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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Raw_adamantine&amp;diff=122921</id>
		<title>v0.31:Raw adamantine</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Raw_adamantine&amp;diff=122921"/>
		<updated>2010-07-28T21:55:37Z</updated>

		<summary type="html">&lt;p&gt;Einstein9073: /* Veins and Mining */ edited caption. reordered.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Masterwork|08:00, 22 May 2010 (UTC)}}{{stonelookup/0|uses=* Ore of {{L|adamantine}}}}{{av}}&lt;br /&gt;
&lt;br /&gt;
The ore of {{L|adamantine}} is absurdly valuable, and can be processed into one of the most valuable {{L|material}} in the game, both in monetary worth and utility.  Its discovery is both a boon and a bane; it has a massive {{L|value}} even unrefined, and weapons and armor made from it are very likely among the best possible.  Its high melting point means you can easily use it to build magma-safe mechanisms and floodgates, but this is not recommended due to its scarcity and value in other items.&lt;br /&gt;
&lt;br /&gt;
Raw adamantine has a {{L|Item_value#Material_multipliers|Material Multiplier}} of x250. For a comparison to other mined materials, generic {{L|stone}} has a MM of x1, {{L|obsidian}} x3, {{L|native silver}} x 10, {{L|native gold}} x30, and {{L|native platinum}} x40.  Processed {{L|adamantine}} &amp;quot;metal&amp;quot; has a multiplier of x300, the highest in the game of any {{L|material}}.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
Adamantine is so valuable, both in price and usefulness, that a special message pops up when your miners discover the first vein of it.&lt;br /&gt;
&lt;br /&gt;
[[Image:000006 - Praise the miners!.png||500px]]&lt;br /&gt;
&lt;br /&gt;
== Location ==&lt;br /&gt;
&lt;br /&gt;
Every map can contain adamantine, regardless of the location. Very small maps can lack adamantine veins, usually however multiple veins are present (~1 per 4 embark squares). If an adamantine veins is located in an embark square, it will be in the center of this square.&lt;br /&gt;
&lt;br /&gt;
==Veins and Mining==&lt;br /&gt;
&lt;br /&gt;
[[File:Adamantine_vein_large_profile.png|200px|thumb|right|A profile view of an adamantine vein travelling through an underground cavern, solid rock, and a magma sea. For more detail and resolution click the thumbnail.]]&lt;br /&gt;
&lt;br /&gt;
Raw adamantine veins, in contrast to usual ore veins, span z-levels nearly exactly straight upwards, and are thicker than many gem clusters; this and the fact that the lower half of an Adamantine vein is hollow give veins a tube-like feel. Single z-level clusters can also be found in the walls of the magma sea. Adamantine veins can span from 5 to 30-40 z-levels, sometimes even significantly more. Despite being impossibly strong, a simple copper pick works fine for mining it out, and the top half of a vein is full of raw adamantine ripe for the diggin'. Just make sure you don't dig too deep...&lt;br /&gt;
&lt;br /&gt;
{{minorspoiler}}&lt;br /&gt;
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One serious downside to mining veins of raw adamantine is that digging into the hollow section will eventually lead to a certain {{L|Hidden Fun Stuff|spoiler}}, triggering {{L|losing|dangerously large amounts of fun}} which can and usually will wipe out even a mature, heavily defended fortress. On the bright side, the location of all adamantine veins will be revealed at this time.&lt;br /&gt;
&lt;br /&gt;
Adamantine can be found in vertical pillars in the {{L|magma sea}}. This makes mining difficult, as one must either drain the area around the pillar to mine the pillar fully, or in cases of thicker pillars, mine out only the interior without breaching the exterior layer (and thus flooding the interior with magma). However, with the access to vast amounts of water almost guaranteed on any map thanks to the new underground lakes, it might be possible to use selective flooding to cool the magma around the adamantine, and build walls of obsidian around them.&lt;br /&gt;
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''(end spoilers)''&lt;br /&gt;
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==Storage==&lt;br /&gt;
Raw Adamantine is stored in stone stockpiles with &amp;quot;Raw Adamantine&amp;quot; enabled in that stockpile's 'other stone' category. &lt;br /&gt;
&lt;br /&gt;
However once strands are extracted, they are stored in a cloth pile.  It is unfortunately impossible to directly segregate adamantine from plant fiber and silk cloth, because all cloth apparently counts as non-plant/animal products as far as the game is concerned, and adamantine does not appear as a thread/cloth type in the cloth custom stockpile menu. To create a stockpile for adamantine strands designate a cloth stockpile set to accept no types of thread or cloth and tell this stockpile to take from all other cloth stockpiles.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{stones}}&lt;br /&gt;
{{Category|Ore}}&lt;br /&gt;
{{Category|Economic Stone}}&lt;/div&gt;</summary>
		<author><name>Einstein9073</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Building_token&amp;diff=122685</id>
		<title>v0.31 Talk:Building token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Building_token&amp;diff=122685"/>
		<updated>2010-07-27T16:24:54Z</updated>

		<summary type="html">&lt;p&gt;Einstein9073: MEAT CONSTRUCTIONS&lt;/p&gt;
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&lt;div&gt;If you make a building out of meat, then it will eventually rot and self destruct. Plans for gingerbread cottages should also be put on hold.--[[User:Kaypy|Kaypy]] 15:00, 13 May 2010 (UTC)&lt;br /&gt;
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Clearly, we must make supports out of meat. --[[Special:Contributions/75.87.133.245|75.87.133.245]] 22:16, 11 June 2010 (UTC)&lt;br /&gt;
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Supports? We must make WALLS out of meat! TOWERS! FLOODGATES! --[[User:Einstein9073|Einstein9073]] 16:24, 27 July 2010 (UTC)&lt;br /&gt;
== Category ==&lt;br /&gt;
Needs to be linked to the modding category.--[[User:Gnarker|Gnarker]] 20:19, 28 May 2010 (CEST)&lt;/div&gt;</summary>
		<author><name>Einstein9073</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Underworld&amp;diff=121998</id>
		<title>v0.31 Talk:Underworld</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Underworld&amp;diff=121998"/>
		<updated>2010-07-20T19:36:00Z</updated>

		<summary type="html">&lt;p&gt;Einstein9073: /*LOLSPOILER*/ Stupid article name&lt;/p&gt;
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&lt;div&gt;== LOLSPOILER ==&lt;br /&gt;
 DF2010:Hell&lt;br /&gt;
 (Redirected from DF2010:Hidden Fun Stuff)&lt;br /&gt;
 &lt;br /&gt;
 { { spoiler } }&lt;br /&gt;
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WTF is the point of a spoiler tag concealing the contents of the clowncar '''IF YOU NAME THE DAMN ARTICLE ''&amp;quot;HELL&amp;quot;'''''&lt;br /&gt;
==HFS -&amp;gt; Hell==&lt;br /&gt;
&lt;br /&gt;
Just to be clear: HFS ''is'' Hidden Fun Stuff - in the last version HFS was the [[40d:Eerie glowing pit|eerie glowing pits]], but in this version it's Hell, so that's what we're officially referring to it as (though the nickname of HFS will still stand). I imagine Demonic Fortresses will be moved to their own page eventually but for now it'd be too stubby. --[[User:Retro|Retro]] 00:35, 4 April 2010 (UTC)&lt;br /&gt;
:Actually, upon realizing that curious structures are demonic fortresses, I merged their info into the Demonic Fortress page. --[[User:Retro|Retro]] 01:15, 4 April 2010 (UTC)&lt;br /&gt;
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== Article Title ==&lt;br /&gt;
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Should the article be renamed? The game refers to the demons as denizens of the Underworld unless I'm mistaken. Using tangentially related Judeo-Christian terminology for something that already has an official name seems unnecessary. --[[User:Pilsu|Pilsu]] 8:35, 17 July 2010 (UTC)&lt;br /&gt;
:'''Hell''' is an English word that is not specific to any one religion, or any collection of religions. You can have Christian hells, Buddhist hells, Voodoo hells, any underworld abode of the damned can be described by the word hell. -- [[User:Ancient History|Ancient History]] 15:12, 17 July 2010 (UTC)&lt;br /&gt;
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== Demon populations ==&lt;br /&gt;
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From my limited observations the demon population is infinite, but beyond the initial dozens (or hundreds?) that you get when you first breach, the rest are merely migrants just as you'd see with more mundane creatures on the surface or passing through caverns. These migrants are probably &amp;quot;aggressive&amp;quot; - seeking dwarves if they have a path - but unless you've built a path from the pillar to hell's surface, it can mean your fort is entirely safe if all your demon types are &amp;quot;terrestrial&amp;quot; and cannot fly. Safe after dealing with the initial invasion of course - the initial demon always seem to crawl up the pillar even if they cannot normally fly. [[User:Niveras|Niveras]] 16:29, 20 July 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Einstein9073</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Embark&amp;diff=121939</id>
		<title>v0.31:Embark</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Embark&amp;diff=121939"/>
		<updated>2010-07-19T23:18:30Z</updated>

		<summary type="html">&lt;p&gt;Einstein9073: /* Plant Life */ elves won't buy wood. even elven wood.&lt;/p&gt;
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&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Exceptional}}&lt;br /&gt;
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'''Embark''' is the moment at the very beginning of the game, before actual game play begins (but after {{L|World generation|generating a world}}), when you and your initial 7 dwarves:&lt;br /&gt;
# Choose a site.&lt;br /&gt;
# Assign starting {{L|skill|skills}} to each dwarf.&lt;br /&gt;
# Select an initial load of {{L|supplies|supplies and equipment}}.&lt;br /&gt;
# Arrive at the site with your wagon full of supplies.&lt;br /&gt;
&lt;br /&gt;
== Choosing a Site ==&lt;br /&gt;
The process of choosing a site in DF2010 is much less involved than prior versions due to the ubiquitous presence of magma, gems, and ore, but that said there are still several considerations to keep in mind, namely aquifers, ore types, wood, climate, and neighbors.&lt;br /&gt;
&lt;br /&gt;
[[File:Embark.jpg]]&amp;lt;br /&amp;gt;&lt;br /&gt;
The Choose Fortress Location screen shows four seperate sections, with three of them being three views of the land at three different levels of magnification: Local, Region, and World. A section of lit tiles in the Local view indicates the current embark location within the region. The local view constitutes a 16x16 grid of embark area tiles (each representing 48x48 tiles when you are playing the game) that is within a single region tile.  The world map cannot be directly controled, and exists only to give you the overall view of where, relative to the rest of the features of the world, the region map is focused on.&lt;br /&gt;
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The arrow keys control the X cursor in the center &amp;quot;Region&amp;quot; view while {{K|u}}, {{K|m}}, {{K|k}}, and {{K|h}} move the embark location around within the Local view. {{K|Shift}}-{{K|u}}, {{K|m}}, {{K|k}}, and {{K|h}} will resize the embark location.  &lt;br /&gt;
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The size of the embark location directly affects how much data about a map the game will have to store in your computer's memory, the size of your save files, and correspondingly, will dramatically affect the save and load times for your map, potentially make pathfinding more resource-intensive, and may generally slow your game down.  As such, smaller maps are recommended, especially for less powerful computers.  Remember that each tile on your embark screen is 48x48 tiles large.&lt;br /&gt;
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On the far right of the screen is a list of local features in the dominant biome. Individual biomes, which form at least one map-tile of your embark location, can be cycled with the {{Key|F#}}-keys; for example, an area with 3 biomes present can be cycled using {{Key|F1}}, {{Key|F2}} and {{Key|F3}}. The selected biome will be highlighted with flashing Xs on the Local Map, and the biome's information will be displayed on the right side of the screen. The list at the bottom of the biome information indicates the dominant soil/stone composition from top to bottom for the first eight layers.&lt;br /&gt;
&lt;br /&gt;
=== Biomes ===&lt;br /&gt;
&amp;lt;small&amp;gt;Main article: {{L|Biome|biome}}&amp;lt;/small&amp;gt;&lt;br /&gt;
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A '''biome''' is a biotic area with homogeneous features, characterized by distinctive {{L|plant|plants}}, {{L|creatures|animal species}} and {{L|climate|climate}}. &lt;br /&gt;
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In the above image, the biome is &amp;quot;Temperate Broadleaf Forest&amp;quot;, and the region the biome is part of is given a specific name: &amp;quot;The Oily Forest&amp;quot;. &lt;br /&gt;
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Biomes will also contain only one set of stone layers, though these usually expand beyond a single biome. Your {{L|dwarves|dwarves}} will find different resources depending on which biomes they select when starting a fort.&lt;br /&gt;
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Biomes are important when choosing a fortress location in order to understand your {{L|surroundings|surroundings}}.&lt;br /&gt;
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==== Climate ====&lt;br /&gt;
&amp;lt;small&amp;gt;Main article: {{L|climate|climate}}&amp;lt;/small&amp;gt;&lt;br /&gt;
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Climate determines the maximum temperature range of the region, which in turn impacts the severity of exposure to the outside, whether water will freeze in winter, and how quickly water evaporates. &lt;br /&gt;
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The climate is displayed as &amp;quot;Temperature: Hot&amp;quot; in the above image.&lt;br /&gt;
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Very hot and very cold biomes bring their own challenges which may be further compounded with overlapping features, such as a glacier being frozen for half the year, and being devoid of trees, and lacking a river.  Very hot climates may see all its surface water quickly evaporate, making finding a water supply more dangerous, as underground caves filled with hostile creatures may be the only supply of water.&lt;br /&gt;
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==== Plant Life ====&lt;br /&gt;
&amp;lt;small&amp;gt;Main article: {{L|Tree|trees}} and {{L|Shrub|shrubs}}&amp;lt;/small&amp;gt;&lt;br /&gt;
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Seen in the above image as &amp;quot;Trees: Heavily Forested&amp;quot; and &amp;quot;Other Vegetation: Thick&amp;quot;.&lt;br /&gt;
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Trees are useful for the {{L|wood}} they provide, and wood is a basic building material, important for being the only material that beds can be made of, and, as metal bins and barrels require three times as much of less common metal resources as wood bins and barrels do, they are preferred materials for that, as well.  Wood is also a renewable source for {{L|charcoal}}, the {{L|fuel}} used in forges to make metal products in smelters or forges that are not magma-powered, and is needed to make steel even when you have magma forges.  Wood is finally also useful in making {{L|potash}} for soap or fertilizing farms.&lt;br /&gt;
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In spite of wood's many uses, it is entirely possible to play in this version without any trees in your biomes, as trees can be farmed in muddied underground areas regardless of how barren the surface is.  Due to the inexpensive nature of wood, it is possible to simply embark with enough wood to last until you are ready to set up tree farming operations underground.  Wood is also a common good that elves, humans, and dwarves alike will sell to you.  &lt;br /&gt;
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Shrubs can provide some quick food through the {{L|herbalism}} skill, {{L|still|brewable materials}}, and {{L|seeds}} for some very helpful above-ground {{L|Crops|crops}} which are generally only available through trading with Elves.&lt;br /&gt;
&lt;br /&gt;
==== Surroundings ====&lt;br /&gt;
main article: {{L|surroundings}}&lt;br /&gt;
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Surroundings affect how powerful and hostile local wildlife will be, and some forms of plants are available only in specific types of surroundings.&lt;br /&gt;
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The surroundings of the example image are listed as, &amp;quot;Surroundings: Calm&amp;quot;.&lt;br /&gt;
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Any biome can have any set of surroundings; for example a glacier could be haunted, wilderness or mirthful. However, a named region (which is a contiguous area of one category of biomes, such as forests or wetlands) will be either good, neutral, or evil. &lt;br /&gt;
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There are two axis for surroundings: Savagry and alignment.  Calm and neutral savagry are functionally identical.  Savage lands are like normal lands, except they will frequently have giant or hostile humanoid versions of normal animals, for example you might have a {{L|Tigerman}} instead of &amp;quot;merely&amp;quot; a {{L|tiger}} in a savage jungle.  Good biomes are similar to neutral biomes, except have more fanciful (and generally benign) creatures like pixies, {{L|fluffy wambler}}s, or {{L|unicorn}}s, and are generally no more dangerous than neutral biomes.  Evil biomes are home to many dangerous creatures, often dead vegetation and even including undead versions of normal creatures, making for a far more hostile environment specifically for players who want to face a greater challenge to stay alive, especially early on.&lt;br /&gt;
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It is possible to start a fortress that overlaps multiple alignment types (for example good, evil, savage, and benign). Some players consider this desirable, as it provides diversity in your little corner of the world, but it also has its dangers in the form of more ferocious wildlife.&lt;br /&gt;
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==== Layers ====&lt;br /&gt;
&amp;lt;small&amp;gt;Main articles: {{L|Layer}}, {{L|Ore|ore}} and {{L|Stone|stone}}&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At the bottom right of the biome view is the data on stone layers, displaying the top eight layers of stone or soil.  &lt;br /&gt;
&lt;br /&gt;
Each type of layer stone has certain kinds of ores, gems, and other minerals that will appear within that form of layer.  Layers are color-coded by the type of rock they are, with brown indicating {{L|soil}} (useless for raw materials, but easy to dig through), white indicating a {{L|metamorphic_layer}} (good for gems, coal, and steel production), light grey indicating a {{L|sedimentary_layer}} (which has gems, silver, and copper, but little else), and dark grey indicating either an {{L|igneous_extrusive_layer}} or an {{L|igneous_intrusive_layer}}, (which may indicate magma pools in the caverns, as well as being good for various metal ores).  Igneous layers will never be found in the same biome as sedimentary layers, but it is possible to have both in the same map by embarking over two or more different biomes.&lt;br /&gt;
&lt;br /&gt;
Note that steel requires both an Iron ore and {{L|Flux|flux stone}} making {{L|chalk|chalk}}, {{L|marble}}, {{L|calcite}}, {{L|dolomite|dolomite}}, and {{L|Limestone|limestone}} frequently preferred stone layers.&lt;br /&gt;
&lt;br /&gt;
==== Aquifer ====&lt;br /&gt;
&amp;lt;small&amp;gt;Main article: {{L|aquifer|aquifer}}&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
An aquifer is a layer of soil or stone saturated with water, and a biome may contain upwards of 3 aquifer layers (theoretically more, but such would be rare to say the least). These are represented with ≈≈≈≈≈ symbols in the soil layers. Embarking on an aquifer brings up a warning before embark as an aquifer can significantly raise the difficulty of starting a fort. For specific tactics on working with an aquifer see the main page.&lt;br /&gt;
&lt;br /&gt;
=== Changing Views ===&lt;br /&gt;
Pressing {{K|Tab}} will cycle the presented information through a variety of different views and panels.&lt;br /&gt;
*Neighbors - other civilizations that are closest to your current location. Proximity increases the chance of interaction, though at present this largely means &amp;quot;nearby goblins are more likely to attack you.&amp;quot;  If any race is not represented on this page, it means that the civilization cannot reach you if you are in that location.  Embarking on an {{l|island}}, or a location completely surrounded by mountains will make it impossible for any civilization but your own dwarven civilization to reach you, as world map travel across oceans or mountains is impossible. If not even &amp;quot;Dwarves&amp;quot; appears, it means that your home civilization is dead, and there will be no {{l|migrants}} or {{l|trade}} with your home civilization.  (If this is the case, it is reccomended you change to a still-existant civilization unless you want the challenge of having no support from the mountainhome.)  Races that are hostile to you are represented by a series of red &amp;quot;-&amp;quot; marks.  In vanilla DF, goblins are always hostile, but humans or elves may also be at war with particular dwarven civilizations (and if you change your starting civilization in the &amp;quot;Your Civilization&amp;quot; screen, they may not be at war with you).&lt;br /&gt;
*Your Civilization - indicates all Dwarven civilizations in the world. {{K|*}} and {{K|-}} will cycle through the civilizations allowing you to choose which your settlers will be embarking from. It may be worth looking at your choice of starting civilizations in {{l|Legends}} Mode before embarking, as there is much information about your civilization that is not shown directly at embark, and there is no way short of abandoning a fort to change your civilization once you have embarked.  Civilization choice will affect who is at war with you, what goods are available for trade (Dwarven caravans will only have the goods in the region of the city that is trading with your fort.  These will be the same goods that are available for you to purchase at embark.  Metals or stones, for example, that are not available for you to purchase in the &amp;quot;Prepare Carefully&amp;quot; screen will never be available for trade with the dwarven caravan.), who your regent will be (considering [[Cacame_Awemedinade|one might be surprised by who turns out to be one's regent]], this might be of note, but is only checkable in Legends Mode), and if there are any surviving members of your civilization left to migrate to or trade with your fort.&lt;br /&gt;
*Relative Elevation - Shows the land height relative to the lowest point in the region.&lt;br /&gt;
*Cliff Indicator - Shows the severity of cliffs.  Unless you have turned erosion off, then, with the exception of rivers that cut through mountains, even apparently very steep cliffs will still have ramps that make it perfectly accessable for any creature or even the wagons in caravans.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
== Creating Your Settlers ==&lt;br /&gt;
=== Play Now! ===&lt;br /&gt;
You can forgo the process of assigning skills and supplies and instead select '''Play Now!''' This option will give you a selection of Dwarves with the following profiles:&lt;br /&gt;
&lt;br /&gt;
* Miner: Adequate Miner&lt;br /&gt;
* Woodworker: Novice Carpenter and Bowyer&lt;br /&gt;
* Stoneworker: Novice Engraver, Mason, Mechanic, and Building Designer&lt;br /&gt;
* Jeweler: Novice Gem Cutter, Gem Setter, Wood Crafter, Stone Crafter, and Bone Crafter&lt;br /&gt;
* Fisherdwarf: Novice Fisherdwarf&lt;br /&gt;
* Fish Cleaner: Novice Fish Cleaner, Butcher, Tanner, Weaver, Clothier, and Leatherworker&lt;br /&gt;
* Doctor&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;: Novice Wood Cutter, Brewer, Cook, Grower, Herbalist, Furnace Operator, Wood Burner, Lye Maker, and Potash Maker; Competent Wound Dresser, Diagnostician, Surgeon, Bone Doctor, and Suturer.&lt;br /&gt;
&lt;br /&gt;
One of these will be randomly flagged as Expedition Leader at the start. However all these Dwarves are selected from the surrounding civilizations and as a result it is possible to get Dwarves with honorary titles such as Law Giver or War Leader{{verify}}. These titles do not change the Dwarf's {{L|job|job}} but indicate that they are important in some way within the world history.&lt;br /&gt;
&lt;br /&gt;
The default embark value for a custom embark is 1274: 974 in pre-chosen goods and 300 unassigned. The Play Now! embark only uses 1038 points. While a Play Now! embark is no more doomed than any other embark, it is always better to Prepare Carefully once you know what you're doing with the set up of an early fort since Novice Butcher is hardly better than a Dwarf you manually flagged for the job. The only good reason is if you really want the Super Doctor, given the hazards of learning medical skills on-the-job.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;The doctor here is impossible to create in a custom embark, having 24 skill points (135 embark points) out of the usual possible 10.&amp;lt;br /&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Prepare Carefully ===&lt;br /&gt;
Preparing allows the player to customize their embarking party and supplies by spending a pool of points which is shared between skills and equipment, with each skill rank and equipment item having a set value. The total value of embarking is set at 1,274 points, though all but 300 of these are pre-spent on an array of basic equipment (the same equipment Play Now! uses.) It stands that one should try to maximize the value of their embark by spending all available points.&lt;br /&gt;
&lt;br /&gt;
==== Skills ====&lt;br /&gt;
&amp;lt;small&amp;gt;Main article: {{L|Skills|skills}}&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The seven settlers you begin with can be assigned up to ten skill ranks picked from the entire Dwarven skill list, including military, though only a maximum of 5 ranks (giving them a rank of &amp;quot;Proficient&amp;quot;) can be bought in any one skill. Skill ranks are bought from the shared pool at a cost of 5 for the first rank, 6 for the second, 7 for the third, and so on. Maxing out a skill thus costs a total of 35 points. Although this is already fairly involved, between the long skill list and the floating cost, the value of a rank is subject to further scrutiny given the early-game value, or lack thereof, of certain skills as well as the relative ease or difficulty of training ranks in a given skill. Many skills are performed just as well (or with little functional difference) by a Novice or even a Dabbler as they are by a Legendary. A Novice Furnace Operator won't produce Coke as fast as a Legendary Furnace Operator, but they will produce it fast enough to keep their neighbor smelting hematite until the cows come home.&lt;br /&gt;
&lt;br /&gt;
For a more complex example there is much overlap between what can be produced out of wood and what can be produced out of metal, but wood is plentiful in the early game (often throughout if a tree farm is established, and caravans will bring in several pages worth of wood if you request it) while metalworking can take much longer to establish, or would take several times longer to produce a given product in early game due to the multiple steps required, especially without a magma smelter. Metalworking also skills up slower than woodworking and metal products have a longer base production time than wood products. &lt;br /&gt;
&lt;br /&gt;
From one point of view Woodworking skills would be of more immediate use in producing quick goods of higher value in the early game, especially given the high volume needed; however furniture quality is of little concern in the early game, and the high volume of value-independent goods (such as barrels which you won't be trading away on their own or using to furnish chambers) will cause your carpenter to skill up fairly quickly. Even on a strictly functional level even a Novice carpenter can produce beds, barrels, and bins fast enough to keep up with a fledgling base. Lastly once metal production is up and running it can be agonizingly slow if a Farmer or Peasant has to be re-assigned to learn from scratch, thus a Proficient Metalsmith stands to pay off much more in the run of the game than starting with a Proficient Carpenter.&lt;br /&gt;
&lt;br /&gt;
==== Supplies ====&lt;br /&gt;
&lt;br /&gt;
The default array of supplies covers a broad range of foodstuffs, seeds, drink, tools, and medical equipment, and is reasonable, though extra food and drink never hurt anyone. Lower forest embark sites should definitely consider bringing extra logs to cover the early demand for beds, &amp;amp;c. Also do not overlook the value of bringing animals. Dogs in particular can provide an excellent early warning system, good fighters against kobolds and other thieves, and a healthy supply of meat and bones.&lt;br /&gt;
&lt;br /&gt;
(To be inserted: list of default supplies - currently found on {{L|starting build}}.)&lt;br /&gt;
&lt;br /&gt;
=== Embark Strategies ===&lt;br /&gt;
The strategies below are suggestions. They are not universal, and many are even contradictory. This is because there is no One True Way to play Dwarf Fortress. Some may not work for you because of unstated assumptions about priority, value, fun, or procedure. However, since Losing is Fun, it's always worth it to try something out, even if it doesn't go well.&lt;br /&gt;
&lt;br /&gt;
==== Picking the Right Location ====&lt;br /&gt;
&lt;br /&gt;
'''Need More Dirt''' - three layers of soil before the stone layers begin provides a very large area that can be used to quickly carve out efficient storage rooms and large tree farms of the colorful underground trees without the need to flood/muddy large areas of stone.&lt;br /&gt;
&lt;br /&gt;
'''Flowing Water (and Its Inverse)''' - flowing water (river or stream) is a must have for the infinite power it supplies for working machinery and because underground water supplies are too dangerous to tap into. Alternately flowing water is nothing but a FPS killer given that infinite water is available underground.&lt;br /&gt;
&lt;br /&gt;
==== Preparation Strategies ====&lt;br /&gt;
&lt;br /&gt;
'''Free Barrels''' - many products are stored in bins, barrels, or bags and do not stack with other items even if they're in the same broad classification. Plump Helmets and Horse Meat come in separate barrels even though they're both food. Purchasing a single item of food (or increasing the number to one above the storage limit of the barrel i.e. 11, 21, 31) will also produce a free barrel for it to be stored in. As barrels have a cost of 3 to buy empty buying a single unit of cost 2 foodstuffs gets you a value of 5. Anything above cost 2 bought for the express purpose of getting barrels would be better off just buying barrels empty or raw logs. This concept can be extended to many different goods and for any stored good you were &amp;quot;going to buy anyway&amp;quot; you should avoid buying exactly a container's worth of. Do not get 20, get 21.&lt;br /&gt;
* Note that meat products from the same animal will store in the same barrel, thus 1 unit of Horse Meat and 1 unit of Horse Tripe will only get you 1  barrel, not 2.&lt;br /&gt;
&lt;br /&gt;
'''Cheap Bags''' - while even the cheapest bags (made from cave spider silk and low-value leather) cost 10 points each, you can instead simply bring several units of {{L|sand}} costing 1 point each, as each unit of sand will be stored in its own bag made from a randomly selected material (including giant cave spider silk and valuable creature leather).&lt;br /&gt;
&lt;br /&gt;
'''Don't Really Need That''' - unless you have tailored your embark for metal production quick and early, an anvil is unnecessary and the 100 points you get from refunding it can be better spent on skills or additional foodstuffs (can't really have enough foodstuffs). By the time the Dwarven caravan arrives in the fall, a 100☼ iron anvil, or even a 300☼ steel anvil, should be little more than an inconvenience. The same train of thought can be extended to the second copper battle axe, though weapons tend to cost much much more from caravans due to quality multipliers. This strategy was much more prevalent in prior versions where an anvil was worth 1,000☼ (close to 50% of the total embark value of 2,060) and a 300☼ steel battle axe could buy 100 logs, but is still fairly valid.&lt;br /&gt;
&lt;br /&gt;
'''REALLY Don't Need That''' - bring no pre-constructed goods (weapons, buckets, &amp;amp;c.), just the materials to make them with. This requires several (3-10, though you're likely to bring way more) logs, 4 bars of copper, and an anvil. When first arriving build a Wood Furnace and a Forge, make charcoal, then three picks and an axe. Also medical supplies are a waste to start with because if you need them you're screwed. You may want to bring some rope along though...&lt;br /&gt;
&lt;br /&gt;
'''Yes, I Do Need That''' - never leave without an anvil, since nothing guarantees the first caravan will even have one for sale.&lt;br /&gt;
&lt;br /&gt;
==== Skill Sets ====&lt;br /&gt;
Here are some sample skill distribution sets.&lt;br /&gt;
&lt;br /&gt;
'''Ashery'''&lt;br /&gt;
*Military: 5 armor use, 5 dodge. Possibly a mix of dodge and shield use instead of max dodge, but that's up in the air. Set to start training the moment goods are hauled inside the fort's entrance. Also does woodcutting as needed.&lt;br /&gt;
*Doctor/Leader: 1 appraise, 2 diagnose, 2 bone doctor, 2 surgeon, 2 wound dresser, 1 suture. Also serves as one of my primary miners and, once replacement miners come, the fort's first bookkeeper as well.&lt;br /&gt;
*Farmer/Cook: 4 farming, 5 cooking, 1 armorsmith. Does most of the early hauling grunt work, but eventually is restricted only to food related activites. No mining is done in order to keep armorsmithing as the highest moodable skill.&lt;br /&gt;
*Farmer/Brewer: 4 farming, 5 brewing, 1 armorsmith. Same as the cook.&lt;br /&gt;
*Weapon/Armorsmith: 5 armorsmith, 5 weaponsmith. Does a sizable amount of the early mining, but is removed from duty before the mining skill gets too high.&lt;br /&gt;
*Mason: 5 mason, 5 building design. Can help out with mining if necessary, but is usually busy constructing buildings or helping the farmers haul goods.&lt;br /&gt;
*Carpenter/Mechanic: 5 carpentry, 5 mechanic. An odd mix, but mechanisms are my primary export.&lt;br /&gt;
&lt;br /&gt;
'''Tarran'''&lt;br /&gt;
*(every skill has five points put into it)&lt;br /&gt;
*2 miners/engravers (when they are not mining they are engraving)&lt;br /&gt;
*1 mason/carpenter (deals with all that stuff)&lt;br /&gt;
*1 mechanic/stonecrafter (when he is not making mechanisms he is making crafts)&lt;br /&gt;
*1 woodcutter/architect (when not cutting wood he is designing buildings)&lt;br /&gt;
*1 grower/brewer (deals with all my needs this early in the game)&lt;br /&gt;
*1 adequate armorsmith, weaponsmith, and metalcrafter. novice furnace operator, and wood burner (remove wood burner if you have magma)&lt;br /&gt;
&lt;br /&gt;
'''Ancient Enemy'''&lt;br /&gt;
*Leader with all his points distributed through negotiation/bookkeeper/appraiser/etc.&lt;br /&gt;
*3 dwarves with proficient mining&lt;br /&gt;
*1 proficient grower&lt;br /&gt;
*1 proficient brewer&lt;br /&gt;
*1 proficient cook&lt;br /&gt;
&lt;br /&gt;
'''Proteus'''&lt;br /&gt;
*Leader/Miner: 6-7 points into things important to become leader and broker (appraisal, negotiation, judge of intent, organizing and others, all at least with 1 pt), rest into mining&lt;br /&gt;
*Doc/Recordkeeper +at least another productive job: 1-2pts into diagnostics, 1pt in each other medical skill, 1pt in recordkeeping, rest into 1-2 jobs&lt;br /&gt;
*Cook: 4-5pts in cooking,  2-4pts  in brewing,  rest in fish cleaning and butchery&lt;br /&gt;
*Farmer: around 3-4pts in Growing, at least 1pt in milling, plant processing and brewing&lt;br /&gt;
*Crafter: Usually 5pts in stone crafting,  rest in other crafting jobs (although that might change, as now bone carving has become next to worthless)&lt;br /&gt;
*Clothier: 2-4pts in leatherworking and clothier, rest into weaving and tanning&lt;br /&gt;
*Builder: Most of  his points into Masonry, Engraving and Mechanics, as well as a few  points into Carpenter  (if no other dwarf already has pts in this job)&lt;br /&gt;
&lt;br /&gt;
See also the [[Starting build|Starting Build]] article for more detailed embark strategies.&lt;/div&gt;</summary>
		<author><name>Einstein9073</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Clothing&amp;diff=119776</id>
		<title>v0.31:Clothing</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Clothing&amp;diff=119776"/>
		<updated>2010-06-28T22:23:56Z</updated>

