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		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Workshop&amp;diff=193428</id>
		<title>v0.34:Workshop</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Workshop&amp;diff=193428"/>
		<updated>2013-10-13T17:37:09Z</updated>

		<summary type="html">&lt;p&gt;Fastjack: /* Tier 2 Workshops */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|13:14, 20 April 2013 (UTC)}}{{av}}&lt;br /&gt;
[[Image:DFflowchart.png|thumb|200px|'''Production flowchart for most workshops'''.&amp;lt;br /&amp;gt; Not all items are represented!&amp;lt;br /&amp;gt;''(Click to enlarge)'']]&lt;br /&gt;
&lt;br /&gt;
'''Workshops''' are where materials are processed by dwarves into more valuable or useful items.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
&lt;br /&gt;
Anything that is created, refined, cooked, altered, or decorated, or generally &amp;quot;produced&amp;quot; is processed at a workshop. There are many different types of workshops, for different purposes and different finished products. Just as they have specific products associated with them, they have specific labors that are required by dwarves to build them or to work there, and dwarves with more of the appropriate skill tend to produce higher [[quality]] objects*, and/or produce them faster.&lt;br /&gt;
&lt;br /&gt;
(* If the finished product has any quality modifiers - not all do. Processed milk is just [[cheese]], a [[stone]] block is just a stone [[block]], and a tanned hide is just [[leather]], etc.)&lt;br /&gt;
&lt;br /&gt;
You can use [[manager#Setting_workshop_profiles|workshop profiles]] to restrict the use of individual workshops to named dwarves, or to dwarves with specified minimum and maximum levels of skill.&lt;br /&gt;
&lt;br /&gt;
Almost all workshops measure 3 tiles square, 3x3, but a few are 5x5, or even a single tile. Not all squares of all workshops are passable, in fact some, like the jewelry workshop, have three [[impassable tile]]s down one side. These squares appear a dark green color during initial placement. Be careful not to block access when building.&lt;br /&gt;
&lt;br /&gt;
===Operation===&lt;br /&gt;
&lt;br /&gt;
When there are items ordered at a workshop, the workshop will generate item creation jobs until it finds a suitable dwarf with appropriate labors (and skill level and so on if those are set in the workshop orders). When the dwarf is found, an A will appear next to the job in the workshop queue, and the following will happen:&lt;br /&gt;
&lt;br /&gt;
# The dwarf comes to the workshop.&lt;br /&gt;
# The dwarf finds a suitable nearby raw material. (if any stockpiles are set to {K|g}ive to the workshop, only linked stockpiles will be looked in!)&lt;br /&gt;
# The dwarf fetches all the necessary ingredients and brings them to the workshop.&lt;br /&gt;
# The dwarf labors in the workshop for a while and creates the item.&lt;br /&gt;
# The dwarf brings the finished item to the nearest suitable stockpile. (see #2 for linked stockpiles)&lt;br /&gt;
# At this point the workshop goes to the next queued item, and starts looking for a suitable dwarf again - it's most probable that the dwarf who just finished the item is nearby and will be recruited again for another job.&lt;br /&gt;
&lt;br /&gt;
If you have no [[stockpile]]s to put finished objects in, workshops will become [[clutter]]ed. You can see the clutter by checking the contents of the workshop with {K|t}. The more items there are, the longer tasks will take.&lt;br /&gt;
&lt;br /&gt;
If you have only one dwarf with the appropriate labors, and the task of fetching items takes a long time because the stockpiles are far away, then he will execute far fewer jobs before it's time for a break. If you have many dwarfs, then recruitment of another one will waste time since he is far away. Therefore, in either situation, it's in your interest to put the stockpiles as close as possible to the workshop.&lt;br /&gt;
&lt;br /&gt;
==Tier System==&lt;br /&gt;
&lt;br /&gt;
The tier system was developed to help understand how far removed a workshop is from the basic raw materials that can be found throughout your average map. A Tier-1 workshop processes raw materials directly; a Tier-2 workshop processes the output of a Tier-1 workshop (but may also include new raw materials); and a Tier-3 workshop processes the output of a Tier-2 workshop (but may also include inputs from lower levels) Note that containers (cloth and leather bags) are considered Tier 1 materials even though they are produced at a higher tier. This is because these items are reusable; your dwarves will not need to create a new bag each time they want to mill some flour. In some cases, a workshop may fit into multiple tiers, (ex. [[Mechanic's workshop]]).  In these cases, the workshop is listed in the lowest applicable tier for its primary purpose.&lt;br /&gt;
&lt;br /&gt;
Tier 1 workshops use Tier 0 materials (animals, ore, wood, plants, bone, etc).&lt;br /&gt;
&lt;br /&gt;
Tier 2 workshops use Tier 1 materials (processed Tier 0 materials) and possibly Tier 0 materials.&lt;br /&gt;
&lt;br /&gt;
Tier 3 workshops use Tier 2 materials (processed Tier 1 materials) and possibly Tier 0 and/or Tier 1 materials.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Tier 1 Workshops===&lt;br /&gt;
*{{K|b}} [[Bowyer's workshop]]:&lt;br /&gt;
**Uses Tier 0 material: [[Wood]]&lt;br /&gt;
**Can also use higher-tier material: [[Bone]] &lt;br /&gt;
**Produces Tier 1 Weapon: [[Crossbow]]&lt;br /&gt;
*{{K|c}} [[Carpenter's workshop]]:  Uses wood from trees to produce various goods.&lt;br /&gt;
**Uses Tier 0 materials: [[Wood]]&lt;br /&gt;
**Produces Tier 1 materials: &lt;br /&gt;
***Armor: [[Buckler]], [[Shield]]&lt;br /&gt;
***Weapons: [[Training weapon|Training Axes]], [[Training weapon|Training Swords]], [[Training weapon|Training Spears]]&lt;br /&gt;
***Containers: [[Barrel]], [[Bin]], [[Bucket]], [[Casket]]&lt;br /&gt;
***Building Materials: [[Block]], [[Grate]], [[Pipe section]]&lt;br /&gt;
***Furniture: [[Bed]], [[Chair]], [[Table]], [[Cabinet]], [[Chest]], [[Armor stand]], [[Weapon rack]]&lt;br /&gt;
***Furniture: [[Door]], [[Floodgate]], [[Hatch cover]]&lt;br /&gt;
***Trap Components: [[Cage]], [[Enormous corkscrew]], [[Menacing spike]], [[Spiked ball]]&lt;br /&gt;
***Finished Goods: [[Crutch]], [[Splint]]&lt;br /&gt;
***Tools: [[Animal trap]]&lt;br /&gt;
*{{K|j}} [[Jeweler's workshop]]:&lt;br /&gt;
**Uses Tier 0 Item: Rough [[gem]]&lt;br /&gt;
**Can also use higher-tier Items: Cut [[gem]]s, Encrustable objects&lt;br /&gt;
**Produces: Cut [[gem]], Encrusted objects&lt;br /&gt;
*{{K|m}} [[Mason's workshop]]:&lt;br /&gt;
**Uses Tier 0 Item: [[Stone]]&lt;br /&gt;
**Produces Tier 1 Items: [[Armor stand]], [[Block]], [[Throne]], [[Coffin]], [[Door]], [[Floodgate]], [[Hatch cover]], [[Grate]], [[Cabinet]], [[Coffer]], [[Statue]], [[Table]], [[Weapon rack]], [[Quern]], [[Millstone]], [[Slab]]&lt;br /&gt;
*{{K|u}} [[Butcher's shop]]:&lt;br /&gt;
**Uses Tier 0 Items: [[Tame animals]], Corpses of untamed non-sentient animals&lt;br /&gt;
**Produces Tier 1 Items: [[Skin]], [[Fat]], [[Meat]], [[Bone]], [[Prepared organs]], [[Skull]], [[Scale]], [[Hoof]], [[Ivory]], [[Tooth]]&lt;br /&gt;
*{{K|t}} [[Mechanic's workshop]]:&lt;br /&gt;
**Uses Tier 0-1 Items: [[Stone]], [[Table]], [[Rope]]&lt;br /&gt;
**Produces Tier 1 Item: [[Mechanism]]&lt;br /&gt;
**Produces Tier 3 Item: [[Traction bench]]&lt;br /&gt;
*{{K|w}} [[Farmer's workshop]]:&lt;br /&gt;
**Uses Tier 0 Items: [[crop]], [[Animal]]&lt;br /&gt;
**Can use Tier 1 Reusable Items: [[Container|Bags, barrels, vials]], [[Bucket]]s&lt;br /&gt;
**Produces Tier 1 Items: [[Pig tail]] or [[Rope reed]] [[thread]], [[Quarry bush]] leaves, [[Dwarven syrup]], Plant [[extracts]], [[Milk]], [[Cheese]]&lt;br /&gt;
*{{K|h}} [[Fishery]]:&lt;br /&gt;
**Uses Tier 0 Items: Raw [[fish]]&lt;br /&gt;
**Produces Tier 1 Items: [[Meat|Fish meat]], [[Shell]]s, [[Captured live fish]]&lt;br /&gt;
*{{K|r}} [[Craftsdwarf's workshop]]:&lt;br /&gt;
**Uses Tier 0 Items: [[Stone]], [[Wood]]&lt;br /&gt;
**Can also use higher-tier items: [[Bone]], [[Shell]], [[Ivory]], [[Tooth]], [[Horn]], [[Pearl]], [[Cloth]], [[Leather]], [[Slab]]s&lt;br /&gt;
**Produces: [[Finished goods]], [[Pot]]s, [[Jug]]s, [[Tool]]s, [[Memorial]]s&lt;br /&gt;
*{{K|s}} [[Siege workshop]]:&lt;br /&gt;
**Uses Tier 0 Item: [[Wood]]&lt;br /&gt;
**Can also use higher-tier item: [[Ballista arrowhead]]&lt;br /&gt;
**Produces: [[Catapult]] parts, [[Ballista]] parts, [[Ballista arrow]]s&lt;br /&gt;
*[[Wood furnace]]:&lt;br /&gt;
**Uses Tier 0 Item: [[Wood]]&lt;br /&gt;
**Produces: Fuel ([[Charcoal]]), [[Ash]]&lt;br /&gt;
&lt;br /&gt;
===Tier 2 Workshops===&lt;br /&gt;
*{{K|n}} [[Tanner's shop]]:&lt;br /&gt;
**Uses Tier 1 Item: [[Skin|Hide]]&lt;br /&gt;
**Produces Tier 2 Item: [[Leather]]&lt;br /&gt;
*{{K|o}} [[Loom]]:&lt;br /&gt;
**Uses Tier 1 Items: [[Adamantine]] strands, [[Cave spider]] [[silk]] [[Cloth|thread]], [[Giant cave spider]] [[silk]] [[Cloth|thread]], [[Phantom spider]] [[silk]] [[Cloth|thread]], [[Pig tail]] [[Cloth|thread]], [[Rope reed]] [[Cloth|thread]]&lt;br /&gt;
**Produces: [[Cloth]]&lt;br /&gt;
*{{K|l}} [[Still]]:&lt;br /&gt;
**Uses Tier 0 Item: [[Alcohol#Brewable plants|Brewable Plant]]&lt;br /&gt;
**Uses Tier 1 Reusable Item: [[Barrel]]&lt;br /&gt;
*{{K|y}} [[Ashery]]:&lt;br /&gt;
**Uses Tier 1 Item: [[Ash]]&lt;br /&gt;
**Can use Tier 1 Reusable Item: [[Bucket]]&lt;br /&gt;
**Produces Tier 2 Items: [[Lye]], [[Potash]]&lt;br /&gt;
*{{K|z}} [[Kitchen]]:&lt;br /&gt;
**Uses Tier 1 Items: [[Meat|Fish]], [[Meat]], [[Cheese]], [[Dwarven syrup]], [[Milk]], [[Prepared organs]], [[Fat]] &lt;br /&gt;
**Can also use lower-tier items: [[Plants]], [[Seed]]s, [[Egg]]s&lt;br /&gt;
**Can also use higher-tier items: [[Alcohol]], [[Dwarven sugar]], [[Flour]], [[Tallow]]&lt;br /&gt;
**Produces: [[Food|Prepared meals]], [[Tallow]]&lt;br /&gt;
*{{K|p}} [[Screw press]]:&lt;br /&gt;
**Uses Tier 1 Items: [[Honeycomb]]&lt;br /&gt;
**Uses Tier 1 Reusable item: [[Jug]]&lt;br /&gt;
**Can also use higher-tier item: [[rock nut|Rock nut paste]]&lt;br /&gt;
**Produces: [[Honey]], [[Wax]], [[rock nut|Rock nut press cake]], [[rock nut|Rock nut oil]]&lt;br /&gt;
* [[Smelter]]:&lt;br /&gt;
**Uses Tier 1 Items: Fuel ([[Charcoal]], [[Coke]])&lt;br /&gt;
**Uses Tier 0 Items: [[Coal]], [[Ore]], [[Flux]]&lt;br /&gt;
**Can also use higher-tier items: [[Metal]] [[bar]]s, scrap [[weapon]]s, [[armor]], etc.&lt;br /&gt;
**Produces: [[Coke]], [[Metal]] [[bar]]s&lt;br /&gt;
* [[Magma smelter]]: (Requires [[magma]] access)&lt;br /&gt;
**Uses Tier 0 Items: [[Ore]], [[Flux]]&lt;br /&gt;
**Uses Tier 1 Items: [[Coke]], [[Charcoal]]&lt;br /&gt;
**Can also use higher-tier items: [[Metal]] [[bar]]s, scrap [[weapon]]s, [[armor]], etc.&lt;br /&gt;
**Produces: [[Metal]] [[bar]]s, [[Coke]]&lt;br /&gt;
*{{K|q}} [[Quern]]:&lt;br /&gt;
**Uses Tier 0 Items: [[Blade weed]], [[Cave wheat]], [[Dimple cup]], [[Hide root]], [[Longland grass]], [[Sliver barb]], [[Sweet pod]], [[Whip vine]], [[Rock nut]]s&lt;br /&gt;
**Uses Tier 1 Reusable Item: [[bag]]&lt;br /&gt;
**Produces: [[Flour|Dwarven wheat flour]], [[Dwarven sugar]], [[Flour|Longland flour]], [[Whip vine flour]], [[Dimple dye]], [[Emerald dye]], [[Redroot dye]], [[Sliver dye]], [[rock nut|Rock nut paste]] &lt;br /&gt;
*{{K|M}} ({{K|Shift}}+{{K|m}}) [[Millstone]]:&lt;br /&gt;
**Requires: Mechanical Power Source ([[Water wheel]] or [[Windmill]]), and a Millstone (Constructed at [[Mason's workshop]])&lt;br /&gt;
**Uses Tier 0 Items: [[Blade weed]], [[Cave wheat]], [[Dimple cup]], [[Hide root]], [[Longland grass]], [[Sliver barb]], [[Sweet pod]], [[Whip vine]], [[Rock nut]]s&lt;br /&gt;
**Uses Tier 1 Reusable Item: [[bag]]&lt;br /&gt;
**Produces: [[Emerald dye]], [[Flour|Dwarven wheat flour]], [[Dimple dye]], [[Redroot dye]], [[Flour|Longland flour]], [[Sliver dye]], [[Dwarven sugar]], [[Whip vine flour]], [[rock nut|Rock nut paste]]&lt;br /&gt;
* [[Kiln]]:&lt;br /&gt;
**Uses Tier 0 Items: [[Gypsum]], [[Alabaster]], [[Selenite]], [[Satinspar]], [[Kaolinite]], [[Clay]], [[Silty clay]], [[Sandy clay]], [[Clay loam]], [[Fire clay]], [[Cassiterite]]&lt;br /&gt;
**Uses Tier 1 Items: [[Coke]], [[Charcoal]], [[Ash]], [[Potash]]&lt;br /&gt;
**Produces: [[Pearlash]], [[Gypsum plaster]], [[Ceramic]]s ([[Jug]], [[Block|Bricks]], [[Statue]], [[Large pot]], [[Craft]]s, [[Hive]]), [[Glaze]]d items&lt;br /&gt;
* [[Magma kiln]]: (Requires [[magma]] access)&lt;br /&gt;
**Uses Tier 0 Items: [[Gypsum]], [[Alabaster]], [[Selenite]], [[Satinspar]], [[Kaolinite]], [[Clay]], [[Silty clay]], [[Sandy clay]], [[Clay loam]], [[Fire clay]], [[Cassiterite]]&lt;br /&gt;
**Uses Tier 1 Items: [[Ash]], [[Potash]]&lt;br /&gt;
**Produces: [[Pearlash]], [[Gypsum plaster]], [[Ceramic]]s ([[Jug]], [[Block|Bricks]], [[Statue]], [[Large pot]], [[Craft]]s, [[Hive]]), [[Glaze]]d items&lt;br /&gt;
* [[Glass furnace]]:&lt;br /&gt;
**Uses Tier 0 Items: [[Sand]] [[bag]], Raw [[rock crystal]]&lt;br /&gt;
**Uses Tier 1 Items: [[Coke]], [[Charcoal]]&lt;br /&gt;
**Uses Tier 2 Item: [[Pearlash]]&lt;br /&gt;
**Produces: Raw crystal/clear/green [[glass]], [[Block]]s, [[Vial]]s, [[Toy]]s, [[Instrument]]s, [[Goblet]]s, [[Trap]] [[weapons]], [[Window]]s, [[Furniture]]&lt;br /&gt;
* [[Magma glass furnace]]: (Requires [[magma]] access)&lt;br /&gt;
**Uses Tier 0 Items: [[Sand]] [[bag]], Raw [[rock crystal]]&lt;br /&gt;
**Uses Tier 2 Item: [[Pearlash]]&lt;br /&gt;
**Produces: Raw crystal/clear/green [[glass]], [[Block]]s, [[Vial]]s, [[Toy]]s, [[Instrument]]s, [[Goblet]]s, [[Trap]] [[weapons]], [[Window]]s, [[Furniture]]&lt;br /&gt;
&lt;br /&gt;
===Tier 3 Workshops===&lt;br /&gt;
*{{K|e}} [[Leather works]]:&lt;br /&gt;
**Uses Tier 2 Item: [[Leather]]&lt;br /&gt;
**Produces: [[Leather]] [[Clothing]], [[Leather]] [[Armor]], [[Leather]] [[Shield]], [[Leather]] [[Quiver]], [[Leather]] [[Bag]], [[Leather]] [[Backpack]], [[Leather]] [[Waterskin]], [[Decoration|Leather Images]] (decoration)&lt;br /&gt;
*{{K|d}} [[Dyer's shop]]:&lt;br /&gt;
**Uses Tier 2 Item: [[Dye]], [[Cloth]] &lt;br /&gt;
**Can also use lower-tier item: [[Thread]]&lt;br /&gt;
**Produces: Dyed [[Thread]], Dyed [[Cloth]]&lt;br /&gt;
*{{K|k}} [[Clothier's shop]]:&lt;br /&gt;
**Uses Tier 2 Item: [[Cloth]]&lt;br /&gt;
**Can also use higher-tier item: Dyed [[Cloth]]&lt;br /&gt;
**Produces: [[Backpack]], [[Bag]], [[Clothing]], [[Quiver]], [[Rope]]&lt;br /&gt;
*{{K|f}} [[Metalsmith's forge]]:&lt;br /&gt;
**Uses Tier 2 Item: [[Metal]] [[bars]]&lt;br /&gt;
**Produces: [[weapons]], [[trap]] components, [[bolts]], [[ballista arrowhead|ballista arrowheads]], [[armor]], [[chain|chains]], [[craft|crafts]], [[coins]], [[goblet|goblets]], [[stud|studding]], [[anvil]]s, [[block]]s, [[furniture]], animal traps and mechanisms.&lt;br /&gt;
*{{k|v}} [[Magma forge]] (requires [[magma]] access):&lt;br /&gt;
**Uses Tier 2 Item: [[Metal]] [[bar]]s&lt;br /&gt;
**Produces: [[Armor]], [[Weapon]], [[Chain]], [[Crafts]], [[Furniture]]&lt;br /&gt;
*{{K|S}} ({{K|Shift}}+{{K|s}}) [[Soap maker's workshop]]:&lt;br /&gt;
**Uses Tier 2 Items: [[Tallow]], [[Lye]]&lt;br /&gt;
**Can also use higher-tier item: [[Rock nut oil]]&lt;br /&gt;
**Produces: [[Soap]]&lt;br /&gt;
&lt;br /&gt;
Note that some specific products can be higher-tier than indicated above. For example, production of [[Steel]] weapons requires: producing [[Coke|fuel]], producing [[Iron]] [[bar]]s, producing [[pig iron]] bars, producing [[steel]] bars, then finally forging weapons (a Tier-5 process).&lt;br /&gt;
&lt;br /&gt;
==Management==&lt;br /&gt;
As your fortress continues to grow and diversify, it becomes increasingly difficult to keep your workshops fruitfully busy without causing overproduction or underproduction or depleting your resources. Though no process can be truly automated, there are a few tricks to keeping your workshops productive.&lt;br /&gt;
&lt;br /&gt;
===Standing orders===&lt;br /&gt;
[[Standing orders]] provide a rudimentary form of automation for some specific workshops in Dwarf Fortress. Certain goods or materials are only useful for one thing, having no other use and requiring refinement before they can be made into something useful. Thus, standing orders automate certain tasks, queuing them up whenever input materials are available; this behavior may be configured in the &amp;quot;set workshop orders&amp;quot; menu ({{k|o}} - {{k|W}}). Note that this rudimentary automation performs poorly with multiple workshops, often queuing dwarves to carry the materials to the furthest available workshop. &lt;br /&gt;
* The [[Tanner's shop]] will automatically enqueue &amp;quot;{{k|t}}an a hide&amp;quot; whenever a hide becomes available, generally as a [[butcher's shop|butchering]] product. The shop has no other function, and hides have no other use and will [[rot]] if left untreated; thus you can build a tanner's shop (preferably close to your butcher and refuse stockpile), make sure some dwarves have [[tanning]] enabled, and then leave it untouched for the duration of the game.&lt;br /&gt;
* Similarly, the [[loom]]'s function is to collect [[web]]s and turn silk, plant thread, and yarn, into usable cloth. All [[weaving]] jobs are automated. However, it can be beneficial to build an additional loom near the caverns specifically for web collection, and assign a profile that keeps your legendary weaver safe making high-quality cloth in the fortress proper. Unfortunately, the automation process cannot adapt to such an arrangement, but the automatic jobs can be suspended to prevent undesirable assignments.&lt;br /&gt;
* A [[fishery]] will have &amp;quot;Process a live fish&amp;quot; automation enabled by default. Uncooked fish cannot be eaten as they are, and must be processed before being edible. Additionally, raw fish will [[rot]] if not processed quickly, and have no other uses. Fishery automation, with one or more dedicated [[fish cleaner]]s, is recommended.&lt;br /&gt;
* When an animal is marked for slaughter or a butcherable corpse is nearby, &amp;quot;Butcher a dead animal&amp;quot; is added to a butchery automatically; a [[butcher]] will process the corpse into various [[meat]]s and [[material]]s. Butcherable corpses have no other use, and will [[rot]] if not processed quickly.&lt;br /&gt;
* The [[Kitchen]] includes automation for [[tallow|rendering fat into tallow]]. The resulting tallow is useful for making [[soap]] and as a low-value &amp;quot;solid&amp;quot; cooking ingredient, however you will likely end up with an overabundance of tallow. Since the original fat apparently doesn't rot, and the rendering job is slow and tends to distract your head cook when he should be cooking the quickly-expiring meat instead, it is often more convenient to disable the automatic rendering and manually queue the job (on an auxiliary kitchen) if you somehow run low on tallow.&lt;br /&gt;
&lt;br /&gt;
===Repetition===&lt;br /&gt;
You can queue up to ten tasks in any workshop, and tell the dwarves to repeat any or all of them for as long as possible. This is most useful if you want to process all of a resource that you have into something usable (such as [[lye]] and [[tallow]] into [[soap]]), but don't know how much you have, or can't be bothered with exact numbers. If you want to keep a workshop busy, repeating a task for a period of time is the best way; most fledgling fortresses have craftdwarves making stone crafts 24/7. It is necessary to check back on your stocks every one in a while, however, as you might forget about your mason for a while and upon placing furniture discover that you have 99 doors but no tables. The easiest example would be gem cutting; just queue up all of the gems you've dug up on repeat, and use the cancellation messages to monitor progress through the stack. Note that if you place multiple jobs on repeat your dwarves will cycle through them, so you can have your mason make doors, cabinets, coffers, tables, and thrones (the &amp;quot;welcome to the fortress&amp;quot; package) in equally large numbers. &lt;br /&gt;
&lt;br /&gt;
===Manager===&lt;br /&gt;
Appointing a [[manager]] [[noble]] allows you to queue work orders using the job manager interface, though your manager will need time to approve work orders before production begins. Using the job manager interface has two major advantages. Firstly, it allows you to produce an exact number of items as opposed to putting a workshop on repeat, and secondly, it allows easier management of complex tasks: although you will get cancellation spam, the tasks will simply re-queue, to be fulfilled as soon as the prerequisites are in order. This makes complicated processes, such as the production of twenty steel breastplates for your military, much simpler and less time-consuming. You will be notified when your work orders are completed, so it has the advantage of timely organization as well.&lt;br /&gt;
&lt;br /&gt;
===Workflow===&lt;br /&gt;
Finally, for those who find the other automation options lacking, the [[Utility:DFHack|dfhack]] &amp;quot;workflow&amp;quot; plug-in allows for automated job processing for many applications (e.g. auto process plants, auto mill plants, auto brew, auto make soap, etc.). Unfortunately, setting up the necessary rules can require some trial and error and a considerable investment of time, but the results can be well worth the trouble, at least until comprehensive automation support is added to the game itself.&lt;br /&gt;
&lt;br /&gt;
{{workshops}}&lt;/div&gt;</summary>
		<author><name>Fastjack</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Workshop&amp;diff=193427</id>
		<title>v0.34:Workshop</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Workshop&amp;diff=193427"/>
		<updated>2013-10-13T17:35:26Z</updated>

