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	<updated>2026-05-22T02:27:23Z</updated>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Stupid_dwarf_trick&amp;diff=43448</id>
		<title>40d:Stupid dwarf trick</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Stupid_dwarf_trick&amp;diff=43448"/>
		<updated>2008-08-18T13:21:58Z</updated>

		<summary type="html">&lt;p&gt;Echo: /* Artificial Waterfall */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{D for Dwarf}}&lt;br /&gt;
&lt;br /&gt;
A '''stupid dwarf trick''' is any project that that requires a large amount time and effort, for little or no practical benefit. They exist only as a challenge for experienced players. &lt;br /&gt;
&lt;br /&gt;
==Monumental Statue==&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Depends on how big you want the statue to be.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' None. &lt;br /&gt;
&lt;br /&gt;
==Artificial Waterfall==&lt;br /&gt;
To keep the waterfall going, you need a [[pump]] stack, preferably powered by a [[windmill]] or [[water wheel]]. &lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Moderate. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Dwarves love [[waterfall]]s. Putting a waterfall in your [[meeting hall]] will give your dwarves good [[thought]]s, although it can significantly lower framerate.&lt;br /&gt;
&lt;br /&gt;
==Execution Tower==&lt;br /&gt;
Just a tall tower to chuck your captives to their deaths. &lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Easy.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Lets you dispose of prisoners, and claim expensive silk, meltable iron, and (eventually) useful bones.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Bridge-a-pult==&lt;br /&gt;
A bridge that opens outwards, to fling enemies away. Ideally, they land in a very nasty place. &lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' The hard part is the nasty place they get flung to. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' There are a lot more effective ways to defend a fortress, but not as entertaining. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Dam==&lt;br /&gt;
Build a wall across a riverbed to stop the flow of water. Floodgates optional. &lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' On a map that freezes in the winter, this is easy. Otherwise, very difficult. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Dubious. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[Tower-cap]] Farm==&lt;br /&gt;
You absolutely need to break into an underground river or lake. Make some muddy floors over a big area and wait. &lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Moderate. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Yes, if it's big enough. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Magma Pumping==&lt;br /&gt;
It's a lot like pumping water, only more dangerous, and requires the [[screw pump|pumps]] to use magma-proof blocks in their construction. {{verify}}&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' The difficult part is making all those bauxite pumps and floodgates. Very high risk. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Magma is fun, but impractical.&lt;br /&gt;
&lt;br /&gt;
==Booze Bomb==&lt;br /&gt;
If you set barrels of booze on fire they explode. Can possibly be used as a complex trap.  About the only way to start a fire on demand is magma. Possibly caged fire imps or magma men. &lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' High. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' There many easier ways to kill goblins, but few that set them on fire. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Greenhouse==&lt;br /&gt;
A [[greenhouse]] is just a farm with the the ceiling channeled out from above. This lets you grow outdoor plants without venturing above ground. For the maximum style, build a glass roof to keep your farmers safe. &lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Low. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Surface plants are not so much more useful than underground crops. [[Rope reed]] can be grown year round. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Gladiator Arena==&lt;br /&gt;
'''Difficulty:''' Moderate, but time consuming. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' The most difficult way to dispose of prisoners. It does give your soldiers a little bit of experience. &lt;br /&gt;
&lt;br /&gt;
==Self Destruct Lever==&lt;br /&gt;
'''Difficulty:''' Very high. Extremely dangerous. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' None. By definition. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Flood the World==&lt;br /&gt;
'''Difficulty:''' High danger. Will kill your frame rate. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Will prevent any sieges, at least. Or anything else. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[Ballista]] Battery==&lt;br /&gt;
Overlap a few ballistas to completely cover a narrow corridor. There is an unavoidable risk of your operators wandering into the line of fire. &lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Low. If you insist on highly-trained operators with high-quality ballistas, it gets harder. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' A complicated and dangerous way to defend a single corridor. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[Swimming]] pool==&lt;br /&gt;
It's a reservoir that fills to 4/7 exactly. Station soldiers inside, lock them in, and fill. This way they gain [[swimming]] skill. &lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Low. It's just a pair of reservoirs. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' The swimming skill is only slightly useful. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[Ice]] tower==&lt;br /&gt;
'''Difficulty:''' Low. You need to be on a freezing map to pull it off. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' None. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[Obsidian]] factory==&lt;br /&gt;
You need one reservoir of water, and one of magma. Mix, cool and mine. &lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Medium. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' High. &lt;br /&gt;
&lt;br /&gt;
==Drowning Chamber==&lt;br /&gt;
'''Difficulty:''' Moderate. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' You can kill prisoners, useless peasants, irate nobles, hammerers, untrainable animals, or anything else.&lt;br /&gt;
&lt;br /&gt;
==Magma Chamber==&lt;br /&gt;
'''Difficulty:''' Dangerous as any magma project. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' It's like a drowning chamber, but you can't recover most of the victim's stuff. &lt;br /&gt;
&lt;br /&gt;
==Labyrinth==&lt;br /&gt;
'''Difficulty:''' It's a lot of mining. Having a bridge drop invaders inside is more difficult, but more useful. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' It makes a nice element of fortress defense, and you can dump your prisoners inside it. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[Adventure Mode]] Fortress==&lt;br /&gt;
'''Difficulty:''' The sky's the limit. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Not applicable. &lt;br /&gt;
&lt;br /&gt;
==Vomitorium==&lt;br /&gt;
It's like the greenhouse, only instead of a farm, it's meeting hall. Prevents [[cave adaption]]. &lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Low. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Low. &lt;br /&gt;
&lt;br /&gt;
==Pit o' Doom==&lt;br /&gt;
Combine with an Execution Tower for maximum z-level executions! Spike traps are a must.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Low. You want it nice and deep though.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Dispose of prisoners, execute nobles, gruesome fatal injuries, laugh maniacally.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- &lt;br /&gt;
'''Difficulty:''' &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' &lt;br /&gt;
&lt;br /&gt;
 --&amp;gt;&lt;/div&gt;</summary>
		<author><name>Echo</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Ballista_arrow&amp;diff=41030</id>
		<title>40d:Ballista arrow</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Ballista_arrow&amp;diff=41030"/>
		<updated>2008-08-18T13:15:02Z</updated>

		<summary type="html">&lt;p&gt;Echo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Ballista arrows are used as ammunition by a [[Ballista]]. They can be made from one log of wood or three parts of metal at a [[Siege workshop]]. They are destroyed on contact with a wall or similar object, but can be reused by firing into a raised bridge or into a wall above a channel. &lt;br /&gt;
&lt;br /&gt;
[[Category:Ammo]]&lt;/div&gt;</summary>
		<author><name>Echo</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Efficient_gameplay&amp;diff=32125</id>
		<title>40d:Efficient gameplay</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Efficient_gameplay&amp;diff=32125"/>
		<updated>2008-08-18T13:00:53Z</updated>

		<summary type="html">&lt;p&gt;Echo: /* General tips and tricks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page covers ways to accomplish game tasks in fortress mode faster and with less effort.  The interface of Dwarf Fortress is in alpha, but it - if you give it a little help - can become far less cumbersome then it appears at first glance.  If a way to save time is non-obvious to even a single person, it should be mentioned here.&lt;br /&gt;
&lt;br /&gt;
==General tips and tricks==&lt;br /&gt;
* When dumping lots of objects, it often saves time to use the stocks menu instead of marking objects from the fortress view. Alternatively, you can mass dump using {{K|d}}, {{K|b}}, {{K|d}}&lt;br /&gt;
* The manager screen (type 'm' when viewing the job screen) is a good way to speed up workshop assignments.  Jobs are generated automatically until the task is complete.  Requires a manager with enough free time to authorize tasks.&lt;br /&gt;
* The designation menu and the actual selection of tiles are both mouse-capable, which is especially helpful when laying out fancy rooms and patterned designs.  Left-click designates a tile or chooses a new menu option; right-click moves the cursor.&lt;br /&gt;
* When ordering production at a workshop, type 'r' to have the object made repeatedly; adding multiple items and putting them all on repeat will have them do a repeating cycle.&lt;br /&gt;
* If an interface uses '+' and '-' to scroll, then it will use '*' and '/' to scroll quickly.  If an interface uses up arrow/8 and down arrow/2 to scroll, then it will use PgUp/9 and PgDn/3 to scroll quickly.&lt;br /&gt;
* When moving the cursor around, hold shift and the direction to move 10 spaces rather than 1.&lt;br /&gt;
&lt;br /&gt;
==External programs==&lt;br /&gt;
Players of DF have provided several utilities to help you manage your fortress and organize your dwarves.  Once you start using aids like [[Utilities#Dwarf_Foreman|Dwarf Foreman]], you'll wonder how you ever managed to get by without.  Utilities are generally updated shortly after a new version appears.&lt;br /&gt;
[[Utilities|Utilities page]]&lt;br /&gt;
&lt;br /&gt;
==Macros and keymaps==&lt;br /&gt;
Dwarf Fortress has no internal macro/keymap system, but cooperates well with an external utility called AutoHotKey.  Many keyboard-intensive tasks can be made less painful with a custom script.  [[Macros_and_Keymaps|Macros and keymaps]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
&lt;br /&gt;
{{Game Interface FAQ}}&lt;/div&gt;</summary>
		<author><name>Echo</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Efficient_gameplay&amp;diff=32124</id>
		<title>40d:Efficient gameplay</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Efficient_gameplay&amp;diff=32124"/>
		<updated>2008-08-18T12:59:38Z</updated>

		<summary type="html">&lt;p&gt;Echo: /* General tips and tricks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page covers ways to accomplish game tasks in fortress mode faster and with less effort.  The interface of Dwarf Fortress is in alpha, but it - if you give it a little help - can become far less cumbersome then it appears at first glance.  If a way to save time is non-obvious to even a single person, it should be mentioned here.&lt;br /&gt;
&lt;br /&gt;
==General tips and tricks==&lt;br /&gt;
* When dumping lots of objects, it often saves time to use the stocks menu instead of marking objects from the fortress view. Alternatively, you can mass dump using [K|d], [K|b], [K|d]&lt;br /&gt;
* The manager screen (type 'm' when viewing the job screen) is a good way to speed up workshop assignments.  Jobs are generated automatically until the task is complete.  Requires a manager with enough free time to authorize tasks.&lt;br /&gt;
* The designation menu and the actual selection of tiles are both mouse-capable, which is especially helpful when laying out fancy rooms and patterned designs.  Left-click designates a tile or chooses a new menu option; right-click moves the cursor.&lt;br /&gt;
* When ordering production at a workshop, type 'r' to have the object made repeatedly; adding multiple items and putting them all on repeat will have them do a repeating cycle.&lt;br /&gt;
* If an interface uses '+' and '-' to scroll, then it will use '*' and '/' to scroll quickly.  If an interface uses up arrow/8 and down arrow/2 to scroll, then it will use PgUp/9 and PgDn/3 to scroll quickly.&lt;br /&gt;
* When moving the cursor around, hold shift and the direction to move 10 spaces rather than 1.&lt;br /&gt;
&lt;br /&gt;
==External programs==&lt;br /&gt;
Players of DF have provided several utilities to help you manage your fortress and organize your dwarves.  Once you start using aids like [[Utilities#Dwarf_Foreman|Dwarf Foreman]], you'll wonder how you ever managed to get by without.  Utilities are generally updated shortly after a new version appears.&lt;br /&gt;
[[Utilities|Utilities page]]&lt;br /&gt;
&lt;br /&gt;
==Macros and keymaps==&lt;br /&gt;
Dwarf Fortress has no internal macro/keymap system, but cooperates well with an external utility called AutoHotKey.  Many keyboard-intensive tasks can be made less painful with a custom script.  [[Macros_and_Keymaps|Macros and keymaps]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
&lt;br /&gt;
{{Game Interface FAQ}}&lt;/div&gt;</summary>
		<author><name>Echo</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Graphics_set_repository&amp;diff=1366</id>
		<title>40d:Graphics set repository</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Graphics_set_repository&amp;diff=1366"/>
		<updated>2008-08-14T12:55:16Z</updated>

