<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=ManaUser</id>
	<title>Dwarf Fortress Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=ManaUser"/>
	<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php/Special:Contributions/ManaUser"/>
	<updated>2026-04-05T15:20:49Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.35.11</generator>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Nether-cap&amp;diff=224989</id>
		<title>Nether-cap</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Nether-cap&amp;diff=224989"/>
		<updated>2016-05-20T22:53:19Z</updated>

		<summary type="html">&lt;p&gt;ManaUser: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|07:16, 17 May 2015 (UTC)}}&lt;br /&gt;
{{Treelookup/0|wiki=no}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Nether-caps''' are a type of mushroom-like subterranean [[tree]]. Once fully grown, they can be designated for [[wood cutting]] and produce nether-cap [[log]]s. They often grow on muddied rock in the 3rd [[Caverns|underground cavern]] layer and, once discovered, will begin to grow in any suitable environment within your fortress as well.&lt;br /&gt;
&lt;br /&gt;
Nether-caps and their products are dark indigo, and they have the unique property of being naturally cold, having a fixed [[temperature]] of {{ct|10000}} (the [[Water#Freezing point|freezing point of water]]). This fixed temperature makes nether-cap wood [[magma-safe]], except that nether-cap wood items [[dump]]ed into [[magma]] are destroyed. To clarify, this means that you can use nether-cap as a substitution for metal [[magma-safe]] components (for example, in a [[magma]] [[pump stack]]), but a nether-cap minecart will not resist magma. Interestingly, nether-cap logs can still be burned into ash or charcoal at a [[wood furnace]]. Nether-cap cannot cause [[water]] to turn into [[ice]], since water only becomes ice when cooled ''below'' its freezing point.&lt;br /&gt;
&lt;br /&gt;
Some dwarves like nether-caps for &amp;quot;their coldness to the touch&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Plants}}&lt;br /&gt;
{{Category|Subterranean trees}}&lt;br /&gt;
{{Category|Magma safe materials}}&lt;/div&gt;</summary>
		<author><name>ManaUser</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Object_testing_arena&amp;diff=224733</id>
		<title>Object testing arena</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Object_testing_arena&amp;diff=224733"/>
		<updated>2016-05-01T17:31:26Z</updated>

		<summary type="html">&lt;p&gt;ManaUser: /* Modifying the Arena layout */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Exceptional|08:10, 8 June 2010 (UTC)}}&lt;br /&gt;
The '''object testing arena''' is a fun place; you can test things, or just have some fun carnage. The arena is accessed through the main menu. Note that the object testing arena is not the same as an arena created in [[fortress mode]].&lt;br /&gt;
&lt;br /&gt;
== Spawning creatures ==&lt;br /&gt;
Creatures can be spawned while in the loo{{key|k}} menu. Press {{key|c}} to create a creature. Select the creature type, skills and equipment, and then press {{key|enter}}. Press {{key|Esc}} (or whatever you bound &amp;quot;leave screen&amp;quot; to) to cancel without creating the creature. You cannot delete creatures. You can, however, press {{key|w}} then {{key|l}} to create a stone wall, instantly killing anything on that tile.&lt;br /&gt;
&lt;br /&gt;
=== Inventory and skills ===&lt;br /&gt;
While in the creature placement menu, it is possible to add skills to your creatures such as the fighter skill. It is also possible to add weapons, ammo, and armour to your creatures. Creatures unable to use the weapons given to them will drop them upon unpausing, but creatures such as dwarves will happily use the weapon as long as they at least have dabbling in the weapon skill. You can also set exactly how much of a certain item you want when you select it, by using the {{key|+}} or {{key|-}} keys, which is the only way to get a creature to hold more than one piece of ammo, as the arena lacks an option for spawning quivers or backpacks.&lt;br /&gt;
&lt;br /&gt;
=== Effects ===&lt;br /&gt;
A creature can be created with an effect from an [[interaction token|interaction]] by pressing {{key|u}} in the Creation menu.  In vanilla games, the available effects are the interactions of [[necromancer]]s, [[undead|animated corpse]]s, [[mummy|disturbed dead]], accursed, [[werebeast]]s and [[vampire]]s.  Any modded interaction with a defined arena name will also be available.&lt;br /&gt;
&lt;br /&gt;
=== Teams ===&lt;br /&gt;
It is possible to 'Team' creatures up by pressing {{k|s}} and {{k|d}} in the Creation menu which is shown on the top left hand side.  There are 99 teams, as well as &amp;quot;Independent&amp;quot;, which is the default and acts as every creature for himself.&lt;br /&gt;
&lt;br /&gt;
In this way you can create simulated battles against beasts or enemies. For example, you can test twenty sword-users versus twenty macemen and analyze the battle from the gamelog.txt.&lt;br /&gt;
&lt;br /&gt;
[[Necromancer]]s and [[mummy|disturbed dead]] that are marked as Independent will not be at peace with the [[undead|zombies]] that they raise. This is not a bug because arena independence overrides anything else.&lt;br /&gt;
&lt;br /&gt;
===Butchering===&lt;br /&gt;
Corpses can be butchered by moving over them and pressing {{k|a}}. This can be an easy way to obtain butchering information, although there tends to be a distinct lack of variation in the results (unless the corpse is missing a body part). This is partly due to the fact that no child creatures can be created.&lt;br /&gt;
&lt;br /&gt;
===Nature of conflict===&lt;br /&gt;
The [[level of conflict]] between creatures or alliances can be controlled in the main screen with the keys {{key|shift+C}} and {{key|c}}.  The available settings are, from most lethal to least:&lt;br /&gt;
&lt;br /&gt;
*No quarter&lt;br /&gt;
*Lethal&lt;br /&gt;
*Non-lethal&lt;br /&gt;
*Brawl&lt;br /&gt;
*Training&lt;br /&gt;
*Horseplay&lt;br /&gt;
*Encounter&lt;br /&gt;
&lt;br /&gt;
[[Morale]] may also be switched on or off with {{key|m}} on the main screen.&lt;br /&gt;
&lt;br /&gt;
== Fighting in the Arena yourself ==&lt;br /&gt;
Loo{{key|k}} at any creature, and press {{key|a}} to play as them, and {{key|ctrl+a}} to exit back to the main mode.&lt;br /&gt;
*The controls here are exactly the same as in [[Adventurer mode]].&lt;br /&gt;
*Attempting to {{key|a}} a corpse results in the corpse being butchered.&lt;br /&gt;
&lt;br /&gt;
== Spawning liquids ==&lt;br /&gt;
From the loo{{key|k}} menu, press {{key|l}} to spawn a 7/7 unit of lava, or {{key|w}} to spawn 7/7 water on the currently selected tile. If you place water and then lava in the same tile, they will immediately form a 'Rough-hewn Rock Wall' (i.e. before you unpause), resulting in no spillage. However, placing lava and then water fills the tile with lava-hot water, which then instantly turns to steam upon unpausing.  It is also possible to spawn rock walls in mid-air, usually causing a [[cave-in]].  You can place fluids in a tile that also has a wall in it; the result is a tile with both a wall ''and'' 7/7 units of the fluid you placed (water or lava). This combination behaves exactly the same normal water without the wall would, except the area is still considered inaccessible for water to move through.&lt;br /&gt;
&lt;br /&gt;
== Spawning trees ==&lt;br /&gt;
Also can be spawned from loo{{key|k}}ing are multi-tile [[tree]]s.  Press {{key|t}} to create a tree.  You can choose a tree from a list of species, as well as its {{key|a}}ge.  Again, pressing {{key|enter}} will spawn the tree itself.  Trees can be placed anywhere, even a rock block floor or ''mid-air'' (the latter will also cause a cave-in, replacing rock block floors with sand).  Arena-created trees do not spawn with roots.  At present it's not possible to chop down a tree, though they can be burned by spawning lava, killing the tree.&lt;br /&gt;
&lt;br /&gt;
==Controlling the Environment==&lt;br /&gt;
The arena's environment can be modified in-game by pressing {{k|w}}. From this screen, you can adjust Weather, Temperature, and Time. From this menu, you can also press {{k|s}} to cover every map tile in snow, {{k|m}} to make everything muddy, and {{k|x}} to remove all mud and snow.&lt;br /&gt;
&lt;br /&gt;
===Weather===&lt;br /&gt;
This section has 4 options, each of which can be set to various settings:&lt;br /&gt;
* Cumulus&lt;br /&gt;
** No cumulus clouds&lt;br /&gt;
** Scattered cumulus&lt;br /&gt;
** Many cumulus (rain)&lt;br /&gt;
** Cumulonimbus (rain)&lt;br /&gt;
* Cirrus (toggle)&lt;br /&gt;
* Stratus&lt;br /&gt;
** No stratus&lt;br /&gt;
** Altostratus&lt;br /&gt;
** Stratus (rain)&lt;br /&gt;
** Nimbostratus (rain)&lt;br /&gt;
* Fog&lt;br /&gt;
** No fog&lt;br /&gt;
** Thin mist&lt;br /&gt;
** Fog&lt;br /&gt;
** Thick fog&lt;br /&gt;
&lt;br /&gt;
As expected, the options marked with &amp;quot;(rain)&amp;quot; will cause it to start raining.&lt;br /&gt;
&lt;br /&gt;
===Temperature===&lt;br /&gt;
The arena's temperature can be set to one of 13 settings:&lt;br /&gt;
&lt;br /&gt;
* Dragonfire - {{ct|50000}}&lt;br /&gt;
* Magma - {{ct|12000}}&lt;br /&gt;
* Fire - {{ct|11000}}&lt;br /&gt;
* Scorching - {{ct|10080}}&lt;br /&gt;
* Hot - {{ct|10070}}&lt;br /&gt;
* Warm - {{ct|10050}}&lt;br /&gt;
* Cool - {{ct|10035}}&lt;br /&gt;
* Cold - {{ct|10020}}&lt;br /&gt;
* Subterranean - {{ct|10015}}&lt;br /&gt;
* Freezing - {{ct|9999}}&lt;br /&gt;
* Below freezing - {{ct|9968}}&lt;br /&gt;
* Deathly cold - {{ct|9850}}&lt;br /&gt;
* Absolute zero - {{ct|9508}}&lt;br /&gt;
&lt;br /&gt;
===Time===&lt;br /&gt;
The arena's time can be set to one of 13 settings:&lt;br /&gt;
&lt;br /&gt;
* Dawn (5:30am)&lt;br /&gt;
* Morning (8:00am)&lt;br /&gt;
* Late morning (10:30am)&lt;br /&gt;
* Noon (1:00pm)&lt;br /&gt;
* Early afternoon (2:00pm)&lt;br /&gt;
* Late afternoon (3:30pm)&lt;br /&gt;
* Early evening (5:00pm)&lt;br /&gt;
* Evening (6:30pm)&lt;br /&gt;
* Dusk (8:30pm)&lt;br /&gt;
* Night (10:00pm)&lt;br /&gt;
* Midnight (12:00am)&lt;br /&gt;
* Late night (2:00am)&lt;br /&gt;
* Early morning (4:00am)&lt;br /&gt;
&lt;br /&gt;
==Modifying the Arena layout==&lt;br /&gt;
{{file|DF/data/init/arena.txt|section=yes}}&lt;br /&gt;
The layout of the arena zone is stored in the (DF)/data/init folder. Modifications to this file will not change the dimensions of the arena; they can only change the initial tiles and fluids present.&lt;br /&gt;
&lt;br /&gt;
The arena is composed of 9 [[z-level]]s (including Z=0, from Z=-4 to Z=4) of 144 x 144 tiles; the contents of each tile are specified by a single character:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable pre-table&amp;quot;&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Character&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;pre&amp;gt;#&amp;lt;/pre&amp;gt;&lt;br /&gt;
| [[Open space|Empty tile]] &amp;lt;sup&amp;gt;[1]&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;pre&amp;gt;C&amp;lt;/pre&amp;gt;&lt;br /&gt;
| [[Chasm]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;pre&amp;gt;.&amp;lt;/pre&amp;gt;&lt;br /&gt;
| [[Block]] [[floor]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;pre&amp;gt;P&amp;lt;/pre&amp;gt;&lt;br /&gt;
| [[Block]] [[wall|pillar/wall]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;pre&amp;gt;R&amp;lt;/pre&amp;gt;&lt;br /&gt;
| [[Block]] [[ramp]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;pre&amp;gt;F&amp;lt;/pre&amp;gt;&lt;br /&gt;
| [[Block]] [[fortification]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;pre&amp;gt;+&amp;lt;/pre&amp;gt;&lt;br /&gt;
| [[Water]] source &amp;lt;sup&amp;gt;[1] [2]&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;pre&amp;gt;W&amp;lt;/pre&amp;gt;&lt;br /&gt;
| 7/7 [[water]] &amp;lt;sup&amp;gt;[1]&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;pre&amp;gt;w&amp;lt;/pre&amp;gt;&lt;br /&gt;
| 7/7 [[water]] + upward [[ramp]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;pre&amp;gt;L&amp;lt;/pre&amp;gt;&lt;br /&gt;
| 7/7 [[magma|magma/lava]] &amp;lt;sup&amp;gt;[1]&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;pre&amp;gt;l&amp;lt;/pre&amp;gt;&lt;br /&gt;
| 7/7 [[magma|magma/lava]] + upward [[ramp]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;pre&amp;gt;g&amp;lt;/pre&amp;gt;&lt;br /&gt;
| [[Grass]] &amp;lt;sup&amp;gt;[3]&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;pre&amp;gt;T&amp;lt;/pre&amp;gt;&lt;br /&gt;
| [[Tree]] &amp;lt;sup&amp;gt;[3]&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;pre&amp;gt;~&amp;lt;/pre&amp;gt;&lt;br /&gt;
| [[Sand]] &amp;lt;sup&amp;gt;[3]&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;pre&amp;gt;,&amp;lt;/pre&amp;gt;&lt;br /&gt;
| [[Soil]] &amp;lt;sup&amp;gt;[3]&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# Tile will have no floor unless a pillar/wall is constructed on the z-level below.&lt;br /&gt;
# Only seems to work when placed on map edge; behaves identically to capital &amp;lt;code&amp;gt;W&amp;lt;/code&amp;gt; otherwise.&lt;br /&gt;
# Only one type will be present, but it will be randomly selected each time you enter the Arena.&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Category|Interface}}&lt;/div&gt;</summary>
		<author><name>ManaUser</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Autumn&amp;diff=178866</id>
		<title>v0.34:Autumn</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Autumn&amp;diff=178866"/>
		<updated>2012-11-23T18:13:41Z</updated>

		<summary type="html">&lt;p&gt;ManaUser: Redirect to Calendar like other seasons&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[cv:Calendar]]&lt;/div&gt;</summary>
		<author><name>ManaUser</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Attack&amp;diff=99331</id>
		<title>v0.31 Talk:Attack</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Attack&amp;diff=99331"/>
		<updated>2010-04-25T23:38:26Z</updated>

		<summary type="html">&lt;p&gt;ManaUser: oops, forgot to sign&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Created this page - until someone learns the full military interface, this is all(?) they need. It's all I needed.  Might be better moved to a diff title, like &amp;quot;To kill a thief&amp;quot;, but this is what I thought of first.--[[User:Albedo|Albedo]] 01:02, 20 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
: Not sure if I agree with the need for this article, If it does stay around, it needs to be cleaned up. [[User:Doctorzuber|Doctorzuber]] 08:30, 20 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::If you understand how military works, you don't need this article.  The &amp;quot;need&amp;quot; for this article is, as I said above, for those who don't want to slog through 3 long, complex articles to fully understand {{L|military}}, {{L|squad}}s and {{L|scheduling}} just to have a couple nearby dwarfs run off a tribe of macaques or raccoons in the first season. (Not sure what &amp;quot;cleaning up&amp;quot; you think it needs, but knock yourself out.)--[[User:Albedo|Albedo]] 20:05, 20 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::I agree that there is an audience for this article. It should probably be linked from the tutorial or quickstart guide. --[[User:Zombiejustice|Zombiejustice]] 21:31, 20 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::Definitely useful, at least for now. To be honest I was close to giving up on the new military system as hopelessly broken and this page is part of what convinced me otherwise. [[User:ManaUser|ManaUser]] 23:37, 25 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Don't make no sense==&lt;br /&gt;
Why have the commander be someone you DON'T want fighting? Why the doctor? --[[User:Zombiejustice|Zombiejustice]] 03:54, 20 April 2010 (UTC)&lt;br /&gt;
:&amp;lt;sigh&amp;gt; Okay, fair enough. (Altho' this discussion really doesn't belong here, but...)&amp;lt;br /&amp;gt;&lt;br /&gt;
:This article is not about &amp;quot;permanent&amp;quot; military, but only about short-term, &amp;quot;right now&amp;quot; military, right? So, you want to use the &amp;quot;nearest&amp;quot; dwarfs, not wait for those who are trained - and might be across the map.  So while you ''can'' designate a squad off your Militia Commander, you won't want to unless they happen to be right there by the target - unlikely.  So you find the ''nearest'' dwarf (or so), make ''them'' a militia captain (for this effort only), and build off of them.&lt;br /&gt;
&lt;br /&gt;
:Why not the doctor? Simply because you don't want your doctor to get hurt or die! Who will patch them up? Who will patch up anyone else?! If you make the doctor the M Commander, and have a policy to never build a squad off of that designated noble, then they will never be sent off toward trouble.  That, and since the Commander has no skills that matter, you'll never(?) have to replace that position because the old one ran off and got themself killed.&lt;br /&gt;
&lt;br /&gt;
:But if that still &amp;quot;don't make sense&amp;quot; and you want to send your doctor into battle, don't let ''me'' stop you!--[[User:Albedo|Albedo]] 20:05, 20 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Are you angry? I'm not calling you out, I'm just naturally curious about other people's play styles. Your explanation here clarified the points of my confusion; I think the article could benefit from parts of it. I'll edit them in. --[[User:Zombiejustice|Zombiejustice]] 21:23, 20 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:This had me confused too. Given that this page is supposed to represent the simplest possible way to attack, why not just designate the guy who should attack as commander in the first place? Yes the other way works, by why do an extra step? [[User:ManaUser|ManaUser]] 23:38, 25 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>ManaUser</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Attack&amp;diff=99330</id>
		<title>v0.31 Talk:Attack</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Attack&amp;diff=99330"/>
		<updated>2010-04-25T23:37:58Z</updated>

		<summary type="html">&lt;p&gt;ManaUser: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Created this page - until someone learns the full military interface, this is all(?) they need. It's all I needed.  Might be better moved to a diff title, like &amp;quot;To kill a thief&amp;quot;, but this is what I thought of first.--[[User:Albedo|Albedo]] 01:02, 20 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
: Not sure if I agree with the need for this article, If it does stay around, it needs to be cleaned up. [[User:Doctorzuber|Doctorzuber]] 08:30, 20 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::If you understand how military works, you don't need this article.  The &amp;quot;need&amp;quot; for this article is, as I said above, for those who don't want to slog through 3 long, complex articles to fully understand {{L|military}}, {{L|squad}}s and {{L|scheduling}} just to have a couple nearby dwarfs run off a tribe of macaques or raccoons in the first season. (Not sure what &amp;quot;cleaning up&amp;quot; you think it needs, but knock yourself out.)--[[User:Albedo|Albedo]] 20:05, 20 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::I agree that there is an audience for this article. It should probably be linked from the tutorial or quickstart guide. --[[User:Zombiejustice|Zombiejustice]] 21:31, 20 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::Definitely useful, at least for now. To be honest I was close to giving up on the new military system as hopelessly broken and this page is part of what convinced me otherwise. [[User:ManaUser|ManaUser]] 23:37, 25 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Don't make no sense==&lt;br /&gt;
Why have the commander be someone you DON'T want fighting? Why the doctor? --[[User:Zombiejustice|Zombiejustice]] 03:54, 20 April 2010 (UTC)&lt;br /&gt;
:&amp;lt;sigh&amp;gt; Okay, fair enough. (Altho' this discussion really doesn't belong here, but...)&amp;lt;br /&amp;gt;&lt;br /&gt;
:This article is not about &amp;quot;permanent&amp;quot; military, but only about short-term, &amp;quot;right now&amp;quot; military, right? So, you want to use the &amp;quot;nearest&amp;quot; dwarfs, not wait for those who are trained - and might be across the map.  So while you ''can'' designate a squad off your Militia Commander, you won't want to unless they happen to be right there by the target - unlikely.  So you find the ''nearest'' dwarf (or so), make ''them'' a militia captain (for this effort only), and build off of them.&lt;br /&gt;
&lt;br /&gt;
:Why not the doctor? Simply because you don't want your doctor to get hurt or die! Who will patch them up? Who will patch up anyone else?! If you make the doctor the M Commander, and have a policy to never build a squad off of that designated noble, then they will never be sent off toward trouble.  That, and since the Commander has no skills that matter, you'll never(?) have to replace that position because the old one ran off and got themself killed.&lt;br /&gt;
&lt;br /&gt;
:But if that still &amp;quot;don't make sense&amp;quot; and you want to send your doctor into battle, don't let ''me'' stop you!--[[User:Albedo|Albedo]] 20:05, 20 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Are you angry? I'm not calling you out, I'm just naturally curious about other people's play styles. Your explanation here clarified the points of my confusion; I think the article could benefit from parts of it. I'll edit them in. --[[User:Zombiejustice|Zombiejustice]] 21:23, 20 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:This had me confused too. Given that this page is supposed to represent the simplest possible way to attack, why not just designate the guy who should attack as commander in the first place? Yes the other way works, by why do an extra step?&lt;/div&gt;</summary>
		<author><name>ManaUser</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Building_designer&amp;diff=57864</id>
		<title>40d:Building designer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Building_designer&amp;diff=57864"/>
		<updated>2009-11-10T05:19:17Z</updated>

