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		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Design_strategies&amp;diff=7444</id>
		<title>40d Talk:Design strategies</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Design_strategies&amp;diff=7444"/>
		<updated>2009-04-28T16:02:38Z</updated>

		<summary type="html">&lt;p&gt;Pyrofyr: /* Radial Design */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Perhaps these explanations of how the various mining commands work should go under a Mining article. &amp;quot;Design strategies&amp;quot; seems like it would be more about layouts for kitchens and pump systems and whatnot. --[[User:BahamutZERO|BahamutZERO]] 19:43, 30 October 2007 (EDT)&lt;br /&gt;
: I have inadvetently written an article on [[Digging]] which complements the work on this page. I suggest they be reviewed and relevant parts merged. This page will have a use in future for players to post their designs. I agree with '''BahamutZERO''' that this isn't the place to talk about Mining. --[[User:Markavian|Markavian]] 22:41, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Flooded Entrance ==&lt;br /&gt;
&lt;br /&gt;
I'd like to see some sample shots of that Flooded Entrance setup. It's my understanding that the screw pump only pulls water up, not pump it down. Maybe he meant a floodgate for dropping the water down a level. --[[User:Vinic|Vinic]] 16:27, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I think what he had was two rooms--one is the actual entrance way, sealed by doors--that have pumps on the level above, dumping thier output into a channel that leads into the room they aren't pumping from.--[[User:Draco18s|Draco18s]] 16:43, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Sorry if I was ambiguous in my wording. Hopefully the accompanying screenshot removes any confusion in how it works. --[[User:Lucid|Lucid]] 11:38, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
The idea is good but what I saw on those screenshots had immediately looked flawed to me. Even back when siege AI was broken trolls wandered to my experimental flood-the-sigers device (ironically) and quickly destroyed both the screw pump and the windmill. I am sure that they will also try to break any accessible axles and gears. So you should modify the design to keep all building destroyers (ideally including flying ones but not necessary as dragons are really rare and demons are avoidable) from leaving you with a permanently flooded entrance. The problem can be even worse with lava.--[[User:Another|Another]] 17:59, 16 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Choice of location ==&lt;br /&gt;
&lt;br /&gt;
I think we should get some information up here on selecting a ''proper'' site to start digging your fortress. Sort of a list of ideal criteria to look for on the actual map after you've arrived, taking into account things like elevation, natural rock formations, water and magma, and accessibility. Sort of a guide to the ultimate defense, I suppose. --[[User:Xazak|Xazak]] 14:47, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Seconded. That would be indeed useful. --[[User:UltimaPhantom|UltimaPhantom]] 13:43, 8 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==Defense Designs== &lt;br /&gt;
I think we should have separate page for defense schemes such as the new trap designs using machines and wall patterns and such. [[User:Jikor|Jikor]] 06:29, 9 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Nifty designs? ==&lt;br /&gt;
&lt;br /&gt;
Not sure if this is right page, but I'd love a step-by-step about building arenas. [[User:Runspotrun|Runspotrun]] 09:24, 13 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Workshop layout ==&lt;br /&gt;
&lt;br /&gt;
Why are the inputs placed so far off the hallway in the &amp;quot;Wio&amp;quot; design? Wouldn't it make more sense to have a 'ladder' layout where each rail was a hallway and each rung was &amp;quot;iWo&amp;quot;, so that haulers had easy access to both piles?  Or better yet, a hallway with input stockpiles below the workshops, and another with output stockpiles above the workshops?  I think the layout presented is pretty inefficient given the new 3rd axis.&lt;br /&gt;
&lt;br /&gt;
=== Indeed... ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I strongly agree, workshop layout needs it's own page first of all, and second of all it needs to be expanded more, with the z layout there is a large difference on working out the workshop layout, I'm sure it will eventually get edited in, if you feel like it, you can edit it in yourself as well.&lt;br /&gt;
(In the future, please sign your edits, especially on discussion pages, it makes it easier for people to contact you)&lt;br /&gt;
&lt;br /&gt;
[[User:Pyrofyr|Pyrofyr]] 06:12, 22 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== This page is strange to edit ==&lt;br /&gt;
If you edit a section of the page, it totally screws up the formatting of the entire page.  I think it might have to do with the code and pre tags. [[User:Julius|Julius]] 14:21, 13 November 2007 (EST)&lt;br /&gt;
:I stripped out the code and pre tags and replaced them with leading spaces to preserve fixed width formatting.[[User:Julius|Julius]] 14:34, 13 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:That wasn't a good idea, and to be honest the problem isn't the pre tags, it's the way people are editing the page, they need to treat it like MediaWiki not like it's some random thing they don't know. [[User:Pyrofyr|Pyrofyr]] 16:01, 28 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Access to Trade Depot ==&lt;br /&gt;
&lt;br /&gt;
I thought it would be a good idea to have a seperate three-tile wide entrance to have the trade depot underground, behind defences, with a single tile wide access from a store-room for finished goods.&lt;br /&gt;
&lt;br /&gt;
HOWEVER: If the drawbridge blocking the three-wide entrance is raised: the human merchant wagons bypass my settlement!&lt;br /&gt;
&lt;br /&gt;
Maybe, closed drawbridges need to be included as accessable in the pathfinding algorithm?&lt;br /&gt;
&lt;br /&gt;
Yes, my &amp;quot;Access to depot&amp;quot; screen is ''totally different'' with the drawbridge up vs down. It should be the same though.[[User:GarrieIrons|GarrieIrons]] 07:14, 8 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Radial Design==&lt;br /&gt;
I've been using a radial design that works superb.  The entire fortress is designed around a principle somewhat similar to that presented in the 'Moody Dwarves' section on the main page.  With a single staircase running up and down the entire fortress, which everything is connected around.&lt;br /&gt;
&lt;br /&gt;
The floors alternate workshop/storage.  On workshop floors the diagonals immediate to the main stairway are mined out a couple spaces to make room for the first workshops; around those I start mining in straight lines and start a grid pattern.  Storage floors I leave the wall of stone around the staircase with only one or two walls mined out for access and put doors there; everything around this is mined out.  First floor is usually farm workshops, kennel, barracks, and dining.  On the ground level I start by mining into a cave, clear out space for a trade depot, and mine out one spot where I build a single downward staircase; here the entire fortress starts.  It works great and is very efficient, though it takes a while to get setup right.&lt;br /&gt;
&lt;br /&gt;
For defense I prefer to locate the starting digging point up high and build a bridge to an inaccessible area of cliff.  The bridge is retracted as invaders stream across it.  Again, it takes a while to get started because you have to build a huge bridge, but worth it.  The sole entrance to your fortress is also a single down stairway (unless you have backdoors or additional stairways), making it somewhat easy to defend here too.&lt;br /&gt;
&lt;br /&gt;
I'm still a noob, so I'm sure people can add to this, but of my several fortresses the one I went with this design on has been my favorite and I think best operating establishment.&lt;br /&gt;
&lt;br /&gt;
Below you can see a piece from around the central staircase, to see how the design should start.  Notice that it is pretty modular, you can have two workshops pushed together, or you can separate them all, and you have a couple options on how you set up your entrances, connecting two workshops with one door, or leaving them with separate entrances.  Up to you.  Notice the initial diagonal terminates at a workshop, and starts the grid pattern.&lt;br /&gt;
W= workshop&lt;br /&gt;
D= door&lt;br /&gt;
┼= path&lt;br /&gt;
`= wall&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
|`|W|W|W|`|.|`|`|`|`|`|.|`|W|W|W|`|`&lt;br /&gt;
|`|W|W|W|`|.|`|`|`|`|`|.|`|W|W|W|`|`&lt;br /&gt;
|`|W|W|W|`|.|`|W|W|W|`|.|`|W|W|W|`|`&lt;br /&gt;
|`|`|`|`|┼|.|`|W|W|W|`|.|┼|`|`|`|`|`&lt;br /&gt;
|.|.|.|.|.|.|`|W|W|W|`|.|.|.|.|.|.|.&lt;br /&gt;
|`|`|`|`|`|`|┼|`|`|`|┼|`|`|`|┼|`|`|`&lt;br /&gt;
|W|W|W|W|W|W|`|.|`|.|`|W|W|W|`|W|W|W&lt;br /&gt;
|W|W|W|W|W|W|`|`|X|`|`|W|W|W|`|W|W|W&lt;br /&gt;
|W|W|W|W|W|W|`|.|`|.|`|W|W|W|`|W|W|W&lt;br /&gt;
|`|`|`|`|`|`|┼|`|`|`|┼|`|`|`|┼|`|`|`&lt;br /&gt;
|.|.|.|.|.|.|`|W|W|W|`|.|.|.|.|.|.|.&lt;br /&gt;
|`|`|`|`|┼|.|`|W|W|W|`|.|┼|`|`|`|`|`&lt;br /&gt;
|`|W|W|W|`|.|`|W|W|W|`|.|`|W|W|W|`|`&lt;br /&gt;
|`|W|W|W|`|.|`|`|`|`|`|.|`|W|W|W|`|`&lt;br /&gt;
|`|W|W|W|`|.|┼|W|W|W|┼|.|`|W|W|W|`|`&lt;br /&gt;
|`|`|`|`|`|.|`|W|W|W|`|.|`|`|`|`|`|`&lt;br /&gt;
|`|`|`|`|`|.|`|W|W|W|`|.|`|`|`|`|`|`&lt;br /&gt;
|`|`|`|`|`|.|`|`|`|`|`|.|`|`|`|`|`|`&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[User:Omnirizon|Omnirizon]] 23:59, 28 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
I started using this design, but ran into a small problem: For some reason, even with all four diagonals leading into the room, they're unable to build a workshop though. I've so far only tried a mason's workshop since I'm interested in getting rid of all my excess stone by turning it into blocks for roads and walls (I want to have smooth roads and walls), and no matter which square I stick it in, they say that they &amp;quot;Cannot reach the work site&amp;quot; once they begin building. [http://img.photobucket.com/albums/v478/urth/workshop.png] There's a link to a picture of the layout thus far. The workshop is in the bottom square, and when completed would only block out access from the top-right corner, still allowing traffic via the top-left corner. It even says they cannot reach the site if I stick it in the far north square, where both current entrances would remain intact. Why is it doing this? --[[User:Urthdigger|Urthdigger]] 04:44, 11 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I haven't tried this setup myself and I don't know why it didn't work for you, but solving it ought to be rather easy simply by not extending the diagonals beyond the initial hallways, like so:&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
█WWW█.█████.█WWW██&amp;lt;br&amp;gt;&lt;br /&gt;
█WWW█.█████.█WWW██&amp;lt;br&amp;gt;&lt;br /&gt;
█WWW█.█WWW█.█WWW██&amp;lt;br&amp;gt;&lt;br /&gt;
██▓██.█WWW█.██▓███&amp;lt;br&amp;gt;&lt;br /&gt;
......█WWW█.......&amp;lt;br&amp;gt;&lt;br /&gt;
██████▓███▓█▓███▓█&amp;lt;br&amp;gt;&lt;br /&gt;
WWWWWW█.█.█WWW█WWW&amp;lt;br&amp;gt;&lt;br /&gt;
WWWWWW██X██WWW█WWW&amp;lt;br&amp;gt;&lt;br /&gt;
WWWWWW█.█.█WWW█WWW&amp;lt;br&amp;gt;&lt;br /&gt;
████▓█▓███▓███████&amp;lt;br&amp;gt;&lt;br /&gt;
......█WWW█.......&amp;lt;br&amp;gt;&lt;br /&gt;
██▓██.█WWW█.██▓███&amp;lt;br&amp;gt;&lt;br /&gt;
█WWW█.█WWW█.█WWW██&amp;lt;br&amp;gt;&lt;br /&gt;
█WWW█.██▓██.█WWW██&amp;lt;br&amp;gt;&lt;br /&gt;
█WWW█.█WWW█.█WWW██&amp;lt;br&amp;gt;&lt;br /&gt;
█████.█WWW█.██████&amp;lt;br&amp;gt;&lt;br /&gt;
█████.█WWW█.██████&amp;lt;br&amp;gt;&lt;br /&gt;
█████.█████.██████&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You'd get an unsmoothable section of workshop wall, but it's better than nothing. It'd also allow you to incorporate a door if you were adapting the design a bit. [[User:Kirig Stonebeard|Kirig Stonebeard]] 00:46, 24 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:I get the &amp;quot;Cannot reach the work site&amp;quot; cancel message a lot with my current fortress. It seems to happen when there is too much loose stone on the work site; kind of the workshop equivalent of &amp;quot;item blocking site&amp;quot; cancel messages. I wait for haulers to clear it or just designate it all for dumping. Once there's no more stone they'll build workshops just fine even with only diagonal access. [[User:Bitbender|Bitbender]] 16:42, 31 March 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Beware: Traffic Problems ==&lt;br /&gt;
&lt;br /&gt;
I think that one of the biggest mistakes new fortress designers make is not leaving enough space for traffic.  If you build a fortress that is too compact/tight, you'll begin to see problems when you have 80+ dwarves all running around.  This will be especially problematic in fortresses that use single width hallways.  I'd suggest using 4-wide for main arteries, 3-wide for secondary roads, and 2-wide at minimum for anything other than a work/access tunnel.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Gairabad's shameless self-promotion ==&lt;br /&gt;
&lt;br /&gt;
I added a bunch of stuff to my [[User:Gairabad|user page]] on workshop layout design.  In my humble opinion, it blows all the existing designs on this page right out of the water.  You're welcome to incorporate it if you like.  [[User:Gairabad|Gairabad]] 21:17, 28 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Cave Adaptation ==&lt;br /&gt;
&lt;br /&gt;
Not sure why, but when I follow the intructions on this section the stairway ends up listed as 'inside' and 'light'.  As I understand it, unless it says outside it won't work.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I noticed that the instructions as listed say to replace the channeled area with flooring, that may be a missunderstanding there.  This is in response to the person talking about things being inside anyway.  I will try to give it a try soon and see what I get.  Anyway, on to my actual comment.  The posting mentions that telling dwarves to stay inside forbids them from using the stairs, a possible way arround this is to make sure that the exit has a door of some sort (since it is suggested to build a wall at the top level anyway) and then when you tell all dwarves to stay inside, lock the door, then tell them they can go outside again. [[User:Burlingk|Burlingk]] 23:39, 10 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== This page is broken ==&lt;br /&gt;
&lt;br /&gt;
This page makes heavy use of the ParserFunctions extension and it's simply not rendering if I activate that extension. I'm not familiar with the syntax used for all that but my guess is that it's way too big. I suggest the people who originally made it try to split in either different blocks of code or on different pages. &lt;br /&gt;
I might be making some tests to see if it can be fixed but I might break stuff. --[[User:Senso|Senso]] 15:03, 18 March 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Pyrofyr</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Design_strategies&amp;diff=7443</id>
		<title>40d Talk:Design strategies</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Design_strategies&amp;diff=7443"/>
		<updated>2009-04-28T16:01:39Z</updated>

		<summary type="html">&lt;p&gt;Pyrofyr: /* This page is strange to edit */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Perhaps these explanations of how the various mining commands work should go under a Mining article. &amp;quot;Design strategies&amp;quot; seems like it would be more about layouts for kitchens and pump systems and whatnot. --[[User:BahamutZERO|BahamutZERO]] 19:43, 30 October 2007 (EDT)&lt;br /&gt;
: I have inadvetently written an article on [[Digging]] which complements the work on this page. I suggest they be reviewed and relevant parts merged. This page will have a use in future for players to post their designs. I agree with '''BahamutZERO''' that this isn't the place to talk about Mining. --[[User:Markavian|Markavian]] 22:41, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Flooded Entrance ==&lt;br /&gt;
&lt;br /&gt;
I'd like to see some sample shots of that Flooded Entrance setup. It's my understanding that the screw pump only pulls water up, not pump it down. Maybe he meant a floodgate for dropping the water down a level. --[[User:Vinic|Vinic]] 16:27, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I think what he had was two rooms--one is the actual entrance way, sealed by doors--that have pumps on the level above, dumping thier output into a channel that leads into the room they aren't pumping from.--[[User:Draco18s|Draco18s]] 16:43, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Sorry if I was ambiguous in my wording. Hopefully the accompanying screenshot removes any confusion in how it works. --[[User:Lucid|Lucid]] 11:38, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
The idea is good but what I saw on those screenshots had immediately looked flawed to me. Even back when siege AI was broken trolls wandered to my experimental flood-the-sigers device (ironically) and quickly destroyed both the screw pump and the windmill. I am sure that they will also try to break any accessible axles and gears. So you should modify the design to keep all building destroyers (ideally including flying ones but not necessary as dragons are really rare and demons are avoidable) from leaving you with a permanently flooded entrance. The problem can be even worse with lava.--[[User:Another|Another]] 17:59, 16 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Choice of location ==&lt;br /&gt;
&lt;br /&gt;
I think we should get some information up here on selecting a ''proper'' site to start digging your fortress. Sort of a list of ideal criteria to look for on the actual map after you've arrived, taking into account things like elevation, natural rock formations, water and magma, and accessibility. Sort of a guide to the ultimate defense, I suppose. --[[User:Xazak|Xazak]] 14:47, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Seconded. That would be indeed useful. --[[User:UltimaPhantom|UltimaPhantom]] 13:43, 8 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==Defense Designs== &lt;br /&gt;
I think we should have separate page for defense schemes such as the new trap designs using machines and wall patterns and such. [[User:Jikor|Jikor]] 06:29, 9 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Nifty designs? ==&lt;br /&gt;
&lt;br /&gt;
Not sure if this is right page, but I'd love a step-by-step about building arenas. [[User:Runspotrun|Runspotrun]] 09:24, 13 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Workshop layout ==&lt;br /&gt;
&lt;br /&gt;
Why are the inputs placed so far off the hallway in the &amp;quot;Wio&amp;quot; design? Wouldn't it make more sense to have a 'ladder' layout where each rail was a hallway and each rung was &amp;quot;iWo&amp;quot;, so that haulers had easy access to both piles?  Or better yet, a hallway with input stockpiles below the workshops, and another with output stockpiles above the workshops?  I think the layout presented is pretty inefficient given the new 3rd axis.&lt;br /&gt;
&lt;br /&gt;
=== Indeed... ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I strongly agree, workshop layout needs it's own page first of all, and second of all it needs to be expanded more, with the z layout there is a large difference on working out the workshop layout, I'm sure it will eventually get edited in, if you feel like it, you can edit it in yourself as well.&lt;br /&gt;
(In the future, please sign your edits, especially on discussion pages, it makes it easier for people to contact you)&lt;br /&gt;
&lt;br /&gt;
[[User:Pyrofyr|Pyrofyr]] 06:12, 22 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== This page is strange to edit ==&lt;br /&gt;
If you edit a section of the page, it totally screws up the formatting of the entire page.  I think it might have to do with the code and pre tags. [[User:Julius|Julius]] 14:21, 13 November 2007 (EST)&lt;br /&gt;
:I stripped out the code and pre tags and replaced them with leading spaces to preserve fixed width formatting.[[User:Julius|Julius]] 14:34, 13 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:That wasn't a good idea, and to be honest the problem isn't the pre tags, it's the way people are editing the page, they need to treat it like MediaWiki not like it's some random thing they don't know. [[User:Pyrofyr|Pyrofyr]] 16:01, 28 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Access to Trade Depot ==&lt;br /&gt;
&lt;br /&gt;
I thought it would be a good idea to have a seperate three-tile wide entrance to have the trade depot underground, behind defences, with a single tile wide access from a store-room for finished goods.&lt;br /&gt;
&lt;br /&gt;
HOWEVER: If the drawbridge blocking the three-wide entrance is raised: the human merchant wagons bypass my settlement!&lt;br /&gt;
&lt;br /&gt;
Maybe, closed drawbridges need to be included as accessable in the pathfinding algorithm?&lt;br /&gt;
&lt;br /&gt;
Yes, my &amp;quot;Access to depot&amp;quot; screen is ''totally different'' with the drawbridge up vs down. It should be the same though.[[User:GarrieIrons|GarrieIrons]] 07:14, 8 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Radial Design==&lt;br /&gt;
I've been using a radial design that works superb.  The entire fortress is designed around a principle somewhat similar to that presented in the 'Moody Dwarves' section on the main page.  With a single staircase running up and down the entire fortress, which everything is connected around.&lt;br /&gt;
&lt;br /&gt;
The floors alternate workshop/storage.  On workshop floors the diagonals immediate to the main stairway are mined out a couple spaces to make room for the first workshops; around those I start mining in straight lines and start a grid pattern.  Storage floors I leave the wall of stone around the staircase with only one or two walls mined out for access and put doors there; everything around this is mined out.  First floor is usually farm workshops, kennel, barracks, and dining.  On the ground level I start by mining into a cave, clear out space for a trade depot, and mine out one spot where I build a single downward staircase; here the entire fortress starts.  It works great and is very efficient, though it takes a while to get setup right.&lt;br /&gt;
&lt;br /&gt;
For defense I prefer to locate the starting digging point up high and build a bridge to an inaccessible area of cliff.  The bridge is retracted as invaders stream across it.  Again, it takes a while to get started because you have to build a huge bridge, but worth it.  The sole entrance to your fortress is also a single down stairway (unless you have backdoors or additional stairways), making it somewhat easy to defend here too.&lt;br /&gt;
&lt;br /&gt;
I'm still a noob, so I'm sure people can add to this, but of my several fortresses the one I went with this design on has been my favorite and I think best operating establishment.&lt;br /&gt;
&lt;br /&gt;
Below you can see a piece from around the central staircase, to see how the design should start.  Notice that it is pretty modular, you can have two workshops pushed together, or you can separate them all, and you have a couple options on how you set up your entrances, connecting two workshops with one door, or leaving them with separate entrances.  Up to you.  Notice the initial diagonal terminates at a workshop, and starts the grid pattern.&lt;br /&gt;
W= workshop&lt;br /&gt;
D= door&lt;br /&gt;
┼= path&lt;br /&gt;
`= wall&lt;br /&gt;
{{qd|cols=18&lt;br /&gt;
|`|W|W|W|`|.|`|`|`|`|`|.|`|W|W|W|`|`&lt;br /&gt;