		<summary type="html">&lt;p&gt;Fastjack: /* Tier 2 Workshops */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|13:14, 20 April 2013 (UTC)}}{{av}}&lt;br /&gt;
[[Image:DFflowchart.png|thumb|200px|'''Production flowchart for most workshops'''.&amp;lt;br /&amp;gt; Not all items are represented!&amp;lt;br /&amp;gt;''(Click to enlarge)'']]&lt;br /&gt;
&lt;br /&gt;
'''Workshops''' are where materials are processed by dwarves into more valuable or useful items.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
&lt;br /&gt;
Anything that is created, refined, cooked, altered, or decorated, or generally &amp;quot;produced&amp;quot; is processed at a workshop. There are many different types of workshops, for different purposes and different finished products. Just as they have specific products associated with them, they have specific labors that are required by dwarves to build them or to work there, and dwarves with more of the appropriate skill tend to produce higher [[quality]] objects*, and/or produce them faster.&lt;br /&gt;
&lt;br /&gt;
(* If the finished product has any quality modifiers - not all do. Processed milk is just [[cheese]], a [[stone]] block is just a stone [[block]], and a tanned hide is just [[leather]], etc.)&lt;br /&gt;
&lt;br /&gt;
You can use [[manager#Setting_workshop_profiles|workshop profiles]] to restrict the use of individual workshops to named dwarves, or to dwarves with specified minimum and maximum levels of skill.&lt;br /&gt;
&lt;br /&gt;
Almost all workshops measure 3 tiles square, 3x3, but a few are 5x5, or even a single tile. Not all squares of all workshops are passable, in fact some, like the jewelry workshop, have three [[impassable tile]]s down one side. These squares appear a dark green color during initial placement. Be careful not to block access when building.&lt;br /&gt;
&lt;br /&gt;
===Operation===&lt;br /&gt;
&lt;br /&gt;
When there are items ordered at a workshop, the workshop will generate item creation jobs until it finds a suitable dwarf with appropriate labors (and skill level and so on if those are set in the workshop orders). When the dwarf is found, an A will appear next to the job in the workshop queue, and the following will happen:&lt;br /&gt;
&lt;br /&gt;
# The dwarf comes to the workshop.&lt;br /&gt;
# The dwarf finds a suitable nearby raw material. (if any stockpiles are set to {K|g}ive to the workshop, only linked stockpiles will be looked in!)&lt;br /&gt;
# The dwarf fetches all the necessary ingredients and brings them to the workshop.&lt;br /&gt;
# The dwarf labors in the workshop for a while and creates the item.&lt;br /&gt;
# The dwarf brings the finished item to the nearest suitable stockpile. (see #2 for linked stockpiles)&lt;br /&gt;
# At this point the workshop goes to the next queued item, and starts looking for a suitable dwarf again - it's most probable that the dwarf who just finished the item is nearby and will be recruited again for another job.&lt;br /&gt;
&lt;br /&gt;
If you have no [[stockpile]]s to put finished objects in, workshops will become [[clutter]]ed. You can see the clutter by checking the contents of the workshop with {K|t}. The more items there are, the longer tasks will take.&lt;br /&gt;
&lt;br /&gt;
If you have only one dwarf with the appropriate labors, and the task of fetching items takes a long time because the stockpiles are far away, then he will execute far fewer jobs before it's time for a break. If you have many dwarfs, then recruitment of another one will waste time since he is far away. Therefore, in either situation, it's in your interest to put the stockpiles as close as possible to the workshop.&lt;br /&gt;
&lt;br /&gt;
==Tier System==&lt;br /&gt;
&lt;br /&gt;
The tier system was developed to help understand how far removed a workshop is from the basic raw materials that can be found throughout your average map. A Tier-1 workshop processes raw materials directly; a Tier-2 workshop processes the output of a Tier-1 workshop (but may also include new raw materials); and a Tier-3 workshop processes the output of a Tier-2 workshop (but may also include inputs from lower levels) Note that containers (cloth and leather bags) are considered Tier 1 materials even though they are produced at a higher tier. This is because these items are reusable; your dwarves will not need to create a new bag each time they want to mill some flour. In some cases, a workshop may fit into multiple tiers, (ex. [[Mechanic's workshop]]).  In these cases, the workshop is listed in the lowest applicable tier for its primary purpose.&lt;br /&gt;
&lt;br /&gt;
Tier 1 workshops use Tier 0 materials (animals, ore, wood, plants, bone, etc).&lt;br /&gt;
&lt;br /&gt;
Tier 2 workshops use Tier 1 materials (processed Tier 0 materials) and possibly Tier 0 materials.&lt;br /&gt;
&lt;br /&gt;
Tier 3 workshops use Tier 2 materials (processed Tier 1 materials) and possibly Tier 0 and/or Tier 1 materials.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Tier 1 Workshops===&lt;br /&gt;
*{{K|b}} [[Bowyer's workshop]]:&lt;br /&gt;
**Uses Tier 0 material: [[Wood]]&lt;br /&gt;
**Can also use higher-tier material: [[Bone]] &lt;br /&gt;
**Produces Tier 1 Weapon: [[Crossbow]]&lt;br /&gt;
*{{K|c}} [[Carpenter's workshop]]:  Uses wood from trees to produce various goods.&lt;br /&gt;
**Uses Tier 0 materials: [[Wood]]&lt;br /&gt;
**Produces Tier 1 materials: &lt;br /&gt;
***Armor: [[Buckler]], [[Shield]]&lt;br /&gt;
***Weapons: [[Training weapon|Training Axes]], [[Training weapon|Training Swords]], [[Training weapon|Training Spears]]&lt;br /&gt;
***Containers: [[Barrel]], [[Bin]], [[Bucket]], [[Casket]]&lt;br /&gt;
***Building Materials: [[Block]], [[Grate]], [[Pipe section]]&lt;br /&gt;
***Furniture: [[Bed]], [[Chair]], [[Table]], [[Cabinet]], [[Chest]], [[Armor stand]], [[Weapon rack]]&lt;br /&gt;
***Furniture: [[Door]], [[Floodgate]], [[Hatch cover]]&lt;br /&gt;
***Trap Components: [[Cage]], [[Enormous corkscrew]], [[Menacing spike]], [[Spiked ball]]&lt;br /&gt;
***Finished Goods: [[Crutch]], [[Splint]]&lt;br /&gt;
***Tools: [[Animal trap]]&lt;br /&gt;
*{{K|j}} [[Jeweler's workshop]]:&lt;br /&gt;
**Uses Tier 0 Item: Rough [[gem]]&lt;br /&gt;
**Can also use higher-tier Items: Cut [[gem]]s, Encrustable objects&lt;br /&gt;
**Produces: Cut [[gem]], Encrusted objects&lt;br /&gt;
*{{K|m}} [[Mason's workshop]]:&lt;br /&gt;
**Uses Tier 0 Item: [[Stone]]&lt;br /&gt;
**Produces Tier 1 Items: [[Armor stand]], [[Block]], [[Throne]], [[Coffin]], [[Door]], [[Floodgate]], [[Hatch cover]], [[Grate]], [[Cabinet]], [[Coffer]], [[Statue]], [[Table]], [[Weapon rack]], [[Quern]], [[Millstone]], [[Slab]]&lt;br /&gt;
*{{K|u}} [[Butcher's shop]]:&lt;br /&gt;
**Uses Tier 0 Items: [[Tame animals]], Corpses of untamed non-sentient animals&lt;br /&gt;
**Produces Tier 1 Items: [[Skin]], [[Fat]], [[Meat]], [[Bone]], [[Prepared organs]], [[Skull]], [[Scale]], [[Hoof]], [[Ivory]], [[Tooth]]&lt;br /&gt;
*{{K|t}} [[Mechanic's workshop]]:&lt;br /&gt;
**Uses Tier 0-1 Items: [[Stone]], [[Table]], [[Rope]]&lt;br /&gt;
**Produces Tier 1 Item: [[Mechanism]]&lt;br /&gt;
**Produces Tier 3 Item: [[Traction bench]]&lt;br /&gt;
*{{K|w}} [[Farmer's workshop]]:&lt;br /&gt;
**Uses Tier 0 Items: [[crop]], [[Animal]]&lt;br /&gt;
**Can use Tier 1 Reusable Items: [[Container|Bags, barrels, vials]], [[Bucket]]s&lt;br /&gt;
**Produces Tier 1 Items: [[Pig tail]] or [[Rope reed]] [[thread]], [[Quarry bush]] leaves, [[Dwarven syrup]], Plant [[extracts]], [[Milk]], [[Cheese]]&lt;br /&gt;
*{{K|h}} [[Fishery]]:&lt;br /&gt;
**Uses Tier 0 Items: Raw [[fish]]&lt;br /&gt;
**Produces Tier 1 Items: [[Meat|Fish meat]], [[Shell]]s, [[Captured live fish]]&lt;br /&gt;
*{{K|r}} [[Craftsdwarf's workshop]]:&lt;br /&gt;
**Uses Tier 0 Items: [[Stone]], [[Wood]]&lt;br /&gt;
**Can also use higher-tier items: [[Bone]], [[Shell]], [[Ivory]], [[Tooth]], [[Horn]], [[Pearl]], [[Cloth]], [[Leather]], [[Slab]]s&lt;br /&gt;
**Produces: [[Finished goods]], [[Pot]]s, [[Jug]]s, [[Tool]]s, [[Memorial]]s&lt;br /&gt;
*{{K|s}} [[Siege workshop]]:&lt;br /&gt;
**Uses Tier 0 Item: [[Wood]]&lt;br /&gt;
**Can also use higher-tier item: [[Ballista arrowhead]]&lt;br /&gt;
**Produces: [[Catapult]] parts, [[Ballista]] parts, [[Ballista arrow]]s&lt;br /&gt;
*[[Wood furnace]]:&lt;br /&gt;
**Uses Tier 0 Item: [[Wood]]&lt;br /&gt;
**Produces: Fuel ([[Charcoal]]), [[Ash]]&lt;br /&gt;
&lt;br /&gt;
===Tier 2 Workshops===&lt;br /&gt;
*{{K|n}} [[Tanner's shop]]:&lt;br /&gt;
**Uses Tier 1 Item: [[Skin|Hide]]&lt;br /&gt;
**Produces Tier 2 Item: [[Leather]]&lt;br /&gt;
*{{K|o}} [[Loom]]:&lt;br /&gt;
**Uses Tier 1 Items: [[Adamantine]] strands, [[Cave spider]] [[silk]] [[Cloth|thread]], [[Giant cave spider]] [[silk]] [[Cloth|thread]], [[Phantom spider]] [[silk]] [[Cloth|thread]], [[Pig tail]] [[Cloth|thread]], [[Rope reed]] [[Cloth|thread]]&lt;br /&gt;
**Produces: [[Cloth]]&lt;br /&gt;
*{{K|l}} [[Still]]:&lt;br /&gt;
**Uses Tier 0 Item: [[Alcohol#Brewable plants|Brewable Plant]]&lt;br /&gt;
**Uses Tier 1 Reusable Item: [[Barrel]]&lt;br /&gt;
*{{K|y}} [[Ashery]]:&lt;br /&gt;
**Uses Tier 1 Item: [[Ash]]&lt;br /&gt;
**Can use Tier 1 Reusable Item: [[Bucket]]&lt;br /&gt;
**Produces Tier 2 Items: [[Lye]], [[Potash]]&lt;br /&gt;
*{{K|z}} [[Kitchen]]:&lt;br /&gt;
**Uses Tier 1 Items: [[Meat|Fish]], [[Meat]], [[Cheese]], [[Dwarven syrup]], [[Milk]], [[Prepared organs]], [[Fat]] &lt;br /&gt;
**Can also use lower-tier items: [[Plants]], [[Seed]]s, [[Egg]]s&lt;br /&gt;
**Can also use higher-tier items: [[Alcohol]], [[Dwarven sugar]], [[Flour]], [[Tallow]]&lt;br /&gt;
**Produces: [[Food|Prepared meals]], [[Tallow]]&lt;br /&gt;
*{{K|p}} [[Screw press]]:&lt;br /&gt;
**Uses Tier 1 Items: [[Honeycomb]]&lt;br /&gt;
**Uses Tier 1 Reusable item: [[Jug]]&lt;br /&gt;
**Can also use higher-tier item: [[rock nut|Rock nut paste]]&lt;br /&gt;
**Produces: [[Honey]], [[Wax]], [[rock nut|Rock nut press cake]], [[rock nut|Rock nut oil]]&lt;br /&gt;
* [[Smelter]]:&lt;br /&gt;
**Uses Tier 1 Items: Fuel ([[Charcoal]], [[Coke]])&lt;br /&gt;
**Uses Tier 0 Items: [[Coal]], [[Ore]], [[Flux]]&lt;br /&gt;
**Can also use higher-tier items: [[Metal]] [[bar]]s, scrap [[weapon]]s, [[armor]], etc.&lt;br /&gt;
**Produces: [[Coke]], [[Metal]] [[bar]]s&lt;br /&gt;
* [[Magma smelter]]: (Requires [[magma]] access)&lt;br /&gt;
**Uses Tier 0 Items: [[Ore]], [[Flux]]&lt;br /&gt;
**Uses Tier 1 Items: [[Coke]], [[Charcoal]]&lt;br /&gt;
**Can also use higher-tier items: [[Metal]] [[bar]]s, scrap [[weapon]]s, [[armor]], etc.&lt;br /&gt;
**Produces: [[Metal]] [[bar]]s, [[Coke]]&lt;br /&gt;
*{{K|q}} [[Quern]]:&lt;br /&gt;
**Uses Tier 0 Items: [[Blade weed]], [[Cave wheat]], [[Dimple cup]], [[Hide root]], [[Longland grass]], [[Sliver barb]], [[Sweet pod]], [[Whip vine]], [[Rock nut]]s&lt;br /&gt;
**Uses Tier 1 Reusable Item: [[bag]]&lt;br /&gt;
**Produces: [[Flour|Dwarven wheat flour]], [[Dwarven sugar]], [[Flour|Longland flour]], [[Whip vine flour]], [[Dimple dye]], [[Emerald dye]], [[Redroot dye]], [[Sliver dye]], [[rock nut|Rock nut paste]] &lt;br /&gt;
*{{K|M}} ({{K|Shift}}+{{K|m}}) [[Millstone]]:&lt;br /&gt;
**Requires: Mechanical Power Source ([[Water wheel]] or [[Windmill]]), and a Millstone (Constructed at [[Mason's workshop]])&lt;br /&gt;
**Uses Tier 0 Items: [[Blade weed]], [[Cave wheat]], [[Dimple cup]], [[Hide root]], [[Longland grass]], [[Sliver barb]], [[Sweet pod]], [[Whip vine]], [[Rock nut]]s&lt;br /&gt;
**Uses Tier 1 Reusable Item: [[bag]]&lt;br /&gt;
**Produces: [[Emerald dye]], [[Flour|Dwarven wheat flour]], [[Dimple dye]], [[Redroot dye]], [[Flour|Longland flour]], [[Sliver dye]], [[Dwarven sugar]], [[Whip vine flour]], [[rock nut|Rock nut paste]]&lt;br /&gt;
* [[Kiln]]:&lt;br /&gt;
**Uses Tier 0 Items: [[Gypsum]], [[Alabaster]], [[Selenite]], [[Satinspar]], [[Kaolinite]], [[Clay]], [[Silty clay]], [[Sandy clay]], [[Clay loam]], [[Fire clay]], [[Cassiterite]]&lt;br /&gt;
**Uses Tier 1 Items: [[Coke]], [[Charcoal]], [[Ash]], [[Potash]]&lt;br /&gt;
**Produces: [[Pearlash]], [[Gypsum plaster]], [[Ceramic]]s ([[Jug]], [[Block|Bricks]], [[Statue]], [[Large pot]], [[Craft]]s, [[Hive]]), [[Glaze]]d items&lt;br /&gt;
* [[magma kiln]]:&lt;br /&gt;
**Uses Tier 0 Items: [[Gypsum]], [[Alabaster]], [[Selenite]], [[Satinspar]], [[Kaolinite]], [[Clay]], [[Silty clay]], [[Sandy clay]], [[Clay loam]], [[Fire clay]], [[Cassiterite]]&lt;br /&gt;
**Uses Tier 1 Items: [[Ash]], [[Potash]]&lt;br /&gt;
**Produces: [[Pearlash]], [[Gypsum plaster]], [[Ceramic]]s ([[Jug]], [[Block|Bricks]], [[Statue]], [[Large pot]], [[Craft]]s, [[Hive]]), [[Glaze]]d items&lt;br /&gt;
* [[Glass furnace]]:&lt;br /&gt;
**Uses Tier 0 Items: [[Sand]] [[bag]], Raw [[rock crystal]]&lt;br /&gt;
**Uses Tier 1 Items: [[Coke]], [[Charcoal]]&lt;br /&gt;
**Uses Tier 2 Item: [[Pearlash]]&lt;br /&gt;
**Produces: Raw crystal/clear/green [[glass]], [[Block]]s, [[Vial]]s, [[Toy]]s, [[Instrument]]s, [[Goblet]]s, [[Trap]] [[weapons]], [[Window]]s, [[Furniture]]&lt;br /&gt;
* [[Magma glass furnace]]:&lt;br /&gt;
**Uses Tier 0 Items: [[Sand]] [[bag]], Raw [[rock crystal]]&lt;br /&gt;
**Uses Tier 2 Item: [[Pearlash]]&lt;br /&gt;
**Produces: Raw crystal/clear/green [[glass]], [[Block]]s, [[Vial]]s, [[Toy]]s, [[Instrument]]s, [[Goblet]]s, [[Trap]] [[weapons]], [[Window]]s, [[Furniture]]&lt;br /&gt;
&lt;br /&gt;
===Tier 3 Workshops===&lt;br /&gt;
*{{K|e}} [[Leather works]]:&lt;br /&gt;
**Uses Tier 2 Item: [[Leather]]&lt;br /&gt;
**Produces: [[Leather]] [[Clothing]], [[Leather]] [[Armor]], [[Leather]] [[Shield]], [[Leather]] [[Quiver]], [[Leather]] [[Bag]], [[Leather]] [[Backpack]], [[Leather]] [[Waterskin]], [[Decoration|Leather Images]] (decoration)&lt;br /&gt;
*{{K|d}} [[Dyer's shop]]:&lt;br /&gt;
**Uses Tier 2 Item: [[Dye]], [[Cloth]] &lt;br /&gt;
**Can also use lower-tier item: [[Thread]]&lt;br /&gt;
**Produces: Dyed [[Thread]], Dyed [[Cloth]]&lt;br /&gt;
*{{K|k}} [[Clothier's shop]]:&lt;br /&gt;
**Uses Tier 2 Item: [[Cloth]]&lt;br /&gt;
**Can also use higher-tier item: Dyed [[Cloth]]&lt;br /&gt;
**Produces: [[Backpack]], [[Bag]], [[Clothing]], [[Quiver]], [[Rope]]&lt;br /&gt;
*{{K|f}} [[Metalsmith's forge]]:&lt;br /&gt;
**Uses Tier 2 Item: [[Metal]] [[bars]]&lt;br /&gt;
**Produces: [[weapons]], [[trap]] components, [[bolts]], [[ballista arrowhead|ballista arrowheads]], [[armor]], [[chain|chains]], [[craft|crafts]], [[coins]], [[goblet|goblets]], [[stud|studding]], [[anvil]]s, [[block]]s, [[furniture]], animal traps and mechanisms.&lt;br /&gt;
*{{k|v}} [[Magma forge]] (requires [[magma]] access):&lt;br /&gt;
**Uses Tier 2 Item: [[Metal]] [[bar]]s&lt;br /&gt;
**Produces: [[Armor]], [[Weapon]], [[Chain]], [[Crafts]], [[Furniture]]&lt;br /&gt;
*{{K|S}} ({{K|Shift}}+{{K|s}}) [[Soap maker's workshop]]:&lt;br /&gt;
**Uses Tier 2 Items: [[Tallow]], [[Lye]]&lt;br /&gt;
**Can also use higher-tier item: [[Rock nut oil]]&lt;br /&gt;
**Produces: [[Soap]]&lt;br /&gt;
&lt;br /&gt;
Note that some specific products can be higher-tier than indicated above. For example, production of [[Steel]] weapons requires: producing [[Coke|fuel]], producing [[Iron]] [[bar]]s, producing [[pig iron]] bars, producing [[steel]] bars, then finally forging weapons (a Tier-5 process).&lt;br /&gt;
&lt;br /&gt;
==Management==&lt;br /&gt;
As your fortress continues to grow and diversify, it becomes increasingly difficult to keep your workshops fruitfully busy without causing overproduction or underproduction or depleting your resources. Though no process can be truly automated, there are a few tricks to keeping your workshops productive.&lt;br /&gt;
&lt;br /&gt;
===Standing orders===&lt;br /&gt;
[[Standing orders]] provide a rudimentary form of automation for some specific workshops in Dwarf Fortress. Certain goods or materials are only useful for one thing, having no other use and requiring refinement before they can be made into something useful. Thus, standing orders automate certain tasks, queuing them up whenever input materials are available; this behavior may be configured in the &amp;quot;set workshop orders&amp;quot; menu ({{k|o}} - {{k|W}}). Note that this rudimentary automation performs poorly with multiple workshops, often queuing dwarves to carry the materials to the furthest available workshop. &lt;br /&gt;
* The [[Tanner's shop]] will automatically enqueue &amp;quot;{{k|t}}an a hide&amp;quot; whenever a hide becomes available, generally as a [[butcher's shop|butchering]] product. The shop has no other function, and hides have no other use and will [[rot]] if left untreated; thus you can build a tanner's shop (preferably close to your butcher and refuse stockpile), make sure some dwarves have [[tanning]] enabled, and then leave it untouched for the duration of the game.&lt;br /&gt;
* Similarly, the [[loom]]'s function is to collect [[web]]s and turn silk, plant thread, and yarn, into usable cloth. All [[weaving]] jobs are automated. However, it can be beneficial to build an additional loom near the caverns specifically for web collection, and assign a profile that keeps your legendary weaver safe making high-quality cloth in the fortress proper. Unfortunately, the automation process cannot adapt to such an arrangement, but the automatic jobs can be suspended to prevent undesirable assignments.&lt;br /&gt;
* A [[fishery]] will have &amp;quot;Process a live fish&amp;quot; automation enabled by default. Uncooked fish cannot be eaten as they are, and must be processed before being edible. Additionally, raw fish will [[rot]] if not processed quickly, and have no other uses. Fishery automation, with one or more dedicated [[fish cleaner]]s, is recommended.&lt;br /&gt;
* When an animal is marked for slaughter or a butcherable corpse is nearby, &amp;quot;Butcher a dead animal&amp;quot; is added to a butchery automatically; a [[butcher]] will process the corpse into various [[meat]]s and [[material]]s. Butcherable corpses have no other use, and will [[rot]] if not processed quickly.&lt;br /&gt;
* The [[Kitchen]] includes automation for [[tallow|rendering fat into tallow]]. The resulting tallow is useful for making [[soap]] and as a low-value &amp;quot;solid&amp;quot; cooking ingredient, however you will likely end up with an overabundance of tallow. Since the original fat apparently doesn't rot, and the rendering job is slow and tends to distract your head cook when he should be cooking the quickly-expiring meat instead, it is often more convenient to disable the automatic rendering and manually queue the job (on an auxiliary kitchen) if you somehow run low on tallow.&lt;br /&gt;
&lt;br /&gt;
===Repetition===&lt;br /&gt;
You can queue up to ten tasks in any workshop, and tell the dwarves to repeat any or all of them for as long as possible. This is most useful if you want to process all of a resource that you have into something usable (such as [[lye]] and [[tallow]] into [[soap]]), but don't know how much you have, or can't be bothered with exact numbers. If you want to keep a workshop busy, repeating a task for a period of time is the best way; most fledgling fortresses have craftdwarves making stone crafts 24/7. It is necessary to check back on your stocks every one in a while, however, as you might forget about your mason for a while and upon placing furniture discover that you have 99 doors but no tables. The easiest example would be gem cutting; just queue up all of the gems you've dug up on repeat, and use the cancellation messages to monitor progress through the stack. Note that if you place multiple jobs on repeat your dwarves will cycle through them, so you can have your mason make doors, cabinets, coffers, tables, and thrones (the &amp;quot;welcome to the fortress&amp;quot; package) in equally large numbers. &lt;br /&gt;
&lt;br /&gt;
===Manager===&lt;br /&gt;
Appointing a [[manager]] [[noble]] allows you to queue work orders using the job manager interface, though your manager will need time to approve work orders before production begins. Using the job manager interface has two major advantages. Firstly, it allows you to produce an exact number of items as opposed to putting a workshop on repeat, and secondly, it allows easier management of complex tasks: although you will get cancellation spam, the tasks will simply re-queue, to be fulfilled as soon as the prerequisites are in order. This makes complicated processes, such as the production of twenty steel breastplates for your military, much simpler and less time-consuming. You will be notified when your work orders are completed, so it has the advantage of timely organization as well.&lt;br /&gt;
&lt;br /&gt;
===Workflow===&lt;br /&gt;
Finally, for those who find the other automation options lacking, the [[Utility:DFHack|dfhack]] &amp;quot;workflow&amp;quot; plug-in allows for automated job processing for many applications (e.g. auto process plants, auto mill plants, auto brew, auto make soap, etc.). Unfortunately, setting up the necessary rules can require some trial and error and a considerable investment of time, but the results can be well worth the trouble, at least until comprehensive automation support is added to the game itself.&lt;br /&gt;
&lt;br /&gt;
{{workshops}}&lt;/div&gt;</summary>
		<author><name>Fastjack</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Workshop&amp;diff=193426</id>
		<title>v0.34:Workshop</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Workshop&amp;diff=193426"/>
		<updated>2013-10-13T17:04:45Z</updated>

		<summary type="html">&lt;p&gt;Fastjack: /* Tier 2 Workshops */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|13:14, 20 April 2013 (UTC)}}{{av}}&lt;br /&gt;
[[Image:DFflowchart.png|thumb|200px|'''Production flowchart for most workshops'''.&amp;lt;br /&amp;gt; Not all items are represented!&amp;lt;br /&amp;gt;''(Click to enlarge)'']]&lt;br /&gt;
&lt;br /&gt;
'''Workshops''' are where materials are processed by dwarves into more valuable or useful items.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
&lt;br /&gt;
Anything that is created, refined, cooked, altered, or decorated, or generally &amp;quot;produced&amp;quot; is processed at a workshop. There are many different types of workshops, for different purposes and different finished products. Just as they have specific products associated with them, they have specific labors that are required by dwarves to build them or to work there, and dwarves with more of the appropriate skill tend to produce higher [[quality]] objects*, and/or produce them faster.&lt;br /&gt;
&lt;br /&gt;
(* If the finished product has any quality modifiers - not all do. Processed milk is just [[cheese]], a [[stone]] block is just a stone [[block]], and a tanned hide is just [[leather]], etc.)&lt;br /&gt;
&lt;br /&gt;
You can use [[manager#Setting_workshop_profiles|workshop profiles]] to restrict the use of individual workshops to named dwarves, or to dwarves with specified minimum and maximum levels of skill.&lt;br /&gt;
&lt;br /&gt;
Almost all workshops measure 3 tiles square, 3x3, but a few are 5x5, or even a single tile. Not all squares of all workshops are passable, in fact some, like the jewelry workshop, have three [[impassable tile]]s down one side. These squares appear a dark green color during initial placement. Be careful not to block access when building.&lt;br /&gt;
&lt;br /&gt;
===Operation===&lt;br /&gt;
&lt;br /&gt;
When there are items ordered at a workshop, the workshop will generate item creation jobs until it finds a suitable dwarf with appropriate labors (and skill level and so on if those are set in the workshop orders). When the dwarf is found, an A will appear next to the job in the workshop queue, and the following will happen:&lt;br /&gt;
&lt;br /&gt;
# The dwarf comes to the workshop.&lt;br /&gt;
# The dwarf finds a suitable nearby raw material. (if any stockpiles are set to {K|g}ive to the workshop, only linked stockpiles will be looked in!)&lt;br /&gt;
# The dwarf fetches all the necessary ingredients and brings them to the workshop.&lt;br /&gt;
# The dwarf labors in the workshop for a while and creates the item.&lt;br /&gt;
# The dwarf brings the finished item to the nearest suitable stockpile. (see #2 for linked stockpiles)&lt;br /&gt;
# At this point the workshop goes to the next queued item, and starts looking for a suitable dwarf again - it's most probable that the dwarf who just finished the item is nearby and will be recruited again for another job.&lt;br /&gt;
&lt;br /&gt;
If you have no [[stockpile]]s to put finished objects in, workshops will become [[clutter]]ed. You can see the clutter by checking the contents of the workshop with {K|t}. The more items there are, the longer tasks will take.&lt;br /&gt;
&lt;br /&gt;
If you have only one dwarf with the appropriate labors, and the task of fetching items takes a long time because the stockpiles are far away, then he will execute far fewer jobs before it's time for a break. If you have many dwarfs, then recruitment of another one will waste time since he is far away. Therefore, in either situation, it's in your interest to put the stockpiles as close as possible to the workshop.&lt;br /&gt;
&lt;br /&gt;
==Tier System==&lt;br /&gt;
&lt;br /&gt;
The tier system was developed to help understand how far removed a workshop is from the basic raw materials that can be found throughout your average map. A Tier-1 workshop processes raw materials directly; a Tier-2 workshop processes the output of a Tier-1 workshop (but may also include new raw materials); and a Tier-3 workshop processes the output of a Tier-2 workshop (but may also include inputs from lower levels) Note that containers (cloth and leather bags) are considered Tier 1 materials even though they are produced at a higher tier. This is because these items are reusable; your dwarves will not need to create a new bag each time they want to mill some flour. In some cases, a workshop may fit into multiple tiers, (ex. [[Mechanic's workshop]]).  In these cases, the workshop is listed in the lowest applicable tier for its primary purpose.&lt;br /&gt;
&lt;br /&gt;
Tier 1 workshops use Tier 0 materials (animals, ore, wood, plants, bone, etc).&lt;br /&gt;
&lt;br /&gt;
Tier 2 workshops use Tier 1 materials (processed Tier 0 materials) and possibly Tier 0 materials.&lt;br /&gt;
&lt;br /&gt;
Tier 3 workshops use Tier 2 materials (processed Tier 1 materials) and possibly Tier 0 and/or Tier 1 materials.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Tier 1 Workshops===&lt;br /&gt;
*{{K|b}} [[Bowyer's workshop]]:&lt;br /&gt;
**Uses Tier 0 material: [[Wood]]&lt;br /&gt;
**Can also use higher-tier material: [[Bone]] &lt;br /&gt;
**Produces Tier 1 Weapon: [[Crossbow]]&lt;br /&gt;
*{{K|c}} [[Carpenter's workshop]]:  Uses wood from trees to produce various goods.&lt;br /&gt;
**Uses Tier 0 materials: [[Wood]]&lt;br /&gt;
**Produces Tier 1 materials: &lt;br /&gt;
***Armor: [[Buckler]], [[Shield]]&lt;br /&gt;
***Weapons: [[Training weapon|Training Axes]], [[Training weapon|Training Swords]], [[Training weapon|Training Spears]]&lt;br /&gt;
***Containers: [[Barrel]], [[Bin]], [[Bucket]], [[Casket]]&lt;br /&gt;
***Building Materials: [[Block]], [[Grate]], [[Pipe section]]&lt;br /&gt;
***Furniture: [[Bed]], [[Chair]], [[Table]], [[Cabinet]], [[Chest]], [[Armor stand]], [[Weapon rack]]&lt;br /&gt;
***Furniture: [[Door]], [[Floodgate]], [[Hatch cover]]&lt;br /&gt;
***Trap Components: [[Cage]], [[Enormous corkscrew]], [[Menacing spike]], [[Spiked ball]]&lt;br /&gt;
***Finished Goods: [[Crutch]], [[Splint]]&lt;br /&gt;
***Tools: [[Animal trap]]&lt;br /&gt;
*{{K|j}} [[Jeweler's workshop]]:&lt;br /&gt;
**Uses Tier 0 Item: Rough [[gem]]&lt;br /&gt;
**Can also use higher-tier Items: Cut [[gem]]s, Encrustable objects&lt;br /&gt;
**Produces: Cut [[gem]], Encrusted objects&lt;br /&gt;
*{{K|m}} [[Mason's workshop]]:&lt;br /&gt;
**Uses Tier 0 Item: [[Stone]]&lt;br /&gt;
**Produces Tier 1 Items: [[Armor stand]], [[Block]], [[Throne]], [[Coffin]], [[Door]], [[Floodgate]], [[Hatch cover]], [[Grate]], [[Cabinet]], [[Coffer]], [[Statue]], [[Table]], [[Weapon rack]], [[Quern]], [[Millstone]], [[Slab]]&lt;br /&gt;
*{{K|u}} [[Butcher's shop]]:&lt;br /&gt;
**Uses Tier 0 Items: [[Tame animals]], Corpses of untamed non-sentient animals&lt;br /&gt;
**Produces Tier 1 Items: [[Skin]], [[Fat]], [[Meat]], [[Bone]], [[Prepared organs]], [[Skull]], [[Scale]], [[Hoof]], [[Ivory]], [[Tooth]]&lt;br /&gt;
*{{K|t}} [[Mechanic's workshop]]:&lt;br /&gt;
**Uses Tier 0-1 Items: [[Stone]], [[Table]], [[Rope]]&lt;br /&gt;
**Produces Tier 1 Item: [[Mechanism]]&lt;br /&gt;
**Produces Tier 3 Item: [[Traction bench]]&lt;br /&gt;
*{{K|w}} [[Farmer's workshop]]:&lt;br /&gt;
**Uses Tier 0 Items: [[crop]], [[Animal]]&lt;br /&gt;
**Can use Tier 1 Reusable Items: [[Container|Bags, barrels, vials]], [[Bucket]]s&lt;br /&gt;
**Produces Tier 1 Items: [[Pig tail]] or [[Rope reed]] [[thread]], [[Quarry bush]] leaves, [[Dwarven syrup]], Plant [[extracts]], [[Milk]], [[Cheese]]&lt;br /&gt;
*{{K|h}} [[Fishery]]:&lt;br /&gt;
**Uses Tier 0 Items: Raw [[fish]]&lt;br /&gt;
**Produces Tier 1 Items: [[Meat|Fish meat]], [[Shell]]s, [[Captured live fish]]&lt;br /&gt;
*{{K|r}} [[Craftsdwarf's workshop]]:&lt;br /&gt;
**Uses Tier 0 Items: [[Stone]], [[Wood]]&lt;br /&gt;
**Can also use higher-tier items: [[Bone]], [[Shell]], [[Ivory]], [[Tooth]], [[Horn]], [[Pearl]], [[Cloth]], [[Leather]], [[Slab]]s&lt;br /&gt;
**Produces: [[Finished goods]], [[Pot]]s, [[Jug]]s, [[Tool]]s, [[Memorial]]s&lt;br /&gt;
*{{K|s}} [[Siege workshop]]:&lt;br /&gt;
**Uses Tier 0 Item: [[Wood]]&lt;br /&gt;
**Can also use higher-tier item: [[Ballista arrowhead]]&lt;br /&gt;
**Produces: [[Catapult]] parts, [[Ballista]] parts, [[Ballista arrow]]s&lt;br /&gt;
*[[Wood furnace]]:&lt;br /&gt;
**Uses Tier 0 Item: [[Wood]]&lt;br /&gt;
**Produces: Fuel ([[Charcoal]]), [[Ash]]&lt;br /&gt;
&lt;br /&gt;
===Tier 2 Workshops===&lt;br /&gt;
*{{K|n}} [[Tanner's shop]]:&lt;br /&gt;
**Uses Tier 1 Item: [[Skin|Hide]]&lt;br /&gt;
**Produces Tier 2 Item: [[Leather]]&lt;br /&gt;
*{{K|o}} [[Loom]]:&lt;br /&gt;
**Uses Tier 1 Items: [[Adamantine]] strands, [[Cave spider]] [[silk]] [[Cloth|thread]], [[Giant cave spider]] [[silk]] [[Cloth|thread]], [[Phantom spider]] [[silk]] [[Cloth|thread]], [[Pig tail]] [[Cloth|thread]], [[Rope reed]] [[Cloth|thread]]&lt;br /&gt;
**Produces: [[Cloth]]&lt;br /&gt;
*{{K|l}} [[Still]]:&lt;br /&gt;
**Uses Tier 0 Item: [[Alcohol#Brewable plants|Brewable Plant]]&lt;br /&gt;
**Uses Tier 1 Reusable Item: [[Barrel]]&lt;br /&gt;
*{{K|y}} [[Ashery]]:&lt;br /&gt;
**Uses Tier 1 Item: [[Ash]]&lt;br /&gt;
**Can use Tier 1 Reusable Item: [[Bucket]]&lt;br /&gt;
**Produces Tier 2 Items: [[Lye]], [[Potash]]&lt;br /&gt;
*{{K|z}} [[Kitchen]]:&lt;br /&gt;
**Uses Tier 1 Items: [[Meat|Fish]], [[Meat]], [[Cheese]], [[Dwarven syrup]], [[Milk]], [[Prepared organs]], [[Fat]] &lt;br /&gt;
**Can also use lower-tier items: [[Plants]], [[Seed]]s, [[Egg]]s&lt;br /&gt;
**Can also use higher-tier items: [[Alcohol]], [[Dwarven sugar]], [[Flour]], [[Tallow]]&lt;br /&gt;
**Produces: [[Food|Prepared meals]], [[Tallow]]&lt;br /&gt;
*{{K|p}} [[Screw press]]:&lt;br /&gt;
**Uses Tier 1 Items: [[Honeycomb]]&lt;br /&gt;
**Uses Tier 1 Reusable item: [[Jug]]&lt;br /&gt;
**Can also use higher-tier item: [[rock nut|Rock nut paste]]&lt;br /&gt;
**Produces: [[Honey]], [[Wax]], [[rock nut|Rock nut press cake]], [[rock nut|Rock nut oil]]&lt;br /&gt;
* [[Smelter]]:&lt;br /&gt;
**Uses Tier 1 Items: Fuel ([[Charcoal]], [[Coke]])&lt;br /&gt;
**Uses Tier 0 Items: [[Coal]], [[Ore]], [[Flux]]&lt;br /&gt;
**Can also use higher-tier items: [[Metal]] [[bar]]s, scrap [[weapon]]s, [[armor]], etc.&lt;br /&gt;
**Produces: [[Coke]], [[Metal]] [[bar]]s&lt;br /&gt;
* [[Magma smelter]]: (Requires [[magma]] access)&lt;br /&gt;
**Uses Tier 0 Items: [[Ore]], [[Flux]]&lt;br /&gt;
**Uses Tier 1 Items: [[Coke]], [[Charcoal]]&lt;br /&gt;
**Can also use higher-tier items: [[Metal]] [[bar]]s, scrap [[weapon]]s, [[armor]], etc.&lt;br /&gt;
**Produces: [[Metal]] [[bar]]s, [[Coke]]&lt;br /&gt;
*{{K|q}} [[Quern]]:&lt;br /&gt;
**Uses Tier 0 Items: [[Blade weed]], [[Cave wheat]], [[Dimple cup]], [[Hide root]], [[Longland grass]], [[Sliver barb]], [[Sweet pod]], [[Whip vine]], [[Rock nut]]s&lt;br /&gt;
**Uses Tier 1 Reusable Item: [[bag]]&lt;br /&gt;
**Produces: [[Flour|Dwarven wheat flour]], [[Dwarven sugar]], [[Flour|Longland flour]], [[Whip vine flour]], [[Dimple dye]], [[Emerald dye]], [[Redroot dye]], [[Sliver dye]], [[rock nut|Rock nut paste]] &lt;br /&gt;
*{{K|M}} ({{K|Shift}}+{{K|m}}) [[Millstone]]:&lt;br /&gt;
**Requires: Mechanical Power Source ([[Water wheel]] or [[Windmill]]), and a Millstone (Constructed at [[Mason's workshop]])&lt;br /&gt;
**Uses Tier 0 Items: [[Blade weed]], [[Cave wheat]], [[Dimple cup]], [[Hide root]], [[Longland grass]], [[Sliver barb]], [[Sweet pod]], [[Whip vine]], [[Rock nut]]s&lt;br /&gt;
**Uses Tier 1 Reusable Item: [[bag]]&lt;br /&gt;
**Produces: [[Emerald dye]], [[Flour|Dwarven wheat flour]], [[Dimple dye]], [[Redroot dye]], [[Flour|Longland flour]], [[Sliver dye]], [[Dwarven sugar]], [[Whip vine flour]], [[rock nut|Rock nut paste]]&lt;br /&gt;
&lt;br /&gt;
===Tier 3 Workshops===&lt;br /&gt;
*{{K|e}} [[Leather works]]:&lt;br /&gt;
**Uses Tier 2 Item: [[Leather]]&lt;br /&gt;
**Produces: [[Leather]] [[Clothing]], [[Leather]] [[Armor]], [[Leather]] [[Shield]], [[Leather]] [[Quiver]], [[Leather]] [[Bag]], [[Leather]] [[Backpack]], [[Leather]] [[Waterskin]], [[Decoration|Leather Images]] (decoration)&lt;br /&gt;
*{{K|d}} [[Dyer's shop]]:&lt;br /&gt;
**Uses Tier 2 Item: [[Dye]], [[Cloth]] &lt;br /&gt;
**Can also use lower-tier item: [[Thread]]&lt;br /&gt;
**Produces: Dyed [[Thread]], Dyed [[Cloth]]&lt;br /&gt;
*{{K|k}} [[Clothier's shop]]:&lt;br /&gt;
**Uses Tier 2 Item: [[Cloth]]&lt;br /&gt;
**Can also use higher-tier item: Dyed [[Cloth]]&lt;br /&gt;
**Produces: [[Backpack]], [[Bag]], [[Clothing]], [[Quiver]], [[Rope]]&lt;br /&gt;
*{{K|f}} [[Metalsmith's forge]]:&lt;br /&gt;
**Uses Tier 2 Item: [[Metal]] [[bars]]&lt;br /&gt;
**Produces: [[weapons]], [[trap]] components, [[bolts]], [[ballista arrowhead|ballista arrowheads]], [[armor]], [[chain|chains]], [[craft|crafts]], [[coins]], [[goblet|goblets]], [[stud|studding]], [[anvil]]s, [[block]]s, [[furniture]], animal traps and mechanisms.&lt;br /&gt;
*{{k|v}} [[Magma forge]] (requires [[magma]] access):&lt;br /&gt;
**Uses Tier 2 Item: [[Metal]] [[bar]]s&lt;br /&gt;
**Produces: [[Armor]], [[Weapon]], [[Chain]], [[Crafts]], [[Furniture]]&lt;br /&gt;
*{{K|S}} ({{K|Shift}}+{{K|s}}) [[Soap maker's workshop]]:&lt;br /&gt;
**Uses Tier 2 Items: [[Tallow]], [[Lye]]&lt;br /&gt;
**Can also use higher-tier item: [[Rock nut oil]]&lt;br /&gt;
**Produces: [[Soap]]&lt;br /&gt;
&lt;br /&gt;
Note that some specific products can be higher-tier than indicated above. For example, production of [[Steel]] weapons requires: producing [[Coke|fuel]], producing [[Iron]] [[bar]]s, producing [[pig iron]] bars, producing [[steel]] bars, then finally forging weapons (a Tier-5 process).&lt;br /&gt;
&lt;br /&gt;
==Management==&lt;br /&gt;
As your fortress continues to grow and diversify, it becomes increasingly difficult to keep your workshops fruitfully busy without causing overproduction or underproduction or depleting your resources. Though no process can be truly automated, there are a few tricks to keeping your workshops productive.&lt;br /&gt;
&lt;br /&gt;
===Standing orders===&lt;br /&gt;
[[Standing orders]] provide a rudimentary form of automation for some specific workshops in Dwarf Fortress. Certain goods or materials are only useful for one thing, having no other use and requiring refinement before they can be made into something useful. Thus, standing orders automate certain tasks, queuing them up whenever input materials are available; this behavior may be configured in the &amp;quot;set workshop orders&amp;quot; menu ({{k|o}} - {{k|W}}). Note that this rudimentary automation performs poorly with multiple workshops, often queuing dwarves to carry the materials to the furthest available workshop. &lt;br /&gt;
* The [[Tanner's shop]] will automatically enqueue &amp;quot;{{k|t}}an a hide&amp;quot; whenever a hide becomes available, generally as a [[butcher's shop|butchering]] product. The shop has no other function, and hides have no other use and will [[rot]] if left untreated; thus you can build a tanner's shop (preferably close to your butcher and refuse stockpile), make sure some dwarves have [[tanning]] enabled, and then leave it untouched for the duration of the game.&lt;br /&gt;
* Similarly, the [[loom]]'s function is to collect [[web]]s and turn silk, plant thread, and yarn, into usable cloth. All [[weaving]] jobs are automated. However, it can be beneficial to build an additional loom near the caverns specifically for web collection, and assign a profile that keeps your legendary weaver safe making high-quality cloth in the fortress proper. Unfortunately, the automation process cannot adapt to such an arrangement, but the automatic jobs can be suspended to prevent undesirable assignments.&lt;br /&gt;
* A [[fishery]] will have &amp;quot;Process a live fish&amp;quot; automation enabled by default. Uncooked fish cannot be eaten as they are, and must be processed before being edible. Additionally, raw fish will [[rot]] if not processed quickly, and have no other uses. Fishery automation, with one or more dedicated [[fish cleaner]]s, is recommended.&lt;br /&gt;
* When an animal is marked for slaughter or a butcherable corpse is nearby, &amp;quot;Butcher a dead animal&amp;quot; is added to a butchery automatically; a [[butcher]] will process the corpse into various [[meat]]s and [[material]]s. Butcherable corpses have no other use, and will [[rot]] if not processed quickly.&lt;br /&gt;
* The [[Kitchen]] includes automation for [[tallow|rendering fat into tallow]]. The resulting tallow is useful for making [[soap]] and as a low-value &amp;quot;solid&amp;quot; cooking ingredient, however you will likely end up with an overabundance of tallow. Since the original fat apparently doesn't rot, and the rendering job is slow and tends to distract your head cook when he should be cooking the quickly-expiring meat instead, it is often more convenient to disable the automatic rendering and manually queue the job (on an auxiliary kitchen) if you somehow run low on tallow.&lt;br /&gt;
&lt;br /&gt;
===Repetition===&lt;br /&gt;
You can queue up to ten tasks in any workshop, and tell the dwarves to repeat any or all of them for as long as possible. This is most useful if you want to process all of a resource that you have into something usable (such as [[lye]] and [[tallow]] into [[soap]]), but don't know how much you have, or can't be bothered with exact numbers. If you want to keep a workshop busy, repeating a task for a period of time is the best way; most fledgling fortresses have craftdwarves making stone crafts 24/7. It is necessary to check back on your stocks every one in a while, however, as you might forget about your mason for a while and upon placing furniture discover that you have 99 doors but no tables. The easiest example would be gem cutting; just queue up all of the gems you've dug up on repeat, and use the cancellation messages to monitor progress through the stack. Note that if you place multiple jobs on repeat your dwarves will cycle through them, so you can have your mason make doors, cabinets, coffers, tables, and thrones (the &amp;quot;welcome to the fortress&amp;quot; package) in equally large numbers. &lt;br /&gt;
&lt;br /&gt;
===Manager===&lt;br /&gt;
Appointing a [[manager]] [[noble]] allows you to queue work orders using the job manager interface, though your manager will need time to approve work orders before production begins. Using the job manager interface has two major advantages. Firstly, it allows you to produce an exact number of items as opposed to putting a workshop on repeat, and secondly, it allows easier management of complex tasks: although you will get cancellation spam, the tasks will simply re-queue, to be fulfilled as soon as the prerequisites are in order. This makes complicated processes, such as the production of twenty steel breastplates for your military, much simpler and less time-consuming. You will be notified when your work orders are completed, so it has the advantage of timely organization as well.&lt;br /&gt;
&lt;br /&gt;
===Workflow===&lt;br /&gt;
Finally, for those who find the other automation options lacking, the [[Utility:DFHack|dfhack]] &amp;quot;workflow&amp;quot; plug-in allows for automated job processing for many applications (e.g. auto process plants, auto mill plants, auto brew, auto make soap, etc.). Unfortunately, setting up the necessary rules can require some trial and error and a considerable investment of time, but the results can be well worth the trouble, at least until comprehensive automation support is added to the game itself.&lt;br /&gt;
&lt;br /&gt;
{{workshops}}&lt;/div&gt;</summary>
		<author><name>Fastjack</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Workshop&amp;diff=193425</id>
		<title>v0.34:Workshop</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Workshop&amp;diff=193425"/>
		<updated>2013-10-13T17:03:45Z</updated>

