invalid). This can often occur when using the default departure settings and forgetting to set the direction of each condition.&lt;br /&gt;
&lt;br /&gt;
Dwarves can admire buildings while riding mine carts. Dwarves will not fall asleep during a ride (at least not from being drowsy). If riding on a continuous powered track loop, the dwarf will die of dehydration/starvation as they can not jump off to get sustenance.{{cite forum|109460/3377228}} Dwarves riding in submerged minecarts will gain experience in [[swimming]].{{cite forum|129889}}&lt;br /&gt;
&lt;br /&gt;
Tracks block wagon access to trade depots, unless they're on a ramp. [[Bridge]]s can also be used, as they function as tracks but do not block wagons.&lt;br /&gt;
&lt;br /&gt;
== Physics ==&lt;br /&gt;
&amp;lt;!-- copying template ║ ═ ╔ ╗ ╚ ╝ ╠ ╣ ╦ ╩ ╬ ╞ ╡ ╥ ╨ --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Minecart physics depend greatly on the departure mode set in the route stop conditions.&lt;br /&gt;
&lt;br /&gt;
When set to &amp;quot;Push&amp;quot; or &amp;quot;Ride&amp;quot;, minecarts will move according to the regular laws of momentum, gaining speed when going downhill, losing it slowly due to friction when on a flat plane, and more quickly when going uphill. In these modes, minecarts will move in a straight line until they either are brought to a stop by friction or an obstacle, or until they encounter a turn. A minecart will roll straight past &amp;quot;blocked&amp;quot; ends of T-junctions or track ends, they have no power to restrict a cart's movement. The cart's behavior is largely independent of the weight of its contents (including fluids and dwarves): heavily loaded carts gain more momentum when accelerating, but this only plays a role in collisions: a heavy cart gains just as much speed and is as easy to stop as a light one. In either case, dwarves can not push nor ride an unpowered cart up a ramp, bouncing back the direction it came. At best, this is a waste of time; at worst, it will give your cart-pushing dwarf a [[fun|fun surprise]]. To solve this, the player can either use Rollers (see below) or set the cart to be Guided.&lt;br /&gt;
&lt;br /&gt;
The difference between &amp;quot;Push&amp;quot; and &amp;quot;Ride&amp;quot; is whether the dwarf will go along with the cart or not.&lt;br /&gt;
{{DFtext|Push}}: the dwarf will give the cart an initial push, not enough to go up a ramp, but enough to go some way along flat track, and the dwarf will remain at the first stop, ready for a new job.&lt;br /&gt;
{{DFtext|Ride}}: the dwarf will give the cart the same initial push and then hop aboard the cart riding with it to the next stop.&lt;br /&gt;
{{DFtext|Guide}}: minecarts seem to ignore all laws of physics. That is:&lt;br /&gt;
*Ignore the weight of any and all items inside. Therefore:&lt;br /&gt;
**Move at the speed of the dwarf that is guiding them. It is thus recommended to pick the most [[attribute#Agility|agile]] of your dwarves for cart-guiding tasks.&lt;br /&gt;
*Ignore working rollers.&lt;br /&gt;
*Will ''not'' collide with other guided carts even when a full frontal collision would be expected.&lt;br /&gt;
*Will go up ramps like nobody's business.&lt;br /&gt;
This is therefore the recommended method of transport for simple non-powered rail systems, despite it diverting a dwarf from other, potentially more important tasks.&lt;br /&gt;
&lt;br /&gt;
Some samples with behavior:&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
 A &amp;lt;-&amp;gt; B    A &amp;lt;-&amp;gt; C               A &amp;lt;-&amp;gt; B&lt;br /&gt;
    B          B                     B &lt;br /&gt;
    ║          ║                     ║ &lt;br /&gt;
 A══╝       A══╩══C               A══╬╗&lt;br /&gt;
            You can only go A-&amp;gt;B     ╚╝&lt;br /&gt;
  Works     when the cart          Works     &lt;br /&gt;
            is in Guide mode.       &lt;br /&gt;
}}&lt;br /&gt;
In the second example above, a cart &amp;quot;pushed&amp;quot; from B will go over the junction and roll off into the unknown south.&lt;br /&gt;
&lt;br /&gt;
=== Numbers behind the scenes ===&lt;br /&gt;
&lt;br /&gt;
According to early research by '''expwnent'''{{cite forum|112831/3536975}}:&lt;br /&gt;
&lt;br /&gt;
The minecart has 3 variables for velocity. Velocity can be thought of as tiles per 100000 ticks, so a velocity of one hundred thousand means a cart travels one tile per tick. By going down a large number of ramps, a maximum velocity of 270,000 can be reached, which presents the limit for most practical applications. Short bursts of (much) higher speeds are possible through carefully planned collisions of high-speed carts.{{cite forum|137557/5145499}} (See [[#Perfectly Elastic Collisions|Perfectly Elastic Collisions]].)&lt;br /&gt;
&lt;br /&gt;
Every tick the cart adjusts sub-tile position units by the amount of their velocity, as well as adjusts velocity depending on current tile (speed is reduced by the &amp;quot;friction&amp;quot; of the tile, or accelerated if going &amp;quot;down&amp;quot; a ramp). On flat (non-ramp) tiles, the cart will move to the next tile when the sub-tile position goes 50000 away from the centre of the tile, denoted by the no-fraction integer value - tile 15 e.g. has its centre at the exact value 15 and its borders at co-ordinates 14.5 and 15.5. &lt;br /&gt;
&lt;br /&gt;
Since most deceleration and acceleration is applied per step, with the notable exception of corners, a cart going at twice the speed of another one can travel about four times the distance before coming to a stop when going in a straight line, but only twice the distance along a winding track with very many corners.&lt;br /&gt;
&lt;br /&gt;
A push will teleport a cart to the middle of the next tile in one tick with 19990 speed (10 speed is lost due to track friction), while a roller will directly give a cart the roller's set speed (minus friction) and the cart starts accumulating distance from its standing position. When a cart leaves a ramp it will emerge after one tick at the very end of the next regular tile. &lt;br /&gt;
&lt;br /&gt;
Friction of tiles:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Tile&lt;br /&gt;
! Friction&lt;br /&gt;
! Comment&lt;br /&gt;
|-&lt;br /&gt;
| Tracks&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| Ground/Floor&lt;br /&gt;
| 200&lt;br /&gt;
|-&lt;br /&gt;
| Unusable ramp&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| Upwards ramp&lt;br /&gt;
| 4910 (10+4900)&lt;br /&gt;
|-&lt;br /&gt;
| Downwards ramp&lt;br /&gt;
| -4890 (10-4900)&lt;br /&gt;
|-&lt;br /&gt;
| Roller&lt;br /&gt;
| ±100000 (but capped by the set speed)&lt;br /&gt;
|-&lt;br /&gt;
| Corner track &lt;br /&gt;
| 10&lt;br /&gt;
| Speed reduced by 1000 upon leaving the corner tile&lt;br /&gt;
|-&lt;br /&gt;
| Track stop (highest)&lt;br /&gt;
| 50000&lt;br /&gt;
|-&lt;br /&gt;
| Track stop (high)&lt;br /&gt;
| 10000&lt;br /&gt;
|-&lt;br /&gt;
| Track stop (medium)&lt;br /&gt;
| 500&lt;br /&gt;
|-&lt;br /&gt;
| Track stop (low)&lt;br /&gt;
| 50&lt;br /&gt;
|-&lt;br /&gt;
| Track stop (lowest)&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| Water 1-6&lt;br /&gt;
| Additional (WaterLevel - 1) * 100&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | [[#Skipping|See Skipping]]&lt;br /&gt;
|-&lt;br /&gt;
| Magma 1-6&lt;br /&gt;
| Additional (WaterLevel - 1) * 500&lt;br /&gt;
|-&lt;br /&gt;
| Empty space&lt;br /&gt;
| 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Water of depth 7/7 provides a friction of about 10000 per step. Maximum-depth magma causes at least as much friction, possibly more. This higher friction may not apply to very slow-moving carts.&lt;br /&gt;
&lt;br /&gt;
Impulse sources:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Feature&lt;br /&gt;
! Speed&lt;br /&gt;
|-&lt;br /&gt;
| Push&lt;br /&gt;
| 20000&lt;br /&gt;
|-&lt;br /&gt;
| Roller lowest&lt;br /&gt;
| 10000&lt;br /&gt;
|-&lt;br /&gt;
| Roller low&lt;br /&gt;
| 20000&lt;br /&gt;
|-&lt;br /&gt;
| Roller medium&lt;br /&gt;
| 30000&lt;br /&gt;
|-&lt;br /&gt;
| Roller high&lt;br /&gt;
| 40000&lt;br /&gt;
|-&lt;br /&gt;
| Roller Highest &lt;br /&gt;
| 50000&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note, again, that nearly all of these values are applied ''per tick'', rather than ''per tile''.  The exceptions are curves, which is 1k deceleration per direction change at the end of the tile, and rollers, which ''set'' the speed every tick. This makes rollers particularly useful in high-deceleration situations, such as underwater, but require that ''nearly every tile'' in such high-deceleration situations have a roller.&lt;br /&gt;
&lt;br /&gt;
A cart heading up a ramp can experience deceleration on multiple ticks, (and stays on the tile more ticks the slower it is going, resulting in greater deceleration,) and as such, a cart leaving a &amp;quot;Highest Speed&amp;quot; roller with 50k velocity will not be able to climb 10 consecutive straight ramps, since they are ''not'' &amp;quot;5k deceleration each&amp;quot;.  In fact, the first ramp not on a roller will be -15k velocity, and, depending slightly upon other factors of &amp;quot;remainder&amp;quot; x position, the second may completely cancel forward momentum, and send it rolling back down, where it will bounce off the roller repeatedly.  Using rollers to power carts up ramps reliably requires rollers every other un-rollered ramp.   Fortunately, rollers can be built upon ramps, themselves, which allows for rollers to only need to be built every other floor.  (Exploiting the [[#Checkpoint Effect|checkpoint effect]] can allow one to bypass this requirement.)&lt;br /&gt;
&lt;br /&gt;
There are two important speed values which affect carts' behaviour:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Derailing&amp;quot; can happen when a cart moves at speeds in excess of 50000 - carts will ignore track corners unless forced to obey them by walls or other obstacles blocking the straight path.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;shotgun&amp;quot; effect takes place when a collision changes a cart's movement speed by more than 55000: loaded carts subject to such a change eject their contents, which then keep on moving in a ballistic trajectory, in the direction and at the speed the cart had before the collision (with a small random vector added). This effect entirely rides on the amount of speed ''change'' - a speeding cart crashing into a wall can be subject to it just as well as a standing cart accelerated by a speedy cart smacking into it. It can even happen when two relatively slow-moving carts (down to speeds below 20000 in extreme cases) collide head-on.&lt;br /&gt;
&lt;br /&gt;
=== Sub-tile Positions and Velocity ===&lt;br /&gt;
Carts store six values that are unique to them.  Three sub-tile position values, and three velocity values.  (X, Y, and Z.)&lt;br /&gt;