		<summary type="html">&lt;p&gt;Einstein9073: missed a space&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|08:00, 22 May 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Clothing''' is items made out of {{L|cloth}} or {{L|leather}} which is worn by sentient {{L|creatures}} to protect them from the elements, from damage, and to cover themselves.  Articles of clothing can work similar in concept to {{L|armor}}, but distinguished by the fact that they are ''owned'' by your dwarves and, in theory, provide significantly less protection against attacks. There have been humorous bugs in the past where animal teeth were not hard enough to bite through silk shirts.&lt;br /&gt;
&lt;br /&gt;
Clothes are stored as {{L|finished goods}}, and may be stored in {{L|bin}}s.&lt;br /&gt;
&lt;br /&gt;
While in a stockpile, clothing is usually safe from being damaged, but as soon as a dwarf puts on an item of clothing, it begins to degrade, and will {{L|Wear|wear out}} eventually.&lt;br /&gt;
&lt;br /&gt;
== Size does matter ==&lt;br /&gt;
Clothing and armor marked as &amp;quot;'''large'''&amp;quot; can not be made or worn by dwarves*, but will still be offered by human and elven {{L|caravan}}s. &amp;quot;'''Small'''&amp;quot; articles of clothing and armor usually come from killed {{L|kobold}}s and are also unusable. However, all of these unusable items can be sold to caravans for a nice price.  In previous versions {{L|goblin}}s dropped clothing items labeled as &amp;quot;'''narrow'''&amp;quot;; however in the current version goblin clothing will fit your dwarves.  Note that these items will not count toward {{L|created wealth}} (or exported wealth) unless first {{L|decorate}}d.&lt;br /&gt;
&lt;br /&gt;
:''(* with one exception: Items made from leather from {{L|large rat}}s will appear as &amp;quot;large rat leather ______&amp;quot;.  Human-sized gloves made from large rat leather would be &amp;quot;large large rat leather gloves.&amp;quot;  There are no &amp;quot;rats&amp;quot; that provide leather, so while confusing, this is definitive.)''&lt;br /&gt;
&lt;br /&gt;
{{Category|Items}}&lt;/div&gt;</summary>
		<author><name>Einstein9073</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Einstein9073&amp;diff=119753</id>
		<title>User:Einstein9073</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Einstein9073&amp;diff=119753"/>
		<updated>2010-06-28T15:55:44Z</updated>

		<summary type="html">&lt;p&gt;Einstein9073: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Main page]], since the magmawiki skin is too dumb to have a link to it. &lt;br /&gt;
&lt;br /&gt;
I dislike [[Fun]].&lt;br /&gt;
&lt;br /&gt;
==[[User:Einstein9073|My]] [[Fun]]:==&lt;br /&gt;
# Nearly wiped out from lack of water in the first winter. In the spring, the well construction project accidentally drains the river into the 1st [[cavern]], killing FPS.&lt;br /&gt;
# Military? Bah, I have traps and a drawbridge! Urist McWantsToDie cancels pull lever: Frightened by own shadow. LOLGOBLINZ.&lt;br /&gt;
# In Progress. Considering a tower project.&lt;/div&gt;</summary>
		<author><name>Einstein9073</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Tower-cap&amp;diff=119671</id>
		<title>40d Talk:Tower-cap</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Tower-cap&amp;diff=119671"/>
		<updated>2010-06-27T05:24:32Z</updated>

		<summary type="html">&lt;p&gt;Einstein9073: beneath me maybe, but flaming in-character seemed appropriate.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;this is hard to do? my girlfriend has several ponds just inside the ground of her diggings in various locations...&lt;br /&gt;
:Luck dependent. Not reliable.&lt;br /&gt;
Regarding the three-year thing:  I dug a couple of tree farm chambers (each 21x21) on the bottom level of my fort.  It took about 8 months to set up the irrigation system, after which I flooded most of each chamber.  One year later, I have my first mature tower-cap; there are about 50 more juvenile tower-caps, so we'll see how much of an outlier this is.  But three years is almost certainly wrong; it was solid rock 20 months ago. [[User:Doctorlucky|Doctorlucky]] 18:47, 28 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Conjecture: The reason you can't bring tower-cap spawn nor plant them is because trees and shrubs are coded differently; you can plant the latter but not the former. And tower-caps are a variety of tree. Therefore, we will not be able to plant tower-caps until Toady unifies plants like he did for ore and stone. Just as we can now smooth and engrave ore veins. --[[User:Alfador|Alfador]] 12:01, 10 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
You have a GirlFriend?--[[User:Hoborobo|Hoborobo]] 13:07, 4 June 2008 (EDT)&lt;br /&gt;
:*I'm sure she menaces with spikes of...  Well, I'll just stop right there.&lt;br /&gt;
:*This is a [[User:Hoborobo|Hoborobo]]. It menaces with spikes of envy. It is encrusted with bands of nerdrage and solitude. --[[User:Einstein9073|Einstein9073]] 05:24, 27 June 2010 (UTC)&lt;br /&gt;
== Natural vs carved-out ponds ==&lt;br /&gt;
Is it essential that the pond is already there?&amp;lt;br&amp;gt;&lt;br /&gt;
What if I do what I'm doing at the moment and drain a surface pond (well a few actually...) into a subterrenean pond...?&amp;lt;br&amp;gt;&lt;br /&gt;
[[User:GarrieIrons|GarrieIrons]] 06:37, 2 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Huh? You're talking about where the article said you had to discover an underground pond, right? It isn't true - the author meant &amp;quot;lake.&amp;quot; You'll get a pop-up message if you discover an underground lake or river.&lt;br /&gt;
:IMO, tower-cap growing isn't useful unless you want a large metalsmithing/glass industry and didn't settle with magma - traders will, if asked, bring quite a lot of wood. --[[User:Savok|Savok]] 08:47, 2 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Some people will most certainly argue about the cost of wood by trading but atleast you get some exported/imported wealth figures and thus work towards nobles.&amp;lt;br&amp;gt;But the feature is nice to have, even if we still don't have the seeds. And for regions without trees it goes without saying that tree farms would be a gift from the gods.&amp;lt;br&amp;gt;&lt;br /&gt;
::--[[User:Karpatius|Karp]] 02:47, 4 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::Cost of wood? What? It's 3☼ each! And why are tree farms needed if I don't have trees? I build in a desert. No trees there, and I have about a hundred unused wood. Granted, I haven't started the clear glass industry or the siege industry, but wood is only needed for beds, clear/crystal glass, and siege engine parts. --[[User:Savok|Savok]] 11:08, 4 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::Personally I always choose to live near a forest, but it's quite acceptable to buy wood from traders. Though you may run into dry-spells if the caravans don't come for a year. I'd recommend having at least 100 logs at any time. Just in case you need to build lots of beds. You can build most other things from stone instead. --[[User:AlexFili|AlexFili]] 11:13, 4 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::I presume you're living next to a volcano in that desert, since 3 metal bars per bin or barrel is 4 bars more than I'm willing to use, and 3 bars plus fuel is just nuts. [[User:Anydwarf|Anydwarf]] 14:03, 4 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::::Aye. Why live in a desert if not for massive glass industries?&lt;br /&gt;
:::::Oh, and I don't make bins or barrels with anything &amp;amp;ndash; they aren't needed and are in fact annoying if you have OCD management. --[[User:Savok|Savok]] 14:35, 4 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::::Hm.. I suppose that would work if you don't make [[Dwarven syrup]]... --[[User:Anydwarf|Anydwarf]] 16:39, 4 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::::::I don't &amp;amp;ndash; I find it as cheaty as boozecooking, which is easier, and almost identical to boozecooking. However, I do boozecook, which does use a lot of barrels for alcohol. If you buy barreled stuff from caravans and ask for it in the trade agreement, you can easily get a lot of barrels.&lt;br /&gt;
:::::::Worst case, you'll use up all your barrels. Then, all you have to do is put more labor sooner into cooking the stuff. --[[User:Savok|Savok]] 22:49, 4 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::::::Was just saying, that some might complain about it.&amp;lt;br /&amp;gt;I myself seem to never have enough barrels for alcohol after I get a population over 30. I just like to have an &amp;quot;emergency&amp;quot; warehouse of booze, which takes barrels upon barrels... And syrup is always handy to have around.&amp;lt;br /&amp;gt;Also, in my personal opinion, all space-saving is good.&amp;lt;br /&amp;gt;--[[User:Karpatius|Karp]] 04:30, 9 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::::::::Hmmm, you must have some gigantic storerooms then savok! &amp;lt;!--Yes I know theres no indent, but any more indentations and we'll be running vertically across the page!--&amp;gt; --[[User:AlexFili|AlexFili]] 06:25, 10 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::::::::Not really. I quickly get rid of everything except prepared meals and booze, and I trade away prepared meals under ten food units. &amp;lt;!-- On the old wiki, the record for number of indents was, I believe, twenty-one. It displayed fine on 1024x768. The point of these super-long threads is to have fun with record-setting! --&amp;gt; --[[User:Savok|Savok]] 09:21, 10 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Spontaneous generation and rocks ==&lt;br /&gt;
I have had tower-caps spawn in underground soil, far from my irrigated area and without any muddiness or exposure to the outside. (Though not many). Also, I assume you have to clear rocks in order for them to spawn on muddy cavern tiles?&lt;br /&gt;
[[User:Pavlov|Pavlov]] 21:39, 28 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Prospecting in version 0.28.181.39+ ==&lt;br /&gt;
&lt;br /&gt;
Does the newer prospecting feature reveal underground rivers and lakes?  I haven't used DF for more than world generation in the new version...  If so, the article mentions &amp;quot;currently very difficult to do&amp;quot;, which can be changed. --[[User:JT|JT]] 19:08, 29 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:It does, so I have. :) --[[User:Raumkraut|Raumkraut]] 06:47, 30 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== The tower cap farm part is pretty much useless... ==&lt;br /&gt;
&lt;br /&gt;
Do we need that tower cap farm part?&lt;br /&gt;
It takes more space than the main article and doesn't add much info.&lt;br /&gt;
Also, it has incorrect information (tower cap farm should be flooded with more water than just to cover all tiles with '1's, because some of them will dry while flooding).&lt;br /&gt;
Just link to article about farming and irrigation. It explains it well enough. --[[User:Someone-else|Someone-else]] 20:04, 3 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Muddied soil ==&lt;br /&gt;
&lt;br /&gt;
I have had mined-out peat sit barren for several seasons with an exposed cave river. After I muddied some of it, vegetation started growing (on the muddy part) before all the water was dry. [[User:VengefulDonut|VengefulDonut]] 02:24, 9 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:OK, how do you explain green towercaps '''growing in my not muddied corridors'''? If you don't know, don't post: tower caps grow on: muddied underground anything, OR '''not muddied underground soil, if there is a solid soil wall on the level below'''. Just as every other tree it will not grow on not buddied soil, if there is no soil wall underneath. &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:dorten|dorten]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::You're leaving out too much info. What is the source of this information? Did you test it, or is it second hand? If you tested it, what kind of test did you do? If it's second hand, where is it from? Have you ruled out different behaviors for different soils? Also, if you're confident enough about this to write in such an arrogant tone, why have you not edited any of this information into the article? [[User:VengefulDonut|VengefulDonut]] 00:44, 10 February 2009 (EST)&lt;br /&gt;
:::Sorry for arrogant tone, keeping emotions low isn't one of my skills :). Anyway, The sourceof this information is my experience. Especially in my latest forts, where I needed wood on a regular basis. My tests: &lt;br /&gt;
 normal soil with trees, aboveground =&amp;gt; all ok&lt;br /&gt;
 dig out the room underneath =&amp;gt; trees and bushes stop to grow above. &lt;br /&gt;
 dig channels, so, that there's a stone under soil =&amp;gt; only grass grows.&lt;br /&gt;
 belowground muddied stone =&amp;gt; bushes and towercaps&lt;br /&gt;
 belowground multilevel soil =&amp;gt; bushes and towercaps (green ones, yay!)&lt;br /&gt;
 remove soil beneath =&amp;gt; they stop growing&lt;br /&gt;
 only soil floor =&amp;gt; they do not grow&lt;br /&gt;
 muddying in last two cases =&amp;gt; yay! they grow again.&lt;br /&gt;
The tests I did not finished yet (working on them now) - &lt;br /&gt;
 remove soil layer from below of natural aboveground forest (no new trees), and muddy it after that&lt;br /&gt;
 muddy channeled to abovegroundness areas in suitable biomes.&lt;br /&gt;
 do it with or without cave river/pond&lt;br /&gt;
Regards. (And I really am sorry for my tone)--[[User:Dorten|Dorten]] 05:39, 10 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
::::This does not work - after 2 years still no sign of vegetation on soil (sandy loam cavern floor) with soil layer below (sandy loam walls), while my tree farm on muddied tiles runs fine. Can you give more specifics? Does there have to be more than 2 layers of soil? --[[User:Birthright|Birthright]] 00:00, 12 July 2009 (UTC)&lt;br /&gt;
:::::It had to happen - just when i start to complain, the first (yes, green) shrub shows up. Took forever, but yep, it's there. --[[User:Birthright|Birthright]] 20:04, 12 July 2009 (UTC)&lt;br /&gt;
::::::I've got a pretty good counterexample to the idea that a solid soil wall is required underneath an unmuddied soil floor - right now, in my current fortress, I have a fully grown tower-cap growing on a tile of dry black sand between two of my farm plots. If I navigate down 1 Z-level, the area underneath consists of mined-out [[chalk]] (specifically, an archery range with unmined chalk walls separating each lane). I also have 2 other tower-caps which grew on dry black sand such that the tiles immediately below them are black sand ''floors'', mined out to create stockpile space. --[[User:Quietust|Quietust]] 19:50, 18 September 2009 (UTC)&lt;br /&gt;
:::::::I should add, though, that I have several other areas of black sand with mined-out chalk underneath them which have ''not'' shown any signs of plant growth - perhaps it has something to do with proximity to a mountain biome? --[[User:Quietust|Quietust]] 01:46, 19 September 2009 (UTC)&lt;br /&gt;
::::::::I am building my first tower cap farms now and it seems to be that I can only get them to grow in half of my fortress no matter what. I remember on the embark screen that my area spans two biomes and the border between where they will and won't grow seems similar - perhaps tower caps can only grow in soil in the same biome as the underground river that makes it possible to grow them?&lt;br /&gt;
&lt;br /&gt;
== Growing Tower Caps Without Water ==&lt;br /&gt;
So I've been growing tower caps without water for quite some time&lt;br /&gt;
Trick is to carve out a sandy room near the edge, as you'll see in the picture, there's a border of usually 1 block between the carved sandy room, and the outside natural world.  I believe that outside needs to be forested, but I haven't tested that enough yet.  &lt;br /&gt;
In any case this seems to circumvent the need for water. --[[User:Loganis|Loganis]] 10:48, 27 July 2009 (UTC)&lt;br /&gt;
[[File:Towercaps-sandy.jpg]]&lt;br /&gt;
&lt;br /&gt;
:See the article (and entry above) for an explanation - sand is a soil --[[User:Birthright|Birthright]] 10:31, 27 July 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== '''unmuddied''' soil ==&lt;br /&gt;
Okay, folks, I don't know whats going on with you, but I have a huge cavern of sand floor with stone below and not a single shrub or tree there for years. This is also consistent with all fortresses i had so far. On those tiles with soil below, caps grow just fine, same with my muddied tree farm on stone. Guess I will wait for a few years more.. Im not even the one who came up with this, but only learned that from testing it..see also [[Talk:Irrigation]] --[[User:Frickinglogin|Frickinglogin]] 21:22, 18 September 2009 (UTC)&lt;br /&gt;
:Tell that to my fortress, where I've got a few tower-caps which have grown on dry sand floors with air underneath them, and a few of which originally had stone underneath them (see [http://mkv25.net/dfma/map-6986-wasprag here], specifically the farms on Z-level 16 - this one only has saplings, but a few of them have since fully grown). Then again, I've got other sand nearby which won't grow anything at all (same map, but the refuse pile on Z-level 15 and the hallway to the left)... --[[User:Quietust|Quietust]] 01:58, 19 September 2009 (UTC)&lt;br /&gt;
::I, too, have TC's with nothing underneath, and they grow great. But I also believe those who say otherwise - I think this is an area where both parties have blindly assumed &amp;quot;X = Y&amp;quot;, when in fact there's much more going on, variables that cause it to work sometimes, and not others. Since it seems to be consistent with each player (no player I've seen has said &amp;quot;sometimes...&amp;quot;), it's either habitual choice of maps, habitual play element, or &amp;lt;shudder&amp;gt; some obscure programming glitch specific to some computers, along the lines of the sort of thing that causes some computers to gen worlds differently. Whatever, I think more is going on here than we understand. &lt;br /&gt;
&lt;br /&gt;
::(For one, I've notice that TC's growing on dry soil tend to grow better &amp;quot;near&amp;quot; water - at the edge of irrigation, near a damp wall, or closer to a river (that level or 1 below).  Just as fire imp fat reacts differently at different times (sometimes it burns, sometimes it explodes), perhaps TC's are more sensitive to subtleties in the game that we are only beginning to suspect.) ''(Best explanation of FI fat is map temperature! Who would have guessed that connection?)''&lt;br /&gt;
&lt;br /&gt;
::That said... what do we do about it?  I'd suggest (reluctantly) backing the article off, and simply stating that both effects have been observed, and the variable is not perfectly understood.  Because neither &amp;quot;yes&amp;quot; nor &amp;quot;no&amp;quot; is universally true or applicable.--[[User:Albedo|Albedo]] 10:26, 19 September 2009 (UTC)&lt;br /&gt;
:::I have a theory as to what's going on, based on what you've observed - just as Willow trees, fisher berries, muck roots, rat weeds, sun berries, kobold bulbs, and rope reeds only grow within 2 tiles of a river or murky pool, tower-caps also grow on soil such that either there's a solid soil wall underneath within a 2 tile radius '''or''' there's a muddy tile on the same level within a 2 tile radius, even if the tile immediately underneath is stone. It certainly fits with what I've seen, since all of my farm plots are irrigated, and I observed similar behavior in my last fortress with above-ground trees growing only in certain spots over the stockpile rooms I had dug out. --[[User:Quietust|Quietust]] 00:37, 22 September 2009 (UTC)&lt;br /&gt;
::::I disagree with the two-tile radius bit.  I have clay rooms dug into the side of a mountain with clay soil beneath them.  Not having researched any of this, I was perplexed by the fact that some years after I discovered an underground river, I had spattering of towercaps growing in those rooms on the upper level, except for a three-tile wide stripe that was densely covered with 'shrub' and had no towercaps whatsoever.  That stripe exactly corresponds to a three-tile-wide corridor I'd carved out directly beneath them.  All of the no-growth tiles are within a 2-tile radius of soil walls on the level below (since the corridor is only 3 wide, obviously.  Even if I'm misinterpreting you and the center row isn't within the radius, the outer edges should be, but the stripe on the level above clearly refutes that).  All of these tiles have always been totally dry on both relevant z-levels; the nearest water is more than 70 tiles away.  I don't know what role irrigation plays, but the 'soil below' bit certainly seems relevant.  As an aside, all those three-tile-wide corridors in the soil on the underground level totally lack any growth - they're never walked on or anything (quite far from my actual base), but they have only rock beneath them.  So again that seems to fit nicely.[[User:Tofof|Tofof]] 04:32, 5 January 2010 (UTC)&lt;br /&gt;
::::Update: I -believe- the radius bit (at least on same z-level) for muddied soil requirements.  I experimented some with it and found towercaps growing up to two tiles away from my muddied spots. Still see only counterevidence to any radius effect on the &amp;quot;soil below&amp;quot; alternative requirement.[[User:Tofof|Tofof]] 09:59, 6 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== tried to clean up and clarify the page ==&lt;br /&gt;
&lt;br /&gt;
The main paragraph with all the good info looked somewhat muddled together. I tried to improve it and make it easier for new DF players to understand.&lt;br /&gt;
&lt;br /&gt;
[[User:webkilla|webkilla]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Huh? Tower caps seem to grow in any wet underground area. == &lt;br /&gt;
What's this about underground rivers and ponds?&lt;br /&gt;
&lt;br /&gt;
I find this page fairly misleading. It pretty much says forget it that you ain't getting no tower caps unless you find a natural underground source. Which seems to be bogus. I discovered quite by accident when I didn't immediatelly use all of my newly irrigated subterranean farm room I noticed a few things growing in the muddy rock. I'll run more tests before mucking with the page itself, but this is what I'm seeing so far. &lt;br /&gt;
&lt;br /&gt;
Tower caps seem to spontaneously appear in any wet underground area, rock or soil doesn't seem to matter much. Soil is perhaps better because it only has to be irrigated once. Rock on the other hand will periodically revert to dry rock (once a year or so) and nothing will grow in dry rock. Also it does seem to be possible if probably rare for tower caps to spontaneously grow in dry soil that has never been irrigated. I've got one green tower cap that is growing near my irrigated soil. It may have spread from the nearby towercaps. &lt;br /&gt;
&lt;br /&gt;
Also worthy of mention is that other harvestable plants will generate as well. I'm assuming for now that these give out the various underground seed types you can naturally start with, but I'll need to test that.&lt;br /&gt;
&lt;br /&gt;
[[User:Doctorzuber|Doctorzuber]] 03:40, 6 March 2010 (UTC)&lt;br /&gt;
:Everything that you're describing is textbook of finding such, and has always been dependent, 100%, on finding an underground river/pool.  No river/pool, no TC's or UG shrubs, but both spontaneously generate when you do.  This has been confirmed independently countless times (altho' that's not proof positive, merely &amp;quot;strongly convincing&amp;quot;).  Are you using vanilla DF? Any utilities? Is it the download from the main page, or a customized version? (like the Mayday tileset?)--[[User:Albedo|Albedo]] 08:39, 6 March 2010 (UTC)&lt;br /&gt;
::Also, by any chance does your embark contain an already-revealed &amp;quot;underground pool&amp;quot;, exposed to the surface (it'd be a round chamber, with or without water, with a bunch of frog/snake/olmmen inside it)? --[[User:Quietust|Quietust]] 17:54, 6 March 2010 (UTC)&lt;br /&gt;
:::&amp;lt;slaps forehead&amp;gt; That. That's what it'll be, betcha a dwarfbuck.--[[User:Albedo|Albedo]] 22:45, 6 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
ah, I see now... the &amp;quot;farm&amp;quot; doesn't need to be anywhere near an underground water source, one simply must exist... that's... silly. [[User:Doctorzuber|Doctorzuber]] 00:26, 10 March 2010 (UTC)&lt;br /&gt;
:When you discover an underground pool or an underground river, it effectively &amp;quot;releases tower-cap spores&amp;quot; which can then grow in '''any''' valid location (on subterranean mud or on dry subterranean soil with either sufficient soil walls beneath or mud nearby on the same Z-level). --[[User:Quietust|Quietust]] 01:07, 10 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Real-world tower-caps? ==&lt;br /&gt;
&lt;br /&gt;
Just a silly little tidbit, but so as to help envision a tower-cap, see these real-world trees.&lt;br /&gt;
&lt;br /&gt;
[http://en.wikipedia.org/wiki/File:Socotra_dragon_tree.JPG Tower-cap 1]&lt;br /&gt;
&lt;br /&gt;
[http://en.wikipedia.org/wiki/File:Dracaena_draco.jpg Tower-cap 2]&lt;br /&gt;
&lt;br /&gt;
[[User:Aescula|Aescula]] 02:15, 25 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Toady quote re: TC spawning ==&lt;br /&gt;
&lt;br /&gt;
Given how long ago there ''was'' an 'arbitrary vegetation cap', I found the following segment confusing - I imagine it's even more so for anyone who never played the 2D version. [[User:Oddtwang of Dork|Oddtwang of Dork]] 12:27, 31 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
On the subject of spawning tower-caps, [[Toady]] said:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;''Right now, you can't plant tower-caps or bring spawn along, so you need to find a cave river or cave pool, in which case they will start growing underground if it's all working. It's trickier to find such things, so it's mostly impossible to do.&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Later, you should be able to plant them. There are no arbitrary vegetation caps now&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;.''&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
::&amp;lt;sup&amp;gt;1: Note that it ''is'' working and that underground rivers are not that rare any more.&amp;lt;/sup&amp;gt;&lt;br /&gt;
::&amp;lt;sup&amp;gt;2: The &amp;quot;arbitrary vegetation caps&amp;quot; comment is referring to the old limit of 200 tower caps growing by the [[cave river]] in the [[mud]].&amp;lt;/sup&amp;gt;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;/div&gt;</summary>
		<author><name>Einstein9073</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Military&amp;diff=119521</id>
		<title>v0.31:Military</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Military&amp;diff=119521"/>
		<updated>2010-06-25T17:18:42Z</updated>