		<summary type="html">&lt;p&gt;Echo: /* Mike Mayday (Tocky, DR, Herrbdog etc) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''You may be looking for general information on [[tilesets]] or the [[List of user character sets]].''&lt;br /&gt;
&lt;br /&gt;
''Graphics sets'' are a type of [[Tilesets|tileset]] for use with Graphics Mode, which allows the game to display different tiles for creatures. Only creature tiles are supported so far. They were previously known as 'Object Tilesets'. The [[tilesets]] page has detailed instructions on how to use these.&lt;br /&gt;
&lt;br /&gt;
== 16x16 square graphics sets ==&lt;br /&gt;
&lt;br /&gt;
=== Dystopian Rhetoric ===&lt;br /&gt;
&lt;br /&gt;
{{GraphicsSet|&lt;br /&gt;
|image=[[Image:DR-1b.png]][[Image:DR-2b.png]]&lt;br /&gt;
|download link=&amp;lt;br&amp;gt;&lt;br /&gt;
*[http://www.megaupload.com/?d=XQAWPCYT DIY version]&lt;br /&gt;
*[http://dffd.wimbli.com/file.php?id=62 EZ Download Pack- No Installation! (5.43MB download)] &lt;br /&gt;
*[http://dffd.wimbli.com/file.php?id=114 Updated graphics_example.txt file.]&lt;br /&gt;
|author=[[User:DR|DR]]&lt;br /&gt;
|sprite=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|installation= &lt;br /&gt;
|comments=10/12/07: Okay, so I've definitely been slacking off here. But I'm vaguely annoyed at myself for constantly failing to update this so, what the hell, here's what I've done so far. It is by no means comprehensive. Most of the new dwarf jobs are in, with a few exceptions (blacksmith [uses metalsmith], clothier [uses weaver] several farmer, mechanic and mason jobs [use the base tile for that &amp;quot;class&amp;quot;], and the architect [the trade minister or something, I think]). The military also got an overhaul. Still a lot of work to do, and I'm not happy with a bunch of the stuff did make it in. Also, I'm not updating the easy pack until I get a proper handle on this and get most of it done.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Chariot's Alternate Civ Graphics ===&lt;br /&gt;
{{GraphicsSet|&lt;br /&gt;
|image=[[Image:red_antman_civ.PNG]]&lt;br /&gt;
|download link=[http://chariot.nickersonm.com/dwfortress/civ_graphics.zip Alternate Civ Graphics]&lt;br /&gt;
|author=[[User:Chariot|Chariot]]&lt;br /&gt;
|sprite=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|installation=DIY&lt;br /&gt;
|comments=See [[User:Chariot#Civilizations_Graphics_Set|here]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Mike Mayday (Tocky, DR, Herrbdog etc) ===&lt;br /&gt;
{{GraphicsSet|&lt;br /&gt;
|image=[[Image:DFG3.jpg]]&lt;br /&gt;
|download link=[http://mayday.w.staszic.waw.pl/~mayday/upload/df.htm]&lt;br /&gt;
|author=[[User:Mikemayday|Mikemayday]]&lt;br /&gt;
|sprite=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|installation= This is a pre-packed version, currently employing 39f.&lt;br /&gt;
|comments=This is a little more than a graphics set because it is combined with a customized main tileset (with symbols edited for some objects for easier disambiguation), also employing a blend patch to allow the use of PNGs. Just follow the link, download and enjoy, no need to mess around with files. Credits go to DR, Tocky, Herrbdog, Dragon Warrior games and me (although I did much more organizing and editing than actually creating).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== PTTG ===&lt;br /&gt;
&lt;br /&gt;
{{GraphicsSet|&lt;br /&gt;
|image=[[Image:PTTG16x16graph.png]]&lt;br /&gt;
|download link=[[Media:PTTG16x16graph.png|PTTG16x16graph.png]]&lt;br /&gt;
|author=[[User:PTTG|PTTG]]&lt;br /&gt;
|sprite=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|installation=Make sure to back up your Graphics folder, then convert PTTG16x16graph.png to .bmp. Then move the file into the 'example' file. Copy the txt file included on the [http://www.dwarffortresswiki.net/index.php/Image:PTTG16x16graph.png image page] and save it as graphics_example.txt.&lt;br /&gt;
|comments=I hope everybody gets how to install this. Anyway, a nice, clear image set for full-color heroes and all the civ-ing races, complete with kids and kings! Thanks to Zaratustra, I based my txt file on the one for that GS.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Sphr===&lt;br /&gt;
====Sphr's Dwarves (v0.9.2)====&lt;br /&gt;
{{GraphicsSet|&lt;br /&gt;
|image=[[Image:Sphr_dwarves.png]]&lt;br /&gt;
|download link=[[Media:Sphr_dwarves.png|Sphr_dwarves.png]]&lt;br /&gt;
|author=[[User:Sphr|Sphr]]&lt;br /&gt;
|sprite=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|installation=see notes on image page (Click on image).&lt;br /&gt;
|comments=Added PREIST, HIGH_PRIEST, SLAVE and PRISONER.&lt;br /&gt;
&lt;br /&gt;
Details and screen shots at [[User:Sphr/gfx_set|my gfx set page]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Veryinky ===&lt;br /&gt;
==== Dystopian Qantas  (v0.94) ====&lt;br /&gt;
&lt;br /&gt;
{{GraphicsSet|&lt;br /&gt;
|image=[[Image:Inkydwarves.PNG]]&lt;br /&gt;
|download link=http://rapidshare.com/files/67996522/graphics94.zip.html&lt;br /&gt;
|author=[[User:Veryinky|Veryinky]]&lt;br /&gt;
|sprite=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|installation=Move the contents of /graphics to a backup directory or file. Unzip in /graphics. Each biome and primary race is in it's own .bmp.&lt;br /&gt;
|comments=This is a combination of the Dystopian Rhetoric and the Deep Quantas sets. The sprites are 16&amp;amp;times;16, using DQ for dwarves and elves, while DR for the rest. The dwarves hold a different tool for each job skill. It also includes nearly every new creature for version 0.32/0.33 except some fish and sharks.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{GraphicsSet|&lt;br /&gt;
|image=[[Image:Dwarves.png]]&lt;br /&gt;
|download link=[[Media:Dwarves.png|Dwarves.png]]&lt;br /&gt;
|author=[[User:Veryinky|Veryinky]]&lt;br /&gt;
|sprite=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|installation= Convert dwarves.png picture to .bmp. Download [http://rapidshare.com/files/67996522/graphics94.zip.html Dystopian Qantas (v0.94)].Move the contents of /graphics to a backup directory or file. Unzip in /graphics. Replace the existing dwarves.bmp with the just converted dwarves.bmp in /graphics/main/ &lt;br /&gt;
|comments=Here is an alternative Dwarves graphic file for this set. For each one who wants the old school DR dwarves with the new job skills.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Deon===&lt;br /&gt;
==== Haradrim (desert people) ====&lt;br /&gt;
&lt;br /&gt;
{{GraphicsSet|&lt;br /&gt;
|image=[[Image:Haradrims.PNG]]&lt;br /&gt;
|download link=http://dffd.wimbli.com/file.php?id=147&lt;br /&gt;
|author=[[User:Deon|Deon]]&lt;br /&gt;
|sprite=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|installation=Unzip archive to your /RAW folder. Remove human graphics from graphics_example.txt or use this tileset for new type of creature. &lt;br /&gt;
|comments=This is a tileset based on the Chariot's humans. I edited all pictures to represent desert people somewhat close to arabian type from Alladdin cartoon (nobles, traders and guards) and oriental warriors (ninja-like, with face veils to help them against sandstorms).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Bane18===&lt;br /&gt;
==== Animal Pack ====&lt;br /&gt;
&lt;br /&gt;
{{GraphicsSet|&lt;br /&gt;
|image=[[Image:Animal_pack.PNG]]&lt;br /&gt;
|download link=[[User:Bane18|Bane18]]&lt;br /&gt;
|author=[[User:Bane18|Bane18]]&lt;br /&gt;
|sprite=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|installation=Download all of the separate animal packs from my page, turn them into 24bmp then save them inside raw/example. Copy the text beneath the files and paste it into graphic_examples (the instructions I give on my page should be clear enough). |comments=Hopefully you will enjoy them as much as I enjoyed creating them and if you receive any problems associated with the files please let me know so that I can fix them.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Square graphics sets ==&lt;br /&gt;
&lt;br /&gt;
===Sphr + Markavian===&lt;br /&gt;
{{GraphicsSet|&lt;br /&gt;
|image=[[Image:Sphr_dwarves_12_12.png]]&lt;br /&gt;
|download link=[http://www.mkv25.net/showcase/df/sphr_mkv_12x12_graphics_v0.3.zip sphr_mkv_12x12_graphics_v0.3.zip] (121KB)&lt;br /&gt;
|author=[[User:Sphr|Sphr]] and [[User:Markavian|Markavian]]&lt;br /&gt;
|sprite=12&amp;amp;times;12&lt;br /&gt;
|resolution=960&amp;amp;times;300&lt;br /&gt;
|installation= This graphic tileset is available in an easy to install mod (download above) - Follow the 4 steps in the readme file.&lt;br /&gt;
&amp;lt;ol&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Backup your init.txt file&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Remove any files in raw/graphics &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Copy the data/ and raw/ folder into your DF installation&amp;lt;br&amp;gt;&lt;br /&gt;
: - Overwrite any files&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Play!&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
|comments=This graphics mod use a rescaled, sharpened, version of Sphr's 16&amp;amp;times;16 tileset and Markavian's solid curses tileset. Read more about the graphics at [[User:Sphr/gfx_set|Shph'r gfx set page]] and about the modified solid curses at [[User:Markavian|Markavian's user page]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Non-square graphics sets ==&lt;br /&gt;
&lt;br /&gt;
=== Plac1d ===&lt;br /&gt;
&lt;br /&gt;
{{GraphicsSet|&lt;br /&gt;
|image=[[Image:Plac1d_640x300graphics_main.png]]&lt;br /&gt;
|download link=&amp;lt;br&amp;gt;&lt;br /&gt;
*[http://dffd.wimbli.com/file.php?id=53 Install yourself (106.3KB download)]&lt;br /&gt;
*[http://dffd.wimbli.com/file.php?id=64 EZ Download Pack- No Installation! (5.51MB download)] &lt;br /&gt;
|author=[[User:Plac1d|Plac1d]]&lt;br /&gt;
|sprite=8&amp;amp;times;12&lt;br /&gt;
|resolution=640&amp;amp;times;300&lt;br /&gt;
|installation=[http://dffd.wimbli.com/file.php?id=53 Installation Directions](included with download)&lt;br /&gt;
|comments=''Latest version posted March 13, 2008'' [version 1.38c.3]&lt;br /&gt;
&lt;br /&gt;
[[User:Plac1d|'''Preview Pictures''']] '''of the EZ Pack.'''&lt;br /&gt;
&lt;br /&gt;
This includes all job skills and creatures types (as well as children, zombies and skeletons for each creature type) for version 0.38c.  I've included ocean animals in this set, but they don't seem to function at this time. &lt;br /&gt;
&lt;br /&gt;
Report bugs, graphical errors, and missing units in my [[User talk:Plac1d| Wiki Profile]].&lt;br /&gt;
&lt;br /&gt;
A modified set for use with square tilesets: [http://www.anikki.com/share/df/df_plac1d_square_12x12.zip Download .ZIP] (by [[Anikki]]).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;br /&gt;
[[Category:Interface]]&lt;/div&gt;</summary>
		<author><name>Echo</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Horse&amp;diff=23150</id>
		<title>40d:Horse</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Horse&amp;diff=23150"/>
		<updated>2008-08-09T10:40:54Z</updated>