|`|W|W|W|`|.|`|`|`|`|`|.|`|W|W|W|`|`&lt;br /&gt;
|`|W|W|W|`|.|`|W|W|W|`|.|`|W|W|W|`|`&lt;br /&gt;
|`|`|`|`|┼|.|`|W|W|W|`|.|┼|`|`|`|`|`&lt;br /&gt;
|.|.|.|.|.|.|`|W|W|W|`|.|.|.|.|.|.|.&lt;br /&gt;
|`|`|`|`|`|`|┼|`|`|`|┼|`|`|`|┼|`|`|`&lt;br /&gt;
|W|W|W|W|W|W|`|.|`|.|`|W|W|W|`|W|W|W&lt;br /&gt;
|W|W|W|W|W|W|`|`|X|`|`|W|W|W|`|W|W|W}}&lt;br /&gt;
{{qd|cols=18&lt;br /&gt;
|W|W|W|W|W|W|`|.|`|.|`|W|W|W|`|W|W|W&lt;br /&gt;
|`|`|`|`|`|`|┼|`|`|`|┼|`|`|`|┼|`|`|`&lt;br /&gt;
|.|.|.|.|.|.|`|W|W|W|`|.|.|.|.|.|.|.&lt;br /&gt;
|`|`|`|`|┼|.|`|W|W|W|`|.|┼|`|`|`|`|`&lt;br /&gt;
|`|W|W|W|`|.|`|W|W|W|`|.|`|W|W|W|`|`&lt;br /&gt;
|`|W|W|W|`|.|`|`|`|`|`|.|`|W|W|W|`|`&lt;br /&gt;
|`|W|W|W|`|.|┼|W|W|W|┼|.|`|W|W|W|`|`&lt;br /&gt;
|`|`|`|`|`|.|`|W|W|W|`|.|`|`|`|`|`|`}}&lt;br /&gt;
{{qd|cols=18&lt;br /&gt;
|`|`|`|`|`|.|`|W|W|W|`|.|`|`|`|`|`|`&lt;br /&gt;
|`|`|`|`|`|.|`|`|`|`|`|.|`|`|`|`|`|`}}&lt;br /&gt;
&lt;br /&gt;
[[User:Omnirizon|Omnirizon]] 23:59, 28 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
I started using this design, but ran into a small problem: For some reason, even with all four diagonals leading into the room, they're unable to build a workshop though. I've so far only tried a mason's workshop since I'm interested in getting rid of all my excess stone by turning it into blocks for roads and walls (I want to have smooth roads and walls), and no matter which square I stick it in, they say that they &amp;quot;Cannot reach the work site&amp;quot; once they begin building. [http://img.photobucket.com/albums/v478/urth/workshop.png] There's a link to a picture of the layout thus far. The workshop is in the bottom square, and when completed would only block out access from the top-right corner, still allowing traffic via the top-left corner. It even says they cannot reach the site if I stick it in the far north square, where both current entrances would remain intact. Why is it doing this? --[[User:Urthdigger|Urthdigger]] 04:44, 11 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I haven't tried this setup myself and I don't know why it didn't work for you, but solving it ought to be rather easy simply by not extending the diagonals beyond the initial hallways, like so:&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
█WWW█.█████.█WWW██&amp;lt;br&amp;gt;&lt;br /&gt;
█WWW█.█████.█WWW██&amp;lt;br&amp;gt;&lt;br /&gt;
█WWW█.█WWW█.█WWW██&amp;lt;br&amp;gt;&lt;br /&gt;
██▓██.█WWW█.██▓███&amp;lt;br&amp;gt;&lt;br /&gt;
......█WWW█.......&amp;lt;br&amp;gt;&lt;br /&gt;
██████▓███▓█▓███▓█&amp;lt;br&amp;gt;&lt;br /&gt;
WWWWWW█.█.█WWW█WWW&amp;lt;br&amp;gt;&lt;br /&gt;
WWWWWW██X██WWW█WWW&amp;lt;br&amp;gt;&lt;br /&gt;
WWWWWW█.█.█WWW█WWW&amp;lt;br&amp;gt;&lt;br /&gt;
████▓█▓███▓███████&amp;lt;br&amp;gt;&lt;br /&gt;
......█WWW█.......&amp;lt;br&amp;gt;&lt;br /&gt;
██▓██.█WWW█.██▓███&amp;lt;br&amp;gt;&lt;br /&gt;
█WWW█.█WWW█.█WWW██&amp;lt;br&amp;gt;&lt;br /&gt;
█WWW█.██▓██.█WWW██&amp;lt;br&amp;gt;&lt;br /&gt;
█WWW█.█WWW█.█WWW██&amp;lt;br&amp;gt;&lt;br /&gt;
█████.█WWW█.██████&amp;lt;br&amp;gt;&lt;br /&gt;
█████.█WWW█.██████&amp;lt;br&amp;gt;&lt;br /&gt;
█████.█████.██████&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You'd get an unsmoothable section of workshop wall, but it's better than nothing. It'd also allow you to incorporate a door if you were adapting the design a bit. [[User:Kirig Stonebeard|Kirig Stonebeard]] 00:46, 24 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:I get the &amp;quot;Cannot reach the work site&amp;quot; cancel message a lot with my current fortress. It seems to happen when there is too much loose stone on the work site; kind of the workshop equivalent of &amp;quot;item blocking site&amp;quot; cancel messages. I wait for haulers to clear it or just designate it all for dumping. Once there's no more stone they'll build workshops just fine even with only diagonal access. [[User:Bitbender|Bitbender]] 16:42, 31 March 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Beware: Traffic Problems ==&lt;br /&gt;
&lt;br /&gt;
I think that one of the biggest mistakes new fortress designers make is not leaving enough space for traffic.  If you build a fortress that is too compact/tight, you'll begin to see problems when you have 80+ dwarves all running around.  This will be especially problematic in fortresses that use single width hallways.  I'd suggest using 4-wide for main arteries, 3-wide for secondary roads, and 2-wide at minimum for anything other than a work/access tunnel.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Gairabad's shameless self-promotion ==&lt;br /&gt;
&lt;br /&gt;
I added a bunch of stuff to my [[User:Gairabad|user page]] on workshop layout design.  In my humble opinion, it blows all the existing designs on this page right out of the water.  You're welcome to incorporate it if you like.  [[User:Gairabad|Gairabad]] 21:17, 28 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Cave Adaptation ==&lt;br /&gt;
&lt;br /&gt;
Not sure why, but when I follow the intructions on this section the stairway ends up listed as 'inside' and 'light'.  As I understand it, unless it says outside it won't work.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I noticed that the instructions as listed say to replace the channeled area with flooring, that may be a missunderstanding there.  This is in response to the person talking about things being inside anyway.  I will try to give it a try soon and see what I get.  Anyway, on to my actual comment.  The posting mentions that telling dwarves to stay inside forbids them from using the stairs, a possible way arround this is to make sure that the exit has a door of some sort (since it is suggested to build a wall at the top level anyway) and then when you tell all dwarves to stay inside, lock the door, then tell them they can go outside again. [[User:Burlingk|Burlingk]] 23:39, 10 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== This page is broken ==&lt;br /&gt;
&lt;br /&gt;
This page makes heavy use of the ParserFunctions extension and it's simply not rendering if I activate that extension. I'm not familiar with the syntax used for all that but my guess is that it's way too big. I suggest the people who originally made it try to split in either different blocks of code or on different pages. &lt;br /&gt;
I might be making some tests to see if it can be fixed but I might break stuff. --[[User:Senso|Senso]] 15:03, 18 March 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Pyrofyr</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Bedroom_design&amp;diff=45108</id>
		<title>40d Talk:Bedroom design</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Bedroom_design&amp;diff=45108"/>
		<updated>2009-04-28T15:47:24Z</updated>

		<summary type="html">&lt;p&gt;Pyrofyr: /* Efficiency */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Isn't 200 the absolute maximum number of dwarves one can have at any time?&lt;br /&gt;
&lt;br /&gt;
If so, the High density single floor housing plan of 77x77 is... rather useless, isn't it?&lt;br /&gt;
&lt;br /&gt;
[[User:MagicGuigz|MagicGuigz]] 16:51, 29 September 2008 (EDT)&lt;br /&gt;
:The max number of dwarves can be changed in the init files. So no. --[[User:GreyMario|GreyMaria]] 16:55, 29 September 2008 (EDT)&lt;br /&gt;
:Even if you had only 200 dwarves, linking 2, 3, or even 4 rooms together to make noble housing, offices, and the like is quite useful. --[[User:ThunderClaw|ThunderClaw]] 10:14, 30 September 2008 (EDT)&lt;br /&gt;
::I've always found it more space efficient to throw all my nobles into about a 10x10 room filled with 20x value gem encrusted furniture (granted, I *did* have a legendary gem setter making this easier the last time I did it) and just plop down all their necessities. I currently have a countess/count consort, hammerer, tax collecter, and duchess/duke consort all in one room with all their buildings set as royal. They also have a legendary mechanism hooked up to some gem encrusted spikes. Heh. Heh heh heh. [[User:Milskidasith|Milskidasith]] 04:19, 10 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
I have heard that fractal based designs (like the High density single floor housing) can cause the game to slow down is this true? --[[User:Rwindmtg|Rwindmtg]] 06:02, 10 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Bitmap designs ==&lt;br /&gt;
&lt;br /&gt;
Coudl we get some kind of colour key for these? Or standardise them or something if there isn't one? It can be very confusing to tell what is what in them. - [[User:Alloy|Alloy]] 01:37, 23 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Seconded... GnomeChomsky's Tessellated Apartments in particular are munged, looks like an earthquake broke them along several faultlines... --[[User:Azaram|Azaram]] 00:11, 4 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::GnomeChomsky's looks fine - only the beds look weird.  Its virtually everything after that which isn't in the standard tile set and needs to be changed.  --[[User:Squirrelloid|Squirrelloid]] 04:08, 4 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:I don't see why any of them are hard to understand.  Access corridors, walls, doors, sometimes furniture.  How hard is it to figure out that the small enclosed areas are the bedrooms, and that a door goes at the entrance to each?--[[User:Maximus|Maximus]] 17:32, 4 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::Its not about hard to understand, its about our style guidelines.  All graphics are supposed to be in the standard tileset. --[[User:Squirrelloid|Squirrelloid]] 18:50, 4 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::Most of these diagrams are are large-scale designs that can't be shown via a screenshot, so insisting on &amp;quot;standard tilesets&amp;quot; doesn't even make sense.  We could change them to use a consistent set of colors, however.  Gnome Chomsky's diagrams use [[template:qd]], which is one of our accepted standards for small diagrams.--[[User:Maximus|Maximus]] 22:03, 4 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Azaram, what browser are you using and what fonts do you have installed? Can you post a screenshot of what the diagram looks like? [[User:Random832|Random832]] 09:23, 5 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Weapon/Armour Racks==&lt;br /&gt;
&lt;br /&gt;
You don't need a weapon rack/armor rack to designate a barracks.  You can do that with the bed.  So why build the racks? [[User:Kwieland|Kwieland]]&lt;br /&gt;
:Soldiers banging around against beds and other furniture is the number one cause of wounds and deaths during sparring.  Designating a barrack from an armor stand will provide an open dojo without clutter. --[[User:ThunderClaw|ThunderClaw]] 14:05, 6 January 2009 (EST)&lt;br /&gt;
::(added header) Actually, I believe consensus is that beds cause no injuries when collided with, and that the only real difference (until weapon and armour racks become functional, at least) is that you won't get random homeless dwarves trying to sleep in a barracks that have no beds (unless you have a severe shortage of beds), so you can have barracks in military areas without the risk of civilians sleeping in potentially dangerous places.--[[User:Quil|Quil]] 16:37, 6 January 2009 (EST)&lt;br /&gt;
:::I'm not sure what to tell you aside from the fact that I routinely had dwarves die of suffocation (broken necks) before I moved my beds out of my barracks.  And these were armored legendary (or close to it) wrestlers, to boot.  I've never seen civilians get hurt by being in the middle of a sparring match, but I have definitely seen dwarf after dwarf after dwarf turn up dead on top of a barrack bed with the excuse 'suffocation'.  Moving the beds out reduced accidents by 100%.  I have not had a dwarf get hurt or die in 5 years, where I would otherwise see one to four a year. --[[User:ThunderClaw|ThunderClaw]] 16:50, 6 January 2009 (EST)&lt;br /&gt;
:::::I see, thanks for the heads up.  I wondered about the suffocation as well. Another question - do dwarfs train faster as a guard or as an off-duty military dwarf?  Does it make a difference?  It seems if I have several (say 6) off duty, only two will spar in the barracks, but 6 guards will all spar at the same time.  Do I need to designate more barracks?  Does it mack a difference if I have two weapon racks in the same room and designate both as barracks?--[[User:Kwieland|Kwieland]] 01:47, 8 January 2009 (EST)&lt;br /&gt;
::::::Fortress/Royal Guards are well known for sparring enthusiastically.  The dwarves in the regular military don't have a clear determiner, so it's probably either their stats or their personality.  I unfortuantely don't have a clearer answer for you. --[[User:ThunderClaw|ThunderClaw]] 11:10, 8 January 2009 (EST)&lt;br /&gt;
::::RE the bed/suffocation thing, I've had barracks with beds in them and barracks without beds in them, and I must confess I've not seen a statistically significant difference in the amount of  injuries that people have suffered when sparring, even with unarmoured sparrers. Although I've only ever had one case of suffocation, long ago, so maybe there's a large element of random chance or some other variable involved.--[[User:Quil|Quil]] 17:35, 8 January 2009 (EST)&lt;br /&gt;
:::::Entirely possible.  For my mileage, though, I've had a bunch of broken necks and/or crushed lungs from idiots knocking eachother up against beds, so I avoid them in the barrack. --[[User:ThunderClaw|ThunderClaw]] 17:47, 8 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Sharing Spaces ==&lt;br /&gt;
&lt;br /&gt;
Do dwarves get upset if bedrooms are used as hallways to one or two more bedrooms? --[[User:Spreggo|Spreggo]] 22:13, 30 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:I believe that opening and closing doors causes noise, which will wake a sleeping dwarf. But if you only have one door into the bedroom suite, that should be fine. Although then you risk locking some dwarves in with your mad dwarves. [[User:RomeoFalling|RomeoFalling]] 06:10, 31 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
::I've done some testing and there doesn't seem to be any negative effects, which is useful because a lot of my diagonal room designs require this. I'll keep an eye on it and see what happens though --[[User:Spreggo|Spreggo]] 23:10, 2 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Database error?wtf? ==&lt;br /&gt;
&lt;br /&gt;
Whenever i try to access this article,i get the following error.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Database error&lt;br /&gt;
From Dwarf Fortress Wiki&lt;br /&gt;
Jump to: navigation, search&lt;br /&gt;
A database query syntax error has occurred. This may indicate a bug in the software. The last attempted database query was:&lt;br /&gt;
&lt;br /&gt;
    SELECT page_id,page_len,page_is_redirect FROM `wiki_dpage` WHERE page_namespace = '10' AND page_title = 'Qd/switch/╔' LIMIT 1 &lt;br /&gt;
&lt;br /&gt;
from within function &amp;quot;LinkCache::addLinkObj&amp;quot;. MySQL returned error &amp;quot;1267: Illegal mix of collations (latin1_bin,IMPLICIT) and (utf8_general_ci,COERCIBLE) for operation '=' (localhost)&amp;quot;.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
I can view it before.&lt;br /&gt;
It can't be displayed,but i can still edit it,and the content of this article seems intact(no corruption etc).&lt;br /&gt;
Every entry in history get the same error too.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Also,this article [http://www.dwarffortresswiki.net/index.php/Design_strategies Design_strategies] does not seem to work too,though it get a different error.&lt;br /&gt;
What has happened to wiki?&lt;br /&gt;
&lt;br /&gt;
Update:&lt;br /&gt;
I see there is a entry about this problem on talkpage of mainpage already.&lt;br /&gt;
&lt;br /&gt;
== This page is broken ==&lt;br /&gt;
&lt;br /&gt;
This page makes heavy use of the ParserFunctions extension and it's simply not rendering if I activate that extension. I'm not familiar with the syntax used for all that but my guess is that it's way too big. I suggest the people who originally made it try to split in either different blocks of code or on different pages. &lt;br /&gt;
I might be making some tests to see if it can be fixed but I might break stuff. --[[User:Senso|Senso]] 15:04, 18 March 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Efficiency ==&lt;br /&gt;
&lt;br /&gt;
Is it efficient to make a hotel-like layout&amp;lt;br /&amp;gt;&lt;br /&gt;
i.e.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
b b b b b b b b b&amp;lt;br /&amp;gt;&lt;br /&gt;
d d d d d d d d d&amp;lt;br /&amp;gt;&lt;br /&gt;
xxxxxxxxxxxxxxxxx&amp;lt;br /&amp;gt;&lt;br /&gt;
d d d d d d d d d&amp;lt;br /&amp;gt;&lt;br /&gt;
b b b b b b b b b&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
x=walking space&amp;lt;br /&amp;gt;&lt;br /&gt;
d=door&amp;lt;br /&amp;gt;&lt;br /&gt;
b=bed&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I know it doesn't create much happiness but is it space efficient for how many space it uses... [[User:sausage|Sausage]] 1:10 AM, 30 March 2009 (EST)&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
No, because since there are no walls between them the doors are quite pointless to have EVERY space, and it will probably create way more unhappiness than you think, it's not smart in the long run, you're better off putting one wall between every bedroom.&lt;/div&gt;</summary>
		<author><name>Pyrofyr</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Macros_and_keymaps&amp;diff=31785</id>
		<title>40d:Macros and keymaps</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Macros_and_keymaps&amp;diff=31785"/>
		<updated>2009-04-28T06:13:55Z</updated>

		<summary type="html">&lt;p&gt;Pyrofyr: /* LordGrunt's room macro */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Playing Dwarf Fortress means lots of typing.  Although the game (as of version v0.27.176.38c) has no internal macro/keymap system, using an external program can save you a great deal of time when dumping, rewalling, designating, and so forth.&lt;br /&gt;
&lt;br /&gt;
#  Go to [[Utilities#AutoHotKey]] and download AutoHotKey.  Installation is simple and the program uses few system resources.&lt;br /&gt;
#  Write macro scripts (file type .ahk), which may contain any number of commands.  You activate scripts by double-clicking .ahk files and deactivate them by right-clicking the AutoHotKey icon on the task bar.  Both of these can be done at any time - even right in the middle of a game.  AutoHotKey also allows for automated activation of scripts.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Troubleshooting Scripts==&lt;br /&gt;
Users may experience some issues in getting scripts to work, particularly when using looping scripts when experiencing low frame-rates.&lt;br /&gt;
* If experiencing low frame-rates, try adding delays (&amp;quot;Sleep 100&amp;quot; to pause for 100 milliseconds for example) within loops to allow the interface to keep up. If there are nested loops, sometimes adding a pause at the end of an inner loop is all that is needed to flush the keyboard buffer&lt;br /&gt;
* Make sure that Dwarf Fortress maintains focus. IM windows are the enemy! Who needs friends anyhow? You've got Dwarf Fortress.&lt;br /&gt;
* This may go without saying, but most macros assume standard key-mappings. If you're using non-standard ones, you may have to edit the macro to get it to work.&lt;br /&gt;
* Visiting liaisons can bring up screens that eat keystrokes, throwing a long-looping script out-of-phase with where it expects the game to be.  Wait for the farewell screen before running a long script.&lt;br /&gt;
* The &amp;lt;B&amp;gt;SendPlay&amp;lt;/B&amp;gt; function supports keys that the &amp;lt;B&amp;gt;Send&amp;lt;/B&amp;gt; function does not, for example {{key|Shift-Enter}}.  According to the AutoHotKey documentation, &amp;lt;B&amp;gt;SendPlay&amp;lt;/B&amp;gt; may also be better at preventing dropped keystrokes.&lt;br /&gt;
&lt;br /&gt;
== AutoHotKey Examples ==&lt;br /&gt;
&lt;br /&gt;
===Dumping===&lt;br /&gt;
====Stock Screen Dump====&lt;br /&gt;
Taken from an old version of [[User:Jackard|Jackard's user page]].&lt;br /&gt;
&lt;br /&gt;
To use, first have your bookeeper do enough desk work so you can view individual items in the stocks listing.  Then bring it up and press del to quickly mark stuff.  To adjust the key repeat rate, edit the KEY_HOLD_MS value in \data\init\init.txt.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
del::&lt;br /&gt;
IfWinActive Dwarf Fortress&lt;br /&gt;
{&lt;br /&gt;
  send d{down}&lt;br /&gt;
  return&lt;br /&gt;
}&lt;br /&gt;
else&lt;br /&gt;
{&lt;br /&gt;
  send {del}&lt;br /&gt;
  return&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Designation Dump====&lt;br /&gt;
A dumping script by [[User:Dukederek|Dukederek]]:&lt;br /&gt;
&lt;br /&gt;
This script uses a system similar the commands in the designations menu to mark most of the contents of a large area for dumping. [[User:Dukederek|My talk page]] has more detailed instruction.&lt;br /&gt;
&lt;br /&gt;
Essentially you need to create two text files with the following titles and content. When playing DF it is safe to have blockdumpinit running constantly as long as you dont plan on using the ctrl-d combination for something else.&lt;br /&gt;
&lt;br /&gt;
'''blockdumpinit.ahk'''&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
^d::&lt;br /&gt;
RunWait, &amp;quot;blockdumpmain.ahk&amp;quot;&lt;br /&gt;
Return&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''blockdumpmain.ahk'''&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
SetKeyDelay 25&lt;br /&gt;
return::&lt;br /&gt;
Send k&lt;br /&gt;
return&lt;br /&gt;
up::&lt;br /&gt;
Send w&lt;br /&gt;
return&lt;br /&gt;
left::&lt;br /&gt;
Send a&lt;br /&gt;
return&lt;br /&gt;
down::&lt;br /&gt;
Send s&lt;br /&gt;
return&lt;br /&gt;
right::&lt;br /&gt;
Send d&lt;br /&gt;
return&lt;br /&gt;
q::&lt;br /&gt;
ExitApp&lt;br /&gt;
return&lt;br /&gt;
shift::&lt;br /&gt;
x := 0&lt;br /&gt;
y := 1&lt;br /&gt;
Loop{&lt;br /&gt;
Input, keypress, B, {esc} , w,a,s,d,k,q&lt;br /&gt;
if keypress = w&lt;br /&gt;
{&lt;br /&gt;
y := --y&lt;br /&gt;
Send {up}&lt;br /&gt;
continue&lt;br /&gt;
}else if keypress = s&lt;br /&gt;
{&lt;br /&gt;
y := ++y&lt;br /&gt;
Send {down}&lt;br /&gt;
continue&lt;br /&gt;
}else if keypress = a&lt;br /&gt;
{&lt;br /&gt;
x := --x&lt;br /&gt;
Send {left}&lt;br /&gt;
continue&lt;br /&gt;
}else if keypress = d&lt;br /&gt;
{&lt;br /&gt;
x := ++x&lt;br /&gt;
Send {right}&lt;br /&gt;
continue&lt;br /&gt;
}else if keypress = k &lt;br /&gt;
{&lt;br /&gt;
break&lt;br /&gt;
}else if keypress = q&lt;br /&gt;
{&lt;br /&gt;
ExitApp&lt;br /&gt;
}&lt;br /&gt;
}&lt;br /&gt;
y := y / 2&lt;br /&gt;
z := y&lt;br /&gt;
z := Floor(z)&lt;br /&gt;
z := y/z&lt;br /&gt;
Send d{NumpadAdd}d&lt;br /&gt;
If z = 0&lt;br /&gt;
{	&lt;br /&gt;
If x = 0&lt;br /&gt;
ExitApp&lt;br /&gt;
Else{&lt;br /&gt;
Loop %x%{&lt;br /&gt;
Send {left}d&lt;br /&gt;
}ExitApp&lt;br /&gt;
}&lt;br /&gt;
}If z &amp;lt;&amp;gt; 1&lt;br /&gt;
{&lt;br /&gt;
Loop %y%{&lt;br /&gt;
Loop %x%{&lt;br /&gt;
Send {left}d{NumpadAdd}d&lt;br /&gt;
}Send {up}d&lt;br /&gt;
Loop %x%{&lt;br /&gt;
Send {right}d{NumpadAdd}d&lt;br /&gt;
}Send {up}d{NumpadAdd}d&lt;br /&gt;
}Loop %x%{&lt;br /&gt;
Send {left}d{NumpadAdd}d&lt;br /&gt;
}&lt;br /&gt;
}Else If z = 1&lt;br /&gt;
{&lt;br /&gt;
y := y + 0.5&lt;br /&gt;
Loop %y%{&lt;br /&gt;
Loop %x%{&lt;br /&gt;
Send {left}d{NumpadAdd}d&lt;br /&gt;
}Send {up}d&lt;br /&gt;
Loop %x%{&lt;br /&gt;
Send {right}d{NumpadAdd}d&lt;br /&gt;
}Send {up}d{NumpadAdd}d&lt;br /&gt;
}Send d{NumpadSub}d&lt;br /&gt;
}ExitApp&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Rewalling ===&lt;br /&gt;
Taken from [[User:Valdemar|Valdemar's user page]].&lt;br /&gt;
&lt;br /&gt;
