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		<title>Zone</title>
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		<updated>2023-01-09T16:59:21Z</updated>

		<summary type="html">&lt;p&gt;Koos: /* Value */ cleaned up reference to reddit&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Unrated}}&lt;br /&gt;
{{av}} &lt;br /&gt;
[[Image:Zones menu v50.03.png|right]]&lt;br /&gt;
'''Zones''' are areas where your citizens will work, socialize, rest, or perform specific duties, such as [[fishing]], dumping objects, or collecting [[water]].&lt;br /&gt;
Zones are optional for the performance of certain tasks (fishing, collecting water) but obligatory for certain others (dumping), and are used primarily to keep dwarves out of [[fun|danger]].&lt;br /&gt;
&lt;br /&gt;
Zones can be placed in any [[revealed tile]], including in [[open space]], over a [[river]], or on top of a [[building]] or [[stockpile]]. They are placed in one of three ways: rectangular, draw, or (for some zones) multi. From within the Zones [[menu]] ({{k|z}}), selecting the zone type will open the zone creation menu. From here, you can select whether to create a zone in a rectangle (at which point you click the two corners for the zone), draw (where clicking adds single squares to the zone). You can enable erasing at any time and use rectangle and draw to remove squares from the zone. The number shown indicates how many selected floor tiles can be used for that type of zone.&lt;br /&gt;
&lt;br /&gt;
Unlike [[stockpiles]], multiple zones can overlap.&lt;br /&gt;
&lt;br /&gt;
For select zones types you can change from Paint to Multi mode in which you can draw multiple rectangle over multiple rooms, and each room valid for that zone type will be a separate zone. The number shown is the number of zones created in the last rectangle drawn, and the undo button will only undo the last rectangle created.&lt;br /&gt;
&lt;br /&gt;
Some zones can be further specified into [[locations]] after creation. To do this first create the relevant zone, then click the Add Location button (+) to further specify it into a location. Multiple zones can be added to a single location, allowing them to span multiple rooms.&lt;br /&gt;
&lt;br /&gt;
In some cases (pen/pasture, pit/pond) additional orders can then be set from the same menu. The location of a zone is only visible while in the Zones menu, and any object lying on the ground will hide the presence of a zone tile. The size of zones is unlimited.&lt;br /&gt;
&lt;br /&gt;
== Zone Types ==&lt;br /&gt;
&lt;br /&gt;
=== Meeting area ===&lt;br /&gt;
Meeting area zones are zones in which idle dwarves and animals will congregate. Additionally, [[immigration|immigrants]] will collect at a meeting area until their &amp;quot;migrant&amp;quot; status wears off. Note that the [[wagon (embark)|wagon]] you [[embark|arrive with]] constitutes a meeting area until you designate the first meeting area of your own. If you start in hostile surroundings, it is important to do so, so as to get your dwarves and animals out of danger quickly. It is a good idea to have at least one meeting area of one form or another: It allows you to make off-duty dwarves and animals gather in an area where they are not vulnerable within the fortress. A meeting area filled with dwarves increases the [[social skill]]s of idlers. It makes idle dwarves a little less idle. Because almost every dwarf visits a meeting area at least occasionally, it's an ideal place to site valuable objects and buildings.  A meeting area exposed to sunlight will additionally prevent dwarves from becoming [[cave adaptation|cave-adapted]]. Note that having dwarves socialize will often result in them forming [[relationship]]s.&lt;br /&gt;
&lt;br /&gt;
It is not advisable to have animals mill around in crowded meeting areas for a prolonged time, as they will pick fights with dwarves and other animals. While this may be negligible in the case of a hen, it also applies to your [[Dog#War dogs|war dogs]] (although this can be partly beneficial, since all your dwarves will get combat experience from being bitten occasionally, especially the children, who mill around constantly).&lt;br /&gt;
&lt;br /&gt;
=== Office ===&lt;br /&gt;
{{main|Office}}&lt;br /&gt;
&lt;br /&gt;
An office is a zone required by some [[Noble|nobles]], and requires a [[chair]].&lt;br /&gt;
&lt;br /&gt;
=== Bedroom ===&lt;br /&gt;
{{main|Bedroom}}&lt;br /&gt;
&lt;br /&gt;
A bedroom is a zone where a single dwarf (and possibly their spouse) will sleep and store their belongings in. Requires a [[bed]].&lt;br /&gt;
&lt;br /&gt;
=== Dormitory ===&lt;br /&gt;
{{main|Dormitory}}&lt;br /&gt;
&lt;br /&gt;
A dormitory is a zone containing multiple [[Bed|beds]] where all dwarves that do not have a Bedroom assigned to them will sleep.&lt;br /&gt;
&lt;br /&gt;
=== Dining hall ===&lt;br /&gt;
{{main|Dining hall}}&lt;br /&gt;
&lt;br /&gt;
A Dining Hall is a zone where dwarves go to eat. Requires one or more [[Table|tables]].&lt;br /&gt;
&lt;br /&gt;
=== Barracks ===&lt;br /&gt;
{{main|Barracks}}&lt;br /&gt;
&lt;br /&gt;
A Barracks zone is a zone where a [[military]] will go to sleep, train, or store their equipment.&lt;br /&gt;
&lt;br /&gt;
=== Room Quality ===&lt;br /&gt;
Most dwarves don't have high expectations when it comes to rooms - a communal [[dining room]] and [[dormitory]] are enough for the general populace, though making that dining room high-quality and giving them individual quarters will give them happy [[thoughts]], helping to avoid [[tantrum]]s.  [[Nobles]], on the other hand, require rooms of a particular minimum quality that contain certain [[furniture]].  Not meeting these demands will make them [[stress]]ed, and may prevent them from functioning at their full capacity.&lt;br /&gt;
&lt;br /&gt;
Room quality is determined by the total value of the room's floor and walls, plus the value of any furniture or other constructions in the room. If the floor area of two or more rooms overlap, each such room is reduced in value by 75%{{cite forum|124938.msg4169769#msg4169769}}, but a wall can be part of multiple rooms without causing a decrease in value. Doors not marked as internal are not counted towards the value of any room{{cite forum|124938.msg4172663#msg4172663}}, though they can separate rooms without the 75% loss of value. Note that this penalty is only applied ''once''. There is no difference in value between a piece of furniture shared by two rooms, or by forty. &lt;br /&gt;
&lt;br /&gt;
A room that is not entirely enclosed by walls suffers a partial value penalty to the total value of the room tiles (including the item designating the room), but not to any other items placed in the room.*  Thus, if a room is not going to be fully enclosed by walls, it's best to use your low-value item (if you have one) to designate the room.&lt;br /&gt;
&lt;br /&gt;
Room quality levels can be viewed in the '''R'''oom/Building List ({{K|R}}) screen.&lt;br /&gt;
&lt;br /&gt;
{| class = &amp;quot;wikitable unsortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Bedroom name&lt;br /&gt;
! Dining room name&lt;br /&gt;
! Office Name&lt;br /&gt;
! Grave Name&lt;br /&gt;
! Numeric Value&lt;br /&gt;
|-&lt;br /&gt;
| Meager Quarters&lt;br /&gt;
| Meager Dining Room&lt;br /&gt;
| Meager Office&lt;br /&gt;
| Grave&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| Modest Quarters&lt;br /&gt;
| Modest Dining Room&lt;br /&gt;
| Modest Office&lt;br /&gt;
| Servant's Burial Chamber&lt;br /&gt;
| 100&lt;br /&gt;
|-&lt;br /&gt;
| Quarters&lt;br /&gt;
| Dining Room&lt;br /&gt;
| Office&lt;br /&gt;
| Burial Chamber&lt;br /&gt;
| 250&lt;br /&gt;
|-&lt;br /&gt;
| Decent Quarters&lt;br /&gt;
| Decent Dining Room&lt;br /&gt;
| Decent Office&lt;br /&gt;
| Tomb&lt;br /&gt;
| 500&lt;br /&gt;
|-&lt;br /&gt;
| Fine Quarters&lt;br /&gt;
| Fine Dining Room&lt;br /&gt;
| Splendid Office&lt;br /&gt;
| Fine Tomb&lt;br /&gt;
| 1000&lt;br /&gt;
|-&lt;br /&gt;
| Great Bedroom&lt;br /&gt;
| Great Dining Room&lt;br /&gt;
| Throne Room&lt;br /&gt;
| Mausoleum&lt;br /&gt;
| 1500&lt;br /&gt;
|-&lt;br /&gt;
| Grand Bedroom&lt;br /&gt;
| Grand Dining Room&lt;br /&gt;
| Opulent Throne Room&lt;br /&gt;
| Grand Mausoleum&lt;br /&gt;
| 2500&lt;br /&gt;
|-&lt;br /&gt;
| Royal Bedroom&lt;br /&gt;
| Royal Dining Room&lt;br /&gt;
| Royal Throne Room&lt;br /&gt;
| Royal Mausoleum&lt;br /&gt;
| 10000&lt;br /&gt;
|}&lt;br /&gt;
Note: unassigned (or communal) rooms may be referenced by other descriptors, such as the happy thought &amp;quot;... dined in a legendary dining room ...&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
: (* See forum thread{{cite forum|124938.msg4169446#msg4169446}} for full discussion)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Pen/Pasture ===&lt;br /&gt;
{{main|Pasture}}&lt;br /&gt;
&lt;br /&gt;
A pen or a pasture is used to contain tame animals. Once one is created, animals must be assigned to it individually from the zone information menu. Dwarves will drag the assigned animals to the pen or pasture automatically. Domestic animals tend to aggregate at [[meeting area]]s instead, as will herbivorous ones, which will lead to probably starvation unless your meeting area is overgrown with [[grass]] or fungi for some reason. Any tame creature with the &amp;quot;grazer&amp;quot; token in the raws should be assigned to a pasture.  This includes mules, cows, goats, horses, yaks, unicorns etc.  Animals will not typically wander out of their assigned pasture even if it is not walled in, however animals will abandon their posts and will have to be dragged back to them if they are threatened by enemies, and an exposed pasture may lead to premature slaughter at the hands of invaders. Since pets can be assigned to pen/pastures and a zone can be created under a [[dwarven atom smasher]], this is one of the easiest ways to prevent [[catsplosion]]s.&lt;br /&gt;
&lt;br /&gt;
=== Archery range ===&lt;br /&gt;
{{main|Archery range}}&lt;br /&gt;
&lt;br /&gt;
=== Pit/Pond ===&lt;br /&gt;
{{TipBox2|titlebg=#c00|textbg=#ffd|[[File:warning_icon.png|25px]]&amp;amp;nbsp;Warning!|There have been multiple reports of hostile creatures escaping confinement while pitting. In previous versions, only &amp;quot;thief&amp;quot; type creatures, flyers, or large creatures like titans would escape using this system. The 0.40 behavior is still being investigated. Use of forbidden tightly closed hatches above every hole appears to prevent escape. &lt;br /&gt;
See [[Mass pitting]] for more. If there are walls under the hole's edges rather than open space, they will allow [[Climber|grabbing and climbing]], so you may want to dig out an overhang, or at least [[Smoothing|smooth]] these walls.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A Pit/Pond requires a [[ramp]] or hole with adjacent flooring on which a dwarf can stand.  Designate the zone from the top of the ramp or hole, such that the zone designation is floating in the open space above the floor of the pit/pond.  By default, the zone will be a pit.  To toggle between pit and pond, press corresponding icon in zone information menu.&lt;br /&gt;
&lt;br /&gt;
Creatures can be assigned to a pit/pond. If the creature is [[cage]]d, a dwarf will release it from the cage (rather than bringing the cage to the pit). The dwarf will lead the beast to the pit and throw it in. If the pit is a ramp rather than a hole, the creature will then wander back out, as it will if the pit has some other exit path (which would include straight back up the hole for flying creatures). Note that some (or possibly all?) hostile creatures may escape on being released from their cage, possibly attacking the dwarf who opened the cage. &lt;br /&gt;
Additionally, dwarves refuse to pit dwarves, hostile or not.&lt;br /&gt;
{{Colored Notice Box||See [[Mass pitting]] for more information on pit design involving hostile creatures.}}&lt;br /&gt;
&lt;br /&gt;
The only real difference between a pit and a pond is that dwarves will attempt to fill a pond with [[water]], carried by [[bucket]] from a water source. They will stand on the floor adjacent to the top of the ramp or hole, and toss the water onto the ramp or into the hole.  This works even if there is a forbidden [[floor hatch]] covering the hole. Each bucketful increases the depth of the water in the tile below by 1/7.  Once the water is dumped from the bucket, the dwarf will either drop the bucket and perform a different task, or choose to fill a pond zone tile again using the bucket (s)he currently holds. Dwarves will stop scheduling the Fill Pond job when the water depth reaches 6/7. Specifying a pond zone is one technique used for [[irrigation]], in order to make [[mud]] for [[farming]] on areas without soil. Currently, no matter how large the designated pond area, only one dwarf at a time will try to fill the pond. In order to fill a large area quickly, it is necessary to designate multiple smaller pond zones (or several zones overlapping the same area).&lt;br /&gt;
&lt;br /&gt;
To make obsidian or cleanse stagnant water with fresh water, the pond zone must be designated an extra tile above the magma/stagnant pool, so that the water falls for a full tile before contacting the surface.&lt;br /&gt;
&lt;br /&gt;
If you have more than one pond designated as a water source, your dwarves may endlessly try to fill each pond with the other pond's water, making a loop of useless duty; this may be undesirable, although otherwise-idle dwarves performing this task won't be making any friends.  Only dwarves with the [[Hauling#Water_hauling|Water hauling]] labor enabled will fill ponds.&lt;br /&gt;
&lt;br /&gt;
Artificial ponds are considered to be the same as Murky Pools - you'll only catch pond fish from them (i.e. turtles). If you want to catch river fish, you must fish from the river's original tiles (or perform some DFHack trickery to mark your new tiles as being part of the river).&lt;br /&gt;
&lt;br /&gt;
=== Garbage Dump ===&lt;br /&gt;
{{main|Garbage dump}}&lt;br /&gt;
Garbage dump zones are areas in which dwarves will throw items marked for dumping - either by manual setting of dump status from item information menu, or {{k|i}} - {{k|p}} (bulk dumping; note that this designates ''all'' items on the tiles for dumping, even built [[furniture]] and items inside [[container]]s). Garbage dumps are ''not'' the same as [[Refuse#Refuse|refuse]] stockpiles, which can be designated to accept specific type(s) of refuse, such as animal [[corpse]]s or [[bones]], and then are automatically filled by haulers whenever the items appear on the map. Despite the name, garbage dump zones are useful for many things beyond [[garbage disposal]]; they can create [[quantum stockpile]]s, transport materials to a job site, send items to the [[trade depot]] when no caravan is present, [[trap design#Falling_debris_trap|drop rocks]] on enemies below, and numerous other uses.&lt;br /&gt;
&lt;br /&gt;
The garbage dump may be inappropriately named, as it's more of a matter compression zone. The specifics are beyond human understanding; however, dwarves are in fact capable of compressing an infinite amount of matter into only one tile, as long as it is specified as a garbage dump. If for some reason [[Main:Urist|Urist]] is yet again incapable of locating his favorite pair of cave troll leather socks, he should think to look among the black hole of matter that is the nearest garbage dump, as they could be snugly lodged between a few billion rocks.&lt;br /&gt;
&lt;br /&gt;
Be aware that if a garbage zone is designated beside a cliff or hole (any open space, either natural or dwarf-made), garbage will be thrown into the open space. If a dump is designated over a [[ramp]] to the next level down, some dwarves may walk down the ramp to dump their items, while others may just toss their items down from above and onto those dwarves, injuring or killing them.&lt;br /&gt;
&lt;br /&gt;
=== Water source ===&lt;br /&gt;
Dwarves will use these zones to draw water, to satisfy booze-less [[thirst]], to tend to another thirsty dwarf (with the Give Water job), or to fill a [[#Pit/Pond|Pond zone]]. Only tiles ''adjacent'' to water qualify as usable water sources - thus, if you want to place a single-tile zone, place the zone onto a ground tile next to the water, not over the water itself. This zone should ''not'' be used with [[well]]s - this is redundant, as they are already considered their own water source.&lt;br /&gt;
&lt;br /&gt;
If this zone does not exist, any water source can be used. If at least one water source zone exists, then dwarves will only get water from these zones.&lt;br /&gt;
&lt;br /&gt;
Remember that natural bodies of water usually contain aquatic wildlife, some of which may attack your dwarves, or at least spook civilians, and interrupt their tasks. Often it may be best to simply designate a safe body of water as a water source so dwarves aren't allowed to drink/fish anywhere else.&lt;br /&gt;
&lt;br /&gt;
Normally, creatures cannot attack any dwarves through a [[well]] so long as the well is not on the same z-level as the top of the lake/river, thus building one will allow your dwarves safe access to water inhabited by vicious animals (as long as those can't climb).&lt;br /&gt;
&lt;br /&gt;
When dangerous fish are found in the river, one solution is to dig an artificial [[channel]] and place a [[grate]] between it and the river proper, as fish cannot swim through grates, but grates still allow water through. However, beware [[Grate#Bugs|the bug with flow and ''wall'' grates]] - taking water via U-shaped tunnel capped with ''floor'' grates may be safer. If you use a completely isolated smooth reservoir filled with [[pump]]-filtered water, it may still need protection, since the dwarf operating a pump stands right next to its water source tile.&lt;br /&gt;
Placing floor grates over the river or channel may also protect dwarves by preventing them from falling in.&lt;br /&gt;
&lt;br /&gt;
[[Carp]] and other non-[[vermin]] fish suffocate if they are not in water, so in some situations it might be possible to pump the water out of a lake or pond. Conversely, an open water body (river or sea) not only cannot be subjected to temporary drainage, but even if there isn't anything dangerous right now, it may arrive later.&lt;br /&gt;
&lt;br /&gt;
=== Animal Training ===&lt;br /&gt;
{{main|Animal Training}}&lt;br /&gt;
An animal training zone allows [[Animal trainer|animal training]]. Animals cannot be trained unless they are in a training zone or [[pasture]] or on a [[restraint]]. &lt;br /&gt;
To be tamed, they must be in a [[cage]]. For making an animal training zone, it is advisable to create a small room with a [[Door|tightly shut door]]. The training zone should be combined with a pasture to keep in wild animals. This will make sure your animals don't escape when they are not being trained.&lt;br /&gt;
&lt;br /&gt;
=== Dungeon ===&lt;br /&gt;
{{main|Jail}}&lt;br /&gt;
&lt;br /&gt;
=== Tomb ===&lt;br /&gt;
{{main|Tomb}}&lt;br /&gt;
&lt;br /&gt;
=== Fishing ===&lt;br /&gt;
Dwarves will preferably use these zones when [[fishing]], using them up until their supply is exhausted before moving on to the next water source. As with water sources, only tiles ''adjacent'' to water qualify as usable tiles. Far-flung fisherdwarves fishing in a distant [[river]] or [[pool]] are a serious defensive liability in case of an attack, so designating a safer fishing zone and, optionally, restricting non-zone fishing in the [[standing orders]] menu will help keep your fisherdwarves safe. Dwarves can fish through a [[grate]] or even a [[well]], provided there is water in the tile 1 z-level below the activity zone.&lt;br /&gt;
&lt;br /&gt;
The [[Captured live fish|capture live fish]] job can ''only'' be carried out at a designated fishing zone.&lt;br /&gt;
&lt;br /&gt;
=== Gather Fruit ===&lt;br /&gt;
This will automate plant-gathering jobs in this area, necessary if you want your dwarves to collect fruit from the floor or trees. If there are fruit-bearing trees in the designated area, a dwarf will fetch a [[stepladder]] to climb into the tree. The ladder-using dwarf will drop harvested fruit to the ground for others to collect and haul. The details can be set in a sub-menu.&lt;br /&gt;
&lt;br /&gt;
=== Sand collection ===&lt;br /&gt;
{{main|Glass industry#Collecting sand}}&lt;br /&gt;
A '''sand collection''' zone allows dwarves with the [[item hauling]] labor active to fill an unused [[bag]] with [[sand]] for use in the [[glass industry]]. The 'collect sand' task is created at a [[glass furnace]].&lt;br /&gt;
&lt;br /&gt;
=== Clay collection ===&lt;br /&gt;
{{main|Ceramic industry#Clay collection}}&lt;br /&gt;
A '''clay collection''' zone allows dwarves with the [[item hauling]] labor active to create [[clay]] for use in the [[ceramic industry]]. The 'collect clay' task is created at a [[kiln]].&lt;br /&gt;
&lt;br /&gt;
== Value ==&lt;br /&gt;
&lt;br /&gt;
Most users of a zone care about the value or impressiveness of the zone at some level. Nobles have specific value requirements for their assigned zones that if not met will cause [[Emotion|stressful thoughts]], while the thoughts generated by more impressive zones will have a stronger stress–relieving value than the thoughts generated by plain or unimpressive zones.&lt;br /&gt;
&lt;br /&gt;
The formula for calculating this value has changed significantly from prior versions of Dwarf Fortress. Thanks to research by TBTerra{{cite reddit|zzqlfu}}, the new formula has been discovered (and included here with only minor edits).&lt;br /&gt;
&lt;br /&gt;
=== Primer ===&lt;br /&gt;
&lt;br /&gt;
Some definitions to get us started&lt;br /&gt;
&lt;br /&gt;
;material value&lt;br /&gt;
:the value given to an item, floor, wall etc due to the material it is made from. ''Common material types:'' wood is 1, rocks are 1–3, ores/metals are 2–40, gems are 2–60&lt;br /&gt;
;old quality multiplier&lt;br /&gt;
:this is the multiplier that used to be used for items before the steam version, and it is still used in some places&lt;br /&gt;
;new quality multiplier&lt;br /&gt;
:this is the new multiplier that is used for items in the steam version&lt;br /&gt;
;new quality bonus&lt;br /&gt;
:as well as the multiplier items now get a flat bonus added based on quality&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Quality&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Old quality multiplier&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | New quality multiplier&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | New quality bonus&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; scope=&amp;quot;row&amp;quot; | -well crafted-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | x2&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | ×1.1&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | +3&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; scope=&amp;quot;row&amp;quot; | +finely crafted+&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | x3&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | ×1.2&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | +6&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; scope=&amp;quot;row&amp;quot; | *superior*&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | x4&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | ×4/3 (1.333…)&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | +10&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; scope=&amp;quot;row&amp;quot; | ≡exceptional≡&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | x5&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | ×1.5&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | +15&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; scope=&amp;quot;row&amp;quot; | ☼masterful☼&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | x12&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | ×2&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | +30&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; scope=&amp;quot;row&amp;quot; | Artifact&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | ×120&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | ×20&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | +300&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== What counts towards room value ===&lt;br /&gt;
&lt;br /&gt;
Room value can be loosely split in to 3 categories, furniture (everything that is a placeable object goes here, including doors), walls and floors&lt;br /&gt;
&lt;br /&gt;
A rooms furniture value is done by just counting every item of furniture in the room an adding all their values up. Due to the quality value nerf, these are now less workable as ways to pump up room value.&lt;br /&gt;
&lt;br /&gt;
Wall/floor values are also calculated by adding all the individual tiles of wall/floor but first we have to calculate the individual values&lt;br /&gt;
&lt;br /&gt;
=== Values of floor tiles ===&lt;br /&gt;
&lt;br /&gt;
The value of an individual floor tile depends on if its the original cave floor, a smoothed cave floor, or a placed floor, with placed floors being higher valued&lt;br /&gt;
&lt;br /&gt;
;raw cave floor&lt;br /&gt;
:1 × material value&lt;br /&gt;
;Smooth cave floor&lt;br /&gt;
:4 × material value&lt;br /&gt;
;placed cave floor&lt;br /&gt;
:7 × material value&lt;br /&gt;
&lt;br /&gt;
Additionally if the floor is engraved you add an extra 10 × material value × old quality multiplier.&lt;br /&gt;
&lt;br /&gt;
=== Values of wall tiles ===&lt;br /&gt;
&lt;br /&gt;
Again value depends on whether its original stone, smoothed stone, or placed wall (boulders/bars or blocks does not mater to value).&lt;br /&gt;
&lt;br /&gt;
;original wall&lt;br /&gt;
:1 × material value&lt;br /&gt;
;smoothed wall&lt;br /&gt;
:5 × material value&lt;br /&gt;
;placed wall&lt;br /&gt;
:9 × material value&lt;br /&gt;
&lt;br /&gt;
Engraving with walls is slightly complex. in order for an engraved wall to add its engraving to the room value, the room must contain, both the wall itself, and also the location the engraver was standing when it was engraved, this gives wall engravings a sort of directionality leading to people double walling so engravings can face into a room from both sides.&lt;br /&gt;
&lt;br /&gt;
The value of a wall engraving is 10 × old quality multiplier × material value of the most common building material used in the room’s walls and floors.&lt;br /&gt;
&lt;br /&gt;
=== Overlapping Rooms ===&lt;br /&gt;
&lt;br /&gt;
When you overlap room designations such that they share floor tiles, they receive a massive overlap penalty, said penalty use to be 75%, but it appears to have changed to something more like 99%.&lt;br /&gt;
&lt;br /&gt;
Sharing walls is fine however, and sharing doors is allowed as long as the room contains a wall adjacent to the door. When sharing a door, the floor tile it is on is also shared.&lt;br /&gt;
&lt;br /&gt;
=== Non-contiguous rooms ===&lt;br /&gt;
&lt;br /&gt;
In the steam version there is nothing that requires a room to all be a connected piece. this, combined with wall sharing allows for some… less than fair cheesing of platinum walls that are somehow owned by every single bedroom, and with a trick in the “how to break room value” section, you can have every room royal quality for as little as 4 platinum and 6 basic wood/stone&lt;br /&gt;
&lt;br /&gt;
=== Building optimally (assuming you don't have infinite resources) ===&lt;br /&gt;
&lt;br /&gt;
If you are limited on your high value materials (or have lots of rooms you wish to improve) and don't want to abuse wall sharing or other glitches, here's how best to use those high value mats&lt;br /&gt;
&lt;br /&gt;
# Use your high value materials on floor tiles not furniture. A decently engraved floor has a value of 37–57 × material value; the only thing that gets close to that is the mechanisms in levers.&lt;br /&gt;
# The floors of doors that go between rooms you wish to increase are of particular importance as they will count for both rooms.&lt;br /&gt;
# If you’re ok with it looking a bit odd, use as many different low value materials (basic stones or woods) to make the rest of the floor/walls, such that your most common material type is the high value one, which is then used for all your wall engravings. Note: if the room is 4×5 or larger, just using high value floor tiles will mean they will be the most common material regardless of the walls.&lt;br /&gt;
# Remember engravings cannot be redone. Leave your highest value tiles to be done by your most experienced engraver.&lt;br /&gt;
&lt;br /&gt;
=== Breaking room value ===&lt;br /&gt;
&lt;br /&gt;
So you don’t care about using glitches and non–contiguous rooms. Here’s the way you break room value with minimal effort and resources.&lt;br /&gt;
&lt;br /&gt;
# Make a line of wall with 1 tile gap either side (if your engravers are really good this might only need to be 2–3 long).&lt;br /&gt;
# Make the lines of floor either side of this wall out of the most valuable material you can (aluminum or platinum are great, steel and gold also work), and have your best engraver engrave them.&lt;br /&gt;
# Place doors on top of all those engraved tiles, what sort doesn’t really matter, as they will be adding 10–100 value to 2–3k value floor tiles.&lt;br /&gt;
# For every room add the doors and the wall (this is a convenient rectangle). The wall makes the doors shareable, and the doors make the engraved floor shareable.&lt;br /&gt;
# For optimal results hide this to the south east of your area, otherwise the zone icons can get rather confused.&lt;br /&gt;
&lt;br /&gt;
{{Zones}}&lt;br /&gt;
{{V50 menus}}&lt;br /&gt;
{{Category|Fortress mode}}&lt;br /&gt;
{{Category|Zones}}&lt;br /&gt;
[[ru:Zones]]&lt;/div&gt;</summary>
		<author><name>Koos</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=System_requirements&amp;diff=280098</id>
		<title>System requirements</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=System_requirements&amp;diff=280098"/>
		<updated>2022-12-27T23:12:00Z</updated>

		<summary type="html">&lt;p&gt;Koos: Added requirements from the steam page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
:''If you're looking for information on improving the performance of Dwarf Fortress on your computer, see [[Maximizing framerate|Maximizing Framerate]].  For installation instructions, see [[Installation]].''&lt;br /&gt;
&lt;br /&gt;
''Dwarf Fortress'' is a very complex game, but in ways that differ from most other complex games.  This leads to the game having a somewhat unusual set of requirements.&lt;br /&gt;
&lt;br /&gt;
Note that while the [http://bay12games.com/dwarves/ front page] displays only three builds, there also exist other builds [http://bay12games.com/dwarves/older_versions.html under the &amp;quot;All Versions&amp;quot; link].&lt;br /&gt;
&lt;br /&gt;
==Premium version official requirements==&lt;br /&gt;
From the [https://store.steampowered.com/app/975370/Dwarf_Fortress/ Steam page]&lt;br /&gt;
&lt;br /&gt;
* Requires a 64-bit processor and operating system&lt;br /&gt;
* OS: minimum Windows XP SP3 or later&lt;br /&gt;
* Processor: minimum Dual Core CPU - 2.4GHz+, recommended Dual Core CPU - 4GHz+&lt;br /&gt;
* Memory: 4 GB RAM&lt;br /&gt;
* Graphics: 1GB of VRAM: Intel HD 3000 GPU / AMD HD 5450 / Nvidia 9400 GT&lt;br /&gt;
* Storage: 500 MB available space&lt;br /&gt;
&lt;br /&gt;
== OS ==&lt;br /&gt;
&lt;br /&gt;
* '''Windows''' requires XP SP3 or newer and an Intel/AMD CPU.&lt;br /&gt;
* '''Linux''' runs natively on an Intel/AMD CPU (x86 or amd64) with the [[Installation#Linux|proper dependencies]] installed. Running the Windows build under Wine is an alternative, but introduces overhead that may be significant.&lt;br /&gt;
* '''MacOS''' requires 10.5 (Leopard) or later and an Intel CPU. There is not an ARM build yet, but the existing macOS build may work under Rosetta.&lt;br /&gt;
* Builds for other systems do not exist.  Depending on your system, it ''may'' be possible to run the other builds through some messing around.&lt;br /&gt;
&lt;br /&gt;
==GPU==&lt;br /&gt;
&lt;br /&gt;
''Dwarf Fortress'' is not particularly graphically intensive, even when using high-res [[tilesets]] and [[graphics set]]s. ''Dwarf Fortress'' also doesn't use technologies like [[wikipedia:OpenCL|OpenCL]] to make use of graphics cards anyway, so a top-of-the-line graphics card will generally not improve performance.&lt;br /&gt;
&lt;br /&gt;
==CPU==&lt;br /&gt;
&lt;br /&gt;
''Dwarf Fortress'' mostly operates on a single thread, so if you want to optimize for DF, you should probably optimize for single-core performance.  This is especially true if you want to do more laggy things, such as [[mist]] generators.  However, laggy circumstances are generally the exception, not the rule, and in those other circumstances, you generally don't need a ''particularly'' powerful CPU.&lt;br /&gt;
&lt;br /&gt;
=== Cache size ===&lt;br /&gt;
&lt;br /&gt;
As ''Dwarf Fortress''' bottlenecks are mostly due to [https://en.wikipedia.org/wiki/CPU_cache#Cache_miss cache misses], it has been [http://www.bay12forums.com/smf/index.php?topic=151121.msg6270374#msg6270374 speculated on the DF forums] that &amp;quot;a CPU with a positively giant L3/L4 cache (and I mean &amp;gt; 256 mb or GTFO)&amp;quot; would improve DF performance, as would using faster RAM with smaller [https://en.wikipedia.org/wiki/CAS_latency transfer times]—see the next section.&lt;br /&gt;
&lt;br /&gt;
== RAM ==&lt;br /&gt;
&lt;br /&gt;
During [[Fortress mode|regular]] [[Adventurer mode|gameplay]], ''Dwarf Fortress'' usually doesn't consume too much memory -  512MB is probably a bit tight, but 1GB is absolutely sufficient, though if you're short on RAM, you may want to quit other running processes.  What's particularly important during regular gameplay is RAM ''latency''—since the game uses the RAM ''every single frame'', it's important that your RAM be fast, lest you experience FPS death.&lt;br /&gt;
&lt;br /&gt;
However, [[world generation]] is known to eat up a lot more RAM than normal gameplay, especially if you generate worlds that are particularly large or have long histories - multiple gigabytes may be consumed.  To be safe, you should shut down any background processes when generating a world, and if you're particularly tight on RAM, consider reducing the size or history of the worlds you generate—the game is rich enough with content that you'll still have plenty of things to do, and you can always tweak the other, less RAM-hungry [[advanced world generation]] parameters.  (RAM latency is less of a problem here, since you'll only need to do this once every so often.)&lt;br /&gt;
&lt;br /&gt;
== SDL vs. Legacy ==&lt;br /&gt;
[http://www.libsdl.org/ SDL] is a cross-platform application framework. The SDL version of DF runs on Windows, Mac OS X, and Linux. It includes Baughn's new OpenGL code, which is faster and has more features (including support for PNG tilesets and using scroll wheels).&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Legacy&amp;quot; refers to the (Windows-only) framework Toady used before migrating to SDL. The legacy version is only necessary if the SDL version doesn't work for some reason.&lt;br /&gt;
&lt;br /&gt;
== Experiential reports ==&lt;br /&gt;
=== Report format ===&lt;br /&gt;
Please read [[System_requirements/Report_Template|the report template]] page before contributing any reports.&lt;br /&gt;
&lt;br /&gt;
=== Reports ===&lt;br /&gt;
&lt;br /&gt;
Configuration type: Self-built PC from 2008&lt;br /&gt;
;Game info&lt;br /&gt;
:Game version: v0.34.07&lt;br /&gt;
:World size: Small&lt;br /&gt;
:Embark size: 4×4&lt;br /&gt;
:Age of fort: 1 year&lt;br /&gt;
:Number of dwarves: 15&lt;br /&gt;
:Average fps: 100&lt;br /&gt;
:Default/nondefault raws: default&lt;br /&gt;
:Tileset in use: Mayday&lt;br /&gt;
:Amount of stone dug: ~3000&lt;br /&gt;
:Amount of water and state: About 15 murky pools, no river or stream&lt;br /&gt;
:Approximate amount of z-levels: 10&lt;br /&gt;
:RAM usage of game: 622 Mb&lt;br /&gt;
:Draw mode in init.txt: 2D&lt;br /&gt;
&lt;br /&gt;
;PC info&lt;br /&gt;
:CPU: Intel Core2Quad Q6600 @ 2.4Ghz&lt;br /&gt;
:MBO: Gigabyte P35-DS3L&lt;br /&gt;
:RAM: 4GB DDR2 @ 800Mhz&lt;br /&gt;
:GPU: Gigabyte Radeon HD5850&lt;br /&gt;
:OS: Windows 7 Professional x64&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Configuration type: Self-built PC from 2012&lt;br /&gt;
;Game info&lt;br /&gt;
:Game version: v0.34.11&lt;br /&gt;
:World size: Small&lt;br /&gt;
:Embark size: 4×4&lt;br /&gt;
:Age of fort: 8 years&lt;br /&gt;
:Number of dwarves: 232&lt;br /&gt;
:Average fps: 78&lt;br /&gt;
:Default/nondefault raws: default&lt;br /&gt;
:Tileset in use: Mayday&lt;br /&gt;
:Amount of stone dug: ~1100&lt;br /&gt;
:Amount of water and state: Frozen river, frozen murky pools, two artifical-made underground rivers&lt;br /&gt;
:Approximate amount of z-levels: 8&lt;br /&gt;
:RAM usage of game: 765 Mb&lt;br /&gt;
:Draw mode in init.txt: 2D&lt;br /&gt;
&lt;br /&gt;
;PC info&lt;br /&gt;
:CPU: Intel Core i5 3570K @ 3.4 Ghz&lt;br /&gt;
:MBO: ASUS P8Z77-M PRO&lt;br /&gt;
:RAM: 8GB DDR3 @ 1600Mhz&lt;br /&gt;
:GPU: Gigabyte Radeon HD5850&lt;br /&gt;
:OS: Windows 7 Professional x64&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Configuration type: Self-built PC from 2012&lt;br /&gt;
;Game info&lt;br /&gt;
:Game version: v0.34.11&lt;br /&gt;
:World size: Small&lt;br /&gt;
:Embark size: 4×4&lt;br /&gt;
:Age of fort: 2 years&lt;br /&gt;
:Number of dwarves: 98&lt;br /&gt;
:Average fps: ~250&lt;br /&gt;
:Default/nondefault raws: default&lt;br /&gt;
:Tileset in use: Mayday&lt;br /&gt;
:Amount of stone dug: ~1900&lt;br /&gt;
:Amount of water and state: Frozen river, Frozen Pools&lt;br /&gt;
:Approximate amount of z-levels: 9&lt;br /&gt;
:RAM usage of game: 834 Mb&lt;br /&gt;
:Draw mode in init.txt: 2D&lt;br /&gt;
&lt;br /&gt;
;PC info&lt;br /&gt;
:CPU: Amd Fx-8350 @ 4.8 Ghz&lt;br /&gt;
:MBO: Gigabyte GA-990FXA-UD5&lt;br /&gt;
:RAM: 16GB DDR3 @ 1866 Mhz&lt;br /&gt;
:GPU: Sapphire Hd 7970 Ghz Vapor X&lt;br /&gt;
:OS: Windows 7 Professional x64&lt;br /&gt;
&lt;br /&gt;
{{Translation| dwarven = idith inem | elvish = eritha enotho | goblin = obsår eted | human = histek tikes}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Game}}&lt;br /&gt;
[[ru:System requirements]]&lt;/div&gt;</summary>
		<author><name>Koos</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Shop&amp;diff=280097</id>
		<title>Shop</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Shop&amp;diff=280097"/>
		<updated>2022-12-27T22:57:21Z</updated>

		<summary type="html">&lt;p&gt;Koos: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{Building|name=Shop|key=z&lt;br /&gt;
|job=&lt;br /&gt;
None&lt;br /&gt;
|construction=&lt;br /&gt;
* 3 [[Building material]]s (non-[[economic]])&lt;br /&gt;
|construction_job=&lt;br /&gt;
Skill appropriate to building material&lt;br /&gt;
|purpose=&lt;br /&gt;
Allows dwarves to purchase items&lt;br /&gt;
}}{{av}}&lt;br /&gt;
&lt;br /&gt;
{{del|This building has not existed for quite some time, and is not relevant to the current version}}&lt;br /&gt;
&lt;br /&gt;
'''In the current version of Dwarf Fortress, the [[Dwarven economy|economy]] never activates, so shops can never be built''' - [[Main:Toady One|Toady One]] has stated that, after various other changes have been made to the game, he will re-enable the economy and this building will return.&lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;br /&gt;
{{Workshops}}&lt;/div&gt;</summary>
		<author><name>Koos</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Template:V50_workshops&amp;diff=280096</id>
		<title>Template:V50 workshops</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Template:V50_workshops&amp;diff=280096"/>
		<updated>2022-12-27T22:55:18Z</updated>

		<summary type="html">&lt;p&gt;Koos: Removed Shop&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox&lt;br /&gt;
| name  = v50 workshops&lt;br /&gt;
| title = [[Workshop]]s and [[furnace]]s&lt;br /&gt;
| state = {{{state|}}}&lt;br /&gt;
| basestyle = background-color: #ead3c3;&lt;br /&gt;
&lt;br /&gt;
| group1 = {{Catlink|Workshops}}&lt;br /&gt;
| list1  = [[Ashery]]{{*}} [[Bowyer's workshop|Bowyer]]{{*}} [[Butcher's shop|Butcher]]{{*}} [[Carpenter's workshop|Carpenter]]{{*}} [[Clothier's shop|Clothier]]{{*}} [[Craftsdwarf's workshop|Craftsdwarf]]{{*}} [[Dyer's shop|Dyer]]{{*}} [[Farmer's workshop|Farmer]]{{*}} [[Fishery]]{{*}} [[Jeweler's workshop|Jeweler]]{{*}} [[Kitchen]]{{*}} [[Leather works|Leather]]{{*}} [[Loom]]{{*}} [[Magma forge]]{{*}} [[Stoneworker's workshop|Stoneworker]]{{*}} [[Mechanic's workshop|Mechanic]]{{*}} [[Metalsmith's forge]]{{*}} [[Millstone]]{{*}} [[Quern]]{{*}} [[Screw press]]{{*}} [[Siege workshop|Siege]]{{*}} [[Still]]{{*}} [[Soap maker's workshop|Soap]]{{*}} [[Tanner's shop|Tanner]]&lt;br /&gt;
&lt;br /&gt;
| group2 = {{Catlink|Furnaces}}&lt;br /&gt;
| list2  = [[Glass furnace]] ([[Magma glass furnace|Magma]]){{*}} [[Kiln]] ([[Magma kiln|Magma]]){{*}} [[Smelter]] ([[Magma smelter|Magma]]){{*}}  [[Wood furnace]]&lt;br /&gt;
&lt;br /&gt;
| group3 = Related articles&lt;br /&gt;
| list3  = [[Clutter]]{{*}} [[Vermin Catcher's Shop]]{{*}} [[Trade depot]]&lt;br /&gt;
}}&amp;lt;noinclude&amp;gt;[[Category:Navigation templates]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Koos</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Template:V50_buildings&amp;diff=280095</id>
		<title>Template:V50 buildings</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Template:V50_buildings&amp;diff=280095"/>
		<updated>2022-12-27T22:55:08Z</updated>

		<summary type="html">&lt;p&gt;Koos: Removed Shop&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox&lt;br /&gt;
| name  = v50 buildings&lt;br /&gt;
| title = [[Building]]s&lt;br /&gt;
| state = {{{state|}}}&lt;br /&gt;
| basestyle = background-color: #b4bdc8;&lt;br /&gt;
&lt;br /&gt;
| list1  = [[Workshop]]s • [[Furnace]]s&lt;br /&gt;
&lt;br /&gt;
| list2  = &amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| group3 = [[Furniture]]&lt;br /&gt;
| list3  = [[Altar]] • [[Animal trap]] • [[Armor stand]] • [[Bed]] • [[Box]] • [[Bucket]] • [[Cabinet]] • [[Cage]] • [[Coffin]] • [[Display case]] • [[Pedestal]] • [[Restraint]] • [[Seat]] • [[Slab]] •  [[Statue]] • [[Table]] • [[Weapon rack]]&lt;br /&gt;
&lt;br /&gt;
| group4 = [[Tool]]s&lt;br /&gt;
| list4  = [[Bookcase]] • [[Hive]] • [[Nest box]]&lt;br /&gt;
&lt;br /&gt;
| list5  = &amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| group6 = Access&lt;br /&gt;
| list6  = [[Bars]] • [[Bridge]] • [[Door]] • [[Floodgate]] • [[Grate]] • [[Hatch cover|Hatch]] • [[Road]] • [[Window]]&lt;br /&gt;
&lt;br /&gt;
| group7 = [[Construction]]s&lt;br /&gt;
| list7  = [[Floor]] • [[Fortification]] • [[Ramp]] • [[Stairs]] • [[Wall]]&lt;br /&gt;
&lt;br /&gt;
| group8 = [[Machine]] and [[trap|trap parts]]&lt;br /&gt;
| list8  = [[Axle]] • [[Gear assembly]] • [[Lever]] • [[Millstone]] • [[Pressure plate]] • [[Roller]] • [[Screw pump]] • [[Support]] • [[Trap]] • [[Water wheel]] • [[Windmill]]&lt;br /&gt;
&lt;br /&gt;
| group9 = Other buildings&lt;br /&gt;
| list9  = [[Archery target]] • [[Vermin Catcher's Shop]] • [[Siege engine]] • [[Trade depot]] • [[Wagon (embark)|Wagon]] • [[Well]]&lt;br /&gt;
&lt;br /&gt;
| list10 = &amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| group11 = Related articles&lt;br /&gt;
| list11  = [[Design strategies]] • [[Bedroom design]] • [[Furniture industry]]&lt;br /&gt;
}}&amp;lt;noinclude&amp;gt;[[Category:Navigation templates]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Koos</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Labor&amp;diff=280094</id>
		<title>Labor</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Labor&amp;diff=280094"/>
		<updated>2022-12-27T22:39:45Z</updated>

		<summary type="html">&lt;p&gt;Koos: /* Assigning labors */ added reference to work detail page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{quote|'''&amp;quot;To get a job done, a dwarf has to do it.&amp;quot;''' - Boss Urist McOverstates-the-obvious}}[[File:labor_preview.jpg|thumb|220px|right|&amp;quot;Put both your backs into it!&amp;quot;]]'''Labor''' is how jobs get done in a fortress and which labors are enabled for a dwarf determines which jobs they can perform. The skill level and [[attribute]]s of an individual determine how effectively they perform a job, and a dwarf's overall skill levels determine which profession the game assigns to them.&lt;br /&gt;
&lt;br /&gt;
==Introduction to labor==&lt;br /&gt;
Your dwarves function as semi-autonomous entities, usually fulfilling their own basic needs, and sometimes performing jobs when able. Each job corresponds to a '''labor''' which a dwarf must have enabled to perform. Enabling labors tells them what jobs they can do, and multiple can be assigned to each dwarf, but specialization means faster skill gain (and some jobs have conflicting tool requirements described below). Jobs are created in various ways, including [[designation]]s, [[zone]]s, [[workshop]] tasks, and [[manager]] work orders, and once created, an idle dwarf with that labor enabled will be assigned the job. A new tab called [[work detail]] has been introduced as well.&lt;br /&gt;
&lt;br /&gt;
=== Basic terminology ===&lt;br /&gt;
*'''Labor:''' the ability to complete a job specific to a given type of work, which must be assigned individually to each dwarf.&lt;br /&gt;
*'''Preference:''' a somewhat ambiguous term associated with the process of assigning a labor to a dwarf.  Dwarves do not merely ''prefer'' assigned labors over unassigned labors; instead, they will '''completely refuse''' to do unassigned labors.&lt;br /&gt;
*'''Skill:'''  the level of proficiency a dwarf has when performing a specific labor.  Skill increases with experience in completing the work.  (The terms labor and skill are '''NOT''' synonyms.  Skill is a measure of proficiency for a given labor, while a labor is the ability to do the work.) &lt;br /&gt;
*'''[[Unit_type_token|Profession]]:'''  Each dwarf is assigned a professional title, which is determined from the dwarf's assigned / preferred labors that has the highest skill level.&lt;br /&gt;
*'''Job:'''  a specific task or work order queued to be completed, which can only be completed by a dwarf assigned to the labor that corresponds to the job.  Typically there are multiple jobs that can be completed by a specific labor.&lt;br /&gt;
:*Additionally, basic needs also appear as jobs, such as [[Food|eating]], [[sleep]]ing, [[Alcohol|drinking]], etc..  These are not assigned, but are created automatically as needed.&lt;br /&gt;
*'''Social Skill:'''  [[Social skill]]s are not labors, in that no work is performed using them, but they are similar in that they are unique abilities which will increase in competency the more they are used.  &lt;br /&gt;
*'''Miscellaneous Abilities:'''  are similar to labors and social skills, but, again, are not used in the performance of work.  An example is [[swimming]].&lt;br /&gt;
&lt;br /&gt;
===Assigning labors===&lt;br /&gt;
{{Main|Work detail}}&lt;br /&gt;
There are several steps required to assign a particular labor to a dwarf.  For an example, let's say you have designated a section of underground [[rock]] to be [[mining|mined]] in order to make a tunnel for your fortress.  This designation of work is a &amp;quot;job&amp;quot;, and will now appear in your {{k|j}}obs [[menu]] as &amp;quot;dig&amp;quot;.  In order for a dwarf to complete the job, you must assign a dwarf the [[mining]] labor.  This can be done as follows:&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# From the main map screen, select the [[unit list]] menu, {{k|u}}, which will list all your dwarves and show their current activity.&lt;br /&gt;
#* Alternatively, you can use the {{k|v}}iew menu. &lt;br /&gt;
# From the [[unit list]] menu, arrow scroll down to select the dwarf whom you want to assign a labor to then select {{k|z}} to zoom to their location.  Your view will change to the main map, and the dwarf you have chosen should be flashing on and off.  In the task window on the right you will see information about the selected dwarf,  in the Dwarf Details menu.&lt;br /&gt;
#* The default view for the selected dwarf in the Dwarf Details menu is 'general' {{k|g}}, which will list the dwarf's nickname or first name, dwarvish last name,  and profession, followed below by their [[Technical tricks#Settings - d_init.txt|nickname]] or first name and last name as it reads in English, and their [[noble]] title if they are a [[noble]].  This is followed by a list that shows the current job (or lack thereof) in blue text, [[combat]] role {{k|c}}, labors {{k|b}}, and miscellaneous [[social skill]]s and abilities {{k|m}}.  To see only the current labors, turn the combat {{k|c}} and miscellaneous {{k|m}} sections off.&lt;br /&gt;
#  From the Dwarf Details screen, select {{k|p}} for preference, and then {{k|l}} for labor.  This will take you to the Labor Categories screen, which categorizes the individual labor options into various categories based on similarity of work.  (See Labor Categories below.)&lt;br /&gt;
#* Note that [[Mining]] is unique on the list, as it is the only item that is a labor in its own right, and not a category of several labors.&lt;br /&gt;
#  Scroll through the list using the {{k|+}} or {{k|-}} keys, select a category, and scroll through the individual labor list, and once you have the desired labor selected, press {{k|Enter}}.  For this example, since Mining is a labor and not a category you need only select [[Mining]] from the category menu.&lt;br /&gt;
#  Exiting:  To return to the Dwarf Details screen, select preference {{k|p}} then general {{k|g}}, and you should see the new assigned labor in the list.  You can also exit directly to the main screen by selecting {{k|Esc}}.&amp;lt;br /&amp;gt;&lt;br /&gt;
#* Note that changes in labors '''will not always take effect immediately''', if a labor, say Mining, is deselected on a dwarf who is performing the job, they will first finish mining the current tile and then stop mining.&lt;br /&gt;
&lt;br /&gt;
[[File:pinklabor.png|thumb|223px|right|Pink-colored labor choices.]]If the dwarf is undergoing military training, then activated labors will be marked in pink, denoting that a dwarf is not able to perform those labors.&lt;br /&gt;
&lt;br /&gt;
{{TipBox2|titlebg=#dd0|float=right|Utilities|You may have noticed that the UI for managing dwarves is a bit difficult to use. If you are using a supported operating system, [[Utilities#Dwarf Therapist|Dwarf Therapist]] and/or [[Utility:DFHack|DFHack]] can make this much easier.}}&lt;br /&gt;
&lt;br /&gt;
'''Note:'''  The word '''&amp;quot;preference&amp;quot;''' can be confusing, as it suggests that a dwarf will do work associated with any labor, but will 'prefer' and prioritize work associated with labors you have assigned.  '''This is not the case.'''  A dwarf will '''only''' do work associated with assigned preferred labors, so it is not a preference, but in fact functions as a switch to enable or disable the labor.  (Prioritization of work is based on several factors that are not fully understood, but are presented in [[micromanaging tricks]].)&lt;br /&gt;
&lt;br /&gt;
Once designated as a '''labor preference''', a single labor can be applied to many different jobs.  For instance, a dwarf with the [[bone carving]] labor designated might carve a totem out of a skull, craft bone practice [[bolt]]s for a [[crossbow]], create bone [[armor]], or carve bone [[craft]]s to trade.  Each of these is a different possible job allowed by designating the associated labor.&lt;br /&gt;
&lt;br /&gt;
=== Labor and tool requirements ===&lt;br /&gt;
For a few specific jobs, a matching '''tool''' is also required for a dwarf to obey the job assignment.  Any active [[miner]] needs a [[pick]], any active wood cutter needs a [[battle axe]], and any active [[hunter]] needs a  [[crossbow]] (with quiver and bolts).  If a labor needs a tool, the labor is considered '''exclusive''' such that you can only assign &amp;lt;u&amp;gt;one&amp;lt;/u&amp;gt; of the three labors listed to any single dwarf at any one time. &lt;br /&gt;
&lt;br /&gt;
This means that a dwarf cannot be, for instance, a [[Miner]] and a [[Hunter]] simultaneously, since both labors require a tool. If a dwarf is assigned a tool-labor and another tool-labor was previously assigned to said dwarf, the (old) tool-labor is automatically and silently unassigned, and that tool is immediately dropped where they stand at the time. &lt;br /&gt;
&lt;br /&gt;
Additionally, the assignment of these tools '''overrides''' any [[Squad|uniform]] assigned to a dwarf's [[squad]], so [[military]] dwarves should never be assigned any of the aforementioned labors. &lt;br /&gt;
&lt;br /&gt;
To be used, a tool cannot be [[forbidden]], nor in possession of another dwarf (even one that does not currently have a job), and a [[path]] must be available from the dwarf to that type of tool. If a tool is not available, the dwarf will typically attempt to fulfil other [[need]]s. It is possible, by using locked doors etc. to limit the paths, to force a specific tool to be assigned to a dwarf, but otherwise the tool will be randomly assigned, sometimes involving a dwarf walking long distances and past perfectly useful tools to find the one they think they want.&lt;br /&gt;
&lt;br /&gt;
=== Labor and facility requirements  ===&lt;br /&gt;
Many jobs require a workshop or some other [[Furnace|facility]] in order to be completed.  Jobs are designated by way of the workshop, and any dwarf with the corresponding labor associated with the workshop will go to the shop, provided they are not eating, sleeping, drinking, etc..., and begin to complete the task.  Most workshop jobs also require some raw materials in order to complete the production.&lt;br /&gt;
&lt;br /&gt;
== Labor categories ==&lt;br /&gt;
Labor is divided into the following categories which are typically related by function or material, and for which there are multiple labors associated with each category:&lt;br /&gt;
* '''[[Mining]]''': &lt;br /&gt;
::: [[Mining]]&lt;br /&gt;
*  '''[[Wood industry|Woodworking]]''': &lt;br /&gt;
::: [[Carpentry]], [[Crossbow-making]], [[Wood cutting]]&lt;br /&gt;
*  '''[[Stone industry|Stoneworking]]''': &lt;br /&gt;
::: [[Masonry]], [[Stone carving]], [[Stonecutting]], [[Stone Engraving]]&lt;br /&gt;
*  '''[[Hunting]]'''/Related:  &lt;br /&gt;
::: [[Animal care]]†, [[Animal training]], [[Hunting]], [[Small animal dissection]]‡, [[Trapping]]‡&lt;br /&gt;
*  '''[[Healthcare]]''':   &lt;br /&gt;
::: [[Diagnosis]], [[Dressing wounds]], Feed Patients/Prisoners, Recovering Wounded, [[Setting bones]], [[Surgery]], [[Suturing]]&lt;br /&gt;
*  '''[[Farming]]'''/Related:   &lt;br /&gt;
::: [[Beekeeping]], [[Brewing]], [[Butchery]], [[Cheese making]], [[Cooking]], [[Dyeing]], [[Grower|Farming (Fields)]], [[Gelder|Gelding]], [[Lye maker|Lye Making]], [[Milking]], [[Milling]], [[Herbalist|Plant Gathering]], [[Thresher|Plant Processing]], [[Potash maker|Potash Making]], [[Presser|Pressing]], [[Shearing]], [[Soaper|Soap making]], [[Spinning]], [[Tanning]], [[Wood burner|Wood Burning]]&lt;br /&gt;
*  '''[[Fishing]]'''/Related:   &lt;br /&gt;
::: [[Fishing]], [[Fish cleaning]], [[Fish dissection]]‡&lt;br /&gt;
*  '''[[Metal industry|Metalsmithing]]''':  &lt;br /&gt;
::: [[Armoring]], [[Blacksmithing]], [[Furnace operating]], [[Metalcrafting]], [[Weaponsmithing]]&lt;br /&gt;
*  '''[[Jewelry]]''':   &lt;br /&gt;
::: [[Gem cutting]], [[Gem setting]]&lt;br /&gt;
*  '''[[Crafts]]''':   &lt;br /&gt;
::: [[Bookbinder|Book Binding]], [[Bone carver|Bone Carving]], [[Clothier|Clothesmaking]], [[Glassmaker|Glassmaking]], [[Glazer|Glazing]], [[Leatherworker|Leatherworking]],  [[Papermaker|Papermaking]], [[Potter|Pottery]], [[Stone crafter|Stonecrafting]], [[Strand extractor|Strand Extraction]], [[Wax worker|Wax Working]],  [[Weaver|Weaving]], [[Wood crafter|Woodcrafting]]&lt;br /&gt;
*  '''[[Engineer]]ing''':   &lt;br /&gt;
::: [[Mechanic]]s, [[Pump operator|Pump operating]], [[Siege engineer|Siege Engineering]], [[Siege operator|Seige Operating]]&lt;br /&gt;
*  '''[[Hauling]]''':&lt;br /&gt;
::: Stone/Wood/Item/Food/[[Refuse]]/Furniture/Animal/Trade Good/Water Hauling, Burial, Push/Haul Vehicles&lt;br /&gt;
*  '''Other''' Jobs:   &lt;br /&gt;
::: [[Cleaning]], [[Lever operation]], Road building, Wall/Floor construction&lt;br /&gt;
&lt;br /&gt;
†As of 8-2014, Animal Care is not functioning{{verify}}&lt;br /&gt;
&lt;br /&gt;
‡Trapping, Small Animal Dissection, and Fish Dissection have limited utility. &lt;br /&gt;
&lt;br /&gt;
=== Jobs that are not associated with a labor ===&lt;br /&gt;
* Basic Needs: [[food|eat]]ing, [[thirst|drinking]], [[sleep]]ing, going [[on break]], [[party]]ing, [[clean self|cleaning themselves]], and [[rest]]ing. &lt;br /&gt;
* A few things are listed as &amp;quot;No Job&amp;quot; but can be considered labors in a different sense: running scared, not having a path to anyplace useful, and being [[insane]].&lt;br /&gt;
&lt;br /&gt;
== Managing labor and demand ==&lt;br /&gt;
This can be done from the labor menu {{k|y}} under the [[work detail]]s tab.&lt;br /&gt;
* You can view a list of all current, queued, and suspended jobs, as well as which dwarves are doing them, on the {{k|t}}asks menu.&lt;br /&gt;
* A [[manager]] is incredibly useful for managing production jobs ([[workshop]] based). They can queue up a significant list of jobs without the need to select the various workshops, and place orders in bulk (or to be repeated).  That said, there are some caveats, the most important being that queued jobs must be done in the correct order of materials required, or the orders will auto cancel.  Also, you should not assign your manager to labors that are in high demand, as this will keep them from going to their [[office]] to place the orders.&lt;br /&gt;
* [[Migrants|Migrating]] dwarves will typically arrive with a certain work details already assigned. You will likely want to change these to put them to work in a way that best suits your fortress.&lt;br /&gt;
&lt;br /&gt;
== Advanced labor management and design ==&lt;br /&gt;
Managing your dwarves can be a tricky business. If the in-game labor menu is not to your liking, [[Utilities#Dwarf Therapist|Dwarf Therapist]] or [[Utility:DFHack|DFHack]] are both useful tools that assist you in managing your labors.&lt;br /&gt;
&lt;br /&gt;
As your fortress grows, so will your labor pool, and the way you assign that labor will change over time.  Typically at embark, you will have at least one Miner, a Wood cutter, Farmer, Carpenter, Mason/Stonecrafter, Cook/Brewer, Mechanic/Architect, one of which will also be a Broker/Appraiser.  There are multiple combinations but this is typical (see [[Embark]] and [[Starting build]]).  Early on, you will probably want to focus on fortress design and development, such that you will place priority on [[mining]] and [[masonry]], supplemented by [[carpentry]].&lt;br /&gt;
&lt;br /&gt;
In order to maximize the benefit of highly skilled labor, you will eventually want to specialize your labor, such that each dwarf has a very limited number of labors assigned. Keep in mind however, that some dwarves experience minor negative feelings at not being able to perform a craft or a martial art for too long.&lt;br /&gt;
&lt;br /&gt;
Hauling:  Nothing can bog down your production like the distraction of hauling jobs.  Losing your fort to a siege is [[fun]], but losing because all your skilled laborers spend all their time hauling stuff is no fun.  One solution is to use dedicated haulers.  The migrants who appear having no skilled labor, and whose attributes pretty much suck all around, aka [[peasant]]s, are best used as dedicated haulers.&lt;br /&gt;
&lt;br /&gt;
== Labor, skill, and product quality ==&lt;br /&gt;
The amount of [[experience]] a dwarf has with a certain labor will determine how well they go about performing this labor; the more experience, the greater the skill. Certain job types can be completed more quickly, based on the skill in the labor.  There are exceptions, such as [[Health care|nursing]] and [[hauling]] which will never be completed more quickly, regardless of skill.  &lt;br /&gt;
&lt;br /&gt;
Certain labors will produce products that have a [[quality]] tag, typically those associated with the production of an item from a workshop.  The table below lists in which labors the dwarf's experience will impact the quality of produced items and in which labors a higher experience will only be beneficial for the speed of production.&lt;br /&gt;
&lt;br /&gt;
* Many labors, most notably [[hauling]], have no associated skill, do not generate experience, and do not improve with practice.   &lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Category !! Labors !! Quality-effects? !! Details&lt;br /&gt;
|-&lt;br /&gt;
| Mining ||&lt;br /&gt;
* [[Mining]] &lt;br /&gt;
| no &lt;br /&gt;
| speed only&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=3 |Woodworker ||&lt;br /&gt;
* [[Carpentry]]&lt;br /&gt;
| yes&lt;br /&gt;
| item and furniture quality, speed only for buildings&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Crossbow-making]]&lt;br /&gt;
| yes&lt;br /&gt;
| weapon quality&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Wood cutting]]&lt;br /&gt;
| no &lt;br /&gt;
| speed only&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=4 | Stoneworking &lt;br /&gt;
||&lt;br /&gt;
* [[Masonry]]&lt;br /&gt;
| no&lt;br /&gt;
| speed only&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Stone carving]]&lt;br /&gt;
| yes&lt;br /&gt;
| items and furniture quality&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Stonecutting]]&lt;br /&gt;
| no &lt;br /&gt;
| speed only&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Stone engraving]]&lt;br /&gt;
| yes &lt;br /&gt;
| engraving quality&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=5 | Hunting/Related ||&lt;br /&gt;
* [[Animal training]]&lt;br /&gt;
| yes &lt;br /&gt;
| training quality&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Animal care]]&lt;br /&gt;
| no&lt;br /&gt;
| not implemented&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Hunting]]&lt;br /&gt;
| no&lt;br /&gt;
| success rate tends to rise from increasing ambusher and marksdwarf skills&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Trapping]]&lt;br /&gt;
| no&lt;br /&gt;
| success rate? trap quality?{{verify}}&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Small animal dissection]]&lt;br /&gt;
| no&lt;br /&gt;
| speed only&lt;br /&gt;
|-&lt;br /&gt;
| [[Healthcare]] (Doctoral) ||&lt;br /&gt;
* [[Diagnosis]]&lt;br /&gt;
* [[Surgery]]&lt;br /&gt;
* [[Setting bones]]&lt;br /&gt;
* [[Suturing]]&lt;br /&gt;
* [[Dressing wounds]]&lt;br /&gt;
| yes&lt;br /&gt;
| success chance, accuracy (and speed) of treatment &amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Healthcare]] (Nursing) ||&lt;br /&gt;
* [[Feed patients/prisoners]]&lt;br /&gt;
* [[Recovering wounded]]&lt;br /&gt;
| no &lt;br /&gt;
| unskilled&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=20 | Farming/Related ||&lt;br /&gt;
* [[Butchery]]&lt;br /&gt;
| no&lt;br /&gt;
| speed only&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Tanning]]&lt;br /&gt;
| no&lt;br /&gt;
| speed only&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Farming (fields)]]&lt;br /&gt;
| yes&lt;br /&gt;
| crop yield (stack size)&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Dyeing]]&lt;br /&gt;
| yes&lt;br /&gt;
| dye quality&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Gelding]]&lt;br /&gt;
| no&lt;br /&gt;
| less likely to be injured&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Soap making]]&lt;br /&gt;
| no&lt;br /&gt;
| speed only&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Wood burning]]&lt;br /&gt;
| no&lt;br /&gt;
| speed only&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Potash making]]&lt;br /&gt;
| no&lt;br /&gt;
| speed only&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Lye making]]&lt;br /&gt;
| no&lt;br /&gt;
| speed only&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Milling]]&lt;br /&gt;
| no&lt;br /&gt;
| speed only&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Brewing]]&lt;br /&gt;
| no&lt;br /&gt;
| speed only&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Plant gathering]]&lt;br /&gt;
| yes&lt;br /&gt;
| success and plant yield (stack size)&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Plant processing]]&lt;br /&gt;
| no&lt;br /&gt;
| speed only&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Cheese making]]&lt;br /&gt;
| no&lt;br /&gt;
| speed only&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Milking]]&lt;br /&gt;
| no&lt;br /&gt;
| speed only&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Shearing]]&lt;br /&gt;
| no&lt;br /&gt;
| speed only&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Spinning]]&lt;br /&gt;
| no&lt;br /&gt;
| speed only&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Cooking]]&lt;br /&gt;
| yes&lt;br /&gt;
| meal and ingredient quality&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Pressing]]&lt;br /&gt;
| no&lt;br /&gt;
| speed only&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Beekeeping]]&lt;br /&gt;
| no&lt;br /&gt;
| speed only{{verify}}&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=3 | Fishing/Related ||&lt;br /&gt;
* [[Fishing]]&lt;br /&gt;
| yes&lt;br /&gt;
| fish stack size&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Fish cleaning]]&lt;br /&gt;
| no&lt;br /&gt;
| speed only&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Fish dissection]]&lt;br /&gt;
| no&lt;br /&gt;
| speed only&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=5 | Metalsmithing ||&lt;br /&gt;
* [[Furnace operating]]&lt;br /&gt;
| no&lt;br /&gt;
| speed only&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Weaponsmithing]]&lt;br /&gt;
| yes&lt;br /&gt;
| weapon quality&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Armoring]]&lt;br /&gt;
| yes&lt;br /&gt;
| armor quality&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Blacksmithing]]&lt;br /&gt;
| yes&lt;br /&gt;
| item and furniture quality, speed only for buildings&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Metalcrafting]]&lt;br /&gt;
| yes&lt;br /&gt;
| craft, item, decoration, designed building quality&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=2 | Jewelry ||&lt;br /&gt;
* [[Gem cutting]]&lt;br /&gt;
| yes&lt;br /&gt;
| gem craft quality&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Gem setting]]&lt;br /&gt;
| yes&lt;br /&gt;
| decoration quality&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=11 | Crafts ||&lt;br /&gt;
* [[Leatherworker|Leatherworking]]&lt;br /&gt;
| yes&lt;br /&gt;
| clothing, decoration, craft quality&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Wood crafter|Woodcrafting]]&lt;br /&gt;
| yes&lt;br /&gt;
| craft quality&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Stone crafter|Stonecrafting]]&lt;br /&gt;
| yes&lt;br /&gt;
| craft quality&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Bone carving]]&lt;br /&gt;
| yes&lt;br /&gt;
| craft, decoration quality&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Glassmaking]]&lt;br /&gt;
| yes&lt;br /&gt;
| craft, item, furniture quality&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Weaver|Weaving]]&lt;br /&gt;
| yes&lt;br /&gt;
| cloth quality&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Clothier|Clothesmaking]]&lt;br /&gt;
| yes&lt;br /&gt;
| clothing, decoration quality &lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Strand extractor|Strand extraction]]&lt;br /&gt;
| no&lt;br /&gt;
| speed only&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Potter|Pottery]]&lt;br /&gt;
| yes&lt;br /&gt;
| craft, item, furniture quality&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Glazer|Glazing]]&lt;br /&gt;
| yes&lt;br /&gt;
| glaze quality&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Wax worker|Wax working]]&lt;br /&gt;
| yes&lt;br /&gt;
| craft quality&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=4 | Engineering  ||&lt;br /&gt;
* [[Siege engineer|Siege engineering]]&lt;br /&gt;
| yes&lt;br /&gt;
| part, ammunition quality&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Siege operator|Siege operating]]&lt;br /&gt;
| yes&lt;br /&gt;
| accuracy&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Mechanic|Mechanics]]&lt;br /&gt;
| yes&lt;br /&gt;
| mechanism, furniture quality&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Pump operator|Pump operating]]&lt;br /&gt;
| no&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| [[Hauling]] ||&lt;br /&gt;
* Stone hauling&lt;br /&gt;
* Wood hauling&lt;br /&gt;
* Item hauling&lt;br /&gt;
* Burial&lt;br /&gt;
* Food hauling&lt;br /&gt;
* Refuse hauling&lt;br /&gt;
* Furniture hauling&lt;br /&gt;
* [[Hauling#Animal hauling|Animal hauling]]&lt;br /&gt;
* Trade Good Hauling&lt;br /&gt;
* Water Hauling &lt;br /&gt;
* [[Hauling#Push /Haul Vehicle|Push/Haul Vehicle]]&lt;br /&gt;
| no&lt;br /&gt;
| unskilled&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=4 | Other Jobs ||&lt;br /&gt;
* [[Cleaning]]&lt;br /&gt;
| no&lt;br /&gt;
| unskilled&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Lever operation]]&lt;br /&gt;
| no&lt;br /&gt;
| unskilled&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* Road building&lt;br /&gt;
| no&lt;br /&gt;
| unskilled&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* Wall/floor construction&lt;br /&gt;
| no&lt;br /&gt;
| unskilled&lt;br /&gt;
|}&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Strange moods==&lt;br /&gt;
{{main|Strange mood}}&lt;br /&gt;
A dwarf under a strange mood will perform a specific task to create an [[artifact]] that is outside of the player's control. Until they complete the task, both they and the workshop they claim will be unavailable for any labor. If the dwarf cannot complete the artifact, they will go [[insane]] and be permanently unable to perform any labor.&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = èrith&lt;br /&gt;
| elvish  = equa&lt;br /&gt;
| goblin  = akul&lt;br /&gt;
| human   = ebe&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Skills|*}}&lt;br /&gt;
{{Category|Interface}}&lt;br /&gt;
[[ru:Labor]]&lt;/div&gt;</summary>
		<author><name>Koos</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Labor&amp;diff=280093</id>
		<title>Labor</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Labor&amp;diff=280093"/>
		<updated>2022-12-27T22:37:47Z</updated>