		<summary type="html">&lt;p&gt;Echo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CreatureInfo|name=Horse|symbol=H|color={{COLOR:7:0:0}}|bones=9|chunks=9|meat=9|fat=5|skulls=1|skin=Yes|biome= * [[Temperate]] savanna&lt;br /&gt;
* Temperate grassland&lt;br /&gt;
* Common domestic}}&lt;br /&gt;
&lt;br /&gt;
'''Horses''' can be [[butcher]]ed for [[meat]].  [[dwarf|Dwarves]] cannot ride horses, but [[human]]s can. &amp;lt;s&amp;gt;So far&amp;lt;/s&amp;gt; horses can not be milked. They are used by [[caravan]]s to pull [[wagon]]s. Horses are sometimes brought along by [[immigrants]], as [[pet]]s. Horses can be bought before embarking.&lt;br /&gt;
&lt;br /&gt;
Horses also occur as wild animals in herds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:HORSE]&lt;br /&gt;
	[NAME:horse:horses:horse]&lt;br /&gt;
	[TILE:'H'][COLOR:7:0:0]&lt;br /&gt;
	[PETVALUE:200]&lt;br /&gt;
	[PREFSTRING:strength]&lt;br /&gt;
	[LARGE_ROAMING][COMMON_DOMESTIC][WAGON_PULLER]&lt;br /&gt;
	[BENIGN][MEANDERER][PET]&lt;br /&gt;
	[BODY:QUADRUPED:TAIL:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:MOUTH]&lt;br /&gt;
	[BODYGLOSS:HOOF][NATURAL][MOUNT]&lt;br /&gt;
	[POPULATION_NUMBER:15:30]&lt;br /&gt;
	[CLUSTER_NUMBER:3:7]&lt;br /&gt;
	[SIZE:9]&lt;br /&gt;
	[ATTACK:MAIN:BYTYPE:STANCE:kick:kicks:1:2:BLUDGEON][ATTACKFLAG_WITH]&lt;br /&gt;
	[CHILD:1][CHILDNAME:foal:foals]&lt;br /&gt;
	[FAT:5]&lt;br /&gt;
	[DIURNAL]&lt;br /&gt;
	[BIOME_GRASSLAND_TEMPERATE]&lt;br /&gt;
	[BIOME_SAVANNA_TEMPERATE]&lt;br /&gt;
	[STANDARD_FLESH]&lt;br /&gt;
	[HOMEOTHERM:10068]&lt;br /&gt;
	[LAYERING:100]&lt;br /&gt;
	[SWIMS_INNATE][SWIM_SPEED:2500]&lt;br /&gt;
}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
[[Category:Animals]]&lt;/div&gt;</summary>
		<author><name>Echo</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Mule&amp;diff=26052</id>
		<title>40d:Mule</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Mule&amp;diff=26052"/>
		<updated>2008-08-09T10:28:11Z</updated>

		<summary type="html">&lt;p&gt;Echo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CreatureInfo|name=Mule|symbol=M|color=rgb(128, 128, 0)|bones=8|chunks=8|meat=8|fat=4|skulls=1|skin=Yes|biome= Common domestic}}&lt;br /&gt;
&lt;br /&gt;
'''Mules''' are sterile hybrids of a [[horse]] father and a [[donkey]] mother in reality. In Dwarf Fortress they are indeed sterile, but cannot actually be bred from horses and donkeys, making them little more than a snack on the hoof.  They are available for selection on the embark screen for most dwarven parties and cost 101 points. You also get a free horse and mule per wagon. The only reason to buy a mule is to immediately butcher it.&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:MULE]&lt;br /&gt;
	[NAME:mule:mules:mule]&lt;br /&gt;
	[TILE:'M'][COLOR:6:0:0]&lt;br /&gt;
	[PETVALUE:200]&lt;br /&gt;
	[PREFSTRING:stubborness]&lt;br /&gt;
	[LARGE_ROAMING]&lt;br /&gt;
	[COMMON_DOMESTIC][PACK_ANIMAL]&lt;br /&gt;
	[BENIGN][MEANDERER][PET]&lt;br /&gt;
	[BODY:QUADRUPED:TAIL:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:MOUTH]&lt;br /&gt;
	[BODYGLOSS:HOOF][NATURAL]&lt;br /&gt;
	[SIZE:8]&lt;br /&gt;
	[ATTACK:MAIN:BYTYPE:STANCE:kick:kicks:1:2:BLUDGEON][ATTACKFLAG_WITH]&lt;br /&gt;
	[FAT:4]&lt;br /&gt;
	[DIURNAL]&lt;br /&gt;
	[STANDARD_FLESH]&lt;br /&gt;
	[HOMEOTHERM:10068]&lt;br /&gt;
	[LAYERING:100]&lt;br /&gt;
	[SWIMS_INNATE][SWIM_SPEED:2500]&lt;br /&gt;
	[TRADE_CAPACITY:2000]&lt;br /&gt;
}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
[[Category:Animals]]&lt;/div&gt;</summary>
		<author><name>Echo</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Malachite&amp;diff=8430</id>
		<title>40d:Malachite</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Malachite&amp;diff=8430"/>
		<updated>2008-08-04T13:28:00Z</updated>

		<summary type="html">&lt;p&gt;Echo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Ore|name=Malachite|tile=£|color=#080&lt;br /&gt;
|uses = &lt;br /&gt;
* [[Ore]] of [[copper]]&lt;br /&gt;
* Make [[bronze]] bars at [[smelter]] (with [[cassiterite]])&lt;br /&gt;
* Make [[brass]] bars at [[smelter]] (with [[sphalerite]])&lt;br /&gt;
* Make [[trifle pewter]] bars at [[smelter]] (with [[cassiterite]])&lt;br /&gt;
* Make [[fine pewter]] bars at [[smelter]] (with [[cassiterite]])&lt;br /&gt;
* Make [[billon]] bars at [[smelter]] (with [[silver nuggets]], [[horn silver]], [[galena]], or [[tetrahedrite]])&lt;br /&gt;
|location =&lt;br /&gt;
* [[Limestone]]&lt;br /&gt;
* [[Marble]]&lt;br /&gt;
* Found as veins&lt;br /&gt;
|properties =&lt;br /&gt;
* [[Economic stone]]&lt;br /&gt;
* [[Material value]] 2}}&lt;br /&gt;
&lt;br /&gt;
'''Malachite''' is an [[ore]] that contains the metal [[copper]]. In an unmined wall, it is represented as a green £.&lt;br /&gt;
&lt;br /&gt;
Malachite is also a name of a Dwarven [[Calendar|month]] (Mid-Summer).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Ore]]&lt;br /&gt;
[[Category:Stone]]&lt;br /&gt;
[[Category:Economic Stone]]&lt;/div&gt;</summary>
		<author><name>Echo</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Caravan_arc&amp;diff=40867</id>
		<title>Caravan arc</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Caravan_arc&amp;diff=40867"/>
		<updated>2008-08-04T13:26:37Z</updated>

		<summary type="html">&lt;p&gt;Echo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Expand Topic}}&lt;br /&gt;
One of the arcs in the development of Dwarf Fortress. Aims on making caravans move around the world, not only to your fortress. Eventually could be involved in a world-wide economy.&lt;br /&gt;
==See also==&lt;br /&gt;
[[Caravan]]&lt;br /&gt;
[[Category:Game development]]&lt;br /&gt;
[[Category:Arcs]]&lt;/div&gt;</summary>
		<author><name>Echo</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Things_to_Do&amp;diff=30666</id>
		<title>40d:Things to Do</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Things_to_Do&amp;diff=30666"/>
		<updated>2008-08-04T13:19:29Z</updated>

		<summary type="html">&lt;p&gt;Echo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''The basic point of Fortress mode is:'''&lt;br /&gt;
*Build/[[dig]] a place for your dwarves to work and live&lt;br /&gt;
*Ensure survivability by providing [[food]] and [[water]]/[[alcohol|drink]] for every dwarf&lt;br /&gt;
*Provide basic comfort by building [[bed]]s/[[Bedroom|quarter]]s, a [[dining room]]&lt;br /&gt;
*Defend your fortress ([[trap]]s/[[military]])&lt;br /&gt;
*From the way Toady implements some features, have a lot of (twisted) [[fun]]&lt;br /&gt;
*Accumulate [[wealth]]&lt;br /&gt;
*Build and sustain a bustling fortress full 200 dwarf fortress (this is already a bit &amp;quot;optional&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
Most people prefer to do some/most of these steps:&lt;br /&gt;
*Expand the cave to have own specific areas for specific purposes ([[Bedroom]]s, [[workshops]], [[farm]]s etc)&lt;br /&gt;
*Create various items for exporting ([[Trade]])&lt;br /&gt;
*Create a working [[military]]&lt;br /&gt;
*Dig out the wealth of the mountain/ground (Mainly [[platinum]], [[gold]], [[gem]]s, [[adamantine]] etc)&lt;br /&gt;
*Create luxury for your dwarves and a generally grand and nicely smoothed fortress&lt;br /&gt;
*Generally make your fort self-sustaining and self-supplied&lt;br /&gt;
*Experiment with and experience the full depth of all game features&lt;br /&gt;
*Kill Elves&lt;br /&gt;
&lt;br /&gt;
Beyond this, it's really up to your own imagination what you wish to do. After all, this game is a [http://en.wikipedia.org/wiki/Sandbox_game sandbox game]. The possibilities are endless.&lt;br /&gt;
If you feel the need to play a more goal-based game, then check out the list of [[game goals]] for suggestions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Game Basics FAQ}}&lt;/div&gt;</summary>
		<author><name>Echo</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Stone_management&amp;diff=21090</id>
		<title>40d:Stone management</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Stone_management&amp;diff=21090"/>
		<updated>2008-07-17T03:50:10Z</updated>