This is a macro to aid with rewalling. To use, copy-paste the script into a new .ahk file and run the script with AutoHotkey. Then, in Dwarf Fortress, press b-C-w, move the cursor to where you want to start the wall, and hold Ctrl-Shift-Arrowkey, using the direction you want to rewall in. To build floors, press b-C-f instead, and use Ctrl-Alt-Arrowkey. To stop, just release the keys.&lt;br /&gt;
&lt;br /&gt;
The script will use the first material in the list. I suggest you create a stockpile near the construction site that only accepts the item you wish to build with and temporarily forbid any nearby materials you don't want to build with. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
$^+Left:: ProcessEvent(&amp;quot;Left&amp;quot;,&amp;quot;w&amp;quot;)&lt;br /&gt;
$^+Right:: ProcessEvent(&amp;quot;Right&amp;quot;,&amp;quot;w&amp;quot;)&lt;br /&gt;
$^+Up:: ProcessEvent(&amp;quot;Up&amp;quot;,&amp;quot;w&amp;quot;)&lt;br /&gt;
$^+Down:: ProcessEvent(&amp;quot;Down&amp;quot;,&amp;quot;w&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
$^!Left:: ProcessEvent(&amp;quot;Left&amp;quot;,&amp;quot;f&amp;quot;)&lt;br /&gt;
$^!Right:: ProcessEvent(&amp;quot;Right&amp;quot;,&amp;quot;f&amp;quot;)&lt;br /&gt;
$^!Up:: ProcessEvent(&amp;quot;Up&amp;quot;,&amp;quot;f&amp;quot;)&lt;br /&gt;
$^!Down:: ProcessEvent(&amp;quot;Down&amp;quot;,&amp;quot;f&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
ProcessEvent(direction, type)&lt;br /&gt;
{   &lt;br /&gt;
    Send {Enter}&lt;br /&gt;
    Sleep 100&lt;br /&gt;
    Send {Enter}&lt;br /&gt;
    Sleep 100&lt;br /&gt;
    Send %type%&lt;br /&gt;
    Sleep 100&lt;br /&gt;
    Send {%direction%}&lt;br /&gt;
    Loop&lt;br /&gt;
    {&lt;br /&gt;
        if not GetKeyState(direction, &amp;quot;P&amp;quot;) &lt;br /&gt;
            break  &lt;br /&gt;
        Send {Enter}&lt;br /&gt;
        Sleep 100&lt;br /&gt;
        Send {Enter}&lt;br /&gt;
        Sleep 100&lt;br /&gt;
        Send %type%&lt;br /&gt;
        Sleep 100&lt;br /&gt;
        Send {%direction%}&lt;br /&gt;
    }&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Grid-by-grid designation===&lt;br /&gt;
For easier diagonal and fancy mining.  Assumes that DF is active.  &amp;quot;^!&amp;quot; means ctrl-alt-direction.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
^!NumpadEnd::&lt;br /&gt;
send {Enter}{Enter}{NumpadEnd}&lt;br /&gt;
return&lt;br /&gt;
^!NumpadDown::&lt;br /&gt;
send {Enter}{Enter}{NumpadDown}&lt;br /&gt;
return&lt;br /&gt;
^!NumpadPgDn::&lt;br /&gt;
send {Enter}{Enter}{NumpadPgDn}&lt;br /&gt;
return&lt;br /&gt;
^!NumpadLeft::&lt;br /&gt;
send {Enter}{Enter}{NumpadLeft}&lt;br /&gt;
return&lt;br /&gt;
^!NumpadRight::&lt;br /&gt;
send {Enter}{Enter}{NumpadRight}&lt;br /&gt;
return&lt;br /&gt;
^!NumpadHome::&lt;br /&gt;
send {Enter}{Enter}{NumpadHome}&lt;br /&gt;
return&lt;br /&gt;
^!NumpadUp::&lt;br /&gt;
send {Enter}{Enter}{NumpadUp}&lt;br /&gt;
return&lt;br /&gt;
^!NumpadPgUp::&lt;br /&gt;
send {Enter}{Enter}{NumpadPgUp}&lt;br /&gt;
return&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Embark Settings macros===&lt;br /&gt;
These macros are used to ease the setup of skills and supplies before you embark.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Improved Food/Alcohol buying macro====&lt;br /&gt;
This macro buys all the cost-2 food (that I have seen), as well as the four types of alcohol.  Just press ctrl+f on the Items screen.&lt;br /&gt;
It can deal with meat or drink that you already have, or is not currently featured.   By [[User:Redfenix|Redfenix]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
^f::&lt;br /&gt;
&lt;br /&gt;
send ndwarven{SPACE}ale{RIGHT}{ENTER}{F9}&lt;br /&gt;
send ndwarven{SPACE}rum{RIGHT}{ENTER}{F9}&lt;br /&gt;
send ndwarven{SPACE}beer{RIGHT}{ENTER}{F9}&lt;br /&gt;
send ndwarven{SPACE}wine{RIGHT}{ENTER}{F9}&lt;br /&gt;
send ndonkey{SPACE}meat{RIGHT}{ENTER}{F9}&lt;br /&gt;
send nchimpanzee{SPACE}meat{RIGHT}{ENTER}{F9}&lt;br /&gt;
send ngazelle{SPACE}meat{RIGHT}{ENTER}{F9}&lt;br /&gt;
send nbonobo{SPACE}meat{RIGHT}{ENTER}{F9}&lt;br /&gt;
send nmule{SPACE}meat{RIGHT}{ENTER}{F9}&lt;br /&gt;
send ndeer{SPACE}meat{RIGHT}{ENTER}{F9}&lt;br /&gt;
send nraccoon{SPACE}meat{RIGHT}{ENTER}{F9}&lt;br /&gt;
send nfox{SPACE}meat{RIGHT}{ENTER}{F9}&lt;br /&gt;
send nrhesus{SPACE}macaque{SPACE}meat{RIGHT}{ENTER}{F9}&lt;br /&gt;
send nhorse{SPACE}meat{RIGHT}{ENTER}{F9}&lt;br /&gt;
send ngroundhog{SPACE}meat{RIGHT}{ENTER}{F9}&lt;br /&gt;
send nmountain{SPACE}goat{SPACE}meat{RIGHT}{ENTER}{F9}&lt;br /&gt;
send nhoary{SPACE}marmot{SPACE}meat{RIGHT}{ENTER}{F9}&lt;br /&gt;
send ngorilla{SPACE}meat{RIGHT}{ENTER}{F9}&lt;br /&gt;
send norangutan{SPACE}meat{RIGHT}{ENTER}{F9}&lt;br /&gt;
send nsiamang{SPACE}meat{RIGHT}{ENTER}{F9}&lt;br /&gt;
send nbilou{SPACE}meat{RIGHT}{ENTER}{F9}&lt;br /&gt;
send npileated{SPACE}gibbon{SPACE}meat{RIGHT}{ENTER}{F9}&lt;br /&gt;
send nmandrill{SPACE}meat{RIGHT}{ENTER}{F9}&lt;br /&gt;
send nturtle{RIGHT}{ENTER}{F9}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===='First Fortress' setup====&lt;br /&gt;
This macro works with the default setup of DF, and starts you with (almost) the setup suggested in the &amp;quot;Your first fortress&amp;quot; tutorial.  The amounts are adjustable with the variables at the top of the macro.&lt;br /&gt;
&amp;lt;pre&amp;gt;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;&lt;br /&gt;
; materialplanner.ahk					  	;&lt;br /&gt;
; this is a ahk script to set up the embark settings roughly as	;&lt;br /&gt;
;suggested in the &amp;quot;your first fortress&amp;quot; tutorial.  Inventory	;&lt;br /&gt;
;can be customized slightly.					;&lt;br /&gt;
; use ctrl+shift+e to run				  	;&lt;br /&gt;
;							  	;&lt;br /&gt;
; NOTEs:						  	;&lt;br /&gt;
; change variables to suit your desires			 	;&lt;br /&gt;
; the fourth guy is a Stonecrafter instead of Herbalist		;&lt;br /&gt;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;&lt;br /&gt;
&lt;br /&gt;
;;;;;;;;;;;;;&lt;br /&gt;
;;VARIABLES;;&lt;br /&gt;
;;;;;;;;;;;;;&lt;br /&gt;
&lt;br /&gt;
PICKS = 2	;number of picks to pack&lt;br /&gt;
AXES = 1 	;number of axes to pack&lt;br /&gt;
ANVILS = 0	;number of anvils to pack&lt;br /&gt;
MEATS = 7	;how much meat to take, each buys one of each cheap type (total number depends on locale)&lt;br /&gt;
DRINKS = 26	;how many drinks to take, each one buys 4 drinks, one of each type&lt;br /&gt;
SEEDS = 5	;each increment buys 5 plump helmet spawn, 2 pig tail, and 2 rock nuts&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
SetKeyDelay, 12	;Key delay, to keep Dwarf Fortress from being overwhelmed.&lt;br /&gt;
		:Set higher if you get weird results, or lower to get the&lt;br /&gt;
		:script to run faster&lt;br /&gt;
SLEEPTIME = 12	;same thing, only used in the repeated key press loops though&lt;br /&gt;
&lt;br /&gt;
;;;;;;;;;;;;&lt;br /&gt;
;;The code;;&lt;br /&gt;
;;;;;;;;;;;;&lt;br /&gt;
&lt;br /&gt;
^+e::&lt;br /&gt;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;&lt;br /&gt;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
			;remove all of the items&lt;br /&gt;
Send {Tab}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
loop 105{&lt;br /&gt;
	Send {NumpadSub}&lt;br /&gt;
	Sleep %SLEEPTIME%&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
Send {Tab}&lt;br /&gt;
&lt;br /&gt;
			;place the skills&lt;br /&gt;
			;first guy&lt;br /&gt;
			;Proficient Miner&lt;br /&gt;
Send {right}&lt;br /&gt;
loop 5{&lt;br /&gt;
	Send {NumpadAdd}&lt;br /&gt;
	Sleep %SLEEPTIME%&lt;br /&gt;
}&lt;br /&gt;
			;novice appraiser&lt;br /&gt;
Send {PgUp}&lt;br /&gt;
loop 7{&lt;br /&gt;
	Send {Up}&lt;br /&gt;
	Sleep %SLEEPTIME%&lt;br /&gt;
}&lt;br /&gt;
Send {NumpadAdd}&lt;br /&gt;
			;novice Judge of Intent&lt;br /&gt;
Send {Up}&lt;br /&gt;
Send {NumpadAdd}&lt;br /&gt;
			;competent gem setter&lt;br /&gt;
Send {PgUp}&lt;br /&gt;
Send {PgUp}&lt;br /&gt;
loop 7{&lt;br /&gt;
	Send {Up}&lt;br /&gt;
	Sleep %SLEEPTIME%&lt;br /&gt;
}&lt;br /&gt;
loop 3{&lt;br /&gt;
	Send {NumpadAdd}&lt;br /&gt;
	Sleep %SLEEPTIME%&lt;br /&gt;
}&lt;br /&gt;
			;second guy&lt;br /&gt;
Send {Left}&lt;br /&gt;
Send {Down}&lt;br /&gt;
Send {Right}&lt;br /&gt;
Send {PgUp}&lt;br /&gt;
			;Proficient Miner&lt;br /&gt;
loop 5{&lt;br /&gt;
	Send {NumpadAdd}&lt;br /&gt;
	Sleep %SLEEPTIME%&lt;br /&gt;
}&lt;br /&gt;
			;Proficient Mason&lt;br /&gt;
loop 3{&lt;br /&gt;
	Send {Down}&lt;br /&gt;
	Sleep %SLEEPTIME%&lt;br /&gt;
}&lt;br /&gt;
loop 5{&lt;br /&gt;
	Send {NumpadAdd}&lt;br /&gt;
	Sleep %SLEEPTIME%&lt;br /&gt;
}&lt;br /&gt;
			;third guy&lt;br /&gt;
Send {Left}&lt;br /&gt;
Send {Down}&lt;br /&gt;
Send {Right}&lt;br /&gt;
			;Proficient Carpenter&lt;br /&gt;
Send {UP}&lt;br /&gt;
loop 5{&lt;br /&gt;
	Send {NumpadAdd}&lt;br /&gt;
	Sleep %SLEEPTIME%&lt;br /&gt;
}&lt;br /&gt;
			;Proficient Wood Cutter&lt;br /&gt;
Send {UP}&lt;br /&gt;
loop 5{&lt;br /&gt;
	Send {NumpadAdd}&lt;br /&gt;
	Sleep %SLEEPTIME%&lt;br /&gt;
}&lt;br /&gt;
			;fourth guy&lt;br /&gt;
Send {Left}&lt;br /&gt;
Send {Down}&lt;br /&gt;
Send {Right}&lt;br /&gt;
			;Proficient Grower&lt;br /&gt;
Send {PgDn}&lt;br /&gt;
Send {Down}&lt;br /&gt;
Send {Down}&lt;br /&gt;
loop 5{&lt;br /&gt;
	Send {NumpadAdd}&lt;br /&gt;
	Sleep %SLEEPTIME%&lt;br /&gt;
}&lt;br /&gt;
			;Proficient Stone Crafter&lt;br /&gt;
loop 9{&lt;br /&gt;
	Send {Up}&lt;br /&gt;
	Sleep %SLEEPTIME%&lt;br /&gt;
}&lt;br /&gt;
loop 5{&lt;br /&gt;
	Send {NumpadAdd}&lt;br /&gt;
	Sleep %SLEEPTIME%&lt;br /&gt;
}&lt;br /&gt;
			;fifth guy&lt;br /&gt;
Send {Left}&lt;br /&gt;
Send {Down}&lt;br /&gt;
Send {Right}&lt;br /&gt;
			;Proficient Mechanic&lt;br /&gt;
loop 5{&lt;br /&gt;
	Send {Down}&lt;br /&gt;
	Sleep %SLEEPTIME%&lt;br /&gt;
}&lt;br /&gt;
loop 5{&lt;br /&gt;
	Send {NumpadAdd}&lt;br /&gt;
	Sleep %SLEEPTIME%&lt;br /&gt;
}&lt;br /&gt;
			;Proficient Building Designer&lt;br /&gt;
Send {PgUp}&lt;br /&gt;
loop 5{&lt;br /&gt;
	Send {Down}&lt;br /&gt;
	Sleep %SLEEPTIME%&lt;br /&gt;
}&lt;br /&gt;
loop 5{&lt;br /&gt;
	Send {NumpadAdd}&lt;br /&gt;
	Sleep %SLEEPTIME%&lt;br /&gt;
}&lt;br /&gt;
			;sixth guy&lt;br /&gt;
Send {Left}&lt;br /&gt;
Send {Down}&lt;br /&gt;
Send {Right}&lt;br /&gt;
			;Proficient Weaponsmith&lt;br /&gt;
loop 1{&lt;br /&gt;
	Send {Down}&lt;br /&gt;
	Sleep %SLEEPTIME%&lt;br /&gt;
}&lt;br /&gt;
loop 5{&lt;br /&gt;
	Send {NumpadAdd}&lt;br /&gt;
	Sleep %SLEEPTIME%&lt;br /&gt;
}&lt;br /&gt;
			;Proficient Armorsmith&lt;br /&gt;
loop 2{&lt;br /&gt;
	Send {Down}&lt;br /&gt;
	Sleep %SLEEPTIME%&lt;br /&gt;
}&lt;br /&gt;
loop 5{&lt;br /&gt;
	Send {NumpadAdd}&lt;br /&gt;
	Sleep %SLEEPTIME%&lt;br /&gt;
}&lt;br /&gt;
			;seventh guy&lt;br /&gt;
Send {Left}&lt;br /&gt;
Send {Down}&lt;br /&gt;
Send {Right}&lt;br /&gt;
			;Proficient Cook&lt;br /&gt;
Send {PgDn}&lt;br /&gt;
loop 2{&lt;br /&gt;
	Send {Up}&lt;br /&gt;
	Sleep %SLEEPTIME%&lt;br /&gt;
}&lt;br /&gt;
loop 5{&lt;br /&gt;
	Send {NumpadAdd}&lt;br /&gt;
	Sleep %SLEEPTIME%&lt;br /&gt;
}&lt;br /&gt;
			;Proficient Brewer&lt;br /&gt;
loop 1{&lt;br /&gt;
	Send {Up}&lt;br /&gt;
	Sleep %SLEEPTIME%&lt;br /&gt;
}&lt;br /&gt;
loop 5{&lt;br /&gt;
	Send {NumpadAdd}&lt;br /&gt;
	Sleep %SLEEPTIME%&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;&lt;br /&gt;
&lt;br /&gt;
			;do the inventory&lt;br /&gt;
Send {Tab}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;&lt;br /&gt;
			;Meat&lt;br /&gt;
&lt;br /&gt;
if MEATS &amp;gt; 0&lt;br /&gt;
{&lt;br /&gt;
tmp := MEATS - 1&lt;br /&gt;
send ndonkey{SPACE}meat{RIGHT}{ENTER}&lt;br /&gt;
loop %tmp%{&lt;br /&gt;
Send {NumpadAdd}&lt;br /&gt;
}&lt;br /&gt;
Send {F9}&lt;br /&gt;
send nchimpanzee{SPACE}meat{RIGHT}{ENTER}&lt;br /&gt;
loop %tmp%{&lt;br /&gt;
Send {NumpadAdd}&lt;br /&gt;
}&lt;br /&gt;
Send {F9}&lt;br /&gt;
send ngazelle{SPACE}meat{RIGHT}{ENTER}&lt;br /&gt;
loop %tmp%{&lt;br /&gt;
Send {NumpadAdd}&lt;br /&gt;
}&lt;br /&gt;
Send {F9}&lt;br /&gt;
send nbonobo{SPACE}meat{RIGHT}{ENTER}&lt;br /&gt;
loop %tmp%{&lt;br /&gt;
Send {NumpadAdd}&lt;br /&gt;
}&lt;br /&gt;
Send {F9}&lt;br /&gt;
send nmule{SPACE}meat{RIGHT}{ENTER}&lt;br /&gt;
loop %tmp%{&lt;br /&gt;
Send {NumpadAdd}&lt;br /&gt;
}&lt;br /&gt;
Send {F9}&lt;br /&gt;
send ndeer{SPACE}meat{RIGHT}{ENTER}&lt;br /&gt;
loop %tmp%{&lt;br /&gt;
Send {NumpadAdd}&lt;br /&gt;
}&lt;br /&gt;
Send {F9}&lt;br /&gt;
send nraccoon{SPACE}meat{RIGHT}{ENTER}&lt;br /&gt;
loop %tmp%{&lt;br /&gt;
Send {NumpadAdd}&lt;br /&gt;
}&lt;br /&gt;
Send {F9}&lt;br /&gt;
send nfox{SPACE}meat{RIGHT}{ENTER}&lt;br /&gt;
loop %tmp%{&lt;br /&gt;
Send {NumpadAdd}&lt;br /&gt;
}&lt;br /&gt;
Send {F9}&lt;br /&gt;
send nrhesus{SPACE}macaque{SPACE}meat{RIGHT}{ENTER}&lt;br /&gt;
loop %tmp%{&lt;br /&gt;
Send {NumpadAdd}&lt;br /&gt;
}&lt;br /&gt;
Send {F9}&lt;br /&gt;
send nhorse{SPACE}meat{RIGHT}{ENTER}&lt;br /&gt;
loop %tmp%{&lt;br /&gt;
Send {NumpadAdd}&lt;br /&gt;
}&lt;br /&gt;
Send {F9}&lt;br /&gt;
send ngroundhog{SPACE}meat{RIGHT}{ENTER}&lt;br /&gt;
loop %tmp%{&lt;br /&gt;
Send {NumpadAdd}&lt;br /&gt;
}&lt;br /&gt;
Send {F9}&lt;br /&gt;
send nmountain{SPACE}goat{SPACE}meat{RIGHT}{ENTER}&lt;br /&gt;
loop %tmp%{&lt;br /&gt;
Send {NumpadAdd}&lt;br /&gt;
}&lt;br /&gt;
Send {F9}&lt;br /&gt;
send nhoary{SPACE}marmot{SPACE}meat{RIGHT}{ENTER}&lt;br /&gt;
loop %tmp%{&lt;br /&gt;
Send {NumpadAdd}&lt;br /&gt;
}&lt;br /&gt;
Send {F9}&lt;br /&gt;
send ngorilla{SPACE}meat{RIGHT}{ENTER}&lt;br /&gt;
loop %tmp%{&lt;br /&gt;
Send {NumpadAdd}&lt;br /&gt;
}&lt;br /&gt;
Send {F9}&lt;br /&gt;
send norangutan{SPACE}meat{RIGHT}{ENTER}&lt;br /&gt;
loop %tmp%{&lt;br /&gt;
Send {NumpadAdd}&lt;br /&gt;
}&lt;br /&gt;
Send {F9}&lt;br /&gt;
send nsiamang{SPACE}meat{RIGHT}{ENTER}&lt;br /&gt;
loop %tmp%{&lt;br /&gt;
Send {NumpadAdd}&lt;br /&gt;
}&lt;br /&gt;
Send {F9}&lt;br /&gt;
send nbilou{SPACE}meat{RIGHT}{ENTER}&lt;br /&gt;
loop %tmp%{&lt;br /&gt;
Send {NumpadAdd}&lt;br /&gt;
}&lt;br /&gt;
Send {F9}&lt;br /&gt;
send npileated{SPACE}gibbon{SPACE}meat{RIGHT}{ENTER}&lt;br /&gt;
loop %tmp%{&lt;br /&gt;
Send {NumpadAdd}&lt;br /&gt;
}&lt;br /&gt;
Send {F9}&lt;br /&gt;
send nmandrill{SPACE}meat{RIGHT}{ENTER}&lt;br /&gt;
loop %tmp%{&lt;br /&gt;
Send {NumpadAdd}&lt;br /&gt;
}&lt;br /&gt;
Send {F9}&lt;br /&gt;
send nturtle{RIGHT}{ENTER}&lt;br /&gt;
loop %tmp%{&lt;br /&gt;
Send {NumpadAdd}&lt;br /&gt;
}&lt;br /&gt;
Send {F9}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
			;copper picks&lt;br /&gt;
if PICKS &amp;gt; 0&lt;br /&gt;
{&lt;br /&gt;
Send {n}copper picks{Right}{Enter}&lt;br /&gt;
tmp := PICKS - 1&lt;br /&gt;
loop %tmp%{&lt;br /&gt;
	Send {NumpadAdd}&lt;br /&gt;
	Sleep %SLEEPTIME%&lt;br /&gt;
}&lt;br /&gt;
}&lt;br /&gt;
			;Axes&lt;br /&gt;
if AXES &amp;gt; 0&lt;br /&gt;
{&lt;br /&gt;
Send {n}steel axes{Right}{Enter}&lt;br /&gt;
tmp := AXES - 1&lt;br /&gt;
loop %tmp%{&lt;br /&gt;
	Send {NumpadAdd}&lt;br /&gt;
	Sleep %SLEEPTIME%&lt;br /&gt;
}&lt;br /&gt;
}&lt;br /&gt;
			;Seeds&lt;br /&gt;
if SEEDS &amp;gt; 0&lt;br /&gt;
{&lt;br /&gt;
send {n}Rock nuts{Right}{Enter}&lt;br /&gt;
Send {NumpadAdd}&lt;br /&gt;
send {n}plump helmet spawn{Right}{Enter}&lt;br /&gt;
Send {NumpadAdd}&lt;br /&gt;
Send {NumpadAdd}&lt;br /&gt;
Send {NumpadAdd}&lt;br /&gt;
Send {NumpadAdd}&lt;br /&gt;
send {n}Pig tail Seeds{Right}{Enter}&lt;br /&gt;
Send {NumpadAdd}&lt;br /&gt;
&lt;br /&gt;
tmp := SEEDS - 1&lt;br /&gt;
loop %tmp%{&lt;br /&gt;
Send {NumpadAdd}&lt;br /&gt;
Send {NumpadAdd}&lt;br /&gt;
}&lt;br /&gt;
Send {up}&lt;br /&gt;
loop %tmp%{&lt;br /&gt;
Send {NumpadAdd}&lt;br /&gt;
Send {NumpadAdd}&lt;br /&gt;
Send {NumpadAdd}&lt;br /&gt;
Send {NumpadAdd}&lt;br /&gt;
Send {NumpadAdd}&lt;br /&gt;
}&lt;br /&gt;
Send {up}&lt;br /&gt;
loop %tmp%{&lt;br /&gt;
Send {NumpadAdd}&lt;br /&gt;
Send {NumpadAdd}&lt;br /&gt;
}&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
			;Anvils&lt;br /&gt;
if ANVILS &amp;gt; 0&lt;br /&gt;
{&lt;br /&gt;
Send {n}iron anvils{Right}{Enter}&lt;br /&gt;
tmp := ANVILS - 1&lt;br /&gt;
loop %tmp%{&lt;br /&gt;
	Send {NumpadAdd}&lt;br /&gt;
	Sleep %SLEEPTIME%&lt;br /&gt;
}&lt;br /&gt;
}&lt;br /&gt;
			;Drinks&lt;br /&gt;
if DRINKS &amp;gt; 0{&lt;br /&gt;
send {n}Dwarven ale{Right}{Enter}&lt;br /&gt;
send {n}Dwarven beer{Right}{Enter}&lt;br /&gt;
send {n}Dwarven wine{Right}{Enter}&lt;br /&gt;
send {n}Dwarven rum{Right}{Enter}&lt;br /&gt;
&lt;br /&gt;
tmp := DRINKS - 1&lt;br /&gt;
loop 4{&lt;br /&gt;
loop %tmp%{&lt;br /&gt;
Send {NumpadAdd}&lt;br /&gt;
}&lt;br /&gt;
Send {up}&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
return&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===A more modular approach===&lt;br /&gt;
Hit WIN+G to go once you are on the empty item screen&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#g::&lt;br /&gt;
;add an anvil&lt;br /&gt;
Additem(&amp;quot;iron anvils&amp;quot;,1)&lt;br /&gt;
;add 31 of the boozes (kind of iffy might end up with dwarven cheese or something if the civilization does not have 4 boozes)&lt;br /&gt;
Additem(&amp;quot;dw&amp;quot;,31)&lt;br /&gt;
Additem(&amp;quot;dw&amp;quot;,31)&lt;br /&gt;
Additem(&amp;quot;dw&amp;quot;,31)&lt;br /&gt;
Additem(&amp;quot;dw&amp;quot;,31)&lt;br /&gt;
;adds copper nuggets &lt;br /&gt;
Additem(&amp;quot;copper n&amp;quot;,5)&lt;br /&gt;
;adds cassiterite&lt;br /&gt;
Additem(&amp;quot;cass&amp;quot;,5)&lt;br /&gt;
;bitumous coal&lt;br /&gt;
Additem(&amp;quot;coal&amp;quot;,5)&lt;br /&gt;
;tower cap logs&lt;br /&gt;
Additem(&amp;quot;logs&amp;quot;,11)&lt;br /&gt;
return&lt;br /&gt;
&lt;br /&gt;
IsCurrentItemThere()&lt;br /&gt;
{&lt;br /&gt;
	;color of text in the new item screen 0xFFFF00(selected) or 0x808000 (unselected)&lt;br /&gt;
	;location of text in the new item screen 305, 150&lt;br /&gt;
	PixelSearch, , , 305, 150, 315, 160, 0x808000, 3,&lt;br /&gt;
	return !ErrorLevel&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
AddItem(name,amount)&lt;br /&gt;
{&lt;br /&gt;
	Sleep 100&lt;br /&gt;
	amount -= 1&lt;br /&gt;
	SetKeyDelay 150&lt;br /&gt;
	SendInput n&lt;br /&gt;
	SendInput %name%&lt;br /&gt;
	;MsgBox Name Check&lt;br /&gt;
	Sleep 200&lt;br /&gt;
	if IsCurrentItemThere() &lt;br /&gt;
	{&lt;br /&gt;
		Sleep 200&lt;br /&gt;
		SendInput {Right}&lt;br /&gt;
		SendInput {Enter}&lt;br /&gt;
		Sleep 200&lt;br /&gt;
		Loop&lt;br /&gt;
		{&lt;br /&gt;
			if amount &amp;lt;= 0 &lt;br /&gt;
			{&lt;br /&gt;
				break&lt;br /&gt;
			}&lt;br /&gt;
			SendInput {NumpadAdd}&lt;br /&gt;
			Sleep 10&lt;br /&gt;
			amount --&lt;br /&gt;
		}&lt;br /&gt;
		;MsgBox Done&lt;br /&gt;
	}&lt;br /&gt;
	else &lt;br /&gt;
	{&lt;br /&gt;
		SendInput {F9}&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Bed Assigning macro===&lt;br /&gt;
This will assign bedrooms to your dwarfs. Press F3 followed by a single digit indicating how many beds to assign. Can repeat the action, as the number of beds assigned is stored in a counter. Room size is default, but easily edited into the script. By [[User:Napsterbater|Napsterbater]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
bedcounter = 0&lt;br /&gt;
F3::&lt;br /&gt;
  Input, counter, L1&lt;br /&gt;
  SetKeyDelay, 100&lt;br /&gt;
  loop  %counter% {&lt;br /&gt;
    loop %bedcounter%&lt;br /&gt;
      send {Down}&lt;br /&gt;
    loop % A_Index - 1&lt;br /&gt;
      send {Down}&lt;br /&gt;
    send {q}{r}{Enter}{a}&lt;br /&gt;
    loop %bedcounter%&lt;br /&gt;
      send {NumPadAdd}&lt;br /&gt;
    loop % A_Index - 1&lt;br /&gt;
      send {NumPadAdd}&lt;br /&gt;
    send {NumPadAdd}{Enter}&lt;br /&gt;
    send {space}{r}&lt;br /&gt;
  }&lt;br /&gt;
  bedcounter += counter&lt;br /&gt;
return&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Room-designation macros===&lt;br /&gt;
&lt;br /&gt;
====Valdemar's Designator Macro====&lt;br /&gt;
This macro can read a spreadsheet and designate rooms according to it. [http://www.bay12games.com/forum/index.php?topic=1428.0 Version 1]&lt;br /&gt;
&lt;br /&gt;
Version 2 of this macro apparently only works in versions up to and including 38c &amp;lt;sup&amp;gt;[[verify]]&amp;lt;/sup&amp;gt;, and can be found here: [http://www.bay12games.com/forum/index.php?topic=1890.0 Version 2]&lt;br /&gt;
&lt;br /&gt;
====Fedor's chambered circle====&lt;br /&gt;
A circular room with eight equal-sized chambers, suitable for everything from housing to workshops to a mausoleum.&amp;lt;br&amp;gt;&lt;br /&gt;
[http://mkv25.net/dfma/movie-216-room-designationmacro01 See this macro in action]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Macros_and_Keymaps_Examples#Room-designation Macro 01|Macro text]]&lt;br /&gt;
&lt;br /&gt;
====Valdemar's bedroom complex====&lt;br /&gt;
A large fractal bedroom/dining complex, with 56 bedrooms and room for 24 tables.&lt;br /&gt;
&lt;br /&gt;
You can press Alt-B to create a bedroom block, or Alt-C to create a full complex with 4 bedroom blocks and a dining block in the center.&lt;br /&gt;
&lt;br /&gt;
Note - the macro is much faster than the demo movie shows, it is done in under a minute.&lt;br /&gt;
&lt;br /&gt;
[http://mkv25.net/dfma/movie-252 Demo Movie]&lt;br /&gt;
&lt;br /&gt;
[http://www.pindi.us/files/fractalbr.zip Download]&lt;br /&gt;
&lt;br /&gt;
====Tulip's room macros====&lt;br /&gt;
Based on [[Bedroom_design|the bedroom designs.]]&lt;br /&gt;
&lt;br /&gt;
^g means alt+g, !g means ctrl+g, and so on.&lt;br /&gt;
Open up the designations window before using these:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
; This will make a basic 'x' pattern workshop/room layout&lt;br /&gt;
; and will 'land' back on the same tile it starts on each time,&lt;br /&gt;
; which happens to be the center.&lt;br /&gt;
; It is modified so that you will have 3 staircases, and an extra tile&lt;br /&gt;
; because many workshops do not have corner access.&lt;br /&gt;
!r::&lt;br /&gt;
Send di2{enter}88{enter}4d{enter}4{enter}67{enter}77{enter}66666666&lt;br /&gt;
Send {enter}11{enter}1{enter}6{enter}114{enter}4{enter}2{enter}11{enter}&lt;br /&gt;
Send 66666666{enter}77{enter}7{enter}6{enter}74&lt;br /&gt;
return&lt;br /&gt;
&lt;br /&gt;
; This makes GnomeChomsky's Tessellated Apartments, bedrooms only.&lt;br /&gt;
; Your cursor will be over the left staircase.&lt;br /&gt;
!g::&lt;br /&gt;
Send i999866{enter}{enter}33332{enter}{enter}11114{enter}{enter}&lt;br /&gt;
Send d3{enter}22{enter}4{enter}{enter}&lt;br /&gt;
Send 78{enter}44{enter}8{enter}{enter}&lt;br /&gt;
Send 96{enter}88{enter}6{enter}{enter}	&lt;br /&gt;
Send 32{enter}66{enter}2{enter}{enter}&lt;br /&gt;
Send 96{enter}{enter}6{enter}88{enter}&lt;br /&gt;
Send 96{enter}{enter}8{enter}44{enter}&lt;br /&gt;
Send 1444{enter}{enter}2{enter}66{enter}&lt;br /&gt;
Send 88{enter}88{enter}6{enter}{enter}&lt;br /&gt;
Send 78{enter}{enter}8{enter}44{enter}&lt;br /&gt;
Send 78{enter}{enter}4{enter}22{enter}&lt;br /&gt;
Send 14{enter}{enter}2{enter}66{enter}&lt;br /&gt;
Send 66{enter}22{enter}4{enter}{enter}&lt;br /&gt;
Send 14{enter}{enter}8{enter}44{enter}&lt;br /&gt;
Send 78{enter}{enter}4{enter}22{enter}&lt;br /&gt;
Send 14{enter}{enter}2{enter}66{enter}&lt;br /&gt;
Send 32{enter}{enter}6{enter}88{enter}7i{enter}{enter}&lt;br /&gt;
return&lt;br /&gt;
&lt;br /&gt;
; This makes GnomeChomsky's Tessellated Apartments, bedrooms plus dining.&lt;br /&gt;
; Everything above applies.&lt;br /&gt;
^g::&lt;br /&gt;
Send i{enter}{enter}999866{enter}{enter}33332{enter}{enter}11114{enter}{enter}d&lt;br /&gt;
Send 444{enter}{enter}2{enter}66{enter}&lt;br /&gt;
Send 32{enter}{enter}6{enter}88{enter}&lt;br /&gt;
Send 9966{enter}{enter}6{enter}88{enter}&lt;br /&gt;
Send 96{enter}{enter}8{enter}44{enter}&lt;br /&gt;
Send 7788{enter}{enter}8{enter}44{enter}&lt;br /&gt;
Send 78{enter}{enter}4{enter}22{enter}&lt;br /&gt;
Send 1144{enter}{enter}4{enter}22{enter}&lt;br /&gt;
Send 14{enter}{enter}2{enter}66{enter}&lt;br /&gt;
Send 36{enter}8886666666{enter}&lt;br /&gt;
Send 9{enter}4444444{enter}&lt;br /&gt;
Send 8{enter}6666{enter}744{enter}{enter}&lt;br /&gt;
Send 222222441{enter}6666666{enter}&lt;br /&gt;
Send {enter}22{enter}8{enter}4444{enter}&lt;br /&gt;
Send 7778&lt;br /&gt;
return&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
; This makes THLawrence's Living Pods (the A is for Arabia).&lt;br /&gt;
