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	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Mixtrak</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=Mixtrak"/>
	<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php/Special:Contributions/Mixtrak"/>
	<updated>2026-05-13T12:03:37Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.35.11</generator>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Mixtrak&amp;diff=241187</id>
		<title>User:Mixtrak</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Mixtrak&amp;diff=241187"/>
		<updated>2019-05-06T23:27:19Z</updated>

		<summary type="html">&lt;p&gt;Mixtrak: Deletion request&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{deletion|Please also delete my account completely}}&lt;/div&gt;</summary>
		<author><name>Mixtrak</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Mixtrak&amp;diff=241186</id>
		<title>User:Mixtrak</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Mixtrak&amp;diff=241186"/>
		<updated>2019-05-06T23:26:54Z</updated>

		<summary type="html">&lt;p&gt;Mixtrak: Blanked the page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Mixtrak</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Mixtrak&amp;diff=241185</id>
		<title>User:Mixtrak</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Mixtrak&amp;diff=241185"/>
		<updated>2019-05-06T23:26:23Z</updated>

		<summary type="html">&lt;p&gt;Mixtrak: Deletion request&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{del|Please delete my account also}}&lt;/div&gt;</summary>
		<author><name>Mixtrak</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Mixtrak/Strategy/5_food_plumbing&amp;diff=241184</id>
		<title>User:Mixtrak/Strategy/5 food plumbing</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Mixtrak/Strategy/5_food_plumbing&amp;diff=241184"/>
		<updated>2019-05-06T23:22:28Z</updated>

		<summary type="html">&lt;p&gt;Mixtrak: Deletion request&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{deletion|offloading personal content elsewhere}}&lt;/div&gt;</summary>
		<author><name>Mixtrak</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Mixtrak/Strategy/4_blueprint_stone_wood&amp;diff=241183</id>
		<title>User:Mixtrak/Strategy/4 blueprint stone wood</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Mixtrak/Strategy/4_blueprint_stone_wood&amp;diff=241183"/>
		<updated>2019-05-06T23:22:17Z</updated>

		<summary type="html">&lt;p&gt;Mixtrak: Deletion request&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{deletion|offloading personal content elsewhere}}&lt;/div&gt;</summary>
		<author><name>Mixtrak</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Mixtrak/Strategy/3_victuals_security&amp;diff=241182</id>
		<title>User:Mixtrak/Strategy/3 victuals security</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Mixtrak/Strategy/3_victuals_security&amp;diff=241182"/>
		<updated>2019-05-06T23:22:06Z</updated>

		<summary type="html">&lt;p&gt;Mixtrak: Deletion request&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{deletion|offloading personal content elsewhere}}&lt;/div&gt;</summary>
		<author><name>Mixtrak</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Mixtrak/Strategy/2_get_inside_secure&amp;diff=241181</id>
		<title>User:Mixtrak/Strategy/2 get inside secure</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Mixtrak/Strategy/2_get_inside_secure&amp;diff=241181"/>
		<updated>2019-05-06T23:21:55Z</updated>

		<summary type="html">&lt;p&gt;Mixtrak: Deletion request&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{deletion|offloading personal content elsewhere}}&lt;/div&gt;</summary>
		<author><name>Mixtrak</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Mixtrak/Strategy/1_worldgen_embark&amp;diff=241180</id>
		<title>User:Mixtrak/Strategy/1 worldgen embark</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Mixtrak/Strategy/1_worldgen_embark&amp;diff=241180"/>
		<updated>2019-05-06T23:21:19Z</updated>

		<summary type="html">&lt;p&gt;Mixtrak: Deletion request&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{deletion|offloading personal content elsewhere}}&lt;/div&gt;</summary>
		<author><name>Mixtrak</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Mixtrak/Strategy&amp;diff=241179</id>
		<title>User:Mixtrak/Strategy</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Mixtrak/Strategy&amp;diff=241179"/>
		<updated>2019-05-06T23:21:06Z</updated>

		<summary type="html">&lt;p&gt;Mixtrak: Deletion request&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{deletion|offloading personal content elsewhere}}&lt;/div&gt;</summary>
		<author><name>Mixtrak</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Mixtrak/Strategy/5_food_plumbing&amp;diff=241178</id>
		<title>User:Mixtrak/Strategy/5 food plumbing</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Mixtrak/Strategy/5_food_plumbing&amp;diff=241178"/>
		<updated>2019-05-06T23:16:40Z</updated>

		<summary type="html">&lt;p&gt;Mixtrak: Delete content&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Mixtrak</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Mixtrak/Strategy/4_blueprint_stone_wood&amp;diff=241177</id>
		<title>User:Mixtrak/Strategy/4 blueprint stone wood</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Mixtrak/Strategy/4_blueprint_stone_wood&amp;diff=241177"/>
		<updated>2019-05-06T23:16:30Z</updated>

		<summary type="html">&lt;p&gt;Mixtrak: Delete content&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Mixtrak</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Mixtrak/Strategy/3_victuals_security&amp;diff=241176</id>
		<title>User:Mixtrak/Strategy/3 victuals security</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Mixtrak/Strategy/3_victuals_security&amp;diff=241176"/>
		<updated>2019-05-06T23:16:19Z</updated>

		<summary type="html">&lt;p&gt;Mixtrak: Delete content&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Mixtrak</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Mixtrak/Strategy/2_get_inside_secure&amp;diff=241175</id>
		<title>User:Mixtrak/Strategy/2 get inside secure</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Mixtrak/Strategy/2_get_inside_secure&amp;diff=241175"/>
		<updated>2019-05-06T23:16:07Z</updated>

		<summary type="html">&lt;p&gt;Mixtrak: Delete content&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Mixtrak</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Mixtrak/Strategy/1_worldgen_embark&amp;diff=241174</id>
		<title>User:Mixtrak/Strategy/1 worldgen embark</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Mixtrak/Strategy/1_worldgen_embark&amp;diff=241174"/>
		<updated>2019-05-06T23:15:52Z</updated>

		<summary type="html">&lt;p&gt;Mixtrak: Delete content&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Mixtrak</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Mixtrak/Strategy&amp;diff=241173</id>
		<title>User:Mixtrak/Strategy</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Mixtrak/Strategy&amp;diff=241173"/>
		<updated>2019-05-06T23:15:31Z</updated>

		<summary type="html">&lt;p&gt;Mixtrak: Delete content&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Mixtrak</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Mixtrak&amp;diff=241172</id>
		<title>User:Mixtrak</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Mixtrak&amp;diff=241172"/>
		<updated>2019-05-06T23:10:20Z</updated>

		<summary type="html">&lt;p&gt;Mixtrak: Delete content&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Mixtrak</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Mixtrak&amp;diff=241171</id>
		<title>User talk:Mixtrak</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Mixtrak&amp;diff=241171"/>
		<updated>2019-05-06T23:10:06Z</updated>

		<summary type="html">&lt;p&gt;Mixtrak: Delete content&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Mixtrak</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Ramie&amp;diff=230317</id>
		<title>Ramie</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Ramie&amp;diff=230317"/>
		<updated>2017-04-06T03:31:34Z</updated>

		<summary type="html">&lt;p&gt;Mixtrak: Added paper usage&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|21:12, 22 December 2014 (UTC)}}&lt;br /&gt;
{{plantlookup|uses=&lt;br /&gt;
*[[Thread]]&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Ramie''' is an [[aboveground]] [[crop]]. Once harvested, ramie plants may be [[plant processing|processed]] at a [[farmer's workshop]] to produce ramie plant fiber [[thread]] or milled into slurry for ramie [[paper]].&lt;br /&gt;
&lt;br /&gt;
Some [[dwarves]] [[Preferences|like]] ramie plants for their ''useful stems''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Boehmeria nivea 1.jpg|thumb|center|300px|Admired for its ''useful stems''.]]&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Plants}}&lt;/div&gt;</summary>
		<author><name>Mixtrak</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Labor&amp;diff=230309</id>
		<title>Labor</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Labor&amp;diff=230309"/>
		<updated>2017-04-04T05:55:49Z</updated>