		<summary type="html">&lt;p&gt;Echo: /* Dump */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Mine]] for long enough and you'll find yourself surrounded with various [[stone]]s and [[ore]]s. How do you get rid of them?&lt;br /&gt;
&lt;br /&gt;
Here follows several '''stone management''' techniques.&lt;br /&gt;
&lt;br /&gt;
== Techniques ==&lt;br /&gt;
&lt;br /&gt;
=== Dump ===&lt;br /&gt;
This method is easy and useful. However, it could easily be considered an exploit, and might not work in later versions.{{version|0.27.176.38c}}&lt;br /&gt;
&lt;br /&gt;
# Make a [[zone]] of 1x1 or 1x2 tiles, preferably either near the stones you want to get rid of or your stone-needy [[workshop]]s, and mark it as a garbage dump. &lt;br /&gt;
# Press {{k|k}} and find a stone. Press {{k|d}}, and the stone will be marked for dumping.  Alternatively, use the stocks menu (faster for mass dumping, but requires some [[bookkeeper]] labor first). You can also use {{k|d}},{{k|b}},{{k|d}} to designate mass items for dumping. You could also use a [[Macros_and_Keymaps#Designation_Dump|dumping macro]] to designate large amounts of stones at once. However, macros do not discriminate between stones and other items, so it is best to use them right after you dig out a new area. Be careful when you mark areas containing cave spider silk for dumping, as dwarves will actually come along and ''destroy'' the webs!&lt;br /&gt;
# A dwarf with refuse-hauling will come by, and take the stone to the garbage dump.&lt;br /&gt;
&lt;br /&gt;
* '''Advantage''': No matter how many stones you mark for dumping, they will all be placed on the same tiny garbage tile. So basically, mark all the stones you want dumped and they will be dumped. You are now able to place '''all''' the stones and ores in the fortress on 1 tile.&lt;br /&gt;
* '''Disadvantage''':&lt;br /&gt;
** Every dumped stone will be marked as &amp;quot;[[Forbidden]]&amp;quot;, and will not be used in stone-production. Use the designation 'Reclaim Items' ({{k|d}}-{{k|c}}) to reclaim the entire pile. ''(If you want to only use specific stones, you must press {{k|k}}, find the pile, and press {{k|f}} on every stone you want on the list, using {{k|+}}/{{k|-}} to navigate through the list. [[Macros_and_Keymaps|Macros]] may come in handy when employing this method.)''&lt;br /&gt;
** Anything else you dump, will end up on those piles too.&lt;br /&gt;
** Take care not to lose overview if you use several or temporary dumps.&lt;br /&gt;
&lt;br /&gt;
=== Magma melting ===&lt;br /&gt;
&lt;br /&gt;
If you wish to get rid of the stone permanently, create a magma channel through your fort and mark the edge as a garbage pit.  Any stone disposed of will be chucked into the magma, melt, and be gone from your fortress forever.  Of course, the disadvantage is that for anything else you mark as garbage will also be lost forever.&lt;br /&gt;
&lt;br /&gt;
=== Chasm dump ===&lt;br /&gt;
If the dwarves are instructed to dump the stone into a garbage zone over bottomless lava or chasm, that stone will fall off the bottom of the map and journey to the center of the Earth.&lt;br /&gt;
&lt;br /&gt;
=== Catapult ===&lt;br /&gt;
&lt;br /&gt;
Build a [[catapult]] (or three), and assign a dwarf (or five) to keep firing stones into walls, or at [[camel]]s.  This destroys the stone and also trains dwarves in [[Siege operator|siege operating]].&lt;br /&gt;
&lt;br /&gt;
=== Rock chute ===&lt;br /&gt;
&lt;br /&gt;
You can dig a [[channel]], and make a [[zone]] over an adjacent tile. Mark it as a garbage dump, and dwarves will dump stones flagged for dumping down the channel. The stones will end up in the bottom tile.&lt;br /&gt;
&lt;br /&gt;
=== Rock crusher ===&lt;br /&gt;
&lt;br /&gt;
Similar to the rock chute, but build a [[drawbridge]] in the pit and a [[pressure plate]] at the entrance to the chute, linked to the bridge. Make sure you set the pressure plate to trigger on citizens. Alternately, just link it to a [[lever]] and pull it every once in a while. Mark the channel and empty tile as a dump zone. When a stone is dropped, the drawbridge will crush the stone, permanently destroying it. Note: make sure the bridge is '''up''' when stones are dumped down it, or it will fling stone back up the channel. To achieve this, you will need to hook up another lever, and pull it once before any dwarves go on the pressure plate.&lt;br /&gt;
&lt;br /&gt;
 Level Z:&lt;br /&gt;
 =====&lt;br /&gt;
 ==.==&lt;br /&gt;
 == ==&lt;br /&gt;
 ==^==&lt;br /&gt;
&lt;br /&gt;
 Level Z-1:&lt;br /&gt;
 =====&lt;br /&gt;
 =BBB=&lt;br /&gt;
 =BBB=&lt;br /&gt;
 ==D==&lt;br /&gt;
&lt;br /&gt;
 . - Channel&lt;br /&gt;
 = - Wall&lt;br /&gt;
 ^ - Pressure plate&lt;br /&gt;
 B - Drawbridge - make sure to set to raise while constructing, as opposed to retract.&lt;br /&gt;
 D - Door - keep locked to avoid accidentally crushing dwarves&lt;br /&gt;
&lt;br /&gt;
=== Making use of stone ===&lt;br /&gt;
&lt;br /&gt;
Use your [[mason]]s to the fullest by creating doors, hatch covers, chairs, tables, coffers, cabinets, and statues. This builds up your mason's skill, and the furniture gives your dwarves good [[thoughts]].&lt;br /&gt;
&lt;br /&gt;
Skilled [[Craftdwarf]]s can produce large quantities of rock crafts very quickly. This trades the problem of tons of stone to the much easier problem of tons of crafts. As long as you have bins, managing a stockpile of finished goods is easy. Crafts can be sold to foreign [[trade]]rs, who have plenty of room for a lot of goods. &lt;br /&gt;
&lt;br /&gt;
You can also use stones (or blocks) to build large structures above ground, and floors over areas such as sand, silt, or loam.  The [[construction]] interface might be slow, but not only do you use up the stone from your excavations, but you can also create usable indoor space without having to mine any additional stone. &lt;br /&gt;
&lt;br /&gt;
Building [[trap]]s can use up stone as well. [[Mechanism]]s are also made of stone, and a stone-fall trap requires one mechanism and one stone.&lt;br /&gt;
&lt;br /&gt;
=== Avoiding clutter ===&lt;br /&gt;
The easiest way to avoid stone clutter is not to produce it in the first place. Use unskilled miners for initial fortress excavation to reduce the amount of useless stone they create, and don't dig out more than necessary. Produce lots of [[barrel]]s and [[bin]]s to cut down on your need for stockpile space.&lt;br /&gt;
&lt;br /&gt;
However, unskilled miners also have a low chance of creating valuable stones and gems when they dig out a tile.  It may require some micromanagement to prevent unskilled miners from wasting potentially valuable materials. &lt;br /&gt;
&lt;br /&gt;
Building in [[soil]], rather than stone, avoids the problem of stone altogether. Soil walls and floors cannot be smoothed, which makes it a bad choice for bedrooms and dining halls. &lt;br /&gt;
&lt;br /&gt;
=== Stone Stockpile ===&lt;br /&gt;
'''This is not a recommended method due to space and time requirements.'''&lt;br /&gt;
&lt;br /&gt;
Build a large [[stockpile]] for stone away from your fortress. Dwarves will carry stones out to the stockpile, and they will no longer clutter up your fortress. The stockpile needs to be placed somewhere without stones, because only one stone will be placed per tile, and will result in long hauling trips.&lt;br /&gt;
&lt;br /&gt;
=== Block Stockpile ===&lt;br /&gt;
Simply have the stone cut into blocks then stockpiled. As long as you have enough bins, this works quite well, since 10 blocks can be stored in a single bin. Depending on the rate you mine out the fortress, you may need several (Or even a dozen) Mason workshops. Just set them up wherever you want the stone cleared, and have them removed when they are no longer sitting amidst a pile of stone. This will also train up extra masons, which is helpful if you decide to make any large scale constructions. &lt;br /&gt;
&lt;br /&gt;
A word of warning: The maximum number of artifacts your fortress will produce is based on the lowest of two numbers based off of mined out rock, and items produced. If you use this method to mine out a huge area, make sure you're prepared for the artifacts which could skyrocket your wealth very early, leading to [[siege]]s, [[noble]]s, and huge [[immigrant]] waves.&lt;br /&gt;
&lt;br /&gt;
== Reasons for managing stone ==&lt;br /&gt;
&lt;br /&gt;
=== Stockpiles ===&lt;br /&gt;
On some stockpiles, you will be unable to use the tiles that contain a stone. It will therefore be a good thing to clear up room for the things you want to stockpile. Alternatively, if the top Z level comprises soil/loam rather than rock, then you can clear it out for stockpiles without worrying about stones filling the new space.&lt;br /&gt;
&lt;br /&gt;
=== Aesthetics ===&lt;br /&gt;
Many players find the fortress more enjoyable to look at if it looks nice and uniform. Random stones lying about are clutter which block the view of a tile and prevent stockpiles from being filled. Create smooth clear floor for a leaner, fitter, happier fortress.&lt;br /&gt;
&lt;br /&gt;
=== Not '''Actually''' Necessary ===&lt;br /&gt;
You hardly need to remove stones at all, unless they block a building site (of beds,doors,walls..). Clearing out the fortress for stone is more of a personal priority rather than an essential need or requirement. Remember that there is no such thing as '''excess''' stone to a dwarf.&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
&lt;br /&gt;
{{Mining FAQ}}&lt;/div&gt;</summary>
		<author><name>Echo</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Whale&amp;diff=25970</id>
		<title>40d:Whale</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Whale&amp;diff=25970"/>
		<updated>2008-07-15T06:07:38Z</updated>

