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	<updated>2026-05-09T00:39:16Z</updated>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Wood_cutter&amp;diff=313382</id>
		<title>Wood cutter</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Wood_cutter&amp;diff=313382"/>
		<updated>2026-01-05T20:05:58Z</updated>

		<summary type="html">&lt;p&gt;Qwiption: /* Trivia */  guitar = axe&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Masterwork}}&lt;br /&gt;
{{v50_skill&lt;br /&gt;
| color      = 6:1&lt;br /&gt;
| graphic    = [[File:woodcutter_sprite_preview.png]]&lt;br /&gt;
| skill      = Wood Cutter&lt;br /&gt;
| specialty  = Woodcutter&lt;br /&gt;
| profession = [[Woodworker]]&lt;br /&gt;
| job name   = Wood Cutting&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Chop down trees&lt;br /&gt;
| workshop   =&lt;br /&gt;
* None, but needs [[axe]]&lt;br /&gt;
| attributes =&lt;br /&gt;
* Strength&lt;br /&gt;
* Agility&lt;br /&gt;
* Endurance&lt;br /&gt;
* Willpower&lt;br /&gt;
* Spatial Sense&lt;br /&gt;
* Kinesthetic Sense&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&amp;lt;!-- To prevent confusion:&lt;br /&gt;
 - &amp;quot;Wood Cutter&amp;quot; - title case, name of skill&lt;br /&gt;
 - &amp;quot;Wood Cutting&amp;quot; - title case, name of labor&lt;br /&gt;
 - &amp;quot;woodcutter&amp;quot; - normal case, any dwarf cutting trees&lt;br /&gt;
 - &amp;quot;woodcutting&amp;quot; - normal case, the activity of cutting trees --&amp;gt;&lt;br /&gt;
'''Wood Cutter''' is a [[skill]] that allows a dwarf to chop down [[tree]]s with an [[axe]], turning them into [[wood]] logs. As wood is an essential resource, this is an important skill. As with other skills, it's developed with practice. Higher levels of the skill make felling trees quicker.&lt;br /&gt;
&lt;br /&gt;
A dwarf must be selected in the '''Woodcutters''' [[work detail]] in order to chop down trees. It's a subset of &amp;quot;woodworking&amp;quot;, together with [[carpentry]] and [[crossbow-making]]. This labor is also mutually exclusive with [[mining]], because, like mining it requires a tool to be equipped, and thus has a uniform attached to it.&lt;br /&gt;
&lt;br /&gt;
Most dwarves get a happy [[thought]] from felling a tree, but not all, and some even feel unhappy about it; depending on how much they [[Personality value#NATURE|value nature]]. You can check the thoughts of a woodcutter immediately after a tree was felled, and remove the worker from this type of work if they are not &amp;quot;satisfied felling a tree&amp;quot;. This is a bit of micromanagement, but few fortresses can afford wasting possible good thoughts.&lt;br /&gt;
&lt;br /&gt;
If you [[embark]] using the &amp;quot;Play Now!&amp;quot; option, one of the seven settlers will be a Novice Wood Cutter in the appropriate work detail. Graphically, any individual assigned as a woodcutter will be wearing a yellow tunic.&lt;br /&gt;
&lt;br /&gt;
== Cutting down trees ==&lt;br /&gt;
&lt;br /&gt;
Trees need to be designated to be cut down. (Specifically, designating any of the trunk tiles of a tree will do.)&lt;br /&gt;
&lt;br /&gt;
# Select &amp;quot;Set tree chopping orders&amp;quot; (in the bottom bar, or press {{Menu icon|l}}).&lt;br /&gt;
# Click on the starting point (one corner of the desired triangle).&lt;br /&gt;
# Click (again) on the opposite corner of the desired rectangle to be cut. The trunk tiles of the trees that were in the rectangle should be highlighted, indicating that they will be chopped down.&lt;br /&gt;
#* Tiles can also be designated by using the keyboard cursor if enabled.&lt;br /&gt;
&lt;br /&gt;
After the trees are designated, any idle dwarf with the Wood Cutting work detail enabled, and an axe equipped, will start chopping them down. As with other tasks, the most recently designated target is processed first.&lt;br /&gt;
&lt;br /&gt;
[[Image:tree-kills-woodcutter.png|400px|thumb|And you thought that your job was bad.]]&lt;br /&gt;
&lt;br /&gt;
Trees can be cut from any point, not only from ground level, but in all cases, after the dwarf is done cutting, the tree transforms into a pile of logs that fall to the ground in a direction opposite from where the cutter was standing. The logs are not treated as falling objects--they cannot hurt any creatures they land on--but any objects previously sitting upon the tree (e.g. logs from previously felled trees, bolts, corpses, etc.) will fall with standard ''Dwarf Fortress'' lethality.&lt;br /&gt;
&lt;br /&gt;
== Axes ==&lt;br /&gt;
A dwarf needs to have an equipped edged [[axe]] to chop down trees. If a dwarf has the Wood Cutting work detail enabled but doesn't have an axe, they will pick up any available one from a stockpile. Thankfully, any immigrant that arrives with the wood cutting labor enabled will be carrying an axe {{Verify|how does this apply for the new work detail system?}}.&lt;br /&gt;
&lt;br /&gt;
There are no special axes for woodcutting; dwarves use standard [[battle axe]]s. Creatures large enough to wield [[great axe]]s and [[halberd]]s can use them for woodcutting as well; however, due to {{bugl|5812}}, no dwarf can equip either weapon. Unlike [[weapon|axes in combat]] though, the quality or material of an axe appears to have no effect on any aspect of wood cutting - a [[quality|no-quality]] [[copper]] axe is the same as a masterwork [[steel]] or [[adamantine]] axe. However, wood cutters will no longer use axes without edges, such as wooden [[training weapon|training axe]]s.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, it is not currently possible to assign woodcutters the same axe to use in the [[military]] as to use in civilian labor{{bug|1451}}.&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
* Any part of the tree's &amp;quot;trunk&amp;quot; can be cut to bring the entire tree down. There is no &amp;quot;pruning&amp;quot; of tree limbs in ''Dwarf Fortress''.&lt;br /&gt;
** If you are unable to designate a tree to be cut down, check the higher levels. If an upper level of the tree is already designated for cutting, the &amp;quot;ground-level&amp;quot; trunk will not also be designated, and the tree will not be cut down unless that higher-level branch can be accessed.&lt;br /&gt;
* Felled trees fall safely, but any objects that were previously supported by the tree will fall downward, with standard ''Dwarf Fortress'' lethality. Care must be taken to ensure that the woodcutters do not kill other friendly creatures.&lt;br /&gt;
** Sometimes dwarves or livestock can get stuck in trees.  Cutting down the tree in this case is generally a bad idea, since the creature will take a lot of damage on impact with the ground.  Build a staircase up to the branches and try to coax the creature out first.&lt;br /&gt;
* If the tile in the z-level under the tree's trunk is mined out first, cutting the tree down will remove the ground (floor) tile, creating a hole.&lt;br /&gt;
* A single fully-grown tree can provide well over ten logs, making a wood-powered metal industry possible in a well-forested [[biome]], if not always infinitely sustainable.&lt;br /&gt;
* Many products can be made with materials other than wood.  Wood cutting is a skill you could probably turn off and on as necessary, unless you need a continuous supply of wood for beds, charcoal, ash, or siege weapon parts and ammo.&lt;br /&gt;
* As felling trees is usually done away from your fortress, it is an inherently dangerous activity in hostile areas, and care must be taken to ensure that the woodcutters are not killed by hostile [[creature]]s or [[ambush]]ed.  It may be helpful to assign woodcutters a [[war animal]] or other work animal.&lt;br /&gt;
* [[Herbalist]]s can gather fruit and nuts from a lot of trees.  [[Stepladder]]s aid this process. However, clear-cutting a large area will lower your food production if you rely a lot on herbalists.  Underground &amp;quot;trees&amp;quot; (being the current in-game model for fungi) do not produce fruit.&lt;br /&gt;
* Wood production can be sped up if the woodcutters are excluded from a [[haul|wood hauling]] work detail, so they can focus on cutting more trees instead of hauling the logs from the last one to the nearest wood [[stockpile]].&lt;br /&gt;
&lt;br /&gt;
==== Woodcutting and the military: ====&lt;br /&gt;
There are several quirks, tricks and outright bugs found in the area overlapping woodcutters and axedwarves...&lt;br /&gt;
&lt;br /&gt;
* Due to a bug, the wood cutting labor conflicts with military uniforms. A military dwarf with wood cutting enabled will drop his uniform when transitioning to civilian duty. To avoid problems it is recommended you keep your military and wood cutters separate.&lt;br /&gt;
* If you remove the woodcutting labor of your only woodcutter, his axe may be taken by the military, as well as all axes made subsequently. If you then assign the woodcutting labor to other dwarves, they will do nothing, as they cannot equip axes. To solve this, disband your military temporarily; the woodcutters will pick up axes, and you can then re-make your military squads.&lt;br /&gt;
* There is bug where, if you had an axedwarf in the military, and then remove them from their squad, no other dwarf will pick up that axe for woodcutting. Go to your {{menu icon|q}} squads menu and disband that squad - that will free up the axe(s) for woodcutting duty. &lt;br /&gt;
* Again - it's best if you can keep your woodcutters/woodcutting axes separate from your axedwarves/military axes.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
In order to relieve the brainless monotony (aka: dwarven bliss) experienced by wood cutters, the diminutive log choppers often engage in competitive singing whilst whacking away at their arboreal nemeses, such that raucous renditions of the perpetually popular tune &amp;quot;I am a lumberjack and I'm OK&amp;quot; can be heard echoing throughout the timbered valleys found near their fortresses at ever increasing levels of volume.  The overall loudness of the rendition is apparently the most critical value used to determine the winner.  Unfortunately, this singing is fairly detrimental to overall harvesting productivity, as by the time most singers lay in to the third verse of the song, they have either convulsed into blithering (and debilitating) laughter, or they have run off to taunt the elves with their massive tooth picks whilst wearing their best cross dressing outfits (see further). &lt;br /&gt;
&lt;br /&gt;
Sadly, wood cutters often fall victim to raiding goblins, as their cacophonous singing leads the goblins straight to them just as they are in a state of vocal euphoria, and are thus easy prey for the grimy gobbos. That said, there have been instances when their singing has soothed the savagery of nearby beasts, but reports of this are scarce as most dwarves are unwilling to admit their feat, for fear that it might be seen as undwarflike (aka cowardly). &lt;br /&gt;
&lt;br /&gt;
Some dwarves have been known to carry on their person very large toothpicks, with which they clean their rather massive molars. These toothpicks are crafted by the woodcutters (in their off hours), sometimes using an entire tree to manufacture a single pick. Wood cutters take significant pride in the size of their toothpicks, which, in a pinch, can often double for poles used in pole vaulting contests (another popular dwarven pastime, an event usually called the 'Pole-Toss'). Thus the origin of the phrases &amp;quot;Go toss your pole&amp;quot; and &amp;quot;Is that a lumberjack's toothpick in your pocket or are you just happy to see me?&amp;quot; are explained.&lt;br /&gt;
&lt;br /&gt;
Despite rumors, no [[giant]] has become a lumberjack. Much less one named Paul.&lt;br /&gt;
&lt;br /&gt;
If your starting dwarves have forgotten to bring anything to chop wood, search your inventory or fortress guests for a musical instrument with a hollow wooden body, wooden neck, and metal strings.&lt;br /&gt;
{{skills}}&lt;br /&gt;
[[ru:Wood cutter]]&lt;/div&gt;</summary>
		<author><name>Qwiption</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Barrel&amp;diff=293035</id>
		<title>Barrel</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Barrel&amp;diff=293035"/>
		<updated>2023-04-24T21:25:38Z</updated>

		<summary type="html">&lt;p&gt;Qwiption: clarified where Barrels are specified in Stockpile settings&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{v50_furniture|name=Barrel&lt;br /&gt;
|tile=÷|col=0:6:0&lt;br /&gt;
|graphic=[[File:Barrel_premium.png]]&lt;br /&gt;
|wood=y&lt;br /&gt;
|stone=n&lt;br /&gt;
|metal=y&lt;br /&gt;
|glass=n&lt;br /&gt;
|cloth=n&lt;br /&gt;
|leather=n&lt;br /&gt;
|ceramic=n&lt;br /&gt;
|bone=n&lt;br /&gt;
|shell=n&lt;br /&gt;
|gem=n&lt;br /&gt;
|wax=n&lt;br /&gt;
|used for=&lt;br /&gt;
* Storage}}&lt;br /&gt;
'''Barrels''' are storage units that, like [[bin]]s and [[bag]]s, conserve [[stockpile]] space by containing several items of the same type. They can be made out of [[wood]] at a [[carpenter's workshop]] (requires one [[log]] for each barrel) or forged from [[metal]] at a [[forge]] (requires 3 [[metal]] [[bar]]s). Non-magma [[forge]]s also require one [[bar]] of [[fuel]]. If a barrel is empty, the sprite will show an empty barrel with no lid; if it has one or more items, the barrel will have a lid. If the barrel contains a liquid, the barrel will have no lid and show the top of the liquid it contains, as well as having a tap attached to it, making the barrel resemble a keg.&lt;br /&gt;
&lt;br /&gt;
For information on managing barrels in stockpiles, see [[using bins and barrels]]. When a barrel is emptied, it may be used again. Barrels are stored in a furniture stockpile under the Large Pots/Food Storage section, and can be specified by the Material Type = Wood.&lt;br /&gt;
&lt;br /&gt;
For most uses, barrels can be replaced by a [[large pot]], which has the same storage capacity (and requires no [[wood]] or [[metal]]) and is only one quarter as heavy ''as a barrel made of the same material''. Typical stone pots will be 33% heavier than wooden barrels. Fire clay &amp;quot;stoneware&amp;quot; pots weigh the same as a wooden barrel, while earthenware pots are lighter but must be glazed.&lt;br /&gt;
&lt;br /&gt;
Barrels are used in building [[dyer's shop]]s and [[ashery|asheries]]. Using a valuable masterwork or [[artifact]] barrel to build one of these buildings can significantly increase fortress [[wealth]].&lt;br /&gt;
&lt;br /&gt;
Barrels can hold up to 60 prepared meals, plants, or cheeses, 30 pieces of meat or fish, any number of units of brewed [[alcohol]] (but only a single stack), 100 units of [[lye]] or [[milk]], or 6000 eggs regardless of size. However, alcohol brought at [[embark]] will be in barrels that only contain up to 5 units each; this due to alcohol barrels allowing only 1 stack and embark items coming in stacks of 5 units or less.&lt;br /&gt;
&lt;br /&gt;
The name of a barrel can vary by circumstance: the name of an empty barrel is the material it is made of, e.g. &amp;quot;tower-cap barrel&amp;quot;, otherwise a barrel will be named for what it contains with its material appended, e.g. &amp;quot;dwarven wine barrel (tower-cap)&amp;quot;. Additionally, if a barrel is assigned for use in a stockpile, the number of the stockpile will be appended, e.g. &amp;quot;dwarven wine barrel (tower-cap) &amp;lt;#1&amp;gt;&amp;quot;.&lt;br /&gt;
[[File:barrel_preview.png|thumb|360px|center|Some dwarves call these &amp;quot;very large cups&amp;quot; when alcohol is involved.&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;''Photographed by Ivankish''&amp;lt;/small&amp;gt;]]&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Container]]&lt;br /&gt;
* [[Storage]]&lt;br /&gt;
* [[Using bins and barrels]]&lt;br /&gt;
[[ru:Barrel]]&lt;/div&gt;</summary>
		<author><name>Qwiption</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Military_quickstart&amp;diff=288597</id>
		<title>Military quickstart</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Military_quickstart&amp;diff=288597"/>
		<updated>2023-01-29T21:50:24Z</updated>

		<summary type="html">&lt;p&gt;Qwiption: /* Structure of the Military */ simplified/clarified all 4 sentences&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
{{quickstart|advanced=military}}&lt;br /&gt;
&lt;br /&gt;
This article will describe how to '''set up your very first squad''' for training and use in combat. We will assume that you know nothing about the [[military interface]]. In case you are starting this early in your fortress' development, we will assume that you're going to start with a squad of only '''five''' dwarves and that you may have just come here from the [[Quickstart guide]].&lt;br /&gt;
&lt;br /&gt;
Though these instructions are far from adequate for teaching you all aspects of Dwarf Fortress mode's complex military, hopefully they will get you started faster than you would otherwise. Note that the military configuration interface may be somewhat complex, so pay close attention to some of the details mentioned.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Structure of the Military==&lt;br /&gt;
When you start building a militia to protect your fortress, it's good to understand the military structure and terminology:&lt;br /&gt;
* A [[squad]] is the basic unit of the dwarven military with up to ten (10) [[soldiers]] in it, including its leader.&lt;br /&gt;
* The first dwarf that is assigned to a squad is the [[Militia_captain|Militia Captain]]. (The terms, Squad Leader and Squad Captain, are sometimes used interchangeably with Militia Captain in this wiki because of name changes from previous versions of the game.) &lt;br /&gt;
* Before you create your first squad, you must assign a [[Militia_commander|Militia Commander]], who leads the ''first'' squad you create, and leads the Militia Captains of any other squads in the military. So this dwarf is ''the'' Militia Commander, who also performs the duties of a Militia Captain, and a Soldier.&lt;br /&gt;
&lt;br /&gt;
==Finding Recruits==&lt;br /&gt;
Look over all your dwarves. You are looking for any dwarves with [[combat skill]]s, or at the very least, without useful civilian skills. These dwarves will be your first [[squad]]. Starting with a bunch of otherwise useless dwarves with no combat skill isn't totally unreasonable, but it's best to get at least one with some combat skill so that they can teach the others. Note that peasants often arrive with military skills of competent or better. You will also need to assign a [[militia commander]], who benefits from having a good tactician or leadership skill.&lt;br /&gt;
&lt;br /&gt;
Using job titles can help you spot expendable dwarves. For example, if a dwarf is a &amp;quot;[[Fish cleaner|Fish Cleaner]]&amp;quot; then their most expert skill will be fish cleaning and they probably won't be very good at anything but that. Since super-efficient fish cleaning isn't likely to be that useful, even if you do have a fisherdwarf, your legendary fish cleaner would be an excellent candidate for the draft. If they manage to survive and gain some combat skill, they'll be able to clean fish and kick butt at the same time. If they die, at least it won't impact civilian operations.&lt;br /&gt;
&lt;br /&gt;
Make sure to exercise judgement when selecting dwarves, however. If your fortress only has one fish cleaner, but also has a large amount of fisherdwarves, drafting a fish cleaner may waste a lot of fish. Conversely, if the fortress has no animal or hunting industries, an otherwise precious [[butcher]] may be expendable.&lt;br /&gt;
&lt;br /&gt;
It is probably wise not to choose female dwarves for your primary fighting squad, and ''especially'' not married female dwarves, since they will carry [[children|babies]] around most of the time (they bear one child every year).  But ultimately it's up to you.  You can't see the sex or marital status of dwarves from within the military screen, so you need to look for these things in advance.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;invisible uniforms&amp;quot;&amp;gt;Your recruits '''must not''' have the [[Mining]], [[wood cutter|Wood Cutting]] or [[ambusher|Hunting]] labors enabled. These labors create an invisible &amp;quot;uniform&amp;quot; that interferes with the military uniform.{{bug|1451}} Disable all of these labors on your recruits, if they're currently enabled.&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Assigning a Militia Commander==&lt;br /&gt;
Open the [[Nobles]] screen ({{k|n}}) and click the [+] to choose a dwarf to assign as the [[Militia_commander|Militia Commander]]. Ideally, the Militia Commander will have leadership, tactician, and some combat skills. &lt;br /&gt;
&lt;br /&gt;
==Creating a Squad==&lt;br /&gt;
Open up the squad sidebar by clicking at the bottom right of the screen or by pressing {{Menu icon|q}}. Click {{DFtext|Create new squad|2:1}} to create a squad. Then you're asked to {{DFtext|Create which squad?|7:1}}, and you will choose the second option to  create the Militia Commander's Squad. &lt;br /&gt;
&lt;br /&gt;
Choose whatever uniform is most appropriate for the type of equipment you have or plan to have. A &amp;quot;uniform&amp;quot; is essentially just a predefined specification for a set of equipment, and you can change all of this later, but for the sake of simplicity, start with one of the default uniforms.&lt;br /&gt;
&lt;br /&gt;
Enjoy a hearty laugh at the (no doubt) delightful name your dwarves come up with for their squad. ''All tremble before the might of the fearsome Geared Warthogs!'' You can, of course, change the name of the squad if you wish by clicking the [[File:Quill.png]] button.&lt;br /&gt;
&lt;br /&gt;
Click on the [[File:Ui_u.png]] to add dwarves to the squad. If this is your first squad, the first dwarf shown will be your militia commander. If this isn't your first squad, you will need to {{DFtext|Assign leader|2:1}}: select the dwarf with the best fighting skills (or the best leadership ability). This is the leader of this new squad, and will appear in the {{Menu icon|n}} screen as the Militia Captain.&lt;br /&gt;
&lt;br /&gt;
Once you select a dwarf for the first position, you can then select more dwarves to join the squad: dwarves you pick are automatically assigned to the next empty position. Notice that below each dwarf's name, a bit of relevant information is shown regarding their military abilities. For this quickstart, pick at least four more dwarves to fill positions two through five.&lt;br /&gt;
&lt;br /&gt;
==Melee Training==&lt;br /&gt;
Make sure at the very least you have a weapon for everyone in your squad. Ideally you should have at least a shield and helmet for everyone too. They will automatically go grab appropriate equipment as long as it is free for use.&lt;br /&gt;
&lt;br /&gt;
Axes ''cannot'' be shared between a woodcutter and an axedwarf, not even if it's the same dwarf.  Likewise, a marksdwarf and a hunter can't share a crossbow, and a miner can't share a pick with a military dwarf assigned to use a pick as a weapon. &amp;lt;u&amp;gt;Un&amp;lt;/u&amp;gt;assign the civilian labor to free up the weapon for military use. (The dwarf holding it will dutifully drop it where they stand at the time.)&lt;br /&gt;
&lt;br /&gt;
===Barracks===&lt;br /&gt;
Pick a location for your training grounds. It should definitely be placed in a defended area, and ideally it should be near the entrance. Training areas can be easily moved though so feel free to just dig out an area somewhere for now and you can move it to a better location later.&lt;br /&gt;
&lt;br /&gt;
Create a zone of type Barracks where you want your dwarves to train. Select the banner with yellow plus icon to assign the squad to the barracks. For now, only select the axe icon next to the squad name.&lt;br /&gt;
&lt;br /&gt;
=== Schedule ===&lt;br /&gt;
Open the squad sidebar again. Select your squad from the list. Notice that below their name it says {{DFtext|No special orders |7:1}}. This indicates if the squad has a schedule assigned to them, and  if so, which [[schedule]] they will follow.&lt;br /&gt;
&lt;br /&gt;
The default schedule for &amp;quot;Off duty&amp;quot; basically says &amp;quot;do nothing&amp;quot;. Tell them to use the &amp;quot;Active/Training&amp;quot; schedule, by clicking on it. Avoid clicking on the {{DFtext|Edit|2:1}} and {{DFtext|Copy|2:1}} buttons for now.&lt;br /&gt;
&lt;br /&gt;
If you've done everything right, you should see some messages like &amp;quot;Urist McGoblinFodder has become a Recruit&amp;quot; and the named dwarves should report to the barracks you have set up.  This may not happen right away, but it should ''definitely'' happen when the month changes.&lt;br /&gt;
&lt;br /&gt;
Keep an eye on them using the {{Menu icon|u}}nits screen. Their tasks will initially be something like &amp;quot;Waiting for (something) demonstration&amp;quot; or &amp;quot;Organize (something) demonstration&amp;quot; but they should eventually start the session. The graphics won't look any different, but the units screen will change to show &amp;quot;Watching (something) demonstration&amp;quot; etc.&lt;br /&gt;
&lt;br /&gt;
After a while, your dwarves may start &amp;quot;Sparring&amp;quot;.  This trains several combat skills, much more quickly than demonstrations.  You'll also get combat [[reports]] of the sparring (indicated by a notification icon with crossed spears).&lt;br /&gt;
&lt;br /&gt;
==Marksdwarf Training==&lt;br /&gt;
{{migrated section}}&lt;br /&gt;
Each marksdwarf requires a [[crossbow]], [[bolt]]s, and a [[quiver]].&lt;br /&gt;
&lt;br /&gt;
===Targets===&lt;br /&gt;
For marksdwarves to train, you will need to build one or more [[archery target]]s using {{Menu icon|b|y|t}}, define them as archery range zone with {{Menu icon|z}}, and assign squads to train at them. Select the firing direction and the squads assigned to the target using the archer range zone options. Also note that an &amp;quot;archery target&amp;quot; cannot be built at a workshop; you only need a piece of stone.&lt;br /&gt;
&lt;br /&gt;
You will need at least one target per dwarf that you want to train simultaneously.  There must be an unblocked path from the place the dwarf stands to the target; they won't shoot archery targets that are across a gap.&lt;br /&gt;
&lt;br /&gt;
===Equipment===&lt;br /&gt;
Crossbows can be made of [[wood]] or [[bone]] at a [[bowyer's workshop]] by a dwarf with the crossbow making labor enabled, or at a [[metalsmith's forge]] by a dwarf with weaponsmithing enabled. While the material used for a crossbow doesn't matter for shooting purposes, it does matter when dwarves use crossbows to bash enemies in melee combat. So, making crossbows of iron, while being heavier, can give archers a little more of an advantage in melee combat should they be unfortunate enough to get into that situation.&lt;br /&gt;
&lt;br /&gt;
Bolts are also made from bone or wood at a [[craftsdwarf's workshop]], so make sure you've built one of those and then have your manager queue up some bolts. Wooden ammunition will do just fine for training purposes, but if you happen to have butchered any animals at this point you can also make bone bolts. (Metal bolts can also be made at a forge, but you wouldn't want to waste those on target practice.)&lt;br /&gt;
&lt;br /&gt;
Quivers are made of leather by a dwarf with leatherworking at a [[leather works]]. Quivers are required; marksdwarves will not fire a crossbow without one. If you just started your fort, and forgot to bring some with you, you may not be able to get enough leather to make quivers until the first trade caravan arrives unless you slaughter some animals.&lt;br /&gt;
&lt;br /&gt;
===Configuration===&lt;br /&gt;
Once you have all of the needed equipment for an archer, the easiest way to set up an archer in the military is to create an archers-only squad and give them the archer's uniform. Then, assign one or more dwarves to the squad and set up their training schedule as described for melee training above. Make sure to set their squad to train at archery targets '''and''' the barracks (weapon or armor rack)--if you only use an archery range, your dwarves will not train.&lt;br /&gt;
&lt;br /&gt;
If you have done everything right here, eventually you will see them shooting and see broken bolts at the base of your archery targets.&lt;br /&gt;
&lt;br /&gt;
Please note however that even a squad of only marksdwarves still needs a barracks to train at as well as an archery range, so they can train their other non-ranged skills.  If they do not have a barracks assigned, they will spend quite a lot of time in the state &amp;quot;cannot follow order&amp;quot; and may not even use the archery range.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
Now that you have learned this much, you will probably want to read:&lt;br /&gt;
*''[[Military interface]]''&lt;br /&gt;
*''[[Squads]]''&lt;br /&gt;
*''[[Military]]'' (overview)&lt;br /&gt;
*''[[Scheduling]]'' (not covered on this page)&lt;br /&gt;
&lt;br /&gt;
{{Military}}&lt;br /&gt;
{{Category|Military}}&lt;br /&gt;
{{Category|Guides}}&lt;br /&gt;
{{Category|Fortress mode}}&lt;br /&gt;
[[ru:Military quickstart]]&lt;/div&gt;</summary>
		<author><name>Qwiption</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Training&amp;diff=288328</id>
		<title>Training</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Training&amp;diff=288328"/>
		<updated>2023-01-28T03:56:57Z</updated>

		<summary type="html">&lt;p&gt;Qwiption: /* Setup Walkthrough */ added File:Quill.png image&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
:''This article is about training the dwarven military in fortress mode.''&lt;br /&gt;
:* ''For information on training [[creature|animals]], see [[Animal trainer]]. '' &lt;br /&gt;
:* ''For information on training [[attribute]]s, see [[Cross-training]].''&lt;br /&gt;
:* ''For information on training [[skill]]s, see [[Experience]].''&lt;br /&gt;
&lt;br /&gt;
Outside of actual mortal combat, '''training''' is how you improve the [[combat skill]]s of your [[soldier]]s in [[fortress mode]].  Training takes many forms, from a solo practice to group sparring, from individual instruction to actual live combat in a controlled, (hopefully) non-dangerous environment.&lt;br /&gt;
&lt;br /&gt;
== Organized squad training ==&lt;br /&gt;
Military training takes place in [[barracks]] in the form of group demonstrations, individual training and sparring, and in [[archery range]]s for [[Advanced marksdwarf training guide|Archery training]]. &lt;br /&gt;
&lt;br /&gt;
* '''Demonstrations''' are group training sessions for a specific skill, led by a teacher with experience in that skill and observed by one or more squad members. Demonstrations need to be [[organizer|organized]] and require that all are students present for the demonstration to begin, those already present will wait or do individual training until that happens. In addition to the skill demonstrated, dwarves gain some [[teacher]] and [[student]] experience, causing future demonstrations to become more effective.&lt;br /&gt;
&lt;br /&gt;
: Dwarves will only attend a demonstration if it teaches a fighting skill or the weapon they're currently equipped with (that is to say, if you have a squad of two dwarves, one with a spear, and one with an axe, you'll never get axe or spear demonstrations). Ranged dwarves will attend demonstrations for their weapons base skill; so marksdwarves will attend hammer demonstrations. They will however start and attend wrestling demonstrations as all dwarves can wrestle; this is also why wrestling levels up as fast as it does via demonstrations; a dwarf can always wrestle.[http://www.bay12forums.com/smf/index.php?topic=150534.0] &lt;br /&gt;
&lt;br /&gt;
: When a squad leader completes a demonstration, it fulfils the &amp;quot;help somebody&amp;quot; [[need]].&lt;br /&gt;
&lt;br /&gt;
* '''Sparring''' is a form of practice melee [[combat]] performed by two or more members of a squad, and possibly others choosing to watch the match. Sparring is a mostly-safe way to get experienced soldiers. Sparring appears to train every usable combat skill (weapon, Fighting, Wrestling, Discipline, etc.) even when dwarves have weapons equipped. Sparring tends to confer skill increases faster than Demonstrations.&lt;br /&gt;
&lt;br /&gt;
: Dwarves will only begin sparring when there are at least 2 dwarves with at least 'competent' skill level in their weapons skill and [[fighter]] skill. It appears that Dwarves with unequal skill levels ''will'' spar, but not frequently. If two dwarves are very close in skill levels, they spar much more frequently, this may be maximized by using position assigning.[http://www.bay12forums.com/smf/index.php?topic=150534.0] It is currently believed that the best way to encourage sparring (rather than demonstrations) is to use 2 (or 3)-dwarf squads for training. Both dwarves should have the same weapon, to minimize useless cross-weapon teaching. It appears that the more experienced the training military dwarves are, the more likely they are to spar. However, sparring management is still a poorly understood science. &lt;br /&gt;
&lt;br /&gt;
* '''Individual Training''' slowly improves one skill at time through self-training. Squad members may choose to conduct individual training (&amp;quot;Individual Combat Drill&amp;quot;) when there is no one else to train with or on their spare time when there are no [[schedule]]d orders. The latter might be tied to [[Personality_trait|motivated]]{{verify}} and [[discipline]]d{{verify}} dwarves.&lt;br /&gt;
&lt;br /&gt;
Designating a barracks and assigning a squad to train in it will allow squad members to train there individually instead of going idle, but they will never spar/demonstrate. In order to make them spar/demonstrate you need to activate the squad, either via the {{Menu icon|q}} squad menu and then clicking the 'axe' training button, or by activating a routine with training orders in the &amp;quot;Schedule&amp;quot; submenu.&lt;br /&gt;
&lt;br /&gt;
=== Setup Walkthrough===&lt;br /&gt;
In order to train, your soldiers will need to be organized into squads. To create your first squad, a [[Militia commander|Militia Commander]] must be appointed from the {{Menu icon|n}} [[noble]]s screen. Once you have a commander, you can go to the {{Menu icon|q}} [[squad]] menu and click &amp;quot;Create new squad.&amp;quot; You will be asked to pick a uniform from the default set, and your militia commander will automatically be assigned to the first squad position. You can assign more dwarves to the squad by clicking the 'positions' bearded face icon, then &amp;quot;Assign position X,&amp;quot; and you can rename the squad with the 'customize name' icon: [[File:Quill.png]]. To create subsequent squads, click &amp;quot;Create new squad&amp;quot; again and select a uniform, then assign dwarves to the squad. The first position in these subsequent squads will have the title [[militia captain]].&lt;br /&gt;
 &lt;br /&gt;
You can directly assign a squad to train constantly with [[Squads#Orders|active orders]]. For a more complex passive training regimen, you need to [[schedule]] the squad to train. This is accomplished by opening the {{Menu icon|q}} squad menu, selecting an existing squad or squads with the checkbox next to their name(s), and clicking &amp;quot;Schedule.&amp;quot; From here you can assign the squad to &amp;quot;Staggered Training,&amp;quot; &amp;quot;Constant Training,&amp;quot; or establish a more complex routine.&lt;br /&gt;
&lt;br /&gt;
Now open the {{Menu icon|z}} [[zone]] menu and begin designating a &amp;quot;[[Barracks]]&amp;quot; by clicking the blue banner icon. Select an area on the map to define the barracks' boundaries and click &amp;quot;Accept.&amp;quot; [[Bed]]s, [[weapon rack]]s, [[container]]s, and/or [[armor stand]]s are all useful within a barracks, and you may consider designating your zone around some of those pieces of furniture, but they are not necessary to begin training. While still in the {{Menu icon|z}} zone menu, click the barracks zone you just made and look at the barracks configuration menu which appears. From here, you can click the 'choose squads' button, which is a blue banner with a plus, and begin assigning squads to use the barracks by clicking the 'training' axe button next to the squad name. Now your squad is set to begin training, and has a place to train in.&lt;br /&gt;
&lt;br /&gt;
A squad set to the default &amp;quot;Constant Training&amp;quot; routine (or a more complicated schedule using the advanced calendar system) will train in their assigned barracks. A squad with active orders delivered through the squad menu will carry out those orders, taking breaks to eat or sleep, but will not stop following another order to train.&lt;br /&gt;
&lt;br /&gt;
#[[Squad#Forming_Squads|Form a squad]] with members (equip with whatever armor and weapons you like)&lt;br /&gt;
#Designate a [[barracks]] and have the squad set to train there.&lt;br /&gt;
#Using the {{Menu icon|q}} [[squad]] &amp;quot;[[Scheduling|Schedule]]&amp;quot; system, assign the squad to &amp;quot;Constant Training.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
See also: [[Military F.A.Q.|Military frequent asked questions]].&lt;br /&gt;
&lt;br /&gt;
=== Equipment ===&lt;br /&gt;
The weapons you wish your soldiers to use can be chosen through the {{Menu icon|q}} squad menu, and then the &amp;quot;[[Squad#Equipping_Soldiers|Equip]]&amp;quot; button. When soldiers spar or perform weapon drills, they practice (and thereby gain experience) with whatever [[weapon]] (plus [[armor]] and [[shield]] in the case of sparring) they currently have equipped. Your soldiers will ''eventually'' pick up the equipment assigned in the equipment menu, though it is not uncommon to find them wandering around weaponless and half-armored when first drafted. Aside from a few specific circumstances, [[wood]]en [[training weapon]]s are not necessary for training, and can actually be counterproductive.&lt;br /&gt;
&lt;br /&gt;
==Other Notes==&lt;br /&gt;
=== Injury===&lt;br /&gt;
Dwarves do not hurt each other directly while sparring with any type of weapon. They can however have accidents due to certain Wrestling move(s), namely throwing. A thrown dwarf may skid along the ground and sustain injury. It can be lethal to a dwarf if their head skids on the ground or they slam into a wall, so have your sparring dwarves wear helmets and spar in open rooms. '''Note:''' ''all'' sparring dwarves may decide to do a bit of Wrestling, even if they have weapons equipped.&lt;br /&gt;
&lt;br /&gt;
Also make sure they have a safe environment to train in. Avoid having your barracks near high cliffs, [[stairs]], open water, and [[well]]s because dwarves have a habit of dodging off of cliffs and injuring themselves or dodging into water and becoming stunned, which leads to drowning.  Also, dwarves can dodge up one level if they are next to a wall. Make sure they can walk back down or build a roof, because otherwise you risk a military dwarf trapping himself and starving to death.&lt;br /&gt;
&lt;br /&gt;
Due to a bug, dwarves can teleport through at least two solid wall tiles when using charge attacks.{{bug|7444}} To avoid problems, barracks should not be located close to cisterns, pits, magma reservoirs, sealed-off areas, or any other potential danger. &lt;br /&gt;
&lt;br /&gt;
===Default Schedule===&lt;br /&gt;
The default Off Duty routine tells the squad to remain in civilian clothes and does not tell them to actively train. This can be changed from the [[Scheduling]] menu, if for some reason you only want part of a squad to train, or only to train during certain months, etc.&lt;br /&gt;
&lt;br /&gt;
===Happy Soldiers===&lt;br /&gt;
Be kind to your soldiers. Civilians with no military experience will get bad [[thought]]s from going on duty. Soldiers will get a bad thought when going ''off'' duty if they don't have any civilian skills (if their title becomes &amp;quot;peasant&amp;quot;). In either case, [[cross-training]] can raise attributes while providing a larger and more flexible military.&lt;br /&gt;
&lt;br /&gt;
=== [[Live training]] on disarmed prisoners ===&lt;br /&gt;
A very effective way to train your dwarves is to equip them with [[training weapon]]s and full armor and let them fight unarmed prisoners. This allows your dwarves to be &amp;quot;attacked&amp;quot; in real combat with relative safety, increasing their defensive skills rapidly. In other words: if you're interested in having your dwarves quickly train as Dodgers, Armor Users and Shield Users, it'll be worth the effort to set up some [[live training]] exercises. Keep in mind though that all combat in Dwarf Fortress comes with risks, and even a [[Legendary]] [[Axedwarf]] can be killed by an unlikely wrestling move or infected scratch.&lt;br /&gt;
&lt;br /&gt;
See [[Cage#Remotely_opening_cages|Remotely Opening Cages]] for information on how to arrange for the training.&lt;br /&gt;
&lt;br /&gt;
== See also==&lt;br /&gt;
* [[Archery]]&lt;br /&gt;
* [[Military]]&lt;br /&gt;
&lt;br /&gt;
{{Military FAQ}}&lt;br /&gt;
{{Category|Jobs}}&lt;br /&gt;
[[ru:Training]]&lt;/div&gt;</summary>
		<author><name>Qwiption</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Advanced_world_generation&amp;diff=288327</id>
		<title>Advanced world generation</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Advanced_world_generation&amp;diff=288327"/>
		<updated>2023-01-28T03:55:44Z</updated>

		<summary type="html">&lt;p&gt;Qwiption: /* Parameter sets */ added File:Quill.png image&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
:''This article contains information on advanced world generation. For information on basic world generation, see [[World generation]].''&lt;br /&gt;
:''See [[World token]] to more easily find information by the names used in the world_gen.txt file, [[World rejection]] for information on solving problems related to worlds always being rejected, and [[Worldgen examples]] for example worlds.''&lt;br /&gt;
&lt;br /&gt;
[[File:adv_worldgen_v50.png|thumb|700px|right|The advanced world generation screen.]]'''Advanced world generation''', also labeled as '''Detailed mode''', allows substantially more detail-oriented options of customization than standard, basic world generation. This gives the player much more control over how their world is generated. To better understand this article, it is advised that one should read about [[World generation|'''basic world generation''']] first.&lt;br /&gt;
&lt;br /&gt;
The advanced world generation screen is reached by clicking &amp;quot;Create new world&amp;quot; at the main menu, then clicking &amp;quot;Detailed mode&amp;quot;. Once at that screen, clicking &amp;quot;Basic options&amp;quot; will return the user to the standard world generation screen.&lt;br /&gt;
&lt;br /&gt;
== Parameter sets ==&lt;br /&gt;
The list of already-defined parameter sets is in the upper-left. You can select the current set that you want to work with using the drop down menu. Any parameter set can be renamed by clicking the [[File:Quill.png]].&lt;br /&gt;
&lt;br /&gt;
Parameter sets can by made by clicking &amp;quot;New parameter set&amp;quot; or by clicking &amp;quot;Copy&amp;quot; to copy the selected set. This will append the selected set to the drop down menu and automatically select that set for editing.&lt;br /&gt;
&lt;br /&gt;
Parameter sets are stored in the &amp;lt;tt&amp;gt;prefs/world_gen.txt&amp;lt;/tt&amp;gt; file in the main DF directory. The the &amp;quot;Save&amp;quot; and &amp;quot;Load&amp;quot; buttons in the upper-right of DF will load and save '''all''' of the parameter sets to this file. The &amp;lt;tt&amp;gt;world_gen.txt&amp;lt;/tt&amp;gt; file can also be edited with a text editor. This is particularly useful because people will often post their parameter sets on the forum or wiki in text form. (See below for more info.) &lt;br /&gt;
&lt;br /&gt;
The tokens used in &amp;lt;tt&amp;gt;world_gen.txt&amp;lt;/tt&amp;gt; are at the bottom of each parameter description. Here's the one for the title.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[TITLE: &amp;lt;name&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[TITLE:MEDIUM ISLAND]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Required&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== World name ==&lt;br /&gt;
&lt;br /&gt;
As previously mentioned, the title of the parameter set doesn't affect the name of the world. You can force a particular name for your world using {{K|n}} or set it back to the default random setting using {{K|N}}.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CUSTOM_NAME: &amp;lt;name&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CUSTOM_NAME:Realm of Cheese Engravings]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| For a random name, simply don't use this token.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== World dimensions ==&lt;br /&gt;
&lt;br /&gt;
The size of the map to be generated can be changed by changing the Width and Height values. Larger maps take longer to generate and may limit [[Frames per second|FPS]] in-game.&lt;br /&gt;
&lt;br /&gt;
Changing the dimensions of the world will reset the parameters, because many of them have different defaults depending on the surface area available. Creating larger worlds does not necessarily mean longer world generation time - the essential factor for the gen duration is the history. If you restrict the number of historical events, you can significantly speed up the process.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[DIM:&amp;lt;width&amp;gt;:&amp;lt;height&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[DIM:129:129]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Valid values are 17, 33, 65, 129, and 257. Others may not work. Non-square maps may result in crashes{{bug|2928}}.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Seed values ==&lt;br /&gt;
&lt;br /&gt;
The world generation process uses a PRNG (Pseudo Random Number Generator) algorithm. A PRNG will produce a sequence of numbers that &amp;quot;looks&amp;quot; random, even though the actual sequence of numbers will always be the same if the PRNG is started with the same seed value. Basically this means that if you run world generation with a certain seed value on your computer, and someone else runs world generation with the same seed value on their computer, the same sequence of random numbers will be generated on both computers. The practical impact of this is that someone else can generate exactly the same world that you generated by entering the same seed value that you used.&lt;br /&gt;
&lt;br /&gt;
In older versions, the same seed value(s) produced identical worlds on every computer at any time (if other parameters were identical, too). In the current version, the seed values for the world itself and the names seem to produce the same result, but you will get changes in events which will result in a very different world history. It seems like the history is partly random and not completely connected to the seed. Keep this in mind if you want to regenerate a particular world.&lt;br /&gt;
&lt;br /&gt;
A specific seed value can be entered with {{K|s}}. This will change '''all''' of the seed values to the value you enter. If you need to enter different seed values for each type of seed, use {{K|e}}. In order to find out what seed values were used for the last world you generated, you can look at this screen. If you want to be able to tell someone else how to generate exactly the same world that you just generated, they will need all of the seed values listed under Last Param Set.&lt;br /&gt;
&lt;br /&gt;
When generating a world using a seed, the way that the world is generated is also based at least in part on certain world tokens. As such, you cannot for example, change the minimum and maximum rainfall and get 'the same world but drier or wetter', instead, a different world is generated. That said, it would also seem that certain small changes to these world tokens can occasionally generate a very similar world, however, other tokens are more sensitive. For more information see the forum thread [http://www.bay12forums.com/smf/index.php?topic=112132.msg3404199#msg3404199 here].&lt;br /&gt;
&lt;br /&gt;
The following are tokens which appear to be involved in the implementation of the seed, and are not safe to change:&lt;br /&gt;
&lt;br /&gt;
* [DIM:X:X] &lt;br /&gt;
* [ELEVATION:X:X:X:X]&lt;br /&gt;
* [RAINFALL:X:X:X:X] &lt;br /&gt;
* [TEMPERATURE:X:X:X:X]&lt;br /&gt;
* [DRAINAGE:X:X:X:X]&lt;br /&gt;
* [VOLCANISM:X:X:X:X]&lt;br /&gt;
* [SAVAGERY:X:X:X:X]&lt;br /&gt;
* [ELEVATION_FREQUENCY:X:X:X:X:X:X]&lt;br /&gt;
* [RAIN_FREQUENCY:X:X:X:X:X:X]&lt;br /&gt;
* [DRAINAGE_FREQUENCY:X:X:X:X:X:X]&lt;br /&gt;
* [TEMPERATURE_FREQUENCY:X:X:X:X:X:X]&lt;br /&gt;
* [SAVAGERY_FREQUENCY:X:X:X:X:X:X]&lt;br /&gt;
* [VOLCANISM_FREQUENCY:X:X:X:X:X:X]&lt;br /&gt;
* [PARTIAL_OCEAN_EDGE_MIN:X]&lt;br /&gt;
* [COMPLETE_OCEAN_EDGE_MIN:X]&lt;br /&gt;
* [HAVE_BOTTOM_LAYER_1:X]&lt;br /&gt;
* [MINERAL_SCARCITY:X] {{cite talk/this|Mineral scarcity}}&lt;br /&gt;
&lt;br /&gt;
Many other world parameters, such as end year and embark points, can, however, be changed without it having any effect on the geography of the world generated from the seed values.&lt;br /&gt;
&lt;br /&gt;
Normally, you don't enter these seed values - the world generation process comes up with seed values based on some sort of &amp;quot;true&amp;quot; random information from things like random values in uninitialized memory, the current date/time, etc.&lt;br /&gt;
&lt;br /&gt;
== Generating a world ==&lt;br /&gt;
&lt;br /&gt;
Unless you're using an already-defined parameter set, you will probably want to edit the parameters. Information about each parameter is documented below. Once you are happy with the parameters you should save the values you just edited and proceed to the [[world generation]] process.&lt;br /&gt;
&lt;br /&gt;
The phases of the world generation process are (this order is not completely correct):&lt;br /&gt;
* Preparing elevation...&lt;br /&gt;
* Setting temperature...&lt;br /&gt;
* Running rivers...&lt;br /&gt;
* Forming lakes and minerals...&lt;br /&gt;
* Growing vegetation...&lt;br /&gt;
* Verifying terrain...&lt;br /&gt;
* Importing wildlife...&lt;br /&gt;
* Recounting legends...&lt;br /&gt;
* Placing civilizations...&lt;br /&gt;
* Making cave civilizations...&lt;br /&gt;
* Making cave pops...&lt;br /&gt;
* Placing other beasts...&lt;br /&gt;
* Placing megabeasts...&lt;br /&gt;
* Placing good/evil...&lt;br /&gt;
* Placing caves...&lt;br /&gt;
* Prehistory generation&lt;br /&gt;
* Finalizing civ mats...&lt;br /&gt;
* Finalizing art...&lt;br /&gt;
* Finalizing uniforms...&lt;br /&gt;
* Finalizing sites...&lt;br /&gt;
&lt;br /&gt;
== World painter ==&lt;br /&gt;
:''Main article: [[World painter]]&lt;br /&gt;
The '''world painter''' tool allows you to paint features onto a map that is then used when generating a world.  It is very difficult to use properly, and tends to result in endless rejected worlds, unless you loosen or remove the restrictions placed on biomes and civilizations in the advanced settings.  That being said it is also a very powerful tool, and allows you to generate worlds more to your liking.&lt;br /&gt;
&lt;br /&gt;
To access the world painter, hit {{k|e}} to start editing the advanced parameters and finally hit {{k|p}} to open world painter. How to use the world painter is not entirely obvious so please check out the [[World painter]] documentation to avoid frustration. (Losing may be fun, but frustration is not.)&lt;br /&gt;
&lt;br /&gt;
== Editing the parameters init file ==&lt;br /&gt;
&lt;br /&gt;
Parameter sets are stored in the ''prefs/[[world_gen.txt]]'' file, using [[world token]]s. You can copy and paste other players' sets of parameters into your ''world_gen.txt'' to use their parameter sets, and some are provided at [[Main:Pregenerated worlds|Pregenerated worlds]]. Another place to find parameter sets is the [http://www.bay12forums.com/smf/index.php?topic=101280.0 Worldgen cookbook] thread on the official forums.&lt;br /&gt;
&lt;br /&gt;
== Advanced parameters ==&lt;br /&gt;
&lt;br /&gt;
To access advanced parameters, press {{key|e}} when at the &amp;quot;Design New Worlds with Advanced Parameters&amp;quot; screen. This will bring you to an editable list of various guidelines that the world-gen process will use when creating your new world. The parameters are described below in the order that they appear in the list in the UI, not necessarily the order they appear in the configuration file. &lt;br /&gt;
&lt;br /&gt;
See [[world token]] for an index that will help you look things up by token name.&lt;br /&gt;
&lt;br /&gt;
There are essentially 4 types of controls for the generation of the surface map;&lt;br /&gt;
&lt;br /&gt;
'''Terrain Parameters''': as described below, these 5 variables define the basic background world, how hot or cold it is, how much rainfall, how high the mountains are. The world automatically goes through the temperature range along the Y axis, although sometimes it will be hotter in the north, other times in the south. Minimum, maximum and X,Y variance can drastically alter the world. &lt;br /&gt;
&lt;br /&gt;
'''Weighted Meshes''': these are a way to fine-tune the amount of the 5 basic variables on the map. It can be used to set the specific distribution of different elevations or rainfall areas for example. &lt;br /&gt;
&lt;br /&gt;
'''Rejection Parameters''': ''Dwarf Fortress'' has a 'belt-and-braces' approach to world generation. The above controls allow you to shape the world, then the rejection parameters throw it out if it isn't right! There are a number of rejection parameters for the number and degree of the 5 basic variables, for biome types etc. If the world does not meet the requirements of any one rejection parameter the world is rejected and re-randomised. Also see [http://dwarffortresswiki.org/index.php/DF2012:World_rejection World Rejection]&lt;br /&gt;
&lt;br /&gt;
There are also the feature-placing options such as rivers, mountain peaks, volcanoes and oceans, which can cause rejections if the terrain parameters don't allow enough suitable locations for the features to be placed. &lt;br /&gt;
&lt;br /&gt;
If you are experimenting with world design, one method would be to disable the rejection parameters and use the first two control types. Otherwise, any significant change will likely result in endless rejections.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Seed values ===&lt;br /&gt;
&lt;br /&gt;
Here, you can enter specific seed values for different parts of the world generation process - different sequences of pseudorandom numbers are used for different parts, so you can use this to reproduce only the particular part of world generation from some previously generated world, if you want. Normally, you'll want to leave all of these set to Random, unless you're specifically trying to reproduce the results of another world generation run.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[SEED:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[SEED:31337]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; |&lt;br /&gt;
For each of these not in the config file, a random seed will be used.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[HISTORY_SEED:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[HISTORY_SEED:31337]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[NAME_SEED:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[NAME_SEED:31337]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CREATURE_SEED:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CREATURE_SEED:31337]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Embark Points ===&lt;br /&gt;
&lt;br /&gt;
This controls the number of points that you have for skills and equipment when you embark in fortress mode. Turning this value up will allow games started in this world to start with more skilled dwarves with better equipment. Normally, you can do just fine by leaving this value set to default, but you might want to turn it up for experimental/testing purposes or to help dwarves survive in a particularly evil world, or turn it down for certain [[challenges]]. The highest amount this value can be set to is 10,000.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[EMBARK_POINTS:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[EMBARK_POINTS:1504]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Required&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== End year ===&lt;br /&gt;
&lt;br /&gt;
This is how many years of history are generated for the world; basically the same as the History parameter in basic world gen, except that you can enter an exact value for the number of years. See [[World_generation#History|History]] for more info.&lt;br /&gt;
&lt;br /&gt;
History is divided into &amp;quot;ages&amp;quot; which are determined by the ''percentage'' of megabeasts and semi-megabeasts killed at various points. One can attempt to make a world go through the ages more quickly by pumping up the ratio of semimegabeast to megabeast caves, the former of which are usually more killable than the regular megabeasts. This will net you more &amp;quot;Age of Legends&amp;quot;, &amp;quot;Age of Heroes&amp;quot;, etc.&lt;br /&gt;
&lt;br /&gt;
For more information on the history aspect of the game, see [[Legends]] and [[Calendar#Ages|Ages]].&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[END_YEAR:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[END_YEAR:1050]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Required&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Population cap after civ creation ===&lt;br /&gt;
&lt;br /&gt;
This determines the maximum possible population of civilization member [[historical figure]]s alive at a given time during worldgen. Not all members of a civilization are historical figures. This tag does not directly influence the total population of civilized beings as it once did when populations were all historical figures, so the description is a bit confusing. You can enter -1 to make the historical population unlimited.&lt;br /&gt;
&lt;br /&gt;
Each race may have up to 100 civilizations each, and each civilization a maximum population of 10,000. Civilizations, known as ''entities'' in the [[Raw file|raw files]], have 3 or 4 basic variables that will greatly affect their final placement on the world map. See [[Entity_token#Population|Population (Entity Token)]] for more information on interpreting/editing the raws if you need more precise control of civilization placement and total population numbers.&lt;br /&gt;
&lt;br /&gt;
Huge historical figure populations can cause the size of history data to explode, cause history generation to take forever, lower FPS, and generally slow down the game.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[TOTAL_CIV_POPULATION:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[TOTAL_CIV_POPULATION:15000]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Required&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Site cap after civ creation ===&lt;br /&gt;
&lt;br /&gt;
This controls the maximum number of towns and similar sites on the entire map. Raising the number will allow for more towns, etc. though the number of sites will ultimately still be limited by things like space, terrain, and population cap.  Note that this parameter controls only '''&amp;quot;civilization&amp;quot; sites''' like [[town]]s - other sites, such as [[lair]]s, will be added onto this maximum.  &lt;br /&gt;
&lt;br /&gt;
After civilizations reach this cap, they will not spread out any more to place new cities. By default, the raws limit each civilization site to a population of 120, regardless of the race of the civilization - therefore, without editing the raws, the total population on the map can't go above site cap x 120.&lt;br /&gt;
&lt;br /&gt;
Beware; increasing this too high can slow worldgen down by a lot. Another effect can be goblins (or certain [[Elf|other civs]]) sometimes overwhelming all other civilizations and/or flooding the world with their homes, leaving no good places to build your fortress, be it human or dwarven. If you choose a low cap to hasten world generation, the cap will likely be reached within years, stopping expansion of all civs. If you want a good, long history, you will have to adjust site/population cap and the number of civs many times to find one fulfilling your needs.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[SITE_CAP:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[SITE_CAP:1040]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Required&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Beast control ===&lt;br /&gt;
&lt;br /&gt;
These parameters don't usually matter too much, but may matter for small numbers of beasts.&lt;br /&gt;
&lt;br /&gt;
==== Percentage of Megabeasts and Titans Dead for Stoppage ====&lt;br /&gt;
&lt;br /&gt;
The world starts out with a certain number of powerful megabeast and titan entities in existence. If a percentage of the megabeast and titan population dies out during history generation, then history generation will stop early. For example, if the elimination value is 80%, and the generated history starts with 200 entities and 160 of those 200 entities are eliminated by historical events before the End Year is reached, history generation will stop immediately.&lt;br /&gt;
&lt;br /&gt;
If you want to end the creation of your world at the beginning of a certain age, choose the following values:&lt;br /&gt;
* Age of Legends: ~34%&lt;br /&gt;
* Age of Heroes: ~67%&lt;br /&gt;
If there are three or fewer titans or megabeasts in your world, the age will be given a special name reflecting the remaining megabeasts/titans, instead.&lt;br /&gt;
&lt;br /&gt;
==== Year to Begin Checking Megabeast Percentage ====&lt;br /&gt;
&lt;br /&gt;
The percentage of dead [[megabeast]]s and [[titan]]s for stoppage will not be checked until this year is reached in history generation. This can be used to ensure that a world reaches a certain year even if all of the megabeasts in the world are slain earlier.&lt;br /&gt;
&lt;br /&gt;
If the number of living [[megabeast]]s and [[titan]]s starts at or drops to less than four, then world generation will always stop if the current year is equal to or greater than the Year to Begin Checking Megabeast Percentage ''regardless'' of how many [[megabeast]]s and [[titan]]s are dead — Percentage of Megabeasts and Titans Dead for Stoppage is ignored. The number of megabeasts and titans at the start of the world is set by the sum of the [[Advanced_world_generation#Max_Megabeasts_Caves|Max Megabeasts Caves]] and [[Advanced_world_generation#Titan_Parameters|Titan Number]] parameters.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[BEAST_END_YEAR:&amp;lt;year&amp;gt;:&amp;lt;percentage or -1&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[BEAST_END_YEAR:200:80]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Use -1 as percentage to disable. Year must still be at least 2.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Cull Unimportant Historical Figures ===&lt;br /&gt;
&lt;br /&gt;
Whether or not the game will ignore unimportant figures in history generation. The culling of unimportant historical figures is a CPU-intensive step in history generation but it saves memory and will speed up loading/saving games in fortress mode. This does mean that the &amp;quot;unimportant&amp;quot; figures will not appear in Legends mode or in engravings, but unimportant figures would likely not appear in engravings anyway.&lt;br /&gt;
&lt;br /&gt;
Unimportant figures are creatures who suffer early deaths, never have offspring or kill a named creature during world gen. For example, a resident of a goblin tower may get murdered by demons at a young age. After culling unimportant figures, Legends mode would say &amp;quot;In the year 102, the demon Evil Mcevilface killed an unknown creature at Eviltower.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CULL_HISTORICAL_FIGURES:&amp;lt;0 or 1&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CULL_HISTORICAL_FIGURES:0]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 0 = No, 1 = Yes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Reveal All Historical Events ===&lt;br /&gt;
&lt;br /&gt;
Setting this to Yes will allow access to most information about the history of the world in [[Legends mode]]. All events will be revealed, but some [[historical figure]]s, [[site]]s, [[region]]s, and [[civilization]]s and other entities may not be, possibly because they are not known to any civilization. If set to No, then you will have to discover historical information in [[adventure mode]] or by instructing dwarves to make engravings.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REVEAL_ALL_HISTORY:&amp;lt;0 or 1&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REVEAL_ALL_HISTORY::1]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 0 = No, 1 = Yes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Terrain Parameters ===&lt;br /&gt;
&lt;br /&gt;
These determine how random values for terrain elevation, rainfall, temperature, drainage, volcanism, and savagery are generated. What biomes exist are then determined by how these factors overlap with each other.&lt;br /&gt;
&lt;br /&gt;
==== Minima and Maxima ====&lt;br /&gt;
&lt;br /&gt;
These are the absolute minimum and maximum values that can ever be generated for a particular map square characteristic. Changing these can cause the occurrence of certain [[Biome|biomes]] to become impossible, so modify these with care. Because of this problem, you may want to use [[#Weighted Ranges|Weighted Ranges]] instead.  By ''subtly'' tweaking the min and max values, vastly different maps can be made.&lt;br /&gt;
&lt;br /&gt;
==== Elevation ====&lt;br /&gt;
&lt;br /&gt;
This controls the range of terrain elevations that can occur in the world.&lt;br /&gt;
&lt;br /&gt;
Usually you just want to leave the min/max values alone. Raising the minimum elevation can, for example, make it impossible for oceans to exist. This does '''not''' directly control the number of available Z-levels at a particular site, though high maximum values may contribute to peaks which can raise the number of above ground Z-levels. In other words, a maximum elevation of 400 and minimum of 1 does not mean you get 400 Z-levels but it might increase the number of Z-levels somewhat in some regions compared to others.&lt;br /&gt;
&lt;br /&gt;
Raising the variance will result in a more bumpy, uneven landscape.&lt;br /&gt;
&lt;br /&gt;
Some biomes/features that are impacted by elevation:&lt;br /&gt;
* A high minimum (above 99) means no oceans as they need elevations below 100.&lt;br /&gt;
* A low maximum (below 300) means no mountains as mountains need elevations above 300.&lt;br /&gt;
* Rivers will be placed when the elevation maximum is 104 or higher. Therefore, keeping both values above 100 and below 104 will prevent all water tiles from appearing.&lt;br /&gt;
*Mountain peaks can only form in squares with an elevation of 400.&lt;br /&gt;
&lt;br /&gt;
==== X and Y Variance ====&lt;br /&gt;
&lt;br /&gt;
These control how wildly things like elevation and rainfall can vary between adjacent map squares. For example, if these values are set to the maximum of 3,200 for elevation then you will end up with more very low areas right next to very high areas. The number for X determines the east-west variance and the number for Y determines the north-south variance. By setting only one of these to a high value you can, for example, create horizontal or vertical bands of areas which are more similar to each other.&lt;br /&gt;
&lt;br /&gt;
Generally speaking, raising both of these values will create a more random &amp;quot;patchwork&amp;quot; of many small biomes while setting both x and y values to 0 will cause every square on the map to use a single random value for the given characteristic.&lt;br /&gt;
&lt;br /&gt;
For &amp;quot;patchwork&amp;quot; worlds to avoid being rejected, [[#Maximum_Number_of_Subregions|Maximum Number of Subregions]] will probably need to be increased from the default.&lt;br /&gt;
&lt;br /&gt;
==== Rainfall ====&lt;br /&gt;
&lt;br /&gt;
Controls the amount of rainfall in each map square/area. Setting the minimum or maximum too high or low can make the formation of certain biomes impossible. Rainfall causes it to [[rain]] more in a given area, which can have various effects. Also makes more rivers appear on the world map.&lt;br /&gt;
&lt;br /&gt;
Note that if [[#Do Orographic Precipitation and Rain Shadows|orographic precipitation and rain shadows]] is on, then mountains will cause additional variance in rainfall, so (for example) rainfall below the specified minimum can occur in the shadow of a mountain.  If you want the minimum and maximum for this parameter to be absolutely respected, you must turn off the orographic precipitation option.&lt;br /&gt;
&lt;br /&gt;
Additionally, with Orthographic Precipitation turned on, orthographic precipitation and rain shadows will only occur in regions with greater than or equal to 50 drainage. [http://www.bay12forums.com/smf/index.php?topic=139916.0 [Report, reproduced 2022]]&lt;br /&gt;
&lt;br /&gt;
==== Temperature ====&lt;br /&gt;
&lt;br /&gt;
These parameters control how hot or cold various areas will be. If you lower the minimum and maximum values, the world will be colder overall, for example. As with the others, changing these values too much could make it impossible for certain biomes to exist. See [[Climate]] for more info.&lt;br /&gt;
&lt;br /&gt;
These parameters form the &amp;quot;base&amp;quot; temperature for an area, and describe peak summer temperature in a scale that isn't used elsewhere in the game. This number also does not correspond 1:1 with the final climate. [[Temperature]] is always influenced by a number of variables, including elevation, time of year, thick forestation, and if [[Advanced_world_generation#Poles|Poles]] are enabled, latitude. These other variables are factored in after the temperature mesh is applied, and frequently bring temperatures above and below their set minimum and maximum values. ''The inclusion of Poles is particularly strong in this regard, as it allows latitude to raise and/or lower temperatures by more than 75 degrees Celsius! That said, the temperatures aren't raised or lowered by more than about 65 degrees past the set minimum and maximum. Furthermore, for typical ranges the temperature will never be raised more than about 25 degrees past the maximum (but will still drop up to about 65 degrees Celsius below the minimum).'' (unsure about exact values, research needed)&lt;br /&gt;
&lt;br /&gt;
With a maximum temperature of 9 degrees, elf (elven) civilizations won't spawn.&lt;br /&gt;
Humans need at least 0 degrees.&lt;br /&gt;
&lt;br /&gt;
==== Drainage ====&lt;br /&gt;
&lt;br /&gt;
Changing drainage parameters will change the way water-affected biomes are formed. Low drainage will contribute to the formation of [[Lake|lakes]], [[River|rivers]], and [[Swamp|swamps]]. High drainage will cause water to sink into the ground rather than sit on the surface, which is important for forming hills.&lt;br /&gt;
&lt;br /&gt;
Lower drainage values have been reported to contribute to the formation of thicker soil layers, though it is currently unknown exactly how other factors (such as elevation or perhaps rain) impact soil formation.&lt;br /&gt;
&lt;br /&gt;
==== Volcanism ====&lt;br /&gt;
&lt;br /&gt;
Volcanism controls the occurrence of igneous [[layer]]s, and the formation of volcanoes. For a volcano to form, a square must have a volcanism value of 100, so reducing the maximum from 100 will make volcanoes impossible. Raising the minimum will increase the rarity of non-igneous layers.&lt;br /&gt;
&lt;br /&gt;
Setting the minimum to a high value is not a good way to produce multiple volcanoes, as you are likely to get a &amp;quot;Volcanism not evenly distributed&amp;quot; rejection. Instead, use the Minimum Number of Volcanoes parameter, and possibly adjust the weighted ranges for volcanism as described below.&lt;br /&gt;
&lt;br /&gt;
==== Savagery ====&lt;br /&gt;
&lt;br /&gt;
These parameters control the level of [[Surroundings#Savage|savagery]] on the map. Raising the minimum savagery too high may make it impossible for certain races to exist, and similarly lowering the maximum too far can make it impossible for certain creatures to exist. The largest chance of having unusable maps comes from a too-high savagery value.&lt;br /&gt;
&lt;br /&gt;
==== Configuration Tokens ====&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[ELEVATION:&amp;lt;min&amp;gt;:&amp;lt;max&amp;gt;:&amp;lt;x variance&amp;gt;:&amp;lt;y variance&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[ELEVATION:1:400:401:401]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Range: 0 to 400&amp;lt;br/&amp;gt;Maximum of 400 required for mountain peaks.&amp;lt;br/&amp;gt;Variance range: 0-3200&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[RAINFALL:&amp;lt;min&amp;gt;:&amp;lt;max&amp;gt;:&amp;lt;x variance&amp;gt;:&amp;lt;y variance&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[RAINFALL:0:100:200:200]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Range: 0 to 100 &amp;lt;br/&amp;gt;Variance range: 0-3200&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[TEMPERATURE:&amp;lt;min&amp;gt;:&amp;lt;max&amp;gt;:&amp;lt;x variance&amp;gt;:&amp;lt;y variance&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[TEMPERATURE:25:75:200:200]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Range: -1000 to 1000 &amp;lt;br/&amp;gt;Variance range: 0-3200&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[DRAINAGE:&amp;lt;min&amp;gt;:&amp;lt;max&amp;gt;:&amp;lt;x variance&amp;gt;:&amp;lt;y variance&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[DRAINAGE:0:100:200:200]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Range: 0 to 100 &amp;lt;br/&amp;gt;Variance range: 0-3200&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[VOLCANISM:&amp;lt;min&amp;gt;:&amp;lt;max&amp;gt;:&amp;lt;x variance&amp;gt;:&amp;lt;y variance&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[VOLCANISM:1:100:200:200]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Range: 0 to 100&amp;lt;br/&amp;gt;Maximum of 100 required for volcanoes. &amp;lt;br/&amp;gt;Variance range: 0-3200&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[SAVAGERY:&amp;lt;min&amp;gt;:&amp;lt;max&amp;gt;:&amp;lt;x variance&amp;gt;:&amp;lt;y variance&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[SAVAGERY:1:100:200:200]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Range: 0 to 100 &amp;lt;br/&amp;gt;Variance range: 0-3200&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Terrain Mesh Sizes and Weights ===&lt;br /&gt;
&lt;br /&gt;
These parameters make it possible to influence the number of squares in a particular range, without making conditions outside of that range impossible. For example, you can make it possible for many more low-elevation squares to exist without making it impossible for high elevations to form. Changing these parameters is often preferable to simply changing the min/max values.&lt;br /&gt;
&lt;br /&gt;
The basic steps of applying weighted ranges are as follows:&lt;br /&gt;
&lt;br /&gt;
# Create a grid with 2&amp;lt;sup&amp;gt;''MeshSize'' - 1&amp;lt;/sup&amp;gt; tiles in both X and Y direction.&lt;br /&gt;
# Set the intersection points of the grid lines to a random value according to the weighted ranges.&lt;br /&gt;
# Smooth out the area between the intersection points.&lt;br /&gt;
# Add noise according to the variance parameters.&lt;br /&gt;
&lt;br /&gt;
where ''MeshSize'' is the raw parameter value found in the world_gen.txt. See the image on the right for an example.&lt;br /&gt;
&lt;br /&gt;
[[File:World_map-large-32x32-elevation-mesh.png|thumb|300px|A large world generated with an Elevation Mesh Size of 32×32 and range weights set to 1:0:0:0:1 (i.e., only extreme high and low elevations). Note how the grid intersections are either set very high or very low and the space between them is smoothed out.]]&lt;br /&gt;
&lt;br /&gt;
==== Mesh Size/Weighted Ranges ====&lt;br /&gt;
&lt;br /&gt;
Mesh size determines how many grid tiles there will be. Setting this to Ignore will cause the weighted range settings to be ignored for that terrain characteristic. As an example, setting it to 2×2 means the grid will be 2 times 2 tiles large and there will be 3×3 for a total of 9 intersection points. On a pocket world, this means one grid tile will be 8×8 world tiles large, whereas on a large world, one grid tile will be 128×128 world tiles. Note that the highest possible value for a given world size will always make the grid tiles 8×8 world tiles large.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If mesh size is set to something other than Ignore, these weights will be applied at the granularity of the selected mesh size for purposes of generating random values in each range. This allows random number generation to be non-linear for the given terrain characteristic.&lt;br /&gt;
&lt;br /&gt;
For example, if the Elevation Weighted Range parameters were set to (starting with the 0-20 range) 60:10:10:10:10 (these values do not have to add up to any particular number) and elevation min and max are set to 1 and 400 respectively then about 60% of the grid line intersection points (on average) will be set to an elevation in the range of 1-80 (0% to 20%), and the other ranges will be represented by around 10% of the intersection points each. The exact distribution is still left up to chance though ''on average'' it will be close to this specification.&lt;br /&gt;
&lt;br /&gt;
Weighted ranges do not make rejection checks, although they can be responsible for many rejections if you neglect to adjust or disable some of the [[#Minimum Number of Mid/Low/High Characteristic Squares|Minimum Number of Mid/Low/High Characteristic Squares]] for example.&lt;br /&gt;
&lt;br /&gt;
==== Interaction between Mesh Size and Variance ====&lt;br /&gt;
&lt;br /&gt;
The end result can vary greatly depending on how the corresponding [[#X_and_Y_Variance|X and Y Variance]] parameters are set. First of all, if the variance is too large the noise it adds can completely negate the effect of the weighted ranges. For instance, with a 2×2 mesh, the default variance parameters are high enough that usually the mesh grid can hardly be recognized. How strong the variance's effect is, is also dependent on the mesh size. Having a larger mesh size (i.e. smaller grid tiles) means the variance also has to be higher for a visible effect. For instance, with a variance of 400, the effects are clearly visible with a 2×2 mesh and barely visible at all with a 8×8 mesh. Note that this effect is directly dependent on the mesh size and not, as one might expect, on the actual size of the grid tiles. This means, that a large world with a 2×2 mesh will look essentially the same as a pocket world with a 2×2 mesh, only stretched to 256 times the size.&lt;br /&gt;
&lt;br /&gt;
Also see this [http://www.bay12forums.com/smf/index.php?topic=139916.0 forum post] for more details.&lt;br /&gt;
&lt;br /&gt;
==== Configuration Tokens ====&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[ELEVATION_FREQUENCY:&amp;lt;mesh&amp;gt;:&amp;lt;0-20 weight&amp;gt;:&amp;lt;20-40 weight&amp;gt;:&amp;lt;40-60 weight&amp;gt;:&amp;lt;60-80 weight&amp;gt;:&amp;lt;80-100 weight&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[ELEVATION_FREQUENCY:2:1:2:3:4:5]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;6&amp;quot; | Valid mesh values:&lt;br /&gt;
&lt;br /&gt;
1 = Ignore&lt;br /&gt;
&lt;br /&gt;
2 = 2x2&lt;br /&gt;
&lt;br /&gt;
3 = 4x4&lt;br /&gt;
&lt;br /&gt;
4 = 8x8&lt;br /&gt;
&lt;br /&gt;
5 = 16x16&lt;br /&gt;
&lt;br /&gt;
6 = 32x32&lt;br /&gt;
&lt;br /&gt;
(limited by world size) &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[RAIN_FREQUENCY:&amp;lt;mesh&amp;gt;:&amp;lt;0-20 weight&amp;gt;:&amp;lt;20-40 weight&amp;gt;:&amp;lt;40-60 weight&amp;gt;:&amp;lt;60-80 weight&amp;gt;:&amp;lt;80-100 weight&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[RAIN_FREQUENCY:3:1:2:3:4:5]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[DRAINAGE_FREQUENCY:&amp;lt;mesh&amp;gt;:&amp;lt;0-20 weight&amp;gt;:&amp;lt;20-40 weight&amp;gt;:&amp;lt;40-60 weight&amp;gt;:&amp;lt;60-80 weight&amp;gt;:&amp;lt;80-100 weight&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[DRAINAGE_FREQUENCY:4:1:2:3:4:5]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[TEMPERATURE_FREQUENCY:&amp;lt;mesh&amp;gt;:&amp;lt;0-20 weight&amp;gt;:&amp;lt;20-40 weight&amp;gt;:&amp;lt;40-60 weight&amp;gt;:&amp;lt;60-80 weight&amp;gt;:&amp;lt;80-100 weight&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[TEMPERATURE_FREQUENCY:1:1:1:1:1:1]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[SAVAGERY_FREQUENCY:&amp;lt;mesh&amp;gt;:&amp;lt;0-20 weight&amp;gt;:&amp;lt;20-40 weight&amp;gt;:&amp;lt;40-60 weight&amp;gt;:&amp;lt;60-80 weight&amp;gt;:&amp;lt;80-100 weight&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[SAVAGERY_FREQUENCY:5:1:2:3:4:5]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[VOLCANISM_FREQUENCY:&amp;lt;mesh&amp;gt;:&amp;lt;0-20 weight&amp;gt;:&amp;lt;20-40 weight&amp;gt;:&amp;lt;40-60 weight&amp;gt;:&amp;lt;60-80 weight&amp;gt;:&amp;lt;80-100 weight&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[VOLCANISM_FREQUENCY:1:1:1:1:1:1]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Poles ===&lt;br /&gt;
&lt;br /&gt;
With this, you can influence how polar regions are added. The poles can be on the north or south edge, and the equator will be on the opposite edge, or in the middle if there are two poles. If poles are set to NONE, then there will be no seasonal changes in the weather (e.g. no winter snow in temperate biomes).&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[POLE:&amp;lt;placement&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[POLE:NORTH]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Viable options: NONE, NORTH_OR_SOUTH, NORTH_AND_OR_SOUTH, NORTH, SOUTH, NORTH_AND_SOUTH&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Minimum Mountain Peak Number ===&lt;br /&gt;
&lt;br /&gt;
This will cause the world to be rejected if fewer than this many peaks (based on elevation) are present on the map. EG: elevations of 400 must be possible for mountain peaks to occur. If set to zero, then worlds will not be rejected based on number of peaks.&lt;br /&gt;
&lt;br /&gt;
You may need to adjust elevation parameters, such as the highest weighted range, in order to get the desired number of elevation-400 squares needed for larger numbers of peaks. Like volcanoes, mountain peaks can make embark zones more interesting, but other than that, they don't appear to &amp;quot;do&amp;quot; anything special. Reportedly, they do increase the highest Z-level above ground in all embark zones in the same region, even if the selected embark zone does not include the peak.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[PEAK_NUMBER_MIN:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[PEAK_NUMBER_MIN:20]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Elevations of 400 must occur for peaks to form.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Minimum Partial Edge Oceans ===&lt;br /&gt;
&lt;br /&gt;
This will cause a world to be rejected unless there are at least this many oceans touching an edge of the map. If set to zero then worlds will not be rejected based on this criterion. Setting both this parameter and Minimum Complete Edge Oceans to values that total more than 4 when added together may cause all worlds to be rejected as you can't have both a partial and complete edge ocean on a given edge.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[PARTIAL_OCEAN_EDGE_MIN:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[PARTIAL_OCEAN_EDGE_MIN:2]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Maximum of 4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Minimum Complete Edge Oceans ===&lt;br /&gt;
&lt;br /&gt;
This will cause a world to be rejected unless there are at least this many oceans which completely cover an edge of the map. Since a square map only has 4 edges, the maximum value possible is 4. If set to zero then worlds will not be rejected based on this criterion but still might end up with complete edge oceans by chance.&lt;br /&gt;
&lt;br /&gt;
Note that the ability for this many edge oceans to exist will be limited by elevation. Therefore, to actually create large oceans you will probably need to change things like the Elevation Mesh Size and Weighted Ranges to increase the number and distribution of very low elevation squares on the map. In addition, if Complete Edge Oceans is set to any value ''other'' than 0 or 4, you may need to lower elevation variance for at least one of the axes: if set too high, such as a variation of 1600 for both X and Y axes (the default for Large Island and Medium Island parameter sets), the game may generate worlds very slowly or even hang.{{bug|565}}&lt;br /&gt;
&lt;br /&gt;
Given appropriate weight, range, and variance values for things like elevation, a setting of: 1 results in a world that seems like a chunk of coastline. One edge of the map will be completely underwater and there will be ocean taking up much of the map on that side (think the east or west coast of the United States, the north coast of Canada, or southern Europe).  If your edge ocean happens to pick your world's frozen side, most of it will be glacier.&lt;br /&gt;
&lt;br /&gt;
*2 results in another coastline along with the first one -- the map could end up looking something like Panama if the oceans pick opposite sides of the map.&lt;br /&gt;
*3 results in a peninsula, like Florida in the US.  There will be oceans surrounding 3 sides of the map, and land touching only one side of the map.&lt;br /&gt;
*4 results in one or more island(s) depending on things like elevation variance and weights. Regardless of whether you get one island or multiple islands, the entire map will be surrounded by water.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, there's no easy way to control which oceans end up on which edges, except perhaps setting X and Y variance to different values.&lt;br /&gt;
&lt;br /&gt;
Edge oceans will take up part of the other edges too.  For example, a full edge ocean on the east side will have part of the north and south sides underwater, but that does ''not'' add to the ''partial'' edge oceans count.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[COMPLETE_OCEAN_EDGE_MIN:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[COMPLETE_OCEAN_EDGE_MIN:0]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Maximum of 4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Minimum Volcano Number ===&lt;br /&gt;
&lt;br /&gt;
Worlds with less than this number of volcanoes will be rejected. Note that this will not just create this many volcanoes at random; there must be at least this many squares with a Volcanism of 100. Therefore, adjusting Weighted Range for 80-100 to some higher value is recommended if you want to facilitate a large number of volcanoes. In addition, Maximum Volcanism must be set to 100 or squares with volcanism of 100 will be impossible, making volcanoes impossible.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[VOLCANO_MIN:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[VOLCANO_MIN:15]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Volcanoes require a volcanism of 100 to occur.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Mineral Scarcity ===&lt;br /&gt;
&lt;br /&gt;
Controls the frequency at which minerals occur - setting this value lower will increase the amount and number of different types of ore present on a map, and the number/types of gems. The default value will result in a maximum of 2-4 metal ores per map (assuming you choose a good embark location) which may be limiting until the economy is fully implemented and desired metals can be traded for.&lt;br /&gt;
&lt;br /&gt;
The options &amp;quot;Very Rare&amp;quot;, &amp;quot;Rare&amp;quot;, &amp;quot;Sparse&amp;quot;, &amp;quot;Frequent&amp;quot;, and &amp;quot;Everywhere&amp;quot; in the [[World_generation#Basic_World_Generation_Menu|basic world generation menu]] use the values 50000, 10000, 2500, 500 and 100 respectively.&lt;br /&gt;
&lt;br /&gt;
According to [http://www.bay12forums.com/smf/index.php?topic=79018.msg2063804#msg2063804 research] by Shandra in v0.31.25, this is the relationship between the value of this setting and the approximate number of gems and ore:&lt;br /&gt;
&lt;br /&gt;
[[File:MineralSetting_v25_limit10k.png]]&lt;br /&gt;
&lt;br /&gt;
This is for the same 8x8 embark region in a world which is otherwise the same, except for the mineral scarcity parameter (although most of the detailed information comes from experiments with previous versions).&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[MINERAL_SCARCITY:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[MINERAL_SCARCITY:2500]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Range: 100 to 100,000&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
'''Note:''' as of v0.34, low mineral scarcity settings do not cause rejections.&lt;br /&gt;
&lt;br /&gt;
=== Max Megabeast Caves ===&lt;br /&gt;
&lt;br /&gt;
This is the number of [[megabeast]]s placed at the beginning of history. Megabeasts are [[hydra]]s, [[bronze colossus]]es, [[roc]]s, and [[dragon]]s, which are all placed in equal proportions [http://www.bay12forums.com/smf/index.php?topic=112465.msg3415177#msg3415177 &amp;lt;sup&amp;gt;data&amp;lt;/sup&amp;gt;]. &lt;br /&gt;
&lt;br /&gt;
Increasing this value can lead to early extinction of civilizations.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[MEGABEAST_CAP:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[MEGABEAST_CAP:75]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Megabeasts count towards BEAST_END_YEAR calculation.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Max Semi-Megabeast Caves ===&lt;br /&gt;
&lt;br /&gt;
This is the number of [[semi-megabeast]]s placed at the beginning of history. Semimegabeasts are [[giant]]s, [[ettin]]s, [[minotaur]]s, and [[cyclops]], which are placed in equal proportions [http://www.bay12forums.com/smf/index.php?topic=112465.msg3415188#msg3415188 &amp;lt;sup&amp;gt;data&amp;lt;/sup&amp;gt;].&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[SEMIMEGABEAST_CAP:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[SEMIMEGABEAST_CAP:150]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Semimegabeasts do not count towards the BEAST_END_YEAR calculation.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Titan Parameters ===&lt;br /&gt;
&lt;br /&gt;
==== Number ====&lt;br /&gt;
&lt;br /&gt;
This controls the number of [[titan]]s that exist at the beginning of history[http://www.bay12forums.com/smf/index.php?topic=112465.msg3415203#msg3415203 &amp;lt;sup&amp;gt;data&amp;lt;/sup&amp;gt;]. The number of forgotten beasts is unaffected by this parameter [http://www.bay12forums.com/smf/index.php?topic=112465.msg3415155#msg3415155 &amp;lt;sup&amp;gt;data&amp;lt;/sup&amp;gt;].&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[TITAN_NUMBER:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[TITAN_NUMBER:33]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Titans count towards BEAST_END_YEAR calculation.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Attack Population Requirement ====&lt;br /&gt;
&lt;br /&gt;
[[Titan]]s will begin to attack your fort once at least this many dwarves inhabit it, regardless of whether any other attack criteria have been met. This number defaults to 80, which isn't usually too difficult to deal with.&lt;br /&gt;
&lt;br /&gt;
==== Exported Wealth Requirement ====&lt;br /&gt;
&lt;br /&gt;
Titans will begin to attack your fort once you have exported at least this many [[Currency|dwarfbucks]]-worth of goods, regardless of whether or not any other criteria have been met. This parameter defaults to None (disabled).&lt;br /&gt;
&lt;br /&gt;
==== Created Wealth Requirement ====&lt;br /&gt;
&lt;br /&gt;
Titans will begin to attack your fort once the fort's total wealth has reached this many [[Currency|dwarfbucks]] in value. This happens regardless of whether any of the other criteria, such as population, have been met; therefore, even with 1 dwarf, a fort could be attacked if the fort were worth at least this value.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[TITAN_ATTACK_TRIGGER:&amp;lt;population&amp;gt;:&amp;lt;exp wealth&amp;gt;:&amp;lt;created wealth&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[TITAN_ATTACK_TRIGGER:80:0:100000]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 0 = None (disabled). Only one requirement must be met for an attack.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Number of Demon Types ===&lt;br /&gt;
&lt;br /&gt;
[[Demon]]s are similar to [[titan]]s and [[forgotten beast]]s, in that they are procedurally generated, but unlike titans, they are not unique. Thus, many different types of demons will exist in the world, but there will be many members of each type. Setting this to zero means no demons will exist, limiting the amount of [[fun]] you can have. Thanks to [[Underworld spire|certain fun things]], fewer demon types also means fewer goblin civilizations[http://www.bay12forums.com/smf/index.php?PHPSESSID=7348f68f41a9659443c05b2acf534e6c&amp;amp;topic=112465.15].You need at least 2 demon types, or goblin civilizations won't exist.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[DEMON_NUMBER:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[DEMON_NUMBER:52]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 0 to 1000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Number of Night Troll Types ===&lt;br /&gt;
&lt;br /&gt;
The number of different [[night troll]]s, also procedurally generated, that will exist in the world. Setting this to zero means that the world will have no night trolls, custom or otherwise &lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[NIGHT_TROLL_NUMBER:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[NIGHT_TROLL_NUMBER:77]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 0 to 1000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Number of Bogeyman Types ===&lt;br /&gt;
The number of different [[bogeyman]] forms that will exist in the world. Bogeymen are procedurally generated, though their forms do not vary by much. Setting this to zero means that the world will have no bogeymen, custom or otherwise.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[BOGEYMAN_NUMBER:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[BOGEYMAN_NUMBER:27]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 0 to 1000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Number of Nightmare Types ===&lt;br /&gt;
The number of different [[nightmare]] forms that will exist in the world. Nightmares are procedurally generated. Setting this to zero means that the world will have no nightmares, custom or otherwise.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[NIGHTMARE_NUMBER:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[NIGHTMARE_NUMBER:27]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 0 to 1000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Number of Vampire Curse Types ===&lt;br /&gt;
&lt;br /&gt;
The number of different types of [[Vampire|vampires]] that will exist in the world. Although they are generated at the start of a new world, they aren't different from each other. Setting this to zero means no vampires will exist.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[VAMPIRE_NUMBER:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[VAMPIRE_NUMBER:72]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 0 to 1000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Werebeast Parameters ===&lt;br /&gt;
&lt;br /&gt;
==== Number of Werebeast Curse Types====&lt;br /&gt;
&lt;br /&gt;
The number of different types of [[werebeast]]s that can exist in the world. It is common for werebeasts, unlike vampires, to assume many different forms and variations, the most well-known of these amount to different species of animals, from lizards, to wolves, to even bears. Setting this to zero means no werebeasts will exist, and will also remove a large amount of [[fun]] from the game.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[WEREBEAST_NUMBER:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[WEREBEAST_NUMBER:58]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 0 to 1000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Attack Population Requirement ====&lt;br /&gt;
&lt;br /&gt;
Werebeasts will begin to attack your fort once at least this many dwarves inhabit it, regardless of whether any other attack criteria have been met. This number defaults to 50 which will often be reached in the second year of the fort.&lt;br /&gt;
&lt;br /&gt;
==== Exported Wealth Requirement ====&lt;br /&gt;
Werebeasts will begin to attack your fort once you have exported at least this many [[Currency|dwarfbucks]]-worth of goods, regardless of whether or not any other criteria have been met. This parameter defaults to 5000.&lt;br /&gt;
&lt;br /&gt;
==== Created Wealth Requirement ====&lt;br /&gt;
&lt;br /&gt;
Werebeasts will begin to attack your fort once the fort's total wealth has reached this many [[Currency|dwarfbucks]] in value. This happens regardless of whether any of the other criteria, such as population, have been met; therefore, even with 1 dwarf, a fort could be attacked if the fort were worth at least this value.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[WEREBEAST_ATTACK_TRIGGER:&amp;lt;population&amp;gt;:&amp;lt;exp wealth&amp;gt;:&amp;lt;created wealth&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[WEREBEAST_ATTACK_TRIGGER:50:5000:50000]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 0 = None (disabled). Only one requirement must be met for an attack.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Number of Secret Types ===&lt;br /&gt;
&lt;br /&gt;
The number of secrets that exist in the world. Currently, all secrets are secrets of life and death, and the ones holding these secrets are [[necromancer]]s, thus, setting this to zero means that no necromancers will appear.&lt;br /&gt;
Non-necromancer towers can still appear (extremely rarely) with zero secrets, constructed by independent undead groups.&lt;br /&gt;
The primary difference between having 1 or 1000 secrets is the chance of your world having any necromancer towers at all. With 1, this chance is low. With the default number, it's seemingly guaranteed.&lt;br /&gt;
Even with 1 secret, if you have any necromancer towers at all, it is likely a great number will quickly appear in world generation (though this isn't guaranteed).&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[SECRET_NUMBER:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[SECRET_NUMBER:52]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 0 to 1000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Number of Regional Interaction Types ===&lt;br /&gt;
&lt;br /&gt;
The number of interactions that can be caused in regions, which may incorporate evil rain and cloud types. Currently, only evil region interactions are generated this way.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGIONAL_INTERACTION_NUMBER:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGIONAL_INTERACTION_NUMBER:20]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 0 to 1000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Number of Disturbance Interaction Types ===&lt;br /&gt;
&lt;br /&gt;
The number of different [[Mummy|disturbed dead]] {{verify}} that can exist in the world. Setting this to zero, while being pointless as is, (since you're never forced to enter a tomb anyway), will most likely prevent any toilet roll spooks from appearing, but it may or may not also prevent the existence of the pyramids which house them too.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[DISTURBANCE_INTERACTION_NUMBER:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[DISTURBANCE_INTERACTION_NUMBER:10]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 0 to 1000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Number of Evil Cloud / Evil Rain Types ===&lt;br /&gt;
&lt;br /&gt;
This number specifies [[Weather#Evil weather|the total amount of various face-melting, eye-boiling, and zombifyingly-fun]] clouds of pure evil may appear in your world. Setting this to zero means you no longer will ever have to deal with encroaching dust walls of doom in that world. I'd keep this value low...&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[EVIL_CLOUD_NUMBER:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[EVIL_CLOUD_NUMBER:45]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 0 to 1000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The latter number states how many different types of green-ooze drenchers, disconcerting blood-showers, and sickly yellow slime-baths can occur in your world. Compared to evil clouds though, this one hardly is worth stressing out about, usually.... Setting this to zero means the only semi-solid to fully-liquid fluids to fall from the sky will be pure H2O. &lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[EVIL_RAIN_NUMBER:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[EVIL_RAIN_NUMBER:352]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 0 to 1000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Generate Divine Materials ===&lt;br /&gt;
This turns the generation of [[Divine_metal|divine metals]] on or off. It does not influence the creation of [[vault]]s. Probably determines whenever or not using divination dice spawns weapons.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[GENERATE_DIVINE_MATERIALS:&amp;lt;1 or 0&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[GENERATE_DIVINE_MATERIALS:1]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 1/0 = Yes/No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Allow Divination, Experiments, and Necromancy types ===&lt;br /&gt;
These allow or disallow [[die|divination]], demon or necromancer [[experiment]]s, and the more advanced [[necromancer]] abilities.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[ALLOW_DIVINATION:&amp;lt;1 or 0&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[ALLOW_DIVINATION:1]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 1/0 = Yes/No&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[ALLOW_DEMONIC_EXPERIMENTS:&amp;lt;1 or 0&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[ALLOW_DEMONIC_EXPERIMENTS:1]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 1/0 = Yes/No&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[ALLOW_NECROMANCER_EXPERIMENTS:&amp;lt;1 or 0&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[ALLOW_NECROMANCER_EXPERIMENTS:1]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 1/0 = Yes/No&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[ALLOW_NECROMANCER_LIEUTENANTS:&amp;lt;1 or 0&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[ALLOW_NECROMANCER_LIEUTENANTS:1]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 1/0 = Yes/No&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[ALLOW_NECROMANCER_GHOULS:&amp;lt;1 or 0&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[ALLOW_NECROMANCER_GHOULS:1]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 1/0 = Yes/No&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[ALLOW_NECROMANCER_SUMMONS:&amp;lt;1 or 0&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[ALLOW_NECROMANCER_SUMMONS:1]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 1/0 = Yes/No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Desired Good/Evil Square Counts ===&lt;br /&gt;
&lt;br /&gt;
These values change the amount of [[Surroundings#Good|good or evil]] tiles on the map, depending on the size of the region they are being considered for. The counts are for all tiles in all subregions of a given size considered together, ''not'' counts for each subregion considered separately (all tiles in the same subregion share the same [[surroundings]] values).&lt;br /&gt;
&lt;br /&gt;
As used here, a &amp;quot;subregion&amp;quot; is a named world area.  Subregion names and locations for a generated world are viewable in legends mode under &amp;quot;Regions&amp;quot;.  Subregions are classified by size the same way for all map sizes: 1-24 tiles is Small, 25-99 tiles is Medium, and 100+ tiles is Large.&lt;br /&gt;
&lt;br /&gt;
The counts used here will always be restricted to regions of the given size, no matter how large the count. Also, the count is more of a goal than a minimum or maximum. As a result, you can end up with many more or many fewer than the requested number of squares in some situations.  In particular, if you have something like a case where only 3 large regions exist in a world, and you request &amp;quot;1 evil square&amp;quot; in large regions, you will end up with one of the large regions being ''entirely evil''.  So any non-zero value in one of these settings essentially means &amp;quot;force at least one region of this size to be all good/evil.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Note that the &amp;quot;evilness&amp;quot; of evil biomes is also impacted by savagery.  Certain civilizations cannot exist in good and/or evil squares, so too many of one or the other may limit the size of certain types of civilizations - dwarves, for example, need non-aligned biomes.  Creating too many evil biomes seems to lead to the danger of many civilizations' early extinction.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[GOOD_SQ_COUNTS:&amp;lt;small region&amp;gt;:&amp;lt;med region&amp;gt;:&amp;lt;lg region&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[GOOD_SQ_COUNTS:100:1000:2000]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Set count to zero to disable for that region size. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[EVIL_SQ_COUNTS:&amp;lt;small region&amp;gt;:&amp;lt;med region&amp;gt;:&amp;lt;lg region&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[EVIL_SQ_COUNTS:100:1000:2000]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Minimum Biome Square Counts ===&lt;br /&gt;
&lt;br /&gt;
These numbers control whether or not a world will be rejected based on a lack of different [[biome|biomes]]. Raising these numbers will '''not''' automatically generate the given number of squares of the given biome! For a biome to exist, certain conditions like elevation and rainfall must exist.&lt;br /&gt;
&lt;br /&gt;
These parameters simply filter out worlds that (for example) randomly fail to have enough high elevation squares to support a given number of mountains, etc. Some settings may cause worlds to always be rejected. For example, if for some reason the maximum elevation parameter is set to a value below what will support mountain biomes, it will be impossible to satisfy a non-zero requirement for mountain squares. The same principle goes for other conditions and biomes such as low elevations and oceans, etc.&lt;br /&gt;
&lt;br /&gt;
Certain civilizations require different biomes to exist (such as dwarves and mountains), so eliminating certain biomes will make it impossible for certain civilizations to form.&lt;br /&gt;
&lt;br /&gt;
These parameters often result in infinite world rejection problems. See [[World rejection]] for information on solving problems related to worlds always being rejected due to one or more of these parameters.&lt;br /&gt;
&lt;br /&gt;
0 means no minimum for rejection - setting it to 0 does not guarantee 0 squares of that biome.&lt;br /&gt;
&lt;br /&gt;
==== Biome Type Requirement Table ====&lt;br /&gt;
&lt;br /&gt;
Terrain requirements for various biomes are described below.{{Verify}} Note that some of the exact ranges are unknown.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Biome&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot;  | Terrain Requirement&lt;br /&gt;
|-&lt;br /&gt;
! Elevation&lt;br /&gt;
! Rainfall&lt;br /&gt;
! Temperature&lt;br /&gt;
! Drainage&lt;br /&gt;
|-&lt;br /&gt;
| Swamp/Marsh&lt;br /&gt;
| 100-299&lt;br /&gt;
| 33-100&lt;br /&gt;
| Non-Freezing&lt;br /&gt;
| 0-32&lt;br /&gt;
|-&lt;br /&gt;
| Desert/Badland&lt;br /&gt;
| 100-299&lt;br /&gt;
| 0-9&lt;br /&gt;
| non-freezing&lt;br /&gt;
| note&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Forest&lt;br /&gt;
| 100-299&lt;br /&gt;
| 66-100&lt;br /&gt;
| non-freezing&lt;br /&gt;
| 66-100&lt;br /&gt;
|-&lt;br /&gt;
| Mountains&lt;br /&gt;
| 300-400&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| Ocean&lt;br /&gt;
| 0-99&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| Glacier&lt;br /&gt;
| 100-299&lt;br /&gt;
| N/A&lt;br /&gt;
| Freezing&lt;br /&gt;
| 80(?)-100&lt;br /&gt;
|-&lt;br /&gt;
| Tundra&lt;br /&gt;
| 100-299&lt;br /&gt;
| N/A&lt;br /&gt;
| Freezing&lt;br /&gt;
| 0-66&lt;br /&gt;
|-&lt;br /&gt;
| Grassland&lt;br /&gt;
| 100-299&lt;br /&gt;
| 0-66&lt;br /&gt;
| Non-Freezing&lt;br /&gt;
| 0-66&lt;br /&gt;
|-&lt;br /&gt;
| Hills&lt;br /&gt;
| 100-299&lt;br /&gt;
| 0-66&lt;br /&gt;
| Non-Freezing&lt;br /&gt;
| 66-100&lt;br /&gt;
|}&lt;br /&gt;
note&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; drainage: 00-32 sand desert, 33-49 rocky wasteland, 50-65 rocky wasteland but different characters/appearance, 66-100 badlands&lt;br /&gt;
&lt;br /&gt;
==== Minimum Initial Square Count ====&lt;br /&gt;
&lt;br /&gt;
'''Note:  The exclusive purpose of these parameters is to cause world rejection.'''&lt;br /&gt;
&lt;br /&gt;
This is the minimum number of squares of the given biome that must exist before things like erosion take place.  One thing to keep in mind is the maximum number of squares on a map of a given size - if the total number of squares on a map is lower than the sum of all square count parameters, then you will get infinite world rejection.&lt;br /&gt;
&lt;br /&gt;
To determine the number of squares on a map, just multiply the dimensions. In practice these parameters will need to sum to lower than the maximum because some space is needed for &amp;quot;slack&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Map Size&lt;br /&gt;
! Number of Squares&lt;br /&gt;
|-&lt;br /&gt;
| 17×17&lt;br /&gt;
| 289&lt;br /&gt;
|-&lt;br /&gt;
| 33×33&lt;br /&gt;
| 1089&lt;br /&gt;
|-&lt;br /&gt;
| 65×65&lt;br /&gt;
| 4225&lt;br /&gt;
|-&lt;br /&gt;
| 129×129&lt;br /&gt;
| 16614&lt;br /&gt;
|-&lt;br /&gt;
| 257×257&lt;br /&gt;
| 66049&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Minimum Initial Region Count ====&lt;br /&gt;
&lt;br /&gt;
This is the minimum number of regions of contiguous biome squares that must exist before other processes such as erosion take place.&lt;br /&gt;
&lt;br /&gt;
==== Minimum Final Region Count ====&lt;br /&gt;
&lt;br /&gt;
This many regions of the given biome must exist after erosion and similar phases of generation have been completed.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGION_COUNTS:SWAMP:&amp;lt;init sq&amp;gt;:&amp;lt;init rg&amp;gt;:&amp;lt;final rg&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGION_COUNTS:SWAMP:1032:7:6]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGION_COUNTS:DESERT:&amp;lt;init sq&amp;gt;:&amp;lt;init rg&amp;gt;:&amp;lt;final rg&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGION_COUNTS:DESERT:1032:7:6]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGION_COUNTS:FOREST:&amp;lt;init sq&amp;gt;:&amp;lt;init rg&amp;gt;:&amp;lt;final rg&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGION_COUNTS:FOREST:4128:13:12]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGION_COUNTS:MOUNTAINS:&amp;lt;init sq&amp;gt;:&amp;lt;init rg&amp;gt;:&amp;lt;final rg&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGION_COUNTS:MOUNTAINS:8256:9:9]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGION_COUNTS:OCEAN:&amp;lt;init sq&amp;gt;:&amp;lt;init rg&amp;gt;:&amp;lt;final rg&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGION_COUNTS:OCEAN:8256:7:6]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGION_COUNTS:GLACIER:&amp;lt;init sq&amp;gt;:&amp;lt;init rg&amp;gt;:&amp;lt;final rg&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGION_COUNTS:GLACIER:0:0:0]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGION_COUNTS:TUNDRA:&amp;lt;init sq&amp;gt;:&amp;lt;init rg&amp;gt;:&amp;lt;final rg&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGION_COUNTS:TUNDRA:0:0:0]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGION_COUNTS:GRASSLAND:&amp;lt;init sq&amp;gt;:&amp;lt;init rg&amp;gt;:&amp;lt;final rg&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGION_COUNTS:GRASSLAND:8256:13:12]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGION_COUNTS:HILLS:&amp;lt;init sq&amp;gt;:&amp;lt;init rg&amp;gt;:&amp;lt;final rg&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGION_COUNTS:HILLS:8256:13:12]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Erosion Cycle Count ===&lt;br /&gt;
&lt;br /&gt;
Tells the world generator how long the world has to erode its tall peaks down to mountainsides during the 'running rivers...' stage of world creation. The higher this number, the less jagged the world will be, and the more wide the major rivers will be. If you use the maximum number, your mountains will dissolve before your eyes into plains which can lead to rejections if there aren't enough mountains to use for river start points and dwarven civilization origin points. &lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[EROSION_CYCLE_COUNT:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[EROSION_CYCLE_COUNT:250]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Range: 0 to 1000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Minimum/Desired River Start Locations ===&lt;br /&gt;
&lt;br /&gt;
This is the minimum number of riverheads that must exist before and after erosion takes place. Worlds will be rejected if they fail to meet these numbers. As with minimum biome counts, raising this number doesn't automatically create this many riverheads. Other conditions like terrain and rainfall must exist for rivers to form.&lt;br /&gt;
&lt;br /&gt;
Extremely high pre-erosion values speed erosion greatly, while low post erosion values are useful for limiting rejects due to lack of river origin points. One can try the 800 value to get more lakes.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[RIVER_MINS:&amp;lt;min pre-erosion&amp;gt;:&amp;lt;des post-erosion&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[RIVER_MINS:200:400]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Range: 0 to 800&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Periodically Erode Extreme Cliffs ===&lt;br /&gt;
&lt;br /&gt;
If enabled, makes every impassable rock wall into a series of ramps. Some prefer to pump up erosion to about 250, and turn the &amp;quot;Desired pre-erosion river count&amp;quot; to 0 for good erosion and no extra canyons.&lt;br /&gt;
&lt;br /&gt;
Normally this is set to Yes (1).&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[PERIODICALLY_ERODE_EXTREMES:&amp;lt;1 or 0&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[PERIODICALLY_ERODE_EXTREMES:1]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 1/0 = Yes/No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Do Orographic Precipitation and Rain Shadows ===&lt;br /&gt;
&lt;br /&gt;
Toggle that allows terrain height to affect rainfall. For example, moist air coming from the ocean blows over the land. As the terrain gets higher, it forces the moist air up, causing it to rain on the seaward side of a mountain. Eventually, all the rain has fallen if the mountain is tall enough. So, when the breeze goes over the top, there's no moisture left to fall on the other side, creating a rain-shadow. In the current version, regions where drainage is above 50 will also create rain shadows, regardless of the underlying biome and elevation.{{cite forum|140685/5484064}}&lt;br /&gt;
&lt;br /&gt;
Turning this on should create a tendency for more extreme rainfall in regions, creating more forests, deserts, marshlands, and grasslands. Also note that it can create rainfall outside of min-max rainfall settings, so even in a world with a 0 max rainfall you may get rainfall biomes. Turning it off should result in more controllable, less complex rainfall conditions based on rainfall parameters as it adds a random element which can distort or otherwise mess up the climates on a pregenerated map.&lt;br /&gt;
&lt;br /&gt;
This should be disabled if you're importing a map or using a preset map file that has weather. &lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[OROGRAPHIC_PRECIPITATION:&amp;lt;1 or 0&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[OROGRAPHIC_PRECIPITATION:1]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 1/0 = Yes/No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Maximum Number of Subregions ===&lt;br /&gt;
&lt;br /&gt;
This is the number of separate biomes (the flashing regions you see on embark when you hit F1, F2, etc. when there's more than one biome on the embark location) that are allowed to exist on the entire map.&lt;br /&gt;
&lt;br /&gt;
Setting this to very low values will result in numerous rejections depending on [[#X and Y Variance|variance parameters]]. If variance values are set to high numbers, many small biomes will be created causing rejection if this parameter value is not increased beyond the default.&lt;br /&gt;
&lt;br /&gt;
Increasing the value of this tag is often a must when generating &amp;quot;patchwork&amp;quot; worlds with lots of biome variance, but simply increasing it without increasing variance parameters will not guarantee more biomes.&lt;br /&gt;
&lt;br /&gt;
It is also interesting to note that the maximum subregions is 5000 which is more than the total number of squares for a pocket or small map. However, for a medium or large map (16641 or 66049 squares) it quickly becomes a mere fraction of the total number of possible subregions. In fact it would be quite easy on a large map to end up with far too many subregions and get endless rejections of this type.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[SUBREGION_MAX:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[SUBREGION_MAX:2750]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Range: 1 to 5000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Cavern Parameters ===&lt;br /&gt;
[[Caverns]] are the hollow areas underground, which dwarves tend to encounter when they're digging around. The '''Cavern Layer Number''' parameter determines how many cavern systems will be generated, not including the magma layer or the Bottom layer.  Defaults to three. Setting it to lower values could help FPS.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Setting it to 2 will merge cavern 3 species into the 2nd cavern, and setting it to 1 will merge all into one cavern. However, disabling them entirely by setting it to 0 will make it impossible to grow any underground plants, as none will exist for your civilization to cultivate, nor will they be available on embark.&lt;br /&gt;
&lt;br /&gt;
*Setting caverns to a sub-3 number (Spoiler, highlight to view) &amp;lt;span style='color:#f8f8f8;'&amp;gt;erases about one-third of HFS spires{{Bug|10267}} and prevents dig deep disasters.&amp;lt;/span&amp;gt; Additionally, random plant or animal species can be more frequently absent.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CAVERN_LAYER_COUNT:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CAVERN_LAYER_COUNT:3]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Range: 0 to 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Cavern Layout Parameters ====&lt;br /&gt;
&lt;br /&gt;
Open caverns and dense passageways are not mutually exclusive. When both are raised, bizarre results can occur, such as layers showing a combination of open caverns, a cluster of network passages, and natural walls sprinkling the inside of an otherwise open cavern. [http://www.bay12forums.com/smf/index.php?topic=76355.msg1936859#msg1936859 Reference]&lt;br /&gt;
&lt;br /&gt;
If you want the largest open spaces possible, then decrease the density and increase the openness. If you want a labyrinth of passageways, lower the openness and raise the passage density.&lt;br /&gt;
&lt;br /&gt;
Another interesting note about the cavern layers is that the seed and number of demon types affect the layout of the caverns.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=200 heights=200 perrow=2&amp;gt;&lt;br /&gt;
File:Open00Density100.jpg|Cavern slice with Openness of 0 and Density of 100&lt;br /&gt;
File:Open100Density00.jpg|Cavern slice with Openness of 100 and Density of 0&lt;br /&gt;
File:Open100Density100.jpg|Cavern slice with Openness of 100 and Density of 100&lt;br /&gt;
File:Open50Density50.jpg|Cavern slice with Openness of 50 and Density of 50&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Layer Openness Min/Max =====&lt;br /&gt;
&lt;br /&gt;
Dictates the size of cavern passages. When Passage Density (see below) is set to minimum (0), caverns will be open expanses. Raising the maximum will increase the size of the caverns.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CAVERN_LAYER_OPENNESS_MIN:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CAVERN_LAYER_OPENNESS_MIN:0]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Range: 0 to 100&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CAVERN_LAYER_OPENNESS_MAX:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CAVERN_LAYER_OPENNESS_MAX:100]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Layer Passage Density Min/Max =====&lt;br /&gt;
&lt;br /&gt;
This determines how many passages form the cavern. If openness (see above) is set to minimum and density increased, then you will get a maze-like network of small criss-crossing passages. Raising the values further increases the number of the maze-like passages.&lt;br /&gt;
&lt;br /&gt;
Caverns will be large, open spaces at 0, and comprised of many small vertical shafts of rock at 100. Setting both values to be the same results in a uniform look for the caverns.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CAVERN_LAYER_PASSAGE_DENSITY_MIN:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CAVERN_LAYER_PASSAGE_DENSITY_MIN:0]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Range: 0 to 100 &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CAVERN_LAYER_PASSAGE_DENSITY_MAX:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CAVERN_LAYER_PASSAGE_DENSITY_MAX:100]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Layer Water min\max =====&lt;br /&gt;
&lt;br /&gt;
Determines how many caverns (out of a max. 3) will have water at the bottom.  Note that, even at 100, there will be some amount of ground in caverns, but each cavern 'bubble' will contain some amount of water.&lt;br /&gt;
&lt;br /&gt;
At 0, there will be no water in your caverns.  This may impact future underground plant growth, although maps will still start with underground flora.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CAVERN_LAYER_WATER_MIN:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CAVERN_LAYER_WATER_MIN:0]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Range: 0 to 100&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CAVERN_LAYER_WATER_MAX:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CAVERN_LAYER_WATER_MAX:100]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Magma Layer ====&lt;br /&gt;
&lt;br /&gt;
This parameter controls whether the [[magma sea]] exists.&lt;br /&gt;
&lt;br /&gt;
Setting 1/Yes causes the magma layer to exist, value 0/No prevents it. Appears not to have any impact on volcanoes nor volcanism, so even if 0/No, there will still be embark locations with magma. If a [[volcano]] exists, it appears to always tap the magma sea, but the magma sea will not be revealed by revealing the volcano.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[HAVE_BOTTOM_LAYER_1:&amp;lt;1 or 0&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[HAVE_BOTTOM_LAYER_1:1]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Bottom Layer ====&lt;br /&gt;
&lt;br /&gt;
Determines if the space below the magma sea exists. If Yes the &amp;quot;HFS&amp;quot; layer is always present. Normally you want to leave this set to Yes for maximum fun.&lt;br /&gt;
&lt;br /&gt;
If enabled, this will force the magma layer above it.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[HAVE_BOTTOM_LAYER_2:&amp;lt;1 or 0&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[HAVE_BOTTOM_LAYER_2:1]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Z Levels (Depth) Settings ===&lt;br /&gt;
&lt;br /&gt;
These parameters control the &amp;quot;thickness&amp;quot; of various &amp;quot;layers&amp;quot; on the map. Note that a &amp;quot;layer&amp;quot; in this case does not refer to one Z-level, but refers to a number of related Z-levels such as &amp;quot;levels above ground&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The following table assumes that you have 3 cavern layers. (out of a minimum of 0-3)  The Levels Above Layer settings control how many Z-Levels are above each layer.  A layer may itself consist of multiple Z-Levels (and almost always does).&lt;br /&gt;
&lt;br /&gt;
{|style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-style=&amp;quot;background:#F2F2F2;text-align:center;&amp;quot;&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot; width=&amp;quot;120&amp;quot;|Setting Name&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot; width=&amp;quot;200&amp;quot;|Token&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Description&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Above Ground&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &amp;lt;nowiki&amp;gt;[LEVELS_ABOVE_GROUND:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| The number of Z-levels of air above the highest surface level.&amp;lt;br /&amp;gt;Has no impact on how many Z-levels deep the surface layer is.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Above layer 1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &amp;lt;nowiki&amp;gt;[LEVELS_ABOVE_LAYER_1:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Z-levels of stone above the first cavern layer.  Making this higher will guarantee ''at least'' this many levels to build your fortress, but will have no impact on how many z-levels thick the surface layer is.  Also, the top of a cavern may be higher than the rest of a cavern, so in practice there will be more &amp;quot;solid&amp;quot; levels than this above the cavern.&lt;br /&gt;
As of version 0.31.25 this setting is inaccurate. The actual number of z-levels may vary in a range of approx. ±5, which may result in non-existence of any solid z-levels between a surface layer and first cavern layer.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Above Layer 2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &amp;lt;nowiki&amp;gt;[LEVELS_ABOVE_LAYER_2:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Z-levels of earth between the very top of the second cavern and the very bottom of the first cavern.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Above Layer 3&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &amp;lt;nowiki&amp;gt;[LEVELS_ABOVE_LAYER_3:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Z-levels of earth between the very top of the third cavern and the very bottom of the second cavern.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Above Layer 4&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &amp;lt;nowiki&amp;gt;[LEVELS_ABOVE_LAYER_4:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Z-levels of earth between the very highest magma and the very bottom of the third cavern.&amp;lt;br /&amp;gt;Spoiler Hidden (select invisible text to read): &amp;lt;span style='color:#eee;'&amp;gt;Making this high will give a large area for HFS veins, so that it never touches caverns, giving more to mine '''if''' it was impacting the cavern previously.&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Above Layer 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &amp;lt;nowiki&amp;gt;[LEVELS_ABOVE_LAYER_5:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Uncertain.  May control the number of levels of &amp;quot;Semi Molten Rock&amp;quot; between HFS and Magma, may control number of levels of magma, may impact both.&amp;lt;br /&amp;gt;In experimentation, the overall depth of all magma sea and semi-molten rock levels appears to increase, but not consistent enough to say for certain.&amp;lt;br /&amp;gt;Only valid if Magma Layer present.&amp;lt;br /&amp;gt;Spoiler Hidden:&amp;lt;span style='color:#eee;'&amp;gt;Often the HFS vein will only extend as high as the highest magma, making this the only guaranteed way to increase amount of HFS to mine, but unfortunately also creating enormous useless semi-molten z-levels&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| At Bottom&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &amp;lt;nowiki&amp;gt;[LEVELS_AT_BOTTOM:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Appears to be number of levels of HFS chamber. Only valid if Bottom Layer present, often having no impact. Values larger than default result in strange things.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Some implications:&lt;br /&gt;
* The number of surface layers (e.g. soil), at this time, cannot be controlled.  For example, on a map with 1 layer of peat, then a layer of silt, then a layer of obsidian, there is no control to let you increase either one to be, say, 20 z-levels. (though you may get lucky with the obsidian).&lt;br /&gt;
* There can be multiple stone layers between the cavern and the surface, so, increasing Levels Above Layer 1 may give you more conglomerate or more granite, and you have no control over which stone layer spans those Z-levels.&lt;br /&gt;
* The layers shown on embark span across the cavern layers in an unknown and inconsistent way.  Sometimes those 10 different layers of stone are evenly distributed over your 400 z-level deep map, sometimes the first 9 get 1 z-level each and the last gets the other 391 levels.  No way to control found yet.&lt;br /&gt;
* The HFS chamber, if present, will always extend into the rock layers, and appears to always make contact with the bottom cave.  Large values for levels above layer 5 and layer 4 can result in enormous chambers, but the number of levels at the top (the part with undead) appears to be unaffected.&lt;br /&gt;
* Unconfirmed whether number of levels between caverns has any impact on cavern height.  There will be connecting ramps and/or shafts between cavern layers no matter how many levels are between them.&lt;br /&gt;
* '''Very Important''': These values appear to apply across a whole 16x16 region, not just embark areas.  That means that if a 16x16 region is completely flat, but has one tall mountain in one far corner, even if you set Levels Above Ground low (e.g. 2 z-levels) you still have all the empty air of the highest mountain in every embark tile (e.g. 200 z-levels).  Also can happen to the semi-molten layer, and can lead to unexpected behavior.&lt;br /&gt;
* Very large or small values can cause strange things to happen.&lt;br /&gt;
&lt;br /&gt;
=== Cave Parameters ===&lt;br /&gt;
&lt;br /&gt;
Caves are somewhat like caverns, except that they have a passage to the surface, and are generally much smaller – caves can connect to caverns if they are sufficiently deep.&lt;br /&gt;
&lt;br /&gt;
==== Minimum/Maximum Natural Cave Size ====&lt;br /&gt;
&lt;br /&gt;
These parameters appear to control the length and depth of caves.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CAVE_MIN_SIZE:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CAVE_MIN_SIZE:5]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Range: 1 to 500&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CAVE_MAX_SIZE:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CAVE_MAX_SIZE:25]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Number of Non-Mountain Caves ====&lt;br /&gt;
&lt;br /&gt;
The number of non-mountainous caves that will be generated. Lurking [[kobold]]s set up shop in caves, and store their stolen items there - a setting of 0 in both will stop kobold civilizations from appearing.  Special note: a cave is not a [[lair]].  &lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[MOUNTAIN_CAVE_MIN:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[MOUNTAIN_CAVE_MIN:100]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Range: 0 to 800&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[NON_MOUNTAIN_CAVE_MIN:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[NON_MOUNTAIN_CAVE_MIN:200]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Make Caves Visible ====&lt;br /&gt;
&lt;br /&gt;
If set to no (default) then the location of caves will not be marked on the map. If set to yes, caves will appear on the map so that they may be sought out or avoided as desired.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[ALL_CAVES_VISIBLE:&amp;lt;1 or 0&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[ALL_CAVES_VISIBLE:0]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 1/0 = Yes/No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Allow Init Options to Show Tunnels ===&lt;br /&gt;
&lt;br /&gt;
This parameter doesn't do anything.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[SHOW_EMBARK_TUNNEL:&amp;lt;0-2&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[SHOW_EMBARK_TUNNEL:2]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 0 = No&amp;lt;br/&amp;gt;1 = Only in Finder&amp;lt;br/&amp;gt;2 = Always&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Number of Civilizations ===&lt;br /&gt;
&lt;br /&gt;
This number of [[civilization]]s will be placed on the map before history generation begins. These civilizations may later die out due to historical events. It is noteworthy that the chance for any given civilization to be destroyed through megabeasts decreases with a higher total number of civilizations present[http://www.bay12forums.com/smf/index.php?PHPSESSID=7348f68f41a9659443c05b2acf534e6c&amp;amp;topic=112465.15 &amp;lt;sup&amp;gt;data&amp;lt;/sup&amp;gt;]. The five races are dwarf, elf, human, goblin, and kobold; they will generally be placed in equal numbers until the quota has been reached. If there are not enough biomes or other worldgen prerequisites for an even distribution, certain civs will be much more or less frequent than others[http://www.bay12forums.com/smf/index.php?PHPSESSID=7348f68f41a9659443c05b2acf534e6c&amp;amp;topic=112465.15 &amp;lt;sup&amp;gt;data&amp;lt;/sup&amp;gt;]. If there is an odd number of civs (not divisible by 5), then the remainder is distributed randomly. Kobold civs require caves to be placed; if no caves exist, then kobolds are skipped and will not appear. This does not cause rejections [http://www.bay12forums.com/smf/index.php?topic=112465.msg3415125#msg3415125 &amp;lt;sup&amp;gt;data&amp;lt;/sup&amp;gt;].&lt;br /&gt;
&lt;br /&gt;
Note that a high value here can cause lots of map rejections, particularly on smaller maps as there simply isn't enough room or regions to put them all in.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[TOTAL_CIV_NUMBER:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[TOTAL_CIV_NUMBER:40]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Range: 0 to 300&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Playable Civilization Required ===&lt;br /&gt;
&lt;br /&gt;
If this is set to yes (default) then worlds will be rejected if no civilization with [[Entity token|CIV_CONTROLLABLE]] can be placed. In an unmodded game, only the dwarves have this token.&lt;br /&gt;
&lt;br /&gt;
If set to no, the result may be a world that cannot be played in Fortress Mode.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[PLAYABLE_CIVILIZATION_REQUIRED:&amp;lt;1 or 0&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[PLAYABLE_CIVILIZATION_REQUIRED:1]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 1/0 = Yes/No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Minimum Number of Mid/Low/High Characteristic Squares ===&lt;br /&gt;
&lt;br /&gt;
Sets the minimum possible number of squares of certain ranges of each of the region qualities, such as elevation, rain, drainage, volcanism, savagery, and temperature. These need to be changed to reflect your regional meshes and weights, and are responsible for a HUGE number of map rejections. These values can all be set to 0 for much fewer map rejections, particularly in the case of more wacky, non-standard maps. &lt;br /&gt;
&lt;br /&gt;
These values will cause worlds to be rejected unless at least the given number of squares of the given type are randomly generated. Setting these values too high could result in worlds always being rejected if other parameters such as the maximum/minimums for elevation, etc., don't allow enough of those squares to get generated.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[ELEVATION_RANGES:&amp;lt;low sq&amp;gt;:&amp;lt;mid sq&amp;gt;:&amp;lt;high sq&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[ELEVATION_RANGES:8256:16512:8256]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; | Minimum number of squares that must have low, medium, and high amounts of the given attribute.&amp;lt;br/&amp;gt;&lt;br /&gt;
0 = No minimum&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[RAIN_RANGES:&amp;lt;low sq&amp;gt;:&amp;lt;mid sq&amp;gt;:&amp;lt;high sq&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[RAIN_RANGES:8256:16512:8256]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[DRAINAGE_RANGES:&amp;lt;low sq&amp;gt;:&amp;lt;mid sq&amp;gt;:&amp;lt;high sq&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[DRAINAGE_RANGES:8256:16512:8256]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[SAVAGERY_RANGES:&amp;lt;low sq&amp;gt;:&amp;lt;mid sq&amp;gt;:&amp;lt;high sq&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[SAVAGERY_RANGES:8256:16512:8256]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[VOLCANISM_RANGES:&amp;lt;low sq&amp;gt;:&amp;lt;mid sq&amp;gt;:&amp;lt;high sq&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[VOLCANISM_RANGES:8256:16512:8256]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt; &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==World rejection==&lt;br /&gt;
&lt;br /&gt;
:''Main article [[World rejection]]''&lt;br /&gt;
&lt;br /&gt;
If you are having the common problem of the generated worlds always being rejected by the world generator, see [[v0.31:World rejection|Solving World Rejection Problems (v0.31 page)]] as it contains many detailed suggestions on how to troubleshoot and solve these issues.&lt;br /&gt;
&lt;br /&gt;
== Default Worldgen Parameters ==&lt;br /&gt;
&lt;br /&gt;
There is no single default for each parameter. Several advanced world generation profiles come with the game by default. See [[world_gen.txt|Default world_gen.txt]] to take a look at this file.&lt;br /&gt;
&lt;br /&gt;
== Parameter Set Examples ==&lt;br /&gt;
&lt;br /&gt;
If you're trying to do something specific, then the [[Worldgen examples]] - complete parameter sets that can be copied directly into your ''world_gen.txt'' file and customized as desired - might be helpful.  &lt;br /&gt;
If none of the examples suit your needs, [[Worldgen tricks]] has strategies and tips on making a world just right for you.&lt;br /&gt;
&lt;br /&gt;
For many, many more examples see:&lt;br /&gt;
* [http://www.bay12forums.com/smf/index.php?topic=101280 DF2012 (v0.34) WorldGen &amp;quot;Cookbook&amp;quot; Thread]&lt;br /&gt;
* [http://www.bay12forums.com/smf/index.php?topic=140180 DF2014 (v0.40) WorldGen &amp;quot;Cookbook&amp;quot; Thread]&lt;br /&gt;
* [http://www.bay12forums.com/smf/index.php?topic=168543.0 DF2014 (v0.44.02+) WorldGen &amp;quot;Cookbook&amp;quot; Thread]&lt;br /&gt;
* [http://www.bay12forums.com/smf/index.php?topic=175538 DF2014 (v0.47.01+) WorldGen &amp;quot;Cookbook&amp;quot; Thread]&lt;br /&gt;
* [http://www.bay12forums.com/smf/index.php?topic=180805.0 DF2022 (v0.50.01+) WorldGen &amp;quot;Cookbook&amp;quot; Thread]&lt;br /&gt;
&lt;br /&gt;
{{World}}&lt;/div&gt;</summary>
		<author><name>Qwiption</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Quill.png&amp;diff=288326</id>
		<title>File:Quill.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Quill.png&amp;diff=288326"/>
		<updated>2023-01-28T03:53:49Z</updated>