		<summary type="html">&lt;p&gt;Einstein9073: /* Fixed Military-Related Bugs*/&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{AV}}&lt;br /&gt;
{{buggy|bugsection=Reported Military-Related Bugs}}&lt;br /&gt;
{{Quality|Exceptional}}&lt;br /&gt;
&lt;br /&gt;
The '''military''' is one of the most important aspects of a successful fortress. Even with many {{l|trap}}s, {{l|bridge|drawbridges}} and {{l|magma|other defenses}}, your military will still need to fend off {{l|goblin}} {{l|siege}}s, {{l|megabeast}}s, {{l|titan}}s, and fiendish {{l|Giant cave spider|underground}} {{l|Forgotten beast|beasties}}. Using a combination of {{l|squads|squad orders}} and {{l|scheduling}}, you can set up an elaborate offensive, defensive, or balanced military structure for your {{l|equipment|well-equipped}} {{l|soldier}}s to follow. Turning your dwarves from {{l|immigration|useless migrants}} into bloodthirsty killing machines never hurts (unless you're the enemy).&lt;br /&gt;
&lt;br /&gt;
''Related articles:''&lt;br /&gt;
* For a ''very'' simple &amp;quot;How to attack a target&amp;quot;, see {{L|Attack}}.&lt;br /&gt;
* For a list of frequently asked questions, see the {{l|Military F.A.Q.}}&lt;br /&gt;
* For a general overview of threats and considerations for fortress defense, see the {{l|Defense guide|Defense Guide}}.&lt;br /&gt;
* For specific suggestions on the physical defenses that will defend your military, see {{l|Security design|Security Design}}.&lt;br /&gt;
* For complex traps that are not a minor/optional part of a larger defensive plan (but might be adapted or plugged into one), see {{l|Trap design|Trap Design}}.&lt;br /&gt;
* For specific advice on how to get your soldiers prepared for any threat, see {{l|military design|Military Design}}.&lt;br /&gt;
&lt;br /&gt;
For quick reference: from the main menu the '''military''' screen is accessible through the {{k|m}} key, the '''{{l|squads}}''' screen is accessible through the {{k|s}} key, the '''points/routes/notes''' screen is accessible through the {{k|N}} key, and the '''{{l|burrows}}''' screen is accessible through the {{k|w}} key. The military screen and all its tabs are mouse-compatible, and can be navigated through mouse clicks rather than strictly keys (when in windowed mode).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Creating a Military=&lt;br /&gt;
&lt;br /&gt;
While far more confusing than before, the new military system makes up for its initial impenetrability with a huge increase in versatility. Squads can be assigned, reordered and restructured at will, dwarves can be set to equip a highly-specified uniform along with the rest of their squad or stand out and equip something unique, and you can give incredibly detailed commands and programming to your squads to follow out based on time of year, circumstance, location, and user convenience. That being said, there's a lot to be learned.&lt;br /&gt;
&lt;br /&gt;
This article is about the general aspects of what comprises a military. For more detailed information including specific keypresses, see the associated article expanding on a subject.&lt;br /&gt;
&lt;br /&gt;
==Squads==&lt;br /&gt;
&lt;br /&gt;
''Full article: {{l|Squads}}''&lt;br /&gt;
&lt;br /&gt;
'''Squads''' are the groups of soldiers that make up your military. Your military is now led by the appointed '''{{l|militia commander}}''' and has many other squads led by '''militia captains''' under him. Creating a squad in the military screen is one of the first things you should do when starting your military.&lt;br /&gt;
*For some reason your '''{{l|leader|expedition leader}}''' can not be appointed as a militia captain or commander. He can still be assigned to a squad as a regular soldier however. It is unknown if this is intended behavior.&lt;br /&gt;
&lt;br /&gt;
==Equipping Soldiers==&lt;br /&gt;
&lt;br /&gt;
''Full article: {{l|Squads#Equipping Soldiers}}''&lt;br /&gt;
&lt;br /&gt;
Rather than simply pick a level of equipment and hope your dwarves pick up the right stuff, you can select what your dwarf will wear by item type or specific item, or create a new uniform template and apply it to a dwarf or entire squad all at once. Even the material and color of your soldiers' uniform is configurable. You can create identical armored units with intimidating red cloaks or just slap something together based on need and circumstance. Even artifact weapons/armor are now selectable - luck and micro-management have been removed from the equation.&lt;br /&gt;
&lt;br /&gt;
In the early stages of your fort your dwarves will equip themselves, but once enough migrants (13, making your population 20+ dwarves) have arrived your fortress will require an '''{{l|Arsenal_dwarf|Arsenal Dwarf}}''' (designated in the nobles screen) to manage your armory. The Arsenal Dwarf serves the role of quartermaster; without him your dwarves will be unable to change their equipment. Once you have a dwarf selected, make sure to give him an office - like a {{l|manager}}, an Arsenal Dwarf will need to sign off on equipment changes before they can be made.&lt;br /&gt;
&lt;br /&gt;
Note that if you don't have an option for an Arsenal Dwarf, it just means your fort isn't big enough to need one yet. Dwarves will equip themselves until your fortress grows too large - just keep an eye on the nobles screen every time you get migrants, and assign an Arsenal Dwarf when you need one.&lt;br /&gt;
&lt;br /&gt;
*If your Expedition Leader/Mayor is killed it can cause all unassigned nobles to vanish from the nobles screen. This could cause your arsenal dwarf position (among others) to be unavailable. A new expedition leader should eventually arrive, although this may take several years. {{version|0.31.02}}&lt;br /&gt;
*There have been reports of the Arsenal Dwarf not appearing despite the population criteria being fulfilled. This is likely caused by your Expedition leader/Mayor being absent.{{version|0.31.02}}&lt;br /&gt;
&lt;br /&gt;
=Directing Soldiers=&lt;br /&gt;
&lt;br /&gt;
Getting your military to actually ''do'' something is a lot more difficult than it once was; gone are the days of simply designating a barracks and letting your recruits have at it. It is now possible to give your squads different monthly '''schedules''', create different '''alert levels''' which will cause squads to follow out new user-programmed instructions depending on circumstance, give '''direct orders''' to '''attack''' one or more specific targets or '''move''' to a specific location, or follow '''patrol routes''' and '''stations''' with greater accuracy.&lt;br /&gt;
&lt;br /&gt;
There is now a clear discrepancy between ''active'' orders and ''passive'' orders-- the latter is programming that a dwarf will follow to the letter and acts more as a defense method, and the former is used for taking the fight to the enemy. The ''squads'' menu is predominantly used for active commands, and the ''alert'' and ''scheduling'' menus are used for passive commands.&lt;br /&gt;
&lt;br /&gt;
==Active Command==&lt;br /&gt;
&lt;br /&gt;
''Full article: {{l|Squads#Direct_Commands|Squads#Direct Commands}}''&lt;br /&gt;
&lt;br /&gt;
In the new military, soldiers operate much more like part-time militiamen than full-time warriors. When soldiers are not passively doing their civilian duties or following their schedule programming, they can be actively sent to do small tasks to aggressively defend your fortress. After these orders have been carried out or cancelled, your dwarves will happily return to their passive programming as if they were never interrupted. It is possible to select multiple squads or specific dwarves to carry out these orders.&lt;br /&gt;
&lt;br /&gt;
Your forces can be commanded to carry out two types of orders: '''Move''' orders and '''Attack''' (or '''kill''') orders. Move orders are much like the 'station squad' command in previous versions; your selected dwarves will run to wherever you've sent them. Similarly, attack orders will select an enemy (by location on screen, general area on screen, or list) and send your dwarves charging off that way.&lt;br /&gt;
&lt;br /&gt;
Soldiers following orders will attack any hostiles they encounter on their way to their destination as well as wild animals and whatever other creatures they might encounter, whether you like it or not. As a result it is very difficult to attack members of an enemy group with any sort of precision, and if your dwarves cannot take down their target there is no real way to get them out of combat; it's do-or-die. It is unknown whether this is a bug or a feature.&lt;br /&gt;
&lt;br /&gt;
Orders can be cancelled through the squads screen, but your dwarves tend to be so enthusiastic that they'll just ignore you in their bloodlust. This is likely a bug.&lt;br /&gt;
&lt;br /&gt;
==Passive Command==&lt;br /&gt;
&lt;br /&gt;
''Full article: {{l|Scheduling}}''&lt;br /&gt;
&lt;br /&gt;
The new '''alert level''' and '''scheduling''' system is a new feature that is both incredibly versatile... and, initially, completely impenetrable. Once you learn the system, though, you will find that you barely need to manage your military at all. Effectively, a schedule is programming for a squad to follow within an alert, broken up by month, and alerts can be quickly and easily swapped in order to apply different schedules of your choosing to different squads of your choosing. Without scheduling, alert levels would do nothing; without alert levels scheduling would be horribly inefficient; the two functions co-exist and rely on each other.&lt;br /&gt;
&lt;br /&gt;
It is now possible to give your squads different monthly schedules, create different alert levels which will cause squads to follow out new user-programmed instructions depending on circumstance, give direct orders to attack one or more specific targets or move to a specific location, or follow patrol routes and stations with greater accuracy. The entire system (including alert names) is completely configurable, and in time you will find yourself using complicated scheduling to rotate squads between training and defending/patrolling specified areas over the course of a year without any user input, or to start defending the fort entrance or trader route with a few easy key presses. &lt;br /&gt;
&lt;br /&gt;
Civilian alert levels are also possible - civilians can be restricted by '''{{l|burrow}}''' to where they can roam should the need to tuck them away into a panic room arise. The 'entrance dance' bug of the previous version has also been removed - if a dwarf restricted to a burrow is not there, he will do his best to make the journey.&lt;br /&gt;
&lt;br /&gt;
The scheduling screen is broken up into a list of squads, months, alert types and '''order criteria'''. Each order (applied to one month; multiple orders can be stacked on one month as well) can be given criteria to define how many dwarves within a squad will follow its programming at once, allowing you to make a few dwarves out of the squad active at a time while the rest go about their business or to make the entire squad always active for a matter of the utmost importance, foregoing food, sleep, and booze. You can also choose which positions in a squad the order will prefer to utilize when forcing a squad to follow it.&lt;br /&gt;
&lt;br /&gt;
Four types of orders can be given (as well as the 'inactive' command), defining different types of patrolling or stationary defending. Squads can spar and be given combat demonstrations in the '''{{l|barracks}}''', defend a '''{{l|burrow}}''', patrol a '''route''', or defend a single '''station'''. The monthly schedules can be named so as to better suit your needs, and a new (if still a bit buggy) copy/paste system has been introduced to eliminate some of the tedium in creating fancy scheduling for many months. The display can also be flipped around.&lt;br /&gt;
&lt;br /&gt;
Barracks can now serve the needs of multiple specific squads at once. A barracks can be defined as a place to train, sleep, store squad equipment, store individual equipment, or any combination of the above, in any weird overlapping combination of barracks you like. Barracks are still necessary for training, but due to a bug it appears that your dwarves will only train when Inactive, despite what the Train command may have you believe. Marksdwarf training also appears to still be a bit glitchy.&lt;br /&gt;
&lt;br /&gt;
When dwarves are being ordered to train, squad leaders will set up training classes for particular skills, or they will have dwarves spar. Any dwarves in the squad that don't qualify for these will default to individual training. In the current release, training classes are bugged where if a squad leader sets up a training class, he will wait forever (Or until you change his orders) for students, even if nobody shows up. Likewise, if students decide to request a class and the squad leader is doing individual training, they will wait for him to finish, even if they start starving. Thus, at the moment it's best to alternate your forced training schedules with downtime so the longest a dwarf will be stuck waiting is a game month (which isn't long enough to die), or just leave them off duty all the time and have them do individual training only, at least until this issue is fixed.&lt;br /&gt;
&lt;br /&gt;
=Frequently Asked Questions=&lt;br /&gt;
&lt;br /&gt;
''Full article: {{l|Military F.A.Q.}}''&lt;br /&gt;
&lt;br /&gt;
=Reported Military-Related Bugs=&lt;br /&gt;
* '''Setting Dwarves to train will result in them idling instead of training. Instead, set them to have no assignments and set up a barracks with training enabled for their squad.'''&lt;br /&gt;
* If one of your soldiers equips a dagger it causes an immediate crash when you select that squad in the military screen. &lt;br /&gt;
** Editing your raw files and replacing [SKILL:DAGGER] with [SKILL:SWORD] is a workaround that prevents this crash.[[http://www.bay12games.com/dwarves/mantisbt/view.php?id=378]]&lt;br /&gt;
* Soldiers who have been killed are not removed from their squads. &lt;br /&gt;
** You can see how many dead soldiers you currently have by comparing the number of dwarves in your squad(s) against the number found at the top of the military screen.&lt;br /&gt;
* When selecting new dwarves to place in a squad the cursor always returns to the first available dwarf instead of remaining where it is.&lt;br /&gt;
* The list of dwarves available to join a squad includes dwarves that are already in a squad.&lt;br /&gt;
* Soldiers who have completed a kill task do not cancel their kill task. This may be intentional.&lt;br /&gt;
* There are still various problems with dwarves not equipping what they should; notably marksdwarves (who try to train not with archery practice but by sparring with crossbows as blunt weapons).&lt;br /&gt;
* Dwarves that are training and forced to stop (for example with deconstruction the barracks) will go into &amp;quot;no job&amp;quot; for eternal, they wont count to idle, just like &amp;quot;on break&amp;quot; ones, but will never ever lift a finger again... ever, neither for training nor civilian. They still will obey kill or move orders.&lt;br /&gt;
* When [[reclaim]]ing a lost fortress, soldiers will not use ANY armour or weapons assigned to them, insisting on training and fighting unarmoured and barehanded. This behaviour seems related to the [[arsenal dwarf]] position - when the fortress population becomes high enough and a dwarf is assigned to the position, soldiers will finally use the equipment they have been assigned. It seems that, on reclaiming, the game acts as if you need to have an arsenal dwarf right from the start, despite there not being any way to assign one.&lt;br /&gt;
&lt;br /&gt;
=Fixed Military-Related Bugs=&lt;br /&gt;
These bugs in DF2010 have been fixed in more recent versions.&lt;br /&gt;
&lt;br /&gt;
==Fixed{{version|0.31.05}}==&lt;br /&gt;
* If your Expedition Leader/Mayor is killed, all unassigned noble positions vanish.&lt;br /&gt;
==Fixed{{version|0.31.03}}==&lt;br /&gt;
* Copying and pasting an empty order onto a non-empty order causes a crash.&lt;br /&gt;
* Going to the military-schedule-grid screen and selecting your inactive alert group causes a crash.&lt;br /&gt;
* Accessing 'Pri/Assignments' ({{k|m}}, {{k|e}}, {{k|U}}, {{k|P}}) when no squads are formed causes a crash. &lt;br /&gt;
&lt;br /&gt;
{{Military v0.31}}&lt;br /&gt;
{{Category|Military| }}&lt;/div&gt;</summary>
		<author><name>Einstein9073</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Exploit&amp;diff=119520</id>
		<title>v0.31:Exploit</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Exploit&amp;diff=119520"/>
		<updated>2010-06-25T16:53:19Z</updated>

		<summary type="html">&lt;p&gt;Einstein9073: /* Merchant Swindles */ NAKED THEFT: Theft that causes nudity&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Fine}}&lt;br /&gt;
An '''exploit''' is a quirk of a game that allows players to gain what other players may consider an unfair advantage, usually by making use of a feature that is not working properly or which defies logic. 'Exploiting the game' is distinct from '[[cheating]]' because exploits occur within the game as written and do not need any external [[utilities]] or [[modding]]. Whether a player chooses to make use of an exploit or not depends on their personal taste; given that [[Dwarf Fortress]] is a single-player game, the user alone can decide what liberties to take and what options to shun. Among DF players there is much discussion what actually should be considered an exploit, going from making sweetpod syrup instead of sugar, growing crops in winter, or even underground, as the one extreme, to justifying 'water wheel batteries' as the other. This page takes a rather relaxed approach in that you considering it an exploit is basically enough to add it, if you don't get too much opposition.&lt;br /&gt;
&lt;br /&gt;
== Atom Smasher ==&lt;br /&gt;
&lt;br /&gt;
A [[drawbridge]], when rapidly triggered on and off, can be used to obliterate some creatures or items beneath it.  The drawbridge will be destroyed if it is used to crush a creature of too large a size.&lt;br /&gt;
&lt;br /&gt;
==Bookkeeper Exercise Program==&lt;br /&gt;
&lt;br /&gt;
Changing your [[bookkeeper]]'s settings to maximum accuracy causes him to work furiously in his office, training quickly up to [[legendary]]. Even if this is a bug it is not really an exploit, since a) you actually want highest precision anyway b) he attains highest precision rather fast (depending, for example, on how many stones you have mined) and thus one can not train an unlimited number of, if even several, dwarves that way.&lt;br /&gt;
&lt;br /&gt;
Some would argue this is not as much of an exploit as it was in 40d, since the legendary bookkeeping skill does not lead to new attributes, and therefore really gets you very little.&lt;br /&gt;
&lt;br /&gt;
==Manager Exercise Program==&lt;br /&gt;
&lt;br /&gt;
As a {{L|Manager}}, skill is gained as tasks are approved, not completed. Simply by queuing lots of jobs ({{key|j}} {{key|m}} {{key|q}}) (and providing a meager office), the manager will quickly level to {{L|legendary}} as an {{L|Organizer}}.  The tasks can then be removed once approved. This is advantageous as the dwarf can then be assigned as an arsenal dwarf, which utilizes this skill.{{verify}}&lt;br /&gt;
&lt;br /&gt;
==Merchant Swindles==&lt;br /&gt;
&lt;br /&gt;
There are a variety of ways to steal cargo from [[merchant]]s without seizing it; all amount to naked theft. Tearing down the [[trade depot]] while the merchants are there is the easiest way. &lt;br /&gt;
&lt;br /&gt;
Also, marking items for [[dump]]ing, using view creature mode ({{key|v}}), the stocks menu ({{key|z}}), items in room mode ({{key|t}}), or mass dump mode ({{key|d}})-({{key|b}})-({{key|d}}) then marking the entire depot, lets you relieve merchants of their goods. Just reclaim the items from your garbage dump [[zone]] later. You can even take clothing and equipment off merchant and guards this way.&lt;br /&gt;
&lt;br /&gt;
However, the merchants will consider any lost goods to be stolen goods regardless of the method used to take possession of them, or used to destroy them.{{Verify}}  See [[40d:Trading#Note_that_the_civ|the 40d page]] and [http://www.bay12forums.com/smf/index.php?topic=43771.msg829692#msg829692 This forum post].  So unless you specifically want to take the clothing off the backs of the merchants or steal from your own civ, you might as well just seize the goods anyway.&lt;br /&gt;
&lt;br /&gt;
== Quantum stockpiles ==&lt;br /&gt;
&lt;br /&gt;
By designating a garbage pit [[zone]] instead of a [[stockpile]], you may store an infinite number of objects in a single tile by dumping them, then reclaiming them when you want to use them.&lt;br /&gt;
&lt;br /&gt;
A similar effect may be achieved 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 legendary [[miner]]s leave.&lt;br /&gt;
&lt;br /&gt;
Another way to quantum stockpile is to not have appropriate stockpiles to move items back you moved 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;
== Trap fields ==&lt;br /&gt;
&lt;br /&gt;
Laying a field of [[trap]]s with a sufficient depth can protect your fortress from all invaders (except the ones that are trap immune) with no need to maintain a [[military]].  Traps are somehow intelligent enough to distinguish between [[pet]]s and allies while being dangerous to enemies and wild animals.&lt;/div&gt;</summary>
		<author><name>Einstein9073</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Fire&amp;diff=119501</id>
		<title>v0.31:Fire</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Fire&amp;diff=119501"/>
		<updated>2010-06-25T05:43:32Z</updated>

		<summary type="html">&lt;p&gt;Einstein9073: Fire Imp != Fire imp&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{Quality|Fine}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Fire like its real-life counterpart, is an immensely destructive force. In-game, entities on the map which are on fire will be flashing red and yellow. In item lists, anything which is on fire will also be surrounded by exclamation marks, like !!THIS!!. Fire will burn anything it touches, with the exception of stones, metals, and water. &lt;br /&gt;
&lt;br /&gt;
A few ways fires can be started:&lt;br /&gt;
*{{L|Dragon}}s breathe fire at anything hostile they see, the fire spreads out in a conical shape, and burns anything it touches.&lt;br /&gt;
*A {{L|Fire imp}} can throw fireballs, which may set things alight.&lt;br /&gt;
*{{L|Magma}} can and will burn anything flammable it touches. However, any item set alight by this method will likely just be doused in magma until it is completely destroyed.&lt;br /&gt;
*{{L|Alcohol}} will burst into flames if it comes into contact with existing fire.&lt;br /&gt;
&lt;br /&gt;
Note that there is currently no way to safely start (and then control) a fire. As a result, it sees limited use as anything other than a &amp;lt;s&amp;gt;fast&amp;lt;/s&amp;gt; slow, painful way to {{L|Fun}}.&lt;br /&gt;
&lt;br /&gt;
Fire does not spread up or down z-levels by itself. The only way for a fire to move from one z-level to another is if something mobile (such as a !!{{L|Dwarf}}!!) catches on fire and then moves up or down.&lt;/div&gt;</summary>
		<author><name>Einstein9073</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Fire&amp;diff=119500</id>
		<title>v0.31:Fire</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Fire&amp;diff=119500"/>
		<updated>2010-06-25T05:42:39Z</updated>