&lt;br /&gt;
Note that the Z position and velocity only matter when a cart is in flight.  (See [[#Falling|Falling]] and [[#Cart Jumps|Cart Jumps]].)&lt;br /&gt;
&lt;br /&gt;
Each non-ramp tile is functionally composed of 100,000 individual minimal-length positions ''within'' the tile in both dimensions. When a cart has velocity, it is added or subtracted from the current position every tick, and then a friction force is applied to the cart.  &lt;br /&gt;
&lt;br /&gt;
In essence, every sub-tile position unit is a decimal value of a tile, 0.00001 tiles, in a game that largely prefers integer values.  &lt;br /&gt;
&lt;br /&gt;
The exact cart coordinates shown e.g. by a DFHack script must be rounded arithmetically (up or down to the nearest integer) to find the current tile: a cart in the centre of a tile will be at sub-tile zero in all directions, and it will cross into the next tile when subtile value is more than 50 000 higher or lower than the full number.&lt;br /&gt;
&lt;br /&gt;
When carts move beyond the borders of a tile, they physically move a tile on the map, and start at the far end of the sub-tile position the next tile. (I.E., traveling West, a cart that starts a tick 15,000 X away from the border and has an X velocity of -20,000 will move -5000 X past the adjacent border of the next tile in direction -X. It will also lose 10 velocity in that tick due to friction with the track if it is on a track, or 100 velocity if it is on regular ground, or no velocity if it is airborne.) &lt;br /&gt;
&lt;br /&gt;
Ramp tiles are longer, approximately 141,420{{cite forum|157627/0}} in the direction where it &amp;quot;slants downward&amp;quot;, (to approximate a 45 degree slope, it is square root of two times longer,) with a centre-to-border distance of 70,710.  Because of this, a cart with no velocity dropped from a hatch will land at the center of a tile, 70,710 away from the tile's borders in both directions, and will start rolling in the ramp's &amp;quot;downward&amp;quot; direction, picking up the ramp's acceleration (4890 per tick in the direction of the ramp's &amp;quot;downward&amp;quot; direction) every single tick, then moving that sub-tile amount every tick. (This results in a cart that takes 5 ticks of acceleration to leave its ramp - 6 ticks overall - and to leave the ramp with about 23k velocity, slightly more than a push.) When it enters another ramp ''facing the same direction downwards'', a cart will start at the -70710 or +70710 position, and have twice as far to travel.  This means that if a cart enters a ramp from the side, it will gain twice the momentum of simply starting at the midpoint of a ramp.  &lt;br /&gt;
&lt;br /&gt;
Note that passing from one direction of ramp to another or to flat terrain causes unintuitive behavior, &amp;quot;teleporting&amp;quot; to the end of another tile in what is called the &amp;quot;[[#Checkpoint Effect|checkpoint effect]]&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Note, however, that all sub-tile positions are carried over from tile-to-tile.  This separate tracking of velocity and position between X and Y can lead to problems with diagonal motion:&lt;br /&gt;
&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
z0  z-1&lt;br /&gt;
▒║▒ ▒▒▒&lt;br /&gt;
═▼═ ▒╬▒&lt;br /&gt;
▒ ▒ ▒║▒&lt;br /&gt;
▒   : Wall&lt;br /&gt;
═, ║ : Track &lt;br /&gt;
╬  : Track and Ramp&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
If a cart is passing West-to-East over this setup, the valid ramp to the South will apply &amp;quot;Southward&amp;quot; acceleration to the cart (-Y velocity) as it passes through the ramp tile.  Assuming it only spends two ticks in that tile, it will have gained a lasting -5k Y velocity, which will still apply motion Southward.  If the cart continues travelling over straight track for another ten steps, it will have accumulated enough Southward motion to try to move a tile South, even if all tracks are facing East-West. &lt;br /&gt;
&lt;br /&gt;
A single tile spent on the ramp will not grant lasting southward motion, because the acceleration will be neutralised through the checkpoint effect when the cart leaves the ramp again, but the cart will be displaced about 5k sub-tiles southward, which can cause it to gain more or less speed than an undisplaced cart when meeting another south- or north-accelerating ramp.&lt;br /&gt;
&lt;br /&gt;
'''Non-curving tracks do not correct this motion'''.  &lt;br /&gt;
&lt;br /&gt;
They don't &amp;quot;tip back over&amp;quot; without adjustments in the track.  Any value of sideways motion on tracks larger than 990 will lead to a derailment. (Lower values will be nullified by friction before they are enough to lead to derailment, but there is currently no way to apply such a small amount of velocity.)  &lt;br /&gt;
&lt;br /&gt;
If the tile to the South is a wall at that point, it will be considered a collision with a wall that ''halts all motion''.  If the tile is open, the cart will simply leave the track and travel over the terrain beside it. In almost any circumstance, this is undesirable behavior.  &lt;br /&gt;
&lt;br /&gt;
The only way to appropriately deal with this is to either cancel out this behavior with an equal amount of acceleration in the opposite direction, or to take a curve. &lt;br /&gt;
&lt;br /&gt;
Note, again, that sub-track position is saved in both directions, so when a cart approaches a curve, it will already have a shorter or longer distance past the curve when it makes the turn.  &lt;br /&gt;
&lt;br /&gt;
Curves are applied at the end of a tile.  If a cart is moving East, and approaches a North-West track corner at 30k velocity, and friction is eliminated for the purposes of a cleaner demonstration, then when it enters the tile on the western (X coordinate) border of the tile, but in a central North-South (Y) orientation (sub-tile -50k X and 0 Y due to arithmetic rounding), it will then move 30k East (+X) the next tick, and be at -20k X sub-tile position, and 0 Y sub-tile position.  Next tick, it is at +10k X sub-tile position, and 0k Y sub-tile position.  Two more ticks would take it to +70k X, but that's past the tile border, so it stops at 50k, turns (and thus loses 1k velocity, but translates the rest from X-velocity to Y-velocity) and travels another 20k.  It is now at 0k X sub-tile position, and -20k Y sub-tile position (i.e. it's re-set from the end to the middle of the tile with respect to the X co-ordinate).  Next tick, it travels at 29k velocity North, and so moves to 0k X sub-tile position, and +9k Y sub-tile position.  Then in two more turns, it leaves to the North.  &lt;br /&gt;
&lt;br /&gt;
In the case of diagonal motion due to having velocities in X and Y at the same time, it is critical which tile the cart actually tries to enter next. Only if the path into that tile is blocked by the corner branches will the cart take the corner and rewrite its velocity, otherwise it leaves the corner tile without changes to its motion. If the cart is redirected by the corner, all sideways velocity is lost, as forwards velocity ''overwrites'' sideways velocity in a curve.  If, in that example in the paragraph above, the cart entered at -50k X sub-tile position with 30k X velocity, and 40k Y sub-tile position and -1k Y velocity, it would take that &amp;quot;curve&amp;quot; (or rather, redirection of velocity) on the fourth turn, while it is at 37k Y sub-tile position to start with, and then move to -53k Y sub-tile position at the end of that tick.  It would then move to -26k Y sub-tile position in the following turn, and take 3 turns to clear the tile.&lt;br /&gt;
&lt;br /&gt;
But, most importantly, it would be centered in the X sub-tile position, and all sideways velocity is safely removed.&lt;br /&gt;
&lt;br /&gt;
There are two common ways to gain sideways velocity: Rollers facing perpendicular to the cart's travel path (which, as covered above, are almost always a bad idea, as it is easier to push ''against'' the travel direction of a cart into a curve, which redirects all velocity in the new direction,) and [[#Corner Ramp Derail|corner ramps]], and require a curved track to compensate for sideways velocity within a few tiles.&lt;br /&gt;
&lt;br /&gt;
=== Track Direction Irrelevance ===&lt;br /&gt;
Carts that are traveling independently, (that is, not guided,) only care that tracks ''are'' on the tile, not which direction the tracks actually move.  Tracks respect only curves (with two exits) and ramps.  &lt;br /&gt;
&lt;br /&gt;
This means, for example, that the following tracks, when a (non-guided) cart travels from West-to-East, are functionally identical in effect:&lt;br /&gt;
&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
A════════════B    A╬║╚╔╣╩╦╠╥╨╞╡B&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This is because so far as the cart is concerned, only valid ramps and curves with two exits where there is no exit in the path they are traveling matters.  &lt;br /&gt;
&lt;br /&gt;
Hence, if a minecart encounters the end of the track or a T junction with no &amp;quot;exit&amp;quot; in its movement direction, it will simply leave the track and continue on its course in a straight line until it encounters an obstacle, slows to a stop, or encounters another track even if the tile at which it joins the new track instantly sends it around a corner.&lt;br /&gt;
&lt;br /&gt;
In fact, in a track designed for pushes or rides, a &amp;quot;║&amp;quot;, a &amp;quot;╦&amp;quot;, a &amp;quot;╬&amp;quot;, and a &amp;quot;╥&amp;quot; are ''only different in appearance'', and are ignored by an unguided cart, which will continue in its current direction, regardless of the track.  For any purpose but guided tracks, ''only curves and ramps matter at all''.  &lt;br /&gt;
&lt;br /&gt;
Tracks like T-junctions, however, ''are'' respected by dwarves guiding carts, who will lift and carry carts if they cannot find a valid track to their destination, and can choose to follow any orthogonal direction at a four-way junction in much the same way as they normally pathfind.  What this functionally means is that T and four-way junctions ''only guide dwarves hauling a cart, not carts, themselves''.&lt;br /&gt;
&lt;br /&gt;
Carts only check for curves when they are halfway through a tile.  When they get there, they look to see if their path has no exit.  (That is, if it is traveling East, it checks if there is an East exit.) If there is, it ignores all other track directions, and keeps traveling.  If there is not, it checks to see if there are only two exits to the track, and if one of those directions was the direction it &amp;quot;came from&amp;quot;.  (That is, if traveling West from the East, it checks if there is a valid exit to the West, and if not, if there is an East exit and EITHER a North or South exit.) If there is not, it ignores the track anyway, and keeps on traveling as though it were still on track.  &lt;br /&gt;