		<summary type="html">&lt;p&gt;Echo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CreatureInfo|name=Whale|symbol=W|color=rgb(192, 192, 192)|bones=16|chunks=16|meat=16|fat=20|skulls=1|skin=Yes|biome=&lt;br /&gt;
* Any [[ocean]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A '''whale''' is a large aquatic creature, found in [[ocean]]s.&lt;br /&gt;
&lt;br /&gt;
They are the same size as an [[elephant]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
{{Game_Data|[CREATURE:WHALE]&lt;br /&gt;
	[NAME:whale:whales:whale]&lt;br /&gt;
	[TILE:'W'][COLOR:7:0:0]&lt;br /&gt;
	[LARGE_ROAMING]&lt;br /&gt;
	[AQUATIC][UNDERSWIM][IMMOBILE_LAND][BEACH_FREQUENCY:10]&lt;br /&gt;
	[MODVALUE:3]&lt;br /&gt;
	[GENPOWER:3]&lt;br /&gt;
	[PREFSTRING:majesty]&lt;br /&gt;
	[IVORY]&lt;br /&gt;
	[ALL_ACTIVE]&lt;br /&gt;
	[POPULATION_NUMBER:15:30]&lt;br /&gt;
	[CLUSTER_NUMBER:3:7]&lt;br /&gt;
	[BENIGN][MEANDERER][NATURAL]&lt;br /&gt;
	[PETVALUE:1000]&lt;br /&gt;
	[BODY:BASIC_2PARTBODY:BASIC_HEAD:SIDE_FLIPPERS:TAIL:2EYES:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:MOUTH]&lt;br /&gt;
	[ATTACK:MAIN:BYTOKEN:TAIL:slap:slaps:1:2:BLUDGEON][ATTACKFLAG_WITH]&lt;br /&gt;
	[SIZE:16]&lt;br /&gt;
	[MAXAGE:20:30]&lt;br /&gt;
	[NO_DRINK]&lt;br /&gt;
	[CHILD:1][CHILDNAME:whale calf:baby calves]&lt;br /&gt;
	[FAT:20]&lt;br /&gt;
	[BIOME_ANY_OCEAN]&lt;br /&gt;
	[STANDARD_FLESH]&lt;br /&gt;
	[HOMEOTHERM:10067]&lt;br /&gt;
	[SWIMS_INNATE][SWIM_SPEED:500]&lt;br /&gt;
}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
[[Category:Animals]]&lt;/div&gt;</summary>
		<author><name>Echo</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Sparring&amp;diff=40685</id>
		<title>40d:Sparring</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Sparring&amp;diff=40685"/>
		<updated>2008-07-15T05:24:52Z</updated>

		<summary type="html">&lt;p&gt;Echo: /* Equipment */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Sparring''' is a form of non-lethal combat engaged in by [[soldier]]s to train their combat skills in [[fortress mode]].  Sparring takes place at [[barracks]]; off-duty soldiers will engage in mock combat with other off-duty soldiers, causing incidental injuries as they go but also gaining experience.&lt;br /&gt;
&lt;br /&gt;
It is said that there must be a minimum amount of floor space in barracks before soldiers will spar there.{{verify}}&lt;br /&gt;
&lt;br /&gt;
To assign a soldier to sparring, you must take his or her squad off duty.  This is accomplished by opening the {{key|m}}ilitary screen, selecting the soldier from the list, choosing to {{key|v}}iew the selected squad, then toggling the du{{key|t}}y status until it displays &amp;quot;Squad is standing down&amp;quot;.  You must have at least two melee soldiers off duty before sparring will begin, although they need not be of the same soldier class.  If the conditions are met, the soldiers will automatically choose to spar at their own discretion. &lt;br /&gt;
&lt;br /&gt;
Rotating soldiers between an always-off-duty training squad and a series of on-duty patrol squads can be an effective way of training soldiers without having to assign off-duty status to each soldier directly.&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
&lt;br /&gt;
When soldiers spar, they practise (and thereby gain experience) with whatever [[weapon]] and [[armor]] they have been assigned, including shields.  Thus, in order to train [[axedwarf|axedwarves]], it is necessary to assign the recruits axes, and so forth with all other weapons. The weapon you wish for them to spar with can be chosen through the {{K|M}}ilitary screen, and then the {{K|w}}eapons selection.&lt;br /&gt;
&lt;br /&gt;
== Sparring Injuries ==&lt;br /&gt;
&lt;br /&gt;
It is possible to severely wound a partner during a sparring session.  When practising with [[wrestler]]s, the worst [[injury]] that is likely to happen is a broken bone, although even this can be fatal if unfortunate circumstances prevail, such as crushing the other soldier's throat whilst the most damaging injury performance wise is a blow to the spine, which prevents sparring from the injured party for the rest of his/her life, although it won't prevent the dwarf from fighting or training with a crossbow.&lt;br /&gt;
&lt;br /&gt;
In the event that a soldier is injured while sparring, the soldier will rest until he or she recuperates, just as with any other injury.  In the event of a broken limb, it will take a full season before the soldier will be available for action once again.  Mangled limbs and other injuries may take much longer, if they heal at all.&lt;br /&gt;
&lt;br /&gt;
If a soldier accidentally kills another, the accidental murderer will receive an unhappy [[thought]].  However, killing another during a sparring session is not a crime and will not be punished by [[justice]]{{verify}}.&lt;br /&gt;
&lt;br /&gt;
Sparring injuries can be very brutal to a fort's soldier population, leaving many dwarves with moderate injuries if precautions are not taken (see below).  If your troops get injured frequently by sparring, it's a good idea to keep a solid proportion of your soldiers on duty so that you don't have too many injuries in case of a siege or ambush. If your troops are getting injured, however, you should take precautions.&lt;br /&gt;
&lt;br /&gt;
Certain injuries, notably those to the neck and brain, will never ever heal, even if they are only minor scratches.  A dwarf with these injuries will never spar either.  If a military dwarf gets a minor neck injury before he or she has gained much combat skill, you may want to [[Department of Dwarven Veteran's Affairs|release him or her from duty]] so that dwarf can at least serve your economy as a hauler (or Royal Guard), and a new dwarf can claim his or her weapon and armor to practice with.&lt;br /&gt;
&lt;br /&gt;
=== Avoiding Injury===&lt;br /&gt;
The following tactics can help your dwarves avoid sparring injuries:&lt;br /&gt;
*Equipping soldiers with good armor is always useful to protect injury, whether sparring or fighting real threats. Iron chain is good, steel plate better, [[quality|high-quality]] steel plate best of all. High-quality steel shields are also recommended. See [[Armor#Using armor|Using Armor]] for more details.&lt;br /&gt;
*Equipping soldiers deliberately with weak [[silver]] weapons is an excellent way to reduce the risk of injury. Silver weapons do only 50% of the damage of [[iron]] weapons. [[Wood|Wooden]] weapons also do only 50% of the damage of iron ones, but can only be gained through trade with the [[elves]]. Beware, as it can be time consuming to force your soldiers to switch back to good [[iron]] or [[steel]] weapons in the event of a siege or ambush; if your soldiers enter battle with their sparring weapons they will be much less effective.&lt;br /&gt;
*It is strongly recommended to send soldiers through a basic training regime by allowing them to spar without weapons until they achieve several levels in Wrestler skill, then begin their training for weapons directly.  This can help reduce the amount of injuries suffered, as [[Wrestler]] skill is used to determine the probability of dodging attacks in addition to its offensive purposes. &lt;br /&gt;
*Likewise, the more training your soldiers get in [[Armor user]] and [[Shield user]], the more likely they will be to avoid injury. Thus it is safest to give your soldiers plenty of Wrestling practice, while equipped with armor and shields, before cross-training them for weapon usage.&lt;br /&gt;
*You might also want to buff up a dwarf's [[stats]] before sparring -- for example by setting them to pump a [[screw pump]] that isn't attached to anything. This can increase a dwarf's Toughness (and thereby resistance to damage), although it may also increase Strength, which is believed to increase damage inflicted.&lt;br /&gt;
*It is also worth noting that Guards spar just like off-duty soldiers, and when appropriately equipped, this will have all the effects listed above.  Taking advantage of this by recruiting directly from the Fortress Guard and Royal Guard will help ensure that even the newest recruits will have at least ''some'' training should they be sent into battle.&lt;br /&gt;
&lt;br /&gt;
[[Category:Military]]&lt;br /&gt;
[[Category:Fortress mode]]&lt;br /&gt;
&lt;br /&gt;
== Target Practice ==&lt;br /&gt;
Soldiers armed with [[crossbow|crossbows]] will not spar; the equivalent to sparring for a crossbow-armed dwarf is shooting at an [[archery target|archery range]]. As with sparring, the crossbow-dwarf's squad must be set to stand down. Unlike sparring, dwarves do not need partners to practice archery. The dwarf must be equipped with a crossbow and a supply of [[wood|wooden]] or [[bone]] [[bolts]]: metal bolts will not be wasted on target practice. The shooting range must also be designated properly from the archery target (see that article for more information). Marksdwarves do not gain [[Armor user]], [[Shield user]] or [[Wrestling]] skill shooting on a range, so it may be useful to get them involved in a few unarmed, armored sparring matches in the barracks so they can handle return fire (or a close-quarters ambush).&lt;br /&gt;
&lt;br /&gt;
== Live Combat Training == &lt;br /&gt;
Soldiers gain experience in martial skills from fighting in real combat as well. For obvious reasons, it is best to boost your soldiers' experience by sparring before they enter a real battle. An untrained soldier can easily suffer a career-ending injury from a [[goblin]] invader, whereas a Legendary weapon and armour user can cut a swathe through an invading column without taking a scratch.&lt;br /&gt;
&lt;br /&gt;
[[Miner]]s use their [[pick]] when fighting unarmed, and get bonuses from their Mining skill. They gain experience in the Mining skill rather than Wrestling. Because of this an expert miner can quickly level-up when sparring unarmed.&lt;br /&gt;
&lt;br /&gt;
{{Military FAQ}}&lt;/div&gt;</summary>
		<author><name>Echo</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Wall&amp;diff=12781</id>
		<title>40d:Wall</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Wall&amp;diff=12781"/>
		<updated>2008-07-15T05:22:26Z</updated>

		<summary type="html">&lt;p&gt;Echo: /* Construction */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A '''wall''' is a either a [[map tile]] or a [[construction]] that blocks access to creatures. The appearence of a constructed wall is similar to that of a [[smooth]]ed wall but it works the same as any filled tile composed of mountain rock, clay or soil. Walls either occur naturally (e.g. a Rough-hewn Andesite Wall), or can be constructed. With constructed walls it is possible to create multi-level [[building]]s such as [[tower]]s complete with roofs by creating [[floor]]s on the layer above. A wall fills the tile it is in and creates a walkable space above it.&lt;br /&gt;
&lt;br /&gt;
== Digging ==&lt;br /&gt;
As explained on the [[digging]] page, naturally occuring walls can be dug out using the {{Key|d}}esignations {{Key|d}}ig command, or {{Key|h}} channel command.  These tasks are carried out by dwarves with the [[mining]] labor activated.&lt;br /&gt;
&lt;br /&gt;
Natural walls can be designated for {{K|s}}moothing and {{K|e}}ngraving to improve the appearance and value of the wall.  These tasks are carried out by dwarves with the [[stone detailing]] labor activated.&lt;br /&gt;
&lt;br /&gt;
== Construction ==&lt;br /&gt;
&lt;br /&gt;
As of v0.28.181.39a, walls can be built in mass. To do this, use the {{K|b}}uild -&amp;gt; {{K|C}}onstruction -&amp;gt; {{K|w}}all command. The keys {{K|u}},{{K|m}},{{K|k}} and {{K|h}} are used to change size. Unfortunately, there is no way to build more than one at a time in previous versions. Walls may be built on any square which does not already contain a structure, provided your dwarves can reach that square (this does not allow for your dwarves to build it diagonally) however any structure which cannot draw support from an adjacent construction (including walls 1 z-level lower) or any unchanneled adjacent floors will collapse. This means it is important to be careful when building around bridges since a bridge will not support a structure and any mason/carpenter who builds a structure off a bridge is likely to sustain [[wounds]] often requiring a few months bed rest. It is however possible to build walls on top of doors if there is a supporting wall on the same level. Walls made of wood must be built by a carpenter, stonewalls by a mason, and metal walls by any metalworker. &lt;br /&gt;
Building a wall will create a floor of the same type as the wall on the layer above it, provided there is no floor there.&lt;br /&gt;
&lt;br /&gt;
Constructed walls cannot be engraved, but can be carved into fortifications ({{K|d}}esignate - c{{K|a}}rve fortifications)&lt;br /&gt;
&lt;br /&gt;
An unsupported wall will fall down and cause a [[cave-in]], even punching through any floor tile in it's way before smashing into solid ground and deconstructing.&lt;br /&gt;
&lt;br /&gt;
Walls can be constructed using [[blocks]] instead of raw stone or logs, which changes the description from &amp;quot;rough felsite block wall&amp;quot; to &amp;quot;felsite block wall&amp;quot;, and increases the value of the construction.  This can be important when trying to maximize the value of a [[noble]]'s bedroom, also carving blocks is a good way to train the [[masonry]] skill before switching the mason to building high quality [[furniture]].&lt;br /&gt;
&lt;br /&gt;
== Removing Walls ==&lt;br /&gt;
&lt;br /&gt;
To remove a wall, open the {{Key|d}}esignations menu and select {{Key|n}} Remove Construction.&lt;br /&gt;
&lt;br /&gt;
{{Buildings}}&lt;br /&gt;
[[Category:Buildings]]&lt;br /&gt;
[[Category:Constructions]]&lt;br /&gt;
[[Category:Map tiles]]&lt;/div&gt;</summary>
		<author><name>Echo</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Bowyer%27s_workshop&amp;diff=15594</id>
		<title>40d:Bowyer's workshop</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Bowyer%27s_workshop&amp;diff=15594"/>
		<updated>2008-06-24T08:32:35Z</updated>