		<summary type="html">&lt;p&gt;ManaUser: /* Building quality */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Skill&lt;br /&gt;
| color      = #848&lt;br /&gt;
| skill      = Building Designer&lt;br /&gt;
| profession = Administrator&lt;br /&gt;
| job name   = [[Architecture]]&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Construct Building&lt;br /&gt;
}}&lt;br /&gt;
The '''building designer''' [[skill]] is used in the construction of certain [[building]]s.  Its corresponding [[labor]] is '''architecture'''.  Building designer has no influence on the speed with which such buildings are constructed; its only effect is to influence the [[quality]] of designed buildings, which has only modest benefits.&lt;br /&gt;
&lt;br /&gt;
== Using architecture ==&lt;br /&gt;
&lt;br /&gt;
The building types that require architecture are:&lt;br /&gt;
&lt;br /&gt;
* [[Archery target]]s&lt;br /&gt;
* [[Bridge]]s&lt;br /&gt;
* All [[furnace]]s&lt;br /&gt;
* Paved [[road]]s&lt;br /&gt;
* [[Screw pump]]s&lt;br /&gt;
* [[Shop]]s&lt;br /&gt;
* [[Support]]s&lt;br /&gt;
* [[Trade depot]]s&lt;br /&gt;
* [[Waterwheel]]s&lt;br /&gt;
* [[Well]]s&lt;br /&gt;
* [[Windmill]]s&lt;br /&gt;
&lt;br /&gt;
When building structures that require architecture, it is the architect who carries the building materials to the site and clears it of debris.  The architect's time can be minimised by placing appropriate [[stockpiles]] near the selected location and by designating debris for [[dump]]ing in advance. The building is then built in two stages: the first performed by the architect, and the second by a [[mason]] (if the building built from [[stone]], stone [[block]]s, or [[glass]] blocks), a [[carpenter]] (if it is built from [[log]]s or wood blocks), or a [[metalsmith]] (if it is built from metal [[bar]]s or blocks).&lt;br /&gt;
&lt;br /&gt;
== Speed of construction ==&lt;br /&gt;
&lt;br /&gt;
Building designer skill does not increase the speed with which buildings are designed, nor does agility: a no-skill building designer and a legendary designer will both design buildings at an identical rate.  The rate of construction is likewise unaffected by the level of the secondary skill (masonry, etc.), but is dictated solely by [[agility]]. This makes the building designer skill of very limited value, having only an effect on the designed building's [[quality]].&lt;br /&gt;
&lt;br /&gt;
Buildings which require a variable amount of materials (namely, [[bridge]]s and [[road]]s) will be built at a rate proportional to the amount of material used.  Buildings which require a set number of materials to construct (such as a [[trade depot]] or a [[support]]) will all be built at the same rate, once the needed materials are all assembled.  &lt;br /&gt;
&lt;br /&gt;
Bridges and roads will take longer to build than those that require a set number of materials, even when comparing, say, a one-tile road (one stone) to a three stone [[trade depot]].&lt;br /&gt;
&lt;br /&gt;
== Experience granted ==&lt;br /&gt;
Building a &amp;quot;designed&amp;quot; building grants 30 points of [[experience]] in building designer to the architect and a varying number of points in mason/carpenter/metalsmith to whomever finishes the structure (this may be the architect as well, if he or she has the appropriate labor enabled).  Any of the [[armoring]], [[weaponsmithing]], [[blacksmithing]], or [[metalcrafting]] labors will be used if the building is made of metal, though only metalsmith experience will be granted.&lt;br /&gt;
&lt;br /&gt;
The architectural experience will be awarded at the end of the &amp;quot;designing&amp;quot; stage, but the masonry (or other) experience will be awarded gradually as the dwarf constructs the building. The amount of experience granted depends on the amount of time spent constructing - for example, constructing a 10x10 tile road will grant more experience than a screw pump.&lt;br /&gt;
&lt;br /&gt;
== Training methods ==&lt;br /&gt;
&lt;br /&gt;
A relatively easy way to train a dwarf's building designer skill is to place many [[support]]s in a recently mined hall. The architect can use nearby stone to design the supports and gain experience, then those designations can be deleted with {{k|q}} + {{k|x}}.  Note that if the architect also has the [[masonry]] labour enabled they may actually build the support before designing the next.  (If other dwarves have masonry enabled, they might come in behind the designer and do likewise.) If unbuilt, the stone can be immediately reused after cancelling the construction of the supports.&lt;br /&gt;
&lt;br /&gt;
== Building quality ==&lt;br /&gt;
&lt;br /&gt;
Building designer skill influences the [[quality]] of &amp;quot;designed&amp;quot; buildings (those listed above).  The quality of the building is determined by the skill of the architect ''and'' the skill of the builder (mason/etc.). The game assigns two values that can be viewed with the [[building list]]. It is not known if and how these are added up to one value.&lt;br /&gt;
&lt;br /&gt;
Buildings that do not involve an architect do not have any quality (aside from &amp;quot;built&amp;quot; [[furniture]] -- tables, statues, doors, etc.).&lt;br /&gt;
&lt;br /&gt;
Building quality has only two effects in-game: high-quality buildings can occasionally trigger a happy [[thought]] in dwarves who notice them, and higher-quality buildings will boost your fort's overall architectural wealth (as displayed in the &amp;quot;created wealth&amp;quot; section of the [[status]] screen).  The first effect is usually easy to achieve by using high-quality furniture, however, and the second effect is minimal unless you make your buildings out of high-value materials (such as [[platinum]] or [[artifact]] components).&lt;br /&gt;
&lt;br /&gt;
Destroying a masterwork structure (whether via [[cave-in]] or [[building destroyer]]) will give an unhappy [[thought]] to its designer and/or builder (depending on whether the design or construction are masterful), though dismantling it will not.&lt;br /&gt;
&lt;br /&gt;
{{Skills}}&lt;br /&gt;
[[Category:Skills]]&lt;/div&gt;</summary>
		<author><name>ManaUser</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Pressure_plate&amp;diff=56541</id>
		<title>40d:Pressure plate</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Pressure_plate&amp;diff=56541"/>
		<updated>2009-10-30T03:39:31Z</updated>

		<summary type="html">&lt;p&gt;ManaUser: Discovered that plates with multiple triggers need more mechanisms.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A '''pressure plate''' is made from one [[mechanism]] and works somewhat like a [[lever]], acting as a [[trigger]] for one or more systems that have been linked to it.  However, instead of being deliberately tasked to be toggle by a player (and then by the first dwarf to respond to fill that [[job]]), they're activated by the weight of something on them, either a creature or a certain depth of a fluid.&lt;br /&gt;
&lt;br /&gt;
Pressure plates are not configured during use, but upon placement. While placing a pressure plate, you can configure it to trigger when the following things are on it:&lt;br /&gt;
&lt;br /&gt;
* [[Water]] - choose minimum and maximum levels&lt;br /&gt;
* [[Magma]] - choose minimum and maximum levels&lt;br /&gt;
* [[Creatures]] - choose minimum and maximum [[size]]; creatures of the size selected will be listed as example. You can pick whether your own citizens will trigger the plate or not. Friendly NPCs (traders ect) count as civilians.&lt;br /&gt;
You can select more than one of the above (e.g. water and magma), but each extra trigger type will require an additional mechanism.&lt;br /&gt;
&lt;br /&gt;
Pressure plates default to toggleable, where they send an On signal when the determined weight is upon them and send an Off signal when it's released. Pressing {{k|o}} will change them to one-use mode, where upon being activated, they do their work then deconstruct themselves, destroying their mechanisms in the process; thus, it is a bad idea to use [[masterwork]] mechanisms in one-time pressure plates.&lt;br /&gt;
&lt;br /&gt;
Pressure plates can be linked to all the same objects levers can. The effects are listed in the [[Lever]] page.&lt;br /&gt;
&lt;br /&gt;
A toggleable [[trap]] may prove useless when there is a large amount of invaders walking back and forth over it, as there will not be enough time for it to activate before it is switched again.  Berserk dwarves will set off pressure plates.&lt;br /&gt;
&lt;br /&gt;
Note that while a pressure plate will send its &amp;quot;on&amp;quot; signal the instant it is triggered, it will not send its &amp;quot;off&amp;quot; signal until it has been in the untriggered state for 100 steps.&lt;br /&gt;
&lt;br /&gt;
''For a basic overview of how the different machine parts work and work together, see [[machinery]].''&lt;br /&gt;
&lt;br /&gt;
== Permanent Effect Pressure Plate System ==&lt;br /&gt;
&lt;br /&gt;
It is possible to hook a toggleable pressure plate up to a device which makes its effect permanent until a lever is flipped. One way to do that is to build a water-sensing pressure plate in a 1x1 room, link that to your [[trap]] (a drawbridge, for example), build a hatch above it, link the hatch to the original pressure plate outside, and then put water on the hatch. When an enemy steps on the pressure plate, the hatch opens, the water falls onto the other pressure plate (water-sensing pressure plate), and it raises the drawbridge. &lt;br /&gt;
&lt;br /&gt;
To make it resettable, you can use [[pump]]s controlled by a lever or by [[dwarf]]-power to move the water back to where it started.  You can also build a flood-gate next to the water-sensing pressure plate (linked to a trigger obviously) and have the water flow and spread-out into a room where it can evaporate (water from a 1x1 tile will not require much room to evaporate).&lt;br /&gt;
&lt;br /&gt;
You can use this pressure plate system as an inverted trigger system.  In other words, a lever that controls the permanent-effect pressure plate system can be flipped from ''off'' to ''on'' and subsequently trigger a trap or mechanism from ''on'' to ''off'' as a result, and vice versa.  It depends on the water level settings used for the water-sensing pressure plate:&lt;br /&gt;
* '''3 to 7''' - Normal, on is on and off is off&lt;br /&gt;
* '''0 to 2''' - Inverted, subsequent state is opposite the main trigger&lt;br /&gt;
&lt;br /&gt;
The water-sensing pressure plate can be set to trigger for water levels '''0 to 2 or 3 to 7''' because if the room above is filled to the brim with water, then the 1x1 room will fill-up to level 7 quickly and when opening the floodgate or pumping it out will drop to level 2 or below quickly.&lt;br /&gt;
&lt;br /&gt;
:Shortcut {{k|b}}-{{k|T}}-{{k|p}}&lt;br /&gt;
:Components used: [[Mechanism]]&lt;br /&gt;
&lt;br /&gt;
==Common procedures==&lt;br /&gt;
===Closing a floodgate when submerged===&lt;br /&gt;
&lt;br /&gt;
For this example, say we want to close a [[floodgate]] when a reservoir reaches a depth of 5.&lt;br /&gt;
&lt;br /&gt;
* Build the pressure plate, set to activate under water ({{key|w}}) from 0 ({{key|a}}, {{key|s}}) to 4 ({{Key|z}}, {{key|x}}). Make sure it is set to reset ({{key|o}}) (The default is to reset{{version|0.28.181.40d}}; it's in the correct state when the screen reads 'Resets').&lt;br /&gt;
* Place the floodgate&lt;br /&gt;
* Connect a lever to the floodgate, and open it.&lt;br /&gt;
* Optionally remove the lever.&lt;br /&gt;
* Connect the pressure plate to the floodgate.&lt;br /&gt;
* Allow the pressure plate to be submerged.&lt;br /&gt;
&lt;br /&gt;
The floodgate should close a few seconds after the water reaches a depth of 5 or more, and open again when the depth falls to 4 or less.&lt;br /&gt;
&lt;br /&gt;
It's worth noting that the reaction time of the pressure plate-floodgate system is quite large - the reservoir may overflow before the floodgate shuts. In order to prevent this (for example, when building a [[well]] filled from a [[river]] or brook), build a run-off pool. This allows the gate enough time to close, and the water will spread out instead of overflowing as it would have in a smaller pool.&lt;br /&gt;
&lt;br /&gt;
==A Word of Warning==&lt;br /&gt;
Depending on your setup, it can be dangerous to rely on pressure plates for automatic drains. Because of the opening/closing delay on Floodgates, a pressure plate can sometimes become 'desynced' with the floodgate it's connected to. Floodgates ignore any ON/OFF message they receive while they're in the process of opening or closing, so if your pressure plate is triggered multiple times over a short period (for example if the water on top of it is &amp;quot;sloshing around&amp;quot;), they can sometimes become 'stuck' in a position where a 7-7 plate is covered with 7 water, but the connected floodgate remains closed. It is strongly recommended that if you're building a pressure plate operated drainage system, you also link an &amp;quot;emergency lever&amp;quot; to the floodgate to avoid flooding your fortress in the event this happens. Also, if you intend to flood a passageway as a trap with a pressure plate, ensure that the plate is either one-use or uses the &amp;quot;permanent effect&amp;quot; system described above, otherwise [[goblin]]s will march back and forth across it, opening and closing the floodgates as they do so.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''See Also:''' [[Repeater]]&lt;br /&gt;
&lt;br /&gt;
{{Buildings}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Traps]]&lt;/div&gt;</summary>
		<author><name>ManaUser</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Currency&amp;diff=56219</id>
		<title>40d Talk:Currency</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Currency&amp;diff=56219"/>
		<updated>2009-10-27T04:21:34Z</updated>

		<summary type="html">&lt;p&gt;ManaUser: /* As trade goods */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Copper makes silver coins? ==&lt;br /&gt;
&lt;br /&gt;
When I mint copper coins and then check the currency display, I find they are counted as silver. --[[User:Geekwad|Geekwad]] 17:13, 19 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:It's a bug, and has been reported on the forum [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=6&amp;amp;t=002030]. All coins are counted as silver by the currency display. You can see the actual coins you have on the stocks screen. --[[User:Turgid Bolk|Turgid Bolk]] 17:17, 19 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::This has been fixed in the current version (38c). [[User:Yvain|Yvain]] 06:15, 31 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Monies? ==&lt;br /&gt;
&lt;br /&gt;
Who coined this term, anyway?  It bugs me every time I see it.  I personally use &amp;quot;currency&amp;quot; (as a mass noun), if you're wondering. --[[User:JT|JT]] 03:00, 15 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I have no idea where it came from, but this isn't the first time I've seen it used; might be Engrish.--[[User:Eurytus|Eurytus]] 13:30, 20 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Monies is the correct English plural of money.--[[User:Niaba|Niaba]] 07:09, 28 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::: And 'correct english plural' is actually kind of confusing, since its a mass noun.  If you have a lot of one type of money its all just money.  But if you have multiple types (gold, silver, copper) then it is both money (its all currency) and monies (multiple types of coins) depending on whether you're desiring to refer to them as one type of thing or care about there being multiple types of things.  Similarly, 'fish' and 'sheep' are also words whose normal plural is the same as the singular (many fish or many sheep), but if you have multiple species (types) you could use either 'fish' or 'fishes' depending on whether you were interested in in the subdivisions in the group.  Both of 'There are many fish in the sea' and 'These are the fishes of the amazon' are correct and necessarily include multiple species.  Note, fishes as a plural simply signifies number of species, there is no number of actual physical fish implied by that sentence.  Similarly, monies merely signifies number of coin types with no reference to a number of coins.  Ie, these plurals are conceptual plurals - they are only grammatically appropriate when talking about the conceptual organization of 'money' or 'fish'.  --[[User:Squirrelloid|Squirrelloid]] 13:15, 28 April 2008 (EDT) (I hope that isn't too complicated.)&lt;br /&gt;
&lt;br /&gt;
::::I can't see the need for 'monies' when DF has a single, universal currency. You wouldn't refer pounds and pence as different 'monies' even if it may be strictly correct. [[User:Extar|Extar]] 19:05, 4 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::::Not ''quite'' true &amp;amp;ndash; a dwarven economy uses coins of different values, although such is unnecessary and can be worked around.&lt;br /&gt;
:::::At least, I'm pretty sure they did in 2D. --[[User:Savok|Savok]] 22:52, 4 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Monies is a joke term used for comedic effect. Such as &amp;quot;I NEEDED THE MONIES!!&amp;quot;. --[[User:AlexFili|AlexFili]] 04:29, 9 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Possibly it is used for comedic effect. However, it is actually the plural of &amp;quot;money.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
::That in itself, is a joke. There is no plural of money. Just like there is no plural of Sheep or Deer. --[[User:AlexFili|AlexFili]] 09:26, 9 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::Reading is fundamental. --[[User:Mattmoss|Mattmoss]] 21:18, 8 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::Dictionary time! [http://dictionary.reference.com/search?r=73&amp;amp;q=monies Monies] [http://dictionary.reference.com/dic?q=deers&amp;amp;search=search Deers]&lt;br /&gt;
:::Yep, they be words. --[[User:Savok|Savok]] 15:31, 29 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For what it's worth, I'm fairly certain this was popularized by the [http://durbutter.com/ bio force ape hoax]. --[[User:ThunderClaw|ThunderClaw]] 10:25, 18 December 2008 (EST)&lt;br /&gt;
:For what it's worth, I'm fairly certain that it is a correct spelling which has fallen out of usage. Also note that the term &amp;quot;monies&amp;quot; is correctly used as a meta-reference to multiple units of money, e.g. &amp;quot;The Member nations of the EU have many varied monies&amp;quot;, not as in &amp;quot;How much monies do you have in your bank account&amp;quot;. [[User:Riffraffselbow|Riffraffselbow]] 08:08, 23 July 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
This section has nothing to do with dwarf fortress, please stop adding to it.--[[User:CrazyMcfobo|CrazyMcfobo]] 16:48, 23 July 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Monetary value NOT affecting their value to you as the fortress deity? ==&lt;br /&gt;
&lt;br /&gt;
What does this mean?--[[User:Richards|Richards]] 02:21, 21 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Coins have both an [[item value]] and a (higher) money value - the question is which of the 2 is added to your created [[wealth]] totals. (deity refers to the player but i guess thats obvious)--[[User:Koltom|Koltom]] 08:12, 28 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::I will change this. This nickname for the player is confusing since the dwarves already have their own deities. In fact, I'll comment it out.  It is a bit redundant since the page already says the monetary and item values are independent. --[[User:RustyMcloon|Rusty Mcloon]] 05:54, 29 May 2008 (EDT)--&lt;br /&gt;
&lt;br /&gt;
:::Speaking of Deities, is it possible that a dwarf does not believe in any god at all? (ie. an atheist?). --[[User:AlexFili|AlexFili]] 04:30, 9 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::Not sure about dwarves. It is possible for powers. The correct term, according to Toady, is &amp;quot;godless.&amp;quot; --[[User:Savok|Savok]] 09:03, 9 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Vault ==&lt;br /&gt;
&lt;br /&gt;
One of the ideas presented was to mint coins but keep the dwarves from getting them. I've tried ordering the coins dumped, but they seem to be claimed immediately and the Dwarves walk off with them instead of taking them to the vault. Is there some easy way to get my coins into the vault and out of dwarven hands? [[User:Rkyeun|Rkyeun]] 01:30, 21 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:If I recall correctly you pretty much have to do it before the economy starts up to achieve that. However apparently not building coins at all works too. Personally, and much to my shame/annoyance I've never actually got that far into a game, I keep meaning to but then get bored when everything is just working after a year or so. --[[User:Shades|Shades]] 05:26, 21 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Other coins ==&lt;br /&gt;
&lt;br /&gt;
I'm not quite to the point of economy and tax collection yet. I have noticed that more than gold, silver, and copper can be minted. In particular, iron, steel, and platinum have sprung out at me (probably because of the number of RPG systems I've played who use one of those. Ah, and then there's electrum... halfway between silver and gold. :) But that's ''really'' telling my age.) So, does anyone know if these coins have any worth in this economy thingy? -[[User:Fuzzy|Fuzzy]] 15:41, 1 September 2008 (EDT)&amp;lt;br&amp;gt;&lt;br /&gt;
Just to follow up, the game does indeed ignore all other coins. I currently have Iron Pieces and Electrum Pieces, but I think the only thing I can do with them is either melt them down or trade them away. Bummer. -[[User:Fuzzy|Fuzzy]] 11:53, 8 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I made a bunch of nickel coins before the economy started, since I have loads of the stuff, and it seemed to make sense. They don't show up in the economy screen, but I see them in dwarven rooms all the time. --[[User:Pyrite|Pyrite]] 20:08, 17 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::The following tokens [[string dump|appear in the exe]], and therefore likely have some sort of hard-coded behavior: COPPER SILVER ELECTRUM GOLD PLATINUM DIAMOND EMERALD RUBY SAPPHIRE DRAGON ITEM_WEAPON_SWORD_2H ITEM_ARMOR_PLATEMAIL ITEM_ARMOR_CLOAK CAVE WHEAT. [[User:Random832|Random832]] 20:29, 17 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::there us a section in the entity raw:&lt;br /&gt;
	[CURRENCY_BY_YEAR]&lt;br /&gt;
	[CURRENCY:COPPER:1]&lt;br /&gt;
	[CURRENCY:SILVER:5]&lt;br /&gt;
	[CURRENCY:GOLD:15]&lt;br /&gt;
maybe only the currency listed there will be counted as such&lt;br /&gt;
--[[User:Rhenaya|Rhenaya]] 21:36, 17 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::In the process of testing this, but I added another [CURRENCY] tag with a different metal to my civ, and am now attempting to induce the economy so that I can see if it gets listed as legal tender. I'm fairly sure it'll work, though.--[[User:Quil|Quil]] 22:27, 17 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Why no coins==&lt;br /&gt;
The wiki is full of ominous rumblings about why you shouldn't make coins ever, and it will destroy your economy, and the dwarven gods will weep, and so on, but no one ever explains it. Could someone please either explain it, or link to somewhere where it has been explained. I would like to have more coins in my economy, but I want to know the effects before I doom my fortress to a hundred and seventy dwarves sitting in their rooms polishing their gold.--[[User:Pyrite|Pyrite]] 20:11, 17 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:I the problem you've heard about is about how you have a very hard time dealing with the hundreds of coin-stacks that tend to get spread throughout the fortress over time, and the only solution to it is to make a room for every dwarf and include '''MANY''' chests, in order to contain them. Then, you run into the problem of all the chests now costing the dwarf more in rent than they make, so you end up with all your non-legendary dwarves being evicted. The only alternatives to this cycle of doom are not minting/allowing access to coins ever, or having hundreds of coin-stacks scattered around, and more often than not, preventing you from building something where you want. I don't know if it's documented, but it's something I've personally dealt with, to include once making tens of thousands of coins and then locking them in a coin stockpile behind forbidden doors. That didn't go over too well, for the same reasons locking anything behind doors never goes well. (Things still try to pathfind to them.) --[[User:N9103|Edward]] 22:00, 17 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:The problem is that dwarves currently handle their hard assets so poorly that they spend an obscene amount of time stacking coins (it's a lot worse than the random &amp;quot;check chest&amp;quot; job that shows up on unowned chests), and they have a bad habit of leaving them lying around.  Since they're owned, coins that are just lying around cannot be moved by another dwarf who wants to build something.&lt;br /&gt;
&lt;br /&gt;
:Besides, the economy works 100% flawlessly on credit.  --[[User:ThunderClaw|ThunderClaw]] 10:29, 18 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:There are two main problems with the economy, as far as I can tell. The first is as people have said; coins cause the infrastructure to grind to a halt. Dwarves get paid each time they finish a job, which causes them to go and get more coins to match their account, even if it's just a single copper piece from completing a hauling job. The second is that currency is magically conjured out of thin air. When the economy begins, nobody has any money, and if you've not been minting coins, the fortress as a whole has no actual money either unless it's giving credit against its own material value. Then, when someone completes a job, credit is added to their account, seemingly from thin air. Similarly, shopkeepers don't actually overheads beyond the initial purchase of the shop, because all the goods in the shop are simply appropriated from the fortress stocks with no apparent need to pay for them (unless they're there before the shop is purchased by someone). Similarly, rent is seemingly collected by a black hole, since the money is paid to nowhere and simply vanishes (or the coins become unowned).&lt;br /&gt;
:What I'd like to see is some kind of &amp;quot;bank&amp;quot; building that held the fortress' money and everyone's accounts. If there's not enough currency to pay everyone for their jobs, they get an unhappy thought until their back-pay comes through. It would be similar to the current credit system, except that the money would actually exist somewhere and the entity that pays people wouldn't be able to spin unlimited amounts of credit from thin air, meaning the player would have to ensure they had enough money to cover everyone's accounts rather than it being an interesting mechanism for evicting poor dwarves.--[[User:Quil|Quil]] 14:01, 18 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::Honestly, the whole economy is so off-kilter right now I'm considering simply turning it off until it sees a major overhaul. I think I'll mess with it again when it's further along in development, as it seems a kind of placeholder right now. I'm sure Toady One can find some real, live economists on these boards to consult with in order to make the whole thing work. &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Pyrite|Pyrite]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:::One option might be to count coins as a REALLY small item, so small that it doesn't actually appear in-game.  Smelted coins are instead simply added to the currency screen, and the dwarves continue about their lives as though on credit.  The credit system would be removed, and dwarves WOULD carry coins, but all transactions would be done &amp;quot;backstage.&amp;quot;  No running off to grab coins, no stashing them in chests, just a running tab of how much everyone is worth.  Basically I am suggesting that coins operate like the credit system does now.  That would give coins meaning, without making them obnoxiously inconvenient.  Bank officers could be appointed to record transactions (or the treasurer could handle it), so that all dwarves' accounts are balanced correctly, without them actually ever touching their money.  (BTW, I am not yet used to the whole wikipedia setup, so please bear with me.) --[[User:zipdog|zipdog]]&lt;br /&gt;
::::Brilliant Idea you could even control the money supply to avoid inflation or deflation and recessions. Knowing Toady tends to go overboard he will probably do something like this when he redoes the economy.--[[User:Mrdudeguy|Mrdudeguy]] 00:38, 24 July 2009 (UTC)&lt;br /&gt;
:::::If you want it to be all in the backround why don't you just stick with the credit system?--[[User:Dissimulation|Dissimulation]] 08:39, 28 July 2009 (UTC)&lt;br /&gt;
::::::I agree that it shouldn't always be a 'hauled item' persay, but coins that are initially minted should be brought to a bank, (I like the idea of a bin vault with a teller desk on the outside with a banker who distrubutes coinage to arriving dwarves). Leather, or cloth wallets could be made and the coins stored as other containers do (quivers, backpacks). They would all have a limit on the amount of coins stored in them, and every three months dwarves get their &amp;quot;paycheck&amp;quot; for the difference in the money that they haved earned and that amount is accredited to the dwarf by the bank. So if the dwarf wanted to go shopping he would simply go to the bank and transfer the coins into him wallet, (maybe the banker does this for him or they go in to the coin stockpile themselves).&lt;br /&gt;
&lt;br /&gt;
::::::Coins also allow the idea of &amp;quot;thieves&amp;quot; and if there were some dwarves with this personality they could go into other dwarves rooms, especially those with whom they have a grudge against, and steal their money out of their coffers. Causing new reasons and justification for justice to exist, (severe beatings causing thieves to loose that pesonality attribute).&lt;br /&gt;
&lt;br /&gt;
::::::This solves the problem of dwarves hauling their money over the map, the problem with stacking, (if you allow coins to be deposited side-by-side in bins and in the wallet), and adds some depth. As a side note, the Tax Collector should have a role in collecting taxes for the bank's services. [[User:Richards|Richards]] 22:05, 28 July 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== As trade goods ==&lt;br /&gt;
&lt;br /&gt;
This page says that coins are valued at 10 times the metal [[value]].  And the [[Metalsmith's forge]] page says that one bar of metal makes 500 coins!  Even without [[quality]] levels wouldn't that make them vary good for trading?&lt;br /&gt;
&lt;br /&gt;
: The entire Stack has that value.[[User:Shardok|Shardok]] 23:26, 24 August 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: Should that be made more clear? --[[User:CoolMatthew|CoolMatthew]] 02:42, 25 August 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::: Yes it should. I changed it. [[User:ManaUser|ManaUser]] 04:21, 27 October 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>ManaUser</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Currency&amp;diff=56218</id>
		<title>40d:Currency</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Currency&amp;diff=56218"/>
		<updated>2009-10-27T04:20:47Z</updated>