; Put your cursor where you want the upper left staircase to be.&lt;br /&gt;
; Like my other scripts, it recenters on that tile.&lt;br /&gt;
; Also, thank you THLawrence, this one was really easy write!&lt;br /&gt;
!a::&lt;br /&gt;
Send i{enter}{enter}d7{enter}7{enter}666{enter}3{enter}22{enter}1{enter}44{enter}7{enter}&lt;br /&gt;
Send 96666666&lt;br /&gt;
Send i{enter}{enter}d7{enter}7{enter}666{enter}3{enter}22{enter}1{enter}44{enter}7{enter}&lt;br /&gt;
Send 33222&lt;br /&gt;
Send i{enter}{enter}d7{enter}7{enter}666{enter}3{enter}22{enter}1{enter}44{enter}7{enter}&lt;br /&gt;
Send 7444&lt;br /&gt;
Send i{enter}{enter}d7{enter}7{enter}666{enter}3{enter}22{enter}1{enter}44{enter}7{enter}&lt;br /&gt;
Send 9988888&lt;br /&gt;
return&lt;br /&gt;
&lt;br /&gt;
; This makes the lobby for THLawrence's Living pods.&lt;br /&gt;
^a::&lt;br /&gt;
Send i{enter}{enter}d7{enter}7{enter}666{enter}3{enter}66{enter}9{enter}66{enter}3{enter}41i{enter}{enter}&lt;br /&gt;
Send 36d{enter}1444444{enter}&lt;br /&gt;
Send 74{enter}1{enter}22{enter}3{enter}3i{enter}{enter}d1{enter}1{enter}666{enter}9{enter}&lt;br /&gt;
Send 66{enter}3{enter}66{enter}9{enter}88{enter}7{enter}74{enter}1144{enter}&lt;br /&gt;
Send 36666i{enter}{enter}777777&lt;br /&gt;
return&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====LordGrunt's room macro====&lt;br /&gt;
Based on 1 of the fractal [[Bedroom_design| bedroom designs.]]&lt;br /&gt;
&lt;br /&gt;
[http://mkv25.net/dfma/movie-1226-fractalbedrooms Demo Movie]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
;&lt;br /&gt;
; Fractal Apts&lt;br /&gt;
; Start script while in 'dig' mode with cursor on desired position of left up staircase&lt;br /&gt;
;&lt;br /&gt;
; ALT+G to generate,&lt;br /&gt;
; CTRL+ALT+G to erase in case of failure&lt;br /&gt;
;&lt;br /&gt;
     &lt;br /&gt;
!g::&lt;br /&gt;
base_cross()&lt;br /&gt;
sleep 100&lt;br /&gt;
mid_sqr()&lt;br /&gt;
sleep 100&lt;br /&gt;
corridors()&lt;br /&gt;
sleep 100&lt;br /&gt;
all_rooms()&lt;br /&gt;
return&lt;br /&gt;
&lt;br /&gt;
base_cross()&lt;br /&gt;
{&lt;br /&gt;
Send i{ENTER}3{ENTER}&lt;br /&gt;
Send d1{ENTER}6{SHIFT}+2{SHIFT}+2{SHIFT}+2{SHIFT}+28{ENTER}&lt;br /&gt;
Send d{SHIFT}+8{SHIFT}+8{SHIFT}+8{SHIFT}+888{ENTER}4{SHIFT}+8{SHIFT}+8{SHIFT}+8{SHIFT}+82{ENTER}&lt;br /&gt;
Send d{SHIFT}+2{SHIFT}+2{SHIFT}+2{SHIFT}+24{ENTER}2{SHIFT}+4{SHIFT}+4{SHIFT}+4{SHIFT}+46{ENTER}&lt;br /&gt;
Send d{SHIFT}+6{SHIFT}+6{SHIFT}+6{SHIFT}+666{ENTER}8{SHIFT}+6{SHIFT}+6{SHIFT}+6{SHIFT}+64{ENTER}&lt;br /&gt;
Send d{SHIFT}+4{SHIFT}+4{SHIFT}+4{SHIFT}+4474{SHIFT}+8{SHIFT}+888888{ENTER}66666{SHIFT}+2{SHIFT}+2{SHIFT}+2{SHIFT}+2{SHIFT}+2222{ENTER}8&lt;br /&gt;
Send d{SHIFT}+8{SHIFT}+88884488888{SHIFT}+6{SHIFT}+6666666{ENTER}22222{SHIFT}+4{SHIFT}+4{SHIFT}+4{SHIFT}+4{SHIFT}+4444{ENTER}6&lt;br /&gt;
}&lt;br /&gt;
mid_sqr()&lt;br /&gt;
{&lt;br /&gt;
Send d{SHIFT}+3666&lt;br /&gt;
send d{ENTER}{SHIFT}+9{SHIFT}+999999{ENTER}1{ENTER}9999{ENTER}9{ENTER}111{ENTER}&lt;br /&gt;
send d{SHIFT}+1{SHIFT}+1{SHIFT}+1{ENTER}999{ENTER}99{ENTER}1111{ENTER}99&lt;br /&gt;
send d{SHIFT}+8{SHIFT}+8{SHIFT}+8444{ENTER}333{ENTER}33{ENTER}7777{ENTER}&lt;br /&gt;
send d{SHIFT}+3{SHIFT}+3{SHIFT}+37{ENTER}333{ENTER}7{ENTER}7777{ENTER}&lt;br /&gt;
}&lt;br /&gt;
corridors()&lt;br /&gt;
{&lt;br /&gt;
send d{SHIFT}+7{SHIFT}+7{SHIFT}+7999{ENTER}{SHIFT}+6{SHIFT}+6{SHIFT}+66{ENTER}&lt;br /&gt;
send d333333{ENTER}{SHIFT}+2{SHIFT}+2{SHIFT}+22{ENTER}&lt;br /&gt;
send d111111{ENTER}{SHIFT}+4{SHIFT}+4{SHIFT}+44{ENTER}&lt;br /&gt;
send d777777{ENTER}{SHIFT}+8{SHIFT}+8{SHIFT}+88{ENTER}&lt;br /&gt;
sleep 100&lt;br /&gt;
send d3333222{ENTER}{SHIFT}+466{ENTER}&lt;br /&gt;
send d{SHIFT}+2{SHIFT}+2888{ENTER}{SHIFT}+644{ENTER}&lt;br /&gt;
send d{SHIFT}+9{SHIFT}+9{SHIFT}+6{SHIFT}+6333&lt;br /&gt;
send d{ENTER}{SHIFT}+466{ENTER}&lt;br /&gt;
send d{SHIFT}+2{SHIFT}+2888{ENTER}{SHIFT}+644{ENTER}&lt;br /&gt;
sleep 100&lt;br /&gt;
send d{SHIFT}+4{SHIFT}+1966&lt;br /&gt;
send d{ENTER}{SHIFT}+288{ENTER}&lt;br /&gt;
send d{SHIFT}+4{SHIFT}+4666{ENTER}{SHIFT}+822{ENTER}&lt;br /&gt;
sleep 100&lt;br /&gt;
send d{SHIFT}+9{SHIFT}+9{SHIFT}+8{SHIFT}+8777&lt;br /&gt;
send d{ENTER}{SHIFT}+288{ENTER}&lt;br /&gt;
send d{SHIFT}+4{SHIFT}+4666{ENTER}{SHIFT}+822{ENTER}&lt;br /&gt;
sleep 100&lt;br /&gt;
send d999988{ENTER}{SHIFT}+64{ENTER}&lt;br /&gt;
send d{SHIFT}+3{SHIFT}+3{SHIFT}+3777{ENTER}{SHIFT}+28{ENTER}&lt;br /&gt;
send d{SHIFT}+1{SHIFT}+1{SHIFT}+1999{ENTER}{SHIFT}+46{ENTER}&lt;br /&gt;
send d{SHIFT}+7{SHIFT}+7{SHIFT}+7333{ENTER}{SHIFT}+82{ENTER}&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
rooms_up()&lt;br /&gt;
{&lt;br /&gt;
send d78{ENTER}96{ENTER}&lt;br /&gt;
send d223{ENTER}32{ENTER}&lt;br /&gt;
send d44444{ENTER}87{ENTER}&lt;br /&gt;
send d63{ENTER}{ENTER}98{ENTER}{ENTER}23{ENTER}{ENTER}7&lt;br /&gt;
}&lt;br /&gt;
rooms_down()&lt;br /&gt;
{&lt;br /&gt;
send d32{ENTER}14{ENTER}&lt;br /&gt;
send d887{ENTER}78{ENTER}&lt;br /&gt;
send d66666{ENTER}32{ENTER}&lt;br /&gt;
send d74{ENTER}{ENTER}21{ENTER}{ENTER}78{ENTER}{ENTER}3&lt;br /&gt;
}&lt;br /&gt;
rooms_left()&lt;br /&gt;
{&lt;br /&gt;
send d14{ENTER}87{ENTER}&lt;br /&gt;
send d996{ENTER}63{ENTER}&lt;br /&gt;
send d2222{ENTER}41{ENTER}&lt;br /&gt;
send d98{ENTER}{ENTER}47{ENTER}{ENTER}96{ENTER}{ENTER}1&lt;br /&gt;
}&lt;br /&gt;
rooms_right()&lt;br /&gt;
{&lt;br /&gt;
send d96{ENTER}32{ENTER}&lt;br /&gt;
send d114{ENTER}47{ENTER}&lt;br /&gt;
send d8888{ENTER}96{ENTER}&lt;br /&gt;
send d21{ENTER}{ENTER}63{ENTER}{ENTER}14{ENTER}{ENTER}9&lt;br /&gt;
}&lt;br /&gt;
;======= WIDE&lt;br /&gt;
rooms_upw()&lt;br /&gt;
{&lt;br /&gt;
send d78{ENTER}966{ENTER}&lt;br /&gt;
send d223{ENTER}32{ENTER}&lt;br /&gt;
send d444444{ENTER}87{ENTER}&lt;br /&gt;
send d63{ENTER}{ENTER}98{ENTER}6{ENTER}23{ENTER}{ENTER}74&lt;br /&gt;
}&lt;br /&gt;
rooms_downw()&lt;br /&gt;
{&lt;br /&gt;
send d32{ENTER}144{ENTER}&lt;br /&gt;
send d887{ENTER}78{ENTER}&lt;br /&gt;
send d666666{ENTER}32{ENTER}&lt;br /&gt;
send d74{ENTER}{ENTER}21{ENTER}4{ENTER}78{ENTER}{ENTER}36&lt;br /&gt;
}&lt;br /&gt;
rooms_leftw()&lt;br /&gt;
{&lt;br /&gt;
send d14{ENTER}887{ENTER}&lt;br /&gt;
send d996{ENTER}63{ENTER}&lt;br /&gt;
send d22222{ENTER}41{ENTER}&lt;br /&gt;
send d98{ENTER}{ENTER}47{ENTER}8{ENTER}96{ENTER}{ENTER}12&lt;br /&gt;
}&lt;br /&gt;
rooms_rightw()&lt;br /&gt;
{&lt;br /&gt;
send d96{ENTER}322{ENTER}&lt;br /&gt;
send d114{ENTER}47{ENTER}&lt;br /&gt;
send d88888{ENTER}96{ENTER}&lt;br /&gt;
send d21{ENTER}{ENTER}63{ENTER}2{ENTER}14{ENTER}{ENTER}98&lt;br /&gt;
}&lt;br /&gt;
;============&lt;br /&gt;
rooms3up()&lt;br /&gt;
{&lt;br /&gt;
send d8888888&lt;br /&gt;
rooms_up()&lt;br /&gt;
send d1111222&lt;br /&gt;
rooms_left()&lt;br /&gt;
send d66666666&lt;br /&gt;
rooms_right()&lt;br /&gt;
send d4444&lt;br /&gt;
}&lt;br /&gt;
rooms3down()&lt;br /&gt;
{&lt;br /&gt;
send d2222222&lt;br /&gt;
rooms_down()&lt;br /&gt;
send d7777888&lt;br /&gt;
rooms_left()&lt;br /&gt;
send d66666666&lt;br /&gt;
rooms_right()&lt;br /&gt;
send d4444&lt;br /&gt;
}&lt;br /&gt;
rooms3left()&lt;br /&gt;
{&lt;br /&gt;
send d4444444&lt;br /&gt;
rooms_left()&lt;br /&gt;
send d9999666&lt;br /&gt;
rooms_up()&lt;br /&gt;
send d22222222&lt;br /&gt;
rooms_down()&lt;br /&gt;
send d8888&lt;br /&gt;
}&lt;br /&gt;
rooms3right()&lt;br /&gt;
{&lt;br /&gt;
send d6666666&lt;br /&gt;
rooms_right()&lt;br /&gt;
send d7777444&lt;br /&gt;
rooms_up()&lt;br /&gt;
send d22222222&lt;br /&gt;
rooms_down()&lt;br /&gt;
send d8888&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
;==========&lt;br /&gt;
all_rooms()&lt;br /&gt;
{&lt;br /&gt;
;left wide:&lt;br /&gt;
rooms_up()&lt;br /&gt;
send d222222222&lt;br /&gt;
rooms_down()&lt;br /&gt;
send d7777444&lt;br /&gt;
rooms_leftw()&lt;br /&gt;
;bottom wide:&lt;br /&gt;
send d{SHIFT}+3{SHIFT}+3{SHIFT}+3{SHIFT}+378&lt;br /&gt;
rooms_downw()&lt;br /&gt;
send d9999888&lt;br /&gt;
rooms_right()&lt;br /&gt;
send d444444444&lt;br /&gt;
rooms_left()&lt;br /&gt;
;right wide:&lt;br /&gt;
send d{SHIFT}+9{SHIFT}+9{SHIFT}+999{SHIFT}+66&lt;br /&gt;
rooms_rightw()&lt;br /&gt;
send d7777444&lt;br /&gt;
rooms_up()&lt;br /&gt;
send d222222222&lt;br /&gt;
rooms_down()&lt;br /&gt;
;top wide&lt;br /&gt;
send d{SHIFT}+7{SHIFT}+7{SHIFT}+777{SHIFT}+88&lt;br /&gt;
rooms_upw()&lt;br /&gt;
send d1111222&lt;br /&gt;
rooms_left()&lt;br /&gt;
send d666666666&lt;br /&gt;
rooms_right()&lt;br /&gt;
;remainin 9-room chambers&lt;br /&gt;
send d{SHIFT}+26666&lt;br /&gt;
rooms3right()&lt;br /&gt;
send d{SHIFT}+4{SHIFT}+4666&lt;br /&gt;
rooms3left()&lt;br /&gt;
send d{SHIFT}+1111&lt;br /&gt;
rooms3up()&lt;br /&gt;
send d{SHIFT}+2{SHIFT}+2888&lt;br /&gt;
rooms3down()&lt;br /&gt;
send d{SHIFT}+3333&lt;br /&gt;
rooms3left()&lt;br /&gt;
send d{SHIFT}+6{SHIFT}+6444&lt;br /&gt;
rooms3right()&lt;br /&gt;
send d{SHIFT}+9999&lt;br /&gt;
rooms3down()&lt;br /&gt;
send d{SHIFT}+8{SHIFT}+8222&lt;br /&gt;
rooms3up()&lt;br /&gt;
;send d{SHIFT}+7777&lt;br /&gt;
;rooms3right()&lt;br /&gt;
;send d{SHIFT}+2{SHIFT}+4666&lt;br /&gt;
;rooms3left()&lt;br /&gt;
send d1111144499{ENTER}{SHIFT}+1{SHIFT}+4{SHIFT}+41{ENTER}&lt;br /&gt;
send d77444444444{ENTER}8888888{SHIFT}+6{SHIFT}+6{SHIFT}+6{SHIFT}+6{SHIFT}+6666{ENTER}&lt;br /&gt;
send d{SHIFT}+7{SHIFT}+487{ENTER}{SHIFT}+1{SHIFT}+2{SHIFT}+21{ENTER}&lt;br /&gt;
send d33222222222{ENTER}6666666{SHIFT}+8{SHIFT}+8{SHIFT}+8{SHIFT}+8{SHIFT}+8888{ENTER}&lt;br /&gt;
send d{SHIFT}+2{SHIFT}+2221111&lt;br /&gt;
send i{ENTER}3{ENTER}7&lt;br /&gt;
deco()&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
deco()&lt;br /&gt;
{&lt;br /&gt;
send x77774{ENTER}{ENTER}9{ENTER}{ENTER}6669{ENTER}6{ENTER}3666{ENTER}{ENTER}3{ENTER}{ENTER}&lt;br /&gt;
send x2223{ENTER}2{ENTER}1222{ENTER}{ENTER}1{ENTER}{ENTER}1444{ENTER}4{ENTER}4447&lt;br /&gt;
send x{ENTER}{ENTER}7{ENTER}{ENTER}7888{ENTER}8{ENTER}666666&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
; CTRL+ALT+G to erase all&lt;br /&gt;
!^g::&lt;br /&gt;
send x{SHIFT}+1{SHIFT}+1{SHIFT}+1{SHIFT}+1{SHIFT}+1{ENTER}{SHIFT}+9{SHIFT}+9{SHIFT}+9{SHIFT}+9{SHIFT}+9{SHIFT}+9{SHIFT}+9{SHIFT}+9{SHIFT}+9{SHIFT}+9{ENTER}{SHIFT}+1{SHIFT}+1{SHIFT}+1{SHIFT}+1{SHIFT}+1&lt;br /&gt;
return&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Pyrofyr's room macro====&lt;br /&gt;
Based on Palin88's Apartment design based on Raynard's Fractal Design.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
/************************************&lt;br /&gt;
*Macro by Pyrofyr for Room Design   *&lt;br /&gt;
*Press Ctrl+Alt+D to start the Macro*&lt;br /&gt;
************************************/&lt;br /&gt;
^!d::&lt;br /&gt;
send d&lt;br /&gt;
tehLoop(18,&amp;quot;{NumPadUp}&amp;quot;)&lt;br /&gt;
tehLoop(18,&amp;quot;{NumPadLeft}&amp;quot;)&lt;br /&gt;
directions()&lt;br /&gt;
tehLoop(18,&amp;quot;{NumPadRight}&amp;quot;)&lt;br /&gt;
directions()&lt;br /&gt;
tehLoop(18,&amp;quot;{NumPadLeft}&amp;quot;)&lt;br /&gt;
tehLoop(18,&amp;quot;{NumPadDown}&amp;quot;)&lt;br /&gt;
directions()&lt;br /&gt;
tehLoop(18,&amp;quot;{NumPadRight}&amp;quot;)&lt;br /&gt;
directions()&lt;br /&gt;
middle()&lt;br /&gt;
stairs()&lt;br /&gt;
&lt;br /&gt;
directions()&lt;br /&gt;
{&lt;br /&gt;
	send {Enter}&lt;br /&gt;
	tehLoop(18,&amp;quot;{NumPadRight}&amp;quot;)&lt;br /&gt;
	send {Enter}&lt;br /&gt;
	send {Enter}&lt;br /&gt;
	tehLoop(18,&amp;quot;{NumPadDown}&amp;quot;)&lt;br /&gt;
	send {Enter}&lt;br /&gt;
	send {Enter}&lt;br /&gt;
	tehLoop(18,&amp;quot;{NumPadLeft}&amp;quot;)&lt;br /&gt;
	send {Enter}&lt;br /&gt;
	send {Enter}&lt;br /&gt;
	tehLoop(18,&amp;quot;{NumPadUp}&amp;quot;)&lt;br /&gt;
	send {Enter}&lt;br /&gt;
	send {Enter}&lt;br /&gt;
	tehLoop(1,&amp;quot;{NumPadRight}&amp;quot;)&lt;br /&gt;
	tehLoop(2,&amp;quot;{NumPadDown}&amp;quot;)&lt;br /&gt;
	send {Enter}&lt;br /&gt;
	tehLoop(6,&amp;quot;{NumPadDown}&amp;quot;)&lt;br /&gt;
	send {Enter}&lt;br /&gt;
	tehLoop(2,&amp;quot;{NumPadDown}&amp;quot;)&lt;br /&gt;
	tehLoop(1,&amp;quot;{NumPadRight}&amp;quot;)&lt;br /&gt;
	send {Enter}&lt;br /&gt;
	tehLoop(1,&amp;quot;{NumPadLeft}&amp;quot;)&lt;br /&gt;
	tehLoop(6,&amp;quot;{NumPadDown}&amp;quot;)&lt;br /&gt;
	send {Enter}&lt;br /&gt;
	tehLoop(1,&amp;quot;{NumPadDown}&amp;quot;)&lt;br /&gt;
	send {Enter}&lt;br /&gt;
	tehLoop(6,&amp;quot;{NumPadRight}&amp;quot;)&lt;br /&gt;
	send {Enter}&lt;br /&gt;
	tehLoop(4,&amp;quot;{NumPadRight}&amp;quot;)&lt;br /&gt;
	send {Enter}&lt;br /&gt;
	tehLoop(6,&amp;quot;{NumPadRight}&amp;quot;)&lt;br /&gt;
	send {Enter}&lt;br /&gt;
	tehLoop(1,&amp;quot;{NumPadUp}&amp;quot;)&lt;br /&gt;
	send {Enter}&lt;br /&gt;
	tehLoop(6,&amp;quot;{NumPadUp}&amp;quot;)&lt;br /&gt;
	send {Enter}&lt;br /&gt;
	tehLoop(2,&amp;quot;{NumPadUp}&amp;quot;)&lt;br /&gt;
	tehLoop(1,&amp;quot;{NumPadLeft}&amp;quot;)&lt;br /&gt;
	send {Enter}&lt;br /&gt;
	tehLoop(1,&amp;quot;{NumPadRight}&amp;quot;)&lt;br /&gt;
	tehLoop(6,&amp;quot;{NumPadUp}&amp;quot;)&lt;br /&gt;
	send {Enter}&lt;br /&gt;
	tehLoop(1,&amp;quot;{NumPadUp}&amp;quot;)&lt;br /&gt;
	send {Enter}&lt;br /&gt;
	tehLoop(6,&amp;quot;{NumPadLeft}&amp;quot;)&lt;br /&gt;
	send {Enter}&lt;br /&gt;
	tehLoop(4,&amp;quot;{NumPadLeft}&amp;quot;)&lt;br /&gt;
	send {Enter}&lt;br /&gt;
	tehLoop(2,&amp;quot;{NumPadRight}&amp;quot;)&lt;br /&gt;
	send {Enter}&lt;br /&gt;
	tehLoop(6,&amp;quot;{NumPadDown}&amp;quot;)&lt;br /&gt;
	send {Enter}&lt;br /&gt;
	tehLoop(1,&amp;quot;{NumPadRight}&amp;quot;)&lt;br /&gt;
	send {Enter}&lt;br /&gt;
	tehLoop(4,&amp;quot;{NumPadDown}&amp;quot;)&lt;br /&gt;
	tehLoop(2,&amp;quot;{NumPadLeft}&amp;quot;)&lt;br /&gt;
	send {Enter}&lt;br /&gt;
	tehLoop(1,&amp;quot;{NumPadRight}&amp;quot;)&lt;br /&gt;
	send {Enter}&lt;br /&gt;
	tehLoop(6,&amp;quot;{NumPadDown}&amp;quot;)&lt;br /&gt;
	send {Enter}&lt;br /&gt;
	tehLoop(8,&amp;quot;{NumPadUp}&amp;quot;)&lt;br /&gt;
	tehLoop(6,&amp;quot;{NumPadLeft}&amp;quot;)&lt;br /&gt;
	send {Enter}&lt;br /&gt;
	tehLoop(14,&amp;quot;{NumPadRight}&amp;quot;)&lt;br /&gt;
	send {Enter}&lt;br /&gt;
	tehLoop(4,&amp;quot;{NumPadDown}&amp;quot;)&lt;br /&gt;
	send {Enter}&lt;br /&gt;
	tehLoop(2,&amp;quot;{NumPadLeft}&amp;quot;)&lt;br /&gt;
	send {Enter}&lt;br /&gt;
	tehLoop(1,&amp;quot;{NumPadDown}&amp;quot;)&lt;br /&gt;
	tehLoop(3,&amp;quot;{NumPadLeft}&amp;quot;)&lt;br /&gt;
	send {Enter}&lt;br /&gt;
	tehLoop(6,&amp;quot;{NumPadLeft}&amp;quot;)&lt;br /&gt;
	send {Enter}&lt;br /&gt;
	tehLoop(1,&amp;quot;{NumPadUp}&amp;quot;)&lt;br /&gt;
	tehLoop(3,&amp;quot;{NumPadLeft}&amp;quot;)&lt;br /&gt;
	send {Enter}&lt;br /&gt;
	tehLoop(2,&amp;quot;{NumPadLeft}&amp;quot;)&lt;br /&gt;
	send {Enter}&lt;br /&gt;
	tehLoop(3,&amp;quot;{NumPadDown}&amp;quot;)&lt;br /&gt;
	tehLoop(2,&amp;quot;{NumPadRight}&amp;quot;)&lt;br /&gt;
	send {Enter}&lt;br /&gt;
	tehLoop(2,&amp;quot;{NumPadRight}&amp;quot;)&lt;br /&gt;
	send {Enter}&lt;br /&gt;
	tehLoop(8,&amp;quot;{NumPadRight}&amp;quot;)&lt;br /&gt;
	send {Enter}&lt;br /&gt;
	tehLoop(2,&amp;quot;{NumPadRight}&amp;quot;)&lt;br /&gt;
	send {Enter}&lt;br /&gt;
	tehLoop(5,&amp;quot;{NumPadUp}&amp;quot;)&lt;br /&gt;
	tehLoop(1,&amp;quot;{NumPadLeft}&amp;quot;)&lt;br /&gt;
	send {Enter}&lt;br /&gt;
	tehLoop(2,&amp;quot;{NumPadLeft}&amp;quot;)&lt;br /&gt;
	send {Enter}&lt;br /&gt;
	tehLoop(6,&amp;quot;{NumPadLeft}&amp;quot;)&lt;br /&gt;
	send {Enter}&lt;br /&gt;
	tehLoop(2,&amp;quot;{NumPadLeft}&amp;quot;)&lt;br /&gt;
	send {Enter}&lt;br /&gt;
	tehLoop(4,&amp;quot;{NumPadUp}&amp;quot;)&lt;br /&gt;
	send {Enter}&lt;br /&gt;
	tehLoop(2,&amp;quot;{NumPadRight}&amp;quot;)&lt;br /&gt;
	send {Enter}&lt;br /&gt;
	tehLoop(6,&amp;quot;{NumPadRight}&amp;quot;)&lt;br /&gt;
	send {Enter}&lt;br /&gt;
	tehLoop(2,&amp;quot;{NumPadRight}&amp;quot;)&lt;br /&gt;
	send {Enter}&lt;br /&gt;
	tehLoop(3,&amp;quot;{NumPadRight}&amp;quot;)&lt;br /&gt;
	tehLoop(2,&amp;quot;{NumPadUp}&amp;quot;)&lt;br /&gt;
	send {Enter}&lt;br /&gt;
	tehLoop(2,&amp;quot;{NumPadLeft}&amp;quot;)&lt;br /&gt;
	send {Enter}&lt;br /&gt;
	tehLoop(1,&amp;quot;{NumPadUp}&amp;quot;)&lt;br /&gt;
	tehLoop(3,&amp;quot;{NumPadLeft}&amp;quot;)&lt;br /&gt;
	send {Enter}&lt;br /&gt;
	tehLoop(6,&amp;quot;{NumPadLeft}&amp;quot;)&lt;br /&gt;
	send {Enter}&lt;br /&gt;
	tehLoop(1,&amp;quot;{NumPadDown}&amp;quot;)&lt;br /&gt;
	tehLoop(3,&amp;quot;{NumPadLeft}&amp;quot;)&lt;br /&gt;
	send {Enter}&lt;br /&gt;
	tehLoop(2,&amp;quot;{NumPadLeft}&amp;quot;)&lt;br /&gt;
	send {Enter}&lt;br /&gt;
	tehLoop(3,&amp;quot;{NumPadUp}&amp;quot;)&lt;br /&gt;
	tehLoop(2,&amp;quot;{NumPadRight}&amp;quot;)&lt;br /&gt;
	send {Enter}&lt;br /&gt;
	tehLoop(2,&amp;quot;{NumPadRight}&amp;quot;)&lt;br /&gt;
	send {Enter}&lt;br /&gt;
	tehLoop(8,&amp;quot;{NumPadRight}&amp;quot;)&lt;br /&gt;
	send {Enter}&lt;br /&gt;
	tehLoop(2,&amp;quot;{NumPadRight}&amp;quot;)&lt;br /&gt;
	send {Enter}&lt;br /&gt;
	tehLoop(1,&amp;quot;{NumPadRight}&amp;quot;)&lt;br /&gt;
	tehLoop(2,&amp;quot;{NumPadDown}&amp;quot;)&lt;br /&gt;
	send {Enter}&lt;br /&gt;
	tehLoop(2,&amp;quot;{NumPadDown}&amp;quot;)&lt;br /&gt;
	send {Enter}&lt;br /&gt;
	tehLoop(6,&amp;quot;{NumPadDown}&amp;quot;)&lt;br /&gt;
	send {Enter}&lt;br /&gt;
	tehLoop(2,&amp;quot;{NumPadDown}&amp;quot;)&lt;br /&gt;
	send {Enter}&lt;br /&gt;
	tehLoop(3,&amp;quot;{NumPadDown}&amp;quot;)&lt;br /&gt;
	tehLoop(2,&amp;quot;{NumPadLeft}&amp;quot;)&lt;br /&gt;
	send {Enter}&lt;br /&gt;
	tehLoop(2,&amp;quot;{NumPadUp}&amp;quot;)&lt;br /&gt;
	send {Enter}&lt;br /&gt;
	tehLoop(1,&amp;quot;{NumPadLeft}&amp;quot;)&lt;br /&gt;
	tehLoop(3,&amp;quot;{NumPadUp}&amp;quot;)&lt;br /&gt;
	send {Enter}&lt;br /&gt;
	tehLoop(6,&amp;quot;{NumPadUp}&amp;quot;)&lt;br /&gt;
	send {Enter}&lt;br /&gt;
	tehLoop(1,&amp;quot;{NumPadRight}&amp;quot;)&lt;br /&gt;
	tehLoop(3,&amp;quot;{NumPadUp}&amp;quot;)&lt;br /&gt;
	send {Enter}&lt;br /&gt;
	tehLoop(2,&amp;quot;{NumPadUp}&amp;quot;)&lt;br /&gt;
	send {Enter}&lt;br /&gt;
	tehLoop(3,&amp;quot;{NumPadLeft}&amp;quot;)&lt;br /&gt;
	tehLoop(2,&amp;quot;{NumPadDown}&amp;quot;)&lt;br /&gt;
	send {Enter}&lt;br /&gt;
	tehLoop(2,&amp;quot;{NumPadDown}&amp;quot;)&lt;br /&gt;
	send {Enter}&lt;br /&gt;
	tehLoop(8,&amp;quot;{NumPadDown}&amp;quot;)&lt;br /&gt;
	send {Enter}&lt;br /&gt;
	tehLoop(2,&amp;quot;{NumPadDown}&amp;quot;)&lt;br /&gt;
	send {Enter}&lt;br /&gt;
	tehLoop(4,&amp;quot;{NumPadLeft}&amp;quot;)&lt;br /&gt;
	send {Enter}&lt;br /&gt;
	tehLoop(2,&amp;quot;{NumPadUp}&amp;quot;)&lt;br /&gt;
	send {Enter}&lt;br /&gt;
	tehLoop(8,&amp;quot;{NumPadUp}&amp;quot;)&lt;br /&gt;
	send {Enter}&lt;br /&gt;
	tehLoop(2,&amp;quot;{NumPadUp}&amp;quot;)&lt;br /&gt;
	send {Enter}&lt;br /&gt;
	tehLoop(2,&amp;quot;{NumPadUp}&amp;quot;)&lt;br /&gt;
	tehLoop(3,&amp;quot;{NumPadLeft}&amp;quot;)&lt;br /&gt;
	send {Enter}&lt;br /&gt;
	tehLoop(2,&amp;quot;{NumPadDown}&amp;quot;)&lt;br /&gt;
	send {Enter}&lt;br /&gt;
	tehLoop(1,&amp;quot;{NumPadRight}&amp;quot;)&lt;br /&gt;
	tehLoop(3,&amp;quot;{NumPadDown}&amp;quot;)&lt;br /&gt;
	send {Enter}&lt;br /&gt;
	tehLoop(6,&amp;quot;{NumPadDown}&amp;quot;)&lt;br /&gt;
	send {Enter}&lt;br /&gt;
	tehLoop(1,&amp;quot;{NumPadLeft}&amp;quot;)&lt;br /&gt;
	tehLoop(3,&amp;quot;{NumPadDown}&amp;quot;)&lt;br /&gt;
	send {Enter}&lt;br /&gt;
	tehLoop(2,&amp;quot;{NumPadDown}&amp;quot;)&lt;br /&gt;
	send {Enter}&lt;br /&gt;
	tehLoop(2,&amp;quot;{NumPadLeft}&amp;quot;)&lt;br /&gt;
	tehLoop(3,&amp;quot;{NumPadUp}&amp;quot;)&lt;br /&gt;
	send {Enter}&lt;br /&gt;
	tehLoop(2,&amp;quot;{NumPadUp}&amp;quot;)&lt;br /&gt;
	send {Enter}&lt;br /&gt;
	tehLoop(6,&amp;quot;{NumPadUp}&amp;quot;)&lt;br /&gt;
	send {Enter}&lt;br /&gt;
	tehLoop(2,&amp;quot;{NumPadUp}&amp;quot;)&lt;br /&gt;
	send {Enter}&lt;br /&gt;
	tehLoop(4,&amp;quot;{NumPadUp}&amp;quot;)&lt;br /&gt;
	tehLoop(2,&amp;quot;{NumPadLeft}&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
middle()&lt;br /&gt;
{&lt;br /&gt;
	tehLoop(10,&amp;quot;{NumPadUp}&amp;quot;)&lt;br /&gt;
	tehLoop(2,&amp;quot;{NumPadLeft}&amp;quot;)&lt;br /&gt;
	send {Enter}&lt;br /&gt;
	tehLoop(4,&amp;quot;{NumPadRight}&amp;quot;)&lt;br /&gt;
	tehLoop(20,&amp;quot;{NumPadDown}&amp;quot;)&lt;br /&gt;
	send {Enter}&lt;br /&gt;
	tehLoop(5,&amp;quot;{NumPadUp}&amp;quot;)&lt;br /&gt;
	tehLoop(1,&amp;quot;{NumPadRight}&amp;quot;)&lt;br /&gt;
	send {Enter}&lt;br /&gt;
	tehLoop(10,&amp;quot;{NumPadUp}&amp;quot;)&lt;br /&gt;
	tehLoop(6,&amp;quot;{NumPadLeft}&amp;quot;)&lt;br /&gt;
	send {Enter}&lt;br /&gt;
	tehLoop(1,&amp;quot;{NumPadLeft}&amp;quot;)&lt;br /&gt;
	tehLoop(1,&amp;quot;{NumPadDown}&amp;quot;)&lt;br /&gt;
	send {Enter}&lt;br /&gt;
	tehLoop(8,&amp;quot;{NumPadDown}&amp;quot;)&lt;br /&gt;
	tehLoop(8,&amp;quot;{NumPadRight}&amp;quot;)&lt;br /&gt;
	send {Enter}&lt;br /&gt;
	tehLoop(2,&amp;quot;{NumPadUp}&amp;quot;)&lt;br /&gt;
	tehLoop(1,&amp;quot;{NumPadRight}&amp;quot;)&lt;br /&gt;
	send {Enter}&lt;br /&gt;
	tehLoop(4,&amp;quot;{NumPadUp}&amp;quot;)&lt;br /&gt;
	tehLoop(10,&amp;quot;{NumPadLeft}&amp;quot;)&lt;br /&gt;
	send {Enter}&lt;br /&gt;
	tehLoop(1,&amp;quot;{NumPadDown}&amp;quot;)&lt;br /&gt;
	tehLoop(6,&amp;quot;{NumPadLeft}&amp;quot;)&lt;br /&gt;
	send {Enter}&lt;br /&gt;
	tehLoop(2,&amp;quot;{NumPadDown}&amp;quot;)&lt;br /&gt;
	tehLoop(22,&amp;quot;{NumPadRight}&amp;quot;)&lt;br /&gt;
	send {Enter}&lt;br /&gt;
	tehLoop(1,&amp;quot;{NumPadUp}&amp;quot;)&lt;br /&gt;
	tehLoop(11,&amp;quot;{NumPadLeft}&amp;quot;)&lt;br /&gt;
	&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
stairs()&lt;br /&gt;
{&lt;br /&gt;
	send i&lt;br /&gt;
	tehLoop(18,&amp;quot;{NumPadUp}&amp;quot;)&lt;br /&gt;
	tehLoop(9,&amp;quot;{NumPadLeft}&amp;quot;)&lt;br /&gt;
	send {Enter}{Enter}&lt;br /&gt;
	tehLoop(18,&amp;quot;{NumPadRight}&amp;quot;)&lt;br /&gt;
	send {Enter}{Enter}&lt;br /&gt;
	tehLoop(9,&amp;quot;{NumPadRight}&amp;quot;)&lt;br /&gt;
	tehLoop(9,&amp;quot;{NumPadDown}&amp;quot;)&lt;br /&gt;
	send {Enter}{Enter}&lt;br /&gt;
	tehLoop(18,&amp;quot;{NumPadLeft}&amp;quot;)&lt;br /&gt;
	send {Enter}{Enter}&lt;br /&gt;
	tehLoop(18,&amp;quot;{NumPadLeft}&amp;quot;)&lt;br /&gt;
	send {Enter}{Enter}&lt;br /&gt;
	tehLoop(9,&amp;quot;{NumPadRight}&amp;quot;)&lt;br /&gt;
	tehLoop(9,&amp;quot;{NumPadDown}&amp;quot;)&lt;br /&gt;
	send {Enter}{Enter}&lt;br /&gt;
	tehLoop(18,&amp;quot;{NumPadRight}&amp;quot;)&lt;br /&gt;
	send {Enter}{Enter}&lt;br /&gt;
	tehLoop(9,&amp;quot;{NumPadRight}&amp;quot;)&lt;br /&gt;
	tehLoop(9,&amp;quot;{NumPadDown}&amp;quot;)&lt;br /&gt;
	send {Enter}{Enter}&lt;br /&gt;
	tehLoop(18,&amp;quot;{NumPadLeft}&amp;quot;)&lt;br /&gt;
	send {Enter}{Enter}&lt;br /&gt;
	tehLoop(18,&amp;quot;{NumPadLeft}&amp;quot;)&lt;br /&gt;
	send {Enter}{Enter}&lt;br /&gt;
	tehLoop(9,&amp;quot;{NumPadDown}&amp;quot;)&lt;br /&gt;
	tehLoop(9,&amp;quot;{NumPadRight}&amp;quot;)&lt;br /&gt;
	send {Enter}{Enter}&lt;br /&gt;
	tehLoop(18,&amp;quot;{NumPadRight}&amp;quot;)&lt;br /&gt;
	send {Enter}{Enter}&lt;br /&gt;
	tehLoop(27,&amp;quot;{NumPadLeft}&amp;quot;)&lt;br /&gt;
	tehLoop(32,&amp;quot;{NumPadUp}&amp;quot;)&lt;br /&gt;
	&lt;br /&gt;
	&lt;br /&gt;
	&lt;br /&gt;
	&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
tehLoop(tehTimes,tehDir)&lt;br /&gt;
{&lt;br /&gt;
	loop&lt;br /&gt;
	{&lt;br /&gt;
		if tehTimes &amp;lt;= 0&lt;br /&gt;
		{&lt;br /&gt;
			break&lt;br /&gt;
		}&lt;br /&gt;
		send %tehDir%&lt;br /&gt;
		tehTimes--&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
tehOtherLoop(tehOtherDir)&lt;br /&gt;
{&lt;br /&gt;
	loop 4&lt;br /&gt;
	{		&lt;br /&gt;
		tehLoop(3,tehOtherDir)		&lt;br /&gt;
		send {Enter}{Enter}&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Easy Exploration Mining in 2 steps===&lt;br /&gt;
This macro will make a 5 row, 11 column UP/DOWN stairway grid (2 empty spaces between each row/column).&amp;lt;br&amp;gt;&lt;br /&gt;
Starting point as indicated (row 3, column 11)&amp;lt;br&amp;gt;&lt;br /&gt;
'''MUST BE IN DESIGNATION MODE WITH CURSOR AT THE ''&amp;lt;-- START HERE'' LOCATION'''&amp;lt;br&amp;gt;&lt;br /&gt;
Link is &amp;lt;ctrl&amp;gt; &amp;lt;windowskey&amp;gt; `&amp;lt;br&amp;gt;&lt;br /&gt;
Dive is &amp;lt;ctrl&amp;gt; &amp;lt;alt&amp;gt; `&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Link&lt;br /&gt;
X--X--X--X--X--X--X--X--X--X--X&lt;br /&gt;