		<summary type="html">&lt;p&gt;Qwiption: added Category:Interface_images&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Quill icon for editing customizable text, for example, individual dwarf's names, workshops, levers, etc. From version 50.05&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Non-free Dwarf Fortress Screenshot}}&lt;br /&gt;
[[Category:Interface_images]]&lt;/div&gt;</summary>
		<author><name>Qwiption</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Military_quickstart&amp;diff=288325</id>
		<title>Military quickstart</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Military_quickstart&amp;diff=288325"/>
		<updated>2023-01-28T03:50:49Z</updated>

		<summary type="html">&lt;p&gt;Qwiption: swapped in images for File:Quill.png and File:Ui_u.png buttons&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
{{quickstart|advanced=military}}&lt;br /&gt;
&lt;br /&gt;
This article will describe how to '''set up your very first squad''' for training and use in combat. We will assume that you know nothing about the [[military interface]]. In case you are starting this early in your fortress' development, we will assume that you're going to start with a squad of only '''five''' dwarves and that you may have just come here from the [[Quickstart guide]].&lt;br /&gt;
&lt;br /&gt;
Though these instructions are far from adequate for teaching you all aspects of Dwarf Fortress mode's complex military, hopefully they will get you started faster than you would otherwise. Note that the military configuration interface may be somewhat complex, so pay close attention to some of the details mentioned.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Structure of the Military==&lt;br /&gt;
When you start building a military force, also known as a militia, to protect your fortress, it's good to understand the structure.&lt;br /&gt;
* A [squad] is the basic unit of the dwarven military with up to ten (10) soldiers in it, including its leader.&lt;br /&gt;
* Each squad is led by a [[Militia_captain|Militia Captain]], who is always the first dwarf assigned to the squad. &lt;br /&gt;
* In order to create your first squad, you must also have a [[Militia_commander|Militia Commander]], who leads the first squad you create. So this dwarf is ''the'' Commander, a Captain, and a Soldier.&lt;br /&gt;
&lt;br /&gt;
(In this wiki, the terms militia captain, squad captain and squad leader tend to be used interchangeably. The terminology seems to have changed from the earlier versions of the game.)&lt;br /&gt;
&lt;br /&gt;
==Finding Recruits==&lt;br /&gt;
Look over all your dwarves. You are looking for any dwarves with [[combat skill]]s, or at the very least, without useful civilian skills. These dwarves will be your first [[squad]]. Starting with a bunch of otherwise useless dwarves with no combat skill isn't totally unreasonable, but it's best to get at least one with some combat skill so that they can teach the others. Note that peasants often arrive with military skills of competent or better. You will also need to assign a [[militia commander]], who benefits from having a good tactician or leadership skill.&lt;br /&gt;
&lt;br /&gt;
Using job titles can help you spot expendable dwarves. For example, if a dwarf is a &amp;quot;[[Fish cleaner|Fish Cleaner]]&amp;quot; then their most expert skill will be fish cleaning and they probably won't be very good at anything but that. Since super-efficient fish cleaning isn't likely to be that useful, even if you do have a fisherdwarf, your legendary fish cleaner would be an excellent candidate for the draft. If they manage to survive and gain some combat skill, they'll be able to clean fish and kick butt at the same time. If they die, at least it won't impact civilian operations.&lt;br /&gt;
&lt;br /&gt;
Make sure to exercise judgement when selecting dwarves, however. If your fortress only has one fish cleaner, but also has a large amount of fisherdwarves, drafting a fish cleaner may waste a lot of fish. Conversely, if the fortress has no animal or hunting industries, an otherwise precious [[butcher]] may be expendable.&lt;br /&gt;
&lt;br /&gt;
It is probably wise not to choose female dwarves for your primary fighting squad, and ''especially'' not married female dwarves, since they will carry [[children|babies]] around most of the time (they bear one child every year).  But ultimately it's up to you.  You can't see the sex or marital status of dwarves from within the military screen, so you need to look for these things in advance.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;invisible uniforms&amp;quot;&amp;gt;Your recruits '''must not''' have the [[Mining]], [[wood cutter|Wood Cutting]] or [[ambusher|Hunting]] labors enabled. These labors create an invisible &amp;quot;uniform&amp;quot; that interferes with the military uniform.{{bug|1451}} Disable all of these labors on your recruits, if they're currently enabled.&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Assigning a Militia Commander==&lt;br /&gt;
Open the [[Nobles]] screen ({{k|n}}) and click the [+] to choose a dwarf to assign as the [[Militia_commander|Militia Commander]]. Ideally, the Militia Commander will have leadership, tactician, and some combat skills. &lt;br /&gt;
&lt;br /&gt;
==Creating a Squad==&lt;br /&gt;
Open up the squad sidebar by clicking at the bottom right of the screen or by pressing {{Menu icon|q}}. Click {{DFtext|Create new squad|2:1}} to create a squad. Then you're asked to {{DFtext|Create which squad?|7:1}}, and you will choose the second option to  create the Militia Commander's Squad. &lt;br /&gt;
&lt;br /&gt;
Choose whatever uniform is most appropriate for the type of equipment you have or plan to have. A &amp;quot;uniform&amp;quot; is essentially just a predefined specification for a set of equipment, and you can change all of this later, but for the sake of simplicity, start with one of the default uniforms.&lt;br /&gt;
&lt;br /&gt;
Enjoy a hearty laugh at the (no doubt) delightful name your dwarves come up with for their squad. ''All tremble before the might of the fearsome Geared Warthogs!'' You can, of course, change the name of the squad if you wish by clicking the [[File:Quill.png]] button.&lt;br /&gt;
&lt;br /&gt;
Click on the [[File:Ui_u.png]] to add dwarves to the squad. If this is your first squad, the first dwarf shown will be your militia commander. If this isn't your first squad, you will need to {{DFtext|Assign leader|2:1}}: select the dwarf with the best fighting skills (or the best leadership ability). This is the leader of this new squad, and will appear in the {{Menu icon|n}} screen as the Militia Captain.&lt;br /&gt;
&lt;br /&gt;
Once you select a dwarf for the first position, you can then select more dwarves to join the squad: dwarves you pick are automatically assigned to the next empty position. Notice that below each dwarf's name, a bit of relevant information is shown regarding their military abilities. For this quickstart, pick at least four more dwarves to fill positions two through five.&lt;br /&gt;
&lt;br /&gt;
==Melee Training==&lt;br /&gt;
Make sure at the very least you have a weapon for everyone in your squad. Ideally you should have at least a shield and helmet for everyone too. They will automatically go grab appropriate equipment as long as it is free for use.&lt;br /&gt;
&lt;br /&gt;
Axes ''cannot'' be shared between a woodcutter and an axedwarf, not even if it's the same dwarf.  Likewise, a marksdwarf and a hunter can't share a crossbow, and a miner can't share a pick with a military dwarf assigned to use a pick as a weapon. &amp;lt;u&amp;gt;Un&amp;lt;/u&amp;gt;assign the civilian labor to free up the weapon for military use. (The dwarf holding it will dutifully drop it where they stand at the time.)&lt;br /&gt;
&lt;br /&gt;
===Barracks===&lt;br /&gt;
Pick a location for your training grounds. It should definitely be placed in a defended area, and ideally it should be near the entrance. Training areas can be easily moved though so feel free to just dig out an area somewhere for now and you can move it to a better location later.&lt;br /&gt;
&lt;br /&gt;
Create a zone of type Barracks where you want your dwarves to train. Select the banner with yellow plus icon to assign the squad to the barracks. For now, only select the axe icon next to the squad name.&lt;br /&gt;
&lt;br /&gt;
=== Schedule ===&lt;br /&gt;
Open the squad sidebar again. Select your squad from the list. Notice that below their name it says {{DFtext|No special orders |7:1}}. This indicates if the squad has a schedule assigned to them, and  if so, which [[schedule]] they will follow.&lt;br /&gt;
&lt;br /&gt;
The default schedule for &amp;quot;Off duty&amp;quot; basically says &amp;quot;do nothing&amp;quot;. Tell them to use the &amp;quot;Active/Training&amp;quot; schedule, by clicking on it. Avoid clicking on the {{DFtext|Edit|2:1}} and {{DFtext|Copy|2:1}} buttons for now.&lt;br /&gt;
&lt;br /&gt;
If you've done everything right, you should see some messages like &amp;quot;Urist McGoblinFodder has become a Recruit&amp;quot; and the named dwarves should report to the barracks you have set up.  This may not happen right away, but it should ''definitely'' happen when the month changes.&lt;br /&gt;
&lt;br /&gt;
Keep an eye on them using the {{Menu icon|u}}nits screen. Their tasks will initially be something like &amp;quot;Waiting for (something) demonstration&amp;quot; or &amp;quot;Organize (something) demonstration&amp;quot; but they should eventually start the session. The graphics won't look any different, but the units screen will change to show &amp;quot;Watching (something) demonstration&amp;quot; etc.&lt;br /&gt;
&lt;br /&gt;
After a while, your dwarves may start &amp;quot;Sparring&amp;quot;.  This trains several combat skills, much more quickly than demonstrations.  You'll also get combat [[reports]] of the sparring (indicated by a notification icon with crossed spears).&lt;br /&gt;
&lt;br /&gt;
==Marksdwarf Training==&lt;br /&gt;
{{migrated section}}&lt;br /&gt;
Each marksdwarf requires a [[crossbow]], [[bolt]]s, and a [[quiver]].&lt;br /&gt;
&lt;br /&gt;
===Targets===&lt;br /&gt;
For marksdwarves to train, you will need to build one or more [[archery target]]s using {{Menu icon|b|y|t}}, define them as archery range zone with {{Menu icon|z}}, and assign squads to train at them. Select the firing direction and the squads assigned to the target using the archer range zone options. Also note that an &amp;quot;archery target&amp;quot; cannot be built at a workshop; you only need a piece of stone.&lt;br /&gt;
&lt;br /&gt;
You will need at least one target per dwarf that you want to train simultaneously.  There must be an unblocked path from the place the dwarf stands to the target; they won't shoot archery targets that are across a gap.&lt;br /&gt;
&lt;br /&gt;
===Equipment===&lt;br /&gt;
Crossbows can be made of [[wood]] or [[bone]] at a [[bowyer's workshop]] by a dwarf with the crossbow making labor enabled, or at a [[metalsmith's forge]] by a dwarf with weaponsmithing enabled. While the material used for a crossbow doesn't matter for shooting purposes, it does matter when dwarves use crossbows to bash enemies in melee combat. So, making crossbows of iron, while being heavier, can give archers a little more of an advantage in melee combat should they be unfortunate enough to get into that situation.&lt;br /&gt;
&lt;br /&gt;
Bolts are also made from bone or wood at a [[craftsdwarf's workshop]], so make sure you've built one of those and then have your manager queue up some bolts. Wooden ammunition will do just fine for training purposes, but if you happen to have butchered any animals at this point you can also make bone bolts. (Metal bolts can also be made at a forge, but you wouldn't want to waste those on target practice.)&lt;br /&gt;
&lt;br /&gt;
Quivers are made of leather by a dwarf with leatherworking at a [[leather works]]. Quivers are required; marksdwarves will not fire a crossbow without one. If you just started your fort, and forgot to bring some with you, you may not be able to get enough leather to make quivers until the first trade caravan arrives unless you slaughter some animals.&lt;br /&gt;
&lt;br /&gt;
===Configuration===&lt;br /&gt;
Once you have all of the needed equipment for an archer, the easiest way to set up an archer in the military is to create an archers-only squad and give them the archer's uniform. Then, assign one or more dwarves to the squad and set up their training schedule as described for melee training above. Make sure to set their squad to train at archery targets '''and''' the barracks (weapon or armor rack)--if you only use an archery range, your dwarves will not train.&lt;br /&gt;
&lt;br /&gt;
If you have done everything right here, eventually you will see them shooting and see broken bolts at the base of your archery targets.&lt;br /&gt;
&lt;br /&gt;
Please note however that even a squad of only marksdwarves still needs a barracks to train at as well as an archery range, so they can train their other non-ranged skills.  If they do not have a barracks assigned, they will spend quite a lot of time in the state &amp;quot;cannot follow order&amp;quot; and may not even use the archery range.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
Now that you have learned this much, you will probably want to read:&lt;br /&gt;
*''[[Military interface]]''&lt;br /&gt;
*''[[Squads]]''&lt;br /&gt;
*''[[Military]]'' (overview)&lt;br /&gt;
*''[[Scheduling]]'' (not covered on this page)&lt;br /&gt;
&lt;br /&gt;
{{Military}}&lt;br /&gt;
{{Category|Military}}&lt;br /&gt;
{{Category|Guides}}&lt;br /&gt;
{{Category|Fortress mode}}&lt;br /&gt;
[[ru:Military quickstart]]&lt;/div&gt;</summary>
		<author><name>Qwiption</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Scheduling&amp;diff=288306</id>
		<title>Scheduling</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Scheduling&amp;diff=288306"/>
		<updated>2023-01-27T20:53:14Z</updated>

		<summary type="html">&lt;p&gt;Qwiption: replaced 'quill icon' with File:Quill.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Unrated}}{{av}}&lt;br /&gt;
&lt;br /&gt;
No matter how much you micromanage your '''[[military]]''',  your '''[[squads]]''' won't be able to get stronger or protect you from ambushes without proper scheduling practices. With practice, you'll be able to set your '''[[soldier]]s''' to follow a complicated annual training regimen, patrol major trade routes, defend important areas, or any combination of these... all with a few clicks.&lt;br /&gt;
&lt;br /&gt;
The military is now controlled entirely through the squad menu, which can be accessed with the {{Menu icon|q}} key or with the banner icon in the bottom right of the main game screen. A squad must be selected by using the checkbox to the right of its name to edit its schedule, and the squad must be set to the desired routine by selecting it through the &amp;quot;Schedule&amp;quot; menu. From here, all schedulable training, defense, and patrol orders are configured within the &amp;quot;View monthly schedule&amp;quot; submenu by editing monthly orders.&lt;br /&gt;
&lt;br /&gt;
==Passive defense==&lt;br /&gt;
The scheduling system is a feature that is versatile but initially difficult to understand. Once you learn the system, though, you will find that you barely need to manage your military at all. Effectively, a schedule selectable routine for a squad to follow, broken up by month, and different routines can be quickly and easily swapped in order to apply different schedules of your choosing to different squads of your choosing.&lt;br /&gt;
&lt;br /&gt;
It is possible to give your squads different monthly schedules, create different routines which will cause squads to follow new user-programmed instructions depending on circumstance, give direct orders to attack one or more specific targets or move to a specific location, or follow patrol routes and stations with greater accuracy. The entire system (including routine names) is completely configurable, and in time you will find yourself using complicated scheduling to rotate squads between training and defending/patrolling specified areas over the course of a year without any user input, or to start defending the fort entrance or trade route with a few easy clicks.&lt;br /&gt;
&lt;br /&gt;
There is a clear distinction between ''active'' orders and ''passive'' orders &amp;amp;mdash; the former is used for making unexpected orders to deal with a threat, the latter is a typical schedule that a dwarf will follow year-round and acts more as a defense method. The main ''squads'' menu is predominantly used for active commands, and the ''Schedule'' menu is used for passive commands. This article will focus on the '''passive''' commands you can leave your squads to follow.&lt;br /&gt;
&lt;br /&gt;
For more information on '''active''' commands, see '''[[Squads]]'''. &lt;br /&gt;
&lt;br /&gt;
===Routines===&lt;br /&gt;
The '''routine''' is a fundamental concept of passive military management. In each routine, you can program instructions for your military dwarves to follow. The game contains four routines by default &amp;amp;mdash; '''Off Duty,''' '''Staggered Training,''' '''Constant Training,''' and '''Ready'''. In '''Off Duty''', a squad is assigned no orders and civilian equipment. In '''Staggered Training''', a squad is assigned to train and wear military equipment in alternating blocks of 3 months each. In '''Constant Training''', a squad is assigned to train the entire year. Finally, in '''Ready''', a squad has no orders, but is assigned to wear military equipment the entire year. By default, your squads will all be set to '''Off Duty''' &amp;amp;mdash; in this state, they will tend to spend most of their idle time in the barracks doing individual combat drills, or in the case of some dwarves, only perform civilian work. You will need to add more routines if you want them to do anything more complicated than this.&lt;br /&gt;
&lt;br /&gt;
Individual squads can be set to a certain routine by selecting the squad in the squad menu, clicking &amp;quot;Schedule,&amp;quot; then clicking the appropriate routine. Squads can only be set to one routine at a time, so selecting one routine for a group removes them from the previous one.&lt;br /&gt;
&lt;br /&gt;
Note that civilians can not currently be assigned to orders based on military routines and may need to be directed to safety using a [[burrow]] if your fortress is [[siege|attacked]].&lt;br /&gt;
&lt;br /&gt;
====Making Routines====&lt;br /&gt;
&lt;br /&gt;
[[File:Squad schedule menu v5004.png|thumb|right|300px|'''Squad Schedules''' menu with four squads assigned to the default routines.]]&lt;br /&gt;
Each squad can be given multiple routines to follow for an entire year, broken up by month. Each squad has a monthly schedule for each routine; it can be swapped between these routines with the procedure outlined in the previous section. Without monthly schedules, routines would do nothing; without routines monthly schedules would be inefficient to switch between; the two functions co-exist and rely on each other. The monthly schedule screen can be accessed from the '''Schedule''' menu by clicking the &amp;quot;View monthly schedule&amp;quot; button. Alternatively, all monthly orders for a routine can be edited at once directly from the Schedule menu by clicking &amp;quot;Clear&amp;quot; to remove any existing orders and &amp;quot;Edit&amp;quot; to begin bulk editing.&lt;br /&gt;
&lt;br /&gt;
On the main monthly scheduling page you will see the name of the squad you are currently editing in the top left, a list of months down the left side and a list of routines for this squad the top edge. Scheduling is done separately for each month and routine; to begin editing click the &amp;quot;Edit&amp;quot; button on one of the months. If you have more routines than can be displayed along the top edge, a small yellow arrow button will appear next to the routine names to scroll between them. Scroll up and down to navigate the month list, and select any visible month to begin editing it. The orders for each month are displayed in green in the month's cell.&lt;br /&gt;
&lt;br /&gt;
When you've decided which month to edit, click the &amp;quot;Edit&amp;quot; button to open the order menu. From here, you can use the four buttons at the bottom to quickly assign a new order.  From left to right, these buttons create a '''Station''', '''Patrol Route''', '''Defend Burrow''', or '''Train''' order. To create a '''Defend Burrow''' order, you will first need to set up the appropriate [[burrow]], but '''Patrol Route''' allows you to create and save routes directly through a sub-menu by clicking on the map, and '''Station''' simply requires clicking the map to select a station location. Unlike the others, '''Train''' does not require a location to be set within the monthly orders menu, but rather a valid '''[[barracks]]''' zone must be defined and the squad must be assigned to train in it. Unneeded orders can be deleted by clicking the &amp;quot;cancel&amp;quot; (red circle with a line through it) button next to each assigned order. When you have finished editing the orders, click &amp;quot;Done editing&amp;quot; to save them.&lt;br /&gt;
&lt;br /&gt;
Orders have soldier-based 'order criteria' that list how many soldiers in the squad the order will be assigned to at once. Using the '+' and '-' buttons next to &amp;quot;Minimum soldiers to follow new order&amp;quot; you can choose how many soldiers in the squad that the order will apply to at any one time. By default this number is ten. If you have it set to ten, the Squad will all follow it even if the squad does not have enough members, if you set it to one, only one soldier will be required to go at a time. You can also select specific positions within the squad by using the checkboxes next to each squad position to set those positions as 'preferred'. The order will then try to pick these dwarves to follow the orders if there are multiple off-duty dwarves to choose from. When you are done, click &amp;quot;Done editing&amp;quot; to save the order and return to the monthly schedule screen. If desired, multiple orders criteria can be set for each month. For example, a squad could be set to assign two soldiers to station in the tavern, four soldiers to patrol the entrance hallway, and three dwarves to train while leaving the other three dwarves idle.&lt;br /&gt;
&lt;br /&gt;
Note that the text displayed on each cell (like &amp;quot;Train&amp;quot;) can be completely customized text; it does '''NOT''' necessarily reflect the actual orders in the cell! When you are editing an order, you can click the text box or the [[File:Quill.png]] next to it to edit the label and save it by pressing {{k|enter}}. If you do not change this name, or if you remove all orders for the month, the cell will automatically update with the current assigned orders. It is recommended to leave the name blank if you are only giving a single order, however, if you want to keep track of multiple orders per routine per month a descriptive name can be useful.&lt;br /&gt;
&lt;br /&gt;
To eliminate some of the tedium in scheduling many months, you can copy-paste orders from one cell to another by clicking the &amp;quot;Copy&amp;quot; and &amp;quot;Paste&amp;quot; buttons. Press &amp;quot;Copy&amp;quot; button in the cell you want to copy from, then go to the cells you want to paste to and press &amp;quot;Paste&amp;quot; in each one.&lt;br /&gt;
&lt;br /&gt;
===Orders===&lt;br /&gt;
:''If you were redirected here while looking for information on moving your squads to a certain point on command, you may be looking for the [[Squads#Squad#Station_order|squad movement]] section on the [[squads]] page. Multiple orders can be given to a squad by while editing monthly orders by selecting a new order from one of the bottom four buttons; this can be useful if you want part of a squad on patrol duty and another part training, or part of a squad training, and the other half stood down. Unneeded orders can be deleted by clicking the 'cancel' (red circle with a line through it) button next to each assigned order.&lt;br /&gt;
&lt;br /&gt;
The five types of scheduling orders are listed below:&lt;br /&gt;
&lt;br /&gt;
====Inactive / no order====&lt;br /&gt;
When dwarves have an empty spot in their schedule, dwarves with good [[discipline]] skill will visit the barracks and train themselves in their spare time - if you see a dwarf doing &amp;quot;Individual training&amp;quot; when they're free, that's what's happening. Technically this is not an order applicable in the monthly orders menu - it is a ''lack'' of an order. Training jobs that are not specifically ordered will be colored green in the {{Menu icon|u}}nits menu.&lt;br /&gt;
&lt;br /&gt;
====Train====&lt;br /&gt;
For your dwarves to train, a '''[[barracks]]''' must be designated. This can be done through using {{Menu icon|z}} to open the zone menu and the blue banner &amp;quot;Barracks&amp;quot; button to designate a barracks zone. To make use of the barracks zone, a squad must be assigned to it from the zones menu by clicking the 'banner with a plus' button then using the 'bed', 'axe', 'cabinet', and/or 'chest' button to define how exactly they this barracks. Many pieces of furniture are useful within a barracks, including [[bed]]s, [[armor stand]]s, [[weapon rack]]s, and [[container|containers]]. Dwarves within the squad aren't assigned any furniture in particular, so they'll just use whatever they feel like, similar to a dormitory{{verify}}&amp;lt;!--CONFIRM?--&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
While being edited, barracks can be renamed with the [[File:Quill.png]] button, used for sleeping with the 'bed' button, training with the 'axe' button, individual equipment storage with the 'cabinet' button, and/or squad equipment storage with the 'chest' button. You can choose if a squad trains in one place and sleeps in another, or in multiple, and so on. Multiple squads can overlap with one barracks. The tooltips indicate that the individual equipment storage option will make dwarves store their assigned weapons and armor in the selected barracks, while the squad equipment storage option will cause them to store equipment designated for that squad such as ammunition when not in use.&lt;br /&gt;
&lt;br /&gt;
To get marksdwarves to train in any way other than bashing each other with their crossbows, they must have quivers, an [[archery target|archery range]], and ammunition. Archers will not fire bolts without a quiver to store them in (i.e. they will not hold a single stack in their hand). The archery range is set up for the squad via building an archery target and creating an &amp;quot;Archery Range&amp;quot; zone around it. Marksdwarves are capable of training more than archery, so if they are assigned a barracks to train at they may train without an archery range (although since this training raises archery skills much more slowly, many players attempt to avoid it). If you are having trouble getting marksdwarves to train, see the appropriate section of the [[Military F.A.Q.]] for more information.&lt;br /&gt;
&lt;br /&gt;
When dwarves are being ordered to train, squad members will set up training demonstrations for particular skills, or they will have dwarves spar. Any dwarves in the squad that don't qualify for these will default to individual training.&lt;br /&gt;
&lt;br /&gt;
====Defend burrows====&lt;br /&gt;
After a [[burrow]] has been created in the {{Menu icon|U}} menu, you can order your dwarves to defend it. If an enemy enters the burrow (and is not hiding) the assigned squads will be alerted and attack it. It is unknown if a soldier defending a burrow is limited to his line-of-sight or is simply aware that an enemy is present.&lt;br /&gt;
&lt;br /&gt;
====Station====&lt;br /&gt;
Stations are defined from within the monthly order &amp;quot;Edit&amp;quot; menu. Simply adjust the number of soldiers you want following the order, click the 'Station' - green arrow button, and click a point on the map where you want a squad to stand to define the order.&lt;br /&gt;
&lt;br /&gt;
====Patrol Route====&lt;br /&gt;
Routes are made similarly to stations. Click the 'Patrol' - three red X button to open the route selection submenu, then either choose an existing route or define a new one by choosing &amp;quot;Create new route&amp;quot; then clicking at least two spots on the map and hitting &amp;quot;Confirm&amp;quot;. As you define the route, a preview of the path will appear to show which order the soldiers will through the points. This preview does not reflect the exact path they will take and only shows the shortest line between subsequent points. Existing routes can be viewed and edited from the select route menu by clicking the 'Inspect' magnifying glass button. Because patrol routes can be saved and used by multiple squads, it is highly recommended to name them as you define them by clicking the text box or [[File:Quill.png]], typing a descriptive name, and pressing {{k|enter}}.&lt;br /&gt;
&lt;br /&gt;
Routes are very useful for Marksdwarves. They don't like to resupply their ammo when faced with an enemy.  If you have a route with two waypoints in the firing platform, and two bracketing the ammo supply, the dwarves will be able to find their ammo when empty{{verify}}&amp;lt;!--CONFIRM?--&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
===Instructors and demonstrations===&lt;br /&gt;
Members of a squad with relatively high experience in a [[combat skill]] will lead the group during a [[training]] session. This can be in the form of a demonstration. Instructors gain [[teacher|teaching]] experience, while students gain [[student]] and [[concentration]] experience. Higher levels of these skills make demonstrations more effective&amp;lt;sup&amp;gt;[http://www.bay12forums.com/smf/index.php?topic=85279.0 source]&amp;lt;/sup&amp;gt;.  Observing demonstrations (with typically non-existent teacher/student/concentration skills) is not as effective as practicing and sparring. To encourage sparring, create at least half as many training orders each month as you have members in the squad with two soldiers minimum for each order (i.e. a squad of 10 hammerdwarves with 5 training orders requiring 2 soldiers each).&lt;br /&gt;
&lt;br /&gt;
===Individual combat drill===&lt;br /&gt;
Otherwise unoccupied soldiers often go to the barracks for individual combat drills regardless of the routine of their squad, if the squad to which the dwarf is assigned has any Training barracks available.  Dwarves assigned to an inactive squad will remain civilians, although off-duty soldiers with high discipline tend to ignore all civilian labors if training is an option. Because of this, if you want your 'reserve' squad to actually do civilian work when not needed to defend the fort, it's preferable to disable their barracks assignment.&lt;br /&gt;
&lt;br /&gt;
==Frequently asked questions==&lt;br /&gt;
''See [[Military F.A.Q.]]''&lt;br /&gt;
&lt;br /&gt;
{{Military}}&lt;br /&gt;
{{Category|Military}}&lt;br /&gt;
[[ru:Scheduling]]&lt;/div&gt;</summary>
		<author><name>Qwiption</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Quill.png&amp;diff=288305</id>
		<title>File:Quill.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Quill.png&amp;diff=288305"/>
		<updated>2023-01-27T20:50:50Z</updated>

		<summary type="html">&lt;p&gt;Qwiption: Quill icon for editing customizable text, for example, individual dwarf's names, workshops, levers, etc. From version 50.05&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Quill icon for editing customizable text, for example, individual dwarf's names, workshops, levers, etc. From version 50.05&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Non-free Dwarf Fortress Screenshot}}&lt;/div&gt;</summary>
		<author><name>Qwiption</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Category_talk:Inline_formatting_templates&amp;diff=288297</id>
		<title>Category talk:Inline formatting templates</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Category_talk:Inline_formatting_templates&amp;diff=288297"/>
		<updated>2023-01-27T19:14:49Z</updated>

		<summary type="html">&lt;p&gt;Qwiption: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Ignore this talk page, I screwed something up a bit guys. Fixed now. [[User:Resident Mario|Resident Mario]] ([[User talk:Resident Mario|talk]]) 03:31, 24 July 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Are there plans to create a template for the various UI buttons that aren't part of the main menu hotkeys? For example, the Quill button to edit text labels. How can I help create it?&lt;br /&gt;
&lt;br /&gt;
[[User:Qwiption|Qwiption]] ([[User talk:Qwiption|talk]]) 02:56, 26 January 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
: How do you imagine the template would look? I'm not sure it'd be super helpful because 1) there's no standard names for the UI icons, and 2) most UI icons are pretty single-purpose. Like I don't imagine we'd need to talk about the quill icon on more than one page. I've added UI icons as just an inline image in some places, like the magnifying glass on [[Occupation]]. [[User:OddballJoe|OddballJoe]] ([[User talk:OddballJoe|talk]]) 05:00, 26 January 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: I think it would be helpful for non-English speakers, and many English-speaking visual learners, to see a picture of the repeated UI elements that don't have hotkeys (and some that do), just like this awesome Menu icon template: {{Menu icon|z}}. The best example is the Quill button that is used on many screens. Search for &amp;quot;quill&amp;quot; in this wiki and you'll see snippets from multiple pages. I conceived the need for it when I read the Military Quickstart's mention of the &amp;quot;dwarf&amp;quot; button, which was next to the dwarf image of my Militia Commander. Also, I wanted to show the [+] button found in those same military screens. I just opened the Stocks screen and there were 6 buttons next to each item in Stocks. All but the Melt button probably get used elsewhere in the UI. And if we have a template, it's easier for wiki-noobs like me to improve articles. ([[User:Qwiption|Qwiption]] ([[User talk:Qwiption|talk]]) 21:56, 26 January 2023 (UTC))&lt;br /&gt;
&lt;br /&gt;
::: I don't disagree that an image is helpful, but still not sure what you want a template to do. If you'd like to add the quill icon, find the sprite in the game data folders or screenshot and crop it, and upload it like the images in [[:Category:Interface images]]. The you can insert it with &amp;lt;nowiki&amp;gt;[[File:UI_z.png]].&amp;lt;/nowiki&amp;gt; [[File:Ui_z.png]]. If you can describe what the template you want to create would do specifically (i.e. what you would type and what it would produce), myself or someone can help you with that if it makes sense. [[User:OddballJoe|OddballJoe]] ([[User talk:OddballJoe|talk]]) 07:16, 27 January 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::: Aha, I see what you mean. My example of {{Menu icon|n}} works well because it uses the hotkey as the name to know which image to use. But with other UI images, there isn't a defined hotkey/name that would make using the template better/faster than just linking to the uploaded image. And really, [[:Category:Interface images]] does 95-99% of what I imagined. Let me try using that. Is there any method to the naming scheme?&lt;/div&gt;</summary>
		<author><name>Qwiption</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Category_talk:Inline_formatting_templates&amp;diff=288170</id>
		<title>Category talk:Inline formatting templates</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Category_talk:Inline_formatting_templates&amp;diff=288170"/>
		<updated>2023-01-26T21:57:00Z</updated>

		<summary type="html">&lt;p&gt;Qwiption: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Ignore this talk page, I screwed something up a bit guys. Fixed now. [[User:Resident Mario|Resident Mario]] ([[User talk:Resident Mario|talk]]) 03:31, 24 July 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Are there plans to create a template for the various UI buttons that aren't part of the main menu hotkeys? For example, the Quill button to edit text labels. How can I help create it?&lt;br /&gt;
&lt;br /&gt;
[[User:Qwiption|Qwiption]] ([[User talk:Qwiption|talk]]) 02:56, 26 January 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
: How do you imagine the template would look? I'm not sure it'd be super helpful because 1) there's no standard names for the UI icons, and 2) most UI icons are pretty single-purpose. Like I don't imagine we'd need to talk about the quill icon on more than one page. I've added UI icons as just an inline image in some places, like the magnifying glass on [[Occupation]]. [[User:OddballJoe|OddballJoe]] ([[User talk:OddballJoe|talk]]) 05:00, 26 January 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: I think it would be helpful for non-English speakers, and many English-speaking visual learners, to see a picture of the repeated UI elements that don't have hotkeys (and some that do), just like this awesome Menu icon template: {{Menu icon|z}}. The best example is the Quill button that is used on many screens. Search for &amp;quot;quill&amp;quot; in this wiki and you'll see snippets from multiple pages. I conceived the need for it when I read the Military Quickstart's mention of the &amp;quot;dwarf&amp;quot; button, which was next to the dwarf image of my Militia Commander. Also, I wanted to show the [+] button found in those same military screens. I just opened the Stocks screen and there were 6 buttons next to each item in Stocks. All but the Melt button probably get used elsewhere in the UI. And if we have a template, it's easier for wiki-noobs like me to improve articles. ([[User:Qwiption|Qwiption]] ([[User talk:Qwiption|talk]]) 21:56, 26 January 2023 (UTC))&lt;/div&gt;</summary>
		<author><name>Qwiption</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Military_quickstart&amp;diff=288041</id>
		<title>Military quickstart</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Military_quickstart&amp;diff=288041"/>
		<updated>2023-01-26T02:59:06Z</updated>

		<summary type="html">&lt;p&gt;Qwiption: /* Creating a Squad */ clarified when squad leader is assigned and how to select additional dwarves.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
{{quickstart|advanced=military}}&lt;br /&gt;
&lt;br /&gt;
This article will describe how to '''set up your very first squad''' for training and use in combat. We will assume that you know nothing about the [[military interface]]. In case you are starting this early in your fortress' development, we will assume that you're going to start with a squad of only '''five''' dwarves and that you may have just come here from the [[Quickstart guide]].&lt;br /&gt;
&lt;br /&gt;
Though these instructions are far from adequate for teaching you all aspects of Dwarf Fortress mode's complex military, hopefully they will get you started faster than you would otherwise. Note that the military configuration interface may be somewhat complex, so pay close attention to some of the details mentioned.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Structure of the Military==&lt;br /&gt;
When you start building a military force, also known as a militia, to protect your fortress, it's good to understand the structure.&lt;br /&gt;
* A [squad] is the basic unit of the dwarven military with up to ten (10) soldiers in it, including its leader.&lt;br /&gt;
* Each squad is led by a [[Militia_captain|Militia Captain]], who is always the first dwarf assigned to the squad. &lt;br /&gt;
* In order to create your first squad, you must also have a [[Militia_commander|Militia Commander]], who leads the first squad you create. So this dwarf is ''the'' Commander, a Captain, and a Soldier.&lt;br /&gt;
&lt;br /&gt;
(In this wiki, the terms militia captain, squad captain and squad leader tend to be used interchangeably. The terminology seems to have changed from the earlier versions of the game.)&lt;br /&gt;
&lt;br /&gt;
==Finding Recruits==&lt;br /&gt;
Look over all your dwarves. You are looking for any dwarves with [[combat skill]]s, or at the very least, without useful civilian skills. These dwarves will be your first [[squad]]. Starting with a bunch of otherwise useless dwarves with no combat skill isn't totally unreasonable, but it's best to get at least one with some combat skill so that they can teach the others. Note that peasants often arrive with military skills of competent or better. You will also need to assign a [[Militia Commander|Militia_commander]], who benefits from having a good tactician or leadership skill.&lt;br /&gt;
&lt;br /&gt;
Using job titles can help you spot expendable dwarves. For example, if a dwarf is a &amp;quot;[[Fish cleaner|Fish Cleaner]]&amp;quot; then their most expert skill will be fish cleaning and they probably won't be very good at anything but that. Since super-efficient fish cleaning isn't likely to be that useful, even if you do have a fisherdwarf, your legendary fish cleaner would be an excellent candidate for the draft. If they manage to survive and gain some combat skill, they'll be able to clean fish and kick butt at the same time. If they die, at least it won't impact civilian operations.&lt;br /&gt;
&lt;br /&gt;
Make sure to exercise judgement when selecting dwarves, however. If your fortress only has one fish cleaner, but also has a large amount of fisherdwarves, drafting a fish cleaner may waste a lot of fish. Conversely, if the fortress has no animal or hunting industries, an otherwise precious [[butcher]] may be expendable.&lt;br /&gt;
&lt;br /&gt;
It is probably wise not to choose female dwarves for your primary fighting squad, and ''especially'' not married female dwarves, since they will carry [[children|babies]] around most of the time (they bear one child every year).  But ultimately it's up to you.  You can't see the sex or marital status of dwarves from within the military screen, so you need to look for these things in advance.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;invisible uniforms&amp;quot;&amp;gt;Your recruits '''must not''' have the [[Mining]], [[wood cutter|Wood Cutting]] or [[ambusher|Hunting]] labors enabled. These labors create an invisible &amp;quot;uniform&amp;quot; that interferes with the military uniform.{{bug|1451}} Disable all of these labors on your recruits, if they're currently enabled.&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Assigning a Militia Commander==&lt;br /&gt;
Open the [[Nobles]] screen ({{k|n}}) and click the [+] to choose a dwarf to assign as the [[Militia_commander|Militia Commander]]. Ideally, the Militia Commander will have leadership, tactician, and some combat skills. &lt;br /&gt;
&lt;br /&gt;
==Creating a Squad==&lt;br /&gt;
Open up the squad sidebar by clicking at the bottom right of the screen or by pressing {{Menu icon|q}}. Click {{DFtext|Create new squad|2:1}} to create a squad. Then you're asked to {{DFtext|Create which squad?|7:1}}, and you will choose the second option to  create the Militia Commander's Squad. &lt;br /&gt;
&lt;br /&gt;
Choose whatever uniform is most appropriate for the type of equipment you have or plan to have. A &amp;quot;uniform&amp;quot; is essentially just a predefined specification for a set of equipment, and you can change all of this later, but for the sake of simplicity, start with one of the default uniforms.&lt;br /&gt;
&lt;br /&gt;
Enjoy a hearty laugh at the (no doubt) delightful name your dwarves come up with for their squad. ''All tremble before the might of the fearsome Geared Warthogs!'' You can, of course, change the name of the squad if you wish by clicking the quill.&lt;br /&gt;
&lt;br /&gt;
Click on the dwarf icon (to the left of the quill) to add dwarves to the squad. If this is your first squad, the first dwarf shown will be your militia commander. If this isn't your first squad, you will need to {{DFtext|Assign leader|2:1}}: select the dwarf with the best fighting skills (or the best leadership ability). This is the leader of this new squad, and will appear in the {{Menu icon|n}} screen as the Militia Captain.&lt;br /&gt;
&lt;br /&gt;
Once you select a dwarf for the first position, you can then select more dwarves to join the squad: dwarves you pick are automatically assigned to the next empty position. Notice that below each dwarf's name, a bit of relevant information is shown regarding their military abilities. For this quickstart, pick at least four more dwarves to fill positions two through five.&lt;br /&gt;
&lt;br /&gt;
==Melee Training==&lt;br /&gt;
Make sure at the very least you have a weapon for everyone in your squad. Ideally you should have at least a shield and helmet for everyone too. They will automatically go grab appropriate equipment as long as it is free for use.&lt;br /&gt;
&lt;br /&gt;
Axes ''cannot'' be shared between a woodcutter and an axedwarf, not even if it's the same dwarf.  Likewise, a marksdwarf and a hunter can't share a crossbow, and a miner can't share a pick with a military dwarf assigned to use a pick as a weapon. &amp;lt;u&amp;gt;Un&amp;lt;/u&amp;gt;assign the civilian labor to free up the weapon for military use. (The dwarf holding it will dutifully drop it where they stand at the time.)&lt;br /&gt;
&lt;br /&gt;
===Barracks===&lt;br /&gt;
Pick a location for your training grounds. It should definitely be placed in a defended area, and ideally it should be near the entrance. Training areas can be easily moved though so feel free to just dig out an area somewhere for now and you can move it to a better location later.&lt;br /&gt;
&lt;br /&gt;
Create a zone of type Barracks where you want your dwarves to train. Select the banner with yellow plus icon to assign the squad to the barracks. For now, only select the axe icon next to the squad name.&lt;br /&gt;
&lt;br /&gt;
=== Schedule ===&lt;br /&gt;
Open the squad sidebar again. Select your squad from the list. Notice that below their name it says {{DFtext|No special orders |7:1}}. This indicates if the squad has a schedule assigned to them, and  if so, which [[schedule]] they will follow.&lt;br /&gt;
&lt;br /&gt;
The default schedule for &amp;quot;Off duty&amp;quot; basically says &amp;quot;do nothing&amp;quot;. Tell them to use the &amp;quot;Active/Training&amp;quot; schedule, by clicking on it. Avoid clicking on the {{DFtext|Edit|2:1}} and {{DFtext|Copy|2:1}} buttons for now.&lt;br /&gt;
&lt;br /&gt;
If you've done everything right, you should see some messages like &amp;quot;Urist McGoblinFodder has become a Recruit&amp;quot; and the named dwarves should report to the barracks you have set up.  This may not happen right away, but it should ''definitely'' happen when the month changes.&lt;br /&gt;
&lt;br /&gt;
Keep an eye on them using the {{Menu icon|u}}nits screen. Their tasks will initially be something like &amp;quot;Waiting for (something) demonstration&amp;quot; or &amp;quot;Organize (something) demonstration&amp;quot; but they should eventually start the session. The graphics won't look any different, but the units screen will change to show &amp;quot;Watching (something) demonstration&amp;quot; etc.&lt;br /&gt;
&lt;br /&gt;
After a while, your dwarves may start &amp;quot;Sparring&amp;quot;.  This trains several combat skills, much more quickly than demonstrations.  You'll also get combat [[reports]] of the sparring (indicated by a notification icon with crossed spears).&lt;br /&gt;
&lt;br /&gt;
==Marksdwarf Training==&lt;br /&gt;
{{migrated section}}&lt;br /&gt;
Each marksdwarf requires a [[crossbow]], [[bolt]]s, and a [[quiver]].&lt;br /&gt;
&lt;br /&gt;
===Targets===&lt;br /&gt;
For marksdwarves to train, you will need to build one or more [[archery target]]s using {{Menu icon|b|y|t}}, define them as archery range zone with {{Menu icon|z}}, and assign squads to train at them. Select the firing direction and the squads assigned to the target using the archer range zone options. Also note that an &amp;quot;archery target&amp;quot; cannot be built at a workshop; you only need a piece of stone.&lt;br /&gt;
&lt;br /&gt;
You will need at least one target per dwarf that you want to train simultaneously.  There must be an unblocked path from the place the dwarf stands to the target; they won't shoot archery targets that are across a gap.&lt;br /&gt;
&lt;br /&gt;
===Equipment===&lt;br /&gt;
Crossbows can be made of [[wood]] or [[bone]] at a [[bowyer's workshop]] by a dwarf with the crossbow making labor enabled, or at a [[metalsmith's forge]] by a dwarf with weaponsmithing enabled. While the material used for a crossbow doesn't matter for shooting purposes, it does matter when dwarves use crossbows to bash enemies in melee combat. So, making crossbows of iron, while being heavier, can give archers a little more of an advantage in melee combat should they be unfortunate enough to get into that situation.&lt;br /&gt;
&lt;br /&gt;
Bolts are also made from bone or wood at a [[craftsdwarf's workshop]], so make sure you've built one of those and then have your manager queue up some bolts. Wooden ammunition will do just fine for training purposes, but if you happen to have butchered any animals at this point you can also make bone bolts. (Metal bolts can also be made at a forge, but you wouldn't want to waste those on target practice.)&lt;br /&gt;
&lt;br /&gt;
Quivers are made of leather by a dwarf with leatherworking at a [[leather works]]. Quivers are required; marksdwarves will not fire a crossbow without one. If you just started your fort, and forgot to bring some with you, you may not be able to get enough leather to make quivers until the first trade caravan arrives unless you slaughter some animals.&lt;br /&gt;
&lt;br /&gt;
===Configuration===&lt;br /&gt;
Once you have all of the needed equipment for an archer, the easiest way to set up an archer in the military is to create an archers-only squad and give them the archer's uniform. Then, assign one or more dwarves to the squad and set up their training schedule as described for melee training above. Make sure to set their squad to train at archery targets '''and''' the barracks (weapon or armor rack)--if you only use an archery range, your dwarves will not train.&lt;br /&gt;
&lt;br /&gt;
If you have done everything right here, eventually you will see them shooting and see broken bolts at the base of your archery targets.&lt;br /&gt;
&lt;br /&gt;
Please note however that even a squad of only marksdwarves still needs a barracks to train at as well as an archery range, so they can train their other non-ranged skills.  If they do not have a barracks assigned, they will spend quite a lot of time in the state &amp;quot;cannot follow order&amp;quot; and may not even use the archery range.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
Now that you have learned this much, you will probably want to read:&lt;br /&gt;
*''[[Military interface]]''&lt;br /&gt;
*''[[Squads]]''&lt;br /&gt;
*''[[Military]]'' (overview)&lt;br /&gt;
*''[[Scheduling]]'' (not covered on this page)&lt;br /&gt;
&lt;br /&gt;
{{Military}}&lt;br /&gt;
{{Category|Military}}&lt;br /&gt;
{{Category|Guides}}&lt;br /&gt;
{{Category|Fortress mode}}&lt;br /&gt;
[[ru:Military quickstart]]&lt;/div&gt;</summary>
		<author><name>Qwiption</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Category_talk:Inline_formatting_templates&amp;diff=288039</id>
		<title>Category talk:Inline formatting templates</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Category_talk:Inline_formatting_templates&amp;diff=288039"/>
		<updated>2023-01-26T02:56:38Z</updated>

		<summary type="html">&lt;p&gt;Qwiption: looking for new template for non-hotkey buttons, e.g. [Quill]&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Ignore this talk page, I screwed something up a bit guys. Fixed now. [[User:Resident Mario|Resident Mario]] ([[User talk:Resident Mario|talk]]) 03:31, 24 July 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Are there plans to create a template for the various UI buttons that aren't part of the main menu hotkeys? For example, the Quill button to edit text labels. How can I help create it?&lt;br /&gt;
&lt;br /&gt;
[[User:Qwiption|Qwiption]] ([[User talk:Qwiption|talk]]) 02:56, 26 January 2023 (UTC)&lt;/div&gt;</summary>
		<author><name>Qwiption</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Military_quickstart&amp;diff=288016</id>
		<title>Military quickstart</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Military_quickstart&amp;diff=288016"/>
		<updated>2023-01-26T02:26:32Z</updated>

		<summary type="html">&lt;p&gt;Qwiption: Added &amp;quot;Structure of the Military&amp;quot; and Assigning a Militia Commander sections before &amp;quot;Creating a Squad&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
{{quickstart|advanced=military}}&lt;br /&gt;
&lt;br /&gt;
This article will describe how to '''set up your very first squad''' for training and use in combat. We will assume that you know nothing about the [[military interface]]. In case you are starting this early in your fortress' development, we will assume that you're going to start with a squad of only '''five''' dwarves and that you may have just come here from the [[Quickstart guide]].&lt;br /&gt;
&lt;br /&gt;
Though these instructions are far from adequate for teaching you all aspects of Dwarf Fortress mode's complex military, hopefully they will get you started faster than you would otherwise. Note that the military configuration interface may be somewhat complex, so pay close attention to some of the details mentioned.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Structure of the Military==&lt;br /&gt;
When you start building a military force, also known as a militia, to protect your fortress, it's good to understand the structure.&lt;br /&gt;
* A [squad] is the basic unit of the dwarven military with up to ten (10) soldiers in it, including its leader.&lt;br /&gt;
* Each squad is led by a [[Militia_captain|Militia Captain]], who is always the first dwarf assigned to the squad. &lt;br /&gt;
* In order to create your first squad, you must also have a [[Militia_commander|Militia Commander]], who leads the first squad you create. So this dwarf is ''the'' Commander, a Captain, and a Soldier.&lt;br /&gt;
&lt;br /&gt;
(In this wiki, the terms militia captain, squad captain and squad leader tend to be used interchangeably. The terminology seems to have changed from the earlier versions of the game.)&lt;br /&gt;
&lt;br /&gt;
==Finding Recruits==&lt;br /&gt;
Look over all your dwarves. You are looking for any dwarves with [[combat skill]]s, or at the very least, without useful civilian skills. These dwarves will be your first [[squad]]. Starting with a bunch of otherwise useless dwarves with no combat skill isn't totally unreasonable, but it's best to get at least one with some combat skill so that they can teach the others. Note that peasants often arrive with military skills of competent or better. You will also need to assign a [[Militia Commander|Militia_commander]], who benefits from having a good tactician or leadership skill.&lt;br /&gt;
&lt;br /&gt;
Using job titles can help you spot expendable dwarves. For example, if a dwarf is a &amp;quot;[[Fish cleaner|Fish Cleaner]]&amp;quot; then their most expert skill will be fish cleaning and they probably won't be very good at anything but that. Since super-efficient fish cleaning isn't likely to be that useful, even if you do have a fisherdwarf, your legendary fish cleaner would be an excellent candidate for the draft. If they manage to survive and gain some combat skill, they'll be able to clean fish and kick butt at the same time. If they die, at least it won't impact civilian operations.&lt;br /&gt;
&lt;br /&gt;
Make sure to exercise judgement when selecting dwarves, however. If your fortress only has one fish cleaner, but also has a large amount of fisherdwarves, drafting a fish cleaner may waste a lot of fish. Conversely, if the fortress has no animal or hunting industries, an otherwise precious [[butcher]] may be expendable.&lt;br /&gt;
&lt;br /&gt;
It is probably wise not to choose female dwarves for your primary fighting squad, and ''especially'' not married female dwarves, since they will carry [[children|babies]] around most of the time (they bear one child every year).  But ultimately it's up to you.  You can't see the sex or marital status of dwarves from within the military screen, so you need to look for these things in advance.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;invisible uniforms&amp;quot;&amp;gt;Your recruits '''must not''' have the [[Mining]], [[wood cutter|Wood Cutting]] or [[ambusher|Hunting]] labors enabled. These labors create an invisible &amp;quot;uniform&amp;quot; that interferes with the military uniform.{{bug|1451}} Disable all of these labors on your recruits, if they're currently enabled.&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Assigning a Militia Commander==&lt;br /&gt;
Open the [[Nobles]] screen ({{k|n}}) and click the [+] to choose a dwarf to assign as the [[Militia_commander|Militia Commander]]. Ideally, the Militia Commander will have leadership, tactician, and some combat skills. &lt;br /&gt;
&lt;br /&gt;
==Creating a Squad==&lt;br /&gt;
Open up the squad sidebar by clicking at the bottom right of the screen or by pressing {{Menu icon|q}}. Click {{DFtext|Create new squad|2:1}}: to create a squad and choose whatever uniform is most appropriate for the type of equipment you have or plan to have. A &amp;quot;uniform&amp;quot; is essentially just a predefined specification for a set of equipment, and you can change all of this later, but for the sake of simplicity, start with one of the default uniforms.&lt;br /&gt;
&lt;br /&gt;
Enjoy a hearty laugh at the (no doubt) delightful name your dwarves come up with for their squad. All tremble before the might of the fearsome Geared Warthogs! You can, of course, change the name of the squad if you wish by clicking the quill.&lt;br /&gt;
&lt;br /&gt;
Click on the dwarf icon to add dwaves to the squad. You will first need to {{DFtext|Assign leader|2:1}}: select the dwarf with the best fighting skills (or the best leadership ability). Notice that below each dwarf's name, a bit of relevant information is shown regarding their military abilities.&lt;br /&gt;
&lt;br /&gt;
This first dwarf will be either your militia commander or a militia captain depending on whether this is your first squad or not. (They will appear as such in the nobles screen.) Once you select a dwarf for the first position, you can then select more dwarves to join the squad: dwarves you pick are automatically assigned to the next empty position. Pick four more dwarves for positions two through five.&lt;br /&gt;
&lt;br /&gt;
==Melee Training==&lt;br /&gt;
Make sure at the very least you have a weapon for everyone in your squad. Ideally you should have at least a shield and helmet for everyone too. They will automatically go grab appropriate equipment as long as it is free for use.&lt;br /&gt;
&lt;br /&gt;
Axes ''cannot'' be shared between a woodcutter and an axedwarf, not even if it's the same dwarf.  Likewise, a marksdwarf and a hunter can't share a crossbow, and a miner can't share a pick with a military dwarf assigned to use a pick as a weapon. &amp;lt;u&amp;gt;Un&amp;lt;/u&amp;gt;assign the civilian labor to free up the weapon for military use. (The dwarf holding it will dutifully drop it where they stand at the time.)&lt;br /&gt;
&lt;br /&gt;
===Barracks===&lt;br /&gt;
Pick a location for your training grounds. It should definitely be placed in a defended area, and ideally it should be near the entrance. Training areas can be easily moved though so feel free to just dig out an area somewhere for now and you can move it to a better location later.&lt;br /&gt;
&lt;br /&gt;
Create a zone of type Barracks where you want your dwarves to train. Select the banner with yellow plus icon to assign the squad to the barracks. For now, only select the axe icon next to the squad name.&lt;br /&gt;
&lt;br /&gt;
=== Schedule ===&lt;br /&gt;
Open the squad sidebar again. Select your squad from the list. Notice that below their name it says {{DFtext|No special orders |7:1}}. This indicates if the squad has a schedule assigned to them, and  if so, which [[schedule]] they will follow.&lt;br /&gt;
&lt;br /&gt;
The default schedule for &amp;quot;Off duty&amp;quot; basically says &amp;quot;do nothing&amp;quot;. Tell them to use the &amp;quot;Active/Training&amp;quot; schedule, by clicking on it. Avoid clicking on the {{DFtext|Edit|2:1}} and {{DFtext|Copy|2:1}} buttons for now.&lt;br /&gt;
&lt;br /&gt;
If you've done everything right, you should see some messages like &amp;quot;Urist McGoblinFodder has become a Recruit&amp;quot; and the named dwarves should report to the barracks you have set up.  This may not happen right away, but it should ''definitely'' happen when the month changes.&lt;br /&gt;
&lt;br /&gt;
Keep an eye on them using the {{Menu icon|u}}nits screen. Their tasks will initially be something like &amp;quot;Waiting for (something) demonstration&amp;quot; or &amp;quot;Organize (something) demonstration&amp;quot; but they should eventually start the session. The graphics won't look any different, but the units screen will change to show &amp;quot;Watching (something) demonstration&amp;quot; etc.&lt;br /&gt;
&lt;br /&gt;
After a while, your dwarves may start &amp;quot;Sparring&amp;quot;.  This trains several combat skills, much more quickly than demonstrations.  You'll also get combat [[reports]] of the sparring (indicated by a notification icon with crossed spears).&lt;br /&gt;
&lt;br /&gt;
==Marksdwarf Training==&lt;br /&gt;
{{migrated section}}&lt;br /&gt;
Each marksdwarf requires a [[crossbow]], [[bolt]]s, and a [[quiver]].&lt;br /&gt;
&lt;br /&gt;
===Targets===&lt;br /&gt;
For marksdwarves to train, you will need to build one or more [[archery target]]s using {{Menu icon|b|y|t}}, define them as archery range zone with {{Menu icon|z}}, and assign squads to train at them. Select the firing direction and the squads assigned to the target using the archer range zone options. Also note that an &amp;quot;archery target&amp;quot; cannot be built at a workshop; you only need a piece of stone.&lt;br /&gt;
&lt;br /&gt;
You will need at least one target per dwarf that you want to train simultaneously.  There must be an unblocked path from the place the dwarf stands to the target; they won't shoot archery targets that are across a gap.&lt;br /&gt;
&lt;br /&gt;
===Equipment===&lt;br /&gt;
Crossbows can be made of [[wood]] or [[bone]] at a [[bowyer's workshop]] by a dwarf with the crossbow making labor enabled, or at a [[metalsmith's forge]] by a dwarf with weaponsmithing enabled. While the material used for a crossbow doesn't matter for shooting purposes, it does matter when dwarves use crossbows to bash enemies in melee combat. So, making crossbows of iron, while being heavier, can give archers a little more of an advantage in melee combat should they be unfortunate enough to get into that situation.&lt;br /&gt;
&lt;br /&gt;
Bolts are also made from bone or wood at a [[craftsdwarf's workshop]], so make sure you've built one of those and then have your manager queue up some bolts. Wooden ammunition will do just fine for training purposes, but if you happen to have butchered any animals at this point you can also make bone bolts. (Metal bolts can also be made at a forge, but you wouldn't want to waste those on target practice.)&lt;br /&gt;
&lt;br /&gt;
Quivers are made of leather by a dwarf with leatherworking at a [[leather works]]. Quivers are required; marksdwarves will not fire a crossbow without one. If you just started your fort, and forgot to bring some with you, you may not be able to get enough leather to make quivers until the first trade caravan arrives unless you slaughter some animals.&lt;br /&gt;
&lt;br /&gt;
===Configuration===&lt;br /&gt;
Once you have all of the needed equipment for an archer, the easiest way to set up an archer in the military is to create an archers-only squad and give them the archer's uniform. Then, assign one or more dwarves to the squad and set up their training schedule as described for melee training above. Make sure to set their squad to train at archery targets '''and''' the barracks (weapon or armor rack)--if you only use an archery range, your dwarves will not train.&lt;br /&gt;
&lt;br /&gt;
If you have done everything right here, eventually you will see them shooting and see broken bolts at the base of your archery targets.&lt;br /&gt;
&lt;br /&gt;
Please note however that even a squad of only marksdwarves still needs a barracks to train at as well as an archery range, so they can train their other non-ranged skills.  If they do not have a barracks assigned, they will spend quite a lot of time in the state &amp;quot;cannot follow order&amp;quot; and may not even use the archery range.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
Now that you have learned this much, you will probably want to read:&lt;br /&gt;
*''[[Military interface]]''&lt;br /&gt;
*''[[Squads]]''&lt;br /&gt;
*''[[Military]]'' (overview)&lt;br /&gt;
*''[[Scheduling]]'' (not covered on this page)&lt;br /&gt;
&lt;br /&gt;
{{Military}}&lt;br /&gt;
{{Category|Military}}&lt;br /&gt;
{{Category|Guides}}&lt;br /&gt;
{{Category|Fortress mode}}&lt;br /&gt;
[[ru:Military quickstart]]&lt;/div&gt;</summary>
		<author><name>Qwiption</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Squad&amp;diff=288010</id>
		<title>Squad</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Squad&amp;diff=288010"/>
		<updated>2023-01-26T02:09:35Z</updated>