		<summary type="html">&lt;p&gt;Echo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Workshop|name=Bowyer's Workshop|key=b|job=Crossbow-making&lt;br /&gt;
|construction=&lt;br /&gt;
1 of&lt;br /&gt;
* [[Block]]&lt;br /&gt;
* [[Stone]]&lt;br /&gt;
* [[Wood]]&lt;br /&gt;
|construction_job=&lt;br /&gt;
* [[Crossbow-making]]&lt;br /&gt;
|use=&lt;br /&gt;
* [[Bone]]&lt;br /&gt;
* [[Wood]]&lt;br /&gt;
|production=&lt;br /&gt;
* [[Crossbow]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''Bowyer's workshop''' makes [[crossbow]]s out of [[bone]] or [[wood]].  Wood crossbows require one log, bone crossbows requires one bone, although if the nearest bone is in a stack, the whole stack will be used.&lt;br /&gt;
&lt;br /&gt;
Building the [[workshop]] and producing crossbows at it require a [[dwarf]] with the Crossbow-making labor active.  Making [[bow]]s at the workshop advances the [[bowyer]] skill.&lt;br /&gt;
&lt;br /&gt;
[[Metal]] crossbows are made at the [[metalsmith's forge]] and use the weaponsmithing skill.&lt;br /&gt;
&lt;br /&gt;
{{Workshops}}&lt;br /&gt;
[[Category:Workshops]]&lt;/div&gt;</summary>
		<author><name>Echo</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Marriage&amp;diff=40291</id>
		<title>40d:Marriage</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Marriage&amp;diff=40291"/>
		<updated>2008-06-24T08:28:25Z</updated>

		<summary type="html">&lt;p&gt;Echo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Dwarves]] will get married occassionally. It is unknown if Dwarves will involve in same-sex relationships, but it does not appear so. Dwarves will [[party|celebrate]] marriages with a party if you have provided a [[room]] for them to do so in. After marriage they will start to sleep in the same bed. New migrants to the fortress can already be married when they arrive.&lt;br /&gt;
&lt;br /&gt;
In the Relationships screen ( {{k|v}} {{k|p}} {{k|z}} {{k|r}} ), '''Husband''' or '''Wife''' tops the list, coming above their deity.&lt;br /&gt;
&lt;br /&gt;
Currently (v0.27.176.38c), dwarven marriage is not voided by death, which means that the spouse of a dwarf will continue to show up in the relations screen and that beds owned by a married couple will still be listed as owned by both partners.&lt;br /&gt;
This also means dwarves do not remarry, or initiate new romantic relationships after being widowed.&lt;br /&gt;
&lt;br /&gt;
{{Expand Topic}}&lt;/div&gt;</summary>
		<author><name>Echo</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Utilities&amp;diff=8978</id>
		<title>40d:Utilities</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Utilities&amp;diff=8978"/>
		<updated>2008-06-24T07:06:59Z</updated>