		<summary type="html">&lt;p&gt;Einstein9073: Template:L&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{Quality|Fine}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Fire like its real-life counterpart, is an immensely destructive force. In-game, entities on the map which are on fire will be flashing red and yellow. In item lists, anything which is on fire will also be surrounded by exclamation marks, like !!THIS!!. Fire will burn anything it touches, with the exception of stones, metals, and water. &lt;br /&gt;
&lt;br /&gt;
A few ways fires can be started:&lt;br /&gt;
*{{L|Dragon}}s breathe fire at anything hostile they see, the fire spreads out in a conical shape, and burns anything it touches.&lt;br /&gt;
*A {{L|Fire Imp}} can throw fireballs, which may set things alight.&lt;br /&gt;
*{{L|Magma}} can and will burn anything flammable it touches. However, any item set alight by this method will likely just be doused in magma until it is completely destroyed.&lt;br /&gt;
*{{L|Alcohol}} will burst into flames if it comes into contact with existing fire.&lt;br /&gt;
&lt;br /&gt;
Note that there is currently no way to safely start (and then control) a fire. As a result, it sees limited use as anything other than a &amp;lt;s&amp;gt;fast&amp;lt;/s&amp;gt; slow, painful way to {{L|Fun}}.&lt;br /&gt;
&lt;br /&gt;
Fire does not spread up or down z-levels by itself. The only way for a fire to move from one z-level to another is if something mobile (such as a !!{{L|Dwarf}}!!) catches on fire and then moves up or down.&lt;/div&gt;</summary>
		<author><name>Einstein9073</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Einstein9073&amp;diff=119467</id>
		<title>User:Einstein9073</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Einstein9073&amp;diff=119467"/>
		<updated>2010-06-24T22:23:33Z</updated>

		<summary type="html">&lt;p&gt;Einstein9073: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page intestinally left blank. &lt;br /&gt;
&lt;br /&gt;
I dislike [[Fun]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 1st Fun: Obliterated by goblins within 2 years&lt;br /&gt;
 2nd Fun: Obliterated by goblins within 3 years (loltraps)&lt;br /&gt;
 3rd Fun: In Progress&lt;/div&gt;</summary>
		<author><name>Einstein9073</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Retro&amp;diff=119466</id>
		<title>User:Retro</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Retro&amp;diff=119466"/>
		<updated>2010-06-24T22:21:14Z</updated>

		<summary type="html">&lt;p&gt;Einstein9073: /* The 'Perfect' Power Plant */ copypasta ftw&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'Retro' Dorenasol has been ecstatic lately. He slept in a very good bedroom lately. He admired own fine laptop lately. He admired a completely sublime guitar lately. He talked with a friend lately. He was comforted by a pet lately. He was awoken by noise while sleeping lately. He was unhappy with the lack of work last season. He was caught in the rain recently. He was caught in a snow storm recently. He has been tired of eating the same old food lately. He saw a beloved creature lately. He has performed DF science lately. [[User:Retro/Fortresses|He has been working on a write-up of all his fortresses lately.]]&lt;br /&gt;
&lt;br /&gt;
He is an ardent worshipper of Tarn Adams. He is a citizen of The Nation of Canada. He is a member of The City of Halifax.&lt;br /&gt;
&lt;br /&gt;
'Retro' Dorenasol likes green glass, obsidian, rose gold, statues, hammers, crystal glass, black sand, and ferrets for their playfulness. When possible, he prefers to consume smartfood popcorn and dwarven cream liquers. He absolutely detests cats.&lt;br /&gt;
&lt;br /&gt;
He is relaxed. He finds helping others very rewarding. He is slow to anger. He has a calm demeanor. He greatly appreciates art and natural beauty. He is often cheerful. He likes to try new things. He enjoys the company of others. He is bored by reality and has a wonderful imagination. He occasionally overindulges. He loves new and fresh ideas. He finds immodesty distasteful. He is disorganized. He is self-conscious. He possesses great willpower. He is very straightforward with others. He genuinely likes others and openly expresses positive feelings towards them. He is confident under pressure. He strives for excellence. He is confident. He acts impulsively. He needs alcohol to get through the working day. He likes working outdoors and grumbles only mildly at inclement weather.&lt;br /&gt;
&lt;br /&gt;
=Advice on mass-digging projects=&lt;br /&gt;
&lt;br /&gt;
(If you have any digging-related questions, just ask away on the talk/discussion page, or PM me on the Bay12 forums. I think this is mostly all still relevant to 0.31, but as it was written for 40d, if there are minor discrepancies... my bad guys)&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12games.com/forum/index.php?topic=50916.0 Did a thing a while ago] that was substantially difficult to dig out. It involved about a million pieces of stone, winding, suspended walkways, large open-air caverns, variably widening and closing ceilings for little pocket caverns, slowly curving arches, and a whole bunch of other things like that. So compiled is a bunch of advice I've garnered from my experiences, largely copy/pasted from the aforelinked thread. FYI, all references I make to 'the fort,' 'the cavern,' etc. are just basically referring to a big cavern I dug in a fort of mine.&lt;br /&gt;
&lt;br /&gt;
==How many miners should I enlist?==&lt;br /&gt;
&lt;br /&gt;
It is absolutely possible to have too many miners. Simple 1z side-tunnel designations can take forever when you have every miner wanting to take turns digging out a piece of a tiny area from hundreds of tiles away – one by one, in order. A team of 33, which is what I had for both halves of the main fort, is far too many. Due to pathing, a dwarf can dig its way deep into a designated area and then find itself 2 whole tiles away from another chunk of stone – and then run all the way back to the northwest-most designation to start over, often deciding to change z-levels as well and run to a distant stairwell too. When you have this many miners working for you, they frequently dig out all the stone around each other and spend most of their time running back and forth instead of digging.&lt;br /&gt;
&lt;br /&gt;
A good number of miners for a project of any substantial size would be around 4-10. It may not seem like that many, but if your miners are getting crowded, they dig each other out of stone and cause the aforementioned pathing lag.&lt;br /&gt;
&lt;br /&gt;
==Is it okay to cheat on a project like this?==&lt;br /&gt;
&lt;br /&gt;
In some cases, yes. It is absolutely necessary to give your dwarves [SPEED:0], for example, even if it's just for the period of time in which you are digging out the project. Things like this can take an unreasonably long time - for example, the two halves of the main cavern took me about a week each in real-time. Playing at regular speed would simply make this impossible to accomplish. You will also likely need to edit some stone in the raws, as mentioned below. You will also realistically have to use Dtil's Unpause utility; it will take a very long time to dig out the cavern and it's best to simply leave DF unpaused and minimized while you do other things (with a good amount of food, booze, and defense prepared in advance) so the endless hordes of 'you have struck ___!' popups can be avoided. Be careful if you know there's hidden features within your designated area, of course. Cheating is generally frowned upon, but as these changes make the project ''possible'', they are acceptable.&lt;br /&gt;
&lt;br /&gt;
==How do I get rid of all this loose stone? My FPS is crying!==&lt;br /&gt;
&lt;br /&gt;
You will probably dig out a couple hundred thousand stone undertaking this. I myself dug out what I calculate to be a little over a million, which for reference is enough to build Flarechannel twice. There are a few ways to get rid of all this loose crap, all of which you will probably have to use.&lt;br /&gt;
&lt;br /&gt;
* '''Favoured Profession: Refuse Hauler''': Using Dwarf Therapist, turn on refuse hauling on everybody you can spare, including the miners (who should be done digging when you begin dumping). Getting rid of stone is your top priority in order to keep a fort like this within a manageable FPS range. Leave your administration, military (obviously) and food/drink dwarves free and enlist everyone else. Your dwarves should also have [SPEED:0] as mentioned above.&lt;br /&gt;
&lt;br /&gt;
* '''Atom Smashing''': Before you start dumping it's a good idea to place a 3x2 drawbridge in the center of the dumping area and raise it, then placing a 2x2 dumping zone in the crushing area. When you're done make absolutely sure there's nobody on or near the bridge, then smush everything and deconstruct the thing.&lt;br /&gt;
&lt;br /&gt;
* '''Wanted: Chasm Tiles''': Disclaimer-- this note is only applicable for version 40d. I don't care if you embark with a chasm, a bottomless pit, a magma pipe, or an underground river: You absolutely need somewhere to dump things where it will disappear forever and not simply accumulate. I suggest UG rivers personally because their chasms are small and manageable plus can be easily worked into the architecture of the fort plus the water supply is handy. If you use a magma pipe, remember to extend a bridge out or something to make sure that your dwarves are dumping their items directly into the 'lava flow' tiles and not onto the rocky floor of the pipe.&lt;br /&gt;
&lt;br /&gt;
* '''Clearance Sale: Everything Must Go!''': If you don't need it, do away with it. Towards the end of Undergrotto I had finished furnishing all my rooms and so forth, and decided to chasm every bit of furniture I had that wasn't masterwork. This isn't all that necessary, but I was dawdling between 0 and 3 FPS so every little bit helped. If you need FPS that badly it's also a reasonable idea to figure out what you need and how much and only make exactly that much.&lt;br /&gt;
&lt;br /&gt;
* '''Magic Vaporizing Stone''': This is the big one, and out of all the methods the most absolutely necessary. From the beginning of the game, if you're starting fresh rather than beginning a project like this in a pre-existing fort, pick a sort-of rare large stone cluster type and make absolutely everything out of that. Use the Economic Stone mod to help with this if you like. This is to make sure that when you destroy all that loose rock you won't also vaporize masterworks or more importantly mechanisms, mechanized furnishings, or pumps. Once you are done digging, open up your raws and set all the undesirable stone types (esp. the layer stone) to have [MELTINGPOINT_10000] and [BOILINGPOINT_10010]. It's important to leave this until you're done digging; the FPS hit will be a big one rather than a continuous one this way. Now reload the game and press '.' to forwards everything one frame. Go and get some food. When you come back, the screen will be filled with pleasant red mist and you can unpause. Once the mist is gone, go back into the raws and remove the tokens. It's a very good idea to save a backup before you do this.&lt;br /&gt;
&lt;br /&gt;
And as a bonus pre-digging aid:&lt;br /&gt;
&lt;br /&gt;
* '''Softcore Rock''': Giving rock types the [SOIL] tag may or may not cause them to stop dropping stone - it's kind of random due to weird biome interactions. However, it's worth a try; and additionally is faster to dig out so generally worth it.&lt;br /&gt;
&lt;br /&gt;
==What kind of digging designations should I use?==&lt;br /&gt;
&lt;br /&gt;
There are three methods: Using up/down stairs and channelling out from above, using regular digging designations and mass-collapsing the whole thing afterwards, and starting from the top and slowly ramping downwards. Each has its own pros and cons and is suited for different situations.&lt;br /&gt;
&lt;br /&gt;
* '''Up/Down Stairs and Channelling'''&lt;br /&gt;
&lt;br /&gt;
This is the most arduous method and also the one I recommend. IMO it's absolutely worth it if you have the patience. Areas that will eventually become flat, designate as up-stairs. Ramps can be designated as ramps, but remember to leave undesignated squares above them. And everything else is up/down stairs. The main pro to this is obviously access, as you basically have flying dwarves. Plus if you want to do anything crazy like smooth and engrave the whole cavern it works really well. The obvious downside is that you have to channel everything away from the top down, which effectively means you have to designate everything twice, but for access purposes it's unbeatable so I think it's worth it. To avoid cave-ins, you just have to channel out all the stairs directly above all the ramps; if you don't do this, there's a pretty good chance that the dwarves will channel out a layer from below and leave the stairs directly above the ramps floating there, and ka-boom. You really just have to be careful that nobody tantrums on the stairs, since if your dwarves fall or trip or something, it's a long way down.&lt;br /&gt;
&lt;br /&gt;
The best choice for a project like this, or any other asymmetrical cavern of variable width and height.&lt;br /&gt;
&lt;br /&gt;
* '''Regular Digging and Mass-Collapsing'''&lt;br /&gt;
&lt;br /&gt;
The main problem with this is that you have to leave access stairwells between floors, which causes your miners to waste probably 7/10 or something of their time on the job running back and forth between their mining spot and the stairwell since they will want to change floors every time they decide to dig elsewhere. If you designate everything at once you can just slowly add to the access stairwell one level at a time as they finish each level to avoid that problem, but then your issue becomes regular access: If you have ramps between levels for the final product, unless you leave out designating them to the end your miners will be able to sidestep your controlled stairwell access. You could use a different method for the levels that dwarves will be walking around and then using this method for the purely open-air levels, but then you have to worry about killing everyone below when you collapse it, so it's not so handy there. Also collapsed floors will destroy your pretty natural ramps, and it's not fun designating channels above your ramps on every single level in order to protect them. All you have to do when you're done is channel out all supporting tiles on each level, which doesn't take too long, and then get rid of the access stairwell and clear out your dwarves. Avoiding cave-ins isn't really an issue because you're kind of going that direction. It's also very unlikely you'll accidentally cause them.&lt;br /&gt;
&lt;br /&gt;
Not so great for caverns, but works fine for square and cubic rooms.&lt;br /&gt;
&lt;br /&gt;
* '''Ramping Downwards'''&lt;br /&gt;
&lt;br /&gt;
This method is generally pretty terrible for this sort of project. For one thing, you can't designate everything at once, which for planning purposes is absolutely necessary. You're also really likely to mess up and accidentally carve out more than you should by ramping below a ceiling you wanted to keep. I've used this a lot, and if you really want to the trick is to use regular dig designations at the edges of the ramping area as your cavern opens up downwards. It's a huge pain in the ass to remember, too. There are numerous other downsides to this, too, like the fact that ramp-carving is way more laggy than other dig methods, and the likelihood of causing cave-ins through easy mistakes. I also need to stress again that you never dig out more than one floor at a time with this no matter what, since that's a good way to kill some of your miners. There are also a lot of rules to using ramps and you might cut off your miners from food, booze, and beds if you're not familiar with them.&lt;br /&gt;
&lt;br /&gt;
Good for digging outdoor pits and sometimes 2z or 3z-high rooms. Otherwise avoid.&lt;br /&gt;
&lt;br /&gt;
==How do I plan out something like this?==&lt;br /&gt;
&lt;br /&gt;
Digging out square areas is easy to plan regardless of how many rooms and offshoot tunnels you have. This goes double if your rooms are the same shape from top to bottom, no matter how high they extend. When you want to create natural curving rooms that open up and taper non-uniformly at many different points, the difficulty level rises high enough to spit on your house from here.&lt;br /&gt;
&lt;br /&gt;
The first thing you need to do is a flat layout sketch of where you want things to be. You can ignore height here; in between plateaus simply outline the area you'll be adding ramps to in a shade of gray and assume you'll figure out the difference later. This is the (crappy) rough layout sketch for Undergrotto: http://img695.imageshack.us/img695/541/img2199n.jpg. To determine what level your plateaus are going to be, sketch them out separately in a profile shot - you should already have an idea of what's going to be higher than what. A few heightmapping sketch for Undergrotto are here: http://img294.imageshack.us/img294/7189/img2201w.jpg. Try and estimate the difference between the plateaus and assign one of them an arbitrary level number from your game (ie. I picked 134 as the lowest level of the cavern, 4z above the map's bottom, and figured everything out from there). Now you can go back to the layout map and scribble the numbers onto each plateau for future reference. It's designating time!&lt;br /&gt;
&lt;br /&gt;
You can certainly plan everything in MS Paint layer-by-layer or in some sort of 3D planner but ''good luck'' copying your designation out tile-by tile over a massive space like this, so here’s my advice: Outline everything on the bottom-most z-level you're using. For plateaus, use designation type A (in this case I used regular dig designations) and sometimes B if you have two that are side-by side (maybe up/down stairs), and use a third separate designation to mark the soon-to-be winding rampways connecting these together (anything but actual ramps, try channels). Everything should be all on the one layer when you're done. Once you’ve decided what height you want each plateau to be, go to the rampway designated spots and mark off ramps from one plateau to the other using as many sets of ramps as needed to match the height difference. Place your ramps as if they needed support – don’t miss the diagonals; visualizers connect any ramp touching a wall tile and the effect looks great. Now what you need to do is copy this large designation mark for mark up a z-level at a time, copying everything except the stuff that’s reached its proper floor (you could jump more z-levels at a time but it’s a lot harder to copy up multiple-z than it is to go one at a time). Once everything’s been placed, black out the extra copies of certain layers you made so nothing overlaps and everything’s on its right layer. Then change all the non-ramp designations to up-tile designations. This is tedious. Your designated area should look something like [http://www.mkv25.net/dfma/map-7417-undergrotto this].&lt;br /&gt;
&lt;br /&gt;
Now you get to fill in all the empty space between up-stairs and ramp designations with up-down stair designations. This takes a while too, sorry. Continue up keeping the walls the same shape until you've reached the topmost plateau for simplicity; from there you can taper away the tops of each pocket of the cavern. The exact shape of your cavern is really at your discretion; personally I have a lot of experience with MS Paint and I hand-design all my circles, so I based the slow tapers of my ceilings off of that knowledge. Slow curves are pretty, though. At this stage I suggest uploading your designation map to the DFMA so you can zoom out and look at everything to make sure it’s right. This is effectively a photo-negative of your cavern. Mine looked like [http://www.mkv25.net/dfma/map-7429-undergrotto this] for the bottom half of the cavern and [http://www.mkv25.net/dfma/map-7950-undergrotto this] for the top.&lt;br /&gt;
&lt;br /&gt;
It’s time to dig. Due to weird pathfinding, your miners will probably work their way towards the north-western end of your designations and slowly move their way up z-level by z-level until they start over from the bottom again. When you’re finally done, remove the last up-stairs while avoiding removing the natural ramps and pop open a visualizer to check out your cavern!&lt;br /&gt;
&lt;br /&gt;
=Other random yet useful stuff=&lt;br /&gt;
&lt;br /&gt;
==Weaponizing and Farming Fish==&lt;br /&gt;
&lt;br /&gt;
Working from my experiments here: http://www.bay12games.com/forum/index.php?topic=51538.msg1106553#msg1106553. Still need to test it out; gonna need to see how the buggers do against actual enemies but the regular pet-farming side is worked out. I'll expand this section to include everything important from the link when I'm done.&lt;br /&gt;
&lt;br /&gt;
The original idea: I had wanted to see about the practicalities of catching and taming fish (specifically carp) and letting them swim in channels beside the dwarves of the fort. Then I would try and turn them into war/hunting fish and leave them in the moat for defense. To allow the dwarves and carp to interact I would have a raised 3/7-filled room with a kennel in it that would sit above the 7/7 waterways where the carp could be collected and dragged to be trained further. My first attempt at this led to a number of findings. I reference carp specifically, but this applies to all fish.&lt;br /&gt;
&lt;br /&gt;
* Carp drown in water less than 4/7. In order to keep the carp from drowning in the cages, they must be caught at a level of 4/7+. This allows the cages (wooden or otherwise all work equally well) to be transported anywhere without the carp drowning as it enters a sort of statis while caged. If caught in 3/7 or less water, it will continue drowning in its cage and you will have a lovely corpse to display.&lt;br /&gt;
&lt;br /&gt;
* Animals are trained directly at their cages, and as this does not trigger the &amp;quot;oh fuck im not in the water&amp;quot; response there's no drowning concerns. It is thus easy to farm fish; in the case of sturgeon, which are huge and have a nice pet value, this can be highly profitable. Also a good aesthetic for a portside fortress.&lt;br /&gt;
&lt;br /&gt;
* Unless you want to set up a big floodgate/door system, the best way to catch carp is from ponds. To keep the water level high enough it is important that the room below is smaller than the pond you are draining. Just litter the floor with cages and a single up-stair and channel it out from under when you're ready. Afterwards, drain and collect. In my test all but one fell through and into the cages, though I don't think there's a way to make this process work in a non-luck-based way.&lt;br /&gt;
&lt;br /&gt;
* Dwarves can swim/walk freely in 3/7 and below water, but refuse to go into 4/7 water (it's a myth that they will, it's =&amp;lt; 3/7 or bust), and carp drown in anything less than 4/7 water. Therefore it is impossible to have 'meeting' points between the dwarf half and the carp half. This makes having a 4/7 room a waste, and it a better tactic to just put the things into 7/7 water.&lt;br /&gt;
&lt;br /&gt;
* It is absolutely possible to have an accessible 4/7 (or any water level really) room above a 7/7 tunnel with other open spots - just use a baffle (diagonal tile) to keep the taller room from depressurizing. The tunnels will still be perfectly accessible. However due to the previous point making a room like this is purposeless.&lt;br /&gt;
&lt;br /&gt;
* Carp cannot be war/hunting-trained, but can be tamed easily. You can tame a creature fine while it's caged, but for advanced training you need to drag the pet to the kennels, which is impossible with the water differences.&lt;br /&gt;
&lt;br /&gt;
* Carp cannot be adopted if uncaged. Even a dwarf with swimming raw'd in forced to stand beside the carp will forego regular activity because the water is there. And if the dwarf is not in the water with the carp they cannot see/path to the carp and thus will not adopt them. This is due to how pathfinding is hard-coded into the game for deep water (4/7+); the dwarf simply cannot accept that there is anything in a deep-water tile.&lt;br /&gt;
** It may be possible to get a carp-preferring dwarf to adopt a caged carp. No results yet but testing in progress.&lt;br /&gt;
&lt;br /&gt;
* Carp are boring as shit. Because underwater meeting zones don't count as meeting-zone-eligible tiles, carp will not path to hang out in the water where you want them to. They will in effect sit exactly where they were released FOREVER unless chased by enemies.&lt;br /&gt;
&lt;br /&gt;
* An unskilled hauler can drag a fish a little over 40 tiles before it air-drowns, which probably makes it safe to pit your carp from up to 30 tiles away, but for the safety of the fish it's better to build the cage closer and then remove it. If you don't want to tame a hostile fish, you should definitely build the cage directly beside the pit.&lt;br /&gt;
&lt;br /&gt;
However, these findings led to a different idea: Weaponization. We all know fish, notably carp, are overpowered and will fight back fiercely if they have nowhere to run. By pitting carp into 1x1 pits of water (even as stray without war training) we have carp that will ''always'' fight back, always being cornered. This makes the 8 tiles surrounding the pit a potential attack zone, and by placing these pits at 3 tile intervals we can create a pit-field that enemies will constantly be threatened in. In order to allow for wagon accessibility, a winding path through the field can be created; it is winding so that enemies have no direct line into the fortress that will not take them into the danger zone.&lt;br /&gt;
&lt;br /&gt;
The benefits of such a defense are thus: Your defender cannot be pathed to, so enemies will not attack them until attacked (or standing adjacent if an archer). The defender immediately feels threatened and pulls the (let's say... kobold) into the water. The defender attacks repeatedly while the kobold panics and tries to escape from drowning. Your defender now has a name, and soon a title. Meanwhile, no other enemies in its squad know what attacked their friend nor that there ARE any enemies around and continue on their merry way, horror-movie-style. If injured, the carp is still able to perform its duties admirably; if killed it is easily replaced. For additional defense, many carp can be pitted in each pit should a good breeding system get underway over the years.&lt;br /&gt;
&lt;br /&gt;
Testing of this is underway - currently my assumptions about weaponization are hypothetical but I am confident they will work out. If it works how I imagine, you can have an incredibly well-defended fort with no drawbridge and no doors sealing the entrance. I've yet to have a siege or ambush, though, so results are pending.&lt;br /&gt;
&lt;br /&gt;
==The 'Perfect' Power Plant==&lt;br /&gt;
&lt;br /&gt;
Thought up a design idea here: http://www.bay12games.com/forum/index.php?topic=51302.msg1100425#msg1100425. Should be hypothetically the best possible use of space for a power plant. Gonna reformat it for wiki-style later and remove the link, but for now that should be enough.&lt;br /&gt;
&lt;br /&gt;
Just went ahead and tried this out. If you use a high-powered source and a single 1-tile-wide drainage tunnel at the bottom, the waterwheel room will quickly become completely flooded with 7/7 blocks of flowing water. Waterwheels will operate just fine on top of each other so long as they're all equally submerged; the bottom-level wheels do need water underneath them as well though (even if they're submerged). So this setup is hypothetically the absolute best possible for optimal power, minimal space:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
- | _ = Walls&lt;br /&gt;
w     = north/south waterwheel attached to single gear assembly &lt;br /&gt;
+     = n/s horizontal wooden axle attaching to wherever you want your power to go&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
z n+1 (the topmost level; dry) &lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
        |+|&lt;br /&gt;
 _______|+|&lt;br /&gt;
|wwwwwwww+|&lt;br /&gt;
|wwwwwwww*|&lt;br /&gt;
|wwwwwwww |&lt;br /&gt;
-----------&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
z n (the top submerged level - water flow enters from arrows)&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
____________&lt;br /&gt;
|wwwwwwww   &amp;lt;--&lt;br /&gt;
|wwwwwwww*  &amp;lt;--&lt;br /&gt;
|wwwwwwww___&amp;lt;--&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
z 1-(n-1) (repeat for as many levels as you like)&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
_________&lt;br /&gt;
|wwwwwwww|_&lt;br /&gt;
|wwwwwwww*|&lt;br /&gt;
|wwwwwwww|&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
z 0 (drainage passage on left)\&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
   ________&lt;br /&gt;
__|        |&lt;br /&gt;
__         |&lt;br /&gt;
  |________|&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The chamber is 100% open-air; waterwheels would have to be installed one at a time to hang off one another. You could easily make this setup as tall, wide, or long as you liked; the water input would be far superior to the output and the entire room would fill up with perfect flow.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Couldn't you also use a pump stack to recycle the water? --[[User:Einstein9073|Einstein9073]] 22:21, 24 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Ideal UG River Damming==&lt;br /&gt;
&lt;br /&gt;
This is basically always worth doing, even if only for FPS purposes. If your river originates on the map, it'll pour from a 5x5 square with missing corners tagged as 'Waterfall,' which are water-generating tiles. That's what I'll be explaining how to dam. If your river originates offscreen, you can simply dam it near its origination point with a straight line, which is easier, but I won't explain specifically.&lt;br /&gt;
&lt;br /&gt;
You'll need three rock layers counting from above the topmost open-air layer of river. If the Waterfall tiles are on z.0, there will be some open air on z.1, which means we'll be digging out z.2, isolating some hanging rock on z.3, and digging out z.4. Here's a coded diagram of what to dig on z.0:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
~ = 'Waterfall'&lt;br /&gt;
* = regular water where we will be dropping rock&lt;br /&gt;
. = regular water&lt;br /&gt;
X = wall&lt;br /&gt;
- = dug-out floor&lt;br /&gt;
&lt;br /&gt;
XXXXXXXXX&lt;br /&gt;
XX~~~XXXX&lt;br /&gt;
X~~~~~XXX&lt;br /&gt;
X~~~~~*.X&lt;br /&gt;
X~~~~~*..&lt;br /&gt;
XX~~~**..&lt;br /&gt;
XXX***...&lt;br /&gt;
XXXXX....&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
z.2 is centered around the *s on z.0 (we're ignoring z.1, the dam will fall straight through it):&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
= = dug areas corresponding to the damming area&lt;br /&gt;
&lt;br /&gt;
XXXXXXXX&lt;br /&gt;
XXXX---X&lt;br /&gt;
XXXX-=-X&lt;br /&gt;
XXX--=-X&lt;br /&gt;
X---==-X&lt;br /&gt;
X-===--X&lt;br /&gt;
X-----XX&lt;br /&gt;
XXXXXXXX&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
z.3 is largely the same as z.2 except that the damming area is left as undug rock:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
XXXXXXXX&lt;br /&gt;
XXXX---X&lt;br /&gt;
XXXX-X-X&lt;br /&gt;
XXX--X-X&lt;br /&gt;
X---XX-X&lt;br /&gt;
X-XXX--X&lt;br /&gt;
X-----XX&lt;br /&gt;
XXXXXXXX&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
And z.4 is exactly the same as z.2. Before you continue, build a support either on top of the undug damming rock or directly below it (we'll say below for now) and hook it up to a faraway lever. Now we will channel out z.3 to look like this: (additional dug areas simply for miner access)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
o = channeled hole&lt;br /&gt;
&lt;br /&gt;
XXXXXXXXXX&lt;br /&gt;
XXXXXX-XXX&lt;br /&gt;
XXXXX-o-XX&lt;br /&gt;
XXXX-oXo-X&lt;br /&gt;
XXX--oXo-X&lt;br /&gt;
XX-ooXXo-X&lt;br /&gt;
X-oXXXo-XX&lt;br /&gt;
XX-ooo-XXX&lt;br /&gt;
XXX---XXXX&lt;br /&gt;
XXXXXXXXXX&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Now the dam is only being held up by the support and the floor connections on z.4; so let's take care of those. We'll be channelling out the same spots but in reverse this time:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
XXXXXXXX&lt;br /&gt;
XXXX-o-X&lt;br /&gt;
XXXXo=oX&lt;br /&gt;
XXX-o=oX&lt;br /&gt;
X-oo==oX&lt;br /&gt;
Xo===o-X&lt;br /&gt;
X-ooo-XX&lt;br /&gt;
XXXXXXXX&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Now clear the area out and pull the lever. The dam will fall through the floor below and into the river, perfectly blocking of your Waterfall tiles, which are now tappable as a very powerful infinite water source.&lt;/div&gt;</summary>
		<author><name>Einstein9073</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Item_value&amp;diff=119438</id>
		<title>v0.31:Item value</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Item_value&amp;diff=119438"/>
		<updated>2010-06-24T05:54:34Z</updated>