		<summary type="html">&lt;p&gt;ManaUser: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The game's '''currency''' is measured in &amp;quot;☼&amp;quot;, called &amp;quot;dwarfbucks&amp;quot; or &amp;quot;db's&amp;quot; by some players. Each item has a specific trade [[value]] in ☼.&lt;br /&gt;
&lt;br /&gt;
When the [[dwarven economy]] sets in, some coins will have monetary value in addition to their trade value; copper coins are worth 1☼, silver coins are worth 5☼ and gold coins are worth 15☼. &lt;br /&gt;
&lt;br /&gt;
Independent of this, the trade value of any coin is 1/50 of the [[metal]] value, when used in trade, or collectors coins sold in [[shop]]s (not copper, silver or gold coins). Since you get 500 coins per bar of metal, this is equivalent to an item value of 10.&lt;br /&gt;
&lt;br /&gt;
Using coins as a trade good is not advisable as they have no [[item quality|quality]] levels.&lt;br /&gt;
&amp;lt;!-- The monetary value of coins does NOT affect their value to you as the fortress deity.{{verify}}&amp;gt;&amp;gt;&lt;br /&gt;
&amp;lt;!-- last I checked, that was true. But that was before the 3D update. --Savok --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Dwarven coins are minted at the [[Metalsmith's forge]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Trade]]&lt;br /&gt;
[[Category:Economy]]&lt;/div&gt;</summary>
		<author><name>ManaUser</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Leather&amp;diff=56112</id>
		<title>40d:Leather</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Leather&amp;diff=56112"/>
		<updated>2009-10-26T00:44:32Z</updated>

		<summary type="html">&lt;p&gt;ManaUser: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Leather''' is the tanned hide of an [[creature|animal]]. It can be used to make [[bags]], [[quiver]]s, [[backpack]]s, [[clothing]], [[shields]], [[armor]] and [[water skin]]s at the [[leather works]]. It can also be used to [[decorate]] there. Leather crafts can only be made at a [[craftdwarf's workshop]].&lt;br /&gt;
&lt;br /&gt;
Because it only overlaps in the use of end products, the ''leather industry'' is part of the [[meat industry]] guide, not the [[clothing industry]] guide.&lt;br /&gt;
&lt;br /&gt;
Leather armor will be worn by civilians with the [[hunting]] labor enabled, or by [[military]] dwarves with at least leather armor enabled. Dwarves instructed to wear chain and plate armor will still wear leather if chain and plate armor are unavailable. Leather is significantly lighter than other forms of armor, and thus is less likely to cause [[encumbrance]] penalties.&lt;br /&gt;
&lt;br /&gt;
Making leather requires a [[tannery]] workshop, a raw hide or [[skin]] from an animal, and a dwarf with the '[[tanner|tanning]]' skill turned on. Rotten hides or skin cannot be tanned. The [[human]] and dwarven [[caravan]]s usually sell various leather hides too, in case few animals inhabit the map. One unrotten hide yields one &amp;quot;unit&amp;quot; of leather - regardless of the animal being a [[catsplosion|kitten]] or an [[elephant]]. Dwarven tanners have a skill unknown to mere humans in that they can make the softest skin of the tiniest animal equally hardy as that of the most heavily protected live creature. Whether they make flimsy skin into a rock-like substance, or tough hide silky and supple, remains a mystery.&lt;br /&gt;
&lt;br /&gt;
Leather of rare or dangerous animals can be quite [[Value#Material_multipliers|valuable]].&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Meat industry]]&lt;br /&gt;
* [[Armor]]&lt;br /&gt;
* [[Item value#Material multipliers|Value]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Materials]]&lt;/div&gt;</summary>
		<author><name>ManaUser</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Lever&amp;diff=55985</id>
		<title>40d:Lever</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Lever&amp;diff=55985"/>
		<updated>2009-10-24T21:10:16Z</updated>

		<summary type="html">&lt;p&gt;ManaUser: /* Linking */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A '''lever''' is a [[mechanism]] that has been constructed on a floor tile. Once in place, it can be linked to one or more other devices such as [[door]]s, [[bridge]]s or [[support]]s, permitting you to remotely control these other devices through the lever's {{k|q}} menu.  &lt;br /&gt;
&lt;br /&gt;
Levers do not block any movement.  Levers are counted as furniture for [[created wealth]] of a fortress.&lt;br /&gt;
&lt;br /&gt;
[[Pressure plate]]s are like levers, but are activated automatically by [[creatures]] stepping on it, or by fluids reaching a certain (player-selected) depth.  &lt;br /&gt;
&lt;br /&gt;
Either a '''lever''' or a [[pressure plate]], once linked to one or more devices ([[door]]s, [[trap]]s, or whatever), can act as a '''trigger''', an activation mechanism for that secondary system.  The two are activated differently, but the connected system is activated just the same.  One system can have more than one trigger linked to it, and one trigger can be linked to more than one system. &lt;br /&gt;
&lt;br /&gt;
''For an basic overview of how the different machine parts work and work together, see [[machinery]].''&lt;br /&gt;
&lt;br /&gt;
==Placing a lever==&lt;br /&gt;
If you have a spare mechanism, you can designate the new lever job via the  &amp;quot;{{k|b}}uild {{k|T}}rap {{k|l}}ever&amp;quot; keys, and can use {{k|x}} to choose which specific mechanism to use.  Mechanism [[quality]] has no known effect on the performance of the lever.  Low-quality mechanisms work fine, but since they are counted as furniture, high quality mechanisms give more [[created wealth]].&lt;br /&gt;
&lt;br /&gt;
==Linking==&lt;br /&gt;
&lt;br /&gt;
Once a mechanism has been placed as a lever, it then requires a pair of [[mechanisms]] to link that lever to any object, regardless of distance or size, and [[quality]] of the mechanism makes no reported difference.  This is done by giving the lever the appropriate job order via {{k|q}}(similar to any workshop), selecting what sort of object you want the lever linked to*, and then using the {{k|-}} and {{k|+}} keys to scroll thru the available examples of those and selecting the one you want.  The list is chronological, with the last object finished listed last, and the map will re-center on the exact object as you scroll.&lt;br /&gt;
&lt;br /&gt;
:''(* [[bridge]], [[cage]], [[chain]], [[door]], [[floodgate]], [[hatch]], [[wall grate]], [[floor grate]], [[vertical bars]], [[floor bars]], [[support]], [[spike]], or [[gear assembly]].)&lt;br /&gt;
&lt;br /&gt;
By default you can choose the specific mechanisms you wish to use, from a list of all you have created (and are not forbidden or isolated by [[path]]) - your first selection will be attached to the item/barrier in question (the door, floodgate, cage, whatever), and the second selection will be linked at the lever end (the order is important when dealing with [[magma]]).&lt;br /&gt;
&lt;br /&gt;
A lever can be connected to any number of objects at the same time, but, as each linking is a [[job]] designated at that lever, only one linking job will be tasked at any one time - after that job is finished, the next will begin.  (That is, if you want one lever connected to 101 different doors, hatches, cages, bridges and supports, you can do that, but those jobs will not occur ''simultaneously''.)  Up to 10 linking jobs can be queued up at any one time on one lever, the same as with jobs at any workshop.&lt;br /&gt;
&lt;br /&gt;
Once a link is completed (not queued), the target will no longer appear in the lever's target list. However, if you queue the same linkage twice then both tasks will be performed. This has no effect other than to use up more mechanisms.&lt;br /&gt;
&lt;br /&gt;
Once linked, a trigger can only be de-linked by deconstructing the trigger itself or the target. By doing so you will recover the linking mechanism used on that side. To get both back you will need to deconstruct both the trigger and the target.&lt;br /&gt;
&lt;br /&gt;
==Activating levers==&lt;br /&gt;
A lever is activated (or &amp;quot;pulled&amp;quot;) through its {{k|q}} menu with via the &amp;quot;{{k|a}}dd new task {{k|P}}ull&amp;quot; keys, which establishes a new [[job]] that then needs to be filled.  An idle dwarf will then come to pull the lever - no labor need be designated for this task, so ''any'' dwarf might volunteer, and from ''anywhere'' on the map that has a [[path]] to that lever at the time, though in most cases the nearest dwarf will be chosen. &lt;br /&gt;
&lt;br /&gt;
[[Tantrum]]ing dwarves have also been reported to pull levers at random, leading to all kinds of [[fun]].  &lt;br /&gt;
&lt;br /&gt;
Note that once the actual ''lever'' is pulled, any attached objects may take more time to respond - see below.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==On/Off vs Open/Close==&lt;br /&gt;
Levers normally have an &amp;quot;on&amp;quot; and an &amp;quot;off&amp;quot; state, seen as whether the small tag at the top of the lever is to the left (&amp;quot;off&amp;quot; state) or the right (&amp;quot;on&amp;quot; state).  Upon being pulled, the state of the lever changes, and everything they're connected to updates to the ''corresponding'' state of that lever, and does not just ''change'' states (&amp;quot;toggle&amp;quot;).  This becomes important if you have several levers attached to the same device, or one trigger attached to several systems. &lt;br /&gt;
:Example: 2 levers (both in &amp;quot;off&amp;quot; position) are connected to a drawbridge. After pulling the first lever, the bridge will lift. Pulling the second lever tells the bridge to &amp;quot;open&amp;quot;, which it already has done - no visible effect. When it is pulled a second time it will let the bridge down. This in turn requires the ''first'' lever (still in &amp;quot;open/lift&amp;quot; position) to be pulled twice to trigger a change (lift again), and so on.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;On&amp;quot; and &amp;quot;off&amp;quot; state is fixed and dependent on the lever, not the object that lever is linked to:&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;dash to the right&amp;quot; ( '''ó''' ) is '''on'''&lt;br /&gt;
* &amp;quot;dash to the left&amp;quot; ( '''ò''' ) is '''off'''&lt;br /&gt;
&lt;br /&gt;
Note, however, that gear assemblies are ''the sole exception'' to this: Instead of On/Off triggers, they indeed '''do''' toggle.&lt;br /&gt;
&lt;br /&gt;
Several devices, such as [[floodgate]]s and [[bridge]]s, have a delayed response to all incoming signals, and will not respond to subsequent signals until the first has taken effect.  For instance, if you pull a lever attached to a floodgate on then off in rapid succession, the floodgate will only respond to the first signal, independent of the position the lever rests in eventually.&lt;br /&gt;
&lt;br /&gt;
==On/Off states==&lt;br /&gt;
Objects that can be controlled by levers include:&lt;br /&gt;
&lt;br /&gt;
===== Multiple Uses =====&lt;br /&gt;
&lt;br /&gt;
A &amp;quot;step&amp;quot; is not a step that a dwarf makes, and not based on [[FPS]].  It's one &amp;quot;step&amp;quot; that the game advances.  When paused (via {{k|spacebar}} ), you can manually advance the game &amp;quot;1 step&amp;quot; by hitting the period ( {{k|.}} ) key.&lt;br /&gt;
&lt;br /&gt;
* [[Bridge]] – Activates 100 steps after being triggered&lt;br /&gt;
** '''On:''' Turns the bridge into either a raised drawbridge, or a retracted bridge, depending on which option was chosen when the the bridge was constructed. &lt;br /&gt;
** '''Off:''' Returns the bridge to normal.&lt;br /&gt;
&lt;br /&gt;
* [[Door]] – Activates instantly. Note that once you connect a door, it is either completely open or sealed shut. There is no &amp;quot;''closed, but can be opened by a dwarf''&amp;quot; state anymore.&lt;br /&gt;
** '''On:''' Opens the door. &lt;br /&gt;
** '''Off:''' Closes the door. &lt;br /&gt;
&lt;br /&gt;
* [[Floodgate]] –  Activates 100 steps after being triggered. &lt;br /&gt;
** '''On:''' Opens the floodgate. &lt;br /&gt;
** '''Off:''' Closes the floodgate.&lt;br /&gt;
&lt;br /&gt;
* [[Floor hatch]] – Activates instantly.  Note that, like doors, once you connect a hatch, it is either completely open or sealed shut.&lt;br /&gt;
** '''On:''' Opens the hatch.&lt;br /&gt;
** '''Off:''' Closes the hatch.&lt;br /&gt;
&lt;br /&gt;
* [[Grate]] – Activates 100 steps after being triggered. When it is open, it just disappears. Liquids go through it just the same, but it cannot be walked on anymore. Anybody on it will fall.&lt;br /&gt;
** '''On:''' Opens the grate. &lt;br /&gt;
** '''Off:''' Closes the grate. &lt;br /&gt;
&lt;br /&gt;
* [[Bars]] – Activates 100 steps after being triggered. When it is open, it just disappears. Liquids go through it just the same, but it cannot be walked on anymore. Anybody on it will fall.&lt;br /&gt;
** '''On:''' Opens the bars. &lt;br /&gt;
** '''Off:''' Closes the bars.&lt;br /&gt;
&lt;br /&gt;
* [[Trap|Upright Spear/Spikes]] – Activates 40 steps after being triggered.&lt;br /&gt;
** '''On:''' Retracts spears/spikes.&lt;br /&gt;
** '''Off:''' Extends spears/spikes.&lt;br /&gt;
&lt;br /&gt;
* [[Gear assembly]] – When it is disengaged, no power goes through it and anything that is being kept up by its presence (like a [[windmill]] right on top of it) falls down.&lt;br /&gt;
** '''On:''' Toggles gear state.&lt;br /&gt;
** '''Off:''' Toggles gear state.&lt;br /&gt;
&lt;br /&gt;
===== One-Shot =====&lt;br /&gt;
&lt;br /&gt;
These items, when activated, deconstruct, and/or cannot be triggered again until re-linked.&lt;br /&gt;
&lt;br /&gt;
* [[Cage]] &amp;amp;ndash; Deconstructs the cage and releases all of its contents. The cage and its attached mechanism will be left on the floor nearby; you recover the [[mechanism]] used on the cage but you do not recover the mechanism used in the lever until you deconstruct the lever itself.&lt;br /&gt;
* [[Restraint]] &amp;amp;ndash; Deconstructs the [[Restraint|chain/rope]] and releases whatever creature it held. The restraint's mechanism will be left on the floor nearby, and the restraint itself will remain attached to the creature's neck; again, you recover the [[mechanism]] used on the restraint but you do not recover the mechanism used in the lever until deconstructing the lever itself.&lt;br /&gt;
* [[Support]] &amp;amp;ndash; Deconstructs the support, ideally without a dwarf next to it. Most commonly used to cause controlled [[cave-in]]s. The support's building material and its attached mechanism can both be recovered (unless they happen to get destroyed in said cave-in).&lt;br /&gt;
&lt;br /&gt;
==Control Room==&lt;br /&gt;
Some player prefer to create a &amp;quot;control room&amp;quot; and lock a dwarf in when they expect to need quick response to their levers, to avoid long delays.  A control room is an area where important levers are located.  It often has doors/hatches on all entrances, so a dwarf (or more than one) can be locked inside to guarantee that one nearby dwarf will be idle who can pull a lever at a moment's notice, rather than wait for the first idle dwarf to respond, who might be far across the map. This can be critical with some of the more complex [[Trap design|trap designs]].  For longer sieges, a small personal stockpile of booze and food is critical, or an &amp;quot;airlock&amp;quot; that can be (re)stocked for prolonged situations.&lt;br /&gt;
&lt;br /&gt;
Some control rooms have all doors linked to a single lever, which is the first one pulled - this seals in the first volunteer to respond, although {{k|A}}ctivating a specific recruit and stationing them and then manually locking them in the control room is sometimes faster.  Double doors, one set manual, and one set linked, allow for manual sealing of the room in either manner.  (It's advised to have a backup lever somewhere to open the linked doors in case of accidents.)&lt;br /&gt;
&lt;br /&gt;
Advanced players do not trust doors alone to protect their control room, as some fortress invaders are [[building destroyer]]s, and can deconstruct any door or drawbridge they come across.&lt;br /&gt;
&lt;br /&gt;
Because control rooms often contain levers linked to most every important system in the fortress, it's critical to guard it against troublemakers like [[gremlin]]s and [[tantrum]]ing dwarves.  Having wardogs or other attack animals chained at all entrances is a good start, and military stationed nearby is popular as well.&lt;br /&gt;
&lt;br /&gt;
Because of the crowded nature of a control room, it's particularly important to [[label]] your levers, and/or organize them for positive identification as to function.  Returning to a game after a week and not remembering which &amp;quot;red&amp;quot; lever releases the magma or shuts the main gate is too much [[fun]] for some players.&lt;br /&gt;
&lt;br /&gt;
==Labeling==&lt;br /&gt;
There is no way to determine what levers operate what objects except by pulling them and seeing what happens.&amp;lt;sup&amp;gt;*&amp;lt;/sup&amp;gt;  Because of this, it can be critical to, somehow, keep track of what lever does what and where (''especially'' in a control room!).  [[Note|Label]]ing each individual lever is (possibly) the most foolproof.  Some players (additionally) use architecture or color coding to help label their levers, either placing them near the objects they activate, or in small bays organized in groups (even within a control room), and/or making the mechanism (and linked objects) out of a [[The Non-Dwarf's Guide to Rock|particular colored]] stone, or likewise coloring the nearby wall or floor, or even constructing a letter or symbol in a floor mosaic - whatever works, so long as it ''does'' work.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;sup&amp;gt;(*): Not exactly true. You can attempt to link the lever to a new object. Anything already linked to that lever will not show up in the list, as an existing link cannot be duplicated. So you could, in theory, look through the entire list; any item which doesn't appear in that list is linked. However, this process of elimination becomes a very daunting prospect with, say, doors.&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Locked vs. shut via link==&lt;br /&gt;
&lt;br /&gt;
Note that while a [[thief]] can bypass a &amp;quot;locked&amp;quot; [[door]] or [[hatch]], any barrier linked to a mechanism and in the &amp;quot;closed&amp;quot; position is impassable to any creature.  However, some creatures have the [[building destroyer]] tag, and can deconstruct the barrier entirely if they can reach it.&lt;br /&gt;
&lt;br /&gt;
== Computing ==&lt;br /&gt;
&lt;br /&gt;
Elaborate combinations of levers (or pressure plates) and other objects can be used to create mechanical systems that can perform various forms of [[computing]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Buildings}}&lt;br /&gt;
[[Category:Buildings]][[Category:Physics]]&lt;/div&gt;</summary>
		<author><name>ManaUser</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Water&amp;diff=54884</id>
		<title>40d:Water</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Water&amp;diff=54884"/>
		<updated>2009-10-13T06:06:46Z</updated>