		<summary type="html">&lt;p&gt;Qwiption: /* Forming squads */   &amp;quot;ten (10)&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
: ''For enemy squads, see [[ambush]] and/or [[siege]].''&lt;br /&gt;
&lt;br /&gt;
[[File:dwarf_army.jpg|thumb|300px|right|A dwarf squad ready to deliver permanent deaths.]]A '''squad''' is a group of [[military]] dwarves who share the same [[scheduling|schedule]] and active military orders. Squads are a fundamental part of your fortress' military &amp;amp;mdash; they are the units who carry out all the orders you give them. Your ability to manage these iron-blooded dwarves could spell the difference between a healthy fort's life and death.&lt;br /&gt;
&lt;br /&gt;
For quick reference: from the main game screen the '''squads''' menu is accessible through the {{Menu icon|q}} key and the '''[[burrow]]s''' menu is accessible through {{Menu icon|U}}. The squad menu and all its sub-menus are designed to be navigated almost exclusively with mouse rather than keys.&lt;br /&gt;
&lt;br /&gt;
For simple, ''very'' basic, unarmed and unarmored instructions on how to attack a creature, see [[attack]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Forming squads==&lt;br /&gt;
Before you do anything with your military, you must go into the {{Menu icon|n}} [[noble]]s screen and appoint a '''[[militia commander]]'''. Your fortress can only have one militia commander, who acts as the commander-in-chief of all squads. The militia commander also serves as the leader of your first squad.&lt;br /&gt;
&lt;br /&gt;
Each squad after the first will have its own [[militia captain]], who reports to the militia commander. Squad captains can be designated through the nobles screen, or by creating a new squad in the {{Menu icon|q}} squad menu and then assigning a dwarf to the first position of that squad.&lt;br /&gt;
&lt;br /&gt;
Once you have a militia commander appointed, when going to the squad menu you'll notice an option to &amp;quot;'''Create new squad.'''&amp;quot; When you click this button to create a squad, you may  be asked which militia captain should lead this new squad if you have appointed captains that are not currently leading one, other wise you will be asked which uniform to give the squad. The game creates three uniforms by default; if you aren't sure what to use, or if you want to customize their uniform, choose &amp;quot;'''No uniform'''&amp;quot;.  (See [[#Equipping soldiers|equipping soldiers]], below, for details.)&lt;br /&gt;
&lt;br /&gt;
Once the first squad has been created, you can then fill out the squad with any militarily-capable dwarves in your fort, of which no more than ten (10) can be assigned to any one squad. When you add a dwarf to one squad they will be removed from another; for this reason you will always see the majority of your dwarves in the assignment menu. Dwarves that are already in a military squad will have the name of that squad and their position within it listed in yellow text above their name, allowing you to skip over them if necessary. The assignment menu is found by clicking on the 'positions' bearded face icon above the squad name.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Nobles in squads ===&lt;br /&gt;
Here's a link to the DF forum, with old{{version|0.34.11}} but potentially still relevant speculation on which nobles should not be assigned to the military due to the importance of their civilian role:&lt;br /&gt;
http://www.bay12forums.com/smf/index.php?topic=113639.msg3467517#msg3467517&lt;br /&gt;
&lt;br /&gt;
==Equipping soldiers==&lt;br /&gt;
===Accessing the Equip screen===&lt;br /&gt;
In the squad menu, select one or more squads by clicking the checkbox next to their name, then click &amp;quot;'''Equip'''&amp;quot; to view a summary of their assigned equipment. The following icons are used:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Types of equipment&lt;br /&gt;
|-&lt;br /&gt;
| '''Icon''' || image || image || image || image || image || image || image || image || image&lt;br /&gt;
|-&lt;br /&gt;
| '''Meaning''' || Weapon || Shield || Upper body || Lower body || Head || Gauntlets || Boots || Backpack || Flask&lt;br /&gt;
|}&lt;br /&gt;
Equipment icons will change colors and display a symbol depending on the equipment's status. Using the shield icon as an example:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Equipment status&lt;br /&gt;
|-&lt;br /&gt;
! '''Color/Symbol''' !! Meaning !! Probable cause&lt;br /&gt;
|-&lt;br /&gt;
| Green Shield || The dwarf has a shield assigned, and currently has it equipped. || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Yellow Shield || The dwarf has a shield assigned, but doesn't have it equipped right now. || The dwarf's activity does not require this equipment, the dwarf physically cannot wear the item, the item's slot is already full (due to e.g. excessive layers of clothing), or the dwarf cannot access the assigned item.&lt;br /&gt;
|-&lt;br /&gt;
|  Red Shield || The dwarf does not have a shield assigned or equipped. || The fortress does not have enough pieces of equipment for every dwarf in the squad.&lt;br /&gt;
|}&lt;br /&gt;
Pressing &amp;quot;'''Details'''&amp;quot; lets you see ''precisely'' what items an individual dwarf has been assigned.&lt;br /&gt;
&lt;br /&gt;
===Creating and assigning uniforms===&lt;br /&gt;
From this menu, uniforms can be created and saved using the &amp;quot;'''Add uniform'''&amp;quot; button or assigned to squads to overwrite their existing equipment with the &amp;quot;'''Assign uniform'''&amp;quot; button. Uniforms are essentially a pre-designed set of equipment that you can quickly apply to any individual soldier or entire squad. You may wish to create new uniforms, and add or remove items from any uniform (even the standard ones). While using the &amp;quot;'''Add uniform'''&amp;quot; menu, uniforms are only ''created'' or ''modified'', not applied.&lt;br /&gt;
&lt;br /&gt;
While still in the &amp;quot;'''Equip'''&amp;quot; menu, &amp;quot;'''Assign uniform'''&amp;quot; to open the choose uniform sub-menu and select one of your uniform templates to apply to all selected dwarves. Squads can be selected or deselected at any point in this process to change who you are assigning the uniform to without closing any of the sub-menus. Once you have all the squads selected whom you want to use the same uniform, you can click the uniform's name to apply it. The choose uniform sub-menu will close and the squads' previous uniform will be overwritten. You can also edit one position's uniform at a time by selecting the &amp;quot;'''Details'''&amp;quot; menu next to the position name. It is important to remember that this uniform is applied to that squad position rather that a particular dwarf. The uniform can be changed as discussed below and/or  saved as a new uniform by typing a name into the textbox at the top of the menu, pressing {{k|enter}} the clicking &amp;quot;'''Confirm and save uniform'''.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
In the &amp;quot;Details&amp;quot; or &amp;quot;Add uniform&amp;quot; sub-menus, you can select pieces of equipment to create a uniform with the equipment buttons - &amp;quot;'''New [[Armor#Upper_Body|bodywear]]'''&amp;quot;, &amp;quot;'''New [[Armor#Headgear|headwear]]'''&amp;quot;, &amp;quot;'''New [[Armor#Lower_Body|legwear]]'''&amp;quot;, &amp;quot;'''New [[Armor#Hands|handwear]]'''&amp;quot;, &amp;quot;'''New [[Armor#Footwear|footwear]]'''&amp;quot;, &amp;quot;'''New [[Armor#Shield|shield]]'''&amp;quot;, and &amp;quot;'''New [[weapon]]'''&amp;quot;.  You can also specify the &amp;quot;'''Mat'''&amp;quot;erial and &amp;quot;'''Color'''&amp;quot; of the equipment by clicking one of these buttons next to it. Finally, there are two settings that can be toggled in the bottom left of the menu: &amp;quot;'''Uniform worn over clothing'''&amp;quot; and &amp;quot;'''Partial matches okay'''&amp;quot;.  These are both on  by default. &amp;quot;'''Over clothing'''&amp;quot; means the dwarf will do their best to wear their uniform in addition to their civilian [[clothing]]; if toggled, it becomes &amp;quot;'''Replace clothing'''&amp;quot;, and the dwarf will strip naked before donning their military gear. &amp;quot;'''Partial matches okay'''&amp;quot; means that if a dwarf cannot satisfy an equipment assignment, they'll substitute it with something close; if toggled to &amp;quot;'''Exact matches only'''&amp;quot;, they'll go that piece of equipment rather than making do with a substitute.&lt;br /&gt;
&lt;br /&gt;
To select a specific piece of equipment for an individual position (such as an artifact), select &amp;quot;'''specific _____'''&amp;quot; under that equipment type (e.g. &amp;quot;'''specific armor'''&amp;quot; in the Armor field); for your convenience, highest-value equipment is listed first.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Wearing equipment over clothing===&lt;br /&gt;
You have the option to wear equipment over clothing or to replace clothing using the &amp;quot;'''Uniform worn over clothing'''&amp;quot; button on the equipment screen. Wearing armor over clothing can cause problems as some civilian clothing (caps, gloves, and shoes) will conflict with their military counterparts (helms, gauntlets, and boots).  Even though the '''Uniform''' menu will show that these items have been assigned to a solider, they will not actually be able to wear them.  To avoid this use the &amp;quot;'''Replace clothing'''&amp;quot; option.  As armor counts as clothing, dwarves will not get bad thoughts if only wearing armor as long as their feet, lower body, and upper body are covered.&lt;br /&gt;
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===Ammunition and marksdwarf squads===&lt;br /&gt;
Currently{{version|0.50.04}} it is not possible to assign ammunition for ranged soldiers, only the default &amp;quot;'''Archer'''&amp;quot; uniform is assigned [[ammunition]] by default, so the only consistent way to make functional marksdwarf squads is to create a new squad using the default archer uniform from the start.{{bug|0012008}} The dwarves will decide for themselves what ammunition to use, so they may waste all the nice metal bolts training and end up fighting battles with only wooden bolts, although the AI is intended to favor worse ammo for training. Also note that [[quiver]]s must be available for marksdwarves to equip bolts/arrows. They are not assigned in the &amp;quot;'''Uniform'''&amp;quot; menu tab and are automatically retrieved by dwarves that require them.&lt;br /&gt;
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&lt;br /&gt;
===Equipment use and storage===&lt;br /&gt;
{{TipBox2|titlebg=#0a0|float=right|Storing equipment in barracks|In previous versions soldiers who have more than one item to put on would not use distance to determine which of the remaining items will be equipped next. Therefore it was best to keep all dwarf-usable equipment within a small area, ideally near your [[barracks]]. The way dwarves equip gear has changed slightly{{version|0.50.01}}, so it is uncertain if this is still necessary.}}&lt;br /&gt;
Dwarves do not share weapons and armor even if in the same squad and even if the equipment is currently unused by another squad-mate who is off duty. This means, for example, that you cannot have one set of armor for a squad of four dwarves who share guard duty one at a time. When one dwarf is relieved from duty, he may take off his armor (if set to wear civilian clothes) but the new dwarf going on duty will not then pick it up and wear it. Each dwarf in a squad needs his own uniform.&lt;br /&gt;
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&lt;br /&gt;
===Changing equipment===&lt;br /&gt;
Let's suppose you started with the &amp;quot;'''Leather armor'''&amp;quot; uniform and then smithed some metal armor, and now you want to change your squads to the metal armor. From the &amp;quot;'''Equip'''&amp;quot; menu, you can access the &amp;quot;'''Assign uniform'''&amp;quot; sub-menu, which will show the standard Leather, Metal, and Archer uniforms on the left (if you haven't deleted them). To change a full squad, select the squad using the checkbox to the right of their name, then select the uniform (metal) on the left, and it will be applied. Just hope you have enough metal armor and that Urist goes and picks it up!&lt;br /&gt;
&lt;br /&gt;
Equipment can also be changed on an individual level e.g. if you would like to add metal gear or artifacts as they are produced. This is done from the &amp;quot;'''Equip'''&amp;quot; menu by pressing the &amp;quot;'''Details'''&amp;quot; button to the right of a squad member's position, then changing &amp;quot;'''Mat'''&amp;quot;erial, &amp;quot;'''Color,'''&amp;quot; or even the type of equipment assigned. This must then be saved by clicking the &amp;quot;'''Confirm'''&amp;quot; button or by entering a name into the textbox and pressing &amp;quot;'''Confirm and save uniform.'''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Dwarves will not always pick up their military equipment immediately.  An off-duty dwarf will sometimes prefer to perform one of his civilian jobs rather than putting on armor, and by default squads are assigned to wear civilian clothes when not on duty, so they will not equip their gear until an active order is assigned or the [[Scheduling#Routines|routine]] is changed to force equipping gear while off duty. Giving squads an [[#Orders|order]] will put them on duty and force them to gather their equipment with a bit more hustle.&lt;br /&gt;
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===Equipping bone and shell armor===&lt;br /&gt;
One peculiarity for equipping [[bone]] and [[shell]] armor is that they are not explicitly listed in the &amp;quot;'''Mat'''&amp;quot;erial of the &amp;quot;'''Uniform'''&amp;quot; sub-menu. A partial workaround for this problem is that bone and shell are almost the only materials of their respective colors that can be used to make armor by default.  So, to add bone or shell armor items to a preset uniform template, you need to add a specific type of armor (a helm, for instance) with the modifiers of &amp;quot;'''Color'''&amp;quot; as &amp;quot;'''white'''&amp;quot; for bone or &amp;quot;'''dark green'''&amp;quot;/&amp;quot;'''gray'''&amp;quot; for shell (thus, e.g., a &amp;quot;'''white helm'''&amp;quot;). This workaround is only partially effective for shell armor, as, for example, the armor made of iron is gray, and for bone it is ONLY effective if you also have no unique artifact armor made out of a white metal (such as an Aluminum Breastplate, Platinum Helm, or Silver Low Boot). It also requires that the armor template be for &amp;quot;'''Exact matches only'''&amp;quot; (not &amp;quot;'''Partial matches okay'''&amp;quot;) using the buttons at the bottom of the &amp;quot;Uniform&amp;quot; sub-menu.&lt;br /&gt;
&lt;br /&gt;
Some shell colors taken from raws (not guaranteed to be in the uniform color settings list):&lt;br /&gt;
* Pond turtle – dark green&lt;br /&gt;
* Mussel – gray&lt;br /&gt;
* Oyster – gray&lt;br /&gt;
* Nautilus – stripes brown white&lt;br /&gt;
* Giant tortoise – ecru&lt;br /&gt;
* Armadillo – mottled gray pink&lt;br /&gt;
* Desert tortoise – brown&lt;br /&gt;
* Snapping turtle – dark green&lt;br /&gt;
* Alligator snapping turtle – dark green&lt;br /&gt;
* Giant snail – brown&lt;br /&gt;
* Giant moon snail – red&lt;br /&gt;
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===Equipping leather shields===&lt;br /&gt;
[[Leather]] is not a selectable material in the &amp;quot;'''New shield'''&amp;quot; screen. However, its uniformly brown colour means that you can order dwarves to use only brown-coloured [[shield]]s and be reasonably confident that they will choose only leather shields. Leather and wood are quite similar as shield materials, but if your leatherworkers make better shields than your carpenters you may want to use their products instead. [[Highwood]] shields are also an option with this uniform setting, and will be chosen if their value is appropriately high.&lt;br /&gt;
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==Orders==&lt;br /&gt;
[[File:Squad menu v50 04.png|right]]&lt;br /&gt;
Getting your military to actually ''do'' something is the second step.  Squads receive '''passive orders''' through [[scheduling]], and you can give '''direct orders''' to '''attack''' one or more specific targets or to '''station''' at a specific location at will through the {{Menu icon|q}} squads menu.&lt;br /&gt;
&lt;br /&gt;
Passive orders are programming that a squad will follow in the absence of direct orders.  Passive orders are typically used for training and defense, while direct orders are used for taking the fight to the enemy. The main ''squads'' menu is predominantly used for direct orders, and the ''Schedule'' sub-menu is used for passive orders. This article will focus on active commands; for more information on passive orders, see [[scheduling]].&lt;br /&gt;
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A squad that is following a direct command is free to go wherever it is ordered to go, unhindered by any [[burrow]] restrictions.&lt;br /&gt;
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===Selecting squads/soldiers===&lt;br /&gt;
When needed, soldiers can be sent to do specific tasks to &amp;lt;strike&amp;gt;satiate the blood god&amp;lt;/strike&amp;gt; defend your fortress. Once these orders have been cancelled, your dwarves will return to their passive orders (if on duty), or their civilian lives (if off duty). Note, however, that your dwarves may continue to move towards their prior objective and mill about for some time afterwards. For this reason (and because canceling orders causes your dwarves to immediately drop any [[wear|worn-out]] clothing) it is best to order your dwarves back to a safe area '''before''' canceling their orders.&lt;br /&gt;
&lt;br /&gt;
In the {{Menu icon|q}} '''squad''' menu, you can click the checkboxes to the right of the squad names to select one or more squads to give orders to. To give orders to individual dwarves within a squad: click the third button (bearded dwarf face) on the squad to view the positions in the squad, click the checkbox next to one (or more) dwarf’s name, and then the order, equip, and schedule buttons will appear at the bottom of the menu and apply only to the selected dwarves.&lt;br /&gt;
&lt;br /&gt;
If a squad is off duty when you give them an order, they will switch to on-duty status before carrying out the order.  This may mean they need to pick up new equipment before they will carry out their orders, although they frequently will not pick up all of their assigned gear before giving up and moving toward the objective.&lt;br /&gt;
&lt;br /&gt;
There are five types of active orders that can be given to your dwarves: attack, station, patrol, burrow defense, or train, as well as cancel order. They are selected by clicking one of the six icons along the bottom of the '''squad''' menu.&lt;br /&gt;
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===Attack order===&lt;br /&gt;
The '''attack order''', sometimes referred to as the '''kill command''', instructs your squad to pursue and attack one or more specific targets. It is a very unsubtle way of beating into your dwarves' booze-addled minds that they are to kill your target or be killed in the attempt. An attack order can be used to chase a kobold thief or goblin snatcher who is running away with your precious loot, or it may very well be the last command your dwarves receive if things are getting desperate.&lt;br /&gt;
&lt;br /&gt;
After selecting which squad will execute the kill command, click the sword icon to begin designating the Attack targets. You now have several options: by default (or by clicking the -&amp;gt; x icon in the bottom left) you will be in '''single select''' mode and can choose one or more individual targets by clicking on them. You can switch to '''box select''' mode by clicking the stamp icon in the bottom left of the attack menu and draw a selection area on the map. When you left click the box select, a new menu will appear with a list of possible targets inside the selection. To continue adding to your box selection, right click and designate more selections. Once you are happy with your targets from the single or box selections, you can click &amp;quot;'''Confirm'''&amp;quot; to issue the order and watch your dwarves happily run off to execute the order by executing the target, or &amp;quot;'''Cancel'''&amp;quot; to exit the menu without giving an attack order.&lt;br /&gt;
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Each dwarf in the squad will attempt to move toward the target until they are within striking distance.  Ranged attackers will not do anything clever, like climbing up to the top of your archery tower - if you want them to fire from a specific position, use a station order instead. If they're already somewhere they can fire from safely, one can also cut off access to the intended targets and THEN issue a kill order. If they're stationed in an archery tower and ordered to kill something they can path to, they might charge the enemy even if they have a clear shot from their current position.&lt;br /&gt;
&lt;br /&gt;
This order will automatically be cancelled once the intended victim is killed. If the target is caught in a [[Trap#Cage_trap|cage trap]], though, your squad will stand over the cage waiting for new orders; when the caged target is hauled to the animal stockpile, the dwarves given the orders to kill it will follow the cage as it is hauled and wait around it once it is stockpiled until the kill command is cancelled.&lt;br /&gt;
&lt;br /&gt;
Dwarves go about this with a little more vigor than required and will also attack any other creatures nearby. As a result, it is very difficult to attack members of an enemy group with any sort of precision, and if your dwarves cannot take down their target, there is no real way to get them out of combat; it's do-or-die. It is unknown whether this is a bug or a feature.{{version|0.34.07}}&lt;br /&gt;
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&lt;br /&gt;
===Station order===&lt;br /&gt;
From the {{Menu icon|q}} squad menu, a '''station order''' (also known as a '''move''' order) is issued by selecting a squad, clicking the green arrow icon, and clicking a location on the map.&lt;br /&gt;
&lt;br /&gt;
Each dwarf in the squad will select a random ([[path|reachable]]) point within 3 tiles of the spot you specify, somewhere in that 7x7 box, and will move directly to that point.  This can mean that, if they have a path, dwarves may obediently move to the &amp;quot;wrong&amp;quot; side of a wall or other barrier if those tiles are within the 7x7 box. Dwarves in the squad will stand there until you cancel the order, give a new order, or an enemy comes within sight. Also, if one is overcome by [[hunger]], [[thirst]], or [[exhaustion]], that dwarf will take care of their [[need]] and then return to their squad's current assignment.&lt;br /&gt;
&lt;br /&gt;
On-duty soldiers will pursue and attack any hostile targets they see, either en route to their station point, or after arriving.  Hostile targets may include certain wild animals that are deemed dangerous.  If the dwarf loses sight of the enemy, they will return to their chosen station point.&lt;br /&gt;
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&lt;br /&gt;
===Patrol route order===&lt;br /&gt;
The '''Patrol Route''' order assigns a squad to walk along a defined path of your choice continuously while the order is active. This can be used to spread the dwarves out and increase their [[ambush]]-spotting potential, or to move your marksdwarves in and out of combat, allowing them to relax and reload before returning to the fray.&lt;br /&gt;
&lt;br /&gt;
A '''Patrol''' order is issued by clicking the third order icon from left in the {{Menu icon|q}} squad menu (the one with three red X's connected by a dotted line). Clicking this icon opens the '''route''' sub-menu where any existing route can be selected from the list, inspected, or deleted. If no desirable '''routes''' exist, a new one can be started by clicking &amp;quot;'''Create new route'''.&amp;quot; Because routes must be saved to be used and can be selected by other squads it is recommended to give the new route a descriptive name by typing in the textbox at the top of the sub-menu then pressing {{k|enter}}. Finally, you can begin clicking on the map to define which points you want the dwarves to walk to in order. It is important to remember that dwarves will not follow the displayed path exactly. Rather, they will path from their current location to a random point within 3 tiles of the spot you specify (the same rules as a station order) following the normal Fortress Mode [[Path|pathing rules]].{{verify}}&amp;lt;!--Do they ignore traffic cost, burrow restrictions etc..?--&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Similar to the '''station''' order, on-duty soldiers will pursue and attack any hostile targets they see, prior to arriving at their station, or along their route. Hostile targets may include certain wild animals that are deemed dangerous. If the dwarf loses sight of the enemy, they will return to their patrol route.&lt;br /&gt;
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&lt;br /&gt;
===Defend burrow order===&lt;br /&gt;
If you have '''[[burrow]]s''' defined through the {{Menu icon|U}} Burrows menu, you can order your soldiers to defend it. They will spread out around the zone and automatically attack any hostile creatures that enter the burrow or that they can see nearby. It is unknown if a soldier defending a burrow is limited to their line-of-sight or is simply aware that an enemy is present. This can be useful to set up a 'zone' defense that requires less intricate setup than creating multiple overlapping '''station''' or '''patrol''' orders.&lt;br /&gt;
&lt;br /&gt;
The '''Defend Burrow''' order is issued by clicking the 'shield' icon at the bottom of the {{Menu icon|q}} squad menu, then selecting the burrow you want your squad to defend and clicking &amp;quot;'''Confirm'''.&amp;quot;&lt;br /&gt;
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&lt;br /&gt;
===Train order===&lt;br /&gt;
Training is a necessary part of a successful military, but setting up a proper '''[[Scheduling|schedule]]''' can take more time than it is worth for a simple squad that just needs to train up quickly and get on duty. That's where the active '''Train''' order comes in. It allows you to quickly issue a continuous training order for any number of squads by selecting them in the {{Menu icon|q}} squads menu with the checkbox next to their name and clicking the 'training' axe icon. &lt;br /&gt;
&lt;br /&gt;
For your dwarves to train, a they must be assigned to train at a valid '''[[barracks]]'''. This can be done through the {{Menu icon|z}} zone menu by clicking the &amp;quot;'''Barracks'''&amp;quot; blue banner button to designate a barracks zone. To train at the barracks, a squad must be assigned to it from the zones menu by clicking the '''add squad''' - banner with a plus icon then clicking the '''training''' axe icon next to your squads' name to assign them to train there.&lt;br /&gt;
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&lt;br /&gt;
===Cancelling orders===&lt;br /&gt;
Pressing the red circle with a line through it icon in the {{Menu icon|q}} squad screen will '''cancel''' the selected squads' active orders, sending them back to their civilian or pre-scheduled military lives. If a dwarf is actively engaged in combat when an order is cancelled, they may not immediately disengage subject to their [[Personality_trait#Facets|personality]]{{verify}}; as a result, your over-eager dwarves may get themselves into some trouble. Take caution when sending them deep into unfamiliar territory.&lt;br /&gt;
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&lt;br /&gt;
==Order scheduling==&lt;br /&gt;
''Full article: [[Scheduling]]''&lt;br /&gt;
&lt;br /&gt;
From the {{Menu icon|q}} squad-&amp;quot;'''Schedule'''&amp;quot; menu you can activate any routines you have defined quite quickly by selecting the squads you wish to assign with the checkboxes to the right of their names then clicking on the routine you wish for the squad to follow. This will set the order schedule for the entire squad until you give them an [[#Orders|active order]] or change routines.&lt;br /&gt;
&lt;br /&gt;
To edit an existing routine or create a new one you need to visit the squad schedule menu. This can be done directly from the squad menu by clicking &amp;quot;'''Schedule'''&amp;quot; then &amp;quot;'''Clear'''&amp;quot;ing and &amp;quot;'''Edit'''&amp;quot;ing one of the visible routines, clicking &amp;quot;'''Add/edit routines''',&amp;quot; or alternatively editing months individually with &amp;quot;'''View monthly schedule'''.&amp;quot; The details of setting up an order schedule are described on the [[scheduling]] page.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
* When selecting new dwarves to place in a squad the cursor always returns to the first available dwarf instead of remaining where it is.&lt;br /&gt;
* Dwarves handle equipment conflicts poorly, often resulting in an ill-equipped military.{{bug|535}}&lt;br /&gt;
* Military dwarves may constantly perform &amp;quot;pickup equipment&amp;quot; jobs {{Bug|2687}}&lt;br /&gt;
* Military equipment interferes with civilian equipment (picks/axes/crossbows/quivers).{{bug|1451}}&lt;br /&gt;
* Marksdwarves may not equip ammunition automatically.{{bug|0012008}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Troubleshooting==&lt;br /&gt;
Getting dwarves to collect and wear their assigned equipment can be a challenge. Here are some known issues:&lt;br /&gt;
*Dwarves take forever to pick up their assigned equipment&lt;br /&gt;
**Issuing a &amp;quot;station&amp;quot; order near your equipment dump should motivate dwarves to collect their equipment before reporting for duty. If they are still not fully equipped then check the problems listed below.&lt;br /&gt;
&lt;br /&gt;
*Some types of civilian clothing conflict with armor (caps and shoes are common culprits).{{bug|0010899}}&lt;br /&gt;
**Toggle &amp;quot;Replace clothing&amp;quot; to force dwarves to wear the assigned armor. (You can toggle it back after they are equipped and your dwarves will add back any non-conflicting clothing.)&lt;br /&gt;
&lt;br /&gt;
*Dwarves don't equip hands and/or feet completely.&lt;br /&gt;
**To ensure dwarves are able to fully equip their feet, you will need to duplicate the FIRST foot layer. Your dwarves equipment list after confirming in details should read either &amp;quot;socks, socks, boots&amp;quot; or &amp;quot;boots, boots, socks&amp;quot;. Handwear doesn't need this workaround for whatever reason, but footwear does. If you only equip &amp;quot;socks, boots&amp;quot;, or &amp;quot;boots, socks&amp;quot; they will only get 1 of the first listing leading to either 1 sock with 2 boots, or 2 socks with 1 boot, respectively. This workaround also only applies to uniforms with &amp;quot;Uniform Replaces Clothing&amp;quot; set. Uniforms worn over clothing should refer to the next tip.&lt;br /&gt;
**Dwarves will also not equip multiple layers of equipment on their hands and feet even if they should be compatible.&lt;br /&gt;
&lt;br /&gt;
*Dwarves drop their assigned equipment.&lt;br /&gt;
**Make sure they are ordered to wear their uniform when inactive, and disable all mining, hunting, and woodcutting labors (these labors conflict with military uniforms).&lt;br /&gt;
&lt;br /&gt;
*Dwarves keep complaining of &amp;quot;[[equipment mismatch]]&amp;quot;.&lt;br /&gt;
**This is an &amp;quot;informative&amp;quot; message that is frequently caused by dwarves attempting to swap their equipment for slightly better versions or finding their stored equipment temporarily inaccessible due to bugs with storage.{{bug|0038238}}&lt;br /&gt;
&lt;br /&gt;
*Dwarves have tattered clothing equipped.&lt;br /&gt;
**Assigned clothing will generally not be swapped for new replacements, leading to stress. Remove clothing (equipment made of cloth) from the dwarf's uniform, and optionally toggle &amp;quot;over clothing&amp;quot; to allow the dwarf to collect, wear, and replace civilian clothing automatically.&lt;br /&gt;
&lt;br /&gt;
*Dwarves don't pick up bolts.&lt;br /&gt;
**Make sure you have enough quivers and bolts. In previous version Hunters were assigned 100 bolts by default, which remained reserved whether you had any hunters or not. This number is no longer visible or editable,{{version|0.50.01}} so it may still be causing issues.&lt;br /&gt;
**When you initially create the squad and it asks for the squad's uniform, it uses this selection to determine how much ammo to reserve for the squad. Any squad with ranged dwarves must be created with a ranged uniform. There is no way to edit this post-creation, if you want to add ranged dwarves to the squad post-creation, you will have to delete and re-create the squad. You can edit or change the uniform post creation, even changing the dwarves from ranged to melee or back, as long as the squad is initially created with ranged weapons it will reserve ammo and the squad members will be able to get ammo.&lt;br /&gt;
&lt;br /&gt;
*Dwarves have the wrong bolts stuck in inventory.&lt;br /&gt;
**Bolts cannot currently be assigned{{version|0.50.04}} for different uses (e.g. combat vs. training), and dwarves may not pick them up at all.{{bug|0012008}}&lt;br /&gt;
&lt;br /&gt;
*Dwarves move extremely slowly after equipping themselves.&lt;br /&gt;
**This is due the weight of the armor - most metal armor is heavy. The best way to prevent this is training the [[armor user]] skill, which reduces encumbrance penalties from worn armor, as even the strongest dwarves can be slowed by a full set of armor. [[barracks|Combat training]] will increase a dwarf's armor user skill and [[main:strength|strength]] (as will training [[Attribute#Attributes_trained_by_skills|some other skills]]). The increase in strength will allow them to carry more weight, but it is a very slow process.&lt;br /&gt;
&lt;br /&gt;
{{Military}}&lt;br /&gt;
{{Category|Interface}}&lt;br /&gt;
{{Category|Military}}&lt;br /&gt;
[[ru:Squad]]&lt;/div&gt;</summary>
		<author><name>Qwiption</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Clothing&amp;diff=287968</id>
		<title>Clothing</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Clothing&amp;diff=287968"/>
		<updated>2023-01-25T23:11:01Z</updated>

		<summary type="html">&lt;p&gt;Qwiption: updated first paragraph with content from Armor article that summarizes similarities and differences.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
:''For making clothes, see [[Textile industry]]''&lt;br /&gt;
:''For clothing coverage, see [[Armor#Types of Protection]]''&lt;br /&gt;
&lt;br /&gt;
[[File:clothing_preview.jpg|thumb|300px|right|Clothing from the olden times.]]'''Clothes''' are items made out of [[cloth]] or [[leather]], and worn and owned by sapient creatures. The availability of specific articles of clothing varies by civilization; each has its own set of clothing that it can produce. For example, in Fortress mode, sandals and shoes are in the same clothing class, but only the latter can be produced by dwarves, whereas the former must be stripped off dead enemies. Dwarves are gender-insensitive; a male dwarf may well put on a dress. &lt;br /&gt;
Within the game engine, there is no fundamental difference between clothing and [[armor]], something accentuated by regular clothing's ability to occasionally block attacks. Clothes wear out over time. Some wearable leather items, including leather armor, helms, and boots truly are armor and will not be worn by civilians. Armor can be thought of as metal clothing, thicker and have a much better chance of blocking attacks. However, armor is not subject to standard wear and will not be automatically equipped by civilians. For details on specific items of clothing and their materials, see: [[Armor#Material_requirements]].&lt;br /&gt;
&lt;br /&gt;
== Uses ==&lt;br /&gt;
The primary reason civilians wear clothing is for modesty, see the [[Clothing#Thoughts|thoughts]] section below for details. Some dwarves will also [[need]] to be extravagant, so clothing with [[quality]] or [[decoration]] bonuses will satisfy that. A particular benefit of footwear is to keep your dwarves from stepping barefoot in [[contaminant]]s that can be dangerous.&lt;br /&gt;
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Due to the multiple [[value]] modifiers that can apply to finished clothing, they can be useful as a [[trade]] good - even tattered clothing can fetch a fair price, so such clothes can be useful twice.&lt;br /&gt;
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Clothing provides much less protection against attacks than armor, especially from metal weapons, but leather clothing can provide significant protection from smaller animal attacks. Currently, clothing provides no protection from cold environments.&lt;br /&gt;
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== Creation ==&lt;br /&gt;
Clothing can be made from cloth at a [[clothier's shop]] or leather at a [[leather works]]. It will be [[size]]d for the creature that does the job, see the size section next for details. Dye cannot be applied to clothing - to make dyed clothes, the cloth used to make clothes or the thread used to make the cloth must be dyed first. Clothing usually worn in pairs, like mittens, shoes and socks, will be made in pairs, though the quality levels of the two created items can differ.  Currently, any clothing job consumes one whole unit of cloth or leather, regardless of the size of the piece(s) produced.&lt;br /&gt;
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To maximize value, use a custom stockpile to collect high-quality dyed cloth and link it to a clothier's workshop producing dresses or robes, and assign the workshop to a skilled worker.&lt;br /&gt;
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Remember that certain items produced at a [[leather works]] constitute leather [[armor]] rather than clothing. This includes &amp;quot;leather armor&amp;quot; (referring to leather upper-body armor), leather leggings, leather boots (high and low), and leather helms. This distinction is significant because these items will not be automatically picked up and equipped by civilians, will not wear out (but can of course suffer wear in combat), and must be stored in [[armor]] stockpiles rather than [[finished goods]] stockpiles as detailed below.&lt;br /&gt;
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== Size ==&lt;br /&gt;
Clothing and armor all have a size associated with them, and equipment made for one size of creature cannot be worn by sufficiently larger or smaller creatures - the acceptable range is between ±1/7th of the creature's size. [http://www.bay12forums.com/smf/index.php?topic=140544.msg6843526#msg6843526 FotF Reply] For dwarves, this applies to clothes and armor worn by [[human]]s and [[troll]]s (which will appear to be ''large''&amp;lt;sup&amp;gt;*&amp;lt;/sup&amp;gt;) as well as [[kobold]]s (which will appear to be ''small''); [[goblin]]s and [[elf|elves]] are the same size as dwarves, so their clothing and armor can be equipped rather than being limited to [[Melt item|melt]]ing (in the case of metal armor) or using as [[trade]] goods (especially once [[Decoration|decorate]]d).&lt;br /&gt;
&lt;br /&gt;
:''(*) Note one exception due to terminology: items made from leather from [[large rat]]s will appear as &amp;quot;large rat leather ______&amp;quot;.  Human-sized gloves made from large rat leather would be &amp;quot;large large rat leather gloves.&amp;quot;  (There are no non-large &amp;quot;rats&amp;quot; that provide leather, so while confusing, this is unambiguous.)''&lt;br /&gt;
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Any clothing/armor that isn't ''large'' or ''small'' is one-size-fits-all, and can be worn by any dwarf, from the smallest child to the biggest adult.&lt;br /&gt;
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Your dwarves can create clothing and armor in any size to accommodate the needs of non-dwarven fortress residents. To do so, request the clothing or armor to be made from their respective workshops, then click the magnifying glass for the task in the workshop or in the work order menu to specify the size. Alternatively, clothing made by a creature will be automatically sized for that creature. Sizing clothing for cougar or hyena men allows it to be worn by both humans and the dwarf-sized races.&lt;br /&gt;
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== Storage ==&lt;br /&gt;
Clothes are [[finished goods]], and will be stored in a finished goods [[stockpile]] if not claimed by dwarves, optionally in [[bin]]s. Items of clothing can be filtered within a stockpile according to where they are worn on the body, and are classified as armor (referring to upper-body clothing, not protective [[armor]] which must be stored in an [[armor]] [[stockpile]]), handwear, footwear, headwear, or legwear.&lt;br /&gt;
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Dwarves will store their personal clothing in their [[room]]s, either directly on the floor, or in [[cabinet]]s. [[Personality_trait#ORDERLINESS|Tidy]] dwarves will rarely relinquish their tattered clothing, instead accumulating a large collection of worn clothes in their rooms. Owned clothing cannot be claimed or hauled by other dwarves, though if not currently worn or in the owners quarters, it will eventually revert to unowned after one season, making it available.&lt;br /&gt;
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Note that owned clothing stored in [[cabinet]]s zoned as part of a dwarf bedroom will never revert to an unowned state in the current version, which can lead to a large amount of tattered clothing gradually accumulating throughout you fortress [[bedroom]]s. See the bugs section below for more information.&lt;br /&gt;
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== Wear ==&lt;br /&gt;
Clothing [[wear]]s out over time; while worn, it gains one level of wear every two years. While stored properly, either in a (non-refuse) stockpile or a dwarf's personal quarters, it will degrade very slowly (one wear level per century, automatically reduced to one wear level per 20 years if using [[DFHack]]). Worn clothing can quickly begin accumulating in a high population fort, and can be traded away or destroyed. Note that [[Item_quality#Quality_grades|masterful]] items of clothing destroyed via [[atom smasher]] or magma may generate unhappy thoughts for its creator, even if the item is worn out.&lt;br /&gt;
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Clothing in a [[refuse]] stockpile will degrade very quickly, which is another way to dispose of worn or lower quality items cluttering up a fortress. One strategy to facilitate this  is to designate a [[Activity_zone#Garbage_Dump|garbage dump activity zone]] over a refuse stockpile, and then marking all the discarded clothing for dumping. Owned clothing won't be collected immediately, but may eventually revert to unowned as detailed above, and then dumped. In addition, opening the Labor organizer {{menu icon|y}}, navigating to the Standing orders and then Refuse and dumping tabs, and selecting ''Workers dump other objects'' will automate dwarves dumping worn-out clothing, and other degraded items.&lt;br /&gt;
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Note that clothing can also be damaged if the wearer takes damage, especially if the attack penetrates or from harder materials. This is all true even for clothing made from [[Adamantine|special]] cloth.&lt;br /&gt;
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Dwarves will try to replace their worn clothing themselves, if appropriate clothing is available in the fortress. ([http://www.bay12forums.com/smf/index.php?topic=124350.msg4133470#msg4133470 supporting bay12 forum post])&lt;br /&gt;
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===== Managing Clothing =====&lt;br /&gt;
&lt;br /&gt;
Producing new clothing sufficient to keep up with the dwarves of a large and bustling fortress is an ongoing endeavor, as items of clothing will wear out at different times. Even after establishing a sufficient [[textile industry]] or [[trading]] for raw materials, dwarves will constantly wear out their currently equipped items and new clothes will need to be manufactured.&lt;br /&gt;
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In addition to the strategy above, another way to organize production and reduce the prevalence of rogue, abandoned clothing is to create two [[finished goods]] [[stockpiles]]. Be sure both stockpiles allow the &amp;quot;armor,&amp;quot; footwear,&amp;quot; &amp;quot;handwear,&amp;quot; &amp;quot;headware,&amp;quot; and &amp;quot;legwear&amp;quot; categories in order to accept clothing, with the relevant materials and quality allowed.&lt;br /&gt;
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The first stockpile is for New Clothes only, and will be filled only with new clothes you create. It has the &amp;quot;take items from anywhere&amp;quot; toggle turned off, and is assigned to ''only'' take items from the [[clothier's shop]] workshop. Both of these rules can be adjusted via the icons in the top right of the respective stockpile settings menu. If you assign skilled clothiers and sufficient production, this stockpile will quickly begin accumulating high quality clothes that can be picked up by your dwarves to wear (or to be traded away).&lt;br /&gt;
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The second stockpile is for Used Clothes, and will collect worn, unowned clothes as well as those from sources other than your [[clothier's shop]]. To do this it has the &amp;quot;take items from anywhere&amp;quot; toggle turned on, so that any unowned clothes around the fortress will be hauled here by dwarves. Many worn items will accumulate here.&lt;br /&gt;
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Now you can always create a third stockpile with similar rules near your [[trade depot]]. This stockpile can have the &amp;quot;take items from anywhere&amp;quot; toggle turned off, and be assigned to ''only'' take items from your Used Clothes stockpile. Now dwarves will haul all the worn clothing (and probably a few less-worn items collected from elsewhere) to bins in the stockpile ''very near'' the trade depot, making them easy to identify and trade away (as the distance to the trade depot will be very low in comparison to all the other bins in your fortress). This has the advantage of allowing for disposal of worn out [[Item_quality#Quality_grades|masterful]] quality items, which can be freely traded away without causing negative thoughts for their creators.&lt;br /&gt;
&lt;br /&gt;
== Thoughts ==&lt;br /&gt;
Adult dwarves get unhappy thoughts if they are naked, or wearing tattered clothes. Babies do not wear clothes, but all adult and child dwarves will claim and wear clothing when available automatically. Dwarves may incur several different clothing-related bad thoughts from:&lt;br /&gt;
* Total nudity&lt;br /&gt;
* Missing upper body covering (shirt, vest, dress, robe, cloak, or coat)&lt;br /&gt;
* Missing lower body covering (trousers or skirts)&lt;br /&gt;
* Missing footwear (shoes, sandals, or socks)&lt;br /&gt;
* Wearing tattered clothing (items with &amp;quot;X&amp;quot; or &amp;quot;XX&amp;quot; wear, but not lowercase &amp;quot;x&amp;quot; wear)&lt;br /&gt;
&lt;br /&gt;
Clothing thoughts are quite strong, and stack with each other. [[Tantrum spiral]]s are likely unless you produce sufficient footwear, upper-, and lower-body-covering items. Thankfully, [[armor]] assigned to the relevant body areas will also prevent negative thoughts, and has the advantage of not being subject to wear, in addition to affording better protection. If you tell your militia-dwarves to replace normal clothes with their uniform, make sure you have armor to spare when conscripting &amp;lt;s&amp;gt;cannon fodder&amp;lt;/s&amp;gt; legendary [[cheese maker]]s, as they'll happily strip naked even if you don't have a uniform waiting for them. You can also include a layer of cloth &amp;quot;armor&amp;quot;, leggings, and especially socks in the mix to prevent nudity unhappiness in case of a shortage of real armor, but be warned: your dwarves will not automatically replace worn uniform-assigned clothing, leading your clothing-equipped militia dwarves to a different set of unhappy thoughts.&lt;br /&gt;
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If you find it easier to produce plenty of [[armor]] instead of clothing, you can also group all your civilian dwarves into squads and assign them a uniform covering the basics. This not only ensures you don't have to offer them replacement clothes, but also ensures your entire population is at least slightly better protected. Having everybody grouped up into squads also might come in handy &amp;lt;s&amp;gt;if&amp;lt;/s&amp;gt; when something nasty shows up in the midst of your civilians while your soldiers are busy elsewhere. The disadvantage of this is that the heavier armor may slow the civilian dwarves down.&lt;br /&gt;
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==Bugs==&lt;br /&gt;
&lt;br /&gt;
*Dwarves drop worn clothing wherever they happen to be when they decide to pick up replacements. These discarded clothes can interfere with stockpiles, workshops, build orders, etc.{{bug|6048}}, and are owned items so they can't be easily moved.{{bug|4403}} Dwarves will return later to collect the clothing, which can be particularly dangerous around [[trap design|traps]], battlefields and [[minecart]] tracks.&lt;br /&gt;
*Dwarves amass a large collection of discarded clothing in their rooms, filling all [[cabinet]]s and covering every available tile.{{bug|7680}} Forbidding the items will clear their ownership after some weeks.{{cite forum|173188/7926370}} [[Utility:DFHack|DFHack]] provides a &amp;quot;cleanowned&amp;quot; command to help clean up the clutter.&lt;br /&gt;
*Worn clothing issued by a military uniform is not replaced. {{bug|6039}}&lt;br /&gt;
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==Sock Obsession==&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
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[[Image:deadly sock.png|thumb|right|Minotaurs like socks too.]]This was the beginning of the dwarven obsession with socks.  Long ago, socks were plentiful in dwarven kingdoms across the land, and the bearded ones paid little heed to what adorned their feet.  But after the proud citadel of Nogrithog destroyed itself in a terrible civil war over a dispute concerning sock shortages, the production of which they were completely and utterly ignorant, the entire dwarf race everywhere in the universe vowed to never let this happen again.  Dwarves made sure to stockpile woolen, silken, and even cloth footwear against the unthinkable happening ever again.  Children were frightened with the story of the Great Sock War even before they stopped suckling at their mothers' breasts to indoctrinate them in proper sock hoarding behavior, and to get unruly children to behave: &amp;quot;If you don't stop pulling Catten's braids, Sibrek, all the socks will disappear!&amp;quot;&lt;br /&gt;
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So great is the dwarves' fear of a sock shortage that they will sacrifice their own well-being and even their very lives to make sure that not a single sock will go overlooked.  It is unknown how dwarves everywhere could possibly know how one dwarven civilization in a remote and utterly unimportant continent on a forgotten minor world destroyed itself.  Most believe that this is once more the touch of Armok on their sodden, constantly intoxicated brains.&lt;br /&gt;
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The bond between a dwarf and his socks is both wondrous and terrible.  The most hardened warrior finds his socks so warm and comforting that he is frequently seen wearing but a single boot -- why should he need steel to protect his other foot?  He already has a sock on it!  Upon losing his unarmored foot to a goblin's blade, he will console himself in the knowledge that at least his foot still has its sock on.&lt;br /&gt;
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{{Category|Items}}&lt;br /&gt;
{{Category|Adventurer mode}}&lt;br /&gt;
{{Category|Clothing| }}&lt;br /&gt;
[[ru:Clothing]]&lt;/div&gt;</summary>
		<author><name>Qwiption</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Ramp&amp;diff=287599</id>
		<title>Ramp</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Ramp&amp;diff=287599"/>
		<updated>2023-01-23T23:26:36Z</updated>

		<summary type="html">&lt;p&gt;Qwiption: Updated all (most?) hotkeys for v50. Replaced loo[k] with mouse hover.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
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A '''ramp''' is a map feature that allows dwarves, [[wagon]]s, and other [[creature]]s to move between levels. When viewed with {{k|k}} they are called '''slopes''', and they occur naturally on most maps, acting as hillsides. Dwarves may make them by digging with {{k|m}} + {{k|r}} from below or with {{k|m}} + {{k|u}} from above, or construction with {{k|b}} + {{k|n}} + {{k|r}}.&lt;br /&gt;
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Ramps are the only way that [[wagon]]s can move between levels in order to access a [[trade depot]].  Unless you build your depot above ground or set into a cliff, you will probably have to create ramps to allow access to it.&lt;br /&gt;
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Ramps are shown with the ▲ symbol (pointing &amp;quot;up&amp;quot;). The space above a ramp is shown as a ▼ and called a &amp;quot;downward slope&amp;quot;. A downward slope is not an actual feature (as opposed to a downward stair), but rather an indication of a ramp below it; it functions otherwise as open space -- much like the game shows {{Raw tile|·|#FFFFFF|#000000}} to indicate trees or terrain on the level below, the ▼ symbol is a display nicety, not a type of terrain. When the rest of this article refers to ramps, the actual ramp (▲) is meant.&lt;br /&gt;
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Note that ramps function similarly to [[floor]]s in that units can walk on them without any problems, even if they are over open space. They will also support adjacent buildings.&lt;br /&gt;
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== Movement using ramps ==&lt;br /&gt;
For the purposes of unit movement, a ramp connects the ramp bottom to the '''tops of walls adjacent to the ramp bottom'''.  So unlike stairs, where a dwarf moves directly up or down, a dwarf moving via a ramp will move diagonally across Z-levels, changing both horizontal and vertical location in a single move. This can make it seem like a ramp has &amp;quot;direction&amp;quot; or &amp;quot;flow&amp;quot; by itself, but in fact this depends entirely on the spaces adjacent to the ramp.&lt;br /&gt;
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More formally, a usable ramp requires four tiles:&lt;br /&gt;
&lt;br /&gt;
# A ramp tile&lt;br /&gt;
# An open space tile directly above the ramp&lt;br /&gt;
# An adjacent &amp;quot;solid&amp;quot; tile on the same Z-level (including diagonals)&lt;br /&gt;
# A &amp;quot;walkable&amp;quot; tile directly above the &amp;quot;solid&amp;quot; tile &lt;br /&gt;
[[File:Ramp Diagram 2.jpg|200px|thumb|right]]&lt;br /&gt;
&lt;br /&gt;
If these conditions are met, creatures will be able to move back and forth between the ramp space and the walkable space above the adjacent wall. Otherwise, the ramp will be labeled as &amp;quot;Unusable&amp;quot; when hovering with the mouse.&lt;br /&gt;
&lt;br /&gt;
These conditions mean that if one were to try to create a &amp;quot;stairwell&amp;quot; with ramps, one would have to place the ramps adjacent to one another across Z-levels, rather than underneath one another as they would when building stairs. Each ramp would also have to be supported by a solid tile on the Z-level beneath it; this means that a sequence of ramps will become unusable if, for instance, the player attempted to make a 180º turn and build one ramp on the Z-level directly beneath another. The dwarven fortresses created during worldgen provide examples of ramp implementation, generally using ramps for the main entrance stairwell into the fortress, as well as when changing elevation in the [[Tunnel|tunnels]] they build through the caverns. &lt;br /&gt;
&lt;br /&gt;
[[File:invalidramp.png|200px|thumb|right|'''Example A:''' An unusable ramp]]'''Example A''' shows a situation where a ramp might be created that is actually unusable. Dwarves cannot ascend or descend (or cross) the ramp as shown because the walkable spaces above the ramp are not walled underneath, therefore dwarves cannot move between the ramp bottom and the spaces by the top of the ramp. If walls were added under the upper floor spaces, the ramp would become usable. &lt;br /&gt;
&lt;br /&gt;
'''Note:''' [[Fortification|Fortifications]] '''can''' be used by ramps as the adjacent &amp;quot;solid&amp;quot; tile, provided those fortifications have a walkable space above them (which would apply to all carved out fortifications, or those constructed with additional flooring).&lt;br /&gt;
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Finally, wagons follow a completely different set of movement rules on ramps.  This can be &amp;lt;s&amp;gt;exploited&amp;lt;/s&amp;gt; used to create [[Wagon#Wagon-only_entrances|separate paths for wagons and other (walking) creatures]], for example to allow wagons to proceed directly to a depot while directing all other visitors through a trap filled maze.&lt;br /&gt;
{{-}}&lt;br /&gt;
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== Creating ramps ==&lt;br /&gt;
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Dwarves may [[construction|construct]] ramps out of building materials such as [[stone]], [[wood]], [[block]]s, and [[bar]]s, but it is more common to dig them from natural walls (see [[mining]]).&lt;br /&gt;
&lt;br /&gt;
Digging ramps can be accomplished in two ways. Dwarves can carve ramps from any of the 8 adjacent spaces on the same z-level. Dwarves can similarly [[channel]] down from above, which will carve a ramp out of the natural wall below (if any). In both cases the space and floor above the ramp will be carved out as well to make an open space. Note that a [[stone]] may be left from the material on the level where the ramp had been designated, but a tile simultaneously dug ''above'' the ramp will never generate a stone; the upper level must be dug out separately for that chance.&lt;br /&gt;
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Note that dwarves will happily dig out or construct ramps that are not immediately usable. Check the criteria above if dwarves do not seem to be using the ramps they have made.&lt;br /&gt;
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== Collapse ==&lt;br /&gt;
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Natural or carved ramps that are adjacent to [[wall]]s will collapse (disappear) if those walls are mined out. This can strand dwarves, so be careful when removing walls near those ramps. In addition, trying to carve a ramp under something that cannot be dug out (such as a [[construction]], [[building]], or [[tree]]) will result a slope, but leave the upper floor intact. This may create a [[cave-in]] situation dangerous to your miners.&lt;br /&gt;
&lt;br /&gt;
Constructed ramps will not collapse, and it is possible to create carved free-standing ramps as well, but the ramps will still not be usable without adjacent walls.&lt;br /&gt;
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== Removing ramps ==&lt;br /&gt;
&lt;br /&gt;
Natural and carved ramps can be destroyed via the designation menu using the Remove Up Stairs/Ramps selection ({{k|m}} -&amp;gt; {{k|x}}, using the ingame interface).  Like the selection says, only upwards slopes (and carved stairs) can be removed in such a manner, and only from the same level as the (upward) ramp.  Selecting a downwards ramp in such a manner has no effect, and removing the upward ramp will automatically remove the downward ramp designation from the level above, replacing it with &amp;quot;open space&amp;quot;. Ramps at the edge of the map cannot be removed this way (however, you can {{K|b}} -&amp;gt; {{K|n}}onstruct {{K|f}}[[loor]] on top of that ramp and deconstruct it later - it will remove the ramp).&lt;br /&gt;
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Removing ramps is a fast process, on par with digging through sand or soil, and can train your miners quickly.&lt;br /&gt;
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Constructed ramps can be removed like any other construction via the designation menu with the Remove Construction selection ({{k|m}} -&amp;gt; {{k|x}}).&lt;br /&gt;
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== Ramps versus stairways ==&lt;br /&gt;
&lt;br /&gt;
As explained above, ramps have important limitations, but if constructed correctly they can allow slightly faster movement than stairways.  For example, if a dwarf wants to go down and to the north using a stairway, it will have to take two steps: one step down a stairway and one step to the north.  Going to the same place using a ramp only requires 1 step. Walking up or down a ramp has the same movement cost as walking on level ground.&lt;br /&gt;
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Unlike stairs, ramps do not work well with hatch covers. A dwarf standing on a hatch cover over a ramp will drop items he is carrying if the hatch opens, possibly injuring any dwarves below.&lt;br /&gt;
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== Ramping versus channeling ==&lt;br /&gt;
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When digging shafts, ramps don't provoke climbing as easily as channels (which will do so in about five levels).&lt;br /&gt;
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You can channel bare floor with no wall (or only a pillar) below, resulting in a hole with no ramp. Falls can still hurt, though.&lt;br /&gt;
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Digging channels 2z above warm stone allows you to remove it without getting warm stone cancellations, and digging ramps 1z below wet stone similarly allows you to remove that.&lt;br /&gt;
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Digging progress only accumulates in revealed tiles, which means ramps or channels will behave differently when digging gets interrupted.&lt;br /&gt;
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Channels cannot be designated on buildings (including stockpiles). However, if a ''ramp'' is dug below one, the floor above remains intact, but items on the tile above the ramp will fall down as if the floor above the ramp had been removed.&lt;br /&gt;
&lt;br /&gt;
A ramp can be dug diagonally upwards while standing on a ramp, thus allowing you to reach 2 z-levels above the miner. This can be done even if there's a building, such as a bridge, above.&lt;br /&gt;
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{{Buildings}}&lt;br /&gt;
{{Category|Buildings}}&lt;br /&gt;
{{Category|Constructions}}&lt;br /&gt;
{{Category|Designations}}&lt;/div&gt;</summary>
		<author><name>Qwiption</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Talk:Crop&amp;diff=286747</id>
		<title>Talk:Crop</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Talk:Crop&amp;diff=286747"/>
		<updated>2023-01-20T21:58:21Z</updated>

		<summary type="html">&lt;p&gt;Qwiption: ELI5: Standard vs Garden vs Crop plants&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I don't understand Standard vs Garden vs Crop plants. It seems like these designations are based on internal file names, but at least some from each group can be grown and harvested in a Farm Plot.&lt;br /&gt;
I'm happy to clean up the page if someone can explain the significance of these different lists. &lt;br /&gt;
&lt;br /&gt;
[[User:Qwiption|Qwiption]] ([[User talk:Qwiption|talk]]) 21:58, 20 January 2023 (UTC)&lt;/div&gt;</summary>
		<author><name>Qwiption</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Bags&amp;diff=286520</id>
		<title>Bags</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Bags&amp;diff=286520"/>
		<updated>2023-01-19T03:30:50Z</updated>

		<summary type="html">&lt;p&gt;Qwiption: No, let's redirect the plural Bags to the Bag (singular) page!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Bag]]&lt;/div&gt;</summary>
		<author><name>Qwiption</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Bags&amp;diff=286519</id>
		<title>Bags</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Bags&amp;diff=286519"/>
		<updated>2023-01-19T03:28:16Z</updated>

		<summary type="html">&lt;p&gt;Qwiption: Bags should redirect to Storage, which actually mentions Bags&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Storage]]&lt;/div&gt;</summary>
		<author><name>Qwiption</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Site_finder&amp;diff=285003</id>
		<title>Site finder</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Site_finder&amp;diff=285003"/>
		<updated>2023-01-10T03:14:15Z</updated>

		<summary type="html">&lt;p&gt;Qwiption: updated new Site Finder options available in v50. Rewrote some of the top paragraph. Prolly needs another review.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
The '''site finder''' is a menu on the [[embark screen]] that helps the player search for embark sites, i.e. candidates, based on preferences. It can be invoked from the embark screen by pressing [Find embark location] button.&lt;br /&gt;
&lt;br /&gt;
[[Image:DF2012_Site_Finder.png]]{{verify}}&lt;br /&gt;
&lt;br /&gt;
The highlighted feature can be switched by using {{k|&amp;amp;uarr;}} and {{k|&amp;amp;darr;}}, the setting can be selected using {{k|&amp;amp;larr;}} and {{k|&amp;amp;rarr;}} or the analogous keys on the keypad ({{k|8}} {{k|2}} and {{k|4}} {{k|6}}). {{verify}}&lt;br /&gt;
&lt;br /&gt;
The search will check the entire world. If there are multiple sites that match your settings, the site finder will mark all acceptable sites on the Region and World maps and allow you to examine them for yourself. &lt;br /&gt;
&lt;br /&gt;
NOTE: These settings are not strict '''filters'''. While a selection set to 'N/A' will not influence the search, the other setting values do not guarantee an exact match -- because it may not exist in your world. For example, using search settings for a 2x2 location with a river, no aquifer, and several specific metals, it is quite possible that there is no such site on your world map. The finder will then display the '''candidate''' that best fit as many as possible of the selected settings of the desired size. &lt;br /&gt;
&lt;br /&gt;
More information on some of the settings can be found on the [[World generation]] page.&lt;br /&gt;
&lt;br /&gt;
== X Dimension / Y Dimension ==&lt;br /&gt;
Range for either: 2 to 16&lt;br /&gt;
&lt;br /&gt;
This setting controls the initial size of the embark rectangle. The finder searches the world map for the selected features using a rectangle of the selected size. A larger rectangle will usually lead to a higher chance of finding all selected features due to the site being larger, but will impact game performance (the larger the rectangle, the lower the FPS).&lt;br /&gt;
&lt;br /&gt;
== Savagery ==&lt;br /&gt;
Range: N/A, Calm, Wilderness, Untamed Wilds&lt;br /&gt;
&lt;br /&gt;
== Spirit ==&lt;br /&gt;
Range: N/A, Good, Normal, Evil&lt;br /&gt;
&lt;br /&gt;
See Also, [[Regions]] page.&lt;br /&gt;
&lt;br /&gt;
It also seems to be an average for the selected area: an area evenly divided between Good and Evil will show up on a search for &amp;quot;Medium&amp;quot;, while &amp;quot;Good&amp;quot; will usually turn up a predominantly good area.&lt;br /&gt;
&lt;br /&gt;
== Elevation ==&lt;br /&gt;
Range: N/A, Low, Medium, High&lt;br /&gt;
&lt;br /&gt;
If this is set to low, the result will be mostly flat land. Medium and high search for hills/mountains respectively.&lt;br /&gt;
&lt;br /&gt;
== Temperature ==&lt;br /&gt;
Range: N/A, Low, Medium, High&lt;br /&gt;
&lt;br /&gt;
This does not correspond directly to Freezing/Cold, Temperate/Warm, Hot/Scorching (see [[Climate]]).&lt;br /&gt;
&lt;br /&gt;
The low setting will only show freezing biomes.&lt;br /&gt;
&lt;br /&gt;
Medium will show most of the biomes including cold, temperate, warm, hot and the majority of the scorching ones.&lt;br /&gt;
&lt;br /&gt;
The high setting shows only a fraction of the scorching biomes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--http://imgur.com/a/0Be1Z--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Rain ==&lt;br /&gt;
Range: N/A, Low, Medium, High&lt;br /&gt;
&lt;br /&gt;
Selects the amount of rain/snow{{verify}} to expect (see [[Weather]]).&lt;br /&gt;
&lt;br /&gt;
== Drainage ==&lt;br /&gt;
Range: N/A, Low, Medium, High&lt;br /&gt;
&lt;br /&gt;
This, along with other factors, determines the terrain type to look for. &lt;br /&gt;
'''High''' drainage areas include glaciers and deserts. '''Low''' drainage areas include swamps and marshes.&lt;br /&gt;
&lt;br /&gt;
== Flux Stone ==&lt;br /&gt;
Range: N/A, No, Yes&lt;br /&gt;
&lt;br /&gt;
Controls whether a candidate must have [[flux]] stone.&lt;br /&gt;
It may be a good idea to check the layers list to confirm you have flux close to the surface, since the site finder will happily count a marble layer 1 z-level above the magma sea as an embark site that does contain flux.&lt;br /&gt;
&lt;br /&gt;
== Light Aquifer &amp;amp; Heavy Aquifer ==&lt;br /&gt;
Range: N/A, No, Yes&lt;br /&gt;
&lt;br /&gt;
Controls whether a candidate must have a light and/or heavy [[aquifer]].&lt;br /&gt;
&lt;br /&gt;
== River ==&lt;br /&gt;
Range: N/A, No, Yes&lt;br /&gt;
&lt;br /&gt;
Controls whether a candidate must have a [[river]].&lt;br /&gt;
&lt;br /&gt;
== Soil ==&lt;br /&gt;
Range: N/A, None, ≤ Little, ≤ Some, ≤ Deep&lt;br /&gt;
&lt;br /&gt;
Controls how much [[soil]] a site is allowed.&lt;br /&gt;
&lt;br /&gt;
== Clay, Sand, Iron, Gold, Silver, Copper, Nickel, Zinc, Platinum ==&lt;br /&gt;
Range: N/A, No, Yes&lt;br /&gt;
&lt;br /&gt;
Controls whether a candidate embark site must have [[Clay]], [[Sand]], [[Iron]], [[Gold]], [[Silver]], [[Copper]], [[Nickel]], [[Zinc]], [[Platinum]] or not.&lt;br /&gt;
&lt;br /&gt;
{{Category|Interface}}&lt;/div&gt;</summary>
		<author><name>Qwiption</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Quickstart_guide&amp;diff=284693</id>
		<title>Quickstart guide</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Quickstart_guide&amp;diff=284693"/>
		<updated>2023-01-08T14:33:16Z</updated>