|              |              |&lt;br /&gt;
|              |              |&lt;br /&gt;
X--X--X--X--X--X--X--X--X--X--X&lt;br /&gt;
|              |              |&lt;br /&gt;
|              |              |&lt;br /&gt;
X--X--X--X--X--X--X--X--X--X--X &amp;lt;-- start here&lt;br /&gt;
|              |              |&lt;br /&gt;
|              |              |&lt;br /&gt;
X--X--X--X--X--X--X--X--X--X--X&lt;br /&gt;
|              |              |&lt;br /&gt;
|              |              |&lt;br /&gt;
X--X--X--X--X--X--X--X--X--X--X&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Filename is ExploreMine-Link.ahk&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
;Link&lt;br /&gt;
^#`::&lt;br /&gt;
&lt;br /&gt;
send d&lt;br /&gt;
send {Enter}&lt;br /&gt;
tehLoop(30,&amp;quot;{NumPadLeft}&amp;quot;)&lt;br /&gt;
send {Enter}&lt;br /&gt;
send {Enter}&lt;br /&gt;
tehLoop(6,&amp;quot;{NumPadUp}&amp;quot;)&lt;br /&gt;
send {Enter}&lt;br /&gt;
send {Enter}&lt;br /&gt;
tehLoop(30,&amp;quot;{NumPadRight}&amp;quot;)&lt;br /&gt;
send {Enter}&lt;br /&gt;
send {Enter}&lt;br /&gt;
tehLoop(12,&amp;quot;{NumPadDown}&amp;quot;)&lt;br /&gt;
send {Enter}&lt;br /&gt;
send {Enter}&lt;br /&gt;
tehLoop(30,&amp;quot;{NumPadLeft}&amp;quot;)&lt;br /&gt;
send {Enter}&lt;br /&gt;
send {Enter}&lt;br /&gt;
tehLoop(9,&amp;quot;{NumPadUp}&amp;quot;)&lt;br /&gt;
send {Enter}&lt;br /&gt;
send {Enter}&lt;br /&gt;
tehLoop(30,&amp;quot;{NumPadRight}&amp;quot;)&lt;br /&gt;
send {Enter}&lt;br /&gt;
tehLoop(6,&amp;quot;{NumPadDown}&amp;quot;)&lt;br /&gt;
send {Enter}&lt;br /&gt;
tehLoop(30,&amp;quot;{NumPadLeft}&amp;quot;)&lt;br /&gt;
send {Enter}&lt;br /&gt;
tehLoop(3,&amp;quot;{NumPadDown}&amp;quot;)&lt;br /&gt;
tehLoop(15,&amp;quot;{NumPadRight}&amp;quot;)&lt;br /&gt;
send {Enter}&lt;br /&gt;
tehLoop(12,&amp;quot;{NumPadUp}&amp;quot;)&lt;br /&gt;
send {Enter}&lt;br /&gt;
tehLoop(15,&amp;quot;{NumPadLeft}&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
send i&lt;br /&gt;
send {Enter}{Enter}&lt;br /&gt;
tehOtherLoop(&amp;quot;{NumPadDown}&amp;quot;)&lt;br /&gt;
tehLoop(3,&amp;quot;{NumPadRight}&amp;quot;)&lt;br /&gt;
send {Enter}{Enter}&lt;br /&gt;
tehOtherLoop(&amp;quot;{NumPadUp}&amp;quot;)&lt;br /&gt;
tehLoop(3,&amp;quot;{NumPadRight}&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
send {Enter}{Enter}&lt;br /&gt;
tehOtherLoop(&amp;quot;{NumPadDown}&amp;quot;)&lt;br /&gt;
tehLoop(3,&amp;quot;{NumPadRight}&amp;quot;)&lt;br /&gt;
send {Enter}{Enter}&lt;br /&gt;
tehOtherLoop(&amp;quot;{NumPadUp}&amp;quot;)&lt;br /&gt;
tehLoop(3,&amp;quot;{NumPadRight}&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
send {Enter}{Enter}&lt;br /&gt;
tehOtherLoop(&amp;quot;{NumPadDown}&amp;quot;)&lt;br /&gt;
tehLoop(3,&amp;quot;{NumPadRight}&amp;quot;)&lt;br /&gt;
send {Enter}{Enter}&lt;br /&gt;
tehOtherLoop(&amp;quot;{NumPadUp}&amp;quot;)&lt;br /&gt;
tehLoop(3,&amp;quot;{NumPadRight}&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
send {Enter}{Enter}&lt;br /&gt;
tehOtherLoop(&amp;quot;{NumPadDown}&amp;quot;)&lt;br /&gt;
tehLoop(3,&amp;quot;{NumPadRight}&amp;quot;)&lt;br /&gt;
send {Enter}{Enter}&lt;br /&gt;
tehOtherLoop(&amp;quot;{NumPadUp}&amp;quot;)&lt;br /&gt;
tehLoop(3,&amp;quot;{NumPadRight}&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
send {Enter}{Enter}&lt;br /&gt;
tehOtherLoop(&amp;quot;{NumPadDown}&amp;quot;)&lt;br /&gt;
tehLoop(3,&amp;quot;{NumPadRight}&amp;quot;)&lt;br /&gt;
send {Enter}{Enter}&lt;br /&gt;
tehOtherLoop(&amp;quot;{NumPadUp}&amp;quot;)&lt;br /&gt;
tehLoop(3,&amp;quot;{NumPadRight}&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
send {Enter}{Enter}&lt;br /&gt;
tehOtherLoop(&amp;quot;{NumPadDown}&amp;quot;)&lt;br /&gt;
tehLoop(6,&amp;quot;{NumPadUp}&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
tehLoop(tehTimes,tehDir)&lt;br /&gt;
{&lt;br /&gt;
	loop&lt;br /&gt;
	{&lt;br /&gt;
		if tehTimes &amp;lt;= 0&lt;br /&gt;
		{&lt;br /&gt;
			break&lt;br /&gt;
		}&lt;br /&gt;
		send %tehDir%&lt;br /&gt;
		tehTimes--&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
tehOtherLoop(tehOtherDir)&lt;br /&gt;
{&lt;br /&gt;
	loop 4&lt;br /&gt;
	{		&lt;br /&gt;
		tehLoop(3,tehOtherDir)		&lt;br /&gt;
		send {Enter}{Enter}&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Dive&lt;br /&gt;
X  X  X  X  X  X  X  X  X  X  X&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
X  X  X  X  X  X  X  X  X  X  X&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
X  X  X  X  X  X  X  X  X  X  X &amp;lt;-- start here&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
X  X  X  X  X  X  X  X  X  X  X&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
X  X  X  X  X  X  X  X  X  X  X&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Filename is ExploreMine-Dive.ahk&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
;Dive&lt;br /&gt;
^!`::&lt;br /&gt;
tehLoop(30,&amp;quot;{NumPadLeft}&amp;quot;)&lt;br /&gt;
tehLoop(6,&amp;quot;{NumPadUp}&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
send i&lt;br /&gt;
send {Enter}{Enter}&lt;br /&gt;
tehOtherLoop(&amp;quot;{NumPadDown}&amp;quot;)&lt;br /&gt;
tehLoop(3,&amp;quot;{NumPadRight}&amp;quot;)&lt;br /&gt;
send {Enter}{Enter}&lt;br /&gt;
tehOtherLoop(&amp;quot;{NumPadUp}&amp;quot;)&lt;br /&gt;
tehLoop(3,&amp;quot;{NumPadRight}&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
send {Enter}{Enter}&lt;br /&gt;
tehOtherLoop(&amp;quot;{NumPadDown}&amp;quot;)&lt;br /&gt;
tehLoop(3,&amp;quot;{NumPadRight}&amp;quot;)&lt;br /&gt;
send {Enter}{Enter}&lt;br /&gt;
tehOtherLoop(&amp;quot;{NumPadUp}&amp;quot;)&lt;br /&gt;
tehLoop(3,&amp;quot;{NumPadRight}&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
send {Enter}{Enter}&lt;br /&gt;
tehOtherLoop(&amp;quot;{NumPadDown}&amp;quot;)&lt;br /&gt;
tehLoop(3,&amp;quot;{NumPadRight}&amp;quot;)&lt;br /&gt;
send {Enter}{Enter}&lt;br /&gt;
tehOtherLoop(&amp;quot;{NumPadUp}&amp;quot;)&lt;br /&gt;
tehLoop(3,&amp;quot;{NumPadRight}&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
send {Enter}{Enter}&lt;br /&gt;
tehOtherLoop(&amp;quot;{NumPadDown}&amp;quot;)&lt;br /&gt;
tehLoop(3,&amp;quot;{NumPadRight}&amp;quot;)&lt;br /&gt;
send {Enter}{Enter}&lt;br /&gt;
tehOtherLoop(&amp;quot;{NumPadUp}&amp;quot;)&lt;br /&gt;
tehLoop(3,&amp;quot;{NumPadRight}&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
send {Enter}{Enter}&lt;br /&gt;
tehOtherLoop(&amp;quot;{NumPadDown}&amp;quot;)&lt;br /&gt;
tehLoop(3,&amp;quot;{NumPadRight}&amp;quot;)&lt;br /&gt;
send {Enter}{Enter}&lt;br /&gt;
tehOtherLoop(&amp;quot;{NumPadUp}&amp;quot;)&lt;br /&gt;
tehLoop(3,&amp;quot;{NumPadRight}&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
send {Enter}{Enter}&lt;br /&gt;
tehOtherLoop(&amp;quot;{NumPadDown}&amp;quot;)&lt;br /&gt;
tehLoop(6,&amp;quot;{NumPadUp}&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
tehLoop(tehTimes,tehDir)&lt;br /&gt;
{&lt;br /&gt;
	loop&lt;br /&gt;
	{&lt;br /&gt;
		if tehTimes &amp;lt;= 0&lt;br /&gt;
		{&lt;br /&gt;
			break&lt;br /&gt;
		}&lt;br /&gt;
		send %tehDir%&lt;br /&gt;
		tehTimes--&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
tehOtherLoop(tehOtherDir)&lt;br /&gt;
{&lt;br /&gt;
	loop 4&lt;br /&gt;
	{		&lt;br /&gt;
		tehLoop(3,tehOtherDir)		&lt;br /&gt;
		send {Enter}{Enter}&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Fancy Exploration Mining===&lt;br /&gt;
This script digs a connected series of mine shafts, as in [[Mineshaft Stitching]]. Start this script in the upper-left corner of the area you want to explore. Set the spacing to a value greater than 1 if you want to look for large clusters. Note that this pattern creates a very long walkway back to the start of the mineshafts. If you do not excavate routinely, consider connecting the top-level paths of areas you have already explored.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;&lt;br /&gt;
 ; stitching.ahk					   ;&lt;br /&gt;
 ; this is an ahk script to place exploratory mine shafts. ;&lt;br /&gt;
 ; press d and place the cursor				   ;&lt;br /&gt;
 ; in the top left corner of the area to be explored	   ;&lt;br /&gt;
 ; then use ctrl+shift+s to run				   ;&lt;br /&gt;
 ; to change parameters, use ctrl+shift+c		   ; &lt;br /&gt;
 ; Increasing spacing will increase some shafts		   ;&lt;br /&gt;
 ; This version resets it's state so that it can be re-run ;&lt;br /&gt;
 ; without having to reload the script			   ;&lt;br /&gt;
 ;							   ;&lt;br /&gt;
 ; NOTE:					           ;&lt;br /&gt;
 ; Author: Corey Amend					   ;&lt;br /&gt;
 ; Based on a script by Seth Fogarty,		           ;&lt;br /&gt;
 ; Which was based on a script by StrawberryBunny	   ;&lt;br /&gt;
 ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;&lt;br /&gt;
&lt;br /&gt;
x = 4&lt;br /&gt;
y = 4&lt;br /&gt;
depth = 3&lt;br /&gt;
wait =  100&lt;br /&gt;
spacing = 1&lt;br /&gt;
vdir = +.&lt;br /&gt;
&lt;br /&gt;
DropShaft(vertdir, depth, wait)&lt;br /&gt;
{&lt;br /&gt;
	Send i&lt;br /&gt;
	Send {Enter}&lt;br /&gt;
	Send {Enter}&lt;br /&gt;
	Loop %depth%&lt;br /&gt;
	{&lt;br /&gt;
		Send %vertdir%&lt;br /&gt;
		Send {Enter}&lt;br /&gt;
		Send {Enter}&lt;br /&gt;
		Sleep %wait%&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
 ^+c::&lt;br /&gt;
inputbox x, Input Length, Vertical pattern length: x-axis&lt;br /&gt;
inputbox y, Input Width, Horizontal pattern width: y-axis&lt;br /&gt;
inputbox depth, Input Depth, Mineshaft depth: z-axis&lt;br /&gt;
inputbox spacing, Input Spacing, Spacing multiplier (1 for complete visiblity)&lt;br /&gt;
inputbox wait, Input Delay, Delay in miliseconds (100 recommended)&lt;br /&gt;
return &lt;br /&gt;
&lt;br /&gt;
 ^+s::&lt;br /&gt;
shafts := (x * y) -1&lt;br /&gt;
i := x-1&lt;br /&gt;
hdir = {Down}&lt;br /&gt;
next = {Up} &lt;br /&gt;
&lt;br /&gt;
Loop %shafts%&lt;br /&gt;
{&lt;br /&gt;
	DropShaft(vdir, depth, wait)&lt;br /&gt;
        if (vdir = &amp;quot;+.&amp;quot;) &lt;br /&gt;
	{&lt;br /&gt;
		vdir = +,&lt;br /&gt;
	}	&lt;br /&gt;
	else&lt;br /&gt;
	{&lt;br /&gt;
		vdir = +.&lt;br /&gt;
	}&lt;br /&gt;
	Send d&lt;br /&gt;
	k := spacing-1&lt;br /&gt;
	Send %hdir% &lt;br /&gt;
	Send {Enter}&lt;br /&gt;
	Loop %k%&lt;br /&gt;
	{&lt;br /&gt;
		Send %hdir% &lt;br /&gt;
		Send {Enter}&lt;br /&gt;
		Send %hdir% &lt;br /&gt;
		Send {Enter}&lt;br /&gt;
		Send %hdir% &lt;br /&gt;
		Sleep %wait%&lt;br /&gt;
	}&lt;br /&gt;
	Send %hdir% &lt;br /&gt;
	Send {Enter}&lt;br /&gt;
	Send %hdir% &lt;br /&gt;
	Sleep %wait%&lt;br /&gt;
	i--&lt;br /&gt;
	if (i = 0)&lt;br /&gt;
	{&lt;br /&gt;
		if (hdir = &amp;quot;{Down}&amp;quot;)&lt;br /&gt;
		{&lt;br /&gt;
			hdir = {Right}&lt;br /&gt;
			next = {Up}&lt;br /&gt;
			i=1&lt;br /&gt;
		}&lt;br /&gt;
		else if (hdir = &amp;quot;{Right}&amp;quot;)&lt;br /&gt;
		{&lt;br /&gt;
			hdir = %next%&lt;br /&gt;
			i := x-1&lt;br /&gt;
		}&lt;br /&gt;
		else if (hdir = &amp;quot;{Up}&amp;quot;)&lt;br /&gt;
		{&lt;br /&gt;
			hdir = {Right}&lt;br /&gt;
			next = {Down}&lt;br /&gt;
			i=1&lt;br /&gt;
		}&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
DropShaft(vdir, depth, wait)&lt;br /&gt;
if (vdir = &amp;quot;+.&amp;quot;) &lt;br /&gt;
{&lt;br /&gt;
	Loop %depth%&lt;br /&gt;
	{&lt;br /&gt;
		Send +,&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
else&lt;br /&gt;
{&lt;br /&gt;
	vdir = +.&lt;br /&gt;
}	&lt;br /&gt;
return&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Upstairs Mineshaft Finisher===&lt;br /&gt;
This script is used to create a series of up staircases in a pattern for use with mineshaft scripts (like the mineshaft stitching above). Most mineshaft scripts use up/down staircases all the way to the bottom, but the lowest z-level will not allow up/down staircases so you mineshafts will be unfinished. This script allows you to correct this problem and place up stairs where the up/down stairs would be.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;&lt;br /&gt;
 ; Upstair stitching.ahk				   ;&lt;br /&gt;
 ; this is an ahk script to place up stairs at regular	   ;&lt;br /&gt;
 ; intervals (useful for completing mine shafts).	   ;&lt;br /&gt;
 ; press d and place the cursor				   ;&lt;br /&gt;
 ; in the top left corner of the area to be explored	   ;&lt;br /&gt;
 ; then use ctrl+shift+u to run				   ;&lt;br /&gt;
 ; to change parameters, use ctrl+shift+p		   ; &lt;br /&gt;
 ; Increasing spacing will increase some shafts		   ;&lt;br /&gt;
 ;							   ;&lt;br /&gt;
 ; NOTE:					           ;&lt;br /&gt;
 ; Author: Corey Amend					   ;&lt;br /&gt;
 ; Based on a script by Seth Fogarty,		           ;&lt;br /&gt;
 ; Which was based on a script by StrawberryBunny	   ;&lt;br /&gt;
 ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;&lt;br /&gt;
&lt;br /&gt;
x = 4&lt;br /&gt;
y = 4&lt;br /&gt;
wait =  100&lt;br /&gt;
spacing = 1&lt;br /&gt;
vdir = +.&lt;br /&gt;
&lt;br /&gt;
 ^+p::&lt;br /&gt;
inputbox x, Input Length, Vertical pattern length: x-axis&lt;br /&gt;
inputbox y, Input Width, Horizontal pattern width: y-axis&lt;br /&gt;
inputbox spacing, Input Spacing, Spacing multiplier (1 for complete visiblity)&lt;br /&gt;
inputbox wait, Input Delay, Delay in miliseconds (100 recommended)&lt;br /&gt;
return &lt;br /&gt;
&lt;br /&gt;
 ^+u::&lt;br /&gt;
shafts := (x * y) -1&lt;br /&gt;
i := x-1&lt;br /&gt;
hdir = {Down}&lt;br /&gt;
next = {Up} &lt;br /&gt;
&lt;br /&gt;
Loop %shafts%&lt;br /&gt;
{&lt;br /&gt;
	Send u&lt;br /&gt;
	Send {Enter}&lt;br /&gt;
	Send {Enter}&lt;br /&gt;
	Sleep %wait%&lt;br /&gt;
&lt;br /&gt;
	k := spacing-1&lt;br /&gt;
	Send %hdir% &lt;br /&gt;
	Loop %k%&lt;br /&gt;
	{&lt;br /&gt;
		Send %hdir% &lt;br /&gt;
		Send %hdir% &lt;br /&gt;
		Send %hdir% &lt;br /&gt;
		Sleep %wait%&lt;br /&gt;
	}&lt;br /&gt;
	Send %hdir% &lt;br /&gt;
	Send %hdir% &lt;br /&gt;
	Sleep %wait%&lt;br /&gt;
	i--&lt;br /&gt;
	if (i = 0)&lt;br /&gt;
	{&lt;br /&gt;
		if (hdir = &amp;quot;{Down}&amp;quot;)&lt;br /&gt;
		{&lt;br /&gt;
			hdir = {Right}&lt;br /&gt;
			next = {Up}&lt;br /&gt;
			i=1&lt;br /&gt;
		}&lt;br /&gt;
		else if (hdir = &amp;quot;{Right}&amp;quot;)&lt;br /&gt;
		{&lt;br /&gt;
			hdir = %next%&lt;br /&gt;
			i := x-1&lt;br /&gt;
		}&lt;br /&gt;
		else if (hdir = &amp;quot;{Up}&amp;quot;)&lt;br /&gt;
		{&lt;br /&gt;
			hdir = {Right}&lt;br /&gt;
			next = {Down}&lt;br /&gt;
			i=1&lt;br /&gt;
		}&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
Send u&lt;br /&gt;
Send {Enter}&lt;br /&gt;
Send {Enter}&lt;br /&gt;
Sleep %wait%&lt;br /&gt;
&lt;br /&gt;
return&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Interface Enhancement Scripts===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====The MOUSE control====&lt;br /&gt;
For unrivaled mouse control in DF try [http://www.dwarffortresswiki.net/index.php/User:Digger this DF Mouse script]&lt;br /&gt;
&lt;br /&gt;
====Tile Counter or Scrolling Accelerator====&lt;br /&gt;
Lack of reference plus slow scroll speed make planning digging area frustrating,so here is the script that shows coordinate and speed scrolling up.&lt;br /&gt;
[http://www.dwarffortresswiki.net/index.php/User:Daedalusai ShowXY]&lt;br /&gt;
&lt;br /&gt;
===4-Pour Water Creation script===&lt;br /&gt;
For Automating creation of water using Gibbeds Tweak.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
;&lt;br /&gt;
;	4-pour.ahk&lt;br /&gt;
;	Dwarf fortress water creation script.&lt;br /&gt;
;&lt;br /&gt;
;Use this script in conjunction with Gibbeds Dwarf Fortress Tweak to create endless amounts of water.;&lt;br /&gt;
;&lt;br /&gt;
;Directions&lt;br /&gt;
;&lt;br /&gt;
;1. Have DF running and position the screen such that when you press &amp;quot;K&amp;quot; the X will appear where you &lt;br /&gt;
&lt;br /&gt;
;want the water to appear.&lt;br /&gt;
;2. Have Gbbed's Dwarf Fortress tweak running in the background (with the proper process selected)&lt;br /&gt;
;3. run the 4-pour script&lt;br /&gt;
;4. press alt-p to get Pouring&lt;br /&gt;
;&lt;br /&gt;
;The script will then begin a cycle that moves the cursor around in a little 2x2 square editing each &lt;br /&gt;
&lt;br /&gt;
;tile to have 7/7 of water, it then pauses for a half a seond to let the water flow a bit, and repeats. &lt;br /&gt;
&lt;br /&gt;
;It does this until you..&lt;br /&gt;
;&lt;br /&gt;
;5. press and hold &amp;lt;shift&amp;gt; to stop&lt;br /&gt;
;&lt;br /&gt;
;As always, save before you experiment with this&lt;br /&gt;
;I hold no responsibility for what this script ends up doing to your dwarves/fortress/computer/carpet&lt;br /&gt;
;Feel free to clean it up, make it more usable, whatever&lt;br /&gt;
;&lt;br /&gt;
;&lt;br /&gt;
&lt;br /&gt;
#NoEnv  ; Recommended for performance and compatibility with future AutoHotkey releases.&lt;br /&gt;
SendMode Input  ; Recommended for new scripts due to its superior speed and reliability.&lt;br /&gt;
SetWorkingDir %A_ScriptDir%  ; Ensures a consistent starting directory.&lt;br /&gt;
&lt;br /&gt;
!p::&lt;br /&gt;
loop &lt;br /&gt;
&lt;br /&gt;
{&lt;br /&gt;
GetKeyState, state, Shift&lt;br /&gt;
if state = D&lt;br /&gt;
    Break&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
IfWinActive Dwarf Fortress&lt;br /&gt;
{&lt;br /&gt;
    WinActivate&lt;br /&gt;
}&lt;br /&gt;
send k&lt;br /&gt;
sleep 100&lt;br /&gt;
  send {NumpadRight}&lt;br /&gt;
&lt;br /&gt;
IfWinExist Gibbed's Dwarf Fortress Tweak [1.2.0.0]&lt;br /&gt;
{&lt;br /&gt;
    WinActivate&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
click 38, 184, 2&lt;br /&gt;
sleep 100&lt;br /&gt;
&lt;br /&gt;
IfWinExist Tile Edit&lt;br /&gt;
{&lt;br /&gt;
    WinActivate&lt;br /&gt;
}&lt;br /&gt;
sleep 100&lt;br /&gt;
click 63, 448&lt;br /&gt;
sleep 100&lt;br /&gt;
click 106, 70&lt;br /&gt;
sleep 100&lt;br /&gt;
click 207, 255&lt;br /&gt;
sleep 100&lt;br /&gt;
send {backspace}&lt;br /&gt;
sleep 100&lt;br /&gt;
send 7&lt;br /&gt;
sleep 100&lt;br /&gt;
click 348, 449&lt;br /&gt;
sleep 100&lt;br /&gt;
IfWinExist Dwarf Fortress&lt;br /&gt;
{&lt;br /&gt;
    WinActivate&lt;br /&gt;
}&lt;br /&gt;
sleep 100&lt;br /&gt;
  send {NumpadDown}&lt;br /&gt;
&lt;br /&gt;
IfWinExist Gibbed's Dwarf Fortress Tweak [1.2.0.0]&lt;br /&gt;
{&lt;br /&gt;
    WinActivate&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
click 38, 184, 2&lt;br /&gt;
sleep 100&lt;br /&gt;
&lt;br /&gt;
IfWinExist Tile Edit&lt;br /&gt;
{&lt;br /&gt;
    WinActivate&lt;br /&gt;
}&lt;br /&gt;
sleep 100&lt;br /&gt;
click 63, 448&lt;br /&gt;
sleep 100&lt;br /&gt;
click 106, 70&lt;br /&gt;
sleep 100&lt;br /&gt;
click 207, 255&lt;br /&gt;
sleep 100&lt;br /&gt;
send {backspace}&lt;br /&gt;
sleep 100&lt;br /&gt;
send 7&lt;br /&gt;
sleep 100&lt;br /&gt;
click 348, 449&lt;br /&gt;
sleep 100&lt;br /&gt;
IfWinExist Dwarf Fortress&lt;br /&gt;
{&lt;br /&gt;
    WinActivate&lt;br /&gt;
}&lt;br /&gt;
sleep 100&lt;br /&gt;
  send {NumpadLeft}&lt;br /&gt;
&lt;br /&gt;
IfWinExist Gibbed's Dwarf Fortress Tweak [1.2.0.0]&lt;br /&gt;
{&lt;br /&gt;
    WinActivate&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
click 38, 184, 2&lt;br /&gt;
sleep 100&lt;br /&gt;
&lt;br /&gt;
IfWinExist Tile Edit&lt;br /&gt;
{&lt;br /&gt;
    WinActivate&lt;br /&gt;
}&lt;br /&gt;
sleep 100&lt;br /&gt;
click 63, 448&lt;br /&gt;
sleep 100&lt;br /&gt;
click 106, 70&lt;br /&gt;
sleep 100&lt;br /&gt;
click 207, 255&lt;br /&gt;
sleep 100&lt;br /&gt;
send {backspace}&lt;br /&gt;
sleep 100&lt;br /&gt;
send 7&lt;br /&gt;
sleep 100&lt;br /&gt;
click 348, 449&lt;br /&gt;
sleep 100&lt;br /&gt;
IfWinExist Dwarf Fortress&lt;br /&gt;
{&lt;br /&gt;
    WinActivate&lt;br /&gt;
}&lt;br /&gt;
sleep 100&lt;br /&gt;
  send {NumpadUp}&lt;br /&gt;
&lt;br /&gt;
IfWinExist Gibbed's Dwarf Fortress Tweak [1.2.0.0]&lt;br /&gt;
{&lt;br /&gt;
    WinActivate&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
click 38, 184, 2&lt;br /&gt;
sleep 100&lt;br /&gt;
&lt;br /&gt;
IfWinExist Tile Edit&lt;br /&gt;
{&lt;br /&gt;
    WinActivate&lt;br /&gt;
}&lt;br /&gt;
sleep 100&lt;br /&gt;
click 63, 448&lt;br /&gt;
sleep 100&lt;br /&gt;
click 106, 70&lt;br /&gt;
sleep 100&lt;br /&gt;
click 207, 255&lt;br /&gt;
sleep 100&lt;br /&gt;
send {backspace}&lt;br /&gt;
sleep 100&lt;br /&gt;
send 7&lt;br /&gt;
sleep 100&lt;br /&gt;
click 348, 449&lt;br /&gt;
sleep 100&lt;br /&gt;
IfWinExist Dwarf Fortress&lt;br /&gt;
{&lt;br /&gt;
    WinActivate&lt;br /&gt;
}&lt;br /&gt;
send {space}&lt;br /&gt;
sleep 800&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Tesselated Apartments Builder===&lt;br /&gt;
&lt;br /&gt;
This one is another tesselated apartments script, with some larger areas added. Credit for layout to GnomeChomsky.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
;&lt;br /&gt;
; TessApts.ahk&lt;br /&gt;
; Start script while in 'dig' mode with cursor on desired position of leftmost staircase&lt;br /&gt;
;&lt;br /&gt;
; CTRL+G       : Central room, 8 apartments (necessary on at least one z-level)&lt;br /&gt;
; ALT+G        : No central room, 16 apartments&lt;br /&gt;
; CTRL+ALT+G   : Four &amp;quot;central room&amp;quot; layouts connected in center (28 apartments)&lt;br /&gt;
; CTRL+SHIFT+G : Four &amp;quot;16 apartment&amp;quot; layouts, unconnected in center&lt;br /&gt;
;&lt;br /&gt;
!g::&lt;br /&gt;
Send i{ENTER}{ENTER}33332{ENTER}{ENTER}99996{ENTER}{ENTER}77778{ENTER}{ENTER}&lt;br /&gt;
Send d7{ENTER}88{ENTER}6{ENTER}{ENTER}32{ENTER}66{ENTER}2{ENTER}{ENTER}14{ENTER}22{ENTER}4{ENTER}{ENTER}78{ENTER}44{ENTER}8{ENTER}{ENTER}&lt;br /&gt;
Send 111{ENTER}88{ENTER}6{ENTER}{ENTER}32{ENTER}66{ENTER}2{ENTER}{ENTER}14{ENTER}22{ENTER}4{ENTER}{ENTER}78{ENTER}44{ENTER}8{ENTER}{ENTER}&lt;br /&gt;
Send 333333{ENTER}44{ENTER}8{ENTER}{ENTER}96{ENTER}88{ENTER}6{ENTER}{ENTER}32{ENTER}66{ENTER}2{ENTER}{ENTER}14{ENTER}22{ENTER}4{ENTER}{ENTER}&lt;br /&gt;
Send 99999988{ENTER}66{ENTER}2{ENTER}{ENTER}14{ENTER}22{ENTER}4{ENTER}{ENTER}78{ENTER}44{ENTER}8{ENTER}{ENTER}96{ENTER}88{ENTER}6{ENTER}{ENTER}114444444&lt;br /&gt;
return&lt;br /&gt;
^g::&lt;br /&gt;
Send i{ENTER}{ENTER}33332{ENTER}{ENTER}99996{ENTER}{ENTER}77778{ENTER}{ENTER}&lt;br /&gt;
Send d7{ENTER}88{ENTER}6{ENTER}{ENTER}32{ENTER}66{ENTER}2{ENTER}{ENTER}14{ENTER}22{ENTER}4{ENTER}{ENTER}78{ENTER}44{ENTER}8{ENTER}{ENTER}&lt;br /&gt;
Send 111{ENTER}88{ENTER}6{ENTER}{ENTER}32{ENTER}66{ENTER}2{ENTER}{ENTER}14{ENTER}22{ENTER}4{ENTER}{ENTER}78{ENTER}44{ENTER}8{ENTER}{ENTER}&lt;br /&gt;
Send 333333{ENTER}44{ENTER}8{ENTER}{ENTER}96{ENTER}88{ENTER}6{ENTER}{ENTER}32{ENTER}66{ENTER}2{ENTER}{ENTER}14{ENTER}22{ENTER}4{ENTER}{ENTER}&lt;br /&gt;
Send 99999988{ENTER}66{ENTER}2{ENTER}{ENTER}14{ENTER}22{ENTER}4{ENTER}{ENTER}78{ENTER}44{ENTER}8{ENTER}{ENTER}96{ENTER}88{ENTER}6{ENTER}{ENTER}&lt;br /&gt;
Send 7444{ENTER}{ENTER}1114{ENTER}{ENTER}3332{ENTER}{ENTER}9996{ENTER}{ENTER}788{ENTER}11111{ENTER}&lt;br /&gt;
return&lt;br /&gt;
!^g::&lt;br /&gt;
Send i{ENTER}{ENTER}33332{ENTER}{ENTER}99996{ENTER}{ENTER}77778{ENTER}{ENTER}&lt;br /&gt;
Send d7{ENTER}88{ENTER}6{ENTER}{ENTER}32{ENTER}66{ENTER}2{ENTER}{ENTER}14{ENTER}22{ENTER}4{ENTER}{ENTER}78{ENTER}44{ENTER}8{ENTER}{ENTER}&lt;br /&gt;
Send 111{ENTER}88{ENTER}6{ENTER}{ENTER}32{ENTER}66{ENTER}2{ENTER}{ENTER}14{ENTER}22{ENTER}4{ENTER}{ENTER}78{ENTER}44{ENTER}8{ENTER}{ENTER}&lt;br /&gt;
Send 333333{ENTER}44{ENTER}8{ENTER}{ENTER}96{ENTER}88{ENTER}6{ENTER}{ENTER}32{ENTER}66{ENTER}2{ENTER}{ENTER}14{ENTER}22{ENTER}4{ENTER}{ENTER}&lt;br /&gt;
Send 99999988{ENTER}66{ENTER}2{ENTER}{ENTER}14{ENTER}22{ENTER}4{ENTER}{ENTER}78{ENTER}44{ENTER}8{ENTER}{ENTER}96{ENTER}88{ENTER}6{ENTER}{ENTER}&lt;br /&gt;
Send 7444{ENTER}{ENTER}1114{ENTER}{ENTER}3332{ENTER}{ENTER}9996{ENTER}{ENTER}788{ENTER}11111{ENTER}88899999999&lt;br /&gt;
Send i{ENTER}{ENTER}33332{ENTER}{ENTER}99996{ENTER}{ENTER}77778{ENTER}{ENTER}&lt;br /&gt;
Send d7{ENTER}88{ENTER}6{ENTER}{ENTER}32{ENTER}66{ENTER}2{ENTER}{ENTER}14{ENTER}22{ENTER}4{ENTER}{ENTER}78{ENTER}44{ENTER}8{ENTER}{ENTER}&lt;br /&gt;
Send 111{ENTER}88{ENTER}6{ENTER}{ENTER}32{ENTER}66{ENTER}2{ENTER}{ENTER}14{ENTER}22{ENTER}4{ENTER}{ENTER}78{ENTER}44{ENTER}8{ENTER}{ENTER}&lt;br /&gt;
Send 333333{ENTER}44{ENTER}8{ENTER}{ENTER}96{ENTER}88{ENTER}6{ENTER}{ENTER}32{ENTER}66{ENTER}2{ENTER}{ENTER}14{ENTER}22{ENTER}4{ENTER}{ENTER}&lt;br /&gt;