		<summary type="html">&lt;p&gt;ManaUser: /* Salt Water */  Clarified how to check salinity with &amp;quot;activity zones&amp;quot;.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Water''' is a fluid found all over the world. It [[flow]]s from mountain springs, forming the world's [[ocean]]s, [[lake]]s, [[river]]s, and [[brook]]s. Water falls as [[rain]] and [[snow]], and freezes into [[ice]]. Water is home to [[aquatic creatures]]. Most creatures can [[Swimmer|swim]] in deep water, and like all fluids, air-breathing creatures can [[Swimmer#Drowning|drown]] in it. Water comes in two varieties: '''freshwater''', which makes up almost all inland water, and '''saltwater''', which fills the seas; these are home to different aquatic creatures. If dwarves do not drink they will become dehydrated(thirsty) and if they do not quench that thirst then they will eventually die. Injured dwarves will only drink freshwater, though normally dwarves prefer their [[Alcohol|booze]].&lt;br /&gt;
&lt;br /&gt;
In addition, water can be '''''stagnant''''' or ''[[Murky pool|murky]]'', both of which are sub-standard drinking sources. This may cause dwarves to have unhappy [[thought]]s if they drink from it, making them &amp;quot;complain about the '''nasty water'''&amp;quot;.  Water must be flowing to avoid being/becoming stagnant or murky.  &lt;br /&gt;
&lt;br /&gt;
When water comes into contact with creatures and objects, they become wet. [[Soil]] and [[stone]] becomes [[Mining#Caveats|damp]] or [[mud]]dy, which can be used for [[Agriculture|farming]], and produces [[tower-caps]] at a higher rate.  Water can &amp;quot;drown&amp;quot; saplings.&lt;br /&gt;
&lt;br /&gt;
Water is displayed with the symbols {{Tile|≈|#008|#999}} and {{Tile|~|#008|#999}}, sometimes colored different blues, white, brown, or red to show ripples, [[mud]] (in the case of a brook), [[blood]] and [[flow]]. (The game can be [[Technical_tricks#The_look_of_the_game|configured]] to show the depth instead). Dark-colored water symbols indicate the water is one [[Z-level]] below the camera level. Water has 7 depth levels per tile, with 1 being perhaps ankle-deep, and 7 filling the tile completely. [[Dwarf|Dwarves]] and other [[humanoid]]s can walk through water up to depth 4. At 4 they can choose to walk or swim, any deeper and they must swim to pass through the tile. Elves drown only in 7/7 water, and wade in 6/7.&lt;br /&gt;
&lt;br /&gt;
Every material sinks in water.{{version|0.27.176.38c}}&lt;br /&gt;
&lt;br /&gt;
The [[Map tile|tiles]] above [[brook]]s are treated as [[floor]] tiles. They are passable to creatures, and objects do not fall into them.&lt;br /&gt;
&lt;br /&gt;
== Evaporation ==&lt;br /&gt;
Main article: [[Evaporation]]&lt;br /&gt;
&lt;br /&gt;
It's important to know that water can evaporate, gone forever.  On any map, any water of depth 1/7, or even of less than 100% 2/7 will (eventually) dry up.  On [[Climate#Hot|hot or very warm]] maps, [[murky pool]]s can quickly go dry from the heat, leaving dwarves with no source of drinking water in case of [[wound|injury]].   On such maps (or if you suspect it), a [[cistern]] should be one of your very early [[what should I build first|priorities]].  Underground, water that is 2/7 or deeper will never evaporate.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Water Flows==&lt;br /&gt;
Water above a depth of 1 will tend to flow towards any adjacent tiles, and can move diagonally, the depth will spread out evenly so a tile of 7/7 water will become seven 1/7 tiles, or if there are only two it can expand to it will become two 2/7 and a third 3/7 though the 3/7 will move around. Water can be stopped by most solid tiles. These include [[wall]]s and [[building]]s, plus closed [[floodgate]]s, [[door]]s, [[hatch]]es. Exceptions are [[grate]]s, [[bars]] and [[fortification]]s which are specifically designed to allow liquids through. [[Waterfall]]s occur when water has the opportunity to fall through open space. Waterfalls will continue falling straight down until hitting either [[floor]] or another body of water.&lt;br /&gt;
&lt;br /&gt;
Water in Dwarf Fortress acts like a fairly thick, viscous fluid.  This makes it possible to do otherwise impossible things like [[pump]] out a dry hole in the middle of a river.&lt;br /&gt;
&lt;br /&gt;
== Water in Fortress Mode ==&lt;br /&gt;
&lt;br /&gt;
In addition to drinking, pools and rivers can be used for [[fishing]]. To specify a pool of water as a water source, fishing zone, or [[pond]], you need to create [[activity zone]]s at the level above the water. The &amp;quot;level above the water&amp;quot; is the level at which the surface of the water is at foot-level instead of ceiling level. Water can be [[bridge]]d, and can also be used to make a [[moat]].&lt;br /&gt;
&lt;br /&gt;
Water can be moved by [[digging]] channels or tunnels, using [[bucket]]s, or by constructing a [[screw pump]]. Dwarves will use buckets to fill a [[pond]]. [[Screw pump]]s (operated by dwarf or [[Power| machine power]]) can move water vertically and horizontally. Transferring water down channels/holes to lower levels can be hazardous due to [[water pressure]].&lt;br /&gt;
&lt;br /&gt;
[[Cave lake|Lakes]] and [[murky pool]]s can be drained by digging into the side of them. Rivers can also be redirected in this manner. It is only possible to dig directly up into a water-filled tile using stairs or a ramp. Fish and other aquatic creatures will stay in the water as it moves, but may end up on the ground if the water becomes too shallow. Drained lakes that are [[outside]] are filled by melting ice and snow, but not by rain. Murky pools, once drained, can be refilled by rainwater, allowing for &amp;quot;rain barrel&amp;quot; systems of supplying your fortress with water.&lt;br /&gt;
&lt;br /&gt;
Tiles adjacent to a water-filled tile are labeled &amp;quot;damp&amp;quot; and flash the water symbol when accessing the {{k|d}}esignations menu. When a miner discovers a damp tile, he cancels the mining designation, the game pauses, and the camera centers on the tile. This happens for every damp tile discovered, and each must be designated again before a miner will dig it out.{{version|0.28.181.40d}} Digging under a water-filled tile does not actually drain it, even though you receive multiple warnings about damp tiles. If a tile already appears to be damp when it is designated, no warning will be given.&lt;br /&gt;
&lt;br /&gt;
Somebody who falls into water, for example, a [[kobold]] thief, will then have a &amp;quot;water covering&amp;quot; on nearly every part of their anatomy. This is listed under {{k|v}},{{k|i}}nventory and is shown in green.&lt;br /&gt;
&lt;br /&gt;
[[Water wheel]]s can be used to generate mechanical power from flows.&lt;br /&gt;
&lt;br /&gt;
The water in a tile can be destroyed by closing a [[floodgate]] or [[door]] on it (via a [[lever]]), by lowering a [[bridge]] onto it, or by [[evaporation]].  Thus water mass is not conserved and it is possible to run out of water on maps without an infinite source(such as an [[ocean]], [[river]] or [[aquifer]]). It is also possible to get rid of excess water by letting it flow into a [[river]].&lt;br /&gt;
&lt;br /&gt;
==Ice==&lt;br /&gt;
Water will instantly turn into [[ice]] when the environment is cold enough. In some biomes, water will freeze only during the winter. In other biomes the water will always be frozen in all seasons.&lt;br /&gt;
:* See [[Ice]]&lt;br /&gt;
&lt;br /&gt;
==Sourced Water==&lt;br /&gt;
'''Sourced water''' is a term referring to any water that will never run out (''i.e.'', water features you can see on the region map).  These include &amp;quot;river sources&amp;quot; flowing into the map from the edge.  It is possible to completely flood your fortress if you tap into these without building controls such as [[floodgate]]s.&lt;br /&gt;
&lt;br /&gt;
:* See [[Water pressure]]&lt;br /&gt;
&lt;br /&gt;
==Water depth==&lt;br /&gt;
You can find out how deep water is by examining it with the loo{{k|k}} command, or by editing your [[init.txt]] file to display water as coloured numbers.&lt;br /&gt;
&lt;br /&gt;
Water depth ranges from 0-7. The following is a qualitative description of how deep the water is relative to a dwarf.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ol start=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Not a true value (that is, you will never see it displayed) - there is no water on this tile.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;A puddle. This is the maximum depth dwarves will build on.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Knee deep.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Waist deep.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Chest deep. However dwarves prefer to walk instead of swim, and in 4/7 water they will wade regardless of swimming skill.  Dwarves never drown in 4/7 water.&amp;lt;br&amp;gt;Also, a swimming creature can move through 4/7 water even if they are IMMOBILE_LAND.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Head height. Dwarves are now swimming (or drowning, as the case may be).&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Over a dwarf's head.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;The tile is full to the brim of water.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Salt Water==&lt;br /&gt;
If a site contains saltwater (there will be a warning before embarkation), then ''all'' the naturally occurring water in that site will be salt water; including ponds, [[river|rivers]] and [[aquifer|aquifers]].&lt;br /&gt;
&lt;br /&gt;
You can tell whether a particular area of water is salty or not by creating an [[Activity_zone#Water_Source|activity zone]] around it. If it shows  &amp;quot;Water Source (0)&amp;quot;, then it is ''salt''water, and thus undrinkable.  Water may currently be desalinated by passing it through a [[Screw pump|screw pump]], however, if any desalinated water touches natural walls, natural floors, other salt water or an aquifer, it will immediately return to its salt form, thus meaning that all cisterns or reservoirs of desalinated water must be completely constructed, with no natural boundaries. When in doubt, an activity zone will reveal whether or not the water has been contaminated.&lt;br /&gt;
&lt;br /&gt;
Oddly, a [[well]] built over a source of salt water will still provide drinkable water to dwarves.{{version|0.28.181.40d}}&lt;br /&gt;
&lt;br /&gt;
==Contaminated water==&lt;br /&gt;
When blood or dead bodies come into contact with water, it can become '''contaminated''', and dwarfs will refuse to drink from it.  In a river or brook, this can occur if the contact was upstream of the drinking spot.  Flowing water will recover from contamination faster than murky or stagnant water.&lt;br /&gt;
&lt;br /&gt;
== Rain ==&lt;br /&gt;
Most climates experience [[rain]]. Rain will slowly fill [[murky pool]]s in the land.  Rain will not collect in dwarf-dug channels.&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;Water covering&amp;quot; ==&lt;br /&gt;
If, in a dwarf's inventory menu, some or all body parts are described as &amp;quot;Water covering&amp;quot; them (in bright green letters), don't panic - all that means is that the dwarf is wet, not (necessarily) underwater.  They may have been underwater (they may still be underwater!), or just wading about in deep water, or they may have been out in the rain, or walked under falling water somewhere.  Unless exposed to more water, they will dry off soon.&lt;br /&gt;
&lt;br /&gt;
{{Water FAQ}}&lt;br /&gt;
&lt;br /&gt;
[[category:Map_tiles]]&lt;br /&gt;
[[Category:Physics]]&lt;/div&gt;</summary>
		<author><name>ManaUser</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Ramp&amp;diff=54729</id>
		<title>40d Talk:Ramp</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Ramp&amp;diff=54729"/>
		<updated>2009-10-10T18:10:56Z</updated>

		<summary type="html">&lt;p&gt;ManaUser: /* Short Version */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;redirect slope to this place?&lt;br /&gt;
took a while for me to find this.&lt;br /&gt;
helps in making traps and controlling movements.&lt;br /&gt;
thank god things can't fly...i think.&lt;br /&gt;
oh right and i don't know how to do whatever. redirect.--[[User:Seaneat|Seaneat]] 17:22, 30 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Yeah, things can totally fly. Angrystalk the Giant Bat, I know you're out there, come join your brothers in my cages! ---[[User:Zombiejustice|Zombiejustice]] 20:02, 30 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
====Downward Ramp====&lt;br /&gt;
I am in my digging designation menu and I don't see an option to dig a ramp down? If I want to do that do I need to use stairs to get down, then construct ramps up? Then replace the stairs with ramps? --[[User:Ehertlein|Ehertlein]] 12:21, 29 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:One thing you can do is to dig one tile further than the ramp shall be, and dig a channel there.&lt;br /&gt;
:Then, your miners are able to dig from there an upward ramp on the level below:&lt;br /&gt;
:(side view)&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
XXXXXXXXXXXXXXXXXXXXXXXXX                  &lt;br /&gt;
               cXXXXXXXXX Level Z              c (c)hannel here at first&lt;br /&gt;
XXXXXXXXXXXXXX&amp;gt;______XXXX Level Z-1            &amp;gt;  then place an upward ramp here&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
:If anyone is able to explain this better, fell free to edit.--[[User:Doub|Doub]]&lt;br /&gt;
::I am going to load up a different game and try this out. :) I don't have anything built at Z-1 yet so I hope I can dig the ramp from higher up.&lt;br /&gt;
::Ok so this was simpler then I thought I simply changed the Z level one lower and designated ups. No channels, no stairs, just go one lower and designate the up. --[[User:Ehertlein|Ehertlein]] 13:57, 29 August 2008 (EDT)&lt;br /&gt;
:::Forget that complicated process - to dig a downward ramp, simply move the screen down one z-level and designate an upward ramp. --[[User:Juckto|Juckto]] 20:56, 3 September 2008 (EDT)&lt;br /&gt;
::::Indeed, you are right. How simple! Thx. --[[User:Doub|Doub]] 10:44, 4 September 2008 (EDT)&lt;br /&gt;
::  Quirk: if you designate a downward stairway, then a ramp instead of an upward stairway on the level below, the finished product will be a ramp. A bit of strangeness, I saw it on the forums, tried it myself, it worked and a stuck miner rescued himself, leaving only a ramp behind. Version 40d. --[[User:Jellyfishgreen|Jellyfishgreen]] 18:39, 9 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Current Oddities caused by ramp? ==&lt;br /&gt;
&lt;br /&gt;
I'm gonna upload a new map on DFMA, Tongsgate. The savefile will be available. I'm having an oddity with a sealed artificial lake with a ramp in it (for transportation. It has a current just like a river. &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Erathoniel|Erathoniel]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Speaking of ramp oddities, mine saved my dwarves life. I had a proficient swimmer dwarf fall into a river building a channel, and he just sat there being pushed with the current. With a little clever manipulation, I shoved him into 1/7 water quickly and had him build a ramp to the surface. He lived. Woo! &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Milskidasith|Milskidasith]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Currently, I have on one level ramps leading down, and the level underneath it is open space. Is there any way to fix this? It may have been caused by me clearing a lot of ground by using a controlled cave-in.--[[User:Sphexx|Sphexx]] 09:57, 22 March 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Construction of upward ramps underneath the already present downward ramps should make them usable again, if that is what you want. --[[User:Elvang|Elvang]] 14:40, 22 March 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::I currently want to remove them. Right now they are submerged in magma, and cave-ins are not working. I might end up cooling it and just re-mine all of it, but if there is an easier way, I'd like to know. --[[User:Sphexx|Sphexx]] 20:17, 22 March 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== People don't use ramps? ==&lt;br /&gt;
&lt;br /&gt;
I've put my trade depot a floor aboveground, with ramps then a bridge leading to it.  Wagons get there fine, but people never take the ramps -- they always get there through the auxilliary tunnels.  In fact if I bar the gates traders just sit in place, unable to find a path.  --[[User:Corona688|Corona688]] 16:16, 11 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Do you have traffic designations making the people want to go through the tunnels? Are the tunnels simply more direct routes to the depot? --[[User:Savok|Savok]] 00:32, 25 November 2008 (EST)&lt;br /&gt;
::I don't have traffic designations making them want to go through the tunnels instead, no.  Not that merchants would obey such things anyway. --[[User:Corona688|Corona688]] 18:45, 29 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
On a related note, I've never seen nor can I get goblins to use ramps. The entrance to my fort is usually a long hallway with ramps at the end and a second long hallway a z-level down with a depot at the end. To save time when hauling stuff from the surface there's a stairway with a door I can lock during sieges. Siege comes, I lock the door(only door to be locked during siege), and the goblins will move halfway down the first hallway and then just sit there, never approaching the ramps even if I station a dwarf on them. --[[User:Elvang|Elvang]] 22:30, 12 March 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Picture is wrong ==&lt;br /&gt;
Just a bit: the upper ramp is valid, since it has supporting wall (diagonal one (even two of them)). Need to repaint it as floor also. --[[User:Dorten|Dorten]] 23:06, 24 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Wagon torque / horsepower? ==&lt;br /&gt;
&lt;br /&gt;
Is there any limit to how many adjacent ramp squares a wagon can traverse?  Aesthetically, I had always placed 3 or more tiles of flat space between two ramps, on the assumption that the wagon needed to &amp;quot;level out&amp;quot; before negotiating another hill... but I've seen them do some crazy off-roading on their way to my fortress.  Can I have an underground depot at Z-6 that is served by a single continuous down-ramp?  --[[User:Jurph|Jurph]] 16:54, 4 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Yep.--[[User:Maximus|Maximus]] 17:33, 4 December 2008 (EST)&lt;br /&gt;
:...or a floodable pit through which everything coming in must pass, if you're not a bridge person. [[User:Sharp|Sharp]] 09:18, 26 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Downward only ramp ==&lt;br /&gt;
&lt;br /&gt;
The following text has been removed for innacuracy: Dwarfs on the upper floor will be able to descend to the lower, by walking onto the ramp and then off of the ramp, but dwarfs from the lower floor will not be able to go up.&lt;br /&gt;
see [http://mkv25.net/dfma/movie-1649-ramptest ramp test video] --[[User:Kaypy|Kaypy]] 15:15, 2 September 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Short Version ==&lt;br /&gt;
&lt;br /&gt;
I wanted to add a simply summary because most of the examples and illustrations don't do anything for me, and I fear they may make it look more complicated than it really is. I originally posted this:&lt;br /&gt;
# The ramp must have a wall next to it.&lt;br /&gt;
# The space above the ramp must be open.&lt;br /&gt;
# The space above one of the walls next to the ramp must be open.&lt;br /&gt;
Someone added the following to it:&lt;br /&gt;
: The space above one of the walls next to ''and forward of'' the ramp must be open.&lt;br /&gt;
I took it back out because I have no idea what it was supposed to mean. If there's really some significant aspect I'm overlooking, it needs to be explained better, preferably as a separate rule. If not, can we please keep the &amp;quot;short version&amp;quot; as simple as possible?&lt;/div&gt;</summary>
		<author><name>ManaUser</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Ramp&amp;diff=54728</id>
		<title>40d:Ramp</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Ramp&amp;diff=54728"/>
		<updated>2009-10-10T17:48:18Z</updated>

		<summary type="html">&lt;p&gt;ManaUser: /* Short Version */ Removed &amp;quot;and forward of&amp;quot;. Please see talk page.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A '''ramp''' is a map feature that allows dwarves and caravans to move between levels.  A natural (non-dwarf-constructed) ramp is called a '''slope''', and act as hillsides on the map.  Both use the ▲ symbol (pointing &amp;quot;up&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
Unlike [[stair]]s, a single ramp on a lower level is all that is needed for access, no &amp;quot;down ramp&amp;quot; is required to complete the path between levels.  However, the ramp will be visible from the upper level, shown as a ▼ symbol (pointing &amp;quot;down&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
Also unlike stairs, they do not feed every lower and upper tile they are adjacent to, which can cause [[path]]ing problems if used incorrectly. (See &amp;quot;Using ramps&amp;quot;, below.)&lt;br /&gt;
&lt;br /&gt;
Ramps are the only way that [[wagon]]s can move between levels in order to access an underground [[trade depot]]. &lt;br /&gt;
&lt;br /&gt;
=== Short Version ===&lt;br /&gt;
&lt;br /&gt;
# The ramp must have a wall next to it.&lt;br /&gt;
# The space above the ramp must be open.&lt;br /&gt;
# The space above one of the walls next to the ramp must be open.&lt;br /&gt;
&lt;br /&gt;
== Using ramps ==&lt;br /&gt;
Ramps have two common problems - collapsing because they are unsupported, and not allowing a path because they have been constructed as &amp;quot;dead ends&amp;quot; to upper levels.&lt;br /&gt;
&lt;br /&gt;
[[Image:jt_df_ramp.png|left|frame|'''Diagram A:''' The lower ramp is connected to another tile on its level; the upper ramp is not and may collapse.]] &lt;br /&gt;
*The tile above a ramp must be open space for it to operate (it will appear on screen as a down triangle).&lt;br /&gt;
*The ramp must have at least one wall adjacent to it for it to not collapse (however, this does not guarantee it will function as a path, see below). Any adjacent ramps are considered part of the same, larger ramp for this purpose; for example, the following is allowed even though the ramp tile in the center is not next to any wall:&lt;br /&gt;
{| style=&amp;quot;border-spacing: 0; margin-left: 1cm&amp;quot;&lt;br /&gt;
|{{CCC}}&lt;br /&gt;
|{{C.C}}&lt;br /&gt;
|{{C.C}}&lt;br /&gt;
|{{C.C}}&lt;br /&gt;
|{{CCC}}&lt;br /&gt;
|-&lt;br /&gt;
|{{CCC}}&lt;br /&gt;
|{{RTF|&amp;amp;#x25B2;}}&lt;br /&gt;
|{{RTF|&amp;amp;#x25B2;}}&lt;br /&gt;
|{{RTF|&amp;amp;#x25B2;}}&lt;br /&gt;
|{{CCC}}&lt;br /&gt;
|-&lt;br /&gt;
|{{CCC}}&lt;br /&gt;
|{{RTF|&amp;amp;#x25BC;}}&lt;br /&gt;
|{{RTF|&amp;amp;#x25BC;}}&lt;br /&gt;
|{{RTF|&amp;amp;#x25BC;}}&lt;br /&gt;
|{{CCC}}&lt;br /&gt;
|}&lt;br /&gt;
*The tile above the wall must be non-solid e.g. a floor, stair, 2nd ramp, etc. (&amp;lt;b&amp;gt;Not&amp;lt;/b&amp;gt; a wall, statue, floodgate, etc.). Whatever it is, it will be destroyed when a ramp is dug out under it.&lt;br /&gt;
A creature can then move from the square the ramp is on to the square above it.&lt;br /&gt;
&lt;br /&gt;
In Diagram A, you can see the difference: because the upper ramp is adjacent on all sides to empty space, it cannot be used to reach the tile to the west&lt;br /&gt;
:*&amp;lt;b&amp;gt;Note&amp;lt;/b&amp;gt;: It ''can'' be used to reach the tiles to the northwest or northeast of the ramp (not shown in picture). Also, if the tile to the west had a natural rock wall on top of it, it '''can''' be mined from the ramp. {{ver|0.28.181.40d}}&lt;br /&gt;
&lt;br /&gt;
If the upper right of Diagram A is the &amp;quot;top&amp;quot; of the map, with the ramps moving up from right to left, it would appear in DF like this (top level is Z, middle (unsupported, red ramp) is Z-1, bottom level (supported, grey ramp) is Z-2):&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border-spacing: 0; margin-left: 1cm&amp;quot;&lt;br /&gt;
|(&lt;br /&gt;
|Z &lt;br /&gt;
|&lt;br /&gt;
|)&lt;br /&gt;
|&lt;br /&gt;
|(&lt;br /&gt;
|Z&lt;br /&gt;
| -&lt;br /&gt;
|1)&lt;br /&gt;
|&lt;br /&gt;
|(&lt;br /&gt;
|Z&lt;br /&gt;
| -&lt;br /&gt;
|2)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{C.C}}&lt;br /&gt;
|{{000}}&lt;br /&gt;
|{{C.C}}&lt;br /&gt;
|{{C.C}}&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
|{{CCC}}&lt;br /&gt;
|{{C.C}}&lt;br /&gt;
|{{CCC}}&lt;br /&gt;
|{{CCC}}&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
|{{CCC}}&lt;br /&gt;
|{{CCC}}&lt;br /&gt;
|{{CCC}}&lt;br /&gt;
|{{CCC}}&lt;br /&gt;
|-&lt;br /&gt;
|{{C.C}}&lt;br /&gt;
|{{RTF|&amp;amp;#x25BC;}}&lt;br /&gt;
|{{000}}&lt;br /&gt;
|{{000}}&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
|{{000}}&lt;br /&gt;
|{{RTF|&amp;amp;#x25B2;}}&lt;br /&gt;
|{{RTF|&amp;amp;#x25BC;}}&lt;br /&gt;
|{{C.C}}&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
|{{CCC}}&lt;br /&gt;
|{{CCC}}&lt;br /&gt;
|{{RTF|&amp;amp;#x25B2;}}&lt;br /&gt;
|{{C.C}}&lt;br /&gt;
|-&lt;br /&gt;
|{{000}}&lt;br /&gt;
|{{000}}&lt;br /&gt;
|{{000}}&lt;br /&gt;
|{{000}}&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
|{{000}}&lt;br /&gt;
|{{000}}&lt;br /&gt;
|{{000}}&lt;br /&gt;
|{{000}}&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
|{{C.C}}&lt;br /&gt;
|{{C.C}}&lt;br /&gt;
|{{C.C}}&lt;br /&gt;
|{{C.C}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note that the ramp (▲) on the Z-1 level is not supported by any adjacent walls or ramps.  The ▼ symbol next to it represents the ramp on the next level down.&lt;br /&gt;
&lt;br /&gt;
[[File:invalidramp.png|200px|thumb|left|'''Diagram B:''' a supported ramp with an invalid path]] &lt;br /&gt;
&lt;br /&gt;
Diagram B represents a ramp system that will not collapse, but will not work as expected: Dwarfs will not be able to go up or down the ramp.&lt;br /&gt;
&lt;br /&gt;
The top of the ramp must feed into a tile to act as a landing platform for upwards traffic.  A ramp cannot &amp;quot;double back&amp;quot;, leading up and then expecting the traffic to jump to the tile behind them.&lt;br /&gt;
&lt;br /&gt;
'''See also:''' [[one-way|One way ramps]]&lt;br /&gt;
&lt;br /&gt;
{{Template:-}}&lt;br /&gt;
&lt;br /&gt;
== Construction and Materials ==&lt;br /&gt;
&lt;br /&gt;
There are two ways for your dwarves to create ramps. The first is to carve a slope into the earth itself (see [[digging]]), using the ground below or walls of stone, dirt, etc.. The second is to build a ramp out of materials such as [[stone]], [[wood]] or [[block]]s or [[bar]]s.&lt;br /&gt;
* Digging a slope uses the material and colour of the designated tile.&lt;br /&gt;
* Constructing a ramp uses the colour of the material used.&lt;br /&gt;
&lt;br /&gt;
Remember that the physical ramp is always &amp;quot;up&amp;quot;, so to dig out a ramp which goes downward from a flat surface (for example, a ground level slope down into earth), you need to shift one level down and designate the ramp from that level.  Dwarfs can dig out a ramp from above or from the level it's been designated on.&lt;br /&gt;
&lt;br /&gt;
== Collapse ==&lt;br /&gt;
&lt;br /&gt;
Be sure to avoid mining out all of the floor tiles surrounding a ramp or staircase above and below it. If you do this, not only will the structures themselves be useless, they'll collapse, both of which can leave your dwarves trapped.&lt;br /&gt;
&lt;br /&gt;
Also be extremely careful with digging ramps into areas that have [[tree]]s growing on them. If you dig a ramp under a tile with a tree on it there will be a collapse that can easily kill the dwarf doing the digging and even injure or kill other dwarves in the immediate area. There is no risk in digging under boulders, shrubs or saplings.&lt;br /&gt;
&lt;br /&gt;
== Removing Natural Slopes==&lt;br /&gt;
&lt;br /&gt;
Natural slopes can be mined out via the designation menu using the Remove Up Stairs/Ramps selection ({{k|d}} -&amp;gt; {{k|z}}, using the ingame interface).  Like the selection says, only upwards slopes (and carved stairs) can be removed in such a manner, and only from the same level as the (upward) ramp.  Selecting a downwards ramp in such a manner has no effect, and constructed ramps must be removed differently (see below). Removing the upward ramp will automatically remove the downward ramp designation from the level above, replacing it with &amp;quot;open space&amp;quot;. (The downward part of a ramp doesn't really exist, not like a &amp;quot;[[stair|down stair]]&amp;quot; does - a creature standing on a ramp tile will be on the lower tile until they move out of the tile.&lt;br /&gt;
&lt;br /&gt;
The only way to remove a ramp on the edge of the map is to build a construction, such as a floor, on the ramp's base.&lt;br /&gt;
&lt;br /&gt;
== Removing Constructed Ramps ==&lt;br /&gt;
&lt;br /&gt;
Constructed ramps can be removed like any other construction via the designation menu using the Remove Construction selection ({{k|d}} -&amp;gt; {{k|n}}, using the ingame interface). Constructed ramps will leave one stone of the sort the ramp was constructed from.&lt;br /&gt;
&lt;br /&gt;
== Ramps Versus Stairways ==&lt;br /&gt;
&lt;br /&gt;
As explained above, ramps have important limitations, but if constructed correctly they can allow slightly faster movement than stairways.  For example, if a dwarf wants to go down and to the north using a stairway, it will have to take two steps: one step down a stairway and one step to the north.  Going to the same place using a ramp only requires 1 step.  Thus ramps are good for underground entrances to your fortress, even if they aren't going to be used by wagons.&lt;br /&gt;
&lt;br /&gt;
== Ramps Versus Channeling ==&lt;br /&gt;
&lt;br /&gt;
Ramps are better suited to carving rooms spanning multiple z-levels than channels. They are safer, because your miners will not channel the stone from underneath each other and will not get stranded on a single rocky outcrop because they could not channel out the tile they're standing on.&lt;br /&gt;
&lt;br /&gt;
For example, to build a dining room three z-levels high, carve a single ramp on the first (bottommost) floor, another ramp on the second floor next to it and designate the whole third (topmost) floor for digging. After that, designate the second floor to be filled with ramps, then to be cleared of them. (You will need to channel out the floor above the downward ramps on that level, since those won't remove the floor above them.)  Repeat on the first floor. Voila, you have a large dining room your dwarves won't appreciate*.&lt;br /&gt;
:&amp;lt;sup&amp;gt;''(* Because room designations never span z-levels, and just cover the one level from the item that designates them.)''&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Digging an execution pit is even simpler. Start carving ramps from the very top, and you'll need to remove them only on the bottommost floor.&lt;br /&gt;
&lt;br /&gt;
{{Buildings}}&lt;br /&gt;
[[Category:Constructions]]&lt;br /&gt;
[[Category:Designations]]&lt;br /&gt;
[[Category:Map tiles]]&lt;/div&gt;</summary>
		<author><name>ManaUser</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Bedroom&amp;diff=14487</id>
		<title>40d:Bedroom</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Bedroom&amp;diff=14487"/>
		<updated>2009-08-02T17:40:42Z</updated>