		<summary type="html">&lt;p&gt;Echo: /* Dwarf Companion */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Here are third party applications developed for Dwarf Fortress.&lt;br /&gt;
&lt;br /&gt;
== Movies, Screenshots, Map Files ==&lt;br /&gt;
&lt;br /&gt;
=== DF Map Compressor / DF Map Archive ===&lt;br /&gt;
&lt;br /&gt;
*[http://shadowlord13.googlepages.com/dfmap-index.html SL's DF Map Compressor - Website]&lt;br /&gt;
*[http://mkv25.net/dfma/ Dwarf Fortress Map Archive]&lt;br /&gt;
&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 that features an online viewer (written in Flash).&lt;br /&gt;
&lt;br /&gt;
The map compressor was created by Shadowlord in May 2007. Extract from the website :&lt;br /&gt;
:&amp;quot;The '''DF Map Compressor''' is a program I made to encode Dwarf Fortress fortress or world map images into a much smaller format than is possible with normal image formats. Here's a quick summary of how it works: It determines the size of your tiles from your DF font file (or asks you), splits the map up into tiles, identifies duplicate tiles, writes out every unique tile image, and then writes out a list of ID#s for each tile position which points to the tile image for that tile. What it outputs is piped through the LZMA compressor (the one used in 7-zip), to compress it further. The .df-map file which it writes out is usually less than 100 KB in size. (By comparison, a PNG of the same map can exceed 2 megabytes, depending on how well you compress it, whether you change the color depth, and whether you are using a graphical tileset or detailed font).&amp;quot;&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;
=== CMVPlayer === &lt;br /&gt;
&lt;br /&gt;
[http://www.geocities.com/jifodus/CMVPlayer.zip Download CMVPlayer.zip] &lt;br /&gt;
&lt;br /&gt;
First released by Jifodus in April 2007. This application enables playback of the DF movies (.cmv) without starting DF. It also provides some more functionalities, such as :&lt;br /&gt;
* Rewind&lt;br /&gt;
* Pause&lt;br /&gt;
* Play frame per frame&lt;br /&gt;
&lt;br /&gt;
To use, simply unzip the file, and drop and drag the movie on CMVPlayer.exe.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== 3Dwarf Visualizer - a tool to view maps in 3D ===&lt;br /&gt;
*[http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=2&amp;amp;t=001450 Bay12Forums Thread]&lt;br /&gt;
This is NOT realtime, that is still a long, long way off.&lt;br /&gt;
What this does is read the map out of your computer's memory when DF is running and save it to a file it can read. It can then open that file and show you your fort in glorious 3d.&lt;br /&gt;
Still in beta, obviously.&lt;br /&gt;
&lt;br /&gt;
=== Dwarvis / MapExtract ===&lt;br /&gt;
*[http://code.google.com/p/dwarvis/ dwarvis on Google Code]&lt;br /&gt;
This project is meant as a 3rd party utility for the cult-game dwarf fortress. Its purpose is to eventually provide 3-dimensional visualization of static snapshots of the ingame world of a given fortress.&lt;br /&gt;
&lt;br /&gt;
=== Dwarf Fortress File Depot ===&lt;br /&gt;
*[http://dffd.wimbli.com/ The Dwarf Fortress File Upload Service], an excellent place to store mods, community games, tilesets and other files. Courtesy of [http://www.dwarffortresswiki.net/index.php/User:Janus Janus]; for files related to Dwarf Fortress only.&lt;br /&gt;
&lt;br /&gt;
== Dwarf Companion ==&lt;br /&gt;
The [[User:Bartavelle/DwarfCompanion|Dwarf Companion]], created by [[User:Bartavelle|Bartavelle]] is a graphical helper utility for dwarf fortress that aims to fill the gaps in the user interface. It allows for some nefarious cheating. For example, you can now mark your nobles as butcherable, and change possessed dwarves to fey moods.&lt;br /&gt;
&lt;br /&gt;
== [[User:Rick|Rick]]'s utilities ==&lt;br /&gt;
Fabulous tools made by the marvelous Rick. All Hail Rick!&lt;br /&gt;
&lt;br /&gt;
=== [[User:Rick/Tweak|Gibbed's Dwarf Fortress Tweak]] ===&lt;br /&gt;
&lt;br /&gt;
A toolset with many modules for tweaking / editing Dwarf Fortress memory. [[User:Rick/Tweak|Check the full article for more details]].&lt;br /&gt;
&lt;br /&gt;
== Dwarf Foreman ==&lt;br /&gt;
[http://www.pavlovian.net/foreman/ Home page]. Makes switching jobs on and off for large numbers of dwarves simple. Dwarves are grouped by their profession, or custom profession if they have one. By clicking on the graph you can enable any job for all dwarves with that profession. Still in alpha for this version of DF, if it doesn't recognize one of the new professions, check the file '''debug.txt''' in the directory you run foreman from.&lt;br /&gt;
&lt;br /&gt;
Though prone to crashing currently, saving and exiting DF, starting foreman and then starting DF again will usually get it working again. Zorba would also appreciate it if you'd email him the crash log located in the Dwarf Foreman directory when this happens (zorba-foremancrash@pavlovian.net).&lt;br /&gt;
&lt;br /&gt;
Dwarf Foreman currently allows you to change the jobs of visiting merchants, outpost liaisons, children, and any other dwarves that aren't normally controllable. It is unsupported but occasionally hilarious, and allows you to finally put those lazy dwarven children to work.&lt;br /&gt;
&lt;br /&gt;
This handy utility would be an ideal complement to an updated LabourDF.&lt;br /&gt;
&lt;br /&gt;
Source code is available.&lt;br /&gt;
----&lt;br /&gt;
To make Foreman compatible with '''v0.27.168.33g''', download the new version and update the config file as shown below. - [http://forums.somethingawful.com/showthread.php?threadid=2677834&amp;amp;userid=0&amp;amp;perpage=40&amp;amp;pagenumber=74#post337422833 Originally posted by Mu.]&lt;br /&gt;
&amp;lt;pre&amp;gt;check=008c407c&lt;br /&gt;
critter_start=01427B50&lt;br /&gt;
dwarfidpos=01248AC8&lt;br /&gt;
profession_start=45c&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To make Foreman compatible with '''v0.27.173.38a''', update config file as shown below.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
check=01E30A43&lt;br /&gt;
critter_start=01450E98&lt;br /&gt;
dwarfidpos=01271E10&lt;br /&gt;
profession_start=45c&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To make Foreman compatible with '''v0.27.176.38a''', update config file as shown below.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
check=023401d3&lt;br /&gt;
critter_start=01463378&lt;br /&gt;
dwarfidpos=01284188&lt;br /&gt;
profession_start=480&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To make Foreman compatible with '''v0.27.176.38b''', update config file as shown below.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
check=01e3dbcc&lt;br /&gt;
critter_start=01463570&lt;br /&gt;
dwarfidpos=01284188&lt;br /&gt;
profession_start=0470&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To make Foreman compatible with '''v0.27.176.38c''', update config file as shown below. Use the [[Talk:Utilities#Dwarf Foreman|talk page]] if it doesn't work.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
check=01cf4654&lt;br /&gt;
critter_start=01464570&lt;br /&gt;
dwarfidpos=01285188&lt;br /&gt;
profession_start=0470&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== StartProfile ==&lt;br /&gt;
Jifodus wrote a little utility that lets you maintain profiles of your starting dwarves.&lt;br /&gt;
Works for versions 0.27.169.33b, 0.27.169.33c, 0.27.169.33d, and 0.27.169.33e. Check the readme to find out how to switch between the different versions. If you wish to patch the executable yourself, please check [[Talk:Utilities#StartProfile|the utilities talk page]].&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=2&amp;amp;t=001367 Discussion thread]&lt;br /&gt;
&lt;br /&gt;
Obsolete: [http://www.geocities.com/jifodus/StartProfile.zip StartProfile utility]&lt;br /&gt;
&lt;br /&gt;
[http://www.geocities.com/jifodus/dfufend.zip StartProfile utility]&lt;br /&gt;
&lt;br /&gt;
Incidentally, if you try this utility, please report success/failure in [[Talk:Utilities#StartProfile|the utilities talk page]].&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
== [[User:0x517A5D|0x517A5D]]'s utilities ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Attention!&amp;lt;/b&amp;gt;  As the host site of these utilities is placing links to amateur pornographic videos on the download pages, these links are currently &amp;lt;b&amp;gt;Not Safe For Work!&amp;lt;/b&amp;gt;  Please see my [[User_talk:0x517A5D|User Talk]] page for discussion and a blanket permission to take care of this &amp;lt;strike&amp;gt;issue&amp;lt;/strike&amp;gt; problem.  Sorry about this.  &amp;amp;mdash;[[User:0x517A5D|0x517A5D]]&lt;br /&gt;
&lt;br /&gt;
=== Enable Magma Buildings ===&lt;br /&gt;
Helper utility for Rick's reveal.exe&amp;lt;br/&amp;gt;&lt;br /&gt;
[http://www.yourfilehost.com/media.php?cat=other&amp;amp;file=3935enable_magma_buildings.zip enable_magma_buildings.zip]&lt;br /&gt;
&lt;br /&gt;
You need this utility in the case that you used the reveal utility, and&lt;br /&gt;
you had not yet discovered any subsurface magma.&lt;br /&gt;
(If the hide utility is ever updated, you could also hide a few magma&lt;br /&gt;
tiles and then dig them out.  That worked in the old version.)&lt;br /&gt;
&lt;br /&gt;
Because there is no actual flag that controls whether magma has been seen&lt;br /&gt;
(the game searches a list, probably a list of notable events), I had to&lt;br /&gt;
patch the game's code.  This means you need to run the utility every time&lt;br /&gt;
you start dwarfort.exe.&lt;br /&gt;
&lt;br /&gt;
This utility has been made version-independent.  &lt;br /&gt;
It is expected to work with future releases of Dwarf Fortress.&lt;br /&gt;
&lt;br /&gt;
=== Regional Prospector ===&lt;br /&gt;
&lt;br /&gt;
[http://www.yourfilehost.com/media.php?cat=other&amp;amp;file=regional_prospector.zip regional_prospector.zip]''(Careful, download link contains images of pornography as ads.)''&lt;br /&gt;
&lt;br /&gt;
A simple but very helpful utility that shows hidden map features at embark time.  &lt;br /&gt;
If you're trying to find the perfect start location by repeatedly embarking and &lt;br /&gt;
revealing, give this one a shot!&lt;br /&gt;
&lt;br /&gt;
Map key:&lt;br /&gt;
:{{Raw Tile|≈|#F00|#AAA}}&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;volcano; magma reaches the surface&lt;br /&gt;
:{{Raw Tile|~|#F00|#AAA}}&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;underground magma pipe or magma pool&lt;br /&gt;
:{{Raw Tile|≈|#00F|#AAA}}&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;underground river&lt;br /&gt;
:{{Raw Tile|~|#00F|#AAA}}&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;underground pool&lt;br /&gt;
:{{Raw Tile|#|#000|#AAA}}&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;chasm&lt;br /&gt;
:{{Raw Tile|£|#0FF|#AAA}}&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;adamantine and pits&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This utility has been made version-independent.  &lt;br /&gt;
It is known to work with all releases from 32a to 33g.  &lt;br /&gt;
It is expected to work with future releases of Dwarf Fortress, &lt;br /&gt;
as long as the embark code doesn't change too much.&lt;br /&gt;
&lt;br /&gt;
Discussion and kudos can be left [[User_talk:0x517A5D#Seekret_Projekt|here]].&lt;br /&gt;
&lt;br /&gt;
=== Latitudes ===&lt;br /&gt;
&lt;br /&gt;
[http://www.yourfilehost.com/media.php?cat=other&amp;amp;file=latitudes.zip Latitudes] is a utility that, when on the embark map screen, shows the X/Y coordinates of the current region.   Until Toady adds [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=5&amp;amp;t=002191 proper support], this will do the trick.  Works in .32a through at least .33g.  Technical notes: uses memory injection, so it may be flagged as a suspicious file by anti-virus programs.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Temporarily withdrawn as I am experiencing crashes of DF when invoking the utility.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 14:26, 31 December 2007 (EST) --&amp;gt;&lt;br /&gt;
&amp;lt;!-- The bug I was experiencing was a regression in my development version.  It&lt;br /&gt;
does not occur in the current release.  So everything's okay. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Teleport ==&lt;br /&gt;
[http://angband.org/~erasmus/df/teleport22.zip teleport22.zip] -- Teleport dwarves and other creatures&lt;br /&gt;
&lt;br /&gt;
Version 2.2 is &amp;lt;u&amp;gt;really&amp;lt;/u&amp;gt; now independent of the DF version. (33c)&lt;br /&gt;
&lt;br /&gt;
Caveat: The teleport utility does not correctly set the occupancy flag for map squares.  As a results, dwarves will permanently crawl through the square that you teleported them out of.  In addition, you cannot build structures in those squares.&lt;br /&gt;
&lt;br /&gt;
== Water ==&lt;br /&gt;
[http://angband.org/~erasmus/df/water.exe water.exe] -- Quick hack to refill ponds.  Run this while your fortress is up, and it'll restore any &amp;quot;murky pool&amp;quot; tiles (i.e. the floor of ponds and lakes) to 7/7 water.  If you've tunneled into a pond, it'll still refill but will flow out normally.&lt;br /&gt;
&lt;br /&gt;
Only works with version 33e due to its &amp;quot;quick hack&amp;quot; status.&lt;br /&gt;
&lt;br /&gt;
Note:  If there is lava in a murky pool, it will be raised to depth 7/7.&lt;br /&gt;
&lt;br /&gt;
== Lava square ==&lt;br /&gt;
[http://angband.org/~erasmus/df/lavasquare.exe lavasquare.exe] -- Another quick hack to make a 7/7 unit of lava on the currently selected square.  Ignore the random text it spams, as it was quickly adapted from a map query tool, and I didn't bother removing the print statements.&lt;br /&gt;
&lt;br /&gt;
Only works with version 33e. To hack this executable for a later version of dwarf fortress see the [[Talk:Utilities#Lavasquare|talk page]].&lt;br /&gt;
&lt;br /&gt;
33g version plus autohotkey script: http://www.sendspace.com/file/xsl6gs --[[User:Jackard|Jackard]] 09:43, 13 January 2008 (EST)&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==DF Merge by Ikkonoishi ==&lt;br /&gt;
A quick and dirty utility to merge the DF data files together. I plan on making it scriptable so that you can use it to combine mods together easily and sort out any conflicts. Right now it is only useful to merge init files together for different versions of DF. Any values that are shared across the two files are combined with the values from the source overwriting the destination. You then click on the text to select it and copy it into the init.txt file of the new version. &lt;br /&gt;
&lt;br /&gt;
Get it at http://www.mediafire.com/?d3yosptjze0&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== [http://en.wikipedia.org/wiki/Macro_%28computer_science%29 Macro Programs] ==&lt;br /&gt;
A program that lets you program scripts/macros so that when you press a certain key combination, or in any other fashion activates the program, a series of keystrokes is sent to the active program instead.&lt;br /&gt;
&lt;br /&gt;
=== [http://www.autohotkey.com/ AutoHotKey] ===&lt;br /&gt;
AHK lets you define global hotkeys to send a sequence of keystrokes. For example, you can have {{key|alt}}+{{key|w}} replace {{key|b}}-{{key|C}}-{{key|w}}-{{key|Enter}}-{{key|Enter}} to make wall building much easier.  See [[Macros and Keymaps]] for a how-to and some example scripts.&lt;br /&gt;
----&lt;br /&gt;
See [[:Category:ahk scripts]] for a list of user submitted scripts.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Winmerge ==&lt;br /&gt;
&lt;br /&gt;
This utility allows you to compare folders or files. It highlights anything that does not fit in with the other file, so that you can see if you want to merge them into one file or not..&lt;br /&gt;
&lt;br /&gt;
Download at [http://winmerge.org/].&lt;br /&gt;
[[User:Omagaalpha|Omagaalpha]] 08:30, 13 February 2008 (EST)&lt;br /&gt;
Edit:--[[User:AtomicTroop|AtomicTroop]] 12:15, 23 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== DFWall ==&lt;br /&gt;
&lt;br /&gt;
An utility for automatisation of mass constructions. Features three modes:&lt;br /&gt;
&lt;br /&gt;
1. Rectangle rewalling - quickly build a rectangle of walls/floors using:&lt;br /&gt;
&lt;br /&gt;
a) the same saved material every time ([http://mkv25.net/dfma/movie-495-dfwalldemo DEMO])&lt;br /&gt;
&lt;br /&gt;
b) any material with at least 1/10/99 units&lt;br /&gt;
&lt;br /&gt;
2. Quick reselect (for ANY single unit construction) - save that green glass box and never again have to look for it between all the bags!&lt;br /&gt;
&lt;br /&gt;
3. Pattern construction - make a pattern file and have stuff constructed according to it ([http://mkv25.net/dfma/movie-520-dfwalldemo2 DEMO]).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For more details look here: [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=2&amp;amp;t=001847 link]&lt;br /&gt;
&lt;br /&gt;
Get the newest version here: [http://dffd.wimbli.com/file.php?id=108 link]&lt;br /&gt;
&lt;br /&gt;
== Accent Removal ==&lt;br /&gt;
&lt;br /&gt;
This is a batch file compatible with [http://www.inforapid.de/html/searchreplace.htm InfoRapid Search &amp;amp; Replace.]&lt;br /&gt;
&lt;br /&gt;
It is used on the following raws to remove accented letters from translations:&lt;br /&gt;
*language_DWARF.txt&lt;br /&gt;
*language_ELF.txt&lt;br /&gt;
*language_GOBLIN.txt&lt;br /&gt;
*language_HUMAN.txt&lt;br /&gt;
&lt;br /&gt;
This could be useful for character sets that render accents improperly. Please remember to backup your raws before doing crazy things like this.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;Command&amp;gt;&lt;br /&gt;
	&amp;lt;Search&amp;gt;„&amp;lt;/Search&amp;gt;&lt;br /&gt;
	&amp;lt;Replace&amp;gt;a&amp;lt;/Replace&amp;gt;&lt;br /&gt;
&amp;lt;/Command&amp;gt;&lt;br /&gt;
&amp;lt;Command&amp;gt;&lt;br /&gt;
	&amp;lt;Search&amp;gt; &amp;lt;/Search&amp;gt;&lt;br /&gt;
	&amp;lt;Replace&amp;gt;a&amp;lt;/Replace&amp;gt;&lt;br /&gt;
&amp;lt;/Command&amp;gt;&lt;br /&gt;
&amp;lt;Command&amp;gt;&lt;br /&gt;
	&amp;lt;Search&amp;gt;ƒ&amp;lt;/Search&amp;gt;&lt;br /&gt;
	&amp;lt;Replace&amp;gt;a&amp;lt;/Replace&amp;gt;&lt;br /&gt;
&amp;lt;/Command&amp;gt;&lt;br /&gt;
&amp;lt;Command&amp;gt;&lt;br /&gt;
	&amp;lt;Search&amp;gt;†&amp;lt;/Search&amp;gt;&lt;br /&gt;
	&amp;lt;Replace&amp;gt;a&amp;lt;/Replace&amp;gt;&lt;br /&gt;
&amp;lt;/Command&amp;gt;&lt;br /&gt;
&amp;lt;Command&amp;gt;&lt;br /&gt;
	&amp;lt;Search&amp;gt;…&amp;lt;/Search&amp;gt;&lt;br /&gt;
	&amp;lt;Replace&amp;gt;a&amp;lt;/Replace&amp;gt;&lt;br /&gt;
&amp;lt;/Command&amp;gt;&lt;br /&gt;
&amp;lt;Command&amp;gt;&lt;br /&gt;
	&amp;lt;Search&amp;gt;‡&amp;lt;/Search&amp;gt;&lt;br /&gt;
	&amp;lt;Replace&amp;gt;c&amp;lt;/Replace&amp;gt;&lt;br /&gt;
&amp;lt;/Command&amp;gt;&lt;br /&gt;
&amp;lt;Command&amp;gt;&lt;br /&gt;
	&amp;lt;Search&amp;gt;‚&amp;lt;/Search&amp;gt;&lt;br /&gt;
	&amp;lt;Replace&amp;gt;e&amp;lt;/Replace&amp;gt;&lt;br /&gt;
&amp;lt;/Command&amp;gt;&lt;br /&gt;
&amp;lt;Command&amp;gt;&lt;br /&gt;
	&amp;lt;Search&amp;gt;Š&amp;lt;/Search&amp;gt;&lt;br /&gt;
	&amp;lt;Replace&amp;gt;e&amp;lt;/Replace&amp;gt;&lt;br /&gt;
&amp;lt;/Command&amp;gt;&lt;br /&gt;
&amp;lt;Command&amp;gt;&lt;br /&gt;
	&amp;lt;Search&amp;gt;ˆ&amp;lt;/Search&amp;gt;&lt;br /&gt;
	&amp;lt;Replace&amp;gt;e&amp;lt;/Replace&amp;gt;&lt;br /&gt;
&amp;lt;/Command&amp;gt;&lt;br /&gt;
&amp;lt;Command&amp;gt;&lt;br /&gt;
	&amp;lt;Search&amp;gt;‰&amp;lt;/Search&amp;gt;&lt;br /&gt;
	&amp;lt;Replace&amp;gt;e&amp;lt;/Replace&amp;gt;&lt;br /&gt;
&amp;lt;/Command&amp;gt;&lt;br /&gt;
&amp;lt;Command&amp;gt;&lt;br /&gt;
	&amp;lt;Search&amp;gt;¡&amp;lt;/Search&amp;gt;&lt;br /&gt;
	&amp;lt;Replace&amp;gt;i&amp;lt;/Replace&amp;gt;&lt;br /&gt;
&amp;lt;/Command&amp;gt;&lt;br /&gt;
&amp;lt;Command&amp;gt;&lt;br /&gt;
	&amp;lt;Search&amp;gt;&amp;lt;/Search&amp;gt;&lt;br /&gt;
	&amp;lt;Replace&amp;gt;i&amp;lt;/Replace&amp;gt;&lt;br /&gt;
&amp;lt;/Command&amp;gt;&lt;br /&gt;
&amp;lt;Command&amp;gt;&lt;br /&gt;
	&amp;lt;Search&amp;gt;Œ&amp;lt;/Search&amp;gt;&lt;br /&gt;
	&amp;lt;Replace&amp;gt;i&amp;lt;/Replace&amp;gt;&lt;br /&gt;
&amp;lt;/Command&amp;gt;&lt;br /&gt;
&amp;lt;Command&amp;gt;&lt;br /&gt;
	&amp;lt;Search&amp;gt;‹&amp;lt;/Search&amp;gt;&lt;br /&gt;
	&amp;lt;Replace&amp;gt;i&amp;lt;/Replace&amp;gt;&lt;br /&gt;
&amp;lt;/Command&amp;gt;&lt;br /&gt;
&amp;lt;Command&amp;gt;&lt;br /&gt;
	&amp;lt;Search&amp;gt;¤&amp;lt;/Search&amp;gt;&lt;br /&gt;
	&amp;lt;Replace&amp;gt;n&amp;lt;/Replace&amp;gt;&lt;br /&gt;
&amp;lt;/Command&amp;gt;&lt;br /&gt;
&amp;lt;Command&amp;gt;&lt;br /&gt;
	&amp;lt;Search&amp;gt;•&amp;lt;/Search&amp;gt;&lt;br /&gt;
	&amp;lt;Replace&amp;gt;o&amp;lt;/Replace&amp;gt;&lt;br /&gt;
&amp;lt;/Command&amp;gt;&lt;br /&gt;
&amp;lt;Command&amp;gt;&lt;br /&gt;
	&amp;lt;Search&amp;gt;”&amp;lt;/Search&amp;gt;&lt;br /&gt;
	&amp;lt;Replace&amp;gt;o&amp;lt;/Replace&amp;gt;&lt;br /&gt;
&amp;lt;/Command&amp;gt;&lt;br /&gt;
&amp;lt;Command&amp;gt;&lt;br /&gt;
	&amp;lt;Search&amp;gt;“&amp;lt;/Search&amp;gt;&lt;br /&gt;
	&amp;lt;Replace&amp;gt;o&amp;lt;/Replace&amp;gt;&lt;br /&gt;
&amp;lt;/Command&amp;gt;&lt;br /&gt;
&amp;lt;Command&amp;gt;&lt;br /&gt;
	&amp;lt;Search&amp;gt;¢&amp;lt;/Search&amp;gt;&lt;br /&gt;
	&amp;lt;Replace&amp;gt;o&amp;lt;/Replace&amp;gt;&lt;br /&gt;
&amp;lt;/Command&amp;gt;&lt;br /&gt;
&amp;lt;Command&amp;gt;&lt;br /&gt;
	&amp;lt;Search&amp;gt;—&amp;lt;/Search&amp;gt;&lt;br /&gt;
	&amp;lt;Replace&amp;gt;u&amp;lt;/Replace&amp;gt;&lt;br /&gt;
&amp;lt;/Command&amp;gt;&lt;br /&gt;
&amp;lt;Command&amp;gt;&lt;br /&gt;
	&amp;lt;Search&amp;gt;–&amp;lt;/Search&amp;gt;&lt;br /&gt;
	&amp;lt;Replace&amp;gt;u&amp;lt;/Replace&amp;gt;&lt;br /&gt;
&amp;lt;/Command&amp;gt;&lt;br /&gt;
&amp;lt;Command&amp;gt;&lt;br /&gt;
	&amp;lt;Search&amp;gt;£&amp;lt;/Search&amp;gt;&lt;br /&gt;
	&amp;lt;Replace&amp;gt;u&amp;lt;/Replace&amp;gt;&lt;br /&gt;
&amp;lt;/Command&amp;gt;&lt;br /&gt;
&amp;lt;Command&amp;gt;&lt;br /&gt;
	&amp;lt;Search&amp;gt;˜&amp;lt;/Search&amp;gt;&lt;br /&gt;
	&amp;lt;Replace&amp;gt;y&amp;lt;/Replace&amp;gt;&lt;br /&gt;
&amp;lt;/Command&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Dtil ==&lt;br /&gt;
*[http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=2&amp;amp;t=001843 Forum Thread]&lt;br /&gt;
Dtil is a general purpose tool host that supplies a dynamically generated SDK for plugin authors.&lt;/div&gt;</summary>
		<author><name>Echo</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Crossbow&amp;diff=15620</id>
		<title>40d:Crossbow</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Crossbow&amp;diff=15620"/>
		<updated>2008-06-23T12:09:27Z</updated>