Send 99999988{ENTER}66{ENTER}2{ENTER}{ENTER}14{ENTER}22{ENTER}4{ENTER}{ENTER}78{ENTER}44{ENTER}8{ENTER}{ENTER}96{ENTER}88{ENTER}6{ENTER}{ENTER}&lt;br /&gt;
Send 7444{ENTER}{ENTER}1114{ENTER}{ENTER}3332{ENTER}{ENTER}9996{ENTER}{ENTER}788{ENTER}11111{ENTER}3333332&lt;br /&gt;
Send i{ENTER}{ENTER}33332{ENTER}{ENTER}99996{ENTER}{ENTER}77778{ENTER}{ENTER}&lt;br /&gt;
Send d7{ENTER}88{ENTER}6{ENTER}{ENTER}32{ENTER}66{ENTER}2{ENTER}{ENTER}14{ENTER}22{ENTER}4{ENTER}{ENTER}78{ENTER}44{ENTER}8{ENTER}{ENTER}&lt;br /&gt;
Send 111{ENTER}88{ENTER}6{ENTER}{ENTER}32{ENTER}66{ENTER}2{ENTER}{ENTER}14{ENTER}22{ENTER}4{ENTER}{ENTER}78{ENTER}44{ENTER}8{ENTER}{ENTER}&lt;br /&gt;
Send 333333{ENTER}44{ENTER}8{ENTER}{ENTER}96{ENTER}88{ENTER}6{ENTER}{ENTER}32{ENTER}66{ENTER}2{ENTER}{ENTER}14{ENTER}22{ENTER}4{ENTER}{ENTER}&lt;br /&gt;
Send 99999988{ENTER}66{ENTER}2{ENTER}{ENTER}14{ENTER}22{ENTER}4{ENTER}{ENTER}78{ENTER}44{ENTER}8{ENTER}{ENTER}96{ENTER}88{ENTER}6{ENTER}{ENTER}&lt;br /&gt;
Send 7444{ENTER}{ENTER}1114{ENTER}{ENTER}3332{ENTER}{ENTER}9996{ENTER}{ENTER}788{ENTER}11111{ENTER}111114444444&lt;br /&gt;
Send i{ENTER}{ENTER}33332{ENTER}{ENTER}99996{ENTER}{ENTER}77778{ENTER}{ENTER}&lt;br /&gt;
Send d7{ENTER}88{ENTER}6{ENTER}{ENTER}32{ENTER}66{ENTER}2{ENTER}{ENTER}14{ENTER}22{ENTER}4{ENTER}{ENTER}78{ENTER}44{ENTER}8{ENTER}{ENTER}&lt;br /&gt;
Send 111{ENTER}88{ENTER}6{ENTER}{ENTER}32{ENTER}66{ENTER}2{ENTER}{ENTER}14{ENTER}22{ENTER}4{ENTER}{ENTER}78{ENTER}44{ENTER}8{ENTER}{ENTER}&lt;br /&gt;
Send 333333{ENTER}44{ENTER}8{ENTER}{ENTER}96{ENTER}88{ENTER}6{ENTER}{ENTER}32{ENTER}66{ENTER}2{ENTER}{ENTER}14{ENTER}22{ENTER}4{ENTER}{ENTER}&lt;br /&gt;
Send 99999988{ENTER}66{ENTER}2{ENTER}{ENTER}14{ENTER}22{ENTER}4{ENTER}{ENTER}78{ENTER}44{ENTER}8{ENTER}{ENTER}96{ENTER}88{ENTER}6{ENTER}{ENTER}&lt;br /&gt;
Send 7444{ENTER}{ENTER}1114{ENTER}{ENTER}3332{ENTER}{ENTER}9996{ENTER}{ENTER}788{ENTER}11111{ENTER}&lt;br /&gt;
Send 9988888888{ENTER}999{ENTER}+444444&lt;br /&gt;
return&lt;br /&gt;
&lt;br /&gt;
+^g::&lt;br /&gt;
Send i{ENTER}{ENTER}33332{ENTER}{ENTER}99996{ENTER}{ENTER}77778{ENTER}{ENTER}&lt;br /&gt;
Send d7{ENTER}88{ENTER}6{ENTER}{ENTER}32{ENTER}66{ENTER}2{ENTER}{ENTER}14{ENTER}22{ENTER}4{ENTER}{ENTER}78{ENTER}44{ENTER}8{ENTER}{ENTER}&lt;br /&gt;
Send 111{ENTER}88{ENTER}6{ENTER}{ENTER}32{ENTER}66{ENTER}2{ENTER}{ENTER}14{ENTER}22{ENTER}4{ENTER}{ENTER}78{ENTER}44{ENTER}8{ENTER}{ENTER}&lt;br /&gt;
Send 333333{ENTER}44{ENTER}8{ENTER}{ENTER}96{ENTER}88{ENTER}6{ENTER}{ENTER}32{ENTER}66{ENTER}2{ENTER}{ENTER}14{ENTER}22{ENTER}4{ENTER}{ENTER}&lt;br /&gt;
Send 99999988{ENTER}66{ENTER}2{ENTER}{ENTER}14{ENTER}22{ENTER}4{ENTER}{ENTER}78{ENTER}44{ENTER}8{ENTER}{ENTER}96{ENTER}88{ENTER}6{ENTER}{ENTER}888889&lt;br /&gt;
Send i{ENTER}{ENTER}33332{ENTER}{ENTER}99996{ENTER}{ENTER}77778{ENTER}{ENTER}&lt;br /&gt;
Send d7{ENTER}88{ENTER}6{ENTER}{ENTER}32{ENTER}66{ENTER}2{ENTER}{ENTER}14{ENTER}22{ENTER}4{ENTER}{ENTER}78{ENTER}44{ENTER}8{ENTER}{ENTER}&lt;br /&gt;
Send 111{ENTER}88{ENTER}6{ENTER}{ENTER}32{ENTER}66{ENTER}2{ENTER}{ENTER}14{ENTER}22{ENTER}4{ENTER}{ENTER}78{ENTER}44{ENTER}8{ENTER}{ENTER}&lt;br /&gt;
Send 333333{ENTER}44{ENTER}8{ENTER}{ENTER}96{ENTER}88{ENTER}6{ENTER}{ENTER}32{ENTER}66{ENTER}2{ENTER}{ENTER}14{ENTER}22{ENTER}4{ENTER}{ENTER}&lt;br /&gt;
Send 99999988{ENTER}66{ENTER}2{ENTER}{ENTER}14{ENTER}22{ENTER}4{ENTER}{ENTER}78{ENTER}44{ENTER}8{ENTER}{ENTER}96{ENTER}88{ENTER}6{ENTER}{ENTER}+221&lt;br /&gt;
Send i{ENTER}{ENTER}33332{ENTER}{ENTER}99996{ENTER}{ENTER}77778{ENTER}{ENTER}&lt;br /&gt;
Send d7{ENTER}88{ENTER}6{ENTER}{ENTER}32{ENTER}66{ENTER}2{ENTER}{ENTER}14{ENTER}22{ENTER}4{ENTER}{ENTER}78{ENTER}44{ENTER}8{ENTER}{ENTER}&lt;br /&gt;
Send 111{ENTER}88{ENTER}6{ENTER}{ENTER}32{ENTER}66{ENTER}2{ENTER}{ENTER}14{ENTER}22{ENTER}4{ENTER}{ENTER}78{ENTER}44{ENTER}8{ENTER}{ENTER}&lt;br /&gt;
Send 333333{ENTER}44{ENTER}8{ENTER}{ENTER}96{ENTER}88{ENTER}6{ENTER}{ENTER}32{ENTER}66{ENTER}2{ENTER}{ENTER}14{ENTER}22{ENTER}4{ENTER}{ENTER}&lt;br /&gt;
Send 99999988{ENTER}66{ENTER}2{ENTER}{ENTER}14{ENTER}22{ENTER}4{ENTER}{ENTER}78{ENTER}44{ENTER}8{ENTER}{ENTER}96{ENTER}88{ENTER}6{ENTER}{ENTER}+1+46&lt;br /&gt;
Send i{ENTER}{ENTER}33332{ENTER}{ENTER}99996{ENTER}{ENTER}77778{ENTER}{ENTER}&lt;br /&gt;
Send d7{ENTER}88{ENTER}6{ENTER}{ENTER}32{ENTER}66{ENTER}2{ENTER}{ENTER}14{ENTER}22{ENTER}4{ENTER}{ENTER}78{ENTER}44{ENTER}8{ENTER}{ENTER}&lt;br /&gt;
Send 111{ENTER}88{ENTER}6{ENTER}{ENTER}32{ENTER}66{ENTER}2{ENTER}{ENTER}14{ENTER}22{ENTER}4{ENTER}{ENTER}78{ENTER}44{ENTER}8{ENTER}{ENTER}&lt;br /&gt;
Send 333333{ENTER}44{ENTER}8{ENTER}{ENTER}96{ENTER}88{ENTER}6{ENTER}{ENTER}32{ENTER}66{ENTER}2{ENTER}{ENTER}14{ENTER}22{ENTER}4{ENTER}{ENTER}&lt;br /&gt;
Send 99999988{ENTER}66{ENTER}2{ENTER}{ENTER}14{ENTER}22{ENTER}4{ENTER}{ENTER}78{ENTER}44{ENTER}8{ENTER}{ENTER}96{ENTER}88{ENTER}6{ENTER}{ENTER}+71144444&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Game_Interface FAQ}}&lt;br /&gt;
[[Category:ahk scripts]]&lt;/div&gt;</summary>
		<author><name>Pyrofyr</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Bedroom_design&amp;diff=25839</id>
		<title>40d:Bedroom design</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Bedroom_design&amp;diff=25839"/>
		<updated>2009-04-28T06:08:04Z</updated>

		<summary type="html">&lt;p&gt;Pyrofyr: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There are many ways to design the layout of [[bedroom]]s.  Simplicity, ease of designating, efficiency, and aesthetics are all important factors in designing dwarven housing. The ability to modify the design to enlarge, improve, or add rooms can be important as well. Proximity of the rooms to [[noise]] should also be considered.&lt;br /&gt;
&lt;br /&gt;
The simplest approach resolving dwarven sleeping requirements is to have all your dwarves sleep in a large communal [[barracks]]. The smallest ''bedroom design'' possible is a corridor with with notched spaces for beds. &lt;br /&gt;
&lt;br /&gt;
Players frequently want designs which maximize positive thought and minimize the path distance between a dwarf's food, drink, job and home. This process is further complicated when the [[dwarven economy]] kicks in, and a wide range of [[room]] qualities are needed. To this end, a number of solutions, some surprisingly elegant, have been produced. &lt;br /&gt;
&lt;br /&gt;
Many of the designs shown here were taken from [http://www.bay12games.com/forum/index.php?topic=16901.0 this forum post].&lt;br /&gt;
&lt;br /&gt;
== Communal barracks ==&lt;br /&gt;
&lt;br /&gt;
The simplest form of dwarven housing.  Stick a bunch of beds and a single [[weapon rack]] in a room, designate a [[barracks]] from the rack (do not assign the rack to anyone), and, voila, instant flophouse.  On maps with no [[tree]]s, this is pretty much your only option for sleeping quarters.  (Dwarves will sleep on the floor of the barracks if no beds are available, which at least keeps them from sleeping in the wilderness.)&lt;br /&gt;
&lt;br /&gt;
This setup only causes a single negative thought (&amp;quot;slept without a proper room recently&amp;quot;), although you miss out the benefit of the happy thoughts generated by personally-owned furniture.  However, as long as you compensate by offering your dwarves high-quality [[food]], [[alcohol]], an expansive [[dining room]], and other luxuries, your dwarves will remain happy enough to be productive throughout the life of a fortress.  (You may still wish to give [[noble]]s their own rooms, however; they tend to get upset when their [[Noble#Room_Requirements_Summary|requirements]] are not met.)&lt;br /&gt;
&lt;br /&gt;
More than one barracks can be built in a fortress; if they do not own their own bedroom, dwarves will gravitate to the nearest empty bed when it is time for them to sleep.{{verify}}&lt;br /&gt;
&lt;br /&gt;
== Plain square design ==&lt;br /&gt;
&lt;br /&gt;
If it is 2&amp;amp;times;2, 3&amp;amp;times;3 or more, square designs are probably the first choice of many players. Easy to plan, easy to put in place, this kind of design is one of the best when the player value his playing time instead of the overall layout of his fortress. While square designs are easy to reproduce en masse, most are not optimized either for beauty or space efficiency, two aspects that other designs excel at.&lt;br /&gt;
&lt;br /&gt;
[[Image:square_bedroom.png]]&lt;br /&gt;
&lt;br /&gt;
== Line design ==&lt;br /&gt;
&lt;br /&gt;
Line designs have the advantage of being very space efficient and very adaptative. From 1&amp;amp;times;1 to 1&amp;amp;times;4 and longer, it can fit almost anywhere, can be upgraded later on as long as you have the space behind your first original line and do not need excessive corridor space for the bedroom access. Simply dig a few lines out of an access tunnel already in use in your fortress and voila, you have new living quarters. This kind of minimalistic design is perfect for when the economy kicks in, as it can be adapted in a flash for any kind of low wage citizen.&lt;br /&gt;
&lt;br /&gt;
[[Image:line_bedroom.png]]&lt;br /&gt;
&lt;br /&gt;
== '''THLawrence's Living Pods''' ==&lt;br /&gt;
   &lt;br /&gt;
Apartment Complex:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
|╔|═|═|╦|═|═|╦|═|═|╦|═|═|╗&lt;br /&gt;
|║|.|.|║|.|.|║|.|.|║|.|.|║&lt;br /&gt;
|║|.|┼|╩|┼|.|║|.|┼|╩|┼|.|║&lt;br /&gt;
|╠|═|╣|X|╠|═|╬|═|╣|X|╠|═|╣&lt;br /&gt;
|║|.|┼|╦|┼|.|║|.|┼|╦|┼|.|║&lt;br /&gt;
|║|.|.|║|.|.|║|.|.|║|.|.|║&lt;br /&gt;
|╠|═|═|╬|═|═|╬|═|═|╬|═|═|╣&lt;br /&gt;
|║|.|.|║|.|.|║|.|.|║|.|.|║&lt;br /&gt;
|║|.|┼|╩|┼|.|║|.|┼|╩|┼|.|║&lt;br /&gt;
|╠|═|╣|X|╠|═|╬|═|╣|X|╠|═|╣&lt;br /&gt;
|║|.|┼|╦|┼|.|║|.|┼|╦|┼|.|║&lt;br /&gt;
|║|.|.|║|.|.|║|.|.|║|.|.|║&lt;br /&gt;
|╚|═|═|╩|═|═|╩|═|═|╩|═|═|╝&lt;br /&gt;
&lt;br /&gt;
Lobby:&lt;br /&gt;
|╔|═|═|╦|═|═|╦|═|═|╦|═|═|╗|.|.&lt;br /&gt;
|║|.|.|║|.|.|║|.|.|║|.|.|║|.|. O&lt;br /&gt;
|║|.|┼|╩|┼|.|║|.|┼|╩|┼|.|║|.|. u&lt;br /&gt;
|╠|═|╣|X|╚|═|╩|═|╝|X|╚|═|╝|.|. t&lt;br /&gt;
|║|.|┼|╗|.|.|.|.|.|.|.|.|.|.|. e&lt;br /&gt;
|║|.|.|║|.|.|.|.|.|.|.|.|.|.|. r&lt;br /&gt;
|╠|═|═|╣|.|.|.|.|.|╔|═|═|╗|.|.&lt;br /&gt;
|║|.|.|║|.|.|.|.|.|║|.|.|║|.|. H&lt;br /&gt;
|║|.|┼|╝|.|.|.|.|.|╚|┼|.|║|.|. a&lt;br /&gt;
|╠|═|╣|X|╔|═|╦|═|╗|X|╠|═|╣|.|. l&lt;br /&gt;
|║|.|┼|╦|┼|.|║|.|┼|╦|┼|.|║|.|. l&lt;br /&gt;
|║|.|.|║|.|.|║|.|.|║|.|.|║|.|.&lt;br /&gt;
|╚|═|═|╩|═|═|╩|═|═|╩|═|═|╝|.|.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This design is compact and allows for a large number of rooms. Each room has 3 tiles and a door. To add the apartment complex build it one level above or below the lobby. The design can be stretched to make the rooms 3x2 or 3x3, or to allow more rooms per floor, depending on your preference. Though not as impressive as the fractal patterns it is very efficient in that it can allow for large numbers of dwarves to easily access the main hallway.&lt;br /&gt;
&lt;br /&gt;
== '''GnomeChomsky's Tessellated Apartments''' ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
|\|\|\|\|\|\|\|╔|═|═|╗|\|\|\|\|\|\|\&lt;br /&gt;
|\|\|\|\|\|\|\|║|.|θ|║|\|\|\|\|\|\|\&lt;br /&gt;
|\|\|\|\|\|\|\|║|.|╔|╬|═|═|╗|\|\|\|\&lt;br /&gt;
|\|\|\|\|\|╔|═|╬|┼|╩|┼|.|.|║|\|\|\|\&lt;br /&gt;
|\|\|╔|═|═|╣|θ|╚|╣|X|╠|╗|θ|║|\|\|\|\&lt;br /&gt;
|\|\|║|.|θ|║|.|.|┼|╦|┼|╬|═|╩|╗|\|\|\&lt;br /&gt;
|\|\|║|.|╔|╬|═|═|╬|╝|.|║|.|θ|║|\|\|\&lt;br /&gt;
|╔|═|╬|┼|╩|┼|.|.|║|θ|.|║|.|╔|╬|═|═|╗&lt;br /&gt;
|║|θ|╚|╣|X|╠|╗|θ|╠|╦|═|╬|┼|╩|┼|.|.|║&lt;br /&gt;
|║|.|.|┼|╦|┼|╬|═|╩|╣|θ|╚|╣|X|╠|╗|θ|║&lt;br /&gt;
|╚|═|═|╬|╝|.|║|.|θ|║|.|.|┼|╦|┼|╬|═|╝&lt;br /&gt;
|\|\|\|║|θ|.|║|.|╔|╬|═|═|╬|╝|.|║|\|\&lt;br /&gt;
|\|\|\|╚|╦|═|╬|┼|╩|┼|.|.|║|θ|.|║|\|\&lt;br /&gt;
|\|\|\|\|║|θ|╚|╣|X|╠|╗|θ|╠|═|═|╝|\|\&lt;br /&gt;
|\|\|\|\|║|.|.|┼|╦|┼|╬|═|╝|\|\|\|\|\&lt;br /&gt;
|\|\|\|\|╚|═|═|╬|╝|.|║|\|\|\|\|\|\|\&lt;br /&gt;
|\|\|\|\|\|\|\|║|θ|.|║|\|\|\|\|\|\|\&lt;br /&gt;
|\|\|\|\|\|\|\|╚|═|═|╝|\|\|\|\|\|\|\&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|\|\|\|\|\|\|\|╔|═|═|╗|\|\|\|\|\|\|\&lt;br /&gt;
|\|\|\|\|\|\|\|║|.|θ|║|\|\|\|\|\|\|\&lt;br /&gt;
|\|\|\|\|\|\|\|║|.|╔|╬|═|═|╗|\|\|\|\&lt;br /&gt;
|\|\|\|\|\|╔|═|╬|┼|╩|┼|.|.|║|\|\|\|\&lt;br /&gt;
|\|\|╔|═|═|╣|÷|╚|╝|X|╚|╗|θ|║|\|\|\|\&lt;br /&gt;
|\|\|║|.|θ|║|.|╥|.|.|.|╚|═|╩|╗|\|\|\&lt;br /&gt;
|\|\|║|.|╔|╝|.|╤|.|╥|.|.|.|÷|║|\|\|\&lt;br /&gt;
|╔|═|╬|┼|╝|.|.|.|.|╤|.|╤|╥|╔|╬|═|═|╗&lt;br /&gt;
|║|θ|╚|╣|X|.|╥|╤|.|.|.|.|.|╚|┼|.|.|║&lt;br /&gt;
|║|.|.|┼|╗|.|.|.|.|.|╤|╥|.|X|╠|╗|θ|║&lt;br /&gt;
|╚|═|═|╬|╝|╥|╤|.|╤|.|.|.|.|╔|┼|╬|═|╝&lt;br /&gt;
|\|\|\|║|÷|.|.|.|╥|.|╤|.|╔|╝|.|║|\|\&lt;br /&gt;
|\|\|\|╚|╦|═|╗|.|.|.|╥|.|║|θ|.|║|\|\&lt;br /&gt;
|\|\|\|\|║|θ|╚|╗|X|╔|╗|÷|╠|═|═|╝|\|\&lt;br /&gt;
|\|\|\|\|║|.|.|┼|╦|┼|╬|═|╝|\|\|\|\|\&lt;br /&gt;
|\|\|\|\|╚|═|═|╬|╝|.|║|\|\|\|\|\|\|\&lt;br /&gt;
|\|\|\|\|\|\|\|║|θ|.|║|\|\|\|\|\|\|\&lt;br /&gt;
|\|\|\|\|\|\|\|╚|═|═|╝|\|\|\|\|\|\|\&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Access can be from above and/or below by the stairs, or a hallway can be run into the dining room level by removing the bedroom at one of the cardinal points.  This design can be repeated as far as desired in the X, Y, and Z directions.&lt;br /&gt;
&lt;br /&gt;
== High density single floor housing ==&lt;br /&gt;
&lt;br /&gt;
[[Image:Housing_by_Marble_Dice.png|thumb|244px|This is the 61x61 housing plan]]&lt;br /&gt;
&lt;br /&gt;
This fractal-inspired design combines space efficiency with wider access hallways to alleviate traffic.  Stairs are placed in the middle, and the design can expand indefinitely.  To decrease the size, remove the outermost perimeter hallway, and all connected bedrooms.  To increase the size, use the picture as a guide and follow the same radial pattern.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;padding:&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Size&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Capacity&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Max walk distance from center&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-right:26px;&amp;quot; | 29x29 tiles&lt;br /&gt;
| style=&amp;quot;padding-right:26px;&amp;quot; | 48 dwarves&lt;br /&gt;
| style=&amp;quot;padding-right:26px;&amp;quot; | 23 steps&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-right:26px;&amp;quot; | 45x45 tiles&lt;br /&gt;
| style=&amp;quot;padding-right:26px;&amp;quot; | 120 dwarves&lt;br /&gt;
| style=&amp;quot;padding-right:26px;&amp;quot; | 39 steps&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-right:26px;&amp;quot; | 61x61 tiles&lt;br /&gt;
| style=&amp;quot;padding-right:26px;&amp;quot; | 224 dwarves&lt;br /&gt;
| style=&amp;quot;padding-right:26px;&amp;quot; | 55 steps&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-right:26px;&amp;quot; | 77x77 tiles&lt;br /&gt;
| style=&amp;quot;padding-right:26px;&amp;quot; | 360 dwarves&lt;br /&gt;
| style=&amp;quot;padding-right:26px;&amp;quot; | 71 steps&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Shaft design ==&lt;br /&gt;
&lt;br /&gt;
[[Image:Shaft_bedroom_design.gif|thumb|Shaft bedroom design with a few possible variations.]]&lt;br /&gt;
&lt;br /&gt;
The Shaft design allows various options for entry direction and central &amp;quot;shaft&amp;quot; use. The central shaft may be altered to create bedrooms, dining rooms and offices for minor nobles, &amp;quot;deluxe&amp;quot; bedrooms, hospital beds, or simply more bedrooms. The design can easily accomodate several different room sizes while maintaining efficiency. However, the design utilizes Z-levels for efficiency, and you must build several levels of Shaft designs to accomodate a fully grown fortress.&lt;br /&gt;
&lt;br /&gt;
The Shaft design can fit 20 2x2 rooms, or 30 1x1 rooms.&lt;br /&gt;
&lt;br /&gt;
== Tileable shaft design ==&lt;br /&gt;
&lt;br /&gt;
The tileable shaft design is a further expansion of the general shaft design above, coming in somewhere between the simple geometric designs and the vastly more complex fractal designs. These are designs that can be symetrically tiled, that means concatenated in all six directions and are thus suited both for manual design as well as macro-automation. They allow the user to extend the same pattern over very large areas and to easily extend the available space per room up to a given size by tearing down just a few walls. Additionally, they can be suited for bedrooms as well as work and storage.&lt;br /&gt;
&lt;br /&gt;
The downsides are that they're not especially optimized for walking distance or large hallways, and the necessity of the main access shaft on the z-level (stairs) having to be in the centralmost tile (marked red in the examples) to allow z-level stacking.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
[[Image:tileable_shaft_big.png|thumb|Tileable shaft design with a few possible variations.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Fractal designs ==&lt;br /&gt;
&lt;br /&gt;
Betting on design beauty and on geometrical symmetry first, fractal designs can also be at the same time very space and walk efficient. They however require a lot of time and space both to plan and execute and are most likely out of reach of all but the most serious players. Most players however agree that they are the most incredible of all the designs around, if not for the sheer challenge of successfully executing something as complex, as for the extra touch it gives to the fortress as a whole once it is done.&lt;br /&gt;
&lt;br /&gt;
[[image:Raynard_square_delight1.png]] [[image:Raynard1.png]]&lt;br /&gt;
&lt;br /&gt;
[[image:Raynard_whirlpool_housing.png]]&lt;br /&gt;
&lt;br /&gt;
[[image:Hactar1_3_branch_tree.png]] [[image:Hactar1_Mandelbrot_Tree.png]]&lt;br /&gt;
&lt;br /&gt;
[[Image:SavokisLeaf08a032.png]]&lt;br /&gt;
&lt;br /&gt;
[[image:Andrelius_Windmill_Villas.png]]&lt;br /&gt;
&lt;br /&gt;
[[image:4bh0r53n_h-fractal.jpg]]&lt;br /&gt;
&lt;br /&gt;
==Vaniver's Greek Cross design==&lt;br /&gt;
Minimizing walking distances requires good use of vertical space. This plan is simple, scalable, and only takes up a few floors- 6 if you have 32 per floor, 4 if you have 48. The maximum walking distance should be less than 20 (I'm not sure how much movement stairs take).&lt;br /&gt;
&lt;br /&gt;
[[image:VaniverGreek32.png]]&lt;br /&gt;
[[image:VaniverGreek48.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Decentralized living==&lt;br /&gt;
In larger fortresses, one of the bigger problems is traffic.  Dwarves have a tendency to all get hungry, thirsty, and tired in waves, and a crowd of 50 of them storming your centralized food stockpiles, one big dining room, and dormitory tunnels can cause a lot of lost time while the hordes shuffle by each other.  A good solution to this is decentralized architecture, incorporating most of the essentials of every day life into numerous smaller areas.  This isn't to suggest that you shouldn't have a legendary dining hall set as a meeting area, capable of holding half your fortress at once.  You definitely should!  But decentralizing from that dining hall relieves a lot of congestion in the halls surrounding the main dining hall, and makes it easier for dwarves just to pass through.&lt;br /&gt;
&lt;br /&gt;
[[image:Living.GIF]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In this image, the access stairwell (blue fields in the center), spread out in all directions to a public barracks and dining room for poorer dwarves on the left and right to 3x3 private rooms to the top and bottom.  The design allows for two small stockpiles of food (gray fields) to minimize the walk to a dining hall.&lt;br /&gt;
&lt;br /&gt;
There's also built-in areas for impressive things like statues and cages (for zoos) to keep dwarves admiring your handiwork.  The 3x3 rooms are easy to get up to Decent or higher to keep your most useful dwarves happy as clams.  They're also conveinent for impromptu noble housing, since you can just knock out a wall between two rooms and convert one into a dining room for a whiny noble.  You could even expand the corner rooms a bit more on both the X and Y axes to make four 3x3 rooms to give the noble a dining room, tomb, and office all in one area.  This is especially useful for the mayor, who gets replaced every so often.  When a new Mayor is elected, one can reassign all the trappings to the new mayor in one go.  If you want an even more decentralized and calm traffic pattern, put tables and chairs in all the private rooms; dwarves will prefer to eat in their quarters.  The walls between the doors leading to the Barrack and Dining Room allow for 2 entrances and 2 exits to each predictably higher-traffic room while leaving a pillar of rock for an engraving.  The main corridor also allows you to branch off into 4 restraints per floor in a private 1x2 prison.  Since it's flanked by an animal cage and a statue (or, alternatively, 2 statues.  This may be better because Statues block movement and is effectively the same as surrounding the prisoner with walls) and in an area you want smoothed and engraved to begin with, it gives prisoners a leg upon their happiness immediately and -- once again -- prevents traffic jams from convicts being brought food and water in larger prisons.&lt;br /&gt;
&lt;br /&gt;
Another option for maximizing traffic throughput is to put a 1x3 line of upward stairwells on one end of the blue field, and a 1x3 line of downward stairwells on the other.  This simulates a 3-wide vertical corridor without the safety risks of up/down stairwells.&lt;br /&gt;
&lt;br /&gt;
You may also, at your discretion, knock out the statues and cages near the stairwell to make the entire plan a little more compact (though you lose the easy prisons in this case).  This plan can stretch on the x axis as much as you like, but note that the 1 wide corridors leading to individual rooms can get crowded if more than 10 dwarves are living along each one.  Even with the given layout, though, one floor supports 26 private rooms and as many as 14 public beds.  This works out quite nicely since one floor is enough to handle most immigrant waves, while existing floors' public beds can handle a decent amount of overflow.  The public barrack rooms can also be converted into prisons very easily (just put chains next to every bed) if you decide not to go with the main design.&lt;br /&gt;
&lt;br /&gt;
==Raynard's Fractal modified for 3d==&lt;br /&gt;
This was created by palin88 from [http://www.bay12games.com/forum/index.php?topic=17784.msg17413 Bay12Games forum] in order to make a three-dimensional version of Raynard's Fractal Design.&lt;br /&gt;
&lt;br /&gt;
[[File:Palin88_Bedroom_Design.png]]&lt;br /&gt;
&lt;br /&gt;
==Clusters==&lt;br /&gt;
&lt;br /&gt;
This one is quite dense. There are six bedroom clusters. They can be built close to each other.&lt;br /&gt;
&lt;br /&gt;
[[File:ClusterBedrooms.png]]&lt;br /&gt;
&lt;br /&gt;
There are 7 Clusters here. If 5 Z-Levels of this is built, thats 5*6*7=210, which is plenty.&lt;br /&gt;
&lt;br /&gt;
{{Buildings}}&lt;br /&gt;
[[Category:Design]]&lt;/div&gt;</summary>
		<author><name>Pyrofyr</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Palin88_Bedroom_Design.png&amp;diff=48661</id>
		<title>File:Palin88 Bedroom Design.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Palin88_Bedroom_Design.png&amp;diff=48661"/>
		<updated>2009-04-28T06:03:30Z</updated>

		<summary type="html">&lt;p&gt;Pyrofyr: Bedroom design made by Palin88 on Bay12Games forums&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Bedroom design made by Palin88 on Bay12Games forums&lt;/div&gt;</summary>
		<author><name>Pyrofyr</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Design_strategies&amp;diff=7442</id>
		<title>40d Talk:Design strategies</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Design_strategies&amp;diff=7442"/>
		<updated>2009-04-22T06:13:19Z</updated>