		<summary type="html">&lt;p&gt;ManaUser: /* Setup and ownership */  Removed inaccuracy.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A '''bedroom''' is a [[room]] defined from a [[bed]]. Bedrooms are claimed or assigned to individual dwarves (or families of dwarves). Once a bedroom has an owner, it becomes the private quarters for that dwarf, where he/she will [[sleep]] and store any belongings that are not carried. To remove a bedroom, {{k|q}}uery the bed that the room comes from and {{k|f}}ree it. The bedroom will be removed, and the bed will become a normal, constructed bed.&lt;br /&gt;
&lt;br /&gt;
==Setup and ownership==&lt;br /&gt;
To set up a bedroom, you must first make a [[bed]] in a [[carpenter's workshop]], then {{k|b}}uild it.  (Dwarves will not sleep in beds which have been produced in a workshop until they are placed via the build menu).  Dwarves will sleep in beds that are built, but will not claim them until it is turned into a bedroom. To do so, you must {{k|q}}uery the bed and make a bed{{k|r}}oom out of it. &lt;br /&gt;
&lt;br /&gt;
A dwarf will claim an unowned bedroom upon sleeping in it. The player can also manually assign bedrooms or change the ownership from one dwarf to another. Married couples have joint ownership of a single bedroom and sleep in the same bed; [[babies]] will also share a bedroom with their mother until they grow into children.&lt;br /&gt;
&lt;br /&gt;
Turning a bed into a bedroom makes all other pieces of [[furniture]] in the room (such as [[cabinet]]s and [[coffer]]s) 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. Once the [[dwarven economy]] starts, dwarves will get unhappy thoughts from not having a [[chest]] in their bedroom.{{verify}}&lt;br /&gt;
&lt;br /&gt;
===Who will sleep where===&lt;br /&gt;
Prior to the start of the [[dwarven economy]], civilian dwarves will sleep in any constructed bed that doesn't belong to a different dwarf. Their preference for where to sleep appears to be: own room, unclaimed bedroom, [[barracks]], constructed bed not yet designated into a bedroom, and finally the cold hard floor (preferably in the barracks). After the start of the economy, they will only sleep in owned rooms or in the barracks.&lt;br /&gt;
&lt;br /&gt;
[[Military]] dwarves will sleep in the [[barracks]], unless told to sleep in their own bedrooms via their squad's settings.&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;
{{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]] go and 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 start of the hall. Making multilevel living complexes can dramatically reduce the amount of time it takes for a dwarf to travel to his/her bedroom, thus giving it more time to do whatever it is you don't want them to do at that particular time.&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. Also note that [[beds]], [[cabinets]] and [[chests]] do not block movement.&lt;br /&gt;
&lt;br /&gt;
Living areas should be placed away from [[workshops]] and other work areas, or else inhabitants will get [[thoughts|unhappy thoughts]] due to [[noise]].&lt;br /&gt;
&lt;br /&gt;
{{Buildings}}&lt;br /&gt;
[[Category:Rooms]]&lt;/div&gt;</summary>
		<author><name>ManaUser</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Trading&amp;diff=35935</id>
		<title>40d:Trading</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Trading&amp;diff=35935"/>
		<updated>2009-07-30T20:01:51Z</updated>

		<summary type="html">&lt;p&gt;ManaUser: /* Wagons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Building|name=Trade depot|key=D&lt;br /&gt;
|job= &lt;br /&gt;
1 of:&lt;br /&gt;
* [[Broker]] noble&lt;br /&gt;
* None (See description)&lt;br /&gt;
|construction=&lt;br /&gt;
3 of&lt;br /&gt;
* [[Block]]&lt;br /&gt;
* [[Metal bar]]&lt;br /&gt;
* [[Stone]]&lt;br /&gt;
* [[Wood]]&lt;br /&gt;
|construction_job=&lt;br /&gt;
* [[Architecture]]&lt;br /&gt;
* and 1 of:&lt;br /&gt;
** [[Metalsmithing]]&lt;br /&gt;
** [[Masonry]]&lt;br /&gt;
** [[Carpentry]]&lt;br /&gt;
|purpose=&lt;br /&gt;
Trade goods with other races.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Trading''' in Dwarf Fortress first occurs in the first [[autumn]] after establishing your fortress, with the arrival of the [[dwarf|Dwarven]] [[Trading#Caravans|caravan]]. Trading is a good way to acquire resources that are not available or are rare in the local area. It also allows for more freedom in selecting starting gear, because items can always be obtained through trade later, e.g. one can drop the expensive [[anvil]] to bring 500 extra units of [[alcohol|booze]] or purchase additional skills for the expedition party.  New players can [[Your_first_fortress#Trading|look here]] for advice on trading with the first caravan.&lt;br /&gt;
&lt;br /&gt;
A '''Trader''' is the term used at your [[Trade Depot]] to refer to your fortress [[Broker]] when dealing with [[merchant]]s in a visiting [[caravan]] ({{key|r}} - &amp;quot;''Trader requested at Depot&amp;quot;'').  As a [[profession]], the term usually only applies to those merchants, and to a dwarf whose highest [[skill]] is [[Appraiser]].&lt;br /&gt;
&lt;br /&gt;
== Trade Depot ==&lt;br /&gt;
Building a '''Trade Depot''' ({{K|b}} - {{K|D}}) will allow you the opportunity to trade with caravans that arrive at your fortress. Trade depots can be created from almost any material, and construction requires the [[Architecture]] skill along with the appropriate craft labor ([[Carpentry]], [[Masonry]], or [[Metalsmithing]]). &lt;br /&gt;
&lt;br /&gt;
While it may be convenient to build a Trade Depot outside first, it is usually a good idea to move it inside or build fortifications around it to protect caravans and your goods from [[thief|thieves]] and [[goblin]]s.&lt;br /&gt;
&lt;br /&gt;
Hit {{K|q}} to bring up the building interaction mode, and then move your cursor over the Trade Depot to gain access to the following options.&lt;br /&gt;
&lt;br /&gt;
Do not build two Trade Depots however, as then neither will work properly.&lt;br /&gt;
&lt;br /&gt;
=== Move Goods to/from Depot ===&lt;br /&gt;
{{K|g}}: This command becomes active when a caravan arrives on your map.  This screen menu is similar to the [[stock]]s menu ({{K|z}} - Stocks).  This is where you select what items you want to trade with the caravan.  If you have particular items you want to sell to the caravan, you can {{K|s}}earch for it.  This is convenient if you want to export all your prepared meals or finished goods. Also shown is the culling on {{K|m}}andate option.  The move to depot screen will not show things that violate an export [[mandate]].  By pressing {{K|m}}, it will change to Ignoring {{K|m}}andates, and you can select banned items for export. For example, if your [[mayor]] has a mandate banning the export of iron, this screen will hide bins that contain iron items.  By changing this option, all iron items will be shown.&amp;lt;br\&amp;gt; &amp;lt;br\&amp;gt;After selecting items and exiting the screen, [[jobs]] will be queued to move the items to the depot.  All dwarves, regardless of [[labor]] settings, can move goods to the depot. Items that have not been moved will show [PENDING], while those that have been brought to the depot and are ready for trade and will be marked as [TRADING].  &amp;lt;br\&amp;gt;&amp;lt;br\&amp;gt;Items selected for trading will remain at the depot until the caravan leaves. Alternatively you can select the item again. Once no longer required at the depot, items will be available for use or hauling to stockpiles as normal.  If you don't want all the items to be returned to their stockpiles, you can optionally {{K|f}}orbid them by looking at the [[Controls_guide#View_items_in_buildings.2C_t|i{{K|t}}ems]] in the depot.&lt;br /&gt;
&lt;br /&gt;
=== No trader needed at depot or Trader requested at depot ===&lt;br /&gt;
{{K|r}}: This requests a dwarf to come to the depot. To conduct trades with caravans, a trader must be present at the Trade Depot.  Once requested, a dwarf will make their way to the depot, and remain there until released with this setting, or the dwarf decides to drink, sleep, or eat.&lt;br /&gt;
&lt;br /&gt;
=== Only broker may trade or Anyone may trade ===&lt;br /&gt;
{{K|b}}: This setting determines who will perform the trade.  If '''Only broker may trade''' is active, then only the [[Broker]] [[noble]] will respond to the trader request.  This can become a problem when the broker is sleeping or otherwise occupied, but dwarves with low [[Broker skills]] will receive poorer deals when trading.&lt;br /&gt;
&lt;br /&gt;
=== Trade ===&lt;br /&gt;
{{K|t}}: This option becomes available once the caravan and your trader are both at the depot. It begins trading.&lt;br /&gt;
&lt;br /&gt;
==Trading==&lt;br /&gt;
{{:Trading/Flowchart}}&lt;br /&gt;
After entering the trade menu, select the items to offer from the right, and the desired items from the left. All caravans have a weight limit which cannot be exceeded, and the allowed additional weight is displayed in the lower right corner. If the acting broker has at least Novice or better [[Appraisal]] skill, the value of all items will be displayed.  Once the proposal is ready, press {{K|t}} to make an offer, but merchants will not agree unless they make adequate profit.  Be sure to use '''trade''', not '''offer''' {{K|o}}, as this will make a gift of the selected items. The amount of acceptable profit is determined by the broker's [[Broker skills|skills]] and the merchant's mood, described below.  Merchants may attempt to propose counteroffers if they do not accept the proposal, which can then be accepted, rejected, or further amended by the broker.&lt;br /&gt;
&lt;br /&gt;
A good rule of thumb for inexperienced brokers is to give merchants a 50% or better profit. For example, if the desired goods are worth 500☼, make sure their profit is at least 250☼ (which would make the total worth of the offered goods 750☼). This should ensure that the merchants are happy with the trading and that they accept the trade immediately without making ridiculous counteroffers. With more experienced brokers or pleased merchants, even marginally profitable trades can be successful, and counteroffers can be rejected safely, offering the same trade again. Note however that a low profit margin for the traders may not be desirable - it has been suggested that both export and profit numbers influence the size of next years caravan and, in the case of the dwarven caravan, immigration numbers.&lt;br /&gt;
&lt;br /&gt;
=== Trading cue colors ===&lt;br /&gt;
&lt;br /&gt;
* Items in brown have been created (or modified) by your fortress. They can be traded away or offered as a gift.&lt;br /&gt;
* Items in white were created by another source. They can be traded, but if one of these items has been selected, the entire selection cannot be offered as a gift.&lt;br /&gt;
* Items in purple are under a no-export mandate and should not be traded away unless exceptional circumstances (or masochism) push you to do this.&lt;br /&gt;
* Items in green have just been gifted to the caravan and they will not trade it back.&lt;br /&gt;
* Items in red have been seized from another caravan and cannot be traded as is; you will need to decorate them or turn them into other items for them to become &amp;quot;valid&amp;quot; trading items. However, usually a caravan from a different civilization will accept stolen goods without changing them first.&lt;br /&gt;
&lt;br /&gt;
=== Merchant mood ===&lt;br /&gt;
If your broker has Novice or better [[Judge of Intent]] skill, there will be a line added below the merchant's dialogue describing the caravan's attitude. Their attitude rises with successful trades (especially if they get lots of profit) and falls when you propose deals they don't like. &lt;br /&gt;
&lt;br /&gt;
* (trader) seems ecstatic with the trading&lt;br /&gt;
* (trader) seems very happy about the trading&lt;br /&gt;
* (trader) seems pleased with the trading&lt;br /&gt;
* (trader) seems willing to trade (Default, at least for humans)&lt;br /&gt;
* (trader) seems to be rapidly losing patience&lt;br /&gt;
* (trader) is not going to take much more of this&lt;br /&gt;
* (trader) is unwilling to trade&lt;br /&gt;
&lt;br /&gt;
The happier you make a merchant, the less profit margin he will demand in a trade. If merchants reach the lowest level, no further trade will be possible, and they will immediately pack up and leave your depot. Since annoyed traders are more likely to reject deals, you should be generous in initial negotiations. Skilled negotiators seem less likely to offend traders with unsuccessful deals. &lt;br /&gt;
&lt;br /&gt;
=== Seizing items ===&lt;br /&gt;
&lt;br /&gt;
Pressing {{K|s}} from the trade menu will seize the selected items of the merchant's.  If you seize goods from a caravan, the merchant will respond &amp;quot;Take what you want. I can't stop you.&amp;quot; and then leave immediately without the seized goods.  Items cannot be seized from the dwarven caravan, and other races will not buy goods stolen from one of their caravans (then marked in red) unless they are tricked into asking for them via counteroffer, or the items are &amp;quot;naturalized&amp;quot; by decoration or used to create other goods.  Seizing goods will hurt diplomatic relations, but is not grounds for an automatic [[siege]].&lt;br /&gt;
&lt;br /&gt;
Pressing the seize button while no goods are selected will result in the merchant interpreting your seizure as a joke. This apparently does nothing to benefit or hinder your trading.&lt;br /&gt;
&lt;br /&gt;
As a side note, if you remove your trade depot, all the caravan's items will drop to the ground, to be readily hauled away by your dwarves. This does not mark the item as stolen, and the caravan will leave.&lt;br /&gt;
&lt;br /&gt;
Another way to steal without marking as stolen is to forbid traders' goods. They will leave them in depot.&lt;br /&gt;
&lt;br /&gt;
Note that the civilization attached to a particular caravan will keep track of the value of items the caravan was carrying when they set out to trade, and they will compare this value with the value of items they return home with. Regardless of what method you use to confiscate items from a caravan, even if you came to possess the goods through no fault of your own (an [[ambush]] killed the caravaners, for example) the parent civilization may decide that you stole from them and send a [[siege]] instead of a caravan the following year. It is prudent to take measures to protect caravans visiting your lands!&lt;br /&gt;
&lt;br /&gt;
===Offering items===&lt;br /&gt;
&lt;br /&gt;
{{key|o}} You can also give away items, as gifts to the leaders of the [[civilization]] you are trading with. This presumably helps relations between yourself and the other faction. The exact effects are unknown but it is believed that offering goods increases the quantity and variety of trade goods brought by next year's caravan.  Also the [[King]] may require offerings before his arrival.&lt;br /&gt;
&lt;br /&gt;
== Caravans ==&lt;br /&gt;
Each friendly race will send a caravan once per year, but only if that race considers the fortress site accessible (as denoted on the embark screen).  The exception is dwarves, who always arrive.  Caravans appear to enter the map from a random direction which does not coincide with the relative direction of the originating [[civilization]], and they may appear from different directions or z-levels each year.  Caravans may leave without trading if it takes too long to reach the trade depot, and they cannot use stairs.  Caravans will embark on their journey back exactly one month after their arrival, whether they have succeeded in reaching the depot or not.&lt;br /&gt;
&lt;br /&gt;
=== Wagons ===&lt;br /&gt;
[[Image:Depot alley.png|thumb|right|A depot in the fortress, with a narrow, trapped accessway.]]&lt;br /&gt;
[[Image:Depot accessible.png|thumb|right|Composite image of depot access screen.  Strategically arranged walls and natural obstacles (boulders) force wagons to enter and exit the map immediately to the east of the depot.]]&lt;br /&gt;
All races except elves will send [[wagon]]s with their caravans, which have a much greater capacity for bringing foreign imports and accepting dwarven exports.  Unfortunately, wagons require paths that are three tiles wide to pass.  Wagons may enter the map in a location different from merchants with pack [[animals]], if the point the animals entered was inaccessible to the wagons.  If wagons are unable to find an open path to your trade depot (or if you have not built a depot at all), they will bypass your site and you will only be able to trade for what is available on the pack animals. &lt;br /&gt;
&lt;br /&gt;
Wagons '''cannot''' cross [[stair]]s or [[door]]s (even if the doors span an area ordinarily wide enough for the wagon to pass).  Obstructing [[boulder]]s must be smoothed ( {{K|d}} - {{K|s}} ), and [[tree]]s must be cut down ( {{K|d}} - {{K|t}} ).  [[Shrub]]s do not obstruct wagons, and neither do [[ramp]]s, [[bridge]]s, [[road]]s, or [[floor]] tiles. (However, ramps covered by a [[hatch]] do obstruct.)  The impassable tiles of [[workshop]]s and other buildings will obstruct, but the passable tiles of those buildings will not.  Any buildings which are normally passable, including [[restraint]]s and [[trap]]s, will not obstruct wagons either, nor will creatures, whether restrained or free.&lt;br /&gt;
&lt;br /&gt;
To keep trees from growing and blocking a path, you should build roads, bridges, or floor tiles over any [[soil]] tiles that make up part of the path.  Ramps must be used to adjust [[z-level]] elevation. A wagon can't go directly from a ramp to a bridge, there must be floor tiles in between.&lt;br /&gt;
&lt;br /&gt;
After a trade depot is built, you can use {{K|D}} to check wagon accessibility. The display is somewhat misleading as it is calculated from your depot, not the edge of the map as you might expect. Even though you see a green area around your depot, it may not be accessible. You need to make sure the path extends all the way to some edge of the map. Further, the green {{Raw Tile|W|{{COLOR:2:0:1}}|{{COLOR:2:0:0}}}}s only represent where the ''center'' of the wagon can fit -- so a three-tile wide path, which can fit a wagon, will only show up as one-tile wide line of {{Raw Tile|W|{{COLOR:2:0:1}}|{{COLOR:2:0:0}}}}s.  When the route they would take goes over hills (ramps), it's hard to eye whether it is continuous all the way to the edge of the map, so be sure you see the words &amp;quot;depot accessible&amp;quot; on the depot access screen.&lt;br /&gt;
&lt;br /&gt;
As long as you have a three-tile wide path to the depot that reaches ''any'' edge of the map, wagons will be able to reach the depot.  If there is only one path they can take, they will take that path.  You can force them to enter and exit the map in an exact spot -- preferably very near your depot -- by erecting walls or digging channels so that all paths but the one you want them to take are blocked.&lt;br /&gt;
&lt;br /&gt;
=== Liaisons ===&lt;br /&gt;
[[Liaison]]s may be sent with caravans to speak to important dwarves.  They will allow you to choose the type of items that your fortress is interested in, and will focus on bringing more of that kind of item on the next caravan (however those items will also be more expensive).  They will also present you with a list of the items they're willing to pay more for, which will be effective upon their next arrival.&lt;br /&gt;
&lt;br /&gt;
Trade agreements can be viewed at a later time through the Civilization menu ({{k|c}}). These trade agreements are cleared when a liason of the corresponding civilization enters the screen, so they are generally not accessible after the caravan has arrived.&lt;br /&gt;
&lt;br /&gt;
=== Races ===&lt;br /&gt;
The following races send caravans.&lt;br /&gt;
&lt;br /&gt;
==== [[Dwarves]] ====&lt;br /&gt;
The dwarven caravan:&lt;br /&gt;
* arrives in [[Calendar|autumn]].&lt;br /&gt;
* employs wagons to bring more goods.&lt;br /&gt;
* typically carries [[food]], [[alcohol|booze]], [[leather]] and more.  Dwarves alone may carry [[steel]] and steel goods.&lt;br /&gt;
* tends to be well guarded.&lt;br /&gt;
* sends a liaison who will speak with the [[Expedition leader]] (or [[Mayor]]) to negotiate prices.&lt;br /&gt;
* is responsible for the number of immigrants received (when the caravan escapes alive).&lt;br /&gt;
* will not cause sieges when repeatedly destroyed or lost.&lt;br /&gt;
* is the only caravan to arrive during a fortress' first year.&lt;br /&gt;
* always arrives regardless of embark location.&lt;br /&gt;
* cannot have its goods seized from the trade menu.&lt;br /&gt;
&lt;br /&gt;
==== [[elf|Elves]] ====&lt;br /&gt;
[[Image:Evil_elves.png|thumb|400px|A typical elven caravan.]]&lt;br /&gt;
&lt;br /&gt;
The elven caravan:&lt;br /&gt;
* arrives in [[Calendar|spring]].&lt;br /&gt;
* does not send wagons.&lt;br /&gt;
* typically carries [[cloth]], [[Restraint|rope]], various above ground [[plants]] and their byproducts, [[log]]s, [[wood]]en [[craft]]s &amp;amp; [[weapon]]s, large-sized clothing and [[armor]], and may carry tame [[creatures]].&lt;br /&gt;
* carries more wood logs the smaller a fort's wood stockpile.&lt;br /&gt;
* tends to be unguarded.&lt;br /&gt;
* may send a diplomat who imposes a tree cutting quota.&lt;br /&gt;
* does not accept some items in trade.&lt;br /&gt;
&lt;br /&gt;
Elven traders do not like to be offered any tree byproducts.  Forbidden items include{{ver|0.28.181.40d}}: &lt;br /&gt;
&lt;br /&gt;
* [[Wood]]en items, and items derived from wood (including [[tower-cap]] logs), such as [[charcoal]] and [[pearlash]]&lt;br /&gt;
* All [[glass]]; formerly believed to be confined to clear and crystal glass (because [[pearlash]] is used in their creation) but also includes green glass from a magma glass furnace.&lt;br /&gt;
* Items [[decoration|decorated]] with any of the above materials&lt;br /&gt;
* [[Obsidian]] shortswords (since they have wooden handles)&lt;br /&gt;
* [[Soap]] (made with [[ash]])&lt;br /&gt;
&lt;br /&gt;
Offering or trading forbidden items will cause the caravan to refuse to trade any more that season and will leave immediately.  Additionally you will be called uncouth, crude, and barbaric for suggesting it.  Tragic incidence can befall name callers which if repeated can lead to [[siege|interesting times]] and even great [[fun]]!&lt;br /&gt;
&lt;br /&gt;
However, [[stone]] and [[metal]] items, even when [[charcoal]] is used in production, are acceptable. Items made from [[silk]] are acceptable, as are all non-wooden plant-derived products such as [[cloth]] and [[thread]]. Different from previous versions, items made of bone and shell are acceptable. You can also transport your goods to the [[trade depot]] in a wooden [[bin]], as long as you do not try to sell the bin. Living animals are acceptable, as long as the [[cage]] or [[trap]] is not made of [[wood]].&lt;br /&gt;
&lt;br /&gt;
Be especially careful with reselling items from other caravans, as decorated items made out of a non-living material may include decorative materials that were made of living materials.  All items that elven caravans sell are also unacceptable to sell back to elves, as the dwarves have no means of proving that they were made in an &amp;quot;elf kosher&amp;quot; way &amp;amp;mdash; and all dwarves know that elves have terrible memory.&lt;br /&gt;
&lt;br /&gt;
==== [[Human]]s ====&lt;br /&gt;
The human caravan:&lt;br /&gt;
* arrives in [[Calendar|summer]].&lt;br /&gt;
* employs wagons to bring more goods.&lt;br /&gt;
* typically carries a very large quantity and variety of goods.&lt;br /&gt;
* tends to be moderately guarded.&lt;br /&gt;
* sends a liaison who will speak with the broker to negotiate prices.&lt;br /&gt;
&lt;br /&gt;
==== [[Goblin]]s ====&lt;br /&gt;
A goblin caravan may arrive if your civilization is at peace with the goblins.&lt;br /&gt;
&lt;br /&gt;
The goblin caravan:&lt;br /&gt;
*does not send wagons&lt;br /&gt;
*tends to be unguarded&lt;br /&gt;
*brings mostly food and cloth&lt;br /&gt;
*does not send a liaison or a guild representative&lt;br /&gt;
*does not make import/export agreements&lt;br /&gt;
&lt;br /&gt;
=== Destruction ===&lt;br /&gt;
If caravans are destroyed (intentionally or unintentionally), the items may remain for use. Traders caught in a [[cave-in]] will flee as if they were attacked but will leave all the items dropped by the caravan behind. Pack animals carrying items are affected just like a normal tamed [[mule]] and must be killed in the cave-in for them to drop items on the ground. It is however much more likely that the pack animal(s) will only be stunned or rendered unconscious and flee shortly after recovering from the hit. Wagons will collapse if caught in a cave-in, leaving all that it was carrying on the ground as a result. Wagons can also be destroyed by [[ocean]] waves coming up onto the shore if you have settled in the appropriate area. The only difference between collapsing under waves or a cave-in is a higher probably of recovering items if the wagon is destroyed by a wave.&lt;br /&gt;
&lt;br /&gt;
While caravans can defend themselves, they don't like being ambushed. An encounter with unfriendly creatures may cause them to retreat and forget about trading with you for the season.  Repeated caravan destruction (intentional or unintentional) will strain diplomatic relations and may result in a [[siege]].&lt;br /&gt;
&lt;br /&gt;
=== Caravan Delay ===&lt;br /&gt;
If a caravan has arrived at your trade depot and is unable to leave, the merchants and animals will soon go insane.  This can result in a bunch of merchants attacking your dwarves, or just standing around moping until they starve to death.  It is not known if this hurts diplomatic relations.&lt;/div&gt;</summary>
		<author><name>ManaUser</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Ramp&amp;diff=1623</id>
		<title>40d:Ramp</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Ramp&amp;diff=1623"/>
		<updated>2009-07-30T19:46:35Z</updated>