		<summary type="html">&lt;p&gt;Koos: /* Advanced labor management and design */ updated to reflected the joys of the new labor nterface&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{quote|'''&amp;quot;To get a job done, a dwarf has to do it.&amp;quot;''' - Boss Urist McOverstates-the-obvious}}[[File:labor_preview.jpg|thumb|220px|right|&amp;quot;Put both your backs into it!&amp;quot;]]'''Labor''' is how jobs get done in a fortress and which labors are enabled for a dwarf determines which jobs they can perform. The skill level and [[attribute]]s of an individual determine how effectively they perform a job, and a dwarf's overall skill levels determine which profession the game assigns to them.&lt;br /&gt;
&lt;br /&gt;
==Introduction to labor==&lt;br /&gt;
Your dwarves function as semi-autonomous entities, usually fulfilling their own basic needs, and sometimes performing jobs when able. Each job corresponds to a '''labor''' which a dwarf must have enabled to perform. Enabling labors tells them what jobs they can do, and multiple can be assigned to each dwarf, but specialization means faster skill gain (and some jobs have conflicting tool requirements described below). Jobs are created in various ways, including [[designation]]s, [[zone]]s, [[workshop]] tasks, and [[manager]] work orders, and once created, an idle dwarf with that labor enabled will be assigned the job. A new tab called [[work detail]] has been introduced as well.&lt;br /&gt;
&lt;br /&gt;
=== Basic terminology ===&lt;br /&gt;
*'''Labor:''' the ability to complete a job specific to a given type of work, which must be assigned individually to each dwarf.&lt;br /&gt;
*'''Preference:''' a somewhat ambiguous term associated with the process of assigning a labor to a dwarf.  Dwarves do not merely ''prefer'' assigned labors over unassigned labors; instead, they will '''completely refuse''' to do unassigned labors.&lt;br /&gt;
*'''Skill:'''  the level of proficiency a dwarf has when performing a specific labor.  Skill increases with experience in completing the work.  (The terms labor and skill are '''NOT''' synonyms.  Skill is a measure of proficiency for a given labor, while a labor is the ability to do the work.) &lt;br /&gt;
*'''[[Unit_type_token|Profession]]:'''  Each dwarf is assigned a professional title, which is determined from the dwarf's assigned / preferred labors that has the highest skill level.&lt;br /&gt;
*'''Job:'''  a specific task or work order queued to be completed, which can only be completed by a dwarf assigned to the labor that corresponds to the job.  Typically there are multiple jobs that can be completed by a specific labor.&lt;br /&gt;
:*Additionally, basic needs also appear as jobs, such as [[Food|eating]], [[sleep]]ing, [[Alcohol|drinking]], etc..  These are not assigned, but are created automatically as needed.&lt;br /&gt;
*'''Social Skill:'''  [[Social skill]]s are not labors, in that no work is performed using them, but they are similar in that they are unique abilities which will increase in competency the more they are used.  &lt;br /&gt;
*'''Miscellaneous Abilities:'''  are similar to labors and social skills, but, again, are not used in the performance of work.  An example is [[swimming]].&lt;br /&gt;
&lt;br /&gt;
===Assigning labors===&lt;br /&gt;
There are several steps required to assign a particular labor to a dwarf.  For an example, let's say you have designated a section of underground [[rock]] to be [[mining|mined]] in order to make a tunnel for your fortress.  This designation of work is a &amp;quot;job&amp;quot;, and will now appear in your {{k|j}}obs [[menu]] as &amp;quot;dig&amp;quot;.  In order for a dwarf to complete the job, you must assign a dwarf the [[mining]] labor.  This can be done as follows:&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# From the main map screen, select the [[unit list]] menu, {{k|u}}, which will list all your dwarves and show their current activity.&lt;br /&gt;
#* Alternatively, you can use the {{k|v}}iew menu. &lt;br /&gt;
# From the [[unit list]] menu, arrow scroll down to select the dwarf whom you want to assign a labor to then select {{k|z}} to zoom to their location.  Your view will change to the main map, and the dwarf you have chosen should be flashing on and off.  In the task window on the right you will see information about the selected dwarf,  in the Dwarf Details menu.&lt;br /&gt;
#* The default view for the selected dwarf in the Dwarf Details menu is 'general' {{k|g}}, which will list the dwarf's nickname or first name, dwarvish last name,  and profession, followed below by their [[Technical tricks#Settings - d_init.txt|nickname]] or first name and last name as it reads in English, and their [[noble]] title if they are a [[noble]].  This is followed by a list that shows the current job (or lack thereof) in blue text, [[combat]] role {{k|c}}, labors {{k|b}}, and miscellaneous [[social skill]]s and abilities {{k|m}}.  To see only the current labors, turn the combat {{k|c}} and miscellaneous {{k|m}} sections off.&lt;br /&gt;
#  From the Dwarf Details screen, select {{k|p}} for preference, and then {{k|l}} for labor.  This will take you to the Labor Categories screen, which categorizes the individual labor options into various categories based on similarity of work.  (See Labor Categories below.)&lt;br /&gt;
#* Note that [[Mining]] is unique on the list, as it is the only item that is a labor in its own right, and not a category of several labors.&lt;br /&gt;
#  Scroll through the list using the {{k|+}} or {{k|-}} keys, select a category, and scroll through the individual labor list, and once you have the desired labor selected, press {{k|Enter}}.  For this example, since Mining is a labor and not a category you need only select [[Mining]] from the category menu.&lt;br /&gt;
#  Exiting:  To return to the Dwarf Details screen, select preference {{k|p}} then general {{k|g}}, and you should see the new assigned labor in the list.  You can also exit directly to the main screen by selecting {{k|Esc}}.&amp;lt;br /&amp;gt;&lt;br /&gt;
#* Note that changes in labors '''will not always take effect immediately''', if a labor, say Mining, is deselected on a dwarf who is performing the job, they will first finish mining the current tile and then stop mining.&lt;br /&gt;
&lt;br /&gt;
[[File:pinklabor.png|thumb|223px|right|Pink-colored labor choices.]]If the dwarf is undergoing military training, then activated labors will be marked in pink, denoting that a dwarf is not able to perform those labors.&lt;br /&gt;
&lt;br /&gt;
{{TipBox2|titlebg=#dd0|float=right|Utilities|You may have noticed that the UI for managing dwarves is a bit difficult to use. If you are using a supported operating system, [[Utilities#Dwarf Therapist|Dwarf Therapist]] and/or [[Utility:DFHack|DFHack]] can make this much easier.}}&lt;br /&gt;
&lt;br /&gt;
'''Note:'''  The word '''&amp;quot;preference&amp;quot;''' can be confusing, as it suggests that a dwarf will do work associated with any labor, but will 'prefer' and prioritize work associated with labors you have assigned.  '''This is not the case.'''  A dwarf will '''only''' do work associated with assigned preferred labors, so it is not a preference, but in fact functions as a switch to enable or disable the labor.  (Prioritization of work is based on several factors that are not fully understood, but are presented in [[micromanaging tricks]].)&lt;br /&gt;
&lt;br /&gt;
Once designated as a '''labor preference''', a single labor can be applied to many different jobs.  For instance, a dwarf with the [[bone carving]] labor designated might carve a totem out of a skull, craft bone practice [[bolt]]s for a [[crossbow]], create bone [[armor]], or carve bone [[craft]]s to trade.  Each of these is a different possible job allowed by designating the associated labor.&lt;br /&gt;
&lt;br /&gt;
=== Labor and tool requirements ===&lt;br /&gt;
For a few specific jobs, a matching '''tool''' is also required for a dwarf to obey the job assignment.  Any active [[miner]] needs a [[pick]], any active wood cutter needs a [[battle axe]], and any active [[hunter]] needs a  [[crossbow]] (with quiver and bolts).  If a labor needs a tool, the labor is considered '''exclusive''' such that you can only assign &amp;lt;u&amp;gt;one&amp;lt;/u&amp;gt; of the three labors listed to any single dwarf at any one time. &lt;br /&gt;
&lt;br /&gt;
This means that a dwarf cannot be, for instance, a [[Miner]] and a [[Hunter]] simultaneously, since both labors require a tool. If a dwarf is assigned a tool-labor and another tool-labor was previously assigned to said dwarf, the (old) tool-labor is automatically and silently unassigned, and that tool is immediately dropped where they stand at the time. &lt;br /&gt;
&lt;br /&gt;
Additionally, the assignment of these tools '''overrides''' any [[Squad|uniform]] assigned to a dwarf's [[squad]], so [[military]] dwarves should never be assigned any of the aforementioned labors. &lt;br /&gt;
&lt;br /&gt;
To be used, a tool cannot be [[forbidden]], nor in possession of another dwarf (even one that does not currently have a job), and a [[path]] must be available from the dwarf to that type of tool. If a tool is not available, the dwarf will typically attempt to fulfil other [[need]]s. It is possible, by using locked doors etc. to limit the paths, to force a specific tool to be assigned to a dwarf, but otherwise the tool will be randomly assigned, sometimes involving a dwarf walking long distances and past perfectly useful tools to find the one they think they want.&lt;br /&gt;
&lt;br /&gt;
=== Labor and facility requirements  ===&lt;br /&gt;
Many jobs require a workshop or some other [[Furnace|facility]] in order to be completed.  Jobs are designated by way of the workshop, and any dwarf with the corresponding labor associated with the workshop will go to the shop, provided they are not eating, sleeping, drinking, etc..., and begin to complete the task.  Most workshop jobs also require some raw materials in order to complete the production.&lt;br /&gt;
&lt;br /&gt;
== Labor categories ==&lt;br /&gt;
Labor is divided into the following categories which are typically related by function or material, and for which there are multiple labors associated with each category:&lt;br /&gt;
* '''[[Mining]]''': &lt;br /&gt;
::: [[Mining]]&lt;br /&gt;
*  '''[[Wood industry|Woodworking]]''': &lt;br /&gt;
::: [[Carpentry]], [[Crossbow-making]], [[Wood cutting]]&lt;br /&gt;
*  '''[[Stone industry|Stoneworking]]''': &lt;br /&gt;
::: [[Masonry]], [[Stone carving]], [[Stonecutting]], [[Stone Engraving]]&lt;br /&gt;
*  '''[[Hunting]]'''/Related:  &lt;br /&gt;
::: [[Animal care]]†, [[Animal training]], [[Hunting]], [[Small animal dissection]]‡, [[Trapping]]‡&lt;br /&gt;
*  '''[[Healthcare]]''':   &lt;br /&gt;
::: [[Diagnosis]], [[Dressing wounds]], Feed Patients/Prisoners, Recovering Wounded, [[Setting bones]], [[Surgery]], [[Suturing]]&lt;br /&gt;
*  '''[[Farming]]'''/Related:   &lt;br /&gt;
::: [[Beekeeping]], [[Brewing]], [[Butchery]], [[Cheese making]], [[Cooking]], [[Dyeing]], [[Grower|Farming (Fields)]], [[Gelder|Gelding]], [[Lye maker|Lye Making]], [[Milking]], [[Milling]], [[Herbalist|Plant Gathering]], [[Thresher|Plant Processing]], [[Potash maker|Potash Making]], [[Presser|Pressing]], [[Shearing]], [[Soaper|Soap making]], [[Spinning]], [[Tanning]], [[Wood burner|Wood Burning]]&lt;br /&gt;
*  '''[[Fishing]]'''/Related:   &lt;br /&gt;
::: [[Fishing]], [[Fish cleaning]], [[Fish dissection]]‡&lt;br /&gt;
*  '''[[Metal industry|Metalsmithing]]''':  &lt;br /&gt;
::: [[Armoring]], [[Blacksmithing]], [[Furnace operating]], [[Metalcrafting]], [[Weaponsmithing]]&lt;br /&gt;
*  '''[[Jewelry]]''':   &lt;br /&gt;
::: [[Gem cutting]], [[Gem setting]]&lt;br /&gt;
*  '''[[Crafts]]''':   &lt;br /&gt;
::: [[Bookbinder|Book Binding]], [[Bone carver|Bone Carving]], [[Clothier|Clothesmaking]], [[Glassmaker|Glassmaking]], [[Glazer|Glazing]], [[Leatherworker|Leatherworking]],  [[Papermaker|Papermaking]], [[Potter|Pottery]], [[Stone crafter|Stonecrafting]], [[Strand extractor|Strand Extraction]], [[Wax worker|Wax Working]],  [[Weaver|Weaving]], [[Wood crafter|Woodcrafting]]&lt;br /&gt;
*  '''[[Engineer]]ing''':   &lt;br /&gt;
::: [[Mechanic]]s, [[Pump operator|Pump operating]], [[Siege engineer|Siege Engineering]], [[Siege operator|Seige Operating]]&lt;br /&gt;
*  '''[[Hauling]]''':&lt;br /&gt;
::: Stone/Wood/Item/Food/[[Refuse]]/Furniture/Animal/Trade Good/Water Hauling, Burial, Push/Haul Vehicles&lt;br /&gt;
*  '''Other''' Jobs:   &lt;br /&gt;
::: [[Cleaning]], [[Lever operation]], Road building, Wall/Floor construction&lt;br /&gt;
&lt;br /&gt;
†As of 8-2014, Animal Care is not functioning{{verify}}&lt;br /&gt;
&lt;br /&gt;
‡Trapping, Small Animal Dissection, and Fish Dissection have limited utility. &lt;br /&gt;
&lt;br /&gt;
=== Jobs that are not associated with a labor ===&lt;br /&gt;
* Basic Needs: [[food|eat]]ing, [[thirst|drinking]], [[sleep]]ing, going [[on break]], [[party]]ing, [[clean self|cleaning themselves]], and [[rest]]ing. &lt;br /&gt;
* A few things are listed as &amp;quot;No Job&amp;quot; but can be considered labors in a different sense: running scared, not having a path to anyplace useful, and being [[insane]].&lt;br /&gt;
&lt;br /&gt;
== Managing labor and demand ==&lt;br /&gt;
This can be done from the labor menu {{k|y}} under the [[work detail]]s tab.&lt;br /&gt;
* You can view a list of all current, queued, and suspended jobs, as well as which dwarves are doing them, on the {{k|t}}asks menu.&lt;br /&gt;
* A [[manager]] is incredibly useful for managing production jobs ([[workshop]] based). They can queue up a significant list of jobs without the need to select the various workshops, and place orders in bulk (or to be repeated).  That said, there are some caveats, the most important being that queued jobs must be done in the correct order of materials required, or the orders will auto cancel.  Also, you should not assign your manager to labors that are in high demand, as this will keep them from going to their [[office]] to place the orders.&lt;br /&gt;
* [[Migrants|Migrating]] dwarves will typically arrive with a certain work details already assigned. You will likely want to change these to put them to work in a way that best suits your fortress.&lt;br /&gt;
&lt;br /&gt;
== Advanced labor management and design ==&lt;br /&gt;
Managing your dwarves can be a tricky business. If the in-game labor menu is not to your liking, [[Utilities#Dwarf Therapist|Dwarf Therapist]] or [[Utility:DFHack|DFHack]] are both useful tools that assist you in managing your labors.&lt;br /&gt;
&lt;br /&gt;
As your fortress grows, so will your labor pool, and the way you assign that labor will change over time.  Typically at embark, you will have at least one Miner, a Wood cutter, Farmer, Carpenter, Mason/Stonecrafter, Cook/Brewer, Mechanic/Architect, one of which will also be a Broker/Appraiser.  There are multiple combinations but this is typical (see [[Embark]] and [[Starting build]]).  Early on, you will probably want to focus on fortress design and development, such that you will place priority on [[mining]] and [[masonry]], supplemented by [[carpentry]].&lt;br /&gt;
&lt;br /&gt;
In order to maximize the benefit of highly skilled labor, you will eventually want to specialize your labor, such that each dwarf has a very limited number of labors assigned. Keep in mind however, that some dwarves experience minor negative feelings at not being able to perform a craft or a martial art for too long.&lt;br /&gt;
&lt;br /&gt;
Hauling:  Nothing can bog down your production like the distraction of hauling jobs.  Losing your fort to a siege is [[fun]], but losing because all your skilled laborers spend all their time hauling stuff is no fun.  One solution is to use dedicated haulers.  The migrants who appear having no skilled labor, and whose attributes pretty much suck all around, aka [[peasant]]s, are best used as dedicated haulers.&lt;br /&gt;
&lt;br /&gt;
== Labor, skill, and product quality ==&lt;br /&gt;
The amount of [[experience]] a dwarf has with a certain labor will determine how well they go about performing this labor; the more experience, the greater the skill. Certain job types can be completed more quickly, based on the skill in the labor.  There are exceptions, such as [[Health care|nursing]] and [[hauling]] which will never be completed more quickly, regardless of skill.  &lt;br /&gt;
&lt;br /&gt;
Certain labors will produce products that have a [[quality]] tag, typically those associated with the production of an item from a workshop.  The table below lists in which labors the dwarf's experience will impact the quality of produced items and in which labors a higher experience will only be beneficial for the speed of production.&lt;br /&gt;
&lt;br /&gt;
* Many labors, most notably [[hauling]], have no associated skill, do not generate experience, and do not improve with practice.   &lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Category !! Labors !! Quality-effects? !! Details&lt;br /&gt;
|-&lt;br /&gt;
| Mining ||&lt;br /&gt;
* [[Mining]] &lt;br /&gt;
| no &lt;br /&gt;
| speed only&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=3 |Woodworker ||&lt;br /&gt;
* [[Carpentry]]&lt;br /&gt;
| yes&lt;br /&gt;
| item and furniture quality, speed only for buildings&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Crossbow-making]]&lt;br /&gt;
| yes&lt;br /&gt;
| weapon quality&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Wood cutting]]&lt;br /&gt;
| no &lt;br /&gt;
| speed only&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=4 | Stoneworking &lt;br /&gt;
||&lt;br /&gt;
* [[Masonry]]&lt;br /&gt;
| no&lt;br /&gt;
| speed only&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Stone carving]]&lt;br /&gt;
| yes&lt;br /&gt;
| items and furniture quality&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Stonecutting]]&lt;br /&gt;
| no &lt;br /&gt;
| speed only&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Stone engraving]]&lt;br /&gt;
| yes &lt;br /&gt;
| engraving quality&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=5 | Hunting/Related ||&lt;br /&gt;
* [[Animal training]]&lt;br /&gt;
| yes &lt;br /&gt;
| training quality&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Animal care]]&lt;br /&gt;
| no&lt;br /&gt;
| not implemented&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Hunting]]&lt;br /&gt;
| no&lt;br /&gt;
| success rate tends to rise from increasing ambusher and marksdwarf skills&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Trapping]]&lt;br /&gt;
| no&lt;br /&gt;
| success rate? trap quality?{{verify}}&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Small animal dissection]]&lt;br /&gt;
| no&lt;br /&gt;
| speed only&lt;br /&gt;
|-&lt;br /&gt;
| [[Healthcare]] (Doctoral) ||&lt;br /&gt;
* [[Diagnosis]]&lt;br /&gt;
* [[Surgery]]&lt;br /&gt;
* [[Setting bones]]&lt;br /&gt;
* [[Suturing]]&lt;br /&gt;
* [[Dressing wounds]]&lt;br /&gt;
| yes&lt;br /&gt;
| success chance, accuracy (and speed) of treatment &amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Healthcare]] (Nursing) ||&lt;br /&gt;
* [[Feed patients/prisoners]]&lt;br /&gt;
* [[Recovering wounded]]&lt;br /&gt;
| no &lt;br /&gt;
| unskilled&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=20 | Farming/Related ||&lt;br /&gt;
* [[Butchery]]&lt;br /&gt;
| no&lt;br /&gt;
| speed only&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Tanning]]&lt;br /&gt;
| no&lt;br /&gt;
| speed only&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Farming (fields)]]&lt;br /&gt;
| yes&lt;br /&gt;
| crop yield (stack size)&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Dyeing]]&lt;br /&gt;
| yes&lt;br /&gt;
| dye quality&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Gelding]]&lt;br /&gt;
| no&lt;br /&gt;
| less likely to be injured&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Soap making]]&lt;br /&gt;
| no&lt;br /&gt;
| speed only&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Wood burning]]&lt;br /&gt;
| no&lt;br /&gt;
| speed only&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Potash making]]&lt;br /&gt;
| no&lt;br /&gt;
| speed only&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Lye making]]&lt;br /&gt;
| no&lt;br /&gt;
| speed only&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Milling]]&lt;br /&gt;
| no&lt;br /&gt;
| speed only&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Brewing]]&lt;br /&gt;
| no&lt;br /&gt;
| speed only&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Plant gathering]]&lt;br /&gt;
| yes&lt;br /&gt;
| success and plant yield (stack size)&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Plant processing]]&lt;br /&gt;
| no&lt;br /&gt;
| speed only&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Cheese making]]&lt;br /&gt;
| no&lt;br /&gt;
| speed only&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Milking]]&lt;br /&gt;
| no&lt;br /&gt;
| speed only&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Shearing]]&lt;br /&gt;
| no&lt;br /&gt;
| speed only&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Spinning]]&lt;br /&gt;
| no&lt;br /&gt;
| speed only&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Cooking]]&lt;br /&gt;
| yes&lt;br /&gt;
| meal and ingredient quality&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Pressing]]&lt;br /&gt;
| no&lt;br /&gt;
| speed only&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Beekeeping]]&lt;br /&gt;
| no&lt;br /&gt;
| speed only{{verify}}&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=3 | Fishing/Related ||&lt;br /&gt;
* [[Fishing]]&lt;br /&gt;
| yes&lt;br /&gt;
| fish stack size&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Fish cleaning]]&lt;br /&gt;
| no&lt;br /&gt;
| speed only&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Fish dissection]]&lt;br /&gt;
| no&lt;br /&gt;
| speed only&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=5 | Metalsmithing ||&lt;br /&gt;
* [[Furnace operating]]&lt;br /&gt;
| no&lt;br /&gt;
| speed only&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Weaponsmithing]]&lt;br /&gt;
| yes&lt;br /&gt;
| weapon quality&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Armoring]]&lt;br /&gt;
| yes&lt;br /&gt;
| armor quality&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Blacksmithing]]&lt;br /&gt;
| yes&lt;br /&gt;
| item and furniture quality, speed only for buildings&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Metalcrafting]]&lt;br /&gt;
| yes&lt;br /&gt;
| craft, item, decoration, designed building quality&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=2 | Jewelry ||&lt;br /&gt;
* [[Gem cutting]]&lt;br /&gt;
| yes&lt;br /&gt;
| gem craft quality&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Gem setting]]&lt;br /&gt;
| yes&lt;br /&gt;
| decoration quality&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=11 | Crafts ||&lt;br /&gt;
* [[Leatherworker|Leatherworking]]&lt;br /&gt;
| yes&lt;br /&gt;
| clothing, decoration, craft quality&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Wood crafter|Woodcrafting]]&lt;br /&gt;
| yes&lt;br /&gt;
| craft quality&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Stone crafter|Stonecrafting]]&lt;br /&gt;
| yes&lt;br /&gt;
| craft quality&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Bone carving]]&lt;br /&gt;
| yes&lt;br /&gt;
| craft, decoration quality&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Glassmaking]]&lt;br /&gt;
| yes&lt;br /&gt;
| craft, item, furniture quality&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Weaver|Weaving]]&lt;br /&gt;
| yes&lt;br /&gt;
| cloth quality&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Clothier|Clothesmaking]]&lt;br /&gt;
| yes&lt;br /&gt;
| clothing, decoration quality &lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Strand extractor|Strand extraction]]&lt;br /&gt;
| no&lt;br /&gt;
| speed only&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Potter|Pottery]]&lt;br /&gt;
| yes&lt;br /&gt;
| craft, item, furniture quality&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Glazer|Glazing]]&lt;br /&gt;
| yes&lt;br /&gt;
| glaze quality&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Wax worker|Wax working]]&lt;br /&gt;
| yes&lt;br /&gt;
| craft quality&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=4 | Engineering  ||&lt;br /&gt;
* [[Siege engineer|Siege engineering]]&lt;br /&gt;
| yes&lt;br /&gt;
| part, ammunition quality&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Siege operator|Siege operating]]&lt;br /&gt;
| yes&lt;br /&gt;
| accuracy&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Mechanic|Mechanics]]&lt;br /&gt;
| yes&lt;br /&gt;
| mechanism, furniture quality&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Pump operator|Pump operating]]&lt;br /&gt;
| no&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| [[Hauling]] ||&lt;br /&gt;
* Stone hauling&lt;br /&gt;
* Wood hauling&lt;br /&gt;
* Item hauling&lt;br /&gt;
* Burial&lt;br /&gt;
* Food hauling&lt;br /&gt;
* Refuse hauling&lt;br /&gt;
* Furniture hauling&lt;br /&gt;
* [[Hauling#Animal hauling|Animal hauling]]&lt;br /&gt;
* Trade Good Hauling&lt;br /&gt;
* Water Hauling &lt;br /&gt;
* [[Hauling#Push /Haul Vehicle|Push/Haul Vehicle]]&lt;br /&gt;
| no&lt;br /&gt;
| unskilled&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=4 | Other Jobs ||&lt;br /&gt;
* [[Cleaning]]&lt;br /&gt;
| no&lt;br /&gt;
| unskilled&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Lever operation]]&lt;br /&gt;
| no&lt;br /&gt;
| unskilled&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* Road building&lt;br /&gt;
| no&lt;br /&gt;
| unskilled&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* Wall/floor construction&lt;br /&gt;
| no&lt;br /&gt;
| unskilled&lt;br /&gt;
|}&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Strange moods==&lt;br /&gt;
{{main|Strange mood}}&lt;br /&gt;
A dwarf under a strange mood will perform a specific task to create an [[artifact]] that is outside of the player's control. Until they complete the task, both they and the workshop they claim will be unavailable for any labor. If the dwarf cannot complete the artifact, they will go [[insane]] and be permanently unable to perform any labor.&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = èrith&lt;br /&gt;
| elvish  = equa&lt;br /&gt;
| goblin  = akul&lt;br /&gt;
| human   = ebe&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Skills|*}}&lt;br /&gt;
{{Category|Interface}}&lt;br /&gt;
[[ru:Labor]]&lt;/div&gt;</summary>
		<author><name>Koos</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Labor&amp;diff=280092</id>
		<title>Labor</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Labor&amp;diff=280092"/>
		<updated>2022-12-27T22:32:24Z</updated>

		<summary type="html">&lt;p&gt;Koos: /* Labor categories */ Changed engineering labors to match in game text&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{quote|'''&amp;quot;To get a job done, a dwarf has to do it.&amp;quot;''' - Boss Urist McOverstates-the-obvious}}[[File:labor_preview.jpg|thumb|220px|right|&amp;quot;Put both your backs into it!&amp;quot;]]'''Labor''' is how jobs get done in a fortress and which labors are enabled for a dwarf determines which jobs they can perform. The skill level and [[attribute]]s of an individual determine how effectively they perform a job, and a dwarf's overall skill levels determine which profession the game assigns to them.&lt;br /&gt;
&lt;br /&gt;
==Introduction to labor==&lt;br /&gt;
Your dwarves function as semi-autonomous entities, usually fulfilling their own basic needs, and sometimes performing jobs when able. Each job corresponds to a '''labor''' which a dwarf must have enabled to perform. Enabling labors tells them what jobs they can do, and multiple can be assigned to each dwarf, but specialization means faster skill gain (and some jobs have conflicting tool requirements described below). Jobs are created in various ways, including [[designation]]s, [[zone]]s, [[workshop]] tasks, and [[manager]] work orders, and once created, an idle dwarf with that labor enabled will be assigned the job. A new tab called [[work detail]] has been introduced as well.&lt;br /&gt;
&lt;br /&gt;
=== Basic terminology ===&lt;br /&gt;
*'''Labor:''' the ability to complete a job specific to a given type of work, which must be assigned individually to each dwarf.&lt;br /&gt;
*'''Preference:''' a somewhat ambiguous term associated with the process of assigning a labor to a dwarf.  Dwarves do not merely ''prefer'' assigned labors over unassigned labors; instead, they will '''completely refuse''' to do unassigned labors.&lt;br /&gt;
*'''Skill:'''  the level of proficiency a dwarf has when performing a specific labor.  Skill increases with experience in completing the work.  (The terms labor and skill are '''NOT''' synonyms.  Skill is a measure of proficiency for a given labor, while a labor is the ability to do the work.) &lt;br /&gt;
*'''[[Unit_type_token|Profession]]:'''  Each dwarf is assigned a professional title, which is determined from the dwarf's assigned / preferred labors that has the highest skill level.&lt;br /&gt;
*'''Job:'''  a specific task or work order queued to be completed, which can only be completed by a dwarf assigned to the labor that corresponds to the job.  Typically there are multiple jobs that can be completed by a specific labor.&lt;br /&gt;
:*Additionally, basic needs also appear as jobs, such as [[Food|eating]], [[sleep]]ing, [[Alcohol|drinking]], etc..  These are not assigned, but are created automatically as needed.&lt;br /&gt;
*'''Social Skill:'''  [[Social skill]]s are not labors, in that no work is performed using them, but they are similar in that they are unique abilities which will increase in competency the more they are used.  &lt;br /&gt;
*'''Miscellaneous Abilities:'''  are similar to labors and social skills, but, again, are not used in the performance of work.  An example is [[swimming]].&lt;br /&gt;
&lt;br /&gt;
===Assigning labors===&lt;br /&gt;
There are several steps required to assign a particular labor to a dwarf.  For an example, let's say you have designated a section of underground [[rock]] to be [[mining|mined]] in order to make a tunnel for your fortress.  This designation of work is a &amp;quot;job&amp;quot;, and will now appear in your {{k|j}}obs [[menu]] as &amp;quot;dig&amp;quot;.  In order for a dwarf to complete the job, you must assign a dwarf the [[mining]] labor.  This can be done as follows:&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# From the main map screen, select the [[unit list]] menu, {{k|u}}, which will list all your dwarves and show their current activity.&lt;br /&gt;
#* Alternatively, you can use the {{k|v}}iew menu. &lt;br /&gt;
# From the [[unit list]] menu, arrow scroll down to select the dwarf whom you want to assign a labor to then select {{k|z}} to zoom to their location.  Your view will change to the main map, and the dwarf you have chosen should be flashing on and off.  In the task window on the right you will see information about the selected dwarf,  in the Dwarf Details menu.&lt;br /&gt;
#* The default view for the selected dwarf in the Dwarf Details menu is 'general' {{k|g}}, which will list the dwarf's nickname or first name, dwarvish last name,  and profession, followed below by their [[Technical tricks#Settings - d_init.txt|nickname]] or first name and last name as it reads in English, and their [[noble]] title if they are a [[noble]].  This is followed by a list that shows the current job (or lack thereof) in blue text, [[combat]] role {{k|c}}, labors {{k|b}}, and miscellaneous [[social skill]]s and abilities {{k|m}}.  To see only the current labors, turn the combat {{k|c}} and miscellaneous {{k|m}} sections off.&lt;br /&gt;
#  From the Dwarf Details screen, select {{k|p}} for preference, and then {{k|l}} for labor.  This will take you to the Labor Categories screen, which categorizes the individual labor options into various categories based on similarity of work.  (See Labor Categories below.)&lt;br /&gt;
#* Note that [[Mining]] is unique on the list, as it is the only item that is a labor in its own right, and not a category of several labors.&lt;br /&gt;
#  Scroll through the list using the {{k|+}} or {{k|-}} keys, select a category, and scroll through the individual labor list, and once you have the desired labor selected, press {{k|Enter}}.  For this example, since Mining is a labor and not a category you need only select [[Mining]] from the category menu.&lt;br /&gt;
#  Exiting:  To return to the Dwarf Details screen, select preference {{k|p}} then general {{k|g}}, and you should see the new assigned labor in the list.  You can also exit directly to the main screen by selecting {{k|Esc}}.&amp;lt;br /&amp;gt;&lt;br /&gt;
#* Note that changes in labors '''will not always take effect immediately''', if a labor, say Mining, is deselected on a dwarf who is performing the job, they will first finish mining the current tile and then stop mining.&lt;br /&gt;
&lt;br /&gt;
[[File:pinklabor.png|thumb|223px|right|Pink-colored labor choices.]]If the dwarf is undergoing military training, then activated labors will be marked in pink, denoting that a dwarf is not able to perform those labors.&lt;br /&gt;
&lt;br /&gt;
{{TipBox2|titlebg=#dd0|float=right|Utilities|You may have noticed that the UI for managing dwarves is a bit difficult to use. If you are using a supported operating system, [[Utilities#Dwarf Therapist|Dwarf Therapist]] and/or [[Utility:DFHack|DFHack]] can make this much easier.}}&lt;br /&gt;
&lt;br /&gt;
'''Note:'''  The word '''&amp;quot;preference&amp;quot;''' can be confusing, as it suggests that a dwarf will do work associated with any labor, but will 'prefer' and prioritize work associated with labors you have assigned.  '''This is not the case.'''  A dwarf will '''only''' do work associated with assigned preferred labors, so it is not a preference, but in fact functions as a switch to enable or disable the labor.  (Prioritization of work is based on several factors that are not fully understood, but are presented in [[micromanaging tricks]].)&lt;br /&gt;
&lt;br /&gt;
Once designated as a '''labor preference''', a single labor can be applied to many different jobs.  For instance, a dwarf with the [[bone carving]] labor designated might carve a totem out of a skull, craft bone practice [[bolt]]s for a [[crossbow]], create bone [[armor]], or carve bone [[craft]]s to trade.  Each of these is a different possible job allowed by designating the associated labor.&lt;br /&gt;
&lt;br /&gt;
=== Labor and tool requirements ===&lt;br /&gt;
For a few specific jobs, a matching '''tool''' is also required for a dwarf to obey the job assignment.  Any active [[miner]] needs a [[pick]], any active wood cutter needs a [[battle axe]], and any active [[hunter]] needs a  [[crossbow]] (with quiver and bolts).  If a labor needs a tool, the labor is considered '''exclusive''' such that you can only assign &amp;lt;u&amp;gt;one&amp;lt;/u&amp;gt; of the three labors listed to any single dwarf at any one time. &lt;br /&gt;
&lt;br /&gt;
This means that a dwarf cannot be, for instance, a [[Miner]] and a [[Hunter]] simultaneously, since both labors require a tool. If a dwarf is assigned a tool-labor and another tool-labor was previously assigned to said dwarf, the (old) tool-labor is automatically and silently unassigned, and that tool is immediately dropped where they stand at the time. &lt;br /&gt;
&lt;br /&gt;
Additionally, the assignment of these tools '''overrides''' any [[Squad|uniform]] assigned to a dwarf's [[squad]], so [[military]] dwarves should never be assigned any of the aforementioned labors. &lt;br /&gt;
&lt;br /&gt;
To be used, a tool cannot be [[forbidden]], nor in possession of another dwarf (even one that does not currently have a job), and a [[path]] must be available from the dwarf to that type of tool. If a tool is not available, the dwarf will typically attempt to fulfil other [[need]]s. It is possible, by using locked doors etc. to limit the paths, to force a specific tool to be assigned to a dwarf, but otherwise the tool will be randomly assigned, sometimes involving a dwarf walking long distances and past perfectly useful tools to find the one they think they want.&lt;br /&gt;
&lt;br /&gt;
=== Labor and facility requirements  ===&lt;br /&gt;
Many jobs require a workshop or some other [[Furnace|facility]] in order to be completed.  Jobs are designated by way of the workshop, and any dwarf with the corresponding labor associated with the workshop will go to the shop, provided they are not eating, sleeping, drinking, etc..., and begin to complete the task.  Most workshop jobs also require some raw materials in order to complete the production.&lt;br /&gt;
&lt;br /&gt;
== Labor categories ==&lt;br /&gt;
Labor is divided into the following categories which are typically related by function or material, and for which there are multiple labors associated with each category:&lt;br /&gt;
* '''[[Mining]]''': &lt;br /&gt;
::: [[Mining]]&lt;br /&gt;
*  '''[[Wood industry|Woodworking]]''': &lt;br /&gt;
::: [[Carpentry]], [[Crossbow-making]], [[Wood cutting]]&lt;br /&gt;
*  '''[[Stone industry|Stoneworking]]''': &lt;br /&gt;
::: [[Masonry]], [[Stone carving]], [[Stonecutting]], [[Stone Engraving]]&lt;br /&gt;
*  '''[[Hunting]]'''/Related:  &lt;br /&gt;
::: [[Animal care]]†, [[Animal training]], [[Hunting]], [[Small animal dissection]]‡, [[Trapping]]‡&lt;br /&gt;
*  '''[[Healthcare]]''':   &lt;br /&gt;
::: [[Diagnosis]], [[Dressing wounds]], Feed Patients/Prisoners, Recovering Wounded, [[Setting bones]], [[Surgery]], [[Suturing]]&lt;br /&gt;
*  '''[[Farming]]'''/Related:   &lt;br /&gt;
::: [[Beekeeping]], [[Brewing]], [[Butchery]], [[Cheese making]], [[Cooking]], [[Dyeing]], [[Grower|Farming (Fields)]], [[Gelder|Gelding]], [[Lye maker|Lye Making]], [[Milking]], [[Milling]], [[Herbalist|Plant Gathering]], [[Thresher|Plant Processing]], [[Potash maker|Potash Making]], [[Presser|Pressing]], [[Shearing]], [[Soaper|Soap making]], [[Spinning]], [[Tanning]], [[Wood burner|Wood Burning]]&lt;br /&gt;
*  '''[[Fishing]]'''/Related:   &lt;br /&gt;
::: [[Fishing]], [[Fish cleaning]], [[Fish dissection]]‡&lt;br /&gt;
*  '''[[Metal industry|Metalsmithing]]''':  &lt;br /&gt;
::: [[Armoring]], [[Blacksmithing]], [[Furnace operating]], [[Metalcrafting]], [[Weaponsmithing]]&lt;br /&gt;
*  '''[[Jewelry]]''':   &lt;br /&gt;
::: [[Gem cutting]], [[Gem setting]]&lt;br /&gt;
*  '''[[Crafts]]''':   &lt;br /&gt;
::: [[Bookbinder|Book Binding]], [[Bone carver|Bone Carving]], [[Clothier|Clothesmaking]], [[Glassmaker|Glassmaking]], [[Glazer|Glazing]], [[Leatherworker|Leatherworking]],  [[Papermaker|Papermaking]], [[Potter|Pottery]], [[Stone crafter|Stonecrafting]], [[Strand extractor|Strand Extraction]], [[Wax worker|Wax Working]],  [[Weaver|Weaving]], [[Wood crafter|Woodcrafting]]&lt;br /&gt;
*  '''[[Engineer]]ing''':   &lt;br /&gt;
::: [[Mechanic]]s, [[Pump operator|Pump operating]], [[Siege engineer|Siege Engineering]], [[Siege operator|Seige Operating]]&lt;br /&gt;
*  '''[[Hauling]]''':&lt;br /&gt;
::: Stone/Wood/Item/Food/[[Refuse]]/Furniture/Animal/Trade Good/Water Hauling, Burial, Push/Haul Vehicles&lt;br /&gt;
*  '''Other''' Jobs:   &lt;br /&gt;
::: [[Cleaning]], [[Lever operation]], Road building, Wall/Floor construction&lt;br /&gt;
&lt;br /&gt;
†As of 8-2014, Animal Care is not functioning{{verify}}&lt;br /&gt;
&lt;br /&gt;
‡Trapping, Small Animal Dissection, and Fish Dissection have limited utility. &lt;br /&gt;
&lt;br /&gt;
=== Jobs that are not associated with a labor ===&lt;br /&gt;
* Basic Needs: [[food|eat]]ing, [[thirst|drinking]], [[sleep]]ing, going [[on break]], [[party]]ing, [[clean self|cleaning themselves]], and [[rest]]ing. &lt;br /&gt;
* A few things are listed as &amp;quot;No Job&amp;quot; but can be considered labors in a different sense: running scared, not having a path to anyplace useful, and being [[insane]].&lt;br /&gt;
&lt;br /&gt;
== Managing labor and demand ==&lt;br /&gt;
This can be done from the labor menu {{k|y}} under the [[work detail]]s tab.&lt;br /&gt;
* You can view a list of all current, queued, and suspended jobs, as well as which dwarves are doing them, on the {{k|t}}asks menu.&lt;br /&gt;
* A [[manager]] is incredibly useful for managing production jobs ([[workshop]] based). They can queue up a significant list of jobs without the need to select the various workshops, and place orders in bulk (or to be repeated).  That said, there are some caveats, the most important being that queued jobs must be done in the correct order of materials required, or the orders will auto cancel.  Also, you should not assign your manager to labors that are in high demand, as this will keep them from going to their [[office]] to place the orders.&lt;br /&gt;
* [[Migrants|Migrating]] dwarves will typically arrive with a certain work details already assigned. You will likely want to change these to put them to work in a way that best suits your fortress.&lt;br /&gt;
&lt;br /&gt;
== Advanced labor management and design ==&lt;br /&gt;
Managing your dwarves can be a tricky and time-consuming business.  Many a fortress has been abandoned not because of destruction from external threat, but rather from labor management fatigue. [[Utilities#Dwarf Therapist|Dwarf Therapist]] or [[Utility:DFHack|DFHack]] are both useful tools that assist you in managing your labors.&lt;br /&gt;
&lt;br /&gt;
As your fortress grows, so will your labor pool, and the way you assign that labor will change over time.  Typically at embark, you will have at least one Miner, a Wood cutter, Farmer, Carpenter, Mason/Stonecrafter, Cook/Brewer, Mechanic/Architect, one of which will also be a Broker / Appraiser.  There are multiple combinations but this is typical (see [[Embark]] and [[Starting build]]).  Early on, you will probably want to focus on fortress design and development, such that you will place priority on [[mining]] and [[masonry]], supplemented by [[carpentry]].&lt;br /&gt;
&lt;br /&gt;
In order to maximize the benefit of highly skilled labor, you will eventually want to specialize your labor, such that each dwarf has a very limited number of labors assigned.&lt;br /&gt;
&lt;br /&gt;
Hauling:  Nothing can bog down your production like the distraction of hauling jobs.  Losing your fort to a siege is [[fun]], but losing because all your skilled laborers spend all their time hauling stuff is no fun.  One solution is to use dedicated haulers.  The migrants who appear having no skilled labor, and whose attributes pretty much suck all around, aka [[peasant]]s, are best used as dedicated haulers.&lt;br /&gt;
&lt;br /&gt;
== Labor, skill, and product quality ==&lt;br /&gt;
The amount of [[experience]] a dwarf has with a certain labor will determine how well they go about performing this labor; the more experience, the greater the skill. Certain job types can be completed more quickly, based on the skill in the labor.  There are exceptions, such as [[Health care|nursing]] and [[hauling]] which will never be completed more quickly, regardless of skill.  &lt;br /&gt;
&lt;br /&gt;
Certain labors will produce products that have a [[quality]] tag, typically those associated with the production of an item from a workshop.  The table below lists in which labors the dwarf's experience will impact the quality of produced items and in which labors a higher experience will only be beneficial for the speed of production.&lt;br /&gt;
&lt;br /&gt;
* Many labors, most notably [[hauling]], have no associated skill, do not generate experience, and do not improve with practice.   &lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Category !! Labors !! Quality-effects? !! Details&lt;br /&gt;
|-&lt;br /&gt;
| Mining ||&lt;br /&gt;
* [[Mining]] &lt;br /&gt;
| no &lt;br /&gt;
| speed only&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=3 |Woodworker ||&lt;br /&gt;
* [[Carpentry]]&lt;br /&gt;
| yes&lt;br /&gt;
| item and furniture quality, speed only for buildings&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Crossbow-making]]&lt;br /&gt;
| yes&lt;br /&gt;
| weapon quality&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Wood cutting]]&lt;br /&gt;
| no &lt;br /&gt;
| speed only&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=4 | Stoneworking &lt;br /&gt;
||&lt;br /&gt;
* [[Masonry]]&lt;br /&gt;
| no&lt;br /&gt;
| speed only&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Stone carving]]&lt;br /&gt;
| yes&lt;br /&gt;
| items and furniture quality&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Stonecutting]]&lt;br /&gt;
| no &lt;br /&gt;
| speed only&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Stone engraving]]&lt;br /&gt;
| yes &lt;br /&gt;
| engraving quality&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=5 | Hunting/Related ||&lt;br /&gt;
* [[Animal training]]&lt;br /&gt;
| yes &lt;br /&gt;
| training quality&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Animal care]]&lt;br /&gt;
| no&lt;br /&gt;
| not implemented&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Hunting]]&lt;br /&gt;
| no&lt;br /&gt;
| success rate tends to rise from increasing ambusher and marksdwarf skills&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Trapping]]&lt;br /&gt;
| no&lt;br /&gt;
| success rate? trap quality?{{verify}}&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Small animal dissection]]&lt;br /&gt;
| no&lt;br /&gt;
| speed only&lt;br /&gt;
|-&lt;br /&gt;
| [[Healthcare]] (Doctoral) ||&lt;br /&gt;
* [[Diagnosis]]&lt;br /&gt;
* [[Surgery]]&lt;br /&gt;
* [[Setting bones]]&lt;br /&gt;
* [[Suturing]]&lt;br /&gt;
* [[Dressing wounds]]&lt;br /&gt;
| yes&lt;br /&gt;
| success chance, accuracy (and speed) of treatment &amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Healthcare]] (Nursing) ||&lt;br /&gt;
* [[Feed patients/prisoners]]&lt;br /&gt;
* [[Recovering wounded]]&lt;br /&gt;
| no &lt;br /&gt;
| unskilled&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=20 | Farming/Related ||&lt;br /&gt;
* [[Butchery]]&lt;br /&gt;
| no&lt;br /&gt;
| speed only&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Tanning]]&lt;br /&gt;
| no&lt;br /&gt;
| speed only&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Farming (fields)]]&lt;br /&gt;
| yes&lt;br /&gt;
| crop yield (stack size)&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Dyeing]]&lt;br /&gt;
| yes&lt;br /&gt;
| dye quality&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Gelding]]&lt;br /&gt;
| no&lt;br /&gt;
| less likely to be injured&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Soap making]]&lt;br /&gt;
| no&lt;br /&gt;
| speed only&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Wood burning]]&lt;br /&gt;
| no&lt;br /&gt;
| speed only&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Potash making]]&lt;br /&gt;
| no&lt;br /&gt;
| speed only&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Lye making]]&lt;br /&gt;
| no&lt;br /&gt;
| speed only&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Milling]]&lt;br /&gt;
| no&lt;br /&gt;
| speed only&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Brewing]]&lt;br /&gt;
| no&lt;br /&gt;
| speed only&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Plant gathering]]&lt;br /&gt;
| yes&lt;br /&gt;
| success and plant yield (stack size)&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Plant processing]]&lt;br /&gt;
| no&lt;br /&gt;
| speed only&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Cheese making]]&lt;br /&gt;
| no&lt;br /&gt;
| speed only&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Milking]]&lt;br /&gt;
| no&lt;br /&gt;
| speed only&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Shearing]]&lt;br /&gt;
| no&lt;br /&gt;
| speed only&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Spinning]]&lt;br /&gt;
| no&lt;br /&gt;
| speed only&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Cooking]]&lt;br /&gt;
| yes&lt;br /&gt;
| meal and ingredient quality&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Pressing]]&lt;br /&gt;
| no&lt;br /&gt;
| speed only&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Beekeeping]]&lt;br /&gt;
| no&lt;br /&gt;
| speed only{{verify}}&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=3 | Fishing/Related ||&lt;br /&gt;
* [[Fishing]]&lt;br /&gt;
| yes&lt;br /&gt;
| fish stack size&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Fish cleaning]]&lt;br /&gt;
| no&lt;br /&gt;
| speed only&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Fish dissection]]&lt;br /&gt;
| no&lt;br /&gt;
| speed only&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=5 | Metalsmithing ||&lt;br /&gt;
* [[Furnace operating]]&lt;br /&gt;
| no&lt;br /&gt;
| speed only&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Weaponsmithing]]&lt;br /&gt;
| yes&lt;br /&gt;
| weapon quality&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Armoring]]&lt;br /&gt;
| yes&lt;br /&gt;
| armor quality&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Blacksmithing]]&lt;br /&gt;
| yes&lt;br /&gt;
| item and furniture quality, speed only for buildings&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Metalcrafting]]&lt;br /&gt;
| yes&lt;br /&gt;
| craft, item, decoration, designed building quality&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=2 | Jewelry ||&lt;br /&gt;
* [[Gem cutting]]&lt;br /&gt;
| yes&lt;br /&gt;
| gem craft quality&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Gem setting]]&lt;br /&gt;
| yes&lt;br /&gt;
| decoration quality&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=11 | Crafts ||&lt;br /&gt;
* [[Leatherworker|Leatherworking]]&lt;br /&gt;
| yes&lt;br /&gt;
| clothing, decoration, craft quality&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Wood crafter|Woodcrafting]]&lt;br /&gt;
| yes&lt;br /&gt;
| craft quality&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Stone crafter|Stonecrafting]]&lt;br /&gt;
| yes&lt;br /&gt;
| craft quality&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Bone carving]]&lt;br /&gt;
| yes&lt;br /&gt;
| craft, decoration quality&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Glassmaking]]&lt;br /&gt;
| yes&lt;br /&gt;
| craft, item, furniture quality&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Weaver|Weaving]]&lt;br /&gt;
| yes&lt;br /&gt;
| cloth quality&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Clothier|Clothesmaking]]&lt;br /&gt;
| yes&lt;br /&gt;
| clothing, decoration quality &lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Strand extractor|Strand extraction]]&lt;br /&gt;
| no&lt;br /&gt;
| speed only&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Potter|Pottery]]&lt;br /&gt;
| yes&lt;br /&gt;
| craft, item, furniture quality&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Glazer|Glazing]]&lt;br /&gt;
| yes&lt;br /&gt;
| glaze quality&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Wax worker|Wax working]]&lt;br /&gt;
| yes&lt;br /&gt;
| craft quality&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=4 | Engineering  ||&lt;br /&gt;
* [[Siege engineer|Siege engineering]]&lt;br /&gt;
| yes&lt;br /&gt;
| part, ammunition quality&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Siege operator|Siege operating]]&lt;br /&gt;
| yes&lt;br /&gt;
| accuracy&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Mechanic|Mechanics]]&lt;br /&gt;
| yes&lt;br /&gt;
| mechanism, furniture quality&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Pump operator|Pump operating]]&lt;br /&gt;
| no&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| [[Hauling]] ||&lt;br /&gt;
* Stone hauling&lt;br /&gt;
* Wood hauling&lt;br /&gt;
* Item hauling&lt;br /&gt;
* Burial&lt;br /&gt;
* Food hauling&lt;br /&gt;
* Refuse hauling&lt;br /&gt;
* Furniture hauling&lt;br /&gt;
* [[Hauling#Animal hauling|Animal hauling]]&lt;br /&gt;
* Trade Good Hauling&lt;br /&gt;
* Water Hauling &lt;br /&gt;
* [[Hauling#Push /Haul Vehicle|Push/Haul Vehicle]]&lt;br /&gt;
| no&lt;br /&gt;
| unskilled&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=4 | Other Jobs ||&lt;br /&gt;
* [[Cleaning]]&lt;br /&gt;
| no&lt;br /&gt;
| unskilled&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Lever operation]]&lt;br /&gt;
| no&lt;br /&gt;
| unskilled&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* Road building&lt;br /&gt;
| no&lt;br /&gt;
| unskilled&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* Wall/floor construction&lt;br /&gt;
| no&lt;br /&gt;
| unskilled&lt;br /&gt;
|}&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Strange moods==&lt;br /&gt;
{{main|Strange mood}}&lt;br /&gt;
A dwarf under a strange mood will perform a specific task to create an [[artifact]] that is outside of the player's control. Until they complete the task, both they and the workshop they claim will be unavailable for any labor. If the dwarf cannot complete the artifact, they will go [[insane]] and be permanently unable to perform any labor.&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = èrith&lt;br /&gt;
| elvish  = equa&lt;br /&gt;
| goblin  = akul&lt;br /&gt;
| human   = ebe&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Skills|*}}&lt;br /&gt;
{{Category|Interface}}&lt;br /&gt;
[[ru:Labor]]&lt;/div&gt;</summary>
		<author><name>Koos</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Labor&amp;diff=280090</id>
		<title>Labor</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Labor&amp;diff=280090"/>
		<updated>2022-12-27T22:26:32Z</updated>