		<summary type="html">&lt;p&gt;Mixtrak: /* Labor Categories */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|17:27, 14 August 2014 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
{{quote|'''&amp;quot;To get a job done, a dwarf has to do it.&amp;quot;''' - Boss Urist Mc Overstates-the-obvious}}&lt;br /&gt;
&lt;br /&gt;
==Introduction to Labor==&lt;br /&gt;
At the most basic level, '''labor is how you get things done'''. When you want your [[dwarf]] to do a job of work you must assign that dwarf to a '''&amp;quot;labor&amp;quot;''' type that corresponds with the job.  You, as the [[fortress]] overseer, create jobs to be done by [[designations menu|designating]] them, and the dwarves who have been assigned the corresponding labor type appropriate to the job will complete the job.  Your dwarves function as semi-autonomous entities, fulfilling their own basic needs as they see fit, while also meeting the demand of work to be done when time and conditions allow.  Assigning specific labors to your dwarves tells them what type of work you want them to do. A labor &amp;quot;preference&amp;quot; simply designates whether a dwarf is allowed do a particular job or not. Multiple labors can be assigned to a single dwarf, (unless they are exclusive - see below) but specialization within a category is usually best as this will result in highly skilled (faster/ higher quality) labor.&lt;br /&gt;
&lt;br /&gt;
=== Basic Terminology ===&lt;br /&gt;
*'''Labor:''' the ability to complete a job specific to a given type of work, which must be assigned individually to each Dwarf.&lt;br /&gt;
*'''Preference:''' a somewhat ambiguous term associated with process of assigning a labor to a Dwarf.  Dwarves do not merely ''prefer'' assigned labors over unassigned labors; instead, they will '''completely refuse''' to do unassigned labors.&lt;br /&gt;
*'''[[Skill]]:'''  the level of proficiency a dwarf has when performing a specific labor.  Skill increases with experience in completing the work.  (The term labor and skill are '''NOT''' synonyms.  Skill is a measure of proficiency for a given labor, while a labor is the ability to do the work.) &lt;br /&gt;
*'''[[Unit_type_token|Profession]]:'''  Each dwarf is assigned a professional title, which is determined from the dwarf's assigned / preferred labors that has the highest skill level.&lt;br /&gt;
*'''Job:'''  a specific task or work order queued to be completed, which can only be completed by a dwarf assigned to the labor that corresponds to the job.  Typically there are multiple jobs that can be completed by a specific labor.&lt;br /&gt;
:*Additionally, basic needs are also appear as jobs, such as [[Food|eating]], [[sleep]]ing, [[Alcohol|drinking]], etc..  These are not assigned, but are created automatically as needed.&lt;br /&gt;
*'''Social Skill:'''  [[Social skill]]s are not labors, in that no work is performed using them, but they are similar in that they are unique abilities which will increase in competency the more they are used.  &lt;br /&gt;
*'''Miscellaneous Abilities:'''  are similar to labors and social skills, but again are not used in the performance of work.  An example is [[swimming]].&lt;br /&gt;
&lt;br /&gt;
===Assigning Labors===&lt;br /&gt;
There are several steps required to assign a particular labor to a dwarf.  For an example, lets say you have designated a section of underground [[rock]] to be [[mining|mined]] in order to make a tunnel for your fortress.  This designation of work is a &amp;quot;job&amp;quot;, and will now appear in your {{k|j}} job's [[menu]] as &amp;quot;dig&amp;quot;.  In order for a dwarf to complete the job, you must assign a dwarf the [[mining]] labor.  This can be done as follows:&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# From the main map screen, select the [[unit list]] menu, {{k|u}}, which will list all your Dwarves and show their current activity.&lt;br /&gt;
##  Alternatively, you can use the {{k|v}}iew menu. &lt;br /&gt;
# From the [[unit list]] menu, arrow scroll down to select the dwarf whom you want to assign a labor to then select {{k|z}} to zoom to their location.  Your view will change to the main map, and the dwarf you have chosen should be flashing on and off.  In the task window on the right you will see information about the selected dwarf,  in the Dwarf Details menu.&lt;br /&gt;
##  The default view for the selected dwarf in the Dwarf Details menu is 'general' {{k|g}}, which will list the dwarf's nickname or first name, dwarvish last name,  and profession, followed below by their [[Technical tricks#Settings - d_init.txt|nickname]] or first name and last name as it reads in english, and their [[noble]] title if they are a [[noble]].  This is followed by a list that shows the current job (or lack thereof) in blue text, [[combat]] role {{k|c}}, labors {{k|b}}, and miscellaneous [[social skill]]s and abilities {{k|m}}.  To see only the current labors, turn the combat {{k|c}} and miscellaneous {{k|m}} sections off.&lt;br /&gt;
#  From the Dwarf Details screen, select {{k|p}} for preference, and then {{k|l}} for labor.  This will take you to the Labor Categories screen, which categorizes the individual labor options into various categories based on similarity of work.  (See Labor Categories below.)&lt;br /&gt;
## Note that [[Mining]] is unique on the list, as it is the only item that is a labor in its own right, and not a category of several labors.&lt;br /&gt;
#  Scroll through the list using the {{k|+}} or {{k|-}} keys, select a category, and scroll through the individual labor list, and once you have the desired labor selected, press {{k|Enter}}.  For this example, since Mining is a labor and not a category you need only select [[Mining]] from the category menu.&lt;br /&gt;
#  Exiting:  To return to the Dwarf Details screen, select preference {{k|p}} then general {{k|g}}, and you should see the new assigned labor in the list.  You can also exit directly to the main screen by selecting {{k|Esc}}.&amp;lt;br /&amp;gt;&lt;br /&gt;
## Note that changes in labors '''will not always take effect immediately''', if a labor is deselected on a dwarf, say Mining, who is performing the job, they will first finish mining the current tile and then stop mining.&lt;br /&gt;
&lt;br /&gt;
{{TipBox2|titlebg=#dd0|float=right|Utilities|You may have noticed that the UI for managing dwarves is a bit difficult to use. If you are using a supported operating system, [[Utilities#Dwarf Therapist|Dwarf Therapist]] and/or [[Utility:DFHack|DFHack]] can make this much easier.}}&lt;br /&gt;
&lt;br /&gt;
'''Note:'''  The word '''&amp;quot;preference&amp;quot;''' can be confusing, as it suggest that a Dwarf will do work associated with any labor, but will 'prefer' and prioritize work associated with labors you have assigned.  '''This is not the case.'''  A dwarf will '''only''' do work associated with assigned preferred labors, so it is not a preference, but is in fact functions as a switch to enable or disable the labor.  (Prioritization of work is based on several factors that are not fully understood, but are presented in [[micromanaging tricks]].)&lt;br /&gt;
&lt;br /&gt;
Once designated as a '''labor preference''', a single labor can be applied to many different jobs.  For instance, a dwarf with the [[bone carving]] labor designated might carve a totem out of a skull, craft bone practice [[bolt]]s for a [[crossbow]], create bone [[armor]], or carve bone [[craft]]s to trade.  Each of these is a different possible job allowed by designating the associated labor.&lt;br /&gt;
&lt;br /&gt;
=== Labor &amp;amp; Tool Requirements: ===&lt;br /&gt;
For certain jobs, such as mining in our example, a '''tool''' is also required for the job to be completed.  [[Miner]]s need [[pick]]s, [[Wood cutter]]s need an [[battle axe]], and [[Hunter]]s need a [[crossbow]].  If a labor needs a tool, the labor is considered '''exclusive''' such that you can only assign one of the three labors listed to any single Dwarf.  Additionally, the assignment of these tools '''overrides''' any [[Squad|uniform]] assigned to a dwarf's [[squad]], so military dwarves should never be assigned any of the aforementioned labors.&lt;br /&gt;
&lt;br /&gt;
=== Labor &amp;amp; Facility Requirements:  ===&lt;br /&gt;
Many jobs require a [[workshop]] or some other [[Furnace|facility]] in order to be completed.  Jobs are designated by way of the workshop, and any dwarf with the corresponding labor associated with the workshop will go to the shop, provided they are not eating, sleeping, drinking, etc..., and begin to complete the task.  Most workshop jobs also require some raw materials in order to complete the production.&lt;br /&gt;
&lt;br /&gt;
== Labor Categories ==&lt;br /&gt;
Labor is divided into the following categories which are typically related by function or material, and for which there are multiple labors associated with each category:&lt;br /&gt;
#  [[Mining]]:  In this case, this is the individual labor, and not a category of labors.&lt;br /&gt;
#  [[Wood industry|Woodworking]]: [[Carpentry]], [[Crossbow-making]], [[Wood cutting]]&lt;br /&gt;
#  [[Stone industry|Stoneworking]]:  [[Masonry]], [[Stone detailing]]&lt;br /&gt;
#  [[Hunting]]/Related:  [[Animal training]], [[Animal care]], [[Hunting]], [[Trapping]], [[Small animal dissection]]&lt;br /&gt;
#  [[Healthcare]]:  [[Diagnosis]], [[Surgery]], [[Setting bones]], [[Suturing]], [[Dressing wounds]], Feed Patients/Prisoners, Recovering Wounded&lt;br /&gt;
#  [[Farming]]/Related:  [[Butchery]], [[Tanning]], [[Grower|Farming (Fields)]], [[Dyeing]], [[Soaper|Soap making]], [[Wood burner|Wood Burning]], [[Potash maker|Potash Making]], [[Lye maker|Lye Making]], [[Milling]], [[Brewing]], [[Herbalist|Plant Gathering]], [[Thresher|Plant Processing]], [[Cheese making]], [[Milking]], [[Shearing]], [[Spinning]], [[Cooking]], [[Beekeeping]]&lt;br /&gt;
#  [[Fishing]]/Related:  [[Fishing]], [[Fish cleaning]], [[Fish dissection]]&lt;br /&gt;
#  [[Metal industry|Metalsmithing]]: [[Furnace operating]], [[Weaponsmithing]], [[Armoring]], [[Blacksmithing]], [[Metalcrafting]]&lt;br /&gt;
#  [[Jewelry]]:  [[Gem cutting]], [[Gem setting]]&lt;br /&gt;
#  [[Crafts]]:  [[Leatherworker|Leatherworking]], [[Wood crafter|Woodcrafting]], [[Stone crafter|Stonecrafting]], [[Bone carver|Bone Carving]], [[Glassmaker|Glassmaking]], [[Weaver|Weaving]], [[Clothier|Clothesmaking]], [[Strand extractor|Strand Extraction]], [[Potter|Pottery]], [[Glazer|Glazing]], [[Wax worker|Wax Working]], [[Bookbinder|Book Binding]]&lt;br /&gt;
#  Engineering:  [[Siege engineer]], [[Siege operator]], [[Mechanic]], [[Pump operator|Pump operating]]&lt;br /&gt;
#  [[Hauling]]:  Stone Hauling, Wood Hauling, Item Hauling, Burial, Food Hauling, [[Refuse]] Hauling, Animal Hauling, Water Hauling, Trade Good Hauling, Push/Haul Vehicles&lt;br /&gt;
#  Other Jobs:  [[Architecture]], [[Alchemy]], [[Cleaning]], Road building, Wall/floor construction, [[Construction removal]], [[Lever operation]]&lt;br /&gt;
&lt;br /&gt;
In the preference screen, a labor category is dark gray if there are no labors under it enabled, light gray if there are some jobs enabled, and white if all jobs are enabled. ''(These distinctions can sometimes be very hard to tell apart in the default [[color scheme]].)''&lt;br /&gt;
&lt;br /&gt;
'''Useless / Limited Labors:'''&lt;br /&gt;
* As of 8-2014, Animal Care &amp;amp; Alchemy are not functioning.&lt;br /&gt;
* Trapping, Small Animal Dissection, and Fish Dissection have limited utility.  &lt;br /&gt;
&lt;br /&gt;
=== Jobs that are not associated with Labor ===&lt;br /&gt;
* Basic Needs: [[food|eat]]ing, [[thirst|drinking]], [[sleep]]ing, going [[on break]], [[party]]ing, [[clean self|cleaning themselves]], and [[rest]]ing. &lt;br /&gt;
* A few things are listed as &amp;quot;No Job&amp;quot; but can be considered labors in a different sense: running scared, not having a path to anyplace useful, and being [[insane]].&lt;br /&gt;
&lt;br /&gt;
== Managing Labor &amp;amp; Demand ==&lt;br /&gt;
* To quickly change a dwarf's labor preferences, access the labor screen by {{k|v}}iewing the dwarf, then select {{k|p}}references and {{k|l}}abor. Use {{k|+}} and {{k|-}} to move the cursor up and down to highlight different categories or skills to enable or disable.  Or, use [[Utilities#Dwarf Therapist|Dwarf Therapist]]/[[Utility:DFHack|DFHack]].&lt;br /&gt;
* Using {{k|u}} can help you quickly locate dwarves. Select a dwarf, hit {{k|z}} for &amp;quot;zoom to creature&amp;quot; and you'll automatically be placed in view mode on that dwarf. Use {{k|p}}-{{k|l}} to get to the labor configuration menu.&lt;br /&gt;
* You can view a list of all current, queued, and suspended jobs on the {{k|j}}obs menu.  A list of what job each dwarf is currently performing is visible on the {{k|u}}nits menu.&lt;br /&gt;
* A [[manager]] is incredibly useful for managing production jobs ([[workshop]] based).  He or she can queue up a significant list of jobs without the need to select the various workshops, and place orders in bulk (or to be repeated).  That said, there are some caveats, the most important being that queued jobs must be done in the correct order of materials required, or the orders will auto cancel.  Also, you should not assign your manager to labors that are in high demand, as this will keep them from going to their [[office]] to place the orders.&lt;br /&gt;
* [[Migrants|Migrating]] dwarves will typically arrive with a certain number of labors already active.  You will probably want to change the assigned labors, as often they will not meet your demand, or may be useless based on your access to raw materials.&lt;br /&gt;
&lt;br /&gt;
==Advanced Labor Management &amp;amp; Design==&lt;br /&gt;
Managing your Dwarves can be a tricky, and time consuming business.  Many a fortress has been abandoned not because of destruction from external threat, but rather from labor management fatigue. [[Utilities#Dwarf Therapist|Dwarf Therapist]] or [[Utility:DFHack|DFHack]] are both useful tools that assist you in managing your labors.&lt;br /&gt;
&lt;br /&gt;
As your fortress grows, so will your labor pool, and the way you assign that labor will change over time.  Typically at embark you will have at least one Miner, a Wood cutter, Farmer, Carpenter, Mason/ Stone crafter, Cook/Brewer, Mechanic/Architect, one of which will also be a Broker / Appraiser.  There are multiple combinations but this is typical (see [[Embark]] and [[Starting build]]).  Early on, you will probably want focus on fortress design and development, such that you will place priority on [[mining]] and [[masonry]], supplemented by [[carpentry]].&lt;br /&gt;
&lt;br /&gt;
In order to maximize the benefit of highly skilled labor, you will eventually want to specialize your labor such that each Dwarf has a very limited number of labors assigned.&lt;br /&gt;
&lt;br /&gt;
Hauling:  Nothing can bog down your production like the distraction of hauling jobs.  Losing your fort to a siege is [[fun]], but losing because all your skilled laborers spend all their time hauling stuff is no fun.  One solution is to use dedicated haulers.  The migrants who appear &amp;amp; have no skilled labor, and whose attributes pretty much suck all around, aka [[peasant]]s are best used as dedicated haulers.&lt;br /&gt;
&lt;br /&gt;
==Labor, Skill,  and product quality==&lt;br /&gt;
The amount of [[experience]] a dwarf has with a certain labor will determine how well he goes about performing this labor.  The more experience, the greater the skill. Certain job types can be completed more quickly based on the skill of the labor.  There are exceptions, such as [[Health care|nursing]] and [[hauling]] which will never be completed more quickly regardless of skill.  &lt;br /&gt;
&lt;br /&gt;
Certain labors will produce products that have a [[quality]] tag, typically those associated with the production of an item from a workshop.  The table below lists in which labors the dwarf's experience will impact the quality of produced items and in which labors a higher experience will only be beneficial for the speed of production.&lt;br /&gt;
&lt;br /&gt;
* Many labors, most notably [[hauling]], have no associated skill, do not generate experience, and do not improve with practice.   &lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Category !! Labors !! Quality-effects? !! Details&lt;br /&gt;
|-&lt;br /&gt;
| Mining ||&lt;br /&gt;
* [[Mining]] &lt;br /&gt;
| no &lt;br /&gt;
| speed only&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=3 |Woodworker ||&lt;br /&gt;
* [[Carpentry]]&lt;br /&gt;
| yes&lt;br /&gt;
| item, furniture, and designed building quality&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Crossbow-making]]&lt;br /&gt;
| yes&lt;br /&gt;
| weapon quality&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Wood cutting]]&lt;br /&gt;
| no &lt;br /&gt;
| speed only&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=2 | Stoneworking ||&lt;br /&gt;
* [[Masonry]]&lt;br /&gt;
| yes&lt;br /&gt;
| item, furniture, and designed building quality&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Stone detailing]]&lt;br /&gt;
| yes &lt;br /&gt;
| engraving quality, speed only for smoothing and track carving&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=5 | Hunting/Related ||&lt;br /&gt;
* [[Animal training]]&lt;br /&gt;
| yes &lt;br /&gt;
| training quality&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Animal care]]&lt;br /&gt;
| no&lt;br /&gt;
| not implemented&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Hunting]]&lt;br /&gt;
| no&lt;br /&gt;
| success rate tends to rise from increasing ambusher and marksdwarf skills&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Trapping]]&lt;br /&gt;
| no&lt;br /&gt;
| success rate? trap quality?{{verify}}&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Small animal dissection]]&lt;br /&gt;
| no&lt;br /&gt;
| speed only&lt;br /&gt;
|-&lt;br /&gt;
| [[Healthcare]] (Doctoral) ||&lt;br /&gt;
* [[Diagnosis]]&lt;br /&gt;
* [[Surgery]]&lt;br /&gt;
* [[Setting bones]]&lt;br /&gt;
* [[Suturing]]&lt;br /&gt;
* [[Dressing wounds]]&lt;br /&gt;
| yes&lt;br /&gt;
| success chance, accuracy (and speed) of treatment &amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Healthcare]] (Nursing) ||&lt;br /&gt;
* [[Feed patients/prisoners]]&lt;br /&gt;
* [[Recovering wounded]]&lt;br /&gt;
| no &lt;br /&gt;
| unskilled&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=20 | Farming/Related ||&lt;br /&gt;
* [[Butchery]]&lt;br /&gt;
| no&lt;br /&gt;
| speed only&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Tanning]]&lt;br /&gt;
| no&lt;br /&gt;
| speed only&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Farming (fields)]]&lt;br /&gt;
| yes&lt;br /&gt;
| crop yield (stack size)&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Dyeing]]&lt;br /&gt;
| yes&lt;br /&gt;
| dye quality&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Gelding]]&lt;br /&gt;
| no&lt;br /&gt;
| less likely to be injured&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Soap making]]&lt;br /&gt;
| no&lt;br /&gt;
| speed only&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Wood burning]]&lt;br /&gt;
| no&lt;br /&gt;
| speed only&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Potash making]]&lt;br /&gt;
| no&lt;br /&gt;
| speed only&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Lye making]]&lt;br /&gt;
| no&lt;br /&gt;
| speed only&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Milling]]&lt;br /&gt;
| no&lt;br /&gt;
| speed only&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Brewing]]&lt;br /&gt;
| no&lt;br /&gt;
| speed only&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Plant gathering]]&lt;br /&gt;
| yes&lt;br /&gt;
| success and plant yield (stack size)&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Plant processing]]&lt;br /&gt;
| no&lt;br /&gt;
| speed only&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Cheese making]]&lt;br /&gt;
| no&lt;br /&gt;
| speed only&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Milking]]&lt;br /&gt;
| no&lt;br /&gt;
| speed only&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Shearing]]&lt;br /&gt;
| no&lt;br /&gt;
| speed only&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Spinning]]&lt;br /&gt;
| no&lt;br /&gt;
| speed only&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Cooking]]&lt;br /&gt;
| yes&lt;br /&gt;
| meal and ingredient quality&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Pressing]]&lt;br /&gt;
| no&lt;br /&gt;
| speed only&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Beekeeping]]&lt;br /&gt;
| no&lt;br /&gt;
| speed only{{verify}}&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=3 | Fishing/Related ||&lt;br /&gt;
* [[Fishing]]&lt;br /&gt;
| yes&lt;br /&gt;
| fish stack size&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Fish cleaning]]&lt;br /&gt;
| no&lt;br /&gt;
| speed only&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Fish dissection]]&lt;br /&gt;
| no&lt;br /&gt;
| speed only&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=5 | Metalsmithing ||&lt;br /&gt;
* [[Furnace operating]]&lt;br /&gt;
| no&lt;br /&gt;
| speed only&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Weaponsmithing]]&lt;br /&gt;
| yes&lt;br /&gt;
| weapon quality&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Armoring]]&lt;br /&gt;
| yes&lt;br /&gt;
| armor quality&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Blacksmithing]]&lt;br /&gt;
| yes&lt;br /&gt;
| item, furniture, designed building quality&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Metalcrafting]]&lt;br /&gt;
| yes&lt;br /&gt;
| craft, item, decoration, designed building quality&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=2 | Jewelry ||&lt;br /&gt;
* [[Gem cutting]]&lt;br /&gt;
| yes&lt;br /&gt;
| gem craft quality&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Gem setting]]&lt;br /&gt;
| yes&lt;br /&gt;
| decoration quality&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=11 | Crafts ||&lt;br /&gt;
* [[Leatherworker|Leatherworking]]&lt;br /&gt;
| yes&lt;br /&gt;
| clothing, decoration, craft quality&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Wood crafter|Woodcrafting]]&lt;br /&gt;
| yes&lt;br /&gt;
| craft quality&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Stone crafter|Stonecrafting]]&lt;br /&gt;
| yes&lt;br /&gt;
| craft quality&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Bone carving]]&lt;br /&gt;
| yes&lt;br /&gt;
| craft, decoration quality&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Glassmaking]]&lt;br /&gt;
| yes&lt;br /&gt;
| craft, item, furniture quality&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Weaver|Weaving]]&lt;br /&gt;
| yes&lt;br /&gt;
| cloth quality&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Clothier|Clothesmaking]]&lt;br /&gt;
| yes&lt;br /&gt;
| clothing, decoration quality &lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Strand extractor|Strand extraction]]&lt;br /&gt;
| no&lt;br /&gt;
| speed only&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Potter|Pottery]]&lt;br /&gt;
| yes&lt;br /&gt;
| craft, item, furniture quality&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Glazer|Glazing]]&lt;br /&gt;
| no&lt;br /&gt;
| no experience gain {{bug|4577}}&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Wax worker|Wax working]]&lt;br /&gt;
| yes&lt;br /&gt;
| craft quality&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=4 | Engineering  ||&lt;br /&gt;
* [[Siege engineer|Siege engineering]]&lt;br /&gt;
| yes&lt;br /&gt;
| part, ammunition quality&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Siege operator|Siege operating]]&lt;br /&gt;
| yes&lt;br /&gt;
| accuracy&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Mechanic|Mechanics]]&lt;br /&gt;
| yes&lt;br /&gt;
| mechanism, furniture quality&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Pump operator|Pump operating]]&lt;br /&gt;
| no&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| [[Hauling]] ||&lt;br /&gt;
* Stone hauling&lt;br /&gt;
* Wood hauling&lt;br /&gt;
* Item hauling&lt;br /&gt;
* Burial&lt;br /&gt;
* Food hauling&lt;br /&gt;
* Refuse hauling&lt;br /&gt;
* Furniture hauling&lt;br /&gt;
* [[Hauling#Animal hauling|Animal hauling]]&lt;br /&gt;
* Trade Good Hauling&lt;br /&gt;
* Water Hauling &lt;br /&gt;
* [[Hauling#Push /Haul Vehicle|Push /Haul Vehicle]]&lt;br /&gt;
| no&lt;br /&gt;
| unskilled&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=7 | Other Jobs ||&lt;br /&gt;
* [[Architecture]]&lt;br /&gt;
| yes&lt;br /&gt;
| building design quality&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Alchemy]]&lt;br /&gt;
| no&lt;br /&gt;
| not implemented&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Cleaning]]&lt;br /&gt;
| no&lt;br /&gt;
| unskilled&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Lever operation]]&lt;br /&gt;
| no&lt;br /&gt;
| unskilled&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* Road building&lt;br /&gt;
| no&lt;br /&gt;
| unskilled&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* Wall/floor construction&lt;br /&gt;
| no&lt;br /&gt;
| unskilled&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Construction removal]]&lt;br /&gt;
| no&lt;br /&gt;
| unskilled&lt;br /&gt;
|}&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = èrith&lt;br /&gt;
| elvish  = equa&lt;br /&gt;
| goblin  = akul&lt;br /&gt;
| human   = ebe&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Skills}}&lt;br /&gt;
{{Category|Interface}}&lt;/div&gt;</summary>
		<author><name>Mixtrak</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Labor&amp;diff=230308</id>
		<title>Labor</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Labor&amp;diff=230308"/>
		<updated>2017-04-04T05:55:07Z</updated>