&lt;br /&gt;
If there is a curve the cart will respect, it checks for derailment.  Carts derail if their speed is higher than 50k.  Carts at this critical speed will then check for blockages of their forward path.  If there is an obstacle to their path, which may be a wall or even furniture or buildings like a door, they will not derail and respect the curve, anyway.  Derailing carts do not &amp;quot;[[#Cart Jumps|jump]]&amp;quot; unless they hit completely untracked tile or an invalid ramp, but simply ignore the layout of the tracks entirely.  With invalid ramps, this means not respecting the ramp, and likely results in collision with a wall, zeroing of all velocity, and a cart that requires manual retrieval. &lt;br /&gt;
&lt;br /&gt;
If the cart is traveling at a speed that will not derail, or is forced to turn by a supporting wall, it will subtract 1000 from the &amp;quot;forwards&amp;quot; velocity of the cart, and redirect all forward velocity to the direction of the curve.  This change in the direction of velocity ''overwrites'' any &amp;quot;diagonal&amp;quot; velocity, which can prevent diagonal velocity derailments, but any perpendicular velocity is not preserved, and is instead discarded.&lt;br /&gt;
&lt;br /&gt;
=== Valid and Invalid Ramps ===&lt;br /&gt;
Ramps are functionally defined for cart purposes as being a tile which exerts an acceleration force upon its &amp;quot;downward slope&amp;quot;, and which allows connection to tracks a z-level above or below.  This downward slope requires a cart to have at least one track branch touching a wall tile and one ''and exactly one'' carved exit to the tile that is the &amp;quot;bottom&amp;quot; of the ramp. Ramps accelerate carts in this &amp;quot;downward&amp;quot; direction (possibly leading to [[#Corner Ramp Derail|diagonal movement]]), and the deceleration of an &amp;quot;uphill&amp;quot; ramp is actually just the acceleration being applied against the direction of a cart's movement.  &lt;br /&gt;
&lt;br /&gt;
This is where players can find an exploit in the behavior of ramps - if there are ''two'' &amp;quot;downhill&amp;quot; exits to a ramp (such as a &amp;quot;T junction&amp;quot; on a ramp where only one exit faces a wall), then the ramp provides no acceleration ''or'' deceleration, allowing carts to travel up ramps without any loss of momentum except for the standard &amp;quot;flat track&amp;quot; deceleration, because as far as the cart is concerned, the track ''is'' flat.  (A T junction is also not a curve, so the track is considered flat and straight no matter what direction the cart is traveling.) &lt;br /&gt;
&lt;br /&gt;
Similar effects can be achieved when there are ''no'' &amp;quot;downhill&amp;quot; exits to a ramp.  This may be the case if you have, for example, an East-West track with a one-tile channel with a ramp in it.  The cart will travel through the &amp;quot;dip&amp;quot; with no change in velocity.  It can also be the case if you abuse the [[#Track Direction Irrelevance|Track Direction Irrelevance]], and set only exits ''up'' the ramp, and none leading ''down'' the ramp.  For example, if a cart is traveling from West to East up a slope, only carving East exits on each tile of ramp will make the cart travel up the ramp, and then recognize the tile it is on as being a &amp;quot;flat&amp;quot; tile, thus ignoring any deceleration from traveling uphill.  &lt;br /&gt;
&lt;br /&gt;
Note that this effect only reliably occurs at below-derail speeds as the cart will treat the ramp as an invitation for a ramp jump otherwise. (This almost always results in a collision with a wall that will stop forward progress.)&lt;br /&gt;
&lt;br /&gt;
=== Falling ===&lt;br /&gt;
When falling, a minecart appears to cause no damage upon collision, possibly to allow cart &amp;quot;stacking&amp;quot; across Z-levels.{{cite devlog|2012|04|06}} A dwarf riding in a minecart that is dropped multiple z-levels suffers normal fall damage. Minecarts can fall through up/down stairs.&lt;br /&gt;
&lt;br /&gt;
While airborne, carts do not feel the effects of friction in any horizontal direction, and will continue until they strike an obstacle.  Carts that land on tracks instantly re-rail themselves regardless of track directionality.  &lt;br /&gt;
&lt;br /&gt;
Falling carts accelerate similarly to the way that a ramp will accelerate a cart in a special z-only velocity that only applies to airborne carts. (Actually, since a tile is notionally 1.5 times as high as it is wide/long, acceleration due to gravity in freefall appears slightly ''slower'' than ramp acceleration, since it has to move the cart (or any other object) a greater distance.) Ramp acceleration, while it logically should be partially z-directional, is only recorded as x- or y-directional, and there is no translation of z-directional velocity upon landing.  Landing carts zero out their vertical velocity upon landing, even when landing on ramps, although carts that had horizontal momentum while falling preserve it.&lt;br /&gt;
&lt;br /&gt;
This means a cart falling onto a track ramp is accelerated as if starting from the middle of the ramp - i.e. to the same speed, no matter how many Z-levels it was dropped, vertical velocity is negated. {{cite forum|144328/5701211}} As a consequence, the fall damage to passengers is also negated.&lt;br /&gt;
&lt;br /&gt;
Carts falling onto a floor can, however, cause damage to creatures ''one tile below the floor''.  This can be used in an [[exploit]] called a &amp;quot;thumper&amp;quot;, where carts are caused to repeatedly fall on a floor above an entrance to the fort, inflicting significant damage (as though it were a collision) on those below the cart.&lt;br /&gt;
&lt;br /&gt;
=== Cart Jumps ===&lt;br /&gt;
Carts that cross off of &amp;quot;up&amp;quot; ramps relative to their current direction of travel, which do not have a ceiling above them, are traveling above derail speed, and do not have valid ramp track before them can translate a portion of their horizontal velocity into vertical velocity, causing a cart to be projected into the air until vertical velocity is negated and overcome by the gravitational acceleration. Because downwards acceleration is applied per-tick, this creates a reasonable facsimile of the parabolic motion of an actual object rolled up a ramp and launched with significant speed. &lt;br /&gt;
&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
z0             z0 hiding ramps  z+1 A          z+1 B (hidden ramp)&lt;br /&gt;
▒▒▒▒▒▒▒▒▒▒▒▒   ▒▒▒▒▒▒▒▒▒▒▒▒     ▒▒▒▒▒▒▒▒▒▒▒▒     ▒▒▒▒▒▒▒▒▒▒▒▒&lt;br /&gt;
═▲▲▲▲▲══▲▒▲═   ═╚╚╚╚╚═══▒══      ▼▼▼▼▼  ▼═▼       ▼▼▼▼▼  ▼╚▼ &lt;br /&gt;
▒   : Wall&lt;br /&gt;
═ : track &lt;br /&gt;
▲  : Ramp&lt;br /&gt;
}}&lt;br /&gt;
In this diagram, if there is no ceiling above it, the track in z+1 A will launch its carts airborne when they travel across the ramp.  z+1 B (with a ramp on the tile on the hill) will not launch the cart.  The cart would also not be launched with ''any'' valid ramp, even if it does not travel in an appropriate direction, such as North/South (which the cart will ignore, as it is not a curve, anyway, although it may produce acceleration that may cause diagonal movement.) &lt;br /&gt;
&lt;br /&gt;
Carts that are traveling at derail velocity will also start &amp;quot;jumping&amp;quot; from the track if it hits an un-tracked tile, flying over and ignoring any tracks until it is ready to land.  Carts that land upon tracked tiles re-rail themselves, and clever designers use this feature to jump over curved track sections in one direction or another. (Retracting bridges over untracked tiles can cause jumps or not cause jumps depending upon the status of the bridge.)  Minecart speed must be carefully regulated to ensure reliability of jump length. &lt;br /&gt;
&lt;br /&gt;
Hitting untracked tiles at around 70k velocity creates a vertical component to acceleration that allows for jumps of around 6 (horizontal) tiles that do not actually leave the z-level the cart is on, but which do apply z-direction velocity on the cart, as per falling.&lt;br /&gt;
&lt;br /&gt;
Carts that approach a downward slope at a high enough velocity will also make a jump, (or rather, ignore the ramp and fly forwards) but will not do so if the [[#Checkpoint Effect|Checkpoint Effect]] is exploited through an impulse ramp before the actual downhill as the impulse ramp &amp;quot;tricks&amp;quot; the cart into thinking it has already started going downhill. &lt;br /&gt;
&lt;br /&gt;
=== Skipping ===&lt;br /&gt;
If a minecart is moving fast enough, it can skip over [[water]] or [[magma]], making splashes of [[mist]] (or [[magma mist]]) as it attempts to move on them horizontally. This horizontal movement is independent of the minecart and its content's [[weight]].&lt;br /&gt;
&lt;br /&gt;
Skipping causes significant friction on the cart, and even a cart going at max speed from ramps can only make about 50 tiles without requiring re-acceleration.  (Carts that decelerate enough that they do not trigger the skipping effect will, of course, sink.)&lt;br /&gt;
&lt;br /&gt;
=== Corner Ramp Derail ===&lt;br /&gt;
&lt;br /&gt;
Corners on upward ramps can cause diagonal movement, forcing a derail even if the cart has a wall next to it, which will force a stop when it touches a wall that forces dwarves to manually reset the cart.  &lt;br /&gt;
&lt;br /&gt;
This is caused by the fact that a cart, after turning the bend in the track and entering e.g. a flat tile, will be subject to the checkpoint effect which applies 5k acceleration opposed to the last amount of ramp acceleration it received. Since the cart has just passed a corner, this compensatory speed adjustment now goes to the &amp;quot;outside&amp;quot; of the corner and creates enough lateral velocity to carry the cart off the track after eleven steps. (Down corner ramps do not have this problem, as the downward direction is in line with the past-corner movement direction and the checkpoint effect works on the only remaining movement vector.) &lt;br /&gt;
&lt;br /&gt;
There are two fixes to this problem.  One is to simply not put corners on up ramps.  The other is to &amp;quot;cancel&amp;quot; the lateral speed after a cart has passed the ramp, either by sending the cart through another corner or by putting a high-friction track stop on the exit tile. In the latter case, the cart will lose 10000 speed in the desired direction, but the same speed loss will apply to the undesired lateral speed, nullifying it.&lt;br /&gt;
&lt;br /&gt;
=== Checkpoint Effect ===&lt;br /&gt;