		<summary type="html">&lt;p&gt;Einstein9073: /* Base values of items */ list SOMETHING, verify or not&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|08:00, 22 May 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Value''' is determined by the base value of the object with multipliers for the material it is made out of, the {{L|quality}} of its creation, and any {{L|decoration}}s on it.&lt;br /&gt;
&lt;br /&gt;
The '''final value''' of an item multiplies the '''base value''' of the form of the object (a stone, a statue) by the '''material multiplier''' (granite, gold), and by the '''quality modifier''' (fine, masterful) if any, and then adding any final value for '''decorations'''.&lt;br /&gt;
&lt;br /&gt;
==Base values of items==&lt;br /&gt;
The '''base value''' of an item is determined by the item itself, not what it is made out of. For example, a wood block uses the base value for a block, not the multiplier for 'wooden', and a block of gold ore or any other material would use the ''same'' '''base value''', for a &amp;quot;block&amp;quot;. In both cases, the '''final value''' is then multiplied by the {{L|material}} and/or the {{L|quality}} multiplier(s), if appropriate.&lt;br /&gt;
&lt;br /&gt;
===Items with neither material nor quality===&lt;br /&gt;
'''Needs verification!'''&lt;br /&gt;
The potential list includes, among others: {{L|Alcohol}}, {{L|Seed}}, {{L|Lye}}, {{L|Quarry bush leaves}}, {{L|Sand}}, {{L|Dye}}, {{L|Extracts}}, {{L|Milk}}, {{L|Flour}},{{L|Cheese}}, {{L|Gnomeblight}}&lt;br /&gt;
&amp;lt;!-- &lt;br /&gt;
{| style=&amp;quot;border-spacing: 0&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
! Value&lt;br /&gt;
! Items&lt;br /&gt;
|-&lt;br /&gt;
|1||{{L|Alcohol|Gutter cruor}}, {{L|Prickle berry wine}}, {{L|Seed}}, {{L|Alcohol|Sewer brew}}, {{L|Alcohol|Swamp whiskey}}&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|2||{{L|Dwarven ale}}, {{L|Alcohol|Dwarven beer}}, {{L|Alcohol|Dwarven rum}}, {{L|Dwarven wine}}, {{L|Alcohol|Fisher berry wine}}, {{L|Alcohol|Longland beer}}, {{L|River spirits}}, {{L|Strawberry wine}}, {{L|Tuber beer}}&lt;br /&gt;
|-&lt;br /&gt;
|3||{{L|Whip wine}}&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|5||{{L|Lye}}, {{L|Quarry bush leaves|Quarry bush leaf}}, {{L|Sand}}, {{L|Alcohol|Sunshine}}&lt;br /&gt;
|-&lt;br /&gt;
|10||{{L|Dye|Redroot dye}}&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|20||{{L|Extracts|Cave spider venom}}, {{L|Milk|Cow's milk}}, {{L|Dye|Dimple dye}}, {{L|Dwarven sugar}}, {{L|Dwarven syrup}}, {{L|Flour|Dwarven wheat flour}}, {{L|Dye|Emerald dye}}, {{L|Flour|Longland flour}}, {{L|Milk|One-humped camel's milk}}, {{L|Extracts|Phantom spider venom}}, {{L|Dye|Sliver dye}}, {{L|Milk|Two-humped camel's milk}}&lt;br /&gt;
|-&lt;br /&gt;
|25||{{L|Flour|Whip vine flour}}&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|30||{{L|Cheese|Cow cheese}}, {{L|Cheese|One-humped camel's cheese}}, {{L|Cheese|Two-humped camel's cheese}}&lt;br /&gt;
|-&lt;br /&gt;
|50||{{L|Dwarven milk}}, {{L|Mog juice}}&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|100||{{L|Cheese|Dwarven cheese}}, {{L|Extracts|Giant cave spider venom}}, {{L|Extracts|Giant desert scorpion venom}}, {{L|Golden salve}}, {{L|Gnomeblight}}, {{L|Extracts|Liquid fire}}, {{L|Extracts|Snakeman venom}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The values of tame animals (and pets) are listed {{L|Tame|here}}.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Items with material but without quality===&lt;br /&gt;
{| style=&amp;quot;border-spacing: 0&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
! Value&lt;br /&gt;
! Items&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
|-&lt;br /&gt;
|0||{{L|Severed body part|Body part}}, {{L|Bone}}, {{L|Chunk}}, {{L|Corpse}}, {{L|Fat}}, {{L|Skin|Hide}} (raw), {{L|Shell}}, {{L|Skull}}&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|1||{{L|Vermin}} (untamed), {{L|Tallow}}&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|2||{{L|Fish}} (including raw){{verify}}, {{L|Meat}}, {{L|Plant}}&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|3||{{L|Gem}} (rough), {{L|Log}}, {{L|Ore}}, {{L|Stone}} (both economic and non-economic)&lt;br /&gt;
|-&lt;br /&gt;
|5||{{L|Bar}}, {{L|Block}}, {{L|Gem}} (cut), {{L|Leather}}&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|6||{{L|Thread}}&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
|-&lt;br /&gt;
|10||{{L|Coin}}&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|25||{{L|Soap}}&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Items with both material and quality===&lt;br /&gt;
{| style=&amp;quot;border-spacing: 0&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
! Value&lt;br /&gt;
! Items&lt;br /&gt;
|-style=&amp;quot;background-color: #FEE&amp;quot;&lt;br /&gt;
|?||{{L|Arrow}}, {{L|Other weapon|Blowdart}}, {{L|Decoration}}&amp;lt;sup&amp;gt;[1]&amp;lt;/sup&amp;gt;, {{L|Prepared meal}}, {{L|Furniture}}&amp;lt;sup&amp;gt;[3]&amp;lt;/sup&amp;gt;, {{L|Siege engine|Ballista part}}, {{L|Siege engine|Catapult part}}, {{L|Mechanism}}, {{L|Ballista arrow}}, {{L|Animal Trap}}, {{L|Statue}}, {{L|Window}}, Goblet, {{L|Totem|skull totem}}, {{L|vial}}&lt;br /&gt;
|-&lt;br /&gt;
|1||{{L|Bolt}}&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|5||{{L|Cap}} (metal, leather or cloth)&lt;br /&gt;
|-&lt;br /&gt;
|6||{{L|Sock}}&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|7||{{L|Cloth}}[4], training sword&lt;br /&gt;
|-&lt;br /&gt;
|8||{{L|Shoe}}&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|9||{{L|Weapon|Training Spear}}, {{L|Boot|Low boot}}, {{L|Weapon|Mace}}&lt;br /&gt;
|-&lt;br /&gt;
|10||{{L|Cage}}, backpack, quiver, craft, instrument, toy, rope, large gem, {{L|waterskin}}, {{L|Anvil}}&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|11||{{L|Gauntlet}}&lt;br /&gt;
|-&lt;br /&gt;
|12||{{L|Helm}}, {{L|Boot|High boot}}&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|14||{{L|Buckler}}, short sword&lt;br /&gt;
|-&lt;br /&gt;
|15||{{L|Armor|Breastplate}}&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|16||{{L|Clothing|Tunic}}&lt;br /&gt;
|-&lt;br /&gt;
|17||{{L|Weapon|Training Axe}}&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|18||{{L|Weapon|Spear}}, {{L|Weapon|War hammer}}&lt;br /&gt;
|-&lt;br /&gt;
|20||{{L|Armor|Mail shirt}}&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|21||{{L|Armor|Leather armor}}&lt;br /&gt;
|-&lt;br /&gt;
|22||{{L|Pick}}, {{L|Clothing|Shirt}}&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|23||{{L|Leggings}}, {{L|Greaves}}&lt;br /&gt;
|-&lt;br /&gt;
|26||{{L|Clothing|Cloak}}&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|27||{{L|Clothing|Coat}}, {{L|Shield}}&lt;br /&gt;
|-&lt;br /&gt;
|33||{{L|Clothing|Robe}}&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|34||{{L|Weapon|Battle axe}}&lt;br /&gt;
|-&lt;br /&gt;
|66||{{L|Trap component|Menacing spike}}, {{L|Trap component|Enormous corkscrew}}, {{L|Trap component|Giant axe blade}}&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|126||{{L|Trap component|Large, serrated disc}}, {{L|Trap component|Spiked ball}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
:[1] &amp;quot;Decorations&amp;quot; include &amp;quot;It is decorated with &amp;lt;material&amp;gt;&amp;quot;, &amp;quot;It is encircled with bands of &amp;lt;material&amp;gt;&amp;quot;, &amp;quot;It is adorned with hanging rings of &amp;lt;material&amp;gt;&amp;quot;, &amp;quot;This object menaces with spikes of &amp;lt;material&amp;gt;&amp;quot;, &amp;quot;On this object is an image of &amp;lt;description&amp;gt; in &amp;lt;material&amp;gt;&amp;quot;, &amp;quot;It is studded with &amp;lt;metal&amp;gt;&amp;quot;. See also the section about {{L|decoration}}s.&lt;br /&gt;
:[3] Except for {{L|ballista|ballista part}}, {{L|catapult|catapult part}}, {{L|mechanism}}, {{L|statue}}, and {{L|window}}, which are listed separately.&lt;br /&gt;
:[4] Cloth items get a free decoration made of the same material. Goods made out of [[cloth]] get the following built in as decorations: the cloth (with quality mod), the {{L|thread}} (without quality), and the {{L|dye}} (with quality).&lt;br /&gt;
&lt;br /&gt;
==Material multipliers==&lt;br /&gt;
The material multiplier of an item is found from the [MATERIAL_VALUE:#] tag in the raws for the material it is made out of. For example, a wood block uses the same material multiplier as a wood log or chest -  that is the material value for wood which is 1.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;collapsible collapsed&amp;quot; style=&amp;quot;width:80%; border-spacing: 1&amp;quot;&lt;br /&gt;
|- style=background-color:#ccf&lt;br /&gt;
! colspan=2|{{L|Stone}}s&lt;br /&gt;
|- style=text-align:left&lt;br /&gt;
! style=padding-right:1em|Multiplier&lt;br /&gt;
! Stone&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|x1||{{L|Bismuthinite}}, {{L|Bituminous coal}}, {{L|Lignite}}, {{L|Stone|Common stone}}&lt;br /&gt;
|-&lt;br /&gt;
|x2||{{L|Cassiterite}}, {{L|Garnierite}}, {{L|Malachite}}, {{L|Native copper}}, {{L|Sphalerite}}, {{L|Calcite}}, {{L|Chalk}}, {{L|Dolomite}}, {{L|Limestone}}, {{L|Marble}}&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|x3||{{L|Tetrahedrite}}, {{L|Obsidian}}&lt;br /&gt;
|-&lt;br /&gt;
|x5||{{L|Galena}}&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|x8||{{L|Hematite}}, {{L|Limonite}}, {{L|Magnetite}}&lt;br /&gt;
|-&lt;br /&gt;
|x10||{{L|Horn silver}}, {{L|Native silver}}&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|x30||{{L|Native gold}}&lt;br /&gt;
|-&lt;br /&gt;
|x40||{{L|Native aluminum}}, {{L|Native platinum}}&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|x250||{{L|Raw adamantine}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;collapsible collapsed&amp;quot; style=&amp;quot;width:80%; border-spacing: 1&amp;quot;&lt;br /&gt;
|- style=background-color:#ccf&lt;br /&gt;
! colspan=2|{{L|Gem}}s&lt;br /&gt;
|- style=text-align:left&lt;br /&gt;
! style=padding-right:1em|Multiplier&lt;br /&gt;
! Gem&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|x2||{{L|Banded agate}}, {{L|Bloodstone}}, {{L|Blue jade}}, {{L|Brown jasper}}, {{L|Carnelian}}, {{L|Chrysocolla}}, {{L|Chrysoprase}}, {{L|Citrine}}, {{L|Dendritic agate}}, {{L|Fire agate}}, {{L|Fortification agate}}, {{L|Gray chalcedony}}, {{L|Lace agate}}, {{L|Lapis lazuli}}, {{L|Lavender jade}}, {{L|Milk quartz}}, {{L|Moonstone}}, {{L|Morion}}, {{L|Moss agate}}, {{L|Onyx}}, {{L|Pink jade}}, {{L|Plume agate}}, {{L|Prase}}, {{L|Pyrite}}, {{L|Rock crystal}}, {{L|Sard}}, {{L|Sardonyx}}, {{L|Schorl}}, {{L|Smoky quartz}}, {{L|Sunstone}}, {{L|Tiger iron}}, {{L|Tigereye}}, {{L|Tube agate}}, {{L|Turquoise}}, {{L|Variscite}}, {{L|White chalcedony}}, {{L|White jade}}, {{L|Yellow jasper}}&lt;br /&gt;
|-&lt;br /&gt;
|x3||{{L|Aventurine}}, {{L|Picture jasper}}, {{L|Rose quartz}}&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|x10||{{L|Amber opal}}, {{L|Bone opal}}, {{L|Cherry opal}}, {{L|Gold opal}}, {{L|Jasper opal}}, {{L|Milk opal}}, {{L|Moss opal}}, {{L|Onyx opal}}, {{L|Pineapple opal}}, {{L|Pipe opal}}, {{L|Prase opal}}, {{L|Resin opal}}, {{L|Shell opal}}, {{L|Wax opal}}, {{L|Wood opal}}, {{L|Clear tourmaline}}&lt;br /&gt;
|-&lt;br /&gt;
|x15||{{L|Fire opal}}, {{L|Jelly opal}}, {{L|Melanite}}, {{L|Pink tourmaline}}, {{L|Red tourmaline}}&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|x20||{{L|Alexandrite}}, {{L|Almandine}}, {{L|Amethyst}}, {{L|Aquamarine}}, {{L|Bandfire opal}}, {{L|Black pyrope}}, {{L|Black zircon}}, {{L|Brown zircon}}, {{L|Cat's eye}}, {{L|Chrysoberyl}}, {{L|Cinnamon grossular}}, {{L|Claro opal}}, {{L|Clear garnet}}, {{L|Crystal opal}}, {{L|Golden beryl}}, {{L|Goshenite}}, {{L|Green jade}}, {{L|Green tourmaline}}, {{L|Green zircon}}, {{L|Harlequin opal}}, {{L|Heliodor}}, {{L|Honey yellow beryl}}, {{L|Kunzite}}, {{L|Levin opal}}, {{L|Morganite}}, {{L|Peridot}}, {{L|Pinfire opal}}, {{L|Pink garnet}}, {{L|Precious fire opal}}, {{L|Purple spinel}}, {{L|Red beryl}}, {{L|Red flash opal}}, {{L|Red grossular}}, {{L|Red pyrope}}, {{L|Red spinel}}, {{L|Red zircon}}, {{L|Rhodolite}}, {{L|Rubicelle}}, {{L|Tanzanite}}, {{L|Topaz}}, {{L|Topazolite}}, {{L|Violet spessartine}}, {{L|White opal}}, {{L|Yellow grossular}}, {{L|Yellow spessartine}}, {{L|Yellow zircon}}&lt;br /&gt;
|-&lt;br /&gt;
|x25||{{L|Clear zircon}}, {{L|Indigo tourmaline}}&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|x30||{{L|Demantoid}}, {{L|Light yellow diamond}}, {{L|Blue garnet}}, {{L|Black opal}}, {{L|Tsavorite}}&lt;br /&gt;
|-&lt;br /&gt;
|x40||{{L|Faint yellow diamond}}, {{L|Emerald}}, {{L|Ruby}}, {{L|Sapphire}}&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|x60||{{L|Black diamond}}, {{L|Blue diamond}}, {{L|Clear diamond}}, {{L|Green diamond}}, {{L|Red diamond}}, {{L|Yellow diamond}}, {{L|Star ruby}}, {{L|Star sapphire}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;collapsible collapsed&amp;quot; style=&amp;quot;width:80%; border-spacing: 1&amp;quot;&lt;br /&gt;
|- style=background-color:#ccf&lt;br /&gt;
! colspan=2|{{L|Metal}}s&lt;br /&gt;
|- style=text-align:left&lt;br /&gt;
! style=padding-right:1em|Multiplier&lt;br /&gt;
! Metal&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|x2||{{L|Bismuth}}, {{L|Copper}}, {{L|Lead}}, {{L|Nickel}}, {{L|Tin}}, {{L|Zinc}}&lt;br /&gt;
|-&lt;br /&gt;
|x3||{{L|Lay pewter}}, {{L|Nickel silver}}&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|x4||{{L|Trifle pewter}}&lt;br /&gt;
|-&lt;br /&gt;
|x5||{{L|Bronze}}, {{L|Fine pewter}}&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|x6||{{L|Billon}}, {{L|Bismuth bronze}}&lt;br /&gt;
|-&lt;br /&gt;
|x7||{{L|Brass}}&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|x8||{{L|Sterling silver}}&lt;br /&gt;
|-&lt;br /&gt;
|x10||{{L|Iron}}, {{L|Pig iron}}, {{L|Silver}}&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|x11||{{L|Black bronze}}&lt;br /&gt;
|-&lt;br /&gt;
|x20||{{L|Electrum}}&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|x23||{{L|Rose gold}}&lt;br /&gt;
|-&lt;br /&gt;
|x30||{{L|Gold}}, {{L|Steel}}&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|x40||{{L|Aluminum}}, {{L|Platinum}}&lt;br /&gt;
|-&lt;br /&gt;
|x300||{{L|Adamantine}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Need to recheck all animals&lt;br /&gt;
{| class=&amp;quot;collapsible collapsed&amp;quot; style=&amp;quot;width:80%; border-spacing: 1&amp;quot;&lt;br /&gt;
|- style=background-color:#ccf&lt;br /&gt;
! colspan=2|{{L|Animal}}s&lt;br /&gt;
|- style=text-align:left&lt;br /&gt;
! style=padding-right:1em|Multiplier&lt;br /&gt;
! Animal&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|x1||{{L|Antman}}, {{L|Batman}}, {{L|Bilou}}, {{L|Black-crested gibbon}}, {{L|Black-handed gibbon}}, {{L|Bonobo}}, {{L|Cat}}, {{L|Cave swallowman|Cave Swallowman}}, {{L|Chimpanzee}}, {{L|Cyclops}}, {{L|Dark gnome}}, {{L|Deer}}, {{L|Dog}}, {{L|Donkey}}, {{L|Dwarf}}, {{L|Elf}}, {{L|Ettin}}, {{L|Fox}}, {{L|Frogman}}, {{L|Gazelle}}, {{L|Giant}}, {{L|Goblin}}, {{L|Gorilla}}, {{L|Gray gibbon}}, {{L|Gremlin}}, {{L|Groundhog}}, {{L|Harpy}}, {{L|Hoary marmot}}, {{L|Horse}}, {{L|Human}}, {{L|Kobold}}, {{L|Lizardman}}, {{L|Mandrill}}, {{L|Minotaur}}, {{L|Mountain gnome}}, {{L|Mountain goat}}, {{L|Mule}}, {{L|Olmman}}, {{L|Orangutan}}, {{L|Phantom spider}}, {{L|Pileated gibbon}}, {{L|Raccoon}}, {{L|Ratman}}, {{L|Rhesus macaque}}, {{L|Siamang}}, {{L|Silvery gibbon}}, {{L|Snakeman}}, {{L|Titan}}, {{L|Troglodyte}}, {{L|White-browed gibbon}}, {{L|White-handed gibbon}}, {{L|Wizard}}&lt;br /&gt;
|-&lt;br /&gt;
|x2||{{L|Beak dog}}, {{L|Fish|Cave fish}}, {{L|Fish|cave lobster}}, {{L|Cow}}, {{L|Elk}}, {{L|Foul blendec}}, {{L|Giant mole}}, {{L|Giant rat}}, {{L|Grimeling}}, {{L|Ice wolf}}, {{L|Large rat}}, {{L|Muskox}}, {{L|Naked mole dog}}, {{L|One-humped camel}}, {{L|Satyr}}, {{L|Two-humped camel}}, {{L|Warthog}}, {{L|Wolf}}&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|x3||All large oceanic creatures ({{L|Walrus}}, {{L|Whale}}, sharks, oceanic fish), {{L|Black bear}}, {{L|Carp}}, {{L|Cheetah}}, {{L|Cougar}}, {{L|Elephant}}, {{L|Giant cheetah}}, {{L|Giant jaguar}}, {{L|Giant leopard}}, {{L|Giant lion}}, {{L|Giant tiger}}, {{L|Grizzly bear}}, {{L|Hippo}}, {{L|Jaguar}}, {{L|Leechman}}, {{L|Leopard}}, {{L|Lion}}, {{L|Longnose gar}}, {{L|Pike (fish)|Pike}}, {{L|Polar bear}}, {{L|Sea monster}}, {{L|Sea serpent}}, {{L|Slugman}}, {{L|Snailman}}, {{L|Strangler}}, {{L|Tiger}}, {{L|Tigerfish}}, {{L|Tigerman}}&lt;br /&gt;
|-&lt;br /&gt;
|x4||{{L|Alligator}}, {{L|Nightwing}}, {{L|Saltwater crocodile}}, {{L|Werewolf}}&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|x5||{{L|Cave crocodile}}, {{L|Giant bat}}, {{L|Giant cave swallow}}, {{L|Giant eagle}}, {{L|Giant olm}}, {{L|Giant toad}}, {{L|Purring maggot}}&lt;br /&gt;
|-&lt;br /&gt;
|x10||{{L|Blizzard man}}, {{L|Fire imp}}, {{L|Giant cave spider}}, {{L|Giant desert scorpion}}, {{L|Ogre}}, {{L|Sasquatch}}, {{L|Troll}}, {{L|Unicorn}}&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|x20||{{L|Frog demon}}, {{L|Tentacle demon}}&lt;br /&gt;
|-&lt;br /&gt;
|x50||{{L|Demon}}, {{L|Dragon}}, {{L|Hydra}}, {{L|Merperson}}&lt;br /&gt;
|}&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Need to recheck all plants - some have definitely changed&lt;br /&gt;
{| class=&amp;quot;collapsible collapsed&amp;quot; style=&amp;quot;width:80%; border-spacing: 1&amp;quot;&lt;br /&gt;
|- style=background-color:#ccf&lt;br /&gt;
! colspan=2|{{L|Plant}}s&lt;br /&gt;
|- style=text-align:left&lt;br /&gt;
! style=padding-right:1em|Multiplier&lt;br /&gt;
! Plant&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|x1||{{L|Hide root}}, {{L|Muck root}}, {{L|Prickle berry}}, {{L|Rat weed}}, {{L|Sliver barb}}&lt;br /&gt;
|-&lt;br /&gt;
|x2||{{L|Blade weed}}, {{L|Bloated tuber}}, {{L|Cave wheat}}, {{L|Dimple cup}}, {{L|Fisher berry}}, {{L|Longland grass}}, {{L|Pig tail}}, {{L|Plump helmet}}, {{L|Quarry bush}}, {{L|Rope reed}}, {{L|Sweet pod}}, {{L|Wild strawberry}}, {{L|Sun berry}}, {{L|Whip vine}}&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|x5||{{L|Kobold bulb}}, {{L|Valley herb}}&lt;br /&gt;
|}&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;collapsible collapsed&amp;quot; style=&amp;quot;width:80%; border-spacing: 1&amp;quot;&lt;br /&gt;
|- style=background-color:#ccf&lt;br /&gt;
! colspan=2|Miscellaneous&lt;br /&gt;
|- style=text-align:left&lt;br /&gt;
! style=padding-right:1em|Multiplier&lt;br /&gt;
! Material&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|x1||{{L|Ash}}{{verify}}, {{L|Wood}}, {{L|Thread|Silk thread}}&amp;lt;sup&amp;gt;[1]&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|x2||{{L|Charcoal}}, {{L|Coke}}, {{L|Green glass}}&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|x3||{{L|Potash}}&lt;br /&gt;
|-&lt;br /&gt;
|x4||{{L|Pearlash}}&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|x5||{{L|Clear glass}}, {{L|Soap}}{{verify}}&amp;lt;sup&amp;gt;[1]&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|x10||{{L|Crystal glass}}&lt;br /&gt;
|-&lt;br /&gt;
|||&amp;lt;sup&amp;gt;[1]The value of objects made from these materials is also multiplied by the value of their source animal.&amp;lt;/sup&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Quality ==&lt;br /&gt;
Item value is further increased by applying the {{L|Item quality|quality}} modifier.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! style=&amp;quot;padding-right: 35px;&amp;quot; | '''Designation''' || style=&amp;quot;text-align: left;&amp;quot; | '''Description''' || style=&amp;quot;padding-right: 20px; padding-left: 15px; text-align: center;&amp;quot; | '''Value &amp;lt;br&amp;gt;Modifier''' || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;Item Name || style=&amp;quot;text-align: center;&amp;quot; | &amp;amp;mdash;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; || style=&amp;quot;text-align: center;&amp;quot; | &amp;amp;times;1&amp;amp;nbsp; ||&lt;br /&gt;
|-&lt;br /&gt;
| -Item Name- || Well-crafted || style=&amp;quot;text-align: center;&amp;quot; | &amp;amp;times;2&amp;amp;nbsp; || &lt;br /&gt;
|-&lt;br /&gt;
| +Item Name+ || Finely-crafted || style=&amp;quot;text-align: center;&amp;quot; | &amp;amp;times;3&amp;amp;nbsp; ||&lt;br /&gt;
|-&lt;br /&gt;
| *Item Name* || Superior quality || style=&amp;quot;text-align: center;&amp;quot; | &amp;amp;times;4&amp;amp;nbsp; || &lt;br /&gt;
|-&lt;br /&gt;
| ≡Item Name≡ || Exceptional || style=&amp;quot;text-align: center;&amp;quot; | &amp;amp;times;5&amp;amp;nbsp; || &lt;br /&gt;
|-&lt;br /&gt;
| ☼Item Name☼ || Masterful || style=&amp;quot;text-align: center;&amp;quot; | &amp;amp;times;12&amp;amp;nbsp; || &lt;br /&gt;
&amp;lt;!--|-&lt;br /&gt;
| Unique Name || Artifact || style=&amp;quot;text-align:center;&amp;quot; | &amp;amp;times;120&amp;amp;nbsp; ||--&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Items|*Value]]&lt;/div&gt;</summary>
		<author><name>Einstein9073</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File_talk:Doors!.png&amp;diff=119011</id>
		<title>File talk:Doors!.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File_talk:Doors!.png&amp;diff=119011"/>
		<updated>2010-06-18T22:59:53Z</updated>