		<summary type="html">&lt;p&gt;Echo: /* Melee */&lt;/p&gt;
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&lt;div&gt;'''Crossbows''' are the only hand-held ranged [[weapon]] usable by [[dwarves]].  In addition to the [[metal]]s usually used to make [[weapon]]s, crossbows can be made of [[bone]] or [[wood]].  &lt;br /&gt;
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===Ammunition===&lt;br /&gt;
Crossbows fire [[bolt]]s which are made from bone, wood, or weapons-grade metals. [[Quiver]]s can be given to dwarves to hold bolts, and dwarves can also hold bolts in their hands. Thus, a dwarf can effectively carry multiple stacks of bolts. Dwarves will place metal bolts in quivers in favor of wooden or bone bolts.&lt;br /&gt;
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===Training===&lt;br /&gt;
Scoring a successful hit with a crossbow trains the [[marksdwarf]] skill, and a high skill in marksdwarf affects accuracy with the weapon. Practicing at an [[archery target]] also improves the [[marksdwarf]] skill.  Dwarves will not waste metal bolts on [[archery target]]s. In order for your dwarves to practice, they must have a steady supply of wooden or bone bolts.&lt;br /&gt;
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===Melee===&lt;br /&gt;
If a dwarf is forced into melee combat while wielding a crossbow, the dwarf uses the [[hammerdwarf]] skill. It is therefore useful for marksdwarves to be trained in the hammerdwarf skill, for example by switching them from crossbow to wielding a [[hammer]] once they become a [[Champion]] marksdwarf (this tactic also prevents wooden/bone bolts being needlessly wasted by dwarfs who need no further training).&lt;br /&gt;
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===Construction===&lt;br /&gt;
Wooden and bone crossbows are created in the [[bowyer's workshop]], metal ones in the [[metalsmith's forge]]. They are constructed using the [[crossbow-making]] or [[weaponsmith|weaponsmithing]] skills, respectively.&lt;br /&gt;
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The [[quality]] of the crossbow is added to the [[marksdwarf]] skill.  The [[material]] of the crossbow DOES NOT affect the damage done when firing, however it does affect the damage done when used as a melee weapon.&lt;br /&gt;
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[[Category:Weapons]][[Category:Traps]]&lt;/div&gt;</summary>
		<author><name>Echo</name></author>
	</entry>
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