		<summary type="html">&lt;p&gt;ManaUser: /* Using ramps */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A '''ramp''' is a map feature that allows dwarves and caravans to move between levels.  A natural (non-dwarf-constructed) ramp is called a '''slope''', and act as hillsides on the map.  Both use the ▲ symbol (pointing &amp;quot;up&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
Unlike [[stair]]s, a single ramp on a lower level is all that is needed for access, no &amp;quot;down ramp&amp;quot; is required to complete the path between levels.  However, the ramp will be visible from the upper level, shown as a ▼ symbol (pointing &amp;quot;down&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
Also unlike stairs, they do not feed every lower and upper tile they are adjacent to, which can cause [[path]]ing problems if used incorrectly. (See &amp;quot;Using ramps&amp;quot;, below.)&lt;br /&gt;
&lt;br /&gt;
Ramps are the only way that [[wagon]]s can move between levels in order to access an underground [[trade depot]]. &lt;br /&gt;
&lt;br /&gt;
== Using ramps ==&lt;br /&gt;
Ramps have two common problems - collapsing because they are unsupported, and not allowing a path because they have been constructed as &amp;quot;dead ends&amp;quot; to upper levels.&lt;br /&gt;
&lt;br /&gt;
[[Image:jt_df_ramp.png|left|frame|'''Diagram A:''' The lower ramp is connected to another tile on its level; the upper ramp is not and may collapse.]] &lt;br /&gt;
*The tile above a ramp must be open space for it to operate (it will appear on screen as a down triangle).&lt;br /&gt;
*The ramp must have at least one wall adjacent to it for it to not collapse (however, this does not guarantee it will function as a path, see below). Any adjacent ramps are considered part of the same, larger ramp for this purpose; for example, the following is allowed even though the ramp tile in the center is not next to any wall:&lt;br /&gt;
{| style=&amp;quot;border-spacing: 0; margin-left: 1cm&amp;quot;&lt;br /&gt;
|{{CCC}}&lt;br /&gt;
|{{C.C}}&lt;br /&gt;
|{{C.C}}&lt;br /&gt;
|{{C.C}}&lt;br /&gt;
|{{CCC}}&lt;br /&gt;
|-&lt;br /&gt;
|{{CCC}}&lt;br /&gt;
|{{RTF|&amp;amp;#x25B2;}}&lt;br /&gt;
|{{RTF|&amp;amp;#x25B2;}}&lt;br /&gt;
|{{RTF|&amp;amp;#x25B2;}}&lt;br /&gt;
|{{CCC}}&lt;br /&gt;
|-&lt;br /&gt;
|{{CCC}}&lt;br /&gt;
|{{RTF|&amp;amp;#x25BC;}}&lt;br /&gt;
|{{RTF|&amp;amp;#x25BC;}}&lt;br /&gt;
|{{RTF|&amp;amp;#x25BC;}}&lt;br /&gt;
|{{CCC}}&lt;br /&gt;
|}&lt;br /&gt;
*The tile above the wall must be non-solid e.g. a floor, stair, 2nd ramp, etc. (&amp;lt;b&amp;gt;Not&amp;lt;/b&amp;gt; a wall, statue, floodgate, etc.). Whatever it is, it will be destroyed when a ramp is dug out under it.&lt;br /&gt;
A creature can then move from the square the ramp is on to the square above it.&lt;br /&gt;
&lt;br /&gt;
In Diagram A, you can see the difference: because the upper ramp is adjacent on all sides to empty space, it cannot be used to reach the tile to the west&lt;br /&gt;
:*&amp;lt;b&amp;gt;Note&amp;lt;/b&amp;gt;: It ''can'' be used to reach the tiles to the northwest or northeast of the ramp (not shown in picture). Also, if the tile to the west had a natural rock wall on top of it, it '''can''' be mined from the ramp. {{ver|0.28.181.40d}}&lt;br /&gt;
&lt;br /&gt;
If the upper right of Diagram A is the &amp;quot;top&amp;quot; of the map, with the ramps moving up from right to left, it would appear in DF like this (top level is Z, middle (unsupported, red ramp) is Z-1, bottom level (supported, grey ramp) is Z-2):&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border-spacing: 0; margin-left: 1cm&amp;quot;&lt;br /&gt;
|(&lt;br /&gt;
|Z &lt;br /&gt;
|&lt;br /&gt;
|)&lt;br /&gt;
|&lt;br /&gt;
|(&lt;br /&gt;
|Z&lt;br /&gt;
| -&lt;br /&gt;
|1)&lt;br /&gt;
|&lt;br /&gt;
|(&lt;br /&gt;
|Z&lt;br /&gt;
| -&lt;br /&gt;
|2)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{C.C}}&lt;br /&gt;
|{{000}}&lt;br /&gt;
|{{C.C}}&lt;br /&gt;
|{{C.C}}&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
|{{CCC}}&lt;br /&gt;
|{{C.C}}&lt;br /&gt;
|{{CCC}}&lt;br /&gt;
|{{CCC}}&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
|{{CCC}}&lt;br /&gt;
|{{CCC}}&lt;br /&gt;
|{{CCC}}&lt;br /&gt;
|{{CCC}}&lt;br /&gt;
|-&lt;br /&gt;
|{{C.C}}&lt;br /&gt;
|{{RTF|&amp;amp;#x25BC;}}&lt;br /&gt;
|{{000}}&lt;br /&gt;
|{{000}}&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
|{{000}}&lt;br /&gt;
|{{RTF|&amp;amp;#x25B2;}}&lt;br /&gt;
|{{RTF|&amp;amp;#x25BC;}}&lt;br /&gt;
|{{C.C}}&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
|{{CCC}}&lt;br /&gt;
|{{CCC}}&lt;br /&gt;
|{{RTF|&amp;amp;#x25B2;}}&lt;br /&gt;
|{{C.C}}&lt;br /&gt;
|-&lt;br /&gt;
|{{000}}&lt;br /&gt;
|{{000}}&lt;br /&gt;
|{{000}}&lt;br /&gt;
|{{000}}&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
|{{000}}&lt;br /&gt;
|{{000}}&lt;br /&gt;
|{{000}}&lt;br /&gt;
|{{000}}&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
|{{C.C}}&lt;br /&gt;
|{{C.C}}&lt;br /&gt;
|{{C.C}}&lt;br /&gt;
|{{C.C}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note that the ramp (▲) on the Z-1 level is not supported by any adjacent walls or ramps.  The ▼ symbol next to it represents the ramp on the next level down.&lt;br /&gt;
&lt;br /&gt;
[[File:invalidramp.png|200px|thumb|left|'''Diagram B:''' a supported ramp with an invalid path]] &lt;br /&gt;
&lt;br /&gt;
Diagram B represents a ramp system that will not collapse, but will not work as expected: Dwarfs on the upper floor will be able to descend to the lower, by walking onto the ramp and then off of the ramp, but dwarfs from the lower floor will not be able to go up. &lt;br /&gt;
&lt;br /&gt;
The top of the ramp must feed into a tile to act as a landing platform for upwards traffic.  A ramp cannot &amp;quot;double back&amp;quot;, leading up and then expecting the traffic to jump to the tile behind them.&lt;br /&gt;
&lt;br /&gt;
{{Template:-}}&lt;br /&gt;
=== Short Version ===&lt;br /&gt;
&lt;br /&gt;
# The ramp must have a wall next to it.&lt;br /&gt;
# The space above the ramp must be open.&lt;br /&gt;
# The space above one of the walls next to the ramp must be open.&lt;br /&gt;
&lt;br /&gt;
== Construction and Materials ==&lt;br /&gt;
&lt;br /&gt;
There are two ways for your dwarves to create ramps. The first is to carve a slope into the earth itself (see [[digging]]), using the ground below or walls of stone, dirt, etc.. The second is to build a ramp out of materials such as [[stone]], [[wood]] or [[block]]s or [[bar]]s.&lt;br /&gt;
* Digging a slope uses the material and colour of the designated tile.&lt;br /&gt;
* Constructing a ramp uses the colour of the material used.&lt;br /&gt;
&lt;br /&gt;
Remember that the physical ramp is always &amp;quot;up&amp;quot;, so to dig out a ramp which goes downward from a flat surface (for example, a ground level slope down into earth), you need to shift one level down and designate the ramp from that level.  Dwarfs can dig out a ramp from above or from the level it's been designated on.&lt;br /&gt;
&lt;br /&gt;
== Collapse ==&lt;br /&gt;
&lt;br /&gt;
Be sure to avoid mining out all of the floor tiles surrounding a ramp or staircase above and below it. If you do this, not only will the structures themselves be useless, they'll collapse, both of which can leave your dwarves trapped.&lt;br /&gt;
&lt;br /&gt;
Also be extremely careful with digging ramps into areas that have [[tree]]s growing on them. If you dig a ramp under a tile with a tree on it there will be a collapse that can easily kill the dwarf doing the digging and even injure or kill other dwarves in the immediate area. There is no risk in digging under boulders, shrubs or saplings.&lt;br /&gt;
&lt;br /&gt;
== Removing Natural Slopes==&lt;br /&gt;
&lt;br /&gt;
Natural slopes can be mined out via the designation menu using the Remove Up Stairs/Ramps selection ({{k|d}} -&amp;gt; {{k|z}}, using the ingame interface).  Like the selection says, only upwards slopes (and carved stairs) can be removed in such a manner, and only from the same level as the (upward) ramp.  Selecting a downwards ramp in such a manner has no effect, and constructed ramps must be removed differently (see below). Removing the upward ramp will automatically remove the downward ramp designation from the level above, replacing it with &amp;quot;open space&amp;quot;. (The downward part of a ramp doesn't really exist, not like a &amp;quot;[[stair|down stair]]&amp;quot; does - a creature standing on a ramp tile will be on the lower tile until they move out of the tile.&lt;br /&gt;
&lt;br /&gt;
== Removing Constructed Ramps ==&lt;br /&gt;
&lt;br /&gt;
Constructed ramps can be removed like any other construction via the designation menu using the Remove Construction selection ({{k|d}} -&amp;gt; {{k|n}}, using the ingame interface). Constructed ramps will leave one stone of the sort the ramp was constructed from.&lt;br /&gt;
&lt;br /&gt;
== Ramps Versus Stairways ==&lt;br /&gt;
&lt;br /&gt;
As explained above, ramps have important limitations, but if constructed correctly they can allow slightly faster movement than stairways.  For example, if a dwarf wants to go down and to the north using a stairway, it will have to take two steps: one step down a stairway and one step to the north.  Going to the same place using a ramp only requires 1 step.  Thus ramps are good for underground entrances to your fortress, even if they aren't going to be used by wagons.&lt;br /&gt;
&lt;br /&gt;
== Ramps Versus Channeling ==&lt;br /&gt;
&lt;br /&gt;
Ramps are better suited to carving rooms spanning multiple z-levels than channels. They are safer, because your miners will not channel the stone from underneath each other and will not get stranded on a single rocky outcrop because they could not channel out the tile they're standing on.&lt;br /&gt;
&lt;br /&gt;
For example, to build a dining room three z-levels high, carve a single ramp on the first (bottommost) floor, another ramp on the second floor next to it and designate the whole third (topmost) floor for digging. After that, designate the second floor to be filled with ramps, then to be cleared of them (you might need to channel out the floor above the downward ramp). Repeat on the first floor. Voila, you have a large dining room your dwarves won't appreciate.&lt;br /&gt;
&lt;br /&gt;
Digging an execution pit is even simpler. Start carving ramps from the very top, and you'll need to remove them only on the bottommost floor.&lt;br /&gt;
&lt;br /&gt;
{{Buildings}}&lt;br /&gt;
[[Category:Constructions]]&lt;br /&gt;
[[Category:Designations]]&lt;br /&gt;
[[Category:Map tiles]]&lt;/div&gt;</summary>
		<author><name>ManaUser</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Sparring&amp;diff=40702</id>
		<title>40d:Sparring</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Sparring&amp;diff=40702"/>
		<updated>2009-07-17T04:01:46Z</updated>

