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	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Julius</id>
	<title>Dwarf Fortress Wiki - User contributions [en]</title>
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	<updated>2026-04-08T11:35:48Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Container&amp;diff=17239</id>
		<title>40d Talk:Container</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Container&amp;diff=17239"/>
		<updated>2007-11-28T06:41:58Z</updated>

		<summary type="html">&lt;p&gt;Julius: /* Changes from the old version of the Wiki */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Changes from the old version of the Wiki==&lt;br /&gt;
This new page seems to be about two different things, 'containers' as they refer to bins and barrels (in the casual usage), and 'container' as the game uses (chests and so on.)  Note that the [http://archive.dwarffortresswiki.net/index.php/Containers old wiki] devoted this page exclusively to the latter, to help people understand what was meant when a noble requested a container or when they saw containers on their stocks menu.  That hasn't changed, has it?  Maybe barrels, bins, etc should be excluded from this page. --[[User:Aquillion|Aquillion]] 16:17, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Is there still the bug where decorated barrels and bags are unusable?  Please confirm.&lt;br /&gt;
&lt;br /&gt;
Does anybody know if goblins will still stuff dwarven children into bags? That was always hilarious. Especially watching the bag-children grow up into bag-adults. --[[User:DDouble|DDouble]] 15:30, 9 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
What is a &amp;quot;stationary container&amp;quot; mentioned under Bags? --[[User:DDouble|DDouble]] 18:05, 18 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==Compulsive seed storage in bags==&lt;br /&gt;
How do you reserve bags for sand-hauling?  If any empty bags sit in the glass furnaces for even a brief time a food hauler comes by and puts a seed into it, making it unusable for sand collection.  I guess I could have no food haulers, but then food spoils quite quickly in the kitchens. [[User:Julius|Julius]]&lt;/div&gt;</summary>
		<author><name>Julius</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Stone_management&amp;diff=21062</id>
		<title>40d:Stone management</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Stone_management&amp;diff=21062"/>
		<updated>2007-11-15T23:31:09Z</updated>

		<summary type="html">&lt;p&gt;Julius: removed evil pre tags, labeled floors in the stone crusher&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Mine]] for long enough and you'll find yourself surrounded with various [[stone]]s and [[ore]]s. How do you get rid of them?&lt;br /&gt;
&lt;br /&gt;
Here follows several '''stone management''' techniques.&lt;br /&gt;
&lt;br /&gt;
== Techniques ==&lt;br /&gt;
&lt;br /&gt;
=== Slow and steady ===&lt;br /&gt;
&lt;br /&gt;
Dig slowly, and use your masons to the fullest by creating roads, blocks, doors, floodgates, or even reflooring or rewalling. This way, you'll reduce the clutter and produce value for your fort at the same time.&lt;br /&gt;
&lt;br /&gt;
=== Catapult ===&lt;br /&gt;
Build a [[catapult]] (or three), and assign a dwarf (or five) to keep firing stones into walls, or at [[camel]]s. The stones will shatter and be gone from your sight!&lt;br /&gt;
&lt;br /&gt;
=== Construct Buildings ===&lt;br /&gt;
The building interface might be slow, but constructing stone buildings using [[wall]]s and [[floor]]s above ground (or underground) is a great way to handle your stone problem. Not only do you use up the stone from your excavations, but you also create usable indoor space without having to mine any additional stone.&lt;br /&gt;
&lt;br /&gt;
=== Dump ===&lt;br /&gt;
&lt;br /&gt;
This is a preferred method due to its ease and usefulness. However, it could easily be considered an exploit, and might not work in later versions.{{version|0.27.169.33a}}&lt;br /&gt;
&lt;br /&gt;
# Make a [[zone]] of 1x1 or 1x2 tiles (preferably near your stone-needy [[workshop]]s), and mark it as a garbage dump. &lt;br /&gt;
# Press {{k|k}} and find a stone. Press {{k|d}}, and the stone will be marked for dumping.&lt;br /&gt;
# A dwarf with refuse-hauling will come by, and take the stone to the garbage dump.&lt;br /&gt;
&lt;br /&gt;
* '''Advantage''': No matter how many stones you mark for dumping, they will all be placed on the same tiny garbage tile! So basically, mark all the stones you want dumped and they will be dumped. You are now able to place '''all''' the stones and ores in the fortress on 1 tile!&lt;br /&gt;
* '''Disadvantage''': Every dumped stone will be marked as &amp;quot;[[Forbidden]]&amp;quot;, and will not be used in stone-production. If you want to use the dumped stones, you must press 'k', find the pile of stones, and press {{k|f}} on every stone on the list (using {{k|+}}/{{k|-}} to navigate through the list). You can also use the designation 'reclaim items' to un-forbid a whole area at once.&lt;br /&gt;
&lt;br /&gt;
==== Rock chute ====&lt;br /&gt;
&lt;br /&gt;
Unfortunately you cannot designate a channel as a dump, however you can dig a [[channel]], build a retracting [[bridge]] over it, then make a [[zone]] over it. Mark it as a garbage dump, and dwarves will dump stones on the bridge. Then wall around the bridge (don't forget a roof), and add a [[door]] so your dwarves can still add garbage. If you don't do this when the bridge retracts it will just fling stone everywhere in a very unhelpful fashion. Then you link the bridge to a lever so that you can then retract it and the stones will end up in the bottom of the chute (or melting in [[magma]] as I prefer).&lt;br /&gt;
&lt;br /&gt;
==== Rock compactor ====&lt;br /&gt;
&lt;br /&gt;
Similar to the rock chute, but build a drawbridge in the pit and a pressure plate at the entrance to the chute, linked to the bridge. Make sure you set the pressure plate to trigger on citizens. Alternately, just link it to a lever and pull it every once in a while. Mark the channel and empty tile as a dump zone. When a stone is dropped, the drawbridge will crush the stone, permanently destroying it.&lt;br /&gt;
&lt;br /&gt;
 Level Z:&lt;br /&gt;
 =====&lt;br /&gt;
 ==.==&lt;br /&gt;
 == ==&lt;br /&gt;
 ==^==&lt;br /&gt;
&lt;br /&gt;
 Level Z-1:&lt;br /&gt;
 =====&lt;br /&gt;
 =BBB=&lt;br /&gt;
 =BBB=&lt;br /&gt;
 ==D==&lt;br /&gt;
&lt;br /&gt;
 . - Channel&lt;br /&gt;
 = - Wall&lt;br /&gt;
 ^ - Pressure plate&lt;br /&gt;
 B - Drawbridge - make sure to set to raise while constructing, as opposed to retract.&lt;br /&gt;
 D - Door - keep locked to avoid accidently crushing dwarves &lt;br /&gt;
&lt;br /&gt;
=== Flooring ===&lt;br /&gt;
Creating stone [[floor]]s using the nearest material is the fastest way for dwarves to remove stone, but requires a bit of extra effort setting individual stone floors. Use {{Key|b}}uild &amp;gt; {{Key|C}}onstructions and then {{Key|f}}loor to build a floor. If you move down using the cursors and select it with Enter you can repeatidly press Enter to place lots of floor plans using the nearest material.&lt;br /&gt;
&lt;br /&gt;
=== Workshops ===&lt;br /&gt;
A [[Mason's workshop]] uses stone exclusively, so is a good way of cleaning out stone in the vicinity of the workshop. Items such as rock doors, rock [[block]]s, [[statue]]s, [[table]]s, [[throne]]s, and [[coffin]]s are often in short supply. Build a mason's workshop in a new excavation area and move it around when the rocks are cleared. &lt;br /&gt;
&lt;br /&gt;
Additionally, if you make rock blocks (always useful in construction) they can be stacked in [[bin]]s 5 to a tile, which is more efficient then storing the rock parts.  A downside to this method, if overused however, is that since [[bin]]s cannot be constructed from from rock, other resources will be diverted from more useful endeavors.&lt;br /&gt;
&lt;br /&gt;
A [[craftsdwarf's workshop]] could also be used to make lots of stone crafts, which can always be traded away. A crafted stone counts towards the fortress value instead of being a worthless stone.&lt;br /&gt;
&lt;br /&gt;
=== Minimizing clutter ===&lt;br /&gt;
The easiest way to avoid stone clutter is not to produce it in the first place. Use unskilled miners for initial fortress excavation to reduce the amount of useless stone they create, and don't dig out more than necessary. Produce lots of [[barrel|barrels]] and [[bin|bins]] to cut down on your need for stockpile space.&lt;br /&gt;
&lt;br /&gt;
=== Stockpile ===&lt;br /&gt;
'''This is not a recommended method due to space requirements.'''&lt;br /&gt;
Build a large [[stockpile]] for stone away from your fortress. Dwarves will carry stones out to the stockpile, and they will no longer clutter up your fortress. The stockpile needs to be placed somewhere without stones, because only 1 stone will be placed per tile, and will result in long hauling trips.&lt;br /&gt;
&lt;br /&gt;
== Reasons for managing stone ==&lt;br /&gt;
&lt;br /&gt;
=== Stockpiles ===&lt;br /&gt;
On some stockpiles, you will be unable to use the tiles that contain a stone. It will therefore be a good thing to clear up room for the things you want to stockpile.&lt;br /&gt;
&lt;br /&gt;
=== Aesthetics ===&lt;br /&gt;
Many players find the fortress more enjoyable to look at if it looks nice and uniform. Random stones lying about are clutter which block the view of a tile and prevent stockpiles from being filled. Create smooth clear floor for a leaner, fitter, happier fortress.&lt;br /&gt;
&lt;br /&gt;
=== Not '''Actually''' Necessary ===&lt;br /&gt;
You actually don't need to remove stones at all, except for the stockpile thing. Clearing out the fortress for stone is more of a personal priority rather than an essential need or requirement. However, people have had a tendency to ask about and discuss this specific subject, so here you are. A guide to stone management.&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Julius</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Stone_management&amp;diff=21143</id>
		<title>40d Talk:Stone management</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Stone_management&amp;diff=21143"/>
		<updated>2007-11-15T23:28:40Z</updated>

		<summary type="html">&lt;p&gt;Julius: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;What is considered ''dated'' on this page? Does it still deserve the category/template? --[[User:Markavian|Markavian]]&lt;br /&gt;
:I applied the tag because of the information regarding dumping multiple stones into one tile, because it may be regarded as an exploit that could be removed somewhere down the line. I'm not sure if that's the right way to use that template. If not, just kill it. -- [[User:EighenIndemnis|EighenIndemnis]] 16:32, 5 November 2007 (EST)&lt;br /&gt;
::You can expand the stonedumping trick to all sorts of other things. If you just mark every ore you dig up as &amp;quot;dump,&amp;quot; and have your dump near where your metal industry is to be formed, then you can just undesignate all the ore at once and have a huge pile of raw materials RIGHT THERE for your smelters. [[User:Kefkakrazy|Kefkakrazy]] 17:27, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== what happened here? ==&lt;br /&gt;
&lt;br /&gt;
Something went wrong somewhere... I'm sorry, I don't know how i managed to screw up this page... :(&lt;br /&gt;
&lt;br /&gt;
I'll leave it alone now... &lt;br /&gt;
-Uberubert&lt;br /&gt;
:Don't worry, wikis are built to be reverted to older copies when needed. [[User:Vanan|Vanan]] 12:01, 15 November 2007 (EST)&lt;br /&gt;
:Avoid using the &amp;lt;nowiki&amp;gt;&amp;lt;pre&amp;gt; &amp;lt;/pre&amp;gt;&amp;lt;/nowiki&amp;gt; tags when possible.  This causes editing of sections to look correct in previews, but to screw up horribly when saved.  If you want to do fixed-width formatting, prefix lines with a space &amp;quot; &amp;quot;. [[User:Julius|Julius]] 18:27, 15 November 2007 (EST)&lt;/div&gt;</summary>
		<author><name>Julius</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Stone_management&amp;diff=21142</id>
		<title>40d Talk:Stone management</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Stone_management&amp;diff=21142"/>
		<updated>2007-11-15T23:27:55Z</updated>

		<summary type="html">&lt;p&gt;Julius: /* what happened here? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;What is considered ''dated'' on this page? Does it still deserve the category/template? --[[User:Markavian|Markavian]]&lt;br /&gt;
:I applied the tag because of the information regarding dumping multiple stones into one tile, because it may be regarded as an exploit that could be removed somewhere down the line. I'm not sure if that's the right way to use that template. If not, just kill it. -- [[User:EighenIndemnis|EighenIndemnis]] 16:32, 5 November 2007 (EST)&lt;br /&gt;
::You can expand the stonedumping trick to all sorts of other things. If you just mark every ore you dig up as &amp;quot;dump,&amp;quot; and have your dump near where your metal industry is to be formed, then you can just undesignate all the ore at once and have a huge pile of raw materials RIGHT THERE for your smelters. [[User:Kefkakrazy|Kefkakrazy]] 17:27, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== what happened here? ==&lt;br /&gt;
&lt;br /&gt;
Something went wrong somewhere... I'm sorry, I don't know how i managed to screw up this page... :(&lt;br /&gt;
&lt;br /&gt;
I'll leave it alone now... &lt;br /&gt;
-Uberubert&lt;br /&gt;
:Don't worry, wikis are built to be reverted to older copies when needed. [[User:Vanan|Vanan]] 12:01, 15 November 2007 (EST)&lt;br /&gt;
:Avoid using the &amp;lt;pre&amp;gt; &amp;lt;/pre&amp;gt; tags when possible.  This causes editing of sections to look correct in previews, but to screw up horribly when saved.  If you want to do fixed-width formatting, prefix lines with a space &amp;quot; &amp;quot;. [[User:Julius|Julius]] 18:27, 15 November 2007 (EST)&lt;/div&gt;</summary>
		<author><name>Julius</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Fortress_guard&amp;diff=26691</id>
		<title>40d:Fortress guard</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Fortress_guard&amp;diff=26691"/>
		<updated>2007-11-15T23:22:36Z</updated>