		<summary type="html">&lt;p&gt;Koos: /* Managing labor and demand */  updated to reflect work details and new labour system&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{quote|'''&amp;quot;To get a job done, a dwarf has to do it.&amp;quot;''' - Boss Urist McOverstates-the-obvious}}[[File:labor_preview.jpg|thumb|220px|right|&amp;quot;Put both your backs into it!&amp;quot;]]'''Labor''' is how jobs get done in a fortress and which labors are enabled for a dwarf determines which jobs they can perform. The skill level and [[attribute]]s of an individual determine how effectively they perform a job, and a dwarf's overall skill levels determine which profession the game assigns to them.&lt;br /&gt;
&lt;br /&gt;
==Introduction to labor==&lt;br /&gt;
Your dwarves function as semi-autonomous entities, usually fulfilling their own basic needs, and sometimes performing jobs when able. Each job corresponds to a '''labor''' which a dwarf must have enabled to perform. Enabling labors tells them what jobs they can do, and multiple can be assigned to each dwarf, but specialization means faster skill gain (and some jobs have conflicting tool requirements described below). Jobs are created in various ways, including [[designation]]s, [[zone]]s, [[workshop]] tasks, and [[manager]] work orders, and once created, an idle dwarf with that labor enabled will be assigned the job. A new tab called [[work detail]] has been introduced as well.&lt;br /&gt;
&lt;br /&gt;
=== Basic terminology ===&lt;br /&gt;
*'''Labor:''' the ability to complete a job specific to a given type of work, which must be assigned individually to each dwarf.&lt;br /&gt;
*'''Preference:''' a somewhat ambiguous term associated with the process of assigning a labor to a dwarf.  Dwarves do not merely ''prefer'' assigned labors over unassigned labors; instead, they will '''completely refuse''' to do unassigned labors.&lt;br /&gt;
*'''Skill:'''  the level of proficiency a dwarf has when performing a specific labor.  Skill increases with experience in completing the work.  (The terms labor and skill are '''NOT''' synonyms.  Skill is a measure of proficiency for a given labor, while a labor is the ability to do the work.) &lt;br /&gt;
*'''[[Unit_type_token|Profession]]:'''  Each dwarf is assigned a professional title, which is determined from the dwarf's assigned / preferred labors that has the highest skill level.&lt;br /&gt;
*'''Job:'''  a specific task or work order queued to be completed, which can only be completed by a dwarf assigned to the labor that corresponds to the job.  Typically there are multiple jobs that can be completed by a specific labor.&lt;br /&gt;
:*Additionally, basic needs also appear as jobs, such as [[Food|eating]], [[sleep]]ing, [[Alcohol|drinking]], etc..  These are not assigned, but are created automatically as needed.&lt;br /&gt;
*'''Social Skill:'''  [[Social skill]]s are not labors, in that no work is performed using them, but they are similar in that they are unique abilities which will increase in competency the more they are used.  &lt;br /&gt;
*'''Miscellaneous Abilities:'''  are similar to labors and social skills, but, again, are not used in the performance of work.  An example is [[swimming]].&lt;br /&gt;
&lt;br /&gt;
===Assigning labors===&lt;br /&gt;
There are several steps required to assign a particular labor to a dwarf.  For an example, let's say you have designated a section of underground [[rock]] to be [[mining|mined]] in order to make a tunnel for your fortress.  This designation of work is a &amp;quot;job&amp;quot;, and will now appear in your {{k|j}}obs [[menu]] as &amp;quot;dig&amp;quot;.  In order for a dwarf to complete the job, you must assign a dwarf the [[mining]] labor.  This can be done as follows:&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# From the main map screen, select the [[unit list]] menu, {{k|u}}, which will list all your dwarves and show their current activity.&lt;br /&gt;
#* Alternatively, you can use the {{k|v}}iew menu. &lt;br /&gt;
# From the [[unit list]] menu, arrow scroll down to select the dwarf whom you want to assign a labor to then select {{k|z}} to zoom to their location.  Your view will change to the main map, and the dwarf you have chosen should be flashing on and off.  In the task window on the right you will see information about the selected dwarf,  in the Dwarf Details menu.&lt;br /&gt;
#* The default view for the selected dwarf in the Dwarf Details menu is 'general' {{k|g}}, which will list the dwarf's nickname or first name, dwarvish last name,  and profession, followed below by their [[Technical tricks#Settings - d_init.txt|nickname]] or first name and last name as it reads in English, and their [[noble]] title if they are a [[noble]].  This is followed by a list that shows the current job (or lack thereof) in blue text, [[combat]] role {{k|c}}, labors {{k|b}}, and miscellaneous [[social skill]]s and abilities {{k|m}}.  To see only the current labors, turn the combat {{k|c}} and miscellaneous {{k|m}} sections off.&lt;br /&gt;
#  From the Dwarf Details screen, select {{k|p}} for preference, and then {{k|l}} for labor.  This will take you to the Labor Categories screen, which categorizes the individual labor options into various categories based on similarity of work.  (See Labor Categories below.)&lt;br /&gt;
#* Note that [[Mining]] is unique on the list, as it is the only item that is a labor in its own right, and not a category of several labors.&lt;br /&gt;
#  Scroll through the list using the {{k|+}} or {{k|-}} keys, select a category, and scroll through the individual labor list, and once you have the desired labor selected, press {{k|Enter}}.  For this example, since Mining is a labor and not a category you need only select [[Mining]] from the category menu.&lt;br /&gt;
#  Exiting:  To return to the Dwarf Details screen, select preference {{k|p}} then general {{k|g}}, and you should see the new assigned labor in the list.  You can also exit directly to the main screen by selecting {{k|Esc}}.&amp;lt;br /&amp;gt;&lt;br /&gt;
#* Note that changes in labors '''will not always take effect immediately''', if a labor, say Mining, is deselected on a dwarf who is performing the job, they will first finish mining the current tile and then stop mining.&lt;br /&gt;
&lt;br /&gt;
[[File:pinklabor.png|thumb|223px|right|Pink-colored labor choices.]]If the dwarf is undergoing military training, then activated labors will be marked in pink, denoting that a dwarf is not able to perform those labors.&lt;br /&gt;
&lt;br /&gt;
{{TipBox2|titlebg=#dd0|float=right|Utilities|You may have noticed that the UI for managing dwarves is a bit difficult to use. If you are using a supported operating system, [[Utilities#Dwarf Therapist|Dwarf Therapist]] and/or [[Utility:DFHack|DFHack]] can make this much easier.}}&lt;br /&gt;
&lt;br /&gt;
'''Note:'''  The word '''&amp;quot;preference&amp;quot;''' can be confusing, as it suggests that a dwarf will do work associated with any labor, but will 'prefer' and prioritize work associated with labors you have assigned.  '''This is not the case.'''  A dwarf will '''only''' do work associated with assigned preferred labors, so it is not a preference, but in fact functions as a switch to enable or disable the labor.  (Prioritization of work is based on several factors that are not fully understood, but are presented in [[micromanaging tricks]].)&lt;br /&gt;
&lt;br /&gt;
Once designated as a '''labor preference''', a single labor can be applied to many different jobs.  For instance, a dwarf with the [[bone carving]] labor designated might carve a totem out of a skull, craft bone practice [[bolt]]s for a [[crossbow]], create bone [[armor]], or carve bone [[craft]]s to trade.  Each of these is a different possible job allowed by designating the associated labor.&lt;br /&gt;
&lt;br /&gt;
=== Labor and tool requirements ===&lt;br /&gt;
For a few specific jobs, a matching '''tool''' is also required for a dwarf to obey the job assignment.  Any active [[miner]] needs a [[pick]], any active wood cutter needs a [[battle axe]], and any active [[hunter]] needs a  [[crossbow]] (with quiver and bolts).  If a labor needs a tool, the labor is considered '''exclusive''' such that you can only assign &amp;lt;u&amp;gt;one&amp;lt;/u&amp;gt; of the three labors listed to any single dwarf at any one time. &lt;br /&gt;
&lt;br /&gt;
This means that a dwarf cannot be, for instance, a [[Miner]] and a [[Hunter]] simultaneously, since both labors require a tool. If a dwarf is assigned a tool-labor and another tool-labor was previously assigned to said dwarf, the (old) tool-labor is automatically and silently unassigned, and that tool is immediately dropped where they stand at the time. &lt;br /&gt;
&lt;br /&gt;
Additionally, the assignment of these tools '''overrides''' any [[Squad|uniform]] assigned to a dwarf's [[squad]], so [[military]] dwarves should never be assigned any of the aforementioned labors. &lt;br /&gt;
&lt;br /&gt;
To be used, a tool cannot be [[forbidden]], nor in possession of another dwarf (even one that does not currently have a job), and a [[path]] must be available from the dwarf to that type of tool. If a tool is not available, the dwarf will typically attempt to fulfil other [[need]]s. It is possible, by using locked doors etc. to limit the paths, to force a specific tool to be assigned to a dwarf, but otherwise the tool will be randomly assigned, sometimes involving a dwarf walking long distances and past perfectly useful tools to find the one they think they want.&lt;br /&gt;
&lt;br /&gt;
=== Labor and facility requirements  ===&lt;br /&gt;
Many jobs require a workshop or some other [[Furnace|facility]] in order to be completed.  Jobs are designated by way of the workshop, and any dwarf with the corresponding labor associated with the workshop will go to the shop, provided they are not eating, sleeping, drinking, etc..., and begin to complete the task.  Most workshop jobs also require some raw materials in order to complete the production.&lt;br /&gt;
&lt;br /&gt;
== Labor categories ==&lt;br /&gt;
Labor is divided into the following categories which are typically related by function or material, and for which there are multiple labors associated with each category:&lt;br /&gt;
* '''[[Mining]]''': &lt;br /&gt;
::: [[Mining]]&lt;br /&gt;
*  '''[[Wood industry|Woodworking]]''': &lt;br /&gt;
::: [[Carpentry]], [[Crossbow-making]], [[Wood cutting]]&lt;br /&gt;
*  '''[[Stone industry|Stoneworking]]''': &lt;br /&gt;
::: [[Masonry]], [[Stone carving]], [[Stonecutting]], [[Stone Engraving]]&lt;br /&gt;
*  '''[[Hunting]]'''/Related:  &lt;br /&gt;
::: [[Animal care]]†, [[Animal training]], [[Hunting]], [[Small animal dissection]]‡, [[Trapping]]‡&lt;br /&gt;
*  '''[[Healthcare]]''':   &lt;br /&gt;
::: [[Diagnosis]], [[Dressing wounds]], Feed Patients/Prisoners, Recovering Wounded, [[Setting bones]], [[Surgery]], [[Suturing]]&lt;br /&gt;
*  '''[[Farming]]'''/Related:   &lt;br /&gt;
::: [[Beekeeping]], [[Brewing]], [[Butchery]], [[Cheese making]], [[Cooking]], [[Dyeing]], [[Grower|Farming (Fields)]], [[Gelder|Gelding]], [[Lye maker|Lye Making]], [[Milking]], [[Milling]], [[Herbalist|Plant Gathering]], [[Thresher|Plant Processing]], [[Potash maker|Potash Making]], [[Presser|Pressing]], [[Shearing]], [[Soaper|Soap making]], [[Spinning]], [[Tanning]], [[Wood burner|Wood Burning]]&lt;br /&gt;
*  '''[[Fishing]]'''/Related:   &lt;br /&gt;
::: [[Fishing]], [[Fish cleaning]], [[Fish dissection]]‡&lt;br /&gt;
*  '''[[Metal industry|Metalsmithing]]''':  &lt;br /&gt;
::: [[Armoring]], [[Blacksmithing]], [[Furnace operating]], [[Metalcrafting]], [[Weaponsmithing]]&lt;br /&gt;
*  '''[[Jewelry]]''':   &lt;br /&gt;
::: [[Gem cutting]], [[Gem setting]]&lt;br /&gt;
*  '''[[Crafts]]''':   &lt;br /&gt;
::: [[Bookbinder|Book Binding]], [[Bone carver|Bone Carving]], [[Clothier|Clothesmaking]], [[Glassmaker|Glassmaking]], [[Glazer|Glazing]], [[Leatherworker|Leatherworking]],  [[Papermaker|Papermaking]], [[Potter|Pottery]], [[Stone crafter|Stonecrafting]], [[Strand extractor|Strand Extraction]], [[Wax worker|Wax Working]],  [[Weaver|Weaving]], [[Wood crafter|Woodcrafting]]&lt;br /&gt;
*  '''[[Engineer]]ing''':   &lt;br /&gt;
::: [[Mechanic]], [[Pump operator|Pump operating]], [[Siege engineer]], [[Siege operator]]&lt;br /&gt;
*  '''[[Hauling]]''':&lt;br /&gt;
::: Stone/Wood/Item/Food/[[Refuse]]/Furniture/Animal/Trade Good/Water Hauling, Burial, Push/Haul Vehicles&lt;br /&gt;
*  '''Other''' Jobs:   &lt;br /&gt;
::: [[Cleaning]], [[Lever operation]], Road building, Wall/Floor construction&lt;br /&gt;
&lt;br /&gt;
†As of 8-2014, Animal Care is not functioning{{verify}}&lt;br /&gt;
&lt;br /&gt;
‡Trapping, Small Animal Dissection, and Fish Dissection have limited utility. &lt;br /&gt;
&lt;br /&gt;
In the preference screen, a labor category is dark gray if there are no labors under it enabled, light gray if there are some jobs enabled, and white if all jobs are enabled.&lt;br /&gt;
&lt;br /&gt;
=== Jobs that are not associated with a labor ===&lt;br /&gt;
* Basic Needs: [[food|eat]]ing, [[thirst|drinking]], [[sleep]]ing, going [[on break]], [[party]]ing, [[clean self|cleaning themselves]], and [[rest]]ing. &lt;br /&gt;
* A few things are listed as &amp;quot;No Job&amp;quot; but can be considered labors in a different sense: running scared, not having a path to anyplace useful, and being [[insane]].&lt;br /&gt;
&lt;br /&gt;
== Managing labor and demand ==&lt;br /&gt;
This can be done from the labor menu {{k|y}} under the [[work detail]]s tab.&lt;br /&gt;
* You can view a list of all current, queued, and suspended jobs, as well as which dwarves are doing them, on the {{k|t}}asks menu.&lt;br /&gt;
* A [[manager]] is incredibly useful for managing production jobs ([[workshop]] based). They can queue up a significant list of jobs without the need to select the various workshops, and place orders in bulk (or to be repeated).  That said, there are some caveats, the most important being that queued jobs must be done in the correct order of materials required, or the orders will auto cancel.  Also, you should not assign your manager to labors that are in high demand, as this will keep them from going to their [[office]] to place the orders.&lt;br /&gt;
* [[Migrants|Migrating]] dwarves will typically arrive with a certain work details already assigned. You will likely want to change these to put them to work in a way that best suits your fortress.&lt;br /&gt;
&lt;br /&gt;
== Advanced labor management and design ==&lt;br /&gt;
Managing your dwarves can be a tricky and time-consuming business.  Many a fortress has been abandoned not because of destruction from external threat, but rather from labor management fatigue. [[Utilities#Dwarf Therapist|Dwarf Therapist]] or [[Utility:DFHack|DFHack]] are both useful tools that assist you in managing your labors.&lt;br /&gt;
&lt;br /&gt;
As your fortress grows, so will your labor pool, and the way you assign that labor will change over time.  Typically at embark, you will have at least one Miner, a Wood cutter, Farmer, Carpenter, Mason/Stonecrafter, Cook/Brewer, Mechanic/Architect, one of which will also be a Broker / Appraiser.  There are multiple combinations but this is typical (see [[Embark]] and [[Starting build]]).  Early on, you will probably want to focus on fortress design and development, such that you will place priority on [[mining]] and [[masonry]], supplemented by [[carpentry]].&lt;br /&gt;
&lt;br /&gt;
In order to maximize the benefit of highly skilled labor, you will eventually want to specialize your labor, such that each dwarf has a very limited number of labors assigned.&lt;br /&gt;
&lt;br /&gt;
Hauling:  Nothing can bog down your production like the distraction of hauling jobs.  Losing your fort to a siege is [[fun]], but losing because all your skilled laborers spend all their time hauling stuff is no fun.  One solution is to use dedicated haulers.  The migrants who appear having no skilled labor, and whose attributes pretty much suck all around, aka [[peasant]]s, are best used as dedicated haulers.&lt;br /&gt;
&lt;br /&gt;
== Labor, skill, and product quality ==&lt;br /&gt;
The amount of [[experience]] a dwarf has with a certain labor will determine how well they go about performing this labor; the more experience, the greater the skill. Certain job types can be completed more quickly, based on the skill in the labor.  There are exceptions, such as [[Health care|nursing]] and [[hauling]] which will never be completed more quickly, regardless of skill.  &lt;br /&gt;
&lt;br /&gt;
Certain labors will produce products that have a [[quality]] tag, typically those associated with the production of an item from a workshop.  The table below lists in which labors the dwarf's experience will impact the quality of produced items and in which labors a higher experience will only be beneficial for the speed of production.&lt;br /&gt;
&lt;br /&gt;
* Many labors, most notably [[hauling]], have no associated skill, do not generate experience, and do not improve with practice.   &lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Category !! Labors !! Quality-effects? !! Details&lt;br /&gt;
|-&lt;br /&gt;
| Mining ||&lt;br /&gt;
* [[Mining]] &lt;br /&gt;
| no &lt;br /&gt;
| speed only&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=3 |Woodworker ||&lt;br /&gt;
* [[Carpentry]]&lt;br /&gt;
| yes&lt;br /&gt;
| item and furniture quality, speed only for buildings&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Crossbow-making]]&lt;br /&gt;
| yes&lt;br /&gt;
| weapon quality&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Wood cutting]]&lt;br /&gt;
| no &lt;br /&gt;
| speed only&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=4 | Stoneworking &lt;br /&gt;
||&lt;br /&gt;
* [[Masonry]]&lt;br /&gt;
| no&lt;br /&gt;
| speed only&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Stone carving]]&lt;br /&gt;
| yes&lt;br /&gt;
| items and furniture quality&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Stonecutting]]&lt;br /&gt;
| no &lt;br /&gt;
| speed only&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Stone engraving]]&lt;br /&gt;
| yes &lt;br /&gt;
| engraving quality&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=5 | Hunting/Related ||&lt;br /&gt;
* [[Animal training]]&lt;br /&gt;
| yes &lt;br /&gt;
| training quality&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Animal care]]&lt;br /&gt;
| no&lt;br /&gt;
| not implemented&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Hunting]]&lt;br /&gt;
| no&lt;br /&gt;
| success rate tends to rise from increasing ambusher and marksdwarf skills&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Trapping]]&lt;br /&gt;
| no&lt;br /&gt;
| success rate? trap quality?{{verify}}&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Small animal dissection]]&lt;br /&gt;
| no&lt;br /&gt;
| speed only&lt;br /&gt;
|-&lt;br /&gt;
| [[Healthcare]] (Doctoral) ||&lt;br /&gt;
* [[Diagnosis]]&lt;br /&gt;
* [[Surgery]]&lt;br /&gt;
* [[Setting bones]]&lt;br /&gt;
* [[Suturing]]&lt;br /&gt;
* [[Dressing wounds]]&lt;br /&gt;
| yes&lt;br /&gt;
| success chance, accuracy (and speed) of treatment &amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Healthcare]] (Nursing) ||&lt;br /&gt;
* [[Feed patients/prisoners]]&lt;br /&gt;
* [[Recovering wounded]]&lt;br /&gt;
| no &lt;br /&gt;
| unskilled&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=20 | Farming/Related ||&lt;br /&gt;
* [[Butchery]]&lt;br /&gt;
| no&lt;br /&gt;
| speed only&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Tanning]]&lt;br /&gt;
| no&lt;br /&gt;
| speed only&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Farming (fields)]]&lt;br /&gt;
| yes&lt;br /&gt;
| crop yield (stack size)&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Dyeing]]&lt;br /&gt;
| yes&lt;br /&gt;
| dye quality&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Gelding]]&lt;br /&gt;
| no&lt;br /&gt;
| less likely to be injured&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Soap making]]&lt;br /&gt;
| no&lt;br /&gt;
| speed only&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Wood burning]]&lt;br /&gt;
| no&lt;br /&gt;
| speed only&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Potash making]]&lt;br /&gt;
| no&lt;br /&gt;
| speed only&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Lye making]]&lt;br /&gt;
| no&lt;br /&gt;
| speed only&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Milling]]&lt;br /&gt;
| no&lt;br /&gt;
| speed only&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Brewing]]&lt;br /&gt;
| no&lt;br /&gt;
| speed only&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Plant gathering]]&lt;br /&gt;
| yes&lt;br /&gt;
| success and plant yield (stack size)&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Plant processing]]&lt;br /&gt;
| no&lt;br /&gt;
| speed only&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Cheese making]]&lt;br /&gt;
| no&lt;br /&gt;
| speed only&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Milking]]&lt;br /&gt;
| no&lt;br /&gt;
| speed only&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Shearing]]&lt;br /&gt;
| no&lt;br /&gt;
| speed only&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Spinning]]&lt;br /&gt;
| no&lt;br /&gt;
| speed only&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Cooking]]&lt;br /&gt;
| yes&lt;br /&gt;
| meal and ingredient quality&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Pressing]]&lt;br /&gt;
| no&lt;br /&gt;
| speed only&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Beekeeping]]&lt;br /&gt;
| no&lt;br /&gt;
| speed only{{verify}}&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=3 | Fishing/Related ||&lt;br /&gt;
* [[Fishing]]&lt;br /&gt;
| yes&lt;br /&gt;
| fish stack size&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Fish cleaning]]&lt;br /&gt;
| no&lt;br /&gt;
| speed only&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Fish dissection]]&lt;br /&gt;
| no&lt;br /&gt;
| speed only&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=5 | Metalsmithing ||&lt;br /&gt;
* [[Furnace operating]]&lt;br /&gt;
| no&lt;br /&gt;
| speed only&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Weaponsmithing]]&lt;br /&gt;
| yes&lt;br /&gt;
| weapon quality&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Armoring]]&lt;br /&gt;
| yes&lt;br /&gt;
| armor quality&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Blacksmithing]]&lt;br /&gt;
| yes&lt;br /&gt;
| item and furniture quality, speed only for buildings&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Metalcrafting]]&lt;br /&gt;
| yes&lt;br /&gt;
| craft, item, decoration, designed building quality&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=2 | Jewelry ||&lt;br /&gt;
* [[Gem cutting]]&lt;br /&gt;
| yes&lt;br /&gt;
| gem craft quality&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Gem setting]]&lt;br /&gt;
| yes&lt;br /&gt;
| decoration quality&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=11 | Crafts ||&lt;br /&gt;
* [[Leatherworker|Leatherworking]]&lt;br /&gt;
| yes&lt;br /&gt;
| clothing, decoration, craft quality&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Wood crafter|Woodcrafting]]&lt;br /&gt;
| yes&lt;br /&gt;
| craft quality&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Stone crafter|Stonecrafting]]&lt;br /&gt;
| yes&lt;br /&gt;
| craft quality&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Bone carving]]&lt;br /&gt;
| yes&lt;br /&gt;
| craft, decoration quality&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Glassmaking]]&lt;br /&gt;
| yes&lt;br /&gt;
| craft, item, furniture quality&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Weaver|Weaving]]&lt;br /&gt;
| yes&lt;br /&gt;
| cloth quality&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Clothier|Clothesmaking]]&lt;br /&gt;
| yes&lt;br /&gt;
| clothing, decoration quality &lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Strand extractor|Strand extraction]]&lt;br /&gt;
| no&lt;br /&gt;
| speed only&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Potter|Pottery]]&lt;br /&gt;
| yes&lt;br /&gt;
| craft, item, furniture quality&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Glazer|Glazing]]&lt;br /&gt;
| yes&lt;br /&gt;
| glaze quality&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Wax worker|Wax working]]&lt;br /&gt;
| yes&lt;br /&gt;
| craft quality&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=4 | Engineering  ||&lt;br /&gt;
* [[Siege engineer|Siege engineering]]&lt;br /&gt;
| yes&lt;br /&gt;
| part, ammunition quality&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Siege operator|Siege operating]]&lt;br /&gt;
| yes&lt;br /&gt;
| accuracy&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Mechanic|Mechanics]]&lt;br /&gt;
| yes&lt;br /&gt;
| mechanism, furniture quality&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Pump operator|Pump operating]]&lt;br /&gt;
| no&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| [[Hauling]] ||&lt;br /&gt;
* Stone hauling&lt;br /&gt;
* Wood hauling&lt;br /&gt;
* Item hauling&lt;br /&gt;
* Burial&lt;br /&gt;
* Food hauling&lt;br /&gt;
* Refuse hauling&lt;br /&gt;
* Furniture hauling&lt;br /&gt;
* [[Hauling#Animal hauling|Animal hauling]]&lt;br /&gt;
* Trade Good Hauling&lt;br /&gt;
* Water Hauling &lt;br /&gt;
* [[Hauling#Push /Haul Vehicle|Push/Haul Vehicle]]&lt;br /&gt;
| no&lt;br /&gt;
| unskilled&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=4 | Other Jobs ||&lt;br /&gt;
* [[Cleaning]]&lt;br /&gt;
| no&lt;br /&gt;
| unskilled&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Lever operation]]&lt;br /&gt;
| no&lt;br /&gt;
| unskilled&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* Road building&lt;br /&gt;
| no&lt;br /&gt;
| unskilled&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* Wall/floor construction&lt;br /&gt;
| no&lt;br /&gt;
| unskilled&lt;br /&gt;
|}&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Strange moods==&lt;br /&gt;
{{main|Strange mood}}&lt;br /&gt;
A dwarf under a strange mood will perform a specific task to create an [[artifact]] that is outside of the player's control. Until they complete the task, both they and the workshop they claim will be unavailable for any labor. If the dwarf cannot complete the artifact, they will go [[insane]] and be permanently unable to perform any labor.&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = èrith&lt;br /&gt;
| elvish  = equa&lt;br /&gt;
| goblin  = akul&lt;br /&gt;
| human   = ebe&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Skills|*}}&lt;br /&gt;
{{Category|Interface}}&lt;br /&gt;
[[ru:Labor]]&lt;/div&gt;</summary>
		<author><name>Koos</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Farming&amp;diff=280089</id>
		<title>Farming</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Farming&amp;diff=280089"/>
		<updated>2022-12-27T22:10:18Z</updated>

		<summary type="html">&lt;p&gt;Koos: /* Management */ changed references to the stocks menu to labor menu, which is the new location&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
[[Image:Df-crops-diagram.png|thumb|200px|General farming flowchart.]]&lt;br /&gt;
&lt;br /&gt;
'''Farming''' is the act of growing [[crop|crops]] for [[food]], [[alcohol]] production, [[cloth]] manufacturing, and [[paper]] making. While small forts can easily be sustained by plant gathering, [[hunting]] and trading, farming is vital to large settlements.&lt;br /&gt;
&lt;br /&gt;
Farming is done at a '''farm plot''' building ({{k|b}}-{{k|o}}-{{k|f}}-{{k|p}} | Build-&amp;gt;Workshops-&amp;gt;Farming-&amp;gt;Farm Plot, then drag over the area you want to build the plot on). Building uses no resources, and can only be done on [[soil]] or [[Irrigation|muddied rock]]. Mud-free stone will not allow the building of a farm plot on top. Farming requires the &amp;quot;Farming (Fields)&amp;quot; [[labor]], and uses the [[Grower]] skill. Farm plots only display the kind of crops that they are able to grow when selected by clicking on the plot.&lt;br /&gt;
&lt;br /&gt;
Depending on [[Tile attributes|where the farm plot is constructed]], different crops may be planted. Farm plots built {{DFtext|Above Ground|2:1}} are not suitable for {{DFtext|Subterranean|0:1}} crops and vice versa. Note that the attributes {{DFtext|Inside|6:0:0}}, {{DFtext|Outside|3:0:1}} are of no relevance. You can grow surface plants indoors by channeling out the roof above the desired plot and then constructing a floor ({{k|b}}-{{k|n}}-{{k|f}} | Build-&amp;gt;Constructions-&amp;gt;Floor) over the open space. Doing this changes the tile from {{DFtext|Dark|0:0:1}} to {{DFtext|Light|6:0:1}}, despite there being a roof (you do '''not''' need to make the roof out of [[glass]] for this to work). A plot with mixed {{DFtext|Light|6:0:1}}  and {{DFtext|Dark|0:0:1}} tiles may show plants as &amp;quot;available&amp;quot; when only a tiny fraction of the tiles in the farm are valid for planting them.&lt;br /&gt;
&lt;br /&gt;
Note that although you can construct a farm plot anywhere there's either a soil floor or a mud covering, this doesn't always mean the seeds you have – especially imported ones – can be planted there. Not all crops can be grown in a given [[biome]], and some biomes will prevent the planting of '''all''' above-ground crops. Even seeds you obtained as a result of [[plant gathering]] might not be plantable where you've chosen to put your farm, if they came from a different biome.&lt;br /&gt;
&lt;br /&gt;
The yellow warning message, {{DFtext|No mud/soil for farm, Mud is left by water|6:0:1}}, is displayed on all above-ground tiles, regardless of whether the farm will function.{{version|0.34.11}}  This warning may be ignored.  Tiles that actually lack mud or soil are excluded from the construction entirely with a red warning message (either {{DFtext|Blocked|4:0:1}} or {{DFtext|Needs soil or mud|4:0:1}}). See the article on [[crop]]s for details on the conditions needed to grow the available plants. &lt;br /&gt;
&lt;br /&gt;
== Introduction to Farming ==&lt;br /&gt;
=== Building a farm ===&lt;br /&gt;
[[File:farm_view.jpg|thumb|Enough to feed 1 dwarf for 2 days!]]&lt;br /&gt;
[[File:Champignonniere meules.jpg|thumb|Mushroom farming]]&lt;br /&gt;
&lt;br /&gt;
First, select an area for your farm. Building a farm on a [[soil]] layer is easiest (farming in non-soil layers will require [[irrigation]]). Aboveground farms can simply be built on the surface (though this exposes your farmers to attack); subterranean farms will need to have a suitable area dug out underground.  Once you've decided on a location, open the {{K|b}}uild menu and select W{{K|o}}rkshops, {{K|f}}arming, and then Farm {{K|p}}lot to build your [[Farming|farm]]. &lt;br /&gt;
&lt;br /&gt;
To define the width and height of your farm plot, use {{K|u}} to increase vertically, {{K|m}} to decrease vertically, {{K|k}} to increase horizontally, and {{K|h}} to decrease horizontally. Keep your farms ''small'' – 2x2, up to 4x4, or so.  Farms are surprisingly productive.  You can always make more farms later if you run low on plants, and having several small farms lets you diversify your crops.  (Each farm plot can only grow one kind of plant per season.) Position the farm plot with the directional keys as normal. Once you are satisfied with the size and position of the plot, confirm it with {{k|Enter}}, and{{K|Esc}} out of the build menu. Now a dwarf with the &amp;quot;Farming (Fields)&amp;quot; labor will come and prepare the plot for planting. (If you don't have a dwarf with farming enabled, the farm plot won't get built.) &lt;br /&gt;
&lt;br /&gt;
Once the farm plot has been built, you must select which crops to grow. Press {{k|q}} and move the cursor over the farm. You will see a list of crops you can select to grow in the local biome and current season. Move the blue selector up and down with {{k|-}} and {{k|+}}, and press {{k|Enter}} to choose a crop to plant during that season (highlighted in white). {{DFtext|Crops displayed in red|4:0:1}} cannot be grown at the moment, either due to a lack of seeds, or (if you have seeds) a lack of growing days left before the crop goes out of season. You can change which season is displayed by pressing {{k|a}},{{k|b}},{{k|c}}, or {{k|d}}. Make sure each season has a crop selected, otherwise you'll end up with an idle field for that 1/4 of the year. Instructing a plot to remain fallow ({{k|z}}) during a particular season will tell dwarves not to plant in that plot during that season, though there is little reason for this. Currently, unlike in real life, crop rotation is not necessary; soil productivity is only affected by fertilizing, and the same crop may be grown indefinitely without a decrease in performance, even without fertilizer.&lt;br /&gt;
&lt;br /&gt;
From the {{k|q}}uery menu, you can press {{k|f}} to fertilize your crop with [[potash]]. Fertilized crops produce larger stacks of plants, which can be vital to grow your [[seed]] supply early on and your food supply later on. Pressing {{k|s}} enables the &amp;quot;Seas Fert&amp;quot; option, which automatically fertilizes this particular plot at the beginning of each season (assuming your dwarves have sufficient [[potash]]). You must have the appropriate [[seed]]s to plant a crop on a plot. To easily see how many of each seed you have, you can go to the Kitchen menu ({{k|z}} {{k|right}} {{k|Enter}}).&lt;br /&gt;
&lt;br /&gt;
Since your dwarves require food, booze and clothing, you should set up a combination of plants that will supply all of these. [[Plump helmet]]s are a good beginning crop for a first cave farm, and [[Strawberry|strawberries]] are a good choice for outdoor fields – both can be eaten raw, or brewed. [[Pig tail]]s produce cloth, which will become important once your clothing starts to [[wear]]. Check the [[crop]]s page for details on different seeds. Cooking plants destroys their seeds, so you should disable the cooking of plants in the Kitchen menu. Eating them, brewing them, or processing them through a farmer's workshop, quern, or millstone, will produce seeds.&lt;br /&gt;
&lt;br /&gt;
'''Help, my farmers won't farm!''' &lt;br /&gt;
&lt;br /&gt;
*Verify that you have farmers – that is, dwarves with the &amp;quot;Farming (fields)&amp;quot; labor enabled, and verify that your farmers have free time – farming appears to be a low-priority task, so it's a good idea to disable ALL other labors on one or two dedicated farmers. (Experienced farmers also produce better yields.)&lt;br /&gt;
&lt;br /&gt;
*Verify that the farm plot has a crop selected for the current season. (Each season must be set up separately, and some crops only grow in certain seasons.) &lt;br /&gt;
&lt;br /&gt;
*Verify that you have [[seed]]s for the chosen crop, and that those seeds are accessible to your farmers (not [[forbid]]den, locked behind a door, being carried across the map by one of your haulers, etc.).&lt;br /&gt;
&lt;br /&gt;
*Verify that your farmers can reach your farm plot (no locked doors, disconnected stairways, etc.).&lt;br /&gt;
&lt;br /&gt;
*Verify that your farm plot is acceptable. An underground plot that has been exposed to sunlight will never grow underground plants again. It may be necessary to remove the plot and rebuild it so that you can select aboveground crops to plant. Farm plots which are partially belowground and aboveground will never be fully planted. Additionally, some aboveground [[biome]]s (such as [[mountain]]s and [[glacier]]s) are unsuitable for farming and will never grow crops.&lt;br /&gt;
&lt;br /&gt;
== Yield and fertilization ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;float:right; margin: 1em&amp;quot;&lt;br /&gt;
! Farm Size !! Potash !! Per Square &lt;br /&gt;
|-&lt;br /&gt;
| 1 (1×1) || 1 || ''1.000''&lt;br /&gt;
|-&lt;br /&gt;
| 2 (1×2) || 1 || 0.500&lt;br /&gt;
|-&lt;br /&gt;
| 3 (1×3) || 1 || '''0.333'''&lt;br /&gt;
|-&lt;br /&gt;
| 4 (1×4, 2×2) || 2 || ''0.500''&lt;br /&gt;
|-&lt;br /&gt;
| 5 (1×5) || 2 || 0.400&lt;br /&gt;
|-&lt;br /&gt;
| 6 (1×6, 2×3) || 2 || 0.333&lt;br /&gt;
|-&lt;br /&gt;
| 7 (1×7) || 2 || '''0.286'''&lt;br /&gt;
|-&lt;br /&gt;
| 8 (1×8, 2×4) || 3 || ''0.375''&lt;br /&gt;
|-&lt;br /&gt;
| 9 (1×9, 3×3) || 3 || 0.333&lt;br /&gt;
|-&lt;br /&gt;
| 10 (1×10, 2×5) || 3 || '''0.300'''&lt;br /&gt;
|-&lt;br /&gt;
| 11 (''n/a'') || 3 || '''''0.272'''''&lt;br /&gt;
|-&lt;br /&gt;
| 12 (2×6, 3×4) || 4 || ''0.333''&lt;br /&gt;
|-&lt;br /&gt;
| 15 (3×5) || 4 || '''0.267'''&lt;br /&gt;
|-&lt;br /&gt;
| 16 (2×8, 4×4) || 5 || ''0.312''&lt;br /&gt;
|-&lt;br /&gt;
| 18 (2×9, 3×6) || 5 || '''0.278'''&lt;br /&gt;
|-&lt;br /&gt;
| 19 (''n/a'') || 5 || '''''0.263'''''&lt;br /&gt;
|-&lt;br /&gt;
| 20 (2×10, 4×5) || 6 || ''0.300''&lt;br /&gt;
|-&lt;br /&gt;
| 21 (3×7) || 6 || '''0.286'''&lt;br /&gt;
|-&lt;br /&gt;
| 23 (''n/a'') || 6 || '''''0.261'''''&lt;br /&gt;
|-&lt;br /&gt;
| 24 (3×8, 4×6) || 7 || ''0.292''&lt;br /&gt;
|-&lt;br /&gt;
| 27 (3×9) || 7 || '''0.259'''&lt;br /&gt;
|-&lt;br /&gt;
| 35 (5×7) || 9 || '''0.257'''&lt;br /&gt;
|-&lt;br /&gt;
| 36 (4×9, 6×6) || 10 || ''0.278''&lt;br /&gt;
|-&lt;br /&gt;
| 39 (''n/a'') || 10 || '''''0.256'''''&lt;br /&gt;
|-&lt;br /&gt;
| 42 (6×7) || 11 || '''0.262'''&lt;br /&gt;
|-&lt;br /&gt;
| 43 (''n/a'') || 11 || '''''0.262'''''&lt;br /&gt;
|-&lt;br /&gt;
| 45 (5×9) || 12 || 0.267&lt;br /&gt;
|-&lt;br /&gt;
| 47 (''n/a'') || 12 || '''''0.255'''''&lt;br /&gt;
|-&lt;br /&gt;
| 49 (7×7) || 13 || 0.265&lt;br /&gt;
|-&lt;br /&gt;
| 50 (5×10) || 13 || '''0.260'''&lt;br /&gt;
|-&lt;br /&gt;
| 51 (''n/a'') || 13 || '''''0.255'''''&lt;br /&gt;
|-&lt;br /&gt;
| 63 (7×9) || 16 || '''0.254'''&lt;br /&gt;
|-&lt;br /&gt;
| 75 (''n/a'') || 19 || '''''0.253'''''&lt;br /&gt;
|-&lt;br /&gt;
| 90 (9×10) || 23 || 0.256&lt;br /&gt;
|-&lt;br /&gt;
| 91 (''n/a'') || 23 || '''''0.253'''''&lt;br /&gt;
|-&lt;br /&gt;
| 99 (''n/a'') || 25 || '''''0.253'''''&lt;br /&gt;
|-&lt;br /&gt;
| 100 (10×10) || 26 || ''0.260''&lt;br /&gt;
|}&lt;br /&gt;
Each farm tile requires a single seed to be planted. Unfertilized farm tiles can produce a stack of 0-6 plants when harvested, depending upon the [[Grower|skill]] of the planter and random chance. Experimentally, fertilizing a farm plot boosts production by 1-3 additional plants per stack each harvest, though the exact mechanism is unknown. For unskilled planters, yield can be effectively doubled with the use of fertilizer. This can be particularly important early on, when your fortress's seed supply is limited, because those extra plants mean more seeds for planting next season. Many crops, like quarry bushes, are impossible to farm effectively in the beginning without fertilizer. Larger harvest stack sizes can also dramatically increase the efficiency of downstream industries; see the [[grower]] article for more discussion. To fertilize a farm plot, one needs [[potash]], which is produced by processing [[ash]]. Each plot must be re-fertilized each season, and the fertilizer must be in place at the time the seeds reach maturity. It does not matter whether the plot is fertilized at the time of planting. {{cite forum|139382/5375231}}&lt;br /&gt;
&lt;br /&gt;
Fertilizing a farm plot requires ''floor(plot_size / 4) + 1'' potash.  The table on the right illustrates the efficiency of potash as a function of plot size - the most efficient (for a specific amount of potash) are in '''bold''', the least efficient are in '''italics''', and sizes that are most efficient but very difficult to create in-game (not rectangular numbers less than or equal to 10 per side) are both '''''bold &amp;amp; italicized'''''.  Generally, larger farms use less, approaching a limit of 1/4 bar per square.  The worst yields per tile are multiples of 4; if one plans to optimize harvest yield, it's most efficient to have plots of size ''4n - 1'', where n is the number of potash used.  Suitable sizes are 1×3, 1×7, 3×5, 3x9, 5×7, and 7×9. If one plans to optimize farmer experience, plots of size 2 or 4 can be fertilized and seeded quickest, and experience can be distributed among more farmers. This ensures that if a bounty of crop is needed in the future, your farmers can yield more without potash, can plant and harvest quicker, and will have more time for other jobs in between.  Of course, the price you'll pay for this is more time spent highlighting each individual farm and changing the crops if you wish to adjust your farming plan.&lt;br /&gt;
&lt;br /&gt;
Fertilizer may be applied to a plot by pressing {{k|f}} while viewing the plot. Only dwarves with the Farming (Fields) labor will apply fertilizer; this grants 30 XP of farming experience for each unit of potash used. Pressing {{k|s}} toggles seasonal fertilization. This does nothing until the next [[season]], at which time the plot will be automatically fertilized.  Note that if you do not have a potash stockpile near your farm plots, your legendary farmers may spend all of their time hauling single bars of potash from all the way on the other side of your fortress, rather than growing food.  &lt;br /&gt;
&lt;br /&gt;
'''Potash Production Chain:'''&lt;br /&gt;
Wood [[Stockpile]] &amp;gt; Wood [[Furnace]] produces [[Ash]] (as [[bars]]) &amp;gt; [[Ashery]] produces [[potash]] (as [[bars]]).&lt;br /&gt;
Note:  5 bars are stored in a [[bin]].  An [[Ashery]] requires a [[block]], barrel, and bucket as components.&lt;br /&gt;
&lt;br /&gt;
=== Exact yield mechanics ===&lt;br /&gt;
&lt;br /&gt;
*Base yield is set to 1.&lt;br /&gt;
*If the farm plot is at least 25% fertilized, increase yield by rand(2) (a random number from 0 to 1).&lt;br /&gt;
*If the farm plot is at least 50% fertilized, increase yield by rand(2).&lt;br /&gt;
*If the farm plot is at least 75% fertilized, increase yield by rand(2).&lt;br /&gt;
*If the farm plot is 100% fertilized, increase yield by rand(2).&lt;br /&gt;
*If rand(5) (a random number from 0 to 4) is less than the Planting skill for the seed (the Farmer's skill level when the seed was planted, capped at 20 = Legendary+5), increase yield by rand(2).&lt;br /&gt;
*If rand(10) is less than the Planting skill for the seed, increase yield by rand(2).&lt;br /&gt;
*If rand(15) is less than the Planting skill for the seed, increase yield by rand(2).&lt;br /&gt;
*If rand(20) is less than the Planting skill for the seed, increase yield by rand(2).&lt;br /&gt;
*If rand(25) is less than the Planting skill for the seed (again, capped at 20) and rand(3) is equal to 0, increase yield by rand(2).&lt;br /&gt;
&lt;br /&gt;
== Subterranean farming ==&lt;br /&gt;
To grow the six &amp;quot;dwarven&amp;quot; plants, you will need an underground farm plot.  The seeds and spawn available to your dwarves at embark will only grow underground. Underground farm plots must be placed on soil or [[mud]]dy stone.&lt;br /&gt;
&lt;br /&gt;
Muddying a stone floor requires temporarily covering it with water; common methods include a [[Irrigation#via_Buckets|bucket brigade]] or '''controlled''' [[flood]]ing (see: [[Irrigation]]) by temporarily diverting a river or pool, using a [[floodgate]] or [[door]] to stop the flow. You may also find a muddied area in a [[cavern]], but note that each tile underneath the farm plot must be muddied. Most caverns have entire open areas which will be permanently covered in mud, but if you dig into the walls of a cavern or chisel away a pillar, the freshly cut floor area will not be muddied until you get it wet.  Underground caverns are dirty, and frequently contain [[Mud|piles of mud]] that are perfect for quickly setting up farms. However, given the wide variety of creatures found in caverns, you may want to take precautions.  Consider keeping a [[squad]] close at hand to guard the farm, or walling off a muddied area for your dwarves' exclusive use.&lt;br /&gt;
&lt;br /&gt;
Underground farming is not restricted to soil layers and caverns; underground floor of any material – rough stone, smoothed stone, ore, gem – can support subterranean farm plots once there is a layer of mud covering it.  See [[irrigation]] for tips on getting the right amount of water to the farm plots.&lt;br /&gt;
&lt;br /&gt;
== Above-ground farming ==&lt;br /&gt;
Farming of above ground crops is only possible on tiles that lie in a biome supporting their growth. Which crops are farmable depends on the biome - only plants ''native'' to a biome can actually be grown in a location: you cannot farm [[yam|yams]] in a [[taiga]], or [[hemp]] in a [[tropical]] rainforest. There are also biomes where aboveground farming is entirely impossible, since no crops are native to them: these are the notoriously cold [[glacier]] and [[tundra]], but also all [[mountain]] and [[ocean]] [[biome]]s. The most widespread crops can be farmed in all land biomes with the exceptions mentioned above; this ubiquitous availability uses the internal reference NOT_FREEZING, but that label is somewhat misleading, since it's a [[Biome token|shorthand]] for a group of specific biomes and doesn't imply anything about the actual temperature - mountains and oceans are generally infertile, no matter what temperature range the embark screen lists, and a [[Taiga]] with &amp;quot;freezing&amp;quot; temperatures allows farming above ground plants.&lt;br /&gt;
&lt;br /&gt;
Above-ground farming is basically the same as underground farming, with the simplifying distinction that above ground plots typically do not require preparatory work. However, there are some complications.&lt;br /&gt;
&lt;br /&gt;
The first complication is that seeds cannot be chosen at embark, as dwarven civilizations do not have access to those sort of plants.  They can be bought from [[Elves|elven]] and [[human]] caravans; above-ground plants can be gathered using the [[Plant gathering]] designation, and then [[brewer|brewed]], [[miller|milled]], [[thresher|threshed]] or [[food|eaten]] directly (depending on the plant) to produce seeds.&lt;br /&gt;
&lt;br /&gt;
The second complication is that the farming must be done on [[soil]] or muddied rock, which is [[above ground]].  Typically, it is done on the surface, which is dangerous (due to aggressive animals, ambushes and sieges).  However, any land which has ever been exposed to sunlight becomes permanently marked as &amp;quot;above ground&amp;quot;.  So, if you have multiple Z-layers of soil; you can channel some above-ground land, remove the resulting ramps, then construct a floor, above where the surface once was.  The (now inside and protected) lower soil will still be suitable for farming outdoor plants like [[strawberry|strawberries]], [[longland grass]], [[rope reed]], and anything else you may find. If your soil is not thick enough, you may still get a secure above ground farm by doing the same with any stone and muddying it. Alternatively, you may build a greenhouse by [[wall]]ing around some soil.&lt;br /&gt;
&lt;br /&gt;
The various crops require particular environments to grow. On an embark which crosses multiple biomes, it's not unusual for aboveground farms in different biomes to have different lists of available crops. &lt;br /&gt;
&lt;br /&gt;
Note that when creating an above ground plot, the interface may incorrectly display &amp;quot;No mud/soil for farm&amp;quot;, even though mud is present. {{bug|249}} The message can be ignored.&lt;br /&gt;
&lt;br /&gt;
== Farm plots in action ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right;margin:1em;width:35%&amp;quot;&lt;br /&gt;
|+ Growth duration for subterranean crops&lt;br /&gt;
|-&lt;br /&gt;
! Crops !! Game [[Time|ticks]] until harvest !! Days until harvest&lt;br /&gt;
|-&lt;br /&gt;
| Plump helmet, pig tail || 30000 || 25 days&lt;br /&gt;
|-&lt;br /&gt;
| Cave wheat, sweet pod, quarry bush, dimple cup || 50000 || 41.666 days&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Once a farm plot has been built and crops have been selected for the current season, dwarves with the &amp;quot;[[Grower|Farming (Fields)]]&amp;quot; labor enabled will begin planting the selected seeds.  One seed is used per tile.  The higher a dwarf's grower skill in planting, the more plants will be harvested from each seed planted. The farming labor is fairly low in priority, so if you want a full-time farmer, it is best to disable all other labors.&lt;br /&gt;
&lt;br /&gt;
Plants take time to grow, depending on their type. Once a plant is fully grown, a dwarf will harvest it. By default, any dwarf will do this. Harvesting plants is not affected by any skill, although it provides a small amount of grower experience. So it's a good idea to set only your planters to harvest, not anyone. To do that, set option &amp;quot;Only Farmers Harvest&amp;quot; {{k|o}}{{k|h}}. This is useful only to train your planter faster; once they're skilled enough, everyone can be allowed to harvest again so the haulers can take care of half the farming work.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border-spacing: 0&amp;quot;&lt;br /&gt;
|{{RT|≈|6:0}}||{{RT|`|0:1}}||{{RT|τ|6:1}}||{{RT|═|6:0}}||{{RT|≈|6:0}}&lt;br /&gt;
|-&lt;br /&gt;
|{{RT|≈|6:0}}||{{RT|≈|6:0}}||{{RT|τ|6:1}}||{{RT|═|6:0}}||{{RT|≈|6:0}}&lt;br /&gt;
|-&lt;br /&gt;
|{{RT|≈|6:0}}||{{RT|≈|6:0}}||{{RT|τ|6:1}}||{{RT|═|6:0}}||{{RT|≈|6:0}}&lt;br /&gt;
|-&lt;br /&gt;
|{{RT|≈|6:0}}||{{RT|τ|6:1}}||{{RT|═|6:0}}||{{RT|≈|6:0}}||{{RT|≈|6:0}}&lt;br /&gt;
|-&lt;br /&gt;
|{{RT|≈|6:0}}||{{RT|τ|6:1}}||{{RT|═|6:0}}||{{RT|≈|6:0}}||{{RT|≈|6:0}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
In the farm plot shown on the right, {{Tile|≈|6:0}} indicates tiles awaiting planting, {{Tile|═|6:0}} indicates tiles that have been planted and are now growing, and {{Tile|τ|6:1}} indicates [[longland grass]] plants that are ready for harvesting.&lt;br /&gt;
&lt;br /&gt;
If harvested plants are not moved to a stockpile in time, they will wither, and eventually [[rot]] away, there being no use for withered plants. If, when the seasons change, the previous crop can not grow anymore, all immature plants will be destroyed, yielding neither seed nor plant. If the farmers are &amp;quot;aware&amp;quot; of this limitation, they will automatically stop planting crops that haven't enough time to ripen, but you might lose a few seeds in your first year when growers of insufficient skill plant seeds too close to the cutoff. Depending on the number of growers and their experience and the rate at which the plant grows, not all squares of large plots may be used. Any farm plot that has both Above Ground and Subterranean tile attributes within the plot will only be partially-planted, if at all. Verify using {{k|k}} over each square of the plot and remake as needed to follow the proper attributes.&lt;br /&gt;
&lt;br /&gt;
=== Farm size ===&lt;br /&gt;
{{main|Farm size calculations}}&lt;br /&gt;
&lt;br /&gt;
A beginning fortress has 7 dwarves, each of which consumes 7 units of food and drink per dwarf per season, needs 196 for the whole fortress for the year. This starting group can theoretically be supported by a single farm tile, but in practice a larger farm will be necessary since a young fortress is unable to use farm tiles to their fullest potential.&lt;br /&gt;
&lt;br /&gt;
A properly-managed and fully-utilized 3x3 plot growing plump helmets can produce an average of up to 2700 units of alcohol per year, enough to provide food (through booze-cooking with seeds) and drink for a fortress of 95 dwarves. A similar 5x5 plot can produce up to 7500 units of food and drink per year, enough to support 265 dwarves.&lt;br /&gt;
&lt;br /&gt;
== Management ==&lt;br /&gt;
Use the [[labor]] menu, and go to the Kitchen tab. From here you can see how many of each kind of food you have. If you're running out of a certain kind of seed, toggle the corresponding plant &amp;quot;Cook&amp;quot; setting to red. [[Cooking]] plants doesn't leave a seed. If you have too many of a certain kind of seed, or of plump helmet, as noted above, toggle the seed &amp;quot;Cook&amp;quot; setting to green. Just make sure you check on the amount and toggle it back before you run out. It may also be a good idea to set aside a few seeds from each type of crop and [[forbid]] them, as a seed bank in case of [[fun|fun times]]. &lt;br /&gt;
&lt;br /&gt;
=== Managing seeds ===&lt;br /&gt;
[[Seed]]s are used to grow [[crop]]s. You may begin the game with a certain number of seeds, [[trade]] for them, or [[plant gathering|gather]] them. In addition to this, eating, [[milling]] and [[brewing]] plants often yield a seed (assuming your fortress hasn't hit the seed cap for that plant). [[Cooking]] plants does not yield seeds, and cooking seeds makes them unusable for planting, so you may want to watch out and make sure you don't convert the last of your plants into +strawberry roast+ without the ability to make more.&lt;br /&gt;
&lt;br /&gt;
You can create a custom [[stockpile]] near your [[farm]] which will only accept [[seed]]s. This will consolidate your seeds into one place, instead of having them littered all through the [[dining room]]. Seeds are stored in [[bag]]s (up to 100 seeds per bag), and seed bags can be stored in barrels. However it is recommended to not use barrels on seed stockpiles, since the hauling habits lead to barrels getting carted around to collect each and every loose seed, interrupting the planting work; see the [[#Bugs|Bugs]] section below for workarounds. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;For DF2014 the theoretical seed stockpile maximum size is 31 tiles for 200 seeds of each of 155 crops, but the actual maximum needed is much less because no fort will be situated in the right place to grow all of those. Four tiles gives enough space for 20 different crops.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Each plant has a fortress-wide seed cap set at 200 (this value can be adjusted in [[d_init.txt]]). [[Brewing]], [[milling]], and [[food|eating]] raw plants will not generate additional seeds once the cap is reached, although you may still get additional seed bags via [[trading]] and thus exceed this limit. Once the count of seeds falls below 200, new seeds will again be generated.&lt;br /&gt;
&lt;br /&gt;
There is also a fortress-wide total seed cap, initially set at 3000 (also configurable in [[d_init.txt]]). Once your fortress reaches this cap new seeds will still be generated, but the oldest seeds on the map will disappear. Unfortunately, this cap counts all seeds on the map, including those carried by traders {{bug|8108}}, and removes old seeds even if they have already been planted {{bug|8107}}. Finally, because the two caps behave differently, they can cause undesirable behavior when both are in operation {{bug|8091}}. &lt;br /&gt;
&lt;br /&gt;
Seeds may be toggled for [[cooking]] on the Kitchen tab of the [[labor]] menu. Disabling seed cooking will keep your seeds safe from starving dwarves. Although the item properties label them as EDIBLE_RAW, [[quarry bush|rock nuts]], like all other seeds, are ''not'' consumed as-is.&lt;br /&gt;
&lt;br /&gt;
=== Managing crops ===&lt;br /&gt;
When your [[crop]]s are ripe, your dwarves will harvest them from the farm plots. This will yield one or more [[stack]]s of [[plant]]s, which will be [[hauling|hauled]] to the appropriate [[stockpile]]. It is generally a good idea to have sufficient [[barrel]]s to hold the food, as [[food]] is subject to [[wear|withering]] and the predation of [[vermin]]. [[Metal]] barrels are especially effective against vermin. You can create a custom stockpile that will only accept [[plant]]s, to avoid having it all mixed up with your [[meat]] and [[drink]]s. It would be a good idea to have this stockpile near your [[still]], [[farmer's workshop]], [[kitchen]], etc. You may also choose to make more specialized stockpiles, for instance if your [[windmill]] is located far away from your farms, you might have small nearby stockpiles dedicated solely to millable plants and [[flour]] so as to save on hauling. &lt;br /&gt;
&lt;br /&gt;
The Kitchen tab on the [[labor]] menu allows you to control which crops, if any, your dwarves will use as ingredients when cooking. Be careful when you are cultivating new crops or running low on others, and make sure you don't cook the last of them instead of recovering the valuable seeds. Note that experienced [[farmer]]s and crop [[fertilize|fertilization]] significantly increase the return on planted seeds, and can be quite useful when attempting to build your seed stockpile.&lt;br /&gt;
&lt;br /&gt;
If you suffer from plump helmet overflow, create a plump-helmet-only stockpile, forbid plump helmets from all other food stockpiles, and let the crops in the field die if they can't be picked. It is worth noting that withering crops in the field do not produce miasma.&lt;br /&gt;
&lt;br /&gt;
== Adventure mode ==&lt;br /&gt;
&lt;br /&gt;
Interestingly, farming does work in adventure mode, though it requires the use of [[DFHack]]'s advfort plugin - buy fruit at a market, brew them into booze and seeds, build farming plots, plant the seeds. Unfortunately the time it takes for stuff to grow is adapted to fortress mode, and it make an inordinate amount of time for your adventurer to do a single harvest.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;Store item in container&amp;quot; jobs block access to items already in the container. This causes stored seeds to become unavailable, spamming job cancellations. {{bug|9004}}&lt;br /&gt;
** Workaround #1: set your seed stockpile to only take from links ({{k|a}}). When seed supplies run low, toggle it back to &amp;quot;anywhere&amp;quot; temporarily to gather up all the loose seeds.&lt;br /&gt;
** Workaround #2: disable barrels ({{k|E}}) in the seed stockpile.  This means making the stockpile larger, as only one seed bag will be stored per tile. However, at 100 seeds per bag and with the 200 seed cap per seed type (cf. [[seed]]), this still only amounts to 12 tiles for a full underground-crop seed stockpile, assuming each seed type is only stored in 2 bags. Haulers will still lock a whole bag to gather individual seeds, but this is better than locking a whole barrel full of seed bags.&lt;br /&gt;
** Workaround #3: create two custom [[stockpile]]s which only accept [[seed]]s. Disable barrels in the first stockpile, and set it to give to the second stockpile. Set the second to only take from links. &lt;br /&gt;
** Workaround #4: disable seeds in all stockpiles and recruit a few extra farmers. No hauled seeds means no planting job cancellation spam.&lt;br /&gt;
* Fortress-wide seed cap counts seeds carried by traders {{bug|8108}}&lt;br /&gt;
* Fortress-wide seed cap removes seeds that have already been planted {{bug|8107}}&lt;br /&gt;
* Conflict between seed caps can cause all seeds for a crop to disappear {{bug|8091}}&lt;br /&gt;
* Some crops can't be processed, and so can't be used or replanted {{bug|6940}}&lt;br /&gt;
** [http://www.bay12forums.com/smf/index.php?topic=162231.msg7321878#msg7321878 partial workaround] by editing the raws for bitter vetch (possibly works for other crops too)&lt;br /&gt;
&lt;br /&gt;
== Caveats (warnings) ==&lt;br /&gt;
&lt;br /&gt;
=== Red crops ===&lt;br /&gt;
&lt;br /&gt;
Crops will sometimes be displayed as red in the field listing. This means that planting the crop would be fruitless, as it will not survive long enough to be harvested (due to it not being plantable during the next season). Note that this will only happen if your dwarves actually '''know''' that the crop will die, which will be learned either by observation (i.e. having the seeds die during a season transition) or by being planted by a sufficiently skilled Farmer.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Irrigation]]&lt;br /&gt;
* [[Tile attributes]]&lt;br /&gt;
* [[Crops]]&lt;br /&gt;
* [[How large a farm do i need|How large a farm do I need?]] &lt;br /&gt;
&lt;br /&gt;
{{Translation| dwarven = ivom | elvish = tòbafí | goblin = gotåm | human = ab}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Buildings}}&lt;br /&gt;
{{Category|Agriculture| }}&lt;br /&gt;
{{Industry}}&lt;br /&gt;
[[ru:Farming]][[zh:Farming]]&lt;/div&gt;</summary>
		<author><name>Koos</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Bookkeeper&amp;diff=280088</id>
		<title>Bookkeeper</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Bookkeeper&amp;diff=280088"/>
		<updated>2022-12-27T21:56:34Z</updated>

		<summary type="html">&lt;p&gt;Koos: Updated navigation for 50.04&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Unrated}}{{av}}&lt;br /&gt;
&lt;br /&gt;
{{Noble&lt;br /&gt;
|noble=Bookkeeper&lt;br /&gt;
|office=Meager Office&lt;br /&gt;
|arrival=Appointed on the [[nobles screen]].&lt;br /&gt;
|function=&lt;br /&gt;
* Accurate accounting of [[stocks]] and [[wealth]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''bookkeeper''' is an appointed [[noble]] who updates the [[stocks]] and [[wealth|created wealth]] screens with more accurate information. The bookkeeper needs to work in an [[office]] to do this job. The bookkeeper uses the [[record keeper]] skill, which grants the [[clerk]] profession.&lt;br /&gt;
&lt;br /&gt;
The desired level of accuracy can be set next to the bookkeeper position from {{key|n}}obles screen by selecting one of the numbers 1 to 5. To increase above the lowest level of accuracy, the bookkeeper needs a [[office|meager office]]. They must work not only to attain an accuracy level, but also to maintain it. When first assigned, a bookkeeper spends a long time creating a full list of the stocks, but once done, it takes only a bit of time to maintain this level of detail (even at maximum quality), so most of Urist McBookkeeper's time can eventually be assigned somewhere else.&lt;br /&gt;
&lt;br /&gt;
* Note: If your designated bookkeeper refuses to use their assigned chair/office and simply will not do his job, double check that you have raised the &amp;quot;precision&amp;quot; level on the nobles screen.&lt;br /&gt;
&lt;br /&gt;
Curiously, a bookkeeper does not require writing materials such as [[paper]] or [[scroll]]s to perform their job. Bookkeepers will be unable to do their jobs if they cannot grasp, though.&lt;br /&gt;
{{Translation| dwarven = thîkut-zuden | elvish = soya-sinu | goblin = zosto-ol | human = thothil-nushrat}}&lt;br /&gt;
[[File:Bookkeeper-sarasti.jpg|thumb|center|300px|Artist rendering of a bookkeeper by Mechlin ([http://www.bay12forums.com/smf/index.php?topic=169691.msg7701761#msg7701761 post])]]&lt;br /&gt;
&lt;br /&gt;
{{gamedata|[POSITION:BOOKKEEPER]&lt;br /&gt;
	[NAME:bookkeeper:bookkeepers]&lt;br /&gt;
	[SITE]&lt;br /&gt;
	[NUMBER:1]&lt;br /&gt;
	[RESPONSIBILITY:ACCOUNTING]&lt;br /&gt;
	[APPOINTED_BY:EXPEDITION_LEADER]&lt;br /&gt;
	[APPOINTED_BY:MAYOR]&lt;br /&gt;
	[PRECEDENCE:180]&lt;br /&gt;
	[DO_NOT_CULL]&lt;br /&gt;
	[COLOR:5:0:0]&lt;br /&gt;
	[DUTY_BOUND]&lt;br /&gt;
	[REQUIRED_OFFICE:1]}}&lt;br /&gt;
&lt;br /&gt;
{{Nobles}}&lt;br /&gt;
{{Category|Appointed Nobles}}&lt;/div&gt;</summary>
		<author><name>Koos</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Zone&amp;diff=280087</id>
		<title>Zone</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Zone&amp;diff=280087"/>
		<updated>2022-12-27T21:05:01Z</updated>