		<summary type="html">&lt;p&gt;Qwiption: /* Getting your bearings */  added zoom in/out with ctrl+mouse wheel&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{old}}&lt;br /&gt;
:''For installation instructions, see [[Installation]].''&lt;br /&gt;
:''This is a quickstart guide for [[dwarf fortress mode]] for those who have never played before and quickly want to jump in head-first.'' ''If you are looking to learn adventure mode instead, see the [[Adventure mode quick start]] guide.''&lt;br /&gt;
:''Also see [[Tutorials]] for more detailed tutorials that people have submitted.''&lt;br /&gt;
{{TipBox2|float=right|Before you get started...|Always remember that '''losing is [[fun]]!''' Be prepared to lose a few fortresses before you get all the way through this guide &amp;amp;ndash; it can be easy to accidentally kill the entire fortress while learning. But remember: losing means that next time, ''[[#Situational Awareness|you'll remember how you lost]].'' In a big way, ''Dwarf Fortress'' uses the principle of learning from one's mistakes.}}&lt;br /&gt;
&lt;br /&gt;
So, you want to play '''Dwarf Fortress''', but you have no idea what to do. That's understandable; in ''Dwarf Fortress'' you can really do anything you like. It is a huge, complex, and totally open-ended game. But in order to do anything, first you need a sustainable fortress. It turns out that this is not as hard as you might think.&lt;br /&gt;
&lt;br /&gt;
[[File:FlowchartDF.png|thumb|446px|right|[[Main:From Caravan to Happy Dwarves|From Caravan to Happy Dwarves]] - This is a flowchart showing approximately what sequence of actions players usually take when starting up a new fort. Feel free to ignore it if you want. It's not necessary to refer to this to understand the rest of the guide, but by the time you finish the guide it will probably all make sense.]]&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
= Common UI Concepts =&lt;br /&gt;
{{old}}&lt;br /&gt;
&lt;br /&gt;
{{TipBox2|float=right|titlebg=#0a0|Keeping Up|While the guide contains many links, you may still need to look something up. Refer to the [[Dwarf fortress mode|Fortress Mode Reference Guide]] or use the wiki [[Special:Search|search]] function. Also, don't hesitate to [[Main:Troubleshooting|ask for help]] if you can't find answers on the wiki.}}&lt;br /&gt;
&lt;br /&gt;
This is just the Quickstart Guide, so we skip lots of details on the UI. If you're looking for more UI help as you get deeper into your first fortress, you may also want to read this section in the [[Dwarf_fortress_mode#Gameplay_user_interface|Fortress Mode Guide]].&lt;br /&gt;
{{KeyConventions}}&lt;br /&gt;
&lt;br /&gt;
== Options menu ==&lt;br /&gt;
{{main|Dwarf_fortress_mode#Options_screen|l1=Options screen}}&lt;br /&gt;
&lt;br /&gt;
Most basic game-related tasks (saving, keybindings, sound, etc.) are performed through the options menu, which can be reached with {{k|Esc}} from the main screen.&lt;br /&gt;
&lt;br /&gt;
To save and quit back to the main menu, select {{DFtext|Save and return to title menu}}.&lt;br /&gt;
{{tc|#d00|Unless you know what you are doing, do not select either}} {{DFtext|Retire the Fortress (for the time being)}} or {{DFtext|Abandon the Fortress to Ruin}}! These will essentially cause you to lose your save.&lt;br /&gt;
&lt;br /&gt;
=World Generation=&lt;br /&gt;
First, [[World generation|generate a new world]]. ''Dwarf Fortress'' worlds are always procedurally randomly generated - there is no &amp;quot;default&amp;quot; or &amp;quot;standard&amp;quot; world. Luckily, the basic version of this process is simple, and with these suggested settings won't take too long. Wait until the game shows that the world has been generated, since stopping history too soon can limit material availability for embark and trade.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{TipBox2|titlebg=#00a|Starting World|&lt;br /&gt;
For your first game, [[World generation|generate a new world]] using the {{DFtext|Create new world}} option in the main menu with the following options:&lt;br /&gt;
&lt;br /&gt;
* {{DFtext|World map size}} is {{DFtext|Medium|3:1}}&lt;br /&gt;
&lt;br /&gt;
* {{DFtext|History length}} is {{DFtext|100 years|3:1}}&lt;br /&gt;
&lt;br /&gt;
* {{DFtext|Number of Civilizations}} is {{DFtext|Medium|3:1}}&lt;br /&gt;
&lt;br /&gt;
* {{DFtext|Number of Sites}} is {{DFtext|Medium|3:1}}&lt;br /&gt;
&lt;br /&gt;
* {{DFtext|Number of Beasts}} is {{DFtext|Low|3:1}}&lt;br /&gt;
&lt;br /&gt;
* {{DFtext|Natural Savagery}} is {{DFtext|Very Low|3:1}}&lt;br /&gt;
&lt;br /&gt;
* {{DFtext|Mineral Occurrence}} is {{DFtext|Everywhere|3:1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
= Embark =&lt;br /&gt;
{{migrated section}}&lt;br /&gt;
{{main|Embark}}&lt;br /&gt;
&lt;br /&gt;
Embarking is the process of choosing a site, outfitting your initial dwarves, and sending them on their way.&lt;br /&gt;
&lt;br /&gt;
After generating a world, select {{DFtext|Play now}} then choose fortress mode. The game will load and update the world, then show the world map.&lt;br /&gt;
&lt;br /&gt;
Mouse over the map to inspect it. Left-click to zoom in, where you can then click the {{DFtext|Embark}} button in the bottom right corner to choose an embark site.&lt;br /&gt;
&lt;br /&gt;
== Choosing a Good Site ==&lt;br /&gt;
&lt;br /&gt;
Choosing a good embark site is crucial for beginners. Highly skilled players can run a fortress on an evil glacier, but for now, stick to friendly environments. Look for features in an embark site that will make your first fort easier to manage. &lt;br /&gt;
&lt;br /&gt;
{{ambox&lt;br /&gt;
|type=type&lt;br /&gt;
|text=The world tooltip will only show features from the moused-over tile, but since the embark area covers multiple tiles it can contain '''multiple biomes'''. It is '''very important''' to inspect all tiles in your site. Each may have significantly different features such as an aquifer or evil biome '''not initially shown''' in the info due to not being under the cursor.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{TipBox2|titlebg=#00a|Starting Site| &lt;br /&gt;
[[File:DFwikiStartingSiteExample.png|thumb|350px|An example of a good starting location, note details in the top-right corner]]&lt;br /&gt;
For your first game, find a site with the following properties:&lt;br /&gt;
*'''NO [[Aquifer]]''' (or at least no '''heavy''' or '''varied''' aquifers. Light is interesting on later embarks, but heavy guarantees '''[[Fun]]'''!)&lt;br /&gt;
*'''Trees:''' Woodland or Heavily Forested (or, at the very least, sparsely forested)&lt;br /&gt;
*'''Surroundings:''' Serene, calm, or at least '''not''' any evil or savage biome.&lt;br /&gt;
*A '''River'''&lt;br /&gt;
The following are also good to have, but focus on getting a decent site, not a perfect one. &lt;br /&gt;
*'''[[Climate|Temperature]]:''' Warm or Temperate&lt;br /&gt;
*'''Clay or Soil''' makes farming easier when starting out&lt;br /&gt;
*'''Flux stone layer''' For your steel industry&lt;br /&gt;
*Also avoid sites containing '''towers''', '''goblins''', or other groups at war with you.&lt;br /&gt;
See '''[[/Starting site/]]''' for more info on why these characteristics are important.}}&lt;br /&gt;
&lt;br /&gt;
[[File:Quickstart-finder.png|thumb|right|Initial finder criteria]]&lt;br /&gt;
While finding a site is not as simple as world generation, the {{DFtext|Find embark location}} button at the bottom of the screen can help.&lt;br /&gt;
[[File:Quickstart-finder-partial.png|thumb|right|Finder partial match missing Good surroundings]]&lt;br /&gt;
&lt;br /&gt;
Once the find tool has finished searching with matches found, press {{K|Esc}} to look at the results. Any region in which it found a match will be indicated by a green {{DFtext|X|2:1}} on the map. Any embark sites matching the criteria will be shown by a rectangle of yellow {{DFtext|X|6:1}}s on the zoomed-in map.&lt;br /&gt;
&lt;br /&gt;
Additionally, when placing the embark area you can resize it using the buttons on-screen. A 4x4 embark (the default) is usually reasonable, but you may want to change the size to avoid an undesirable biome or match your finder criteria.&lt;br /&gt;
&lt;br /&gt;
If you are unable to find a site that you are willing to embark on, you could always create a new world. Otherwise, move on to the next step.&lt;br /&gt;
&lt;br /&gt;
== Skills and Equipment ==&lt;br /&gt;
{{TipBox2|float=right|titlebg=#0a0|Optional: Preparing Carefully|If, at this point, you'd like to get into all of the details of picking individual skills and equipment for your expedition, select {{DFtext|Prepare for the journey carefully}} and see '''[[Quickstart_guide/Preparing_carefully|Preparing carefully]]''' for instructions. '''This is completely optional'''.&lt;br /&gt;
And preparing carefully makes little difference in the long run, especially without experience as to what to change.}}&lt;br /&gt;
Now the '''Prepare for the Journey''' screen should appear. You will be given the choice to either:&lt;br /&gt;
*{{DFtext|Play Now!}}&lt;br /&gt;
*{{DFtext|Prepare for the journey carefully}}.&lt;br /&gt;
In addition, settings are also displayed on the right-hand side.&lt;br /&gt;
Turn enemies to {{DFtext|Off}}. Selecting {{DFtext|Play Now!}} will start you out with a default set of equipment that is reasonably safe, allowing you to skip having to set up your skills and equipment. If you'd like to get going now, just select that option.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=A Minimal Fortress=&lt;br /&gt;
[[File:DFwikiGettingYourBearingsExample.png|thumb|right|Starting out. In this example, the dwarves will be digging out an entrance tunnel in the cliff on the right.]]&lt;br /&gt;
&lt;br /&gt;
At this point, you have embarked, and your dwarves have arrived at their destination. You will see your dwarves clustered around their wagonful of supplies, somewhere near the center of your map. '''Immediately hit {{K|Space}} to pause the game''' unless it is already paused.&lt;br /&gt;
&lt;br /&gt;
==Getting your bearings==&lt;br /&gt;
'''Do not unpause the game just yet.''' Take a look around with {{k|w}}{{k|a}}{{k|s}}{{k|d}}. Look up and down a few [[z-level]]s with the scroll wheel. You can zoom in and out with {{k|Ctrl}}-scroll wheel. Place the cursor on various tiles to familiarize yourself with what the symbols mean.  If you get lost, you can press {{K|F1}} (or {{k-|Fn|F1}} on some systems) to return to the wagon.  (You can define more [[hotkeys]] later, to jump quickly to other sites of interest.) Notice the terrain features, the vegetation, and any minerals visible. If you chose a site with flowing water, where is it? What about pools of water? The more carefully you examine your site before breaking ground, the better off you will be.&lt;br /&gt;
&lt;br /&gt;
In the bottom left, click the citizens information button to see a list of your dwarves. In the {{DFtext|Others}} tab, you can see any wild animals that may be nearby.&lt;br /&gt;
&lt;br /&gt;
The {{DFtext|Stocks}} button at the top of the screen will show the items owned by your fortress.&lt;br /&gt;
&lt;br /&gt;
On the left, there are buttons for various message logs.&lt;br /&gt;
&lt;br /&gt;
Your wagon serves as the initial meeting area for your dwarves. Since you should have started in a non-freezing, calm (low savagery), non-evil biome, you shouldn't face any immediate danger, but if for some reason the area around your wagon proves to be unsafe, immediately designate another meeting zone (see [[#Temporary Meeting Area|Temporary Meeting Area]] below).&lt;br /&gt;
&lt;br /&gt;
==Controlling Your Dwarves==&lt;br /&gt;
The first thing to keep in mind is that, for the most part, you can't directly control your dwarves the way you control characters in a typical fantasy RPG. Instead, you '''designate''' things that need to be done and then dwarves with the appropriate labor assignments will decide what to do. &lt;br /&gt;
&lt;br /&gt;
Some tasks receive a higher priority. For example, if a dwarf needs to eat, then he will go eat, and only get around to digging a tunnel once he is done eating. It is also possible to designate things that no dwarf is able to do. For example, if you designate an area to mine, but no dwarf has mining as one of his allowed labors, or no dwarf has a [[pick]], then the mining will never get done, and the game will not always advise you of why.&lt;br /&gt;
&lt;br /&gt;
So, what you are doing throughout the game is essentially giving your dwarves a detailed group-wide to-do list, but it's up to them to figure out which one of them will execute any given task if the task is even possible. Often many of the details of how a task is performed (such as exactly which rock will be used to make crafts) are left up to them.&lt;br /&gt;
&lt;br /&gt;
===Labor and work details===&lt;br /&gt;
{{TipBox2|float=right|titlebg=#aa0|Utilities|2=&lt;br /&gt;
You may have noticed that the UI for managing dwarves is a bit difficult to use. There are a few utilities available for this purpose (for Windows, Mac OS X, and most Linux systems): &lt;br /&gt;
* '''[[Utilities#Dwarf_Therapist|Dwarf Therapist]]''' (not yet supported for v50) can make labor management considerably easier, especially when you're dealing with twenty times the number of dwarves you have now. It can group and sort dwarves by multiple attributes and display their preferences, mood, and more.&lt;br /&gt;
* '''[[Utility:DFHack|DFHack]]''' (not yet supported for v50) includes &amp;quot;Dwarf Manipulator&amp;quot;, a UI for managing labors. It has fewer features than Dwarf Therapist, but displays much of the same information and is adequate for normal use. In addition, it is accessible from within DF via {{k-|u|l}}, eliminating the need to constantly switch between applications.&lt;br /&gt;
}}&lt;br /&gt;
{{Main|Labor}}&lt;br /&gt;
&lt;br /&gt;
'''Labors''' are how you control what types of tasks a dwarf is allowed do. When dwarves are idle, it could be because you haven't given them anything to do, or it could be because none of the idle dwarves have been told that they're allowed to do the types of tasks you've designated. For example, if you designate an area to mine, but none of the dwarves have the mining labor enabled, they will all just sit around ignoring your mining designation, thinking that it isn't their job.&lt;br /&gt;
&lt;br /&gt;
Labors are assigned to dwarves in groups called '''work details'''. Open the labor menu from the bottom left to see all the default work details and their assignments.&lt;br /&gt;
&lt;br /&gt;
Fortunately, you don't need to assign a dwarf for every single labor in the game; work details can be set to &amp;quot;everybody does this&amp;quot; to allow any idle dwarf to pick up the job.&lt;br /&gt;
&lt;br /&gt;
'''While you're here''', set the Hunters and Fisherdwarves work details to &amp;quot;nobody does this.&amp;quot; Dwarves with these details enabled will constantly be outside attempting to perform them, and for now you don't want dwarves wandering around alone where they can get killed (in addition, they won't be doing anything useful, like hauling).&lt;br /&gt;
&lt;br /&gt;
Also, the default embark comes with three pickaxes: so for efficiency, make sure two dwarves have the Miners detail enabled.&lt;br /&gt;
&lt;br /&gt;
As dwarves perform jobs, they gain skill in those areas which leads to them working faster or producing higher-quality things. Note that ''any'' unskilled dwarf can perform any labor given the necessary equipment and materials; they'll just be worse at it.&lt;br /&gt;
&lt;br /&gt;
The default work details contain all the essential labors for the very start of your fortress, but this guide will involve other labors. Keep in mind that at some point you'll have to assign the following labors by creating custom work details:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Category&lt;br /&gt;
! Labor&lt;br /&gt;
|-&lt;br /&gt;
| Farming/Related || Wood Burning&lt;br /&gt;
|-&lt;br /&gt;
| Metalsmithing || Furnace Operating&lt;br /&gt;
|-&lt;br /&gt;
| Metalsmithing || Armoring&lt;br /&gt;
|-&lt;br /&gt;
| Metalsmithing || Weaponsmithing&lt;br /&gt;
|-&lt;br /&gt;
| Metalsmithing || Blacksmithing&lt;br /&gt;
|-&lt;br /&gt;
| Metalsmithing || Metalcrafting&lt;br /&gt;
|-&lt;br /&gt;
| Jewelry || Gem Cutting&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Strike The Earth!==&lt;br /&gt;
{{TipBox2|titlebg=green|float=right|Getting your dwarves to safety|&lt;br /&gt;
As you now know, you can't control your dwarves directly. So how do you tell them to get inside your newly dug rooms?&lt;br /&gt;
*[[Activity_zone#Meeting_area|Meeting Area]] You can designate a Meeting Area zone inside the new rooms. Press {{k|z}} and click &amp;quot;Meeting Area&amp;quot;. Draw a rectangle to create a meeting area, then click &amp;quot;Accept&amp;quot;. ''See also the [[zone]] page for more information.''&lt;br /&gt;
*[[Stockpiles]] (see [[Quickstart_guide#Stockpiles|below]]) Stockpiles tell your dwarves where to put things. Create a stockpile for everything, and dwarves will start to haul all your items there.}}&lt;br /&gt;
Decide where you will build your main entrance. Generally, you will want to get all your dwarves and supplies inside a protected area as quickly as possible. The best strategy is to put the entrance near your wagon to speed up the process of hauling all of your supplies inside.&lt;br /&gt;
&lt;br /&gt;
The digging orders menu allows you to select areas to dig. Click the pick axe at the bottom or press {{K|m}}. There are multiple methods of digging:&lt;br /&gt;
* '''[[Mining]]''' ({{K|m}}) removes solid, floor-to-ceiling terrain (natural 'walls') on the z-level selected, leaving behind a rock or soil surface (also referred to as a natural floor). This does '''not''' do anything in areas without natural walls (for example, the surface or previously-mined areas).&lt;br /&gt;
* '''[[Channel]]ing''' ({{K|m}}-{{K|u}}) removes ''natural'' (rock/soil) floors (either created naturally or by mining) and creates a ramp (▲) on the z-level below. Note that you will see a down arrow (▼) on the current z-level, indicating a ramp on the level below. (For best results, ensure that the area below is unrevealed, i.e. black).&lt;br /&gt;
&lt;br /&gt;
To designate an area for digging:&lt;br /&gt;
#Hit {{K|m}} to bring up the digging orders menu.&lt;br /&gt;
#Hit {{K|m}} to mine or {{k|u}} to channel (see above)&lt;br /&gt;
#Draw a rectangular are you want to dig out.&lt;br /&gt;
#A rectangle will be highlighted and a miner will start to dig out this area once you unpause the game with {{K|Space}}.&lt;br /&gt;
&lt;br /&gt;
[[File:DFwikiDigChannelExamples.png|200px|thumb|right|Demonstrating the difference between mining and channeling. Mining creates empty space on the same level where it is designated. Channeling creates empty space in the level below, clearing the floor. The levels are connected by up/down ramps. ]]&lt;br /&gt;
&lt;br /&gt;
{{TipBox2|titlebg=red|float=left|Channeling|&lt;br /&gt;
Note that channeling can be [[fun|dangerous]]. Unless you know what you're doing, you should only ever make a pit one z-level deep. If you dig a pit multiple z-levels deep, only the lowest level will have an upward [[ramp]], which is not enough for dwarves to leave the pit. (Dwarves can [[climb]] out in some circumstances, but this is unreliable.) &lt;br /&gt;
&lt;br /&gt;
&amp;lt;diagram&amp;gt;&lt;br /&gt;
Pit depth: 1 z-level  2 z-levels  2 z-levels&lt;br /&gt;
Ground[%26]      [#2:1]__[#4:1][%31][#2:1]__       __ __       __ [#4:1][%31][#2:1]_&lt;br /&gt;
             [#6:1][@4:1][%178][%178][#4:1][@][%30][#6:1][@4:1][%178][%178][@#]       [#6:1][@4:1][%178][%178][#4:1][@][%31][#6:1][@4:1][%178][%178][@#]       [#6:1][@4:1][%178][%178][#4:1][@][%31][#6:1][#4:1][@][%30][#6:1][@4:1][%178][@#] &lt;br /&gt;
             [#6:1][@4:1][%178][%178][%178][%178][%178][@#]       [#6:1][@4:1][%178][%178][#4:1][@][%30][#6:1][@4:1][%178][%178][@#]       [#6:1][@4:1][%178][%178][#4:1][@][%30][#6:1][@4:1][%178][%178][@#] &lt;br /&gt;
                         [#6:1][@4:1][%178][%178][%178][%178][%178][@#]       [#6:1][@4:1][%178][%178][%178][%178][%178][@#] &lt;br /&gt;
&amp;lt;/diagram&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This diagram shows the cross-section (side view) of 1x1 pits channeled 1 z-level deep, 2 z-levels deep and the correct way to do a 2 z-level deep ramp. The appearance of &amp;quot;downward ramps&amp;quot; can be confusing as there is no such thing - the down arrow indicates a ramp on the level below. Dwarves in the first pit can walk up the ramp to ground level and escape, while dwarves in the second pit cannot use the ramp at all. The third pit lets dwarves walk back to the surface again since the two ramps are offset to produce a continued slope. In short, channels (particularly channels multiple z-levels deep) can be dangerous. Digging an entryway from the surface level is one of the few times you'll ever need to channel.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;Stairs can also be used for an entryway, but channels allow [[wagon]]s entry to your fortress.&amp;lt;/small&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
If your wagon is near a [[cliff]] or hill (generally speaking, any difference in levels, usually shown by the existence of natural ramps), you can just designate a tunnel to mine ({{K|m}}) into the cliff to create an entryway. If the wagon is surrounded by flat terrain, [[channel]] out a 3x3 rectangle on the surface with {{K|m}}-{{K|u}} to create a sort of pit with ramps on the edges, then go down one z-level with {{K|c}} (or use the mouse scroll wheel) and tunnel into one wall of the pit (with {{K|m}}) to create your entry.&lt;br /&gt;
&lt;br /&gt;
Dig a hallway one tile wide and ''at least'' 10 long, ideally more like 20. This will be your entryway.&lt;br /&gt;
&lt;br /&gt;
Your entryway defines the boundary between your safe and protected inner fort, and the big, bad, outside world. You want this to be your only entrance, so that you only have to worry about defending this one opening. A somewhat-outdated video guide to starting a fortress can be found [https://www.youtube.com/watch?v=CLYDcuk29bE&amp;amp;feature=plcp here]. (Note that this applies to v0.34.11, not v{{current/version/ns}}, so some parts may be inaccurate in the current version.)&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
=== ''Additional miners'' ===&lt;br /&gt;
Mining will go faster if you have more than one dwarf doing it. By default, only one dwarf has the Mining labor enabled, but this can be changed fairly easily:&lt;br /&gt;
* Press {{K|y}} to open the labor menu, and select &amp;quot;Miners&amp;quot; on the left side.&lt;br /&gt;
* Choose a dwarf that isn't doing anything especially useful (the fish cleaner is a good choice for a beginning fortress, but you can always change your mind if you end up with a useless peasant later on)&lt;br /&gt;
* Click the check box next to the dwarf to enable the mining labor.&lt;br /&gt;
* Exit with {{k|Esc}} or right mouse.&lt;br /&gt;
The next time you designate an area for mining, both of your miners should start working (assuming they're not busy doing something else).&lt;br /&gt;
&lt;br /&gt;
'''Notes:'''&lt;br /&gt;
* Each miner requires a [[pick]]. A standard embark comes with 3 picks. If you want more than three miners, you'll need to forge more picks (forging is covered later in this guide). Two miners should be adequate for most fortresses, but more miners can add reliability (for when a miner decides to sleep) and speed. For now, you'll almost never need more than two miners, but you'll want more once your fortress expands.&lt;br /&gt;
* If you're digging a one-tile-wide hallway, only one miner can work from an end.&lt;br /&gt;
* Mining, Wood Cutting, &amp;amp; Hunting labors are mutually exclusive - a dwarf can only have up to one of these professions active at a time. For this reason, it's not recommended to make your only woodcutter a miner, since they won't be able to cut wood anymore.&lt;br /&gt;
&lt;br /&gt;
==Delving Secure Lodgings==&lt;br /&gt;
Near the middle of the entry tunnel, build a 5x5 room, and link it to the entrance tunnel with a 3-tile-wide passageway. Expand the main entry tunnel to ''three'' tiles wide from the entrance of the new room to the outside entry. At the end of the entry tunnel, dig a small room, which will later become your main stairwell. Two tiles past that, dig a larger room, which will later become your general stockpile, and connect it to the stairwell with a narrow passageway.&lt;br /&gt;
&lt;br /&gt;
[[File:DFwikiExampleLayout.png|thumb|right|An example layout, as described in this section. Note the 3-tile wide passage - this allows merchants to access your depot, which will go in the 5x5 room. Note that the turn also needs to be 3 tiles wide; otherwise, wagons won't be able to access the room.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== ''Room dimensions'' ===&lt;br /&gt;
Apart from wagon access (3 tiles wide), the trade depot (5x5), and other workshops (3x3), there are no fixed dimensions you need to worry about. The lower limiting factor is the traffic your tunnels receive (dwarves may have to start climbing over each other), and the space your rooms need (stockpiles, tables/chairs, livestock). The practical maximum size is limited by how long it takes your miners to dig the rooms out, especially if they're digging in stone instead of soil (digging through soil is much faster). Most sites have at least one level soil layer below ground level, which is where you're digging right now, but as you dig deeper you'll hit stone (if you haven't already), and digging will become slower. In most fortresses, even the main hallways never need to be wider than 3 tiles, and needing more than 3 tiles of stairs per floor is very rare. A 3x3 per floor staircase (9 stairs!) is absolute overkill for anything but 20-year-old 300-resident capitals. For most tunnels in your fortress, 2 tiles wide will be sufficient, and many will be fine at just 1 tile wide. 11x11 is a reasonable size for stockpile rooms. However, something smaller is perfectly fine for rarer stockpiles, offices, and small dining rooms. Commoners’ bedrooms need not be larger than the amount of furniture you want inside.&lt;br /&gt;
&lt;br /&gt;
=== ''Mining safety'' ===&lt;br /&gt;
While mining, take care to avoid digging into [[water]]. Dwarves are usually poor swimmers, and are unlikely to escape from an underground flood. However, it is safe to mine ''next to'' underground water, as long as you leave at least one &amp;quot;wall&amp;quot; tile between them (see the picture to the right). You can also mine one z-level under a body of water (for example, mining under a river), but you will have to designate each tile individually because DF automatically cancels digging of newly-revealed &amp;quot;damp&amp;quot; tiles (tiles are considered damp when they are adjacent to a water tile, regardless of whether the water tile is on the same z-level or not).&lt;br /&gt;
&lt;br /&gt;
Also note that '''water can flow diagonally''':&lt;br /&gt;
&amp;lt;diagram&amp;gt;&lt;br /&gt;
[#00f]≈[#]▓.▓   [#00f]≈[#]▓.▓&lt;br /&gt;
▓▓.▓   ▓..▓&lt;br /&gt;
      &lt;br /&gt;
[#0f0]ok[#]     [#f00]flood[#]&lt;br /&gt;
&amp;lt;/diagram&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== ''Stockpiles'' ===&lt;br /&gt;
[[File:DFwikiStockpileMenu.png|right|thumb|Keep corpses, refuse, stone and wood out of general use stockpiles. You can come back and change the settings on this stockpile by clicking on it to open the stockpile menu, and clicking &amp;quot;Custom&amp;quot;. Try to remember to come back here to disable/forbid types of things as you create more specific stockpiles for them.]]&lt;br /&gt;
'''Stockpiles''' are very important. These areas are where your dwarves will drop things for storage when they aren't needed elsewhere. To create a '''general purpose stockpile''' for your first storage area:&lt;br /&gt;
#Hit {{K|p}} to open the Stockpiles menu.&lt;br /&gt;
#Click the plus sign at the bottom to add a new stockpile.&lt;br /&gt;
#Draw a rectangle and click &amp;quot;Accept&amp;quot;.&lt;br /&gt;
#Click [[Stockpile#Custom_stockpiles|&amp;quot;Custom&amp;quot;]] to change the goods that the stockpile accepts. Enable everything but '''Corpses''', '''Refuse''', '''Stone''', '''Gems''', and '''Wood'''. To do this, first click &amp;quot;All&amp;quot; in the top left to enable everything, then go through each type you want to exclude, and click &amp;quot;None&amp;quot; in the top-center of the screen. This will reject all goods of that type.&lt;br /&gt;
#{{k|Esc}} or right mouse twice to exit the stockpiles menu.&lt;br /&gt;
Once you exit the stockpiles menu and unpause, you should see dwarves running off to haul everything from your wagon into the new stockpile area. Later, if you like, you can change what sort of things the stockpile accepts by hitting {{K|p}}, clicking on the stockpile, then changing the stockpile settings as above.&lt;br /&gt;
&lt;br /&gt;
It is particularly important to '''keep wood, stone, refuse, and corpses out of your general purpose stockpile''', so you may want to double check to make sure all of these things are disabled in the stockpile settings. Failure to keep these things out of this stockpile will rapidly fill it up, causing workshops to become cluttered when dwarves can't store things in the stockpile.&lt;br /&gt;
'''Note:''' When assigning stockpiles, you should make sure they're in a vacant area (i.e. the tiles should not have any items already stored on them). Dwarves will not haul items to occupied tiles, so make sure the area is vacant (and already mined out) before assigning a stockpile.&lt;br /&gt;
&lt;br /&gt;
=== ''Stairways'' ===&lt;br /&gt;
&lt;br /&gt;
{{TipBox2|float=right|titlebg=#0a0|width=45%|Up, Down, Up/Down: Types of Stairs|&lt;br /&gt;
In Dwarf Fortress, every [[z-level]] is composed of a [[floor]] and a [[wall]] (or &amp;quot;space between floors&amp;quot;). The confusingly named &amp;quot;down&amp;quot; and &amp;quot;up&amp;quot; [[stairs]] have nothing to do with the direction creatures can move to; instead, down stairs penetrate floors, while up stairs penetrate walls. Up/down stairs penetrate the wall and the floor below. ''(note the picture to the left)''&lt;br /&gt;
&lt;br /&gt;
When you designate a staircase to be dug out, the top level will be down-stairs, any inner levels will be up/down stairs, and the bottom level will be up-stairs.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Dig a [[Stairs|stairway]] in the room you dug out for the stairwell (''not'' the 5x5 room that you dug out earlier): press {{K-|m|t}}, click on the floor of the room to start the staircase, scroll down one level, and click again to finish designating the staircase. This will create down-stairs on the top level, and up-stairs on the level below. To continue digging downwards later, you can designate another staircase ({{K-|m|t}}) starting on the lowest exposed level and continuing downwards. For now just dig down one level.&lt;br /&gt;
&lt;br /&gt;
[[Image:DF2014 Terraform.png|thumb|left|600px|''This is how the different stairs would look like from the side.'']]&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Temporary Meeting Area==&lt;br /&gt;
[[File:DFwikiTemporaryMeetingHallExample.png|thumb|right|An example meeting area. Note that this layer has a different type of soil than the layer above - this can happen often. Also note that the &amp;quot;north&amp;quot; side of this room is directly below the lake in the level above, but no water is present.]]&lt;br /&gt;
&lt;br /&gt;
On the second z-level below ground (the one below the stockpile level, which you just reached with the staircase), dig a short, 3-tile wide passageway (this only needs to be 1-2 tiles long). Past that, dig out a room between 5x5 and 7x7, leaving room to enlarge it in at least one direction in the future. Using the {{k|z}} key, create a meeting area in the room you just created, filling the entire room (be careful not to make this too small lest your [[overcrowding|overcrowded]] animals start fighting). This works much like creating a stockpile except that you define what the area is for before you draw the rectangle. Select &amp;quot;Meeting area&amp;quot;, draw the rectangle, filling the entire room, and click &amp;quot;Accept&amp;quot;. Your idle dwarves will hang around in this area, hopefully keeping them inside the fort and out of trouble. &lt;br /&gt;
&lt;br /&gt;
NOTE: Again, make sure your [[DF2014:Activity_zone|activity zone]] is already mined out before attempting to designate the meeting area.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Refuse==&lt;br /&gt;
[[File:Dwarf fort tut miasma.jpg|thumb|right|Avoiding [[Miasma]]]]&lt;br /&gt;
Outside your fort entrance, use {{K|p}} and click the &amp;quot;plus stockpile&amp;quot; icon to create a stock{{K|p}}ile for [[Stockpile#Refuse|refuse]] (trash can icon) ''at least'' 5x5 in size. This should be outside in the open or you will have problems with [[Miasma]]. If you do not disable [[vermin]] (Item Types -&amp;gt; remains), you will probably have to expand it later as it will fill up with vermin remains rather quickly. If you are seeing refuse appear in your general-purpose stockpile instead of the refuse pile, click on the general stockpile and check its custom settings to make sure refuse has been disabled.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Food==&lt;br /&gt;
&lt;br /&gt;
Food is necessary for your dwarves' survival -  to keep functioning, they require constant supplies of food and drink - the amount of food and drink currently available is displayed in the status bar at the top of the screen. Luckily, your dwarves will eat almost everything raw, including plants.&lt;br /&gt;
&lt;br /&gt;
===''Farming''===&lt;br /&gt;
For a reliable, long-term food and alcohol supply, you'll need to set up a farm. Dig out a medium-sized room in a [[soil]] layer (including sand, clay, loam, silt, peat, and ooze) accessible from inside your existing fortress. 5x5 is a good size to start with, but you'll want to leave room to expand in at least one direction. You must pick an ''underground'' area with mud or soil*. Placing this near the stockpiles is more efficient, since farmers won't need to travel as far.&lt;br /&gt;
&lt;br /&gt;
{{Dual image&lt;br /&gt;
|premium=File:DFwiki5by53by3farm.png&lt;br /&gt;
|classic=File:Quickstart_layout_3.png&lt;br /&gt;
|width=100px&lt;br /&gt;
|caption=A 5x5 room with a 3x3 farm plot&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- EXPAND (maybe with help for locating soil, etc --&amp;gt;&lt;br /&gt;
&amp;lt;sub&amp;gt;* Hopefully you have chosen a site with a soil layer, which will make farming much easier, but if not you will need to [[Irrigation|irrigate]] to create the required mud on stone floors.&amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Use {{K-|b|o|f|p}} to build a 3x3 [[Farming|farm plot]] in the room you just created. Position the farm plot ideally near the wall to leave space for more plots later on.&lt;br /&gt;
&lt;br /&gt;
The {{DFtext|Planters}} work detail must be enabled for at least one dwarf, or the farm plot won't get built and farming will not take place. By default, Planters is set to &amp;quot;Everybody does this&amp;quot;, so there's no need to change this now.&lt;br /&gt;
&lt;br /&gt;
{{K|Esc}} out of the build menu and wait for the farmer dwarf to create the plot. Once the plot is built, click on it, and set the plot to grow [[plump helmet]]s during all seasons. You need to go through each season tab to enable plump helmets in all seasons &amp;amp;mdash; otherwise you'll end up with an idle field for 3/4ths of the year.&lt;br /&gt;
&lt;br /&gt;
Later, if you are curious what is planted in each plot this season and how much, click on the plot and it will show the list of seeds currently planted. There is no icon for a partially grown plant, so an empty field will look identical to a fully planted field until your crops are ready for harvest.&lt;br /&gt;
&lt;br /&gt;
Note that a default embark starts with ''five'' plump helmet seeds &amp;amp;mdash; for now, only half of your field will end up being planted. Eventually, as your dwarves consume plump helmets, more seeds will become available and will be automatically planted by an unoccupied farmer.&lt;br /&gt;
:''For more troubleshooting tips, see [[How do I build a farm]]''&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== ''Emergency food sources'' ===&lt;br /&gt;
Occasionally, even with a working plump helmet farm, you may experience food shortages. For now, you should have plenty of food on hand left over from embarking. However, if you ever run low on food, there are a few ways to obtain more:&lt;br /&gt;
&lt;br /&gt;
==== ''Plant gathering'' ====&lt;br /&gt;
If you have shrubs ({{raw tile|&amp;quot;|2:0}}) growing above ground, you can harvest plants from them. Note that this requires a dwarf with the {{dftext|Plant gatherers}} work detail, and time (this can take a while for an inexperienced dwarf, and it doesn't always yield edible plants). To start, {{K|g}}ather plants on the surface (similar to selecting an area for mining, except it only selects plants in the given rectangle). Once processed, some will leave behind harvested plants (often edible berries).&lt;br /&gt;
&lt;br /&gt;
====''Butchering''====&lt;br /&gt;
If you suddenly run low on food, butchering an animal is another option. Build a [[butcher]] shop ({{K-|b|o|f|b}}) and mark one of your animals for slaughtering (press {{k|u}}, click on &amp;quot;Pets/Livestock&amp;quot;, and click the meat cleaver next to the animal you want to slaughter). A dwarf with the butchering labor enabled will haul the animal off to the butcher's shop, work for a while, and produce neat stacks of meat products.&lt;br /&gt;
&lt;br /&gt;
==Building material==&lt;br /&gt;
Initially, [[wood]] is probably a good choice for building material, as it's lightweight and can be easily obtained. You will need plenty of building materials as your fortress grows, but wood will suffice for now. If you are unable to locate enough wood (or if you run out of trees, which is unlikely at this point), extend your staircase down to a stone level ({{k|m}}-{{k|t}}) and mine out a small area (at least 5x5) to obtain stone.&lt;br /&gt;
&lt;br /&gt;
Even if you don't have trees, you can obtain 3 logs from your embark wagon. Click on your wagon, and click the button in the top right to deconstruct it. This will flag the wagon for disassembly. Eventually a carpenter will come along and turn the useless wagon into 3 units of wood. (Removing other buildings is done the same way.)&lt;br /&gt;
&lt;br /&gt;
===''Woodcutting''===&lt;br /&gt;
{{Update in next major version}}&lt;br /&gt;
Assuming your site has [[tree]]s above ground, now is a good time to start obtaining wood. Create a stock{{K|p}}ile for wood outside your entrance (preferably near to it). As it will only be temporary, don't make it too big (maybe 5x3, or 15 tiles total). Later, you will move this closer to your carpenter's workshop (once you build one), so don't worry about placement too much. Also near the entry, designate a couple of trees to be chopped down with {{K|l}}. One tree will produce many logs, so only designate three to five at this point. If you designate too many trees, your woodcutters will spend all of their time chopping them down and hauling the resulting logs, instead of doing other work. As soon as one tree is cut down and its wood stored in a stockpile, you can proceed to the next step (your woodcutter will continue cutting down any remaining designated trees).&lt;br /&gt;
&lt;br /&gt;
==Drinks==&lt;br /&gt;
Drinks can be more problematic than food, since they require more preparation (except for [[water]], that is). In warmer weather, you can specify a &amp;quot;water source&amp;quot; activity {{K|z}}one around a lake or river on the surface to keep your dwarves from dying of thirst, but dwarves deprived of [[alcohol]] slow down and become unhappy. In addition, drinking outside can be dangerous &amp;amp;mdash; dwarves running outside constantly risk running into wild animals, or worse. Creating a [[still]] to brew alcohol is the simplest solution to these problems.&lt;br /&gt;
&lt;br /&gt;
You need a brewer to brew drinks. Fortunately, the brewing labor is enabled on all dwarves by default. If you want to change this later, use the [[Labor|labor menu]] ({{K|y}}).&lt;br /&gt;
&lt;br /&gt;
[[File:DFwikiCompletedStillQuickstart.png|thumb|right|A completed still]]&lt;br /&gt;
Assuming you have building materials available (which you will if your woodcutter has been doing their job), you can now create a still:&lt;br /&gt;
# Dig out a 3x3 area connected to the farm plot.&lt;br /&gt;
# Use {{k-|b|o|f|l}} to build a still. Position it in the 3x3 area you just created.&lt;br /&gt;
# Click on a building material for the still (this is probably one of the logs you just cut down by default).&lt;br /&gt;
After a short delay, one of your dwarves should run off, drag a log over to the workshop site, and build the workshop. (This is also how building other workshops works, but you won't need to do that yet).&lt;br /&gt;
&lt;br /&gt;
To brew drinks, click on the still, click &amp;quot;Add new task&amp;quot;, and &amp;quot;Brew drink from plant&amp;quot;. '''This will not work yet''', since you don't have any empty barrels or rock pots, but you should start brewing in the first six months (see [[Calendar]] and [[Status]]).&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Pasture==&lt;br /&gt;
{{TipBox2|float=right|Grazers|&lt;br /&gt;
If you aren't sure whether or not an animal is a grazer, you can check {{catlink|Grazer|this category}}. (You can also [[Special:search|search]] for the animal on this wiki.)&lt;br /&gt;
}}&lt;br /&gt;
If you have any grazing animals with you, such as the draft animals used to pull your wagon, they will die if they are kept away from grass for too long. Use {{K|z}} to create a Pen/[[Pasture]] zone over a grassy area outside and assign your grazing animals to it with the &amp;quot;plus bunny&amp;quot; icon in the top right of the zone menu. This area needs to be about 10x10 or so to ensure they have enough grass and don't trample it all. The amount of grass required varies greatly, depending on the type(s) of animals being pastured.  If you intend to keep grazing animals permanently, you may need vastly larger pastures later.  As an alternative, you might wish to [[Butcher's shop|slaughter]] your largest animals for food and materials.&lt;br /&gt;
&lt;br /&gt;
==Designing your first fortress==&lt;br /&gt;
While this guide recommends a vertical fortress design around a central stairwell, with each z-level being used for a particular purpose, it is not really that important to use this design for your first fortress. Therefore, feel free to put any of the areas described in the rest of this guide on your main level or wherever you want as long as dwarves can get to them without going outside the fort. In other words, you can think of the &amp;quot;levels&amp;quot; described in the guide more as areas that can really all be on the same level if you have space. Later you can ponder over what makes things most efficient, but for now just do whatever you find easiest. Note that you may need to dig down a bit to get to stone if you have more than one z-level of sand/clay/soil below the surface.&lt;br /&gt;
&lt;br /&gt;
==Workshops==&lt;br /&gt;
[[File:DFwikiStockpileWorkshopQuickstart.png|thumb|right|An example workshop layout. The gem stockpile (empty) is north of the Jeweler's workshop (southwest corner), the wood stockpile is east of the Carpenter's workshop (northwest corner), and the stone stockpile occupies the rest of the space. Note the wheelbarrow (Ö/umlaut-O) in the stone stockpile.]]&lt;br /&gt;
Most labors of your dwarves need a place where they can process raw materials &amp;amp;mdash; [[workshop]]s. Almost all of them occupy a 3x3 square, and most of them require just 1 unit of any building material (wood, stone, metal). Dig your stairwell down one level (with {{K-|m|t}}), if you haven't already. It's fine if this layer is soil &amp;amp;mdash; in fact, soil is better, since it's easier to dig through (if you only have one soil layer, you can put these workshops somewhere on your first level). Dig space for your workshops off of the stairwell. It will hold your [[Mechanic's_workshop|mechanic's]], [[Stoneworker's_workshop|stoneworker's]], [[Carpenter's_workshop|carpenter's]], and [[Jeweler's_workshop|jeweler's]] [[workshop]]s. Something to consider is stockpile proximity: the farther away the material is the dwarves use, the more time they waste with walking. So for now, dig out some more space for stockpiles close to where your new workshops will be (wood for your carpenter, stone for your stoneworker and mechanic, and gems for your jeweler).&lt;br /&gt;
It doesn't matter if you put everything in one large room or dig out small rooms for each workshop and stockpile. Once you've dug out your rooms, set your miners to work by adding a z-level or two to the staircase. Hopefully you'll obtain some stone by doing this, which will be useful eventually. While your miners are busy, use {{K-|b|o}} to build the workshops, using whatever building material you have. If you are still digging in soil and don't have stone yet, just use wood; the material really doesn't matter in this case. Be sure that your craftsdwarves still have labors corresponding to each workshop enabled (see [[#Labor and work details|Labor and work details]] above) so they will begin construction. (Dwarves already busy mining or hauling may not immediately stop to construct workshops; if you like, you may temporarily disable other labors in order to jumpstart workshop construction.) If the construction of any building gets &amp;quot;suspended&amp;quot; click on the workshop and click &amp;quot;Resume construction&amp;quot; to unsuspend it. (This can happen if another dwarf or object is blocking the way. See [[#&amp;quot;Garbage&amp;quot; Dumping|Garbage Dumping]] below if you find you need to remove an object.)&lt;br /&gt;
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{{TipBox2|float=right|titlebg=#0a0|Too Good for Menial Peon Work|Certain labors are crucial in setting up a fort. At some point you may want to disable less important labors such as hauling for dwarves with the crucial skills of mining, masonry, architecture, carpentry, mechanics, and maybe others. You want these dwarves working on creating beds, doors, and trap components before hauling stone and cleaning.}}&lt;br /&gt;
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Click on your stoneworker's shop and queue up one [[table|table]] and one [[throne]]/chair. You will find out why you need these in a second, but now is a good time to start building them. If you still don't have any stone at this point just use wood at the carpenter's workshop.&lt;br /&gt;
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At this point, it is a good idea to build a few [[wheelbarrow]]s to make hauling large objects (particularly stone) more efficient. Queue up 2 or 3 at the carpenter's workshop. (Wheelbarrows are located near the bottom of the list, you will need to scroll all the way down.) While the wheelbarrows are being built, click on your stone stockpile and click the barrel icon, and increase &amp;quot;Max wheelbarrows&amp;quot; to 3. Your dwarves will automatically move wheelbarrows to the stockpile once they are built.&lt;br /&gt;
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===''&amp;quot;Where did I build that ____?&amp;quot;''===&lt;br /&gt;
As you build workshops, furnaces, Trade Depot, other buildings, rooms and even zones, you may start to lose track of where they all are -- or where they're supposed to be built, but some dwarf is too busy eating/drinking/hauling. There are a couple of commands available from the main UI that will help you locate what you built.&lt;br /&gt;
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* You can View {{K|P}}laces and click the &amp;quot;Workshops&amp;quot; tab to see a Building List, and also Zoom to the building/item, or view the building's tasks.&lt;br /&gt;
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* For incomplete buildings/constructions, you can also open the {{K|t}}ask list and then recenter on the partially constructed building to find the intended location.&lt;br /&gt;
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{{clear}}&lt;br /&gt;
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== Brewing ==&lt;br /&gt;
You'll need [[barrel]]s to store drinks for your dwarves. Queue up two or three barrels in your carpenter's workshop. (If you run out of wood at any point, cut down another tree or two outside). If a lack of wood cancelled a job, you will need to queue the job again. Go back to your still and order some drinks to be brewed. Each drink requires one barrel and one edible plant, such as a plump helmet. Even if none of yours have been harvested yet, you should have some left over from embark. Also, brewing plump helmets creates ''two'' seeds from one plant, which makes plump helmets an excellent choice for a beginning fortress. Five barrels should be plenty for now (each plant makes 5 &amp;quot;units&amp;quot;, or servings, of booze, and dwarves don't need to drink too often, so 30 units should last you a whole year. When the stocks get low, you'll probably want to start queueing up more drinks to be made (you should have more empty barrels by then)).&lt;br /&gt;
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==&amp;quot;Garbage&amp;quot; Dumping==&lt;br /&gt;
{{main|Garbage dump}}&lt;br /&gt;
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'''Note that garbage is not the same thing as refuse.''' [[Stockpile#Refuse|Refuse]] is [[Miasma|rotting stuff]]. Garbage is anything you designate to be hauled to a [[Activity_zone#Garbage_Dump|garbage dump]], even important things that aren't really garbage. Think of your garbage dump zone as a way to specify that objects you select will be brought to a specific area.&lt;br /&gt;
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[[File:DFwikiGarbageDump.png|thumb|right| The garbage dump icon in-game.]]&lt;br /&gt;
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Press {{K|z}}, click on &amp;quot;Garbage Dump&amp;quot;, and create a 1x1 activity zone somewhere near your mason's and mechanic's workshops. Unlike stockpile areas where you are limited to storing one object per tile, any number of items may be piled in a garbage area. That means you will only need one tile to hold as much &amp;quot;garbage&amp;quot; as you like.  Although many of the room sizes in this guide are suggestions, think of the 1x1 garbage dump size as mandatory.  At some point you will probably want to retrieve an important item from your garbage dump, and the more tiles your dump contains, the harder it will be to find anything in it. Press {{k-|i|p}} to select the mass dump/forbid tool. Select a rectangle over the loose stones cluttering up your living area (if there are any – this often isn't a problem yet if you've built your fort in a soil layer). This will designate this stone to be transported to a garbage dump zone. Be sure not to designate the stone in your stockpiles by mistake, since that will only cause your dwarves to perform unnecessary hauling. Once the stone from your living area has been moved there, it will be set as [[Forbid|forbidden]]. Before it can be used you will need to unforbid it using {{K-|i|F}} (or just {{K|i}}). Note that dwarves hauling stone (or any large, heavy objects) move slowly, and can take a lot of time to reach their destination. This can be a major waste of time if you designate 50 boulders to be dumped at once. Unless the stone is in the way of something, you don't ''need'' to dump it every time you dig out a new area. Stones lying on the ground don't slow dwarves down at all. If there is a particular dwarf you don't want hauling &amp;quot;garbage&amp;quot;, use the labor menu ({{K|y}}) and select the &amp;quot;Haulers&amp;quot; work detail. From there you can select certain dwarves that you want to haul items. By default, Haulers is set to &amp;quot;Everybody does this&amp;quot;. You might want to exclude Miners from hauling, since they are far more useful when digging than when moving the stone they just dug out.&lt;br /&gt;
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Congratulations! Knowing how to use garbage dump zones puts you head and shoulders above many new players - it takes some people weeks to figure this out.&lt;br /&gt;
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==Trading==&lt;br /&gt;
Not all embark sites have all the resources you need for a successful fortress, but every site has ''something'' you can sell. A talented dwarf can process any useless resource into something valuable, and [[trading]] is a good way to sell those goods.&lt;br /&gt;
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''Note that producing goods creates [[wealth]] and getting too much wealth too fast can have [[Immigration#Migrant_wave_sizes|unwanted]] [[Siege|consequences]].''&lt;br /&gt;
===Trade Depot===&lt;br /&gt;
Build a [[trade depot]] using {{K-|b|T}} in the 5x5 room you created near your entrance. This is where [[caravan]]s will park their stuff and where [[trading]] will take place when one arrives. (as stated earlier, the wagons are 3x3 so the entrance tunnel needs to be at least 3x3 for the wagons to go by). You need at least 3 logs or boulders to build the depot. [[File:DFwikiTradeDepotExample.png|thumb|right|An example Trade Depot.]]&lt;br /&gt;
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===Producing for export===&lt;br /&gt;
While there are some goods that are more valuable, and some that are less valuable, it's a good idea to simply produce/export what you have too much of and to import what you have too little of. &lt;br /&gt;
Generally though, [[Gem]]s and [[Finished goods]] are decent exports for a new player.&lt;br /&gt;
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===Trading===&lt;br /&gt;
Once a caravan has arrived, you can mark the goods you want to sell through the Trade Depot, and your dwarves will begin moving them to the depot. Be careful not to sell wooden items to [[Elf|Elves]]; '''this includes containers:''' even a wooden bin full of metal crafts will make them upset. The same applies to items made of bone and shell (as those involve animal harm). Also note that the traders will want to make a profit off of you. While they're happy with about 200%, the more profit they make on your site, the more goods they will bring next time, so it can be a good idea to give them even better deals.&lt;br /&gt;
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''A more detailed overview of the entire process is [[Trading#Trading_Flowchart|here]].''&lt;br /&gt;
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===What to buy===&lt;br /&gt;
In your first fortress, your priority should be importing some [[food]] and [[alcohol]]. In addition, you might want more [[Meat industry|livestock]], [[seed]]s (comes with a free bag), and - depending on what resources you are missing - additional [[pick]]s, [[barrel]]s, [[wood]], [[bag]]s, as well as [[rope]] and a [[bucket]] (for a well). While you're at it, check if you need an [[anvil]]. Maybe you forgot to bring one, or a [[kea]] stole it. Always having a small supply of ''all 3 kinds'' of [[cloth]], some [[gem]]s, [[leather]], a bit of [[sand]] (free bag!) are handy to have, as those are hard to come by on short notice.&lt;br /&gt;
If you're short on weapons-grade [[metal]] for your military, import not only actual metal [[bar]]s and [[ore]]s, buy ''all'' metal goods you can afford and [[Melt item|melt]] them down in a [[smelter]] to increase your yield.&lt;br /&gt;
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===Troubleshooting===&lt;br /&gt;
Once the depot is built, make sure your depot is accessible. There needs to be a 3-wide passage from the depot to the edge of the map.&lt;br /&gt;
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If you see the message [[Their wagons have bypassed your inaccessible site]] when the merchants arrive, try these solutions:&lt;br /&gt;
* Is the path to the depot (in your fortress) less than 3 tiles wide? If so, expand the entranceway and try again.&lt;br /&gt;
* Are there [[tree]]s blocking a path to the depot outside? Try clearing a path by cutting down a few.&lt;br /&gt;
* Are there [[boulder]]s ({{raw tile|∞|7:0:0}}) blocking the path outside? To remove them easily, you need a [[stonecutter]]. If you selected &amp;quot;play now&amp;quot;, you should have one already. Use {{K|v}} to smooth stone and designate the boulder(s) for smoothing. They should flash this symbol: {{raw tile|┼|7:0:1}}&lt;br /&gt;
* Is the path to the depot only accessible via stairs or did you build traps in the way? Wagons cannot pass traps or stairs, even if they're 3x3 wide.&lt;br /&gt;
* Building a paved [[road]] {{K-|b|n|o}} will stop trees from growing on the wagon path, and can be a good way to ensure that the wagons have an unobstructed path to your depot.&lt;br /&gt;
It's possible that there are multiple obstacles blocking the depot, so this can take some troubleshooting.&lt;br /&gt;
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''The first few times the traders arrive, they will not bring a wagon anyway. They will only start to bring a wagon once your fortress is a [[barony]]. Without a wagon, they will carry much less goods and you can sell them much less, because their carrying capacity is greatly reduced.''&lt;br /&gt;
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== Migrants ==&lt;br /&gt;
{{gametext|Some migrants have arrived.}}&lt;br /&gt;
At some point soon, you'll most likely be getting migrants (if you haven't already). You'll usually get between 5 and 15 migrants in the first 2 waves, which occur sometime during your second and third seasons. See [[/Migrants|this page]] for advice when you receive migrants.&lt;br /&gt;
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== Bedrooms ==&lt;br /&gt;
Up to this point, your dwarves have probably been sleeping on dirt or rock in your fortress. While this is fine for a short time, your dwarves will gradually become less happy if they are forced to sleep without a bed. Under normal circumstances beds can only be made from wood, so be sure to designate some more trees to be cut down if you're short on logs.&lt;br /&gt;
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[[Bedroom design|Designing living quarters]] is largely a matter of personal preference and aesthetic sense. While a few useful designs are discussed here, there are many other options. In general, try to keep the bedrooms close to the stairs, and make your access hallways at least two tiles wide to reduce congestion. &lt;br /&gt;
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=== Location ===&lt;br /&gt;
{{migrated section}}&lt;br /&gt;
Because noise generated from certain jobs (especially mining and woodcutting) can bother sleeping dwarves, doing these jobs within 8 tiles of a sleeping dwarf should be avoided (see [[noise]] for more information). There are two ways of accomplishing this:&lt;br /&gt;
* Placing bedrooms at the end of a hallway at least 8 tiles long will avoid most noise (as long as you are careful to avoid noisy jobs directly above or below the bedrooms).&lt;br /&gt;
* Extending your fortress down several z-levels will also work (9 levels from the surface is a safe choice), although extending a 3x3 staircase takes more work than extending a single hallway.&lt;br /&gt;
Both options work equally well, as long as you are careful to avoid disturbing sleeping dwarves. Ultimately it depends on how you want your fortress to look. &lt;br /&gt;
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=== Layout ===&lt;br /&gt;
Due to the limited resources of a new fortress, setting up a communal sleeping area in a dormitory is often the best short-term solution. However, you can also set up individual bedrooms for dwarves.&lt;br /&gt;
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'''Benefits of individual bedrooms:'''&lt;br /&gt;
* Dwarves are happier with their own bedroom and furniture.&lt;br /&gt;
* Individual rooms can increase your fort's perceived wealth.&lt;br /&gt;
'''Benefits of dormitories:'''&lt;br /&gt;
* Dormitories are easier to set up and expand (only one room is necessary, and each dwarf only requires one bed).&lt;br /&gt;
* Sleeping dwarves are much less likely to be attacked when other dwarves are around them.&lt;br /&gt;
* Multiple dwarves can sleep in a dormitory. In contrast, only one dwarf can ever sleep in a bedroom (dwarves cannot sleep in another dwarf's bedroom, even when unoccupied).&lt;br /&gt;
* Far fewer beds are needed – in a fort of 50 dwarves, for example, around five dwarves will be sleeping at a time (on average). A dormitory, therefore, rarely requires above ten beds, while individual bedrooms would require 50 beds to be built.&lt;br /&gt;
* Even when all of the beds are occupied, dwarves will still sleep in the general area of the dormitory. This is more convenient than having dwarves sleeping all over your fort.&lt;br /&gt;
For now, setting up a dormitory is easiest (although you can change this later, if you feel the need to).&lt;br /&gt;
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=== Building ===&lt;br /&gt;
Queue up as many beds as you need in a carpenter's workshop (no more than 3 or 4 should be necessary for a dormitory). Build the beds with {{k-|b|f|b}}. You can check &amp;quot;Keep building after placement&amp;quot; to place multiple beds. (As long as your furniture/general-purpose stockpile isn't full yet, dwarves will store beds in them as they are finished, so there may be a delay before they're available to be built.)&lt;br /&gt;
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'''Setting up a dormitory:'''&lt;br /&gt;
# Dig out an empty room in the location you selected.&lt;br /&gt;
# Open the {{K|z}}one menu and click on &amp;quot;Dormitory&amp;quot;. Draw a rectangle over the room you dug out.&lt;br /&gt;
# Once you have a bed ready, build it anywhere in your dormitory.&lt;br /&gt;
You can place multiple beds in the dormitory.&lt;br /&gt;
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[[File:DfwikiIndividualBedroomsQuickstart.png|thumb|right|An example of individual bedrooms (with furniture, discussed below)]]&lt;br /&gt;
'''Setting up individual bedrooms:'''&lt;br /&gt;
# Dig out a small room for each bed (the size and shape are up to you, but 2 to 4 tiles generally works best).&lt;br /&gt;
# Build each bed ({{K-|b|f|b}}) in a room when ready&lt;br /&gt;
# Make sure each room is enclosed by a door ({{K-|b|p|r}}). You can make doors at the carpenter's or stoneworker's workshops.&lt;br /&gt;
# Open the {{K|z}}one menu, and click on &amp;quot;Bedroom&amp;quot;.&lt;br /&gt;
# Click &amp;quot;Multi&amp;quot; (instead of &amp;quot;Paint&amp;quot;), and draw a rectangle containing multiple bedrooms. Each room with a bed, enclosed by a door, will be marked as a bedroom.&lt;br /&gt;
You should see {{DFtext|Current owner: Nobody}} in the menu. A dwarf will eventually get around to claiming the bedroom – you don't need to assign each dwarf to a specific bedroom.&lt;br /&gt;
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==Nobles and Administrators==&lt;br /&gt;
Hit the {{k|n}} key to open up the [[Noble|nobles and administrators]] screen.  The most important positions to assign are '''[[manager]]''', '''[[broker]]''', and '''[[bookkeeper]]'''. &lt;br /&gt;
* A '''manager''' will allow you to queue up [[work order]], which will greatly simplify managing your production. &lt;br /&gt;
* A '''bookkeeper''' will allow you to maintain inventory counts on the stoc{{K|k}}s screen so you'll know what you do and don't have. &lt;br /&gt;
* A '''broker''' is necessary to trade with a caravan once one has arrived at your [[trade depot]].&lt;br /&gt;
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===Manager &amp;amp; Bookkeeper===&lt;br /&gt;
Your [[expedition leader]] is a good choice for manager and bookkeeper when starting out. Don't worry that it's just one dwarf doing all this; none of these jobs take very long.&lt;br /&gt;
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:''See [[Stocks]] for a detailed explanation of the stoc{{K|k}}s screen.''&lt;br /&gt;
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===Broker===&lt;br /&gt;
The broker should be another one of your other dwarves (rather than being the same as your bookkeeper) so that they're not too busy doing bookkeeping to actually talk to the traders when a trade delegation arrives.&lt;br /&gt;
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Don't worry about the [[chief medical dwarf]] yet. They will be needed when you set up your [[Healthcare|hospital]] which won't be covered in this guide. Feel free to go check out the [[Healthcare]] guide once you're done. &lt;br /&gt;
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===Offices (Studies)===&lt;br /&gt;
Some of your administrative positions (manager and bookkeeper) require an [[office]] in order to function. If your manager, for example, doesn't have an office, you will not be able to do any of the things that require a manager even though you have one assigned. &lt;br /&gt;
[[File:DFwikiNoblesScreen.png|right|thumb|Nobles screen. The red stuff turns green once an office is assigned.]]&lt;br /&gt;
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Earlier you should have queued up a table and throne in your mason's shop, and they should be done by now. &lt;br /&gt;
# Dig out a room near your sleeping quarters or stockpiles (at least 1x3, no more than 5x5).  &lt;br /&gt;
# Place the furniture in it with {{k-|b|f|r}} (chair) and {{k-|b|f|t}} (table). &lt;br /&gt;
# Wait for the dwarves to install the furniture&lt;br /&gt;
# Using the {{K|z}}ones menu, mark the room as an office, and then assign the office to your expedition leader (who should be both your bookkeeper and manager). &lt;br /&gt;
# Hit {{K|n}} to verify that these positions now have the office they need (if so, the icon next to the position should no longer be red).&lt;br /&gt;
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==Furniture==&lt;br /&gt;
{{TipBox2|float=right|titlebg=#0a0|width=45%|Different Names, Same Thing|As you've noticed, some things have different names based on what they're made of (for example, chairs vs. thrones and chests vs. coffers) even if they're functionally the same (material almost never makes a difference). [[Furniture#Furniture_types_with_multiple_names|Here's a list.]]&lt;br /&gt;
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[[Bed]]s are a notable exception &amp;amp;mdash; they can only be made of wood, which also includes the giant mushrooms in the caverns.&lt;br /&gt;
}}&lt;br /&gt;
Now would be a good time to start building some [[furniture]]. You could queue up all these items directly from your workshops, but why not give your new manager a little practice?&lt;br /&gt;
Using the work {{K|o}}rders menu, click the clipboard icon in the top right to queue up a new job, and type &amp;quot;[[bed]]&amp;quot;, and then select &amp;quot;Make bed.&amp;quot; Click the number sign to set the quantity to around 4 (or more, depending on how many beds you need). Next, queue up at least four [[table]]s, eight [[throne]]s/chairs, and four doors. Make sure you select a material you have – rock or wood will both work for all of these (except beds), so use whatever you have in your stockpiles. If you like, you can also queue up a few wooden [[chest]]s or rock coffers and [[cabinet]]s (which can be used in bedrooms, if you set up individual bedrooms). The tables and chairs will go in your [[dining room]], speaking of which...&lt;br /&gt;
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==Dining and Food Prep Area==&lt;br /&gt;
Right off the main stairwell (any unused area by the staircase will work), create three rooms. One will be for general food storage, one a [[dining room|dining hall]], and one a [[kitchen]]. The kitchen will allow you to make [[Cook#Recipes|prepared food]]. Make the room for the kitchen 5x5. The storage area and dining hall should be larger. Ideally, leave empty space on at least one side of your dining hall so that it can be expanded later if necessary.&lt;br /&gt;
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[[File:DFwikiDiningFoodPrepExample.png|right|thumb|Dining level with dining hall (east), kitchen (north), storage area (west), fishery, butcher's workshop, and tanner's workshop (south).]]&lt;br /&gt;
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Use {{K-|b|o|f|k}} to build the kitchen in the middle of the 5x5 room. Use {{k|p}} to create food stockpiles in the remaining space around it, as well as the entire food storage room. Go back to your general-purpose stockpile on the top level and change the settings to disable food (click &amp;quot;Food&amp;quot; then click &amp;quot;None&amp;quot; in the center column). This will cause any food in your general purpose stockpile to get moved to your new food-only stockpiles. Hit {{K|y}} and select ''[[Kitchen]]'' from the top of the screen, then disable all cooking for plants, and enable brewing for them so that they will only be used for brewing. Also disable alcoholic beverages for cooking, otherwise your cooks will waste perfectly good hooch in their cooking. The only time you might want to use alcohol in cooking is when you have lots of booze but are running out of food. If you plan to do any fishing, dig out another area and create a [[Fishery]] on this level so the uncleaned fish your fisherdwarf just caught can be cleaned (gutted) for consumption or cooking. If you plan to do any hunting or [[Status#Animal_Status_Screen|slaughter]] any animals, create a [[Butcher's shop]] on this level so animal corpses can be butchered. The fishery/butcher's shop can be placed behind the kitchen or the general food stockpile, for example. A door is recommended for the butcher's shop in order to contain [[Miasma]] should something rot, and to otherwise avoid offending squeamish dwarves. Eventually, go check out the subpage on [[/Stockpiles/]] for more information on fine-tuning these stockpiles for maximum efficiency. For now you can safely procrastinate on this and move on to the next section.&lt;br /&gt;
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==Placing Furniture==&lt;br /&gt;
Once your furnishings are complete, you need to place them in rooms using the build furniture ({{K-|b|f}}) command. Put the new chai{{K|r}}s and {{k|t}}ables in the dining room. If you like, you can add doors for aesthetics (they can be useful in case something starts rotting in your food stockpiles). If you created chests and cabinets, you can add them to each room if you want, but it is not urgent now.&lt;br /&gt;
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==Meeting Hall==&lt;br /&gt;
Add a Meeting Area {{K|z}}one in the dining room. This will cause idle dwarves to hang around in the dining hall. You want idlers in a central location, close to where you will be placing your emergency drawbridge levers. You should probably remove the temporary meeting area (and any other meeting areas that you created earlier).&lt;br /&gt;
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==Checking Supplies==&lt;br /&gt;
{{TipBox2|float=right|titlebg=#a00|Hostile Wilds|Before turning on either hunting or fishing, examine the {{K|u}}nits screen to see if there are any dangerous critters your hunters/fishers need worry about. With hunting especially, you may need to check this screen frequently.}}&lt;br /&gt;
Use the [[stocks|stoc{{K|k}}s]] screen to check your stock levels. How much food and booze do you have left? You only have unprepared food at this point, and the booze you brought with you, but soon you will be making more. If you are running low on food, you can designate gathering some [[shrub|outdoor plants]], [[Status#Animal_Status_Screen|slaughter]] some animals, turn on [[fishing]], or turn on [[hunting]] to tide you over for a bit. Hunting and slaughtering animals both require a butcher's shop.&lt;br /&gt;
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==Brewing and Cooking==&lt;br /&gt;
Once your first crop of plump helmets starts to come in, you will want to start [[brewing]] as a [[repeat]]ing task. Also, now would be a good time to start [[cooking]] actual meals rather than forcing your dwarves to eat raw food. Cooking [[Cooking#Recipes|easy meals]] will train dwarves faster, but they may be happier with [[Cooking#Recipes|lavish meals]]. So, you might want to cook easy ones until your cook or cooks skill up to a certain point then have them start making lavish meals. Prepared food is cooked from two (easy), three (fine), or four (lavish) raw food/alcohol ingredients. Each prepared food item will be called a 'something' (for instance, a specific animal meat) &amp;quot;biscuit&amp;quot;, &amp;quot;stew&amp;quot;, or &amp;quot;roast&amp;quot; depending on the lavishness of the meal.&lt;br /&gt;
&lt;br /&gt;
{{TipBox2|float=right|titlebg=#0a0|Conserving Resources|Some things absolutely require wood (like beds and charcoal), but others can be made out of more common materials like stone. For this reason it's best, especially in the beginning, to make everything that you can out of stone. For example, you could make wood chests and barrels, but stone coffers and rock pots would let you save wood for things that require it and help you rid yourself of all that stone. And if you decide you want solid gold chests or something later when you have more resources, you can always throw out the rock coffers.}}&lt;br /&gt;
Speaking of booze, in order to keep the booze flowing, you will need to create some [[barrel]]s, or some stone [[pot]]s. Your dwarves should have emptied a few barrels by now to get you started, but you will definitely need more. A ''lot'' more.  If you have an abundance of trees, then you can designate some more for cutting, and have your carpenter make a bunch of wooden barrels, but it may be more prudent to make a [[Craftsdwarf's workshop]], make sure someone has the [[Stonecrafting]] labor enabled, and build a bunch of rock pots. (Rock pots are essentially barrels made of rock.) And don't worry that you've made too many; you almost can't get enough of them. Keep checking your food and drink stock levels on the status bar at the top of the screen periodically. While cooked food (properly stockpiled) and alcohol don't spoil, there is really no need to stock 2,000 units of dwarven wine at this point. Ten times the number of drinks and meals as you have dwarves is more than enough. If you start running out of food or drinks, designate some wild plants for harvesting, [[Status#Animal_Status_Screen|slaughter]] some of your animals, start hunting or fishing, or start more farms. (Actually, now would be a fine time to make another 3x3 farm. Set it to produce [[sweet pod]]s in the spring and summer, [[cave wheat]] or [[pig tail]]s (your choice) in the fall (autumn), and [[plump helmet]]s in the winter. Having multiple types of plants will give your dwarves more variety in their food and drink, keeping them from [[Thought|grumbling]].)&lt;br /&gt;
&lt;br /&gt;
==Storage Space==&lt;br /&gt;
{{TipBox2|titlebg=#0a0|float=right|Advanced Stockpiling|Check out the [[/Stockpiles|Stockpiles]] sub-page for more information on fine-tuning your stockpiles, especially in the food production area. This is somewhat complicated and it can safely be skipped if you don't feel like tinkering with stockpiles right now.}}&lt;br /&gt;
You should probably start making some wooden '''[[Bin|bins]]''' to help you store more stuff in less space. You might not need them yet, but you certainly will later. Bins are somewhat like barrels/pots, but they can store things other than just food and drink. Bins will also reduce the amount of labor needed to [[haul]] things to your trade depot or other stockpiles. So designate some more trees to be chopped down and queue up some bins. As with barrels and pots, you almost can't have enough bins.&lt;br /&gt;
&lt;br /&gt;
=Beyond a Minimal Fortress=&lt;br /&gt;
&lt;br /&gt;
By now you should have your main entrance created, along with a farm, general-purpose stockpile, refuse pile (for trash), and [[trade depot]]. Somewhere you should have a mason's shop, a mechanic's shop, a carpenter's shop, and a jeweler's shop, surrounded by appropriate storage piles with garbage zone (for excess stone). You should also have a furnished dining area with kitchen, still, and food storage, and a residential area with furnished bedrooms and an office. You should have selected your administrators, and might even have an optional fishery, butcher's shop, craftsdwarf's workshop, or other stuff. At this point, you have all the components of a minimal but functional fortress! Your next steps will be to make it safer and better-protected, to set up your [[metal industry]], and later to prepare your [[military|militia]].&lt;br /&gt;
&lt;br /&gt;
==Traps==&lt;br /&gt;
Start producing '''[[mechanism]]s''' at your [[mechanic's workshop]]. Queue up ten. After they are built, use them to create [[Trap#Stone-fall_Trap|stone fall traps]] using {{k-|b|t|t}}. Be sure not to block access to your depot! Queue up some [[cage]]s, and more mechanisms, and use these to create some [[Trap#Cage_Trap|cage traps]] right after your stone traps. Cage traps are incredibly effective at stopping ambushers, but traps in general will not protect you from [[thief|thieves and kidnappers]] who will almost always bypass them. (To deal with these ambushers, see the next section on [[#Guard Animals|guard animals]]). Continue to fill up your entry hall with alternating rows of stone and cage traps as the parts become available. Ideally you want to have enough cage traps to take out most of the [[goblin]]s so your military will only have to mop up.&lt;br /&gt;
&lt;br /&gt;
Note that traps will block wagons from reaching your trade depot (although pack animals will still arrive safely). A few ways to avoid this are shown below:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;diagram&amp;gt;&lt;br /&gt;
[#1:1]^^^^^&lt;br /&gt;
[#2:1].....&lt;br /&gt;
.....&lt;br /&gt;
.....&lt;br /&gt;
[#1:1]^^^^^&lt;br /&gt;
&amp;lt;/diagram&amp;gt;&lt;br /&gt;
|A simple strategy, most useful above ground where invaders can come from the sides – underground, this is less useful (invaders don't tend to emerge from the walls). &lt;br /&gt;
'''Legend:''' In this diagram and the one below, traps are blue {{DFtext|^|1:1}} (^) symbols, and the green {{DFtext|.|2:1}} and red {{DFtext|.|4}} (.) symbols represent the ground and cave floor.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;diagram fg=&amp;quot;4:0&amp;quot;&amp;gt;&lt;br /&gt;
░░░░░░░░░&lt;br /&gt;
░.......░&lt;br /&gt;
░.......░&lt;br /&gt;
░.......░&lt;br /&gt;
....[#1:1]^[#]....&lt;br /&gt;
....[#1:1]^[#]....&lt;br /&gt;
....[#1:1]^[#]....&lt;br /&gt;
░░░░░░░░░&lt;br /&gt;
&amp;lt;/diagram&amp;gt;&lt;br /&gt;
|A more complex design, but also extremely effective (best used underground). The majority of invaders will choose to take the shortest path, directly through the traps. This can also be extended to make a wider group of traps of a longer safe route.&lt;br /&gt;
&lt;br /&gt;
This is relatively easy to implement if you already have a 3-tile wide hallway – just dig a small loop off it and place traps in the old location.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note that this is only necessary when caravans can't get to your trade depot, because the hallway is filled with traps - if your trade depot is not behind a trap-lined hallway, you can safely make a hallway full of traps - citizens won't trigger traps.&lt;br /&gt;
&lt;br /&gt;
If you place a trap somewhere you didn't mean to, remove it by clicking on it and selecting &amp;quot;Remove this building&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Guard Animals==&lt;br /&gt;
Create one 1x1 [[pasture]] near the beginning of your entryway, in the middle tile, using {{K|z}}. Assign a [[dog]] or other non-grazing animal to it. This animal will spot thieves and raiders before they gain entrance to your fortress. Try to pick a disposable animal, as it ''will'' be slaughtered by the first ambush raiders. Ideally, don't assign female animals; you want them safe for [[Meat industry#Breeding|breeding]] (you should make sure to keep at least one male around for breeding as well).&lt;br /&gt;
&lt;br /&gt;
==Drawbridge==&lt;br /&gt;
In case of an [[ambush]] or [[siege]], you will want to close up your fort, keeping the goblins out until your [[squad]]s have formed up and are in position. Therefore, you can build a [[Bridge|drawbridge]] ({{k-|b|n|b}}) to seal off your entryway. Make sure to set the draw direction, which then forms a barrier to block enemy ranged units. If you don't get the orientation of the bridge correct, it will just retract (disappear) instead of raising up, allowing enemy ranged units to fire across. &lt;br /&gt;
&lt;br /&gt;
Put the drawbridge between the trade depot and the hall-o-traps so you can lock things out of the fort. Build a lever ({{k-|b|m|l}}) near your meeting area and [[Lever#Linking|link]] it to the drawbridge by clicking on the lever and selecting &amp;quot;Link lever&amp;quot;. (This linking will require 3 [[mechanisms]] in total.)&lt;br /&gt;
&lt;br /&gt;
==Metal Industry==&lt;br /&gt;
[[File:DFwikiForgesandSmeltersExample.png|thumb|right|Level -2: Forge and smelters with bars stockpile in the middle.]]&lt;br /&gt;
Now, below your first workshop level, dig out four more 5x5 rooms around the stairwell. Three of these will be [[smelter]]s ({{k-|b|o|u|l}}), and one a [[metalsmith's forge]] ({{k-|b|o|i}}). Designate stockpiles for bars around the smelters and forge. The bar stockpiles will hold [[Fuel|coke and charcoal]] and metal [[bar]]s. You will probably need larger bar stockpiles, but you can dig out more space and expand them later. Also dig out some space and create a stockpile for [[ore]] somewhere nearby. To make an ore stockpile, designate a stone stockpile, then change the settings on it to forbid all types of stone other than ore. Finally, go to your general-purpose stockpile on the top level and disable Bars. Stone should already be disabled on this stockpile, and if so, then ore is already disabled for it.&lt;br /&gt;
&lt;br /&gt;
===Wood Burning===&lt;br /&gt;
Somewhere near your carpenter's shop, near your wood stockpile, dig out an area and build a [[wood furnace]] ({{k-|b|o|u|f}}).  This is where you will create charcoal (see below) and ash (for making soap). Dwarf Fortress has two forms of carbon which are useful as [[fuel]] in the metal industry: ''charcoal'' (which is charred wood), and ''coke'' (refined coal).  They are completely interchangeable.  If your map has a lot of '''lignite''' or '''bituminous coal''', you can process that into coke, using charcoal to jump-start the process. If you don't find coal on your map, you'll need to either dig down to [[magma]] or make charcoal out of wood to run your forges and smelters, but don't worry about this yet. You need to do some digging around.&lt;br /&gt;
&lt;br /&gt;
===Mining===&lt;br /&gt;
{{TipBox2|float=right|titlebg=#0a0|&amp;quot;I have struck what?&amp;quot;|New players who don't have a degree in geology usually find themselves confused as to what all these mineral names mean. In DF you'll never strike &amp;quot;iron ore&amp;quot; but you will strike [[magnetite]] or [[limonite]] which are [[ore]]s of [[iron]]. If you don't know that these things are ores of iron then it obviously won't occur to you to try to smelt iron. See '''''[[The Non-Dwarf's Guide to Rock]]''''' to help you figure out exactly what you've found.}}&lt;br /&gt;
At this point you want to start looking for metal ore. You may have already found some while digging out rooms, in which case you can just mine into the walls of the rooms to get more ore. If you haven't found ore yet or you want to see what else you can find, you will need to dig [[Exploratory mining|exploratory tunnels]] looking for ores, minerals, and [[gem]]s. For now just start digging tunnels out from your stairwell or rooms in all directions and see what you run into. Note that digging into '''damp stone''' or '''warm stone''' is not recommended as those areas may be holding back water or lava which can flood your fort.&lt;br /&gt;
&lt;br /&gt;
===Fuel===&lt;br /&gt;
Whether you find [[coal]] or not, you will need to burn wood into at least one unit of [[charcoal]]. If you find some coal ([[lignite]] or [[bituminous coal]]), start your [[smelter]]s out processing it into [[coke]] using your charcoal to get things started. From then out you can burn coke to make more coal into more coke and so on. Put these coke-making jobs on repeat. Only use one smelter to begin with, but you should be getting a group of [[Immigration|immigrants]] fairly soon, if you haven't already, and you can put them to work in the other smelters. Don't give up on finding coal right away. Dig around for a while and if you're starting to get impatient then burn some more wood into charcoal, smelt some ore, and make some [[weapon]]s. If you rely on charcoal for fuel then you'll be needing a ''lot'' of wood, so in that case dig out another room near the furnace and create a wood stockpile. You might also want to just remove a smelter, replace it with a [[wood furnace]], and create the new wood stockpile down in the smelting area. Finally, go designate more trees for chopping.&lt;br /&gt;
&lt;br /&gt;
===Forging===&lt;br /&gt;
{{TipBox2|float=right|titlebg=#0a0|Alternative Energy|If you don't find coal then you will have to continue to burn wood into charcoal, or dig down to the bottom of the map and find the magma sea so you can power [[magma smelter]]s and [[magma forge]]s. Getting to magma can be difficult for various reasons that you will discover, so make sure you are ready for some trouble before you go that direction. Burning charcoal should work out okay in the short term.}}&lt;br /&gt;
Once you have smelted some ore to get metal bars, and have additional bars of either coal or charcoal, you can start forging metal items. Here are some suggestions on what to make first:&lt;br /&gt;
#'''[[Pick]]s''' - You may have only started out with one pick which limits the number of miners you have to one. By this point you are probably wishing you had more miners. Make a few picks and give some dwarves the mining labor once you get some immigrants. It doesn't matter what metal you use to make picks, at least when it comes to mining, so even copper is perfectly good.&lt;br /&gt;
#'''[[Weapon]]s''' - Picks actually make pretty good weapons, but there can be some issues equipping them because they're tied to the mining labor. You may want to make a few axes. They make good weapons, at least against most lightly armored opponents you're likely to encounter first, and can be used to chop trees. Start with 5 or so.&lt;br /&gt;
#'''[[Armor]]''' - You're going to want some armor. Start with mail shirts, helms, leggings, then gauntlets and boots. Start with 3 or so of each in the order listed, then make more later when your military grows.  Also make some shields out of wood, unless you're swimming in metal (since the shield's material doesn't matter for defensive purposes).  Once you have the essentials covered, you can include breastplates (but they take 3 bars of metal to make, and they don't cover as much of the torso and arms as a mail shirt). &lt;br /&gt;
An important thing to note is that mail shirts protect the upper leg as well as the torso and arms, and high boots protect the lower leg. As dwarves have no knees (at least in military terms), high boots and mail shirts are sufficient to protect your dwarves' legs.&lt;br /&gt;
[[Steel]] is the best normal metal to make armor and most weapons out of, but you will likely find that you want some arms before you can make steel. [[Iron]] is good, as is [[bronze]]. [[Copper]] is not ideal, but it still works and is better than no metal weapons/armor at all.&lt;br /&gt;
&lt;br /&gt;
==Gemcutting and Trinkets==&lt;br /&gt;
[[File:DFwikiCraftsExample.png|thumb|right|A craftsdwarf workshop. They produce crafts and trinkets which can be traded in a Depot.]]&lt;br /&gt;
You should have uncovered some [[gem]]s by now, so put your [[jeweler]] to work [[Gem cutter|cutting]] them. These will be used for [[Trading|trade]].  Only buy things that you need in the first year. [[Finished goods|Stone crafts]] produced by a craftsdwarf can make good trading goods as well. To get enough goods, you will need to dedicate a craftsdwarf's workshop and craftsdwarf to this task full-time, but you're very unlikely to ever run out of stone.&lt;br /&gt;
&lt;br /&gt;
==Sticking to the Plan==&lt;br /&gt;
{{TipBox2|float=right|titlebg=#a00|Getting Distracted|Say one of your new immigrants turns out to be a legendary weaver. Should you plant some pig tails and create a loom for him? '''No!''' Put his legendary butt to work smelting metal or something that's part of your current industry even though he has no skill at it. Do not split your efforts yet. You can make use of his unique talents later when you can afford to diversify your industry.}}&lt;br /&gt;
Metalsmithing will be your primary economic activity, with cutting gems (and possibly making stone crafts) being used to give you some short-term [[wealth]] until the [[metal industry]] gets going. This means you will need miners, haulers, smiths and furnace operators. Unless a dwarf is doing something else vital to the proper functioning of your fort, such as training in the militia, making traps, cooking food, and so forth, they should be doing one of those four things.&lt;br /&gt;
&lt;br /&gt;
==Wealth and Invasion==&lt;br /&gt;
{{TipBox2|float=right|titlebg=#a00|Crafting Invitations for Trouble|Creating too much wealth initially is a sure fire method of pulling down a goblin ambush that you are ill-equipped to deal with. Titans will also start attacking you should your wealth go over a certain amount. For this reason, spend no time smelting gold, smoothing, or engraving anything yet. Most of the wealth you create in the beginning should be the [[weapon|sharp pointy kind]].}}&lt;br /&gt;
You may have struck [[gold]] or some other valuable metal, and you may be tempted to put your furnaces and smiths to work creating valuable metal crafts. Don't do it! Until you have your militia formed and fully equipped with armor and weaponry, your smelters and forge should be doing nothing else but smelting cheaper materials like coal, iron, making pig iron and steel if possible, and making weapons and armor. Making [[steel]] will actually increase your wealth quite a bit, but at least you can stab and beat things to death with steel; you can't make weapons from gold.&lt;br /&gt;
&lt;br /&gt;
=Military=&lt;br /&gt;
&lt;br /&gt;
Your '''military''' is an important part of fortress defense. Unless you have totally cut yourself off from the outside world, then you will want at least some sort of military. Once you reach this point, you should hopefully have enough dwarves to start a small military training program. You will need at least 5 dwarves who aren't otherwise doing anything important. If you don't have any spare dwarves yet, or just don't want to mess with it yet, just skip to the next section and come back to this later. Don't wait too long to set up your military though; you especially will want soldiers before you reach a population of 80 dwarves. (You will find out why.) When you're ready to start up your military, see the [[Military quickstart]] guide.&lt;br /&gt;
&lt;br /&gt;
= What Next? =&lt;br /&gt;
&lt;br /&gt;
Congratulations! If you've made it this far then you have a self-sustaining fort going and can now start to branch out into whatever you are interested in exploring. Expect some goblin invasions, forgotten beasts, titans, dragons, giants, and other creatures to interrupt your activities at various points. This is part of the [[fun]].&lt;br /&gt;
&lt;br /&gt;
Here are some things that people almost always do eventually, though not necessarily in any particular order (these are somewhat essential):&lt;br /&gt;
*Build [[coffin]]s and a graveyard or [[tomb]]s for dead dwarves and pets&lt;br /&gt;
*Set up a [[Healthcare|hospital]]&lt;br /&gt;
*Build a [[well]]&lt;br /&gt;
*Start producing [[textile industry|clothing]] to replace [[wear|worn-out attire]]&lt;br /&gt;
*Build a [[jail]] for unruly dwarves&lt;br /&gt;
*Set up [[Scheduling#Alert_Levels|civilian alerts]] to get civilians to a safe area during ambushes and sieges&lt;br /&gt;
&lt;br /&gt;
Here are some things that players often do as their population grows:&lt;br /&gt;
*[[Smoothing|Smooth]] and [[engraving|engrave]] walls and floors&lt;br /&gt;
*Produce [[Meat industry|Meat]], [[Egg production|eggs]], milk and [[Beekeeping industry|honey]]&lt;br /&gt;
*Continue to expand the [[military]]&lt;br /&gt;
*Explore new [[Industry|industries]]&lt;br /&gt;
*Dig down to the [[caverns]] and create a defended lower entrance with traps to defend the fort against the [[creatures|denizens]] below&lt;br /&gt;
*Enable [[Animal training]] for a dwarf and train some war animals&lt;br /&gt;
*Build a [[Mass pitting]] system to dispose of caged enemies&lt;br /&gt;
*Build above-ground [[construction]]s such as an archery tower or garden&lt;br /&gt;
*Create a [[statue|statue garden]] or [[zoo]]&lt;br /&gt;
*Farm in an [[Farming#Above-ground_farming|above-ground farm plot]]&lt;br /&gt;
*Dig down to [[magma]] and set up [[magma forge]]s and [[magma smelter]]s to avoid the need for fuel&lt;br /&gt;
*Build [[machine component]]s to pump magma and water&lt;br /&gt;
*Create more [[Trap design|elaborate traps]] such as magma and drowning chambers&lt;br /&gt;
*Try some [[stupid dwarf trick]]s&lt;br /&gt;
&lt;br /&gt;
You may also want to just read over the [[Dwarf fortress mode|Fortress Mode Reference Guide]] and the many other very useful documents on the wiki to give you other ideas of what to do.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that how you play is not set in stone. Some people never defend, some start a [[Megaprojects|megaproject]] right after settling, some never dig and just build an above ground castle or town using logs. Some never smelt ore, some start smelting as soon as they arrive. Some make their home in the dangerous natural caverns. Some deal with invaders by flooding the map or isolating themselves completely. And that's not even considering the [[List of mods|mods]] and some of the crazier [[challenges]] that people have come up with. There's really no one &amp;quot;right&amp;quot; way to play DF.&lt;br /&gt;
&lt;br /&gt;
= Feedback =&lt;br /&gt;
If you have any feedback on this guide, you can leave a message on the [[{{TALKPAGENAME}}|talk page]] for this article.&lt;br /&gt;
&lt;br /&gt;
{{Getting Started}}&lt;br /&gt;
{{Category|Fortress mode}}&lt;br /&gt;
{{Category|Quickstart guide}}&lt;br /&gt;
&lt;br /&gt;
[[ru:Быстрый старт]]&lt;br /&gt;
[[zh:Quickstart guide]]&lt;/div&gt;</summary>
		<author><name>Qwiption</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Olivine&amp;diff=257839</id>
		<title>Olivine</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Olivine&amp;diff=257839"/>
		<updated>2021-04-23T19:24:53Z</updated>

		<summary type="html">&lt;p&gt;Qwiption: clarified that Olivine doesn't contain platinum, just that the native platinum may be found within veins of olivine&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|18:32, 11 November 2017 (UTC)}}&lt;br /&gt;
{{stonelookup/0}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Olivine''' is one of many low [[value]] minerals that are [[magma-safe]], and can be used for floodgates and mechanisms used for the controlling of magma. It is also one of the few minerals that may contain veins of [[native platinum]] (the other being [[magnetite]]).&lt;br /&gt;
&lt;br /&gt;
Items built using olivine will be dark green.&lt;br /&gt;
&lt;br /&gt;
==In real life==&lt;br /&gt;
Olivine is a magnesium iron silicate mineral with the chemical formula (Mg,Fe)&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt;SiO&amp;lt;sub&amp;gt;4&amp;lt;/sub&amp;gt;.&lt;br /&gt;
It is defined by its bright green color. Gem-quality examples of the mineral are called [[peridot]].&lt;br /&gt;
&lt;br /&gt;
It is also the most common rock in the world, taking up an estimated 80% of the world's volume, of course most of this is in the mantle 7km underground in the sea and an average 35km beneath the continent, most frequently as an olivine-rich ultramafic rock known as peridotite.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Green sand close up.jpg|Green sand, or fragmented olivine. Some fragments are loose and some are visibly still embedded in the black lava rock below&lt;br /&gt;
File:Mineral Olivino GDFL046.jpg|Olivine crystals in peridotite&lt;br /&gt;
File:Olivine magnesium iron silicate Jackson County, North Carolina 3059.jpg|Brighter olivine&lt;br /&gt;
File:Olivijn.gif|Small olivine pieces&lt;br /&gt;
File:Olivine-23909.jpg|Olivine, clear high quality crystals are called peridot if they are gem-quality&lt;br /&gt;
File:Olivine (peridot).jpg|Another sample of olivine/peridot&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{stones}}&lt;/div&gt;</summary>
		<author><name>Qwiption</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Instrument&amp;diff=257771</id>
		<title>Instrument</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Instrument&amp;diff=257771"/>
		<updated>2021-04-15T02:29:42Z</updated>

		<summary type="html">&lt;p&gt;Qwiption: /* Instruments in your World */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|18:57, 8 February 2017 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{new in v0.42}}&lt;br /&gt;
{{old}}&lt;br /&gt;
&lt;br /&gt;
An '''instrument''' {{Tile|¿|7:1}}  is a procedurally-generated item used for making music in [[tavern]]s and [[temple]]s.&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
Instruments come in four types defined by the skill necessary for play ([[Keyboardist|keyboard]], [[Stringed instrumentalist|stringed]], [[Wind instrumentalist|wind]], and [[Percussionist|percussion]]). Some instruments are made in a single step like other [[finished goods]], however most instruments are assembled from multiple individual components. (For example, a bell might be one-piece, but a pipe organ would have a keyboard, pipes, bellows, and a body to support it all). Instruments can be either hand-held or stationary. Stationary instruments are built like [[furniture]] with {{k|b}}-{{k|I}} command. Hand-held instruments can be carried around by dwarves or placed in [[coffer]]s in [[tavern]]s or [[temple]]s.&lt;br /&gt;
&lt;br /&gt;
Instruments and their components can be made out of a variety of materials, including [[wood]], [[bone]], [[shell]], [[stone]], [[silk]] [[thread]], [[plant fiber]] [[thread]], [[glass]], [[ceramic]]s, [[metal]], or [[leather]]. Out of those, thread and leather can only be used for components, not for a full instrument. Many of the instruments/components are made in [[craftsdwarf's workshop]]s, however certain types of instruments or components may only be created in more specialized workshops:&lt;br /&gt;
:* [[carpenter's workshop]] for [[wood]] instruments/components&lt;br /&gt;
:* [[glass furnace]] for [[glass]] instruments/components&lt;br /&gt;
:* [[kiln]] for [[ceramic]] instruments/components&lt;br /&gt;
:* [[leather works]] for [[leather]] instruments/components&lt;br /&gt;
:* [[mason's workshop]] for [[stone]] instruments/components&lt;br /&gt;
:* [[metalsmith's forge]] for [[metal]] instruments/components&lt;br /&gt;
&lt;br /&gt;
The {{k|d}}etails menu can be used to select the specific material for most instruments and components. Glass and ceramic instrument jobs do not yet support the details menu; all glass instruments will be made from [[green glass]] in your fortress (though [[caravan]]s can bring instruments or instrument parts made out of other types of glass), and the potter will choose the material for ceramic instruments. Assembling the instrument after all the components are finished is also performed in a craftsdwarf's workshop, and the skill needed to assemble it is defined by the material of the &amp;quot;main&amp;quot; part of the instrument (see &amp;quot;Components&amp;quot;, below).&lt;br /&gt;
&lt;br /&gt;
Any instruments with a single component can be made directly. More complex ones require each instrument piece to first be made separately and then assembled into the final instrument. The option associated with them is &amp;quot;assemble &amp;lt;*instrument*&amp;gt;&amp;quot;. Make a note of  the name of the instrument and enter the manager screen with {{k|j}}-{{k|m}}. Typing in the name of the instrument will show all the pieces required (possibly from other workshops). Single-piece instruments created at other workshops will not be listed in the craftsdwarf's shop; those can be found by checking the potential workshops or scrolling through possible jobs in the manager screen.&lt;br /&gt;
&lt;br /&gt;
During a [[strange mood]], dwarves may create instruments which use improper materials and/or do not include the required components (e.g. a metal-bells-on-a-glass-stand instrument made from wood with spikes of leather).&lt;br /&gt;
&lt;br /&gt;
=== Instrument names ===&lt;br /&gt;
There are no standard instruments or names for them, nor are there intended to be. Specific instruments are semi-randomly generated at [[world generation]] (both their names and the details of any components they are built of), and are usually specific to each [[civilization]]. The stone triangle your dwarves have in this fortress will almost certainly not be the stone triangle you have in the next fortress, nor that their neighbors have in either. This can make remembering the various instruments a challenge - a notepad or equivalent may be handy.&lt;br /&gt;
&lt;br /&gt;
Traders may bring individual components for other instruments from their civilizations, but you will be unable to assemble them into instruments, unless your dwarves have the necessary knowledge for that specific instrument.  In theory, a dwarf can play any instrument if it is complete (but see &amp;quot;usage&amp;quot;, below - they may never want/need to).&lt;br /&gt;
&lt;br /&gt;
In order to find out what instruments are available to your fortress, go to a [[craftsdwarf's workshop]] and look under the instrument section. It will show ''most'' of the available instruments, either as a whole instrument or some individual component. Go to the other workshops (listed above) for any additional instruments. Highlight each individual instrument will show their description and material required.&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
&lt;br /&gt;
Dwarves will use instruments in taverns or temples only if they know a particular song or dance that requires their use.  If you see a dwarf with the job status &amp;quot;Simulate &amp;lt;*instrument name*&amp;gt;&amp;quot; then the dwarf would use that instrument if it were available.&lt;br /&gt;
&lt;br /&gt;
==Components==&lt;br /&gt;
Below are tables of parts that instruments can have and what materials they may require. It should be noted that, for a given world, only one material type is possible for each specific component. Thus, if a given instrument uses a metal keyboard material, it cannot be made using any other materials. Shell is only rarely chosen as a material.&lt;br /&gt;
&lt;br /&gt;
A completely assembled instrument has a very high [[Item value#Base values of items|base item value]].  The [[quality]] of the overall item is determined by the quality of the  &amp;quot;main&amp;quot; part, from which the instrument takes its description, e.g. a ''superior quality black bronze'' stelid. The main part also determines which skill is used to assemble the instrument (bonecarving, glassmaking, leatherworking, metalcrafting, pottery, stonecrafting or woodcrafting).  Main parts are designated by an asterisk (*) in the table below.&lt;br /&gt;
&lt;br /&gt;
===Keyboard===&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! rowspan=2 | Part&lt;br /&gt;
! rowspan=2 | Component name&lt;br /&gt;
! colspan=10| Materials&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!-- ! Materials --&amp;gt;&lt;br /&gt;
! Silk&lt;br /&gt;
! Plant Thread&lt;br /&gt;
! Leather&lt;br /&gt;
! Wood&lt;br /&gt;
! Bone&lt;br /&gt;
! Ceramic&lt;br /&gt;
! Metal&lt;br /&gt;
! Glass&lt;br /&gt;
! Stone&lt;br /&gt;
! Shell&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!--              Part | Component | Silk | Thread | Leather | Wood | Bone | Ceramic | Metal | Glass | Stone | Shell --&amp;gt;&lt;br /&gt;
| rowspan=1 |Keyboard ||Keyboard  ||     ||       ||        ||{{Y}}||{{Y}}||   {{Y}}|| {{Y}}|| {{Y}}|| {{Y}}|| {{Y}}&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=4 |Body*    ||Console   ||     ||       ||        ||{{Y}}||{{Y}}||   {{Y}}|| {{Y}}|| {{Y}}|| {{Y}}|| {{Y}}   &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;!--                --&amp;gt;Chest     ||     ||       ||        ||{{Y}}||{{Y}}||   {{Y}}|| {{Y}}|| {{Y}}|| {{Y}}|| {{Y}}&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;!--                --&amp;gt;Body      ||     ||       ||        ||{{Y}}||{{Y}}||   {{Y}}|| {{Y}}|| {{Y}}|| {{Y}}|| {{Y}} &lt;br /&gt;
|- &lt;br /&gt;
|&amp;lt;!--                --&amp;gt;Case      ||     ||       ||        ||{{Y}}||{{Y}}||   {{Y}}|| {{Y}}|| {{Y}}|| {{Y}}|| {{Y}} &lt;br /&gt;
|-&lt;br /&gt;
| rowspan=3 |Vib      ||Strings   ||{{Y}}||  {{Y}}||        ||     ||     ||        || {{Y}}||      ||      ||&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;!--                --&amp;gt;Bells     ||     ||       ||        ||{{Y}}||{{Y}}||   {{Y}}|| {{Y}}|| {{Y}}|| {{Y}}|| {{Y}}&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;!--                --&amp;gt;Pipes     ||     ||       ||        ||{{Y}}||{{Y}}||   {{Y}}|| {{Y}}|| {{Y}}|| {{Y}}|| {{Y}}&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=2 |Bellows  ||Pump      ||     ||       ||        ||{{Y}}||{{Y}}||   {{Y}}|| {{Y}}|| {{Y}}|| {{Y}}|| {{Y}}&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;!--                --&amp;gt;Bellows   ||     ||       ||   {{Y}}||     ||     ||        ||      ||      ||      ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Stringed===&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! rowspan=2 | Part&lt;br /&gt;
! rowspan=2 | Component name&lt;br /&gt;
! colspan=10 | Materials&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!-- ! Materials --&amp;gt;&lt;br /&gt;
! Silk&lt;br /&gt;
! Plant Thread&lt;br /&gt;
! Leather&lt;br /&gt;
! Wood&lt;br /&gt;
! Bone&lt;br /&gt;
! Ceramic&lt;br /&gt;
! Metal&lt;br /&gt;
! Glass&lt;br /&gt;
! Stone&lt;br /&gt;
! Shell&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!--              Part | Component | Silk | Thread | Leather | Wood | Bone | Ceramic | Metal | Glass | Stone | Shell --&amp;gt;&lt;br /&gt;
| rowspan=1 |Neck     ||Neck      ||     ||       ||        ||{{Y}}||{{Y}}||   {{Y}}|| {{Y}}|| {{Y}}|| {{Y}}|| {{Y}}&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=1 |Frame*   ||Frame     ||     ||       ||        ||{{Y}}||{{Y}}||   {{Y}}|| {{Y}}|| {{Y}}|| {{Y}}|| {{Y}}&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=2 |Body*    ||Body      ||     ||       ||        ||{{Y}}||{{Y}}||   {{Y}}|| {{Y}}|| {{Y}}|| {{Y}}|| {{Y}}&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;!--              --&amp;gt;Sound-chest ||     ||       ||        ||{{Y}}||{{Y}}||   {{Y}}|| {{Y}}|| {{Y}}|| {{Y}}|| {{Y}} &lt;br /&gt;
|-&lt;br /&gt;
| rowspan=1 |Yoke     ||Yoke      ||     ||       ||        ||{{Y}}||{{Y}}||   {{Y}}|| {{Y}}|| {{Y}}|| {{Y}}|| {{Y}}     &lt;br /&gt;
|- &lt;br /&gt;
| rowspan=1 |Strings  ||Strings   ||{{Y}}||  {{Y}}||        ||     ||     ||        || {{Y}}||      ||      ||&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=3 |Prod     ||Bow       ||     ||       ||        ||{{Y}}||{{Y}}||   {{Y}}|| {{Y}}|| {{Y}}|| {{Y}}|| {{Y}}&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;!--                --&amp;gt;Plectrum  ||     ||       ||        ||{{Y}}||{{Y}}||   {{Y}}|| {{Y}}|| {{Y}}|| {{Y}}|| {{Y}}&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;!--                --&amp;gt;Hammers   ||     ||       ||        ||{{Y}}||{{Y}}||   {{Y}}|| {{Y}}|| {{Y}}|| {{Y}}|| {{Y}}&lt;br /&gt;
|- &lt;br /&gt;
| rowspan=1 |Neck_res ||Neck bowl ||     ||       ||        ||{{Y}}||{{Y}}||   {{Y}}|| {{Y}}|| {{Y}}|| {{Y}}|| {{Y}}  &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Wind===&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! rowspan=2 | Part&lt;br /&gt;
! rowspan=2 | Component name&lt;br /&gt;
! colspan=8 | Materials&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!-- ! Materials --&amp;gt;&lt;br /&gt;
! Leather&lt;br /&gt;
! Wood&lt;br /&gt;
! Bone&lt;br /&gt;
! Ceramic&lt;br /&gt;
! Metal&lt;br /&gt;
! Glass&lt;br /&gt;
! Stone&lt;br /&gt;
! Shell&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!--              Part | Component | Leather | Wood | Bone | Ceramic | Metal | Glass | Stone | Shell --&amp;gt;&lt;br /&gt;
| rowspan=2 |Blow     ||Blowpipe  ||        ||{{Y}}||{{Y}}||   {{Y}}|| {{Y}}|| {{Y}}|| {{Y}}|| {{Y}}&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;!--                --&amp;gt;Bellows   ||   {{Y}}||     ||     ||        ||      ||      ||      ||       &lt;br /&gt;
|-&lt;br /&gt;
| rowspan=1 |Bag*     ||Bag       ||   {{Y}}||     ||     ||        ||      ||      ||      || &lt;br /&gt;
|-&lt;br /&gt;
| rowspan=1 |Melody   ||Melody pipe ||      ||{{Y}}||{{Y}}||   {{Y}}|| {{Y}}|| {{Y}}|| {{Y}}|| {{Y}} &lt;br /&gt;
|-&lt;br /&gt;
| rowspan=1 |Drone    ||Drone pipe ||       ||{{Y}}||{{Y}}||   {{Y}}|| {{Y}}|| {{Y}}|| {{Y}}|| {{Y}}&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=2 |Body*    ||Body       ||       ||{{Y}}||{{Y}}||   {{Y}}|| {{Y}}|| {{Y}}|| {{Y}}|| {{Y}}&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;!--                --&amp;gt;Wind-Chest ||       ||{{Y}}||{{Y}}||   {{Y}}|| {{Y}}|| {{Y}}|| {{Y}}|| {{Y}}&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=1 |Pipes*   ||Pipes     ||        ||{{Y}}||{{Y}}||   {{Y}}|| {{Y}}|| {{Y}}|| {{Y}}|| {{Y}}  &lt;br /&gt;
|- &lt;br /&gt;
| rowspan=1 |Horns*   ||Horn      ||        ||{{Y}}||{{Y}}||   {{Y}}|| {{Y}}|| {{Y}}|| {{Y}}|| {{Y}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Percussion===&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! rowspan=2 | Part&lt;br /&gt;
! rowspan=2 | Component name&lt;br /&gt;
! colspan=8 | Materials&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!-- ! Materials --&amp;gt;&lt;br /&gt;
! Leather&lt;br /&gt;
! Wood&lt;br /&gt;
! Bone&lt;br /&gt;
! Ceramic&lt;br /&gt;
! Metal&lt;br /&gt;
! Glass&lt;br /&gt;
! Stone&lt;br /&gt;
! Shell&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!--              Part | Component | Leather | Wood | Bone | Ceramic | Metal | Glass | Stone | Shell --&amp;gt;&lt;br /&gt;
| rowspan=1 |Stand    ||Stand     ||        ||{{Y}}||{{Y}}||   {{Y}}|| {{Y}}|| {{Y}}|| {{Y}}|| {{Y}}&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=8 |Body*    ||Drum      ||        ||{{Y}}||{{Y}}||   {{Y}}|| {{Y}}|| {{Y}}|| {{Y}}|| {{Y}}  &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;!--                --&amp;gt;Chime     ||        ||{{Y}}||{{Y}}||   {{Y}}|| {{Y}}|| {{Y}}|| {{Y}}|| {{Y}} &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;!--                --&amp;gt;Block     ||        ||{{Y}}||{{Y}}||   {{Y}}|| {{Y}}|| {{Y}}|| {{Y}}|| {{Y}} &lt;br /&gt;
|- &lt;br /&gt;
|&amp;lt;!--                --&amp;gt;Bowl      ||        ||{{Y}}||{{Y}}||   {{Y}}|| {{Y}}|| {{Y}}|| {{Y}}|| {{Y}} &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;!--                --&amp;gt;Triangle  ||        ||{{Y}}||{{Y}}||   {{Y}}|| {{Y}}|| {{Y}}|| {{Y}}|| {{Y}} &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;!--                --&amp;gt;Bell      ||        ||{{Y}}||{{Y}}||   {{Y}}|| {{Y}}|| {{Y}}|| {{Y}}|| {{Y}} &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;!--                --&amp;gt;Bar       ||        ||{{Y}}||{{Y}}||   {{Y}}|| {{Y}}|| {{Y}}|| {{Y}}|| {{Y}} &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;!--                --&amp;gt;Ring**    ||        ||{{Y}}||{{Y}}||   {{Y}}|| {{Y}}|| {{Y}}|| {{Y}}|| {{Y}} &lt;br /&gt;
|-&lt;br /&gt;
| rowspan=1 |Head     ||Head      ||   {{Y}}||     ||     ||        ||      ||      ||      ||&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=3 |Mallet   ||Mallet    ||        ||{{Y}}||{{Y}}||   {{Y}}|| {{Y}}|| {{Y}}|| {{Y}}|| {{Y}} &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;!--                --&amp;gt;Hammer    ||        ||{{Y}}||{{Y}}||   {{Y}}|| {{Y}}|| {{Y}}|| {{Y}}|| {{Y}} &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;!--                --&amp;gt;Stick     ||        ||{{Y}}||{{Y}}||   {{Y}}|| {{Y}}|| {{Y}}|| {{Y}}|| {{Y}} &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
: * refers to the &amp;quot;main&amp;quot; part of the instrument - see explanation, above.&lt;br /&gt;
: ** due to an oversight, rings don't actually appear in generated instruments (as of version 0.47.04)&lt;br /&gt;
&lt;br /&gt;
== Instruments in your World ==&lt;br /&gt;
To identify what instruments were created created in your world seed, {{k|q}}uery a Craftsdwarf Workshop and {{k|a}}dd a new task. Scroll down and select &amp;quot;Make Instrument&amp;quot;. Scroll through each instrument, noting the specific material type of each instrument component in the text description 'pop-up'.&lt;br /&gt;
&lt;br /&gt;
==Realism==&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
Due to the procedurally-generated nature of the instruments, it can be expected to see some resemblance to certain real-world instruments such as organs, as many large stationary instruments will include metal pipes and various keyboards as components. It should also be noted that dwarven ingenuity can create instruments that could not be considered playable in the real world, such as the Kat: a small hand-held percussion instrument consisting of a metal block. The &amp;quot;musician&amp;quot; shakes the block. The instrument has a single high pitch.&lt;br /&gt;
Due to the block's only means of producing this high pitch being the displacement of air as it is shaken, it can be inferred that the dwarf shakes the block at several kHz, providing a great source of strength and endurance based [[cross-training]] for [[military]] dwarves.&lt;br /&gt;
&lt;br /&gt;
{{gamedata|title=Single-part instrument - example raws (as extracted from world.dat)|item_layer&lt;br /&gt;
&lt;br /&gt;
[OBJECT:ITEM]&lt;br /&gt;
&lt;br /&gt;
[ITEM_INSTRUMENT:ENT51_INW2]&lt;br /&gt;
	[GENERATED]&lt;br /&gt;
	[SOURCE_ENID:51]&lt;br /&gt;
	[NAME:ushlub:ushlub]&lt;br /&gt;
	[VALUE:50]&lt;br /&gt;
	[SIZE:19000]&lt;br /&gt;
	[MATERIAL_SIZE:3]&lt;br /&gt;
	[BONE_MAT]&lt;br /&gt;
	[SOUND_PRODUCTION:BLOW_AGAINST_FIPPLE:SELF]&lt;br /&gt;
	[PITCH_CHOICE:STOPPING_HOLE_KEY:SELF]&lt;br /&gt;
	[VOLUME_mB:0:10000]&lt;br /&gt;
	[PITCH_RANGE:-1650:2350]&lt;br /&gt;
	[TIMBRE:NOISY:FULL:DARK]&lt;br /&gt;
	[MUSIC_SKILL:PLAY_WIND_INSTRUMENT]&lt;br /&gt;
	[DESCRIPTION:The ushlub is a mid-size hand-held cylindrical bore bone wind instrument with a flared bell. The musician blows into the fipple at one end. The musician selects the pitch by pressing keys to stop holes. The instrument has a three-octave range going from a mid-low to a high pitch. The instrument has a noisy full dark timbre.]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{gamedata|title=Multi-part instrument - example raws (as extracted from world.dat)|item_layer&lt;br /&gt;
&lt;br /&gt;
[OBJECT:ITEM]&lt;br /&gt;
&lt;br /&gt;
[ITEM_TOOL:ENT51_INS1_BODY]&lt;br /&gt;
	[GENERATED]&lt;br /&gt;
	[SOURCE_ENID:51]&lt;br /&gt;
	[NO_DEFAULT_JOB]&lt;br /&gt;
	[INCOMPLETE_ITEM]&lt;br /&gt;
	[UNIMPROVABLE]&lt;br /&gt;
	[NAME:etes body:etes bodies]&lt;br /&gt;
	[VALUE:10]&lt;br /&gt;
	[METAL_MAT]&lt;br /&gt;
	[TILE:155]&lt;br /&gt;
	[UNIMPROVABLE]&lt;br /&gt;
	[SIZE:34200]&lt;br /&gt;
	[MATERIAL_SIZE:3]&lt;br /&gt;
	[DESCRIPTION:The etes body of the instrument vibrates with strings, producing sound.]&lt;br /&gt;
&lt;br /&gt;
item_layer&lt;br /&gt;
&lt;br /&gt;
[OBJECT:ITEM]&lt;br /&gt;
&lt;br /&gt;
[ITEM_TOOL:ENT51_INS1_STRINGS]&lt;br /&gt;
	[GENERATED]&lt;br /&gt;
	[SOURCE_ENID:51]&lt;br /&gt;
	[NO_DEFAULT_JOB]&lt;br /&gt;
	[INCOMPLETE_ITEM]&lt;br /&gt;
	[UNIMPROVABLE]&lt;br /&gt;
	[NAME:etes strings:etes strings]&lt;br /&gt;
	[VALUE:10]&lt;br /&gt;
	[METAL_MAT]&lt;br /&gt;
	[TILE:155]&lt;br /&gt;
	[UNIMPROVABLE]&lt;br /&gt;
	[SIZE:1800]&lt;br /&gt;
	[MATERIAL_SIZE:3]&lt;br /&gt;
	[DESCRIPTION:The etes strings vibrate, causing the instrument to produe sound.]&lt;br /&gt;
&lt;br /&gt;
item_layer&lt;br /&gt;
&lt;br /&gt;
[OBJECT:ITEM]&lt;br /&gt;
&lt;br /&gt;
[ITEM_TOOL:ENT51_INS1_PROD]&lt;br /&gt;
	[GENERATED]&lt;br /&gt;
	[SOURCE_ENID:51]&lt;br /&gt;
	[NO_DEFAULT_JOB]&lt;br /&gt;
	[INCOMPLETE_ITEM]&lt;br /&gt;
	[UNIMPROVABLE]&lt;br /&gt;
	[NAME:etes bow:etes bows]&lt;br /&gt;
	[VALUE:10]&lt;br /&gt;
	[WOOD_MAT]&lt;br /&gt;
	[TILE:155]&lt;br /&gt;
	[UNIMPROVABLE]&lt;br /&gt;
	[SIZE:2000]&lt;br /&gt;
	[MATERIAL_SIZE:3]&lt;br /&gt;
	[DESCRIPTION:The etes bow is drawn across the strings of the instrument.]&lt;br /&gt;
&lt;br /&gt;
item_layer&lt;br /&gt;
&lt;br /&gt;
[OBJECT:ITEM]&lt;br /&gt;
&lt;br /&gt;
[ITEM_INSTRUMENT:ENT51_INS1]&lt;br /&gt;
	[GENERATED]&lt;br /&gt;
	[SOURCE_ENID:51]&lt;br /&gt;
	[NAME:etes:etes]&lt;br /&gt;
	[VALUE:50]&lt;br /&gt;
	[SIZE:36000]&lt;br /&gt;
	[DOMINANT_MATERIAL_PIECE:BODY]&lt;br /&gt;
	[INSTRUMENT_PIECE:BODY:ENT51_INS1_BODY:body:bodies:STANDARD]&lt;br /&gt;
	[INSTRUMENT_PIECE:STRINGS:ENT51_INS1_STRINGS:strings:strings:ALWAYS_PLURAL]&lt;br /&gt;
	[INSTRUMENT_PIECE:PROD:ENT51_INS1_PROD:bow:bows:STANDARD]&lt;br /&gt;
	[VOLUME_mB:0:10000]&lt;br /&gt;
	[SOUND_PRODUCTION:BOWED:PROD:STRINGS]&lt;br /&gt;
	[PITCH_CHOICE:SUBPART_CHOICE:STRINGS]&lt;br /&gt;
	[PITCH_RANGE:-3240:3360]&lt;br /&gt;
	[TUNING:PEGS:STRINGS]&lt;br /&gt;
	[TIMBRE:VIBRATING:BRITTLE:STRIDENT]&lt;br /&gt;
	[MUSIC_SKILL:PLAY_STRINGED_INSTRUMENT]&lt;br /&gt;
	[DESCRIPTION:The etes is a large hand-held metal-stringed instrument with a metal body. The instrument rests flat as the musician plays the fifty-six main strings with a wooden bow. A drone string is occasionally plucked. Tuning is accomplished by pegs. The instrument has a five-and-a-half octave range going from a very low to a very high pitch. The instrument has a vibrating brittle strident timbre.]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Items}}&lt;br /&gt;
[[ru:Instrument]]&lt;/div&gt;</summary>
		<author><name>Qwiption</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Instrument&amp;diff=257770</id>
		<title>Instrument</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Instrument&amp;diff=257770"/>
		<updated>2021-04-15T02:26:03Z</updated>

		<summary type="html">&lt;p&gt;Qwiption: /* Components */  added instructions for identifying what instruments (and their components) exist in your world seed.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|18:57, 8 February 2017 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{new in v0.42}}&lt;br /&gt;
{{old}}&lt;br /&gt;
&lt;br /&gt;
An '''instrument''' {{Tile|¿|7:1}}  is a procedurally-generated item used for making music in [[tavern]]s and [[temple]]s.&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
Instruments come in four types defined by the skill necessary for play ([[Keyboardist|keyboard]], [[Stringed instrumentalist|stringed]], [[Wind instrumentalist|wind]], and [[Percussionist|percussion]]). Some instruments are made in a single step like other [[finished goods]], however most instruments are assembled from multiple individual components. (For example, a bell might be one-piece, but a pipe organ would have a keyboard, pipes, bellows, and a body to support it all). Instruments can be either hand-held or stationary. Stationary instruments are built like [[furniture]] with {{k|b}}-{{k|I}} command. Hand-held instruments can be carried around by dwarves or placed in [[coffer]]s in [[tavern]]s or [[temple]]s.&lt;br /&gt;
&lt;br /&gt;
Instruments and their components can be made out of a variety of materials, including [[wood]], [[bone]], [[shell]], [[stone]], [[silk]] [[thread]], [[plant fiber]] [[thread]], [[glass]], [[ceramic]]s, [[metal]], or [[leather]]. Out of those, thread and leather can only be used for components, not for a full instrument. Many of the instruments/components are made in [[craftsdwarf's workshop]]s, however certain types of instruments or components may only be created in more specialized workshops:&lt;br /&gt;
:* [[carpenter's workshop]] for [[wood]] instruments/components&lt;br /&gt;
:* [[glass furnace]] for [[glass]] instruments/components&lt;br /&gt;
:* [[kiln]] for [[ceramic]] instruments/components&lt;br /&gt;
:* [[leather works]] for [[leather]] instruments/components&lt;br /&gt;
:* [[mason's workshop]] for [[stone]] instruments/components&lt;br /&gt;
:* [[metalsmith's forge]] for [[metal]] instruments/components&lt;br /&gt;
&lt;br /&gt;
The {{k|d}}etails menu can be used to select the specific material for most instruments and components. Glass and ceramic instrument jobs do not yet support the details menu; all glass instruments will be made from [[green glass]] in your fortress (though [[caravan]]s can bring instruments or instrument parts made out of other types of glass), and the potter will choose the material for ceramic instruments. Assembling the instrument after all the components are finished is also performed in a craftsdwarf's workshop, and the skill needed to assemble it is defined by the material of the &amp;quot;main&amp;quot; part of the instrument (see &amp;quot;Components&amp;quot;, below).&lt;br /&gt;
&lt;br /&gt;
Any instruments with a single component can be made directly. More complex ones require each instrument piece to first be made separately and then assembled into the final instrument. The option associated with them is &amp;quot;assemble &amp;lt;*instrument*&amp;gt;&amp;quot;. Make a note of  the name of the instrument and enter the manager screen with {{k|j}}-{{k|m}}. Typing in the name of the instrument will show all the pieces required (possibly from other workshops). Single-piece instruments created at other workshops will not be listed in the craftsdwarf's shop; those can be found by checking the potential workshops or scrolling through possible jobs in the manager screen.&lt;br /&gt;
&lt;br /&gt;
During a [[strange mood]], dwarves may create instruments which use improper materials and/or do not include the required components (e.g. a metal-bells-on-a-glass-stand instrument made from wood with spikes of leather).&lt;br /&gt;
&lt;br /&gt;
=== Instrument names ===&lt;br /&gt;
There are no standard instruments or names for them, nor are there intended to be. Specific instruments are semi-randomly generated at [[world generation]] (both their names and the details of any components they are built of), and are usually specific to each [[civilization]]. The stone triangle your dwarves have in this fortress will almost certainly not be the stone triangle you have in the next fortress, nor that their neighbors have in either. This can make remembering the various instruments a challenge - a notepad or equivalent may be handy.&lt;br /&gt;
&lt;br /&gt;
Traders may bring individual components for other instruments from their civilizations, but you will be unable to assemble them into instruments, unless your dwarves have the necessary knowledge for that specific instrument.  In theory, a dwarf can play any instrument if it is complete (but see &amp;quot;usage&amp;quot;, below - they may never want/need to).&lt;br /&gt;
&lt;br /&gt;
In order to find out what instruments are available to your fortress, go to a [[craftsdwarf's workshop]] and look under the instrument section. It will show ''most'' of the available instruments, either as a whole instrument or some individual component. Go to the other workshops (listed above) for any additional instruments. Highlight each individual instrument will show their description and material required.&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
&lt;br /&gt;
Dwarves will use instruments in taverns or temples only if they know a particular song or dance that requires their use.  If you see a dwarf with the job status &amp;quot;Simulate &amp;lt;*instrument name*&amp;gt;&amp;quot; then the dwarf would use that instrument if it were available.&lt;br /&gt;
&lt;br /&gt;
==Components==&lt;br /&gt;
Below are tables of parts that instruments can have and what materials they may require. It should be noted that, for a given world, only one material type is possible for each specific component. Thus, if a given instrument uses a metal keyboard material, it cannot be made using any other materials. Shell is only rarely chosen as a material.&lt;br /&gt;
&lt;br /&gt;
A completely assembled instrument has a very high [[Item value#Base values of items|base item value]].  The [[quality]] of the overall item is determined by the quality of the  &amp;quot;main&amp;quot; part, from which the instrument takes its description, e.g. a ''superior quality black bronze'' stelid. The main part also determines which skill is used to assemble the instrument (bonecarving, glassmaking, leatherworking, metalcrafting, pottery, stonecrafting or woodcrafting).  Main parts are designated by an asterisk (*) in the table below.&lt;br /&gt;
&lt;br /&gt;
===Keyboard===&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! rowspan=2 | Part&lt;br /&gt;
! rowspan=2 | Component name&lt;br /&gt;
! colspan=10| Materials&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!-- ! Materials --&amp;gt;&lt;br /&gt;
! Silk&lt;br /&gt;
! Plant Thread&lt;br /&gt;
! Leather&lt;br /&gt;
! Wood&lt;br /&gt;
! Bone&lt;br /&gt;
! Ceramic&lt;br /&gt;
! Metal&lt;br /&gt;
! Glass&lt;br /&gt;
! Stone&lt;br /&gt;
! Shell&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!--              Part | Component | Silk | Thread | Leather | Wood | Bone | Ceramic | Metal | Glass | Stone | Shell --&amp;gt;&lt;br /&gt;
| rowspan=1 |Keyboard ||Keyboard  ||     ||       ||        ||{{Y}}||{{Y}}||   {{Y}}|| {{Y}}|| {{Y}}|| {{Y}}|| {{Y}}&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=4 |Body*    ||Console   ||     ||       ||        ||{{Y}}||{{Y}}||   {{Y}}|| {{Y}}|| {{Y}}|| {{Y}}|| {{Y}}   &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;!--                --&amp;gt;Chest     ||     ||       ||        ||{{Y}}||{{Y}}||   {{Y}}|| {{Y}}|| {{Y}}|| {{Y}}|| {{Y}}&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;!--                --&amp;gt;Body      ||     ||       ||        ||{{Y}}||{{Y}}||   {{Y}}|| {{Y}}|| {{Y}}|| {{Y}}|| {{Y}} &lt;br /&gt;
|- &lt;br /&gt;
|&amp;lt;!--                --&amp;gt;Case      ||     ||       ||        ||{{Y}}||{{Y}}||   {{Y}}|| {{Y}}|| {{Y}}|| {{Y}}|| {{Y}} &lt;br /&gt;
|-&lt;br /&gt;
| rowspan=3 |Vib      ||Strings   ||{{Y}}||  {{Y}}||        ||     ||     ||        || {{Y}}||      ||      ||&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;!--                --&amp;gt;Bells     ||     ||       ||        ||{{Y}}||{{Y}}||   {{Y}}|| {{Y}}|| {{Y}}|| {{Y}}|| {{Y}}&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;!--                --&amp;gt;Pipes     ||     ||       ||        ||{{Y}}||{{Y}}||   {{Y}}|| {{Y}}|| {{Y}}|| {{Y}}|| {{Y}}&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=2 |Bellows  ||Pump      ||     ||       ||        ||{{Y}}||{{Y}}||   {{Y}}|| {{Y}}|| {{Y}}|| {{Y}}|| {{Y}}&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;!--                --&amp;gt;Bellows   ||     ||       ||   {{Y}}||     ||     ||        ||      ||      ||      ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Stringed===&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! rowspan=2 | Part&lt;br /&gt;
! rowspan=2 | Component name&lt;br /&gt;
! colspan=10 | Materials&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!-- ! Materials --&amp;gt;&lt;br /&gt;
! Silk&lt;br /&gt;
! Plant Thread&lt;br /&gt;
! Leather&lt;br /&gt;
! Wood&lt;br /&gt;
! Bone&lt;br /&gt;
! Ceramic&lt;br /&gt;
! Metal&lt;br /&gt;
! Glass&lt;br /&gt;
! Stone&lt;br /&gt;
! Shell&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!--              Part | Component | Silk | Thread | Leather | Wood | Bone | Ceramic | Metal | Glass | Stone | Shell --&amp;gt;&lt;br /&gt;
| rowspan=1 |Neck     ||Neck      ||     ||       ||        ||{{Y}}||{{Y}}||   {{Y}}|| {{Y}}|| {{Y}}|| {{Y}}|| {{Y}}&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=1 |Frame*   ||Frame     ||     ||       ||        ||{{Y}}||{{Y}}||   {{Y}}|| {{Y}}|| {{Y}}|| {{Y}}|| {{Y}}&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=2 |Body*    ||Body      ||     ||       ||        ||{{Y}}||{{Y}}||   {{Y}}|| {{Y}}|| {{Y}}|| {{Y}}|| {{Y}}&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;!--              --&amp;gt;Sound-chest ||     ||       ||        ||{{Y}}||{{Y}}||   {{Y}}|| {{Y}}|| {{Y}}|| {{Y}}|| {{Y}} &lt;br /&gt;
|-&lt;br /&gt;
| rowspan=1 |Yoke     ||Yoke      ||     ||       ||        ||{{Y}}||{{Y}}||   {{Y}}|| {{Y}}|| {{Y}}|| {{Y}}|| {{Y}}     &lt;br /&gt;
|- &lt;br /&gt;
| rowspan=1 |Strings  ||Strings   ||{{Y}}||  {{Y}}||        ||     ||     ||        || {{Y}}||      ||      ||&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=3 |Prod     ||Bow       ||     ||       ||        ||{{Y}}||{{Y}}||   {{Y}}|| {{Y}}|| {{Y}}|| {{Y}}|| {{Y}}&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;!--                --&amp;gt;Plectrum  ||     ||       ||        ||{{Y}}||{{Y}}||   {{Y}}|| {{Y}}|| {{Y}}|| {{Y}}|| {{Y}}&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;!--                --&amp;gt;Hammers   ||     ||       ||        ||{{Y}}||{{Y}}||   {{Y}}|| {{Y}}|| {{Y}}|| {{Y}}|| {{Y}}&lt;br /&gt;
|- &lt;br /&gt;
| rowspan=1 |Neck_res ||Neck bowl ||     ||       ||        ||{{Y}}||{{Y}}||   {{Y}}|| {{Y}}|| {{Y}}|| {{Y}}|| {{Y}}  &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Wind===&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! rowspan=2 | Part&lt;br /&gt;
! rowspan=2 | Component name&lt;br /&gt;
! colspan=8 | Materials&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!-- ! Materials --&amp;gt;&lt;br /&gt;
! Leather&lt;br /&gt;
! Wood&lt;br /&gt;
! Bone&lt;br /&gt;
! Ceramic&lt;br /&gt;
! Metal&lt;br /&gt;
! Glass&lt;br /&gt;
! Stone&lt;br /&gt;
! Shell&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!--              Part | Component | Leather | Wood | Bone | Ceramic | Metal | Glass | Stone | Shell --&amp;gt;&lt;br /&gt;
| rowspan=2 |Blow     ||Blowpipe  ||        ||{{Y}}||{{Y}}||   {{Y}}|| {{Y}}|| {{Y}}|| {{Y}}|| {{Y}}&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;!--                --&amp;gt;Bellows   ||   {{Y}}||     ||     ||        ||      ||      ||      ||       &lt;br /&gt;
|-&lt;br /&gt;
| rowspan=1 |Bag*     ||Bag       ||   {{Y}}||     ||     ||        ||      ||      ||      || &lt;br /&gt;
|-&lt;br /&gt;
| rowspan=1 |Melody   ||Melody pipe ||      ||{{Y}}||{{Y}}||   {{Y}}|| {{Y}}|| {{Y}}|| {{Y}}|| {{Y}} &lt;br /&gt;
|-&lt;br /&gt;
| rowspan=1 |Drone    ||Drone pipe ||       ||{{Y}}||{{Y}}||   {{Y}}|| {{Y}}|| {{Y}}|| {{Y}}|| {{Y}}&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=2 |Body*    ||Body       ||       ||{{Y}}||{{Y}}||   {{Y}}|| {{Y}}|| {{Y}}|| {{Y}}|| {{Y}}&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;!--                --&amp;gt;Wind-Chest ||       ||{{Y}}||{{Y}}||   {{Y}}|| {{Y}}|| {{Y}}|| {{Y}}|| {{Y}}&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=1 |Pipes*   ||Pipes     ||        ||{{Y}}||{{Y}}||   {{Y}}|| {{Y}}|| {{Y}}|| {{Y}}|| {{Y}}  &lt;br /&gt;
|- &lt;br /&gt;
| rowspan=1 |Horns*   ||Horn      ||        ||{{Y}}||{{Y}}||   {{Y}}|| {{Y}}|| {{Y}}|| {{Y}}|| {{Y}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Percussion===&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! rowspan=2 | Part&lt;br /&gt;
! rowspan=2 | Component name&lt;br /&gt;
! colspan=8 | Materials&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!-- ! Materials --&amp;gt;&lt;br /&gt;
! Leather&lt;br /&gt;
! Wood&lt;br /&gt;
! Bone&lt;br /&gt;
! Ceramic&lt;br /&gt;
! Metal&lt;br /&gt;
! Glass&lt;br /&gt;
! Stone&lt;br /&gt;
! Shell&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!--              Part | Component | Leather | Wood | Bone | Ceramic | Metal | Glass | Stone | Shell --&amp;gt;&lt;br /&gt;
| rowspan=1 |Stand    ||Stand     ||        ||{{Y}}||{{Y}}||   {{Y}}|| {{Y}}|| {{Y}}|| {{Y}}|| {{Y}}&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=8 |Body*    ||Drum      ||        ||{{Y}}||{{Y}}||   {{Y}}|| {{Y}}|| {{Y}}|| {{Y}}|| {{Y}}  &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;!--                --&amp;gt;Chime     ||        ||{{Y}}||{{Y}}||   {{Y}}|| {{Y}}|| {{Y}}|| {{Y}}|| {{Y}} &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;!--                --&amp;gt;Block     ||        ||{{Y}}||{{Y}}||   {{Y}}|| {{Y}}|| {{Y}}|| {{Y}}|| {{Y}} &lt;br /&gt;
|- &lt;br /&gt;
|&amp;lt;!--                --&amp;gt;Bowl      ||        ||{{Y}}||{{Y}}||   {{Y}}|| {{Y}}|| {{Y}}|| {{Y}}|| {{Y}} &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;!--                --&amp;gt;Triangle  ||        ||{{Y}}||{{Y}}||   {{Y}}|| {{Y}}|| {{Y}}|| {{Y}}|| {{Y}} &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;!--                --&amp;gt;Bell      ||        ||{{Y}}||{{Y}}||   {{Y}}|| {{Y}}|| {{Y}}|| {{Y}}|| {{Y}} &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;!--                --&amp;gt;Bar       ||        ||{{Y}}||{{Y}}||   {{Y}}|| {{Y}}|| {{Y}}|| {{Y}}|| {{Y}} &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;!--                --&amp;gt;Ring**    ||        ||{{Y}}||{{Y}}||   {{Y}}|| {{Y}}|| {{Y}}|| {{Y}}|| {{Y}} &lt;br /&gt;
|-&lt;br /&gt;
| rowspan=1 |Head     ||Head      ||   {{Y}}||     ||     ||        ||      ||      ||      ||&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=3 |Mallet   ||Mallet    ||        ||{{Y}}||{{Y}}||   {{Y}}|| {{Y}}|| {{Y}}|| {{Y}}|| {{Y}} &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;!--                --&amp;gt;Hammer    ||        ||{{Y}}||{{Y}}||   {{Y}}|| {{Y}}|| {{Y}}|| {{Y}}|| {{Y}} &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;!--                --&amp;gt;Stick     ||        ||{{Y}}||{{Y}}||   {{Y}}|| {{Y}}|| {{Y}}|| {{Y}}|| {{Y}} &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
: * refers to the &amp;quot;main&amp;quot; part of the instrument - see explanation, above.&lt;br /&gt;
: ** due to an oversight, rings don't actually appear in generated instruments (as of version 0.47.04)&lt;br /&gt;
&lt;br /&gt;
== Instruments in your World ==&lt;br /&gt;
To identify what instruments were created created in your world seed, {{k|q}}uery a Craftsdwarf Workshop and {{k|a}}dd a new task. Scroll down and select &amp;quot;Make Instrument&amp;quot;. Scroll through each instrument, noting the specific material type of each instrument component.&lt;br /&gt;
&lt;br /&gt;
==Realism==&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
Due to the procedurally-generated nature of the instruments, it can be expected to see some resemblance to certain real-world instruments such as organs, as many large stationary instruments will include metal pipes and various keyboards as components. It should also be noted that dwarven ingenuity can create instruments that could not be considered playable in the real world, such as the Kat: a small hand-held percussion instrument consisting of a metal block. The &amp;quot;musician&amp;quot; shakes the block. The instrument has a single high pitch.&lt;br /&gt;
Due to the block's only means of producing this high pitch being the displacement of air as it is shaken, it can be inferred that the dwarf shakes the block at several kHz, providing a great source of strength and endurance based [[cross-training]] for [[military]] dwarves.&lt;br /&gt;
&lt;br /&gt;
{{gamedata|title=Single-part instrument - example raws (as extracted from world.dat)|item_layer&lt;br /&gt;
&lt;br /&gt;
[OBJECT:ITEM]&lt;br /&gt;
&lt;br /&gt;
[ITEM_INSTRUMENT:ENT51_INW2]&lt;br /&gt;
	[GENERATED]&lt;br /&gt;
	[SOURCE_ENID:51]&lt;br /&gt;
	[NAME:ushlub:ushlub]&lt;br /&gt;
	[VALUE:50]&lt;br /&gt;
	[SIZE:19000]&lt;br /&gt;
	[MATERIAL_SIZE:3]&lt;br /&gt;
	[BONE_MAT]&lt;br /&gt;
	[SOUND_PRODUCTION:BLOW_AGAINST_FIPPLE:SELF]&lt;br /&gt;
	[PITCH_CHOICE:STOPPING_HOLE_KEY:SELF]&lt;br /&gt;
	[VOLUME_mB:0:10000]&lt;br /&gt;
	[PITCH_RANGE:-1650:2350]&lt;br /&gt;
	[TIMBRE:NOISY:FULL:DARK]&lt;br /&gt;
	[MUSIC_SKILL:PLAY_WIND_INSTRUMENT]&lt;br /&gt;
	[DESCRIPTION:The ushlub is a mid-size hand-held cylindrical bore bone wind instrument with a flared bell. The musician blows into the fipple at one end. The musician selects the pitch by pressing keys to stop holes. The instrument has a three-octave range going from a mid-low to a high pitch. The instrument has a noisy full dark timbre.]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{gamedata|title=Multi-part instrument - example raws (as extracted from world.dat)|item_layer&lt;br /&gt;
&lt;br /&gt;
[OBJECT:ITEM]&lt;br /&gt;
&lt;br /&gt;
[ITEM_TOOL:ENT51_INS1_BODY]&lt;br /&gt;
	[GENERATED]&lt;br /&gt;
	[SOURCE_ENID:51]&lt;br /&gt;
	[NO_DEFAULT_JOB]&lt;br /&gt;
	[INCOMPLETE_ITEM]&lt;br /&gt;
	[UNIMPROVABLE]&lt;br /&gt;
	[NAME:etes body:etes bodies]&lt;br /&gt;
	[VALUE:10]&lt;br /&gt;
	[METAL_MAT]&lt;br /&gt;
	[TILE:155]&lt;br /&gt;
	[UNIMPROVABLE]&lt;br /&gt;
	[SIZE:34200]&lt;br /&gt;
	[MATERIAL_SIZE:3]&lt;br /&gt;
	[DESCRIPTION:The etes body of the instrument vibrates with strings, producing sound.]&lt;br /&gt;
&lt;br /&gt;
item_layer&lt;br /&gt;
&lt;br /&gt;
[OBJECT:ITEM]&lt;br /&gt;
&lt;br /&gt;
[ITEM_TOOL:ENT51_INS1_STRINGS]&lt;br /&gt;
	[GENERATED]&lt;br /&gt;
	[SOURCE_ENID:51]&lt;br /&gt;
	[NO_DEFAULT_JOB]&lt;br /&gt;
	[INCOMPLETE_ITEM]&lt;br /&gt;
	[UNIMPROVABLE]&lt;br /&gt;
	[NAME:etes strings:etes strings]&lt;br /&gt;
	[VALUE:10]&lt;br /&gt;
	[METAL_MAT]&lt;br /&gt;
	[TILE:155]&lt;br /&gt;
	[UNIMPROVABLE]&lt;br /&gt;
	[SIZE:1800]&lt;br /&gt;
	[MATERIAL_SIZE:3]&lt;br /&gt;
	[DESCRIPTION:The etes strings vibrate, causing the instrument to produe sound.]&lt;br /&gt;
&lt;br /&gt;
item_layer&lt;br /&gt;
&lt;br /&gt;
[OBJECT:ITEM]&lt;br /&gt;
&lt;br /&gt;
[ITEM_TOOL:ENT51_INS1_PROD]&lt;br /&gt;
	[GENERATED]&lt;br /&gt;
	[SOURCE_ENID:51]&lt;br /&gt;
	[NO_DEFAULT_JOB]&lt;br /&gt;
	[INCOMPLETE_ITEM]&lt;br /&gt;
	[UNIMPROVABLE]&lt;br /&gt;
	[NAME:etes bow:etes bows]&lt;br /&gt;
	[VALUE:10]&lt;br /&gt;
	[WOOD_MAT]&lt;br /&gt;
	[TILE:155]&lt;br /&gt;
	[UNIMPROVABLE]&lt;br /&gt;
	[SIZE:2000]&lt;br /&gt;
	[MATERIAL_SIZE:3]&lt;br /&gt;
	[DESCRIPTION:The etes bow is drawn across the strings of the instrument.]&lt;br /&gt;
&lt;br /&gt;
item_layer&lt;br /&gt;
&lt;br /&gt;
[OBJECT:ITEM]&lt;br /&gt;
&lt;br /&gt;
[ITEM_INSTRUMENT:ENT51_INS1]&lt;br /&gt;
	[GENERATED]&lt;br /&gt;
	[SOURCE_ENID:51]&lt;br /&gt;
	[NAME:etes:etes]&lt;br /&gt;
	[VALUE:50]&lt;br /&gt;
	[SIZE:36000]&lt;br /&gt;
	[DOMINANT_MATERIAL_PIECE:BODY]&lt;br /&gt;
	[INSTRUMENT_PIECE:BODY:ENT51_INS1_BODY:body:bodies:STANDARD]&lt;br /&gt;
	[INSTRUMENT_PIECE:STRINGS:ENT51_INS1_STRINGS:strings:strings:ALWAYS_PLURAL]&lt;br /&gt;
	[INSTRUMENT_PIECE:PROD:ENT51_INS1_PROD:bow:bows:STANDARD]&lt;br /&gt;
	[VOLUME_mB:0:10000]&lt;br /&gt;
	[SOUND_PRODUCTION:BOWED:PROD:STRINGS]&lt;br /&gt;
	[PITCH_CHOICE:SUBPART_CHOICE:STRINGS]&lt;br /&gt;
	[PITCH_RANGE:-3240:3360]&lt;br /&gt;
	[TUNING:PEGS:STRINGS]&lt;br /&gt;
	[TIMBRE:VIBRATING:BRITTLE:STRIDENT]&lt;br /&gt;
	[MUSIC_SKILL:PLAY_STRINGED_INSTRUMENT]&lt;br /&gt;
	[DESCRIPTION:The etes is a large hand-held metal-stringed instrument with a metal body. The instrument rests flat as the musician plays the fifty-six main strings with a wooden bow. A drone string is occasionally plucked. Tuning is accomplished by pegs. The instrument has a five-and-a-half octave range going from a very low to a very high pitch. The instrument has a vibrating brittle strident timbre.]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Items}}&lt;br /&gt;
[[ru:Instrument]]&lt;/div&gt;</summary>
		<author><name>Qwiption</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Water&amp;diff=257760</id>
		<title>40d:Water</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Water&amp;diff=257760"/>
		<updated>2021-04-12T21:23:04Z</updated>