		<summary type="html">&lt;p&gt;Fastjack: /* Tier 2 Workshops */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|13:14, 20 April 2013 (UTC)}}{{av}}&lt;br /&gt;
[[Image:DFflowchart.png|thumb|200px|'''Production flowchart for most workshops'''.&amp;lt;br /&amp;gt; Not all items are represented!&amp;lt;br /&amp;gt;''(Click to enlarge)'']]&lt;br /&gt;
&lt;br /&gt;
'''Workshops''' are where materials are processed by dwarves into more valuable or useful items.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
&lt;br /&gt;
Anything that is created, refined, cooked, altered, or decorated, or generally &amp;quot;produced&amp;quot; is processed at a workshop. There are many different types of workshops, for different purposes and different finished products. Just as they have specific products associated with them, they have specific labors that are required by dwarves to build them or to work there, and dwarves with more of the appropriate skill tend to produce higher [[quality]] objects*, and/or produce them faster.&lt;br /&gt;
&lt;br /&gt;
(* If the finished product has any quality modifiers - not all do. Processed milk is just [[cheese]], a [[stone]] block is just a stone [[block]], and a tanned hide is just [[leather]], etc.)&lt;br /&gt;
&lt;br /&gt;
You can use [[manager#Setting_workshop_profiles|workshop profiles]] to restrict the use of individual workshops to named dwarves, or to dwarves with specified minimum and maximum levels of skill.&lt;br /&gt;
&lt;br /&gt;
Almost all workshops measure 3 tiles square, 3x3, but a few are 5x5, or even a single tile. Not all squares of all workshops are passable, in fact some, like the jewelry workshop, have three [[impassable tile]]s down one side. These squares appear a dark green color during initial placement. Be careful not to block access when building.&lt;br /&gt;
&lt;br /&gt;
===Operation===&lt;br /&gt;
&lt;br /&gt;
When there are items ordered at a workshop, the workshop will generate item creation jobs until it finds a suitable dwarf with appropriate labors (and skill level and so on if those are set in the workshop orders). When the dwarf is found, an A will appear next to the job in the workshop queue, and the following will happen:&lt;br /&gt;
&lt;br /&gt;
# The dwarf comes to the workshop.&lt;br /&gt;
# The dwarf finds a suitable nearby raw material. (if any stockpiles are set to {K|g}ive to the workshop, only linked stockpiles will be looked in!)&lt;br /&gt;
# The dwarf fetches all the necessary ingredients and brings them to the workshop.&lt;br /&gt;
# The dwarf labors in the workshop for a while and creates the item.&lt;br /&gt;
# The dwarf brings the finished item to the nearest suitable stockpile. (see #2 for linked stockpiles)&lt;br /&gt;
# At this point the workshop goes to the next queued item, and starts looking for a suitable dwarf again - it's most probable that the dwarf who just finished the item is nearby and will be recruited again for another job.&lt;br /&gt;
&lt;br /&gt;
If you have no [[stockpile]]s to put finished objects in, workshops will become [[clutter]]ed. You can see the clutter by checking the contents of the workshop with {K|t}. The more items there are, the longer tasks will take.&lt;br /&gt;
&lt;br /&gt;
If you have only one dwarf with the appropriate labors, and the task of fetching items takes a long time because the stockpiles are far away, then he will execute far fewer jobs before it's time for a break. If you have many dwarfs, then recruitment of another one will waste time since he is far away. Therefore, in either situation, it's in your interest to put the stockpiles as close as possible to the workshop.&lt;br /&gt;
&lt;br /&gt;
==Tier System==&lt;br /&gt;
&lt;br /&gt;
The tier system was developed to help understand how far removed a workshop is from the basic raw materials that can be found throughout your average map. A Tier-1 workshop processes raw materials directly; a Tier-2 workshop processes the output of a Tier-1 workshop (but may also include new raw materials); and a Tier-3 workshop processes the output of a Tier-2 workshop (but may also include inputs from lower levels) Note that containers (cloth and leather bags) are considered Tier 1 materials even though they are produced at a higher tier. This is because these items are reusable; your dwarves will not need to create a new bag each time they want to mill some flour. In some cases, a workshop may fit into multiple tiers, (ex. [[Mechanic's workshop]]).  In these cases, the workshop is listed in the lowest applicable tier for its primary purpose.&lt;br /&gt;
&lt;br /&gt;
Tier 1 workshops use Tier 0 materials (animals, ore, wood, plants, bone, etc).&lt;br /&gt;
&lt;br /&gt;
Tier 2 workshops use Tier 1 materials (processed Tier 0 materials) and possibly Tier 0 materials.&lt;br /&gt;
&lt;br /&gt;
Tier 3 workshops use Tier 2 materials (processed Tier 1 materials) and possibly Tier 0 and/or Tier 1 materials.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Tier 1 Workshops===&lt;br /&gt;
*{{K|b}} [[Bowyer's workshop]]:&lt;br /&gt;
**Uses Tier 0 material: [[Wood]]&lt;br /&gt;
**Can also use higher-tier material: [[Bone]] &lt;br /&gt;
**Produces Tier 1 Weapon: [[Crossbow]]&lt;br /&gt;
*{{K|c}} [[Carpenter's workshop]]:  Uses wood from trees to produce various goods.&lt;br /&gt;
**Uses Tier 0 materials: [[Wood]]&lt;br /&gt;
**Produces Tier 1 materials: &lt;br /&gt;
***Armor: [[Buckler]], [[Shield]]&lt;br /&gt;
***Weapons: [[Training weapon|Training Axes]], [[Training weapon|Training Swords]], [[Training weapon|Training Spears]]&lt;br /&gt;
***Containers: [[Barrel]], [[Bin]], [[Bucket]], [[Casket]]&lt;br /&gt;
***Building Materials: [[Block]], [[Grate]], [[Pipe section]]&lt;br /&gt;
***Furniture: [[Bed]], [[Chair]], [[Table]], [[Cabinet]], [[Chest]], [[Armor stand]], [[Weapon rack]]&lt;br /&gt;
***Furniture: [[Door]], [[Floodgate]], [[Hatch cover]]&lt;br /&gt;
***Trap Components: [[Cage]], [[Enormous corkscrew]], [[Menacing spike]], [[Spiked ball]]&lt;br /&gt;
***Finished Goods: [[Crutch]], [[Splint]]&lt;br /&gt;
***Tools: [[Animal trap]]&lt;br /&gt;
*{{K|j}} [[Jeweler's workshop]]:&lt;br /&gt;
**Uses Tier 0 Item: Rough [[gem]]&lt;br /&gt;
**Can also use higher-tier Items: Cut [[gem]]s, Encrustable objects&lt;br /&gt;
**Produces: Cut [[gem]], Encrusted objects&lt;br /&gt;
*{{K|m}} [[Mason's workshop]]:&lt;br /&gt;
**Uses Tier 0 Item: [[Stone]]&lt;br /&gt;
**Produces Tier 1 Items: [[Armor stand]], [[Block]], [[Throne]], [[Coffin]], [[Door]], [[Floodgate]], [[Hatch cover]], [[Grate]], [[Cabinet]], [[Coffer]], [[Statue]], [[Table]], [[Weapon rack]], [[Quern]], [[Millstone]], [[Slab]]&lt;br /&gt;
*{{K|u}} [[Butcher's shop]]:&lt;br /&gt;
**Uses Tier 0 Items: [[Tame animals]], Corpses of untamed non-sentient animals&lt;br /&gt;
**Produces Tier 1 Items: [[Skin]], [[Fat]], [[Meat]], [[Bone]], [[Prepared organs]], [[Skull]], [[Scale]], [[Hoof]], [[Ivory]], [[Tooth]]&lt;br /&gt;
*{{K|t}} [[Mechanic's workshop]]:&lt;br /&gt;
**Uses Tier 0-1 Items: [[Stone]], [[Table]], [[Rope]]&lt;br /&gt;
**Produces Tier 1 Item: [[Mechanism]]&lt;br /&gt;
**Produces Tier 3 Item: [[Traction bench]]&lt;br /&gt;
*{{K|w}} [[Farmer's workshop]]:&lt;br /&gt;
**Uses Tier 0 Items: [[crop]], [[Animal]]&lt;br /&gt;
**Can use Tier 1 Reusable Items: [[Container|Bags, barrels, vials]], [[Bucket]]s&lt;br /&gt;
**Produces Tier 1 Items: [[Pig tail]] or [[Rope reed]] [[thread]], [[Quarry bush]] leaves, [[Dwarven syrup]], Plant [[extracts]], [[Milk]], [[Cheese]]&lt;br /&gt;
*{{K|h}} [[Fishery]]:&lt;br /&gt;
**Uses Tier 0 Items: Raw [[fish]]&lt;br /&gt;
**Produces Tier 1 Items: [[Meat|Fish meat]], [[Shell]]s, [[Captured live fish]]&lt;br /&gt;
*{{K|r}} [[Craftsdwarf's workshop]]:&lt;br /&gt;
**Uses Tier 0 Items: [[Stone]], [[Wood]]&lt;br /&gt;
**Can also use higher-tier items: [[Bone]], [[Shell]], [[Ivory]], [[Tooth]], [[Horn]], [[Pearl]], [[Cloth]], [[Leather]], [[Slab]]s&lt;br /&gt;
**Produces: [[Finished goods]], [[Pot]]s, [[Jug]]s, [[Tool]]s, [[Memorial]]s&lt;br /&gt;
*{{K|s}} [[Siege workshop]]:&lt;br /&gt;
**Uses Tier 0 Item: [[Wood]]&lt;br /&gt;
**Can also use higher-tier item: [[Ballista arrowhead]]&lt;br /&gt;
**Produces: [[Catapult]] parts, [[Ballista]] parts, [[Ballista arrow]]s&lt;br /&gt;
*[[Wood furnace]]:&lt;br /&gt;
**Uses Tier 0 Item: [[Wood]]&lt;br /&gt;
**Produces: Fuel ([[Charcoal]]), [[Ash]]&lt;br /&gt;
&lt;br /&gt;
===Tier 2 Workshops===&lt;br /&gt;
*{{K|n}} [[Tanner's shop]]:&lt;br /&gt;
**Uses Tier 1 Item: [[Skin|Hide]]&lt;br /&gt;
**Produces Tier 2 Item: [[Leather]]&lt;br /&gt;
*{{K|o}} [[Loom]]:&lt;br /&gt;
**Uses Tier 1 Items: [[Adamantine]] strands, [[Cave spider]] [[silk]] [[Cloth|thread]], [[Giant cave spider]] [[silk]] [[Cloth|thread]], [[Phantom spider]] [[silk]] [[Cloth|thread]], [[Pig tail]] [[Cloth|thread]], [[Rope reed]] [[Cloth|thread]]&lt;br /&gt;
**Produces: [[Cloth]]&lt;br /&gt;
*{{K|l}} [[Still]]:&lt;br /&gt;
**Uses Tier 0 Item: [[Alcohol#Brewable plants|Brewable Plant]]&lt;br /&gt;
**Uses Tier 1 Reusable Item: [[Barrel]]&lt;br /&gt;
*{{K|y}} [[Ashery]]:&lt;br /&gt;
**Uses Tier 1 Item: [[Ash]]&lt;br /&gt;
**Can use Tier 1 Reusable Item: [[Bucket]]&lt;br /&gt;
**Produces Tier 2 Items: [[Lye]], [[Potash]]&lt;br /&gt;
*{{K|z}} [[Kitchen]]:&lt;br /&gt;
**Uses Tier 1 Items: [[Meat|Fish]], [[Meat]], [[Cheese]], [[Dwarven syrup]], [[Milk]], [[Prepared organs]], [[Fat]] &lt;br /&gt;
**Can also use lower-tier items: [[Plants]], [[Seed]]s, [[Egg]]s&lt;br /&gt;
**Can also use higher-tier items: [[Alcohol]], [[Dwarven sugar]], [[Flour]], [[Tallow]]&lt;br /&gt;
**Produces: [[Food|Prepared meals]], [[Tallow]]&lt;br /&gt;
*{{K|p}} [[Screw press]]:&lt;br /&gt;
**Uses Tier 1 Items: [[Honeycomb]]&lt;br /&gt;
**Uses Tier 1 Reusable item: [[Jug]]&lt;br /&gt;
**Can also use higher-tier item: [[rock nut|Rock nut paste]]&lt;br /&gt;
**Produces: [[Honey]], [[Wax]], [[rock nut|Rock nut press cake]], [[rock nut|Rock nut oil]]&lt;br /&gt;
* [[Smelter]]:&lt;br /&gt;
**Uses Tier 1 Items: Fuel ([[Charcoal]], [[Coke]])&lt;br /&gt;
**Uses Tier 0 Items: [[Coal]], [[Ore]], [[Flux]]&lt;br /&gt;
**Can also use higher-tier items: [[Metal]] [[bar]]s, scrap [[weapon]]s, [[armor]], etc.&lt;br /&gt;
**Produces: [[Coke]], [[Metal]] [[bar]]s&lt;br /&gt;
* [[Magma smelter]] Requires [[magma]] access&lt;br /&gt;
**Uses Tier 0 Items: [[Ore]], [[Flux]]&lt;br /&gt;
**Uses Tier 1 Items: [[Coke]], [[Charcoal]]&lt;br /&gt;
**Can also use higher-tier items: [[Metal]] [[bar]]s, scrap [[weapon]]s, [[armor]], etc.&lt;br /&gt;
**Produces: [[Metal]] [[bar]]s, [[Coke]]&lt;br /&gt;
*{{K|q}} [[Quern]]:&lt;br /&gt;
**Uses Tier 0 Items: [[Blade weed]], [[Cave wheat]], [[Dimple cup]], [[Hide root]], [[Longland grass]], [[Sliver barb]], [[Sweet pod]], [[Whip vine]], [[Rock nut]]s&lt;br /&gt;
**Uses Tier 1 Reusable Item: [[bag]]&lt;br /&gt;
**Produces: [[Flour|Dwarven wheat flour]], [[Dwarven sugar]], [[Flour|Longland flour]], [[Whip vine flour]], [[Dimple dye]], [[Emerald dye]], [[Redroot dye]], [[Sliver dye]], [[rock nut|Rock nut paste]] &lt;br /&gt;
*{{K|M}} ({{K|Shift}}+{{K|m}}) [[Millstone]]:&lt;br /&gt;
**Requires: Mechanical Power Source ([[Water wheel]] or [[Windmill]]), and a Millstone (Constructed at [[Mason's workshop]])&lt;br /&gt;
**Uses Tier 0 Items: [[Blade weed]], [[Cave wheat]], [[Dimple cup]], [[Hide root]], [[Longland grass]], [[Sliver barb]], [[Sweet pod]], [[Whip vine]], [[Rock nut]]s&lt;br /&gt;
**Uses Tier 1 Reusable Item: [[bag]]&lt;br /&gt;
**Produces: [[Emerald dye]], [[Flour|Dwarven wheat flour]], [[Dimple dye]], [[Redroot dye]], [[Flour|Longland flour]], [[Sliver dye]], [[Dwarven sugar]], [[Whip vine flour]], [[rock nut|Rock nut paste]]&lt;br /&gt;
&lt;br /&gt;
===Tier 3 Workshops===&lt;br /&gt;
*{{K|e}} [[Leather works]]:&lt;br /&gt;
**Uses Tier 2 Item: [[Leather]]&lt;br /&gt;
**Produces: [[Leather]] [[Clothing]], [[Leather]] [[Armor]], [[Leather]] [[Shield]], [[Leather]] [[Quiver]], [[Leather]] [[Bag]], [[Leather]] [[Backpack]], [[Leather]] [[Waterskin]], [[Decoration|Leather Images]] (decoration)&lt;br /&gt;
*{{K|d}} [[Dyer's shop]]:&lt;br /&gt;
**Uses Tier 2 Item: [[Dye]], [[Cloth]] &lt;br /&gt;
**Can also use lower-tier item: [[Thread]]&lt;br /&gt;
**Produces: Dyed [[Thread]], Dyed [[Cloth]]&lt;br /&gt;
*{{K|k}} [[Clothier's shop]]:&lt;br /&gt;
**Uses Tier 2 Item: [[Cloth]]&lt;br /&gt;
**Can also use higher-tier item: Dyed [[Cloth]]&lt;br /&gt;
**Produces: [[Backpack]], [[Bag]], [[Clothing]], [[Quiver]], [[Rope]]&lt;br /&gt;
*{{K|f}} [[Metalsmith's forge]]:&lt;br /&gt;
**Uses Tier 2 Item: [[Metal]] [[bars]]&lt;br /&gt;
**Produces: [[weapons]], [[trap]] components, [[bolts]], [[ballista arrowhead|ballista arrowheads]], [[armor]], [[chain|chains]], [[craft|crafts]], [[coins]], [[goblet|goblets]], [[stud|studding]], [[anvil]]s, [[block]]s, [[furniture]], animal traps and mechanisms.&lt;br /&gt;
*{{k|v}} [[Magma forge]] (requires [[magma]] access):&lt;br /&gt;
**Uses Tier 2 Item: [[Metal]] [[bar]]s&lt;br /&gt;
**Produces: [[Armor]], [[Weapon]], [[Chain]], [[Crafts]], [[Furniture]]&lt;br /&gt;
*{{K|S}} ({{K|Shift}}+{{K|s}}) [[Soap maker's workshop]]:&lt;br /&gt;
**Uses Tier 2 Items: [[Tallow]], [[Lye]]&lt;br /&gt;
**Can also use higher-tier item: [[Rock nut oil]]&lt;br /&gt;
**Produces: [[Soap]]&lt;br /&gt;
&lt;br /&gt;
Note that some specific products can be higher-tier than indicated above. For example, production of [[Steel]] weapons requires: producing [[Coke|fuel]], producing [[Iron]] [[bar]]s, producing [[pig iron]] bars, producing [[steel]] bars, then finally forging weapons (a Tier-5 process).&lt;br /&gt;
&lt;br /&gt;
==Management==&lt;br /&gt;
As your fortress continues to grow and diversify, it becomes increasingly difficult to keep your workshops fruitfully busy without causing overproduction or underproduction or depleting your resources. Though no process can be truly automated, there are a few tricks to keeping your workshops productive.&lt;br /&gt;
&lt;br /&gt;
===Standing orders===&lt;br /&gt;
[[Standing orders]] provide a rudimentary form of automation for some specific workshops in Dwarf Fortress. Certain goods or materials are only useful for one thing, having no other use and requiring refinement before they can be made into something useful. Thus, standing orders automate certain tasks, queuing them up whenever input materials are available; this behavior may be configured in the &amp;quot;set workshop orders&amp;quot; menu ({{k|o}} - {{k|W}}). Note that this rudimentary automation performs poorly with multiple workshops, often queuing dwarves to carry the materials to the furthest available workshop. &lt;br /&gt;
* The [[Tanner's shop]] will automatically enqueue &amp;quot;{{k|t}}an a hide&amp;quot; whenever a hide becomes available, generally as a [[butcher's shop|butchering]] product. The shop has no other function, and hides have no other use and will [[rot]] if left untreated; thus you can build a tanner's shop (preferably close to your butcher and refuse stockpile), make sure some dwarves have [[tanning]] enabled, and then leave it untouched for the duration of the game.&lt;br /&gt;
* Similarly, the [[loom]]'s function is to collect [[web]]s and turn silk, plant thread, and yarn, into usable cloth. All [[weaving]] jobs are automated. However, it can be beneficial to build an additional loom near the caverns specifically for web collection, and assign a profile that keeps your legendary weaver safe making high-quality cloth in the fortress proper. Unfortunately, the automation process cannot adapt to such an arrangement, but the automatic jobs can be suspended to prevent undesirable assignments.&lt;br /&gt;
* A [[fishery]] will have &amp;quot;Process a live fish&amp;quot; automation enabled by default. Uncooked fish cannot be eaten as they are, and must be processed before being edible. Additionally, raw fish will [[rot]] if not processed quickly, and have no other uses. Fishery automation, with one or more dedicated [[fish cleaner]]s, is recommended.&lt;br /&gt;
* When an animal is marked for slaughter or a butcherable corpse is nearby, &amp;quot;Butcher a dead animal&amp;quot; is added to a butchery automatically; a [[butcher]] will process the corpse into various [[meat]]s and [[material]]s. Butcherable corpses have no other use, and will [[rot]] if not processed quickly.&lt;br /&gt;
* The [[Kitchen]] includes automation for [[tallow|rendering fat into tallow]]. The resulting tallow is useful for making [[soap]] and as a low-value &amp;quot;solid&amp;quot; cooking ingredient, however you will likely end up with an overabundance of tallow. Since the original fat apparently doesn't rot, and the rendering job is slow and tends to distract your head cook when he should be cooking the quickly-expiring meat instead, it is often more convenient to disable the automatic rendering and manually queue the job (on an auxiliary kitchen) if you somehow run low on tallow.&lt;br /&gt;
&lt;br /&gt;
===Repetition===&lt;br /&gt;
You can queue up to ten tasks in any workshop, and tell the dwarves to repeat any or all of them for as long as possible. This is most useful if you want to process all of a resource that you have into something usable (such as [[lye]] and [[tallow]] into [[soap]]), but don't know how much you have, or can't be bothered with exact numbers. If you want to keep a workshop busy, repeating a task for a period of time is the best way; most fledgling fortresses have craftdwarves making stone crafts 24/7. It is necessary to check back on your stocks every one in a while, however, as you might forget about your mason for a while and upon placing furniture discover that you have 99 doors but no tables. The easiest example would be gem cutting; just queue up all of the gems you've dug up on repeat, and use the cancellation messages to monitor progress through the stack. Note that if you place multiple jobs on repeat your dwarves will cycle through them, so you can have your mason make doors, cabinets, coffers, tables, and thrones (the &amp;quot;welcome to the fortress&amp;quot; package) in equally large numbers. &lt;br /&gt;
&lt;br /&gt;
===Manager===&lt;br /&gt;
Appointing a [[manager]] [[noble]] allows you to queue work orders using the job manager interface, though your manager will need time to approve work orders before production begins. Using the job manager interface has two major advantages. Firstly, it allows you to produce an exact number of items as opposed to putting a workshop on repeat, and secondly, it allows easier management of complex tasks: although you will get cancellation spam, the tasks will simply re-queue, to be fulfilled as soon as the prerequisites are in order. This makes complicated processes, such as the production of twenty steel breastplates for your military, much simpler and less time-consuming. You will be notified when your work orders are completed, so it has the advantage of timely organization as well.&lt;br /&gt;
&lt;br /&gt;
===Workflow===&lt;br /&gt;
Finally, for those who find the other automation options lacking, the [[Utility:DFHack|dfhack]] &amp;quot;workflow&amp;quot; plug-in allows for automated job processing for many applications (e.g. auto process plants, auto mill plants, auto brew, auto make soap, etc.). Unfortunately, setting up the necessary rules can require some trial and error and a considerable investment of time, but the results can be well worth the trouble, at least until comprehensive automation support is added to the game itself.&lt;br /&gt;
&lt;br /&gt;
{{workshops}}&lt;/div&gt;</summary>
		<author><name>Fastjack</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Workshop&amp;diff=193424</id>
		<title>v0.34:Workshop</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Workshop&amp;diff=193424"/>
		<updated>2013-10-13T17:02:46Z</updated>