The checkpoint effect, [http://www.bay12forums.com/smf/index.php?topic=144328.0 explained in depth by Larix], is an odd and highly exploitable feature of ramps where minecarts &amp;quot;teleport&amp;quot; through the next tile of track, ignoring nearly all minecart physics (except that they stop at all walls or other obstacles and only respect curves with no backing wall and invalid ramps if they are below derail speed) and passing through that tile in just a single tick, and to the very end of the next tile.&lt;br /&gt;
&lt;br /&gt;
This effect occurs when a cart leaves a downward ramp for any other direction of tile. (This includes ramps which accelerate in different directions, even a ramp which goes from accelerating East to accelerating North due to a bend in a chain of standard down ramps in a curve.) This allows, for example, two valid straight ramps directly next to one another with a cart dropped onto one or the other with no momentum to have the cart pick up acceleration going &amp;quot;down&amp;quot; the ramp as normal, but then flying up through the &amp;quot;up&amp;quot; ramp it travels into with no loss of momentum, as though it had come from an impulse ramp.  If the two ramps had at least one space of distance between them, and then a cart were dropped in, the cart would instead &amp;quot;rock&amp;quot; back and forth between the two ramps.  &lt;br /&gt;
&lt;br /&gt;
This seems to be because ramps have a slightly longer length than regular tiles - 141,420, rather than 100,000 distance. When this &amp;quot;snaps back&amp;quot; after a ramp, it seems to project the cart suddenly further along the track, making it jump a tile ahead even when otherwise moving at relatively low speeds.&lt;br /&gt;
&lt;br /&gt;
This [[bug]] is the cause of a ''wide array'' of unexpected behavior among people who do not take this bug into account.  It causes derailments or failure to climb up seemingly valid impulse elevators.  In general, it makes a system that behaves extremely counter-intuitively, and operates ''any time a cart encounters a valid ramp''.  At the same time, when its effect is accounted for, it is highly exploitable: It causes &amp;quot;perpetual motion devices&amp;quot; using no power when two opposing ramps are placed next to one another, since the &amp;quot;uphill&amp;quot; effect of the opposing ramp is ignored, preventing deceleration.&lt;br /&gt;
&lt;br /&gt;
Another useful thing to note about this exploit is that carts traveling at no less than 71,000 or so speed (enough to travel half a ramp tile in a single tick) can travel through every tile in just one tick at no change in velocity as long as the tiles alternate between impulse ramp or actual down ramp and any other tile type.  The cart checkpoints through the non-down-ramp tiles, and can pass through the (impulse) down ramp tiles in a single tick, before they can actually start gaining momentum.  &lt;br /&gt;
&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒    ▒▒▒▒▒▒▒▒▒▒ &lt;br /&gt;
═▲═▲═▲═▲═▲═   ═╚═╚═╚═╚═╚═ &lt;br /&gt;
▒   : Wall&lt;br /&gt;
  ═ : Normal track &lt;br /&gt;
▲/╚ : N/E Track/Ramp&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
If the cart enters from the West at less than 72,000 speed, some of those ramps will cause Eastward acceleration.  &lt;br /&gt;
&lt;br /&gt;
This means that an impulse ramp not contiguous to other impulse ramps has a top speed of around 75k:&lt;br /&gt;
&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
▒▒▒▒▒ ▒▒▒▒▒&lt;br /&gt;
▒╔═╗▒ ▒╔═╗▒&lt;br /&gt;
▒╚▲╝▒ ▒╚╗╝▒&lt;br /&gt;
▒▒▒▒▒ ▒▒▒▒▒&lt;br /&gt;
}}&lt;br /&gt;
This setup makes a cart that travels clockwise at a speed that fluctuates around 75k velocity.  If the cart has more than 72k velocity, it fails to accelerate in the ramp, as it leaves the ramp in a single turn due to checkpointing to the halfway point.  After that, the curves sap 1k velocity, and every tick saps 10 velocity.  &lt;br /&gt;
&lt;br /&gt;
Two contiguous impulse ramps with a same-facing &amp;quot;downwards slope&amp;quot;, however, do not suffer the checkpoint effect in the second tile, giving functionally triple the space to accelerate.  This means it will add velocity (at the standard rate of 4.9k per tick) up to a maximum speed of 216k. &lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
▒▒▒▒▒▒ ▒▒▒▒▒▒&lt;br /&gt;
▒╔══╗▒ ▒╔══╗▒&lt;br /&gt;
▒╚▲▲╝▒ ▒╚╗╗╝▒&lt;br /&gt;
▒▒▒▒▒▒ ▒▒▒▒▒▒&lt;br /&gt;
}}&lt;br /&gt;
This example results in a cart moving three times as fast as the previous cart.&lt;br /&gt;
&lt;br /&gt;
Three successive ramps results in the highest attainable speeds.&lt;br /&gt;
&lt;br /&gt;
In practical terms, this means that only consecutive ramps should be used for high acceleration, but singleton ramps can be used to have speeds that are somewhat regulated.&lt;br /&gt;
&lt;br /&gt;
=== Stacking ===&lt;br /&gt;
If a minecart lands on top of another minecart, they may form a stack, with the upper cart on the z-level above the lower. Subsequent carts do not form a stack, but rather quantum stockpile in the same space. This behaviour is useful for [[megaprojects]] and [[trap design]] with minecarts as the weaponry. Moderation should still be exercised: carts take longer to fall into a &amp;quot;stacking&amp;quot; tile already occupied by other carts and will spend that time &amp;quot;hanging&amp;quot; in the air above the stack. This can lead to following carts striking them, which can cause all kinds of malfunctions. The extra time is two game steps for every cart already in the stack, which doesn't hurt stacks of ten carts very much but makes stacks of 100+ rather impractical.&lt;br /&gt;
&lt;br /&gt;
These minecarts on the upper level generally need to be struck with another minecart to move out, or have their support removed. The latter option is safest done by shooting it away with another minecart, manual removal of a stack-supporting cart typically causes the next cart from the stack to [[fun|fall on top]] of the hauler.&lt;br /&gt;
&lt;br /&gt;
=== Perfectly Elastic Collisions ===&lt;br /&gt;
Minecart collisions are perfectly elastic, meaning that not only do minecarts not take damage, but that two carts that are rolling which have frontal collisions of near-similar speed, and where one cart is no more than twice the mass of the other cart, will result in a billiard-ball-like effect of the lighter cart bouncing off the heavier cart with a proportional speed increase dependent upon the relative momentum behind the heavier cart.  &lt;br /&gt;
&lt;br /&gt;
Using this trick with carts already at the 270,000 maximum speed from ramps can result in &amp;quot;supersonic&amp;quot; carts traveling at speeds in the millions (travelling a dozen tiles per tick), but where they are suddenly subject to 10,000 units of &amp;quot;terminal velocity&amp;quot; friction per tick.  [http://www.bay12forums.com/smf/index.php?topic=137557.0 Thread with SCIENCE here].&lt;br /&gt;
&lt;br /&gt;
While hypothetically capable of launching a minecart into orbit when used in conjunction with a ramp, no cargo can be contained in the launched cart, as the collisions will force ejections of the cargo.  Your &amp;quot;unwilling volunteer&amp;quot; [[goblin]] space pioneers will simply become paste underneath the wheels of an extreme high-speed cart.&lt;br /&gt;
&lt;br /&gt;
== Non-standard uses ==&lt;br /&gt;
Minecarts include some interesting characteristics that have motivated uses beyond hauling. They can be useful for creating fully-automated [[exploit|quantum stockpiles]], [[garbage disposal]]s, [[Water_wheel#Micro_Water_Reactor|water reactors]], and [[portable drain]]s. Storing perishable goods (meat, meals, etc.) inside a minecart appears to guard against rot and vermin.&lt;br /&gt;
Minecarts can be [[Trap_design#Minecarts|used as weapons]], or as (hopefully non-fatal) triggers to restart stalled [[healthcare]]. They can also  be used to time/control game events, either using a basic [[repeater]] or much more advanced [[minecart logic]].&lt;br /&gt;
Minecarts trigger [[pressure plate]]s, which means a trap can be designed to trigger when a thief attempts to steal a minecart.&lt;br /&gt;
A pressure plate can be used as automatic and more precise custom &amp;quot;launch when full enough&amp;quot; system - as long as weight of your minecarts stays the same. You cannot build a hatch or roller on the same tile, so launch by bumping with another cart. {{cite forum|15096/4580050}}&lt;br /&gt;
Dwarves riding minecarts can attack enemies within reach (which goes back to dev log). This applies to shooting, and they actually can hit targets while riding by.{{cite forum|109460/5266119}} Whether a minecart protects the rider and how it interacts with dodging is not known yet. Minecart riders can also [[Swimming#Minecart_training|train swimming]] and [[Megaprojects#Surveillance_Track|detect ambushers]].&lt;br /&gt;
&lt;br /&gt;
== Adventure mode ==&lt;br /&gt;
In addition to being used for hauling, minecarts can also be ridden in [[adventure mode]]. (Adapted from forum thread {{cite forum|122903/4258212}})&lt;br /&gt;
&lt;br /&gt;
# If the minecart is in your inventory, drop it. If it is already on the ground, proceed to step 2.&lt;br /&gt;
# Press {{k|u}} when you are 1 tile away from the minecart (or standing on the same tile as the minecart).&lt;br /&gt;
# You will be presented with the following options:&lt;br /&gt;
[[File:minecart adventure mode menu.png|left]]&lt;br /&gt;
{{clear}}&lt;br /&gt;
* If you {{DFtext|Push}} the minecart, it will move a few tiles in the direction you chose. Physics comes into play here, so it will gain/lose speed depending on the usual factors. &lt;br /&gt;
* If you {{DFtext|Ride}} the minecart, you will hop into the minecart, even if you were a tile away, and it will move in the chosen direction with you in it. It will gain/lose speed depending on the usual factors. Whilst the minecart is in motion, you should press {{k|.}} to skip your turn; if you attempt to move whilst the minecart is still in motion, the laws of physics come into play, and you will take [[wound|damage]]. However, it is currently possible to jump out of a moving minecart safely.{{bug|10104}} Alternatively, you can push the minecart whilst it's still in motion (although it's unclear how one can bend [[physics]] so as to push a moving minecart whilst inside the minecart). If you push it in the same direction you are already travelling in, you will greatly increase the minecart's velocity. You can also push it in different directions, and this will cause it to gradually change direction-the amount of pushes this requires depends on the minecart's velocity. Once the minecart has stopped moving, you may move out of it safely, or you may want to give it another push. Note that if you push a minecart right after having ridden it (still on the same tile as the minecart), it will act as though you chose to ''ride'' it.&lt;br /&gt;