		<summary type="html">&lt;p&gt;Qwiption: /* Evaporation */ I think I've clarified what was intended in this sentence. Please correct if needed.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Masterwork}}&lt;br /&gt;
'''Water''' is a fluid found all over the world. It [[flow]]s from mountain springs, forming the world's [[ocean]]s, [[lake]]s, [[river]]s, and [[brook]]s. Water falls as [[rain]] and [[snow]], and freezes into [[ice]]. Water is home to [[aquatic creatures]]. Most creatures can [[Swimmer|swim]] in deep water, and like all fluids, air-breathing creatures can [[Swimmer#Drowning|drown]] in it. Water comes in two varieties: '''freshwater''', which makes up almost all inland water, and '''saltwater''', which fills the seas; these are home to different aquatic creatures. If dwarves do not drink they will become dehydrated(thirsty) and if they do not quench that thirst then they will eventually die. Injured dwarves will only drink freshwater, though normally dwarves prefer their [[Alcohol|booze]].&lt;br /&gt;
&lt;br /&gt;
In addition, water can be '''''stagnant''''' or ''[[Murky pool|murky]]'', both of which are sub-standard drinking sources. This may cause dwarves to have unhappy [[thought]]s if they drink from it, making them &amp;quot;complain about the '''nasty water'''&amp;quot;.  Water must be flowing to avoid being/becoming stagnant or murky.  This problem can also be avoided by building [[well]]s.&lt;br /&gt;
&lt;br /&gt;
When water comes into contact with creatures and objects, they become wet. [[Soil]] and [[stone]] becomes [[Mining#Caveats|damp]] or [[mud]]dy, which can be used for [[Agriculture|farming]], and produces [[tower-cap]]s at a higher rate.  Water can &amp;quot;drown&amp;quot; saplings.&lt;br /&gt;
&lt;br /&gt;
Water is displayed with the symbols {{Tile|≈|#008|#999}} and {{Tile|~|#008|#999}}, sometimes colored different blues, white, brown, or red to show ripples, [[mud]] (in the case of a brook), [[blood]] and [[flow]]. (The game can be [[Technical_tricks#The_look_of_the_game|configured]] to show the depth instead). Dark-colored water symbols indicate the water is one [[Z-level]] below the camera level. Water has 7 depth levels per tile, with 1 being perhaps ankle-deep, and 7 filling the tile completely. [[Dwarf|Dwarves]] and other [[humanoid]]s can walk through water up to depth 4. At 4 they can choose to walk or swim, any deeper and they must swim to pass through the tile. At a depth of 7/7, a creature which cannot swim will begin to drown.&lt;br /&gt;
&lt;br /&gt;
Every material sinks in water.&lt;br /&gt;
&lt;br /&gt;
The [[Map tile|tiles]] above [[brook]]s are treated as [[floor]] tiles. They are passable to creatures, and objects do not fall into them.&lt;br /&gt;
&lt;br /&gt;
== Evaporation ==&lt;br /&gt;
Main article: [[Evaporation]]&lt;br /&gt;
&lt;br /&gt;
It's important to know that water can evaporate, disappearing forever.  On the aboveground map, any body of water with a depth 1/7, or mostly 2/7 but with at least one 1/7 tile will (eventually) dry up.  On [[Climate#Hot|hot or very warm]] maps, [[murky pool]]s can quickly go dry from the heat, leaving dwarves with no source of drinking water in case of [[wound|injury]].   On such maps (or if you suspect it), a [[cistern]] should be one of your very early [[what should I build first|priorities]].  Underground, pools of water that are 2/7 or deeper will never evaporate.&lt;br /&gt;
&lt;br /&gt;
==Water Flows==&lt;br /&gt;
Water above a depth of 1 will tend to flow towards any adjacent tiles, and can move diagonally, the depth will spread out evenly so a tile of 7/7 water will become seven 1/7 tiles, or if there are only two it can expand to it will become two 2/7 and a third 3/7 though the 3/7 will move around. Water can be stopped by most solid tiles. These include [[wall]]s and [[building]]s, plus closed [[floodgate]]s, [[door]]s, [[hatch]]es. Exceptions are [[grate]]s, [[bars]] and [[fortification]]s which are specifically designed to allow liquids through. [[Waterfall]]s occur when water has the opportunity to fall through open space. Waterfalls will continue falling straight down until hitting either [[floor]] or another body of water.&lt;br /&gt;
&lt;br /&gt;
Water in Dwarf Fortress acts like a fairly thick, viscous fluid.  This makes it possible to do otherwise impossible things like [[pump]] out a dry hole in the middle of a river.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;[[Water flow]]&amp;quot;&amp;quot; also refers to the ability of moving water to power a [[water wheel]].&lt;br /&gt;
&lt;br /&gt;
== Water in Fortress Mode ==&lt;br /&gt;
&lt;br /&gt;
In addition to drinking, pools and rivers can be used for [[fishing]]. To specify a pool of water as a water source, fishing zone, or [[pond]], you need to create [[activity zone]]s at the level above the water. The &amp;quot;level above the water&amp;quot; is the level at which the surface of the water is at foot-level instead of ceiling level. Water can be [[bridge]]d, and can also be used to make a [[moat]].&lt;br /&gt;
&lt;br /&gt;
Water can be moved by [[digging]] channels or tunnels, using [[bucket]]s, or by constructing a [[screw pump]]. Dwarves will use buckets to fill a [[pond]]. [[Screw pump]]s (operated by dwarf or [[Power|machine power]]) can move water vertically and horizontally. Transferring water down channels/holes to lower levels can be hazardous due to [[water pressure]].&lt;br /&gt;
&lt;br /&gt;
[[Underground pool]]s and [[murky pool]]s can be drained by digging into the side of them. Rivers can also be redirected in this manner. It is only possible to dig directly up into a water-filled tile using stairs or a ramp. Fish and other aquatic creatures will stay in the water as it moves, but may end up on the ground if the water becomes too shallow. Drained lakes that are [[outside]] are filled by melting ice and snow, but not by rain. Murky pools, once drained, can be refilled by rainwater, allowing for &amp;quot;rain barrel&amp;quot; systems of supplying your fortress with water.&lt;br /&gt;
&lt;br /&gt;
Tiles adjacent to a water-filled tile are labeled &amp;quot;damp&amp;quot; and flash the water symbol when accessing the {{k|d}}esignations menu. When a miner discovers a damp tile, he cancels the mining designation, the game pauses, and the camera centers on the tile. This happens for every damp tile discovered, and each must be designated again before a miner will dig it out. Digging under a water-filled tile does not actually drain it, even though you receive multiple warnings about damp tiles. If a tile already appears to be damp when it is designated, no warning will be given. Digging up into water (such as a [[ramp]] or [[staircase]]) will give no warning, and can easily flood, especially if it is how you discover an underground pool or river.&lt;br /&gt;
&lt;br /&gt;
Somebody who falls into water, for example, a [[kobold]] thief, will then have a &amp;quot;water covering&amp;quot; on nearly every part of their anatomy. This is listed under {{k|v}},{{k|i}}nventory and is shown in green.&lt;br /&gt;
&lt;br /&gt;
[[Water wheel]]s can be used to generate mechanical power if the water is in a [[water flow|flowing]] state.&lt;br /&gt;
&lt;br /&gt;
The water in a tile can be destroyed by closing a [[floodgate]] or [[door]] on it (via a [[lever]]), by lowering a [[bridge]] onto it, or by [[evaporation]].  Thus water mass is not conserved and it is possible to run out of water on maps without an infinite source(such as an [[ocean]], [[river]] or [[aquifer]]). It is also possible to get rid of excess water by letting it flow into a [[river]].&lt;br /&gt;
&lt;br /&gt;
==Ice==&lt;br /&gt;
Water will instantly turn into [[ice]] when the environment is cold enough. In some biomes, water will freeze only during the winter. In other biomes the water will always be frozen in all seasons.&lt;br /&gt;
:* See [[Ice]]&lt;br /&gt;
&lt;br /&gt;
==Sourced Water==&lt;br /&gt;
'''Sourced water''' is a term referring to any water that will never run out (''i.e.'', water features you can see on the region map).  These include &amp;quot;river sources&amp;quot; flowing into the map from the edge.  It is possible to completely flood your fortress if you tap into these without building controls such as [[floodgate]]s.&lt;br /&gt;
&lt;br /&gt;
:* See [[Water pressure]]&lt;br /&gt;
&lt;br /&gt;
==Water depth==&lt;br /&gt;
You can find out how deep water is by examining it with the loo{{k|k}} command, or by editing your [[init.txt]] file to display water as coloured numbers.&lt;br /&gt;
&lt;br /&gt;
Water depth ranges from 0-7. The following is a qualitative description of how deep the water is relative to a dwarf.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ol start=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Not a true value (that is, you will never see it displayed) - there is no water on this tile.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;A puddle. This is the maximum depth dwarves will build on.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Knee deep.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Waist deep.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Chest deep. However dwarves prefer to walk instead of swim, and in 4/7 water they will wade regardless of swimming skill.  Dwarves never drown in 4/7 water.&amp;lt;br&amp;gt;Also, a swimming creature can move through 4/7 water even if they are IMMOBILE_LAND.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Head height. Dwarves are now swimming (or drowning, as the case may be).&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Over a dwarf's head.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;The tile is full to the brim of water.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Salt Water==&lt;br /&gt;
If a site contains saltwater (there will be a warning before embarkation), then ''all'' the naturally occurring water in that site will be salt water; including ponds, [[river|rivers]] and [[aquifer|aquifers]].&lt;br /&gt;
&lt;br /&gt;
You can tell whether a particular area of water is salty or not by creating an [[Activity_zone#Water_Source|activity zone]] around it. If it shows  &amp;quot;Water Source (0)&amp;quot;, then it is ''salt''water, and thus undrinkable.  Water may currently be desalinated by passing it through a [[Screw pump|screw pump]], however, if any desalinated water touches natural walls, natural floors, other salt water, or an aquifer, it will immediately return to its salt form, thus meaning that all cisterns or reservoirs of desalinated water must be completely constructed, with no natural boundaries. When in doubt, an activity zone will reveal whether or not the water has been contaminated.&lt;br /&gt;
&lt;br /&gt;
Oddly, a [[well]] built over a source of salt water will still provide drinkable water to dwarves.&lt;br /&gt;
&lt;br /&gt;
==Contaminated water==&lt;br /&gt;
When [[blood]] or dead bodies come into contact with water, it can become '''contaminated''', and dwarfs will refuse to drink from it.  In a river or brook, this can occur if the contact was upstream of the drinking spot.  Flowing water will recover from contamination faster than murky or stagnant water.&lt;br /&gt;
&lt;br /&gt;
== Rain ==&lt;br /&gt;
Most climates experience [[rain]]. Rain will slowly fill [[murky pool]]s in the land.  Rain will not collect in dwarf-dug channels.&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;Water covering&amp;quot; ==&lt;br /&gt;
If, in a dwarf's inventory menu, some or all body parts are described as &amp;quot;Water covering&amp;quot; them (in bright green letters), don't panic - all that means is that the dwarf is wet, not (necessarily) underwater.  They may have been underwater (they may still be underwater!), or just wading about in deep water, or they may have been out in the rain, or walked under falling water somewhere.  Unless exposed to more water, they will dry off soon.&lt;br /&gt;
&lt;br /&gt;
{{Water FAQ}}&lt;br /&gt;
&lt;br /&gt;
{{category|Map_tiles}}&lt;br /&gt;
{{Category|Physics}}&lt;/div&gt;</summary>
		<author><name>Qwiption</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014:Cabochon&amp;diff=257757</id>
		<title>DF2014:Cabochon</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014:Cabochon&amp;diff=257757"/>
		<updated>2021-04-12T16:59:26Z</updated>

		<summary type="html">&lt;p&gt;Qwiption: redirect to Gem&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[DF2014:Gem]]&lt;/div&gt;</summary>
		<author><name>Qwiption</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Item&amp;diff=257756</id>
		<title>DF2014 Talk:Item</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Item&amp;diff=257756"/>
		<updated>2021-04-12T16:28:45Z</updated>

		<summary type="html">&lt;p&gt;Qwiption: suggestion: add Stockpile category to Item template&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Item Template - stockpile category ==&lt;br /&gt;
''(I can't figure out how to add a discussion on a template, so I'll ask here.)''&lt;br /&gt;
&lt;br /&gt;
It seems like I'm constantly looking for the stockpile section for random items, and while it's often written in the article text, it's not consistently worded/located.&lt;br /&gt;
What are your thoughts on adding a section to the [[Template:Item]] that indicates what Stockpile category is used for the item (or if there are non-items that are also stockpiled)? &lt;br /&gt;
&lt;br /&gt;
[[User:Qwiption|Qwiption]] ([[User talk:Qwiption|talk]]) 16:28, 12 April 2021 (UTC)&lt;/div&gt;</summary>
		<author><name>Qwiption</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki:Community_Portal&amp;diff=257755</id>
		<title>Dwarf Fortress Wiki:Community Portal</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki:Community_Portal&amp;diff=257755"/>
		<updated>2021-04-12T14:07:32Z</updated>

		<summary type="html">&lt;p&gt;Qwiption: /* K */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{shortcut|DF:CP}}&lt;br /&gt;
&lt;br /&gt;
:''See the [[Help]] page for technical information. See the [[Frequently Asked Questions#Using DF Wiki (Editing_policies)|Wiki Introduction and Editing FAQ]] for an introduction to editing this wiki.''&lt;br /&gt;
&lt;br /&gt;
This page is for organizing the war effort against entropy.__NOTOC__ Also, please check out the [[Dwarf_Fortress_Wiki:Improvement_Drive|Dwarf Fortress Wiki Improvement Drive]]!&lt;br /&gt;
&lt;br /&gt;
{| id=&amp;quot;toc&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
* [[#We are doing this! Let us do it right.|We are doing this! Let us do it right.]]&lt;br /&gt;
** [[#A|A]] [[#B|B]] [[#C|C]] [[#D|D]] [[#E|E]] [[#F|F]] [[#G|G]] [[#H|H]] [[#I|I]] [[#J|J]] [[#K|K]] [[#L|L]] [[#M|M]]&lt;br /&gt;
** [[#N|N]] [[#O|O]] [[#P|P]] [[#Q|Q]] [[#R|R]] [[#S|S]] [[#T|T]] [[#U|U]] [[#V|V]] [[#W|W]] [[#X|X]] [[#Y|Y]] [[#Z|Z]]&lt;br /&gt;
** [[#More rules|More]]&lt;br /&gt;
* [[#Notice Templates|Notice Templates]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== We are doing this! Let us do it right. ==&lt;br /&gt;
&lt;br /&gt;
=====A=====&lt;br /&gt;
* '''A'''lphabet: Okay, the first rule is that there must be a rule for each letter of the alphabet. Thanks to the community, we now have all twenty-six rules (plus [[#More rules|a few more]])! (Inspired by [[User:Peristarkawan|Peristarkawan]]'s [[wikipedia:nomic|nomic]] instincts)&lt;br /&gt;
&lt;br /&gt;
=====B=====&lt;br /&gt;
* '''B'''e bold! So says Wikipedia. If you see a mistake, be it a fact or a typo, change it. Don't leave it to someone else to clean up mistakes. Feel free to make changes. If you think an article needs a major rewrite, and you think you can do it, go ahead and do it! You can also use the discussion (talk) page to post suggestions.&lt;br /&gt;
* For help getting started, see the [[Frequently Asked Questions#Using DF Wiki (Editing_policies)|Wiki Introduction and Editing FAQ]].&lt;br /&gt;
&lt;br /&gt;
=====C=====&lt;br /&gt;
* '''C'''ategories: When editing a page, stop to think about what categories it should be included in, and add them if necessary. Don't forget to consider categories that don't yet exist. Capitalize the tag like &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[[Category:Stub]]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;. (However, if the page and category are version-specific, you should use &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;{{Category|CategoryName}}&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt; instead).&lt;br /&gt;
* See also [[Help:Categories|Categories Help]] and [[Special:AllPages/Category:|List of All Existing Categories]]&lt;br /&gt;
&lt;br /&gt;
=====D=====&lt;br /&gt;
* '''D'''iscussion: Use the discussion page to voice suggestions and to ask questions. Try to limit inline comments. Before editing, check the discussion page to see if there are any changes being planned. The [[DF:CD|centralized discussion]] page is being used to announce such discussions to the general population, so as to make them findable for those who do not religiously keep up with Recent Changes. Please add your own discussions to it. &lt;br /&gt;
* See [[Help:Talk pages]] and [[wikipedia:WP:TPG|Wikipedia:Talk page guidelines]] for talk page conventions and a more in-depth explanation.&lt;br /&gt;
&lt;br /&gt;
=====E=====&lt;br /&gt;
* '''E'''liminate fluff. This includes redirects that aren't linked to and wouldn't be typed in the search box. The {{[[Template:deletion|deletion]]}} or {{[[Template:deletion|del]]}} template is your friend. (See also the [[Dwarf Fortress Wiki:Deletion Policy|Deletion Policy]].)&lt;br /&gt;
&lt;br /&gt;
=====F=====&lt;br /&gt;
* '''F'''acts: Keep your information factual. If you haven't confirmed something, post it on the discussion page. Don't create linkless one-liner pages. Add as much pertinent information as you can and avoid conjecture (possibly, maybe, could be, likely) by providing concrete examples from the game or links to other parts of the wiki.&amp;lt;!-- redundant with V? --&amp;gt;&amp;lt;!-- aye, tis semi-redundant: they need to be merged. Personally, I like facts better than verify --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====G=====&lt;br /&gt;
* '''G'''ameterms: To avoid confusion, use the terms the game uses whenever possible. For example, the game refers to &amp;quot;armor&amp;quot; and &amp;quot;aluminum&amp;quot; rather than &amp;quot;armour&amp;quot; or &amp;quot;aluminium&amp;quot;, and the plural forms of &amp;quot;dwarf&amp;quot; and &amp;quot;bronze colossus&amp;quot; should be &amp;quot;dwarves&amp;quot; and &amp;quot;bronze colossuses&amp;quot; rather than &amp;quot;dwarfs&amp;quot; or &amp;quot;bronze colossi&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=====H=====&lt;br /&gt;
* '''H'''eadings: Organize the content of each page into sections of related information. After the introduction, use appropriate headings for each section, and follow the '''N'''aming style of this guide. Keep headings to a minimum; consider a list or a table if you have many repetitive facts.&lt;br /&gt;
&lt;br /&gt;
=====I=====&lt;br /&gt;
* '''I'''mages: Images and [[screenshot]]s should clearly depict the subject. Small diagrams can be constructed with &amp;amp;lt;[[DF:Diagram|diagram]]&amp;gt; or {{tl|RT}}, for easy editing, and to save on space. When uploading images, give them a name that is descriptive and unlikely to be duplicated. Names like &amp;quot;1&amp;quot;, &amp;quot;screenshot&amp;quot;, and &amp;quot;untitled&amp;quot; should be avoided. PNG images are preferred over JPEG where possible, as they don't lose visual quality during compression (and tend to be smaller anyways).&lt;br /&gt;
&lt;br /&gt;
=====J=====&lt;br /&gt;
* '''J'''ealousy: Don't be shocked if someone rewrites or removes your article; your hard work is not lost. Post suggestions on the discussion page and talk about the issue. All versions are stored in the history, so your material can be reused or merged with existing content if the rewriter left something out.&lt;br /&gt;
&lt;br /&gt;
=====K=====&lt;br /&gt;
* '''K'''eys: This wiki is about a game that uses nearly 100% keyboard input, so we have a template to improve the display of keys: {{tl|k}} (abbreviation of {{tl|key}}). For example, the syntax &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{k|q}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; will generate {{k|q}}, a standardized and visually pleasing representation of the &amp;quot;q&amp;quot; key. The enter key should be done as &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{k|Enter}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; ({{k|Enter}}), for example, and the arrow keys use arrow characters, found in the second row of [[CP437|this handy code page]]. The right arrow key, for example, appears as {{k|→}}. {{tl|k-}} can be used for sequences of keys - for example, &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{k-|a|b}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; produces {{k-|a|b}}.&lt;br /&gt;
&lt;br /&gt;
=====L=====&lt;br /&gt;
* '''L'''osing is [[fun]]! &amp;lt;!-- If something made you lose, include information about it. Others may want to try it out, or you may help someone avoid flooding their ☼fortress☼. --&amp;gt;&lt;br /&gt;
&amp;lt;!-- personally, I think that this will encourage people to add more pointless than useful --Savok --&amp;gt;&lt;br /&gt;
=====M=====&lt;br /&gt;
* '''M'''ore people should use the raw files (found in your 'install dir\raw\objects') to get information about creatures and objects. They have loads of good information that the game actually uses.&lt;br /&gt;
&lt;br /&gt;
=====N=====&lt;br /&gt;
* '''N'''aming: The titles of new pages should be &amp;lt;u&amp;gt;singular&amp;lt;/u&amp;gt; nouns, with &amp;lt;u&amp;gt;only the first word capitalized&amp;lt;/u&amp;gt;. Example: [[Screw pump]], [[Metalsmith's forge]], [[Gear assembly]]. Exceptions are proper nouns and terms that are always plural. Getting the wrong name can mean extra redirects and always means a page move. Screw pump is not the same as Screw Pump. Exceptions may be made in cases where two very different things would otherwise have the same page name, such as [[bar]] versus [[bars]]. Do not put question marks in the names of articles: due to the way they are handled in URIs it messes things up, though not irreversibly.&lt;br /&gt;
&lt;br /&gt;
=====O=====&lt;br /&gt;
* '''O'''riginal research is good! Forget what you've seen on That Other Wiki; personal experience is perfectly fine here. Without original research, this wiki would be a tiny fraction of its current self &amp;amp;ndash; so if you see something that seems wrong, needs verification, or just lacks information, load up the current edition and check for yourself (but please, say you've done so on the talk page).&lt;br /&gt;
&lt;br /&gt;
=====P=====&lt;br /&gt;
* '''P'''review: Use the preview button to check for typos. Avoid cluttering the history of a page with multiple edits. Mark small changes as 'minor' so they can be (optionally) hidden from the recent changes page.&lt;br /&gt;
&lt;br /&gt;
=====Q=====&lt;br /&gt;
* '''Q'''ueue: Check the special pages for work still to be done! There are lists of [[Special:Deadendpages|Dead end pages]]. [[Special:Uncategorizedcategories|Uncategorized categories]], [[Special:BrokenRedirects|Broken redirects]], and [[Special:Specialpages|others]] that all need work occasionally. Or try looking up pages by [[Dwarf_Fortress_Wiki:Quality|quality]] and trying to improve lower-quality ones to a higher quality level.&lt;br /&gt;
* If you feel more like writing content than maintaining the wiki, the list of [[:Category:Stubs|stub pages]] is a good place for you to start, followed by the [[Special:ShortPages|short pages]] that exist.&lt;br /&gt;
* If you feel like doing research about how the game works, have a look at [[#V|Rule V]].&lt;br /&gt;
&lt;br /&gt;
=====R=====&lt;br /&gt;
* '''R'''edundancy: Before creating a new page, do a search to find out if the topic is already discussed in detail somewhere else. If you find that redundant pages already exist, merge their content and have one redirect to the other. This rule also refers to redundant material inside pages.&lt;br /&gt;
&lt;br /&gt;
=====S=====&lt;br /&gt;
* '''S'''tyle: In general, try to follow the [http://en.wikipedia.org/wiki/Wikipedia:Manual_of_Style Wikipedia Manual of Style] when writing articles. For example, introduce keyword articles by highlighting the first keyword in bold, such as '''Rules'''.&lt;br /&gt;
* Also see [[DF:Manual of Style]] for information specific to this wiki.&lt;br /&gt;
&lt;br /&gt;
=====T=====&lt;br /&gt;
* '''T'''imelessness: The wiki is intended as a guide for all players, even new ones. As such, references to differences from or similarities to old major versions of DF should be moved to the appropriate version page. Avoid phrases like &amp;quot;now marble can be used to make steel&amp;quot; or &amp;quot;before, farms required two floodgates&amp;quot;, etc. Specific references to minor versions in the same namespace are acceptable - for example, &amp;quot;minecarts were added in v0.34.08&amp;quot;, or &amp;quot;creatures do not breed by spores as of v0.40.19&amp;quot;. For facts that are likely to change in the future, or placeholder features, use the {{tl|Version}} template, and for bugs that have yet to be fixed, use the {{tl|Bug}} template. Note that references to differences from or similarities to ''newer'' versions of DF may be acceptable on pages for old versions.&lt;br /&gt;
&lt;br /&gt;
=====U=====&lt;br /&gt;
* '''U'''ser pages: Introduce yourself, let the community know who you are. If you have a comment on someone's actions on the wiki, praise or otherwise, post it on their talk page, and they'll get notified next time they log in. Avoid editing other users' user pages unless it's absolutely necessary (for example, removing a user page from an inappropriate category). Keep this place civilized; avoid flame wars, personal attacks and insults.&lt;br /&gt;
&lt;br /&gt;
=====V=====&lt;br /&gt;
* '''V'''erify: Many loosely based assumptions are floating around. Verify your information and check [[:Category:Articles needing further verification]] if you think you can help verify others. If you have something that is not verified, use the &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{verify}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; tag right after it.&lt;br /&gt;
&lt;br /&gt;
=====W=====&lt;br /&gt;
*'''W'''it can be hard to recognise once it has been written down. It is best if it is used on clearly humour/story-related pages, talk pages, or user pages, but kept to a minimum in fact-based articles like [[Dwarf]] or [[Summer]]. Use an appropriate template such as {{tl|D for Dwarf}} if there might be confusion.&lt;br /&gt;
&lt;br /&gt;
=====X=====&lt;br /&gt;
* '''X'''eniality: Be nice to people who are new to ''Dwarf Fortress''.&lt;br /&gt;
&lt;br /&gt;
=====Y=====&lt;br /&gt;
* '''Y'''e Olde Info: It's outdated - update it. Keep the wiki up to date. Remember, sieges were only buggy in a few old versions! Also make sure you're looking at the correct version of a page, especially when editing - if you're playing the latest released version, the information present in the &amp;quot;v0.34&amp;quot;, &amp;quot;v0.31&amp;quot;, &amp;quot;40d&amp;quot;, or &amp;quot;23a&amp;quot; pages is likely to be outdated and incorrect for you, but people playing those old versions will want information that is accurate for them.&lt;br /&gt;
&lt;br /&gt;
=====Z=====&lt;br /&gt;
* '''Z''': the mark of '''Z'''orro. Sign each of your 'Talk' entries with your own --&amp;lt;nowiki&amp;gt;~~~~&amp;lt;/nowiki&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==== More rules ====&lt;br /&gt;
* '''[[DF:REDIR|Redirects]]:''' Redirects should almost always be created in a versioned namespace (e.g. {{DF:Current}}). For example, instead of creating a redirect from [[Kitten]] to [[Cat]], create a redirect from [[{{DF:Current}}:Kitten]] to [[{{DF:Current}}:Cat]]. Doing this makes links to [[Kitten]] work from both {{DF:Current}} pages and pages in the main namespace. Redirects should almost never be created in the main namespace. See [[DF:REDIR]] for more information.&lt;br /&gt;
* '''[[DF:MOS|Spelling]]:''' American and British spellings are both acceptable, unless they violate [[#G|Rule G]].&lt;br /&gt;
&lt;br /&gt;
== Notice Templates ==&lt;br /&gt;
&lt;br /&gt;
There are templates available for marking pages needing improvement. Ideally, you should make appropriate changes and move on, but if you are unable to access the required information, post a notice to flag an issue up. Using template notices provides a consistent way of flagging a page. Notices in use can be tracked through category pages. Notices based on rules from this page should all use the [[:Category:Pages that break Community Portal rules]] category.&lt;br /&gt;
&lt;br /&gt;
This section is far from complete.&lt;br /&gt;
&lt;br /&gt;
=== Template for Notice Templates ===&lt;br /&gt;
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{{Colored Notice Box|#0000FF|Contents of the message.&lt;br /&gt;
Second value is sidebar colour in HTML hex, RR GG BB, e.g. #FF0000 (red), #009900 (dark green), #0088FF, (light blue), #000000 (black)}}&lt;br /&gt;
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=== Image Rules Notice ===&lt;br /&gt;
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{{Image Rules Notice|cat=no}}&lt;br /&gt;
{{tl|Image Rules Notice}}&lt;br /&gt;
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{{Timelessness Notice|cat=no}}&lt;br /&gt;
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=== New Notices ===&lt;br /&gt;
&lt;br /&gt;
If several pages arise that break the same rule, create a new template based off one of the above templates. Remember to include the [[:Category:Pages that break Community Portal rules]] tag at the bottom, or some other appropriate category so that other users can track pages that need reworking. To create a new template, type &amp;lt;nowiki&amp;gt;[[Template:Rule name notice]]&amp;lt;/nowiki&amp;gt; into an article, or directly into the address bar of your browser.&lt;br /&gt;
&lt;br /&gt;
[[category:wikiprojects]]&lt;/div&gt;</summary>
		<author><name>Qwiption</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Note&amp;diff=257734</id>
		<title>Note</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Note&amp;diff=257734"/>
		<updated>2021-04-09T19:24:15Z</updated>

		<summary type="html">&lt;p&gt;Qwiption: /* Creating a Route */ added final step.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{Quality|Exceptional}}&lt;br /&gt;
&lt;br /&gt;
'''Notes''' are comments that you can leave around your fortress, each attached to a single tile.  They are both placed and read using the {{k|N}} key, the Notes showing up as custom symbols on the map, with the full text in the Notes menu, much the same way that [[zone]]s and their information are visible only when you enter the zone function ({{k|i}}).  They are also used to predefine stations and patrol routes.&lt;br /&gt;
&lt;br /&gt;
Activating the menu also allows one to find the closest Note, including across [[z-level]]s, by +/- x,y,z coordinates.  By navigating the cursor nearest a particular symbol, you can read or edit the text of that particular note.  The currently active note will flash when selected - if you move the cursor, you'll see the nearest note symbol flashing on the tile where it was placed. The flashing indicates that it is the currently displayed note, and you can see distance and direction with the x,y,z coordinates at the top of the notes screen.  The coordinates and menu always display the ''closest'' note, even if it's off-screen or on a different level.&lt;br /&gt;
&lt;br /&gt;
==The Notes menu==&lt;br /&gt;
Press {{k|N}} to bring up the notes screen.&lt;br /&gt;
&lt;br /&gt;
The default selection determines the single symbol that will mark that note. One note is attached to one tile - one note per tile max.  There are 3 parts to the sub-menu - at the top is the list of available symbols to mark your note, and below are (in order) 8 possible background colors and 8 more (16 total) possible font colors.  One and only one symbol will mark your note in each selected tile.&lt;br /&gt;
&lt;br /&gt;
==Adding a Note==&lt;br /&gt;
When you first open the Note function*, you will notice 3 flashing X's - one bright and two greyed out.  You will be changing between these sub-menus using the {{k|c}}hange key.  The contrast is not great, and the flashing doesn't help - look closely to make sure you've selected the desired sub-menu.&lt;br /&gt;
&lt;br /&gt;
:''(* If you already have Notes in place anywhere on the map, the text of the nearest Note will be visible at the top along with the symbol for that Note - see [[Note#Finding/Reading existing Notes|Finding/Reading]], below.)''&lt;br /&gt;
&lt;br /&gt;
In order, the steps are 1) select a symbol, 2) select the location tile, and 3) type the note itself.  &lt;br /&gt;
&lt;br /&gt;
====Symbol selection====&lt;br /&gt;
The first step is to select what symbol you want to use to mark the tile you will select.  This only a single-character &amp;quot;marker&amp;quot; - the text will be chosen in a moment.  This selection is made on the top line, the long list of symbols.  Hit {{k|c}}hange to get that X bright, and then use the {{k|+}}/{{k|-}} (or {{k|/}} and {{k|*}}) keys to scroll across and choose your symbol - you have 256 symbols to choose from.&lt;br /&gt;
&lt;br /&gt;
To change the text color, hit {{k|c}}hange again and use the same selector keys to choose your desired color.  The X will go all across all 16 colors.&lt;br /&gt;
&lt;br /&gt;
Then select the background color, by hitting {{k|c}}hange again and doing likewise.  For background, you only have the 8 thicker colors on the left to choose from.  &lt;br /&gt;
&lt;br /&gt;
If you change your mind, cycle through symbols and colors until you're happy with the combination.  Later, this symbol will flash when you are close to it with the Note reader, or be solid if you are closer to another that is also visible on the map screen. &lt;br /&gt;
&lt;br /&gt;
Depending on your selection of symbol, color and text, your symbol could be invisible to view (by blending in with the chosen tile location), but you can still find it if you remember the general area and other Notes are not surrounding it.&lt;br /&gt;
&lt;br /&gt;
====Placement====&lt;br /&gt;
The next step is to select where the Note will be placed.  Move the cursor using the standard navigation keys (the {{k|↑}}, {{k|↓}}, {{k|←}}, &amp;amp; {{k|→}} keys) to the tile you want to label with this Note.  Once you have the symbol, colors, and location you want, press {{k|p}} to place it. This changes the menus, disabling 'place' until you move to a new location (only one note per tile). &lt;br /&gt;
&lt;br /&gt;
The symbol you selected will be flashing in that location - unfortunately, if the cursor is over it, you will not be able to see this - trust that it's there, or look in the upper left corner of the Note screen for the symbol you chose, and that there is a distance/direction of 0,0,0.&lt;br /&gt;
&lt;br /&gt;
''(If no other Notes are nearby, you can move the cursor to see the note you have just placed - if they are, you will still see it, but another might be flashing, indicating that now that one is selected.)''&lt;br /&gt;
&lt;br /&gt;
====Typing the Note itself====&lt;br /&gt;
Once you have placed the symbol you can type the note itself.  Hit the &amp;quot;Enter {{k|n}}ote text&amp;quot; key, and type your message.  You have 100 characters to work with, 4 lines (on that screen) -hardly limitless, but should be ample for most purposes.  Press {{k|Enter}} when done typing.&lt;br /&gt;
&lt;br /&gt;
Then move the cursor and place another Note (with a new or the same symbol), or hit {{k|space}} to exit.&lt;br /&gt;
&lt;br /&gt;
=====Second thoughts=====&lt;br /&gt;
&lt;br /&gt;
To change the selected note symbol or colors (now or later) when in the Notes menu, first select a new symbol (as above when selecting the original symbol), and press the {{k|s}} key to &amp;quot;Adopt selected symbol&amp;quot;.  The flashing symbol will change to your new selection.&lt;br /&gt;
&lt;br /&gt;
===Editing/Deleting===&lt;br /&gt;
&lt;br /&gt;
First, always remember that the function edits the ''closest'' note, which will be flashing when it's automatically selected as such.  You cannot see the symbol flash when the cursor is directly on the symbol, but the Note's symbol and distance will appear at the top of the Notes menu. &lt;br /&gt;
&lt;br /&gt;
To select an existing Note, just open the Note menu, and move the cursor to the Note you want - the nearest one will flash and be seen in the upper left corner of the Note menu, and that is close enough. The numbers at the top of the screen show the distance in the x, y and z direction to that nearest note. Distance 0,0,0 means your cursor is directly over the Note.&lt;br /&gt;
&lt;br /&gt;
To edit, just hit {{k|n}} again - it's a painfully simple program, so you can either add or erase and retype, no proper text editing. &lt;br /&gt;
&lt;br /&gt;
To edit a symbol, use {{k|c}} and the {{k|+}}/{{k|-}} keys to select the symbol, then use {{k|s}} to adopt the new symbol to the note.&lt;br /&gt;
&lt;br /&gt;
To delete that Note, just hit {{k|d}}.  CAUTION - each time you hit {{k|d}}, you will delete the ''nearest'' Note on that [[z-level]] - use with care, or other nearby Notes will get deleted.  You cannot recover a deleted Note.&lt;br /&gt;
&lt;br /&gt;
==Finding/Reading existing Notes==&lt;br /&gt;
Just as in Editing, above, open the {{k|N}}otes menu and all Notes on the map will become visible.  Navigate close to the Note you want to read (or edit) - it will begin to flash, and the text will be visible in the sub-menu, along with the symbol and exact distance and direction (in terms of x,y,z) at the top.  Once you are closer to your desired Note than any others, it will flash and you can read, edit or delete it.&lt;br /&gt;
&lt;br /&gt;
==Patrol Routes==&lt;br /&gt;
Once you've defined at least two Notes, you can define patrol routes between them.  In the Notes menu, press {{k|r}} and you'll be able to manage routes and waypoints within a route.&lt;br /&gt;
&lt;br /&gt;
===Managing Routes===&lt;br /&gt;
Here, you can {{k|a}}dd new routes, {{k|d}}elete unnecessary routes, {{k|n}}ame them, {{k|c}}enter the view on the currently-highlighted waypoint, switch to {{k|e}}diting waypoints, or back out by pressing {{k|p}}.&lt;br /&gt;
&lt;br /&gt;
You can also switch the currently-visible route by pressing {{k|+}}{{k|-}}{{k|*}}{{k|/}}.&lt;br /&gt;
&lt;br /&gt;
===Managing Waypoints===&lt;br /&gt;
As with the route manager, you can {{k|a}}dd new waypoints, {{k|d}}elete waypoints from the route, {{k|n}}ame the route, {{k|c}}enter the view on the chosen waypoint, switch back to {{k|e}}diting routes, or leave the manager by pressing {{k|p}}.&lt;br /&gt;
&lt;br /&gt;
You can also change the currently-selected waypoint by pressing {{k|+}}{{k|-}}{{k|*}}{{k|/}}.&lt;br /&gt;
&lt;br /&gt;
===Creating a Route===&lt;br /&gt;
So you've got a bunch of notes, and you want to create a patrol route between some of them:&lt;br /&gt;
# Go to the route screen by pressing {{k|N}}-&amp;gt;{{k|r}}.&lt;br /&gt;
# Switch to editing routes (if necessary) by pressing {{k|e}}.&lt;br /&gt;
# {{k|a}}dd a new route.  Your newly created route will be selected automatically.&lt;br /&gt;
# Give it an informative {{k|n}}ame.&lt;br /&gt;
# Switch to editing waypoints by pressing {{k|e}}.&lt;br /&gt;
# Add the starting waypoint by navigating the cursor on the map until the desired note is shown in top-right of screen and then press {{k|a}}.&lt;br /&gt;
# Continue adding waypoints in the order you want them visited.&lt;br /&gt;
# To delete a waypoint, use the {{k|+}}{{k|-}} keys to highlight the waypoint and press {{k|d}}.&lt;br /&gt;
# Complete the patrol by pressing {{k|p}}.&lt;br /&gt;
&lt;br /&gt;
===Using a Route===&lt;br /&gt;
Once created, your military dwarves can be scheduled to patrol a route.  Go into the military scheduler ({{k|m}}-&amp;gt;{{k|s}}), choose a squad and month, give an {{k|o}}rder, then rotate through the {{k|o}}rders until it says &amp;quot;Patrol route&amp;quot;.  The screen will display a list of your routes, allowing you to choose one.&lt;br /&gt;
&lt;br /&gt;
==Suggested Uses==&lt;br /&gt;
It's recommended that all important [[lever]]s are labeled, and possibly anything they are connected to, to remind you which lever activates exactly which items, and how, and what the result will be, and anything else that might possibly be of concern.  The more complex the fortress, the more important this can be.  You never know when you'll walk away from a fortress for a few weeks, come back and not know how to do anything - or, worse, only ''think'' you do. &lt;br /&gt;
&lt;br /&gt;
Consider color coding your notes (and levers), to know approximately what they do - maybe red can injure dwarves, dark red controls [[magma]], dark blue controls [[water]] at the source, light blue at the function - whatever works for you.  &lt;br /&gt;
&lt;br /&gt;
This becomes even more important in a [[Main:Succession Games|succession game]], where the next player has no idea what the previous one(s) built.  Also for comments on future plans, ongoing projects, or perceived trouble spots.&lt;br /&gt;
&lt;br /&gt;
===Squad Movement===&lt;br /&gt;
Notes can act as predefined destinations for squad movement.  Within the {{k|s}}quad manager, select a squad, and start giving it a {{k|m}}ove order.  The next screen will show a list of your notes, allowing you to easily boss your squad without having to move the viewing cursor.&lt;br /&gt;
&lt;br /&gt;
===Scheduled Movement===&lt;br /&gt;
Notes can also be used to position military dwarves on a scheduled basis.  Within the military scheduler ({{k|m}}-&amp;gt;{{k|s}}), choose a squad and month, give an {{k|o}}rder, then rotate through the {{k|o}}rders until it says &amp;quot;Station&amp;quot;.  The screen will display a list of your notes, allowing you to choose one for a destination.&lt;br /&gt;
&lt;br /&gt;
{{Category|Interface}}&lt;/div&gt;</summary>
		<author><name>Qwiption</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Screw_pump&amp;diff=257728</id>
		<title>Screw pump</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Screw_pump&amp;diff=257728"/>
		<updated>2021-04-08T13:28:15Z</updated>

		<summary type="html">&lt;p&gt;Qwiption: /* Single pump */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|00:25, 18 May 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{Machine_component|name=Screw pump|key=s|job=[[Pump operator]]&lt;br /&gt;
|construction=&lt;br /&gt;
* [[Block]]&lt;br /&gt;
* [[Trap component#Enormous corkscrew|Enormous corkscrew]]&lt;br /&gt;
* [[Pipe section]]&lt;br /&gt;
|construction_job=&lt;br /&gt;
* [[Architecture]]&lt;br /&gt;
* 1 of&lt;br /&gt;
** [[Carpentry]]&lt;br /&gt;
** [[Masonry]]&lt;br /&gt;
** [[Metalsmithing]]&lt;br /&gt;
|power=Needs 10 power.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A '''screw pump''' is a small [[building]] that can lift liquids ([[water]] or [[magma]]) from one level below onto the same [[Z-level]] as the pump. It is two tiles by one tile in size, and it can be either manually operated by a [[dwarf]] with the [[pump operator]] job or by being [[power]]ed by [[water wheel]]s and/or [[windmill]]s. &lt;br /&gt;
&lt;br /&gt;
The direction you want the fluid to travel must be chosen at the time of construction.  Pumping only occurs in a straight line, and involves a total of 4 tiles in a row - 1) the liquid source, two for the pump, and the output (details below, under Construction). &lt;br /&gt;
&lt;br /&gt;
The &amp;quot;rise&amp;quot; in levels occurs on the first tile, the intake side, from one level below up to the level of the pump*.  Pumped fluids can and will flow immediately after being pumped, as normal for that fluid.  Pumped fluids will have a [[pressure]] equal to the exit [[z-level]] - a pump never &amp;quot;forces&amp;quot; water to a higher [[z-level]] than the output tile.&lt;br /&gt;
&lt;br /&gt;
[[Water#Salt Water|Salt water]] pumped through a pump will desalinate and become drinkable, but only if the [[cistern]] has never contained salty water. [[Water#Stagnant Water|Stagnant water]] pumped through a pump will become clean, letting dwarves drink it without getting an unhappy [[thought]] and letting [[doctor]]s clean [[wound]]s without causing an [[Health care#Infection|infection]].  As with desalination, this only works if the [[cistern]] has never contained stagnant water.&lt;br /&gt;
&lt;br /&gt;
''For a basic overview of how the different machine parts work and work together, see [[machine component|machinery]].''&lt;br /&gt;
&lt;br /&gt;
== Construction ==&lt;br /&gt;
&lt;br /&gt;
Building a screw pump requires an [[Trap component#Enormous corkscrew|enormous corkscrew]], a [[block]], and a [[pipe section]]. The construction itself is completed in two stages: first, an [[architect]] must bring the materials and prepare a design plan, then a builder (possibly the same dwarf as the architect) with the appropriate labor must assemble the components accordingly. This could be [[carpentry]], [[metalsmithing]], or [[masonry]], depending on the material of the block. The architect and the assembler must have access to the where the light-colored tile will be.&lt;br /&gt;
&lt;br /&gt;
[[Image:Small pump.jpg|thumb|right|300px|'''Basic Side View of a Pump'''. &amp;lt;br /&amp;gt; This pump &amp;quot;pumps from the west to east&amp;quot;, flowing from left to right.  The area to the right may fill to the top of that level, but no more  (See [[pressure]]; see [[Screw pump#Pump stack|Pump stack]]). Note that the entire space required is 4 tiles long by 1 tile wide, not including any retaining walls for the outflow.   If pumped manually, the [[pump operator]] stands in the light-colored area, as the dark-colored tile is [[impassable tile|impassable]] to both fluid and movement.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;''(Although the &amp;quot;liquid&amp;quot; is shown as blue, this can work for [[magma]] as well, with the [[magma-safe|appropriate precautions]].)'']]&lt;br /&gt;
&lt;br /&gt;
Although the screw itself is only 2 tiles long by 1 tile wide, the entire system must be thought of as 4 tiles long (see diagram, &amp;quot;Basic Side View of a Pump&amp;quot;, right). This consists of (left to right)... 1) a liquid-source tile (where the liquid is, -1 z-level below), 2) the lighter-colored &amp;quot;intake&amp;quot; end of the pump itself (where any pump operator stands), 3) the darker-colored &amp;quot;output&amp;quot; end of the pump, and 4) the tile where the liquid will be deposited, which is on the &amp;lt;u&amp;gt;same level&amp;lt;/u&amp;gt; as the pump.*&lt;br /&gt;
&lt;br /&gt;
: (* It's easily possible to dig down to let that output liquid drain away, but it ''starts'' on the same level as the pump, +1 z-level above where it started. It's also possible to include walls to prevent the liquid from spreading, and this is recommended if you do not have a reliable drain system.)&lt;br /&gt;
&lt;br /&gt;
To build a pump, use the keys {{k|b}}-{{k|M}}-{{k|s}}. It's important to choose the proper orientation for your pump (to specify the source and destination tiles) using the {{k|u}}, {{k|m}}, {{k|k}}, or {{k|h}} keys, with text at the top of the sub-menu changing to confirm your choice.  The default (as shown above in the sidebar), &amp;quot;pumps from the north&amp;quot; (top).  The ''light'' green X must be next to the liquid source and the ''dark'' green X is where the liquid exits the pump.&lt;br /&gt;
&lt;br /&gt;
The two-tone green graphic shown at the very top-right of this page &amp;quot;pumps from the north&amp;quot; (top) to the south (bottom), and is closer to what you will see in-game.  If pumped manually, the pump operator stands on the light-colored tile, as the dark-colored tile is [[impassable tile|impassable]].  Orientation is visible after placement by using {{k|q}}uery over or near that pump, or during placement.  Orientation of a pump cannot be changed after being constructed, but, as with any building, it can be deconstructed into its component parts and rebuilt with a new orientation, and/or a new location.&lt;br /&gt;
&lt;br /&gt;
Having specified the direction of travel, you must ensure that the source side of the pump is placed adjacent to and above (in the [[z-axis]]) a liquid. That end of the pump is '''not''' directly over the source - it is one level above but &amp;lt;u&amp;gt;adjacent&amp;lt;/u&amp;gt; to it. The screw pump will draw the liquid up from below its level, and distribute it out of the other side of the pump.&lt;br /&gt;
&lt;br /&gt;
Construction of a screw pump can be prohibited with a &amp;quot;needs screw trap component&amp;quot; message if your enormous corkscrews are in a bin which has ''any'' current tasks attached to it (such as the relocation of a newly constructed corkscrew, or a military member moving a weapon). One workaround is to create a separate weapon stockpile for your corkscrews, and for best effectiveness, disallow the use of bins in that stockpile. This will force your corkscrew storage to work as smoothly (and space-consumingly) as a furniture stockpile.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
* Dwarves must be able to access and stand on the light tile of the pump in order to build the pump and then to be able to operate the pump manually.&lt;br /&gt;
:* This &amp;lt;u&amp;gt;light&amp;lt;/u&amp;gt; pump tile is the input, and also is where a pump operator will stand (if the pump is not powered mechanically).  Liquids to be pumped must be 1 level below the (empty) area ''adjacent'' to this tile. &lt;br /&gt;
:* The source of the pump tile must be directionally adjacent to the &amp;quot;Open Space&amp;quot; or &amp;quot;Downward Ramp&amp;quot; that is directly above a source of liquid. The adjacent space cannot be a floor, stairway or wall suspended over water. Screw pumps can pull water through a [[grate]], floor [[bars]], or a [[construction|constructed]] [[fortification]] on the Z-level below.&lt;br /&gt;
* The dark pump tile is on the output side.  Liquids will appear in the tile adjacent to this.&lt;br /&gt;
* The dark pump tile blocks liquid flow and creature movement, and can be built between wall segments to create a solid barrier.  The light tile of the pump does not block flow or movement.&lt;br /&gt;
* Pumps can also be used in conjunction with a [[water wheel]] or a [[windmill]] to become self-powered.&lt;br /&gt;
* Active mechanisms connected to the pump will automatically start the pump; to prevent this either restrict liquid flow using floodgates or hatches, or put in a [[gear assembly]] linked to a [[lever]] to disconnect the [[power]].&lt;br /&gt;
* Adjacent pumps ''automatically'' transfer mechanical power to any other adjacent pump(s); no [[axle]] or [[mechanism]] is required.  If too many pumps are adjacent, there may be insufficient power to power them. In this case, ''all'' pumps (and other items) connected to that power network will fail to work.&lt;br /&gt;
* Dwarves operating pumps do '''NOT''' generate power. Thus, one cannot use a single [[pump operator]] to power an entire pump stack.&lt;br /&gt;
* A hatch above the input tile (on the same level as the pump) that is linked to a trigger (a [[lever]] or [[pressure plate]]) makes an effective on/off switch for that pump.&lt;br /&gt;
* In order to build pumps in a &amp;quot;hanging&amp;quot; state, as in the stacked screw pump example (below), one of its tiles must be able to connect to a nearby machine, either already existing or designated to be built. If, when the screw pump's construction is completed, the supporting mechanism has not yet been completed, it will promptly collapse into its component parts.&lt;br /&gt;
* Pumps do '''not''' push liquids '''up''' additional Z-levels above them.  They only deliver water to their own level.  That is, if you direct the output of a screw pump into a 1-square space surrounded by walls, the water will not &amp;quot;overflow&amp;quot; the walls. Consequently, a pump will refuse to move liquid if the level it is pumping to is completely filled.  Higher levels can be achieved using a &amp;quot;pump stack&amp;quot; (below). (See [[Pressure]])&lt;br /&gt;
* In order to safely pump magma, you must use [[magma-safe]] materials, though magma-unsafe metals have been observed to be safe unless the open tile is going to be submerged in magma. Wooden parts (except for [[nether-cap]]s) will burst into flames the instant the pump is activated, and magma-unsafe stone [[block]]s melt after a short time. Despite the requirement for magma-safe materials, the exterior of the pump does not heat up, and dwarves do not mind operating a magma pump directly.&lt;br /&gt;
* Magma, which normally has no pressure, will behave as though pressurized when pumped. For example, when pumped into a U-turn, magma will come out at the other end. Normal (non-pumped) magma would just pool at the lowest level. This may be either very useful (can be used to build pressure towers for magma) or deadly (forge level flooded with magma, because someone tried to pump magma into a volcano).&lt;br /&gt;
* Pump's pseudo-pressure doesn't work across diagonals. If there is a diagonal-only passage in your tunnel, liquids will seep slowly through it, instead of bursting through above their normal maximal speed, like they would if there was good passage.&lt;br /&gt;
* The liquid in a pump's intake tile must have a depth of at least 2/7 for the pump to be able to remove any amount of liquid from it.&lt;br /&gt;
* If a pump's intake tile on the z-level below the pump becomes blocked (e.g. cave-in, magma cooling into obsidian, or a sapling maturing into a [[tree]]) the pump will still run but not pump any fluid.&lt;br /&gt;
* If a pump's output tile contains magma and the pump is pumping water or vice versa, the output tile will be turned into [[obsidian]].&lt;br /&gt;
* Pumps operate in the reverse order in which they were built-- the most recently built will try to pump, then the next recent, and so on.  You can use this to your advantage for [[mist]] generation, to maximize fluid throughput, or for advanced [[repeater]] design.&lt;br /&gt;
* Screw pumps continue to operate for a short period (49 ticks) after losing power-- that is, a screw pump supplied power for exactly 1 tick will actually pump for 50 ticks.&lt;br /&gt;
* Screw pumps attempt to pump everything from the inlet tile to the outlet tile on every turn (so long as there is more than 1/7 liquid in the square).  Actual pump rate tends to be slower than this due to liquid needing to flow to the pump inlet, which can take a few turns depending on the source.&lt;br /&gt;
* If you bring in an adventurer, the pumps will run as long as you're close enough to the fortress - once you move far enough away, the site gets offloaded (and the pumps stop). &lt;br /&gt;
&lt;br /&gt;
====Common mistakes====&lt;br /&gt;
* Orienting a pump incorrectly, and/or not having a proper open liquid source.&lt;br /&gt;
* Pumping water into an area with a path to other parts of your fortress. (The pump may work perfectly - the fortress quickly [[flood]]s.)&lt;br /&gt;
* Expecting water to rise up above the level of a pump.&lt;br /&gt;
* Building a wall attached only to the light tile - this leaves a diagonal leak between the wall and the dark tile unless sealed there.  (If that's not a problem, don't worry about it.)&lt;br /&gt;
* Having stairs as input tile. Stairs block input tile, thus rendering the pump useless, even though liquids usually ignore stairs. Output tile can be any liquid-passable tile.&lt;br /&gt;
* Not channeling below the [[impassable tile]] of an individual pump in a pump stack.  This is how power is transmitted to the pump below.&lt;br /&gt;
* Pumping magma into a lower z-level (same as the source) and then being surprised it is forced back up to the pump's z-level further down the line (where you were planning your magma forges, for example.)&lt;br /&gt;
&lt;br /&gt;
== Example layouts ==&lt;br /&gt;
=== Single pump ===&lt;br /&gt;
&lt;br /&gt;
[[Image:jt_screwpump.png|frame|left|This screw pump delivers water (or magma) from the lower level (on the right in this diagram) to the same z-level as the screw pump (on the left). When placing the screw pump to be built, the &amp;quot;dark green tile&amp;quot; would be on the left - that entire tile is impassible to movement and fluids.]]&amp;lt;br style=&amp;quot;clear: both&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Pump stack ===&lt;br /&gt;
[[File:PumpStack2010.png|thumb|right|300px|'''Illustrated Side View of a Pump Stack.''']]&lt;br /&gt;
[[File:PumpStackTopView.png|thumb|right|300px|'''Illustrated Top View of a Pump Stack Layer.''']]&lt;br /&gt;
[[File:Pumpstack.gif|thumb|right|'''Animation showing the general construction using an isometric projection.''']]&lt;br /&gt;
&lt;br /&gt;
A pump stack is a method used to draw water or magma vertically across multiple z-levels requiring a minimum of parts. The basic functionality is possible because the Output (dark) side of the pump can be built over open space with a machine component located directly below, in this case another screw pump. Note that for power to properly transfer, the intake (light) side of the pump must line up with the output (dark) side of the pump on the floor above it through a space in the floor, as in the illustration.&lt;br /&gt;
&lt;br /&gt;
A pump stack minimizes the amount of machinery required to lift water or magma by allowing for power to be supplied directly to only the most accessible pump (typically the topmost) which in turn allows the player to operate a stack limited only by how many windmills/water wheels they can fit into the area.  The price of optimal parts density is fragility: each pump relies on the pump below it for support.  If [[forgotten beast|anything]] breaks a pump in your stack, every pump above it will be disassembled.  This means that a single pump accidentally assembled with non-[[magma-safe]] parts can cause an entire magma pump stack to spontaneously disassemble. &lt;br /&gt;
&lt;br /&gt;
To prevent such a disassembly cascade, you can &amp;quot;anchor&amp;quot; each pump with a mechanism or stable horizontal axle. For water applications, placing this axle on the output tile of the pump also conveniently prevents plant growth; for magma applications, the axle must be protected from the magma, unless you are using [[nether-cap]].&lt;br /&gt;
&lt;br /&gt;
Typical applications for a pump stack include moving magma from a lower level (often the [[magma sea]]) up to a convenient level for forges and furnaces, extracting water from a flooded fort, raising water for a decorative [[waterfall]] (and extracting it afterwards), or any other purpose that requires water/magma on a z-level significantly above its current location.  &lt;br /&gt;
&lt;br /&gt;
The 'Illustrated Top View of a Pump Stack Layer' shows a basic section of a pump stack. Only the door (or a floodgate) on the containment side is strictly necessary in order to prevent flooding. Two doorways are used here, each lining up with the solid ground within the pump assembly, in order to prevent workers from trapping themselves after digging channels or assembling the pump.&lt;br /&gt;
&lt;br /&gt;
Be warned: pump stacks move water '''fast.''' If you are pumping from a large reservoir into an open area, be prepared for a huge outflow, roughly akin to the kind of water dump you'd get if the whole reservoir was balanced above the pump output and then released. If you are using pumps to empty a large underground reservoir (or, say, a flooded fortress) onto open land, use an aqueduct or some other method to make sure the pump system outlet is a good distance away from anything you wouldn't want to get drenched.&lt;br /&gt;
&lt;br /&gt;
As an alternative to a large reservoir, it is also possible to combine a [[Dwarven Atom Smasher]] with the top layer of the pump stack to create a &amp;quot;vacuum cleaner&amp;quot; of sorts.&lt;br /&gt;
&lt;br /&gt;
====Tips====&lt;br /&gt;
&lt;br /&gt;
* Ramps can be used in place of channeling. Liquids will transmit through ramps, unlike stairs, and when pumps are constructed they annihilate the ramp they're built on much as walls do. Power will still be transmitted, so they don't need to be removed by miners prior to pump construction. Ramps make it virtually impossible to strand your miners and allow the stack to be dug out using only access doorways on the intake side of the pump, so no construction or doors are later needed to eliminate leaks. A pump stack can be very rapidly carved out with this method as even if a miner/builder is trapped on the containment side of a pump, they can walk up the ramp to the intake side of the pump above and walk out.&lt;br /&gt;
* Power can be transmitted to the stack by channeling out the tile directly above the intake (light) tile of the topmost pump and mounting a gear assembly. If the gear assembly is supported by an adjacent gear assembly or horizontal axle on a stable floor (be careful to not have that adjacent gear assembly disengage via lever), this will allow the stack to hang from the gear assembly. If a lower pump needs to be removed, or should self-destruct, the problem of the entire pump stack disassembling described above is eliminated. Further, if the supported gear assembly is built first, the pump stack can be built both from the top and bottom simultaneously, halving construction time, assuming that sufficient attention is paid to make sure that the pumps will align with the proper orientation when the two partial stacks meet. Properly channeling/ramping out the stack should ensure this.&lt;br /&gt;
* While expensive in both power and mechanisms, it is also possible to power a pump stack horizontally with a gear assembly or power source connected directly to the bright square. This is most useful when you are building an above ground pump stack. You can attach a power source to the screw pump through the dark square, but it's generally not a good idea because it will leak water along a diagonal. Unless that's your plan.&lt;br /&gt;
* When pumping water, make sure all tiles on the containment side of the stack are covered with a [[construction|constructed]] floor or [[fortification]] to prevent subterranean trees from growing and blocking flow of the stack. Fortifications have the added advantage that, when used with water, they will never become muddy.&lt;br /&gt;
* When using pumps to empty a large body of liquid, make sure that the pump output is properly isolated from the intake, otherwise the liquid can flow backwards into the pump's walkable tile and cause problems (such as flushing the dwarf operating it into the body of liquid being drained).&lt;br /&gt;
* The order in which the screw pumps were constructed matters. If built from lowest to highest, they will be able to transfer liquids one z-level per tick. However, if built from highest to lowest, they will transport liquids all the way from the bottom to the top in just one tick.&lt;br /&gt;
&lt;br /&gt;
===Improved Magma Pump Stack===&lt;br /&gt;
&lt;br /&gt;
Because a pump stack pumping magma is known to cause significant [[Maximizing_framerate|lag]], a [http://www.bay12forums.com/smf/index.php?topic=72296.0 new type of pump stack] was developed by [http://www.bay12forums.com/smf/index.php?action=profile;u=19835 NecroRebel] that causes a much smaller drop in [[FPS]].  Changing the single tile magma chamber at the output of every pump from a 1 by 1 to a 3 by 3 area reduces the lag to 1/15th of that caused by the original pump stack. The designer hypothesizes that the larger chamber requires many fewer temperature calculations when magma is pumped in or out; that also implies that there will be no FPS improvement for water pumps by using this design.&lt;br /&gt;
&lt;br /&gt;
====Newer Magma Pump Breakthroughs====&lt;br /&gt;
&lt;br /&gt;
Newer breakthroughs in magma pump design have since made the 3x3 reservoir design obsolete.&lt;br /&gt;
Testing has found a [http://www.bay12forums.com/smf/index.php?topic=72296.msg1772802#msg1772802 1x3 head-over-tail variation] (which is very similar to [[Screw_pump#Pump_stack|the typical 1 by 1 pump stack]]) as well as a [http://www.bay12forums.com/smf/index.php?topic=72296.msg1795907#msg1795907 2x3 head-over-head variation]. Both of these new designs require less space and work as effectively as his original 3x3 reservoir head-over-head design, with no significant drop in FPS. The 1x3 head-over-tail design has the advantages of requiring the least amount of space and being simple to refit from the standard 1 by 1 water pump stack.&lt;br /&gt;
&lt;br /&gt;
{{d for dwarf}}&lt;br /&gt;
[[File:old_water_pump.jpg|thumb|230px|center|Mechanics of a real-life screw pump, which is close to but not ''exactly'' the same as in Dwarf Fortress.]]&lt;br /&gt;
:From the components used in construction, a DF pump can be imagined as a simple [http://en.wikipedia.org/wiki/Archimedes%27_screw archimedes screw]. However, given its effect on contaminated water, the lack of pump components *in* the water itself, and general dwarven mechanical aptitude, it seems more accurate - and more dwarfy - to infer the speed of rotation to be high enough that the building actually operates as a [http://en.wikipedia.org/wiki/Turbomolecular_pump turbopump] using the principle of [http://en.wikipedia.org/wiki/Vacuum_distillation vacuum distillation] to simultaneously transfer and purify water.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;/div&gt;</summary>
		<author><name>Qwiption</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014:Lamb&amp;diff=257721</id>
		<title>DF2014:Lamb</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014:Lamb&amp;diff=257721"/>
		<updated>2021-04-07T22:05:32Z</updated>

		<summary type="html">&lt;p&gt;Qwiption: #REDIRECT sheep&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[sheep]]&lt;/div&gt;</summary>
		<author><name>Qwiption</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Copper&amp;diff=257628</id>
		<title>Copper</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Copper&amp;diff=257628"/>
		<updated>2021-03-29T02:12:54Z</updated>

		<summary type="html">&lt;p&gt;Qwiption: /* Major uses */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|17:50, 17 August 2014 (UTC)}}&lt;br /&gt;
&lt;br /&gt;
{{Metal|name=Copper|color=6:4:0&lt;br /&gt;
|uses=&lt;br /&gt;
* Make [[Brass]] at [[smelter]]&lt;br /&gt;
* Make [[Bronze]] at [[smelter]]&lt;br /&gt;
* Make [[Billon]] at [[smelter]]&lt;br /&gt;
* Make [[Fine pewter]] at [[smelter]]&lt;br /&gt;
* Make [[Trifle pewter]] at [[smelter]]&lt;br /&gt;
* Make [[Lay pewter]] at [[smelter]]&lt;br /&gt;
* Make [[Nickel silver]] at [[smelter]]&lt;br /&gt;
* Make [[Black bronze]] at [[smelter]]&lt;br /&gt;
* Make [[Sterling silver]] at [[smelter]]&lt;br /&gt;
* Make [[Rose gold]] at [[smelter]]&lt;br /&gt;
* Make [[Bismuth bronze]] at [[smelter]]&lt;br /&gt;
* [[weapon|Melee Weapons]]&lt;br /&gt;
* [[Crossbow]]s&lt;br /&gt;
* [[Bolt]]s&lt;br /&gt;
* [[Pick]]s&lt;br /&gt;
* [[Armor]]&lt;br /&gt;
* [[Metalsmith's forge|Metal crafting]]&lt;br /&gt;
|ore=&lt;br /&gt;
* [[Native copper]] &lt;br /&gt;
* [[Malachite]]&lt;br /&gt;
* [[Tetrahedrite]]&lt;br /&gt;
|properties=&lt;br /&gt;
* [[Material value]] 2&lt;br /&gt;
{{firemagmasafe|yes|no}}&lt;br /&gt;
* [[Melting point]] {{ct|11952}}&lt;br /&gt;
* [[Boiling point]] {{ct|14611}}&lt;br /&gt;
* [[Ignition point]] none&lt;br /&gt;
* [[Solid density]] 8930&lt;br /&gt;
* Liquid [[density]] 8020&lt;br /&gt;
* [[Specific heat]] 385&lt;br /&gt;
}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Copper''' is a [[metal]] used in a large number of alloys, among them [[bronze]], which is almost as good as [[iron]] for smithing [[weapon]]s and [[armor]], and [[brass]], which has the largest value increase of all non-[[steel]] alloys. Copper itself is a common, low-value metal and a sub-par arms material – more specifically, it is the second-worst metal available for slashing weapons, but is pretty good for blunt weapons.&lt;br /&gt;
&lt;br /&gt;
Copper is [[fire-safe]] but ''not'' [[magma-safe]].&lt;br /&gt;
&lt;br /&gt;
== Major uses ==&lt;br /&gt;
&lt;br /&gt;
*Early-game melee weapon and armor production, if you have no [[tin]] to make [[bronze]] or no [[iron]]. You will probably do best to find better metals though.&lt;br /&gt;
*Making [[pick|picks]] (The material of a pick is irrelevant for mining. The material of a pick does matter if the pick is used as a weapon.)&lt;br /&gt;
*Making [[bronze]], which is better overall than copper for military applications.&lt;br /&gt;
*Training metalworking dwarves: copper is generally plentiful. This is possibly the best use for copper if you have better metals.&lt;br /&gt;
*Copper [[crossbow|crossbows]] and copper [[bolts]]. Copper crossbows are the best crossbows if your [[marksdwarves]] are forced into melee – [[silver]] crossbows are only brought by humans and have no quality modifiers. Copper bolts are heavy enough and sharp enough to work as a good projectile, and iron/steel is generally too rare to be used in bolts. Both uses also train your [[weaponsmiths]], which is always a good thing.&lt;br /&gt;
*Bins, cages, and barrels: although wooden ones are generally cheaper and lighter, copper containers are fire-safe and resistant to [[vermin]]. On maps where wood is scarce, copper can serve as a suitable substitute.&lt;br /&gt;
*Copper giant spiked balls for weapon [[traps]].&lt;br /&gt;
&lt;br /&gt;
== Alloys ==&lt;br /&gt;
&lt;br /&gt;
Copper is smelted (at a [[smelter]]) from [[native copper]], [[malachite]], or [[tetrahedrite]]. &lt;br /&gt;
&lt;br /&gt;
Copper may be combined with other metals at a [[smelter]]. The following is a list of recipes involving copper:&lt;br /&gt;
*[[Brass]] = Copper + [[Zinc]]&lt;br /&gt;
*[[Bronze]] = Copper + [[Tin]]&lt;br /&gt;
*[[Billon]] = Copper + [[Silver]]&lt;br /&gt;
*[[Fine pewter]] = Copper + 3x [[Tin]]&lt;br /&gt;
*[[Trifle pewter]] = Copper + 2x [[Tin]]&lt;br /&gt;
*[[Lay pewter]] = Copper + 2x [[Tin]] + [[Lead]]&lt;br /&gt;
*[[Nickel silver]] = Copper + 2x [[Nickel]] + [[Zinc]]&lt;br /&gt;
*[[Black bronze]] = 2x Copper + [[Silver]] + [[Gold]]&lt;br /&gt;
*[[Sterling silver]] = Copper + 3x [[Silver]]&lt;br /&gt;
*[[Rose gold]] = Copper + 3x [[Gold]]&lt;br /&gt;
*[[Bismuth bronze]] = 2x Copper + [[Tin]] + [[Bismuth]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Copper_2.jpg|A copper ingot, coin and rod.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = gusil&lt;br /&gt;
| elvish  = canò&lt;br /&gt;
| goblin  = saxo&lt;br /&gt;
| human   = gugir&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{metals}}&lt;/div&gt;</summary>
		<author><name>Qwiption</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Copper&amp;diff=257627</id>
		<title>Copper</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Copper&amp;diff=257627"/>
		<updated>2021-03-29T02:12:26Z</updated>

		<summary type="html">&lt;p&gt;Qwiption: /* Major uses */ added links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|17:50, 17 August 2014 (UTC)}}&lt;br /&gt;
&lt;br /&gt;
{{Metal|name=Copper|color=6:4:0&lt;br /&gt;
|uses=&lt;br /&gt;
* Make [[Brass]] at [[smelter]]&lt;br /&gt;
* Make [[Bronze]] at [[smelter]]&lt;br /&gt;
* Make [[Billon]] at [[smelter]]&lt;br /&gt;
* Make [[Fine pewter]] at [[smelter]]&lt;br /&gt;
* Make [[Trifle pewter]] at [[smelter]]&lt;br /&gt;
* Make [[Lay pewter]] at [[smelter]]&lt;br /&gt;
* Make [[Nickel silver]] at [[smelter]]&lt;br /&gt;
* Make [[Black bronze]] at [[smelter]]&lt;br /&gt;
* Make [[Sterling silver]] at [[smelter]]&lt;br /&gt;
* Make [[Rose gold]] at [[smelter]]&lt;br /&gt;
* Make [[Bismuth bronze]] at [[smelter]]&lt;br /&gt;
* [[weapon|Melee Weapons]]&lt;br /&gt;
* [[Crossbow]]s&lt;br /&gt;
* [[Bolt]]s&lt;br /&gt;
* [[Pick]]s&lt;br /&gt;
* [[Armor]]&lt;br /&gt;
* [[Metalsmith's forge|Metal crafting]]&lt;br /&gt;
|ore=&lt;br /&gt;
* [[Native copper]] &lt;br /&gt;
* [[Malachite]]&lt;br /&gt;
* [[Tetrahedrite]]&lt;br /&gt;
|properties=&lt;br /&gt;
* [[Material value]] 2&lt;br /&gt;
{{firemagmasafe|yes|no}}&lt;br /&gt;
* [[Melting point]] {{ct|11952}}&lt;br /&gt;
* [[Boiling point]] {{ct|14611}}&lt;br /&gt;
* [[Ignition point]] none&lt;br /&gt;
* [[Solid density]] 8930&lt;br /&gt;
* Liquid [[density]] 8020&lt;br /&gt;
* [[Specific heat]] 385&lt;br /&gt;
}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Copper''' is a [[metal]] used in a large number of alloys, among them [[bronze]], which is almost as good as [[iron]] for smithing [[weapon]]s and [[armor]], and [[brass]], which has the largest value increase of all non-[[steel]] alloys. Copper itself is a common, low-value metal and a sub-par arms material – more specifically, it is the second-worst metal available for slashing weapons, but is pretty good for blunt weapons.&lt;br /&gt;
&lt;br /&gt;
Copper is [[fire-safe]] but ''not'' [[magma-safe]].&lt;br /&gt;
&lt;br /&gt;
== Major uses ==&lt;br /&gt;
&lt;br /&gt;
*Early-game melee weapon and armor production, if you have no [[tin]] to make [[bronze]] or no [[iron]]. You will probably do best to find better metals though.&lt;br /&gt;
*Making [[pick|picks]] (The material of a pick is irrelevant for mining. The material of a pick does matter if the pick is used as a weapon.)&lt;br /&gt;
*Making [[bronze]], which is better overall than copper for military applications.&lt;br /&gt;
*Training metalworking dwarves: copper is generally plentiful. This is possibly the best use for copper if you have better metals.&lt;br /&gt;
*Copper [[crossbows]] and copper [[bolts]]. Copper crossbows are the best crossbows if your [[marksdwarves]] are forced into melee – [[silver]] crossbows are only brought by humans and have no quality modifiers. Copper bolts are heavy enough and sharp enough to work as a good projectile, and iron/steel is generally too rare to be used in bolts. Both uses also train your [[weaponsmiths]], which is always a good thing.&lt;br /&gt;
*Bins, cages, and barrels: although wooden ones are generally cheaper and lighter, copper containers are fire-safe and resistant to [[vermin]]. On maps where wood is scarce, copper can serve as a suitable substitute.&lt;br /&gt;
*Copper giant spiked balls for weapon [[traps]].&lt;br /&gt;
&lt;br /&gt;
== Alloys ==&lt;br /&gt;
&lt;br /&gt;
Copper is smelted (at a [[smelter]]) from [[native copper]], [[malachite]], or [[tetrahedrite]]. &lt;br /&gt;
&lt;br /&gt;
Copper may be combined with other metals at a [[smelter]]. The following is a list of recipes involving copper:&lt;br /&gt;
*[[Brass]] = Copper + [[Zinc]]&lt;br /&gt;
*[[Bronze]] = Copper + [[Tin]]&lt;br /&gt;
*[[Billon]] = Copper + [[Silver]]&lt;br /&gt;
*[[Fine pewter]] = Copper + 3x [[Tin]]&lt;br /&gt;
*[[Trifle pewter]] = Copper + 2x [[Tin]]&lt;br /&gt;
*[[Lay pewter]] = Copper + 2x [[Tin]] + [[Lead]]&lt;br /&gt;
*[[Nickel silver]] = Copper + 2x [[Nickel]] + [[Zinc]]&lt;br /&gt;
*[[Black bronze]] = 2x Copper + [[Silver]] + [[Gold]]&lt;br /&gt;
*[[Sterling silver]] = Copper + 3x [[Silver]]&lt;br /&gt;
*[[Rose gold]] = Copper + 3x [[Gold]]&lt;br /&gt;
*[[Bismuth bronze]] = 2x Copper + [[Tin]] + [[Bismuth]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Copper_2.jpg|A copper ingot, coin and rod.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = gusil&lt;br /&gt;
| elvish  = canò&lt;br /&gt;
| goblin  = saxo&lt;br /&gt;
| human   = gugir&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{metals}}&lt;/div&gt;</summary>
		<author><name>Qwiption</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Temple&amp;diff=257624</id>
		<title>Temple</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Temple&amp;diff=257624"/>
		<updated>2021-03-29T01:21:59Z</updated>

		<summary type="html">&lt;p&gt;Qwiption: /* Fortress mode */ added reminder to write down petitioned religion request, else can't be found without DFhack&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Masterwork|19:47, 9 November 2020 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{new in v0.42}}&lt;br /&gt;
&lt;br /&gt;
[[File:dwarf_temple.jpg|thumb|350px|right|A dwarven temple.&amp;lt;br /&amp;gt;''Art by Kim Sung Min'']]A '''temple''' is a structure devoted to an object of worship, which, typically, is any [[sphere]]-aligned being, such as a [[deity]], [[megabeast]], or [[titan]]. &lt;br /&gt;
&lt;br /&gt;
==Fortress mode==&lt;br /&gt;
In [[fortress mode]], temples are [[locations]] ({{K|l}}) that can be created from [[Activity zone#Meeting area|meeting area]]s ({{K|i}} - {{K|m}}). Temples can be dedicated either to any deity worshipped by at least one of your [[dwarves]] (not necessarily from the world's dwarven pantheon), or to &amp;quot;no particular deity&amp;quot;, making it a place for anyone to meditate or to worship whomever they want. However, some dwarves* seem to need specific rather than generic temples to avoid [[unhappy]] thoughts{{Verify}}.&lt;br /&gt;
&lt;br /&gt;
: ''(* If you read the thoughts of certain dwarves, you can note that some have been &amp;quot;unable to pray to (x deity)&amp;quot;. If you designate a temple to that specific deity, they will then go pray or meditate with purple text and satisfy their religious needs.  This mechanic needs more research. In some cases a dwarf who worships multiple deities may not ever pray to them all. Using burrows to force these dwarves to pray only in generic temples will usually make them eventually (sequentially) satisfy all their needs to pray, given no other tasks.)''&lt;br /&gt;
&lt;br /&gt;
Temples require [[instrument]]s for their music and, thus, need [[container]]s to store them, although a temple created with no instruments will still be used by citizens and visitors. Temples also require an empty floor space (called ''dance floor'') with a minimum surface of 25 tiles, the same as [[tavern]]s. [[Performer]]s can also be assigned to temples to perform sacred dances. Beyond being religious activity, dances and poetry in temples fulfil same functions as they do in tavern, with the caveat of being limited to followers of said faith.&lt;br /&gt;
&lt;br /&gt;
Being able to commune with their deity or meditate gives a serious ''enraptured'' [[stress]] decrease to the dwarves. Not having a designated place to pray, on the other hand, makes them sad or [[Need|distracted]]. Thus, making a temple early on might be a good investment for your fortress, even more so if you're going through difficult times. Simply designating any meeting area as a place to pray is enough to initially satisfy most of your dwarves, you do not need to provide instruments or containers for your dwarves to pray.&lt;br /&gt;
&lt;br /&gt;
When one of your fortress's religious organisations (sects) has sufficient (10 by default in d_init.txt) members, they may [[petition]] for the creation of a temple specific to their faith. Once established, these worshippers may congregate at the new temple, though it does not stop them from using temples to no particular deity; the temple dedicated to their deity existing at all is sufficient to please them. If the petition is ignored for too long, it is eventually abandoned, and the petitioners will receive unhappy thoughts.{{version|0.47.01}} The petition is satisfied when the temple has a minimum value of 2000 and when [[priest]]hood is recognised. A temple with a value lower than 2000 is called a '''shrine'''. With a value of 10000 or higher, it becomes a '''temple complex''', which is needed to recognise [[priest|high priesthood]]&lt;br /&gt;
&lt;br /&gt;
'''REMINDER:''' Write down the petitioners' request for the specific deity and/or religious sect because it's often not accessible from the UI after you accept the petition. Although, if you have [[DFhack]], you can use the command &amp;lt;code&amp;gt;list-agreements&amp;lt;/code&amp;gt; to find it.&lt;br /&gt;
&lt;br /&gt;
[[Pilgrim]]s will visit fortresses specifically to hang out in temples. Other [[visitor]]s may pass by the temple and socialize with the dwarves there if they came to visit a tavern or [[library]].&lt;br /&gt;
&lt;br /&gt;
As in adventure mode, worshippers of the temple's deity that topple a [[statue]] (or anything else that's been {{k|b}}uilt) in a temple will be cursed as a [[vampire]] or [[werebeast]] {{cite forum|160118/7144627}}{{cite reddit|8l8x7i}}.&lt;br /&gt;
&lt;br /&gt;
==Adventure mode==&lt;br /&gt;
World-generated temples are visitable in [[adventurer mode]]. They are located in [[human]] towns and [[goblin]] fortresses, with smaller temples in [[monastery|monasteries]] and [[fort]]s, and are build when a given [[religion]] has enough followers in said site, or the site is dedicated to the religion. [[Priest]]s can be found in temples, and will allow you to join the local sect of their religion with the conversation topic 'Service'. In the current version, it is not possible to join a temple.&lt;br /&gt;
&lt;br /&gt;
On first joining a sect dedicated to a particular object of worship, that entity will be added to the character's record. An adventurer can then converse ({{K|k}}) anywhere with any deific object of worship. Though the deity's only response is silence, repeated conversations can change the deity's 'object of worship' status from 'dubious' to 'casual', 'object', 'devoted' and 'ardent'. It's unknown whether conversing with other objects of worship can increase their worship status; megabeasts tend to be uniformly hostile, though titans may be flagged 'benign'{{verify}}.&lt;br /&gt;
&lt;br /&gt;
Temples can have basements, sometimes extensive [[catacombs]], which may be crawling with enemies. These range from the typical [[kobold]]s and goblins, to the occasional lurking [[mummy]] (with assorted [[Undead|skeletal]] minions). [[Pedestal]]s will be found in these lower levels, and will sometimes contain holy [[artifact]]s.&lt;br /&gt;
&lt;br /&gt;
You can defile a temple of your deity by toppling a [[statue]], which leads to being cursed by the patron deity with either [[vampire|vampirism]] or becoming a [[werebeast]]. For this, the temple must be actively used (i.e. not an old ruin).&lt;br /&gt;
&lt;br /&gt;
=== Architecture ===&lt;br /&gt;
Each temple found in procedurally-generated towns will have its own architecture, where certain architectural elements are chosen depending on the spheres to which the temple belongs. A temple can use a certain architectural element because of its likeness to their worshipped spheres, but also because of an antithetical relationship to said spheres. A complete list of architectural elements, as well as their connection to different spheres, is given in the table below. Since the introduction of institutionalized [[religion]]s, this seems to have changed somewhat, with most such temples having a wide array of architectural elements.&lt;br /&gt;
[[File:Df temple.png|300px|thumb|6 level temple, showing water pool, detailed surfaces, paved indoor areas, lower floors, upper floors, pillars on the perimeter, and a paved outdoor area, with doors leading to the catacombs. Dedicated to the Bejeweled Creed, religion worshipping Ñor, deity of Birth and Youth. ]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Architectural element&lt;br /&gt;
! Related spheres (incomplete)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Detailed surfaces||Art, Inspiration, Painting, Poetry&lt;br /&gt;
|-&lt;br /&gt;
|[[Magma|Lava]] pool||Volcanos&lt;br /&gt;
|-&lt;br /&gt;
|Lower floors||Caverns, Darkness, Earth&lt;br /&gt;
|-&lt;br /&gt;
|Open structure||Dawn, Day, Dusk, Freedom, Moon, Nature, Night, Rain, Seasons, Sky, Storms, Sun, Thunder, Twilight, Weather&lt;br /&gt;
|-&lt;br /&gt;
|Paved indoor areas||Fortresses&lt;br /&gt;
|-&lt;br /&gt;
|Paved outdoor area||Fortresses&lt;br /&gt;
|-&lt;br /&gt;
|Pillars on the perimeter||Boundaries, Fortresses&lt;br /&gt;
|-&lt;br /&gt;
|Square of pillars||Balance, Discipline, Laws, Order&lt;br /&gt;
|-&lt;br /&gt;
|Stagnant pool||Deformity, Disease, Muck, Sickness&lt;br /&gt;
|-&lt;br /&gt;
|Uneven pillars||Chaos, Deformity&lt;br /&gt;
|-&lt;br /&gt;
|Upper floors||Dawn, Dusk, Fortresses, Mountains, Thunder&lt;br /&gt;
|-&lt;br /&gt;
|Water pool||Fishing, Lakes, Oceans, Rivers, Water&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Shrines ===&lt;br /&gt;
&lt;br /&gt;
Before a temple is built in a site, there will be shrines dedicated to a given religion, consisting of a small garden, a [[statue]], and either a [[pedestal]] or an [[altar]]. If the religion has a divination tradition, divination [[dice]] can be found in these shrines. '''(Not to be confused with the lairs of [[titan]]s, also called [[Shrine (megabeast)|shrine]]s.)'''&lt;br /&gt;
[[File:Df town shrines.png|thumb|800px|center|A selection of shrines in a town in adventure mode, from left to right: a shrine in a townplot, a shrine with a garden, a statue at crossroads and a shrine with dice.]]&lt;br /&gt;
&lt;br /&gt;
=== Razing ===&lt;br /&gt;
Occasionally during worldgen, a site government may choose to raze an old temple and build a new one in its stead. The ruins of the old temple, as well as any catacombs it's connected to, will still be explorable in adventure mode.&lt;br /&gt;
&lt;br /&gt;
Interestingly, the construction of the new temple will always coincide with the formation of a new religious order to utilize it. The order belonging to the old temple will remain on the site, but will move their offices to the keep. Due to this, leaders of &amp;quot;archaic&amp;quot; orders are often found in the keep.&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = rath&lt;br /&gt;
| elvish  = fothi&lt;br /&gt;
| goblin  = spôgmuk&lt;br /&gt;
| human   = olum&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{world}}&lt;br /&gt;
{{Category|Locations}}&lt;br /&gt;
{{Category|Adventurer mode}}&lt;br /&gt;
{{Category|Religion}}&lt;/div&gt;</summary>
		<author><name>Qwiption</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Gem_cutter&amp;diff=257611</id>
		<title>Gem cutter</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Gem_cutter&amp;diff=257611"/>
		<updated>2021-03-27T20:28:45Z</updated>

		<summary type="html">&lt;p&gt;Qwiption: /* Advanced Control of Gem Cutting Using DFHack */ lowercase a&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|18:36, 26 July 2014 (UTC)}}&lt;br /&gt;
{{Skill&lt;br /&gt;
| color      = 2:1&lt;br /&gt;
| skill      = Gem Cutter&lt;br /&gt;
| profession = [[Jeweler]]&lt;br /&gt;
| job name   = [[Gem cutting]]&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Cut ''gem name''&lt;br /&gt;
| workshop   = [[Jeweler's workshop]]&lt;br /&gt;
| attributes =&lt;br /&gt;
* Agility&lt;br /&gt;
* Analytical Ability&lt;br /&gt;
* Spatial Sense&lt;br /&gt;
* Kinesthetic Sense&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
A '''gem cutter''' is the profession of a dwarf whose highest skill is in gem cutting. Performed at a [[Jeweler%27s_workshop|Jeweler's Workshop]], gem cutting is the basis of the [[gem industry]], turning mildly valuable [[gem]] clusters you find as you [[mining|mine]] away rock into valuable [[decoration]]s for [[furniture]] and [[Finished goods|trade good]]s. It is the counterpart to [[gem setting]]; together, the two belong to the category profession of the [[Jeweler]], and indeed if a dwarf has relatively balanced skill level in both, he will be known as a Jeweler. More often than not, migrants who are skilled in gem cutting will also be similarly skilled in gem setting.&lt;br /&gt;
&lt;br /&gt;
Large amounts of mining are bound to produce dozens of rough gems, so gem cutting is a method of developing [[wealth]] quickly, [[Quickstart guide#Gemcutting and Trinkets|especially]] for new players. Cutting and encrusting with a gem more than triples the [[value]] of the rough gem, which is then multiplied by a [[quality]] modifier based on the gem setter's skill. A masterwork gem decoration is worth 40x the value of the original rough gem. &lt;br /&gt;
&lt;br /&gt;
Cutting a [[gem]] can result in a cut gem, a large gem, or a gem [[craft]]. Cut gems are the most likely, and are used by a gem setter in creating gem [[window]]s and [[encrust]]ing other objects. Large gems and gem crafts are only created occasionally, and are currently only useful for [[trade]]. The skill level of a gem cutter affects the cutting speed, and quality of large gems and gem crafts, but not the quantity of crafts produced&amp;lt;sup&amp;gt;[[DF2012 talk:Gem_cutter|1]]&amp;lt;/sup&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Training ===&lt;br /&gt;
Gem cutters can cut not only gems proper but regular [[stone]], [[glass]] and [[clay]] as well. Although cut stone is next to worthless, it still provides experience points, and can be used to keep a jeweler busy while you mine out a fresh batch of gems. It is also the only way to decorate with stone, and an easy way to create [[window|windows]] without [[fuel]] or [[sand]].&lt;br /&gt;
&lt;br /&gt;
=== Automation / Advanced Control ===&lt;br /&gt;
&lt;br /&gt;
In the vanilla game, gem cutting can be quite tedious to manage: one Workshop job is required per type of [[gem]], and can only be started when at least one rough gem of that type is in stock.  A typical fortress will likely have dozens of available rough gem types, necessitating many separate jobs - spread across many separate [[Jeweler%27s_workshop|Jeweler's Workshop]]s due to the 10-jobs-per-Workshop limit.   Even when low value gems are excluded, this will still likely result in a regular stream of jobs suspending as stock of that gem is depleted, and much manual work re-enabling them: potentially to only cut a couple more gems before the job suspends again!&lt;br /&gt;
&lt;br /&gt;
'''''DFHack: the content in the rest of this section requires the use of [[Utility:DFHack|DFHack]]'''''&lt;br /&gt;
&lt;br /&gt;
===Advanced Control of Gem Cutting Using DFHack===&lt;br /&gt;
&lt;br /&gt;
The utility [[Utility:DFHack|DFHack]] can mostly resolve this problem, and its features can help facilitate an elegant, automated gem cutting and encrusting production line (see [[Gem_setter|Gem Setting]] for more gem related examples.)&lt;br /&gt;
&lt;br /&gt;
* DFHack provides the plugin '''Job material''', which can modify the materials used by a given Workshop job&lt;br /&gt;
** In the default DFHack config, the UI for Job Material is accessible by pressing {{K|Alt-a}} when looking at a Workshop with a job selected.&lt;br /&gt;
** Job Material allows the user to edit the required components for a job.  &lt;br /&gt;
** In the case of gem cutting this means the specific, one-per-type-of-gem Cut Gem jobs can be turned into a generic job that will cut any and all (available) rough gems.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To proceed, first ensure you have [[Utility:DFHack|DFHack]] installed and are running with its default config file in place.  [[Utility:Lazy_Newb_Pack|PyLNP]] users can simply set DFHack to Yes on the DFHack tab, then relaunch the game (other launchers likely have a similar easy DFHack option.)&lt;br /&gt;
&lt;br /&gt;
====Using DFHack to create a single job that will cut any gem:====&lt;br /&gt;
# At a Jeweller, create a Cut Gem job for any rough gem you have in stock.&lt;br /&gt;
# With the job selected, press {{K|Alt-A}}.&lt;br /&gt;
# You will see the screen shown to the right (the gem type will likely differ of course): [[File:DFHack-JobMaterialUI-GemCut-Orig.png|thumb|right|Step 3: Job before editing]]&lt;br /&gt;
# This screen is showing us the Input Items for the job.  For a Cut Gem job, there is only one input material - the rough gem. &lt;br /&gt;
## Input items have three parameters: input item, material, and flags.  Using Job Material, we are able to edit the first two of these parameters.  &lt;br /&gt;
# Press {{K|i}} changes the input item, showing the valid options for this job.  In the case of Cut Gem, ''rough gem'' is the only valid choice, so there is nothing to change here.&lt;br /&gt;
# Press {{K|m}} to change the material, again showing all valid options.  Here, we will see many options, in a categorised list.  We could use this to change this Encrust job to use a different cut gem, but we can also do that through the normal UI.  Instead we want to use the first option: ''any material''.&lt;br /&gt;
# Once done, the UI will look as shown on the right.  [[File:DFHack-JobMaterialUI-GemCut-Edited.png|thumb|right|Step 7: Job edited]]&lt;br /&gt;
# Now press {{K|Escape}} to finish the edit.  On the Workshop menu you will see the job is now called '''''Cut unknown material'''''.&lt;br /&gt;
# Set the job to Repeating and your Gem Cutter(s) will now happily cut any and all rough gem he/she can get their hands on, and the job will never Suspend unless you run out of ''all'' rough gems.  One job to cut them all.&lt;br /&gt;
## Rest assured that this job will &amp;lt;u&amp;gt;only&amp;lt;/u&amp;gt; cut rough gems: not stone, glass, or anything else cuttable by a Gem Cutter.  This was ensured by editing a rough gem job, ensuring ''any material'' applies only to rough gems.&lt;br /&gt;
# For the final touch, provide a nearby Gem Stockpile with rules set to only allow Rough Gems that you care about: e.g. high value ones.  Now set this stockpile to Give to your Jeweller's Workshop(s).  This can be used to ensure that the generic Cut Any Gem job we just created won't waste time cutting [[Lapis Lazuli]] and other cheap stuff.&lt;br /&gt;
## Remember that when a Stockpile Gives to a Workshop, that Workshop must then be able to get ''all'' its items from its stockpile links.  That's no problem for the Cut Gem job, but it will become an issue if you also add Encrust With Gems jobs at this same Jeweler.  For more information see [[DF2014:Stockpile|Stockpile]], [[DF2014:Stockpile_design|Stockpile design]] and [[DF2014:Gem_setter|Gem Setting]].&lt;br /&gt;
# You can of course mix and match the standard specific jobs with the general one: for example if you acquire some very high value [[Black_diamond|Black Diamonds]] or [[Star_ruby|Star Rubies]] you can add specific job(s) for those alongside your Any Gem job and your gem cutter will alternate between the specific and general jobs.&lt;br /&gt;
## You could control the distribution of your jeweller's time by adding multiple specific jobs to go along with one single generic job: for example if there are seven specific jobs and one All, the Any job will run 12.5% (one-eighth) of the time.  That way the highest value gems are cut the majority of the time (stock permitting) but there's still a catch-all All Gems job to ensure your jeweller is always cutting something.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
&lt;br /&gt;
How one cuts gems without a chisel or any other tool is a source of much study. The predominant theory is that dwarven teeth, sharpened and conditioned by years of eating the tough flesh of [[plump helmet|plump helmets]], function as a crude cutting tool hard enough to cut diamonds. This is followed by polishing the gem using the tough fibers of their beards, just as it's used to smooth surfaces.&lt;br /&gt;
&lt;br /&gt;
{{Skills}}&lt;/div&gt;</summary>
		<author><name>Qwiption</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Armor_stand&amp;diff=257585</id>
		<title>Armor stand</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Armor_stand&amp;diff=257585"/>
		<updated>2021-03-25T01:47:47Z</updated>