		<summary type="html">&lt;p&gt;Mixtrak: /* Labor Categories */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|17:27, 14 August 2014 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
{{quote|'''&amp;quot;To get a job done, a dwarf has to do it.&amp;quot;''' - Boss Urist Mc Overstates-the-obvious}}&lt;br /&gt;
&lt;br /&gt;
==Introduction to Labor==&lt;br /&gt;
At the most basic level, '''labor is how you get things done'''. When you want your [[dwarf]] to do a job of work you must assign that dwarf to a '''&amp;quot;labor&amp;quot;''' type that corresponds with the job.  You, as the [[fortress]] overseer, create jobs to be done by [[designations menu|designating]] them, and the dwarves who have been assigned the corresponding labor type appropriate to the job will complete the job.  Your dwarves function as semi-autonomous entities, fulfilling their own basic needs as they see fit, while also meeting the demand of work to be done when time and conditions allow.  Assigning specific labors to your dwarves tells them what type of work you want them to do. A labor &amp;quot;preference&amp;quot; simply designates whether a dwarf is allowed do a particular job or not. Multiple labors can be assigned to a single dwarf, (unless they are exclusive - see below) but specialization within a category is usually best as this will result in highly skilled (faster/ higher quality) labor.&lt;br /&gt;
&lt;br /&gt;
=== Basic Terminology ===&lt;br /&gt;
*'''Labor:''' the ability to complete a job specific to a given type of work, which must be assigned individually to each Dwarf.&lt;br /&gt;
*'''Preference:''' a somewhat ambiguous term associated with process of assigning a labor to a Dwarf.  Dwarves do not merely ''prefer'' assigned labors over unassigned labors; instead, they will '''completely refuse''' to do unassigned labors.&lt;br /&gt;
*'''[[Skill]]:'''  the level of proficiency a dwarf has when performing a specific labor.  Skill increases with experience in completing the work.  (The term labor and skill are '''NOT''' synonyms.  Skill is a measure of proficiency for a given labor, while a labor is the ability to do the work.) &lt;br /&gt;
*'''[[Unit_type_token|Profession]]:'''  Each dwarf is assigned a professional title, which is determined from the dwarf's assigned / preferred labors that has the highest skill level.&lt;br /&gt;
*'''Job:'''  a specific task or work order queued to be completed, which can only be completed by a dwarf assigned to the labor that corresponds to the job.  Typically there are multiple jobs that can be completed by a specific labor.&lt;br /&gt;
:*Additionally, basic needs are also appear as jobs, such as [[Food|eating]], [[sleep]]ing, [[Alcohol|drinking]], etc..  These are not assigned, but are created automatically as needed.&lt;br /&gt;
*'''Social Skill:'''  [[Social skill]]s are not labors, in that no work is performed using them, but they are similar in that they are unique abilities which will increase in competency the more they are used.  &lt;br /&gt;
*'''Miscellaneous Abilities:'''  are similar to labors and social skills, but again are not used in the performance of work.  An example is [[swimming]].&lt;br /&gt;
&lt;br /&gt;
===Assigning Labors===&lt;br /&gt;
There are several steps required to assign a particular labor to a dwarf.  For an example, lets say you have designated a section of underground [[rock]] to be [[mining|mined]] in order to make a tunnel for your fortress.  This designation of work is a &amp;quot;job&amp;quot;, and will now appear in your {{k|j}} job's [[menu]] as &amp;quot;dig&amp;quot;.  In order for a dwarf to complete the job, you must assign a dwarf the [[mining]] labor.  This can be done as follows:&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# From the main map screen, select the [[unit list]] menu, {{k|u}}, which will list all your Dwarves and show their current activity.&lt;br /&gt;
##  Alternatively, you can use the {{k|v}}iew menu. &lt;br /&gt;
# From the [[unit list]] menu, arrow scroll down to select the dwarf whom you want to assign a labor to then select {{k|z}} to zoom to their location.  Your view will change to the main map, and the dwarf you have chosen should be flashing on and off.  In the task window on the right you will see information about the selected dwarf,  in the Dwarf Details menu.&lt;br /&gt;
##  The default view for the selected dwarf in the Dwarf Details menu is 'general' {{k|g}}, which will list the dwarf's nickname or first name, dwarvish last name,  and profession, followed below by their [[Technical tricks#Settings - d_init.txt|nickname]] or first name and last name as it reads in english, and their [[noble]] title if they are a [[noble]].  This is followed by a list that shows the current job (or lack thereof) in blue text, [[combat]] role {{k|c}}, labors {{k|b}}, and miscellaneous [[social skill]]s and abilities {{k|m}}.  To see only the current labors, turn the combat {{k|c}} and miscellaneous {{k|m}} sections off.&lt;br /&gt;
#  From the Dwarf Details screen, select {{k|p}} for preference, and then {{k|l}} for labor.  This will take you to the Labor Categories screen, which categorizes the individual labor options into various categories based on similarity of work.  (See Labor Categories below.)&lt;br /&gt;
## Note that [[Mining]] is unique on the list, as it is the only item that is a labor in its own right, and not a category of several labors.&lt;br /&gt;
#  Scroll through the list using the {{k|+}} or {{k|-}} keys, select a category, and scroll through the individual labor list, and once you have the desired labor selected, press {{k|Enter}}.  For this example, since Mining is a labor and not a category you need only select [[Mining]] from the category menu.&lt;br /&gt;
#  Exiting:  To return to the Dwarf Details screen, select preference {{k|p}} then general {{k|g}}, and you should see the new assigned labor in the list.  You can also exit directly to the main screen by selecting {{k|Esc}}.&amp;lt;br /&amp;gt;&lt;br /&gt;
## Note that changes in labors '''will not always take effect immediately''', if a labor is deselected on a dwarf, say Mining, who is performing the job, they will first finish mining the current tile and then stop mining.&lt;br /&gt;
&lt;br /&gt;
{{TipBox2|titlebg=#dd0|float=right|Utilities|You may have noticed that the UI for managing dwarves is a bit difficult to use. If you are using a supported operating system, [[Utilities#Dwarf Therapist|Dwarf Therapist]] and/or [[Utility:DFHack|DFHack]] can make this much easier.}}&lt;br /&gt;
&lt;br /&gt;
'''Note:'''  The word '''&amp;quot;preference&amp;quot;''' can be confusing, as it suggest that a Dwarf will do work associated with any labor, but will 'prefer' and prioritize work associated with labors you have assigned.  '''This is not the case.'''  A dwarf will '''only''' do work associated with assigned preferred labors, so it is not a preference, but is in fact functions as a switch to enable or disable the labor.  (Prioritization of work is based on several factors that are not fully understood, but are presented in [[micromanaging tricks]].)&lt;br /&gt;
&lt;br /&gt;
Once designated as a '''labor preference''', a single labor can be applied to many different jobs.  For instance, a dwarf with the [[bone carving]] labor designated might carve a totem out of a skull, craft bone practice [[bolt]]s for a [[crossbow]], create bone [[armor]], or carve bone [[craft]]s to trade.  Each of these is a different possible job allowed by designating the associated labor.&lt;br /&gt;
&lt;br /&gt;
=== Labor &amp;amp; Tool Requirements: ===&lt;br /&gt;
For certain jobs, such as mining in our example, a '''tool''' is also required for the job to be completed.  [[Miner]]s need [[pick]]s, [[Wood cutter]]s need an [[battle axe]], and [[Hunter]]s need a [[crossbow]].  If a labor needs a tool, the labor is considered '''exclusive''' such that you can only assign one of the three labors listed to any single Dwarf.  Additionally, the assignment of these tools '''overrides''' any [[Squad|uniform]] assigned to a dwarf's [[squad]], so military dwarves should never be assigned any of the aforementioned labors.&lt;br /&gt;
&lt;br /&gt;
=== Labor &amp;amp; Facility Requirements:  ===&lt;br /&gt;
Many jobs require a [[workshop]] or some other [[Furnace|facility]] in order to be completed.  Jobs are designated by way of the workshop, and any dwarf with the corresponding labor associated with the workshop will go to the shop, provided they are not eating, sleeping, drinking, etc..., and begin to complete the task.  Most workshop jobs also require some raw materials in order to complete the production.&lt;br /&gt;
&lt;br /&gt;
== Labor Categories ==&lt;br /&gt;
Labor is divided into the following categories which are typically related by function or material, and for which there are multiple labors associated with each category:&lt;br /&gt;
#  [[Mining]]:  In this case, this is the individual labor, and not a category of labors.&lt;br /&gt;
#  [[Wood industry|Woodworking]]: [[Carpentry]], [[Crossbow-making]], [[Wood cutting]]&lt;br /&gt;
#  [[Stone industry|Stoneworking]]:  [[Masonry]], [[Stone detailing]]&lt;br /&gt;
#  [[Hunting]]/Related:  [[Animal training]], [[Animal care]], [[Hunting]], [[Trapping]], [[Small animal dissection]]&lt;br /&gt;
#  [[Healthcare]]:  [[Diagnosis]], [[Surgery]], [[Setting bones]], [[Suturing]], [[Dressing wounds]], Feed Patients/Prisoners, Recovering Wounded&lt;br /&gt;
#  [[Farming]]/Related:  [[Butchery]], [[Tanning]], [[Grower|Farming (Fields)]], [[Dyeing]], [[Soaper|Soap making]], [[Wood burner|Wood Burning]], [[Potash maker|Potash Making]], [[Lye maker|Lye Making]], [[Milling]], [[Brewing]], [[Herbalist|Plant Gathering]], [[Thresher|Plant Processing]], [[Cheese making]], [[Milking]], [[Shearing]], [[Spinning]], [[Cooking]], [[Beekeeping]]&lt;br /&gt;
#  [[Fishing]]/Related:  [[Fishing]], [[Fish cleaning]], [[Fish dissection]]&lt;br /&gt;
#  [[Metal industry|Metalsmithing]]: [[Furnace operating]], [[Weaponsmithing]], [[Armoring]], [[Blacksmithing]], [[Metalcrafting]]&lt;br /&gt;
#  [[Jewelry]]:  [[Gem cutting]], [[Gem setting]]&lt;br /&gt;
#  [[Crafts]]:  [[Leatherworker|Leatherworking]], [[Wood crafter|Woodcrafting]], [[Stone crafter|Stonecrafting]], [[Bone carver|Bone Carving]], [[Glassmaker|Glassmaking]], [[Weaver|Weaving]], [[Clothier|Clothesmaking]], [[Strand extractor|Strand Extraction]], [[Potter|Pottery]], [[Glazer|Glazing]], [[Wax worker|Wax Working]], [[Book binding|Book Binding]]&lt;br /&gt;
#  Engineering:  [[Siege engineer]], [[Siege operator]], [[Mechanic]], [[Pump operator|Pump operating]]&lt;br /&gt;
#  [[Hauling]]:  Stone Hauling, Wood Hauling, Item Hauling, Burial, Food Hauling, [[Refuse]] Hauling, Animal Hauling, Water Hauling, Trade Good Hauling, Push/Haul Vehicles&lt;br /&gt;
#  Other Jobs:  [[Architecture]], [[Alchemy]], [[Cleaning]], Road building, Wall/floor construction, [[Construction removal]], [[Lever operation]]&lt;br /&gt;
&lt;br /&gt;
In the preference screen, a labor category is dark gray if there are no labors under it enabled, light gray if there are some jobs enabled, and white if all jobs are enabled. ''(These distinctions can sometimes be very hard to tell apart in the default [[color scheme]].)''&lt;br /&gt;
&lt;br /&gt;
'''Useless / Limited Labors:'''&lt;br /&gt;
* As of 8-2014, Animal Care &amp;amp; Alchemy are not functioning.&lt;br /&gt;
* Trapping, Small Animal Dissection, and Fish Dissection have limited utility.  &lt;br /&gt;
&lt;br /&gt;
=== Jobs that are not associated with Labor ===&lt;br /&gt;
* Basic Needs: [[food|eat]]ing, [[thirst|drinking]], [[sleep]]ing, going [[on break]], [[party]]ing, [[clean self|cleaning themselves]], and [[rest]]ing. &lt;br /&gt;
* A few things are listed as &amp;quot;No Job&amp;quot; but can be considered labors in a different sense: running scared, not having a path to anyplace useful, and being [[insane]].&lt;br /&gt;
&lt;br /&gt;
== Managing Labor &amp;amp; Demand ==&lt;br /&gt;
* To quickly change a dwarf's labor preferences, access the labor screen by {{k|v}}iewing the dwarf, then select {{k|p}}references and {{k|l}}abor. Use {{k|+}} and {{k|-}} to move the cursor up and down to highlight different categories or skills to enable or disable.  Or, use [[Utilities#Dwarf Therapist|Dwarf Therapist]]/[[Utility:DFHack|DFHack]].&lt;br /&gt;
* Using {{k|u}} can help you quickly locate dwarves. Select a dwarf, hit {{k|z}} for &amp;quot;zoom to creature&amp;quot; and you'll automatically be placed in view mode on that dwarf. Use {{k|p}}-{{k|l}} to get to the labor configuration menu.&lt;br /&gt;
* You can view a list of all current, queued, and suspended jobs on the {{k|j}}obs menu.  A list of what job each dwarf is currently performing is visible on the {{k|u}}nits menu.&lt;br /&gt;
* A [[manager]] is incredibly useful for managing production jobs ([[workshop]] based).  He or she can queue up a significant list of jobs without the need to select the various workshops, and place orders in bulk (or to be repeated).  That said, there are some caveats, the most important being that queued jobs must be done in the correct order of materials required, or the orders will auto cancel.  Also, you should not assign your manager to labors that are in high demand, as this will keep them from going to their [[office]] to place the orders.&lt;br /&gt;
* [[Migrants|Migrating]] dwarves will typically arrive with a certain number of labors already active.  You will probably want to change the assigned labors, as often they will not meet your demand, or may be useless based on your access to raw materials.&lt;br /&gt;
&lt;br /&gt;
==Advanced Labor Management &amp;amp; Design==&lt;br /&gt;
Managing your Dwarves can be a tricky, and time consuming business.  Many a fortress has been abandoned not because of destruction from external threat, but rather from labor management fatigue. [[Utilities#Dwarf Therapist|Dwarf Therapist]] or [[Utility:DFHack|DFHack]] are both useful tools that assist you in managing your labors.&lt;br /&gt;
&lt;br /&gt;
As your fortress grows, so will your labor pool, and the way you assign that labor will change over time.  Typically at embark you will have at least one Miner, a Wood cutter, Farmer, Carpenter, Mason/ Stone crafter, Cook/Brewer, Mechanic/Architect, one of which will also be a Broker / Appraiser.  There are multiple combinations but this is typical (see [[Embark]] and [[Starting build]]).  Early on, you will probably want focus on fortress design and development, such that you will place priority on [[mining]] and [[masonry]], supplemented by [[carpentry]].&lt;br /&gt;
&lt;br /&gt;
In order to maximize the benefit of highly skilled labor, you will eventually want to specialize your labor such that each Dwarf has a very limited number of labors assigned.&lt;br /&gt;
&lt;br /&gt;
Hauling:  Nothing can bog down your production like the distraction of hauling jobs.  Losing your fort to a siege is [[fun]], but losing because all your skilled laborers spend all their time hauling stuff is no fun.  One solution is to use dedicated haulers.  The migrants who appear &amp;amp; have no skilled labor, and whose attributes pretty much suck all around, aka [[peasant]]s are best used as dedicated haulers.&lt;br /&gt;
&lt;br /&gt;
==Labor, Skill,  and product quality==&lt;br /&gt;
The amount of [[experience]] a dwarf has with a certain labor will determine how well he goes about performing this labor.  The more experience, the greater the skill. Certain job types can be completed more quickly based on the skill of the labor.  There are exceptions, such as [[Health care|nursing]] and [[hauling]] which will never be completed more quickly regardless of skill.  &lt;br /&gt;
&lt;br /&gt;
Certain labors will produce products that have a [[quality]] tag, typically those associated with the production of an item from a workshop.  The table below lists in which labors the dwarf's experience will impact the quality of produced items and in which labors a higher experience will only be beneficial for the speed of production.&lt;br /&gt;
&lt;br /&gt;
* Many labors, most notably [[hauling]], have no associated skill, do not generate experience, and do not improve with practice.   &lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Category !! Labors !! Quality-effects? !! Details&lt;br /&gt;
|-&lt;br /&gt;
| Mining ||&lt;br /&gt;
* [[Mining]] &lt;br /&gt;
| no &lt;br /&gt;
| speed only&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=3 |Woodworker ||&lt;br /&gt;
* [[Carpentry]]&lt;br /&gt;
| yes&lt;br /&gt;
| item, furniture, and designed building quality&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Crossbow-making]]&lt;br /&gt;
| yes&lt;br /&gt;
| weapon quality&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Wood cutting]]&lt;br /&gt;
| no &lt;br /&gt;
| speed only&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=2 | Stoneworking ||&lt;br /&gt;
* [[Masonry]]&lt;br /&gt;
| yes&lt;br /&gt;
| item, furniture, and designed building quality&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Stone detailing]]&lt;br /&gt;
| yes &lt;br /&gt;
| engraving quality, speed only for smoothing and track carving&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=5 | Hunting/Related ||&lt;br /&gt;
* [[Animal training]]&lt;br /&gt;
| yes &lt;br /&gt;
| training quality&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Animal care]]&lt;br /&gt;
| no&lt;br /&gt;
| not implemented&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Hunting]]&lt;br /&gt;
| no&lt;br /&gt;
| success rate tends to rise from increasing ambusher and marksdwarf skills&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Trapping]]&lt;br /&gt;
| no&lt;br /&gt;
| success rate? trap quality?{{verify}}&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Small animal dissection]]&lt;br /&gt;
| no&lt;br /&gt;
| speed only&lt;br /&gt;
|-&lt;br /&gt;
| [[Healthcare]] (Doctoral) ||&lt;br /&gt;
* [[Diagnosis]]&lt;br /&gt;
* [[Surgery]]&lt;br /&gt;
* [[Setting bones]]&lt;br /&gt;
* [[Suturing]]&lt;br /&gt;
* [[Dressing wounds]]&lt;br /&gt;
| yes&lt;br /&gt;
| success chance, accuracy (and speed) of treatment &amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Healthcare]] (Nursing) ||&lt;br /&gt;
* [[Feed patients/prisoners]]&lt;br /&gt;
* [[Recovering wounded]]&lt;br /&gt;
| no &lt;br /&gt;
| unskilled&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=20 | Farming/Related ||&lt;br /&gt;
* [[Butchery]]&lt;br /&gt;
| no&lt;br /&gt;
| speed only&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Tanning]]&lt;br /&gt;
| no&lt;br /&gt;
| speed only&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Farming (fields)]]&lt;br /&gt;
| yes&lt;br /&gt;
| crop yield (stack size)&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Dyeing]]&lt;br /&gt;
| yes&lt;br /&gt;
| dye quality&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Gelding]]&lt;br /&gt;
| no&lt;br /&gt;
| less likely to be injured&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Soap making]]&lt;br /&gt;
| no&lt;br /&gt;
| speed only&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Wood burning]]&lt;br /&gt;
| no&lt;br /&gt;
| speed only&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Potash making]]&lt;br /&gt;
| no&lt;br /&gt;
| speed only&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Lye making]]&lt;br /&gt;
| no&lt;br /&gt;
| speed only&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Milling]]&lt;br /&gt;
| no&lt;br /&gt;
| speed only&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Brewing]]&lt;br /&gt;
| no&lt;br /&gt;
| speed only&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Plant gathering]]&lt;br /&gt;
| yes&lt;br /&gt;
| success and plant yield (stack size)&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Plant processing]]&lt;br /&gt;
| no&lt;br /&gt;
| speed only&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Cheese making]]&lt;br /&gt;
| no&lt;br /&gt;
| speed only&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Milking]]&lt;br /&gt;
| no&lt;br /&gt;
| speed only&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Shearing]]&lt;br /&gt;
| no&lt;br /&gt;
| speed only&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Spinning]]&lt;br /&gt;
| no&lt;br /&gt;
| speed only&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Cooking]]&lt;br /&gt;
| yes&lt;br /&gt;
| meal and ingredient quality&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Pressing]]&lt;br /&gt;
| no&lt;br /&gt;
| speed only&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Beekeeping]]&lt;br /&gt;
| no&lt;br /&gt;
| speed only{{verify}}&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=3 | Fishing/Related ||&lt;br /&gt;
* [[Fishing]]&lt;br /&gt;
| yes&lt;br /&gt;
| fish stack size&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Fish cleaning]]&lt;br /&gt;
| no&lt;br /&gt;
| speed only&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Fish dissection]]&lt;br /&gt;
| no&lt;br /&gt;
| speed only&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=5 | Metalsmithing ||&lt;br /&gt;
* [[Furnace operating]]&lt;br /&gt;
| no&lt;br /&gt;
| speed only&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Weaponsmithing]]&lt;br /&gt;
| yes&lt;br /&gt;
| weapon quality&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Armoring]]&lt;br /&gt;
| yes&lt;br /&gt;
| armor quality&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Blacksmithing]]&lt;br /&gt;
| yes&lt;br /&gt;
| item, furniture, designed building quality&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Metalcrafting]]&lt;br /&gt;
| yes&lt;br /&gt;
| craft, item, decoration, designed building quality&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=2 | Jewelry ||&lt;br /&gt;
* [[Gem cutting]]&lt;br /&gt;
| yes&lt;br /&gt;
| gem craft quality&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Gem setting]]&lt;br /&gt;
| yes&lt;br /&gt;
| decoration quality&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=11 | Crafts ||&lt;br /&gt;
* [[Leatherworker|Leatherworking]]&lt;br /&gt;
| yes&lt;br /&gt;
| clothing, decoration, craft quality&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Wood crafter|Woodcrafting]]&lt;br /&gt;
| yes&lt;br /&gt;
| craft quality&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Stone crafter|Stonecrafting]]&lt;br /&gt;
| yes&lt;br /&gt;
| craft quality&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Bone carving]]&lt;br /&gt;
| yes&lt;br /&gt;
| craft, decoration quality&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Glassmaking]]&lt;br /&gt;
| yes&lt;br /&gt;
| craft, item, furniture quality&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Weaver|Weaving]]&lt;br /&gt;
| yes&lt;br /&gt;
| cloth quality&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Clothier|Clothesmaking]]&lt;br /&gt;
| yes&lt;br /&gt;
| clothing, decoration quality &lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Strand extractor|Strand extraction]]&lt;br /&gt;
| no&lt;br /&gt;
| speed only&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Potter|Pottery]]&lt;br /&gt;
| yes&lt;br /&gt;
| craft, item, furniture quality&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Glazer|Glazing]]&lt;br /&gt;
| no&lt;br /&gt;
| no experience gain {{bug|4577}}&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Wax worker|Wax working]]&lt;br /&gt;
| yes&lt;br /&gt;
| craft quality&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=4 | Engineering  ||&lt;br /&gt;
* [[Siege engineer|Siege engineering]]&lt;br /&gt;
| yes&lt;br /&gt;
| part, ammunition quality&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Siege operator|Siege operating]]&lt;br /&gt;
| yes&lt;br /&gt;
| accuracy&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Mechanic|Mechanics]]&lt;br /&gt;
| yes&lt;br /&gt;
| mechanism, furniture quality&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Pump operator|Pump operating]]&lt;br /&gt;
| no&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| [[Hauling]] ||&lt;br /&gt;
* Stone hauling&lt;br /&gt;
* Wood hauling&lt;br /&gt;
* Item hauling&lt;br /&gt;
* Burial&lt;br /&gt;
* Food hauling&lt;br /&gt;
* Refuse hauling&lt;br /&gt;
* Furniture hauling&lt;br /&gt;
* [[Hauling#Animal hauling|Animal hauling]]&lt;br /&gt;
* Trade Good Hauling&lt;br /&gt;
* Water Hauling &lt;br /&gt;
* [[Hauling#Push /Haul Vehicle|Push /Haul Vehicle]]&lt;br /&gt;
| no&lt;br /&gt;
| unskilled&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=7 | Other Jobs ||&lt;br /&gt;
* [[Architecture]]&lt;br /&gt;
| yes&lt;br /&gt;
| building design quality&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Alchemy]]&lt;br /&gt;
| no&lt;br /&gt;
| not implemented&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Cleaning]]&lt;br /&gt;
| no&lt;br /&gt;
| unskilled&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Lever operation]]&lt;br /&gt;
| no&lt;br /&gt;
| unskilled&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* Road building&lt;br /&gt;
| no&lt;br /&gt;
| unskilled&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* Wall/floor construction&lt;br /&gt;
| no&lt;br /&gt;
| unskilled&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Construction removal]]&lt;br /&gt;
| no&lt;br /&gt;
| unskilled&lt;br /&gt;
|}&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = èrith&lt;br /&gt;
| elvish  = equa&lt;br /&gt;
| goblin  = akul&lt;br /&gt;
| human   = ebe&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Skills}}&lt;br /&gt;
{{Category|Interface}}&lt;/div&gt;</summary>
		<author><name>Mixtrak</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Tavern&amp;diff=230307</id>
		<title>Tavern</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Tavern&amp;diff=230307"/>
		<updated>2017-04-04T04:39:29Z</updated>