* When the minecart is on a track, options appear to {{DFtext|Guide}} it in directions that the tracks lead. This moves the cart 1 tile in the direction it is guided. Guiding the cart is the only way to move a minecart from a maximum friction track stop (other than taking it into inventory.)&lt;br /&gt;
&lt;br /&gt;
Minecarts in adventure mode are not restricted by a lack of tracks. However, they are hindered by natural ramps. Attempting to go up a slope will lead up the cart slamming into the wall. The good news is you'll make it over the ramp. The bad news is you likely won't stick the landing.&lt;br /&gt;
&lt;br /&gt;
Note that while carts are a powerful weapon if heavy and fast enough, they have their limits, and a collision can sharply reduce the speed of a cart depending on what you hit, potentially enough to eject the rider. Trying to run over a human will send them flying, while trying to ram a dragon will not end well.&lt;br /&gt;
&lt;br /&gt;
If you want to test this out without creating an adventurer, the [[object testing arena]] allows you to spawn minecarts ({{k|k}}-{{k|c}}-{{k|n}})&lt;br /&gt;
&lt;br /&gt;
== Forging and Melting ==&lt;br /&gt;
* Metal minecarts cost '''two''' [[metal]] bars to forge, or '''six''' [[adamantine]] wafers. &lt;br /&gt;
* When a non-adamantine metal minecart is melted down, it will return '''1.8''' metal bars, for an '''efficiency of 90%'''.&lt;br /&gt;
* When an adamantine minecart is melted down, it will produce '''1.8''' wafers, for an '''efficiency of 30%'''.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [http://www.bay12forums.com/smf/index.php?topic=109460.0 The &amp;quot;How Does Minecart&amp;quot; Thread] by '''Girlinhat''' et al.&lt;br /&gt;
* [http://www.bay12forums.com/smf/index.php?topic=112831.0 SCIENCE: Quantifying minecart physics] by '''Snaake''' et al.&lt;br /&gt;
* [http://www.bay12forums.com/smf/index.php?topic=129676.0 How to build a Multi-cart Ore to Magma Minecart Project without needing power] by '''WanderingKid'''. (Images recovered from wayback machine and posted here: https://imgur.com/gallery/LpRsDwO)&lt;br /&gt;
* [http://www.bay12forums.com/smf/index.php?topic=144328.0 My very own Minecart Education Thread. Ten Lessons, now complete.] by '''Larix'''.&lt;br /&gt;
* [https://www.youtube.com/watch?v=hctG2dQzHwg Real-life railcarts/conveyor hybrid] which uses similar mechanics.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
*A dwarf will drop her [[child|baby]], if she has one, when boarding a minecart set to be ridden.&lt;br /&gt;
*Dwarves have no concept of traffic safety and will walk into busy minecart lines to retrieve objects, often with deadly consequences. This is especially problematic in [[Swimming#Minecart_training|clever applications]] depending on dwarves riding the carts very frequently, because they have a bad habit of dumping their worn clothes on the tracks after a minecart ride. Adding an automatically-operated [[hatch cover]] at the end of such a ride can help prevent [[unfortunate accident]]s.&lt;br /&gt;
*Dwarves cannot guide a minecart through an unlocked door unless another dwarf opens the door.{{bug|6056}}&lt;br /&gt;
*It is possible for a creature and minecart moving towards each other to pass without collision if they exchange tiles in the same tick.&lt;br /&gt;
*After a minecart ride, a dwarf will sometimes haul the minecart to a storage stockpile, leaving another dwarf to haul the vehicle back to the route.&lt;br /&gt;
*Minecarts falling onto a floor injure creatures in the tile below the floor.{{bug|6068}}&lt;br /&gt;
*If a minecart travelling at high speed hits a wall, it and its contents may go through the wall, or even end up embedded in it.{{bug|5996}}&lt;br /&gt;
*A minecart's initial velocity is not affected by weight, when pushed or launched from rollers.{{bug|6296}}&lt;br /&gt;
*Removing a stop that has a vehicle waiting on it may cause the game to crash.{{bug|5980}}&lt;br /&gt;
*Jumping out of a minecart in motion does not lead to injury.{{bug|10104}}&lt;br /&gt;
*Jumping into a stationary minecart can lead to significant injury.{{bug|10229}}&lt;br /&gt;
&lt;br /&gt;
{{Gamedata|{{raw|DF2014:item_tool.txt|ITEM_TOOL|ITEM_TOOL_MINECART}}}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Fortress mode}}&lt;br /&gt;
{{Category|Interface}}&lt;br /&gt;
&lt;br /&gt;
[[ru:Minecart]]&lt;/div&gt;</summary>
		<author><name>DwarfStreja</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Health_care&amp;diff=266038</id>
		<title>Health care</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Health_care&amp;diff=266038"/>
		<updated>2022-09-01T19:55:33Z</updated>

		<summary type="html">&lt;p&gt;DwarfStreja: /* Tips for an effective hospital */ minor typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Masterwork|11:55, 22 June 2020 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{buggy|bugsection=Bugs}}&lt;br /&gt;
[[File:healthcare_icon.png|100px|right]]A '''hospital''' [[zone]] allows [[wound]]ed dwarves to rest and receive care and treatment. Hospitals use any beds, tables, [[traction bench]]es, and coffers/bags that have been built within the zone. The hospital will requisition [[thread]], [[cloth]], [[splint]]s, [[crutch]]es, [[Gypsum plaster|plaster powder]] (for casts), [[bucket]]s, and [[soap]] for medical use. These will be stored within the hospital's coffers/bags; you may adjust the desired quantities.&lt;br /&gt;
&lt;br /&gt;
'''Doctors''' are dwarves assigned to any of the five doctoring labors: [[wound dresser|dressing wounds]], [[diagnostician|diagnosis]], [[surgeon|surgery]], [[bone doctor|setting bones]], and [[suturer|suturing]]. All doctors in the fortress operate under the instruction of the [[chief medical dwarf]], an appointed [[noble]]. Doctors perform their medical procedures on a dwarf only after treatment has been prescribed by a diagnostician. Doctors do not (yet; one must needs use [[DFHack]] in the interim) perform any healthcare on animals, despite injured animals &amp;quot;requesting&amp;quot; diagnosis in the [[Health screen|health screen]] ({{k|z}}). &lt;br /&gt;
&lt;br /&gt;
All beds within a hospital zone are automatically hospital beds, where injured dwarves will go (or be brought) to recuperate. Tired, healthy dwarves will occasionally camp there too if the hospital is close, even if they have their own bed. &lt;br /&gt;
&lt;br /&gt;
==Setting up a hospital==&lt;br /&gt;
Hospitals are designated as [[zone]]s, press {{k|i}} and lay out the area you plan on having your hospital in using the cursor keys --proximity to [[water]] is a plus, since patients need to be washed and cannot drink alcohol-- hit enter when you're done. Then with your cursor over the zone you've just placed press {{k|h}} to designate it as hospital. From this screen you can also press {{k|H}} 'Set Hospital Information' to check the equipment and medical supplies missing/available to your hospital.&lt;br /&gt;
* Place enough [[bed]]s in that zone to ensure you can keep all wounded dwarves in the hospital. Note that normal beds or [[bedroom]]s can and will accept wounded dwarves whether or not a hospital zone exists, though hospital beds will be preferred if they are free. Doctors do not need a hospital zone, though a lack of equipment will probably limit care options.&lt;br /&gt;
* Place at least one [[table]] ({{k|b}}-{{k|t}}) for surgeons to perform surgery on. Adjacency to beds make it easier to move a patient for surgery. You may perform surgery without tables; it will be more messy.&lt;br /&gt;
** Multiple dwarves may undergo simultaneous surgeries on the same table.&lt;br /&gt;
* Place one or more [[traction bench]]es ({{k|b}}-{{k|R}}) to handle compound fractures when the dwarf requires &amp;quot;immobilization.&amp;quot;&lt;br /&gt;
** Each traction bench can only accommodate one dwarf at a time, and the dwarf may be there for quite some time, so plan accordingly.&lt;br /&gt;
* Place [[container]]s ({{k|b}}-{{k|h}}) to store medical supplies reserved for hospital use. Once placed, dwarves will start stocking the hospital with medical supplies, you can track their progress and change storage limits in the zone's 'Set Hospital Information' menu. A small hospital can manage with 2 containers, while a fully-fledged fortress with an adventurous military may need as many as 8. (Containers are not strictly necessary; doctors can and will use supplies from anywhere, but dedicated hospital containers allow you to earmark some supplies for medical use - for example, to prevent the auto-looming of ''every'' last thread.)&lt;br /&gt;
&lt;br /&gt;
Medical Staff:&lt;br /&gt;
* Assign a [[chief medical dwarf]] (in the [[noble]]s screen) to enable the fortress-wide {{k|z}} [[health screen]] as well as individual dwarves' health summary screens ({{k|v}}-{{k|z}}-{{k|h}}), for easier monitoring and tracking of dwarves seeking treatment and their conditions. &lt;br /&gt;
* Pick one or more dwarves to be doctors, and enable the health labor(s) on them (through {{k|v}}-{{k|p}}-{{k|l}}). You might want set several dwarves to be dedicated doctors, with diagnosis labor well-covered - without a diagnosis, patients cannot be treated, if they cannot be treated, they will occupy the hospital area until they die, performing no function. (Any dwarf with the Diagnosis labor enabled can diagnose dwarves, but the Chief Medical Dwarf may impact the diagnosis job creation{{verify}}.  Once a patient is diagnosed, you can see on the individual health screen what procedures are needed, for example washing or suturing.)&lt;br /&gt;
* If you use a [[burrow]] to keep doctors near the hospital zone, ensure that this burrow covers all needed materials or you could get job cancellations because of lack of material.  Thread/cloth stockpiles, and items bought from caravans (e.g. plaster early in the game) are often the most troubling.&lt;br /&gt;
&lt;br /&gt;
== Skills and injuries==&lt;br /&gt;
There are 5 skilled [[doctor]]ing labors and 2 unskilled supporting hauling labors involved in healthcare.&lt;br /&gt;
&lt;br /&gt;
{| Class=wikitable&lt;br /&gt;
! Labor&lt;br /&gt;
! Use&lt;br /&gt;
|-&lt;br /&gt;
| [[Diagnostician]]&lt;br /&gt;
| Determines what procedures (of the other four) are necessary&lt;br /&gt;
|-&lt;br /&gt;
| [[Surgeon]]&lt;br /&gt;
| Repair internal organ damage, excise necrotic tissue or serious injuries to muscle, bones&lt;br /&gt;
|-&lt;br /&gt;
| [[Suturer]]&lt;br /&gt;
| Stops serious bleeding&lt;br /&gt;
|-&lt;br /&gt;
| [[Wound dresser]]&lt;br /&gt;
| Finalizes closed wounds for healing&lt;br /&gt;
|-&lt;br /&gt;
| [[Bone doctor]]&lt;br /&gt;
| Sets simple breaks for healing&lt;br /&gt;
|- style=&amp;quot;background-color:#eaeaea;&amp;quot;&lt;br /&gt;