		<summary type="html">&lt;p&gt;Julius: starting page -- couldn't find one on it&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Fortress Guard is a military organization that essentially serves as a combined police and militia.  Dwarves can be inducted into the Guard when the [[sheriff]] is promoted to the [[captain of the guard]].&lt;/div&gt;</summary>
		<author><name>Julius</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Captain_of_the_guard&amp;diff=15730</id>
		<title>40d:Captain of the guard</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Captain_of_the_guard&amp;diff=15730"/>
		<updated>2007-11-15T23:18:06Z</updated>

		<summary type="html">&lt;p&gt;Julius: made the tone a little more formal, added some notes about the fortress guard&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Your [[sheriff]] noble gets promoted to Captain of the Guard once the [[mayor]] arrives.  This enables you to assign dwarves to the [[fortress guard|Fortress Guard]], which is considered a happy [[thought]].  &lt;br /&gt;
&lt;br /&gt;
Requires: &lt;br /&gt;
&lt;br /&gt;
*[[Office]]&lt;br /&gt;
*[[Room|Quarters]]&lt;br /&gt;
*Dining [[Room]]&lt;br /&gt;
*1 [[Chest]]&lt;br /&gt;
*1 [[Cabinet]]&lt;br /&gt;
*1 [[Weapon rack]]&lt;br /&gt;
*1 [[Armor stand]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Nobles]]&lt;/div&gt;</summary>
		<author><name>Julius</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Water_wheel&amp;diff=4175</id>
		<title>40d:Water wheel</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Water_wheel&amp;diff=4175"/>
		<updated>2007-11-14T17:00:19Z</updated>

		<summary type="html">&lt;p&gt;Julius: rewrote construction section so that it didn't use passive voice -- elaborated a bit&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A '''water wheel''' is a [[machine component]] that provides [[power]] via [[water]] flow. To build a water wheel, select {{key|b}}uild menu and choose {{key|M}}achine components. It requires 3 [[wood]] and generates 100 power, which can be used for operating a [[pump]] or [[mill]]. Use [[axle]]s and [[Gear assembly|gear]]s to access the power produced by a water wheel.&lt;br /&gt;
&lt;br /&gt;
== Construction ==&lt;br /&gt;
&lt;br /&gt;
Build a [[channel]] at least three tiles long.  The water wheel will sit &amp;quot;in&amp;quot; this channel, but you cannot place it yet -- it has no support.  Build an axle or gear assembly next to the tile where the center of the water wheel will be.  Now you can build the waterwheel.  Power will be generated once the channel is filled with water of depth three or greater.  You can transport the power wherever it is needed via horizontal and vertical axles and gear assemblies.&lt;br /&gt;
&lt;br /&gt;
== Perpetual motion ==&lt;br /&gt;
&lt;br /&gt;
Due to the low power draw of a [[screw pump]], a self-powering assembly can be made with a water wheel that still leaves plenty of excess power for other uses. This is probably a bug.{{ver|0.27.169.33a}}&lt;br /&gt;
&lt;br /&gt;
A simple design is available at [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=11&amp;amp;t=000946 this forum post].&lt;br /&gt;
&lt;br /&gt;
[[Category:Constructions]]&lt;br /&gt;
[[Category:Machine components]]&lt;/div&gt;</summary>
		<author><name>Julius</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Channel&amp;diff=26298</id>
		<title>40d Talk:Channel</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Channel&amp;diff=26298"/>
		<updated>2007-11-14T00:53:09Z</updated>

		<summary type="html">&lt;p&gt;Julius: New page: ==Empty channels as moats== Can land-bound enemies cross empty channels?  Or would an empty channel dug around your entire fort suffice to prevent intruders? ~~~~&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Empty channels as moats==&lt;br /&gt;
Can land-bound enemies cross empty channels?  Or would an empty channel dug around your entire fort suffice to prevent intruders? [[User:Julius|Julius]] 19:53, 13 November 2007 (EST)&lt;/div&gt;</summary>
		<author><name>Julius</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Sand&amp;diff=17588</id>
		<title>40d Talk:Sand</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Sand&amp;diff=17588"/>
		<updated>2007-11-13T19:37:13Z</updated>

		<summary type="html">&lt;p&gt;Julius: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This seems a bit confusing. Is it possible to collect sand without bags? Without a glass furnace? What do you set to get your dwarves to do it?--[[User:Xazak|Xazak]] 17:56, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
You can't collect sand without empty bags or a glass furnace. The command to gather sand is issued from the furnace itself.&lt;br /&gt;
At least, that's how it was back in the last version-I doubt they changed it, though. [[User:Kefkakrazy|Kefkakrazy]] 18:37, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:It hasn't changed. --[[User:Draco18s|Draco18s]] 19:41, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Absence of sand and moods==&lt;br /&gt;
Are you screwed if a dwarf enters a mood, requires raw green glass, and there is no sand on the map?  Presumably in such a situation you'd want to specify glass blocks from the traders ASAP.  I just had a dwarf go berserk for want of green glass ... although he was a lowly hauler, so whatevs! [[User:Julius|Julius]] 14:37, 13 November 2007 (EST)&lt;/div&gt;</summary>
		<author><name>Julius</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Design_strategies&amp;diff=7419</id>
		<title>40d Talk:Design strategies</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Design_strategies&amp;diff=7419"/>
		<updated>2007-11-13T19:35:04Z</updated>

		<summary type="html">&lt;p&gt;Julius: /* This page is strange to edit */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Perhaps these explanations of how the various mining commands work should go under a Mining article. &amp;quot;Design strategies&amp;quot; seems like it would be more about layouts for kitchens and pump systems and whatnot. --[[User:BahamutZERO|BahamutZERO]] 19:43, 30 October 2007 (EDT)&lt;br /&gt;
: I have inadvetently written an article on [[Digging]] which complements the work on this page. I suggest they be reviewed and relevant parts merged. This page will have a use in future for players to post their designs. I agree with '''BahamutZERO''' that this isn't the place to talk about Mining. --[[User:Markavian|Markavian]] 22:41, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Flooded Entrance ==&lt;br /&gt;
&lt;br /&gt;
I'd like to see some sample shots of that Flooded Entrance setup. It's my understanding that the screw pump only pulls water up, not pump it down. Maybe he meant a floodgate for dropping the water down a level. --[[User:Vinic|Vinic]] 16:27, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I think what he had was two rooms--one is the actual entrance way, sealed by doors--that have pumps on the level above, dumping thier output into a channel that leads into the room they aren't pumping from.--[[User:Draco18s|Draco18s]] 16:43, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Sorry if I was ambiguous in my wording. Hopefully the accompanying screenshot removes any confusion in how it works. --[[User:Lucid|Lucid]] 11:38, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Choice of location ==&lt;br /&gt;
&lt;br /&gt;
I think we should get some information up here on selecting a ''proper'' site to start digging your fortress. Sort of a list of ideal criteria to look for on the actual map after you've arrived, taking into account things like elevation, natural rock formations, water and magma, and accessibility. Sort of a guide to the ultimate defense, I suppose. --[[User:Xazak|Xazak]] 14:47, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Seconded. That would be indeed useful. --[[User:UltimaPhantom|UltimaPhantom]] 13:43, 8 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==Defense Designs== &lt;br /&gt;
I think we should have separate page for defense schemes such as the new trap designs using machines and wall patterns and such. [[User:Jikor|Jikor]] 06:29, 9 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Nifty designs? ==&lt;br /&gt;
&lt;br /&gt;
Not sure if this is right page, but I'd love a step-by-step about building arenas. [[User:Runspotrun|Runspotrun]] 09:24, 13 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== This page is strange to edit ==&lt;br /&gt;
If you edit a section of the page, it totally screws up the formatting of the entire page.  I think it might have to do with the code and pre tags. [[User:Julius|Julius]] 14:21, 13 November 2007 (EST)&lt;br /&gt;
:I stripped out the code and pre tags and replaced them with leading spaces to preserve fixed width formatting.[[User:Julius|Julius]] 14:34, 13 November 2007 (EST)&lt;/div&gt;</summary>
		<author><name>Julius</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Design_strategies&amp;diff=7418</id>
		<title>40d Talk:Design strategies</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Design_strategies&amp;diff=7418"/>
		<updated>2007-11-13T19:34:47Z</updated>

		<summary type="html">&lt;p&gt;Julius: /* This page is strange to edit */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Perhaps these explanations of how the various mining commands work should go under a Mining article. &amp;quot;Design strategies&amp;quot; seems like it would be more about layouts for kitchens and pump systems and whatnot. --[[User:BahamutZERO|BahamutZERO]] 19:43, 30 October 2007 (EDT)&lt;br /&gt;
: I have inadvetently written an article on [[Digging]] which complements the work on this page. I suggest they be reviewed and relevant parts merged. This page will have a use in future for players to post their designs. I agree with '''BahamutZERO''' that this isn't the place to talk about Mining. --[[User:Markavian|Markavian]] 22:41, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Flooded Entrance ==&lt;br /&gt;
&lt;br /&gt;
I'd like to see some sample shots of that Flooded Entrance setup. It's my understanding that the screw pump only pulls water up, not pump it down. Maybe he meant a floodgate for dropping the water down a level. --[[User:Vinic|Vinic]] 16:27, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I think what he had was two rooms--one is the actual entrance way, sealed by doors--that have pumps on the level above, dumping thier output into a channel that leads into the room they aren't pumping from.--[[User:Draco18s|Draco18s]] 16:43, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Sorry if I was ambiguous in my wording. Hopefully the accompanying screenshot removes any confusion in how it works. --[[User:Lucid|Lucid]] 11:38, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Choice of location ==&lt;br /&gt;
&lt;br /&gt;
I think we should get some information up here on selecting a ''proper'' site to start digging your fortress. Sort of a list of ideal criteria to look for on the actual map after you've arrived, taking into account things like elevation, natural rock formations, water and magma, and accessibility. Sort of a guide to the ultimate defense, I suppose. --[[User:Xazak|Xazak]] 14:47, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Seconded. That would be indeed useful. --[[User:UltimaPhantom|UltimaPhantom]] 13:43, 8 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==Defense Designs== &lt;br /&gt;
I think we should have separate page for defense schemes such as the new trap designs using machines and wall patterns and such. [[User:Jikor|Jikor]] 06:29, 9 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Nifty designs? ==&lt;br /&gt;
&lt;br /&gt;
Not sure if this is right page, but I'd love a step-by-step about building arenas. [[User:Runspotrun|Runspotrun]] 09:24, 13 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== This page is strange to edit ==&lt;br /&gt;
If you edit a section of the page, it totally screws up the formatting of the entire page.  I think it might have to do with the code and pre tags. [[User:Julius|Julius]] 14:21, 13 November 2007 (EST)&lt;br /&gt;
;I stripped out the code and pre tags and replaced them with leading spaces to preserve fixed width formatting.[[User:Julius|Julius]] 14:34, 13 November 2007 (EST)&lt;/div&gt;</summary>
		<author><name>Julius</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Design_strategies&amp;diff=6170</id>
		<title>40d:Design strategies</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Design_strategies&amp;diff=6170"/>
		<updated>2007-11-13T19:34:07Z</updated>