		<summary type="html">&lt;p&gt;Qwiption: added build keystokes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|04:44, 17 May 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
{{furniture|name=Armor Stand&lt;br /&gt;
|tile=♫&lt;br /&gt;
|wood=y&lt;br /&gt;
|stone=y&lt;br /&gt;
|metal=y&lt;br /&gt;
|glass=y&lt;br /&gt;
|rooms=&lt;br /&gt;
* [[Barracks]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Armor stands''' are a type of [[furniture]]. Much like the [[weapon rack]], the armor stand can be used to create a [[barracks]]. After being built ({{k|b}}-{{k|a}}), you may define the barracks dimensions ({{k|b}}-{{k|a}}, then {{k|+}}{{k|-}}). It can also be placed in a [[noble|noble's]] [[room]] to [[Requirement|appease]] them.&lt;br /&gt;
&lt;br /&gt;
When used in a barracks designated for individual and squad equipment, dwarves will prefer to store their armor on stands instead of stockpiles. Doing so in concert with [[weapon rack]]s will allow you to create centralized armories for your military.&lt;br /&gt;
&lt;br /&gt;
Armor stands do not block dwarf movement.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
Stockpile storage always takes priority over furniture, making armor stands all but useless for their practical purpose.&lt;br /&gt;
{{buildings}}&lt;/div&gt;</summary>
		<author><name>Qwiption</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Advanced_marksdwarf_training_guide&amp;diff=257583</id>
		<title>Advanced marksdwarf training guide</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Advanced_marksdwarf_training_guide&amp;diff=257583"/>
		<updated>2021-03-24T20:07:16Z</updated>

		<summary type="html">&lt;p&gt;Qwiption: /* Uniforms */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|21:40, 11 May 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
[[Marksdwarf|Marksdwarves]] are fairly buggy, and often refuse to use [[archery range]]s, or stand in front of them and fail to fire their [[crossbow]]s. This guide goes into details explaining known bugs, and getting your marksdwarves to train properly, as well as going into details regarding various ranged weaponry.&lt;br /&gt;
&lt;br /&gt;
== Understanding ranged weaponry ==&lt;br /&gt;
In vanilla ''Dwarf Fortress'', the raws define three types of ranged weapons, each with their own skill and ammo.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot;  |Ranged Weapons&lt;br /&gt;
|-&lt;br /&gt;
!Ranged Weapon&lt;br /&gt;
!Ranged Skill&lt;br /&gt;
!Melee Skill&lt;br /&gt;
!Ammo&lt;br /&gt;
|-&lt;br /&gt;
|Crossbow&lt;br /&gt;
|Marksdwarf&lt;br /&gt;
|Hammerdwarf&lt;br /&gt;
|Bolts&lt;br /&gt;
|-&lt;br /&gt;
|Bow&lt;br /&gt;
|Bowman&lt;br /&gt;
|Swordman&lt;br /&gt;
|Arrows&lt;br /&gt;
|-&lt;br /&gt;
|Blowgun&lt;br /&gt;
|Blowgunner&lt;br /&gt;
|Swordman&lt;br /&gt;
|Darts&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Of these, dwarves can only craft crossbows and bolts. Bows and blowguns are gained either through trade or recovery from downed enemies. If playing a modded game, replace crossbow in the following with one of the above weapons, and proper ammo type.&lt;br /&gt;
&lt;br /&gt;
== Equipping your marksdwarves ==&lt;br /&gt;
&lt;br /&gt;
=== The minimum outfit ===&lt;br /&gt;
At a minimum, each dwarf requires the following to successfully use the crossbow.&lt;br /&gt;
* One crossbow&lt;br /&gt;
* One quiver&lt;br /&gt;
* One stack of bolts for each marksdwarf to fire&lt;br /&gt;
&lt;br /&gt;
A quiver is equipped on the upper body slot. Due to a bug, sometimes a marksdwarf will fail to pickup a quiver if wearing heavy armor. A workaround for this is given below. Wood and metal bolts are generated in stacks of 25. Bone bolts are generated in stacks of 5.&lt;br /&gt;
&lt;br /&gt;
=== Crossbows ===&lt;br /&gt;
Crossbows can be made with wood or bone at a bowyer's workshop, or out of metal at a metalsmith/magma forge. Metal crossbows can be forged out of copper, bronze, bismuth bronze, iron, steel, or adamantine. Quivers must be made of leather at a leatherworks. The base material of a crossbow appears to have no effect on the lethality of ranged bolts. However, when marksdwarves end up in melee, they will use their crossbow as a hammer, thus it is recommended to make dense metal crossbows.&lt;br /&gt;
&lt;br /&gt;
=== Quivers and bolts ===&lt;br /&gt;
Please note that bolts are assigned to a ''squad'', not to individual dwarves.  If you have a squad of 10 marksdwarves, you need to assign ''at least'' 250 bolts to the squad.  500 is better.&lt;br /&gt;
&lt;br /&gt;
Quivers can hold between 25 and 49 bolts, and dwarves will pick up multiple stacks if necessary to reach a number in this range. In other words, dwarves will continue picking up stacks of bolts until they've got at least 25 in their quiver (or they run out of squad-assigned bolt stacks). Bolt stacks are collected in last-in-first-out order (LIFO); that is, dwarves will always go for the newest bolts in your fortress, even if there is an ammo stockpile three steps away from them. Each squad with marksdwarves must be assigned ammo. As they deplete it, the game will automatically add additional ammo to the squad if there is some in the fortress, again following the principle of LIFO.&lt;br /&gt;
&lt;br /&gt;
=== Avoiding equipment issues ===&lt;br /&gt;
The mining, wood cutting, and hunting labors have an &amp;quot;invisible uniform&amp;quot; that conflicts with military equipment. When these labors are enabled, a dwarf will drop all assigned military equipment when going off duty, and when ordered back on duty they spend extra time collecting their equipment, and may ultimately report without some equipment. For that reason, it is recommended that you disable mining, wood cutting, and hunting on all military dwarves.&lt;br /&gt;
&lt;br /&gt;
Problems have been reported with ammunition stored in bins. Dwarves will take additional time to reload since they &amp;quot;lock&amp;quot; each other out of the bin, and may even fail to do so entirely. Disabling bins in ammo stockpiles is recommended. If you choose to use bins, keeping a large oversupply of bolts may limit potential problems.&lt;br /&gt;
&lt;br /&gt;
An &amp;quot;[[equipment mismatch]]&amp;quot; error sounds dire, but it's just a diagnostic message telling you that a dwarf's assigned equipment changed while the dwarf was en route to pick up the previously-assigned equipment. In almost all cases the dwarf will automatically collect the newly-assigned equipment without player intervention. One reported cause of frequent equipment mismatch spam is ammo stored in bins.&lt;br /&gt;
&lt;br /&gt;
== Setting your marksdwarf's barracks ==&lt;br /&gt;
&lt;br /&gt;
=== Understanding possible training activities ===&lt;br /&gt;
The first rule of marksdwarf training is that you do '''not''' assign them a normal [[barracks]] - if they have that, they will prefer to train as hammerdwarves with their crossbows vs. actually shooting bolts. Furthermore, as the game gives precedence to melee training, they will almost never use an archery range, even if one is assigned, if they have a choice. &lt;br /&gt;
&lt;br /&gt;
When training, a dwarf has four possible options, which they will take in roughly this order:&lt;br /&gt;
* Squad Training&lt;br /&gt;
* Individual Combat Drill&lt;br /&gt;
* Spar&lt;br /&gt;
* Archery Training&lt;br /&gt;
&lt;br /&gt;
Squad training and sparring require multiple dwarves (and yes, marksdwarves '''will''' spar as long as they're novice hammerdwarves, training their melee skills while doing so). Except for archery training, dwarves require a standard barracks to conduct any of the above activities. Notably, it is possible to actually train marksdwarves via demonstration, both Crossbow and Archery skills being trainable this way.  By combining this with training orders, it is possible to make Archery Training the only valid option, and thus get them to train consistently.&lt;br /&gt;
&lt;br /&gt;
=== Building archery ranges ===&lt;br /&gt;
Thus, the first step is to build a room with a bunch of archery ranges. The room must be large enough that the marksdwarf has a one-gap space between them and the target; some people just make their &amp;quot;barracks&amp;quot; 10x10, and put an ammo stockpile in it. Notably, (and this is a change from previous versions) the dwarves ''must'' be able to walk up to the target; placing a channel in front of it will prevent them from training.&lt;br /&gt;
&lt;br /&gt;
Once you build your range ({{k|b}}-{{k|a}}), you must define it as a room ({{k|q}}-{{k|r}}). Make it so it touches the far wall, and don't worry, range rooms can overlap. You have to do this for each archery target. Make sure the shooting direction is correct! In addition, your marksdwarf squad '''must''' at minimum have train set on each archery target. One dwarf can use one target at any given time.&lt;br /&gt;
&lt;br /&gt;
[[File:Archery_range_setup.png|A properly setup archery target]]&lt;br /&gt;
&lt;br /&gt;
Repeat this for each range; you'll have 5-10 targets overlapping each other and assigned to your marksdwarves squad (in these screenshots, they are the &amp;quot;Home Guard&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
===The military management screen===&lt;br /&gt;
&lt;br /&gt;
This is by far the most difficult part. Fear the 'm' menu, for it eats children. The {{K|m}}ilitary menu is confusing on the best days, but this guide will walk you through it. (To some people, this screen is designed upside down: the options to switch 'pages' or 'tabs' on this menu are at the bottom, and the specific detailed commands for the current page/tab are at the top. We will use 'page'.)&lt;br /&gt;
&lt;br /&gt;
Ignore the default page '''{{DFtext|p|2:1}}{{DFtext|: Positions|3:1:1}}''' page for now, because you want to make the right '''{{DFtext|n|2:1}}{{DFtext|: Uniforms|7:1}}''' for your marksdwarves. &lt;br /&gt;
&lt;br /&gt;
====Uniforms====&lt;br /&gt;
Press {{K|n}} to bring up the uniforms screen. &lt;br /&gt;
&lt;br /&gt;
Do yourself a favor and just scroll down and {{K|d}}elete the default 'archer' uniform. It's wrong and will not work properly.&lt;br /&gt;
&lt;br /&gt;
Create a new uniform with {{K|c}}.&lt;br /&gt;
&lt;br /&gt;
You will use the hotkeys seen on the 2nd row from the top of the {{K|m}} screen, and to create the following uniform:&lt;br /&gt;
* {{K|A}}rmor: leather armor&lt;br /&gt;
* {{K|L}}egs: leather legwear&lt;br /&gt;
* {{K|H}}elm: leather headwear&lt;br /&gt;
* {{K|G}}loves: leather handwear&lt;br /&gt;
* {{K|B}}oots: leather footwear&lt;br /&gt;
* {{K|S}}hield: shields/bucklers&lt;br /&gt;
* {{K|W}}eapon: crossbows (do NOT use individual choice, ranged; you *will* end up with dwarves who think an axe is a ranged weapon)&lt;br /&gt;
&lt;br /&gt;
Navigation is ''tricky'', so let's do the first 3 selections together:&lt;br /&gt;
# {{K|A}}rmor to show the {{DFtext|&amp;amp;nbsp;|7:7:1}}{{dftext|SELECTION|7:7:1}}{{DFtext|&amp;amp;nbsp;|7:7:1}} list of Armor items&lt;br /&gt;
## Navigate {{K|→}} to the {{DFtext|&amp;amp;nbsp;|7:7:1}}{{dftext|SELECTION|7:7:1}}{{DFtext|&amp;amp;nbsp;|7:7:1}} list&lt;br /&gt;
## Use the {{k|↑}}/{{k|↓}} and {{K|Enter}} to select &amp;quot;leather armor&amp;quot;. You should now see &amp;quot;leather armor&amp;quot; listed under {{DFtext|&amp;amp;nbsp;|7:7:1}}{{dftext|SELECTION|7:7:1}}{{DFtext|&amp;amp;nbsp;|7:7:1}} list in the center of the screen.&lt;br /&gt;
## Ok, that was the '''easy''' one. So follow these steps CLOSELY.&lt;br /&gt;
# {{K|L}}egs to show the to show the {{DFtext|&amp;amp;nbsp;|7:7:1}}{{dftext|SELECTION|7:7:1}}{{DFtext|&amp;amp;nbsp;|7:7:1}} list of Leg items&lt;br /&gt;
## Use the {{k|↑}}/{{k|↓}} and {{K|Enter}} to select &amp;quot;legwear&amp;quot;. You should now see &amp;quot;legwear&amp;quot; listed under &amp;quot;leather armor&amp;quot; under {{DFtext|&amp;amp;nbsp;|7:7:1}}{{dftext|SELECTION|7:7:1}}{{DFtext|&amp;amp;nbsp;|7:7:1}} list. BUT... the green {{dftext|leather armor|3:1}} means it is the selection from that column.&lt;br /&gt;
## Navigate back {{k|←}}/{{k|↓}} to highlight {{dftext|legwear|3:1}}&lt;br /&gt;
## {{K|M}}aterial to reveal the material options that will appear under the {{DFtext|&amp;amp;nbsp;|7:7:1}}{{dftext|SELECTION|7:7:1}}{{DFtext|&amp;amp;nbsp;|7:7:1}} column.&lt;br /&gt;
## Navigate {{K|→}} to the {{DFtext|&amp;amp;nbsp;|7:7:1}}{{dftext|SELECTION|7:7:1}}{{DFtext|&amp;amp;nbsp;|7:7:1}} list&lt;br /&gt;
## Use the {{k|↑}}/{{k|↓}} and {{K|Enter}} to select &amp;quot;leather&amp;quot; material. You should now see {{dftext|leather legwear|3:1}} listed under {{DFtext|&amp;amp;nbsp;|7:7:1}}{{dftext|SELECTION|7:7:1}}{{DFtext|&amp;amp;nbsp;|7:7:1}} list in the center of the screen.&lt;br /&gt;
# Now {{K|H}}elm to get your leather headwear&lt;br /&gt;
## Use the {{k|↑}}/{{k|↓}} and {{K|Enter}} to select &amp;quot;headware&amp;quot;. (It may be the first option, so just hit {{K|Enter}})&lt;br /&gt;
## Navigate back {{k|←}}/{{k|↓}} to highlight {{dftext|headware|3:1}}&lt;br /&gt;
## {{K|M}}aterial to reveal the material options that will appear under the {{DFtext|&amp;amp;nbsp;|7:7:1}}{{dftext|SELECTION|7:7:1}}{{DFtext|&amp;amp;nbsp;|7:7:1}} column.&lt;br /&gt;
## Navigate {{K|→}} to the {{DFtext|&amp;amp;nbsp;|7:7:1}}{{dftext|SELECTION|7:7:1}}{{DFtext|&amp;amp;nbsp;|7:7:1}} list&lt;br /&gt;
## Use the {{k|↑}}/{{k|↓}} and {{K|Enter}} to select &amp;quot;leather&amp;quot; material. You should now see {{dftext|leather headwear|3:1}} listed under {{DFtext|&amp;amp;nbsp;|7:7:1}}{{dftext|SELECTION|7:7:1}}{{DFtext|&amp;amp;nbsp;|7:7:1}} list in the center of the screen.&lt;br /&gt;
&lt;br /&gt;
Be careful of hitting Enter at the wrong time and duplicating or deleting an entry. Here's what it should look like if you did it right:&lt;br /&gt;
&lt;br /&gt;
[[File:Working_training_uniform.png|400px|Uniform that gets them training]]&lt;br /&gt;
&lt;br /&gt;
Now press {{K|m}} to switch from &amp;quot;Partial matches&amp;quot; to &amp;quot;Exact matches&amp;quot; in the upper right. This appears to fix most of the issues that result in your dwarves not picking up quivers. You might be able to get away with {{k|r}} &amp;quot;Over clting&amp;quot;, which means the dwarves will wear this uniform over their current clothing.&lt;br /&gt;
&lt;br /&gt;
At this point you have created the concept of a uniform, but you have not yet told your squad to wear this uniform. Proceed to the next section.&lt;br /&gt;
&lt;br /&gt;
===Positions===&lt;br /&gt;
Now press {{K|p}} to go back to the positions menu. If you are creating {{K|l}} a new squad, it will prompt for a uniform, before showing a list of Vacant Squad positions and Candidates. &lt;br /&gt;
&lt;br /&gt;
After selecting your recruits, switch to the {{K|e}} menu. Select your squad, then press {{K|U}} (that's capital U) to bring up the {{K|U}}niform selection screen.&lt;br /&gt;
&lt;br /&gt;
NOTE: If a position (for example, commander/captain) is highlighted when you hit the {{K|U}}niform selection screen, your selection will ONLY apply to that individual soldier. &lt;br /&gt;
Hit {{K|shift}} + {{K|enter}} to make sure you are assigning it to all positions in the squad. &lt;br /&gt;
&lt;br /&gt;
You can also look at the top of the screen to see what your dwarves will train as (i.e. 10/10 Marksdwarves, instead of 1/1 markdwarf 9/9 wrestlers).&lt;br /&gt;
&lt;br /&gt;
[[File:10_marksdwarves.png|400px|10/10 Marksdwarves]]&lt;br /&gt;
&lt;br /&gt;
=== Handling ammo ===&lt;br /&gt;
We're almost done. Go to the ammo screen.&lt;br /&gt;
&lt;br /&gt;
[[File:ammo_screen.png|400px|Ammo]]&lt;br /&gt;
&lt;br /&gt;
If you're setting this by hand, here's what to know. Each squad needs the correct ammo. Bolts are assigned on a &amp;quot;per-item&amp;quot; basis, i.e., a given stack of bolts that's marked for training will only be used for training and vice versa. Unfortunately, an old bug prevents this from working; if you have multiple ammo types, and some are set Training-only, and others are set combat-only, your marksdwarves *will* get stuck and fail to train, or fail to fire. The only way to get this to work is if all ammo assignments in the fortress are set to both &amp;quot;CT&amp;quot; in the UI.&lt;br /&gt;
&lt;br /&gt;
By default the top slot reserves ammunition for hunters. If you don't have any hunters you may want to remove that reservation from the ammunition screen to free up those bolts for your military.&lt;br /&gt;
&lt;br /&gt;
==== Switching bolts types reliably ====&lt;br /&gt;
Forbidding/Dumping is respected by the game when assigning ammo, so you can use the stocks screen to, for instance, dump wooden/bone bolts when you're not training and load metal bolts for combat. First delete the ammo assignment for the training bolts, then dump them from the stocks screen (DFHack's enhanced inventory is useful from this), and finally add the new metal bolts to the ammo screen. Reverse the process to get them to change back. (Be sure to set both CT flags in the ammo screen each time.)&lt;br /&gt;
&lt;br /&gt;
=== Squad training orders ===&lt;br /&gt;
Now, for the magic bit that gets them doing nothing *but* training. Open the schedule screen with {{K|s}} and look at the orders. The default is &amp;quot;Train, 10 minimium&amp;quot;. '''This is WRONG!'''&lt;br /&gt;
&lt;br /&gt;
[[File:default_training_order.png|400px|Default Training Order]]&lt;br /&gt;
&lt;br /&gt;
Press {{K|x}} to delete the order. The schedule screen will change to show no scheduled orders.&lt;br /&gt;
&lt;br /&gt;
[[File:No_orders.png|400px|no_orders]]&lt;br /&gt;
&lt;br /&gt;
Press {{K|o}} to pull up the give order screen. Press {{K|o}} until 'Train' is set, and then press {{K|+}} so it shows minimum 1, like this. Then press shift-enter to give the order. The screen will look like this:&lt;br /&gt;
&lt;br /&gt;
[[File:Train_1.png|400px|train 1]]&lt;br /&gt;
&lt;br /&gt;
[[File:given_train_1_order.png|400px|after giving train 1 order]]&lt;br /&gt;
&lt;br /&gt;
Now do it again, until you have as many orders as total members of your squad (using a [[macro]] will allow you to repeat the process easily). You can give more than 5 orders, you just have to scroll in the orders screen to see it. When you're done it should look like this, after doing it 10 times.&lt;br /&gt;
&lt;br /&gt;
[[File:multiple_train_1.png|400px|Multiple train one orders]]&lt;br /&gt;
&lt;br /&gt;
Copy and paste the order to all the months. You can also set Sleep in Barracks at need to increase their training time, though this will raise the stress levels of dwarves in the squad due to tired thoughts.&lt;br /&gt;
&lt;br /&gt;
You're almost done. Activate your squad, and after they finish picking up equipment, watch your bolt supplies vanish as your marksdwarves do nothing *but* archery training.&lt;br /&gt;
&lt;br /&gt;
=== Why this works ===&lt;br /&gt;
Squad training and sparring require multiple dwarves (and yes, marksdwarves *will* spar as long as they're novice hammerdwarves). Training, minimum of 1 forces them to work solo. Since they don't have a normal barracks, they can't drill, which leaves Archery Training as the only possible way to train. Since reloading on marksdwarves continues to be erratic, they'll frequently report &amp;quot;No Orders&amp;quot; or similiar once they've finished archery training until the game notices that a given dwarf is out of ammo, in which case they'll go pick up more. &lt;br /&gt;
&lt;br /&gt;
Archery training grants less experience than live fire (8XP per bolt vs. 30XP), but no micromanagement, no hauling, one setup, and you can ignore it until you get that glorious announcement that Urist McMarksdwarf has become an Elite Marksdwarf.&lt;br /&gt;
&lt;br /&gt;
== Stopping melee charges ==&lt;br /&gt;
Do '''not''' use the [[Scheduling#Stations|station scheduling order]]!&lt;br /&gt;
&lt;br /&gt;
When a dwarf has line of sight on an enemy, they'll do one of two things: run away; or run up and fight. While they're running up to the enemy, dwarves will fire bolts if they have any, but then engage the enemy using their crossbows as hammers instead of firing. Therefore, it's imperative that you create physical barriers which make it impossible for your marksdwarves to charge the enemy. Nothing else will suffice.&lt;br /&gt;
&lt;br /&gt;
Some sources claim a Defend Burrows order may restrict marksdwarves to the area defined by the burrow. The full effectiveness of Defend Burrow orders at stopping a melee charge is unknown.{{verify}}&lt;br /&gt;
&lt;br /&gt;
The easiest way to accomplish this is to use fortification pillboxes (also known as [[archery tower]]s), with a [[Scheduling#Orders|patrol order]] that causes them to break line of sight.&lt;br /&gt;
&lt;br /&gt;
For patrol routes, marksdwarves will not reliably take a Pickup Equipment order as long as they have line of sight on their enemy; they will usually stand there and glare. Have them go through a door or something, and as soon as they lose sight of the goblin/forgotten beast/demon, they'll immediately go find bolts and reload.&lt;br /&gt;
&lt;br /&gt;
An alternative approach is to forego all of this scheduling stuff, and use direct move orders. Station (move) your marksdwarves to the spot where you want them to stand, making sure that this spot is physically separated from the enemy. Remember that each dwarf will actually select a random spot within 3 tiles of your station-spot, on the same Z level, and try to walk to that spot. Make sure every such reachable spot is on ''your'' side of the fortifications.&lt;br /&gt;
&lt;br /&gt;
In all cases, you must remember that dwarves '''can and will climb''' walls or fortifications to reach the enemy.  To prevent marksdwarves from suicide-diving over the fortifications onto the killing ground below, build a roof (a [[floor]] on the next Z-level up) to physically block their vertical movement.&lt;br /&gt;
&lt;br /&gt;
{{Military}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Military}}&lt;br /&gt;
{{Category|Guides}}&lt;/div&gt;</summary>
		<author><name>Qwiption</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Military_quickstart&amp;diff=257554</id>
		<title>Military quickstart</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Military_quickstart&amp;diff=257554"/>
		<updated>2021-03-22T20:53:29Z</updated>

		<summary type="html">&lt;p&gt;Qwiption: /* Alert Level */ linked reports&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|23:54, 9 October 2013 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
{{quickstart|advanced=military}}&lt;br /&gt;
&lt;br /&gt;
This article will describe how to '''set up your very first squad''' for training and use in combat. We will assume that you know nothing about the [[military interface]]. In case you are starting this early in your fortress' development, we will assume that you're going to start with a squad of only '''five''' dwarves and that you may have just come here from the [[Quickstart guide]].&lt;br /&gt;
&lt;br /&gt;
Though these instructions are far from adequate for teaching you all aspects of Dwarf Fortress mode's complex military, hopefully they will get you started faster than you would otherwise. Note that the military configuration interface may be somewhat complex, so pay close attention to some of the details mentioned.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Finding Recruits==&lt;br /&gt;
Look over all your dwarves. You are looking for any dwarves with [[combat skill]]s, or at the very least, without useful civilian skills. These dwarves will be your first [[squad]]. Starting with a bunch of otherwise useless dwarves with no combat skill isn't totally unreasonable, but it's best to get at least one with some combat skill so that they can teach the others. Note that peasants often arrive with military skills of competent or better.&lt;br /&gt;
&lt;br /&gt;
Using job titles can help you spot expendable dwarves. For example, if a dwarf is a &amp;quot;[[Fish cleaner|Fish Cleaner]]&amp;quot; then his most expert skill will be fish cleaning and he probably won't be very good at anything but that. Since super-efficient fish cleaning isn't likely to be that useful, even if you do have a fisherdwarf, your legendary fish cleaner would be an excellent candidate for the draft. If he manages to survive and gain some combat skill, he'll be able to clean fish and kick butt at the same time. If he dies, at least it won't impact civilian operations.&lt;br /&gt;
&lt;br /&gt;
Make sure to exercise judgement when selecting dwarves, however. If your fortress only has one fish cleaner, but has a large amount of fisherdwarves, drafting a fish cleaner may waste a lot of fish. Conversely, if the fortress has no animal or hunting industries, an otherwise precious [[butcher]] may be expendable.&lt;br /&gt;
&lt;br /&gt;
It is probably wise not to choose female dwarves for your primary fighting squad, and ''especially'' not married female dwarves, since they will carry [[children|babies]] around most of the time (they bear one child every year).  But ultimately it's up to you.  You can't see the sex or marital status of dwarves from within the military screen, so you need to look for these things in advance.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;invisible uniforms&amp;quot;&amp;gt;Your recruits '''must not''' have the [[Mining]], [[wood cutter|Wood Cutting]] or [[ambusher|Hunting]] labors enabled. These labors create an invisible &amp;quot;uniform&amp;quot; that interferes with the military uniform.{{bug|1451}} Disable all of these labors on your recruits, if they're currently enabled.&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Creating a Squad==&lt;br /&gt;
Open up your {{K|m}}ilitary screen. Press {{K|c}} to create a squad and choose whatever uniform is most appropriate for the type of equipment you have or plan to have. A &amp;quot;uniform&amp;quot; is essentially just a predefined specification for a set of equipment, and you can change all of this later, but for the sake of simplicity start with one of the default uniforms.&lt;br /&gt;
&lt;br /&gt;
Enjoy a hearty laugh at the delightful name your dwarves come up with for their squad. All tremble before the might of the fearsome Geared Warthogs! You can, of course, change the name of the squad if you wish with {{K|N}}.&lt;br /&gt;
&lt;br /&gt;
Press {{K|→}}{{K|→}} to move the menu selection over to the Candidates column and select the dwarf with the best fighting skills (or the best leadership ability) then hit {{K|Enter}}. Notice that as you scroll through dwarves that a few bits of relevant information about the currently selected dwarf will be shown in the upper-left part of the screen.&lt;br /&gt;
&lt;br /&gt;
This first dwarf will be either your militia commander or a militia captain depending on whether this is your first squad or not. (He will appear as such in the nobles screen.) Once you select a dwarf for the first position, the highlight will automatically move to the second position. You can then use {{K|↑}} and {{K|↓}} to select the dwarf for this next position with {{K|Enter}}, and so on. Pick four more dwarves for positions two through five.&lt;br /&gt;
&lt;br /&gt;
==Melee Training==&lt;br /&gt;
Make sure at the very least you have a weapon for everyone in your squad. Ideally you should have at least a shield and helmet for everyone too. They will automatically go grab appropriate equipment as long as it is free for use.&lt;br /&gt;
&lt;br /&gt;
Axes ''cannot'' be shared between a woodcutter and an axedwarf.  Not even if it's the same dwarf.  Likewise, a marksdwarf and a hunter can't share a crossbow, and a miner can't share a pick with a military dwarf assigned to use a pick as a weapon. &amp;lt;u&amp;gt;Un&amp;lt;/u&amp;gt;assign the civilian labor to free up the weapon for military use. (The dwarf holding it will dutifully drop it where they stand at the time.)&lt;br /&gt;
&lt;br /&gt;
===Barracks===&lt;br /&gt;
Queue up an [[armor stand]] or a [[weapon rack]] of some sort if you don't already have one.&lt;br /&gt;
&lt;br /&gt;
Pick a location for your training grounds. It should definitely be placed in a defended area, and ideally it should be near the entrance. Training areas can be easily moved though so feel free to just dig out an area somewhere for now and you can move it to a better location later.&lt;br /&gt;
&lt;br /&gt;
Build your weapon rack or armor stand where you want your dwarves to train. Use {{K|q}} on the armor stand or weapon rack to define your training area as a [[barracks]]. Your squad should now be listed in the menu. Hit {{K|t}} to flag them to train there. You must flag them as being allowed to use the area for training or they will not use it.&lt;br /&gt;
&lt;br /&gt;
=== Alert Level ===&lt;br /&gt;
Open the {{K|s}}quad menu from the &amp;quot;main menu&amp;quot;. Press {{K|a}} to select your squad from the list. Notice that toward the bottom of the window it will say {{DFtext|t: Sched - Inactive}}. This is the squad's '''alert level''' which indicates which [[scheduling|schedule]] they will follow.&lt;br /&gt;
&lt;br /&gt;
The default schedule for &amp;quot;Inactive&amp;quot; basically says &amp;quot;do nothing&amp;quot;. To tell them to use the &amp;quot;Active/Training&amp;quot; schedule, press {{K|t}} and this should change to {{DFtext|t: Sched - Active/Training}}. (You can also change the alert level on the military screen with {{K|m}}-{{K|a}}.)&lt;br /&gt;
&lt;br /&gt;
If you've done everything right, you should see some messages like &amp;quot;Urist McGoblinFodder has become a Recruit&amp;quot; and the named dwarves should report to the barracks you have set up.  This may not happen right away, but it should ''definitely'' happen when the month changes.&lt;br /&gt;
&lt;br /&gt;
Keep an eye on them using the {{K|u}}nits screen. Their tasks will initially be something like &amp;quot;Waiting for (something) demonstration&amp;quot; or &amp;quot;Organize (something) demonstration&amp;quot; but they should eventually start the session. The graphics won't look any different, but the units screen will change to show &amp;quot;Watching (something) demonstration&amp;quot; etc.&lt;br /&gt;
&lt;br /&gt;
After a while, your dwarves may start &amp;quot;Sparring&amp;quot;.  This trains several combat skills, much more quickly than demonstrations.  You'll also get combat [[reports]] of the sparring (indicated by a cyan &amp;quot;S&amp;quot; on the left side of the screen).&lt;br /&gt;
&lt;br /&gt;
==Marksdwarf Training==&lt;br /&gt;
Each marksdwarf requires a [[crossbow]], [[bolt]]s, and a [[quiver]].&lt;br /&gt;
&lt;br /&gt;
===Targets===&lt;br /&gt;
For marksdwarves to train you will need to build one or more [[archery target]]s using {{K|b}}-{{K|A}}, define them as archery range rooms with {{K|q}}, and assign squads to train at them. Make sure to properly set the shooting direction with {{k|w}}{{k|a}}{{k|s}}{{k|d}} or the target may not work. Also note that an &amp;quot;archery target&amp;quot; cannot be built at a workshop; you only need a piece of stone.&lt;br /&gt;
&lt;br /&gt;
You will need at least one target per dwarf that you want to train simultaneously.  There must be an unblocked path from the place the dwarf stands to the target; they won't shoot archery targets that are across a gap.&lt;br /&gt;
&lt;br /&gt;
===Equipment===&lt;br /&gt;
Crossbows can be made of [[wood]] or [[bone]] at a [[bowyer's workshop]] by a dwarf with the crossbow making labor enabled, or at a [[metalsmith's forge]] by a dwarf with weaponsmithing enabled. While the material used for a crossbow doesn't matter for shooting purposes, it does matter when dwarves use crossbows to bash enemies in melee combat. So, making crossbows of iron, while being heavier, can give archers a little more of an advantage in melee combat should they be unfortunate enough to get into that situation.&lt;br /&gt;
&lt;br /&gt;
Bolts are also made from bone or wood at a [[craftsdwarf's workshop]], so make sure you've built one of those and then have your manager queue up some bolts. Wooden ammunition will do just fine for training purposes, but if you happen to have butchered any animals at this point you can also make bone bolts. (Metal bolts can also be made at a forge, but you wouldn't want to waste those on target practice.)&lt;br /&gt;
&lt;br /&gt;
Quivers are made of leather by a dwarf with leatherworking at a [[leather works]]. Quivers are required; marksdwarves will not fire a crossbow without one. If you just started your fort, and forgot to bring some with you, you may not be able to get enough leather to make quivers until the first trade caravan arrives unless you slaughter some animals.&lt;br /&gt;
&lt;br /&gt;
===Configuration===&lt;br /&gt;
Once you have all of the needed equipment for an archer, the easiest way to set up an archer in the military is to create an archers-only squad and give them the archer's uniform. Then, assign one or more dwarves to the squad and set up their training schedule as described for melee training above. Make sure to set their squad to train at archery targets '''and''' the barracks (weapon or armor rack)--if you only use an archery range, your dwarves will not train.&lt;br /&gt;
&lt;br /&gt;
If you have done everything right here, eventually you will see them shooting and see broken bolts at the base of your archery targets.&lt;br /&gt;
&lt;br /&gt;
Please note however that even a squad of only marksdwarves still needs a barracks to train at as well as an archery range, so they can train their other non-ranged skills.  If they do not have a barracks assigned, they will spend quite a lot of time in the state &amp;quot;cannot follow order&amp;quot; and may not even use the archery range.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
Now that you have learned this much, you will probably want to read:&lt;br /&gt;
*''[[Military interface]]''&lt;br /&gt;
*''[[Squads]]''&lt;br /&gt;
*''[[Military]]'' (overview)&lt;br /&gt;
*''[[Scheduling]]'' (not covered on this page)&lt;br /&gt;
&lt;br /&gt;
{{Military}}&lt;br /&gt;
{{Category|Military}}&lt;br /&gt;
{{Category|Guides}}&lt;br /&gt;
{{Category|Fortress mode}}&lt;/div&gt;</summary>
		<author><name>Qwiption</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Military_quickstart&amp;diff=257553</id>
		<title>Military quickstart</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Military_quickstart&amp;diff=257553"/>
		<updated>2021-03-22T20:51:31Z</updated>

		<summary type="html">&lt;p&gt;Qwiption: /* Alert Level */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|23:54, 9 October 2013 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
{{quickstart|advanced=military}}&lt;br /&gt;
&lt;br /&gt;
This article will describe how to '''set up your very first squad''' for training and use in combat. We will assume that you know nothing about the [[military interface]]. In case you are starting this early in your fortress' development, we will assume that you're going to start with a squad of only '''five''' dwarves and that you may have just come here from the [[Quickstart guide]].&lt;br /&gt;
&lt;br /&gt;
Though these instructions are far from adequate for teaching you all aspects of Dwarf Fortress mode's complex military, hopefully they will get you started faster than you would otherwise. Note that the military configuration interface may be somewhat complex, so pay close attention to some of the details mentioned.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Finding Recruits==&lt;br /&gt;
Look over all your dwarves. You are looking for any dwarves with [[combat skill]]s, or at the very least, without useful civilian skills. These dwarves will be your first [[squad]]. Starting with a bunch of otherwise useless dwarves with no combat skill isn't totally unreasonable, but it's best to get at least one with some combat skill so that they can teach the others. Note that peasants often arrive with military skills of competent or better.&lt;br /&gt;
&lt;br /&gt;
Using job titles can help you spot expendable dwarves. For example, if a dwarf is a &amp;quot;[[Fish cleaner|Fish Cleaner]]&amp;quot; then his most expert skill will be fish cleaning and he probably won't be very good at anything but that. Since super-efficient fish cleaning isn't likely to be that useful, even if you do have a fisherdwarf, your legendary fish cleaner would be an excellent candidate for the draft. If he manages to survive and gain some combat skill, he'll be able to clean fish and kick butt at the same time. If he dies, at least it won't impact civilian operations.&lt;br /&gt;
&lt;br /&gt;
Make sure to exercise judgement when selecting dwarves, however. If your fortress only has one fish cleaner, but has a large amount of fisherdwarves, drafting a fish cleaner may waste a lot of fish. Conversely, if the fortress has no animal or hunting industries, an otherwise precious [[butcher]] may be expendable.&lt;br /&gt;
&lt;br /&gt;
It is probably wise not to choose female dwarves for your primary fighting squad, and ''especially'' not married female dwarves, since they will carry [[children|babies]] around most of the time (they bear one child every year).  But ultimately it's up to you.  You can't see the sex or marital status of dwarves from within the military screen, so you need to look for these things in advance.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;invisible uniforms&amp;quot;&amp;gt;Your recruits '''must not''' have the [[Mining]], [[wood cutter|Wood Cutting]] or [[ambusher|Hunting]] labors enabled. These labors create an invisible &amp;quot;uniform&amp;quot; that interferes with the military uniform.{{bug|1451}} Disable all of these labors on your recruits, if they're currently enabled.&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Creating a Squad==&lt;br /&gt;
Open up your {{K|m}}ilitary screen. Press {{K|c}} to create a squad and choose whatever uniform is most appropriate for the type of equipment you have or plan to have. A &amp;quot;uniform&amp;quot; is essentially just a predefined specification for a set of equipment, and you can change all of this later, but for the sake of simplicity start with one of the default uniforms.&lt;br /&gt;
&lt;br /&gt;
Enjoy a hearty laugh at the delightful name your dwarves come up with for their squad. All tremble before the might of the fearsome Geared Warthogs! You can, of course, change the name of the squad if you wish with {{K|N}}.&lt;br /&gt;
&lt;br /&gt;
Press {{K|→}}{{K|→}} to move the menu selection over to the Candidates column and select the dwarf with the best fighting skills (or the best leadership ability) then hit {{K|Enter}}. Notice that as you scroll through dwarves that a few bits of relevant information about the currently selected dwarf will be shown in the upper-left part of the screen.&lt;br /&gt;
&lt;br /&gt;
This first dwarf will be either your militia commander or a militia captain depending on whether this is your first squad or not. (He will appear as such in the nobles screen.) Once you select a dwarf for the first position, the highlight will automatically move to the second position. You can then use {{K|↑}} and {{K|↓}} to select the dwarf for this next position with {{K|Enter}}, and so on. Pick four more dwarves for positions two through five.&lt;br /&gt;
&lt;br /&gt;
==Melee Training==&lt;br /&gt;
Make sure at the very least you have a weapon for everyone in your squad. Ideally you should have at least a shield and helmet for everyone too. They will automatically go grab appropriate equipment as long as it is free for use.&lt;br /&gt;
&lt;br /&gt;
Axes ''cannot'' be shared between a woodcutter and an axedwarf.  Not even if it's the same dwarf.  Likewise, a marksdwarf and a hunter can't share a crossbow, and a miner can't share a pick with a military dwarf assigned to use a pick as a weapon. &amp;lt;u&amp;gt;Un&amp;lt;/u&amp;gt;assign the civilian labor to free up the weapon for military use. (The dwarf holding it will dutifully drop it where they stand at the time.)&lt;br /&gt;
&lt;br /&gt;
===Barracks===&lt;br /&gt;
Queue up an [[armor stand]] or a [[weapon rack]] of some sort if you don't already have one.&lt;br /&gt;
&lt;br /&gt;
Pick a location for your training grounds. It should definitely be placed in a defended area, and ideally it should be near the entrance. Training areas can be easily moved though so feel free to just dig out an area somewhere for now and you can move it to a better location later.&lt;br /&gt;
&lt;br /&gt;
Build your weapon rack or armor stand where you want your dwarves to train. Use {{K|q}} on the armor stand or weapon rack to define your training area as a [[barracks]]. Your squad should now be listed in the menu. Hit {{K|t}} to flag them to train there. You must flag them as being allowed to use the area for training or they will not use it.&lt;br /&gt;
&lt;br /&gt;
=== Alert Level ===&lt;br /&gt;
Open the {{K|s}}quad menu from the &amp;quot;main menu&amp;quot;. Press {{K|a}} to select your squad from the list. Notice that toward the bottom of the window it will say {{DFtext|t: Sched - Inactive}}. This is the squad's '''alert level''' which indicates which [[scheduling|schedule]] they will follow.&lt;br /&gt;
&lt;br /&gt;
The default schedule for &amp;quot;Inactive&amp;quot; basically says &amp;quot;do nothing&amp;quot;. To tell them to use the &amp;quot;Active/Training&amp;quot; schedule, press {{K|t}} and this should change to {{DFtext|t: Sched - Active/Training}}. (You can also change the alert level on the military screen with {{K|m}}-{{K|a}}.)&lt;br /&gt;
&lt;br /&gt;
If you've done everything right, you should see some messages like &amp;quot;Urist McGoblinFodder has become a Recruit&amp;quot; and the named dwarves should report to the barracks you have set up.  This may not happen right away, but it should ''definitely'' happen when the month changes.&lt;br /&gt;
&lt;br /&gt;
Keep an eye on them using the {{K|u}}nits screen. Their tasks will initially be something like &amp;quot;Waiting for (something) demonstration&amp;quot; or &amp;quot;Organize (something) demonstration&amp;quot; but they should eventually start the session. The graphics won't look any different, but the units screen will change to show &amp;quot;Watching (something) demonstration&amp;quot; etc.&lt;br /&gt;
&lt;br /&gt;
After a while, your dwarves may start &amp;quot;Sparring&amp;quot;.  This trains several combat skills, much more quickly than demonstrations.  You'll also get combat reports of the sparring (indicated by a cyan &amp;quot;S&amp;quot; on the left side of the screen).&lt;br /&gt;
&lt;br /&gt;
==Marksdwarf Training==&lt;br /&gt;
Each marksdwarf requires a [[crossbow]], [[bolt]]s, and a [[quiver]].&lt;br /&gt;
&lt;br /&gt;
===Targets===&lt;br /&gt;
For marksdwarves to train you will need to build one or more [[archery target]]s using {{K|b}}-{{K|A}}, define them as archery range rooms with {{K|q}}, and assign squads to train at them. Make sure to properly set the shooting direction with {{k|w}}{{k|a}}{{k|s}}{{k|d}} or the target may not work. Also note that an &amp;quot;archery target&amp;quot; cannot be built at a workshop; you only need a piece of stone.&lt;br /&gt;
&lt;br /&gt;
You will need at least one target per dwarf that you want to train simultaneously.  There must be an unblocked path from the place the dwarf stands to the target; they won't shoot archery targets that are across a gap.&lt;br /&gt;
&lt;br /&gt;
===Equipment===&lt;br /&gt;
Crossbows can be made of [[wood]] or [[bone]] at a [[bowyer's workshop]] by a dwarf with the crossbow making labor enabled, or at a [[metalsmith's forge]] by a dwarf with weaponsmithing enabled. While the material used for a crossbow doesn't matter for shooting purposes, it does matter when dwarves use crossbows to bash enemies in melee combat. So, making crossbows of iron, while being heavier, can give archers a little more of an advantage in melee combat should they be unfortunate enough to get into that situation.&lt;br /&gt;
&lt;br /&gt;
Bolts are also made from bone or wood at a [[craftsdwarf's workshop]], so make sure you've built one of those and then have your manager queue up some bolts. Wooden ammunition will do just fine for training purposes, but if you happen to have butchered any animals at this point you can also make bone bolts. (Metal bolts can also be made at a forge, but you wouldn't want to waste those on target practice.)&lt;br /&gt;
&lt;br /&gt;
Quivers are made of leather by a dwarf with leatherworking at a [[leather works]]. Quivers are required; marksdwarves will not fire a crossbow without one. If you just started your fort, and forgot to bring some with you, you may not be able to get enough leather to make quivers until the first trade caravan arrives unless you slaughter some animals.&lt;br /&gt;
&lt;br /&gt;
===Configuration===&lt;br /&gt;
Once you have all of the needed equipment for an archer, the easiest way to set up an archer in the military is to create an archers-only squad and give them the archer's uniform. Then, assign one or more dwarves to the squad and set up their training schedule as described for melee training above. Make sure to set their squad to train at archery targets '''and''' the barracks (weapon or armor rack)--if you only use an archery range, your dwarves will not train.&lt;br /&gt;
&lt;br /&gt;
If you have done everything right here, eventually you will see them shooting and see broken bolts at the base of your archery targets.&lt;br /&gt;
&lt;br /&gt;
Please note however that even a squad of only marksdwarves still needs a barracks to train at as well as an archery range, so they can train their other non-ranged skills.  If they do not have a barracks assigned, they will spend quite a lot of time in the state &amp;quot;cannot follow order&amp;quot; and may not even use the archery range.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
Now that you have learned this much, you will probably want to read:&lt;br /&gt;
*''[[Military interface]]''&lt;br /&gt;
*''[[Squads]]''&lt;br /&gt;
*''[[Military]]'' (overview)&lt;br /&gt;
*''[[Scheduling]]'' (not covered on this page)&lt;br /&gt;
&lt;br /&gt;
{{Military}}&lt;br /&gt;
{{Category|Military}}&lt;br /&gt;
{{Category|Guides}}&lt;br /&gt;
{{Category|Fortress mode}}&lt;/div&gt;</summary>
		<author><name>Qwiption</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Embark&amp;diff=257552</id>
		<title>Embark</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Embark&amp;diff=257552"/>
		<updated>2021-03-22T19:38:12Z</updated>

		<summary type="html">&lt;p&gt;Qwiption: /* Supplies */ added link to Item designations&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Masterwork|22:49, 20 September 2016 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
[[File:embark_prev.jpg|thumb|300px|Now strike the Earth!&amp;lt;br /&amp;gt;''Art by CB129'']]'''Embark''' is the time at the very beginning of [[Fortress mode]] before actual gameplay begins (but after [[World generation|generating a world]]), when you and your initial [http://en.wikipedia.org/wiki/Seven_Dwarfs 7 dwarves]:&lt;br /&gt;
# Choose a site.&lt;br /&gt;
# Assign starting [[skill]]s to each dwarf.&lt;br /&gt;
# Select an initial load of [[Embark#Supplies|supplies and equipment]].&lt;br /&gt;
# Arrive at the site with your wagonful of supplies.&lt;br /&gt;
&lt;br /&gt;
==Choosing a Site==&lt;br /&gt;
The main considerations to keep in mind when [[Site finder|choosing a site]] are: the presence of aquifers, the availability of wood, ores, and soil, the climate, and your neighbors. There is just ONE BIG RULE: when your home civilization is too small, you will recognize after the second winter that you won't get any more [[Immigration|immigrants]], which can be [[Fun|extremely fun]]. To avoid this situation, select a home civilization with ''at least'' two dwarven sites on the map.&lt;br /&gt;
&lt;br /&gt;
[[File:Embark.jpg|center|Choose Fortress Location screen (v0.31.19)]]&lt;br /&gt;
&lt;br /&gt;
The Choose Fortress Location screen shows four separate sections, with three of them being views of the land at different levels of magnification: Local, Region, and World. A section of highlighted tiles in the Local view indicates the current embark location within the region. The local view constitutes a 16x16 grid of embark area tiles (each representing 48x48 tiles when you are playing the game) that is within a single region tile.  The world map cannot be directly controlled, and exists only to give you the overall view of where, relative to the rest of the features of the world, the region map is focused on.&lt;br /&gt;
&lt;br /&gt;
The arrow keys control the X cursor in the center &amp;quot;Region&amp;quot; view while {{k|u}}, {{k|m}}, {{k|k}}, and {{k|h}} move the embark location around within the Local view. {{k|U}}, {{k|M}}, {{k|K}}, and {{k|H}} will resize the embark location.  &lt;br /&gt;
&lt;br /&gt;
The size of the embark location directly affects how much data about a map the game will have to store in your computer's memory and the size of your save files. This may correspondingly make pathfinding more resource-intensive, generally [[Frames per second|slow your game down]], and have a dramatic effect on the save and load times for your map. As such, smaller maps are recommended, especially for less powerful computers. Remember that each tile on your embark screen is 48x48 tiles large.&lt;br /&gt;
&lt;br /&gt;
On the far right of the screen is a list of local features in the dominant biome. Individual biomes, which form at least one map-tile of your embark location, can be cycled with the {{k|F#}}-keys; for example, an area with 3 biomes present can be cycled using {{k|F1}}, {{k|F2}} and {{k|F3}}. The selected biome will be highlighted with flashing Xs on the Local Map, and the biome's information will be displayed on the right side of the screen.&lt;br /&gt;
&lt;br /&gt;
===Biomes===&lt;br /&gt;
{{Main|Biome}}&lt;br /&gt;
&lt;br /&gt;
A '''biome''' is a biotic area with homogeneous features, characterized by distinctive [[plant]]s, [[creature|animal species]] and [[climate]]. &lt;br /&gt;
&lt;br /&gt;
In the above image, the biome is &amp;quot;Temperate Savanna&amp;quot;, and the region the biome is part of is given a specific name: &amp;quot;The Velvety Hill&amp;quot;, part of the continent &amp;quot;The Jade Horn-Land&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
Biomes will also contain only one set of stone layers, though these usually expand beyond a single biome. Your [[dwarf|dwarves]] will find different resources depending on which biomes they select when starting a fort.&lt;br /&gt;
&lt;br /&gt;
Biomes are important when choosing a fortress location, in order to understand your [[surroundings]].&lt;br /&gt;
&lt;br /&gt;
====Climate====&lt;br /&gt;
{{Main|Climate}}&lt;br /&gt;
&lt;br /&gt;
Climate determines the maximum temperature range of the region, which in turn impacts the severity of exposure to the outside, whether water will freeze in winter, and how quickly water evaporates. &lt;br /&gt;
&lt;br /&gt;
The climate is displayed as &amp;quot;Temperature: Warm&amp;quot; in the above image.&lt;br /&gt;
&lt;br /&gt;
Very hot and very cold biomes bring their own challenges, which may be further compounded with overlapping features, such as a glacier being frozen for half the year, being devoid of trees, and lacking a river. Very hot climates may see all their surface water quickly evaporate, making finding a water supply more dangerous, as underground caves filled with hostile creatures may be the only supply of water.&lt;br /&gt;
&lt;br /&gt;
====Plant Life====&lt;br /&gt;
{{Main|Tree|Shrub}}&lt;br /&gt;
&lt;br /&gt;
Seen in the above image as &amp;quot;Trees: Sparse&amp;quot; and &amp;quot;Other Vegetation: Moderate&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Trees are useful for the [[wood]] they provide, and wood is a basic building material, important for being the only material that can be used to create beds. Also, because creating bins and barrels from metal is an involved process involving more steps, less common resources, and fuel, wood is often preferred for making these items as well. Wood is also a source of [[fuel|charcoal]], one possible [[fuel]] used to make metal products in standard smelters and forges and required for making steel even when you have magma forges. Wood is also useful in making [[potash]], for soap or fertilizing farms.&lt;br /&gt;
&lt;br /&gt;
Despite wood's many uses, it is entirely possible to play without any trees in your biomes. Due to the inexpensive nature of wood, it is possible to simply embark with a large quantity and rely on trade caravans from the elves, humans, and dwarves for your wood needs. Also, at a certain point, trees can be farmed in muddied underground areas regardless of how barren the surface is.&lt;br /&gt;
&lt;br /&gt;
Shrubs can provide some quick food through the [[herbalist]] skill, [[still|brewable materials]], and [[seed]]s for some very helpful above-ground [[crops]] which are generally only available through [[trading]] with Elves.&lt;br /&gt;
&lt;br /&gt;
====Surroundings====&lt;br /&gt;
{{Main|Surroundings}}&lt;br /&gt;
&lt;br /&gt;
Surroundings affect how powerful and hostile local wildlife will be, and some forms of plants are available only in specific types of surroundings.&lt;br /&gt;
&lt;br /&gt;
The surroundings of the example image are listed as &amp;quot;Surroundings: Wilderness&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Any biome can have any set of surroundings; for example a glacier could be haunted, wilderness or mirthful. However, a named region (which is a contiguous area of one category of biomes, such as forests or wetlands) will be either good, neutral, or evil.&lt;br /&gt;
&lt;br /&gt;
There are two axis for surroundings: savagery and alignment. Calm and neutral savagery are functionally identical. Savage lands are like normal lands, except they will frequently have giant or hostile humanoid versions of normal animals. For example, you might have a [[Tigerman]] instead of &amp;quot;merely&amp;quot; a [[tiger]] in a savage jungle.&lt;br /&gt;
&lt;br /&gt;
Good biomes are similar to neutral biomes, except have more fanciful (and generally benign) creatures like [[pixie]]s, [[fluffy wambler]]s, or [[unicorn]]s, and are generally no more dangerous than neutral biomes. Evil biomes are home to many dangerous creatures, often dead vegetation and even including undead versions of normal creatures, making for a far more hostile environment specifically for players who want to face a greater challenge to stay alive, especially early on. Trees might not grow in an evil area.&lt;br /&gt;
&lt;br /&gt;
It is possible to start a fortress that overlaps multiple alignment types (for example good, evil, savage, and benign). Some players consider this desirable, as it provides diversity in your little corner of the world, but it also has its dangers in the form of more ferocious wildlife.&lt;br /&gt;
&lt;br /&gt;
====Layers====&lt;br /&gt;
{{Main|Layer|Ore|Stone}}&lt;br /&gt;
&lt;br /&gt;
At the bottom right of the biome view, some of the main features of the site are reported. You will be told whether the biome has a layer of soil on top of it (and how thick it is), and whether that soil includes [[clay]]. Deep soil layers make underground farming extremely quick to set up, as no [[irrigation]] will be needed. If there are metal ores, ''Shallow metal(s)'' and/or ''Deep metal(s)'' are reported. Metals count as &amp;quot;shallow&amp;quot; if they are within the first two stone layers, unless the biome is a Shallow Ocean (shows &amp;quot;little soil&amp;quot;) or a Sand Desert, in which case it counts the first five stone layers as &amp;quot;shallow&amp;quot;. [[Flux]] is also reported if present.&lt;br /&gt;
&lt;br /&gt;
The depth of the soil layers is indicated by light brown text: ''Little soil'', ''Some soil'', ''Deep soil'' or ''Very deep soil''. Clay is reported as either ''Shallow Clay'' or ''Clay''. [[Sand]] is ''not'' reported here; the only way to be sure you'll have sand is to embark on a Sand Desert. (Note that [[Utility:DFHack|DFHack]]'s ``embark-tools`` plugin can be used to add a sand indicator.) &lt;br /&gt;
&lt;br /&gt;
You won't be told which kinds of metals are present. Your best bet for finding the raw materials for making [[steel]] is to look for a site with ''Shallow metals'' (note the plural) and ''Flux''. A biome with shallow metals listed has an extremely high chance of containing [[iron]]-bearing ores in a sedimentary layer near the surface. Failing that, you're practically guaranteed to get some [[copper]] ore (tetrahedrite).&lt;br /&gt;
&lt;br /&gt;
====Aquifer====&lt;br /&gt;
{{Main|Aquifer}}&lt;br /&gt;
&lt;br /&gt;
An aquifer is a layer of soil or stone saturated with water, and a biome may contain up to 3 aquifer layers (theoretically more, but such would be rare to say the least). Embarking on an aquifer brings up a warning before embark as an aquifer can significantly raise the difficulty of starting a fort. For specific tactics on working with an aquifer, see ''[[Aquifer]]''.&lt;br /&gt;
&lt;br /&gt;
===Changing Views===&lt;br /&gt;
Pressing {{k|Tab}} will cycle the presented information through a variety of different views and panels.&lt;br /&gt;
*Neighbors - other civilizations that are closest to your current location. Proximity increases the chance of interaction, though at present this largely means &amp;quot;nearby goblins are more likely to attack you.&amp;quot; If any race is not represented on this page, it means that the civilization cannot reach you if you are in that location. Embarking on an [[island]], or a location completely surrounded by mountains will make it impossible for any civilization but your own dwarven civilization to reach you, as world map travel across oceans or mountains is impossible. If not even &amp;quot;Dwarves&amp;quot; appears, it means that your home civilization is dead, and there will be no [[immigration]] waves or [[Trading#Caravans|trade caravans]] from your home civilization. If this is the case, it is recommended you change to a still-existent civilization unless you want the challenge of having no support from the mountainhomes. Races that are hostile to you are represented by a series of red &amp;quot;-&amp;quot; marks or &amp;quot;WAR&amp;quot;. The latter means you will get [[siege]]d by that race, while &amp;quot;------&amp;quot; stands only for diplomatic hostility (usually from baby snatching in worldgen). They'll still siege (eventually), and the first time they do will constitute a declaration of war{{verify}}. In vanilla DF, goblins are always hostile, but humans or elves may also be at war with particular dwarven civilizations.&lt;br /&gt;
*Your Civilization - indicates all dwarven civilizations in the world. {{k|+}} and {{k|-}} will cycle through the civilizations allowing you to choose which your settlers will be embarking from. Civilization choice will affect who is at war with you, what goods are available for trade and at embark, who your regent will be (considering [[Main:Cacame Awemedinade|one might be surprised by who turns out to be one's regent]]), and if there are any surviving members of your civilization left to migrate to or trade with your fort. Some of this information is only viewable in [[Legends]] Mode, but you can view accessible goods and materials after hitting {{k|e}}mbark by looking at what items you can choose to embark with. If you don't like the options, simply {{k|Esc}} to get the main menu and choose Abort Game. You will have to find the site again, but it saves you from needing to abandon the fortress.&lt;br /&gt;
*Relative Elevation - Shows the land height relative to the lowest point in the region.&lt;br /&gt;
*Cliff Indicator - Shows the severity of cliffs. With the exception of rivers that cut through mountains, even apparently very steep cliffs will still have ramps that make it perfectly accessible for any creature or even the wagons in caravans (unless you have turned erosion off).&lt;br /&gt;
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===Reclaiming a fortress===&lt;br /&gt;
{{Main|Reclaim fortress mode}}&lt;br /&gt;
If you [[Reclaim fortress mode|reclaim the site]] of an abandoned fortress, upon arrival you may see goods, materials, and corpses left from the previous effort. These items will initially be [[forbid|forbidden]] and you will have to [[Reclaim|reclaim items]] before your dwarves will acknowledge their existence, for example to haul them to a graveyard or refuse [[stockpile]].&lt;br /&gt;
&lt;br /&gt;
==Creating Your Settlers==&lt;br /&gt;
===Play Now!===&lt;br /&gt;
You can forgo the process of assigning skills and supplies and instead select '''Play Now!''' This option will give you a selection of dwarves, with the following profiles:&lt;br /&gt;
&amp;lt;!--Note: the profession data below was Last checked for v0.44.03--&amp;gt;&lt;br /&gt;
* [[Miner]]: Adequate Miner&lt;br /&gt;
* [[Woodworker]]: Novice Carpenter, Bowyer&lt;br /&gt;
* [[Woodcutter]]: Novice Wood Cutter, Furnace Operator, Wood Burner, Grower, Herbalist, Brewer, Cook, Lye Maker, and Potash Maker&lt;br /&gt;
* [[Stoneworker]]: Novice Mason, Engraver, Building Designer, and Mechanic&lt;br /&gt;
* [[Jeweler]]: Novice Stone Crafter, Wood Crafter, Bone Carver, Gem Cutter, and Gem Setter&lt;br /&gt;
* [[Fisherdwarf]]: Novice Fisherdwarf&lt;br /&gt;
* [[Fish cleaner|Fish Cleaner]]: Novice Weaver, Clothier, Butcher, Tanner,  Leatherworker, and Fish Cleaner&lt;br /&gt;
One of these will be randomly flagged as Expedition Leader at the start.&lt;br /&gt;
&amp;lt;!--Note: the point data below was last updated for v0.44.03--&amp;gt;&lt;br /&gt;
The default embark value for a custom embark is 1504 embark points. Either 1104 or 1304 points are spent in [[#Supplies|pre-chosen goods]] (depending on if an iron or steel anvil is used), 54 points in [[dog]]s and [[cat]]s, and 200 or 400 unassigned (depending on if a steel or iron anvil was given). The Play Now! embark only uses either 1158 or 1358 points. While a Play Now! embark is no more doomed than any other embark, it is always better to Prepare Carefully once you know what you're doing with the set up of an early fort.&lt;br /&gt;
&lt;br /&gt;
===Prepare Carefully===&lt;br /&gt;
[[File:embark_list_preview.png|thumb|200px|right|Small list of custom-chosen embark items.]]Preparing allows the player to customize their embarking party and supplies by spending a pool of points which is shared between skills and equipment, with each skill rank and equipment item having a set value. The total value of embarking is set at 1,504 points, though all but 200 or 400 of these are pre-spent on an array of [[#Supplies|basic equipment]] (the same equipment Play Now! uses). It stands that one should try to maximize the value of their embark by spending all available points. By preparing carefully it is also possible to [[Fortress name|name]] your fortress and your embark group.&lt;br /&gt;
&lt;br /&gt;
It is possible to change the amount of available embark points when playing via [[DF2014:Advanced world generation|advanced world generation]], where presets can be created and/or customized. The maximum amount of embark points a generation setting can have is 10,000. With DFHack, the command ``points [#]`` (with &amp;quot;[#]&amp;quot; being any number) will set the amount of available embark points to the specified number.&lt;br /&gt;
&lt;br /&gt;
====Using the menu====&lt;br /&gt;
Use {{k|Tab}} to switch between selecting Skills and Items. Use the 4 directional keys or number pad to navigate to highlight the different choices/columns, and {{k|+}} or {{k|-}} to choose more or less of the highlighted item or skill. When viewing items, hit {{k|n}} to go to a menu for any &amp;quot;new&amp;quot; items, that are not currently listed, including any you removed by reducing the number to 0; select the item, hit {{k|Enter}}, then increase the number desired as above ({{k|+}} or {{k|-}}) in the main menu.&lt;br /&gt;
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If you cannot buy additional skill levels, you are out of points and must return some items for additional points. Higher-priced items will automatically be removed from view when selecting new items if you do not have enough points for those selections, showing only what you can afford with your current points.&lt;br /&gt;
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====Skills====&lt;br /&gt;
{{Main|Skill}}&lt;br /&gt;
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At embark, all seven settlers begin with no rank in all skills. Each dwarf can be assigned 10 additional ranks to be allocated however you please among the entire Dwarven skill list &amp;amp;ndash; including military &amp;amp;ndash; with the restriction that no single skill can be increased beyond 'proficient' (level 5). Therefore, you can trade off specialisation against versatility: each dwarf may be 'proficient' in two skills, or minimally skilled (rank 1, 'Novice') across 10 skills, or anything in between. Not all ranks need be allocated, and since ranks cost points there is a further trade-off to be made against other uses of embark points. The current skill rank is shown to the left of the skill (e.g. Novice), while the point cost of the next rank increment is displayed at the right; novice rank costs 5 points and each subsequent rank costs one additional point (so Adequate costs 6 points, Competent costs 7 points, and so on). Reaching 'Proficient' thus costs a total of 35 points. The most expensive allocation is granting all settlers 'proficient' in two skills; this costs a total of 490 points, which is nearly a third of the total budget. By contrast, allocating each dwarf 'novice' in 10 skills costs only 350 points.&lt;br /&gt;
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Although this is already fairly involved, between the long skill list and the floating cost, the value of a rank is subject to further scrutiny given the early-game value, or lack thereof, of certain skills as well as the relative ease or difficulty of training ranks in a given skill. Many skills are performed just as well by a Novice (skill level 1) or even a Dabbler (level 0) as they are by a Legendary (level 15+). A Novice Furnace Operator won't produce Coke as fast as a Legendary Furnace Operator, but they will produce it fast enough to keep their neighbor smelting hematite until the cows come home. Additionally, embarking with Novice or higher skill will automatically enable the corresponding labor, avoiding manual labor assignments upon arrival.&lt;br /&gt;
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For a more complex example, there is much overlap between what can be produced out of wood and what can be produced out of metal, but wood is plentiful in the early game (often throughout, if a tree farm is established, and caravans will bring in several pages worth of wood if you request it) while metalworking can take much longer to establish, or would take several times longer to produce a given product in the early game due to the multiple steps required. Metalworking skills also train slower than woodworking, and metal products have a longer base production time than wood products.&lt;br /&gt;
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From one point of view, the Woodworking skills would be of more immediate use in producing quick goods of higher value in the early game, especially given the high volume needed; however furniture quality is of little concern in the early game, and the high volume of value-independent goods (such as barrels which you won't be trading away on their own or using to furnish chambers) will cause your carpenter to train his skills fairly quickly. Even on a strictly functional level, a Novice carpenter can produce beds, barrels, and bins fast enough to keep up with a fledgling base. Lastly, once metal production is up and running, it can be agonizingly slow if a Farmer or Peasant has to be reassigned to learn from scratch, thus a proficient Metalsmith stands to pay off much more in time than starting with a proficient Carpenter. Consider as well that you may receive a highly skilled Metalsmith during an [[immigration]] wave, if you care to take that chance.&lt;br /&gt;
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====Supplies====&lt;br /&gt;
The default array of supplies covers a broad range of foodstuffs, seeds, drink, tools, and medical equipment, and is reasonable, though extra food and drink never hurt anyone. &lt;br /&gt;
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:* 2 Copper [[pick]]s*&lt;br /&gt;
:* 2 Copper [[battle axe]]s*&lt;br /&gt;
:* 1 Iron [[anvil]] (or steel anvil if your home civilization has no access to iron)&lt;br /&gt;
:* 1 [[Wheelbarrow]] (if possible)&lt;br /&gt;
:* 1 [[Stepladder]]&lt;br /&gt;
:* 60 units dwarven [[alcohol]] (at least 20 each of up to 3 random types, in 12 barrels)&lt;br /&gt;
:* 6 bags containing 5 [[seed]]s of each of [[dimple cup]], [[cave wheat]], [[plump helmet]], [[sweet pod]], [[pig tail]], and [[quarry bush]].&lt;br /&gt;
:* 15 units of [[meat]] (one random type, 10 + 5 units in 2 barrels)&lt;br /&gt;
:* 15 units of [[fish]] (one random type, 10 + 5 units in 2 barrels) &lt;br /&gt;
:* 15 units of [[plump helmet]]s (10 + 5 units in 2 barrels)&lt;br /&gt;
:* 5 pig tail fiber [[thread]]&lt;br /&gt;
:* 5 pig tail fiber [[cloth]]&lt;br /&gt;
:* 5 pig tail fiber [[bag]]s&lt;br /&gt;
:* 3 pig tail fiber [[rope]]s&lt;br /&gt;
:* 3 wooden [[bucket]]s&lt;br /&gt;
:* 3 wooden [[splint]]s&lt;br /&gt;
:* 3 wooden [[crutch]]es&lt;br /&gt;
:* 2 female [[dog]]s†&lt;br /&gt;
:* 2 female [[cat]]s†&lt;br /&gt;
:* 2 random of [[horse]], [[yak]], or [[water buffalo]] (These 2 pack animals are always given and don't cost embark points for players &amp;quot;preparing carefully&amp;quot;.)&lt;br /&gt;
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'''Considering Metals'''&lt;br /&gt;
* If your civilization lacks copper or iron (or both), the increased costs for standard-issue metal equipment can eat up the embark point advantage that Prepare Carefully has over Play Now!, but the option to customise point allocation still gives careful preparation an edge.&lt;br /&gt;
* Previously, if your home civilization did not have access to copper, you would start with bronze picks and battle axes instead, but there has not been evidence of this occurring since v0.44 of ''Dwarf Fortress''.&lt;br /&gt;
&lt;br /&gt;
'''Considering Materials'''&lt;br /&gt;
* When settling on a site with few trees, one should definitely consider bringing extra logs to cover the early demand for beds and such.&lt;br /&gt;
* You may also want to consider replacing the pig tail fiber items with much cheaper cave spider silk items (regular, not giant).&lt;br /&gt;
* Note that the types of supplies available can vary depending on what materials are available at the nearest capital of your civilization.  For example, certain types of stone or bars may not be listed at all, if they are not available at your Mountainhome.&lt;br /&gt;
&lt;br /&gt;
'''Considering Animals'''&lt;br /&gt;
* Do not overlook the value of bringing animals. Dogs in particular can provide an excellent early warning system, good fighters against [[kobold]]s and other thieves, and a healthy supply of meat and bones. Cats are useful for controlling the vermin population, but beware the [[Fun|dangers]] of a [[catsplosion]].&lt;br /&gt;
&lt;br /&gt;
† Cats and dogs are only included by default in the Play Now! package. To start with them when you &amp;quot;Prepare Carefully&amp;quot;, you need to go into the pets list to add them.&lt;br /&gt;
&lt;br /&gt;
'''Those Parentheses'''&lt;br /&gt;
* All the items (not animals or dwarves) that you are bringing with you from embark will appear with between [[Item_designations#Provenance_.2F_Ownership|parentheses]]. Example: {{dftext|(copper pick)|7:1}}&lt;br /&gt;
* Items you manufacture (or obtain by mining/farming/foraging/scavenging) will not have the parentheses.&lt;br /&gt;
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====Saving a starting mix====&lt;br /&gt;
Once you have the mix of items and skills that you like, you can hit {{k|s}} and save it to a template with a custom name. In a later game, you can pick that profile when you embark. If your selected civilization does not have some of the desired items in your template, this is announced clearly, and a different civilization can be tried as described above, or you can continue and change your mix.&lt;br /&gt;
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If you match skills to the [[preferences]] and [[personality|personalities]] of your dwarves, it may be an idea not to include any skills in such a template, as they will simply be applied in the original order to the current dwarves as they appear on the list.&lt;br /&gt;
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If you find additional items that you wish to add (perhaps another type of cheap meat, or an ore not previously available), you can edit those in by hitting {{k|s}}, overwriting your old template. You can also go into the .txt file, located at data/init/embark_profiles, and edit in the SKILLS or ITEMS as you want - the syntax is fairly straightforward.&lt;br /&gt;
&lt;br /&gt;
==Embark Strategies==&lt;br /&gt;
{{Main|Starting build}}&lt;br /&gt;
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The strategies below are suggestions. They are not universal, and many are even contradictory. This is because there is no one true way to play Dwarf Fortress. Some may not work for you because of unstated assumptions about priority, value, fun, or procedure. However, since Losing is Fun, it's always worth it to try something out, even if it doesn't go well.&lt;br /&gt;
&lt;br /&gt;
===Picking the Right Location===&lt;br /&gt;
'''Need More Dirt''' - three layers of soil before the stone layers begin provides a very large area that can be used to quickly carve out efficient storage rooms, as well as easy construction of large farms and tree farms without the need to flood/muddy large areas of stone.&lt;br /&gt;
&lt;br /&gt;
'''Flowing Water (and its inverse)''' - Flowing water (river or stream) is a must-have for the infinite power it supplies for working machinery, and because underground water supplies are too dangerous to tap into. There is no guarantee of infinite water underground, you could embark on a map with completely dry caverns. However, rainier climates will always have murky pools, which, with careful management, can be refilled from the rain. Infinite power for working machinery can be created using a limited amount of water in a perpetual motion machine, although, being limited in quantity, murky pools simply do not have the capacity to permanently flood your fortress, while a single mistake with an infinite source can easily do so.&lt;br /&gt;
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'''FPS''' - often overlooked, this is perhaps the most consequential decision you will make during embark. FPS drops slowly as fortresses get more people, and create more stuff (the game has to simulate all of these people and the stuff they are making). Having a site that takes little resources to simulate can go a long way to mitigating this problem. The major FPS-eaters to look out for are trees (deciduous trees especially, as they shed their leaves annually), and flowing and/or falling water (the latter being worse on FPS). See the article on [[Maximizing framerate]] for considerations. Of all the things you can do to help with FPS, picking a new site is not one of them. Planning for this early on will save you a lot of headaches if you manage to keep a fort alive for more than a decade.&lt;br /&gt;
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===Preparation Strategies===&lt;br /&gt;
'''Free Barrels''' - many products are stored in bins, barrels, or bags and do not stack with other items even if they're in the same broad classification. Plump Helmets and Horse Meat come in separate barrels even though they're both food. Purchasing a single item of food will also produce a free barrel for it to be stored in. As barrels have a cost of 10 to buy empty, buying a single unit of cost 2 foodstuffs gets you a value of 5. Anything above cost 2 bought for the express purpose of getting barrels would be better off just buying barrels empty or raw logs. This concept can be extended to many different goods, and for any stored good you were &amp;quot;going to buy anyway&amp;quot;.  [[Alcohol]] will come in a new barrel after every 5th unit.&lt;br /&gt;
* Note that meat products from the same animal will store in the same barrel, thus 1 unit of Horse Meat and 1 unit of Horse Tripe will only get you one barrel, not two.&lt;br /&gt;
* Upon arrival you can build a kitchen and prepare lavish meals out of all those single units of meat. This will &amp;quot;compress&amp;quot; your food, and free up some barrels for brewing. Size of stacks of food from cooking is equal to sum of stack sizes of ingredients, so you lose nothing.&lt;br /&gt;
&lt;br /&gt;
'''Cheaper food''' - you can bring lots of [[milk]] (worth 1 embark point each), build a [[farmer's workshop]], and make [[cheese]] out of that milk. Combine this with the trick for free barrels, cook lavish meals out of that cheese and meat, and you will get some free barrels, and good quality food for cheap. Making milk into cheese is very fast and requires no skill, you just need to enable cheese making on your cook or brewer.  Pick 1 unit of milk from each species and each one will come with a free barrel.&lt;br /&gt;
* To save on alcohol (you should probably still bring some of it, though) get plump helmets for 4 embark points each. Remember to disable cooking them in z -&amp;gt; Kitchen menu. Build a still, and brew them all, each will make 5 units of alcohol. You can supplement this with gathering and brewing local plants.&lt;br /&gt;
* Cooking lavish meals out of 1 unit of meat, and full barrels of alcohol made on the spot from plump helmets (known as booze cooking) can produce even more food, but only if one knows how to do it.&lt;br /&gt;
* When choosing all that different food, be smart. Press &amp;quot;n&amp;quot; Go to &amp;quot;Meat&amp;quot; section, press &amp;quot;e&amp;quot;, and search for one particular kind of food, &amp;quot;meat&amp;quot;, for example. Press enter, rinse and repeat. This way, you can quickly add food from different animals and be sure you don't have any 2 foods from the same species. Also, it's good to make a template so you won't have to do the whole thing all over again when you start another fortress.&lt;br /&gt;
&lt;br /&gt;
'''Cheap Bags''' - while even the cheapest bags (made from cave spider silk and low-value leather) cost 10 points each, you can instead simply bring several units of [[sand]] costing 1 point each, as each unit of sand will be stored in its own bag made from a randomly selected material (including giant cave spider silk and valuable creature leather).&lt;br /&gt;
&lt;br /&gt;
'''Don't Really Need That''' - unless you have tailored your embark for metal production quick and early, an anvil is typically unnecessary and the 100 points you get from refunding it can be better spent on skills or additional foodstuffs (can't really have enough foodstuffs). By the time the Dwarven caravan arrives in the fall, a 100☼ iron anvil, or even a 300☼ steel anvil, should be little more than an inconvenience. This can sometimes be &amp;lt;s&amp;gt;problematic&amp;lt;/s&amp;gt; [[Fun]] if you are unlucky and the caravan does not bring an anvil.&lt;br /&gt;
&lt;br /&gt;
'''REALLY Don't Need That''' - For players more familiar with the game. Bring no pre-constructed goods (weapons, buckets, etc.), just the materials to make them with. This requires several (3-10, though you're likely to bring way more) logs, some fire-safe stone (ores are fine if you don't mind some micromanagement), a few nuggets of copper ore, and an anvil. Upon arrival, build a Wood Furnace and a Forge, make charcoal, then picks for the [[miner]]s and an axe for [[wood cutter]]s.&lt;br /&gt;
&lt;br /&gt;
Medical supplies should be unnecessary to start with, because if you need them &amp;lt;s&amp;gt;you're screwed&amp;lt;/s&amp;gt; you'll have [[Fun]]. You may want to bring some [[rope]] (or just [[thread]]) along though. You can start your fortress with just 106☼ worth of items (iron anvil - 100☼, 1 copper nuggets for 1 pick - 6☼, logs can be gathered from deconstructing the wagon and made into 1 training axe - 0☼ (training axes no longer cut trees in newer versions), fire-safe building material = ash - 0☼, everything else can be made with the raw materials you get from wood-cutting and mining.).&lt;br /&gt;
&lt;br /&gt;
'''Yes, I Do Need That''' - DON'T EVER leave without alcohol unless you have a [[brewer]] and a way to gather plants early (untrained [[herbalist]]s designated after embarking are enough) or a safe water source (preferably flowing). Be sure to bring multiple types of alcohol, as your dwarves will be happier this way, because the different types will encompass their numerous preferences.&lt;br /&gt;
&lt;br /&gt;
'''More Means Better... Right?''' - Perhaps you once thought that the default amount of embark points aren't enough for you, and that you could give your fortress a serious leg up in getting started if you embark with ''much'' more animals and supplies. This can be done in a few ways: The first way is entering the &amp;quot;advanced world generation&amp;quot; screen and creating a custom world generation preset with higher embark points. Note that only a maximum of 10,000 points can be entered without cheating or hacking. The second way is to repeat the first step, but modify the world_gen.txt file found in the [game dir]\data\init\ directory - modifying the [EMBARK_POINTS:#] line with any custom number and saving, which '''can''' be set above 10,000. The third way is to simply use the &amp;quot;points&amp;quot; command if using [[DFHack]], once a world is generated.&lt;br /&gt;
&lt;br /&gt;
Back to the original question, does more mean &amp;quot;better&amp;quot;? The answer: yes and no. Starting with way more supplies and animals can give you a huge starting advantage in already having the materials and then some to get your fortress going, and having the extra animals can be useful for early breeding and butchering. The extra supplies/animals can also provide a huge advantage in trading. However, having extra supplies can also hurt gameplay, as having too much of something can hamper the chance for a dwarf to make something themselves, giving them less opportunities to increase their skill levels. And having too many animals can be a pain to manage, especially once they start breeding and make this task harder. Also, bringing too many supplies with you can have dwarves putting things away from the wagon for a much longer time than normal. This can be a massive nuisance if starting out in harder embark locations where early attacks are likely, or if thieving creatures come by.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*New players may find the [[Quickstart guide]] useful.&lt;br /&gt;
*The [[Starting build]] article has more detailed embark strategies.&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
* [http://www.youtube.com/watch?v=r9yQiHCEGUI&amp;amp;feature=plcp Tutorial on how to embark]&lt;br /&gt;
&lt;br /&gt;
{{Category|Guides}}&lt;br /&gt;
{{Category|Fortress mode}}&lt;br /&gt;
{{Category|Interface}}&lt;br /&gt;
[[Ru:Embark]]&lt;/div&gt;</summary>
		<author><name>Qwiption</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Item_designations&amp;diff=257551</id>
		<title>Item designations</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Item_designations&amp;diff=257551"/>
		<updated>2021-03-22T19:38:07Z</updated>

		<summary type="html">&lt;p&gt;Qwiption: /* Provenance / Ownership */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{Quality|Exceptional}}&lt;br /&gt;
Some items have characters surrounding the name, which is a way to determine certain properties at a glance. &lt;br /&gt;
&lt;br /&gt;
== Quality ==&lt;br /&gt;
&lt;br /&gt;
'''Sword''' Ordinary&lt;br /&gt;
&lt;br /&gt;
'''-Sword-''' [[Item quality|Well-crafted]] ''(dashes/hypens)''&lt;br /&gt;
&lt;br /&gt;
'''+Sword+''' [[Item quality|Finely-crafted]] ''(plus signs/addition signs)''&lt;br /&gt;
&lt;br /&gt;
'''*Sword*''' [[Item quality|Superior quality]] ''(asterisks/stars)''&lt;br /&gt;
&lt;br /&gt;
'''≡Sword≡''' [[Item quality|Exceptional]] ''(equivalents/triple equal signs)''&lt;br /&gt;
&lt;br /&gt;
☼'''Sword'''☼ [[Item quality|A masterpiece]] ''(stars/open stars/circle stars)''&lt;br /&gt;
&lt;br /&gt;
See [[Item quality]] for a full explanation of how better qualities improve [[value]] and [[weapon|combat modifiers]].&lt;br /&gt;
&lt;br /&gt;
== Improvement / Decoration ==&lt;br /&gt;
&lt;br /&gt;
'''«Sword»''' Improved or [[Decoration|decorated]] ''(much-less-than and much-greater-than signs/double less-than or greater than signs)''&lt;br /&gt;
&lt;br /&gt;
Decoration can have a quality modifier themselves, leading to combinations such as:&lt;br /&gt;
&lt;br /&gt;
'''*«Sword»*''' Superior improvement/decoration&lt;br /&gt;
&lt;br /&gt;
'''≡«+Sword+»≡''' Exceptional improvement/decoration on a finely-crafted object&lt;br /&gt;
&lt;br /&gt;
'''*«≡Sword≡»*''' Exceptional sword with superior decoration&lt;br /&gt;
&lt;br /&gt;
These quality modifiers can be hidden in [[init.txt]] with [SHOW_IMP_QUALITY:NO].&lt;br /&gt;
&lt;br /&gt;
== Wear ==&lt;br /&gt;
&lt;br /&gt;
'''xSwordx''' ''Showing some [[wear]]'' - worth {{frac|3|4}} ''(surrounded by x's)''&lt;br /&gt;
&lt;br /&gt;
'''XSwordX''' ''Heavily worn'' or ''threadbare'' - worth {{frac|1|2}} ''(surrounded by capital X's)''&lt;br /&gt;
&lt;br /&gt;
'''XXSwordXX''' ''In tatters'' or ''mangled'' - worth {{frac|1|4}} ''(surrounded by double capital XX's)''&lt;br /&gt;
&lt;br /&gt;
== Provenance / Ownership ==&lt;br /&gt;
&lt;br /&gt;
'''(Sword)''' Not produced on-site (imported by traders or looted from raiders), does not count towards [[Created wealth|Created Wealth]]. ''(parentheses)''&lt;br /&gt;
&lt;br /&gt;
'''{Sword}''' Unclaimed/[[Forbid|Forbidden]] ''(braces)''&lt;br /&gt;
&lt;br /&gt;
'''$Sword$''' Owned by someone else. Only appears in adventure mode. ''(dollar signs)''&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
&lt;br /&gt;
'''‼Sword‼''' On [[fire]] ''(double exclamation points)''&lt;br /&gt;
&lt;br /&gt;
'''◀Sword►''' Magical (magic is not yet implemented) ''(forward and backward triangles)''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
The longest possible item designation is '''‼{(XX≡«+Sword+»≡XX)}‼''', which designates (reading from the front) that it's on fire ( '''‼''' ), forbidden ( { ),  imported ( ( ),  in tatters ( '''XX''' ), exceptionally ( ≡ ) decorated ( « ), and of fine quality (+  ).&lt;br /&gt;
&lt;br /&gt;
{{Category|Items|*}}&lt;br /&gt;
[[ru:Item designations]]&lt;/div&gt;</summary>
		<author><name>Qwiption</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Item_designations&amp;diff=257550</id>
		<title>Item designations</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Item_designations&amp;diff=257550"/>
		<updated>2021-03-22T19:32:57Z</updated>

		<summary type="html">&lt;p&gt;Qwiption: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{Quality|Exceptional}}&lt;br /&gt;
Some items have characters surrounding the name, which is a way to determine certain properties at a glance. &lt;br /&gt;
&lt;br /&gt;
== Quality ==&lt;br /&gt;
&lt;br /&gt;
'''Sword''' Ordinary&lt;br /&gt;
&lt;br /&gt;
'''-Sword-''' [[Item quality|Well-crafted]] ''(dashes/hypens)''&lt;br /&gt;
&lt;br /&gt;
'''+Sword+''' [[Item quality|Finely-crafted]] ''(plus signs/addition signs)''&lt;br /&gt;
&lt;br /&gt;
'''*Sword*''' [[Item quality|Superior quality]] ''(asterisks/stars)''&lt;br /&gt;
&lt;br /&gt;
'''≡Sword≡''' [[Item quality|Exceptional]] ''(equivalents/triple equal signs)''&lt;br /&gt;
&lt;br /&gt;
☼'''Sword'''☼ [[Item quality|A masterpiece]] ''(stars/open stars/circle stars)''&lt;br /&gt;
&lt;br /&gt;
See [[Item quality]] for a full explanation of how better qualities improve [[value]] and [[weapon|combat modifiers]].&lt;br /&gt;
&lt;br /&gt;
== Improvement / Decoration ==&lt;br /&gt;
&lt;br /&gt;
'''«Sword»''' Improved or [[Decoration|decorated]] ''(much-less-than and much-greater-than signs/double less-than or greater than signs)''&lt;br /&gt;
&lt;br /&gt;
Decoration can have a quality modifier themselves, leading to combinations such as:&lt;br /&gt;
&lt;br /&gt;
'''*«Sword»*''' Superior improvement/decoration&lt;br /&gt;
&lt;br /&gt;
'''≡«+Sword+»≡''' Exceptional improvement/decoration on a finely-crafted object&lt;br /&gt;
&lt;br /&gt;
'''*«≡Sword≡»*''' Exceptional sword with superior decoration&lt;br /&gt;
&lt;br /&gt;
These quality modifiers can be hidden in [[init.txt]] with [SHOW_IMP_QUALITY:NO].&lt;br /&gt;
&lt;br /&gt;
== Wear ==&lt;br /&gt;
&lt;br /&gt;
'''xSwordx''' ''Showing some [[wear]]'' - worth {{frac|3|4}} ''(surrounded by x's)''&lt;br /&gt;
&lt;br /&gt;
'''XSwordX''' ''Heavily worn'' or ''threadbare'' - worth {{frac|1|2}} ''(surrounded by capital X's)''&lt;br /&gt;
&lt;br /&gt;
'''XXSwordXX''' ''In tatters'' or ''mangled'' - worth {{frac|1|4}} ''(surrounded by double capital XX's)''&lt;br /&gt;
&lt;br /&gt;
== Provenance / Ownership ==&lt;br /&gt;
&lt;br /&gt;
'''(Sword)''' Not produced on-site (imported by traders or looted from raiders), does not count towards [[Created wealth|Created Wealth]] ''(parentheses)''&lt;br /&gt;
&lt;br /&gt;
'''{Sword}''' Unclaimed/[[Forbid|Forbidden]] ''(braces)''&lt;br /&gt;
&lt;br /&gt;
'''$Sword$''' Owned by someone else. Only appears in adventure mode. ''(dollar signs)''&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
&lt;br /&gt;
'''‼Sword‼''' On [[fire]] ''(double exclamation points)''&lt;br /&gt;
&lt;br /&gt;
'''◀Sword►''' Magical (magic is not yet implemented) ''(forward and backward triangles)''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
The longest possible item designation is '''‼{(XX≡«+Sword+»≡XX)}‼''', which designates (reading from the front) that it's on fire ( '''‼''' ), forbidden ( { ),  imported ( ( ),  in tatters ( '''XX''' ), exceptionally ( ≡ ) decorated ( « ), and of fine quality (+  ).&lt;br /&gt;
&lt;br /&gt;
{{Category|Items|*}}&lt;br /&gt;
[[ru:Item designations]]&lt;/div&gt;</summary>
		<author><name>Qwiption</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Item_designations&amp;diff=257549</id>
		<title>Item designations</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Item_designations&amp;diff=257549"/>
		<updated>2021-03-22T19:31:05Z</updated>

		<summary type="html">&lt;p&gt;Qwiption: added text descriptors of designation symbols to aid wiki searches (Searching for &amp;quot;parentheses&amp;quot; didn't return this page previously.)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{Quality|Exceptional}}&lt;br /&gt;
Some items have characters surrounding the name, which is a way to determine certain properties at a glance. &lt;br /&gt;
&lt;br /&gt;
== Quality ==&lt;br /&gt;
&lt;br /&gt;
'''Sword''' Ordinary&lt;br /&gt;
&lt;br /&gt;
'''-Sword-''' [[Item quality|Well-crafted]] (dashes/hypens)&lt;br /&gt;
&lt;br /&gt;
'''+Sword+''' [[Item quality|Finely-crafted]] (plus signs/addition signs)&lt;br /&gt;
&lt;br /&gt;
'''*Sword*''' [[Item quality|Superior quality]] (asterisks/stars)&lt;br /&gt;
&lt;br /&gt;
'''≡Sword≡''' [[Item quality|Exceptional]] (equivalents/triple equal signs)&lt;br /&gt;
&lt;br /&gt;
☼'''Sword'''☼ [[Item quality|A masterpiece]] (stars/open stars/circle stars)&lt;br /&gt;
&lt;br /&gt;
See [[Item quality]] for a full explanation of how better qualities improve [[value]] and [[weapon|combat modifiers]].&lt;br /&gt;
&lt;br /&gt;
== Improvement / Decoration ==&lt;br /&gt;
&lt;br /&gt;
'''«Sword»''' Improved or [[Decoration|decorated]] (much-less-than and much-greater-than signs/double less-than or greater than signs)&lt;br /&gt;
&lt;br /&gt;
Decoration can have a quality modifier themselves, leading to combinations such as:&lt;br /&gt;
&lt;br /&gt;
'''*«Sword»*''' Superior improvement/decoration&lt;br /&gt;
&lt;br /&gt;
'''≡«+Sword+»≡''' Exceptional improvement/decoration on a finely-crafted object&lt;br /&gt;
&lt;br /&gt;
'''*«≡Sword≡»*''' Exceptional sword with superior decoration&lt;br /&gt;
&lt;br /&gt;
These quality modifiers can be hidden in [[init.txt]] with [SHOW_IMP_QUALITY:NO].&lt;br /&gt;
&lt;br /&gt;
== Wear ==&lt;br /&gt;
&lt;br /&gt;
'''xSwordx''' ''Showing some [[wear]]'' - worth {{frac|3|4}} (surrounded by x's)&lt;br /&gt;
&lt;br /&gt;
'''XSwordX''' ''Heavily worn'' or ''threadbare'' - worth {{frac|1|2}} (surrounded by X's)&lt;br /&gt;
&lt;br /&gt;
'''XXSwordXX''' ''In tatters'' or ''mangled'' - worth {{frac|1|4}} (surrounded by XX's)&lt;br /&gt;
&lt;br /&gt;
== Provenance / Ownership ==&lt;br /&gt;
&lt;br /&gt;
'''(Sword)''' Not produced on-site (imported by traders or looted from raiders), does not count towards [[Created wealth|Created Wealth]] (parentheses)&lt;br /&gt;
&lt;br /&gt;
'''{Sword}''' Unclaimed/[[Forbid|Forbidden]] (braces)&lt;br /&gt;
&lt;br /&gt;
'''$Sword$''' Owned by someone else. Only appears in adventure mode. (dollar signs)&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
&lt;br /&gt;
'''‼Sword‼''' On [[fire]] (double exclamation points)&lt;br /&gt;
&lt;br /&gt;
'''◀Sword►''' Magical (magic is not yet implemented) (forward and backward triangles)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
The longest possible item designation is '''‼{(XX≡«+Sword+»≡XX)}‼''', which designates (reading from the front) that it's on fire ( '''‼''' ), forbidden ( { ),  imported ( ( ),  in tatters ( '''XX''' ), exceptionally ( ≡ ) decorated ( « ), and of fine quality (+  ).&lt;br /&gt;
&lt;br /&gt;
{{Category|Items|*}}&lt;br /&gt;
[[ru:Item designations]]&lt;/div&gt;</summary>
		<author><name>Qwiption</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Item_quality&amp;diff=257548</id>
		<title>Item quality</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Item_quality&amp;diff=257548"/>
		<updated>2021-03-22T19:09:38Z</updated>