		<summary type="html">&lt;p&gt;Mixtrak: /* Fortress mode */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine|01:02, 29 September 2013 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{new in v0.42}}&lt;br /&gt;
&lt;br /&gt;
==Fortress mode==&lt;br /&gt;
A '''Tavern''' is a designated [[locations|location]] in [[Fortress mode]]. You may designate them from any [[meeting area]] or [[dining room]]. Upon creation, the new tavern will be given a random name, but you can rename it by pressing {{k|n}} in the locations screen.&lt;br /&gt;
&lt;br /&gt;
Taverns are places where your fortress's idle dwarves can mingle with [[visitor]]s from nearby civilizations. These visitors can be members of any nearby humanoid race, and will come with one of five occupations: performer, mercenary, bandit, monster slayer, or diplomat. Once a character is in the tavern, it can do the following:&lt;br /&gt;
*'''Socialize''' - So long as there are at least two characters in the tavern, they may socialize. This can involve telling each other stories, reciting poetry, or sharing music. Its only requirement is that you include a moderate amount of empty space in the tavern's floor plan, which the game recognizes as a &amp;quot;dance floor.&amp;quot; Stocking the tavern with a variety of [[instrument]]s will improve the quality of the music, as performers will simply improvise the sound of any missing instruments. Selecting a socializing creature with {{k|v}} and then pressing {{k|Enter}} will allow you to see the details of the story, song, or poem being performed, though this only works for fortress dwarves and long-term residents.&lt;br /&gt;
*'''Eat/Drink''' - If you've built [[throne]]s and [[table]]s in your Tavern, and have [[food]] and [[drink]] [[stockpile]]s within its boundaries, then tavern goers will eat and drink while here. You should also include [[container]]s full of [[mug]]s and [[goblet]]s in your tavern, as drinkers receive bad thoughts when drinking without one.&lt;br /&gt;
*'''Rent Rooms''' - If you build a [[bed]]room and assign it to the tavern (select the bedroom with {{k|q}}, then press {{k|l}} to bring up a list of locations to assign it to), it will now be known as a &amp;quot;rented room&amp;quot; and become available for rent by long-term mercenary and performer [[visitor]]s whose [[petition]]s you've accepted. These visitors don't actually pay you anything for use of the room, but will offer their services in exchange for room and board, essentially joining your fort but refusing to accept labors. Mercenaries can be assigned to serve in any [[military]] [[squad]], but not as a leader, while performers simply socialize with tavern goers.&lt;br /&gt;
&lt;br /&gt;
Because taverns serve all the same purposes as dining halls (and then some), there is no reason why you can't have them be one and the same. Lavishly decorating your tavern and filling it with such [[Stress|mood]]-enhancing items as [[mist]] generators will greatly boost your fort's happiness, as every dwarf will eventually need to visit the place to eat and drink. You can further improve it by assigning dwarves to the [[occupation]]s associated with taverns: [[performer]]s and [[tavern keeper]]s. Performers simply socialize with anyone who is idle in the tavern, while tavern keepers provide drinks in mugs to tavern-goers. Bear in mind that a tavern keeper will remain idle indefinitely if your tavern doesn't have a drink stockpile, and that they tend to serve more alcohol than a creature would normally drink. This can lead to issues with [[drunk]]enness, particularly for your non-dwarven long-term residents!&lt;br /&gt;
&lt;br /&gt;
Although taverns attract foreign visitors by default, you can adjust this option in the location menu. If you feel that your dwarves would be better off without fraternization with other peoples, you can simply change the tavern's policy on guests to serve locals only. You can also adjust the number of mugs and instruments the tavern will keep on hand from this menu.&lt;br /&gt;
&lt;br /&gt;
==Adventure mode==&lt;br /&gt;
Taverns are also generated in settlements in [[Adventure mode]]. They are visible in the structures list of [[legends]] mode.&lt;br /&gt;
&lt;br /&gt;
An adventurer can order drinks and rent rooms at taverns.To do this simply talk to the [[tavern keeper]] and choose to {{DFtext|Ask about available services, drinks, rooms, etc.}} then choose the drink you want to order or the room you want to rent. This is the only way you can sleep in a building in a city in the current version. People in towns are far less accommodating than rural folk. The drinks are different for each tavern and they occasionally change, so going to a tavern one week and coming back the next will mean you will likely have different options of drinks you can order. Just remember that you have to pay the [[tavern keeper]], of course you could just ignore your payment and run off if you aren't planning to return any time soon. But that will get you labeled as a [[Thief|criminal]].&lt;br /&gt;
&lt;br /&gt;
You don't have to pay off your debts immediately unless you plan to leave the tavern, you can even pay it off the next day if you have a room at the tavern. However if you do plan on leaving the tavern and you wish to pay off your [[Drunk|night of debauchery]] or your room, talk to the tavern keeper and choose to {{DFtext|Trade or settle debts}} you can then trade the [[tavern keeper]] items of equal or greater value than what you owe them in order to pay off your debts.&lt;br /&gt;
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{{D_for_Dwarf}}&lt;br /&gt;
&lt;br /&gt;
A little-known limerick  about taverns and cats is the ancient dwarven expression &amp;quot;Oh Urist, curiosity didn't kill the cat, the booze did&amp;quot; . This became popularized early on due to cats liking booze just as much, if not more, than dwarves did, which led to a century-long friendship between cat and dwarf kind—and many cats dying of alcohol poisoning in taverns. Many, many cats. Sadly, cats have recently become less inclined to drink booze. Scholars claim this is probably due to the process of [[Bugs|natural selection]]&lt;br /&gt;
&lt;br /&gt;
{{Category|Locations}}&lt;br /&gt;
{{Category|Adventurer mode}}&lt;/div&gt;</summary>
		<author><name>Mixtrak</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Mixtrak/Strategy/5_food_plumbing&amp;diff=230276</id>
		<title>User:Mixtrak/Strategy/5 food plumbing</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Mixtrak/Strategy/5_food_plumbing&amp;diff=230276"/>
		<updated>2017-03-31T03:07:29Z</updated>