		<summary type="html">&lt;p&gt;Julius: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=[[Fortress defense]]=&lt;br /&gt;
&lt;br /&gt;
=Entrance Designs=&lt;br /&gt;
&lt;br /&gt;
==Flooded Entrance==&lt;br /&gt;
&lt;br /&gt;
Using a chamber as your entrance alongside a chamber full of water and some machinery you can flood or drain the entrance at will.&lt;br /&gt;
&lt;br /&gt;
The basic premise requires two [[lever]]s, two [[screw pump]]s and two [[gear assemblies]]. The amount of power required and the number of additional components needed to get the power to the screw pumps varies depending on distance/setup.&lt;br /&gt;
One pump is placed to draw from chamber 1 and dump into chamber 2. The other is set in reverse. A gear assembly is placed next to each pump and connected to the main power system. Each gear is linked to a lever.&lt;br /&gt;
Now at the flip of a switch you can submerge your entrance with water or magma for easy, secure defense against creatures that aren't amphibious or magma-dwelling, depending.&lt;br /&gt;
&lt;br /&gt;
[[Image:Entflood.jpg]]&lt;br /&gt;
&lt;br /&gt;
The picture above shows the design in action. The green pump is currently on while the red has been disconnected through the grey marked axle. The yellow X is just to mark that there is a channel under the axle.&lt;br /&gt;
&lt;br /&gt;
== 3D Map Format ==&lt;br /&gt;
For more information on how to dig passages and structures in a 3D map, check [[Digging]].&lt;br /&gt;
&lt;br /&gt;
=Interior Design=&lt;br /&gt;
It may seem obvious to experienced players but it should be stated explicitly: for maximal efficiency your dwarves should spend the least amount of time moving about and the most time doing productive things.  Fortress interior design is critical to productivity.&lt;br /&gt;
&lt;br /&gt;
==Bedroom Design==&lt;br /&gt;
Enterprising players often try to find a design for their living quarter area which is either very space efficient or easy on the eye. This subject haven't been tackled much yet  but you can see the different designs most often used by players of older versions{{ver|DF 0.23.130.23a and down}} [http://archive.dwarffortresswiki.net/index.php/Bedroom_Design here] on the old Wiki. Most of them are still applicable on the newer versions{{ver|DF 0.27.169.32a and up}} but could possibly be heavily modified to benefit from the new Z-axis stairs placing.&lt;br /&gt;
==Workshop Logistics==&lt;br /&gt;
&lt;br /&gt;
At a certain point, the most important thing for your fortress is not that you have workshops, but that they are placed efficiently.&lt;br /&gt;
&lt;br /&gt;
 =WWWWWW=WWWWWW=&lt;br /&gt;
 =iiiiii=iiiiii=&lt;br /&gt;
 =iiiiii=iiiiii=&lt;br /&gt;
 =iiiiii=iiiiii=&lt;br /&gt;
 =oooooo=oooooo=&lt;br /&gt;
 =oooooo=oooooo=&lt;br /&gt;
 =oooooo=oooooo=&lt;br /&gt;
 ...............&lt;br /&gt;
 ...............&lt;br /&gt;
 ...............&lt;br /&gt;
 ===============&lt;br /&gt;
&lt;br /&gt;
The idea is that there is a wide hallway at the bottom for easy access for haulers. The workshops are at the top because much less dwarf-hours will be spent moving to the workshop itself than haulers moving to the stockpiles. You pair workshops that have similar inputs or similar outputs or where the output of one is the input of another. Examples: Pair a mechanic's workshop with a mason's workshop because both consume stone and produce furniture. If multiple inputs are required, it is better to split the 3x6 space into specialized stockpiles rather than having a single 'input' stockpile because you want to make sure that there is always some of every input. Use the 'take from stockpile' interface to fill these subsidiary stockpiles from your main stockpile and vice versa.&lt;br /&gt;
&lt;br /&gt;
Another good way to do this is with the stockpiles on the next Z-level, making it slightly more efficient, like this:&lt;br /&gt;
&lt;br /&gt;
Level 0:&lt;br /&gt;
&lt;br /&gt;
 ===============&lt;br /&gt;
 =WWWWWW=WWWWWW=&lt;br /&gt;
 =WWWWWW=WWWWWW=&lt;br /&gt;
 =WWWWWW=WWWWWW=&lt;br /&gt;
 ...&amp;gt;......&amp;gt;....&lt;br /&gt;
 ===============&lt;br /&gt;
&lt;br /&gt;
Level -1:&lt;br /&gt;
&lt;br /&gt;
 ===============&lt;br /&gt;
 =iiiiii=iiiiii=&lt;br /&gt;
 =iiiiii=iiiiii=&lt;br /&gt;
 =iiiiii=iiiiii=&lt;br /&gt;
 =..&amp;lt;...=..&amp;lt;...=&lt;br /&gt;
 =oooooo=oooooo=&lt;br /&gt;
 =oooooo=oooooo=&lt;br /&gt;
 =oooooo=oooooo=&lt;br /&gt;
 ...............&lt;br /&gt;
 ...............&lt;br /&gt;
 ...............&lt;br /&gt;
 ===============&lt;br /&gt;
&lt;br /&gt;
 =WWWWWW=WWWWWW=&lt;br /&gt;
 =WWWWWW=WWWWWW=&lt;br /&gt;
 =iiiiii=iiiiii=&lt;br /&gt;
 =iiiiii=iiiiii=&lt;br /&gt;
 =iiiiii=iiiiii=&lt;br /&gt;
 =oooooo=oooooo=&lt;br /&gt;
 =oooooo=oooooo=&lt;br /&gt;
 =oooooo=oooooo=&lt;br /&gt;
 ...............&lt;br /&gt;
 ...............&lt;br /&gt;
 ...............&lt;br /&gt;
 ===============&lt;br /&gt;
&lt;br /&gt;
The idea is that there is a wide hallway at the bottom for easy access for haulers. The workshops are at the top because much less dwarf-hours will be spent moving to the workshop itself than haulers moving to the stockpiles. You pair workshops that have similar inputs or similar outputs or where the output of one is the input of another. Examples: Pair a mechanic's workshop with a mason's workshop because both consume stone and produce furniture. If multiple inputs are required, it is better to split the 3x6 space into specialized stockpiles rather than having a single 'input' stockpile because you want to make sure that there is always some of every input. Use the 'take from stockpile' interface to fill these subsidiary stockpiles from your main stockpile and vice versa.&lt;br /&gt;
===Fluid workshop locations===&lt;br /&gt;
Alternatively, you can employ a &amp;quot;work site&amp;quot; methodology where workshops are constructed and destroyed as necessary.  For example, if you mine out a huge dining hall and it is completely filled with stone, build a masonry shop in the hall to manufacture tables and chairs.  This eliminates the need for a stone hauler because your mason only has to travel a few squares to get raw material.  In addition it makes furniture hauling more efficient because the tables and chairs are right next to their eventual location.  And of course it clears stone out of your dining hall, eliminating the need for a refuse hauler to dump it all.&lt;br /&gt;
&lt;br /&gt;
=Miscellaneous Strategies=&lt;br /&gt;
==Use for Soil Layers==&lt;br /&gt;
[[Soil]] layers (such as clay, loam, etc.) - which may at first seem to be of secondary importance - are very useful for large storage areas, as they do not leave rock behind when dug through and may be excavated much faster by comparison. You can also farm on soil tiles without first making them muddy.&lt;br /&gt;
&lt;br /&gt;
Since soil cannot be smoothed or detailed, it is a less than ideal medium to assign rooms in. Workshops do not have happy thoughts for increased surrounding worth, so if proximity to another area is not an issue, soil is a great place to put them.&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Julius</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Design_strategies&amp;diff=6169</id>
		<title>40d:Design strategies</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Design_strategies&amp;diff=6169"/>
		<updated>2007-11-13T19:33:11Z</updated>

		<summary type="html">&lt;p&gt;Julius: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=[[Fortress defense]]=&lt;br /&gt;
&lt;br /&gt;
=Entrance Designs=&lt;br /&gt;
&lt;br /&gt;
==Flooded Entrance==&lt;br /&gt;
&lt;br /&gt;
Using a chamber as your entrance alongside a chamber full of water and some machinery you can flood or drain the entrance at will.&lt;br /&gt;
&lt;br /&gt;
The basic premise requires two [[lever]]s, two [[screw pump]]s and two [[gear assemblies]]. The amount of power required and the number of additional components needed to get the power to the screw pumps varies depending on distance/setup.&lt;br /&gt;
One pump is placed to draw from chamber 1 and dump into chamber 2. The other is set in reverse. A gear assembly is placed next to each pump and connected to the main power system. Each gear is linked to a lever.&lt;br /&gt;
Now at the flip of a switch you can submerge your entrance with water or magma for easy, secure defense against creatures that aren't amphibious or magma-dwelling, depending.&lt;br /&gt;
&lt;br /&gt;
[[Image:Entflood.jpg]]&lt;br /&gt;
&lt;br /&gt;
The picture above shows the design in action. The green pump is currently on while the red has been disconnected through the grey marked axle. The yellow X is just to mark that there is a channel under the axle.&lt;br /&gt;
&lt;br /&gt;
== 3D Map Format ==&lt;br /&gt;
For more information on how to dig passages and structures in a 3D map, check [[Digging]].&lt;br /&gt;
&lt;br /&gt;
=Interior Design=&lt;br /&gt;
It may seem obvious to experienced players but it should be stated explicitly: for maximal efficiency your dwarves should spend the least amount of time moving about and the most time doing productive things.  Fortress interior design is critical to productivity.&lt;br /&gt;
&lt;br /&gt;
==Bedroom Design==&lt;br /&gt;
Enterprising players often try to find a design for their living quarter area which is either very space efficient or easy on the eye. This subject haven't been tackled much yet  but you can see the different designs most often used by players of older versions{{ver|DF 0.23.130.23a and down}} [http://archive.dwarffortresswiki.net/index.php/Bedroom_Design here] on the old Wiki. Most of them are still applicable on the newer versions{{ver|DF 0.27.169.32a and up}} but could possibly be heavily modified to benefit from the new Z-axis stairs placing.&lt;br /&gt;
==Workshop Logistics==&lt;br /&gt;
&lt;br /&gt;
At a certain point, the most important thing for your fortress is not that you have workshops, but that they are placed efficiently.&lt;br /&gt;
&lt;br /&gt;
 =WWWWWW=WWWWWW=&lt;br /&gt;
 =iiiiii=iiiiii=&lt;br /&gt;
 =iiiiii=iiiiii=&lt;br /&gt;
 =iiiiii=iiiiii=&lt;br /&gt;
 =oooooo=oooooo=&lt;br /&gt;
 =oooooo=oooooo=&lt;br /&gt;
 =oooooo=oooooo=&lt;br /&gt;
 ...............&lt;br /&gt;
 ...............&lt;br /&gt;
 ...............&lt;br /&gt;
 ===============&lt;br /&gt;
&lt;br /&gt;
The idea is that there is a wide hallway at the bottom for easy access for haulers. The workshops are at the top because much less dwarf-hours will be spent moving to the workshop itself than haulers moving to the stockpiles. You pair workshops that have similar inputs or similar outputs or where the output of one is the input of another. Examples: Pair a mechanic's workshop with a mason's workshop because both consume stone and produce furniture. If multiple inputs are required, it is better to split the 3x6 space into specialized stockpiles rather than having a single 'input' stockpile because you want to make sure that there is always some of every input. Use the 'take from stockpile' interface to fill these subsidiary stockpiles from your main stockpile and vice versa.&lt;br /&gt;
&lt;br /&gt;
Another good way to do this is with the stockpiles on the next Z-level, making it slightly more efficient, like this:&lt;br /&gt;
&lt;br /&gt;
Level 0:&lt;br /&gt;
&lt;br /&gt;
 ===============&lt;br /&gt;
 =WWWWWW=WWWWWW=&lt;br /&gt;
 =WWWWWW=WWWWWW=&lt;br /&gt;
 =WWWWWW=WWWWWW=&lt;br /&gt;
 ...&amp;gt;......&amp;gt;....&lt;br /&gt;
 ===============&lt;br /&gt;
&lt;br /&gt;
Level -1:&lt;br /&gt;
&lt;br /&gt;
 ===============&lt;br /&gt;
 =iiiiii=iiiiii=&lt;br /&gt;
 =iiiiii=iiiiii=&lt;br /&gt;
 =iiiiii=iiiiii=&lt;br /&gt;
 =..&amp;lt;...=..&amp;lt;...=&lt;br /&gt;
 =oooooo=oooooo=&lt;br /&gt;
 =oooooo=oooooo=&lt;br /&gt;
 =oooooo=oooooo=&lt;br /&gt;
 ...............&lt;br /&gt;
 ...............&lt;br /&gt;
 ...............&lt;br /&gt;
 ===============&lt;br /&gt;
&lt;br /&gt;
 =WWWWWW=WWWWWW=&lt;br /&gt;
 =WWWWWW=WWWWWW=&lt;br /&gt;
 =iiiiii=iiiiii=&lt;br /&gt;
 =iiiiii=iiiiii=&lt;br /&gt;
 =iiiiii=iiiiii=&lt;br /&gt;
 =oooooo=oooooo=&lt;br /&gt;
 =oooooo=oooooo=&lt;br /&gt;
 =oooooo=oooooo=&lt;br /&gt;
 ...............&lt;br /&gt;
 ...............&lt;br /&gt;
 ...............&lt;br /&gt;
 ===============&lt;br /&gt;
&lt;br /&gt;
The idea is that there is a wide hallway at the bottom for easy access for haulers. The workshops are at the top because much less dwarf-hours will be spent moving to the workshop itself than haulers moving to the stockpiles. You pair workshops that have similar inputs or similar outputs or where the output of one is the input of another. Examples: Pair a mechanic's workshop with a mason's workshop because both consume stone and produce furniture. If multiple inputs are required, it is better to split the 3x6 space into specialized stockpiles rather than having a single 'input' stockpile because you want to make sure that there is always some of every input. Use the 'take from stockpile' interface to fill these subsidiary stockpiles from your main stockpile and vice versa.&lt;br /&gt;
===Fluid workshop locations===&lt;br /&gt;
Alternatively, you can employ a &amp;quot;work site&amp;quot; methodology where workshops are constructed and destroyed as necessary.  For example, if you mine out a huge dining hall and it is completely filled with stone, build a masonry shop in the hall to manufacture tables and chairs.  This eliminates the need for a stone hauler because your mason only has to travel a few squares to get raw material.  In addition it makes furniture hauling more efficient because the tables and chairs are right next to their eventual location.  And of course it clears stone out of your dining hall, eliminating the need for a refuse hauler to dump it all.&lt;br /&gt;
&lt;br /&gt;
=Miscellaneous Strategies=&lt;br /&gt;
==Use for Soil Layers==&lt;br /&gt;
[[Soil]] layers (such as clay, loam, etc.) - which may at first seem to be of secondary importance - are very useful for large storage areas, as they do not leave rock behind when dug through and may be excavated much faster by comparison. You can also farm on soil tiles without first making them muddy.&lt;br /&gt;
&lt;br /&gt;
Since soil cannot be smoothed or detailed, it is a less than ideal medium to assign rooms in. Workshops do not have happy thoughts for increased surrounding worth, so if proximity to another area is not an issue, soil is a great place to put them.&lt;br /&gt;
&lt;br /&gt;
==Bedroom Design==&lt;br /&gt;
Entreprising players often try to find a design for their living quarter area which is either very space efficient or easy on the eye. This subject haven't been tackled much yet  but you can see the different designs most often used by players of older versions{{ver|DF 0.23.130.23a and down}} [http://archive.dwarffortresswiki.net/index.php/Bedroom_Design here] on the old Wiki. Most of them are still applicable on the newer versions{{ver|DF 0.27.169.32a and up}} but could possibly be heavily modified to benefit from the new Z-axis stairs placing.&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Julius</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Design_strategies&amp;diff=6168</id>
		<title>40d:Design strategies</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Design_strategies&amp;diff=6168"/>
		<updated>2007-11-13T19:32:21Z</updated>