		<summary type="html">&lt;p&gt;Koos: moved animal training info to correct heading&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{av}} &lt;br /&gt;
[[Image:Zones menu v50.03.png|right]]&lt;br /&gt;
'''Zones''' are areas where your citizens will work, socialize, rest, or perform specific duties, such as [[fishing]], dumping objects, or collecting [[water]].&lt;br /&gt;
Zones are optional for the performance of certain tasks (fishing, collecting water) but obligatory for certain others (dumping), and are used primarily to keep dwarves out of [[fun|danger]].&lt;br /&gt;
&lt;br /&gt;
Zones can be placed in any [[revealed tile]], including in [[open space]], over a [[river]], or on top of a [[building]] or [[stockpile]]. They are placed in one of three ways: rectangular, draw, or (for some zones) multi. From within the Zones [[menu]] ({{k|z}}), selecting the zone type will open the zone creation menu. From here, you can select whether to create a zone in a rectangle (at which point you click the two corners for the zone), draw (where clicking adds single squares to the zone). You can enable erasing at any time and use rectangle and draw to remove squares from the zone. The number shown indicates how many selected floor tiles can be used for that type of zone.&lt;br /&gt;
&lt;br /&gt;
Unlike [[stockpiles]], multiple zones can overlap.&lt;br /&gt;
&lt;br /&gt;
For select zones types you can change from Paint to Multi mode in which you can draw multiple rectangle over multiple rooms, and each room valid for that zone type will be a separate zone. The number shown is the number of zones created in the last rectangle drawn, and the undo button will only undo the last rectangle created.&lt;br /&gt;
&lt;br /&gt;
Some zones can be further specified into [[locations]] after creation. To do this first create the relevant zone, then click the Add Location button (+) to further specify it into a location. Multiple zones can be added to a single location, allowing them to span multiple rooms.&lt;br /&gt;
&lt;br /&gt;
In some cases (pen/pasture, pit/pond) additional orders can then be set from the same menu. The location of a zone is only visible while in the Zones menu, and any object lying on the ground will hide the presence of a zone tile. The size of zones is unlimited.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Meeting area ==&lt;br /&gt;
Meeting area zones are zones in which idle dwarves and animals will congregate. Additionally, [[immigration|immigrants]] will collect at a meeting area until their &amp;quot;migrant&amp;quot; status wears off. Note that the [[wagon (embark)|wagon]] you [[embark|arrive with]] constitutes a meeting area until you designate the first meeting area of your own. If you start in hostile surroundings, it is important to do so, so as to get your dwarves and animals out of danger quickly. It is a good idea to have at least one meeting area of one form or another: It allows you to make off-duty dwarves and animals gather in an area where they are not vulnerable within the fortress. A meeting area filled with dwarves increases the [[social skill]]s of idlers. It makes idle dwarves a little less idle. Because almost every dwarf visits a meeting area at least occasionally, it's an ideal place to site valuable objects and buildings.  A meeting area exposed to sunlight will additionally prevent dwarves from becoming [[cave adaptation|cave-adapted]]. Note that having dwarves socialize will often result in them forming [[relationship]]s.&lt;br /&gt;
&lt;br /&gt;
It is not advisable to have animals mill around in crowded meeting areas for a prolonged time, as they will pick fights with dwarves and other animals. While this may be negligible in the case of a hen, it also applies to your [[Dog#War dogs|war dogs]] (although this can be partly beneficial, since all your dwarves will get combat experience from being bitten occasionally, especially the children, who mill around constantly).&lt;br /&gt;
&lt;br /&gt;
== Office ==&lt;br /&gt;
{{main|Office}}&lt;br /&gt;
&lt;br /&gt;
== Bedroom ==&lt;br /&gt;
{{main|Bedroom}}&lt;br /&gt;
&lt;br /&gt;
== Dormitory ==&lt;br /&gt;
{{main|Dormitory}}&lt;br /&gt;
&lt;br /&gt;
== Dining hall ==&lt;br /&gt;
{{main|Dining hall}}&lt;br /&gt;
&lt;br /&gt;
== Barracks == &lt;br /&gt;
{{main|Barracks}}&lt;br /&gt;
&lt;br /&gt;
== Pen/Pasture ==&lt;br /&gt;
{{main|Pasture}}&lt;br /&gt;
&lt;br /&gt;
A pen or a pasture is used to contain tame animals. Once one is created, animals must be assigned to it individually from the zone information menu. Dwarves will drag the assigned animals to the pen or pasture automatically. Domestic animals tend to aggregate at [[meeting area]]s instead, as will herbivorous ones, which will lead to probably starvation unless your meeting area is overgrown with [[grass]] or fungi for some reason. Any tame creature with the &amp;quot;grazer&amp;quot; token in the raws should be assigned to a pasture.  This includes mules, cows, goats, horses, yaks, unicorns etc.  Animals will not typically wander out of their assigned pasture even if it is not walled in, however animals will abandon their posts and will have to be dragged back to them if they are threatened by enemies, and an exposed pasture may lead to premature slaughter at the hands of invaders. Since pets can be assigned to pen/pastures and a zone can be created under a [[dwarven atom smasher]], this is one of the easiest ways to prevent [[catsplosion]]s.&lt;br /&gt;
&lt;br /&gt;
== Archery range == &lt;br /&gt;
{{main|Archery range}}&lt;br /&gt;
&lt;br /&gt;
== Pit/Pond ==&lt;br /&gt;
{{TipBox2|titlebg=#c00|textbg=#ffd|[[File:warning_icon.png|25px]]&amp;amp;nbsp;Warning!|There have been multiple reports of hostile creatures escaping confinement while pitting. In previous versions, only &amp;quot;thief&amp;quot; type creatures, flyers, or large creatures like titans would escape using this system. The 0.40 behavior is still being investigated. Use of forbidden tightly closed hatches above every hole appears to prevent escape. &lt;br /&gt;
See [[Mass pitting]] for more. If there are walls under the hole's edges rather than open space, they will allow [[Climber|grabbing and climbing]], so you may want to dig out an overhang, or at least [[Smoothing|smooth]] these walls.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A Pit/Pond requires a [[ramp]] or hole with adjacent flooring on which a dwarf can stand.  Designate the zone from the top of the ramp or hole, such that the zone designation is floating in the open space above the floor of the pit/pond.  By default, the zone will be a pit.  To toggle between pit and pond, press corresponding icon in zone information menu.&lt;br /&gt;
&lt;br /&gt;
Creatures can be assigned to a pit/pond. If the creature is [[cage]]d, a dwarf will release it from the cage (rather than bringing the cage to the pit). The dwarf will lead the beast to the pit and throw it in. If the pit is a ramp rather than a hole, the creature will then wander back out, as it will if the pit has some other exit path (which would include straight back up the hole for flying creatures). Note that some (or possibly all?) hostile creatures may escape on being released from their cage, possibly attacking the dwarf who opened the cage. &lt;br /&gt;
Additionally, dwarves refuse to pit dwarves, hostile or not.&lt;br /&gt;
{{Colored Notice Box||See [[Mass pitting]] for more information on pit design involving hostile creatures.}}&lt;br /&gt;
&lt;br /&gt;
The only real difference between a pit and a pond is that dwarves will attempt to fill a pond with [[water]], carried by [[bucket]] from a water source. They will stand on the floor adjacent to the top of the ramp or hole, and toss the water onto the ramp or into the hole.  This works even if there is a forbidden [[floor hatch]] covering the hole. Each bucketful increases the depth of the water in the tile below by 1/7.  Once the water is dumped from the bucket, the dwarf will either drop the bucket and perform a different task, or choose to fill a pond zone tile again using the bucket (s)he currently holds. Dwarves will stop scheduling the Fill Pond job when the water depth reaches 6/7. Specifying a pond zone is one technique used for [[irrigation]], in order to make [[mud]] for [[farming]] on areas without soil. Currently, no matter how large the designated pond area, only one dwarf at a time will try to fill the pond. In order to fill a large area quickly, it is necessary to designate multiple smaller pond zones (or several zones overlapping the same area).&lt;br /&gt;
&lt;br /&gt;
To make obsidian or cleanse stagnant water with fresh water, the pond zone must be designated an extra tile above the magma/stagnant pool, so that the water falls for a full tile before contacting the surface.&lt;br /&gt;
&lt;br /&gt;
If you have more than one pond designated as a water source, your dwarves may endlessly try to fill each pond with the other pond's water, making a loop of useless duty; this may be undesirable, although otherwise-idle dwarves performing this task won't be making any friends.  Only dwarves with the [[Hauling#Water_hauling|Water hauling]] labor enabled will fill ponds.&lt;br /&gt;
&lt;br /&gt;
Artificial ponds are considered to be the same as Murky Pools - you'll only catch pond fish from them (i.e. turtles). If you want to catch river fish, you must fish from the river's original tiles (or perform some DFHack trickery to mark your new tiles as being part of the river).&lt;br /&gt;
&lt;br /&gt;
== Garbage Dump ==&lt;br /&gt;
{{main|Garbage dump}}&lt;br /&gt;
Garbage dump zones are areas in which dwarves will throw items marked for dumping - either by manual setting of dump status from item information menu, or {{k|i}} - {{k|p}} (bulk dumping; note that this designates ''all'' items on the tiles for dumping, even built [[furniture]] and items inside [[container]]s). Garbage dumps are ''not'' the same as [[Refuse#Refuse|refuse]] stockpiles, which can be designated to accept specific type(s) of refuse, such as animal [[corpse]]s or [[bones]], and then are automatically filled by haulers whenever the items appear on the map. Despite the name, garbage dump zones are useful for many things beyond [[garbage disposal]]; they can create [[quantum stockpile]]s, transport materials to a job site, send items to the [[trade depot]] when no caravan is present, [[trap design#Falling_debris_trap|drop rocks]] on enemies below, and numerous other uses.&lt;br /&gt;
&lt;br /&gt;
The garbage dump may be inappropriately named, as it's more of a matter compression zone. The specifics are beyond human understanding; however, dwarves are in fact capable of compressing an infinite amount of matter into only one tile, as long as it is specified as a garbage dump. If for some reason [[Main:Urist|Urist]] is yet again incapable of locating his favorite pair of cave troll leather socks, he should think to look among the black hole of matter that is the nearest garbage dump, as they could be snugly lodged between a few billion rocks.&lt;br /&gt;
&lt;br /&gt;
Be aware that if a garbage zone is designated beside a cliff or hole (any open space, either natural or dwarf-made), garbage will be thrown into the open space. If a dump is designated over a [[ramp]] to the next level down, some dwarves may walk down the ramp to dump their items, while others may just toss their items down from above and onto those dwarves, injuring or killing them.&lt;br /&gt;
&lt;br /&gt;
== Water source ==&lt;br /&gt;
Dwarves will use these zones to draw water, to satisfy booze-less [[thirst]], to tend to another thirsty dwarf (with the Give Water job), or to fill a [[#Pit/Pond|Pond zone]]. Only tiles ''adjacent'' to water qualify as usable water sources - thus, if you want to place a single-tile zone, place the zone onto a ground tile next to the water, not over the water itself. This zone should ''not'' be used with [[well]]s - this is redundant, as they are already considered their own water source.&lt;br /&gt;
&lt;br /&gt;
If this zone does not exist, any water source can be used. If at least one water source zone exists, then dwarves will only get water from these zones.&lt;br /&gt;
&lt;br /&gt;
Remember that natural bodies of water usually contain aquatic wildlife, some of which may attack your dwarves, or at least spook civilians, and interrupt their tasks. Often it may be best to simply designate a safe body of water as a water source so dwarves aren't allowed to drink/fish anywhere else.&lt;br /&gt;
&lt;br /&gt;
Normally, creatures cannot attack any dwarves through a [[well]] so long as the well is not on the same z-level as the top of the lake/river, thus building one will allow your dwarves safe access to water inhabited by vicious animals (as long as those can't climb).&lt;br /&gt;
&lt;br /&gt;
When dangerous fish are found in the river, one solution is to dig an artificial [[channel]] and place a [[grate]] between it and the river proper, as fish cannot swim through grates, but grates still allow water through. However, beware [[Grate#Bugs|the bug with flow and ''wall'' grates]] - taking water via U-shaped tunnel capped with ''floor'' grates may be safer. If you use a completely isolated smooth reservoir filled with [[pump]]-filtered water, it may still need protection, since the dwarf operating a pump stands right next to its water source tile.&lt;br /&gt;
Placing floor grates over the river or channel may also protect dwarves by preventing them from falling in.&lt;br /&gt;
&lt;br /&gt;
[[Carp]] and other non-[[vermin]] fish suffocate if they are not in water, so in some situations it might be possible to pump the water out of a lake or pond. Conversely, an open water body (river or sea) not only cannot be subjected to temporary drainage, but even if there isn't anything dangerous right now, it may arrive later.&lt;br /&gt;
&lt;br /&gt;
== Animal Training ==&lt;br /&gt;
{{main|Animal Training}}&lt;br /&gt;
An animal training zone allows [[Animal trainer|animal training]]. Animals cannot be trained unless they are in a training zone or [[pasture]] or on a [[restraint]]. &lt;br /&gt;
To be tamed, they must be in a [[cage]]. For making an animal training zone, it is advisable to create a small room with a [[Door|tightly shut door]]. The training zone should be combined with a pasture to keep in wild animals. This will make sure your animals don't escape when they are not being trained.&lt;br /&gt;
&lt;br /&gt;
== Dungeon ==&lt;br /&gt;
{{main|Jail}}&lt;br /&gt;
&lt;br /&gt;
== Tomb ==&lt;br /&gt;
{{main|Tomb}}&lt;br /&gt;
&lt;br /&gt;
== Fishing ==&lt;br /&gt;
Dwarves will preferably use these zones when [[fishing]], using them up until their supply is exhausted before moving on to the next water source. As with water sources, only tiles ''adjacent'' to water qualify as usable tiles. Far-flung fisherdwarves fishing in a distant [[river]] or [[pool]] are a serious defensive liability in case of an attack, so designating a safer fishing zone and, optionally, restricting non-zone fishing in the [[standing orders]] menu will help keep your fisherdwarves safe. Dwarves can fish through a [[grate]] or even a [[well]], provided there is water in the tile 1 z-level below the activity zone.&lt;br /&gt;
&lt;br /&gt;
The [[Captured live fish|capture live fish]] job can ''only'' be carried out at a designated fishing zone.&lt;br /&gt;
&lt;br /&gt;
== Gather Fruit ==&lt;br /&gt;
This will automate plant-gathering jobs in this area, necessary if you want your dwarves to collect fruit from the floor or trees. If there are fruit-bearing trees in the designated area, a dwarf will fetch a [[stepladder]] to climb into the tree. The ladder-using dwarf will drop harvested fruit to the ground for others to collect and haul. The details can be set in a sub-menu.&lt;br /&gt;
&lt;br /&gt;
== Sand collection ==&lt;br /&gt;
{{main|Glass industry#Collecting sand}}&lt;br /&gt;
A '''sand collection''' zone allows dwarves with the [[item hauling]] labor active to fill an unused [[bag]] with [[sand]] for use in the [[glass industry]]. The 'collect sand' task is created at a [[glass furnace]].&lt;br /&gt;
&lt;br /&gt;
== Clay collection ==&lt;br /&gt;
{{main|Ceramic industry#Clay collection}}&lt;br /&gt;
A '''clay collection''' zone allows dwarves with the [[item hauling]] labor active to create [[clay]] for use in the [[ceramic industry]]. The 'collect clay' task is created at a [[kiln]].&lt;br /&gt;
&lt;br /&gt;
{{Zones}}&lt;br /&gt;
{{V50 menus}}&lt;br /&gt;
{{Category|Fortress mode}}&lt;br /&gt;
{{Category|Zones}}&lt;br /&gt;
[[ru:Zones]]&lt;/div&gt;</summary>
		<author><name>Koos</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Template:KeyConventions&amp;diff=279813</id>
		<title>Template:KeyConventions</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Template:KeyConventions&amp;diff=279813"/>
		<updated>2022-12-25T23:06:49Z</updated>

		<summary type="html">&lt;p&gt;Koos: Updated to 50.04 (as best I know, left stuff intact that I have not tested)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{padleft:|{{{1|2}}}|=}} About key symbols {{padleft:|{{{1|2}}}|=}}&lt;br /&gt;
&lt;br /&gt;
Most documents on the wiki use key symbols that look like {{K|t}} to indicate what keys are used for an operation. Note that these are '''case sensitive'''. In order to save space, {{K|Shift}}+{{K|t}} will be written as {{K|T}}. So {{K|t}} means &amp;quot;press the 't' key without the shift key&amp;quot; and {{K|T}} means &amp;quot;hold down shift and press the 't' key&amp;quot;. Lowercase and uppercase keys will almost never perform the same function, so it is important to use the correct key. Sequences of keys will be written with dashes between them, so {{K|a}}-{{K|b}}-{{K|C}} means &amp;quot;press 'a', then press 'b', then hold shift and press 'c'&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
{{padleft:|{{{1|2}}}|=}} Cursor movement, menu selection, and navigation {{padleft:|{{{1|2}}}|=}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{K|Esc}} or right mouse&lt;br /&gt;
| Go back to the previous screen/menu&lt;br /&gt;
|-&lt;br /&gt;
| {{k|↑}} {{k|↓}} {{k|←}} {{k|→}} or mouse cursor&lt;br /&gt;
| Change active menu option or move cursor&lt;br /&gt;
|-&lt;br /&gt;
| Left mouse&lt;br /&gt;
| Select menu option&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
You can hold {{k|Shift}} while scrolling to scroll faster.&lt;br /&gt;
&lt;br /&gt;
{{K|Esc}} or right mouse will almost always take you back to the previous screen until you get to the top level of the UI, at which point it will display the options menu.&lt;/div&gt;</summary>
		<author><name>Koos</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Template:V50_workshops&amp;diff=279812</id>
		<title>Template:V50 workshops</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Template:V50_workshops&amp;diff=279812"/>
		<updated>2022-12-25T22:37:03Z</updated>

		<summary type="html">&lt;p&gt;Koos: Changed Kennel to Vermin Catchers shop&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox&lt;br /&gt;
| name  = v50 workshops&lt;br /&gt;
| title = [[Workshop]]s and [[furnace]]s&lt;br /&gt;
| state = {{{state|}}}&lt;br /&gt;
| basestyle = background-color: #ead3c3;&lt;br /&gt;
&lt;br /&gt;
| group1 = {{Catlink|Workshops}}&lt;br /&gt;
| list1  = [[Ashery]]{{*}} [[Bowyer's workshop|Bowyer]]{{*}} [[Butcher's shop|Butcher]]{{*}} [[Carpenter's workshop|Carpenter]]{{*}} [[Clothier's shop|Clothier]]{{*}} [[Craftsdwarf's workshop|Craftsdwarf]]{{*}} [[Dyer's shop|Dyer]]{{*}} [[Farmer's workshop|Farmer]]{{*}} [[Fishery]]{{*}} [[Jeweler's workshop|Jeweler]]{{*}} [[Kitchen]]{{*}} [[Leather works|Leather]]{{*}} [[Loom]]{{*}} [[Magma forge]]{{*}} [[Stoneworker's workshop|Stoneworker]]{{*}} [[Mechanic's workshop|Mechanic]]{{*}} [[Metalsmith's forge]]{{*}} [[Millstone]]{{*}} [[Quern]]{{*}} [[Screw press]]{{*}} [[Siege workshop|Siege]]{{*}} [[Still]]{{*}} [[Soap maker's workshop|Soap]]{{*}} [[Tanner's shop|Tanner]]&lt;br /&gt;
&lt;br /&gt;
| group2 = {{Catlink|Furnaces}}&lt;br /&gt;
| list2  = [[Glass furnace]] ([[Magma glass furnace|Magma]]){{*}} [[Kiln]] ([[Magma kiln|Magma]]){{*}} [[Smelter]] ([[Magma smelter|Magma]]){{*}}  [[Wood furnace]]&lt;br /&gt;
&lt;br /&gt;
| group3 = Related articles&lt;br /&gt;
| list3  = [[Clutter]]{{*}} [[Vermin Catcher's Shop]]{{*}} [[Shop]]{{*}} [[Trade depot]]&lt;br /&gt;
}}&amp;lt;noinclude&amp;gt;[[Category:Navigation templates]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Koos</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Template:V50_buildings&amp;diff=279811</id>
		<title>Template:V50 buildings</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Template:V50_buildings&amp;diff=279811"/>
		<updated>2022-12-25T22:36:25Z</updated>

		<summary type="html">&lt;p&gt;Koos: Changed Kennel to Vermin Catchers shop&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox&lt;br /&gt;
| name  = v50 buildings&lt;br /&gt;
| title = [[Building]]s&lt;br /&gt;
| state = {{{state|}}}&lt;br /&gt;
| basestyle = background-color: #b4bdc8;&lt;br /&gt;
&lt;br /&gt;
| list1  = [[Workshop]]s • [[Furnace]]s&lt;br /&gt;
&lt;br /&gt;
| list2  = &amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| group3 = [[Furniture]]&lt;br /&gt;
| list3  = [[Altar]] • [[Animal trap]] • [[Armor stand]] • [[Bed]] • [[Box]] • [[Bucket]] • [[Cabinet]] • [[Cage]] • [[Coffin]] • [[Display case]] • [[Pedestal]] • [[Restraint]] • [[Seat]] • [[Slab]] •  [[Statue]] • [[Table]] • [[Weapon rack]]&lt;br /&gt;
&lt;br /&gt;
| group4 = [[Tool]]s&lt;br /&gt;
| list4  = [[Bookcase]] • [[Hive]] • [[Nest box]]&lt;br /&gt;
&lt;br /&gt;
| list5  = &amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| group6 = Access&lt;br /&gt;
| list6  = [[Bars]] • [[Bridge]] • [[Door]] • [[Floodgate]] • [[Grate]] • [[Hatch cover|Hatch]] • [[Road]] • [[Window]]&lt;br /&gt;
&lt;br /&gt;
| group7 = [[Construction]]s&lt;br /&gt;
| list7  = [[Floor]] • [[Fortification]] • [[Ramp]] • [[Stairs]] • [[Wall]]&lt;br /&gt;
&lt;br /&gt;
| group8 = [[Machine]] and [[trap|trap parts]]&lt;br /&gt;
| list8  = [[Axle]] • [[Gear assembly]] • [[Lever]] • [[Millstone]] • [[Pressure plate]] • [[Roller]] • [[Screw pump]] • [[Support]] • [[Trap]] • [[Water wheel]] • [[Windmill]]&lt;br /&gt;
&lt;br /&gt;
| group9 = Other buildings&lt;br /&gt;
| list9  = [[Archery target]] • [[Vermin Catcher's Shop]] • [[Shop]] • [[Siege engine]] • [[Trade depot]] • [[Wagon (embark)|Wagon]] • [[Well]]&lt;br /&gt;
&lt;br /&gt;
| list10 = &amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| group11 = Related articles&lt;br /&gt;
| list11  = [[Design strategies]] • [[Bedroom design]] • [[Furniture industry]]&lt;br /&gt;
}}&amp;lt;noinclude&amp;gt;[[Category:Navigation templates]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Koos</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Vermin_catcher%27s_shop&amp;diff=279810</id>
		<title>Vermin catcher's shop</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Vermin_catcher%27s_shop&amp;diff=279810"/>
		<updated>2022-12-25T22:34:55Z</updated>

		<summary type="html">&lt;p&gt;Koos: Page Creation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[:Kennel]]&lt;/div&gt;</summary>
		<author><name>Koos</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Pasture&amp;diff=279809</id>
		<title>Pasture</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Pasture&amp;diff=279809"/>
		<updated>2022-12-25T22:20:40Z</updated>

		<summary type="html">&lt;p&gt;Koos: updated to v50.04 except for the part about cages.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Unrated}}&lt;br /&gt;
{{av}}{{buggy}}&lt;br /&gt;
&lt;br /&gt;
{{migrated section}}&lt;br /&gt;
'''Pastures''' are [[activity zone]]s that the player creates to hold tame animals, especially [[grazer|grazing animals]].  Herbivorous animals require [[grass]] (or [[cave moss]] and [[floor fungus]] if stationed in underground pasturage) to graze upon, and larger herbivores need a greater amount of these to feed themselves. [[Panda]]s and their relatives require bamboo rather than other types of grass. Using pastures allows herbivorous animals to be restricted to areas where they will have plenty to eat.&lt;br /&gt;
&lt;br /&gt;
A pasture is defined using the {{k|z}}one menu. Once created, you can then select which animals will graze there by clicking the rabbit icon with the yellow plus. Animals currently assigned to this pasture will have a yellow downwards arrow and a green checkmark left of them. Animals assigned to ''some'' pasture, the previously defined one or otherwise, will just have the yellow downwards arrow. If the brackets contain the 'cage' symbol (‼), it means that animal is currently caged. If that animal is selected for this pasture, they will be automatically uncaged and brought to the pasture by a dwarf (this is actually a good way to get animals you bought from a merchant uncaged quickly, without having to actually build the cage somewhere first). Note that an animal in a stockpiled cage within the defined pen/pasture area (i.e. stockpile overlaps pen/pasture zone) is considered to be within the pasture already and will not be released.&lt;br /&gt;
&lt;br /&gt;
Once all animals are selected, finish by pressing {{K|Esc}} or right clicking and idle animal haulers will lead the animals to pasture.&lt;br /&gt;
&lt;br /&gt;
Any animal may be assigned to a pasture, though wild and hostile animals won't reliably stay in one. You can also create pastures inside (on rock) and use them to confine animals that do not need to eat (like [[pig]]s) in certain areas. If there is fungus or moss on your indoor floors (e.g. on soil after breaching the caverns), the animals will consume that in place of grass. &lt;br /&gt;
&lt;br /&gt;
[[Grass]] on your pastures will replenish at different speeds, depending on [[biome]]; if, on embark, the biome reads &amp;quot;Thick&amp;quot; on &amp;quot;Other Vegetation&amp;quot;, it will regrow fast, if it read &amp;quot;Scarce&amp;quot;, it may not regenerate at all. Care should be taken to ensure that grass is not consumed more quickly than it can replenish, lest your livestock begin starving - if more than half of the pasture is devoid of grass, it's probably overloaded. Of special note is the fact that [[mountain]] biomes start covered with grass (and numerous [[boulder]]s), but said grass will ''never'' regrow once eaten, so when placing pastures, ensure that there are shrubs and saplings nearby, as their presence ensures that the environment is hospitable to plant (re)growth.&lt;br /&gt;
&lt;br /&gt;
Baby animals born to pastured mothers will automatically be assigned to their mother's pasture, but those hatched from [[egg]]s will not.&lt;br /&gt;
&lt;br /&gt;
If you need to get animals inside quickly when a [[siege]] or [[ambush]] hits, a quick way to do this is to simply make the pasture inactive (''before'' the animals see the invaders, if possible.) Animals without a pasture tend to gravitate to a meeting area, so most of them will head to your [[dining hall]] or other rest area. An inactive pasture retains its occupant list, so all you have to do is make it active again and your dwarves will return them to their correct areas.&lt;br /&gt;
&lt;br /&gt;
==Overcrowding==&lt;br /&gt;
&lt;br /&gt;
{{Main|Overcrowding}}&lt;br /&gt;
&lt;br /&gt;
When a pasture is overcrowded, animals may become enraged and start fights, similarly to a dwarf throwing a [[tantrum]], which can be prevented by enlarging your pasture or keeping fewer animals in it.  Another possibility is to split a large pasture which holds many animals into several smaller pastures, with the pasture size reflecting the amount of grazing the animal needs to survive. Animals will only fight each other if their pasture is sharing the same tiles as the creature they are fighting with.&lt;br /&gt;
&lt;br /&gt;
==Other Applications==&lt;br /&gt;
Pasturing a [[cat]] in a food [[stockpile]] will make it more effective at keeping [[vermin]] away from your food (or any creature with a {{token|HUNTS_VERMIN|c}} or {{token|DIVE_HUNTS_VERMIN|c}} token).&lt;br /&gt;
&lt;br /&gt;
Lots of 1x1 pastures, each with a chicken and a nest box, is a way to make a [https://en.wikipedia.org/wiki/Battery_cage battery farm].&lt;br /&gt;
&lt;br /&gt;
A pasture can serve as a quick, limited replacement for a [[rope]] or [[restraint]], placing animals exactly in one defined area, even [[pet]]s and animals assigned to dwarves. However, it does not restrict the movement of an animal; if they are threatened by an enemy, the animal will flee as normal, which will trigger a task to re-pasture the animal once it leaves the border of the pasture. Dwarves with the [[Hauling#Animal_hauling|Animal Hauling]] labor enabled may then rush to put them back, probably putting themselves in danger; so maybe only enable that labor on the most durable…or replaceable.&lt;br /&gt;
&lt;br /&gt;
With that in mind, pastures can serve as an early-warning system and distraction for invaders and thieves when placed just outside or inside entrances to the fortress. Of course, this can result in injury to the animals, or even their death, and tame animals that die in ways other than specifically being slaughtered cannot be [[butcher]]ed.&lt;br /&gt;
&lt;br /&gt;
More effective ways of using pastures to get rid of unwanted animals include: placing them in chambers to be flooded (preferably with [[magma]]), in the path of [[Dwarven_atom_smasher|certain bridges]], or in battle arenas to face captured foes. Beware that the death of pets will likely cause unhappy [[thought]]s for their owners.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
&lt;br /&gt;
* Grass does not grow back on mountain biomes.{{bug|4164}}&lt;br /&gt;
* Baby animals hatched from [[egg]]s are not automatically assigned to the mother's pasture.{{bug|5990}}&lt;br /&gt;
* During a [[civilian alert]], only tiles within the defined burrow are eligible for grazing. Animals confined to pastures outside the civilian alert burrow will starve to death while standing on dense grass.{{bug|6240}} Since the removal of the alert system in v50 this is no longer relevant.&lt;br /&gt;
&lt;br /&gt;
{{Activity zones}}&lt;br /&gt;
{{Category|Fortress mode|Activity zones}}&lt;br /&gt;
[[ru:Pasture]]&lt;/div&gt;</summary>
		<author><name>Koos</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Pasture&amp;diff=279806</id>
		<title>Pasture</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Pasture&amp;diff=279806"/>
		<updated>2022-12-25T22:05:26Z</updated>

		<summary type="html">&lt;p&gt;Koos: /* Overcrowding */  shifted link in caption to text below&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{av}}{{buggy}}&lt;br /&gt;
&lt;br /&gt;
'''Pastures''' are [[activity zone]]s that the player creates to hold tame animals, especially [[grazer|grazing animals]].  Herbivorous animals require [[grass]] (or [[cave moss]] and [[floor fungus]] if stationed in underground pasturage) to graze upon, and larger herbivores need a greater amount of these to feed themselves. [[Panda]]s and their relatives require bamboo rather than other types of grass. Using pastures allows herbivorous animals to be restricted to areas where they will have plenty to eat.&lt;br /&gt;
&lt;br /&gt;
A pasture is defined using {{K|i}}-{{K|n}} to draw a rectangle, and then animals are selected to graze. Having pressed {{K|i}} to define a zone, highlight the pasture and press {{K|N}} ({{K|Shift}}+{{K|n}}), select the animal(s) you wish to pasture using {{K|+}}/{{K|-}}, and press {{K|Enter}}. Animals currently assigned to this pasture will have a green plus symbol to the left of them. Animals assigned to ''some'' pasture, the previously defined one or otherwise, will have a green triple-line symbol to the right of them. If the brackets surrounding this triple-line are white, the animal is currently pastured; if they're grey, the animal has not yet been brought to pasture, or still needs to be moved to a different pasture. If the brackets contain the 'cage' symbol (‼), it means that animal is currently caged. If that animal is selected for this pasture, they will be automatically uncaged and brought to the pasture by a dwarf (this is actually a good way to get animals you bought from a merchant uncaged quickly, without having to actually build the cage somewhere first). Note that an animal in a stockpiled cage within the defined pen/pasture area (i.e. stockpile overlaps pen/pasture zone) is considered to be within the pasture already and will not be released.&lt;br /&gt;
&lt;br /&gt;
Once all animals are selected, finish by pressing {{K|Esc}} and idle animal haulers will lead the animals to pasture.&lt;br /&gt;
&lt;br /&gt;
Any animal may be assigned to a pasture, though wild and hostile animals won't reliably stay in one. You can also create pastures inside (on rock) and use them to confine animals that do not need to eat (like [[pig]]s) in certain areas. If there is fungus or moss on your indoor floors (e.g. on soil after breaching the caverns), the animals will consume that in place of grass. &lt;br /&gt;
&lt;br /&gt;
[[Grass]] on your pastures will replenish at different speeds, depending on [[biome]]; if, on embark, the biome reads &amp;quot;Thick&amp;quot; on &amp;quot;Other Vegetation&amp;quot;, it will regrow fast, if it read &amp;quot;Scarce&amp;quot;, it may not regenerate at all. Care should be taken to ensure that grass is not consumed more quickly than it can replenish, lest your livestock begin starving - if more than half of the pasture is devoid of grass, it's probably overloaded. Of special note is the fact that [[mountain]] biomes start covered with grass (and numerous [[boulder]]s), but said grass will ''never'' regrow once eaten, so when placing pastures, ensure that there are shrubs and saplings nearby, as their presence ensures that the environment is hospitable to plant (re)growth.&lt;br /&gt;
&lt;br /&gt;
Baby animals born to pastured mothers will automatically be assigned to their mother's pasture, but those hatched from [[egg]]s will not.&lt;br /&gt;
&lt;br /&gt;
If you need to get animals inside quickly when a [[siege]] or [[ambush]] hits, a quick way to do this is to simply make the pasture inactive (''before'' the animals see the invaders, if possible.) Animals without a pasture tend to gravitate to a meeting area, so most of them will head to your [[dining hall]] or other rest area. An inactive pasture retains its occupant list, so all you have to do is make it active again and your dwarves will return them to their correct areas.&lt;br /&gt;
&lt;br /&gt;
==Overcrowding==&lt;br /&gt;
&lt;br /&gt;
{{Main|Overcrowding}}&lt;br /&gt;
&lt;br /&gt;
When a pasture is overcrowded, animals may become enraged and start fights. This behavior is similar to a dwarf throwing a [[tantrum]], and can be prevented by enlarging your pasture or keeping fewer animals in it.&lt;br /&gt;
&lt;br /&gt;
Another possibility is to split a large pasture which holds many animals into several smaller pastures, with the pasture size reflecting the amount of grazing the animal needs to survive. Animals will only fight each other if their pasture is sharing the same tiles as the creature they are fighting with.&lt;br /&gt;
&lt;br /&gt;
==Other Applications==&lt;br /&gt;
Pasturing a [[cat]] in a food [[stockpile]] will make it more effective at keeping [[vermin]] away from your food (or any creature with a {{token|HUNTS_VERMIN|c}} or {{token|DIVE_HUNTS_VERMIN|c}} token).&lt;br /&gt;
&lt;br /&gt;
Lots of 1x1 pastures each with a chicken and a nest box is a way to make a [https://en.wikipedia.org/wiki/Battery_cage battery farm].&lt;br /&gt;
&lt;br /&gt;
A pasture can serve as a quick, limited replacement for a [[rope]] or [[restraint]], placing animals exactly in one defined area, even [[pet]]s and animals assigned to dwarves. However, it does not restrict the movement of an animal; if they are threatened by an enemy, the animal will flee as normal, which will trigger a task to re-pasture the animal once it leaves the border of the pasture. Dwarves with the [[Hauling#Animal_hauling|Animal Hauling]] labor enabled may then rush to put them back, probably putting themselves in danger; so maybe only enable that labor on the most durable … or replaceable.&lt;br /&gt;
&lt;br /&gt;
With that in mind, pastures can serve as an early-warning system and distraction for invaders and thieves when placed just outside or inside entrances to the fortress. Of course, this can result in injury to the animals, or even their death, and tame animals that die in ways other than specifically being slaughtered cannot be [[butcher]]ed.&lt;br /&gt;
&lt;br /&gt;
More effective ways of using pastures to get rid of unwanted animals include: placing them in chambers to be flooded (preferably with [[magma]]), in the path of [[Dwarven_atom_smasher|certain bridges]], or in battle arenas to face captured foes. Beware that the death of pets will likely cause unhappy [[thought]]s for their owners.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
&lt;br /&gt;
* Grass does not grow back on mountain biomes.{{bug|4164}}&lt;br /&gt;
* Baby animals hatched from [[egg]]s are not automatically assigned to the mother's pasture.{{bug|5990}}&lt;br /&gt;
* During a [[civilian alert]], only tiles within the defined burrow are eligible for grazing. Animals confined to pastures outside the civilian alert burrow will starve to death while standing on dense grass.{{bug|6240}}&lt;br /&gt;
&lt;br /&gt;
{{Activity zones}}&lt;br /&gt;
{{Category|Fortress mode|Activity zones}}&lt;br /&gt;
[[ru:Pasture]]&lt;/div&gt;</summary>
		<author><name>Koos</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Dormitory&amp;diff=279804</id>
		<title>Dormitory</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Dormitory&amp;diff=279804"/>
		<updated>2022-12-25T22:03:24Z</updated>

		<summary type="html">&lt;p&gt;Koos: Updated to 50.04, changed unconfirmed rumor. Added screenshot&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Dormitory screenshot.png|right|150px|A dormitory with 18 beds.]]&lt;br /&gt;
&lt;br /&gt;
'''Dormitories''' are a type of multiple-bed [[bedroom]], similar to the [[barracks]]. Instead of hosting the military, dormitories host civilians, although military members may sleep on a bed in the dormitory. A dormitory is designated via the zones menu.&lt;br /&gt;
&lt;br /&gt;
To create a dormitory, first, open the {{k|z}}ones menu from the taskbar. Select Dormitory from the menu that appears. Then use the mouse to select the area you wish to become the dormitory. Finally, click accept. You may then redraw it, pause it, rename it, remove it or assign it to a [[location]]. Some players report (unconfirmed) that residents are not using dormitory beds even with no other option.{{verify}}  &lt;br /&gt;
&lt;br /&gt;
Having individual bedrooms requires more space and resources, but greatly contributes to happiness, however, it's a good idea to have at least one dormitory to accommodate newly-arrived immigrants. A [[Room#Quality|higher value]] dormitory will give better thoughts than a meager one, and larger rooms can easily be made valuable by simply adding many beds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Zones}}&lt;br /&gt;
{{Category|Zones}}&lt;/div&gt;</summary>
		<author><name>Koos</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Dormitory_screenshot.png&amp;diff=279801</id>
		<title>File:Dormitory screenshot.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Dormitory_screenshot.png&amp;diff=279801"/>
		<updated>2022-12-25T21:59:34Z</updated>

		<summary type="html">&lt;p&gt;Koos: Koos uploaded a new version of File:Dormitory screenshot.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Screenshot of a dormitory with smoothed obsidian walls.&lt;/div&gt;</summary>
		<author><name>Koos</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Dormitory_screenshot.png&amp;diff=279800</id>
		<title>File:Dormitory screenshot.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Dormitory_screenshot.png&amp;diff=279800"/>
		<updated>2022-12-25T21:54:56Z</updated>

		<summary type="html">&lt;p&gt;Koos: Screenshot of a dormitory with smoothed obsidian walls.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Screenshot of a dormitory with smoothed obsidian walls.&lt;/div&gt;</summary>
		<author><name>Koos</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Bedroom&amp;diff=279799</id>
		<title>Bedroom</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Bedroom&amp;diff=279799"/>
		<updated>2022-12-25T21:47:57Z</updated>

		<summary type="html">&lt;p&gt;Koos: Updated to 50.04 content: updated instructions and added designation tip&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
[[File:bedroom_preview.png|thumb|320px|right|A bedroom a player was lazy in creating.]]A '''bedroom''' is an [[Activity zone|activity zone]] that probably should contain a [[bed]]. Bedrooms are automatically claimed by [[dwarves]] (or spouses of dwarves); or they may be manually assigned to a dwarf. Once a bedroom has an owner, it becomes the private quarters for that dwarf, where they will [[sleep]], store any belongings that are not carried, and hang out in if there is no [[activity zone|meeting area]].&lt;br /&gt;
&lt;br /&gt;
==Setup and ownership==&lt;br /&gt;
A useful bedroom consists of a bed placed in a designated bedroom zone. You will need to craft a [[bed]] in a [[carpenter's workshop]], then {{k|b}}-{{k|f}}-{{k|b}}uild it. Dwarves will not sleep in beds which have been produced in a workshop until they are placed via the build menu. You can designate a bedroom from the {{k|z}}one menu before or after builing the bed. If you build the beds first, however, you can use the nifty {{DFtext|Multi|2:1}} option to auto-designate individual bedrooms from a large selected area. &lt;br /&gt;
&lt;br /&gt;
To remove a bedroom, select enter {{k|z}}one mode and select it, then click &amp;quot;Remove this zone permanently&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
A dwarf with no bedroom will automatically claim an unowned bedroom upon sleeping in it. The player can also manually assign bedrooms or change the ownership from one dwarf to another. Married couples have joint ownership of a single bedroom and sleep in the same bed; [[children|babies]] will also share a bedroom with their mother until they grow into children. Assigning a dwarf a new bedroom will NOT un-assign them from their old bedroom(s); if you want them to only have one bedroom, you'll need to track down their old bedroom and un-assign it.&lt;br /&gt;
&lt;br /&gt;
===Other furniture===&lt;br /&gt;
Other pieces of [[furniture]] placed in the zone (such as [[cabinet]]s and [[container|coffer]]s) are usable by the dwarf that owns the bedroom.  Owning furniture (especially high-quality furniture) gives dwarves happy [[thought]]s, and cabinets and coffers give them a place to store their possessions.&lt;br /&gt;
&lt;br /&gt;
===Who will sleep where===&lt;br /&gt;
[[Military]] dwarves can sleep in the [[barracks]] assigned to their squad, if this the option is toggled on said barracks.&lt;br /&gt;
&lt;br /&gt;
Dwarves with the [[hunting]] labor enabled will sleep anywhere.&lt;br /&gt;
&lt;br /&gt;
==Design tips==&lt;br /&gt;
[[Image:Dwarven_Housing.png|thumb|right|A true dwarf does not care for pretty designs or &amp;quot;privacy&amp;quot;. For a dwarf, a bedroom is a hole where he dumps his body for rest and his [[Finished goods|Useless crap]] for storage, to never touch again.]]&lt;br /&gt;
{{main|Bedroom design}}&lt;br /&gt;
The living quarters of a fortress can take up a very large area, and since there will be constant [[traffic]] of dwarves going to and from their bedrooms, it is important to put some thought into the placement of the bedrooms. Simply making a long hall with rooms branching off from it is a simple method, but dwarves living at the end of the hall will have to travel a long time, and there will be a lot of dwarves bumping into each other at the entrance of the hall. Making multilevel living complexes can dramatically reduce the amount of time it takes for dwarves to travel to their bedrooms.&lt;br /&gt;
&lt;br /&gt;
There is no need to build massive palaces for the average dwarf. They will get happy [[thoughts]] just from having a bedroom to claim as their own, though bigger and shinier ones will make them happier. Three tiles gives enough room for a [[bed]], a [[cabinet]], and a [[chest]], everything a dwarf needs. These pieces of furniture do ''not'' block movement.&lt;br /&gt;
&lt;br /&gt;
{{Translation| dwarven = zust-mosus | elvish = sira-imira | goblin = zozax-xustxu | human = ina-coni}}&lt;br /&gt;
&lt;br /&gt;
{{Zones}}&lt;br /&gt;
{{Category|Zones}}&lt;/div&gt;</summary>
		<author><name>Koos</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Office&amp;diff=279798</id>
		<title>Office</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Office&amp;diff=279798"/>
		<updated>2022-12-25T21:30:06Z</updated>

		<summary type="html">&lt;p&gt;Koos: Updated for 50.04&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
An '''office''' (called a study in some game menus) is a [[zone]] required by certain [[nobles]] and administrators. Some higher-ranking nobles require a &amp;quot;throne room&amp;quot; - the same thing, just fancier. You can simply designate an office from the zone menu. An office requires a [[throne]] or [[chair]] and does not (necessarily) have to be a separate enclosed space separated from other areas by walls and a [[door]].&lt;br /&gt;
&lt;br /&gt;
Note that if you assign an office to a dwarf, sometimes they will eat a meal in their office and complain about the lack of [[table]]s - to avoid this thought, put a table next to the chair in said office.&lt;br /&gt;
&lt;br /&gt;
==Reducing Office Space==&lt;br /&gt;
A &amp;quot;meager office&amp;quot; can consist of a 1-tile-diameter area designated from a single chair as a study/office, and assigned to a particular dwarf. You will probably first encounter this need in the [[bookkeeper]] or the [[manager]] - assigning one of the chairs in the dining room for them is perfectly acceptable.&lt;br /&gt;
&lt;br /&gt;
If you put a table next to the office chair and designate it as a dining room as well, both rooms will be used like they are supposed to - however, overlapping rooms drop considerably in value rating, making it harder to meet demands by higher-ranking nobles. While this can be countered with high-value [[furniture]] (artifacts are very helpful), actual individual areas, designated separately from other areas (whether or not separated by walls) are the easier way to meet demands.&lt;br /&gt;
[[File:throne_room_preview.png|thumb|320px|center|Still isn't satisfied until that golden armor stand is put in.&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;''Art by Fault''&amp;lt;/small&amp;gt;]]&lt;br /&gt;
{{Zones}}&lt;br /&gt;
{{Category|Zones}}&lt;/div&gt;</summary>
		<author><name>Koos</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Zone&amp;diff=279797</id>
		<title>Zone</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Zone&amp;diff=279797"/>
		<updated>2022-12-25T21:22:56Z</updated>

		<summary type="html">&lt;p&gt;Koos: added menu tab navbar&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{av}} &lt;br /&gt;
[[Image:Zones menu v50.03.png|right]]&lt;br /&gt;
'''Zones''' are areas where your citizens will work, socialize, rest, or perform specific duties, such as [[fishing]], dumping objects, or collecting [[water]].&lt;br /&gt;
Zones are optional for the performance of certain tasks (fishing, collecting water) but obligatory for certain others (dumping), and are used primarily to keep dwarves out of [[fun|danger]].&lt;br /&gt;
&lt;br /&gt;
Zones can be placed in any [[revealed tile]], including in [[open space]], over a [[river]], or on top of a [[building]] or [[stockpile]]. They are placed in one of three ways: rectangular, draw, or (for some zones) multi. From within the Zones [[menu]] ({{k|z}}), selecting the zone type will open the zone creation menu. From here, you can select whether to create a zone in a rectangle (at which point you click the two corners for the zone), draw (where clicking adds single squares to the zone). You can enable erasing at any time and use rectangle and draw to remove squares from the zone. The number shown indicates how many selected floor tiles can be used for that type of zone.&lt;br /&gt;
&lt;br /&gt;
Unlike [[stockpiles]], multiple zones can overlap.&lt;br /&gt;
&lt;br /&gt;
For select zones types you can change from Paint to Multi mode in which you can draw multiple rectangle over multiple rooms, and each room valid for that zone type will be a separate zone. The number shown is the number of zones created in the last rectangle drawn, and the undo button will only undo the last rectangle created.&lt;br /&gt;
&lt;br /&gt;
Some zones can be further specified into [[locations]] after creation. To do this first create the relevant zone, then click the Add Location button (+) to further specify it into a location. Multiple zones can be added to a single location, allowing them to span multiple rooms.&lt;br /&gt;
&lt;br /&gt;
In some cases (pen/pasture, pit/pond) additional orders can then be set from the same menu. The location of a zone is only visible while in the Zones menu, and any object lying on the ground will hide the presence of a zone tile. The size of zones is unlimited.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Meeting area ==&lt;br /&gt;
Meeting area zones are zones in which idle dwarves and animals will congregate. Additionally, [[immigration|immigrants]] will collect at a meeting area until their &amp;quot;migrant&amp;quot; status wears off. Note that the [[wagon (embark)|wagon]] you [[embark|arrive with]] constitutes a meeting area until you designate the first meeting area of your own. If you start in hostile surroundings, it is important to do so, so as to get your dwarves and animals out of danger quickly. It is a good idea to have at least one meeting area of one form or another: It allows you to make off-duty dwarves and animals gather in an area where they are not vulnerable within the fortress. A meeting area filled with dwarves increases the [[social skill]]s of idlers. It makes idle dwarves a little less idle. Because almost every dwarf visits a meeting area at least occasionally, it's an ideal place to site valuable objects and buildings.  A meeting area exposed to sunlight will additionally prevent dwarves from becoming [[cave adaptation|cave-adapted]]. Note that having dwarves socialize will often result in them forming [[relationship]]s.&lt;br /&gt;
&lt;br /&gt;
It is not advisable to have animals mill around in crowded meeting areas for a prolonged time, as they will pick fights with dwarves and other animals. While this may be negligible in the case of a hen, it also applies to your [[Dog#War dogs|war dogs]] (although this can be partly beneficial, since all your dwarves will get combat experience from being bitten occasionally, especially the children, who mill around constantly).&lt;br /&gt;
&lt;br /&gt;
== Office ==&lt;br /&gt;
{{main|Office}}&lt;br /&gt;
&lt;br /&gt;
== Bedroom ==&lt;br /&gt;
{{main|Bedroom}}&lt;br /&gt;
&lt;br /&gt;
== Dormitory ==&lt;br /&gt;
{{main|Dormitory}}&lt;br /&gt;
&lt;br /&gt;
== Dining hall ==&lt;br /&gt;
{{main|Dining hall}}&lt;br /&gt;
&lt;br /&gt;
== Barracks == &lt;br /&gt;
{{main|Barracks}}&lt;br /&gt;
&lt;br /&gt;
== Pen/Pasture ==&lt;br /&gt;
{{main|Pasture}}&lt;br /&gt;
&lt;br /&gt;
A pen or a pasture is used to contain tame animals. Once one is created, animals must be assigned to it individually from the zone information menu. Dwarves will drag the assigned animals to the pen or pasture automatically. Domestic animals tend to aggregate at [[meeting area]]s instead, as will herbivorous ones, which will lead to probably starvation unless your meeting area is overgrown with [[grass]] or fungi for some reason. Any tame creature with the &amp;quot;grazer&amp;quot; token in the raws should be assigned to a pasture.  This includes mules, cows, goats, horses, yaks, unicorns etc.  Animals will not typically wander out of their assigned pasture even if it is not walled in, however animals will abandon their posts and will have to be dragged back to them if they are threatened by enemies, and an exposed pasture may lead to premature slaughter at the hands of invaders. Since pets can be assigned to pen/pastures and a zone can be created under a [[dwarven atom smasher]], this is one of the easiest ways to prevent [[catsplosion]]s.&lt;br /&gt;
&lt;br /&gt;
== Archery range == &lt;br /&gt;
{{main|Archery range}}&lt;br /&gt;
&lt;br /&gt;
== Pit/Pond ==&lt;br /&gt;
{{TipBox2|titlebg=#c00|textbg=#ffd|[[File:warning_icon.png|25px]]&amp;amp;nbsp;Warning!|There have been multiple reports of hostile creatures escaping confinement while pitting. In previous versions, only &amp;quot;thief&amp;quot; type creatures, flyers, or large creatures like titans would escape using this system. The 0.40 behavior is still being investigated. Use of forbidden tightly closed hatches above every hole appears to prevent escape. &lt;br /&gt;
See [[Mass pitting]] for more. If there are walls under the hole's edges rather than open space, they will allow [[Climber|grabbing and climbing]], so you may want to dig out an overhang, or at least [[Smoothing|smooth]] these walls.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A Pit/Pond requires a [[ramp]] or hole with adjacent flooring on which a dwarf can stand.  Designate the zone from the top of the ramp or hole, such that the zone designation is floating in the open space above the floor of the pit/pond.  By default, the zone will be a pit.  To toggle between pit and pond, press corresponding icon in zone information menu.&lt;br /&gt;
&lt;br /&gt;
Creatures can be assigned to a pit/pond. If the creature is [[cage]]d, a dwarf will release it from the cage (rather than bringing the cage to the pit). The dwarf will lead the beast to the pit and throw it in. If the pit is a ramp rather than a hole, the creature will then wander back out, as it will if the pit has some other exit path (which would include straight back up the hole for flying creatures). Note that some (or possibly all?) hostile creatures may escape on being released from their cage, possibly attacking the dwarf who opened the cage. &lt;br /&gt;
Additionally, dwarves refuse to pit dwarves, hostile or not.&lt;br /&gt;
{{Colored Notice Box||See [[Mass pitting]] for more information on pit design involving hostile creatures.}}&lt;br /&gt;
&lt;br /&gt;
The only real difference between a pit and a pond is that dwarves will attempt to fill a pond with [[water]], carried by [[bucket]] from a water source. They will stand on the floor adjacent to the top of the ramp or hole, and toss the water onto the ramp or into the hole.  This works even if there is a forbidden [[floor hatch]] covering the hole. Each bucketful increases the depth of the water in the tile below by 1/7.  Once the water is dumped from the bucket, the dwarf will either drop the bucket and perform a different task, or choose to fill a pond zone tile again using the bucket (s)he currently holds. Dwarves will stop scheduling the Fill Pond job when the water depth reaches 6/7. Specifying a pond zone is one technique used for [[irrigation]], in order to make [[mud]] for [[farming]] on areas without soil. Currently, no matter how large the designated pond area, only one dwarf at a time will try to fill the pond. In order to fill a large area quickly, it is necessary to designate multiple smaller pond zones (or several zones overlapping the same area).&lt;br /&gt;
&lt;br /&gt;
To make obsidian or cleanse stagnant water with fresh water, the pond zone must be designated an extra tile above the magma/stagnant pool, so that the water falls for a full tile before contacting the surface.&lt;br /&gt;
&lt;br /&gt;
If you have more than one pond designated as a water source, your dwarves may endlessly try to fill each pond with the other pond's water, making a loop of useless duty; this may be undesirable, although otherwise-idle dwarves performing this task won't be making any friends.  Only dwarves with the [[Hauling#Water_hauling|Water hauling]] labor enabled will fill ponds.&lt;br /&gt;
&lt;br /&gt;
Artificial ponds are considered to be the same as Murky Pools - you'll only catch pond fish from them (i.e. turtles). If you want to catch river fish, you must fish from the river's original tiles (or perform some DFHack trickery to mark your new tiles as being part of the river).&lt;br /&gt;
&lt;br /&gt;
== Garbage Dump ==&lt;br /&gt;
{{main|Garbage dump}}&lt;br /&gt;
Garbage dump zones are areas in which dwarves will throw items marked for dumping - either by manual setting of dump status from item information menu, or {{k|i}} - {{k|p}} (bulk dumping; note that this designates ''all'' items on the tiles for dumping, even built [[furniture]] and items inside [[container]]s). Garbage dumps are ''not'' the same as [[Refuse#Refuse|refuse]] stockpiles, which can be designated to accept specific type(s) of refuse, such as animal [[corpse]]s or [[bones]], and then are automatically filled by haulers whenever the items appear on the map. Despite the name, garbage dump zones are useful for many things beyond [[garbage disposal]]; they can create [[quantum stockpile]]s, transport materials to a job site, send items to the [[trade depot]] when no caravan is present, [[trap design#Falling_debris_trap|drop rocks]] on enemies below, and numerous other uses.&lt;br /&gt;
&lt;br /&gt;
The garbage dump may be inappropriately named, as it's more of a matter compression zone. The specifics are beyond human understanding; however, dwarves are in fact capable of compressing an infinite amount of matter into only one tile, as long as it is specified as a garbage dump. If for some reason [[Main:Urist|Urist]] is yet again incapable of locating his favorite pair of cave troll leather socks, he should think to look among the black hole of matter that is the nearest garbage dump, as they could be snugly lodged between a few billion rocks.&lt;br /&gt;
&lt;br /&gt;
Be aware that if a garbage zone is designated beside a cliff or hole (any open space, either natural or dwarf-made), garbage will be thrown into the open space. If a dump is designated over a [[ramp]] to the next level down, some dwarves may walk down the ramp to dump their items, while others may just toss their items down from above and onto those dwarves, injuring or killing them.&lt;br /&gt;
&lt;br /&gt;
== Water source ==&lt;br /&gt;
Dwarves will use these zones to draw water, to satisfy booze-less [[thirst]], to tend to another thirsty dwarf (with the Give Water job), or to fill a [[#Pit/Pond|Pond zone]]. Only tiles ''adjacent'' to water qualify as usable water sources - thus, if you want to place a single-tile zone, place the zone onto a ground tile next to the water, not over the water itself. This zone should ''not'' be used with [[well]]s - this is redundant, as they are already considered their own water source.&lt;br /&gt;
&lt;br /&gt;
If this zone does not exist, any water source can be used. If at least one water source zone exists, then dwarves will only get water from these zones.&lt;br /&gt;
&lt;br /&gt;
Remember that natural bodies of water usually contain aquatic wildlife, some of which may attack your dwarves, or at least spook civilians, and interrupt their tasks. Often it may be best to simply designate a safe body of water as a water source so dwarves aren't allowed to drink/fish anywhere else.&lt;br /&gt;
&lt;br /&gt;
Normally, creatures cannot attack any dwarves through a [[well]] so long as the well is not on the same z-level as the top of the lake/river, thus building one will allow your dwarves safe access to water inhabited by vicious animals (as long as those can't climb).&lt;br /&gt;
&lt;br /&gt;
When dangerous fish are found in the river, one solution is to dig an artificial [[channel]] and place a [[grate]] between it and the river proper, as fish cannot swim through grates, but grates still allow water through. However, beware [[Grate#Bugs|the bug with flow and ''wall'' grates]] - taking water via U-shaped tunnel capped with ''floor'' grates may be safer. If you use a completely isolated smooth reservoir filled with [[pump]]-filtered water, it may still need protection, since the dwarf operating a pump stands right next to its water source tile.&lt;br /&gt;
Placing floor grates over the river or channel may also protect dwarves by preventing them from falling in.&lt;br /&gt;
&lt;br /&gt;
[[Carp]] and other non-[[vermin]] fish suffocate if they are not in water, so in some situations it might be possible to pump the water out of a lake or pond. Conversely, an open water body (river or sea) not only cannot be subjected to temporary drainage, but even if there isn't anything dangerous right now, it may arrive later.&lt;br /&gt;
&lt;br /&gt;
== Animal Training ==&lt;br /&gt;
{{main|Animal Training}}&lt;br /&gt;
&lt;br /&gt;
== Dungeon ==&lt;br /&gt;
{{main|Jail}}&lt;br /&gt;
&lt;br /&gt;
== Tomb ==&lt;br /&gt;
{{main|Tomb}}&lt;br /&gt;
&lt;br /&gt;
== Fishing ==&lt;br /&gt;
Dwarves will preferably use these zones when [[fishing]], using them up until their supply is exhausted before moving on to the next water source. As with water sources, only tiles ''adjacent'' to water qualify as usable tiles. Far-flung fisherdwarves fishing in a distant [[river]] or [[pool]] are a serious defensive liability in case of an attack, so designating a safer fishing zone and, optionally, restricting non-zone fishing in the [[standing orders]] menu will help keep your fisherdwarves safe. Dwarves can fish through a [[grate]] or even a [[well]], provided there is water in the tile 1 z-level below the activity zone.&lt;br /&gt;
&lt;br /&gt;
The [[Captured live fish|capture live fish]] job can ''only'' be carried out at a designated fishing zone.&lt;br /&gt;
&lt;br /&gt;
== Gather Fruit ==&lt;br /&gt;
This will automate plant-gathering jobs in this area, necessary if you want your dwarves to collect fruit from the floor or trees. If there are fruit-bearing trees in the designated area, a dwarf will fetch a [[stepladder]] to climb into the tree. The ladder-using dwarf will drop harvested fruit to the ground for others to collect and haul. The details can be set in a sub-menu.&lt;br /&gt;
&lt;br /&gt;
== Sand collection ==&lt;br /&gt;
{{main|Glass industry#Collecting sand}}&lt;br /&gt;
A '''sand collection''' zone allows dwarves with the [[item hauling]] labor active to fill an unused [[bag]] with [[sand]] for use in the [[glass industry]]. The 'collect sand' task is created at a [[glass furnace]].&lt;br /&gt;
&lt;br /&gt;
== Clay collection ==&lt;br /&gt;
{{main|Ceramic industry#Clay collection}}&lt;br /&gt;
A '''clay collection''' zone allows dwarves with the [[item hauling]] labor active to create [[clay]] for use in the [[ceramic industry]]. The 'collect clay' task is created at a [[kiln]].&lt;br /&gt;
&lt;br /&gt;
An animal training zone allows [[Animal trainer|animal training]]. Animals cannot be trained unless they are in a training zone or [[pasture]] or on a [[restraint]]. &lt;br /&gt;
To be tamed, they must be in a [[cage]]. For making an animal training zone, it is advisable to create a small room with a [[Door|tightly shut door]]. The training zone should be combined with a pasture to keep in wild animals. This will make sure your animals don't escape when they are not being trained.&lt;br /&gt;
&lt;br /&gt;
{{Zones}}&lt;br /&gt;
{{V50 menus}}&lt;br /&gt;
{{Category|Fortress mode}}&lt;br /&gt;
{{Category|Zones}}&lt;br /&gt;
[[ru:Zones]]&lt;/div&gt;</summary>
		<author><name>Koos</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Unit_list&amp;diff=279796</id>
		<title>Unit list</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Unit_list&amp;diff=279796"/>
		<updated>2022-12-25T21:18:03Z</updated>

		<summary type="html">&lt;p&gt;Koos: Added Menu tabs navbar&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
The '''unit list''' is a [[menu]] screen which lists [[creature]]s on the map. It is accessible with {{k|u}}, and is subdivided into four separate screens, whose individual counts are visible at the top of the screen. All have four options: {{k|v}}iewing the creature, zooming to the {{k|c}}reature location, opening the {{k|m}}[[manager|anager]], and {{k|r}}emoving a job order (although this is currently only usable for actual citizens).&lt;br /&gt;
&lt;br /&gt;
[[File:unit_list_preview.png|thumb|250px|right|Preview of the unit list.]]&lt;br /&gt;
&lt;br /&gt;
The first and primary screen is the Citizens screen, which lists your dwarves according to their [[profession]]. Dwarves are ordered by category: [[mining]], [[carpentry]], [[stoneworker|stoneworking]], [[ranger]]s, [[metalsmith]]s, [[jeweler]]s, [[craftsdwarf|craftsdwarves]], [[fishery worker]]s, [[farmer]]s, [[peasant]]s, active-duty [[soldier]]s, [[children]], and finally [[children#Babies|babies]]. It shows the current [[job]] of each dwarf, highlighted in light blue; repeating tasks are additionally reported with a &amp;quot;/R&amp;quot; at the end, and joblessness is reported with {{DFtext|No Job|6:1}}. Any [[administrator]]s will appear in purple where they would appear normally according to their profession. Position in the sublists is determined by the order in which the dwarves arrived. If the unit's name is flashing in this list, it means that they have attained [[legendary]] skill level.&lt;br /&gt;
&lt;br /&gt;
The second screen lists livestock. This is useful for quickly zooming to particular animals; most animal management actually happens in the animal [[status]] screen.&lt;br /&gt;
&lt;br /&gt;
The third screen lists any creatures that are neither dwarves nor dwarven livestock under &amp;quot;Other&amp;quot;; this means that the list is populated by ''visible'' local [[biome|wildlife]] (there may be unseen creatures underground), [[caravan]] traders and guards (as well as their pack animals and for-sale animals), exposed [[thief|thieves]] and [[ambush]]es, the contents of [[siege]]s, and anything [[megabeast|really]] [[titan|scary]]. This list is most useful for zooming on their location, and lists a few statuses:&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
! Status&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| {{DFtext|Wild animal|2:0}}&lt;br /&gt;
| Wildlife.&lt;br /&gt;
|-&lt;br /&gt;
| {{DFtext|Merchant|7:0}}&lt;br /&gt;
| [[Merchant]]s, as well as their pack animals and wagons.&lt;br /&gt;
|-&lt;br /&gt;
| {{DFtext|Diplomat|7:1}}&lt;br /&gt;
| [[Diplomat]]s and [[outpost liaison]]s.&lt;br /&gt;
|-&lt;br /&gt;
| {{DFtext|Guest|2:1}}&lt;br /&gt;
| Foreign [[visitor]]s.&lt;br /&gt;
|-&lt;br /&gt;
| {{DFtext|Friendly|2:1}}&lt;br /&gt;
| All non-hostile creatures that do not fit into any of the categories above.&lt;br /&gt;
|-&lt;br /&gt;
| {{DFtext|Invader|4:0}}&lt;br /&gt;
| [[Siege]]s and [[ambush]]es.&lt;br /&gt;
|-&lt;br /&gt;
| {{DFtext|Caged Prisoner|4:0}}&lt;br /&gt;
| Caged invaders.&lt;br /&gt;
|-&lt;br /&gt;
| {{DFtext|Uninvited Guest|4:0}}&lt;br /&gt;
| [[Megabeast]]s, [[semi-megabeast]]s, [[forgotten beast]]s and [[titan]]s.&lt;br /&gt;
|-&lt;br /&gt;
| {{DFtext|Caged Guest|4:0}}&lt;br /&gt;
| Uninvited guests you managed to catch in a cage.&lt;br /&gt;
|-&lt;br /&gt;
| {{DFtext|Current Resident|4:0}}&lt;br /&gt;
| All named beasts you encounter upon embark.&lt;br /&gt;
|-&lt;br /&gt;
| {{DFtext|Berserk|4:1}}&lt;br /&gt;
| [[Werebeast]]s, [[Insanity|berserk]] dwarves and creatures with the [[Creature token|[CRAZED]]] token.&lt;br /&gt;
|-&lt;br /&gt;
| {{DFtext|Undead|0:1}}&lt;br /&gt;
| Undead, such as [[zombie]]s and [[ghost]]s.&lt;br /&gt;
|-&lt;br /&gt;
| {{DFtext|Opposed to life|0:1}}&lt;br /&gt;
| Creatures with the [[Creature token|[OPPOSED_TO_LIFE]]] token, hostile to all living creatures.&lt;br /&gt;
|-&lt;br /&gt;
| {{DFtext|Hostile|4:0}}&lt;br /&gt;
| All other hostile creatures.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This menu is important for keeping track of the local wildlife; regular looks may very well save you from a deadly [[giant lion]] attack.&lt;br /&gt;
&lt;br /&gt;
The final list/screen is the Dead/Missing list, which keeps tabs on everything that entered the map and didn't leave. This is the best record of your [[hunting]] returns, siege rebuffs, [[unfortunate accident|accident]] victims, and battle casualties. As a dead or missing list, it reports either {{DFtext|Deceased|5:1}} or {{DFtext|Missing|7:0}}; the missing status will be tacked on the moment a dwarf goes missing, not a week later as with the [[announcement]], making it extremely useful for checking for [[vampire]]s. For fortresses with long histories, this list may very well be hundreds or even thousands of units long. Note: cluttered unit lists can interfere with things like [[immigration]]; you can prune less interesting dead units with [[DFHack]]'s &amp;quot;fix/dead-units&amp;quot; command.&lt;br /&gt;
&lt;br /&gt;
{{V50 menus}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Interface}}&lt;br /&gt;
[[ru:Unit list]]&lt;/div&gt;</summary>
		<author><name>Koos</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Template:Menus&amp;diff=279795</id>
		<title>Template:Menus</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Template:Menus&amp;diff=279795"/>
		<updated>2022-12-25T21:15:19Z</updated>

		<summary type="html">&lt;p&gt;Koos: Please delete this page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{del| I messed up when creating v50 Menus and now this page exists}}&lt;/div&gt;</summary>
		<author><name>Koos</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Template:V50_menus&amp;diff=279794</id>
		<title>Template:V50 menus</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Template:V50_menus&amp;diff=279794"/>
		<updated>2022-12-25T21:13:11Z</updated>

		<summary type="html">&lt;p&gt;Koos: Created Navigation pane to match menu tabs in-game&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox&lt;br /&gt;
| name  = v50 menus&lt;br /&gt;
| title = [[Menu|Menu Tab]]s&lt;br /&gt;
| state = {{{state|}}}&lt;br /&gt;
| basestyle = background-color: #cebedf;&lt;br /&gt;
&lt;br /&gt;
| list1 = [[Unit list|Creatures]] • [[Unit list|Tasks]] • [[Zone|Places]] • [[Labor]] • [[Manager#Work Orders|Work Orders]] • [[Nobles|Nobles and administrators]] • [[Artifacts|Objects]] • [[Justice]]&lt;br /&gt;
}}&amp;lt;noinclude&amp;gt;[[Category:Navigation templates]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Koos</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Template:Menus&amp;diff=279793</id>
		<title>Template:Menus</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Template:Menus&amp;diff=279793"/>
		<updated>2022-12-25T21:10:38Z</updated>

		<summary type="html">&lt;p&gt;Koos: Created Navigation pane to match menu tabs in-game&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox&lt;br /&gt;
| name  = v50 menus&lt;br /&gt;
| title = [[Menu|Menu Tab]]s&lt;br /&gt;
| state = {{{state|}}}&lt;br /&gt;
| basestyle = background-color: #cebedf;&lt;br /&gt;
&lt;br /&gt;
| list1 = [[Unit list|Creatures]] • [[Unit list|Tasks]] • [[Zone|Places]] • [[Labor]] • [[Manager#Work Orders|Work Orders]] • [[Nobles|Nobles and administrators]] • [[Artifacts|Objects]] • [[Justice]]&lt;br /&gt;
}}&amp;lt;noinclude&amp;gt;[[Category:Navigation templates]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Koos</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Interface&amp;diff=279792</id>
		<title>Interface</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Interface&amp;diff=279792"/>
		<updated>2022-12-25T20:35:37Z</updated>

		<summary type="html">&lt;p&gt;Koos: Updated for v50.04&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
:''See the {{catlink|Interface|Interface category}} and [[Fortress mode]] for more information''&lt;br /&gt;
&lt;br /&gt;
[[File:V50 interface main.png|right|500px]]&lt;br /&gt;
The game interface is made up of several different parts. In the screenshot you will notice:&lt;br /&gt;
&lt;br /&gt;
* '''A''': This is the area where [[announcements]] pop up.&lt;br /&gt;
* '''B''': In the lower left corner all the menus are displayed.&lt;br /&gt;
* '''C''': If enabled, your [[FPS]] counter is shown here.&lt;br /&gt;
* '''D''': The center tools allow you to shape the world through building, designating, ordering and more!&lt;br /&gt;
* '''E''': The lower left corner buttons are where you interact with your [[military]] and the rest of the world.&lt;br /&gt;
* '''F''': This bar gives you an indication of how deep z-level you are currently viewing is.&lt;br /&gt;
* '''G''': This is your site map: a more zoomed out view of your embarkation site. The area you are currently viewing is outlined in yellow.&lt;br /&gt;
* '''H''': These are your game controls.&lt;br /&gt;
* '''I''': This is the information of your fortress, including the [[Stocks]] screen.&lt;br /&gt;
&lt;br /&gt;
{{Category|Interface| }}&lt;br /&gt;
[[ru:Interface]]&lt;/div&gt;</summary>
		<author><name>Koos</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:V50_interface_main.png&amp;diff=279791</id>
		<title>File:V50 interface main.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:V50_interface_main.png&amp;diff=279791"/>
		<updated>2022-12-25T20:33:09Z</updated>