| [[Labor|Recovering wounded]]&lt;br /&gt;
| For those who cannot walk to a hospital zone&lt;br /&gt;
|- style=&amp;quot;background-color:#eaeaea;&amp;quot;&lt;br /&gt;
| Feed patients/prisoners&lt;br /&gt;
| for those who cannot walk to food/drink&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Those with the '''recover wounded''' labor will attempt to carry an injured dwarf to a hospital zone, or, lacking one, to the nearest unoccupied bed. Dwarves are not light, especially ones in full armor, so these laborers should not have low strength [[attribute]]s. Note that recovering wounded appears to be an extremely low priority task, and since immobile patients will need to be carried to a hospital before diagnosis, it may be necessary to temporarily disable all other labors on dwarves with this labor to get the wounded moved quickly.&lt;br /&gt;
&lt;br /&gt;
Once in the hospital, a '''diagnoser''' will then evaluate the patient and prescribe a treatment, which any doctor who have the appropriate medical labors enabled (including themselves) may carry out – dwarves cannot be treated without a diagnosis. Depending on the injury, a treatment job will occur. Diagnosis is often required between procedures as well.&lt;br /&gt;
&lt;br /&gt;
After diagnosis, [[Wound|injuries]] to various body parts will be revealed. The color of the text will indicate the severity of the wound, from least to most serious, as follows:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:black; width:840px; border-radius:3px&amp;quot;&amp;gt;&lt;br /&gt;
:{{DFtext|NONE: No recorded active wounds on the part.|#fff}}&lt;br /&gt;
:{{DFtext|MINOR: Any damage that doesn't have functional/structural consequences (might be heavy bleeding, though).|#808000}}&lt;br /&gt;
:{{DFtext|INHIBITED: Any muscular, structural, or functional damage, without total loss.|#ffff00}}&lt;br /&gt;
:{{DFtext|FUNCTION LOSS: An important function of the part is completely lost, but the part is structurally sound (or at least partially intact).|#00ffff}}&lt;br /&gt;
:{{DFtext|BROKEN: The part has lost all structural integrity or muscular ability.|#ff0000}}&lt;br /&gt;
:{{DFtext|MISSING: The part is completely gone.|#808080}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
With a chief medical dwarf appointed, you can view your fortress' health using the {{k|z}}-[[health screen]], or individually by selecting a dwarf and using {{k|w}} for wounds section. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*'''Internal Organs''' can be treated or removed by a surgeon using tables and traction benches, and are typically caused by [[attack_types#Piercing_weapons|piercing]] injuries.&lt;br /&gt;
&lt;br /&gt;
: Surgery also covers repair of [[Health care#Infection|infected]] or rotten wounds, which are typically caused by lack of [[soap]], poor [[water]] access for cleaning, delayed medical care, or just bad luck.&lt;br /&gt;
&lt;br /&gt;
* '''Bones''' can be set and treated by bone doctors using thread and cloth (for minor fractures), splints and casts, or traction benches, depending on severity. [[Health screen#Fifth Key Column|Grasping]] is often impaired during healing. The {{DFtext|Immobilization Request}} status tag is an indication that a splint or plaster cast is required. Multiple overlapping and compound fractures require a surgeon. Typically caused by [[attack_types#Blunt_weapons|blunt]] trauma.&lt;br /&gt;
&lt;br /&gt;
*'''Skin and muscle''' can be treated by a suturer using thread and cloth. The wound will continue to bleed until sutured. Severe wounds to hands can impair grasping during healing. Typically caused by [[attack_types#Edged_weapons|slashing]] injuries.&lt;br /&gt;
&lt;br /&gt;
* Closed wounds will be dressed by a wound dresser.&lt;br /&gt;
&lt;br /&gt;
Any dwarves with the feed patients/prisoners labor will attempt to give food or a bucket of water to a hungry or thirsty patient. By default, all dwarves start with the non-doctoring, supporting labors enabled; these have no corresponding [[skill]]s, do not cause experience gain, and merely are activities that can be performed by any dwarf, but can be disabled for those with more important labors.&lt;br /&gt;
&lt;br /&gt;
==Infection==&lt;br /&gt;
Every open wound can become infected. Infections may heal over time; however, many dwarves will die due to infection, often months after the actual wounding.&lt;br /&gt;
&lt;br /&gt;
Causes of infection include:&lt;br /&gt;
* No cleaning of the wounds.&lt;br /&gt;
* Cleaning with water from a [[Water#Stagnant_Water|stagnant water]] source, or cleaning with [[Water#Water_laced_with_mud|water laced with mud]]. {{Verify}}&lt;br /&gt;
* Cleaning without [[soap]].&lt;br /&gt;
* Bad luck&lt;br /&gt;
&lt;br /&gt;
An infection effectively causes constant internal bleeding, and if the infected dwarf is healthy enough, they can naturally replenish their blood quickly enough to outpace the infection.&lt;br /&gt;
&lt;br /&gt;
== Equipment and medical supplies ==&lt;br /&gt;
[[File:Hospital information.png|thumb|In-game hospital information summary]]&lt;br /&gt;
=== Traction benches ===&lt;br /&gt;
A traction bench is used by a [[bone doctor]] in a [[Hospital|hospital zone]] to immobilize a dwarf that has sustained complex or overlapping fractures.&lt;br /&gt;
&lt;br /&gt;
It is constructed in the [[Mechanic's workshop]], and requires a [[table]], a [[mechanism]], and a [[rope]] or a [[chain]] to construct. The [[quality]] of each component is not reflected in the quality of the traction bench, and only the [[material]] of the table is used as the material for the bench. &amp;quot;Recycling&amp;quot; low-quality, low-value components into high-quality traction benches can provide a modest increase in [[value]]. Note that if any [[Stockpile|stockpiles]] have been linked to &amp;quot;Give&amp;quot; to the workshop, all of the resources needed to construct the traction bench must be found in the linked piles (e.g., linking only a stone stockpile may prevent access to the necessary tables/ropes/chains).&lt;br /&gt;
&lt;br /&gt;
=== Gypsum plaster ===&lt;br /&gt;
&lt;br /&gt;
Casts are made out of [[Gypsum plaster|plaster powder]] and are used to keep bones in their proper place until healed. To store them in a hospital, place a chest or other container inside the hospital zone. Applying a cast also requires a bucket, cloth, and a water source.&lt;br /&gt;
&lt;br /&gt;
Plaster powder is produced at a [[kiln]] or [[magma kiln]] from [[gypsum]], [[alabaster]], [[selenite]], or [[satinspar]] and an empty [[bag]] by a dwarf with the furnace operator skill enabled.  They can also be bought at embark for 3 points per unit; each unit comes with a free bag.&lt;br /&gt;
&lt;br /&gt;
=== Splints ===&lt;br /&gt;
Splints immobilize limbs that have sustained bone fractures. They allow the broken limb to be utilized until it is fully healed. Dwarves will be able to leave the hospital and resume their normal duties once securely splinted up, since by this stage their wounds have already been cleaned, sutured and dressed. Applied by a bone doctor.&lt;br /&gt;
&lt;br /&gt;
They can be made out of one [[wood]] at the [[carpenter's workshop]] or out of one metal [[bar]] at the [[metalsmith's forge]] or the [[magma forge]]. Splints seem to be an effective alternative to plaster casts, and are easier to obtain and prepare. Splints are categorized as [[finished goods]].&lt;br /&gt;
&lt;br /&gt;
=== Other equipment===&lt;br /&gt;
*[[Crutch]]es {{DFtext|┬|770}} help a crippled dwarf walk again.&lt;br /&gt;
*[[Table]]s are used to conduct operations on.&lt;br /&gt;
*[[Bed]]s are used by patients to rest.&lt;br /&gt;
*[[Thread]] is used to suture closed wounds.&lt;br /&gt;
*[[Cloth]] is used to clean wounds, wash patients and dress wounds.&lt;br /&gt;
*[[Soap]] is used to clean wounds, sterilizing and preventing infection.&lt;br /&gt;
*[[Water]] is used to clean wounds, bathe patients and give drink, as patients do not drink alcohol.&lt;br /&gt;
*[[Bucket]]s are used to gather and hold the water for its uses.&lt;br /&gt;
*[[Container]]s are used to store hospital supplies.&lt;br /&gt;
&lt;br /&gt;
==Tips for an effective hospital==&lt;br /&gt;
* Regularly use ({{k|i}}-{{k|H}}) to examine your hospital stockpile. Ensure your hospital is well-stocked. If you run out of materials regularly, increase the limits.&lt;br /&gt;
** Note that the quantities listed in the &amp;quot;Set Hospital Information&amp;quot; screen are different than those used in stockpiles.&lt;br /&gt;
*** 1 stockpile unit of thread = 15000 in the hospital&lt;br /&gt;
*** 1 cloth = 10000&lt;br /&gt;
*** 1 soap = 150&lt;br /&gt;
*** 1 gypsum powder = 150&lt;br /&gt;
* It is possible to do without soap in the hospital stockpile. Choosing to do so, however, increases the risk of infection, which will most likely kill the patient. Consult the [[soap]] page to understand that industry. Bring 1 lye on embark for one bar of soap, which translates to 150 units.&lt;br /&gt;
* Put a [[well]] inside (or near) the hospital for maximum efficiency. Doctors need to wash patients regularly, and clean water reduces infection.&lt;br /&gt;
* Do not place chairs next to your surgery tables. A chair is an invitation for rat-roast eating freeloaders to block the medical process.&lt;br /&gt;
* Consider making use of [[burrow]]s to ensure your healthcare workers stay in the area. &lt;br /&gt;
* You may wish to consider individual rooms for each bed, if you find your doctors are choosing to treat Urist McPaperCut over Urist McBloodFountainTheGushing. A locked door minimizes the mess, and thereby infection and allows you to prioritize.&lt;br /&gt;
* The Chief Medical Dwarf only enables the Health status screen. The position has no in-game use. Look after your CMDs if you rely heavily on this screen, but otherwise they can be treated as any other dwarf.&lt;br /&gt;
** Diagnosis skill level does not affect the diagnosis, only the time it takes for the diagnosis to happen.  Embarking with a dwarf skilled in diagnosis (and other medical skills) is helpful, both to speed diagnosis and to stave off skill rust when long periods of time go between injuries.&lt;br /&gt;
** Also helpful is enabling medical skills on all dwarves in the fortress, which allows medical jobs to be picked up immediately, so long as there is an idle dwarf.&lt;br /&gt;
* Create &amp;quot;nurses&amp;quot; by setting dwarves to only use the Recover wounded, Give food and Give water labors. &lt;br /&gt;