		<summary type="html">&lt;p&gt;ManaUser: /* Target Practice */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Sparring''' is a form of non-lethal combat engaged in by [[soldier]]s to train their combat skills in [[fortress mode]].  Sparring takes place at [[barracks]]; off-duty soldiers will engage in mock combat with other off-duty soldiers, causing incidental injuries as they go but gaining valuable experience. Dwarves tend to knock each other around while sparring, so build your barracks at least 10 tiles away from such hazards as stairs, wells, [[magma]], and chasms.  Furniture in the barracks (such as beds) will not impede sparring, and sparring soldiers cannot harm other creatures, even if they are in the same tile.  Sparring also does not wake sleeping dwarves -- it is a common sight to see two dwarves wrestling on top of a bed while another dwarf sleeps in it, oblivious.&lt;br /&gt;
&lt;br /&gt;
To assign a soldier to sparring, you must take his or her squad off duty.  This is accomplished by opening the {{key|m}}ilitary screen, selecting the soldier from the list, choosing to {{key|v}}iew the selected squad, then toggling the du{{key|t}}y status until it displays &amp;quot;Squad is standing down&amp;quot;.  You must have at least two melee soldiers off duty before sparring will begin, although they need not be of the same soldier class.  If the conditions are met, the soldiers will automatically choose to spar at their own discretion. &lt;br /&gt;
&lt;br /&gt;
Rotating soldiers between an always-off-duty training squad and a series of on-duty patrol squads can be an effective way of training soldiers without having to assign off-duty status to each soldier directly. Squads tend to travel everywhere together, including during their training time, so dwarves of similar skill levels can be grouped to enhance the effectiveness of their training.&lt;br /&gt;
&lt;br /&gt;
Note: The champions are under no obligation to not crush your windpipe with a single blow.  This is not a karate class, this is a bunch of dwarves punching each other until they learn not to be punched.  You do not get a fancy rainbow of belts, and you are not guaranteed to survive.  But you will learn to roundhouse kick, insofar as a dwarf can roundhouse kick.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
&lt;br /&gt;
When soldiers spar, they practice (and thereby gain experience) with whatever [[weapon]] and [[armor]] they have been assigned, including [[shield]]s.  Thus, in order to train [[axedwarf|axedwarves]], it is necessary to assign the recruits axes, and so forth with all other [[weapon]]s. The weapon you wish for them to spar with can be chosen through the {{K|m}}ilitary screen, and then the {{K|w}}eapons selection.&lt;br /&gt;
&lt;br /&gt;
== Sparring Injuries ==&lt;br /&gt;
&lt;br /&gt;
It is possible to severely wound a partner during a sparring session.  When practising with [[wrestler]]s, the worst [[injury]] that is likely to happen is a broken bone, although even this can be fatal in unfortunate cicrcumstances. Do not be surprised if you see a recruit or wrestler die of suffocation. Even minor damage to nervous tissues in the brain, neck, and spinal cord never heal and dwarves with these injuries will never spar again although they will still fight, and if equipped with a [[crossbow]], they will still shoot at archery ranges.&lt;br /&gt;
&lt;br /&gt;
If a military dwarf gets a minor nervous injury before gaining much combat skill, you may want to [[Department of Dwarven Veteran's Affairs|release him or her from duty]] so that dwarf can at least serve your economy as a hauler (or Fortress Guard), and a new dwarf can claim their weapon and armor to practice with.&lt;br /&gt;
&lt;br /&gt;
In the event that a soldier is injured while sparring, the soldier will rest until he or she recuperates, just as with any other injury.  In the event of a broken limb, it will take a full season before the soldier will be available for action once again.  Mangled limbs and other injuries may take much longer, if they heal at all.  There are plans to allow these more serious wounds to &amp;quot;heal over&amp;quot;; such wounds will be permanent, but the pain will go away, the wound will scar over, and the dwarves will be able to get back to their normal duties in a limited fashion (see [[Future of the Fortress]]).&lt;br /&gt;
&lt;br /&gt;
If a soldier accidentally kills another, the accidental murderer will receive an unhappy [[thought]].  However, killing another during a sparring session is not a crime and will not be punished by [[justice]].&lt;br /&gt;
&lt;br /&gt;
Sparring injuries can be very brutal to a fort's soldier population, leaving many dwarves with moderate injuries if precautions are not taken (see below).  If your troops get injured frequently by sparring, it's a good idea to keep a solid proportion of your soldiers on duty so that you don't have too many injuries in case of a siege or ambush. If your troops are getting injured, however, you should take precautions.&lt;br /&gt;
&lt;br /&gt;
=== Avoiding Injury===&lt;br /&gt;
The following tactics can help your dwarves avoid sparring injuries:&lt;br /&gt;
*First and most importantly:  Double-check what weapon each trainee is wielding. Do not let miners in with picks or woodchoppers in with steel battleaxes - either can cripple half a dozen dwarves.&lt;br /&gt;
*Equipping armor and shields. [[Bronze]] is good, [[iron]] better, [[steel]] best of all. [[Quality]] matters, each level represents 20% higher effectiveness of the piece--up to double for masterworks. Note that dwarves can wear plate body armor overtop chain body armor. See [[Armor#Using armor|Using Armor]] for more details.&lt;br /&gt;
*Equipping soldiers with weak [[silver]] or [[Wood|wooden]] weapons is an excellent way to reduce the risk of injury. These do only half of the damage of [[iron]] weapons. Note that wooden melee weapons can only be obtained through trade with the [[elves]]. Beware, as it can be time consuming to force your soldiers to switch back to metal weapons in the event of a siege or ambush; if your soldiers enter battle with their sparring weapons they will be much less effective.&lt;br /&gt;
*It is strongly recommended to send soldiers through a basic training regime by allowing them to spar without weapons until they achieve several levels in Wrestler skill, then begin their training for weapons directly.  This can help reduce the amount of injuries suffered, as [[Wrestler]] skill is used to determine the probability of dodging attacks in addition to its offensive purposes. &lt;br /&gt;
*Likewise, the more training your soldiers get in [[Armor user]] and [[Shield user]], the more likely they will be to avoid injury. Thus it is safest to give your soldiers plenty of Wrestling practice, while equipped with armor and shields, before cross-training them for weapon usage.&lt;br /&gt;
*You might also want to buff up a dwarf's [[stats]] before sparring -- for example by setting them to pump a [[screw pump]] that isn't attached to anything. This can increase a dwarf's Toughness (and thereby resistance to damage), although it may also increase Strength, which is believed to increase damage inflicted.&lt;br /&gt;
*It is worth noting that Guards spar just like off-duty soldiers, when they are not on patrol. Recruiting directly from the Fortress Guard and Royal Guard will help ensure that even the newest recruits will have at least ''some'' training should they be sent into battle.&lt;br /&gt;
&lt;br /&gt;
[[Category:Military]]&lt;br /&gt;
[[Category:Fortress mode]]&lt;br /&gt;
&lt;br /&gt;
== Target Practice ==&lt;br /&gt;
Soldiers armed with [[crossbow|crossbows]] will not spar; the equivalent to sparring for a crossbow-armed dwarf is shooting at an [[archery target|archery range]]. As with sparring, the crossbow-dwarf's squad must be set to stand down. Unlike sparring, dwarves do not need partners to practice archery. The dwarf must be equipped with a crossbow and a supply of [[wood|wooden]] or [[bone]] [[bolts]]: [[metal]] bolts will not be wasted on target practice. The shooting range must also be designated properly from the [[archery target]] (see that article for more information).&lt;br /&gt;
&lt;br /&gt;
Marksdwarves do not gain any skills other than [[Marksdwarf]] while shooting on a range, so it may be useful to get them involved in a few unarmed, armored sparring matches in the barracks to improve their odds against return fire (or a close-quarters ambush). If you choose to forego this melee training, marksdwarves can safely be assigned leather armor--without the [[Armor user]] skill, metal armor will make them much less effective in combat.&lt;br /&gt;
&lt;br /&gt;
Marksdwarves will use the [[hammerdwarf]] skill to spar if there are no wood or bone bolts available. Crossbows don't make very dangerous melee weapons, even if they are metal, but it can be a serious problem for your marksdwarves if strong melee fighters are in the squad.&lt;br /&gt;
&lt;br /&gt;
== Live combat training == &lt;br /&gt;
Soldiers gain experience in martial skills from fighting in real combat, too. For obvious reasons, it is best to boost your soldiers' experience by sparring before they enter a real battle.  [[Goblins]] captured in a [[cage trap]] and released into a pit count as real combat for the purposes of marksmanship training.  Stripping the goblins of their weapons ([[cage|see discussion here]]) can make them effective single-use sparring partners for well-armed dwarves.  Leaving the goblins in their armor increases the duration and benefit of the single sparring session, but also slightly increases the risk of a dwarf getting hurt.&lt;br /&gt;
&lt;br /&gt;
An untrained soldier can easily suffer a career-ending injury from a [[goblin]] invader, whereas a well-armed and armoured Legendary Champion can cut a swathe through an invading column without taking a scratch--at least, so long as there are no enemy archers on the field.  &lt;br /&gt;
&lt;br /&gt;
[[Miner]]s fight with their [[pick]], and use their mining skill to wield it. An expert miner can quickly level-up when sparring 'unarmed'; watch out for injuries.&lt;br /&gt;
&lt;br /&gt;
== See also==&lt;br /&gt;
*[[Cross-training]]&lt;br /&gt;
&lt;br /&gt;
{{Military FAQ}}&lt;/div&gt;</summary>
		<author><name>ManaUser</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Stockpile&amp;diff=10188</id>
		<title>40d:Stockpile</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Stockpile&amp;diff=10188"/>
		<updated>2009-07-17T00:57:54Z</updated>

		<summary type="html">&lt;p&gt;ManaUser: /* Animal */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Stockpiles''' are where [[dwarves]] will store items of various types. Dwarves with the corresponding &amp;quot;[[hauling]]&amp;quot; job on will seek out items that aren't already on a stockpile that accepts them and carry them to the appropriate stockpile. It's important to place your stockpiles carefully to minimize the amount of time spent carrying items to and from them. Items in a stockpile may be stored in [[bag]]s, [[barrel]]s or [[bin]]s (see [[Using bins and barrels]]).&lt;br /&gt;
&lt;br /&gt;
== Allocating stockpiles == &lt;br /&gt;
&lt;br /&gt;
To allocate an area as a stockpile, use the {{key|p}} menu. The right-hand menu pane will list all the stockpile categories, and the appropriate key to press to begin allocating that type. Allocating an area works exactly the same as designating an area. Press {{k|Enter}} to specify the first corner of the stockpile, use the primary movement keys to move the cursor to the opposite corner, and press {{k|Enter}} again. This will create a stockpile of the chosen type that occupies the area between the two corners specified. If the chosen area has parts that cannot be made into a stockpile, like a [[wall]], a [[workshop]], or an already existing stockpile, a stockpile will be created but they will not be part of it.&lt;br /&gt;
&lt;br /&gt;
Removing a stockpile works exactly the same, but choose {{key|x}}: Remove Designation. This will unallocate the area specified. It is possible to create a single stockpile with a shape other than a rectangle by using the Remove Designation tool to remove only part of the stockpile.&lt;br /&gt;
&lt;br /&gt;
== Using stockpiles ==&lt;br /&gt;
&lt;br /&gt;
Once a stockpile has been allocated, dwarves will automatically move items to the stockpile when they are available, and as long as the stockpile has available space. Note that the dwarves will place the item into the empty spot that is nearest to the item, ''not counting any obstructions''. Additional behaviour also includes the fact that dwarves will stockpile the ''newest'' item first, which may not necessarily be the nearest item to the stockpile.&lt;br /&gt;
&lt;br /&gt;
When dwarves need an item for a particular task, they will head to the nearest (again, not counting any obstructions that may lie in the way) item of the correct type, regardless of whether it is in a stockpile or not. Apart from some exceptions, items do not have to be stockpiled at all. Players are generally advised to avoid stone stockpiles, because stone [[hauling]] jobs take an extreme amount of time for unskilled dwarves, due to the weight hauled.&lt;br /&gt;
&lt;br /&gt;
One method to ensure a workshop has raw material on hand is to place a small stockpile next to the workshop. This will speed up production as the crafter in question only has to take a few steps to obtain the material. It also has a useful side-effect, in that as soon as the crafter picks up the piece of material, the stockpile will issue a new task to fetch another piece of that material. Because that crafter is busy, that hauling job will be taken by another [[dwarf]]. This speeds up a queue of jobs, as other dwarfs perform the time-consuming distant haul whilst the crafter actually makes the items.&lt;br /&gt;
&lt;br /&gt;
It's not necessary to place stockpiles for all types of objects. If no storage is available for a certain item type, dwarves will seek out items wherever they might lie as mentioned earlier. This can be advantageous -- if you don't have a stockpile for [[gem]]s, your [[jeweler]] will go pick up fresh gems without waiting for them to be carried to a pile first. However, this also means your jeweler has to spend a lot of time fetching the gems. If you have enough haulers available, it's generally more advantageous to designate stockpiles than not. Also remember that your workshops will get [[clutter]]ed and suffer production slowdowns if you let items pile up in them, so it's important to regularly clear out workshops when they get cluttered. This can be done either by having a stockpile available so that haulers will remove the items or by removing and rebuilding the workshop, which will empty its contents onto the ground.&lt;br /&gt;
&lt;br /&gt;
== Take from a stockpile ==&lt;br /&gt;
&lt;br /&gt;
Another feature of stockpiles, currently in a limited form, allows you to tell dwarves to fill one stockpile not only with unstockpiled items, but also those located on another stockpile that accepts those items. To specify such a flow, use the {{key|q}} menu, and highlight the ''destination'' stockpile. Press {{key|t}}, and, using the cursor, highlight another stockpile and press [Enter]. Your chosen stockpile will now list the stockpile it will take from. This will cause items in the second stockpile to be hauled to the first stockpile. To stop first stockpile taking items from second use {{K|q}} menu on first, higlight the unneeded stockpile in the list using {{K|+}} and {{K|-}} and press {{K|d}}'''elete Selected'''&lt;br /&gt;
&lt;br /&gt;
Each stockpile can can take from any number of other stockpiles, but can only have one stockpile taking from it in turn.  This limit applies even if the two stockpiles you want it to feed into don't share a single material that can be stored in both of them.  Additionally, you can't make two stockpiles feed into each other, although larger loops (e.g. 3 stockpiles that feed into each other in a circle) are allowed.&lt;br /&gt;
&lt;br /&gt;
However, despite these limitations, enough micromanagement will allow for effective and (relatively) streamlined supply chains.  For example, you can speed up [[wood cutting|lumber harvesting]], [[carpentry]], ''and'' [[ash]] and [[charcoal]] production by putting several wood stockpiles near the various [[Chop_down_trees|tree-felling areas]], then one large &amp;quot;primary&amp;quot; stockpile near the [[carpenter's workshop]] that takes from those small ones, and then finally, a small stockpile near the [[wood furnace]] that takes from the primary one.&lt;br /&gt;
&lt;br /&gt;
== Stockpile categories ==&lt;br /&gt;
&lt;br /&gt;
===[[Ammo]]===&lt;br /&gt;
This stockpile contains ammo for all forms of ammunition-requiring weaponry (except siege engines) is stored here. It can use [[bin]]s to consolidate up to 100 units of ammo. Since the only ammo dwarves can currently use is [[crossbow]] [[bolt]]s, it might be wise to disallow [[arrow]]s and blowdarts.&lt;br /&gt;
&lt;br /&gt;
===[[Animal]]===&lt;br /&gt;
[[Animals]] stored in [[cage]]s that are not affixed to a location will be stored in these stockpiles. [[Animal Trap|Trap]]s used for capturing wild animals and empty [[cage]]s are also stored here.&lt;br /&gt;
&lt;br /&gt;
===[[Armor]]===&lt;br /&gt;
Armor of all types is stored here. This kind of stockpile can use bins to consolidate up to 10 items. There is no preference for specific body parts. All types of armor can be stored in [[bin]]s.&lt;br /&gt;
&lt;br /&gt;
===[[Bar]]/[[Block]]===&lt;br /&gt;
Bars of smelted [[metal]] and blocks of cut stone and [[glass]] are kept here after being processed by the [[smelter]], [[mason's workshop]]s, and [[glass furnace]]s, before being used for other purposes. Weirdly, [[ash]]es, [[potash]], [[soap]], [[charcoal]], and [[coke]] from the [[wood furnace]], [[ashery]], [[alchemist's laboratory]] and smelter will also be stored here. Like with all stockpiles, this can be changed to allow for specific blocks and bars to be stored with custom settings. [[Bin]]s can be used to consolidate up to 10 bars and blocks.&lt;br /&gt;
&lt;br /&gt;
===[[Cloth]]===&lt;br /&gt;
Woven cloth and [[thread]] from the [[loom]] is stored here. [[Bin]]s can be used to consolidate up to 10 items.&lt;br /&gt;
&lt;br /&gt;
===[[Coins]]===&lt;br /&gt;
Minted coins are kept here. Bins can be used to consolidate up to 3000 coins, which is equivalent to six new coins stacks.&lt;br /&gt;
&lt;br /&gt;
===[[Finished Goods]]===&lt;br /&gt;
Finished goods created by the [[craftsdwarf's workshop]], as well as the [[clothier's shop]] and the [[leather works]], are placed here before being used in trade or other uses. This type of stockpile can use [[bin]]s to consolidate up to 25 items.&lt;br /&gt;
&lt;br /&gt;
=== [[Food]] ===&lt;br /&gt;
&lt;br /&gt;
As one would assume based on the name, food is stored here. Unexpectedly, [[lye]], [[giant desert scorpion]] venom, bags of [[dye]], and [[Fire snake|liquid fire]] are as well. Raw [[fish]] is brought here before being processed by [[fishery]] and turned into edible [[meat]]. Drinks are always stored in [[barrel]]s. Seeds can be stored in [[bag]]s, whereas other food items can be stored in [[barrel]]s (up to 10 items per barrel, but note that&lt;br /&gt;
the stack +Cow meat roast [8]+ would count as eight items.) &lt;br /&gt;
&lt;br /&gt;
Note that [[prepared meal]]s in stacks larger than ten (☼Dwarven Beer Roast [200]☼ is possible) will not fit in a barrel, but will not rot once placed in a food stockpile, and still only take up one space. To free up barrels, you may decide to have separate prepared food stockpiles that do not accept barrels. If you cook larger meals, this shouldn't be a problem.&lt;br /&gt;
&lt;br /&gt;
Food stockpiles should in most cases be specified as things like [[seed]] stockpiles or meat stockpiles or unprepared fish stockpiles; there are simply too many things that go in them.&lt;br /&gt;
&lt;br /&gt;
===[[Furniture]] Storage===&lt;br /&gt;
Completed items from the [[carpenter's workshop]], mason's workshop, and [[mechanic's workshop]] will be stored here, along with furniture created from other shops, until placed or used in another building. Bags filled with [[sand]] can also be stored in furniture stockpiles.&lt;br /&gt;
&lt;br /&gt;
Since this is a very broad category, it may be useful to create stockpiles for a specific type of item (like barrels, bags, bins, mechanisms)  via the stockpile settings.&lt;br /&gt;
&lt;br /&gt;
===[[Gem]]===&lt;br /&gt;
This stockpile stores gems and raw [[glass]], both cut and uncut, before being used in a construction. It can use [[bin]]s to consolidate up to 10 gems.&lt;br /&gt;
&lt;br /&gt;
===[[Graveyard]]===&lt;br /&gt;
Dead dwarves and [[pet]]s that have no burial location will be placed here. If placed indoors, decaying bodies will generate [[miasma]], but [[bone]]s will not removed at the end of the season. Rotting [[pets]] or [[friends]] gives dwarves unhappy [[thoughts]] unless they are given a proper burial in a [[tomb]].&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;Are dwarf and pet bones removed at the end of the season ever? --[[User:Savok|Savok]]&amp;lt;br /&amp;gt;Yes, if they are outside. --[[User:Zchris13|Zchris13]] 21:52, 7 April 2009 (UTC)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Leather]]===&lt;br /&gt;
Leather, which is produced at a [[Tanner's shop]], will be kept here. Like most stockpiles, it can use [[bin]]s to consolidate up to 10 items.&lt;br /&gt;
&lt;br /&gt;
===[[refuse stockpile|Refuse]]===&lt;br /&gt;
Since dwarves hate rot because of the miasma it spreads when in an enclosed place like a [[cave]], any garbage item that can rot will be stored in a refuse stockpile. Many players prefer to place this stockpile outside their cavern, usually a small distance from the entrance. If placed indoors, decaying items will generate miasma, which will spread through your fortress and generate a small unhappy thought in any dwarf passing through it. For this reason it is sensible to build [[door]]s to all of your indoor refuse stockpiles - the miasma won't spread through a closed door so only dwarves with business in the room will be bothered by the rot. An alternative to this is to dig [[channel]]s down from the surface, creating an outside area inside your fortress. You can place your refuse stockpile here and whilst it will be in your fort it will technically be outside and won't generate miasma. &lt;br /&gt;
&lt;br /&gt;
Bones, [[skulls]], and [[shell]]s are also stored here, whether they be from defeated enemies or raw food processing. Outdoor refuse stockpiles are emptied at the turn of the seasons, but indoor refuse stockpiles are not, so you may wish to make an indoor refuse stockpile that takes bones from the outdoor stockpile.&lt;br /&gt;
&lt;br /&gt;
Note that a refuse stockpile is not the same as a [[Activity_zone#Garbage_Dump|garbage dump]]. A garbage dump is only for things manually marked to be dumped. Additionally, refuse types specifically marked as '''Dwarves Dump '''''refuse type'' in {{k|o}}-{{k|r}} will be hauled to the garbage dump instead of the refuse stockpile.&lt;br /&gt;
&lt;br /&gt;
===[[Stone]]===&lt;br /&gt;
Rough stone will be stored here, as well as [[ore]]. Given the extreme abundance of stone, it is very likely for this stockpile to fill up quickly, making stone stockpiles largely ineffective for [[Stone_management|dealing with excess stone]].  Probably the best use of stone stockpiles is to make sure that workshops and smelters, catapults, and impending construction projects have their materials close at hand.  Be aware that these things can use up a lot of stone very quickly, leading to your dwarves scurrying around the fortress trying to keep up.  To avoid stone hauling when you don't want it, you can slow down or stop the nearby usage, allowing the stockpile to fill back up (and thus no longer need more stone), or you can set the dwarves to ignore minerals in {{key|o}}rders and options.&lt;br /&gt;
&lt;br /&gt;
===[[Weapon]]s===&lt;br /&gt;
Weapons of all types are stored here by default, including the weapons that dwarves do not use and trap components. [[Bin]]s can be used to consolidate up to 10 weapons of any type.&lt;br /&gt;
&lt;br /&gt;
===[[Wood]]===&lt;br /&gt;
Chopped trees are brought to the wood stockpile before being used by the carpenter's, woodburner's or siege workshop. Because wood takes a long time to haul and tends to travel a long way, the stockpile should be rather close to a fortress entrance (which does not necessarily mean on the upper z-levels - moving down one z-level is only one tile), unless you have an [[Tower-cap|underground tree farm]]. It is a good idea to position this stockpile close to your carpenter's workshop (or the other way round) since he is likely to be the main &amp;quot;customer&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Custom stockpiles ===&lt;br /&gt;
&lt;br /&gt;
With custom stockpiles you can change which types of materials, goods, etc, can be stored in that pile. Any types of things can be mixed, so you could have a stockpile that will hold raw [[turtle]], [[mechanism]]s and all stone types apart from [[onyx]] if you wanted, or only high-quality steel crossbow bolts (Ammo), all quivers (a Finished Good), and metal Crossbows (a Weapon) - the combinations are endless, and can be finely tuned. Highlighting a stockpile with {{key|q}}, then pressing {{key|s}} will allow you to adjust the stockpile settings or in the {{key|p}} menu you can press {{key|t}} to adjust a custom stockpiles settings before placing it with {{key|c}}. Note that many sub-menus consist of several pages ( the 'other' menu of stone e.g. consists of several pages while 'metal [[ore]]s' and 'economic' consist of only one ).&lt;br /&gt;
&lt;br /&gt;
Note that using {{key|q}} also allows you to adjust the number of bins or barrels that a stockpile will use.  By default, if the item can be stored, it will try to fill the entire stockpile with that type of container.  This can be troublesome, especially early in the game when you don't have nearly enough to go around.&lt;br /&gt;
&lt;br /&gt;
== Stockpile Settings ==&lt;br /&gt;
The '''Stockpile Settings''' screen is weird to use. In the first column are the major categories. In the second column there may or may not be subcategories. In the third you will see the individual items. The second and third columns are only visible when a category is enabled and selected.&lt;br /&gt;
&lt;br /&gt;
You navigate this screen with {{key|+}} and {{key|-}}, and left and right on the arrow keys. {{key|e}} and {{key|d}} are used to enable and disable the categories. {{key|a}} and {{key|b}} are used to allow or disallow all the subcategories. {{key|p}} and {{key|f}} will permit of forbid individual subcategories. These six keys work no matter which column you have selected, though the last 4 will not always be available.&amp;lt;br&amp;gt;{{key|Enter}} will toggle individual item types.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
Some categories will have a special extra type of item(s) that can be toggled with {{key|u}} and sometimes {{key|j}}.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;4&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
! Categories&lt;br /&gt;
! Item type&lt;br /&gt;
|-&lt;br /&gt;
| Animals &lt;br /&gt;
| Empty cages and Empty animal traps&lt;br /&gt;
|-&lt;br /&gt;
| Food  &lt;br /&gt;
| Prepared food&lt;br /&gt;
|-&lt;br /&gt;
| Furniture &lt;br /&gt;
| Sand bag&lt;br /&gt;
|-&lt;br /&gt;
| Weapons &lt;br /&gt;
| Local and Foreign&lt;br /&gt;
|-&lt;br /&gt;
| Armor &lt;br /&gt;
| Local and Foreign&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you disable an item or items that are already sitting in a stockpile then they become loose items and your dwarves will move them to a more suitable stockpile should one exist.&lt;br /&gt;
&lt;br /&gt;
== Uses for Custom Stockpiles ==&lt;br /&gt;
&lt;br /&gt;
A custom stockpile is most useful for food, furniture, and bar/block stockpiles, to prevent your lye and venom sitting next to the [[kitchen]]s, your [[floodgate]]s and mechanisms near the [[room]]s that need [[statue]]s and doors, your stone blocks next to the forges, and your metal bars by the farms.&lt;br /&gt;
&lt;br /&gt;
One use for this is to have an outdoor stockpile that will accept all refuse except bones, shells, and skulls, and then an indoor pile near to your craftsdwarf's workshop that will '''only''' accept these things. If you have set the option for dwarves to gather refuse from outside, the bones will be brought in for processing once all the meat has rotted off of any carcases outside. This means added risk to your dwarves if they try to gather refuse that is far from your gate, and a potentially large amount of useless hauling.&lt;br /&gt;
&lt;br /&gt;
Another effective use of custom stockpiles is Elven trading. Make a stockpile just for elf-safe trade goods: most categories where it's relevant have a 'materials' option.&lt;br /&gt;
&lt;br /&gt;
A highly efficient method is to have wood burning furnaces feeding into a '[[charcoal]] only' bar/blocks stockpile, which in turn is near the smelting furnaces and forges. Bonus points if you also place a small wood stockpile near the wood furnaces.&lt;br /&gt;
&lt;br /&gt;
Other good uses:&lt;br /&gt;
* Planter's stock: [[seed]]s and [[potash]]. (If your [[ashery]] is nearby, include ashes and lye.  It may be a good idea to turn off barrel usage in a seed stockpile if barrels are in short supply because while a seed stockpile won't use more than a couple, that's still barrels that aren't being used for food or booze.)&lt;br /&gt;
* Smelter stock: [[ore]]s and [[economic stone]].&lt;br /&gt;
* Sandpile: [[sand]] bags.&lt;br /&gt;
* Clothes Plus: a cloth stockpile that also includes [[dye]]s. (Dyes normally count as food.)&lt;br /&gt;
* Food Plus: a food stockpile that includes barrels. This spares your dwarves from carrying empty barrels to and from the furniture stores.&lt;br /&gt;
* Skins: a refuse stockpile limited to [[skin]]s, a bit like the bone &amp;amp; shell stockpile above. Place near the tannery. &lt;br /&gt;
* Brewer's stock: [[List of crops|brewable plants]]. &lt;br /&gt;
* Refreshment stand: Since dwarves drink twice as often as they eat, having several small food stockpiles that only accept [[drink]]s scattered strategically through your fort can minimise [http://en.wikipedia.org/wiki/Smoko smoko breaks].&lt;br /&gt;
* Artifact materials: The massive value and effectiveness of [[artifacts]] means the materials used in them can have drastic effects, sometimes even into the ''[[Value|millions]]''.  Having special stockpiles for high-value metals, stones, gems, and other such materials will make it that much easier to insure that you will get the most out of each [[strange mood]].  (However, even with materials-specific stockpiles, it can take a fair amount of micromanagement to get a moody dwarf to use a specific material.)&lt;br /&gt;
* Ingredients: Store things that are cookable but not edible, like cheese and quarry bush leaves, near kitchens. For that matter, store both fat and tallow near kitchens for efficient rendering.&lt;br /&gt;
* Mason's Stone: Since a mason's workshop doesn't let you pick what type of stone to use, use customized stone stockpiles to provide some of that control. On maps with mass [[flux]] stone, a small stockpile for flux stone near masons' workshops can boost the values of stone furniture in general.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Stockpiles]]&lt;br /&gt;
[[Category:Items]]&lt;/div&gt;</summary>
		<author><name>ManaUser</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Stockpile&amp;diff=10187</id>
		<title>40d:Stockpile</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Stockpile&amp;diff=10187"/>
		<updated>2009-07-17T00:46:10Z</updated>