		<summary type="html">&lt;p&gt;Pyrofyr: /* Indeed... */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Perhaps these explanations of how the various mining commands work should go under a Mining article. &amp;quot;Design strategies&amp;quot; seems like it would be more about layouts for kitchens and pump systems and whatnot. --[[User:BahamutZERO|BahamutZERO]] 19:43, 30 October 2007 (EDT)&lt;br /&gt;
: I have inadvetently written an article on [[Digging]] which complements the work on this page. I suggest they be reviewed and relevant parts merged. This page will have a use in future for players to post their designs. I agree with '''BahamutZERO''' that this isn't the place to talk about Mining. --[[User:Markavian|Markavian]] 22:41, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Flooded Entrance ==&lt;br /&gt;
&lt;br /&gt;
I'd like to see some sample shots of that Flooded Entrance setup. It's my understanding that the screw pump only pulls water up, not pump it down. Maybe he meant a floodgate for dropping the water down a level. --[[User:Vinic|Vinic]] 16:27, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I think what he had was two rooms--one is the actual entrance way, sealed by doors--that have pumps on the level above, dumping thier output into a channel that leads into the room they aren't pumping from.--[[User:Draco18s|Draco18s]] 16:43, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Sorry if I was ambiguous in my wording. Hopefully the accompanying screenshot removes any confusion in how it works. --[[User:Lucid|Lucid]] 11:38, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
The idea is good but what I saw on those screenshots had immediately looked flawed to me. Even back when siege AI was broken trolls wandered to my experimental flood-the-sigers device (ironically) and quickly destroyed both the screw pump and the windmill. I am sure that they will also try to break any accessible axles and gears. So you should modify the design to keep all building destroyers (ideally including flying ones but not necessary as dragons are really rare and demons are avoidable) from leaving you with a permanently flooded entrance. The problem can be even worse with lava.--[[User:Another|Another]] 17:59, 16 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Choice of location ==&lt;br /&gt;
&lt;br /&gt;
I think we should get some information up here on selecting a ''proper'' site to start digging your fortress. Sort of a list of ideal criteria to look for on the actual map after you've arrived, taking into account things like elevation, natural rock formations, water and magma, and accessibility. Sort of a guide to the ultimate defense, I suppose. --[[User:Xazak|Xazak]] 14:47, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Seconded. That would be indeed useful. --[[User:UltimaPhantom|UltimaPhantom]] 13:43, 8 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==Defense Designs== &lt;br /&gt;
I think we should have separate page for defense schemes such as the new trap designs using machines and wall patterns and such. [[User:Jikor|Jikor]] 06:29, 9 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Nifty designs? ==&lt;br /&gt;
&lt;br /&gt;
Not sure if this is right page, but I'd love a step-by-step about building arenas. [[User:Runspotrun|Runspotrun]] 09:24, 13 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Workshop layout ==&lt;br /&gt;
&lt;br /&gt;
Why are the inputs placed so far off the hallway in the &amp;quot;Wio&amp;quot; design? Wouldn't it make more sense to have a 'ladder' layout where each rail was a hallway and each rung was &amp;quot;iWo&amp;quot;, so that haulers had easy access to both piles?  Or better yet, a hallway with input stockpiles below the workshops, and another with output stockpiles above the workshops?  I think the layout presented is pretty inefficient given the new 3rd axis.&lt;br /&gt;
&lt;br /&gt;
=== Indeed... ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I strongly agree, workshop layout needs it's own page first of all, and second of all it needs to be expanded more, with the z layout there is a large difference on working out the workshop layout, I'm sure it will eventually get edited in, if you feel like it, you can edit it in yourself as well.&lt;br /&gt;
(In the future, please sign your edits, especially on discussion pages, it makes it easier for people to contact you)&lt;br /&gt;
&lt;br /&gt;
[[User:Pyrofyr|Pyrofyr]] 06:12, 22 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== This page is strange to edit ==&lt;br /&gt;
If you edit a section of the page, it totally screws up the formatting of the entire page.  I think it might have to do with the code and pre tags. [[User:Julius|Julius]] 14:21, 13 November 2007 (EST)&lt;br /&gt;
:I stripped out the code and pre tags and replaced them with leading spaces to preserve fixed width formatting.[[User:Julius|Julius]] 14:34, 13 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Access to Trade Depot ==&lt;br /&gt;
&lt;br /&gt;
I thought it would be a good idea to have a seperate three-tile wide entrance to have the trade depot underground, behind defences, with a single tile wide access from a store-room for finished goods.&lt;br /&gt;
&lt;br /&gt;
HOWEVER: If the drawbridge blocking the three-wide entrance is raised: the human merchant wagons bypass my settlement!&lt;br /&gt;
&lt;br /&gt;
Maybe, closed drawbridges need to be included as accessable in the pathfinding algorithm?&lt;br /&gt;
&lt;br /&gt;
Yes, my &amp;quot;Access to depot&amp;quot; screen is ''totally different'' with the drawbridge up vs down. It should be the same though.[[User:GarrieIrons|GarrieIrons]] 07:14, 8 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Radial Design==&lt;br /&gt;
I've been using a radial design that works superb.  The entire fortress is designed around a principle somewhat similar to that presented in the 'Moody Dwarves' section on the main page.  With a single staircase running up and down the entire fortress, which everything is connected around.&lt;br /&gt;
&lt;br /&gt;
The floors alternate workshop/storage.  On workshop floors the diagonals immediate to the main stairway are mined out a couple spaces to make room for the first workshops; around those I start mining in straight lines and start a grid pattern.  Storage floors I leave the wall of stone around the staircase with only one or two walls mined out for access and put doors there; everything around this is mined out.  First floor is usually farm workshops, kennel, barracks, and dining.  On the ground level I start by mining into a cave, clear out space for a trade depot, and mine out one spot where I build a single downward staircase; here the entire fortress starts.  It works great and is very efficient, though it takes a while to get setup right.&lt;br /&gt;
&lt;br /&gt;
For defense I prefer to locate the starting digging point up high and build a bridge to an inaccessible area of cliff.  The bridge is retracted as invaders stream across it.  Again, it takes a while to get started because you have to build a huge bridge, but worth it.  The sole entrance to your fortress is also a single down stairway (unless you have backdoors or additional stairways), making it somewhat easy to defend here too.&lt;br /&gt;
&lt;br /&gt;
I'm still a noob, so I'm sure people can add to this, but of my several fortresses the one I went with this design on has been my favorite and I think best operating establishment.&lt;br /&gt;
&lt;br /&gt;
Below you can see a piece from around the central staircase, to see how the design should start.  Notice that it is pretty modular, you can have two workshops pushed together, or you can separate them all, and you have a couple options on how you set up your entrances, connecting two workshops with one door, or leaving them with separate entrances.  Up to you.  Notice the initial diagonal terminates at a workshop, and starts the grid pattern.&lt;br /&gt;
W= workshop&lt;br /&gt;
D= door&lt;br /&gt;
┼= path&lt;br /&gt;
`= wall&lt;br /&gt;
{{qd|cols=18&lt;br /&gt;
|`|W|W|W|`|.|`|`|`|`|`|.|`|W|W|W|`|`&lt;br /&gt;
|`|W|W|W|`|.|`|`|`|`|`|.|`|W|W|W|`|`&lt;br /&gt;
|`|W|W|W|`|.|`|W|W|W|`|.|`|W|W|W|`|`&lt;br /&gt;
|`|`|`|`|┼|.|`|W|W|W|`|.|┼|`|`|`|`|`&lt;br /&gt;
|.|.|.|.|.|.|`|W|W|W|`|.|.|.|.|.|.|.&lt;br /&gt;
|`|`|`|`|`|`|┼|`|`|`|┼|`|`|`|┼|`|`|`&lt;br /&gt;
|W|W|W|W|W|W|`|.|`|.|`|W|W|W|`|W|W|W&lt;br /&gt;
|W|W|W|W|W|W|`|`|X|`|`|W|W|W|`|W|W|W}}&lt;br /&gt;
{{qd|cols=18&lt;br /&gt;
|W|W|W|W|W|W|`|.|`|.|`|W|W|W|`|W|W|W&lt;br /&gt;
|`|`|`|`|`|`|┼|`|`|`|┼|`|`|`|┼|`|`|`&lt;br /&gt;
|.|.|.|.|.|.|`|W|W|W|`|.|.|.|.|.|.|.&lt;br /&gt;
|`|`|`|`|┼|.|`|W|W|W|`|.|┼|`|`|`|`|`&lt;br /&gt;
|`|W|W|W|`|.|`|W|W|W|`|.|`|W|W|W|`|`&lt;br /&gt;
|`|W|W|W|`|.|`|`|`|`|`|.|`|W|W|W|`|`&lt;br /&gt;
|`|W|W|W|`|.|┼|W|W|W|┼|.|`|W|W|W|`|`&lt;br /&gt;
|`|`|`|`|`|.|`|W|W|W|`|.|`|`|`|`|`|`}}&lt;br /&gt;
{{qd|cols=18&lt;br /&gt;
|`|`|`|`|`|.|`|W|W|W|`|.|`|`|`|`|`|`&lt;br /&gt;
|`|`|`|`|`|.|`|`|`|`|`|.|`|`|`|`|`|`}}&lt;br /&gt;
&lt;br /&gt;
[[User:Omnirizon|Omnirizon]] 23:59, 28 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
I started using this design, but ran into a small problem: For some reason, even with all four diagonals leading into the room, they're unable to build a workshop though. I've so far only tried a mason's workshop since I'm interested in getting rid of all my excess stone by turning it into blocks for roads and walls (I want to have smooth roads and walls), and no matter which square I stick it in, they say that they &amp;quot;Cannot reach the work site&amp;quot; once they begin building. [http://img.photobucket.com/albums/v478/urth/workshop.png] There's a link to a picture of the layout thus far. The workshop is in the bottom square, and when completed would only block out access from the top-right corner, still allowing traffic via the top-left corner. It even says they cannot reach the site if I stick it in the far north square, where both current entrances would remain intact. Why is it doing this? --[[User:Urthdigger|Urthdigger]] 04:44, 11 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I haven't tried this setup myself and I don't know why it didn't work for you, but solving it ought to be rather easy simply by not extending the diagonals beyond the initial hallways, like so:&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
█WWW█.█████.█WWW██&amp;lt;br&amp;gt;&lt;br /&gt;
█WWW█.█████.█WWW██&amp;lt;br&amp;gt;&lt;br /&gt;
█WWW█.█WWW█.█WWW██&amp;lt;br&amp;gt;&lt;br /&gt;
██▓██.█WWW█.██▓███&amp;lt;br&amp;gt;&lt;br /&gt;
......█WWW█.......&amp;lt;br&amp;gt;&lt;br /&gt;
██████▓███▓█▓███▓█&amp;lt;br&amp;gt;&lt;br /&gt;
WWWWWW█.█.█WWW█WWW&amp;lt;br&amp;gt;&lt;br /&gt;
WWWWWW██X██WWW█WWW&amp;lt;br&amp;gt;&lt;br /&gt;
WWWWWW█.█.█WWW█WWW&amp;lt;br&amp;gt;&lt;br /&gt;
████▓█▓███▓███████&amp;lt;br&amp;gt;&lt;br /&gt;
......█WWW█.......&amp;lt;br&amp;gt;&lt;br /&gt;
██▓██.█WWW█.██▓███&amp;lt;br&amp;gt;&lt;br /&gt;
█WWW█.█WWW█.█WWW██&amp;lt;br&amp;gt;&lt;br /&gt;
█WWW█.██▓██.█WWW██&amp;lt;br&amp;gt;&lt;br /&gt;
█WWW█.█WWW█.█WWW██&amp;lt;br&amp;gt;&lt;br /&gt;
█████.█WWW█.██████&amp;lt;br&amp;gt;&lt;br /&gt;
█████.█WWW█.██████&amp;lt;br&amp;gt;&lt;br /&gt;
█████.█████.██████&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You'd get an unsmoothable section of workshop wall, but it's better than nothing. It'd also allow you to incorporate a door if you were adapting the design a bit. [[User:Kirig Stonebeard|Kirig Stonebeard]] 00:46, 24 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:I get the &amp;quot;Cannot reach the work site&amp;quot; cancel message a lot with my current fortress. It seems to happen when there is too much loose stone on the work site; kind of the workshop equivalent of &amp;quot;item blocking site&amp;quot; cancel messages. I wait for haulers to clear it or just designate it all for dumping. Once there's no more stone they'll build workshops just fine even with only diagonal access. [[User:Bitbender|Bitbender]] 16:42, 31 March 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Beware: Traffic Problems ==&lt;br /&gt;
&lt;br /&gt;
I think that one of the biggest mistakes new fortress designers make is not leaving enough space for traffic.  If you build a fortress that is too compact/tight, you'll begin to see problems when you have 80+ dwarves all running around.  This will be especially problematic in fortresses that use single width hallways.  I'd suggest using 4-wide for main arteries, 3-wide for secondary roads, and 2-wide at minimum for anything other than a work/access tunnel.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Gairabad's shameless self-promotion ==&lt;br /&gt;
&lt;br /&gt;
I added a bunch of stuff to my [[User:Gairabad|user page]] on workshop layout design.  In my humble opinion, it blows all the existing designs on this page right out of the water.  You're welcome to incorporate it if you like.  [[User:Gairabad|Gairabad]] 21:17, 28 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Cave Adaptation ==&lt;br /&gt;
&lt;br /&gt;
Not sure why, but when I follow the intructions on this section the stairway ends up listed as 'inside' and 'light'.  As I understand it, unless it says outside it won't work.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I noticed that the instructions as listed say to replace the channeled area with flooring, that may be a missunderstanding there.  This is in response to the person talking about things being inside anyway.  I will try to give it a try soon and see what I get.  Anyway, on to my actual comment.  The posting mentions that telling dwarves to stay inside forbids them from using the stairs, a possible way arround this is to make sure that the exit has a door of some sort (since it is suggested to build a wall at the top level anyway) and then when you tell all dwarves to stay inside, lock the door, then tell them they can go outside again. [[User:Burlingk|Burlingk]] 23:39, 10 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== This page is broken ==&lt;br /&gt;
&lt;br /&gt;
This page makes heavy use of the ParserFunctions extension and it's simply not rendering if I activate that extension. I'm not familiar with the syntax used for all that but my guess is that it's way too big. I suggest the people who originally made it try to split in either different blocks of code or on different pages. &lt;br /&gt;
I might be making some tests to see if it can be fixed but I might break stuff. --[[User:Senso|Senso]] 15:03, 18 March 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Pyrofyr</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Design_strategies&amp;diff=7441</id>
		<title>40d Talk:Design strategies</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Design_strategies&amp;diff=7441"/>
		<updated>2009-04-22T06:12:41Z</updated>

		<summary type="html">&lt;p&gt;Pyrofyr: /* Workshop layout */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Perhaps these explanations of how the various mining commands work should go under a Mining article. &amp;quot;Design strategies&amp;quot; seems like it would be more about layouts for kitchens and pump systems and whatnot. --[[User:BahamutZERO|BahamutZERO]] 19:43, 30 October 2007 (EDT)&lt;br /&gt;
: I have inadvetently written an article on [[Digging]] which complements the work on this page. I suggest they be reviewed and relevant parts merged. This page will have a use in future for players to post their designs. I agree with '''BahamutZERO''' that this isn't the place to talk about Mining. --[[User:Markavian|Markavian]] 22:41, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Flooded Entrance ==&lt;br /&gt;
&lt;br /&gt;
I'd like to see some sample shots of that Flooded Entrance setup. It's my understanding that the screw pump only pulls water up, not pump it down. Maybe he meant a floodgate for dropping the water down a level. --[[User:Vinic|Vinic]] 16:27, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I think what he had was two rooms--one is the actual entrance way, sealed by doors--that have pumps on the level above, dumping thier output into a channel that leads into the room they aren't pumping from.--[[User:Draco18s|Draco18s]] 16:43, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Sorry if I was ambiguous in my wording. Hopefully the accompanying screenshot removes any confusion in how it works. --[[User:Lucid|Lucid]] 11:38, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
The idea is good but what I saw on those screenshots had immediately looked flawed to me. Even back when siege AI was broken trolls wandered to my experimental flood-the-sigers device (ironically) and quickly destroyed both the screw pump and the windmill. I am sure that they will also try to break any accessible axles and gears. So you should modify the design to keep all building destroyers (ideally including flying ones but not necessary as dragons are really rare and demons are avoidable) from leaving you with a permanently flooded entrance. The problem can be even worse with lava.--[[User:Another|Another]] 17:59, 16 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Choice of location ==&lt;br /&gt;
&lt;br /&gt;
I think we should get some information up here on selecting a ''proper'' site to start digging your fortress. Sort of a list of ideal criteria to look for on the actual map after you've arrived, taking into account things like elevation, natural rock formations, water and magma, and accessibility. Sort of a guide to the ultimate defense, I suppose. --[[User:Xazak|Xazak]] 14:47, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Seconded. That would be indeed useful. --[[User:UltimaPhantom|UltimaPhantom]] 13:43, 8 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==Defense Designs== &lt;br /&gt;
I think we should have separate page for defense schemes such as the new trap designs using machines and wall patterns and such. [[User:Jikor|Jikor]] 06:29, 9 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Nifty designs? ==&lt;br /&gt;
&lt;br /&gt;
Not sure if this is right page, but I'd love a step-by-step about building arenas. [[User:Runspotrun|Runspotrun]] 09:24, 13 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Workshop layout ==&lt;br /&gt;
&lt;br /&gt;
Why are the inputs placed so far off the hallway in the &amp;quot;Wio&amp;quot; design? Wouldn't it make more sense to have a 'ladder' layout where each rail was a hallway and each rung was &amp;quot;iWo&amp;quot;, so that haulers had easy access to both piles?  Or better yet, a hallway with input stockpiles below the workshops, and another with output stockpiles above the workshops?  I think the layout presented is pretty inefficient given the new 3rd axis.&lt;br /&gt;
&lt;br /&gt;
== Indeed... ==&lt;br /&gt;
&lt;br /&gt;
I strongly agree, workshop layout needs it's own page first of all, and second of all it needs to be expanded more, with the z layout there is a large difference on working out the workshop layout, I'm sure it will eventually get edited in, if you feel like it, you can edit it in yourself as well.&lt;br /&gt;
(In the future, please sign your edits, especially on discussion pages, it makes it easier for people to contact you)&lt;br /&gt;
[[User:Pyrofyr|Pyrofyr]] 06:12, 22 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== This page is strange to edit ==&lt;br /&gt;
If you edit a section of the page, it totally screws up the formatting of the entire page.  I think it might have to do with the code and pre tags. [[User:Julius|Julius]] 14:21, 13 November 2007 (EST)&lt;br /&gt;
:I stripped out the code and pre tags and replaced them with leading spaces to preserve fixed width formatting.[[User:Julius|Julius]] 14:34, 13 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Access to Trade Depot ==&lt;br /&gt;
&lt;br /&gt;
I thought it would be a good idea to have a seperate three-tile wide entrance to have the trade depot underground, behind defences, with a single tile wide access from a store-room for finished goods.&lt;br /&gt;
&lt;br /&gt;
HOWEVER: If the drawbridge blocking the three-wide entrance is raised: the human merchant wagons bypass my settlement!&lt;br /&gt;
&lt;br /&gt;
Maybe, closed drawbridges need to be included as accessable in the pathfinding algorithm?&lt;br /&gt;
&lt;br /&gt;
Yes, my &amp;quot;Access to depot&amp;quot; screen is ''totally different'' with the drawbridge up vs down. It should be the same though.[[User:GarrieIrons|GarrieIrons]] 07:14, 8 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Radial Design==&lt;br /&gt;
I've been using a radial design that works superb.  The entire fortress is designed around a principle somewhat similar to that presented in the 'Moody Dwarves' section on the main page.  With a single staircase running up and down the entire fortress, which everything is connected around.&lt;br /&gt;
&lt;br /&gt;
The floors alternate workshop/storage.  On workshop floors the diagonals immediate to the main stairway are mined out a couple spaces to make room for the first workshops; around those I start mining in straight lines and start a grid pattern.  Storage floors I leave the wall of stone around the staircase with only one or two walls mined out for access and put doors there; everything around this is mined out.  First floor is usually farm workshops, kennel, barracks, and dining.  On the ground level I start by mining into a cave, clear out space for a trade depot, and mine out one spot where I build a single downward staircase; here the entire fortress starts.  It works great and is very efficient, though it takes a while to get setup right.&lt;br /&gt;
&lt;br /&gt;
For defense I prefer to locate the starting digging point up high and build a bridge to an inaccessible area of cliff.  The bridge is retracted as invaders stream across it.  Again, it takes a while to get started because you have to build a huge bridge, but worth it.  The sole entrance to your fortress is also a single down stairway (unless you have backdoors or additional stairways), making it somewhat easy to defend here too.&lt;br /&gt;
&lt;br /&gt;
I'm still a noob, so I'm sure people can add to this, but of my several fortresses the one I went with this design on has been my favorite and I think best operating establishment.&lt;br /&gt;
&lt;br /&gt;
Below you can see a piece from around the central staircase, to see how the design should start.  Notice that it is pretty modular, you can have two workshops pushed together, or you can separate them all, and you have a couple options on how you set up your entrances, connecting two workshops with one door, or leaving them with separate entrances.  Up to you.  Notice the initial diagonal terminates at a workshop, and starts the grid pattern.&lt;br /&gt;
W= workshop&lt;br /&gt;
D= door&lt;br /&gt;
┼= path&lt;br /&gt;
`= wall&lt;br /&gt;
{{qd|cols=18&lt;br /&gt;
|`|W|W|W|`|.|`|`|`|`|`|.|`|W|W|W|`|`&lt;br /&gt;
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|`|W|W|W|`|.|`|W|W|W|`|.|`|W|W|W|`|`&lt;br /&gt;
|`|`|`|`|┼|.|`|W|W|W|`|.|┼|`|`|`|`|`&lt;br /&gt;
|.|.|.|.|.|.|`|W|W|W|`|.|.|.|.|.|.|.&lt;br /&gt;
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|W|W|W|W|W|W|`|.|`|.|`|W|W|W|`|W|W|W&lt;br /&gt;
|W|W|W|W|W|W|`|`|X|`|`|W|W|W|`|W|W|W}}&lt;br /&gt;
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|`|`|`|`|`|.|`|`|`|`|`|.|`|`|`|`|`|`}}&lt;br /&gt;
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[[User:Omnirizon|Omnirizon]] 23:59, 28 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