		<summary type="html">&lt;p&gt;Fastjack: /* Tier 3 Workshops */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|13:14, 20 April 2013 (UTC)}}{{av}}&lt;br /&gt;
[[Image:DFflowchart.png|thumb|200px|'''Production flowchart for most workshops'''.&amp;lt;br /&amp;gt; Not all items are represented!&amp;lt;br /&amp;gt;''(Click to enlarge)'']]&lt;br /&gt;
&lt;br /&gt;
'''Workshops''' are where materials are processed by dwarves into more valuable or useful items.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
&lt;br /&gt;
Anything that is created, refined, cooked, altered, or decorated, or generally &amp;quot;produced&amp;quot; is processed at a workshop. There are many different types of workshops, for different purposes and different finished products. Just as they have specific products associated with them, they have specific labors that are required by dwarves to build them or to work there, and dwarves with more of the appropriate skill tend to produce higher [[quality]] objects*, and/or produce them faster.&lt;br /&gt;
&lt;br /&gt;
(* If the finished product has any quality modifiers - not all do. Processed milk is just [[cheese]], a [[stone]] block is just a stone [[block]], and a tanned hide is just [[leather]], etc.)&lt;br /&gt;
&lt;br /&gt;
You can use [[manager#Setting_workshop_profiles|workshop profiles]] to restrict the use of individual workshops to named dwarves, or to dwarves with specified minimum and maximum levels of skill.&lt;br /&gt;
&lt;br /&gt;
Almost all workshops measure 3 tiles square, 3x3, but a few are 5x5, or even a single tile. Not all squares of all workshops are passable, in fact some, like the jewelry workshop, have three [[impassable tile]]s down one side. These squares appear a dark green color during initial placement. Be careful not to block access when building.&lt;br /&gt;
&lt;br /&gt;
===Operation===&lt;br /&gt;
&lt;br /&gt;
When there are items ordered at a workshop, the workshop will generate item creation jobs until it finds a suitable dwarf with appropriate labors (and skill level and so on if those are set in the workshop orders). When the dwarf is found, an A will appear next to the job in the workshop queue, and the following will happen:&lt;br /&gt;
&lt;br /&gt;
# The dwarf comes to the workshop.&lt;br /&gt;
# The dwarf finds a suitable nearby raw material. (if any stockpiles are set to {K|g}ive to the workshop, only linked stockpiles will be looked in!)&lt;br /&gt;
# The dwarf fetches all the necessary ingredients and brings them to the workshop.&lt;br /&gt;
# The dwarf labors in the workshop for a while and creates the item.&lt;br /&gt;
# The dwarf brings the finished item to the nearest suitable stockpile. (see #2 for linked stockpiles)&lt;br /&gt;
# At this point the workshop goes to the next queued item, and starts looking for a suitable dwarf again - it's most probable that the dwarf who just finished the item is nearby and will be recruited again for another job.&lt;br /&gt;
&lt;br /&gt;
If you have no [[stockpile]]s to put finished objects in, workshops will become [[clutter]]ed. You can see the clutter by checking the contents of the workshop with {K|t}. The more items there are, the longer tasks will take.&lt;br /&gt;
&lt;br /&gt;
If you have only one dwarf with the appropriate labors, and the task of fetching items takes a long time because the stockpiles are far away, then he will execute far fewer jobs before it's time for a break. If you have many dwarfs, then recruitment of another one will waste time since he is far away. Therefore, in either situation, it's in your interest to put the stockpiles as close as possible to the workshop.&lt;br /&gt;
&lt;br /&gt;
==Tier System==&lt;br /&gt;
&lt;br /&gt;
The tier system was developed to help understand how far removed a workshop is from the basic raw materials that can be found throughout your average map. A Tier-1 workshop processes raw materials directly; a Tier-2 workshop processes the output of a Tier-1 workshop (but may also include new raw materials); and a Tier-3 workshop processes the output of a Tier-2 workshop (but may also include inputs from lower levels) Note that containers (cloth and leather bags) are considered Tier 1 materials even though they are produced at a higher tier. This is because these items are reusable; your dwarves will not need to create a new bag each time they want to mill some flour. In some cases, a workshop may fit into multiple tiers, (ex. [[Mechanic's workshop]]).  In these cases, the workshop is listed in the lowest applicable tier for its primary purpose.&lt;br /&gt;
&lt;br /&gt;
Tier 1 workshops use Tier 0 materials (animals, ore, wood, plants, bone, etc).&lt;br /&gt;
&lt;br /&gt;
Tier 2 workshops use Tier 1 materials (processed Tier 0 materials) and possibly Tier 0 materials.&lt;br /&gt;
&lt;br /&gt;
Tier 3 workshops use Tier 2 materials (processed Tier 1 materials) and possibly Tier 0 and/or Tier 1 materials.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Tier 1 Workshops===&lt;br /&gt;
*{{K|b}} [[Bowyer's workshop]]:&lt;br /&gt;
**Uses Tier 0 material: [[Wood]]&lt;br /&gt;
**Can also use higher-tier material: [[Bone]] &lt;br /&gt;
**Produces Tier 1 Weapon: [[Crossbow]]&lt;br /&gt;
*{{K|c}} [[Carpenter's workshop]]:  Uses wood from trees to produce various goods.&lt;br /&gt;
**Uses Tier 0 materials: [[Wood]]&lt;br /&gt;
**Produces Tier 1 materials: &lt;br /&gt;
***Armor: [[Buckler]], [[Shield]]&lt;br /&gt;
***Weapons: [[Training weapon|Training Axes]], [[Training weapon|Training Swords]], [[Training weapon|Training Spears]]&lt;br /&gt;
***Containers: [[Barrel]], [[Bin]], [[Bucket]], [[Casket]]&lt;br /&gt;
***Building Materials: [[Block]], [[Grate]], [[Pipe section]]&lt;br /&gt;
***Furniture: [[Bed]], [[Chair]], [[Table]], [[Cabinet]], [[Chest]], [[Armor stand]], [[Weapon rack]]&lt;br /&gt;
***Furniture: [[Door]], [[Floodgate]], [[Hatch cover]]&lt;br /&gt;
***Trap Components: [[Cage]], [[Enormous corkscrew]], [[Menacing spike]], [[Spiked ball]]&lt;br /&gt;
***Finished Goods: [[Crutch]], [[Splint]]&lt;br /&gt;
***Tools: [[Animal trap]]&lt;br /&gt;
*{{K|j}} [[Jeweler's workshop]]:&lt;br /&gt;
**Uses Tier 0 Item: Rough [[gem]]&lt;br /&gt;
**Can also use higher-tier Items: Cut [[gem]]s, Encrustable objects&lt;br /&gt;
**Produces: Cut [[gem]], Encrusted objects&lt;br /&gt;
*{{K|m}} [[Mason's workshop]]:&lt;br /&gt;
**Uses Tier 0 Item: [[Stone]]&lt;br /&gt;
**Produces Tier 1 Items: [[Armor stand]], [[Block]], [[Throne]], [[Coffin]], [[Door]], [[Floodgate]], [[Hatch cover]], [[Grate]], [[Cabinet]], [[Coffer]], [[Statue]], [[Table]], [[Weapon rack]], [[Quern]], [[Millstone]], [[Slab]]&lt;br /&gt;
*{{K|u}} [[Butcher's shop]]:&lt;br /&gt;
**Uses Tier 0 Items: [[Tame animals]], Corpses of untamed non-sentient animals&lt;br /&gt;
**Produces Tier 1 Items: [[Skin]], [[Fat]], [[Meat]], [[Bone]], [[Prepared organs]], [[Skull]], [[Scale]], [[Hoof]], [[Ivory]], [[Tooth]]&lt;br /&gt;
*{{K|t}} [[Mechanic's workshop]]:&lt;br /&gt;
**Uses Tier 0-1 Items: [[Stone]], [[Table]], [[Rope]]&lt;br /&gt;
**Produces Tier 1 Item: [[Mechanism]]&lt;br /&gt;
**Produces Tier 3 Item: [[Traction bench]]&lt;br /&gt;
*{{K|w}} [[Farmer's workshop]]:&lt;br /&gt;
**Uses Tier 0 Items: [[crop]], [[Animal]]&lt;br /&gt;
**Can use Tier 1 Reusable Items: [[Container|Bags, barrels, vials]], [[Bucket]]s&lt;br /&gt;
**Produces Tier 1 Items: [[Pig tail]] or [[Rope reed]] [[thread]], [[Quarry bush]] leaves, [[Dwarven syrup]], Plant [[extracts]], [[Milk]], [[Cheese]]&lt;br /&gt;
*{{K|h}} [[Fishery]]:&lt;br /&gt;
**Uses Tier 0 Items: Raw [[fish]]&lt;br /&gt;
**Produces Tier 1 Items: [[Meat|Fish meat]], [[Shell]]s, [[Captured live fish]]&lt;br /&gt;
*{{K|r}} [[Craftsdwarf's workshop]]:&lt;br /&gt;
**Uses Tier 0 Items: [[Stone]], [[Wood]]&lt;br /&gt;
**Can also use higher-tier items: [[Bone]], [[Shell]], [[Ivory]], [[Tooth]], [[Horn]], [[Pearl]], [[Cloth]], [[Leather]], [[Slab]]s&lt;br /&gt;
**Produces: [[Finished goods]], [[Pot]]s, [[Jug]]s, [[Tool]]s, [[Memorial]]s&lt;br /&gt;
*{{K|s}} [[Siege workshop]]:&lt;br /&gt;
**Uses Tier 0 Item: [[Wood]]&lt;br /&gt;
**Can also use higher-tier item: [[Ballista arrowhead]]&lt;br /&gt;
**Produces: [[Catapult]] parts, [[Ballista]] parts, [[Ballista arrow]]s&lt;br /&gt;
*[[Wood furnace]]:&lt;br /&gt;
**Uses Tier 0 Item: [[Wood]]&lt;br /&gt;
**Produces: Fuel ([[Charcoal]]), [[Ash]]&lt;br /&gt;
&lt;br /&gt;
===Tier 2 Workshops===&lt;br /&gt;
*{{K|n}} [[Tanner's shop]]:&lt;br /&gt;
**Uses Tier 1 Item: [[Skin|Hide]]&lt;br /&gt;
**Produces Tier 2 Item: [[Leather]]&lt;br /&gt;
*{{K|o}} [[Loom]]:&lt;br /&gt;
**Uses Tier 1 Items: [[Adamantine]] strands, [[Cave spider]] [[silk]] [[Cloth|thread]], [[Giant cave spider]] [[silk]] [[Cloth|thread]], [[Phantom spider]] [[silk]] [[Cloth|thread]], [[Pig tail]] [[Cloth|thread]], [[Rope reed]] [[Cloth|thread]]&lt;br /&gt;
**Produces: [[Cloth]]&lt;br /&gt;
*{{K|l}} [[Still]]:&lt;br /&gt;
**Uses Tier 0 Item: [[Alcohol#Brewable plants|Brewable Plant]]&lt;br /&gt;
**Uses Tier 1 Reusable Item: [[Barrel]]&lt;br /&gt;
*{{K|y}} [[Ashery]]:&lt;br /&gt;
**Uses Tier 1 Item: [[Ash]]&lt;br /&gt;
**Can use Tier 1 Reusable Item: [[Bucket]]&lt;br /&gt;
**Produces Tier 2 Items: [[Lye]], [[Potash]]&lt;br /&gt;
*{{K|z}} [[Kitchen]]:&lt;br /&gt;
**Uses Tier 1 Items: [[Meat|Fish]], [[Meat]], [[Cheese]], [[Dwarven syrup]], [[Milk]], [[Prepared organs]], [[Fat]] &lt;br /&gt;
**Can also use lower-tier items: [[Plants]], [[Seed]]s, [[Egg]]s&lt;br /&gt;
**Can also use higher-tier items: [[Alcohol]], [[Dwarven sugar]], [[Flour]], [[Tallow]]&lt;br /&gt;
**Produces: [[Food|Prepared meals]], [[Tallow]]&lt;br /&gt;
*{{K|p}} [[Screw press]]:&lt;br /&gt;
**Uses Tier 1 Items: [[Honeycomb]]&lt;br /&gt;
**Uses Tier 1 Reusable item: [[Jug]]&lt;br /&gt;
**Can also use higher-tier item: [[rock nut|Rock nut paste]]&lt;br /&gt;
**Produces: [[Honey]], [[Wax]], [[rock nut|Rock nut press cake]], [[rock nut|Rock nut oil]]&lt;br /&gt;
* [[Smelter]]:&lt;br /&gt;
**Uses Tier 1 Items: Fuel ([[Charcoal]], [[Coke]])&lt;br /&gt;
**Uses Tier 0 Items: [[Coal]], [[Ore]], [[Flux]]&lt;br /&gt;
**Can also use higher-tier items: [[Metal]] [[bar]]s, scrap [[weapon]]s, [[armor]], etc.&lt;br /&gt;
**Produces: [[Coke]], [[Metal]] [[bar]]s&lt;br /&gt;
* [[Magma smelter]]&lt;br /&gt;
**Uses Tier 0 Items: [[Ore]], [[Flux]]&lt;br /&gt;
**Uses Tier 1 Items: [[Coke]], [[Charcoal]]&lt;br /&gt;
**Can also use higher-tier items: [[Metal]] [[bar]]s, scrap [[weapon]]s, [[armor]], etc.&lt;br /&gt;
**Produces: [[Metal]] [[bar]]s, [[Coke]]&lt;br /&gt;
*{{K|q}} [[Quern]]:&lt;br /&gt;
**Uses Tier 0 Items: [[Blade weed]], [[Cave wheat]], [[Dimple cup]], [[Hide root]], [[Longland grass]], [[Sliver barb]], [[Sweet pod]], [[Whip vine]], [[Rock nut]]s&lt;br /&gt;
**Uses Tier 1 Reusable Item: [[bag]]&lt;br /&gt;
**Produces: [[Flour|Dwarven wheat flour]], [[Dwarven sugar]], [[Flour|Longland flour]], [[Whip vine flour]], [[Dimple dye]], [[Emerald dye]], [[Redroot dye]], [[Sliver dye]], [[rock nut|Rock nut paste]] &lt;br /&gt;
*{{K|M}} ({{K|Shift}}+{{K|m}}) [[Millstone]]:&lt;br /&gt;
**Requires: Mechanical Power Source ([[Water wheel]] or [[Windmill]]), and a Millstone (Constructed at [[Mason's workshop]])&lt;br /&gt;
**Uses Tier 0 Items: [[Blade weed]], [[Cave wheat]], [[Dimple cup]], [[Hide root]], [[Longland grass]], [[Sliver barb]], [[Sweet pod]], [[Whip vine]], [[Rock nut]]s&lt;br /&gt;
**Uses Tier 1 Reusable Item: [[bag]]&lt;br /&gt;
**Produces: [[Emerald dye]], [[Flour|Dwarven wheat flour]], [[Dimple dye]], [[Redroot dye]], [[Flour|Longland flour]], [[Sliver dye]], [[Dwarven sugar]], [[Whip vine flour]], [[rock nut|Rock nut paste]]&lt;br /&gt;
&lt;br /&gt;
===Tier 3 Workshops===&lt;br /&gt;
*{{K|e}} [[Leather works]]:&lt;br /&gt;
**Uses Tier 2 Item: [[Leather]]&lt;br /&gt;
**Produces: [[Leather]] [[Clothing]], [[Leather]] [[Armor]], [[Leather]] [[Shield]], [[Leather]] [[Quiver]], [[Leather]] [[Bag]], [[Leather]] [[Backpack]], [[Leather]] [[Waterskin]], [[Decoration|Leather Images]] (decoration)&lt;br /&gt;
*{{K|d}} [[Dyer's shop]]:&lt;br /&gt;
**Uses Tier 2 Item: [[Dye]], [[Cloth]] &lt;br /&gt;
**Can also use lower-tier item: [[Thread]]&lt;br /&gt;
**Produces: Dyed [[Thread]], Dyed [[Cloth]]&lt;br /&gt;
*{{K|k}} [[Clothier's shop]]:&lt;br /&gt;
**Uses Tier 2 Item: [[Cloth]]&lt;br /&gt;
**Can also use higher-tier item: Dyed [[Cloth]]&lt;br /&gt;
**Produces: [[Backpack]], [[Bag]], [[Clothing]], [[Quiver]], [[Rope]]&lt;br /&gt;
*{{K|f}} [[Metalsmith's forge]]:&lt;br /&gt;
**Uses Tier 2 Item: [[Metal]] [[bars]]&lt;br /&gt;
**Produces: [[weapons]], [[trap]] components, [[bolts]], [[ballista arrowhead|ballista arrowheads]], [[armor]], [[chain|chains]], [[craft|crafts]], [[coins]], [[goblet|goblets]], [[stud|studding]], [[anvil]]s, [[block]]s, [[furniture]], animal traps and mechanisms.&lt;br /&gt;
*{{k|v}} [[Magma forge]] (requires [[magma]] access):&lt;br /&gt;
**Uses Tier 2 Item: [[Metal]] [[bar]]s&lt;br /&gt;
**Produces: [[Armor]], [[Weapon]], [[Chain]], [[Crafts]], [[Furniture]]&lt;br /&gt;
*{{K|S}} ({{K|Shift}}+{{K|s}}) [[Soap maker's workshop]]:&lt;br /&gt;
**Uses Tier 2 Items: [[Tallow]], [[Lye]]&lt;br /&gt;
**Can also use higher-tier item: [[Rock nut oil]]&lt;br /&gt;
**Produces: [[Soap]]&lt;br /&gt;
&lt;br /&gt;
Note that some specific products can be higher-tier than indicated above. For example, production of [[Steel]] weapons requires: producing [[Coke|fuel]], producing [[Iron]] [[bar]]s, producing [[pig iron]] bars, producing [[steel]] bars, then finally forging weapons (a Tier-5 process).&lt;br /&gt;
&lt;br /&gt;
==Management==&lt;br /&gt;
As your fortress continues to grow and diversify, it becomes increasingly difficult to keep your workshops fruitfully busy without causing overproduction or underproduction or depleting your resources. Though no process can be truly automated, there are a few tricks to keeping your workshops productive.&lt;br /&gt;
&lt;br /&gt;
===Standing orders===&lt;br /&gt;
[[Standing orders]] provide a rudimentary form of automation for some specific workshops in Dwarf Fortress. Certain goods or materials are only useful for one thing, having no other use and requiring refinement before they can be made into something useful. Thus, standing orders automate certain tasks, queuing them up whenever input materials are available; this behavior may be configured in the &amp;quot;set workshop orders&amp;quot; menu ({{k|o}} - {{k|W}}). Note that this rudimentary automation performs poorly with multiple workshops, often queuing dwarves to carry the materials to the furthest available workshop. &lt;br /&gt;
* The [[Tanner's shop]] will automatically enqueue &amp;quot;{{k|t}}an a hide&amp;quot; whenever a hide becomes available, generally as a [[butcher's shop|butchering]] product. The shop has no other function, and hides have no other use and will [[rot]] if left untreated; thus you can build a tanner's shop (preferably close to your butcher and refuse stockpile), make sure some dwarves have [[tanning]] enabled, and then leave it untouched for the duration of the game.&lt;br /&gt;
* Similarly, the [[loom]]'s function is to collect [[web]]s and turn silk, plant thread, and yarn, into usable cloth. All [[weaving]] jobs are automated. However, it can be beneficial to build an additional loom near the caverns specifically for web collection, and assign a profile that keeps your legendary weaver safe making high-quality cloth in the fortress proper. Unfortunately, the automation process cannot adapt to such an arrangement, but the automatic jobs can be suspended to prevent undesirable assignments.&lt;br /&gt;
* A [[fishery]] will have &amp;quot;Process a live fish&amp;quot; automation enabled by default. Uncooked fish cannot be eaten as they are, and must be processed before being edible. Additionally, raw fish will [[rot]] if not processed quickly, and have no other uses. Fishery automation, with one or more dedicated [[fish cleaner]]s, is recommended.&lt;br /&gt;
* When an animal is marked for slaughter or a butcherable corpse is nearby, &amp;quot;Butcher a dead animal&amp;quot; is added to a butchery automatically; a [[butcher]] will process the corpse into various [[meat]]s and [[material]]s. Butcherable corpses have no other use, and will [[rot]] if not processed quickly.&lt;br /&gt;
* The [[Kitchen]] includes automation for [[tallow|rendering fat into tallow]]. The resulting tallow is useful for making [[soap]] and as a low-value &amp;quot;solid&amp;quot; cooking ingredient, however you will likely end up with an overabundance of tallow. Since the original fat apparently doesn't rot, and the rendering job is slow and tends to distract your head cook when he should be cooking the quickly-expiring meat instead, it is often more convenient to disable the automatic rendering and manually queue the job (on an auxiliary kitchen) if you somehow run low on tallow.&lt;br /&gt;
&lt;br /&gt;
===Repetition===&lt;br /&gt;
You can queue up to ten tasks in any workshop, and tell the dwarves to repeat any or all of them for as long as possible. This is most useful if you want to process all of a resource that you have into something usable (such as [[lye]] and [[tallow]] into [[soap]]), but don't know how much you have, or can't be bothered with exact numbers. If you want to keep a workshop busy, repeating a task for a period of time is the best way; most fledgling fortresses have craftdwarves making stone crafts 24/7. It is necessary to check back on your stocks every one in a while, however, as you might forget about your mason for a while and upon placing furniture discover that you have 99 doors but no tables. The easiest example would be gem cutting; just queue up all of the gems you've dug up on repeat, and use the cancellation messages to monitor progress through the stack. Note that if you place multiple jobs on repeat your dwarves will cycle through them, so you can have your mason make doors, cabinets, coffers, tables, and thrones (the &amp;quot;welcome to the fortress&amp;quot; package) in equally large numbers. &lt;br /&gt;
&lt;br /&gt;
===Manager===&lt;br /&gt;
Appointing a [[manager]] [[noble]] allows you to queue work orders using the job manager interface, though your manager will need time to approve work orders before production begins. Using the job manager interface has two major advantages. Firstly, it allows you to produce an exact number of items as opposed to putting a workshop on repeat, and secondly, it allows easier management of complex tasks: although you will get cancellation spam, the tasks will simply re-queue, to be fulfilled as soon as the prerequisites are in order. This makes complicated processes, such as the production of twenty steel breastplates for your military, much simpler and less time-consuming. You will be notified when your work orders are completed, so it has the advantage of timely organization as well.&lt;br /&gt;
&lt;br /&gt;
===Workflow===&lt;br /&gt;
Finally, for those who find the other automation options lacking, the [[Utility:DFHack|dfhack]] &amp;quot;workflow&amp;quot; plug-in allows for automated job processing for many applications (e.g. auto process plants, auto mill plants, auto brew, auto make soap, etc.). Unfortunately, setting up the necessary rules can require some trial and error and a considerable investment of time, but the results can be well worth the trouble, at least until comprehensive automation support is added to the game itself.&lt;br /&gt;
&lt;br /&gt;
{{workshops}}&lt;/div&gt;</summary>
		<author><name>Fastjack</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Workshop&amp;diff=193423</id>
		<title>v0.34:Workshop</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Workshop&amp;diff=193423"/>
		<updated>2013-10-13T17:02:04Z</updated>

		<summary type="html">&lt;p&gt;Fastjack: /* Tier 2 Workshops */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|13:14, 20 April 2013 (UTC)}}{{av}}&lt;br /&gt;
[[Image:DFflowchart.png|thumb|200px|'''Production flowchart for most workshops'''.&amp;lt;br /&amp;gt; Not all items are represented!&amp;lt;br /&amp;gt;''(Click to enlarge)'']]&lt;br /&gt;
&lt;br /&gt;
'''Workshops''' are where materials are processed by dwarves into more valuable or useful items.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
&lt;br /&gt;
Anything that is created, refined, cooked, altered, or decorated, or generally &amp;quot;produced&amp;quot; is processed at a workshop. There are many different types of workshops, for different purposes and different finished products. Just as they have specific products associated with them, they have specific labors that are required by dwarves to build them or to work there, and dwarves with more of the appropriate skill tend to produce higher [[quality]] objects*, and/or produce them faster.&lt;br /&gt;
&lt;br /&gt;
(* If the finished product has any quality modifiers - not all do. Processed milk is just [[cheese]], a [[stone]] block is just a stone [[block]], and a tanned hide is just [[leather]], etc.)&lt;br /&gt;
&lt;br /&gt;
You can use [[manager#Setting_workshop_profiles|workshop profiles]] to restrict the use of individual workshops to named dwarves, or to dwarves with specified minimum and maximum levels of skill.&lt;br /&gt;
&lt;br /&gt;
Almost all workshops measure 3 tiles square, 3x3, but a few are 5x5, or even a single tile. Not all squares of all workshops are passable, in fact some, like the jewelry workshop, have three [[impassable tile]]s down one side. These squares appear a dark green color during initial placement. Be careful not to block access when building.&lt;br /&gt;
&lt;br /&gt;
===Operation===&lt;br /&gt;
&lt;br /&gt;
When there are items ordered at a workshop, the workshop will generate item creation jobs until it finds a suitable dwarf with appropriate labors (and skill level and so on if those are set in the workshop orders). When the dwarf is found, an A will appear next to the job in the workshop queue, and the following will happen:&lt;br /&gt;
&lt;br /&gt;
# The dwarf comes to the workshop.&lt;br /&gt;
# The dwarf finds a suitable nearby raw material. (if any stockpiles are set to {K|g}ive to the workshop, only linked stockpiles will be looked in!)&lt;br /&gt;
# The dwarf fetches all the necessary ingredients and brings them to the workshop.&lt;br /&gt;
# The dwarf labors in the workshop for a while and creates the item.&lt;br /&gt;
# The dwarf brings the finished item to the nearest suitable stockpile. (see #2 for linked stockpiles)&lt;br /&gt;
# At this point the workshop goes to the next queued item, and starts looking for a suitable dwarf again - it's most probable that the dwarf who just finished the item is nearby and will be recruited again for another job.&lt;br /&gt;
&lt;br /&gt;
If you have no [[stockpile]]s to put finished objects in, workshops will become [[clutter]]ed. You can see the clutter by checking the contents of the workshop with {K|t}. The more items there are, the longer tasks will take.&lt;br /&gt;
&lt;br /&gt;
If you have only one dwarf with the appropriate labors, and the task of fetching items takes a long time because the stockpiles are far away, then he will execute far fewer jobs before it's time for a break. If you have many dwarfs, then recruitment of another one will waste time since he is far away. Therefore, in either situation, it's in your interest to put the stockpiles as close as possible to the workshop.&lt;br /&gt;
&lt;br /&gt;
==Tier System==&lt;br /&gt;
&lt;br /&gt;
The tier system was developed to help understand how far removed a workshop is from the basic raw materials that can be found throughout your average map. A Tier-1 workshop processes raw materials directly; a Tier-2 workshop processes the output of a Tier-1 workshop (but may also include new raw materials); and a Tier-3 workshop processes the output of a Tier-2 workshop (but may also include inputs from lower levels) Note that containers (cloth and leather bags) are considered Tier 1 materials even though they are produced at a higher tier. This is because these items are reusable; your dwarves will not need to create a new bag each time they want to mill some flour. In some cases, a workshop may fit into multiple tiers, (ex. [[Mechanic's workshop]]).  In these cases, the workshop is listed in the lowest applicable tier for its primary purpose.&lt;br /&gt;
&lt;br /&gt;
Tier 1 workshops use Tier 0 materials (animals, ore, wood, plants, bone, etc).&lt;br /&gt;
&lt;br /&gt;
Tier 2 workshops use Tier 1 materials (processed Tier 0 materials) and possibly Tier 0 materials.&lt;br /&gt;
&lt;br /&gt;
Tier 3 workshops use Tier 2 materials (processed Tier 1 materials) and possibly Tier 0 and/or Tier 1 materials.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Tier 1 Workshops===&lt;br /&gt;
*{{K|b}} [[Bowyer's workshop]]:&lt;br /&gt;
**Uses Tier 0 material: [[Wood]]&lt;br /&gt;
**Can also use higher-tier material: [[Bone]] &lt;br /&gt;
**Produces Tier 1 Weapon: [[Crossbow]]&lt;br /&gt;
*{{K|c}} [[Carpenter's workshop]]:  Uses wood from trees to produce various goods.&lt;br /&gt;
**Uses Tier 0 materials: [[Wood]]&lt;br /&gt;
**Produces Tier 1 materials: &lt;br /&gt;
***Armor: [[Buckler]], [[Shield]]&lt;br /&gt;
***Weapons: [[Training weapon|Training Axes]], [[Training weapon|Training Swords]], [[Training weapon|Training Spears]]&lt;br /&gt;
***Containers: [[Barrel]], [[Bin]], [[Bucket]], [[Casket]]&lt;br /&gt;
***Building Materials: [[Block]], [[Grate]], [[Pipe section]]&lt;br /&gt;
***Furniture: [[Bed]], [[Chair]], [[Table]], [[Cabinet]], [[Chest]], [[Armor stand]], [[Weapon rack]]&lt;br /&gt;
***Furniture: [[Door]], [[Floodgate]], [[Hatch cover]]&lt;br /&gt;
***Trap Components: [[Cage]], [[Enormous corkscrew]], [[Menacing spike]], [[Spiked ball]]&lt;br /&gt;
***Finished Goods: [[Crutch]], [[Splint]]&lt;br /&gt;
***Tools: [[Animal trap]]&lt;br /&gt;
*{{K|j}} [[Jeweler's workshop]]:&lt;br /&gt;
**Uses Tier 0 Item: Rough [[gem]]&lt;br /&gt;
**Can also use higher-tier Items: Cut [[gem]]s, Encrustable objects&lt;br /&gt;
**Produces: Cut [[gem]], Encrusted objects&lt;br /&gt;
*{{K|m}} [[Mason's workshop]]:&lt;br /&gt;
**Uses Tier 0 Item: [[Stone]]&lt;br /&gt;
**Produces Tier 1 Items: [[Armor stand]], [[Block]], [[Throne]], [[Coffin]], [[Door]], [[Floodgate]], [[Hatch cover]], [[Grate]], [[Cabinet]], [[Coffer]], [[Statue]], [[Table]], [[Weapon rack]], [[Quern]], [[Millstone]], [[Slab]]&lt;br /&gt;
*{{K|u}} [[Butcher's shop]]:&lt;br /&gt;
**Uses Tier 0 Items: [[Tame animals]], Corpses of untamed non-sentient animals&lt;br /&gt;
**Produces Tier 1 Items: [[Skin]], [[Fat]], [[Meat]], [[Bone]], [[Prepared organs]], [[Skull]], [[Scale]], [[Hoof]], [[Ivory]], [[Tooth]]&lt;br /&gt;
*{{K|t}} [[Mechanic's workshop]]:&lt;br /&gt;
**Uses Tier 0-1 Items: [[Stone]], [[Table]], [[Rope]]&lt;br /&gt;
**Produces Tier 1 Item: [[Mechanism]]&lt;br /&gt;
**Produces Tier 3 Item: [[Traction bench]]&lt;br /&gt;
*{{K|w}} [[Farmer's workshop]]:&lt;br /&gt;
**Uses Tier 0 Items: [[crop]], [[Animal]]&lt;br /&gt;
**Can use Tier 1 Reusable Items: [[Container|Bags, barrels, vials]], [[Bucket]]s&lt;br /&gt;
**Produces Tier 1 Items: [[Pig tail]] or [[Rope reed]] [[thread]], [[Quarry bush]] leaves, [[Dwarven syrup]], Plant [[extracts]], [[Milk]], [[Cheese]]&lt;br /&gt;
*{{K|h}} [[Fishery]]:&lt;br /&gt;
**Uses Tier 0 Items: Raw [[fish]]&lt;br /&gt;
**Produces Tier 1 Items: [[Meat|Fish meat]], [[Shell]]s, [[Captured live fish]]&lt;br /&gt;
*{{K|r}} [[Craftsdwarf's workshop]]:&lt;br /&gt;
**Uses Tier 0 Items: [[Stone]], [[Wood]]&lt;br /&gt;
**Can also use higher-tier items: [[Bone]], [[Shell]], [[Ivory]], [[Tooth]], [[Horn]], [[Pearl]], [[Cloth]], [[Leather]], [[Slab]]s&lt;br /&gt;
**Produces: [[Finished goods]], [[Pot]]s, [[Jug]]s, [[Tool]]s, [[Memorial]]s&lt;br /&gt;
*{{K|s}} [[Siege workshop]]:&lt;br /&gt;
**Uses Tier 0 Item: [[Wood]]&lt;br /&gt;
**Can also use higher-tier item: [[Ballista arrowhead]]&lt;br /&gt;
**Produces: [[Catapult]] parts, [[Ballista]] parts, [[Ballista arrow]]s&lt;br /&gt;
*[[Wood furnace]]:&lt;br /&gt;
**Uses Tier 0 Item: [[Wood]]&lt;br /&gt;
**Produces: Fuel ([[Charcoal]]), [[Ash]]&lt;br /&gt;
&lt;br /&gt;
===Tier 2 Workshops===&lt;br /&gt;
*{{K|n}} [[Tanner's shop]]:&lt;br /&gt;
**Uses Tier 1 Item: [[Skin|Hide]]&lt;br /&gt;
**Produces Tier 2 Item: [[Leather]]&lt;br /&gt;
*{{K|o}} [[Loom]]:&lt;br /&gt;
**Uses Tier 1 Items: [[Adamantine]] strands, [[Cave spider]] [[silk]] [[Cloth|thread]], [[Giant cave spider]] [[silk]] [[Cloth|thread]], [[Phantom spider]] [[silk]] [[Cloth|thread]], [[Pig tail]] [[Cloth|thread]], [[Rope reed]] [[Cloth|thread]]&lt;br /&gt;
**Produces: [[Cloth]]&lt;br /&gt;
*{{K|l}} [[Still]]:&lt;br /&gt;
**Uses Tier 0 Item: [[Alcohol#Brewable plants|Brewable Plant]]&lt;br /&gt;
**Uses Tier 1 Reusable Item: [[Barrel]]&lt;br /&gt;
*{{K|y}} [[Ashery]]:&lt;br /&gt;
**Uses Tier 1 Item: [[Ash]]&lt;br /&gt;
**Can use Tier 1 Reusable Item: [[Bucket]]&lt;br /&gt;
**Produces Tier 2 Items: [[Lye]], [[Potash]]&lt;br /&gt;
*{{K|z}} [[Kitchen]]:&lt;br /&gt;
**Uses Tier 1 Items: [[Meat|Fish]], [[Meat]], [[Cheese]], [[Dwarven syrup]], [[Milk]], [[Prepared organs]], [[Fat]] &lt;br /&gt;
**Can also use lower-tier items: [[Plants]], [[Seed]]s, [[Egg]]s&lt;br /&gt;
**Can also use higher-tier items: [[Alcohol]], [[Dwarven sugar]], [[Flour]], [[Tallow]]&lt;br /&gt;
**Produces: [[Food|Prepared meals]], [[Tallow]]&lt;br /&gt;
*{{K|p}} [[Screw press]]:&lt;br /&gt;
**Uses Tier 1 Items: [[Honeycomb]]&lt;br /&gt;
**Uses Tier 1 Reusable item: [[Jug]]&lt;br /&gt;
**Can also use higher-tier item: [[rock nut|Rock nut paste]]&lt;br /&gt;
**Produces: [[Honey]], [[Wax]], [[rock nut|Rock nut press cake]], [[rock nut|Rock nut oil]]&lt;br /&gt;
* [[Smelter]]:&lt;br /&gt;
**Uses Tier 1 Items: Fuel ([[Charcoal]], [[Coke]])&lt;br /&gt;
**Uses Tier 0 Items: [[Coal]], [[Ore]], [[Flux]]&lt;br /&gt;
**Can also use higher-tier items: [[Metal]] [[bar]]s, scrap [[weapon]]s, [[armor]], etc.&lt;br /&gt;
**Produces: [[Coke]], [[Metal]] [[bar]]s&lt;br /&gt;
* [[Magma smelter]]&lt;br /&gt;
**Uses Tier 0 Items: [[Ore]], [[Flux]]&lt;br /&gt;
**Uses Tier 1 Items: [[Coke]], [[Charcoal]]&lt;br /&gt;
**Can also use higher-tier items: [[Metal]] [[bar]]s, scrap [[weapon]]s, [[armor]], etc.&lt;br /&gt;
**Produces: [[Metal]] [[bar]]s, [[Coke]]&lt;br /&gt;
*{{K|q}} [[Quern]]:&lt;br /&gt;
**Uses Tier 0 Items: [[Blade weed]], [[Cave wheat]], [[Dimple cup]], [[Hide root]], [[Longland grass]], [[Sliver barb]], [[Sweet pod]], [[Whip vine]], [[Rock nut]]s&lt;br /&gt;
**Uses Tier 1 Reusable Item: [[bag]]&lt;br /&gt;
**Produces: [[Flour|Dwarven wheat flour]], [[Dwarven sugar]], [[Flour|Longland flour]], [[Whip vine flour]], [[Dimple dye]], [[Emerald dye]], [[Redroot dye]], [[Sliver dye]], [[rock nut|Rock nut paste]] &lt;br /&gt;
*{{K|M}} ({{K|Shift}}+{{K|m}}) [[Millstone]]:&lt;br /&gt;
**Requires: Mechanical Power Source ([[Water wheel]] or [[Windmill]]), and a Millstone (Constructed at [[Mason's workshop]])&lt;br /&gt;
**Uses Tier 0 Items: [[Blade weed]], [[Cave wheat]], [[Dimple cup]], [[Hide root]], [[Longland grass]], [[Sliver barb]], [[Sweet pod]], [[Whip vine]], [[Rock nut]]s&lt;br /&gt;
**Uses Tier 1 Reusable Item: [[bag]]&lt;br /&gt;
**Produces: [[Emerald dye]], [[Flour|Dwarven wheat flour]], [[Dimple dye]], [[Redroot dye]], [[Flour|Longland flour]], [[Sliver dye]], [[Dwarven sugar]], [[Whip vine flour]], [[rock nut|Rock nut paste]]&lt;br /&gt;
&lt;br /&gt;
===Tier 3 Workshops===&lt;br /&gt;
*{{K|e}} [[Leather works]]:&lt;br /&gt;
**Uses Tier 2 Item: [[Leather]]&lt;br /&gt;
**Produces: [[Leather]] [[Clothing]], [[Leather]] [[Armor]], [[Leather]] [[Shield]], [[Leather]] [[Quiver]], [[Leather]] [[Bag]], [[Leather]] [[Backpack]], [[Leather]] [[Waterskin]], [[Decoration|Leather Images]] (decoration)&lt;br /&gt;
*{{K|d}} [[Dyer's shop]]:&lt;br /&gt;
**Uses Tier 2 Item: [[Dye]], [[Cloth]] &lt;br /&gt;
**Can also use lower-tier item: [[Thread]]&lt;br /&gt;
**Produces: Dyed [[Thread]], Dyed [[Cloth]]&lt;br /&gt;
*{{K|k}} [[Clothier's shop]]:&lt;br /&gt;
**Uses Tier 2 Item: [[Cloth]]&lt;br /&gt;
**Can also use higher-tier item: Dyed [[Cloth]]&lt;br /&gt;
**Produces: [[Backpack]], [[Bag]], [[Clothing]], [[Quiver]], [[Rope]]&lt;br /&gt;
*{{K|f}} [[Metalsmith's forge]]:&lt;br /&gt;
**Uses Tier 2 Item: [[metal bars]]&lt;br /&gt;
**Produces: [[weapons]], [[trap]] components, [[bolts]], [[ballista arrowhead|ballista arrowheads]], [[armor]], [[chain|chains]], [[craft|crafts]], [[coins]], [[goblet|goblets]], [[stud|studding]], [[anvil]]s, [[block]]s, [[furniture]], animal traps and mechanisms.&lt;br /&gt;
*{{k|v}} [[Magma forge]] (requires [[magma]] access):&lt;br /&gt;
**Uses Tier 2 Item: [[Metal]] [[bar]]s&lt;br /&gt;
**Produces: [[Armor]], [[Weapon]], [[Chain]], [[Crafts]], [[Furniture]]&lt;br /&gt;
*{{K|S}} ({{K|Shift}}+{{K|s}}) [[Soap maker's workshop]]:&lt;br /&gt;
**Uses Tier 2 Items: [[Tallow]], [[Lye]]&lt;br /&gt;
**Can also use higher-tier item: [[Rock nut oil]]&lt;br /&gt;
**Produces: [[Soap]]&lt;br /&gt;
&lt;br /&gt;
Note that some specific products can be higher-tier than indicated above. For example, production of [[Steel]] weapons requires: producing [[Coke|fuel]], producing [[Iron]] [[bar]]s, producing [[pig iron]] bars, producing [[steel]] bars, then finally forging weapons (a Tier-5 process).&lt;br /&gt;
&lt;br /&gt;
==Management==&lt;br /&gt;
As your fortress continues to grow and diversify, it becomes increasingly difficult to keep your workshops fruitfully busy without causing overproduction or underproduction or depleting your resources. Though no process can be truly automated, there are a few tricks to keeping your workshops productive.&lt;br /&gt;
&lt;br /&gt;
===Standing orders===&lt;br /&gt;
[[Standing orders]] provide a rudimentary form of automation for some specific workshops in Dwarf Fortress. Certain goods or materials are only useful for one thing, having no other use and requiring refinement before they can be made into something useful. Thus, standing orders automate certain tasks, queuing them up whenever input materials are available; this behavior may be configured in the &amp;quot;set workshop orders&amp;quot; menu ({{k|o}} - {{k|W}}). Note that this rudimentary automation performs poorly with multiple workshops, often queuing dwarves to carry the materials to the furthest available workshop. &lt;br /&gt;
* The [[Tanner's shop]] will automatically enqueue &amp;quot;{{k|t}}an a hide&amp;quot; whenever a hide becomes available, generally as a [[butcher's shop|butchering]] product. The shop has no other function, and hides have no other use and will [[rot]] if left untreated; thus you can build a tanner's shop (preferably close to your butcher and refuse stockpile), make sure some dwarves have [[tanning]] enabled, and then leave it untouched for the duration of the game.&lt;br /&gt;
* Similarly, the [[loom]]'s function is to collect [[web]]s and turn silk, plant thread, and yarn, into usable cloth. All [[weaving]] jobs are automated. However, it can be beneficial to build an additional loom near the caverns specifically for web collection, and assign a profile that keeps your legendary weaver safe making high-quality cloth in the fortress proper. Unfortunately, the automation process cannot adapt to such an arrangement, but the automatic jobs can be suspended to prevent undesirable assignments.&lt;br /&gt;
* A [[fishery]] will have &amp;quot;Process a live fish&amp;quot; automation enabled by default. Uncooked fish cannot be eaten as they are, and must be processed before being edible. Additionally, raw fish will [[rot]] if not processed quickly, and have no other uses. Fishery automation, with one or more dedicated [[fish cleaner]]s, is recommended.&lt;br /&gt;
* When an animal is marked for slaughter or a butcherable corpse is nearby, &amp;quot;Butcher a dead animal&amp;quot; is added to a butchery automatically; a [[butcher]] will process the corpse into various [[meat]]s and [[material]]s. Butcherable corpses have no other use, and will [[rot]] if not processed quickly.&lt;br /&gt;
* The [[Kitchen]] includes automation for [[tallow|rendering fat into tallow]]. The resulting tallow is useful for making [[soap]] and as a low-value &amp;quot;solid&amp;quot; cooking ingredient, however you will likely end up with an overabundance of tallow. Since the original fat apparently doesn't rot, and the rendering job is slow and tends to distract your head cook when he should be cooking the quickly-expiring meat instead, it is often more convenient to disable the automatic rendering and manually queue the job (on an auxiliary kitchen) if you somehow run low on tallow.&lt;br /&gt;
&lt;br /&gt;
===Repetition===&lt;br /&gt;
You can queue up to ten tasks in any workshop, and tell the dwarves to repeat any or all of them for as long as possible. This is most useful if you want to process all of a resource that you have into something usable (such as [[lye]] and [[tallow]] into [[soap]]), but don't know how much you have, or can't be bothered with exact numbers. If you want to keep a workshop busy, repeating a task for a period of time is the best way; most fledgling fortresses have craftdwarves making stone crafts 24/7. It is necessary to check back on your stocks every one in a while, however, as you might forget about your mason for a while and upon placing furniture discover that you have 99 doors but no tables. The easiest example would be gem cutting; just queue up all of the gems you've dug up on repeat, and use the cancellation messages to monitor progress through the stack. Note that if you place multiple jobs on repeat your dwarves will cycle through them, so you can have your mason make doors, cabinets, coffers, tables, and thrones (the &amp;quot;welcome to the fortress&amp;quot; package) in equally large numbers. &lt;br /&gt;
&lt;br /&gt;
===Manager===&lt;br /&gt;
Appointing a [[manager]] [[noble]] allows you to queue work orders using the job manager interface, though your manager will need time to approve work orders before production begins. Using the job manager interface has two major advantages. Firstly, it allows you to produce an exact number of items as opposed to putting a workshop on repeat, and secondly, it allows easier management of complex tasks: although you will get cancellation spam, the tasks will simply re-queue, to be fulfilled as soon as the prerequisites are in order. This makes complicated processes, such as the production of twenty steel breastplates for your military, much simpler and less time-consuming. You will be notified when your work orders are completed, so it has the advantage of timely organization as well.&lt;br /&gt;
&lt;br /&gt;
===Workflow===&lt;br /&gt;
Finally, for those who find the other automation options lacking, the [[Utility:DFHack|dfhack]] &amp;quot;workflow&amp;quot; plug-in allows for automated job processing for many applications (e.g. auto process plants, auto mill plants, auto brew, auto make soap, etc.). Unfortunately, setting up the necessary rules can require some trial and error and a considerable investment of time, but the results can be well worth the trouble, at least until comprehensive automation support is added to the game itself.&lt;br /&gt;
&lt;br /&gt;
{{workshops}}&lt;/div&gt;</summary>
		<author><name>Fastjack</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Starting_location&amp;diff=181371</id>
		<title>v0.34:Starting location</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Starting_location&amp;diff=181371"/>
		<updated>2013-02-21T18:02:45Z</updated>