** It is important not to distract doctors from treating patients (or other medical helpers such as crutch haulers, or wounded recoverers).&lt;br /&gt;
** &amp;quot;Recover wounded&amp;quot;, &amp;quot;Give food&amp;quot; and &amp;quot;Give water&amp;quot; are low-priority jobs, so it is entirely possible for a patient to starve, dehydrate, or bleed to death if no one ever gets &amp;quot;unbusy&amp;quot; enough to bring them food or water, or move them to the hospital.&lt;br /&gt;
** Similarly, it is important not to put your doctors at risk by recovering wounded in the middle of a battle — if they become injured, they cannot treat themselves.&lt;br /&gt;
* You can select nurses who enjoy helping people to give them good thoughts. This also prevents dwarves that hate bringing others food from receiving unhappy thoughts.&lt;br /&gt;
* If you use Dwarf Therapist, try to select strong or large sized dwarves to recover wounded. Weak dwarves slowly inching back to the hospital from a hostile area with a dying patient can result in [[fun]].&lt;br /&gt;
* When a serious injury happens, don't exit (or save) the game until the injured are in the hospital zone, especially if a dwarf is immobile.  &amp;quot;Bring crutch&amp;quot; and &amp;quot;Recover Wounded&amp;quot; jobs will be lost, keeping the patient away from the hospital, and doctors will NOT go to patients, even if burrowed with them, because a diagnose job hasn't been created.  Sometimes a second &amp;quot;crutch required&amp;quot; or &amp;quot;recover wounded&amp;quot; request will be generated, but often too late for the patient's full recovery.  Best bet is ensure someone (not burrowed) has &amp;quot;recover wounded&amp;quot; enabled at all times; burrow doctors doing non-medical tasks immediately; hope the patient makes it to the hospital.{{Verify}}&lt;br /&gt;
* Long-term residents will seek medical care if injured.  This includes non-dwarves.  Doctors will treat them the same as dwarves and the different physiology doesn't seem to be an issue. &lt;br /&gt;
* Set the hospital zone to inactive and forbid everything in it when you don't have any real medical issues. It will prevent dwarves who have no real injuries from useless resting there (bee stings &amp;amp; harmless evil weather syndromes can result in this, medics will cancel diagnose patient due to &amp;quot;not resting&amp;quot; because the resting phase usually ends very fast).&lt;br /&gt;
* To prevent the usage of adamantine thread, store no thread in hospital settings and instead have a stockpile of non-metal thread in hospital, while additionally having a manager order to make 1 wafer when you have 1 adamantine thread.&lt;br /&gt;
* You may want to disable the hospital if you want your injured dwarves to get up from it while you lack the equipment to treat them. When able, military dwarves will keep fighting enemies or follow current valid station or kill orders despite injuries they may incur, but civilian dwarves will go into &amp;quot;resting mode&amp;quot; when injured, and once they've gone or carried in they won't leave the hospital until injury is healed or treated. You can re-enable the hospital once you no longer need your dwarves to stay out of it.&lt;br /&gt;
&lt;br /&gt;
Dwarves will prefer to store and use the most expensive thread and cloth - yes, that includes special &amp;quot;[[raw adamantine|exotic]]&amp;quot; strands, which you may want to forbid during medical emergencies.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
* For a variety of reasons, an injured dwarf may leave the hospital and/or refuse to go to the hospital. {{Bug|309}}&lt;br /&gt;
* Wounded dwarves are not always recovered properly. {{bug|94}} Re-injuring the dwarf (with a [[minecart]] collision, dropped item, etc.) may trigger proper recovery.&lt;br /&gt;
* Adamantine thread used for suturing. {{Bug|1346}}&lt;br /&gt;
* The quality and value of a finished traction bench doesn't account for all of the inputs used to make it. {{verify}}&lt;br /&gt;
* Dwarves resting in bed may be starving/dehydrated and not being taken care of, deconstructing the bed to generate a new Recover Wounded task and force them to rest properly fixes this.&lt;br /&gt;
&lt;br /&gt;
{{d for dwarf}}&lt;br /&gt;
Soap is the only item dwarves will use to sterilize a wound.  While dwarves are of course aware that humans will pour perfectly quaffable alcohol over their bloody wounds and onto the filthy ground to get the same effect, dwarves understand that some things are more precious than a single life, and face oblivion with a bit more dignity.  Application of extreme heat is also well known to prevent infections and seal a wound, but dwarves consider magma the only legitimate heat source, and the non-lethal application of magma is sacrilege.&lt;br /&gt;
[[File:healthcare_preview.png|thumb|370px|center|A [[human]] doctor attempting to help.&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;''Art by Luke Fildes (October 3, 1843 – February 28, 1927)''&amp;lt;/small&amp;gt;]]&lt;br /&gt;
{{Category|Healthcare}}&lt;br /&gt;
{{Industry}}&lt;br /&gt;
[[ru:Health care]]&lt;/div&gt;</summary>
		<author><name>DwarfStreja</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Saved_game_folder&amp;diff=265979</id>
		<title>Saved game folder</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Saved_game_folder&amp;diff=265979"/>
		<updated>2022-08-25T10:24:14Z</updated>

		<summary type="html">&lt;p&gt;DwarfStreja: /* Location */ Add tooltip definition of savescum&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|21:05, 11 May 2013 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
The '''saved game folder''' is the location where the files and information corresponding to each [[world generation|world]] (also referred to by, at least, the game, given the default characterisation of the file names as &amp;quot;regions&amp;quot;) are stored and accessed by ''Dwarf Fortress''. Knowledge on the technicalities of the saved game folder is crucial if one wishes to change their computer, make a backup, or wants to share a save with someone else. &lt;br /&gt;
&lt;br /&gt;
See also: [[Importing and exporting worlds]].&lt;br /&gt;
&lt;br /&gt;
== Location ==&lt;br /&gt;
Individual worlds are stored in the '''&amp;lt;code&amp;gt;data/save/&amp;lt;/code&amp;gt;''' directory in the game folder you [[Installation|Installed]] your game in.  By default, they are saved in the format: ''region#'', where # is a number, starting with region1 and then incrementing; however, world directories can be renamed without consequence '''if the game is not running''' (this will not change the actual name of the world).&lt;br /&gt;
&lt;br /&gt;
: Note: On a Windows system, if ''Dwarf Fortress'' is installed in the 'Program Files' subdirectory, the saved game folder is instead located at &amp;quot;&amp;lt;code&amp;gt;Users\Myname\Appdata\Local\VirtualStore\Program Files\Dwarf Fortress\data\save&amp;lt;/code&amp;gt;&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
If you have modified your [[d_init.txt]] to seasonally '''backup''', then the backup folders will be named ''region#-year-month-day'', for example region1-00202-01-01. (In versions prior to v0.43, the format was ''region#-season-year'' (for example region1-Spring-202) instead.)&lt;br /&gt;
&lt;br /&gt;
This can become confusing if you frequently [[cheating|savescum]]&amp;lt;abbr id=&amp;quot;info&amp;quot; class=&amp;quot;information&amp;quot; title=&amp;quot;To reload the last saved game whenever the player character dies or an unfavorable outcome has been encountered.&amp;quot;&amp;gt;&amp;lt;sup&amp;gt;‡&amp;lt;/sup&amp;gt;&amp;lt;/abbr&amp;gt;. There is no way to change the name of these folders inside the game, but it is safe to change them using the standard methods of your operating system if the game is not running.  However, '''never''' alter or delete the folder with the name of the game you're playing ''while saving'' from the game, or while that game is running!&lt;br /&gt;
&lt;br /&gt;
== Contents ==&lt;br /&gt;
The saved game folder will usually have these contents:&lt;br /&gt;
&lt;br /&gt;
* A subdirectory, ''raw'', containing the raws directly copied from the time the world was generated.&lt;br /&gt;
** Inside it, is an ''objects'' folder containing the contents of the raws. This must be kept, but the contents inside can be modified to an extent.&lt;br /&gt;
** There is also a ''graphics'' folder for [[Graphics set repository|graphics]] for creatures.&lt;br /&gt;
** Finally, there may be an ''interaction examples'' folder. This, along with any files or folders not present in the aforementioned two folders, can be safely deleted.&lt;br /&gt;
* A series of files named ''art_image-#.dat''. As their name would suggest, these files store information about art and are necessary for proper functioning. Don't replace!&lt;br /&gt;
* A series of files named ''feature-#-#.dat''. These files store information about map features such as [[river]]s, [[cavern]]s, [[magma sea]]s, and [[adamantine|hidden fun stuff]]. These files are only generated for parts of the world you have explored (e.g. by embarking in Fortress mode), but using the Site Finder will tend to generate them for the entire world. Replacing these files will usually cause unwanted effects such as magma seas present on the surface or spires of [[adamantine]] spiraling up into the sky.&lt;br /&gt;
* A series of files named ''region_snapshot-#.dat''. These are the historical maps available in [[Legends|Legends mode]].&lt;br /&gt;
* A series of files named ''site-#.dat''. These files store the detailed map data of previously abandoned or retired fortresses.&lt;br /&gt;
* A series of files named ''unit-#.dat''. These contain the details of historical creatures which might potentially visit your fortress. Prior to version 0.44.10, modifying or deleting these files would lead to the dreaded &amp;quot;Nemesis Unit Load Failed&amp;quot; crash, but now the game will attempt to gracefully recover from such corruption by regenerating the unit from other available information.&lt;br /&gt;
* Depending on the mode currently active (or the lack thereof), a large file named ''world.sav'' or ''world.dat''. In [[fortress mode]], this file is named ''world.sav'' and includes the current fortress data, as well as the world data. In a save without a currently active game, this is the main save folder. The custom raws generated for the [[forgotten beast]]s, [[titan]]s, [[demon]]s, [[night creature]]s, and [[Evil|evil effects]] are stored inside this file. Replacing this entire file will almost certainly crash the game; however, replacing certain portions of the raws included may still keep the save folder working.&lt;br /&gt;
&lt;br /&gt;
Missing one or more of the aforementioned important files may indicate a problem with the save; this is a very common source of crashes.&lt;br /&gt;
&lt;br /&gt;
For basic backups, though, all you need to keep to is: Always copy the whole folder, not parts of it.&lt;br /&gt;
&lt;br /&gt;
== Backing up saves ==&lt;br /&gt;