		<summary type="html">&lt;p&gt;Koos: A screenshot of the main game interface, with points of interest indicated with red letters.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
A screenshot of the main game interface, with points of interest indicated with red letters.&lt;/div&gt;</summary>
		<author><name>Koos</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Announcements.txt/raw&amp;diff=279411</id>
		<title>Announcements.txt/raw</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Announcements.txt/raw&amp;diff=279411"/>
		<updated>2022-12-23T23:51:16Z</updated>

		<summary type="html">&lt;p&gt;Koos: Created page with &amp;quot;&amp;lt;noinclude&amp;gt;{{raw header}}&amp;lt;/noinclude&amp;gt; BOX or DO_MEGA: the announcment will appear in a box and pause the game P or PAUSE: the announcement will cause the game to pause R or RE...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;{{raw header}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
BOX or DO_MEGA: the announcment will appear in a box and pause the game&lt;br /&gt;
P or PAUSE: the announcement will cause the game to pause&lt;br /&gt;
R or RECENTER: the announcement will cause the game to recenter (if possible)&lt;br /&gt;
A_D or A_DISPLAY: the announcement will be displayed in the main adventure announcement log (and on screen)&lt;br /&gt;
D_D or D_DISPLAY: the announcement will be displayed in the dwarf announcement alerts&lt;br /&gt;
UCR or UNIT_COMBAT_REPORT: the announcement will be associated to the unit combat/hunting/sparring reports&lt;br /&gt;
UCR_A or UNIT_COMBAT_REPORT_ALL_ACTIVE: the announcement will be associated to any active unit combat/hunting/sparring reports, but if there are no reports it will not create one&lt;br /&gt;
ALERT: the announcement will cause the alert button to light up&lt;br /&gt;
&lt;br /&gt;
[REACHED_PEAK:A_D:D_D:BOX]&lt;br /&gt;
[ERA_CHANGE:A_D:D_D:BOX]&lt;br /&gt;
[ENDGAME_EVENT_1:A_D:D_D:BOX]&lt;br /&gt;
[ENDGAME_EVENT_1B:A_D:D_D:BOX]&lt;br /&gt;
[ENDGAME_EVENT_2:A_D:D_D:BOX]&lt;br /&gt;
[FEATURE_DISCOVERY:A_D:D_D:BOX]&lt;br /&gt;
[STRUCK_DEEP_METAL:A_D:D_D:BOX]&lt;br /&gt;
[STRUCK_MINERAL:A_D:D_D]&lt;br /&gt;
[STRUCK_ECONOMIC_MINERAL:A_D:D_D]&lt;br /&gt;
[COMBAT_TWIST_WEAPON:A_D:UCR]&lt;br /&gt;
[COMBAT_LET_ITEM_DROP:A_D:UCR]&lt;br /&gt;
[COMBAT_START_CHARGE:A_D:UCR]&lt;br /&gt;
[COMBAT_SURPRISE_CHARGE:A_D:UCR]&lt;br /&gt;
[COMBAT_JUMP_DODGE_PROJ:A_D:UCR]&lt;br /&gt;
[COMBAT_JUMP_DODGE_STRIKE:A_D:UCR]&lt;br /&gt;
[COMBAT_DODGE:A_D:UCR]&lt;br /&gt;
[COMBAT_COUNTERSTRIKE:A_D:UCR]&lt;br /&gt;
[COMBAT_BLOCK:A_D:UCR]&lt;br /&gt;
[COMBAT_PARRY:A_D:UCR]&lt;br /&gt;
[COMBAT_CHARGE_COLLISION:A_D:UCR]&lt;br /&gt;
[COMBAT_CHARGE_DEFENDER_TUMBLES:A_D:UCR]&lt;br /&gt;
[COMBAT_CHARGE_DEFENDER_KNOCKED_OVER:A_D:UCR]&lt;br /&gt;
[COMBAT_CHARGE_ATTACKER_TUMBLES:A_D:UCR]&lt;br /&gt;
[COMBAT_CHARGE_ATTACKER_BOUNCE_BACK:A_D:UCR]&lt;br /&gt;
[COMBAT_CHARGE_TANGLE_TOGETHER:A_D:UCR]&lt;br /&gt;
[COMBAT_CHARGE_TANGLE_TUMBLE:A_D:UCR]&lt;br /&gt;
[COMBAT_CHARGE_RUSH_BY:A_D:UCR]&lt;br /&gt;
[COMBAT_CHARGE_MANAGE_STOP:A_D:UCR]&lt;br /&gt;
[COMBAT_CHARGE_OBSTACLE_SLAM:A_D:UCR]&lt;br /&gt;
[COMBAT_WRESTLE_LOCK:A_D:UCR]&lt;br /&gt;
[COMBAT_WRESTLE_CHOKEHOLD:A_D:UCR]&lt;br /&gt;
[COMBAT_WRESTLE_TAKEDOWN:A_D:UCR]&lt;br /&gt;
[COMBAT_WRESTLE_THROW:A_D:UCR]&lt;br /&gt;
[COMBAT_WRESTLE_RELEASE_LOCK:A_D:UCR]&lt;br /&gt;
[COMBAT_WRESTLE_RELEASE_CHOKE:A_D:UCR]&lt;br /&gt;
[COMBAT_WRESTLE_RELEASE_GRIP:A_D:UCR]&lt;br /&gt;
[COMBAT_WRESTLE_STRUGGLE:A_D:UCR]&lt;br /&gt;
[COMBAT_WRESTLE_RELEASE_LATCH:A_D:UCR]&lt;br /&gt;
[COMBAT_WRESTLE_STRANGLE_KO:A_D:UCR]&lt;br /&gt;
[COMBAT_WRESTLE_ADJUST_GRIP:A_D:UCR]&lt;br /&gt;
[COMBAT_GRAB_TEAR:A_D:UCR]&lt;br /&gt;
[COMBAT_STRIKE_DETAILS:A_D:UCR]&lt;br /&gt;
[COMBAT_STRIKE_DETAILS_2:A_D:UCR]&lt;br /&gt;
[COMBAT_EVENT_ENRAGED:A_D:UCR]&lt;br /&gt;
[COMBAT_EVENT_STUCKIN:A_D:UCR]&lt;br /&gt;
[COMBAT_EVENT_LATCH_BP:A_D:UCR]&lt;br /&gt;
[COMBAT_EVENT_LATCH_GENERAL:A_D:UCR]&lt;br /&gt;
[COMBAT_EVENT_PROPELLED_AWAY:A_D:UCR]&lt;br /&gt;
[COMBAT_EVENT_KNOCKED_OUT:A_D:UCR]&lt;br /&gt;
[COMBAT_EVENT_STUNNED:A_D:UCR]&lt;br /&gt;
[COMBAT_EVENT_WINDED:A_D:UCR]&lt;br /&gt;
[COMBAT_EVENT_NAUSEATED:A_D:UCR]&lt;br /&gt;
[MIGRANT_ARRIVAL_NAMED:A_D:D_D]&lt;br /&gt;
[MIGRANT_ARRIVAL:A_D:D_D]&lt;br /&gt;
[DIG_CANCEL_WARM:A_D:D_D]&lt;br /&gt;
[DIG_CANCEL_DAMP:A_D:D_D]&lt;br /&gt;
[BEAST_AMBUSH:A_D:D_D:ALERT]&lt;br /&gt;
[AMBUSH_DEFENDER:A_D:D_D:ALERT]&lt;br /&gt;
[AMBUSH_RESIDENT:A_D:D_D:ALERT]&lt;br /&gt;
[AMBUSH_HERO:A_D:D_D:BOX:ALERT]&lt;br /&gt;
[AMBUSH_THIEF:A_D:D_D:ALERT]&lt;br /&gt;
[AMBUSH_THIEF_SUPPORT_SKULKING:A_D:D_D:ALERT]&lt;br /&gt;
[AMBUSH_THIEF_SUPPORT_NATURE:A_D:D_D:ALERT]&lt;br /&gt;
[AMBUSH_THIEF_SUPPORT:A_D:D_D:ALERT]&lt;br /&gt;
[AMBUSH_MISCHIEVOUS:A_D:D_D:ALERT]&lt;br /&gt;
[AMBUSH_SNATCHER:A_D:D_D:ALERT]&lt;br /&gt;
[AMBUSH_SNATCHER_SUPPORT:A_D:D_D:ALERT]&lt;br /&gt;
[AMBUSH_AMBUSHER_NATURE:A_D:D_D:ALERT]&lt;br /&gt;
[AMBUSH_AMBUSHER:A_D:D_D:ALERT]&lt;br /&gt;
[AMBUSH_INJURED:A_D:D_D:ALERT]&lt;br /&gt;
[AMBUSH_OTHER:A_D:D_D:ALERT]&lt;br /&gt;
[AMBUSH_INCAPACITATED:A_D:D_D:ALERT]&lt;br /&gt;
[CARAVAN_ARRIVAL:A_D:D_D:ALERT]&lt;br /&gt;
[NOBLE_ARRIVAL:A_D:D_D]&lt;br /&gt;
[D_MIGRANTS_ARRIVAL:A_D:D_D]&lt;br /&gt;
[D_MIGRANT_ARRIVAL:A_D:D_D]&lt;br /&gt;
[D_MIGRANT_ARRIVAL_DISCOURAGED:A_D:D_D]&lt;br /&gt;
[D_NO_MIGRANT_ARRIVAL:A_D:D_D]&lt;br /&gt;
[ANIMAL_TRAP_CATCH:A_D:D_D]&lt;br /&gt;
[ANIMAL_TRAP_ROBBED:A_D:D_D]&lt;br /&gt;
[MISCHIEF_LEVER:A_D:D_D]&lt;br /&gt;
[MISCHIEF_PLATE:A_D:D_D]&lt;br /&gt;
[MISCHIEF_CAGE:A_D:D_D]&lt;br /&gt;
[MISCHIEF_CHAIN:A_D:D_D]&lt;br /&gt;
[DIPLOMAT_ARRIVAL:A_D:D_D]&lt;br /&gt;
[LIAISON_ARRIVAL:A_D:D_D]&lt;br /&gt;
[TRADE_DIPLOMAT_ARRIVAL:A_D:D_D]&lt;br /&gt;
[CAVE_COLLAPSE:A_D:D_D:ALERT]&lt;br /&gt;
[BIRTH_CITIZEN:A_D:D_D]&lt;br /&gt;
[BIRTH_ANIMAL:A_D:D_D]&lt;br /&gt;
[BIRTH_WILD_ANIMAL:A_D:D_D]&lt;br /&gt;
[STRANGE_MOOD:A_D:D_D]&lt;br /&gt;
[MADE_ARTIFACT:A_D:D_D:BOX]&lt;br /&gt;
[NAMED_ARTIFACT:A_D:D_D:BOX]&lt;br /&gt;
[ITEM_ATTACHMENT:A_D:D_D]&lt;br /&gt;
[VERMIN_CAGE_ESCAPE:A_D:D_D]&lt;br /&gt;
[TRIGGER_WEB:A_D:D_D]&lt;br /&gt;
[MOOD_BUILDING_CLAIMED:A_D:D_D]&lt;br /&gt;
[ARTIFACT_BEGUN:A_D:D_D]&lt;br /&gt;
[MEGABEAST_ARRIVAL:A_D:D_D:BOX]&lt;br /&gt;
[WEREBEAST_ARRIVAL:A_D:D_D:BOX]&lt;br /&gt;
[BERSERK_CITIZEN:A_D:D_D]&lt;br /&gt;
[MAGMA_DEFACES_ENGRAVING:A_D:D_D]&lt;br /&gt;
[ENGRAVING_MELTS:A_D:D_D]&lt;br /&gt;
[MASTERPIECE_CONSTRUCTION:A_D:D_D]&lt;br /&gt;
[MASTER_ARCHITECTURE_LOST:A_D:D_D]&lt;br /&gt;
[MASTER_CONSTRUCTION_LOST:A_D:D_D]&lt;br /&gt;
[ADV_AWAKEN:A_D:D_D]&lt;br /&gt;
[ADV_SLEEP_INTERRUPTED:A_D:D_D]&lt;br /&gt;
[ADV_REACTION_PRODUCTS:A_D:D_D]&lt;br /&gt;
[CANCEL_JOB:A_D:D_D]&lt;br /&gt;
[ADV_CREATURE_DEATH:A_D:D_D:UCR_A]&lt;br /&gt;
[CITIZEN_DEATH:A_D:D_D:UCR_A:ALERT]&lt;br /&gt;
[PET_DEATH:A_D:D_D:UCR_A]&lt;br /&gt;
[FALL_OVER:A_D:UCR_A]&lt;br /&gt;
[CAUGHT_IN_FLAMES:A_D:UCR_A]&lt;br /&gt;
[CAUGHT_IN_WEB:A_D:UCR_A]&lt;br /&gt;
[UNIT_PROJECTILE_SLAM_BLOW_APART:A_D:UCR_A]&lt;br /&gt;
[UNIT_PROJECTILE_SLAM:A_D:UCR_A]&lt;br /&gt;
[UNIT_PROJECTILE_SLAM_INTO_UNIT:A_D:UCR_A]&lt;br /&gt;
[VOMIT:A_D:UCR_A]&lt;br /&gt;
[LOSE_HOLD_OF_ITEM:A_D:UCR_A]&lt;br /&gt;
[REGAIN_CONSCIOUSNESS:A_D:UCR_A]&lt;br /&gt;
[FREE_FROM_WEB:A_D:UCR_A]&lt;br /&gt;
[PARALYZED:A_D:UCR_A]&lt;br /&gt;
[OVERCOME_PARALYSIS:A_D:UCR_A]&lt;br /&gt;
[NOT_STUNNED:A_D:UCR_A]&lt;br /&gt;
[EXHAUSTION:A_D:UCR_A]&lt;br /&gt;
[PAIN_KO:A_D:UCR_A]&lt;br /&gt;
[BREAK_GRIP:A_D:UCR_A]&lt;br /&gt;
[NO_BREAK_GRIP:A_D:UCR_A]&lt;br /&gt;
[BLOCK_FIRE:A_D:UCR_A]&lt;br /&gt;
[BREATHE_FIRE:A_D:UCR_A]&lt;br /&gt;
[SHOOT_WEB:A_D:UCR_A]&lt;br /&gt;
[PULL_OUT_DROP:A_D:UCR_A]&lt;br /&gt;
[STAND_UP:A_D:UCR_A]&lt;br /&gt;
[MARTIAL_TRANCE:A_D:D_D]&lt;br /&gt;
[MAT_BREATH:A_D:UCR_A]&lt;br /&gt;
[NIGHT_ATTACK_STARTS:A_D:D_D:BOX]&lt;br /&gt;
[NIGHT_ATTACK_ENDS:A_D:D_D:BOX]&lt;br /&gt;
[NIGHT_ATTACK_TRAVEL:A_D:D_D]&lt;br /&gt;
[GHOST_ATTACK:A_D:D_D:UCR_A]&lt;br /&gt;
[TRAVEL_SITE_DISCOVERY:A_D:D_D:BOX]&lt;br /&gt;
[TRAVEL_SITE_BUMP:A_D:D_D]&lt;br /&gt;
[ADVENTURE_INTRO:BOX]&lt;br /&gt;
[CREATURE_SOUND:A_D]&lt;br /&gt;
[MECHANISM_SOUND:A_D]&lt;br /&gt;
[CREATURE_STEALS_OBJECT:A_D:D_D]&lt;br /&gt;
[FOUND_TRAP:A_D:D_D]&lt;br /&gt;
[BODY_TRANSFORMATION:A_D:D_D]&lt;br /&gt;
[INTERACTION_ACTOR:A_D:UCR]&lt;br /&gt;
[INTERACTION_TARGET:A_D:UCR]&lt;br /&gt;
[UNDEAD_ATTACK:A_D:D_D:BOX]&lt;br /&gt;
[CITIZEN_MISSING:A_D:D_D:UCR_A:ALERT]&lt;br /&gt;
[PET_MISSING:A_D:D_D:UCR_A]&lt;br /&gt;
[STRANGE_RAIN_SNOW:A_D:D_D]&lt;br /&gt;
[STRANGE_CLOUD:A_D:D_D]&lt;br /&gt;
[SIMPLE_ANIMAL_ACTION:A_D]&lt;br /&gt;
[FLOUNDER_IN_LIQUID:A_D]&lt;br /&gt;
[TRAINING_DOWN_TO_SEMI_WILD:A_D:D_D]&lt;br /&gt;
[TRAINING_FULL_REVERSION:A_D:D_D]&lt;br /&gt;
[ANIMAL_TRAINING_KNOWLEDGE:A_D:D_D]&lt;br /&gt;
[SKIP_ON_LIQUID:A_D:UCR_A]&lt;br /&gt;
[DODGE_FLYING_OBJECT:A_D:UCR_A]&lt;br /&gt;
[REGULAR_CONVERSATION:A_D]&lt;br /&gt;
[CONFLICT_CONVERSATION:A_D:UCR_A]&lt;br /&gt;
[FLAME_HIT:A_D:UCR]&lt;br /&gt;
[EMBRACE:A_D]&lt;br /&gt;
[BANDIT_EMPTY_CONTAINER:A_D]&lt;br /&gt;
[BANDIT_GRAB_ITEM:A_D]&lt;br /&gt;
[COMBAT_EVENT_ATTACK_INTERRUPTED:A_D:UCR]&lt;br /&gt;
[COMBAT_WRESTLE_CATCH_ATTACK:A_D:UCR]&lt;br /&gt;
[FAIL_TO_GRAB_SURFACE:A_D:UCR_A]&lt;br /&gt;
[LOSE_HOLD_OF_SURFACE:A_D:UCR_A]&lt;br /&gt;
[TRAVEL_COMPLAINT:A_D:D_D:BOX]&lt;br /&gt;
[LOSE_EMOTION:A_D:UCR_A]&lt;br /&gt;
[REORGANIZE_POSSESSIONS:A_D]&lt;br /&gt;
[PUSH_ITEM:A_D:UCR_A]&lt;br /&gt;
[DRAW_ITEM:A_D]&lt;br /&gt;
[STRAP_ITEM:A_D]&lt;br /&gt;
[GAIN_SITE_CONTROL:A_D:D_D:BOX]&lt;br /&gt;
[FORT_POSITION_SUCCESSION:A_D:D_D:BOX]&lt;br /&gt;
[STRESSED_CITIZEN:A_D:D_D]&lt;br /&gt;
[CITIZEN_LOST_TO_STRESS:A_D:D_D]&lt;br /&gt;
[CITIZEN_TANTRUM:A_D:D_D]&lt;br /&gt;
[MOVED_OUT_OF_RANGE:A_D:D_D]&lt;br /&gt;
[CANNOT_JUMP:A_D:D_D]&lt;br /&gt;
[NO_TRACKS:A_D:D_D]&lt;br /&gt;
[ALREADY_SEARCHED_AREA:A_D:D_D]&lt;br /&gt;
[SEARCH_FOUND_SOMETHING:A_D:D_D]&lt;br /&gt;
[SEARCH_FOUND_NOTHING:A_D:D_D]&lt;br /&gt;
[NOTHING_TO_INTERACT:A_D:D_D]&lt;br /&gt;
[NOTHING_TO_EXAMINE:A_D:D_D]&lt;br /&gt;
[YOU_YIELDED:A_D:D_D]&lt;br /&gt;
[YOU_UNYIELDED:A_D:D_D]&lt;br /&gt;
[YOU_STRAP_ITEM:A_D:D_D]&lt;br /&gt;
[YOU_DRAW_ITEM:A_D:D_D]&lt;br /&gt;
[NO_GRASP_TO_DRAW_ITEM:A_D:D_D]&lt;br /&gt;
[NO_ITEM_TO_STRAP:A_D:D_D]&lt;br /&gt;
[NO_INV_TO_REMOVE:A_D:D_D]&lt;br /&gt;
[NO_INV_TO_WEAR:A_D:D_D]&lt;br /&gt;
[NO_INV_TO_EAT:A_D:D_D]&lt;br /&gt;
[NO_INV_TO_CONTAIN:A_D:D_D]&lt;br /&gt;
[NO_INV_TO_DROP:A_D:D_D]&lt;br /&gt;
[NOTHING_TO_PICK_UP:A_D:D_D]&lt;br /&gt;
[NO_INV_TO_THROW:A_D:D_D]&lt;br /&gt;
[NO_INV_TO_FIRE:A_D:D_D]&lt;br /&gt;
[CURRENT_SMELL:A_D:D_D]&lt;br /&gt;
[CURRENT_WEATHER:A_D:D_D]&lt;br /&gt;
[CURRENT_TEMPERATURE:A_D:D_D]&lt;br /&gt;
[CURRENT_DATE:A_D:D_D]&lt;br /&gt;
[NO_GRASP_FOR_PICKUP:A_D:D_D]&lt;br /&gt;
[CANNOT_CLIMB:A_D:D_D]&lt;br /&gt;
[CANNOT_STAND:A_D:D_D]&lt;br /&gt;
[MUST_UNRETRACT_FIRST:A_D:D_D]&lt;br /&gt;
[CANNOT_REST:A_D:D_D]&lt;br /&gt;
[CANNOT_MAKE_CAMPFIRE:A_D:D_D]&lt;br /&gt;
[MADE_CAMPFIRE:A_D:D_D]&lt;br /&gt;
[CANNOT_SET_FIRE:A_D:D_D]&lt;br /&gt;
[SET_FIRE:A_D:D_D]&lt;br /&gt;
[DAWN_BREAKS:A_D:D_D]&lt;br /&gt;
[NOON:A_D:D_D]&lt;br /&gt;
[NIGHTFALL:A_D:D_D]&lt;br /&gt;
[NO_INV_INTERACTION:A_D:D_D]&lt;br /&gt;
[EMPTY_CONTAINER:A_D:D_D]&lt;br /&gt;
[TAKE_OUT_OF_CONTAINER:A_D:D_D]&lt;br /&gt;
[NO_CONTAINER_FOR_ITEM:A_D:D_D]&lt;br /&gt;
[PUT_INTO_CONTAINER:A_D:D_D]&lt;br /&gt;
[EAT_ITEM:A_D]&lt;br /&gt;
[DRINK_ITEM:A_D]&lt;br /&gt;
[CONSUME_FAILURE:A_D]&lt;br /&gt;
[DROP_ITEM:A_D]&lt;br /&gt;
[PICK_UP_ITEM:A_D]&lt;br /&gt;
[YOU_BUILDING_INTERACTION:A_D:D_D]&lt;br /&gt;
[YOU_ITEM_INTERACTION:A_D:D_D]&lt;br /&gt;
[YOU_TEMPERATURE_EFFECTS:A_D:D_D]&lt;br /&gt;
[RESOLVE_SHARED_ITEMS:A_D:UCR]&lt;br /&gt;
[COUGH_BLOOD:A_D:D_D]&lt;br /&gt;
[VOMIT_BLOOD:A_D:D_D]&lt;br /&gt;
[POWER_LEARNED:A_D:D_D]&lt;br /&gt;
[YOU_FEED_ON_SUCKEE:A_D:D_D]&lt;br /&gt;
[PROFESSION_CHANGES:A_D:D_D]&lt;br /&gt;
[RECRUIT_PROMOTED:A_D:D_D]&lt;br /&gt;
[SOLDIER_BECOMES_MASTER:A_D:D_D]&lt;br /&gt;
[MERCHANTS_UNLOADING:A_D:D_D]&lt;br /&gt;
[MERCHANTS_NEED_DEPOT:A_D:D_D:ALERT]&lt;br /&gt;
[MERCHANT_WAGONS_BYPASSED:A_D:D_D:ALERT]&lt;br /&gt;
[MERCHANTS_LEAVING_SOON:A_D:D_D]&lt;br /&gt;
[MERCHANTS_EMBARKED:A_D:D_D]&lt;br /&gt;
[PET_LOSES_DEAD_OWNER:A_D:D_D]&lt;br /&gt;
[PET_ADOPTS_OWNER:A_D:D_D]&lt;br /&gt;
[VERMIN_BITE:A_D:D_D]&lt;br /&gt;
[UNABLE_TO_COMPLETE_BUILDING:A_D:D_D]&lt;br /&gt;
[JOBS_REMOVED_FROM_UNPOWERED_BUILDING:A_D:D_D]&lt;br /&gt;
[CITIZEN_SNATCHED:A_D:D_D]&lt;br /&gt;
[VERMIN_DISTURBED:A_D:D_D]&lt;br /&gt;
[LAND_GAINS_STATUS:A_D:D_D]&lt;br /&gt;
[LAND_ELEVATED_STATUS:A_D:D_D]&lt;br /&gt;
[MASTERPIECE_CRAFTED:A_D:D_D]&lt;br /&gt;
[ARTWORK_DEFACED:A_D:D_D]&lt;br /&gt;
[ANIMAL_TRAINED:A_D:D_D]&lt;br /&gt;
[DYED_MASTERPIECE:A_D:D_D]&lt;br /&gt;
[COOKED_MASTERPIECE:A_D:D_D]&lt;br /&gt;
[MANDATE_ENDS:A_D:D_D]&lt;br /&gt;
[SLOWDOWN_ENDS:A_D:D_D]&lt;br /&gt;
[FAREWELL_HELPER:A_D:D_D]&lt;br /&gt;
[ELECTION_RESULTS:A_D:D_D]&lt;br /&gt;
[SITE_PRESENT:A_D:D_D]&lt;br /&gt;
[CONSTRUCTION_SUSPENDED:A_D:D_D]&lt;br /&gt;
[LINKAGE_SUSPENDED:A_D:D_D]&lt;br /&gt;
[QUOTA_FILLED:A_D:D_D]&lt;br /&gt;
[JOB_OVERWRITTEN:A_D:D_D]&lt;br /&gt;
[NOTHING_TO_CATCH_IN_WATER:A_D:D_D]&lt;br /&gt;
[DEMAND_FORGOTTEN:A_D:D_D]&lt;br /&gt;
[NEW_DEMAND:A_D:D_D]&lt;br /&gt;
[NEW_MANDATE:A_D:D_D]&lt;br /&gt;
[PRICES_ALTERED:A_D:D_D]&lt;br /&gt;
[NAMED_RESIDENT_CREATURE:A_D:D_D]&lt;br /&gt;
[SOMEBODY_GROWS_UP:A_D:D_D]&lt;br /&gt;
[GUILD_REQUEST_TAKEN:A_D:D_D]&lt;br /&gt;
[GUILD_WAGES_CHANGED:A_D:D_D]&lt;br /&gt;
[NEW_WORK_MANDATE:A_D:D_D]&lt;br /&gt;
[CITIZEN_BECOMES_SOLDIER:A_D:D_D]&lt;br /&gt;
[CITIZEN_BECOMES_NONSOLDIER:A_D:D_D]&lt;br /&gt;
[PARTY_ORGANIZED:A_D:D_D]&lt;br /&gt;
[POSSESSED_TANTRUM:A_D:D_D]&lt;br /&gt;
[BUILDING_TOPPLED_BY_GHOST:A_D:D_D]&lt;br /&gt;
[MASTERFUL_IMPROVEMENT:A_D:D_D]&lt;br /&gt;
[MASTERPIECE_ENGRAVING:A_D:D_D]&lt;br /&gt;
[MARRIAGE:A_D:D_D]&lt;br /&gt;
[NO_MARRIAGE_CELEBRATION:A_D:D_D]&lt;br /&gt;
[CURIOUS_GUZZLER:A_D:D_D]&lt;br /&gt;
[WEATHER_BECOMES_CLEAR:A_D:D_D]&lt;br /&gt;
[WEATHER_BECOMES_SNOW:A_D:D_D]&lt;br /&gt;
[WEATHER_BECOMES_RAIN:A_D:D_D]&lt;br /&gt;
[SEASON_WET:A_D:D_D]&lt;br /&gt;
[SEASON_DRY:A_D:D_D]&lt;br /&gt;
[SEASON_SPRING:A_D:D_D]&lt;br /&gt;
[SEASON_SUMMER:A_D:D_D]&lt;br /&gt;
[SEASON_AUTUMN:A_D:D_D]&lt;br /&gt;
[SEASON_WINTER:A_D:D_D]&lt;br /&gt;
[GUEST_ARRIVAL:A_D:D_D]&lt;br /&gt;
[CANNOT_SPEAK:A_D:D_D]&lt;br /&gt;
[RESEARCH_BREAKTHROUGH:A_D:D_D]&lt;br /&gt;
[SERVICE_ORDER_DELIVERY:A_D]&lt;br /&gt;
[PERFORMANCE_START_FAILURE:A_D]&lt;br /&gt;
[BEGIN_ACTIVITY:A_D]&lt;br /&gt;
[MIDDLE_OF_ACTIVITY:A_D]&lt;br /&gt;
[ACTIVITY_SECTION_CHANGE:A_D]&lt;br /&gt;
[CONCLUDE_ACTIVITY:A_D]&lt;br /&gt;
[LEARNED_WRITTEN_CONTENT:A_D]&lt;br /&gt;
[LEARNED_ART_FORM:A_D]&lt;br /&gt;
[PERFORMER_UPDATE:A_D]&lt;br /&gt;
[BUILDING_DESTROYED_OR_TOPPLED:A_D:D_D]&lt;br /&gt;
[DEITY_CURSE:A_D:D_D:BOX]&lt;br /&gt;
[COMPOSITION_COMPLETE:A_D]&lt;br /&gt;
[COMPOSITION_FAILED:A_D]&lt;br /&gt;
[NEW_APPRENTICESHIP:A_D:D_D]&lt;br /&gt;
[PETITION_IGNORED:A_D:D_D]&lt;br /&gt;
[CANNOT_CHOP_TREE:A_D:D_D]&lt;br /&gt;
[CHOP_TREE:A_D:D_D]&lt;br /&gt;
[CANNOT_CONSTRUCT:A_D:D_D]&lt;br /&gt;
[RUMOR_SPREAD:A_D:D_D]&lt;br /&gt;
[SERVICE_ORDER_RUMOR_RECEIVED:A_D:D_D]&lt;br /&gt;
[RETURNING_RUMOR_RECEIVED:A_D:D_D]&lt;br /&gt;
[NEW_HOLDING:A_D:D_D:BOX]&lt;br /&gt;
[NEW_MARKET_LINK:A_D:D_D:BOX]&lt;br /&gt;
[EMERGENCY_TACTICAL_CONTROL:A_D:D_D:BOX]&lt;br /&gt;
[AGREEMENT_SATISFIED:A_D:D_D]&lt;br /&gt;
[AGREEMENT_WARNING:A_D:D_D]&lt;br /&gt;
[AGREEMENT_ABANDONED:A_D:D_D]&lt;br /&gt;
[NEW_GUILD:A_D:D_D]&lt;br /&gt;
[CRIME_WITNESS_HANDOFF:A_D:D_D:BOX]&lt;br /&gt;
[CRIME_WITNESS_STOLEN:A_D:D_D:BOX]&lt;br /&gt;
[CRIME_WITNESS_ITEM_MOVED:A_D:D_D:BOX]&lt;br /&gt;
[CRIME_WITNESS_ITEM_MISSING:A_D:D_D:BOX]&lt;br /&gt;
[MOUNT:A_D:UCR]&lt;br /&gt;
[CANNOT_MOUNT:A_D]&lt;br /&gt;
[FAILED_MOUNT:A_D:UCR]&lt;br /&gt;
[DISMOUNT:A_D:UCR]&lt;br /&gt;
[FAILED_DISMOUNT:A_D:UCR]&lt;br /&gt;
[DIPLOMAT_LEFT_UNHAPPY:A_D:D_D]&lt;br /&gt;
[EMBARK_MESSAGE:BOX]&lt;br /&gt;
[FIRST_CARAVAN_ARRIVAL:BOX]&lt;br /&gt;
[MONARCH_ARRIVAL:A_D:D_D:BOX]&lt;br /&gt;
[HASTY_MONARCH:A_D:D_D:BOX]&lt;br /&gt;
[SATISFIED_MONARCH:A_D:D_D:BOX]&lt;br /&gt;
[MOUNTAINHOME:A_D:D_D:BOX]&lt;br /&gt;
[FOOD_WARNING:A_D:D_D:ALERT]&lt;br /&gt;
&amp;lt;noinclude&amp;gt;{{raw footer|}}&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Koos</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Archery_target&amp;diff=279410</id>
		<title>Archery target</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Archery_target&amp;diff=279410"/>
		<updated>2022-12-23T23:30:28Z</updated>

		<summary type="html">&lt;p&gt;Koos: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{Building|name=Archery target|key=A&lt;br /&gt;
|construction=&lt;br /&gt;
* [[Building material]] (non-[[economic]])&lt;br /&gt;
|construction_job=&lt;br /&gt;
* [[Architecture]]&lt;br /&gt;
1 of&lt;br /&gt;
* [[Masonry]]&lt;br /&gt;
* [[Carpentry]]&lt;br /&gt;
* [[Metalcrafting]]&lt;br /&gt;
|purpose=&lt;br /&gt;
* Make Archery range&lt;br /&gt;
}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Archery targets''' are used to create archery ranges, which are used to train [[marksdwarves]]. They can be built from [[wood]], which requires [[carpentry]]; [[stone]] or [[glass]], which requires [[masonry]]; or [[metal]], which requires [[metalcrafting]]. They can also be built from [[block]]s made from the above materials.&lt;br /&gt;
&lt;br /&gt;
==Making an archery range==&lt;br /&gt;
&lt;br /&gt;
To make an archery range, &lt;br /&gt;
#{{k|b}}uild one or more {{k|A}}rchery targets in a room/area&lt;br /&gt;
#{{k|q}}uery over each and every constructed archery target and make a {{k|r}}oom&lt;br /&gt;
#Set the size with {{k|+}}/{{k|-}} to determine how far from the target your archers will stand&lt;br /&gt;
#Specify the shooting direction with {{k|w}}{{k|a}}{{k|s}}{{k|d}}&lt;br /&gt;
#Assign the range to the desired [[squads]]. Squads can then be set to {{k|s}}leep or {{k|t}}rain there, as well as store their {{K|i}}ndividual or s{{k|q}}uad equipment, much like a [[barracks]]. &lt;br /&gt;
&lt;br /&gt;
[[File:archery_range_room.png|thumb|150px|left|An archery range room.]] The [[room]] can then be used by military dwarves who have '''''no order''''' (i.e. they're set to inactive or set to only active/training){{Bug|6070}} in their [[schedule]] that month, in order to train ranged [[weapon]] [[skills]]. Since [[bolts]] are being used up by this training, it may be a good idea to [[equipment|set]] the dwarves to only use [[bone]] or [[wood|wooden]] bolts when training.&lt;br /&gt;
&lt;br /&gt;
Unlike other [[room]]s, archery ranges only include the archery target from which they were defined - if you have multiple targets in one area, '''each one''' must be designated as its own archery range, even if this causes them to overlap.&lt;br /&gt;
&lt;br /&gt;
It is also advisable for the archery target rooms to be included in the area of the barracks where your marksdwarves train. Both the barracks and the archery targets need to be assigned to squads individually.&lt;br /&gt;
&lt;br /&gt;
[[File:archery_target_preview.png|thumb|170px|right|Bullseye!]]&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
*The size of the range must be large enough so that the marksdwarf is able to stand at least 1 tile away from the target (Dwarves will '''not''' train if the size of the range means they have to stand adjacent to the target).&lt;br /&gt;
*It is advisable to channel out the area behind the targets and connect a room underneath the range to save on bolts (falling bolts to not break). Note that floor grates do '''not''' work for this. Note that the channel has to be dug '''behind''' the target; if it is dug in front, the dwarves will be unable to fire, as they need a clear walking path in order to fire the bolts.&lt;br /&gt;
*Experience is granted per shot, not per target hit.&lt;br /&gt;
*Only one soldier can use an archery target at a time. This means that if you have multiple targets next to each other, you '''must''' designate a training grounds for each of them or only one will be used at a time.&lt;br /&gt;
*Marksdwarves will only practice at an archery range if their [[quiver]]s contain ammunition which is permitted for training. There was a bug that caused marksdwarves to not switch their ammo when they switch between active duty and training, but this has been fixed as of 42.03.&lt;br /&gt;
*Marksdwarves do not spend all of their free time performing archery practice - during downtime, they will complain that they &amp;quot;cannot follow orders&amp;quot;. Assigning marksdwarves to a [[barracks]] will allow them to use this spare time to perform combat drills, though said drills can potentially cut into archery practice.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
*The flag for active/inactive seems to get mixed up, so marksdwarves will only use archery targets when they're inactive.{{Bug|6070}}&lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;br /&gt;
{{Activity zones}}&lt;br /&gt;
{{Category|Activity zones}}&lt;/div&gt;</summary>
		<author><name>Koos</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Barracks&amp;diff=279409</id>
		<title>Barracks</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Barracks&amp;diff=279409"/>
		<updated>2022-12-23T23:29:07Z</updated>

		<summary type="html">&lt;p&gt;Koos: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
[[File:Barracks sleeping quarters.png|thumb|Squad sleeping quarters]]&lt;br /&gt;
&lt;br /&gt;
A '''barracks''' is a [[room]] designated for the purpose of housing, training, supplying and otherwise servicing your [[military]]. The barracks' options define how the room will be used by the [[squad]]s in your military. A single barracks may serve multiple squads.&lt;br /&gt;
&lt;br /&gt;
== Designating ==&lt;br /&gt;
Barracks may be defined from a [[bed]], [[cabinet]], [[container]], [[weapon rack]], or [[armor stand]] furniture. Dig out or repurpose an appropriate space for the room, and then place relevant furniture in the room. Use {{k|q}}uery to highlight one of the items and press {{k|r}}oom to designate it as 'Barracks/Armory', then {{k|r}}resize the room with {{k|+}}/{{k|-}} to encompass all the planned space for the room. Once you've designated a barracks, you'll notice a list of the squads in your fort in the information pane. This is where you set which squad uses the barracks, and how. To do so, press {{k|q}} and select the barracks, then use {{k|+}}/{{k|-}} to highlight a squad, then select the relevant activity:&lt;br /&gt;
&lt;br /&gt;
* '''Training''' {{k|t}} - assigned squads will [[training|train]] here. Note that [[marksdwarves]] assigned to the barracks will train in melee, including [[Combat_skill#Equipment_skills|hammering]], to train their ranged skill, they require an [[Archery target|archery range]] instead.&lt;br /&gt;
* '''Sleep''' {{k|z}} - assigned squads will be housed here, requiring that enough beds be placed in the barracks (one for each squad member).&lt;br /&gt;
* '''Individual Eq''' {{k|i}} and '''Squad Eq''' {{k|q}} - Each dwarf in a squad will use a separate container (such as a [[chest]], [[cabinet]] or [[armor stand]]) placed in the barracks to store their equipment.  As you place them, they will be automatically assigned to each dwarf.&lt;br /&gt;
&lt;br /&gt;
==Location==&lt;br /&gt;
The location of your barracks is a matter to be considered of great importance - barracks may often be the location of where your military dwarves will be training, sleeping, or otherwise performing activities. It is important to consider where you expect your enemies ([[goblin]]s, [[forgotten beast]]s, [[titan]]s, etc.) to attack, such as entrances or focal points of your fortress. You may want to build your barracks relatively close to or outside of high-traffic areas, main entrances to your fortress, or chambers with [[trap]]s in them. Planning ahead will allow you to react quicker to an invasion by hostile creatures and save more civilians in the process.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
* Note that if a squad is [[Schedule|scheduled]] to train, but lacking an assigned barracks, a dwarf's job will be marked as {{DFtext|Soldier (no activity)|6:0:0}}, leaving the squad with nothing to do.&lt;br /&gt;
* Civilians will not sleep in open beds within a defined barracks.  If you would like them to do so, simply use one of the beds in the barracks to designate a [[dormitory]].  To create a dormitory, press {{k|q}}, highlight a bed, press {{k|r}}, then {{k|-}}/{{k|+}} until you have the size you want, then press {{k|d}}. If your dwarves are sleeping on the floor, instead of in one of the beds, then, remember that each bed in a barracks is assigned to one of the dwarves in the squad; press {{k|q}} highlight a bed and press {{k|p}}, and it will tell you which dwarf was assigned to that bed.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
* Barracks will not store equipment.{{bug|1445}}&lt;br /&gt;
&lt;br /&gt;
{{Activity zones}}&lt;br /&gt;
{{Category|Activity zones}}&lt;/div&gt;</summary>
		<author><name>Koos</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Dungeon_(zone)&amp;diff=279408</id>
		<title>Dungeon (zone)</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Dungeon_(zone)&amp;diff=279408"/>
		<updated>2022-12-23T23:28:21Z</updated>

		<summary type="html">&lt;p&gt;Koos: &lt;/p&gt;
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A '''jail''' is a [[room]] used by the [[justice]] system within your dwarven community, also known as a prison.  They are designated from a constructed [[restraint]] or metal [[cage]], by {{k|q}}uerying the restraint, designating it as a {{k|r}}oom, and then setting it to be used for {{k|j}}ustice.&lt;br /&gt;
&lt;br /&gt;
As your dwarves break the law, your [[Sheriff]]/[[Captain of the guard|Captain of the Guard]], or any [[Fortress guard|Fortress Guard]], will place them in one of the designated restraints. They will drag their prisoner to jail regardless of their strength or even if they transform into a [[werebeast]] halfway there. However, should they be unable to (no jail, jail is full, or if the crime is terrible enough, AND if you have one already...), the [[Hammerer]] will come to give them a severe hammer beating, which will cause quite a [[tantrum spiral|commotion]].&lt;br /&gt;
&lt;br /&gt;
== Jail 101 ==&lt;br /&gt;
Constructing a jail is simple. Build a few restraints, such as metal [[cage]]s, [[chain]]s, and [[rope]]s, then designate them as jail cells. If they're all within close proximity of one another, you can mark ''one'' of them as a jail and then expand the room designation to cover the rest of them.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, being imprisoned tends to make dwarves unhappy... and unhappy dwarves throw [[tantrum]]s, if they don't go outright [[berserk]] or otherwise [[Insanity|insane]]. &lt;br /&gt;
&lt;br /&gt;
An imprisoned dwarf that seeks an [[Children|infant]] may spam your announcements feed. The child may choose to enter the jail and sit exactly one tile away from the grieving mother, just to spite you.&lt;br /&gt;
&lt;br /&gt;
=== Keeping your prisoners secure ===&lt;br /&gt;
The first thing to consider is the type of restraint:&lt;br /&gt;
* Ropes, being made of [[plant]] fiber and therefore weaker than [[metal]] chains, can sometimes be broken by strong dwarves,{{verify}} thus letting them escape and wreak more havoc. &lt;br /&gt;
* Cages, strong as they are, don't permit the dwarf within to move around and make use of the surroundings. A caged dwarf, therefore, is forced to sleep on the bottom of the cage, has to be given [[food]] and [[water]], and can't do anything, besides wait for their prison term to end.&lt;br /&gt;
The best choice of restraint is, therefore, a good strong metal chain. A high-quality chain will also let the prisoner admire it, giving them a boost to their [[Thought|happiness]]. However, one should consider the fact that if a chain or rope is present, a hammering may be dealt out, while in any other case the punishment would be downgraded to a beating.&lt;br /&gt;
&lt;br /&gt;
=== Keeping them happy ===&lt;br /&gt;
[[File:Imprisoned krugg.jpg|thumb|Spends their time admiring the golden chain]]&lt;br /&gt;
&lt;br /&gt;
With the choice of restraint made, now we worry about the surroundings. A chained dwarf, like a chained [[animal]], can move around in a 3x3 square centered on the chain. This allows them to use things in that space and look at items bordering it:&lt;br /&gt;
* A [[bed]] gives the dwarf a comfortable place to sleep.&lt;br /&gt;
* A small stockpile of good food, such as [[Kitchen|prepared meals]], lets the prisoner eat when they're hungry, instead of when your haulers are free to feed them, and lets you provide high-quality stuff instead of whatever random item the haulers grab.  You won't need barrels for this stockpile, so turn 'em off ({{k|q}} -&amp;gt; {{k|E}}).&lt;br /&gt;
* Likewise, a small stockpile of [[alcohol]] lets the prisoner drink that, instead of being forced to drink water.  Make it at least two squares, or your haulers will tease prisoners with just an empty barrel.&lt;br /&gt;
* And, of course, a [[Throne|chair]] and [[table]] give them a place to eat and drink. Bonus points if you designate a private [[dining room]] and assign it to the prisoner.&lt;br /&gt;
* Building all this out of high-[[Item quality|quality]] [[furniture]] will let the prisoner admire it, gaining happiness every time.&lt;br /&gt;
* [[Smoothing]] and [[engraving]] the jail's surroundings will also give the prisoner something to look at.&lt;br /&gt;
* If you enclose the restraint in [[wall]]s with a [[door]], setting the door(s) to internal will let the prisoner admire those too.&lt;br /&gt;
* A dwarf can admire its own restraint, so try a high-quality bone and jewel-encrusted [[steel]] or [[platinum]] chain.&lt;br /&gt;
* Adding a [[well]] to each jail cell guarantees that your prisoners will never die of thirst if the jailer is a bit slow restocking their booze. And making the well from high-quality materials allows them to admire it, too!&lt;br /&gt;
* Designating a [[temple]] on the jail cell will allow the prisoner to pray while incarcerated.&lt;br /&gt;
&lt;br /&gt;
=== Imprisoned Nobles ===&lt;br /&gt;
Eventually, save with the greatest of care and micromanagement, one or another of your [[noble]]s will run afoul of the justice system, and be imprisoned.  As with a regular dwarf, this means they will be unable to make use of their regular [[office]]s and other rooms. If it turns out to be your [[bookkeeper]], for example, then you can build a chair within their reach and designate it as their office, and that will let them continue to work. Similarly, an [[expedition leader]] or [[mayor]], if imprisoned by a chain, can hold meetings with your [[liaison]], and if you designate an office for them, might even be happy to do so.&lt;br /&gt;
&lt;br /&gt;
=== Alternatively... ===&lt;br /&gt;
You may decide that providing luxurious accommodations, jewel-encrusted chains, and fine dining to criminals, while haulers sleep on the dining room floor, does not meet your standards of dwarven justice. In such circumstances, chaining a dwarf atop a tower exposed to the elements will provide a useful lookout post. Dwarves chained in narrow hallways can also help detect ambushers, while those locked up in your dining hall make for excellent examples to the others. Should you desire to enforce capital punishment from time to time, place your prison chains inside small rooms with doors and a hole in the ceiling accessed by other dwarves. This will allow bucket-by-bucket water torture and drowning executions of any murderers or prisoners with elves in their preferences. Alternately, just lock them in a hideous dungeon to eat rats and drink from mud holes until a giant cave spider comes along and covers them in precious, precious silk.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border-collapse: collapse; background: #f0f0f0; border: 1px solid #aaa; border-left: 10px solid #666666; max-width:75%; margin-top: 0px; margin-bottom: 10px; margin-left:auto; margin-right:auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 0.5em 1em 0.5em 0.5em; text-align: center;&amp;quot; | [[File:D4Dwarf.png|50px|link=:Category:D for Dwarf]]&lt;br /&gt;
| style=&amp;quot;padding: 0.5em 0.5em; width: 100%;&amp;quot; | This article or section has been rated '''D for Dwarf'''.  It may include witty humour, not-so-witty humour, bad humour, in-jokes, pop culture references, and references to the [http://www.bay12forums.com/smf  Bay12 forums].  Don't believe everything you read, and if you miss some of the references, don't worry. It was inevitable.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;includeonly&amp;gt;&lt;br /&gt;
[[Category: D for Dwarf]]&lt;br /&gt;
&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Incidents have been reported where a falsely imprisoned [[human]] had escaped after being taught by a [[Priest|abbe]] to be a [[scholar]] and, soon after finding a [[ruin]] with lots of [[gold]], was appointed as a [[count]] and set out to take [[Intrigue|revenge]] on the [[Bookkeeper]] he used to work under and the [[Human]] that had him locked up. Interestingly, they were said to be the [[count]] of an [[island]], despite boats not existing. It is theorized that he [[Swimming|swam]] to this island and [[Freezing|waited for the sea to freeze]] before he came back with the treasure. In some versions of the tale, the son of his [[nemesis]] was actually his son.&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = teskom&lt;br /&gt;
| elvish  = lezitha&lt;br /&gt;
| goblin  = ax&lt;br /&gt;
| human   = cudal&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Activity zones}}&lt;br /&gt;
{{Category|Activity zones|Justice}}&lt;/div&gt;</summary>
		<author><name>Koos</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Office&amp;diff=279407</id>
		<title>Office</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Office&amp;diff=279407"/>
		<updated>2022-12-23T23:27:33Z</updated>

		<summary type="html">&lt;p&gt;Koos: &lt;/p&gt;
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An '''office''' (called a study in some game menus) is a [[room]] required by certain [[nobles]] and administrators. Some higher-ranking nobles require a &amp;quot;throne room&amp;quot; - the same thing, just fancier. These can simply be designated from a [[throne]] or [[chair]] using {{K|q}}, and do not (necessarily) have to be a separate enclosed space separated from other areas by walls and a [[door]].&lt;br /&gt;
&lt;br /&gt;
Note that if you assign an office to a dwarf, sometimes they will eat a meal in their office and complain about the lack of [[table]]s - to avoid this thought, put a table next to the chair in said office.&lt;br /&gt;
&lt;br /&gt;
==Reducing Office Space==&lt;br /&gt;
A &amp;quot;meager office&amp;quot; can consist of a 1-tile-diameter area designated from a single chair as a study/office, and assigned to a particular dwarf. You will probably first encounter this need in the [[bookkeeper]] or the [[manager]] - assigning one of the chairs in the dining room for them is perfectly acceptable.&lt;br /&gt;
&lt;br /&gt;
If you put a table next to the office chair and assign it to be a dining room, both rooms will be used like they are supposed to - however, overlapping rooms drop considerably in value rating, making it harder to meet demands by higher-ranking nobles. While this can be countered with high-value [[furniture]] (artifacts are very helpful), actual individual areas, designated separately from other areas (whether or not separated by walls) are the easier way to meet demands.&lt;br /&gt;
[[File:throne_room_preview.png|thumb|320px|center|Still isn't satisfied until that golden armor stand is put in.&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;''Art by Fault''&amp;lt;/small&amp;gt;]]&lt;br /&gt;
{{Activity zones}}&lt;br /&gt;
{{Category|Activity zones}}&lt;/div&gt;</summary>
		<author><name>Koos</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Pasture&amp;diff=279406</id>
		<title>Pasture</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Pasture&amp;diff=279406"/>
		<updated>2022-12-23T23:26:50Z</updated>

		<summary type="html">&lt;p&gt;Koos: &lt;/p&gt;
&lt;hr /&gt;
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'''Pastures''' are [[activity zone]]s that the player creates to hold tame animals, especially [[grazer|grazing animals]].  Herbivorous animals require [[grass]] (or [[cave moss]] and [[floor fungus]] if stationed in underground pasturage) to graze upon, and larger herbivores need a greater amount of these to feed themselves. [[Panda]]s and their relatives require bamboo rather than other types of grass. Using pastures allows herbivorous animals to be restricted to areas where they will have plenty to eat.&lt;br /&gt;
&lt;br /&gt;
A pasture is defined using {{K|i}}-{{K|n}} to draw a rectangle, and then animals are selected to graze. Having pressed {{K|i}} to define a zone, highlight the pasture and press {{K|N}} ({{K|Shift}}+{{K|n}}), select the animal(s) you wish to pasture using {{K|+}}/{{K|-}}, and press {{K|Enter}}. Animals currently assigned to this pasture will have a green plus symbol to the left of them. Animals assigned to ''some'' pasture, the previously defined one or otherwise, will have a green triple-line symbol to the right of them. If the brackets surrounding this triple-line are white, the animal is currently pastured; if they're grey, the animal has not yet been brought to pasture, or still needs to be moved to a different pasture. If the brackets contain the 'cage' symbol (‼), it means that animal is currently caged. If that animal is selected for this pasture, they will be automatically uncaged and brought to the pasture by a dwarf (this is actually a good way to get animals you bought from a merchant uncaged quickly, without having to actually build the cage somewhere first). Note that an animal in a stockpiled cage within the defined pen/pasture area (i.e. stockpile overlaps pen/pasture zone) is considered to be within the pasture already and will not be released.&lt;br /&gt;
&lt;br /&gt;
Once all animals are selected, finish by pressing {{K|Esc}} and idle animal haulers will lead the animals to pasture.&lt;br /&gt;
&lt;br /&gt;
Any animal may be assigned to a pasture, though wild and hostile animals won't reliably stay in one. You can also create pastures inside (on rock) and use them to confine animals that do not need to eat (like [[pig]]s) in certain areas. If there is fungus or moss on your indoor floors (e.g. on soil after breaching the caverns), the animals will consume that in place of grass. &lt;br /&gt;
&lt;br /&gt;
[[Grass]] on your pastures will replenish at different speeds, depending on [[biome]]; if, on embark, the biome reads &amp;quot;Thick&amp;quot; on &amp;quot;Other Vegetation&amp;quot;, it will regrow fast, if it read &amp;quot;Scarce&amp;quot;, it may not regenerate at all. Care should be taken to ensure that grass is not consumed more quickly than it can replenish, lest your livestock begin starving - if more than half of the pasture is devoid of grass, it's probably overloaded. Of special note is the fact that [[mountain]] biomes start covered with grass (and numerous [[boulder]]s), but said grass will ''never'' regrow once eaten, so when placing pastures, ensure that there are shrubs and saplings nearby, as their presence ensures that the environment is hospitable to plant (re)growth.&lt;br /&gt;
&lt;br /&gt;
Baby animals born to pastured mothers will automatically be assigned to their mother's pasture, but those hatched from [[egg]]s will not.&lt;br /&gt;
&lt;br /&gt;
If you need to get animals inside quickly when a [[siege]] or [[ambush]] hits, a quick way to do this is to simply make the pasture inactive (''before'' the animals see the invaders, if possible.) Animals without a pasture tend to gravitate to a meeting area, so most of them will head to your [[dining hall]] or other rest area. An inactive pasture retains its occupant list, so all you have to do is make it active again and your dwarves will return them to their correct areas.&lt;br /&gt;
&lt;br /&gt;
==[[Overcrowding]]==&lt;br /&gt;
When a pasture is overcrowded, animals may become enraged and start fights. This behavior is similar to a dwarf throwing a [[tantrum]], and can be prevented by enlarging your pasture or keeping fewer animals in it.&lt;br /&gt;
&lt;br /&gt;
Another possibility is to split a large pasture which holds many animals into several smaller pastures, with the pasture size reflecting the amount of grazing the animal needs to survive. Animals will only fight each other if their pasture is sharing the same tiles as the creature they are fighting with.&lt;br /&gt;
&lt;br /&gt;
==Other Applications==&lt;br /&gt;
Pasturing a [[cat]] in a food [[stockpile]] will make it more effective at keeping [[vermin]] away from your food (or any creature with a {{token|HUNTS_VERMIN|c}} or {{token|DIVE_HUNTS_VERMIN|c}} token).&lt;br /&gt;
&lt;br /&gt;
Lots of 1x1 pastures each with a chicken and a nest box is a way to make a [https://en.wikipedia.org/wiki/Battery_cage battery farm].&lt;br /&gt;
&lt;br /&gt;
A pasture can serve as a quick, limited replacement for a [[rope]] or [[restraint]], placing animals exactly in one defined area, even [[pet]]s and animals assigned to dwarves. However, it does not restrict the movement of an animal; if they are threatened by an enemy, the animal will flee as normal, which will trigger a task to re-pasture the animal once it leaves the border of the pasture. Dwarves with the [[Hauling#Animal_hauling|Animal Hauling]] labor enabled may then rush to put them back, probably putting themselves in danger; so maybe only enable that labor on the most durable … or replaceable.&lt;br /&gt;
&lt;br /&gt;
With that in mind, pastures can serve as an early-warning system and distraction for invaders and thieves when placed just outside or inside entrances to the fortress. Of course, this can result in injury to the animals, or even their death, and tame animals that die in ways other than specifically being slaughtered cannot be [[butcher]]ed.&lt;br /&gt;
&lt;br /&gt;
More effective ways of using pastures to get rid of unwanted animals include: placing them in chambers to be flooded (preferably with [[magma]]), in the path of [[Dwarven_atom_smasher|certain bridges]], or in battle arenas to face captured foes. Beware that the death of pets will likely cause unhappy [[thought]]s for their owners.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
&lt;br /&gt;
* Grass does not grow back on mountain biomes.{{bug|4164}}&lt;br /&gt;
* Baby animals hatched from [[egg]]s are not automatically assigned to the mother's pasture.{{bug|5990}}&lt;br /&gt;
* During a [[civilian alert]], only tiles within the defined burrow are eligible for grazing. Animals confined to pastures outside the civilian alert burrow will starve to death while standing on dense grass.{{bug|6240}}&lt;br /&gt;
&lt;br /&gt;
{{Activity zones}}&lt;br /&gt;
{{Category|Fortress mode|Activity zones}}&lt;br /&gt;
[[ru:Pasture]]&lt;/div&gt;</summary>
		<author><name>Koos</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Garbage_dump&amp;diff=279405</id>
		<title>Garbage dump</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Garbage_dump&amp;diff=279405"/>
		<updated>2022-12-23T23:25:23Z</updated>

		<summary type="html">&lt;p&gt;Koos: Added act zone&lt;/p&gt;
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[[File:Stockpile.png|thumb|350px|right|Garbage dumps are used most often for clearing out large areas of leftover stone - for instance, when constructing a [[stockpile]].]]&lt;br /&gt;
&lt;br /&gt;
'''Garbage dumps''' are [[activity zone]]s in which dwarves will throw items marked for dumping. (The garbage dump may be inappropriately named, as it's more of a matter compression zone. The specifics are beyond human understanding; however, dwarves are in fact capable of compressing an infinite amount of matter into only one tile, as long as it is specified as a garbage dump.)&lt;br /&gt;
&lt;br /&gt;
Garbage dumps are ''not'' the same as [[Refuse#Refuse|refuse]] stockpiles. &lt;br /&gt;
* Refuse stockpiles can be designated to accept specific type(s) of refuse, such as animal [[corpse]]s or [[bones]], and then are automatically filled by haulers whenever the items appear on the map. &lt;br /&gt;
* Garbage dumps don't have categories. If you tell your dwarves to Dump Items from a single block or an area, the dwarves will move all designated objects from those blocks to the Dump, including objects of value!&lt;br /&gt;
&lt;br /&gt;
Garbage dump zones are useful for many things beyond [[garbage disposal]]; they can create [[quantum stockpile]]s, transport materials to a job site, send items to the [[trade depot]] when no caravan is present, [[trap design#Falling_debris_trap|drop rocks]] on enemies below, and numerous other uses.&lt;br /&gt;
&lt;br /&gt;
=== Create Garbage Dump ===&lt;br /&gt;
To place a garbage dump, create a zone ({{k|i}}) on either a relatively empty plot of land or adjacent to a cliff face or hole and enable garbage {{k|d}}umping. If a garbage zone is designated beside a [[cliff]] or hole (both natural or dwarf made) garbage will be thrown off/in the z-space. Each ground tile within that zone is considered a garbage dump tile; thus, if you want to place a single-tile zone, place the zone onto a ground tile (optionally adjacent to a cliff or [[pit]]), not onto an [[open space]]. This mechanic also works with rivers.&lt;br /&gt;
&lt;br /&gt;
=== Marking items to Dump ===&lt;br /&gt;
Items can be marked for dumping either by using {{k|k}}-{{k|d}} (one item at a time), or {{k|d}}-{{k|b}}-{{k|d}} (bulk dumping). &lt;br /&gt;
'''NOTE:''' Bulk dumping designates ''all'' items on the tiles for dumping, even built [[furniture]], the construction materials making up buildings, items inside [[container]]s, etc. In the case of built furniture and building components, this will have no immediate effect; however, upon deconstruction the item will immediately be dropped on a nearby square by the dwarf hauling the item to await disposal in the nearest dump.&lt;br /&gt;
&lt;br /&gt;
=== Moving items to Dump ===&lt;br /&gt;
Garbage dumps only accept items that have been marked for dumping, require dwarves to have [[refuse hauling]] [[labor]] enabled, and are subject to refuse [[standing orders]] ({{k|o}}-{{k|r}}). &lt;br /&gt;
&lt;br /&gt;
Dwarves usually throw dumped items in the nearest available garbage dump, although this is not an ironclad rule.  If a nearer zone becomes available after they have already started the job they will ignore it. They also have a preference for open space dumps. If a garbage dump is located next to open space, dwarves will always stand on a garbage dump square when throwing ''into'' that open space, even if it could potentially be done more efficiently.  If a garbage dump is located next to multiple tiles of open space, they seem to prefer the one farthest to the northwest.  If a tile to the north and a tile to the west are the only tiles available, they will throw to the west.  Such garbage dumps can be a very efficient method of moving materials to the lower levels of your fortress. However care must be taken to prevent dwarves and livestock from being struck by falling objects, perhaps with [[traffic]] designations and [[pasture]]s. &lt;br /&gt;
&lt;br /&gt;
Dwarves will ''not'' dump items that are in a tile marked &amp;quot;Above Ground&amp;quot; unless you allow them to ({{k|o}}-&amp;gt;{{k|r}}-&amp;gt;{{k|o}}). &lt;br /&gt;
&lt;br /&gt;
Items dumped into [[magma]] that are not [[magma safe]] will permanently disappear, which is useful for disposing of clutter and increasing [[FPS]]. Otherwise a single tile (either a dump zone, or the ground below the open space) will hold any number of dumped objects. Dumping items into [[magma]] can be [[fun|dangerous]] due to the [[magma mist]] generated when objects fall into magma. It is advised to dump items into magma from a hole several z-levels up to avoid [[Fire|!!Dwarves!!]] running around the fortress.&lt;br /&gt;
&lt;br /&gt;
'''NOTE:''' If you designate items for dumping, but forget to mark an active garbage dump, your dwarves will ignore the item until an active garbage dump is marked.&lt;br /&gt;
&lt;br /&gt;
=== Dumped Items ===&lt;br /&gt;
Dumped items are automatically marked as [[forbid]]den, preventing dwarves from touching them. Therefore, these items can't be used, or even selected, in workshop jobs, etc.&lt;br /&gt;
&lt;br /&gt;
=== Reclaim Dumped Items ===&lt;br /&gt;
If for some reason [[Main:Urist|Urist]] is yet again incapable of locating his favorite pair of cave troll leather socks, he should think to look among the black hole of matter that is the nearest garbage dump, as they could be snugly lodged between a few billion rocks.&lt;br /&gt;
&lt;br /&gt;
You can reclaim Dumped/forbidden items in three different ways:&lt;br /&gt;
* Press {{k|k}} to view the item and {{k|f}} to toggle forbid status.  &lt;br /&gt;
* Use the reclaim [[designation]] to reclaim simultaneously all of the items dumped by using {{k|d}}-{{k|b}}-{{k|c}} and tracing the designation over the objects in question.&lt;br /&gt;
* Remove the Garbage Dump zone with {{k|i}}-{{k|x}}-{{k|Enter}}  (Or {{k|i}}-{{k|x}}-{{k|X}})&lt;br /&gt;
&lt;br /&gt;
===Dwarves won't dump no matter what I do===&lt;br /&gt;
&lt;br /&gt;
# The key to set a zone for dumping is now {{k|d}} instead of {{k|g}}. Make sure that your muscle-memory has not caused you to designate a fruit gathering zone by accident.&lt;br /&gt;
# Probably due to a bug, dwarves occasionally ignore items that are meant to be dumped; viewing the item by pressing {{k|k}} then toggling forbid and dump status on, then off again ({{k|f}}-{{k|f}}-{{k|d}}-{{k|d}}) seems to correct this problem. Dumping items requires the '[[refuse hauling]]' labor. Items located in an &amp;quot;outside&amp;quot; tile will not be moved unless 'gather refuse from outside' is enabled in your [[standing orders]].&lt;br /&gt;
&lt;br /&gt;
=== Strategy ===&lt;br /&gt;
Garbage dumps are great space savers because they can hold an infinite number of items on one tile; with some micromanagement they can even compress large, one-item-per-tile [[stockpile]]s into single-tile [[quantum stockpile]]s (although this requires additional work and is usually considered an [[exploit]]). The most common use for garbage dumps is for cleaning away loose stones left in your fortress by your [[miner]]s: mark them for dumping, wait for the jobs to be completed, and then reclaim them ({{k|d}}-{{k|b}}-{{k|c}}) for use by your stonemasons; bonus points if you do this next to a stoneworking workshop and then re-designate the tile as a stone stockpile. If the dump is designated inside a workshop, the workshop will not become cluttered. However, if you put a garbage dump inside a magma workshop with the intent of dumping ores there, make sure the zone does not overlap any open pits of magma you may have carelessly left around, or as per intended behavior, items will be dumped into the magma.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Garbage disposal]]&lt;br /&gt;
[[ru:Garbage dump]]&lt;br /&gt;
&lt;br /&gt;
{{Activity zones}}&lt;br /&gt;
{{Category|Activity zones|Bedroom}}&lt;/div&gt;</summary>
		<author><name>Koos</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Dining_room&amp;diff=279404</id>
		<title>Dining room</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Dining_room&amp;diff=279404"/>
		<updated>2022-12-23T23:23:02Z</updated>