		<summary type="html">&lt;p&gt;Julius: reorganized&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=[[Fortress defense]]=&lt;br /&gt;
&lt;br /&gt;
=Entrance Designs=&lt;br /&gt;
&lt;br /&gt;
==Flooded Entrance==&lt;br /&gt;
&lt;br /&gt;
Using a chamber as your entrance alongside a chamber full of water and some machinery you can flood or drain the entrance at will.&lt;br /&gt;
&lt;br /&gt;
The basic premise requires two [[lever]]s, two [[screw pump]]s and two [[gear assemblies]]. The amount of power required and the number of additional components needed to get the power to the screw pumps varies depending on distance/setup.&lt;br /&gt;
One pump is placed to draw from chamber 1 and dump into chamber 2. The other is set in reverse. A gear assembly is placed next to each pump and connected to the main power system. Each gear is linked to a lever.&lt;br /&gt;
Now at the flip of a switch you can submerge your entrance with water or magma for easy, secure defense against creatures that aren't amphibious or magma-dwelling, depending.&lt;br /&gt;
&lt;br /&gt;
[[Image:Entflood.jpg]]&lt;br /&gt;
&lt;br /&gt;
The picture above shows the design in action. The green pump is currently on while the red has been disconnected through the grey marked axle. The yellow X is just to mark that there is a channel under the axle.&lt;br /&gt;
&lt;br /&gt;
== 3D Map Format ==&lt;br /&gt;
For more information on how to dig passages and structures in a 3D map, check [[Digging]].&lt;br /&gt;
&lt;br /&gt;
=Interior Design=&lt;br /&gt;
It may seem obvious to experienced players but it should be stated explicitly: for maximal efficiency your dwarves should spend the least amount of time moving about and the most time doing productive things.  Fortress interior design is critical to productivity.&lt;br /&gt;
&lt;br /&gt;
==Bedroom Design==&lt;br /&gt;
Enterprising players often try to find a design for their living quarter area which is either very space efficient or easy on the eye. This subject haven't been tackled much yet  but you can see the different designs most often used by players of older versions{{ver|DF 0.23.130.23a and down}} [http://archive.dwarffortresswiki.net/index.php/Bedroom_Design here] on the old Wiki. Most of them are still applicable on the newer versions{{ver|DF 0.27.169.32a and up}} but could possibly be heavily modified to benefit from the new Z-axis stairs placing.&lt;br /&gt;
==Workshop Logistics==&lt;br /&gt;
&lt;br /&gt;
At a certain point, the most important thing for your fortress is not that you have workshops, but that they are placed efficiently.&lt;br /&gt;
&lt;br /&gt;
 =WWWWWW=WWWWWW=&lt;br /&gt;
 =iiiiii=iiiiii=&lt;br /&gt;
 =iiiiii=iiiiii=&lt;br /&gt;
 =iiiiii=iiiiii=&lt;br /&gt;
 =oooooo=oooooo=&lt;br /&gt;
 =oooooo=oooooo=&lt;br /&gt;
 =oooooo=oooooo=&lt;br /&gt;
 ...............&lt;br /&gt;
 ...............&lt;br /&gt;
 ...............&lt;br /&gt;
 ===============&lt;br /&gt;
&lt;br /&gt;
The idea is that there is a wide hallway at the bottom for easy access for haulers. The workshops are at the top because much less dwarf-hours will be spent moving to the workshop itself than haulers moving to the stockpiles. You pair workshops that have similar inputs or similar outputs or where the output of one is the input of another. Examples: Pair a mechanic's workshop with a mason's workshop because both consume stone and produce furniture. If multiple inputs are required, it is better to split the 3x6 space into specialized stockpiles rather than having a single 'input' stockpile because you want to make sure that there is always some of every input. Use the 'take from stockpile' interface to fill these subsidiary stockpiles from your main stockpile and vice versa.&lt;br /&gt;
&lt;br /&gt;
Another good way to do this is with the stockpiles on the next Z-level, making it slightly more efficient, like this:&lt;br /&gt;
&lt;br /&gt;
Level 0:&lt;br /&gt;
&lt;br /&gt;
 ===============&lt;br /&gt;
 =WWWWWW=WWWWWW=&lt;br /&gt;
 =WWWWWW=WWWWWW=&lt;br /&gt;
 =WWWWWW=WWWWWW=&lt;br /&gt;
 ...&amp;gt;......&amp;gt;....&lt;br /&gt;
 ===============&lt;br /&gt;
&lt;br /&gt;
Level -1:&lt;br /&gt;
&lt;br /&gt;
 ===============&lt;br /&gt;
 =iiiiii=iiiiii=&lt;br /&gt;
 =iiiiii=iiiiii=&lt;br /&gt;
 =iiiiii=iiiiii=&lt;br /&gt;
 =..&amp;lt;...=..&amp;lt;...=&lt;br /&gt;
 =oooooo=oooooo=&lt;br /&gt;
 =oooooo=oooooo=&lt;br /&gt;
 =oooooo=oooooo=&lt;br /&gt;
 ...............&lt;br /&gt;
 ...............&lt;br /&gt;
 ...............&lt;br /&gt;
 ===============&lt;br /&gt;
&lt;br /&gt;
 =WWWWWW=WWWWWW=&lt;br /&gt;
 =WWWWWW=WWWWWW=&lt;br /&gt;
 =iiiiii=iiiiii=&lt;br /&gt;
 =iiiiii=iiiiii=&lt;br /&gt;
 =iiiiii=iiiiii=&lt;br /&gt;
 =oooooo=oooooo=&lt;br /&gt;
 =oooooo=oooooo=&lt;br /&gt;
 =oooooo=oooooo=&lt;br /&gt;
 ...............&lt;br /&gt;
 ...............&lt;br /&gt;
 ...............&lt;br /&gt;
 ===============&lt;br /&gt;
&lt;br /&gt;
The idea is that there is a wide hallway at the bottom for easy access for haulers. The workshops are at the top because much less dwarf-hours will be spent moving to the workshop itself than haulers moving to the stockpiles. You pair workshops that have similar inputs or similar outputs or where the output of one is the input of another. Examples: Pair a mechanic's workshop with a mason's workshop because both consume stone and produce furniture. If multiple inputs are required, it is better to split the 3x6 space into specialized stockpiles rather than having a single 'input' stockpile because you want to make sure that there is always some of every input. Use the 'take from stockpile' interface to fill these subsidiary stockpiles from your main stockpile and vice versa.&lt;br /&gt;
===Fluid workshops===&lt;br /&gt;
Alternatively, you can employ a &amp;quot;work site&amp;quot; methodology where workshops are constructed and destroyed as necessary.  For example, if you mine out a huge dining hall and it is completely filled with stone, build a masonry shop in the hall to manufacture tables and chairs.  This eliminates the need for a stone hauler because your mason only has to travel a few squares to get raw material.  In addition it makes furniture hauling more efficient because the tables and chairs are right next to their eventual location.  And of course it clears stone out of your dining hall, eliminate the need for a refuse hauler to dump it all.&lt;br /&gt;
&lt;br /&gt;
=Miscellaneous Strategies=&lt;br /&gt;
==Use for Soil Layers==&lt;br /&gt;
[[Soil]] layers (such as clay, loam, etc.) - which may at first seem to be of secondary importance - are very useful for large storage areas, as they do not leave rock behind when dug through and may be excavated much faster by comparison. You can also farm on soil tiles without first making them muddy.&lt;br /&gt;
&lt;br /&gt;
Since soil cannot be smoothed or detailed, it is a less than ideal medium to assign rooms in. Workshops do not have happy thoughts for increased surrounding worth, so if proximity to another area is not an issue, soil is a great place to put them.&lt;br /&gt;
&lt;br /&gt;
==Bedroom Design==&lt;br /&gt;
Entreprising players often try to find a design for their living quarter area which is either very space efficient or easy on the eye. This subject haven't been tackled much yet  but you can see the different designs most often used by players of older versions{{ver|DF 0.23.130.23a and down}} [http://archive.dwarffortresswiki.net/index.php/Bedroom_Design here] on the old Wiki. Most of them are still applicable on the newer versions{{ver|DF 0.27.169.32a and up}} but could possibly be heavily modified to benefit from the new Z-axis stairs placing.&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Julius</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Design_strategies&amp;diff=6167</id>
		<title>40d:Design strategies</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Design_strategies&amp;diff=6167"/>
		<updated>2007-11-13T19:29:35Z</updated>