Toady recommends that you make backups, and always save to a fresh file:&lt;br /&gt;
&lt;br /&gt;
# Copy the relevant region folder in &amp;quot;data/save&amp;quot; to a safe location.&lt;br /&gt;
# When you want to reuse it, copy that region back to &amp;quot;data/save&amp;quot;.  &lt;br /&gt;
&lt;br /&gt;
Do '''not''' overwrite an old folder, as it might leave residual files.&lt;br /&gt;
&lt;br /&gt;
Although the game has permanent death and you might want to play it in that spirit, the game is also in alpha, can crash, and your world can become corrupted by an error. You can also make use of the auto save features settable in &amp;quot;data/init/d_init.txt&amp;quot;. Making backups can save you a lot of grief.&lt;br /&gt;
&lt;br /&gt;
For more info on the autosave and autobackup features, see [[d_init.txt]].&lt;br /&gt;
&lt;br /&gt;
==Disappearing saves==&lt;br /&gt;
&lt;br /&gt;
Restoring a savegame from backup can be very confusing: The game saves back to the directory you loaded, so if you load a seasonal save, the game will save to that folder (e.g. [region1-01056-01-01]) and not to the original folder ([region1]) where you might expect it.&lt;br /&gt;
&lt;br /&gt;
This can cause some high blood pressure and panic when you see your 'Region X' save is several years older than expected, and it might look like you lost all your (fortress/adv party) work to some bug. The &amp;quot;missing&amp;quot; save is, however, going to be in the directory you loaded previously. ''Dwarf Fortress'' lists the in-game year of each save on the right of the load screen; the highest year will generally be the most recent save (unless you've savescummed from earlier saves).&lt;br /&gt;
&lt;br /&gt;
''Dwarf Fortress'' autosaves to the original folder and then copies the save to a backup folder, so you should generally be able to recover from a crash by simply loading the 'main' save folder--it should be as recent as the latest &amp;quot;backup&amp;quot; save. If you want to load a backup savegame, it's recommended that you copy/rename the save to indicate that. For instance, using the examples above, copy [region1-01056-01-01] to [region1-fix] and continue play on that save (creating new backup saves of the form [region1-fix-01056-04-01]). Remember to only modify saves while the game is not running, per the instructions for savescumming above.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Warning''':  Save folders can be large, ranging from 20 MB for small saves to several hundred megabytes for large saves. If you run out of hard drive space while saving, ''Dwarf Fortress'' will ''pretend'' to save correctly, but the save will be unloadable. Opening other saves to verify that they still work, then saving and exiting, will corrupt your previously-working saves as well. If you don't want the game to save, just kill the application. Make sure you have sufficient free disk space before launching ''Dwarf Fortress''! {{bug|2587}}&lt;br /&gt;
&lt;br /&gt;
==Hints==&lt;br /&gt;
On Linux or macOS, you can replace the ''raw'' directory with a symbolic link to ''../../../raw'' if you want to save a few megabytes on every backup. [http://www.bay12forums.com/smf/index.php?topic=145908| Forum thread].&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;br /&gt;
[[ru:Saved game folder]]&lt;/div&gt;</summary>
		<author><name>DwarfStreja</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Pet&amp;diff=221359</id>
		<title>v0.34 Talk:Pet</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Pet&amp;diff=221359"/>
		<updated>2015-11-24T21:54:38Z</updated>

		<summary type="html">&lt;p&gt;DwarfStreja: Anecdotal evidence of Pet Feeding jobs&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The first part of the article says: &amp;quot;...being fed by their owners if they are grazers...&amp;quot;, but there is also the statement: &amp;quot;...and the fact that owners will not specifically feed their pets...&amp;quot;. Does the owner of a grazing pet feed it, or does it have to be pastured?&lt;br /&gt;
: If a pet becomes hungry then a job is definitely generated for their owner to feed them. This job is only assigned to the pet's owner, not to any idle dwarf. I assume that the job is only generated once the pet is hungry (similar to &amp;quot;give water&amp;quot; jobs being generated when dwarves are thirsty) but am not confident enough on the details to edit the article. [[User:Pushy|Pushy]] 12:20, 8 November 2012 (UTC)&lt;br /&gt;
:: I have a fortress that has had no pasture for going on a year now.  My dwarves have several grazer pets (a couple rabbits and a billy goat) who all seem perfectly fine without being pastured.  In the same timeframe, my other grazers have all starved. Clearly, the owners take care of their pets.  --[[User:LackofCertainty|LackofCertainty]] 18:39, 22 January 2013 (UTC)&lt;br /&gt;
:::My current best guess is that pets follow owners outside where grass is, non-assigned stay in the meeting areas where no gras grows and die. --[[User:Old Ancient|Old Ancient]] 18:28, 2 April 2013 (UTC)&lt;br /&gt;
::::I had a miner who collected rabbits as pets. While large scale excavations were going on, I observed several of them starving. I would pasture them to save them, but then got disgusted and let them starve. During a break between projects, I happened to note the miner had a job in the job screen to &amp;quot;Feed...&amp;quot; My memories of the event are sketchy now, but I did see him go to a Plant barrel, pull out a Rope Reed and chase down one of his bunnies. That would seem to suggest that &amp;quot;Feed&amp;quot; jobs are generated but have a very low priority. -- [[User:DwarfStreja|DwarfStreja]] 21:43, 24 November 2015 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Fights==&lt;br /&gt;
I found in reports that various animals attacked my dwarves (a broken ear, really?) or other animals. It appears that these animals perceive(d) the dining room as crowded, even though no pasture was placed there. Might also be the mix of animals (ducks, rooster, dogs...) Is this known/covered in a different article? It appears no serious injuries happened so far but the thought of my dwarves being attacked by war dogs while dining - not funny. --[[User:Old Ancient|Old Ancient]] 04:12, 28 March 2013 (UTC)&lt;br /&gt;
:According to the [[DF2012:Quickstart guide#Temporary Meeting Area|Quickstart guide]], animals will fight if they are in meeting areas as well, which is probably what happened in your case. If they aren't forced to stay in a specific area, they would probably just drift away from each other. --{{User:Lethosor/sig}} 20:25, 28 March 2013 (UTC)&lt;br /&gt;
::Thanks. Now, why did I post this to &amp;quot;pets&amp;quot;?? --[[User:Old Ancient|Old Ancient]] 19:40, 30 March 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Feeding==&lt;br /&gt;
&amp;quot;Pasture pets&amp;quot; ''do'' get hungry. Contact with the owner does not per se feed them. They don't seek out a pasture on their own. They might be feeding on grass whenever they follow their owner outside. No &amp;quot;feed&amp;quot; job observed so far. Cats appear to cause 'give water' jobs occasionally that are executed by a random dwarf, not the owner. Research ongoing. --[[User:Old Ancient|Old Ancient]] 19:40, 30 March 2013 (UTC)&lt;br /&gt;
:I was curious about this as well, and recently observed something relevant. A migrant dwarf arrived with a pet ram. There has never been a pasture in the fort and there is little available grass within the walls of my mountainside fort. Cave moss is similarly walled off. The ram continues to live after years without any pasture. Recently, I noticed that this ram was flashing 'hungry' while watching its owner spar. The wounds screen described the ram as &amp;quot;starving&amp;quot;. I then watched the ram exit the training room, at which point I used the 'follow' command to observe it. The ram wandered randomly through the fort, up and down z-levels, with no obvious destination, even walking through a food stockpile, all while continuing to flash 'hungry'. After roughly 30 seconds, I observed the presumed owner of the pet following after the ram with a plump helmet in hand. The dwarf had to chase after the ram for several tiles until he caught up to the ram. Immediately the ram was no longer hungry. The random motions of the ram reminded me of poor starving dwarves of long ago forts that would randomly search for vermin to eat.[[User:Coaldiamond|Coaldiamond]] ([[User talk:Coaldiamond|talk]]) 17:29, 22 February 2014 (UTC)&lt;br /&gt;
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I've modded my game to allow gremlins as standard pets, and what I'm seeing with them is that while stray adults and children will feed and water themselves, baby gremlins will not, and will dehydrate to death if they're not adopted. If they are adopted, though, they grow up just fine, which suggests that they're being taken care of by their dwarf. My bet is that the code for caring for pets already exists, and the problem is actually that there's nothing recognized as suitable food for grazers besides grass, which the dwarves can't gather. (Perhaps try modding elephants to explicitly eat plump helmets, like how pandas eat bamboo, and see what happens?) [[Special:Contributions/75.168.18.21|75.168.18.21]] 03:48, 10 February 2014 (UTC)&lt;br /&gt;
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==Chains/Cages==&lt;br /&gt;
I removed the mention of assigning migrant pets to chains, as I believe it is not possible to assign pets to chains in DF2012.  If this is incorrect, this should of course be reverted, but it also might be good to add a discussion of how to assign pets to chains, as this is not obvious.  Only stray animals show up when I try to assign an animal to a chain.  Also, it might not hurt to mention somewhere that pets cannot be caged. &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Pirate Bob|Pirate Bob]]&amp;lt;/small&amp;gt;&lt;br /&gt;
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BUG: When a dwarf adopts vermin currently residing in a cage, it may be perpetually trying to retrieve its pet, never succeeding. Constantly fills announcements with job cancellations unless job cancellation announcements are turned off. &lt;br /&gt;
-comment by Kawanaka&lt;br /&gt;
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==Pet Value==&lt;br /&gt;
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Is it known if the pet value affects the pet's death event?  Does a large pet dying hurt happiness significantly more?  -[[User:Drengor|Drengor]] ([[User talk:Drengor|talk]]) 15:09, 1 September 2014 (UTC)&lt;/div&gt;</summary>
		<author><name>DwarfStreja</name></author>
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