		<summary type="html">&lt;p&gt;Koos: Added act. zones&lt;/p&gt;
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&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
[[File:dining_hall_preview.jpg|thumb|320px|right|Where goblin-slaying stories and slamming mead come together.&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;''Art by Tomas Honz''&amp;lt;/small&amp;gt;]]A '''dining room''' is a [[room]] designated from a [[table]]. The assigned room may be either assigned to a [[noble|specific dwarf]] or designated as a '''dining hall'''. A valuable communal dining hall is an excellent way to reduce [[stress]].  Dwarves can still eat at a table and chair without designating it or the room they are in as a dining room, however.&lt;br /&gt;
&lt;br /&gt;
It is also possible to further designate a dining hall as a [[meeting hall]]. Dwarves that are on break or jobless will also meet here and become further acquainted.&lt;br /&gt;
&lt;br /&gt;
==Constructing a dining hall==&lt;br /&gt;
In order to construct a dining hall, first {{k|b}}uild a {{k|t}}able, then use the {{k|q}} menu to designate the table as a {{k|r}}oom. Some players place [[food]] [[Stockpile#Food|stockpile]]s nearby in hopes that this will lessen the time it takes dwarves to grab a bite to eat. &lt;br /&gt;
&lt;br /&gt;
Once a dining hall has been designated, you may {{k|a}}ssign the room to a specific dwarf or further designate it as a meeting {{k|h}}all using the {{k|q}} menu. Dining halls assigned as meeting halls will attract idle dwarves, which may or may not be useful, depending on individual play style.&lt;br /&gt;
&lt;br /&gt;
An example dining room is shown below. It includes: a dining hall (east), kitchen (north), storage area (west), fishery, butcher's workshop, and tanner's workshop (south).&lt;br /&gt;
&lt;br /&gt;
[[File:Quickstart_dining_area.png]]&lt;br /&gt;
&lt;br /&gt;
===Stress considerations===&lt;br /&gt;
*  A good general rule of thumb is to have enough tables and chairs to serve one fifth (1/5) of your fortress population at any given time. Plan ahead for [[immigrant]]s.  More never hurts, but may never be necessary.&lt;br /&gt;
&lt;br /&gt;
* While it might be common sense to put a chair on either side of a table, or even 4 chairs around a single table, in DF one table is only enough for one dwarf.  While a  dining room of any size is designated from a single table, dwarves will receive negative [[thought]]s from eating at a dining room (or anywhere else) without both a chair ''and'' [[orthogonal]]ly adjacent table to themselves.  To prevent this, {{k|b}}uild multiple {{k|t}}ables and add a {{k|c}}hair or throne next to each table, and make sure any chair will not be paired with the wrong table, and vice versa.&lt;br /&gt;
&lt;br /&gt;
*Since the room quality is determined solely by the total value of all items and furniture, it is possible to make a legendary room simply by having a great many more chairs and tables than you actually need, which will give your mason something to do and give your fort room to grow in the future. Artifacts that can be used in animal and weapon traps, like mechanisms, will add immensely to room value and impress any dwarf that looks at them, even if they are useless where they are placed. Artifacts you can build are a huge boon for this reason.&lt;br /&gt;
&lt;br /&gt;
*The total [[value]] of a dining room will affect how happy dwarves get about eating there. Because dining rooms tend to be large and have lots of potentially valuable furniture, it is fairly simple to get incredibly valuable dining rooms that help offset the depression of a dwarf's best friend being torn apart by [[goblin]]s. Building furniture from valuable materials such as [[flux]], [[obsidian]], or various [[metal]]s helps. [[engraver|Decorating the walls and floors]] is also an easy way to make a dining hall more valuable. Try to use an experienced engraver for this important task to maximize room value.&lt;br /&gt;
&lt;br /&gt;
*Dwarves with a [[table]] or [[chair]] in their [[quarters]] may opt to eat their meals there instead of using your magnificent dining hall (forgoing the positive thought and possibly generating negative thoughts as well). To avoid this, do not install tables or chairs in your non-[[noble]] dwarves' quarters.&lt;br /&gt;
&lt;br /&gt;
{{Translation| dwarven = ub mosus | elvish = esi imira | goblin = ngubung xustxu | human = izrol coni}}&lt;br /&gt;
&lt;br /&gt;
{{Activity zones}}&lt;br /&gt;
{{Category|Activity zones}}&lt;/div&gt;</summary>
		<author><name>Koos</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Dormitory&amp;diff=279403</id>
		<title>Dormitory</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Dormitory&amp;diff=279403"/>
		<updated>2022-12-23T23:22:08Z</updated>

		<summary type="html">&lt;p&gt;Koos: Added activity zones&lt;/p&gt;
&lt;hr /&gt;
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{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Dormitories''' are a type of multiple-bed [[bedroom]], similar to the [[barracks]]. Instead of hosting the military, dormitories host civilians, although military members may sleep on a bed in the dormitory. A dormitory is designated from a [[bed]].&lt;br /&gt;
&lt;br /&gt;
To create a dormitory, first, open the zones menu from the taskbar (default: z). Select Dormitory from the menu that appears. Then use the mouse to select the area you wish to become the dormitory. Finally, click accept. You may then redraw it, pause it, rename it, remove it or assign it to a [[location]]. At the time of writing there are unconfirmed reports that residents are not using dormitory beds corrects even with no other option. &lt;br /&gt;
&lt;br /&gt;
Having individual bedrooms requires more space and resources, but greatly contributes to happiness, however, it's a good idea to have at least one dormitory to accommodate newly-arrived immigrants. A [[Room#Quality|higher value]] dormitory will give better thoughts than a meager one, and larger rooms can easily be made valuable by simply adding many beds.&lt;br /&gt;
&lt;br /&gt;
{{Activity zones}}&lt;br /&gt;
{{Category|Activity zones}}&lt;/div&gt;</summary>
		<author><name>Koos</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki_talk:Versions&amp;diff=279402</id>
		<title>Dwarf Fortress Wiki talk:Versions</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki_talk:Versions&amp;diff=279402"/>
		<updated>2022-12-23T23:14:49Z</updated>

		<summary type="html">&lt;p&gt;Koos: /* Hotkeys/Menu navigation */&lt;/p&gt;
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&lt;div&gt;{{archive|&lt;br /&gt;
# [[DF Talk:Versions/Archive 1|Page 1]]}}&lt;br /&gt;
&lt;br /&gt;
== Version 0.31.19 starts a new DF generation? ==&lt;br /&gt;
&lt;br /&gt;
My reading of Toady's comments on the release of 0.31.19 is that it came out basically because he felt it would take too long to get DF all the way to 0.32.  With the ore changes, the sitefinder changes, the addition of grazing and several different industries, there's a lot of changes between 31.18 and 31.19.  So I'm thinking it might be a good idea to call it the first release of DF2011 - and what we refer to as &amp;quot;DF2010&amp;quot; would then become 0.31.18.&lt;br /&gt;
&lt;br /&gt;
Thoughts? --[[User:DeMatt|DeMatt]] 07:06, 28 February 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Revisiting Redirects==&lt;br /&gt;
&lt;br /&gt;
I wasn't around when the redirect policy was created, and I'm having trouble understanding the rationale. The example claims that linking [[Main:Cheese]] to [[cv:Cheese maker]] is problematic...but mainspace only ever redirects to the current version. If the best target in the current version is cheese maker, why not link to it directly? (It's not, at least for Cheese, since [[DF2012:Cheese]] exists now.) The explanation seems to be claiming that 40d articles that link to Cheese will follow the Mainspace link--but that hasn't been the case for a long while now. Articles in 40d automatically link against other articles in 40d, so that version remains internally consistent no matter where mainspace links to in the current version. For a current example, what do we gain by linking [[Main:Mead]] to [[cv:Mead]] and linking [[DF2012:Mead]] to [[DF2012:Alcohol]]?&lt;br /&gt;
&lt;br /&gt;
If this really is just an outdated procedure, I recommend we drop the mummery and allow mainspace to link to cv:(best target). Double redirects ''may'' work (sometimes, but [[Main:Mead]] demonstrates a common problem where automatic redirection fails), but if they are unnecessary I think they should be avoided, partly because of problems like [[Main:Mead]] and partly because of the effort required to protect double redirects from users who believe they are problematic.--[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 20:16, 8 January 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I was just thinking that. I'm currently attempting to write a basic extension to eliminate the need for mainspace redirects entirely, although Mediawiki's class structure may make this more difficult than I had hoped (the only method I've found for resolving redirects takes the ''article text'' instead of a title, e.g. &amp;quot;#REDIRECT ...&amp;quot;). I do agree that the current situation with redirects isn't ideal, so I'm hoping this will work better (once I get it to work).  --[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 20:42, 8 January 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
Okay, that wasn't quite as clear as I meant it to be. In general, I think this is a tricky situation. Mediawiki wasn't designed to have five content namespaces, and certainly not chains of redirects between them. The problem that was pointed out in the [[DF:REDIR|policy]] is the fact that with:&lt;br /&gt;
 Main:Foo -&amp;gt; cv:Bar&lt;br /&gt;
pages in the cv: namespace can't use [[&amp;lt;nowiki/&amp;gt;foo]], since the namespace links modification causes it to be treated as [[&amp;lt;nowiki/&amp;gt;cv:foo]] instead, which doesn't exist. The current suggested solution is this:&lt;br /&gt;
 Main:Foo -&amp;gt; cv:Foo -&amp;gt; cv:Bar&lt;br /&gt;
This fixes the problem of [[&amp;lt;nowiki/&amp;gt;foo]] not working on cv pages, but creates issues with double redirects not always working. Another solution, which is more intuitive to new editors, is:&lt;br /&gt;
 Main:Foo -&amp;gt; cv:Bar&lt;br /&gt;
 cv:Foo -&amp;gt; cv:Bar&lt;br /&gt;
Both require creating two redirects. The first method has the advantage of ''ensuring'' that the cv redirect exists (otherwise, main:foo would be a redlink), while the second has the advantage of working more reliably in a couple cases.&lt;br /&gt;
&lt;br /&gt;
What I'm trying to do is make main:Foo &amp;quot;jump&amp;quot; to cv:Foo when cv:foo exists, ''even if main:foo doesn't exist'' (basically it would treat all mainspace pages as redirects to cv pages, but only if the cv page exists and not the mainspace page). I had main:Bar jumping to cv:Bar fine, but if cv:Foo redirected to cv:Bar, accessing main:Foo would mysteriously stop at cv:Foo even if I increased the redirect limit. What I'm trying to do now is follow the redirects internally, without relying on Mediawiki to do it automatically - unfortunately, that has proved to be harder than I had hoped (and I sent my web server into an infinite loop while trying). I will try to work on this some more when I get a chance, although I'm not sure when that'll be yet :(. For now, feel free to fix broken double mainspace redirects as necessary, as long as redirects in the DF2012 namespace stay pointing to the right page (and new mainspace redirects get added in the DF2012 namespace too). --[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 04:21, 9 January 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
:You're treating cv like a namespace--it's not. It is simply shorthand for &amp;quot;fill in the current version here&amp;quot;. [http://dwarffortresswiki.org/index.php?title=User_talk:Briess&amp;amp;diff=182404&amp;amp;oldid=181281 As I discovered a long time ago on a server not far away], linking from Main:Foo to cv:Foo tends to break redirection chains. If, instead of linking to cv:Foo, you link to DF2012:Foo, it might just work. It would, of course, be better if your patch could evaluate cv itself, but even if you have to hardcode the current version it's a single point of maintenance that requires update very infrequently. (For that matter, we could probably dispense with the cv hack entirely and just have a bot update mainspace links from DF2012 to DF201X when we switch to a new version.)--[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 20:05, 9 January 2014 (UTC)&lt;br /&gt;
::I know cv isn't a namespace - I was just trying to avoid future confusion when the DF2012 namespace changes. It's interesting that changing &amp;quot;cv&amp;quot; to &amp;quot;DF2012&amp;quot; fixes some broken redirects, although I've found that simply making an edit to a broken redirect can usually fix it as well. I've actually had the most problems with double redirects when the second one (in the DF2012 namespace) doesn't use the DF2012 prefix (e.g. main:Foo containing &amp;lt;nowiki&amp;gt;[[cv:Foo]] and DF2012:Foo containing [[Bar]]&amp;lt;/nowiki&amp;gt;). I'd rather keep the cv alias even if it isn't necessary for mainspace redirects when I get the patch to work, since it makes it easier to refer to the current version of the page (for example, several MDF articles contain links to a vanilla page for things that don't change in the mod).&lt;br /&gt;
::Also, using aliases like &amp;quot;cv&amp;quot; is supported by Mediawiki; in fact, several WMF wikis use them (for example, &amp;quot;[[wikipedia:WP:Redirects|WP:Redirects]]&amp;quot; on Wikipedia). It's quite likely that Mediawiki isn't processing double redirects using aliases correctly, though, since that's uncommon on most wikis. --[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 21:35, 9 January 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
In light of the lack of support for the current redirect policy, I propose we replace the current redirect section with:&lt;br /&gt;
&lt;br /&gt;
:Mainspace article pages should use the cv: alias when redirecting to a versioned page, which will automatically update the link when a new version is released. For example, page &amp;quot;Main:Foo&amp;quot; should redirect to page &amp;quot;cv:Bar&amp;quot; (where &amp;quot;Bar&amp;quot; is the page that best describes the topic Foo in the current version).&lt;br /&gt;
&lt;br /&gt;
:Pages in mainspace should only redirect to an older versioned page if that content no longer exists in the current version of the game (e.g. [[Cave river]], [[Chunk]]). In these cases the cv: alias cannot be used.  &lt;br /&gt;
&lt;br /&gt;
:Pages inside a versioned namespace should not use the cv: alias. Instead, they should redirect to the best page within that versioned namespace (e.g. [[DF2012:Dodging]], [[v0.31:Drink]]).&lt;br /&gt;
&lt;br /&gt;
:Due to limitations of the wiki software, double redirects should be avoided if possible. When fixing double redirects in mainspace, please make sure to use the cv: alias as appropriate.&lt;br /&gt;
&lt;br /&gt;
If no one objects, I will make this change in a few days.--[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 20:21, 15 January 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Okay with me. It may be worth mentioning that double redirects only really need to be changed when they don't work (since changing a lot of redirects that work isn't necessary), but I think it's clearer and more relevant than the current policy. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 00:26, 16 January 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
Done.--[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 20:55, 22 January 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
I was finally able to get my extension to work after being motivated by one too many malfunctioning redirects. It now causes nonexistent pages in the main namespace to behave exactly like redirects to their DF2012 counterparts (when linked to, accessed directly, and transcluded). Double redirects also work (up to 100, in fact, although that was a temporary safety measure that I'll probably change). This means we'll be able to safely get rid of all mainspace redirects (redirects that redirect to something other than &amp;quot;cv&amp;quot; will still function if not deleted). &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 01:20, 14 March 2014 (UTC)&lt;br /&gt;
:What about articles which don't exist in the current version but do exist in older versions? Will those still need mainspace redirects, or will your extension be able to automatically redirect them to v0.31/40d/23a? --[[User:Quietust|Quietust]] ([[User talk:Quietust|talk]]) 01:29, 14 March 2014 (UTC)&lt;br /&gt;
::It ignores all mainspace pages that actually have content, including redirects, so pages like [[masons guild]] won't be affected (unless deleted). &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 01:47, 14 March 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
Done and deployed. [[Cat]] is still treated as a redirect, even though I just deleted it (try clicking on the &amp;quot;redirected from&amp;quot; link). Pages that exist are ignored, so [[Masons guild]] and [[History of Dwarf Fortress]] still function normally (as a redirect to a 23a page and a non-redirect, respectively). &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 18:57, 14 April 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
I'm sending around a bot right now to delete all redirects of the format &amp;quot;foo -&amp;gt; cv:foo&amp;quot; (a surprising number don't fit this format, so I'm leaving them alone for now). &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 20:43, 14 April 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I'm confused. Do we use double redirects or not? Is there a single place we define our linking policy (including redirects), and is it updated? &lt;br /&gt;
:I had trouble linking to [[Consolidated_development]] in [[v0.34:Dragon]]. It kept pointing to v0.34:Consolidated_development, which does not exist. I ended up linking to Main:Consolidated_development to make it work. --[[User:Nahno|Nahno]] ([[User talk:Nahno|talk]]) 10:18, 1 July 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
::That's a separate problem altogether - links in the versioned namespaces (v0.34, v0.31, 40d, 23a) automatically link to pages within their namespace. I may be able to set up a fallback to mainspace once I'm able to deploy again, but for now the &amp;quot;main:&amp;quot; alias is the intended solution. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 11:36, 1 July 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Google often directs people to the 0.31 page ==&lt;br /&gt;
&lt;br /&gt;
I've noticed a couple of times that finding a wiki page from an external search will often drop me onto a page from an older version.  Is it possible to mitigate this somehow for new players?  I could imagine something like redirecting old:Bar -&amp;gt; cv:Bar unless the user has come from old:Foo; no idea if that would actually work though.  [[User:PeridexisErrant|PeridexisErrant]] ([[User talk:PeridexisErrant|talk]]) 11:48, 4 May 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
:As a temporary solution, I could write a script that displays a banner of some kind if the user came from an external site. I'll ask Briess if he can do anything on the server level to increase the weighting of the current version's pages. (Obviously there are situations where people are looking for old pages, like [[23a:dungeon master]], so we don't want to disable indexing entirely on old pages.) &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 17:03, 4 May 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
== DF2014? ==&lt;br /&gt;
&lt;br /&gt;
As Toady [http://www.bay12games.com/dwarves/ draws closer to a new release], it might be worthwhile to discuss the addition of a new version to the wiki. The upcoming release covers two years of changes and introduces a number of new plants, foods, drinks, multi-tile trees, climbing, jumping, etc., so it is likely to have significant changes from the current DF2012. To avoid having people start new pages (and lose all the effort spent refining the prior version's page), I think it would be best to have a bot automatically copy over the DF2012 pages as a starting point for DF2014. I would suggest that these copied pages include a noticebox template mentioning that the content may be outdated, so that we can easily track which pages have been reviewed. I think either the {{tl|version check}} or {{tl|old}} template would work. --[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 19:43, 5 May 2014 (UTC)&lt;br /&gt;
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:This is what [[User:QuietBot]] did after the 0.34 release, so it's certainly possible to use the same script to migrate to DF2014. I would like a way of tagging migrated pages, since inaccuracies in some pages went unnoticed for months after they were migrated. Since {{tl|old}} is already in use, {{tl|version check}} may be a better solution (it can be reworded slightly, or we can make a separate template for DF2014 migration). &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 19:23, 1 June 2014 (UTC)&lt;br /&gt;
:Made [[Template:DF2014 migrated]] as an example. Any thoughts? &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 19:32, 1 June 2014 (UTC)&lt;br /&gt;
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== Redirects inconsistency ==&lt;br /&gt;
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Following a redirect is supposed to be exactly the same as going straight to the page it redirects to, but this actually isn't the case:&lt;br /&gt;
* Go to [[Seeds]] and you get [[v0.34:Seed]] (outdated)&lt;br /&gt;
* Go to http://dwarffortresswiki.org/index.php?title=Seeds&amp;amp;redirect=no and click on the link and you get to [[DF2014:Seed]] (current)&lt;br /&gt;
So if you search for &amp;quot;seed&amp;quot;, the top result is the DF2014 version. But search for &amp;quot;seeds&amp;quot; and you get the redirect, which sends you to the outdated page instead. [[User:Hairy Dude|Hairy Dude]] ([[User talk:Hairy Dude|talk]]) 23:22, 22 February 2015 (UTC)&lt;br /&gt;
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While I'm talking about redirects, it seems redirects to sections don't work: see [[DF2014:How do I manage my seeds and crops]]. I know MediaWiki is capable of this trick because Wikipedia does it. [[User:Hairy Dude|Hairy Dude]] ([[User talk:Hairy Dude|talk]]) 23:32, 22 February 2015 (UTC)&lt;br /&gt;
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:I have absolutely no idea why [[seeds]] redirects to a v0.34 page - it could be a Mediawiki bug. The section links issue is due to a known issue in the redirect extension we use, which has yet to be fixed. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 00:01, 23 February 2015 (UTC)&lt;br /&gt;
:It looks like deleting both [[Seeds]] and [[DF2014:Seeds]] fixed things (by allowing AutoRedirect to handle the redirects instead). Feel free to tag any others with {{tl|bad redirect}}. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 00:03, 23 February 2015 (UTC)&lt;br /&gt;
::It gets stranger. [[Vial]] redirects explicitly to [[cv:Flask]] which displays (when you look at it with &amp;amp;redirect=no) as [[DF2014:Flask]], but still goes to the v0.34 version. It seems redirects interpret the cv: pseudo-namespace (or whatever it's called) in an outdated way. [[User:Hairy Dude|Hairy Dude]] ([[User talk:Hairy Dude|talk]]) 18:08, 23 February 2015 (UTC)&lt;br /&gt;
::I've added a note to this page about this issue. If it gets resolved, the note should be removed. [[User:Hairy Dude|Hairy Dude]] ([[User talk:Hairy Dude|talk]]) 21:04, 23 February 2015 (UTC)&lt;br /&gt;
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==Reorganizing versions==&lt;br /&gt;
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The internet deals with moved content... poorly. Google is still linking to v0.34 pages more than a year after the switch to &amp;quot;DF2014&amp;quot;, and even the wiki software still has cached links pointing to the old version pages.&lt;br /&gt;
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I propose reorganizing versions on the wiki to avoid moving content whenever possible. Instead of having a temporary &amp;quot;current version&amp;quot; namespace that changes occasionally, all the current information gets promoted to the Main namespace. When the next version split occurs, the Main articles as of a certain revision number can be copied to the newly-created permanent &amp;quot;old version&amp;quot; namespace, while all the current information remains in Main. This not only fixes the link rot issue, but it has a few other benefits as well: fewer administrative tasks, no lockdown (a historical version of the Main pages can be copied at any point, even if the Main articles are already modified for the new version), almost all the article history is maintained in the Main article (instead of being spread unevenly across multiple versions), no &amp;quot;temporary&amp;quot; namespaces are needed, fewer problematic long redirect chains, and hopefully less user confusion (since Main gets priority in search results, etc.).&lt;br /&gt;
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As an example, today we would not have a DF2014 namespace (which is good because &amp;quot;temporary&amp;quot; namespaces historically disappear anyway). If you ran a search for [[seed]] you'd end up at Main:seed, which would have all the current information on seeds. The version box at the top of the page would still link to the older versions of the seed article. When a new version is released, an admin would choose a revision number and copy the Main:seed article as it exists at that revision number to v0.40:seed. That's it. One historical copy that needs little to no new editing, and zero redirections/moves.--[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 19:02, 27 July 2015 (UTC)&lt;br /&gt;
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:Makes sense to me. It would involve a lot of work, though (e.g. fixing templates and categories to account for the current version being in mainspace), although that should be doable thanks to {{tl|category}}, {{tl|version switch}}, etc.. A bot could be set up to copy revisions from before a release date as well, which would be more difficult (and maybe slower) than a direct copy, but not severely. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 17:24, 30 July 2015 (UTC)&lt;br /&gt;
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:Actually, there are a few issues with that, namely that there wouldn't be an easy way to distinguish between versioned and non-versioned mainspace pages. There are ways to resolve Google search priority (we can exclude pages from older versions from search engine results if there are newer versions of those pages available, for example). &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 19:47, 6 August 2015 (UTC)&lt;br /&gt;
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::There aren't very many non-versioned mainspace pages, and determining if a page is versioned is as simple as looking for the version template and/or categories added by the version template (e.g. copy [http://dwarffortresswiki.org/index.php/Category:Current this category] instead of Main:*). The problem with &amp;quot;suggesting&amp;quot; newer pages to Google is that they obviously aren't crawling our wiki regularly (if they were, the fact that the mainspace redirects point to new pages would automatically be picked up). Even if your Google hints worked they wouldn't do anything for all the other broken links out on the 'net.--[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 20:35, 6 August 2015 (UTC)&lt;br /&gt;
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::: Google actually crawls the wiki constantly - we probably get crawl hits from google for a continuous block of 2-3 hours per day, each and every day. Why they are slow to update is beyond me though. I can't remember why we didn't do this initially, but there was a technical limitation involved if I remember correctly. --[[User:Briess|Briess]] ([[User talk:Briess|talk]]) 22:05, 6 August 2015 (UTC)&lt;br /&gt;
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::: There are &amp;amp;lt;meta&amp;gt; tags that can be used to hide pages from search results (for search engines that recognize them, that is). Searching for {{tl|av}} or [[:Category:Current]] might work, although we'd have to make sure all of the DF2014 pages include that (some pages don't, particularly some disambiguation pages, although all of them should). &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 22:53, 6 August 2015 (UTC)&lt;br /&gt;
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:Is there a particular reason main and current are separate to begin with?—[[User:CLA|CLA]] ([[User talk:CLA|talk]]) 00:17, 7 August 2015 (UTC)&lt;br /&gt;
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::It's mostly intended to distinguish between versioned and non-versioned pages and make version-related templates simpler to work with, since every versioned page has a namespace. I wasn't active here in 2010 when this system was created, so Briess and Emi would know more.&lt;br /&gt;
::Another issue I just thought of with Loci's suggestion is categories - currently, categories like [[:Category:Animals]] are used to organize the versioned sub-categories. Sure, we can change {{tl|Category}} to categorize mainspace pages in [[:Category:v0.40:Animals]] or [[:Category:DF2014:Animals]], but that would be less straightforward because there wouldn't be a namespace with that name (until pages are migrated when a newer major version is released). &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 13:05, 7 August 2015 (UTC)&lt;br /&gt;
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:Moving current pages to the main namespace sounds like a great idea. -[[User:Jecowa|Jecowa]] ([[User talk:Jecowa|talk]]) 20:47, 4 January 2018 (UTC)&lt;br /&gt;
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Another thought: dealing with migrating redirects could be difficult with this proposal - specifically, determining which redirects should be migrated to a versioned namespace. Redirects can't contain {{tl|av}}, at least not before ``#REDIRECT``. I ''think'' it would be possible to copy pages in two stages, though - all non-redirects first, then all redirects whose targets were also copied. Thoughts? Anything I'm missing? &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 23:41, 27 June 2019 (UTC)&lt;br /&gt;
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Some subpages (particularly /raw and /Edit notice) also deliberately lack {{tl|av}}, although those shouldn't be too hard to handle. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 00:35, 9 July 2019 (UTC)&lt;br /&gt;
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:Redirect pages (and all other edge cases I've looked at) can be included in categories (like [[:Category:Current]]) to determine whether or not they should be copied into an archival version. But if the redirects are &amp;quot;properly qualified&amp;quot; then they can all be copied over blindly. Mainspace redirects pointing to versioned information should use a blank namespace (which will be automatically constrained to the archival namespace); mainspace redirects pointing to unversioned information should use an explicit &amp;quot;Main&amp;quot; (which will automatically link back to the unversioned page). Then, when [[[[Toady]]]] gets copied to [[[[v0.4x:Toady]]]] it will point back to [[[[Main:Toady One]]]]. Meanwhile, [[[[Beer]]]], copied to [[[[v0.4x:Beer]]]], will properly point to [[[[v0.4x:Alcohol]]]].--[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 20:00, 14 July 2019 (UTC)&lt;br /&gt;
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::I think qualifying redirects is the best solution here - categorizing redirects manually is another possible source of errors, since categories (or a lack thereof) would only be visible on the redirect page itself, and [[:Category:Current]] is a hidden category. Copying over mainspace redirects into versioned namespaces would also resolve some issues that have come up due to those not reliably existing currently. I should be able to set up a bot script to add &amp;quot;main:&amp;quot; to current mainspace redirects (and it shouldn't break anything, since those redirects go to other mainspace pages anyway). &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 21:57, 14 July 2019 (UTC)&lt;br /&gt;
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(Note: I wrote all of this without noticing the previous discussion above.) I was wondering, when the wiki creates a new namespace for a major release again, if it is possible to ''not'' create a namespace for the next current version (e.g. &amp;quot;DF202x&amp;quot;) and instead have the mainspace articles (which are currently redirects) become the new cv and move the content there. Therefore, [[cv:Cat]] would just be &amp;quot;[[Cat]]&amp;quot; (or [[Main:Cat]]).&lt;br /&gt;
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Certain namespace-related templates like [[Template:Ns/0]] would need to be changed, though nothing significant as far as I know. For most cases, any &amp;quot;DF2014&amp;quot; would be replaced with &amp;quot;Main&amp;quot; or even blank. There's also multiple extensions handling the current namespace system and they may need to be modified too, though I'm not sure if or how much. I'm guessing based on the discussions above that it will change stuff up.&lt;br /&gt;
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My reason is the current namespace is increasingly becoming more anachronistic. &amp;quot;DF2014&amp;quot; could be misinterpreted as &amp;quot;this page is about the 2014 version of the game&amp;quot; or &amp;quot;this page was last updated in 2014&amp;quot;, which I've seen a few people in forums mention. Granted that [[Template:Av]] is on the top of very article, I still think the namespace is inconsistent with the recentness of the article. But how is this related to what I'm asking for? Let's say we continue the current system: if we happen to do a new namespace change this year and create DF2020, the next major release (after graphics/UI) will be mythgen, which is estimated to take several years to develop (the Big Wait), and so the anachronism will start over again. The proposed way will prevent this from occurring for the next major release and every release thereafter.&lt;br /&gt;
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I think the confusion with having a namespace that becomes old-fashioned overtime supersedes the confusion with not marking current versioned articles with a namespace. Most users just search &amp;quot;Cat&amp;quot; on the search bar and naturally expect to get information about the latest release of DF. So if users go a page that's just titled &amp;quot;Cat&amp;quot;, they won't expect outdated info about cats from a previous release. That's how the current system works anyways. We'll be skipping the two-step process that we have now. It'll make several wiki tasks much simpler as well. Editors can create new articles for current versions without remembering to add a namespace. It'll fix any existing issues with (double) redirects; instead of [[Main:Kitten]] redirecting to [[cv:Kitten]], which goes to [[DF2014:Kitten]], which then redirects to [[DF2014:Cat]], [[Main:Kitten]] would just redirect to [[Main:Cat]]. And the cv: alias will no longer be necessary since &amp;quot;cv:&amp;quot; = &amp;quot;Main:&amp;quot; and will be forever.&lt;br /&gt;
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There's no need to differentiate the current version and previous versions with a namespace for the current version is what I'm saying. Articles of previous versions will retain their respective namespaces. Users will still type &amp;quot;40d:Cat&amp;quot; to go to the 40d version of the article, but if they want the current version, they'll just type &amp;quot;Cat&amp;quot; (like now). The mainspace containing the &amp;quot;live&amp;quot; version of an article is natural and would create no uncertainty when browsing the wiki. And it would simplify the wiki somewhat and future-proof this anachronism problem. As a bonus, this change will also prevent web search engines from showing previous version pages when typing &amp;quot;DF cat&amp;quot; or something. (This isn't happening right now as DF2014 has been the current namespace for ~6 years, but it'll happen again when everything moves to a new namespace.)&lt;br /&gt;
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This is the gist of it, and I may have ignored most of the problems with this proposal. I have personally wished for the whole version namespacing be made less complicated and have been seeking for a solution, and I feel like this is the best way to go about in the future. – [[User:Doorkeeper|Doorkeeper]] 21:27, 14 August 2020 (UTC)&lt;br /&gt;
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:&amp;lt;s&amp;gt;Whoops, looks like Loci already proposed this exact thing long ago. I definitely missed that discussion and should have checked first. My apologies. I'll move my text to that section and remove this one. – [[User:Doorkeeper|Doorkeeper]] 21:36, 14 August 2020 (UTC)&amp;lt;/s&amp;gt; Done. – [[User:Doorkeeper|Doorkeeper]] 21:40, 14 August 2020 (UTC)&lt;br /&gt;
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:The main issue I have with that is that putting pages about the current version in a namespace also differentiates between those pages and pages not about ''any'' version (for example, [[Toady One]] does not need a 40d or v0.34 page). Yes, we can use {{tl|av}} to mark versioned pages, but people often forget to add that to new pages. The current system also allows determining whether a page is versioned or not from its title, which makes migrations a lot faster. Relying on {{tl|av}} would require either reading the content of every page (which would slow scripts down significantly) or cross-checking with the list of all pages including the template (feasible, but a bit more complicated, and still susceptible to missing templates). I suppose that manually fixing and migrating pages missing {{tl|av}} later wouldn't be too much work, though.&lt;br /&gt;
:I am definitely in favor of changing &amp;quot;DF2014&amp;quot; (or a new namespace) to &amp;quot;Current&amp;quot;, though. I was in favor of &amp;quot;DF2014&amp;quot; in 2014, but I don't think it makes sense anymore, and &amp;quot;Current&amp;quot; seemed to be a popular alternative in both the DF2012 and DF2014 discussions on the matter. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 04:02, 16 August 2020 (UTC)&lt;br /&gt;
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== Weird redirect behaviour ==&lt;br /&gt;
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[[Pump stack]] redirects to [[cv:Screw pump#Pump stack]]. If you look at the redirect itself it says it redirects to DF2014 namespace, which is correct. But if you actually follow the redirect, it goes to v0.34 namespace. [[User:Hairy Dude|Hairy Dude]] ([[User talk:Hairy Dude|talk]]) 16:10, 20 August 2018 (UTC)&lt;br /&gt;
:Yeah, that's part of the issue described in the above section (the wiki caching part, not on Google's end.) &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 15:00, 21 August 2018 (UTC)&lt;br /&gt;
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== v50 organization ==&lt;br /&gt;
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Some wiki admins have had a talk on Discord and decided that the most sustainable path forward is to put content for all future versions of DF in the main namespace. We will be working on a bot to do this in the next few days. Feel free to chime in with suggestions here. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 22:56, 14 December 2022 (UTC)&lt;br /&gt;
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:Is it maybe possible to do backwards-namespacing? Like we have a &amp;quot;Main&amp;quot; namespace, which people are free to update, and whenever there's a new version of DF the &amp;quot;Main&amp;quot; namespace is copied into a namespace for the then old version, much like how you'd branch a stable branch from a development branch when working with a git-project? [[User:Therahedwig|Therahedwig]] ([[User talk:Therahedwig|talk]]) 23:13, 14 December 2022 (UTC)&lt;br /&gt;
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::Yeah, we could do that if we decide to. We were talking about doing that for v50, actually, and might still do something similar to preserve edit history if it doesn't end up being too hard to automate. Our hope is that we will not introduce new namespaces for v50 -&amp;gt; v5x, unless there is a serious breaking change (and hopefully there isn't one). But if we change our mind, one advantage of the type of migration you mentioned is that it can be done retroactively - we can copy historical revisions that were current at the time of the release, and would only lose some typo fixes made after the release that apply to earlier versions as well. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 02:11, 15 December 2022 (UTC)&lt;br /&gt;
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ETA is &amp;lt; 24 hours. Doing some final checks on a migration script. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 07:08, 19 December 2022 (UTC)&lt;br /&gt;
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: We should really have a task list as there are many things that change and need updating. Including but not limited to:&lt;br /&gt;
:* Most templates that used the previous namespace convention broke, including nav templates. &lt;br /&gt;
:* Many game files changed locations and their pages need to be updated.&lt;br /&gt;
:* Raws need to be updated. &lt;br /&gt;
:* Various features added, changed, removed. &lt;br /&gt;
:* UI has been changed  -- though I am more inclined to wait for classic release to avoid extra work --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 06:56, 20 December 2022 (UTC)&lt;br /&gt;
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&amp;quot;''Raws need to be updated.''&amp;quot; Including applying text wraparound where necessary, I suppose - more than a few of them have proven to be that special kind of...''difficult'' to navigate otherwise, shall we say? [[User:Silverwing235|Silverwing235]] ([[User talk:Silverwing235|talk]]) 12:52, 20 December 2022 (UTC)&lt;br /&gt;
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:There is already a task list in the [[#v50 migration|section below]] that includes templates and raws, with an explanation. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 16:25, 20 December 2022 (UTC)&lt;br /&gt;
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== v50 migration ==&lt;br /&gt;
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The initial migration script is done. New content is in the '''main''' namespace, e.g. [[Cat]]. Old content is still at [[DF2014:Cat]]. History was migrated to the ''new'' (main namespace) articles.&lt;br /&gt;
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I know several things are broken still. Please reply if you find any others:&lt;br /&gt;
&amp;lt;div style=&amp;quot;border-left: 2px solid red&amp;quot;&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Versioned templates haven't been migrated yet (e.g. {{tl|vermin}} on [[Ant]])&amp;lt;/s&amp;gt;&lt;br /&gt;
** Fixed. Most were migrated by a bot.&lt;br /&gt;
* Raws are missing on all pages that use them.&lt;br /&gt;
** This also affects sidebars, such as on [[Cat]] and [[Microcline]].&lt;br /&gt;
** This will be addressed with an upgrade to the DFRawFunctions extension. This will take some time because the layout of the raws has changed significantly, so we cannot do a straightforward migration here.&lt;br /&gt;
* Some pages where the DF2014 page was a redirect to a main namespace page that contained content were migrated incorrectly.&lt;br /&gt;
** In this case, the main namespace page is usually a redirect to itself. This can be fixed by undoing LethosorBot's edit to the main namespace page, then copying the content to the DF2014 page.&lt;br /&gt;
** Update: most seem to have been fixed manually - thanks! &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 19:41, 21 December 2022 (UTC)&lt;br /&gt;
* &amp;lt;s&amp;gt;Some main-namespace talk pages redirect to DF2014 talk pages. Some of these redirects work, and some (usually older ones) do not.&amp;lt;/s&amp;gt;&lt;br /&gt;
** Fixed with a bot. Some redirects from talk pages to other deleted talk pages are now broken, e.g. [[Talk:Above_ground]] (exists) -&amp;gt; [[Talk:Tile attributes]] (redlink). I am leaving them like that because they redirect to where the talk page should be created, but I'm also fine with people deleting them if they really want to. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 19:41, 21 December 2022 (UTC)&lt;br /&gt;
* {{tl|quality}} for new articles is disabled (see below)&lt;br /&gt;
* Some links from DF2014 to Main weren't working: e.g. the version selector [[DF2014:Mason's workshop]] was linking to [[DF2014:Main:Mason's workshop]] instead of [[Main:Mason's workshop]]. I'm not sure exactly why, but I fixed it with a change to the NamespaceLinks extension. Let me know if you spot similar broken links. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 23:19, 21 December 2022 (UTC)&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 04:54, 20 December 2022 (UTC)&lt;br /&gt;
:The quality levels of the 50.03 pages seem to be missing. I'm not sure if that's covered under that first point. [[User:Trainzack|Trainzack]] ([[User talk:Trainzack|talk]]) 06:47, 20 December 2022 (UTC)&lt;br /&gt;
::If the the [[Dwarf Fortress Wiki:Quality]] feature can be made to work with namespace scheme change, I suggest to automatically assign the lowest quality rating to all pages, alternately add the {{tl|old}} to all pages. Otherwise there will be a lot of pages that will fall through the cracks. --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 09:12, 20 December 2022 (UTC)&lt;br /&gt;
:::I disabled {{tl|quality}} in the main namespace because it would require some rework to make the rating script and the template work properly there. Feel free to take a stab at the template. I will see what can be done on the extension side. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 21:14, 20 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
It appears some pages are redirecting recursively and never resolving correctly, like the [[https://dwarffortresswiki.org/index.php?title=Character_table&amp;amp;redirect=no|character table]] and [[tileset repository]] 07:35, 20 December 2022 (UTC)&lt;br /&gt;
: Indeed, these can be caught here: [[Special:DoubleRedirects]] --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 07:51, 20 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
It might be useful to change the notice title to &amp;quot;release information '''for editors'''&amp;quot; --[[Special:Contributions/142.59.195.176|142.59.195.176]] 10:26, 20 December 2022 (UTC)&lt;br /&gt;
:Can do. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 16:27, 20 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
Main talkpages seem to redirect to DF2014 talk. Not sure if it is intentional but I like it, though we should pay attention when creating new discussion relating to v50 ending up there.--[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 14:18, 20 December 2022 (UTC)&lt;br /&gt;
:That's unintentional. I specifically wrote the migration script to not move talk pages, but that has the side-effect of leaving any previously-created &amp;quot;Talk -&amp;gt; DF2014 talk&amp;quot; redirects intact. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 16:27, 20 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
Yo Lethosor, are we adding graphic sprites for the pages in some way? Or are we waiting for you to add some sort of new template or something? I'm sure you don't need me to tell you that the current templates don't allow that. Not sure if I'm allowed to change/create any templates either, as I don't want to break things for hundreds of pages. Edit: And IF the icons are allowed, should they be left alone, or 2×-3× sized like how the Minecraft wiki does it? --[[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 14:29, 20 December 2022 (UTC)&lt;br /&gt;
:Depends on which templates you mean. There are copyright concerns with uploading a premium sprite sheet, for instance. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 16:27, 20 December 2022 (UTC)&lt;br /&gt;
::I'm not talking about uploading an entire sprite sheet. I'm just talking about individual icons for each respective page. One image for cows, one for horses, one for werebeasts, etc. --[[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 16:50, 20 December 2022 (UTC)&lt;br /&gt;
:::If we do that for every creature in the sprite sheet, that's not much different (in terms of copyright) from uploading the entire sprite sheet. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 17:09, 20 December 2022 (UTC)&lt;br /&gt;
::::Is there someone we can talk to about that? We finally get this new game with graphics, and then we can't use the very graphics of the game? No matter what the rules are, I'd say that would be the stupidest thing ever. I know I'm infamous here when it comes to copyright and images and stuff, but about 80% of game wikis out there are completely unofficial, and use game file images like no one's business. I can't imagine anyone's door being knocked on if we used the game's sprites, but I won't add any here until we have a go-ahead. --[[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 17:14, 20 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::::...I've made noise in Mayday's direction on this matter, at least (prob an incorrect maneuver, ''but'').[[User:Silverwing235|Silverwing235]] ([[User talk:Silverwing235|talk]]) 17:55, 20 December 2022 (UTC)&lt;br /&gt;
:::::: I hope some sort of arrangement can be made so we can use the new sprites with permission/limits, just as we are using the raw files. Otherwise we are all (devs and editors alike) shooting ourselves in the foot here.--[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 21:07, 20 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::::::I just thought of something. We're supposedly not allowed to upload entire sprite sheets, right? What if - for the time being - we just use a few of them for the purpose of testing out new infoboxes? --[[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 21:46, 20 December 2022 (UTC)&lt;br /&gt;
::::::::I don't know. If someone could ask Kitfox and post the response here, that would be great. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 21:47, 20 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::::::::I've reached out to Alexandra, but she hasn't answered yet. Until then I found these old approvals from the previous community manager, Feeona: ([http://www.bay12forums.com/smf/index.php?topic=173474.msg8243633#msg8243633 link1], [http://www.bay12forums.com/smf/index.php?topic=176640.msg8243642#msg8243642 link2]). Waiting for a newer response until we begin mass uploads is probably the politer option, but like Zippy said, it is also standard for wikis to use game sprites with less approval. I second their idea of trying it out with a few images to test the infoboxes. On the extreme off-chance (and I do think it is) Kitfox protests we can always remove these few. --[[User:Voliol|Voliol]] ([[User talk:Voliol|talk]]) 22:19, 20 December 2022 (UTC) &lt;br /&gt;
:::::::::And here is a third, more official statement: ([http://www.bay12forums.com/smf/index.php?topic=173474.msg8249718#msg8249718 link3]). Perhaps that address of info@kitfoxgames.com is the better channel to ask for a confirmation, rather than Discord DMs, but I will be going to bed, so it is best if someone else does that. --[[User:Voliol|Voliol]] ([[User talk:Voliol|talk]]) 22:29, 20 December 2022 (UTC)&lt;br /&gt;
::::::::::Thanks for tracking this down! Ok, sprites should be fine, but let's avoid uploading the entire premium tileset as a single image, for instance (as the forum thread says, &amp;quot;use common sense&amp;quot;). &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 00:21, 21 December 2022 (UTC)&lt;br /&gt;
::::::::::: Looks good, permission is always preferable over fairuse, I think it is a win win for all involved. I agree that we shouldn't upload entire sprite sheets (e.g. there is no reason to upload the windmill from every direction or whole construction phase for workshops) and that there are a lot of details that needs to be ironed out through testing. --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 05:07, 21 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
Shifting temporarily to a new issue, is the documentation of [[Template:ArticleVersion]] outdated? It would seem so to me, since the current version no longer has its own namespace, with the templates needing updating being different ones. --[[User:Voliol|Voliol]] ([[User talk:Voliol|talk]]) 18:30, 20 December 2022 (UTC)&lt;br /&gt;
:I think it is still accurate enough. We left open the possibility of making another namespace in the future, albeit with a different migration strategy - see [[#v50 organization|above]]. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 21:52, 20 December 2022 (UTC)&lt;br /&gt;
::We have a green light on uploading all and any sprites. Their response to me can be seen [https://i.imgur.com/BhmHjzC.png here]. I'm sure someone else confirmed it before me. --[[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 19:00, 21 December 2022 (UTC)&lt;br /&gt;
Some Changes to infoboxes might be needed. Too bad [[User:Doorkeeper]] isn't around. He did a great work with navbox project--[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 20:52, 21 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
I just realized that raw files aren't stored as regular wiki pages but loaded via the DFRawFunctions extension (hence the need to update). Good news it's going to be handled in bulk, consistently and relatively easy to updated. Even better it's Lethosor problem ;) Also I just realized that all the &amp;quot;raw files&amp;quot; (txt files in the new vanilla folder) are released into the public domain.  Both are probably not news to the vets but I'll leave it here for those who less up to date like myself. --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 07:35, 22 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
== v50 specific issues ==&lt;br /&gt;
=== Graphics===&lt;br /&gt;
Follow up on the use of game sprites and the need to trying it out with a few images to test the infoboxes. First sprite [[:File:Beds v50.png]] was uploaded and used on [[Bed]] entry. Any thoughts? --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 18:06, 21 December 2022 (UTC)&lt;br /&gt;
:Seems like it should be rearranged to be horizontal. Also, has there been a serious discussion about copyright? Full screenshots are 100% fine, but you start going into a grey area when you upload pieces of a spritesheet. I'm of the opinion that it's all fine as long as it's inconvenient to reconstruct the full sheet from the individual images. Maybe a further restriction could be you shouldn't upload any of the art unless it's used in an infobox (maybe an exception for pieces of the UI). And one more restriction could be you shouldn't show everything, like in your bed example, maybe just the wooden bed is good enough, leave out the stone and metal, &amp;lt;small&amp;gt;especially since those can only be made from strange moods&amp;lt;/small&amp;gt;. [[User:Brightgalrs|Brightgalrs]] ([[User talk:Brightgalrs|talk]]) 18:43, 21 December 2022 (UTC)&lt;br /&gt;
::Actually, your bed image is kinda bad for showing off what a bed looks like because it doesn't show the pillow/blankets. That might point to cropped screenshots being the best path, although less convenient for the uploader, as you don't get details left out. [[User:Brightgalrs|Brightgalrs]] ([[User talk:Brightgalrs|talk]]) 18:46, 21 December 2022 (UTC)&lt;br /&gt;
::I created a new license template [[Template:Copyright game]], based it on the way the RimWorld wiki does things. Call it a prototype, but it's probably how your bed image should be labelled. Indeed, I added it to it already. [[User:Brightgalrs|Brightgalrs]] ([[User talk:Brightgalrs|talk]])&lt;br /&gt;
&lt;br /&gt;
::: I agree that the horizontal arrangement would suit better here and that we should strive to represent how things look in-game. Otherwise, I am not too concerned about people being able to reconstruct anything (lets just say that ''anyone'' interested in that can get the real thing from the game files), also it seem we have permission to use the sprits on top of fairuse. --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 19:55, 21 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
::: Modifying the existing template to allow the inclusion of the new sprites is easy (Something like [https://ibb.co/zFXCrjd this]?) The big question is the matter of consistency is there any exceptions that will break the format (size wise with variant bloat for example), the sprite naming format, etc --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 20:44, 21 December 2022 (UTC)&lt;br /&gt;
::: If we are going to show a variant for each material type, then maybe these should be added as separate images so we can add a tooltip for each image. --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 20:49, 21 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I've got another prototype going here and here: [[User:Brightgalrs/vector.css]] and [[User:Brightgalrs/Sandbox]]. (You'll need to add the css stuff to your own /vector.css). Basically it's a way to recolor images using css classes. No idea if there's a better way. Also, the real implementation would require a change to [[MediaWiki:Common.css]]. [[User:Brightgalrs|Brightgalrs]] ([[User talk:Brightgalrs|talk]]) 22:41, 21 December 2022 (UTC)&lt;br /&gt;
:Should mention, there ''is'' a different way, just upload each image 16 times, one for each coloring. But maybe that's not very elegant. [[User:Brightgalrs|Brightgalrs]] ([[User talk:Brightgalrs|talk]]) 22:45, 21 December 2022 (UTC)&lt;br /&gt;
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: It should be noted that soon the classic edition will be released, hence one should plan to have both the Premium and classic alongside in that little space --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 03:14, 22 December 2022 (UTC)&lt;br /&gt;
::I'm looking into a tab extension to potentially support this in infoboxes. Perhaps [https://www.mediawiki.org/wiki/Extension:Tabs Extension:Tabs]? I tried [https://www.mediawiki.org/wiki/Extension:TabberNeue Extension:TabberNeue], but it displays a placeholder if JavaScript is disabled, which isn't great. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 04:22, 22 December 2022 (UTC)&lt;br /&gt;
::: The Neue Tabber seem to works pretty much like the old one (which fandom [https://coding-help.fandom.com/wiki/Tabber#Adding_images_into_tabbers still use]) defaulting to showing the first tab only. Quick look suggest that neue work the same, plus the notice that 'Tabber requires Javascript to function' warning? if so, and if it is a bother, then you should be able to edit out the tabberneue-noscript string in code. --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 06:29, 22 December 2022 (UTC)&lt;br /&gt;
::: I much prefer your tabber solution, but if that fails we can also use the gallery slideshow mode. If so, beware it has no way to control image size so the images have to be maliciously uploaded using the exact same size. example:&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;slideshow&amp;quot;&amp;gt;&lt;br /&gt;
File:SteelSample.png&lt;br /&gt;
File:TinSample.png &lt;br /&gt;
File:ZincSample.png&lt;br /&gt;
File:GoldSample.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt; --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 10:19, 22 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
=== Hotkeys/Menu navigation ===&lt;br /&gt;
Most key bindings and menus have changed. Should the article reflect a) only the old version, b) only the GUI version or c) both? For example, [[Bridge|bridges]] used to be built via {{k|b}} -&amp;gt; {{k|g}}, but now it's in Place strucutures {{k|b}} -&amp;gt; Constructions {{k|n}} -&amp;gt; Bridge {{k|b}}. What should be written in the article? Currently, it's {{k|b}} -&amp;gt; {{k|g}}. I ''think'' it should be only b), but I am not sure if there will be differences regarding hotkeys or menus between the premium version and the free version and then, c) would be the most appropriate option. --[[User:Prometherus|Prometherus]] ([[User talk:Prometherus|talk]]) 10:16, 22 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
: Not sure. I wish the classic release soon --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 16:45, 22 December 2022 (UTC)&lt;br /&gt;
:: Are you Toady's herald? Looks like it was just released! [[User:Brightgalrs|Brightgalrs]] ([[User talk:Brightgalrs|talk]]) 18:18, 22 December 2022 (UTC)&lt;br /&gt;
:: And our questions are answered, the old hotkeys seem to have been thrown out. Part of me is disappointed (useless muscle memory) but also relieved (unified UI for both versions is good in general and for the wiki). [[User:Brightgalrs|Brightgalrs]] ([[User talk:Brightgalrs|talk]]) 18:25, 22 December 2022 (UTC)&lt;br /&gt;
::: According to info, in a sort of 'demo version' at that. I'll wait a little while longer, for myself.[[User:Silverwing235|Silverwing235]] ([[User talk:Silverwing235|talk]]) 18:22, 22 December 2022 (UTC)&lt;br /&gt;
::::It's unlikely that keybindings in it will change significantly. My vote is that we should include information for both premium and classic, everywhere. Hopefully the keybindings are not different between versions. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 18:26, 22 December 2022 (UTC)&lt;br /&gt;
:::Shouldn't it be based on the 50 or what verion the article is written for? [[User:Dominick|Dominick]] [[User_talk:dominick|&amp;lt;sup&amp;gt;(TALK)&amp;lt;/sup&amp;gt;]] 18:42, 22 December 2022 (UTC)&lt;br /&gt;
:::: The keybindings seem to be consistent between versions, (haven't checked exhausitvely, but since the menu layout is the same I think it is a good assumption). Should also keep in mind/consider that not all actions have keybindings. An option would be write 'Click on the &amp;lt;Example Text&amp;gt; icon or press {{k|E}}' [[User:Koos|Koos]] ([[User talk:Koos|talk]]) 23:14, 23 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
=== Removed features &amp;amp; concepts ===&lt;br /&gt;
&lt;br /&gt;
Since they're removed concepts, I've set [[Room]] to be a redirect for [[DF2014:Room]] and created [[Template:Activity zones]] for the nav bar bedrooms, etc, and made the necessary changes to [[Bedroom]] for it. Is this the correct approach, before I go on much further? (also a note, if it is, then [[Template:v50_rooms]] probably needs to be deleted) I also imagine that considering the number of changes in the interface, that things like [[Adventure mode]] and related pages might best be truncated to &amp;quot;not in 50.03&amp;quot; and when it does make it across, being more deliberately brought over in pieces?  [[User:HawkOwl|HawkOwl]] ([[User talk:HawkOwl|talk]]) 06:23, 23 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Usually it is marked with [[Template:Removed_feature]]. For example: [[Dipscript]] or [[Party]]. --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 07:45, 23 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: Ah, that's fair. Should that be mentioned in [[Dwarf_Fortress_Wiki:Versions#Redirects]]? [[User:HawkOwl|HawkOwl]] ([[User talk:HawkOwl|talk]]) 10:03, 23 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::I think the redirect policy mostly had in mind things that were removed a ''long'' time ago, like [[Tax collector]] and [[Economy]] (and the latter actually has a stub page as well). I guess we could clarify. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 19:34, 23 December 2022 (UTC)&lt;/div&gt;</summary>
		<author><name>Koos</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Announcements.txt&amp;diff=279396</id>
		<title>Announcements.txt</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Announcements.txt&amp;diff=279396"/>
		<updated>2022-12-23T22:47:39Z</updated>