		<summary type="html">&lt;p&gt;Fastjack: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine}}{{av}}&lt;br /&gt;
Searching for a good '''location''' for your fortress is extremely important. If you neglect this you may find your [[dwarves]] dying off &lt;br /&gt;
from dehydration, starvation or the other dangers that lurk about. &lt;br /&gt;
&lt;br /&gt;
Different players consider different sorts of locations to be ideal.  Players looking for an easy map should look for:&lt;br /&gt;
* A location that lacks an [[aquifer]].&lt;br /&gt;
* A water source such as a [[brook]], [[river]], or [[lake]], although an aquifer or [[ocean]] can serve in a pinch; most sources also serve as an important source of [[shell]]s&lt;br /&gt;
* A [[soil]] layer in which to easily place [[farming|farm]]s, without having to worry about irrigation.&lt;br /&gt;
* Absence of [[water|salt water]] on the map, which can make all natural sources of water unpotable.&lt;br /&gt;
* Absence of a [[cave]] or similar [[site]], which may contain dangerous native life.&lt;br /&gt;
* A [[climate|temperature]] that isn't extremely hot or cold.&lt;br /&gt;
* A non-evil, non-savage [[biome]].&lt;br /&gt;
* An area with an abundance of [[tree]]s.&lt;br /&gt;
* A flat surface.&lt;br /&gt;
* An area with [[trade|access]] to [[human]]s and [[elf|elves]].&lt;br /&gt;
&lt;br /&gt;
Players looking to [[maximizing framerate|maximize framerate]] look for:&lt;br /&gt;
* An area on a small world.&lt;br /&gt;
* An area where their desired features are combined in a small embark.&lt;br /&gt;
* An area without flowing water.&lt;br /&gt;
* An area without cyclical [[freezing|freezes]] and thaws.&lt;br /&gt;
&lt;br /&gt;
Players looking for a complete DF experience on a single map generally look for the following features:&lt;br /&gt;
* Shallow and deep [[metal]]s to provide ores, especially [[iron]] and [[platinum]].&lt;br /&gt;
* A [[flux]] material for making [[steel]].&lt;br /&gt;
* A soil layer which acts as source of [[sand]] to enable [[glass industry]].&lt;br /&gt;
* A soil layer which acts as source of [[clay]] to enable [[ceramic industry]].  [[Fire clay]] is especially desirable.&lt;br /&gt;
* An area that contains a [[demonic fortress|curious underground structure]].&lt;br /&gt;
* An area containing a [[volcano]].&lt;br /&gt;
* An area with access to [[goblin]]s, and one or more [[necromancer|towers]].&lt;br /&gt;
&lt;br /&gt;
Some other features that are frequently sought out, despite making the game more difficult in many ways, are:&lt;br /&gt;
* A [[waterfall]], especially one spanning many z-levels.&lt;br /&gt;
* An evil biome, particularly one suffering interesting [[evil weather|weather]] phenomena or one where corpses [[undead|reanimate]].  The borders of such evil areas are especially important to some players.&lt;br /&gt;
* An especially small [[island]], such that dwarves may embark on the entirety of the island.&lt;br /&gt;
* A small embark location serving as the border of a large number of distinct biomes.&lt;br /&gt;
* An area visited by interesting and uncommon creatures, such as [[merperson|merpeople]], [[unicorn]]s, [[giant desert scorpion]]s, or [[sea monster]]s.&lt;br /&gt;
* An area with steep, interesting cliffs, or other variations in elevation.&lt;br /&gt;
* An area where one or more dwarven civilizations are currently at war with the local humans, elves, or both.&lt;br /&gt;
* An area containing an interesting cave, [[night creature|lair]], [[minotaur|labyrinth]], or [[tomb]].&lt;br /&gt;
* An area suffering extreme temperature conditions.&lt;br /&gt;
* An interestingly glitched area, for instance, one in which [[adamantine|cotton candy]] spirals high above the surface of the map.&lt;br /&gt;
&lt;br /&gt;
It's extraordinarily difficult to find a location that meets all criteria for the &amp;quot;perfect map&amp;quot; for any particular person.  One typically must settle for a map containing certain acceptable elements.&lt;br /&gt;
&lt;br /&gt;
Before you choose a location, remember that all maps have [[magma sea|magma]] and many have [[cavern|underground water]].&lt;/div&gt;</summary>
		<author><name>Fastjack</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Siege&amp;diff=150788</id>
		<title>v0.31:Siege</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Siege&amp;diff=150788"/>
		<updated>2011-06-27T17:16:39Z</updated>

		<summary type="html">&lt;p&gt;Fastjack: /* Structure of a siege */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|23:02, 17 August 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Sieges''' are large scale assaults on your fortress by other {{L|civilization}}s.  They are usually announced with the message screen &amp;quot;''A vile force of darkness has arrived!''&amp;quot; (the message screen differs depending on the attacking race), and the main screen shows &amp;quot;SIEGE&amp;quot; tag along the top for the duration.&lt;br /&gt;
&lt;br /&gt;
A civilization will be unable to lay siege if it can't reach your fortress site, meaning you'll never get sieges if you embark on an island or in a valley which is completely surrounded by mountains.  If you want to make sure that a certain civilization will be capable of laying siege to you, then look at the &amp;quot;neighbors&amp;quot; view of the {{L|Embark}} site finder when selecting your fortress site.&lt;br /&gt;
&lt;br /&gt;
=== Structure of a siege ===&lt;br /&gt;
&lt;br /&gt;
Siege forces usually consist of several unit groups.  Using the {{L|goblin}}s as an example, they typically attack with several 'squads', each consisting of several goblins of one military class (ex swordsman, lasher, etc) and often one 'squad leader' (typically an Elite or better, which need not be the same class as the squad it leads), the squad leader will always be mounted.  Occasionally, a squad will be mounted - this means each of its members will be riding a suitable {{L|creature}}, though the creatures typically vary between members. These mounts can change the combat dynamics, since some can fly, are {{L|building destroyer}}s, or have substantially different combat traits than a goblin (for example a {{L|Jabberer}} tends to grab {{L|body parts}} and tear them off).&lt;br /&gt;
&lt;br /&gt;
After being sufficiently &amp;quot;successful&amp;quot; at defending against the siege (killing sufficient attackers, waiting them out, or some combination thereof), the attackers will retreat. All of the remaining squads and groups will head for the map edges and leave, typically favoring the edge they entered from.  Once all of the remaining attackers have decided to retreat, the &amp;quot;SIEGE&amp;quot; tag will go away.&lt;br /&gt;
&lt;br /&gt;
It is possible to have multiple sieges at the same time. If the attacking civilizations are at war with each other, they will start to fight with each other as well. &lt;br /&gt;
&lt;br /&gt;
Different races will favor different styles of attack during sieges. The following attack styles were observed in .40d; it remains to be seen if these traits are still present in 31.&lt;br /&gt;
&lt;br /&gt;
You can also turn off sieges and [[Forgotten Beasts]] all together by editing the {{L|d_init.txt}} file to change [INVADERS:YES] to [INVADERS:NO].&lt;br /&gt;
&lt;br /&gt;
=== {{L|Goblin}} sieges ===&lt;br /&gt;
&lt;br /&gt;
Goblins will start laying siege to your fortress when you reach a population of around 80 dwarves. {{Verify}}&lt;br /&gt;
&lt;br /&gt;
Sometimes goblins will charge blindly toward your fortress and attempt to kill your {{L|dwarves}}.&lt;br /&gt;
&lt;br /&gt;
Goblins sieges often include groups of {{L|Troll}}s or {{L|Ogre}}s, that can {{L|Building destroyer|break buildings}}.  Unlike the squads, however, these 'groups' usually enter the map in single file, somewhat akin to arriving {{L|migrants}}, usually possess random civilian classes, and show little of the organized behavior of the squads.&lt;br /&gt;
&lt;br /&gt;
Goblins may bring elite human or even dwarven fighters as leaders of their squads. Sometimes goblins come with {{L|cave crocodile}}s or {{L|giant olm}}s, or {{L|rutherer}}s for mounts. Any underground animals with MOUNT_EXOTIC, really. Giant olms and crocodiles can breathe under water, which means they are able to swim through your moat, often resulting in the death of the goblin riding said animal. Goblins can also ride {{L|Kennel|tamed}} {{L|giant bat}}s or {{L|Giant cave swallow}}s making them able to fly over your fortress {{L|wall}}s. Other possible mounts include creatures such as the {{L|voracious cave crawler}}.&lt;br /&gt;
&lt;br /&gt;
=== {{L|Elf|Elven}} sieges ===&lt;br /&gt;
&lt;br /&gt;
It is possible to have elven attacks as well, but that usually requires some effort on part of the player, or for your starting civilization to have a pre-existing conflict with a nearby elven one. You can check this when you embark while looking at nearby civilizations, where it will read WAR next to the elf civilization, though it seems to be entirely dependent on how world gen plays out and embarking at a time when a war is happening. Another, possibly simpler (and more amusing) way to elven siege is to blatantly provoke them. If you don't want to be attacked by elves you should not offer them wooden goods or goods stored in wooden barrels or bins. You might also avoid clearing too much woodland, as elves will be offended if you do so. &lt;br /&gt;
&lt;br /&gt;
Elves use stealth squads, a la goblin ambushes, to hide their numbers and locations. {{verify}} It should be noted, however, that unlike goblin ambushes which cap at four squads, elves can come in vast numbers, atop mighty (and tasty) unicorns or other exotic beasts. Fortunately, unlike goblins and humans, who wear heavy armor and wield metal weapons that can cause considerable damage, elves fight with flimsy wooden sticks, and march into battle wearing nothing but cloth robes and trousers. That isn't to say the attack should be taken lightly, because their melee forces aren't what you should be worrying about, as their bowmen are still deadly and can perforate your dwarves with hails of arrows in very short order.&lt;br /&gt;
&lt;br /&gt;
=== {{L|Human}} sieges ===&lt;br /&gt;
&lt;br /&gt;
Humans may also siege you should their {{L|diplomat}} die while visiting your fortress, if too many of their trade wagons get destroyed or if you trade with an elven nation the humans are at war with.&amp;lt;br /&amp;gt;&lt;br /&gt;
Humans would sometimes set up a camp near the map edge they arrived on, harassing wandering dwarves and waiting for you to come to them instead of blindly charging toward your fortress.{{verify}}&lt;br /&gt;
Humans often ride animals like horses, camels or war grizzly bears, and may bring along further war animals like trained cheetahs.&lt;br /&gt;
&lt;br /&gt;
Be warned that human siegers know of all traps that their diplomats have seen before, even their war animals are immune to those traps. If you had a human diplomat in your fort, best assume that your traps are useless against the invaders unless they were built after his last visit. A removed and rebuilt trap counts as &amp;quot;new&amp;quot;, even if it's the same type of trap in the same tile.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Bugs ===&lt;br /&gt;
* Enemy squads will never abandon their caged leader. {{Bug|1598}}&lt;br /&gt;
* Amphibian invader mounts drown their riders. {{Bug|926}}&lt;br /&gt;
&lt;br /&gt;
{{Expand Topic}}&lt;br /&gt;
&lt;br /&gt;
{{Military v0.31}}&lt;/div&gt;</summary>
		<author><name>Fastjack</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Fishing_industry&amp;diff=135556</id>
		<title>v0.31:Fishing industry</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Fishing_industry&amp;diff=135556"/>
		<updated>2011-01-30T19:11:45Z</updated>

		<summary type="html">&lt;p&gt;Fastjack: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|21:11, 9 August 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''The fishing industry''', like {{L|farming}} and the {{L|meat Industry}}, creates both {{L|food}} and raw materials that can be used in workshops (i.e. {{L|shell}}s).  When starting out in a fish-rich area, fishing can be an excellent way to quickly fill up your food {{L|barrels}} as it requires very little set-up for your dwarfs.&lt;br /&gt;
&lt;br /&gt;
==Obtaining Fish==&lt;br /&gt;
There are a couple of ways of obtaining fish.&lt;br /&gt;
&lt;br /&gt;
===Fishing===&lt;br /&gt;
''Requires: A {{L|fisherdwarf}} and a body of water with fish in it.''&lt;br /&gt;
&lt;br /&gt;
Fishing is going to be your primary way of collecting fish for processing.  Unlike {{L|hunting}} or {{L|trapping}}, dwarfs need no special equipment to catch fish.  They just pull them straight out of the water.  It is important to find a good spot for fishing and designate it as a fishing {{L|zone}}.  If you don't, your dwarfs will keep going to whatever body of water please them, and potentially waste valuable time catching nothing in the swamps.&lt;br /&gt;
&lt;br /&gt;
''For more information, see the main {{L|Fishing}} article.''&lt;br /&gt;
&lt;br /&gt;
===Embark and Trading===&lt;br /&gt;
You can buy processed fish at embark and from traders.  However, since it has already been processed, this fish is really more of a {{L|food}} item.  {{L|Turtle}}s, {{L|mussel}}s and {{L|oyster}}s bought at embark or from traders cannot be used to generate {{L|shell}}s.&lt;br /&gt;
&lt;br /&gt;
==Cleaning==&lt;br /&gt;
''Requires: A {{L|fishery}}, a {{L|fish cleaner}}, and raw fish that has been caught by a fisherdwarf.''&lt;br /&gt;
&lt;br /&gt;
Once you have caught some fish, they need to be cleaned at a {{L|Fishery}} by a dwarf with the {{L|Fish Cleaning}} skill.  This process will take &amp;quot;raw&amp;quot; fish and yield &amp;quot;prepared&amp;quot; fish.  It may also yield a {{L|shell}} from certain creatures that can be used by your craftsdwarfs to embellish items (as of v0.31.03, crafting items out of shells was broken).  Both raw and cleaned fish are stored in food stocks and {{L|rot}} quickly, so make sure to put them in barrels or use them to prepare food in the {{L|kitchen}}.  &lt;br /&gt;
&lt;br /&gt;
Also note that if your fisherdwarfs have both {{L|Fishing}} and {{L|Fish Cleaning}} labors active, they will always choose fishing first, greatly increasing the chances of your food rotting away before it is processed.  It is most efficient to have twice as many dwarfs assigned to fish cleaning as to fishing, since your fisherdwarfs can catch things very quickly, but cleaning can take a long time.  Once the fishing industry has matured even more, it is definitely worthwhile to build multiple fisheries to handle all the fish you haul in.&lt;br /&gt;
&lt;br /&gt;
Fish cleaning feeds into the {{L|Food industry}} and into crafts in the case of shells.&lt;br /&gt;
&lt;br /&gt;
==Fish Dissecting==&lt;br /&gt;
&lt;br /&gt;
''Requires: A {{L|fish dissector}}, a {{L|fishery}} and a live fish that has been caught by a fisherdwarf.''&lt;br /&gt;
&lt;br /&gt;
Certain live fish can also be dissected to get {{L|extracts}} from them.  These extracts can be traded or used for {{L|cooking}}.&lt;br /&gt;
&lt;br /&gt;
==Fish Hunting==&lt;br /&gt;
There are bigger fish in the sea than can be captured using the {{L|fishing}} labor.  Many, like sharks and merfolk, have to be captured and/or killed using {{L|traps}} or {{L|weapons}} and are butchered instead of cleaned at the fishery.  See the {{L|Meat industry}} for more on handling larger prey fish.&lt;br /&gt;
&lt;br /&gt;
==Industry Flowchart==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border-spacing: 0;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
{{Skill Block|skill={{L|Fishing}}&lt;br /&gt;
  |color=7:0|&lt;br /&gt;
  |      |E||      |&lt;br /&gt;
  |E|    |C|#ccc|L|#ccc|&lt;br /&gt;
  |      |A|#ccc|      |&lt;br /&gt;
}}&lt;br /&gt;
{{Arrow Block|&lt;br /&gt;
  |      |E|    |      |&lt;br /&gt;
  |L|#ccc|C|#ccc|E||&lt;br /&gt;
  |      |A|#ccc|      |&lt;br /&gt;
}}&lt;br /&gt;
{{Empty Block}}&lt;br /&gt;
{{Empty Block}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{Item Block|title=Raw Fish&lt;br /&gt;
  |background=#000|&lt;br /&gt;
  |α|#FFF|α|#FFF|α|#FFF|α|#FFF|&lt;br /&gt;
  |α|#FFF|α|#FFF|α|#FFF|α|#FFF|&lt;br /&gt;
}}&lt;br /&gt;
{{Item Block|title=Live Fish&lt;br /&gt;
  |background=#000|&lt;br /&gt;
  |α|#FFF|α|#FFF|α|#FFF|α|#FFF|&lt;br /&gt;
  |α|#FFF|α|#FFF|α|#FFF|α|#FFF|&lt;br /&gt;
}}&lt;br /&gt;
{{Empty Block}}&lt;br /&gt;
{{Empty Block}}&lt;br /&gt;
|-&lt;br /&gt;
{{Workshop Block|workshop=Fishery|skill={{L|Fish Cleaning|Fish&amp;lt;br&amp;gt;Cleaning}}&lt;br /&gt;
  |color=6:0|&lt;br /&gt;
  |      |L|#AEE|      |&lt;br /&gt;
  |E|    |C|#AEE|E|    |&lt;br /&gt;
  |      |L|#AEE|      |&lt;br /&gt;
}}&lt;br /&gt;
{{Workshop Block|workshop=Fishery|skill={{L|Fish Dissection|Fish&amp;lt;br&amp;gt;Dissection}}&lt;br /&gt;
  |color=6:0|&lt;br /&gt;
  |      |L|#EEE|      |&lt;br /&gt;
  |E|    |C|#EEE|L|#EEE|&lt;br /&gt;
  |      |E|    |      |&lt;br /&gt;
}}&lt;br /&gt;
{{Arrow Block|&lt;br /&gt;
  |      |E|    |      |&lt;br /&gt;
  |L|#EEE|T|#EEE|A|#EEE|Extracts for trading&lt;br /&gt;
  |      |E||      |&lt;br /&gt;
}}&lt;br /&gt;
{{Empty Block}}&lt;br /&gt;
|-&lt;br /&gt;
{{Arrow Block|&lt;br /&gt;
  |      |L|#AEE|      |&lt;br /&gt;
  |E|    |C|#AEE|L|#AEE|&lt;br /&gt;
  |      |A|#AEE|      |&lt;br /&gt;
}}&lt;br /&gt;
{{Arrow Block|&lt;br /&gt;
  |      |E|    |      |&lt;br /&gt;
  |L|#AEE|C|#AEE|A|#AEE|&lt;br /&gt;
  |      |E|    |      |&lt;br /&gt;
}}&lt;br /&gt;
{{Item Block|title=Shell&lt;br /&gt;
  |background=#000|&lt;br /&gt;
  |²|#FFF|²|#FFF|²|#FFF|²|#FFF|&lt;br /&gt;
  |²|#FFF|²|#FFF|²|#FFF|²|#FFF|&lt;br /&gt;
}}&lt;br /&gt;
{{Arrow Block|&lt;br /&gt;
  |      |E|    |      |&lt;br /&gt;
  |L|#fff|C|#fff|E|    |&lt;br /&gt;
  |      |A|#fff|      |&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
{{Item Block|title=Fish&lt;br /&gt;
  |background=#000|&lt;br /&gt;
  |α|#FFF|α|#FFF|α|#FFF|α|#FFF|&lt;br /&gt;
  |α|#FFF|α|#FFF|α|#FFF|α|#FFF|&lt;br /&gt;
}}&lt;br /&gt;
{{Arrow Block|&lt;br /&gt;
  |      |E|    |      |&lt;br /&gt;
  |L|#fff|C|#fff|A|#fff|&lt;br /&gt;
  |      |E|    |      |&lt;br /&gt;
}}&lt;br /&gt;
{{Industry Block|industry=Food Industry&lt;br /&gt;
  |background=#fff|&lt;br /&gt;
}}&lt;br /&gt;
{{Industry Block|industry=Craft Industry&lt;br /&gt;
  |background=#fff|&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*{{L|Industry}}&lt;br /&gt;
&lt;br /&gt;
{{Workshops FAQ}}&lt;br /&gt;
{{Category|Guides}}&lt;br /&gt;
{{Category|Industry}}&lt;/div&gt;</summary>
		<author><name>Fastjack</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Starting_location&amp;diff=135555</id>
		<title>v0.31:Starting location</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Starting_location&amp;diff=135555"/>
		<updated>2011-01-30T19:07:23Z</updated>

		<summary type="html">&lt;p&gt;Fastjack: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine}}{{av}}&lt;br /&gt;
Searching for a good '''location''' for your fortress is extremely important. If you neglect this you may find your {{L|dwarves}} dying off &lt;br /&gt;
from dehydration, starvation or the other dangers that lurk about. &lt;br /&gt;
&lt;br /&gt;
''An ideal location includes'':&lt;br /&gt;
* A location that lacks an {{L|aquifer}}. (If the location is freezing, it may not matter, and perhaps even be useful)&lt;br /&gt;
* A '''fresh''' water source like {{L|stream}} or {{L|river}}.&lt;br /&gt;
* A {{L|Climate|temperature}} that isn't extremely hot or cold.&lt;br /&gt;
* A {{L|sedimentary layer}} to provide {{L|bituminous coal|coal}} and {{L|iron}} ore.&lt;br /&gt;
* A {{L|flux}} material for making {{L|steel}}. Ideally, this would be a sedimentary flux layer ({{L|chalk}}, {{L|dolomite}}, or {{L|limestone}}), though {{L|marble}} (which is metamorphic) will also suffice.&lt;br /&gt;
* A non-evil biome&lt;br /&gt;
* An area with an abundance of {{L|trees}}.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Depending on what type of fortress you are trying to build, you can choose a wide variety of locations.&lt;br /&gt;
&lt;br /&gt;
For example a location with a {{L|volcano}} is good if you don't want to pump {{L|magma}} to the surface, but still want to use it in constructions. Streams are good for generating power. Aquifers present problems for some people, but others utilize them. Freezing temperatures allow for water {{L|traps}} to be used creatively. Likewise, in scorching environments, uncovering water will result in fast evaporation for creative entrances and traps. &lt;br /&gt;
&lt;br /&gt;
Before you choose a location, remember that: with the new versions all layers have magma and many have underground water.&lt;/div&gt;</summary>
		<author><name>Fastjack</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Military_F.A.Q.&amp;diff=122628</id>
		<title>v0.31:Military F.A.Q.</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Military_F.A.Q.&amp;diff=122628"/>
		<updated>2010-07-26T21:02:58Z</updated>