		<summary type="html">&lt;p&gt;Qwiption: Added explanation of parentheses and braces, with link to [Item designations] page.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|10:26, 16 July 2017 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
{{for/see|information on [[room]] quality|[[Room#Quality|Room/Quality]]}}&lt;br /&gt;
{{for/see|article quality ratings|[[DF:Quality]]}}&lt;br /&gt;
{{for/see|the Masterwork Mod|the [[Masterwork:Main_Page|Masterwork Mod wiki]]}}&lt;br /&gt;
&lt;br /&gt;
== Quality grades ==&lt;br /&gt;
&lt;br /&gt;
All crafted items (e.g. [[furniture]], [[armor]], [[clothing|clothes]] and [[Kitchen#Types_of_meals|prepared meals]], but not [[drink]]s) have quality levels. If the quality of their craftsdwarfship is above-standard, the item name is bracketed by characters that show it (see table below). [[Coin]]s are an unusual case. The image on the coin may have a quality level, but this does not affect the value of the coin, and the coin's quality level is not shown by special characters. &lt;br /&gt;
&lt;br /&gt;
Item quality depends on the [[skill]] and [[attributes]] of the crafter. Past a certain skill level they will almost always make at least level 4 (exceptional) quality items. Level 5 (masterworks) are capped to a flat 1/3rd chance.&lt;br /&gt;
&lt;br /&gt;
Images on floors or walls that are engraved by an [[engraver]] have quality levels, which can be seen by examining the engraving.&lt;br /&gt;
Buildings constructed by an [[architect]], such as the [[trade depot]], [[wood furnace]]s, or [[smelter]]s, also have quality levels. These can be examined using the [[building list]].&lt;br /&gt;
&lt;br /&gt;
Raw materials used for crafting items (e.g. [[stone]]s, [[log]]s, [[bar]]s, [[thread]], [[dye]], [[food]]) have no quality levels, with the exception of [[cloth]]. [[Block]]s, an intermediary building material, also lack quality levels, as do smoothed floor tiles, walls, and carved [[fortification]]s.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{/Table}}&lt;br /&gt;
&lt;br /&gt;
For named weapons that are not artifacts, see [[Weapon#Attachment|here]].&lt;br /&gt;
&lt;br /&gt;
'''Note:''' Items may also be surrounded by parentheses (), which indicates the item was park of the original [[Embark#Supplies|embark supplies]], or braces {}, which indicates the item is [[forbidden]]. See [[Item designations]] for a summary.&lt;br /&gt;
&lt;br /&gt;
Almost all [[decoration]]s have quality levels, too. An item of any quality (except [[artifact]]s) can have a decoration of any quality. (Artifacts can't be decorated manually, but have inherent decorations depending on the materials used to make them.) The quality level of a decoration is shown by the same signs (-, +, *, ≡, ☼) just outside the double angle-brackets («,»). Thus, a *«+steel battle axe+»* is a finely-crafted steel battle axe with superior decorations on it, and a «☼steel battle axe☼» is a masterfully crafted steel battle axe with decorations of standard quality.&lt;br /&gt;
&lt;br /&gt;
Dyeing is considered a (type of) decoration with quality levels, as are [[glaze]]s, the latter having the effect of making an [[earthenware]] [[jug]] or [[pot]] waterproof and capable of holding liquid. For example, some [[rope reed]] thread may be finely dyed with emerald dye. Dye can be applied to either thread or cloth, but not other goods made of cloth. If thread is dyed, and it is woven into cloth, the new cloth will retain the dye and whatever quality level the dye had. The same is true for cloth made into clothes and other goods.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Note that destroying a ☼masterwork☼ item (e.g. by melting) may cause the dwarf who made it to get unhappy [[thought]]s. Covering an engraved image on the floor with [[water]] will remove the image, and cause an unhappy thought if the image was masterwork.  The same is true for mining through a wall with a masterwork image on it. An unhappy thought can also happen if a [[thief]] steals a masterwork item. It also happens in the unusual case where a creature was shot with a masterwork crossbow bolt and the bolt gets stuck in the creature when they leave the map. Eating a masterwork prepared meal will not cause an unhappy thought.&lt;br /&gt;
&lt;br /&gt;
Dismantling a masterwork building made by an architect will not cause an unhappy thought. Having a masterwork building destroyed by a [[cave-in]] or [[building destroyer]], however, will.&lt;br /&gt;
&lt;br /&gt;
== Quality levels of imported goods ==&lt;br /&gt;
&lt;br /&gt;
The vast majority of goods brought by caravans, immigrants, visitors, and invaders are superior-quality or less. Exceptional or masterwork-quality items are extremely rare. As a result, you can eventually make better-quality goods yourself, provided your dwarves are trained in the appropriate skill. This is important to keep in mind for your military, since the quality level of [[weapon]]s and [[armor]] can make a big difference in combat performance.&lt;br /&gt;
&lt;br /&gt;
There are goods that you can't produce that foreign civilizations can. Typically, these include uninteresting [[clothing]] items like skirts or useless [[tool]]s like pestles, but also include some exotic weapons like [[whip]]s and [[dagger]]s. If you want to use those weapons, you have to settle for whatever is available, so it can take some time to find one made with decent quality and made from a good metal like [[iron]].&lt;br /&gt;
&lt;br /&gt;
== Quality levels in stockpile settings ==&lt;br /&gt;
&lt;br /&gt;
[[Stockpile]]s can be set to accept only goods of certain quality levels. However, the ''Core quality'' and the ''Total quality'' which can be set in a stockpile's settings are in a difficult relation to the crafting and decoration quality.&lt;br /&gt;
&lt;br /&gt;
=== Core Quality ===&lt;br /&gt;
&lt;br /&gt;
''Core quality'' means the quality of the ''craftsdwarfship of the item''. A masterfully crafted armor (made from qualityless metal bars) has masterful core quality. A finely-crafted dress (made from an exceptional pig tail fiber cloth) has fine core quality (because the craftsdwarfship ''of the item'' is fine).&lt;br /&gt;
&lt;br /&gt;
=== Total Quality ===&lt;br /&gt;
&lt;br /&gt;
''Total quality'' means the highest quality level between the craftsdwarfship of the item and the craftsdwarfship of its components (or decorations). The finely-crafted dress from our previous example has a fine core quality, but its total quality is exceptional because its component — a pig tail fiber cloth — is of exceptional quality. Likewise, a superior quality steel gauntlet, masterfully studded with copper is of masterful total quality (and superior core quality).&lt;br /&gt;
&lt;br /&gt;
A more complex example: A rope reed fiber sock is superiorly decorated with pond turtle shell. Is masterfully crafted from a rope reed fiber cloth which was finely dyed with redroot dye. Core quality: masterful, Total quality: masterful. (Remember, for total quality, the best of either the item's quality, the quality of its components, or the quality of its decorations is chosen.)&lt;br /&gt;
&lt;br /&gt;
See also [http://www.bay12forums.com/smf/index.php?topic=96501.msg2765710 Crafting Skills, Quality and Statistics research].&lt;br /&gt;
&lt;br /&gt;
==Admiring furniture==&lt;br /&gt;
Quality has an impact on the amount of [[thought|happiness]] a dwarf gets from admiring furniture only to the extent that it contributes to the furniture's [[value]]. That is, if there's a no-quality statue and a masterwork statue which have exactly the same monetary value, they'll each give the same amount of happiness when admired (assuming Urist has no [[Preferences|preference]] for the material of either statue). Furniture quality has no influence on how often a piece of furniture is admired.&lt;br /&gt;
&lt;br /&gt;
==Changes to artifact weapons==&lt;br /&gt;
Toady gave us a [http://www.bay12forums.com/smf/index.php?topic=30026.msg1012311#msg1012311 quote] on weapon and armor quality, giving the game qualities of an &amp;quot;artifact&amp;quot; in v0.31:&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 50em; padding: 0.5em; margin-bottom: 1em; border: 1px solid #ccc; background: #eee;&amp;quot;&amp;gt;&lt;br /&gt;
#Additional value multiplier of 10 over masterwork, so a total multiplier of 120. &lt;br /&gt;
#Cannot be owned (can be equipped, you might have to do it explicitly though).&lt;br /&gt;
#Armor deflection roll has ×3 roll modifier instead of the masterwork's ×2.&lt;br /&gt;
#Same for melee attack and archery rolls.&lt;br /&gt;
#It looks like the artifact edges are the maximum edge for the material, which is also what a masterwork gets, so beyond a masterwork you'd just be getting the hit roll modifier.&lt;br /&gt;
#Things like artifact bone spears will likely be crap against steel, yeah. We don't have actual magical artifacts yet, and that's what would be required.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Category|Items|*}}&lt;br /&gt;
[[ru:Item quality]]&lt;/div&gt;</summary>
		<author><name>Qwiption</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Embark&amp;diff=257547</id>
		<title>Embark</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Embark&amp;diff=257547"/>
		<updated>2021-03-22T18:56:58Z</updated>

		<summary type="html">&lt;p&gt;Qwiption: /* Supplies */ Explained parentheses, re-organized suggestions&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Masterwork|22:49, 20 September 2016 (UTC)}}&lt;br /&gt;
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[[File:embark_prev.jpg|thumb|300px|Now strike the Earth!&amp;lt;br /&amp;gt;''Art by CB129'']]'''Embark''' is the time at the very beginning of [[Fortress mode]] before actual gameplay begins (but after [[World generation|generating a world]]), when you and your initial [http://en.wikipedia.org/wiki/Seven_Dwarfs 7 dwarves]:&lt;br /&gt;
# Choose a site.&lt;br /&gt;
# Assign starting [[skill]]s to each dwarf.&lt;br /&gt;
# Select an initial load of [[Embark#Supplies|supplies and equipment]].&lt;br /&gt;
# Arrive at the site with your wagonful of supplies.&lt;br /&gt;
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==Choosing a Site==&lt;br /&gt;
The main considerations to keep in mind when [[Site finder|choosing a site]] are: the presence of aquifers, the availability of wood, ores, and soil, the climate, and your neighbors. There is just ONE BIG RULE: when your home civilization is too small, you will recognize after the second winter that you won't get any more [[Immigration|immigrants]], which can be [[Fun|extremely fun]]. To avoid this situation, select a home civilization with ''at least'' two dwarven sites on the map.&lt;br /&gt;
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[[File:Embark.jpg|center|Choose Fortress Location screen (v0.31.19)]]&lt;br /&gt;
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The Choose Fortress Location screen shows four separate sections, with three of them being views of the land at different levels of magnification: Local, Region, and World. A section of highlighted tiles in the Local view indicates the current embark location within the region. The local view constitutes a 16x16 grid of embark area tiles (each representing 48x48 tiles when you are playing the game) that is within a single region tile.  The world map cannot be directly controlled, and exists only to give you the overall view of where, relative to the rest of the features of the world, the region map is focused on.&lt;br /&gt;
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The arrow keys control the X cursor in the center &amp;quot;Region&amp;quot; view while {{k|u}}, {{k|m}}, {{k|k}}, and {{k|h}} move the embark location around within the Local view. {{k|U}}, {{k|M}}, {{k|K}}, and {{k|H}} will resize the embark location.  &lt;br /&gt;
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The size of the embark location directly affects how much data about a map the game will have to store in your computer's memory and the size of your save files. This may correspondingly make pathfinding more resource-intensive, generally [[Frames per second|slow your game down]], and have a dramatic effect on the save and load times for your map. As such, smaller maps are recommended, especially for less powerful computers. Remember that each tile on your embark screen is 48x48 tiles large.&lt;br /&gt;
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On the far right of the screen is a list of local features in the dominant biome. Individual biomes, which form at least one map-tile of your embark location, can be cycled with the {{k|F#}}-keys; for example, an area with 3 biomes present can be cycled using {{k|F1}}, {{k|F2}} and {{k|F3}}. The selected biome will be highlighted with flashing Xs on the Local Map, and the biome's information will be displayed on the right side of the screen.&lt;br /&gt;
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===Biomes===&lt;br /&gt;
{{Main|Biome}}&lt;br /&gt;
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A '''biome''' is a biotic area with homogeneous features, characterized by distinctive [[plant]]s, [[creature|animal species]] and [[climate]]. &lt;br /&gt;
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In the above image, the biome is &amp;quot;Temperate Savanna&amp;quot;, and the region the biome is part of is given a specific name: &amp;quot;The Velvety Hill&amp;quot;, part of the continent &amp;quot;The Jade Horn-Land&amp;quot;. &lt;br /&gt;
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Biomes will also contain only one set of stone layers, though these usually expand beyond a single biome. Your [[dwarf|dwarves]] will find different resources depending on which biomes they select when starting a fort.&lt;br /&gt;
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Biomes are important when choosing a fortress location, in order to understand your [[surroundings]].&lt;br /&gt;
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====Climate====&lt;br /&gt;
{{Main|Climate}}&lt;br /&gt;
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Climate determines the maximum temperature range of the region, which in turn impacts the severity of exposure to the outside, whether water will freeze in winter, and how quickly water evaporates. &lt;br /&gt;
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The climate is displayed as &amp;quot;Temperature: Warm&amp;quot; in the above image.&lt;br /&gt;
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Very hot and very cold biomes bring their own challenges, which may be further compounded with overlapping features, such as a glacier being frozen for half the year, being devoid of trees, and lacking a river. Very hot climates may see all their surface water quickly evaporate, making finding a water supply more dangerous, as underground caves filled with hostile creatures may be the only supply of water.&lt;br /&gt;
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====Plant Life====&lt;br /&gt;
{{Main|Tree|Shrub}}&lt;br /&gt;
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Seen in the above image as &amp;quot;Trees: Sparse&amp;quot; and &amp;quot;Other Vegetation: Moderate&amp;quot;.&lt;br /&gt;
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Trees are useful for the [[wood]] they provide, and wood is a basic building material, important for being the only material that can be used to create beds. Also, because creating bins and barrels from metal is an involved process involving more steps, less common resources, and fuel, wood is often preferred for making these items as well. Wood is also a source of [[fuel|charcoal]], one possible [[fuel]] used to make metal products in standard smelters and forges and required for making steel even when you have magma forges. Wood is also useful in making [[potash]], for soap or fertilizing farms.&lt;br /&gt;
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Despite wood's many uses, it is entirely possible to play without any trees in your biomes. Due to the inexpensive nature of wood, it is possible to simply embark with a large quantity and rely on trade caravans from the elves, humans, and dwarves for your wood needs. Also, at a certain point, trees can be farmed in muddied underground areas regardless of how barren the surface is.&lt;br /&gt;
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Shrubs can provide some quick food through the [[herbalist]] skill, [[still|brewable materials]], and [[seed]]s for some very helpful above-ground [[crops]] which are generally only available through [[trading]] with Elves.&lt;br /&gt;
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====Surroundings====&lt;br /&gt;
{{Main|Surroundings}}&lt;br /&gt;
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Surroundings affect how powerful and hostile local wildlife will be, and some forms of plants are available only in specific types of surroundings.&lt;br /&gt;
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The surroundings of the example image are listed as &amp;quot;Surroundings: Wilderness&amp;quot;.&lt;br /&gt;
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Any biome can have any set of surroundings; for example a glacier could be haunted, wilderness or mirthful. However, a named region (which is a contiguous area of one category of biomes, such as forests or wetlands) will be either good, neutral, or evil.&lt;br /&gt;
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There are two axis for surroundings: savagery and alignment. Calm and neutral savagery are functionally identical. Savage lands are like normal lands, except they will frequently have giant or hostile humanoid versions of normal animals. For example, you might have a [[Tigerman]] instead of &amp;quot;merely&amp;quot; a [[tiger]] in a savage jungle.&lt;br /&gt;
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Good biomes are similar to neutral biomes, except have more fanciful (and generally benign) creatures like [[pixie]]s, [[fluffy wambler]]s, or [[unicorn]]s, and are generally no more dangerous than neutral biomes. Evil biomes are home to many dangerous creatures, often dead vegetation and even including undead versions of normal creatures, making for a far more hostile environment specifically for players who want to face a greater challenge to stay alive, especially early on. Trees might not grow in an evil area.&lt;br /&gt;
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It is possible to start a fortress that overlaps multiple alignment types (for example good, evil, savage, and benign). Some players consider this desirable, as it provides diversity in your little corner of the world, but it also has its dangers in the form of more ferocious wildlife.&lt;br /&gt;
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====Layers====&lt;br /&gt;
{{Main|Layer|Ore|Stone}}&lt;br /&gt;
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At the bottom right of the biome view, some of the main features of the site are reported. You will be told whether the biome has a layer of soil on top of it (and how thick it is), and whether that soil includes [[clay]]. Deep soil layers make underground farming extremely quick to set up, as no [[irrigation]] will be needed. If there are metal ores, ''Shallow metal(s)'' and/or ''Deep metal(s)'' are reported. Metals count as &amp;quot;shallow&amp;quot; if they are within the first two stone layers, unless the biome is a Shallow Ocean (shows &amp;quot;little soil&amp;quot;) or a Sand Desert, in which case it counts the first five stone layers as &amp;quot;shallow&amp;quot;. [[Flux]] is also reported if present.&lt;br /&gt;
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The depth of the soil layers is indicated by light brown text: ''Little soil'', ''Some soil'', ''Deep soil'' or ''Very deep soil''. Clay is reported as either ''Shallow Clay'' or ''Clay''. [[Sand]] is ''not'' reported here; the only way to be sure you'll have sand is to embark on a Sand Desert. (Note that [[Utility:DFHack|DFHack]]'s ``embark-tools`` plugin can be used to add a sand indicator.) &lt;br /&gt;
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You won't be told which kinds of metals are present. Your best bet for finding the raw materials for making [[steel]] is to look for a site with ''Shallow metals'' (note the plural) and ''Flux''. A biome with shallow metals listed has an extremely high chance of containing [[iron]]-bearing ores in a sedimentary layer near the surface. Failing that, you're practically guaranteed to get some [[copper]] ore (tetrahedrite).&lt;br /&gt;
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====Aquifer====&lt;br /&gt;
{{Main|Aquifer}}&lt;br /&gt;
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An aquifer is a layer of soil or stone saturated with water, and a biome may contain up to 3 aquifer layers (theoretically more, but such would be rare to say the least). Embarking on an aquifer brings up a warning before embark as an aquifer can significantly raise the difficulty of starting a fort. For specific tactics on working with an aquifer, see ''[[Aquifer]]''.&lt;br /&gt;
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===Changing Views===&lt;br /&gt;
Pressing {{k|Tab}} will cycle the presented information through a variety of different views and panels.&lt;br /&gt;
*Neighbors - other civilizations that are closest to your current location. Proximity increases the chance of interaction, though at present this largely means &amp;quot;nearby goblins are more likely to attack you.&amp;quot; If any race is not represented on this page, it means that the civilization cannot reach you if you are in that location. Embarking on an [[island]], or a location completely surrounded by mountains will make it impossible for any civilization but your own dwarven civilization to reach you, as world map travel across oceans or mountains is impossible. If not even &amp;quot;Dwarves&amp;quot; appears, it means that your home civilization is dead, and there will be no [[immigration]] waves or [[Trading#Caravans|trade caravans]] from your home civilization. If this is the case, it is recommended you change to a still-existent civilization unless you want the challenge of having no support from the mountainhomes. Races that are hostile to you are represented by a series of red &amp;quot;-&amp;quot; marks or &amp;quot;WAR&amp;quot;. The latter means you will get [[siege]]d by that race, while &amp;quot;------&amp;quot; stands only for diplomatic hostility (usually from baby snatching in worldgen). They'll still siege (eventually), and the first time they do will constitute a declaration of war{{verify}}. In vanilla DF, goblins are always hostile, but humans or elves may also be at war with particular dwarven civilizations.&lt;br /&gt;
*Your Civilization - indicates all dwarven civilizations in the world. {{k|+}} and {{k|-}} will cycle through the civilizations allowing you to choose which your settlers will be embarking from. Civilization choice will affect who is at war with you, what goods are available for trade and at embark, who your regent will be (considering [[Main:Cacame Awemedinade|one might be surprised by who turns out to be one's regent]]), and if there are any surviving members of your civilization left to migrate to or trade with your fort. Some of this information is only viewable in [[Legends]] Mode, but you can view accessible goods and materials after hitting {{k|e}}mbark by looking at what items you can choose to embark with. If you don't like the options, simply {{k|Esc}} to get the main menu and choose Abort Game. You will have to find the site again, but it saves you from needing to abandon the fortress.&lt;br /&gt;
*Relative Elevation - Shows the land height relative to the lowest point in the region.&lt;br /&gt;
*Cliff Indicator - Shows the severity of cliffs. With the exception of rivers that cut through mountains, even apparently very steep cliffs will still have ramps that make it perfectly accessible for any creature or even the wagons in caravans (unless you have turned erosion off).&lt;br /&gt;
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===Reclaiming a fortress===&lt;br /&gt;
{{Main|Reclaim fortress mode}}&lt;br /&gt;
If you [[Reclaim fortress mode|reclaim the site]] of an abandoned fortress, upon arrival you may see goods, materials, and corpses left from the previous effort. These items will initially be [[forbid|forbidden]] and you will have to [[Reclaim|reclaim items]] before your dwarves will acknowledge their existence, for example to haul them to a graveyard or refuse [[stockpile]].&lt;br /&gt;
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==Creating Your Settlers==&lt;br /&gt;
===Play Now!===&lt;br /&gt;
You can forgo the process of assigning skills and supplies and instead select '''Play Now!''' This option will give you a selection of dwarves, with the following profiles:&lt;br /&gt;
&amp;lt;!--Note: the profession data below was Last checked for v0.44.03--&amp;gt;&lt;br /&gt;
* [[Miner]]: Adequate Miner&lt;br /&gt;
* [[Woodworker]]: Novice Carpenter, Bowyer&lt;br /&gt;
* [[Woodcutter]]: Novice Wood Cutter, Furnace Operator, Wood Burner, Grower, Herbalist, Brewer, Cook, Lye Maker, and Potash Maker&lt;br /&gt;
* [[Stoneworker]]: Novice Mason, Engraver, Building Designer, and Mechanic&lt;br /&gt;
* [[Jeweler]]: Novice Stone Crafter, Wood Crafter, Bone Carver, Gem Cutter, and Gem Setter&lt;br /&gt;
* [[Fisherdwarf]]: Novice Fisherdwarf&lt;br /&gt;
* [[Fish cleaner|Fish Cleaner]]: Novice Weaver, Clothier, Butcher, Tanner,  Leatherworker, and Fish Cleaner&lt;br /&gt;
One of these will be randomly flagged as Expedition Leader at the start.&lt;br /&gt;
&amp;lt;!--Note: the point data below was last updated for v0.44.03--&amp;gt;&lt;br /&gt;
The default embark value for a custom embark is 1504 embark points. Either 1104 or 1304 points are spent in [[#Supplies|pre-chosen goods]] (depending on if an iron or steel anvil is used), 54 points in [[dog]]s and [[cat]]s, and 200 or 400 unassigned (depending on if a steel or iron anvil was given). The Play Now! embark only uses either 1158 or 1358 points. While a Play Now! embark is no more doomed than any other embark, it is always better to Prepare Carefully once you know what you're doing with the set up of an early fort.&lt;br /&gt;
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===Prepare Carefully===&lt;br /&gt;
[[File:embark_list_preview.png|thumb|200px|right|Small list of custom-chosen embark items.]]Preparing allows the player to customize their embarking party and supplies by spending a pool of points which is shared between skills and equipment, with each skill rank and equipment item having a set value. The total value of embarking is set at 1,504 points, though all but 200 or 400 of these are pre-spent on an array of [[#Supplies|basic equipment]] (the same equipment Play Now! uses). It stands that one should try to maximize the value of their embark by spending all available points. By preparing carefully it is also possible to [[Fortress name|name]] your fortress and your embark group.&lt;br /&gt;
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It is possible to change the amount of available embark points when playing via [[DF2014:Advanced world generation|advanced world generation]], where presets can be created and/or customized. The maximum amount of embark points a generation setting can have is 10,000. With DFHack, the command ``points [#]`` (with &amp;quot;[#]&amp;quot; being any number) will set the amount of available embark points to the specified number.&lt;br /&gt;
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====Using the menu====&lt;br /&gt;
Use {{k|Tab}} to switch between selecting Skills and Items. Use the 4 directional keys or number pad to navigate to highlight the different choices/columns, and {{k|+}} or {{k|-}} to choose more or less of the highlighted item or skill. When viewing items, hit {{k|n}} to go to a menu for any &amp;quot;new&amp;quot; items, that are not currently listed, including any you removed by reducing the number to 0; select the item, hit {{k|Enter}}, then increase the number desired as above ({{k|+}} or {{k|-}}) in the main menu.&lt;br /&gt;
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If you cannot buy additional skill levels, you are out of points and must return some items for additional points. Higher-priced items will automatically be removed from view when selecting new items if you do not have enough points for those selections, showing only what you can afford with your current points.&lt;br /&gt;
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====Skills====&lt;br /&gt;
{{Main|Skill}}&lt;br /&gt;
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At embark, all seven settlers begin with no rank in all skills. Each dwarf can be assigned 10 additional ranks to be allocated however you please among the entire Dwarven skill list &amp;amp;ndash; including military &amp;amp;ndash; with the restriction that no single skill can be increased beyond 'proficient' (level 5). Therefore, you can trade off specialisation against versatility: each dwarf may be 'proficient' in two skills, or minimally skilled (rank 1, 'Novice') across 10 skills, or anything in between. Not all ranks need be allocated, and since ranks cost points there is a further trade-off to be made against other uses of embark points. The current skill rank is shown to the left of the skill (e.g. Novice), while the point cost of the next rank increment is displayed at the right; novice rank costs 5 points and each subsequent rank costs one additional point (so Adequate costs 6 points, Competent costs 7 points, and so on). Reaching 'Proficient' thus costs a total of 35 points. The most expensive allocation is granting all settlers 'proficient' in two skills; this costs a total of 490 points, which is nearly a third of the total budget. By contrast, allocating each dwarf 'novice' in 10 skills costs only 350 points.&lt;br /&gt;
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Although this is already fairly involved, between the long skill list and the floating cost, the value of a rank is subject to further scrutiny given the early-game value, or lack thereof, of certain skills as well as the relative ease or difficulty of training ranks in a given skill. Many skills are performed just as well by a Novice (skill level 1) or even a Dabbler (level 0) as they are by a Legendary (level 15+). A Novice Furnace Operator won't produce Coke as fast as a Legendary Furnace Operator, but they will produce it fast enough to keep their neighbor smelting hematite until the cows come home. Additionally, embarking with Novice or higher skill will automatically enable the corresponding labor, avoiding manual labor assignments upon arrival.&lt;br /&gt;
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For a more complex example, there is much overlap between what can be produced out of wood and what can be produced out of metal, but wood is plentiful in the early game (often throughout, if a tree farm is established, and caravans will bring in several pages worth of wood if you request it) while metalworking can take much longer to establish, or would take several times longer to produce a given product in the early game due to the multiple steps required. Metalworking skills also train slower than woodworking, and metal products have a longer base production time than wood products.&lt;br /&gt;
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From one point of view, the Woodworking skills would be of more immediate use in producing quick goods of higher value in the early game, especially given the high volume needed; however furniture quality is of little concern in the early game, and the high volume of value-independent goods (such as barrels which you won't be trading away on their own or using to furnish chambers) will cause your carpenter to train his skills fairly quickly. Even on a strictly functional level, a Novice carpenter can produce beds, barrels, and bins fast enough to keep up with a fledgling base. Lastly, once metal production is up and running, it can be agonizingly slow if a Farmer or Peasant has to be reassigned to learn from scratch, thus a proficient Metalsmith stands to pay off much more in time than starting with a proficient Carpenter. Consider as well that you may receive a highly skilled Metalsmith during an [[immigration]] wave, if you care to take that chance.&lt;br /&gt;
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====Supplies====&lt;br /&gt;
The default array of supplies covers a broad range of foodstuffs, seeds, drink, tools, and medical equipment, and is reasonable, though extra food and drink never hurt anyone. &lt;br /&gt;
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:* 2 Copper [[pick]]s*&lt;br /&gt;
:* 2 Copper [[battle axe]]s*&lt;br /&gt;
:* 1 Iron [[anvil]] (or steel anvil if your home civilization has no access to iron)&lt;br /&gt;
:* 1 [[Wheelbarrow]] (if possible)&lt;br /&gt;
:* 1 [[Stepladder]]&lt;br /&gt;
:* 60 units dwarven [[alcohol]] (at least 20 each of up to 3 random types, in 12 barrels)&lt;br /&gt;
:* 6 bags containing 5 [[seed]]s of each of [[dimple cup]], [[cave wheat]], [[plump helmet]], [[sweet pod]], [[pig tail]], and [[quarry bush]].&lt;br /&gt;
:* 15 units of [[meat]] (one random type, 10 + 5 units in 2 barrels)&lt;br /&gt;
:* 15 units of [[fish]] (one random type, 10 + 5 units in 2 barrels) &lt;br /&gt;
:* 15 units of [[plump helmet]]s (10 + 5 units in 2 barrels)&lt;br /&gt;
:* 5 pig tail fiber [[thread]]&lt;br /&gt;
:* 5 pig tail fiber [[cloth]]&lt;br /&gt;
:* 5 pig tail fiber [[bag]]s&lt;br /&gt;
:* 3 pig tail fiber [[rope]]s&lt;br /&gt;
:* 3 wooden [[bucket]]s&lt;br /&gt;
:* 3 wooden [[splint]]s&lt;br /&gt;
:* 3 wooden [[crutch]]es&lt;br /&gt;
:* 2 female [[dog]]s†&lt;br /&gt;
:* 2 female [[cat]]s†&lt;br /&gt;
:* 2 random of [[horse]], [[yak]], or [[water buffalo]] (These 2 pack animals are always given and don't cost embark points for players &amp;quot;preparing carefully&amp;quot;.)&lt;br /&gt;
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'''Considering Metals'''&lt;br /&gt;
* If your civilization lacks copper or iron (or both), the increased costs for standard-issue metal equipment can eat up the embark point advantage that Prepare Carefully has over Play Now!, but the option to customise point allocation still gives careful preparation an edge.&lt;br /&gt;
* Previously, if your home civilization did not have access to copper, you would start with bronze picks and battle axes instead, but there has not been evidence of this occurring since v0.44 of ''Dwarf Fortress''.&lt;br /&gt;
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'''Considering Materials'''&lt;br /&gt;
* When settling on a site with few trees, one should definitely consider bringing extra logs to cover the early demand for beds and such.&lt;br /&gt;
* You may also want to consider replacing the pig tail fiber items with much cheaper cave spider silk items (regular, not giant).&lt;br /&gt;
* Note that the types of supplies available can vary depending on what materials are available at the nearest capital of your civilization.  For example, certain types of stone or bars may not be listed at all, if they are not available at your Mountainhome.&lt;br /&gt;
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'''Considering Animals'''&lt;br /&gt;
* Do not overlook the value of bringing animals. Dogs in particular can provide an excellent early warning system, good fighters against [[kobold]]s and other thieves, and a healthy supply of meat and bones. Cats are useful for controlling the vermin population, but beware the [[Fun|dangers]] of a [[catsplosion]].&lt;br /&gt;
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† Cats and dogs are only included by default in the Play Now! package. To start with them when you &amp;quot;Prepare Carefully&amp;quot;, you need to go into the pets list to add them.&lt;br /&gt;
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'''Those Parentheses'''&lt;br /&gt;
* All the items (not animals or dwarves) that you are bringing with you from embark will appear with between parentheses. Example: {{dftext|(copper pick)|7:1}}&lt;br /&gt;
* Items you manufacture (or obtain by mining/farming/foraging/scavenging) will not have the parentheses.&lt;br /&gt;
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====Saving a starting mix====&lt;br /&gt;
Once you have the mix of items and skills that you like, you can hit {{k|s}} and save it to a template with a custom name. In a later game, you can pick that profile when you embark. If your selected civilization does not have some of the desired items in your template, this is announced clearly, and a different civilization can be tried as described above, or you can continue and change your mix.&lt;br /&gt;
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If you match skills to the [[preferences]] and [[personality|personalities]] of your dwarves, it may be an idea not to include any skills in such a template, as they will simply be applied in the original order to the current dwarves as they appear on the list.&lt;br /&gt;
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If you find additional items that you wish to add (perhaps another type of cheap meat, or an ore not previously available), you can edit those in by hitting {{k|s}}, overwriting your old template. You can also go into the .txt file, located at data/init/embark_profiles, and edit in the SKILLS or ITEMS as you want - the syntax is fairly straightforward.&lt;br /&gt;
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==Embark Strategies==&lt;br /&gt;
{{Main|Starting build}}&lt;br /&gt;
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The strategies below are suggestions. They are not universal, and many are even contradictory. This is because there is no one true way to play Dwarf Fortress. Some may not work for you because of unstated assumptions about priority, value, fun, or procedure. However, since Losing is Fun, it's always worth it to try something out, even if it doesn't go well.&lt;br /&gt;
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===Picking the Right Location===&lt;br /&gt;
'''Need More Dirt''' - three layers of soil before the stone layers begin provides a very large area that can be used to quickly carve out efficient storage rooms, as well as easy construction of large farms and tree farms without the need to flood/muddy large areas of stone.&lt;br /&gt;
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'''Flowing Water (and its inverse)''' - Flowing water (river or stream) is a must-have for the infinite power it supplies for working machinery, and because underground water supplies are too dangerous to tap into. There is no guarantee of infinite water underground, you could embark on a map with completely dry caverns. However, rainier climates will always have murky pools, which, with careful management, can be refilled from the rain. Infinite power for working machinery can be created using a limited amount of water in a perpetual motion machine, although, being limited in quantity, murky pools simply do not have the capacity to permanently flood your fortress, while a single mistake with an infinite source can easily do so.&lt;br /&gt;
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'''FPS''' - often overlooked, this is perhaps the most consequential decision you will make during embark. FPS drops slowly as fortresses get more people, and create more stuff (the game has to simulate all of these people and the stuff they are making). Having a site that takes little resources to simulate can go a long way to mitigating this problem. The major FPS-eaters to look out for are trees (deciduous trees especially, as they shed their leaves annually), and flowing and/or falling water (the latter being worse on FPS). See the article on [[Maximizing framerate]] for considerations. Of all the things you can do to help with FPS, picking a new site is not one of them. Planning for this early on will save you a lot of headaches if you manage to keep a fort alive for more than a decade.&lt;br /&gt;
&lt;br /&gt;
===Preparation Strategies===&lt;br /&gt;
'''Free Barrels''' - many products are stored in bins, barrels, or bags and do not stack with other items even if they're in the same broad classification. Plump Helmets and Horse Meat come in separate barrels even though they're both food. Purchasing a single item of food will also produce a free barrel for it to be stored in. As barrels have a cost of 10 to buy empty, buying a single unit of cost 2 foodstuffs gets you a value of 5. Anything above cost 2 bought for the express purpose of getting barrels would be better off just buying barrels empty or raw logs. This concept can be extended to many different goods, and for any stored good you were &amp;quot;going to buy anyway&amp;quot;.  [[Alcohol]] will come in a new barrel after every 5th unit.&lt;br /&gt;
* Note that meat products from the same animal will store in the same barrel, thus 1 unit of Horse Meat and 1 unit of Horse Tripe will only get you one barrel, not two.&lt;br /&gt;
* Upon arrival you can build a kitchen and prepare lavish meals out of all those single units of meat. This will &amp;quot;compress&amp;quot; your food, and free up some barrels for brewing. Size of stacks of food from cooking is equal to sum of stack sizes of ingredients, so you lose nothing.&lt;br /&gt;
&lt;br /&gt;
'''Cheaper food''' - you can bring lots of [[milk]] (worth 1 embark point each), build a [[farmer's workshop]], and make [[cheese]] out of that milk. Combine this with the trick for free barrels, cook lavish meals out of that cheese and meat, and you will get some free barrels, and good quality food for cheap. Making milk into cheese is very fast and requires no skill, you just need to enable cheese making on your cook or brewer.  Pick 1 unit of milk from each species and each one will come with a free barrel.&lt;br /&gt;
* To save on alcohol (you should probably still bring some of it, though) get plump helmets for 4 embark points each. Remember to disable cooking them in z -&amp;gt; Kitchen menu. Build a still, and brew them all, each will make 5 units of alcohol. You can supplement this with gathering and brewing local plants.&lt;br /&gt;
* Cooking lavish meals out of 1 unit of meat, and full barrels of alcohol made on the spot from plump helmets (known as booze cooking) can produce even more food, but only if one knows how to do it.&lt;br /&gt;
* When choosing all that different food, be smart. Press &amp;quot;n&amp;quot; Go to &amp;quot;Meat&amp;quot; section, press &amp;quot;e&amp;quot;, and search for one particular kind of food, &amp;quot;meat&amp;quot;, for example. Press enter, rinse and repeat. This way, you can quickly add food from different animals and be sure you don't have any 2 foods from the same species. Also, it's good to make a template so you won't have to do the whole thing all over again when you start another fortress.&lt;br /&gt;
&lt;br /&gt;
'''Cheap Bags''' - while even the cheapest bags (made from cave spider silk and low-value leather) cost 10 points each, you can instead simply bring several units of [[sand]] costing 1 point each, as each unit of sand will be stored in its own bag made from a randomly selected material (including giant cave spider silk and valuable creature leather).&lt;br /&gt;
&lt;br /&gt;
'''Don't Really Need That''' - unless you have tailored your embark for metal production quick and early, an anvil is typically unnecessary and the 100 points you get from refunding it can be better spent on skills or additional foodstuffs (can't really have enough foodstuffs). By the time the Dwarven caravan arrives in the fall, a 100☼ iron anvil, or even a 300☼ steel anvil, should be little more than an inconvenience. This can sometimes be &amp;lt;s&amp;gt;problematic&amp;lt;/s&amp;gt; [[Fun]] if you are unlucky and the caravan does not bring an anvil.&lt;br /&gt;
&lt;br /&gt;
'''REALLY Don't Need That''' - For players more familiar with the game. Bring no pre-constructed goods (weapons, buckets, etc.), just the materials to make them with. This requires several (3-10, though you're likely to bring way more) logs, some fire-safe stone (ores are fine if you don't mind some micromanagement), a few nuggets of copper ore, and an anvil. Upon arrival, build a Wood Furnace and a Forge, make charcoal, then picks for the [[miner]]s and an axe for [[wood cutter]]s.&lt;br /&gt;
&lt;br /&gt;
Medical supplies should be unnecessary to start with, because if you need them &amp;lt;s&amp;gt;you're screwed&amp;lt;/s&amp;gt; you'll have [[Fun]]. You may want to bring some [[rope]] (or just [[thread]]) along though. You can start your fortress with just 106☼ worth of items (iron anvil - 100☼, 1 copper nuggets for 1 pick - 6☼, logs can be gathered from deconstructing the wagon and made into 1 training axe - 0☼ (training axes no longer cut trees in newer versions), fire-safe building material = ash - 0☼, everything else can be made with the raw materials you get from wood-cutting and mining.).&lt;br /&gt;
&lt;br /&gt;
'''Yes, I Do Need That''' - DON'T EVER leave without alcohol unless you have a [[brewer]] and a way to gather plants early (untrained [[herbalist]]s designated after embarking are enough) or a safe water source (preferably flowing). Be sure to bring multiple types of alcohol, as your dwarves will be happier this way, because the different types will encompass their numerous preferences.&lt;br /&gt;
&lt;br /&gt;
'''More Means Better... Right?''' - Perhaps you once thought that the default amount of embark points aren't enough for you, and that you could give your fortress a serious leg up in getting started if you embark with ''much'' more animals and supplies. This can be done in a few ways: The first way is entering the &amp;quot;advanced world generation&amp;quot; screen and creating a custom world generation preset with higher embark points. Note that only a maximum of 10,000 points can be entered without cheating or hacking. The second way is to repeat the first step, but modify the world_gen.txt file found in the [game dir]\data\init\ directory - modifying the [EMBARK_POINTS:#] line with any custom number and saving, which '''can''' be set above 10,000. The third way is to simply use the &amp;quot;points&amp;quot; command if using [[DFHack]], once a world is generated.&lt;br /&gt;
&lt;br /&gt;
Back to the original question, does more mean &amp;quot;better&amp;quot;? The answer: yes and no. Starting with way more supplies and animals can give you a huge starting advantage in already having the materials and then some to get your fortress going, and having the extra animals can be useful for early breeding and butchering. The extra supplies/animals can also provide a huge advantage in trading. However, having extra supplies can also hurt gameplay, as having too much of something can hamper the chance for a dwarf to make something themselves, giving them less opportunities to increase their skill levels. And having too many animals can be a pain to manage, especially once they start breeding and make this task harder. Also, bringing too many supplies with you can have dwarves putting things away from the wagon for a much longer time than normal. This can be a massive nuisance if starting out in harder embark locations where early attacks are likely, or if thieving creatures come by.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*New players may find the [[Quickstart guide]] useful.&lt;br /&gt;
*The [[Starting build]] article has more detailed embark strategies.&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
* [http://www.youtube.com/watch?v=r9yQiHCEGUI&amp;amp;feature=plcp Tutorial on how to embark]&lt;br /&gt;
&lt;br /&gt;
{{Category|Guides}}&lt;br /&gt;
{{Category|Fortress mode}}&lt;br /&gt;
{{Category|Interface}}&lt;br /&gt;
[[Ru:Embark]]&lt;/div&gt;</summary>
		<author><name>Qwiption</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Forbid&amp;diff=257546</id>
		<title>Forbid</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Forbid&amp;diff=257546"/>
		<updated>2021-03-22T18:48:34Z</updated>

		<summary type="html">&lt;p&gt;Qwiption: added mention of braces { } designation for forbidden items&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|07:03, 17 May 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
An item that is forbidden will never be handled by your dwarves and will appear surrounded by braces -- { } -- to signify that they are forbidden. (In-game, these braces can be difficult to distinguish from parentheses, which are used to signify that the object was manufactured outside the [[fortress]].) Forbidden objects still contribute to fortress value.&lt;br /&gt;
It is the opposite of [[reclaim]]. For example, [[stone]]s that have been forbidden will not appear in the [[construction]] menu, and will not be used at [[workshop]]s. If a forbidden object is on a build site, the building will be suspended and an [[Main:Dwarf_cancels_Construct_Building:_Item_blocking_site|announcement]] will appear informing the player that the build site is blocked.&lt;br /&gt;
&lt;br /&gt;
Note: If you {{k|q}}uery a [[door]] or [[floor hatch]], the {{k|l}}ock option is to ''&amp;quot;Forbid Passage''&amp;quot;. That does not &amp;quot;forbid&amp;quot; the door/hatch itself.&lt;br /&gt;
&lt;br /&gt;
==Forbidding items==&lt;br /&gt;
*In order to forbid a specific loose item, use {{k|k}} and scroll over the item you wish to forbid. Then press {{k|f}} in order to toggle the forbidden state of the item.&lt;br /&gt;
*In order to mass forbid entire swathes of items, use the {{k|d}}-{{k|b}}-{{k|f}} keys and designate items with either the keyboard or the mouse.&lt;br /&gt;
*With a [[bookkeeper]], specific items and entire classes of items can be forbidden in the [[stocks]] screen.&lt;br /&gt;
*In order to prevent your dwarves from using a specific workshop or trap, press {{k|t}} and forbid the materials that it is made of. &lt;br /&gt;
*Using the [[standing orders]] menu, certain items can be automatically forbidden (like fired ammunition and battlefield spoils).&lt;br /&gt;
&lt;br /&gt;
==Uses of forbidding items==&lt;br /&gt;
&lt;br /&gt;
*Dwarves in [[strange mood]]s can be directed to materials of your choice by selectively forbidding objects.&lt;br /&gt;
*Preventing dwarves from looting the bodies of your enemies (or friends) during a [[siege]] by forbidding items on the battlefield is generally a good idea. You can also go to the Forbid orders menu with {{k|o}}-{{k|F}} to make these items forbidden by default.&lt;br /&gt;
*You can use the mass designation tool to forbid items in sealed off areas in order to get a more accurate representation of available resources in your stocks screen. Don't forget to reclaim when it's time to go spelunking!&lt;br /&gt;
*Forbidding [[egg]]s in a [[nest box]] keeps them out of dwarven hands long enough for them to hatch.&lt;br /&gt;
*Forbidding an item hauled by a dwarf will cause him to drop it once he realizes it is forbidden. &lt;br /&gt;
*Forbidding materials clears any in-process hauling jobs; using local materials can allow you to complete [[construction]]s much faster than hauling the materials to a central location then back out to the job site.&lt;br /&gt;
*Forbidding [[trap]]s will prevent your mechanics from dashing out in the middle of a battle to reset them.&lt;br /&gt;
*You can forbid your good ammunition during peaceful times so that your dwarves instead use wood arrows for target practice and hunting. (But you can also do this by specifying different materials for training and combat bolts and for hunters.)&lt;br /&gt;
&lt;br /&gt;
==Getting Items Back==&lt;br /&gt;
&lt;br /&gt;
*Use {{k|f}} to toggle the forbidden state of the item.&lt;br /&gt;
*The mass reclaim function{{k|d}}-{{k|b}}-{{k|c}} can be used to regain access to forbidden items if needed. This is especially useful if you cannot directly toggle the forbidden setting of items. For example, claiming the weapons of an armed enemy in a cage is possible with mass reclaim (the {{k|u}}-{{k|i}} menu is not accessible for caged creatures).&lt;br /&gt;
*With a [[bookkeeper]], specific items and entire classes of items can be reclaimed in the [[stocks]] screen. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Category|Designations}}&lt;br /&gt;
{{Category|Fortress mode}}&lt;br /&gt;
[[ru:Forbid]]&lt;/div&gt;</summary>
		<author><name>Qwiption</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Advanced_marksdwarf_training_guide&amp;diff=257539</id>
		<title>Advanced marksdwarf training guide</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Advanced_marksdwarf_training_guide&amp;diff=257539"/>
		<updated>2021-03-22T03:05:46Z</updated>

		<summary type="html">&lt;p&gt;Qwiption: /* Understanding possible training activities */ added Barracks link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|21:40, 11 May 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
[[Marksdwarf|Marksdwarves]] are fairly buggy, and often refuse to use [[archery range]]s, or stand in front of them and fail to fire their [[crossbow]]s. This guide goes into details explaining known bugs, and getting your marksdwarves to train properly, as well as going into details regarding various ranged weaponry.&lt;br /&gt;
&lt;br /&gt;
== Understanding ranged weaponry ==&lt;br /&gt;
In vanilla ''Dwarf Fortress'', the raws define three types of ranged weapons, each with their own skill and ammo.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot;  |Ranged Weapons&lt;br /&gt;
|-&lt;br /&gt;
!Ranged Weapon&lt;br /&gt;
!Ranged Skill&lt;br /&gt;
!Melee Skill&lt;br /&gt;
!Ammo&lt;br /&gt;
|-&lt;br /&gt;
|Crossbow&lt;br /&gt;
|Marksdwarf&lt;br /&gt;
|Hammerdwarf&lt;br /&gt;
|Bolts&lt;br /&gt;
|-&lt;br /&gt;
|Bow&lt;br /&gt;
|Bowman&lt;br /&gt;
|Swordman&lt;br /&gt;
|Arrows&lt;br /&gt;
|-&lt;br /&gt;
|Blowgun&lt;br /&gt;
|Blowgunner&lt;br /&gt;
|Swordman&lt;br /&gt;
|Darts&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Of these, dwarves can only craft crossbows and bolts. Bows and blowguns are gained either through trade or recovery from downed enemies. If playing a modded game, replace crossbow in the following with one of the above weapons, and proper ammo type.&lt;br /&gt;
&lt;br /&gt;
== Equipping your marksdwarves ==&lt;br /&gt;
&lt;br /&gt;
=== The minimum outfit ===&lt;br /&gt;
At a minimum, each dwarf requires the following to successfully use the crossbow.&lt;br /&gt;
* One crossbow&lt;br /&gt;
* One quiver&lt;br /&gt;
* One stack of bolts for each marksdwarf to fire&lt;br /&gt;
&lt;br /&gt;
A quiver is equipped on the upper body slot. Due to a bug, sometimes a marksdwarf will fail to pickup a quiver if wearing heavy armor. A workaround for this is given below. Wood and metal bolts are generated in stacks of 25. Bone bolts are generated in stacks of 5.&lt;br /&gt;
&lt;br /&gt;
=== Crossbows ===&lt;br /&gt;
Crossbows can be made with wood or bone at a bowyer's workshop, or out of metal at a metalsmith/magma forge. Metal crossbows can be forged out of copper, bronze, bismuth bronze, iron, steel, or adamantine. Quivers must be made of leather at a leatherworks. The base material of a crossbow appears to have no effect on the lethality of ranged bolts. However, when marksdwarves end up in melee, they will use their crossbow as a hammer, thus it is recommended to make dense metal crossbows.&lt;br /&gt;
&lt;br /&gt;
=== Quivers and bolts ===&lt;br /&gt;
Please note that bolts are assigned to a ''squad'', not to individual dwarves.  If you have a squad of 10 marksdwarves, you need to assign ''at least'' 250 bolts to the squad.  500 is better.&lt;br /&gt;
&lt;br /&gt;
Quivers can hold between 25 and 49 bolts, and dwarves will pick up multiple stacks if necessary to reach a number in this range. In other words, dwarves will continue picking up stacks of bolts until they've got at least 25 in their quiver (or they run out of squad-assigned bolt stacks). Bolt stacks are collected in last-in-first-out order (LIFO); that is, dwarves will always go for the newest bolts in your fortress, even if there is an ammo stockpile three steps away from them. Each squad with marksdwarves must be assigned ammo. As they deplete it, the game will automatically add additional ammo to the squad if there is some in the fortress, again following the principle of LIFO.&lt;br /&gt;
&lt;br /&gt;
=== Avoiding equipment issues ===&lt;br /&gt;
The mining, wood cutting, and hunting labors have an &amp;quot;invisible uniform&amp;quot; that conflicts with military equipment. When these labors are enabled, a dwarf will drop all assigned military equipment when going off duty, and when ordered back on duty they spend extra time collecting their equipment, and may ultimately report without some equipment. For that reason, it is recommended that you disable mining, wood cutting, and hunting on all military dwarves.&lt;br /&gt;
&lt;br /&gt;
Problems have been reported with ammunition stored in bins. Dwarves will take additional time to reload since they &amp;quot;lock&amp;quot; each other out of the bin, and may even fail to do so entirely. Disabling bins in ammo stockpiles is recommended. If you choose to use bins, keeping a large oversupply of bolts may limit potential problems.&lt;br /&gt;
&lt;br /&gt;
An &amp;quot;[[equipment mismatch]]&amp;quot; error sounds dire, but it's just a diagnostic message telling you that a dwarf's assigned equipment changed while the dwarf was en route to pick up the previously-assigned equipment. In almost all cases the dwarf will automatically collect the newly-assigned equipment without player intervention. One reported cause of frequent equipment mismatch spam is ammo stored in bins.&lt;br /&gt;
&lt;br /&gt;
== Setting your marksdwarf's barracks ==&lt;br /&gt;
&lt;br /&gt;
=== Understanding possible training activities ===&lt;br /&gt;
The first rule of marksdwarf training is that you do '''not''' assign them a normal [[barracks]] - if they have that, they will prefer to train as hammerdwarves with their crossbows vs. actually shooting bolts. Furthermore, as the game gives precedence to melee training, they will almost never use an archery range, even if one is assigned, if they have a choice. &lt;br /&gt;
&lt;br /&gt;
When training, a dwarf has four possible options, which they will take in roughly this order:&lt;br /&gt;
* Squad Training&lt;br /&gt;
* Individual Combat Drill&lt;br /&gt;
* Spar&lt;br /&gt;
* Archery Training&lt;br /&gt;
&lt;br /&gt;
Squad training and sparring require multiple dwarves (and yes, marksdwarves '''will''' spar as long as they're novice hammerdwarves, training their melee skills while doing so). Except for archery training, dwarves require a standard barracks to conduct any of the above activities. Notably, it is possible to actually train marksdwarves via demonstration, both Crossbow and Archery skills being trainable this way.  By combining this with training orders, it is possible to make Archery Training the only valid option, and thus get them to train consistently.&lt;br /&gt;
&lt;br /&gt;
=== Building archery ranges ===&lt;br /&gt;
Thus, the first step is to build a room with a bunch of archery ranges. The room must be large enough that the marksdwarf has a one-gap space between them and the target; some people just make their &amp;quot;barracks&amp;quot; 10x10, and put an ammo stockpile in it. Notably, (and this is a change from previous versions) the dwarves ''must'' be able to walk up to the target; placing a channel in front of it will prevent them from training.&lt;br /&gt;
&lt;br /&gt;
Once you build your range ({{k|b}}-{{k|a}}), you must define it as a room ({{k|q}}-{{k|r}}). Make it so it touches the far wall, and don't worry, range rooms can overlap. You have to do this for each archery target. Make sure the shooting direction is correct! In addition, your marksdwarf squad '''must''' at minimum have train set on each archery target. One dwarf can use one target at any given time.&lt;br /&gt;
&lt;br /&gt;
[[File:Archery_range_setup.png|A properly setup archery target]]&lt;br /&gt;
&lt;br /&gt;
Repeat this for each range; you'll have 5-10 targets overlapping each other and assigned to your marksdwarves squad (in these screenshots, they are the &amp;quot;Home Guard&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
===The military management screen===&lt;br /&gt;
&lt;br /&gt;
This is by far the most difficult part. Fear the 'm' menu, for it eats children. The {{K|m}}ilitary menu is confusing on the best days, but this guide will walk you through it. (To some people, this screen is designed upside down: the options to switch 'pages' or 'tabs' on this menu are at the bottom, and the specific detailed commands for the current page/tab are at the top. We will use 'page'.)&lt;br /&gt;
&lt;br /&gt;
Ignore the default page '''{{DFtext|p|2:1}}{{DFtext|: Positions|3:1:1}}''' page for now, because you want to make the right '''{{DFtext|n|2:1}}{{DFtext|: Uniforms|7:1}}''' for your marksdwarves. &lt;br /&gt;
&lt;br /&gt;
====Uniforms====&lt;br /&gt;
Press {{K|n}} to bring up the uniforms screen. &lt;br /&gt;
&lt;br /&gt;
Do yourself a favor and just scroll down and {{K|d}}elete the default 'archer' uniform. It's wrong and will not work properly.&lt;br /&gt;
&lt;br /&gt;
Create a new uniform with {{K|c}}.&lt;br /&gt;
&lt;br /&gt;
You will use the hotkeys seen on the 2nd row from the top of the {{K|m}} screen, and to create the following uniform:&lt;br /&gt;
* {{K|A}}rmor: leather armor&lt;br /&gt;
* {{K|L}}egs: leather legwear&lt;br /&gt;
* {{K|H}}elm: leather headwear&lt;br /&gt;
* {{K|G}}loves: leather handwear&lt;br /&gt;
* {{K|B}}oots: leather footwear&lt;br /&gt;
* {{K|S}}hield: shields/bucklers&lt;br /&gt;
* {{K|W}}eapon: crossbows (do NOT use individual choice, ranged; you *will* end up with dwarves who think an axe is a ranged weapon)&lt;br /&gt;
&lt;br /&gt;
Navigation is ''tricky'', so let's do the first 3 selections together:&lt;br /&gt;
# {{K|A}}rmor to show the {{DFtext|&amp;amp;nbsp;|7:7:1}}{{dftext|SELECTION|7:7:1}}{{DFtext|&amp;amp;nbsp;|7:7:1}} list of Armor items&lt;br /&gt;
## Navigate {{K|→}} to the {{DFtext|&amp;amp;nbsp;|7:7:1}}{{dftext|SELECTION|7:7:1}}{{DFtext|&amp;amp;nbsp;|7:7:1}} list&lt;br /&gt;
## Use the {{k|↑}}/{{k|↓}} and {{K|Enter}} to select &amp;quot;leather armor&amp;quot;. You should now see &amp;quot;leather armor&amp;quot; listed under {{DFtext|&amp;amp;nbsp;|7:7:1}}{{dftext|SELECTION|7:7:1}}{{DFtext|&amp;amp;nbsp;|7:7:1}} list in the center of the screen.&lt;br /&gt;
## Ok, that was the '''easy''' one. So follow these steps CLOSELY.&lt;br /&gt;
# {{K|L}}egs to show the to show the {{DFtext|&amp;amp;nbsp;|7:7:1}}{{dftext|SELECTION|7:7:1}}{{DFtext|&amp;amp;nbsp;|7:7:1}} list of Leg items&lt;br /&gt;
## Use the {{k|↑}}/{{k|↓}} and {{K|Enter}} to select &amp;quot;legwear&amp;quot;. You should now see &amp;quot;legwear&amp;quot; listed under &amp;quot;leather armor&amp;quot; under {{DFtext|&amp;amp;nbsp;|7:7:1}}{{dftext|SELECTION|7:7:1}}{{DFtext|&amp;amp;nbsp;|7:7:1}} list. BUT... the green {{dftext|leather armor|3:1}} means it is the selection from that column.&lt;br /&gt;
## Navigate back {{k|←}}/{{k|↓}} to highlight {{dftext|legwear|3:1}}&lt;br /&gt;
## {{K|M}}aterial to reveal the material options that will appear under the {{DFtext|&amp;amp;nbsp;|7:7:1}}{{dftext|SELECTION|7:7:1}}{{DFtext|&amp;amp;nbsp;|7:7:1}} column.&lt;br /&gt;
## Navigate {{K|→}} to the {{DFtext|&amp;amp;nbsp;|7:7:1}}{{dftext|SELECTION|7:7:1}}{{DFtext|&amp;amp;nbsp;|7:7:1}} list&lt;br /&gt;
## Use the {{k|↑}}/{{k|↓}} and {{K|Enter}} to select &amp;quot;leather&amp;quot; material. You should now see {{dftext|leather legwear|3:1}} listed under {{DFtext|&amp;amp;nbsp;|7:7:1}}{{dftext|SELECTION|7:7:1}}{{DFtext|&amp;amp;nbsp;|7:7:1}} list in the center of the screen.&lt;br /&gt;
# Now {{K|H}}elm to get your leather headwear&lt;br /&gt;
## Use the {{k|↑}}/{{k|↓}} and {{K|Enter}} to select &amp;quot;headware&amp;quot;. (It may be the first option, so just hit {{K|Enter}})&lt;br /&gt;
## Navigate back {{k|←}}/{{k|↓}} to highlight {{dftext|headware|3:1}}&lt;br /&gt;
## {{K|M}}aterial to reveal the material options that will appear under the {{DFtext|&amp;amp;nbsp;|7:7:1}}{{dftext|SELECTION|7:7:1}}{{DFtext|&amp;amp;nbsp;|7:7:1}} column.&lt;br /&gt;
## Navigate {{K|→}} to the {{DFtext|&amp;amp;nbsp;|7:7:1}}{{dftext|SELECTION|7:7:1}}{{DFtext|&amp;amp;nbsp;|7:7:1}} list&lt;br /&gt;
## Use the {{k|↑}}/{{k|↓}} and {{K|Enter}} to select &amp;quot;leather&amp;quot; material. You should now see {{dftext|leather headwear|3:1}} listed under {{DFtext|&amp;amp;nbsp;|7:7:1}}{{dftext|SELECTION|7:7:1}}{{DFtext|&amp;amp;nbsp;|7:7:1}} list in the center of the screen.&lt;br /&gt;
&lt;br /&gt;
Be careful of hitting Enter at the wrong time and duplicating or deleting an entry. Here's what it should look like if you did it right:&lt;br /&gt;
&lt;br /&gt;
[[File:Working_training_uniform.png|400px|Uniform that gets them training]]&lt;br /&gt;
&lt;br /&gt;
Now press {{K|m}} to switch from &amp;quot;Partial matches&amp;quot; to &amp;quot;Exact matches&amp;quot; in the upper right. This appears to fix most of the issues that result in your dwarves not picking up quivers. You might be able to get away with {{k|r}} &amp;quot;Over clting&amp;quot;, which means the dwarves will wear this uniform over their current clothing.&lt;br /&gt;
&lt;br /&gt;
===Positions===&lt;br /&gt;
Now press {{K|p}} to go back to the positions menu. If you are creating {{K|l}} a new squad, it will prompt for a uniform, before showing a list of Vacant Squad positions and Candidates. &lt;br /&gt;
&lt;br /&gt;
After selecting your recruits, switch to the {{K|e}} menu. Select your squad, then press {{K|U}} (that's capital U) to bring up the {{K|U}}niform selection screen.&lt;br /&gt;
&lt;br /&gt;
NOTE: If a position (for example, commander/captain) is highlighted when you hit the {{K|U}}niform selection screen, your selection will ONLY apply to that individual soldier. &lt;br /&gt;
Hit {{K|shift}} + {{K|enter}} to make sure you are assigning it to all positions in the squad. &lt;br /&gt;
&lt;br /&gt;
You can also look at the top of the screen to see what your dwarves will train as (i.e. 10/10 Marksdwarves, instead of 1/1 markdwarf 9/9 wrestlers).&lt;br /&gt;
&lt;br /&gt;
[[File:10_marksdwarves.png|400px|10/10 Marksdwarves]]&lt;br /&gt;
&lt;br /&gt;
=== Handling ammo ===&lt;br /&gt;
We're almost done. Go to the ammo screen.&lt;br /&gt;
&lt;br /&gt;
[[File:ammo_screen.png|400px|Ammo]]&lt;br /&gt;
&lt;br /&gt;
If you're setting this by hand, here's what to know. Each squad needs the correct ammo. Bolts are assigned on a &amp;quot;per-item&amp;quot; basis, i.e., a given stack of bolts that's marked for training will only be used for training and vice versa. Unfortunately, an old bug prevents this from working; if you have multiple ammo types, and some are set Training-only, and others are set combat-only, your marksdwarves *will* get stuck and fail to train, or fail to fire. The only way to get this to work is if all ammo assignments in the fortress are set to both &amp;quot;CT&amp;quot; in the UI.&lt;br /&gt;
&lt;br /&gt;
By default the top slot reserves ammunition for hunters. If you don't have any hunters you may want to remove that reservation from the ammunition screen to free up those bolts for your military.&lt;br /&gt;
&lt;br /&gt;
==== Switching bolts types reliably ====&lt;br /&gt;
Forbidding/Dumping is respected by the game when assigning ammo, so you can use the stocks screen to, for instance, dump wooden/bone bolts when you're not training and load metal bolts for combat. First delete the ammo assignment for the training bolts, then dump them from the stocks screen (DFHack's enhanced inventory is useful from this), and finally add the new metal bolts to the ammo screen. Reverse the process to get them to change back. (Be sure to set both CT flags in the ammo screen each time.)&lt;br /&gt;
&lt;br /&gt;
=== Squad training orders ===&lt;br /&gt;
Now, for the magic bit that gets them doing nothing *but* training. Open the schedule screen with {{K|s}} and look at the orders. The default is &amp;quot;Train, 10 minimium&amp;quot;. '''This is WRONG!'''&lt;br /&gt;
&lt;br /&gt;
[[File:default_training_order.png|400px|Default Training Order]]&lt;br /&gt;
&lt;br /&gt;
Press {{K|x}} to delete the order. The schedule screen will change to show no scheduled orders.&lt;br /&gt;
&lt;br /&gt;
[[File:No_orders.png|400px|no_orders]]&lt;br /&gt;
&lt;br /&gt;
Press {{K|o}} to pull up the give order screen. Press {{K|o}} until 'Train' is set, and then press {{K|+}} so it shows minimum 1, like this. Then press shift-enter to give the order. The screen will look like this:&lt;br /&gt;
&lt;br /&gt;
[[File:Train_1.png|400px|train 1]]&lt;br /&gt;
&lt;br /&gt;
[[File:given_train_1_order.png|400px|after giving train 1 order]]&lt;br /&gt;
&lt;br /&gt;
Now do it again, until you have as many orders as total members of your squad (using a [[macro]] will allow you to repeat the process easily). You can give more than 5 orders, you just have to scroll in the orders screen to see it. When you're done it should look like this, after doing it 10 times.&lt;br /&gt;
&lt;br /&gt;
[[File:multiple_train_1.png|400px|Multiple train one orders]]&lt;br /&gt;
&lt;br /&gt;
Copy and paste the order to all the months. You can also set Sleep in Barracks at need to increase their training time, though this will raise the stress levels of dwarves in the squad due to tired thoughts.&lt;br /&gt;
&lt;br /&gt;
You're almost done. Activate your squad, and after they finish picking up equipment, watch your bolt supplies vanish as your marksdwarves do nothing *but* archery training.&lt;br /&gt;
&lt;br /&gt;
=== Why this works ===&lt;br /&gt;
Squad training and sparring require multiple dwarves (and yes, marksdwarves *will* spar as long as they're novice hammerdwarves). Training, minimum of 1 forces them to work solo. Since they don't have a normal barracks, they can't drill, which leaves Archery Training as the only possible way to train. Since reloading on marksdwarves continues to be erratic, they'll frequently report &amp;quot;No Orders&amp;quot; or similiar once they've finished archery training until the game notices that a given dwarf is out of ammo, in which case they'll go pick up more. &lt;br /&gt;
&lt;br /&gt;
Archery training grants less experience than live fire (8XP per bolt vs. 30XP), but no micromanagement, no hauling, one setup, and you can ignore it until you get that glorious announcement that Urist McMarksdwarf has become an Elite Marksdwarf.&lt;br /&gt;
&lt;br /&gt;
== Stopping melee charges ==&lt;br /&gt;
Do '''not''' use the [[Scheduling#Stations|station scheduling order]]!&lt;br /&gt;
&lt;br /&gt;
When a dwarf has line of sight on an enemy, they'll do one of two things: run away; or run up and fight. While they're running up to the enemy, dwarves will fire bolts if they have any, but then engage the enemy using their crossbows as hammers instead of firing. Therefore, it's imperative that you create physical barriers which make it impossible for your marksdwarves to charge the enemy. Nothing else will suffice.&lt;br /&gt;
&lt;br /&gt;
Some sources claim a Defend Burrows order may restrict marksdwarves to the area defined by the burrow. The full effectiveness of Defend Burrow orders at stopping a melee charge is unknown.{{verify}}&lt;br /&gt;
&lt;br /&gt;
The easiest way to accomplish this is to use fortification pillboxes (also known as [[archery tower]]s), with a [[Scheduling#Orders|patrol order]] that causes them to break line of sight.&lt;br /&gt;
&lt;br /&gt;
For patrol routes, marksdwarves will not reliably take a Pickup Equipment order as long as they have line of sight on their enemy; they will usually stand there and glare. Have them go through a door or something, and as soon as they lose sight of the goblin/forgotten beast/demon, they'll immediately go find bolts and reload.&lt;br /&gt;
&lt;br /&gt;
An alternative approach is to forego all of this scheduling stuff, and use direct move orders. Station (move) your marksdwarves to the spot where you want them to stand, making sure that this spot is physically separated from the enemy. Remember that each dwarf will actually select a random spot within 3 tiles of your station-spot, on the same Z level, and try to walk to that spot. Make sure every such reachable spot is on ''your'' side of the fortifications.&lt;br /&gt;
&lt;br /&gt;
In all cases, you must remember that dwarves '''can and will climb''' walls or fortifications to reach the enemy.  To prevent marksdwarves from suicide-diving over the fortifications onto the killing ground below, build a roof (a [[floor]] on the next Z-level up) to physically block their vertical movement.&lt;br /&gt;
&lt;br /&gt;
{{Military}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Military}}&lt;br /&gt;
{{Category|Guides}}&lt;/div&gt;</summary>
		<author><name>Qwiption</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Advanced_marksdwarf_training_guide&amp;diff=257538</id>
		<title>Advanced marksdwarf training guide</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Advanced_marksdwarf_training_guide&amp;diff=257538"/>
		<updated>2021-03-21T23:36:47Z</updated>

		<summary type="html">&lt;p&gt;Qwiption: /* Uniforms */ clarified &amp;quot;over clothing&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|21:40, 11 May 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
[[Marksdwarf|Marksdwarves]] are fairly buggy, and often refuse to use [[archery range]]s, or stand in front of them and fail to fire their [[crossbow]]s. This guide goes into details explaining known bugs, and getting your marksdwarves to train properly, as well as going into details regarding various ranged weaponry.&lt;br /&gt;
&lt;br /&gt;
== Understanding ranged weaponry ==&lt;br /&gt;
In vanilla ''Dwarf Fortress'', the raws define three types of ranged weapons, each with their own skill and ammo.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot;  |Ranged Weapons&lt;br /&gt;
|-&lt;br /&gt;
!Ranged Weapon&lt;br /&gt;
!Ranged Skill&lt;br /&gt;
!Melee Skill&lt;br /&gt;
!Ammo&lt;br /&gt;
|-&lt;br /&gt;
|Crossbow&lt;br /&gt;
|Marksdwarf&lt;br /&gt;
|Hammerdwarf&lt;br /&gt;
|Bolts&lt;br /&gt;
|-&lt;br /&gt;
|Bow&lt;br /&gt;
|Bowman&lt;br /&gt;
|Swordman&lt;br /&gt;
|Arrows&lt;br /&gt;
|-&lt;br /&gt;
|Blowgun&lt;br /&gt;
|Blowgunner&lt;br /&gt;
|Swordman&lt;br /&gt;
|Darts&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Of these, dwarves can only craft crossbows and bolts. Bows and blowguns are gained either through trade or recovery from downed enemies. If playing a modded game, replace crossbow in the following with one of the above weapons, and proper ammo type.&lt;br /&gt;
&lt;br /&gt;
== Equipping your marksdwarves ==&lt;br /&gt;
&lt;br /&gt;
=== The minimum outfit ===&lt;br /&gt;
At a minimum, each dwarf requires the following to successfully use the crossbow.&lt;br /&gt;
* One crossbow&lt;br /&gt;
* One quiver&lt;br /&gt;
* One stack of bolts for each marksdwarf to fire&lt;br /&gt;
&lt;br /&gt;
A quiver is equipped on the upper body slot. Due to a bug, sometimes a marksdwarf will fail to pickup a quiver if wearing heavy armor. A workaround for this is given below. Wood and metal bolts are generated in stacks of 25. Bone bolts are generated in stacks of 5.&lt;br /&gt;
&lt;br /&gt;
=== Crossbows ===&lt;br /&gt;
Crossbows can be made with wood or bone at a bowyer's workshop, or out of metal at a metalsmith/magma forge. Metal crossbows can be forged out of copper, bronze, bismuth bronze, iron, steel, or adamantine. Quivers must be made of leather at a leatherworks. The base material of a crossbow appears to have no effect on the lethality of ranged bolts. However, when marksdwarves end up in melee, they will use their crossbow as a hammer, thus it is recommended to make dense metal crossbows.&lt;br /&gt;
&lt;br /&gt;
=== Quivers and bolts ===&lt;br /&gt;
Please note that bolts are assigned to a ''squad'', not to individual dwarves.  If you have a squad of 10 marksdwarves, you need to assign ''at least'' 250 bolts to the squad.  500 is better.&lt;br /&gt;
&lt;br /&gt;
Quivers can hold between 25 and 49 bolts, and dwarves will pick up multiple stacks if necessary to reach a number in this range. In other words, dwarves will continue picking up stacks of bolts until they've got at least 25 in their quiver (or they run out of squad-assigned bolt stacks). Bolt stacks are collected in last-in-first-out order (LIFO); that is, dwarves will always go for the newest bolts in your fortress, even if there is an ammo stockpile three steps away from them. Each squad with marksdwarves must be assigned ammo. As they deplete it, the game will automatically add additional ammo to the squad if there is some in the fortress, again following the principle of LIFO.&lt;br /&gt;
&lt;br /&gt;
=== Avoiding equipment issues ===&lt;br /&gt;
The mining, wood cutting, and hunting labors have an &amp;quot;invisible uniform&amp;quot; that conflicts with military equipment. When these labors are enabled, a dwarf will drop all assigned military equipment when going off duty, and when ordered back on duty they spend extra time collecting their equipment, and may ultimately report without some equipment. For that reason, it is recommended that you disable mining, wood cutting, and hunting on all military dwarves.&lt;br /&gt;
&lt;br /&gt;
Problems have been reported with ammunition stored in bins. Dwarves will take additional time to reload since they &amp;quot;lock&amp;quot; each other out of the bin, and may even fail to do so entirely. Disabling bins in ammo stockpiles is recommended. If you choose to use bins, keeping a large oversupply of bolts may limit potential problems.&lt;br /&gt;
&lt;br /&gt;
An &amp;quot;[[equipment mismatch]]&amp;quot; error sounds dire, but it's just a diagnostic message telling you that a dwarf's assigned equipment changed while the dwarf was en route to pick up the previously-assigned equipment. In almost all cases the dwarf will automatically collect the newly-assigned equipment without player intervention. One reported cause of frequent equipment mismatch spam is ammo stored in bins.&lt;br /&gt;
&lt;br /&gt;
== Setting your marksdwarf's barracks ==&lt;br /&gt;
&lt;br /&gt;
=== Understanding possible training activities ===&lt;br /&gt;
The first rule of marksdwarf training is that you do '''not''' assign them a normal barracks - if they have that, they will prefer to train as hammerdwarves with their crossbows vs. actually shooting bolts. Furthermore, as the game gives precedence to melee training, they will almost never use an archery range, even if one is assigned, if they have a choice. &lt;br /&gt;
&lt;br /&gt;
When training, a dwarf has four possible options, which they will take in roughly this order:&lt;br /&gt;
* Squad Training&lt;br /&gt;
* Individual Combat Drill&lt;br /&gt;
* Spar&lt;br /&gt;
* Archery Training&lt;br /&gt;
&lt;br /&gt;
Squad training and sparring require multiple dwarves (and yes, marksdwarves '''will''' spar as long as they're novice hammerdwarves, training their melee skills while doing so). Except for archery training, dwarves require a standard barracks to conduct any of the above activities. Notably, it is possible to actually train marksdwarves via demonstration, both Crossbow and Archery skills being trainable this way.  By combining this with training orders, it is possible to make Archery Training the only valid option, and thus get them to train consistently.&lt;br /&gt;
&lt;br /&gt;
=== Building archery ranges ===&lt;br /&gt;
Thus, the first step is to build a room with a bunch of archery ranges. The room must be large enough that the marksdwarf has a one-gap space between them and the target; some people just make their &amp;quot;barracks&amp;quot; 10x10, and put an ammo stockpile in it. Notably, (and this is a change from previous versions) the dwarves ''must'' be able to walk up to the target; placing a channel in front of it will prevent them from training.&lt;br /&gt;
&lt;br /&gt;
Once you build your range ({{k|b}}-{{k|a}}), you must define it as a room ({{k|q}}-{{k|r}}). Make it so it touches the far wall, and don't worry, range rooms can overlap. You have to do this for each archery target. Make sure the shooting direction is correct! In addition, your marksdwarf squad '''must''' at minimum have train set on each archery target. One dwarf can use one target at any given time.&lt;br /&gt;
&lt;br /&gt;
[[File:Archery_range_setup.png|A properly setup archery target]]&lt;br /&gt;
&lt;br /&gt;
Repeat this for each range; you'll have 5-10 targets overlapping each other and assigned to your marksdwarves squad (in these screenshots, they are the &amp;quot;Home Guard&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
===The military management screen===&lt;br /&gt;
&lt;br /&gt;
This is by far the most difficult part. Fear the 'm' menu, for it eats children. The {{K|m}}ilitary menu is confusing on the best days, but this guide will walk you through it. (To some people, this screen is designed upside down: the options to switch 'pages' or 'tabs' on this menu are at the bottom, and the specific detailed commands for the current page/tab are at the top. We will use 'page'.)&lt;br /&gt;
&lt;br /&gt;
Ignore the default page '''{{DFtext|p|2:1}}{{DFtext|: Positions|3:1:1}}''' page for now, because you want to make the right '''{{DFtext|n|2:1}}{{DFtext|: Uniforms|7:1}}''' for your marksdwarves. &lt;br /&gt;
&lt;br /&gt;
====Uniforms====&lt;br /&gt;
Press {{K|n}} to bring up the uniforms screen. &lt;br /&gt;
&lt;br /&gt;
Do yourself a favor and just scroll down and {{K|d}}elete the default 'archer' uniform. It's wrong and will not work properly.&lt;br /&gt;
&lt;br /&gt;
Create a new uniform with {{K|c}}.&lt;br /&gt;
&lt;br /&gt;
You will use the hotkeys seen on the 2nd row from the top of the {{K|m}} screen, and to create the following uniform:&lt;br /&gt;
* {{K|A}}rmor: leather armor&lt;br /&gt;
* {{K|L}}egs: leather legwear&lt;br /&gt;
* {{K|H}}elm: leather headwear&lt;br /&gt;
* {{K|G}}loves: leather handwear&lt;br /&gt;
* {{K|B}}oots: leather footwear&lt;br /&gt;
* {{K|S}}hield: shields/bucklers&lt;br /&gt;
* {{K|W}}eapon: crossbows (do NOT use individual choice, ranged; you *will* end up with dwarves who think an axe is a ranged weapon)&lt;br /&gt;
&lt;br /&gt;
Navigation is ''tricky'', so let's do the first 3 selections together:&lt;br /&gt;
# {{K|A}}rmor to show the {{DFtext|&amp;amp;nbsp;|7:7:1}}{{dftext|SELECTION|7:7:1}}{{DFtext|&amp;amp;nbsp;|7:7:1}} list of Armor items&lt;br /&gt;
## Navigate {{K|→}} to the {{DFtext|&amp;amp;nbsp;|7:7:1}}{{dftext|SELECTION|7:7:1}}{{DFtext|&amp;amp;nbsp;|7:7:1}} list&lt;br /&gt;
## Use the {{k|↑}}/{{k|↓}} and {{K|Enter}} to select &amp;quot;leather armor&amp;quot;. You should now see &amp;quot;leather armor&amp;quot; listed under {{DFtext|&amp;amp;nbsp;|7:7:1}}{{dftext|SELECTION|7:7:1}}{{DFtext|&amp;amp;nbsp;|7:7:1}} list in the center of the screen.&lt;br /&gt;
## Ok, that was the '''easy''' one. So follow these steps CLOSELY.&lt;br /&gt;
# {{K|L}}egs to show the to show the {{DFtext|&amp;amp;nbsp;|7:7:1}}{{dftext|SELECTION|7:7:1}}{{DFtext|&amp;amp;nbsp;|7:7:1}} list of Leg items&lt;br /&gt;
## Use the {{k|↑}}/{{k|↓}} and {{K|Enter}} to select &amp;quot;legwear&amp;quot;. You should now see &amp;quot;legwear&amp;quot; listed under &amp;quot;leather armor&amp;quot; under {{DFtext|&amp;amp;nbsp;|7:7:1}}{{dftext|SELECTION|7:7:1}}{{DFtext|&amp;amp;nbsp;|7:7:1}} list. BUT... the green {{dftext|leather armor|3:1}} means it is the selection from that column.&lt;br /&gt;
## Navigate back {{k|←}}/{{k|↓}} to highlight {{dftext|legwear|3:1}}&lt;br /&gt;
## {{K|M}}aterial to reveal the material options that will appear under the {{DFtext|&amp;amp;nbsp;|7:7:1}}{{dftext|SELECTION|7:7:1}}{{DFtext|&amp;amp;nbsp;|7:7:1}} column.&lt;br /&gt;
## Navigate {{K|→}} to the {{DFtext|&amp;amp;nbsp;|7:7:1}}{{dftext|SELECTION|7:7:1}}{{DFtext|&amp;amp;nbsp;|7:7:1}} list&lt;br /&gt;
## Use the {{k|↑}}/{{k|↓}} and {{K|Enter}} to select &amp;quot;leather&amp;quot; material. You should now see {{dftext|leather legwear|3:1}} listed under {{DFtext|&amp;amp;nbsp;|7:7:1}}{{dftext|SELECTION|7:7:1}}{{DFtext|&amp;amp;nbsp;|7:7:1}} list in the center of the screen.&lt;br /&gt;
# Now {{K|H}}elm to get your leather headwear&lt;br /&gt;
## Use the {{k|↑}}/{{k|↓}} and {{K|Enter}} to select &amp;quot;headware&amp;quot;. (It may be the first option, so just hit {{K|Enter}})&lt;br /&gt;
## Navigate back {{k|←}}/{{k|↓}} to highlight {{dftext|headware|3:1}}&lt;br /&gt;
## {{K|M}}aterial to reveal the material options that will appear under the {{DFtext|&amp;amp;nbsp;|7:7:1}}{{dftext|SELECTION|7:7:1}}{{DFtext|&amp;amp;nbsp;|7:7:1}} column.&lt;br /&gt;
## Navigate {{K|→}} to the {{DFtext|&amp;amp;nbsp;|7:7:1}}{{dftext|SELECTION|7:7:1}}{{DFtext|&amp;amp;nbsp;|7:7:1}} list&lt;br /&gt;
## Use the {{k|↑}}/{{k|↓}} and {{K|Enter}} to select &amp;quot;leather&amp;quot; material. You should now see {{dftext|leather headwear|3:1}} listed under {{DFtext|&amp;amp;nbsp;|7:7:1}}{{dftext|SELECTION|7:7:1}}{{DFtext|&amp;amp;nbsp;|7:7:1}} list in the center of the screen.&lt;br /&gt;
&lt;br /&gt;
Be careful of hitting Enter at the wrong time and duplicating or deleting an entry. Here's what it should look like if you did it right:&lt;br /&gt;
&lt;br /&gt;
[[File:Working_training_uniform.png|400px|Uniform that gets them training]]&lt;br /&gt;
&lt;br /&gt;
Now press {{K|m}} to switch from &amp;quot;Partial matches&amp;quot; to &amp;quot;Exact matches&amp;quot; in the upper right. This appears to fix most of the issues that result in your dwarves not picking up quivers. You might be able to get away with {{k|r}} &amp;quot;Over clting&amp;quot;, which means the dwarves will wear this uniform over their current clothing.&lt;br /&gt;
&lt;br /&gt;
===Positions===&lt;br /&gt;
Now press {{K|p}} to go back to the positions menu. If you are creating {{K|l}} a new squad, it will prompt for a uniform, before showing a list of Vacant Squad positions and Candidates. &lt;br /&gt;
&lt;br /&gt;
After selecting your recruits, switch to the {{K|e}} menu. Select your squad, then press {{K|U}} (that's capital U) to bring up the {{K|U}}niform selection screen.&lt;br /&gt;
&lt;br /&gt;
NOTE: If a position (for example, commander/captain) is highlighted when you hit the {{K|U}}niform selection screen, your selection will ONLY apply to that individual soldier. &lt;br /&gt;
Hit {{K|shift}} + {{K|enter}} to make sure you are assigning it to all positions in the squad. &lt;br /&gt;
&lt;br /&gt;
You can also look at the top of the screen to see what your dwarves will train as (i.e. 10/10 Marksdwarves, instead of 1/1 markdwarf 9/9 wrestlers).&lt;br /&gt;
&lt;br /&gt;
[[File:10_marksdwarves.png|400px|10/10 Marksdwarves]]&lt;br /&gt;
&lt;br /&gt;
=== Handling ammo ===&lt;br /&gt;
We're almost done. Go to the ammo screen.&lt;br /&gt;
&lt;br /&gt;
[[File:ammo_screen.png|400px|Ammo]]&lt;br /&gt;
&lt;br /&gt;
If you're setting this by hand, here's what to know. Each squad needs the correct ammo. Bolts are assigned on a &amp;quot;per-item&amp;quot; basis, i.e., a given stack of bolts that's marked for training will only be used for training and vice versa. Unfortunately, an old bug prevents this from working; if you have multiple ammo types, and some are set Training-only, and others are set combat-only, your marksdwarves *will* get stuck and fail to train, or fail to fire. The only way to get this to work is if all ammo assignments in the fortress are set to both &amp;quot;CT&amp;quot; in the UI.&lt;br /&gt;
&lt;br /&gt;
By default the top slot reserves ammunition for hunters. If you don't have any hunters you may want to remove that reservation from the ammunition screen to free up those bolts for your military.&lt;br /&gt;
&lt;br /&gt;
==== Switching bolts types reliably ====&lt;br /&gt;
Forbidding/Dumping is respected by the game when assigning ammo, so you can use the stocks screen to, for instance, dump wooden/bone bolts when you're not training and load metal bolts for combat. First delete the ammo assignment for the training bolts, then dump them from the stocks screen (DFHack's enhanced inventory is useful from this), and finally add the new metal bolts to the ammo screen. Reverse the process to get them to change back. (Be sure to set both CT flags in the ammo screen each time.)&lt;br /&gt;
&lt;br /&gt;
=== Squad training orders ===&lt;br /&gt;
Now, for the magic bit that gets them doing nothing *but* training. Open the schedule screen with {{K|s}} and look at the orders. The default is &amp;quot;Train, 10 minimium&amp;quot;. '''This is WRONG!'''&lt;br /&gt;
&lt;br /&gt;
[[File:default_training_order.png|400px|Default Training Order]]&lt;br /&gt;
&lt;br /&gt;
Press {{K|x}} to delete the order. The schedule screen will change to show no scheduled orders.&lt;br /&gt;
&lt;br /&gt;
[[File:No_orders.png|400px|no_orders]]&lt;br /&gt;
&lt;br /&gt;
Press {{K|o}} to pull up the give order screen. Press {{K|o}} until 'Train' is set, and then press {{K|+}} so it shows minimum 1, like this. Then press shift-enter to give the order. The screen will look like this:&lt;br /&gt;
&lt;br /&gt;
[[File:Train_1.png|400px|train 1]]&lt;br /&gt;
&lt;br /&gt;
[[File:given_train_1_order.png|400px|after giving train 1 order]]&lt;br /&gt;
&lt;br /&gt;
Now do it again, until you have as many orders as total members of your squad (using a [[macro]] will allow you to repeat the process easily). You can give more than 5 orders, you just have to scroll in the orders screen to see it. When you're done it should look like this, after doing it 10 times.&lt;br /&gt;
&lt;br /&gt;
[[File:multiple_train_1.png|400px|Multiple train one orders]]&lt;br /&gt;
&lt;br /&gt;
Copy and paste the order to all the months. You can also set Sleep in Barracks at need to increase their training time, though this will raise the stress levels of dwarves in the squad due to tired thoughts.&lt;br /&gt;
&lt;br /&gt;
You're almost done. Activate your squad, and after they finish picking up equipment, watch your bolt supplies vanish as your marksdwarves do nothing *but* archery training.&lt;br /&gt;
&lt;br /&gt;
=== Why this works ===&lt;br /&gt;
Squad training and sparring require multiple dwarves (and yes, marksdwarves *will* spar as long as they're novice hammerdwarves). Training, minimum of 1 forces them to work solo. Since they don't have a normal barracks, they can't drill, which leaves Archery Training as the only possible way to train. Since reloading on marksdwarves continues to be erratic, they'll frequently report &amp;quot;No Orders&amp;quot; or similiar once they've finished archery training until the game notices that a given dwarf is out of ammo, in which case they'll go pick up more. &lt;br /&gt;
&lt;br /&gt;
Archery training grants less experience than live fire (8XP per bolt vs. 30XP), but no micromanagement, no hauling, one setup, and you can ignore it until you get that glorious announcement that Urist McMarksdwarf has become an Elite Marksdwarf.&lt;br /&gt;
&lt;br /&gt;
== Stopping melee charges ==&lt;br /&gt;
Do '''not''' use the [[Scheduling#Stations|station scheduling order]]!&lt;br /&gt;
&lt;br /&gt;
When a dwarf has line of sight on an enemy, they'll do one of two things: run away; or run up and fight. While they're running up to the enemy, dwarves will fire bolts if they have any, but then engage the enemy using their crossbows as hammers instead of firing. Therefore, it's imperative that you create physical barriers which make it impossible for your marksdwarves to charge the enemy. Nothing else will suffice.&lt;br /&gt;
&lt;br /&gt;
Some sources claim a Defend Burrows order may restrict marksdwarves to the area defined by the burrow. The full effectiveness of Defend Burrow orders at stopping a melee charge is unknown.{{verify}}&lt;br /&gt;
&lt;br /&gt;
The easiest way to accomplish this is to use fortification pillboxes (also known as [[archery tower]]s), with a [[Scheduling#Orders|patrol order]] that causes them to break line of sight.&lt;br /&gt;
&lt;br /&gt;
For patrol routes, marksdwarves will not reliably take a Pickup Equipment order as long as they have line of sight on their enemy; they will usually stand there and glare. Have them go through a door or something, and as soon as they lose sight of the goblin/forgotten beast/demon, they'll immediately go find bolts and reload.&lt;br /&gt;
&lt;br /&gt;
An alternative approach is to forego all of this scheduling stuff, and use direct move orders. Station (move) your marksdwarves to the spot where you want them to stand, making sure that this spot is physically separated from the enemy. Remember that each dwarf will actually select a random spot within 3 tiles of your station-spot, on the same Z level, and try to walk to that spot. Make sure every such reachable spot is on ''your'' side of the fortifications.&lt;br /&gt;
&lt;br /&gt;
In all cases, you must remember that dwarves '''can and will climb''' walls or fortifications to reach the enemy.  To prevent marksdwarves from suicide-diving over the fortifications onto the killing ground below, build a roof (a [[floor]] on the next Z-level up) to physically block their vertical movement.&lt;br /&gt;
&lt;br /&gt;
{{Military}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Military}}&lt;br /&gt;
{{Category|Guides}}&lt;/div&gt;</summary>
		<author><name>Qwiption</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Quickstart_guide&amp;diff=257515</id>
		<title>Quickstart guide</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Quickstart_guide&amp;diff=257515"/>
		<updated>2021-03-19T13:29:09Z</updated>