		<summary type="html">&lt;p&gt;Einstein9073: /* Privacy Shmivacy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Privacy Shmivacy==&lt;br /&gt;
 &amp;quot;Hey Urist. Don't mind me, just passing through.&amp;quot;&lt;br /&gt;
 &amp;quot;Magma burn it, Aloth, why don't you ever go through Umid's room?&amp;quot;&lt;br /&gt;
 &amp;quot;His room is not on the way to the alcohol stockpile, and you know it, Urist.&amp;quot;&lt;br /&gt;
 &amp;quot;Yeah, well. Still.&amp;quot;&lt;br /&gt;
 &amp;quot;No, the still is up by the forges.&amp;quot;&lt;/div&gt;</summary>
		<author><name>Einstein9073</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Losing&amp;diff=118997</id>
		<title>v0.31:Losing</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Losing&amp;diff=118997"/>
		<updated>2010-06-18T18:16:46Z</updated>

		<summary type="html">&lt;p&gt;Einstein9073: categories? why not.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;background-color: #000; color: #0f0; font-family: FixedSys, monospace&amp;quot;&amp;gt;Losing is fun!&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Either way, it keeps you busy.&lt;br /&gt;
&lt;br /&gt;
There is no internal end point or single goal or final Easter egg or &amp;quot;You Win!&amp;quot; announcement in Dwarf Fortress.  Therefore, eventually, almost every fortress will fall.  The only ones that don't, tend to be very conservative and very boring - and what fun is that?  Therefore, fun = losing, losing = fun, DF = losing = fun, and that's okay!  It's a game philosophy, so embrace it, own it, and have ''fun'' with it!&lt;br /&gt;
&lt;br /&gt;
Most new players will lose their first few forts earlier than later; &amp;lt;s&amp;gt;if&amp;lt;/s&amp;gt; when you lose a {{l|fortress}}, don't feel like you don't understand the game.  Dwarf Fortress has a steep learning curve, and part of the process (and fun!) is discovering things for yourself.  However, this Wiki serves as an excellent place to speed up the learning process.&lt;br /&gt;
&lt;br /&gt;
If you lose, you can always {{l|reclaim fortress mode|reclaim fortress}} or go visit it in {{l|adventurer mode}}.&lt;br /&gt;
&lt;br /&gt;
If you're looking for more ways to &amp;lt;s&amp;gt;die horribly&amp;lt;/s&amp;gt; test yourself, try either the {{l|mega construction}} or the {{l|Challenges}} articles.&lt;br /&gt;
&lt;br /&gt;
== Autopsy, or why your fortress died ==&lt;br /&gt;
&lt;br /&gt;
Various common things can cause the death of a fortress. Let's examine some together...&lt;br /&gt;
&lt;br /&gt;
===Dwarf vs. Nature===&lt;br /&gt;
Sometimes the wilds take you out. &lt;br /&gt;
&lt;br /&gt;
====Local Wildlife====&lt;br /&gt;
Goblins aren't the only creatures that want you dead.  The obvious threats aside, some {{L|creature}}s with benign names or descriptions can be surprisingly deadly. A sudden wildlife attack can quickly cripple or destroy an unprepared fortress.  Before you unpause a new game for the first time, hit {{k|u}}nits, and scroll down to see what's sharing your map.  Learn to do this regularly - new creatures will frequently migrate onto your map and then off again to be replaced by others.&lt;br /&gt;
&lt;br /&gt;
Consider arming up and thinning out any predictable threats.&lt;br /&gt;
&lt;br /&gt;
====Underground Life====&lt;br /&gt;
Underground life can be even more dangerous than surface life. Dig through a cavern, and expect hordes of animalmen and other cave creatures to invade your fortress. Unlike wildlife, these creatures never migrate off. Arming up helps a lot, as there really is only a small entrance they can get in by.&lt;br /&gt;
&lt;br /&gt;
===Dwarf vs. hirself===&lt;br /&gt;
Sometimes you bring it on yourself.&lt;br /&gt;
&lt;br /&gt;
====No Food====&lt;br /&gt;
A serious danger, generally in the more inhospitable {{L|climate}}s, is the loss of your {{L|dwarf|dwarves}} due to starvation.  As dwarves begin to starve, they will become {{L|hungry}}, then {{L|starving}}.  This will cause them first to slow down all work, and then to become very {{L|unhappy}}.  When they die, their friends will become upset and will become even more unhappy, potentially causing the remainder of your fortress to break out in a {{L|tantrum spiral|terminal hissy fit}}.&lt;br /&gt;
&lt;br /&gt;
Don't forget your alternative sources of {{L|food}}.  If your {{L|farm}}s aren't doing the job and a {{L|caravan|trade caravan}} is months away, try {{L|butchering}} your {{L|domestic animal}}s, {{L|plant gathering|gathering plants}}, or resorting to {{L|hunting}} of local wildlife.&lt;br /&gt;
&lt;br /&gt;
====No Booze====&lt;br /&gt;
Equally as bad is no {{L|alcohol}}, which dwarves ''require'' to be happy and productive. Some alcohol can be acquired from {{L|caravan}}s, but not enough for an entire fort until the next caravan arrives. You must {{L|farm}} plants to then {{L|brew}} those in a {{L|still}} with an empty {{L|barrel}} - it's just part of being a dwarf.&lt;br /&gt;
&lt;br /&gt;
====Water====&lt;br /&gt;
=====No water=====&lt;br /&gt;
Healthy dwarves will not die of thirst as long as they have alcohol, which in the current version can be {{L|Brewing|brewed}} without the use of water.  However, injured dwarves must be given water, not alcohol, or they will die of dehydration.&lt;br /&gt;
&lt;br /&gt;
{{L|Rain}} will refill stagnant {{L|pool}}s of water slowly.  In a hot {{L|climate}}, this may evaporate almost immediately. What's more, if the map is in a dry {{L|climate}}, such as a desert (hot or cold), then there can be long periods of time with no water anywhere - in extreme cases, none ever.  Snow will not refill pools, so you can also have a lack of water in very cold {{L|climate}}s.  Also, if weather has been turned off in the {{L|init.txt}} file then there will be no rain and no water will accumulate, though it may be there at the beginning of the game.&lt;br /&gt;
&lt;br /&gt;
If all else fails, the {{L|caverns}} are bound to contain water somewhere, so you can put down a {{L|well}}. Watch out for {{L|Giant toad|other}} [[:Category:DF2010:Humanoids|sources]] {{L|Cave crocodile|of fun.}}&lt;br /&gt;
&lt;br /&gt;
=====Too Much Water (aka &amp;quot;Flooding accidents&amp;quot;)=====&lt;br /&gt;
The opposite side of the dehydration spectrum is having too ''much'' water.  Remember that water can {{L|flow}} in 10 directions (the 8 horizontal ones as well as up and down, to the level of its source.) &lt;br /&gt;
&lt;br /&gt;
If your fortress is beginning to flood from {{L|Water#Sourced Water|sourced water}}, abandon all of the levels the water can reach immediately&amp;amp;mdash;creating a civilian alert and ordering your dwarves to a burrow upstairs.  You will never be able to recover those areas unless you can manage to {{L|pump}} out the water faster than it floods in, which can take over a year or two of game time to establish a functioning automated pump system.  Generally, a flooding accident spells doom for your fortress.&lt;br /&gt;
&lt;br /&gt;
Sometimes, a fortress is flooded with {{L|magma}}.  This is even more {{L|fun}}, and even harder to recover from.  Any shut door will stop magma, it doesn't rise as aggressively (via {{L|pressure}}) as water, and magma can be {{L|pump}}ed out with the right equipment. Read up on it. Good luck.&lt;br /&gt;
&lt;br /&gt;
==== Inability to mine (&amp;quot;Digger Mortis&amp;quot;) ====&lt;br /&gt;
aka no {{L|pick}}s.&lt;br /&gt;
&lt;br /&gt;
Diggor Mortis: ''when a Dorf with a pickaxe decides that digging where they shouldn't is a bloody good idea.''&lt;br /&gt;
&lt;br /&gt;
Simply put, you need {{L|pick}}s to mine {{L|ore}}, which is then {{L|smelt}}ed to make {{L|metal}} for items like more picks.  If you are careless (or ignorant) of how to dig safely, and your {{L|miner}}s create a {{L|cave-in|collapse}} or flood and their equipment gets lost/destroyed/unrecoverable, ''and'' you have no materials to make more picks, you will be at a severe handicap until the problem is solved.  Any dwarf can be given the {{L|mining}} {{L|labor}}, but without a pick they can do nothing.  There is no way to get new metals or stone for any purpose nor any way to dig new rooms/tunnels unless you have picks.&lt;br /&gt;
&lt;br /&gt;
If you have {{L|ore}} or {{L|bar}}s to create a {{L|weapons-grade}} metal, and a {{L|forge}} (and {{L|smelter}} if you need one), you can create new picks and continue.  You might get lucky with a {{L|caravan}} - elves never carry picks, but humans sometimes have bronze ones, and dwarves generally bring some along.  If the first dwarven caravan doesn't bring any, you can try to keep your fortress running long enough to request additional {{L|pick}}s from your Outpost {{L|Liaison}}, who will arrive with the next dwarven trade {{L|caravan}} in a year.  Or you can {{L|abandon}} and try again.&lt;br /&gt;
&lt;br /&gt;
If you have {{L|axe}}s and {{L|tree}}s available, then you can build {{L|construction|structure}}s, {{L|building}}s and {{L|furniture}} of {{L|wood}}, which is something.&lt;br /&gt;
&lt;br /&gt;
Averting this fate is simple:  stockpile at least one additional pick at the first possible opportunity, or some of the {{L|weapons-grade|raw material}} to make more, and away from current digging operations.&lt;br /&gt;
&lt;br /&gt;
See also: {{L|Make your own weapons}}&lt;br /&gt;
&lt;br /&gt;
===Dwarf vs Society?===&lt;br /&gt;
Sometimes your traditions and mores conspire. Hell Is Other Dwarves?&lt;br /&gt;
&lt;br /&gt;
====General Unhappiness====&lt;br /&gt;
Think it's no big deal to leave your dwarves with a mediocre {{L|dining room}}, no-{{L|quality}} bed and a generally inadequate fortress?&lt;br /&gt;
&lt;br /&gt;
If there is little in a fortress to give your dwarves happy {{L|thoughts}} and enough to give them unhappy {{L|thoughts}}, then your dwarves will start to throw {{L|tantrum}}s, grow melancholy, and/or cause general chaos. In extreme (but sadly not ''rare'') examples, this can lead to a {{L|tantrum spiral}} and the loss of the entire fortress.  Unhappiness is more likely to occur if your fortress is suffering other kinds of downfall, so try to keep all the bases covered.&lt;br /&gt;
&lt;br /&gt;
Another problem is if you don't have a justice system in place at the time of a spiral and manage to recover. If you later implement the justice system, the hammer may kill the former tantrum throwers, starting another tantrum because of their deaths.&lt;br /&gt;
&lt;br /&gt;
===Dwarf vs Dwarves, Orcs, Goblins, Humans...===&lt;br /&gt;
It's not paranoia if they ARE out to get you. &lt;br /&gt;
&lt;br /&gt;
====Ambush====&lt;br /&gt;
Goblin and elven ambushes alike will charge into your fortress after they are discovered. They still retreat after suffering enough casualties. Goblins still arrive with caravans, and elves can attack at any time. Even if your dwarves do not venture onto the surface, caravans will eventually trigger the ambushes. &lt;br /&gt;
 &lt;br /&gt;
See Also:&lt;br /&gt;
:* {{L|Defense guide}}&lt;br /&gt;
:* {{L|Defense design}}&lt;br /&gt;
:* {{L|Trap design}}&lt;br /&gt;
:* {{L|Military design}}&lt;br /&gt;
&lt;br /&gt;
====War====&lt;br /&gt;
See [[#Ambush]].&lt;br /&gt;
&lt;br /&gt;
====Siege====&lt;br /&gt;
{{L|Siege}}s can be quite devastating to a fortress, but unlike most of the other ways of losing they are unlikely to occur early on, even if you do something stupid to piss off another civilization.&lt;br /&gt;
&lt;br /&gt;
Should hosts of goblins besiege your gates and drive your peasantry inside, trolls beat down your doors and force you to seal off from the outside world, you may have already lost the game. Even if you have built an utterly impenetrable fortress with drawbridges and moats, siegers may stick around for a long time. Although a dwarven fortress can be made self-contained, with {{L|list of crops|crops}}, {{L|metal}} and {{L|fuel}} readily available, underground {{L|tree farm|wood source}} and your own {{L|livestock}}, a fortress may not sustain such a state indefinitely. For example, {{L|trade}} with the outside world has now been shut off, leaving you only what {{L|ore}}s are on your map for the production of mandate goods. In the (very) long run even those will run out. This can result in a breakdown of social order if you do not prevent your {{L|Hammerer}} from killing or maiming your dwarves. {{L|Shell}}, {{L|bone}}, and {{L|leather}} commonly acquired by {{L|hunting}} and {{L|fishing}} need to be supplied by previously established livestock and access to suitable water. If these resources are no longer available to your workers, moody {{L|craftsdwarf|craftsdwarves}} will be driven into suicide or worse. Rotten {{L|vermin}} {{L|corpse}}s begin to heap in your food supply, forcing you to dump these into inside {{L|refuse|refuse pile}}s, generating {{L|miasma}}. Unless an {{L|well|interior watersupply}} was established your wounded will die of dehydration.&lt;br /&gt;
&lt;br /&gt;
With all these critical industries unproductive, dwarves dying, and friends mourning over the rotting heaps of slain loved ones, it's important to remember your dwarves have nothing to do but throw funeral receptions, grief counseling sessions, and the occasional keg stand. This means they've all become one big happy family of friends, manically depressed from the loss of any dwarf.&lt;br /&gt;
&lt;br /&gt;
In short, the attacking army can simply wait until your dwarves emo themselves to death.&lt;br /&gt;
&lt;br /&gt;
====HFS====&lt;br /&gt;
''(Hidden Fun Stuff)''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you don't want {{L|Hidden Fun Stuff|spoilers}}, trust us: you'll ''know'' when you've found it. It's a great deal of [[Fun]]. &lt;br /&gt;
&lt;br /&gt;
{{Category|Guides}}&lt;/div&gt;</summary>
		<author><name>Einstein9073</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Challenges&amp;diff=118476</id>
		<title>v0.31:Challenges</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Challenges&amp;diff=118476"/>
		<updated>2010-06-14T19:05:43Z</updated>