		<summary type="html">&lt;p&gt;Koos: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{File|DF/data/init/announcements.txt}}&lt;br /&gt;
The '''announcements.txt''' file can be used to control the types of [[announcement]]s displayed in ''Dwarf Fortress'', and how they are displayed in various modes, which can often be useful to stop recentering on birth announcements, for example.&lt;br /&gt;
&lt;br /&gt;
== Syntax ==&lt;br /&gt;
 ['''ANNOUNCEMENT NAME''''':option:option''...]&lt;br /&gt;
=== Available options ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Option&lt;br /&gt;
! Description&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|D_D}} or {{text anchor|D_DISPLAY}}&lt;br /&gt;
| Causes the announcement to be displayed at the bottom of the screen in [[fortress mode]] (and be viewable in the {{k|a}}nnouncements list).&lt;br /&gt;
| The default for [[Announcement#Minor announcements|minor announcements]] including profession changes, [[weather]], job cancellations, and striking new minerals while [[mining]].&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|A_D}} or {{text anchor|A_DISPLAY}}&lt;br /&gt;
| Causes the announcement to be displayed at the bottom of the screen in [[adventure mode]] (and be viewable in the {{k|a}}nnouncements list).&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|P}} or {{text anchor|PAUSE}}&lt;br /&gt;
| Pauses the game when the announcement occurs.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|R}} or {{text anchor|RECENTER}}&lt;br /&gt;
| Recenters the game to the location of the announcement when the announcement occurs.&lt;br /&gt;
| Commonly used for [[baby|births]], [[caravan]] arrivals, and [[ambush]]es. Use of this without the [[#PAUSE|pause]] option is not recommended, since your screen will recenter without warning.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BOX}} or {{text anchor|DO_MEGA}}&lt;br /&gt;
| Causes a box to appear in the middle of the screen, requiring {{k|Enter}} to close it.&lt;br /&gt;
| This is often used with [[Announcement#Game-changing announcements|game-changing announcements]].&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UCR}} or {{text anchor|UNIT_COMBAT_REPORT}}&lt;br /&gt;
| Causes the announcement to appear in all [[reports]]. A new report will be created if none are active.&lt;br /&gt;
| Commonly used for adventure mode combat moves.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UCR_A}} or {{text anchor|UNIT_COMBAT_REPORT_ALL_ACTIVE}}&lt;br /&gt;
| Nearly identical to [[#UCR|UNIT_COMBAT_REPORT]], but does not create a new report if none are active.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ALERT}}&lt;br /&gt;
| The announcement will cause the alert button to light up.&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== List of announcements ==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Announcement&lt;br /&gt;
! Example&lt;br /&gt;
! Description/Notes&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REACHED_PEAK}}&lt;br /&gt;
|&lt;br /&gt;
| rowspan=2 | See [[calendar]]&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ERA_CHANGE}}&lt;br /&gt;
| {{DFtext|The world has passed into The Dwarven Age.|7:1}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ENDGAME_EVENT_1}}&lt;br /&gt;
|&lt;br /&gt;
| rowspan=3 | Discovery of the [[HFS]]&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ENDGAME_EVENT_1B}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ENDGAME_EVENT_2}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FEATURE_DISCOVERY}}&lt;br /&gt;
| {{DFtext|You have discovered an expansive cavern deep underground.|7:1}}&lt;br /&gt;
| Discovery of [[cavern]]s and their various features&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|STRUCK_DEEP_METAL}}&lt;br /&gt;
| {{DFtext|Raw adamantine! Praise the miners!|3:1}}&lt;br /&gt;
| Striking [[adamantine]]&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|STRUCK_MINERAL}}&lt;br /&gt;
| {{DFtext|You have struck mica!|6:1}}&lt;br /&gt;
| rowspan=2 | Striking a mineral while [[mining]]&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|STRUCK_ECONOMIC_MINERAL}}&lt;br /&gt;
| {{DFtext|You have struck hematite!|6:1}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMBAT_TWIST_WEAPON}}&lt;br /&gt;
|&lt;br /&gt;
| rowspan=43 | Used in [[combat]], most often in [[adventure mode]] (also in the [[object testing arena|arena]])&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMBAT_LET_ITEM_DROP}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMBAT_START_CHARGE}}&lt;br /&gt;
| {{DFtext|The Swordsdwarf charges at The Wolf!|6:1}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMBAT_SURPRISE_CHARGE}}&lt;br /&gt;
| {{DFtext|The Wolf looks suprised by the ferocity of The Swordsdwarf's onslaught!|5:1}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMBAT_JUMP_DODGE_PROJ}}&lt;br /&gt;
| {{DFtext|The Wolf jumps away from the flying +bronze bolt+!|3:1}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMBAT_JUMP_DODGE_STRIKE}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMBAT_DODGE}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMBAT_COUNTERSTRIKE}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMBAT_BLOCK}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMBAT_PARRY}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMBAT_CHARGE_COLLISION}}&lt;br /&gt;
| {{DFtext|The Swordsdwarf collides with The Wolf!|6:1}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMBAT_CHARGE_DEFENDER_TUMBLES}}&lt;br /&gt;
| {{DFtext|The Wolf is knocked over and tumbles backwards!|6:1}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMBAT_CHARGE_DEFENDER_KNOCKED_OVER}}&lt;br /&gt;
| {{DFtext|The Wolf is knocked over!|6:1}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMBAT_CHARGE_ATTACKER_TUMBLES}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMBAT_CHARGE_ATTACKER_BOUNCE_BACK}}&lt;br /&gt;
| {{DFtext|The Swordsdwarf bounces backwards!|6:1}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMBAT_CHARGE_TANGLE_TOGETHER}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMBAT_CHARGE_TANGLE_TUMBLE}}&lt;br /&gt;
| {{DFtext|They tangle together and tumble forward!|6:1}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMBAT_CHARGE_RUSH_BY}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMBAT_CHARGE_MANAGE_STOP}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMBAT_CHARGE_OBSTACLE_SLAM}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMBAT_WRESTLE_LOCK}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMBAT_WRESTLE_CHOKEHOLD}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMBAT_WRESTLE_TAKEDOWN}}&lt;br /&gt;
| {{DFtext|The Swordsdwarf takes The Wolf down by the neck with The Swordsdwarf's right lower arm!|5:1}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMBAT_WRESTLE_THROW}}&lt;br /&gt;
| {{DFtext|The Swordsdwarf throws The Wolf by the neck with The Swordsdwarf's right lower arm!|5:1}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMBAT_WRESTLE_RELEASE_LOCK}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMBAT_WRESTLE_RELEASE_CHOKE}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMBAT_WRESTLE_RELEASE_GRIP}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMBAT_WRESTLE_STRUGGLE}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMBAT_WRESTLE_RELEASE_LATCH}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMBAT_WRESTLE_STRANGLE_KO}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMBAT_WRESTLE_ADJUST_GRIP}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMBAT_GRAB_TEAR}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMBAT_STRIKE_DETAILS}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMBAT_STRIKE_DETAILS_2}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMBAT_EVENT_ENRAGED}}&lt;br /&gt;
| {{DFtext|The Wolf has become enraged!|4:1}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMBAT_EVENT_STUCKIN}}&lt;br /&gt;
| {{DFtext|The *bronze spear* has lodged firmly in the wound!|5:1}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMBAT_EVENT_LATCH_BP}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMBAT_EVENT_LATCH_GENERAL}}&lt;br /&gt;
| {{DFtext|The Wolf latches on firmly!|5:1}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMBAT_EVENT_PROPELLED_AWAY}}&lt;br /&gt;
| {{DFtext|The Wolf is propelled away by the force of the blow!|6:1}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMBAT_EVENT_KNOCKED_OUT}}&lt;br /&gt;
| {{DFtext|The Wolf has been knocked unconscious!|7:1}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMBAT_EVENT_STUNNED}}&lt;br /&gt;
| {{DFtext|The Wolf has been stunned!|3:1}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMBAT_EVENT_WINDED}}&lt;br /&gt;
| {{DFtext|The Wolf is having trouble breathing!|7:0}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMBAT_EVENT_NAUSEATED}}&lt;br /&gt;
| {{DFtext|The Wolf looks sick!|2:1}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MIGRANT_ARRIVAL_NAMED}}&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MIGRANT_ARRIVAL}}&lt;br /&gt;
| &lt;br /&gt;
| The arrival of [[migrants]]&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIG_CANCEL_WARM}}&lt;br /&gt;
| {{DFtext|Digging designation cancelled: warm stone located.|6:1}}&lt;br /&gt;
| rowspan=2 | The [[Main:Digging designation canceled|cancellation]] of a mining task due to potentially dangerous stone.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIG_CANCEL_DAMP}}&lt;br /&gt;
| {{DFtext|Digging designation cancelled: damp stone located.|6:1}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BEAST_AMBUSH}}&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AMBUSH_DEFENDER}}&lt;br /&gt;
|&lt;br /&gt;
| rowspan=14 | Discovering an [[ambush]]&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AMBUSH_RESIDENT}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AMBUSH_HERO}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AMBUSH_THIEF}}&lt;br /&gt;
| {{DFtext|Thief! Protect the hoard from skulking filth!|4:1}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AMBUSH_THIEF_SUPPORT_SKULKING}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AMBUSH_THIEF_SUPPORT_NATURE}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AMBUSH_THIEF_SUPPORT}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AMBUSH_MISCHIEVOUS}}&lt;br /&gt;
| {{DFtext|A gremlin! Drive it away!|4:1}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AMBUSH_SNATCHER}}&lt;br /&gt;
| {{DFtext|Snatcher! Protect the children!|4:1}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AMBUSH_SNATCHER_SUPPORT}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AMBUSH_AMBUSHER_NATURE}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AMBUSH_AMBUSHER}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AMBUSH_INJURED}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AMBUSH_OTHER}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AMBUSH_INCAPACITATED}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CARAVAN_ARRIVAL}}&lt;br /&gt;
| {{DFtext|A caravan from Sarvesh Langgud has arrived.|1:1}}&lt;br /&gt;
| Arrival of a [[caravan]]&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOBLE_ARRIVAL}}&lt;br /&gt;
|&lt;br /&gt;
| Arrival of a [[noble]]&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|D_MIGRANTS_ARRIVAL}}&lt;br /&gt;
| {{DFtext|Some migrants have arrived.|7:0}}&lt;br /&gt;
| rowspan=3| Arrival of a [[migrant]] wave&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|D_MIGRANT_ARRIVAL}}&lt;br /&gt;
| {{DFtext|A migrant has arrived.|7:0}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|D_MIGRANT_ARRIVAL_DISCOURAGED}}&lt;br /&gt;
| {{DFtext|Some migrants have arrived, despite the danger.|7:0}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|D_NO_MIGRANT_ARRIVAL}}&lt;br /&gt;
| {{DFtext|The fortress attracted no migrants this season.|6:0}}&lt;br /&gt;
| The failure of [[migrants]] to show up in Fortress mode&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ANIMAL_TRAP_CATCH}}&lt;br /&gt;
|&lt;br /&gt;
| A [[vermin]] was caught in an [[animal trap]]&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ANIMAL_TRAP_ROBBED}}&lt;br /&gt;
|&lt;br /&gt;
| Failure to catch a [[vermin]]&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MISCHIEF_LEVER}}&lt;br /&gt;
|&lt;br /&gt;
| rowspan=4| Fun caused by a [[gremlin|certain mischievous creature]]&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MISCHIEF_PLATE}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MISCHIEF_CAGE}}&lt;br /&gt;
| {{DFtext|Something has emptied in a cage!|5:1}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MISCHIEF_CHAIN}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIPLOMAT_ARRIVAL}}&lt;br /&gt;
|&lt;br /&gt;
| Arrival of a [[diplomat]]&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIAISON_ARRIVAL}}&lt;br /&gt;
| {{DFtext|The outpost liaison Tun Unnostobul from Sarvesh Langgud has arrived.|7:1}}&lt;br /&gt;
| Arrival of an [[outpost liaison]]&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRADE_DIPLOMAT_ARRIVAL}}&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CAVE_COLLAPSE}}&lt;br /&gt;
| {{DFtext|A section of the cavern has collapsed!|4:1}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BIRTH_CITIZEN}}&lt;br /&gt;
| {{DFtext|Fath Ikudäs, Miner has given birth to a girl.|2:1}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BIRTH_ANIMAL}}&lt;br /&gt;
| {{DFtext|Stray Dog (Tame) has given birth to puppies.|2:1}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BIRTH_WILD_ANIMAL}}&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|STRANGE_MOOD}}&lt;br /&gt;
| {{DFtext|Zon Urabasub, Metalcrafter is taken by a fey mood!|7:1}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MADE_ARTIFACT}}&lt;br /&gt;
| {{DFtext|Zon Urabasub, Metalcrafter has created Lonsust Stato, a platinum amulet!|6:1}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NAMED_ARTIFACT}}&lt;br /&gt;
| {{DFtext|Urdim Arbanerib, Mace Lord has bestowed the name Ostar Kinem upon a iron buckler!|3:1}}&lt;br /&gt;
| A soldier named their equipment.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ITEM_ATTACHMENT}}&lt;br /&gt;
| {{DFtext|Kirkrost Inethnosig, mayor has grown attached to a steel crossbow!|3:0}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_CAGE_ESCAPE}}&lt;br /&gt;
|&lt;br /&gt;
| A [[vermin]] escapes from a [[cage]]/[[animal trap]]&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRIGGER_WEB}}&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MOOD_BUILDING_CLAIMED}}&lt;br /&gt;
| {{DFtext|Zon Urabasub, Metalcrafter has claimed a Metalsmith's Forge.|0:1}}&lt;br /&gt;
| A [[strange mood|moody]] dwarf has claimed a workshop&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ARTIFACT_BEGUN}}&lt;br /&gt;
| {{DFtext|Zon Urabasub, Metalcrafter has begun a mysterious construction!|7:1}}&lt;br /&gt;
| A dwarf has begun construction of an [[artifact]]&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MEGABEAST_ARRIVAL}}&lt;br /&gt;
| {{DFtext|The Forgotten Beast Smespu has come! An enormous hairy ceratopsoid. It has an enormous shell and it is slavering. Its sea green hair is patchy. Beware its deadly dust!|4:1}}&lt;br /&gt;
| Arrival of a [[megabeast]]&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WEREBEAST_ARRIVAL}}&lt;br /&gt;
| {{DFtext|The Werepanda Onget Râlukerib has come! A large panda twisted into humanoid form. It is crazed for blood and flesh. Its eyes glow spring green. Its sepia hair is long and straight. Now you will know why you fear the night.|4:1}}&lt;br /&gt;
| Arrival of a [[werebeast]]&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BERSERK_CITIZEN}}&lt;br /&gt;
| {{DFtext|Lòr Eralamug, Weaponsmith has gone berserk!|4:1}}&lt;br /&gt;
| A citizen has gone [[berserk]]&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAGMA_DEFACES_ENGRAVING}}&lt;br /&gt;
|&lt;br /&gt;
| rowspan=2| An [[engraving]] has melted in magma&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ENGRAVING_MELTS}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MASTERPIECE_CONSTRUCTION}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MASTER_ARCHITECTURE_LOST}}&lt;br /&gt;
|&lt;br /&gt;
| A [[masterwork|masterpiece]] [[building]] has been destroyed&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MASTER_CONSTRUCTION_LOST}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ADV_AWAKEN}}&lt;br /&gt;
|&lt;br /&gt;
| rowspan=3| Related to [[adventure mode]]&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ADV_SLEEP_INTERRUPTED}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ADV_REACTION_PRODUCTS}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CANCEL_JOB}}&lt;br /&gt;
| {{DFtext|Sibrek ùshrireshon, Mechanic cancels Load Cage Trap: Needs empty cage.|4:1}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ADV_CREATURE_DEATH}}&lt;br /&gt;
| {{DFtext|The Wolf has been struck down.|5:1}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CITIZEN_DEATH}}&lt;br /&gt;
| {{DFtext|Lòr Eralamug, Weaponsmith has been found dead.|5:1}}&lt;br /&gt;
| Death of a citizen in [[fortress mode]]&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PET_DEATH}}&lt;br /&gt;
|&lt;br /&gt;
| The death of a [[pet]], causing a negative [[thought]] for its owner&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FALL_OVER}}&lt;br /&gt;
| {{DFtext|The Wolf falls over.|6:0}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CAUGHT_IN_FLAMES}}&lt;br /&gt;
| {{DFtext|The Swordsdwarf is caught in a burst of forgotten beast flames!|4:1}}&lt;br /&gt;
| Also used when a creature is caught in poison gas/vapors or cave-in dust.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CAUGHT_IN_WEB}}&lt;br /&gt;
| {{DFtext|The Wolf is caught up in a web!|4:1}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UNIT_PROJECTILE_SLAM_BLOW_APART}}&lt;br /&gt;
| {{DFtext|The Wolf slams into an obstacle and blows apart!|5:1}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UNIT_PROJECTILE_SLAM}}&lt;br /&gt;
| {{DFtext|The Wolf slams into an obstacle!|6:0}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UNIT_PROJECTILE_SLAM_INTO_UNIT}}&lt;br /&gt;
| {{DFtext|The Wolf slams into the Wolf!|1:1}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VOMIT}}&lt;br /&gt;
| {{DFtext|The Wolf vomits.|2:0}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LOSE_HOLD_OF_ITEM}}&lt;br /&gt;
| {{DFtext|The Goblin Bowman loses the hold of the (bismuth bronze bow).|6:0}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REGAIN_CONSCIOUSNESS}}&lt;br /&gt;
| {{DFtext|The Wolf regains consciousness.|7:0}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FREE_FROM_WEB}}&lt;br /&gt;
| {{DFtext|The Wolf is partially free from the web.|7:0}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PARALYZED}}&lt;br /&gt;
| {{DFtext|The Wolf is completely paralyzed!|3:1}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|OVERCOME_PARALYSIS}}&lt;br /&gt;
|&lt;br /&gt;
| A creature is no longer [[syndrome|paralyzed]]&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOT_STUNNED}}&lt;br /&gt;
| {{DFtext|The Wolf is no longer stunned.|3:1}}&lt;br /&gt;
| A creature is no longer [[stun]]ned&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EXHAUSTION}}&lt;br /&gt;
|&lt;br /&gt;
| [[Exhaustion]]&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PAIN_KO}}&lt;br /&gt;
| {{DFtext|The Wolf gives in to pain.|6:0}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BREAK_GRIP}}&lt;br /&gt;
| {{DFtext|The Swordsdwarf breaks the grip of the Wolf's teeth on the Swordsdwarf's left upper arm.|5:1}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_BREAK_GRIP}}&lt;br /&gt;
| {{DFtext|The Swordsdwarf struggles in vain against the grip of the Wolf's teeth on the Swordsdwarf's left upper arm.|5:1}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BLOCK_FIRE}}&lt;br /&gt;
|&lt;br /&gt;
| Blocking a [[fire]] attack&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BREATHE_FIRE}}&lt;br /&gt;
| {{DFtext|The Fire Imp breathes fire!|4:1}}&lt;br /&gt;
| A creature breathes [[fire]]&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SHOOT_WEB}}&lt;br /&gt;
| {{DFtext|The Giant Cave Spider shoots out thick strands of webbing!|4:1}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PULL_OUT_DROP}}&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|STAND_UP}}&lt;br /&gt;
| {{DFtext|The Wolf stands up.|7:0}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MARTIAL_TRANCE}}&lt;br /&gt;
| {{DFtext|Mörul Bardumoslan, Hammerdwarf has entered a martial trance!|2:1}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAT_BREATH}}&lt;br /&gt;
| {{DFtext|The Forgotten Beast breathes a cloud of Mirgur Sealhorse the Infinite Shadows's forgotten beast extract!|4:1}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NIGHT_ATTACK_STARTS}}&lt;br /&gt;
| {{DFtext|You are surrounded by incessant cackling.|5:1}}&lt;br /&gt;
| rowspan=3| [[Bogeymen]] attack&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NIGHT_ATTACK_ENDS}}&lt;br /&gt;
| {{DFtext|The cackling fades away.|5:1}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NIGHT_ATTACK_TRAVEL}}&lt;br /&gt;
| {{DFtext|You are still surrounded by cackling.|5:1}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GHOST_ATTACK}}&lt;br /&gt;
| {{DFtext|Lòr Eralamug, Ghostly Weaponsmith has arisen and is haunting the fortress!|4:1}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAVEL_SITE_DISCOVERY}}&lt;br /&gt;
| {{DFtext|You have discovered a lair.|6:1}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAVEL_SITE_BUMP}}&lt;br /&gt;
| {{DFtext|You cannot travel through the Lair.|6:1}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ADVENTURE_INTRO}}&lt;br /&gt;
| {{DFtext|You've finally got your equipment together, such as it is. Now it's time for action and adventure! In the rush of excitement, you've forgotten where you're going to go. Perhaps some of your friends might have ideas.|7:1}}&lt;br /&gt;
| Beginning [[adventure mode]]&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREATURE_SOUND}}&lt;br /&gt;
| {{DFtext|The capybara barks.|3:1}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREATURE_STEALS_OBJECT}}&lt;br /&gt;
| {{DFtext|A gray langur has stolen a -giant bat bone amulet-!|6:1}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FOUND_TRAP}}&lt;br /&gt;
|&lt;br /&gt;
| Discovery of a [[trap]] in [[adventure mode]]&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BODY_TRANSFORMATION}}&lt;br /&gt;
| {{DFtext|Iden Ustuthod, Fisherdwarf has transformed into a wereskink!|3:1}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|INTERACTION_ACTOR}}&lt;br /&gt;
|&lt;br /&gt;
| See [[Interaction token#VERB]]&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|INTERACTION_TARGET}}&lt;br /&gt;
|&lt;br /&gt;
| See [[Interaction token#TARGET_VERB]]&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UNDEAD_ATTACK}}&lt;br /&gt;
| {{DFtext|The dead walk. Hide while you still can!|5:1}}&lt;br /&gt;
| Arrival of a horde of [[undead]].&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CITIZEN_MISSING}}&lt;br /&gt;
| {{DFtext|Lòr Eralamug, Weaponsmith has been missing for a week.|5:1}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PET_MISSING}}&lt;br /&gt;
| &lt;br /&gt;
| A pet has gone missing&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|STRANGE_RAIN_SNOW}}&lt;br /&gt;
| {{DFtext|It is raining rotten sludge!|4:1}}&lt;br /&gt;
| rowspan=2 | The appearance of unusual [[weather]]&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|STRANGE_CLOUD}}&lt;br /&gt;
| {{DFtext|A cloud of haunting fog has drifted nearby!|4:1}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SIMPLE_ANIMAL_ACTION}}&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FLOUNDER_IN_LIQUID}}&lt;br /&gt;
| {{DFtext|You flounder in the water!|6:1}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAINING_DOWN_TO_SEMI_WILD}}&lt;br /&gt;
| {{DFtext|The Stray war Cave Dragon (Semi-Wild) has forgotten its training!|6:1}}&lt;br /&gt;
| A trained animal has reverted to a semi-wild state (Fortress mode). If the animal is not [[animal trainer|trained]] properly, it will become wild and possibly attack your dwarves.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAINING_FULL_REVERSION}}&lt;br /&gt;
| {{DFtext|The war Cave Dragon has reverted to a wild state!|4:1}}&lt;br /&gt;
| An animal has reverted to a wild state (follows the previous announcement)&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ANIMAL_TRAINING_KNOWLEDGE}}&lt;br /&gt;
| {{DFtext|The dwarves of the Monastery of Tin are now quite knowledgable cave dragon trainers.|3:1}}&lt;br /&gt;
| See [[Animal trainer#Taming|Animal trainer]]&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKIP_ON_LIQUID}}&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DODGE_FLYING_OBJECT}}&lt;br /&gt;
|&lt;br /&gt;
| Dodging a shot [[arrow]]&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REGULAR_CONVERSATION}}&lt;br /&gt;
| {{DFtext|Caspa Linkon, Human Swordsman: I must pray to Uspram Boldyell the Contest of Stability. I'm uneasy.|3:1}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CONFLICT_CONVERSATION}}&lt;br /&gt;
| {{DFtext|Caspa Linkon, Human Swordsman: This is my fight too. I will take revenge!|3:1}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FLAME_HIT}}&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EMBRACE}}&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BANDIT_EMPTY_CONTAINER}}&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BANDIT_GRAB_ITEM}}&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMBAT_EVENT_ATTACK_INTERRUPTED}}&lt;br /&gt;
| {{DFtext|The Wolf's attack is interrupted!|4:1}}&lt;br /&gt;
| [[Wrestling]] interrupts opponent's attack&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMBAT_WRESTLE_CATCH_ATTACK}}&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FAIL_TO_GRAB_SURFACE}}&lt;br /&gt;
|&lt;br /&gt;
| Failing to grab a tile&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LOSE_HOLD_OF_SURFACE}}&lt;br /&gt;
|&lt;br /&gt;
| Losing hold of a surface while [[climb]]ing&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAVEL_COMPLAINT}}&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LOSE_EMOTION}}&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REORGANIZE_POSSESSIONS}}&lt;br /&gt;
| {{DFtext|The Human Pikeman reorganizes his possessions.|6:0}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PUSH_ITEM}}&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DRAW_ITEM}}&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|STRAP_ITEM}}&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GAIN_SITE_CONTROL}}&lt;br /&gt;
| {{DFtext|You are now in control of Tanfield, ruling The Ignition of Churches from The Holy Saturninity.|3:1}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FORT_POSITION_SUCCESSION}}&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|STRESSED_CITIZEN}}&lt;br /&gt;
| {{DFtext|Lòr Eralamug, Weaponsmith is stumbling obliviously!|3:0}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CITIZEN_LOST_TO_STRESS}}&lt;br /&gt;
| {{DFtext|Lòr Eralamug, Weaponsmith has gone stark raving mad!|3:1}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CITIZEN_TANTRUM}}&lt;br /&gt;
| {{DFtext|Lòr Eralamug, Weaponsmith is throwing a tantrum!|6:1}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MOVED_OUT_OF_RANGE}}&lt;br /&gt;
| {{DFtext|The Wolf has moved out of range!|7:1}}&lt;br /&gt;
| An [[attack]]ed creature has moved out of range&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CANNOT_JUMP}}&lt;br /&gt;
| {{DFtext|You cannot jump while prone.|6:0}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_TRACKS}}&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ALREADY_SEARCHED_AREA}}&lt;br /&gt;
| {{DFtext|You've already searched this area recently.|6:0}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SEARCH_FOUND_SOMETHING}}&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SEARCH_FOUND_NOTHING}}&lt;br /&gt;
| {{DFtext|Your intense search turns up nothing.|6:0}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOTHING_TO_INTERACT}}&lt;br /&gt;
| {{DFtext|You have nothing with which to interact.|6:0}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOTHING_TO_EXAMINE}}&lt;br /&gt;
| {{DFtext|You have nothing to examine.|6:0}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|YOU_YIELDED}}&lt;br /&gt;
| {{DFtext|You assume a submissive posture.|6:1}}&lt;br /&gt;
| rowspan=2| [[Yield]]ing in adventure mode&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|YOU_UNYIELDED}}&lt;br /&gt;
| {{DFtext|You no longer assume a submissive posture.|6:1}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|YOU_STRAP_ITEM}}&lt;br /&gt;
| {{DFtext|You strap the steel short sword to your Upper body.|6:1}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|YOU_DRAW_ITEM}}&lt;br /&gt;
| {{DFtext|You draw the steel short sword with your Right hand.|6:1}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_GRASP_TO_DRAW_ITEM}}&lt;br /&gt;
| {{DFtext|You do not have a free grasp for the steel short sword.|6:0}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_ITEM_TO_STRAP}}&lt;br /&gt;
| {{DFtext|You have nothing left to draw or put away.|6:0}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_INV_TO_REMOVE}}&lt;br /&gt;
| {{DFtext|You have nothing left to remove.|6:0}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_INV_TO_WEAR}}&lt;br /&gt;
| {{DFtext|You have nothing left to wear.|6:0}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_INV_TO_EAT}}&lt;br /&gt;
| {{DFtext|You have nothing left to eat or drink.|6:0}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_INV_TO_CONTAIN}}&lt;br /&gt;
| {{DFtext|You have nothing to put inside a container.|6:0}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_INV_TO_DROP}}&lt;br /&gt;
| {{DFtext|You have nothing left to drop.|6:0}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOTHING_TO_PICK_UP}}&lt;br /&gt;
| {{DFtext|There is nothing to pick up here.|6:0}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_INV_TO_THROW}}&lt;br /&gt;
| {{DFtext|You have nothing left to throw.|6:0}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_INV_TO_FIRE}}&lt;br /&gt;
| {{DFtext|You have nothing left to fire.|6:0}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CURRENT_SMELL}}&lt;br /&gt;
|&lt;br /&gt;
| [[Smell]]ing in [[adventure mode]]&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CURRENT_WEATHER}}&lt;br /&gt;
| {{DFtext|The sky is clear above you.|7:1}}&lt;br /&gt;
| Checking [[weather]] in [[adventure mode]]&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CURRENT_TEMPERATURE}}&lt;br /&gt;
|&lt;br /&gt;
| Checking [[temperature]] in [[adventure mode]]&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CURRENT_DATE}}&lt;br /&gt;
| {{DFtext|It is the 14th of Granite, 250.|7:1}}&lt;br /&gt;
| Checking [[time]] in [[adventure mode]]&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_GRASP_FOR_PICKUP}}&lt;br /&gt;
| {{DFtext|You do not have a free grasp.|6:0}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CANNOT_CLIMB}}&lt;br /&gt;
|&lt;br /&gt;
| You are unable to [[climb]]&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CANNOT_STAND}}&lt;br /&gt;
|&lt;br /&gt;
| You are unable to stand up&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MUST_UNRETRACT_FIRST}}&lt;br /&gt;
| {{DFtext|You must unroll.|6:1}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CANNOT_REST}}&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CANNOT_MAKE_CAMPFIRE}}&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MADE_CAMPFIRE}}&lt;br /&gt;
|&lt;br /&gt;
| You make a [[campfire]]&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CANNOT_SET_FIRE}}&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SET_FIRE}}&lt;br /&gt;
|&lt;br /&gt;
| You set a [[fire]]&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DAWN_BREAKS}}&lt;br /&gt;
| {{DFtext|The dawn is breaking.|6:1}}&lt;br /&gt;
| rowspan=3| Change of the time of day&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOON}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NIGHTFALL}}&lt;br /&gt;
| {{DFtext|The night is falling.|1:1}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_INV_INTERACTION}}&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EMPTY_CONTAINER}}&lt;br /&gt;
| {{DFtext|You empty your giant moon snail leather backpack.|6:0}}&lt;br /&gt;
| Emptying a container in [[adventure mode]]&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TAKE_OUT_OF_CONTAINER}}&lt;br /&gt;
|&lt;br /&gt;
| Taking an item out of container in [[adventure mode]]&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_CONTAINER_FOR_ITEM}}&lt;br /&gt;
| {{DFtext|You don't have a suitable container.|6:0}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PUT_INTO_CONTAINER}}&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EAT_ITEM}}&lt;br /&gt;
|&lt;br /&gt;
| You eat an item&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DRINK_ITEM}}&lt;br /&gt;
|&lt;br /&gt;
| You drink an item&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CONSUME_FAILURE}}&lt;br /&gt;
|&lt;br /&gt;
| You lick an item&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DROP_ITEM}}&lt;br /&gt;
|&lt;br /&gt;
| You drop an item&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PICK_UP_ITEM}}&lt;br /&gt;
|&lt;br /&gt;
| You pick up an item&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|YOU_BUILDING_INTERACTION}}&lt;br /&gt;
|&lt;br /&gt;
| Interaction with a [[building]] in [[adventure mode]]&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|YOU_ITEM_INTERACTION}}&lt;br /&gt;
|&lt;br /&gt;
| Interaction with an [[item]] in [[adventure mode]]&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|YOU_TEMPERATURE_EFFECTS}}&lt;br /&gt;
| {{DFtext|You are melting!|4:1}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|RESOLVE_SHARED_ITEMS}}&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COUGH_BLOOD}}&lt;br /&gt;
|&lt;br /&gt;
| [[Syndrome|Coughing blood]]&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VOMIT_BLOOD}}&lt;br /&gt;
|&lt;br /&gt;
| [[Syndrome|Vomiting blood]]&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|POWER_LEARNED}}&lt;br /&gt;
|&lt;br /&gt;
| Learning a new power&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|YOU_FEED_ON_SUCKEE}}&lt;br /&gt;
|&lt;br /&gt;
| [[Vampire|Sucking blood]]&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PROFESSION_CHANGES}}&lt;br /&gt;
|&lt;br /&gt;
| Changing a profession&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|RECRUIT_PROMOTED}}&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SOLDIER_BECOMES_MASTER}}&lt;br /&gt;
|&lt;br /&gt;
| A [[soldier]] has mastered a weapon [[skill]]&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MERCHANTS_UNLOADING}}&lt;br /&gt;
| {{DFtext|The merchants from Sarvesh Langgud have arrived and are unloading their goods.|6:1}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MERCHANTS_NEED_DEPOT}}&lt;br /&gt;
| {{DFtext|The merchants need a trade depot to unload their goods.|6:1}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MERCHANT_WAGONS_BYPASSED}}&lt;br /&gt;
|&lt;br /&gt;
| The [[merchants]]' wagons have bypassed the site&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MERCHANTS_LEAVING_SOON}}&lt;br /&gt;
| {{DFtext|The merchants from Sarvesh Langgud will be leaving soon.|6:1}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MERCHANTS_EMBARKED}}&lt;br /&gt;
| {{DFtext|The merchants from Sarvesh Langgud have embarked on their journey.|6:1}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PET_LOSES_DEAD_OWNER}}&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PET_ADOPTS_OWNER}}&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_BITE}}&lt;br /&gt;
| {{DFtext|The Stray Cow (Tame) has been stung by a honey bee!|6:1}}&lt;br /&gt;
| A [[vermin]] bites/stings a creature&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UNABLE_TO_COMPLETE_BUILDING}}&lt;br /&gt;
| {{DFtext|The dwarves were unable to complete the Wall.|6:1}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|JOBS_REMOVED_FROM_UNPOWERED_BUILDING}}&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CITIZEN_SNATCHED}}&lt;br /&gt;
| {{DFtext|A kidnapper has made off with the Dwarven child Ustuth Therlethendok!|5:1}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_DISTURBED}}&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAND_GAINS_STATUS}}&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAND_ELEVATED_STATUS}}&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MASTERPIECE_CRAFTED}}&lt;br /&gt;
| {{DFtext|Fikod Razulban has created a masterpiece ☼Juwog Minedscratch's forgotten beast silk cloth☼|3:1}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ARTWORK_DEFACED}}&lt;br /&gt;
| {{DFtext|A foolish builder defaced a Edëm Stinzas!|4:0}}&lt;br /&gt;
| A [[masterwork]] was destroyed&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ANIMAL_TRAINED}}&lt;br /&gt;
| {{DFtext|An animal has become a Stray war Dog.|2:1}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DYED_MASTERPIECE}}&lt;br /&gt;
|&lt;br /&gt;
| An item has been [[masterwork|masterfully]] [[dyer|dyed]]&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COOKED_MASTERPIECE}}&lt;br /&gt;
| {{DFtext|Atír Sigunzlir has cooked a masterful meal!|3:1}}&lt;br /&gt;
| Cooking a [[masterwork|masterful]] [[prepared meal|meal]]&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MANDATE_ENDS}}&lt;br /&gt;
|&lt;br /&gt;
| A [[noble]] ended a [[mandate]]&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SLOWDOWN_ENDS}}&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FAREWELL_HELPER}}&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ELECTION_RESULTS}}&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SITE_PRESENT}}&lt;br /&gt;
|&lt;br /&gt;
| A site already exists at the location you are trying to embark to&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CONSTRUCTION_SUSPENDED}}&lt;br /&gt;
|&lt;br /&gt;
| Construction of a [[building]] was suspended&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LINKAGE_SUSPENDED}}&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|QUOTA_FILLED}}&lt;br /&gt;
|&lt;br /&gt;
| A [[manager|work order]] was completed&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|JOB_OVERWRITTEN}}&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOTHING_TO_CATCH_IN_WATER}}&lt;br /&gt;
| {{DFtext|There is nothing to catch in the river.|6:0}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DEMAND_FORGOTTEN}}&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NEW_DEMAND}}&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NEW_MANDATE}}&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PRICES_ALTERED}}&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NAMED_RESIDENT_CREATURE}}&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SOMEBODY_GROWS_UP}}&lt;br /&gt;
|&lt;br /&gt;
| Somebody has grown up&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GUILD_REQUEST_TAKEN}}&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GUILD_WAGES_CHANGED}}&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NEW_WORK_MANDATE}}&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CITIZEN_BECOMES_SOLDIER}}&lt;br /&gt;
|&lt;br /&gt;
| Shown when dwarves assume soldier role, for standing orders or direct orders&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CITIZEN_BECOMES_NONSOLDIER}}&lt;br /&gt;
|&lt;br /&gt;
| Shown when soldier dwarves no longer have active miliraty orders, and return to civilian life&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PARTY_ORGANIZED}}&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|POSSESSED_TANTRUM}}&lt;br /&gt;
|&lt;br /&gt;
| A dwarf possessed by a [[ghost]] is throwing a [[tantrum]]&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BUILDING_TOPPLED_BY_GHOST}}&lt;br /&gt;
|&lt;br /&gt;
| A building was toppled by a [[ghost]]&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MASTERFUL_IMPROVEMENT}}&lt;br /&gt;
|&lt;br /&gt;
| An item has been [[masterwork|masterfully]] decorated&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MASTERPIECE_ENGRAVING}}&lt;br /&gt;
|&lt;br /&gt;
| A [[masterwork|masterpiece]] [[engraving]] was created&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MARRIAGE}}&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_MARRIAGE_CELEBRATION}}&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CURIOUS_GUZZLER}}&lt;br /&gt;
|&lt;br /&gt;
| An animal drank stockpiled [[booze]]&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WEATHER_BECOMES_CLEAR}}&lt;br /&gt;
| {{DFtext|The weather has cleared.|7:0}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WEATHER_BECOMES_SNOW}}&lt;br /&gt;
| {{DFtext|A snow storm has come.|7:1}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WEATHER_BECOMES_RAIN}}&lt;br /&gt;
| {{DFtext|It has started raining.|1:1}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SEASON_WET}}&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SEASON_DRY}}&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SEASON_SPRING}}&lt;br /&gt;
| {{DFtext|Spring has arrived!|2:1}}&lt;br /&gt;
| rowspan=4| Change of a season&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SEASON_SUMMER}}&lt;br /&gt;
| {{DFtext|It is now summer.|6:1}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SEASON_AUTUMN}}&lt;br /&gt;
| {{DFtext|Autumn has come.|4:1}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SEASON_WINTER}}&lt;br /&gt;
| {{DFtext|Winter is here.|7:1}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GUEST_ARRIVAL}}&lt;br /&gt;
| {{DFtext|Vusdom Ilerane, Human Spearman is visiting.|2:1}}&lt;br /&gt;
| Arrival of visitors, and also squads returning from missions.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CANNOT_SPEAK}}&lt;br /&gt;
| {{DFtext|A troglodyte cannot speak.|6:0}}&lt;br /&gt;
| When playing adventure mode as a creature that doesn't speak.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|RESEARCH_BREAKTHROUGH}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SERVICE_ORDER_DELIVERY}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PERFORMANCE_START_FAILURE}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BEGIN_ACTIVITY}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MIDDLE_OF_ACTIVITY}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ACTIVITY_SECTION_CHANGE}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CONCLUDE_ACTIVITY}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LEARNED_WRITTEN_CONTENT}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LEARNED_ART_FORM}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PERFORMER_UPDATE}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BUILDING_DESTROYED_OR_TOPPLED}}&lt;br /&gt;
|&lt;br /&gt;
| A [[creature]] destroyed a [[building]]&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DEITY_CURSE}}&lt;br /&gt;
|&lt;br /&gt;
| Being cursed by a [[deity]]&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMPOSITION_COMPLETE}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMPOSITION_FAILED}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NEW_APPRENTICESHIP}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PETITION_IGNORED}}&lt;br /&gt;
| {{DFtext|The petition of Vusdom Ilerane, Human Spearman has been ignored.|4:1}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CANNOT_CHOP_TREE}}&lt;br /&gt;
| {{DFtext|You cannot fell trees in the arena.|6:1}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CHOP_TREE}}&lt;br /&gt;
|&lt;br /&gt;
| Chopping [[tree]]s in [[adventure mode]]&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CANNOT_CONSTRUCT}}&lt;br /&gt;
| {{DFtext|You cannot construct at this site.|6:1}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|RUMOR_SPREAD}}&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SERVICE_ORDER_RUMOR_RECEIVED}}&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|RETURNING_RUMOR_RECEIVED}}&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NEW_HOLDING}}&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NEW_MARKET_LINK}}&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EMERGENCY_TACTICAL_CONTROL}}&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AGREEMENT_SATISFIED}}&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AGREEMENT_WARNING}}&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AGREEMENT_ABANDONED}}&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NEW_GUILD}}&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CRIME_WITNESS_HANDOFF}}&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CRIME_WITNESS_STOLEN}}&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CRIME_WITNESS_ITEM_MOVED}}&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CRIME_WITNESS_ITEM_MISSING}}&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MOUNT}}&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CANNOT_MOUNT}}&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FAILED_MOUNT}}&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DISMOUNT}}&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FAILED_DISMOUNT}}&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIPLOMAT_LEFT_UNHAPPY}}&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EMBARK_MESSAGE}}&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FIRST_CARAVAN_ARRIVAL}}&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MONARCH_ARRIVAL}}&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HASTY_MONARCH}}&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SATISFIED_MONARCH}}&lt;br /&gt;
| {{DFtext|The queen Fikod Rîsennikot is satisfied with their position here. Everything is properly royal, properly furnished. And yet? A true Mountainhome must have a true throne! And a true ruler requires seven symbols, symbols not of this world. Mere steel will not suffice. Deeper. We must dig deeper.|7:1}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MOUNTAINHOME}}&lt;br /&gt;
| &lt;br /&gt;
| You have acquired the status of mountainhome, the new dwarven capital&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FOOD_WARNING}}&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{files}}&lt;br /&gt;
[[ru:Announcements.txt]]&lt;/div&gt;</summary>
		<author><name>Koos</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Military&amp;diff=279307</id>
		<title>Military</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Military&amp;diff=279307"/>
		<updated>2022-12-23T15:52:33Z</updated>

		<summary type="html">&lt;p&gt;Koos: /* Quick Reference */ Updated for 50.04&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; margin-left:1em; margin-top:1em;&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
[[File:dwarf_army.jpg|thumb|350px|right|A dwarf squad ready to deliver permanent deaths.]]The '''military''' is one of the most important aspects of a successful fortress. Even with many [[trap]]s, [[bridge|drawbridges]] and [[magma|other defenses]], your military will still need to fend off [[goblin]] [[siege]]s, [[megabeast]]s, [[titan]]s, and fiendish [[Giant cave spider|underground]] [[Forgotten beast|beasties]]. Using a combination of [[squad|squad orders]] and [[scheduling]], you can set up an elaborate offensive, defensive, or balanced military structure for your [[equipment|well-equipped]] [[soldier]]s to follow. Turning your dwarves from [[immigration|useless migrants]] into bloodthirsty killing machines never hurts (except the enemy, of course).&lt;br /&gt;
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'''WARNING! Mining, woodcutting, and hunting have a &amp;quot;civilian uniform&amp;quot; that conflicts with ''all'' military equipment. Assigning any dwarf with the mining, woodcutting, or hunting labors enabled to the military is strongly discouraged.'''{{bug|1451}}&lt;br /&gt;
&lt;br /&gt;
The military system is rather extensive and complex, and there is a lot of documentation. Here is a list of key documents categorized by expertise level:&lt;br /&gt;
* '''Beginner:'''&lt;br /&gt;
** [[Attack]] is a ''very'' simple &amp;quot;How to attack a target&amp;quot; guide. This is useful if you don't know anything about the military, and just want to order some (untrained) dwarves to (suicide) attack something, ''now''.&lt;br /&gt;
** [[Military quickstart]] will teach you to set up and train your very first properly-organized squad.&lt;br /&gt;
&lt;br /&gt;
* '''Intermediate:'''&lt;br /&gt;
** [[Squad]]s helps you understand everything about squads.&lt;br /&gt;
** [[Military interface]] contains mostly complete documentation on the ''military screen''.&lt;br /&gt;
** [[Scheduling]] describes the squad scheduling system in more detail.&lt;br /&gt;
** [[Military F.A.Q.]] is a list of frequently asked questions. &lt;br /&gt;
&lt;br /&gt;
* '''Advanced:'''&lt;br /&gt;
** [[Training]] will give you insights about combat training. &lt;br /&gt;
** [[military design|Military Design]] provides specific advice on how to get your soldiers prepared for any threat.&lt;br /&gt;
** [[Security design|Security Design]] will give you specific suggestions on the physical defenses that will defend your military.&lt;br /&gt;
** [[Defense guide|Defense Guide]] is a general overview of threats and considerations for fortress defense.&lt;br /&gt;
** [[Trap design|Trap Design]] contains information on complex traps that are not a minor/optional part of a larger defensive plan (but might be adapted or plugged into one).&lt;br /&gt;
** The [[Advanced Marksdwarf Training Guide|Marksdwarf Training Guide]] is an in-depth guide on getting marksdwarves reliably training, while noting and providing workarounds for bugs related to marksdwarfs, reloading, and ammunition.&lt;br /&gt;
** The [[Military testing|Military Testing]] page contains community tests of different combat scenarios carefully planned out in the [[Object testing arena|Arena]], and results of each. You may find some useful information about results of combat variables contained within.&lt;br /&gt;
&lt;br /&gt;
The rest of this guide contains an overview of military features (with links to associated sections of other documents).&lt;br /&gt;
&lt;br /&gt;
==Quick Reference== &lt;br /&gt;
From the main menu:&lt;br /&gt;
*The '''[[squad]]''' screen is accessible through the {{k|q}} key.&lt;br /&gt;
*The '''[[burrow]]s''' screen is accessible through the {{k|U}} key.&lt;br /&gt;
&lt;br /&gt;
==Creating a Military==&lt;br /&gt;
While it may be confusing to a new player, the military system makes up for its initial impenetrability with its versatility. Using the [[military interface]], squads can be assigned, reordered and restructured at will, dwarves can be set to equip a highly specified uniform along with the rest of their squad or stand out and equip something unique, and you can give incredibly detailed commands and programming to your squads to follow out based on time of year, circumstance, location, and user convenience. That being said, there's a lot to be learned.&lt;br /&gt;
&lt;br /&gt;
This article is about the general aspects of what a military comprises. For more detailed information including specific key commands, see the associated article expanding on a subject. In particular you may want to check out the [[military interface]] article since the interface is one of the most confusing aspects.&lt;br /&gt;
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===Squads===&lt;br /&gt;
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{{main|Squad}}&lt;br /&gt;
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'''Squads''' are the groups of soldiers that make up your military. Your military is led by the appointed '''[[militia commander]]''' (or, if the [[monarch]] is present, the [[general]]), and has many other squads led by '''[[militia captain]]s''' (or [[captain]]s) under him. Creating a squad in the military screen is one of the first things you should do when starting your military.&lt;br /&gt;
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===Equipping Soldiers===&lt;br /&gt;
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{{main|Squad#Equipping Soldiers}}&lt;br /&gt;
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Rather than simply pick a level of equipment and hope your dwarves pick up the right stuff, you can select what your dwarf will wear by item type or specific item, or create a new uniform template and apply it to a dwarf or entire squad all at once. This includes the material and color of your soldiers' uniform. For example, you can create identical armored units with intimidating red cloaks or just slap something together based on need and circumstance, up to and including artifact weapons/armor.&lt;br /&gt;
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==Directing Soldiers==&lt;br /&gt;
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Getting your military to actually ''do'' something is somewhat difficult. It is possible to give your squads different monthly '''schedules''', create different '''alert levels''' which will cause squads to follow out user-programmed instructions depending on circumstance, give '''direct orders''' to '''attack''' one or more specific targets or '''move''' to a specific location, or follow '''patrol routes''' and '''stations''' with greater accuracy.&lt;br /&gt;
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There is a clear difference between ''active'' orders and ''passive'' orders-- the latter is programming that a dwarf will follow to the letter and acts more as a defense method, and the former is used for taking the fight to the enemy. The ''squads'' menu is predominantly used for active commands, and the ''alert'' and ''scheduling'' menus are used for passive commands.&lt;br /&gt;
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===Active Command===&lt;br /&gt;
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{{main|Squad#Orders}}&lt;br /&gt;
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In the military, soldiers operate much more like part-time militiamen than full-time warriors. When soldiers are not passively doing their civilian duties or following their schedule programming, they can be actively sent to do small tasks to aggressively defend your fortress. After these orders have been carried out or cancelled, your dwarves will happily return to their passive programming as if they were never interrupted. It is possible to select multiple squads or specific dwarves to carry out these orders.&lt;br /&gt;
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Your forces can be commanded to carry out two types of orders: '''Move''' orders and '''Attack''' (or '''kill''') orders. Move orders are much like the 'station squad' command in previous versions; your selected dwarves will run to wherever you've sent them. Similarly, attack orders will select an enemy (by location on screen, general area on screen, or list) and send your dwarves charging off that way.&lt;br /&gt;
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Soldiers following orders will attack any hostiles they encounter on their way to their destination as well as wild animals and whatever other creatures they might encounter, whether you like it or not. As a result it is very difficult to attack members of an enemy group with any sort of precision, and if your dwarves cannot take down their target there is no real way to get them out of combat; it's do-or-die. It is unknown whether this is a bug or a feature.&lt;br /&gt;
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Orders can be cancelled through the squads screen, but your dwarves tend to be so enthusiastic that they'll just ignore you in their bloodlust. This is likely a bug.&lt;br /&gt;
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===Passive Command===&lt;br /&gt;
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{{main|Scheduling}}&lt;br /&gt;
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The '''alert level''' and '''scheduling''' system is a feature that is both incredibly versatile... and, initially, completely impenetrable. Once you learn the system, though, you will find that you barely need to manage your military at all. Effectively, a schedule is programming for a squad to follow within an alert, broken up by month, and alerts can be quickly and easily swapped in order to apply different schedules of your choosing to different squads of your choosing. Without scheduling, alert levels would do nothing; without alert levels scheduling would be horribly inefficient; the two functions co-exist and rely on each other.&lt;br /&gt;
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It is possible to give your squads different monthly schedules, create different alert levels which will cause squads to follow out user-programmed instructions depending on circumstance, give direct orders to attack one or more specific targets or move to a specific location, or follow patrol routes and stations with greater accuracy. The entire system (including alert names) is completely configurable, and in time you will find yourself using complicated scheduling to rotate squads between training and defending/patrolling specified areas over the course of a year without any user input, or to start defending the fort entrance or trader route with a few easy key presses. &lt;br /&gt;
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[[Civilian alert]] levels are also possible - civilians can be restricted by '''[[burrow]]''' to where they can roam should the need to tuck them away into a panic room arise. If a dwarf restricted to a burrow is not there, he will do his best to make the journey.&lt;br /&gt;
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The scheduling screen is broken up into a list of squads, months, alert types and '''order criteria'''. Each order (applied to one month; multiple orders can be stacked on one month as well) can be given criteria to define how many dwarves within a squad will follow its programming at once, allowing you to make a few dwarves out of the squad active at a time while the rest go about their business or to make the entire squad always active for a matter of the utmost importance, foregoing food, sleep, and booze. You can also choose which positions in a squad the order will prefer to utilize when forcing a squad to follow it.&lt;br /&gt;
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Four types of orders can be given (as well as the 'inactive' command), defining different types of patrolling or stationary defending. Squads can spar and be given combat demonstrations in the '''[[barracks]]''', defend a '''[[burrow]]''', patrol a '''route''', or defend a single '''station'''. The monthly schedules can be named so as to better suit your needs, and a copy/paste system is available to eliminate some of the tedium in creating fancy scheduling for many months. The display can also be flipped around.&lt;br /&gt;
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Barracks can serve the needs of multiple specific squads at once. A barracks can be defined as a place to train, sleep, store squad equipment, store individual equipment, or any combination of the above, in any weird overlapping combination of barracks you like. Barracks are necessary for training.&lt;br /&gt;
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When dwarves are being ordered to train, squad leaders will set up training classes for particular skills, or they will have dwarves spar. Any dwarves in the squad that don't qualify for these will default to individual training. In the current release, training classes are bugged where if a squad leader sets up a training class, he will wait forever (Or until you change his orders) for students, even if nobody shows up. Likewise, if students decide to request a class and the squad leader is doing individual training, they will wait for him to finish, even if they start starving. Thus, at the moment it's best to alternate your forced training schedules with downtime so the longest a dwarf will be stuck waiting is a game month (which isn't long enough to die), or just leave them off duty all the time and have them do individual training only, at least until this issue is fixed.&lt;br /&gt;
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==Frequently Asked Questions==&lt;br /&gt;
&lt;br /&gt;
{{main|Military F.A.Q.}}&lt;br /&gt;
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==Bugs==&lt;br /&gt;
* When selecting new dwarves to place in a squad the cursor always returns to the first available dwarf instead of remaining where it is.&lt;br /&gt;
* There are still various problems with dwarves not equipping what they should; most notably, dwarves will not remove conflicting clothing to don assigned armor. Toggling to &amp;quot;replace clothing&amp;quot; is recommended, at least temporarily.{{bug|535}} Note, however, that soldiers may unequip clothing before armor for that part is available.&lt;br /&gt;
* Mining, Hunting, and Wood cutting labors have &amp;quot;invisible uniforms&amp;quot; that conflict with military uniforms (and each other).{{bug|1451}}&lt;br /&gt;
* Military dwarves going on duty carry any currently-hauled items with them to training, pickup equipment, and even into battle.{{bug|2561}}&lt;br /&gt;
&lt;br /&gt;
{{Military}}&lt;br /&gt;
{{Category|Military| }}&lt;br /&gt;
[[ru:Military]]&lt;/div&gt;</summary>
		<author><name>Koos</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Military_interface&amp;diff=279306</id>
		<title>Military interface</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Military_interface&amp;diff=279306"/>
		<updated>2022-12-23T15:49:44Z</updated>

		<summary type="html">&lt;p&gt;Koos: added not that page may no longer be relevant&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Colored Notice Box|#FF0000|Due to the combination of military and squad screens into the squad sidebar menu, this page may no longer be relevant.}} &lt;br /&gt;
&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
This is a hands-on walkthrough of the '''[[military]]''' screens.&lt;br /&gt;
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=Walkthrough=&lt;br /&gt;
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This guide will take you through a step-by-step process of each and every screen in the military and squad menus and get your military on its feet.&lt;br /&gt;
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The military screen and all its tabs are mouse-compatible, and can be navigated through mouse clicks rather than strictly keys (when in windowed mode).&lt;br /&gt;
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==Squad Positions==&lt;br /&gt;
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Our brand new fortress at Shotweakens needs a military. Let's open up the '''military screen''' with {{k|m}}.&lt;br /&gt;
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[[File:Military positions 1.png]]&lt;br /&gt;
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This is the '''positions tab'''. It opens with the military menu by default; if you're looking at another tab you can press {{k|p}} to return here. At the bottom of the screen you can see the keys to open the different tabs in the menu. Each tab has three '''panes''' - a left, center, and right. These may also be referred to as the first, second and third panes. The left/right keys will take you between panes; keep in mind which one your selector is in, as the same key will often do something different depending on what pane you're in.&lt;br /&gt;
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All screens will list what keypresses are needed to do what task, but as the menus are confusing to read, I'll list many of them as well. If you're ever stuck, take the time to really read through the options presented - often the answer is before you and it's simply too difficult to immediately see.&lt;br /&gt;
&lt;br /&gt;
The positions tab lists squads and dwarves assigned to squads. You'll notice that presently there are no squads listed - you have yet to create one using {{k|c}}. Before we do that, we'll close the military screen ({{k|esc}}) and open the '''nobles screen''' ({{k|n}}).&lt;br /&gt;
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[[File:Military nobles 1.png]]&lt;br /&gt;
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See the slot for '''[[militia commander]]'''? That's the head of our military. We'll put Wrestler 1 into this slot (with {{k|enter}}). Keep in mind you cannot assign your expedition leader as the militia leader. Now we'll go back to the positions screen.&lt;br /&gt;
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[[File:Military positions 2.png]]&lt;br /&gt;
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We press {{k|c}} to create a new squad. The default '''uniform templates''' are listed for us to choose from - for now, we'll just select 'leather armor'; we can change this later.&lt;br /&gt;
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[[File:Military positions 3.png]]&lt;br /&gt;
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Now we have a squad! Wrestler 1 has decided to call it Barricaded Morals, as the squad leader chooses the squad name. Go back to the nobles screen for a moment.&lt;br /&gt;
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[[File:Military nobles 2.png]]&lt;br /&gt;
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See where it says '''militia captain'''? This is any squad leader with a position under your militia commander. There can be any number of these. Squad leaders will be listed here automatically. You can also create a squad ''before'' assigning a militia commander; your first squad's leader will automatically assume the role. We're done with the nobles screen; let's return to the military screen and finish up with the positions tab.&lt;br /&gt;
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[[File:Military positions 4.png]]&lt;br /&gt;
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I've put Wrestlers 1-3, Hammerdwarf 1 and Shieldsdwarf 1 into Barricaded Morals as our melee squad (by selecting them from the right pane while highlighting the correct squad in the left pane) and created a second squad (with {{k|l}}) for our ranged forces, Marksdwarves 1 and 2. Marksdwarf 1 calls this the Granite Parity. I've given them the generic 'leather armor' uniform as well.&lt;br /&gt;
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We're done with the positions tab. Press {{k|a}} to bring up the '''alert tab''', our next destination.&lt;br /&gt;
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==Alerts==&lt;br /&gt;
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The '''alerts tab''' is where you can create [[alerts]] for your squads. Alerts function as your effective schedules - you can toggle individual squads between alerts easily - while the '''schedules''' tab allows you to edit the content of each alert (confusing, I know). Pretend that alerts ''are'' the schedules and the scheduling itself is simply how you edit them.&lt;br /&gt;
&lt;br /&gt;
The alert system is primarily for the military; however, a generic '''civilian alert level''' is used to restrict civilians via alert. You can tell them what alert to follow by pressing {{k|enter}} while highlighting one in the left pane, or (once we have burrows) you can restrict them to a burrow (or multiple burrows) by pressing {{k|enter}} while highlighting one in the right pane.&lt;br /&gt;
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[[File:Military alerts 1.png]]&lt;br /&gt;
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By default there are two alerts - Inactive and Active/Training. Inactive is a full schedule of empty orders, causing your dwarves to do nothing but sit around and individually train if they are a certain military skill level (otherwise they'll retain their civilian jobs). Active/Training is a full schedule of Train orders, which will keep them in your Barracks doing demonstrations and sparring. Both of these alerts are entirely editable in name and scheduling (though we'll get to the latter later). I'm going to rename these two alerts as well as add a third, using {{k|c}} to add one, and {{k|N}} to name them.&lt;br /&gt;
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[[File:Military alerts 2.png]]&lt;br /&gt;
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We now have Off-Duty (formerly Inactive), Training (formerly Active/Training because that name is far too misleading) and Patrolling, which currently has no orders, but we can add some later. Patrolling is going to be our 'patrolling around camp / dangerous areas' alert. None of this is strictly necessary to do, I'm simply demonstrating the capability.&lt;br /&gt;
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We're done with alerts for now. Press {{k|e}} to bring up the '''equipment tab'''.&lt;br /&gt;
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==Equipment==&lt;br /&gt;
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The '''equipment tab''' is where you suit up your dwarves with armor and a weapon. There are three windows within this tab:&lt;br /&gt;
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===View/Customize===&lt;br /&gt;
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[[File:Military equipment 1.png]]&lt;br /&gt;
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The '''view/customize''' window, opened by default in the equipment tab, is where you can select individual pieces of equipment for individual dwarves. When in another equipment window it is accessible through {{k|V}}. You can add equipment by pressing the corresponding capital letter displayed at the top of the screen and then selecting from the options in the right pane, and edit an item's material or color by highlighting said item in the right pane and then pressing {{k|M}} or {{k|C}}. Be careful while doing this - if you accidentally press {{k|enter}} while ''not'' selecting new equipment, material, or colors, you'll delete that item. You can also toggle between your dwarves wearing only their armor or wearing it over their civilian clothes with {{k|r}}. Pressing {{k|m}} to toggle between partial match and exact match seems to give or restrict your dwarves' equipment-selecting privileges {{verify}}.&lt;br /&gt;
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[[File:Military equipment 5.png]]&lt;br /&gt;
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I've edited the equipment of each dwarf in the squad so that the wrestlers have no weapon or shield, the shieldsdwarf has a shield but no weapon, and the hammerdwarf has a hammer but no shield. Keep in mind I'm just demonstrating; should my dwarves actually go into combat so poorly equipped they'd get torn apart.&lt;br /&gt;
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===Assign Uniforms===&lt;br /&gt;
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[[File:Military equipment 2.png]]&lt;br /&gt;
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The '''assign uniforms''' window (opened with {{k|U}}) allows you to apply '''uniform templates''' to a single dwarf or an entire squad at once. It is important to remember that the equipment/assign uniforms window is '''not''' the same as the uniforms ''tab'', which is directly accessed in the military screen. Right now our options are the default templates of 'leather armor', 'metal armor', and 'archer'. We'll make our own shortly.&lt;br /&gt;
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===Priority/Assignments===&lt;br /&gt;
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[[File:Military equipment 3.png]]&lt;br /&gt;
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The '''pri/assignments''' window (opened with {{k|P}}) allows you to rearrange your squads. The right pane lists assigned equipment on each dwarf. This does not necessarily mean that the dwarf is carrying it, merely that it's been assigned and should, theoretically, pick it up. If there are more requests for a given type of equipment than there are items, the squad at the top of the list will have first pick out of the available gear, and the next squad the second, and so on. Moving on to the '''uniforms tab''' ({{k|n}})&lt;br /&gt;
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==Uniforms==&lt;br /&gt;
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The '''uniforms tab''' is where you create '''uniform templates''' that can be applied to your dwarves in the equipment tab's assign uniforms window (which we were at moments ago). Again, it is important to remember that the uniforms tab is '''not''' the same as the equipment/assign uniforms ''window''.&lt;br /&gt;
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[[File:Military uniforms 1.png]]&lt;br /&gt;
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The leather armor, metal armor, and archer templates are listed by default. Leather is fine for a beginning military, especially as we don't yet have any metal, but for demonstrative purposes let's make a new template.&lt;br /&gt;
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[[File:Military uniforms 2.png]]&lt;br /&gt;
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Now we have 'Naked Time,' a template that will cause dwarves to pick up leather high boots and gloves, as well as a pink silk thong if available. Thankfully we only have basic leather clothing with us, so they won't (though they'll grab one if one becomes available). To truly be a 'naked' uniform we need to press {{k|r}} to replace regular civilian clothing with this uniform (rather than wearing it overtop like some kind of weird superhero costume). Now we need to apply this template in the equipment/assign uniforms window.&lt;br /&gt;
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[[File:Military equipment 4.png]]&lt;br /&gt;
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The Granite Parity has now been assigned the Naked Time uniform. We're done with our uniform work; let's move on to the '''supplies''' tab.&lt;br /&gt;
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==Supplies==&lt;br /&gt;
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[[File:Military supplies.png]]&lt;br /&gt;
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The '''supplies tab''' is where you can decide if and what supplies a squad carries, using the secondary up/down keys. The default settings should be fine for now.&lt;br /&gt;
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Should you want to change any (or see what you can do), you can toggle through the drink orders by pressing {{k|-}} and  {{k|+}}, and through the food amount by pressing {{k|/}} and {{k|*}}.&lt;br /&gt;
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The options are not entirely intuitive:&lt;br /&gt;
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*''carry any drink '' makes soldiers carry water or alcohol; alcohol will be used/preferred if available &lt;br /&gt;
*''do not carry water'' makes soldiers carry no waterskins at all&lt;br /&gt;
*''carry water'' makes soldiers carry ''only'' water&lt;br /&gt;
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==Ammunition==&lt;br /&gt;
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[[File:Military ammunition 1.png]]&lt;br /&gt;
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The '''ammunition tab''' is where you can select what squad uses what types of bolts for what. 'Hunters' are also listed for civilian dwarves tracking wild animals.&lt;br /&gt;
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[[File:Military ammunition 2.png]]&lt;br /&gt;
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We'll give The Granite Parity our supply of copper bolts to train and combat with, since we don't have anything else. However, when you start carving bone or wooden bolts, you can assign those to be training bolts instead of metal ones. We'll need to return to the equipment tab one last time.&lt;br /&gt;
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[[File:Military equipment 6.png]]&lt;br /&gt;
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In the '''view/customize''' window we've given our marksdwarves crossbows. This should cause them to pick up a quiver and then begin stocking bolts. Finally, it's time for the '''schedules''' tab.&lt;br /&gt;
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==Schedules==&lt;br /&gt;
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[[File:Military schedule 1.png]]&lt;br /&gt;
&lt;br /&gt;
The '''schedules tab''' is where you can assign scheduling items for each month by squad and alert. This is where your military gets all its passive orders that tells it what to do on a yearly basis. Unlike the other military tabs, you will need to press {{k|esc}} to exit the scheduling tab. Note that by using the secondary page up/down keys you can swap alert schedules to edit. As you can see, the Training alert consists of nothing but Train orders.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Military schedule 2.png]]&lt;br /&gt;
&lt;br /&gt;
By pressing {{k|shift}}+{{k|tab}} you can flip the screen so that rather than looking at all the months and two squads, you can see all the squads and the next three months. This is more effective if you have many squads, and as we don't we'll just put it back. The next step to do is to create scheduling for our new Patrolling alert, but to do so we'll have to create stations, routes, and burrows. Without them there is nothing to assign our orders to.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Burrows, stations, and routes===&lt;br /&gt;
&lt;br /&gt;
Exit the military menu and press {{k|w}} to bring up the '''burrows menu'''. We're going to designate two new burrows for our military to play with.&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
[[File:Military burrows 1.png]]&lt;br /&gt;
&lt;br /&gt;
I've selected an area away from the river and called it ''Home''. I've left it with the default shape/color, a blue plus sign. You can use the secondary up/down keys to pick a different shape and {{k|c}} to switch colours.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Military burrows 2.png]]&lt;br /&gt;
&lt;br /&gt;
For the second burrow I've selected the river and called it ''ohgodcarp'', using a red fish selector. Exit this menu and bring up the '''alerts tab''' again to see something.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Military alerts 3.png]]&lt;br /&gt;
&lt;br /&gt;
Now that we have burrows, we can select the option in the right pane to restrict civilians to certain burrows. Don't forget that civilians can not be broken up by group; either all civilians are restricted or none are. Exit this menu and press {{k|N}} to bring up the '''points/routes/notes menu'''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Military stations.png]]&lt;br /&gt;
&lt;br /&gt;
Using {{k|p}} I've placed a number of points around our future campsite (where ''Home'' is). Some of them are on the next z-level up. I've named them 'perimeter#' as I intend to use them as station points to watch our perimeter. Once you have placed some station points, let's press {{k|r}} to open the '''routes window'''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Military routes 1.png]]&lt;br /&gt;
&lt;br /&gt;
Here you can press {{k|a}} to add a route (or multiple). To edit waypoints, or the stations that the route passes through, press {{k|e}}. When you want to return to the route editing screen, just press {{k|e}} again.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Military routes 2.png]]&lt;br /&gt;
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By selecting all five of our perimeter# stations, I've created a new route called Perimeter. Similar to points, you can rename routes by pressing {{k|n}}. Dwarves assigned to this route will go through stations 1-5 and then return to station 1, creating a loop. Let's return to the scheduling tab. (In case you've forgotten, {{k|m}} then {{k|s}}!)&lt;br /&gt;
&lt;br /&gt;
===Give orders===&lt;br /&gt;
&lt;br /&gt;
[[File:Military giveorders 1.png]]&lt;br /&gt;
&lt;br /&gt;
The '''give orders window''' is accessed through the scheduling tab. When selecting a scheduling item, press {{k|o}} to create a new order. We can choose between 'Train,' 'Defend burrows,' 'Patrol route,' and 'Station.' If you don't want a scheduling item to have any orders, delete them in the main scheduling menu. An important note: You must press {{k|shift}}+{{k|enter}} to save an order - pressing {{k|esc}} will only return to the scheduling tab without saving your progress.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Military giveorders 2.png]]&lt;br /&gt;
&lt;br /&gt;
We'll give Barricaded Morals a defend burrows order in the Patrolling alert, to defend the ''ohgodcarp'' burrow. They'll watch for enemies in that area, and likely end up engage the foul water beasties. I've also selected Wrestler 1, our militia commander, and set the required dwarf number to 3. Now the order will keep three of the five dwarves in the squad busy defending the burrows, and try to switch out soldiers in favour of Wrestler 1 when possible.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Military schedule 3.png]]&lt;br /&gt;
&lt;br /&gt;
Saving our order, we'll return to the scheduling tab. Barricaded Morals now has a single Defend burrows order. Let's make it a little more creative, and use the copy/paste function to copy the schedule for the entire year.&lt;br /&gt;
&lt;br /&gt;
For reference, the give orders window is not used to ''edit'' orders - that is done by pressing {{k|tab}} when looking at scheduling items and then using {{k|e}} to edit an order. Keep in mind scheduling items listed can have multiple orders, selected using the secondary selectors - if you haven't named a scheduling item it'll change the item's name to either whatever the order is or 'Mixed,' but if you've named it, even if there's no orders for it, it'll retain the name; don't get mistaken and think that an empty named scheduling item still has your deleted orders and copy it around.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Military schedule 4.png]]&lt;br /&gt;
&lt;br /&gt;
There! Now Barricaded Morals will partake in the War on Fish all year so long as they are set to the Patrolling alert. Let's select The Granite Parity and give them different orders.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Military giveorders 3.png]]&lt;br /&gt;
&lt;br /&gt;
The Granite Parity has been ordered to patrol the Perimeter route we created - only one dwarf of the two is needed, and the order will prefer to use Marksdwarf 1 if it can.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Military schedule 5.png]]&lt;br /&gt;
&lt;br /&gt;
Saving the order and returning to the scheduling tab one last time, we edit The Granite Parity's schedule so that they patrol the perimeter for a month, hang out and casually train for another month, and then defend the ''Home'' burrow for a month - and repeat this every season. I'll set both squads to the Patrolling alert to make sure they follow out these orders.&lt;br /&gt;
&lt;br /&gt;
We are now done with the '''military menu'''. Exit all windows and we'll get started with the '''squads menu'''.&lt;br /&gt;
&lt;br /&gt;
=Squads=&lt;br /&gt;
&lt;br /&gt;
:''This section of the walkthrough is still in progress. For now, relevant information is located on the [[Squads]] page.''&lt;br /&gt;
&lt;br /&gt;
The '''squads''' menu is opened by using {{k|s}} in the main menu. Squads are selected using {{k|a}}, {{k|b}}, {{k|c}}, etc.; {{k|shift}} can be held to select multiple squads at once. {{k|p}} can be pressed to toggle between selecting individual dwarves and entire squads.&lt;br /&gt;
&lt;br /&gt;
===Move Orders &amp;amp; Attack Orders===&lt;br /&gt;
&lt;br /&gt;
'''Move orders''' and '''Attack orders''' can be given with {{k|m}} (or attack orders, as {{k|k}}, respectively) once dwarves are selected.&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
{{Military}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Guides}}&lt;br /&gt;
{{Category|Fortress mode}}&lt;br /&gt;
{{Category|Interface}}&lt;br /&gt;
[[ru:Military interface]]&lt;/div&gt;</summary>
		<author><name>Koos</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki:Centralized_Discussion/Screenshots&amp;diff=279304</id>
		<title>Dwarf Fortress Wiki:Centralized Discussion/Screenshots</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki:Centralized_Discussion/Screenshots&amp;diff=279304"/>
		<updated>2022-12-23T15:41:07Z</updated>

		<summary type="html">&lt;p&gt;Koos: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;When adding new screenshots of menus etc. should we take screenshots from the classic version or premium? See for example [[military interface]] [[User:Koos|Koos]] ([[User talk:Koos|talk]]) 15:40, 23 December 2022 (UTC)&lt;/div&gt;</summary>
		<author><name>Koos</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Military&amp;diff=279303</id>
		<title>Military</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Military&amp;diff=279303"/>
		<updated>2022-12-23T15:39:04Z</updated>