		<summary type="html">&lt;p&gt;Julius: fixed formatting, eliminated pre and code tags and replaced them with 'leading space' fixed-width WYSIWYG formatting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=[[Fortress defense]]=&lt;br /&gt;
&lt;br /&gt;
=Entrance Designs=&lt;br /&gt;
&lt;br /&gt;
==Flooded Entrance==&lt;br /&gt;
&lt;br /&gt;
Using a chamber as your entrance alongside a chamber full of water and some machinery you can flood or drain the entrance at will.&lt;br /&gt;
&lt;br /&gt;
The basic premise requires two [[lever]]s, two [[screw pump]]s and two [[gear assemblies]]. The amount of power required and the number of additional components needed to get the power to the screw pumps varies depending on distance/setup.&lt;br /&gt;
One pump is placed to draw from chamber 1 and dump into chamber 2. The other is set in reverse. A gear assembly is placed next to each pump and connected to the main power system. Each gear is linked to a lever.&lt;br /&gt;
Now at the flip of a switch you can submerge your entrance with water or magma for easy, secure defense against creatures that aren't amphibious or magma-dwelling, depending.&lt;br /&gt;
&lt;br /&gt;
[[Image:Entflood.jpg]]&lt;br /&gt;
&lt;br /&gt;
The picture above shows the design in action. The green pump is currently on while the red has been disconnected through the grey marked axle. The yellow X is just to mark that there is a channel under the axle.&lt;br /&gt;
&lt;br /&gt;
== 3D Map Format ==&lt;br /&gt;
For more information on how to dig passages and structures in a 3D map, check [[Digging]].&lt;br /&gt;
&lt;br /&gt;
=Interior Design=&lt;br /&gt;
It may seem obvious to experienced players but it should be stated explicitly: for maximal efficiency your dwarves should spend the least amount of time moving about and the most time doing productive things.  Fortress interior design is critical to productivity.&lt;br /&gt;
&lt;br /&gt;
==Workshop Logistics==&lt;br /&gt;
&lt;br /&gt;
At a certain point, the most important thing for your fortress is not that you have workshops, but that they are placed efficiently.&lt;br /&gt;
&lt;br /&gt;
==Bedroom Design==&lt;br /&gt;
Enterprising players often try to find a design for their living quarter area which is either very space efficient or easy on the eye. This subject haven't been tackled much yet  but you can see the different designs most often used by players of older versions{{ver|DF 0.23.130.23a and down}} [http://archive.dwarffortresswiki.net/index.php/Bedroom_Design here] on the old Wiki. Most of them are still applicable on the newer versions{{ver|DF 0.27.169.32a and up}} but could possibly be heavily modified to benefit from the new Z-axis stairs placing.&lt;br /&gt;
&lt;br /&gt;
 =WWWWWW=WWWWWW=&lt;br /&gt;
 =iiiiii=iiiiii=&lt;br /&gt;
 =iiiiii=iiiiii=&lt;br /&gt;
 =iiiiii=iiiiii=&lt;br /&gt;
 =oooooo=oooooo=&lt;br /&gt;
 =oooooo=oooooo=&lt;br /&gt;
 =oooooo=oooooo=&lt;br /&gt;
 ...............&lt;br /&gt;
 ...............&lt;br /&gt;
 ...............&lt;br /&gt;
 ===============&lt;br /&gt;
&lt;br /&gt;
The idea is that there is a wide hallway at the bottom for easy access for haulers. The workshops are at the top because much less dwarf-hours will be spent moving to the workshop itself than haulers moving to the stockpiles. You pair workshops that have similar inputs or similar outputs or where the output of one is the input of another. Examples: Pair a mechanic's workshop with a mason's workshop because both consume stone and produce furniture. If multiple inputs are required, it is better to split the 3x6 space into specialized stockpiles rather than having a single 'input' stockpile because you want to make sure that there is always some of every input. Use the 'take from stockpile' interface to fill these subsidiary stockpiles from your main stockpile and vice versa.&lt;br /&gt;
&lt;br /&gt;
Another good way to do this is with the stockpiles on the next Z-level, making it slightly more efficient, like this:&lt;br /&gt;
&lt;br /&gt;
Level 0:&lt;br /&gt;
&lt;br /&gt;
 ===============&lt;br /&gt;
 =WWWWWW=WWWWWW=&lt;br /&gt;
 =WWWWWW=WWWWWW=&lt;br /&gt;
 =WWWWWW=WWWWWW=&lt;br /&gt;
 ...&amp;gt;......&amp;gt;....&lt;br /&gt;
 ===============&lt;br /&gt;
&lt;br /&gt;
Level -1:&lt;br /&gt;
&lt;br /&gt;
 ===============&lt;br /&gt;
 =iiiiii=iiiiii=&lt;br /&gt;
 =iiiiii=iiiiii=&lt;br /&gt;
 =iiiiii=iiiiii=&lt;br /&gt;
 =..&amp;lt;...=..&amp;lt;...=&lt;br /&gt;
 =oooooo=oooooo=&lt;br /&gt;
 =oooooo=oooooo=&lt;br /&gt;
 =oooooo=oooooo=&lt;br /&gt;
 ...............&lt;br /&gt;
 ...............&lt;br /&gt;
 ...............&lt;br /&gt;
 ===============&lt;br /&gt;
&lt;br /&gt;
 =WWWWWW=WWWWWW=&lt;br /&gt;
 =WWWWWW=WWWWWW=&lt;br /&gt;
 =iiiiii=iiiiii=&lt;br /&gt;
 =iiiiii=iiiiii=&lt;br /&gt;
 =iiiiii=iiiiii=&lt;br /&gt;
 =oooooo=oooooo=&lt;br /&gt;
 =oooooo=oooooo=&lt;br /&gt;
 =oooooo=oooooo=&lt;br /&gt;
 ...............&lt;br /&gt;
 ...............&lt;br /&gt;
 ...............&lt;br /&gt;
 ===============&lt;br /&gt;
&lt;br /&gt;
The idea is that there is a wide hallway at the bottom for easy access for haulers. The workshops are at the top because much less dwarf-hours will be spent moving to the workshop itself than haulers moving to the stockpiles. You pair workshops that have similar inputs or similar outputs or where the output of one is the input of another. Examples: Pair a mechanic's workshop with a mason's workshop because both consume stone and produce furniture. If multiple inputs are required, it is better to split the 3x6 space into specialized stockpiles rather than having a single 'input' stockpile because you want to make sure that there is always some of every input. Use the 'take from stockpile' interface to fill these subsidiary stockpiles from your main stockpile and vice versa.&lt;br /&gt;
&lt;br /&gt;
Alternatively, you can employ a &amp;quot;work site&amp;quot; methodology where workshops are constructed and destroyed as necessary.  For example, if you mine out a huge dining hall and it is completely filled with stone, build a masonry shop in the hall to manufacture tables and chairs.  This eliminates the need for a stone hauler because your mason only has to travel a few squares to get raw material.  In addition it makes furniture hauling more efficient because the tables and chairs are right next to their eventual location.  And of course it clears stone out of your dining hall, eliminate the need for a refuse hauler to dump it all.&lt;br /&gt;
&lt;br /&gt;
=Miscellaneous Strategies=&lt;br /&gt;
==Use for Soil Layers==&lt;br /&gt;
[[Soil]] layers (such as clay, loam, etc.) - which may at first seem to be of secondary importance - are very useful for large storage areas, as they do not leave rock behind when dug through and may be excavated much faster by comparison. You can also farm on soil tiles without first making them muddy.&lt;br /&gt;
&lt;br /&gt;
Since soil cannot be smoothed or detailed, it is a less than ideal medium to assign rooms in. Workshops do not have happy thoughts for increased surrounding worth, so if proximity to another area is not an issue, soil is a great place to put them.&lt;br /&gt;
&lt;br /&gt;
==Bedroom Design==&lt;br /&gt;
Entreprising players often try to find a design for their living quarter area which is either very space efficient or easy on the eye. This subject haven't been tackled much yet  but you can see the different designs most often used by players of older versions{{ver|DF 0.23.130.23a and down}} [http://archive.dwarffortresswiki.net/index.php/Bedroom_Design here] on the old Wiki. Most of them are still applicable on the newer versions{{ver|DF 0.27.169.32a and up}} but could possibly be heavily modified to benefit from the new Z-axis stairs placing.&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Julius</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Design_strategies&amp;diff=7417</id>
		<title>40d Talk:Design strategies</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Design_strategies&amp;diff=7417"/>
		<updated>2007-11-13T19:21:52Z</updated>

		<summary type="html">&lt;p&gt;Julius: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Perhaps these explanations of how the various mining commands work should go under a Mining article. &amp;quot;Design strategies&amp;quot; seems like it would be more about layouts for kitchens and pump systems and whatnot. --[[User:BahamutZERO|BahamutZERO]] 19:43, 30 October 2007 (EDT)&lt;br /&gt;
: I have inadvetently written an article on [[Digging]] which complements the work on this page. I suggest they be reviewed and relevant parts merged. This page will have a use in future for players to post their designs. I agree with '''BahamutZERO''' that this isn't the place to talk about Mining. --[[User:Markavian|Markavian]] 22:41, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Flooded Entrance ==&lt;br /&gt;
&lt;br /&gt;
I'd like to see some sample shots of that Flooded Entrance setup. It's my understanding that the screw pump only pulls water up, not pump it down. Maybe he meant a floodgate for dropping the water down a level. --[[User:Vinic|Vinic]] 16:27, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I think what he had was two rooms--one is the actual entrance way, sealed by doors--that have pumps on the level above, dumping thier output into a channel that leads into the room they aren't pumping from.--[[User:Draco18s|Draco18s]] 16:43, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Sorry if I was ambiguous in my wording. Hopefully the accompanying screenshot removes any confusion in how it works. --[[User:Lucid|Lucid]] 11:38, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Choice of location ==&lt;br /&gt;
&lt;br /&gt;
I think we should get some information up here on selecting a ''proper'' site to start digging your fortress. Sort of a list of ideal criteria to look for on the actual map after you've arrived, taking into account things like elevation, natural rock formations, water and magma, and accessibility. Sort of a guide to the ultimate defense, I suppose. --[[User:Xazak|Xazak]] 14:47, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Seconded. That would be indeed useful. --[[User:UltimaPhantom|UltimaPhantom]] 13:43, 8 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==Defense Designs== &lt;br /&gt;
I think we should have separate page for defense schemes such as the new trap designs using machines and wall patterns and such. [[User:Jikor|Jikor]] 06:29, 9 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Nifty designs? ==&lt;br /&gt;
&lt;br /&gt;
Not sure if this is right page, but I'd love a step-by-step about building arenas. [[User:Runspotrun|Runspotrun]] 09:24, 13 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== This page is strange to edit ==&lt;br /&gt;
If you edit a section of the page, it totally screws up the formatting of the entire page.  I think it might have to do with the code and pre tags. [[User:Julius|Julius]] 14:21, 13 November 2007 (EST)&lt;/div&gt;</summary>
		<author><name>Julius</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Design_strategies&amp;diff=6164</id>
		<title>40d:Design strategies</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Design_strategies&amp;diff=6164"/>
		<updated>2007-11-13T17:04:04Z</updated>

		<summary type="html">&lt;p&gt;Julius: gaaah. i hope this is correct&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=[[Fortress defense]]=&lt;br /&gt;
&lt;br /&gt;
=Entrance Designs=&lt;br /&gt;
&lt;br /&gt;
==Flooded Entrance==&lt;br /&gt;
&lt;br /&gt;
Using a chamber as your entrance alongside a chamber full of water and some machinery you can flood or drain the entrance at will.&lt;br /&gt;
&lt;br /&gt;
The basic premise requires two [[lever]]s, two [[screw pump]]s and two [[gear assemblies]]. The amount of power required and the number of additional components needed to get the power to the screw pumps varies depending on distance/setup.&lt;br /&gt;
One pump is placed to draw from chamber 1 and dump into chamber 2. The other is set in reverse. A gear assembly is placed next to each pump and connected to the main power system. Each gear is linked to a lever.&lt;br /&gt;
Now at the flip of a switch you can submerge your entrance with water or magma for easy, secure defense against creatures that aren't amphibious or magma-dwelling, depending.&lt;br /&gt;
&lt;br /&gt;
[[Image:Entflood.jpg]]&lt;br /&gt;
&lt;br /&gt;
The picture above shows the design in action. The green pump is currently on while the red has been disconnected through the grey marked axle. The yellow X is just to mark that there is a channel under the axle.&lt;br /&gt;
&lt;br /&gt;
== 3D Map Format ==&lt;br /&gt;
For more information on how to dig passages and structures in a 3D map, check [[Digging]].&lt;br /&gt;
&lt;br /&gt;
=Interior Design=&lt;br /&gt;
It may seem obvious to experienced players but it should be stated explicitly: for maximal efficiency your dwarves should spend the least amount of time moving about and the most time doing productive things.  Fortress interior design is critical to productivity.&lt;br /&gt;
&lt;br /&gt;
==Workshop Logistics==&lt;br /&gt;
&lt;br /&gt;
At a certain point, the most important thing for your fortress is not that you have workshops, but that they are placed efficiently:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=WWWWWW=WWWWWW=&lt;br /&gt;
=WWWWWW=WWWWWW=&lt;br /&gt;
=iiiiii=iiiiii=&lt;br /&gt;
=iiiiii=iiiiii=&lt;br /&gt;
=iiiiii=iiiiii=&lt;br /&gt;
=oooooo=oooooo=&lt;br /&gt;
=oooooo=oooooo=&lt;br /&gt;
=oooooo=oooooo=&lt;br /&gt;
...............&lt;br /&gt;
...............&lt;br /&gt;
...............&lt;br /&gt;
===============&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The idea is that there is a wide hallway at the bottom for easy access for haulers. The workshops are at the top because much less dwarf-hours will be spent moving to the workshop itself than haulers moving to the stockpiles. You pair workshops that have similar inputs or similar outputs or where the output of one is the input of another. Examples: Pair a mechanic's workshop with a mason's workshop because both consume stone and produce furniture. If multiple inputs are required, it is better to split the 3x6 space into specialized stockpiles rather than having a single 'input' stockpile because you want to make sure that there is always some of every input. Use the 'take from stockpile' interface to fill these subsidiary stockpiles from your main stockpile and vice versa.&lt;br /&gt;
&lt;br /&gt;
Another good way to do this is with the stockpiles on the next Z-level, making it slightly more efficient, like this:&lt;br /&gt;
&lt;br /&gt;
Level 0:&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
===============&lt;br /&gt;
=WWWWWW=WWWWWW=&lt;br /&gt;
=WWWWWW=WWWWWW=&lt;br /&gt;
=WWWWWW=WWWWWW=&lt;br /&gt;
...&amp;gt;......&amp;gt;....&lt;br /&gt;
===============&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
Level -1:&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
===============&lt;br /&gt;
=iiiiii=iiiiii=&lt;br /&gt;
=iiiiii=iiiiii=&lt;br /&gt;
=iiiiii=iiiiii=&lt;br /&gt;
=..&amp;lt;...=..&amp;lt;...=&lt;br /&gt;
=oooooo=oooooo=&lt;br /&gt;
=oooooo=oooooo=&lt;br /&gt;
=oooooo=oooooo=&lt;br /&gt;
...............&lt;br /&gt;
...............&lt;br /&gt;
...............&lt;br /&gt;
===============&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
=WWWWWW=WWWWWW=&lt;br /&gt;
=WWWWWW=WWWWWW=&lt;br /&gt;
=iiiiii=iiiiii=&lt;br /&gt;
=iiiiii=iiiiii=&lt;br /&gt;
=iiiiii=iiiiii=&lt;br /&gt;
=oooooo=oooooo=&lt;br /&gt;
=oooooo=oooooo=&lt;br /&gt;
=oooooo=oooooo=&lt;br /&gt;
...............&lt;br /&gt;
...............&lt;br /&gt;
...............&lt;br /&gt;
===============&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The idea is that there is a wide hallway at the bottom for easy access for haulers. The workshops are at the top because much less dwarf-hours will be spent moving to the workshop itself than haulers moving to the stockpiles. You pair workshops that have similar inputs or similar outputs or where the output of one is the input of another. Examples: Pair a mechanic's workshop with a mason's workshop because both consume stone and produce furniture. If multiple inputs are required, it is better to split the 3x6 space into specialized stockpiles rather than having a single 'input' stockpile because you want to make sure that there is always some of every input. Use the 'take from stockpile' interface to fill these subsidiary stockpiles from your main stockpile and vice versa.&lt;br /&gt;
&lt;br /&gt;
Alternatively, you can employ a &amp;quot;work site&amp;quot; methodology where workshops are constructed and destroyed as necessary.  For example, if you mine out a huge dining hall and it is completely filled with stone, build a masonry shop in the hall to manufacture tables and chairs.  This eliminates the need for a stone hauler because your mason only has to travel a few squares to get raw material.  In addition it makes furniture hauling more efficient because the tables and chairs are right next to their eventual location.  And of course it clears stone out of your dining hall, eliminate the need for a refuse hauler to dump it all.&lt;br /&gt;
&lt;br /&gt;
=Miscellaneous Strategies=&lt;br /&gt;
==Use for Soil Layers==&lt;br /&gt;
[[Soil]] layers (such as clay, loam, etc.) - which may at first seem to be of secondary importance - are very useful for large storage areas, as they do not leave rock behind when dug through and may be excavated much faster by comparison. You can also farm on soil tiles without first making them muddy.&lt;br /&gt;
&lt;br /&gt;
Since soil cannot be smoothed or detailed, it is a less than ideal medium to assign rooms in. Workshops do not have happy thoughts for increased surrounding worth, so if proximity to another area is not an issue, soil is a great place to put them.&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Julius</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Design_strategies&amp;diff=6163</id>
		<title>40d:Design strategies</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Design_strategies&amp;diff=6163"/>
		<updated>2007-11-13T17:00:54Z</updated>