		<summary type="html">&lt;p&gt;Qwiption: /* Common UI Concepts */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Masterwork|17:56, 5 July 2018 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
:''For installation instructions, see [[Installation]].''&lt;br /&gt;
:''This is a quickstart guide for [[dwarf fortress mode]] for those who have never played before and quickly want to jump in head-first.''&lt;br /&gt;
:''If you are looking to learn adventure mode instead, see the [[Adventure mode quick start]] guide.''&lt;br /&gt;
:''Also see [[Tutorials]] for more detailed tutorials that people have submitted.''&lt;br /&gt;
{{TipBox2|float=right|Before you get started...|Always remember that '''losing is [[fun]]!''' Be prepared to lose a few fortresses before you get all the way through this guide &amp;amp;ndash; it can be easy to accidentally kill the entire fortress while learning. But remember: losing means that next time, ''[[#Situational Awareness|you'll remember how you lost]].'' In a big way, ''Dwarf Fortress'' uses the principle of learning from one's mistakes.}}&lt;br /&gt;
&lt;br /&gt;
So, you want to play '''Dwarf Fortress''', but you have no idea what to do. That's understandable; in ''Dwarf Fortress'' you can really do anything you like. It is a huge, complex, and totally open-ended game. But in order to do anything, first you need a sustainable fortress. It turns out that this is not as hard as you might think.&lt;br /&gt;
&lt;br /&gt;
As this article doesn't always contain the exact key sequences needed to do everything described, you will likely need to refer to the [[Dwarf fortress mode|Fortress Mode Reference Guide]] and the rest of the wiki while reading this.&lt;br /&gt;
&lt;br /&gt;
[[File:FlowchartDF.png|thumb|446px|right|[[Main:From Caravan to Happy Dwarves|From Caravan to Happy Dwarves]] - This is a flowchart showing approximately what sequence of actions players usually take when starting up a new fort. Feel free to ignore it if you want. It's not necessary to refer to this to understand the rest of the guide, but by the time you finish the guide it will probably all make sense.]]&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
= Common UI Concepts =&lt;br /&gt;
&lt;br /&gt;
{{TipBox2|float=right|titlebg=#0a0|Keeping Up|While the guide contains many links, you may still need to look something up. Refer to the [[Dwarf fortress mode|Fortress Mode Reference Guide]] or use the wiki [[Special:Search|search]] function. Also, don't hesitate to [[Main:Troubleshooting|ask for help]] if you can't find answers on the wiki.}}&lt;br /&gt;
&lt;br /&gt;
Contrary to what you might be used to, the ''Dwarf Fortress'' interface uses a combination of key presses, instead of clicking through menus with the mouse, so, for example, instead of clicking on the Build menu, then on the Workshop submenu, and finally on the specific workshop, you press {{k|b}}-{{k|w}}-{{k|c}}. All the keys you can use in a menu are always shown on the screen somewhere.&lt;br /&gt;
&lt;br /&gt;
This is just the Quickstart Guide, so we skip lots of details on the UI. If you're looking for more UI help as you get deeper into your first fortress, you may also want to read this section in the [[Dwarf_fortress_mode#Gameplay_user_interface|Fortress Mode Guide]].&lt;br /&gt;
{{KeyConventions}}&lt;br /&gt;
&lt;br /&gt;
== Options menu ==&lt;br /&gt;
{{main|Dwarf_fortress_mode#Options_Screen|l1=Options screen}}&lt;br /&gt;
&lt;br /&gt;
Most basic game-related tasks (saving, keybindings, sound, etc.) are performed through the options menu, which can be reached with {{k|Esc}} from the main screen. There are usually seven available options:&lt;br /&gt;
* Return to Game: Exits the options menu (shortcut {{k|Esc}}).&lt;br /&gt;
* Save Game: Saves the game, unloads the fortress, and returns to the main menu. There is no &amp;quot;save and continue&amp;quot; option, but saves can be [[saved game folder|backed up and reloaded]].&lt;br /&gt;
* Key Bindings: Allows you to change the keys that trigger nearly any function in the game. This can appear extremely confusing to use, but it is fairly simple to navigate through (as it uses the standard arrow keys, {{k|Esc}} and {{k|Enter}}). Changing keys for menus is probably a bad idea, since this guide assumes the default keybindings &amp;amp;mdash; however, it may occasionally be useful to change navigation keybindings on some laptops (for example, changing menus to use {{k|{{=}}}} instead of {{k|+}}).&lt;br /&gt;
* Export Local Image: Saves full-size images of your fortress.&lt;br /&gt;
* Music and Sound: Controls for volume adjustment.&lt;br /&gt;
* Retire the Fortress (for the time being): {{tc|#d00|Do not select this option unless you know what you are doing!}} It retires the fortress from your control and gives control to the normal world updating process. You can later reclaim the fortress but it may not be as you left it.&lt;br /&gt;
* Abandon the Fortress to Ruin: {{tc|#d00|Do not select this option unless you know what you are doing!}} It will end your fortress permanently and return to the main menu (all progress in your fortress will be lost). Your fort and most items will remain, however, so this can be useful in extreme circumstances (e.g. when you know your fortress is doomed and want to start again) – see [[abandon]] for more information.&lt;br /&gt;
&lt;br /&gt;
Notably lacking is an &amp;quot;exit without save&amp;quot; option. Players who wish to quit and leave their previous save unchanged may manually kill the Dwarf Fortress process using the &amp;quot;die&amp;quot; command in [[Utility:DFHack|DFHack]], the Windows Task Manager (you might then have to end the process dumprep.exe), or the Unix &amp;quot;kill&amp;quot; command (on some systems, {{k|ctrl}}-{{k|\}} in the terminal running DF accomplishes the same thing). '''Do not''' attempt this while saving, as your save folder '''will''' become corrupted. Alternatively, you can make a copy of your region folder in the (DF)/data/save folder (e.g. &amp;quot;regionXX&amp;quot;) ''before saving'', save the game normally, remove the &amp;quot;regionXX&amp;quot; folder and rename the copy.&lt;br /&gt;
&lt;br /&gt;
=World Generation=&lt;br /&gt;
&lt;br /&gt;
The first thing you will need to do is [[World generation|generate a new world]]. Unlike many games, the world that your game takes place in will always be procedurally randomly generated by you or someone else - there is no &amp;quot;default&amp;quot; or &amp;quot;standard&amp;quot; world. Luckily, the basic version of this process is rather simple, and doesn't usually take too long unless your computer is a bit outdated or the world's history is set to Long or Very Long. A common new-player error is to stop the world generation once the History year counter slows down. Do not do this, as this may impede trading later on - instead, wait until the game shows that the world has been generated.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{TipBox2|titlebg=#00a|Starting World|&lt;br /&gt;
For your first game, [[World generation|generate a new world]] using the {{DFtext|Create New World!}} option in the main menu with the following options:&lt;br /&gt;
&lt;br /&gt;
* {{DFtext|World Size}} is {{DFtext|Medium|3:1}}&lt;br /&gt;
&lt;br /&gt;
* {{DFtext|History}} is {{DFtext|Short|3:1}}&lt;br /&gt;
&lt;br /&gt;
* {{DFtext|Number of Civilizations}} is {{DFtext|Medium|3:1}}&lt;br /&gt;
&lt;br /&gt;
* {{DFtext|Number of Sites}} is {{DFtext|Medium|3:1}}&lt;br /&gt;
&lt;br /&gt;
* {{DFtext|Number of Beasts}} is {{DFtext|Medium|3:1}}&lt;br /&gt;
&lt;br /&gt;
* {{DFtext|Natural Savagery}} is {{DFtext|Very Low|3:1}}&lt;br /&gt;
&lt;br /&gt;
* {{DFtext|Mineral Occurrence}} is {{DFtext|Everywhere|3:1}}&lt;br /&gt;
&lt;br /&gt;
Then hit {{k|y}} to generate the world. This should help to avoid difficulties. Note that you don't need to understand what's happening during world generation at this point. You will have an opportunity to inspect the world more closely during embark. At the end of world creation, hit {{k|Enter}} to Accept your newly created world.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
= Pre-Embark =&lt;br /&gt;
&lt;br /&gt;
:''Also see: [[Embark]]''&lt;br /&gt;
&lt;br /&gt;
'''Embarking''' is the process of choosing a site, outfitting your initial dwarves, and sending them on their way. Select {{DFtext|Start Playing}} from the main menu, then select {{DFtext|Dwarf Fortress}}. The game will go through a few screens doing various world loading and updating activities, then it will show the &amp;quot;Choose Fortress Location&amp;quot; screen. The map you see on the right is the '''World Map''' which will show you the whole world. The one in the middle is the '''Region Map''' which will show you a zoomed-in view of the part of the world indicated by the cursor in the world map.  The '''Local Map''' on the left will show a zoomed-in view of the part of the region indicated by the cursor in the region map. In the local map area there will be a highlighted embark region that you can move around with {{K|u}} {{K|m}} {{K|k}} {{K|h}} and resize with {{K|U}} {{K|M}} {{K|K}} {{K|H}}. This highlighted square is what will become your play area after you embark (This means that you cannot do or see anything outside of this area during your game). Use {{k|↑}} {{k|↓}} {{k|←}} {{k|→}} to move the region and world cursors around. Hold down {{K|Shift}} while doing this to move more rapidly.&lt;br /&gt;
&lt;br /&gt;
== Choosing a Good Site ==&lt;br /&gt;
&lt;br /&gt;
Choosing a good embark site is crucial for beginners. (Very) highly skilled players can create a functional fortress on an evil glacier, but for now, let's stick to dwarf (and newbie) friendly environments. You will want to look for certain features in your initial embark site that will make your first fort much easier to manage. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{TipBox2|titlebg=#00a|Starting Site| &lt;br /&gt;
[[File:Quickstart-good-location.png|thumb|300px|right|An example of a good starting site.]]&lt;br /&gt;
For your first game, find a site with the following properties:&lt;br /&gt;
*'''NO [[Aquifer]]''' (or at least not a heavy or varied aquifer. This is '''''very''''' important!)&lt;br /&gt;
*'''Trees:''' Woodland or Heavily Forested (or, at the very least, sparsely forested)&lt;br /&gt;
*'''Surroundings:''' Serene, calm, or at least '''not''' any evil or savage biome.&lt;br /&gt;
*A '''River'''&lt;br /&gt;
The following are also good to have, but focus on getting a decent site, not a perfect one. &lt;br /&gt;
*'''Temperature:''' Warm&lt;br /&gt;
*'''Clay or Soil''' makes farming easier when starting out&lt;br /&gt;
*'''Shallow Metals''' (That's Metals, plural, not Metal. You want more than one.)&lt;br /&gt;
*'''Deep Metal(s)''' &lt;br /&gt;
*'''Flux Stone''' For your steel industry&lt;br /&gt;
*Use {{k|Tab}} to check your neighbors and avoid places with '''towers''', '''goblins''', or other groups at war with you.&lt;br /&gt;
&lt;br /&gt;
You may want to use the {{K|f}}ind tool to help you find a site. You may find it easier to put only some of the criteria into the tool (at the very least, No Heavy/Varied Aquifer). Once the find tool has finished running, the general areas which it has found will be indicated by flashing characters on the map. (If you're not using a tileset, here's a [[DF2014:Map_legend#Biome.2FRegion_key|legend]] for the biome/region map.&lt;br /&gt;
&lt;br /&gt;
'''Notes about the find tool:'''&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Calm&amp;quot; is classified as Neutral, Low Savagery (see [[Surroundings#Combinations_of_surroundings|the chart here]] for why). The find tool will also only indicate a ''general area'' containing suitable sites, so you will still need to check the attributes manually by moving between flashing regions on the world and region maps (with the arrow keys or numpad) '''and''' by moving around on the local map (with {{k|u}} {{k|m}} {{k|k}} {{k|h}}) until you find the most suitable site.&lt;br /&gt;
&lt;br /&gt;
The find tool may take a few minutes to run. When it's done, '''press {{K|ESC}} to look at the results'''. If the world map is just covered with red flashing Xs, it means that it couldn't find an area matching your criteria. Try again with different criteria, or make a new world. What you want to see are some flashing green Xs, which are areas that match your criteria. As you move your yellow X over those suggested sites, the info bar on the right will tell you what features are present in that general area, such as sand, soil, minerals, an aquifer, etc.  Choose the one that looks best to you!&lt;br /&gt;
&lt;br /&gt;
Your highlighted embark site - the moveable rectangle shown on the leftmost map - may contain '''multiple biomes'''. If so be sure to press {{K|F1}}, {{K|F2}}, etc, to take a look at all of them (Macs and laptops may require {{k|fn}}-{{k|F1}}, depending on your settings). Each may have significantly different characteristics. Note that occasionally a site with multiple biomes may contain an aquifer which ''isn't shown in the info bar'' due to it not being in the predominant biome (the one visible with {{k|F1}}). If your site has multiple biomes, it is '''very important''' to check all of them to avoid surprises like this. Additionally, you can resize your embark area using {{k|U}} {{k|M}} {{k|K}} {{k|H}}. A 4x4 embark (the standard) is usually reasonable, but you may want to decrease the size to avoid an undesirable biome (or if your computer [[Maximizing framerate|can't handle]] a 4x4 embark).  &lt;br /&gt;
&lt;br /&gt;
See '''[[/Starting site/]]''' for more info on why these characteristics are important.}} Press {{K|e}} to embark once you're sure you have the right area highlighted on the local map.&lt;br /&gt;
&lt;br /&gt;
== Skills and Equipment ==&lt;br /&gt;
{{TipBox2|float=right|titlebg=#0a0|Optional: Preparing Carefully|If, at this point, you'd like to get into all of the details of picking individual skills and equipment for your expedition, select {{DFtext|Prepare for the journey carefully}} and see '''[[Quickstart_guide/Preparing_carefully|Preparing carefully]]''' for instructions. '''This is completely optional'''.&lt;br /&gt;
And preparing carefully makes little difference in the long run, especially without experience as to what to change.}}&lt;br /&gt;
&lt;br /&gt;
Now the '''Prepare for the Journey''' screen should appear. You will be given the choice to either:&lt;br /&gt;
*{{DFtext|Play Now!}}&lt;br /&gt;
*{{DFtext|Prepare for the journey carefully}}.&lt;br /&gt;
&lt;br /&gt;
Selecting {{DFtext|Play Now!}} will start you out with a default set of equipment that is reasonably safe, allowing you to skip having to set up your skills and equipment. If you'd like to get going now, just select that option.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=A Minimal Fortress=&lt;br /&gt;
[[File:Quickstart-map-starting.png|thumb|right|Starting out. In this example, the dwarves will be digging out an entrance tunnel in the sandy cliff on the right. (You can use {{K|Tab}} to show or hide the overview map.)]]&lt;br /&gt;
&lt;br /&gt;
At this point, you have embarked, and your dwarves have arrived at their destination. You will see your dwarves clustered around their wagonful of supplies, somewhere near the center of your map. '''Immediately hit {{K|Space}} to pause the game''' unless it is already paused.&lt;br /&gt;
&lt;br /&gt;
==Surveying the Area==&lt;br /&gt;
'''Do not unpause the game just yet.''' Take a look around. Use the {{K|k}} command and the arrow keys (remember that {{k|Shift}}+arrow keys will move faster). Look up and down a few [[z-level]]s with {{K|&amp;amp;lt;}} and {{K|&amp;amp;gt;}} ({{k-|Shift|,}} and {{k-|Shift|.}} on many keyboards). The mousewheel will zoom the map in and out. Place the cursor on various tiles to familiarize yourself with what the symbols mean.  If you get lost, you can press {{K|F1}} (or {{k-|Fn|F1}} on some systems) to return to the wagon.  (You can define more [[hotkeys]] later, to jump quickly to other sites of interest.) Notice the terrain features, the vegetation, and any minerals visible. If you chose a site with flowing water, where is it? What about pools of water? The more carefully you examine your site before breaking ground, the better off you will be.&lt;br /&gt;
&lt;br /&gt;
Remember that this is more of a simulation than a game.  It is not &amp;quot;play balanced&amp;quot;, and you can very easily find yourself in impossible situations. That is all part of the [[fun]], because even when you lose, you create an interesting story. Your wagon serves as the initial meeting area for your dwarves. Since you should have started in a non-freezing, calm (low savagery), non-evil biome, you shouldn't face any immediate danger, but if for some reason the area around your wagon proves to be unsafe, immediately designate another meeting zone using {{K|i}} (see [[#Temporary Meeting Area|Temporary Meeting Area]] below).&lt;br /&gt;
&lt;br /&gt;
==Controlling Your Dwarves==&lt;br /&gt;
The first thing to keep in mind is that, for the most part, you can't directly control your dwarves the way you control characters in a typical fantasy RPG. Instead, you '''designate''' things that need to be done and then dwarves with the appropriate labor assignments will decide what to do. &lt;br /&gt;
&lt;br /&gt;
Some tasks receive a higher priority. For example, if a dwarf needs to eat, then he will go eat, and only get around to digging a tunnel once he is done eating. It is also possible to designate things that no dwarf is able to do. For example, if you designate an area to mine, but no dwarf has mining as one of his allowed labors, or no dwarf has a [[pick]], then the mining will never get done, and the game will not always advise you of why.&lt;br /&gt;
&lt;br /&gt;
So, what you are doing throughout the game is essentially giving your dwarves a detailed group-wide to-do list, but it's up to them to figure out which one of them will execute any given task if the task is even possible. Often many of the details of how a task is performed (such as exactly which rock will be used to make crafts) are left up to them (though you ''can'' specify the details of tasks, such as the material or design, in the {{k|d}}etails menus in workshops).&lt;br /&gt;
&lt;br /&gt;
===''Stout Labor''===&lt;br /&gt;
{{TipBox2|float=right|titlebg=#0a0|Keybindings|&lt;br /&gt;
If you're on a laptop (or using a restricted keyboard), you may notice that using {{k|+}} to scroll upward on some menus is inconvenient, since it requires the {{k|Shift}} key. Fortunately, this is easy to change by modifying your [[key binding]]s:&lt;br /&gt;
# Press {{k|Esc}} to access the [[#Options menu|options menu]] and select {{DFtext|Key Bindings}}&lt;br /&gt;
# Select {{DFtext|General}}, scroll down to {{DFtext|Move secondary selector down}} (using the arrow keys), move right, and select {{DFtext|Add binding}}&lt;br /&gt;
# Press {{k|1==}} and select either option that appears. (Technically, you can choose any key you like at this point. However, {{k|1==}} (equals) is probably a good choice, since it's next to {{k|-}}, if you are using an American keyboard, and isn't used for anything else in menus.)&lt;br /&gt;
# Scroll down, select {{DFtext|By letter: +}}, and press {{k|Backspace}} (or {{k|Delete}}, depending on your keyboard)&lt;br /&gt;
# Press {{k|Esc}} and select {{DFtext|Save and exit}}&lt;br /&gt;
You can now use {{k|1==}} instead of {{k|+}} to scroll these types of menus (including the labors menu), which can be significantly easier than using {{k|+}} on certain keyboards.&lt;br /&gt;
}}&lt;br /&gt;
{{TipBox2|float=right|titlebg=#aa0|Utilities|2=&lt;br /&gt;
You may have noticed that the UI for managing dwarves is a bit difficult to use. There are a few utilities available for this purpose (for Windows, Mac OS X, and most Linux systems): &lt;br /&gt;
* '''[[Utilities#Dwarf_Therapist|Dwarf Therapist]]''' can make labor management considerably easier, especially when you're dealing with twenty times the number of dwarves you have now. It can group and sort dwarves by multiple attributes and display their preferences, mood, and more.&lt;br /&gt;
* '''[[Utility:DFHack|DFHack]]''' includes &amp;quot;Dwarf Manipulator&amp;quot;, a UI for managing labors. It has fewer features than Dwarf Therapist, but displays much of the same information and is adequate for normal use. In addition, it is accessible from within DF via {{k-|u|l}}, eliminating the need to constantly switch between applications.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Labors''' are how you control what types of tasks a dwarf will do. For example, if the [[Fishing]] labor is enabled for a dwarf, that dwarf is allowed to engage in fishing. When dwarves are idle, it could be because you haven't given them anything to do, or it could be because none of the idle dwarves have been told that they're allowed to do the types of tasks you've designated. For example, if you designate an area to mine, but none of the dwarves have the mining labor enabled, they will all just sit around ignoring your mining designation, thinking that it isn't their job. Dwarves will automatically have some labors enabled if they start out with skill in those labors, and some labors (such as hauling and cleaning) are enabled for all dwarves by default. This is why you didn't need to enable any labors on dwarves to get them to haul and mine, but later you may need a labor that no dwarf is currently capable of. Look over your dwarves' assigned [[labor]]s: Press {{K|v}} (View Units) then place the cursor on a dwarf. Now, press {{K|p}}-{{K|l}} for &amp;quot;preferences: labors&amp;quot;. You will see a list of labor categories that you can navigate using {{K|-}} and {{K|+}}. You can enter each category with {{k|Enter}} (except for mining, which is a single labor), toggle each labor off and on with {{K|Enter}}, and get back out with {{K|Esc}}. After exiting the View Units menu, you can use {{K|u}} (the units screen) to help you locate dwarves. Hit {{K|u}}, select a dwarf, hit {{K|z}} for &amp;quot;zoom to creature&amp;quot; and you'll automatically be placed in view mode on that dwarf. (Then use {{K|p}}-{{K|l}} to get to the labor configuration menu if necessary.)&lt;br /&gt;
&lt;br /&gt;
Even if no dwarves have the corresponding skills, ensure the following labors are set as specified:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Category&lt;br /&gt;
! Labor&lt;br /&gt;
! Dwarves Assigned&lt;br /&gt;
|-&lt;br /&gt;
| Woodworking || [[wood cutter|Wood Cutting]] || 1 or more&lt;br /&gt;
|-&lt;br /&gt;
| Stoneworking || [[engraver|Stone Detailing]] || 1 or more&lt;br /&gt;
|-&lt;br /&gt;
| Hunting/Related || [[ambusher|Hunting]] || 0 (disabled for all)&lt;br /&gt;
|-&lt;br /&gt;
| Farming/Related || [[wood burner|Wood Burning]] || 1 or more&lt;br /&gt;
|-&lt;br /&gt;
| Farming/Related || [[herbalist|Plant Gathering]] || 1 or more&lt;br /&gt;
|-&lt;br /&gt;
| Fishing/Related || [[fisherdwarf|Fishing]] || 0 (disabled for all)&lt;br /&gt;
|-&lt;br /&gt;
| Metalsmithing || [[furnace operator|Furnace Operating]] || 1 or more&lt;br /&gt;
|-&lt;br /&gt;
| Metalsmithing || [[armorsmith|Armoring]] || 1 or more&lt;br /&gt;
|-&lt;br /&gt;
| Metalsmithing || [[weaponsmith|Weaponsmithing]] || 1 or more&lt;br /&gt;
|-&lt;br /&gt;
| Metalsmithing || [[blacksmith|Blacksmithing]] || 1 or more&lt;br /&gt;
|-&lt;br /&gt;
| Metalsmithing || [[metal crafter|Metalcrafting]] || 1 or more&lt;br /&gt;
|-&lt;br /&gt;
| Jewelry || [[gem cutter|Gem Cutting]] || 1 or more&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
It's important to disable fishing and hunting until you have your initial fort completed &amp;amp;mdash; dwarves with these labors enabled will constantly be outside attempting to perform them. When you're first starting out you don't want dwarves wandering around alone where they can get killed (in addition, they won't be doing anything useful, like hauling). Note that ''any'' unskilled dwarf can perform any labor given the necessary equipment and materials. Dwarves with no skill will simply be slow and produce a smaller quantity of lower-quality goods in a given time period, but they will gain skill points as they do so.&lt;br /&gt;
&lt;br /&gt;
==Strike The Earth!==&lt;br /&gt;
{{TipBox2|titlebg=green|float=right|Getting your dwarves to safety|&lt;br /&gt;
As you now know, you can't control your dwarves directly. So how do you tell them to get inside your newly dug rooms?&lt;br /&gt;
*[[Activity_zone#Meeting_area|Meeting Area]] You can designate a Meeting Area zone inside the new rooms. Press {{k|i}}, then draw the rectangle to create a zone. Afterwards make it a Meeting Area. ''See also the [[zone]] page for more information.''&lt;br /&gt;
*[[Stockpiles]] (see [[Quickstart_guide#Stockpiles|below]]) Stockpiles tell your dwarves where to put things. Create a stockpile for everything, and dwarves will start to haul all your items there.}}&lt;br /&gt;
Decide where you will build your main entrance. Generally, you will want to get all your dwarves and supplies inside a protected area as quickly as possible. The best strategy is to put the entrance near your wagon to speed up the process of hauling all of your supplies inside.&lt;br /&gt;
&lt;br /&gt;
The {{K|d}}esignations menu allows you to select areas to dig. There are multiple methods of digging:&lt;br /&gt;
* '''[[Mining]]''' removes solid, floor-to-ceiling terrain (natural 'walls') on the z-level selected, leaving behind a rock or soil surface (also referred to as a natural floor). This does '''not''' do anything in areas without natural walls (for example, the surface or previously-mined areas).&lt;br /&gt;
* '''[[Channel]]ing''' removes ''natural'' (rock/soil) floors (either created naturally or by mining) and creates a ramp (▲) on the z-level below. Note that you will see a down arrow (▼) on the current z-level, indicating a ramp on the level below. (For best results, ensure that the area below is unrevealed, i.e. black).&lt;br /&gt;
&lt;br /&gt;
To designate an area for digging:&lt;br /&gt;
#Hit {{K|d}} to bring up the [[Designations Menu]].&lt;br /&gt;
#Hit {{K|d}} to mine or {{k|h}} to channel (see above)&lt;br /&gt;
#Place the cursor on one corner of the rectangular area you want to designate and press {{K|Enter}}.&lt;br /&gt;
#Move the cursor to the other corner of the rectangle and press {{K|Enter}}. A rectangle will be highlighted and a miner will start to dig out this area once you exit the menu (with {{K|Esc}}) and unpause the game with {{K|Space}}.&lt;br /&gt;
&lt;br /&gt;
This is basically how all of the designation commands work. Everything has to be designated one rectangle at a time, but rectangles can be many tiles wide. After you press {{K|d}} to designate, make sure it's set to &amp;quot;Standard&amp;quot; in the settings at the bottom, rather than &amp;quot;Marker only.&amp;quot; You can set this with {{K|m}}. If it's set to &amp;quot;Marker only&amp;quot;, the designation will not be carried out.&lt;br /&gt;
&lt;br /&gt;
[[File:Digging Channeling tiles.PNG|200px|thumb|right|Demonstrating the difference between mining and channeling. Mining creates empty space on the same level where it is designated. Channeling creates empty space in the level below, clearing the floor. The levels are connected by up/down ramps. ]]&lt;br /&gt;
&lt;br /&gt;
{{TipBox2|titlebg=red|float=left|Channeling|&lt;br /&gt;
Note that channeling can be [[fun|dangerous]]. Unless you know what you're doing, you should only ever make a pit one z-level deep. If you dig a pit multiple z-levels deep, only the lowest level will have an upward [[ramp]], which is not enough for dwarves to leave the pit. (Dwarves can [[climb]] out in some circumstances, but this is unreliable.) &lt;br /&gt;
&lt;br /&gt;
&amp;lt;diagram&amp;gt;&lt;br /&gt;
Pit depth: 1 z-level  2 z-levels  2 z-levels&lt;br /&gt;
Ground[%26]      [#2:1]__[#4:1][%31][#2:1]__       __ __       __ [#4:1][%31][#2:1]_&lt;br /&gt;
             [#6:1][@4:1][%178][%178][#4:1][@][%30][#6:1][@4:1][%178][%178][@#]       [#6:1][@4:1][%178][%178][#4:1][@][%31][#6:1][@4:1][%178][%178][@#]       [#6:1][@4:1][%178][%178][#4:1][@][%31][#6:1][#4:1][@][%30][#6:1][@4:1][%178][@#] &lt;br /&gt;
             [#6:1][@4:1][%178][%178][%178][%178][%178][@#]       [#6:1][@4:1][%178][%178][#4:1][@][%30][#6:1][@4:1][%178][%178][@#]       [#6:1][@4:1][%178][%178][#4:1][@][%30][#6:1][@4:1][%178][%178][@#] &lt;br /&gt;
                         [#6:1][@4:1][%178][%178][%178][%178][%178][@#]       [#6:1][@4:1][%178][%178][%178][%178][%178][@#] &lt;br /&gt;
&amp;lt;/diagram&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This diagram shows the cross-section (side view) of 1x1 pits channeled 1 z-level deep, 2 z-levels deep and the correct way to do a 2 z-level deep ramp. The appearance of &amp;quot;downward ramps&amp;quot; can be confusing as there is no such thing - the down arrow indicates a ramp on the level below. Dwarves in the first pit can walk up the ramp to ground level and escape, while dwarves in the second pit cannot use the ramp at all. The third pit lets dwarves walk back to the surface again since the two ramps are offset to produce a continued slope. In short, channels (particularly channels multiple z-levels deep) can be dangerous. Digging an entryway from the surface level is one of the few times you'll ever need to channel.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;Stairs can also be used for an entryway, but channels allow [[wagon]]s entry to your fortress.&amp;lt;/small&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
If your wagon is near a [[cliff]] or hill (generally speaking, any difference in levels, usually shown by the existence of natural ramps), you can just designate a tunnel to mine ({{K|d}}-{{K|d}}) into the cliff to create an entryway. If the wagon is surrounded by flat terrain, [[channel]] out a 3x3 rectangle on the surface with {{K|d}}-{{K|h}} to create a sort of pit with ramps on the edges, then go down one z-level with {{K|&amp;amp;gt;}} and tunnel into one wall of the pit (with {{K|d}}-{{K|d}}) to create your entry.&lt;br /&gt;
&lt;br /&gt;
Dig a hallway one tile wide and ''at least'' 10 long, ideally more like 20 ({{k|Shift}} moves 10 tiles when digging, so this can be easily accomplished by pressing {{k|Shift}}+an arrow key twice). This will be your entryway.&lt;br /&gt;
&lt;br /&gt;
Your entryway defines the boundary between your safe and protected inner fort, and the big, bad, outside world. You want this to be your only entrance, so that you only have to worry about defending this one opening. A somewhat-outdated video guide to starting a fortress can be found [https://www.youtube.com/watch?v=CLYDcuk29bE&amp;amp;feature=plcp here]. (Note that this applies to v0.34.11, not v{{current/version/ns}}, so some parts may be inaccurate in the current version.)&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
=== ''Additional miners'' ===&lt;br /&gt;
Mining will go faster if you have more than one dwarf doing it. By default, only one dwarf has the Mining labor enabled, but this can be changed fairly easily: &lt;br /&gt;
* Choose a dwarf that isn't doing anything especially useful (the fish cleaner is a good choice for a beginning fortress, but you can always change your mind if you end up with a useless peasant later on)&lt;br /&gt;
* Press {{k|v}}, navigate to the dwarf, and press {{k|p}}-{{k|l}}&lt;br /&gt;
* Enable the &amp;quot;Mining&amp;quot; option (see [[#Stout Labor|Stout Labor]] above)&lt;br /&gt;
* Exit with {{k|Esc}}&lt;br /&gt;
The next time you designate an area for mining, both of your miners should start working (assuming they're not busy doing something else).&lt;br /&gt;
&lt;br /&gt;
'''Notes:'''&lt;br /&gt;
* Each miner requires a [[pick]]. A standard embark comes with 2 picks. If you want more than two miners, you'll need to forge more picks (forging is covered later in this guide). Two miners should be adequate for most fortresses, but more miners can add reliability (for when a miner decides to sleep) and speed. For now, you'll almost never need more than two miners, but you'll want more once your fortress expands.&lt;br /&gt;
* If you're digging a one-tile-wide hallway, only one miner can work from an end.&lt;br /&gt;
* Mining, Wood Cutting, &amp;amp; Hunting labors are mutually exclusive - a dwarf can only have up to one of these professions active at a time. For this reason, it's not recommended to make your only woodcutter a miner, since they won't be able to cut wood anymore.&lt;br /&gt;
&lt;br /&gt;
==Delving Secure Lodgings==&lt;br /&gt;
Near the middle of the entry tunnel, build a 5x5 room, and link it to the entrance tunnel with a 3-tile-wide passageway. Expand the main entry tunnel to ''three'' tiles wide from the entrance of the new room to the outside entry. At the end of the entry tunnel, dig a small room, which will later become your main stairwell. Two tiles past that, dig a larger room, which will later become your general stockpile, and connect it to the stairwell with a narrow passageway.&lt;br /&gt;
&lt;br /&gt;
[[File:Quickstart lodgings 1.png|thumb|right|An example layout, as described in this section. Note the 3-tile wide passage - this allows merchants to access your depot, which will go in the 5x5 room. Note that the turn also needs to be 3 tiles wide; otherwise, wagons won't be able to access the room.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== ''Room dimensions'' ===&lt;br /&gt;
Apart from wagon access (3 tiles wide), the trade depot (5x5), and other workshops (3x3), there are no fixed dimensions you need to worry about. The lower limiting factor is the traffic your tunnels receive (dwarves may have to start climbing over each other), and the space your rooms need (stockpiles, tables/chairs, livestock). The practical maximum size is limited by how long it takes your miners to dig the rooms out, especially if they're digging in stone instead of soil (digging through soil is much faster). Most sites have at least one level soil layer below ground level, which is where you're digging right now, but as you dig deeper you'll hit stone (if you haven't already), and digging will become slower. In most fortresses, even the main hallways never need to be wider than 3 tiles, and needing more than 3 tiles of stairs per floor is very rare. A 3x3 per floor staircase (9 stairs!) is absolute overkill for anything but 20-year-old 300-resident capitals. For most tunnels in your fortress, 2 tiles wide will be sufficient, and many will be fine at just 1 tile wide. 11x11 is a convenient size for stockpile rooms, as the {{k|Shift}}+arrow keys move the cursor 11 tiles. However, something smaller is perfectly fine for rarer stockpiles, offices, and small dining rooms. Commoners’ bedrooms need not be larger than the amount of furniture you want inside.&lt;br /&gt;
&lt;br /&gt;
=== ''Mining safety'' ===&lt;br /&gt;
While mining, take care to avoid digging into [[water]]. Dwarves are usually poor swimmers, and are unlikely to escape from an underground flood. However, it is safe to mine ''next to'' underground water, as long as you leave at least one &amp;quot;wall&amp;quot; tile between them (see the picture to the right). You can also mine one z-level under a body of water (for example, mining under a river), but you will have to designate each tile individually because DF automatically cancels digging of newly-revealed &amp;quot;damp&amp;quot; tiles (tiles are considered damp when they are adjacent to a water tile, regardless of whether the water tile is on the same z-level or not).&lt;br /&gt;
&lt;br /&gt;
Also note that '''water can flow diagonally''':&lt;br /&gt;
&amp;lt;diagram&amp;gt;&lt;br /&gt;
[#00f]≈[#]▓.▓   [#00f]≈[#]▓.▓&lt;br /&gt;
▓▓.▓   ▓..▓&lt;br /&gt;
      &lt;br /&gt;
[#0f0]ok[#]     [#f00]flood[#]&lt;br /&gt;
&amp;lt;/diagram&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== ''Stockpiles'' ===&lt;br /&gt;
[[File:Quickstart-custom-stockpile.png|right|thumb|Keep corpses, refuse, stone and wood out of general use stockpiles. You can come back and change the settings on this stockpile using {{K|q}}, selecting the stockpile, then pressing {{K|s}}. Try to remember to come back here to disable/forbid types of things as you create more specific stockpiles for them.]]&lt;br /&gt;
'''Stockpiles''' are very important. These areas are where your dwarves will drop things for storage when they aren't needed elsewhere. To create a '''general purpose stockpile''' for your first storage area:&lt;br /&gt;
#Hit {{K|p}} to open the Stockpiles menu.&lt;br /&gt;
#Use {{K|t}} to change the [[Stockpile#Custom_stockpiles|custom stockpile]] settings to {{K|e}}nable everything but '''Corpses''', '''Refuse''', '''Stone''', '''Gems''', and '''Wood'''. Use directional keys, {{K|e}}nable, {{K|d}}isable to do this.&lt;br /&gt;
#{{k|Esc}} out of that screen back to the stockpiles menu.&lt;br /&gt;
#Hit {{K|c}} to select Custom Stockpile, if it isn't already selected.&lt;br /&gt;
#Designate the whole 11x11 storage room as a custom stockpile. This works just like designating an area to dig: place the cursor on one corner of the room, hit {{K|Enter}}, move to the opposite corner, and hit {{K|Enter}} again.&lt;br /&gt;
#Press {{K|Esc}} to get out of the Stockpiles menu.&lt;br /&gt;
Once you exit the stockpiles menu and unpause, you should see dwarves running off to haul everything from your wagon into the new stockpile area. Later, if you like, you can change what sort of things the stockpile accepts by hitting {{K|q}} (Set Building Tasks/Prefs), placing the cursor on the stockpile, then pressing {{K|s}} to get to the stockpile settings.&lt;br /&gt;
&lt;br /&gt;
It is particularly important to '''keep wood, stone, refuse, and corpses out of your general purpose stockpile''', so you may want to double check to make sure all of these things are disabled in the stockpile settings. Failure to keep these things out of this stockpile will rapidly fill it up, causing workshops to become cluttered when dwarves can't store things in the stockpile.&lt;br /&gt;
'''Note:''' When assigning stockpiles, you should make sure they're in a vacant area (i.e. the tiles should not have any items already stored on them). Dwarves will not haul items to occupied tiles, so make sure the area is vacant (and already mined out) before assigning a stockpile.&lt;br /&gt;
&lt;br /&gt;
=== ''Stairways'' ===&lt;br /&gt;
&lt;br /&gt;
{{TipBox2|float=right|titlebg=#0a0|width=45%|Up, Down, Up/Down: Types of Stairs|&lt;br /&gt;
In Dwarf Fortress, every [[z-level]] is composed of a [[floor]] and a [[wall]] (or &amp;quot;space between floors&amp;quot;). The confusingly named &amp;quot;down&amp;quot; and &amp;quot;up&amp;quot; [[stairs]] have nothing to do with the direction creatures can move to; instead, down stairs penetrate floors, while up stairs penetrate walls. Up/down stairs penetrate the wall and the floor below. ''(note the picture to the left)''&lt;br /&gt;
&lt;br /&gt;
Consequently, you will normally use up/down stairs, and use down and up stairs only for the top and bottom-most level of your staircase respectively. If you're not sure whether you want to expand the staircase in the future, use up/down stairs at the end.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Designate a downward [[Stairs|stairway]] in the room you dug out for the stairwell (''not'' the 5x5 room that you dug out earlier) with {{K-|d|j}}. Notice that after your miner digs the stairway, it doesn't automatically create another stairway on the z-level below. If you hit {{K|&amp;amp;gt;}} to move the view down a z-level you'll see that there's no stairway below, but there is a revealed tile of rock/soil. Because of the down stairway that was dug, this tile is now accessible to miners. You can then designate an up/down stairway on it with {{K-|d|i}} and the miner dwarf will dig it out. Below that you can then dig out another up/down stairway and so on. For now just dig down one level; we will deepen the stairwell later.&lt;br /&gt;
&lt;br /&gt;
[[Image:DF2014 Terraform.png|thumb|left|600px|''This is how the different stairs would look like from the side.'']]&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Temporary Meeting Area==&lt;br /&gt;
[[File:Quickstart lodgings 2.png|thumb|right|An example meeting area. Note that this layer has a different type of soil than the layer above - this can happen often. Also note that the &amp;quot;north&amp;quot; side of this room is directly below the lake in the level above, but no water is present.]]&lt;br /&gt;
&lt;br /&gt;
On the second z-level below ground (the one below the stockpile level, which you just reached with the staircase), dig a short, 3-tile wide passageway (this only needs to be 1-2 tiles long). Past that, dig out a room between 5x5 and 7x7, leaving room to enlarge it in at least one direction in the future. Using the {{k|i}} key, create an activity zone in the room you just created, filling the entire room (be careful not to make this too small lest your [[overcrowding|overcrowded]] animals start fighting). This works much like creating a stockpile except that you draw the rectangle before defining what the area is for. Draw the rectangle, filling the entire room, and set it to be a {{K|m}}eeting area. Your idle dwarves will hang around in this area, hopefully keeping them inside the fort and out of trouble. &lt;br /&gt;
&lt;br /&gt;
NOTE: Again, make sure your [[DF2014:Activity_zone|activity zones]] is already mined out before attempting to designated the meeting area.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Refuse==&lt;br /&gt;
[[File:Dwarf fort tut miasma.jpg|thumb|right|Avoiding [[Miasma]]]]&lt;br /&gt;
Outside your fort entrance, use {{K|p}} followed by {{K|r}} to create a stock{{K|p}}ile for [[Stockpile#Refuse|{{K|r}}efuse]] ''at least'' 5x5 in size. This should be outside in the open or you will have problems with [[Miasma]]. If you do not disable [[vermin]] (Item Types -&amp;gt; remains), you will probably have to expand it later as it will fill up with vermin remains rather quickly. If you are seeing refuse appear in your general-purpose stockpile instead of the refuse pile, use {{K|q}} on the general stockpile and check its {{K|s}}ettings to make sure refuse has been disabled.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Food==&lt;br /&gt;
&lt;br /&gt;
To keep functioning, your dwarves require constant supplies of food and drink. You can use the {{k|z}} stock screen to monitor how much food and drink are available. Luckily, your dwarves will eat almost everything raw, including plants.&lt;br /&gt;
&lt;br /&gt;
===''Farming''===&lt;br /&gt;
For a reliable, long-term food and alcohol supply, you'll need to set up a farm. Dig out a medium-sized room in a [[soil]] layer (including sand, clay, loam, silt, peat, and ooze) accessible from inside your existing fortress. 5x5 is a good size to start with, but you'll want to leave room to expand in at least one direction. You must pick an ''underground'' area with mud or soil*. Placing this near the stockpiles is more efficient, since farmers won't need to travel as far.&lt;br /&gt;
&lt;br /&gt;
[[File:Quickstart layout 3.png|thumb|right|A 5x5 room with a 3x3 farm plot]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- EXPAND (maybe with help for locating soil, etc --&amp;gt;&lt;br /&gt;
&amp;lt;sub&amp;gt;* Hopefully you have chosen a site with a soil layer, which will make farming much easier, but if not you will need to [[Irrigation|irrigate]] to create the required mud on stone floors.&amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Use {{K|b}}-{{k|p}} to build a 3x3 [[Farming|farm plot]] in the room you just created. Notice that some types of buildings (as well as most constructions) are not designated corner-to-corner like digging designations, stockpiles, or activity zones. Instead, you define the length and width of the building using {{K|u}}{{K|m}}{{K|k}}{{K|h}} and position it with the directional keys. Use {{K|u}}{{K|m}}{{K|k}}{{K|k}} to make the plot 3x3 and position it in the room, ideally near the wall to leave space for more plots later on.&lt;br /&gt;
&lt;br /&gt;
Remember that you must enable the {{DFtext|Farming (Fields)}} labour for at least one dwarf or the farm plot won't get built and farming will not take place. (If you selected &amp;quot;Play Now&amp;quot; earlier then you will start with a dwarf with farming enabled.)&lt;br /&gt;
&lt;br /&gt;
{{K|Esc}} out of the build menu and wait for the farmer dwarf to create the plot. Once the plot is built, use {{K|q}} to set the plot to grow [[plump helmet]]s during all seasons. You can use {{K|+}} and {{K|-}} to select plump helmets (pressing {{k|-}} once should do the trick). Select with {{K|enter}}. '''You will need to press {{K|a}}, {{K|b}}, {{K|c}}, {{K|d}} and select Plump Helmets for each season''' &amp;amp;mdash; otherwise you'll end up with an idle field for 3/4ths of the year.&lt;br /&gt;
&lt;br /&gt;
Later, if you are curious what is planted in each plot this season and how much, select the [[Controls_guide#View_items_in_buildings.2C_t|View Items in Buildings]] command {{K|t}} and move to the farm plot.&lt;br /&gt;
&lt;br /&gt;
Note that a default embark starts with ''five'' plump helmet seeds &amp;amp;mdash; for now, only half of your field will end up being planted. Eventually, as your dwarves consume plump helmets, more seeds will become available and will be automatically planted by an unoccupied farmer.&lt;br /&gt;
:''For more troubleshooting tips, see [[How do I build a farm]]''&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== ''Emergency food sources'' ===&lt;br /&gt;
Occasionally, even with a working plump helmet farm, you may experience food shortages. For now, you should have plenty of food on hand left over from embarking. However, if you ever run low on food, there are a few ways to obtain more:&lt;br /&gt;
&lt;br /&gt;
==== ''Plant gathering'' ====&lt;br /&gt;
If you have shrubs ({{raw tile|&amp;quot;|2:0}}) growing above ground, you can harvest plants from them. Note that this requires a dwarf with the {{dftext|Plant gathering}} labor enabled (under {{dftext|Farming}}), and time (this can take a while for an inexperienced dwarf, and it doesn't always yield edible plants). To start, {{k|d}}esignate some {{k|p}}lants to be gathered on the surface (similar to selecting an area for mining, except it only selects plants in the given rectangle). Once processed, some will leave behind harvested plants (often edible berries).&lt;br /&gt;
&lt;br /&gt;
====''Butchering''====&lt;br /&gt;
If you suddenly run low on food, butchering an animal is another option. Build a [[butcher]] shop ({{k|b}}, {{k|w}}, {{k|u}}) and mark one of your animals for slaughtering (press {{k|v}}, move the cursor to the animal, then press {{k|p}}, {{k|s}}). A dwarf with the butchering labor enabled will haul the animal off to the butcher's shop, work for a while, and produce neat stacks of meat products.&lt;br /&gt;
&lt;br /&gt;
==Building material==&lt;br /&gt;
Initially, [[wood]] is probably a good choice for building material, as it's lightweight and can be easily obtained. You will need plenty of building materials as your fortress grows, but wood will suffice for now. If you are unable to locate enough wood (or if you run out of trees, which is unlikely at this point), extend your staircase down to a stone level ({{k|d}}-{{k|i}}) and mine out a small area (at least 5x5) to obtain stone.&lt;br /&gt;
&lt;br /&gt;
Even if you don't have trees, you can obtain 3 logs from your embark wagon. Press {{K|q}}, place the cursor on your wagon, and hit {{K|x}} to deconstruct it. This will flag the wagon for disassembly. Eventually a carpenter will come along and turn the useless wagon into 3 units of wood. (Removing other buildings is done the same way.)&lt;br /&gt;
&lt;br /&gt;
===''Woodcutting''===&lt;br /&gt;
{{Update in next major version}}&lt;br /&gt;
Assuming your site has [[tree]]s above ground, now is a good time to start obtaining wood. Create a stock{{K|p}}ile for {{K|w}}ood outside your entrance (preferably near to it). As it will only be temporary, don't make it too big (maybe 5x3, or 15 tiles total). Later, you will move this closer to your carpenter's workshop (once you build one), so don't worry about placement too much. Also near the entry, designate a couple of trees to be chopped down with {{K|d}}-{{K|t}}. One tree will produce many logs, so only designate three to five at this point. If you designate too many trees, your woodcutters will spend all of their time chopping them down and hauling the resulting logs, instead of doing other work. As soon as one tree is cut down and its wood stored in a stockpile, you can proceed to the next step (your woodcutter will continue cutting down any remaining designated trees).&lt;br /&gt;
&lt;br /&gt;
==Drinks==&lt;br /&gt;
Drinks can be more problematic than food, since they require more preparation (except for [[water]], that is). In warmer weather, you can specify a &amp;quot;water source&amp;quot; activity zone ({{k|i}}-{{k|w}}) around a lake or river on the surface to keep your dwarves from dying of thirst, but dwarves deprived of [[alcohol]] slow down and become unhappy. In addition, drinking outside can be dangerous &amp;amp;mdash; dwarves running outside constantly risk running into wild animals, or worse. Creating a [[still]] to brew alcohol is the simplest solution to these problems.&lt;br /&gt;
&lt;br /&gt;
You need a [[brewer]] to brew drinks. Unfortunately, your brewer is also your woodcutter (with a default embark), who is busy cutting down trees. You will want to make a different dwarf your brewer instead, since both your brewer and woodcutter will be busy (and one dwarf can't do both jobs at the same time).&lt;br /&gt;
# Find your woodcutter in the {{k|u}}nits list, select it, and press {{k|z}} (this selects the dwarf without you having to search your entire map). Use the {{k|p}}-{{k|l}} menu to disable brewing (located under &amp;quot;Farming/related&amp;quot; &amp;amp;mdash; you can navigate this menu with the {{k|+}} and {{k|-}} buttons).&lt;br /&gt;
# Pick another dwarf that isn't doing anything useful. Right now, this can probably be your fish cleaner, but you can change this as soon as some migrants arrive (by following these steps again).&lt;br /&gt;
# Use the {{k|u}}-{{k|z}}-{{k|p}}-{{k|l}} menu again to enable brewing on the new dwarf.&lt;br /&gt;
&lt;br /&gt;
[[File:Quickstart still 1.png|thumb|right|A completed still]]&lt;br /&gt;
Assuming you have building materials available (which you will if your woodcutter has been doing their job), you can now create a still:&lt;br /&gt;
# Dig out a 3x3 area connected to the farm plot.&lt;br /&gt;
# Use {{k|b}}-{{k|w}}-{{k|l}} to build a still. Position it in the 3x3 area you just created and press {{k|Enter}}.&lt;br /&gt;
# Use {{K|Enter}} to select a building material for the still (this is probably one of the logs you just cut down by default).&lt;br /&gt;
# Use {{k|Esc}} to exit the menu, and unpause the game.&lt;br /&gt;
After a short delay, your new brewer should run off, drag a log over to the workshop site, and build the workshop. (This is also how building other workshops works, but you won't need to do that yet).&lt;br /&gt;
&lt;br /&gt;
To brew drinks, use {{k|q}} to select the still and press {{k|a}}dd task-{{k|b}}rew drink. '''This will not work yet''', since you don't have any empty barrels or rock pots, but you should start brewing in the first six months (see [[Calendar]] and [[Status]]).&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Pasture==&lt;br /&gt;
{{TipBox2|float=right|Grazers|&lt;br /&gt;
If you aren't sure whether or not an animal is a grazer, you can check {{catlink|Grazer|this category}}. (You can also [[Special:search|search]] for the animal on this wiki.)&lt;br /&gt;
}}&lt;br /&gt;
If you have any grazing animals with you, such as the draft animals used to pull your wagon, they will die if they are kept away from grass for too long. Use {{K|i}} to create a Pe{{K|n}}/[[Pasture]] zone over a grassy area outside and assign your grazing animals to it using {{K|N}} (while still selecting the zone). This area needs to be about 10x10 or so to ensure they have enough grass and don't trample it all. The amount of grass required varies greatly, depending on the type(s) of animals being pastured.  If you intend to keep grazing animals permanently, you may need vastly larger pastures later.  As an alternative, you might wish to [[Butcher's shop|slaughter]] your largest animals for food and materials.&lt;br /&gt;
&lt;br /&gt;
==Designing your first fortress==&lt;br /&gt;
While this guide recommends a vertical fortress design around a central stairwell, with each z-level being used for a particular purpose, it is not really that important to use this design for your first fortress. Therefore, feel free to put any of the areas described in the rest of this guide on your main level or wherever you want as long as dwarves can get to them without going outside the fort. In other words, you can think of the &amp;quot;levels&amp;quot; described in the guide more as areas that can really all be on the same level if you have space. Later you can ponder over what makes things most efficient, but for now just do whatever you find easiest. Note that you may need to dig down a bit to get to stone if you have more than one z-level of sand/clay/soil below the surface.&lt;br /&gt;
&lt;br /&gt;
==Workshops==&lt;br /&gt;
[[File:Quickstart workshops 1.png|thumb|right|An example workshop layout. The gem stockpile (empty) is north of the Jeweler's workshop (southwest corner), the wood stockpile is east of the Carpenter's workshop (northwest corner), and the stone stockpile occupies the rest of the space. Note the wheelbarrow (Ö/umlaut-O) in the stone stockpile.]]&lt;br /&gt;
Most labors of your dwarves need a place where they can process raw materials &amp;amp;mdash; [[workshop]]s. Almost all of them occupy a 3x3 square, and most of them require just 1 unit of any building material (wood, stone, metal). Dig your stairwell down one level (with {{K-|d|i}}), if you haven't already. It's fine if this layer is soil &amp;amp;mdash; in fact, soil is better, since it's easier to dig through (if you only have one soil layer, you can put these workshops somewhere on your first level). Dig space for your workshops off of the stairwell. It will hold your [[Mechanic's_workshop|mechanic's]], [[Mason's_workshop|mason's]], [[Carpenter's_workshop|carpenter's]], and [[Jeweler's_workshop|jeweler's]] [[workshop]]s. Something to consider is stockpile proximity: the farther away the material is the dwarves use, the more time they waste with walking. So for now, dig out some more space for stockpiles close to where your new workshops will be (wood for your carpenter, stone for your mason and mechanic, and gems for your jeweler).&lt;br /&gt;
It doesn't matter if you put everything in one large room or dig out small rooms for each workshop and stockpile. Note however that some tiles of workshops are impassable: they appear as dark green 'X' when you choose a location (the specific wiki pages of the workshops also show you this). So before you build small 3x3 rooms for each workshop, make sure your dwarves will be able to reach them. Once you've dug out your rooms, set your miners to work by adding a z-level or two to the staircase (you can designate multiple z-levels at once using {{k|&amp;amp;lt;}} and {{k|&amp;amp;gt;}}, just like moving up and down). Hopefully you'll obtain some stone by doing this, which will be useful eventually. While your miners are busy, use {{K-|b|w}} to build the workshops, using whatever building material you have. If you are still digging in soil and don't have stone yet, just use wood; the material really doesn't matter in this case. Be sure that your craftsdwarves still have labors corresponding to each workshop enabled (see [[#Stout Labor|Stout Labor]] above) so they will begin construction. (Dwarves already busy mining or hauling may not immediately stop to construct workshops; if you like, you may temporarily disable other labors in order to jumpstart workshop construction.) If the construction of any building gets &amp;quot;suspended&amp;quot; just use {{K|q}} to unsuspend it. (This can happen if another dwarf or object is blocking the way. See [[#&amp;quot;Garbage&amp;quot; Dumping|Garbage Dumping]] below if you find you need to remove an object.)&lt;br /&gt;
&lt;br /&gt;
{{TipBox2|float=right|titlebg=#0a0|Too Good for Menial Peon Work|Certain labors are crucial in setting up a fort. At some point you may want to disable less important labors such as hauling for dwarves with the crucial skills of mining, masonry, architecture, carpentry, mechanics, and maybe others. You want these dwarves working on creating beds, doors, and trap components before hauling stone and cleaning.}}&lt;br /&gt;
Remove the temporary wood stockpile you created outside (using {{K-|p|x}} and selecting the entire stockpile) and dwarves will move the wood to the new wood storage area.&lt;br /&gt;
&lt;br /&gt;
Go to your mason's shop with {{K|q}} and use {{K|a}} to queue up one [[table|{{k|t}}able]] and one [[throne]]/{{k|c}}hair. You will find out why you need these in a second, but now is a good time to start building them. If you still don't have any stone at this point just use wood at the carpenter's workshop.&lt;br /&gt;
&lt;br /&gt;
At this point, it is a good idea to build a few [[wheelbarrow]]s to make hauling large objects (particularly stone) more efficient. Queue up 2 or 3 at the carpenter's workshop. (Wheelbarrows are located near the bottom of the list, on a separate page. They are not visible initially, so you'll need to scroll with {{k|+}} or {{k|-}} &amp;amp;mdash; scrolling up with {{k|-}} is more efficient, as it wraps to the bottom of the list.) While the wheelbarrows are being built, select your stone stockpile with {{k|q}} and use {{k|w}} to increase &amp;quot;Max Wheelbarrow&amp;quot; to 3 (the maximum). Your dwarves will automatically move wheelbarrows to the stockpile once they are built.&lt;br /&gt;
&lt;br /&gt;
===Where did I build that ____?===&lt;br /&gt;
As you build workshops, furnaces, Trade Depot, other buildings, rooms and even zones, you may start to lose track of where they all are -- or where they're supposed to be built, but some dwarf is too busy eating/drinking/hauling. There are a couple of commands available from the main UI that will help you locate what you built.&lt;br /&gt;
&lt;br /&gt;
* You can View {{K|R}}ooms/Buildings to see a Building List, and also Zoom {{K|t}}o the building/item, or {{K|q}}uery the building tasks.&lt;br /&gt;
&lt;br /&gt;
* For incomplete buildings/constructions, you can also open the {{K|j}}ob list and then Go to {{K|b}}uilding to find the intended location.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Brewing ==&lt;br /&gt;
You'll need [[barrel]]s to store drinks for your dwarves. The stockpile you set up earlier will use as many barrels as possible to store items in, which means they can't be used to store drinks. To change this, press {{k|p}} to access the stockpile menu and use {{k|*}} to increase the number of &amp;quot;reserved&amp;quot; barrels (i.e. barrels kept out of stockpiles - 5 barrels is good for now). Queue up two or three barrels in your carpenter's workshop with {{k|a}}-{{k|v}}. (If you run out of wood at any point, cut down another tree or two outside). If a lack of wood cancelled a job, you will need to queue the job again. Go back to your still and order some drinks to be {{k|a}}-{{k|b}}rewed. Each drink requires one barrel and one edible plant, such as a plump helmet. Even if none of yours have been harvested yet, you should have some left over from embark. Also, brewing plump helmets creates ''two'' seeds from one plant, which makes plump helmets an excellent choice for a beginning fortress. Five barrels should be plenty for now (each plant makes 5 &amp;quot;units&amp;quot;, or servings, of booze, and dwarves don't need to drink too often, so 30 units should last you a whole year. When the stocks get low, you'll probably want to start queueing up more drinks to be made (you should have more empty barrels by then)).&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Garbage&amp;quot; Dumping==&lt;br /&gt;
{{main|Garbage dump}}&lt;br /&gt;
&lt;br /&gt;
'''Note that garbage is not the same thing as refuse.''' [[Stockpile#Refuse|Refuse]] is [[Miasma|rotting stuff]]. Garbage is anything you designate to be hauled to a [[Activity_zone#Garbage_Dump|garbage dump]], even important things that aren't really garbage. Think of your garbage dump zone as a way to specify that objects you select will be brought to a specific area.&lt;br /&gt;
&lt;br /&gt;
Use {{K|i}} to create a 1x1 activity zone somewhere near your mason's and mechanic's workshops and set it to be a garbage {{k|d}}ump. Unlike stockpile areas where you are limited to storing one object per tile, any number of items may be piled in a garbage area. That means you will only need one tile to hold as much &amp;quot;garbage&amp;quot; as you like.  Although many of the room sizes in this guide are suggestions, think of the 1x1 garbage dump size as mandatory.  At some point you will probably want to retrieve an important item from your garbage dump, and the more tiles your dump contains, the harder it will be to find anything in it. Press {{k|d}}-{{k|b}} to get to the mass dump/forbid screen and select the {{k|d}}ump option. With &amp;quot;dump&amp;quot; selected, designate a rectangle over the loose stones cluttering up your living area (if there are any – this often isn't a problem yet if you've built your fort in a soil layer). This will designate this stone to be transported to a garbage dump zone. Be sure not to designate the stone in your stockpiles by mistake, since that will only cause your dwarves to perform unnecessary hauling. Once the stone from your living area has been moved there, it will be set as [[Forbid|forbidden]]. Before it can be used you will need to unforbid it using the same {{k|d}}-{{k|b}} screen, hitting {{k|c}} to claim it. Note that dwarves hauling stone (or any large, heavy objects) move slowly, and can take a lot of time to reach their destination. This can be a major waste of time if you designate 50 boulders to be dumped at once. Unless the stone is in the way of something, you don't ''need'' to dump it every time you dig out a new area. Stones lying on the ground don't slow dwarves down at all. If there is a particular dwarf you don't want hauling &amp;quot;garbage&amp;quot;, you can disable the &amp;quot;Refuse Hauling&amp;quot; labor (under the &amp;quot;Hauling&amp;quot; category). Miners are good candidates, since they are far more useful when digging than when moving the stone they just dug out.&lt;br /&gt;
&lt;br /&gt;
Congratulations! Knowing how to use garbage dump zones puts you head and shoulders above many new players - it takes some people weeks to figure this out.&lt;br /&gt;
&lt;br /&gt;
==Trading==&lt;br /&gt;
Not all embark sites have all the resources you need for a successful fortress, but every site has ''something'' you can sell. A talented dwarf can process any useless resource into something valuable, and [[trading]] is a good way to sell those goods.&lt;br /&gt;
&lt;br /&gt;
''Note that producing goods creates [[wealth]] and getting too much wealth too fast can have [[Immigration#Migrant_wave_sizes|unwanted]] [[Siege|consequences]].''&lt;br /&gt;
===Trade Depot===&lt;br /&gt;
Build a [[trade depot]] using {{K|b}}-{{K|D}} in the 5x5 room you created near your entrance. This is where caravans will park their stuff and where [[trading]] will take place when one arrives. (as stated earlier, the wagons are 3x3 so the entrance tunnel needs to be at least 3x3 for the wagons to go by). You will need one [[architect]], which will be enabled on your mason if you selected {{DFtext|Play now!}} at embark. You also need at least 3 logs or boulders to build the depot.&lt;br /&gt;
&lt;br /&gt;
===Producing for export===&lt;br /&gt;
While there are some goods that are more valuable, and some that are less valuable, it's a good idea to simply produce/export what you have too much of and to import what you have too little of. &lt;br /&gt;
Generally though, [[Gem]]s and [[Finished goods]] are decent exports for a new player.&lt;br /&gt;
&lt;br /&gt;
===Trading===&lt;br /&gt;
Once a caravan has arrived, you can mark the goods you want to sell through the Trade Depot, and your dwarves will begin moving them to the depot. Be careful not to sell wooden items to [[Elf|Elves]]; '''this includes containers:''' even a wooden bin full of metal crafts will make them upset. Also note that the traders will want to make a profit off of you. While they're happy with about 200%, the more profit they make on your site, the more goods they will bring next time, so it can be a good idea to give them even better deals.&lt;br /&gt;
&lt;br /&gt;
''A more detailed overview of the entire process is [[Trading#Trading_Flowchart|here]].''&lt;br /&gt;
&lt;br /&gt;
===What to buy===&lt;br /&gt;
In your first fortress, your priority should be importing some [[food]] and [[alcohol]]. In addition, you might want more [[Meat industry|livestock]], [[seed]]s (comes with a free bag), and - depending on what resources you are missing - additional [[pick]]s, [[barrel]]s, [[wood]], [[bag]]s, as well as [[rope]] and a [[bucket]] (for a well). While you're at it, check if you need an [[anvil]]. Maybe you forgot to bring one, or a [[kea]] stole it. Always having a small supply of ''all 3 kinds'' of [[cloth]], some [[gem]]s, [[leather]], a bit of [[sand]] (free bag!) are handy to have, as those are hard to come by on short notice.&lt;br /&gt;
If you're short on weapons-grade [[metal]] for your military, import not only actual metal [[bar]]s and [[ore]]s, buy ''all'' metal goods you can afford and [[Melt item|melt]] them down in a [[smelter]] to increase your yield.&lt;br /&gt;
&lt;br /&gt;
===Troubleshooting===&lt;br /&gt;
Once the depot is built, use {{K|D}} from the main menu to make sure your depot is accessible. (This command is only available once the depot is built – before building, the command will be disabled, and while the depot is under construction everything will flash red until the depot is built). Once completed, checking {{k|D}}epot access will flash some of the following symbols:&lt;br /&gt;
* {{raw tile|X|4:4:1}}: This tile is not accessible by wagon. This could be because something is blocking it (a tree, a natural [[boulder]], etc.).&lt;br /&gt;
* {{raw tile|W|2:2:1}}: This tile is accessible by wagon. (These tiles will radiate outward from the depot, not from the map edges.)&lt;br /&gt;
:This is good, but does not guarantee wagons will be able to reach the depot. Make sure you see the words {{DFtext|Depot accessible|2:1}} in the menu.&lt;br /&gt;
* {{raw tile|D|3:2:1}} The depot is accessible via wagon. &lt;br /&gt;
* {{raw tile|D|6:2:1}} The depot is '''not''' accessible by wagon. See below.&lt;br /&gt;
&lt;br /&gt;
If you see the message {{DFtext|Depot inaccessible|4:1}} in the menu (or the {{raw tile|D|6:2:1}}) symbol over the depot, try these solutions:&lt;br /&gt;
* Is the path to the depot (in your fortress) less than 3 tiles wide? If so, expand the entranceway and try {{k|D}} again.&lt;br /&gt;
* Are there [[tree]]s blocking a path to the depot outside? Try clearing a path by cutting down a few (you probably won't need to cut ''all'' the trees in a 3-tile wide path); usually cutting some at the end of a path of {{raw tile|W|2:2:1}}'s clears a path.&lt;br /&gt;
* Are there [[boulder]]s ({{raw tile|∞|7:0:0}}) blocking the path outside? To remove them easily, you need an [[engraver]]. If you selected &amp;quot;play now&amp;quot;, you should have one already. Select {{k|d}}-{{k|s}}mooth Stone and designate the boulder(s) for smoothing. They should flash this symbol: {{raw tile|┼|7:0:1}}&lt;br /&gt;
* Is the path to the depot only accessible via stairs or did you build traps in the way? Wagons cannot pass traps or stairs, even if they're 3x3 wide.&lt;br /&gt;
It's possible that there are multiple obstacles blocking the depot, so keep checking {{k|D}}epot access until the {{DFtext|Depot accessible|2:1}} message appears.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Note that even if your depot is inaccessible to wagons, traders still will come without wagons. They will carry much less goods and you can sell them much less, because their carrying capacity is greatly reduced.''&lt;br /&gt;
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== Migrants ==&lt;br /&gt;
{{gametext|Some migrants have arrived.}}&lt;br /&gt;
At some point soon, you'll most likely be getting migrants (if you haven't already). You'll usually get between 5 and 15 migrants in the first 2 waves, which occur sometime during your second and third seasons. See [[/Migrants|this page]] for advice when you receive migrants.&lt;br /&gt;
&lt;br /&gt;
== Bedrooms ==&lt;br /&gt;
Up to this point, your dwarves have probably been sleeping on dirt or rock in your fortress. While this is fine for a short time, your dwarves will gradually become less happy if they are forced to sleep without a bed. Under normal circumstances beds can only be made from wood, so be sure to designate some more trees to be cut down if you're short on logs.&lt;br /&gt;
&lt;br /&gt;
[[Bedroom design|Designing living quarters]] is largely a matter of personal preference and aesthetic sense. While a few useful designs are discussed here, there are many other options. In general, try to keep the bedrooms close to the stairs, and make your access hallways at least two tiles wide to reduce congestion. &lt;br /&gt;
&lt;br /&gt;
=== Location ===&lt;br /&gt;
Because noise generated from certain jobs (especially mining and woodcutting) can bother sleeping dwarves, doing these jobs within 8 tiles of a sleeping dwarf should be avoided (see [[noise]] for more information). There are two ways of accomplishing this:&lt;br /&gt;
* Placing bedrooms at the end of a hallway at least 8 tiles long will avoid most noise (as long as you are careful to avoid noisy jobs directly above or below the bedrooms).&lt;br /&gt;
* Extending your fortress down several z-levels will also work (9 levels from the surface is a safe choice), although extending a 3x3 staircase takes more work than extending a single hallway.&lt;br /&gt;
Both options work equally well, as long as you are careful to avoid disturbing sleeping dwarves. Ultimately it depends on how you want your fortress to look. &lt;br /&gt;
&lt;br /&gt;
=== Layout ===&lt;br /&gt;
Due to the limited resources of a new fortress, setting up a communal sleeping area in a dormitory is often the best short-term solution. However, you can also set up individual bedrooms for dwarves.&lt;br /&gt;
&lt;br /&gt;
'''Benefits of individual bedrooms:'''&lt;br /&gt;
* Dwarves are happier with their own bedroom and furniture.&lt;br /&gt;
* Individual rooms can increase your fort's perceived wealth.&lt;br /&gt;
'''Benefits of dormitories:'''&lt;br /&gt;
* Dormitories are easier to set up and expand (only one room is necessary, and each dwarf only requires one bed).&lt;br /&gt;
* Sleeping dwarves are much less likely to be attacked when other dwarves are around them.&lt;br /&gt;
* Multiple dwarves can sleep in a dormitory. In contrast, only one dwarf can ever sleep in a bedroom (dwarves cannot sleep in another dwarf's bedroom, even when unoccupied).&lt;br /&gt;
* Far fewer beds are needed – in a fort of 50 dwarves, for example, around five dwarves will be sleeping at a time (on average). A dormitory, therefore, rarely requires above ten beds, while individual bedrooms would require 50 beds to be built.&lt;br /&gt;
* Even when all of the beds are occupied, dwarves will still sleep in the general area of the dormitory. This is more convenient than having dwarves sleeping all over your fort.&lt;br /&gt;
For now, setting up a dormitory is easiest (although you can change this later, if you feel the need to).&lt;br /&gt;
&lt;br /&gt;
=== Building ===&lt;br /&gt;
Queue up as many beds as you need in a carpenter's workshop (no more than 3 or 4 should be necessary for a dormitory). Beds are queued with {{k|q}}-{{k|a}}-{{k|b}} at a [[carpenter's workshop]] and built with {{k|b}}-{{k|b}}. (As long as your furniture/general-purpose stockpile isn't full yet, dwarves will store beds in them as they are finished, so there may be a delay before they're available to be built.)&lt;br /&gt;
&lt;br /&gt;
'''Setting up a dormitory:'''&lt;br /&gt;
# Dig out an empty room in the location you selected.&lt;br /&gt;
# Once you have a bed ready, build it near the middle of the room (towards the end away from the entrance).&lt;br /&gt;
# Use {{k|q}} to select the bed and {{k|r}} to turn it into a bedroom. Resize the room until it fills the area you dug out (positioning the bed away from the entrance makes it easier to avoid extending the room out into the hallway). If you decide you don't like the position of the bed, remove it with {{k|q}}-{{k|x}} and place it again.&lt;br /&gt;
# Press {{k|d}} to turn the room into a dormitory (the menu should read {{DFtext|d: Dormitory &amp;lt;Y&amp;gt;}})&lt;br /&gt;
Once you have more beds built, you can place them in the same room. You don't need to mark them as dormitories as long as they're in the area you designated for the bedroom.&lt;br /&gt;
&lt;br /&gt;
[[File:Quickstart-level-7-bedrooms.png|thumb|right|An example of individual bedrooms (with furniture, discussed below)]]&lt;br /&gt;
'''Setting up individual bedrooms:'''&lt;br /&gt;
# Dig out a small room for each bed (the size and shape are up to you, but 2 to 4 tiles generally works best).&lt;br /&gt;
# Build each bed in a room when ready&lt;br /&gt;
# Use {{k|q}}-{{k|r}} to mark the bed as a bedroom.&lt;br /&gt;
You should see {{DFtext|Current owner: Nobody}} in the menu. A dwarf will eventually get around to claiming the bedroom – you don't need to assign each dwarf to a specific bedroom.&lt;br /&gt;
&lt;br /&gt;
==Nobles and Administrators==&lt;br /&gt;
Hit the {{k|n}} key to open up the [[Noble|nobles and administrators]] screen.  The most important positions to assign are '''[[manager]]''', '''[[broker]]''', and '''[[bookkeeper]]'''. &lt;br /&gt;
* A '''manager''' will allow you to queue up [[work order]], which will greatly simplify managing your production. &lt;br /&gt;
* A '''bookkeeper''' will allow you to maintain inventory counts on the {{K|z}} screen so you'll know what you do and don't have. &lt;br /&gt;
* A '''broker''' is necessary to trade with a caravan once one has arrived at your [[trade depot]].&lt;br /&gt;
&lt;br /&gt;
===Manager &amp;amp; Bookkeeper===&lt;br /&gt;
Your [[expedition leader]] is a good choice for manager and bookkeeper when starting out. Don't worry that it's just one dwarf doing all this; none of these jobs take very long.&lt;br /&gt;
&lt;br /&gt;
While you are on this screen, highlight the bookkeeper and {{K|s}}et them to work for &amp;quot;Highest Precision&amp;quot; (all counts accurate). This will help train [[record keeper|bookkeeping]] faster and ensure that you aren't dealing with vague inventory counts. &lt;br /&gt;
:''See [[Stocks]] for a detailed explanation of the {{k|z}}-stocks screen.''&lt;br /&gt;
&lt;br /&gt;
===Broker===&lt;br /&gt;
The broker should be another one of your other dwarves (rather than being the same as your bookkeeper) so that they're not too busy doing bookkeeping to actually talk to the traders when a trade delegation arrives.&lt;br /&gt;
&lt;br /&gt;
Don't worry about the [[chief medical dwarf]] yet. He/she will be needed when you set up your [[Healthcare|hospital]] which won't be covered in this guide. Feel free to go check out the [[Healthcare]] guide once you're done. &lt;br /&gt;
&lt;br /&gt;
===Offices (Studies)===&lt;br /&gt;
Some of your administrative positions (manager and bookkeeper) require an [[office]] in order to function. If your manager, for example, doesn't have an office, you will not be able to do any of the things that require a manager even though you have one assigned. &lt;br /&gt;
[[File:Quickstart-noble-selection.png|right|thumb|Nobles screen. The red stuff turns white once an office is assigned.]]&lt;br /&gt;
&lt;br /&gt;
Earlier you should have queued up a table and throne in your mason's shop, and they should be done by now. &lt;br /&gt;
# Dig out a room near your sleeping quarters or stockpiles (at least 1x3, no more than 5x5).  &lt;br /&gt;
# Place the furniture in it with {{k|b}}-{{k|c}} (chair) and {{k|b}}-{{k|t}} (table). &lt;br /&gt;
# Wait for the dwarves to install the furniture&lt;br /&gt;
# Use {{K|q}} to select the '''chair'''/throne (not the table), select &amp;quot;Make Throne Room or Study&amp;quot; ({{k|r}}), size the room appropriately, and then {{k|a}}ssign the chair to your expedition leader (who should be your both your bookkeeper and manager). &lt;br /&gt;
# Hit {{K|n}} to verify that these positions now have the office they need (if so, {{DFtext|[REQUIRE]|7:1}} should no longer be red).&lt;br /&gt;
&lt;br /&gt;
==Furniture==&lt;br /&gt;
{{TipBox2|float=right|titlebg=#0a0|width=45%|Different Names, Same Thing|As you've noticed, some things have different names based on what they're made of (for example, chairs vs. thrones and chests vs. coffers) even if they're functionally the same (material almost never makes a difference). [[Furniture#Furniture_types_with_multiple_names|Here's a list.]]&lt;br /&gt;
&lt;br /&gt;
[[Bed]]s are a notable exception &amp;amp;mdash; they can only be made of wood.&lt;br /&gt;
}}&lt;br /&gt;
Now would be a good time to start building some [[furniture]]. You could queue up all these items directly from your workshops, but why not give your new manager a little practice?&lt;br /&gt;
Using the manager screen {{k|j}}-{{k|m}}, hit {{k|q}} to queue up a new job, and type &amp;quot;[[bed]]&amp;quot;, and then select &amp;quot;construct bed.&amp;quot; Set the quantity to around 4 (or more, depending on how many beds you need). Next, queue up at least four [[table]]s, eight [[throne]]s/chairs, and four doors. Make sure you select a material you have – rock or wood will both work for all of these (except beds), so use whatever you have in your stockpiles. If you like, you can also queue up a few wooden [[chest]]s or rock coffers and [[cabinet]]s (which can be used in bedrooms, if you set up individual bedrooms). The tables and chairs will go in your [[dining room]], speaking of which...&lt;br /&gt;
&lt;br /&gt;
==Dining and Food Prep Area==&lt;br /&gt;
Right off the main stairwell (any unused area by the staircase will work), create three rooms. One will be for general food storage, one a [[dining room|dining hall]], and one a [[kitchen]]. The kitchen will allow you to make [[Cook#Recipes|prepared food]]. Make the room for the kitchen 5x5. The storage area and dining hall should be larger. Ideally, leave empty space on at least one side of your dining hall so that it can be expanded later if necessary.&lt;br /&gt;
&lt;br /&gt;
[[File:Quickstart_dining_area.png|right|thumb|Dining level with dining hall (east), kitchen (north), storage area (west), fishery, butcher's workshop, and tanner's workshop (south).]]&lt;br /&gt;
&lt;br /&gt;
Use {{K|b}}-{{K|w}}-{{k|z}} to build the kitchen in the middle of the 5x5 room. Use {{k|p}} to create {{K|f}}ood stockpiles in the remaining space around it, as well as the entire food storage room. Go back to your general-purpose stockpile on the top level and use {{K|q}} to change the {{K|s}}ettings to {{K|d}}isable Food. This will cause any food in your general purpose stockpile to get moved to your new food-only stockpiles. Hit {{K|z}} and select ''[[Kitchen]]'' from the top of the screen, then disable all cooking for plants and enable brewing for them so that they will only be used for brewing. Also disable alcoholic beverages for cooking, otherwise your cooks will waste perfectly good hooch in their cooking. The only time you might want to use alcohol in cooking is when you have lots of booze but are running out of food. If you plan to do any fishing, dig out another area and create a [[Fishery]] on this level so the uncleaned fish your fisherdwarf just caught can be cleaned (gutted) for consumption or cooking. If you plan to do any hunting or [[Status#Animal_Status_Screen|slaughter]] any animals, create a [[Butcher's shop]] on this level so animal corpses can be butchered. The fishery/butcher's shop can be placed behind the kitchen or the general food stockpile, for example. A door is recommended for the butcher's shop in order to contain [[Miasma]] should something rot, and to otherwise avoid offending squeamish dwarves. Eventually, go check out the subpage on [[/Stockpiles/]] for more information on fine-tuning these stockpiles for maximum efficiency. For now you can safely procrastinate on this and move on to the next section.&lt;br /&gt;
&lt;br /&gt;
==Placing Furniture==&lt;br /&gt;
Once your furnishings are complete, you need to place them in rooms using the {{K|b}}uild command. Put the new {{k|c}}hairs and {{k|t}}ables in the dining room. If you like, you can add doors for aesthetics (they can be useful in case something starts rotting in your food stockpiles). If you created chests and cabinets, you can add them to each room if you want, but it is not urgent now.&lt;br /&gt;
&lt;br /&gt;
==Meeting Hall==&lt;br /&gt;
Use {{K|q}} on one of the tables you just placed in the dining room, define the area as a {{k|r}}oom, and configure it to be a meeting {{k|h}}all. This will cause idle dwarves to hang around in the dining hall. You want idlers in a central location, close to where you will be placing your emergency drawbridge levers. You should probably remove the temporary meeting area (and any other meeting areas that you created earlier) with {{K|i}}-{{k|x}}.&lt;br /&gt;
&lt;br /&gt;
==Checking Supplies==&lt;br /&gt;
{{TipBox2|float=right|titlebg=#a00|Hostile Wilds|Before turning on either hunting or fishing, examine the {{K|u}}nits screen to see if there are any dangerous critters your hunters/fishers need worry about. With hunting especially, you may need to check this screen frequently.}}&lt;br /&gt;
Use the {{K|z}} ([[status]]) screen to check your stock levels. How much food and booze do you have left? You only have unprepared food at this point, and the booze you brought with you, but soon you will be making more. If you are running low on food, you can designate gathering some [[shrub|outdoor plants]], [[Status#Animal_Status_Screen|slaughter]] some animals, turn on [[fishing]], or turn on [[hunting]] to tide you over for a bit. Hunting and slaughtering animals both require a butcher's shop.&lt;br /&gt;
&lt;br /&gt;
==Brewing and Cooking==&lt;br /&gt;
Once your first crop of plump helmets starts to come in, you will want to start [[brewing]] as a [[repeat]]ing task. Also, now would be a good time to start [[cooking]] actual meals rather than forcing your dwarves to eat raw food. Cooking [[Cooking#Recipes|easy meals]] will train dwarves faster, but they may be happier with [[Cooking#Recipes|lavish meals]]. So, you might want to cook easy ones until your cook or cooks skill up to a certain point then have them start making lavish meals. Prepared food is cooked from two (easy), three (fine), or four (lavish) raw food/alcohol ingredients. Each prepared food item will be called a 'something' (for instance, a specific animal meat) &amp;quot;biscuit&amp;quot;, &amp;quot;stew&amp;quot;, or &amp;quot;roast&amp;quot; depending on the lavishness of the meal.&lt;br /&gt;
&lt;br /&gt;
{{TipBox2|float=right|titlebg=#0a0|Conserving Resources|Some things absolutely require wood (like beds and charcoal), but others can be made out of more common materials like stone. For this reason it's best, especially in the beginning, to make everything that you can out of stone. For example, you could make wood chests and barrels, but stone coffers and rock pots would let you save wood for things that require it and help you rid yourself of all that stone. And if you decide you want solid gold chests or something later when you have more resources, you can always throw out the rock coffers.}}&lt;br /&gt;
Speaking of booze, in order to keep the booze flowing, you will need to create some [[barrel]]s, or some stone [[pot]]s. Your dwarves should have emptied a few barrels by now to get you started, but you will definitely need more. A ''lot'' more.  If you have an abundance of trees, then you can designate some more for cutting, and have your carpenter make a bunch of wooden barrels, but it may be more prudent to make a [[Craftsdwarf's workshop]], make sure someone has the [[Stonecrafting]] labor enabled, and build a bunch of rock pots. (Rock pots are essentially barrels made of rock.) And don't worry that you've made too many; you almost can't get enough of them. Keep checking your food and drink stock levels on the {{K|z}} screen periodically. While cooked food (properly stockpiled) and alcohol don't spoil, there is really no need to stock 2,000 units of dwarven wine at this point. Ten times the number of drinks and meals as you have dwarves is more than enough. If you start running out of food or drinks, designate some wild plants for harvesting, [[Status#Animal_Status_Screen|slaughter]] some of your animals, start hunting or fishing, or start more farms. (Actually, now would be a fine time to make another 3x3 farm. Set it to produce [[sweet pod]]s in the spring and summer, [[cave wheat]] or [[pig tail]]s (your choice) in the fall (autumn), and [[plump helmet]]s in the winter. Having multiple types of plants will give your dwarves more variety in their food and drink, keeping them from [[Thought|grumbling]].)&lt;br /&gt;
&lt;br /&gt;
==Storage Space==&lt;br /&gt;
{{TipBox2|titlebg=#0a0|float=right|Advanced Stockpiling|Check out the [[/Stockpiles|Stockpiles]] sub-page for more information on fine-tuning your stockpiles, especially in the food production area. This is somewhat complicated and it can safely be skipped if you don't feel like tinkering with stockpiles right now.}}&lt;br /&gt;
You should probably start making some wooden '''[[Bin|bins]]''' to help you store more stuff in less space. You might not need them yet, but you certainly will later. Bins are somewhat like barrels/pots, but they can store things other than just food and drink. Bins will also reduce the amount of labor needed to [[haul]] things to your trade depot or other stockpiles. So designate some more trees to be chopped down and queue up some bins. As with barrels and pots, you almost can't have enough bins.&lt;br /&gt;
&lt;br /&gt;
==Situational Awareness==&lt;br /&gt;
At this point you might already have lost one or two games. Understanding why that happened is the most important part to get better and avoid frustration. To do so, you should be aware of what situation your fortress is in at all times: Are there enemies on the map? Do your dwarves have enough food? How many dwarves do you have? What season is it?&lt;br /&gt;
&lt;br /&gt;
Along with just loo{{K|k}}ing around periodically, there are 4 screens that can help you with these questions:&lt;br /&gt;
&lt;br /&gt;
* The {{K|u}}nit screen with its various tabs. Keep an eye out for invaders, dangerous animals and so on&lt;br /&gt;
* The status screen ({{K|z}}) and its &amp;quot;stocks&amp;quot; subscreen ''(Remember to appoint a [[bookkeeper]] and set him to the highest accuracy)''. Pay attention to the current date and your supplies.&lt;br /&gt;
* {{K|a}}nnouncements, and&lt;br /&gt;
* Combat {{K|r}}eports&lt;br /&gt;
&lt;br /&gt;
Check them periodically and you will be able to recognize problems earlier and avoid disasters better.&lt;br /&gt;
&lt;br /&gt;
=Beyond a Minimal Fortress=&lt;br /&gt;
&lt;br /&gt;
By now you should have your main entrance created, along with a farm, general-purpose stockpile, refuse pile (for trash), and [[trade depot]]. Somewhere you should have a mason's shop, a mechanic's shop, a carpenter's shop, and a jeweler's shop, surrounded by appropriate storage piles with garbage zone (for excess stone). You should also have a furnished dining area with kitchen, still, and food storage, and a residential area with furnished bedrooms and an office. You should have selected your administrators, and might even have an optional fishery, butcher's shop, craftsdwarf's workshop, or other stuff. At this point, you have all the components of a minimal but functional fortress! Your next steps will be to make it safer and better-protected, to set up your [[metal industry]], and later to prepare your [[military|militia]].&lt;br /&gt;
&lt;br /&gt;
==Traps==&lt;br /&gt;
Start producing '''[[mechanism]]s''' at your [[mechanic's workshop]]. Queue up ten. After they are built, use them to create [[Trap#Stone-fall_Trap|stone fall traps]] using {{K|b}}-{{K|T}}. Be sure not to block access to your depot! Queue up some [[cage]]s, and more mechanisms, and use these to create some [[Trap#Cage_Trap|cage traps]] right after your stone traps. Cage traps are incredibly effective at stopping ambushers, but traps in general will not protect you from [[thief|thieves and kidnappers]] who will almost always bypass them. (To deal with these ambushers, see the next section on [[#Guard Animals|guard animals]]). Continue to fill up your entry hall with alternating rows of stone and cage traps as the parts become available. Ideally you want to have enough cage traps to take out most of the [[goblin]]s so your military will only have to mop up.&lt;br /&gt;
&lt;br /&gt;
Note that traps will block wagons from reaching your trade depot (although pack animals will still arrive safely). A few ways to avoid this are shown below:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;diagram&amp;gt;&lt;br /&gt;
[#1:1]^^^^^&lt;br /&gt;
[#2:1].....&lt;br /&gt;
.....&lt;br /&gt;
.....&lt;br /&gt;
[#1:1]^^^^^&lt;br /&gt;
&amp;lt;/diagram&amp;gt;&lt;br /&gt;
|A simple strategy, most useful above ground where invaders can come from the sides – underground, this is less useful (invaders don't tend to emerge from the walls). &lt;br /&gt;
'''Legend:''' In this diagram and the one below, traps are blue {{DFtext|^|1:1}} (^) symbols, and the green {{DFtext|.|2:1}} and red {{DFtext|.|4}} (.) symbols represent the ground and cave floor.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;diagram fg=&amp;quot;4:0&amp;quot;&amp;gt;&lt;br /&gt;
░░░░░░░░░&lt;br /&gt;
░.......░&lt;br /&gt;
░.......░&lt;br /&gt;
░.......░&lt;br /&gt;
....[#1:1]^[#]....&lt;br /&gt;
....[#1:1]^[#]....&lt;br /&gt;
....[#1:1]^[#]....&lt;br /&gt;
░░░░░░░░░&lt;br /&gt;
&amp;lt;/diagram&amp;gt;&lt;br /&gt;
|A more complex design, but also extremely effective (best used underground). The majority of invaders will choose to take the shortest path, directly through the traps. This can also be extended to make a wider group of traps of a longer safe route.&lt;br /&gt;
&lt;br /&gt;
This is relatively easy to implement if you already have a 3-tile wide hallway – just dig a small loop off it and place traps in the old location.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note that this is only necessary when caravans can't get to your trade depot, because the hallway is filled with traps - if your trade depot is not behind a trap-lined hallway, you can safely make a hallway full of traps - citizens won't trigger traps.&lt;br /&gt;
&lt;br /&gt;
If you place a trap somewhere you didn't mean to, remove it with {{k|t}}-{{k|x}} or {{k|q}}-{{k|x}}.&lt;br /&gt;
&lt;br /&gt;
==Guard Animals==&lt;br /&gt;
Create one 1x1 [[pasture]] near the beginning of your entryway, in the middle tile, using {{K|i}}. Using the {{K|N}} key inside the zone interface, assign a [[dog]] or other non-grazing animal to it. This animal will spot thieves and raiders before they gain entrance to your fortress. Try to pick a disposable animal, as it ''will'' be slaughtered by the first ambush raiders. Ideally, don't assign female animals; you want them safe for [[Meat industry#Breeding|breeding]] (you should make sure to keep at least one male around for breeding as well).&lt;br /&gt;
&lt;br /&gt;
==Drawbridge==&lt;br /&gt;
In case of an [[ambush]] or [[siege]], you will want to close up your fort, keeping the goblins out until your [[squad]]s have formed up and are in position. Therefore, you can build a [[Bridge|drawbridge]] ({{K|b}}-{{K|g}}) to seal off your entryway. Make sure to use {{K|w}}, {{K|a}}, {{K|d}}, or {{K|x}} to make it raise up in the right direction, which then forms a barrier to block enemy ranged units. If you don't get the orientation of the bridge correct, it will just retract (disappear) instead of raising up, allowing enemy ranged units to fire across. &lt;br /&gt;
&lt;br /&gt;
Put the drawbridge between the trade depot and the hall-o-traps so you can lock things out of the fort. Build a lever ({{K|b}}-{{K|T}}-{{K|l}}) near your meeting area and [[Lever#Linking|link]] it to the drawbridge by using {{K|q}} on the lever. (This linking will require 3 [[mechanisms]] in total.)&lt;br /&gt;
&lt;br /&gt;
==Metal Industry==&lt;br /&gt;
[[File:Quickstart-level-2-forge.png|thumb|right|Level -2: Forge and smelters with ore stockpile in the middle.]]&lt;br /&gt;
Now, below your first workshop level, dig out four more 5x5 rooms around the stairwell. Three of these will be [[smelter]]s ({{k-|b|e|s}}), and one a [[metalsmith's forge]] ({{k-|b|w|f}}). Designate stockpiles for {{K|b}}ars around the smelters and forge. The bar stockpiles will hold [[Fuel|coke and charcoal]] and metal [[bar]]s. You will probably need larger bar stockpiles, but you can dig out more space and expand them later. Also dig out some space and create a stockpile for [[ore]] somewhere nearby. To make an ore stockpile, designate a {{K|s}}tone stockpile, then use {{K|q}} to change the {{K|s}}ettings on it to forbid all types of stone other than ore. Finally, go to your general-purpose stockpile on the top level and use {{K|q}} to disable Bars. Stone should already be disabled on this stockpile, and if so, then ore is already disabled for it.&lt;br /&gt;
&lt;br /&gt;
===Wood Burning===&lt;br /&gt;
Somewhere near your carpenter's shop, near your wood stockpile, dig out an area and build a [[wood furnace]] ({{k-|b|e|w}}).  This is where you will create charcoal (see below) and ash (for making soap). Dwarf Fortress has two forms of carbon which are useful as [[fuel]] in the metal industry: ''charcoal'' (which is charred wood), and ''coke'' (refined coal).  They are completely interchangeable.  If your map has a lot of '''lignite''' or '''bituminous coal''', you can process that into coke, using charcoal to jump-start the process. If you don't find coal on your map, you'll need to either dig down to [[magma]] or make charcoal out of wood to run your forges and smelters, but don't worry about this yet. You need to do some digging around.&lt;br /&gt;
&lt;br /&gt;
===Mining===&lt;br /&gt;
{{TipBox2|float=right|titlebg=#0a0|&amp;quot;I have struck what?&amp;quot;|New players who don't have a degree in geology usually find themselves confused as to what all these mineral names mean. In DF you'll never strike &amp;quot;iron ore&amp;quot; but you will strike [[magnetite]] or [[limonite]] which are [[ore]]s of [[iron]]. If you don't know that these things are ores of iron then it obviously won't occur to you to try to smelt iron. Note that ores usually look like {{Raw Tile|£|6:7:1}} before they are mined and {{Raw Tile|*|6:1}} after, though the colors will differ.  See '''''[[The Non-Dwarf's Guide to Rock]]''''' to help you figure out exactly what you've found.}}&lt;br /&gt;
At this point you want to start looking for metal ore. You may have already found some while digging out rooms, in which case you can just mine into the walls of the rooms to get more ore. If you haven't found ore yet or you want to see what else you can find, you will need to dig [[Exploratory mining|exploratory tunnels]] looking for ores, minerals, and [[gem]]s. For now just start digging tunnels out from your stairwell or rooms in all directions and see what you run into. Note that digging into '''damp stone''' or '''warm stone''' is not recommended as those areas may be holding back water or lava which can flood your fort.&lt;br /&gt;
&lt;br /&gt;
===Fuel===&lt;br /&gt;
Whether you find [[coal]] or not, you will need to burn wood into at least one unit of [[charcoal]]. If you find some coal ([[lignite]] or [[bituminous coal]]), start your [[smelter]]s out processing it into [[coke]] using your charcoal to get things started. From then out you can burn coke to make more coal into more coke and so on. Put these coke-making jobs on repeat. Only use one smelter to begin with, but you should be getting a group of [[Immigration|immigrants]] fairly soon, if you haven't already, and you can put them to work in the other smelters. Don't give up on finding coal right away. Dig around for a while and if you're starting to get impatient then burn some more wood into charcoal, smelt some ore, and make some [[weapon]]s. If you rely on charcoal for fuel then you'll be needing a ''lot'' of wood, so in that case dig out another room near the furnace and create a wood stockpile. You might also want to just remove a smelter, replace it with a [[wood furnace]], and create the new wood stockpile down in the smelting area. Finally, go designate more trees for chopping.&lt;br /&gt;
&lt;br /&gt;
===Forging===&lt;br /&gt;
{{TipBox2|float=right|titlebg=#0a0|Alternative Energy|If you don't find coal then you will have to continue to burn wood into charcoal, or dig down to the bottom of the map and find the magma sea so you can power [[magma smelter]]s and [[magma forge]]s. Getting to magma can be difficult for various reasons that you will discover, so make sure you are ready for some trouble before you go that direction. Burning charcoal should work out okay in the short term.}}&lt;br /&gt;
Once you have smelted some ore to get metal bars, and have additional bars of either coal or charcoal, you can start forging metal items. Here are some suggestions on what to make first:&lt;br /&gt;
#'''[[Pick]]s''' - You may have only started out with one pick which limits the number of miners you have to one. By this point you are probably wishing you had more miners. Make a few picks and give some dwarves the mining labor once you get some immigrants. It doesn't matter what metal you use to make picks, at least when it comes to mining, so even copper is perfectly good.&lt;br /&gt;
#'''[[Weapon]]s''' - Picks actually make pretty good weapons, but there can be some issues equipping them because they're tied to the mining labor. You may want to make a few axes. They make good weapons, at least against most lightly armored opponents you're likely to encounter first, and can be used to chop trees. Start with 5 or so.&lt;br /&gt;
#'''[[Armor]]''' - You're going to want some armor. Start with mail shirts, helms, leggings, then gauntlets and boots. Start with 3 or so of each in the order listed, then make more later when your military grows.  Also make some shields out of wood, unless you're swimming in metal (since the shield's material doesn't matter for defensive purposes).  Once you have the essentials covered, you can include breastplates (but they take 3 bars of metal to make, and they don't cover as much of the torso and arms as a mail shirt). &lt;br /&gt;
An important thing to note is that mail shirts protect the upper leg as well as the torso and arms, and high boots protect the lower leg. As dwarves have no knees (at least in military terms), high boots and mail shirts are sufficient to protect your dwarves' legs.&lt;br /&gt;
[[Steel]] is the best normal metal to make armor and most weapons out of, but you will likely find that you want some arms before you can make steel. [[Iron]] is good, as is [[bronze]]. [[Copper]] is not ideal, but it still works and is better than no metal weapons/armor at all.&lt;br /&gt;
&lt;br /&gt;
==Gemcutting and Trinkets==&lt;br /&gt;
You should have uncovered some [[gem]]s by now, so put your [[jeweler]] to work [[Gem cutter|cutting]] them. These will be used for [[Trading|trade]].  Only buy things that you need in the first year. [[Finished goods|Stone crafts]] produced by a craftsdwarf can make good trading goods as well. To get enough goods, you will need to dedicate a craftsdwarf's workshop and craftsdwarf to this task full-time, but you're very unlikely to ever run out of stone.&lt;br /&gt;
&lt;br /&gt;
==Sticking to the Plan==&lt;br /&gt;
{{TipBox2|float=right|titlebg=#a00|Getting Distracted|Say one of your new immigrants turns out to be a legendary weaver. Should you plant some pig tails and create a loom for him? '''No!''' Put his legendary butt to work smelting metal or something that's part of your current industry even though he has no skill at it. Do not split your efforts yet. You can make use of his unique talents later when you can afford to diversify your industry.}}&lt;br /&gt;
Metalsmithing will be your primary economic activity, with cutting gems (and possibly making stone crafts) being used to give you some short-term [[wealth]] until the [[metal industry]] gets going. This means you will need miners, haulers, smiths and furnace operators. Unless a dwarf is doing something else vital to the proper functioning of your fort, such as training in the militia, making traps, cooking food, and so forth, they should be doing one of those four things.&lt;br /&gt;
&lt;br /&gt;
==Wealth and Invasion==&lt;br /&gt;
{{TipBox2|float=right|titlebg=#a00|Crafting Invitations for Trouble|Creating too much wealth initially is a sure fire method of pulling down a goblin ambush that you are ill-equipped to deal with. Titans will also start attacking you should your wealth go over a certain amount. For this reason, spend no time smelting gold, smoothing, or engraving anything yet. Most of the wealth you create in the beginning should be the [[weapon|sharp pointy kind]].}}&lt;br /&gt;
You may have struck [[gold]] or some other valuable metal, and you may be tempted to put your furnaces and smiths to work creating valuable metal crafts. Don't do it! Until you have your militia formed and fully equipped with armor and weaponry, your smelters and forge should be doing nothing else but smelting cheaper materials like coal, iron, making pig iron and steel if possible, and making weapons and armor. Making [[steel]] will actually increase your wealth quite a bit, but at least you can stab and beat things to death with steel; you can't make weapons from gold.&lt;br /&gt;
&lt;br /&gt;
=Military=&lt;br /&gt;
&lt;br /&gt;
Your '''military''' is an important part of fortress defense. Unless you have totally cut yourself off from the outside world, then you will want at least some sort of military. Once you reach this point, you should hopefully have enough dwarves to start a small military training program. You will need at least 5 dwarves who aren't otherwise doing anything important. If you don't have any spare dwarves yet, or just don't want to mess with it yet, just skip to the next section and come back to this later. Don't wait too long to set up your military though; you especially will want soldiers before you reach a population of 80 dwarves. (You will find out why.) When you're ready to start up your military, see the [[Military quickstart]] guide.&lt;br /&gt;
&lt;br /&gt;
= What Next? =&lt;br /&gt;
&lt;br /&gt;
Congratulations! If you've made it this far then you have a self-sustaining fort going and can now start to branch out into whatever you are interested in exploring. Expect some goblin invasions, forgotten beasts, titans, dragons, giants, and other creatures to interrupt your activities at various points. This is part of the [[fun]].&lt;br /&gt;
&lt;br /&gt;
Here are some things that people almost always do eventually, though not necessarily in any particular order (these are somewhat essential):&lt;br /&gt;
*Build [[coffin]]s and a graveyard or [[tomb]]s for dead dwarves and pets&lt;br /&gt;
*Set up a [[Healthcare|hospital]]&lt;br /&gt;
*Build a [[well]]&lt;br /&gt;
*Start producing [[textile industry|clothing]] to replace [[wear|worn-out attire]]&lt;br /&gt;
*Build a [[jail]] for unruly dwarves&lt;br /&gt;
*Set up [[Scheduling#Alert_Levels|civilian alerts]] to get civilians to a safe area during ambushes and sieges&lt;br /&gt;
&lt;br /&gt;
Here are some things that players often do as their population grows:&lt;br /&gt;
*[[Smoothing|Smooth]] and [[engraving|engrave]] walls and floors&lt;br /&gt;
*Produce [[Meat industry|Meat]], [[Egg production|eggs]], milk and [[Beekeeping industry|honey]]&lt;br /&gt;
*Continue to expand the [[military]]&lt;br /&gt;
*Explore new [[Industry|industries]]&lt;br /&gt;
*Dig down to the [[caverns]] and create a defended lower entrance with traps to defend the fort against the [[creatures|denizens]] below&lt;br /&gt;
*Enable [[Animal training]] for a dwarf and train some war animals&lt;br /&gt;
*Build a [[Mass pitting]] system to dispose of caged enemies&lt;br /&gt;
*Build above-ground [[construction]]s such as an archery tower or garden&lt;br /&gt;
*Create a [[statue|statue garden]] or [[zoo]]&lt;br /&gt;
*Farm in an [[Farming#Above-ground_farming|above-ground farm plot]]&lt;br /&gt;
*Dig down to [[magma]] and set up [[magma forge]]s and [[magma smelter]]s to avoid the need for fuel&lt;br /&gt;
*Build [[machine component]]s to pump magma and water&lt;br /&gt;
*Create more [[Trap design|elaborate traps]] such as magma and drowning chambers&lt;br /&gt;
*Try some [[stupid dwarf trick]]s&lt;br /&gt;
&lt;br /&gt;
You may also want to just read over the [[Dwarf fortress mode|Fortress Mode Reference Guide]] and the many other very useful documents on the wiki to give you other ideas of what to do.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that how you play is not set in stone. Some people never defend, some start a [[Megaprojects|megaproject]] right after settling, some never dig and just build an above ground castle or town using logs. Some never smelt ore, some start smelting as soon as they arrive. Some make their home in the dangerous natural caverns. Some deal with invaders by flooding the map or isolating themselves completely. And that's not even considering the [[List of mods|mods]] and some of the crazier [[challenges]] that people have come up with. There's really no one &amp;quot;right&amp;quot; way to play DF.&lt;br /&gt;
&lt;br /&gt;
= Feedback =&lt;br /&gt;
If you have any feedback on this guide, you can leave a message on the [[{{TALKPAGENAME}}|talk page]] for this article, or in [http://www.bay12forums.com/smf/index.php?topic=83452.0 this thread] on the forums.&lt;br /&gt;
&lt;br /&gt;
{{Getting Started}}&lt;br /&gt;
{{Category|Fortress mode}}&lt;br /&gt;
{{Category|Quickstart guide}}&lt;br /&gt;
&lt;br /&gt;
[[de:DF2012:Schnellstart]]&lt;br /&gt;
[[ru:Быстрый старт]]&lt;/div&gt;</summary>
		<author><name>Qwiption</name></author>
	</entry>
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