		<summary type="html">&lt;p&gt;Mixtrak: Created first version of page.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Dwarves have hearty appetites for food and (especially) booze. Let's talk rationing: dwarves require about two units of [[Food]] and five of [[Alcohol]] per season, and the [[Embark#Supplies|default embark]] loadout gives you 60 units of alcohol (60 / 5 / 7 = 1.7143 seasons) and 45 units of food (45 / 2 / 7 = 3.2143 seasons). Fortunately, your herbalist and cook are augmenting those supplies. Herbalism is a little dangerous, however, so in this section we're also going to talk about how to safely pipe water into the fortress for farm irrigation and set up a secure internal supply of food.&lt;br /&gt;
&lt;br /&gt;
The first step in augmenting your food supplies is quite straightforward: find some fruit or nut trees near your fortress entrance and designate an [[Activity zone#Gather/Pick Fruit|orchard zone]] around them. Your herbalist will grab one of the stepladders your carpenter has made and pick the produce. Just make sure you don't trade away or otherwise lose the stepladder, though, or the herbalist can get stuck and die of thirst before you realise. If you want them to switch to brewing (or, indeed, any other job), you may need to temporarily de{{K|a}}ctivate the zone.&lt;br /&gt;
&lt;br /&gt;
At first, our food industry will be purely dedicated to brewing whatever can be brewed, cooking whatever can't be brewed but can be cooked, and stockpiling the rest. As the fortress evolves, you're going to bring many other related industries online, including milling, pressing, other ways of processing plants, textile and paper industries. Our current priority, however, is to ensure a steady and secure supply of prepared meals and booze.&lt;br /&gt;
&lt;br /&gt;
Finally, if things go pear-shaped and you ''do'' run out of food for whatever reason, you shouldn't hesitate to [[Meat industry|butcher your pack animals]], or indeed, any of the other animals. They can be easily replaced through trade.&lt;br /&gt;
&lt;br /&gt;
===Middle layer===&lt;br /&gt;
&lt;br /&gt;
Eggs are one of the easiest parts of this industry. It'll be a while before your farms get going, so eggs will provide a substantial dietary boost in the meantime.&lt;br /&gt;
&lt;br /&gt;
Egg-layers require a [[Nest box]] to lay eggs; your stonecrafter should have made a couple of these already (if not, make them now). Once laid, dwarves will automatically harvest the eggs and take them to a food stockpile; however, we want the ability to prevent this and allow the eggs to hatch, in case we want to expand our flock and increase our production of eggs or meat. There's a simple design which will allow this:&lt;br /&gt;
&lt;br /&gt;
[[File: 1_nest_rooms.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Again, the double-lines are walls (preferably made from stone blocks) and the crosses are stone doors. The boxy-shaped dark things are nest boxes. You can see whether they contain eggs by pressing {{K|t}} and moving the cursor over them. Create two pasture zones and assign one male and one female blue peafowl to each. The females will claim the nest boxes and eventually begin laying. Set the doors to &amp;quot;keep tightly closed&amp;quot; and, if you ever want to switch from egg-cooking to egg-hatching, simply forbid the doors and you dwarves won't enter.&lt;br /&gt;
&lt;br /&gt;
Next, we need a dining hall, since your dwarves prefer not to eat off the floor. We also need stores of food, booze, and mugs nearby for the diners. Lay this out like so:&lt;br /&gt;
&lt;br /&gt;
[[File: 2_dining_goblets_meals.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The t-shaped symbols with vertical double-lines are chairs, and the ones with horizontal double-lines are tables. You won't have enough tables and chairs to fill this out just yet, but build them as they become available. It's important that each chair be adjacent to exactly on table, and vice-versa; your dwarves get shirty when forced to share a table or eat standing up.&lt;br /&gt;
&lt;br /&gt;
Once you've got the stone door (plus-shape) installed, open the {{K|q}} menu and hover over one of the tables, then designate a dining room and resize it to fill the whole 11 x 11 area ''plus'' the door and walls (all rooms should include their surrounding walls and doors), then set &amp;quot;Meeting hall&amp;quot; to yes. Making this a [[Room]] means that all the furniture values count towards a single room value, and nice dining rooms make your dwarves happy. You can remove the meeting area in the middle rampway now - your idle dwarves may as well hang out somewhere nice.&lt;br /&gt;
&lt;br /&gt;
The {{K|f}}ood stockpile surrounding the tables and chairs should be set to accept only booze (i.e. &amp;quot;drink (plant)&amp;quot; and &amp;quot;drink (animal)&amp;quot;). It doesn't really matter where dwarves drink, except that, again, they might as well do it somewhere nice. This will be your main booze stockpile, so monitor its levels carefully. Do ''not'' run out of [[Alcohol]].&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;goblets&amp;quot; stockpile off the corridor should have the same settings as your &amp;quot;goblets&amp;quot; stockpile in the stone industry quadrant. It might seem sensible to set this stockpile to &amp;quot;take&amp;quot; from the one in the stone industry, but in fact it will then fill up and dwarves will have to traipse all the way over to the stone quadrant to put down their mug after drinking. Don't create any links for this stockpile and you'll soon find it reaches a fairly stable equilibrium of contents, though you may need to manufacture a few runs of mugs before this happens. If anything, set it to give to the pile in the stone industry if you find it filling up.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;prepared meals&amp;quot; stockpiles are food stockpiles with everything disabled except prepared meals (using the hotkey {{K|u}} in the food stockpile settings, for some reason). Set the smaller stockpile to take from the larger one - it's placed at the entrance to the food quarter quite deliberately. Hungry dwarves will path to the nearest edible item, but we want them to eat the prepared meals and not the raw ingredients (because prepared meals are more likely to contain a preferred food); having a pile of prepared meals out the front of the food quadrant increases the probability that they will be the nearest edible item. Unfortunately there's not a lot you can do for the brewer and cook when they're working close to raw ingredients. Whenever you make a stockpile for raw edibles elsewhere in the fort, remember to put a small stockpile of prepared meals &amp;quot;in front&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
We need a larger stockpile for overflow, because we're going to generate quite a lot of prepared meals; apart from anything else, they're a great way to use up leftover seeds from brewing and make nice trade goods.&lt;br /&gt;
&lt;br /&gt;
Make sure to disable prepared meals in all other food stockpiles (unless otherwise specified) - this is very, very easy to forget. When designating a new food stockpile, it's always best to start by {{K|b}}locking everything and then only enabling what you need.&lt;br /&gt;
&lt;br /&gt;
The final two rooms on this level of the food quadrant aren't actually going to be food-related at all: they're going to be dormitories. Build beds and doors in them, like so:&lt;br /&gt;
&lt;br /&gt;
[[File: 3_dorms.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In each room, hover over a bed with the {{K|q}} menu and make a bedroom (again, all rooms should also include the surrounding walls and door), then make it a dormitory. Later, your dwarves will have individual bedrooms, but for now this should provide sufficient accommodation.&lt;br /&gt;
&lt;br /&gt;
===Upper layer===&lt;br /&gt;
&lt;br /&gt;
This is where things get rather complicated, because there's a dizzying variety of plants in Dwarf Fortress, they can be processed in several ways - cooked, brewed, milled, extracted and so on - and have different uses at each stage, including trade, oil and textiles. Our immediate needs, of course, are food and drink, so by focusing on that we cut through the complexity a little. The following arms of the food industry are too fiddly and not urgent:&lt;br /&gt;
&lt;br /&gt;
* Milling, while eventually very important, requires a fair bit of labour and a supply of empty bags&lt;br /&gt;
* Some seeds can be milled into a paste (e.g. rock nuts) and then pressed to yield [[Oil]] (olives can be pressed directly) and a dry [[Press cake|cake]]. The press cake can be cooked and the oil can either be cooked or used for soap (we'll use it for soap). This pipeline requires milling, in addition to jugs and screw presses and associated labours, so we'll skip it for now.&lt;br /&gt;
* Some plants can be processed into thread for the textile industry or slurry for the paper industry. That will crop up (heh) later in this guide.&lt;br /&gt;
* [[Valley herb]]s can be processed into golden salve, which is a useless but high-value trade commodity, providing you have glass vials available. You don't, so we'll stockpile them for now.&lt;br /&gt;
* Quarry bushes can be processed to bag, yielding rock nuts and cookable quarry bush leaves. This requires bags, so again we'll just stockpile the quarry bushes for now.&lt;br /&gt;
&lt;br /&gt;
Having rule that out, we are interested only in the following use cases (which possibly overlap for each crop):&lt;br /&gt;
&lt;br /&gt;
# Indoor farming of seeds of the underground crops.&lt;br /&gt;
# Stockpiling plants which can be processed to yield important substances (as described above).&lt;br /&gt;
# Brewing anything which has no other processing products. Booze is important in itself (dwarves drink more than they eat, and it's easier to satisfy booze preferences), can be cooked, and brewing leaves ''seeds'' which can ''also'' be cooked (cooking a plant directly destroys the seeds). Brewing takes priority over cooking.&lt;br /&gt;
# Cooking everything which does not otherwise have a use!&lt;br /&gt;
&lt;br /&gt;
With that in mind, your upstairs will be dedicated to cooking and brewing:&lt;br /&gt;
&lt;br /&gt;
[[File: 4_kitchen_still.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The blank areas are primarily going to be used for your honey/wax industry later on. Let's walk through some of the components which need explaining:&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;syrup&amp;quot;: food stockpile, accepts only dwarven syrup. Set this to give to the kitchen.&lt;br /&gt;
* &amp;quot;f1&amp;quot;: a food stockpile accepting only booze. Set this to give to the kitchen and take from the main booze stockpile in the dining room. Keep an eye on your booze stockpile, so you don't cook it all away.&lt;br /&gt;
* &amp;quot;pots&amp;quot;: a furniture stockpile set to only accept wooden large pots. Set this to give to the still.&lt;br /&gt;
* &amp;quot;f2&amp;quot; is a food stockpile set to accept only brewable plants, and giving to the still (details later).&lt;br /&gt;
* The two &amp;quot;solid food&amp;quot; stockpiles accept only cookable solid food items (details later):&lt;br /&gt;
** The no-barrel pile should have number of barrels set to zero and give to the kitchen&lt;br /&gt;
** The barrel pile is merely overflow storage, and should give to both the no-barrel pile and the kitchen&lt;br /&gt;
&lt;br /&gt;
The barrel/no-barrel setup is designed to work around a rather awkward [[Dwarven syrup#Bugs|bug]]: cooks prefer solid ingredients in containers more than liquid ingredients, which means that even though technically liquids can be combined with solids to make meals, they never are. This limits the variety of your dwarves' diet and reduces their chance of eating a meal containing a preferred drink, which makes them happy. To get around this, we exploit the fact that cooks display equal preference for liquids in containers and solids outside of containers; as long as the liquids are closer, the cook will start with those and then add a solid to round out the meal (since at least one solid ingredient is required). The no-barrel pile should be closer for most haulers and therefore be preferred, but inevitably some items will get stored in containers in the barrel pile, which will get cooked first. Unfortunately your dwarves seem to have some ''very strong feelings'' about storing items in containers: they will do so whenever stockpile options permit and absolutely will ''not under any circumstances'' remove an item from a container unless it is a) required for a job or b) transferring it to another container. Additionally, since seeds are stored in containers (bags) even when a stockpile does not allow barrels, you should expect to produce a ''lot'' of seed roasts before producing any meals with liquid ingredients. Still, this is currently the best way to go about things.&lt;br /&gt;
&lt;br /&gt;
As for exactly what is allowed in the &amp;quot;solid food&amp;quot; piles, it's somewhat involved. You should {{K|b}}lock everything, then {{K|p}}ermit all meat, fish, egg, cheese, milled plant except the dyes (at the bottom of the list), and pressed material (except honey bee wax cake).&lt;br /&gt;
&lt;br /&gt;
Seeds (which category includes the various nuts) are only marginally more difficult: permit all seeds except the underground crops (found near the bottom: sweet pod seeds, rock nuts, dimple cup spawn, plump helmet spawn, cave wheat seeds, pig tail seeds).&lt;br /&gt;
&lt;br /&gt;
The most complex sections of the food stockpile are &amp;quot;plant&amp;quot; and &amp;quot;Fruit/Leaves&amp;quot;, partly due to [http://www.bay12games.com/dwarves/mantisbt/view.php?id=6940 a bug] which makes certain plants unreliably useful, and partly because plants can now have different products with different uses. For example, dates can be brewed into date wine, but date palm flowers can only be cooked. In other words, you can't just go by species!&lt;br /&gt;
&lt;br /&gt;
After considering that, here's a list of the &amp;quot;Plants&amp;quot; and &amp;quot;Fruit/Leaves&amp;quot; items which ''cannot'' be brewed or otherwise processed, and which we'll therefore cook. I've compiled this list by going through the [[Crop]] and [[Tree]] pages, though as mentioned above the behaviour might still be a little buggy. If you're finding that a particular plant is hanging around the brewery pile and cannot be brewed, try sending it to the solid cookable foods pile and see if the kitchen can use it.&lt;br /&gt;
&lt;br /&gt;
'''Plants'''&lt;br /&gt;
Alfalfa, bitter vetch, red spinach, elephant-head amaranth, asparagus, bambara groundnut, string bean, broad bean, bitter melon, cabbage, caper, celery, chickpea, chicory, cowpea, cucumber, eggplant, garden cress, garlic, horned melon, leek, lentil, lettuce, mung bean, muskmelon, onion, pea, peanut, pepper, red bean, rhubarb, soybean, spinach, squash, taro, urad bean, watermelon, winter melon, lesser yam, long yam, purple yam, and white yam.&lt;br /&gt;
&lt;br /&gt;
'''Fruit/Leaves'''&lt;br /&gt;
All leaves, any other growths for the species listed above, plus Cacao fruit, Cashew Apple, Coffee Cherry, Paradise Nut Fruit, Avocado, Lime, Pomelo, Citron, Orange, Bitter orange, Finger lime, Round lime, Desert lime, Kumquat, Date Palm Flower Stalk, Saguaro fruit, Feather Tree Eggs and Coconut.&lt;br /&gt;
&lt;br /&gt;
It might not seem like it, but doing things this way is easier than assessing each new item of produce as they become available. Trading, in particular, can bring a great deal of variety to the diets of your dwarves all at once.&lt;br /&gt;
&lt;br /&gt;
Which plants to allow in the brewing stockpile (f2)? Unlike the complex category of &amp;quot;cookable solids which don't have any other use&amp;quot;, there's a [[Alcohol#Types of Alcohol|handy list]] of brewable plants and fruits, so go through the &amp;quot;Plants&amp;quot; and &amp;quot;Fruit/Leaves&amp;quot; sections of the food stockpile menu to allow all of those.&lt;br /&gt;
&lt;br /&gt;
Once this is all set up, set your brewer and cook to work with repeated &amp;quot;brew drink from plant&amp;quot;, &amp;quot;brew drink from fruit&amp;quot; and &amp;quot;cook lavish meal&amp;quot; jobs. Lavish meals net less experience per ingredient, but the larger meals - five ingredients, as opposed to three or four for the other two types - have a higher chance of including an ingredient a dwarf prefers. A dwarf's assessment of food quality appears somewhat buggy at the moment: high-value, high-quality meals don't appear to generate happy thoughts unless they also contain a preferred ingredient.&lt;br /&gt;
&lt;br /&gt;
You'll have to watch your herbalist/woodcrafter/brewer carefully to balance those three labours which are required to produce booze. Remember, designating a huge area for plant gathering can monopolise their time for months. If designating them as low-priority (level 7) doesn't make them reliably prioritise brewing and woodcrafting jobs, limit plant gathering designations to small runs of 10 - 15 plants at a time. And remember to keep checking the kitchen menu (through the {{K|z}}-status screen) to disallow cooking on all brewable items, and allow cooking on all seeds except the underground and oilseed crops. You'll have to do this repeatedly as new species become available.&lt;br /&gt;
&lt;br /&gt;
Finally, don't be shy about prepared meals - we can always trade away the excess, so as long as you have the hauling capacity and booze to spare, try to fill the stockpiles. And it's probably a good idea to dig a connecting doorway between the kitchen and the adjacent room containing cookable ingredients in barrels.&lt;br /&gt;
&lt;br /&gt;
===Lower layer===&lt;br /&gt;
&lt;br /&gt;
The lower layer of the food quadrant will be used for indoor farming and for non-brewing, non-cooking processing chains for plants. This includes milling, making fibre, processing to bags, and various slurries and extracts. Most of that will come later - for now, you're just going to set up farms and some storage.&lt;br /&gt;
&lt;br /&gt;
Begin with the following stockpiles and workshops:&lt;br /&gt;
&lt;br /&gt;
[[File: 5_plant_processing.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are a few things to explain:&lt;br /&gt;
&lt;br /&gt;
* The empty spaces are primarily for farming (north rooms) and the milling/pressing infrastructure which will come later.&lt;br /&gt;
* The six stockpiles in the upper-left - &amp;quot;plump&amp;quot;, &amp;quot;dimple&amp;quot;, &amp;quot;pig&amp;quot;, &amp;quot;wheat&amp;quot;, &amp;quot;sweet&amp;quot; and &amp;quot;nuts&amp;quot; - are actually for the seeds of the six underground plants. Disallow barrels in these stockpiles - the seed cap is 200 per species, and each tile can hold a bag with 100 seeds.&lt;br /&gt;
* Potash is a bar used to fertilise farm plots and increase yields, produced at an ashery. We don't have one of those yet.&lt;br /&gt;
* &amp;quot;fibre plants&amp;quot; is a food stockpile set to accept the eight plants from which can be made thread and paper: pig tails, rope reeds, hemp, cotton, ramie, flax, jute, and kenaf. Set this to take from the booze plant stockpile - there are plenty of other plants which can be brewed. Set this also to give to the farmer's workshop above it.&lt;br /&gt;
* There are several other single-plant food stockpiles: &amp;quot;papyrus&amp;quot;, &amp;quot;quarry bushes&amp;quot;, &amp;quot;olives&amp;quot;, &amp;quot;sweet pods&amp;quot;, &amp;quot;valley herbs&amp;quot;, &amp;quot;blue&amp;quot;, &amp;quot;red&amp;quot;, &amp;quot;green&amp;quot; and &amp;quot;black&amp;quot;. Set the papyrus stockpile to give to the adjacent farmer's workshop, which will produce papyrus paper. Set the sweet pod stockpile to take from the booze plant stockpile and give to the adjacent farmer's workshop - this will produce dwarven syrup. The four colours are for the four dye plants: dimple cups, hide root, blade weed and sliver barb, respectively. Set the sliver barb pile to take from the booze plant stockpile. Sliver barb is only available in evil biomes, so this pile isn't actually useful until you feel like a challenge.&lt;br /&gt;