		<summary type="html">&lt;p&gt;Fastjack: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a list of '''Frequently Asked Questions''' related to the '''{{l|military}}'''. You may also want to read '''{{l|squads}}''', '''{{l|scheduling}}''' and '''{{l|equipment}}'''.&lt;br /&gt;
&lt;br /&gt;
A note to keep in mind: As 0.31.03 is still far from being all cleaned up and tidy, many of these questions are for now answered with &amp;quot;this is a bug, sorry&amp;quot; or a quick workaround. We will have to make do until the next bugfix.&lt;br /&gt;
&lt;br /&gt;
===My dwarves won't do anything but stand around!===&lt;br /&gt;
&lt;br /&gt;
By default newly-created squads are assigned the 'Inactive' alert. You will need to create new alert levels or create new scheduling within alert levels (see {{l|Scheduling}}) to get them to do what you want. Note that 'Inactive' and 'Active/Training' are '''''not''''' the only two options available - they are simply the two default alerts and rather useless without creating more alerts and scheduling.&lt;br /&gt;
&lt;br /&gt;
'''NOTE:''' If you are simply trying to get your military to train, you need to press t while viewing your barracks with q, to set that squad to train.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A handy check list for when you've no more hair to pull out.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''1. You need a commander for the squad''' &lt;br /&gt;
&lt;br /&gt;
In the {{l|m}}ilitary Screen, listed on the left will be the option Militia Commander for your first squad. {{k|c}}reate a squad based on that position and set its basic equipment uniform. Place the Dwarf you want to lead in position 1 and fill the remaining positions as you want.&lt;br /&gt;
&lt;br /&gt;
'''Note:''' If you later go to the {{k|n}}obles screen, The first squad's leader will be listed as ''Militia Commander'' while subsequent squad leaders will be listed as ''Militia Captains''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''2. The squad needs orders'''&lt;br /&gt;
&lt;br /&gt;
By setting up a {{k|s}}chedule, the squad will know what it should be doing each month of game time without direct input from you. Training (10 maximum) all year round is a good way to begin and should already be down as default.&lt;br /&gt;
&lt;br /&gt;
'''Note:''' You can give very intricate operating orders for training, patrolling, etc, but they are not needed initially and may cause confusion getting your &amp;lt;s&amp;gt;morons&amp;lt;/s&amp;gt; dwarfs to activate for the first time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''3. The squad needs a place to operate out of'''&lt;br /&gt;
&lt;br /&gt;
Assuming you already have a barracks marked bedroom,  {{k|q}}uery-ing the bed will have the newly created squad listed. &lt;br /&gt;
(z) flags the area for sleeping &lt;br /&gt;
(t) flags the area for training&lt;br /&gt;
(i) and (q) flags the area for dumping their equipment all over the place.&lt;br /&gt;
&lt;br /&gt;
'''Note:''' Each option turned on will be marked with a single multicolored letter. Make sure that at least the Cyan T is showing to the right of the squad's listing, designating the area is used for the their training.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''4. The squad needs to be activated'''&lt;br /&gt;
&lt;br /&gt;
In the {{k|s}}quad screen, Your first squad will be selected with (a), whereupon the (t) option will toggle the squad between its inactive state and its active/&amp;lt;scheduling&amp;gt; state.&lt;br /&gt;
&lt;br /&gt;
'''Note:''' The squad starts off inactive and, when activated, should now show '''''Active/Training''''' if their schedule was left as the default train all year.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''5. Hope for the best!'''&lt;br /&gt;
&lt;br /&gt;
Un-pausing the game, you should be receiving the drafted Dwarfs' Professions changing to their military versions almost immediately. &lt;br /&gt;
&lt;br /&gt;
'''Note:''' When troubleshooting, a schedule of training (10 maximum) all year round saves a lot of heartache when trying to get the system running for the first time.&lt;br /&gt;
&lt;br /&gt;
===Alerts? Schedules? What am I looking at here?===&lt;br /&gt;
&lt;br /&gt;
A schedule is what a dwarf/squad will do when a particular alert is active; once alerts are made and scheduling is performed within these alerts, you can simply change a squad's alert based on the scenario and they will follow out highly specified and complicated programming. For example, if you make two alerts named 'Caravan Guard' for protecting incoming traders and 'Bloody Kobolds' for attacking thieves, we can change Squad A's scheduling in 'Caravan Guard' to {{l|Scheduling#Routes|patrol your trade route}} and change their scheduling in 'Bloody Kobolds' to {{l|Scheduling#Defend Burrows|defend a pre-defined burrows}} around your entrance. When a caravan shows up, you can change Squad A to be under the 'Caravan Guard' alert (either {{k|a}} in the military screen or {{k|t}} to cycle through when in the {{k|s}}quad screen with a squad selected) and they will begin running up and down your route as the traders make their way through. When you get the 'Protect the hoard from thieving scum!' message, you can change their alert to 'Bloody Kobolds' and Squad A will charge off to defend the entrance.&lt;br /&gt;
&lt;br /&gt;
Different squads can be given different alerts at once, but these squads can also be given different scheduling within the ''same'' alert - for example, you could make Squad B's scheduling in the 'Caravan Guard' alert to defend a burrows around your trade depot, then assign both A and B to 'Caravan Guard' when the traders appear and have one squad walk them in and the other keep the depot clear.&lt;br /&gt;
&lt;br /&gt;
As schedules are broken up by month, you can make very complicated schedules in which dwarves train two months, take one off, then patrol your map for a season then take a shift defending the entrance, while having a second squad do something completely different, and change their scheduling instantly by applying a different alert. For ease, orders can be copied and pasted in the scheduling menu. Once you get the hang of the system it becomes extremely versatile. See {{l|Scheduling}} for more information.&lt;br /&gt;
&lt;br /&gt;
===I can't seem to apply orders to my schedule...===&lt;br /&gt;
&lt;br /&gt;
When you finish with the Give Orders menu and hit {{k|shift}}+{{k|tab}} to save your changes, you may notice that your changes have not been saved. This is because your order does not have a defined location. '''Station''' orders need a station to be assigned to, '''patrol route''' orders need a route to follow, and '''defend burrows''' orders need a burrows to defend. When giving or editing orders, you must select the specific area from a list on the left pane.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that the left and right panes in the Give Orders menu can both be highlighted even if one is empty - if your pane doesn't seem to be highlighted, hit the left or right key to properly select it.&lt;br /&gt;
&lt;br /&gt;
===My dwarves won't wear the uniform I made!===&lt;br /&gt;
&lt;br /&gt;
The uniforms tab within the menu screen is not for assigning uniforms to your dwarves, it is for making uniform templates that can later be applied. Open the {{k|e}}equipment tab then the {{k|U}}niform sub-tab and you will be able to apply your uniform to either a single dwarf at once with {{k|enter}} or a squad at once with {{k|shift}}+{{k|enter}}. Your uniforms should appear in the rightmost pane.&lt;br /&gt;
&lt;br /&gt;
===My dwarves won't pick up equipment!===&lt;br /&gt;
&lt;br /&gt;
Your fort has become too large (20+ dwarves) and now requires an '''{{l|Arsenal_dwarf|Arsenal Dwarf}}'''. Open the {{k|n}}obles screen and assign one, and give him an office. He must now process all equipment changes at his desk before they go into effect; until then your dwarves will wear whatever was previously assigned.&lt;br /&gt;
&lt;br /&gt;
There is also a bug in which dwarves may simply just not pick up what you tell them to. If you have &amp;lt;20 dwarves, try forbidding what your soldiers currently have equipped as a workaround. If your soldier simply will not use the weapon you tell them to, try removing the weapon (in the military equipment screen), stationing the soldier near it, then adding it again to their equipment.&lt;br /&gt;
&lt;br /&gt;
===I don't have an Arsenal Dwarf position!===&lt;br /&gt;
&lt;br /&gt;
Your fort is not yet big enough to need one (&amp;lt;20 dwarves). For now your dwarves will simply equip themselves as soon as you make the changes.&lt;br /&gt;
&lt;br /&gt;
If your fort ''is'' big enough, you may be encountering what is believed to be a bug. The position may randomly become available later. Currently why this happens is unknown.&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. This is believed to be a bug.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Note Arsenal Dwarf has been removed as of tenth version&lt;br /&gt;
&lt;br /&gt;
===How do I make my dwarves kill things?===&lt;br /&gt;
&lt;br /&gt;
If your soldiers are stationed, defending a barracks, or patrolling a route, they are ''defending''. To make them go on the ''offense'', you need to open the {{k|s}}quads screen, select a squad using {{k|a}}/{{k|b}}/{{k|c}}/etc. as listed and hit {{k|k}} to 'Attack.' Then you pick your targets: either hit {{k|l}} to choose from a list of possible targets, {{k|r}} to select all targets within a rectangle, or simply move the cursor to what you want to attack and press {{k|enter}}. Your dwarves should now have the 'Kill _____' duty and charge after your target(s). To select multiple squads at once just hold {{k|shift}} while selecting, or hit {{k|p}} while selecting to select specific dwarves.&lt;br /&gt;
&lt;br /&gt;
You can also use '{{k|m}}ove' on the squads menu to move the squad to wherever you want.Just watch out for the next question below...&lt;br /&gt;
&lt;br /&gt;
===I can't get my dwarves to STOP killing things!===&lt;br /&gt;
&lt;br /&gt;
When a targetable creature is noticed by your military, be it the target of a kill order or simply close enough to be noticed by stationed/patrolling dwarves, your dwarves will engage it and will not give up or run away (or even drop the chase if it's slow) until either it or the target is dead. The only way to stop them is to cancel all their military orders, returning them to civilian status and causing them to run away instead.&lt;br /&gt;
&lt;br /&gt;
If a squad is trying to {{K|s}}-&amp;gt;{{K|k}} kill a target, but that target has escaped the map, or is no longer reachable, then Cancel Orders for the squad. {{K|s}} squad {{K|a}} select a given squad exclusively, cancel {{K|o}} order.&lt;br /&gt;
&lt;br /&gt;
===My dwarves won't go off-duty! They're starving themselves!===&lt;br /&gt;
&lt;br /&gt;
Your '''order criteria''' is too high - order criteria is the number of dwarves in a squad required to follow out an order. By default a new order's criteria is set to 10 dwarves, or the entire squad; this means that you've told your dwarves that this order is of the absolute highest importance and that the entire squad needs to be on duty at all times. By changing this to two or three dwarves less than the number of dwarves in your squad, some of your dwarves will be able to relax and take some me-time while the others follow your orders out.&lt;br /&gt;
&lt;br /&gt;
===I keep activating my dwarves but they still have their civilian positions!===&lt;br /&gt;
&lt;br /&gt;
If a squad is off-duty it may be dressed in its civilian clothes and thus listed as civilians (ie. a swordsdwarf may revert to 'carpenter'). There also seems to be a discrepency between which orders are 'civilian' orders and which are 'military' orders; further investigation is necessary.&lt;br /&gt;
&lt;br /&gt;
However, this is not necessarily a Bad Thing, as they may still train their primary combat skills if you have assigned a barracks.&lt;br /&gt;
&lt;br /&gt;
===My squad leader won't stop 'organizing combat training'!===&lt;br /&gt;
&lt;br /&gt;
This is a minor bug - your leader is not actually organizing training but stuck on the command and will go about other things (with this command) if ordered. Freeing and then redesignating your barracks may help this.&lt;br /&gt;
&lt;br /&gt;
===I can't seem to get my marksdwarves to practice firing at all!===&lt;br /&gt;
&lt;br /&gt;
(currently not sure what the issue is here; some have achieved this but we are not exactly certain how)&lt;br /&gt;
&lt;br /&gt;
(While this may be a bug, for some new players it may be due to a lack of ammunition, or not setting the firing direction on archery targets. Try viewing Capnduck's tutorial: [http://www.youtube.com/watch?v=uobESZ49hbs] )&lt;br /&gt;
&lt;br /&gt;
===My marksdwarves are sparring with their crossbows as a melee weapon!===&lt;br /&gt;
&lt;br /&gt;
You may have forgotten to assign them ammunition. In the military screen, open the ammunition tab ({{k|f}}) and then assign whatever squad your preferred ammunition.&lt;br /&gt;
&lt;br /&gt;
If this is not the case, there is also a bug that causes your marksdwarves to simply ignore the crossbow as a training weapon. We have yet to find a suitable workaround.&lt;br /&gt;
&lt;br /&gt;
It is also possible that marksdwarves in DF2010 will not fire crossbows without a quiver; in the old version marksdwarves would carry a stack of bolts in their hand, but this does not seem to be the case anymore. Create some [[quiver|quivers]] and try again.&lt;br /&gt;
&lt;br /&gt;
===My marksdwarves aren't using the type of ammunition I told them to!===&lt;br /&gt;
&lt;br /&gt;
This appears to be a bug. For now, older annoying micro-managing methods such as forbidding certain types will have to suffice.&lt;br /&gt;
&lt;br /&gt;
===My hunter/marksdwarf ran out of bolts and won't pick up more!===&lt;br /&gt;
&lt;br /&gt;
This seems to be a bug as well (yes, there are many). A workaround for this is to give your marksdwarf a '''{{l|Squads#Selecting_Squads.2FSoldiers|move order}}''' and then cancelling it; your dwarf should snap back to reality and grab more bolts. Annoying, but should be a temporary problem.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''If you have further questions, please ask them on the discussion page here or on another relevant talk page. Frequently asked or standard questions will be added to the FAQ as necessary.''&lt;br /&gt;
&lt;br /&gt;
{{Military v0.31}}&lt;/div&gt;</summary>
		<author><name>Fastjack</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Bone&amp;diff=122493</id>
		<title>v0.31:Bone</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Bone&amp;diff=122493"/>
		<updated>2010-07-25T16:38:55Z</updated>

		<summary type="html">&lt;p&gt;Fastjack: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|08:00, 22 May 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Bones''' are obtained when butchering {{L|animals}} or taking apart skeletons. &lt;br /&gt;
&lt;br /&gt;
Skeletons are the last step of the {{L|rotting}} procedure. After a {{L|corpse}} begins to rot, no {{L|food}} can be created from it, and it will eventually rot into a skeleton. The skeleton has to be taken to the {{L|butcher's shop}} and &amp;quot;butchered&amp;quot; to be torn apart into {{L|skull}}s and bones afterwards. &lt;br /&gt;
&lt;br /&gt;
Bones can be made into {{L|crossbow}}s at a {{L|bowyer's workshop}}, and {{L|crafts}}, {{L|bolt}}s, {{L|greave}}s, {{L|gauntlet}}s, or {{L|helm}}s at a {{L|craftsdwarf's workshop}}. Note that {{L|armor}} made out of bone can be used by dwarves assigned a {{L|uniform}} of {{L|metal}} armor.&lt;br /&gt;
&lt;br /&gt;
Unlike in previous versions, bones are now counted as &amp;quot;body parts&amp;quot; for the purposes of stockpiles and the stocks menu.&lt;/div&gt;</summary>
		<author><name>Fastjack</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Workshop&amp;diff=122492</id>
		<title>v0.31:Workshop</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Workshop&amp;diff=122492"/>
		<updated>2010-07-25T16:36:41Z</updated>

		<summary type="html">&lt;p&gt;Fastjack: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{AV}}&lt;br /&gt;
{{Quality|Fine}}&lt;br /&gt;
[[Image:DFflowchart.png|thumb|200px|'''Production flowchart for all workshops'''.&amp;lt;br /&amp;gt; Not all items are represented!&amp;lt;br /&amp;gt;''(Click to enlarge)'']]&lt;br /&gt;
&lt;br /&gt;
'''Workshops''' are where materials are processed by dwarves into more valuable or useful items.&lt;br /&gt;
&lt;br /&gt;
Anything that is created, refined, cooked, altered, or decorated, or generally &amp;quot;produced&amp;quot; is processed at a workshop. There are many different types of workshops, for different purposes and different finished products. Just as they have specific products associated with them, they have specific labors that are required by dwarves who build them or work there, and dwarfs with more of the appropriate skill tend to produce higher [[quality]] objects*, and/or produce them faster.&lt;br /&gt;
&lt;br /&gt;
(* If the finished product has any quality modifiers - not all do. Processed milk is just [[cheese]], a {{L|stone}} block is just a stone {{L|block}}, and a tanned hide is just {{L|leather}}, etc.)&lt;br /&gt;
&lt;br /&gt;
Almost all workshops measure 3 tiles square, 3x3, but a few are 5x5, or even a single tile.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{workshops}}&lt;/div&gt;</summary>
		<author><name>Fastjack</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Support&amp;diff=122257</id>
		<title>v0.31:Support</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Support&amp;diff=122257"/>
		<updated>2010-07-22T23:17:10Z</updated>

		<summary type="html">&lt;p&gt;Fastjack: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|08:00, 22 May 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Supports''' are pillars built to prevent or control {{L|cave-in}}s. &lt;br /&gt;
&lt;br /&gt;
==Building a support==&lt;br /&gt;
Supports are built through the build menu ({{k|b}}-{{k|S}}) and require one {{L|stone}}, {{L|log}}, {{L|block}} or {{L|bar}} of any type.  They are built in two stages - first the material is moved into place by an {{L|architect}}, and then completed by either a {{L|carpenter}} (for {{L|wood}}), {{L|metalsmith}} (for {{L|metal}}s), or {{L|mason}} (for all other materials, such as stone, {{L|glass}}, or {{L|soap}}).&lt;br /&gt;
&lt;br /&gt;
Unlike constructed {{L|wall}}s, supports do ''not'' create a {{L|floor}} tile on the Z-level above.  Supports must be built on solid surfaces, so stacking supports atop each other only works if a floor is added between.  Supports do not block movement, fluids or missile fire.&lt;br /&gt;
&lt;br /&gt;
Supports can hold up both ceilings (from below) and floors (from above). &lt;br /&gt;
&lt;br /&gt;
==Using a support==&lt;br /&gt;
Supports can be linked to {{L|mechanism}}s and collapse when {{L|lever|trigger}}ed, causing a cave-in if the support was the only thing preventing it. This can be used either as an offensive weapon or as a useful tool for breaking through layers or damming underground pools. See {{L|cave-in}} for more information on using the rock itself as a tool. &lt;br /&gt;
&lt;br /&gt;
Supports can also be broken by enemies with either form of the {{L|building destroyer}} tag. Because this tag encourages breaking things, supports can be used to set up &amp;quot;suicide booths&amp;quot; for marauding building destroyers. See the {{L|Trap_design#Suicide_booth|trap design}} article for more information.&lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;/div&gt;</summary>
		<author><name>Fastjack</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Millstone&amp;diff=122253</id>
		<title>v0.31:Millstone</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Millstone&amp;diff=122253"/>
		<updated>2010-07-22T22:47:30Z</updated>

		<summary type="html">&lt;p&gt;Fastjack: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Exceptional|21:54, 28 June 2010 (UTC)}}&lt;br /&gt;
{{Workshop|name=Millstone|key=M|job={{l|Miller|Milling}}&lt;br /&gt;
|construction=&lt;br /&gt;
* Millstone&lt;br /&gt;
* {{l|Mechanism}}&lt;br /&gt;
|construction_job=&lt;br /&gt;
* {{l|Mechanic}}&lt;br /&gt;
|use=&lt;br /&gt;
* {{l|Blade weed}}&lt;br /&gt;
* {{l|Cave wheat}}&lt;br /&gt;
* {{l|Dimple cup}}&lt;br /&gt;
* {{l|Hide root}}&lt;br /&gt;
* {{l|Longland grass}}&lt;br /&gt;
* {{l|Sliver barb}}&lt;br /&gt;
* {{l|Sweet pod}}&lt;br /&gt;
* {{l|Whip vine}}&lt;br /&gt;
* An empty {{l|bag}}&lt;br /&gt;
|production=&lt;br /&gt;
* {{l|Emerald dye}}&lt;br /&gt;
* {{L|Flour|Dwarven wheat flour}}&lt;br /&gt;
* {{l|Dimple dye}}&lt;br /&gt;
* {{l|Redroot dye}}&lt;br /&gt;
* {{L|Flour|Longland flour}}&lt;br /&gt;
* {{l|Sliver dye}}&lt;br /&gt;
* {{l|Dwarven sugar}}&lt;br /&gt;
* {{l|Whip vine flour}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A '''millstone''' is used to grind up certain {{l|plants}} to make {{L|sugar}}, {{l|flour}} and {{l|dye}}. Each {{l|milling}} job requires an empty {{l|bag}}. To operate, it needs to be connected to a mechanical {{l|power}} source such as a {{l|water wheel}} or {{l|windmill}} that supplies it with 10 power units. If none is available, a {{l|quern}} can be used instead. Before they can be placed as a building, you must first construct the millstone at a {{l|Mason's workshop}}.&lt;br /&gt;
&lt;br /&gt;
If the power to the millstone is interrupted, any jobs must be requeued when power is returned. Therefore it is best to have uninterrupted power or at least the ability to run it for a long period of time.&lt;br /&gt;
&lt;br /&gt;
==An Example Setup==&lt;br /&gt;
As it is most efficient to set up workshops near their materials sources, usually by putting stockpiles next to them, it's common for millstones to be set up near farm plots.  Putting a millstone just under the surface lets it be powered by a windmill on the surface, like so:&lt;br /&gt;
&lt;br /&gt;
::{|style=&amp;quot;border: 1px solid #0b0; background: #dfd&amp;quot;&lt;br /&gt;
|+'''Side view'''&lt;br /&gt;
|- style=&amp;quot;font-family: monospace; font-weight: bold; font-size: 135%&amp;quot;&lt;br /&gt;
|style=&amp;quot;color: #970; padding: 0; text-decoration: underline&amp;quot;|-&lt;br /&gt;
|style=&amp;quot;color: #970; padding: 0; text-decoration: underline&amp;quot;|=&lt;br /&gt;
|style=&amp;quot;color: #970; padding: 0; text-decoration: underline&amp;quot;|-&lt;br /&gt;
|&amp;amp;nbsp;&lt;br /&gt;
|style=&amp;quot;color: #970; padding: 0&amp;quot;|-&lt;br /&gt;
|style=&amp;quot;color: #970; padding: 0&amp;quot;|=&lt;br /&gt;
|style=&amp;quot;color: #970; padding: 0&amp;quot;|-&lt;br /&gt;
|&amp;amp;nbsp;&lt;br /&gt;
|- style=&amp;quot;font-family: monospace; font-weight: bold; font-size: 135%&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-decoration: underline&amp;quot;|&amp;amp;nbsp;&lt;br /&gt;
|style=&amp;quot;text-decoration: underline&amp;quot;|*&lt;br /&gt;
|style=&amp;quot;text-decoration: underline&amp;quot;|&amp;amp;nbsp;&lt;br /&gt;
| &lt;br /&gt;
|style=&amp;quot;text-decoration: underline&amp;quot;|&amp;amp;nbsp;&lt;br /&gt;
|style=&amp;quot;text-decoration: underline&amp;quot;|*&lt;br /&gt;
|style=&amp;quot;text-decoration: underline&amp;quot;|&amp;amp;nbsp;&lt;br /&gt;
|- style=&amp;quot;font-family: monospace; font-weight: bold; font-size: 135%&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
|1&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|2&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
Note that version 1 only works if the windmill is built first, and version 2 only works if the millstone is built first.&lt;br /&gt;
&lt;br /&gt;
''For a basic overview of how the different machine parts work and work together, see {{l|machinery}}.''&lt;br /&gt;
&lt;br /&gt;
{{Workshops}}&lt;br /&gt;
{{buildings}}&lt;/div&gt;</summary>
		<author><name>Fastjack</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Millstone&amp;diff=122251</id>
		<title>v0.31:Millstone</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Millstone&amp;diff=122251"/>
		<updated>2010-07-22T22:45:36Z</updated>

		<summary type="html">&lt;p&gt;Fastjack: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Exceptional|21:54, 28 June 2010 (UTC)}}&lt;br /&gt;
{{Workshop|name=Millstone|key=M|job={{l|Miller|Milling}}&lt;br /&gt;
|construction=&lt;br /&gt;
* Millstone&lt;br /&gt;
* {{l|Mechanism}}&lt;br /&gt;
|construction_job=&lt;br /&gt;
* {{l|Mechanic}}&lt;br /&gt;
|use=&lt;br /&gt;
* {{l|Blade weed}}&lt;br /&gt;
* {{l|Cave wheat}}&lt;br /&gt;
* {{l|Dimple cup}}&lt;br /&gt;
* {{l|Hide root}}&lt;br /&gt;
* {{l|Longland grass}}&lt;br /&gt;
* {{l|Sliver barb}}&lt;br /&gt;
* {{l|Sweet pod}}&lt;br /&gt;
* {{l|Whip vine}}&lt;br /&gt;
* An empty {{l|bag}}&lt;br /&gt;
|production=&lt;br /&gt;
* {{l|Emerald dye}}&lt;br /&gt;
* {{L|Flour|Dwarven wheat flour}}&lt;br /&gt;
* {{l|Dimple dye}}&lt;br /&gt;
* {{l|Redroot dye}}&lt;br /&gt;
* {{L|Flour|Longland flour}}&lt;br /&gt;
* {{l|Sliver dye}}&lt;br /&gt;
* {{l|Dwarven sugar}}&lt;br /&gt;
* {{l|Whip vine flour}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A '''millstone''' is used to grind up certain {{l|plants}} to make {{L|sugar}}, {{l|flour}} and {{l|dye}}. Each {{l|milling}} job requires an empty {{l|bag}}. To operate, it needs to be connected to a mechanical {{l|power}} source such as a {{l|water wheel}} or {{l|windmill}} that supplies it with 10 power units. If none is available, a {{l|quern}} can be used instead. Before they can be placed as a building, you must first construct the millstone at a {{l|Mason's workshop}}.&lt;br /&gt;
&lt;br /&gt;
If the power to the millstone is interrupted, any jobs must be requeued when power is returned. Therefore it is best to have uninterrupted power or at least the ability to run it for a long period of time.&lt;br /&gt;
&lt;br /&gt;
==An Example Setup==&lt;br /&gt;
As it is most efficient to set up workshops near their materials sources, usually by putting stockpiles next to them, it's common for millstones to be set up near farm plots.  Putting a millstone just under the surface lets it be powered by a windmill on the surface, like so:&lt;br /&gt;
&lt;br /&gt;
::{|style=&amp;quot;border: 1px solid #0b0; background: #dfd&amp;quot;&lt;br /&gt;
|+'''Side view'''&lt;br /&gt;
|- style=&amp;quot;font-family: monospace; font-weight: bold; font-size: 135%&amp;quot;&lt;br /&gt;
|style=&amp;quot;color: #970; padding: 0; text-decoration: underline&amp;quot;|-&lt;br /&gt;
|style=&amp;quot;color: #970; padding: 0; text-decoration: underline&amp;quot;|=&lt;br /&gt;
|style=&amp;quot;color: #970; padding: 0; text-decoration: underline&amp;quot;|-&lt;br /&gt;
|&amp;amp;nbsp;&lt;br /&gt;
|style=&amp;quot;color: #970; padding: 0&amp;quot;|-&lt;br /&gt;
|style=&amp;quot;color: #970; padding: 0&amp;quot;|=&lt;br /&gt;
|style=&amp;quot;color: #970; padding: 0&amp;quot;|-&lt;br /&gt;
|&amp;amp;nbsp;&lt;br /&gt;
|- style=&amp;quot;font-family: monospace; font-weight: bold; font-size: 135%&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-decoration: underline&amp;quot;|&amp;amp;nbsp;&lt;br /&gt;
|style=&amp;quot;text-decoration: underline&amp;quot;|*&lt;br /&gt;
|style=&amp;quot;text-decoration: underline&amp;quot;|&amp;amp;nbsp;&lt;br /&gt;
| &lt;br /&gt;
|style=&amp;quot;text-decoration: underline&amp;quot;|&amp;amp;nbsp;&lt;br /&gt;
|style=&amp;quot;text-decoration: underline&amp;quot;|*&lt;br /&gt;
|style=&amp;quot;text-decoration: underline&amp;quot;|&amp;amp;nbsp;&lt;br /&gt;
|- style=&amp;quot;font-family: monospace; font-weight: bold; font-size: 135%&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
|1&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|2&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
Note that version 1 only works if the windmill is built first, and version 2 only works if the millstone is built first.&lt;br /&gt;
&lt;br /&gt;
''For a basic overview of how the different machine parts work and work together, see {{l|machinery}}.''&lt;br /&gt;
&lt;br /&gt;
{{Workshops}}&lt;/div&gt;</summary>
		<author><name>Fastjack</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Ramp&amp;diff=122195</id>
		<title>v0.31:Ramp</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Ramp&amp;diff=122195"/>
		<updated>2010-07-21T23:03:11Z</updated>

		<summary type="html">&lt;p&gt;Fastjack: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Exceptional}}&lt;br /&gt;
&lt;br /&gt;
A '''ramp''' is a map feature that allows dwarves, {{l|wagon}}s, and other {{L|creatures}} to move between levels. When viewed with {{k|k}} they are called '''slopes''', and they occur naturally on most maps acting as hillsides. Dwarves may make them by digging with {{k|d}} + {{k|r}} from below or with {{k|d}} + {{k|h}} from above, or construction with {{k|b}} + {{k|C}} + {{k|r}}.&lt;br /&gt;
&lt;br /&gt;
Ramps are the only way that {{L|wagon}}s can move between levels in order to access a {{L|trade depot}}. Unless you build your depot above ground or set into a cliff, you will probably have to create ramps to allow access to it.&lt;br /&gt;
&lt;br /&gt;
Ramps are shown with the ▲ symbol (pointing &amp;quot;up&amp;quot;). The space above a ramp is shown as a ▼ and called a &amp;quot;downward slope&amp;quot;. A downward slope is not an independent feature (as opposed to a downward stair), but rather a counterpoint to the upward slope below it; it functions otherwise as open space -- the ▼ symbol is more of a display nicety than a type of terrain. When the rest of this article refers to ramps, the upward (▲) space is meant.&lt;br /&gt;
&lt;br /&gt;
Note that ramps function similarly to {{L|floor}}s in that units can walk on them without any problems, even if they are over open space. They will also support adjacent buildings.&lt;br /&gt;
&lt;br /&gt;
== Collapse ==&lt;br /&gt;
&lt;br /&gt;
Natural or carved ramps that are adjacent to {{L|wall}}s will collapse (disappear) if those walls are mined out. This can strand dwarfs, so be careful when removing walls near those ramps. In addition, trying to carve a ramp under something that cannot be dug out (such as a {{L|construction}}, {{L|building}}, or {{L|tree}}) will result a slope, but leave the upper floor intact. This may create a {{L|cave-in}} situation dangerous to your miners.&lt;br /&gt;
&lt;br /&gt;
Constructed ramps will not collapse, and it is possible to create carved free-standing ramps as well, but the ramps will still not be usable without adjacent walls.&lt;br /&gt;
&lt;br /&gt;
== Using Ramps ==&lt;br /&gt;
&lt;br /&gt;
[[File:invalidramp.png|200px|thumb|right|'''Example A:''' An unusable ramp]]&lt;br /&gt;
&lt;br /&gt;
Unlike stairs, ramps do not feed every lower and upper tile they are adjacent to, which can cause {{L|path}}ing problems if used incorrectly.  A ramp only connects the ramp bottom to the tops of walls adjacent to the ramp.&lt;br /&gt;
&lt;br /&gt;
For a creature to use a ramp, all of the following are necessary:&lt;br /&gt;
&lt;br /&gt;
# The space directly above the ramp must be open.&lt;br /&gt;
# The ramp must have a wall next to it.&lt;br /&gt;
# The space above one of the adjacent walls must be open.&lt;br /&gt;
&lt;br /&gt;
If these conditions are met, creatures will be able to move back and forth between the ramp space and the walkable space above the adjacent wall.&lt;br /&gt;
&lt;br /&gt;
'''Example A''' shows a situation where a ramp might be created that is actually unusable. Dwarfs cannot ascend or descend (or cross) the ramp as shown because the walkable spaces above the ramp do not connect to the &amp;quot;top&amp;quot; of the ramp, the entrance/exit to the upper part. The ramp could be made usable by constructing walls underneath the floor spaces on either side of the ramp, which changes the direction that the ramp flows.&lt;br /&gt;
&lt;br /&gt;
Ramps may also remove pressure if water flows on one, need to test this.&lt;br /&gt;
&lt;br /&gt;
{{Template:-}}&lt;br /&gt;
&lt;br /&gt;
== Creating Ramps ==&lt;br /&gt;
&lt;br /&gt;
There are three ways for your dwarves to create ramps. The first is to carve a ramp into the earth itself (see {{L|mining}}). Dwarves can dig out ramps from adjacent spaces on the same z-level or the ones above. Dwarves can also {{L|channel}} from above, which will result in a ramp below 'iff' there is an adjacent wall. Digging a ramp from below will also dig out the space above as if it were channeled.&lt;br /&gt;
&lt;br /&gt;
The second way to make a ramp is to {{L|construction|construct}} one out of building materials such as {{L|stone}} or {{L|wood}}, or any {{L|block}}s or {{L|bar}}s.&lt;br /&gt;
&lt;br /&gt;
Note that dwarves will happily dig out or construct ramps that are not immediately usable. Check the criteria above if dwarfs do not seem to be using the ramps they have made.&lt;br /&gt;
&lt;br /&gt;
== Removing Ramps ==&lt;br /&gt;
&lt;br /&gt;
Natural and carved ramps can be destroyed via the designation menu using the Remove Up Stairs/Ramps selection ({{k|d}} -&amp;gt; {{k|z}}, using the ingame interface).  Like the selection says, only upwards slopes (and carved stairs) can be removed in such a manner, and only from the same level as the (upward) ramp.  Selecting a downwards ramp in such a manner has no effect, and removing the upward ramp will automatically remove the downward ramp designation from the level above, replacing it with &amp;quot;open space&amp;quot;. Ramps at the edge of the map cannot be removed this way.&lt;br /&gt;
&lt;br /&gt;
Constructed ramps can be removed like any other construction via the designation menu with the Remove Construction selection ({{k|d}} -&amp;gt; {{k|n}}, using the ingame interface).&lt;br /&gt;
&lt;br /&gt;
== Ramps Versus Stairways ==&lt;br /&gt;
&lt;br /&gt;
As explained above, ramps have important limitations, but if constructed correctly they can allow slightly faster movement than stairways.  For example, if a dwarf wants to go down and to the north using a stairway, it will have to take two steps: one step down a stairway and one step to the north.  Going to the same place using a ramp only requires 1 step.&lt;br /&gt;
&lt;br /&gt;
== Ramps and Channeling ==&lt;br /&gt;
&lt;br /&gt;
In previous versions, ramps were considered preferable to a large amount of channeling, since they would remove the floor above.  However, in 2010, most situations with channeling will create a ramp instead of just open space.&lt;br /&gt;
&lt;br /&gt;
However, channeling a single pillar of stone, or a floor without stone or dirt wall beneath, will still cause open space, and this can cause injuries to your {{L|miner}}s.&lt;br /&gt;
&lt;br /&gt;
{{Buildings}}&lt;br /&gt;
{{Category|Constructions}}&lt;br /&gt;
{{Category|Designations}}&lt;/div&gt;</summary>
		<author><name>Fastjack</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Wall&amp;diff=122194</id>
		<title>v0.31:Wall</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Wall&amp;diff=122194"/>
		<updated>2010-07-21T22:58:06Z</updated>

		<summary type="html">&lt;p&gt;Fastjack: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Exceptional}}&lt;br /&gt;
&lt;br /&gt;
A '''wall''' is a either a {{L|map tile}} or a {{L|construction}} that blocks access to {{L|creatures}}. The appearance of a constructed wall is similar to that of a {{L|smooth}}ed natural wall but it works the same as any filled tile composed of mountain rock, {{L|clay}} or {{L|soil}}. Walls either occur naturally (e.g. a Rough-hewn Andesite Wall), or can be constructed. With constructed walls it is possible to create multi-level {{L|building}}s such as {{L|tower}}s complete with roofs by creating {{L|floor}}s on the layer above. A wall fills the tile it is in and creates a walkable space above it.&lt;br /&gt;
&lt;br /&gt;
== Digging ==&lt;br /&gt;
As explained on the {{L|digging}} page, naturally occurring walls can be dug out using the {{Key|d}}esignations {{Key|d}}ig command, or c{{Key|h}}annel command.  These tasks are carried out by dwarves with the {{L|mining}} labor activated.&lt;br /&gt;
&lt;br /&gt;
Natural walls can be designated for {{K|s}}moothing and {{K|e}}ngraving to improve the appearance and value of the wall.  These tasks are carried out by dwarves with the {{L|stone detailing}} labor activated.&lt;br /&gt;
&lt;br /&gt;
== Construction ==&lt;br /&gt;
&lt;br /&gt;
Walls can be built ''en masse''. To do this, use the {{K|b}}uild -&amp;gt; {{K|C}}onstruction -&amp;gt; {{K|w}}all command. The keys {{K|u}},{{K|m}},{{K|k}} and {{K|h}} are used to change size. Walls may be built on any square which does not already contain a structure, provided your dwarves can reach an adjacent square. Diagonals can neither be built from, nor will they support constructions.&lt;br /&gt;
&lt;br /&gt;
The important thing to remember is that all walls, floors and anything built with the {{K|b}}-{{K|C}} keys are LIFO - &amp;quot;Last In, First Out&amp;quot;. That means that the very last designation you make will be the very first thing your masons will work on next! Once you master this concept, it can be used to your advantage, but only if you can plan ahead.&lt;br /&gt;
&lt;br /&gt;
It is also important to remember that you cannot build on top of a constructed floor. &lt;br /&gt;
&lt;br /&gt;
Constructed walls cannot be engraved, but can be carved into {{L|fortification}}s ({{K|d}}esignate - c{{K|a}}rve fortifications). They will block movement, but not {{L|liquid}}s or small objects such as {{L|bolt}}s. &lt;br /&gt;
&lt;br /&gt;
Normal walls are considered 'rough'. By using {{L|stone}}, {{L|wood}}, {{L|metal}}, or {{L|glass}} {{L|block}}s, higher quality constructions can be built with increased value.  This can be particularly important when trying to maximize the value of a {{L|noble|}}'s {{L|room}}. &lt;br /&gt;
&lt;br /&gt;
== Removing Walls ==&lt;br /&gt;
&lt;br /&gt;
To remove a wall, open the {{Key|d}}esignations menu and select {{Key|n}} Remove Construction. This task will be carried out by any unoccupied dwarf, including {{L|children}} and {{L|noble}}s.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*{{L|How do I construct a wall from a particular direction}}?&lt;br /&gt;
&lt;br /&gt;
{{Buildings}}&lt;br /&gt;
{{Category|Buildings}}&lt;br /&gt;
{{Category|Constructions}}&lt;/div&gt;</summary>
		<author><name>Fastjack</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Stairs&amp;diff=122193</id>
		<title>v0.31:Stairs</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Stairs&amp;diff=122193"/>
		<updated>2010-07-21T22:54:04Z</updated>

		<summary type="html">&lt;p&gt;Fastjack: &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;
'''Stairs''' allow {{L|creatures}} to travel across z-levels. They can be dug out or constructed. They need to be connected to other stairs of appropriate type to function. Up stairs need to be built below down stairs. Up/down stairs function as both up and down stairs at once.&lt;br /&gt;
{{L|Wagon}}s (which don't appear in the current version {{version|0.31.08}} due to a bug) can't travel across stairs - you need {{|ramp}}s for those to be able to reach your {{L|trade depot}}.&lt;br /&gt;
&lt;br /&gt;
Stairs do not block creature nor fluid movement. Falling creatures ignore stairs and may get seriously hurt if the real ground is several z-levels below them. {{L|Floor hatch}}es can stop both falling creatures and liquid. They can also be locked to keep those pesky {{L|crundle}}s from interrupting everything your dwarves could possibly do.&lt;br /&gt;
&lt;br /&gt;
Down stairs reveal a tile directly beneath them. If it's {{L|water|wet}} or {{L|magma|warm}}, the designation on this tile will be removed.&lt;br /&gt;
&lt;br /&gt;
As all {{L|construction}}s, stairs can only be removed by dwarves (ordered to do so - never on their own initiative) or {{L|cave-in}}s. Dug out stairs can melt, if made from {{L|ice}}, but are otherwise just as resistant to damage.&lt;br /&gt;
&lt;br /&gt;
Stairs are fully capable of holding weight of anything above them. They are not as resistant to cave-ins as full walls (won't stop falling weight), though.&lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;/div&gt;</summary>
		<author><name>Fastjack</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Floor&amp;diff=122192</id>
		<title>v0.31:Floor</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Floor&amp;diff=122192"/>
		<updated>2010-07-21T22:51:33Z</updated>