		<summary type="html">&lt;p&gt;Koos: /* Active Command */ fixed main article link&lt;/p&gt;
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&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
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&amp;lt;div style=&amp;quot;float:right; margin-left:1em; margin-top:1em;&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
[[File:dwarf_army.jpg|thumb|350px|right|A dwarf squad ready to deliver permanent deaths.]]The '''military''' is one of the most important aspects of a successful fortress. Even with many [[trap]]s, [[bridge|drawbridges]] and [[magma|other defenses]], your military will still need to fend off [[goblin]] [[siege]]s, [[megabeast]]s, [[titan]]s, and fiendish [[Giant cave spider|underground]] [[Forgotten beast|beasties]]. Using a combination of [[squad|squad orders]] and [[scheduling]], you can set up an elaborate offensive, defensive, or balanced military structure for your [[equipment|well-equipped]] [[soldier]]s to follow. Turning your dwarves from [[immigration|useless migrants]] into bloodthirsty killing machines never hurts (except the enemy, of course).&lt;br /&gt;
&lt;br /&gt;
'''WARNING! Mining, woodcutting, and hunting have a &amp;quot;civilian uniform&amp;quot; that conflicts with ''all'' military equipment. Assigning any dwarf with the mining, woodcutting, or hunting labors enabled to the military is strongly discouraged.'''{{bug|1451}}&lt;br /&gt;
&lt;br /&gt;
The military system is rather extensive and complex, and there is a lot of documentation. Here is a list of key documents categorized by expertise level:&lt;br /&gt;
* '''Beginner:'''&lt;br /&gt;
** [[Attack]] is a ''very'' simple &amp;quot;How to attack a target&amp;quot; guide. This is useful if you don't know anything about the military, and just want to order some (untrained) dwarves to (suicide) attack something, ''now''.&lt;br /&gt;
** [[Military quickstart]] will teach you to set up and train your very first properly-organized squad.&lt;br /&gt;
&lt;br /&gt;
* '''Intermediate:'''&lt;br /&gt;
** [[Squad]]s helps you understand everything about squads.&lt;br /&gt;
** [[Military interface]] contains mostly complete documentation on the ''military screen''.&lt;br /&gt;
** [[Scheduling]] describes the squad scheduling system in more detail.&lt;br /&gt;
** [[Military F.A.Q.]] is a list of frequently asked questions. &lt;br /&gt;
&lt;br /&gt;
* '''Advanced:'''&lt;br /&gt;
** [[Training]] will give you insights about combat training. &lt;br /&gt;
** [[military design|Military Design]] provides specific advice on how to get your soldiers prepared for any threat.&lt;br /&gt;
** [[Security design|Security Design]] will give you specific suggestions on the physical defenses that will defend your military.&lt;br /&gt;
** [[Defense guide|Defense Guide]] is a general overview of threats and considerations for fortress defense.&lt;br /&gt;
** [[Trap design|Trap Design]] contains information on complex traps that are not a minor/optional part of a larger defensive plan (but might be adapted or plugged into one).&lt;br /&gt;
** The [[Advanced Marksdwarf Training Guide|Marksdwarf Training Guide]] is an in-depth guide on getting marksdwarves reliably training, while noting and providing workarounds for bugs related to marksdwarfs, reloading, and ammunition.&lt;br /&gt;
** The [[Military testing|Military Testing]] page contains community tests of different combat scenarios carefully planned out in the [[Object testing arena|Arena]], and results of each. You may find some useful information about results of combat variables contained within.&lt;br /&gt;
&lt;br /&gt;
The rest of this guide contains an overview of military features (with links to associated sections of other documents).&lt;br /&gt;
&lt;br /&gt;
==Quick Reference== &lt;br /&gt;
From the main menu:&lt;br /&gt;
*The '''[[Military interface|military]]''' screen is accessible through the {{k|m}} key.&lt;br /&gt;
*The '''[[squad]]''' screen is accessible through the {{k|s}} key.&lt;br /&gt;
*The '''[[Note|points/routes/notes]]''' screen is accessible through the {{k|N}} key.&lt;br /&gt;
*The '''[[burrow]]s''' screen is accessible through the {{k|w}} key.&lt;br /&gt;
The military screen and all its tabs are mouse-compatible, and can be navigated through mouse clicks rather than strictly keys (when in windowed mode).&lt;br /&gt;
&lt;br /&gt;
==Creating a Military==&lt;br /&gt;
While it may be confusing to a new player, the military system makes up for its initial impenetrability with its versatility. Using the [[military interface]], squads can be assigned, reordered and restructured at will, dwarves can be set to equip a highly specified uniform along with the rest of their squad or stand out and equip something unique, and you can give incredibly detailed commands and programming to your squads to follow out based on time of year, circumstance, location, and user convenience. That being said, there's a lot to be learned.&lt;br /&gt;
&lt;br /&gt;
This article is about the general aspects of what a military comprises. For more detailed information including specific key commands, see the associated article expanding on a subject. In particular you may want to check out the [[military interface]] article since the interface is one of the most confusing aspects.&lt;br /&gt;
&lt;br /&gt;
===Squads===&lt;br /&gt;
&lt;br /&gt;
{{main|Squad}}&lt;br /&gt;
&lt;br /&gt;
'''Squads''' are the groups of soldiers that make up your military. Your military is led by the appointed '''[[militia commander]]''' (or, if the [[monarch]] is present, the [[general]]), and has many other squads led by '''[[militia captain]]s''' (or [[captain]]s) under him. Creating a squad in the military screen is one of the first things you should do when starting your military.&lt;br /&gt;
&lt;br /&gt;
===Equipping Soldiers===&lt;br /&gt;
&lt;br /&gt;
{{main|Squad#Equipping Soldiers}}&lt;br /&gt;
&lt;br /&gt;
Rather than simply pick a level of equipment and hope your dwarves pick up the right stuff, you can select what your dwarf will wear by item type or specific item, or create a new uniform template and apply it to a dwarf or entire squad all at once. This includes the material and color of your soldiers' uniform. For example, you can create identical armored units with intimidating red cloaks or just slap something together based on need and circumstance, up to and including artifact weapons/armor.&lt;br /&gt;
&lt;br /&gt;
==Directing Soldiers==&lt;br /&gt;
&lt;br /&gt;
Getting your military to actually ''do'' something is somewhat difficult. It is possible to give your squads different monthly '''schedules''', create different '''alert levels''' which will cause squads to follow out user-programmed instructions depending on circumstance, give '''direct orders''' to '''attack''' one or more specific targets or '''move''' to a specific location, or follow '''patrol routes''' and '''stations''' with greater accuracy.&lt;br /&gt;
&lt;br /&gt;
There is a clear difference between ''active'' orders and ''passive'' orders-- the latter is programming that a dwarf will follow to the letter and acts more as a defense method, and the former is used for taking the fight to the enemy. The ''squads'' menu is predominantly used for active commands, and the ''alert'' and ''scheduling'' menus are used for passive commands.&lt;br /&gt;
&lt;br /&gt;
===Active Command===&lt;br /&gt;
&lt;br /&gt;
{{main|Squad#Orders}}&lt;br /&gt;
&lt;br /&gt;
In the military, soldiers operate much more like part-time militiamen than full-time warriors. When soldiers are not passively doing their civilian duties or following their schedule programming, they can be actively sent to do small tasks to aggressively defend your fortress. After these orders have been carried out or cancelled, your dwarves will happily return to their passive programming as if they were never interrupted. It is possible to select multiple squads or specific dwarves to carry out these orders.&lt;br /&gt;
&lt;br /&gt;
Your forces can be commanded to carry out two types of orders: '''Move''' orders and '''Attack''' (or '''kill''') orders. Move orders are much like the 'station squad' command in previous versions; your selected dwarves will run to wherever you've sent them. Similarly, attack orders will select an enemy (by location on screen, general area on screen, or list) and send your dwarves charging off that way.&lt;br /&gt;
&lt;br /&gt;
Soldiers following orders will attack any hostiles they encounter on their way to their destination as well as wild animals and whatever other creatures they might encounter, whether you like it or not. As a result it is very difficult to attack members of an enemy group with any sort of precision, and if your dwarves cannot take down their target there is no real way to get them out of combat; it's do-or-die. It is unknown whether this is a bug or a feature.&lt;br /&gt;
&lt;br /&gt;
Orders can be cancelled through the squads screen, but your dwarves tend to be so enthusiastic that they'll just ignore you in their bloodlust. This is likely a bug.&lt;br /&gt;
&lt;br /&gt;
===Passive Command===&lt;br /&gt;
&lt;br /&gt;
{{main|Scheduling}}&lt;br /&gt;
&lt;br /&gt;
The '''alert level''' and '''scheduling''' system is a feature that is both incredibly versatile... and, initially, completely impenetrable. Once you learn the system, though, you will find that you barely need to manage your military at all. Effectively, a schedule is programming for a squad to follow within an alert, broken up by month, and alerts can be quickly and easily swapped in order to apply different schedules of your choosing to different squads of your choosing. Without scheduling, alert levels would do nothing; without alert levels scheduling would be horribly inefficient; the two functions co-exist and rely on each other.&lt;br /&gt;
&lt;br /&gt;
It is possible to give your squads different monthly schedules, create different alert levels which will cause squads to follow out user-programmed instructions depending on circumstance, give direct orders to attack one or more specific targets or move to a specific location, or follow patrol routes and stations with greater accuracy. The entire system (including alert names) is completely configurable, and in time you will find yourself using complicated scheduling to rotate squads between training and defending/patrolling specified areas over the course of a year without any user input, or to start defending the fort entrance or trader route with a few easy key presses. &lt;br /&gt;
&lt;br /&gt;
[[Civilian alert]] levels are also possible - civilians can be restricted by '''[[burrow]]''' to where they can roam should the need to tuck them away into a panic room arise. If a dwarf restricted to a burrow is not there, he will do his best to make the journey.&lt;br /&gt;
&lt;br /&gt;
The scheduling screen is broken up into a list of squads, months, alert types and '''order criteria'''. Each order (applied to one month; multiple orders can be stacked on one month as well) can be given criteria to define how many dwarves within a squad will follow its programming at once, allowing you to make a few dwarves out of the squad active at a time while the rest go about their business or to make the entire squad always active for a matter of the utmost importance, foregoing food, sleep, and booze. You can also choose which positions in a squad the order will prefer to utilize when forcing a squad to follow it.&lt;br /&gt;
&lt;br /&gt;
Four types of orders can be given (as well as the 'inactive' command), defining different types of patrolling or stationary defending. Squads can spar and be given combat demonstrations in the '''[[barracks]]''', defend a '''[[burrow]]''', patrol a '''route''', or defend a single '''station'''. The monthly schedules can be named so as to better suit your needs, and a copy/paste system is available to eliminate some of the tedium in creating fancy scheduling for many months. The display can also be flipped around.&lt;br /&gt;
&lt;br /&gt;
Barracks can serve the needs of multiple specific squads at once. A barracks can be defined as a place to train, sleep, store squad equipment, store individual equipment, or any combination of the above, in any weird overlapping combination of barracks you like. Barracks are necessary for training.&lt;br /&gt;
&lt;br /&gt;
When dwarves are being ordered to train, squad leaders will set up training classes for particular skills, or they will have dwarves spar. Any dwarves in the squad that don't qualify for these will default to individual training. In the current release, training classes are bugged where if a squad leader sets up a training class, he will wait forever (Or until you change his orders) for students, even if nobody shows up. Likewise, if students decide to request a class and the squad leader is doing individual training, they will wait for him to finish, even if they start starving. Thus, at the moment it's best to alternate your forced training schedules with downtime so the longest a dwarf will be stuck waiting is a game month (which isn't long enough to die), or just leave them off duty all the time and have them do individual training only, at least until this issue is fixed.&lt;br /&gt;
&lt;br /&gt;
==Frequently Asked Questions==&lt;br /&gt;
&lt;br /&gt;
{{main|Military F.A.Q.}}&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
* When selecting new dwarves to place in a squad the cursor always returns to the first available dwarf instead of remaining where it is.&lt;br /&gt;
* There are still various problems with dwarves not equipping what they should; most notably, dwarves will not remove conflicting clothing to don assigned armor. Toggling to &amp;quot;replace clothing&amp;quot; is recommended, at least temporarily.{{bug|535}} Note, however, that soldiers may unequip clothing before armor for that part is available.&lt;br /&gt;
* Mining, Hunting, and Wood cutting labors have &amp;quot;invisible uniforms&amp;quot; that conflict with military uniforms (and each other).{{bug|1451}}&lt;br /&gt;
* Military dwarves going on duty carry any currently-hauled items with them to training, pickup equipment, and even into battle.{{bug|2561}}&lt;br /&gt;
&lt;br /&gt;
{{Military}}&lt;br /&gt;
{{Category|Military| }}&lt;br /&gt;
[[ru:Military]]&lt;/div&gt;</summary>
		<author><name>Koos</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Military_quickstart&amp;diff=279302</id>
		<title>Military quickstart</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Military_quickstart&amp;diff=279302"/>
		<updated>2022-12-23T15:35:58Z</updated>

		<summary type="html">&lt;p&gt;Koos: added {{migrated section}}&lt;/p&gt;
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&lt;div&gt;{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
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{{quickstart|advanced=military}}&lt;br /&gt;
&lt;br /&gt;
This article will describe how to '''set up your very first squad''' for training and use in combat. We will assume that you know nothing about the [[military interface]]. In case you are starting this early in your fortress' development, we will assume that you're going to start with a squad of only '''five''' dwarves and that you may have just come here from the [[Quickstart guide]].&lt;br /&gt;
&lt;br /&gt;
Though these instructions are far from adequate for teaching you all aspects of Dwarf Fortress mode's complex military, hopefully they will get you started faster than you would otherwise. Note that the military configuration interface may be somewhat complex, so pay close attention to some of the details mentioned.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Finding Recruits==&lt;br /&gt;
Look over all your dwarves. You are looking for any dwarves with [[combat skill]]s, or at the very least, without useful civilian skills. These dwarves will be your first [[squad]]. Starting with a bunch of otherwise useless dwarves with no combat skill isn't totally unreasonable, but it's best to get at least one with some combat skill so that they can teach the others. Note that peasants often arrive with military skills of competent or better.&lt;br /&gt;
&lt;br /&gt;
Using job titles can help you spot expendable dwarves. For example, if a dwarf is a &amp;quot;[[Fish cleaner|Fish Cleaner]]&amp;quot; then his most expert skill will be fish cleaning and he probably won't be very good at anything but that. Since super-efficient fish cleaning isn't likely to be that useful, even if you do have a fisherdwarf, your legendary fish cleaner would be an excellent candidate for the draft. If he manages to survive and gain some combat skill, he'll be able to clean fish and kick butt at the same time. If he dies, at least it won't impact civilian operations.&lt;br /&gt;
&lt;br /&gt;
Make sure to exercise judgement when selecting dwarves, however. If your fortress only has one fish cleaner, but has a large amount of fisherdwarves, drafting a fish cleaner may waste a lot of fish. Conversely, if the fortress has no animal or hunting industries, an otherwise precious [[butcher]] may be expendable.&lt;br /&gt;
&lt;br /&gt;
It is probably wise not to choose female dwarves for your primary fighting squad, and ''especially'' not married female dwarves, since they will carry [[children|babies]] around most of the time (they bear one child every year).  But ultimately it's up to you.  You can't see the sex or marital status of dwarves from within the military screen, so you need to look for these things in advance.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;invisible uniforms&amp;quot;&amp;gt;Your recruits '''must not''' have the [[Mining]], [[wood cutter|Wood Cutting]] or [[ambusher|Hunting]] labors enabled. These labors create an invisible &amp;quot;uniform&amp;quot; that interferes with the military uniform.{{bug|1451}} Disable all of these labors on your recruits, if they're currently enabled.&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Creating a Squad==&lt;br /&gt;
Open up the squad sidebar by clicking at the bottom left of the screen or by pressing {{K|q}}. Click {{DFtext|Create new squad|2:1}}: to create a squad and choose whatever uniform is most appropriate for the type of equipment you have or plan to have. A &amp;quot;uniform&amp;quot; is essentially just a predefined specification for a set of equipment, and you can change all of this later, but for the sake of simplicity start with one of the default uniforms.&lt;br /&gt;
&lt;br /&gt;
Enjoy a hearty laugh at the delightful name your dwarves come up with for their squad. All tremble before the might of the fearsome Geared Warthogs! You can, of course, change the name of the squad if you wish by clicking the quill.&lt;br /&gt;
&lt;br /&gt;
Click on the dwarf icon to add dwaves to the squad. You will first need to {{DFtext|Assign leader|2:1}}: select the dwarf with the best fighting skills (or the best leadership ability). Notice that below each dwarf's name a bit of relevant information is shown regarding their military abilities.&lt;br /&gt;
&lt;br /&gt;
This first dwarf will be either your militia commander or a militia captain depending on whether this is your first squad or not. (He will appear as such in the nobles screen.) Once you select a dwarf for the first position, you can the select more dwarves to join the squad: dwarves you pick are automatically assigned to the next empty position. Pick four more dwarves for positions two through five.&lt;br /&gt;
&lt;br /&gt;
==Melee Training==&lt;br /&gt;
Make sure at the very least you have a weapon for everyone in your squad. Ideally you should have at least a shield and helmet for everyone too. They will automatically go grab appropriate equipment as long as it is free for use.&lt;br /&gt;
&lt;br /&gt;
Axes ''cannot'' be shared between a woodcutter and an axedwarf.  Not even if it's the same dwarf.  Likewise, a marksdwarf and a hunter can't share a crossbow, and a miner can't share a pick with a military dwarf assigned to use a pick as a weapon. &amp;lt;u&amp;gt;Un&amp;lt;/u&amp;gt;assign the civilian labor to free up the weapon for military use. (The dwarf holding it will dutifully drop it where they stand at the time.)&lt;br /&gt;
&lt;br /&gt;
===Barracks===&lt;br /&gt;
Pick a location for your training grounds. It should definitely be placed in a defended area, and ideally it should be near the entrance. Training areas can be easily moved though so feel free to just dig out an area somewhere for now and you can move it to a better location later.&lt;br /&gt;
&lt;br /&gt;
Create a zone of type Barracks where you want your dwarves to train. Select the banner with yellow plus icon to assign the squad to the barracks. For now, only select the axe icon next to the squad name.&lt;br /&gt;
&lt;br /&gt;
=== Schedule ===&lt;br /&gt;
Open the squad sidebar again. Select your squad from the list. Notice that below their name it says {{DFtext|No special orders |7:1}}. This indicates if the squad has a schedule assigned to them, and  if so, which [[schedule]] they will follow.&lt;br /&gt;
&lt;br /&gt;
The default schedule for &amp;quot;Off duty&amp;quot; basically says &amp;quot;do nothing&amp;quot;. Tell them to use the &amp;quot;Active/Training&amp;quot; schedule, by clicking on it. Avoid clicking on the {{DFtext|Edit|2:1}} and {{DFtext|Copy|2:1}} buttons for now.&lt;br /&gt;
&lt;br /&gt;
If you've done everything right, you should see some messages like &amp;quot;Urist McGoblinFodder has become a Recruit&amp;quot; and the named dwarves should report to the barracks you have set up.  This may not happen right away, but it should ''definitely'' happen when the month changes.&lt;br /&gt;
&lt;br /&gt;
Keep an eye on them using the {{K|u}}nits screen. Their tasks will initially be something like &amp;quot;Waiting for (something) demonstration&amp;quot; or &amp;quot;Organize (something) demonstration&amp;quot; but they should eventually start the session. The graphics won't look any different, but the units screen will change to show &amp;quot;Watching (something) demonstration&amp;quot; etc.&lt;br /&gt;
&lt;br /&gt;
After a while, your dwarves may start &amp;quot;Sparring&amp;quot;.  This trains several combat skills, much more quickly than demonstrations.  You'll also get combat [[reports]] of the sparring (indicated by a notification icon with crossed spears).&lt;br /&gt;
&lt;br /&gt;
==Marksdwarf Training==&lt;br /&gt;
{{migrated section}}&lt;br /&gt;
Each marksdwarf requires a [[crossbow]], [[bolt]]s, and a [[quiver]].&lt;br /&gt;
&lt;br /&gt;
===Targets===&lt;br /&gt;
For marksdwarves to train, you will need to build one or more [[archery target]]s using {{K|b}}-{{K|A}}, define them as archery range rooms with {{K|q}}, and assign squads to train at them. Make sure to properly set the shooting direction with {{k|w}}{{k|a}}{{k|s}}{{k|d}} or the target may not work. Also note that an &amp;quot;archery target&amp;quot; cannot be built at a workshop; you only need a piece of stone.&lt;br /&gt;
&lt;br /&gt;
You will need at least one target per dwarf that you want to train simultaneously.  There must be an unblocked path from the place the dwarf stands to the target; they won't shoot archery targets that are across a gap.&lt;br /&gt;
&lt;br /&gt;
===Equipment===&lt;br /&gt;
Crossbows can be made of [[wood]] or [[bone]] at a [[bowyer's workshop]] by a dwarf with the crossbow making labor enabled, or at a [[metalsmith's forge]] by a dwarf with weaponsmithing enabled. While the material used for a crossbow doesn't matter for shooting purposes, it does matter when dwarves use crossbows to bash enemies in melee combat. So, making crossbows of iron, while being heavier, can give archers a little more of an advantage in melee combat should they be unfortunate enough to get into that situation.&lt;br /&gt;
&lt;br /&gt;
Bolts are also made from bone or wood at a [[craftsdwarf's workshop]], so make sure you've built one of those and then have your manager queue up some bolts. Wooden ammunition will do just fine for training purposes, but if you happen to have butchered any animals at this point you can also make bone bolts. (Metal bolts can also be made at a forge, but you wouldn't want to waste those on target practice.)&lt;br /&gt;
&lt;br /&gt;
Quivers are made of leather by a dwarf with leatherworking at a [[leather works]]. Quivers are required; marksdwarves will not fire a crossbow without one. If you just started your fort, and forgot to bring some with you, you may not be able to get enough leather to make quivers until the first trade caravan arrives unless you slaughter some animals.&lt;br /&gt;
&lt;br /&gt;
===Configuration===&lt;br /&gt;
Once you have all of the needed equipment for an archer, the easiest way to set up an archer in the military is to create an archers-only squad and give them the archer's uniform. Then, assign one or more dwarves to the squad and set up their training schedule as described for melee training above. Make sure to set their squad to train at archery targets '''and''' the barracks (weapon or armor rack)--if you only use an archery range, your dwarves will not train.&lt;br /&gt;
&lt;br /&gt;
If you have done everything right here, eventually you will see them shooting and see broken bolts at the base of your archery targets.&lt;br /&gt;
&lt;br /&gt;
Please note however that even a squad of only marksdwarves still needs a barracks to train at as well as an archery range, so they can train their other non-ranged skills.  If they do not have a barracks assigned, they will spend quite a lot of time in the state &amp;quot;cannot follow order&amp;quot; and may not even use the archery range.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
Now that you have learned this much, you will probably want to read:&lt;br /&gt;
*''[[Military interface]]''&lt;br /&gt;
*''[[Squads]]''&lt;br /&gt;
*''[[Military]]'' (overview)&lt;br /&gt;
*''[[Scheduling]]'' (not covered on this page)&lt;br /&gt;
&lt;br /&gt;
{{Military}}&lt;br /&gt;
{{Category|Military}}&lt;br /&gt;
{{Category|Guides}}&lt;br /&gt;
{{Category|Fortress mode}}&lt;br /&gt;
[[ru:Military quickstart]]&lt;/div&gt;</summary>
		<author><name>Koos</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Military_quickstart&amp;diff=279301</id>
		<title>Military quickstart</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Military_quickstart&amp;diff=279301"/>
		<updated>2022-12-23T15:32:33Z</updated>

		<summary type="html">&lt;p&gt;Koos: /* Creating a Squad */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
{{quickstart|advanced=military}}&lt;br /&gt;
&lt;br /&gt;
This article will describe how to '''set up your very first squad''' for training and use in combat. We will assume that you know nothing about the [[military interface]]. In case you are starting this early in your fortress' development, we will assume that you're going to start with a squad of only '''five''' dwarves and that you may have just come here from the [[Quickstart guide]].&lt;br /&gt;
&lt;br /&gt;
Though these instructions are far from adequate for teaching you all aspects of Dwarf Fortress mode's complex military, hopefully they will get you started faster than you would otherwise. Note that the military configuration interface may be somewhat complex, so pay close attention to some of the details mentioned.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Finding Recruits==&lt;br /&gt;
Look over all your dwarves. You are looking for any dwarves with [[combat skill]]s, or at the very least, without useful civilian skills. These dwarves will be your first [[squad]]. Starting with a bunch of otherwise useless dwarves with no combat skill isn't totally unreasonable, but it's best to get at least one with some combat skill so that they can teach the others. Note that peasants often arrive with military skills of competent or better.&lt;br /&gt;
&lt;br /&gt;
Using job titles can help you spot expendable dwarves. For example, if a dwarf is a &amp;quot;[[Fish cleaner|Fish Cleaner]]&amp;quot; then his most expert skill will be fish cleaning and he probably won't be very good at anything but that. Since super-efficient fish cleaning isn't likely to be that useful, even if you do have a fisherdwarf, your legendary fish cleaner would be an excellent candidate for the draft. If he manages to survive and gain some combat skill, he'll be able to clean fish and kick butt at the same time. If he dies, at least it won't impact civilian operations.&lt;br /&gt;
&lt;br /&gt;
Make sure to exercise judgement when selecting dwarves, however. If your fortress only has one fish cleaner, but has a large amount of fisherdwarves, drafting a fish cleaner may waste a lot of fish. Conversely, if the fortress has no animal or hunting industries, an otherwise precious [[butcher]] may be expendable.&lt;br /&gt;
&lt;br /&gt;
It is probably wise not to choose female dwarves for your primary fighting squad, and ''especially'' not married female dwarves, since they will carry [[children|babies]] around most of the time (they bear one child every year).  But ultimately it's up to you.  You can't see the sex or marital status of dwarves from within the military screen, so you need to look for these things in advance.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;invisible uniforms&amp;quot;&amp;gt;Your recruits '''must not''' have the [[Mining]], [[wood cutter|Wood Cutting]] or [[ambusher|Hunting]] labors enabled. These labors create an invisible &amp;quot;uniform&amp;quot; that interferes with the military uniform.{{bug|1451}} Disable all of these labors on your recruits, if they're currently enabled.&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Creating a Squad==&lt;br /&gt;
Open up the squad sidebar by clicking at the bottom left of the screen or by pressing {{K|q}}. Click {{DFtext|Create new squad|2:1}}: to create a squad and choose whatever uniform is most appropriate for the type of equipment you have or plan to have. A &amp;quot;uniform&amp;quot; is essentially just a predefined specification for a set of equipment, and you can change all of this later, but for the sake of simplicity start with one of the default uniforms.&lt;br /&gt;
&lt;br /&gt;
Enjoy a hearty laugh at the delightful name your dwarves come up with for their squad. All tremble before the might of the fearsome Geared Warthogs! You can, of course, change the name of the squad if you wish by clicking the quill.&lt;br /&gt;
&lt;br /&gt;
Click on the dwarf icon to add dwaves to the squad. You will first need to {{DFtext|Assign leader|2:1}}: select the dwarf with the best fighting skills (or the best leadership ability). Notice that below each dwarf's name a bit of relevant information is shown regarding their military abilities.&lt;br /&gt;
&lt;br /&gt;
This first dwarf will be either your militia commander or a militia captain depending on whether this is your first squad or not. (He will appear as such in the nobles screen.) Once you select a dwarf for the first position, you can the select more dwarves to join the squad: dwarves you pick are automatically assigned to the next empty position. Pick four more dwarves for positions two through five.&lt;br /&gt;
&lt;br /&gt;
==Melee Training==&lt;br /&gt;
Make sure at the very least you have a weapon for everyone in your squad. Ideally you should have at least a shield and helmet for everyone too. They will automatically go grab appropriate equipment as long as it is free for use.&lt;br /&gt;
&lt;br /&gt;
Axes ''cannot'' be shared between a woodcutter and an axedwarf.  Not even if it's the same dwarf.  Likewise, a marksdwarf and a hunter can't share a crossbow, and a miner can't share a pick with a military dwarf assigned to use a pick as a weapon. &amp;lt;u&amp;gt;Un&amp;lt;/u&amp;gt;assign the civilian labor to free up the weapon for military use. (The dwarf holding it will dutifully drop it where they stand at the time.)&lt;br /&gt;
&lt;br /&gt;
===Barracks===&lt;br /&gt;
Pick a location for your training grounds. It should definitely be placed in a defended area, and ideally it should be near the entrance. Training areas can be easily moved though so feel free to just dig out an area somewhere for now and you can move it to a better location later.&lt;br /&gt;
&lt;br /&gt;
Create a zone of type Barracks where you want your dwarves to train. Select the banner with yellow plus icon to assign the squad to the barracks. For now, only select the axe icon next to the squad name.&lt;br /&gt;
&lt;br /&gt;
=== Schedule ===&lt;br /&gt;
Open the squad sidebar again. Select your squad from the list. Notice that below their name it says {{DFtext|No special orders |7:1}}. This indicates if the squad has a schedule assigned to them, and  if so, which [[schedule]] they will follow.&lt;br /&gt;
&lt;br /&gt;
The default schedule for &amp;quot;Off duty&amp;quot; basically says &amp;quot;do nothing&amp;quot;. Tell them to use the &amp;quot;Active/Training&amp;quot; schedule, by clicking on it. Avoid clicking on the {{DFtext|Edit|2:1}} and {{DFtext|Copy|2:1}} buttons for now.&lt;br /&gt;
&lt;br /&gt;
If you've done everything right, you should see some messages like &amp;quot;Urist McGoblinFodder has become a Recruit&amp;quot; and the named dwarves should report to the barracks you have set up.  This may not happen right away, but it should ''definitely'' happen when the month changes.&lt;br /&gt;
&lt;br /&gt;
Keep an eye on them using the {{K|u}}nits screen. Their tasks will initially be something like &amp;quot;Waiting for (something) demonstration&amp;quot; or &amp;quot;Organize (something) demonstration&amp;quot; but they should eventually start the session. The graphics won't look any different, but the units screen will change to show &amp;quot;Watching (something) demonstration&amp;quot; etc.&lt;br /&gt;
&lt;br /&gt;
After a while, your dwarves may start &amp;quot;Sparring&amp;quot;.  This trains several combat skills, much more quickly than demonstrations.  You'll also get combat [[reports]] of the sparring (indicated by a notification icon with crossed spears).&lt;br /&gt;
&lt;br /&gt;
==Marksdwarf Training==&lt;br /&gt;
Each marksdwarf requires a [[crossbow]], [[bolt]]s, and a [[quiver]].&lt;br /&gt;
&lt;br /&gt;
===Targets===&lt;br /&gt;
For marksdwarves to train, you will need to build one or more [[archery target]]s using {{K|b}}-{{K|A}}, define them as archery range rooms with {{K|q}}, and assign squads to train at them. Make sure to properly set the shooting direction with {{k|w}}{{k|a}}{{k|s}}{{k|d}} or the target may not work. Also note that an &amp;quot;archery target&amp;quot; cannot be built at a workshop; you only need a piece of stone.&lt;br /&gt;
&lt;br /&gt;
You will need at least one target per dwarf that you want to train simultaneously.  There must be an unblocked path from the place the dwarf stands to the target; they won't shoot archery targets that are across a gap.&lt;br /&gt;
&lt;br /&gt;
===Equipment===&lt;br /&gt;
Crossbows can be made of [[wood]] or [[bone]] at a [[bowyer's workshop]] by a dwarf with the crossbow making labor enabled, or at a [[metalsmith's forge]] by a dwarf with weaponsmithing enabled. While the material used for a crossbow doesn't matter for shooting purposes, it does matter when dwarves use crossbows to bash enemies in melee combat. So, making crossbows of iron, while being heavier, can give archers a little more of an advantage in melee combat should they be unfortunate enough to get into that situation.&lt;br /&gt;
&lt;br /&gt;
Bolts are also made from bone or wood at a [[craftsdwarf's workshop]], so make sure you've built one of those and then have your manager queue up some bolts. Wooden ammunition will do just fine for training purposes, but if you happen to have butchered any animals at this point you can also make bone bolts. (Metal bolts can also be made at a forge, but you wouldn't want to waste those on target practice.)&lt;br /&gt;
&lt;br /&gt;
Quivers are made of leather by a dwarf with leatherworking at a [[leather works]]. Quivers are required; marksdwarves will not fire a crossbow without one. If you just started your fort, and forgot to bring some with you, you may not be able to get enough leather to make quivers until the first trade caravan arrives unless you slaughter some animals.&lt;br /&gt;
&lt;br /&gt;
===Configuration===&lt;br /&gt;
Once you have all of the needed equipment for an archer, the easiest way to set up an archer in the military is to create an archers-only squad and give them the archer's uniform. Then, assign one or more dwarves to the squad and set up their training schedule as described for melee training above. Make sure to set their squad to train at archery targets '''and''' the barracks (weapon or armor rack)--if you only use an archery range, your dwarves will not train.&lt;br /&gt;
&lt;br /&gt;
If you have done everything right here, eventually you will see them shooting and see broken bolts at the base of your archery targets.&lt;br /&gt;
&lt;br /&gt;
Please note however that even a squad of only marksdwarves still needs a barracks to train at as well as an archery range, so they can train their other non-ranged skills.  If they do not have a barracks assigned, they will spend quite a lot of time in the state &amp;quot;cannot follow order&amp;quot; and may not even use the archery range.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
Now that you have learned this much, you will probably want to read:&lt;br /&gt;
*''[[Military interface]]''&lt;br /&gt;
*''[[Squads]]''&lt;br /&gt;
*''[[Military]]'' (overview)&lt;br /&gt;
*''[[Scheduling]]'' (not covered on this page)&lt;br /&gt;
&lt;br /&gt;
{{Military}}&lt;br /&gt;
{{Category|Military}}&lt;br /&gt;
{{Category|Guides}}&lt;br /&gt;
{{Category|Fortress mode}}&lt;br /&gt;
[[ru:Military quickstart]]&lt;/div&gt;</summary>
		<author><name>Koos</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Military_quickstart&amp;diff=279300</id>
		<title>Military quickstart</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Military_quickstart&amp;diff=279300"/>
		<updated>2022-12-23T15:31:05Z</updated>

		<summary type="html">&lt;p&gt;Koos: /* Melee Training */ Updated 50.04&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
{{quickstart|advanced=military}}&lt;br /&gt;
&lt;br /&gt;
This article will describe how to '''set up your very first squad''' for training and use in combat. We will assume that you know nothing about the [[military interface]]. In case you are starting this early in your fortress' development, we will assume that you're going to start with a squad of only '''five''' dwarves and that you may have just come here from the [[Quickstart guide]].&lt;br /&gt;
&lt;br /&gt;
Though these instructions are far from adequate for teaching you all aspects of Dwarf Fortress mode's complex military, hopefully they will get you started faster than you would otherwise. Note that the military configuration interface may be somewhat complex, so pay close attention to some of the details mentioned.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Finding Recruits==&lt;br /&gt;
Look over all your dwarves. You are looking for any dwarves with [[combat skill]]s, or at the very least, without useful civilian skills. These dwarves will be your first [[squad]]. Starting with a bunch of otherwise useless dwarves with no combat skill isn't totally unreasonable, but it's best to get at least one with some combat skill so that they can teach the others. Note that peasants often arrive with military skills of competent or better.&lt;br /&gt;
&lt;br /&gt;
Using job titles can help you spot expendable dwarves. For example, if a dwarf is a &amp;quot;[[Fish cleaner|Fish Cleaner]]&amp;quot; then his most expert skill will be fish cleaning and he probably won't be very good at anything but that. Since super-efficient fish cleaning isn't likely to be that useful, even if you do have a fisherdwarf, your legendary fish cleaner would be an excellent candidate for the draft. If he manages to survive and gain some combat skill, he'll be able to clean fish and kick butt at the same time. If he dies, at least it won't impact civilian operations.&lt;br /&gt;
&lt;br /&gt;
Make sure to exercise judgement when selecting dwarves, however. If your fortress only has one fish cleaner, but has a large amount of fisherdwarves, drafting a fish cleaner may waste a lot of fish. Conversely, if the fortress has no animal or hunting industries, an otherwise precious [[butcher]] may be expendable.&lt;br /&gt;
&lt;br /&gt;
It is probably wise not to choose female dwarves for your primary fighting squad, and ''especially'' not married female dwarves, since they will carry [[children|babies]] around most of the time (they bear one child every year).  But ultimately it's up to you.  You can't see the sex or marital status of dwarves from within the military screen, so you need to look for these things in advance.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;invisible uniforms&amp;quot;&amp;gt;Your recruits '''must not''' have the [[Mining]], [[wood cutter|Wood Cutting]] or [[ambusher|Hunting]] labors enabled. These labors create an invisible &amp;quot;uniform&amp;quot; that interferes with the military uniform.{{bug|1451}} Disable all of these labors on your recruits, if they're currently enabled.&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Creating a Squad==&lt;br /&gt;
Open up the squad sidebar by clicking at the bottom left of the screen or by pressing {{K|q}}. Click '''Create new squad''' to create a squad and choose whatever uniform is most appropriate for the type of equipment you have or plan to have. A &amp;quot;uniform&amp;quot; is essentially just a predefined specification for a set of equipment, and you can change all of this later, but for the sake of simplicity start with one of the default uniforms.&lt;br /&gt;
&lt;br /&gt;
Enjoy a hearty laugh at the delightful name your dwarves come up with for their squad. All tremble before the might of the fearsome Geared Warthogs! You can, of course, change the name of the squad if you wish by clicking the quill.&lt;br /&gt;
&lt;br /&gt;
Click on the dwarf icon to add dwaves to the squad. You will first need to '''Assign leader''': select the dwarf with the best fighting skills (or the best leadership ability). Notice that below each dwarf's name a bit of relevant information is shown regarding their military abilities.&lt;br /&gt;
&lt;br /&gt;
This first dwarf will be either your militia commander or a militia captain depending on whether this is your first squad or not. (He will appear as such in the nobles screen.) Once you select a dwarf for the first position, you can the select more dwarves to join the squad: dwarves you pick are automatically assigned to the next empty position. Pick four more dwarves for positions two through five.&lt;br /&gt;
&lt;br /&gt;
==Melee Training==&lt;br /&gt;
Make sure at the very least you have a weapon for everyone in your squad. Ideally you should have at least a shield and helmet for everyone too. They will automatically go grab appropriate equipment as long as it is free for use.&lt;br /&gt;
&lt;br /&gt;
Axes ''cannot'' be shared between a woodcutter and an axedwarf.  Not even if it's the same dwarf.  Likewise, a marksdwarf and a hunter can't share a crossbow, and a miner can't share a pick with a military dwarf assigned to use a pick as a weapon. &amp;lt;u&amp;gt;Un&amp;lt;/u&amp;gt;assign the civilian labor to free up the weapon for military use. (The dwarf holding it will dutifully drop it where they stand at the time.)&lt;br /&gt;
&lt;br /&gt;
===Barracks===&lt;br /&gt;
Pick a location for your training grounds. It should definitely be placed in a defended area, and ideally it should be near the entrance. Training areas can be easily moved though so feel free to just dig out an area somewhere for now and you can move it to a better location later.&lt;br /&gt;
&lt;br /&gt;
Create a zone of type Barracks where you want your dwarves to train. Select the banner with yellow plus icon to assign the squad to the barracks. For now, only select the axe icon next to the squad name.&lt;br /&gt;
&lt;br /&gt;
=== Schedule ===&lt;br /&gt;
Open the squad sidebar again. Select your squad from the list. Notice that below their name it says {{DFtext|No special orders |7:1}}. This indicates if the squad has a schedule assigned to them, and  if so, which [[schedule]] they will follow.&lt;br /&gt;
&lt;br /&gt;
The default schedule for &amp;quot;Off duty&amp;quot; basically says &amp;quot;do nothing&amp;quot;. Tell them to use the &amp;quot;Active/Training&amp;quot; schedule, by clicking on it. Avoid clicking on the {{DFtext|Edit|2:1}} and {{DFtext|Copy|2:1}} buttons for now.&lt;br /&gt;
&lt;br /&gt;
If you've done everything right, you should see some messages like &amp;quot;Urist McGoblinFodder has become a Recruit&amp;quot; and the named dwarves should report to the barracks you have set up.  This may not happen right away, but it should ''definitely'' happen when the month changes.&lt;br /&gt;
&lt;br /&gt;
Keep an eye on them using the {{K|u}}nits screen. Their tasks will initially be something like &amp;quot;Waiting for (something) demonstration&amp;quot; or &amp;quot;Organize (something) demonstration&amp;quot; but they should eventually start the session. The graphics won't look any different, but the units screen will change to show &amp;quot;Watching (something) demonstration&amp;quot; etc.&lt;br /&gt;
&lt;br /&gt;
After a while, your dwarves may start &amp;quot;Sparring&amp;quot;.  This trains several combat skills, much more quickly than demonstrations.  You'll also get combat [[reports]] of the sparring (indicated by a notification icon with crossed spears).&lt;br /&gt;
&lt;br /&gt;
==Marksdwarf Training==&lt;br /&gt;
Each marksdwarf requires a [[crossbow]], [[bolt]]s, and a [[quiver]].&lt;br /&gt;
&lt;br /&gt;
===Targets===&lt;br /&gt;
For marksdwarves to train, you will need to build one or more [[archery target]]s using {{K|b}}-{{K|A}}, define them as archery range rooms with {{K|q}}, and assign squads to train at them. Make sure to properly set the shooting direction with {{k|w}}{{k|a}}{{k|s}}{{k|d}} or the target may not work. Also note that an &amp;quot;archery target&amp;quot; cannot be built at a workshop; you only need a piece of stone.&lt;br /&gt;
&lt;br /&gt;
You will need at least one target per dwarf that you want to train simultaneously.  There must be an unblocked path from the place the dwarf stands to the target; they won't shoot archery targets that are across a gap.&lt;br /&gt;
&lt;br /&gt;
===Equipment===&lt;br /&gt;
Crossbows can be made of [[wood]] or [[bone]] at a [[bowyer's workshop]] by a dwarf with the crossbow making labor enabled, or at a [[metalsmith's forge]] by a dwarf with weaponsmithing enabled. While the material used for a crossbow doesn't matter for shooting purposes, it does matter when dwarves use crossbows to bash enemies in melee combat. So, making crossbows of iron, while being heavier, can give archers a little more of an advantage in melee combat should they be unfortunate enough to get into that situation.&lt;br /&gt;
&lt;br /&gt;
Bolts are also made from bone or wood at a [[craftsdwarf's workshop]], so make sure you've built one of those and then have your manager queue up some bolts. Wooden ammunition will do just fine for training purposes, but if you happen to have butchered any animals at this point you can also make bone bolts. (Metal bolts can also be made at a forge, but you wouldn't want to waste those on target practice.)&lt;br /&gt;
&lt;br /&gt;
Quivers are made of leather by a dwarf with leatherworking at a [[leather works]]. Quivers are required; marksdwarves will not fire a crossbow without one. If you just started your fort, and forgot to bring some with you, you may not be able to get enough leather to make quivers until the first trade caravan arrives unless you slaughter some animals.&lt;br /&gt;
&lt;br /&gt;
===Configuration===&lt;br /&gt;
Once you have all of the needed equipment for an archer, the easiest way to set up an archer in the military is to create an archers-only squad and give them the archer's uniform. Then, assign one or more dwarves to the squad and set up their training schedule as described for melee training above. Make sure to set their squad to train at archery targets '''and''' the barracks (weapon or armor rack)--if you only use an archery range, your dwarves will not train.&lt;br /&gt;
&lt;br /&gt;
If you have done everything right here, eventually you will see them shooting and see broken bolts at the base of your archery targets.&lt;br /&gt;
&lt;br /&gt;
Please note however that even a squad of only marksdwarves still needs a barracks to train at as well as an archery range, so they can train their other non-ranged skills.  If they do not have a barracks assigned, they will spend quite a lot of time in the state &amp;quot;cannot follow order&amp;quot; and may not even use the archery range.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
Now that you have learned this much, you will probably want to read:&lt;br /&gt;
*''[[Military interface]]''&lt;br /&gt;
*''[[Squads]]''&lt;br /&gt;
*''[[Military]]'' (overview)&lt;br /&gt;
*''[[Scheduling]]'' (not covered on this page)&lt;br /&gt;
&lt;br /&gt;
{{Military}}&lt;br /&gt;
{{Category|Military}}&lt;br /&gt;
{{Category|Guides}}&lt;br /&gt;
{{Category|Fortress mode}}&lt;br /&gt;
[[ru:Military quickstart]]&lt;/div&gt;</summary>
		<author><name>Koos</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Military_quickstart&amp;diff=279298</id>
		<title>Military quickstart</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Military_quickstart&amp;diff=279298"/>
		<updated>2022-12-23T15:06:39Z</updated>

		<summary type="html">&lt;p&gt;Koos: /* Creating a Squad */ Updated for 50.04&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
{{quickstart|advanced=military}}&lt;br /&gt;
&lt;br /&gt;
This article will describe how to '''set up your very first squad''' for training and use in combat. We will assume that you know nothing about the [[military interface]]. In case you are starting this early in your fortress' development, we will assume that you're going to start with a squad of only '''five''' dwarves and that you may have just come here from the [[Quickstart guide]].&lt;br /&gt;
&lt;br /&gt;
Though these instructions are far from adequate for teaching you all aspects of Dwarf Fortress mode's complex military, hopefully they will get you started faster than you would otherwise. Note that the military configuration interface may be somewhat complex, so pay close attention to some of the details mentioned.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Finding Recruits==&lt;br /&gt;
Look over all your dwarves. You are looking for any dwarves with [[combat skill]]s, or at the very least, without useful civilian skills. These dwarves will be your first [[squad]]. Starting with a bunch of otherwise useless dwarves with no combat skill isn't totally unreasonable, but it's best to get at least one with some combat skill so that they can teach the others. Note that peasants often arrive with military skills of competent or better.&lt;br /&gt;
&lt;br /&gt;
Using job titles can help you spot expendable dwarves. For example, if a dwarf is a &amp;quot;[[Fish cleaner|Fish Cleaner]]&amp;quot; then his most expert skill will be fish cleaning and he probably won't be very good at anything but that. Since super-efficient fish cleaning isn't likely to be that useful, even if you do have a fisherdwarf, your legendary fish cleaner would be an excellent candidate for the draft. If he manages to survive and gain some combat skill, he'll be able to clean fish and kick butt at the same time. If he dies, at least it won't impact civilian operations.&lt;br /&gt;
&lt;br /&gt;
Make sure to exercise judgement when selecting dwarves, however. If your fortress only has one fish cleaner, but has a large amount of fisherdwarves, drafting a fish cleaner may waste a lot of fish. Conversely, if the fortress has no animal or hunting industries, an otherwise precious [[butcher]] may be expendable.&lt;br /&gt;
&lt;br /&gt;
It is probably wise not to choose female dwarves for your primary fighting squad, and ''especially'' not married female dwarves, since they will carry [[children|babies]] around most of the time (they bear one child every year).  But ultimately it's up to you.  You can't see the sex or marital status of dwarves from within the military screen, so you need to look for these things in advance.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;invisible uniforms&amp;quot;&amp;gt;Your recruits '''must not''' have the [[Mining]], [[wood cutter|Wood Cutting]] or [[ambusher|Hunting]] labors enabled. These labors create an invisible &amp;quot;uniform&amp;quot; that interferes with the military uniform.{{bug|1451}} Disable all of these labors on your recruits, if they're currently enabled.&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Creating a Squad==&lt;br /&gt;
Open up the squad sidebar by clicking at the bottom left of the screen or by pressing {{K|q}}. Click '''Create new squad''' to create a squad and choose whatever uniform is most appropriate for the type of equipment you have or plan to have. A &amp;quot;uniform&amp;quot; is essentially just a predefined specification for a set of equipment, and you can change all of this later, but for the sake of simplicity start with one of the default uniforms.&lt;br /&gt;
&lt;br /&gt;
Enjoy a hearty laugh at the delightful name your dwarves come up with for their squad. All tremble before the might of the fearsome Geared Warthogs! You can, of course, change the name of the squad if you wish by clicking the quill.&lt;br /&gt;
&lt;br /&gt;
Click on the dwarf icon to add dwaves to the squad. You will first need to '''Assign leader''': select the dwarf with the best fighting skills (or the best leadership ability). Notice that below each dwarf's name a bit of relevant information is shown regarding their military abilities.&lt;br /&gt;
&lt;br /&gt;
This first dwarf will be either your militia commander or a militia captain depending on whether this is your first squad or not. (He will appear as such in the nobles screen.) Once you select a dwarf for the first position, you can the select more dwarves to join the squad: dwarves you pick are automatically assigned to the next empty position. Pick four more dwarves for positions two through five.&lt;br /&gt;
&lt;br /&gt;
==Melee Training==&lt;br /&gt;
Make sure at the very least you have a weapon for everyone in your squad. Ideally you should have at least a shield and helmet for everyone too. They will automatically go grab appropriate equipment as long as it is free for use.&lt;br /&gt;
&lt;br /&gt;
Axes ''cannot'' be shared between a woodcutter and an axedwarf.  Not even if it's the same dwarf.  Likewise, a marksdwarf and a hunter can't share a crossbow, and a miner can't share a pick with a military dwarf assigned to use a pick as a weapon. &amp;lt;u&amp;gt;Un&amp;lt;/u&amp;gt;assign the civilian labor to free up the weapon for military use. (The dwarf holding it will dutifully drop it where they stand at the time.)&lt;br /&gt;
&lt;br /&gt;
===Barracks===&lt;br /&gt;
Queue up an [[armor stand]] or a [[weapon rack]] of some sort if you don't already have one.&lt;br /&gt;
&lt;br /&gt;
Pick a location for your training grounds. It should definitely be placed in a defended area, and ideally it should be near the entrance. Training areas can be easily moved though so feel free to just dig out an area somewhere for now and you can move it to a better location later.&lt;br /&gt;
&lt;br /&gt;
Build your weapon rack or armor stand where you want your dwarves to train. Use {{K|q}} on the armor stand or weapon rack to define your training area as a [[barracks]]. Your squad should now be listed in the menu. Hit {{K|t}} to flag them to train there. You must flag them as being allowed to use the area for training or they will not use it.&lt;br /&gt;
&lt;br /&gt;
=== Alert Level ===&lt;br /&gt;
Open the {{K|s}}quad menu from the &amp;quot;main menu&amp;quot;. Press {{K|a}} to select your squad from the list. Notice that toward the bottom of the window it will say {{DFtext|t: Sched - Inactive}}. This is the squad's '''alert level''' which indicates which [[scheduling|schedule]] they will follow.&lt;br /&gt;
&lt;br /&gt;
The default schedule for &amp;quot;Inactive&amp;quot; basically says &amp;quot;do nothing&amp;quot;. To tell them to use the &amp;quot;Active/Training&amp;quot; schedule, press {{K|t}} and this should change to {{DFtext|t: Sched - Active/Training}}. (You can also change the alert level on the military screen with {{K|m}}-{{K|a}}.)&lt;br /&gt;
&lt;br /&gt;
If you've done everything right, you should see some messages like &amp;quot;Urist McGoblinFodder has become a Recruit&amp;quot; and the named dwarves should report to the barracks you have set up.  This may not happen right away, but it should ''definitely'' happen when the month changes.&lt;br /&gt;
&lt;br /&gt;
Keep an eye on them using the {{K|u}}nits screen. Their tasks will initially be something like &amp;quot;Waiting for (something) demonstration&amp;quot; or &amp;quot;Organize (something) demonstration&amp;quot; but they should eventually start the session. The graphics won't look any different, but the units screen will change to show &amp;quot;Watching (something) demonstration&amp;quot; etc.&lt;br /&gt;
&lt;br /&gt;
After a while, your dwarves may start &amp;quot;Sparring&amp;quot;.  This trains several combat skills, much more quickly than demonstrations.  You'll also get combat [[reports]] of the sparring (indicated by a cyan &amp;quot;S&amp;quot; on the left side of the screen).&lt;br /&gt;
&lt;br /&gt;
==Marksdwarf Training==&lt;br /&gt;
Each marksdwarf requires a [[crossbow]], [[bolt]]s, and a [[quiver]].&lt;br /&gt;
&lt;br /&gt;
===Targets===&lt;br /&gt;
For marksdwarves to train, you will need to build one or more [[archery target]]s using {{K|b}}-{{K|A}}, define them as archery range rooms with {{K|q}}, and assign squads to train at them. Make sure to properly set the shooting direction with {{k|w}}{{k|a}}{{k|s}}{{k|d}} or the target may not work. Also note that an &amp;quot;archery target&amp;quot; cannot be built at a workshop; you only need a piece of stone.&lt;br /&gt;
&lt;br /&gt;
You will need at least one target per dwarf that you want to train simultaneously.  There must be an unblocked path from the place the dwarf stands to the target; they won't shoot archery targets that are across a gap.&lt;br /&gt;
&lt;br /&gt;
===Equipment===&lt;br /&gt;
Crossbows can be made of [[wood]] or [[bone]] at a [[bowyer's workshop]] by a dwarf with the crossbow making labor enabled, or at a [[metalsmith's forge]] by a dwarf with weaponsmithing enabled. While the material used for a crossbow doesn't matter for shooting purposes, it does matter when dwarves use crossbows to bash enemies in melee combat. So, making crossbows of iron, while being heavier, can give archers a little more of an advantage in melee combat should they be unfortunate enough to get into that situation.&lt;br /&gt;
&lt;br /&gt;
Bolts are also made from bone or wood at a [[craftsdwarf's workshop]], so make sure you've built one of those and then have your manager queue up some bolts. Wooden ammunition will do just fine for training purposes, but if you happen to have butchered any animals at this point you can also make bone bolts. (Metal bolts can also be made at a forge, but you wouldn't want to waste those on target practice.)&lt;br /&gt;
&lt;br /&gt;
Quivers are made of leather by a dwarf with leatherworking at a [[leather works]]. Quivers are required; marksdwarves will not fire a crossbow without one. If you just started your fort, and forgot to bring some with you, you may not be able to get enough leather to make quivers until the first trade caravan arrives unless you slaughter some animals.&lt;br /&gt;
&lt;br /&gt;
===Configuration===&lt;br /&gt;
Once you have all of the needed equipment for an archer, the easiest way to set up an archer in the military is to create an archers-only squad and give them the archer's uniform. Then, assign one or more dwarves to the squad and set up their training schedule as described for melee training above. Make sure to set their squad to train at archery targets '''and''' the barracks (weapon or armor rack)--if you only use an archery range, your dwarves will not train.&lt;br /&gt;
&lt;br /&gt;
If you have done everything right here, eventually you will see them shooting and see broken bolts at the base of your archery targets.&lt;br /&gt;
&lt;br /&gt;
Please note however that even a squad of only marksdwarves still needs a barracks to train at as well as an archery range, so they can train their other non-ranged skills.  If they do not have a barracks assigned, they will spend quite a lot of time in the state &amp;quot;cannot follow order&amp;quot; and may not even use the archery range.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
Now that you have learned this much, you will probably want to read:&lt;br /&gt;
*''[[Military interface]]''&lt;br /&gt;
*''[[Squads]]''&lt;br /&gt;
*''[[Military]]'' (overview)&lt;br /&gt;
*''[[Scheduling]]'' (not covered on this page)&lt;br /&gt;
&lt;br /&gt;
{{Military}}&lt;br /&gt;
{{Category|Military}}&lt;br /&gt;
{{Category|Guides}}&lt;br /&gt;
{{Category|Fortress mode}}&lt;br /&gt;
[[ru:Military quickstart]]&lt;/div&gt;</summary>
		<author><name>Koos</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki:Centralized_Discussion&amp;diff=279297</id>
		<title>Dwarf Fortress Wiki:Centralized Discussion</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki:Centralized_Discussion&amp;diff=279297"/>
		<updated>2022-12-23T14:50:27Z</updated>

		<summary type="html">&lt;p&gt;Koos: /* Current Discussions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is for listing various wiki-related discussions.  In this sense you can get involved in any of the major initiatives on the wiki and find information on how a particular consensus was reached.  If there is a discussion that you'd like to be viewed by more users feel free to list it here.&lt;br /&gt;
&lt;br /&gt;
Items will be occasionally removed from this list to ensure its usability and relevance.  To discuss centralized discussion itself or this article please use the [[Dwarf Fortress Wiki talk:Centralized Discussion|talk page]].&lt;br /&gt;
&lt;br /&gt;
Wiki-related issues can be reported on [http://github.com/df-wiki/df-wiki/issues GitHub] or at [[DF:Error reports]].&lt;br /&gt;
&lt;br /&gt;
:''To view changes to the below discussions click [http://df.magmawiki.com/index.php/Special:RecentChangesLinked/Dwarf_Fortress_Wiki:Centralized_Discussion here].''&lt;br /&gt;
&lt;br /&gt;
== Starting a new discussion ==&lt;br /&gt;
* If the discussion relates to a specific article, start a discussion on its talk page (the &amp;quot;discussion&amp;quot; tab at the top of the page). If it does not exist and you are unable to create it, feel free to [[DF:PR|request it]].&lt;br /&gt;
* If the discussion relates to a specific policy, start it on the relevant talk page and link to it below (under &amp;quot;Current Discussions&amp;quot;)&lt;br /&gt;
* If the discussion relates to the wiki in general (a request for comment, suggestion, etc.) or a large group of pages, create a subpage of this page (e.g. &amp;lt;code&amp;gt;[[DF:Centralized Discussion/DISCUSSION_NAME_HERE]]&amp;lt;/code&amp;gt;) and link to it below. &lt;br /&gt;
&lt;br /&gt;
== Current Discussions == &lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;&amp;lt;!-- ADD NEW DISCUSSIONS BELOW THIS LINE --&amp;gt;&lt;br /&gt;
*[[Dwarf_Fortress_Wiki:Centralized_Discussion/Screenshots|Premium &amp;amp; Classic screenshots]]: which to use/add?&lt;br /&gt;
*[[Dwarf_Fortress_Wiki:Centralized_Discussion/SkillsLaborProfessions|Skills Labor and Professions]] terminology.&lt;br /&gt;
*[[Dwarf_Fortress_Wiki:Centralized_Discussion/Your edit was saved|Your edit was saved]] - Possible wiki bug, spurious &amp;quot;Your edit was saved&amp;quot; messages&lt;br /&gt;
*[[Dwarf_Fortress_Wiki:Centralized_Discussion/Animal_Raws_for_Animal_Men| Animal Raws for Animal Men]] - Discussing adding the Raws of the respective creatures to their Animal Man counterparts&lt;br /&gt;
* [[/Announcements/]]: To discuss possible implementations and locations of wiki-related announcements&lt;br /&gt;
* [[/Translating the wiki/]]: To discuss the possibility of setting up a translation system on the wiki&lt;br /&gt;
*[[/0.42-micro-template/]] - When and how to mark minor 0.42-specific content when the full banner is not practical for formatting reasons.&lt;br /&gt;
*[[/Template for DFHack/]] - There should be a specific template for wiki sections involving DFHack, distinct from the one used for mods.&lt;br /&gt;
&amp;lt;!-- DO NOT ADD ANYTHING BELOW THIS LINE --&amp;gt;&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
Discussion format:&lt;br /&gt;
* [[/NAME OF SUBPAGE/]]: DESCRIPTION&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Old Discussions ==&lt;br /&gt;
:''These have all been inactive for &amp;gt;1 month.  But feel free to comment on them if you have something to add, then move the line to current discussions above.''&lt;br /&gt;
&lt;br /&gt;
=== Content ===&lt;br /&gt;
&lt;br /&gt;
*[[/Feedback reporter/]]: To discuss the implementation of a new feedback reporting tool.&lt;br /&gt;
*[[Dwarf Fortress Wiki talk:Centralized Discussion|Centralized Discussion]] - To discuss this page and the general concept of Centralized discussion.&lt;br /&gt;
*[[Masterwork talk:Community portal]] - To discuss editing guidelines specific to the new Masterwork wiki.&lt;br /&gt;
*[[Dwarf Fortress Wiki talk:Spambot attacks|Spambot attacks]] - Discussion of the recent (1/29/2011) spambot attacks.&lt;br /&gt;
*[[Dwarf Fortress Wiki talk:Redundancy|Redundancy]] - Articles should repeat tabled info as text.&lt;br /&gt;
*[[Dwarf Fortress Wiki talk:Article Consolidation|Article Consolidation]] - Are there too many articles forever destined to be stubs? (Ores/Stones/Gems) that can be replaced by tables?&lt;br /&gt;
*[[Dwarf Fortress Wiki:Real World Information|Real World Information]] - Discussing the place of real world information in wiki articles.&lt;br /&gt;
*[[Dwarf Fortress Wiki talk:Quality|Quality labels]] - Place to discuss the Quality label, as well as the process of labeling articles.&lt;br /&gt;
*[[Talk:Main_Page|Main Page]] - To discuss the layout of the main page, and the purpose of the main page talk for discussion.\&lt;br /&gt;
*[[Dwarf Fortress Wiki:Improvement_Drive|Improvement Drive]] ([[Dwarf_Fortress_Wiki talk:Improvement_Drive|Talk]]) - Wiki improvement drive&lt;br /&gt;
*[[Dwarf_Fortress_Wiki talk:Versions|Wiki Versioning process]] - Archived (as of 4/20) discussion about how to proceed with article versioning for the DF 03.31 (DF2010) upgrade.  Project page describes how it was done and how articles are organized to support multiple different game versions.&lt;br /&gt;
*[[Dwarf Fortress Wiki talk:Community Portal|Community Portal]] - General discussion area, also to discuss the community portal page itself.&lt;br /&gt;
*[[Dwarf Fortress Wiki:Current events|Current events]] - '''old'''&lt;br /&gt;
*[[Dwarf Fortress Wiki talk:Announcements|Announcements]] - About the [[Dwarf Fortress Wiki:Announcements|Announcements]] box at the top of every page.&lt;br /&gt;
&lt;br /&gt;
=== Administration ===&lt;br /&gt;
*[[Dwarf Fortress Wiki talk:Manual of Style|Manual of style (talk)]] - A general discussion about article style, including subtopics such as spelling (English/UK), the place for humor, page layout, image use, and &amp;quot;vanity articles&amp;quot;.&lt;br /&gt;
*[[Dwarf Fortress Wiki talk:Deletion_Policy|Deletion Policy (talk)]] - To discuss the [[Dwarf_Fortress_Wiki:Deletion_Policy|Deletion Policy]].&lt;br /&gt;
*[[Dwarf Fortress Wiki talk:Magmawiki|Magmawiki]] - Discussion about the on-going magmawiki project, which aims to replace mediawiki for this wiki's software.&lt;br /&gt;
*[[Dwarf Fortress Wiki:Request for Adminship|Request for Adminship]] - Discussions on granting Adminship to specific users &lt;br /&gt;
*[[Dwarf Fortress Wiki talk:Request for Adminship|Request for Adminship (talk)]] - Discussions on the Adminship-granting process&lt;br /&gt;
*[[Dwarf Fortress Wiki:Block policy|Block Policy]] - The not yet created policy for blocking users.&lt;br /&gt;
&lt;br /&gt;
=== Article specific ===&lt;br /&gt;
*[[DF2012 Talk:Map legend]] &amp;amp;mdash; The map legend should cover what different ''background'' colors mean, not just foreground colors&lt;br /&gt;
*[[v0.31 Talk:How to correctly start fortress mode]]&lt;br /&gt;
*[[DF2012 Talk:Children]] &amp;amp;mdash; This page should be moved to [[DF2012:Child]] (first, that page needs to be vacated).&lt;br /&gt;
*[[DF2012 Talk:Bridge]] &amp;amp;mdash; Suggestion to remove or relocate to [[DF2012:Trap design]] a large section of the Bridge page, and replace with &amp;quot;See also&amp;quot;s.&lt;br /&gt;
==== Completed ====&lt;br /&gt;
*[[DF2012 Talk:Arena]] &amp;amp;mdash; This page should be moved to [[DF2012:Object testing arena]].&lt;br /&gt;
*[[Category talk:DF2012:Hermaphrodite]] &amp;amp;mdash; This category should be moved to &amp;quot;sexless&amp;quot; or &amp;quot;genderless&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[Category:Wikiprojects]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Wikiprojects]]&lt;/div&gt;</summary>
		<author><name>Koos</name></author>
	</entry>
</feed>