* To hold the dwarven syrup, &amp;quot;barrels&amp;quot; should be set to accept only wooden barrels and take from the barrel stockpile in the wood quadrant, and give to the farmer's workshop. There's a reported bug that large pots are not used for making sweetpod syrup, which I haven't confirmed.&lt;br /&gt;
*  &amp;quot;oilseed&amp;quot; is a food stockpile set to accept only the seeds of cotton, flax, hemp, and kenaf. Later, we'll set up a mill and press to grind these and extract the oil. Set this to take from both the &amp;quot;solid food&amp;quot; stockpiles upstairs.&lt;br /&gt;
* &amp;quot;flour&amp;quot; is for the flour-producing plants, of which there is a [[Flour#Flour Varieties|long list]]. You should also allow sweet pods, since they can be milled into dwarven sugar which serves the same purpose, and take from the booze plant stockpile and the &amp;quot;fibre plants&amp;quot; stockpile.&lt;br /&gt;
&lt;br /&gt;
At this point, you should disable all categories in your central rampway stockpile so it doesn't keep getting restocked. Examine the types of items still sitting there, then make sure the appropriate stockpiles elsewhere are taking from this one to clear it. Eventually, all that should remain is the cloth, ropes, and anvil - and we'll find homes for them soon enough.&lt;br /&gt;
&lt;br /&gt;
All that remains now is to prepare the farms. Indoor farming is obviously much safer (if less varied) than harvesting from the surface, so it's essential. You can't farm directly onto stone - we need to muddy the floor first with water.&lt;br /&gt;
&lt;br /&gt;
===Plumbing===&lt;br /&gt;
&lt;br /&gt;
[[Water]] is essential for all manner of fortress needs, and the best source of clean, fresh water is your river or brook. There are two main risks when piping fresh water into your fortress: flooding and security. We will deal with both by a combination of floodgates (to control water access) and bridges (to control swimming building destroyer access), but at minimum it's probably a good idea to go read up about [[Pressure]]. &lt;br /&gt;
&lt;br /&gt;
For safety, we'll start digging the pipes from the inside of the fortress and only break through to the river or brook at the last moment. Your miners may have a lot of other designations to get through; to get this section completed quickly, set digging priority to &amp;quot;3&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
On the lower lever of the food quadrant, dig a connection between the farms, an up/down staircase (the &amp;lt;tt&amp;gt;X&amp;lt;/tt&amp;gt;) and install doors like so:&lt;br /&gt;
&lt;br /&gt;
[[File: 6_farm_connections.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
We're going to partially flood those rooms, so the doors will contain the water. As mentioned before, the lighter grey tiles in these diagrams represent ducting and shafts. Water can happily flow through stairs, and by using those to excavate the pipes, your dwarves can move through the dry shafts for maintenance and excavation.&lt;br /&gt;
&lt;br /&gt;
Dig another up/down stairs through the next z-level above (level -10), like so:&lt;br /&gt;
&lt;br /&gt;
[[File: 6a_riser_1.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
And one more, in z-level -9:&lt;br /&gt;
&lt;br /&gt;
[[File: 7_riser_2.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
And a two more directly above, in z-levels -8 and -7. &lt;br /&gt;
&lt;br /&gt;
Apart from your central rampway, there should be no other rooms on level -7 so you're free to dig straight over to your river. First, however, you're going to have to count some tiles.&lt;br /&gt;
&lt;br /&gt;
Go to the nearest river tile - by which I mean flowing water tile - and then find the nearest tile (towards your fortress) which is ''not'' diagonally or orthogonally adjacent to water. It must be completely surrounded by eight tiles of good, solid earth! This should only be an issue if your river has a concave bend towards your fortress at this point.&lt;br /&gt;
&lt;br /&gt;
Next, count two more tiles towards your fortress. That is the xy-location of your vertical shaft. Beginning on z-level -1, designate down-stairs on this tile to level -8 (yes, that's a level below the riser coming from inside your fortress). Here's a side-view (all others are top-down unless indicated) of what I mean:&lt;br /&gt;
&lt;br /&gt;
[[File: 8_river_side.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The z-level guide is in light grey (don't excavate this!), the plumbing shaft (up/down stairs) is in the familiar middle grey, solid earth is in dark grey, air is white, and the water tiles (&amp;lt;tt&amp;gt;~&amp;lt;/tt&amp;gt;) are in blue. You ''must'' ensure there are two solid tiles between your shaft and ''any'' water tile, remembering that water can flow diagonally. We'll need one of these solid tiles for a bridge, and the other is the final tile you'll channel out to unleash the river.&lt;br /&gt;
&lt;br /&gt;
Here's how it looks for me on level -8 now:&lt;br /&gt;
&lt;br /&gt;
[[File: 9_shaft_meeting_layer.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In my case, the leftmost stairs is my riser coming from inside the fortress, and the rightmost stairs will be my connection to the river. On this particular embark, the river was quite close to the map centroid - of course, your nearest river tile may be much further away, and in any direction. It doesn't matter a great deal.&lt;br /&gt;
&lt;br /&gt;
Once you've got these two guides in place, you can dig across to join them up, though we're adding a small kink in the pipe to install a grate which should exclude items (which can jam floodgates) and non-building-destroyer creatures.&lt;br /&gt;
&lt;br /&gt;
From the bottom of the river-access stairs, on level -8, dig a single tile towards your internal riser (west, in my case), and then ramp up to level -7, like so:&lt;br /&gt;
&lt;br /&gt;
[[File: 10_grate_diversion.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now, on level -7. you can connect the two shafts. Try to stay away from the central rampway. Here's how mine looks:&lt;br /&gt;
&lt;br /&gt;
[[File: 11_connecting_shafts.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
That's the shafting done - all we need is some taps and security. Going back to level -1, from the up/down stairs, dig a single tile towards the river and build a single-tile bridge from stone blocks which raises ''away'' from the river - in my case, to the east:&lt;br /&gt;
&lt;br /&gt;
[[File: 12_water_bridge.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Build a lever in another corner of your fortress's middle room (you will first have to remove the stockpile on that tile) like so:&lt;br /&gt;
&lt;br /&gt;
[[File: 13_bridge_lever.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Link it to the bridge and write an informative {{K|N}}ote on the lever to the effect of &amp;quot;Water outer bridge&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Next, we need a floor grate. Queue one up at your mason's workshop, and install it above the up-ramp where we put a kink in the plumbing, like so:&lt;br /&gt;
&lt;br /&gt;
[[File: 14_water_grate.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Where &amp;quot;G&amp;quot; is the floor grate on the tile which use to show a down-ramp. Build another lever in the central room next to the &amp;quot;outer water bridge&amp;quot; lever, connect it, pull it to open the grate, and label it something like &amp;quot;water mains floor grate&amp;quot;. Grates and floodgates, unlike bridges, are installed in the &amp;quot;closed&amp;quot; position, so you may temporarily trap dwarves (usually miners) behind it while they wait for the lever to get built, linked, and flicked.&lt;br /&gt;
&lt;br /&gt;
Likewise, build a stone floodgate (for all these items, get your mason to make them as needed) just inside the grate, build a lever next to the other two, link it to the floodgate and label it something like &amp;quot;water mains floodgate&amp;quot; and pull it to open the floodgate. Your shaft on level -7 should now look like this (floodgates use the same character as up/down stairs, so I'll show floodgates in bold):&lt;br /&gt;
&lt;br /&gt;
[[File: 15_mains_floodgate.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now your water shaft is fairly secure. You can raise the outer bridge to exclude water and all kinds of creatures (including building destroyers); in addition, the grate will exclude not only items which jam your floodgates but also any swimming creatures which might sneak into your pipes. There's a bit of a bug with grates in that creatures and items can be pushed through them by flowing water unless flow is ''upwards'' under pressure; hence the little kink in our plumbing. A grate like this ''should'' also exclude building destroyers due to a quirk of behaviour, since they need a valid path to the ''tile in which the building is located'' in order to destroy it, and if you raise the bridge in your rampway they should have no such path. That might be fixed at some point, which is why we have the outer bridge as well. The floodgates - which can be used to control the flow of water without using the outer bridge - are located safely behind these building-destroyer defences so nothing can break them and flood your fortress. It should be noted that artefact grates (and other buildings) are ''completely immune'' to building destroyers and are therefore immensely valuable in this kind of setup, allowing you to keep the water flowing with complete safety under all circumstances.&lt;br /&gt;
&lt;br /&gt;
If your nearest river tile is quite close to the edge of the map, a building destroyer might be able to shimmy down your pipes before you can raise the outer bridge. If this is the case, it's probably worth installing a backup bridge in your pipes closer to the centre of the map.&lt;br /&gt;
&lt;br /&gt;
Back to the farms. Dig a connection between the farms and install two floodgates as shown:&lt;br /&gt;
&lt;br /&gt;
[[File: 16_farms_floodgates.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To make things easier to remember, it might seem reasonable to place the lever right next to the floodgates.&lt;br /&gt;
&lt;br /&gt;
''Under no circumstances should you do this.''&lt;br /&gt;
&lt;br /&gt;
Flowing water pushes dwarves around and can get deep alarmingly quickly; it's very possible that they won't be able to fight the torrents of water to pull the lever again and shut off the flow, which risks flooding your fortress. We've installed a mains tap upstream, which gives us a backup, but it's still very easy to flood an entire level while you're distracted. As a rule, it's best to place floodgate levers where they can still be accessed in case of flooding. With that in mind, put the lever for the farm floodgate in the corridor on the level above (i.e. the middle fortress layer):&lt;br /&gt;
&lt;br /&gt;
[[File: 17_farms_lever.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Note that suddenly we have ''five'' levers in the fortress. Label this new one something like &amp;quot;farm floodgates&amp;quot;, connect up the two floodgates, and pull the lever to open the floodgates.&lt;br /&gt;
&lt;br /&gt;
The final job before flooding the farms is to clear the pipes of any debris which might jam the floodgates. It's too slow and unreliable to wait for your dwarves to clear the stone by regular use (since stone in the shafts is rapidly deprioritised by new excavations), so we'll dump it instead. Create a 1-tile garbage dump zone (zones are represented by three parallel horizontal bars) in the corridor near the lever, like so:&lt;br /&gt;
&lt;br /&gt;
[[File: 18_garbage_dump.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Then go through the pipes and designate every square for dumping using {{K|d}}-{{K|b}}-{{K|d}}. Stone can be hidden by features such as ramps and stairs, so make sure you designate ''every'' square, and don't designate over any dwarves - all their clothing and items will be marked for dumping. You should also mine out and dump any gems or ore in the plumbing walls and replace them with constructed walls, because once it's flooded you won't have an easy time recovering them.&lt;br /&gt;
&lt;br /&gt;
Slowly, your dwarves will haul any stone in the shaft out to the dump, at which point you can reclaim it with {{K|d}}-{{K|b}}-{{K|c}}. Once all your dwarves are out of the shaft, close all the floodgates, the grate, and the bridge. They ''shouldn't'' be tempted to use it as a shortcut to the surface, but you may need to close one of the barriers - say, the grate - to force them to abandon it entirely. Then set the two farm doors to &amp;quot;forbid passage&amp;quot; and &amp;quot;keep tightly closed&amp;quot; so no dwarves or pets accidentally open them. Finally, on the surface level (level zero), channel out the solid tile between your bridge and the river, like so (side view):&lt;br /&gt;
&lt;br /&gt;
[[File: 19_river_channel.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The water should fill this tile with the ramp, but not go past your bridge. You should cover this partial hole in your defences by constructing a floor over the ramp (on level 0), using a stone block.&lt;br /&gt;
&lt;br /&gt;
Now you can flick the bridge lever and watch the water fill the shaft all the way to the mains floodgate. Then you can flick the mains floodgate lever and watch it fill the shaft all the way to the farms, and finally flick the farms floodgates. Every tile in the farm rooms has to be touched by water, but you don't want too many tiles with a depth of more than 1/7 or it'll get messy. There's a bit of a lag involved in operating floodgates, so flick the farm floodgate lever back a little before the rooms get completely covered, using the &amp;quot;Do task now!&amp;quot; urgency option on the lever-pulling job ({{K|n}}). Keep a close eye on the water [[Water#Depth|depth]] on various tiles. Water in Dwarf Fortress is actually fairly viscous and slow-flowing, so be aware you're likely to have a couple of tiles of 7/7 near the shaft but still have plenty of dry tiles in the corners of the rooms. After this, I'd recommend closing off the bridge and the mains floodgate as well, ''juuuust'' in case. Call it &amp;quot;reasonable paranoia&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
Un-forbid and allow pet passage on the farm doors. Water of depth 1/7 will eventually evaporate on its own, but deeper water won't; remove the farm doors if you have deeper water so it can spread out.&lt;br /&gt;
&lt;br /&gt;
Congratulations! You now have arable stone. More importantly for the longer-term, you have a secure supply of clean water, and the plumbing to get it where it needs to go. This is essential for any fortress, but can be tricky to engineer so most players leave it until it's too late. We're eventually going to do a lot more with reservoirs, waterfalls, fishing holes, wells, hospitals, bathtubs and swimming schools, but that's quite enough plumbing for now.&lt;br /&gt;
&lt;br /&gt;
===Dirt farmer===&lt;br /&gt;
&lt;br /&gt;
Once the water is (mostly) dry, build ten farm plots, each a 1 x 5 strip, like so:&lt;br /&gt;
&lt;br /&gt;
[[File: 20_farm_layout.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Small farms give you more granular control over what is produced. In addition, farming is very productive - particularly with a skilled planter and fertilisation - so this should be enough for the foreseeable future.&lt;br /&gt;
&lt;br /&gt;
The following table lists the six underground crops, their growing season, and what we will be using them for (for much more info, see the tables on the [[Crop]] page).&lt;br /&gt;
&lt;br /&gt;
{| class = &amp;quot;wikitable unsortable&amp;quot;&lt;br /&gt;
! Plant !! Growing season !! Early-fort uses&lt;br /&gt;
|-&lt;br /&gt;
|'''Dimple cups'''&lt;br /&gt;
|All seasons&lt;br /&gt;
|Nothing yet: plant all seeds, wait for textile industry&lt;br /&gt;
|-&lt;br /&gt;
|'''Pig tails'''&lt;br /&gt;
|Summer &amp;amp; autumn&lt;br /&gt;
|Brew dwarven ale; later, paper &amp;amp; textiles&lt;br /&gt;
|-&lt;br /&gt;
|'''Cave wheat'''&lt;br /&gt;
|Summer &amp;amp; autumn&lt;br /&gt;
|Brew into dwarven beer; later, mill to flour&lt;br /&gt;
|-&lt;br /&gt;
|'''Sweet pods'''&lt;br /&gt;
|Spring &amp;amp; summer&lt;br /&gt;
|Brew into dwarven rum; make dwarven syrup; later, mill to sugar&lt;br /&gt;
|-&lt;br /&gt;
|'''Quarry bushes'''&lt;br /&gt;
|Spring, summer &amp;amp; autumn&lt;br /&gt;
|Nothing yet; plant all seeds and wait for bags&lt;br /&gt;
|-&lt;br /&gt;
|'''Plump helmets'''&lt;br /&gt;
|All seasons&lt;br /&gt;
|Brewing into dwarven wine&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Go to the z-menu and select &amp;quot;Kitchen&amp;quot; to make sure none of these crops are allowed to be cooked, and the four brewable species are permitted for this use.&lt;br /&gt;
&lt;br /&gt;
We're going to have 5 different seasonal rotations, which are duplicated in each room. You'll notice this setup is rather heavy on the pig tails: since these are used for brewing, textile and paper, they are quite versatile.&lt;br /&gt;
&lt;br /&gt;
{| class = &amp;quot;wikitable unsortable&amp;quot;&lt;br /&gt;
! Plot !! Spring !! Summer !! Autumn !! Winter&lt;br /&gt;
|-&lt;br /&gt;
|'''1'''&lt;br /&gt;
|Sweet pod&lt;br /&gt;
|Pig tail&lt;br /&gt;
|Pig tail&lt;br /&gt;
|Dimple cups&lt;br /&gt;
|-&lt;br /&gt;
|'''2'''&lt;br /&gt;
|Quarry bush&lt;br /&gt;
|Pig tail&lt;br /&gt;
|Cave wheat&lt;br /&gt;
|Dimple cups&lt;br /&gt;
|-&lt;br /&gt;
|'''3'''&lt;br /&gt;
|Sweet pod&lt;br /&gt;
|Pig tail&lt;br /&gt;
|Pig tail&lt;br /&gt;
|Plump helmets&lt;br /&gt;
|-&lt;br /&gt;
|'''4'''&lt;br /&gt;
|Quarry bush&lt;br /&gt;
|Pig tail&lt;br /&gt;
|Cave wheat&lt;br /&gt;
|Plump helmets&lt;br /&gt;
|-&lt;br /&gt;
|'''5'''&lt;br /&gt;
|Dimple cups&lt;br /&gt;
|Pig tail&lt;br /&gt;
|Pig tail&lt;br /&gt;
|Dimple cups&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This growing pattern shouldn't need much tinkering with as the fortress expands, but if you find an excess of something and a shortage of something else, change the crop rotations accordingly.&lt;br /&gt;
&lt;br /&gt;
Experienced farmers harvest larger stacks of plants, which yields enormous efficiency returns as those stacks are funnelled through various processing chains. For this reason, in the workshop orders we already set &amp;quot;only farmers harvest&amp;quot; to maximise their skill gain. If, however, you find they're not keeping up and crops are withering, turn this off again.&lt;br /&gt;
&lt;br /&gt;
You're done! The food industry is one of the more complex aspects of Dwarf Fortress, but with this approach you've balanced your immediate needs with preparing the ground for more long-term industries. Having safe access to clean water is serious business, too.&lt;br /&gt;
&lt;br /&gt;
You now have a completely uninterruptable supply of food and drink, and can completely seal up the fortress at will. Your security from (external) threats is assured! However, while a defence based purely on passive barriers may be an efficient way to preserve your dwarves, it will not preserve your control of the surface. Losing access to trees and migrants, and allowing the slaughter of [[Diplomat]]s by your enemies can be very fun. You need a way to take the fight to the enemy, a flexible and powerful security solution which can be deployed at will - in short, you need an army.&lt;br /&gt;
&lt;br /&gt;
In the next section, we supplement the food industry with animal products, and begin stockpiling equipment for your military.&lt;/div&gt;</summary>
		<author><name>Mixtrak</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:20_farm_layout.png&amp;diff=230275</id>
		<title>File:20 farm layout.png</title>
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		<updated>2017-03-31T03:06:43Z</updated>