		<summary type="html">&lt;p&gt;Fastjack: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Fine}}&lt;br /&gt;
&lt;br /&gt;
A '''floor''' is any {{l|map tile}} that a {{L|creature}} can walk upon. A floor is formed:&lt;br /&gt;
# naturally, as in the ground like {{l|grass}}, {{l|soil}}, or {{l|stone}},&lt;br /&gt;
# by constructing {{L|wall}}s, thereby creating a floor on the level above, or&lt;br /&gt;
# by {{l|construction|constructing floors}}.&lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;/div&gt;</summary>
		<author><name>Fastjack</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Fortification&amp;diff=122191</id>
		<title>v0.31:Fortification</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Fortification&amp;diff=122191"/>
		<updated>2010-07-21T22:50:23Z</updated>

		<summary type="html">&lt;p&gt;Fastjack: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Fine}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Fortifications''' are a special type of {{l|wall}}. They allow the passage of {{l|ammunition|projectiles}} and liquids but not {{l|creature}}s, making them an important part in a fortress's {{l|defense guide|defense}}. Creatures with a [FLIER] tag can of course fly over and avoid these walls. One can build {{L|floor}} tiles to make a roof against flyers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Building Fortifications ==&lt;br /&gt;
&lt;br /&gt;
Fortifications can be built one of two ways. Firstly, from preexisting stone walls; either constructed by {{l|dwarf|dwarves}} or left behind after having been {{l|mining|mined out}}. This is done by pressing {{K|d}}esignation and then C{{K|a}}rve Fortifications. It must be noted that rough natural stone walls cannot be carved into fortifications, only smoothed or engraved stone. The second way is through the {{l|construction}} {{l|menu}}: First press {{K|b}}, then {{K|C}} followed by {{K|F}}ortifications. As with most {{l|building}}s, this will require one unit of {{l|wood}}, {{l|stone}}, {{l|metal}}, or {{l|glass}}. Note that constructed fortifications do ''not'' have walkable {{l|floor}}s above them, while carved fortifications do.&lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;/div&gt;</summary>
		<author><name>Fastjack</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Window&amp;diff=122074</id>
		<title>v0.31:Window</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Window&amp;diff=122074"/>
		<updated>2010-07-21T08:38:15Z</updated>

		<summary type="html">&lt;p&gt;Fastjack: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Tattered|08:00, 22 May 2010 (UTC)}}{{AV}}&lt;br /&gt;
&lt;br /&gt;
'''Windows''' are constructed {{L|wall}}s of {{L|glass}} that allows {{L|dwarves}} to see through. They have no proper usage so far, but they boost the {{L|value}} of the {{L|room}} they are placed in. They are made out of {{L|sand}} (green glass), {{L|pearlash}} (clear glass), and {{L|gem}}s (crystal glass).&lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;/div&gt;</summary>
		<author><name>Fastjack</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Road&amp;diff=122073</id>
		<title>v0.31:Road</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Road&amp;diff=122073"/>
		<updated>2010-07-21T08:31:45Z</updated>

		<summary type="html">&lt;p&gt;Fastjack: &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;
'''Roads''' are a construction which paves over large sections of flat terrain. They are most commonly used to give {{L|caravan|caravans}} a reliable path to your fortress from the map's edge. A dwarf with the {{l|Architect}} labor must haul materials (if any) to the site and design the structure before it can be finished by any available dwarf.&lt;br /&gt;
&lt;br /&gt;
'''Dirt roads''' ({{k|b}} - {{k|O}}) can be constructed for free on any soil, removing {{L|plants|shrubs}} and {{L|trees}} and preventing new ones from growing. However, they wear away over time, and have to be reconstructed periodically. Depending on the size of the road, this can be a hassle.&lt;br /&gt;
&lt;br /&gt;
'''Paved roads''' ({{k|b}} - {{k|o}}) can be constructed with any building material, including {{l|stone}}, {{l|block}}s, {{l|wood}} and metal {{l|bars}}. These roads are permanent, and use less material than paving the same space with constructed {{l|floor}}s. To avoid the hassle of long-distance hauling, it is advisable to place a {{l|stockpile}} near the desired site for your Architect to get materials from.&lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;/div&gt;</summary>
		<author><name>Fastjack</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Bridge&amp;diff=122072</id>
		<title>v0.31:Bridge</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Bridge&amp;diff=122072"/>
		<updated>2010-07-21T08:30:07Z</updated>

		<summary type="html">&lt;p&gt;Fastjack: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|08:00, 22 May 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Bridges''' are extremely useful buildings for crossing dangerous terrain and also for fortress defence. Using them to control [[flow|fluids]] can save one a ton of mechanisms and time, especially when the fluid in question is free-flowing and not pressurized (by {{L|pump}}, {{L|river}} or hydrostatic anything) and needs a wide tunnel.&lt;br /&gt;
&lt;br /&gt;
==Building Bridges==&lt;br /&gt;
&lt;br /&gt;
Bridges can be built ({{k|b}} -&amp;gt; {{k|g}}) of {{L|metal}}, {{L|stone}} or {{L|wood}}. They are first designed by an {{L|architect}}, then require a specialist worker for the material used (e.g. a {{L|mason}} for a stone bridge). The size of the bridge can be altered with {{k|u}}{{k|m}}{{k|k}}{{k|h}} while placing it. The bridge must be anchored to a solid surface on at least one edge. Before placing the bridge ensure that the bridge raises in the direction you want it to using {{k|w}}{{k|a}}{{k|d}}{{k|x}} or retracts using {{k|s}}.&lt;br /&gt;
&lt;br /&gt;
==Raising/Retracting Bridges==&lt;br /&gt;
&lt;br /&gt;
All bridges in DF can be raised or retracted by linking it to a {{L|lever}}. This requires a {{L|mechanic's workshop}} and a dwarf with the {{l|mechanics}} labour activated. &lt;br /&gt;
&lt;br /&gt;
If a bridge is set to retract when the lever is pulled, the bridge essentially disappears dropping anything (friend, foe, or object) on the bridge onto whatever is underneath. Clearly this can be used to drop your enemies to rocky/watery/fiery deaths (or anything more imaginative you can think up!).&lt;br /&gt;
&lt;br /&gt;
If a bridge is set to raise when the lever is pulled, the bridge becomes a wall along the edge selected with the {{k|w}}{{k|a}}{{k|d}}{{k|x}} keys when placing the bridge. The resulting wall is always one z-level tall, regardless of the width of the bridge. The bridge also &amp;quot;moves&amp;quot; to this position very fast, firing anything on the bridge into the air. The key advantage to raising bridges is the creation of a wall when the bridge is raised. This can be used to block fortress entrances/corridors. Using 2 bridges at opposite ends of a corridor creates a very large and simple trap by walling in enemies.&lt;br /&gt;
&lt;br /&gt;
The lowering of a drawbridge can also be used as a waste disposal for unwanted stones, {{L|refuse}}, {{l|goblin}}s (dead or alive) and {{L|nobles}}, to name a few. Even fluids get destroyed (this is especially useful considering lack of chasms in the new version). However, lowering a drawbridge onto a sufficiently large creature (such as a {{L|forgotten beast}}) simply destroys the bridge.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
&lt;br /&gt;
Retractable bridges (possibly raising bridges, but this is untested) will not retract when a mounted unit (a unit riding another) is on the bridge. Attempting to do so will create odd results if multiple bridges are connected to the same lever[http://www.youtube.com/watch?v=mS5f_Snz-Y8].&lt;br /&gt;
&lt;br /&gt;
It is impossible to channel out stone that is directly under a raiseable bridge when its in the raised position.&lt;br /&gt;
&lt;br /&gt;
Non-[[magma-safe]] bridge will heat up and eventually melt if a tile, which would be normally part of a lowered bridge gets covered in magma. State of the bridge (raised/lowered) doesn't matter, if it's within the bridge's rectangle, it endangers the whole bridge.&lt;br /&gt;
&lt;br /&gt;
Bridges do not provide structural support -- but the game thinks they do. Sorry two random masons. I already forgot you.&lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;/div&gt;</summary>
		<author><name>Fastjack</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Floor_hatch&amp;diff=122071</id>
		<title>v0.31:Floor hatch</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Floor_hatch&amp;diff=122071"/>
		<updated>2010-07-21T08:24:08Z</updated>

		<summary type="html">&lt;p&gt;Fastjack: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Fine}}&lt;br /&gt;
&lt;br /&gt;
A '''floor hatch''' is, in effect, a {{L|door}}, but controlling the passage of Z-levels instead of along the same Z-level.  Floor hatches are placed on Open space near a floor, or on {{L|Stairs}} down, or on a Downward {{L|ramp}}.  They have most if not all properties of a regular door, including ability to be controlled through {{L|mechanisms}} and locking by forbidding.&lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;/div&gt;</summary>
		<author><name>Fastjack</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Grate&amp;diff=122069</id>
		<title>v0.31:Grate</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Grate&amp;diff=122069"/>
		<updated>2010-07-21T08:23:07Z</updated>

		<summary type="html">&lt;p&gt;Fastjack: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Fine}}&lt;br /&gt;
&lt;br /&gt;
A '''grate''' is a {{L|furniture}}-type item. It is used as a construction material for wall grates and floor grates.&lt;br /&gt;
&lt;br /&gt;
== Wall Grate ==&lt;br /&gt;
&lt;br /&gt;
A wall grate is basically a {{L|fortification}}, bar 2 differences:&lt;br /&gt;
* It is a {{L|building}} instead of a {{L|construction}}. It doesn't overwrite the tile below it, and it can be smashed by building destroyers.&lt;br /&gt;
* It can be linked to a {{L|lever}} or {{L|pressure plate}}. Once linked, it works like a linked {{L|door}} which doesn't stop fluids or {{L|arrow}}s when closed.&lt;br /&gt;
&lt;br /&gt;
== Floor Grate ==&lt;br /&gt;
A floor grate blocks {{L|creatures|creature}} and item movement like a {{L|floor hatch}}, but it lets {{L|water}}, {{L|magma}}, and ranged attacks through like an open tile. It doesn't block line of sight. It can be linked. Triggered, it opens just like a hatch.&lt;br /&gt;
&lt;br /&gt;
Floor grates must be attached orthogonally (i.e. not diagonally) to firm ground or some solid construction (a wall, floor, etc), not (just) other grates.&lt;br /&gt;
&lt;br /&gt;
== Bars vs. Grates ==&lt;br /&gt;
&lt;br /&gt;
Vertical and horizontal {{L|bars}} seem to be functionally identical. The difference between grates and bars is that bars can only be made of {{L|metal}} but they can be constructed by any dwarf from {{L|bar|raw metal bars}} and do not require an intermediate production step.&lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;/div&gt;</summary>
		<author><name>Fastjack</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Floodgate&amp;diff=122068</id>
		<title>v0.31:Floodgate</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Floodgate&amp;diff=122068"/>
		<updated>2010-07-21T08:20:19Z</updated>

		<summary type="html">&lt;p&gt;Fastjack: &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;
A '''floodgate''' is a gate which allows the control of the flow of liquids such as {{l|water}} or {{l|magma}}. They are operated by {{L|mechanism}}s such as {{l|lever}}s or {{l|pressure plate}}s which open and close them. When closed they behave like walls, but allow liquids, objects, and {{L|creatures}} to pass over them when opened.&lt;br /&gt;
&lt;br /&gt;
They can be manufactured from {{l|stone}} (at a {{l|mason's workshop}}), {{l|wood}} (at a {{l|carpenter's workshop}}), {{l|metal}} (at a {{l|metalsmith's forge}}), or {{l|glass}} (at a {{l|glass furnace}}). Once manufactured, they are built in the desired location using the keys {{k|b}}, {{k|x}}.&lt;br /&gt;
&lt;br /&gt;
[[image:Colossus_in_Arena.png|thumb|right| &amp;lt;br /&amp;gt;&lt;br /&gt;
'''Colossus in Arena'''&amp;lt;br /&amp;gt; This image depicts some orthodox and unorthodox uses of floodgates to control the mixing of creatures and liquids in this arena. The gates, shown in-game as X, act as liquid stoppers and {{L|jail}} doors.]]&lt;br /&gt;
&lt;br /&gt;
==Uses==&lt;br /&gt;
&lt;br /&gt;
Floodgates are used to control the flow of liquid. Because of the {{l|water|usefulness}} of certain liquids and the {{l|magma|danger}} posed by others, floodgates have a wide range of applications in any dwarven settlement.&lt;br /&gt;
&lt;br /&gt;
They are instrumental in controlled {{l|irrigation}} for {{l|farm}}ing, or controlled {{l|flood}}ing for {{l|drowning}} {{l|elf|annoying}} {{l|goblin|visitors}}.&lt;br /&gt;
&lt;br /&gt;
==Placement==&lt;br /&gt;
&lt;br /&gt;
Floodgates are constructed {{l|orthogonal}}ly on a solid, {{l|water depth|unflooded}} floor in the 'closed' position (note that this means it is possible for careless dwarves to trap themselves on the wrong side of the gate). Adjacent walls are not necessary. A {{l|mechanic}} must then link up a {{l|lever}} or other triggering mechanism to the floodgate. This requires two {{l|mechanism}}s; the mechanic will haul one mechanism to the trigger, work for awhile, and then haul the other mechanism to the floodgate to complete the task.&lt;br /&gt;
&lt;br /&gt;
To avoid trapping a dwarf on the wrong side of the floodgate it is building, build walls in the spaces you don’t want the dwarf in ({{k|b}}, {{k|C}}, {{k|w}}).  Then suspend the build order on those walls.  Once the floodgate is built, you can cancel the walls.{{verify}}&lt;br /&gt;
&lt;br /&gt;
==Activation==&lt;br /&gt;
&lt;br /&gt;
Once the lever is pulled, the floodgate will open. When the lever is pulled again, the floodgate will close. This will destroy (not displace) any liquid occupying the same tile as the floodgate. Objects on the floodgate's tile, however, cannot be destroyed this way - in fact, the floodgate will refuse to close. Any object, everything from {{L|sword}}s to {{L|sock}}s to {{L|stone}}s to scorpion {{L|corpse}}s, can jam the floodgate this way. Once the object is removed, however, the floodgate will grind shut by itself.{{verify}}&lt;br /&gt;
&lt;br /&gt;
==Magma Control==&lt;br /&gt;
&lt;br /&gt;
Floodgates will resist magma when closed, just as a constructed {{L|wall}} would, but when opened will be destroyed if they are not made from {{l|magma-safe|magma-safe materials}}. The mechanisms used in the construction of the floodgate must also be magma-safe to prevent this.{{verify}}&lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;/div&gt;</summary>
		<author><name>Fastjack</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Door&amp;diff=122067</id>
		<title>v0.31:Door</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Door&amp;diff=122067"/>
		<updated>2010-07-21T08:15:36Z</updated>

		<summary type="html">&lt;p&gt;Fastjack: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|08:00, 22 May 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Doors''' are a piece of {{L|furniture}} used mainly to control the movement of dwarves or liquids and define the exits of {{L|room}}s. A door must be built next to a {{L|wall}} or other form of support. A door is not capable of providing support to another door.&lt;br /&gt;
&lt;br /&gt;
==Materials==&lt;br /&gt;
Doors can be made of {{L|stone}}, {{L|metal}}, {{L|glass}}, and {{L|wood}}. Artifact doors can be made out of just about anything. A glass door is called a '''portal'''.&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
A door has three main settings:&lt;br /&gt;
*'''Keep locked''': The door can not be passed unless it is unlocked or destroyed. {{L|Dwarf|Dwarves}}, {{L|animals}}, both wild and tame, and most {{L|invader}}s will all be unable to pass ([[DF2010:Thief|thieves]] can pick the locks of locked doors and pass them that way.)&lt;br /&gt;
*'''Keep tightly closed''': Animals will not be able to pass though the door, but dwarves and invaders will not be hindered.&lt;br /&gt;
*'''Set as internal''': When designating rooms, a door set as internal will not block room expansion.&lt;br /&gt;
&lt;br /&gt;
Doors can also be connected to {{L|lever}}s or {{L|pressure plate}}s to open on command. Doors also halt the movement of liquids in the manner of {{L|floodgate}}s, and can be used in the same ways if a passageway is narrow enough.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
Any item on the same tile as a door will cause the door to be propped open, which makes it impossible to lock and allows fluids in.&lt;br /&gt;
&lt;br /&gt;
Doors destroy any fluid on their tile when they close.&lt;br /&gt;
&lt;br /&gt;
See also: {{L|Floor hatch}}&lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;/div&gt;</summary>
		<author><name>Fastjack</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Office&amp;diff=122029</id>
		<title>v0.31:Office</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Office&amp;diff=122029"/>
		<updated>2010-07-20T23:15:40Z</updated>

		<summary type="html">&lt;p&gt;Fastjack: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Fine}}&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
An '''office''' (called a study in some game-menus) is a {{L|room}} required by certain {{L|nobles}} and administrators. Some higher-ranking nobles require a &amp;quot;throne room&amp;quot;, but this is the same thing, just fancier. These can simply be designated from a {{L|throne}} or chair using q, and do not (necessarily) have to be a separate enclosed space separated from other areas by walls and a {{L|door}}.&lt;br /&gt;
&lt;br /&gt;
Note that if you assign an office to a dwarf, sometimes he will eat a meal in his office and complain about the lack of {{L|table}}s. To avoid this thought, put a table next to the chair in said office.&lt;br /&gt;
&lt;br /&gt;
==Reducing Office Space==&lt;br /&gt;
A &amp;quot;meager office&amp;quot; can consist of a 1-tile-big area designated from a single chair, designated as a study/office, and assigned to a particular dwarf. You will probably first encounter this need in the {{L|bookkeeper}}. Assigning one of the chairs in the dining room for him is perfectly acceptable.  However, conducting meetings in an office that overlaps with the dining room will cause (other) nobles to be embarrassed, so this might be a bad idea for general practice.&lt;br /&gt;
&lt;br /&gt;
Holding meetings in a {{L|bedroom}} also results in a negative thought, so put the office in a separate room to the {{L|bed}} for nobles who will be conducting meetings.&lt;br /&gt;
&lt;br /&gt;
If you put a table next to the office chair and assign it to be a dining room, both rooms will be used like they are supposed to. However, overlapping rooms drop considerably in value rating, making it harder to meet demands by higher ranking nobles. While this can be countered with high-value {{L|furniture}} (very helpful: artifacts), actual individual areas, designated separately from other areas (whether or not separated by walls) are the easier way to meet demands.&lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;/div&gt;</summary>
		<author><name>Fastjack</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Jail&amp;diff=122028</id>
		<title>v0.31:Jail</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Jail&amp;diff=122028"/>
		<updated>2010-07-20T23:11:55Z</updated>

		<summary type="html">&lt;p&gt;Fastjack: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|02:00, 28 May 2010 (UTC)}}{{av}}&lt;br /&gt;
A '''jail''' is a {{L|room}} used by the {{l|justice}} system within your dwarven community, also known as a prison.  They are designated from a constructed {{l|restraint}}, by {{k|q}}uerying the restraint, designating it as a {{k|r}}oom, and then setting it to be used for {{k|j}}ustice.&lt;br /&gt;
&lt;br /&gt;
As your dwarves break the law, your {{l|Sheriff}}/{{l|Captain of the guard|Captain of the Guard}}, or any {{l|Fortress guard|Fortress Guard}}, will place them in one of the designated restraints. However, should they be unable to (no jail, jail is full, or if the crime is terrible enough, AND if you have one already...), the {{l|Hammerer}} will come to give them a severe hammer beating, which will cause quite a {{l|tantrum spiral|commotion}}.&lt;br /&gt;
&lt;br /&gt;
== Jail 101 ==&lt;br /&gt;
Constructing a jail is simple. Build a few restraints, such as {{l|cage}}s, {{l|chain}}s, and {{l|rope}}s. Designate them as jail cells. Ta-dah, you have a jail.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, being imprisoned tends to make dwarves unhappy... and unhappy dwarves throw {{l|tantrum}}s, if they don't go outright {{l|berserk}} or otherwise {{l|Insanity|insane}}.&lt;br /&gt;
&lt;br /&gt;
=== Keeping your prisoners secure ===&lt;br /&gt;
The first thing to consider is the type of restraint:&lt;br /&gt;
* Ropes, being made of {{L|plant}} fiber and therefore weaker than {{L|metal}} chains, can sometimes be broken by strong dwarves, thus letting them escape and wreak more havoc.&lt;br /&gt;
* Cages, strong as they are, don't permit the dwarf within to move around and make use of the surroundings. A caged dwarf, therefore, is forced to sleep on the bottom of the cage, has to be given {{L|food}} and {{L|water}}, and can't do anything besides wait for his prison term to end.&lt;br /&gt;
The best choice of restraint is therefore a good strong metal chain. A high-quality chain will also let the prisoner admire it, giving him a boost to his {{l|Thought|happiness}}.&lt;br /&gt;
&lt;br /&gt;
=== Give them something to look at ===&lt;br /&gt;
With the choice of restraint made, now we worry about the surroundings. A chained dwarf, like a chained {{L|animal}}, can move around in a 3x3 square centered on the chain. This allows him to use things in that space and look at items bordering it:&lt;br /&gt;
* A {{l|bed}} gives the dwarf a comfortable place to sleep. Designating it as a {{l|dormitory}} even avoids the minor negative thought of &amp;quot;sleeping without a room&amp;quot;.&lt;br /&gt;
* A small stockpile of good food, such as {{l|Kitchen|prepared meals}}, lets the prisoner eat when he's hungry, instead of when your haulers are free to feed them, and lets you provide high-quality stuff instead of whatever random item the hauler grabs.&lt;br /&gt;
* Likewise, a small stockpile of {{l|alcohol}} lets the prisoner drink that, instead of being forced to drink water.&lt;br /&gt;
* And, of course, a {{l|Throne|chair}} and {{l|table}} give him a place to eat and drink. Bonus points if you designate a private {{l|dining room}} and assign it to the prisoner.&lt;br /&gt;
* Building all this out of high-{{l|Item quality|quality}} {{l|furniture}} will let the prisoner admire it, gaining happiness every time.&lt;br /&gt;
* {{l|Smoothing}} and {{l|engraving}} the jail's surroundings will also give the prisoner something to look at.&lt;br /&gt;
* If you enclose the restraint in {{L|wall}}s with a {{L|door}}, setting the door(s) to internal will let the prisoner admire those too.&lt;br /&gt;
&lt;br /&gt;
=== Imprisoned Nobles ===&lt;br /&gt;
Eventually, save with the greatest of care and micromanagement, one or another of your {{l|noble}}s will run afoul of the justice system, and be imprisoned.  As with a regular dwarf, this means they will be unable to make use of their regular {{l|office}}s and other rooms. If it turns out to be your {{l|bookkeeper}}, for example, then you can build a chair within his reach and designate it as his office, and that will let him continue to work. Similarly, a {{l|expedition leader}} or {{l|mayor}}, if imprisoned by a chain, can hold meetings with your {{L|liaison}}, and if you designate an office for him, might even be happy to do so.&lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;/div&gt;</summary>
		<author><name>Fastjack</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Dormitory&amp;diff=122027</id>
		<title>v0.31:Dormitory</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Dormitory&amp;diff=122027"/>
		<updated>2010-07-20T23:05:50Z</updated>

		<summary type="html">&lt;p&gt;Fastjack: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Fine}}&lt;br /&gt;
&lt;br /&gt;
'''Dormitories''' are a type of multiple-bed {{L|bedroom}}, similar to the {{L|barracks}}. Instead of hosting the military, dormitories host civilians{{verify}}. It is designated from a {{L|bed}}.&lt;br /&gt;
&lt;br /&gt;
To create a dormitory, press {{k|q}}, highlight a bed, press {{k|r}}, then {{k|-}}/{{k|+}} until you have the size you want. Then press {{k|d}}.&lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;/div&gt;</summary>
		<author><name>Fastjack</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Dining_room&amp;diff=122026</id>
		<title>v0.31:Dining room</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Dining_room&amp;diff=122026"/>
		<updated>2010-07-20T23:05:17Z</updated>

		<summary type="html">&lt;p&gt;Fastjack: &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;
A '''Dining Room''' is, predictably enough, a {{L|room}} for the dwarves to eat in.&lt;br /&gt;
&lt;br /&gt;
==Furniture Needed==&lt;br /&gt;
&lt;br /&gt;
Strictly speaking, all that is needed to designate a Dining Room is a {{L|table}}. However, Dwarves also require a {{L|chair}} for each table in the room in order to properly use them.&lt;br /&gt;
&lt;br /&gt;
==Varieties==&lt;br /&gt;
&lt;br /&gt;
A Dining Room may either be made specifically for an individual dwarf or designated as a Dining Hall. A communal Dining Hall is often an excellent way to keep dwarves happy, as they tend to be quite large, and dwarves receive a happy thought for dining in a valuable Dining Room.&lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;/div&gt;</summary>
		<author><name>Fastjack</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Bedroom&amp;diff=122025</id>
		<title>v0.31:Bedroom</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Bedroom&amp;diff=122025"/>
		<updated>2010-07-20T22:43:05Z</updated>

		<summary type="html">&lt;p&gt;Fastjack: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Exceptional|06:22, 15 July 2010 (UTC)}}&lt;br /&gt;
&lt;br /&gt;
A '''bedroom''' is a {{l|room}} defined from a {{l|bed}}. Bedrooms are claimed or assigned to individual {{l|dwarves}} (or families of dwarves). Once a bedroom has an owner, it becomes the private quarters for that dwarf, where he/she will {{l|sleep}},store any belongings that are not carried, and hang out in if there is no {{l|activity zone|meeting area}}. Alternatively, a bedroom may be designated as a {{l|barracks}} or {{l|dormitory}}.&lt;br /&gt;
&lt;br /&gt;
==Setup and ownership==&lt;br /&gt;
To create a bedroom, you must first craft a {{l|bed}} in a {{l|carpenter's workshop}}, then {{k|b}}uild it. Dwarves will not sleep in beds which have been produced in a workshop until they are placed via the build menu.  Dwarves will sleep in beds that are built, but will not claim them until they are properly designated as a bedroom. To turn a bed into a bedroom, you must {{k|q}}uery the bed, make a bed{{k|r}}oom out of it, and set it to the desired size. &lt;br /&gt;
&lt;br /&gt;
A dwarf will claim an unowned bedroom upon sleeping in it. The player can also manually assign bedrooms or change the ownership from one dwarf to another. Married couples have joint ownership of a single bedroom and sleep in the same bed; {{l|children|babies}} will also share a bedroom with their mother until they grow into children. A single dwarf may be assigned multiple bedrooms.&lt;br /&gt;
&lt;br /&gt;
===Other furniture===&lt;br /&gt;
Turning a bed into a bedroom makes all other pieces of {{l|furniture}} in the room (such as {{l|cabinet}}s and {{l|container|coffer}}s) usable by the dwarf that owns the bedroom.  Owning furniture (especially high-quality furniture) gives dwarves happy {{l|thought}}s, and cabinets and coffers give them a place to store their possessions.&lt;br /&gt;
&lt;br /&gt;
To remove a bedroom, {{k|q}}uery the bed that the room comes from and {{k|f}}ree it. The bedroom will be removed, and the bed will become a normal, constructed bed.&lt;br /&gt;
&lt;br /&gt;
===Who will sleep where===&lt;br /&gt;
Currently, there is a bug in 2010 causing assigned beds to be used by non-owners, even when there is a perfectly good unassigned or community bed available.&lt;br /&gt;
&amp;lt;!--Prior to the start of the {{l|dwarven economy}}, civilian dwarves will sleep in any constructed bed that doesn't belong to a different dwarf. Their preference for where to sleep appears to be: own room, unclaimed bedroom, a {{l|dormitory}}, a constructed bed not yet designated into a bedroom, and finally the cold hard floor (preferably in a dormitory). After the start of the economy, they will only sleep in owned rooms or in a dormitory.&lt;br /&gt;
&lt;br /&gt;
{{l|Military}} dwarves will sleep in the {{l|barracks}}, unless told to sleep in their own bedrooms via their squad's settings.&lt;br /&gt;
&lt;br /&gt;
Dwarves with the {{l|hunting}} labor enabled will sleep anywhere.--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Design tips==&lt;br /&gt;
{{main|Bedroom design}}&lt;br /&gt;
The living quarters of a fortress can take up a very large area, and since there will be constant {{l|traffic}} of dwarves going to and from their bedrooms, it is important to put some thought into the placement of the bedrooms. Simply making a long hall with rooms branching off from it is a simple method, but dwarves living at the end of the hall will have to travel a long time, and there will be a lot of dwarves bumping into each other at the entrance of the hall. Making multilevel living complexes can dramatically reduce the amount of time it takes for dwarves to travel to their bedrooms.&lt;br /&gt;
&lt;br /&gt;
There is no need to build massive palaces for the average dwarf. They will get happy {{l|thoughts}} just from having a bedroom to claim as their own, though bigger and shinier ones will make them happier. Three tiles gives enough room for a {{l|bed}}, a {{l|cabinet}}, and a {{l|chest}}, everything a dwarf needs. These pieces of furniture do ''not'' block movement.&lt;br /&gt;
&lt;br /&gt;
Living areas should be placed away from {{l|workshops}} and other work areas, or else inhabitants will get {{l|thoughts|unhappy thoughts}} due to {{l|noise}}.&lt;br /&gt;
&lt;br /&gt;
{{Buildings}}&lt;br /&gt;
{{Category|Rooms|Bedroom}}&lt;/div&gt;</summary>
		<author><name>Fastjack</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Barracks&amp;diff=122023</id>
		<title>v0.31:Barracks</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Barracks&amp;diff=122023"/>
		<updated>2010-07-20T22:39:58Z</updated>

		<summary type="html">&lt;p&gt;Fastjack: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{Quality|Fine|22:02, 4 July 2010 (UTC)}}&lt;br /&gt;
&lt;br /&gt;
'''Barracks''' may be defined from a {{l|bed}}, {{l|cabinet}}, {{l|chest}}, {{l|weapon rack}}, or {{l|armor stand}}.  They provide a space for [[soldiers]] to {{l|sleep}}, {{l|Sparring|train}} and store equipment (buggy?){{verify}}. Multiple barracks can overlap to serve the needs of several different [[squads]].&lt;br /&gt;
&lt;br /&gt;
Once a dwarf has started training in a barracks he will never do civilian work again, be he in a {{l|squad}} or not.{{version|0.31.03}}&lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;/div&gt;</summary>
		<author><name>Fastjack</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Island&amp;diff=122022</id>
		<title>v0.31:Island</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Island&amp;diff=122022"/>
		<updated>2010-07-20T22:37:27Z</updated>

		<summary type="html">&lt;p&gt;Fastjack: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{Quality|Exceptional}}&lt;br /&gt;
&lt;br /&gt;
'''Islands''' are geographical features distinguished by isolation from main continents. Island fortresses are characterized by inaccessibility to most {{L|trader}}s and {{L|invader}}s. Only parent dwarf civilizations will be able to make it to an island fortress.&lt;br /&gt;
&lt;br /&gt;
==Advantages of islands==&lt;br /&gt;
*The lack of {{L|goblin}} and {{L|kobold}} civilization access makes your fortress a peaceful location to learn how to manage the game's less military aspects.&lt;br /&gt;
*No military interruptions makes it easy to build mega-projects.&lt;br /&gt;
&lt;br /&gt;
==Disadvantages of islands==&lt;br /&gt;
*The lack of invasions can get dull. An idyllic island paradise is all very well and good, but without constant slaughter your dwarves will have nothing to engrave about except the {{L|vermin}} they like least. &lt;br /&gt;
*No non-dwarven {{L|caravan}}s. You won't be able to collect {{L|bin}}s of crappy {{L|cloth}} nearly as effectively, and won't be able to collect large {{L|bronze}} helmets at all.&lt;br /&gt;
{{World}}&lt;br /&gt;
&lt;br /&gt;
[[Category:World]]&lt;/div&gt;</summary>
		<author><name>Fastjack</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Item_value&amp;diff=121972</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=121972"/>
		<updated>2010-07-20T08:43:09Z</updated>

		<summary type="html">&lt;p&gt;Fastjack: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|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 is the '''base value''' of the form of the object (a {{L|stone}}, a {{L|statue}}) multiplied by the '''material multiplier''' ({{L|granite}}, {{L|gold}}) and by the '''quality modifier''' (fine, masterful) if any, added to 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 {{L|wood}} {{L|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|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|Armor|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}}&amp;lt;sup&amp;gt;[4]&amp;lt;/sup&amp;gt;, {{L|weapon|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}}, {{L|Backpack}}, {{L|Quiver}}, {{L|trade good|Craft, Goblet, Totem, Instrument, Toy, Large Gem}}, {{L|Rope}}, {{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}}, {{L|weapon|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;
|25||{{L|Statue}}, {{L|Window}}&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 {{L|log}} or {{L|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>Fastjack</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Crossbow&amp;diff=121970</id>
		<title>v0.31:Crossbow</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Crossbow&amp;diff=121970"/>
		<updated>2010-07-20T08:19:50Z</updated>

		<summary type="html">&lt;p&gt;Fastjack: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Fine|16:39, 25 May 2010 (UTC)}}&lt;br /&gt;
&lt;br /&gt;
'''Crossbows''' can be made from {{l|wood}}, {{l|bone}} or {{l|metal}}. Wooden and bone crossbows are made at a {{l|bowyer's workshop}} using the {{l|crossbow-making}} skill; metal crossbows are made at a {{l|metalsmith's forge}} using the {{l|weaponsmithing}} skill.&lt;br /&gt;
&lt;br /&gt;
{{l|ambusher|Hunters}} do use them and they can be assigned to your {{l|military}}. {{l|Ammunition}} for crossbows are {{l|bolts}}.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- All fixed in v0.31.10:&lt;br /&gt;
There are reports that {{l|soldier}}s using crossbows is {{l|known bugs and issues|buggy}} currently, including problems with {{l|equipment|equipping}} bolts, practicing at {{l|archery target}}s and going into melee instead of shooting in {{l|Fun#Ambush|actual battle}}.  A workaround to getting them to practice can be found [http://www.bay12forums.com/smf/index.php?topic=57660.msg1266683#msg1266683  here].&lt;br /&gt;
&lt;br /&gt;
There are also various {{l|known bugs and issues|reports}} about problems with {{l|hunting}}, but a hunter will generally use a crossbow and  bolts and actually shoot at game.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Category|Weapons}}&lt;br /&gt;
{{Category|Military}}&lt;/div&gt;</summary>
		<author><name>Fastjack</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Bucket&amp;diff=121862</id>
		<title>v0.31:Bucket</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Bucket&amp;diff=121862"/>
		<updated>2010-07-18T23:09:24Z</updated>