		<summary type="html">&lt;p&gt;Einstein9073: /* Minimalist/Survivalist build */ Which is correct? Link to the old file, or copypasta the steps?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Exceptional}}&lt;br /&gt;
==Pre-Embark Build Ideas==&lt;br /&gt;
Before you embark, you can optimize or sabotage your fortress from the very start, depending on how you distribute your points. After a few years, a well-developing fortress may or may not stabilize (depending on your idea of {{L|fun}}), leaving you to other challenges.&lt;br /&gt;
&lt;br /&gt;
=== Diplomacy ===&lt;br /&gt;
* Six dwarves with only social {{L|skill}}s&lt;br /&gt;
* One skilled dwarf&lt;br /&gt;
&lt;br /&gt;
Six courtiers of the king's court made some ill-advised remarks within earshot of the king, and as a result have been ordered to go found an outpost. They've hired you to make sure they survive. The six nobles only have social skills and refuse to do any work that is beneath them.&lt;br /&gt;
&lt;br /&gt;
=== Minimalist/Survivalist build===&lt;br /&gt;
&lt;br /&gt;
* 1 anvil&lt;br /&gt;
* 2 copper ore&lt;br /&gt;
&lt;br /&gt;
Nothing else. From that alone, forge your pick and axe.  (Figure it out yourself, or see the [[40d:DIY#Minimalist_challenge_build|40d Do it Yourself]] article for a step-by-step &amp;quot;how to&amp;quot;.)&lt;br /&gt;
&lt;br /&gt;
===Peasantry===&lt;br /&gt;
* Spend 0 Points on embark&lt;br /&gt;
&lt;br /&gt;
This challenge is moderately to very difficult, depending on the wildlife and outdoor food sources. Note that the three logs from the wagon are just enough to build a trade depot.&lt;br /&gt;
&lt;br /&gt;
=== Stranded Scout Squad ===&lt;br /&gt;
* Military skills&lt;br /&gt;
* Weapons, ammunition, armor, war dogs&lt;br /&gt;
* Picks are not weapons&lt;br /&gt;
&lt;br /&gt;
Your civilian 'friends' promised a caravan in the fall as they left, laughing. Hopefully, you can survive until then with your forward scouts.&lt;br /&gt;
&lt;br /&gt;
==Races==&lt;br /&gt;
Pretend to be another race! You can mod the game or just pretend that Elves have hair. It doesn't matter what you look like, just what you build, with what materials, and what's for lunch after we build it.&lt;br /&gt;
&lt;br /&gt;
===Elves - The Ultimate Hippy Challenge===&lt;br /&gt;
Peace, man.&lt;br /&gt;
* Don't gather plants except those you plant yourself. &lt;br /&gt;
* Don't gather wood nor trade for it with humans or dwarves. &lt;br /&gt;
* Trade for plants and wood only with the elves; they understand your environmental code. &lt;br /&gt;
* Don't burn any {{L|fuel|coal}}. Do you know what that does to the environment, man?&lt;br /&gt;
**Magma-smelting is an option, but steel can't be had.&lt;br /&gt;
* Don't cause any creature's death, except in self-defense.&lt;br /&gt;
**No military, induced submerging, or lethal implementation of corkscrews.&lt;br /&gt;
* Only use cage traps, and either tame the creatures you catch, or release them back into the wild.&lt;br /&gt;
* {{L|Elf|Hippies}} prefer sunlight and wooded areas, with minimal use of rock (digging and building).&lt;br /&gt;
&lt;br /&gt;
For an extra challenge try this in an area with a cave.&lt;br /&gt;
&lt;br /&gt;
===Humans - Living Large and Standing Tall===&lt;br /&gt;
Pretend you're a filthy above-ground dwelling {{L|Human|human}}.&lt;br /&gt;
* Build a town wall.&lt;br /&gt;
** Only hovels and farms outside the town walls.&lt;br /&gt;
* House your dwarves in small town homes &lt;br /&gt;
** 5-10 dwarves per house (they had pretty big families back in the day)&lt;br /&gt;
** Upstairs bedrooms, small dining room, maybe a single level basement.&lt;br /&gt;
* House your workshops according to profession, not convenience.&lt;br /&gt;
* Build warehouses for stockpiles, and set guards outside them.&lt;br /&gt;
* Create a keep, with its own wall, barracks, treasury, etc.&lt;br /&gt;
** House your nobles within the keep.&lt;br /&gt;
* Create a market square.&lt;br /&gt;
* Create a main street from the town wall to the market square and/or keep. Well-paved blocks, statues and decorative shubbery are a must.&lt;br /&gt;
* No underground connections between different areas.&lt;br /&gt;
* For obtaining stone, metal, etc. a mine may be built, but must have separate entrance from other buildings. It can be outside the fortress, but must not connect to the interior, or vice versa.&lt;br /&gt;
** If you create a side hill mine, only carve large (at least 2 tiles) tunnels, and create shaft to the surface to allow air circulation.&lt;br /&gt;
** Or better than that, create an open pit mine / quarry, with ramps to access lower floors.&lt;br /&gt;
* BONUS: Miniproject: Build a large, multiple-z-level fountain complete with decorations.&lt;br /&gt;
* BONUS: Miniproject: Human Inn, containing your only booze stockpile and should be party-oriented.&lt;br /&gt;
* BONUS: Miniproject: Farm simulation, complete with crops and free-range livestock, etc.&lt;br /&gt;
* BONUS: Easy Play: Embark on top of a Human Town.&lt;br /&gt;
* BONUS: Advanced Play: Modify the raws and actually use humans to make the fort. &lt;br /&gt;
* MEGABONUS: Build your entire fortress as {{L|mega constructions|one huge arcology}}.&lt;br /&gt;
* MEGADWARFBONUS: Build your City in a giant, artificial cave.&lt;br /&gt;
&lt;br /&gt;
===Luddite===&lt;br /&gt;
Shun technology and contraptions. Who can really trust them, with those {{L|Gremlin|gremlins}} around. This may be challenging, as it forbids easy isolation/defense from attacks, all traps and wells. Irrigation is reduced to solid elbow grease and maybe a bucket or two. This challenge may be even harder combined with another challenge.&lt;br /&gt;
* No mechanics or {{L|mechanism}}s&lt;br /&gt;
* No {{L|machine}}s&lt;br /&gt;
&lt;br /&gt;
===Earthworms===&lt;br /&gt;
Live constantly tunneling. Churn up the soil as you go and visit the surface only rarely to collect the stuff you need..&lt;br /&gt;
* Create one long tunnel. Dig forward at one end whilst sealing off (collapsing, building walls across) the other end. &lt;br /&gt;
* Workshops should be built directly behind the row of miners. When they reach the point where they would be destroyed, take them apart and rebuild back by the miners again.&lt;br /&gt;
* To make it easier, you can come up to the surface now and then.&lt;br /&gt;
* Try to keep the tunnel as short as possible.&lt;br /&gt;
* Like this: ||||||||==========&amp;gt; (| is walled off end section, = is tunnel and &amp;gt; is the miners.&lt;br /&gt;
* BONUS: Leave those pesky nobles walled in as you tunnel away from them!&lt;br /&gt;
* BONUS: Leave stockpiles of armour and weapons for any future diggers to find!&lt;br /&gt;
* MEGABONUS: Surprise a goblin siege by tunneling up underneath them!&lt;br /&gt;
&lt;br /&gt;
==Utter Dwarfiness==&lt;br /&gt;
Need new ways to behave or new techniques to dip your toes into? Give any or all of your starting 7 some quirks to live up to. Want to try making your Boss a hell-bent, paranoid despot? Or establish a routine mass murder of small animals to provide your fort with raw meat by a vaguely intimidating, estranged butcher?&lt;br /&gt;
&lt;br /&gt;
===Bandit Camp===&lt;br /&gt;
* Three or more Marksdwarves (perhaps with {{L|Ambusher|ambushing}})&lt;br /&gt;
* Embark site featuring places to hide&lt;br /&gt;
&lt;br /&gt;
Attack and loot every enemy sentient creature you can find, such as goblins &amp;amp; kobolds. Develop sneaky and even horrific methods of trapping and 'processing' friendly sentients (merchants, diplomats, and even migrants). Take no prisoners and leave no evidence of foul play.&lt;br /&gt;
&lt;br /&gt;
===City-States===&lt;br /&gt;
* All dwarves embark as peasants&lt;br /&gt;
* 7 or multiple of 7 of everything you bring (especially picks and axes)&lt;br /&gt;
&lt;br /&gt;
At the start your dwarves split everything equally and move to 7 different locales that are not interconnected. They have to mine their own rooms, plant their own crops, use their own craft piles. This will probably require a bit of cross-fertilization until you get {{L|door}}s and can lock everyone in, but after that it is every dwarf for him/herself!&lt;br /&gt;
&lt;br /&gt;
Burrows are very useful for this.&lt;br /&gt;
&lt;br /&gt;
===Dwarftopia===&lt;br /&gt;
*Embark only with dwarves that have max skills, with no more than one miner; but bring extra copper picks.&lt;br /&gt;
*Separate the fortress into 2 parts: a vibrant city above, and a depressed slum below.&lt;br /&gt;
**BONUS: Reverse the order; elite dwarves get to live underground, while the poor have to scratch a living off the surface.&lt;br /&gt;
*Throw all low-skill immigrants into the pits, where they will spend the rest of their lives (unless called up for the draft).&lt;br /&gt;
*'''DO NOT UNDER ANY CIRCUMSTANCES''' let said immigrants socialize whatsoever with the Elite; so nobody (who matters) will be upset when they die.&lt;br /&gt;
**BONUS: Make it impossible for anybody to escape by using trapdoors to drop them in and bridge-a-paults for sending goods out (preferably with a carp-based sterilization system).&lt;br /&gt;
***MEGADWARFBONUS: Set it all up so that none of the 'elite' have to do any work; all their needs are met by the laborers.  Watch what happens and laugh as the laborers die out and high society breaks down.&lt;br /&gt;
&lt;br /&gt;
===Equaland===&lt;br /&gt;
* No embark requirements&lt;br /&gt;
* Construct a successful fortress&lt;br /&gt;
* All dwarves are given equal attention regarding quarters, dining, armament and burial&lt;br /&gt;
* One dwarf elected to be &amp;quot;The Leader&amp;quot; commands a lever system capable of killing a single dwarf of your choice in their room, however you wish&lt;br /&gt;
* Allow the Leader (your id) free reign on his power, enforcing impossible and unannounced criteria on your other dwarves with death being the only punishment&lt;br /&gt;
&lt;br /&gt;
===Hermit===&lt;br /&gt;
* Spend points ONLY on ONE {{L|Pick}}&lt;br /&gt;
&lt;br /&gt;
A well known and popular challenge. Kill off 6 starting dwarves and any {{L|immigrant|immigrants}} as they arrive, and try to make a living for the last dwarf. Turn away merchants. If they don't leave, kill them.&lt;br /&gt;
&lt;br /&gt;
'''Variants'''&lt;br /&gt;
To moderate difficulty, feel free to allow these exceptions:&lt;br /&gt;
* Keep one male and one female dwarf as the Dwarven Adam and Eve. &lt;br /&gt;
* Keep your starting seven, but no immigrants.&lt;br /&gt;
* Selectively admit dwarves based on name, profession, etc.&lt;br /&gt;
* Embark with an anvil as well.&lt;br /&gt;
&lt;br /&gt;
===Hunting Party===&lt;br /&gt;
* One Marksman+Ambusher&lt;br /&gt;
* One Cook+Farmer&lt;br /&gt;
* One Brewer+Farmer&lt;br /&gt;
* Four exclusively social dwarves&lt;br /&gt;
* Embark with no anvil, many hunting dogs, into a challenging biome (terrifying areas may have no supply of wood)&lt;br /&gt;
&lt;br /&gt;
===Immigration and customs enforcement===&lt;br /&gt;
* One miner/mason/architect&lt;br /&gt;
* One woodcutter/carpenter/architect&lt;br /&gt;
* Five military dwarves&lt;br /&gt;
* Embark into a canyon or on a road&lt;br /&gt;
* Don't embark with an anvil&lt;br /&gt;
&lt;br /&gt;
Spend the first year building fortifications to interdict traffic. Immigrants can build a town around you, but your original seven dwarves remain dedicated to their mission (purely military in purpose).&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Let Loose the Dogs of War&amp;quot;===&lt;br /&gt;
* No military Dwarves are permitted, including Fortress Guard.&lt;br /&gt;
* No weapons or armor may be forged, and any obtained from looting must be melted down.&lt;br /&gt;
* War dogs must be your only form of attack and defense.&lt;br /&gt;
** Bonus : No traps or defense mechanisms of any kind may be utilized, only dogs.&lt;br /&gt;
&lt;br /&gt;
===28 Days Later===&lt;br /&gt;
&lt;br /&gt;
*Embark at a terrifying biome(Scary Biome), make sure there are zombie somethings. Set up a five thick wall around your camp. Never leave the perimeters. All migrants would be wandering survivors, let them in or don't, as they might be infected.&lt;br /&gt;
*Bonus: If you have &amp;quot;reason&amp;quot; to believe the migrants are infected, sacrifice them to the Blood God. Remember, he loves Magma!&lt;br /&gt;
*Bonus: Only Marksdwarves for defense, You shouldn't get near the zombies, they tend to bite.If they are wounded, they must be quarantined, and shall therefore die.&lt;br /&gt;
*AdvancedPlay: Add zombie to the creatures list and set them as [EVIL]. &lt;br /&gt;
**Bonus: Send one heroic guy to save the migrants from the zombies, like in 28 days later.&lt;br /&gt;
**Elf skin clothing anyone?  &lt;br /&gt;
*Keep a diary from one of the characters perspectives, to be read when the world is repopulated.&lt;br /&gt;
&lt;br /&gt;
===Master Of One===&lt;br /&gt;
Pre-Embark:&lt;br /&gt;
* All starting dwarves must have only one skill&lt;br /&gt;
&lt;br /&gt;
Post-Embark:&lt;br /&gt;
* No changes are allowed on any dwarf's labor screen, except to ''disable'' hauling labors (enabling hauling is forbidden)&lt;br /&gt;
* All immigrants must stay with the profession(s) they arrive with&lt;br /&gt;
* All peasants must be activated into the military&lt;br /&gt;
&lt;br /&gt;
'''Variant:'''&lt;br /&gt;
*Only allow one dwarf for each skill to remain in your fort (1 mason, 1 miner, 1 farmer, etc.). Slaughter or draft all other dwarves.&lt;br /&gt;
&lt;br /&gt;
===Monarch with a grudge===&lt;br /&gt;
* Forbid any and all use of stone and metal&lt;br /&gt;
* No exposed tile may be labeled &amp;quot;Underground&amp;quot;&lt;br /&gt;
* Artifacts containing stone and metal are to be destroyed '''utterly''' (magma or the {{L|Dwarven atom smasher|DAS}})&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Nay, no ponderous stone doors or shining silver arcades, not while I live!&amp;quot;&lt;br /&gt;
The new king has decided rocks and metals can no longer be used in construction. He'll be overthrown shortly, but in the meantime construct your fortress without them.&lt;br /&gt;
&lt;br /&gt;
'''Variants'''&lt;br /&gt;
* Embark with no construction materials, into an area devoid of trees.&lt;br /&gt;
* Construct a fortress made entirely out of glass. Try not using magma or limit yourself only to clear and crystal glass.&lt;br /&gt;
* Build with soap bars. Show those elven traders just how much you despise their philosophies by building with stuff derived from dead trees ''and'' dead animals. Cats are an excellent source of tallow.&lt;br /&gt;
* Choose one type of rock, one type of metal, one type of gem, one type of wood, and optionally one type of glass. All constructions can only use those types in their construction. An easy way to enforce this with stone is to mark all but your choice &amp;quot;Economical&amp;quot;.&lt;br /&gt;
* Bonus points: Stone is forbidden along with digging&lt;br /&gt;
&lt;br /&gt;
===Noblesse requiro===&lt;br /&gt;
* Construct a fortress only to please nobles (who, for the sake of this challenge, are all criminally psychotic)&lt;br /&gt;
* Criminals who deserve justice should be incarcerated, tortured, and executed for ''any'' offense. Use your imagination for every step of the process. Remember, there is no right to a fair and speedy trial in Armok's eyes.&lt;br /&gt;
* All Nobles must be treated to the highest quality living conditions&lt;br /&gt;
* All others must be treated to the bare minimum needed to physically keep them alive&lt;br /&gt;
* Elected nobles are to be treated as regular dwarves, but mandates hold equal sway regarding justice&lt;br /&gt;
&lt;br /&gt;
===Santa Urist===&lt;br /&gt;
* Embark in a glacier biome&lt;br /&gt;
* Take at least 3 craftsdwarves to serve as Santa's Elves. &lt;br /&gt;
* Export as many toys as possible. These are your only permitted trade good.&lt;br /&gt;
* Bonus: Use this Christmas-themed tileset: [[http://df.magmawiki.com/index.php/User:Sphr/gfx_set#Christmas_Special_2007]]&lt;br /&gt;
&lt;br /&gt;
===Sitting on trees===&lt;br /&gt;
* Construct a wooden &amp;quot;tree&amp;quot; or several, spanning many (a dozen or so) z-levels&lt;br /&gt;
* Establish a successful fortress not inside, but around, these constructed trees&lt;br /&gt;
&lt;br /&gt;
===The Mad Butcher===&lt;br /&gt;
* One dedicated Butcher+Tanner&lt;br /&gt;
* Minimal supplies and skills, so you can bring...&lt;br /&gt;
* As many puppies and kittens you can afford&lt;br /&gt;
* All food-gathering skills (except your Butcher+Tanner and Brewing) are forbidden&lt;br /&gt;
&lt;br /&gt;
Caging your animals will increase performance to prepare a suitable butchery. Construct a wide, deep shaft to be zoned as an animal pit. At the bottom, outfit an isolation chamber complete with food and alcohol stockpiles, a bed, a butchery and a tanner's workshop. An active well will prevent mishaps. You should include during the construction either an airlock chamber (to enable the butcher to pass on food) or a second pit where the butcher dumps his created food. After construction, seal your butcher+tanner inside and live only off of his work.&lt;br /&gt;
&lt;br /&gt;
===The World is Flat===&lt;br /&gt;
* No pre-embark requirements&lt;br /&gt;
* You'll probably want a region with lots of hills/mountains. &lt;br /&gt;
* You may only work/build/live on the original Z level where your wagon was&lt;br /&gt;
* No moats allowed, as this requires a channel, which goes below your z-level&lt;br /&gt;
&lt;br /&gt;
===Hunter and Gatherer===&lt;br /&gt;
Pre-Embark (World-Gen)&lt;br /&gt;
* Try creating a world in year 1 (optional)&lt;br /&gt;
Post-Embark&lt;br /&gt;
* Everything allowed except Farming and Cattle Breeding.&lt;br /&gt;
Bonus&lt;br /&gt;
* Bonus: Embark in a desert, so only hunting and (aquifier) fishing.&lt;br /&gt;
** Extra Points: Dont fish in the aquifier. How could the turtles get there anyway?&lt;br /&gt;
** Create a huge pyramid and sacrifice living beings or valuables to Armok for rain by dropping it in the hollow inaccessible pyramid from the top.&lt;br /&gt;
*** Extended version: Fill the pyramid with magma!&lt;br /&gt;
** Create lines like the Nazca to honour Armok, so he will send some rain (maybe).&lt;br /&gt;
* Bonus: No Mechanics and only limited (i.e. only copper) or no metalworking.&lt;br /&gt;
&lt;br /&gt;
===Cave Men===&lt;br /&gt;
Pre-Embark&lt;br /&gt;
An Overworld acessable cave&lt;br /&gt;
&lt;br /&gt;
Post-embark&lt;br /&gt;
Go into the cave with all your dwarves, and try to survive the harsh enviorments of the new cave systems.&lt;br /&gt;
You cant use items from ground zero, all wood must be harvested in the caves, along with food.&lt;br /&gt;
&lt;br /&gt;
*Bonus* no trading, who wants to enter that creepy cave anyways?&lt;br /&gt;
*MEGA BONUS* No dogs and no warrior dwarves.&lt;br /&gt;
&lt;br /&gt;
===Fort wars!===&lt;br /&gt;
&lt;br /&gt;
*The initial 7 create 2 forts on opposite sides of a map.&lt;br /&gt;
&lt;br /&gt;
*After the initial 7, 1/2 of all immigrants get assigned to a burrow that encompasses one of the forts. New children get assigned to their parents fort. Each fort is self sustaining and produces their own goods. Then it turns into a competition to see which fort can produce the most wealth. &lt;br /&gt;
* Nobles are given free reign and will be quartered in the winning fort.&lt;br /&gt;
* Make a giant wall separating the forts above ground. On one side of the wall is an artificial lake made of water and on the other, one made of magma. Call forts Reliable.Excavation.Demolition and Builders.League.United.&lt;br /&gt;
&lt;br /&gt;
===Deep dwarfs===&lt;br /&gt;
Following the embark, lock yourself up under the ground.&lt;br /&gt;
Don't let any of your dwarfs go outside. Let invaders into your underground maze of doom!&lt;br /&gt;
&lt;br /&gt;
*BONUS: Dig deeper and deeper, abandoning the upper levels and rebuilding your fortress as you get more&lt;br /&gt;
deep.&lt;br /&gt;
*MEGA BONUS: create a caste of deep dwarfs (nobles?), who will only live on the bottommost levels.&lt;br /&gt;
&lt;br /&gt;
===Earth Mover===&lt;br /&gt;
*Do what you need to get a huge guild of miners&lt;br /&gt;
*Dig every square in the map.&lt;br /&gt;
**Hint: you might want to turn cave-in on&lt;br /&gt;
**Another hint: Do you really want to put your castle up there, when your dwarfs are digging down there?&lt;br /&gt;
&lt;br /&gt;
===Minimalist===&lt;br /&gt;
The opposite of Earth Mover&lt;br /&gt;
*Only dig a stone you need&lt;br /&gt;
*There should be no unused stones on the map&lt;br /&gt;
*BONUS: No spare items or furniture also&lt;br /&gt;
*MEGA-BONUS: No wars, as war leaves corpses and other useless crap&lt;br /&gt;
&lt;br /&gt;
===Oh, The Humanity!===&lt;br /&gt;
*Live like humans do.&lt;br /&gt;
*Make about half of your buildings out of wood- structures that serve no defensive purpose, such as  workshops, meeting halls, dining halls, the homes of the serfs and peasants etc should be wooden. You can also divide a large building up as sensible- you might make the main structure of a castle or wall out of stone for strength, then make the interior detailing, shacks, and other &amp;quot;addon&amp;quot; buildings out of wood. The important thing to keep in mind is that for humans, drafty, damp stone buildings are sometimes a functional necessity, not something they prefer.&lt;br /&gt;
*Build an aboveground outer wall of wood to start- you can replace it with stone once you reach fifty individuals.&lt;br /&gt;
*Underground areas are ONLY for mining shafts, root cellars, plumbing/mechanics, and perhaps a secret passage for your nobles to take in emergencies. No workshops, living spaces, or large-scale storage allowed.&lt;br /&gt;
*Most of your mining for ore and minerals should be done quarry-style, as humans are not well-suited to long-term underground life. A quarry should be a big, wide-open pit, shaped like an inverted pyramid, with a ramp leading out, so you don't feel boxed in and claustrophobic. Don't worry about the ecological impact of your surface strip mining.&lt;br /&gt;
*An exception to the mining rule is excavation for purposes of putting up outdoor buildings- so you can carve away a cliff wall to make room for a building, but you can't actually build *into* the wall like a dwarf would, so channel that natural dirt/stone roof out!&lt;br /&gt;
*All farming must be done with surface plants. No underground plants.&lt;br /&gt;
*Humans need several pubs so they can go bar hopping in their free time- they get bored with just one. Make sure you have a separate pub for every 15 individuals.&lt;br /&gt;
*Unlike dwarves, few humans have enough beard to hide their naughty bits when they run around naked. Make sure your humans have enough clothing to wear at all times.&lt;br /&gt;
*Finally, you need an aboveground castle. Early on, a small building will suffice but by the time royalty arrives, you'll need to have at least begun constructing a castle worthy of their station.&lt;br /&gt;
&lt;br /&gt;
*BONUS: Humans enjoy bathing. If there is no pond inside your walls, build a channel to carry fresh water to an artificial pond so your people have a place to cleanse themselves. Build a 1-level waterfall in it so they can shower, and stock soap nearby.&lt;br /&gt;
*BONUS: Humans, as opposed to the elves reverence for nature and the dwarves utter disregard for it, actually believe it is their duty to pollute and destroy nature.&lt;br /&gt;
**Designate large refuse stockpiles and garbage dumps in the wilderness, and fill them. &lt;br /&gt;
**Chop down enough trees to piss off the elves every once in a while. &lt;br /&gt;
**Fill the map with paved roads. Pavement rules!&lt;br /&gt;
&lt;br /&gt;
*MEGABONUS: The ultimate in human engineering. Build a 5-level above-ground mega-mall displaying all your salable wares. Build various stores for your goods, back room storage, a wishing pool for the main atrium, a food court with several &amp;quot;restaurants&amp;quot; specializing in specific foods and meals, a hair salon, a bank, and a security office staffed with rent-a-cops. Come up with more if you feel like it.&lt;br /&gt;
**UBER-ULTRA-BONUS: Give all the mall's stores security doors that can be controlled from the security office, for instant lockdown in case of a shoplifter. Can't have too much security!&lt;br /&gt;
&lt;br /&gt;
=== Dwarfen Prison ===&lt;br /&gt;
Faced with raising criminal rates the king has decided to go for a zero-tolerance policy. He sent out seven dwarfs to build and manage a prison to hold the worst of the worst criminals of dwarfenkind.&lt;br /&gt;
&lt;br /&gt;
* Only your initial 7 dwarfs may do any work&lt;br /&gt;
* All immigrants are treated as inmates sentenced to life-long prison sentences. Yes, even the children. Don't ask, you are just doing your job and who are you to criticize the dwarfen justice system?&lt;br /&gt;
* Every inmate is locked up in solitary confinement within his/her own &amp;lt;strike&amp;gt;bedroom&amp;lt;/strike&amp;gt; cell with only a bed and a forbidden metal door. Metal bars instead of walls are optional.&lt;br /&gt;
* Inmates have to be kept alive in their cells, but don't pamper them: Make them live on a diet of water and raw plump helmets. Feed them by dumping the plump helmets through holes in the cell ceilings or using an airlock system. Water can be provided through a water hole in the floor leading to a sewer system.&lt;br /&gt;
* Should an inmate [[tantrum|start to rebel]] the &amp;lt;strike&amp;gt;[[sheriff]]&amp;lt;/strike&amp;gt; chief warden should restore discipline with an iron hand.&lt;br /&gt;
* It won't take long until a few inmates start to [[strange_mood|go insane]] from sensory deprivation. Too bad for them.&lt;br /&gt;
&lt;br /&gt;
=== Cavernous Dwarves ===&lt;br /&gt;
A version of ‘Deep Dwarves’ and ‘Cave Men’, this challenge takes advantage of the large, underground caverns you find when you dig deep enough.&lt;br /&gt;
&lt;br /&gt;
*Dig out a few rooms near the surface to hold all your starting goods and move them all underground as quickly as possible. (Don’t forget to disassemble your wagon.)&lt;br /&gt;
*Designate a meeting area underground so that none of your dwarves will be on the surface and then remove the stairs/ramps leading up.&lt;br /&gt;
*Start digging.  Dig until you find the underground caverns (around lvl 10 - 15 depending on your map).&lt;br /&gt;
*Treating the caverns as ‘outside’, build your rooms and halls with windows looking into the caverns/underground lakes.&lt;br /&gt;
*Try as much as possible to not disturb the natural formations of the caverns.  Building around a pillar is fine, carving out a pillar and building inside of it is fine, but avoid removing pillars.  Use the cavern floor as your main hallway.&lt;br /&gt;
*Starting with at least one combat-ready dwarf is advisable (you may want more than one) as there creatures lurking around every corner.&lt;br /&gt;
*'''BONUS POINTS''': Construct a castle in a large cavern to house your nobles and make sure that all their rooms/offices overlook the working peasants.&lt;br /&gt;
*'''Extra Room Challenge''': If you are looking to expand the caverns, you may drain lakes into magma seas. (WARNING: This is a frame-rate killer!!!  If you try this, make sure to disable the auto-pause/re-centering for collapsing cavern messages, and expect it to take a long time to complete.)  Once you have one or more lake drained, you will likely have doubled the size of available caverns to build in.&lt;br /&gt;
&lt;br /&gt;
=== Roman Empire ===&lt;br /&gt;
This challenge tries to emulate Europe during the Roman Era.&lt;br /&gt;
&lt;br /&gt;
*All new male non-noble dwarves must be conscripted into the military for a period of no less than a year. Your initial seven are exempt, as they may be thought of as having fulfilled their military duty earlier in life.&lt;br /&gt;
*Steel, Aluminum, and Pig Iron are banned.&lt;br /&gt;
*All full-time military dwarves must have a matching set of iron platemail ([http://en.wikipedia.org/wiki/Lorica_segmentata lorica segmentata]) and iron short swords.&lt;br /&gt;
**All conscripted dwarves must have a full set of leather armor (material doesn't matter) and wooden crossbow.&lt;br /&gt;
***BONUS: All conscripted dwarves must have bows and arrows instead of crossbows and bolts. Trade with the filthy [[elf|Gauls]] for them.&lt;br /&gt;
*BONUS '''Peloponnesian War''': All full-time military units may only wear bronze armor and use spears.&lt;br /&gt;
*BONUS '''Aztec Empire''': All military may only use leather armor and obsidian short swords.&lt;br /&gt;
**MEGA BONUS '''Pre-Historical''': All metal production is banned.&lt;br /&gt;
&lt;br /&gt;
==Arbitrary Law==&lt;br /&gt;
Rule your fortress with a Soapen Fist! Or see how far you get until a (voluntary) significant flaw sends you into an inevitable sadness spiral. Whatever it is, be sure to stick by it or you'll be meeting the Hammerer.&lt;br /&gt;
&lt;br /&gt;
===ASPCA===&lt;br /&gt;
* {{L|Animals}} are forbidden from the fortress&lt;br /&gt;
* Animals following immigrants cannot enter the fortress&lt;br /&gt;
* Lethal traps forbidden, caged non-sentients must be immediately released&lt;br /&gt;
* Butchery is forbidden, but leatherworking is allowed&lt;br /&gt;
&lt;br /&gt;
Rather than forbidding immigrant pets from entering, you can choose to deal with the owner of that pet instead for a more sadistic challenge.&lt;br /&gt;
&lt;br /&gt;
===Commune===&lt;br /&gt;
* After embarking, enable all labors on all dwarves (including immigrants)&lt;br /&gt;
* Beds can only be designated as barracks, and no dwarf can be assigned to a bed (even nobles)&lt;br /&gt;
* Coins are forbidden&lt;br /&gt;
* Be aware that nobles are to be considered part of the &amp;quot;bourgeoisie&amp;quot; and {{L|Unfortunate accident|dealt with}} immeadiatly&lt;br /&gt;
&lt;br /&gt;
===Couples only===&lt;br /&gt;
* As soon as a married couple exists in your fortress:&lt;br /&gt;
** Kill all single dwarves (or put them in a meeting area for a year to find a lover. Kill the rest)&lt;br /&gt;
** Kill all incoming single dwarves&lt;br /&gt;
** Try to save children, until they are adult and single&lt;br /&gt;
&lt;br /&gt;
===Dieting Dwarves===&lt;br /&gt;
* Exclusively dine on a food type of your choice (meat, fish, plants, alcohol)&lt;br /&gt;
* Optionally, forbid alcohol consumption to limit carbohydrate intake&lt;br /&gt;
**Note: forbidding alcohol permanently is as good as accepting a slow but continuous fortress death&lt;br /&gt;
&lt;br /&gt;
===Dwarf Liberation Movement===&lt;br /&gt;
* Nobles are worthless scum, we give them nothing!&lt;br /&gt;
* As soon as possible, cage your expedition leader.&lt;br /&gt;
* Never appoint any dwarf into becoming a noble.&lt;br /&gt;
* Cage any dwarf that appears on the nobles and administrators screen.&lt;br /&gt;
* When your population elects a new mayor, release your old one and cage the new one.&lt;br /&gt;
** Bonus : Cage the king and all of his escorts!&lt;br /&gt;
** Extra Bonus : Once you have caged all nobles, administrators, the king and his advisor; you must unleash the Dwarf Atom-Smasher upon them.&lt;br /&gt;
&lt;br /&gt;
===Fight for your name===&lt;br /&gt;
* Before embarking, randomly generate a fortress name and be sure to know its English translation&lt;br /&gt;
* Do the same with your group name&lt;br /&gt;
* Creatively designate a serious goal for your fortress, based on these names&lt;br /&gt;
* Fanatically reach your goal&lt;br /&gt;
&lt;br /&gt;
===Fort Geneva===&lt;br /&gt;
* Lethal traps are forbidden&lt;br /&gt;
* Caged sentient creatures are to be considered prisoners of war and treated humanely&lt;br /&gt;
&lt;br /&gt;
Suggested provisions for prisoners: a bed, a personal cell, a commons area, aboveground exercise yard, and the clothes the creature was wearing when captured. For more inspiration, go to: [http://en.wikipedia.org/wiki/Geneva_Conventions Geneva Conventions]&lt;br /&gt;
&lt;br /&gt;
===Government in Exile===&lt;br /&gt;
* Only Military and Social skills can be purchased and enabled in your entire fortress&lt;br /&gt;
&lt;br /&gt;
All dwarves are either nobles or in the military.  The only useful dwarves you'll have will be your broker, manager, mayor, bookkeeper, and dungeon master.  If you can survive until the sheriff arrives, transfer your entire military into the fortress guard.  With a little luck, and a lot of exported roasts, you too can rule without proletarian interference.&lt;br /&gt;
&lt;br /&gt;
===Hardcore Altruism===&lt;br /&gt;
* Do not allow the death of any Dwarf&lt;br /&gt;
&lt;br /&gt;
Though not viscerally entertaining, an incredible challenge. All strange moods must be given what they crave. All medical attention must be done ASAP. Mining, fishing and hunting must be done with much care. Sadness must be met with excellent social skills and quality furniture.&lt;br /&gt;
&lt;br /&gt;
===Industrial Plant===&lt;br /&gt;
* Choose one industry that produces commercial goods&lt;br /&gt;
* No other industries permitted, only imported&lt;br /&gt;
&lt;br /&gt;
===Johannesfort===&lt;br /&gt;
* Find a starting location with a lot of gabbro, containing Kimberlite&lt;br /&gt;
* Mine and cut all the diamonds on the map&lt;br /&gt;
* Only gems can be traded.&lt;br /&gt;
&lt;br /&gt;
===Sexist Segregation===&lt;br /&gt;
* Establish two functioning and stable fortress&lt;br /&gt;
* One must be entirely male, the other entirely female&lt;br /&gt;
* Married couples are to be processed&lt;br /&gt;
&lt;br /&gt;
===THIS! IS! SPARTAAAA!===&lt;br /&gt;
* Change your population cap to 300.&lt;br /&gt;
* At least half of your fortress population must be active in the military.&lt;br /&gt;
* Crossbows and traps are forbidden.&lt;br /&gt;
* Only spears, swords, wrestling, helmets (helms) and shields may be equipped by military and used to fight.&lt;br /&gt;
** BONUS: All weapons and armour must be made from bronze.&lt;br /&gt;
* Civilian dwarves have all labors enabled.&lt;br /&gt;
** If ever activated, cannot use quality weapons or armor.&lt;br /&gt;
* Maimed dwarves (perceived to be) incapable of being fully healed must be killed. (This includes incurable spinal injuries in military dwarves!)&lt;br /&gt;
* Devise methods of dropping Liaisons down pits during meetings. Yell, &amp;quot;THIS IS SPAARRTAAAAA...&amp;quot; at your monitor.&lt;br /&gt;
* Demand goods be turned over from all caravans.&lt;br /&gt;
* Recreation is forbidden, as well as any 'improving' action, such as smoothing/engraving, or constructing things out of metals what can be done with rock and wood (besides spears, swords and shields).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Note that the above suggestions are modeled on the popular movie [http://en.wikipedia.org/wiki/300_(film) 300], an adaption of the visual novel [http://en.wikipedia.org/wiki/300_(comics) 300], both of which historically inaccurate. For a more &amp;quot;realistic dwarven Sparta&amp;quot;, try reading the Wikipedia article on [http://en.wikipedia.org/wiki/Sparta#Society Spartan society].&lt;br /&gt;
&lt;br /&gt;
===Mesoamerican Dwarfs===&lt;br /&gt;
* All food must be grown above ground, on small plots, surrounded by canals (chinampas)&lt;br /&gt;
** BONUS: Flood the farms annually.&lt;br /&gt;
* All buildings must be above ground.&lt;br /&gt;
* Capture as many of your enemies as possible.&lt;br /&gt;
* Build a massive step pyramid at the center of your fortress. Appoint one dwarf high priest and have him kill the prisoners at the top.&lt;br /&gt;
** BONUS: Build it upside-down.&lt;br /&gt;
*** MEGABONUS: Build the entire city on top of the upside-down pyramid, with another pyramid-temple in the middle.&lt;br /&gt;
* Surround your fortress with an artificial lake.&lt;br /&gt;
** BONUS: Build it in the middle of a natural lake.&lt;br /&gt;
* Use only copper or bronze metal (except for iron anvils).&lt;br /&gt;
* Soldiers can only use obsidian short swords. Axes are only for wood cutting.&lt;br /&gt;
* No armor except leather and only let champions use it. All others must fight unarmored.&lt;br /&gt;
** BONUS: Divide your soldiers into &amp;quot;Jaguar[http://en.wikipedia.org/wiki/Jaguar_warrior]&amp;quot; and &amp;quot;Eagle[http://en.wikipedia.org/wiki/Eagle_warrior]&amp;quot; warrior societies and outfit them with leather armor made from their respective animals. &lt;br /&gt;
* Demand that all non-dwarf caravans surrender their goods as tribute.&lt;br /&gt;
* Build a giant, multistory building for holding skulls.&lt;br /&gt;
&lt;br /&gt;
==Megaprojects==&lt;br /&gt;
Try building some &amp;lt;s&amp;gt;ridiculously&amp;lt;/s&amp;gt; humongous, &amp;lt;s&amp;gt;over&amp;lt;/s&amp;gt;complicated construction, using whatever &amp;lt;s&amp;gt;in&amp;lt;/s&amp;gt;appropriate building method your fevered imagination can come up with!  Need some ideas?  Take a look at the {{l|Megaprojects|Megaprojects page}}!&lt;/div&gt;</summary>
		<author><name>Einstein9073</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Restraint&amp;diff=118372</id>
		<title>v0.31:Restraint</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Restraint&amp;diff=118372"/>
		<updated>2010-06-13T17:34:04Z</updated>