I started using this design, but ran into a small problem: For some reason, even with all four diagonals leading into the room, they're unable to build a workshop though. I've so far only tried a mason's workshop since I'm interested in getting rid of all my excess stone by turning it into blocks for roads and walls (I want to have smooth roads and walls), and no matter which square I stick it in, they say that they &amp;quot;Cannot reach the work site&amp;quot; once they begin building. [http://img.photobucket.com/albums/v478/urth/workshop.png] There's a link to a picture of the layout thus far. The workshop is in the bottom square, and when completed would only block out access from the top-right corner, still allowing traffic via the top-left corner. It even says they cannot reach the site if I stick it in the far north square, where both current entrances would remain intact. Why is it doing this? --[[User:Urthdigger|Urthdigger]] 04:44, 11 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I haven't tried this setup myself and I don't know why it didn't work for you, but solving it ought to be rather easy simply by not extending the diagonals beyond the initial hallways, like so:&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
█WWW█.█████.█WWW██&amp;lt;br&amp;gt;&lt;br /&gt;
█WWW█.█████.█WWW██&amp;lt;br&amp;gt;&lt;br /&gt;
█WWW█.█WWW█.█WWW██&amp;lt;br&amp;gt;&lt;br /&gt;
██▓██.█WWW█.██▓███&amp;lt;br&amp;gt;&lt;br /&gt;
......█WWW█.......&amp;lt;br&amp;gt;&lt;br /&gt;
██████▓███▓█▓███▓█&amp;lt;br&amp;gt;&lt;br /&gt;
WWWWWW█.█.█WWW█WWW&amp;lt;br&amp;gt;&lt;br /&gt;
WWWWWW██X██WWW█WWW&amp;lt;br&amp;gt;&lt;br /&gt;
WWWWWW█.█.█WWW█WWW&amp;lt;br&amp;gt;&lt;br /&gt;
████▓█▓███▓███████&amp;lt;br&amp;gt;&lt;br /&gt;
......█WWW█.......&amp;lt;br&amp;gt;&lt;br /&gt;
██▓██.█WWW█.██▓███&amp;lt;br&amp;gt;&lt;br /&gt;
█WWW█.█WWW█.█WWW██&amp;lt;br&amp;gt;&lt;br /&gt;
█WWW█.██▓██.█WWW██&amp;lt;br&amp;gt;&lt;br /&gt;
█WWW█.█WWW█.█WWW██&amp;lt;br&amp;gt;&lt;br /&gt;
█████.█WWW█.██████&amp;lt;br&amp;gt;&lt;br /&gt;
█████.█WWW█.██████&amp;lt;br&amp;gt;&lt;br /&gt;
█████.█████.██████&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You'd get an unsmoothable section of workshop wall, but it's better than nothing. It'd also allow you to incorporate a door if you were adapting the design a bit. [[User:Kirig Stonebeard|Kirig Stonebeard]] 00:46, 24 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:I get the &amp;quot;Cannot reach the work site&amp;quot; cancel message a lot with my current fortress. It seems to happen when there is too much loose stone on the work site; kind of the workshop equivalent of &amp;quot;item blocking site&amp;quot; cancel messages. I wait for haulers to clear it or just designate it all for dumping. Once there's no more stone they'll build workshops just fine even with only diagonal access. [[User:Bitbender|Bitbender]] 16:42, 31 March 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Beware: Traffic Problems ==&lt;br /&gt;
&lt;br /&gt;
I think that one of the biggest mistakes new fortress designers make is not leaving enough space for traffic.  If you build a fortress that is too compact/tight, you'll begin to see problems when you have 80+ dwarves all running around.  This will be especially problematic in fortresses that use single width hallways.  I'd suggest using 4-wide for main arteries, 3-wide for secondary roads, and 2-wide at minimum for anything other than a work/access tunnel.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Gairabad's shameless self-promotion ==&lt;br /&gt;
&lt;br /&gt;
I added a bunch of stuff to my [[User:Gairabad|user page]] on workshop layout design.  In my humble opinion, it blows all the existing designs on this page right out of the water.  You're welcome to incorporate it if you like.  [[User:Gairabad|Gairabad]] 21:17, 28 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Cave Adaptation ==&lt;br /&gt;
&lt;br /&gt;
Not sure why, but when I follow the intructions on this section the stairway ends up listed as 'inside' and 'light'.  As I understand it, unless it says outside it won't work.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I noticed that the instructions as listed say to replace the channeled area with flooring, that may be a missunderstanding there.  This is in response to the person talking about things being inside anyway.  I will try to give it a try soon and see what I get.  Anyway, on to my actual comment.  The posting mentions that telling dwarves to stay inside forbids them from using the stairs, a possible way arround this is to make sure that the exit has a door of some sort (since it is suggested to build a wall at the top level anyway) and then when you tell all dwarves to stay inside, lock the door, then tell them they can go outside again. [[User:Burlingk|Burlingk]] 23:39, 10 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== This page is broken ==&lt;br /&gt;
&lt;br /&gt;
This page makes heavy use of the ParserFunctions extension and it's simply not rendering if I activate that extension. I'm not familiar with the syntax used for all that but my guess is that it's way too big. I suggest the people who originally made it try to split in either different blocks of code or on different pages. &lt;br /&gt;
I might be making some tests to see if it can be fixed but I might break stuff. --[[User:Senso|Senso]] 15:03, 18 March 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Pyrofyr</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Design_strategies&amp;diff=6215</id>
		<title>40d:Design strategies</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Design_strategies&amp;diff=6215"/>
		<updated>2009-04-22T06:10:27Z</updated>

		<summary type="html">&lt;p&gt;Pyrofyr: Fixed the previews, they needed a &amp;lt;pre&amp;gt; tag as they were not showing up correctly as tables (due to the Unix Pipe &amp;quot;|&amp;quot; being a character used in tables...)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Fortress defense==&lt;br /&gt;
See [[fortress defense]].&lt;br /&gt;
&lt;br /&gt;
== 3D map format ==&lt;br /&gt;
For more information on how to dig passages and structures in a 3D map, see [[digging]].&lt;br /&gt;
&lt;br /&gt;
== Interior design ==&lt;br /&gt;
It may seem obvious to experienced players but it should be stated explicitly: for maximal efficiency your dwarves should spend the least amount of time moving about and the most time doing productive things.  Fortress interior design is critical to productivity.&lt;br /&gt;
&lt;br /&gt;
===Bedroom design===&lt;br /&gt;
See [[bedroom design]].&lt;br /&gt;
&lt;br /&gt;
===Workshop Logistics===&lt;br /&gt;
&lt;br /&gt;
At a certain point, the most important thing for your fortress is not that you have workshops, but that they are placed efficiently.&lt;br /&gt;
&lt;br /&gt;
Pair workshops that have similar inputs or similar outputs or where the output of one is the input of another. Examples: Pair a mechanic's workshop with a mason's workshop because both consume stone and produce furniture. If multiple inputs are required (smelter, smith..), it is better to make specialized stockpiles rather than having a single 'input' stockpile because you want to make sure that there is always some of every input. Use the 'take from stockpile' interface to fill these subsidiary stockpiles from your main stockpile and vice versa.&lt;br /&gt;
&lt;br /&gt;
One way of doing this is with the stockpiles on the next Z-level like this:&lt;br /&gt;
&lt;br /&gt;
(view from above)&lt;br /&gt;
&lt;br /&gt;
Level 0:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
|`|`|`|`|`|`|`|`|`|`|`|`|`|`|`&lt;br /&gt;
|`|W|W|W|W|W|W|`|W|W|W|W|W|W|`&lt;br /&gt;
|`|W|W|W|W|W|W|`|W|W|W|W|W|W|`&lt;br /&gt;
|`|W|W|W|W|W|W|`|W|W|W|W|W|W|`&lt;br /&gt;
|`|.|.|&amp;gt;|&amp;gt;|.|.|`|.|.|&amp;gt;|&amp;gt;|.|.|`&lt;br /&gt;
|`|`|`|`|`|`|`|`|`|`|`|`|`|`|`&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Level -1:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
|`|`|`|`|`|`|`|`|`|`|`|`|`|`|`&lt;br /&gt;
|`|i|i|i|i|i|i|`|i|i|i|i|i|i|`&lt;br /&gt;
|`|i|i|i|i|i|i|`|i|i|i|i|i|i|`&lt;br /&gt;
|`|i|i|i|i|i|i|`|i|i|i|i|i|i|`&lt;br /&gt;
|.|.|.|&amp;lt;|&amp;lt;|.|.|.|.|.|&amp;lt;|&amp;lt;|.|.|.&lt;br /&gt;
|`|o|o|o|o|o|o|`|o|o|o|o|o|o|`&lt;br /&gt;
|`|o|o|o|o|o|o|`|o|o|o|o|o|o|`&lt;br /&gt;
|`|o|o|o|o|o|o|`|o|o|o|o|o|o|`&lt;br /&gt;
|`|`|`|`|`|`|`|`|`|`|`|`|`|`|`&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
i=input item o=output item W=workshop&lt;br /&gt;
&lt;br /&gt;
Alternatively you can place input above and output below the workshops or the other way round, depending, for example, on the location of your trade depot. Additional stairs may be useful.&lt;br /&gt;
&lt;br /&gt;
==== Moody Dwarves ====&lt;br /&gt;
One important consideration of workshops includes design to account for moody dwarves. Open workshops might be easy and convenient, but make containment in the case of a berserk dwarf difficult.  One such layout that takes this into consideration is as follows:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
|`|`|`|`|`|`|`|`|`&lt;br /&gt;
|`|W|W|W|`|W|W|W|`&lt;br /&gt;
|`|W|W|W|`|W|W|W|`&lt;br /&gt;
|`|W|W|W|`|W|W|W|`&lt;br /&gt;
|`|`|`|┼|`|┼|`|`|`&lt;br /&gt;
|`|`|`|`|X|`|`|`|`&lt;br /&gt;
|`|`|`|┼|`|┼|`|`|`&lt;br /&gt;
|`|W|W|W|`|W|W|W|`&lt;br /&gt;
|`|W|W|W|`|W|W|W|`&lt;br /&gt;
|`|W|W|W|`|W|W|W|`&lt;br /&gt;
|`|`|`|`|`|`|`|`|`&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Key: W: Workshop, X: up/down staircase&lt;br /&gt;
&lt;br /&gt;
Access and stockpiles are placed above and below the room.  Similar workshops can be grouped together for easier checking on, and a door can be locked should a moody dwarf's wishes be unmet.  This concept can be used for your entire fortress:&lt;br /&gt;
&lt;br /&gt;
Below you can see a piece from around the central staircase, to see how the design should start.  Notice that it is pretty modular, you can have two workshops pushed together, or you can separate them all, and you have a couple options on how you set up your entrances, connecting two workshops with one door, or leaving them with separate entrances.  Up to you.  Notice the initial diagonal terminates at a workshop, and starts the grid pattern.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
|`|W|W|W|`|.|`|`|`|`|`|.|`|W|W|W|`|`&lt;br /&gt;
|`|W|W|W|`|.|`|`|`|`|`|.|`|W|W|W|`|`&lt;br /&gt;
|`|W|W|W|`|.|`|W|W|W|`|.|`|W|W|W|`|`&lt;br /&gt;
|`|`|`|`|┼|.|`|W|W|W|`|.|┼|`|`|`|`|`&lt;br /&gt;
|.|.|.|.|.|.|`|W|W|W|`|.|.|.|.|.|.|.&lt;br /&gt;
|`|`|`|`|`|`|┼|`|`|`|┼|`|`|`|┼|`|`|`&lt;br /&gt;
|W|W|W|W|W|W|`|.|`|.|`|W|W|W|`|W|W|W&lt;br /&gt;
|W|W|W|W|W|W|`|`|X|`|`|W|W|W|`|W|W|W&lt;br /&gt;
|W|W|W|W|W|W|`|.|`|.|`|W|W|W|`|W|W|W&lt;br /&gt;
|`|`|`|`|`|`|┼|`|`|`|┼|`|`|`|┼|`|`|`&lt;br /&gt;
|.|.|.|.|.|.|`|W|W|W|`|.|.|.|.|.|.|.&lt;br /&gt;
|`|`|`|`|┼|.|`|W|W|W|`|.|┼|`|`|`|`|`&lt;br /&gt;
|`|W|W|W|`|.|`|W|W|W|`|.|`|W|W|W|`|`&lt;br /&gt;
|`|W|W|W|`|.|`|`|`|`|`|.|`|W|W|W|`|`&lt;br /&gt;
|`|W|W|W|`|.|┼|W|W|W|┼|.|`|W|W|W|`|`&lt;br /&gt;
|`|`|`|`|`|.|`|W|W|W|`|.|`|`|`|`|`|`&lt;br /&gt;
|`|`|`|`|`|.|`|W|W|W|`|.|`|`|`|`|`|`&lt;br /&gt;
|`|`|`|`|`|.|`|`|`|`|`|.|`|`|`|`|`|`&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Key: W: Workshop, X: up/down staircase&lt;br /&gt;
&lt;br /&gt;
The floors alternate workshop/storage.  On workshop floors the diagonals immediate to the main stairway are mined out a couple spaces to make room for the first workshops; around those you can start mining in straight lines and start a grid pattern.  For storage floors you can leave a wall of stone around the staircase with only one or two walls mined out for access; then mine out everything around it.  On the ground level you start by mining into a cave, clear out space for a trade depot, and mine out one spot where you build a single downward staircase; here the entire fortress starts.  It works great and is very efficient, though it takes a while to get setup right.&lt;br /&gt;
&lt;br /&gt;
====Decentralized Workshop Complex====&lt;br /&gt;
Designed for use with the [[Bedroom_Design#Decentralized_Living|decentralized living]] plan, this plan emphasizes fine-grained planning with many small, specific stockpiles and planned workshop quarters.  It therefore requires some micro-management to get going.  However, once you have it working, things work extremely smoothly and you should never have a significant delay in production again.&lt;br /&gt;
&lt;br /&gt;
[[Image:Workshops.GIF]]&lt;br /&gt;
&lt;br /&gt;
Total workshop loadout for 1 floor:&lt;br /&gt;
* Sixteen (16) 3x3 workshops&lt;br /&gt;
* Four (4) 4x3 workshops&lt;br /&gt;
* Two (2) 5x5 workshops&lt;br /&gt;
&lt;br /&gt;
Maximum walk to stockpile on same wing: 18.&lt;br /&gt;
&lt;br /&gt;
The light gray crosses are optional doors.  They can be useful for sealing off a Kitchen or Butcher's Shop to keep [[miasma]] from annoying the neighbors.  Beyond that, the blue field is the stairwell access (recommend separate up stairs and down stairs for safety reasons), and the gray fields are stockpiles.&lt;br /&gt;
&lt;br /&gt;
4x3 workshops are useful for workshops with strange blocked square formations (the Bowyer's shop is an example).  They can also be nice for setting up a tiny 1x2 or 1x3 stockpile for a specific workshop - with bins, this can be a significant reserve of material.  Imagine a Clothier or Leatherworker with 3 full bins of cloth or leather right next to them.&lt;br /&gt;
&lt;br /&gt;
The 5x5 workshops are useful for [[shop]]s, [[kennel]]s, and [[siege workshop]]s.  You can even put your [[trade depot]] in one of them if you've got a mind to.  Maintaining proper security can be a nightmare in that situation (remember that [[troll]]s and others can break down doors and floodgates), but if you manage to get it done it can be a trader's dream come true.  They can also be useful for making a specialty shop with a few stockpiles designed to accomplish only one thing (encrusting statues with gems, for example).&lt;br /&gt;
&lt;br /&gt;
The 3x3 workshops are best organized into wings, where a pair of workshops share a similar function with the pair directly next to them.  They share stockpile space better this way.  When set up correctly, less than 10 dwarves will regularly use each stockpile room, so traffic is a non-issue.  There tends to be a lot of dwarves in the halls, though, because peasant haulers visit the workshops frequently, hence the 3-wide corridors.&lt;br /&gt;
&lt;br /&gt;
Finally, this design offers lots and lots of wall space for smoothing and engraving.  Free wealth is good.&lt;br /&gt;
&lt;br /&gt;
====Fluid workshop locations====&lt;br /&gt;
Alternatively, you can employ a &amp;quot;work site&amp;quot; methodology where workshops are constructed and destroyed as necessary.  For example, if you mine out a huge dining hall and it is completely filled with stone, build a masonry shop in the hall to manufacture tables and chairs.  This eliminates the need for a stone hauler because your mason only has to travel a few squares to get raw material.  In addition it makes furniture hauling more efficient because the tables and chairs are right next to their eventual location.  And of course it clears stone out of your dining hall, eliminating the need for a refuse hauler to dump it all.&lt;br /&gt;
&lt;br /&gt;
==Miscellaneous strategies==&lt;br /&gt;
&lt;br /&gt;
===Use for soil layers===&lt;br /&gt;
[[Soil]] layers (such as clay, loam, etc.) - which may at first seem to be of secondary importance - are very useful for large storage areas, as they do not leave rock behind when dug through and may be excavated much faster by comparison. You can also farm on soil tiles without first making them muddy.&lt;br /&gt;
&lt;br /&gt;
Since soil cannot be smoothed or detailed, it is a less than ideal medium to assign rooms in. Workshops do not have happy thoughts for increased surrounding worth, so if proximity to another area is not an issue, soil is a great place to put them.&lt;br /&gt;
&lt;br /&gt;
Since soil is primarily located near the surface, where a trade depot is often built, it is very useful to dig out large spaces for furniture and finished goods in soil for several reasons. First, it produces no stone, and is thus very fast to dig out. Secondly, having finished goods as close to the trade depot as possible is necessary for efficient trading.&lt;br /&gt;
&lt;br /&gt;
===Curtain Walls, Orchards and Farmland===&lt;br /&gt;
Just because your fortress is underground doesn't mean it has to start there! If you have the labour and the means, a wall outside of your fortress gate, enclosing an area, can be a great way to claim a little land for yourself. You don't even necessarily have to use your front gate either, as you can wall in an area completely, with no entrance, and then open a door through the mountain. Though time-consuming, this will allow you to better weather sieges, by a variety of means. The area can be used to plant above-ground crops, or allow trees to grow as an emergency reserve. Natural ponds can be walled into your fortress's overall design, and clever use of underground rivers to feed them can provide fish and turtles even in a siege. Dwarves can also safely work here to avoid cave adaptation. Furthermore, with a good supply of stone you can just mine straight down and build a curtain wall around the entrance, so if you're challenging yourself on a map without a mountain, this is a good long-term strategy for defense against siege.&lt;br /&gt;
&lt;br /&gt;
===C-Chute===&lt;br /&gt;
The C-Chute, or Casualty Chute, is a special internal construction for fortresses with large underground areas mostly disconnected with the surfaces, especially if a fortresses defenses are primarily internal. Basically, a deep pit within the fortress walls, down which goes any dead goblins, wildlife, kolbolds and so forth. They are allowed to decay, but the miasma is too far from the areas dwarfs use to affect your fortress. Once they have rotted away completely, you can enter the chute to retrieve their bones, without ever having to go outside! Also useful for fortresses often under siege, where moving bodies outside is not always possible. This is better than using a room to dispose of the bodies, as the dwarfs dumping the bodies will not have to deal with miasma from other corpses in the dump zone.&lt;br /&gt;
&lt;br /&gt;
===Avoiding Cave Adaptation===&lt;br /&gt;
[[Cave adaptation]] is something you will generally want to avoid.  By utilizing a lighted central stair column, it is possible to make it so that dwarves will be constantly exposed to light and thus avoid cave adaptation.  You can light your central column by using a design similar to the one illustrated below (side view)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
|s|u|r|f|a|c|e&lt;br /&gt;
|_|`|_|_|_|`|_&lt;br /&gt;
|`|`|`|x|`|`|`&lt;br /&gt;
|`|`|_|x|_|`|`&lt;br /&gt;
|`|`|_|x|_|`|`&lt;br /&gt;
|`|`|_|x|_|`|`&lt;br /&gt;
|`|`|_|x|_|_|_&lt;br /&gt;
|`|`|_|x|_|`|`&lt;br /&gt;
|`|`|`|x|`|`|`&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Start by digging your stairway column all the way to the surface.  Next, channel out the surface layer and replace it with either a floor or stairway, depending on your design strategy. Channel out the next layer below the newly-constructed layer, and replace it appropriately. Repeat all the way down the column, and you should have lighted stairs all the way up and down through your fortress. A wall around the top will provide safety from invaders (a hatch cover will make the stair column count as inside, which won't prevent cave adaptation). Note that if you turn on Dwarves stay inside you'll forbid the dwarves from using your stairway.&lt;br /&gt;
&lt;br /&gt;
Another form you can use is to place your dining hall just under the surface. dig out a section of your new hall and use a chair-table-chair etc down. When you channel out the top, dig out the area above the chairs, leaving the tables in the still-undug land. This will force your dwarves to eat in the sunlight, and since they take a while (depending on the meal) they'll avoid adaptation. You have to make sure to have an excellent main gate defense so you do not have to order that they stay inside, or they'll starve.&lt;br /&gt;
&lt;br /&gt;
===Dams===&lt;br /&gt;
See [[dam]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Design]]&lt;/div&gt;</summary>
		<author><name>Pyrofyr</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Pyrofyr&amp;diff=48415</id>
		<title>User:Pyrofyr</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Pyrofyr&amp;diff=48415"/>
		<updated>2009-04-22T06:07:43Z</updated>

		<summary type="html">&lt;p&gt;Pyrofyr: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;(view from above)&lt;br /&gt;
&lt;br /&gt;
Level 0:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
|`|`|`|`|`|`|`|`|`|`|`|`|`|`|`&lt;br /&gt;
|`|W|W|W|W|W|W|`|W|W|W|W|W|W|`&lt;br /&gt;
|`|W|W|W|W|W|W|`|W|W|W|W|W|W|`&lt;br /&gt;
|`|W|W|W|W|W|W|`|W|W|W|W|W|W|`&lt;br /&gt;
|`|.|.|&amp;gt;|&amp;gt;|.|.|`|.|.|&amp;gt;|&amp;gt;|.|.|`&lt;br /&gt;
|`|`|`|`|`|`|`|`|`|`|`|`|`|`|`&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Level -1:&lt;br /&gt;
{{qd|cols=15&lt;br /&gt;
|`|`|`|`|`|`|`|`|`|`|`|`|`|`|`&lt;br /&gt;
|`|i|i|i|i|i|i|`|i|i|i|i|i|i|`&lt;br /&gt;
|`|i|i|i|i|i|i|`|i|i|i|i|i|i|`&lt;br /&gt;
|`|i|i|i|i|i|i|`|i|i|i|i|i|i|`&lt;br /&gt;
|.|.|.|&amp;lt;|&amp;lt;|.|.|.|.|.|&amp;lt;|&amp;lt;|.|.|.&lt;br /&gt;
|`|o|o|o|o|o|o|`|o|o|o|o|o|o|`&lt;br /&gt;
|`|o|o|o|o|o|o|`|o|o|o|o|o|o|`&lt;br /&gt;
|`|o|o|o|o|o|o|`|o|o|o|o|o|o|`&lt;br /&gt;
|`|`|`|`|`|`|`|`|`|`|`|`|`|`|`&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Pyrofyr</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Pyrofyr&amp;diff=48414</id>
		<title>User:Pyrofyr</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Pyrofyr&amp;diff=48414"/>
		<updated>2009-04-22T06:04:56Z</updated>

		<summary type="html">&lt;p&gt;Pyrofyr: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;(view from above)&lt;br /&gt;
&lt;br /&gt;
Level 0:&lt;br /&gt;
&lt;br /&gt;
|`|`|`|`|`|`|`|`|`|`|`|`|`|`|`&lt;br /&gt;
|`|W|W|W|W|W|W|`|W|W|W|W|W|W|`&lt;br /&gt;
|`|W|W|W|W|W|W|`|W|W|W|W|W|W|`&lt;br /&gt;
|`|W|W|W|W|W|W|`|W|W|W|W|W|W|`&lt;br /&gt;
|`|.|.|&amp;gt;|&amp;gt;|.|.|`|.|.|&amp;gt;|&amp;gt;|.|.|`&lt;br /&gt;
|`|`|`|`|`|`|`|`|`|`|`|`|`|`|`&lt;br /&gt;
&lt;br /&gt;
Level -1:&lt;br /&gt;
{{qd|cols=15&lt;br /&gt;
|`|`|`|`|`|`|`|`|`|`|`|`|`|`|`&lt;br /&gt;
|`|i|i|i|i|i|i|`|i|i|i|i|i|i|`&lt;br /&gt;
|`|i|i|i|i|i|i|`|i|i|i|i|i|i|`&lt;br /&gt;
|`|i|i|i|i|i|i|`|i|i|i|i|i|i|`&lt;br /&gt;
|.|.|.|&amp;lt;|&amp;lt;|.|.|.|.|.|&amp;lt;|&amp;lt;|.|.|.&lt;br /&gt;
|`|o|o|o|o|o|o|`|o|o|o|o|o|o|`&lt;br /&gt;
|`|o|o|o|o|o|o|`|o|o|o|o|o|o|`&lt;br /&gt;
|`|o|o|o|o|o|o|`|o|o|o|o|o|o|`&lt;br /&gt;
|`|`|`|`|`|`|`|`|`|`|`|`|`|`|`&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Pyrofyr</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Pyrofyr&amp;diff=48413</id>
		<title>User:Pyrofyr</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Pyrofyr&amp;diff=48413"/>
		<updated>2009-04-22T06:04:48Z</updated>

		<summary type="html">&lt;p&gt;Pyrofyr: Created page with '(view from above)  Level 0: {{qd|cols=15 |`|`|`|`|`|`|`|`|`|`|`|`|`|`|` |`|W|W|W|W|W|W|`|W|W|W|W|W|W|` |`|W|W|W|W|W|W|`|W|W|W|W|W|W|` |`|W|W|W|W|W|W|`|W|W|W|W|W|W|` |`|.|.|&amp;gt;|&amp;gt;|.|...'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;(view from above)&lt;br /&gt;
&lt;br /&gt;
Level 0:&lt;br /&gt;
{{qd|cols=15&lt;br /&gt;
|`|`|`|`|`|`|`|`|`|`|`|`|`|`|`&lt;br /&gt;
|`|W|W|W|W|W|W|`|W|W|W|W|W|W|`&lt;br /&gt;
|`|W|W|W|W|W|W|`|W|W|W|W|W|W|`&lt;br /&gt;
|`|W|W|W|W|W|W|`|W|W|W|W|W|W|`&lt;br /&gt;
|`|.|.|&amp;gt;|&amp;gt;|.|.|`|.|.|&amp;gt;|&amp;gt;|.|.|`&lt;br /&gt;
|`|`|`|`|`|`|`|`|`|`|`|`|`|`|`&lt;br /&gt;
}}&lt;br /&gt;
Level -1:&lt;br /&gt;
{{qd|cols=15&lt;br /&gt;
|`|`|`|`|`|`|`|`|`|`|`|`|`|`|`&lt;br /&gt;
|`|i|i|i|i|i|i|`|i|i|i|i|i|i|`&lt;br /&gt;
|`|i|i|i|i|i|i|`|i|i|i|i|i|i|`&lt;br /&gt;
|`|i|i|i|i|i|i|`|i|i|i|i|i|i|`&lt;br /&gt;
|.|.|.|&amp;lt;|&amp;lt;|.|.|.|.|.|&amp;lt;|&amp;lt;|.|.|.&lt;br /&gt;
|`|o|o|o|o|o|o|`|o|o|o|o|o|o|`&lt;br /&gt;
|`|o|o|o|o|o|o|`|o|o|o|o|o|o|`&lt;br /&gt;
|`|o|o|o|o|o|o|`|o|o|o|o|o|o|`&lt;br /&gt;
|`|`|`|`|`|`|`|`|`|`|`|`|`|`|`&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Pyrofyr</name></author>
	</entry>
</feed>