		<summary type="html">&lt;p&gt;Mixtrak: Blueprint from User:Mixtrak/Strategy.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Blueprint from [[User:Mixtrak/Strategy]].&lt;/div&gt;</summary>
		<author><name>Mixtrak</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:19_river_channel.png&amp;diff=230274</id>
		<title>File:19 river channel.png</title>
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		<updated>2017-03-31T03:06:19Z</updated>

		<summary type="html">&lt;p&gt;Mixtrak: Blueprint from User:Mixtrak/Strategy.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Blueprint from [[User:Mixtrak/Strategy]].&lt;/div&gt;</summary>
		<author><name>Mixtrak</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:18_garbage_dump.png&amp;diff=230273</id>
		<title>File:18 garbage dump.png</title>
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		<updated>2017-03-31T03:05:52Z</updated>

		<summary type="html">&lt;p&gt;Mixtrak: Blueprint from User:Mixtrak/Strategy.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Blueprint from [[User:Mixtrak/Strategy]].&lt;/div&gt;</summary>
		<author><name>Mixtrak</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:17_farms_lever.png&amp;diff=230272</id>
		<title>File:17 farms lever.png</title>
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		<updated>2017-03-31T03:05:22Z</updated>

		<summary type="html">&lt;p&gt;Mixtrak: Blueprint from User:Mixtrak/Strategy.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Blueprint from [[User:Mixtrak/Strategy]].&lt;/div&gt;</summary>
		<author><name>Mixtrak</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:16_farms_floodgates.png&amp;diff=230271</id>
		<title>File:16 farms floodgates.png</title>
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		<updated>2017-03-31T03:04:59Z</updated>

		<summary type="html">&lt;p&gt;Mixtrak: Blueprint from User:Mixtrak/Strategy.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Blueprint from [[User:Mixtrak/Strategy]].&lt;/div&gt;</summary>
		<author><name>Mixtrak</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:15_mains_floodgate.png&amp;diff=230270</id>
		<title>File:15 mains floodgate.png</title>
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		<updated>2017-03-31T03:04:31Z</updated>

		<summary type="html">&lt;p&gt;Mixtrak: Blueprint from User:Mixtrak/Strategy.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Blueprint from [[User:Mixtrak/Strategy]].&lt;/div&gt;</summary>
		<author><name>Mixtrak</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:14_water_grate.png&amp;diff=230269</id>
		<title>File:14 water grate.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:14_water_grate.png&amp;diff=230269"/>
		<updated>2017-03-31T03:04:08Z</updated>

		<summary type="html">&lt;p&gt;Mixtrak: Blueprint from User:Mixtrak/Strategy.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Blueprint from [[User:Mixtrak/Strategy]].&lt;/div&gt;</summary>
		<author><name>Mixtrak</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:13_bridge_lever.png&amp;diff=230268</id>
		<title>File:13 bridge lever.png</title>
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		<updated>2017-03-31T03:03:39Z</updated>

		<summary type="html">&lt;p&gt;Mixtrak: Blueprint from User:Mixtrak/Strategy.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Blueprint from [[User:Mixtrak/Strategy]].&lt;/div&gt;</summary>
		<author><name>Mixtrak</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:12_water_bridge.png&amp;diff=230267</id>
		<title>File:12 water bridge.png</title>
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		<updated>2017-03-31T03:03:11Z</updated>

		<summary type="html">&lt;p&gt;Mixtrak: Blueprint from User:Mixtrak/Strategy.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Blueprint from [[User:Mixtrak/Strategy]].&lt;/div&gt;</summary>
		<author><name>Mixtrak</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:11_connecting_shafts.png&amp;diff=230266</id>
		<title>File:11 connecting shafts.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:11_connecting_shafts.png&amp;diff=230266"/>
		<updated>2017-03-31T03:02:42Z</updated>

		<summary type="html">&lt;p&gt;Mixtrak: Blueprint from User:Mixtrak/Strategy.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Blueprint from [[User:Mixtrak/Strategy]].&lt;/div&gt;</summary>
		<author><name>Mixtrak</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:10_grate_diversion.png&amp;diff=230265</id>
		<title>File:10 grate diversion.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:10_grate_diversion.png&amp;diff=230265"/>
		<updated>2017-03-31T03:02:17Z</updated>

		<summary type="html">&lt;p&gt;Mixtrak: Blueprint from User:Mixtrak/Strategy.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Blueprint from [[User:Mixtrak/Strategy]].&lt;/div&gt;</summary>
		<author><name>Mixtrak</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:9_shaft_meeting_layer.png&amp;diff=230264</id>
		<title>File:9 shaft meeting layer.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:9_shaft_meeting_layer.png&amp;diff=230264"/>
		<updated>2017-03-31T03:01:55Z</updated>

		<summary type="html">&lt;p&gt;Mixtrak: Blueprint from User:Mixtrak/Strategy.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Blueprint from [[User:Mixtrak/Strategy]].&lt;/div&gt;</summary>
		<author><name>Mixtrak</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:8_river_side.png&amp;diff=230263</id>
		<title>File:8 river side.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:8_river_side.png&amp;diff=230263"/>
		<updated>2017-03-31T03:01:29Z</updated>

		<summary type="html">&lt;p&gt;Mixtrak: Blueprint from User:Mixtrak/Strategy.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Blueprint from [[User:Mixtrak/Strategy]].&lt;/div&gt;</summary>
		<author><name>Mixtrak</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:7_riser_2.png&amp;diff=230262</id>
		<title>File:7 riser 2.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:7_riser_2.png&amp;diff=230262"/>
		<updated>2017-03-31T03:01:07Z</updated>

		<summary type="html">&lt;p&gt;Mixtrak: Blueprint from User:Mixtrak/Strategy.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Blueprint from [[User:Mixtrak/Strategy]].&lt;/div&gt;</summary>
		<author><name>Mixtrak</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:6a_riser_1.png&amp;diff=230261</id>
		<title>File:6a riser 1.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:6a_riser_1.png&amp;diff=230261"/>
		<updated>2017-03-31T03:00:40Z</updated>

		<summary type="html">&lt;p&gt;Mixtrak: Blueprint from User:Mixtrak/Strategy.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Blueprint from [[User:Mixtrak/Strategy]].&lt;/div&gt;</summary>
		<author><name>Mixtrak</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:6_farm_connections.png&amp;diff=230260</id>
		<title>File:6 farm connections.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:6_farm_connections.png&amp;diff=230260"/>
		<updated>2017-03-31T02:59:39Z</updated>

		<summary type="html">&lt;p&gt;Mixtrak: Blueprint from User:Mixtrak/Strategy.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Blueprint from [[User:Mixtrak/Strategy]].&lt;/div&gt;</summary>
		<author><name>Mixtrak</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:5_plant_processing.png&amp;diff=230259</id>
		<title>File:5 plant processing.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:5_plant_processing.png&amp;diff=230259"/>
		<updated>2017-03-31T02:59:12Z</updated>

		<summary type="html">&lt;p&gt;Mixtrak: Blueprint from User:Mixtrak/Strategy.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Blueprint from [[User:Mixtrak/Strategy]].&lt;/div&gt;</summary>
		<author><name>Mixtrak</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:4_kitchen_still.png&amp;diff=230258</id>
		<title>File:4 kitchen still.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:4_kitchen_still.png&amp;diff=230258"/>
		<updated>2017-03-31T02:58:46Z</updated>

		<summary type="html">&lt;p&gt;Mixtrak: Blueprint from User:Mixtrak/Strategy.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Blueprint from [[User:Mixtrak/Strategy]].&lt;/div&gt;</summary>
		<author><name>Mixtrak</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:3_dorms.png&amp;diff=230257</id>
		<title>File:3 dorms.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:3_dorms.png&amp;diff=230257"/>
		<updated>2017-03-31T02:58:12Z</updated>

		<summary type="html">&lt;p&gt;Mixtrak: Blueprint from User:Mixtrak/Strategy.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Blueprint from [[User:Mixtrak/Strategy]].&lt;/div&gt;</summary>
		<author><name>Mixtrak</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:2_dining_goblets_meals.png&amp;diff=230256</id>
		<title>File:2 dining goblets meals.png</title>
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		<updated>2017-03-31T02:57:45Z</updated>

		<summary type="html">&lt;p&gt;Mixtrak: Blueprint from User:Mixtrak/Strategy.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Blueprint from [[User:Mixtrak/Strategy]].&lt;/div&gt;</summary>
		<author><name>Mixtrak</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:1_nest_rooms.png&amp;diff=230255</id>
		<title>File:1 nest rooms.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:1_nest_rooms.png&amp;diff=230255"/>
		<updated>2017-03-31T02:57:20Z</updated>

		<summary type="html">&lt;p&gt;Mixtrak: Blueprint from User:Mixtrak/Strategy.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Blueprint from [[User:Mixtrak/Strategy]].&lt;/div&gt;</summary>
		<author><name>Mixtrak</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Mixtrak/Strategy/4_blueprint_stone_wood&amp;diff=230254</id>
		<title>User:Mixtrak/Strategy/4 blueprint stone wood</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Mixtrak/Strategy/4_blueprint_stone_wood&amp;diff=230254"/>
		<updated>2017-03-31T02:38:50Z</updated>