		<summary type="html">&lt;p&gt;Julius: fixed a typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=[[Fortress defense]]=&lt;br /&gt;
&lt;br /&gt;
=Entrance Designs=&lt;br /&gt;
&lt;br /&gt;
==Flooded Entrance==&lt;br /&gt;
&lt;br /&gt;
Using a chamber as your entrance alongside a chamber full of water and some machinery you can flood or drain the entrance at will.&lt;br /&gt;
&lt;br /&gt;
The basic premise requires two [[lever]]s, two [[screw pump]]s and two [[gear assemblies]]. The amount of power required and the number of additional components needed to get the power to the screw pumps varies depending on distance/setup.&lt;br /&gt;
One pump is placed to draw from chamber 1 and dump into chamber 2. The other is set in reverse. A gear assembly is placed next to each pump and connected to the main power system. Each gear is linked to a lever.&lt;br /&gt;
Now at the flip of a switch you can submerge your entrance with water or magma for easy, secure defense against creatures that aren't amphibious or magma-dwelling, depending.&lt;br /&gt;
&lt;br /&gt;
[[Image:Entflood.jpg]]&lt;br /&gt;
&lt;br /&gt;
The picture above shows the design in action. The green pump is currently on while the red has been disconnected through the grey marked axle. The yellow X is just to mark that there is a channel under the axle.&lt;br /&gt;
&lt;br /&gt;
== 3D Map Format ==&lt;br /&gt;
For more information on how to dig passages and structures in a 3D map, check [[Digging]].&lt;br /&gt;
&lt;br /&gt;
=Interior Design=&lt;br /&gt;
It may seem obvious to experienced players but it should be stated explicitly: for maximal efficiency your dwarves should spend the least amount of time moving about and the most time doing productive things.  Fortress interior design is critical to productivity.&lt;br /&gt;
&lt;br /&gt;
==Workshop Logistics==&lt;br /&gt;
&lt;br /&gt;
At a certain point, the most important thing for your fortress is not that you have workshops, but that they are placed efficiently:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=WWWWWW=WWWWWW=&lt;br /&gt;
=WWWWWW=WWWWWW=&lt;br /&gt;
=iiiiii=iiiiii=&lt;br /&gt;
=iiiiii=iiiiii=&lt;br /&gt;
=iiiiii=iiiiii=&lt;br /&gt;
=oooooo=oooooo=&lt;br /&gt;
=oooooo=oooooo=&lt;br /&gt;
=oooooo=oooooo=&lt;br /&gt;
...............&lt;br /&gt;
...............&lt;br /&gt;
...............&lt;br /&gt;
===============&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The idea is that there is a wide hallway at the bottom for easy access for haulers. The workshops are at the top because much less dwarf-hours will be spent moving to the workshop itself than haulers moving to the stockpiles. You pair workshops that have similar inputs or similar outputs or where the output of one is the input of another. Examples: Pair a mechanic's workshop with a mason's workshop because both consume stone and produce furniture. If multiple inputs are required, it is better to split the 3x6 space into specialized stockpiles rather than having a single 'input' stockpile because you want to make sure that there is always some of every input. Use the 'take from stockpile' interface to fill these subsidiary stockpiles from your main stockpile and vice versa.&lt;br /&gt;
&lt;br /&gt;
Another good way to do this is with the stockpiles on the next Z-level, making it slightly more efficient, like this:&lt;br /&gt;
&lt;br /&gt;
Level 0:&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
===============&lt;br /&gt;
=WWWWWW=WWWWWW=&lt;br /&gt;
=WWWWWW=WWWWWW=&lt;br /&gt;
=WWWWWW=WWWWWW=&lt;br /&gt;
...&amp;gt;......&amp;gt;....&lt;br /&gt;
===============&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
Level -1:&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
===============&lt;br /&gt;
=iiiiii=iiiiii=&lt;br /&gt;
=iiiiii=iiiiii=&lt;br /&gt;
=iiiiii=iiiiii=&lt;br /&gt;
=..&amp;lt;...=..&amp;lt;...=&lt;br /&gt;
=oooooo=oooooo=&lt;br /&gt;
=oooooo=oooooo=&lt;br /&gt;
=oooooo=oooooo=&lt;br /&gt;
...............&lt;br /&gt;
...............&lt;br /&gt;
...............&lt;br /&gt;
===============&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
=WWWWWW=WWWWWW=&lt;br /&gt;
=WWWWWW=WWWWWW=&lt;br /&gt;
=iiiiii=iiiiii=&lt;br /&gt;
=iiiiii=iiiiii=&lt;br /&gt;
=iiiiii=iiiiii=&lt;br /&gt;
=oooooo=oooooo=&lt;br /&gt;
=oooooo=oooooo=&lt;br /&gt;
=oooooo=oooooo=&lt;br /&gt;
...............&lt;br /&gt;
...............&lt;br /&gt;
...............&lt;br /&gt;
===============&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The idea is that there is a wide hallway at the bottom for easy access for haulers. The workshops are at the top because much less dwarf-hours will be spent moving to the workshop itself than haulers moving to the stockpiles. You pair workshops that have similar inputs or similar outputs or where the output of one is the input of another. Examples: Pair a mechanic's workshop with a mason's workshop because both consume stone and produce furniture. If multiple inputs are required, it is better to split the 3x6 space into specialized stockpiles rather than having a single 'input' stockpile because you want to make sure that there is always some of every input. Use the 'take from stockpile' interface to fill these subsidiary stockpiles from your main stockpile and vice versa.&lt;br /&gt;
&lt;br /&gt;
Another good way to do this is with the stockpiles on the next Z-level, making it slightly more efficient, like this:&lt;br /&gt;
&lt;br /&gt;
Level 0:&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
===============&lt;br /&gt;
=WWWWWW=WWWWWW=&lt;br /&gt;
=WWWWWW=WWWWWW=&lt;br /&gt;
=WWWWWW=WWWWWW=&lt;br /&gt;
...&amp;gt;......&amp;gt;....&lt;br /&gt;
===============&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
Level -1:&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
===============&lt;br /&gt;
=iiiiii=iiiiii=&lt;br /&gt;
=iiiiii=iiiiii=&lt;br /&gt;
=iiiiii=iiiiii=&lt;br /&gt;
=..&amp;lt;...=..&amp;lt;...=&lt;br /&gt;
=oooooo=oooooo=&lt;br /&gt;
=oooooo=oooooo=&lt;br /&gt;
=oooooo=oooooo=&lt;br /&gt;
...............&lt;br /&gt;
...............&lt;br /&gt;
...............&lt;br /&gt;
===============&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Alternatively, you can employ a &amp;quot;work site&amp;quot; methodology where workshops are constructed and destroyed as necessary.  For example, if you mine out a huge dining hall and it is completely filled with stone, build a masonry shop in the hall to manufacture tables and chairs.  This eliminates the need for a stone hauler because your mason only has to travel a few squares to get raw material.  In addition it makes furniture hauling more efficient because the tables and chairs are right next to their eventual location.  And of course it clears stone out of your dining hall, eliminating the need for a refuse hauler to dump it all.&lt;br /&gt;
&lt;br /&gt;
=WWWWWW=WWWWWW=&lt;br /&gt;
=WWWWWW=WWWWWW=&lt;br /&gt;
=iiiiii=iiiiii=&lt;br /&gt;
=iiiiii=iiiiii=&lt;br /&gt;
=iiiiii=iiiiii=&lt;br /&gt;
=oooooo=oooooo=&lt;br /&gt;
=oooooo=oooooo=&lt;br /&gt;
=oooooo=oooooo=&lt;br /&gt;
...............&lt;br /&gt;
...............&lt;br /&gt;
...............&lt;br /&gt;
===============&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The idea is that there is a wide hallway at the bottom for easy access for haulers. The workshops are at the top because much less dwarf-hours will be spent moving to the workshop itself than haulers moving to the stockpiles. You pair workshops that have similar inputs or similar outputs or where the output of one is the input of another. Examples: Pair a mechanic's workshop with a mason's workshop because both consume stone and produce furniture. If multiple inputs are required, it is better to split the 3x6 space into specialized stockpiles rather than having a single 'input' stockpile because you want to make sure that there is always some of every input. Use the 'take from stockpile' interface to fill these subsidiary stockpiles from your main stockpile and vice versa.&lt;br /&gt;
&lt;br /&gt;
Another good way to do this is with the stockpiles on the next Z-level, making it slightly more efficient, like this:&lt;br /&gt;
&lt;br /&gt;
Level 0:&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
===============&lt;br /&gt;
=WWWWWW=WWWWWW=&lt;br /&gt;
=WWWWWW=WWWWWW=&lt;br /&gt;
=WWWWWW=WWWWWW=&lt;br /&gt;
...&amp;gt;......&amp;gt;....&lt;br /&gt;
===============&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
Level -1:&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
===============&lt;br /&gt;
=iiiiii=iiiiii=&lt;br /&gt;
=iiiiii=iiiiii=&lt;br /&gt;
=iiiiii=iiiiii=&lt;br /&gt;
=..&amp;lt;...=..&amp;lt;...=&lt;br /&gt;
=oooooo=oooooo=&lt;br /&gt;
=oooooo=oooooo=&lt;br /&gt;
=oooooo=oooooo=&lt;br /&gt;
...............&lt;br /&gt;
...............&lt;br /&gt;
...............&lt;br /&gt;
===============&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
=WWWWWW=WWWWWW=&lt;br /&gt;
=WWWWWW=WWWWWW=&lt;br /&gt;
=iiiiii=iiiiii=&lt;br /&gt;
=iiiiii=iiiiii=&lt;br /&gt;
=iiiiii=iiiiii=&lt;br /&gt;
=oooooo=oooooo=&lt;br /&gt;
=oooooo=oooooo=&lt;br /&gt;
=oooooo=oooooo=&lt;br /&gt;
...............&lt;br /&gt;
...............&lt;br /&gt;
...............&lt;br /&gt;
===============&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The idea is that there is a wide hallway at the bottom for easy access for haulers. The workshops are at the top because much less dwarf-hours will be spent moving to the workshop itself than haulers moving to the stockpiles. You pair workshops that have similar inputs or similar outputs or where the output of one is the input of another. Examples: Pair a mechanic's workshop with a mason's workshop because both consume stone and produce furniture. If multiple inputs are required, it is better to split the 3x6 space into specialized stockpiles rather than having a single 'input' stockpile because you want to make sure that there is always some of every input. Use the 'take from stockpile' interface to fill these subsidiary stockpiles from your main stockpile and vice versa.&lt;br /&gt;
&lt;br /&gt;
Another good way to do this is with the stockpiles on the next Z-level, making it slightly more efficient, like this:&lt;br /&gt;
&lt;br /&gt;
Level 0:&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
===============&lt;br /&gt;
=WWWWWW=WWWWWW=&lt;br /&gt;
=WWWWWW=WWWWWW=&lt;br /&gt;
=WWWWWW=WWWWWW=&lt;br /&gt;
...&amp;gt;......&amp;gt;....&lt;br /&gt;
===============&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
Level -1:&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
===============&lt;br /&gt;
=iiiiii=iiiiii=&lt;br /&gt;
=iiiiii=iiiiii=&lt;br /&gt;
=iiiiii=iiiiii=&lt;br /&gt;
=..&amp;lt;...=..&amp;lt;...=&lt;br /&gt;
=oooooo=oooooo=&lt;br /&gt;
=oooooo=oooooo=&lt;br /&gt;
=oooooo=oooooo=&lt;br /&gt;
...............&lt;br /&gt;
...............&lt;br /&gt;
...............&lt;br /&gt;
===============&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Alternatively, you can employ a &amp;quot;work site&amp;quot; methodology where workshops are constructed and destroyed as necessary.  For example, if you mine out a huge dining hall and it is completely filled with stone, build a masonry shop in the hall to manufacture tables and chairs.  This eliminates the need for a stone hauler because your mason only has to travel a few squares to get raw material.  In addition it makes furniture hauling more efficient because the tables and chairs are right next to their eventual location.  And of course it clears stone out of your dining hall, eliminate the need for a refuse hauler to dump it all.&lt;br /&gt;
&lt;br /&gt;
=Miscellaneous Strategies=&lt;br /&gt;
==Use for Soil Layers==&lt;br /&gt;
[[Soil]] layers (such as clay, loam, etc.) - which may at first seem to be of secondary importance - are very useful for large storage areas, as they do not leave rock behind when dug through and may be excavated much faster by comparison. You can also farm on soil tiles without first making them muddy.&lt;br /&gt;
&lt;br /&gt;
Since soil cannot be smoothed or detailed, it is a less than ideal medium to assign rooms in. Workshops do not have happy thoughts for increased surrounding worth, so if proximity to another area is not an issue, soil is a great place to put them.&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Julius</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Design_strategies&amp;diff=6162</id>
		<title>40d:Design strategies</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Design_strategies&amp;diff=6162"/>
		<updated>2007-11-13T17:00:12Z</updated>