		<summary type="html">&lt;p&gt;Einstein9073: Restraints do not block wagons.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{AV}}&lt;br /&gt;
{{Quality|Fine}}&lt;br /&gt;
&lt;br /&gt;
'''Restraints''' can be built from {{L|chain}}s or {{L|rope}}s, despite the game asking for a chain, using the keys {{k|b}} + {{k|v}}. They can be used to tie up guard animals, prisoners, criminals or livestock.&lt;br /&gt;
&lt;br /&gt;
A restraint is (technically) a 1-tile large {{L|building}}, a chain or rope which is used to restrain a {{L|dog}}, {{L|dwarf}} or other {{L|creature}} to a certain very limited area of movement. Unlike a {{L|cage}}, a restraint can only hold one creature, and the creature can move within a range of one tile from the location of the restraint itself, including up and down if stairs or slopes are in this area. This gives them, at most, a 3x3x3 cube of movement, limited as normal by {{L|wall}}s, {{L|door}}s etc. Restraints do not block movement, including movement of {{L|wagon}}s. While an animal is assigned to it the same as with a cage, using the {{K|q}} menu, dwarves can and will only be assigned from within the justice system.  &lt;br /&gt;
&lt;br /&gt;
Restraints can be used to keep a {{L|war dog}} or other animal near areas where you need constant vigilance and defense. Chained animals placed near the entrance to your fort will spot {{L|kobold}} thieves that can bypass traps and other passive defenses, pausing the game and {{L|announcement|announcing}} their presence.  A pair of animals, placed opposite each other against the walls of a 3-wide corridor (so they cannot have more than 1 tile between them), are guaranteed to spot any {{L|thief}} that tries to enter, and (if combative) will similarly engage any hostile creature.&lt;br /&gt;
&lt;br /&gt;
Currently, due to a bug, a restrained animal will keep the restraint on their upper body if it's deconstructed while the animal is still restrained. This can be used to &amp;quot;equip&amp;quot; your beasts with decorations, such as spiked chain collars or lavish ropes, but has no in-game effect.&lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;/div&gt;</summary>
		<author><name>Einstein9073</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki_talk:Magmawiki_skin&amp;diff=117534</id>
		<title>Dwarf Fortress Wiki talk:Magmawiki skin</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki_talk:Magmawiki_skin&amp;diff=117534"/>
		<updated>2010-06-09T05:59:01Z</updated>

		<summary type="html">&lt;p&gt;Einstein9073: main page plz&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Please leave any comments you have regarding the skin in the appropriate section, use a level 3 header (&amp;lt;nowiki&amp;gt; === Example ===&amp;lt;/nowiki&amp;gt;).&lt;br /&gt;
&lt;br /&gt;
== Look and Feel ==&lt;br /&gt;
&lt;br /&gt;
=== No DF tie-ins ===&lt;br /&gt;
Possible more DF related? A DF worldgen sreenie perhaps? More DF-y colours, such as red (especially red), green, black, grey etc? {{unsigned|Lord Nincompoop}}&lt;br /&gt;
:The point is a useful and non-intrusive interface, not a df-wiki themed interface. --[[User:Briess|Briess]] 05:55, 26 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
=== Plz keep old ===&lt;br /&gt;
The normal wiki skin is going to stay for those who prefer it, right? --[[User:Untelligent|Untelligent]] 22:00, 28 April 2010 (UTC)&lt;br /&gt;
:Yeah, it won't be going away (and I'm planning on making a monobook-esque theme for magmawiki as wel, for those of you who prefer it's style), though it may no longer be the default. [[user:Emi|&amp;lt;span style=&amp;quot;color:#8a4e4e&amp;quot;&amp;gt;Emi&amp;lt;/span&amp;gt;]] [[user_talk:Emi|&amp;lt;span style=&amp;quot;color:#6a3e4e&amp;quot;&amp;gt;[T]&amp;lt;/span&amp;gt;]] 03:39, 29 April 2010 (UTC)&lt;br /&gt;
::Please do, I like monobook.  But feel free to set another default if you think it works better.  But I'd like monobook just because I&amp;quot;m used to it. [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 21:38, 12 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
=== No [[Main Page]] Link ===&lt;br /&gt;
The magmawiki skin lacks a link to the [[Main Page]]. &lt;br /&gt;
This is a deal breaker for me -- back to $random_skin for me.&lt;br /&gt;
--[[User:Einstein9073|Einstein9073]] 05:59, 9 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Not Working Right ==&lt;br /&gt;
&lt;br /&gt;
=== WTB &amp;quot;Last Changed&amp;quot; plz ===&lt;br /&gt;
Could we get the &amp;quot;last changed&amp;quot; back on the bottom somewhere?  Thanks. [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 13:30, 25 April 2010 (UTC)&lt;br /&gt;
:We thought it probably wasn't that useful to most people (and keeping it makes our skin alterations drastically harder to keep nice -- this won't be a problem in actual magmawiki though). However, you can re-enable it if you want, on a per-account basis. Just add the following to your magmawiki.css (User:YourName/magmawiki.css).&lt;br /&gt;
:&amp;lt;pre&amp;gt;#lastmod{display: block !important;}&amp;lt;/pre&amp;gt;&lt;br /&gt;
:[[user:Emi|&amp;lt;span style=&amp;quot;color:#8a4e4e&amp;quot;&amp;gt;Emi&amp;lt;/span&amp;gt;]] [[user_talk:Emi|&amp;lt;span style=&amp;quot;color:#6a3e4e&amp;quot;&amp;gt;[T]&amp;lt;/span&amp;gt;]] 17:53, 25 April 2010 (UTC)&lt;br /&gt;
::It's been specifically requested by a few people, that's why I asked.  If it'll be there in a similar way on magmawiki then I have no problem. [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 13:17, 29 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
=== Where's the navigation/search/toolbox menu? ===&lt;br /&gt;
&lt;br /&gt;
It's missing for me. On default Monobook, it's happily there, on the left side, but on MagmaWiki there's no Navigation, Search and Toolbox. Articles are stretched in width, taking place of them. On unrelated side: the skin looks nice! --[[User:Haspen|Haspen]] 09:55, 6 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:It's in the top-right. [[User:SenorPwnage|Señor Pwnage]] 03:04, 11 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Ah yes, Search is indeed there. But what with the rest? The account and 'my' stuff is on that floating bar, yes, but there's still no Navigation/Toolbox --[[User:Haspen|Haspen]] 13:48, 11 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::I finally brought up Monobook and Magmawiki and compared them side by side, and here's what I found:&lt;br /&gt;
&lt;br /&gt;
:::&amp;quot;Main Page&amp;quot;, &amp;quot;Recent changes&amp;quot;, and &amp;quot;Random page&amp;quot; have been moved from the Navigation box to the bottom of the page, with &amp;quot;Centralized discussion&amp;quot; and &amp;quot;Help&amp;quot; missing. &amp;quot;Upload file&amp;quot; and &amp;quot;Special pages&amp;quot; have been moved from the toolbox to the bottom also, with &amp;quot;What links here&amp;quot; and &amp;quot;Related changes&amp;quot; missing.&lt;br /&gt;
&lt;br /&gt;
:::I'm really not sure why the chose to remove what they did. It says in the site announcements at the top of every page to go to &amp;quot;Centralized discussion&amp;quot;, and &amp;quot;Help&amp;quot;... how are newbies supposed to know how to fix things without that? Also, I use &amp;quot;What links here&amp;quot; CONSTANTLY when I'm fixing pages, and I would feel crippled without it.&lt;br /&gt;
&lt;br /&gt;
:::Someone should do something about this. [[User:SenorPwnage|Señor Pwnage]] 01:39, 12 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::Hmm, there's something strange going on then... I don't have anything at the bottom of the page, except Category:something, and that's when I scroll the page down. --[[User:Haspen|Haspen]] 09:54, 12 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::::What browser are you using? Try a different one and see if it works. There should be a bar with orange borders which has &amp;quot;main page&amp;quot;, &amp;quot;recent changes&amp;quot;, &amp;quot;random page&amp;quot;, &amp;quot;special pages&amp;quot; and &amp;quot;upload file&amp;quot;. Also it scrolls along with the window so it's always on top... hard to miss it. --[[User:Speed112|Speed112]] 11:22, 12 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::::Oh! Thanks Speed, for enlightment. On default Monobook, that O-CBB (Orange-Colored Borders Bar :P) was having just two (irrevelant for me) things, so I AdBlocked it ('twas tricky to find the script line, really). Didn't knew that on MagmaWiki O-CBB have actually vital functions. Hmmm... dunno, I hate flowing bars. Too much resembling of advertisements, gotta decide what I like more... Oh well, problem solved anyway! Thanks a lot. --[[User:Haspen|Haspen]] 16:09, 14 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Browser Specific Problems ==&lt;br /&gt;
This section left blank... for now.&lt;/div&gt;</summary>
		<author><name>Einstein9073</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki_talk:Magmawiki_skin&amp;diff=117532</id>
		<title>Dwarf Fortress Wiki talk:Magmawiki skin</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki_talk:Magmawiki_skin&amp;diff=117532"/>
		<updated>2010-06-09T05:58:58Z</updated>

		<summary type="html">&lt;p&gt;Einstein9073: main page plz&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Please leave any comments you have regarding the skin in the appropriate section, use a level 3 header (&amp;lt;nowiki&amp;gt; === Example ===&amp;lt;/nowiki&amp;gt;).&lt;br /&gt;
&lt;br /&gt;
== Look and Feel ==&lt;br /&gt;
&lt;br /&gt;
=== No DF tie-ins ===&lt;br /&gt;
Possible more DF related? A DF worldgen sreenie perhaps? More DF-y colours, such as red (especially red), green, black, grey etc? {{unsigned|Lord Nincompoop}}&lt;br /&gt;
:The point is a useful and non-intrusive interface, not a df-wiki themed interface. --[[User:Briess|Briess]] 05:55, 26 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
=== Plz keep old ===&lt;br /&gt;
The normal wiki skin is going to stay for those who prefer it, right? --[[User:Untelligent|Untelligent]] 22:00, 28 April 2010 (UTC)&lt;br /&gt;
:Yeah, it won't be going away (and I'm planning on making a monobook-esque theme for magmawiki as wel, for those of you who prefer it's style), though it may no longer be the default. [[user:Emi|&amp;lt;span style=&amp;quot;color:#8a4e4e&amp;quot;&amp;gt;Emi&amp;lt;/span&amp;gt;]] [[user_talk:Emi|&amp;lt;span style=&amp;quot;color:#6a3e4e&amp;quot;&amp;gt;[T]&amp;lt;/span&amp;gt;]] 03:39, 29 April 2010 (UTC)&lt;br /&gt;
::Please do, I like monobook.  But feel free to set another default if you think it works better.  But I'd like monobook just because I&amp;quot;m used to it. [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 21:38, 12 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
=== No [[Main Page]] Link ===&lt;br /&gt;
The magmawiki skin lacks a link to the [[Main Page]]. &lt;br /&gt;
This is a deal breaker for me -- back to $random_skin for me.&lt;br /&gt;
--[[User:Einstein9073|Einstein9073]] 05:58, 9 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Not Working Right ==&lt;br /&gt;
&lt;br /&gt;
=== WTB &amp;quot;Last Changed&amp;quot; plz ===&lt;br /&gt;
Could we get the &amp;quot;last changed&amp;quot; back on the bottom somewhere?  Thanks. [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 13:30, 25 April 2010 (UTC)&lt;br /&gt;
:We thought it probably wasn't that useful to most people (and keeping it makes our skin alterations drastically harder to keep nice -- this won't be a problem in actual magmawiki though). However, you can re-enable it if you want, on a per-account basis. Just add the following to your magmawiki.css (User:YourName/magmawiki.css).&lt;br /&gt;
:&amp;lt;pre&amp;gt;#lastmod{display: block !important;}&amp;lt;/pre&amp;gt;&lt;br /&gt;
:[[user:Emi|&amp;lt;span style=&amp;quot;color:#8a4e4e&amp;quot;&amp;gt;Emi&amp;lt;/span&amp;gt;]] [[user_talk:Emi|&amp;lt;span style=&amp;quot;color:#6a3e4e&amp;quot;&amp;gt;[T]&amp;lt;/span&amp;gt;]] 17:53, 25 April 2010 (UTC)&lt;br /&gt;
::It's been specifically requested by a few people, that's why I asked.  If it'll be there in a similar way on magmawiki then I have no problem. [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 13:17, 29 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
=== Where's the navigation/search/toolbox menu? ===&lt;br /&gt;
&lt;br /&gt;
It's missing for me. On default Monobook, it's happily there, on the left side, but on MagmaWiki there's no Navigation, Search and Toolbox. Articles are stretched in width, taking place of them. On unrelated side: the skin looks nice! --[[User:Haspen|Haspen]] 09:55, 6 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:It's in the top-right. [[User:SenorPwnage|Señor Pwnage]] 03:04, 11 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Ah yes, Search is indeed there. But what with the rest? The account and 'my' stuff is on that floating bar, yes, but there's still no Navigation/Toolbox --[[User:Haspen|Haspen]] 13:48, 11 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::I finally brought up Monobook and Magmawiki and compared them side by side, and here's what I found:&lt;br /&gt;
&lt;br /&gt;
:::&amp;quot;Main Page&amp;quot;, &amp;quot;Recent changes&amp;quot;, and &amp;quot;Random page&amp;quot; have been moved from the Navigation box to the bottom of the page, with &amp;quot;Centralized discussion&amp;quot; and &amp;quot;Help&amp;quot; missing. &amp;quot;Upload file&amp;quot; and &amp;quot;Special pages&amp;quot; have been moved from the toolbox to the bottom also, with &amp;quot;What links here&amp;quot; and &amp;quot;Related changes&amp;quot; missing.&lt;br /&gt;
&lt;br /&gt;
:::I'm really not sure why the chose to remove what they did. It says in the site announcements at the top of every page to go to &amp;quot;Centralized discussion&amp;quot;, and &amp;quot;Help&amp;quot;... how are newbies supposed to know how to fix things without that? Also, I use &amp;quot;What links here&amp;quot; CONSTANTLY when I'm fixing pages, and I would feel crippled without it.&lt;br /&gt;
&lt;br /&gt;
:::Someone should do something about this. [[User:SenorPwnage|Señor Pwnage]] 01:39, 12 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::Hmm, there's something strange going on then... I don't have anything at the bottom of the page, except Category:something, and that's when I scroll the page down. --[[User:Haspen|Haspen]] 09:54, 12 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::::What browser are you using? Try a different one and see if it works. There should be a bar with orange borders which has &amp;quot;main page&amp;quot;, &amp;quot;recent changes&amp;quot;, &amp;quot;random page&amp;quot;, &amp;quot;special pages&amp;quot; and &amp;quot;upload file&amp;quot;. Also it scrolls along with the window so it's always on top... hard to miss it. --[[User:Speed112|Speed112]] 11:22, 12 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::::Oh! Thanks Speed, for enlightment. On default Monobook, that O-CBB (Orange-Colored Borders Bar :P) was having just two (irrevelant for me) things, so I AdBlocked it ('twas tricky to find the script line, really). Didn't knew that on MagmaWiki O-CBB have actually vital functions. Hmmm... dunno, I hate flowing bars. Too much resembling of advertisements, gotta decide what I like more... Oh well, problem solved anyway! Thanks a lot. --[[User:Haspen|Haspen]] 16:09, 14 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Browser Specific Problems ==&lt;br /&gt;
This section left blank... for now.&lt;/div&gt;</summary>
		<author><name>Einstein9073</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Corpse&amp;diff=117502</id>
		<title>v0.31:Corpse</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Corpse&amp;diff=117502"/>
		<updated>2010-06-09T01:37:11Z</updated>

		<summary type="html">&lt;p&gt;Einstein9073: linky linky drinky drinky&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|08:00, 22 May 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
A '''corpse''' is what is left of a creature once dead. The corpses of vermin are called '''remains'''.&lt;br /&gt;
&lt;br /&gt;
A corpse has several levels of decay, it will begin as &amp;quot;(creature or name) corpse&amp;quot;, progress to &amp;quot;rotten (creature or name) corpse&amp;quot;, then to &amp;quot;(creature or name) partially decayed corpse&amp;quot;, and finally become &amp;quot;(creature or name) skeleton&amp;quot;.  Alternatively, if the creature had had parts ripped or cut off before death, the corpse will be described as &amp;quot;mutilated corpse&amp;quot; and &amp;quot;partial skeleton&amp;quot; in respective descriptions, and the parts (if still on the map) will decay in a similar fashion.  Remains, however, simply progress from &amp;quot;(vermin) remains&amp;quot; to &amp;quot;rotten (vermin) remains&amp;quot; before simply vanishing.&lt;br /&gt;
&lt;br /&gt;
{{l|Butcher}}ing a corpse produces quantities of {{l|meat}}, {{l|prepared organs}}, {{l|bones}}, a {{l|skull}}, {{l|skin}}, and nails/hoofs, as well as cartilage, nervous tissue, and other types of useless byproducts.  Body parts can be butchered, presumably for whatever tissues/organs were in the part. &amp;quot;Butchering&amp;quot; a skeleton produces only a skull, bones, cartilage and other non-decaying tissues.&lt;br /&gt;
&lt;br /&gt;
Corpses will produce {{l|miasma}} in subterranean areas, but not above ground.&lt;br /&gt;
&lt;br /&gt;
Note that it's possible to view the corpse's description, like that of a living creature's, through the {{k|u}}nits menu, but it will always report that the creature's upper body is gone, regardless of it's true conditions.&lt;/div&gt;</summary>
		<author><name>Einstein9073</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Building_list&amp;diff=115720</id>
		<title>v0.31:Building list</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Building_list&amp;diff=115720"/>
		<updated>2010-05-28T05:01:57Z</updated>

		<summary type="html">&lt;p&gt;Einstein9073: {{av}}&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
The building list screen is accessed from the main view by pressing {{k|R}}. A list of the buildings (along with their owners) is displayed. &lt;br /&gt;
 &lt;br /&gt;
{{Category|Interface}}&lt;/div&gt;</summary>
		<author><name>Einstein9073</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Glass_industry&amp;diff=113698</id>
		<title>40d:Glass industry</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Glass_industry&amp;diff=113698"/>
		<updated>2010-05-22T04:16:51Z</updated>

		<summary type="html">&lt;p&gt;Einstein9073: /* Glass Industry Flowchart */ Someone had some [[Fail&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{Quality|Masterwork}}&lt;br /&gt;
In order to produce {{L|Glass|glass}}, your map ''must'' have {{L|sand}} (or {{L|rock crystal}}, for high-value crystal glass - see below).  Sand is never carried by a {{L|caravan}} nor offered by a {{L|liaison}}.  This is a dealbreaker*.  If you want a glass industry, check on your pre-[[embark]] map for [[soil|sand layers]].&lt;br /&gt;
&lt;br /&gt;
:''(* Although there is an easy {{L|Cheating#Easy_Flux.2C_Sand.2C_and_Ore|cheat}} to work around it, if you just '''have''' to have glass on an otherwise sandless map.)''&lt;br /&gt;
&lt;br /&gt;
To produce glass, sand must first be gathered in {{L|bag}}s using a task available at any {{L|glass furnace}}, &amp;quot;Gather Sand&amp;quot;.  You must designate a {{L|Zone#Sand_Collection|Sand Collection zone}} from the ({{k|i}})-menu that includes an accessible area of sand in order for this task to succeed.  Gathering sand requires {{L|item hauling}}, whilst moving sand bags to stockpiles requires {{L|furniture hauling}}*.&lt;br /&gt;
&lt;br /&gt;
You will need spare bags in order to collect sand, and probably many of them, perhaps a half dozen or more per active furnace. It's also a good idea to build spare furnaces just to have &amp;quot;Gather Sand&amp;quot; orders on Repeat (perhaps 2-4/active furnace, depending on your haulers, rate of glass production and the distance) so as to keep your production furnaces available to accept other tasks.  (This is important also to prevent {{L|clutter}}, as the empty bags tend to stack up in the glass furnaces.) These furnaces don't use {{L|fuel}} and are not manned (dwarfed?) for the Gather Sand task, so if you are using magma Glass Furnaces, these can be standard versions, and in an out-of-the-way corner of the map - the sand haulers will never go there, but the orders have to come from there.*&lt;br /&gt;
&lt;br /&gt;
:''(* You can also queue up &amp;quot;Gather Sand&amp;quot; tasks through your {{L|manager}}, but some will get apportioned to the active furnaces, interfering with the actual manufacture of glass items.  It's better to do this one workshop by workshop.)''&lt;br /&gt;
&lt;br /&gt;
Once you have one bag of sand you can order glass to be created at the furnace.  A standard {{L|glass furnace}} will consume one unit of {{L|fuel}} per job; a {{L|magma glass furnace}} uses no fuel.&lt;br /&gt;
&lt;br /&gt;
:*To produce '''green glass''', you only need a bag of sand.&lt;br /&gt;
&lt;br /&gt;
:*To produce '''clear glass''', you also need one bar of {{L|pearlash}}.&lt;br /&gt;
&lt;br /&gt;
:* To produce '''crystal glass''', you don't need sand, but you do need pearlash and {{L|rock crystal}}s, a {{L|gem}} which is not found on all maps.&lt;br /&gt;
&lt;br /&gt;
Once you have the ingredients, you have two basic choices when making any type of glass - produce '''raw glass''', or produce a specific glass '''item'''.  Raw glass is treated as a low-value gem, not a raw material - it does not ''ever'' get re-melted or processed again into other items, but is further processed by a {{L|gem cutter}}.  If you want a glass item, order it specifically from the furnace menu.&lt;br /&gt;
&lt;br /&gt;
See also &amp;quot;Glass&amp;quot; for a full discussion of the properties of glass items.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Glass Industry Flowchart==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border-spacing: 0; width: 64em&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{Industry Block|industry=Textile industry&lt;br /&gt;
  |background=#acc|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Arrow Block|&lt;br /&gt;
  |      |E|    |      |&lt;br /&gt;
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{{Item Block|title={{L|Pipe|Tube}}s&lt;br /&gt;
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  |¦|#080|¦|#088|¦|#088|¦|#fff|&lt;br /&gt;
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{{Industry Block|industry=Furniture Industry&lt;br /&gt;
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|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
[[Category:Materials]]&lt;br /&gt;
[[Category:Industry]]&lt;/div&gt;</summary>
		<author><name>Einstein9073</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Einstein9073&amp;diff=112009</id>
		<title>User:Einstein9073</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Einstein9073&amp;diff=112009"/>
		<updated>2010-05-21T05:10:44Z</updated>

		<summary type="html">&lt;p&gt;Einstein9073: Created page with 'This page intestinally left blank.    I dislike Fun.'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page intestinally left blank. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I dislike [[Fun]].&lt;/div&gt;</summary>
		<author><name>Einstein9073</name></author>
	</entry>
</feed>