		<summary type="html">&lt;p&gt;ManaUser: /* Ammo */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Stockpiles''' are where [[dwarves]] will store items of various types. Dwarves with the corresponding &amp;quot;[[hauling]]&amp;quot; job on will seek out items that aren't already on a stockpile that accepts them and carry them to the appropriate stockpile. It's important to place your stockpiles carefully to minimize the amount of time spent carrying items to and from them. Items in a stockpile may be stored in [[bag]]s, [[barrel]]s or [[bin]]s (see [[Using bins and barrels]]).&lt;br /&gt;
&lt;br /&gt;
== Allocating stockpiles == &lt;br /&gt;
&lt;br /&gt;
To allocate an area as a stockpile, use the {{key|p}} menu. The right-hand menu pane will list all the stockpile categories, and the appropriate key to press to begin allocating that type. Allocating an area works exactly the same as designating an area. Press {{k|Enter}} to specify the first corner of the stockpile, use the primary movement keys to move the cursor to the opposite corner, and press {{k|Enter}} again. This will create a stockpile of the chosen type that occupies the area between the two corners specified. If the chosen area has parts that cannot be made into a stockpile, like a [[wall]], a [[workshop]], or an already existing stockpile, a stockpile will be created but they will not be part of it.&lt;br /&gt;
&lt;br /&gt;
Removing a stockpile works exactly the same, but choose {{key|x}}: Remove Designation. This will unallocate the area specified. It is possible to create a single stockpile with a shape other than a rectangle by using the Remove Designation tool to remove only part of the stockpile.&lt;br /&gt;
&lt;br /&gt;
== Using stockpiles ==&lt;br /&gt;
&lt;br /&gt;
Once a stockpile has been allocated, dwarves will automatically move items to the stockpile when they are available, and as long as the stockpile has available space. Note that the dwarves will place the item into the empty spot that is nearest to the item, ''not counting any obstructions''. Additional behaviour also includes the fact that dwarves will stockpile the ''newest'' item first, which may not necessarily be the nearest item to the stockpile.&lt;br /&gt;
&lt;br /&gt;
When dwarves need an item for a particular task, they will head to the nearest (again, not counting any obstructions that may lie in the way) item of the correct type, regardless of whether it is in a stockpile or not. Apart from some exceptions, items do not have to be stockpiled at all. Players are generally advised to avoid stone stockpiles, because stone [[hauling]] jobs take an extreme amount of time for unskilled dwarves, due to the weight hauled.&lt;br /&gt;
&lt;br /&gt;
One method to ensure a workshop has raw material on hand is to place a small stockpile next to the workshop. This will speed up production as the crafter in question only has to take a few steps to obtain the material. It also has a useful side-effect, in that as soon as the crafter picks up the piece of material, the stockpile will issue a new task to fetch another piece of that material. Because that crafter is busy, that hauling job will be taken by another [[dwarf]]. This speeds up a queue of jobs, as other dwarfs perform the time-consuming distant haul whilst the crafter actually makes the items.&lt;br /&gt;
&lt;br /&gt;
It's not necessary to place stockpiles for all types of objects. If no storage is available for a certain item type, dwarves will seek out items wherever they might lie as mentioned earlier. This can be advantageous -- if you don't have a stockpile for [[gem]]s, your [[jeweler]] will go pick up fresh gems without waiting for them to be carried to a pile first. However, this also means your jeweler has to spend a lot of time fetching the gems. If you have enough haulers available, it's generally more advantageous to designate stockpiles than not. Also remember that your workshops will get [[clutter]]ed and suffer production slowdowns if you let items pile up in them, so it's important to regularly clear out workshops when they get cluttered. This can be done either by having a stockpile available so that haulers will remove the items or by removing and rebuilding the workshop, which will empty its contents onto the ground.&lt;br /&gt;
&lt;br /&gt;
== Take from a stockpile ==&lt;br /&gt;
&lt;br /&gt;
Another feature of stockpiles, currently in a limited form, allows you to tell dwarves to fill one stockpile not only with unstockpiled items, but also those located on another stockpile that accepts those items. To specify such a flow, use the {{key|q}} menu, and highlight the ''destination'' stockpile. Press {{key|t}}, and, using the cursor, highlight another stockpile and press [Enter]. Your chosen stockpile will now list the stockpile it will take from. This will cause items in the second stockpile to be hauled to the first stockpile. To stop first stockpile taking items from second use {{K|q}} menu on first, higlight the unneeded stockpile in the list using {{K|+}} and {{K|-}} and press {{K|d}}'''elete Selected'''&lt;br /&gt;
&lt;br /&gt;
Each stockpile can can take from any number of other stockpiles, but can only have one stockpile taking from it in turn.  This limit applies even if the two stockpiles you want it to feed into don't share a single material that can be stored in both of them.  Additionally, you can't make two stockpiles feed into each other, although larger loops (e.g. 3 stockpiles that feed into each other in a circle) are allowed.&lt;br /&gt;
&lt;br /&gt;
However, despite these limitations, enough micromanagement will allow for effective and (relatively) streamlined supply chains.  For example, you can speed up [[wood cutting|lumber harvesting]], [[carpentry]], ''and'' [[ash]] and [[charcoal]] production by putting several wood stockpiles near the various [[Chop_down_trees|tree-felling areas]], then one large &amp;quot;primary&amp;quot; stockpile near the [[carpenter's workshop]] that takes from those small ones, and then finally, a small stockpile near the [[wood furnace]] that takes from the primary one.&lt;br /&gt;
&lt;br /&gt;
== Stockpile categories ==&lt;br /&gt;
&lt;br /&gt;
===[[Ammo]]===&lt;br /&gt;
This stockpile contains ammo for all forms of ammunition-requiring weaponry (except siege engines) is stored here. It can use [[bin]]s to consolidate up to 100 units of ammo. Since the only ammo dwarves can currently use is [[crossbow]] [[bolt]]s, it might be wise to disallow [[arrow]]s and blowdarts.&lt;br /&gt;
&lt;br /&gt;
===[[Animal]]===&lt;br /&gt;
[[Animals]] stored in [[cage]]s that are not affixed to a location will be stored in these stockpiles. [[Trap]]s used for capturing wild animals and empty [[cage]]s are also stored here.&lt;br /&gt;
&lt;br /&gt;
===[[Armor]]===&lt;br /&gt;
Armor of all types is stored here. This kind of stockpile can use bins to consolidate up to 10 items. There is no preference for specific body parts. All types of armor can be stored in [[bin]]s.&lt;br /&gt;
&lt;br /&gt;
===[[Bar]]/[[Block]]===&lt;br /&gt;
Bars of smelted [[metal]] and blocks of cut stone and [[glass]] are kept here after being processed by the [[smelter]], [[mason's workshop]]s, and [[glass furnace]]s, before being used for other purposes. Weirdly, [[ash]]es, [[potash]], [[soap]], [[charcoal]], and [[coke]] from the [[wood furnace]], [[ashery]], [[alchemist's laboratory]] and smelter will also be stored here. Like with all stockpiles, this can be changed to allow for specific blocks and bars to be stored with custom settings. [[Bin]]s can be used to consolidate up to 10 bars and blocks.&lt;br /&gt;
&lt;br /&gt;
===[[Cloth]]===&lt;br /&gt;
Woven cloth and [[thread]] from the [[loom]] is stored here. [[Bin]]s can be used to consolidate up to 10 items.&lt;br /&gt;
&lt;br /&gt;
===[[Coins]]===&lt;br /&gt;
Minted coins are kept here. Bins can be used to consolidate up to 3000 coins, which is equivalent to six new coins stacks.&lt;br /&gt;
&lt;br /&gt;
===[[Finished Goods]]===&lt;br /&gt;
Finished goods created by the [[craftsdwarf's workshop]], as well as the [[clothier's shop]] and the [[leather works]], are placed here before being used in trade or other uses. This type of stockpile can use [[bin]]s to consolidate up to 25 items.&lt;br /&gt;
&lt;br /&gt;
=== [[Food]] ===&lt;br /&gt;
&lt;br /&gt;
As one would assume based on the name, food is stored here. Unexpectedly, [[lye]], [[giant desert scorpion]] venom, bags of [[dye]], and [[Fire snake|liquid fire]] are as well. Raw [[fish]] is brought here before being processed by [[fishery]] and turned into edible [[meat]]. Drinks are always stored in [[barrel]]s. Seeds can be stored in [[bag]]s, whereas other food items can be stored in [[barrel]]s (up to 10 items per barrel, but note that&lt;br /&gt;
the stack +Cow meat roast [8]+ would count as eight items.) &lt;br /&gt;
&lt;br /&gt;
Note that [[prepared meal]]s in stacks larger than ten (☼Dwarven Beer Roast [200]☼ is possible) will not fit in a barrel, but will not rot once placed in a food stockpile, and still only take up one space. To free up barrels, you may decide to have separate prepared food stockpiles that do not accept barrels. If you cook larger meals, this shouldn't be a problem.&lt;br /&gt;
&lt;br /&gt;
Food stockpiles should in most cases be specified as things like [[seed]] stockpiles or meat stockpiles or unprepared fish stockpiles; there are simply too many things that go in them.&lt;br /&gt;
&lt;br /&gt;
===[[Furniture]] Storage===&lt;br /&gt;
Completed items from the [[carpenter's workshop]], mason's workshop, and [[mechanic's workshop]] will be stored here, along with furniture created from other shops, until placed or used in another building. Bags filled with [[sand]] can also be stored in furniture stockpiles.&lt;br /&gt;
&lt;br /&gt;
Since this is a very broad category, it may be useful to create stockpiles for a specific type of item (like barrels, bags, bins, mechanisms)  via the stockpile settings.&lt;br /&gt;
&lt;br /&gt;
===[[Gem]]===&lt;br /&gt;
This stockpile stores gems and raw [[glass]], both cut and uncut, before being used in a construction. It can use [[bin]]s to consolidate up to 10 gems.&lt;br /&gt;
&lt;br /&gt;
===[[Graveyard]]===&lt;br /&gt;
Dead dwarves and [[pet]]s that have no burial location will be placed here. If placed indoors, decaying bodies will generate [[miasma]], but [[bone]]s will not removed at the end of the season. Rotting [[pets]] or [[friends]] gives dwarves unhappy [[thoughts]] unless they are given a proper burial in a [[tomb]].&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;Are dwarf and pet bones removed at the end of the season ever? --[[User:Savok|Savok]]&amp;lt;br /&amp;gt;Yes, if they are outside. --[[User:Zchris13|Zchris13]] 21:52, 7 April 2009 (UTC)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Leather]]===&lt;br /&gt;
Leather, which is produced at a [[Tanner's shop]], will be kept here. Like most stockpiles, it can use [[bin]]s to consolidate up to 10 items.&lt;br /&gt;
&lt;br /&gt;
===[[refuse stockpile|Refuse]]===&lt;br /&gt;
Since dwarves hate rot because of the miasma it spreads when in an enclosed place like a [[cave]], any garbage item that can rot will be stored in a refuse stockpile. Many players prefer to place this stockpile outside their cavern, usually a small distance from the entrance. If placed indoors, decaying items will generate miasma, which will spread through your fortress and generate a small unhappy thought in any dwarf passing through it. For this reason it is sensible to build [[door]]s to all of your indoor refuse stockpiles - the miasma won't spread through a closed door so only dwarves with business in the room will be bothered by the rot. An alternative to this is to dig [[channel]]s down from the surface, creating an outside area inside your fortress. You can place your refuse stockpile here and whilst it will be in your fort it will technically be outside and won't generate miasma. &lt;br /&gt;
&lt;br /&gt;
Bones, [[skulls]], and [[shell]]s are also stored here, whether they be from defeated enemies or raw food processing. Outdoor refuse stockpiles are emptied at the turn of the seasons, but indoor refuse stockpiles are not, so you may wish to make an indoor refuse stockpile that takes bones from the outdoor stockpile.&lt;br /&gt;
&lt;br /&gt;
Note that a refuse stockpile is not the same as a [[Activity_zone#Garbage_Dump|garbage dump]]. A garbage dump is only for things manually marked to be dumped. Additionally, refuse types specifically marked as '''Dwarves Dump '''''refuse type'' in {{k|o}}-{{k|r}} will be hauled to the garbage dump instead of the refuse stockpile.&lt;br /&gt;
&lt;br /&gt;
===[[Stone]]===&lt;br /&gt;
Rough stone will be stored here, as well as [[ore]]. Given the extreme abundance of stone, it is very likely for this stockpile to fill up quickly, making stone stockpiles largely ineffective for [[Stone_management|dealing with excess stone]].  Probably the best use of stone stockpiles is to make sure that workshops and smelters, catapults, and impending construction projects have their materials close at hand.  Be aware that these things can use up a lot of stone very quickly, leading to your dwarves scurrying around the fortress trying to keep up.  To avoid stone hauling when you don't want it, you can slow down or stop the nearby usage, allowing the stockpile to fill back up (and thus no longer need more stone), or you can set the dwarves to ignore minerals in {{key|o}}rders and options.&lt;br /&gt;
&lt;br /&gt;
===[[Weapon]]s===&lt;br /&gt;
Weapons of all types are stored here by default, including the weapons that dwarves do not use and trap components. [[Bin]]s can be used to consolidate up to 10 weapons of any type.&lt;br /&gt;
&lt;br /&gt;
===[[Wood]]===&lt;br /&gt;
Chopped trees are brought to the wood stockpile before being used by the carpenter's, woodburner's or siege workshop. Because wood takes a long time to haul and tends to travel a long way, the stockpile should be rather close to a fortress entrance (which does not necessarily mean on the upper z-levels - moving down one z-level is only one tile), unless you have an [[Tower-cap|underground tree farm]]. It is a good idea to position this stockpile close to your carpenter's workshop (or the other way round) since he is likely to be the main &amp;quot;customer&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Custom stockpiles ===&lt;br /&gt;
&lt;br /&gt;
With custom stockpiles you can change which types of materials, goods, etc, can be stored in that pile. Any types of things can be mixed, so you could have a stockpile that will hold raw [[turtle]], [[mechanism]]s and all stone types apart from [[onyx]] if you wanted, or only high-quality steel crossbow bolts (Ammo), all quivers (a Finished Good), and metal Crossbows (a Weapon) - the combinations are endless, and can be finely tuned. Highlighting a stockpile with {{key|q}}, then pressing {{key|s}} will allow you to adjust the stockpile settings or in the {{key|p}} menu you can press {{key|t}} to adjust a custom stockpiles settings before placing it with {{key|c}}. Note that many sub-menus consist of several pages ( the 'other' menu of stone e.g. consists of several pages while 'metal [[ore]]s' and 'economic' consist of only one ).&lt;br /&gt;
&lt;br /&gt;
Note that using {{key|q}} also allows you to adjust the number of bins or barrels that a stockpile will use.  By default, if the item can be stored, it will try to fill the entire stockpile with that type of container.  This can be troublesome, especially early in the game when you don't have nearly enough to go around.&lt;br /&gt;
&lt;br /&gt;
== Stockpile Settings ==&lt;br /&gt;
The '''Stockpile Settings''' screen is weird to use. In the first column are the major categories. In the second column there may or may not be subcategories. In the third you will see the individual items. The second and third columns are only visible when a category is enabled and selected.&lt;br /&gt;
&lt;br /&gt;
You navigate this screen with {{key|+}} and {{key|-}}, and left and right on the arrow keys. {{key|e}} and {{key|d}} are used to enable and disable the categories. {{key|a}} and {{key|b}} are used to allow or disallow all the subcategories. {{key|p}} and {{key|f}} will permit of forbid individual subcategories. These six keys work no matter which column you have selected, though the last 4 will not always be available.&amp;lt;br&amp;gt;{{key|Enter}} will toggle individual item types.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
Some categories will have a special extra type of item(s) that can be toggled with {{key|u}} and sometimes {{key|j}}.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;4&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
! Categories&lt;br /&gt;
! Item type&lt;br /&gt;
|-&lt;br /&gt;
| Animals &lt;br /&gt;
| Empty cages and Empty animal traps&lt;br /&gt;
|-&lt;br /&gt;
| Food  &lt;br /&gt;
| Prepared food&lt;br /&gt;
|-&lt;br /&gt;
| Furniture &lt;br /&gt;
| Sand bag&lt;br /&gt;
|-&lt;br /&gt;
| Weapons &lt;br /&gt;
| Local and Foreign&lt;br /&gt;
|-&lt;br /&gt;
| Armor &lt;br /&gt;
| Local and Foreign&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you disable an item or items that are already sitting in a stockpile then they become loose items and your dwarves will move them to a more suitable stockpile should one exist.&lt;br /&gt;
&lt;br /&gt;
== Uses for Custom Stockpiles ==&lt;br /&gt;
&lt;br /&gt;
A custom stockpile is most useful for food, furniture, and bar/block stockpiles, to prevent your lye and venom sitting next to the [[kitchen]]s, your [[floodgate]]s and mechanisms near the [[room]]s that need [[statue]]s and doors, your stone blocks next to the forges, and your metal bars by the farms.&lt;br /&gt;
&lt;br /&gt;
One use for this is to have an outdoor stockpile that will accept all refuse except bones, shells, and skulls, and then an indoor pile near to your craftsdwarf's workshop that will '''only''' accept these things. If you have set the option for dwarves to gather refuse from outside, the bones will be brought in for processing once all the meat has rotted off of any carcases outside. This means added risk to your dwarves if they try to gather refuse that is far from your gate, and a potentially large amount of useless hauling.&lt;br /&gt;
&lt;br /&gt;
Another effective use of custom stockpiles is Elven trading. Make a stockpile just for elf-safe trade goods: most categories where it's relevant have a 'materials' option.&lt;br /&gt;
&lt;br /&gt;
A highly efficient method is to have wood burning furnaces feeding into a '[[charcoal]] only' bar/blocks stockpile, which in turn is near the smelting furnaces and forges. Bonus points if you also place a small wood stockpile near the wood furnaces.&lt;br /&gt;
&lt;br /&gt;
Other good uses:&lt;br /&gt;
* Planter's stock: [[seed]]s and [[potash]]. (If your [[ashery]] is nearby, include ashes and lye.  It may be a good idea to turn off barrel usage in a seed stockpile if barrels are in short supply because while a seed stockpile won't use more than a couple, that's still barrels that aren't being used for food or booze.)&lt;br /&gt;
* Smelter stock: [[ore]]s and [[economic stone]].&lt;br /&gt;
* Sandpile: [[sand]] bags.&lt;br /&gt;
* Clothes Plus: a cloth stockpile that also includes [[dye]]s. (Dyes normally count as food.)&lt;br /&gt;
* Food Plus: a food stockpile that includes barrels. This spares your dwarves from carrying empty barrels to and from the furniture stores.&lt;br /&gt;
* Skins: a refuse stockpile limited to [[skin]]s, a bit like the bone &amp;amp; shell stockpile above. Place near the tannery. &lt;br /&gt;
* Brewer's stock: [[List of crops|brewable plants]]. &lt;br /&gt;
* Refreshment stand: Since dwarves drink twice as often as they eat, having several small food stockpiles that only accept [[drink]]s scattered strategically through your fort can minimise [http://en.wikipedia.org/wiki/Smoko smoko breaks].&lt;br /&gt;
* Artifact materials: The massive value and effectiveness of [[artifacts]] means the materials used in them can have drastic effects, sometimes even into the ''[[Value|millions]]''.  Having special stockpiles for high-value metals, stones, gems, and other such materials will make it that much easier to insure that you will get the most out of each [[strange mood]].  (However, even with materials-specific stockpiles, it can take a fair amount of micromanagement to get a moody dwarf to use a specific material.)&lt;br /&gt;
* Ingredients: Store things that are cookable but not edible, like cheese and quarry bush leaves, near kitchens. For that matter, store both fat and tallow near kitchens for efficient rendering.&lt;br /&gt;
* Mason's Stone: Since a mason's workshop doesn't let you pick what type of stone to use, use customized stone stockpiles to provide some of that control. On maps with mass [[flux]] stone, a small stockpile for flux stone near masons' workshops can boost the values of stone furniture in general.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Stockpiles]]&lt;br /&gt;
[[Category:Items]]&lt;/div&gt;</summary>
		<author><name>ManaUser</name></author>
	</entry>
</feed>