		<summary type="html">&lt;p&gt;Julius: i suck at wiki&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=[[Fortress defense]]=&lt;br /&gt;
&lt;br /&gt;
=Entrance Designs=&lt;br /&gt;
&lt;br /&gt;
==Flooded Entrance==&lt;br /&gt;
&lt;br /&gt;
Using a chamber as your entrance alongside a chamber full of water and some machinery you can flood or drain the entrance at will.&lt;br /&gt;
&lt;br /&gt;
The basic premise requires two [[lever]]s, two [[screw pump]]s and two [[gear assemblies]]. The amount of power required and the number of additional components needed to get the power to the screw pumps varies depending on distance/setup.&lt;br /&gt;
One pump is placed to draw from chamber 1 and dump into chamber 2. The other is set in reverse. A gear assembly is placed next to each pump and connected to the main power system. Each gear is linked to a lever.&lt;br /&gt;
Now at the flip of a switch you can submerge your entrance with water or magma for easy, secure defense against creatures that aren't amphibious or magma-dwelling, depending.&lt;br /&gt;
&lt;br /&gt;
[[Image:Entflood.jpg]]&lt;br /&gt;
&lt;br /&gt;
The picture above shows the design in action. The green pump is currently on while the red has been disconnected through the grey marked axle. The yellow X is just to mark that there is a channel under the axle.&lt;br /&gt;
&lt;br /&gt;
== 3D Map Format ==&lt;br /&gt;
For more information on how to dig passages and structures in a 3D map, check [[Digging]].&lt;br /&gt;
&lt;br /&gt;
=Interior Design=&lt;br /&gt;
It may seem obvious to experienced players but it should be stated explicitly: for maximal efficiency your dwarves should spend the least amount of time moving about and the most time doing productive things.  Fortress interior design is critical to productivity.&lt;br /&gt;
&lt;br /&gt;
==Workshop Logistics==&lt;br /&gt;
&lt;br /&gt;
At a certain point, the most important thing for your fortress is not that you have workshops, but that they are placed efficiently:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=WWWWWW=WWWWWW=&lt;br /&gt;
=WWWWWW=WWWWWW=&lt;br /&gt;
=iiiiii=iiiiii=&lt;br /&gt;
=iiiiii=iiiiii=&lt;br /&gt;
=iiiiii=iiiiii=&lt;br /&gt;
=oooooo=oooooo=&lt;br /&gt;
=oooooo=oooooo=&lt;br /&gt;
=oooooo=oooooo=&lt;br /&gt;
...............&lt;br /&gt;
...............&lt;br /&gt;
...............&lt;br /&gt;
===============&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The idea is that there is a wide hallway at the bottom for easy access for haulers. The workshops are at the top because much less dwarf-hours will be spent moving to the workshop itself than haulers moving to the stockpiles. You pair workshops that have similar inputs or similar outputs or where the output of one is the input of another. Examples: Pair a mechanic's workshop with a mason's workshop because both consume stone and produce furniture. If multiple inputs are required, it is better to split the 3x6 space into specialized stockpiles rather than having a single 'input' stockpile because you want to make sure that there is always some of every input. Use the 'take from stockpile' interface to fill these subsidiary stockpiles from your main stockpile and vice versa.&lt;br /&gt;
&lt;br /&gt;
Another good way to do this is with the stockpiles on the next Z-level, making it slightly more efficient, like this:&lt;br /&gt;
&lt;br /&gt;
Level 0:&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
===============&lt;br /&gt;
=WWWWWW=WWWWWW=&lt;br /&gt;
=WWWWWW=WWWWWW=&lt;br /&gt;
=WWWWWW=WWWWWW=&lt;br /&gt;
...&amp;gt;......&amp;gt;....&lt;br /&gt;
===============&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
Level -1:&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
===============&lt;br /&gt;
=iiiiii=iiiiii=&lt;br /&gt;
=iiiiii=iiiiii=&lt;br /&gt;
=iiiiii=iiiiii=&lt;br /&gt;
=..&amp;lt;...=..&amp;lt;...=&lt;br /&gt;
=oooooo=oooooo=&lt;br /&gt;
=oooooo=oooooo=&lt;br /&gt;
=oooooo=oooooo=&lt;br /&gt;
...............&lt;br /&gt;
...............&lt;br /&gt;
...............&lt;br /&gt;
===============&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
=WWWWWW=WWWWWW=&lt;br /&gt;
=WWWWWW=WWWWWW=&lt;br /&gt;
=iiiiii=iiiiii=&lt;br /&gt;
=iiiiii=iiiiii=&lt;br /&gt;
=iiiiii=iiiiii=&lt;br /&gt;
=oooooo=oooooo=&lt;br /&gt;
=oooooo=oooooo=&lt;br /&gt;
=oooooo=oooooo=&lt;br /&gt;
...............&lt;br /&gt;
...............&lt;br /&gt;
...............&lt;br /&gt;
===============&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The idea is that there is a wide hallway at the bottom for easy access for haulers. The workshops are at the top because much less dwarf-hours will be spent moving to the workshop itself than haulers moving to the stockpiles. You pair workshops that have similar inputs or similar outputs or where the output of one is the input of another. Examples: Pair a mechanic's workshop with a mason's workshop because both consume stone and produce furniture. If multiple inputs are required, it is better to split the 3x6 space into specialized stockpiles rather than having a single 'input' stockpile because you want to make sure that there is always some of every input. Use the 'take from stockpile' interface to fill these subsidiary stockpiles from your main stockpile and vice versa.&lt;br /&gt;
&lt;br /&gt;
Another good way to do this is with the stockpiles on the next Z-level, making it slightly more efficient, like this:&lt;br /&gt;
&lt;br /&gt;
Level 0:&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
===============&lt;br /&gt;
=WWWWWW=WWWWWW=&lt;br /&gt;
=WWWWWW=WWWWWW=&lt;br /&gt;
=WWWWWW=WWWWWW=&lt;br /&gt;
...&amp;gt;......&amp;gt;....&lt;br /&gt;
===============&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
Level -1:&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
===============&lt;br /&gt;
=iiiiii=iiiiii=&lt;br /&gt;
=iiiiii=iiiiii=&lt;br /&gt;
=iiiiii=iiiiii=&lt;br /&gt;
=..&amp;lt;...=..&amp;lt;...=&lt;br /&gt;
=oooooo=oooooo=&lt;br /&gt;
=oooooo=oooooo=&lt;br /&gt;
=oooooo=oooooo=&lt;br /&gt;
...............&lt;br /&gt;
...............&lt;br /&gt;
...............&lt;br /&gt;
===============&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Alternatively, you can employ a &amp;quot;work site&amp;quot; methodology where workshops are constructed and destroyed as necessary.  For example, if you mine out a huge dining hall and it is completely filled with stone, build a masonry shop in the hall to manufacture tables and chairs.  This eliminates the need for a stone hauler because your mason only has to travel a few squares to get raw material.  In addition it makes furniture hauling more efficient because the tables and chairs are right next to their eventual location.  And of course it clears stone out of your dining hall, eliminate the need for a refuse hauler to dump it all.&lt;br /&gt;
&lt;br /&gt;
=Miscellaneous Strategies=&lt;br /&gt;
==Use for Soil Layers==&lt;br /&gt;
[[Soil]] layers (such as clay, loam, etc.) - which may at first seem to be of secondary importance - are very useful for large storage areas, as they do not leave rock behind when dug through and may be excavated much faster by comparison. You can also farm on soil tiles without first making them muddy.&lt;br /&gt;
&lt;br /&gt;
Since soil cannot be smoothed or detailed, it is a less than ideal medium to assign rooms in. Workshops do not have happy thoughts for increased surrounding worth, so if proximity to another area is not an issue, soil is a great place to put them.&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Julius</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Design_strategies&amp;diff=6161</id>
		<title>40d:Design strategies</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Design_strategies&amp;diff=6161"/>
		<updated>2007-11-13T16:53:42Z</updated>

		<summary type="html">&lt;p&gt;Julius: mentioned alternative interior design approaches, elaborated on the need for good interior design&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=[[Fortress defense]]=&lt;br /&gt;
&lt;br /&gt;
=Entrance Designs=&lt;br /&gt;
&lt;br /&gt;
==Flooded Entrance==&lt;br /&gt;
&lt;br /&gt;
Using a chamber as your entrance alongside a chamber full of water and some machinery you can flood or drain the entrance at will.&lt;br /&gt;
&lt;br /&gt;
The basic premise requires two [[lever]]s, two [[screw pump]]s and two [[gear assemblies]]. The amount of power required and the number of additional components needed to get the power to the screw pumps varies depending on distance/setup.&lt;br /&gt;
One pump is placed to draw from chamber 1 and dump into chamber 2. The other is set in reverse. A gear assembly is placed next to each pump and connected to the main power system. Each gear is linked to a lever.&lt;br /&gt;
Now at the flip of a switch you can submerge your entrance with water or magma for easy, secure defense against creatures that aren't amphibious or magma-dwelling, depending.&lt;br /&gt;
&lt;br /&gt;
[[Image:Entflood.jpg]]&lt;br /&gt;
&lt;br /&gt;
The picture above shows the design in action. The green pump is currently on while the red has been disconnected through the grey marked axle. The yellow X is just to mark that there is a channel under the axle.&lt;br /&gt;
&lt;br /&gt;
== 3D Map Format ==&lt;br /&gt;
For more information on how to dig passages and structures in a 3D map, check [[Digging]].&lt;br /&gt;
&lt;br /&gt;
=Interior Design=&lt;br /&gt;
It may seem obvious to experienced players but it should be stated explicitly: for maximal efficiency your dwarves should spend the least amount of time moving about and the most time doing productive things.  Fortress interior design is critical to productivity.&lt;br /&gt;
&lt;br /&gt;
==Workshop Logistics==&lt;br /&gt;
&lt;br /&gt;
At a certain point, the most important thing for your fortress is not that you have workshops, but that they are placed efficiently:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=WWWWWW=WWWWWW=&lt;br /&gt;
=WWWWWW=WWWWWW=&lt;br /&gt;
=iiiiii=iiiiii=&lt;br /&gt;
=iiiiii=iiiiii=&lt;br /&gt;
=iiiiii=iiiiii=&lt;br /&gt;
=oooooo=oooooo=&lt;br /&gt;
=oooooo=oooooo=&lt;br /&gt;
=oooooo=oooooo=&lt;br /&gt;
...............&lt;br /&gt;
...............&lt;br /&gt;
...............&lt;br /&gt;
===============&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The idea is that there is a wide hallway at the bottom for easy access for haulers. The workshops are at the top because much less dwarf-hours will be spent moving to the workshop itself than haulers moving to the stockpiles. You pair workshops that have similar inputs or similar outputs or where the output of one is the input of another. Examples: Pair a mechanic's workshop with a mason's workshop because both consume stone and produce furniture. If multiple inputs are required, it is better to split the 3x6 space into specialized stockpiles rather than having a single 'input' stockpile because you want to make sure that there is always some of every input. Use the 'take from stockpile' interface to fill these subsidiary stockpiles from your main stockpile and vice versa.&lt;br /&gt;
&lt;br /&gt;
Another good way to do this is with the stockpiles on the next Z-level, making it slightly more efficient, like this:&lt;br /&gt;
&lt;br /&gt;
Level 0:&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
===============&lt;br /&gt;
=WWWWWW=WWWWWW=&lt;br /&gt;
=WWWWWW=WWWWWW=&lt;br /&gt;
=WWWWWW=WWWWWW=&lt;br /&gt;
...&amp;gt;......&amp;gt;....&lt;br /&gt;
===============&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
Level -1:&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
===============&lt;br /&gt;
=iiiiii=iiiiii=&lt;br /&gt;
=iiiiii=iiiiii=&lt;br /&gt;
=iiiiii=iiiiii=&lt;br /&gt;
=..&amp;lt;...=..&amp;lt;...=&lt;br /&gt;
=oooooo=oooooo=&lt;br /&gt;
=oooooo=oooooo=&lt;br /&gt;
=oooooo=oooooo=&lt;br /&gt;
...............&lt;br /&gt;
...............&lt;br /&gt;
...............&lt;br /&gt;
===============&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Alternatively, you can employ a &amp;quot;work site&amp;quot; methodology where workshops are constructed and destroyed as necessary.  For example, if you mine out a huge dining hall and it is completely filled with stone, build a masonry shop in the hall to manufacture tables and chairs.  This eliminates the need for a stone hauler because your mason only has to travel a few squares to get raw material.  In addition it makes furniture hauling more efficient because the tables and chairs are right next to their eventual location.  And of course it clears stone out of your dining hall, eliminate the need for a refuse hauler to dump it all.&lt;br /&gt;
&lt;br /&gt;
=WWWWWW=WWWWWW=&lt;br /&gt;
=WWWWWW=WWWWWW=&lt;br /&gt;
=iiiiii=iiiiii=&lt;br /&gt;
=iiiiii=iiiiii=&lt;br /&gt;
=iiiiii=iiiiii=&lt;br /&gt;
=oooooo=oooooo=&lt;br /&gt;
=oooooo=oooooo=&lt;br /&gt;
=oooooo=oooooo=&lt;br /&gt;
...............&lt;br /&gt;
...............&lt;br /&gt;
...............&lt;br /&gt;
===============&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The idea is that there is a wide hallway at the bottom for easy access for haulers. The workshops are at the top because much less dwarf-hours will be spent moving to the workshop itself than haulers moving to the stockpiles. You pair workshops that have similar inputs or similar outputs or where the output of one is the input of another. Examples: Pair a mechanic's workshop with a mason's workshop because both consume stone and produce furniture. If multiple inputs are required, it is better to split the 3x6 space into specialized stockpiles rather than having a single 'input' stockpile because you want to make sure that there is always some of every input. Use the 'take from stockpile' interface to fill these subsidiary stockpiles from your main stockpile and vice versa.&lt;br /&gt;
&lt;br /&gt;
Another good way to do this is with the stockpiles on the next Z-level, making it slightly more efficient, like this:&lt;br /&gt;
&lt;br /&gt;
Level 0:&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
===============&lt;br /&gt;
=WWWWWW=WWWWWW=&lt;br /&gt;
=WWWWWW=WWWWWW=&lt;br /&gt;
=WWWWWW=WWWWWW=&lt;br /&gt;
...&amp;gt;......&amp;gt;....&lt;br /&gt;
===============&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
Level -1:&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
===============&lt;br /&gt;
=iiiiii=iiiiii=&lt;br /&gt;
=iiiiii=iiiiii=&lt;br /&gt;
=iiiiii=iiiiii=&lt;br /&gt;
=..&amp;lt;...=..&amp;lt;...=&lt;br /&gt;
=oooooo=oooooo=&lt;br /&gt;
=oooooo=oooooo=&lt;br /&gt;
=oooooo=oooooo=&lt;br /&gt;
...............&lt;br /&gt;
...............&lt;br /&gt;
...............&lt;br /&gt;
===============&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Miscellaneous Strategies=&lt;br /&gt;
==Use for Soil Layers==&lt;br /&gt;
[[Soil]] layers (such as clay, loam, etc.) - which may at first seem to be of secondary importance - are very useful for large storage areas, as they do not leave rock behind when dug through and may be excavated much faster by comparison. You can also farm on soil tiles without first making them muddy.&lt;br /&gt;
&lt;br /&gt;
Since soil cannot be smoothed or detailed, it is a less than ideal medium to assign rooms in. Workshops do not have happy thoughts for increased surrounding worth, so if proximity to another area is not an issue, soil is a great place to put them.&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Julius</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Siege_operator&amp;diff=25777</id>
		<title>40d:Siege operator</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Siege_operator&amp;diff=25777"/>
		<updated>2007-11-13T05:17:52Z</updated>