		<summary type="html">&lt;p&gt;Fastjack: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{Quality|Fine}}&lt;br /&gt;
{{furniture|name=Bucket&lt;br /&gt;
|tile=û|col=6:0:0&lt;br /&gt;
|wood=y&lt;br /&gt;
|metal=y&lt;br /&gt;
|glass=N&lt;br /&gt;
|rooms=&lt;br /&gt;
* {{L|Well}}&lt;br /&gt;
* {{L|Soap maker's workshop}}&lt;br /&gt;
* {{L|Ashery}}&lt;br /&gt;
* {{L|dyer's shop}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Buckets''' are made of {{L|wood}} at a {{L|carpenter's workshop}} or {{L|metal}} at a {{L|metalsmith's forge}} or {{l|magma forge}}. They are used by dwarves to carry {{L|water}}, when making {{L|lye}}, milking {{L|animals}} and for cleaning wounded dwarves. Milk and lye can also be ''stored'' in buckets, but dwarves will prefer to empty the buckets into suitable {{L|barrel}}s. A bucket is also needed for the construction of a {{L|well}}, a {{L|soap maker's workshop}},an {{L|ashery}} or a {{L|dyer's shop}}. &lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;/div&gt;</summary>
		<author><name>Fastjack</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Weapon_rack&amp;diff=121861</id>
		<title>v0.31:Weapon rack</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Weapon_rack&amp;diff=121861"/>
		<updated>2010-07-18T23:03:13Z</updated>

		<summary type="html">&lt;p&gt;Fastjack: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Tattered|08:00, 22 May 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{furniture|name=Weapon Rack&lt;br /&gt;
|tile=√&lt;br /&gt;
|wood=y&lt;br /&gt;
|stone=y&lt;br /&gt;
|metal=y&lt;br /&gt;
|glass=y&lt;br /&gt;
|rooms=&lt;br /&gt;
* {{L|Barracks}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Weapon rack''' is a {{L|furniture}} that can be used to create {{L|barracks}} or to appease {{L|noble}}'s demand or raise the {{L|value}} of a {{L|room}}.&lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;/div&gt;</summary>
		<author><name>Fastjack</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Table&amp;diff=121860</id>
		<title>v0.31:Table</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Table&amp;diff=121860"/>
		<updated>2010-07-18T23:00:40Z</updated>

		<summary type="html">&lt;p&gt;Fastjack: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Fine}}&lt;br /&gt;
&lt;br /&gt;
{{furniture|name=Table&lt;br /&gt;
|tile=╤&lt;br /&gt;
|wood=y&lt;br /&gt;
|stone=y&lt;br /&gt;
|metal=y&lt;br /&gt;
|glass=y&lt;br /&gt;
|rooms=&lt;br /&gt;
* {{L|dining room|Dining Room}}&lt;br /&gt;
* {{L|meeting hall|Meeting Hall}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Dwarves use '''tables''' to eat off, which avoids negative thoughts. Furthermore, if {{L|dining room}} is designated from it, it will give good thoughts to all your dwarves who eat there, which is one of the cheapest ways of giving your dwarves good thoughts. It is also used with a {{L|mechanism}} and a {{L|rope}} to make [[traction bench]]es.&lt;br /&gt;
&lt;br /&gt;
{{Buildings}}&lt;br /&gt;
{{Category|Furniture}}&lt;/div&gt;</summary>
		<author><name>Fastjack</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Statue&amp;diff=121859</id>
		<title>v0.31:Statue</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Statue&amp;diff=121859"/>
		<updated>2010-07-18T23:00:03Z</updated>

		<summary type="html">&lt;p&gt;Fastjack: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Exceptional}}&lt;br /&gt;
&lt;br /&gt;
{{furniture|name=Statue&lt;br /&gt;
|tile=Ω&lt;br /&gt;
|stone=y&lt;br /&gt;
|metal=y&lt;br /&gt;
|glass=y&lt;br /&gt;
|rooms=&lt;br /&gt;
* {{L|statue garden|Statue Garden}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Statues''' are buildings which can be built from the {{k|b}}uild menu under {{k|s}}tatue. They can be made using one {{L|stone}} at the {{L|mason's workshop}}.&lt;br /&gt;
&lt;br /&gt;
Statues, like {{l|engraving}}s, depict people, places, things and times. They will depict events from the game's generated history. They do not display random geometric shapes, such as diamonds, unlike engravings. Statues often will depict creatures that the mason {{L|preferences|likes or loathes}}, or even other dwarves surrounded by the creatures they like or loathe. &lt;br /&gt;
&lt;br /&gt;
Statues can have very high {{l|value}}s if crafted from valuable {{l|material}}s, such as precious {{L|metal}}s, or if they are crafted by a highly {{l|skill}}ed dwarf.  This makes them a good choice for raising the value of a {{L|room}} to create a legendary dining room, for instance, or to meet {{l|noble}}s' requirements for rooms of a certain value.&lt;br /&gt;
&lt;br /&gt;
You can create a {{l|sculpture garden}} from a statue's {{k|q}}uery menu. Dwarves will spend time at a statue garden appreciating the statues (which generates a happy thought) and may even organize parties there.&lt;br /&gt;
&lt;br /&gt;
Be careful when placing statues, because dwarves cannot move through the same square they occupy. (This will also prevent dwarves from smoothing or engraving the floor underneath a statue.) A poorly placed statue can potentially seal off parts of your fortress.&lt;br /&gt;
&lt;br /&gt;
{{Buildings}}&lt;br /&gt;
{{Category|Furniture}}&lt;/div&gt;</summary>
		<author><name>Fastjack</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Statue&amp;diff=121858</id>
		<title>v0.31:Statue</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Statue&amp;diff=121858"/>
		<updated>2010-07-18T22:58:37Z</updated>

		<summary type="html">&lt;p&gt;Fastjack: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Exceptional}}&lt;br /&gt;
&lt;br /&gt;
{{furniture|name=Statue&lt;br /&gt;
|tile=Ω&lt;br /&gt;
|stone=y&lt;br /&gt;
|metal=y&lt;br /&gt;
|glass=y&lt;br /&gt;
|rooms=&lt;br /&gt;
* {{L|statue garden|Statue Garden}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Statues''' are buildings which can be built from the {{k|b}}uild menu under {{k|s}}tatue. They can be made using one {{L|stone}} at the {{L|mason's workshop}}.&lt;br /&gt;
&lt;br /&gt;
Statues, like {{l|engraving}}s, depict people, places, things and times. They will depict events from the game's generated history. They do not display random geometric shapes, such as diamonds, unlike engravings. Statues often will depict creatures that the mason {{L|preferences|likes or loathes}}, or even other dwarves surrounded by the creatures they like or loathe. &lt;br /&gt;
&lt;br /&gt;
Statues can have very high {{l|value}}s if crafted from valuable {{l|material}}s, such as precious {{L|metal}}s, or if they are crafted by a highly {{l|skill}}ed dwarf.  This makes them a good choice for raising the value of a {{L|room}} to create a legendary dining room, for instance, or to meet {{l|noble}}s' requirements for rooms of a certain value.&lt;br /&gt;
&lt;br /&gt;
You can create a {{l|sculpture garden}} from a statue's {{k|q}}uery menu. Dwarves will spend time at a statue garden appreciating the statues (which generates a happy thought) and may even organize parties there.&lt;br /&gt;
&lt;br /&gt;
Be careful when placing statues, because dwarves cannot move through the same square they occupy. (This will also prevent dwarves from smoothing or engraving the floor underneath a statue.) A poorly placed statue can potentially seal off parts of your fortress.&lt;/div&gt;</summary>
		<author><name>Fastjack</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Restraint&amp;diff=121857</id>
		<title>v0.31:Restraint</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Restraint&amp;diff=121857"/>
		<updated>2010-07-18T22:55:36Z</updated>

		<summary type="html">&lt;p&gt;Fastjack: &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 {{L|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 {{L|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 {{L|trap}}s 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>Fastjack</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Cage&amp;diff=121856</id>
		<title>v0.31:Cage</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Cage&amp;diff=121856"/>
		<updated>2010-07-18T22:51:47Z</updated>

		<summary type="html">&lt;p&gt;Fastjack: &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;
{{furniture|name=Cage&lt;br /&gt;
|tile=‼|col=0:6:0&lt;br /&gt;
|wood=y&lt;br /&gt;
|metal=y&lt;br /&gt;
|glass=y&lt;br /&gt;
|rooms=&lt;br /&gt;
* {{L|Jail}} (if metal)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Cages''' are used in {{L|cage trap}}s, {{L|jail}}s, and zoos, {{L|pit}}s and aquariums.&lt;br /&gt;
&lt;br /&gt;
A glass cage is called a terrarium or, if filled with water for holding {{L|Captured live fish|captured}} live {{L|fish}}, an aquarium.&lt;br /&gt;
&lt;br /&gt;
==Building and using a cage==&lt;br /&gt;
&lt;br /&gt;
Cages can be built via {{k|b}} - {{k|j}}. &lt;br /&gt;
&lt;br /&gt;
===Creature containment===&lt;br /&gt;
&lt;br /&gt;
To assign creatures to a cage, press {{k|q}} and move the cursor over the cage. Use {{k|+}} and {{k|-}} to scroll up and down the list of {{L|creatures}}, and {{k|Enter}} to assign them to the cage.&lt;br /&gt;
&lt;br /&gt;
Multiple creatures can be assigned to the same cage with no penalty. It is completely possible to fit hundreds of {{L|dog|puppies}} in a cage with dozens of {{L|blind cave ogre}}s with no ill effects, leading some players to conclude that cages include some sort of hidden &amp;quot;cage space&amp;quot; that allows infinitely tight packing of creatures.&lt;br /&gt;
&lt;br /&gt;
There is no particular labor for releasing creatures in cages.  Any available dwarf will perform the job, so beware of pitting untamed or hostile creatures with a weak dwarf. For more information, see {{L|captured creatures}}.&lt;br /&gt;
&lt;br /&gt;
===Prisons===&lt;br /&gt;
&lt;br /&gt;
To set a cage as a {{L|jail}}, {{k|q}}uery the cage, designate it as a {{k|r}}oom, and then set it to be used for {{k|j}}ustice. Only {{L|metal}} cages may be used in this way, despite {{L|wood}}en cages being strong enough to hold {{L|dragon}}s.&lt;br /&gt;
&lt;br /&gt;
Dwarves in cages must be fed by other dwarves.&lt;br /&gt;
&lt;br /&gt;
===Remotely Opening Cages===&lt;br /&gt;
&lt;br /&gt;
A built cage can be linked to a {{L|lever}} to remotely open it.  When the cage opens, the occupant(s) inside are released and the cage and {{L|mechanism}} deconstruct and can be returned to their respective stockpiles.&lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
as of .08,creatures kept in cages will not age.&lt;/div&gt;</summary>
		<author><name>Fastjack</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Cabinet&amp;diff=121855</id>
		<title>v0.31:Cabinet</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Cabinet&amp;diff=121855"/>
		<updated>2010-07-18T22:49:29Z</updated>

		<summary type="html">&lt;p&gt;Fastjack: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|08:00, 22 May 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{furniture|name=Cabinet&lt;br /&gt;
|tile=π&lt;br /&gt;
|wood=y&lt;br /&gt;
|stone=y&lt;br /&gt;
|metal=y&lt;br /&gt;
|glass=y&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Cabinet''' is used for storing {{L|clothes}}. A common requirement for {{L|noble}}s, and is also good for increasing the {{L|room value|value}} of a {{L|room}}.&lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;/div&gt;</summary>
		<author><name>Fastjack</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Bucket&amp;diff=121854</id>
		<title>v0.31:Bucket</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Bucket&amp;diff=121854"/>
		<updated>2010-07-18T22:48:16Z</updated>

		<summary type="html">&lt;p&gt;Fastjack: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{Quality|Fine}}&lt;br /&gt;
&lt;br /&gt;
'''Buckets''' are made of {{L|wood}} at a {{L|carpenter's workshop}} or {{L|metal}} at a {{L|metalsmith's forge}} or {{l|magma forge}}. They are used by dwarves to carry {{L|water}}, when making {{L|lye}}, milking {{L|animals}} and for cleaning wounded dwarves. Milk and lye can also be ''stored'' in buckets, but dwarves will prefer to empty the buckets into suitable {{L|barrel}}s. A bucket is also needed for the construction of a {{L|well}}, a {{L|soap maker's workshop}},an {{L|ashery}} or a {{L|dyer's shop}}. &lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;/div&gt;</summary>
		<author><name>Fastjack</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Bed&amp;diff=121853</id>
		<title>v0.31:Bed</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Bed&amp;diff=121853"/>
		<updated>2010-07-18T22:46:33Z</updated>

		<summary type="html">&lt;p&gt;Fastjack: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Exceptional|06:15, 12 July 2010 (UTC)}}&lt;br /&gt;
{{furniture|name=Bed&lt;br /&gt;
|tile=Θ|col=6:0:0&lt;br /&gt;
|wood=y&lt;br /&gt;
|rooms=&lt;br /&gt;
* {{L|Bedroom}}&lt;br /&gt;
* {{L|Barracks}}&lt;br /&gt;
* {{L|Dormitory}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A '''bed''' is a piece of {{l|furniture}} manufactured in a {{l|Carpenter's workshop}} and then constructed on an indoor floor. A constructed bed is the base object used to designate {{l|bedroom}}s. Once a bedroom is setup, it may be designated as a {{l|barracks}} or a {{l|dormitory}}. Manufacturing a bed requires one piece of {{l|wood}}. Dwarves gain unhappy {{l|thoughts}} from sleeping without a bed and happy thoughts from having their own, high quality bedrooms, so building beds is often a necessity for a happy fortress.&lt;br /&gt;
&lt;br /&gt;
Unlike many other pieces of furniture, beds can only be created from {{l|wood}}. If your fortress has no surface {{L|tree}}s, you will have to bring wood with you, or rely on {{L|subterranean}} trees or {{l|trading|trade}} to get wood for beds.&lt;br /&gt;
&lt;br /&gt;
A beginning fortress might only need 4-5 beds for their initial 7 dwarves, although as time passes and their sleeping rhythms get more out of sync, that number drops.  Although a fortress of 100 dwarves might only need a dozen or so beds to accommodate all sleepers at any one time, by the time a fortress reaches that size, some private {{l|bedroom}}s will, most likely, be a good idea, and bedrooms can ''only'' be defined from a bed.&lt;br /&gt;
&lt;br /&gt;
Because beds may only be built {{l|indoors}}, a bed on the surface will need to have a {{L|floor}} or {{L|wall}} built above it before it can be constructed.&lt;br /&gt;
&lt;br /&gt;
To assign a dwarf their own bed, first, define a bedroom from that bed by {{k|q}}uerying the bed, then making a {{k|r}}oom, and using +/- to set the size of that {{l|room}}.  Then, hit {{k|a}}ssign, and choose a dwarf from the list - the green ones are unassigned, the ''brown'' ones already have their own beds assigned.  You can (re-)assign a bed when a different dwarf is already sleeping in it - the assignment will take effect when they wake up.  Only one single dwarf can be assigned to any one bed, though it is possible for one dwarf to be assigned to multiple beds. If, after you assign a dwarf their bed, you see two dwarfs listed, don't panic - it's okay, they're {{l|marriage|married}}, and will share that bed.  &lt;br /&gt;
&lt;br /&gt;
Beds can be deconstructed even while a dwarf is sleeping in them, causing the dwarf to wake up.  See {{l|noise}}, however.&lt;br /&gt;
&lt;br /&gt;
'''See also:''' {{L|bedroom design}}&lt;br /&gt;
&lt;br /&gt;
{{Buildings}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Furniture|Bed}}&lt;/div&gt;</summary>
		<author><name>Fastjack</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Barrel&amp;diff=121852</id>
		<title>v0.31:Barrel</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Barrel&amp;diff=121852"/>
		<updated>2010-07-18T22:42:14Z</updated>

		<summary type="html">&lt;p&gt;Fastjack: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Fine|06:02, 6 July 2010 (UTC)}}&lt;br /&gt;
&lt;br /&gt;
{{furniture|name=Barrel&lt;br /&gt;
|tile=÷|col=0:6:0&lt;br /&gt;
|wood=y&lt;br /&gt;
|metal=y&lt;br /&gt;
|glass=N&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Barrels''' are storage units that, like {{L|bin}}s and {{L|bag}}s, conserve {{L|stockpile}} space by containing several items of the same type. They can be made out of {{L|wood}} at a a {{L|carpenter's workshop}} (requires one {{L|log}} for each barrel) or forged from {{L|metal}} at a {{L|forge}} (requires 1 {{L|metal}} {{L|bar}}s). Non-magma {{L|forge}}s also require one {{L|bar}} of {{L|fuel}}.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
Due to the [[DF2010:Known bugs and issues#forging Breastplate &amp;amp; Chainmail|forge reactions bug]], most metal items require only one metal bar to be constructed.{{version|0.31.03}} Once this is fixed each barrel will most likely require 3 bars of metal (as in previous versions).&lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;/div&gt;</summary>
		<author><name>Fastjack</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Anvil&amp;diff=121851</id>
		<title>v0.31:Anvil</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Anvil&amp;diff=121851"/>
		<updated>2010-07-18T22:40:14Z</updated>

		<summary type="html">&lt;p&gt;Fastjack: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Exceptional|04:29, 24 May 2010 (UTC)}}&lt;br /&gt;
&lt;br /&gt;
'''Anvils''' are required to build {{L|forge}}s, either conventional or {{L|magma forge|magma powered}}. At least one is absolutely required if your fortress intends to do ''any'' metalworking whatsoever, including {{L|weaponsmith}}ing, {{L|armorsmith}}ing, {{L|blacksmith}}ing and {{L|Metal crafter|metal crafting}}.  &lt;br /&gt;
&lt;br /&gt;
Smithing an anvil uses the blacksmithing skill.&lt;br /&gt;
&lt;br /&gt;
Since the only way to &amp;lt;i&amp;gt;make&amp;lt;/i&amp;gt; an anvil is with a metalsmith's forge, your first anvil must be sourced from outside of your colony, either before embark or by later trading. Anvils require one {{L|metal}} {{L|bar}} to be {{L|smith}}ed at a forge - once you have one to begin with. As this is an infinite loop, the origins of the first anvil are hard to discern [[#Anvil_Origins?|*]].&lt;br /&gt;
&lt;br /&gt;
== Acquiring an Anvil ==&lt;br /&gt;
&lt;br /&gt;
A standard (no quality) iron anvil is included by default in {{L|starting build|starting equipment}}, arriving with your dwarves in your {{L|wagon}}. If you choose not to bring an anvil, you are refunded the 100 point cost, to be used for other purchases of items or skills.  You will then have to {{L|trade}} for your first anvil with the dwarven (autumn) or {{L|human}} {{L|caravan}}s that usually (but not always!) carry one or more {{L|iron}} anvils (at a cost of 100☼), and/or {{L|steel}} anvils. If this fails the first time around, you may also request one from the {{L|dwarven liaison}} or {{L|human}} {{L|guild representative}}, if you are willing to pay an increased price to guarantee that at least one anvil arrives with next year's caravan. &lt;br /&gt;
&lt;br /&gt;
Once you have an anvil and have built a {{L|forge}}, {{L|smith}}ing an anvil requires one bar of metal. &lt;br /&gt;
&lt;br /&gt;
Tearing down a forge retrieves the anvil used to build it, which can then be stored, traded, {{L|melt}}ed, or re-used to build another forge.&lt;br /&gt;
&lt;br /&gt;
== Anvil Properties == &lt;br /&gt;
&lt;br /&gt;
Anvils may be made of {{L|iron}}, {{L|steel}} or {{L|adamantine}}. Rarely, dwarves in {{L|strange mood}}s will make anvils out of other metals, and these can be used in any forge.  The material used does not seem to affect the performance of the forge.  Neither does the anvil's quality. &lt;br /&gt;
&lt;br /&gt;
Anvils are considered {{L|furniture}} and will be stored in a furniture {{L|stockpile}} if not utilized in a forge.&lt;br /&gt;
&lt;br /&gt;
== Anvil Origins? ==&lt;br /&gt;
&lt;br /&gt;
{{d for dwarf}}&lt;br /&gt;
&lt;br /&gt;
:* One theory of the anvils origin is that a dwarf struck by a {{L|strange mood}} made one of {{L|stone}} or {{L|bone}}. Another more radical theory put forward by dwarven philosopher [[Urist]] McPhilosopher is that the first one was made of {{L|wood}} in a similar manner. This was deemed a heresy and he was later sentenced to be hammered for being an {{L|elf}} sympathizer by an angry {{L|mayor}} who had a strange fondness for {{L|glass}}.&lt;br /&gt;
&lt;br /&gt;
:* Recently unearthed documents seem to indicate that the anvil was the first major tool produced by the earliest dwarven societies.  It is generally accepted that humans first created the plow, and oral histories record that the first accomplishment of the {{L|elves}} was the domestication of forest animals.&amp;lt;br/&amp;gt;There are questions regarding the implications of this revelation, however.  Skeptics question how the anvil was created without a {{L|hammer}}, how the metal was shaped, and what social, cultural, or environmental pressures could have required the invention of what is, when reduced to its most basic nature, a flat surface used to position objects scheduled to be struck repeatedly.&amp;lt;br/&amp;gt;Dwarven scholars suggest that the first anvils were made of {{L|stone}}, not metal, and were little more than flattened stone {{L|block}}s, chipped with {{L|flint}} or {{L|obsidian}}.  This possibility has sparked an interest among dwarf nerds in attempting to recreate stone anvil replicas, but such enterprises are generally regarded with indifference by dwarven society at large.&lt;br /&gt;
&lt;br /&gt;
:* One researcher posits that all anvils originate from the FirstAnvil.  Where does it come from?  The FirstAnvil, of course.  It's [http://en.wikipedia.org/wiki/Turtles_all_the_way_down anvils all the way down.]&lt;br /&gt;
&lt;br /&gt;
{{Buildings}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Furniture}}&lt;/div&gt;</summary>
		<author><name>Fastjack</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Furniture&amp;diff=121850</id>
		<title>v0.31:Furniture</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Furniture&amp;diff=121850"/>
		<updated>2010-07-18T22:33:52Z</updated>

		<summary type="html">&lt;p&gt;Fastjack: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|08:00, 22 May 2010 (UTC)}}{{av}}&lt;br /&gt;
The game definition of '''furniture''' differs somewhat from what one might expect or is used to from the real world. The most blunt definition is &amp;quot;anything that goes on a furniture pile&amp;quot;. Elaborating from that, furniture is something that &lt;br /&gt;
&lt;br /&gt;
*a building or construction can be made of: ({{L|quern}}s, {{L|grate}}s, {{L|mechanism}}s..)&lt;br /&gt;
*is part of a building (mostly [[workshop]]s, but also e.g. a [[well]]): ({{L|bucket}}s, {{L|barrel}}s, {{L|anvil}}s..)&lt;br /&gt;
*can be &amp;quot;built&amp;quot; from the {{k|b}} menu (and thus be placed in your fortress), including most &amp;quot;proper&amp;quot; furniture like {{L|bed}}s, {{L|table}}s, and {{L|chair}}s, but also {{L|window}}s, {{L|millstone}}s and {{L|coffin}}s, among others.&lt;br /&gt;
&lt;br /&gt;
For completeness, and to further complicate matters, there are also a few items that are made from the furniture submenu of the [[metalsmith's forge]], but don't go on a furniture stockpile:&lt;br /&gt;
&lt;br /&gt;
* {{L|chain}}s&lt;br /&gt;
* {{L|cage}}s&lt;br /&gt;
* {{L|pipe section}}s&lt;br /&gt;
* {{L|animal trap}}s&lt;br /&gt;
* {{L|block}}s&lt;br /&gt;
&lt;br /&gt;
Several furniture items have additional functions, like buckets (transporting {{L|water}}) and barrels (containing {{L|booze}} and {{L|food}}).&lt;br /&gt;
&lt;br /&gt;
An important exception from the above is {{L|bin}}s whose sole (but much needed) purpose is to increase the capacity of {{L|stockpile}}s, reducing {{L|clutter}} and hauling.&lt;br /&gt;
&lt;br /&gt;
== Creation ==&lt;br /&gt;
Furniture  can be created at a variety of {{L|workshop}}s. All furniture has a practical use in your fortress, though it is sometimes limited to looking nice ({{L|statue}}s). Dwarves get good {{L|thoughts}} when admiring high {{L|quality}} furniture.&lt;br /&gt;
&lt;br /&gt;
When starting a fortress most furniture will usually be made in your {{L|Mason's workshop}} and {{L|Carpenter's workshop}}, depending on the materials used.  You can also make furniture out of {{L|metal}} at a {{L|Metalsmith's forge}}, but this consumes more valuable and potentially rare materials. Some furniture can only be made from certain materials. For example, {{L|bed}}s can only be made of {{L|wood}}. A few unusual types of furniture are made elsewhere, like {{L|mechanism}}s, {{L|traction bench}}es, {{L|siege engine}} parts and {{L|ammo}}, or {{L|glass}} furniture. &lt;br /&gt;
&lt;br /&gt;
Furniture is produced at a workshop through its {{key|q}} (view building) menu.&lt;br /&gt;
&lt;br /&gt;
The function {{k|b}}uild is not only used for building workshops and the like, but also for ''placing'' items like beds, tables and chairs in your fortress. Most furniture must be placed before it can be used, but a few (like [[bin]]s and [[barrel]]s) are moved around as needed by your dwarves.  [[Bag]]s can serve either role: placing a bag turns it into a dwarf's personal storage, but bags for {{L|agriculture}}, {{L|clothing industry}} and {{L|glassmaking}} will be taken from the pool of bags that haven't been placed by the player.&lt;br /&gt;
&lt;br /&gt;
When you try to build a bed/door/chair and it says 'needs bed/door/chair', that means none is currently available, not that there has been a problem with producing one. Usually, brand new items are not immediately available because some dwarf has expressed the intent of carrying them to their corresponding {{L|stockpile}}.&lt;br /&gt;
&lt;br /&gt;
== Building a door from scratch ==&lt;br /&gt;
# Go to your {{L|Mason's workshop}} and select it in view room ({{key|q}}) mode and &amp;quot;{{k|a}}dd task&amp;quot;.&lt;br /&gt;
# Select &amp;quot;{{k|d}} build rock door&amp;quot;.&lt;br /&gt;
# Wait for a dwarf to fetch some {{L|stone}} and carve it into a door. You need at least one dwarf with the {{L|Masonry}} {{L|labor}} enabled. The higher the Dwarf's {{L|mason}} {{L|skill}}, the faster the door will be built (it will also be of better {{L|quality}}). &lt;br /&gt;
# Once the door is finished, then go to the space you want to build the door and press &amp;quot;{{key|b}}uild&amp;quot;.&lt;br /&gt;
# Select &amp;quot;{{key|d}}oor&amp;quot;. &lt;br /&gt;
# Move the cursor to precisely where you want the door to be, and press {{k|Enter}}.&lt;br /&gt;
# If it says 'needs door', that means that the door you made is in the process of being stored in your furniture [[stockpile]] and that no other door is available: you have to wait a bit.&lt;br /&gt;
# Select which type of door to put there, and press {{k|Enter}}. The doors are listed in order of distance. &lt;br /&gt;
# Wait for a dwarf (with the Furniture Hauling {{L|labor}} enabled) to come and put the door where you want it.&lt;br /&gt;
&lt;br /&gt;
With the exception of {{L|mechanisms}} and {{L|traction bench}}es, every other piece of stone furniture is built the same way: {{L|table}}s, {{L|chair}}s, {{L|cabinet}}s and so on. &lt;br /&gt;
&lt;br /&gt;
== Building a bed from scratch ==&lt;br /&gt;
# Go to your {{L|Carpenter's workshop}} and select it in view room ({{key|q}}) mode  then &amp;quot;{{k|a}}dd task&amp;quot;.&lt;br /&gt;
# Select &amp;quot;{{k|b}} Construct wooden bed&amp;quot;.&lt;br /&gt;
# Wait for a dwarf to get some wood and build the bed out of it. You need at least one dwarf with the {{L|Carpentry}} {{L|labor}} enabled. The higher the Dwarf's {{L|carpenter}} skill, the better. &lt;br /&gt;
# Once the bed has been constructed, then go to the space you want to place the bed and press &amp;quot;{{key|b}}uild&amp;quot;.&lt;br /&gt;
# Select &amp;quot;{{key|b}}ed&amp;quot;. &lt;br /&gt;
# Move the cursor to precisely where you want the bed to be, and press {{k|Enter}}.&lt;br /&gt;
# If it says 'needs bed', that means that the bed you made is in the process of being stored in your furniture [[stockpile]] and that no other bed is available: you have to wait a bit.&lt;br /&gt;
# Select which particular preconstructed bed to put there, and press {{k|Enter}}.&lt;br /&gt;
# Wait for a dwarf (with the Furniture Hauling {{L|labor}} enabled) to come and put the bed where you want it.&lt;br /&gt;
&lt;br /&gt;
Every other piece of wooden furniture is built the same way. {{L|Barrel}}s and {{L|bin}}s, in particular are useful to a growing fortress. Keeping an extra {{L|bucket}} around is a good idea. &lt;br /&gt;
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==Material requirements==&lt;br /&gt;
*Stone and wood furniture is made from 1 stone or log.&lt;br /&gt;
* Most metal furniture requires 3 bars to forge (including pipe sections), except for chains, animal traps, buckets, and blocks, which require 1.&lt;br /&gt;
*Glass furniture requires one bag of sand for green glass, one bag of sand plus one unit of pearlash for clear glass, and one unit of rough rock crystal plus one unit of pearlash for crystal glass.&lt;br /&gt;
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== List of furniture, siege ammo, and other items used in buildings ==&lt;br /&gt;
&lt;br /&gt;
{| cellspacing=5 cellpadding=10&lt;br /&gt;
|-&lt;br /&gt;
!colspan=3|Furniture/Siege ammo&lt;br /&gt;
! &lt;br /&gt;
:Other items &amp;lt;br&amp;gt;used in {{k|b}}uildings&lt;br /&gt;
|-&lt;br /&gt;
|valign=top|&lt;br /&gt;
:{{L|Anvil}}&lt;br /&gt;
:{{L|Armor stand}}&lt;br /&gt;
:{{L|Ballista arrowhead}}&lt;br /&gt;
:{{L|Ballista arrow}}&lt;br /&gt;
:{{L|Siege engine|Ballista part}}s&lt;br /&gt;
:{{L|Barrel}}&lt;br /&gt;
:{{L|Bed}}&lt;br /&gt;
:{{L|Bin}}&lt;br /&gt;
:{{L|Bucket}}&lt;br /&gt;
&lt;br /&gt;
|valign=top|&lt;br /&gt;
:{{L|Cabinet}}&lt;br /&gt;
:{{L|Siege engine|Catapult part}}s&lt;br /&gt;
:{{L|Chair}} / {{L|Throne}}&lt;br /&gt;
:{{L|Chest}} / {{L|Container|Box}} / {{L|Bag}}&lt;br /&gt;
:{{L|Coffin}}&lt;br /&gt;
:{{L|Door}}&lt;br /&gt;
:{{L|Floodgate}}&lt;br /&gt;
:{{L|Grate}}&lt;br /&gt;
:{{L|Hatch cover}}&lt;br /&gt;
&lt;br /&gt;
|valign=top|&lt;br /&gt;
:{{L|Mechanism}}&lt;br /&gt;
:{{L|Millstone}}&lt;br /&gt;
:{{L|Pipe section}}&lt;br /&gt;
:{{L|Quern}}&lt;br /&gt;
:{{L|Statue}}&lt;br /&gt;
:{{L|Table}}&lt;br /&gt;
:{{L|Traction bench}}&lt;br /&gt;
:{{L|Weapon rack}}&lt;br /&gt;
:{{L|Window}}&lt;br /&gt;
&lt;br /&gt;
|valign=top|&lt;br /&gt;
:{{L|Animal trap}}&lt;br /&gt;
:{{L|Block}}s&lt;br /&gt;
:{{L|Bars}}&lt;br /&gt;
:{{L|Cage}}&lt;br /&gt;
:{{L|Restraint|Ropes &amp;amp; Chains}}&lt;br /&gt;
:{{L|Enormous corkscrew}}&lt;br /&gt;
:{{L|Log}}s&lt;br /&gt;
:{{L|Stone}}s&lt;br /&gt;
:{{L|Glass}}&lt;br /&gt;
:{{L|Gem}}s&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Furniture relative weight (useful for trade considerations&lt;br /&gt;
These values used Slate as the stone. Need to determine solid_densities for &amp;quot;average stone&amp;quot; and work backwards to determine &amp;quot;relative weight&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Furniture&lt;br /&gt;
! Weight&lt;br /&gt;
|-&lt;br /&gt;
| armor stand&lt;br /&gt;
| 667&lt;br /&gt;
|-&lt;br /&gt;
| blocks&lt;br /&gt;
| 667&lt;br /&gt;
|-&lt;br /&gt;
| throne&lt;br /&gt;
| 667&lt;br /&gt;
|-&lt;br /&gt;
| coffin&lt;br /&gt;
| 934&lt;br /&gt;
|-&lt;br /&gt;
| door&lt;br /&gt;
| 667&lt;br /&gt;
|-&lt;br /&gt;
| floodgate&lt;br /&gt;
| 1068&lt;br /&gt;
|-&lt;br /&gt;
| hatch cover&lt;br /&gt;
| 564&lt;br /&gt;
|-&lt;br /&gt;
| grate&lt;br /&gt;
| 534&lt;br /&gt;
|-&lt;br /&gt;
| cabinet&lt;br /&gt;
| 667&lt;br /&gt;
|-&lt;br /&gt;
| coffer&lt;br /&gt;
| 267&lt;br /&gt;
|-&lt;br /&gt;
| statue&lt;br /&gt;
| 801&lt;br /&gt;
|-&lt;br /&gt;
| table&lt;br /&gt;
| 667&lt;br /&gt;
|-&lt;br /&gt;
| weapon rack&lt;br /&gt;
| 667&lt;br /&gt;
|-&lt;br /&gt;
| quern&lt;br /&gt;
| 267&lt;br /&gt;
|-&lt;br /&gt;
| millstone&lt;br /&gt;
| 267&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Buildings FAQ}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Furniture| }}&lt;/div&gt;</summary>
		<author><name>Fastjack</name></author>
	</entry>
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