		<summary type="html">&lt;p&gt;Mixtrak: Created first version of page.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The mad dash is over, and a more thoughtful phase begins. In this section, we are going to make spacious and efficient  facilities for the wood and stone industries. In the interests of keeping this page to a reasonable length, we're going to dedicate the entire next section to the (highly complex) food industry. &lt;br /&gt;
&lt;br /&gt;
In order to get these industries bedded in, we must consider the best way to lay out a fortress. Efficient placement of [[Workshop]]s and [[Stockpile]]s is crucial because your wishlist of jobs will usually far exceed your available dwarf-power. Logical and highly-specific compartmentalisation of industry process-chains is also essential to understand and control what is being produced from what, and where things are being stored. You should [[Workshop design|read]] about [[Stockpile design|this]].&lt;br /&gt;
&lt;br /&gt;
It's likely you'll receive migrants, and possibly a caravan, while finishing this section. You should turn off all the migrant labours except healthcare, hauling and &amp;quot;Other Jobs&amp;quot;, but otherwise completely ignore them - we'll recruit them into professions as needed, and eventually the military. However, don't turn off their labours until they're safely inside the fortress - if they're carrying any equipment related to a labour uniform (like a pick, axe, or hunting equipment) and you don't have an appropriate stockpile somewhere, they'll just drop the items where they stand. If this is inside, it's a minor untidyness, but outside, they can get stolen. If you receive a caravan, make note of any gossip if you're interested, but you needn't otherwise trouble yourself about trade priorities or any of the other stuff. We don't have anything ready for trade yet anyway.&lt;br /&gt;
&lt;br /&gt;
==Fortress blueprint==&lt;br /&gt;
&lt;br /&gt;
Digging a bunch of rooms higgledy-piggledy can cause serious headaches later on, and there are  actually a lot of considerations when digging a fortress:&lt;br /&gt;
&lt;br /&gt;
* Did you know that cave-ins will punch through floors if there's a space immediately below? That means that alternating excavated floors with solid rock is fairly sensible. Cave-ins suck. Unstoppable cave-ins suck a lot harder.&lt;br /&gt;
* Did you also know that pathfinding is a lot more efficient when there's a small number of paths from A to B? That means that, although highly interconnected patterns might be efficient in terms of minimising detours, they slow your framerate a lot. A branching design with minimal loops and a lot of dead ends might make things a little slower for your dwarves, but they speed the game up considerably for the player. In any case, intelligent placement of infrastructure can help minimise hauling time for your dwarves.&lt;br /&gt;
* Do you also know what your layout needs are going to be when you have fifty dwarves? A hundred? Two hundred, and a pile of freeloading booze-guzzlers in your taverns? Neither do I. That means a modular approach is desirable, which can be repeatedly adapted to multiple use-cases as your needs change, and also avoids the work of coming up with a new floorplan for every little section of the fortress.&lt;br /&gt;
* Did you also know that, eventually, you will probably have good reasons for piping water, magma, minecarts and power to and from unpredictable locations in your fort? Leaving a lot of space for this kind of plumbing is also sensible.&lt;br /&gt;
* And finally, if there's one resource any embark has in abundance, it's depth. A good fortress floorplan makes extensive use of the z-axis.&lt;br /&gt;
&lt;br /&gt;
The wiki contains some advice on [[Design strategies]] and they layout of several [[Industry|industries]], which we will partially follow. Having considered the points above, and having tried a few zany layouts of my own (did you know hexagons are the most efficient of the self-tesselatory shapes, in terms of space and edge/vertex connectivity?!), I've arrived at the following blueprint. It's pretty efficient, secure, flexible, tileable and shouldn't require extensive remodelling. It might seem complicated at first, but you should have seen the beehive fort. I'll explain the purpose of each feature and once you understand it, it's easier to work with.&lt;br /&gt;
&lt;br /&gt;
The pattern consists of quadrants, each dedicated to a particular industry, arranged around our central ramp which in turn spirals around the xy-origin. The quadrant you've already partially excavated will serve as temporary accommodation for your stone and food industries while we dig the rest.&lt;br /&gt;
&lt;br /&gt;
On level -10, designate the following pattern for your miners (remember to keep your other dwarves busy - but not overloaded - as discussed in the previous section):&lt;br /&gt;
&lt;br /&gt;
[[File: 1_middle_quadrant.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As the miners dig, they'll unearth a few interesting gems and bits of ore, but for now, just leave them where they fall.&lt;br /&gt;
&lt;br /&gt;
This serves as the central hub for a particular industry (we'll do the wood industry first), with further rooms above and below. I'd recommend designating the large 11 x 11 room with the up/down stairs (and the tiles required to access it) as priority level 1, so your miners complete this first. As mentioned before, absent detailed instructions miners usually don't complete a room before beginning another due to some quirks of [[Miner#Mining behaviour]], which can be frustrating.&lt;br /&gt;
&lt;br /&gt;
The light grey tiles are not to be mined out yet - they merely show where the plumbing can go in future.&lt;br /&gt;
&lt;br /&gt;
Above and below this level, mine out the following pattern, so that the stairs all line up on the z-axis (yes, it's fine to risk stacking stairs for a few levels):&lt;br /&gt;
&lt;br /&gt;
[[File: 2_upper_lower_quadrant.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This shows level -9 (above), but obviously in level -11 (below) you'll designate up-stairs instead of down-stairs.&lt;br /&gt;
&lt;br /&gt;
This design has its advantages&lt;br /&gt;
&lt;br /&gt;
* This mixture of small, medium and large rooms is flexible enough to accommodate farms, workshops, stockpiles, bedrooms, offices, dining halls, barracks, cisterns and just about any other use you can think of, with minimal modification&lt;br /&gt;
* The multiple connected rooms enable [[Workshop design|efficient and organised processing chains]]&lt;br /&gt;
* The blueprint can be tiled vertically - leaving a single unmined layer between units - and (when we eventually run out of z-axis room) horizontally&lt;br /&gt;
* The corridors should be sufficiently generous to accommodate foot traffic, and it's a branching, multi-node design which avoids pathing loops and should reduce congestion&lt;br /&gt;
* It's easy to install doors (or even bridges) which allow you to lock down/quarantine particular sections&lt;br /&gt;
* Thanks to the generous gaps above and below, there's also provision for things like [[Cleaning#Dwarven Bathtub]]s - more on these later&lt;br /&gt;
&lt;br /&gt;
It's certainly not the only way to lay out a fort, but if you decide to try something different then at least remember the guiding principles.&lt;br /&gt;
&lt;br /&gt;
When your miners have finished this quadrant, get them digging out another quadrant while you set up the wood industry (see the next section). Eventually, the middle layer (z-level -10) should look like this:&lt;br /&gt;
&lt;br /&gt;
[[File: 3_middle_layer_entire.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
And the levels above and below should look like this, with the only difference being up vs. down stairs:&lt;br /&gt;
&lt;br /&gt;
[[File: 4_upper_layer_entire.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Yes, things could be packed more tightly, but leaving some space for future needs is prudent. Once your miners have finished these three levels, extend your central ramp down through z-levels -12 to -15 , and start digging another unit of the pattern centred on level -14. Keep tiling the pattern in this order (upper level, middle level, lower level, three gap levels, repeat) until you breach the caverns.&lt;br /&gt;
&lt;br /&gt;
Those constitute another part of this guide, but for now my advice is ''seal them off and never speak of them again''. They are very dangerous! If you get to this stage you can keep your miners busy chasing veins of ores and gems with the special designation options.&lt;br /&gt;
&lt;br /&gt;
==Wood industry==&lt;br /&gt;
&lt;br /&gt;
It's time to bring the wood industry inside. Wood is vital for all manner of products until it is eventually (mostly) superseded by the metal and glass industries.&lt;br /&gt;
&lt;br /&gt;
Unlike stone, there are [[Wood industry# A Log Is A Log|not many]] special kinds of wood you need to worry about at this point in the game. We will, however, reserve the unusually dense bloodthorn and glumprong for ballista arrows. Nether-cap wood has the strange property of maintaining a constant freezing temperature (exactly ten thousand degrees [[Temperature|Urist]]), which obviously can be helpful around magma or for fire-proofing your booze stockpile, but that's not a concern at the moment. In any case, you're unlikely to have access to these woods, since glumprongs only grow in evil areas (and you didn't embark there, ''right''?) an the other two are found in the deep caverns.&lt;br /&gt;
&lt;br /&gt;
You will, however, probably have access to some [[Wood|particularly low-density species]] through trade: feather tree and candlenut. We'll set up a dedicated stockpile and workshop to reserve these for manufacturing lightweight bins, barrels and wooden pots which will save hauling time.&lt;br /&gt;
&lt;br /&gt;
===Middle layer===&lt;br /&gt;
&lt;br /&gt;
On the middle layer (z-level -10), lay out the workshops and stockpiles like so:&lt;br /&gt;
&lt;br /&gt;
[[File: 5_wood_quadrant_middle.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Be aware that the bowyer's workshop won't actually be completed until you have a dwarf with that labour enabled - this is the case for several other workshops we'll designate. Don't worry about it for now. You can go ahead and remove the carpenter's and craftsdwarf's workshops on the surface.&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;tt&amp;gt;w&amp;lt;/tt&amp;gt; represents a wood stockpile taking from the one on the surface, and giving to each of the four workshops. Your craftsdwarves often use up resources faster than they can be replaced, so a large stockpile of raw materials gives them a larger buffer and reduces job cancellations. As discussed above, you should disable glumprong, bloodthorn, feather tree and candlenut wood from this stockpile. Those go upstairs, which we'll get to next.&lt;br /&gt;
&lt;br /&gt;
For the other stockpiles, make sure they only accept the item in question, and that the only permitted material is wood (the soap stockpile is an exception - this is a bars and blocks stockpile which should ''only'' accept soap, not any of the other materials). The &amp;quot;empty cages&amp;quot; stockpile is an animal stockpile from which everything has been disabled except (of course) empty cages. Wheelbarrows fall under &amp;quot;Other large tools&amp;quot; in the furniture stockpile.&lt;br /&gt;
&lt;br /&gt;
You should set them all to &amp;quot;take&amp;quot; from the stockpile in the central rampway, to continue clearing that out.&lt;br /&gt;
&lt;br /&gt;
===Upper layer===&lt;br /&gt;
&lt;br /&gt;
The layer above looks like this:&lt;br /&gt;
&lt;br /&gt;
[[File: 6_wood_quadrant_upper.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Apart from the three workshops (siege, crafstdwarf, and carpenter), here's a list of the stockpiles and their settings (again, unless otherwise specified they should all be set to only accept wood as a material):&lt;br /&gt;
&lt;br /&gt;
* w1: a wood stockpile set to accept only glumprong and bloodthorn, and taking from the surface wood stockpile, and giving to the siege workshop&lt;br /&gt;
* w2: as above, set to accept only featherwood and candlenut, and giving to the carpenter's and craftsdwarf's workshops&lt;br /&gt;
* Siege engine parts: catapult and ballista parts are a type of furniture&lt;br /&gt;
* Siege ammo: a type of furniture. Set it to give to the siege workshop.&lt;br /&gt;
* Ballista arrow heads: a type of furniture. This needs to be set to accept metal materials as well. Set it to give to the siege workshop.&lt;br /&gt;
* Wooden pots: under furniture, enable only &amp;quot;large pots/food storage&amp;quot;. Set this to take from the stockpile in the central rampway.&lt;br /&gt;
* Wooden bins: under furniture, enable only &amp;quot;bins&amp;quot;. Set this to take from the stockpile in the central rampway.&lt;br /&gt;
* Shields: an armour category. Don't bother enabling bucklers or any of the other shield types, just plain shields.&lt;br /&gt;
* Training wpn: enable only training axes, training swords and training spears in a weapon stockpile.&lt;br /&gt;
* Corkscrew/pipe: Enable only &amp;quot;Enormous Corkscrews&amp;quot; in the &amp;quot;Weapons/Trap Comps&amp;quot; stockpile settings, and &amp;quot;pipe section&amp;quot; under &amp;quot;Furniture/Siege Ammo&amp;quot; stockpile settings.&lt;br /&gt;
* Crossbows: enable only &amp;quot;Crossbows&amp;quot; in a &amp;quot;Weapons/Trap Comps&amp;quot; stockpile&lt;br /&gt;
* Splint/crutch: enable only these types of goods in a &amp;quot;Finished Goods&amp;quot; stockpile.&lt;br /&gt;
&lt;br /&gt;
Finally, set the normal wood stockpile (downstairs) to give to the siege workshop as well. When you need to make ballista bolts, make sure you choose glumprong or bloodthorn under {{K|d}}etails, and when you need to make siege engine components, make sure you choose a lighter wood from the downstairs stockpile.&lt;br /&gt;
&lt;br /&gt;
===Lower layer===&lt;br /&gt;
&lt;br /&gt;
Leave this level empty for now. Later, we're going to use it for manufacturing [[Soap]], [[Gypsum plaster]], [[Potash]], [[Pearlash]], and [[Quicklime]], so it'll be full of kilns and chemicals.&lt;br /&gt;
&lt;br /&gt;
===Wood industry priorities===&lt;br /&gt;
&lt;br /&gt;
Your wood crafter should focus on churning out wooden pots. You're going to need a lot of those. As for your carpenter, approximate production priorities are as follows (in production runs of 10 for easy tracking):&lt;br /&gt;
&lt;br /&gt;
# 10 beds&lt;br /&gt;
# 10 bins&lt;br /&gt;
# 10 buckets&lt;br /&gt;
# 10 barrels&lt;br /&gt;
# A stepladder and 9 wheelbarrows&lt;br /&gt;
# 10 cages&lt;br /&gt;
# A handful of splints and crutches&lt;br /&gt;
&lt;br /&gt;
As long as you have a reasonable buffer of these items in the stockpiles, your carpenter should probably just focus on felling trees. When your fortress gets large enough, the [[Diplomat#Elven Diplomat|elves]] will come and try to impose a quota on your tree-felling; while you can, you may as well get as much lumber on the ground as possible. One hands-off approach is to designate a tree-felling area over the entire map (or, at least, a large area centred on your fort), but set it at priority level 7 (higher numbers are actually ''lower'' priority jobs). Whenever your carpenter isn't carpentering or hauling, they'll go and fell trees. You may wish to spare any fruit or nut trees close to the fortress entrance, so your herbalist can have some fruit and nut-gathering zones nearby. Obviously this makes woodcutting one of the most dangerous professions in the fort, so don't forget to frequently monitor the (U)nits menu for threats.&lt;br /&gt;
&lt;br /&gt;
If your carpenter/woodcutter runs out of trees to fell, you may as well fill up those wood-product stockpiles and give them the carpentry experience. Just be cautious of generating a hauling backlog.&lt;br /&gt;
&lt;br /&gt;
==Stone industry==&lt;br /&gt;
&lt;br /&gt;
We've already discussed most relevant aspects of the stone industry. Most of the products are furniture-like items which need a fair bit of space, so we'll move the temporary workshops and stockpile into another quadrant. In addition, we'll be installing catapults to consolidate all the loose stone that doesn't fit into your stockpile.&lt;br /&gt;
&lt;br /&gt;
===Middle layer===&lt;br /&gt;
&lt;br /&gt;
Lay out the middle layer like so:&lt;br /&gt;
&lt;br /&gt;
[[File: 7_stone_quadrant_middle.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Those double vertical lines (║) represent a wall - preferably made from stone blocks - with a stone door inset. Your mason will be needed to construct this. When the door is in place, forbid it and set it to tightly closed. Stones used as catapult ammunition will fall down there from the level above, and we're blocking it off because you don't want anyone rushing in to pick up stone and getting brained by falling ammo. More on that later.&lt;br /&gt;
&lt;br /&gt;
You're familiar with the stone stockpile settings already. In addition to restricting the types of stone, remember to set number of wheelbarrows to 3, and set it to give to each of the four workshops. You have ''two'' mason's workshops because later you'll recruit additional masons and train them by churning out the ever-useful stone blocks.&lt;br /&gt;
&lt;br /&gt;
The other stockpile settings are as follows. For all of them, make sure the material settings only allow the types of stone you're allowing in the stone stockpile.&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;tools&amp;quot;: This will hold stone nest boxes, and later bookshelves and hives. The &amp;quot;Tools&amp;quot;  category (in the finished goods stockpile) is a bit of a grab-bag of [[Tools|various classes of objects]], which can make quite heterogeneous items difficult to keep separate. To achieve this, we'll make different types of tools from other materials.&lt;br /&gt;
* &amp;quot;devices&amp;quot; is a furniture stockpile set to only accept querns, millstones, and traction benches.&lt;br /&gt;
* &amp;quot;doors&amp;quot; is a furniture stockpile allowing only… can you guess?&lt;br /&gt;
* &amp;quot;other barriers&amp;quot; is a furniture stockpile accepting hatch covers, grates, and floodgates.&lt;br /&gt;
* &amp;quot;stands &amp;amp; racks&amp;quot; is a furniture stockpile accepting only weapon racks &amp;amp; armour stands.&lt;br /&gt;
* &amp;quot;tables &amp;amp; chairs&amp;quot; is a furniture stockpile accepting only… well, you know.&lt;br /&gt;
&lt;br /&gt;
===Upper layer===&lt;br /&gt;
&lt;br /&gt;
Upstairs is a little more complex:&lt;br /&gt;
&lt;br /&gt;
[[File: 8_stone_quadrant_upper.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The catapults are just place-markers for now - you'll recruit a siege engineer later. Set the stone stockpile to accept all types of &amp;quot;Other stone&amp;quot; - yes, all of them - and set number of wheelbarrows to 3 (unfortunately you can't &amp;quot;give&amp;quot; to catapults). The dots along the right-hand wall represent channelled tiles without ramps - just empty space - so the stones fall to the level below. We'll discuss this artillery battery later, but for now suffice to say it's a useful method of consolidating stone and [[Cross-training#Artillery proving ground (siege operator)|cross-training]] your dwarves.&lt;br /&gt;
&lt;br /&gt;
The other stockpiles should, again, be set to only allow the types of stone in your main stone stockpile downstairs. Here are the additional settings:&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;cabinets &amp;amp; coffers&amp;quot;: a furniture stockpile set to accept only &amp;quot;cabinets&amp;quot; and &amp;quot;boxes and bags&amp;quot;&lt;br /&gt;
* &amp;quot;statues, slabs, coffins&amp;quot;: a furniture stockpile with these items enabled&lt;br /&gt;
* &amp;quot;mechanisms&amp;quot;: furniture, only allow mechanisms&lt;br /&gt;
* &amp;quot;stone blocks&amp;quot;: a bars and blocks stockpile which only accepts stone blocks of the stone types specified in your main stone stockpile.&lt;br /&gt;
&lt;br /&gt;
The two medium-sized rooms along the top each contain five &amp;quot;finished goods&amp;quot; stockpiles allowing only the specified type of item. Toys and goblets have (obvious) uses in your fortress (though stone goblets are called &amp;quot;mugs&amp;quot; when being ordered at the workshop), but the other eight categories can either be specifically ordered or are produced at random from a &amp;quot;make rock crafts&amp;quot; job. These are primarily used as trade goods which use up your most abundant resource: stone.&lt;br /&gt;
&lt;br /&gt;
You'll notice there's no place to put large rock pots, because I'm assuming you have plentiful wood and aren't using them; if you are, just enable the appropriate stone types in your wooden pot stockpile in the wood-industry quadrant.&lt;br /&gt;
&lt;br /&gt;
===Lower layer===&lt;br /&gt;
&lt;br /&gt;
The lower level is going to be our metal-production hub so it's eventually going to be full of ore and fuel and smelters. Leave it empty for now.&lt;br /&gt;
&lt;br /&gt;
===Stone product priorities===&lt;br /&gt;
&lt;br /&gt;
So, what should your mason/architect and stonecrafter/mechanic be making? Here's an approximate priorities list:&lt;br /&gt;
&lt;br /&gt;
'''Stonecrafter/mechanic:''&lt;br /&gt;
* Ten stone mugs (your dwarves prefer to sip daintily from cups rather than dunk their beards in a barrel)&lt;br /&gt;
* Ten stone toys (for the children who will arrive with migrants)&lt;br /&gt;
* Twenty stone mechanisms (various uses)&lt;br /&gt;
&lt;br /&gt;
'''Mason/Architect'''&lt;br /&gt;
* Four stone thrones (for dining room)&lt;br /&gt;
* Five stone tables (dining room and traction bench)&lt;br /&gt;
* Ten stone doors (various uses)&lt;br /&gt;
* Ten stone floodgates (plumbing and irrigation)&lt;br /&gt;
* Stone blocks on repeat (many, many uses)&lt;br /&gt;
&lt;br /&gt;
If these get done and your stoneworkers don't have much else to do, you may as well start filling up the rest of the stockpiles. Mechanisms and stone blocks, in particular, are going to come in handy, and you can start laying in a store of rock crafts for trading.&lt;br /&gt;
&lt;br /&gt;
It's worth repeating however, that having tasks set to repeat is not something to be done lightly. Every item has significant hidden costs - haulage time, storage space, framerate - so in general it's better to try to roughly estimate needed quantities and add only a small buffer. Some items are either traded away (rock crafts) or needed in great abundance (rock blocks), so you can make an exception.&lt;br /&gt;
&lt;br /&gt;
==Finishing up==&lt;br /&gt;
&lt;br /&gt;
OK! That's the stone and wood industries organised. You shouldn't need to modify these for quite a while, though eventually we'll get even more granular as we start taking more account of dwarf preferences, quality, decorations and trade.&lt;br /&gt;
&lt;br /&gt;
Next comes the food industry. Stockpile management for this industry is extremely complex, so it gets its own section.&lt;/div&gt;</summary>
		<author><name>Mixtrak</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:8_stone_quadrant_upper.png&amp;diff=230253</id>
		<title>File:8 stone quadrant upper.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:8_stone_quadrant_upper.png&amp;diff=230253"/>
		<updated>2017-03-31T02:38:37Z</updated>

		<summary type="html">&lt;p&gt;Mixtrak: Blueprint from User:Mixtrak/Strategy.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Blueprint from [[User:Mixtrak/Strategy]].&lt;/div&gt;</summary>
		<author><name>Mixtrak</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:7_stone_quadrant_middle.png&amp;diff=230252</id>
		<title>File:7 stone quadrant middle.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:7_stone_quadrant_middle.png&amp;diff=230252"/>
		<updated>2017-03-31T02:38:20Z</updated>

		<summary type="html">&lt;p&gt;Mixtrak: Blueprint from User:Mixtrak/Strategy.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Blueprint from [[User:Mixtrak/Strategy]].&lt;/div&gt;</summary>
		<author><name>Mixtrak</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:6_wood_quadrant_upper.png&amp;diff=230251</id>
		<title>File:6 wood quadrant upper.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:6_wood_quadrant_upper.png&amp;diff=230251"/>
		<updated>2017-03-31T02:37:47Z</updated>

		<summary type="html">&lt;p&gt;Mixtrak: Blueprint from User:Mixtrak/Strategy.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Blueprint from [[User:Mixtrak/Strategy]].&lt;/div&gt;</summary>
		<author><name>Mixtrak</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:5_wood_quadrant_middle.png&amp;diff=230250</id>
		<title>File:5 wood quadrant middle.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:5_wood_quadrant_middle.png&amp;diff=230250"/>
		<updated>2017-03-31T02:37:27Z</updated>

		<summary type="html">&lt;p&gt;Mixtrak: Blueprint from User:Mixtrak/Strategy.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Blueprint from [[User:Mixtrak/Strategy]].&lt;/div&gt;</summary>
		<author><name>Mixtrak</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:4_upper_layer_entire.png&amp;diff=230249</id>
		<title>File:4 upper layer entire.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:4_upper_layer_entire.png&amp;diff=230249"/>
		<updated>2017-03-31T02:36:59Z</updated>

		<summary type="html">&lt;p&gt;Mixtrak: Blueprint from User:Mixtrak/Strategy.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Blueprint from [[User:Mixtrak/Strategy]].&lt;/div&gt;</summary>
		<author><name>Mixtrak</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:3_middle_layer_entire.png&amp;diff=230248</id>
		<title>File:3 middle layer entire.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:3_middle_layer_entire.png&amp;diff=230248"/>
		<updated>2017-03-31T02:36:33Z</updated>

		<summary type="html">&lt;p&gt;Mixtrak: Blueprint from User:Mixtrak/Strategy.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Blueprint from [[User:Mixtrak/Strategy]].&lt;/div&gt;</summary>
		<author><name>Mixtrak</name></author>
	</entry>
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