		<summary type="html">&lt;p&gt;Julius: New page: Siege operators load and fire siege engines.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Siege operators load and fire [[siege engine|siege engines]].&lt;/div&gt;</summary>
		<author><name>Julius</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Siege_engineer&amp;diff=25770</id>
		<title>40d:Siege engineer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Siege_engineer&amp;diff=25770"/>
		<updated>2007-11-13T05:16:47Z</updated>

		<summary type="html">&lt;p&gt;Julius: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Siege engineers construct [[siege engine]] parts at [[siege workshop|siege workshops]] and also construct siege engines out of manufactured parts.&lt;/div&gt;</summary>
		<author><name>Julius</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Siege_engineer&amp;diff=25769</id>
		<title>40d:Siege engineer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Siege_engineer&amp;diff=25769"/>
		<updated>2007-11-13T05:16:12Z</updated>

		<summary type="html">&lt;p&gt;Julius: Started new article&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Siege engineers construct [[siege engine]] parts at [[siege workshops]] and also construct siege engines out of manufactured parts.&lt;/div&gt;</summary>
		<author><name>Julius</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Design_strategies&amp;diff=6139</id>
		<title>40d:Design strategies</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Design_strategies&amp;diff=6139"/>
		<updated>2007-10-31T01:13:46Z</updated>

		<summary type="html">&lt;p&gt;Julius: /* 3D Map Format */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== 3D Map Format ==&lt;br /&gt;
The map is divided in ''levels''. Tiles on each level are composed by whatever is on that tile, and the floor (or absence of floor) below it.  A virgin rock tile is composed of a wall of rock and a floor of rock, for example.&lt;br /&gt;
&lt;br /&gt;
In the following examples,&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt; is a wall of rock&lt;br /&gt;
&lt;br /&gt;
= is a floor of rock&lt;br /&gt;
&lt;br /&gt;
&amp;gt; is a stair down&lt;br /&gt;
&lt;br /&gt;
&amp;lt; is a stair up&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Side view:&lt;br /&gt;
&lt;br /&gt;
    #       Level 1 &lt;br /&gt;
    =       Level 1&lt;br /&gt;
    +  @    Level 0 &lt;br /&gt;
 ========&amp;lt;= Level 0&lt;br /&gt;
 ####### &amp;gt;  Level -1&lt;br /&gt;
 ========== Level -1&lt;br /&gt;
&lt;br /&gt;
A channel removes the floor on the level it was designated, and the wall on the level below.&lt;br /&gt;
&lt;br /&gt;
   @       0&lt;br /&gt;
 === ===== 0&lt;br /&gt;
 ### ##### -1&lt;br /&gt;
 ========= -1&lt;br /&gt;
&lt;br /&gt;
Mining removes the walls, but does not affect the floors.&lt;br /&gt;
&lt;br /&gt;
           1&lt;br /&gt;
 ========= 1&lt;br /&gt;
      @### 0&lt;br /&gt;
 ========= 0&lt;br /&gt;
&lt;br /&gt;
Stairs down only remove the floor, and stairs up do not affect the floor or the ceiling. Stairs up+down act as a combination of both.&lt;br /&gt;
&lt;br /&gt;
           1&lt;br /&gt;
 ==&amp;gt;=&amp;gt;==== 1    Level 1 view    Level 0 view    Level -1 view&lt;br /&gt;
   &amp;lt; X     0    ############    ############    ############&lt;br /&gt;
 ====X=&amp;gt;== 0       &amp;gt; &amp;gt;             &amp;lt; X &amp;gt;             &amp;lt; &amp;lt;&lt;br /&gt;
     &amp;lt; &amp;lt;   -1   ############    ############    ############&lt;br /&gt;
 ========= -1&lt;br /&gt;
&lt;br /&gt;
Upramps remove the ceiling above them and create a down-ramp automatically. They can't be used by dwarves unless built specifically. Upramps can be found in the same submenu of the (d)esignation menu as up- and down-staircases. ''(todo: include how here)''&lt;br /&gt;
&lt;br /&gt;
           1&lt;br /&gt;
 ====v==== 1&lt;br /&gt;
     ^#### 0&lt;br /&gt;
 ========= 0&lt;/div&gt;</summary>
		<author><name>Julius</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Design_strategies&amp;diff=6138</id>
		<title>40d:Design strategies</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Design_strategies&amp;diff=6138"/>
		<updated>2007-10-31T01:12:13Z</updated>

		<summary type="html">&lt;p&gt;Julius: /* 3D Map Format */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== 3D Map Format ==&lt;br /&gt;
The map is divided in ''levels''. Tiles on each level are composed by whatever is on that tile, and the floor (or absence of floor) below it.  A virgin rock tile is composed of a wall of rock and a floor of rock, for example.&lt;br /&gt;
&lt;br /&gt;
In the following examples,&lt;br /&gt;
&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt; is a wall of rock&lt;br /&gt;
= is a floor of rock&lt;br /&gt;
&amp;gt; is a stair down&lt;br /&gt;
&amp;lt; is a stair up&lt;br /&gt;
&lt;br /&gt;
Side view:&lt;br /&gt;
&lt;br /&gt;
    #       Level 1 &lt;br /&gt;
    =       Level 1&lt;br /&gt;
    +  @    Level 0 &lt;br /&gt;
 ========&amp;lt;= Level 0&lt;br /&gt;
 ####### &amp;gt;  Level -1&lt;br /&gt;
 ========== Level -1&lt;br /&gt;
&lt;br /&gt;
A channel removes the floor on the level it was designated, and the wall on the level below.&lt;br /&gt;
&lt;br /&gt;
   @       0&lt;br /&gt;
 === ===== 0&lt;br /&gt;
 ### ##### -1&lt;br /&gt;
 ========= -1&lt;br /&gt;
&lt;br /&gt;
Mining removes the walls, but does not affect the floors.&lt;br /&gt;
&lt;br /&gt;
           1&lt;br /&gt;
 ========= 1&lt;br /&gt;
      @### 0&lt;br /&gt;
 ========= 0&lt;br /&gt;
&lt;br /&gt;
Stairs down only remove the floor, and stairs up do not affect the floor or the ceiling. Stairs up+down act as a combination of both.&lt;br /&gt;
&lt;br /&gt;
           1&lt;br /&gt;
 ==&amp;gt;=&amp;gt;==== 1    Level 1 view    Level 0 view    Level -1 view&lt;br /&gt;
   &amp;lt; X     0    ############    ############    ############&lt;br /&gt;
 ====X=&amp;gt;== 0       &amp;gt; &amp;gt;             &amp;lt; X &amp;gt;             &amp;lt; &amp;lt;&lt;br /&gt;
     &amp;lt; &amp;lt;   -1   ############    ############    ############&lt;br /&gt;
 ========= -1&lt;br /&gt;
&lt;br /&gt;
Upramps remove the ceiling above them and create a down-ramp automatically. They can't be used by dwarves unless built specifically. Upramps can be found in the same submenu of the (d)esignation menu as up- and down-staircases. ''(todo: include how here)''&lt;br /&gt;
&lt;br /&gt;
           1&lt;br /&gt;
 ====v==== 1&lt;br /&gt;
     ^#### 0&lt;br /&gt;
 ========= 0&lt;/div&gt;</summary>
		<author><name>Julius</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Design_strategies&amp;diff=6137</id>
		<title>40d:Design strategies</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Design_strategies&amp;diff=6137"/>
		<updated>2007-10-31T01:11:57Z</updated>

		<summary type="html">&lt;p&gt;Julius: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== 3D Map Format ==&lt;br /&gt;
The map is divided in ''levels''. Tiles on each level are composed by whatever is on that tile, and the floor (or absence of floor) below it.  A virgin rock tile is composed of a wall of rock and a floor of rock, for example.&lt;br /&gt;
&lt;br /&gt;
In the following examples,&lt;br /&gt;
# is a wall of rock&lt;br /&gt;
= is a floor of rock&lt;br /&gt;
&amp;gt; is a stair down&lt;br /&gt;
&amp;lt; is a stair up&lt;br /&gt;
&lt;br /&gt;
Side view:&lt;br /&gt;
&lt;br /&gt;
    #       Level 1 &lt;br /&gt;
    =       Level 1&lt;br /&gt;
    +  @    Level 0 &lt;br /&gt;
 ========&amp;lt;= Level 0&lt;br /&gt;
 ####### &amp;gt;  Level -1&lt;br /&gt;
 ========== Level -1&lt;br /&gt;
&lt;br /&gt;
A channel removes the floor on the level it was designated, and the wall on the level below.&lt;br /&gt;
&lt;br /&gt;
   @       0&lt;br /&gt;
 === ===== 0&lt;br /&gt;
 ### ##### -1&lt;br /&gt;
 ========= -1&lt;br /&gt;
&lt;br /&gt;
Mining removes the walls, but does not affect the floors.&lt;br /&gt;
&lt;br /&gt;
           1&lt;br /&gt;
 ========= 1&lt;br /&gt;
      @### 0&lt;br /&gt;
 ========= 0&lt;br /&gt;
&lt;br /&gt;
Stairs down only remove the floor, and stairs up do not affect the floor or the ceiling. Stairs up+down act as a combination of both.&lt;br /&gt;
&lt;br /&gt;
           1&lt;br /&gt;
 ==&amp;gt;=&amp;gt;==== 1    Level 1 view    Level 0 view    Level -1 view&lt;br /&gt;
   &amp;lt; X     0    ############    ############    ############&lt;br /&gt;
 ====X=&amp;gt;== 0       &amp;gt; &amp;gt;             &amp;lt; X &amp;gt;             &amp;lt; &amp;lt;&lt;br /&gt;
     &amp;lt; &amp;lt;   -1   ############    ############    ############&lt;br /&gt;
 ========= -1&lt;br /&gt;
&lt;br /&gt;
Upramps remove the ceiling above them and create a down-ramp automatically. They can't be used by dwarves unless built specifically. Upramps can be found in the same submenu of the (d)esignation menu as up- and down-staircases. ''(todo: include how here)''&lt;br /&gt;
&lt;br /&gt;
           1&lt;br /&gt;
 ====v==== 1&lt;br /&gt;
     ^#### 0&lt;br /&gt;
 ========= 0&lt;/div&gt;</summary>
		<author><name>Julius</name></author>
	</entry>
</feed>